/* * 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.Services.Interfaces; namespace OpenSim.Framework.Communications { public interface IUserService { /// <summary> /// Add a temporary user profile. /// </summary> /// A temporary user profile is one that should exist only for the lifetime of the process. /// <param name="userProfile"></param> void AddTemporaryUserProfile(UserProfileData userProfile); /// <summary> /// Loads a user profile by name /// </summary> /// <param name="firstName">First name</param> /// <param name="lastName">Last name</param> /// <returns>A user profile. Returns null if no profile is found</returns> UserProfileData GetUserProfile(string firstName, string lastName); /// <summary> /// Loads a user profile from a database by UUID /// </summary> /// <param name="userId">The target UUID</param> /// <returns>A user profile. Returns null if no user profile is found.</returns> UserProfileData GetUserProfile(UUID userId); UserProfileData GetUserProfile(Uri uri); Uri GetUserUri(UserProfileData userProfile); UserAgentData GetAgentByUUID(UUID userId); void ClearUserAgent(UUID avatarID); List<AvatarPickerAvatar> GenerateAgentPickerRequestResponse(UUID QueryID, string Query); UserProfileData SetupMasterUser(string firstName, string lastName); UserProfileData SetupMasterUser(string firstName, string lastName, string password); UserProfileData SetupMasterUser(UUID userId); /// <summary> /// Update the user's profile. /// </summary> /// <param name="data">UserProfileData object with updated data. Should be obtained /// via a call to GetUserProfile().</param> /// <returns>true if the update could be applied, false if it could not be applied.</returns> bool UpdateUserProfile(UserProfileData data); /// <summary> /// Adds a new friend to the database for XUser /// </summary> /// <param name="friendlistowner">The agent that who's friends list is being added to</param> /// <param name="friend">The agent that being added to the friends list of the friends list owner</param> /// <param name="perms">A uint bit vector for set perms that the friend being added has; 0 = none, 1=This friend can see when they sign on, 2 = map, 4 edit objects </param> void AddNewUserFriend(UUID friendlistowner, UUID friend, uint perms); /// <summary> /// Delete friend on friendlistowner's friendlist. /// </summary> /// <param name="friendlistowner">The agent that who's friends list is being updated</param> /// <param name="friend">The Ex-friend agent</param> void RemoveUserFriend(UUID friendlistowner, UUID friend); /// <summary> /// Update permissions for friend on friendlistowner's friendlist. /// </summary> /// <param name="friendlistowner">The agent that who's friends list is being updated</param> /// <param name="friend">The agent that is getting or loosing permissions</param> /// <param name="perms">A uint bit vector for set perms that the friend being added has; 0 = none, 1=This friend can see when they sign on, 2 = map, 4 edit objects </param> void UpdateUserFriendPerms(UUID friendlistowner, UUID friend, uint perms); /// <summary> /// Logs off a user on the user server /// </summary> /// <param name="userid">UUID of the user</param> /// <param name="regionid">UUID of the Region</param> /// <param name="regionhandle">regionhandle</param> /// <param name="position">final position</param> /// <param name="lookat">final lookat</param> void LogOffUser(UUID userid, UUID regionid, ulong regionhandle, Vector3 position, Vector3 lookat); /// <summary> /// Logs off a user on the user server (deprecated as of 2008-08-27) /// </summary> /// <param name="userid">UUID of the user</param> /// <param name="regionid">UUID of the Region</param> /// <param name="regionhandle">regionhandle</param> /// <param name="posx">final position x</param> /// <param name="posy">final position y</param> /// <param name="posz">final position z</param> void LogOffUser(UUID userid, UUID regionid, ulong regionhandle, float posx, float posy, float posz); /// <summary> /// Returns a list of FriendsListItems that describe the friends and permissions in the friend relationship /// for UUID friendslistowner /// </summary> /// /// <param name="friendlistowner">The agent for whom we're retreiving the friends Data.</param> /// <returns> /// A List of FriendListItems that contains info about the user's friends. /// Always returns a list even if the user has no friends /// </returns> List<FriendListItem> GetUserFriendList(UUID friendlistowner); // This probably shouldn't be here, it belongs to IAuthentication // But since Scenes only have IUserService references, I'm placing it here for now. bool VerifySession(UUID userID, UUID sessionID); /// <summary> /// Authenticate a user by their password. /// </summary> /// /// This is used by callers outside the login process that want to /// verify a user who has given their password. /// /// This should probably also be in IAuthentication but is here for the same reasons as VerifySession() is /// /// <param name="userID"></param> /// <param name="password"></param> /// <returns></returns> bool AuthenticateUserByPassword(UUID userID, string password); // Temporary Hack until we move everything to the new service model void SetInventoryService(IInventoryService invService); } }