/* * Copyright (c) OpenSim project, http://sim.opensecondlife.org/ * * 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 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 ``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 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; using System.Collections.Generic; using libsecondlife; namespace OpenSimLite { /// /// Local cache of Inventories /// public class InventoryManager { private List _agentsInventory; private List _serverRequests; //list of requests made to user server. public InventoryManager() { _agentsInventory = new List(); _serverRequests = new List(); } } public class AgentInventory { //Holds the local copy of Inventory info for a agent public List Folders; public int LastCached; //time this was last stored/compared to user server public LLUUID AgentID; public AgentInventory() { Folders = new List(); } } public class InventoryFolder { public List Items; //public List Subfolders; public LLUUID FolderID; public LLUUID OwnerID; public LLUUID ParentID; public string Name; public byte Type; public InventoryFolder() { Items = new List(); //Subfolders = new List(); } } public class InventoryItem { public LLUUID FolderID; public LLUUID OwnerID; public LLUUID ItemID; public LLUUID AssetID; public LLUUID CreatorID; public sbyte InvType; public sbyte Type; public string Name; public string Description; public InventoryItem() { this.CreatorID = LLUUID.Zero; } } public class UserServerRequest { public UserServerRequest() { } } }