Difference between revisions of "LlRequestInventoryData"

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m (because llMapDestination behaves oddly when 'simname' is not valid, but still compiles)
m (Reworded caveat after updating the template.)
 
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{{LSL_Function/inventory|name|uuid=false}}
{{LSL_Function
{{LSL_Function
|inject-2={{LSL_Function/inventory|name|uuid=false}}
|func_id=156|func_sleep=1.0|func_energy=10.0
|func_id=156|func_sleep=1.0|func_energy=10.0
|func=llRequestInventoryData
|func=llRequestInventoryData
|return_type=key
|return_type=key
|return_subtype=handle
|p1_type=string|p1_name=name|p1_desc
|p1_type=string|p1_name=name|p1_desc
|func_footnote
|func_footnote
|func_desc=Requests data from objects inventory object. When data is available the [[dataserver]] event will be raised.
|func_desc=Requests data about the item {{LSLP|name}} in the prim's inventory. When data is available the [[dataserver]] event will be raised.
|return_text=that is used to identify the [[dataserver]] event when it is raised.
|Return_text=that is used to identify the [[dataserver]] event when it is raised.
|spec
|spec
|caveats
|caveats=
* This function only returns data for landmark items in inventory.  Other item types are not supported.
* The vector returned from landmarks is the distance in meters of the landmark's location relative to <0,0,0> in the region in which the script is running.
** For a landmark pointing to a location in the current region, that's the same as a region coordinate; however, when used with a landmark pointing to a different region the vector's x and y values can be quite large (and/or negative).
** The vector is suitable for use in calculating a global coordinate (as above) or a landmark's distance from the object containing the script in the current region or across the entire Second Life grid.
|constants=
|constants=
{{{!}} {{Prettytable}}
{{{!}} {{Prettytable}}
{{!}}-{{Hl2}}
{{!}}-{{Hl2}}
! colspan="2" title="name Inventory Type"{{!}}{{LSL Param|name}} Type
! colspan="2"{{!}} {{LSLPT|name}}'s Inventory Type  
! title="typecast needed to decode the return for the payload of the dataserver event" {{!}} [[dataserver]]
!{{!}} [[dataserver]]
! {{!}} Description
!{{!}} Description
{{!}}-
{{!}}-
{{LSL Constants/llRequestInventoryData}}
{{LSL Constants/llRequestInventoryData}}
{{!}}}
{{!}}}
|examples=
|examples=
<pre>//-- Open map for owner to 1st landmark in object inventory on touch
<syntaxhighlight lang="lsl2">//-- Open map for owner to 1st landmark in object inventory on touch
//-- *MUST* be in an attached object (llMapDestination Requirement for non-touch use)
//-- *MUST* be in an attached object (llMapDestination Requirement for non-touch use)
key vgKeyOwner;
key vgKeyOwner;
Line 47: Line 52:


   on_rez( integer vIntNull )
   on_rez( integer vIntNull )
  {
    llResetScript();
  }
  state_entry()
   {
   {
     vgKeyOwner = llGetOwner();
     vgKeyOwner = llGetOwner();
   }
   }
}</pre>
}</syntaxhighlight>
<syntaxhighlight lang="lsl2">//An easily-configurable teleporter that sets its destination by getting it from a landmark in the prim's inventory
//Note: this teleporter is subject to the 300m distance limit for llSitTarget
//by Ilse Mannonen
 
//on state entry, request inventory data and set text for first landmark found in inventory. 
//If none, complain
//on getting data, set sit target
//on change in inventory, reset script
//on sit, TP the person and unsit
 
//Thanks to Pol Tabla, who wrote the simple sit-teleport script I have adapted here
 
key requestid;
 
default
{
    state_entry()
    {
        //complain if there are no landmarks
        if (llGetInventoryNumber(INVENTORY_LANDMARK) == 0)
        {
            llSay(0, "There are no landmarks in me.  You need to put a landmark in me for me to work.");
        }
        else
        {
            //set floating text according to the LM name
            llSetText("Teleport to " + llGetInventoryName(INVENTORY_LANDMARK, 0), <1.0, 1.0, 1.0>, 1.0);
            //request the LM data
            requestid = llRequestInventoryData(llGetInventoryName(INVENTORY_LANDMARK, 0));
        }
    }
   
    dataserver(key id, string data)
    {
        if (id == requestid)
        {
            //data will be in vector format
            rotation rot = ZERO_ROTATION / llGetRot();
            vector dest = (vector)data;
            vector offset = (dest - llGetPos()) * rot;
            llSitTarget(offset, rot);
        }
    }
   
    changed(integer change)
    {
        if (change & CHANGED_LINK)
        { // and it was a link change
            llSleep(0.5); // llUnSit works better with this delay
            key user = llAvatarOnSitTarget();
            if (user) { // somebody is sitting on me
                llUnSit(user); // unsit him
            }
        }
        //when doing "ifs" on bitwise things, it's best to do them separate instead of using else..if,
        //in case you hit the one in a billion chance when the inventory and link changes are reported in the same event.
        if (change & CHANGED_INVENTORY)
        {
            //reset on inventory change, so people don't have to manually reset when they add a new LM
            llResetScript();
        }
    }
   
    on_rez(integer param)
    {
        llResetScript();
    }
}</syntaxhighlight>
|helpers
|helpers
|also_functions=
|also_functions=
{{LSL DefineRow||[[llMapDestination]]|}}
{{LSL DefineRow||[[llMapDestination]]|}}
{{LSL DefineRow||[[Linden_Lab_Official:Map_API_Reference#Region_name_from_global_coordinates]]|}}
|also_tests
|also_tests
|also_events
|also_events=
|also_articles
{{LSL DefineRow||[[dataserver]]|}}
|also_articles=
{{LSL DefineRow||[[landmark2slurl]]|}}
|notes
|notes
|deprecated
|deprecated

