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C# Framework.InventoryItemBase类代码示例

本文整理汇总了C#中Aurora.Framework.InventoryItemBase的典型用法代码示例。如果您正苦于以下问题:C# InventoryItemBase类的具体用法?C# InventoryItemBase怎么用?C# InventoryItemBase使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


InventoryItemBase类属于Aurora.Framework命名空间,在下文中一共展示了InventoryItemBase类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: GetLLSDItems

        public override OSDArray GetLLSDItems(string[] fields, string[] vals)
        {
            string query = "";
            for (int i = 0; i < fields.Length; i++)
            {
                query += String.Format("where {0} = '{1}' and ", fields[i], vals[i]);
                i++;
            }
            query = query.Remove(query.Length - 5);
            if (fields[0] == "inventoryID")
            {
                IInventoryService invService = m_registry.RequestModuleInterface<IInventoryService>();
                if (invService != null)
                {
                    UUID inventoryID = UUID.Parse(vals[0]);
                    InventoryItemBase baseItem = new InventoryItemBase(UUID.Parse(vals[0]));
                    if (vals.Count() > 1)
                    {
                        UUID avatarID = UUID.Parse(vals[1]);
                        IUserFinder userFinder = m_registry.RequestModuleInterface<IUserFinder>();
                        if (userFinder != null && !userFinder.IsLocalGridUser(avatarID))
                        {
                            string serverURL = userFinder.GetUserServerURL(avatarID, "InventoryServerURI") + "xinventory";
                            XInventoryServicesConnector xinv = new XInventoryServicesConnector(serverURL);
                            return BuildLLSDInventoryItems(xinv.GetItem(baseItem));
                        }
                    }
                    return BuildLLSDInventoryItems(invService.GetItem(baseItem));
                }
            }

            return null;
        }
开发者ID:rjspence,项目名称:YourSim,代码行数:33,代码来源:RobustInventoryConnector.cs

示例2: AddItem

        public override bool AddItem(InventoryItemBase item)
        {
            //            MainConsole.Instance.DebugFormat(
            //                "[XINVENTORY SERVICE]: Adding item {0} to folder {1} for {2}", item.ID, item.Folder, item.Owner);

            item.Folder = GetRootFolder (item.Owner).ID;//All items into the foreign folder please!
            m_Database.IncrementFolder (item.Folder);
            return m_Database.StoreItem (item);
        }
开发者ID:KSLcom,项目名称:Aurora-HG-Plugin,代码行数:9,代码来源:HGExternalInventoryService.cs

示例3: AddItem

 public override bool AddItem(InventoryItemBase item)
 {
     string invserverURL = "";
     if (GetHandlers.GetIsForeign (item.Owner, "InventoryServerURI", m_registry, out invserverURL))
     {
         XInventoryServicesConnector xinv = new XInventoryServicesConnector (invserverURL + "xinventory");
         bool success = xinv.AddItem (item);
         return success;
     }
     return base.AddItem (item);
 }
开发者ID:djphil,项目名称:Aurora-HG-Plugin,代码行数:11,代码来源:HGInternalInventoryService.cs

示例4: AddItem

        public override bool AddItem(InventoryItemBase item)
        {
            object remoteValue = DoRemote(item);
            if (remoteValue != null || m_doRemoteOnly)
                return remoteValue != null && (bool)remoteValue;

            string invserverURL = "";
            if (GetHandlers.GetIsForeign (item.Owner, "InventoryServerURI", m_registry, out invserverURL))
            {
                XInventoryServicesConnector xinv = new XInventoryServicesConnector (invserverURL + "xinventory");
                bool success = xinv.AddItem (item);
                return success;
            }
            return base.AddItem (item);
        }
开发者ID:JAllard,项目名称:HyperGrid,代码行数:15,代码来源:HGInternalInventoryService.cs

示例5: FromOSD

 public override void FromOSD(OSDMap map)
 {
     OSDArray items = (OSDArray)map["Items"];
     Items = items.ConvertAll<InventoryItemBase>((osd) =>
     {
         InventoryItemBase item = new InventoryItemBase();
         item.FromOSD((OSDMap)osd);
         return item;
     }
     );
     OSDArray folders = (OSDArray)map["Folders"];
     Folders = folders.ConvertAll<InventoryFolderBase>((osd) =>
     {
         InventoryFolderBase folder = new InventoryFolderBase();
         folder.FromOSD((OSDMap)osd);
         return folder;
     }
     );
     UserID = map["UserID"];
 }
开发者ID:Gnu32,项目名称:Silverfin,代码行数:20,代码来源:InventoryCollection.cs

