IEntityInventory.cs 8.9 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.Collections.Generic;
  28. using System.Collections;
  29. using OpenMetaverse;
  30. using OpenSim.Framework;
  31. namespace OpenSim.Region.Framework.Interfaces
  32. {
  33. /// <summary>
  34. /// Interface to an entity's (SceneObjectPart's) inventory
  35. /// </summary>
  36. ///
  37. /// This is not a finished 1.0 candidate interface
  38. public interface IEntityInventory
  39. {
  40. /// <summary>
  41. /// Force the task inventory of this prim to persist at the next update sweep
  42. /// </summary>
  43. void ForceInventoryPersistence();
  44. /// <summary>
  45. /// Reset UUIDs for all the items in the prim's inventory.
  46. /// </summary>
  47. ///
  48. /// This involves either generating
  49. /// new ones or setting existing UUIDs to the correct parent UUIDs.
  50. ///
  51. /// If this method is called and there are inventory items, then we regard the inventory as having changed.
  52. ///
  53. /// <param name="linkNum">Link number for the part</param>
  54. void ResetInventoryIDs();
  55. /// <summary>
  56. /// Change every item in this inventory to a new owner.
  57. /// </summary>
  58. /// <param name="ownerId"></param>
  59. void ChangeInventoryOwner(UUID ownerId);
  60. /// <summary>
  61. /// Change every item in this inventory to a new group.
  62. /// </summary>
  63. /// <param name="groupID"></param>
  64. void ChangeInventoryGroup(UUID groupID);
  65. /// <summary>
  66. /// Start all the scripts contained in this entity's inventory
  67. /// </summary>
  68. void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource);
  69. ArrayList GetScriptErrors(UUID itemID);
  70. void ResumeScripts();
  71. /// <summary>
  72. /// Stop all the scripts in this entity.
  73. /// </summary>
  74. /// <param name="sceneObjectBeingDeleted">
  75. /// Should be true if these scripts are being removed because the scene
  76. /// object is being deleted. This will prevent spurious updates to the client.
  77. /// </param>
  78. void RemoveScriptInstances(bool sceneObjectBeingDeleted);
  79. /// <summary>
  80. /// Start a script which is in this entity's inventory.
  81. /// </summary>
  82. /// <param name="item"></param>
  83. /// <param name="postOnRez"></param>
  84. /// <param name="engine"></param>
  85. /// <param name="stateSource"></param>
  86. void CreateScriptInstance(
  87. TaskInventoryItem item, int startParam, bool postOnRez, string engine, int stateSource);
  88. /// <summary>
  89. /// Start a script which is in this entity's inventory.
  90. /// </summary>
  91. /// <param name="itemId"></param>
  92. /// <param name="startParam"></param>
  93. /// <param name="postOnRez"></param>
  94. /// <param name="engine"></param>
  95. /// <param name="stateSource"></param>
  96. void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
  97. /// <summary>
  98. /// Stop a script which is in this prim's inventory.
  99. /// </summary>
  100. /// <param name="itemId"></param>
  101. /// <param name="sceneObjectBeingDeleted">
  102. /// Should be true if these scripts are being removed because the scene
  103. /// object is being deleted. This will prevent spurious updates to the client.
  104. /// </param>
  105. void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted);
  106. /// <summary>
  107. /// Add an item to this entity's inventory. If an item with the same name already exists, then an alternative
  108. /// name is chosen.
  109. /// </summary>
  110. /// <param name="item"></param>
  111. void AddInventoryItem(TaskInventoryItem item, bool allowedDrop);
  112. /// <summary>
  113. /// Add an item to this entity's inventory. If an item with the same name already exists, it is replaced.
  114. /// </summary>
  115. /// <param name="item"></param>
  116. void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop);
  117. /// <summary>
  118. /// Restore a whole collection of items to the entity's inventory at once.
  119. /// We assume that the items already have all their fields correctly filled out.
  120. /// The items are not flagged for persistence to the database, since they are being restored
  121. /// from persistence rather than being newly added.
  122. /// </summary>
  123. /// <param name="items"></param>
  124. void RestoreInventoryItems(ICollection<TaskInventoryItem> items);
  125. /// <summary>
  126. /// Returns an existing inventory item. Returns the original, so any changes will be live.
  127. /// </summary>
  128. /// <param name="itemID"></param>
  129. /// <returns>null if the item does not exist</returns>
  130. TaskInventoryItem GetInventoryItem(UUID itemId);
  131. /// <summary>
  132. /// Get inventory items by name.
  133. /// </summary>
  134. /// <param name="name"></param>
  135. /// <returns>
  136. /// A list of inventory items with that name.
  137. /// If no inventory item has that name then an empty list is returned.
  138. /// </returns>
  139. IList<TaskInventoryItem> GetInventoryItems(string name);
  140. /// <summary>
  141. /// Update an existing inventory item.
  142. /// </summary>
  143. /// <param name="item">The updated item. An item with the same id must already exist
  144. /// in this prim's inventory.</param>
  145. /// <returns>false if the item did not exist, true if the update occurred successfully</returns>
  146. bool UpdateInventoryItem(TaskInventoryItem item);
  147. bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents);
  148. /// <summary>
  149. /// Remove an item from this entity's inventory
  150. /// </summary>
  151. /// <param name="itemID"></param>
  152. /// <returns>Numeric asset type of the item removed. Returns -1 if the item did not exist
  153. /// in this prim's inventory.</returns>
  154. int RemoveInventoryItem(UUID itemID);
  155. /// <summary>
  156. /// Return the name with which a client can request a xfer of this prim's inventory metadata
  157. /// </summary>
  158. string GetInventoryFileName();
  159. bool GetInventoryFileName(IClientAPI client, uint localID);
  160. /// <summary>
  161. /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
  162. /// </summary>
  163. /// <param name="xferManager"></param>
  164. void RequestInventoryFile(IClientAPI client, IXfer xferManager);
  165. /// <summary>
  166. /// Backup the inventory to the given data store
  167. /// </summary>
  168. /// <param name="datastore"></param>
  169. void ProcessInventoryBackup(IRegionDataStore datastore);
  170. uint MaskEffectivePermissions();
  171. void ApplyNextOwnerPermissions();
  172. void ApplyGodPermissions(uint perms);
  173. /// <summary>
  174. /// Returns true if this inventory contains any scripts
  175. /// </summary></returns>
  176. bool ContainsScripts();
  177. /// <summary>
  178. /// Get the uuids of all items in this inventory
  179. /// </summary>
  180. /// <returns></returns>
  181. List<UUID> GetInventoryList();
  182. /// <summary>
  183. /// Get the xml representing the saved states of scripts in this inventory.
  184. /// </summary>
  185. /// <returns>
  186. /// A <see cref="Dictionary`2"/>
  187. /// </returns>
  188. Dictionary<UUID, string> GetScriptStates();
  189. }
  190. }