/*
* 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 OpenSimulator 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
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using OpenMetaverse;
using OpenSim.Framework;
namespace OpenSim.Grid.AssetInventoryServer
{
///
/// Response from a call to a backend provider
///
public enum BackendResponse
{
/// The call succeeded
Success,
/// The resource requested was not found
NotFound,
/// A server failure prevented the call from
/// completing
Failure
}
public class AssetInventoryServerPluginInitialiser : PluginInitialiserBase
{
private AssetInventoryServer server;
public AssetInventoryServerPluginInitialiser(AssetInventoryServer server)
{
this.server = server;
}
public override void Initialise(IPlugin plugin)
{
IAssetInventoryServerPlugin p = plugin as IAssetInventoryServerPlugin;
p.Initialise (server);
}
}
#region Interfaces
public interface IAssetInventoryServerPlugin : IPlugin
{
void Initialise(AssetInventoryServer server);
}
public interface IAssetStorageProvider : IAssetInventoryServerPlugin
{
BackendResponse TryFetchMetadata(UUID assetID, out AssetMetadata metadata);
BackendResponse TryFetchData(UUID assetID, out byte[] assetData);
BackendResponse TryFetchDataMetadata(UUID assetID, out AssetBase asset);
BackendResponse TryCreateAsset(AssetBase asset);
BackendResponse TryCreateAsset(AssetBase asset, out UUID assetID);
int ForEach(Action action, int start, int count);
}
public interface IInventoryStorageProvider : IAssetInventoryServerPlugin
{
BackendResponse TryFetchItem(Uri owner, UUID itemID, out InventoryItemBase item);
BackendResponse TryFetchFolder(Uri owner, UUID folderID, out InventoryFolderWithChildren folder);
BackendResponse TryFetchFolderContents(Uri owner, UUID folderID, out InventoryCollection contents);
BackendResponse TryFetchFolderList(Uri owner, out List folders);
BackendResponse TryFetchInventory(Uri owner, out InventoryCollection inventory);
BackendResponse TryFetchActiveGestures(Uri owner, out List gestures);
BackendResponse TryCreateItem(Uri owner, InventoryItemBase item);
BackendResponse TryCreateFolder(Uri owner, InventoryFolderWithChildren folder);
BackendResponse TryCreateInventory(Uri owner, InventoryFolderWithChildren rootFolder);
BackendResponse TryDeleteItem(Uri owner, UUID itemID);
BackendResponse TryDeleteFolder(Uri owner, UUID folderID);
BackendResponse TryPurgeFolder(Uri owner, UUID folderID);
}
public interface IAuthenticationProvider : IAssetInventoryServerPlugin
{
void AddIdentifier(UUID authToken, Uri identifier);
bool RemoveIdentifier(UUID authToken);
bool TryGetIdentifier(UUID authToken, out Uri identifier);
}
public interface IAuthorizationProvider : IAssetInventoryServerPlugin
{
bool IsMetadataAuthorized(UUID authToken, UUID assetID);
///
/// Authorizes access to the data for an asset. Access to asset data
/// also implies access to the metadata for that asset
///
/// Authentication token to check for access
/// ID of the requested asset
/// True if access is granted, otherwise false
bool IsDataAuthorized(UUID authToken, UUID assetID);
bool IsCreateAuthorized(UUID authToken);
bool IsInventoryReadAuthorized(UUID authToken, Uri owner);
bool IsInventoryWriteAuthorized(UUID authToken, Uri owner);
}
public interface IMetricsProvider : IAssetInventoryServerPlugin
{
void LogAssetMetadataFetch(string extension, BackendResponse response, UUID assetID, DateTime time);
void LogAssetDataFetch(string extension, BackendResponse response, UUID assetID, int dataSize, DateTime time);
void LogAssetCreate(string extension, BackendResponse response, UUID assetID, int dataSize, DateTime time);
void LogInventoryFetch(string extension, BackendResponse response, Uri owner, UUID objID, bool folder, DateTime time);
void LogInventoryFetchFolderContents(string extension, BackendResponse response, Uri owner, UUID folderID, DateTime time);
void LogInventoryFetchFolderList(string extension, BackendResponse response, Uri owner, DateTime time);
void LogInventoryFetchInventory(string extension, BackendResponse response, Uri owner, DateTime time);
void LogInventoryFetchActiveGestures(string extension, BackendResponse response, Uri owner, DateTime time);
void LogInventoryCreate(string extension, BackendResponse response, Uri owner, bool folder, DateTime time);
void LogInventoryCreateInventory(string extension, BackendResponse response, DateTime time);
void LogInventoryDelete(string extension, BackendResponse response, Uri owner, UUID objID, bool folder, DateTime time);
void LogInventoryPurgeFolder(string extension, BackendResponse response, Uri owner, UUID folderID, DateTime time);
}
#endregion Interfaces
}