/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* 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.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project 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 DEVELOPERS 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 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;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Region.Environment.Interfaces;
namespace OpenSim.Region.Environment.Scenes
{
public partial class SceneObjectGroup : EntityBase
{
///
/// Start a given script.
///
///
/// A
///
public void StartScript(uint localID, LLUUID itemID)
{
SceneObjectPart part = GetChildPart(localID);
if (part != null)
{
part.StartScript(itemID);
}
else
{
MainLog.Instance.Error(
"PRIMINVENTORY",
"Couldn't find part {0} in object group {1}, {2} to start script with ID {3}",
localID, Name, UUID, itemID);
}
}
///
/// Start the scripts contained in all the prims in this group.
///
public void StartScripts()
{
foreach (SceneObjectPart part in m_parts.Values)
{
part.StartScripts();
}
}
///
///
///
///
///
public bool GetPartInventoryFileName(IClientAPI remoteClient, uint localID)
{
SceneObjectPart part = GetChildPart(localID);
if (part != null)
{
return part.GetInventoryFileName(remoteClient, localID);
}
else
{
MainLog.Instance.Error(
"PRIMINVENTORY",
"Couldn't find part {0} in object group {1}, {2} to retreive prim inventory",
localID, Name, UUID);
}
return false;
}
public void RequestInventoryFile(uint localID, IXfer xferManager)
{
SceneObjectPart part = GetChildPart(localID);
if (part != null)
{
part.RequestInventoryFile(xferManager);
}
else
{
MainLog.Instance.Error(
"PRIMINVENTORY",
"Couldn't find part {0} in object group {1}, {2} to request inventory data",
localID, Name, UUID);
}
}
///
/// Add an inventory item to a prim in this group.
///
///
///
///
/// The item UUID that should be used by the new item.
///
public bool AddInventoryItem(IClientAPI remoteClient, uint localID,
InventoryItemBase item, LLUUID copyItemID)
{
LLUUID newItemId = ((copyItemID != null) ? copyItemID : item.inventoryID);
SceneObjectPart part = GetChildPart(localID);
if (part != null)
{
TaskInventoryItem taskItem = new TaskInventoryItem();
taskItem.item_id = newItemId;
taskItem.asset_id = item.assetID;
taskItem.name = item.inventoryName;
taskItem.desc = item.inventoryDescription;
taskItem.owner_id = item.avatarID;
taskItem.creator_id = item.creatorsID;
taskItem.type = TaskInventoryItem.Types[item.assetType];
taskItem.inv_type = TaskInventoryItem.InvTypes[item.invType];
part.AddInventoryItem(taskItem);
// It might seem somewhat crude to update the whole group for a single prim inventory change,
// but it's possible that other prim inventory changes will take place before the region
// persistence thread visits this object. In the future, changes can be signalled at a more
// granular level, or we could let the datastore worry about whether prims have really
// changed since they were last persisted.
HasChanged = true;
return true;
}
else
{
MainLog.Instance.Error(
"PRIMINVENTORY",
"Couldn't find prim local ID {0} in group {1}, {2} to add inventory item ID {3}",
localID, Name, UUID, newItemId);
}
return false;
}
public int RemoveInventoryItem(IClientAPI remoteClient, uint localID, LLUUID itemID)
{
SceneObjectPart part = GetChildPart(localID);
if (part != null)
{
int type = part.RemoveInventoryItem(remoteClient, localID, itemID);
// It might seem somewhat crude to update the whole group for a single prim inventory change,
// but it's possible that other prim inventory changes will take place before the region
// persistence thread visits this object. In the future, changes can be signalled at a more
// granular level, or we could let the datastore worry about whether prims have really
// changed since they were last persisted.
HasChanged = true;
return type;
}
return -1;
}
}
}