/* * 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; namespace OpenSim.Framework { /// <summary> /// An interface for connecting to user storage servers. /// </summary> public interface IUserData { /// <summary> /// Returns a user profile from a database via their UUID /// </summary> /// <param name="user">The user's UUID</param> /// <returns>The user data profile. Returns null if no user is found</returns> UserProfileData GetUserByUUID(LLUUID user); /// <summary> /// Returns a users profile by searching their username parts /// </summary> /// <param name="fname">Account firstname</param> /// <param name="lname">Account lastname</param> /// <returns>The user data profile</returns> UserProfileData GetUserByName(string fname, string lname); /// <summary> /// Returns a list of UUIDs firstnames and lastnames that match string query entered into the avatar picker. /// </summary> /// <param name="queryID">ID associated with the user's query. This must match what the client sent</param> /// <param name="query">The filtered contents of the search box when the user hit search.</param> /// <returns>The user data profile</returns> List<AvatarPickerAvatar> GeneratePickerResults(LLUUID queryID, string query); /// <summary> /// Returns the current agent for a user searching by it's UUID /// </summary> /// <param name="user">The users UUID</param> /// <returns>The current agent session</returns> UserAgentData GetAgentByUUID(LLUUID user); /// <summary> /// Returns the current session agent for a user searching by username /// </summary> /// <param name="name">The users account name</param> /// <returns>The current agent session</returns> UserAgentData GetAgentByName(string name); /// <summary> /// Returns the current session agent for a user searching by username parts /// </summary> /// <param name="fname">The users first account name</param> /// <param name="lname">The users account surname</param> /// <returns>The current agent session</returns> UserAgentData GetAgentByName(string fname, string lname); /// <summary> /// Stores new web-login key for user during web page login /// </summary> /// <param name="webLoginKey"></param> void StoreWebLoginKey(LLUUID agentID, LLUUID webLoginKey); /// <summary> /// Adds a new User profile to the database /// </summary> /// <param name="user">UserProfile to add</param> void AddNewUserProfile(UserProfileData user); /// <summary> /// Updates an existing user profile /// </summary> /// <param name="user">UserProfile to update</param> bool UpdateUserProfile(UserProfileData user); /// <summary> /// Updates the current region the User is in /// </summary> /// <param name="avatarid">User Region the Avatar is IN</param> /// <param name="retionuuid">User Region the Avatar is IN</param> void UpdateUserCurrentRegion(LLUUID avatarid, LLUUID regionuuid); /// <summary> /// Adds a new agent to the database /// </summary> /// <param name="agent">The agent to add</param> void AddNewUserAgent(UserAgentData agent); /// <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(LLUUID friendlistowner, LLUUID 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(LLUUID friendlistowner, LLUUID 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(LLUUID friendlistowner, LLUUID friend, uint perms); /// <summary> /// Returns a list of FriendsListItems that describe the friends and permissions in the friend relationship for LLUUID friendslistowner /// </summary> /// <param name="friendlistowner">The agent that we're retreiving the friends Data.</param> List<FriendListItem> GetUserFriendList(LLUUID friendlistowner); /// <summary> /// Attempts to move currency units between accounts (NOT RELIABLE / TRUSTWORTHY. DONT TRY RUN YOUR OWN CURRENCY EXCHANGE WITH REAL VALUES) /// </summary> /// <param name="from">The account to transfer from</param> /// <param name="to">The account to transfer to</param> /// <param name="amount">The amount to transfer</param> /// <returns>Successful?</returns> bool MoneyTransferRequest(LLUUID from, LLUUID to, uint amount); /// <summary> /// Attempts to move inventory between accounts, if inventory is copyable it will be copied into the target account. /// </summary> /// <param name="from">User to transfer from</param> /// <param name="to">User to transfer to</param> /// <param name="inventory">Specified inventory item</param> /// <returns>Successful?</returns> bool InventoryTransferRequest(LLUUID from, LLUUID to, LLUUID inventory); /// <summary> /// Returns the plugin version /// </summary> /// <returns>Plugin version in MAJOR.MINOR.REVISION.BUILD format</returns> string Version {get;} /// <summary> /// Returns the plugin name /// </summary> /// <returns>Plugin name, eg MySQL User Provider</returns> string Name {get;} /// <summary> /// Initialises the plugin (artificial constructor) /// </summary> void Initialise(string connect); /// <summary> /// Gets the user appearance /// </summer> AvatarAppearance GetUserAppearance(LLUUID user); void UpdateUserAppearance(LLUUID user, AvatarAppearance appearance); void AddAttachment(LLUUID user, LLUUID item); void RemoveAttachment(LLUUID user, LLUUID item); List<LLUUID> GetAttachments(LLUUID user); } }