diff --git a/OpenSim/Region/Framework/Scenes/Scripting/ScriptUtils.cs b/OpenSim/Region/Framework/Scenes/Scripting/ScriptUtils.cs
new file mode 100644
index 0000000000..d8aa2584a6
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/Scripting/ScriptUtils.cs
@@ -0,0 +1,122 @@
+/*
+ * 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
+{
+ ///
+ /// Utility functions for use by scripts manipulating the scene.
+ ///
+ public static class ScriptUtils
+ {
+ ///
+ /// Get an asset id given an item name and an item type.
+ ///
+ /// UUID.Zero if the name and type did not match any item.
+ ///
+ ///
+ ///
+ 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;
+ }
+
+ ///
+ /// 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.
+ ///
+ /// Scene object part to search for inventory item
+ ///
+ ///
+ 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;
+ }
+
+
+ ///
+ /// Return the UUID of the asset matching the specified key or name
+ /// and asset type.
+ ///
+ /// Scene object part to search for inventory item
+ ///
+ ///
+ ///
+ 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;
+ }
+ else
+ {
+ lock (part.TaskInventory)
+ {
+ foreach (KeyValuePair item in part.TaskInventory)
+ {
+ if (item.Value.Type == (int)type && item.Value.Name == identifier)
+ {
+ key = item.Value.ItemID;
+ break;
+ }
+ }
+ }
+ }
+
+ return key;
+ }
+ }
+}
\ No newline at end of file
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 8ecb162d52..df1c968991 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -45,6 +45,7 @@ using OpenSim.Region.CoreModules.World.Terrain;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Scenes.Animation;
+using OpenSim.Region.Framework.Scenes.Scripting;
using OpenSim.Region.Physics.Manager;
using OpenSim.Region.ScriptEngine.Shared;
using OpenSim.Region.ScriptEngine.Shared.Api.Plugins;
@@ -324,43 +325,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
}
}
- protected UUID InventoryKey(string name, int type)
- {
- TaskInventoryItem item = m_host.Inventory.GetInventoryItem(name);
-
- if (item != null && item.Type == type)
- return item.AssetID;
- else
- return UUID.Zero;
- }
-
- ///
- /// 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.
- ///
- ///
- ///
- protected UUID KeyOrName(string k)
- {
- 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(k, out key))
- {
- TaskInventoryItem item = m_host.Inventory.GetInventoryItem(k);
-
- if (item != null)
- key = item.AssetID;
- else
- key = UUID.Zero;
- }
-
- return key;
- }
-
// convert a LSL_Rotation to a Quaternion
public static Quaternion Rot2Quaternion(LSL_Rotation r)
{
@@ -1790,7 +1754,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
UUID textureID = new UUID();
- textureID = InventoryKey(texture, (int)AssetType.Texture);
+ textureID = ScriptUtils.GetAssetIdFromItemName(m_host, texture, (int)AssetType.Texture);
if (textureID == UUID.Zero)
{
if (!UUID.TryParse(texture, out textureID))
@@ -2425,7 +2389,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
m_host.AddScriptLPS(1);
// send the sound, once, to all clients in range
- m_host.SendSound(KeyOrName(sound).ToString(), volume, false, 0, 0, false, false);
+ m_host.SendSound(ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, sound, AssetType.Sound).ToString(), volume, false, 0, 0, false, false);
}
// Xantor 20080528 we should do this differently.
@@ -2443,7 +2407,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (m_host.Sound != UUID.Zero)
llStopSound();
- m_host.Sound = KeyOrName(sound);
+ m_host.Sound = ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, sound, AssetType.Sound);
m_host.SoundGain = volume;
m_host.SoundFlags = 1; // looping
m_host.SoundRadius = 20; // Magic number, 20 seems reasonable. Make configurable?
@@ -2463,7 +2427,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (prim.Sound != UUID.Zero)
llStopSound();
- prim.Sound = KeyOrName(sound);
+ prim.Sound = ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, sound, AssetType.Sound);
prim.SoundGain = volume;
prim.SoundFlags = 1; // looping
prim.SoundRadius = 20; // Magic number, 20 seems reasonable. Make configurable?
