OpenSimMirror/OpenSim/Grid/AssetInventoryServer/InventoryObjects.cs

140 lines
4.6 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 System.Collections.Generic;
using OpenMetaverse;
using OpenSim.Framework;
namespace OpenSim.Grid.AssetInventoryServer
{
//public class InventoryBase
//{
//}
//public class InventoryFolder : InventoryBase
//{
// public string Name;
// public UUID Owner;
// public UUID ParentID;
// public UUID ID;
// public short Type;
// public ushort Version;
// [NonSerialized]
// public Dictionary<UUID, InventoryBase> Children = new Dictionary<UUID, InventoryBase>();
// public InventoryFolder()
// {
// }
// public InventoryFolder(string name, UUID ownerID, UUID parentID, short assetType)
// {
// ID = UUID.Random();
// Name = name;
// Owner = ownerID;
// ParentID = parentID;
// Type = assetType;
// Version = 1;
// }
// public override string ToString()
// {
// return String.Format("{0} ({1})", Name, ID);
// }
//}
//public class InventoryItem : InventoryBase
//{
// public UUID ID;
// public int InvType;
// public UUID Folder;
// public UUID Owner;
// public UUID Creator;
// public string Name;
// public string Description;
// public uint NextPermissions;
// public uint CurrentPermissions;
// public uint BasePermissions;
// public uint EveryOnePermissions;
// public uint GroupPermissions;
// public int AssetType;
// public UUID AssetID;
// public UUID GroupID;
// public bool GroupOwned;
// public int SalePrice;
// public byte SaleType;
// public uint Flags;
// public int CreationDate;
// public override string ToString()
// {
// return String.Format("{0} ({1})", Name, ID);
// }
//}
public class InventoryFolderWithChildren : InventoryFolderBase
{
public InventoryFolderWithChildren()
{
}
public InventoryFolderWithChildren(InventoryFolderBase folder)
{
// from InventoryNodeBase
Name = folder.Name;
ID = folder.ID;
Owner = folder.Owner;
// from InventoryFolderBase
ParentID = folder.ParentID;
Type = folder.Type;
Version = folder.Version;
}
public InventoryFolderWithChildren(string name, UUID ownerID, UUID parentID, short assetType)
{
ID = UUID.Random();
Name = name;
Owner = ownerID;
ParentID = parentID;
Type = assetType;
Version = 1;
}
[NonSerialized]
public Dictionary<UUID, InventoryNodeBase> Children = new Dictionary<UUID, InventoryNodeBase>();
}
public class InventoryCollection
{
public Dictionary<UUID, InventoryFolderWithChildren> Folders;
public Dictionary<UUID, InventoryItemBase> Items;
public UUID UserID;
}
}