120 lines
4.6 KiB
C#
120 lines
4.6 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.Collections.Generic;
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using OpenMetaverse;
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using OpenSim.Framework;
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namespace OpenSim.Data
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{
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public interface IEstateDataStore
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{
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/// <summary>
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/// Initialise the data store.
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/// </summary>
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/// <param name="connectstring"></param>
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void Initialise(string connectstring);
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/// <summary>
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/// Load estate settings for a region.
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/// </summary>
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/// <param name="regionID"></param>
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/// <param name="create">If true, then an estate is created if one is not found.</param>
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/// <returns></returns>
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EstateSettings LoadEstateSettings(UUID regionID, bool create);
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/// <summary>
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/// Load estate settings for an estate ID.
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/// </summary>
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/// <param name="estateID"></param>
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/// <returns></returns>
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EstateSettings LoadEstateSettings(int estateID);
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/// <summary>
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/// Create a new estate.
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/// </summary>
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/// <returns>
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/// A <see cref="EstateSettings"/>
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/// </returns>
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EstateSettings CreateNewEstate();
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/// <summary>
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/// Load/Get all estate settings.
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/// </summary>
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/// <returns>An empty list if no estates were found.</returns>
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List<EstateSettings> LoadEstateSettingsAll();
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/// <summary>
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/// Store estate settings.
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/// </summary>
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/// <remarks>
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/// This is also called by EstateSettings.Save()</remarks>
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/// <param name="es"></param>
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void StoreEstateSettings(EstateSettings es);
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/// <summary>
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/// Get estate IDs.
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/// </summary>
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/// <param name="search">Name of estate to search for. This is the exact name, no parttern matching is done.</param>
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/// <returns></returns>
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List<int> GetEstates(string search);
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/// <summary>
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/// Get the IDs of all estates owned by the given user.
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/// </summary>
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/// <returns>An empty list if no estates were found.</returns>
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List<int> GetEstatesByOwner(UUID ownerID);
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/// <summary>
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/// Get the IDs of all estates.
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/// </summary>
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/// <returns>An empty list if no estates were found.</returns>
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List<int> GetEstatesAll();
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/// <summary>
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/// Link a region to an estate.
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/// </summary>
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/// <param name="regionID"></param>
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/// <param name="estateID"></param>
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/// <returns>true if the link succeeded, false otherwise</returns>
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bool LinkRegion(UUID regionID, int estateID);
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/// <summary>
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/// Get the UUIDs of all the regions in an estate.
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/// </summary>
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/// <param name="estateID"></param>
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/// <returns></returns>
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List<UUID> GetRegions(int estateID);
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/// <summary>
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/// Delete an estate
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/// </summary>
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/// <param name="estateID"></param>
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/// <returns>true if the delete succeeded, false otherwise</returns>
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bool DeleteEstate(int estateID);
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}
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} |