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-rw-r--r--OpenSim/Region/Framework/Scenes/Scripting/ScriptUtils.cs122
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
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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
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32
33namespace 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