Merge branch 'master' into careminster
commit
0f1a3f8ed2
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@ -49,10 +49,49 @@ namespace OpenSim.Region.Framework.Interfaces
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public interface IWorldComm
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public interface IWorldComm
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{
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{
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/// <summary>
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/// Create a listen event callback with the specified filters.
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/// The parameters localID,itemID are needed to uniquely identify
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/// the script during 'peek' time. Parameter hostID is needed to
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/// determine the position of the script.
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/// </summary>
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/// <param name="localID">localID of the script engine</param>
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/// <param name="itemID">UUID of the script engine</param>
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/// <param name="hostID">UUID of the SceneObjectPart</param>
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/// <param name="channel">channel to listen on</param>
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/// <param name="name">name to filter on</param>
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/// <param name="id">key to filter on (user given, could be totally faked)</param>
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/// <param name="msg">msg to filter on</param>
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/// <returns>number of the scripts handle</returns>
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int Listen(uint LocalID, UUID itemID, UUID hostID, int channel, string name, UUID id, string msg);
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int Listen(uint LocalID, UUID itemID, UUID hostID, int channel, string name, UUID id, string msg);
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/// <summary>
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/// This method scans over the objects which registered an interest in listen callbacks.
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/// For everyone it finds, it checks if it fits the given filter. If it does, then
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/// enqueue the message for delivery to the objects listen event handler.
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/// The enqueued ListenerInfo no longer has filter values, but the actually trigged values.
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/// Objects that do an llSay have their messages delivered here and for nearby avatars,
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/// the OnChatFromClient event is used.
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/// </summary>
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/// <param name="type">type of delvery (whisper,say,shout or regionwide)</param>
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/// <param name="channel">channel to sent on</param>
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/// <param name="name">name of sender (object or avatar)</param>
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/// <param name="id">key of sender (object or avatar)</param>
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/// <param name="msg">msg to sent</param>
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void DeliverMessage(ChatTypeEnum type, int channel, string name, UUID id, string msg);
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void DeliverMessage(ChatTypeEnum type, int channel, string name, UUID id, string msg);
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/// <summary>
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/// Are there any listen events ready to be dispatched?
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/// </summary>
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/// <returns>boolean indication</returns>
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bool HasMessages();
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bool HasMessages();
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/// <summary>
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/// Pop the first availlable listen event from the queue
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/// </summary>
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/// <returns>ListenerInfo with filter filled in</returns>
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IWorldCommListenerInfo GetNextMessage();
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IWorldCommListenerInfo GetNextMessage();
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void ListenControl(UUID itemID, int handle, int active);
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void ListenControl(UUID itemID, int handle, int active);
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void ListenRemove(UUID itemID, int handle);
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void ListenRemove(UUID itemID, int handle);
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void DeleteListener(UUID itemID);
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void DeleteListener(UUID itemID);
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@ -92,8 +92,7 @@ namespace OpenSim.Region.Framework.Scenes
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public delegate void OnShutdownDelegate();
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public delegate void OnShutdownDelegate();
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public event OnShutdownDelegate OnShutdown;
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public event OnShutdownDelegate OnShutdown;
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public delegate void ObjectGrabDelegate(uint localID, uint originalID, Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs);
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public delegate void ObjectDeGrabDelegate(uint localID, uint originalID, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs);
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public delegate void ObjectDeGrabDelegate(uint localID, uint originalID, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs);
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public delegate void ScriptResetDelegate(uint localID, UUID itemID);
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public delegate void ScriptResetDelegate(uint localID, UUID itemID);
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@ -103,7 +102,14 @@ namespace OpenSim.Region.Framework.Scenes
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public event OnSetRootAgentSceneDelegate OnSetRootAgentScene;
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public event OnSetRootAgentSceneDelegate OnSetRootAgentScene;
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/// <summary>
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/// Called when an object is touched/grabbed.
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/// </summary>
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/// The originalID is the local ID of the part that was actually touched. The localID itself is always that of
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/// the root part.
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public delegate void ObjectGrabDelegate(uint localID, uint originalID, Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs);
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public event ObjectGrabDelegate OnObjectGrab;
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public event ObjectGrabDelegate OnObjectGrab;
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public event ObjectGrabDelegate OnObjectGrabbing;
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public event ObjectGrabDelegate OnObjectGrabbing;
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public event ObjectDeGrabDelegate OnObjectDeGrab;
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public event ObjectDeGrabDelegate OnObjectDeGrab;
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public event ScriptResetDelegate OnScriptReset;
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public event ScriptResetDelegate OnScriptReset;
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@ -111,55 +117,42 @@ namespace OpenSim.Region.Framework.Scenes
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public event OnPermissionErrorDelegate OnPermissionError;
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public event OnPermissionErrorDelegate OnPermissionError;
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public delegate void NewRezScript(uint localID, UUID itemID, string script, int startParam, bool postOnRez, string engine, int stateSource);
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public delegate void NewRezScript(uint localID, UUID itemID, string script, int startParam, bool postOnRez, string engine, int stateSource);
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public event NewRezScript OnRezScript;
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public event NewRezScript OnRezScript;
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public delegate void RemoveScript(uint localID, UUID itemID);
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public delegate void RemoveScript(uint localID, UUID itemID);
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public event RemoveScript OnRemoveScript;
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public event RemoveScript OnRemoveScript;
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public delegate void StartScript(uint localID, UUID itemID);
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public delegate void StartScript(uint localID, UUID itemID);
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public event StartScript OnStartScript;
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public event StartScript OnStartScript;
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public delegate void StopScript(uint localID, UUID itemID);
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public delegate void StopScript(uint localID, UUID itemID);
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public event StopScript OnStopScript;
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public event StopScript OnStopScript;
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public delegate bool SceneGroupMoved(UUID groupID, Vector3 delta);
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public delegate bool SceneGroupMoved(UUID groupID, Vector3 delta);
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public event SceneGroupMoved OnSceneGroupMove;
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public event SceneGroupMoved OnSceneGroupMove;
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public delegate void SceneGroupGrabed(UUID groupID, Vector3 offset, UUID userID);
