OpenSimMirror/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs

241 lines
9.9 KiB
C#

/*
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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using System.Collections.Generic;
using System.Collections;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.Framework.Interfaces
{
/// <summary>
/// Interface to an entity's (SceneObjectPart's) inventory
/// </summary>
///
/// This is not a finished 1.0 candidate interface
public interface IEntityInventory
{
/// <summary>
/// Force the task inventory of this prim to persist at the next update sweep
/// </summary>
void ForceInventoryPersistence();
/// <summary>
/// Reset UUIDs for all the items in the prim's inventory.
/// </summary>
///
/// This involves either generating
/// new ones or setting existing UUIDs to the correct parent UUIDs.
///
/// If this method is called and there are inventory items, then we regard the inventory as having changed.
///
/// <param name="linkNum">Link number for the part</param>
void ResetInventoryIDs();
/// <summary>
/// Reset parent object UUID for all the items in the prim's inventory.
/// </summary>
///
/// If this method is called and there are inventory items, then we regard the inventory as having changed.
///
/// <param name="linkNum">Link number for the part</param>
void ResetObjectID();
/// <summary>
/// Change every item in this inventory to a new owner.
/// </summary>
/// <param name="ownerId"></param>
void ChangeInventoryOwner(UUID ownerId);
/// <summary>
/// Change every item in this inventory to a new group.
/// </summary>
/// <param name="groupID"></param>
void ChangeInventoryGroup(UUID groupID);
/// <summary>
/// Start all the scripts contained in this entity's inventory
/// </summary>
void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource);
ArrayList GetScriptErrors(UUID itemID);
void ResumeScripts();
#region REGION SYNC
void SuspendScripts();
#endregion REGION SYNC
/// <summary>
/// Stop all the scripts in this entity.
/// </summary>
/// <param name="sceneObjectBeingDeleted">
/// Should be true if these scripts are being removed because the scene
/// object is being deleted. This will prevent spurious updates to the client.
/// </param>
void RemoveScriptInstances(bool sceneObjectBeingDeleted);
/// <summary>
/// Start a script which is in this entity's inventory.
/// </summary>
/// <param name="item"></param>
/// <param name="postOnRez"></param>
/// <param name="engine"></param>
/// <param name="stateSource"></param>
void CreateScriptInstance(
TaskInventoryItem item, int startParam, bool postOnRez, string engine, int stateSource);
/// <summary>
/// Start a script which is in this entity's inventory.
/// </summary>
/// <param name="itemId"></param>
/// <param name="startParam"></param>
/// <param name="postOnRez"></param>
/// <param name="engine"></param>
/// <param name="stateSource"></param>
void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
/// <summary>
/// Stop a script which is in this prim's inventory.
/// </summary>
/// <param name="itemId"></param>
/// <param name="sceneObjectBeingDeleted">
/// Should be true if these scripts are being removed because the scene
/// object is being deleted. This will prevent spurious updates to the client.
/// </param>
void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted);
/// <summary>
/// Add an item to this entity's inventory. If an item with the same name already exists, then an alternative
/// name is chosen.
/// </summary>
/// <param name="item"></param>
void AddInventoryItem(TaskInventoryItem item, bool allowedDrop);
/// <summary>
/// Add an item to this entity's inventory. If an item with the same name already exists, it is replaced.
/// </summary>
/// <param name="item"></param>
void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop);
/// <summary>
/// Restore a whole collection of items to the entity's inventory at once.
/// We assume that the items already have all their fields correctly filled out.
/// The items are not flagged for persistence to the database, since they are being restored
/// from persistence rather than being newly added.
/// </summary>
/// <param name="items"></param>
void RestoreInventoryItems(ICollection<TaskInventoryItem> items);
/// <summary>
/// Returns an existing inventory item. Returns the original, so any changes will be live.
/// </summary>
/// <param name="itemID"></param>
/// <returns>null if the item does not exist</returns>
TaskInventoryItem GetInventoryItem(UUID itemId);
/// <summary>
/// Get inventory items by name.
/// </summary>
/// <param name="name"></param>
/// <returns>
/// A list of inventory items with that name.
/// If no inventory item has that name then an empty list is returned.
/// </returns>
IList<TaskInventoryItem> GetInventoryItems(string name);
/// <summary>
/// Get the scene object referenced by an inventory item.
/// </summary>
///
/// This is returned in a 'rez ready' state. That is, name, description, permissions and other details have
/// been adjusted to reflect the part and item from which it originates.
///
/// <param name="item"></param>
/// <returns>The scene object. Null if the scene object asset couldn't be found</returns>
SceneObjectGroup GetRezReadySceneObject(TaskInventoryItem item);
/// <summary>
/// Update an existing inventory item.
/// </summary>
/// <param name="item">The updated item. An item with the same id must already exist
/// in this prim's inventory.</param>
/// <returns>false if the item did not exist, true if the update occurred successfully</returns>
bool UpdateInventoryItem(TaskInventoryItem item);
bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents);
bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged);
/// <summary>
/// Remove an item from this entity's inventory
/// </summary>
/// <param name="itemID"></param>
/// <returns>Numeric asset type of the item removed. Returns -1 if the item did not exist
/// in this prim's inventory.</returns>
int RemoveInventoryItem(UUID itemID);
/// <summary>
/// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
/// </summary>
/// <param name="xferManager"></param>
void RequestInventoryFile(IClientAPI client, IXfer xferManager);
/// <summary>
/// Backup the inventory to the given data store
/// </summary>
/// <param name="datastore"></param>
void ProcessInventoryBackup(ISimulationDataService datastore);
uint MaskEffectivePermissions();
void ApplyNextOwnerPermissions();
void ApplyGodPermissions(uint perms);
/// <summary>
/// Returns true if this inventory contains any scripts
/// </summary></returns>
bool ContainsScripts();
/// <summary>
/// Get the uuids of all items in this inventory
/// </summary>
/// <returns></returns>
List<UUID> GetInventoryList();
/// <summary>
/// Get the xml representing the saved states of scripts in this inventory.
/// </summary>
/// <returns>
/// A <see cref="Dictionary`2"/>
/// </returns>
Dictionary<UUID, string> GetScriptStates();
//DSG
bool UpdateInventoryItemBySync(TaskInventoryItem item);
}
}