/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
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* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using OpenSim.Services.Interfaces;
using GridRegion = OpenSim.Services.Interfaces.GridRegion;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.Framework.Interfaces
{
public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, EntityTransferContext ctx);
public delegate ScenePresence CrossAsyncDelegate(ScenePresence agent, bool isFlying);
public interface IEntityTransferModule
{
///
/// Teleport an agent within the same or to a different region.
///
///
///
/// The handle of the destination region. If it's the same as the region currently
/// occupied by the agent then the teleport will be within that region.
///
///
///
///
///
///
void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags);
///
/// Teleports the agent for the given client to their home destination.
///
///
///
bool TeleportHome(UUID id, IClientAPI client);
///
/// Teleport an agent directly to a given region without checking whether the region should be substituted.
///
///
/// Please use Teleport() instead unless you know exactly what you're doing.
/// Do not use for same region teleports.
///
///
///
/// /param>
///
///
///
void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination,
Vector3 position, Vector3 lookAt, uint teleportFlags);
///
/// Show whether the given agent is being teleported.
///
/// The agent ID
/// true if the agent is in the process of being teleported, false otherwise.
bool IsInTransit(UUID id);
bool Cross(ScenePresence agent, bool isFlying);
void AgentArrivedAtDestination(UUID agent);
void EnableChildAgents(ScenePresence agent);
void CheckChildAgents(ScenePresence agent);
void CloseOldChildAgents(ScenePresence agent);
void EnableChildAgent(ScenePresence agent, GridRegion region);
GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, EntityTransferContext ctx,
out Vector3 newpos, out string reason);
GridRegion GetObjectDestination(SceneObjectGroup grp, Vector3 targetPosition, out Vector3 newpos);
bool checkAgentAccessToRegion(ScenePresence agent, GridRegion destiny, Vector3 position, EntityTransferContext ctx, out string reason);
bool CrossPrimGroupIntoNewRegion(GridRegion destination, Vector3 newPosition, SceneObjectGroup grp, bool silent, bool removeScripts);
ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, EntityTransferContext ctx);
bool CrossAgentCreateFarChild(ScenePresence agent, GridRegion neighbourRegion, Vector3 pos, EntityTransferContext ctx);
bool HandleIncomingSceneObject(SceneObjectGroup so, Vector3 newPosition);
}
public interface IUserAgentVerificationModule
{
bool VerifyClient(AgentCircuitData aCircuit, string token);
}
}