IEntityTransferModule.cs 5.6 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.Collections.Generic;
  28. using GridRegion = OpenSim.Services.Interfaces.GridRegion;
  29. using OpenMetaverse;
  30. using OpenSim.Framework;
  31. using OpenSim.Region.Framework.Scenes;
  32. namespace OpenSim.Region.Framework.Interfaces
  33. {
  34. public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, EntityTransferContext ctx);
  35. public delegate ScenePresence CrossAsyncDelegate(ScenePresence agent, bool isFlying);
  36. public interface IEntityTransferModule
  37. {
  38. /// <summary>
  39. /// Teleport an agent within the same or to a different region.
  40. /// </summary>
  41. /// <param name='agent'></param>
  42. /// <param name='regionHandle'>
  43. /// The handle of the destination region. If it's the same as the region currently
  44. /// occupied by the agent then the teleport will be within that region.
  45. /// </param>
  46. /// <param name='agent'></param>
  47. /// <param name='regionHandle'></param>
  48. /// <param name='position'></param>
  49. /// <param name='lookAt'></param>
  50. /// <param name='teleportFlags'></param>
  51. void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags);
  52. /// <summary>
  53. /// Teleports the agent for the given client to their home destination.
  54. /// </summary>
  55. /// <param name='id'></param>
  56. /// <param name='client'></param>
  57. bool TeleportHome(UUID id, IClientAPI client);
  58. void RequestTeleportLandmark(IClientAPI remoteClient, AssetLandmark lm, Vector3 lookAt);
  59. /// <summary>
  60. /// Teleport an agent directly to a given region without checking whether the region should be substituted.
  61. /// </summary>
  62. /// <remarks>
  63. /// Please use Teleport() instead unless you know exactly what you're doing.
  64. /// Do not use for same region teleports.
  65. /// </remarks>
  66. /// <param name='sp'></param>
  67. /// <param name='reg'></param>
  68. /// <param name='finalDestination'>/param>
  69. /// <param name='position'></param>
  70. /// <param name='lookAt'></param>
  71. /// <param name='teleportFlags'></param>
  72. void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination,
  73. Vector3 position, Vector3 lookAt, uint teleportFlags);
  74. /// <summary>
  75. /// Show whether the given agent is being teleported.
  76. /// </summary>
  77. /// <param name='id'>The agent ID</para></param>
  78. /// <returns>true if the agent is in the process of being teleported, false otherwise.</returns>
  79. bool IsInTransit(UUID id);
  80. bool Cross(ScenePresence agent, bool isFlying);
  81. void AgentArrivedAtDestination(UUID agent);
  82. void EnableChildAgents(ScenePresence agent);
  83. void CheckChildAgents(ScenePresence agent);
  84. void CloseOldChildAgents(ScenePresence agent);
  85. void EnableChildAgent(ScenePresence agent, GridRegion region);
  86. GridRegion GetDestination(UUID agentID, Vector3 pos, EntityTransferContext ctx, out Vector3 newpos, out string reason);
  87. GridRegion GetObjectDestination(SceneObjectGroup grp, Vector3 targetPosition, out Vector3 newpos);
  88. bool checkAgentAccessToRegion(ScenePresence agent, GridRegion destiny, Vector3 position, EntityTransferContext ctx, out string reason);
  89. bool CrossPrimGroupIntoNewRegion(GridRegion destination, Vector3 newPosition, SceneObjectGroup grp, bool silent, bool removeScripts);
  90. ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, EntityTransferContext ctx);
  91. bool CrossAgentCreateFarChild(ScenePresence agent, GridRegion neighbourRegion, Vector3 pos, EntityTransferContext ctx);
  92. bool HandleIncomingSceneObject(SceneObjectGroup so, Vector3 newPosition);
  93. bool HandleIncomingAttachments(ScenePresence sp, List<SceneObjectGroup> attachments);
  94. }
  95. public interface IUserAgentVerificationModule
  96. {
  97. bool VerifyClient(AgentCircuitData aCircuit, string token);
  98. }
  99. }