示例6: GetLLSDItems

        public override OSDArray GetLLSDItems(string[] fields, string[] vals)
        {
            string query = "";
            for (int i = 0; i < fields.Length; i++)
            {
                query += String.Format("where {0} = '{1}' and ", fields[i], vals[i]);
                i++;
            }
            query = query.Remove(query.Length - 5);
            if (fields[0] == "inventoryID")
            {
                IInventoryService invService = m_registry.RequestModuleInterface<IInventoryService>();
                if (invService != null)
                {
                    InventoryItemBase baseItem = new InventoryItemBase(UUID.Parse(vals[0]));
                    return BuildLLSDInventoryItems(invService.GetItem(baseItem));
                }
            }

            return null;
        }
开发者ID:nathanmarck,项目名称:Aurora-Sim,代码行数:21,代码来源:RobustInventoryConnector.cs

示例7: UpdateTaskInventory

        /// <summary>
        /// Update an item in a prim (task) inventory.
        /// This method does not handle scripts, <see>RezScript(IClientAPI, UUID, unit)</see>
        /// </summary>
        /// <param name="remoteClient"></param>
        /// <param name="transactionID"></param>
        /// <param name="itemInfo"></param>
        /// <param name="primLocalID"></param>
        protected void UpdateTaskInventory(IClientAPI remoteClient, UUID transactionID, TaskInventoryItem itemInfo,
                                        uint primLocalID)
        {
            UUID itemID = itemInfo.ItemID;

            // Find the prim we're dealing with
            ISceneChildEntity part = m_scene.GetSceneObjectPart (primLocalID);

            if (part != null)
            {
                TaskInventoryItem currentItem = part.Inventory.GetInventoryItem(itemID);
                bool allowInventoryDrop = (part.GetEffectiveObjectFlags()
                                           & (uint)PrimFlags.AllowInventoryDrop) != 0;

                // Explicity allow anyone to add to the inventory if the
                // AllowInventoryDrop flag has been set. Don't however let
                // them update an item unless they pass the external checks
                //
                if (!m_scene.Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId)
                    && (currentItem != null || !allowInventoryDrop))
                    return;

                if (currentItem == null)
                {
                    UUID copyID = UUID.Random();
                    if (itemID != UUID.Zero)
                    {
                        InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
                        item = m_scene.InventoryService.GetItem(item);

                        // If we've found the item in the user's inventory or in the library
                        if (item != null)
                        {
                            part.ParentEntity.AddInventoryItem (remoteClient, primLocalID, item, copyID);
                            MainConsole.Instance.InfoFormat(
                                "[PRIM INVENTORY]: Update with item {0} requested of prim {1} for {2}",
                                item.Name, primLocalID, remoteClient.Name);
                            part.GetProperties(remoteClient);
                            if (!m_scene.Permissions.BypassPermissions())
                            {
                                if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
                                {
                                    List<UUID> uuids = new List<UUID> {itemID};
                                    RemoveInventoryItem(remoteClient, uuids);
                                }
                            }
                        }
                        else
                        {
                            MainConsole.Instance.ErrorFormat(
                                "[PRIM INVENTORY]: Could not find inventory item {0} to update for {1}!",
                                itemID, remoteClient.Name);
                        }
                    }
                }
                else // Updating existing item with new perms etc
                {
                    // Base ALWAYS has move
                    currentItem.BasePermissions |= (uint)PermissionMask.Move;

                    // Check if we're allowed to mess with permissions
                    if (!m_scene.Permissions.IsGod(remoteClient.AgentId)) // Not a god
                    {
                        if (remoteClient.AgentId != part.OwnerID) // Not owner
                        {
                            // Friends and group members can't change any perms
                            itemInfo.BasePermissions = currentItem.BasePermissions;
                            itemInfo.EveryonePermissions = currentItem.EveryonePermissions;
                            itemInfo.GroupPermissions = currentItem.GroupPermissions;
                            itemInfo.NextPermissions = currentItem.NextPermissions;
                            itemInfo.CurrentPermissions = currentItem.CurrentPermissions;
                        }
                        else
                        {
                            // Owner can't change base, and can change other
                            // only up to base
                            itemInfo.BasePermissions = currentItem.BasePermissions;
                            itemInfo.EveryonePermissions &= currentItem.BasePermissions;
                            itemInfo.GroupPermissions &= currentItem.BasePermissions;
                            itemInfo.CurrentPermissions &= currentItem.BasePermissions;
                            itemInfo.NextPermissions &= currentItem.BasePermissions;
                        }

