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-rw-r--r--OpenSim/Region/Framework/Interfaces/IInventoryAccessModule.cs56
1 files changed, 52 insertions, 4 deletions
diff --git a/OpenSim/Region/Framework/Interfaces/IInventoryAccessModule.cs b/OpenSim/Region/Framework/Interfaces/IInventoryAccessModule.cs
index da11e61..1904011 100644
--- a/OpenSim/Region/Framework/Interfaces/IInventoryAccessModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IInventoryAccessModule.cs
@@ -54,10 +54,58 @@ namespace OpenSim.Region.Framework.Interfaces
54 /// FIXME: This is not very useful. It would be far more useful to return a list of items instead. 54 /// FIXME: This is not very useful. It would be far more useful to return a list of items instead.
55 /// </returns> 55 /// </returns>
56 UUID CopyToInventory(DeRezAction action, UUID folderID, List<SceneObjectGroup> objectGroups, IClientAPI remoteClient); 56 UUID CopyToInventory(DeRezAction action, UUID folderID, List<SceneObjectGroup> objectGroups, IClientAPI remoteClient);
57 57
58 SceneObjectGroup RezObject(IClientAPI remoteClient, UUID itemID, Vector3 RayEnd, Vector3 RayStart, 58 /// <summary>
59 UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection, 59 /// Rez an object into the scene from the user's inventory
60 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment); 60 /// </summary>
61 /// <remarks>
62 /// FIXME: It would be really nice if inventory access modules didn't also actually do the work of rezzing
63 /// things to the scene. The caller should be doing that, I think.
64 /// </remarks>
65 /// <param name="remoteClient"></param>
66 /// <param name="itemID"></param>
67 /// <param name="RayEnd"></param>
68 /// <param name="RayStart"></param>
69 /// <param name="RayTargetID"></param>
70 /// <param name="BypassRayCast"></param>
71 /// <param name="RayEndIsIntersection"></param>
72 /// <param name="RezSelected"></param>
73 /// <param name="RemoveItem"></param>
74 /// <param name="fromTaskID"></param>
75 /// <param name="attachment"></param>
76 /// <returns>The SceneObjectGroup rezzed or null if rez was unsuccessful.</returns>
77 SceneObjectGroup RezObject(
78 IClientAPI remoteClient, UUID itemID, Vector3 RayEnd, Vector3 RayStart,
79 UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
80 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment);
81
82 /// <summary>
83 /// Rez an object into the scene from the user's inventory
84 /// </summary>
85 /// <remarks>
86 /// FIXME: It would be really nice if inventory access modules didn't also actually do the work of rezzing
87 /// things to the scene. The caller should be doing that, I think.
88 /// </remarks>
89 /// <param name="remoteClient"></param>
90 /// <param name="item">
91 /// The item from which the object asset came. Can be null, in which case pre and post rez item adjustment and checks are not performed.
92 /// </param>
93 /// <param name="assetID">The asset id for the object to rez.</param>
94 /// <param name="RayEnd"></param>
95 /// <param name="RayStart"></param>
96 /// <param name="RayTargetID"></param>
97 /// <param name="BypassRayCast"></param>
98 /// <param name="RayEndIsIntersection"></param>
99 /// <param name="RezSelected"></param>
100 /// <param name="RemoveItem"></param>
101 /// <param name="fromTaskID"></param>
102 /// <param name="attachment"></param>
103 /// <returns>The SceneObjectGroup rezzed or null if rez was unsuccessful.</returns>
104 SceneObjectGroup RezObject(
105 IClientAPI remoteClient, InventoryItemBase item, UUID assetID, Vector3 RayEnd, Vector3 RayStart,
106 UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
107 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment);
108
61 void TransferInventoryAssets(InventoryItemBase item, UUID sender, UUID receiver); 109 void TransferInventoryAssets(InventoryItemBase item, UUID sender, UUID receiver);
62 110
63 /// <summary> 111 /// <summary>