aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Environment/Scenes/SceneObjectGroup.Inventory.cs
blob: a092f5b6f2edaf3ff8b708f443f9f5ec252592a0 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
/*
* 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
    {
        /// <summary>
        /// Start a given script.
        /// </summary>
        /// <param name="localID">
        /// A <see cref="System.UInt32"/>
        /// </param>
        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 a given script.
//        /// </summary>
//        /// <param name="localID">
//        /// A <see cref="System.UInt32"/>
//        /// </param>
//        public void StartScript(LLUUID partID, LLUUID itemID)
//        {
//            SceneObjectPart part = GetChildPart(partID);
//            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);
//            }            
//        }        
        
        /// <summary>
        /// Start the scripts contained in all the prims in this group.
        /// </summary>
        public void StartScripts()
        {
            foreach (SceneObjectPart part in m_parts.Values)
            {
                part.StartScripts();
            }            
        }
        
        /// Start a given script.
        /// </summary>
        /// <param name="localID">
        /// A <see cref="System.UInt32"/>
        /// </param>
        public void StopScript(uint partID, LLUUID itemID)
        {
            SceneObjectPart part = GetChildPart(partID);
            if (part != null)
            {
                part.StopScript(itemID);
            }
            else
            {
                MainLog.Instance.Error(
                    "PRIMINVENTORY",
                    "Couldn't find part {0} in object group {1}, {2} to stop script with ID {3}",
                    partID, Name, UUID, itemID);
            }            
        }         
        
        /// <summary>
        /// 
        /// </summary>
        /// <param name="remoteClient"></param>
        /// <param name="localID"></param>
        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);
            }
        }

        /// <summary>
        /// Add an inventory item to a prim in this group.
        /// </summary>
        /// <param name="remoteClient"></param>
        /// <param name="localID"></param>
        /// <param name="item"></param>
        /// <param name="copyItemID">The item UUID that should be used by the new item.</param>
        /// <returns></returns>
        public bool AddInventoryItem(IClientAPI remoteClient, uint localID, 
                                     InventoryItemBase item, LLUUID copyItemID)
        {
            LLUUID newItemId = (!copyItemID.Equals(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 = item.assetType;
                taskItem.inv_type = 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;
        }
        
        /// <summary>
        /// Returns an existing inventory item.  Returns the original, so any changes will be live.
        /// </summary>
        /// <param name="primID"></param>
        /// <param name="itemID"></param>
        /// <returns>null if the item does not exist</returns>
        public TaskInventoryItem GetInventoryItem(uint primID, LLUUID itemID)
        {
            SceneObjectPart part = GetChildPart(primID);
            if (part != null)
            {
                return part.GetInventoryItem(itemID);
            }
            else
            {
                MainLog.Instance.Error(
                    "PRIMINVENTORY",
                    "Couldn't find prim local ID {0} in prim {1}, {2} to get inventory item ID {3}",
                    primID, part.Name, part.UUID, itemID);
            }   
            
            return null;
        }         
        
        /// <summary>
        /// Update an existing inventory item.
        /// </summary>
        /// <param name="item">The updated item.  An item with the same id must already exist
        /// in this prim's inventory</param>
        /// <returns>false if the item did not exist, true if the update occurred succesfully</returns>
        public bool UpdateInventoryItem(TaskInventoryItem item)
        {
            SceneObjectPart part = GetChildPart(item.ParentPartID);
            if (part != null)
            {
                part.UpdateInventoryItem(item);

                // 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 ID {0} to update item {1}, {2}",
                    item.ParentPartID, item.name, item.item_id);
            }   
            
            return false;
        }        

        public int RemoveInventoryItem(uint localID, LLUUID itemID)
        {
            SceneObjectPart part = GetChildPart(localID);
            if (part != null)
            {                
                int type = part.RemoveInventoryItem(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;
        } 
    }
}