187 lines
7.2 KiB
C#
187 lines
7.2 KiB
C#
/*
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* Copyright (c) OpenSim project, http://sim.opensecondlife.org/
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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 <organization> 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 <copyright holder> 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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*/
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using System;
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using System.Collections.Generic;
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using System.Text;
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using libsecondlife;
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namespace OpenGrid.Framework.Data
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{
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/// <summary>
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/// Inventory Item - contains all the properties associated with an individual inventory piece.
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/// </summary>
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public class InventoryItemBase
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{
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/// <summary>
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/// A UUID containing the ID for the inventory item itself
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/// </summary>
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public LLUUID inventoryID;
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/// <summary>
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/// The UUID of the associated asset on the asset server
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/// </summary>
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public LLUUID assetID;
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/// <summary>
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/// This is an enumerated value determining the type of asset (eg Notecard, Sound, Object, etc)
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/// </summary>
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public int type;
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/// <summary>
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/// The folder this item is contained in (NULL_KEY = Inventory Root)
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/// </summary>
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public LLUUID parentFolderID;
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/// <summary>
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/// The owner of this inventory item
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/// </summary>
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public LLUUID avatarID;
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/// <summary>
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/// The name of the inventory item (must be less than 64 characters)
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/// </summary>
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public string inventoryName;
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/// <summary>
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/// The description of the inventory item (must be less than 64 characters)
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/// </summary>
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public string inventoryDescription;
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/// <summary>
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/// A mask containing the permissions for the next owner (cannot be enforced)
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/// </summary>
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public uint inventoryNextPermissions;
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/// <summary>
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/// A mask containing permissions for the current owner (cannot be enforced)
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/// </summary>
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public uint inventoryCurrentPermissions;
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}
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/// <summary>
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/// A Class for folders which contain users inventory
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/// </summary>
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public class InventoryFolderBase
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{
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/// <summary>
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/// The name of the folder (64 characters or less)
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/// </summary>
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public string name;
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/// <summary>
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/// The agent who's inventory this is contained by
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/// </summary>
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public LLUUID agentID;
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/// <summary>
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/// The folder this folder is contained in (NULL_KEY for root)
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/// </summary>
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public LLUUID parentID;
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/// <summary>
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/// The UUID for this folder
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/// </summary>
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public LLUUID folderID;
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}
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/// <summary>
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/// An interface for accessing inventory data from a storage server
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/// </summary>
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public interface IInventoryData
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{
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/// <summary>
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/// Initialises the interface
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/// </summary>
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void Initialise();
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/// <summary>
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/// Closes the interface
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/// </summary>
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void Close();
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/// <summary>
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/// The plugin being loaded
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/// </summary>
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/// <returns>A string containing the plugin name</returns>
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string getName();
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/// <summary>
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/// The plugins version
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/// </summary>
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/// <returns>A string containing the plugin version</returns>
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string getVersion();
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/// <summary>
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/// Returns a list of inventory items contained within the specified folder
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/// </summary>
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/// <param name="folderID">The UUID of the target folder</param>
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/// <returns>A List of InventoryItemBase items</returns>
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List<InventoryItemBase> getInventoryInFolder(LLUUID folderID);
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/// <summary>
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/// Returns a list of folders in the users inventory root.
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/// </summary>
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/// <param name="user">The UUID of the user who is having inventory being returned</param>
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/// <returns>A list of folders</returns>
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List<InventoryFolderBase> getUserRootFolders(LLUUID user);
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/// <summary>
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/// Returns a list of inventory folders contained in the folder 'parentID'
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/// </summary>
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/// <param name="parentID">The folder to get subfolders for</param>
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/// <returns>A list of inventory folders</returns>
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List<InventoryFolderBase> getInventoryFolders(LLUUID parentID);
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/// <summary>
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/// Returns an inventory item by its UUID
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/// </summary>
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/// <param name="item">The UUID of the item to be returned</param>
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/// <returns>A class containing item information</returns>
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InventoryItemBase getInventoryItem(LLUUID item);
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/// <summary>
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/// Returns a specified inventory folder by its UUID
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/// </summary>
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/// <param name="folder">The UUID of the folder to be returned</param>
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/// <returns>A class containing folder information</returns>
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InventoryFolderBase getInventoryFolder(LLUUID folder);
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/// <summary>
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/// Creates a new inventory item based on item
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/// </summary>
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/// <param name="item">The item to be created</param>
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void addInventoryItem(InventoryItemBase item);
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/// <summary>
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/// Updates an inventory item with item (updates based on ID)
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/// </summary>
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/// <param name="item">The updated item</param>
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void updateInventoryItem(InventoryItemBase item);
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/// <summary>
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/// Adds a new folder specified by folder
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/// </summary>
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/// <param name="folder">The inventory folder</param>
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void addInventoryFolder(InventoryFolderBase folder);
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/// <summary>
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/// Updates a folder based on its ID with folder
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/// </summary>
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/// <param name="folder">The inventory folder</param>
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void updateInventoryFolder(InventoryFolderBase folder);
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}
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}
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