IScene.cs 5.3 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 OpenMetaverse;
  28. //using OpenSim.Framework.Console;
  29. using Nini.Config;
  30. namespace OpenSim.Framework
  31. {
  32. public delegate void restart(RegionInfo thisRegion);
  33. public enum RegionStatus : int
  34. {
  35. Down = 0,
  36. Up = 1,
  37. Crashed = 2,
  38. Starting = 3,
  39. };
  40. /// <value>
  41. /// Indicate what action to take on an object derez request
  42. /// </value>
  43. public enum DeRezAction : byte
  44. {
  45. SaveToExistingUserInventoryItem = 0,
  46. TakeCopy = 1,
  47. Take = 4,
  48. GodTakeCopy = 5,
  49. Delete = 6,
  50. Return = 9
  51. };
  52. public interface IScene
  53. {
  54. /// <summary>
  55. /// The name of this scene.
  56. /// </summary>
  57. string Name { get; }
  58. RegionInfo RegionInfo { get; }
  59. RegionStatus RegionStatus { get; set; }
  60. IConfigSource Config { get; }
  61. /// <summary>
  62. /// Are logins enabled on this simulator?
  63. /// </summary>
  64. bool LoginsEnabled { get; set; }
  65. /// <summary>
  66. /// Is this region ready for use?
  67. /// </summary>
  68. /// <remarks>
  69. /// This does not mean that logins are enabled, merely that they can be.
  70. /// </remarks>
  71. bool Ready { get; set; }
  72. float TimeDilation { get; }
  73. bool AllowScriptCrossings { get; }
  74. event restart OnRestart;
  75. /// <summary>
  76. /// Add a new client and create a presence for it. All clients except initial login clients will starts off as a child agent
  77. /// - the later agent crossing will promote it to a root agent.
  78. /// </summary>
  79. /// <param name="client"></param>
  80. /// <param name="type">The type of agent to add.</param>
  81. /// <returns>
  82. /// The scene agent if the new client was added or if an agent that already existed.</returns>
  83. ISceneAgent AddNewClient(IClientAPI client, PresenceType type);
  84. /// <summary>
  85. /// Remove the given client from the scene.
  86. /// </summary>
  87. /// <param name="agentID"></param>
  88. /// <param name="closeChildAgents">Close the neighbour child agents associated with this client.</param>
  89. void RemoveClient(UUID agentID, bool closeChildAgents);
  90. void Restart();
  91. //RegionInfo OtherRegionUp(RegionInfo thisRegion);
  92. string GetSimulatorVersion();
  93. bool TryGetScenePresence(UUID agentID, out object scenePresence);
  94. /// <summary>
  95. /// Register an interface to a region module. This allows module methods to be called directly as
  96. /// well as via events. If there is already a module registered for this interface, it is not replaced
  97. /// (is this the best behaviour?)
  98. /// </summary>
  99. /// <param name="mod"></param>
  100. void RegisterModuleInterface<M>(M mod);
  101. void StackModuleInterface<M>(M mod);
  102. /// <summary>
  103. /// For the given interface, retrieve the region module which implements it.
  104. /// </summary>
  105. /// <returns>null if there is no registered module implementing that interface</returns>
  106. T RequestModuleInterface<T>();
  107. /// <summary>
  108. /// For the given interface, retrieve an array of region modules that implement it.
  109. /// </summary>
  110. /// <returns>an empty array if there are no registered modules implementing that interface</returns>
  111. T[] RequestModuleInterfaces<T>();
  112. // void AddCommand(object module, string command, string shorthelp, string longhelp, CommandDelegate callback);
  113. ISceneObject DeserializeObject(string representation);
  114. bool CheckClient(UUID agentID, System.Net.IPEndPoint ep);
  115. /// <summary>
  116. /// Start the scene and associated scripts within it.
  117. /// </summary>
  118. void Start();
  119. }
  120. }