123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206 |
- /*
- * 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 OpenMetaverse;
- namespace OpenSim.Services.Interfaces
- {
- /// <summary>
- /// Callback used when a user's inventory is received from the inventory service
- /// </summary>
- public delegate void InventoryReceiptCallback(
- ICollection<InventoryFolderImpl> folders, ICollection<InventoryItemBase> items);
- public interface IInventoryService
- {
- /// <summary>
- /// Create the entire inventory for a given user
- /// </summary>
- /// <param name="user"></param>
- /// <returns></returns>
- bool CreateUserInventory(UUID user);
- /// <summary>
- /// Gets the skeleton of the inventory -- folders only
- /// </summary>
- /// <param name="userId"></param>
- /// <returns></returns>
- List<InventoryFolderBase> GetInventorySkeleton(UUID userId);
- /// <summary>
- /// Synchronous inventory fetch.
- /// </summary>
- /// <param name="userID"></param>
- /// <returns></returns>
- [Obsolete]
- InventoryCollection GetUserInventory(UUID userID);
- /// <summary>
- /// Request the inventory for a user. This is an asynchronous operation that will call the callback when the
- /// inventory has been received
- /// </summary>
- /// <param name="userID"></param>
- /// <param name="callback"></param>
- [Obsolete]
- void GetUserInventory(UUID userID, InventoryReceiptCallback callback);
- /// <summary>
- /// Retrieve the root inventory folder for the given user.
- /// </summary>
- /// <param name="userID"></param>
- /// <returns>null if no root folder was found</returns>
- InventoryFolderBase GetRootFolder(UUID userID);
- /// <summary>
- /// Gets the user folder for the given folder-type
- /// </summary>
- /// <param name="userID"></param>
- /// <param name="type"></param>
- /// <returns></returns>
- InventoryFolderBase GetFolderForType(UUID userID, AssetType type);
- /// <summary>
- /// Gets everything (folders and items) inside a folder
- /// </summary>
- /// <param name="userId"></param>
- /// <param name="folderID"></param>
- /// <returns></returns>
- InventoryCollection GetFolderContent(UUID userID, UUID folderID);
-
- /// <summary>
- /// Gets the items inside a folder
- /// </summary>
- /// <param name="userID"></param>
- /// <param name="folderID"></param>
- /// <returns></returns>
- List<InventoryItemBase> GetFolderItems(UUID userID, UUID folderID);
- /// <summary>
- /// Add a new folder to the user's inventory
- /// </summary>
- /// <param name="folder"></param>
- /// <returns>true if the folder was successfully added</returns>
- bool AddFolder(InventoryFolderBase folder);
- /// <summary>
- /// Update a folder in the user's inventory
- /// </summary>
- /// <param name="folder"></param>
- /// <returns>true if the folder was successfully updated</returns>
- bool UpdateFolder(InventoryFolderBase folder);
- /// <summary>
- /// Move an inventory folder to a new location
- /// </summary>
- /// <param name="folder">A folder containing the details of the new location</param>
- /// <returns>true if the folder was successfully moved</returns>
- bool MoveFolder(InventoryFolderBase folder);
- /// <summary>
- /// Delete an item from the user's inventory
- /// </summary>
- /// <param name="item"></param>
- /// <returns>true if the item was successfully deleted</returns>
- //bool DeleteItem(InventoryItemBase item);
- bool DeleteFolders(UUID userID, List<UUID> folderIDs);
- /// <summary>
- /// Purge an inventory folder of all its items and subfolders.
- /// </summary>
- /// <param name="folder"></param>
- /// <returns>true if the folder was successfully purged</returns>
- bool PurgeFolder(InventoryFolderBase folder);
- /// <summary>
- /// Add a new item to the user's inventory
- /// </summary>
- /// <param name="item">
- /// The item to be added. If item.FolderID == UUID.Zero then the item is added to the most suitable system
- /// folder. If there is no suitable folder then the item is added to the user's root inventory folder.
- /// </param>
- /// <returns>true if the item was successfully added, false if it was not</returns>
- bool AddItem(InventoryItemBase item);
- /// <summary>
- /// Update an item in the user's inventory
- /// </summary>
- /// <param name="item"></param>
- /// <returns>true if the item was successfully updated</returns>
- bool UpdateItem(InventoryItemBase item);
- bool MoveItems(UUID ownerID, List<InventoryItemBase> items);
- /// <summary>
- /// Delete an item from the user's inventory
- /// </summary>
- /// <param name="item"></param>
- /// <returns>true if the item was successfully deleted</returns>
- //bool DeleteItem(InventoryItemBase item);
- bool DeleteItems(UUID userID, List<UUID> itemIDs);
- /// <summary>
- /// Get an item, given by its UUID
- /// </summary>
- /// <param name="item"></param>
- /// <returns></returns>
- InventoryItemBase GetItem(InventoryItemBase item);
- /// <summary>
- /// Get a folder, given by its UUID
- /// </summary>
- /// <param name="folder"></param>
- /// <returns></returns>
- InventoryFolderBase GetFolder(InventoryFolderBase folder);
- /// <summary>
- /// Does the given user have an inventory structure?
- /// </summary>
- /// <param name="userID"></param>
- /// <returns></returns>
- bool HasInventoryForUser(UUID userID);
- /// <summary>
- /// Get the active gestures of the agent.
- /// </summary>
- /// <param name="userId"></param>
- /// <returns></returns>
- List<InventoryItemBase> GetActiveGestures(UUID userId);
- /// <summary>
- /// Get the union of permissions of all inventory items
- /// that hold the given assetID.
- /// </summary>
- /// <param name="userID"></param>
- /// <param name="assetID"></param>
- /// <returns>The permissions or 0 if no such asset is found in
- /// the user's inventory</returns>
- int GetAssetPermissions(UUID userID, UUID assetID);
- }
- }
|