                    }

                    // Next ALWAYS has move
                    itemInfo.NextPermissions |= (uint)PermissionMask.Move;

                    if (part.Inventory.UpdateInventoryItem(itemInfo))
                    {
                        part.GetProperties(remoteClient);
                    }
//.........这里部分代码省略.........
开发者ID:samiam123,项目名称:Aurora-Sim,代码行数:101,代码来源:LLClientInventory.cs

示例8: UploadCompleteHandler


//.........这里部分代码省略.........
                        int textureNum = faceMap["image"].AsInteger();
                        float imagerot = faceMap["imagerot"].AsInteger();
                        float offsets = (float) faceMap["offsets"].AsReal();
                        float offsett = (float) faceMap["offsett"].AsReal();
                        float scales = (float) faceMap["scales"].AsReal();
                        float scalet = (float) faceMap["scalet"].AsReal();

                        if (imagerot != 0)
                            f.Rotation = imagerot;
                        if (offsets != 0)
                            f.OffsetU = offsets;
                        if (offsett != 0)
                            f.OffsetV = offsett;
                        if (scales != 0)
                            f.RepeatU = scales;
                        if (scalet != 0)
                            f.RepeatV = scalet;
                        f.TextureID = textures.Count > textureNum ? textures[textureNum] : Primitive.TextureEntry.WHITE_TEXTURE;
                        textureEntry.FaceTextures[face] = f;
                    }
                    pbs.TextureEntry = textureEntry.GetBytes();

                    AssetBase meshAsset = new AssetBase(UUID.Random(), assetName, AssetType.Mesh, m_service.AgentID)
                                              {Data = mesh_list[i].AsBinary()};
                    meshAsset.ID = m_assetService.Store(meshAsset);

                    if (meshFolder == null)
                    {
                        m_inventoryService.CreateUserInventory(m_service.AgentID, false);
                        meshFolder = m_inventoryService.GetFolderForType(m_service.AgentID, InventoryType.Mesh,
                                                                         AssetType.Mesh);
                    }

                    InventoryItemBase itemBase = new InventoryItemBase(UUID.Random(), m_service.AgentID)
                                                     {
                                                         AssetType = (sbyte) AssetType.Mesh,
                                                         AssetID = meshAsset.ID,
                                                         CreatorId = m_service.AgentID.ToString(),
                                                         Folder = meshFolder.ID,
                                                         InvType = (int) InventoryType.Texture,
                                                         Name = "(Mesh) - " + assetName,
                                                         CurrentPermissions = (uint) PermissionMask.All,
                                                         BasePermissions = (uint) PermissionMask.All,
                                                         EveryOnePermissions = everyone_mask,
                                                         GroupPermissions = group_mask,
                                                         NextPermissions = next_owner_mask
                                                     };
                    //Bad... but whatever
                    m_inventoryService.AddItem(itemBase);

                    pbs.SculptEntry = true;
                    pbs.SculptTexture = meshAsset.ID;
                    pbs.SculptType = (byte) SculptType.Mesh;
                    pbs.SculptData = meshAsset.Data;

                    Vector3 position = inner_instance_list["position"].AsVector3();
                    Vector3 scale = inner_instance_list["scale"].AsVector3();
                    Quaternion rotation = inner_instance_list["rotation"].AsQuaternion();

                    int physicsShapeType = inner_instance_list["physics_shape_type"].AsInteger();
                    int material = inner_instance_list["material"].AsInteger();
                    int mesh = inner_instance_list["mesh"].AsInteger();

                    UUID owner_id = m_service.AgentID;

                    IScene fakeScene = new Scene();
开发者ID:rjspence,项目名称:YourSim,代码行数:67,代码来源:InventoryCAPS.cs

示例9: SetAppearanceAssets

        private void SetAppearanceAssets(UUID userID, List<AvatarWearingArgs.Wearable> nowWearing, AvatarAppearance oldAppearance, ref AvatarAppearance appearance)
        {
            IInventoryService invService = m_scene.InventoryService;

            for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++)
            {
                for (int j = 0; j < appearance.Wearables[j].Count; j++)
                {
                    if (appearance.Wearables[i][j].ItemID == UUID.Zero)
                        continue;

