/* * 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(); } } }