IScenePresence.cs 3.9 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;
  28. using System.Collections.Generic;
  29. using OpenSim.Framework;
  30. using OpenSim.Region.Framework.Scenes;
  31. namespace OpenSim.Region.Framework.Interfaces
  32. {
  33. /// <summary>
  34. /// An agent in the scene.
  35. /// </summary>
  36. /// <remarks>
  37. /// Interface is a work in progress. Please feel free to add other required properties and methods.
  38. /// </remarks>
  39. public interface IScenePresence : ISceneEntity
  40. {
  41. /// <value>
  42. /// The client controlling this presence
  43. /// </value>
  44. IClientAPI ControllingClient { get; }
  45. /// <summary>
  46. /// What type of presence is this? User, NPC, etc.
  47. /// </summary>
  48. PresenceType PresenceType { get; }
  49. /// <summary>
  50. /// Avatar appearance data.
  51. /// </summary>
  52. /// <remarks>
  53. // Because appearance setting is in a module, we actually need
  54. // to give it access to our appearance directly, otherwise we
  55. // get a synchronization issue.
  56. /// </remarks>
  57. AvatarAppearance Appearance { get; set; }
  58. /// <summary>
  59. /// The AttachmentsModule synchronizes on this to avoid race conditions between commands to add and remove attachments.
  60. /// </summary>
  61. /// <remarks>
  62. /// All add and remove attachment operations must synchronize on this for the lifetime of their operations.
  63. /// </remarks>
  64. Object AttachmentsSyncLock { get; }
  65. /// <summary>
  66. /// The scene objects attached to this avatar.
  67. /// </summary>
  68. /// <returns>
  69. /// A copy of the list.
  70. /// </returns>
  71. /// <remarks>
  72. /// Do not change this list directly - use the attachments module.
  73. /// </remarks>
  74. List<SceneObjectGroup> GetAttachments();
  75. /// <summary>
  76. /// The scene objects attached to this avatar at a specific attachment point.
  77. /// </summary>
  78. /// <param name="attachmentPoint"></param>
  79. /// <returns></returns>
  80. List<SceneObjectGroup> GetAttachments(uint attachmentPoint);
  81. bool HasAttachments();
  82. // Don't use these methods directly. Instead, use the AttachmentsModule
  83. void AddAttachment(SceneObjectGroup gobj);
  84. void RemoveAttachment(SceneObjectGroup gobj);
  85. void ClearAttachments();
  86. }
  87. }