First stab at avatar data. Very generic
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c5149fe229
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@ -75,17 +75,26 @@ namespace OpenSim.Services.Interfaces
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/// </summary>
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/// </summary>
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public interface IAvatarData
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public interface IAvatarData
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{
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{
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// Not sure what to do with the non-attachment data
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// That data is highly dependent on the implementation of avatars
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// and I doubt it can be abstracted into this interface.
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// Maybe it will never be here. Maybe that data needs to
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// be processed by a module instead of being processed in
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// the Scenes core code.
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AttachmentData[] GetAttachments(int[] attachPoints);
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AttachmentData[] GetAttachments(int[] attachPoints);
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int GetAttachmentPoint(UUID id);
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int GetAttachmentPoint(UUID id);
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bool SetAttachments(AttachmentData[] attachs);
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bool SetAttachments(AttachmentData[] attachs);
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bool Detach(UUID id);
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bool Detach(UUID id);
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// This pretty much determines which name/value pairs will be
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// present below. The name/value pair describe a part of
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// the avatar. For SL avatars, these would be "shape", "texture1",
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// etc. For other avatars, they might be "mesh", "skin", etc.
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// The value portion is a URL that is expected to resolve to an
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// asset of the type required by the handler for that field.
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// It is required that regions can access these URLs. Allowing
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// direct access by a viewer is not required, and, if provided,
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// may be read-only. A "naked" UUID can be used to refer to an
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// asset int he current region's asset service, which is not
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// portable, but allows legacy appearance to continue to
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// function. Closed, LL-based grids will never need URLs here.
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int AvatarType { get; set; }
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Dictionary<string,string> Data { get; set; }
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}
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}
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}
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}
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