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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.
255 lines
9.2 KiB
C#
255 lines
9.2 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 libsecondlife;
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using libsecondlife.Packets;
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namespace OpenSim.Framework
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{
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public class AgentInventory
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{
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//Holds the local copy of Inventory info for a agent
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public LLUUID AgentID;
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public Dictionary<LLUUID, InventoryFolder> InventoryFolders;
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public Dictionary<LLUUID, InventoryItem> InventoryItems;
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public InventoryFolder InventoryRoot;
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public int LastCached; //maybe used by opensim app, time this was last stored/compared to user server
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public AvatarWearable[] Wearables;
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public AgentInventory()
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{
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InventoryFolders = new Dictionary<LLUUID, InventoryFolder>();
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InventoryItems = new Dictionary<LLUUID, InventoryItem>();
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Initialise();
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}
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public virtual void Initialise()
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{
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Wearables = new AvatarWearable[13];
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for (int i = 0; i < 13; i++)
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{
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Wearables[i] = new AvatarWearable();
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}
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}
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public bool CreateNewFolder(LLUUID folderID, ushort type)
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{
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InventoryFolder Folder = new InventoryFolder();
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Folder.FolderID = folderID;
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Folder.OwnerID = AgentID;
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Folder.DefaultType = type;
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InventoryFolders.Add(Folder.FolderID, Folder);
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return (true);
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}
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public void CreateRootFolder(LLUUID newAgentID)
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{
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AgentID = newAgentID;
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InventoryRoot = new InventoryFolder();
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InventoryRoot.FolderID = LLUUID.Random();
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InventoryRoot.ParentID = LLUUID.Zero;
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InventoryRoot.Version = 1;
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InventoryRoot.DefaultType = 8;
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InventoryRoot.OwnerID = AgentID;
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InventoryRoot.FolderName = "My Inventory";
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InventoryFolders.Add(InventoryRoot.FolderID, InventoryRoot);
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InventoryRoot.OwnerID = AgentID;
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}
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public bool CreateNewFolder(LLUUID folderID, ushort type, string folderName)
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{
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InventoryFolder Folder = new InventoryFolder();
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Folder.FolderID = folderID;
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Folder.OwnerID = AgentID;
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Folder.DefaultType = type;
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Folder.FolderName = folderName;
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InventoryFolders.Add(Folder.FolderID, Folder);
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return (true);
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}
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public bool CreateNewFolder(LLUUID folderID, ushort type, string folderName, LLUUID parentID)
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{
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if (!InventoryFolders.ContainsKey(folderID))
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{
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System.Console.WriteLine("creating new folder called " + folderName + " in agents inventory");
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InventoryFolder Folder = new InventoryFolder();
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Folder.FolderID = folderID;
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Folder.OwnerID = AgentID;
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Folder.DefaultType = type;
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Folder.FolderName = folderName;
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Folder.ParentID = parentID;
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InventoryFolders.Add(Folder.FolderID, Folder);
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}
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return (true);
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}
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public bool HasFolder(LLUUID folderID)
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{
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if (InventoryFolders.ContainsKey(folderID))
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{
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return true;
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}
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return false;
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}
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public LLUUID GetFolderID(string folderName)
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{
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foreach (InventoryFolder inv in InventoryFolders.Values)
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{
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if (inv.FolderName == folderName)
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{
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return inv.FolderID;
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}
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}
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return LLUUID.Zero;
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}
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public bool UpdateItemAsset(LLUUID itemID, AssetBase asset)
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{
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if (InventoryItems.ContainsKey(itemID))
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{
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InventoryItem Item = InventoryItems[itemID];
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Item.AssetID = asset.FullID;
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System.Console.WriteLine("updated inventory item " + itemID.ToString() +
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" so it now is set to asset " + asset.FullID.ToString());
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//TODO need to update the rest of the info
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}
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return true;
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}
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public bool UpdateItemDetails(LLUUID itemID, UpdateInventoryItemPacket.InventoryDataBlock packet)
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{
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System.Console.WriteLine("updating inventory item details");
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if (InventoryItems.ContainsKey(itemID))
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{
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System.Console.WriteLine("changing name to " + Util.FieldToString(packet.Name));
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InventoryItem Item = InventoryItems[itemID];
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Item.Name = Util.FieldToString(packet.Name);
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System.Console.WriteLine("updated inventory item " + itemID.ToString());
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//TODO need to update the rest of the info
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}
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return true;
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}
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public LLUUID AddToInventory(LLUUID folderID, AssetBase asset)
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{
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if (InventoryFolders.ContainsKey(folderID))
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{
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LLUUID NewItemID = LLUUID.Random();
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InventoryItem Item = new InventoryItem();
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Item.FolderID = folderID;
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Item.OwnerID = AgentID;
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Item.AssetID = asset.FullID;
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Item.ItemID = NewItemID;
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Item.Type = asset.Type;
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Item.Name = asset.Name;
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Item.Description = asset.Description;
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Item.InvType = asset.InvType;
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InventoryItems.Add(Item.ItemID, Item);
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InventoryFolder Folder = InventoryFolders[Item.FolderID];
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Folder.Items.Add(Item);
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return (Item.ItemID);
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}
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else
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{
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return (null);
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}
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}
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public bool DeleteFromInventory(LLUUID itemID)
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{
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bool res = false;
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if (InventoryItems.ContainsKey(itemID))
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{
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InventoryItem item = InventoryItems[itemID];
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InventoryItems.Remove(itemID);
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foreach (InventoryFolder fold in InventoryFolders.Values)
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{
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if (fold.Items.Contains(item))
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{
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fold.Items.Remove(item);
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break;
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}
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}
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res = true;
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}
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return res;
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}
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}
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public class InventoryFolder
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{
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//public List<InventoryFolder> Subfolders;
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public ushort DefaultType;
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public LLUUID FolderID;
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public string FolderName;
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public List<InventoryItem> Items;
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public LLUUID OwnerID;
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public LLUUID ParentID = LLUUID.Zero;
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public ushort Version;
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public InventoryFolder()
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{
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Items = new List<InventoryItem>();
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//Subfolders = new List<InventoryFolder>();
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}
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}
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public class InventoryItem
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{
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public LLUUID AssetID;
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public LLUUID CreatorID;
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public string Description;
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public LLUUID FolderID;
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public sbyte InvType;
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public LLUUID ItemID;
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public string Name = String.Empty;
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public LLUUID OwnerID;
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public sbyte Type;
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public InventoryItem()
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{
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CreatorID = LLUUID.Zero;
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}
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public string ExportString()
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{
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string typ = "notecard";
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string result = String.Empty;
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result += "\tinv_object\t0\n\t{\n";
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result += "\t\tobj_id\t%s\n";
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result += "\t\tparent_id\t" + ItemID.ToString() + "\n";
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result += "\t\ttype\t" + typ + "\n";
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result += "\t\tname\t" + Name + "|\n";
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result += "\t}\n";
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return result;
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}
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}
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} |