/*
* 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:
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* 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 OpenSim 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
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*/
using System.Collections.Generic;
using OpenMetaverse;
using OpenSim.Framework.Communications.Cache;
namespace OpenSim.Framework.Communications
{
///
/// Callback used when a user's inventory is received from the inventory service
///
public delegate void InventoryReceiptCallback(
ICollection folders, ICollection items);
///
/// Defines all the operations one can perform on a user's inventory.
///
public interface IInventoryServices
{
string Host
{
get;
}
///
/// Request the inventory for a user. This is an asynchronous operation that will call the callback when the
/// inventory has been received
///
///
///
void RequestInventoryForUser(UUID userID, InventoryReceiptCallback callback);
///
/// Add a new folder to the user's inventory
///
///
/// true if the folder was successfully added
bool AddFolder(InventoryFolderBase folder);
///
/// Update a folder in the user's inventory
///
///
/// true if the folder was successfully updated
bool UpdateFolder(InventoryFolderBase folder);
///
/// Move an inventory folder to a new location
///
/// A folder containing the details of the new location
/// true if the folder was successfully moved
bool MoveFolder(InventoryFolderBase folder);
///
/// Purge an inventory folder of all its items and subfolders.
///
///
/// true if the folder was successfully purged
bool PurgeFolder(InventoryFolderBase folder);
///
/// Add a new item to the user's inventory
///
///
/// true if the item was successfully added
bool AddItem(InventoryItemBase item);
///
/// Update an item in the user's inventory
///
///
/// true if the item was successfully updated
bool UpdateItem(InventoryItemBase item);
///
/// Delete an item from the user's inventory
///
///
/// true if the item was successfully deleted
bool DeleteItem(InventoryItemBase item);
///
/// Query the server for an item that may have been added by
/// another region
///
///
/// true if the item was found in local cache
InventoryItemBase QueryItem(InventoryItemBase item);
///
/// Does the given user have an inventory structure?
///
///
///
bool HasInventoryForUser(UUID userID);
///
/// Retrieve the root inventory folder for the given user.
///
///
/// null if no root folder was found
InventoryFolderBase RequestRootFolder(UUID userID);
}
}