OpenSim
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Interface to an entity's (SceneObjectPart's) inventory More...
Public Member Functions | |
void | ForceInventoryPersistence () |
Force the task inventory of this prim to persist at the next update sweep More... | |
void | ResetInventoryIDs () |
Reset UUIDs for all the items in the prim's inventory. More... | |
void | ResetObjectID () |
Reset parent object UUID for all the items in the prim's inventory. More... | |
void | ChangeInventoryOwner (UUID ownerId) |
Change every item in this inventory to a new owner. More... | |
void | ChangeInventoryGroup (UUID groupID) |
Change every item in this inventory to a new group. More... | |
int | CreateScriptInstances (int startParam, bool postOnRez, string engine, int stateSource) |
Start all the scripts contained in this entity's inventory More... | |
ArrayList | GetScriptErrors (UUID itemID) |
void | ResumeScripts () |
void | RemoveScriptInstances (bool sceneObjectBeingDeleted) |
Stop and remove all the scripts in this entity from the scene. More... | |
void | StopScriptInstances () |
Stop all the scripts in this entity. More... | |
bool | CreateScriptInstance (TaskInventoryItem item, int startParam, bool postOnRez, string engine, int stateSource) |
Start a script which is in this entity's inventory. More... | |
bool | CreateScriptInstance (UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) |
Start a script which is in this entity's inventory. More... | |
ArrayList | CreateScriptInstanceEr (UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) |
void | RemoveScriptInstance (UUID itemId, bool sceneObjectBeingDeleted) |
Stop and remove a script which is in this prim's inventory from the scene. More... | |
void | StopScriptInstance (UUID itemId) |
Stop a script which is in this prim's inventory. More... | |
bool | TryGetScriptInstanceRunning (UUID itemId, out bool running) |
Try to get the script running status. More... | |
void | AddInventoryItem (TaskInventoryItem item, bool allowedDrop) |
Add an item to this entity's inventory. If an item with the same name already exists, then an alternative name is chosen. More... | |
void | AddInventoryItemExclusive (TaskInventoryItem item, bool allowedDrop) |
Add an item to this entity's inventory. If an item with the same name already exists, it is replaced. More... | |
void | RestoreInventoryItems (ICollection< TaskInventoryItem > items) |
Restore a whole collection of items to the entity's inventory at once. We assume that the items already have all their fields correctly filled out. The items are not flagged for persistence to the database, since they are being restored from persistence rather than being newly added. More... | |
TaskInventoryItem | GetInventoryItem (UUID itemId) |
Returns an existing inventory item. Returns the original, so any changes will be live. More... | |
List< TaskInventoryItem > | GetInventoryItems () |
Get all inventory items. More... | |
TaskInventoryItem | GetInventoryItem (string name) |
Gets an inventory item by name More... | |
List< TaskInventoryItem > | GetInventoryItems (string name) |
Get inventory items by name. More... | |
List< TaskInventoryItem > | GetInventoryItems (InventoryType type) |
Get inventory items by type. More... | |
bool | GetRezReadySceneObjects (TaskInventoryItem item, out List< SceneObjectGroup > objlist, out List< Vector3 > veclist, out Vector3 bbox, out float offsetHeight) |
Get the scene object(s) referenced by an inventory item. More... | |
bool | UpdateInventoryItem (TaskInventoryItem item) |
Update an existing inventory item. More... | |
bool | UpdateInventoryItem (TaskInventoryItem item, bool fireScriptEvents) |
bool | UpdateInventoryItem (TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) |
int | RemoveInventoryItem (UUID itemID) |
Remove an item from this entity's inventory More... | |
void | RequestInventoryFile (IClientAPI client, IXfer xferManager) |
Serialize all the metadata for the items in this prim's inventory ready for sending to the client More... | |
void | ProcessInventoryBackup (ISimulationDataService datastore) |
Backup the inventory to the given data store More... | |
uint | MaskEffectivePermissions () |
void | ApplyNextOwnerPermissions () |
void | ApplyGodPermissions (uint perms) |
bool | ContainsScripts () |
Returns true if this inventory contains any scripts More... | |
int | ScriptCount () |
Number of scripts in this inventory. More... | |
int | RunningScriptCount () |
Number of running scripts in this inventory. More... | |
List< UUID > | GetInventoryList () |
Get the uuids of all items in this inventory More... | |
Dictionary< UUID, string > | GetScriptStates () |
Get the xml representing the saved states of scripts in this inventory. More... | |
Dictionary< UUID, string > | GetScriptStates (bool oldIDs) |
Properties | |
int | Count [get] |
Number of items in this inventory. More... | |
Interface to an entity's (SceneObjectPart's) inventory
This is not a finished 1.0 candidate interface
Definition at line 41 of file IEntityInventory.cs.
