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/**
* @file llinventorymodel.h
* @brief LLInventoryModel class header file
*
* $LicenseInfo:firstyear=2002&license=viewergpl$
*
* 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_LLINVENTORYMODEL_H
#define LL_LLINVENTORYMODEL_H
#include "llassettype.h"
#include "llfoldertype.h"
#include "lldarray.h"
#include "llframetimer.h"
#include "llhttpclient.h"
#include "lluuid.h"
#include "llpermissionsflags.h"
#include "llstring.h"
#include <map>
#include <set>
#include <string>
#include <vector>
class LLInventoryObserver;
class LLInventoryObject;
class LLInventoryItem;
class LLInventoryCategory;
class LLViewerInventoryItem;
class LLViewerInventoryCategory;
class LLViewerInventoryItem;
class LLViewerInventoryCategory;
class LLMessageSystem;
class LLInventoryCollectFunctor;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLInventoryModel
//
// This class represents a collection of inventory, and provides
// efficient ways to access that information. This class could in
// theory be used for any place where you need inventory, though it
// optimizes for time efficiency - not space efficiency, probably
// making it inappropriate for use on tasks.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLInventoryModel
{
public:
friend class LLInventoryModelFetchDescendentsResponder;
enum EHasChildren
{
CHILDREN_NO,
CHILDREN_YES,
CHILDREN_MAYBE
};
// These are used a lot...
typedef LLDynamicArray<LLPointer<LLViewerInventoryCategory> > cat_array_t;
typedef LLDynamicArray<LLPointer<LLViewerInventoryItem> > item_array_t;
typedef std::set<LLUUID> changed_items_t;
// construction & destruction
LLInventoryModel();
~LLInventoryModel();
void cleanupInventory();
class fetchInventoryResponder : public LLHTTPClient::Responder
{
public:
fetchInventoryResponder(const LLSD& request_sd) : mRequestSD(request_sd) {};
void result(const LLSD& content);
void error(U32 status, const std::string& reason);
public:
typedef std::vector<LLViewerInventoryCategory*> folder_ref_t;
protected:
LLSD mRequestSD;
};
//
// Accessors
//
// Check if one object has a parent chain up to the category specified by UUID.
BOOL isObjectDescendentOf(const LLUUID& obj_id, const LLUUID& cat_id) const;
// Get whatever special folder this object is a child of, if any.
const LLViewerInventoryCategory *getFirstNondefaultParent(const LLUUID& obj_id) const;
// Get the object by id. Returns NULL if not found.
// * WARNING: use the pointer returned for read operations - do
// not modify the object values in place or you will break stuff.
LLInventoryObject* getObject(const LLUUID& id) const;
// Get the item by id. Returns NULL if not found.
// * WARNING: use the pointer for read operations - use the
// updateItem() method to actually modify values.
LLViewerInventoryItem* getItem(const LLUUID& id) const;
// Get the category by id. Returns NULL if not found.
// * WARNING: use the pointer for read operations - use the
// updateCategory() method to actually modify values.
LLViewerInventoryCategory* getCategory(const LLUUID& id) const;
// Return the number of items or categories
S32 getItemCount() const;
S32 getCategoryCount() const;
// Return the direct descendents of the id provided.Set passed
// in values to NULL if the call fails.
// *WARNING: The array provided points straight into the guts of
// this object, and should only be used for read operations, since
// modifications may invalidate the internal state of the
// inventory.
void getDirectDescendentsOf(const LLUUID& cat_id,
cat_array_t*& categories,
item_array_t*& items) const;
// SJB: Added version to lock the arrays to catch potential logic bugs
void lockDirectDescendentArrays(const LLUUID& cat_id,
cat_array_t*& categories,
item_array_t*& items);
void unlockDirectDescendentArrays(const LLUUID& cat_id);
// Starting with the object specified, add its descendents to the
// array provided, but do not add the inventory object specified
// by id. There is no guaranteed order. Neither array will be
// erased before adding objects to it. Do not store a copy of the
// pointers collected - use them, and collect them again later if
// you need to reference the same objects.
enum { EXCLUDE_TRASH = FALSE, INCLUDE_TRASH = TRUE };
void collectDescendents(const LLUUID& id,
cat_array_t& categories,
item_array_t& items,
BOOL include_trash);
void collectDescendentsIf(const LLUUID& id,
cat_array_t& categories,
item_array_t& items,
BOOL include_trash,
LLInventoryCollectFunctor& add,
BOOL follow_folder_links = FALSE);
// Collect all items in inventory that are linked to item_id.
