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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 GridRegion = OpenSim.Services.Interfaces.GridRegion;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Scenes;
- namespace OpenSim.Region.Framework.Interfaces
- {
- public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, EntityTransferContext ctx);
- public delegate ScenePresence CrossAsyncDelegate(ScenePresence agent, bool isFlying);
- public interface IEntityTransferModule
- {
- /// <summary>
- /// Teleport an agent within the same or to a different region.
- /// </summary>
- /// <param name='agent'></param>
- /// <param name='regionHandle'>
- /// The handle of the destination region. If it's the same as the region currently
- /// occupied by the agent then the teleport will be within that region.
- /// </param>
- /// <param name='agent'></param>
- /// <param name='regionHandle'></param>
- /// <param name='position'></param>
- /// <param name='lookAt'></param>
- /// <param name='teleportFlags'></param>
- void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags);
- /// <summary>
- /// Teleports the agent for the given client to their home destination.
- /// </summary>
- /// <param name='id'></param>
- /// <param name='client'></param>
- bool TeleportHome(UUID id, IClientAPI client);
- void RequestTeleportLandmark(IClientAPI remoteClient, AssetLandmark lm, Vector3 lookAt);
- /// <summary>
- /// Teleport an agent directly to a given region without checking whether the region should be substituted.
- /// </summary>
- /// <remarks>
- /// Please use Teleport() instead unless you know exactly what you're doing.
- /// Do not use for same region teleports.
- /// </remarks>
- /// <param name='sp'></param>
- /// <param name='reg'></param>
- /// <param name='finalDestination'>/param>
- /// <param name='position'></param>
- /// <param name='lookAt'></param>
- /// <param name='teleportFlags'></param>
- void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination,
- Vector3 position, Vector3 lookAt, uint teleportFlags);
- /// <summary>
- /// Show whether the given agent is being teleported.
- /// </summary>
- /// <param name='id'>The agent ID</para></param>
- /// <returns>true if the agent is in the process of being teleported, false otherwise.</returns>
- bool IsInTransit(UUID id);
- bool Cross(ScenePresence agent, bool isFlying);
- void AgentArrivedAtDestination(UUID agent);
- void EnableChildAgents(ScenePresence agent);
- void CheckChildAgents(ScenePresence agent);
- void CloseOldChildAgents(ScenePresence agent);
- void EnableChildAgent(ScenePresence agent, GridRegion region);
- GridRegion GetDestination(UUID agentID, Vector3 pos, EntityTransferContext ctx, out Vector3 newpos, out string reason);
- GridRegion GetObjectDestination(SceneObjectGroup grp, Vector3 targetPosition, out Vector3 newpos);
- bool checkAgentAccessToRegion(ScenePresence agent, GridRegion destiny, Vector3 position, EntityTransferContext ctx, out string reason);
- bool CrossPrimGroupIntoNewRegion(GridRegion destination, Vector3 newPosition, SceneObjectGroup grp, bool silent, bool removeScripts);
- ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, EntityTransferContext ctx);
- bool CrossAgentCreateFarChild(ScenePresence agent, GridRegion neighbourRegion, Vector3 pos, EntityTransferContext ctx);
- bool HandleIncomingSceneObject(SceneObjectGroup so, Vector3 newPosition);
- bool HandleIncomingAttachments(ScenePresence sp, List<SceneObjectGroup> attachments);
- }
- public interface IUserAgentVerificationModule
- {
- bool VerifyClient(AgentCircuitData aCircuit, string token);
- }
- }
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