                    // Ignore ruth's assets
                    if (appearance.Wearables[i][j].ItemID == AvatarWearable.DefaultWearables[i][j].ItemID)
                    {
                        //MainConsole.Instance.ErrorFormat(
                        //    "[AvatarFactory]: Found an asset for the default avatar, itemID {0}, wearable {1}, asset {2}" +
                        //    ", setting to default asset {3}.",
                        //    appearance.Wearables[i][j].ItemID, (WearableType)i, appearance.Wearables[i][j].AssetID,
                        //    AvatarWearable.DefaultWearables[i][j].AssetID);
                        appearance.Wearables[i].Add(appearance.Wearables[i][j].ItemID,
                                                    appearance.Wearables[i][j].AssetID);
                        continue;
                    }

                    if (nowWearing[i].ItemID == oldAppearance.Wearables[i][j].ItemID)
                        continue;//Don't relookup items that are the same and have already been found earlier

                    InventoryItemBase baseItem = new InventoryItemBase(appearance.Wearables[i][j].ItemID, userID);
                    baseItem = invService.GetItem(baseItem);

                    if (baseItem != null)
                    {
                        if (baseItem.AssetType == (int) AssetType.Link)
                        {
                            baseItem = new InventoryItemBase(baseItem.AssetID, userID);
                            baseItem = invService.GetItem(baseItem);
                        }
                        appearance.Wearables[i].Add(baseItem.ID, baseItem.AssetID);
                    }
                    else
                    {
                        MainConsole.Instance.ErrorFormat(
                            "[AvatarFactory]: Can't find inventory item {0} for {1}, setting to default",
                            appearance.Wearables[i][j].ItemID, (WearableType) i);

                        appearance.Wearables[i].RemoveItem(appearance.Wearables[i][j].ItemID);
                        appearance.Wearables[i].Add(AvatarWearable.DefaultWearables[i][j].ItemID,
                                                    AvatarWearable.DefaultWearables[i][j].AssetID);
                    }
                }
            }
        }
开发者ID:EnricoNirvana,项目名称:Aurora-Sim,代码行数:52,代码来源:AvatarFactoryModule.cs

示例10: AvatarIsWearing

        /// <summary>
        ///   Update what the avatar is wearing using an item from their inventory.
        /// </summary>
        /// <param name = "client"></param>
        /// <param name = "e"></param>
        public void AvatarIsWearing(IClientAPI client, AvatarWearingArgs e)
        {
            IScenePresence sp = m_scene.GetScenePresence(client.AgentId);
            if (sp == null)
            {
                MainConsole.Instance.WarnFormat("[AvatarFactory]: AvatarIsWearing unable to find presence for {0}", client.AgentId);
                return;
            }

            MainConsole.Instance.DebugFormat("[AvatarFactory]: AvatarIsWearing called for {0}", client.AgentId);

            // operate on a copy of the appearance so we don't have to lock anything
            IAvatarAppearanceModule appearance = sp.RequestModuleInterface<IAvatarAppearanceModule>();
            AvatarAppearance avatAppearance = new AvatarAppearance(appearance.Appearance, false);

            IOpenRegionSettingsModule module = m_scene.RequestModuleInterface<IOpenRegionSettingsModule>();

