/*
* 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;
using System.Collections.Generic;
using libsecondlife;
using OpenSim.Framework;
namespace OpenSim.Framework
{
///
/// Description of IAssetServer.
///
public interface IAssetServer
{
void SetReceiver(IAssetReceiver receiver);
void FetchAsset(LLUUID assetID, bool isTexture);
void UpdateAsset(AssetBase asset);
void StoreAndCommitAsset(AssetBase asset);
void Close();
void LoadAsset(AssetBase info, bool image, string filename);
List GetDefaultAssets();
AssetBase CreateImageAsset(string assetIdStr, string name, string filename);
void ForEachDefaultAsset(Action action);
AssetBase CreateAsset(string assetIdStr, string name, string filename, bool isImage);
void ForEachXmlAsset(Action action);
}
// could change to delegate?
public interface IAssetReceiver
{
void AssetReceived(AssetBase asset, bool IsTexture);
void AssetNotFound(LLUUID assetID);
}
public interface IAssetPlugin
{
IAssetServer GetAssetServer();
}
public struct ARequest
{
public LLUUID AssetID;
public bool IsTexture;
}
}