/* * 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 { /// /// Callback used when a user's inventory is received from the inventory service /// public delegate void InventoryReceiptCallback( ICollection folders, ICollection items); public interface IInventoryService { /// /// Create the entire inventory for a given user /// /// /// bool CreateUserInventory(UUID user); /// /// Gets the skeleton of the inventory -- folders only /// /// /// List GetInventorySkeleton(UUID userId); /// /// Retrieve the root inventory folder for the given user. /// /// /// null if no root folder was found InventoryFolderBase GetRootFolder(UUID userID); /// /// Gets the user folder for the given folder-type /// /// /// /// InventoryFolderBase GetFolderForType(UUID userID, AssetType type); /// /// Gets everything (folders and items) inside a folder /// /// /// /// Inventory content. null if the request failed. InventoryCollection GetFolderContent(UUID userID, UUID folderID); /// /// Gets everything (folders and items) inside a folder /// /// /// /// Inventory content. InventoryCollection[] GetMultipleFoldersContent(UUID userID, UUID[] folderIDs); /// /// Gets the items inside a folder /// /// /// /// List GetFolderItems(UUID userID, UUID folderID); /// /// Add a new folder to the user's inventory /// /// /// true if the folder was successfully added bool AddFolder(InventoryFolderBase folder); /// /// Update a folder in the user's inventory /// /// /// true if the folder was successfully updated bool UpdateFolder(InventoryFolderBase folder); /// /// Move an inventory folder to a new location /// /// A folder containing the details of the new location /// true if the folder was successfully moved bool MoveFolder(InventoryFolderBase folder); /// /// Delete an item from the user's inventory /// /// /// true if the item was successfully deleted //bool DeleteItem(InventoryItemBase item); bool DeleteFolders(UUID userID, List folderIDs); /// /// Purge an inventory folder of all its items and subfolders. /// /// /// true if the folder was successfully purged bool PurgeFolder(InventoryFolderBase folder); /// /// Add a new item to the user's inventory /// /// /// The item to be added. If item.FolderID == UUID.Zero then the item is added to the most suitable system /// folder. If there is no suitable folder then the item is added to the user's root inventory folder. /// /// true if the item was successfully added, false if it was not bool AddItem(InventoryItemBase item); /// /// Update an item in the user's inventory /// /// /// true if the item was successfully updated bool UpdateItem(InventoryItemBase item); bool MoveItems(UUID ownerID, List items); /// /// Delete an item from the user's inventory /// /// /// true if the item was successfully deleted //bool DeleteItem(InventoryItemBase item); bool DeleteItems(UUID userID, List itemIDs); /// /// Get an item, given by its UUID /// /// /// null if no item was found, otherwise the found item InventoryItemBase GetItem(InventoryItemBase item); /// /// Get multiple items, given by their UUIDs /// /// /// null if no item was found, otherwise the found item InventoryItemBase[] GetMultipleItems(UUID userID, UUID[] ids); /// /// Get a folder, given by its UUID /// /// /// InventoryFolderBase GetFolder(InventoryFolderBase folder); /// /// Does the given user have an inventory structure? /// /// /// bool HasInventoryForUser(UUID userID); /// /// Get the active gestures of the agent. /// /// /// List GetActiveGestures(UUID userId); /// /// Get the union of permissions of all inventory items /// that hold the given assetID. /// /// /// /// The permissions or 0 if no such asset is found in /// the user's inventory int GetAssetPermissions(UUID userID, UUID assetID); } }