107 lines
4.3 KiB
C#
107 lines
4.3 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using OpenMetaverse;
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using OpenSim.Framework;
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namespace OpenSim.Region.Framework.Scenes.Scripting
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{
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/// <summary>
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/// Utility functions for use by scripts manipulating the scene.
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/// </summary>
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public static class ScriptUtils
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{
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/// <summary>
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/// Get an asset id given an item name and an item type.
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/// </summary>
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/// <returns>UUID.Zero if the name and type did not match any item.</returns>
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/// <param name='part'></param>
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/// <param name='name'></param>
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/// <param name='type'></param>
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public static UUID GetAssetIdFromItemName(SceneObjectPart part, string name, int type)
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{
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TaskInventoryItem item = part.Inventory.GetInventoryItem(name);
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if (item != null && item.Type == type)
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return item.AssetID;
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else
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return UUID.Zero;
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}
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/// <summary>
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/// accepts a valid UUID, -or- a name of an inventory item.
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/// Returns a valid UUID or UUID.Zero if key invalid and item not found
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/// in prim inventory.
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/// </summary>
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/// <param name="part">Scene object part to search for inventory item</param>
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/// <param name="key"></param>
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/// <returns></returns>
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public static UUID GetAssetIdFromKeyOrItemName(SceneObjectPart part, string identifier)
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{
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UUID key;
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// if we can parse the string as a key, use it.
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// else try to locate the name in inventory of object. found returns key,
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// not found returns UUID.Zero
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if (!UUID.TryParse(identifier, out key))
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{
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TaskInventoryItem item = part.Inventory.GetInventoryItem(identifier);
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if (item != null)
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key = item.AssetID;
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else
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key = UUID.Zero;
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}
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return key;
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}
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/// <summary>
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/// Return the UUID of the asset matching the specified key or name
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/// and asset type.
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/// </summary>
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/// <param name="part">Scene object part to search for inventory item</param>
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/// <param name="identifier"></param>
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/// <param name="type"></param>
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/// <returns></returns>
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public static UUID GetAssetIdFromKeyOrItemName(SceneObjectPart part, string identifier, AssetType type)
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{
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UUID key;
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if (!UUID.TryParse(identifier, out key))
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{
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TaskInventoryItem item = part.Inventory.GetInventoryItem(identifier);
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if (item != null && item.Type == (int)type)
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key = item.AssetID;
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}
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return key;
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}
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}
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} |