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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 "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
//
// This class is designed to be a simple abstract base class which can
// relay messages when the inventory changes.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

class LLInventoryObserver
{
public:
	// This enumeration is a way to refer to what changed in a more
	// human readable format. You can mask the value provided by
	// chaged() to see if the observer is interested in the change.
	enum 
	{
		NONE = 0,
		LABEL = 1,			// name changed
		INTERNAL = 2,		// internal change, eg, asset uuid different
		ADD = 4,			// something added
		REMOVE = 8,			// something deleted
		STRUCTURE = 16,		// structural change, eg, item or folder moved
		CALLING_CARD = 32,	// online, grant status, cancel, etc change
		ALL = 0xffffffff
	};
	virtual ~LLInventoryObserver() {};
	virtual void changed(U32 mask) = 0;
	std::string mMessageName; // used by Agent Inventory Service only. [DEV-20328]
};

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// 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 LLInventoryObject;
class LLInventoryItem;
class LLInventoryCategory;
class LLViewerInventoryItem;
class LLViewerInventoryCategory;
class LLViewerInventoryItem;
class LLViewerInventoryCategory;
class LLMessageSystem;
class LLInventoryCollectFunctor;

class LLInventoryModel
{
public:
	typedef enum e_has_children
	{
		CHILDREN_NO,
		CHILDREN_YES,
		CHILDREN_MAYBE
	}EHasChildren;

	// These are used a lot...
	typedef LLDynamicArray<LLPointer<LLViewerInventoryCategory> > cat_array_t;
	typedef LLDynamicArray<LLPointer<LLViewerInventoryItem> > item_array_t;
	// construction & destruction
	LLInventoryModel();
	~LLInventoryModel();

	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
	//

	// This is a convenience function to 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);

	// 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.
	void collectLinkedItems(const LLUUID& item_id,
							item_array_t& items);
	// Updates all linked objects pointing to this id.
	void updateLinkedObjects(const LLUUID& object_id);

	// The inventory model usage is sensitive to the initial construction of the 
	// model. 
	bool isInventoryUsable();

	//
	// 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 purges linked items via purgeLinkedObjects.
	void purgeObject(const LLUUID& id);
	void purgeLinkedObjects(const LLUUID& 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);

	//
	// 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: This
	// will create a new inventory category on the fly if one does not
	// exist.

	// SDK: Added flag to specify whether the folder should be created if not found.  This fixes the horrible
	// multiple trash can bug.
	LLUUID findCategoryUUIDForType(LLAssetType::EType preferred_type, bool create_folder = true);

	// Call this method when it's time to update everyone on a new
	// state, by default, the inventory model will not update
	// observers automatically.
	// 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 std::set<LLUUID>& getChangedIDs() { 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);
	
	// Add categories to a list to be fetched in bulk.
	static void bulkFetch(std::string url);

	// 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);

	// 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,
							 LLAssetType::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);
	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 (AT_TRASH or AT_LOST_AND_FOUND) if confirmed
	void emptyFolderType(const std::string notification, LLAssetType::EType folder_type);
	bool callbackEmptyFolderType(const LLSD& notification, const LLSD& response, LLAssetType::EType folder_type);

	// Utility Functions
	void removeItem(const LLUUID& item_id);
	
	// start and stop background breadth-first fetching of inventory contents
	// this gets triggered when performing a filter-search
	static void startBackgroundFetch(const LLUUID& cat_id = LLUUID::null); // start fetch process
    static void findLostItems();
	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; }


	// 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.
	LLUUID getRootFolderID() const;
	LLUUID getLibraryOwnerID() 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);

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);

	// Internal method which looks for a category with the specified
	// preferred type. Returns LLUUID::null if not found
 	LLUUID findCatUUID(LLAssetType::EType preferred_type);

	// 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); 
	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);

protected:
	cat_array_t* getUnlockedCatArray(const LLUUID& id);
	item_array_t* getUnlockedItemArray(const LLUUID& id);
	
protected:
	// Variables used to track what has changed since the last notify.
	U32 mModifyMask;
	typedef std::set<LLUUID> changed_items_t;
	changed_items_t mChangedItemIDs;

	// 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;

	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;

	// completing the fetch once per session should be sufficient
	static BOOL sBackgroundFetchActive;
	static BOOL sTimelyFetchPending;
	static S32  sNumFetchRetries;
	static LLFrameTimer sFetchTimer;
	static F32 sMinTimeBetweenFetches;
	static F32 sMaxTimeBetweenFetches;
	static S16 sBulkFetchCount;

	// This flag is used to handle an invalid inventory state.
	bool mIsAgentInvUsable;

public:
	// *NOTE: DEBUG functionality
	void dumpInventory();
	static bool isBulkFetchProcessingComplete();
	static void stopBackgroundFetch(); // stop fetch process

	static BOOL sFullFetchStarted;
	static BOOL sAllFoldersFetched; 
};

