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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 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. This will be called back with a null AssetBase
/// if the asset could not be found for some reason (e.g. if it does not exist, if a remote asset service
/// was not contactable, if it is not in the database, etc.).
/// </param>
/// <returns>True if the id was parseable, false otherwise</returns>
bool Get(string id, Object sender, AssetRetrieved handler);
/// <summary>
/// Check if assets exist in the database.
/// </summary>
/// <param name="ids">The assets' IDs</param>
/// <returns>For each asset: true if it exists, false otherwise</returns>
bool[] AssetsExist(string[] ids);
/// <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);
}
}
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