/*
* 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 OpenSim 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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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Xml;
using OpenMetaverse;
using OpenMetaverse.Packets;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.Framework.Interfaces
{
public interface IAttachmentsModule
{
///
/// Attach an object to an avatar from the world.
///
///
///
///
///
///
void AttachObject(
IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, bool silent);
///
/// Attach an object to an avatar.
///
///
///
///
///
///
///
/// true if the object was successfully attached, false otherwise
bool AttachObject(
IClientAPI remoteClient, SceneObjectGroup grp, uint AttachmentPt, bool silent);
///
/// Rez an attachment from user inventory and change inventory status to match.
///
///
///
///
/// The scene object that was attached. Null if the scene object could not be found
UUID RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt);
///
/// Rez an attachment from user inventory
///
///
///
///
///
/// If true, we also update the user's inventory to show that the attachment is set. If false, we do not.
/// False is required so that we don't attempt to update information when a user enters a scene with the
/// attachment already correctly set up in inventory.
/// The uuid of the scene object that was attached. Null if the scene object could not be found
UUID RezSingleAttachmentFromInventory(
IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus);
// Same as above, but also load script states from a separate doc
UUID RezSingleAttachmentFromInventory(
IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc);
///
/// Rez multiple attachments from a user's inventory
///
///
///
///
void RezMultipleAttachmentsFromInventory(
IClientAPI remoteClient,
RezMultipleAttachmentsFromInvPacket.HeaderDataBlock header,
RezMultipleAttachmentsFromInvPacket.ObjectDataBlock[] objects);
///
/// Detach an object from the avatar.
///
///
/// This method is called in response to a client's detach request, so we only update the information in
/// inventory
///
///
void DetachObject(uint objectLocalID, IClientAPI remoteClient);
///
/// Detach the given item to the ground.
///
///
///
void DetachSingleAttachmentToGround(UUID itemID, IClientAPI remoteClient);
///
/// Update the user inventory to show a detach.
///
///
/// A
///
///
/// A
///
void ShowDetachInUserInventory(UUID itemID, IClientAPI remoteClient);
///
/// Update the position of an attachment
///
///
///
///
void UpdateAttachmentPosition(IClientAPI client, SceneObjectGroup sog, Vector3 pos);
}
}