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; |
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29 | using System.Collections.Generic; |
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30 | using OpenSim.Framework; |
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31 | using OpenMetaverse; |
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32 | |||
33 | namespace OpenSim.Services.Interfaces |
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34 | { |
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35 | /// <summary> |
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36 | /// Callback used when a user's inventory is received from the inventory service |
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37 | /// </summary> |
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38 | public delegate void InventoryReceiptCallback( |
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39 | ICollection<InventoryFolderImpl> folders, ICollection<InventoryItemBase> items); |
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40 | |||
41 | public interface IInventoryService |
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42 | { |
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43 | /// <summary> |
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44 | /// Create the entire inventory for a given user |
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45 | /// </summary> |
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46 | /// <param name="user"></param> |
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47 | /// <returns></returns> |
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48 | bool CreateUserInventory(UUID user); |
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49 | |||
50 | /// <summary> |
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51 | /// Gets the skeleton of the inventory -- folders only |
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52 | /// </summary> |
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53 | /// <param name="userId"></param> |
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54 | /// <returns></returns> |
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55 | List<InventoryFolderBase> GetInventorySkeleton(UUID userId); |
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56 | |||
57 | /// <summary> |
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58 | /// Retrieve the root inventory folder for the given user. |
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59 | /// </summary> |
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60 | /// <param name="userID"></param> |
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61 | /// <returns>null if no root folder was found</returns> |
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62 | InventoryFolderBase GetRootFolder(UUID userID); |
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63 | |||
64 | /// <summary> |
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65 | /// Gets the user folder for the given folder-type |
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66 | /// </summary> |
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67 | /// <param name="userID"></param> |
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68 | /// <param name="type"></param> |
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69 | /// <returns></returns> |
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70 | InventoryFolderBase GetFolderForType(UUID userID, AssetType type); |
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71 | |||
72 | /// <summary> |
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73 | /// Gets everything (folders and items) inside a folder |
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74 | /// </summary> |
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75 | /// <param name="userId"></param> |
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76 | /// <param name="folderID"></param> |
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77 | /// <returns>Inventory content. null if the request failed.</returns> |
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78 | InventoryCollection GetFolderContent(UUID userID, UUID folderID); |
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79 | |||
80 | /// <summary> |
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81 | /// Gets the items inside a folder |
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82 | /// </summary> |
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83 | /// <param name="userID"></param> |
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84 | /// <param name="folderID"></param> |
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85 | /// <returns></returns> |
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86 | List<InventoryItemBase> GetFolderItems(UUID userID, UUID folderID); |
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87 | |||
88 | /// <summary> |
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89 | /// Add a new folder to the user's inventory |
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90 | /// </summary> |
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91 | /// <param name="folder"></param> |
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92 | /// <returns>true if the folder was successfully added</returns> |
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93 | bool AddFolder(InventoryFolderBase folder); |
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94 | |||
95 | /// <summary> |
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96 | /// Update a folder in the user's inventory |
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97 | /// </summary> |
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98 | /// <param name="folder"></param> |
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99 | /// <returns>true if the folder was successfully updated</returns> |
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100 | bool UpdateFolder(InventoryFolderBase folder); |
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101 | |||
102 | /// <summary> |
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103 | /// Move an inventory folder to a new location |
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104 | /// </summary> |
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105 | /// <param name="folder">A folder containing the details of the new location</param> |
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106 | /// <returns>true if the folder was successfully moved</returns> |
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107 | bool MoveFolder(InventoryFolderBase folder); |
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108 | |||
109 | /// <summary> |
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110 | /// Delete an item from the user's inventory |
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111 | /// </summary> |
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112 | /// <param name="item"></param> |
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113 | /// <returns>true if the item was successfully deleted</returns> |
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114 | //bool DeleteItem(InventoryItemBase item); |
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115 | bool DeleteFolders(UUID userID, List<UUID> folderIDs); |
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116 | |||
117 | /// <summary> |
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118 | /// Purge an inventory folder of all its items and subfolders. |
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119 | /// </summary> |
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120 | /// <param name="folder"></param> |
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121 | /// <returns>true if the folder was successfully purged</returns> |
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122 | bool PurgeFolder(InventoryFolderBase folder); |
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123 | |||
124 | /// <summary> |
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125 | /// Add a new item to the user's inventory |
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126 | /// </summary> |
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127 | /// <param name="item"> |
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128 | /// The item to be added. If item.FolderID == UUID.Zero then the item is added to the most suitable system |
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129 | /// folder. If there is no suitable folder then the item is added to the user's root inventory folder. |
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130 | /// </param> |
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131 | /// <returns>true if the item was successfully added, false if it was not</returns> |
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132 | bool AddItem(InventoryItemBase item); |
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133 | |||
134 | /// <summary> |
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135 | /// Update an item in the user's inventory |
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136 | /// </summary> |
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137 | /// <param name="item"></param> |
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138 | /// <returns>true if the item was successfully updated</returns> |
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139 | bool UpdateItem(InventoryItemBase item); |
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140 | |||
141 | bool MoveItems(UUID ownerID, List<InventoryItemBase> items); |
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142 | |||
143 | /// <summary> |
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144 | /// Delete an item from the user's inventory |
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145 | /// </summary> |
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146 | /// <param name="item"></param> |
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147 | /// <returns>true if the item was successfully deleted</returns> |
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148 | //bool DeleteItem(InventoryItemBase item); |
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149 | bool DeleteItems(UUID userID, List<UUID> itemIDs); |
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150 | |||
151 | /// <summary> |
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152 | /// Get an item, given by its UUID |
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153 | /// </summary> |
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154 | /// <param name="item"></param> |
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155 | /// <returns>null if no item was found, otherwise the found item</returns> |
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156 | InventoryItemBase GetItem(InventoryItemBase item); |
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157 | |||
158 | /// <summary> |
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159 | /// Get a folder, given by its UUID |
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160 | /// </summary> |
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161 | /// <param name="folder"></param> |
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162 | /// <returns></returns> |
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163 | InventoryFolderBase GetFolder(InventoryFolderBase folder); |
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164 | |||
165 | /// <summary> |
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166 | /// Does the given user have an inventory structure? |
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167 | /// </summary> |
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168 | /// <param name="userID"></param> |
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169 | /// <returns></returns> |
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170 | bool HasInventoryForUser(UUID userID); |
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171 | |||
172 | /// <summary> |
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173 | /// Get the active gestures of the agent. |
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174 | /// </summary> |
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175 | /// <param name="userId"></param> |
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176 | /// <returns></returns> |
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177 | List<InventoryItemBase> GetActiveGestures(UUID userId); |
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178 | |||
179 | /// <summary> |
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180 | /// Get the union of permissions of all inventory items |
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181 | /// that hold the given assetID. |
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182 | /// </summary> |
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183 | /// <param name="userID"></param> |
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184 | /// <param name="assetID"></param> |
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185 | /// <returns>The permissions or 0 if no such asset is found in |
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186 | /// the user's inventory</returns> |
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187 | int GetAssetPermissions(UUID userID, UUID assetID); |
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188 | } |
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189 | } |