123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325 |
- /*
- * 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.Collections.Generic;
- using System.Collections;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Scenes;
- namespace OpenSim.Region.Framework.Interfaces
- {
- /// <summary>
- /// Interface to an entity's (SceneObjectPart's) inventory
- /// </summary>
- ///
- /// This is not a finished 1.0 candidate interface
- public interface IEntityInventory
- {
- /// <summary>
- /// Force the task inventory of this prim to persist at the next update sweep
- /// </summary>
- void ForceInventoryPersistence();
- /// <summary>
- /// Reset UUIDs for all the items in the prim's inventory.
- /// </summary>
- ///
- /// This involves either generating
- /// new ones or setting existing UUIDs to the correct parent UUIDs.
- ///
- /// If this method is called and there are inventory items, then we regard the inventory as having changed.
- ///
- /// <param name="linkNum">Link number for the part</param>
- void ResetInventoryIDs();
- /// <summary>
- /// Reset parent object UUID for all the items in the prim's inventory.
- /// </summary>
- ///
- /// If this method is called and there are inventory items, then we regard the inventory as having changed.
- ///
- /// <param name="linkNum">Link number for the part</param>
- void ResetObjectID();
- /// <summary>
- /// Change every item in this inventory to a new owner.
- /// </summary>
- /// <param name="ownerId"></param>
- void ChangeInventoryOwner(UUID ownerId);
- /// <summary>
- /// Change every item in this inventory to a new group.
- /// </summary>
- /// <param name="groupID"></param>
- void ChangeInventoryGroup(UUID groupID);
- /// <summary>
- /// Start all the scripts contained in this entity's inventory
- /// </summary>
- /// <param name="startParam"></param>
- /// <param name="postOnRez"></param>
- /// <param name="engine"></param>
- /// <param name="stateSource"></param>
- /// <returns>Number of scripts started.</returns>
- int CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource);
-
- ArrayList GetScriptErrors(UUID itemID);
- void ResumeScripts();
- /// <summary>
- /// Stop and remove all the scripts in this entity from the scene.
- /// </summary>
- /// <param name="sceneObjectBeingDeleted">
- /// Should be true if these scripts are being removed because the scene
- /// object is being deleted. This will prevent spurious updates to the client.
- /// </param>
- void RemoveScriptInstances(bool sceneObjectBeingDeleted);
- /// <summary>
- /// Stop all the scripts in this entity.
- /// </summary>
- void StopScriptInstances();
- /// <summary>
- /// Start a script which is in this entity's inventory.
- /// </summary>
- /// <param name="item"></param>
- /// <param name="postOnRez"></param>
- /// <param name="engine"></param>
- /// <param name="stateSource"></param>
- /// <returns>
- /// true if the script instance was valid for starting, false otherwise. This does not guarantee
- /// that the script was actually started, just that the script was valid (i.e. its asset data could be found, etc.)
- /// </returns>
- bool CreateScriptInstance(
- TaskInventoryItem item, int startParam, bool postOnRez, string engine, int stateSource);
- /// <summary>
- /// Start a script which is in this entity's inventory.
- /// </summary>
- /// <param name="itemId"></param>
- /// <param name="startParam"></param>
- /// <param name="postOnRez"></param>
- /// <param name="engine"></param>
- /// <param name="stateSource"></param>
- /// <returns>
- /// true if the script instance was valid for starting, false otherwise. This does not guarantee
- /// that the script was actually started, just that the script was valid (i.e. its asset data could be found, etc.)
- /// </returns>
- bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
- ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
- /// <summary>
- /// Stop and remove a script which is in this prim's inventory from the scene.
- /// </summary>
- /// <param name="itemId"></param>
- /// <param name="sceneObjectBeingDeleted">
- /// Should be true if these scripts are being removed because the scene
- /// object is being deleted. This will prevent spurious updates to the client.
- /// </param>
- void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted);
- /// <summary>
- /// Stop a script which is in this prim's inventory.
- /// </summary>
- /// <param name="itemId"></param>
- void StopScriptInstance(UUID itemId);
- /// <summary>
- /// Try to get the script running status.
- /// </summary>
- /// <returns>
- /// Returns true if a script for the item was found in one of the simulator's script engines. In this case,
- /// the running parameter will reflect the running status.
- /// Returns false if the item could not be found, if the item is not a script or if a script instance for the
- /// item was not found in any of the script engines. In this case, running status is irrelevant.
- /// </returns>
- /// <param name='itemId'></param>
- /// <param name='running'></param>
- bool TryGetScriptInstanceRunning(UUID itemId, out bool running);
- /// <summary>
- /// Add an item to this entity's inventory. If an item with the same name already exists, then an alternative
- /// name is chosen.
- /// </summary>
- /// <param name="item"></param>
- void AddInventoryItem(TaskInventoryItem item, bool allowedDrop);
- /// <summary>
- /// Add an item to this entity's inventory. If an item with the same name already exists, it is replaced.
