Files
opensim/OpenSim/Services/Interfaces/IInventoryService.cs
Diva Canto 959872315f WARNING: massive refactor to follow libomv's latest changes regarding inventory folders. The newest version of libomv itself is committed here. Basically, everything that was using the AssetType enum has been combed through; many of those uses were changed to the new FolderType enum.
This means that from now on, [new] root folders have code 8 (FolderType.Root), as the viewers expect, as opposed to 9, which was what we had been doing. Normal folders are as they were, -1. Also now sending folder code 100 for Suitcase folders to viewers, with no filter.
All tests pass, but fingers crossed!
2015-08-08 12:12:50 -07:00

205 lines
8.2 KiB
C#

/*
* 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
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using OpenSim.Framework;
using OpenMetaverse;
namespace OpenSim.Services.Interfaces
{
/// <summary>
/// Callback used when a user's inventory is received from the inventory service
/// </summary>
public delegate void InventoryReceiptCallback(
ICollection<InventoryFolderImpl> folders, ICollection<InventoryItemBase> items);
public interface IInventoryService
{
/// <summary>
/// Create the entire inventory for a given user
/// </summary>
/// <param name="user"></param>
/// <returns></returns>
bool CreateUserInventory(UUID user);
/// <summary>
/// Gets the skeleton of the inventory -- folders only
/// </summary>
/// <param name="userId"></param>
/// <returns></returns>
List<InventoryFolderBase> GetInventorySkeleton(UUID userId);
/// <summary>
/// Retrieve the root inventory folder for the given user.
/// </summary>
/// <param name="userID"></param>
/// <returns>null if no root folder was found</returns>
InventoryFolderBase GetRootFolder(UUID userID);
/// <summary>
/// Gets the user folder for the given folder-type
/// </summary>
/// <param name="userID"></param>
/// <param name="type"></param>
/// <returns></returns>
InventoryFolderBase GetFolderForType(UUID userID, FolderType type);
/// <summary>
/// Gets everything (folders and items) inside a folder
/// </summary>
/// <param name="userId"></param>
/// <param name="folderID"></param>
/// <returns>Inventory content. null if the request failed.</returns>
InventoryCollection GetFolderContent(UUID userID, UUID folderID);
/// <summary>
/// Gets everything (folders and items) inside a folder
/// </summary>
/// <param name="userId"></param>
/// <param name="folderIDs"></param>
/// <returns>Inventory content.</returns>
InventoryCollection[] GetMultipleFoldersContent(UUID userID, UUID[] folderIDs);
/// <summary>
/// Gets the items inside a folder
/// </summary>
/// <param name="userID"></param>
/// <param name="folderID"></param>
/// <returns></returns>
List<InventoryItemBase> GetFolderItems(UUID userID, UUID folderID);
/// <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(InventoryFolderBase folder);
/// <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(InventoryFolderBase folder);
/// <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(InventoryFolderBase folder);
/// <summary>
/// Delete an item from the user's inventory
/// </summary>
/// <param name="item"></param>
/// <returns>true if the item was successfully deleted</returns>
//bool DeleteItem(InventoryItemBase item);
bool DeleteFolders(UUID userID, List<UUID> folderIDs);
/// <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(InventoryFolderBase folder);
/// <summary>
/// Add a new item to the user's inventory
/// </summary>
/// <param name="item">
/// The item to be added. If item.FolderID == UUID.Zero then the item is added to the most suitable system
/// folder. If there is no suitable folder then the item is added to the user's root inventory folder.
/// </param>
/// <returns>true if the item was successfully added, false if it was not</returns>
bool AddItem(InventoryItemBase item);
/// <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(InventoryItemBase item);
bool MoveItems(UUID ownerID, List<InventoryItemBase> items);
/// <summary>
/// Delete an item from the user's inventory
/// </summary>
/// <param name="item"></param>
/// <returns>true if the item was successfully deleted</returns>
//bool DeleteItem(InventoryItemBase item);
bool DeleteItems(UUID userID, List<UUID> itemIDs);
/// <summary>
/// Get an item, given by its UUID
/// </summary>
/// <param name="item"></param>
/// <returns>null if no item was found, otherwise the found item</returns>
InventoryItemBase GetItem(InventoryItemBase item);
/// <summary>
/// Get multiple items, given by their UUIDs
/// </summary>
/// <param name="item"></param>
/// <returns>null if no item was found, otherwise the found item</returns>
InventoryItemBase[] GetMultipleItems(UUID userID, UUID[] ids);
/// <summary>
/// Get a folder, given by its UUID
/// </summary>
/// <param name="folder"></param>
/// <returns></returns>
InventoryFolderBase GetFolder(InventoryFolderBase folder);
/// <summary>
/// Does the given user have an inventory structure?
/// </summary>
/// <param name="userID"></param>
/// <returns></returns>
bool HasInventoryForUser(UUID userID);
/// <summary>
/// Get the active gestures of the agent.
/// </summary>
/// <param name="userId"></param>
/// <returns></returns>
List<InventoryItemBase> GetActiveGestures(UUID userId);
/// <summary>
/// Get the union of permissions of all inventory items
/// that hold the given assetID.
/// </summary>
/// <param name="userID"></param>
/// <param name="assetID"></param>
/// <returns>The permissions or 0 if no such asset is found in
/// the user's inventory</returns>
int GetAssetPermissions(UUID userID, UUID assetID);
}
}