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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 OpenSim.Region.Framework.Scenes;
using OpenMetaverse;
namespace OpenSim.Region.Framework.Interfaces
{
public interface IInventoryAccessModule
{
UUID CapsUpdateInventoryItemAsset(IClientAPI remoteClient, UUID itemID, byte[] data);
bool UpdateInventoryItemAsset(UUID ownerID, InventoryItemBase item, AssetBase asset);
/// <summary>
/// Copy objects to a user's inventory.
/// </summary>
/// <remarks>
/// Is it left to the caller to delete them from the scene if required.
/// </remarks>
/// <param name="action"></param>
/// <param name="folderID"></param>
/// <param name="objectGroups"></param>
/// <param name="remoteClient"></param>
/// <param name="asAttachment">
/// Should be true if the object(s) are begin taken as attachments. False otherwise.
/// </param>
/// <returns>
/// A list of the items created. If there was more than one object and objects are not being coaleseced in
/// inventory, then the order of items is in the same order as the input objects.
/// </returns>
List<InventoryItemBase> CopyToInventory(
DeRezAction action, UUID folderID, List<SceneObjectGroup> objectGroups, IClientAPI remoteClient, bool asAttachment);
/// <summary>
/// Rez an object into the scene from the user's inventory
/// </summary>
/// <remarks>
/// FIXME: It would be really nice if inventory access modules didn't also actually do the work of rezzing
/// things to the scene. The caller should be doing that, I think.
/// </remarks>
/// <param name="remoteClient"></param>
/// <param name="itemID"></param>
/// <param name="RayEnd"></param>
/// <param name="RayStart"></param>
/// <param name="RayTargetID"></param>
/// <param name="BypassRayCast"></param>
/// <param name="RayEndIsIntersection"></param>
/// <param name="RezSelected"></param>
/// <param name="RemoveItem"></param>
/// <param name="fromTaskID"></param>
/// <param name="attachment"></param>
/// <returns>The SceneObjectGroup rezzed or null if rez was unsuccessful.</returns>
SceneObjectGroup RezObject(
IClientAPI remoteClient, UUID itemID, Vector3 RayEnd, Vector3 RayStart,
UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment);
/// <summary>
/// Rez an object into the scene from the user's inventory
/// </summary>
/// <remarks>
/// FIXME: It would be really nice if inventory access modules didn't also actually do the work of rezzing
/// things to the scene. The caller should be doing that, I think.
/// </remarks>
/// <param name="remoteClient"></param>
/// <param name="item">
/// The item from which the object asset came. Can be null, in which case pre and post rez item adjustment and checks are not performed.
/// </param>
/// <param name="assetID">The asset id for the object to rez.</param>
/// <param name="RayEnd"></param>
/// <param name="RayStart"></param>
/// <param name="RayTargetID"></param>
/// <param name="BypassRayCast"></param>
/// <param name="RayEndIsIntersection"></param>
/// <param name="RezSelected"></param>
/// <param name="RemoveItem"></param>
/// <param name="fromTaskID"></param>
/// <param name="attachment"></param>
/// <returns>The SceneObjectGroup rezzed or null if rez was unsuccessful.</returns>
SceneObjectGroup RezObject(
IClientAPI remoteClient, InventoryItemBase item, UUID assetID, Vector3 RayEnd, Vector3 RayStart,
UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment);
void TransferInventoryAssets(InventoryItemBase item, UUID sender, UUID receiver);
/// <summary>
/// Does the client have sufficient permissions to retrieve the inventory item?
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="itemID"></param>
/// <param name="requestID"></param>
/// <returns></returns>
bool CanGetAgentInventoryItem(IClientAPI remoteClient, UUID itemID, UUID requestID);
// Must be here because of textures in user's inventory
bool IsForeignUser(UUID userID, out string assetServerURL);
}
}
|