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* Added new generic "Location" class to handle 2D integer locations. Going to use it to replace all RegionHandle and X,Y coordinate references throughout the entire project. You have been warned.
251 lines
8.7 KiB
C#
251 lines
8.7 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Xml;
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using System.Xml.Schema;
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using System.Xml.Serialization;
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using libsecondlife;
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using log4net;
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namespace OpenSim.Framework
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{
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/// <summary>
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/// A dictionary for task inventory.
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///
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/// This class is not thread safe. Callers must synchronize on Dictionary methods.
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/// </summary>
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public class TaskInventoryDictionary : Dictionary<LLUUID, TaskInventoryItem>,
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ICloneable, IXmlSerializable
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static XmlSerializer tiiSerializer = new XmlSerializer(typeof (TaskInventoryItem));
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#region ICloneable Members
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public Object Clone()
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{
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TaskInventoryDictionary clone = new TaskInventoryDictionary();
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lock (this)
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{
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foreach (LLUUID uuid in Keys)
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{
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clone.Add(uuid, (TaskInventoryItem) this[uuid].Clone());
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}
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}
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return clone;
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}
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#endregion
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// The alternative of simply serializing the list doesn't appear to work on mono, since
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// we get a
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//
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// System.TypeInitializationException: An exception was thrown by the type initializer for OpenSim.Framework.TaskInventoryDictionary ---> System.ArgumentOutOfRangeException: < 0
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// Parameter name: length
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// at System.String.Substring (Int32 startIndex, Int32 length) [0x00088] in /build/buildd/mono-1.2.4/mcs/class/corlib/System/String.cs:381
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// at System.Xml.Serialization.TypeTranslator.GetTypeData (System.Type runtimeType, System.String xmlDataType) [0x001f6] in /build/buildd/mono-1.2.4/mcs/class/System.XML/System.Xml.Serialization/TypeTranslator.cs:217
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// ...
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// private static XmlSerializer tiiSerializer
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// = new XmlSerializer(typeof(Dictionary<LLUUID, TaskInventoryItem>.ValueCollection));
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// see IXmlSerializable
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#region IXmlSerializable Members
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public XmlSchema GetSchema()
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{
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return null;
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}
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// see IXmlSerializable
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public void ReadXml(XmlReader reader)
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{
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m_log.DebugFormat("[TASK INVENTORY]: ReadXml current node before actions, {0}", reader.Name);
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if (!reader.IsEmptyElement)
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{
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reader.Read();
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while (tiiSerializer.CanDeserialize(reader))
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{
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TaskInventoryItem item = (TaskInventoryItem) tiiSerializer.Deserialize(reader);
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Add(item.ItemID, item);
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m_log.DebugFormat("[TASK INVENTORY]: Instanted prim item {0}, {1} from xml", item.Name, item.ItemID);
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}
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m_log.DebugFormat("[TASK INVENTORY]: Instantiated {0} prim items in total from xml", Count);
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}
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else
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{
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m_log.DebugFormat("[TASK INVENTORY]: Skipping empty element {0}", reader.Name);
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}
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// For some .net implementations, this last read is necessary so that we advance beyond the end tag
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// of the element wrapping this object so that the rest of the serialization can complete normally.
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reader.Read();
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m_log.DebugFormat("[TASK INVENTORY]: ReadXml current node after actions, {0}", reader.Name);
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}
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// see IXmlSerializable
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public void WriteXml(XmlWriter writer)
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{
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lock (this)
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{
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foreach (TaskInventoryItem item in Values)
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{
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tiiSerializer.Serialize(writer, item);
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}
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}
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//tiiSerializer.Serialize(writer, Values);
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}
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#endregion
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// see ICloneable
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}
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/// <summary>
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/// Represents an item in a task inventory
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/// </summary>
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public class TaskInventoryItem : ICloneable
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{
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/// <summary>
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/// XXX This should really be factored out into some constants class.
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/// </summary>
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private const uint FULL_MASK_PERMISSIONS_GENERAL = 2147483647;
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/// <summary>
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/// Inventory types
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/// </summary>
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public static string[] InvTypes = new string[]
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{
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"texture",
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"sound",
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"calling_card",
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"landmark",
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String.Empty,
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String.Empty,
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"object",
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"notecard",
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String.Empty,
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String.Empty,
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"lsl_text",
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String.Empty,
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String.Empty,
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"bodypart",
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String.Empty,
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"snapshot",
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String.Empty,
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String.Empty,
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"wearable",
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"animation",
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"gesture"
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};
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/// <summary>
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/// Asset types
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/// </summary>
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public static string[] Types = new string[]
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{
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"texture",
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"sound",
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"callcard",
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"landmark",
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"clothing", // Deprecated
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"clothing",
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"object",
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"notecard",
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"category",
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"root",
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"lsltext",
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"lslbyte",
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"txtr_tga",
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"bodypart",
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"trash",
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"snapshot",
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"lstndfnd",
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"snd_wav",
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"img_tga",
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"jpeg",
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"animatn",
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"gesture"
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};
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public LLUUID AssetID = LLUUID.Zero;
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public uint BaseMask = FULL_MASK_PERMISSIONS_GENERAL;
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public uint CreationDate = 0;
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public LLUUID CreatorID = LLUUID.Zero;
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public string Description = String.Empty;
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public uint EveryoneMask = FULL_MASK_PERMISSIONS_GENERAL;
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public uint Flags = 0;
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public LLUUID GroupID = LLUUID.Zero;
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public uint GroupMask = FULL_MASK_PERMISSIONS_GENERAL;
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public int InvType = 0;
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public LLUUID ItemID = LLUUID.Zero;
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public LLUUID LastOwnerID = LLUUID.Zero;
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public string Name = String.Empty;
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public uint NextOwnerMask = FULL_MASK_PERMISSIONS_GENERAL;
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public LLUUID OwnerID = LLUUID.Zero;
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public uint OwnerMask = FULL_MASK_PERMISSIONS_GENERAL;
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public LLUUID ParentID = LLUUID.Zero; //parent folder id
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public LLUUID ParentPartID = LLUUID.Zero;
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public LLUUID PermsGranter;
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public int PermsMask;
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public int Type = 0;
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// See ICloneable
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#region ICloneable Members
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public Object Clone()
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{
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return MemberwiseClone();
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}
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#endregion
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/// <summary>
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/// Reset the LLUUIDs for this item.
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/// </summary>
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/// <param name="partID">The new part ID to which this item belongs</param>
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public void ResetIDs(LLUUID partID)
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{
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ItemID = LLUUID.Random();
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ParentPartID = partID;
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}
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}
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} |