117 lines
5.5 KiB
C#
Executable File
117 lines
5.5 KiB
C#
Executable File
/*
|
|
* 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 OpenSim 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.
|
|
*/
|
|
|
|
//KittyL: Added to support running script engine actor
|
|
using System;
|
|
using System.Collections.Generic;
|
|
|
|
using OpenMetaverse;
|
|
using OpenSim.Framework;
|
|
using OpenSim.Region.Framework.Scenes;
|
|
|
|
namespace OpenSim.Region.Framework.Interfaces
|
|
{
|
|
public enum DSGActorTypes
|
|
{
|
|
Unknown,
|
|
ScenePersistence, //the Scene (data store), which is now considered as a persistence actor
|
|
ClientManager,
|
|
ScriptEngine,
|
|
PhysicsEngine
|
|
}
|
|
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////////////
|
|
//Interface for SceneGraph to call into RegionSyncModule
|
|
/////////////////////////////////////////////////////////////////////////////////////
|
|
public interface IRegionSyncModule
|
|
{
|
|
bool Active { get; } //if true, this RegionSyncModule is connected into the synchronization overlay
|
|
string ActorID { get; } //might be phased out soon
|
|
string SyncID { get; }
|
|
//DSGActorTypes DSGActorType { get; set; }
|
|
bool IsSyncRelay { get; }
|
|
|
|
/// <summary>
|
|
/// The mapping of a property (identified by its name) to the index of a bucket.
|
|
/// </summary>
|
|
Dictionary<SceneObjectPartSyncProperties, string> PrimPropertyBucketMap { get; }
|
|
/// <summary>
|
|
/// The text description of the properties in each bucket, e.g. "General", "Physics"
|
|
/// </summary>
|
|
List<string> PropertyBucketDescription { get; }
|
|
|
|
//Enqueue updates for scene-objects and scene-presences
|
|
//Legacy interface, used in Bucket-sync
|
|
//void QueueSceneObjectPartForUpdate(SceneObjectPart part);
|
|
void QueueScenePresenceForTerseUpdate(ScenePresence presence);
|
|
|
|
//void ProcessAndEnqueuePrimUpdatesBySync(SceneObjectPart part, List<SceneObjectPartSyncProperties> updatedProperties);
|
|
void ProcessAndEnqueuePrimUpdatesByLocal(SceneObjectPart part, List<SceneObjectPartSyncProperties> updatedProperties);
|
|
void SyncOutPrimUpdates();
|
|
|
|
//Legacy calls in Bucket sync'ing
|
|
//The folloiwng calls deal with object updates, and will insert each update into an outgoing queue of each SyncConnector
|
|
//void SendSceneUpdates();
|
|
void SendNewObject(SceneObjectGroup sog);
|
|
void SendDeleteObject(SceneObjectGroup sog, bool softDelete);
|
|
void SendLinkObject(SceneObjectGroup linkedGroup, SceneObjectPart root, List<SceneObjectPart> children);
|
|
void SendDeLinkObject(List<SceneObjectPart> prims, List<SceneObjectGroup> beforeDelinkGroups, List<SceneObjectGroup> afterDelinkGroups);
|
|
|
|
//New functions for per property sync'ing
|
|
void SyncNewObject(SceneObjectGroup sog);
|
|
void SyncDeleteObject(SceneObjectGroup sog, bool softDelete);
|
|
void SyncLinkObject(SceneObjectGroup linkedGroup, SceneObjectPart root, List<SceneObjectPart> children);
|
|
void SyncDeLinkObject(List<SceneObjectPart> prims, List<SceneObjectGroup> beforeDelinkGroups, List<SceneObjectGroup> afterDelinkGroups);
|
|
|
|
//In RegionSyncModule's implementation,
|
|
//The following calls send out a message immediately, w/o putting it in the SyncConnector's outgoing queue.
|
|
//May need some optimization there on the priorities.
|
|
void SendTerrainUpdates(long updateTimeStamp, string lastUpdateActorID);
|
|
//For propogating scene events to other actors
|
|
void PublishSceneEvent(EventManager.EventNames ev, Object[] evArgs);
|
|
|
|
//TODO LIST:
|
|
//Special API for handling avatars
|
|
//void QueuePresenceForTerseUpdate(ScenePresence presence)
|
|
//void SendAvatarUpdates();
|
|
|
|
//Debug purpose, mainly for LSL scripts
|
|
void Debug(String debugMsg);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Interface for invoking DSGActor specific functions or accessing members whose values depend on the actor's type.
|
|
/// </summary>
|
|
public interface IDSGActorSyncModule
|
|
{
|
|
DSGActorTypes ActorType { get; }
|
|
string ActorID { get; }
|
|
}
|
|
|
|
} |