opensim-development – Blame information for rev 1

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1 eva 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 /// <summary>
43 /// Copy objects to a user's inventory.
44 /// </summary>
45 /// <remarks>
46 /// Is it left to the caller to delete them from the scene if required.
47 /// </remarks>
48 /// <param name="action"></param>
49 /// <param name="folderID"></param>
50 /// <param name="objectGroups"></param>
51 /// <param name="remoteClient"></param>
52 /// <param name="asAttachment">
53 /// Should be true if the object(s) are begin taken as attachments. False otherwise.
54 /// </param>
55 /// <returns>
56 /// A list of the items created. If there was more than one object and objects are not being coaleseced in
57 /// inventory, then the order of items is in the same order as the input objects.
58 /// </returns>
59 List<InventoryItemBase> CopyToInventory(
60 DeRezAction action, UUID folderID, List<SceneObjectGroup> objectGroups, IClientAPI remoteClient, bool asAttachment);
61  
62 /// <summary>
63 /// Rez an object into the scene from the user's inventory
64 /// </summary>
65 /// <remarks>
66 /// FIXME: It would be really nice if inventory access modules didn't also actually do the work of rezzing
67 /// things to the scene. The caller should be doing that, I think.
68 /// </remarks>
69 /// <param name="remoteClient"></param>
70 /// <param name="itemID"></param>
71 /// <param name="RayEnd"></param>
72 /// <param name="RayStart"></param>
73 /// <param name="RayTargetID"></param>
74 /// <param name="BypassRayCast"></param>
75 /// <param name="RayEndIsIntersection"></param>
76 /// <param name="RezSelected"></param>
77 /// <param name="RemoveItem"></param>
78 /// <param name="fromTaskID"></param>
79 /// <param name="attachment"></param>
80 /// <returns>The SceneObjectGroup rezzed or null if rez was unsuccessful.</returns>
81 SceneObjectGroup RezObject(
82 IClientAPI remoteClient, UUID itemID, Vector3 RayEnd, Vector3 RayStart,
83 UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
84 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment);
85  
86 /// <summary>
87 /// Rez an object into the scene from the user's inventory
88 /// </summary>
89 /// <remarks>
90 /// FIXME: It would be really nice if inventory access modules didn't also actually do the work of rezzing
91 /// things to the scene. The caller should be doing that, I think.
92 /// </remarks>
93 /// <param name="remoteClient"></param>
94 /// <param name="item">
95 /// 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.
96 /// </param>
97 /// <param name="assetID">The asset id for the object to rez.</param>
98 /// <param name="RayEnd"></param>
99 /// <param name="RayStart"></param>
100 /// <param name="RayTargetID"></param>
101 /// <param name="BypassRayCast"></param>
102 /// <param name="RayEndIsIntersection"></param>
103 /// <param name="RezSelected"></param>
104 /// <param name="RemoveItem"></param>
105 /// <param name="fromTaskID"></param>
106 /// <param name="attachment"></param>
107 /// <returns>The SceneObjectGroup rezzed or null if rez was unsuccessful.</returns>
108 SceneObjectGroup RezObject(
109 IClientAPI remoteClient, InventoryItemBase item, UUID assetID, Vector3 RayEnd, Vector3 RayStart,
110 UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
111 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment);
112  
113 void TransferInventoryAssets(InventoryItemBase item, UUID sender, UUID receiver);
114  
115 /// <summary>
116 /// Does the client have sufficient permissions to retrieve the inventory item?
117 /// </summary>
118 /// <param name="remoteClient"></param>
119 /// <param name="itemID"></param>
120 /// <param name="requestID"></param>
121 /// <returns></returns>
122 bool CanGetAgentInventoryItem(IClientAPI remoteClient, UUID itemID, UUID requestID);
123  
124 // Must be here because of textures in user's inventory
125 bool IsForeignUser(UUID userID, out string assetServerURL);
126 }
127 }