void OpenSim.Region.Framework.Interfaces.IEntityInventory.AddInventoryItem | ( | TaskInventoryItem | item, |
bool | allowedDrop | ||
) |
Add an item to this entity's inventory. If an item with the same name already exists, then an alternative name is chosen.
item |
Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.
void OpenSim.Region.Framework.Interfaces.IEntityInventory.AddInventoryItemExclusive | ( | TaskInventoryItem | item, |
bool | allowedDrop | ||
) |
Add an item to this entity's inventory. If an item with the same name already exists, it is replaced.
item |
Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.
void OpenSim.Region.Framework.Interfaces.IEntityInventory.ApplyGodPermissions | ( | uint | perms | ) |
Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.
void OpenSim.Region.Framework.Interfaces.IEntityInventory.ApplyNextOwnerPermissions | ( | ) |
Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.
void OpenSim.Region.Framework.Interfaces.IEntityInventory.ChangeInventoryGroup | ( | UUID | groupID | ) |
Change every item in this inventory to a new group.
groupID |
Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.
void OpenSim.Region.Framework.Interfaces.IEntityInventory.ChangeInventoryOwner | ( | UUID | ownerId | ) |
Change every item in this inventory to a new owner.
ownerId |
Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.
bool OpenSim.Region.Framework.Interfaces.IEntityInventory.ContainsScripts | ( | ) |
Returns true if this inventory contains any scripts
Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.
bool OpenSim.Region.Framework.Interfaces.IEntityInventory.CreateScriptInstance | ( | TaskInventoryItem | item, |
int | startParam, | ||
bool | postOnRez, | ||
string | engine, | ||
int | stateSource | ||
) |
Start a script which is in this entity's inventory.
item | |
postOnRez | |
engine | |
stateSource |
Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.
bool OpenSim.Region.Framework.Interfaces.IEntityInventory.CreateScriptInstance | ( | UUID | itemId, |
int | startParam, | ||
bool | postOnRez, | ||
string | engine, | ||
int | stateSource | ||
) |
Start a script which is in this entity's inventory.
itemId | |
startParam | |
postOnRez | |
engine | |
stateSource |
Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.
ArrayList OpenSim.Region.Framework.Interfaces.IEntityInventory.CreateScriptInstanceEr | ( | UUID | itemId, |
int | startParam, | ||
bool | postOnRez, | ||
string | engine, | ||
int | stateSource | ||
) |
Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.
int OpenSim.Region.Framework.Interfaces.IEntityInventory.CreateScriptInstances | ( | int | startParam, |
bool | postOnRez, | ||
string | engine, | ||
int | stateSource | ||
) |
Start all the scripts contained in this entity's inventory
startParam | |
postOnRez | |
engine | |
stateSource |
Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.
void OpenSim.Region.Framework.Interfaces.IEntityInventory.ForceInventoryPersistence | ( | ) |
Force the task inventory of this prim to persist at the next update sweep
Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.
TaskInventoryItem OpenSim.Region.Framework.Interfaces.IEntityInventory.GetInventoryItem | ( | UUID | itemId | ) |
Returns an existing inventory item. Returns the original, so any changes will be live.
itemID |
Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.
TaskInventoryItem OpenSim.Region.Framework.Interfaces.IEntityInventory.GetInventoryItem | ( | string | name | ) |
Gets an inventory item by name
This method returns the first inventory item that matches the given name. In SL this is all you need since each item in a prim inventory must have a unique name.
name |
Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.
List<TaskInventoryItem> OpenSim.Region.Framework.Interfaces.IEntityInventory.GetInventoryItems | ( | ) |
Get all inventory items.
name |
Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.
List<TaskInventoryItem> OpenSim.Region.Framework.Interfaces.IEntityInventory.GetInventoryItems | ( | string | name | ) |
Get inventory items by name.
name |
Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.
List<TaskInventoryItem> OpenSim.Region.Framework.Interfaces.IEntityInventory.GetInventoryItems | ( | InventoryType | type | ) |
Get inventory items by type.
Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.
List<UUID> OpenSim.Region.Framework.Interfaces.IEntityInventory.GetInventoryList | ( | ) |
Get the uuids of all items in this inventory
Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.
bool OpenSim.Region.Framework.Interfaces.IEntityInventory.GetRezReadySceneObjects | ( | TaskInventoryItem | item, |
out List< SceneObjectGroup > | objlist, | ||
out List< Vector3 > | veclist, | ||
out Vector3 | bbox, | ||
out float | offsetHeight | ||
) |
Get the scene object(s) referenced by an inventory item.
This is returned in a 'rez ready' state. That is, name, description, permissions and other details have been adjusted to reflect the part and item from which it originates.
item | Inventory item |
objlist | The scene objects |
veclist | Relative offsets for each object |
Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.
