Deleted unused interface
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using OpenMetaverse;
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using OpenSim.Services.Interfaces;
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namespace OpenSim.Framework.Communications
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{
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public interface IUserService
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{
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/// <summary>
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/// Add a temporary user profile.
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/// </summary>
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/// A temporary user profile is one that should exist only for the lifetime of the process.
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/// <param name="userProfile"></param>
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void AddTemporaryUserProfile(UserProfileData userProfile);
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/// <summary>
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/// Loads a user profile by name
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/// </summary>
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/// <param name="firstName">First name</param>
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/// <param name="lastName">Last name</param>
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/// <returns>A user profile. Returns null if no profile is found</returns>
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UserProfileData GetUserProfile(string firstName, string lastName);
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/// <summary>
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/// Loads a user profile from a database by UUID
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/// </summary>
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/// <param name="userId">The target UUID</param>
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/// <returns>A user profile. Returns null if no user profile is found.</returns>
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UserProfileData GetUserProfile(UUID userId);
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UserProfileData GetUserProfile(Uri uri);
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Uri GetUserUri(UserProfileData userProfile);
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UserAgentData GetAgentByUUID(UUID userId);
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void ClearUserAgent(UUID avatarID);
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List<AvatarPickerAvatar> GenerateAgentPickerRequestResponse(UUID QueryID, string Query);
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UserProfileData SetupMasterUser(string firstName, string lastName);
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UserProfileData SetupMasterUser(string firstName, string lastName, string password);
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UserProfileData SetupMasterUser(UUID userId);
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/// <summary>
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/// Update the user's profile.
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/// </summary>
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/// <param name="data">UserProfileData object with updated data. Should be obtained
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/// via a call to GetUserProfile().</param>
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/// <returns>true if the update could be applied, false if it could not be applied.</returns>
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bool UpdateUserProfile(UserProfileData data);
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/// <summary>
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/// Adds a new friend to the database for XUser
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/// </summary>
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/// <param name="friendlistowner">The agent that who's friends list is being added to</param>
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/// <param name="friend">The agent that being added to the friends list of the friends list owner</param>
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/// <param name="perms">A uint bit vector for set perms that the friend being added has; 0 = none, 1=This friend can see when they sign on, 2 = map, 4 edit objects </param>
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void AddNewUserFriend(UUID friendlistowner, UUID friend, uint perms);
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/// <summary>
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/// Delete friend on friendlistowner's friendlist.
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/// </summary>
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/// <param name="friendlistowner">The agent that who's friends list is being updated</param>
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/// <param name="friend">The Ex-friend agent</param>
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void RemoveUserFriend(UUID friendlistowner, UUID friend);
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/// <summary>
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/// Update permissions for friend on friendlistowner's friendlist.
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/// </summary>
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/// <param name="friendlistowner">The agent that who's friends list is being updated</param>
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/// <param name="friend">The agent that is getting or loosing permissions</param>
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/// <param name="perms">A uint bit vector for set perms that the friend being added has; 0 = none, 1=This friend can see when they sign on, 2 = map, 4 edit objects </param>
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void UpdateUserFriendPerms(UUID friendlistowner, UUID friend, uint perms);
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/// <summary>
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/// Logs off a user on the user server
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/// </summary>
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/// <param name="userid">UUID of the user</param>
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/// <param name="regionid">UUID of the Region</param>
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/// <param name="regionhandle">regionhandle</param>
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/// <param name="position">final position</param>
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/// <param name="lookat">final lookat</param>
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void LogOffUser(UUID userid, UUID regionid, ulong regionhandle, Vector3 position, Vector3 lookat);
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/// <summary>
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/// Logs off a user on the user server (deprecated as of 2008-08-27)
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/// </summary>
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/// <param name="userid">UUID of the user</param>
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/// <param name="regionid">UUID of the Region</param>
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/// <param name="regionhandle">regionhandle</param>
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/// <param name="posx">final position x</param>
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/// <param name="posy">final position y</param>
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/// <param name="posz">final position z</param>
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void LogOffUser(UUID userid, UUID regionid, ulong regionhandle, float posx, float posy, float posz);
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/// <summary>
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/// Returns a list of FriendsListItems that describe the friends and permissions in the friend relationship
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/// for UUID friendslistowner
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/// </summary>
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///
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/// <param name="friendlistowner">The agent for whom we're retreiving the friends Data.</param>
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/// <returns>
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/// A List of FriendListItems that contains info about the user's friends.
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/// Always returns a list even if the user has no friends
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/// </returns>
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List<FriendListItem> GetUserFriendList(UUID friendlistowner);
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// This probably shouldn't be here, it belongs to IAuthentication
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// But since Scenes only have IUserService references, I'm placing it here for now.
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bool VerifySession(UUID userID, UUID sessionID);
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/// <summary>
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/// Authenticate a user by their password.
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/// </summary>
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///
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/// This is used by callers outside the login process that want to
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/// verify a user who has given their password.
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///
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/// This should probably also be in IAuthentication but is here for the same reasons as VerifySession() is
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///
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/// <param name="userID"></param>
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/// <param name="password"></param>
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/// <returns></returns>
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bool AuthenticateUserByPassword(UUID userID, string password);
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// Temporary Hack until we move everything to the new service model
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void SetInventoryService(IInventoryService invService);
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}
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}
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