/*
* 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
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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*/
using System;
using System.Collections.Generic;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
using OpenMetaverse;
namespace OpenSim.Region.Framework.Interfaces
{
public interface IInventoryAccessModule
{
UUID CapsUpdateInventoryItemAsset(IClientAPI remoteClient, UUID itemID, byte[] data);
bool UpdateInventoryItemAsset(UUID ownerID, InventoryItemBase item, AssetBase asset);
///
/// Copy objects to a user's inventory.
///
///
/// Is it left to the caller to delete them from the scene if required.
///
///
///
///
///
///
/// Should be true if the object(s) are begin taken as attachments. False otherwise.
///
///
/// A list of the items created. If there was more than one object and objects are not being coaleseced in
/// inventory, then the order of items is in the same order as the input objects.
///
List CopyToInventory(
DeRezAction action, UUID folderID, List objectGroups, IClientAPI remoteClient, bool asAttachment);
///
/// Rez an object into the scene from the user's inventory
///
///
/// FIXME: It would be really nice if inventory access modules didn't also actually do the work of rezzing
/// things to the scene. The caller should be doing that, I think.
///
///
///
///
///
///
///
///
///
///
///
///
/// The SceneObjectGroup rezzed or null if rez was unsuccessful.
SceneObjectGroup RezObject(
IClientAPI remoteClient, UUID itemID, Vector3 RayEnd, Vector3 RayStart,
UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment);
///
/// Rez an object into the scene from the user's inventory
///
///
/// FIXME: It would be really nice if inventory access modules didn't also actually do the work of rezzing
/// things to the scene. The caller should be doing that, I think.
///
///
///
/// The item from which the object asset came. Can be null, in which case pre and post rez item adjustment and checks are not performed.
///
/// The asset id for the object to rez.
///
///
///
///
///
///
///
///
///
/// The SceneObjectGroup rezzed or null if rez was unsuccessful.
SceneObjectGroup RezObject(
IClientAPI remoteClient, InventoryItemBase item, UUID assetID, Vector3 RayEnd, Vector3 RayStart,
UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment);
void TransferInventoryAssets(InventoryItemBase item, UUID sender, UUID receiver);
///
/// Does the client have sufficient permissions to retrieve the inventory item?
///
///
///
///
///
bool CanGetAgentInventoryItem(IClientAPI remoteClient, UUID itemID, UUID requestID);
// Must be here because of textures in user's inventory
bool IsForeignUser(UUID userID, out string assetServerURL);
}
}