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This matches the behaviour of the same method for Flotsam Groups. This is the behaviour assumed by existing code. Method doc also added to IGroupsServicesConnector to the make the contract clear.
107 lines
6.1 KiB
C#
107 lines
6.1 KiB
C#
/*
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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 OpenSimulator 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;
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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.Region.OptionalModules.Avatar.XmlRpcGroups
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{
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public interface IGroupsServicesConnector
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{
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UUID CreateGroup(UUID RequestingAgentID, string name, string charter, bool showInList, UUID insigniaID, int membershipFee, bool openEnrollment, bool allowPublish, bool maturePublish, UUID founderID);
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void UpdateGroup(UUID RequestingAgentID, UUID groupID, string charter, bool showInList, UUID insigniaID, int membershipFee, bool openEnrollment, bool allowPublish, bool maturePublish);
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GroupRecord GetGroupRecord(UUID RequestingAgentID, UUID GroupID, string GroupName);
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List<DirGroupsReplyData> FindGroups(UUID RequestingAgentID, string search);
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List<GroupMembersData> GetGroupMembers(UUID RequestingAgentID, UUID GroupID);
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void AddGroupRole(UUID RequestingAgentID, UUID groupID, UUID roleID, string name, string description, string title, ulong powers);
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void UpdateGroupRole(UUID RequestingAgentID, UUID groupID, UUID roleID, string name, string description, string title, ulong powers);
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void RemoveGroupRole(UUID RequestingAgentID, UUID groupID, UUID roleID);
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List<GroupRolesData> GetGroupRoles(UUID RequestingAgentID, UUID GroupID);
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List<GroupRoleMembersData> GetGroupRoleMembers(UUID RequestingAgentID, UUID GroupID);
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void AddAgentToGroup(UUID RequestingAgentID, UUID AgentID, UUID GroupID, UUID RoleID);
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void RemoveAgentFromGroup(UUID RequestingAgentID, UUID AgentID, UUID GroupID);
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void AddAgentToGroupInvite(UUID RequestingAgentID, UUID inviteID, UUID groupID, UUID roleID, UUID agentID);
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GroupInviteInfo GetAgentToGroupInvite(UUID RequestingAgentID, UUID inviteID);
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void RemoveAgentToGroupInvite(UUID RequestingAgentID, UUID inviteID);
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void AddAgentToGroupRole(UUID RequestingAgentID, UUID AgentID, UUID GroupID, UUID RoleID);
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void RemoveAgentFromGroupRole(UUID RequestingAgentID, UUID AgentID, UUID GroupID, UUID RoleID);
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List<GroupRolesData> GetAgentGroupRoles(UUID RequestingAgentID, UUID AgentID, UUID GroupID);
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void SetAgentActiveGroup(UUID RequestingAgentID, UUID AgentID, UUID GroupID);
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GroupMembershipData GetAgentActiveMembership(UUID RequestingAgentID, UUID AgentID);
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void SetAgentActiveGroupRole(UUID RequestingAgentID, UUID AgentID, UUID GroupID, UUID RoleID);
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void SetAgentGroupInfo(UUID RequestingAgentID, UUID AgentID, UUID GroupID, bool AcceptNotices, bool ListInProfile);
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/// <summary>
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/// Get information about a specific group to which the user belongs.
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/// </summary>
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/// <param name="RequestingAgentID">The agent requesting the information.</param>
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/// <param name="AgentID">The agent requested.</param>
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/// <param name="GroupID">The group requested.</param>
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/// <returns>
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/// If the user is a member of the group then the data structure is returned. If not, then null is returned.
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/// </returns>
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GroupMembershipData GetAgentGroupMembership(UUID RequestingAgentID, UUID AgentID, UUID GroupID);
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/// <summary>
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/// Get information about the groups to which a user belongs.
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/// </summary>
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/// <param name="RequestingAgentID">The agent requesting the information.</param>
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/// <param name="AgentID">The agent requested.</param>
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/// <returns>
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/// Information about the groups to which the user belongs. If the user belongs to no groups then an empty
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/// list is returned.
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/// </returns>
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List<GroupMembershipData> GetAgentGroupMemberships(UUID RequestingAgentID, UUID AgentID);
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void AddGroupNotice(UUID RequestingAgentID, UUID groupID, UUID noticeID, string fromName, string subject, string message, byte[] binaryBucket);
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GroupNoticeInfo GetGroupNotice(UUID RequestingAgentID, UUID noticeID);
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List<GroupNoticeData> GetGroupNotices(UUID RequestingAgentID, UUID GroupID);
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void ResetAgentGroupChatSessions(UUID agentID);
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bool hasAgentBeenInvitedToGroupChatSession(UUID agentID, UUID groupID);
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bool hasAgentDroppedGroupChatSession(UUID agentID, UUID groupID);
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void AgentDroppedFromGroupChatSession(UUID agentID, UUID groupID);
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void AgentInvitedToGroupChatSession(UUID agentID, UUID groupID);
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}
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public class GroupInviteInfo
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{
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public UUID GroupID = UUID.Zero;
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public UUID RoleID = UUID.Zero;
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public UUID AgentID = UUID.Zero;
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public UUID InviteID = UUID.Zero;
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}
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}
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