/* * 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 OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Framework.Scenes; using FriendInfo = OpenSim.Services.Interfaces.FriendInfo; namespace OpenSim.Region.Framework.Interfaces { public interface IFriendsModule { /// /// Are friends cached on this simulator for a particular user? /// /// /// bool AreFriendsCached(UUID userID); /// /// Get friends from local cache only /// /// /// /// An empty array if the user has no friends or friends have not been cached. /// FriendInfo[] GetFriendsFromCache(UUID userID); /// /// Add a friendship between two users. /// /// /// Ultimately, it would be more useful to take in a user account here rather than having to have a user /// present in the scene. /// /// /// void AddFriendship(IClientAPI client, UUID friendID); /// /// Remove a friendship between two users. /// /// /// Ultimately, it would be more useful to take in a user account here rather than having to have a user /// present in the scene. /// /// /// void RemoveFriendship(IClientAPI client, UUID exFriendID); /// /// Get permissions granted by a friend. /// /// The user. /// The friend that granted. /// The permissions. These come from the FriendRights enum. int GetRightsGrantedByFriend(UUID userID, UUID friendID); /// /// Grant permissions for a friend. /// /// /// This includes giving them the ability to see when the user is online and permission to edit the user's /// objects. /// Granting lower permissions than the friend currently has will rescind the extra permissions. /// /// The user granting the permissions. /// The friend. /// These come from the FriendRights enum. void GrantRights(IClientAPI remoteClient, UUID friendID, int perms); void IsNowRoot(ScenePresence sp); bool SendFriendsOnlineIfNeeded(IClientAPI client); bool IsFriendOnline(UUID userID, UUID friendID); void CacheFriendsOnline(UUID userID, List friendsOnline, bool online); void CacheFriendOnline(UUID userID, UUID friendOnline, bool online); List GetCachedFriendsOnline(UUID userID); bool IsFriend(UUID userID, UUID friendID); } }