- /// </summary>
- /// <param name="item"></param>
- void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop);
- /// <summary>
- /// Restore a whole collection of items to the entity's inventory at once.
- /// We assume that the items already have all their fields correctly filled out.
- /// The items are not flagged for persistence to the database, since they are being restored
- /// from persistence rather than being newly added.
- /// </summary>
- /// <param name="items"></param>
- void RestoreInventoryItems(ICollection<TaskInventoryItem> items);
- /// <summary>
- /// Returns an existing inventory item. Returns the original, so any changes will be live.
- /// </summary>
- /// <param name="itemID"></param>
- /// <returns>null if the item does not exist</returns>
- TaskInventoryItem GetInventoryItem(UUID itemId);
- /// <summary>
- /// Get all inventory items.
- /// </summary>
- /// <param name="name"></param>
- /// <returns>
- /// If there are no inventory items then an empty list is returned.
- /// </returns>
- List<TaskInventoryItem> GetInventoryItems();
- /// <summary>
- /// Gets an inventory item by name
- /// </summary>
- /// <remarks>
- /// This method returns the first inventory item that matches the given name. In SL this is all you need
- /// since each item in a prim inventory must have a unique name.
- /// </remarks>
- /// <param name='name'></param>
- /// <returns>
- /// The inventory item. Null if no such item was found.
- /// </returns>
- TaskInventoryItem GetInventoryItem(string name);
- /// <summary>
- /// Get inventory items by name.
- /// </summary>
- /// <param name="name"></param>
- /// <returns>
- /// A list of inventory items with that name.
- /// If no inventory item has that name then an empty list is returned.
- /// </returns>
- List<TaskInventoryItem> GetInventoryItems(string name);
- /// <summary>
- /// Get inventory items by type.
- /// </summary>
- /// <param type="name"></param>
- /// <returns>
- /// A list of inventory items of that type.
- /// If no inventory items of that type then an empty list is returned.
- /// </returns>
- List<TaskInventoryItem> GetInventoryItems(InventoryType type);
- /// <summary>
- /// Get the scene object(s) referenced by an inventory item.
- /// </summary>
- ///
- /// This is returned in a 'rez ready' state. That is, name, description, permissions and other details have
- /// been adjusted to reflect the part and item from which it originates.
- ///
- /// <param name="item">Inventory item</param>
- /// <param name="objlist">The scene objects</param>
- /// <param name="veclist">Relative offsets for each object</param>
- /// <returns>true = success, false = the scene object asset couldn't be found</returns>
- bool GetRezReadySceneObjects(TaskInventoryItem item, out List<SceneObjectGroup> objlist, out List<Vector3> veclist, out Vector3 bbox, out float offsetHeight);
- /// <summary>
- /// Update an existing inventory item.
- /// </summary>
- /// <param name="item">The updated item. An item with the same id must already exist
- /// in this prim's inventory.</param>
- /// <returns>false if the item did not exist, true if the update occurred successfully</returns>
- bool UpdateInventoryItem(TaskInventoryItem item);
- bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents);
- bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged);
- /// <summary>
- /// Remove an item from this entity's inventory
- /// </summary>
- /// <param name="itemID"></param>
- /// <returns>Numeric asset type of the item removed. Returns -1 if the item did not exist
- /// in this prim's inventory.</returns>
- int RemoveInventoryItem(UUID itemID);
- /// <summary>
- /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
- /// </summary>
- /// <param name="xferManager"></param>
- void RequestInventoryFile(IClientAPI client, IXfer xferManager);
- /// <summary>
- /// Backup the inventory to the given data store
- /// </summary>
- /// <param name="datastore"></param>
- void ProcessInventoryBackup(ISimulationDataService datastore);
- uint MaskEffectivePermissions();
- void ApplyNextOwnerPermissions();
- void ApplyGodPermissions(uint perms);
- /// <summary>
- /// Number of items in this inventory.
- /// </summary>
- int Count { get; }
- /// <summary>
- /// Returns true if this inventory contains any scripts
- /// </summary></returns>
- bool ContainsScripts();
- /// <summary>
- /// Number of scripts in this inventory.
- /// </summary>
- /// <remarks>
- /// Includes both running and non running scripts.
- /// </remarks>
- int ScriptCount();
- /// <summary>
- /// Number of running scripts in this inventory.
- /// </summary></returns>
- int RunningScriptCount();
- /// <summary>
- /// Get the uuids of all items in this inventory
- /// </summary>
- /// <returns></returns>
- List<UUID> GetInventoryList();
-
- /// <summary>
- /// Get the xml representing the saved states of scripts in this inventory.
- /// </summary>
- /// <returns>
- /// A <see cref="Dictionary`2"/>
- /// </returns>
- Dictionary<UUID, string> GetScriptStates();
- Dictionary<UUID, string> GetScriptStates(bool oldIDs);
- }
- }
|