OpenSimMirror/OpenSim/Region/Framework/Interfaces/IRegionSyncModule.cs

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; }
}
}