break out the 5 classes that were
InventoryItemBase into seperate .cs files 1 per class0.6.0-stable
parent
98b5276068
commit
79222a0b45
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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||||||
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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||||||
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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||||||
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System.Collections;
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using System.Collections.Generic;
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using System.Xml.Serialization;
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using libsecondlife;
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namespace OpenSim.Framework
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{
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/// <summary>
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/// An interface for accessing inventory data from a storage server
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/// </summary>
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public interface IInventoryData
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{
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/// <summary>
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/// Initialises the interface
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/// </summary>
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void Initialise();
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/// <summary>
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/// Closes the interface
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/// </summary>
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void Close();
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/// <summary>
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/// The plugin being loaded
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/// </summary>
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/// <returns>A string containing the plugin name</returns>
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string getName();
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/// <summary>
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/// The plugins version
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/// </summary>
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/// <returns>A string containing the plugin version</returns>
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string getVersion();
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/// <summary>
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/// Returns all child folders in the hierarchy from the parent folder and down.
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/// Does not return the parent folder itself.
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/// </summary>
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/// <param name="parentID">The folder to get subfolders for</param>
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/// <returns>A list of inventory folders</returns>
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List<InventoryFolderBase> getFolderHierarchy(LLUUID parentID);
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/// <summary>
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/// Returns a list of inventory items contained within the specified folder
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/// </summary>
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/// <param name="folderID">The UUID of the target folder</param>
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/// <returns>A List of InventoryItemBase items</returns>
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List<InventoryItemBase> getInventoryInFolder(LLUUID folderID);
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/// <summary>
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/// Returns a list of the root folders within a users inventory
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/// </summary>
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/// <param name="user">The user whos inventory is to be searched</param>
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/// <returns>A list of folder objects</returns>
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List<InventoryFolderBase> getUserRootFolders(LLUUID user);
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/// <summary>
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/// Returns the users inventory root folder.
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/// </summary>
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/// <param name="user">The UUID of the user who is having inventory being returned</param>
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/// <returns>Root inventory folder, null if no root inventory folder was found</returns>
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InventoryFolderBase getUserRootFolder(LLUUID user);
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/// <summary>
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/// Returns a list of inventory folders contained in the folder 'parentID'
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/// </summary>
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/// <param name="parentID">The folder to get subfolders for</param>
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/// <returns>A list of inventory folders</returns>
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List<InventoryFolderBase> getInventoryFolders(LLUUID parentID);
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/// <summary>
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/// Returns an inventory item by its UUID
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/// </summary>
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/// <param name="item">The UUID of the item to be returned</param>
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/// <returns>A class containing item information</returns>
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InventoryItemBase getInventoryItem(LLUUID item);
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/// <summary>
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/// Returns a specified inventory folder by its UUID
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/// </summary>
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/// <param name="folder">The UUID of the folder to be returned</param>
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/// <returns>A class containing folder information</returns>
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InventoryFolderBase getInventoryFolder(LLUUID folder);
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/// <summary>
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/// Creates a new inventory item based on item
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/// </summary>
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/// <param name="item">The item to be created</param>
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void addInventoryItem(InventoryItemBase item);
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/// <summary>
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/// Updates an inventory item with item (updates based on ID)
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/// </summary>
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/// <param name="item">The updated item</param>
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void updateInventoryItem(InventoryItemBase item);
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/// <summary>
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///
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/// </summary>
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/// <param name="item"></param>
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void deleteInventoryItem(LLUUID item);
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/// <summary>
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/// Adds a new folder specified by folder
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/// </summary>
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/// <param name="folder">The inventory folder</param>
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void addInventoryFolder(InventoryFolderBase folder);
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/// <summary>
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/// Updates a folder based on its ID with folder
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/// </summary>
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/// <param name="folder">The inventory folder</param>
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void updateInventoryFolder(InventoryFolderBase folder);
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/// <summary>
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/// Updates a folder based on its ID with folder
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/// </summary>
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/// <param name="folder">The inventory folder</param>
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void moveInventoryFolder(InventoryFolderBase folder);
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/// <summary>
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/// Deletes a folder based on its ID with folder
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/// </summary>
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/// <param name="folder">The id of the folder</param>
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void deleteInventoryFolder(LLUUID folder);
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}
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}
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@ -0,0 +1,53 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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|
* modification, are permitted provided that the following conditions are met:
|
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|
* * Redistributions of source code must retain the above copyright
|
||||||
|
* notice, this list of conditions and the following disclaimer.
|
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|
* * Redistributions in binary form must reproduce the above copyright
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||||||
|
* notice, this list of conditions and the following disclaimer in the
|
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|
* documentation and/or other materials provided with the distribution.
