mysimulation/server/FSO.Server.Database/DA/Lots/ILots.cs

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C#
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using FSO.Common.Enum;
using FSO.Server.Database.DA.Utils;
using System.Collections.Generic;
namespace FSO.Server.Database.DA.Lots
{
public interface ILots
{
IEnumerable<DbLot> All(int shard_id);
PagedList<DbLot> AllByPage(int shard_id, int offset, int limit, string orderBy);
List<uint> GetLocationsInNhood(uint nhood_id);
List<uint> GetCommunityLocations(int shard_id);
List<DbLot> AllLocations(int shard_id);
DbLot GetByName(int shard_id, string name);
DbLot GetByLocation(int shard_id, uint location);
List<DbLot> GetAdjToLocation(int shard_id, uint location);
DbLot GetByOwner(uint owner_id);
DbLot Get(int id);
List<DbLot> GetMultiple(int[] ids);
List<DbLot> Get(IEnumerable<int> ids);
uint Create(DbLot lot);
bool Delete(int id);
void RenameLot(int id, string newName);
void SetDirty(int id, byte dirty);
DbLot Get3DWork();
List<DbLot> SearchExact(int shard_id, string name, int limit);
List<DbLot> SearchWildcard(int shard_id, string name, int limit);
void UpdateRingBackup(int lot_id, sbyte ring_backup_num);
void UpdateDescription(int lot_id, string description);
void UpdateLotCategory(int lot_id, LotCategory category, uint skillMode);
void UpdateLotSkillMode(int lot_id, uint skillMode);
void UpdateLotAdmitMode(int lot_id, byte admit_mode);
bool UpdateLocation(int lot_id, uint location, bool startFresh);
void UpdateOwner(int lot_id, uint? avatar_id);
void ReassignOwner(int lot_id);
void CreateLotServerTicket(DbLotServerTicket ticket);
void DeleteLotServerTicket(string id);
DbLotServerTicket GetLotServerTicket(string id);
List<DbLotServerTicket> GetLotServerTicketsForClaimedAvatar(int claim_id);
int UpdateAllNeighborhoods(int shard_id);
}
}