148 lines
4.6 KiB
C#
148 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 OpenSim 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 OpenMetaverse;
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namespace OpenSim.Framework
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{
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/// <summary>
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/// Inventory Item - contains all the properties associated with an individual inventory piece.
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/// </summary>
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public class InventoryItemBase : InventoryNodeBase, ICloneable
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{
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/// <value>
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/// The inventory type of the item. This is slightly different from the asset type in some situations.
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/// </value>
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public int InvType;
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/// <value>
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/// The folder this item is contained in
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/// </value>
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public UUID Folder;
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/// <value>
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/// The creator of this item
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/// </value>
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public string CreatorId
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{
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get { return m_creatorId; }
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set
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{
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m_creatorId = value;
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UUID creatorIdAsUuid;
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// For now, all IDs are UUIDs
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UUID.TryParse(m_creatorId, out creatorIdAsUuid);
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CreatorIdAsUuid = creatorIdAsUuid;
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}
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}
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private string m_creatorId = String.Empty;
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/// <value>
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/// The creator of this item expressed as a UUID
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/// </value>
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public UUID CreatorIdAsUuid { get; private set; }
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/// <value>
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/// The description of the inventory item (must be less than 64 characters)
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/// </value>
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public string Description = String.Empty;
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/// <value>
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///
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/// </value>
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public uint NextPermissions;
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/// <value>
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/// A mask containing permissions for the current owner (cannot be enforced)
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/// </value>
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public uint CurrentPermissions;
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/// <value>
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///
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/// </value>
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public uint BasePermissions;
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/// <value>
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///
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/// </value>
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public uint EveryOnePermissions;
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/// <value>
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///
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/// </value>
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public uint GroupPermissions;
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/// <value>
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/// This is an enumerated value determining the type of asset (eg Notecard, Sound, Object, etc)
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/// </value>
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public int AssetType;
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/// <value>
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/// The UUID of the associated asset on the asset server
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/// </value>
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public UUID AssetID;
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/// <value>
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///
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/// </value>
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public UUID GroupID;
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/// <value>
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///
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/// </value>
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public bool GroupOwned;
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/// <value>
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///
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/// </value>
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public int SalePrice;
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/// <value>
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///
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/// </value>
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public byte SaleType;
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/// <value>
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///
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/// </value>
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public uint Flags;
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/// <value>
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///
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/// </value>
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public int CreationDate = (int)(DateTime.UtcNow - new DateTime(1970, 1, 1)).TotalSeconds;
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public object Clone()
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{
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return MemberwiseClone();
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}
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}
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}
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