aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
blob: c605fc1f8761a4d1579e3af5684b8235b9eee77d (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
/*
 * 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;
using OpenSim.Region.Framework.Scenes;

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>
        /// Reset parent object UUID for all the items in the prim's inventory.
        /// </summary>
        /// 
        /// 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 ResetObjectID();

        /// <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 all inventory items.
        /// </summary>
        /// <param name="name"></param>
        /// <returns>
        /// If there are no inventory items then an empty list is returned.
        /// </returns>
        List<TaskInventoryItem> GetInventoryItems();

        /// <summary>
        /// Gets an inventory item by name
        /// </summary>
        /// <remarks>
        /// This method returns the first inventory item that matches the given name.  In SL this is all you need
        /// since each item in a prim inventory must have a unique name.
        /// </remarks>
        /// <param name='name'></param>
        /// <returns>
        /// The inventory item.  Null if no such item was found.
        /// </returns>
        TaskInventoryItem GetInventoryItem(string name);

        /// <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>
        List<TaskInventoryItem> GetInventoryItems(string name);

        /// <summary>
        /// Get inventory items by type.
        /// </summary>
        /// <param type="name"></param>
        /// <returns>
        /// A list of inventory items of that type.
        /// If no inventory items of that type then an empty list is returned.
        /// </returns>
        List<TaskInventoryItem> GetInventoryItems(InventoryType type);

        /// <summary>
        /// Get the scene object referenced by an inventory item.
        /// </summary>
        /// 
        /// This is returned in a 'rez ready' state.  That is, name, description, permissions and other details have
        /// been adjusted to reflect the part and item from which it originates.
        /// 
        /// <param name="item"></param>
        /// <returns>The scene object.  Null if the scene object asset couldn't be found</returns>
        SceneObjectGroup GetRezReadySceneObject(TaskInventoryItem item);

        /// <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);
        bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged);

        /// <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>
        /// 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(ISimulationDataService datastore);

        uint MaskEffectivePermissions();

        void ApplyNextOwnerPermissions();

        void ApplyGodPermissions(uint perms);

        /// <summary>
        /// Returns true if this inventory contains any scripts
        /// </summary></returns>
        bool ContainsScripts();

        /// <summary>
        /// Returns the count of scripts contained
        /// </summary></returns>
        int ScriptCount();

        /// <summary>
        /// Returns the count of running scripts contained
        /// </summary></returns>
        int RunningScriptCount();

        /// <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);
    }
}