/*
* 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:
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* 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;
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* 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, string level, params object[] args);
public interface IAvatarFactoryModule
{
void SetAppearance(IScenePresence sp, AvatarAppearance appearance, WearableCacheItem[] cacheItems);
void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams, WearableCacheItem[] cacheItems);
void SetPreferencesHoverZ(UUID agentId, float val);
///
/// Send the appearance of an avatar to others in the scene.
///
///
///
bool SendAppearance(UUID agentId);
///
/// Return the baked texture ids of the given agent.
///
///
/// An empty list if this agent has no baked textures (e.g. because it's a child agent)
Dictionary GetBakedTextureFaces(UUID agentId);
WearableCacheItem[] GetCachedItems(UUID agentId);
///
/// Save the baked textures for the given agent permanently in the asset database.
///
///
/// This is used to preserve apperance textures for NPCs
///
///
/// true if a valid agent was found, false otherwise
bool SaveBakedTextures(UUID agentId);
///
/// Validate that OpenSim can find the baked textures need to display a given avatar
///
///
///
///
/// true if all the baked textures referenced by the texture IDs exist or the appearance is only using default textures. false otherwise.
///
bool ValidateBakedTextureCache(IScenePresence sp);
///
/// Request a rebake of textures for an avatar.
///
///
/// This will send the request to the viewer, since it's there that the rebake is done.
///
/// Avatar to rebake.
///
/// 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.
///
///
/// Number of rebake requests made. This will depend upon whether we've previously received texture IDs.
///
int RequestRebake(IScenePresence sp, bool missingTexturesOnly);
void QueueAppearanceSend(UUID agentid);
void QueueAppearanceSave(UUID agentid);
///
/// Get a report about the current state of a scene presence's baked appearance textures.
///
///
///
///
void WriteBakedTexturesReport(IScenePresence sp, ReportOutputAction reportOutputAction);
}
}