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The major departure from flotsam is to send only one message per destination region, as opposed to one message per group member. This reduces messaging considerably in large groups that have clusters of members in certain regions.
113 lines
6.3 KiB
C#
113 lines
6.3 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.Groups
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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,
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bool openEnrollment, bool allowPublish, bool maturePublish, UUID founderID, out string reason);
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bool UpdateGroup(string RequestingAgentID, UUID groupID, string charter, bool showInList, UUID insigniaID, int membershipFee,
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bool openEnrollment, bool allowPublish, bool maturePublish, out string reason);
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ExtendedGroupRecord GetGroupRecord(string RequestingAgentID, UUID GroupID, string GroupName);
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List<DirGroupsReplyData> FindGroups(string RequestingAgentID, string search);
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List<GroupMembersData> GetGroupMembers(string RequestingAgentID, UUID GroupID);
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bool AddGroupRole(string RequestingAgentID, UUID groupID, UUID roleID, string name, string description, string title, ulong powers, out string reason);
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bool UpdateGroupRole(string RequestingAgentID, UUID groupID, UUID roleID, string name, string description, string title, ulong powers);
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void RemoveGroupRole(string RequestingAgentID, UUID groupID, UUID roleID);
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List<GroupRolesData> GetGroupRoles(string RequestingAgentID, UUID GroupID);
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List<GroupRoleMembersData> GetGroupRoleMembers(string RequestingAgentID, UUID GroupID);
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bool AddAgentToGroup(string RequestingAgentID, string AgentID, UUID GroupID, UUID RoleID, string token, out string reason);
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void RemoveAgentFromGroup(string RequestingAgentID, string AgentID, UUID GroupID);
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bool AddAgentToGroupInvite(string RequestingAgentID, UUID inviteID, UUID groupID, UUID roleID, string agentID);
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GroupInviteInfo GetAgentToGroupInvite(string RequestingAgentID, UUID inviteID);
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void RemoveAgentToGroupInvite(string RequestingAgentID, UUID inviteID);
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void AddAgentToGroupRole(string RequestingAgentID, string AgentID, UUID GroupID, UUID RoleID);
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void RemoveAgentFromGroupRole(string RequestingAgentID, string AgentID, UUID GroupID, UUID RoleID);
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List<GroupRolesData> GetAgentGroupRoles(string RequestingAgentID, string AgentID, UUID GroupID);
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void SetAgentActiveGroup(string RequestingAgentID, string AgentID, UUID GroupID);
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ExtendedGroupMembershipData GetAgentActiveMembership(string RequestingAgentID, string AgentID);
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void SetAgentActiveGroupRole(string RequestingAgentID, string AgentID, UUID GroupID, UUID RoleID);
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void UpdateMembership(string RequestingAgentID, string 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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ExtendedGroupMembershipData GetAgentGroupMembership(string RequestingAgentID, string 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(string RequestingAgentID, string AgentID);
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bool AddGroupNotice(string RequestingAgentID, UUID groupID, UUID noticeID, string fromName, string subject, string message,
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bool hasAttachment, byte attType, string attName, UUID attItemID, string attOwnerID);
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GroupNoticeInfo GetGroupNotice(string RequestingAgentID, UUID noticeID);
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List<ExtendedGroupNoticeData> GetGroupNotices(string RequestingAgentID, 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 string AgentID = string.Empty;
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public UUID InviteID = UUID.Zero;
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}
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public class GroupNoticeInfo
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{
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public ExtendedGroupNoticeData noticeData = new ExtendedGroupNoticeData();
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public UUID GroupID = UUID.Zero;
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public string Message = string.Empty;
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}
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}
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