clockwerk-opensim-stable – Blame information for rev 1

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1 vero 1 /*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27  
28 using System.Collections.Generic;
29 using OpenMetaverse;
30 using OpenSim.Framework;
31  
32 namespace OpenSim.Region.Framework.Interfaces
33 {
34 public delegate void ReportOutputAction(string format, params object[] args);
35  
36 public interface IAvatarFactoryModule
37 {
38 void SetAppearance(IScenePresence sp, AvatarAppearance appearance);
39 void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams);
40  
41 /// <summary>
42 /// Send the appearance of an avatar to others in the scene.
43 /// </summary>
44 /// <param name="agentId"></param>
45 /// <returns></returns>
46 bool SendAppearance(UUID agentId);
47  
48 /// <summary>
49 /// Return the baked texture ids of the given agent.
50 /// </summary>
51 /// <param name="agentId"></param>
52 /// <returns>An empty list if this agent has no baked textures (e.g. because it's a child agent)</returns>
53 Dictionary<BakeType, Primitive.TextureEntryFace> GetBakedTextureFaces(UUID agentId);
54  
55 /// <summary>
56 /// Save the baked textures for the given agent permanently in the asset database.
57 /// </summary>
58 /// <remarks>
59 /// This is used to preserve apperance textures for NPCs
60 /// </remarks>
61 /// <param name="agentId"></param>
62 /// <returns>true if a valid agent was found, false otherwise</returns>
63 bool SaveBakedTextures(UUID agentId);
64  
65 /// <summary>
66 /// Validate that OpenSim can find the baked textures need to display a given avatar
67 /// </summary>
68 /// <param name="client"></param>
69 /// <param name="checkonly"></param>
70 /// <returns>
71 /// true if all the baked textures referenced by the texture IDs exist or the appearance is only using default textures. false otherwise.
72 /// </returns>
73 bool ValidateBakedTextureCache(IScenePresence sp);
74  
75 /// <summary>
76 /// Request a rebake of textures for an avatar.
77 /// </summary>
78 /// <remarks>
79 /// This will send the request to the viewer, since it's there that the rebake is done.
80 /// </remarks>
81 /// <param name="sp">Avatar to rebake.</param>
82 /// <param name="missingTexturesOnly">
83 /// If true, only request a rebake for the textures that are missing.
84 /// If false then we request a rebake of all textures for which we already have references.
85 /// </param>
86 /// <returns>
87 /// Number of rebake requests made. This will depend upon whether we've previously received texture IDs.
88 /// </returns>
89 int RequestRebake(IScenePresence sp, bool missingTexturesOnly);
90  
91 void QueueAppearanceSend(UUID agentid);
92 void QueueAppearanceSave(UUID agentid);
93  
94 /// <summary>
95 /// Get a report about the current state of a scene presence's baked appearance textures.
96 /// </summary>
97 /// <param name="sp"></param>
98 /// <param name="reportOutputAction"></param>
99 /// <returns></returns>
100 void WriteBakedTexturesReport(IScenePresence sp, ReportOutputAction reportOutputAction);
101 }
102 }