[Opensim-users] llGiveInventoryList to an object raises exception

Storm Singer mycatlovesme at gmail.com
Fri Apr 12 04:29:41 UTC 2013


Are all the textures good ones? Or is one of them corrupted? I seem to
remember having some problem way back when, with diva, with a couple of the
library textures being inaccessable.
On Apr 11, 2013 11:55 AM, "Jeff Kelley" <opensim at pescadoo.net> wrote:

> list items = ["item1", "item2", "item3"];
> llGiveInventoryList (llGetOwner(), "folder", items);
>
> Works ok.
> ______________________________**________________
>
> list items = ["item1", "item2", "item3"];
> key objectId = "9a0da4c0-2a4a-47a2-9108-**0e24991d207d"; // An object in
> the same sim
> llGiveInventoryList (objectId, "folder", items);
>
> Fails with:
>
> [06:25 AM] Brick Textures: System.Reflection.**TargetInvocationException:
> Exception has been thrown by the target of an invocation.
>
> Server stack trace:
>   at System.Reflection.MonoMethod.**Invoke (System.Object obj,
> BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[]
> parameters, System.Globalization.**CultureInfo culture) [0x00000]
>   at System.Reflection.MethodBase.**Invoke (System.Object obj,
> System.Object[] parameters) [0x00000]
>   at OpenSim.Region.ScriptEngine.**Shared.ScriptBase.Executor.**ExecuteEvent
> (System.String state, System.String FunctionName, System.Object[] args)
> [0x00000]
>
> Exception rethrown at [0]:
>  ---> System.NullReferenceException: Object reference not set to an
> instance of an object
>
> Server stack trace:
>   at OpenSim.Region.Framework.**Scenes.Scene.**MoveTaskInventoryItems
> (UUID destID, System.String category, OpenSim.Region.Framework.**Scenes.SceneObjectPart
> host, System.Collections.Generic.**List`1 items) [0x00000]
>   at OpenSim.Region.ScriptEngine.**Shared.Api.LSL_Api.**llGiveInventoryL
>
> ______________________________**________________
>
> REPRO:
>
> Rez box A.
> Script A:
>
> default {
>     state_entry() {
>         key id = llGetKey();
>         llOwnerSay((string)id);
>         llRemoveInventory(**llGetScriptName()); // Delete self
>     }
> }
>
> Copy UUID.
>
> Rez box B.
> Fill with textures (full-mod).
> Script B:
>
> key target = "__paste_UUID_here__";
> integer LIST_WHAT = INVENTORY_TEXTURE;
>
> list makeList (integer what) {
>     list result;
>     integer howMany = llGetInventoryNumber (what);
>     integer i; for (i=0; i<howMany; i++)
>         result += [ llGetInventoryName (what, i) ];
>     return result;
> }
>
> default {
>     state_entry() {
>         list items = makeList (LIST_WHAT);
>         llOwnerSay (llDumpList2String (items,"\n"));
>         llGiveInventoryList (target, "textures", items);
>     }
> }
>
>
> ______________________________**_________________
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> Opensim-users at lists.berlios.de
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>
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