IInventoryAccessModule.cs 3.3 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. /// <summary>
  38. /// Copy objects to a user's inventory.
  39. /// </summary>
  40. /// <remarks>
  41. /// Is it left to the caller to delete them from the scene if required.
  42. /// </remarks>
  43. /// <param name="action"></param>
  44. /// <param name="folderID"></param>
  45. /// <param name="objectGroups"></param>
  46. /// <param name="remoteClient"></param>
  47. /// <returns>
  48. /// Returns the UUID of the newly created item asset (not the item itself).
  49. /// FIXME: This is not very useful. It would be far more useful to return a list of items instead.
  50. /// </returns>
  51. UUID CopyToInventory(DeRezAction action, UUID folderID, List<SceneObjectGroup> objectGroups, IClientAPI remoteClient);
  52. SceneObjectGroup RezObject(IClientAPI remoteClient, UUID itemID, Vector3 RayEnd, Vector3 RayStart,
  53. UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
  54. bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment);
  55. void TransferInventoryAssets(InventoryItemBase item, UUID sender, UUID receiver);
  56. bool GetAgentInventoryItem(IClientAPI remoteClient, UUID itemID, UUID requestID);
  57. // Must be here because of textures in user's inventory
  58. bool IsForeignUser(UUID userID, out string assetServerURL);
  59. }
  60. }