/* * 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.Collections.Generic; using OpenSim.Framework; using OpenSim.Services.Interfaces; using OpenMetaverse; namespace OpenSim.Services.Connectors { /// <summary> /// Defines all operations to access a remote inventory service /// using session authentication as a form of security. /// </summary> public interface ISessionAuthInventoryService { string Host { get; } /// <summary> /// Request the inventory for a user. This is an asynchronous operation that will call the callback when the /// inventory has been received /// </summary> /// <param name="userID"></param> /// <param name="callback"></param> void GetUserInventory(string userID, UUID session_id, InventoryReceiptCallback callback); /// <summary> /// Gets the user folder for the given folder-type /// </summary> /// <param name="userID"></param> /// <param name="type"></param> /// <returns></returns> Dictionary<AssetType, InventoryFolderBase> GetSystemFolders(string userID, UUID session_id); /// <summary> /// Gets everything (folders and items) inside a folder /// </summary> /// <param name="userId"></param> /// <param name="folderID"></param> /// <returns></returns> InventoryCollection GetFolderContent(string userID, UUID folderID, UUID session_id); /// <summary> /// Add a new folder to the user's inventory /// </summary> /// <param name="folder"></param> /// <returns>true if the folder was successfully added</returns> bool AddFolder(string userID, InventoryFolderBase folder, UUID session_id); /// <summary> /// Update a folder in the user's inventory /// </summary> /// <param name="folder"></param> /// <returns>true if the folder was successfully updated</returns> bool UpdateFolder(string userID, InventoryFolderBase folder, UUID session_id); /// <summary> /// Move an inventory folder to a new location /// </summary> /// <param name="folder">A folder containing the details of the new location</param> /// <returns>true if the folder was successfully moved</returns> bool MoveFolder(string userID, InventoryFolderBase folder, UUID session_id); /// <summary> /// Delete a list of inventory folders (from trash) /// </summary> bool DeleteFolders(string userID, List<UUID> folders, UUID session_id); /// <summary> /// Purge an inventory folder of all its items and subfolders. /// </summary> /// <param name="folder"></param> /// <returns>true if the folder was successfully purged</returns> bool PurgeFolder(string userID, InventoryFolderBase folder, UUID session_id); /// <summary> /// Get items from a folder. /// </summary> /// <param name="folder"></param> /// <returns>true if the folder was successfully purged</returns> List<InventoryItemBase> GetFolderItems(string userID, UUID folderID, UUID session_id); /// <summary> /// Add a new item to the user's inventory /// </summary> /// <param name="item"></param> /// <returns>true if the item was successfully added</returns> bool AddItem(string userID, InventoryItemBase item, UUID session_id); /// <summary> /// Update an item in the user's inventory /// </summary> /// <param name="item"></param> /// <returns>true if the item was successfully updated</returns> bool UpdateItem(string userID, InventoryItemBase item, UUID session_id); bool MoveItems(string userID, List<InventoryItemBase> items, UUID session_id); /// <summary> /// Delete an item from the user's inventory /// </summary> /// <param name="item"></param> /// <returns>true if the item was successfully deleted</returns> bool DeleteItems(string userID, List<UUID> itemIDs, UUID session_id); InventoryItemBase QueryItem(string userID, InventoryItemBase item, UUID session_id); InventoryFolderBase QueryFolder(string userID, InventoryFolderBase item, UUID session_id); int GetAssetPermissions(string userID, UUID assetID, UUID session_id); } }