IEntityInventory.cs 9.7 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. using OpenSim.Region.Framework.Scenes;
  32. namespace OpenSim.Region.Framework.Interfaces
  33. {
  34. /// <summary>
  35. /// Interface to an entity's (SceneObjectPart's) inventory
  36. /// </summary>
  37. ///
  38. /// This is not a finished 1.0 candidate interface
  39. public interface IEntityInventory
  40. {
  41. /// <summary>
  42. /// Force the task inventory of this prim to persist at the next update sweep
  43. /// </summary>
  44. void ForceInventoryPersistence();
  45. /// <summary>
  46. /// Reset UUIDs for all the items in the prim's inventory.
  47. /// </summary>
  48. ///
  49. /// This involves either generating
  50. /// new ones or setting existing UUIDs to the correct parent UUIDs.
  51. ///
  52. /// If this method is called and there are inventory items, then we regard the inventory as having changed.
  53. ///
  54. /// <param name="linkNum">Link number for the part</param>
  55. void ResetInventoryIDs();
  56. /// <summary>
  57. /// Reset parent object UUID for all the items in the prim's inventory.
  58. /// </summary>
  59. ///
  60. /// If this method is called and there are inventory items, then we regard the inventory as having changed.
  61. ///
  62. /// <param name="linkNum">Link number for the part</param>
  63. void ResetObjectID();
  64. /// <summary>
  65. /// Change every item in this inventory to a new owner.
  66. /// </summary>
  67. /// <param name="ownerId"></param>
  68. void ChangeInventoryOwner(UUID ownerId);
  69. /// <summary>
  70. /// Change every item in this inventory to a new group.
  71. /// </summary>
  72. /// <param name="groupID"></param>
  73. void ChangeInventoryGroup(UUID groupID);
  74. /// <summary>
  75. /// Start all the scripts contained in this entity's inventory
  76. /// </summary>
  77. void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource);
  78. ArrayList GetScriptErrors(UUID itemID);
  79. void ResumeScripts();
  80. /// <summary>
  81. /// Stop all the scripts in this entity.
  82. /// </summary>
  83. /// <param name="sceneObjectBeingDeleted">
  84. /// Should be true if these scripts are being removed because the scene
  85. /// object is being deleted. This will prevent spurious updates to the client.
  86. /// </param>
  87. void RemoveScriptInstances(bool sceneObjectBeingDeleted);
  88. /// <summary>
  89. /// Start a script which is in this entity's inventory.
  90. /// </summary>
  91. /// <param name="item"></param>
  92. /// <param name="postOnRez"></param>
  93. /// <param name="engine"></param>
  94. /// <param name="stateSource"></param>
  95. void CreateScriptInstance(
  96. TaskInventoryItem item, int startParam, bool postOnRez, string engine, int stateSource);
  97. /// <summary>
  98. /// Start a script which is in this entity's inventory.
  99. /// </summary>
  100. /// <param name="itemId"></param>
  101. /// <param name="startParam"></param>
  102. /// <param name="postOnRez"></param>
  103. /// <param name="engine"></param>
  104. /// <param name="stateSource"></param>
  105. void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
  106. /// <summary>
  107. /// Stop a script which is in this prim's inventory.
  108. /// </summary>
  109. /// <param name="itemId"></param>
  110. /// <param name="sceneObjectBeingDeleted">
  111. /// Should be true if these scripts are being removed because the scene
  112. /// object is being deleted. This will prevent spurious updates to the client.
  113. /// </param>
  114. void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted);
  115. /// <summary>
  116. /// Add an item to this entity's inventory. If an item with the same name already exists, then an alternative
  117. /// name is chosen.
  118. /// </summary>
  119. /// <param name="item"></param>
  120. void AddInventoryItem(TaskInventoryItem item, bool allowedDrop);
  121. /// <summary>
  122. /// Add an item to this entity's inventory. If an item with the same name already exists, it is replaced.
  123. /// </summary>
  124. /// <param name="item"></param>
  125. void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop);
  126. /// <summary>
  127. /// Restore a whole collection of items to the entity's inventory at once.
  128. /// We assume that the items already have all their fields correctly filled out.
  129. /// The items are not flagged for persistence to the database, since they are being restored
  130. /// from persistence rather than being newly added.
  131. /// </summary>
  132. /// <param name="items"></param>
  133. void RestoreInventoryItems(ICollection<TaskInventoryItem> items);
  134. /// <summary>
  135. /// Returns an existing inventory item. Returns the original, so any changes will be live.
  136. /// </summary>
  137. /// <param name="itemID"></param>
  138. /// <returns>null if the item does not exist</returns>
  139. TaskInventoryItem GetInventoryItem(UUID itemId);
  140. /// <summary>
  141. /// Get inventory items by name.
  142. /// </summary>
  143. /// <param name="name"></param>
  144. /// <returns>
  145. /// A list of inventory items with that name.
  146. /// If no inventory item has that name then an empty list is returned.
  147. /// </returns>
  148. IList<TaskInventoryItem> GetInventoryItems(string name);
  149. /// <summary>
  150. /// Get the scene object referenced by an inventory item.
  151. /// </summary>
  152. ///
  153. /// This is returned in a 'rez ready' state. That is, name, description, permissions and other details have
  154. /// been adjusted to reflect the part and item from which it originates.
  155. ///
  156. /// <param name="item"></param>
  157. /// <returns>The scene object. Null if the scene object asset couldn't be found</returns>
  158. SceneObjectGroup GetRezReadySceneObject(TaskInventoryItem item);
  159. /// <summary>
  160. /// Update an existing inventory item.
  161. /// </summary>
  162. /// <param name="item">The updated item. An item with the same id must already exist
  163. /// in this prim's inventory.</param>
  164. /// <returns>false if the item did not exist, true if the update occurred successfully</returns>
  165. bool UpdateInventoryItem(TaskInventoryItem item);
  166. bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents);
  167. bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged);
  168. /// <summary>
  169. /// Remove an item from this entity's inventory
  170. /// </summary>
  171. /// <param name="itemID"></param>
  172. /// <returns>Numeric asset type of the item removed. Returns -1 if the item did not exist
  173. /// in this prim's inventory.</returns>
  174. int RemoveInventoryItem(UUID itemID);
  175. /// <summary>
  176. /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
  177. /// </summary>
  178. /// <param name="xferManager"></param>
  179. void RequestInventoryFile(IClientAPI client, IXfer xferManager);
  180. /// <summary>
  181. /// Backup the inventory to the given data store
  182. /// </summary>
  183. /// <param name="datastore"></param>
  184. void ProcessInventoryBackup(ISimulationDataService datastore);
  185. uint MaskEffectivePermissions();
  186. void ApplyNextOwnerPermissions();
  187. void ApplyGodPermissions(uint perms);
  188. /// <summary>
  189. /// Returns true if this inventory contains any scripts
  190. /// </summary></returns>
  191. bool ContainsScripts();
  192. /// <summary>
  193. /// Get the uuids of all items in this inventory
  194. /// </summary>
  195. /// <returns></returns>
  196. List<UUID> GetInventoryList();
  197. /// <summary>
  198. /// Get the xml representing the saved states of scripts in this inventory.
  199. /// </summary>
  200. /// <returns>
  201. /// A <see cref="Dictionary`2"/>
  202. /// </returns>
  203. Dictionary<UUID, string> GetScriptStates();
  204. }
  205. }