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authorJustin Clarke Casey2009-05-04 15:02:14 +0000
committerJustin Clarke Casey2009-05-04 15:02:14 +0000
commit509ec2637bd178c270106725297da7f6a1180096 (patch)
tree9b06a74531cf1e18da7cf62cfa8f8e73626a9a64 /OpenSim/Framework/InventoryItemBase.cs
parentAdd a method to flush the prim update buffers once a frame, since the timer (diff)
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* Refactor: Simplify InventoryFolderImpl. No functional change.
Diffstat (limited to 'OpenSim/Framework/InventoryItemBase.cs')
-rw-r--r--OpenSim/Framework/InventoryItemBase.cs231
1 files changed, 63 insertions, 168 deletions
diff --git a/OpenSim/Framework/InventoryItemBase.cs b/OpenSim/Framework/InventoryItemBase.cs
index ae3777c..ce3dc63 100644
--- a/OpenSim/Framework/InventoryItemBase.cs
+++ b/OpenSim/Framework/InventoryItemBase.cs
@@ -34,219 +34,114 @@ namespace OpenSim.Framework
34 /// Inventory Item - contains all the properties associated with an individual inventory piece. 34 /// Inventory Item - contains all the properties associated with an individual inventory piece.
35 /// </summary> 35 /// </summary>
36 public class InventoryItemBase : InventoryNodeBase 36 public class InventoryItemBase : InventoryNodeBase
37 { 37 {
38 /// <summary> 38 /// <summary>
39 /// The UUID of the associated asset on the asset server 39 /// The inventory type of the item. This is slightly different from the asset type in some situations.
40 /// </summary> 40 /// </summary>
41 private UUID _assetID; 41 public int InvType;
42
43 /// <summary>
44 /// This is an enumerated value determining the type of asset (eg Notecard, Sound, Object, etc)
45 /// </summary>
46 private int _assetType;
47 42
48 /// <summary> 43 /// <summary>
49 /// 44 /// The folder this item is contained in
50 /// </summary> 45 /// </summary>
51 private uint _basePermissions; 46 public UUID Folder;
52 47
53 /// <summary> 48 /// <value>
54 /// The creator of this item 49 /// The creator of this item
55 /// </summary> 50 /// </value>
56 private string m_creatorId = String.Empty; 51 public string CreatorId
52 {
53 get { return m_creatorId; }
54 set
55 {
56 m_creatorId = value;
57 UUID creatorIdAsUuid;
58
59 // For now, all IDs are UUIDs
60 UUID.TryParse(m_creatorId, out creatorIdAsUuid);
61 CreatorIdAsUuid = creatorIdAsUuid;
62 }
63 }
64
65 private string m_creatorId = String.Empty;
57 66
58 /// <summary> 67 /// <value>
59 /// The creator of this item expressed as a UUID 68 /// The creator of this item expressed as a UUID
60 /// </summary> 69 /// </value>
61 private UUID m_creatorIdAsUuid = UUID.Zero; 70 public UUID CreatorIdAsUuid { get; private set; }
62 71
63 /// <summary> 72 /// <summary>
73 /// The description of the inventory item (must be less than 64 characters)
74 /// </summary>
75 public string Description = String.Empty;
76
77 /// <value>
64 /// 78 ///
65 /// </summary> 79 /// </value>
66 private uint _nextPermissions; 80 public uint NextPermissions;
67 81
68 /// <summary> 82 /// <summary>
69 /// A mask containing permissions for the current owner (cannot be enforced) 83 /// A mask containing permissions for the current owner (cannot be enforced)
70 /// </summary> 84 /// </summary>
71 private uint _currentPermissions; 85 public uint CurrentPermissions;
72 86
73 /// <summary> 87 /// <summary>
74 /// The description of the inventory item (must be less than 64 characters) 88 ///
75 /// </summary> 89 /// </summary>
76 private string _description = string.Empty; 90 public uint BasePermissions;
77 91
78 /// <summary> 92 /// <summary>
79 /// 93 ///
80 /// </summary> 94 /// </summary>
81 private uint _everyOnePermissions; 95 public uint EveryOnePermissions;
82 96
83 /// <summary> 97 /// <summary>
84 /// 98 ///
85 /// </summary> 99 /// </summary>
86 private uint _groupPermissions; 100 public uint GroupPermissions;
87 101
88 /// <summary> 102 /// <summary>
