IInventoryService.cs 7.6 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 OpenMetaverse;
  31. namespace OpenSim.Services.Interfaces
  32. {
  33. /// <summary>
  34. /// Callback used when a user's inventory is received from the inventory service
  35. /// </summary>
  36. public delegate void InventoryReceiptCallback(
  37. ICollection<InventoryFolderImpl> folders, ICollection<InventoryItemBase> items);
  38. public interface IInventoryService
  39. {
  40. /// <summary>
  41. /// Create the entire inventory for a given user
  42. /// </summary>
  43. /// <param name="user"></param>
  44. /// <returns></returns>
  45. bool CreateUserInventory(UUID user);
  46. /// <summary>
  47. /// Gets the skeleton of the inventory -- folders only
  48. /// </summary>
  49. /// <param name="userId"></param>
  50. /// <returns></returns>
  51. List<InventoryFolderBase> GetInventorySkeleton(UUID userId);
  52. /// <summary>
  53. /// Retrieve the root inventory folder for the given user.
  54. /// </summary>
  55. /// <param name="userID"></param>
  56. /// <returns>null if no root folder was found</returns>
  57. InventoryFolderBase GetRootFolder(UUID userID);
  58. /// <summary>
  59. /// Gets the user folder for the given folder-type
  60. /// </summary>
  61. /// <param name="userID"></param>
  62. /// <param name="type"></param>
  63. /// <returns></returns>
  64. InventoryFolderBase GetFolderForType(UUID userID, AssetType type);
  65. /// <summary>
  66. /// Gets everything (folders and items) inside a folder
  67. /// </summary>
  68. /// <param name="userId"></param>
  69. /// <param name="folderID"></param>
  70. /// <returns>Inventory content. null if the request failed.</returns>
  71. InventoryCollection GetFolderContent(UUID userID, UUID folderID);
  72. /// <summary>
  73. /// Gets the items inside a folder
  74. /// </summary>
  75. /// <param name="userID"></param>
  76. /// <param name="folderID"></param>
  77. /// <returns></returns>
  78. List<InventoryItemBase> GetFolderItems(UUID userID, UUID folderID);
  79. /// <summary>
  80. /// Add a new folder to the user's inventory
  81. /// </summary>
  82. /// <param name="folder"></param>
  83. /// <returns>true if the folder was successfully added</returns>
  84. bool AddFolder(InventoryFolderBase folder);
  85. /// <summary>
  86. /// Update a folder in the user's inventory
  87. /// </summary>
  88. /// <param name="folder"></param>
  89. /// <returns>true if the folder was successfully updated</returns>
  90. bool UpdateFolder(InventoryFolderBase folder);
  91. /// <summary>
  92. /// Move an inventory folder to a new location
  93. /// </summary>
  94. /// <param name="folder">A folder containing the details of the new location</param>
  95. /// <returns>true if the folder was successfully moved</returns>
  96. bool MoveFolder(InventoryFolderBase folder);
  97. /// <summary>
  98. /// Delete an item from the user's inventory
  99. /// </summary>
  100. /// <param name="item"></param>
  101. /// <returns>true if the item was successfully deleted</returns>
  102. //bool DeleteItem(InventoryItemBase item);
  103. bool DeleteFolders(UUID userID, List<UUID> folderIDs);
  104. /// <summary>
  105. /// Purge an inventory folder of all its items and subfolders.
  106. /// </summary>
  107. /// <param name="folder"></param>
  108. /// <returns>true if the folder was successfully purged</returns>
  109. bool PurgeFolder(InventoryFolderBase folder);
  110. /// <summary>
  111. /// Add a new item to the user's inventory
  112. /// </summary>
  113. /// <param name="item">
  114. /// The item to be added. If item.FolderID == UUID.Zero then the item is added to the most suitable system
  115. /// folder. If there is no suitable folder then the item is added to the user's root inventory folder.
  116. /// </param>
  117. /// <returns>true if the item was successfully added, false if it was not</returns>
  118. bool AddItem(InventoryItemBase item);
  119. /// <summary>
  120. /// Update an item in the user's inventory
  121. /// </summary>
  122. /// <param name="item"></param>
  123. /// <returns>true if the item was successfully updated</returns>
  124. bool UpdateItem(InventoryItemBase item);
  125. bool MoveItems(UUID ownerID, List<InventoryItemBase> items);
  126. /// <summary>
  127. /// Delete an item from the user's inventory
  128. /// </summary>
  129. /// <param name="item"></param>
  130. /// <returns>true if the item was successfully deleted</returns>
  131. //bool DeleteItem(InventoryItemBase item);
  132. bool DeleteItems(UUID userID, List<UUID> itemIDs);
  133. /// <summary>
  134. /// Get an item, given by its UUID
  135. /// </summary>
  136. /// <param name="item"></param>
  137. /// <returns>null if no item was found, otherwise the found item</returns>
  138. InventoryItemBase GetItem(InventoryItemBase item);
  139. /// <summary>
  140. /// Get a folder, given by its UUID
  141. /// </summary>
  142. /// <param name="folder"></param>
  143. /// <returns></returns>
  144. InventoryFolderBase GetFolder(InventoryFolderBase folder);
  145. /// <summary>
  146. /// Does the given user have an inventory structure?
  147. /// </summary>
  148. /// <param name="userID"></param>
  149. /// <returns></returns>
  150. bool HasInventoryForUser(UUID userID);
  151. /// <summary>
  152. /// Get the active gestures of the agent.
  153. /// </summary>
  154. /// <param name="userId"></param>
  155. /// <returns></returns>
  156. List<InventoryItemBase> GetActiveGestures(UUID userId);
  157. /// <summary>
  158. /// Get the union of permissions of all inventory items
  159. /// that hold the given assetID.
  160. /// </summary>
  161. /// <param name="userID"></param>
  162. /// <param name="assetID"></param>
  163. /// <returns>The permissions or 0 if no such asset is found in
  164. /// the user's inventory</returns>
  165. int GetAssetPermissions(UUID userID, UUID assetID);
  166. }
  167. }