opensim-development – Blame information for rev 1

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1 eva 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 OpenMetaverse;
29 //using OpenSim.Framework.Console;
30 using Nini.Config;
31  
32 namespace OpenSim.Framework
33 {
34 public delegate void restart(RegionInfo thisRegion);
35  
36 public enum RegionStatus : int
37 {
38 Down = 0,
39 Up = 1,
40 Crashed = 2,
41 Starting = 3,
42 };
43  
44 /// <value>
45 /// Indicate what action to take on an object derez request
46 /// </value>
47 public enum DeRezAction : byte
48 {
49 SaveToExistingUserInventoryItem = 0,
50 TakeCopy = 1,
51 Take = 4,
52 GodTakeCopy = 5,
53 Delete = 6,
54 Return = 9
55 };
56  
57 public interface IScene
58 {
59 /// <summary>
60 /// The name of this scene.
61 /// </summary>
62 string Name { get; }
63  
64 RegionInfo RegionInfo { get; }
65 RegionStatus RegionStatus { get; set; }
66  
67 IConfigSource Config { get; }
68  
69 /// <summary>
70 /// Are logins enabled on this simulator?
71 /// </summary>
72 bool LoginsEnabled { get; set; }
73  
74 /// <summary>
75 /// Is this region ready for use?
76 /// </summary>
77 /// <remarks>
78 /// This does not mean that logins are enabled, merely that they can be.
79 /// </remarks>
80 bool Ready { get; set; }
81  
82 float TimeDilation { get; }
83  
84 bool AllowScriptCrossings { get; }
85  
86 event restart OnRestart;
87  
88 /// <summary>
89 /// Add a new agent with an attached client. All agents except initial login clients will starts off as a child agent
90 /// - the later agent crossing will promote it to a root agent.
91 /// </summary>
92 /// <param name="client"></param>
93 /// <param name="type">The type of agent to add.</param>
94 /// <returns>
95 /// The scene agent if the new client was added or if an agent that already existed.</returns>
96 ISceneAgent AddNewAgent(IClientAPI client, PresenceType type);
97  
98 /// <summary>
99 /// Tell a single agent to disconnect from the region.
100 /// </summary>
101 /// <param name="agentID"></param>
102 /// <param name="force">
103 /// Force the agent to close even if it might be in the middle of some other operation. You do not want to
104 /// force unless you are absolutely sure that the agent is dead and a normal close is not working.
105 /// </param>
106 bool CloseAgent(UUID agentID, bool force);
107  
108 void Restart();
109  
110 string GetSimulatorVersion();
111  
112 bool TryGetScenePresence(UUID agentID, out object scenePresence);
113  
114 /// <summary>
115 /// Register an interface to a region module. This allows module methods to be called directly as
116 /// well as via events. If there is already a module registered for this interface, it is not replaced
117 /// (is this the best behaviour?)
118 /// </summary>
119 /// <param name="mod"></param>
120 void RegisterModuleInterface<M>(M mod);
121  
122 void StackModuleInterface<M>(M mod);
123  
124 /// <summary>
125 /// For the given interface, retrieve the region module which implements it.
126 /// </summary>
127 /// <returns>null if there is no registered module implementing that interface</returns>
128 T RequestModuleInterface<T>();
129  
130 /// <summary>
131 /// For the given interface, retrieve an array of region modules that implement it.
132 /// </summary>
133 /// <returns>an empty array if there are no registered modules implementing that interface</returns>
134 T[] RequestModuleInterfaces<T>();
135  
136 // void AddCommand(object module, string command, string shorthelp, string longhelp, CommandDelegate callback);
137  
138 ISceneObject DeserializeObject(string representation);
139  
140 bool CheckClient(UUID agentID, System.Net.IPEndPoint ep);
141  
142 /// <summary>
143 /// Start the scene and associated scripts within it.
144 /// </summary>
145 void Start();
146 }
147 }