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- /*
- * 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
- {
- /// <summary>
- /// Utility functions for use by scripts manipulating the scene.
- /// </summary>
- public static class ScriptUtils
- {
- /// <summary>
- /// Get an asset id given an item name and an item type.
- /// </summary>
- /// <returns>UUID.Zero if the name and type did not match any item.</returns>
- /// <param name='part'></param>
- /// <param name='name'></param>
- /// <param name='type'></param>
- 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;
- }
- /// <summary>
- /// 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.
- /// </summary>
- /// <param name="part">Scene object part to search for inventory item</param>
- /// <param name="key"></param>
- /// <returns></returns>
- 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;
- }
- /// <summary>
- /// Return the UUID of the asset matching the specified key or name
- /// and asset type.
- /// </summary>
- /// <param name="part">Scene object part to search for inventory item</param>
- /// <param name="identifier"></param>
- /// <param name="type"></param>
- /// <returns></returns>
- 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;
- }
- return key;
- }
- }
- }
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