clockwerk-opensim-stable – Blame information for rev 1
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1 | vero | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | using System; |
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29 | using System.Collections.Generic; |
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30 | using OpenMetaverse; |
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31 | using OpenSim.Framework; |
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32 | |||
33 | namespace OpenSim.Region.Framework.Scenes.Scripting |
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34 | { |
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35 | /// <summary> |
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36 | /// Utility functions for use by scripts manipulating the scene. |
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37 | /// </summary> |
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38 | public static class ScriptUtils |
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39 | { |
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40 | /// <summary> |
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41 | /// Get an asset id given an item name and an item type. |
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42 | /// </summary> |
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43 | /// <returns>UUID.Zero if the name and type did not match any item.</returns> |
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44 | /// <param name='part'></param> |
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45 | /// <param name='name'></param> |
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46 | /// <param name='type'></param> |
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47 | public static UUID GetAssetIdFromItemName(SceneObjectPart part, string name, int type) |
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48 | { |
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49 | TaskInventoryItem item = part.Inventory.GetInventoryItem(name); |
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50 | |||
51 | if (item != null && item.Type == type) |
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52 | return item.AssetID; |
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53 | else |
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54 | return UUID.Zero; |
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55 | } |
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56 | |||
57 | /// <summary> |
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58 | /// accepts a valid UUID, -or- a name of an inventory item. |
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59 | /// Returns a valid UUID or UUID.Zero if key invalid and item not found |
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60 | /// in prim inventory. |
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61 | /// </summary> |
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62 | /// <param name="part">Scene object part to search for inventory item</param> |
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63 | /// <param name="key"></param> |
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64 | /// <returns></returns> |
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65 | public static UUID GetAssetIdFromKeyOrItemName(SceneObjectPart part, string identifier) |
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66 | { |
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67 | UUID key; |
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68 | |||
69 | // if we can parse the string as a key, use it. |
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70 | // else try to locate the name in inventory of object. found returns key, |
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71 | // not found returns UUID.Zero |
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72 | if (!UUID.TryParse(identifier, out key)) |
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73 | { |
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74 | TaskInventoryItem item = part.Inventory.GetInventoryItem(identifier); |
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75 | |||
76 | if (item != null) |
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77 | key = item.AssetID; |
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78 | else |
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79 | key = UUID.Zero; |
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80 | } |
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81 | |||
82 | return key; |
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83 | } |
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84 | |||
85 | /// <summary> |
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86 | /// Return the UUID of the asset matching the specified key or name |
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87 | /// and asset type. |
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88 | /// </summary> |
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89 | /// <param name="part">Scene object part to search for inventory item</param> |
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90 | /// <param name="identifier"></param> |
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91 | /// <param name="type"></param> |
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92 | /// <returns></returns> |
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93 | public static UUID GetAssetIdFromKeyOrItemName(SceneObjectPart part, string identifier, AssetType type) |
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94 | { |
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95 | UUID key; |
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96 | |||
97 | if (!UUID.TryParse(identifier, out key)) |
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98 | { |
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99 | TaskInventoryItem item = part.Inventory.GetInventoryItem(identifier); |
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100 | if (item != null && item.Type == (int)type) |
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101 | key = item.AssetID; |
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102 | } |
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103 | |||
104 | return key; |
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105 | } |
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106 | } |
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107 | } |