/* * 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 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 * (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 OpenSim.Framework; namespace OpenSim.Services.Interfaces { public delegate void AssetRetrieved(string id, Object sender, AssetBase asset); public interface IAssetService { /// /// Get an asset synchronously. /// /// /// AssetBase Get(string id); /// /// Get an asset's metadata /// /// /// AssetMetadata GetMetadata(string id); /// /// Get an asset's data, ignoring the metadata. /// /// /// null if there is no such asset byte[] GetData(string id); /// /// Synchronously fetches an asset from the local cache only. /// /// Asset ID /// The fetched asset, or null if it did not exist in the local cache AssetBase GetCached(string id); /// /// Get an asset synchronously or asynchronously (depending on whether /// it is locally cached) and fire a callback with the fetched asset /// /// The asset id /// Represents the requester. Passed back via the handler /// /// The handler to call back once the asset has been retrieved. This will be called back with a null AssetBase /// if the asset could not be found for some reason (e.g. if it does not exist, if a remote asset service /// was not contactable, if it is not in the database, etc.). /// /// True if the id was parseable, false otherwise bool Get(string id, Object sender, AssetRetrieved handler); /// /// Check if assets exist in the database. /// /// The assets' IDs /// For each asset: true if it exists, false otherwise bool[] AssetsExist(string[] ids); /// /// Creates a new asset /// /// /// Returns a random ID if none is passed via the asset argument. /// /// /// The Asset ID, or string.Empty if an error occurred string Store(AssetBase asset); /// /// Update an asset's content /// /// /// Attachments and bare scripts need this!! /// /// /// /// bool UpdateContent(string id, byte[] data); /// /// Delete an asset /// /// /// bool Delete(string id); } }