/* * 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 System.Collections.Generic; using OpenMetaverse; using OpenSim.Framework; namespace OpenSim.Region.Framework.Interfaces { public delegate void ReportOutputAction(string format, params object[] args); public interface IAvatarFactoryModule { void SetAppearance(IScenePresence sp, AvatarAppearance appearance); void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams); /// <summary> /// Send the appearance of an avatar to others in the scene. /// </summary> /// <param name="agentId"></param> /// <returns></returns> bool SendAppearance(UUID agentId); /// <summary> /// Return the baked texture ids of the given agent. /// </summary> /// <param name="agentId"></param> /// <returns>An empty list if this agent has no baked textures (e.g. because it's a child agent)</returns> Dictionary<BakeType, Primitive.TextureEntryFace> GetBakedTextureFaces(UUID agentId); /// <summary> /// Save the baked textures for the given agent permanently in the asset database. /// </summary> /// <remarks> /// This is used to preserve apperance textures for NPCs /// </remarks> /// <param name="agentId"></param> /// <returns>true if a valid agent was found, false otherwise</returns> bool SaveBakedTextures(UUID agentId); /// <summary> /// Validate that OpenSim can find the baked textures need to display a given avatar /// </summary> /// <param name="client"></param> /// <param name="checkonly"></param> /// <returns> /// true if all the baked textures referenced by the texture IDs exist or the appearance is only using default textures. false otherwise. /// </returns> bool ValidateBakedTextureCache(IScenePresence sp); /// <summary> /// Request a rebake of textures for an avatar. /// </summary> /// <remarks> /// This will send the request to the viewer, since it's there that the rebake is done. /// </remarks> /// <param name="sp">Avatar to rebake.</param> /// <param name="missingTexturesOnly"> /// If true, only request a rebake for the textures that are missing. /// If false then we request a rebake of all textures for which we already have references. /// </param> /// <returns> /// Number of rebake requests made. This will depend upon whether we've previously received texture IDs. /// </returns> int RequestRebake(IScenePresence sp, bool missingTexturesOnly); void QueueAppearanceSend(UUID agentid); void QueueAppearanceSave(UUID agentid); /// <summary> /// Get a report about the current state of a scene presence's baked appearance textures. /// </summary> /// <param name="sp"></param> /// <param name="reportOutputAction"></param> /// <returns></returns> void WriteBakedTexturesReport(IScenePresence sp, ReportOutputAction reportOutputAction); } }