/* * 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 { /// /// The UUID of the associated asset on the asset server /// private UUID _assetID; /// /// This is an enumerated value determining the type of asset (eg Notecard, Sound, Object, etc) /// private int _assetType; /// /// /// private uint _basePermissions; /// /// The creator of this item /// private UUID _creator; private uint _nextPermissions; /// /// A mask containing permissions for the current owner (cannot be enforced) /// private uint _currentPermissions; /// /// The description of the inventory item (must be less than 64 characters) /// private string _description = string.Empty; /// /// /// private uint _everyOnePermissions; /// /// /// private uint _groupPermissions; /// /// The folder this item is contained in /// private UUID _folder; /// /// The inventory type of the item. This is slightly different from the asset type in some situations. /// private int _invType; /// /// /// private UUID _groupID; /// /// /// private bool _groupOwned; /// /// /// private int _salePrice; /// /// /// private byte _saleType; /// /// /// private uint _flags; /// /// /// private int _creationDate; public int InvType { get { return _invType; } set { _invType = value; } } public UUID Folder { get { return _folder; } set { _folder = value; } } public UUID Creator { get { return _creator; } set { _creator = 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 uint GroupPermissions { get { return _groupPermissions; } set { _groupPermissions = value; } } public int AssetType { get { return _assetType; } set { _assetType = value; } } public UUID AssetID { get { return _assetID; } set { _assetID = value; } } public UUID GroupID { get { return _groupID; } set { _groupID = value; } } public bool GroupOwned { get { return _groupOwned; } set { _groupOwned = value; } } public int SalePrice { get { return _salePrice; } set { _salePrice = value; } } public byte SaleType { get { return _saleType; } set { _saleType = value; } } public uint Flags { get { return _flags; } set { _flags = value; } } public int CreationDate { get { return _creationDate; } set { _creationDate = value; } } public InventoryItemBase() { _creationDate = (int)(DateTime.UtcNow - new DateTime(1970, 1, 1)).TotalSeconds; } } }