28 using System.Collections.Generic;
29 using System.Collections;
31 using OpenSim.Framework;
32 using OpenSim.Region.Framework.Scenes;
34 namespace OpenSim.
Region.Framework.Interfaces
46 void ForceInventoryPersistence();
58 void ResetInventoryIDs();
73 void ChangeInventoryOwner(
UUID ownerId);
79 void ChangeInventoryGroup(
UUID groupID);
89 int CreateScriptInstances(
int startParam,
bool postOnRez,
string engine,
int stateSource);
91 ArrayList GetScriptErrors(
UUID itemID);
101 void RemoveScriptInstances(
bool sceneObjectBeingDeleted);
106 void StopScriptInstances();
119 bool CreateScriptInstance(
120 TaskInventoryItem item,
int startParam,
bool postOnRez,
string engine,
int stateSource);
134 bool CreateScriptInstance(
UUID itemId,
int startParam,
bool postOnRez,
string engine,
int stateSource);
136 ArrayList CreateScriptInstanceEr(
UUID itemId,
int startParam,
bool postOnRez,
string engine,
int stateSource);
146 void RemoveScriptInstance(
UUID itemId,
bool sceneObjectBeingDeleted);
152 void StopScriptInstance(
UUID itemId);
165 bool TryGetScriptInstanceRunning(
UUID itemId, out
bool running);
187 void RestoreInventoryItems(ICollection<TaskInventoryItem> items);
203 List<TaskInventoryItem> GetInventoryItems();
226 List<TaskInventoryItem> GetInventoryItems(
string name);
236 List<TaskInventoryItem> GetInventoryItems(InventoryType type);
249 bool GetRezReadySceneObjects(
TaskInventoryItem item, out List<SceneObjectGroup> objlist, out List<Vector3> veclist, out Vector3 bbox, out
float offsetHeight);
281 uint MaskEffectivePermissions();
283 void ApplyNextOwnerPermissions();
285 void ApplyGodPermissions(uint perms);
295 bool ContainsScripts();
308 int RunningScriptCount();
314 List<UUID> GetInventoryList();
322 Dictionary<UUID, string> GetScriptStates();
323 Dictionary<UUID, string> GetScriptStates(
bool oldIDs);
delegate void RemoveInventoryItem(IClientAPI remoteClient, List< UUID > itemIDs)
Represents an item in a task inventory
delegate void UpdateInventoryItem(IClientAPI remoteClient, UUID transactionID, UUID itemID, InventoryItemBase itemUpd)
Interface to an entity's (SceneObjectPart's) inventory