OpenSimMirror/OpenSim/Framework/TaskInventoryItem.cs

441 lines
12 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 System.Collections.Generic;
using System.Reflection;
using System.Xml;
using System.Xml.Schema;
using System.Xml.Serialization;
using libsecondlife;
using log4net;
namespace OpenSim.Framework
{
/// <summary>
/// A dictionary for task inventory.
///
/// This class is not thread safe. Callers must synchronize on Dictionary methods.
/// </summary>
public class TaskInventoryDictionary : Dictionary<LLUUID, TaskInventoryItem>,
ICloneable, IXmlSerializable
{
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static XmlSerializer tiiSerializer = new XmlSerializer(typeof (TaskInventoryItem));
#region ICloneable Members
public Object Clone()
{
TaskInventoryDictionary clone = new TaskInventoryDictionary();
lock (this)
{
foreach (LLUUID uuid in Keys)
{
clone.Add(uuid, (TaskInventoryItem) this[uuid].Clone());
}
}
return clone;
}
#endregion
// The alternative of simply serializing the list doesn't appear to work on mono, since
// we get a
//
// System.TypeInitializationException: An exception was thrown by the type initializer for OpenSim.Framework.TaskInventoryDictionary ---> System.ArgumentOutOfRangeException: < 0
// Parameter name: length
// at System.String.Substring (Int32 startIndex, Int32 length) [0x00088] in /build/buildd/mono-1.2.4/mcs/class/corlib/System/String.cs:381
// at System.Xml.Serialization.TypeTranslator.GetTypeData (System.Type runtimeType, System.String xmlDataType) [0x001f6] in /build/buildd/mono-1.2.4/mcs/class/System.XML/System.Xml.Serialization/TypeTranslator.cs:217
// ...
// private static XmlSerializer tiiSerializer
// = new XmlSerializer(typeof(Dictionary<LLUUID, TaskInventoryItem>.ValueCollection));
// see IXmlSerializable
#region IXmlSerializable Members
public XmlSchema GetSchema()
{
return null;
}
// see IXmlSerializable
public void ReadXml(XmlReader reader)
{
// m_log.DebugFormat("[TASK INVENTORY]: ReadXml current node before actions, {0}", reader.Name);
if (!reader.IsEmptyElement)
{
reader.Read();
while (tiiSerializer.CanDeserialize(reader))
{
TaskInventoryItem item = (TaskInventoryItem) tiiSerializer.Deserialize(reader);
Add(item.ItemID, item);
//m_log.DebugFormat("[TASK INVENTORY]: Instanted prim item {0}, {1} from xml", item.Name, item.ItemID);
}
// m_log.DebugFormat("[TASK INVENTORY]: Instantiated {0} prim items in total from xml", Count);
}
// else
// {
// m_log.DebugFormat("[TASK INVENTORY]: Skipping empty element {0}", reader.Name);
// }
// For some .net implementations, this last read is necessary so that we advance beyond the end tag
// of the element wrapping this object so that the rest of the serialization can complete normally.
reader.Read();
// m_log.DebugFormat("[TASK INVENTORY]: ReadXml current node after actions, {0}", reader.Name);
}
// see IXmlSerializable
public void WriteXml(XmlWriter writer)
{
lock (this)
{
foreach (TaskInventoryItem item in Values)
{
tiiSerializer.Serialize(writer, item);
}
}
//tiiSerializer.Serialize(writer, Values);
}
#endregion
// see ICloneable
}
/// <summary>
/// Represents an item in a task inventory
/// </summary>
public class TaskInventoryItem : ICloneable
{
/// <summary>
/// XXX This should really be factored out into some constants class.
