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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Scripting/ScriptUtils.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Scripting/ScriptUtils.cs | 122 |
1 files changed, 122 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scripting/ScriptUtils.cs b/OpenSim/Region/Framework/Scenes/Scripting/ScriptUtils.cs new file mode 100644 index 0000000..d8aa258 --- /dev/null +++ b/OpenSim/Region/Framework/Scenes/Scripting/ScriptUtils.cs | |||
@@ -0,0 +1,122 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using OpenMetaverse; | ||
31 | using OpenSim.Framework; | ||
32 | |||
33 | namespace OpenSim.Region.Framework.Scenes.Scripting | ||
34 | { | ||
35 | /// <summary> | ||
36 | /// Utility functions for use by scripts manipulating the scene. | ||
37 | /// </summary> | ||
38 | public static class ScriptUtils | ||
39 | { | ||
40 | /// <summary> | ||
41 | /// Get an asset id given an item name and an item type. | ||
42 | /// </summary> | ||
43 | /// <returns>UUID.Zero if the name and type did not match any item.</returns> | ||
44 | /// <param name='part'></param> | ||
45 | /// <param name='name'></param> | ||
46 | /// <param name='type'></param> | ||
47 | public static UUID GetAssetIdFromItemName(SceneObjectPart part, string name, int type) | ||
48 | { | ||
49 | TaskInventoryItem item = part.Inventory.GetInventoryItem(name); | ||
50 | |||
51 | if (item != null && item.Type == type) | ||
52 | return item.AssetID; | ||
53 | else | ||
54 | return UUID.Zero; | ||
55 | } | ||
56 | |||
57 | /// <summary> | ||
58 | /// accepts a valid UUID, -or- a name of an inventory item. | ||
59 | /// Returns a valid UUID or UUID.Zero if key invalid and item not found | ||
60 | /// in prim inventory. | ||
61 | /// </summary> | ||
62 | /// <param name="part">Scene object part to search for inventory item</param> | ||
63 | /// <param name="key"></param> | ||
64 | /// <returns></returns> | ||
65 | public static UUID GetAssetIdFromKeyOrItemName(SceneObjectPart part, string identifier) | ||
66 | { | ||
67 | UUID key; | ||
68 | |||
69 | // if we can parse the string as a key, use it. | ||
70 | // else try to locate the name in inventory of object. found returns key, | ||
71 | // not found returns UUID.Zero | ||
72 | if (!UUID.TryParse(identifier, out key)) | ||
73 | { | ||
74 | TaskInventoryItem item = part.Inventory.GetInventoryItem(identifier); | ||
75 | |||
76 | if (item != null) | ||
77 | key = item.AssetID; | ||
78 | else | ||
79 | key = UUID.Zero; | ||
80 | } | ||
81 | |||
82 | return key; | ||
83 | } | ||
84 | |||
85 | |||
86 | /// <summary> | ||
87 | /// Return the UUID of the asset matching the specified key or name | ||
88 | /// and asset type. | ||
89 | /// </summary> | ||
90 | /// <param name="part">Scene object part to search for inventory item</param> | ||
91 | /// <param name="identifier"></param> | ||
92 | /// <param name="type"></param> | ||
93 | /// <returns></returns> | ||
94 | public static UUID GetAssetIdFromKeyOrItemName(SceneObjectPart part, string identifier, AssetType type) | ||
95 | { | ||
96 | UUID key; | ||
97 | |||
98 | if (!UUID.TryParse(identifier, out key)) | ||
99 | { | ||
100 | TaskInventoryItem item = part.Inventory.GetInventoryItem(identifier); | ||
101 | if (item != null && item.Type == (int)type) | ||
102 | key = item.AssetID; | ||
103 | } | ||
104 | else | ||
105 | { | ||
106 | lock (part.TaskInventory) | ||
107 | { | ||
108 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in part.TaskInventory) | ||
109 | { | ||
110 | if (item.Value.Type == (int)type && item.Value.Name == identifier) | ||
111 | { | ||
112 | key = item.Value.ItemID; | ||
113 | break; | ||
114 | } | ||
115 | } | ||
116 | } | ||
117 | } | ||
118 | |||
119 | return key; | ||
120 | } | ||
121 | } | ||
122 | } \ No newline at end of file | ||