// Assumes item_id is itself not a linked item.
item_array_t collectLinkedItems(const LLUUID& item_id,
const LLUUID& start_folder_id = LLUUID::null);
// Get the inventoryID that this item points to, else just return item_id
const LLUUID& getLinkedItemID(const LLUUID& object_id) const;
// The inventory model usage is sensitive to the initial construction of the
// model.
bool isInventoryUsable() const;
//
// Mutators
//
// Calling this method with an inventory item will either change
// an existing item with a matching item_id, or will add the item
// to the current inventory. Returns the change mask generated by
// the update. No notification will be sent to observers. This
// method will only generate network traffic if the item had to be
// reparented.
// *NOTE: In usage, you will want to perform cache accounting
// operations in LLInventoryModel::accountForUpdate() or
// LLViewerInventoryItem::updateServer() before calling this
// method.
U32 updateItem(const LLViewerInventoryItem* item);
// Calling this method with an inventory category will either
// change an existing item with the matching id, or it will add
// the category. No notifcation will be sent to observers. This
// method will only generate network traffic if the item had to be
// reparented.
// *NOTE: In usage, you will want to perform cache accounting
// operations in LLInventoryModel::accountForUpdate() or
// LLViewerInventoryCategory::updateServer() before calling this
// method.
void updateCategory(const LLViewerInventoryCategory* cat);
// This method will move the specified object id to the specified
// category, update the internal structures. No cache accounting,
// observer notification, or server update is performed.
void moveObject(const LLUUID& object_id, const LLUUID& cat_id);
// delete a particular inventory object by ID. This will purge one
// object from the internal data structures maintaining a
// consistent internal state. No cache accounting, observer
// notification, or server update is performed. Purges linked items.
void deleteObject(const LLUUID& id);
// delete a particular inventory object by ID, and delete it from
// the server. Also updates linked items.
void purgeObject(const LLUUID& id);
void updateLinkedObjectsFromPurge(const LLUUID& baseobj_id);
// This is a method which collects the descendants of the id
// provided. If the category is not found, no action is
// taken. This method goes through the long winded process of
// removing server representation of folders and items while doing
// cache accounting in a fairly efficient manner. This method does
// not notify observers (though maybe it should...)
void purgeDescendentsOf(const LLUUID& id);
// This method optimally removes the referenced categories and
// items from the current agent's inventory in the database. It
// performs all of the during deletion. The local representation
// is not removed.
void deleteFromServer(LLDynamicArray<LLUUID>& category_ids,
LLDynamicArray<LLUUID>& item_ids);
// Add/remove an observer. If the observer is destroyed, be sure
// to remove it.
void addObserver(LLInventoryObserver* observer);
void removeObserver(LLInventoryObserver* observer);
BOOL containsObserver(LLInventoryObserver* observer) const;
//
// Misc Methods
//
// findCategoryUUIDForType() returns the uuid of the category that
// specifies 'type' as what it defaults to containing. The
// category is not necessarily only for that type. *NOTE: If create_folder is true, this
// will create a new inventory category on the fly if one does not exist. *NOTE: if find_in_library is
// true it will search in the user's library folder instead of "My Inventory"
// SDK: Added flag to specify whether the folder should be created if not found. This fixes the horrible
// multiple trash can bug.
const LLUUID findCategoryUUIDForType(LLFolderType::EType preferred_type, bool create_folder = true, bool find_in_library = false);
// This gets called by the idle loop. It only updates if new
// state is detected. Call notifyObservers() manually to update
// regardless of whether state change has been indicated.
void idleNotifyObservers();
// Call this method to explicitly update everyone on a new state.
// The optional argument 'service_name' is used by Agent Inventory Service [DEV-20328]
void notifyObservers(const std::string service_name="");
// This allows outsiders to tell the inventory if something has
// been changed 'under the hood', but outside the control of the
// inventory. For example, if we grant someone modify permissions,
// then that changes the data structures for LLAvatarTracker, but
// potentially affects inventory observers. This API makes sure
// that the next notify will include that notification.
void addChangedMask(U32 mask, const LLUUID& referent);
const changed_items_t& getChangedIDs() const { return mChangedItemIDs; }
// This method to prepares a set of mock inventory which provides
// minimal functionality before the actual arrival of inventory.