// 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 LLFindWearables
//
// Collects wearables based on item type.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLFindWearables : public LLInventoryCollectFunctor
{
public:
	LLFindWearables() {}
	virtual ~LLFindWearables() {}
	virtual bool operator()(LLInventoryCategory* cat,
							LLInventoryItem* item);
};


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLInventoryCompletionObserver
//
// Class which can be used as a base class for doing something when
// when all observed items are locally complete. This class implements
// the changed() method of LLInventoryObserver and declares a new
// method named done() which is called when all watched items have
// complete information in the inventory model.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

class LLInventoryCompletionObserver : public LLInventoryObserver
{
public:
	LLInventoryCompletionObserver() {}
	virtual void changed(U32 mask);

	void watchItem(const LLUUID& id);

protected:
	virtual void done() = 0;

	typedef std::vector<LLUUID> item_ref_t;
	item_ref_t mComplete;
	item_ref_t mIncomplete;
};


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLInventoryFetchObserver
//
// This class is much like the LLInventoryCompletionObserver, except
// that it handles all the the fetching necessary. Override the done()
// method to do the thing you want.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

class LLInventoryFetchObserver : public LLInventoryObserver
{
public:
	LLInventoryFetchObserver() {}
	virtual void changed(U32 mask);

	typedef std::vector<LLUUID> item_ref_t;

	bool isEverythingComplete() const;
	void fetchItems(const item_ref_t& ids);
	virtual void done() = 0;

protected:
	item_ref_t mComplete;
	item_ref_t mIncomplete;
};

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLInventoryFetchDescendentsObserver
//
// This class is much like the LLInventoryCompletionObserver, except
// that it handles fetching based on category. Override the done()
// method to do the thing you want.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLInventoryFetchDescendentsObserver : public LLInventoryObserver
{
public:
	LLInventoryFetchDescendentsObserver() {}
	virtual void changed(U32 mask);

	typedef std::vector<LLUUID> folder_ref_t;
	void fetchDescendents(const folder_ref_t& ids);
	bool isEverythingComplete() const;
	virtual void done() = 0;

protected:
	bool isComplete(LLViewerInventoryCategory* cat);
	folder_ref_t mIncompleteFolders;
	folder_ref_t mCompleteFolders;
};

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLInventoryFetchComboObserver
//
// This class does an appropriate combination of fetch descendents and
// item fetches based on completion of categories and items. Much like
// the fetch and fetch descendents, this will call done() when everything
// has arrived.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLInventoryFetchComboObserver : public LLInventoryObserver
{
public:
	LLInventoryFetchComboObserver() : mDone(false) {}
	virtual void changed(U32 mask);

	typedef std::vector<LLUUID> folder_ref_t;
	typedef std::vector<LLUUID> item_ref_t;
	void fetch(const folder_ref_t& folder_ids, const item_ref_t& item_ids);

	virtual void done() = 0;

protected:
	bool mDone;
	folder_ref_t mCompleteFolders;
	folder_ref_t mIncompleteFolders;
	item_ref_t mCompleteItems;
	item_ref_t mIncompleteItems;
};

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLInventoryExistenceObserver
//
// This class is used as a base class for doing somethign when all the
// observed item ids exist in the inventory somewhere. You can derive
// a class from this class and implement the done() method to do
// something useful.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

class LLInventoryExistenceObserver : public LLInventoryObserver
{
public:
	LLInventoryExistenceObserver() {}
	virtual void changed(U32 mask);

	void watchItem(const LLUUID& id);

protected:
	virtual void done() = 0;

	typedef std::vector<LLUUID> item_ref_t;
	item_ref_t mExist;
	item_ref_t mMIA;
};

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLInventoryAddedObserver
//
// This class is used as a base class for doing something when 
// a new item arrives in inventory.
// It does not watch for a certain UUID, rather it acts when anything is added
// Derive a class from this class and implement the done() method to do
// something useful.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

class LLInventoryAddedObserver : public LLInventoryObserver
{
public:
	LLInventoryAddedObserver() : mAdded() {}
	virtual void changed(U32 mask);

protected:
	virtual void done() = 0;

	typedef std::vector<LLUUID> item_ref_t;
	item_ref_t mAdded;
};

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLInventoryTransactionObserver
//
// Class which can be used as a base class for doing something when an
// inventory transaction completes.
//
// *NOTE: This class is not quite complete. Avoid using unless you fix up it's
// functionality gaps.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

class LLInventoryTransactionObserver : public LLInventoryObserver
{
public:
	LLInventoryTransactionObserver(const LLTransactionID& transaction_id);
	virtual void changed(U32 mask);

protected:
	typedef std::vector<LLUUID> folder_ref_t;
	typedef std::vector<LLUUID> item_ref_t;
	virtual void done(const folder_ref_t& folders, const item_ref_t& items) = 0;

	LLTransactionID mTransactionID;
};


#endif // LL_LLINVENTORYMODEL_H