279 lines
11 KiB
C#
279 lines
11 KiB
C#
/*
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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.Collections.Generic;
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using System.Collections;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.Framework.Interfaces
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{
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/// <summary>
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/// Interface to an entity's (SceneObjectPart's) inventory
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/// </summary>
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///
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/// This is not a finished 1.0 candidate interface
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public interface IEntityInventory
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{
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/// <summary>
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/// Force the task inventory of this prim to persist at the next update sweep
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/// </summary>
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void ForceInventoryPersistence();
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/// <summary>
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/// Reset UUIDs for all the items in the prim's inventory.
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/// </summary>
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///
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/// This involves either generating
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/// new ones or setting existing UUIDs to the correct parent UUIDs.
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///
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/// If this method is called and there are inventory items, then we regard the inventory as having changed.
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///
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/// <param name="linkNum">Link number for the part</param>
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void ResetInventoryIDs();
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/// <summary>
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/// Reset parent object UUID for all the items in the prim's inventory.
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/// </summary>
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///
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/// If this method is called and there are inventory items, then we regard the inventory as having changed.
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///
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/// <param name="linkNum">Link number for the part</param>
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void ResetObjectID();
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/// <summary>
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/// Change every item in this inventory to a new owner.
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/// </summary>
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/// <param name="ownerId"></param>
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void ChangeInventoryOwner(UUID ownerId);
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/// <summary>
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/// Change every item in this inventory to a new group.
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/// </summary>
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/// <param name="groupID"></param>
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void ChangeInventoryGroup(UUID groupID);
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/// <summary>
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/// Start all the scripts contained in this entity's inventory
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/// </summary>
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void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource);
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ArrayList GetScriptErrors(UUID itemID);
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void ResumeScripts();
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/// <summary>
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/// Stop all the scripts in this entity.
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/// </summary>
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/// <param name="sceneObjectBeingDeleted">
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/// Should be true if these scripts are being removed because the scene
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/// object is being deleted. This will prevent spurious updates to the client.
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/// </param>
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void RemoveScriptInstances(bool sceneObjectBeingDeleted);
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/// <summary>
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/// Start a script which is in this entity's inventory.
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/// </summary>
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/// <param name="item"></param>
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/// <param name="postOnRez"></param>
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/// <param name="engine"></param>
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/// <param name="stateSource"></param>
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void CreateScriptInstance(
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TaskInventoryItem item, int startParam, bool postOnRez, string engine, int stateSource);
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/// <summary>
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/// Start a script which is in this entity's inventory.
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/// </summary>
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/// <param name="itemId"></param>
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/// <param name="startParam"></param>
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/// <param name="postOnRez"></param>
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/// <param name="engine"></param>
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/// <param name="stateSource"></param>
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void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
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ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
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/// <summary>
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/// Stop a script which is in this prim's inventory.
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/// </summary>
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/// <param name="itemId"></param>
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/// <param name="sceneObjectBeingDeleted">
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/// Should be true if these scripts are being removed because the scene
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/// object is being deleted. This will prevent spurious updates to the client.
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/// </param>
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void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted);
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/// <summary>
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/// Add an item to this entity's inventory. If an item with the same name already exists, then an alternative
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/// name is chosen.
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/// </summary>
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/// <param name="item"></param>
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void AddInventoryItem(TaskInventoryItem item, bool allowedDrop);
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/// <summary>
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/// Add an item to this entity's inventory. If an item with the same name already exists, it is replaced.
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/// </summary>
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/// <param name="item"></param>
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void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop);
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/// <summary>
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/// Restore a whole collection of items to the entity's inventory at once.
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/// We assume that the items already have all their fields correctly filled out.
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/// The items are not flagged for persistence to the database, since they are being restored
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/// from persistence rather than being newly added.
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/// </summary>
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/// <param name="items"></param>
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void RestoreInventoryItems(ICollection<TaskInventoryItem> items);
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/// <summary>
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/// Returns an existing inventory item. Returns the original, so any changes will be live.