//void mock(const LLUUID& root_id);
// Make sure we have the descendents in the structure. Returns true
// if a fetch was performed.
bool fetchDescendentsOf(const LLUUID& folder_id);
// call this method to request the inventory.
//void requestFromServer(const LLUUID& agent_id);
// call this method on logout to save a terse representation
void cache(const LLUUID& parent_folder_id, const LLUUID& agent_id);
// Generates a string containing the path to the item specified by
// item_id.
void appendPath(const LLUUID& id, std::string& path) const;
// message handling functionality
static void registerCallbacks(LLMessageSystem* msg);
// Convenience function to create a new category. You could call
// updateCatgory() with a newly generated UUID category, but this
// version will take care of details like what the name should be
// based on preferred type. Returns the UUID of the new
// category. If you want to use the default name based on type,
// pass in a NULL to the 'name parameter.
LLUUID createNewCategory(const LLUUID& parent_id,
LLFolderType::EType preferred_type,
const std::string& name);
// methods to load up inventory skeleton & meat. These are used
// during authentication. return true if everything parsed.
bool loadSkeleton(const LLSD& options, const LLUUID& owner_id);
bool loadMeat(const LLSD& options, const LLUUID& owner_id);
// This is a brute force method to rebuild the entire parent-child
// relations.
void buildParentChildMap();
//
// Category accounting.
//
// This structure represents the number of items added or removed
// from a category.
struct LLCategoryUpdate
{
LLCategoryUpdate() : mDescendentDelta(0) {}
LLCategoryUpdate(const LLUUID& category_id, S32 delta) :
mCategoryID(category_id),
mDescendentDelta(delta) {}
LLUUID mCategoryID;
S32 mDescendentDelta;
};
typedef std::vector<LLCategoryUpdate> update_list_t;
// This structure eixts to make it easier to account for deltas in
// a map.
struct LLInitializedS32
{
LLInitializedS32() : mValue(0) {}
LLInitializedS32(S32 value) : mValue(value) {}
S32 mValue;
LLInitializedS32& operator++() { ++mValue; return *this; }
LLInitializedS32& operator--() { --mValue; return *this; }
};
typedef std::map<LLUUID, LLInitializedS32> update_map_t;
// Call these methods when there are category updates, but call
// them *before* the actual update so the method can do descendent
// accounting correctly.
void accountForUpdate(const LLCategoryUpdate& update) const;
void accountForUpdate(const update_list_t& updates);
void accountForUpdate(const update_map_t& updates);
// Return child status of category children. yes/no/maybe
EHasChildren categoryHasChildren(const LLUUID& cat_id) const;
// returns true iff category version is known and theoretical
// descendents == actual descendents.
bool isCategoryComplete(const LLUUID& cat_id) const;
// callbacks
// Trigger a notification and empty the folder type (FT_TRASH or FT_LOST_AND_FOUND) if confirmed
void emptyFolderType(const std::string notification, LLFolderType::EType folder_type);
bool callbackEmptyFolderType(const LLSD& notification, const LLSD& response, LLFolderType::EType preferred_type);
// Utility Functions
void removeItem(const LLUUID& item_id);
static void findLostItems();
// Data about the agent's root folder and root library folder
// are stored here, rather than in LLAgent where it used to be, because
// gInventory is a singleton and represents the agent's inventory.
// The "library" is actually the inventory of a special agent,
// usually Alexandria Linden.
const LLUUID &getRootFolderID() const;
const LLUUID &getLibraryOwnerID() const;
const LLUUID &getLibraryRootFolderID() const;
// These are set during login with data from the server
void setRootFolderID(const LLUUID& id);
void setLibraryOwnerID(const LLUUID& id);
void setLibraryRootFolderID(const LLUUID& id);
/**
* Changes items order by insertion of the item identified by src_item_id
* BEFORE the item identified by dest_item_id. Both items must exist in items array.
*
* Sorting is stored after method is finished. Only src_item_id is moved before dest_item_id.
