opensim/OpenSim/Region/Framework/Interfaces/IFriendsModule.cs

105 lines
4.7 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:
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* 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
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*/
using System.Collections.Generic;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
using FriendInfo = OpenSim.Services.Interfaces.FriendInfo;
namespace OpenSim.Region.Framework.Interfaces
{
public interface IFriendsModule
{
/// <summary>
/// Are friends cached on this simulator for a particular user?
/// </summary>
/// <param name="userID"></param>
/// <returns></returns>
bool AreFriendsCached(UUID userID);
/// <summary>
/// Get friends from local cache only
/// </summary>
/// <param name="userID"></param>
/// <returns>
/// An empty array if the user has no friends or friends have not been cached.
/// </returns>
FriendInfo[] GetFriendsFromCache(UUID userID);
/// <summary>
/// Add a friendship between two users.
/// </summary>
/// <remarks>
/// Ultimately, it would be more useful to take in a user account here rather than having to have a user
/// present in the scene.
/// </remarks>
/// <param name="client"></param>
/// <param name="friendID"></param>
void AddFriendship(IClientAPI client, UUID friendID);
/// <summary>
/// Remove a friendship between two users.
/// </summary>
/// <remarks>
/// Ultimately, it would be more useful to take in a user account here rather than having to have a user
/// present in the scene.
/// </remarks>
/// <param name="client"></param>
/// <param name="exFriendID"></param>
void RemoveFriendship(IClientAPI client, UUID exFriendID);
/// <summary>
/// Get permissions granted by a friend.
/// </summary>
/// <param name="userID">The user.</param>
/// <param name="friendID">The friend that granted.</param>
/// <returns>The permissions. These come from the FriendRights enum.</returns>
int GetRightsGrantedByFriend(UUID userID, UUID friendID);
/// <summary>
/// Grant permissions for a friend.
/// </summary>
/// <remarks>
/// This includes giving them the ability to see when the user is online and permission to edit the user's
/// objects.
/// Granting lower permissions than the friend currently has will rescind the extra permissions.
/// </remarks>
/// <param name="remoteClient">The user granting the permissions.</param>
/// <param name="friendID">The friend.</param>
/// <param name="perms">These come from the FriendRights enum.</param>
void GrantRights(IClientAPI remoteClient, UUID friendID, int perms);
void IsNowRoot(ScenePresence sp);
bool SendFriendsOnlineIfNeeded(IClientAPI client);
bool IsFriendOnline(UUID userID, UUID friendID);
void CacheFriendsOnline(UUID userID, List<UUID> friendsOnline, bool online);
void CacheFriendOnline(UUID userID, UUID friendOnline, bool online);
List<UUID> GetCachedFriendsOnline(UUID userID);
bool IsFriend(UUID userID, UUID friendID);
}
}