* Completed a partial port of OpenSim's LSL API. Thank you to everyone on the OpenSim team for their hard work on this incredibly large feature * Added Agent.GetSimulatorPosition() * Corrected default PrimFlags for agents and prims * Stubs for encoding/decoding prim linkset assets * Route chat through the scene * Stub for grid messaging (IM and email) * Add GetTerrainHeightAt(), removed duplicate heightmap storage in Movement.cs * Added a permissions manager stub * Store wind speeds, added functions to get wind speed * Make sure all of the important prim properties are set before creating an object * Lots of new object manipulation functions in scene * Properly clean up event queues on agent exit * Stubbed out a space for a scripting engine * Stubbed out task inventory * Added ScriptingConsole, which allows you to run LSL functions from the chat console * Added new PacketCategory, Messaging, for chat-related packets * Fixed InventoryObject overrides * Added a NotecardCache, useful for the scripting engine and may become generally useful later * Added several helper functions and new members to SimulationObject git-svn-id: http://libopenmetaverse.googlecode.com/svn/libopenmetaverse/trunk@2462 52acb1d6-8a22-11de-b505-999d5b087335
60 lines
1.6 KiB
C#
60 lines
1.6 KiB
C#
using System;
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using System.Collections.Generic;
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using ExtensionLoader;
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using OpenMetaverse;
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using OpenMetaverse.Packets;
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namespace Simian.Extensions
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{
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// FIXME: Implement this class
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class TaskInventoryManager : IExtension<Simian>, ITaskInventoryProvider
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{
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Simian server;
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public TaskInventoryManager()
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{
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}
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public void Start(Simian server)
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{
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this.server = server;
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}
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public void Stop()
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{
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}
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public UUID CreateItem(UUID agentID, UUID containerObjectID, string name, string description, InventoryType invType,
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AssetType type, UUID assetID, UUID parentID, PermissionMask ownerMask, PermissionMask nextOwnerMask,
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UUID ownerID, UUID creatorID, UUID transactionID, uint callbackID, bool sendPacket)
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{
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return UUID.Zero;
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}
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public bool RemoveItem(UUID agentID, UUID containerObjectID, UUID itemID)
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{
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return false;
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}
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public bool TryGetAsset(UUID containerObjectID, UUID assetID, out Asset asset)
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{
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asset = null;
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return false;
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}
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public void ForEachItem(UUID containerObjectID, Action<InventoryTaskItem> action)
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{
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}
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public InventoryTaskItem FindItem(UUID containerObjectID, Predicate<InventoryTaskItem> match)
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{
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return null;
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}
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public List<InventoryTaskItem> FindAllItems(UUID containerObjectID, Predicate<InventoryTaskItem> match)
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{
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return new List<InventoryTaskItem>();
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}
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}
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}
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