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author | Dr Scofield | 2009-02-06 16:55:34 +0000 |
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committer | Dr Scofield | 2009-02-06 16:55:34 +0000 |
commit | 9b66108081a8c8cf79faaa6c541554091c40850e (patch) | |
tree | 095a232ae5a9de3a9244bcd34da08294f61eeea5 /OpenSim/Region/Framework/Interfaces/IEntityInventory.cs | |
parent | * removed superfluous constants class (diff) | |
download | opensim-SC-9b66108081a8c8cf79faaa6c541554091c40850e.zip opensim-SC-9b66108081a8c8cf79faaa6c541554091c40850e.tar.gz opensim-SC-9b66108081a8c8cf79faaa6c541554091c40850e.tar.bz2 opensim-SC-9b66108081a8c8cf79faaa6c541554091c40850e.tar.xz |
This changeset is the step 1 of 2 in refactoring
OpenSim.Region.Environment into a "framework" part and a modules only
part. This first changeset refactors OpenSim.Region.Environment.Scenes,
OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces
into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region
modules in OpenSim.Region.Environment.
The next step will be to move region modules up from
OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and
then sort out which modules are really core modules and which should
move out to forge.
I've been very careful to NOT BREAK anything. i hope i've
succeeded. as this is the work of a whole week i hope i managed to
keep track with the applied patches of the last week --- could any of
you that did check in stuff have a look at whether it survived? thx!
Diffstat (limited to 'OpenSim/Region/Framework/Interfaces/IEntityInventory.cs')
-rw-r--r-- | OpenSim/Region/Framework/Interfaces/IEntityInventory.cs | 207 |
1 files changed, 207 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs new file mode 100644 index 0000000..20fe090 --- /dev/null +++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs | |||
@@ -0,0 +1,207 @@ | |||
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 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Reflection; | ||
31 | using OpenMetaverse; | ||
32 | using log4net; | ||
33 | using OpenSim.Framework; | ||
34 | using OpenSim.Framework.Communications.Cache; | ||
35 | using OpenSim.Region.Framework.Interfaces; | ||
36 | using OpenSim.Region.Framework.Scenes.Scripting; | ||
37 | |||
38 | namespace OpenSim.Region.Framework.Interfaces | ||
39 | { | ||
40 | /// <summary> | ||
41 | /// Interface to an entity's (SceneObjectPart's) inventory | ||
42 | /// </summary> | ||
43 | /// | ||
44 | /// This is not a finished 1.0 candidate interface | ||
45 | public interface IEntityInventory | ||
46 | { | ||
47 | /// <summary> | ||
48 | /// Force the task inventory of this prim to persist at the next update sweep | ||
49 | /// </summary> | ||
50 | void ForceInventoryPersistence(); | ||
51 | |||
52 | /// <summary> | ||
53 | /// Reset UUIDs for all the items in the prim's inventory. | ||
54 | /// </summary> | ||
55 | /// | ||
56 | /// This involves either generating | ||
57 | /// new ones or setting existing UUIDs to the correct parent UUIDs. | ||
58 | /// | ||
59 | /// If this method is called and there are inventory items, then we regard the inventory as having changed. | ||
60 | /// | ||
61 | /// <param name="linkNum">Link number for the part</param> | ||
62 | void ResetInventoryIDs(); | ||
63 | |||
64 | /// <summary> | ||
65 | /// Change every item in this inventory to a new owner. | ||
66 | /// </summary> | ||
67 | /// <param name="ownerId"></param> | ||
68 | void ChangeInventoryOwner(UUID ownerId); | ||
69 | |||
70 | /// <summary> | ||
71 | /// Change every item in this inventory to a new group. | ||
72 | /// </summary> | ||
73 | /// <param name="groupID"></param> | ||
74 | void ChangeInventoryGroup(UUID groupID); | ||
75 | |||
76 | /// <summary> | ||
77 | /// Start all the scripts contained in this entity's inventory | ||
78 | /// </summary> | ||
79 | void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource); | ||
80 | |||
81 | /// <summary> | ||
82 | /// Stop all the scripts in this entity. | ||
83 | /// </summary> | ||
84 | void RemoveScriptInstances(); | ||
85 | |||
86 | /// <summary> | ||
87 | /// Start a script which is in this entity's inventory. | ||
88 | /// </summary> | ||
89 | /// <param name="item"></param> | ||
90 | /// <param name="postOnRez"></param> | ||
91 | /// <param name="engine"></param> | ||
92 | /// <param name="stateSource"></param> | ||
93 | void CreateScriptInstance( | ||
94 | TaskInventoryItem item, int startParam, bool postOnRez, string engine, int stateSource); | ||
95 | |||
96 | /// <summary> | ||
97 | /// Start a script which is in this entity's inventory. | ||
98 | /// </summary> | ||
