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/*
* 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. This is used in migration.</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>
/// 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.
/// </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);
}
}
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