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1/*
2* Copyright (c) Contributors, http://opensimulator.org/
3* See CONTRIBUTORS.TXT for a full list of copyright holders.
4*
5* Redistribution and use in source and binary forms, with or without
6* modification, are permitted provided that the following conditions are met:
7* * Redistributions of source code must retain the above copyright
8* notice, this list of conditions and the following disclaimer.
9* * Redistributions in binary form must reproduce the above copyright
10* notice, this list of conditions and the following disclaimer in the
11* documentation and/or other materials provided with the distribution.
12* * Neither the name of the OpenSim Project nor the
13* names of its contributors may be used to endorse or promote products
14* derived from this software without specific prior written permission.
15*
16* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY
17* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26*
27*/
28using System;
29using System.Collections.Generic;
30using libsecondlife;
31using OpenSim.Framework;
32
33namespace OpenSim.Framework
34{
35 /// <summary>
36 /// Description of IAssetServer.
37 /// </summary>
38
39 public interface IAssetServer
40 {
41 void SetReceiver(IAssetReceiver receiver);
42 void FetchAsset(LLUUID assetID, bool isTexture);
43 void UpdateAsset(AssetBase asset);
44 void StoreAndCommitAsset(AssetBase asset);
45 void Close();
46 void LoadAsset(AssetBase info, bool image, string filename);
47 List<AssetBase> GetDefaultAssets();
48 AssetBase CreateImageAsset(string assetIdStr, string name, string filename);
49 void ForEachDefaultAsset(Action<AssetBase> action);
50 AssetBase CreateAsset(string assetIdStr, string name, string filename, bool isImage);
51 void ForEachXmlAsset(Action<AssetBase> action);
52 }
53
54 // could change to delegate?
55 public interface IAssetReceiver
56 {
57 void AssetReceived(AssetBase asset, bool IsTexture);
58 void AssetNotFound(LLUUID assetID);
59 }
60
61 public interface IAssetPlugin
62 {
63 IAssetServer GetAssetServer();
64 }
65
66 public struct ARequest
67 {
68 public LLUUID AssetID;
69 public bool IsTexture;
70 }
71}