/* * 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 OpenMetaverse; //using OpenSim.Framework.Console; using Nini.Config; namespace OpenSim.Framework { public delegate void restart(RegionInfo thisRegion); public enum RegionStatus : int { Down = 0, Up = 1, Crashed = 2, Starting = 3, }; /// /// Indicate what action to take on an object derez request /// public enum DeRezAction : byte { SaveToExistingUserInventoryItem = 0, TakeCopy = 1, Take = 4, GodTakeCopy = 5, Delete = 6, Return = 9 }; public interface IScene { /// /// The name of this scene. /// string Name { get; } RegionInfo RegionInfo { get; } RegionStatus RegionStatus { get; set; } IConfigSource Config { get; } /// /// Are logins enabled on this simulator? /// bool LoginsEnabled { get; set; } /// /// Is this region ready for use? /// /// /// This does not mean that logins are enabled, merely that they can be. /// bool Ready { get; set; } float TimeDilation { get; } bool AllowScriptCrossings { get; } event restart OnRestart; /// /// Add a new agent with an attached client. All agents except initial login clients will starts off as a child agent /// - the later agent crossing will promote it to a root agent. /// /// /// The type of agent to add. /// /// The scene agent if the new client was added or if an agent that already existed. ISceneAgent AddNewAgent(IClientAPI client, PresenceType type); /// /// Tell a single agent to disconnect from the region. /// /// /// /// Force the agent to close even if it might be in the middle of some other operation. You do not want to /// force unless you are absolutely sure that the agent is dead and a normal close is not working. /// bool CloseAgent(UUID agentID, bool force); void Restart(); string GetSimulatorVersion(); bool TryGetScenePresence(UUID agentID, out object scenePresence); /// /// Register an interface to a region module. This allows module methods to be called directly as /// well as via events. If there is already a module registered for this interface, it is not replaced /// (is this the best behaviour?) /// /// void RegisterModuleInterface(M mod); void StackModuleInterface(M mod); /// /// For the given interface, retrieve the region module which implements it. /// /// null if there is no registered module implementing that interface T RequestModuleInterface(); /// /// For the given interface, retrieve an array of region modules that implement it. /// /// an empty array if there are no registered modules implementing that interface T[] RequestModuleInterfaces(); // void AddCommand(object module, string command, string shorthelp, string longhelp, CommandDelegate callback); ISceneObject DeserializeObject(string representation); bool CheckClient(UUID agentID, System.Net.IPEndPoint ep); /// /// Start the scene and associated scripts within it. /// void Start(); } }