/*
* 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.Collections.Generic;
using OpenSim.Framework;
using OpenSim.Services.Interfaces;
using OpenMetaverse;
namespace OpenSim.Services.Connectors
{
///
/// Defines all operations to access a remote inventory service
/// using session authentication as a form of security.
///
public interface ISessionAuthInventoryService
{
string Host
{
get;
}
///
/// Request the inventory for a user. This is an asynchronous operation that will call the callback when the
/// inventory has been received
///
///
///
void GetUserInventory(string userID, UUID session_id, InventoryReceiptCallback callback);
///
/// Gets the user folder for the given folder-type
///
///
///
///
Dictionary GetSystemFolders(string userID, UUID session_id);
///
/// Gets everything (folders and items) inside a folder
///
///
///
///
InventoryCollection GetFolderContent(string userID, UUID folderID, UUID session_id);
///
/// Add a new folder to the user's inventory
///
///
/// true if the folder was successfully added
bool AddFolder(string userID, InventoryFolderBase folder, UUID session_id);
///
/// Update a folder in the user's inventory
///
///
/// true if the folder was successfully updated
bool UpdateFolder(string userID, InventoryFolderBase folder, UUID session_id);
///
/// Move an inventory folder to a new location
///
/// A folder containing the details of the new location
/// true if the folder was successfully moved
bool MoveFolder(string userID, InventoryFolderBase folder, UUID session_id);
///
/// Delete a list of inventory folders (from trash)
///
bool DeleteFolders(string userID, List folders, UUID session_id);
///
/// Purge an inventory folder of all its items and subfolders.
///
///
/// true if the folder was successfully purged
bool PurgeFolder(string userID, InventoryFolderBase folder, UUID session_id);
///
/// Get items from a folder.
///
///
/// true if the folder was successfully purged
List GetFolderItems(string userID, UUID folderID, UUID session_id);
///
/// Add a new item to the user's inventory
///
///
/// true if the item was successfully added
bool AddItem(string userID, InventoryItemBase item, UUID session_id);
///
/// Update an item in the user's inventory
///
///
/// true if the item was successfully updated
bool UpdateItem(string userID, InventoryItemBase item, UUID session_id);
bool MoveItems(string userID, List items, UUID session_id);
///
/// Delete an item from the user's inventory
///
///
/// true if the item was successfully deleted
bool DeleteItems(string userID, List itemIDs, UUID session_id);
InventoryItemBase QueryItem(string userID, InventoryItemBase item, UUID session_id);
InventoryFolderBase QueryFolder(string userID, InventoryFolderBase item, UUID session_id);
int GetAssetPermissions(string userID, UUID assetID, UUID session_id);
}
}