            bool NeedsRebake = false;
            if (module != null && module.EnableTeenMode)
            {
                foreach (AvatarWearingArgs.Wearable wear in e.NowWearing)
                {
                    if (wear.Type == 10 & wear.ItemID == UUID.Zero && module.DefaultUnderpants != UUID.Zero)
                    {
                        NeedsRebake = true;
                        wear.ItemID = module.DefaultUnderpants;
                        InventoryItemBase item = new InventoryItemBase(UUID.Random())
                                                     {
                                                         InvType = (int) InventoryType.Wearable,
                                                         AssetType = (int) AssetType.Clothing,
                                                         Name = "Default Underpants",
                                                         Folder =
                                                             m_scene.InventoryService.GetFolderForType(client.AgentId,
                                                                                                       InventoryType.
                                                                                                           Wearable,
                                                                                                       AssetType.
                                                                                                           Clothing).ID,
                                                         Owner = client.AgentId,
                                                         CurrentPermissions = 0,
                                                         CreatorId = UUID.Zero.ToString(),
                                                         AssetID = module.DefaultUnderpants
                                                     };
                        //Locked
                        client.SendInventoryItemCreateUpdate(item, 0);
                    }
                    else if (wear.Type == 10 & wear.ItemID == UUID.Zero)
                    {
                        NeedsRebake = true;
                        InventoryItemBase item = new InventoryItemBase(UUID.Random())
                                                     {
                                                         InvType = (int) InventoryType.Wearable,
                                                         AssetType = (int) AssetType.Clothing,
                                                         Name = "Default Underpants",
                                                         Folder =
                                                             m_scene.InventoryService.GetFolderForType(client.AgentId,
                                                                                                       InventoryType.
                                                                                                           Wearable,
                                                                                                       AssetType.
                                                                                                           Clothing).ID,
                                                         Owner = client.AgentId,
                                                         CurrentPermissions = 0
                                                     };
                        //Locked
                        if (m_underPantsUUID == UUID.Zero)
                        {
                            m_underPantsUUID = UUID.Random();
                            AssetBase asset = new AssetBase(m_underPantsUUID, "Default Underpants", AssetType.Clothing,
                                                            UUID.Zero) {Data = Utils.StringToBytes(m_defaultUnderPants)};
                            asset.FillHash();
                            asset.ID = m_scene.AssetService.Store(asset);
                            m_underPantsUUID = asset.ID;
                        }
                        item.CreatorId = UUID.Zero.ToString();
                        item.AssetID = m_underPantsUUID;
                        m_scene.InventoryService.AddItem(item);
                        client.SendInventoryItemCreateUpdate(item, 0);
                        wear.ItemID = item.ID;
                    }
                    if (wear.Type == 11 && wear.ItemID == UUID.Zero && module.DefaultUndershirt != UUID.Zero)
                    {
                        NeedsRebake = true;
                        wear.ItemID = module.DefaultUndershirt;
                        InventoryItemBase item = new InventoryItemBase(UUID.Random())
                                                     {
                                                         InvType = (int) InventoryType.Wearable,
                                                         AssetType = (int) AssetType.Clothing,
                                                         Name = "Default Undershirt",
                                                         Folder =
                                                             m_scene.InventoryService.GetFolderForType(client.AgentId,
                                                                                                       InventoryType.
                                                                                                           Wearable,
                                                                                                       AssetType.
                                                                                                           Clothing).ID,
                                                         Owner = client.AgentId,
                                                         CurrentPermissions = 0,
//.........这里部分代码省略.........
开发者ID:EnricoNirvana,项目名称:Aurora-Sim,代码行数:101,代码来源:AvatarFactoryModule.cs

示例11: UpdateInventoryItemAsset

        /// <summary>
        /// Update an item which is either already in the client's inventory or is within
        /// a transaction
        /// </summary>
        /// <param name="remoteClient"></param>
        /// <param name="transactionID">The transaction ID.  If this is UUID.Zero we will
        /// assume that we are not in a transaction</param>
        /// <param name="itemID">The ID of the updated item</param>
        /// <param name="itemUpd"></param>
        protected void UpdateInventoryItemAsset(IClientAPI remoteClient, UUID transactionID,
                                             UUID itemID, InventoryItemBase itemUpd)
        {
            // This one will let people set next perms on items in agent
            // inventory. Rut-Roh. Whatever. Make this secure. Yeah.
            //
            // Passing something to another avatar or a an object will already
            InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
            item = m_scene.InventoryService.GetItem(item);

            if (item != null)
            {
                if (UUID.Zero == transactionID)
                {
                    uint oldnextperms = item.NextPermissions;
                    bool hasPermissionsChanged = item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions);
                    item.Name = itemUpd.Name;
                    item.Description = itemUpd.Description;
                    item.NextPermissions = itemUpd.NextPermissions & item.BasePermissions;
                    item.EveryOnePermissions = itemUpd.EveryOnePermissions & item.BasePermissions;
                    item.GroupPermissions = itemUpd.GroupPermissions & item.BasePermissions;
                    item.GroupID = itemUpd.GroupID;
                    item.GroupOwned = itemUpd.GroupOwned;
                    item.CreationDate = itemUpd.CreationDate;
                    // The client sends zero if its newly created?

