From 1b69714c44c0357f7858bc36a417a870a623aafa Mon Sep 17 00:00:00 2001 From: Justin Clarke Casey Date: Sun, 6 Jul 2008 13:08:52 +0000 Subject: * minor: documentation in SceneObjectPart.Inventory.cs. Refactor AddInventoryItem methods to reduce code duplication --- .../Region/Environment/Scenes/Scene.Inventory.cs | 2 +- .../Scenes/SceneObjectPart.Inventory.cs | 73 +++++++++++++--------- 2 files changed, 46 insertions(+), 29 deletions(-) (limited to 'OpenSim/Region/Environment') diff --git a/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs b/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs index 9b94e05..53681f8 100644 --- a/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs @@ -1408,7 +1408,7 @@ namespace OpenSim.Region.Environment.Scenes destPart.AddInventoryItemExclusive(destTaskItem); - if ( running > 0 ) + if (running > 0) { if (ExternalChecks.ExternalChecksCanRunScript(destTaskItem.AssetID, destPart.UUID, destPart.OwnerID)) { diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.Inventory.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.Inventory.cs index 27b00ee..fea131e 100644 --- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.Inventory.cs +++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.Inventory.cs @@ -90,6 +90,10 @@ namespace OpenSim.Region.Environment.Scenes } } + /// + /// Change every item in this prim's inventory to a new owner. + /// + /// public void ChangeInventoryOwner(LLUUID ownerId) { lock (TaskInventory) @@ -122,8 +126,7 @@ namespace OpenSim.Region.Environment.Scenes { foreach (TaskInventoryItem item in m_taskInventory.Values) { - // XXX more hardcoding badness. Should be an enum in TaskInventoryItem - if (10 == item.Type) + if ((int)InventoryType.LSL == item.InvType) { CreateScriptInstance(item, startParam, postOnRez); } @@ -140,7 +143,7 @@ namespace OpenSim.Region.Environment.Scenes { foreach (TaskInventoryItem item in m_taskInventory.Values) { - if (10 == item.Type) + if ((int)InventoryType.LSL == item.InvType) { RemoveScriptInstance(item.ItemID); RemoveScriptEvents(item.ItemID); @@ -154,7 +157,6 @@ namespace OpenSim.Region.Environment.Scenes /// /// /// - public void CreateScriptInstance(TaskInventoryItem item, int startParam, bool postOnRez) { // m_log.InfoFormat( @@ -200,7 +202,6 @@ namespace OpenSim.Region.Environment.Scenes if (m_taskInventory.ContainsKey(itemId)) { CreateScriptInstance(m_taskInventory[itemId], startParam, postOnRez); - } else { @@ -232,7 +233,12 @@ namespace OpenSim.Region.Environment.Scenes } } - // Assumes a lock is held on the inventory + /// + /// Check if the inventory holds an item with a given name. + /// This method assumes that the task inventory is already locked. + /// + /// + /// private bool InventoryContainsName(string name) { foreach (TaskInventoryItem item in m_taskInventory.Values) @@ -243,6 +249,12 @@ namespace OpenSim.Region.Environment.Scenes return false; } + /// + /// For a given item name, return that name if it is available. Otherwise, return the next available + /// similar name (which is currently the original name with the next available numeric suffix). + /// + /// + /// private string FindAvailableInventoryName(string name) { if (!InventoryContainsName(name)) @@ -260,49 +272,54 @@ namespace OpenSim.Region.Environment.Scenes } /// - /// Add an item to this prim's inventory. + /// Add an item to this prim's inventory. If an item with the same name already exists, then an alternative + /// name is chosen. /// /// public void AddInventoryItem(TaskInventoryItem item) { - item.ParentID = UUID; - item.ParentPartID = UUID; - string name = FindAvailableInventoryName(item.Name); if (name == String.Empty) return; - item.Name=name; - - lock (m_taskInventory) - { - m_taskInventory.Add(item.ItemID, item); - TriggerScriptChangedEvent(Changed.INVENTORY); - } - - m_inventorySerial++; - //m_inventorySerial += 2; - HasInventoryChanged = true; - ParentGroup.HasGroupChanged = true; + AddInventoryItem(name, item); } + /// + /// Add an item to this prim's inventory. If an item with the same name already exists, it is replaced. + /// + /// public void AddInventoryItemExclusive(TaskInventoryItem item) { - item.ParentID = UUID; - item.ParentPartID = UUID; - List il = new List(m_taskInventory.Values); foreach(TaskInventoryItem i in il) { - if(i.Name == item.Name) + if (i.Name == item.Name) { - if(i.Type == 10) + if (i.InvType == (int)InventoryType.LSL) RemoveScriptInstance(i.ItemID); + RemoveInventoryItem(i.ItemID); break; } } + AddInventoryItem(item.Name, item); + } + + /// + /// Add an item to this prim's inventory. + /// + /// The name that the new item should have. + /// + /// The item itself. The name within this structure is ignored in favour of the name + /// given in this method's arguments + /// + protected void AddInventoryItem(string name, TaskInventoryItem item) + { + item.ParentID = UUID; + item.ParentPartID = UUID; + lock (m_taskInventory) { m_taskInventory.Add(item.ItemID, item); @@ -312,7 +329,7 @@ namespace OpenSim.Region.Environment.Scenes m_inventorySerial++; //m_inventorySerial += 2; HasInventoryChanged = true; - ParentGroup.HasGroupChanged = true; + ParentGroup.HasGroupChanged = true; } /// -- cgit v1.1