Files
libremetaverse/OpenMetaverse/InventoryNode.cs

208 lines
7.3 KiB
C#

/*
* Copyright (c) 2007-2008, openmetaverse.org
* 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.org 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.Collections.Generic;
using System.Text;
using System.Runtime.Serialization;
namespace OpenMetaverse
{
[Serializable()]
public class InventoryNode : ISerializable
{
private InventoryBase data;
private InventoryNode parent;
private UUID parentID; //used for de-seralization
private InventoryNodeDictionary nodes;
/// <summary></summary>
public InventoryBase Data
{
get { return data; }
set { data = value; }
}
/// <summary></summary>
public InventoryNode Parent
{
get { return parent; }
set { parent = value; }
}
/// <summary></summary>
public UUID ParentID
{
get { return parentID; }
}
/// <summary></summary>
public InventoryNodeDictionary Nodes
{
get
{
if (nodes == null)
nodes = new InventoryNodeDictionary(this);
return nodes;
}
set { nodes = value; }
}
/// <summary>
///
/// </summary>
public InventoryNode()
{
}
/// <summary>
///
/// </summary>
/// <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)
{
if(parent!=null)
info.AddValue("Parent", parent.Data.UUID, typeof(UUID)); //We need to track the parent UUID for de-serialization
else
info.AddValue("Parent", UUID.Zero, typeof(UUID));
info.AddValue("Type", data.GetType(), typeof(Type));
if(data is InventoryAnimation)
((InventoryAnimation)data).GetObjectData(info, ctxt);
if(data is InventoryAttachment)
((InventoryAttachment)data).GetObjectData(info, ctxt);
if(data is InventoryCallingCard)
((InventoryCallingCard)data).GetObjectData(info, ctxt);
if(data is InventoryFolder)
((InventoryFolder)data).GetObjectData(info, ctxt);
if(data is InventoryGesture)
((InventoryGesture)data).GetObjectData(info, ctxt);
if(data is InventoryLandmark)
((InventoryLandmark)data).GetObjectData(info, ctxt);
if(data is InventoryLSL)
((InventoryLSL)data).GetObjectData(info, ctxt);
if (data is InventoryNotecard)
((InventoryNotecard)data).GetObjectData(info, ctxt);
if(data is InventoryObject)
((InventoryObject)data).GetObjectData(info, ctxt);
if(data is InventorySnapshot)
((InventorySnapshot)data).GetObjectData(info, ctxt);
if(data is InventorySound)
((InventorySound)data).GetObjectData(info, ctxt);
if (data is InventoryTexture)
((InventoryTexture)data).GetObjectData(info, ctxt);
if(data is InventoryWearable)
((InventoryWearable)data).GetObjectData(info, ctxt);
}
/// <summary>
///
/// </summary>
/// <returns></returns>
public InventoryNode(SerializationInfo info, StreamingContext ctxt)
{
parentID = (UUID)info.GetValue("Parent", typeof(UUID));
Type type = (Type)info.GetValue("Type", typeof(Type));
if (type == typeof(InventoryAnimation))
data = new InventoryAnimation(info, ctxt);
if (type == typeof(InventoryAttachment))
data = new InventoryAttachment(info, ctxt);
if (type == typeof(InventoryCallingCard))
data = new InventoryCallingCard(info, ctxt);
if (type == typeof(InventoryFolder))
data = new InventoryFolder(info, ctxt);
if (type == typeof(InventoryGesture))
data = new InventoryGesture(info, ctxt);
if (type == typeof(InventoryLandmark))
data = new InventoryLandmark(info, ctxt);
if (type == typeof(InventoryLSL))
data = new InventoryLSL(info, ctxt);
if (type == typeof(InventoryNotecard))
data = new InventoryNotecard(info, ctxt);
if (type == typeof(InventoryObject))
data = new InventoryObject(info, ctxt);
if (type == typeof(InventorySnapshot))
data = new InventorySnapshot(info, ctxt);
if (type == typeof(InventorySound))
data = new InventorySound(info, ctxt);
if (type == typeof(InventoryTexture))
data = new InventoryTexture(info, ctxt);
if (type == typeof(InventoryWearable))
data = new InventoryWearable(info, ctxt);
}
/// <summary>
///
/// </summary>
/// <returns></returns>
public override string ToString()
{
if (this.Data == null) return "[Empty Node]";
return this.Data.ToString();
}
}
}