/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * 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 OpenSimulator Project 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 THE DEVELOPERS ``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 THE CONTRIBUTORS 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.Collections.Generic; using OpenMetaverse; using OpenSim.Framework; namespace OpenSim.Data { public class XInventoryFolder { public string folderName; public int type; public int version; public UUID folderID; public UUID agentID; public UUID parentFolderID; } public class XInventoryItem { public UUID assetID; public int assetType; public string inventoryName; public string inventoryDescription; public int inventoryNextPermissions; public int inventoryCurrentPermissions; public int invType; public string creatorID; public int inventoryBasePermissions; public int inventoryEveryOnePermissions; public int salePrice; public int saleType; public int creationDate; public UUID groupID; public int groupOwned; public int flags; public UUID inventoryID; public UUID avatarID; public UUID parentFolderID; public int inventoryGroupPermissions; } public interface IXInventoryData { XInventoryFolder[] GetFolders(string[] fields, string[] vals); XInventoryItem[] GetItems(string[] fields, string[] vals); bool StoreFolder(XInventoryFolder folder); bool StoreItem(XInventoryItem item); /// <summary> /// Delete folders where field == val /// </summary> /// <param name="field"></param> /// <param name="val"></param> /// <returns>true if the delete was successful, false if it was not</returns> bool DeleteFolders(string field, string val); /// <summary> /// Delete folders where field1 == val1, field2 == val2... /// </summary> /// <param name="fields"></param> /// <param name="vals"></param> /// <returns>true if the delete was successful, false if it was not</returns> bool DeleteFolders(string[] fields, string[] vals); /// <summary> /// Delete items where field == val /// </summary> /// <param name="field"></param> /// <param name="val"></param> /// <returns>true if the delete was successful, false if it was not</returns> bool DeleteItems(string field, string val); /// <summary> /// Delete items where field1 == val1, field2 == val2... /// </summary> /// <param name="fields"></param> /// <param name="vals"></param> /// <returns>true if the delete was successful, false if it was not</returns> bool DeleteItems(string[] fields, string[] vals); bool MoveItem(string id, string newParent); XInventoryItem[] GetActiveGestures(UUID principalID); int GetAssetPermissions(UUID principalID, UUID assetID); } }