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IInventoryAccessModule.cs 6.1 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;
  28. using System.Collections.Generic;
  29. using OpenSim.Framework;
  30. using OpenSim.Region.Framework.Scenes;
  31. using OpenMetaverse;
  32. namespace OpenSim.Region.Framework.Interfaces
  33. {
  34. public interface IInventoryAccessModule
  35. {
  36. UUID CapsUpdateInventoryItemAsset(IClientAPI remoteClient, UUID itemID, byte[] data);
  37. /// <summary>
  38. /// Copy objects to a user's inventory.
  39. /// </summary>
  40. /// <remarks>
  41. /// Is it left to the caller to delete them from the scene if required.
  42. /// </remarks>
  43. /// <param name="action"></param>
  44. /// <param name="folderID"></param>
  45. /// <param name="objectGroups"></param>
  46. /// <param name="remoteClient"></param>
  47. /// <param name="asAttachment">
  48. /// Should be true if the object(s) are begin taken as attachments. False otherwise.
  49. /// </param>
  50. /// <returns>
  51. /// A list of the items created. If there was more than one object and objects are not being coaleseced in
  52. /// inventory, then the order of items is in the same order as the input objects.
  53. /// </returns>
  54. List<InventoryItemBase> CopyToInventory(
  55. DeRezAction action, UUID folderID, List<SceneObjectGroup> objectGroups, IClientAPI remoteClient, bool asAttachment);
  56. /// <summary>
  57. /// Rez an object into the scene from the user's inventory
  58. /// </summary>
  59. /// <remarks>
  60. /// FIXME: It would be really nice if inventory access modules didn't also actually do the work of rezzing
  61. /// things to the scene. The caller should be doing that, I think.
  62. /// </remarks>
  63. /// <param name="remoteClient"></param>
  64. /// <param name="itemID"></param>
  65. /// <param name="RayEnd"></param>
  66. /// <param name="RayStart"></param>
  67. /// <param name="RayTargetID"></param>
  68. /// <param name="BypassRayCast"></param>
  69. /// <param name="RayEndIsIntersection"></param>
  70. /// <param name="RezSelected"></param>
  71. /// <param name="RemoveItem"></param>
  72. /// <param name="fromTaskID"></param>
  73. /// <param name="attachment"></param>
  74. /// <returns>The SceneObjectGroup rezzed or null if rez was unsuccessful.</returns>
  75. SceneObjectGroup RezObject(
  76. IClientAPI remoteClient, UUID itemID, Vector3 RayEnd, Vector3 RayStart,
  77. UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
  78. bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment);
  79. /// <summary>
  80. /// Rez an object into the scene from the user's inventory
  81. /// </summary>
  82. /// <remarks>
  83. /// FIXME: It would be really nice if inventory access modules didn't also actually do the work of rezzing
  84. /// things to the scene. The caller should be doing that, I think.
  85. /// </remarks>
  86. /// <param name="remoteClient"></param>
  87. /// <param name="item">
  88. /// The item from which the object asset came. Can be null, in which case pre and post rez item adjustment and checks are not performed.
  89. /// </param>
  90. /// <param name="assetID">The asset id for the object to rez.</param>
  91. /// <param name="RayEnd"></param>
  92. /// <param name="RayStart"></param>
  93. /// <param name="RayTargetID"></param>
  94. /// <param name="BypassRayCast"></param>
  95. /// <param name="RayEndIsIntersection"></param>
  96. /// <param name="RezSelected"></param>
  97. /// <param name="RemoveItem"></param>
  98. /// <param name="fromTaskID"></param>
  99. /// <param name="attachment"></param>
  100. /// <returns>The SceneObjectGroup rezzed or null if rez was unsuccessful.</returns>
  101. SceneObjectGroup RezObject(
  102. IClientAPI remoteClient, InventoryItemBase item, UUID assetID, Vector3 RayEnd, Vector3 RayStart,
  103. UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
  104. bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment);
  105. void TransferInventoryAssets(InventoryItemBase item, UUID sender, UUID receiver);
  106. /// <summary>
  107. /// Does the client have sufficient permissions to retrieve the inventory item?
  108. /// </summary>
  109. /// <param name="remoteClient"></param>
  110. /// <param name="itemID"></param>
  111. /// <param name="requestID"></param>
  112. /// <returns></returns>
  113. bool CanGetAgentInventoryItem(IClientAPI remoteClient, UUID itemID, UUID requestID);
  114. // Must be here because of textures in user's inventory
  115. bool IsForeignUser(UUID userID, out string assetServerURL);
  116. }
  117. }