/* * 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 OpenSim 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.Collections.Generic; using libsecondlife; using OpenSim.Framework.Communications.Cache; namespace OpenSim.Framework.Communications { public delegate void InventoryFolderInfo(LLUUID userID, InventoryFolderImpl folderInfo); public delegate void InventoryItemInfo(LLUUID userID, InventoryItemBase itemInfo); /// <summary> /// Defines all the operations one can perform on a user's inventory. /// </summary> public interface IInventoryServices { void RequestInventoryForUser(LLUUID userID, InventoryFolderInfo folderCallBack, InventoryItemInfo itemCallBack); /// <summary> /// Add a new folder to the given user's inventory /// </summary> /// <param name="userID"></param> /// <param name="folder"></param> void AddNewInventoryFolder(LLUUID userID, InventoryFolderBase folder); void MoveInventoryFolder(LLUUID userID, InventoryFolderBase folder); /// <summary> /// Add a new item to the given user's inventory /// </summary> /// <param name="userID"></param> /// <param name="item"></param> void AddNewInventoryItem(LLUUID userID, InventoryItemBase item); /// <summary> /// Delete an item from the given user's inventory /// </summary> /// <param name="userID"></param> /// <param name="item"></param> void DeleteInventoryItem(LLUUID userID, InventoryItemBase item); /// <summary> /// Create a new inventory for the given user /// </summary> /// <param name="user"></param> void CreateNewUserInventory(LLUUID user); bool HasInventoryForUser(LLUUID userID); /// <summary> /// Retrieve the root inventory folder for the given user. /// </summary> /// <param name="userID"></param> /// <returns>null if no root folder was found</returns> InventoryFolderBase RequestRootFolder(LLUUID userID); /// <summary> /// Returns the root folder plus any folders in root (so down one level in the Inventory folders tree) /// for the given user. /// </summary> /// <param name="userID"></param> /// <returns></returns> List<InventoryFolderBase> RequestFirstLevelFolders(LLUUID userID); /// <summary> /// Returns the named folder in that users inventory, returns null if folder is not found. /// </summary> /// <param name="userID"></param> /// <param name="folderName"></param> /// <returns></returns> InventoryFolderBase RequestNamedFolder(LLUUID userID, string folderName); } }