/** * @file llfriendcard.h * @brief Definition of classes to process Friends Cards * * $LicenseInfo:firstyear=2002&license=viewergpl$ * * Copyright (c) 2002-2009, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at * http://secondlifegrid.net/programs/open_source/licensing/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ #ifndef LL_LLFRIENDCARD_H #define LL_LLFRIENDCARD_H #include "llcallingcard.h" #include "llinventorymodel.h" // for LLInventoryModel::item_array_t class LLViewerInventoryItem; class LLFriendCardsManager : public LLSingleton<LLFriendCardsManager> , public LLFriendObserver { LOG_CLASS(LLFriendCardsManager); friend class LLSingleton<LLFriendCardsManager>; friend class CreateFriendCardCallback; public: typedef std::map<LLUUID, std::vector<LLUUID> > folderid_buddies_map_t; // LLFriendObserver implementation void changed(U32 mask) { onFriendListUpdate(mask); } /** * Ensures that all necessary folders are created in Inventory. * * For now it processes Calling Card, Calling Card/Friends & Calling Card/Friends/All folders */ void ensureFriendFoldersExist(); /** * Determines if specified Inventory Calling Card exists in any of lists * in the Calling Card/Friends/ folder (Default, or Custom) */ bool isItemInAnyFriendsList(const LLViewerInventoryItem* item); /** * Checks if specified category is contained in the Calling Card/Friends folder and * determines if specified Inventory Object exists in that category. */ bool isObjDirectDescendentOfCategory(const LLInventoryObject* obj, const LLViewerInventoryCategory* cat) const; /** * Checks is the specified category is in the Calling Card/Friends folder */ bool isCategoryInFriendFolder(const LLViewerInventoryCategory* cat) const; /** * Checks is the specified category is a Friend folder or any its subfolder */ bool isAnyFriendCategory(const LLUUID& catID) const; /** * Synchronizes content of the Calling Card/Friends/All Global Inventory folder with Agent's Friend List * * @return true - if folder is already synchronized, false otherwise. */ bool syncFriendsFolder(); /*! * \brief * Collects folders' IDs with the buddies' IDs in the Inventory Calling Card/Friends folder. * * \param folderBuddiesMap * map into collected data will be put. It will be cleared before adding new data. * * Each item in the out map is a pair where first is an LLViewerInventoryCategory UUID, * second is a vector with UUID of Avatars from this folder. * */ void collectFriendsLists(folderid_buddies_map_t& folderBuddiesMap) const; private: LLFriendCardsManager(); ~LLFriendCardsManager(); /** * Stores buddy id to avoid sent create_inventory_callingcard several time for the same Avatar */ void putAvatarData(const LLUUID& avatarID); /** * Extracts buddy id of Created Friend Card */ const LLUUID extractAvatarID(const LLUUID& avatarID); bool isAvatarDataStored(const LLUUID& avatarID) const { return (mBuddyIDSet.end() != mBuddyIDSet.find(avatarID)); } const LLUUID& findChildFolderUUID(const LLUUID& parentFolderUUID, const std::string& folderLabel) const; const LLUUID& findFriendFolderUUIDImpl() const; const LLUUID& findFriendAllSubfolderUUIDImpl() const; const LLUUID& findFriendCardInventoryUUIDImpl(const LLUUID& avatarID); void findMatchedFriendCards(const LLUUID& avatarID, LLInventoryModel::item_array_t& items) const; /** * Adds avatar specified by its UUID into the Calling Card/Friends/All Global Inventory folder */ bool addFriendCardToInventory(const LLUUID& avatarID); /** * Removes an avatar specified by its UUID from the Calling Card/Friends/All Global Inventory folder * and from the all Custom Folders */ void removeFriendCardFromInventory(const LLUUID& avatarID); void onFriendListUpdate(U32 changed_mask); /** * Force fetching of the Inventory folder specified by passed folder's LLUUID. * * It only sends request to server, server reply should be processed in other place. * Because request can be sent via UDP we need to periodically check if request was completed with success. */ void forceFriendListIsLoaded(const LLUUID& folder_id) const; private: typedef std::set<LLUUID> avatar_uuid_set_t; avatar_uuid_set_t mBuddyIDSet; bool mFriendsAllFolderCompleted; }; #endif // LL_LLFRIENDCARD_H