222 lines
5.6 KiB
C#
222 lines
5.6 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 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 libsecondlife;
|
|
|
|
namespace OpenSim.Framework
|
|
{
|
|
/// <summary>
|
|
/// Inventory Item - contains all the properties associated with an individual inventory piece.
|
|
/// </summary>
|
|
public class InventoryItemBase
|
|
{
|
|
/// <summary>
|
|
/// A UUID containing the ID for the inventory item itself
|
|
/// </summary>
|
|
private LLUUID _id;
|
|
|
|
/// <summary>
|
|
/// The UUID of the associated asset on the asset server
|
|
/// </summary>
|
|
private LLUUID _assetID;
|
|
|
|
/// <summary>
|
|
/// This is an enumerated value determining the type of asset (eg Notecard, Sound, Object, etc)
|
|
/// </summary>
|
|
private int _assetType;
|
|
|
|
/// <summary>
|
|
/// The type of inventory item. (Can be slightly different to the asset type
|
|
/// </summary>
|
|
private int _invType;
|
|
|
|
/// <summary>
|
|
/// The folder this item is contained in
|
|
/// </summary>
|
|
private LLUUID _folder;
|
|
|
|
/// <summary>
|
|
/// The owner of this inventory item
|
|
/// </summary>
|
|
private LLUUID _owner;
|
|
|
|
/// <summary>
|
|
/// The creator of this item
|
|
/// </summary>
|
|
private LLUUID _creator;
|
|
|
|
/// <summary>
|
|
/// The name of the inventory item (must be less than 64 characters)
|
|
/// </summary>
|
|
private string _name;
|
|
|
|
/// <summary>
|
|
/// The description of the inventory item (must be less than 64 characters)
|
|
/// </summary>
|
|
private string _description;
|
|
|
|
/// <summary>
|
|
/// A mask containing the permissions for the next owner (cannot be enforced)
|
|
/// </summary>
|
|
private uint _nextPermissions;
|
|
|
|
/// <summary>
|
|
/// A mask containing permissions for the current owner (cannot be enforced)
|
|
/// </summary>
|
|
private uint _currentPermissions;
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
private uint _basePermissions;
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
private uint _everyOnePermissions;
|
|
|
|
public LLUUID ID {
|
|
get {
|
|
return _id;
|
|
}
|
|
set {
|
|
_id = value;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
public int InvType {
|
|
get {
|
|
return _invType;
|
|
}
|
|
set {
|
|
_invType = value;
|
|
}
|
|
}
|
|
|
|
public LLUUID Folder {
|
|
get {
|
|
return _folder;
|
|
}
|
|
set {
|
|
_folder = value;
|
|
}
|
|
}
|
|
|
|
public LLUUID Owner {
|
|
get {
|
|
return _owner;
|
|
}
|
|
set {
|
|
_owner = value;
|
|
}
|
|
}
|
|
|
|
public LLUUID Creator {
|
|
get {
|
|
return _creator;
|
|
}
|
|
set {
|
|
_creator = value;
|
|
}
|
|
}
|
|
|
|
public string Name {
|
|
get {
|
|
return _name;
|
|
}
|
|
set {
|
|
_name = 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 int AssetType {
|
|
get {
|
|
return _assetType;
|
|
}
|
|
set {
|
|
_assetType = value;
|
|
}
|
|
}
|
|
|
|
public LLUUID AssetID {
|
|
get {
|
|
return _assetID;
|
|
}
|
|
set {
|
|
_assetID = value;
|
|
}
|
|
}
|
|
}
|
|
}
|