OpenSimMirror/OpenSim/Framework/Communications/IUserService.cs

158 lines
7.6 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using OpenMetaverse;
using OpenSim.Services.Interfaces;
namespace OpenSim.Framework.Communications
{
public interface IUserService
{
/// <summary>
/// Add a temporary user profile.
/// </summary>
/// A temporary user profile is one that should exist only for the lifetime of the process.
/// <param name="userProfile"></param>
void AddTemporaryUserProfile(UserProfileData userProfile);
/// <summary>
/// Loads a user profile by name
/// </summary>
/// <param name="firstName">First name</param>
/// <param name="lastName">Last name</param>
/// <returns>A user profile. Returns null if no profile is found</returns>
UserProfileData GetUserProfile(string firstName, string lastName);
/// <summary>
/// Loads a user profile from a database by UUID
/// </summary>
/// <param name="userId">The target UUID</param>
/// <returns>A user profile. Returns null if no user profile is found.</returns>
UserProfileData GetUserProfile(UUID userId);
UserProfileData GetUserProfile(Uri uri);
Uri GetUserUri(UserProfileData userProfile);
UserAgentData GetAgentByUUID(UUID userId);
void ClearUserAgent(UUID avatarID);
List<AvatarPickerAvatar> GenerateAgentPickerRequestResponse(UUID QueryID, string Query);
UserProfileData SetupMasterUser(string firstName, string lastName);
UserProfileData SetupMasterUser(string firstName, string lastName, string password);
UserProfileData SetupMasterUser(UUID userId);
/// <summary>
/// Update the user's profile.
/// </summary>
/// <param name="data">UserProfileData object with updated data. Should be obtained
/// via a call to GetUserProfile().</param>
/// <returns>true if the update could be applied, false if it could not be applied.</returns>
bool UpdateUserProfile(UserProfileData data);
/// <summary>
/// Adds a new friend to the database for XUser
/// </summary>
/// <param name="friendlistowner">The agent that who's friends list is being added to</param>
/// <param name="friend">The agent that being added to the friends list of the friends list owner</param>
/// <param name="perms">A uint bit vector for set perms that the friend being added has; 0 = none, 1=This friend can see when they sign on, 2 = map, 4 edit objects </param>
void AddNewUserFriend(UUID friendlistowner, UUID friend, uint perms);
/// <summary>
/// Delete friend on friendlistowner's friendlist.
/// </summary>
/// <param name="friendlistowner">The agent that who's friends list is being updated</param>
/// <param name="friend">The Ex-friend agent</param>
void RemoveUserFriend(UUID friendlistowner, UUID friend);
/// <summary>
/// Update permissions for friend on friendlistowner's friendlist.
/// </summary>
/// <param name="friendlistowner">The agent that who's friends list is being updated</param>
/// <param name="friend">The agent that is getting or loosing permissions</param>
/// <param name="perms">A uint bit vector for set perms that the friend being added has; 0 = none, 1=This friend can see when they sign on, 2 = map, 4 edit objects </param>
void UpdateUserFriendPerms(UUID friendlistowner, UUID friend, uint perms);
/// <summary>
/// Logs off a user on the user server
/// </summary>
/// <param name="userid">UUID of the user</param>
/// <param name="regionid">UUID of the Region</param>
/// <param name="regionhandle">regionhandle</param>
/// <param name="position">final position</param>
/// <param name="lookat">final lookat</param>
void LogOffUser(UUID userid, UUID regionid, ulong regionhandle, Vector3 position, Vector3 lookat);
/// <summary>
/// Logs off a user on the user server (deprecated as of 2008-08-27)
/// </summary>
/// <param name="userid">UUID of the user</param>
/// <param name="regionid">UUID of the Region</param>
/// <param name="regionhandle">regionhandle</param>
/// <param name="posx">final position x</param>
/// <param name="posy">final position y</param>
/// <param name="posz">final position z</param>
void LogOffUser(UUID userid, UUID regionid, ulong regionhandle, float posx, float posy, float posz);
/// <summary>
/// Returns a list of FriendsListItems that describe the friends and permissions in the friend relationship
/// for UUID friendslistowner
/// </summary>
///
/// <param name="friendlistowner">The agent for whom we're retreiving the friends Data.</param>
/// <returns>
/// A List of FriendListItems that contains info about the user's friends.
/// Always returns a list even if the user has no friends
/// </returns>
List<FriendListItem> GetUserFriendList(UUID friendlistowner);
// This probably shouldn't be here, it belongs to IAuthentication
// But since Scenes only have IUserService references, I'm placing it here for now.
bool VerifySession(UUID userID, UUID sessionID);
/// <summary>
/// Authenticate a user by their password.
/// </summary>
///
/// This is used by callers outside the login process that want to
/// verify a user who has given their password.
///
/// This should probably also be in IAuthentication but is here for the same reasons as VerifySession() is
///
/// <param name="userID"></param>
/// <param name="password"></param>
/// <returns></returns>
bool AuthenticateUserByPassword(UUID userID, string password);
// Temporary Hack until we move everything to the new service model
void SetInventoryService(IInventoryService invService);
}
}