/*
* 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
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*/
using System.Collections.Generic;
using OpenMetaverse;
using OpenSim.Framework;
namespace OpenSim.Region.Framework.Interfaces
{
public interface IAvatarFactory
{
///
/// 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);
///
/// 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);
bool ValidateBakedTextureCache(IClientAPI client);
void QueueAppearanceSend(UUID agentid);
void QueueAppearanceSave(UUID agentid);
}
}