*
* @param[in, out] items - vector with items to be updated. It should be sorted in a right way
* before calling this method.
* @param src_item_id - LLUUID of inventory item to be moved in new position
* @param dest_item_id - LLUUID of inventory item before which source item should be placed.
*/
static void updateItemsOrder(LLInventoryModel::item_array_t& items, const LLUUID& src_item_id, const LLUUID& dest_item_id);
/**
* Saves current order of the passed items using inventory item sort field.
*
* It reset items' sort fields and saves them on server.
* Is used to save order for Favorites folder.
*
* @param[in] items vector of items in order to be saved.
*/
void saveItemsOrder(const LLInventoryModel::item_array_t& items);
protected:
// Internal methods which add inventory and make sure that all of
// the internal data structures are consistent. These methods
// should be passed pointers of newly created objects, and the
// instance will take over the memory management from there.
void addCategory(LLViewerInventoryCategory* category);
void addItem(LLViewerInventoryItem* item);
// ! DEPRECRATE ! Remove this and add it into findCategoryUUIDForType,
// since that's the only function that uses this. It's too confusing
// having both methods.
//
// Internal method which looks for a category with the specified
// preferred type. Returns LLUUID::null if not found
const LLUUID &findCatUUID(LLFolderType::EType preferred_type, bool find_in_library = false) const;
// Empty the entire contents
void empty();
// Given the current state of the inventory items, figure out the
// clone information. *FIX: This is sub-optimal, since we can
// insert this information snurgically, but this makes sure the
// implementation works before we worry about optimization.
//void recalculateCloneInformation();
// file import/export.
static bool loadFromFile(const std::string& filename,
cat_array_t& categories,
item_array_t& items,
bool& is_cache_obsolete);
static bool saveToFile(const std::string& filename,
const cat_array_t& categories,
const item_array_t& items);
// message handling functionality
//static void processUseCachedInventory(LLMessageSystem* msg, void**);
static void processUpdateCreateInventoryItem(LLMessageSystem* msg, void**);
static void processRemoveInventoryItem(LLMessageSystem* msg, void**);
static void processUpdateInventoryFolder(LLMessageSystem* msg, void**);
static void processRemoveInventoryFolder(LLMessageSystem* msg, void**);
//static void processExchangeCallingcard(LLMessageSystem* msg, void**);
//static void processAddCallingcard(LLMessageSystem* msg, void**);
//static void processDeclineCallingcard(LLMessageSystem* msg, void**);
static void processSaveAssetIntoInventory(LLMessageSystem* msg, void**);
static void processBulkUpdateInventory(LLMessageSystem* msg, void**);
static void processInventoryDescendents(LLMessageSystem* msg, void**);
static void processMoveInventoryItem(LLMessageSystem* msg, void**);
static void processFetchInventoryReply(LLMessageSystem* msg, void**);
bool messageUpdateCore(LLMessageSystem* msg, bool do_accounting);
// Updates all linked items pointing to this id.
void addChangedMaskForLinks(const LLUUID& object_id, U32 mask);
protected:
cat_array_t* getUnlockedCatArray(const LLUUID& id);
item_array_t* getUnlockedItemArray(const LLUUID& id);
private:
// Variables used to track what has changed since the last notify.
U32 mModifyMask;
changed_items_t mChangedItemIDs;
std::map<LLUUID, bool> mCategoryLock;
std::map<LLUUID, bool> mItemLock;
// cache recent lookups
mutable LLPointer<LLViewerInventoryItem> mLastItem;
// This last set of indices is used to map parents to children.
typedef std::map<LLUUID, cat_array_t*> parent_cat_map_t;
typedef std::map<LLUUID, item_array_t*> parent_item_map_t;
parent_cat_map_t mParentChildCategoryTree;
parent_item_map_t mParentChildItemTree;
typedef std::set<LLInventoryObserver*> observer_list_t;
observer_list_t mObservers;
// Agent inventory folder information.
