Files
libremetaverse/LibreMetaverse/InventoryNode.cs
2022-11-20 00:08:44 -06:00

165 lines
5.4 KiB
C#

/*
* Copyright (c) 2006-2016, openmetaverse.co
* Copyright (c) 2021-2022, Sjofn LLC.
* 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 openmetaverse.co 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 System.Runtime.Serialization;
namespace OpenMetaverse
{
[Serializable]
public class InventoryNode : ISerializable
{
private InventoryBase data;
private InventoryNode parent;
private UUID parentID; //used for deseralization
private InventoryNodeDictionary nodes;
private bool needsUpdate = true;
[NonSerialized]
private object tag;
public InventoryBase Data
{
get => data;
set => data = value;
}
/// <summary>User data</summary>
public object Tag
{
get => tag;
set => tag = value;
}
public InventoryNode Parent
{
get => parent;
set => parent = value;
}
public UUID ParentID
{
get => parentID;
private set => parentID = value;
}
public InventoryNodeDictionary Nodes
{
get => nodes ?? (nodes = new InventoryNodeDictionary(this));
set => nodes = value;
}
/// <summary>
/// For inventory folder nodes specifies weather the folder needs to be
/// refreshed from the server
/// </summary>
public bool NeedsUpdate
{
get => needsUpdate;
set => needsUpdate = value;
}
public DateTime ModifyTime
{
get
{
if (Data is InventoryItem item)
{
return item.CreationDate;
}
DateTime newest = default(DateTime); //.MinValue;
if (Data is InventoryFolder)
{
foreach (var node in Nodes.Values)
{
var t = node.ModifyTime;
if (t > newest) newest = t;
}
}
return newest;
}
}
public void Sort()
{
Nodes.Sort();
}
public InventoryNode()
{
}
/// <param name="data"></param>
public InventoryNode(InventoryBase data)
{
this.data = data;
}
/// <summary>
/// De-serialization constructor for the InventoryNode Class
/// </summary>
public InventoryNode(InventoryBase data, InventoryNode parent)
{
this.data = data;
this.parent = parent;
if (parent != null)
{
// Add this node to the collection of parent nodes
lock (parent.Nodes.SyncRoot) parent.Nodes.Add(data.UUID, this);
}
}
/// <summary>
/// Serialization handler for the InventoryNode Class
/// </summary>
public void GetObjectData(SerializationInfo info, StreamingContext ctxt)
{
info.AddValue("Parent", parent?.Data.UUID ?? UUID.Zero, typeof(UUID));
info.AddValue("Type", data.GetType(), typeof(Type));
data.GetObjectData(info, ctxt);
}
/// <summary>
/// De-serialization handler for the InventoryNode Class
/// </summary>
public InventoryNode(SerializationInfo info, StreamingContext ctxt)
{
parentID = (UUID)info.GetValue("Parent", typeof(UUID));
Type type = (Type)info.GetValue("Type", typeof(Type));
// Construct a new inventory object based on the Type stored in Type
System.Reflection.ConstructorInfo ctr = type.GetConstructor(new[] {typeof(SerializationInfo),typeof(StreamingContext)});
if (ctr != null) data = (InventoryBase)ctr.Invoke(new object[] { info, ctxt });
}
public override string ToString()
{
return this.Data == null ? "[Empty Node]" : this.Data.ToString();
}
}
}