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