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using System.Collections.Generic;
using System.Collections;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.Framework.Interfaces
{
///
/// Interface to an entity's (SceneObjectPart's) inventory
///
///
/// This is not a finished 1.0 candidate interface
public interface IEntityInventory
{
///
/// Force the task inventory of this prim to persist at the next update sweep
///
void ForceInventoryPersistence();
///
/// Reset UUIDs for all the items in the prim's inventory.
///
///
/// 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.
///
/// Link number for the part
void ResetInventoryIDs();
///
/// Reset parent object UUID for all the items in the prim's inventory.
///
///
/// If this method is called and there are inventory items, then we regard the inventory as having changed.
///
/// Link number for the part
void ResetObjectID();
///
/// Change every item in this inventory to a new owner.
///
///
void ChangeInventoryOwner(UUID ownerId);
///
/// Change every item in this inventory to a new group.
///
///
void ChangeInventoryGroup(UUID groupID);
///
/// Start all the scripts contained in this entity's inventory
///
///
///
///
///
/// Number of scripts started.
int CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource);
ArrayList GetScriptErrors(UUID itemID);
void ResumeScripts();
///
/// Stop and remove all the scripts in this entity from the scene.
///
///
/// Should be true if these scripts are being removed because the scene
/// object is being deleted. This will prevent spurious updates to the client.
///
void RemoveScriptInstances(bool sceneObjectBeingDeleted);
///
/// Stop all the scripts in this entity.
///
void StopScriptInstances();
void SendReleaseScriptsControl();
void RemoveScriptsPermissions(int permissions);
void RemoveScriptsPermissions(ScenePresence sp, int permissions);
///
/// Start a script which is in this entity's inventory.
///
///
///
///
///
///
/// 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.)
///
bool CreateScriptInstance(TaskInventoryItem item, int startParam, bool postOnRez, string engine, int stateSource);
///
/// Start a script which is in this entity's inventory.
///
///
///
///
///
///
///
/// 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.)
///
bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
///
/// Stop and remove a script which is in this prim's inventory from the scene.
///
///
///
/// Should be true if these scripts are being removed because the scene
/// object is being deleted. This will prevent spurious updates to the client.
///
void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted);
///
/// Stop a script which is in this prim's inventory.
///
///
void StopScriptInstance(UUID itemId);
///
/// Try to get the script running status.
///
///
/// 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.
///
///
///
bool TryGetScriptInstanceRunning(UUID itemId, out bool running);
///
/// Add an item to this entity's inventory. If an item with the same name already exists, then an alternative
/// name is chosen.
///
///
void AddInventoryItem(TaskInventoryItem item, bool allowedDrop);
///
/// Add an item to this entity's inventory. If an item with the same name already exists, it is replaced.
///
///
void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop);
///
/// 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.
///
///
void RestoreInventoryItems(ICollection items);
///
/// Returns an existing inventory item. Returns the original, so any changes will be live.
///
///
/// null if the item does not exist
TaskInventoryItem GetInventoryItem(UUID itemId);
///
/// Get all inventory items.
///
///
///
/// If there are no inventory items then an empty list is returned.
///
List GetInventoryItems();
///
/// Gets an inventory item by name
///
///
/// 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.
///
///
///
/// The inventory item. Null if no such item was found.
///
TaskInventoryItem GetInventoryItem(string name);
TaskInventoryItem GetInventoryItem(string name, int assetType);
///
/// Get inventory items by name.
///
///
///
/// A list of inventory items with that name.
/// If no inventory item has that name then an empty list is returned.
///
List GetInventoryItems(string name);
///
/// Get inventory items by type.
///
///
///
/// A list of inventory items of that type.
/// If no inventory items of that type then an empty list is returned.
///
List GetInventoryItems(InventoryType type);
///
/// Get the scene object(s) referenced by an inventory item.
///
///
/// 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.
///
/// Inventory item
/// The scene objects
/// Relative offsets for each object
/// true = success, false = the scene object asset couldn't be found
bool GetRezReadySceneObjects(TaskInventoryItem item, out List objlist, out List veclist, out Vector3 bbox, out float offsetHeight);
bool GetRezReadySceneObjects(TaskInventoryItem item, UUID newOwner, UUID NewGroup, out List objlist, out List veclist, out Vector3 bbox, out float offsetHeight);
SceneObjectGroup GetSingleRezReadySceneObject(TaskInventoryItem item, UUID NewOwner, UUID NewGroup);
///
/// Update an existing inventory item.
///
/// The updated item. An item with the same id must already exist
/// in this prim's inventory.
/// false if the item did not exist, true if the update occurred successfully
bool UpdateInventoryItem(TaskInventoryItem item);
bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents);
bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged);
///
/// Remove an item from this entity's inventory
///
///
/// Numeric asset type of the item removed. Returns -1 if the item did not exist
/// in this prim's inventory.
int RemoveInventoryItem(UUID itemID);
///
/// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
///
///
void RequestInventoryFile(IClientAPI client, IXfer xferManager);
///
/// Backup the inventory to the given data store
///
///
void ProcessInventoryBackup(ISimulationDataService datastore);
void AggregateInnerPerms(ref uint owner, ref uint group, ref uint everyone);
uint MaskEffectivePermissions();
void ApplyNextOwnerPermissions();
void ApplyGodPermissions(uint perms);
///
/// Number of items in this inventory.
///
int Count { get; }
///
/// Returns true if this inventory contains any scripts
///
bool ContainsScripts();
///
/// Number of scripts in this inventory.
///
///
/// Includes both running and non running scripts.
///
int ScriptCount();
///
/// Number of running scripts in this inventory.
///
int RunningScriptCount();
///
/// Get the uuids of all items in this inventory
///
///
List GetInventoryList();
///
/// Get the xml representing the saved states of scripts in this inventory.
///
///
/// A
///
Dictionary GetScriptStates();
Dictionary GetScriptStates(bool oldIDs);
}
}