* Establish a common InventoryNodeBase class from InventoryItemBase and InventoryFolderBase
parent
162a59ba17
commit
e12981ef1b
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@ -32,23 +32,8 @@ namespace OpenSim.Framework
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/// <summary>
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/// <summary>
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/// A Class for folders which contain users inventory
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/// A Class for folders which contain users inventory
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/// </summary>
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/// </summary>
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public class InventoryFolderBase
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public class InventoryFolderBase : InventoryNodeBase
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{
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{
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/// <summary>
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/// The UUID for this folder
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/// </summary>
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private UUID _id;
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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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private 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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private UUID _owner;
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/// <summary>
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/// <summary>
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/// The folder this folder is contained in
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/// The folder this folder is contained in
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/// </summary>
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/// </summary>
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@ -66,30 +51,12 @@ namespace OpenSim.Framework
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/// </summary>
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/// </summary>
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private ushort _version;
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private ushort _version;
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public virtual string Name
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{
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get { return _name; }
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set { _name = value; }
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}
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public virtual UUID Owner
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{
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get { return _owner; }
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set { _owner = value; }
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}
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public virtual UUID ParentID
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public virtual UUID ParentID
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{
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{
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get { return _parentID; }
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get { return _parentID; }
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set { _parentID = value; }
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set { _parentID = value; }
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}
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}
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public virtual UUID ID
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{
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get { return _id; }
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set { _id = value; }
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}
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public virtual short Type
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public virtual short Type
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{
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{
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get { return _type; }
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get { return _type; }
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@ -33,7 +33,7 @@ namespace OpenSim.Framework
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/// <summary>
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/// <summary>
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/// Inventory Item - contains all the properties associated with an individual inventory piece.
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/// Inventory Item - contains all the properties associated with an individual inventory piece.
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/// </summary>
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/// </summary>
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public class InventoryItemBase
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public class InventoryItemBase : InventoryNodeBase
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{
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{
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/// <summary>
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/// <summary>
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/// The UUID of the associated asset on the asset server
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/// The UUID of the associated asset on the asset server
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@ -55,8 +55,6 @@ namespace OpenSim.Framework
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/// </summary>
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/// </summary>
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private UUID _creator;
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private UUID _creator;
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private UUID _owner;
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private uint _nextPermissions;
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private uint _nextPermissions;
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/// <summary>
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/// <summary>
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@ -85,21 +83,10 @@ namespace OpenSim.Framework
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private UUID _folder;
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private UUID _folder;
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/// <summary>
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/// <summary>
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/// A UUID containing the ID for the inventory item itself
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/// The inventory type of the item. This is slightly different from the asset type in some situations.
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/// </summary>
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private UUID _id;
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/// <summary>
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/// The type of inventory item. (Can be slightly different to the asset type
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/// </summary>
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/// </summary>
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private int _invType;
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private int _invType;
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/// <summary>
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/// The name of the inventory item (must be less than 64 characters)
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/// </summary>
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private string _name;
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/// <summary>
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/// <summary>
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///
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///
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/// </summary>
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/// </summary>
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@ -130,11 +117,6 @@ namespace OpenSim.Framework
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/// </summary>
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/// </summary>
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private int _creationDate;
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private int _creationDate;
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public UUID ID {
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get { return _id; }
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set { _id = value; }
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}
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public int InvType
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public int 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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@ -147,24 +129,12 @@ namespace OpenSim.Framework
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set { _folder = value; }
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set { _folder = value; }
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}
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}
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public UUID Owner
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{
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get { return _owner; }
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set { _owner = value; }
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}
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public UUID Creator
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public UUID Creator
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{
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{
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get { return _creator; }
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get { return _creator; }
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set { _creator = value; }
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set { _creator = value; }
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}
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}
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public string Name
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{
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get { return _name; }
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set { _name = value; }
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}
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public string Description
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public string Description
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{
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{
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get { return _description; }
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get { return _description; }
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@ -0,0 +1,67 @@
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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 OpenMetaverse;
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namespace OpenSim.Framework
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{
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/// <summary>
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/// Common base class for inventory nodes of different types (files, folders, etc.)
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/// </summary>
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public class InventoryNodeBase
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{
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/// <summary>
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/// The name of the node (64 characters or less)
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/// </summary>
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public virtual string Name
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{
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get { return m_name; }
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set { m_name = value; }
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}
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private string m_name;
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/// <summary>
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/// A UUID containing the ID for the inventory node itself
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/// </summary>
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public UUID ID
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{
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get { return m_id; }
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set { m_id = value; }
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}
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private UUID m_id;
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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 virtual UUID Owner
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{
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get { return m_owner; }
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set { m_owner = value; }
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}
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private UUID m_owner;
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}
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}
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@ -114,6 +114,17 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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{
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{
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new InventoryArchiveReadRequest(firstName, lastName, invPath, loadPath, m_commsManager).Execute();
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new InventoryArchiveReadRequest(firstName, lastName, invPath, loadPath, m_commsManager).Execute();
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}
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}
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/*
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foreach (Scene scene in m_scenes.Values)
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{
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ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
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if (user != null && !user.IsChildAgent)
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{
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user.ControllingClient.SendBulkUpdateInventory(folderCopy);
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}
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}
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*/
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}
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}
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public void ArchiveInventory(string firstName, string lastName, string invPath, string savePath)
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public void ArchiveInventory(string firstName, string lastName, string invPath, string savePath)
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