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/// </summary>
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/// <param name="itemID"></param>
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/// <returns>null if the item does not exist</returns>
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TaskInventoryItem GetInventoryItem(UUID itemId);
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/// <summary>
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/// Get all inventory items.
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/// </summary>
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/// <param name="name"></param>
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/// <returns>
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/// If there are no inventory items then an empty list is returned.
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/// </returns>
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List<TaskInventoryItem> GetInventoryItems();
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/// <summary>
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/// Gets an inventory item by name
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/// </summary>
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/// <remarks>
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/// This method returns the first inventory item that matches the given name. In SL this is all you need
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/// since each item in a prim inventory must have a unique name.
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/// </remarks>
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/// <param name='name'></param>
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/// <returns>
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/// The inventory item. Null if no such item was found.
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/// </returns>
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TaskInventoryItem GetInventoryItem(string name);
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/// <summary>
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/// Get inventory items by name.
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/// </summary>
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/// <param name="name"></param>
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/// <returns>
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/// A list of inventory items with that name.
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/// If no inventory item has that name then an empty list is returned.
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/// </returns>
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List<TaskInventoryItem> GetInventoryItems(string name);
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/// <summary>
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/// Get inventory items by type.
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/// </summary>
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/// <param type="name"></param>
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/// <returns>
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/// A list of inventory items of that type.
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/// If no inventory items of that type then an empty list is returned.
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/// </returns>
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List<TaskInventoryItem> GetInventoryItems(InventoryType type);
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/// <summary>
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/// Get the scene object referenced by an inventory item.
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/// </summary>
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///
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/// This is returned in a 'rez ready' state. That is, name, description, permissions and other details have
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/// been adjusted to reflect the part and item from which it originates.
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///
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/// <param name="item"></param>
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/// <returns>The scene object. Null if the scene object asset couldn't be found</returns>
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SceneObjectGroup GetRezReadySceneObject(TaskInventoryItem item);
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/// <summary>
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/// Update an existing inventory item.
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/// </summary>
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/// <param name="item">The updated item. An item with the same id must already exist
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/// in this prim's inventory.</param>
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/// <returns>false if the item did not exist, true if the update occurred successfully</returns>
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bool UpdateInventoryItem(TaskInventoryItem item);
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bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents);
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bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged);
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/// <summary>
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/// Remove an item from this entity's inventory
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/// </summary>
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/// <param name="itemID"></param>
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/// <returns>Numeric asset type of the item removed. Returns -1 if the item did not exist
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/// in this prim's inventory.</returns>
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int RemoveInventoryItem(UUID itemID);
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/// <summary>
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/// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
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/// </summary>
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/// <param name="xferManager"></param>
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void RequestInventoryFile(IClientAPI client, IXfer xferManager);
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/// <summary>
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/// Backup the inventory to the given data store
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/// </summary>
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/// <param name="datastore"></param>
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void ProcessInventoryBackup(ISimulationDataService datastore);
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uint MaskEffectivePermissions();
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void ApplyNextOwnerPermissions();
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void ApplyGodPermissions(uint perms);
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/// <summary>
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/// Returns true if this inventory contains any scripts
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/// </summary></returns>
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bool ContainsScripts();
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/// <summary>
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/// Returns the count of scripts contained
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/// </summary></returns>
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int ScriptCount();
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/// <summary>
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/// Returns the count of running scripts contained
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/// </summary></returns>
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int RunningScriptCount();
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/// <summary>
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/// Get the uuids of all items in this inventory
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/// </summary>
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/// <returns></returns>
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List<UUID> GetInventoryList();
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/// <summary>
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/// Get the xml representing the saved states of scripts in this inventory.
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/// </summary>
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/// <returns>
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/// A <see cref="Dictionary`2"/>
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/// </returns>
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Dictionary<UUID, string> GetScriptStates();
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Dictionary<UUID, string> GetScriptStates(bool oldIDs);
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}
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}
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