refactor: make llGetLinkName() and llGetLinkKey() use a common GetLinkEntity() method
parent
cc24ba3a91
commit
515324a1aa
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@ -274,6 +274,80 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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}
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}
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/// <summary>
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/// Get a given link entity from a linkset (linked objects and any sitting avatars).
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/// </summary>
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/// <remarks>
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/// If there are any ScenePresence's in the linkset (i.e. because they are sat upon one of the prims), then
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/// these are counted as extra entities that correspond to linknums beyond the number of prims in the linkset.
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/// The ScenePresences receive linknums in the order in which they sat.
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/// </remarks>
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/// <returns>
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/// The link entity. null if not found.
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/// </returns>
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/// <param name='linknum'>
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/// Can be either a non-negative integer or ScriptBaseClass.LINK_THIS (-4).
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/// If ScriptBaseClass.LINK_THIS then the entity containing the script is returned.
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/// If the linkset has one entity and a linknum of zero is given, then the single entity is returned. If any
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/// positive integer is given in this case then null is returned.
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/// If the linkset has more than one entity and a linknum greater than zero but equal to or less than the number
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/// of entities, then the entity which corresponds to that linknum is returned.
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/// Otherwise, if a positive linknum is given which is greater than the number of entities in the linkset, then
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/// null is returned.
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/// </param>
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public ISceneEntity GetLinkEntity(int linknum)
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{
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if (linknum < 0)
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{
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if (linknum == ScriptBaseClass.LINK_THIS)
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return m_host;
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else
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return null;
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}
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int actualPrimCount = m_host.ParentGroup.PrimCount;
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List<UUID> sittingAvatarIds = m_host.ParentGroup.GetSittingAvatars();
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int adjustedPrimCount = actualPrimCount + sittingAvatarIds.Count;
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// Special case for a single prim. In this case the linknum is zero. However, this will not match a single
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// prim that has any avatars sat upon it (in which case the root prim is link 1).
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if (linknum == 0)
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{
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if (actualPrimCount == 1 && sittingAvatarIds.Count == 0)
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return m_host;
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return null;
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}
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// Special case to handle a single prim with sitting avatars. GetLinkPart() would only match zero but
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// here we must match 1 (ScriptBaseClass.LINK_ROOT).
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else if (linknum == ScriptBaseClass.LINK_ROOT && actualPrimCount == 1)
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{
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if (sittingAvatarIds.Count > 0)
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return m_host.ParentGroup.RootPart;
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else
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return null;
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}
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else if (linknum <= adjustedPrimCount)
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{
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if (linknum <= actualPrimCount)
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{
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return m_host.ParentGroup.GetLinkNumPart(linknum);
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}
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else
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{
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ScenePresence sp = World.GetScenePresence(sittingAvatarIds[linknum - actualPrimCount - 1]);
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if (sp != null)
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return sp;
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else
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return null;
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}
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}
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else
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{
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return null;
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}
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}
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public List<SceneObjectPart> GetLinkParts(int linkType)
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{
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return GetLinkParts(m_host, linkType);
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@ -3765,47 +3839,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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{
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m_host.AddScriptLPS(1);
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if (linknum < 0)
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{
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if (linknum == ScriptBaseClass.LINK_THIS)
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return m_host.UUID.ToString();
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else
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return ScriptBaseClass.NULL_KEY;
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}
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ISceneEntity entity = GetLinkEntity(linknum);
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int actualPrimCount = m_host.ParentGroup.PrimCount;
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List<UUID> sittingAvatarIds = m_host.ParentGroup.GetSittingAvatars();
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int adjustedPrimCount = actualPrimCount + sittingAvatarIds.Count;
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// Special case for a single prim. In this case the linknum is zero. However, this will not match a single
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// prim that has any avatars sat upon it (in which case the root prim is link 1).
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if (linknum == 0)
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{
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if (actualPrimCount == 1 && sittingAvatarIds.Count == 0)
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return m_host.UUID.ToString();
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return ScriptBaseClass.NULL_KEY;
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}
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// Special case to handle a single prim with sitting avatars. GetLinkPart() would only match zero but
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// here we must match 1 (ScriptBaseClass.LINK_ROOT).
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else if (linknum == 1 && actualPrimCount == 1)
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{
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if (sittingAvatarIds.Count > 0)
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return m_host.ParentGroup.RootPart.UUID.ToString();
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else
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return ScriptBaseClass.NULL_KEY;
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}
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else if (linknum <= adjustedPrimCount)
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{
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if (linknum <= actualPrimCount)
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return m_host.ParentGroup.GetLinkNumPart(linknum).UUID.ToString();
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else
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return sittingAvatarIds[linknum - actualPrimCount - 1].ToString();
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}
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if (entity != null)
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return entity.UUID.ToString();
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else
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{
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return ScriptBaseClass.NULL_KEY;
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}
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}
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/// <summary>
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@ -3859,53 +3898,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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nametable.Add(presence.ControllingClient.Name);
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});
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int totalprims = m_host.ParentGroup.PrimCount + nametable.Count;
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if (totalprims > m_host.ParentGroup.PrimCount)
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{
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// sitting Avatar-Name with negativ linknum / SinglePrim
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if (linknum < 0 && m_host.ParentGroup.PrimCount == 1 && nametable.Count == 1)
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return nametable[0];
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// Prim-Name / SinglePrim Sitting Avatar
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if (linknum == 1 && m_host.ParentGroup.PrimCount == 1 && nametable.Count == 1)
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return m_host.Name;
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// LinkNumber > of Real PrimSet = AvatarName
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if (linknum > m_host.ParentGroup.PrimCount && linknum <= totalprims)
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return nametable[totalprims - linknum];
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}
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ISceneEntity entity = GetLinkEntity(linknum);
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// simplest case, this prims link number
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if (linknum == m_host.LinkNum)
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return m_host.Name;
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// Single prim
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if (m_host.LinkNum == 0)
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{
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if (linknum == 0 || linknum == ScriptBaseClass.LINK_ROOT)
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return m_host.Name;
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else
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return UUID.Zero.ToString();
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}
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// Link set
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SceneObjectPart part = null;
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if (m_host.LinkNum == 1) // this is the Root prim
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{
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if (linknum < 0)
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part = m_host.ParentGroup.GetLinkNumPart(2);
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else
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part = m_host.ParentGroup.GetLinkNumPart(linknum);
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}
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else // this is a child prim
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{
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if (linknum < 2)
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part = m_host.ParentGroup.GetLinkNumPart(1);
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else
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part = m_host.ParentGroup.GetLinkNumPart(linknum);
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}
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if (part != null)
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return part.Name;
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if (entity != null)
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return entity.Name;
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else
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return UUID.Zero.ToString();
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return ScriptBaseClass.NULL_KEY;
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}
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public LSL_Integer llGetInventoryNumber(int type)
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