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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 OpenMetaverse;
namespace OpenSim.Services.Interfaces
{
public interface IAvatarService
{
/// <summary>
/// Called by the login service
/// </summary>
/// <param name="userID"></param>
/// <returns></returns>
IAvatarData GetAvatar(UUID userID);
/// <summary>
/// Called by everyone who can change the avatar data (so, regions)
/// </summary>
/// <param name="userID"></param>
/// <param name="avatar"></param>
/// <returns></returns>
bool SetAvatar(UUID userID, IAvatarData avatar);
/// <summary>
/// Not sure if it's needed
/// </summary>
/// <param name="userID"></param>
/// <returns></returns>
bool ResetAvatar(UUID userID);
/// <summary>
/// These 3 methods raison d'etre:
/// No need to send the entire avatar data (SetAvatar) for changing attachments
/// </summary>
/// <param name="userID"></param>
/// <param name="attach"></param>
/// <returns></returns>
bool SetAttachments(UUID userID, AttachmentData[] attachs);
bool Detach(UUID userID, UUID id);
}
/// <summary>
/// Each region/client that uses avatars will have a data structure
/// of this type representing the avatars.
/// </summary>
public interface IAvatarData
{
AttachmentData[] GetAttachments(int[] attachPoints);
int GetAttachmentPoint(UUID id);
bool SetAttachments(AttachmentData[] attachs);
bool Detach(UUID id);
// 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.
int AvatarType { get; set; }
Dictionary<string,string> Data { get; set; }
}
}
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