/*
* 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
{
///
/// Inventory Item - contains all the properties associated with an individual inventory piece.
///
public class InventoryItemBase : InventoryNodeBase, ICloneable
{
///
/// The inventory type of the item. This is slightly different from the asset type in some situations.
///
public int InvType;
///
/// The folder this item is contained in
///
public UUID Folder;
///
/// The creator of this item
///
public string CreatorId
{
get { return m_creatorId; }
set
{
m_creatorId = value;
UUID creatorIdAsUuid;
// For now, all IDs are UUIDs
UUID.TryParse(m_creatorId, out creatorIdAsUuid);
CreatorIdAsUuid = creatorIdAsUuid;
}
}
private string m_creatorId = String.Empty;
///
/// The creator of this item expressed as a UUID
///
public UUID CreatorIdAsUuid { get; private set; }
///
/// The description of the inventory item (must be less than 64 characters)
///
public string Description = String.Empty;
///
///
///
public uint NextPermissions;
///
/// A mask containing permissions for the current owner (cannot be enforced)
///
public uint CurrentPermissions;
///
///
///
public uint BasePermissions;
///
///
///
public uint EveryOnePermissions;
///
///
///
public uint GroupPermissions;
///
/// This is an enumerated value determining the type of asset (eg Notecard, Sound, Object, etc)
///
public int AssetType;
///
/// The UUID of the associated asset on the asset server
///
public UUID AssetID;
///
///
///
public UUID GroupID;
///
///
///
public bool GroupOwned;
///
///
///
public int SalePrice;
///
///
///
public byte SaleType;
///
///
///
public uint Flags;
///
///
///
public int CreationDate;
public InventoryItemBase()
{
CreationDate = (int)(DateTime.UtcNow - new DateTime(1970, 1, 1)).TotalSeconds;
}
public object Clone()
{
InventoryItemBase clone = new InventoryItemBase();
clone.AssetID = AssetID;
clone.AssetType = AssetType;
clone.BasePermissions = BasePermissions;
clone.CreationDate = CreationDate;
clone.CreatorId = CreatorId;
}
}
}