/*
* 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
{
///
/// Inventory Item - contains all the properties associated with an individual inventory piece.
///
public class InventoryItemBase
{
///
/// A UUID containing the ID for the inventory item itself
///
private LLUUID _id;
///
/// The UUID of the associated asset on the asset server
///
private LLUUID _assetID;
///
/// This is an enumerated value determining the type of asset (eg Notecard, Sound, Object, etc)
///
private int _assetType;
///
/// The type of inventory item. (Can be slightly different to the asset type
///
private int _invType;
///
/// The folder this item is contained in
///
private LLUUID _folder;
///
/// The owner of this inventory item
///
private LLUUID _owner;
///
/// The creator of this item
///
private LLUUID _creator;
///
/// The name of the inventory item (must be less than 64 characters)
///
private string _name;
///
/// The description of the inventory item (must be less than 64 characters)
///
private string _description;
///
/// A mask containing the permissions for the next owner (cannot be enforced)
///
private uint _nextPermissions;
///
/// A mask containing permissions for the current owner (cannot be enforced)
///
private uint _currentPermissions;
///
///
///
private uint _basePermissions;
///
///
///
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;
}
}
}
}