C# 클래스 Universe.Region.SceneObjectPartInventory

상속: IEntityInventory
파일 보기 프로젝트 열기: Virtual-Universe/Virtual-Universe 1 사용 예제들

보호된 프로퍼티들

프로퍼티 타입 설명
m_inventorySerial uint
m_items TaskInventoryDictionary
m_itemsLock object

공개 메소드들

메소드 설명
AddInventoryItem ( TaskInventoryItem item, bool allowedDrop ) : void

Add an item to this prim's inventory. If an item with the same name already exists, then an alternative name is chosen.

AddInventoryItemExclusive ( TaskInventoryItem item, bool allowedDrop ) : void

Add an item to this prim's inventory. If an item with the same name already exists, it is replaced.

ApplyGodPermissions ( uint perms ) : void
ApplyNextOwnerPermissions ( ) : void
ChangeInventoryGroup ( UUID groupID ) : void

Change every item in this inventory to a new group.

ChangeInventoryOwner ( UUID ownerId ) : void

Change every item in this inventory to a new owner.

ContainsScripts ( ) : bool
CreateScriptInstance ( TaskInventoryItem item, int startParam, bool postOnRez, StateSource stateSource ) : void

Start a script which is in this prim's inventory.

CreateScriptInstance ( UUID itemId, int startParam, bool postOnRez, StateSource stateSource ) : void

Start a script which is in this prim's inventory.

CreateScriptInstances ( int startParam, bool postOnRez, StateSource stateSource, UUID RezzedFrom, bool clearStateSaves ) : void

Start all the scripts contained in this prim's inventory

ForceInventoryPersistence ( ) : void

Force the task inventory of this prim to persist at the next update sweep

GetInventoryFileName ( ) : bool

Returns true if the file needs to be rebuild, false if it does not

GetInventoryItem ( UUID itemId ) : TaskInventoryItem

Returns an existing inventory item. Returns the original, so any changes will be live.

GetInventoryItems ( string name ) : IList

Get inventory items by name.

GetInventoryItems ( ) : List
GetInventoryList ( ) : List
GetInventoryScripts ( ) : List
GetRezReadySceneObject ( TaskInventoryItem item ) : ISceneEntity
GetScriptErrors ( UUID itemID ) : ArrayList
MaskEffectivePermissions ( ) : uint
RemoveInventoryItem ( UUID itemID ) : int

Remove an item from this prim's inventory

RemoveScriptInstance ( UUID itemId, bool sceneObjectBeingDeleted ) : void

Stop a script which is in this prim's inventory.

RemoveScriptInstances ( bool sceneObjectBeingDeleted ) : void

Stop all the scripts in this prim.

RequestInventoryFile ( IClientAPI client ) : void

Serialize all the metadata for the items in this prim's inventory ready for sending to the client

ResetInventoryIDs ( bool ChangeScripts ) : void

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.

ResetObjectID ( ) : void
RestoreInventoryItems ( ICollection items ) : void

Restore a whole collection of items to the prim'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.

ResumeScripts ( ) : void
SaveScriptStateSaves ( ) : void
SceneObjectPartInventory ( SceneObjectPart part ) : System.Collections

Constructor

UpdateInventoryItem ( TaskInventoryItem item ) : bool

Update an existing inventory item.

UpdateInventoryItem ( TaskInventoryItem item, bool fireScriptEvents ) : bool
UpdateScriptInstance ( UUID itemID, byte assetData, int startParam, bool postOnRez, StateSource stateSource ) : void

Updates a script which is in this prim's inventory.

보호된 메소드들

메소드 설명
AddInventoryItem ( string name, TaskInventoryItem item, bool allowedDrop ) : void

Add an item to this prim's inventory.

비공개 메소드들

메소드 설명
FindAvailableInventoryName ( string name ) : string

For a given item name, return that name if it is available. Otherwise, return the next available similar name (which is currently the original name with the next available numeric suffix).

