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authorJustin Clarke Casey2008-11-25 16:47:50 +0000
committerJustin Clarke Casey2008-11-25 16:47:50 +0000
commit6caebb6c932c6404e3e07aab43ae9ae21edfffde (patch)
treec8cc94bbd934c50e2c91d633e3f12676e7a7472a /OpenSim/Region/Environment/Interfaces/IEntityInventory.cs
parentAdd copyright headers. Minor formatting cleanup. (diff)
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* refactor: Establish an IEntityInventory interface for SceneObjectPartInventory.cs and expose that from SceneObjectPart rather than the original object
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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 OpenSim 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
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using OpenMetaverse;
32using log4net;
33using OpenSim.Framework;
34using OpenSim.Framework.Communications.Cache;
35using OpenSim.Region.Interfaces;
36using OpenSim.Region.Environment.Interfaces;
37using OpenSim.Region.Environment.Scenes.Scripting;
38
39namespace OpenSim.Region.Environment.Scenes
40{
41 /// <summary>
42 /// Interface to an entity's (SceneObjectPart's) inventory
43 /// </summary>
44 ///
45 /// This is not a finished 1.0 candidate interface
46 public interface IEntityInventory
47 {
48 /// <value>
49 /// Inventory serial number
50 /// </value>
51 uint Serial
52 {
53 get;
54 set;
55 }
56
57 /// <value>
58 /// Raw inventory data
59 /// </value>
60 TaskInventoryDictionary Items
61 {
62 get;
63 set;
64 }
65
66 /// <summary>
67 /// Force the task inventory of this prim to persist at the next update sweep
68 /// </summary>
69 void ForceInventoryPersistence();
70
71 /// <summary>
72 /// Reset UUIDs for all the items in the prim's inventory. This involves either generating
73 /// new ones or setting existing UUIDs to the correct parent UUIDs.
74 ///
75 /// If this method is called and there are inventory items, then we regard the inventory as having changed.
76 /// </summary>
77 /// <param name="linkNum">Link number for the part</param>
78 void ResetInventoryIDs();
79
80 /// <summary>
81 /// Change every item in this inventory to a new owner.
82 /// </summary>
83 /// <param name="ownerId"></param>
84 void ChangeInventoryOwner(UUID ownerId);
85
86 /// <summary>
87 /// Change every item in this inventory to a new group.
88 /// </summary>
89 /// <param name="groupID"></param>
90 void ChangeInventoryGroup(UUID groupID);
91
92 /// <summary>
93 /// Start all the scripts contained in this entity's inventory
94 /// </summary>
95 void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource);
96
97 /// <summary>
98 /// Stop all the scripts in this entity.
99 /// </summary>
100 void RemoveScriptInstances();
101
102 /// <summary>
103 /// Start a script which is in this entity's inventory.
104 /// </summary>
105 /// <param name="item"></param>
106 /// <param name="postOnRez"></param>
107 /// <param name="engine"></param>
108 /// <param name="stateSource"></param>
109 void CreateScriptInstance(
110 TaskInventoryItem item, int startParam, bool postOnRez, string engine, int stateSource);
111
112 /// <summary>
113 /// Start a script which is in this entity's inventory.
114 /// </summary>
115 /// <param name="itemId"></param>
116 /// <param name="startParam"></param>
117 /// <param name="postOnRez"></param>
118 /// <param name="engine"></param>
119 /// <param name="stateSource"></param>
120 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
121
122 /// <summary>
123 /// Stop a script which is in this prim's inventory.
124 /// </summary>
125 /// <param name="itemId"></param>
126 void RemoveScriptInstance(UUID itemId);
127
128 /// <summary>
129 /// Add an item to this entity's inventory. If an item with the same name already exists, then an alternative
130 /// name is chosen.
131 /// </summary>
132 /// <param name="item"></param>
133 void AddInventoryItem(TaskInventoryItem item, bool allowedDrop);
134
135 /// <summary>
136 /// Add an item to this entity's inventory. If an item with the same name already exists, it is replaced.
137 /// </summary>
138 /// <param name="item"></param>
139 void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop);
140
141 /// <summary>
142 /// Restore a whole collection of items to the entity's inventory at once.
143 /// We assume that the items already have all their fields correctly filled out.
144 /// The items are not flagged for persistence to the database, since they are being restored
145 /// from persistence rather than being newly added.
146 /// </summary>
147 /// <param name="items"></param>
148 void RestoreInventoryItems(ICollection<TaskInventoryItem> items);
149
150 /// <summary>
151 /// Returns an existing inventory item. Returns the original, so any changes will be live.
152 /// </summary>
153 /// <param name="itemID"></param>
154 /// <returns>null if the item does not exist</returns>
155 TaskInventoryItem GetInventoryItem(UUID itemId);
156
157 /// <summary>
158 /// Update an existing inventory item.
159 /// </summary>
160 /// <param name="item">The updated item. An item with the same id must already exist
161 /// in this prim's inventory.</param>
162 /// <returns>false if the item did not exist, true if the update occurred successfully</returns>
163 bool UpdateInventoryItem(TaskInventoryItem item);
164
165 /// <summary>
166 /// Remove an item from this entity's inventory
167 /// </summary>
168 /// <param name="itemID"></param>
169 /// <returns>Numeric asset type of the item removed. Returns -1 if the item did not exist
170 /// in this prim's inventory.</returns>
171 int RemoveInventoryItem(UUID itemID);
172
173 /// <summary>
174 /// Return the name with which a client can request a xfer of this prim's inventory metadata
175 /// </summary>
176 string GetInventoryFileName();
177
178 bool GetInventoryFileName(IClientAPI client, uint localID);
179
180 /// <summary>
181 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
182 /// </summary>
183 /// <param name="xferManager"></param>
184 void RequestInventoryFile(IClientAPI client, IXfer xferManager);
185
186 /// <summary>
187 /// Backup the inventory to the given data store
188 /// </summary>
189 /// <param name="datastore"></param>
190 void ProcessInventoryBackup(IRegionDataStore datastore);
191
192 uint MaskEffectivePermissions();
193
194 void ApplyNextOwnerPermissions();
195
196 void ApplyGodPermissions(uint perms);
197
198 /// <summary>
199 /// Returns true if this inventory contains any scripts
200 /// </summary></returns>
201 bool ContainsScripts();
202
203 /// <summary>
204 /// Get the uuids of all items in this inventory
205 /// </summary>
206 /// <returns></returns>
207 List<UUID> GetInventoryList();
208
209 /// <summary>
210 /// Get the names of the assemblies associated with scripts in this inventory.
211 /// </summary>
212 /// <returns></returns>
213 string[] GetScriptAssemblies();
214
215 /// <summary>
216 /// Get the xml representing the saved states of scripts in this inventory.
217 /// </summary>
218 /// <returns>
219 /// A <see cref="Dictionary`2"/>
220 /// </returns>
221 Dictionary<UUID, string> GetScriptStates();
222 }
223}