/* * Copyright (c) OpenSim project, http://sim.opensecondlife.org/ * * 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 <organization> 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 <copyright holder> ``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 <copyright holder> 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; using System.Net; using System.Net.Sockets; using System.IO; using System.Threading; using libsecondlife; using OpenSim.Framework.Types; namespace OpenSim.Framework.Interfaces { /// <summary> /// Description of IAssetServer. /// </summary> public interface IAssetServer { void SetReceiver(IAssetReceiver receiver); void RequestAsset(LLUUID assetID, bool isTexture); void UpdateAsset(AssetBase asset); void UploadNewAsset(AssetBase asset); void SetServerInfo(string ServerUrl, string ServerKey); void Close(); } // could change to delegate? public interface IAssetReceiver { void AssetReceived(AssetBase asset, bool IsTexture); void AssetNotFound(AssetBase asset); } public interface IAssetPlugin { IAssetServer GetAssetServer(); } public struct ARequest { public LLUUID AssetID; public bool IsTexture; } }