clockwerk-opensim – 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.Collections.Generic; |
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29 | using System.Collections; |
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30 | using OpenMetaverse; |
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31 | using OpenSim.Framework; |
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32 | using OpenSim.Region.Framework.Scenes; |
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33 | |||
34 | namespace OpenSim.Region.Framework.Interfaces |
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35 | { |
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36 | /// <summary> |
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37 | /// Interface to an entity's (SceneObjectPart's) inventory |
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38 | /// </summary> |
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39 | /// |
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40 | /// This is not a finished 1.0 candidate interface |
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41 | public interface IEntityInventory |
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42 | { |
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43 | /// <summary> |
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44 | /// Force the task inventory of this prim to persist at the next update sweep |
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45 | /// </summary> |
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46 | void ForceInventoryPersistence(); |
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47 | |||
48 | /// <summary> |
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49 | /// Reset UUIDs for all the items in the prim's inventory. |
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50 | /// </summary> |
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51 | /// |
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52 | /// This involves either generating |
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53 | /// new ones or setting existing UUIDs to the correct parent UUIDs. |
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54 | /// |
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55 | /// If this method is called and there are inventory items, then we regard the inventory as having changed. |
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56 | /// |
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57 | /// <param name="linkNum">Link number for the part</param> |
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58 | void ResetInventoryIDs(); |
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59 | |||
60 | /// <summary> |
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61 | /// Reset parent object UUID for all the items in the prim's inventory. |
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62 | /// </summary> |
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63 | /// |
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64 | /// If this method is called and there are inventory items, then we regard the inventory as having changed. |
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65 | /// |
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66 | /// <param name="linkNum">Link number for the part</param> |
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67 | void ResetObjectID(); |
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68 | |||
69 | /// <summary> |
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70 | /// Change every item in this inventory to a new owner. |
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71 | /// </summary> |
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72 | /// <param name="ownerId"></param> |
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73 | void ChangeInventoryOwner(UUID ownerId); |
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74 | |||
75 | /// <summary> |
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76 | /// Change every item in this inventory to a new group. |
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77 | /// </summary> |
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78 | /// <param name="groupID"></param> |
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79 | void ChangeInventoryGroup(UUID groupID); |
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80 | |||
81 | /// <summary> |
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82 | /// Start all the scripts contained in this entity's inventory |
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83 | /// </summary> |
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84 | /// <param name="startParam"></param> |
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85 | /// <param name="postOnRez"></param> |
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86 | /// <param name="engine"></param> |
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87 | /// <param name="stateSource"></param> |
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88 | /// <returns>Number of scripts started.</returns> |
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89 | int CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource); |
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90 | |||
91 | ArrayList GetScriptErrors(UUID itemID); |
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92 | void ResumeScripts(); |
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93 | |||
94 | /// <summary> |
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95 | /// Stop and remove all the scripts in this entity from the scene. |
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96 | /// </summary> |
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97 | /// <param name="sceneObjectBeingDeleted"> |
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98 | /// Should be true if these scripts are being removed because the scene |
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99 | /// object is being deleted. This will prevent spurious updates to the client. |
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100 | /// </param> |
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101 | void RemoveScriptInstances(bool sceneObjectBeingDeleted); |
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102 | |||
103 | /// <summary> |
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104 | /// Stop all the scripts in this entity. |
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105 | /// </summary> |
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106 | void StopScriptInstances(); |
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107 | |||
108 | /// <summary> |
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109 | /// Start a script which is in this entity's inventory. |
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110 | /// </summary> |
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111 | /// <param name="item"></param> |
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112 | /// <param name="postOnRez"></param> |
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113 | /// <param name="engine"></param> |
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114 | /// <param name="stateSource"></param> |
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115 | /// <returns> |
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116 | /// true if the script instance was valid for starting, false otherwise. This does not guarantee |
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117 | /// that the script was actually started, just that the script was valid (i.e. its asset data could be found, etc.) |
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118 | /// </returns> |
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119 | bool CreateScriptInstance( |
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120 | TaskInventoryItem item, int startParam, bool postOnRez, string engine, int stateSource); |
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121 | |||
122 | /// <summary> |
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123 | /// Start a script which is in this entity's inventory. |
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124 | /// </summary> |
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125 | /// <param name="itemId"></param> |
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126 | /// <param name="startParam"></param> |
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127 | /// <param name="postOnRez"></param> |
