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/*
 * 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 OpenSim 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.Collections.Generic;
using libsecondlife;

namespace OpenSim.Framework.Communications
{
    public interface IUserService
    {
        /// <summary>
        /// Loads a user profile by name
        /// </summary>
        /// <param name="fname">First name</param>
        /// <param name="lname">Last name</param>
        /// <returns>A user profile.  Returns null if no profile is found</returns>
        UserProfileData GetUserProfile(string firstName, string lastName);

        //UserProfileData GetUserProfile(string name);

        /// <summary>
        /// Loads a user profile from a database by UUID
        /// </summary>
        /// <param name="uuid">The target UUID</param>
        /// <returns>A user profile.  Returns null if no user profile is found.</returns>
        UserProfileData GetUserProfile(LLUUID userId);

        UserAgentData GetAgentByUUID(LLUUID userId);

        void ClearUserAgent(LLUUID avatarID);
        List<AvatarPickerAvatar> GenerateAgentPickerRequestResponse(LLUUID QueryID, string Query);

        UserProfileData SetupMasterUser(string firstName, string lastName);
        UserProfileData SetupMasterUser(string firstName, string lastName, string password);
        UserProfileData SetupMasterUser(LLUUID userId);

        /// <summary>
        ///
        /// </summary>
        /// <param name="user"></param>
        LLUUID AddUserProfile(string firstName, string lastName, string pass, uint regX, uint regY);


        /// <summary>
        /// Adds a new friend to the database for XUser
        /// </summary>
        /// <param name="friendlistowner">The agent that who's friends list is being added to</param>
        /// <param name="friend">The agent that being added to the friends list of the friends list owner</param>
        /// <param name="perms">A uint bit vector for set perms that the friend being added has; 0 = none, 1=This friend can see when they sign on, 2 = map, 4 edit objects </param>
        void AddNewUserFriend(LLUUID friendlistowner, LLUUID friend, uint perms);

        /// <summary>
        /// Delete friend on friendlistowner's friendlist.
        /// </summary>
        /// <param name="friendlistowner">The agent that who's friends list is being updated</param>
        /// <param name="friend">The Ex-friend agent</param>
        void RemoveUserFriend(LLUUID friendlistowner, LLUUID friend);

        /// <summary>
        /// Update permissions for friend on friendlistowner's friendlist.
        /// </summary>
        /// <param name="friendlistowner">The agent that who's friends list is being updated</param>
        /// <param name="friend">The agent that is getting or loosing permissions</param>
        /// <param name="perms">A uint bit vector for set perms that the friend being added has; 0 = none, 1=This friend can see when they sign on, 2 = map, 4 edit objects </param>
        void UpdateUserFriendPerms(LLUUID friendlistowner, LLUUID friend, uint perms);

        /// <summary>
        /// Updates a user profile
        /// </summary>
        /// <param name="UserProfile">Profile to update</param>
        /// <returns></returns>
        bool UpdateUserProfileProperties(UserProfileData UserProfile);

        /// <summary>
        /// Logs off a user on the user server
        /// </summary>
        /// <param name="UserID">UUID of the user</param>
        /// <param name="regionData">UUID of the Region</param>
        /// <param name="posx">final position x</param>
        /// <param name="posy">final position y</param>
        /// <param name="posz">final position z</param>
        void LogOffUser(LLUUID userid, LLUUID regionid, ulong regionhandle, float posx, float posy, float posz);

        /// <summary>
        /// Returns a list of FriendsListItems that describe the friends and permissions in the friend relationship for LLUUID friendslistowner
        /// </summary>
        /// <param name="friendlistowner">The agent that we're retreiving the friends Data.</param>
        List<FriendListItem> GetUserFriendList(LLUUID friendlistowner);

        /// <summary>
        ///  Updates the current region the User is in
        /// </summary>
        /// <param name="avatarid">User Region the Avatar is IN</param>
        /// <param name="retionuuid">User Region the Avatar is IN</param>
        void UpdateUserCurrentRegion(LLUUID avatarid, LLUUID regionuuid, ulong regionhandle);

        /// <summary>
        /// Get's the User Appearance
       // AvatarAppearance GetUserAppearance(LLUUID user);

       // void UpdateUserAppearance(LLUUID user, AvatarAppearance appearance);

       // void AddAttachment(LLUUID user, LLUUID attach);

       // void RemoveAttachment(LLUUID user, LLUUID attach);

       // List<LLUUID> GetAttachments(LLUUID user);
    }
}