/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using OpenSim.Services.Interfaces; using GridRegion = OpenSim.Services.Interfaces.GridRegion; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Framework.Scenes; namespace OpenSim.Region.Framework.Interfaces { public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, EntityTransferContext ctx); public interface IEntityTransferModule { /// /// Teleport an agent within the same or to a different region. /// /// /// /// The handle of the destination region. If it's the same as the region currently /// occupied by the agent then the teleport will be within that region. /// /// /// /// /// /// void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags); /// /// Teleports the agent for the given client to their home destination. /// /// /// bool TeleportHome(UUID id, IClientAPI client); /// /// Teleport an agent directly to a given region without checking whether the region should be substituted. /// /// /// Please use Teleport() instead unless you know exactly what you're doing. /// Do not use for same region teleports. /// /// /// /// /param> /// /// /// void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination, Vector3 position, Vector3 lookAt, uint teleportFlags); /// /// Show whether the given agent is being teleported. /// /// The agent ID /// true if the agent is in the process of being teleported, false otherwise. bool IsInTransit(UUID id); bool Cross(ScenePresence agent, bool isFlying); void AgentArrivedAtDestination(UUID agent); void EnableChildAgents(ScenePresence agent); void EnableChildAgent(ScenePresence agent, GridRegion region); GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, EntityTransferContext ctx, out Vector3 newpos, out string reason); void Cross(SceneObjectGroup sog, Vector3 position, bool silent); ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, EntityTransferContext ctx); bool HandleIncomingSceneObject(SceneObjectGroup so, Vector3 newPosition); } public interface IUserAgentVerificationModule { bool VerifyClient(AgentCircuitData aCircuit, string token); } }