opensim-development – Blame information for rev 1
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1 | eva | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | using OpenMetaverse; |
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29 | //using OpenSim.Framework.Console; |
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30 | using Nini.Config; |
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31 | |||
32 | namespace OpenSim.Framework |
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33 | { |
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34 | public delegate void restart(RegionInfo thisRegion); |
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35 | |||
36 | public enum RegionStatus : int |
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37 | { |
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38 | Down = 0, |
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39 | Up = 1, |
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40 | Crashed = 2, |
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41 | Starting = 3, |
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42 | }; |
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43 | |||
44 | /// <value> |
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45 | /// Indicate what action to take on an object derez request |
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46 | /// </value> |
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47 | public enum DeRezAction : byte |
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48 | { |
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49 | SaveToExistingUserInventoryItem = 0, |
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50 | TakeCopy = 1, |
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51 | Take = 4, |
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52 | GodTakeCopy = 5, |
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53 | Delete = 6, |
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54 | Return = 9 |
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55 | }; |
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56 | |||
57 | public interface IScene |
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58 | { |
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59 | /// <summary> |
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60 | /// The name of this scene. |
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61 | /// </summary> |
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62 | string Name { get; } |
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63 | |||
64 | RegionInfo RegionInfo { get; } |
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65 | RegionStatus RegionStatus { get; set; } |
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66 | |||
67 | IConfigSource Config { get; } |
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68 | |||
69 | /// <summary> |
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70 | /// Are logins enabled on this simulator? |
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71 | /// </summary> |
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72 | bool LoginsEnabled { get; set; } |
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73 | |||
74 | /// <summary> |
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75 | /// Is this region ready for use? |
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76 | /// </summary> |
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77 | /// <remarks> |
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78 | /// This does not mean that logins are enabled, merely that they can be. |
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79 | /// </remarks> |
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80 | bool Ready { get; set; } |
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81 | |||
82 | float TimeDilation { get; } |
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83 | |||
84 | bool AllowScriptCrossings { get; } |
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85 | |||
86 | event restart OnRestart; |
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87 | |||
88 | /// <summary> |
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89 | /// Add a new agent with an attached client. All agents except initial login clients will starts off as a child agent |
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90 | /// - the later agent crossing will promote it to a root agent. |
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91 | /// </summary> |
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92 | /// <param name="client"></param> |
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93 | /// <param name="type">The type of agent to add.</param> |
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94 | /// <returns> |
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95 | /// The scene agent if the new client was added or if an agent that already existed.</returns> |
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96 | ISceneAgent AddNewAgent(IClientAPI client, PresenceType type); |
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97 | |||
98 | /// <summary> |
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99 | /// Tell a single agent to disconnect from the region. |
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100 | /// </summary> |
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101 | /// <param name="agentID"></param> |
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102 | /// <param name="force"> |
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103 | /// Force the agent to close even if it might be in the middle of some other operation. You do not want to |
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104 | /// force unless you are absolutely sure that the agent is dead and a normal close is not working. |
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105 | /// </param> |
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106 | bool CloseAgent(UUID agentID, bool force); |
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107 | |||
108 | void Restart(); |
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109 | |||
110 | string GetSimulatorVersion(); |
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111 | |||
112 | bool TryGetScenePresence(UUID agentID, out object scenePresence); |
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113 | |||
114 | /// <summary> |
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115 | /// Register an interface to a region module. This allows module methods to be called directly as |
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116 | /// well as via events. If there is already a module registered for this interface, it is not replaced |
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117 | /// (is this the best behaviour?) |
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118 | /// </summary> |
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119 | /// <param name="mod"></param> |
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120 | void RegisterModuleInterface<M>(M mod); |
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121 | |||
122 | void StackModuleInterface<M>(M mod); |
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123 | |||
124 | /// <summary> |
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125 | /// For the given interface, retrieve the region module which implements it. |
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126 | /// </summary> |
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127 | /// <returns>null if there is no registered module implementing that interface</returns> |
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128 | T RequestModuleInterface<T>(); |
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129 | |||
130 | /// <summary> |
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131 | /// For the given interface, retrieve an array of region modules that implement it. |
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132 | /// </summary> |
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133 | /// <returns>an empty array if there are no registered modules implementing that interface</returns> |
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134 | T[] RequestModuleInterfaces<T>(); |
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135 | |||
136 | // void AddCommand(object module, string command, string shorthelp, string longhelp, CommandDelegate callback); |
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137 | |||
138 | ISceneObject DeserializeObject(string representation); |
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139 | |||
140 | bool CheckClient(UUID agentID, System.Net.IPEndPoint ep); |
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141 | |||
142 | /// <summary> |
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143 | /// Start the scene and associated scripts within it. |
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144 | /// </summary> |
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145 | void Start(); |
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146 | } |
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147 | } |