public override string Execute(string[] args, LLUUID fromAgentID) { Manager = Client.Inventory; Inventory = Manager.Store; StringBuilder result = new StringBuilder(); InventoryFolder rootFolder = Inventory.RootFolder; PrintFolder(rootFolder, result, 0); return result.ToString(); }
public override string Execute(string[] args, LLUUID fromAgentID) { if (args.Length > 1) return "Usage: ls [-l]"; bool longDisplay = false; if (args.Length > 0 && args[0] == "-l") longDisplay = true; Manager = Client.Inventory; Inventory = Manager.Store; // WARNING: Uses local copy of inventory contents, need to download them first. List<InventoryBase> contents = Inventory.GetContents(Client.CurrentDirectory); string displayString = ""; string nl = "\n"; // New line character // Pretty simple, just print out the contents. foreach (InventoryBase b in contents) { if (longDisplay) { // Generate a nicely formatted description of the item. // It kinda looks like the output of the unix ls. // starts with 'd' if the inventory is a folder, '-' if not. // 9 character permissions string // UUID of object // Name of object if (b is InventoryFolder) { InventoryFolder folder = b as InventoryFolder; displayString += "d--------- "; displayString += folder.UUID; displayString += " " + folder.Name; } else if (b is InventoryItem) { InventoryItem item = b as InventoryItem; displayString += "-"; displayString += PermMaskString(item.Permissions.OwnerMask); displayString += PermMaskString(item.Permissions.GroupMask); displayString += PermMaskString(item.Permissions.EveryoneMask); displayString += " " + item.UUID; displayString += " " + item.Name; } } else { displayString += b.Name; } displayString += nl; } return displayString; }
public override string Execute(string[] args, LLUUID fromAgentID) { Manager = Client.Inventory; Inventory = Manager.Store; StringBuilder result = new StringBuilder(); //Client.Inventory.RequestFolderContents(Client.Inventory.Store.RootFolder.UUID, Client.Self.AgentID, // true, true, InventorySortOrder.ByName); //PrintFolder(Inventory.RootNode, result, 0); //return result.ToString(); //FIXME: return "This function needs a blocking InventoryManager.FolderContents() to work"; }
public override string Execute(string[] args, LLUUID fromAgentID) { Manager = Client.Inventory; Inventory = Client.Inventory.Store; if (args.Length > 1) return "Usage: cd [path-to-folder]"; string pathStr = ""; string[] path = null; if (args.Length == 0) { path = new string[] { "" }; // cd without any arguments doesn't do anything. } else if (args.Length == 1) { pathStr = args[0]; path = pathStr.Split(new char[] { '/' }); // Use '/' as a path seperator. } InventoryFolder currentFolder = Client.CurrentDirectory; if (pathStr.StartsWith("/")) currentFolder = Inventory.RootFolder; if (currentFolder == null) // We need this to be set to something. return "Error: Client not logged in."; // Traverse the path, looking for the for (int i = 0; i < path.Length; ++i) { string nextName = path[i]; if (string.IsNullOrEmpty(nextName) || nextName == ".") continue; // Ignore '.' and blanks, stay in the current directory. if (nextName == ".." && currentFolder != Inventory.RootFolder) { // If we encounter .., move to the parent folder. currentFolder = Inventory[currentFolder.ParentUUID] as InventoryFolder; } else { List<InventoryBase> currentContents = Inventory.GetContents(currentFolder); // Try and find an InventoryBase with the corresponding name. bool found = false; foreach (InventoryBase item in currentContents) { // Allow lookup by UUID as well as name: if (item.Name == nextName || item.UUID.ToString() == nextName) { found = true; if (item is InventoryFolder) { currentFolder = item as InventoryFolder; } else { return item.Name + " is not a folder."; } } } if (!found) return nextName + " not found in " + currentFolder.Name; } } Client.CurrentDirectory = currentFolder; return "Current folder: " + currentFolder.Name; }
public Inventory(SecondLife client, InventoryManager manager) { Client = client; Manager = manager; Items = new Dictionary<LLUUID, InventoryNode>(); }
/// <summary> /// Default constructor /// </summary> public SecondLife() { // These are order-dependant Network = new NetworkManager(this); Settings = new Settings(this); Parcels = new ParcelManager(this); Self = new AgentManager(this); Avatars = new AvatarManager(this); Friends = new FriendsManager(this); Grid = new GridManager(this); Objects = new ObjectManager(this); Groups = new GroupManager(this); Assets = new AssetManager(this); Appearance = new AppearanceManager(this, Assets); Inventory = new InventoryManager(this); Directory = new DirectoryManager(this); Terrain = new TerrainManager(this); Sound = new SoundManager(this); Throttle = new AgentThrottle(this); }
public Inventory(SecondLife client, InventoryManager manager, LLUUID owner) { Client = client; Manager = manager; _Owner = owner; if (owner == LLUUID.Zero) Logger.Log("Inventory owned by nobody!", Helpers.LogLevel.Warning, Client); Items = new Dictionary<LLUUID, InventoryNode>(); }
public Inventory(SecondLife client, InventoryManager manager) : this(client, manager, client.Self.AgentID) { }