/* * 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 OpenSim 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; using System.Xml; using OpenMetaverse; using OpenMetaverse.Packets; using OpenSim.Framework; using OpenSim.Region.Framework.Scenes; namespace OpenSim.Region.Framework.Interfaces { public interface IAttachmentsModule { /// <summary> /// Attach an object to an avatar from the world. /// </summary> /// <param name="controllingClient"></param> /// <param name="localID"></param> /// <param name="attachPoint"></param> /// <param name="rot"></param> /// <param name="silent"></param> void AttachObject( IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, bool silent); /// <summary> /// Attach an object to an avatar. /// </summary> /// <param name="controllingClient"></param> /// <param name="localID"></param> /// <param name="attachPoint"></param> /// <param name="rot"></param> /// <param name="attachPos"></param> /// <param name="silent"></param> /// <returns>true if the object was successfully attached, false otherwise</returns> bool AttachObject( IClientAPI remoteClient, SceneObjectGroup grp, uint AttachmentPt, bool silent); /// <summary> /// Rez an attachment from user inventory and change inventory status to match. /// </summary> /// <param name="remoteClient"></param> /// <param name="itemID"></param> /// <param name="AttachmentPt"></param> /// <returns>The scene object that was attached. Null if the scene object could not be found</returns> UUID RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt); /// <summary> /// Rez an attachment from user inventory /// </summary> /// <param name="remoteClient"></param> /// <param name="itemID"></param> /// <param name="AttachmentPt"></param> /// <param name="updateinventoryStatus"> /// If true, we also update the user's inventory to show that the attachment is set. If false, we do not. /// False is required so that we don't attempt to update information when a user enters a scene with the /// attachment already correctly set up in inventory. /// <returns>The uuid of the scene object that was attached. Null if the scene object could not be found</returns> UUID RezSingleAttachmentFromInventory( IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus); // Same as above, but also load script states from a separate doc UUID RezSingleAttachmentFromInventory( IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc); /// <summary> /// Rez multiple attachments from a user's inventory /// </summary> /// <param name="remoteClient"></param> /// <param name="header"></param> /// <param name="objects"></param> void RezMultipleAttachmentsFromInventory( IClientAPI remoteClient, RezMultipleAttachmentsFromInvPacket.HeaderDataBlock header, RezMultipleAttachmentsFromInvPacket.ObjectDataBlock[] objects); /// <summary> /// Detach an object from the avatar. /// </summary> /// /// This method is called in response to a client's detach request, so we only update the information in /// inventory /// <param name="objectLocalID"></param> /// <param name="remoteClient"></param> void DetachObject(uint objectLocalID, IClientAPI remoteClient); /// <summary> /// Detach the given item to the ground. /// </summary> /// <param name="itemID"></param> /// <param name="remoteClient"></param> void DetachSingleAttachmentToGround(UUID itemID, IClientAPI remoteClient); /// <summary> /// Update the user inventory to the attachment of an item /// </summary> /// <param name="att"></param> /// <param name="remoteClient"></param> /// <param name="itemID"></param> /// <param name="AttachmentPt"></param> /// <returns></returns> UUID SetAttachmentInventoryStatus( SceneObjectGroup att, IClientAPI remoteClient, UUID itemID, uint AttachmentPt); /// <summary> /// Update the user inventory to show a detach. /// </summary> /// <param name="itemID"> /// A <see cref="UUID"/> /// </param> /// <param name="remoteClient"> /// A <see cref="IClientAPI"/> /// </param> void ShowDetachInUserInventory(UUID itemID, IClientAPI remoteClient); } }