@@ -2475,7 +2439,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (m_host.Sound != UUID.Zero)
llStopSound();
- m_host.Sound = KeyOrName(sound);
+ m_host.Sound = ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, sound, AssetType.Sound);
m_host.SoundGain = volume;
m_host.SoundFlags = 1; // looping
m_host.SoundRadius = 20; // Magic number, 20 seems reasonable. Make configurable?
@@ -2498,14 +2462,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
m_host.AddScriptLPS(1);
// send the sound, once, to all clients in range
- m_host.SendSound(KeyOrName(sound).ToString(), volume, false, 0, 0, true, false);
+ m_host.SendSound(ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, sound, AssetType.Sound).ToString(), volume, false, 0, 0, true, false);
}
public void llTriggerSound(string sound, double volume)
{
m_host.AddScriptLPS(1);
+
// send the sound, once, to all clients in range
- m_host.SendSound(KeyOrName(sound).ToString(), volume, true, 0, 0, false, false);
+ m_host.SendSound(ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, sound, AssetType.Sound).ToString(), volume, true, 0, 0, false, false);
}
// Xantor 20080528: Clear prim data of sound instead
@@ -3384,7 +3349,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (presence != null)
{
// Do NOT try to parse UUID, animations cannot be triggered by ID
- UUID animID = InventoryKey(anim, (int)AssetType.Animation);
+ UUID animID = ScriptUtils.GetAssetIdFromItemName(m_host, anim, (int)AssetType.Animation);
if (animID == UUID.Zero)
presence.Animator.AddAnimation(anim, m_host.UUID);
else
@@ -3406,7 +3371,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (presence != null)
{
- UUID animID = KeyOrName(anim);
+ UUID animID = ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, anim);
if (animID == UUID.Zero)
presence.Animator.RemoveAnimation(anim);
@@ -4344,7 +4309,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
private void DoLLTeleport(ScenePresence sp, string destination, Vector3 targetPos, Vector3 targetLookAt)
{
- UUID assetID = KeyOrName(destination);
+ UUID assetID = ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, destination);
// The destinaion is not an asset ID and also doesn't name a landmark.
// Use it as a sim name
@@ -4411,16 +4376,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
m_host.AddScriptLPS(1);
// TODO: Parameter check logic required.
- UUID soundId = UUID.Zero;
- if (!UUID.TryParse(impact_sound, out soundId))
- {
- TaskInventoryItem item = m_host.Inventory.GetInventoryItem(impact_sound);
-
- if (item != null && item.Type == (int)AssetType.Sound)
- soundId = item.AssetID;
- }
-
- m_host.CollisionSound = soundId;
+ m_host.CollisionSound = ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, impact_sound, AssetType.Sound);
m_host.CollisionSoundVolume = (float)impact_volume;
}
@@ -5890,10 +5846,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
LSL_Vector bottom_south_west)
{
m_host.AddScriptLPS(1);
+
float radius1 = (float)llVecDist(llGetPos(), top_north_east);
float radius2 = (float)llVecDist(llGetPos(), bottom_south_west);
float radius = Math.Abs(radius1 - radius2);
- m_host.SendSound(KeyOrName(sound).ToString(), volume, true, 0, radius, false, false);
+ m_host.SendSound(ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, sound, AssetType.Sound).ToString(), volume, true, 0, radius, false, false);
}
public void llEjectFromLand(string pest)
@@ -6329,7 +6286,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
break;
case (int)ScriptBaseClass.PSYS_SRC_TEXTURE:
- prules.Texture = KeyOrName(rules.GetLSLStringItem(i + 1));
+ prules.Texture = ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, rules.GetLSLStringItem(i + 1));
break;
case (int)ScriptBaseClass.PSYS_SRC_BURST_RATE:
@@ -7215,9 +7172,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
UUID sculptId;
if (!UUID.TryParse(map, out sculptId))
- {
- sculptId = InventoryKey(map, (int)AssetType.Texture);
- }
+ sculptId = ScriptUtils.GetAssetIdFromItemName(m_host, map, (int)AssetType.Texture);
if (sculptId == UUID.Zero)
return;