clockwerk-opensim – Blame information for rev 1

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1 vero 1 /*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27  
28 using System;
29 using System.Collections.Generic;
30  
31 using OpenSim.Framework;
32 using OpenSim.Region.Framework.Scenes;
33  
34 using OpenMetaverse;
35  
36 namespace OpenSim.Region.Framework.Interfaces
37 {
38 public interface IInventoryAccessModule
39 {
40 UUID CapsUpdateInventoryItemAsset(IClientAPI remoteClient, UUID itemID, byte[] data);
41  
42 bool UpdateInventoryItemAsset(UUID ownerID, InventoryItemBase item, AssetBase asset);
43  
44 /// <summary>
45 /// Copy objects to a user's inventory.
46 /// </summary>
47 /// <remarks>
48 /// Is it left to the caller to delete them from the scene if required.
49 /// </remarks>
50 /// <param name="action"></param>
51 /// <param name="folderID"></param>
52 /// <param name="objectGroups"></param>
53 /// <param name="remoteClient"></param>
54 /// <param name="asAttachment">
55 /// Should be true if the object(s) are begin taken as attachments. False otherwise.
56 /// </param>
57 /// <returns>
58 /// A list of the items created. If there was more than one object and objects are not being coaleseced in
59 /// inventory, then the order of items is in the same order as the input objects.
60 /// </returns>
61 List<InventoryItemBase> CopyToInventory(
62 DeRezAction action, UUID folderID, List<SceneObjectGroup> objectGroups, IClientAPI remoteClient, bool asAttachment);
63  
64 /// <summary>
65 /// Rez an object into the scene from the user's inventory
66 /// </summary>
67 /// <remarks>
68 /// FIXME: It would be really nice if inventory access modules didn't also actually do the work of rezzing
69 /// things to the scene. The caller should be doing that, I think.
70 /// </remarks>
71 /// <param name="remoteClient"></param>
72 /// <param name="itemID"></param>
73 /// <param name="RayEnd"></param>
74 /// <param name="RayStart"></param>
75 /// <param name="RayTargetID"></param>
76 /// <param name="BypassRayCast"></param>
77 /// <param name="RayEndIsIntersection"></param>
78 /// <param name="RezSelected"></param>
79 /// <param name="RemoveItem"></param>
80 /// <param name="fromTaskID"></param>
81 /// <param name="attachment"></param>
82 /// <returns>The SceneObjectGroup rezzed or null if rez was unsuccessful.</returns>
83 SceneObjectGroup RezObject(
84 IClientAPI remoteClient, UUID itemID, Vector3 RayEnd, Vector3 RayStart,
85 UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
86 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment);
87  
88 /// <summary>
89 /// Rez an object into the scene from the user's inventory
90 /// </summary>
91 /// <remarks>
92 /// FIXME: It would be really nice if inventory access modules didn't also actually do the work of rezzing
93 /// things to the scene. The caller should be doing that, I think.
94 /// </remarks>
95 /// <param name="remoteClient"></param>
96 /// <param name="item">
97 /// The item from which the object asset came. Can be null, in which case pre and post rez item adjustment and checks are not performed.
98 /// </param>
99 /// <param name="assetID">The asset id for the object to rez.</param>
100 /// <param name="RayEnd"></param>
101 /// <param name="RayStart"></param>
102 /// <param name="RayTargetID"></param>
103 /// <param name="BypassRayCast"></param>
104 /// <param name="RayEndIsIntersection"></param>
105 /// <param name="RezSelected"></param>
106 /// <param name="RemoveItem"></param>
107 /// <param name="fromTaskID"></param>
108 /// <param name="attachment"></param>
109 /// <returns>The SceneObjectGroup rezzed or null if rez was unsuccessful.</returns>
110 SceneObjectGroup RezObject(
111 IClientAPI remoteClient, InventoryItemBase item, UUID assetID, Vector3 RayEnd, Vector3 RayStart,
112 UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
113 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment);
114  
115 void TransferInventoryAssets(InventoryItemBase item, UUID sender, UUID receiver);
116  
117 /// <summary>
118 /// Does the client have sufficient permissions to retrieve the inventory item?
119 /// </summary>
120 /// <param name="remoteClient"></param>
121 /// <param name="itemID"></param>
122 /// <param name="requestID"></param>
123 /// <returns></returns>
124 bool CanGetAgentInventoryItem(IClientAPI remoteClient, UUID itemID, UUID requestID);
125  
126 // Must be here because of textures in user's inventory
127 bool IsForeignUser(UUID userID, out string assetServerURL);
128 }
129 }