Merge branch 'dev' into physics
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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//KittyL: Added to support running script engine actor
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using System.Collections.Generic;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.Framework.Interfaces
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{
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public enum DSGActorTypes
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{
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Unknown,
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ScenePersistence, //the Scene (data store), which is now considered as a persistence actor
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ClientManager,
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ScriptEngine,
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PhysicsEngine
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}
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/////////////////////////////////////////////////////////////////////////////////////
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//Interface for SceneGraph to call into RegionSyncModule
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/////////////////////////////////////////////////////////////////////////////////////
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public interface IRegionSyncModule
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{
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bool Active { get; } //if true, this RegionSyncModule is connected into the synchronization overlay
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string ActorID { get; }
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DSGActorTypes DSGActorType { get; set; }
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bool IsSyncRelay { get; }
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//Enqueue updates for scene-objects and scene-presences
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void QueueSceneObjectPartForUpdate(SceneObjectPart part);
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void QueueScenePresenceForTerseUpdate(ScenePresence presence);
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//void SendUpdatesToSynchronizeState(List<SceneObjectGroup> sog);
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void SendSceneUpdates();
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void SendTerrainUpdates(string lastUpdateActorID);
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//void SendDeleteObject(SceneObjectGroup sog);
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//TODO LIST:
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//Special API for handling avatars
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//void QueuePresenceForTerseUpdate(ScenePresence presence)
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//void SendAvatarUpdates();
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}
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/// <summary>
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/// Interface for invoking DSGActor specific functions or accessing members whose values depend on the actor's type.
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/// </summary>
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public interface IDSGActorSyncModule
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{
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DSGActorTypes ActorType { get; }
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string ActorID { get; }
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}
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}
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