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|
* * Neither the name of the OpenSim Project nor the
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|
* names of its contributors may be used to endorse or promote products
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|
* derived from this software without specific prior written permission.
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|
*
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|
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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|
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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|
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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|
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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|
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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|
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System.Collections;
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using System.Collections.Generic;
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using System.Xml.Serialization;
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using libsecondlife;
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namespace OpenSim.Framework
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{
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public class InventoryCollection
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{
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public List<InventoryFolderBase> Folders;
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public List<InventoryItemBase> AllItems;
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public LLUUID UserID;
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public InventoryCollection()
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{
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Folders = new List<InventoryFolderBase>();
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AllItems = new List<InventoryItemBase>();
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}
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public InventoryCollection(List<InventoryFolderBase> folders, List<InventoryItemBase> allItems)
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{
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Folders = folders;
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AllItems = allItems;
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}
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}
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}
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@ -0,0 +1,70 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System.Collections;
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using System.Collections.Generic;
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using System.Xml.Serialization;
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using libsecondlife;
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namespace OpenSim.Framework
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{
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/// <summary>
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/// A Class for folders which contain users inventory
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/// </summary>
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public class InventoryFolderBase
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{
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/// <summary>
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/// The name of the folder (64 characters or less)
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/// </summary>
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public string name;
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/// <summary>
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/// The agent who's inventory this is contained by
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/// </summary>
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public LLUUID agentID;
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/// <summary>
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/// The folder this folder is contained in
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/// </summary>
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public LLUUID parentID;
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/// <summary>
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/// The UUID for this folder
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/// </summary>
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public LLUUID folderID;
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/// <summary>
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/// Type of items normally stored in this folder
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/// </summary>
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public short type;
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/// <summary>
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///
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/// </summary>
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public ushort version;
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}
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}
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@ -102,201 +102,4 @@ namespace OpenSim.Framework
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/// </summary>
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/// </summary>
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public uint inventoryEveryOnePermissions;
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public uint inventoryEveryOnePermissions;
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}
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}
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/// <summary>
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/// A Class for folders which contain users inventory
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/// </summary>
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public class InventoryFolderBase
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{
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/// <summary>
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/// The name of the folder (64 characters or less)
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/// </summary>
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public string name;
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/// <summary>
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/// The agent who's inventory this is contained by
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/// </summary>
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public LLUUID agentID;
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/// <summary>
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/// The folder this folder is contained in
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/// </summary>
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public LLUUID parentID;
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/// <summary>
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/// The UUID for this folder
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/// </summary>
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public LLUUID folderID;
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/// <summary>
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/// Type of items normally stored in this folder
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/// </summary>
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public short type;
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/// <summary>
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///
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/// </summary>
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public ushort version;
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}
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/// <summary>
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/// An interface for accessing inventory data from a storage server
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/// </summary>
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public interface IInventoryData
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{
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/// <summary>
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/// Initialises the interface
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/// </summary>
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void Initialise();
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/// <summary>
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/// Closes the interface
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/// </summary>
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void Close();
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/// <summary>
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/// The plugin being loaded
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/// </summary>
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/// <returns>A string containing the plugin name</returns>
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string getName();
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/// <summary>
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/// The plugins version
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/// </summary>
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/// <returns>A string containing the plugin version</returns>
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string getVersion();
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/// <summary>
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/// Returns all child folders in the hierarchy from the parent folder and down.
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/// Does not return the parent folder itself.
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/// </summary>
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/// <param name="parentID">The folder to get subfolders for</param>
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/// <returns>A list of inventory folders</returns>
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List<InventoryFolderBase> getFolderHierarchy(LLUUID parentID);
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/// <summary>
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/// Returns a list of inventory items contained within the specified folder
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/// </summary>
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/// <param name="folderID">The UUID of the target folder</param>
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/// <returns>A List of InventoryItemBase items</returns>
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List<InventoryItemBase> getInventoryInFolder(LLUUID folderID);
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/// <summary>
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/// Returns a list of the root folders within a users inventory
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/// </summary>
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/// <param name="user">The user whos inventory is to be searched</param>
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/// <returns>A list of folder objects</returns>
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List<InventoryFolderBase> getUserRootFolders(LLUUID user);
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/// <summary>
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/// Returns the users inventory root folder.
