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