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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 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 OpenMetaverse;
- namespace OpenSim.Framework
- {
- /// <summary>
- /// Inventory Item - contains all the properties associated with an individual inventory piece.
- /// </summary>
- public class InventoryItemBase : InventoryNodeBase
- {
- /// <summary>
- /// The UUID of the associated asset on the asset server
- /// </summary>
- private UUID _assetID;
- /// <summary>
- /// This is an enumerated value determining the type of asset (eg Notecard, Sound, Object, etc)
- /// </summary>
- private int _assetType;
- /// <summary>
- ///
- /// </summary>
- private uint _basePermissions;
- /// <summary>
- /// The creator of this item
- /// </summary>
- private UUID _creator;
- private uint _nextPermissions;
- /// <summary>
- /// A mask containing permissions for the current owner (cannot be enforced)
- /// </summary>
- private uint _currentPermissions;
- /// <summary>
- /// The description of the inventory item (must be less than 64 characters)
- /// </summary>
- private string _description = string.Empty;
- /// <summary>
- ///
- /// </summary>
- private uint _everyOnePermissions;
- /// <summary>
- ///
- /// </summary>
- private uint _groupPermissions;
- /// <summary>
- /// The folder this item is contained in
- /// </summary>
- private UUID _folder;
- /// <summary>
- /// The inventory type of the item. This is slightly different from the asset type in some situations.
- /// </summary>
- private int _invType;
- /// <summary>
- ///
- /// </summary>
- private UUID _groupID;
- /// <summary>
- ///
- /// </summary>
- private bool _groupOwned;
- /// <summary>
- ///
- /// </summary>
- private int _salePrice;
- /// <summary>
- ///
- /// </summary>
- private byte _saleType;
- /// <summary>
- ///
- /// </summary>
- private uint _flags;
- /// <summary>
- ///
- /// </summary>
- private int _creationDate;
- public int InvType
- {
- get { return _invType; }
- set { _invType = value; }
- }
- public UUID Folder
- {
- get { return _folder; }
- set { _folder = value; }
- }
- public UUID Creator
- {
- get { return _creator; }
- set { _creator = value; }
- }
- public string Description
- {
- get { return _description; }
- set { _description = value; }
- }
- public uint NextPermissions
- {
- get { return _nextPermissions; }
- set { _nextPermissions = value; }
- }
- public uint CurrentPermissions
- {
- get { return _currentPermissions; }
- set { _currentPermissions = value; }
- }
- public uint BasePermissions
- {
- get { return _basePermissions; }
- set { _basePermissions = value; }
- }
- public uint EveryOnePermissions
- {
- get { return _everyOnePermissions; }
- set { _everyOnePermissions = value; }
- }
- public uint GroupPermissions
- {
- get { return _groupPermissions; }
- set { _groupPermissions = value; }
- }
- public int AssetType
- {
- get { return _assetType; }
- set { _assetType = value; }
- }
- public UUID AssetID
- {
- get { return _assetID; }
- set { _assetID = value; }
- }
- public UUID GroupID
- {
- get { return _groupID; }
- set { _groupID = value; }
- }
- public bool GroupOwned
- {
- get { return _groupOwned; }
- set { _groupOwned = value; }
- }
- public int SalePrice
- {
- get { return _salePrice; }
- set { _salePrice = value; }
- }
- public byte SaleType
- {
- get { return _saleType; }
- set { _saleType = value; }
- }
- public uint Flags
- {
- get { return _flags; }
- set { _flags = value; }
- }
- public int CreationDate
- {
- get { return _creationDate; }
- set { _creationDate = value; }
- }
-
- public InventoryItemBase()
- {
- _creationDate = (int)(DateTime.UtcNow - new DateTime(1970, 1, 1)).TotalSeconds;
- }
- }
- }
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