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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 OpenSimulator 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 OpenSim.Framework;
31using OpenMetaverse;
32
33namespace OpenSim.Services.Interfaces
34{
35 /// <summary>
36 /// Callback used when a user's inventory is received from the inventory service
37 /// </summary>
38 public delegate void InventoryReceiptCallback(
39 ICollection<InventoryFolderImpl> folders, ICollection<InventoryItemBase> items);
40
41 public interface IInventoryService
42 {
43 /// <summary>
44 /// Create the entire inventory for a given user
45 /// </summary>
46 /// <param name="user"></param>
47 /// <returns></returns>
48 bool CreateUserInventory(UUID user);
49
50 /// <summary>
51 /// Gets the skeleton of the inventory -- folders only
52 /// </summary>
53 /// <param name="userId"></param>
54 /// <returns></returns>
55 List<InventoryFolderBase> GetInventorySkeleton(UUID userId);
56
57 /// <summary>
58 /// Retrieve the root inventory folder for the given user.
59 /// </summary>
60 /// <param name="userID"></param>
61 /// <returns>null if no root folder was found</returns>
62 InventoryFolderBase GetRootFolder(UUID userID);
63
64 /// <summary>
65 /// Gets the user folder for the given folder-type
66 /// </summary>
67 /// <param name="userID"></param>
68 /// <param name="type"></param>
69 /// <returns></returns>
70 InventoryFolderBase GetFolderForType(UUID userID, FolderType type);
71
72 /// <summary>
73 /// Gets everything (folders and items) inside a folder
74 /// </summary>
75 /// <param name="userId"></param>
76 /// <param name="folderID"></param>
77 /// <returns>Inventory content. null if the request failed.</returns>
78 InventoryCollection GetFolderContent(UUID userID, UUID folderID);
79
80 /// <summary>
81 /// Gets everything (folders and items) inside a folder
82 /// </summary>
83 /// <param name="userId"></param>
84 /// <param name="folderIDs"></param>
85 /// <returns>Inventory content.</returns>
86 InventoryCollection[] GetMultipleFoldersContent(UUID userID, UUID[] folderIDs);
87
88 /// <summary>
89 /// Gets the items inside a folder
90 /// </summary>
91 /// <param name="userID"></param>
92 /// <param name="folderID"></param>
93 /// <returns></returns>
94 List<InventoryItemBase> GetFolderItems(UUID userID, UUID folderID);
95
96 /// <summary>
97 /// Add a new folder to the user's inventory
98 /// </summary>
99 /// <param name="folder"></param>
100 /// <returns>true if the folder was successfully added</returns>
101 bool AddFolder(InventoryFolderBase folder);
102
103 /// <summary>
104 /// Update a folder in the user's inventory
105 /// </summary>
106 /// <param name="folder"></param>
107 /// <returns>true if the folder was successfully updated</returns>
108 bool UpdateFolder(InventoryFolderBase folder);
109
110 /// <summary>
111 /// Move an inventory folder to a new location
112 /// </summary>
113 /// <param name="folder">A folder containing the details of the new location</param>
114 /// <returns>true if the folder was successfully moved</returns>
115 bool MoveFolder(InventoryFolderBase folder);
116
117 /// <summary>
118 /// Delete an item from the user's inventory
119 /// </summary>
120 /// <param name="item"></param>
121 /// <returns>true if the item was successfully deleted</returns>
122 //bool DeleteItem(InventoryItemBase item);
123 bool DeleteFolders(UUID userID, List<UUID> folderIDs);
124
125 /// <summary>
126 /// Purge an inventory folder of all its items and subfolders.
127 /// </summary>
128 /// <param name="folder"></param>
129 /// <returns>true if the folder was successfully purged</returns>
130 bool PurgeFolder(InventoryFolderBase folder);
131
132 /// <summary>
133 /// Add a new item to the user's inventory
134 /// </summary>
135 /// <param name="item">
136 /// The item to be added. If item.FolderID == UUID.Zero then the item is added to the most suitable system
137 /// folder. If there is no suitable folder then the item is added to the user's root inventory folder.
138 /// </param>
139 /// <returns>true if the item was successfully added, false if it was not</returns>
140 bool AddItem(InventoryItemBase item);
141
142 /// <summary>
143 /// Update an item in the user's inventory
144 /// </summary>
145 /// <param name="item"></param>
146 /// <returns>true if the item was successfully updated</returns>
147 bool UpdateItem(InventoryItemBase item);
148
149 bool MoveItems(UUID ownerID, List<InventoryItemBase> items);
150
151 /// <summary>
152 /// Delete an item from the user's inventory
153 /// </summary>
154 /// <param name="item"></param>
155 /// <returns>true if the item was successfully deleted</returns>
156 //bool DeleteItem(InventoryItemBase item);
157 bool DeleteItems(UUID userID, List<UUID> itemIDs);
158
159 /// <summary>
160 /// Get an item, given by its UUID
161 /// </summary>
162 /// <param name="item"></param>
163 /// <returns>null if no item was found, otherwise the found item</returns>
164 InventoryItemBase GetItem(InventoryItemBase item);
165
166 /// <summary>
167 /// Get multiple items, given by their UUIDs
168 /// </summary>
169 /// <param name="item"></param>
170 /// <returns>null if no item was found, otherwise the found item</returns>
171 InventoryItemBase[] GetMultipleItems(UUID userID, UUID[] ids);
172
173 /// <summary>
174 /// Get a folder, given by its UUID
175 /// </summary>
176 /// <param name="folder"></param>
177 /// <returns></returns>
178 InventoryFolderBase GetFolder(InventoryFolderBase folder);
179
180 /// <summary>
181 /// Does the given user have an inventory structure?
182 /// </summary>
183 /// <param name="userID"></param>
184 /// <returns></returns>
185 bool HasInventoryForUser(UUID userID);
186
187 /// <summary>
188 /// Get the active gestures of the agent.
189 /// </summary>
190 /// <param name="userId"></param>
191 /// <returns></returns>
192 List<InventoryItemBase> GetActiveGestures(UUID userId);
193
194 /// <summary>
195 /// Get the union of permissions of all inventory items
196 /// that hold the given assetID.
197 /// </summary>
198 /// <param name="userID"></param>
199 /// <param name="assetID"></param>
200 /// <returns>The permissions or 0 if no such asset is found in
201 /// the user's inventory</returns>
202 int GetAssetPermissions(UUID userID, UUID assetID);
203 }
204}