Refactor InventoryItemBase to do the following:

* wrap fields as Properties
 * rename some fields/properties to more sensible names
 * set style to PropName to match more standard C# approach
This commit is contained in:
Sean Dague
2008-04-07 23:15:35 +00:00
parent bb2f163bf7
commit f436815107
16 changed files with 442 additions and 323 deletions

View File

@@ -40,66 +40,185 @@ namespace OpenSim.Framework
/// <summary>
/// A UUID containing the ID for the inventory item itself
/// </summary>
public LLUUID inventoryID;
private LLUUID _id;
/// <summary>
/// The UUID of the associated asset on the asset server
/// </summary>
public LLUUID assetID;
private LLUUID _assetID;
/// <summary>
/// This is an enumerated value determining the type of asset (eg Notecard, Sound, Object, etc)
/// </summary>
public int assetType;
private int _assetType;
/// <summary>
/// The type of inventory item. (Can be slightly different to the asset type
/// </summary>
public int invType;
private int _invType;
/// <summary>
/// The folder this item is contained in
/// </summary>
public LLUUID parentFolderID;
private LLUUID _folder;
/// <summary>
/// The owner of this inventory item
/// </summary>
public LLUUID avatarID;
private LLUUID _owner;
/// <summary>
/// The creator of this item
/// </summary>
public LLUUID creatorsID;
private LLUUID _creator;
/// <summary>
/// The name of the inventory item (must be less than 64 characters)
/// </summary>
public string inventoryName;
private string _name;
/// <summary>
/// The description of the inventory item (must be less than 64 characters)
/// </summary>
public string inventoryDescription;
private string _description;
/// <summary>
/// A mask containing the permissions for the next owner (cannot be enforced)
/// </summary>
public uint inventoryNextPermissions;
private uint _nextPermissions;
/// <summary>
/// A mask containing permissions for the current owner (cannot be enforced)
/// </summary>
public uint inventoryCurrentPermissions;
private uint _currentPermissions;
/// <summary>
///
/// </summary>
public uint inventoryBasePermissions;
private uint _basePermissions;
/// <summary>
///
/// </summary>
public uint inventoryEveryOnePermissions;
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;
}
}
}
}