llGetInventoryKey

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Revision as of 22:38, 19 January 2010 by Strife Onizuka (talk | contribs)
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Summary

Function: key llGetInventoryKey( string name );
0.0 Forced Delay
10.0 Energy

Returns a key that is the UUID of the inventory name

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

If item is not copy, mod, trans then the return is NULL_KEY.
Use llGetInventoryType instead of this function to verify the existence of inventory.

Caveats

  • If name is missing from the prim's inventory then an error is shouted on DEBUG_CHANNEL.
  • Inventory items are records that usually point to assets, but they are not the actual assets.
    • Multiple inventory items can point to the same asset and return the same key.
    • Some newly created inventory entries get default keys until they are edited and saved:
      • Newly created notecard entries use NULL_KEY at present, until they are edited and saved.
      • Newly created script entries point to the "Hello Avatar" script ("d0d40b7c-e32b-3bcb-3346-2be8470093c0" at this writing, not a guaranteed default) until they are edited and saved.
      • Most other inventory entries are given unique asset keys at creation time, but this relies on client cooperation and is not guaranteed.

Examples

<lsl>string item = "Default";

default {

   state_entry()
   {
       llOwnerSay("Touch to get information about \"" + item + "\".");
   }
   touch_start(integer total_number)
   {
       integer type = llGetInventoryType(item);
       integer index = llListFindList([ INVENTORY_NONE, 
           INVENTORY_TEXTURE, INVENTORY_SOUND, INVENTORY_LANDMARK, INVENTORY_CLOTHING, 
           INVENTORY_OBJECT, INVENTORY_NOTECARD, INVENTORY_SCRIPT, INVENTORY_BODYPART, 
           INVENTORY_ANIMATION, INVENTORY_GESTURE], [type]);
       string name = llList2String(["does not exist", 
           "texture", "sound", "landmark", "clothing",
           "object", "notecard", "script", "body part",
           "animation", "gesture"], index);
       llOwnerSay("Type: " + name);
       
       if(type == INVENTORY_NONE)
           return;
       
       integer owner_perms = llGetInventoryPermMask(item, MASK_OWNER);
       list perms;
       if(owner_perms & PERM_COPY)
           perms += "Copy";
       
       if(owner_perms & PERM_MODIFY)
           perms += "Modify";
       
       if(owner_perms & PERM_TRANSFER)
           perms += "Transfer";
       if(owner_perms & PERM_MOVE)
           perms += "Move";
       
       llOwnerSay("Perms: " + llList2CSV(perms));
       
integer temp = PERM_COPY

Notes

The UUID returned is that of the asset to which the inventory item points, it is not the UUID of the inventory item itself. The assets themselves are immutable (they never change, they are only ever created and deleted); this allows multiple inventory handles to refer to the same asset without having to duplicate the asset. When it appears an asset is being modified, it is saved as a new asset. The consequence of this is that multiple copies of items in inventory all share the same asset UUID.

See Also

Functions

•  llGetInventoryName Returns the inventory item's name
•  llGetInventoryType Tests to see if an inventory item exists and returns its type
•  llGetInventoryNumber Returns the number of items of a specific type in inventory
•  llGetInventoryPermMask Returns the inventory item's permissions
•  llGetInventoryCreator Returns the inventory item's creator

Deep Notes

History

  • 0.2 - Introduced during the closed beta period.
  • 1.2 - Restricted to full perm inventory items only.
  • 1.24 - Objects and scripts no longer return their actual UUID but a hash (i.e. pseudo UUID which is consistent with the object/script) instead. -- SVC-3670
The preceding version numbers are approximations.

Signature

function key llGetInventoryKey( string name );