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128 | /// <param name="engine"></param> |
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129 | /// <param name="stateSource"></param> |
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130 | /// <returns> |
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131 | /// true if the script instance was valid for starting, false otherwise. This does not guarantee |
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132 | /// that the script was actually started, just that the script was valid (i.e. its asset data could be found, etc.) |
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133 | /// </returns> |
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134 | bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); |
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135 | |||
136 | /// <summary> |
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137 | /// Stop and remove a script which is in this prim's inventory from the scene. |
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138 | /// </summary> |
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139 | /// <param name="itemId"></param> |
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140 | /// <param name="sceneObjectBeingDeleted"> |
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141 | /// Should be true if these scripts are being removed because the scene |
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142 | /// object is being deleted. This will prevent spurious updates to the client. |
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143 | /// </param> |
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144 | void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted); |
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145 | |||
146 | /// <summary> |
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147 | /// Stop a script which is in this prim's inventory. |
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148 | /// </summary> |
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149 | /// <param name="itemId"></param> |
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150 | void StopScriptInstance(UUID itemId); |
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151 | |||
152 | /// <summary> |
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153 | /// Try to get the script running status. |
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154 | /// </summary> |
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155 | /// <returns> |
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156 | /// Returns true if a script for the item was found in one of the simulator's script engines. In this case, |
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157 | /// the running parameter will reflect the running status. |
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158 | /// Returns false if the item could not be found, if the item is not a script or if a script instance for the |
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159 | /// item was not found in any of the script engines. In this case, running status is irrelevant. |
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160 | /// </returns> |
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161 | /// <param name='itemId'></param> |
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162 | /// <param name='running'></param> |
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163 | bool TryGetScriptInstanceRunning(UUID itemId, out bool running); |
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164 | |||
165 | /// <summary> |
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166 | /// Add an item to this entity's inventory. If an item with the same name already exists, then an alternative |
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167 | /// name is chosen. |
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168 | /// </summary> |
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169 | /// <param name="item"></param> |
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170 | void AddInventoryItem(TaskInventoryItem item, bool allowedDrop); |
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171 | |||
172 | /// <summary> |
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173 | /// Add an item to this entity's inventory. If an item with the same name already exists, it is replaced. |
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174 | /// </summary> |
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175 | /// <param name="item"></param> |
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176 | void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop); |
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177 | |||
178 | /// <summary> |
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179 | /// Restore a whole collection of items to the entity's inventory at once. |
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180 | /// We assume that the items already have all their fields correctly filled out. |
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181 | /// The items are not flagged for persistence to the database, since they are being restored |
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182 | /// from persistence rather than being newly added. |
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183 | /// </summary> |
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184 | /// <param name="items"></param> |
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185 | void RestoreInventoryItems(ICollection<TaskInventoryItem> items); |
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186 | |||
187 | /// <summary> |
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188 | /// Returns an existing inventory item. Returns the original, so any changes will be live. |
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189 | /// </summary> |
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190 | /// <param name="itemID"></param> |
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191 | /// <returns>null if the item does not exist</returns> |
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192 | TaskInventoryItem GetInventoryItem(UUID itemId); |
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193 | |||
194 | /// <summary> |
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195 | /// Get all inventory items. |
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196 | /// </summary> |
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197 | /// <param name="name"></param> |
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198 | /// <returns> |
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199 | /// If there are no inventory items then an empty list is returned. |
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200 | /// </returns> |
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201 | List<TaskInventoryItem> GetInventoryItems(); |
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202 | |||
203 | /// <summary> |
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204 | /// Gets an inventory item by name |
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205 | /// </summary> |
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206 | /// <remarks> |
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207 | /// This method returns the first inventory item that matches the given name. In SL this is all you need |
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208 | /// since each item in a prim inventory must have a unique name. |
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209 | /// </remarks> |
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210 | /// <param name='name'></param> |
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211 | /// <returns> |
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212 | /// The inventory item. Null if no such item was found. |
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213 | /// </returns> |
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214 | TaskInventoryItem GetInventoryItem(string name); |
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215 | |||
216 | /// <summary> |
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217 | /// Get inventory items by name. |
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218 | /// </summary> |
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219 | /// <param name="name"></param> |
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220 | /// <returns> |
