/*
* 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.Console;
using Nini.Config;
namespace OpenSim.Framework
{
public delegate void restart(RegionInfo thisRegion);
public enum RegionStatus : int
{
Down = 0,
Up = 1,
Crashed = 2,
Starting = 3,
};
///
/// Indicate what action to take on an object derez request
///
public enum DeRezAction : byte
{
SaveToExistingUserInventoryItem = 0,
TakeCopy = 1,
Take = 4,
GodTakeCopy = 5,
Delete = 6,
Return = 9
};
public interface IScene
{
///
/// The name of this scene.
///
string Name { get; }
RegionInfo RegionInfo { get; }
RegionStatus RegionStatus { get; set; }
IConfigSource Config { get; }
///
/// Are logins enabled on this simulator?
///
bool LoginsEnabled { get; set; }
///
/// Is this region ready for use?
///
///
/// This does not mean that logins are enabled, merely that they can be.
///
bool Ready { get; set; }
float TimeDilation { get; }
bool AllowScriptCrossings { get; }
event restart OnRestart;
///
/// Add a new client and create a presence for it. All clients except initial login clients will starts off as a child agent
/// - the later agent crossing will promote it to a root agent.
///
///
/// The type of agent to add.
///
/// The scene agent if the new client was added or if an agent that already existed.
ISceneAgent AddNewClient(IClientAPI client, PresenceType type);
///
/// Remove the given client from the scene.
///
///
/// Close the neighbour child agents associated with this client.
void RemoveClient(UUID agentID, bool closeChildAgents);
void Restart();
//RegionInfo OtherRegionUp(RegionInfo thisRegion);
string GetSimulatorVersion();
bool TryGetScenePresence(UUID agentID, out object scenePresence);
///
/// Register an interface to a region module. This allows module methods to be called directly as
/// well as via events. If there is already a module registered for this interface, it is not replaced
/// (is this the best behaviour?)
///
///
void RegisterModuleInterface(M mod);
void StackModuleInterface(M mod);
///
/// For the given interface, retrieve the region module which implements it.
///
/// null if there is no registered module implementing that interface
T RequestModuleInterface();
///
/// For the given interface, retrieve an array of region modules that implement it.
///
/// an empty array if there are no registered modules implementing that interface
T[] RequestModuleInterfaces();
// void AddCommand(object module, string command, string shorthelp, string longhelp, CommandDelegate callback);
ISceneObject DeserializeObject(string representation);
bool CheckClient(UUID agentID, System.Net.IPEndPoint ep);
///
/// Start the scene and associated scripts within it.
///
void Start();
}
}