                    item.CreationDate = itemUpd.CreationDate == 0 ? Util.UnixTimeSinceEpoch() : itemUpd.CreationDate;

                    // TODO: Check if folder changed and move item
                    //item.NextPermissions = itemUpd.Folder;
                    item.InvType = itemUpd.InvType;
                    item.SalePrice = itemUpd.SalePrice;
                    item.SaleType = itemUpd.SaleType;
                    item.Flags = itemUpd.Flags;

                    if ((hasPermissionsChanged) && (item.AssetType == (int)InventoryType.Object))
                    {
						AssetBase asset = m_scene.AssetService.Get(item.AssetID.ToString());
						if (asset != null)
						{
							SceneObjectGroup group =
								SceneObjectSerializer.FromOriginalXmlFormat(Utils.BytesToString(asset.Data), m_scene);

							bool didchange = false;
							//copy
							if ((((PermissionMask)oldnextperms & PermissionMask.Copy) == PermissionMask.Copy) &&
								(((PermissionMask)item.NextPermissions & PermissionMask.Copy) != PermissionMask.Copy))
							{
								didchange = true;
								group.UpdatePermissions(remoteClient.AgentId, 16, 1, (uint)PermissionMask.Copy, 0);
							}
							else if ((((PermissionMask)oldnextperms & PermissionMask.Copy) != PermissionMask.Copy) &&
								(((PermissionMask)item.NextPermissions & PermissionMask.Copy) == PermissionMask.Copy))
							{
								didchange = true;
								group.UpdatePermissions(remoteClient.AgentId, 16, 1, (uint)PermissionMask.Copy, 1);
							}

							//mod
							if ((((PermissionMask)oldnextperms & PermissionMask.Modify) == PermissionMask.Modify) &&
								(((PermissionMask)item.NextPermissions & PermissionMask.Modify) != PermissionMask.Modify))
							{
								didchange = true;
								group.UpdatePermissions(remoteClient.AgentId, 16, 1, (uint)PermissionMask.Modify, 0);
							}
							else if ((((PermissionMask)oldnextperms & PermissionMask.Modify) != PermissionMask.Modify) &&
								(((PermissionMask)item.NextPermissions & PermissionMask.Modify) == PermissionMask.Modify))
							{
								didchange = true;
								group.UpdatePermissions(remoteClient.AgentId, 16, 1, (uint)PermissionMask.Modify, 1);
							}

							//trans
							if ((((PermissionMask)oldnextperms & PermissionMask.Transfer) == PermissionMask.Transfer) &&
								(((PermissionMask)item.NextPermissions & PermissionMask.Transfer) != PermissionMask.Transfer))
							{
								didchange = true;
								group.UpdatePermissions(remoteClient.AgentId, 16, 1, (uint)PermissionMask.Transfer, 0);
							}
							else if ((((PermissionMask)oldnextperms & PermissionMask.Transfer) != PermissionMask.Transfer) &&
								(((PermissionMask)item.NextPermissions & PermissionMask.Transfer) == PermissionMask.Transfer))
							{
								didchange = true;
								group.UpdatePermissions(remoteClient.AgentId, 16, 1, (uint)PermissionMask.Transfer, 1);
							}

							if (didchange)
							{
								asset.Data = Encoding.ASCII.GetBytes(group.ToXml2());
								asset.ID = m_scene.AssetService.Store(asset);
								item.AssetID = asset.ID;
//.........这里部分代码省略.........
开发者ID:samiam123,项目名称:Aurora-Sim,代码行数:101,代码来源:LLClientInventory.cs

示例12: AddInventoryItemAsync

 /// Add an inventory item to an avatar's inventory.
 /// </summary>
 /// <param name="remoteClient">The remote client controlling the avatar</param>
 /// <param name="item">The item.  This structure contains all the item metadata, including the folder
 /// in which the item is to be placed.</param>
 //public void AddInventoryItem(IClientAPI remoteClient, InventoryItemBase item)
 public void AddInventoryItemAsync(IClientAPI remoteClient, InventoryItemBase item)
 {
     m_scene.InventoryService.AddItemAsync(item,
         (itm) => remoteClient.SendInventoryItemCreateUpdate(itm, 0));
 }
开发者ID:samiam123,项目名称:Aurora-Sim,代码行数:11,代码来源:LLClientInventory.cs

