/* * 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 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 methods raison d'etre: /// No need to send the entire avatar data (SetAvatar) for changing attachments /// /// /// /// bool SetItems(UUID userID, string[] names, string[] values); bool RemoveItems(UUID userID, string[] names); } /// /// Each region/client that uses avatars will have a data structure /// of this type representing the avatars. /// public class AvatarData { // This pretty much determines which name/value pairs will be // present below. The name/value pair describe a part of // the avatar. For SL avatars, these would be "shape", "texture1", // etc. For other avatars, they might be "mesh", "skin", etc. // The value portion is a URL that is expected to resolve to an // asset of the type required by the handler for that field. // It is required that regions can access these URLs. Allowing // direct access by a viewer is not required, and, if provided, // may be read-only. A "naked" UUID can be used to refer to an // asset int he current region's asset service, which is not // portable, but allows legacy appearance to continue to // function. Closed, LL-based grids will never need URLs here. public int AvatarType; public Dictionary Data; /// /// /// public Dictionary ToKeyValuePairs() { return null; } } }