OpenSimMirror/OpenSim/Framework/InventoryItemBase.cs

429 lines
11 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* 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 OpenSimulator Project 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 THE DEVELOPERS ``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 THE CONTRIBUTORS 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 OpenMetaverse;
namespace OpenSim.Framework
{
/// <summary>
/// Inventory Item - contains all the properties associated with an individual inventory piece.
/// </summary>
public class InventoryItemBase : InventoryNodeBase, ICloneable
{
/// <value>
/// The inventory type of the item. This is slightly different from the asset type in some situations.
/// </value>
public int InvType
{
get
{
return m_invType;
}
set
{
m_invType = value;
}
}
protected int m_invType;
/// <value>
/// The folder this item is contained in
/// </value>
public UUID Folder
{
get
{
return m_folder;
}
set
{
m_folder = value;
}
}
protected UUID m_folder;
/// <value>
/// The creator of this item
/// </value>
public string CreatorId
{
get
{
return m_creatorId;
}
set
{
m_creatorId = value;
}
}
protected string m_creatorId;
/// <value>
/// The UUID for the creator. This may be different from the canonical CreatorId. This property is used
/// for communication with the client over the Second Life protocol, since that protocol can only understand
/// UUIDs. As this is a basic framework class, this means that both the string creator id and the uuid
/// reference have to be settable separately
///
/// Database plugins don't need to set this, it will be set by
/// upstream code (or set by the get accessor if left unset).
///
/// XXX: An alternative to having a separate uuid property would be to hash the CreatorId appropriately
/// every time there was communication with a UUID-only client. This may be much more expensive.
/// </value>
public UUID CreatorIdAsUuid
{
get
{
if (UUID.Zero == m_creatorIdAsUuid)
{
UUID.TryParse(CreatorId, out m_creatorIdAsUuid);
}
return m_creatorIdAsUuid;
}
set
{
m_creatorIdAsUuid = value;
}
}
protected UUID m_creatorIdAsUuid = UUID.Zero;
protected string m_creatorData = string.Empty;
public string CreatorData // = <profile url>;<name>
{
get { return m_creatorData; }
set { m_creatorData = value; }
}
/// <summary>
/// Used by the DB layer to retrieve / store the entire user identification.
/// The identification can either be a simple UUID or a string of the form
/// uuid[;profile_url[;name]]
/// </summary>
public string CreatorIdentification
{
get
{
if (m_creatorData != null && m_creatorData != string.Empty)
return m_creatorId + ';' + m_creatorData;
else
return m_creatorId;
}
set
{
if ((value == null) || (value != null && value == string.Empty))
{
m_creatorData = string.Empty;
return;
}
if (!value.Contains(";")) // plain UUID
{
m_creatorId = value;
}
else // <uuid>[;<endpoint>[;name]]
{
string name = "Unknown User";
string[] parts = value.Split(';');
if (parts.Length >= 1)
m_creatorId = parts[0];
if (parts.Length >= 2)
m_creatorData = parts[1];
if (parts.Length >= 3)
name = parts[2];
m_creatorData += ';' + name;
}
}
}
/// <value>
/// The description of the inventory item (must be less than 64 characters)
/// </value>
public string Description
{
get
{
return m_description;
}
set
{
m_description = value;
}
}
protected string m_description = String.Empty;
/// <value>
///
/// </value>
public uint NextPermissions
{
get
{
return m_nextPermissions;
}
set
{
m_nextPermissions = value;
}
}
protected uint m_nextPermissions;
/// <value>
/// A mask containing permissions for the current owner (cannot be enforced)
/// </value>
public uint CurrentPermissions
{
get
{
return m_currentPermissions;
}
set
{
m_currentPermissions = value;
}
}
protected uint m_currentPermissions;
/// <value>
///
/// </value>
public uint BasePermissions
{
get
{
return m_basePermissions;
}
set
{
m_basePermissions = value;
}
}
protected uint m_basePermissions;
/// <value>
///
/// </value>
public uint EveryOnePermissions
{
get
{
return m_everyonePermissions;
}
set
{
m_everyonePermissions = value;
}
}
protected uint m_everyonePermissions;
/// <value>
///
/// </value>
public uint GroupPermissions
{
get
{
return m_groupPermissions;
}
set
{
m_groupPermissions = value;
}
}
protected uint m_groupPermissions;
/// <value>
/// This is an enumerated value determining the type of asset (eg Notecard, Sound, Object, etc)
/// </value>
public int AssetType
{
get
{
return m_assetType;
}
set
{
m_assetType = value;
}
}
protected int m_assetType;
/// <value>
/// The UUID of the associated asset on the asset server
/// </value>
public UUID AssetID
{
get
{
return m_assetID;
}
set
{
m_assetID = value;
}
}
protected UUID m_assetID;
/// <value>
///
/// </value>
public UUID GroupID
{
get
{
return m_groupID;
}
set
{
m_groupID = value;
}
}
protected UUID m_groupID;
/// <value>
///
/// </value>
public bool GroupOwned
{
get
{
return m_groupOwned;
}
set
{
m_groupOwned = value;
}
}
protected bool m_groupOwned;
/// <value>
///
/// </value>
public int SalePrice
{
get
{
return m_salePrice;
}
set
{
m_salePrice = value;
}
}
protected int m_salePrice;
/// <value>
///
/// </value>
public byte SaleType
{
get
{
return m_saleType;
}
set
{
m_saleType = value;
}
}
protected byte m_saleType;
/// <value>
///
/// </value>
public uint Flags
{
get
{
return m_flags;
}
set
{
m_flags = value;
}
}
protected uint m_flags;
/// <value>
///
/// </value>
public int CreationDate
{
get
{
return m_creationDate;
}
set
{
m_creationDate = value;
}
}
protected int m_creationDate = (int)(DateTime.UtcNow - new DateTime(1970, 1, 1)).TotalSeconds;
public InventoryItemBase()
{
}
public InventoryItemBase(UUID id)
{
ID = id;
}
public InventoryItemBase(UUID id, UUID owner)
{
ID = id;
Owner = owner;
}
public object Clone()
{
return MemberwiseClone();
}
}
}