/* * 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 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 * 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.Collections.Generic; using libsecondlife; 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(LLUUID userId, ICollection folders, ICollection items); /// /// Defines all the operations one can perform on a user's inventory. /// public interface IInventoryServices { /// /// Request the inventory for a user. This is an asynchronous operation that will call the callback when the /// inventory has been received /// /// /// void RequestInventoryForUser(LLUUID userID, InventoryReceiptCallback callback); /// /// Add a new folder to the given user's inventory /// /// /// void AddNewInventoryFolder(LLUUID userID, InventoryFolderBase folder); /// /// Move an inventory folder to a new location /// /// /// A folder containing the details of the new location void MoveInventoryFolder(LLUUID userID, InventoryFolderBase folder); /// /// Purge an inventory folder of all its items and subfolders. /// /// /// void PurgeInventoryFolder(LLUUID userID, InventoryFolderBase folder); /// /// Add a new item to the given user's inventory /// /// /// void AddNewInventoryItem(LLUUID userID, InventoryItemBase item); /// /// Update an item in the given user's inventory /// /// /// void UpdateInventoryItem(LLUUID userID, InventoryItemBase item); /// /// Delete an item from the given user's inventory /// /// /// void DeleteInventoryItem(LLUUID userID, InventoryItemBase item); /// /// Create a new inventory for the given user. /// /// /// true if the inventory was successfully created, false otherwise bool CreateNewUserInventory(LLUUID user); bool HasInventoryForUser(LLUUID userID); /// /// Retrieve the root inventory folder for the given user. /// /// /// null if no root folder was found InventoryFolderBase RequestRootFolder(LLUUID userID); /// /// Returns a list of all the folders in a given user's inventory. /// /// /// A flat list of the user's inventory folder tree, /// null if there is no inventory for this user List GetInventorySkeleton(LLUUID userId); } }