/* * 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; using System.Collections.Generic; using libsecondlife; namespace OpenSim.Framework { /// <summary> /// Description of IAssetServer. /// </summary> public interface IAssetServer { void SetReceiver(IAssetReceiver receiver); void RequestAsset(LLUUID assetID, bool isTexture); void UpdateAsset(AssetBase asset); void StoreAndCommitAsset(AssetBase asset); void Close(); } // could change to delegate? public interface IAssetReceiver { /// <summary> /// Call back made when a requested asset has been retrieved by an asset server /// </summary> /// <param name="asset"></param> /// <param name="IsTexture"></param> void AssetReceived(AssetBase asset, bool IsTexture); /// <summary> /// Call back made when an asset server could not retrieve a requested asset /// </summary> /// <param name="assetID"></param> void AssetNotFound(LLUUID assetID); } public interface IAssetPlugin { IAssetServer GetAssetServer(); } }