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