/* * 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, ICloneable { /// <value> /// The inventory type of the item. This is slightly different from the asset type in some situations. /// </value> public int InvType; /// <value> /// The folder this item is contained in /// </value> public UUID Folder; /// <value> /// The creator of this item /// </value> 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; /// <value> /// The creator of this item expressed as a UUID /// </value> public UUID CreatorIdAsUuid { get { return m_creatorIdAsUuid; } set { m_creatorIdAsUuid = value; } } private UUID m_creatorIdAsUuid = UUID.Zero; /// <value> /// The description of the inventory item (must be less than 64 characters) /// </value> public string Description = String.Empty; /// <value> /// /// </value> public uint NextPermissions; /// <value> /// A mask containing permissions for the current owner (cannot be enforced) /// </value> public uint CurrentPermissions; /// <value> /// /// </value> public uint BasePermissions; /// <value> /// /// </value> public uint EveryOnePermissions; /// <value> /// /// </value> public uint GroupPermissions; /// <value> /// This is an enumerated value determining the type of asset (eg Notecard, Sound, Object, etc) /// </value> public int AssetType; /// <value> /// The UUID of the associated asset on the asset server /// </value> public UUID AssetID; /// <value> /// /// </value> public UUID GroupID; /// <value> /// /// </value> public bool GroupOwned; /// <value> /// /// </value> public int SalePrice; /// <value> /// /// </value> public byte SaleType; /// <value> /// /// </value> public uint Flags; /// <value> /// /// </value> public int CreationDate = (int)(DateTime.UtcNow - new DateTime(1970, 1, 1)).TotalSeconds; public object Clone() { return MemberwiseClone(); } } }