/* * 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 OpenMetaverse; using OpenSim.Framework; namespace OpenSim.Region.Framework.Interfaces { /// /// Provide mechanisms for messaging groups. /// /// /// TODO: Provide a mechanism for receiving group messages as well as sending them /// public interface IGroupsMessagingModule { /// /// Start a group chat session. /// /// You must call this before calling SendMessageToGroup(). If a chat session for this group is already taking /// place then the agent will added to that session. /// /// A UUID that represents the agent being added. If you are agentless (e.g. you are /// a region module), then you can use any random ID. /// /// /// The ID for the group to join. Currently, the session ID used is identical to the /// group ID. /// /// /// True if the chat session was started successfully, false otherwise. /// bool StartGroupChatSession(UUID agentID, UUID groupID); /// /// Send a message to each member of a group whose chat session is active. /// /// /// The message itself. The fields that must be populated are /// /// imSessionID - Populate this with the group ID (session ID and group ID are currently identical) /// fromAgentName - Populate this with whatever arbitrary name you want to show up in the chat dialog /// message - The message itself /// dialog - This must be (byte)InstantMessageDialog.SessionSend /// /// void SendMessageToGroup(GridInstantMessage im, UUID groupID); /// /// Send a message to all the members of a group that fulfill a condition. /// /// /// The message itself. The fields that must be populated are /// /// imSessionID - Populate this with the group ID (session ID and group ID are currently identical) /// fromAgentName - Populate this with whatever arbitrary name you want to show up in the chat dialog /// message - The message itself /// dialog - This must be (byte)InstantMessageDialog.SessionSend /// /// /// /// The condition that must be met by a member for the message to be sent. If null then the message is sent /// if the chat session is active. /// void SendMessageToGroup(GridInstantMessage im, UUID groupID, Func sendCondition); } }