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- /*
- * 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 OpenSim.Framework;
- using OpenSim.Services.Interfaces;
- using OpenMetaverse;
- namespace OpenSim.Services.Connectors
- {
- /// <summary>
- /// Defines all operations to access a remote inventory service
- /// using session authentication as a form of security.
- /// </summary>
- public interface ISessionAuthInventoryService
- {
- string Host
- {
- get;
- }
- /// <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>
- void GetUserInventory(string userID, UUID session_id, InventoryReceiptCallback callback);
- /// <summary>
- /// Gets the user folder for the given folder-type
- /// </summary>
- /// <param name="userID"></param>
- /// <param name="type"></param>
- /// <returns></returns>
- Dictionary<AssetType, InventoryFolderBase> GetSystemFolders(string userID, UUID session_id);
- /// <summary>
- /// Gets everything (folders and items) inside a folder
- /// </summary>
- /// <param name="userId"></param>
- /// <param name="folderID"></param>
- /// <returns></returns>
- InventoryCollection GetFolderContent(string userID, UUID folderID, UUID session_id);
- /// <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(string userID, InventoryFolderBase folder, UUID session_id);
- /// <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(string userID, InventoryFolderBase folder, UUID session_id);
- /// <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(string userID, InventoryFolderBase folder, UUID session_id);
- /// <summary>
- /// Delete a list of inventory folders (from trash)
- /// </summary>
- bool DeleteFolders(string userID, List<UUID> folders, UUID session_id);
- /// <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(string userID, InventoryFolderBase folder, UUID session_id);
- /// <summary>
- /// Get items from a folder.
- /// </summary>
- /// <param name="folder"></param>
- /// <returns>true if the folder was successfully purged</returns>
- List<InventoryItemBase> GetFolderItems(string userID, UUID folderID, UUID session_id);
- /// <summary>
- /// Add a new item to the user's inventory
- /// </summary>
- /// <param name="item"></param>
- /// <returns>true if the item was successfully added</returns>
- bool AddItem(string userID, InventoryItemBase item, UUID session_id);
- /// <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(string userID, InventoryItemBase item, UUID session_id);
- bool MoveItems(string userID, List<InventoryItemBase> items, UUID session_id);
-
- /// <summary>
- /// Delete an item from the user's inventory
- /// </summary>
- /// <param name="item"></param>
- /// <returns>true if the item was successfully deleted</returns>
- bool DeleteItems(string userID, List<UUID> itemIDs, UUID session_id);
- InventoryItemBase QueryItem(string userID, InventoryItemBase item, UUID session_id);
- InventoryFolderBase QueryFolder(string userID, InventoryFolderBase item, UUID session_id);
- int GetAssetPermissions(string userID, UUID assetID, UUID session_id);
- }
- }
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