/* * 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 { /// /// 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); } }