/* * 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 OpenSimulator 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 System.Collections.Generic; using OpenMetaverse; using OpenSim.Framework; namespace OpenSim.Region.Framework.Scenes.Scripting { /// /// Utility functions for use by scripts manipulating the scene. /// public static class ScriptUtils { /// /// Get an asset id given an item name and an item type. /// /// UUID.Zero if the name and type did not match any item. /// /// /// public static UUID GetAssetIdFromItemName(SceneObjectPart part, string name, int type) { TaskInventoryItem item = part.Inventory.GetInventoryItem(name); if (item != null && item.Type == type) return item.AssetID; else return UUID.Zero; } /// /// accepts a valid UUID, -or- a name of an inventory item. /// Returns a valid UUID or UUID.Zero if key invalid and item not found /// in prim inventory. /// /// Scene object part to search for inventory item /// /// public static UUID GetAssetIdFromKeyOrItemName(SceneObjectPart part, string identifier) { UUID key; // if we can parse the string as a key, use it. // else try to locate the name in inventory of object. found returns key, // not found returns UUID.Zero if (!UUID.TryParse(identifier, out key)) { TaskInventoryItem item = part.Inventory.GetInventoryItem(identifier); if (item != null) key = item.AssetID; else key = UUID.Zero; } return key; } /// /// Return the UUID of the asset matching the specified key or name /// and asset type. /// /// Scene object part to search for inventory item /// /// /// public static UUID GetAssetIdFromKeyOrItemName(SceneObjectPart part, string identifier, AssetType type) { UUID key; if (!UUID.TryParse(identifier, out key)) { TaskInventoryItem item = part.Inventory.GetInventoryItem(identifier); if (item != null && item.Type == (int)type) key = item.AssetID; } return key; } } }