207 lines
8.1 KiB
C#
207 lines
8.1 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 System.Collections.Generic;
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using OpenSim.Framework;
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using OpenMetaverse;
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namespace OpenSim.Services.Interfaces
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{
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/// <summary>
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/// Callback used when a user's inventory is received from the inventory service
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/// </summary>
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public delegate void InventoryReceiptCallback(
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ICollection<InventoryFolderImpl> folders, ICollection<InventoryItemBase> items);
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public interface IInventoryService
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{
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/// <summary>
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/// Create the entire inventory for a given user
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/// </summary>
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/// <param name="user"></param>
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/// <returns></returns>
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bool CreateUserInventory(UUID user);
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/// <summary>
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/// Gets the skeleton of the inventory -- folders only
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/// </summary>
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/// <param name="userId"></param>
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/// <returns></returns>
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List<InventoryFolderBase> GetInventorySkeleton(UUID userId);
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/// <summary>
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/// Synchronous inventory fetch.
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/// </summary>
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/// <param name="userID"></param>
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/// <returns></returns>
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[Obsolete]
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InventoryCollection GetUserInventory(UUID userID);
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/// <summary>
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/// Request the inventory for a user. This is an asynchronous operation that will call the callback when the
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/// inventory has been received
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/// </summary>
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/// <param name="userID"></param>
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/// <param name="callback"></param>
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[Obsolete]
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void GetUserInventory(UUID userID, InventoryReceiptCallback callback);
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/// <summary>
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/// Retrieve the root inventory folder for the given user.
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/// </summary>
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/// <param name="userID"></param>
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/// <returns>null if no root folder was found</returns>
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InventoryFolderBase GetRootFolder(UUID userID);
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/// <summary>
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/// Gets the user folder for the given folder-type
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/// </summary>
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/// <param name="userID"></param>
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/// <param name="type"></param>
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/// <returns></returns>
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InventoryFolderBase GetFolderForType(UUID userID, AssetType type);
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/// <summary>
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/// Gets everything (folders and items) inside a folder
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/// </summary>
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/// <param name="userId"></param>
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/// <param name="folderID"></param>
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/// <returns></returns>
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InventoryCollection GetFolderContent(UUID userID, UUID folderID);
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/// <summary>
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/// Gets the items inside a folder
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/// </summary>
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/// <param name="userID"></param>
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/// <param name="folderID"></param>
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/// <returns></returns>
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List<InventoryItemBase> GetFolderItems(UUID userID, UUID folderID);
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/// <summary>
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/// Add a new folder to the user's inventory
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/// </summary>
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/// <param name="folder"></param>
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/// <returns>true if the folder was successfully added</returns>
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bool AddFolder(InventoryFolderBase folder);
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/// <summary>
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/// Update a folder in the user's inventory
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/// </summary>
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/// <param name="folder"></param>
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/// <returns>true if the folder was successfully updated</returns>
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bool UpdateFolder(InventoryFolderBase folder);
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/// <summary>
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/// Move an inventory folder to a new location
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/// </summary>
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/// <param name="folder">A folder containing the details of the new location</param>
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/// <returns>true if the folder was successfully moved</returns>
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bool MoveFolder(InventoryFolderBase folder);
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/// <summary>
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/// Delete an item from the user's inventory
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/// </summary>
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/// <param name="item"></param>
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/// <returns>true if the item was successfully deleted</returns>
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//bool DeleteItem(InventoryItemBase item);
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bool DeleteFolders(UUID userID, List<UUID> folderIDs);
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/// <summary>
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/// Purge an inventory folder of all its items and subfolders.
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/// </summary>
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/// <param name="folder"></param>
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/// <returns>true if the folder was successfully purged</returns>
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bool PurgeFolder(InventoryFolderBase folder);
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/// <summary>
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/// Add a new item to the user's inventory
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/// </summary>
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/// <param name="item">
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/// The item to be added. If item.FolderID == UUID.Zero then the item is added to the most suitable system
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/// folder. If there is no suitable folder then the item is added to the user's root inventory folder.
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/// </param>
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/// <returns>true if the item was successfully added, false if it was not</returns>
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bool AddItem(InventoryItemBase item);
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/// <summary>
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/// Update an item in the user's inventory
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/// </summary>
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/// <param name="item"></param>
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/// <returns>true if the item was successfully updated</returns>
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bool UpdateItem(InventoryItemBase item);
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bool MoveItems(UUID ownerID, List<InventoryItemBase> items);
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/// <summary>
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/// Delete an item from the user's inventory
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/// </summary>
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/// <param name="item"></param>
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/// <returns>true if the item was successfully deleted</returns>
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//bool DeleteItem(InventoryItemBase item);
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bool DeleteItems(UUID userID, List<UUID> itemIDs);
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/// <summary>
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/// Get an item, given by its UUID
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/// </summary>
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/// <param name="item"></param>
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/// <returns>null if no item was found, otherwise the found item</returns>
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InventoryItemBase GetItem(InventoryItemBase item);
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/// <summary>
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/// Get a folder, given by its UUID
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/// </summary>
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/// <param name="folder"></param>
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/// <returns></returns>
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InventoryFolderBase GetFolder(InventoryFolderBase folder);
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/// <summary>
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/// Does the given user have an inventory structure?
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/// </summary>
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/// <param name="userID"></param>
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/// <returns></returns>
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bool HasInventoryForUser(UUID userID);
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/// <summary>
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/// Get the active gestures of the agent.
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/// </summary>
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/// <param name="userId"></param>
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/// <returns></returns>
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List<InventoryItemBase> GetActiveGestures(UUID userId);
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/// <summary>
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/// Get the union of permissions of all inventory items
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/// that hold the given assetID.
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/// </summary>
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/// <param name="userID"></param>
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/// <param name="assetID"></param>
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/// <returns>The permissions or 0 if no such asset is found in
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/// the user's inventory</returns>
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int GetAssetPermissions(UUID userID, UUID assetID);
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}
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}
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