C# Класс Universe.Region.SceneObjectPartInventory

Наследование: IEntityInventory
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Защищенные свойства (Protected)

Свойство Тип Описание
m_inventorySerial uint
m_items TaskInventoryDictionary
m_itemsLock object

Открытые методы

Метод Описание
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.

Защищенные методы

Метод Описание
AddInventoryItem ( string name, TaskInventoryItem item, bool allowedDrop ) : void

Add an item to this prim's inventory.

Приватные методы

Метод Описание
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

Описание методов

AddInventoryItem() публичный Метод

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
Результат void

AddInventoryItem() защищенный Метод

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 ///
Результат void

AddInventoryItemExclusive() публичный Метод

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
Результат void

ApplyGodPermissions() публичный Метод

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

ApplyNextOwnerPermissions() публичный Метод

public ApplyNextOwnerPermissions ( ) : void
Результат void

ChangeInventoryGroup() публичный Метод

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

ChangeInventoryOwner() публичный Метод

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

ContainsScripts() публичный Метод

public ContainsScripts ( ) : bool
Результат bool

CreateScriptInstance() публичный Метод

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
Результат void

CreateScriptInstance() публичный Метод

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
Результат void

CreateScriptInstances() публичный Метод

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
Результат void

ForceInventoryPersistence() публичный Метод

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

GetInventoryFileName() публичный Метод

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

GetInventoryItem() публичный Метод

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

GetInventoryItems() публичный Метод

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

GetInventoryItems() публичный Метод

public GetInventoryItems ( ) : List
Результат List

GetInventoryList() публичный Метод

public GetInventoryList ( ) : List
Результат List

GetInventoryScripts() публичный Метод

public GetInventoryScripts ( ) : List
Результат List

GetRezReadySceneObject() публичный Метод

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

GetScriptErrors() публичный Метод

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

MaskEffectivePermissions() публичный Метод

public MaskEffectivePermissions ( ) : uint
Результат uint

RemoveInventoryItem() публичный Метод

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

RemoveScriptInstance() публичный Метод

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. ///
Результат void

RemoveScriptInstances() публичный Метод

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. ///
Результат void

RequestInventoryFile() публичный Метод

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
Результат void

ResetInventoryIDs() публичный Метод

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
Результат void

ResetObjectID() публичный Метод

public ResetObjectID ( ) : void
Результат void

RestoreInventoryItems() публичный Метод

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
Результат void

ResumeScripts() публичный Метод

public ResumeScripts ( ) : void
Результат void

SaveScriptStateSaves() публичный Метод

public SaveScriptStateSaves ( ) : void
Результат void

SceneObjectPartInventory() публичный Метод

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

UpdateInventoryItem() публичный Метод

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. ///
Результат bool

UpdateInventoryItem() публичный Метод

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

UpdateScriptInstance() публичный Метод

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
Результат void

Описание свойств

m_inventorySerial защищенное свойство

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
Результат uint

m_items защищенное свойство

Holds in memory prim inventory
protected TaskInventoryDictionary m_items
Результат TaskInventoryDictionary

m_itemsLock защищенное свойство

protected object m_itemsLock
Результат object