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/*
* 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>
        public LLUUID inventoryID;

        /// <summary>
        /// The UUID of the associated asset on the asset server
        /// </summary>
        public LLUUID assetID;

        /// <summary>
        /// This is an enumerated value determining the type of asset (eg Notecard, Sound, Object, etc)
        /// </summary>
        public int assetType;

        /// <summary>
        /// The type of inventory item. (Can be slightly different to the asset type
        /// </summary>
        public int invType;

        /// <summary>
        /// The folder this item is contained in 
        /// </summary>
        public LLUUID parentFolderID;

        /// <summary>
        /// The owner of this inventory item
        /// </summary>
        public LLUUID avatarID;

        /// <summary>
        /// The creator of this item
        /// </summary>
        public LLUUID creatorsID;

        /// <summary>
        /// The name of the inventory item (must be less than 64 characters)
        /// </summary>
        public string inventoryName;

        /// <summary>
        /// The description of the inventory item (must be less than 64 characters)
        /// </summary>
        public string inventoryDescription;

        /// <summary>
        /// A mask containing the permissions for the next owner (cannot be enforced)
        /// </summary>
        public uint inventoryNextPermissions;

        /// <summary>
        /// A mask containing permissions for the current owner (cannot be enforced)
        /// </summary>
        public uint inventoryCurrentPermissions;

        /// <summary>
        /// 
        /// </summary>
        public uint inventoryBasePermissions;

        /// <summary>
        /// 
        /// </summary>
        public uint inventoryEveryOnePermissions;
    }

    /// <summary>
    /// A Class for folders which contain users inventory
    /// </summary>
    public class InventoryFolderBase
    {
        /// <summary>
        /// The name of the folder (64 characters or less)
        /// </summary>
        public string name;

        /// <summary>
        /// The agent who's inventory this is contained by
        /// </summary>
        public LLUUID agentID;

        /// <summary>
        /// The folder this folder is contained in 
        /// </summary>
        public LLUUID parentID;

        /// <summary>
        /// The UUID for this folder
        /// </summary>
        public LLUUID folderID;

        /// <summary>
        /// Tyep of Items normally stored in this folder
        /// </summary>
        public short type;

        /// <summary>
        /// 
        /// </summary>
        public ushort version;
    }

    /// <summary>
    /// An interface for accessing inventory data from a storage server
    /// </summary>
    public interface IInventoryData
    {
        /// <summary>
        /// Initialises the interface
        /// </summary>
        void Initialise();

        /// <summary>
        /// Closes the interface
        /// </summary>
        void Close();

        /// <summary>
        /// The plugin being loaded
        /// </summary>
        /// <returns>A string containing the plugin name</returns>
        string getName();

        /// <summary>
        /// The plugins version
        /// </summary>
        /// <returns>A string containing the plugin version</returns>
        string getVersion();

        /// <summary>
        /// Returns a list of inventory items contained within the specified folder
        /// </summary>
        /// <param name="folderID">The UUID of the target folder</param>
        /// <returns>A List of InventoryItemBase items</returns>
        List<InventoryItemBase> getInventoryInFolder(LLUUID folderID);

        /// <summary>
        /// Returns a list of the root folders within a users inventory
        /// </summary>
        /// <param name="user">The user whos inventory is to be searched</param>
        /// <returns>A list of folder objects</returns>
        List<InventoryFolderBase> getUserRootFolders(LLUUID user);

        /// <summary>
        /// Returns the users inventory root folder.
        /// </summary>
        /// <param name="user">The UUID of the user who is having inventory being returned</param>
        /// <returns>Root inventory folder, null if no root inventory folder was found</returns>
        InventoryFolderBase getUserRootFolder(LLUUID user);

        /// <summary>
        /// Returns a list of inventory folders contained in the folder 'parentID'
        /// </summary>
        /// <param name="parentID">The folder to get subfolders for</param>
        /// <returns>A list of inventory folders</returns>
        List<InventoryFolderBase> getInventoryFolders(LLUUID parentID);

        /// <summary>
        /// Returns an inventory item by its UUID
        /// </summary>
        /// <param name="item">The UUID of the item to be returned</param>
        /// <returns>A class containing item information</returns>
        InventoryItemBase getInventoryItem(LLUUID item);

        /// <summary>
        /// Returns a specified inventory folder by its UUID
        /// </summary>
        /// <param name="folder">The UUID of the folder to be returned</param>
        /// <returns>A class containing folder information</returns>
        InventoryFolderBase getInventoryFolder(LLUUID folder);

        /// <summary>
        /// Creates a new inventory item based on item
        /// </summary>
        /// <param name="item">The item to be created</param>
        void addInventoryItem(InventoryItemBase item);

        /// <summary>
        /// Updates an inventory item with item (updates based on ID)
        /// </summary>
        /// <param name="item">The updated item</param>
        void updateInventoryItem(InventoryItemBase item);

        /// <summary>
        /// 
        /// </summary>
        /// <param name="item"></param>
        void deleteInventoryItem(LLUUID item);

        /// <summary>
        /// Adds a new folder specified by folder
        /// </summary>
        /// <param name="folder">The inventory folder</param>
        void addInventoryFolder(InventoryFolderBase folder);

        /// <summary>
        /// Updates a folder based on its ID with folder
        /// </summary>
        /// <param name="folder">The inventory folder</param>
        void updateInventoryFolder(InventoryFolderBase folder);

        /// <summary>
        /// Deletes a folder based on its ID with folder
        /// </summary>
        /// <param name="folder">The id of the folder</param>
        void deleteInventoryFolder(LLUUID folder);
    }

    public class InventoryCollection
    {
        public List<InventoryFolderBase> Folders;
        public List<InventoryItemBase> AllItems;
        public LLUUID UserID;

        public InventoryCollection()
        {
            Folders = new List<InventoryFolderBase>();
            AllItems = new List<InventoryItemBase>();
        }

        public InventoryCollection(List<InventoryFolderBase> folders, List<InventoryItemBase> allItems)
        {
            Folders = folders;
            AllItems = allItems;
        }
    }

    /* 
     * .Net has some issues, serializing a dictionary, so we cannot reuse the InventoryFolder
     * class defined in Communications.Framework.Communications.Caches. So we serialize/deserialize
     * into this simpler class, and then use that.
     */

    [XmlRoot(ElementName = "inventory", IsNullable = true)]
    public class SerializableInventory
    {
        [XmlRoot(ElementName = "folder", IsNullable = true)]
        public class SerializableFolder : InventoryFolderBase
        {
            [XmlArray(ElementName = "folders", IsNullable = true)] [XmlArrayItem(ElementName = "folder", IsNullable = true, Type = typeof (SerializableFolder))] public
                ArrayList SubFolders;

            [XmlArray(ElementName = "items", IsNullable = true)] [XmlArrayItem(ElementName = "item", IsNullable = true, Type = typeof (InventoryItemBase))] public ArrayList
                Items;
        }

        [XmlElement(ElementName = "folder", IsNullable = true)] public SerializableFolder root;
    }
}