89 /// The folder this item is contained in 103 /// This is an enumerated value determining the type of asset (eg Notecard, Sound, Object, etc)
90 /// </summary> 104 /// </summary>
91 private UUID _folder; 105 public int AssetType;
92 106
93 /// <summary> 107 /// <summary>
94 /// The inventory type of the item. This is slightly different from the asset type in some situations. 108 /// The UUID of the associated asset on the asset server
95 /// </summary> 109 /// </summary>
96 private int _invType; 110 public UUID AssetID;
97 111
98 /// <summary> 112 /// <summary>
99 /// 113 ///
100 /// </summary> 114 /// </summary>
101 private UUID _groupID; 115 public UUID GroupID;
102 116
103 /// <summary> 117 /// <summary>
104 /// 118 ///
105 /// </summary> 119 /// </summary>
106 private bool _groupOwned; 120 public bool GroupOwned;
107 121
108 /// <summary> 122 /// <summary>
109 /// 123 ///
110 /// </summary> 124 /// </summary>
111 private int _salePrice; 125 public int SalePrice;
112 126
113 /// <summary> 127 /// <summary>
114 /// 128 ///
115 /// </summary> 129 /// </summary>
116 private byte _saleType; 130 public byte SaleType;
117 131
118 /// <summary> 132 /// <summary>
119 /// 133 ///
120 /// </summary> 134 /// </summary>
121 private uint _flags; 135 public uint Flags;
122 136
123 /// <summary> 137 /// <summary>
124 /// 138 ///
125 /// </summary> 139 /// </summary>
126 private int _creationDate; 140 public int CreationDate;
127
128 public int InvType
129 {
130 get { return _invType; }
131 set { _invType = value; }
132 }
133
134 public UUID Folder
135 {
136 get { return _folder; }
137 set { _folder = value; }
138 }
139
140 /// <value>
141 /// The creator ID
142 /// </value>
143 public string CreatorId
144 {
145 get { return m_creatorId; }
146 set
147 {
148 m_creatorId = value;
149
150 // For now, all IDs are UUIDs
151 UUID.TryParse(m_creatorId, out m_creatorIdAsUuid);
152 }
153 }
154
155 /// <value>
156 /// The creator ID expressed as a UUID
157 /// </value>
158 public UUID CreatorIdAsUuid
159 {
160 get { return m_creatorIdAsUuid; }
161 }
162
163 public string Description
164 {
165 get { return _description; }
166 set { _description = value; }
167 }
168
169 public uint NextPermissions
170 {
171 get { return _nextPermissions; }
172 set { _nextPermissions = value; }
173 }
174
175 public uint CurrentPermissions
176 {
177 get { return _currentPermissions; }
178 set { _currentPermissions = value; }
179 }
180
181 public uint BasePermissions
182 {
183 get { return _basePermissions; }
184 set { _basePermissions = value; }
185 }
186
187 public uint EveryOnePermissions
188 {
189 get { return _everyOnePermissions; }
190 set { _everyOnePermissions = value; }
191 }
192
193 public uint GroupPermissions
194 {
195 get { return _groupPermissions; }
196 set { _groupPermissions = value; }
197 }
198
199 public int AssetType
200 {
201 get { return _assetType; }
202 set { _assetType = value; }
203 }
204
205 public UUID AssetID
206 {
207 get { return _assetID; }
208 set { _assetID = value; }
209 }
210
211 public UUID GroupID
212 {
213 get { return _groupID; }
214 set { _groupID = value; }
215 }
216
217 public bool GroupOwned
218 {
219 get { return _groupOwned; }
220 set { _groupOwned = value; }
221 }
222
223 public int SalePrice
224 {
225 get { return _salePrice; }
226 set { _salePrice = value; }
227 }
228
229 public byte SaleType
230 {
231 get { return _saleType; }
232 set { _saleType = value; }
233 }
234
235 public uint Flags
236 {
237 get { return _flags; }
238 set { _flags = value; }
239 }
240
241 public int CreationDate
242 {
243 get { return _creationDate; }
244 set { _creationDate = value; }
245 }
246 141
247 public InventoryItemBase() 142 public InventoryItemBase()
248 { 143 {
249 _creationDate = (int)(DateTime.UtcNow - new DateTime(1970, 1, 1)).TotalSeconds; 144 CreationDate = (int)(DateTime.UtcNow - new DateTime(1970, 1, 1)).TotalSeconds;
250 } 145 }
251 } 146 }
252} 147}