/* * 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 OpenSim.Framework; using OpenMetaverse; namespace OpenSim.Region.Framework.Interfaces { public interface IEstateDataService { /// <summary> /// Load estate settings for a region. /// </summary> /// <param name="regionID"></param> /// <param name="create">If true, then an estate is created if one is not found.</param> /// <returns></returns> EstateSettings LoadEstateSettings(UUID regionID, bool create); /// <summary> /// Load estate settings for an estate ID. /// </summary> /// <param name="estateID"></param> /// <returns></returns> EstateSettings LoadEstateSettings(int estateID); /// <summary> /// Create a new estate. /// </summary> /// <returns> /// A <see cref="EstateSettings"/> /// </returns> EstateSettings CreateNewEstate(); /// <summary> /// Load/Get all estate settings. /// </summary> /// <returns>An empty list if no estates were found.</returns> List<EstateSettings> LoadEstateSettingsAll(); /// <summary> /// Store estate settings. /// </summary> /// <remarks> /// This is also called by EstateSettings.Save()</remarks> /// <param name="es"></param> void StoreEstateSettings(EstateSettings es); /// <summary> /// Get estate IDs. /// </summary> /// <param name="search">Name of estate to search for. This is the exact name, no parttern matching is done.</param> /// <returns></returns> List<int> GetEstates(string search); /// <summary> /// Get the IDs of all estates owned by the given user. /// </summary> /// <returns>An empty list if no estates were found.</returns> List<int> GetEstatesByOwner(UUID ownerID); /// <summary> /// Get the IDs of all estates. /// </summary> /// <returns>An empty list if no estates were found.</returns> List<int> GetEstatesAll(); /// <summary> /// Link a region to an estate. /// </summary> /// <param name="regionID"></param> /// <param name="estateID"></param> /// <returns>true if the link succeeded, false otherwise</returns> bool LinkRegion(UUID regionID, int estateID); /// <summary> /// Get the UUIDs of all the regions in an estate. /// </summary> /// <param name="estateID"></param> /// <returns></returns> List<UUID> GetRegions(int estateID); /// <summary> /// Delete an estate /// </summary> /// <param name="estateID"></param> /// <returns>true if the delete succeeded, false otherwise</returns> bool DeleteEstate(int estateID); } }