ILandChannel.cs 4.1 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 OpenSim 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.Collections.Generic;
  28. using libsecondlife;
  29. using libsecondlife.Packets;
  30. using OpenSim.Framework;
  31. using OpenSim.Region.Environment.Scenes;
  32. namespace OpenSim.Region.Environment.Interfaces
  33. {
  34. public interface ILandChannel
  35. {
  36. bool allowedForcefulBans { get; set; }
  37. void IncomingLandObjectsFromStorage(List<LandData> data);
  38. void IncomingLandObjectFromStorage(LandData data);
  39. void NoLandDataFromStorage();
  40. ILandObject getLandObject(int x, int y);
  41. ILandObject getLandObject(float x, float y);
  42. void setPrimsTainted();
  43. bool isLandPrimCountTainted();
  44. void sendLandUpdate(ScenePresence avatar, bool force);
  45. void sendLandUpdate(ScenePresence avatar);
  46. void resetAllLandPrimCounts();
  47. void addPrimToLandPrimCounts(SceneObjectGroup obj);
  48. void removePrimFromLandPrimCounts(SceneObjectGroup obj);
  49. void finalizeLandPrimCountUpdate();
  50. void updateLandPrimCounts();
  51. void performParcelPrimCountUpdate();
  52. void updateLandObject(int local_id, LandData newData);
  53. void sendParcelOverlay(IClientAPI remote_client);
  54. void handleParcelPropertiesRequest(int start_x, int start_y, int end_x, int end_y, int sequence_id, bool snap_selection, IClientAPI remote_client);
  55. void handleParcelPropertiesUpdateRequest(ParcelPropertiesUpdatePacket packet, IClientAPI remote_client);
  56. void handleParcelDivideRequest(int west, int south, int east, int north, IClientAPI remote_client);
  57. void handleParcelJoinRequest(int west, int south, int east, int north, IClientAPI remote_client);
  58. void handleParcelSelectObjectsRequest(int local_id, int request_type, IClientAPI remote_client);
  59. void handleParcelObjectOwnersRequest(int local_id, IClientAPI remote_client);
  60. void resetSimLandObjects();
  61. List<ILandObject> parcelsNearPoint(LLVector3 position);
  62. void sendYouAreBannedNotice(ScenePresence avatar);
  63. void handleAvatarChangingParcel(ScenePresence avatar, int localLandID, LLUUID regionID);
  64. void sendOutNearestBanLine(IClientAPI avatar);
  65. void handleSignificantClientMovement(IClientAPI remote_client);
  66. void handleAnyClientMovement(ScenePresence avatar);
  67. void handleParcelAccessRequest(LLUUID agentID, LLUUID sessionID, uint flags, int sequenceID, int landLocalID, IClientAPI remote_client);
  68. void handleParcelAccessUpdateRequest(LLUUID agentID, LLUUID sessionID, uint flags, int landLocalID, List<ParcelManager.ParcelAccessEntry> entries, IClientAPI remote_client);
  69. }
  70. }