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https://github.com/opensim/opensim.git
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a few , mostly cosmetic, changes to osSetTerrainTextures and add prim inventory osSetTerrainTextures with a list of possible asset types to match
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@@ -25,6 +25,7 @@
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Collections;
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using OpenMetaverse;
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@@ -216,8 +217,10 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <returns>
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/// The inventory item. Null if no such item was found.
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/// </returns>
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TaskInventoryItem GetInventoryItem(string name);
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TaskInventoryItem GetInventoryItem(string name, int assetType);
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TaskInventoryItem GetInventoryItem(ReadOnlySpan<char> name);
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TaskInventoryItem GetInventoryItem(ReadOnlySpan<char> name, int assetType);
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TaskInventoryItem GetInventoryItem(ReadOnlySpan<char> name, ReadOnlySpan<int> assetTypes);
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/// <summary>
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/// Get inventory items by name.
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@@ -227,7 +230,7 @@ namespace OpenSim.Region.Framework.Interfaces
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/// A list of inventory items with that name.
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/// If no inventory item has that name then an empty list is returned.
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/// </returns>
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List<TaskInventoryItem> GetInventoryItems(string name);
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List<TaskInventoryItem> GetInventoryItems(ReadOnlySpan<char> name);
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/// <summary>
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/// Get inventory items by type.
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@@ -1075,12 +1075,12 @@ namespace OpenSim.Region.Framework.Scenes
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return item;
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}
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public TaskInventoryItem GetInventoryItem(string name)
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public TaskInventoryItem GetInventoryItem(ReadOnlySpan<char> name)
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{
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m_items.LockItemsForRead(true);
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foreach (TaskInventoryItem item in m_items.Values)
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{
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if (item.Name == name)
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if (name.Equals(item.Name, StringComparison.Ordinal))
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{
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m_items.LockItemsForRead(false);
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return item;
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@@ -1091,12 +1091,12 @@ namespace OpenSim.Region.Framework.Scenes
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return null;
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}
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public TaskInventoryItem GetInventoryItem(string name, int type)
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public TaskInventoryItem GetInventoryItem(ReadOnlySpan<char> name, int type)
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{
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m_items.LockItemsForRead(true);
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foreach (TaskInventoryItem item in m_items.Values)
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{
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if (item.Type == type && item.Name == name)
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if (item.Type == type && name.Equals(item.Name, StringComparison.Ordinal))
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{
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m_items.LockItemsForRead(false);
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return item;
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@@ -1107,15 +1107,41 @@ namespace OpenSim.Region.Framework.Scenes
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return null;
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}
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public List<TaskInventoryItem> GetInventoryItems(string name)
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public TaskInventoryItem GetInventoryItem(ReadOnlySpan<char> name, ReadOnlySpan<int> types)
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{
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List<TaskInventoryItem> items = new List<TaskInventoryItem>();
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if(types.Length == 0)
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return null;
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m_items.LockItemsForRead(true);
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foreach (TaskInventoryItem item in m_items.Values)
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{
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if (name.Equals(item.Name, StringComparison.Ordinal))
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{
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int type = item.Type;
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int i = 0;
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do
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{
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if(type == types[i])
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{
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m_items.LockItemsForRead(false);
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return item;
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}
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i++;
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}while(i < types.Length);
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}
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}
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m_items.LockItemsForRead(false);
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return null;
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}
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public List<TaskInventoryItem> GetInventoryItems(ReadOnlySpan<char> name)
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{
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List<TaskInventoryItem> items = [];
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m_items.LockItemsForRead(true);
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foreach (TaskInventoryItem item in m_items.Values)
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{
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if (item.Name == name)
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if (name.Equals(item.Name, StringComparison.Ordinal))
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items.Add(item);
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}
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