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- move OpenSim/Framework/IInventoryData.cs to
OpenSim/Data/IInventoryData.cs - trim trailing whitespace
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OpenSim/Data/IInventoryData.cs
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157
OpenSim/Data/IInventoryData.cs
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System.Collections.Generic;
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using OpenMetaverse;
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using OpenSim.Framework;
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namespace OpenSim.Data
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{
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/// <summary>
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/// An interface for accessing inventory data from a storage server
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/// </summary>
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public interface IInventoryDataPlugin : IPlugin
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{
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/// <summary>
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/// Initialises the interface
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/// </summary>
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void Initialise(string connect);
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/// <summary>
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/// Returns all descendent folders of this folder. Does not return the parent folder itself.
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/// </summary>
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/// <param name="parentID">The folder to get subfolders for</param>
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/// <returns>A list of inventory folders</returns>
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List<InventoryFolderBase> getFolderHierarchy(UUID parentID);
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/// <summary>
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/// Returns a list of inventory items contained within the specified folder
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/// </summary>
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/// <param name="folderID">The UUID of the target folder</param>
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/// <returns>A List of InventoryItemBase items</returns>
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List<InventoryItemBase> getInventoryInFolder(UUID folderID);
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/// <summary>
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/// Returns a list of the root folders within a users inventory
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/// </summary>
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/// <param name="user">The user whos inventory is to be searched</param>
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/// <returns>A list of folder objects</returns>
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List<InventoryFolderBase> getUserRootFolders(UUID user);
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/// <summary>
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/// Returns the users inventory root folder.
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/// </summary>
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/// <param name="user">The UUID of the user who is having inventory being returned</param>
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/// <returns>Root inventory folder, null if no root inventory folder was found</returns>
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InventoryFolderBase getUserRootFolder(UUID user);
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/// <summary>
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/// Returns a list of inventory folders contained in the folder 'parentID'
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/// </summary>
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/// <param name="parentID">The folder to get subfolders for</param>
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/// <returns>A list of inventory folders</returns>
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List<InventoryFolderBase> getInventoryFolders(UUID parentID);
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/// <summary>
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/// Returns an inventory item by its UUID
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/// </summary>
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/// <param name="item">The UUID of the item to be returned</param>
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/// <returns>A class containing item information</returns>
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InventoryItemBase getInventoryItem(UUID item);
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/// <summary>
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/// Returns a specified inventory folder by its UUID
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/// </summary>
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/// <param name="folder">The UUID of the folder to be returned</param>
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/// <returns>A class containing folder information</returns>
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InventoryFolderBase getInventoryFolder(UUID folder);
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/// <summary>
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/// Creates a new inventory item based on item
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/// </summary>
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/// <param name="item">The item to be created</param>
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void addInventoryItem(InventoryItemBase item);
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/// <summary>
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/// Updates an inventory item with item (updates based on ID)
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/// </summary>
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/// <param name="item">The updated item</param>
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void updateInventoryItem(InventoryItemBase item);
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/// <summary>
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///
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/// </summary>
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/// <param name="item"></param>
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void deleteInventoryItem(UUID item);
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/// <summary>
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/// Adds a new folder specified by folder
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/// </summary>
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/// <param name="folder">The inventory folder</param>
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void addInventoryFolder(InventoryFolderBase folder);
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/// <summary>
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/// Updates a folder based on its ID with folder
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/// </summary>
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/// <param name="folder">The inventory folder</param>
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void updateInventoryFolder(InventoryFolderBase folder);
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/// <summary>
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/// Updates a folder based on its ID with folder
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/// </summary>
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/// <param name="folder">The inventory folder</param>
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void moveInventoryFolder(InventoryFolderBase folder);
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/// <summary>
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/// Deletes a folder. Thie will delete both the folder itself and its contents (items and descendent folders)
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/// </summary>
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/// <param name="folder">The id of the folder</param>
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void deleteInventoryFolder(UUID folder);
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/// <summary>
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/// Returns all activated gesture-items in the inventory of the specified avatar.
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/// </summary>
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/// <param name="avatarID">
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/// The <see cref="UUID"/> of the avatar
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/// </param>
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/// <returns>
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/// The list of gestures (<see cref="InventoryItemBase"/>s)
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/// </returns>
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List<InventoryItemBase> fetchActiveGestures(UUID avatarID);
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}
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public class InventoryDataInitialiser : PluginInitialiserBase
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{
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private string connect;
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public InventoryDataInitialiser (string s) { connect = s; }
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public override void Initialise (IPlugin plugin)
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{
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IInventoryDataPlugin p = plugin as IInventoryDataPlugin;
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p.Initialise (connect);
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}
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}
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}
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