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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.Collections.Generic;
- using OpenMetaverse;
- using OpenSim.Framework;
- namespace OpenSim.Region.Framework.Interfaces
- {
- public delegate void ReportOutputAction(string format, params object[] args);
- public interface IAvatarFactoryModule
- {
- void SetAppearance(IScenePresence sp, AvatarAppearance appearance, WearableCacheItem[] cacheItems);
- void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams, WearableCacheItem[] cacheItems);
- /// <summary>
- /// Send the appearance of an avatar to others in the scene.
- /// </summary>
- /// <param name="agentId"></param>
- /// <returns></returns>
- bool SendAppearance(UUID agentId);
- /// <summary>
- /// Return the baked texture ids of the given agent.
- /// </summary>
- /// <param name="agentId"></param>
- /// <returns>An empty list if this agent has no baked textures (e.g. because it's a child agent)</returns>
- Dictionary<BakeType, Primitive.TextureEntryFace> GetBakedTextureFaces(UUID agentId);
- WearableCacheItem[] GetCachedItems(UUID agentId);
- /// <summary>
- /// Save the baked textures for the given agent permanently in the asset database.
- /// </summary>
- /// <remarks>
- /// This is used to preserve apperance textures for NPCs
- /// </remarks>
- /// <param name="agentId"></param>
- /// <returns>true if a valid agent was found, false otherwise</returns>
- bool SaveBakedTextures(UUID agentId);
- /// <summary>
- /// Validate that OpenSim can find the baked textures need to display a given avatar
- /// </summary>
- /// <param name="client"></param>
- /// <param name="checkonly"></param>
- /// <returns>
- /// true if all the baked textures referenced by the texture IDs exist or the appearance is only using default textures. false otherwise.
- /// </returns>
- bool ValidateBakedTextureCache(IScenePresence sp);
- /// <summary>
- /// Request a rebake of textures for an avatar.
- /// </summary>
- /// <remarks>
- /// This will send the request to the viewer, since it's there that the rebake is done.
- /// </remarks>
- /// <param name="sp">Avatar to rebake.</param>
- /// <param name="missingTexturesOnly">
- /// If true, only request a rebake for the textures that are missing.
- /// If false then we request a rebake of all textures for which we already have references.
- /// </param>
- /// <returns>
- /// Number of rebake requests made. This will depend upon whether we've previously received texture IDs.
- /// </returns>
- int RequestRebake(IScenePresence sp, bool missingTexturesOnly);
- void QueueAppearanceSend(UUID agentid);
- void QueueAppearanceSave(UUID agentid);
- /// <summary>
- /// Get a report about the current state of a scene presence's baked appearance textures.
- /// </summary>
- /// <param name="sp"></param>
- /// <param name="reportOutputAction"></param>
- /// <returns></returns>
- void WriteBakedTexturesReport(IScenePresence sp, ReportOutputAction reportOutputAction);
- }
- }
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