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public delegate void SceneGroupGrabed(UUID groupID, Vector3 offset, UUID userID);
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public event SceneGroupGrabed OnSceneGroupGrab;
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public event SceneGroupGrabed OnSceneGroupGrab;
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public delegate bool SceneGroupSpinStarted(UUID groupID);
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public delegate bool SceneGroupSpinStarted(UUID groupID);
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public event SceneGroupSpinStarted OnSceneGroupSpinStart;
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public event SceneGroupSpinStarted OnSceneGroupSpinStart;
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public delegate bool SceneGroupSpun(UUID groupID, Quaternion rotation);
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public delegate bool SceneGroupSpun(UUID groupID, Quaternion rotation);
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public event SceneGroupSpun OnSceneGroupSpin;
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public event SceneGroupSpun OnSceneGroupSpin;
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public delegate void LandObjectAdded(ILandObject newParcel);
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public delegate void LandObjectAdded(ILandObject newParcel);
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public event LandObjectAdded OnLandObjectAdded;
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public event LandObjectAdded OnLandObjectAdded;
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public delegate void LandObjectRemoved(UUID globalID);
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public delegate void LandObjectRemoved(UUID globalID);
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public event LandObjectRemoved OnLandObjectRemoved;
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public event LandObjectRemoved OnLandObjectRemoved;
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public delegate void AvatarEnteringNewParcel(ScenePresence avatar, int localLandID, UUID regionID);
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public delegate void AvatarEnteringNewParcel(ScenePresence avatar, int localLandID, UUID regionID);
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public event AvatarEnteringNewParcel OnAvatarEnteringNewParcel;
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public event AvatarEnteringNewParcel OnAvatarEnteringNewParcel;
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public delegate void SignificantClientMovement(IClientAPI remote_client);
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public delegate void SignificantClientMovement(IClientAPI remote_client);
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public event SignificantClientMovement OnSignificantClientMovement;
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public event SignificantClientMovement OnSignificantClientMovement;
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public delegate void IncomingInstantMessage(GridInstantMessage message);
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public delegate void IncomingInstantMessage(GridInstantMessage message);
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public event IncomingInstantMessage OnIncomingInstantMessage;
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public event IncomingInstantMessage OnIncomingInstantMessage;
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public event IncomingInstantMessage OnUnhandledInstantMessage;
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public event IncomingInstantMessage OnUnhandledInstantMessage;
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@ -301,6 +301,9 @@ namespace OpenSim.Region.Framework.Scenes
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set { m_rootPart.GroupID = value; }
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set { m_rootPart.GroupID = value; }
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}
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}
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/// <value>
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/// The parts of this scene object group. You must lock this property before using it.
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/// </value>
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public Dictionary<UUID, SceneObjectPart> Children
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public Dictionary<UUID, SceneObjectPart> Children
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{
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{
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get { return m_parts; }
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get { return m_parts; }
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@ -2239,7 +2242,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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/// <summary>
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/// <summary>
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/// Get a child part with a given UUID
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/// Get a part with a given UUID
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/// </summary>
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/// </summary>
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/// <param name="primID"></param>
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/// <param name="primID"></param>
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/// <returns>null if a child part with the primID was not found</returns>
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/// <returns>null if a child part with the primID was not found</returns>
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@ -2254,7 +2257,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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/// <summary>
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/// <summary>
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/// Get a child part with a given local ID
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/// Get a part with a given local ID
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/// </summary>
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/// </summary>
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/// <param name="localID"></param>
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/// <param name="localID"></param>
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/// <returns>null if a child part with the local ID was not found</returns>
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/// <returns>null if a child part with the local ID was not found</returns>
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@ -1930,7 +1930,7 @@ namespace OpenSim.Region.Framework.Scenes
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foreach (uint localId in startedColliders)
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foreach (uint localId in startedColliders)
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{
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{
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if (localId == 0)
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if (localId == 0)
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return;
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continue;
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// always running this check because if the user deletes the object it would return a null reference.
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// always running this check because if the user deletes the object it would return a null reference.
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if (m_parentGroup == null)
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if (m_parentGroup == null)
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return;
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return;
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@ -2066,7 +2066,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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// always running this check because if the user deletes the object it would return a null reference.
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// always running this check because if the user deletes the object it would return a null reference.
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if (localId == 0)
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if (localId == 0)
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return;
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continue;
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if (m_parentGroup == null)
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if (m_parentGroup == null)
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return;
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return;
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@ -2198,7 +2198,7 @@ namespace OpenSim.Region.Framework.Scenes
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foreach (uint localId in endedColliders)
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foreach (uint localId in endedColliders)
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{
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{
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if (localId == 0)
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if (localId == 0)
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return;
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continue;
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// always running this check because if the user deletes the object it would return a null reference.
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// always running this check because if the user deletes the object it would return a null reference.
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if (m_parentGroup == null)
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if (m_parentGroup == null)
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@ -3205,6 +3205,11 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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}
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/// <summary>
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/// Set the events that this part will pass on to listeners.
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/// </summary>
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/// <param name="scriptid"></param>
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/// <param name="events"></param>
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public void SetScriptEvents(UUID scriptid, int events)
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public void SetScriptEvents(UUID scriptid, int events)
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{
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{
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// scriptEvents oldparts;
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// scriptEvents oldparts;
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