/*
* 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
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using OpenSim.Framework;
using OpenMetaverse;
namespace OpenSim.Services.Interfaces
{
///
/// Callback used when a user's inventory is received from the inventory service
///
public delegate void InventoryReceiptCallback(
ICollection folders, ICollection items);
public interface IInventoryService
{
///
/// Create the entire inventory for a given user
///
///
///
bool CreateUserInventory(UUID user);
///
/// Gets the skeleton of the inventory -- folders only
///
///
///
List GetInventorySkeleton(UUID userId);
///
/// Synchronous inventory fetch.
///
///
///
InventoryCollection GetUserInventory(UUID userID);
///
/// Request the inventory for a user. This is an asynchronous operation that will call the callback when the
/// inventory has been received
///
///
///
void GetUserInventory(UUID userID, InventoryReceiptCallback callback);
///
/// Retrieve the root inventory folder for the given user.
///
///
/// null if no root folder was found
InventoryFolderBase GetRootFolder(UUID userID);
///
/// Gets the user folder for the given folder-type
///
///
///
///
InventoryFolderBase GetFolderForType(UUID userID, AssetType type);
///
/// Gets everything (folders and items) inside a folder
///
///
///
///
InventoryCollection GetFolderContent(UUID userID, UUID folderID);
///
/// Gets the items inside a folder
///
///
///
///
List GetFolderItems(UUID userID, UUID folderID);
///
/// Add a new folder to the user's inventory
///
///
/// true if the folder was successfully added
bool AddFolder(InventoryFolderBase folder);
///
/// Update a folder in the user's inventory
///
///
/// true if the folder was successfully updated
bool UpdateFolder(InventoryFolderBase folder);
///
/// 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(InventoryFolderBase folder);
///
/// Purge an inventory folder of all its items and subfolders.
///
///
/// true if the folder was successfully purged
bool PurgeFolder(InventoryFolderBase folder);
///
/// Add a new item to the user's inventory
///
///
/// true if the item was successfully added
bool AddItem(InventoryItemBase item);
///
/// Update an item in the user's inventory
///
///
/// true if the item was successfully updated
bool UpdateItem(InventoryItemBase item);
///
/// Delete an item from the user's inventory
///
///
/// true if the item was successfully deleted
bool DeleteItem(InventoryItemBase item);
InventoryItemBase GetItem(InventoryItemBase item);
InventoryFolderBase GetFolder(InventoryFolderBase folder);
///
/// Does the given user have an inventory structure?
///
///
///
bool HasInventoryForUser(UUID userID);
///
/// Get the active gestures of the agent.
///
///
///
List GetActiveGestures(UUID userId);
}
}