IScene.cs 3.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108
  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 delegate void regionup (RegionInfo thisRegion);
  34. public enum RegionStatus : int
  35. {
  36. Down = 0,
  37. Up = 1,
  38. Crashed = 2,
  39. Starting = 3,
  40. SlaveScene = 4
  41. };
  42. /// <value>
  43. /// Indicate what action to take on an object derez request
  44. /// </value>
  45. public enum DeRezAction : byte
  46. {
  47. SaveToExistingUserInventoryItem = 0,
  48. TakeCopy = 1,
  49. Take = 4,
  50. GodTakeCopy = 5,
  51. Delete = 6,
  52. Return = 9
  53. };
  54. public interface IScene
  55. {
  56. RegionInfo RegionInfo { get; }
  57. RegionStatus RegionStatus { get; set; }
  58. IConfigSource Config { get; }
  59. float TimeDilation { get; }
  60. bool AllowScriptCrossings { get; }
  61. event restart OnRestart;
  62. void AddNewClient(IClientAPI client);
  63. void RemoveClient(UUID agentID);
  64. void Restart();
  65. //RegionInfo OtherRegionUp(RegionInfo thisRegion);
  66. string GetSimulatorVersion();
  67. /// <summary>
  68. /// Is the agent denoted by the given agentID a child presence in this scene?
  69. /// </summary>
  70. ///
  71. /// Used by ClientView when a 'kick everyone' or 'estate message' occurs
  72. ///
  73. /// <param name="avatarID">AvatarID to lookup</param>
  74. /// <returns>true if the presence is a child agent, false if the presence is a root exception</returns>
  75. /// <exception cref="System.NullReferenceException">
  76. /// Thrown if the agent does not exist.
  77. /// </exception>
  78. bool PresenceChildStatus(UUID agentId);
  79. bool TryGetScenePresence(UUID agentID, out object scenePresence);
  80. T RequestModuleInterface<T>();
  81. T[] RequestModuleInterfaces<T>();
  82. void RegisterModuleInterface<M>(M mod);
  83. void StackModuleInterface<M>(M mod);
  84. void AddCommand(object module, string command, string shorthelp, string longhelp, CommandDelegate callback);
  85. ISceneObject DeserializeObject(string representation);
  86. bool CheckClient(UUID agentID, System.Net.IPEndPoint ep);
  87. }
  88. }