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using System.Collections.Generic;
using libsecondlife;
namespace OpenSim.Framework.Data
{
///
/// Inventory Item - contains all the properties associated with an individual inventory piece.
///
public class InventoryItemBase
{
///
/// A UUID containing the ID for the inventory item itself
///
public LLUUID inventoryID;
///
/// The UUID of the associated asset on the asset server
///
public LLUUID assetID;
///
/// This is an enumerated value determining the type of asset (eg Notecard, Sound, Object, etc)
///
public int type;
///
/// The folder this item is contained in
///
public LLUUID parentFolderID;
///
/// The owner of this inventory item
///
public LLUUID avatarID;
///
/// The creator of this item
///
public LLUUID creatorsID;
///
/// The name of the inventory item (must be less than 64 characters)
///
public string inventoryName;
///
/// The description of the inventory item (must be less than 64 characters)
///
public string inventoryDescription;
///
/// A mask containing the permissions for the next owner (cannot be enforced)
///
public uint inventoryNextPermissions;
///
/// A mask containing permissions for the current owner (cannot be enforced)
///
public uint inventoryCurrentPermissions;
///
///
///
public uint inventoryBasePermissions;
///
///
///
public uint inventoryEveryOnePermissions;
}
///
/// A Class for folders which contain users inventory
///
public class InventoryFolderBase
{
///
/// The name of the folder (64 characters or less)
///
public string name;
///
/// The agent who's inventory this is contained by
///
public LLUUID agentID;
///
/// The folder this folder is contained in
///
public LLUUID parentID;
///
/// The UUID for this folder
///
public LLUUID folderID;
///
/// Tyep of Items normally stored in this folder
///
public short type;
///
///
///
public ushort version;
}
///
/// An interface for accessing inventory data from a storage server
///
public interface IInventoryData
{
///
/// Initialises the interface
///
void Initialise();
///
/// Closes the interface
///
void Close();
///
/// The plugin being loaded
///
/// A string containing the plugin name
string getName();
///
/// The plugins version
///
/// A string containing the plugin version
string getVersion();
///
/// Returns a list of inventory items contained within the specified folder
///
/// The UUID of the target folder
/// A List of InventoryItemBase items
List getInventoryInFolder(LLUUID folderID);
///
/// Returns a list of the root folders within a users inventory
///
/// The user whos inventory is to be searched
/// A list of folder objects
List getUserRootFolders(LLUUID user);
///
/// Returns the users inventory root folder.
///
/// The UUID of the user who is having inventory being returned
/// Root inventory folder
InventoryFolderBase getUserRootFolder(LLUUID user);
///
/// Returns a list of inventory folders contained in the folder 'parentID'
///
/// The folder to get subfolders for
/// A list of inventory folders
List getInventoryFolders(LLUUID parentID);
///
/// Returns an inventory item by its UUID
///
/// The UUID of the item to be returned
/// A class containing item information
InventoryItemBase getInventoryItem(LLUUID item);
///
/// Returns a specified inventory folder by its UUID
///
/// The UUID of the folder to be returned
/// A class containing folder information
InventoryFolderBase getInventoryFolder(LLUUID folder);
///
/// Creates a new inventory item based on item
///
/// The item to be created
void addInventoryItem(InventoryItemBase item);
///
/// Updates an inventory item with item (updates based on ID)
///
/// The updated item
void updateInventoryItem(InventoryItemBase item);
///
/// Adds a new folder specified by folder
///
/// The inventory folder
void addInventoryFolder(InventoryFolderBase folder);
///
/// Updates a folder based on its ID with folder
///
/// The inventory folder
void updateInventoryFolder(InventoryFolderBase folder);
}
}