- move OpenSim/Framework/IInventoryData.cs to

OpenSim/Data/IInventoryData.cs
- trim trailing whitespace
This commit is contained in:
Mike Mazur
2009-02-03 05:20:26 +00:00
parent e12b0a2496
commit 9377c6f2b2
8 changed files with 122 additions and 115 deletions

View File

@@ -0,0 +1,157 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System.Collections.Generic;
using OpenMetaverse;
using OpenSim.Framework;
namespace OpenSim.Data
{
/// <summary>
/// An interface for accessing inventory data from a storage server
/// </summary>
public interface IInventoryDataPlugin : IPlugin
{
/// <summary>
/// Initialises the interface
/// </summary>
void Initialise(string connect);
/// <summary>
/// Returns all descendent folders of this folder. Does not return the parent folder itself.
/// </summary>
/// <param name="parentID">The folder to get subfolders for</param>
/// <returns>A list of inventory folders</returns>
List<InventoryFolderBase> getFolderHierarchy(UUID parentID);
/// <summary>
/// Returns a list of inventory items contained within the specified folder
/// </summary>
/// <param name="folderID">The UUID of the target folder</param>
/// <returns>A List of InventoryItemBase items</returns>
List<InventoryItemBase> getInventoryInFolder(UUID folderID);
/// <summary>
/// Returns a list of the root folders within a users inventory
/// </summary>
/// <param name="user">The user whos inventory is to be searched</param>
/// <returns>A list of folder objects</returns>
List<InventoryFolderBase> getUserRootFolders(UUID user);
/// <summary>
/// Returns the users inventory root folder.
/// </summary>
/// <param name="user">The UUID of the user who is having inventory being returned</param>
/// <returns>Root inventory folder, null if no root inventory folder was found</returns>
InventoryFolderBase getUserRootFolder(UUID user);
/// <summary>
/// Returns a list of inventory folders contained in the folder 'parentID'
/// </summary>
/// <param name="parentID">The folder to get subfolders for</param>
/// <returns>A list of inventory folders</returns>
List<InventoryFolderBase> getInventoryFolders(UUID parentID);
/// <summary>
/// Returns an inventory item by its UUID
/// </summary>
/// <param name="item">The UUID of the item to be returned</param>
/// <returns>A class containing item information</returns>
InventoryItemBase getInventoryItem(UUID item);
/// <summary>
/// Returns a specified inventory folder by its UUID
/// </summary>
/// <param name="folder">The UUID of the folder to be returned</param>
/// <returns>A class containing folder information</returns>
InventoryFolderBase getInventoryFolder(UUID folder);
/// <summary>
/// Creates a new inventory item based on item
/// </summary>
/// <param name="item">The item to be created</param>
void addInventoryItem(InventoryItemBase item);
/// <summary>
/// Updates an inventory item with item (updates based on ID)
/// </summary>
/// <param name="item">The updated item</param>
void updateInventoryItem(InventoryItemBase item);
/// <summary>
///
/// </summary>
/// <param name="item"></param>
void deleteInventoryItem(UUID item);
/// <summary>
/// Adds a new folder specified by folder
/// </summary>
/// <param name="folder">The inventory folder</param>
void addInventoryFolder(InventoryFolderBase folder);
/// <summary>
/// Updates a folder based on its ID with folder
/// </summary>
/// <param name="folder">The inventory folder</param>
void updateInventoryFolder(InventoryFolderBase folder);
/// <summary>
/// Updates a folder based on its ID with folder
/// </summary>
/// <param name="folder">The inventory folder</param>
void moveInventoryFolder(InventoryFolderBase folder);
/// <summary>
/// Deletes a folder. Thie will delete both the folder itself and its contents (items and descendent folders)
/// </summary>
/// <param name="folder">The id of the folder</param>
void deleteInventoryFolder(UUID folder);
/// <summary>
/// Returns all activated gesture-items in the inventory of the specified avatar.
/// </summary>
/// <param name="avatarID">
/// The <see cref="UUID"/> of the avatar
/// </param>
/// <returns>
/// The list of gestures (<see cref="InventoryItemBase"/>s)
/// </returns>
List<InventoryItemBase> fetchActiveGestures(UUID avatarID);
}
public class InventoryDataInitialiser : PluginInitialiserBase
{
private string connect;
public InventoryDataInitialiser (string s) { connect = s; }
public override void Initialise (IPlugin plugin)
{
IInventoryDataPlugin p = plugin as IInventoryDataPlugin;
p.Initialise (connect);
}
}
}

View File

@@ -94,9 +94,9 @@ namespace OpenSim.Data.Tests
iname1 = "Shirt";
iname2 = "Text Board";
iname3 = "No Pants Barrel";
}
[Test]
public void T001_LoadEmpty()
{
@@ -163,7 +163,7 @@ namespace OpenSim.Data.Tests
{
InventoryFolderBase f2 = NewFolder(folder3, folder1, owner1, name3);
db.addInventoryFolder(f2);
Assert.That(db.getInventoryFolders(zero).Count, Is.EqualTo(1));
Assert.That(db.getInventoryFolders(folder1).Count, Is.EqualTo(2));
Assert.That(db.getInventoryFolders(folder2).Count, Is.EqualTo(0));
@@ -171,7 +171,7 @@ namespace OpenSim.Data.Tests
Assert.That(db.getInventoryFolders(UUID.Random()).Count, Is.EqualTo(0));
}
[Test]
public void T013_FolderHierarchy()
{
@@ -182,14 +182,14 @@ namespace OpenSim.Data.Tests
Assert.That(db.getFolderHierarchy(UUID.Random()).Count, Is.EqualTo(0));
}
[Test]
public void T014_MoveFolder()
{
InventoryFolderBase f2 = db.getInventoryFolder(folder2);
f2.ParentID = folder3;
db.moveInventoryFolder(f2);
Assert.That(db.getInventoryFolders(zero).Count, Is.EqualTo(1));
Assert.That(db.getInventoryFolders(folder1).Count, Is.EqualTo(1));
Assert.That(db.getInventoryFolders(folder2).Count, Is.EqualTo(0));
@@ -228,7 +228,7 @@ namespace OpenSim.Data.Tests
db.addInventoryItem(NewItem(item3, folder3, owner1, iname3, asset3));
Assert.That(db.getInventoryInFolder(folder3).Count, Is.EqualTo(3));
}
[Test]
public void T102_CompareItems()
{
@@ -245,7 +245,7 @@ namespace OpenSim.Data.Tests
Assert.That(i2.AssetID, Is.EqualTo(asset2));
Assert.That(i3.AssetID, Is.EqualTo(asset3));
}
[Test]
public void T103UpdateItem()
{
@@ -257,7 +257,7 @@ namespace OpenSim.Data.Tests
i1.Description = niname1;
i1.Owner = owner2;
db.updateInventoryItem(i1);
i1 = db.getInventoryItem(item1);
Assert.That(i1.Name, Is.EqualTo(niname1));
Assert.That(i1.Description, Is.EqualTo(niname1));
@@ -287,4 +287,4 @@ namespace OpenSim.Data.Tests
return f;
}
}
}
}