/* * 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.Collections.Generic; using OpenMetaverse; using OpenSim.Framework; namespace OpenSim.Region.Framework.Interfaces { public delegate void ReportOutputAction(string format, params object[] args); public interface IAvatarFactoryModule { void SetAppearance(IScenePresence sp, AvatarAppearance appearance, WearableCacheItem[] cacheItems); void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams, WearableCacheItem[] cacheItems); /// /// 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); WearableCacheItem[] GetCachedItems(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); /// /// Validate that OpenSim can find the baked textures need to display a given avatar /// /// /// /// /// true if all the baked textures referenced by the texture IDs exist or the appearance is only using default textures. false otherwise. /// bool ValidateBakedTextureCache(IScenePresence sp); /// /// Request a rebake of textures for an avatar. /// /// /// This will send the request to the viewer, since it's there that the rebake is done. /// /// Avatar to rebake. /// /// If true, only request a rebake for the textures that are missing. /// If false then we request a rebake of all textures for which we already have references. /// /// /// Number of rebake requests made. This will depend upon whether we've previously received texture IDs. /// int RequestRebake(IScenePresence sp, bool missingTexturesOnly); void QueueAppearanceSend(UUID agentid); void QueueAppearanceSave(UUID agentid); /// /// Get a report about the current state of a scene presence's baked appearance textures. /// /// /// /// void WriteBakedTexturesReport(IScenePresence sp, ReportOutputAction reportOutputAction); } }