/* * 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 OpenMetaverse; namespace OpenSim.Framework { /// <summary> /// An interface for accessing inventory data from a storage server /// </summary> public interface IInventoryDataPlugin : IPlugin { /// <summary> /// Initialises the interface /// </summary> void Initialise(string connect); /// <summary> /// Returns all child folders in the hierarchy from the parent folder and down. /// Does not return the parent folder itself. /// </summary> /// <param name="parentID">The folder to get subfolders for</param> /// <returns>A list of inventory folders</returns> List<InventoryFolderBase> getFolderHierarchy(UUID parentID); /// <summary> /// Returns a list of inventory items contained within the specified folder /// </summary> /// <param name="folderID">The UUID of the target folder</param> /// <returns>A List of InventoryItemBase items</returns> List<InventoryItemBase> getInventoryInFolder(UUID folderID); /// <summary> /// Returns a list of the root folders within a users inventory /// </summary> /// <param name="user">The user whos inventory is to be searched</param> /// <returns>A list of folder objects</returns> List<InventoryFolderBase> getUserRootFolders(UUID user); /// <summary> /// Returns the users inventory root folder. /// </summary> /// <param name="user">The UUID of the user who is having inventory being returned</param> /// <returns>Root inventory folder, null if no root inventory folder was found</returns> InventoryFolderBase getUserRootFolder(UUID user); /// <summary> /// Returns a list of inventory folders contained in the folder 'parentID' /// </summary> /// <param name="parentID">The folder to get subfolders for</param> /// <returns>A list of inventory folders</returns> List<InventoryFolderBase> getInventoryFolders(UUID parentID); /// <summary> /// Returns an inventory item by its UUID /// </summary> /// <param name="item">The UUID of the item to be returned</param> /// <returns>A class containing item information</returns> InventoryItemBase getInventoryItem(UUID item); /// <summary> /// Returns a specified inventory folder by its UUID /// </summary> /// <param name="folder">The UUID of the folder to be returned</param> /// <returns>A class containing folder information</returns> InventoryFolderBase getInventoryFolder(UUID folder); /// <summary> /// Creates a new inventory item based on item /// </summary> /// <param name="item">The item to be created</param> void addInventoryItem(InventoryItemBase item); /// <summary> /// Updates an inventory item with item (updates based on ID) /// </summary> /// <param name="item">The updated item</param> void updateInventoryItem(InventoryItemBase item); /// <summary> /// /// </summary> /// <param name="item"></param> void deleteInventoryItem(UUID item); /// <summary> /// Adds a new folder specified by folder /// </summary> /// <param name="folder">The inventory folder</param> void addInventoryFolder(InventoryFolderBase folder); /// <summary> /// Updates a folder based on its ID with folder /// </summary> /// <param name="folder">The inventory folder</param> void updateInventoryFolder(InventoryFolderBase folder); /// <summary> /// Updates a folder based on its ID with folder /// </summary> /// <param name="folder">The inventory folder</param> void moveInventoryFolder(InventoryFolderBase folder); /// <summary> /// Deletes a folder. Thie will delete both the folder itself and its contents (items and descendent folders) /// </summary> /// <param name="folder">The id of the folder</param> void deleteInventoryFolder(UUID folder); /// <summary> /// Returns all activated gesture-items in the inventory of the specified avatar. /// </summary> /// <param name="avatarID"> /// The <see cref="UUID"/> of the avatar /// </param> /// <returns> /// The list of gestures (<see cref="InventoryItemBase"/>s) /// </returns> List<InventoryItemBase> fetchActiveGestures(UUID avatarID); } public class InventoryDataInitialiser : PluginInitialiserBase { private string connect; public InventoryDataInitialiser (string s) { connect = s; } public override void Initialise (IPlugin plugin) { IInventoryDataPlugin p = plugin as IInventoryDataPlugin; p.Initialise (connect); } } }