/*
* 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.
///
///
///
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);
}
}