示例13: GetItem

        public virtual InventoryItemBase GetItem(InventoryItemBase item)
        {
            if (item == null)
                return null;

            try
            {
                Dictionary<string, object> ret = MakeRequest("GETITEM",
                                                             new Dictionary<string, object>
                                                                 {
                                                                     {"ID", item.ID.ToString()}
                                                                 });

                if (ret == null)
                    return null;
                if (ret.Count == 0)
                    return null;

                return BuildItem((Dictionary<string, object>)ret["item"]);
            }
            catch (Exception e)
            {
                MainConsole.Instance.DebugFormat("[XINVENTORY CONNECTOR STUB]: Exception in GetItem: {0}", e.Message);
            }

            return null;
        }
开发者ID:EnricoNirvana,项目名称:Aurora-Sim,代码行数:27,代码来源:XInventoryServicesConnector.cs

示例14: GetItem

        // Unfortunately we need to use the inherited method because of how DeRez works.
        // The viewer sends the folderID hard-wired in the derez message
        //public override bool AddItem(InventoryItemBase item)
        //{
        //    // Check if it's under the Suitcase folder
        //    List<InventoryFolderBase> skel = base.GetInventorySkeleton(item.Owner);
        //    InventoryFolderBase suitcase = GetRootFolder(item.Owner);
        //    List<InventoryFolderBase> suitDescendents = GetDescendents(skel, suitcase.ID);
        //    foreach (InventoryFolderBase f in suitDescendents)
        //        if (item.Folder == f.ID)
        //            return m_Database.StoreItem(ConvertFromOpenSim(item));
        //    return false;
        //}
        //public override bool UpdateItem(InventoryItemBase item)
        //{
        //    // Check if it's under the Suitcase folder
        //    List<InventoryFolderBase> skel = base.GetInventorySkeleton(item.Owner);
        //    InventoryFolderBase suitcase = GetRootFolder(item.Owner);
        //    List<InventoryFolderBase> suitDescendents = GetDescendents(skel, suitcase.ID);
        //    foreach (InventoryFolderBase f in suitDescendents)
        //        if (item.Folder == f.ID)
        //            return m_Database.StoreItem(ConvertFromOpenSim(item));
        //    return false;
        //}
        //public override bool MoveItems(UUID principalID, List<InventoryItemBase> items)
        //{
        //    // Principal is b0rked. *sigh*
        //    //
        //    // Let's assume they all have the same principal
        //    // Check if it's under the Suitcase folder
        //    List<InventoryFolderBase> skel = base.GetInventorySkeleton(items[0].Owner);
        //    InventoryFolderBase suitcase = GetRootFolder(items[0].Owner);
        //    List<InventoryFolderBase> suitDescendents = GetDescendents(skel, suitcase.ID);
        //    foreach (InventoryItemBase i in items)
        //    {
        //        foreach (InventoryFolderBase f in suitDescendents)
        //            if (i.Folder == f.ID)
        //                m_Database.MoveItem(i.ID.ToString(), i.Folder.ToString());
        //    }
        //    return true;
        //}
        // Let these pass. Use inherited methods.
        //public bool DeleteItems(UUID principalID, List<UUID> itemIDs)
        //{
        //}
        public override InventoryItemBase GetItem(InventoryItemBase item)
        {
            InventoryItemBase it = base.GetItem (item);

            UserAccount user = m_UserAccountService.GetUserAccount (null, UUID.Parse(it.CreatorId));

            // Adjust the creator data
            if (user != null && it != null && (it.CreatorData == null || it.CreatorData == string.Empty))
                it.CreatorData = GetHandlers.PROFILE_URL + "/" + it.CreatorId + ";" + user.FirstName + " " + user.LastName;

            return it;
        }
开发者ID:KSLcom,项目名称:Aurora-HG-Plugin,代码行数:57,代码来源:HGExternalInventoryService.cs

示例15: CreateArchiveItemName

 ///<summary>
 ///  Create the archive name for a particular item.
 ///</summary>
 ///These names are prepended with an inventory item's UUID so that more than one item can have the
 ///same name
 ///<param name = "item"></param>
 ///<returns></returns>
 public static string CreateArchiveItemName(InventoryItemBase item)
 {
     return CreateArchiveItemName(item.Name, item.ID);
 }
开发者ID:nathanmarck,项目名称:Aurora-Sim,代码行数:11,代码来源:InventoryArchiveWriteRequest.cs


注:本文中的Aurora.Framework.InventoryItemBase类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。