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IInventoryAccessModule.cs 5.9 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. /// <summary>
  53. /// Rez an object into the scene from the user's inventory
  54. /// </summary>
  55. /// <remarks>
  56. /// FIXME: It would be really nice if inventory access modules didn't also actually do the work of rezzing
  57. /// things to the scene. The caller should be doing that, I think.
  58. /// </remarks>
  59. /// <param name="remoteClient"></param>
  60. /// <param name="itemID"></param>
  61. /// <param name="RayEnd"></param>
  62. /// <param name="RayStart"></param>
  63. /// <param name="RayTargetID"></param>
  64. /// <param name="BypassRayCast"></param>
  65. /// <param name="RayEndIsIntersection"></param>
  66. /// <param name="RezSelected"></param>
  67. /// <param name="RemoveItem"></param>
  68. /// <param name="fromTaskID"></param>
  69. /// <param name="attachment"></param>
  70. /// <returns>The SceneObjectGroup rezzed or null if rez was unsuccessful.</returns>
  71. SceneObjectGroup RezObject(
  72. IClientAPI remoteClient, UUID itemID, Vector3 RayEnd, Vector3 RayStart,
  73. UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
  74. bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment);
  75. /// <summary>
  76. /// Rez an object into the scene from the user's inventory
  77. /// </summary>
  78. /// <remarks>
  79. /// FIXME: It would be really nice if inventory access modules didn't also actually do the work of rezzing
  80. /// things to the scene. The caller should be doing that, I think.
  81. /// </remarks>
  82. /// <param name="remoteClient"></param>
  83. /// <param name="item">
  84. /// 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.
  85. /// </param>
  86. /// <param name="assetID">The asset id for the object to rez.</param>
  87. /// <param name="RayEnd"></param>
  88. /// <param name="RayStart"></param>
  89. /// <param name="RayTargetID"></param>
  90. /// <param name="BypassRayCast"></param>
  91. /// <param name="RayEndIsIntersection"></param>
  92. /// <param name="RezSelected"></param>
  93. /// <param name="RemoveItem"></param>
  94. /// <param name="fromTaskID"></param>
  95. /// <param name="attachment"></param>
  96. /// <returns>The SceneObjectGroup rezzed or null if rez was unsuccessful.</returns>
  97. SceneObjectGroup RezObject(
  98. IClientAPI remoteClient, InventoryItemBase item, UUID assetID, Vector3 RayEnd, Vector3 RayStart,
  99. UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
  100. bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment);
  101. void TransferInventoryAssets(InventoryItemBase item, UUID sender, UUID receiver);
  102. /// <summary>
  103. /// Does the client have sufficient permissions to retrieve the inventory item?
  104. /// </summary>
  105. /// <param name="remoteClient"></param>
  106. /// <param name="itemID"></param>
  107. /// <param name="requestID"></param>
  108. /// <returns></returns>
  109. bool CanGetAgentInventoryItem(IClientAPI remoteClient, UUID itemID, UUID requestID);
  110. // Must be here because of textures in user's inventory
  111. bool IsForeignUser(UUID userID, out string assetServerURL);
  112. }
  113. }