419 lines
11 KiB
C#
419 lines
11 KiB
C#
/*
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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 OpenSimulator 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 OpenMetaverse;
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namespace OpenSim.Framework
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{
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/// <summary>
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/// Represents an item in a task inventory
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/// </summary>
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public class TaskInventoryItem : ICloneable
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{
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/// <summary>
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/// XXX This should really be factored out into some constants class.
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/// </summary>
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private const uint FULL_MASK_PERMISSIONS_GENERAL = 2147483647;
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/// <summary>
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/// Inventory types
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/// </summary>
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public static string[] InvTypes = new string[]
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{
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"texture",
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"sound",
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"calling_card",
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"landmark",
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String.Empty,
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String.Empty,
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"object",
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"notecard",
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String.Empty,
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String.Empty,
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"lsl_text",
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String.Empty,
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String.Empty,
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"bodypart",
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String.Empty,
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"snapshot",
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String.Empty,
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String.Empty,
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"wearable",
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"animation",
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"gesture"
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};
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/// <summary>
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/// Asset types
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/// </summary>
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public static string[] Types = new string[]
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{
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"texture",
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"sound",
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"callcard",
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"landmark",
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"clothing", // Deprecated
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"clothing",
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"object",
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"notecard",
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"category",
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"root",
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"lsltext",
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"lslbyte",
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"txtr_tga",
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"bodypart",
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"trash",
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"snapshot",
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"lstndfnd",
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"snd_wav",
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"img_tga",
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"jpeg",
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"animatn",
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"gesture"
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};
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private UUID _assetID = UUID.Zero;
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private uint _baseMask = FULL_MASK_PERMISSIONS_GENERAL;
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private uint _creationDate = 0;
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private UUID _creatorID = UUID.Zero;
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private string _creatorData = String.Empty;
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private string _description = String.Empty;
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private uint _everyoneMask = FULL_MASK_PERMISSIONS_GENERAL;
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private uint _flags = 0;
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private UUID _groupID = UUID.Zero;
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private uint _groupMask = FULL_MASK_PERMISSIONS_GENERAL;
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private int _invType = 0;
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private UUID _itemID = UUID.Zero;
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private UUID _lastOwnerID = UUID.Zero;
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private string _name = String.Empty;
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private uint _nextOwnerMask = FULL_MASK_PERMISSIONS_GENERAL;
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private UUID _ownerID = UUID.Zero;
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private uint _ownerMask = FULL_MASK_PERMISSIONS_GENERAL;
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private UUID _parentID = UUID.Zero; //parent folder id
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private UUID _parentPartID = UUID.Zero; // SceneObjectPart this is inside
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private UUID _permsGranter;
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private int _permsMask;
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private int _type = 0;
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private UUID _oldID;
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private bool _ownerChanged = false;
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public UUID AssetID {
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get {
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return _assetID;
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}
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set {
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_assetID = value;
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}
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}
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public uint BasePermissions {
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get {
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return _baseMask;
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}
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set {
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_baseMask = value;
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}
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}
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public uint CreationDate {
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get {
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return _creationDate;
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}
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set {
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_creationDate = value;
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}
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}
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public UUID CreatorID {
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get {
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return _creatorID;
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}
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set {
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_creatorID = value;
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}
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}
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public string CreatorData // = <profile url>;<name>
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{
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get { return _creatorData; }
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set { _creatorData = value; }
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}
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/// <summary>
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/// Used by the DB layer to retrieve / store the entire user identification.
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/// The identification can either be a simple UUID or a string of the form
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/// uuid[;profile_url[;name]]
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/// </summary>
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public string CreatorIdentification
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{
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get
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{
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if (_creatorData != null && _creatorData != string.Empty)
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return _creatorID.ToString() + ';' + _creatorData;
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else
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return _creatorID.ToString();
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}
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set
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{
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if ((value == null) || (value != null && value == string.Empty))
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{
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_creatorData = string.Empty;
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return;
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}
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if (!value.Contains(";")) // plain UUID
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{
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UUID uuid = UUID.Zero;
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UUID.TryParse(value, out uuid);
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_creatorID = uuid;
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}
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else // <uuid>[;<endpoint>[;name]]
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{
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string name = "Unknown User";
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string[] parts = value.Split(';');
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if (parts.Length >= 1)
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{
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UUID uuid = UUID.Zero;
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UUID.TryParse(parts[0], out uuid);
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_creatorID = uuid;
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}
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if (parts.Length >= 2)
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_creatorData = parts[1];
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if (parts.Length >= 3)
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name = parts[2];
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_creatorData += ';' + name;
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}
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}
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}
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public string Description {
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get {
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return _description;
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}
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set {
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_description = value;
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}
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}
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public uint EveryonePermissions {
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get {
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return _everyoneMask;
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}
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set {
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_everyoneMask = value;
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}
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}
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public uint Flags {
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get {
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return _flags;
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}
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set {
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_flags = value;
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}
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}
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public UUID GroupID {
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get {
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return _groupID;
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}
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set {
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_groupID = value;
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}
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}
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public uint GroupPermissions {
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get {
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return _groupMask;
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}
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set {
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_groupMask = value;
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}
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}
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public int InvType {
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get {
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return _invType;
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}
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set {
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_invType = value;
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}
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}
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public UUID ItemID {
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get {
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return _itemID;
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}
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set {
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_itemID = value;
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}
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}
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public UUID OldItemID {
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get {
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return _oldID;
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}
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set {
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_oldID = value;
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}
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}
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public UUID LastOwnerID {
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get {
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return _lastOwnerID;
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}
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set {
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_lastOwnerID = value;
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}
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}
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public string Name {
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get {
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return _name;
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}
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set {
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_name = value;
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}
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}
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public uint NextPermissions {
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get {
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return _nextOwnerMask;
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}
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set {
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_nextOwnerMask = value;
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}
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}
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public UUID OwnerID {
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get {
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return _ownerID;
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}
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set {
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_ownerID = value;
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}
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}
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public uint CurrentPermissions {
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get {
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return _ownerMask;
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}
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set {
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_ownerMask = value;
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}
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}
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public UUID ParentID {
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get {
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return _parentID;
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}
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set {
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_parentID = value;
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}
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}
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public UUID ParentPartID {
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get {
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return _parentPartID;
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}
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set {
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_parentPartID = value;
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}
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}
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public UUID PermsGranter {
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get {
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return _permsGranter;
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}
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set {
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_permsGranter = value;
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}
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}
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public int PermsMask {
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get {
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return _permsMask;
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}
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set {
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_permsMask = value;
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}
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}
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public int Type {
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get {
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return _type;
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}
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set {
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_type = value;
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}
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}
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public bool OwnerChanged {
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get {
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return _ownerChanged;
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}
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set {
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_ownerChanged = value;
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}
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}
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// See ICloneable
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#region ICloneable Members
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public Object Clone()
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{
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return MemberwiseClone();
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}
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#endregion
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/// <summary>
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/// Reset the UUIDs for this item.
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/// </summary>
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/// <param name="partID">The new part ID to which this item belongs</param>
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public void ResetIDs(UUID partID)
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{
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OldItemID = ItemID;
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ItemID = UUID.Random();
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ParentPartID = partID;
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ParentID = partID;
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}
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public TaskInventoryItem()
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{
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CreationDate = (uint)(DateTime.UtcNow - new DateTime(1970, 1, 1)).TotalSeconds;
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}
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}
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}
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