InventoryContainsName ( string name ) : bool

Check if the inventory holds an item with a given name.

ResumeScript ( TaskInventoryItem item ) : void

메소드 상세

AddInventoryItem() 공개 메소드

Add an item to this prim's inventory. If an item with the same name already exists, then an alternative name is chosen.
public AddInventoryItem ( TaskInventoryItem item, bool allowedDrop ) : void
item Universe.Framework.SceneInfo.TaskInventoryItem
allowedDrop bool
리턴 void

AddInventoryItem() 보호된 메소드

Add an item to this prim's inventory.
protected AddInventoryItem ( string name, TaskInventoryItem item, bool allowedDrop ) : void
name string The name that the new item should have.
item Universe.Framework.SceneInfo.TaskInventoryItem /// The item itself. The name within this structure is ignored in favor of the name /// given in this method's arguments ///
allowedDrop bool /// Item was only added to inventory because AllowedDrop is set ///
리턴 void

AddInventoryItemExclusive() 공개 메소드

Add an item to this prim's inventory. If an item with the same name already exists, it is replaced.
public AddInventoryItemExclusive ( TaskInventoryItem item, bool allowedDrop ) : void
item Universe.Framework.SceneInfo.TaskInventoryItem
allowedDrop bool
리턴 void

ApplyGodPermissions() 공개 메소드

public ApplyGodPermissions ( uint perms ) : void
perms uint
리턴 void

ApplyNextOwnerPermissions() 공개 메소드

public ApplyNextOwnerPermissions ( ) : void
리턴 void

ChangeInventoryGroup() 공개 메소드

Change every item in this inventory to a new group.
public ChangeInventoryGroup ( UUID groupID ) : void
groupID UUID
리턴 void

ChangeInventoryOwner() 공개 메소드

Change every item in this inventory to a new owner.
public ChangeInventoryOwner ( UUID ownerId ) : void
ownerId UUID
리턴 void

ContainsScripts() 공개 메소드

public ContainsScripts ( ) : bool
리턴 bool

CreateScriptInstance() 공개 메소드

Start a script which is in this prim's inventory.
public CreateScriptInstance ( TaskInventoryItem item, int startParam, bool postOnRez, StateSource stateSource ) : void
item Universe.Framework.SceneInfo.TaskInventoryItem
startParam int
postOnRez bool
stateSource StateSource
리턴 void

CreateScriptInstance() 공개 메소드

Start a script which is in this prim's inventory.
public CreateScriptInstance ( UUID itemId, int startParam, bool postOnRez, StateSource stateSource ) : void
itemId UUID /// A ///
startParam int
postOnRez bool
stateSource StateSource
리턴 void

CreateScriptInstances() 공개 메소드

Start all the scripts contained in this prim's inventory
public CreateScriptInstances ( int startParam, bool postOnRez, StateSource stateSource, UUID RezzedFrom, bool clearStateSaves ) : void
startParam int
postOnRez bool
stateSource StateSource
RezzedFrom UUID
clearStateSaves bool
리턴 void

ForceInventoryPersistence() 공개 메소드

Force the task inventory of this prim to persist at the next update sweep
public ForceInventoryPersistence ( ) : void
리턴 void

GetInventoryFileName() 공개 메소드

Returns true if the file needs to be rebuild, false if it does not
public GetInventoryFileName ( ) : bool
리턴 bool

GetInventoryItem() 공개 메소드

Returns an existing inventory item. Returns the original, so any changes will be live.
public GetInventoryItem ( UUID itemId ) : TaskInventoryItem
itemId UUID
리턴 Universe.Framework.SceneInfo.TaskInventoryItem

GetInventoryItems() 공개 메소드

Get inventory items by name.
public GetInventoryItems ( string name ) : IList
name string
리턴 IList

