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.Collections.Generic; |
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29 | using OpenMetaverse; |
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30 | using OpenSim.Framework; |
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31 | |||
32 | namespace OpenSim.Region.Framework.Interfaces |
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33 | { |
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34 | public delegate void ReportOutputAction(string format, params object[] args); |
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35 | |||
36 | public interface IAvatarFactoryModule |
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37 | { |
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38 | void SetAppearance(IScenePresence sp, AvatarAppearance appearance, WearableCacheItem[] cacheItems); |
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39 | void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams, WearableCacheItem[] cacheItems); |
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40 | |||
41 | /// <summary> |
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42 | /// Send the appearance of an avatar to others in the scene. |
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43 | /// </summary> |
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44 | /// <param name="agentId"></param> |
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45 | /// <returns></returns> |
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46 | bool SendAppearance(UUID agentId); |
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47 | |||
48 | /// <summary> |
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49 | /// Return the baked texture ids of the given agent. |
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50 | /// </summary> |
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51 | /// <param name="agentId"></param> |
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52 | /// <returns>An empty list if this agent has no baked textures (e.g. because it's a child agent)</returns> |
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53 | Dictionary<BakeType, Primitive.TextureEntryFace> GetBakedTextureFaces(UUID agentId); |
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54 | |||
55 | |||
56 | WearableCacheItem[] GetCachedItems(UUID agentId); |
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57 | /// <summary> |
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58 | /// Save the baked textures for the given agent permanently in the asset database. |
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59 | /// </summary> |
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60 | /// <remarks> |
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61 | /// This is used to preserve apperance textures for NPCs |
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62 | /// </remarks> |
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63 | /// <param name="agentId"></param> |
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64 | /// <returns>true if a valid agent was found, false otherwise</returns> |
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65 | bool SaveBakedTextures(UUID agentId); |
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66 | |||
67 | /// <summary> |
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68 | /// Validate that OpenSim can find the baked textures need to display a given avatar |
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69 | /// </summary> |
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70 | /// <param name="client"></param> |
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71 | /// <param name="checkonly"></param> |
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72 | /// <returns> |
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73 | /// true if all the baked textures referenced by the texture IDs exist or the appearance is only using default textures. false otherwise. |
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74 | /// </returns> |
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75 | bool ValidateBakedTextureCache(IScenePresence sp); |
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76 | |||
77 | /// <summary> |
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78 | /// Request a rebake of textures for an avatar. |
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79 | /// </summary> |
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80 | /// <remarks> |
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81 | /// This will send the request to the viewer, since it's there that the rebake is done. |
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82 | /// </remarks> |
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83 | /// <param name="sp">Avatar to rebake.</param> |
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84 | /// <param name="missingTexturesOnly"> |
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85 | /// If true, only request a rebake for the textures that are missing. |
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86 | /// If false then we request a rebake of all textures for which we already have references. |
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87 | /// </param> |
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88 | /// <returns> |
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89 | /// Number of rebake requests made. This will depend upon whether we've previously received texture IDs. |
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90 | /// </returns> |
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91 | int RequestRebake(IScenePresence sp, bool missingTexturesOnly); |
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92 | |||
93 | void QueueAppearanceSend(UUID agentid); |
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94 | void QueueAppearanceSave(UUID agentid); |
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95 | |||
96 | /// <summary> |
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97 | /// Get a report about the current state of a scene presence's baked appearance textures. |
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98 | /// </summary> |
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99 | /// <param name="sp"></param> |
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100 | /// <param name="reportOutputAction"></param> |
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101 | /// <returns></returns> |
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102 | void WriteBakedTexturesReport(IScenePresence sp, ReportOutputAction reportOutputAction); |
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103 | } |
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104 | } |