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

87 lines
3.6 KiB
C#

/*
* 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:
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* 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
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using System;
using System.Collections.Generic;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.Framework.Interfaces
{
/// <summary>
/// An agent in the scene.
/// </summary>
/// <remarks>
/// Interface is a work in progress. Please feel free to add other required properties and methods.
/// </remarks>
public interface IScenePresence : ISceneAgent
{
/// <summary>
/// Copy of the script states while the agent is in transit. This state may
/// need to be placed back in case of transfer fail.
/// </summary>
List<string> InTransitScriptStates { get; }
/// <summary>
/// The AttachmentsModule synchronizes on this to avoid race conditions between commands to add and remove attachments.
/// </summary>
/// <remarks>
/// All add and remove attachment operations must synchronize on this for the lifetime of their operations.
/// </remarks>
Object AttachmentsSyncLock { get; }
/// <summary>
/// The scene objects attached to this avatar.
/// </summary>
/// <returns>
/// A copy of the list.
/// </returns>
/// <remarks>
/// Do not change this list directly - use the attachments module.
/// </remarks>
List<SceneObjectGroup> GetAttachments();
/// <summary>
/// The scene objects attached to this avatar at a specific attachment point.
/// </summary>
/// <param name="attachmentPoint"></param>
/// <returns></returns>
List<SceneObjectGroup> GetAttachments(uint attachmentPoint);
/// <summary>
/// Does this avatar have any attachments?
/// </summary>
/// <returns></returns>
bool HasAttachments();
// Don't use these methods directly. Instead, use the AttachmentsModule
void AddAttachment(SceneObjectGroup gobj);
void RemoveAttachment(SceneObjectGroup gobj);
void ClearAttachments();
}
}