/* * 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; using System.Collections.Generic; using OpenSim.Framework; using OpenSim.Region.Framework.Scenes; namespace OpenSim.Region.Framework.Interfaces { /// <summary> /// An agent in the scene. /// </summary> /// <remarks> /// Interface is a work in progress. Please feel free to add other required properties and methods. /// </remarks> public interface IScenePresence : ISceneAgent { /// <summary> /// Copy of the script states while the agent is in transit. This state may /// need to be placed back in case of transfer fail. /// </summary> List<string> InTransitScriptStates { get; } /// <summary> /// The AttachmentsModule synchronizes on this to avoid race conditions between commands to add and remove attachments. /// </summary> /// <remarks> /// All add and remove attachment operations must synchronize on this for the lifetime of their operations. /// </remarks> Object AttachmentsSyncLock { get; } /// <summary> /// The scene objects attached to this avatar. /// </summary> /// <returns> /// A copy of the list. /// </returns> /// <remarks> /// Do not change this list directly - use the attachments module. /// </remarks> List<SceneObjectGroup> GetAttachments(); /// <summary> /// The scene objects attached to this avatar at a specific attachment point. /// </summary> /// <param name="attachmentPoint"></param> /// <returns></returns> List<SceneObjectGroup> GetAttachments(uint attachmentPoint); /// <summary> /// Does this avatar have any attachments? /// </summary> /// <returns></returns> bool HasAttachments(); // Don't use these methods directly. Instead, use the AttachmentsModule void AddAttachment(SceneObjectGroup gobj); void RemoveAttachment(SceneObjectGroup gobj); void ClearAttachments(); } }