Latest revision as of 17:04, 23 February 2024

Summary

Function: key llRequestInventoryData( string name );
1.0 Forced Delay
10.0 Energy

Requests data about the item name in the prim's inventory. When data is available the dataserver event will be raised.
Returns the handle (a key) that is used to identify the dataserver event when it is raised.

• string name an item in the inventory of the prim this script is in

name's Inventory Type dataserver Description
Landmark (vector) The vector data received by dataserver is a global position as an offset from the current region's origin (<0,0,0>). To obtain the absolute global position of a landmark, add llGetRegionCorner() to the vector.

Caveats

  • This function causes the script to sleep for 1.0 seconds.
  • If name is missing from the prim's inventory then an error is shouted on DEBUG_CHANNEL.
  • This function only returns data for landmark items in inventory. Other item types are not supported.
  • The vector returned from landmarks is the distance in meters of the landmark's location relative to <0,0,0> in the region in which the script is running.
    • For a landmark pointing to a location in the current region, that's the same as a region coordinate; however, when used with a landmark pointing to a different region the vector's x and y values can be quite large (and/or negative).
    • The vector is suitable for use in calculating a global coordinate (as above) or a landmark's distance from the object containing the script in the current region or across the entire Second Life grid.

Examples

//-- Open map for owner to 1st landmark in object inventory on touch
//-- *MUST* be in an attached object (llMapDestination Requirement for non-touch use)
key vgKeyOwner;

default
{
  touch_start( integer vIntNull )
  {
    if (llDetectedKey( 0 ) == vgKeyOwner)
    {
      integer vIntLMcount = llGetInventoryNumber( INVENTORY_LANDMARK );
       //-- make sure we have a landmark in invetory
      if (vIntLMcount)
      {
        llRequestInventoryData( llGetInventoryName( INVENTORY_LANDMARK, 0 ) );
      }
    }
  }

  dataserver( key vKeyNull, string vStrData )
  {
     //-- because we don't know who touched us in this event, this
     //-- only works for the owner when called from the dataserver
    llMapDestination( llGetRegionName(), (vector)vStrData, ZERO_VECTOR );
  }

  on_rez( integer vIntNull )
  {
    llResetScript();
  }

  state_entry()
  {
    vgKeyOwner = llGetOwner();
  }
}
//An easily-configurable teleporter that sets its destination by getting it from a landmark in the prim's inventory
//Note: this teleporter is subject to the 300m distance limit for llSitTarget
//by Ilse Mannonen

//on state entry, request inventory data and set text for first landmark found in inventory.  
//If none, complain
//on getting data, set sit target
//on change in inventory, reset script
//on sit, TP the person and unsit

//Thanks to Pol Tabla, who wrote the simple sit-teleport script I have adapted here

key requestid;

default
{
    state_entry()
    {
        //complain if there are no landmarks
        if (llGetInventoryNumber(INVENTORY_LANDMARK) == 0)
        {
            llSay(0, "There are no landmarks in me.  You need to put a landmark in me for me to work.");
        }
        else
        {
            //set floating text according to the LM name
            llSetText("Teleport to " + llGetInventoryName(INVENTORY_LANDMARK, 0), <1.0, 1.0, 1.0>, 1.0);
            //request the LM data
            requestid = llRequestInventoryData(llGetInventoryName(INVENTORY_LANDMARK, 0));
        }
    }
    
    dataserver(key id, string data)
    {
        if (id == requestid)
        {
            //data will be in vector format
            rotation rot = ZERO_ROTATION / llGetRot();
            vector dest = (vector)data;
            vector offset = (dest - llGetPos()) * rot;
            llSitTarget(offset, rot);
        }
    }
    
    changed(integer change)
    {
        if (change & CHANGED_LINK) 
        { // and it was a link change
            llSleep(0.5); // llUnSit works better with this delay
            key user = llAvatarOnSitTarget();
            if (user) { // somebody is sitting on me
                llUnSit(user); // unsit him
            }
        }
        //when doing "ifs" on bitwise things, it's best to do them separate instead of using else..if,
        //in case you hit the one in a billion chance when the inventory and link changes are reported in the same event.
        if (change & CHANGED_INVENTORY)
        {
            //reset on inventory change, so people don't have to manually reset when they add a new LM
            llResetScript();
        }
    }
    
    on_rez(integer param)
    {
        llResetScript();
    }
}

Deep Notes

Signature

function key llRequestInventoryData( string name );