LLUUID mRootFolderID;
LLUUID mLibraryRootFolderID;
LLUUID mLibraryOwnerID;
static BOOL sTimelyFetchPending;
static S32 sNumFetchRetries;
static LLFrameTimer sFetchTimer;
static F32 sMinTimeBetweenFetches;
static F32 sMaxTimeBetweenFetches;
// Expected inventory cache version
const static S32 sCurrentInvCacheVersion;
// This flag is used to handle an invalid inventory state.
bool mIsAgentInvUsable;
private:
// Information for tracking the actual inventory. We index this
// information in a lot of different ways so we can access
// the inventory using several different identifiers.
// mInventory member data is the 'master' list of inventory, and
// mCategoryMap and mItemMap store uuid->object mappings.
typedef std::map<LLUUID, LLPointer<LLViewerInventoryCategory> > cat_map_t;
typedef std::map<LLUUID, LLPointer<LLViewerInventoryItem> > item_map_t;
//inv_map_t mInventory;
cat_map_t mCategoryMap;
item_map_t mItemMap;
// Flag set when notifyObservers is being called, to look for bugs
// where it's called recursively.
BOOL mIsNotifyObservers;
public:
// *NOTE: DEBUG functionality
void dumpInventory() const;
////////////////////////////////////////////////////////////////////////////////
// Bulk fetch
public:
// Start and stop background breadth-first fetching of inventory contents.
// This gets triggered when performing a filter-search
void startBackgroundFetch(const LLUUID& cat_id = LLUUID::null);
static BOOL backgroundFetchActive();
static bool isEverythingFetched();
static void backgroundFetch(void*); // background fetch idle function
static void incrBulkFetch(S16 fetching) { sBulkFetchCount+=fetching; if (sBulkFetchCount<0) sBulkFetchCount=0; }
static void stopBackgroundFetch(); // stop fetch process
static bool isBulkFetchProcessingComplete();
// Add categories to a list to be fetched in bulk.
static void bulkFetch(std::string url);
static bool libraryFetchStarted();
static bool libraryFetchCompleted();
static bool libraryFetchInProgress();
static bool myInventoryFetchStarted();
static bool myInventoryFetchCompleted();
static bool myInventoryFetchInProgress();
private:
static BOOL sMyInventoryFetchStarted;
static BOOL sLibraryFetchStarted;
static BOOL sAllFoldersFetched;
static void setAllFoldersFetched();
// completing the fetch once per session should be sufficient
static BOOL sBackgroundFetchActive;
static S16 sBulkFetchCount;
////////////////////////////////////////////////////////////////////////////////
// Login status
public:
static BOOL getIsFirstTimeInViewer2();
private:
static BOOL sFirstTimeInViewer2;
};
// a special inventory model for the agent
extern LLInventoryModel gInventory;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLInventoryCollectFunctor
//
// Base class for LLInventoryModel::collectDescendentsIf() method
// which accepts an instance of one of these objects to use as the
// function to determine if it should be added. Derive from this class
// and override the () operator to return TRUE if you want to collect
// the category or item passed in.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLInventoryCollectFunctor
{
public:
virtual ~LLInventoryCollectFunctor(){};
virtual bool operator()(LLInventoryCategory* cat, LLInventoryItem* item) = 0;
static bool itemTransferCommonlyAllowed(LLInventoryItem* item);
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLAssetIDMatches
//
// This functor finds inventory items pointing to the specified asset
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLViewerInventoryItem;
class LLAssetIDMatches : public LLInventoryCollectFunctor
{
public:
LLAssetIDMatches(const LLUUID& asset_id) : mAssetID(asset_id) {}
virtual ~LLAssetIDMatches() {}
bool operator()(LLInventoryCategory* cat, LLInventoryItem* item);
protected:
LLUUID mAssetID;
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLLinkedItemIDMatches
//
// This functor finds inventory items linked to the specific inventory id.
