/* * 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 OpenMetaverse; //using OpenSim.Framework.Console; using Nini.Config; namespace OpenSim.Framework { public delegate void restart(RegionInfo thisRegion); public enum RegionStatus : int { Down = 0, Up = 1, Crashed = 2, Starting = 3, }; /// <value> /// Indicate what action to take on an object derez request /// </value> public enum DeRezAction : byte { SaveToExistingUserInventoryItem = 0, TakeCopy = 1, Take = 4, GodTakeCopy = 5, Delete = 6, Return = 9 }; public interface IScene { RegionInfo RegionInfo { get; } RegionStatus RegionStatus { get; set; } IConfigSource Config { get; } float TimeDilation { get; } bool AllowScriptCrossings { get; } event restart OnRestart; /// <summary> /// Add a new client and create a presence for it. All clients except initial login clients will starts off as a child agent /// - the later agent crossing will promote it to a root agent. /// </summary> /// <param name="client"></param> /// <param name="type">The type of agent to add.</param> /// <returns> /// The scene agent if the new client was added or if an agent that already existed.</returns> ISceneAgent AddNewClient(IClientAPI client, PresenceType type); /// <summary> /// Remove the given client from the scene. /// </summary> /// <param name="agentID"></param> /// <param name="closeChildAgents">Close the neighbour child agents associated with this client.</param> void RemoveClient(UUID agentID, bool closeChildAgents); void Restart(); //RegionInfo OtherRegionUp(RegionInfo thisRegion); string GetSimulatorVersion(); bool TryGetScenePresence(UUID agentID, out object scenePresence); /// <summary> /// Register an interface to a region module. This allows module methods to be called directly as /// well as via events. If there is already a module registered for this interface, it is not replaced /// (is this the best behaviour?) /// </summary> /// <param name="mod"></param> void RegisterModuleInterface<M>(M mod); void StackModuleInterface<M>(M mod); /// <summary> /// For the given interface, retrieve the region module which implements it. /// </summary> /// <returns>null if there is no registered module implementing that interface</returns> T RequestModuleInterface<T>(); /// <summary> /// For the given interface, retrieve an array of region modules that implement it. /// </summary> /// <returns>an empty array if there are no registered modules implementing that interface</returns> T[] RequestModuleInterfaces<T>(); // void AddCommand(object module, string command, string shorthelp, string longhelp, CommandDelegate callback); ISceneObject DeserializeObject(string representation); bool CheckClient(UUID agentID, System.Net.IPEndPoint ep); } }