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

102 lines
4.6 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:
* * 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
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System.IO;
using OpenMetaverse;
namespace OpenSim.Region.Framework.Interfaces
{
public interface ITerrainModule
{
void LoadFromFile(string filename);
void SaveToFile(string filename);
void ModifyTerrain(UUID user, Vector3 pos, byte size, byte action, UUID agentId);
/// <summary>
/// Taint the terrain. This will lead to sending the terrain data to the clients again.
/// Use this if you change terrain data outside of the terrain module (e.g. in osTerrainSetHeight)
/// </summary>
void TaintTerrain();
/// <summary>
/// Load a terrain from a stream.
/// </summary>
/// <param name="filename">
/// Only required here to identify the image type. Not otherwise used in the loading itself.
/// </param>
/// <param name="stream"></param>
void LoadFromStream(string filename, Stream stream);
void LoadFromStream(string filename, System.Uri pathToTerrainHeightmap);
/// <summary>
/// Save a terrain to a stream.
/// </summary>
/// <param name="filename">
/// Only required here to identify the image type. Not otherwise used in the saving itself.
/// </param>
/// <param name="stream"></param>
void SaveToStream(string filename, Stream stream);
void InstallPlugin(string name, ITerrainEffect plug);
void UndoTerrain(ITerrainChannel channel);
//DSG SYNC
/// <summary>
/// Invoked by receiving a terrain sync message. First, check if the
/// timestamp is more advance than the local copy. If so, update the
/// local terrain copy.
/// </summary>
/// <param name="timeStamp">The time that the updated terrain was
/// created</param>
/// <param name="actorID">The actor who created the update.</param>
/// <param name="terrainData">The updated terrain</param>
bool UpdateTerrianBySync(long timeStamp, string actorID, string terrainData);
/// <summary>
/// Return true if the most recent update on terrain is done locally (i.e. not by receiving a terrain-sync message).
/// </summary>
/// <param name="localActorID"></param>
/// <returns></returns>
bool TerrianModifiedLocally(string localActorID);
/// <summary>
/// Obtain the timestemp and actorID information for the most recent update on terrain.
/// </summary>
/// <param name="lastUpdateTimeStamp"></param>
/// <param name="lastUpdateActorID"></param>
void GetSyncInfo(out long lastUpdateTimeStamp, out string lastUpdateActorID);
/// <summary>
/// This is only supposed to be called by Persistence actor, which will
/// set the timestamp and actorID values for terrain upon initialization time.
/// </summary>
/// <param name="lastUpdateTimeStamp"></param>
/// <param name="lastUpdateActorID"></param>
void SetSyncInfo(long lastUpdateTimeStamp, string lastUpdateActorID);
//end of DSG SYNC
}
}