/*
* Copyright (c) Contributors, http://opensimulator.org/
* 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.
* * 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.
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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;
using System.Collections.Generic;
using OpenMetaverse;
namespace OpenSim.Framework.Communications
{
public interface IUserService
{
///
/// Loads a user profile by name
///
/// First name
/// Last name
/// A user profile. Returns null if no profile is found
UserProfileData GetUserProfile(string firstName, string lastName);
///
/// Loads a user profile from a database by UUID
///
/// The target UUID
/// A user profile. Returns null if no user profile is found.
UserProfileData GetUserProfile(UUID userId);
UserProfileData GetUserProfile(Uri uri);
Uri GetUserUri(UserProfileData userProfile);
UserAgentData GetAgentByUUID(UUID userId);
void ClearUserAgent(UUID avatarID);
List GenerateAgentPickerRequestResponse(UUID QueryID, string Query);
UserProfileData SetupMasterUser(string firstName, string lastName);
UserProfileData SetupMasterUser(string firstName, string lastName, string password);
UserProfileData SetupMasterUser(UUID userId);
///
/// Update the user's profile.
///
/// UserProfileData object with updated data. Should be obtained
/// via a call to GetUserProfile().
/// true if the update could be applied, false if it could not be applied.
bool UpdateUserProfile(UserProfileData data);
///
/// Adds a new friend to the database for XUser
///
/// The agent that who's friends list is being added to
/// The agent that being added to the friends list of the friends list owner
/// A uint bit vector for set perms that the friend being added has; 0 = none, 1=This friend can see when they sign on, 2 = map, 4 edit objects
void AddNewUserFriend(UUID friendlistowner, UUID friend, uint perms);
///
/// Delete friend on friendlistowner's friendlist.
///
/// The agent that who's friends list is being updated
/// The Ex-friend agent
void RemoveUserFriend(UUID friendlistowner, UUID friend);
///
/// Update permissions for friend on friendlistowner's friendlist.
///
/// The agent that who's friends list is being updated
/// The agent that is getting or loosing permissions
/// A uint bit vector for set perms that the friend being added has; 0 = none, 1=This friend can see when they sign on, 2 = map, 4 edit objects
void UpdateUserFriendPerms(UUID friendlistowner, UUID friend, uint perms);
///
/// Logs off a user on the user server
///
/// UUID of the user
/// UUID of the Region
/// regionhandle
/// final position
/// final lookat
void LogOffUser(UUID userid, UUID regionid, ulong regionhandle, Vector3 position, Vector3 lookat);
///
/// Logs off a user on the user server (deprecated as of 2008-08-27)
///
/// UUID of the user
/// UUID of the Region
/// regionhandle
/// final position x
/// final position y
/// final position z
void LogOffUser(UUID userid, UUID regionid, ulong regionhandle, float posx, float posy, float posz);
///
/// Returns a list of FriendsListItems that describe the friends and permissions in the friend relationship
/// for UUID friendslistowner
///
/// The agent that we're retreiving the friends Data.
List GetUserFriendList(UUID friendlistowner);
// This probably shouldn't be here, it belongs to IAuthentication
// But since Scenes only have IUserService references, I'm placing it here for now.
bool VerifySession(UUID userID, UUID sessionID);
}
}