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/// </summary>
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/// <param name="user">The UUID of the user who is having inventory being returned</param>
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/// <returns>Root inventory folder, null if no root inventory folder was found</returns>
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InventoryFolderBase getUserRootFolder(LLUUID user);
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/// <summary>
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/// Returns a list of inventory folders contained in the folder 'parentID'
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/// </summary>
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/// <param name="parentID">The folder to get subfolders for</param>
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/// <returns>A list of inventory folders</returns>
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List<InventoryFolderBase> getInventoryFolders(LLUUID parentID);
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/// <summary>
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/// Returns an inventory item by its UUID
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/// </summary>
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/// <param name="item">The UUID of the item to be returned</param>
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/// <returns>A class containing item information</returns>
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InventoryItemBase getInventoryItem(LLUUID item);
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/// <summary>
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/// Returns a specified inventory folder by its UUID
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/// </summary>
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/// <param name="folder">The UUID of the folder to be returned</param>
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/// <returns>A class containing folder information</returns>
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InventoryFolderBase getInventoryFolder(LLUUID folder);
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/// <summary>
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|
||||||
/// 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(LLUUID 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 based on its ID with folder
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="folder">The id of the folder</param>
|
|
||||||
void deleteInventoryFolder(LLUUID folder);
|
|
||||||
}
|
|
||||||
|
|
||||||
public class InventoryCollection
|
|
||||||
{
|
|
||||||
public List<InventoryFolderBase> Folders;
|
|
||||||
public List<InventoryItemBase> AllItems;
|
|
||||||
public LLUUID UserID;
|
|
||||||
|
|
||||||
public InventoryCollection()
|
|
||||||
{
|
|
||||||
Folders = new List<InventoryFolderBase>();
|
|
||||||
AllItems = new List<InventoryItemBase>();
|
|
||||||
}
|
|
||||||
|
|
||||||
public InventoryCollection(List<InventoryFolderBase> folders, List<InventoryItemBase> allItems)
|
|
||||||
{
|
|
||||||
Folders = folders;
|
|
||||||
AllItems = allItems;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/*
|
|
||||||
* .Net has some issues, serializing a dictionary, so we cannot reuse the InventoryFolder
|
|
||||||
* class defined in Communications.Framework.Communications.Caches. So we serialize/deserialize
|
|
||||||
* into this simpler class, and then use that.
|
|
||||||
*/
|
|
||||||
|
|
||||||
[XmlRoot(ElementName = "inventory", IsNullable = true)]
|
|
||||||
public class SerializableInventory
|
|
||||||
{
|
|
||||||
[XmlRoot(ElementName = "folder", IsNullable = true)]
|
|
||||||
public class SerializableFolder : InventoryFolderBase
|
|
||||||
{
|
|
||||||
[XmlArray(ElementName = "folders", IsNullable = true)] [XmlArrayItem(ElementName = "folder", IsNullable = true, Type = typeof (SerializableFolder))] public
|
|
||||||
ArrayList SubFolders;
|
|
||||||
|
|
||||||
[XmlArray(ElementName = "items", IsNullable = true)] [XmlArrayItem(ElementName = "item", IsNullable = true, Type = typeof (InventoryItemBase))] public ArrayList
|
|
||||||
Items;
|
|
||||||
}
|
|
||||||
|
|
||||||
[XmlElement(ElementName = "folder", IsNullable = true)] public SerializableFolder root;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -0,0 +1,56 @@
|
||||||
|
/*
|
||||||
|
* 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;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Xml.Serialization;
|
||||||
|
using libsecondlife;
|
||||||
|
|
||||||
|
namespace OpenSim.Framework
|
||||||
|
{
|
||||||
|
/*
|
||||||
|
* .Net has some issues, serializing a dictionary, so we cannot reuse the InventoryFolder
|
||||||
|
* class defined in Communications.Framework.Communications.Caches. So we serialize/deserialize
|
||||||
|
* into this simpler class, and then use that.
|
||||||
|
*/
|
||||||
|
|
||||||
|
[XmlRoot(ElementName = "inventory", IsNullable = true)]
|
||||||
|
public class SerializableInventory
|
||||||
|
{
|
||||||
|
[XmlRoot(ElementName = "folder", IsNullable = true)]
|
||||||
|
public class SerializableFolder : InventoryFolderBase
|
||||||
|
{
|
||||||
|
[XmlArray(ElementName = "folders", IsNullable = true)] [XmlArrayItem(ElementName = "folder", IsNullable = true, Type = typeof (SerializableFolder))] public
|
||||||
|
ArrayList SubFolders;
|
||||||
|
|
||||||
|
[XmlArray(ElementName = "items", IsNullable = true)] [XmlArrayItem(ElementName = "item", IsNullable = true, Type = typeof (InventoryItemBase))] public ArrayList
|
||||||
|
Items;
|
||||||
|
}
|
||||||
|
|
||||||
|
[XmlElement(ElementName = "folder", IsNullable = true)] public SerializableFolder root;
|
||||||
|
}
|
||||||
|
}
|
Loading…
Reference in New Issue