/* * 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.Collections; using System.Collections.Generic; using System.Xml.Serialization; using libsecondlife; namespace OpenSim.Framework { /// <summary> /// Inventory Item - contains all the properties associated with an individual inventory piece. /// </summary> public class InventoryItemBase { /// <summary> /// A UUID containing the ID for the inventory item itself /// </summary> private LLUUID _id; /// <summary> /// The UUID of the associated asset on the asset server /// </summary> private LLUUID _assetID; /// <summary> /// This is an enumerated value determining the type of asset (eg Notecard, Sound, Object, etc) /// </summary> private int _assetType; /// <summary> /// The type of inventory item. (Can be slightly different to the asset type /// </summary> private int _invType; /// <summary> /// The folder this item is contained in /// </summary> private LLUUID _folder; /// <summary> /// The owner of this inventory item /// </summary> private LLUUID _owner; /// <summary> /// The creator of this item /// </summary> private LLUUID _creator; /// <summary> /// The name of the inventory item (must be less than 64 characters) /// </summary> private string _name; /// <summary> /// The description of the inventory item (must be less than 64 characters) /// </summary> private string _description; /// <summary> /// A mask containing the permissions for the next owner (cannot be enforced) /// </summary> private uint _nextPermissions; /// <summary> /// A mask containing permissions for the current owner (cannot be enforced) /// </summary> private uint _currentPermissions; /// <summary> /// /// </summary> private uint _basePermissions; /// <summary> /// /// </summary> private uint _everyOnePermissions; public LLUUID ID { get { return _id; } set { _id = value; } } public int InvType { get { return _invType; } set { _invType = value; } } public LLUUID Folder { get { return _folder; } set { _folder = value; } } public LLUUID Owner { get { return _owner; } set { _owner = value; } } public LLUUID Creator { get { return _creator; } set { _creator = value; } } public string Name { get { return _name; } set { _name = 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 int AssetType { get { return _assetType; } set { _assetType = value; } } public LLUUID AssetID { get { return _assetID; } set { _assetID = value; } } } }