/*
* 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;
using System.Collections.Generic;
using OpenSim.Framework;
using OpenMetaverse;
namespace OpenSim.Services.Interfaces
{
public interface IAvatarService
{
///
/// Called by the login service
///
///
///
IAvatarData GetAvatar(UUID userID);
///
/// Called by everyone who can change the avatar data (so, regions)
///
///
///
///
bool SetAvatar(UUID userID, IAvatarData avatar);
///
/// Not sure if it's needed
///
///
///
bool ResetAvatar(UUID userID);
///
/// These 3 methods raison d'etre:
/// No need to send the entire avatar data (SetAvatar) for changing attachments
///
///
///
///
bool SetAttachment(UUID userID, AttachmentData attach);
bool SetAttachments(UUID userID, List attachs);
bool Dettach(UUID userID, UUID id);
}
///
/// Each region/client that uses avatars will have a data structure
/// of this type representing the avatars.
///
public interface IAvatarData
{
// Not sure what to do with the non-attachment data
// That data is highly dependent on the implementation of avatars
// and I doubt it can be abstracted into this interface.
// Maybe it will never be here. Maybe that data needs to
// be processed by a module instead of being processed in
// the Scenes core code.
AttachmentData GetAttachment(int attachPoint);
List GetAttachments();
int GetAttachmentPoint(UUID id);
bool SetAttachment(AttachmentData attach);
bool SetAttachments(List attachs);
bool Dettach(UUID id);
}
}