llGetInventoryKey
function
Function syntax
key llGetInventoryKey(string item// Name of the item in the prim's inventory.
);- Returns
key- Energy
- 10
If name is not copy, mod, trans then the return is NULL_KEY.
Use llGetInventoryType instead of this function to verify the existence of inventory.
Returns a key that is the UUID of the inventory name
key result = llGetInventoryKey("");Caveats
Section titled “Caveats”- 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_KEYat 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.
- When an asset is “edited” a new asset key is assigned to the edit. The inventory item used to open the asset for editing is updated with the new asset key.
- No other inventory items that share the original asset are updated with the new asset key.
Examples
Section titled “Examples”Example 1
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// Put this script in an empty prim, and drag a full-perm texture into the prim's contents to find out its UUIDdefault{ changed(integer change) { if (change & CHANGED_INVENTORY) // if there has been a change to the prim's contents ... { string name = llGetInventoryName(INVENTORY_TEXTURE, 0); if (name) // if a texture exists ... { key uuid = llGetInventoryKey(name); if (uuid) // if the uuid is valid ... llOwnerSay( "The UUID of '" + name + "' is " + (string) uuid);6 collapsed lines
else // texture was not full-perm llOwnerSay( "The UUID of '" + name + "' could not be determined"); } } }}Example 2
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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 | PERM_MODIFY | PERM_TRANSFER; if((owner_perms & temp) != temp) return;
llOwnerSay("Key: " + (string)llGetInventoryKey(item)); }}- 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.
- It is still possible to inspect the UUID of any animation in inventory by triggering it and using llGetAnimationList() like so:
llStartAnimation("myAnim");llOwnerSay("myAnim's UUID is " + llList2String(llGetAnimationList(llGetPermissionsKey()), -1));History
Section titled “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
See also
Section titled “See also”Functions
Section titled “Functions”llGetInventoryAcquireTime— Returns the time the item was added to the prim’s inventoryllGetInventoryName— Returns the inventory item’s namellGetInventoryType— Tests to see if an inventory item exists and returns its typellGetInventoryNumber— Returns the number of items of a specific type in inventoryllGetInventoryPermMask— Returns the inventory item’s permissionsllGetInventoryCreator— Returns the inventory item’s creator
Original wiki source
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