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/*
* 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 OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.Framework.Interfaces
{
/// <summary>
/// An agent in the scene.
/// </summary>
/// <remarks>
/// Interface is a work in progress. Please feel free to add other required properties and methods.
/// </remarks>
public interface IScenePresence : ISceneEntity
{
/// <value>
/// The client controlling this presence
/// </value>
IClientAPI ControllingClient { get; }
/// <summary>
/// What type of presence is this? User, NPC, etc.
/// </summary>
PresenceType PresenceType { get; }
/// <summary>
/// Avatar appearance data.
/// </summary>
/// <remarks>
// Because appearance setting is in a module, we actually need
// to give it access to our appearance directly, otherwise we
// get a synchronization issue.
/// </remarks>
AvatarAppearance Appearance { get; set; }
/// <summary>
/// The AttachmentsModule synchronizes on this to avoid race conditions between commands to add and remove attachments.
/// </summary>
/// <remarks>
/// All add and remove attachment operations must synchronize on this for the lifetime of their operations.
/// </remarks>
Object AttachmentsSyncLock { get; }
/// <summary>
/// The scene objects attached to this avatar.
/// </summary>
/// <returns>
/// A copy of the list.
/// </returns>
/// <remarks>
/// Do not change this list directly - use the attachments module.
/// </remarks>
List<SceneObjectGroup> GetAttachments();
/// <summary>
/// The scene objects attached to this avatar at a specific attachment point.
/// </summary>
/// <param name="attachmentPoint"></param>
/// <returns></returns>
List<SceneObjectGroup> GetAttachments(uint attachmentPoint);
bool HasAttachments();
// Don't use these methods directly. Instead, use the AttachmentsModule
void AddAttachment(SceneObjectGroup gobj);
void RemoveAttachment(SceneObjectGroup gobj);
void ClearAttachments();
}
}
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