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