123 lines
4.7 KiB
C#
123 lines
4.7 KiB
C#
/*
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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 OpenSimulator 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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using OpenMetaverse;
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//using OpenSim.Framework.Console;
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using Nini.Config;
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namespace OpenSim.Framework
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{
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public delegate void restart(RegionInfo thisRegion);
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public enum RegionStatus : int
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{
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Down = 0,
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Up = 1,
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Crashed = 2,
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Starting = 3,
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};
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/// <value>
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/// Indicate what action to take on an object derez request
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/// </value>
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public enum DeRezAction : byte
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{
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SaveToExistingUserInventoryItem = 0,
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TakeCopy = 1,
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Take = 4,
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GodTakeCopy = 5,
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Delete = 6,
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Return = 9
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};
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public interface IScene
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{
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RegionInfo RegionInfo { get; }
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RegionStatus RegionStatus { get; set; }
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IConfigSource Config { get; }
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float TimeDilation { get; }
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bool AllowScriptCrossings { get; }
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event restart OnRestart;
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/// <summary>
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/// Add a new client and create a presence for it. All clients except initial login clients will starts off as a child agent
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/// - the later agent crossing will promote it to a root agent.
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/// </summary>
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/// <param name="client"></param>
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/// <param name="type">The type of agent to add.</param>
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/// <returns>
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/// The scene agent if the new client was added or if an agent that already existed.</returns>
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ISceneAgent AddNewClient(IClientAPI client, PresenceType type);
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/// <summary>
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/// Remove the given client from the scene.
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/// </summary>
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/// <param name="agentID"></param>
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/// <param name="closeChildAgents">Close the neighbour child agents associated with this client.</param>
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void RemoveClient(UUID agentID, bool closeChildAgents);
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void Restart();
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//RegionInfo OtherRegionUp(RegionInfo thisRegion);
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string GetSimulatorVersion();
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bool TryGetScenePresence(UUID agentID, out object scenePresence);
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/// <summary>
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/// Register an interface to a region module. This allows module methods to be called directly as
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/// well as via events. If there is already a module registered for this interface, it is not replaced
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/// (is this the best behaviour?)
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/// </summary>
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/// <param name="mod"></param>
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void RegisterModuleInterface<M>(M mod);
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void StackModuleInterface<M>(M mod);
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/// <summary>
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/// For the given interface, retrieve the region module which implements it.
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/// </summary>
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/// <returns>null if there is no registered module implementing that interface</returns>
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T RequestModuleInterface<T>();
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/// <summary>
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/// For the given interface, retrieve an array of region modules that implement it.
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/// </summary>
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/// <returns>an empty array if there are no registered modules implementing that interface</returns>
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T[] RequestModuleInterfaces<T>();
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// void AddCommand(object module, string command, string shorthelp, string longhelp, CommandDelegate callback);
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ISceneObject DeserializeObject(string representation);
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bool CheckClient(UUID agentID, System.Net.IPEndPoint ep);
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}
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}
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