429 lines
11 KiB
C#
429 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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/// Inventory Item - contains all the properties associated with an individual inventory piece.
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/// </summary>
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public class InventoryItemBase : InventoryNodeBase, ICloneable
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{
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/// <value>
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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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/// </value>
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public int InvType
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{
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get
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{
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return m_invType;
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}
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set
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{
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m_invType = value;
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}
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}
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protected int m_invType;
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/// <value>
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/// The folder this item is contained in
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/// </value>
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public UUID Folder
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{
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get
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{
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return m_folder;
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}
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set
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{
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m_folder = value;
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}
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}
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protected UUID m_folder;
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/// <value>
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/// The creator of this item
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/// </value>
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public string CreatorId
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{
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get
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{
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return m_creatorId;
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}
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set
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{
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m_creatorId = value;
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}
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}
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protected string m_creatorId;
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/// <value>
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/// The UUID for the creator. This may be different from the canonical CreatorId. This property is used
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/// for communication with the client over the Second Life protocol, since that protocol can only understand
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/// UUIDs. As this is a basic framework class, this means that both the string creator id and the uuid
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/// reference have to be settable separately
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///
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/// Database plugins don't need to set this, it will be set by
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/// upstream code (or set by the get accessor if left unset).
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///
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/// XXX: An alternative to having a separate uuid property would be to hash the CreatorId appropriately
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/// every time there was communication with a UUID-only client. This may be much more expensive.
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/// </value>
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public UUID CreatorIdAsUuid
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{
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get
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{
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if (UUID.Zero == m_creatorIdAsUuid)
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{
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UUID.TryParse(CreatorId, out m_creatorIdAsUuid);
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}
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return m_creatorIdAsUuid;
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}
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set
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{
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m_creatorIdAsUuid = value;
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}
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}
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protected UUID m_creatorIdAsUuid = UUID.Zero;
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protected string m_creatorData = string.Empty;
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public string CreatorData // = <profile url>;<name>
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{
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get { return m_creatorData; }
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set { m_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 (m_creatorData != null && m_creatorData != string.Empty)
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return m_creatorId + ';' + m_creatorData;
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else
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return m_creatorId;
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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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m_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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m_creatorId = value;
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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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m_creatorId = parts[0];
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if (parts.Length >= 2)
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m_creatorData = parts[1];
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if (parts.Length >= 3)
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name = parts[2];
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m_creatorData += ';' + name;
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}
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}
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}
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/// <value>
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/// The description of the inventory item (must be less than 64 characters)
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/// </value>
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public string Description
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{
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get
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{
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return m_description;
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}
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set
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{
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m_description = value;
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}
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}
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protected string m_description = String.Empty;
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/// <value>
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///
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/// </value>
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public uint NextPermissions
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{
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get
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{
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return m_nextPermissions;
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}
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set
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{
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m_nextPermissions = value;
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}
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}
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protected uint m_nextPermissions;
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/// <value>
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/// A mask containing permissions for the current owner (cannot be enforced)
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/// </value>
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public uint CurrentPermissions
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{
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get
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{
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return m_currentPermissions;
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}
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set
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{
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m_currentPermissions = value;
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}
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}
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protected uint m_currentPermissions;
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/// <value>
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///
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/// </value>
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public uint BasePermissions
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{
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get
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{
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return m_basePermissions;
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}
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set
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{
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m_basePermissions = value;
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}
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}
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protected uint m_basePermissions;
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/// <value>
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///
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/// </value>
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public uint EveryOnePermissions
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{
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get
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{
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return m_everyonePermissions;
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}
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set
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{
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m_everyonePermissions = value;
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}
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}
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protected uint m_everyonePermissions;
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/// <value>
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///
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/// </value>
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public uint GroupPermissions
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{
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get
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{
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return m_groupPermissions;
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}
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set
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{
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m_groupPermissions = value;
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}
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}
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protected uint m_groupPermissions;
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/// <value>
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/// This is an enumerated value determining the type of asset (eg Notecard, Sound, Object, etc)
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/// </value>
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public int AssetType
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{
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get
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{
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return m_assetType;
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}
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set
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{
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m_assetType = value;
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}
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}
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protected int m_assetType;
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/// <value>
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/// The UUID of the associated asset on the asset server
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/// </value>
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public UUID AssetID
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{
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get
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{
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return m_assetID;
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}
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set
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{
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m_assetID = value;
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}
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}
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protected UUID m_assetID;
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/// <value>
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///
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/// </value>
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public UUID GroupID
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{
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get
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{
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return m_groupID;
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}
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set
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{
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m_groupID = value;
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}
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}
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protected UUID m_groupID;
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/// <value>
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///
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/// </value>
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public bool GroupOwned
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{
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get
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{
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return m_groupOwned;
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}
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set
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{
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m_groupOwned = value;
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}
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}
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protected bool m_groupOwned;
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/// <value>
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///
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/// </value>
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public int SalePrice
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{
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get
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{
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return m_salePrice;
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}
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set
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{
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m_salePrice = value;
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}
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}
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protected int m_salePrice;
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/// <value>
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///
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/// </value>
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public byte SaleType
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{
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get
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{
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return m_saleType;
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}
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set
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{
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m_saleType = value;
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}
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}
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protected byte m_saleType;
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/// <value>
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///
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/// </value>
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public uint Flags
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{
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get
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{
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return m_flags;
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}
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set
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{
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m_flags = value;
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}
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}
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protected uint m_flags;
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/// <value>
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///
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/// </value>
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public int CreationDate
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{
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get
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{
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return m_creationDate;
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}
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set
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{
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m_creationDate = value;
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}
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}
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protected int m_creationDate = (int)(DateTime.UtcNow - new DateTime(1970, 1, 1)).TotalSeconds;
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public InventoryItemBase()
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{
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}
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public InventoryItemBase(UUID id)
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{
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ID = id;
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}
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public InventoryItemBase(UUID id, UUID owner)
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{
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ID = id;
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Owner = owner;
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}
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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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}
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}
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