/* * 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 OpenSim.Framework; namespace OpenSim.Services.Interfaces { public delegate void AssetRetrieved(string id, Object sender, AssetBase asset); public interface IAssetService { /// <summary> /// Get an asset synchronously. /// </summary> /// <param name="id"></param> /// <returns></returns> AssetBase Get(string id); /// <summary> /// Get an asset's metadata /// </summary> /// <param name="id"></param> /// <returns></returns> AssetMetadata GetMetadata(string id); /// <summary> /// Get an asset's data, ignoring the metadata. /// </summary> /// <param name="id"></param> /// <returns>null if there is no such asset</returns> byte[] GetData(string id); /// <summary> /// Synchronously fetches an asset from the local cache only. /// </summary> /// <param name="id">Asset ID</param> /// <returns>The fetched asset, or null if it did not exist in the local cache</returns> AssetBase GetCached(string id); /// <summary> /// Get an asset synchronously or asynchronously (depending on whether /// it is locally cached) and fire a callback with the fetched asset /// </summary> /// <param name="id">The asset id</param> /// <param name="sender">Represents the requester. Passed back via the handler</param> /// <param name="handler">The handler to call back once the asset has been retrieved</param> /// <returns>True if the id was parseable, false otherwise</returns> bool Get(string id, Object sender, AssetRetrieved handler); /// <summary> /// Creates a new asset /// </summary> /// <remarks> /// Returns a random ID if none is passed via the asset argument. /// </remarks> /// <param name="asset"></param> /// <returns></returns> string Store(AssetBase asset); /// <summary> /// Update an asset's content /// </summary> /// <remarks> /// Attachments and bare scripts need this!! /// </remarks> /// <param name="id"> </param> /// <param name="data"></param> /// <returns></returns> bool UpdateContent(string id, byte[] data); /// <summary> /// Delete an asset /// </summary> /// <param name="id"></param> /// <returns></returns> bool Delete(string id); } }