379 lines
9.3 KiB
C#
379 lines
9.3 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 OpenSimulator 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, ICloneable
|
|
{
|
|
/// <value>
|
|
/// The inventory type of the item. This is slightly different from the asset type in some situations.
|
|
/// </value>
|
|
public int InvType
|
|
{
|
|
get
|
|
{
|
|
return m_invType;
|
|
}
|
|
|
|
set
|
|
{
|
|
m_invType = value;
|
|
}
|
|
}
|
|
protected int m_invType;
|
|
|
|
/// <value>
|
|
/// The folder this item is contained in
|
|
/// </value>
|
|
public UUID Folder
|
|
{
|
|
get
|
|
{
|
|
return m_folder;
|
|
}
|
|
|
|
set
|
|
{
|
|
m_folder = value;
|
|
}
|
|
}
|
|
protected UUID m_folder;
|
|
|
|
/// <value>
|
|
/// The creator of this item
|
|
/// </value>
|
|
public string CreatorId
|
|
{
|
|
get
|
|
{
|
|
return m_creatorId;
|
|
}
|
|
|
|
set
|
|
{
|
|
m_creatorId = value;
|
|
}
|
|
}
|
|
protected string m_creatorId;
|
|
|
|
/// <value>
|
|
/// The UUID for the creator. This may be different from the canonical CreatorId. This property is used
|
|
/// for communication with the client over the Second Life protocol, since that protocol can only understand
|
|
/// UUIDs. As this is a basic framework class, this means that both the string creator id and the uuid
|
|
/// reference have to be settable separately
|
|
///
|
|
/// Database plugins don't need to set this, it will be set by
|
|
/// upstream code (or set by the get accessor if left unset).
|
|
///
|
|
/// XXX: An alternative to having a separate uuid property would be to hash the CreatorId appropriately
|
|
/// every time there was communication with a UUID-only client. This may be much more expensive.
|
|
/// </value>
|
|
public UUID CreatorIdAsUuid
|
|
{
|
|
get
|
|
{
|
|
if (UUID.Zero == m_creatorIdAsUuid)
|
|
{
|
|
UUID.TryParse(CreatorId, out m_creatorIdAsUuid);
|
|
}
|
|
|
|
return m_creatorIdAsUuid;
|
|
}
|
|
|
|
set
|
|
{
|
|
m_creatorIdAsUuid = value;
|
|
}
|
|
}
|
|
protected UUID m_creatorIdAsUuid = UUID.Zero;
|
|
|
|
/// <value>
|
|
/// The description of the inventory item (must be less than 64 characters)
|
|
/// </value>
|
|
public string Description
|
|
{
|
|
get
|
|
{
|
|
return m_description;
|
|
}
|
|
|
|
set
|
|
{
|
|
m_description = value;
|
|
}
|
|
}
|
|
protected string m_description = String.Empty;
|
|
|
|
/// <value>
|
|
///
|
|
/// </value>
|
|
public uint NextPermissions
|
|
{
|
|
get
|
|
{
|
|
return m_nextPermissions;
|
|
}
|
|
|
|
set
|
|
{
|
|
m_nextPermissions = value;
|
|
}
|
|
}
|
|
protected uint m_nextPermissions;
|
|
|
|
/// <value>
|
|
/// A mask containing permissions for the current owner (cannot be enforced)
|
|
/// </value>
|
|
public uint CurrentPermissions
|
|
{
|
|
get
|
|
{
|
|
return m_currentPermissions;
|
|
}
|
|
|
|
set
|
|
{
|
|
m_currentPermissions = value;
|
|
}
|
|
}
|
|
protected uint m_currentPermissions;