// Assumes the inventory id is itself not a linked item.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLLinkedItemIDMatches : public LLInventoryCollectFunctor
{
public:
LLLinkedItemIDMatches(const LLUUID& item_id) : mBaseItemID(item_id) {}
virtual ~LLLinkedItemIDMatches() {}
bool operator()(LLInventoryCategory* cat, LLInventoryItem* item);
protected:
LLUUID mBaseItemID;
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLIsType
//
// Implementation of a LLInventoryCollectFunctor which returns TRUE if
// the type is the type passed in during construction.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLIsType : public LLInventoryCollectFunctor
{
public:
LLIsType(LLAssetType::EType type) : mType(type) {}
virtual ~LLIsType() {}
virtual bool operator()(LLInventoryCategory* cat,
LLInventoryItem* item);
protected:
LLAssetType::EType mType;
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLIsNotType
//
// Implementation of a LLInventoryCollectFunctor which returns FALSE if the
// type is the type passed in during construction, otherwise false.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLIsNotType : public LLInventoryCollectFunctor
{
public:
LLIsNotType(LLAssetType::EType type) : mType(type) {}
virtual ~LLIsNotType() {}
virtual bool operator()(LLInventoryCategory* cat,
LLInventoryItem* item);
protected:
LLAssetType::EType mType;
};
class LLIsTypeWithPermissions : public LLInventoryCollectFunctor
{
public:
LLIsTypeWithPermissions(LLAssetType::EType type, const PermissionBit perms, const LLUUID &agent_id, const LLUUID &group_id)
: mType(type), mPerm(perms), mAgentID(agent_id), mGroupID(group_id) {}
virtual ~LLIsTypeWithPermissions() {}
virtual bool operator()(LLInventoryCategory* cat,
LLInventoryItem* item);
protected:
LLAssetType::EType mType;
PermissionBit mPerm;
LLUUID mAgentID;
LLUUID mGroupID;
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLIsClone
//
// Implementation of a LLInventoryCollectFunctor which returns TRUE if
// the object is a clone of the item passed in during
// construction.
//
// *NOTE: Since clone information is determined based off of asset id
// (or creator with calling cards), if the id is NULL, it has no
// clones - even itself.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//class LLIsClone : public LLInventoryCollectFunctor
//{
//public:
// LLIsClone(LLViewerInventoryItem* item) : mItem(item) {}
// virtual ~LLIsClone() {}
// virtual bool operator()(LLViewerInventoryCategory* cat,
// LLViewerInventoryItem* item);
//protected:
// LLPointer<LLViewerInventoryItem> mItem;
//};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLBuddyCollector
//
// Simple class that collects calling cards that are not null, and not
// the agent. Duplicates are possible.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLBuddyCollector : public LLInventoryCollectFunctor
{
public:
LLBuddyCollector() {}
virtual ~LLBuddyCollector() {}
virtual bool operator()(LLInventoryCategory* cat,
LLInventoryItem* item);
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLUniqueBuddyCollector
//
// Simple class that collects calling cards that are not null, and not
// the agent. Duplicates are discarded.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLUniqueBuddyCollector : public LLInventoryCollectFunctor
{
public:
LLUniqueBuddyCollector() {}
virtual ~LLUniqueBuddyCollector() {}
virtual bool operator()(LLInventoryCategory* cat,
LLInventoryItem* item);
protected:
std::set<LLUUID> mSeen;
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLParticularBuddyCollector
//
// Simple class that collects calling cards that match a particular uuid
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLParticularBuddyCollector : public LLInventoryCollectFunctor
{
public:
LLParticularBuddyCollector(const LLUUID& id) : mBuddyID(id) {}
virtual ~LLParticularBuddyCollector() {}
virtual bool operator()(LLInventoryCategory* cat,
LLInventoryItem* item);
protected:
LLUUID mBuddyID;
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLNameCategoryCollector
//
// Collects categories based on case-insensitive match of prefix
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLNameCategoryCollector : public LLInventoryCollectFunctor
{
public:
LLNameCategoryCollector(const std::string& name) : mName(name) {}
virtual ~LLNameCategoryCollector() {}
virtual bool operator()(LLInventoryCategory* cat,
LLInventoryItem* item);
protected:
std::string mName;
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLFindCOFValidItems
//
// Collects items that can be legitimately linked to in the COF.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLFindCOFValidItems : public LLInventoryCollectFunctor
{
public:
LLFindCOFValidItems() {}
virtual ~LLFindCOFValidItems() {}
virtual bool operator()(LLInventoryCategory* cat,
LLInventoryItem* item);
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLFindWearables
//
// Collects wearables based on item type.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLFindWearables : public LLInventoryCollectFunctor
{
public:
LLFindWearables() {}
virtual ~LLFindWearables() {}
virtual bool operator()(LLInventoryCategory* cat,
LLInventoryItem* item);
};
#endif // LL_LLINVENTORYMODEL_H
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