112 lines
5.3 KiB
C#
112 lines
5.3 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 System;
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using OpenSim.Services.Interfaces;
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using GridRegion = OpenSim.Services.Interfaces.GridRegion;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.Framework.Interfaces
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{
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public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, string version);
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public delegate ScenePresence CrossAsyncDelegate(ScenePresence agent, bool isFlying);
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public interface IEntityTransferModule
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{
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/// <summary>
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/// Teleport an agent within the same or to a different region.
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/// </summary>
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/// <param name='agent'></param>
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/// <param name='regionHandle'>
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/// The handle of the destination region. If it's the same as the region currently
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/// occupied by the agent then the teleport will be within that region.
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/// </param>
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/// <param name='agent'></param>
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/// <param name='regionHandle'></param>
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/// <param name='position'></param>
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/// <param name='lookAt'></param>
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/// <param name='teleportFlags'></param>
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void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags);
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/// <summary>
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/// Teleports the agent for the given client to their home destination.
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/// </summary>
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/// <param name='id'></param>
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/// <param name='client'></param>
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bool TeleportHome(UUID id, IClientAPI client);
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/// <summary>
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/// Teleport an agent directly to a given region without checking whether the region should be substituted.
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/// </summary>
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/// <remarks>
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/// Please use Teleport() instead unless you know exactly what you're doing.
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/// Do not use for same region teleports.
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/// </remarks>
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/// <param name='sp'></param>
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/// <param name='reg'></param>
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/// <param name='finalDestination'>/param>
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/// <param name='position'></param>
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/// <param name='lookAt'></param>
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/// <param name='teleportFlags'></param>
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void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination,
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Vector3 position, Vector3 lookAt, uint teleportFlags);
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/// <summary>
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/// Show whether the given agent is being teleported.
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/// </summary>
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/// <param name='id'>The agent ID</para></param>
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/// <returns>true if the agent is in the process of being teleported, false otherwise.</returns>
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bool IsInTransit(UUID id);
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bool Cross(ScenePresence agent, bool isFlying);
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void AgentArrivedAtDestination(UUID agent);
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void EnableChildAgents(ScenePresence agent);
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void EnableChildAgent(ScenePresence agent, GridRegion region);
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GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out string version, out Vector3 newpos);
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GridRegion GetObjectDestination(SceneObjectGroup grp, Vector3 targetPosition, out Vector3 newpos);
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bool checkAgentAccessToRegion(ScenePresence agent, GridRegion destiny, Vector3 position, out string version, out string reason);
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// void Cross(SceneObjectGroup sog, Vector3 position, bool silent);
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bool CrossPrimGroupIntoNewRegion(GridRegion destination, Vector3 newPosition, SceneObjectGroup grp, bool silent, bool removeScripts);
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ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, string version);
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bool HandleIncomingSceneObject(SceneObjectGroup so, Vector3 newPosition);
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}
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public interface IUserAgentVerificationModule
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{
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bool VerifyClient(AgentCircuitData aCircuit, string token);
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}
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}
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