OpenSimMirror/OpenSim/Framework/InventoryItemBase.cs

228 lines
6.2 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 OpenSim 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
{
/// <summary>
/// The UUID of the associated asset on the asset server
/// </summary>
private UUID _assetID;
/// <summary>
/// This is an enumerated value determining the type of asset (eg Notecard, Sound, Object, etc)
/// </summary>
private int _assetType;
/// <summary>
///
/// </summary>
private uint _basePermissions;
/// <summary>
/// The creator of this item
/// </summary>
private UUID _creator;
private uint _nextPermissions;
/// <summary>
/// A mask containing permissions for the current owner (cannot be enforced)
/// </summary>
private uint _currentPermissions;
/// <summary>
/// The description of the inventory item (must be less than 64 characters)
/// </summary>
private string _description = string.Empty;
/// <summary>
///
/// </summary>
private uint _everyOnePermissions;
/// <summary>
///
/// </summary>
private uint _groupPermissions;
/// <summary>
/// The folder this item is contained in
/// </summary>
private UUID _folder;
/// <summary>
/// The inventory type of the item. This is slightly different from the asset type in some situations.
/// </summary>
private int _invType;
/// <summary>
///
/// </summary>
private UUID _groupID;
/// <summary>
///
/// </summary>
private bool _groupOwned;
/// <summary>
///
/// </summary>
private int _salePrice;
/// <summary>
///
/// </summary>
private byte _saleType;
/// <summary>
///
/// </summary>
private uint _flags;
/// <summary>
///
/// </summary>
private int _creationDate;
public int InvType
{
get { return _invType; }
set { _invType = value; }
}
public UUID Folder
{
get { return _folder; }
set { _folder = value; }
}
public UUID Creator
{
get { return _creator; }
set { _creator = value; }
}
public string Description
{
get { return _description; }
set { _description = value; }
}
public uint NextPermissions
{
get { return _nextPermissions; }
set { _nextPermissions = value; }
}
public uint CurrentPermissions
{
get { return _currentPermissions; }
set { _currentPermissions = value; }
}
public uint BasePermissions
{
get { return _basePermissions; }
set { _basePermissions = value; }
}
public uint EveryOnePermissions
{
get { return _everyOnePermissions; }
set { _everyOnePermissions = value; }
}
public uint GroupPermissions
{
get { return _groupPermissions; }
set { _groupPermissions = value; }
}
public int AssetType
{
get { return _assetType; }
set { _assetType = value; }
}
public UUID AssetID
{
get { return _assetID; }
set { _assetID = value; }
}
public UUID GroupID
{
get { return _groupID; }
set { _groupID = value; }
}
public bool GroupOwned
{
get { return _groupOwned; }
set { _groupOwned = value; }
}
public int SalePrice
{
get { return _salePrice; }
set { _salePrice = value; }
}
public byte SaleType
{
get { return _saleType; }
set { _saleType = value; }
}
public uint Flags
{
get { return _flags; }
set { _flags = value; }
}
public int CreationDate
{
get { return _creationDate; }
set { _creationDate = value; }
}
public InventoryItemBase()
{
_creationDate = (int)(DateTime.UtcNow - new DateTime(1970, 1, 1)).TotalSeconds;
}
}
}