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IInventoryAccessModule.cs 7.0 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Collections.Generic;
  29. using OpenSim.Framework;
  30. using OpenSim.Region.Framework.Scenes;
  31. using OpenMetaverse;
  32. namespace OpenSim.Region.Framework.Interfaces
  33. {
  34. public interface IInventoryAccessModule
  35. {
  36. UUID CapsUpdateInventoryItemAsset(IClientAPI remoteClient, UUID itemID, byte[] data);
  37. bool UpdateInventoryItemAsset(UUID ownerID, InventoryItemBase item, AssetBase asset);
  38. /// <summary>
  39. /// Copy objects to a user's inventory.
  40. /// </summary>
  41. /// <remarks>
  42. /// Is it left to the caller to delete them from the scene if required.
  43. /// </remarks>
  44. /// <param name="action"></param>
  45. /// <param name="folderID"></param>
  46. /// <param name="objectGroups"></param>
  47. /// <param name="remoteClient"></param>
  48. /// <param name="asAttachment">
  49. /// Should be true if the object(s) are begin taken as attachments. False otherwise.
  50. /// </param>
  51. /// <returns>
  52. /// A list of the items created. If there was more than one object and objects are not being coaleseced in
  53. /// inventory, then the order of items is in the same order as the input objects.
  54. /// </returns>
  55. List<InventoryItemBase> CopyToInventory(
  56. DeRezAction action, UUID folderID, List<SceneObjectGroup> objectGroups, IClientAPI remoteClient, bool asAttachment);
  57. /// <summary>
  58. /// Rez an object into the scene from the user's inventory
  59. /// </summary>
  60. /// <remarks>
  61. /// FIXME: It would be really nice if inventory access modules didn't also actually do the work of rezzing
  62. /// things to the scene. The caller should be doing that, I think.
  63. /// </remarks>
  64. /// <param name="remoteClient"></param>
  65. /// <param name="itemID"></param>
  66. /// <param name="rezGroupID"></param>
  67. /// <param name="RayEnd"></param>
  68. /// <param name="RayStart"></param>
  69. /// <param name="RayTargetID"></param>
  70. /// <param name="BypassRayCast"></param>
  71. /// <param name="RayEndIsIntersection"></param>
  72. /// <param name="RezSelected"></param>
  73. /// <param name="RemoveItem"></param>
  74. /// <param name="fromTaskID"></param>
  75. /// <param name="attachment"></param>
  76. /// <returns>The SceneObjectGroup rezzed or null if rez was unsuccessful.</returns>
  77. SceneObjectGroup RezObject(
  78. IClientAPI remoteClient, UUID itemID, UUID rezGroupID, Vector3 RayEnd, Vector3 RayStart,
  79. UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
  80. bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment);
  81. // compatibily do not use
  82. SceneObjectGroup RezObject(
  83. IClientAPI remoteClient, UUID itemID, Vector3 RayEnd, Vector3 RayStart,
  84. UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
  85. bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment);
  86. /// <summary>
  87. /// Rez an object into the scene from the user's inventory
  88. /// </summary>
  89. /// <remarks>
  90. /// FIXME: It would be really nice if inventory access modules didn't also actually do the work of rezzing
  91. /// things to the scene. The caller should be doing that, I think.
  92. /// </remarks>
  93. /// <param name="remoteClient"></param>
  94. /// <param name="item">
  95. /// 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.
  96. /// </param>
  97. /// <param name="assetID">The asset id for the object to rez.</param>
  98. /// <param name="rezObjectID">The requested group id for the object to rez.</param>
  99. /// <param name="RayEnd"></param>
  100. /// <param name="RayStart"></param>
  101. /// <param name="RayTargetID"></param>
  102. /// <param name="BypassRayCast"></param>
  103. /// <param name="RayEndIsIntersection"></param>
  104. /// <param name="RezSelected"></param>
  105. /// <param name="RemoveItem"></param>
  106. /// <param name="fromTaskID"></param>
  107. /// <param name="attachment"></param>
  108. /// <returns>The SceneObjectGroup rezzed or null if rez was unsuccessful.</returns>
  109. SceneObjectGroup RezObject(IClientAPI remoteClient, InventoryItemBase item, UUID rezGroupID,
  110. UUID assetID, Vector3 RayEnd, Vector3 RayStart,
  111. UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
  112. bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment);
  113. // compatibility do not use
  114. SceneObjectGroup RezObject(
  115. IClientAPI remoteClient, InventoryItemBase item,
  116. UUID assetID, Vector3 RayEnd, Vector3 RayStart,
  117. UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
  118. bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment);
  119. void TransferInventoryAssets(InventoryItemBase item, UUID sender, UUID receiver);
  120. /// <summary>
  121. /// Does the client have sufficient permissions to retrieve the inventory item?
  122. /// </summary>
  123. /// <param name="remoteClient"></param>
  124. /// <param name="itemID"></param>
  125. /// <param name="requestID"></param>
  126. /// <returns></returns>
  127. bool CanGetAgentInventoryItem(IClientAPI remoteClient, UUID itemID, UUID requestID);
  128. // Must be here because of textures in user's inventory
  129. bool IsForeignUser(UUID userID, out string assetServerURL);
  130. }
  131. }