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 System; |
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29 | using System.Collections.Generic; |
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30 | using OpenSim.Framework; |
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31 | using OpenSim.Region.Framework.Scenes; |
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32 | |||
33 | namespace OpenSim.Region.Framework.Interfaces |
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34 | { |
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35 | /// <summary> |
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36 | /// An agent in the scene. |
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37 | /// </summary> |
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38 | /// <remarks> |
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39 | /// Interface is a work in progress. Please feel free to add other required properties and methods. |
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40 | /// </remarks> |
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41 | public interface IScenePresence : ISceneAgent |
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42 | { |
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43 | /// <summary> |
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44 | /// Copy of the script states while the agent is in transit. This state may |
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45 | /// need to be placed back in case of transfer fail. |
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46 | /// </summary> |
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47 | List<string> InTransitScriptStates { get; } |
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48 | |||
49 | /// <summary> |
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50 | /// The AttachmentsModule synchronizes on this to avoid race conditions between commands to add and remove attachments. |
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51 | /// </summary> |
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52 | /// <remarks> |
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53 | /// All add and remove attachment operations must synchronize on this for the lifetime of their operations. |
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54 | /// </remarks> |
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55 | Object AttachmentsSyncLock { get; } |
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56 | |||
57 | /// <summary> |
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58 | /// The scene objects attached to this avatar. |
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59 | /// </summary> |
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60 | /// <returns> |
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61 | /// A copy of the list. |
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62 | /// </returns> |
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63 | /// <remarks> |
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64 | /// Do not change this list directly - use the attachments module. |
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65 | /// </remarks> |
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66 | List<SceneObjectGroup> GetAttachments(); |
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67 | |||
68 | /// <summary> |
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69 | /// The scene objects attached to this avatar at a specific attachment point. |
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70 | /// </summary> |
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71 | /// <param name="attachmentPoint"></param> |
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72 | /// <returns></returns> |
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73 | List<SceneObjectGroup> GetAttachments(uint attachmentPoint); |
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74 | |||
75 | /// <summary> |
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76 | /// Does this avatar have any attachments? |
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77 | /// </summary> |
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78 | /// <returns></returns> |
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79 | bool HasAttachments(); |
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80 | |||
81 | // Don't use these methods directly. Instead, use the AttachmentsModule |
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82 | void AddAttachment(SceneObjectGroup gobj); |
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83 | void RemoveAttachment(SceneObjectGroup gobj); |
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84 | void ClearAttachments(); |
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85 | } |
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86 | } |