OpenSimMirror/OpenGridServices/OpenGrid.Framework.Data/InventoryData.cs

187 lines
7.2 KiB
C#

/*
* Copyright (c) OpenSim project, http://sim.opensecondlife.org/
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the <organization> nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL <copyright holder> BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
using System;
using System.Collections.Generic;
using System.Text;
using libsecondlife;
namespace OpenGrid.Framework.Data
{
/// <summary>
/// Inventory Item - contains all the properties associated with an individual inventory piece.
/// </summary>
public class InventoryItemBase
{
/// <summary>
/// A UUID containing the ID for the inventory item itself
/// </summary>
public LLUUID inventoryID;
/// <summary>
/// The UUID of the associated asset on the asset server
/// </summary>
public LLUUID assetID;
/// <summary>
/// This is an enumerated value determining the type of asset (eg Notecard, Sound, Object, etc)
/// </summary>
public int type;
/// <summary>
/// The folder this item is contained in (NULL_KEY = Inventory Root)
/// </summary>
public LLUUID parentFolderID;
/// <summary>
/// The owner of this inventory item
/// </summary>
public LLUUID avatarID;
/// <summary>
/// The name of the inventory item (must be less than 64 characters)
/// </summary>
public string inventoryName;
/// <summary>
/// The description of the inventory item (must be less than 64 characters)
/// </summary>
public string inventoryDescription;
/// <summary>
/// A mask containing the permissions for the next owner (cannot be enforced)
/// </summary>
public uint inventoryNextPermissions;
/// <summary>
/// A mask containing permissions for the current owner (cannot be enforced)
/// </summary>
public uint inventoryCurrentPermissions;
}
/// <summary>
/// A Class for folders which contain users inventory
/// </summary>
public class InventoryFolderBase
{
/// <summary>
/// The name of the folder (64 characters or less)
/// </summary>
public string name;
/// <summary>
/// The agent who's inventory this is contained by
/// </summary>
public LLUUID agentID;
/// <summary>
/// The folder this folder is contained in (NULL_KEY for root)
/// </summary>
public LLUUID parentID;
/// <summary>
/// The UUID for this folder
/// </summary>
public LLUUID folderID;
}
/// <summary>
/// An interface for accessing inventory data from a storage server
/// </summary>
public interface IInventoryData
{
/// <summary>
/// Initialises the interface
/// </summary>
void Initialise();
/// <summary>
/// Closes the interface
/// </summary>
void Close();
/// <summary>
/// The plugin being loaded
/// </summary>
/// <returns>A string containing the plugin name</returns>
string getName();
/// <summary>
/// The plugins version
/// </summary>
/// <returns>A string containing the plugin version</returns>
string getVersion();
/// <summary>
/// Returns a list of inventory items contained within the specified folder
/// </summary>
/// <param name="folderID">The UUID of the target folder</param>
/// <returns>A List of InventoryItemBase items</returns>
List<InventoryItemBase> getInventoryInFolder(LLUUID folderID);
/// <summary>
/// Returns a list of folders in the users inventory root.
/// </summary>
/// <param name="user">The UUID of the user who is having inventory being returned</param>
/// <returns>A list of folders</returns>
List<InventoryFolderBase> getUserRootFolders(LLUUID user);
/// <summary>
/// Returns a list of inventory folders contained in the folder 'parentID'
/// </summary>
/// <param name="parentID">The folder to get subfolders for</param>
/// <returns>A list of inventory folders</returns>
List<InventoryFolderBase> getInventoryFolders(LLUUID parentID);
/// <summary>
/// Returns an inventory item by its UUID
/// </summary>
/// <param name="item">The UUID of the item to be returned</param>
/// <returns>A class containing item information</returns>
InventoryItemBase getInventoryItem(LLUUID item);
/// <summary>
/// Returns a specified inventory folder by its UUID
/// </summary>
/// <param name="folder">The UUID of the folder to be returned</param>
/// <returns>A class containing folder information</returns>
InventoryFolderBase getInventoryFolder(LLUUID folder);
/// <summary>
/// Creates a new inventory item based on item
/// </summary>
/// <param name="item">The item to be created</param>
void addInventoryItem(InventoryItemBase item);
/// <summary>
/// Updates an inventory item with item (updates based on ID)
/// </summary>
/// <param name="item">The updated item</param>
void updateInventoryItem(InventoryItemBase item);
/// <summary>
/// Adds a new folder specified by folder
/// </summary>
/// <param name="folder">The inventory folder</param>
void addInventoryFolder(InventoryFolderBase folder);
/// <summary>
/// Updates a folder based on its ID with folder
/// </summary>
/// <param name="folder">The inventory folder</param>
void updateInventoryFolder(InventoryFolderBase folder);
}
}