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221 | /// A list of inventory items with that name. |
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222 | /// If no inventory item has that name then an empty list is returned. |
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223 | /// </returns> |
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224 | List<TaskInventoryItem> GetInventoryItems(string name); |
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225 | |||
226 | /// <summary> |
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227 | /// Get inventory items by type. |
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228 | /// </summary> |
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229 | /// <param type="name"></param> |
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230 | /// <returns> |
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231 | /// A list of inventory items of that type. |
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232 | /// If no inventory items of that type then an empty list is returned. |
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233 | /// </returns> |
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234 | List<TaskInventoryItem> GetInventoryItems(InventoryType type); |
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235 | |||
236 | /// <summary> |
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237 | /// Get the scene object(s) referenced by an inventory item. |
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238 | /// </summary> |
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239 | /// |
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240 | /// This is returned in a 'rez ready' state. That is, name, description, permissions and other details have |
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241 | /// been adjusted to reflect the part and item from which it originates. |
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242 | /// |
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243 | /// <param name="item">Inventory item</param> |
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244 | /// <param name="objlist">The scene objects</param> |
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245 | /// <param name="veclist">Relative offsets for each object</param> |
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246 | /// <returns>true = success, false = the scene object asset couldn't be found</returns> |
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247 | bool GetRezReadySceneObjects(TaskInventoryItem item, out List<SceneObjectGroup> objlist, out List<Vector3> veclist); |
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248 | |||
249 | /// <summary> |
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250 | /// Update an existing inventory item. |
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251 | /// </summary> |
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252 | /// <param name="item">The updated item. An item with the same id must already exist |
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253 | /// in this prim's inventory.</param> |
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254 | /// <returns>false if the item did not exist, true if the update occurred successfully</returns> |
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255 | bool UpdateInventoryItem(TaskInventoryItem item); |
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256 | bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents); |
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257 | bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged); |
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258 | |||
259 | /// <summary> |
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260 | /// Remove an item from this entity's inventory |
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261 | /// </summary> |
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262 | /// <param name="itemID"></param> |
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263 | /// <returns>Numeric asset type of the item removed. Returns -1 if the item did not exist |
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264 | /// in this prim's inventory.</returns> |
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265 | int RemoveInventoryItem(UUID itemID); |
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266 | |||
267 | /// <summary> |
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268 | /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client |
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269 | /// </summary> |
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270 | /// <param name="xferManager"></param> |
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271 | void RequestInventoryFile(IClientAPI client, IXfer xferManager); |
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272 | |||
273 | /// <summary> |
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274 | /// Backup the inventory to the given data store |
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275 | /// </summary> |
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276 | /// <param name="datastore"></param> |
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277 | void ProcessInventoryBackup(ISimulationDataService datastore); |
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278 | |||
279 | uint MaskEffectivePermissions(); |
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280 | |||
281 | void ApplyNextOwnerPermissions(); |
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282 | |||
283 | void ApplyGodPermissions(uint perms); |
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284 | |||
285 | /// <summary> |
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286 | /// Number of items in this inventory. |
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287 | /// </summary> |
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288 | int Count { get; } |
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289 | |||
290 | /// <summary> |
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291 | /// Returns true if this inventory contains any scripts |
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292 | /// </summary></returns> |
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293 | bool ContainsScripts(); |
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294 | |||
295 | /// <summary> |
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296 | /// Number of scripts in this inventory. |
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297 | /// </summary> |
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298 | /// <remarks> |
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299 | /// Includes both running and non running scripts. |
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300 | /// </remarks> |
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301 | int ScriptCount(); |
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302 | |||
303 | /// <summary> |
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304 | /// Number of running scripts in this inventory. |
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305 | /// </summary></returns> |
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306 | int RunningScriptCount(); |
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307 | |||
308 | /// <summary> |
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309 | /// Get the uuids of all items in this inventory |
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310 | /// </summary> |
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311 | /// <returns></returns> |
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312 | List<UUID> GetInventoryList(); |
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313 | |||
314 | /// <summary> |
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315 | /// Get the xml representing the saved states of scripts in this inventory. |
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316 | /// </summary> |
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317 | /// <returns> |
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318 | /// A <see cref="Dictionary`2"/> |
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319 | /// </returns> |
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320 | Dictionary<UUID, string> GetScriptStates(); |
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321 | } |
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322 | } |