IAvatarFactoryModule.cs 4.8 KB

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