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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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* modification, are permitted provided that the following conditions are met:
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* notice, this list of conditions and the following disclaimer.
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* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
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* 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
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*/
using System.Collections.Generic;
using OpenMetaverse;
using OpenSim.Framework;
namespace OpenSim.Data
{
public interface IEstateDataStore
{
///
/// Initialise the data store.
///
///
void Initialise(string connectstring);
///
/// Load estate settings for a region.
///
///
/// If true, then an estate is created if one is not found.
///
EstateSettings LoadEstateSettings(UUID regionID, bool create);
///
/// Load estate settings for an estate ID.
///
///
///
EstateSettings LoadEstateSettings(int estateID);
///
/// Create a new estate.
///
///
/// A
///
EstateSettings CreateNewEstate();
///
/// Load/Get all estate settings.
///
/// An empty list if no estates were found.
List LoadEstateSettingsAll();
///
/// Store estate settings.
///
///
/// This is also called by EstateSettings.Save()
///
void StoreEstateSettings(EstateSettings es);
///
/// Get estate IDs.
///
/// Name of estate to search for. This is the exact name, no parttern matching is done.
///
List GetEstates(string search);
///
/// Get the IDs of all estates owned by the given user.
///
/// An empty list if no estates were found.
List GetEstatesByOwner(UUID ownerID);
///
/// Get the IDs of all estates.
///
/// An empty list if no estates were found.
List GetEstatesAll();
///
/// Link a region to an estate.
///
///
///
/// true if the link succeeded, false otherwise
bool LinkRegion(UUID regionID, int estateID);
///
/// Get the UUIDs of all the regions in an estate.
///
///
///
List GetRegions(int estateID);
///
/// Delete an estate
///
///
/// true if the delete succeeded, false otherwise
bool DeleteEstate(int estateID);
}
}