99 | /// <param name="itemId"></param> | ||
100 | /// <param name="startParam"></param> | ||
101 | /// <param name="postOnRez"></param> | ||
102 | /// <param name="engine"></param> | ||
103 | /// <param name="stateSource"></param> | ||
104 | void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); | ||
105 | |||
106 | /// <summary> | ||
107 | /// Stop a script which is in this prim's inventory. | ||
108 | /// </summary> | ||
109 | /// <param name="itemId"></param> | ||
110 | void RemoveScriptInstance(UUID itemId); | ||
111 | |||
112 | /// <summary> | ||
113 | /// Add an item to this entity's inventory. If an item with the same name already exists, then an alternative | ||
114 | /// name is chosen. | ||
115 | /// </summary> | ||
116 | /// <param name="item"></param> | ||
117 | void AddInventoryItem(TaskInventoryItem item, bool allowedDrop); | ||
118 | |||
119 | /// <summary> | ||
120 | /// Add an item to this entity's inventory. If an item with the same name already exists, it is replaced. | ||
121 | /// </summary> | ||
122 | /// <param name="item"></param> | ||
123 | void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop); | ||
124 | |||
125 | /// <summary> | ||
126 | /// Restore a whole collection of items to the entity's inventory at once. | ||
127 | /// We assume that the items already have all their fields correctly filled out. | ||
128 | /// The items are not flagged for persistence to the database, since they are being restored | ||
129 | /// from persistence rather than being newly added. | ||
130 | /// </summary> | ||
131 | /// <param name="items"></param> | ||
132 | void RestoreInventoryItems(ICollection<TaskInventoryItem> items); | ||
133 | |||
134 | /// <summary> | ||
135 | /// Returns an existing inventory item. Returns the original, so any changes will be live. | ||
136 | /// </summary> | ||
137 | /// <param name="itemID"></param> | ||
138 | /// <returns>null if the item does not exist</returns> | ||
139 | TaskInventoryItem GetInventoryItem(UUID itemId); | ||
140 | |||
141 | /// <summary> | ||
142 | /// Update an existing inventory item. | ||
143 | /// </summary> | ||
144 | /// <param name="item">The updated item. An item with the same id must already exist | ||
145 | /// in this prim's inventory.</param> | ||
146 | /// <returns>false if the item did not exist, true if the update occurred successfully</returns> | ||
147 | bool UpdateInventoryItem(TaskInventoryItem item); | ||
148 | |||
149 | /// <summary> | ||
150 | /// Remove an item from this entity's inventory | ||
151 | /// </summary> | ||
152 | /// <param name="itemID"></param> | ||
153 | /// <returns>Numeric asset type of the item removed. Returns -1 if the item did not exist | ||
154 | /// in this prim's inventory.</returns> | ||
155 | int RemoveInventoryItem(UUID itemID); | ||
156 | |||
157 | /// <summary> | ||
158 | /// Return the name with which a client can request a xfer of this prim's inventory metadata | ||
159 | /// </summary> | ||
160 | string GetInventoryFileName(); | ||
161 | |||
162 | bool GetInventoryFileName(IClientAPI client, uint localID); | ||
163 | |||
164 | /// <summary> | ||
165 | /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client | ||
166 | /// </summary> | ||
167 | /// <param name="xferManager"></param> | ||
168 | void RequestInventoryFile(IClientAPI client, IXfer xferManager); | ||
169 | |||
170 | /// <summary> | ||
171 | /// Backup the inventory to the given data store | ||
172 | /// </summary> | ||
173 | /// <param name="datastore"></param> | ||
174 | void ProcessInventoryBackup(IRegionDataStore datastore); | ||
175 | |||
176 | uint MaskEffectivePermissions(); | ||
177 | |||
178 | void ApplyNextOwnerPermissions(); | ||
179 | |||
180 | void ApplyGodPermissions(uint perms); | ||
181 | |||
182 | /// <summary> | ||
183 | /// Returns true if this inventory contains any scripts | ||
184 | /// </summary></returns> | ||
185 | bool ContainsScripts(); | ||
186 | |||
187 | /// <summary> | ||
188 | /// Get the uuids of all items in this inventory | ||
189 | /// </summary> | ||
190 | /// <returns></returns> | ||
191 | List<UUID> GetInventoryList(); | ||
192 | |||
193 | /// <summary> | ||
194 | /// Get the names of the assemblies associated with scripts in this inventory. | ||
195 | /// </summary> | ||
196 | /// <returns></returns> | ||
197 | string[] GetScriptAssemblies(); | ||
198 | |||
199 | /// <summary> | ||
200 | /// Get the xml representing the saved states of scripts in this inventory. | ||
201 | /// </summary> | ||
202 | /// <returns> | ||
203 | /// A <see cref="Dictionary`2"/> | ||
204 | /// </returns> | ||
205 | Dictionary<UUID, string> GetScriptStates(); | ||
206 | } | ||
207 | } | ||