/*
* 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;
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* 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;
using GridRegion = OpenSim.Services.Interfaces.GridRegion;
namespace OpenSim.Services.Interfaces
{
public class EntityTransferContext
{
public EntityTransferContext()
{
InboundVersion = VersionInfo.SimulationServiceVersionAcceptedMax;
OutboundVersion = VersionInfo.SimulationServiceVersionSupportedMax;
VariableWearablesSupported = false;
}
public float InboundVersion { get; set; }
public float OutboundVersion { get; set; }
public bool VariableWearablesSupported { get; set; }
}
public interface ISimulationService
{
///
/// Retrieve the scene with the given region ID.
///
///
/// Region identifier.
///
///
/// The scene.
///
IScene GetScene(UUID regionId);
ISimulationService GetInnerService();
#region Agents
///
/// Ask the simulator hosting the destination to create an agent on that region.
///
/// The region that the user is coming from. Will be null if the user
/// logged-in directly, or arrived from a simulator that doesn't send this parameter.
///
///
///
/// Reason message in the event of a failure.
bool CreateAgent(GridRegion source, GridRegion destination, AgentCircuitData aCircuit, uint flags, out string reason);
///
/// Full child agent update.
///
///
///
///
bool UpdateAgent(GridRegion destination, AgentData data);
///
/// Short child agent update, mostly for position.
///
///
///
///
bool UpdateAgent(GridRegion destination, AgentPosition data);
///
/// Returns whether a propspective user is allowed to visit the region.
///
/// Desired destination
/// The visitor's User ID
/// The visitor's Home URI. Will be missing (null) in older OpenSims.
/// True: via teleport; False: via cross (walking)
/// Position in the region
///
/// Version that the requesting simulator is runing. If null then no version check is carried out.
///
/// Version that the target simulator is running
/// [out] Optional error message
/// True: ok; False: not allowed
bool QueryAccess(GridRegion destination, UUID agentID, string agentHomeURI, bool viaTeleport, Vector3 position, List features, EntityTransferContext ctx, out string reason);
///
/// Message from receiving region to departing region, telling it got contacted by the client.
/// When sent over REST, it invokes the opaque uri.
///
///
///
///
///
bool ReleaseAgent(UUID originRegion, UUID id, string uri);
///
/// Close agent.
///
///
///
///
bool CloseAgent(GridRegion destination, UUID id, string auth_token);
#endregion Agents
#region Objects
///
/// Create an object in the destination region. This message is used primarily for prim crossing.
///
///
///
///
///
bool CreateObject(GridRegion destination, Vector3 newPosition, ISceneObject sog, bool isLocalCall);
#endregion Objects
}
}