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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 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.Collections.Generic;
using System.Collections;
using OpenMetaverse;
using OpenSim.Framework;
namespace OpenSim.Region.Framework.Interfaces
{
/// <summary>
/// Interface to an entity's (SceneObjectPart's) inventory
/// </summary>
///
/// This is not a finished 1.0 candidate interface
public interface IEntityInventory
{
/// <summary>
/// Force the task inventory of this prim to persist at the next update sweep
/// </summary>
void ForceInventoryPersistence();
/// <summary>
/// Reset UUIDs for all the items in the prim's inventory.
/// </summary>
///
/// This involves either generating
/// new ones or setting existing UUIDs to the correct parent UUIDs.
///
/// If this method is called and there are inventory items, then we regard the inventory as having changed.
///
/// <param name="linkNum">Link number for the part</param>
void ResetInventoryIDs();
/// <summary>
/// Change every item in this inventory to a new owner.
/// </summary>
/// <param name="ownerId"></param>
void ChangeInventoryOwner(UUID ownerId);
/// <summary>
/// Change every item in this inventory to a new group.
/// </summary>
/// <param name="groupID"></param>
void ChangeInventoryGroup(UUID groupID);
/// <summary>
/// Start all the scripts contained in this entity's inventory
/// </summary>
void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource);
ArrayList GetScriptErrors(UUID itemID);
void ResumeScripts();
/// <summary>
/// Stop all the scripts in this entity.
/// </summary>
/// <param name="sceneObjectBeingDeleted">
/// Should be true if these scripts are being removed because the scene
/// object is being deleted. This will prevent spurious updates to the client.
/// </param>
void RemoveScriptInstances(bool sceneObjectBeingDeleted);
/// <summary>
/// Start a script which is in this entity's inventory.
/// </summary>
/// <param name="item"></param>
/// <param name="postOnRez"></param>
/// <param name="engine"></param>
/// <param name="stateSource"></param>
void CreateScriptInstance(
TaskInventoryItem item, int startParam, bool postOnRez, string engine, int stateSource);
/// <summary>
/// Start a script which is in this entity's inventory.
/// </summary>
/// <param name="itemId"></param>
/// <param name="startParam"></param>
/// <param name="postOnRez"></param>
/// <param name="engine"></param>
/// <param name="stateSource"></param>
void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
/// <summary>
/// Stop a script which is in this prim's inventory.
/// </summary>
/// <param name="itemId"></param>
/// <param name="sceneObjectBeingDeleted">
/// Should be true if these scripts are being removed because the scene
/// object is being deleted. This will prevent spurious updates to the client.
/// </param>
void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted);
/// <summary>
/// Add an item to this entity's inventory. If an item with the same name already exists, then an alternative
/// name is chosen.
/// </summary>
/// <param name="item"></param>
void AddInventoryItem(TaskInventoryItem item, bool allowedDrop);
/// <summary>
/// Add an item to this entity's inventory. If an item with the same name already exists, it is replaced.
/// </summary>
/// <param name="item"></param>
void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop);
/// <summary>
/// Restore a whole collection of items to the entity's inventory at once.
/// We assume that the items already have all their fields correctly filled out.
/// The items are not flagged for persistence to the database, since they are being restored
/// from persistence rather than being newly added.
/// </summary>
/// <param name="items"></param>
void RestoreInventoryItems(ICollection<TaskInventoryItem> items);
/// <summary>
/// Returns an existing inventory item. Returns the original, so any changes will be live.
/// </summary>
/// <param name="itemID"></param>
/// <returns>null if the item does not exist</returns>
TaskInventoryItem GetInventoryItem(UUID itemId);
/// <summary>
/// Get inventory items by name.
/// </summary>
/// <param name="name"></param>
/// <returns>
/// A list of inventory items with that name.
/// If no inventory item has that name then an empty list is returned.
/// </returns>
IList<TaskInventoryItem> GetInventoryItems(string name);
/// <summary>
/// Update an existing inventory item.
/// </summary>
/// <param name="item">The updated item. An item with the same id must already exist
/// in this prim's inventory.</param>
/// <returns>false if the item did not exist, true if the update occurred successfully</returns>
bool UpdateInventoryItem(TaskInventoryItem item);
bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents);
/// <summary>
/// Remove an item from this entity's inventory
/// </summary>
/// <param name="itemID"></param>
/// <returns>Numeric asset type of the item removed. Returns -1 if the item did not exist
/// in this prim's inventory.</returns>
int RemoveInventoryItem(UUID itemID);
/// <summary>
/// Return the name with which a client can request a xfer of this prim's inventory metadata
/// </summary>
string GetInventoryFileName();
bool GetInventoryFileName(IClientAPI client, uint localID);
/// <summary>
/// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
/// </summary>
/// <param name="xferManager"></param>
void RequestInventoryFile(IClientAPI client, IXfer xferManager);
/// <summary>
/// Backup the inventory to the given data store
/// </summary>
/// <param name="datastore"></param>
void ProcessInventoryBackup(IRegionDataStore datastore);
uint MaskEffectivePermissions();
void ApplyNextOwnerPermissions();
void ApplyGodPermissions(uint perms);
/// <summary>
/// Returns true if this inventory contains any scripts
/// </summary></returns>
bool ContainsScripts();
/// <summary>
/// Get the uuids of all items in this inventory
/// </summary>
/// <returns></returns>
List<UUID> GetInventoryList();
/// <summary>
/// Get the xml representing the saved states of scripts in this inventory.
/// </summary>
/// <returns>
/// A <see cref="Dictionary`2"/>
/// </returns>
Dictionary<UUID, string> GetScriptStates();
Dictionary<UUID, string> GetScriptStates(bool oldIDs);
}
}
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