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OpenSim.Region.Framework.Interfaces.IEntityInventory Interface Reference

Interface to an entity's (SceneObjectPart's) inventory More...

Inheritance diagram for OpenSim.Region.Framework.Interfaces.IEntityInventory:
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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< TaskInventoryItemGetInventoryItems ()
 Get all inventory items. More...
 
TaskInventoryItem GetInventoryItem (string name)
 Gets an inventory item by name More...
 
List< TaskInventoryItemGetInventoryItems (string name)
 Get inventory items by name. More...
 
List< TaskInventoryItemGetInventoryItems (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< UUIDGetInventoryList ()
 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...
 

Detailed Description

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.

Member Function Documentation

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.

Parameters
item

Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.

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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.

Parameters
item

Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.

void OpenSim.Region.Framework.Interfaces.IEntityInventory.ApplyGodPermissions ( uint  perms)
void OpenSim.Region.Framework.Interfaces.IEntityInventory.ApplyNextOwnerPermissions ( )
void OpenSim.Region.Framework.Interfaces.IEntityInventory.ChangeInventoryGroup ( UUID  groupID)

Change every item in this inventory to a new group.

Parameters
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.

Parameters
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.

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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.

Parameters
item
postOnRez
engine
stateSource
Returns
true if the script instance was valid for starting, false otherwise. This does not guarantee that the script was actually started, just that the script was valid (i.e. its asset data could be found, etc.)

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.

Parameters
itemId
startParam
postOnRez
engine
stateSource
Returns
true if the script instance was valid for starting, false otherwise. This does not guarantee that the script was actually started, just that the script was valid (i.e. its asset data could be found, etc.)

Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.

ArrayList OpenSim.Region.Framework.Interfaces.IEntityInventory.CreateScriptInstanceEr ( UUID  itemId,
int  startParam,
bool  postOnRez,
string  engine,
int  stateSource 
)
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

Parameters
startParam
postOnRez
engine
stateSource
Returns
Number of scripts started.

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.

Parameters
itemID
Returns
null if the item does not exist

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.

Parameters
name
Returns
The inventory item. Null if no such item was found.

Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.

List<TaskInventoryItem> OpenSim.Region.Framework.Interfaces.IEntityInventory.GetInventoryItems ( )

Get all inventory items.

Parameters
name
Returns
If there are no inventory items then an empty list is returned.

Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.

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List<TaskInventoryItem> OpenSim.Region.Framework.Interfaces.IEntityInventory.GetInventoryItems ( string  name)

Get inventory items by name.

Parameters
name
Returns
A list of inventory items with that name. If no inventory item has that name then an empty list is returned.

Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.

List<TaskInventoryItem> OpenSim.Region.Framework.Interfaces.IEntityInventory.GetInventoryItems ( InventoryType  type)

Get inventory items by type.

Returns
A list of inventory items of that type. If no inventory items of that type then an empty list is returned.

Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.

List<UUID> OpenSim.Region.Framework.Interfaces.IEntityInventory.GetInventoryList ( )

Get the uuids of all items in this inventory

Returns

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.

Parameters
itemInventory item
objlistThe scene objects
veclistRelative offsets for each object
Returns
true = success, false = the scene object asset couldn't be found

Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.

ArrayList OpenSim.Region.Framework.Interfaces.IEntityInventory.GetScriptErrors ( UUID  itemID)
Dictionary<UUID, string> OpenSim.Region.Framework.Interfaces.IEntityInventory.GetScriptStates ( )

Get the xml representing the saved states of scripts in this inventory.

Returns
A Dictionary`2

Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.

Dictionary<UUID, string> OpenSim.Region.Framework.Interfaces.IEntityInventory.GetScriptStates ( bool  oldIDs)
uint OpenSim.Region.Framework.Interfaces.IEntityInventory.MaskEffectivePermissions ( )
void OpenSim.Region.Framework.Interfaces.IEntityInventory.ProcessInventoryBackup ( ISimulationDataService  datastore)

Backup the inventory to the given data store

Parameters
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

Parameters
itemID
Returns
Numeric asset type of the item removed. Returns -1 if the item did not exist in this prim's inventory.

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.

Parameters
itemId
sceneObjectBeingDeletedShould 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.

Parameters
sceneObjectBeingDeletedShould 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

Parameters
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.

Parameters
linkNumLink 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.

Parameters
linkNumLink 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.

Parameters
items

Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.

void OpenSim.Region.Framework.Interfaces.IEntityInventory.ResumeScripts ( )
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.

Parameters
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.

Returns
Returns true if a script for the item was found in one of the simulator's script engines. In this case, the running parameter will reflect the running status. Returns false if the item could not be found, if the item is not a script or if a script instance for the item was not found in any of the script engines. In this case, running status is irrelevant.
Parameters
itemId
running

Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.

bool OpenSim.Region.Framework.Interfaces.IEntityInventory.UpdateInventoryItem ( TaskInventoryItem  item)

Update an existing inventory item.

Parameters
itemThe updated item. An item with the same id must already exist in this prim's inventory.
Returns
false if the item did not exist, true if the update occurred successfully

Implemented in OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.

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bool OpenSim.Region.Framework.Interfaces.IEntityInventory.UpdateInventoryItem ( TaskInventoryItem  item,
bool  fireScriptEvents 
)
bool OpenSim.Region.Framework.Interfaces.IEntityInventory.UpdateInventoryItem ( TaskInventoryItem  item,
bool  fireScriptEvents,
bool  considerChanged 
)

Property Documentation

int OpenSim.Region.Framework.Interfaces.IEntityInventory.Count
get

Number of items in this inventory.

Definition at line 290 of file IEntityInventory.cs.


The documentation for this interface was generated from the following file: