123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144 |
- /*
- * 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 OpenSim.Framework;
- using OpenSim.Region.Framework.Scenes;
- using OpenMetaverse;
- namespace OpenSim.Region.Framework.Interfaces
- {
- public interface IInventoryAccessModule
- {
- UUID CapsUpdateInventoryItemAsset(IClientAPI remoteClient, UUID itemID, byte[] data);
- bool UpdateInventoryItemAsset(UUID ownerID, InventoryItemBase item, AssetBase asset);
- /// <summary>
- /// Copy objects to a user's inventory.
- /// </summary>
- /// <remarks>
- /// Is it left to the caller to delete them from the scene if required.
- /// </remarks>
- /// <param name="action"></param>
- /// <param name="folderID"></param>
- /// <param name="objectGroups"></param>
- /// <param name="remoteClient"></param>
- /// <param name="asAttachment">
- /// Should be true if the object(s) are begin taken as attachments. False otherwise.
- /// </param>
- /// <returns>
- /// A list of the items created. If there was more than one object and objects are not being coaleseced in
- /// inventory, then the order of items is in the same order as the input objects.
- /// </returns>
- List<InventoryItemBase> CopyToInventory(
- DeRezAction action, UUID folderID, List<SceneObjectGroup> objectGroups, IClientAPI remoteClient, bool asAttachment);
- /// <summary>
- /// Rez an object into the scene from the user's inventory
- /// </summary>
- /// <remarks>
- /// FIXME: It would be really nice if inventory access modules didn't also actually do the work of rezzing
- /// things to the scene. The caller should be doing that, I think.
- /// </remarks>
- /// <param name="remoteClient"></param>
- /// <param name="itemID"></param>
- /// <param name="rezGroupID"></param>
- /// <param name="RayEnd"></param>
- /// <param name="RayStart"></param>
- /// <param name="RayTargetID"></param>
- /// <param name="BypassRayCast"></param>
- /// <param name="RayEndIsIntersection"></param>
- /// <param name="RezSelected"></param>
- /// <param name="RemoveItem"></param>
- /// <param name="fromTaskID"></param>
- /// <param name="attachment"></param>
- /// <returns>The SceneObjectGroup rezzed or null if rez was unsuccessful.</returns>
- SceneObjectGroup RezObject(
- IClientAPI remoteClient, UUID itemID, UUID rezGroupID, Vector3 RayEnd, Vector3 RayStart,
- UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
- bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment);
- // compatibily do not use
- SceneObjectGroup RezObject(
- IClientAPI remoteClient, UUID itemID, Vector3 RayEnd, Vector3 RayStart,
- UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
- bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment);
- /// <summary>
- /// Rez an object into the scene from the user's inventory
- /// </summary>
- /// <remarks>
- /// FIXME: It would be really nice if inventory access modules didn't also actually do the work of rezzing
- /// things to the scene. The caller should be doing that, I think.
- /// </remarks>
- /// <param name="remoteClient"></param>
- /// <param name="item">
- /// The item from which the object asset came. Can be null, in which case pre and post rez item adjustment and checks are not performed.
- /// </param>
- /// <param name="assetID">The asset id for the object to rez.</param>
- /// <param name="rezObjectID">The requested group id for the object to rez.</param>
- /// <param name="RayEnd"></param>
- /// <param name="RayStart"></param>
- /// <param name="RayTargetID"></param>
- /// <param name="BypassRayCast"></param>
- /// <param name="RayEndIsIntersection"></param>
- /// <param name="RezSelected"></param>
- /// <param name="RemoveItem"></param>
- /// <param name="fromTaskID"></param>
- /// <param name="attachment"></param>
- /// <returns>The SceneObjectGroup rezzed or null if rez was unsuccessful.</returns>
- SceneObjectGroup RezObject(IClientAPI remoteClient, InventoryItemBase item, UUID rezGroupID,
- UUID assetID, Vector3 RayEnd, Vector3 RayStart,
- UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
- bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment);
- // compatibility do not use
- SceneObjectGroup RezObject(
- IClientAPI remoteClient, InventoryItemBase item,
- UUID assetID, Vector3 RayEnd, Vector3 RayStart,
- UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
- bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment);
- void TransferInventoryAssets(InventoryItemBase item, UUID sender, UUID receiver);
- /// <summary>
- /// Does the client have sufficient permissions to retrieve the inventory item?
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="itemID"></param>
- /// <param name="requestID"></param>
- /// <returns></returns>
- bool CanGetAgentInventoryItem(IClientAPI remoteClient, UUID itemID, UUID requestID);
- // Must be here because of textures in user's inventory
- bool IsForeignUser(UUID userID, out string assetServerURL);
- }
- }
|