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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
28using System;
29using System.Collections.Generic;
30using OpenSim.Framework;
31using OpenSim.Region.Framework.Scenes;
32
33namespace OpenSim.Region.Framework.Interfaces
34{
35 /// <summary>
36 /// An agent in the scene.
37 /// </summary>
38 /// <remarks>
39 /// Interface is a work in progress. Please feel free to add other required properties and methods.
40 /// </remarks>
41 public interface IScenePresence : ISceneAgent
42 {
43 /// <summary>
44 /// Copy of the script states while the agent is in transit. This state may
45 /// need to be placed back in case of transfer fail.
46 /// </summary>
47 List<string> InTransitScriptStates { get; }
48
49 /// <summary>
50 /// The AttachmentsModule synchronizes on this to avoid race conditions between commands to add and remove attachments.
51 /// </summary>
52 /// <remarks>
53 /// All add and remove attachment operations must synchronize on this for the lifetime of their operations.
54 /// </remarks>
55 Object AttachmentsSyncLock { get; }
56
57 /// <summary>
58 /// The scene objects attached to this avatar.
59 /// </summary>
60 /// <returns>
61 /// A copy of the list.
62 /// </returns>
63 /// <remarks>
64 /// Do not change this list directly - use the attachments module.
65 /// </remarks>
66 List<SceneObjectGroup> GetAttachments();
67
68 /// <summary>
69 /// The scene objects attached to this avatar at a specific attachment point.
70 /// </summary>
71 /// <param name="attachmentPoint"></param>
72 /// <returns></returns>
73 List<SceneObjectGroup> GetAttachments(uint attachmentPoint);
74
75 /// <summary>
76 /// Does this avatar have any attachments?
77 /// </summary>
78 /// <returns></returns>
79 bool HasAttachments();
80
81 // Don't use these methods directly. Instead, use the AttachmentsModule
82 void AddAttachment(SceneObjectGroup gobj);
83 void RemoveAttachment(SceneObjectGroup gobj);
84 void ClearAttachments();
85 }
86}