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