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- /*
- * 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;
- protected string m_creatorData = string.Empty;
- public string CreatorData // = <profile url>;<name>
- {
- get { return m_creatorData; }
- set { m_creatorData = value; }
- }
- /// <summary>
- /// Used by the DB layer to retrieve / store the entire user identification.
- /// The identification can either be a simple UUID or a string of the form
- /// uuid[;profile_url[;name]]
- /// </summary>
- public string CreatorIdentification
- {
- get
- {
- if (m_creatorData != null && m_creatorData != string.Empty)
- return m_creatorId + ';' + m_creatorData;
- else
- return m_creatorId;
- }
- set
- {
- if ((value == null) || (value != null && value == string.Empty))
- {
- m_creatorData = string.Empty;
- return;
- }
- if (!value.Contains(";")) // plain UUID
- {
- m_creatorId = value;
- }
- else // <uuid>[;<endpoint>[;name]]
- {
- string name = "Unknown User";
- string[] parts = value.Split(';');
- if (parts.Length >= 1)
- m_creatorId = parts[0];
- if (parts.Length >= 2)
- m_creatorData = parts[1];
- if (parts.Length >= 3)
- name = parts[2];
- m_creatorData += ';' + name;
- }
- }
- }
- /// <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();
- }
- }
- }
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