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- /*
- * 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:
- * * Redistributions of source code must retain the above copyright
- * 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;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * 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 OpenMetaverse;
- //using OpenSim.Framework.Console;
- using Nini.Config;
- namespace OpenSim.Framework
- {
- public delegate void restart(RegionInfo thisRegion);
- public enum RegionStatus : int
- {
- Down = 0,
- Up = 1,
- Crashed = 2,
- Starting = 3,
- };
-
- /// <value>
- /// Indicate what action to take on an object derez request
- /// </value>
- public enum DeRezAction : byte
- {
- SaveToExistingUserInventoryItem = 0,
- TakeCopy = 1,
- Take = 4,
- GodTakeCopy = 5,
- Delete = 6,
- Return = 9
- };
- public interface IScene
- {
- /// <summary>
- /// The name of this scene.
- /// </summary>
- string Name { get; }
- RegionInfo RegionInfo { get; }
- RegionStatus RegionStatus { get; set; }
- IConfigSource Config { get; }
- /// <summary>
- /// Are logins enabled on this simulator?
- /// </summary>
- bool LoginsEnabled { get; set; }
- /// <summary>
- /// Is this region ready for use?
- /// </summary>
- /// <remarks>
- /// This does not mean that logins are enabled, merely that they can be.
- /// </remarks>
- bool Ready { get; set; }
- float TimeDilation { get; }
- bool AllowScriptCrossings { get; }
- event restart OnRestart;
- /// <summary>
- /// Add a new agent with an attached client. All agents except initial login clients will starts off as a child agent
- /// - the later agent crossing will promote it to a root agent.
- /// </summary>
- /// <param name="client"></param>
- /// <param name="type">The type of agent to add.</param>
- /// <returns>
- /// The scene agent if the new client was added or if an agent that already existed.</returns>
- ISceneAgent AddNewAgent(IClientAPI client, PresenceType type);
- /// <summary>
- /// Tell a single agent to disconnect from the region.
- /// </summary>
- /// <param name="agentID"></param>
- /// <param name="force">
- /// Force the agent to close even if it might be in the middle of some other operation. You do not want to
- /// force unless you are absolutely sure that the agent is dead and a normal close is not working.
- /// </param>
- bool CloseAgent(UUID agentID, bool force);
- void Restart();
- string GetSimulatorVersion();
- bool TryGetScenePresence(UUID agentID, out object scenePresence);
- /// <summary>
- /// Register an interface to a region module. This allows module methods to be called directly as
- /// well as via events. If there is already a module registered for this interface, it is not replaced
- /// (is this the best behaviour?)
- /// </summary>
- /// <param name="mod"></param>
- void RegisterModuleInterface<M>(M mod);
-
- void StackModuleInterface<M>(M mod);
- /// <summary>
- /// For the given interface, retrieve the region module which implements it.
- /// </summary>
- /// <returns>null if there is no registered module implementing that interface</returns>
- T RequestModuleInterface<T>();
- /// <summary>
- /// For the given interface, retrieve an array of region modules that implement it.
- /// </summary>
- /// <returns>an empty array if there are no registered modules implementing that interface</returns>
- T[] RequestModuleInterfaces<T>();
- // void AddCommand(object module, string command, string shorthelp, string longhelp, CommandDelegate callback);
- ISceneObject DeserializeObject(string representation);
- bool CheckClient(UUID agentID, System.Net.IPEndPoint ep);
- /// <summary>
- /// Start the scene and associated scripts within it.
- /// </summary>
- void Start();
- }
- }
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