/// </summary>
private const uint FULL_MASK_PERMISSIONS_GENERAL = 2147483647;
/// <summary>
/// Inventory types
/// </summary>
public static string[] InvTypes = new string[]
{
"texture",
"sound",
"calling_card",
"landmark",
String.Empty,
String.Empty,
"object",
"notecard",
String.Empty,
String.Empty,
"lsl_text",
String.Empty,
String.Empty,
"bodypart",
String.Empty,
"snapshot",
String.Empty,
String.Empty,
"wearable",
"animation",
"gesture"
};
/// <summary>
/// Asset types
/// </summary>
public static string[] Types = new string[]
{
"texture",
"sound",
"callcard",
"landmark",
"clothing", // Deprecated
"clothing",
"object",
"notecard",
"category",
"root",
"lsltext",
"lslbyte",
"txtr_tga",
"bodypart",
"trash",
"snapshot",
"lstndfnd",
"snd_wav",
"img_tga",
"jpeg",
"animatn",
"gesture"
};
private LLUUID _assetID = LLUUID.Zero;
private uint _baseMask = FULL_MASK_PERMISSIONS_GENERAL;
private uint _creationDate = 0;
private LLUUID _creatorID = LLUUID.Zero;
private string _description = String.Empty;
private uint _everyoneMask = FULL_MASK_PERMISSIONS_GENERAL;
private uint _flags = 0;
private LLUUID _groupID = LLUUID.Zero;
private uint _groupMask = FULL_MASK_PERMISSIONS_GENERAL;
private int _invType = 0;
private LLUUID _itemID = LLUUID.Zero;
private LLUUID _lastOwnerID = LLUUID.Zero;
private string _name = String.Empty;
private uint _nextOwnerMask = FULL_MASK_PERMISSIONS_GENERAL;
private LLUUID _ownerID = LLUUID.Zero;
private uint _ownerMask = FULL_MASK_PERMISSIONS_GENERAL;
private LLUUID _parentID = LLUUID.Zero; //parent folder id
private LLUUID _parentPartID = LLUUID.Zero; // SceneObjectPart this is inside
private LLUUID _permsGranter;
private int _permsMask;
private int _type = 0;
public LLUUID AssetID {
get {
return _assetID;
}
set {
_assetID = value;
}
}
public uint BasePermissions {
get {
return _baseMask;
}
set {
_baseMask = value;
}
}
public uint CreationDate {
get {
return _creationDate;
}
set {
_creationDate = value;
}
}
public LLUUID CreatorID {
get {
return _creatorID;
}
set {
_creatorID = value;
}
}
public string Description {
get {
return _description;
}
set {
_description = value;
}
}
public uint EveryonePermissions {
get {
return _everyoneMask;
}
set {
_everyoneMask = value;
}
}
public uint Flags {
get {
return _flags;
}
set {
_flags = value;
}
}
public LLUUID GroupID {
get {
return _groupID;
}
set {
_groupID = value;
}
}
public uint GroupPermissions {
get {
return _groupMask;
}
set {
_groupMask = value;
}
}
public int InvType {
get {
return _invType;
}
set {
_invType = value;
}
}
public LLUUID ItemID {
get {
return _itemID;
}
set {
_itemID = value;
}
}
public LLUUID LastOwnerID {
get {
return _lastOwnerID;
}
set {
_lastOwnerID = value;
}
}
public string Name {
get {
return _name;
}
set {
_name = value;
}
}
public uint NextPermissions {
get {
return _nextOwnerMask;
}
set {
_nextOwnerMask = value;
}
}
public LLUUID OwnerID {
get {
return _ownerID;
}
set {
_ownerID = value;
}
}
public uint CurrentPermissions {
get {
return _ownerMask;
}
set {
_ownerMask = value;
}
}
public LLUUID ParentID {
get {
return _parentID;
}
set {
_parentID = value;
}
}
public LLUUID ParentPartID {
get {
return _parentPartID;
}
set {
_parentPartID = value;
}
}
public LLUUID PermsGranter {
get {
return _permsGranter;
}
set {
_permsGranter = value;
}
}
public int PermsMask {
get {
return _permsMask;
}
set {
_permsMask = value;
}
}
public int Type {
get {
return _type;
}
set {
_type = value;
}
}
// See ICloneable
#region ICloneable Members
public Object Clone()
{
return MemberwiseClone();
}
#endregion
/// <summary>
/// Reset the LLUUIDs for this item.
/// </summary>
/// <param name="partID">The new part ID to which this item belongs</param>
public void ResetIDs(LLUUID partID)
{
_itemID = LLUUID.Random();
_parentPartID = partID;
}
}
}