ArrayList OpenSim.Region.Framework.Interfaces.IEntityInventory.GetScriptErrors | ( | UUID | itemID | ) |
Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.
Dictionary<UUID, string> OpenSim.Region.Framework.Interfaces.IEntityInventory.GetScriptStates | ( | ) |
Get the xml representing the saved states of scripts in this inventory.
Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.
Dictionary<UUID, string> OpenSim.Region.Framework.Interfaces.IEntityInventory.GetScriptStates | ( | bool | oldIDs | ) |
Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.
uint OpenSim.Region.Framework.Interfaces.IEntityInventory.MaskEffectivePermissions | ( | ) |
Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.
void OpenSim.Region.Framework.Interfaces.IEntityInventory.ProcessInventoryBackup | ( | ISimulationDataService | datastore | ) |
Backup the inventory to the given data store
datastore |
Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.
int OpenSim.Region.Framework.Interfaces.IEntityInventory.RemoveInventoryItem | ( | UUID | itemID | ) |
Remove an item from this entity's inventory
itemID |
Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.
void OpenSim.Region.Framework.Interfaces.IEntityInventory.RemoveScriptInstance | ( | UUID | itemId, |
bool | sceneObjectBeingDeleted | ||
) |
Stop and remove a script which is in this prim's inventory from the scene.
itemId | |
sceneObjectBeingDeleted | Should be true if these scripts are being removed because the scene object is being deleted. This will prevent spurious updates to the client. |
Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.
void OpenSim.Region.Framework.Interfaces.IEntityInventory.RemoveScriptInstances | ( | bool | sceneObjectBeingDeleted | ) |
Stop and remove all the scripts in this entity from the scene.
sceneObjectBeingDeleted | Should be true if these scripts are being removed because the scene object is being deleted. This will prevent spurious updates to the client. |
Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.
void OpenSim.Region.Framework.Interfaces.IEntityInventory.RequestInventoryFile | ( | IClientAPI | client, |
IXfer | xferManager | ||
) |
Serialize all the metadata for the items in this prim's inventory ready for sending to the client
xferManager |
Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.
void OpenSim.Region.Framework.Interfaces.IEntityInventory.ResetInventoryIDs | ( | ) |
Reset UUIDs for all the items in the prim's inventory.
This involves either generating new ones or setting existing UUIDs to the correct parent UUIDs.
If this method is called and there are inventory items, then we regard the inventory as having changed.
linkNum | Link number for the part |
Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.
void OpenSim.Region.Framework.Interfaces.IEntityInventory.ResetObjectID | ( | ) |
Reset parent object UUID for all the items in the prim's inventory.
If this method is called and there are inventory items, then we regard the inventory as having changed.
linkNum | Link number for the part |
Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.
void OpenSim.Region.Framework.Interfaces.IEntityInventory.RestoreInventoryItems | ( | ICollection< TaskInventoryItem > | items | ) |
Restore a whole collection of items to the entity's inventory at once. We assume that the items already have all their fields correctly filled out. The items are not flagged for persistence to the database, since they are being restored from persistence rather than being newly added.
items |
Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.
void OpenSim.Region.Framework.Interfaces.IEntityInventory.ResumeScripts | ( | ) |
Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.
int OpenSim.Region.Framework.Interfaces.IEntityInventory.RunningScriptCount | ( | ) |
Number of running scripts in this inventory.
Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.
int OpenSim.Region.Framework.Interfaces.IEntityInventory.ScriptCount | ( | ) |
Number of scripts in this inventory.
Includes both running and non running scripts.
Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.
void OpenSim.Region.Framework.Interfaces.IEntityInventory.StopScriptInstance | ( | UUID | itemId | ) |
Stop a script which is in this prim's inventory.
itemId |
Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.
void OpenSim.Region.Framework.Interfaces.IEntityInventory.StopScriptInstances | ( | ) |
Stop all the scripts in this entity.
Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.
bool OpenSim.Region.Framework.Interfaces.IEntityInventory.TryGetScriptInstanceRunning | ( | UUID | itemId, |
out bool | running | ||
) |
Try to get the script running status.
itemId | |
running |
Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.
bool OpenSim.Region.Framework.Interfaces.IEntityInventory.UpdateInventoryItem | ( | TaskInventoryItem | item | ) |
Update an existing inventory item.
item | The updated item. An item with the same id must already exist in this prim's inventory. |
Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.
bool OpenSim.Region.Framework.Interfaces.IEntityInventory.UpdateInventoryItem | ( | TaskInventoryItem | item, |
bool | fireScriptEvents | ||
) |
Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.
bool OpenSim.Region.Framework.Interfaces.IEntityInventory.UpdateInventoryItem | ( | TaskInventoryItem | item, |
bool | fireScriptEvents, | ||
bool | considerChanged | ||
) |
Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.
|
get |
Number of items in this inventory.
Definition at line 290 of file IEntityInventory.cs.