* minor: documentation in SceneObjectPart.Inventory.cs. Refactor AddInventoryItem methods to reduce code duplication

0.6.0-stable
Justin Clarke Casey 2008-07-06 13:08:52 +00:00
parent 666626db6d
commit 1b69714c44
2 changed files with 46 additions and 29 deletions

View File

@ -1408,7 +1408,7 @@ namespace OpenSim.Region.Environment.Scenes
destPart.AddInventoryItemExclusive(destTaskItem); destPart.AddInventoryItemExclusive(destTaskItem);
if ( running > 0 ) if (running > 0)
{ {
if (ExternalChecks.ExternalChecksCanRunScript(destTaskItem.AssetID, destPart.UUID, destPart.OwnerID)) if (ExternalChecks.ExternalChecksCanRunScript(destTaskItem.AssetID, destPart.UUID, destPart.OwnerID))
{ {

View File

@ -90,6 +90,10 @@ namespace OpenSim.Region.Environment.Scenes
} }
} }
/// <summary>
/// Change every item in this prim's inventory to a new owner.
/// </summary>
/// <param name="ownerId"></param>
public void ChangeInventoryOwner(LLUUID ownerId) public void ChangeInventoryOwner(LLUUID ownerId)
{ {
lock (TaskInventory) lock (TaskInventory)
@ -122,8 +126,7 @@ namespace OpenSim.Region.Environment.Scenes
{ {
foreach (TaskInventoryItem item in m_taskInventory.Values) foreach (TaskInventoryItem item in m_taskInventory.Values)
{ {
// XXX more hardcoding badness. Should be an enum in TaskInventoryItem if ((int)InventoryType.LSL == item.InvType)
if (10 == item.Type)
{ {
CreateScriptInstance(item, startParam, postOnRez); CreateScriptInstance(item, startParam, postOnRez);
} }
@ -140,7 +143,7 @@ namespace OpenSim.Region.Environment.Scenes
{ {
foreach (TaskInventoryItem item in m_taskInventory.Values) foreach (TaskInventoryItem item in m_taskInventory.Values)
{ {
if (10 == item.Type) if ((int)InventoryType.LSL == item.InvType)
{ {
RemoveScriptInstance(item.ItemID); RemoveScriptInstance(item.ItemID);
RemoveScriptEvents(item.ItemID); RemoveScriptEvents(item.ItemID);
@ -154,7 +157,6 @@ namespace OpenSim.Region.Environment.Scenes
/// </summary> /// </summary>
/// <param name="item"></param> /// <param name="item"></param>
/// <returns></returns> /// <returns></returns>
public void CreateScriptInstance(TaskInventoryItem item, int startParam, bool postOnRez) public void CreateScriptInstance(TaskInventoryItem item, int startParam, bool postOnRez)
{ {
// m_log.InfoFormat( // m_log.InfoFormat(
@ -200,7 +202,6 @@ namespace OpenSim.Region.Environment.Scenes
if (m_taskInventory.ContainsKey(itemId)) if (m_taskInventory.ContainsKey(itemId))
{ {
CreateScriptInstance(m_taskInventory[itemId], startParam, postOnRez); CreateScriptInstance(m_taskInventory[itemId], startParam, postOnRez);
} }
else else
{ {
@ -232,7 +233,12 @@ namespace OpenSim.Region.Environment.Scenes
} }
} }
// Assumes a lock is held on the inventory /// <summary>
/// Check if the inventory holds an item with a given name.
/// This method assumes that the task inventory is already locked.
/// </summary>
/// <param name="name"></param>
/// <returns></returns>
private bool InventoryContainsName(string name) private bool InventoryContainsName(string name)
{ {
foreach (TaskInventoryItem item in m_taskInventory.Values) foreach (TaskInventoryItem item in m_taskInventory.Values)
@ -243,6 +249,12 @@ namespace OpenSim.Region.Environment.Scenes
return false; return false;
} }
/// <summary>
/// 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).
/// </summary>
/// <param name="name"></param>
/// <returns></returns>
private string FindAvailableInventoryName(string name) private string FindAvailableInventoryName(string name)
{ {
if (!InventoryContainsName(name)) if (!InventoryContainsName(name))
@ -260,49 +272,54 @@ namespace OpenSim.Region.Environment.Scenes
} }
/// <summary> /// <summary>
/// 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.
/// </summary> /// </summary>
/// <param name="item"></param> /// <param name="item"></param>
public void AddInventoryItem(TaskInventoryItem item) public void AddInventoryItem(TaskInventoryItem item)
{ {
item.ParentID = UUID;
item.ParentPartID = UUID;
string name = FindAvailableInventoryName(item.Name); string name = FindAvailableInventoryName(item.Name);
if (name == String.Empty) if (name == String.Empty)
return; return;
item.Name=name; AddInventoryItem(name, item);
lock (m_taskInventory)
{
m_taskInventory.Add(item.ItemID, item);
TriggerScriptChangedEvent(Changed.INVENTORY);
}
m_inventorySerial++;
//m_inventorySerial += 2;
HasInventoryChanged = true;
ParentGroup.HasGroupChanged = true;
} }
/// <summary>
/// Add an item to this prim's inventory. If an item with the same name already exists, it is replaced.
/// </summary>
/// <param name="item"></param>
public void AddInventoryItemExclusive(TaskInventoryItem item) public void AddInventoryItemExclusive(TaskInventoryItem item)
{ {
item.ParentID = UUID;
item.ParentPartID = UUID;
List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_taskInventory.Values); List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_taskInventory.Values);
foreach(TaskInventoryItem i in il) 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); RemoveScriptInstance(i.ItemID);
RemoveInventoryItem(i.ItemID); RemoveInventoryItem(i.ItemID);
break; break;
} }
} }
AddInventoryItem(item.Name, item);
}
/// <summary>
/// Add an item to this prim's inventory.
/// </summary>
/// <param name="name">The name that the new item should have.</param>
/// <param name="item">
/// The item itself. The name within this structure is ignored in favour of the name
/// given in this method's arguments
/// </param>
protected void AddInventoryItem(string name, TaskInventoryItem item)
{
item.ParentID = UUID;
item.ParentPartID = UUID;
lock (m_taskInventory) lock (m_taskInventory)
{ {
m_taskInventory.Add(item.ItemID, item); m_taskInventory.Add(item.ItemID, item);
@ -312,7 +329,7 @@ namespace OpenSim.Region.Environment.Scenes
m_inventorySerial++; m_inventorySerial++;
//m_inventorySerial += 2; //m_inventorySerial += 2;
HasInventoryChanged = true; HasInventoryChanged = true;
ParentGroup.HasGroupChanged = true; ParentGroup.HasGroupChanged = true;
} }
/// <summary> /// <summary>