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/*
* 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
{
/// <summary>
/// Utility functions for use by scripts manipulating the scene.
/// </summary>
public static class ScriptUtils
{
/// <summary>
/// Get an asset id given an item name and an item type.
/// </summary>
/// <returns>UUID.Zero if the name and type did not match any item.</returns>
/// <param name='part'></param>
/// <param name='name'></param>
/// <param name='type'></param>
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;
}
/// <summary>
/// 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.
/// </summary>
/// <param name="part">Scene object part to search for inventory item</param>
/// <param name="key"></param>
/// <returns></returns>
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;
}
/// <summary>
/// Return the UUID of the asset matching the specified key or name
/// and asset type.
/// </summary>
/// <param name="part">Scene object part to search for inventory item</param>
/// <param name="identifier"></param>
/// <param name="type"></param>
/// <returns></returns>
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;
}
}
}
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