* minor: Remove crusty old unused agent inventory classes
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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;
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using System.Collections.Generic;
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using libsecondlife;
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using libsecondlife.Packets;
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namespace OpenSim.Framework
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{
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public class AgentInventory
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{
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//Holds the local copy of Inventory info for a agent
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public LLUUID AgentID;
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public Dictionary<LLUUID, InventoryFolder> InventoryFolders;
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public Dictionary<LLUUID, InventoryItem> InventoryItems;
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public InventoryFolder InventoryRoot;
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public int LastCached; //maybe used by opensim app, time this was last stored/compared to user server
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public AvatarWearable[] Wearables;
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public AgentInventory()
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{
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InventoryFolders = new Dictionary<LLUUID, InventoryFolder>();
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InventoryItems = new Dictionary<LLUUID, InventoryItem>();
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Initialise();
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}
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public virtual void Initialise()
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{
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Wearables = new AvatarWearable[13];
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for (int i = 0; i < 13; i++)
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{
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Wearables[i] = new AvatarWearable();
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}
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}
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public bool CreateNewFolder(LLUUID folderID, ushort type)
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{
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InventoryFolder Folder = new InventoryFolder();
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Folder.FolderID = folderID;
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Folder.OwnerID = AgentID;
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Folder.DefaultType = type;
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InventoryFolders.Add(Folder.FolderID, Folder);
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return (true);
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}
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public void CreateRootFolder(LLUUID newAgentID)
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{
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AgentID = newAgentID;
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InventoryRoot = new InventoryFolder();
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InventoryRoot.FolderID = LLUUID.Random();
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InventoryRoot.ParentID = LLUUID.Zero;
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InventoryRoot.Version = 1;
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InventoryRoot.DefaultType = 8;
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InventoryRoot.OwnerID = AgentID;
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InventoryRoot.FolderName = "My Inventory";
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InventoryFolders.Add(InventoryRoot.FolderID, InventoryRoot);
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InventoryRoot.OwnerID = AgentID;
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}
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public bool CreateNewFolder(LLUUID folderID, ushort type, string folderName)
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{
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InventoryFolder Folder = new InventoryFolder();
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Folder.FolderID = folderID;
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Folder.OwnerID = AgentID;
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Folder.DefaultType = type;
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Folder.FolderName = folderName;
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InventoryFolders.Add(Folder.FolderID, Folder);
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return (true);
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}
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public bool CreateNewFolder(LLUUID folderID, ushort type, string folderName, LLUUID parentID)
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{
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if (!InventoryFolders.ContainsKey(folderID))
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{
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System.Console.WriteLine("creating new folder called " + folderName + " in agents inventory");
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InventoryFolder Folder = new InventoryFolder();
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Folder.FolderID = folderID;
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Folder.OwnerID = AgentID;
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Folder.DefaultType = type;
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Folder.FolderName = folderName;
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Folder.ParentID = parentID;
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InventoryFolders.Add(Folder.FolderID, Folder);
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}
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return (true);
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}
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public bool HasFolder(LLUUID folderID)
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{
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if (InventoryFolders.ContainsKey(folderID))
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{
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return true;
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}
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return false;
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}
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public LLUUID GetFolderID(string folderName)
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{
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foreach (InventoryFolder inv in InventoryFolders.Values)
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{
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if (inv.FolderName == folderName)
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{
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return inv.FolderID;
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}
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}
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return LLUUID.Zero;
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}
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public bool UpdateItemAsset(LLUUID itemID, AssetBase asset)
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{
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if (InventoryItems.ContainsKey(itemID))
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{
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InventoryItem Item = InventoryItems[itemID];
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Item.AssetID = asset.FullID;
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System.Console.WriteLine("updated inventory item " + itemID.ToString() +
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" so it now is set to asset " + asset.FullID.ToString());
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//TODO need to update the rest of the info
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}
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return true;
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}
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public bool UpdateItemDetails(LLUUID itemID, UpdateInventoryItemPacket.InventoryDataBlock packet)
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{
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System.Console.WriteLine("updating inventory item details");
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if (InventoryItems.ContainsKey(itemID))
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{
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System.Console.WriteLine("changing name to " + Util.FieldToString(packet.Name));
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InventoryItem Item = InventoryItems[itemID];
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Item.Name = Util.FieldToString(packet.Name);
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System.Console.WriteLine("updated inventory item " + itemID.ToString());
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//TODO need to update the rest of the info
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}
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return true;
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}
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// FIXME: Unused, pending possible cleanup for this whole class.
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// public LLUUID AddToInventory(LLUUID folderID, AssetBase asset)
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// {
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// if (InventoryFolders.ContainsKey(folderID))
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// {
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// LLUUID NewItemID = LLUUID.Random();
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//
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// InventoryItem Item = new InventoryItem();
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// Item.FolderID = folderID;
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// Item.OwnerID = AgentID;
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// Item.AssetID = asset.FullID;
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// Item.ItemID = NewItemID;
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// Item.Type = asset.Type;
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// Item.Name = asset.Name;
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// Item.Description = asset.Description;
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// Item.InvType = asset.InvType;
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// InventoryItems.Add(Item.ItemID, Item);
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// InventoryFolder Folder = InventoryFolders[Item.FolderID];
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// Folder.Items.Add(Item);
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// return (Item.ItemID);
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// }
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// else
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// {
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// return (null);
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// }
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// }
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public bool DeleteFromInventory(LLUUID itemID)
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{
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bool res = false;
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if (InventoryItems.ContainsKey(itemID))
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{
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InventoryItem item = InventoryItems[itemID];
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InventoryItems.Remove(itemID);
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foreach (InventoryFolder fold in InventoryFolders.Values)
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{
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if (fold.Items.Contains(item))
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{
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fold.Items.Remove(item);
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break;
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}
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}
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res = true;
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}
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return res;
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}
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}
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public class InventoryFolder
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{
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//public List<InventoryFolder> Subfolders;
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public ushort DefaultType;
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public LLUUID FolderID;
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public string FolderName;
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public List<InventoryItem> Items;
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public LLUUID OwnerID;
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public LLUUID ParentID = LLUUID.Zero;
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public ushort Version;
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public InventoryFolder()
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{
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Items = new List<InventoryItem>();
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//Subfolders = new List<InventoryFolder>();
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}
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}
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public class InventoryItem
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{
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public LLUUID AssetID;
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public LLUUID CreatorID;
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public string Description;
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public LLUUID FolderID;
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public sbyte InvType;
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public LLUUID ItemID;
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public string Name = String.Empty;
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public LLUUID OwnerID;
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public sbyte Type;
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public InventoryItem()
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{
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CreatorID = LLUUID.Zero;
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}
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public string ExportString()
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{
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string typ = "notecard";
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string result = String.Empty;
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result += "\tinv_object\t0\n\t{\n";
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result += "\t\tobj_id\t%s\n";
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result += "\t\tparent_id\t" + ItemID.ToString() + "\n";
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result += "\t\ttype\t" + typ + "\n";
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result += "\t\tname\t" + Name + "|\n";
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result += "\t}\n";
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return result;
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}
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}
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}
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@ -76,6 +76,9 @@ namespace OpenSim.Framework
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set { _type = value; }
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set { _type = value; }
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}
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}
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/// <summary>
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/// PLEASE DON'T USE ME. I'm probably going away soon.
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/// </summary>
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public virtual sbyte InvType
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public virtual sbyte InvType
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{
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{
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get { return _invtype; }
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get { return _invtype; }
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