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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 System;
- using System.Collections.Generic;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Scenes;
- namespace OpenSim.Region.Framework.Interfaces
- {
- /// <summary>
- /// An agent in the scene.
- /// </summary>
- /// <remarks>
- /// Interface is a work in progress. Please feel free to add other required properties and methods.
- /// </remarks>
- public interface IScenePresence : ISceneEntity
- {
- /// <value>
- /// The client controlling this presence
- /// </value>
- IClientAPI ControllingClient { get; }
- /// <summary>
- /// What type of presence is this? User, NPC, etc.
- /// </summary>
- PresenceType PresenceType { get; }
- /// <summary>
- /// Avatar appearance data.
- /// </summary>
- /// <remarks>
- // Because appearance setting is in a module, we actually need
- // to give it access to our appearance directly, otherwise we
- // get a synchronization issue.
- /// </remarks>
- AvatarAppearance Appearance { get; set; }
- /// <summary>
- /// The AttachmentsModule synchronizes on this to avoid race conditions between commands to add and remove attachments.
- /// </summary>
- /// <remarks>
- /// All add and remove attachment operations must synchronize on this for the lifetime of their operations.
- /// </remarks>
- Object AttachmentsSyncLock { get; }
- /// <summary>
- /// The scene objects attached to this avatar.
- /// </summary>
- /// <returns>
- /// A copy of the list.
- /// </returns>
- /// <remarks>
- /// Do not change this list directly - use the attachments module.
- /// </remarks>
- List<SceneObjectGroup> GetAttachments();
- /// <summary>
- /// The scene objects attached to this avatar at a specific attachment point.
- /// </summary>
- /// <param name="attachmentPoint"></param>
- /// <returns></returns>
- List<SceneObjectGroup> GetAttachments(uint attachmentPoint);
- bool HasAttachments();
- // Don't use these methods directly. Instead, use the AttachmentsModule
- void AddAttachment(SceneObjectGroup gobj);
- void RemoveAttachment(SceneObjectGroup gobj);
- void ClearAttachments();
- }
- }
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