/* * Copyright (c) 2006, Second Life Reverse Engineering Team * All rights reserved. * * - 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. * - Neither the name of the Second Life Reverse Engineering Team 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 COPYRIGHT HOLDERS AND CONTRIBUTORS "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 COPYRIGHT OWNER OR 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 libsecondlife; namespace libsecondlife.AssetSystem { /// /// Summary description for Asset. /// public class Asset { public const sbyte ASSET_TYPE_NOTECARD = 7; public const sbyte ASSET_TYPE_IMAGE = 0; public LLUUID AssetID; public sbyte Type; public bool Tempfile; private byte[] assetdata; public byte[] AssetData { get { return assetdata; } set { assetdata = value; } } /// /// /// /// /// /// public Asset(LLUUID assetID, sbyte type, bool tempfile, byte[] assetData) { AssetID = assetID; Type = (sbyte)type; Tempfile = tempfile; AssetData = assetData; } /// /// /// /// /// public Asset(LLUUID assetID, sbyte type, byte[] assetData) { AssetID = assetID; Type = (sbyte)type; Tempfile = false; AssetData = assetData; } /// /// Return this asset's data as a pretty printable string. /// public string AssetDataToString() { return Helpers.FieldToString((byte[])AssetData); } } }