/* * 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; using OpenSim.Region.Framework.Scenes; namespace OpenSim.Region.Framework.Interfaces { public delegate bool ChildAgentUpdateReceived(AgentData data); public interface IInterregionCommsOut { #region Agents bool SendCreateChildAgent(ulong regionHandle, AgentCircuitData aCircuit, uint teleportFlags, out string reason); /// <summary> /// Full child agent update. /// </summary> /// <param name="regionHandle"></param> /// <param name="data"></param> /// <returns></returns> bool SendChildAgentUpdate(ulong regionHandle, AgentData data); /// <summary> /// Short child agent update, mostly for position. /// </summary> /// <param name="regionHandle"></param> /// <param name="data"></param> /// <returns></returns> bool SendChildAgentUpdate(ulong regionHandle, AgentPosition data); bool SendRetrieveRootAgent(ulong regionHandle, UUID id, out IAgentData agent); /// <summary> /// Message from receiving region to departing region, telling it got contacted by the client. /// When sent over REST, it invokes the opaque uri. /// </summary> /// <param name="regionHandle"></param> /// <param name="id"></param> /// <param name="uri"></param> /// <returns></returns> bool SendReleaseAgent(ulong regionHandle, UUID id, string uri); /// <summary> /// Close chid agent. /// </summary> /// <param name="regionHandle"></param> /// <param name="id"></param> /// <returns></returns> bool SendCloseChildAgent(ulong regionHandle, UUID id); /// <summary> /// Close agent. /// </summary> /// <param name="regionHandle"></param> /// <param name="id"></param> /// <returns></returns> bool SendCloseAgent(ulong regionHandle, UUID id); #endregion Agents #region Objects /// <summary> /// Create an object in the destination region. This message is used primarily for prim crossing. /// </summary> /// <param name="regionHandle"></param> /// <param name="sog"></param> /// <param name="isLocalCall"></param> /// <returns></returns> bool SendCreateObject(ulong regionHandle, SceneObjectGroup sog, bool isLocalCall); /// <summary> /// Create an object from the user's inventory in the destination region. /// This message is used primarily by clients. /// </summary> /// <param name="regionHandle"></param> /// <param name="userID"></param> /// <param name="itemID"></param> /// <returns></returns> bool SendCreateObject(ulong regionHandle, UUID userID, UUID itemID); #endregion Objects } // This may not be needed, but having it here for now. public interface IInterregionCommsIn { event ChildAgentUpdateReceived OnChildAgentUpdate; } }