108 lines
4.3 KiB
C#
108 lines
4.3 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;
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using OpenSim.Framework;
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namespace OpenSim.Services.Interfaces
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{
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public delegate void AssetRetrieved(string id, Object sender, AssetBase asset);
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public interface IAssetService
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{
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/// <summary>
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/// Get an asset synchronously.
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/// </summary>
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/// <param name="id"></param>
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/// <returns></returns>
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AssetBase Get(string id);
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/// <summary>
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/// Get an asset's metadata
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/// </summary>
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/// <param name="id"></param>
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/// <returns></returns>
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AssetMetadata GetMetadata(string id);
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/// <summary>
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/// Get an asset's data, ignoring the metadata.
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/// </summary>
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/// <param name="id"></param>
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/// <returns>null if there is no such asset</returns>
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byte[] GetData(string id);
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/// <summary>
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/// Synchronously fetches an asset from the local cache only.
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/// </summary>
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/// <param name="id">Asset ID</param>
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/// <returns>The fetched asset, or null if it did not exist in the local cache</returns>
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AssetBase GetCached(string id);
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/// <summary>
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/// Get an asset synchronously or asynchronously (depending on whether
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/// it is locally cached) and fire a callback with the fetched asset
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/// </summary>
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/// <param name="id">The asset id</param>
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/// <param name="sender">Represents the requester. Passed back via the handler</param>
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/// <param name="handler">
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/// The handler to call back once the asset has been retrieved. This will be called back with a null AssetBase
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/// if the asset could not be found for some reason (e.g. if it does not exist, if a remote asset service
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/// was not contactable, if it is not in the database, etc.).
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/// </param>
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/// <returns>True if the id was parseable, false otherwise</returns>
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bool Get(string id, Object sender, AssetRetrieved handler);
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/// <summary>
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/// Creates a new asset
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/// </summary>
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/// <remarks>
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/// Returns a random ID if none is passed via the asset argument.
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/// </remarks>
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/// <param name="asset"></param>
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/// <returns></returns>
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string Store(AssetBase asset);
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/// <summary>
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/// Update an asset's content
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/// </summary>
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/// <remarks>
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/// Attachments and bare scripts need this!!
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/// </remarks>
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/// <param name="id"> </param>
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/// <param name="data"></param>
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/// <returns></returns>
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bool UpdateContent(string id, byte[] data);
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/// <summary>
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/// Delete an asset
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/// </summary>
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/// <param name="id"></param>
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/// <returns></returns>
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bool Delete(string id);
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}
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}
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