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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 OpenSim.Framework;
using OpenSim.Services.Interfaces;
using OpenMetaverse;
namespace OpenSim.Services.Connectors
{
/// <summary>
/// Defines all operations to access a remote inventory service
/// using session authentication as a form of security.
/// </summary>
public interface ISessionAuthInventoryService
{
string Host
{
get;
}
/// <summary>
/// Request the inventory for a user. This is an asynchronous operation that will call the callback when the
/// inventory has been received
/// </summary>
/// <param name="userID"></param>
/// <param name="callback"></param>
void GetUserInventory(string userID, UUID session_id, InventoryReceiptCallback callback);
/// <summary>
/// Gets the user folder for the given folder-type
/// </summary>
/// <param name="userID"></param>
/// <param name="type"></param>
/// <returns></returns>
Dictionary<AssetType, InventoryFolderBase> GetSystemFolders(string userID, UUID session_id);
/// <summary>
/// Gets everything (folders and items) inside a folder
/// </summary>
/// <param name="userId"></param>
/// <param name="folderID"></param>
/// <returns></returns>
InventoryCollection GetFolderContent(string userID, UUID folderID, UUID session_id);
/// <summary>
/// Add a new folder to the user's inventory
/// </summary>
/// <param name="folder"></param>
/// <returns>true if the folder was successfully added</returns>
bool AddFolder(string userID, InventoryFolderBase folder, UUID session_id);
/// <summary>
/// Update a folder in the user's inventory
/// </summary>
/// <param name="folder"></param>
/// <returns>true if the folder was successfully updated</returns>
bool UpdateFolder(string userID, InventoryFolderBase folder, UUID session_id);
/// <summary>
/// Move an inventory folder to a new location
/// </summary>
/// <param name="folder">A folder containing the details of the new location</param>
/// <returns>true if the folder was successfully moved</returns>
bool MoveFolder(string userID, InventoryFolderBase folder, UUID session_id);
/// <summary>
/// Delete a list of inventory folders (from trash)
/// </summary>
bool DeleteFolders(string userID, List<UUID> folders, UUID session_id);
/// <summary>
/// Purge an inventory folder of all its items and subfolders.
/// </summary>
/// <param name="folder"></param>
/// <returns>true if the folder was successfully purged</returns>
bool PurgeFolder(string userID, InventoryFolderBase folder, UUID session_id);
/// <summary>
/// Get items from a folder.
/// </summary>
/// <param name="folder"></param>
/// <returns>true if the folder was successfully purged</returns>
List<InventoryItemBase> GetFolderItems(string userID, UUID folderID, UUID session_id);
/// <summary>
/// Add a new item to the user's inventory
/// </summary>
/// <param name="item"></param>
/// <returns>true if the item was successfully added</returns>
bool AddItem(string userID, InventoryItemBase item, UUID session_id);
/// <summary>
/// Update an item in the user's inventory
/// </summary>
/// <param name="item"></param>
/// <returns>true if the item was successfully updated</returns>
bool UpdateItem(string userID, InventoryItemBase item, UUID session_id);
bool MoveItems(string userID, List<InventoryItemBase> items, UUID session_id);
/// <summary>
/// Delete an item from the user's inventory
/// </summary>
/// <param name="item"></param>
/// <returns>true if the item was successfully deleted</returns>
bool DeleteItems(string userID, List<UUID> itemIDs, UUID session_id);
InventoryItemBase QueryItem(string userID, InventoryItemBase item, UUID session_id);
InventoryFolderBase QueryFolder(string userID, InventoryFolderBase item, UUID session_id);
int GetAssetPermissions(string userID, UUID assetID, UUID session_id);
}
}
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