GetInventoryItems() 공개 메소드

public GetInventoryItems ( ) : List
리턴 List

GetInventoryList() 공개 메소드

public GetInventoryList ( ) : List
리턴 List

GetInventoryScripts() 공개 메소드

public GetInventoryScripts ( ) : List
리턴 List

GetRezReadySceneObject() 공개 메소드

public GetRezReadySceneObject ( TaskInventoryItem item ) : ISceneEntity
item Universe.Framework.SceneInfo.TaskInventoryItem
리턴 ISceneEntity

GetScriptErrors() 공개 메소드

public GetScriptErrors ( UUID itemID ) : ArrayList
itemID UUID
리턴 System.Collections.ArrayList

MaskEffectivePermissions() 공개 메소드

public MaskEffectivePermissions ( ) : uint
리턴 uint

RemoveInventoryItem() 공개 메소드

Remove an item from this prim's inventory
public RemoveInventoryItem ( UUID itemID ) : int
itemID UUID
리턴 int

RemoveScriptInstance() 공개 메소드

Stop a script which is in this prim's inventory.
public RemoveScriptInstance ( UUID itemId, bool sceneObjectBeingDeleted ) : void
itemId UUID
sceneObjectBeingDeleted bool /// Should be true if this script is being removed because the scene /// object is being deleted. This will prevent spurious updates to the client. ///
리턴 void

RemoveScriptInstances() 공개 메소드

Stop all the scripts in this prim.
public RemoveScriptInstances ( bool sceneObjectBeingDeleted ) : void
sceneObjectBeingDeleted bool /// Should be true if these scripts are being removed because the scene /// object is being deleted. This will prevent spurious updates to the client. ///
리턴 void

RequestInventoryFile() 공개 메소드

Serialize all the metadata for the items in this prim's inventory ready for sending to the client
public RequestInventoryFile ( IClientAPI client ) : void
client IClientAPI
리턴 void

ResetInventoryIDs() 공개 메소드

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.
public ResetInventoryIDs ( bool ChangeScripts ) : void
ChangeScripts bool
리턴 void

ResetObjectID() 공개 메소드

public ResetObjectID ( ) : void
리턴 void

RestoreInventoryItems() 공개 메소드

Restore a whole collection of items to the prim'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.
public RestoreInventoryItems ( ICollection items ) : void
items ICollection
리턴 void

ResumeScripts() 공개 메소드

public ResumeScripts ( ) : void
리턴 void

SaveScriptStateSaves() 공개 메소드

public SaveScriptStateSaves ( ) : void
리턴 void

SceneObjectPartInventory() 공개 메소드

Constructor
public SceneObjectPartInventory ( SceneObjectPart part ) : System.Collections
part SceneObjectPart /// A ///
리턴 System.Collections

UpdateInventoryItem() 공개 메소드

Update an existing inventory item.
public UpdateInventoryItem ( TaskInventoryItem item ) : bool
item Universe.Framework.SceneInfo.TaskInventoryItem /// The updated item. An item with the same id must already exist /// in this prim's inventory. ///
리턴 bool

UpdateInventoryItem() 공개 메소드

public UpdateInventoryItem ( TaskInventoryItem item, bool fireScriptEvents ) : bool
item Universe.Framework.SceneInfo.TaskInventoryItem
fireScriptEvents bool
리턴 bool

UpdateScriptInstance() 공개 메소드

Updates a script which is in this prim's inventory.
public UpdateScriptInstance ( UUID itemID, byte assetData, int startParam, bool postOnRez, StateSource stateSource ) : void
itemID UUID
assetData byte
startParam int
postOnRez bool
stateSource StateSource
리턴 void

프로퍼티 상세

m_inventorySerial 보호되어 있는 프로퍼티

Serial count for inventory file , used to tell if inventory has changed no need for this to be part of Database backup
protected uint m_inventorySerial
리턴 uint

m_items 보호되어 있는 프로퍼티

Holds in memory prim inventory
protected TaskInventoryDictionary m_items
리턴 TaskInventoryDictionary

m_itemsLock 보호되어 있는 프로퍼티

protected object m_itemsLock
리턴 object