/* * 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.Services.Interfaces { /// <summary> /// Callback used when a user's inventory is received from the inventory service /// </summary> public delegate void InventoryReceiptCallback( ICollection<InventoryFolderImpl> folders, ICollection<InventoryItemBase> items); public interface IInventoryService { /// <summary> /// Create the entire inventory for a given user /// </summary> /// <param name="user"></param> /// <returns></returns> bool CreateUserInventory(UUID user); /// <summary> /// Gets the skeleton of the inventory -- folders only /// </summary> /// <param name="userId"></param> /// <returns></returns> List<InventoryFolderBase> GetInventorySkeleton(UUID userId); /// <summary> /// Synchronous inventory fetch. /// </summary> /// <param name="userID"></param> /// <returns></returns> [Obsolete] InventoryCollection GetUserInventory(UUID userID); /// <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> [Obsolete] void GetUserInventory(UUID userID, InventoryReceiptCallback callback); /// <summary> /// Retrieve the root inventory folder for the given user. /// </summary> /// <param name="userID"></param> /// <returns>null if no root folder was found</returns> InventoryFolderBase GetRootFolder(UUID userID); /// <summary> /// Gets the user folder for the given folder-type /// </summary> /// <param name="userID"></param> /// <param name="type"></param> /// <returns></returns> InventoryFolderBase GetFolderForType(UUID userID, AssetType type); /// <summary> /// Gets everything (folders and items) inside a folder /// </summary> /// <param name="userId"></param> /// <param name="folderID"></param> /// <returns></returns> InventoryCollection GetFolderContent(UUID userID, UUID folderID); /// <summary> /// Gets the items inside a folder /// </summary> /// <param name="userID"></param> /// <param name="folderID"></param> /// <returns></returns> List<InventoryItemBase> GetFolderItems(UUID userID, UUID folderID); /// <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(InventoryFolderBase folder); /// <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(InventoryFolderBase folder); /// <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(InventoryFolderBase folder); /// <summary> /// Delete an item from the user's inventory /// </summary> /// <param name="item"></param> /// <returns>true if the item was successfully deleted</returns> //bool DeleteItem(InventoryItemBase item); bool DeleteFolders(UUID userID, List<UUID> folderIDs); /// <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(InventoryFolderBase folder); /// <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(InventoryItemBase item); /// <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(InventoryItemBase item); bool MoveItems(UUID ownerID, List<InventoryItemBase> items); /// <summary> /// Delete an item from the user's inventory /// </summary> /// <param name="item"></param> /// <returns>true if the item was successfully deleted</returns> //bool DeleteItem(InventoryItemBase item); bool DeleteItems(UUID userID, List<UUID> itemIDs); /// <summary> /// Get an item, given by its UUID /// </summary> /// <param name="item"></param> /// <returns></returns> InventoryItemBase GetItem(InventoryItemBase item); /// <summary> /// Get a folder, given by its UUID /// </summary> /// <param name="folder"></param> /// <returns></returns> InventoryFolderBase GetFolder(InventoryFolderBase folder); /// <summary> /// Does the given user have an inventory structure? /// </summary> /// <param name="userID"></param> /// <returns></returns> bool HasInventoryForUser(UUID userID); /// <summary> /// Get the active gestures of the agent. /// </summary> /// <param name="userId"></param> /// <returns></returns> List<InventoryItemBase> GetActiveGestures(UUID userId); /// <summary> /// Get the union of permissions of all inventory items /// that hold the given assetID. /// </summary> /// <param name="userID"></param> /// <param name="assetID"></param> /// <returns>The permissions or 0 if no such asset is found in /// the user's inventory</returns> int GetAssetPermissions(UUID userID, UUID assetID); } }