|
|
|
|
/// <value>
|
|
///
|
|
/// </value>
|
|
public uint BasePermissions
|
|
{
|
|
get
|
|
{
|
|
return m_basePermissions;
|
|
}
|
|
|
|
set
|
|
{
|
|
m_basePermissions = value;
|
|
}
|
|
}
|
|
protected uint m_basePermissions;
|
|
|
|
/// <value>
|
|
///
|
|
/// </value>
|
|
public uint EveryOnePermissions
|
|
{
|
|
get
|
|
{
|
|
return m_everyonePermissions;
|
|
}
|
|
|
|
set
|
|
{
|
|
m_everyonePermissions = value;
|
|
}
|
|
}
|
|
protected uint m_everyonePermissions;
|
|
|
|
/// <value>
|
|
///
|
|
/// </value>
|
|
public uint GroupPermissions
|
|
{
|
|
get
|
|
{
|
|
return m_groupPermissions;
|
|
}
|
|
|
|
set
|
|
{
|
|
m_groupPermissions = value;
|
|
}
|
|
}
|
|
protected uint m_groupPermissions;
|
|
|
|
/// <value>
|
|
/// This is an enumerated value determining the type of asset (eg Notecard, Sound, Object, etc)
|
|
/// </value>
|
|
public int AssetType
|
|
{
|
|
get
|
|
{
|
|
return m_assetType;
|
|
}
|
|
|
|
set
|
|
{
|
|
m_assetType = value;
|
|
}
|
|
}
|
|
protected int m_assetType;
|
|
|
|
/// <value>
|
|
/// The UUID of the associated asset on the asset server
|
|
/// </value>
|
|
public UUID AssetID
|
|
{
|
|
get
|
|
{
|
|
return m_assetID;
|
|
}
|
|
|
|
set
|
|
{
|
|
m_assetID = value;
|
|
}
|
|
}
|
|
protected UUID m_assetID;
|
|
|
|
/// <value>
|
|
///
|
|
/// </value>
|
|
public UUID GroupID
|
|
{
|
|
get
|
|
{
|
|
return m_groupID;
|
|
}
|
|
|
|
set
|
|
{
|
|
m_groupID = value;
|
|
}
|
|
}
|
|
protected UUID m_groupID;
|
|
|
|
/// <value>
|
|
///
|
|
/// </value>
|
|
public bool GroupOwned
|
|
{
|
|
get
|
|
{
|
|
return m_groupOwned;
|
|
}
|
|
|
|
set
|
|
{
|
|
m_groupOwned = value;
|
|
}
|
|
}
|
|
protected bool m_groupOwned;
|
|
|
|
/// <value>
|
|
///
|
|
/// </value>
|
|
public int SalePrice
|
|
{
|
|
get
|
|
{
|
|
return m_salePrice;
|
|
}
|
|
|
|
set
|
|
{
|
|
m_salePrice = value;
|
|
}
|
|
}
|
|
protected int m_salePrice;
|
|
|
|
/// <value>
|
|
///
|
|
/// </value>
|
|
public byte SaleType
|
|
{
|
|
get
|
|
{
|
|
return m_saleType;
|
|
}
|
|
|
|
set
|
|
{
|
|
m_saleType = value;
|
|
}
|
|
}
|
|
protected byte m_saleType;
|
|
|
|
/// <value>
|
|
///
|
|
/// </value>
|
|
public uint Flags
|
|
{
|
|
get
|
|
{
|
|
return m_flags;
|
|
}
|
|
|
|
set
|
|
{
|
|
m_flags = value;
|
|
}
|
|
}
|
|
protected uint m_flags;
|
|
|
|
/// <value>
|
|
///
|
|
/// </value>
|
|
public int CreationDate
|
|
{
|
|
get
|
|
{
|
|
return m_creationDate;
|
|
}
|
|
|
|
set
|
|
{
|
|
m_creationDate = value;
|
|
}
|
|
}
|
|
protected int m_creationDate = (int)(DateTime.UtcNow - new DateTime(1970, 1, 1)).TotalSeconds;
|
|
|
|
public InventoryItemBase()
|
|
{
|
|
}
|
|
|
|
public InventoryItemBase(UUID id)
|
|
{
|
|
ID = id;
|
|
}
|
|
|
|
public InventoryItemBase(UUID id, UUID owner)
|
|
{
|
|
ID = id;
|
|
Owner = owner;
|
|
}
|
|
|
|
public object Clone()
|
|
{
|
|
return MemberwiseClone();
|
|
}
|
|
}
|
|
}
|