OpenSim
 All Classes Namespaces Files Functions Variables Typedefs Enumerations Enumerator Properties Events Macros
IEntityTransferModule.cs
Go to the documentation of this file.
1 /*
2  * Copyright (c) Contributors, http://opensimulator.org/
3  * See CONTRIBUTORS.TXT for a full list of copyright holders.
4  *
5  * Redistribution and use in source and binary forms, with or without
6  * modification, are permitted provided that the following conditions are met:
7  * * Redistributions of source code must retain the above copyright
8  * notice, this list of conditions and the following disclaimer.
9  * * Redistributions in binary form must reproduce the above copyright
10  * notice, this list of conditions and the following disclaimer in the
11  * documentation and/or other materials provided with the distribution.
12  * * Neither the name of the OpenSimulator Project nor the
13  * names of its contributors may be used to endorse or promote products
14  * derived from this software without specific prior written permission.
15  *
16  * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17  * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18  * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19  * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20  * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21  * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22  * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23  * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24  * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25  * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26  */
27 
28 using System;
29 using OpenSim.Services.Interfaces;
31 
32 using OpenMetaverse;
33 using OpenSim.Framework;
34 using OpenSim.Region.Framework.Scenes;
35 
36 namespace OpenSim.Region.Framework.Interfaces
37 {
38  public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, EntityTransferContext ctx);
39  public delegate ScenePresence CrossAsyncDelegate(ScenePresence agent, bool isFlying);
40 
41  public interface IEntityTransferModule
42  {
56  void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags);
57 
63  bool TeleportHome(UUID id, IClientAPI client);
64 
78  void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination,
79  Vector3 position, Vector3 lookAt, uint teleportFlags);
80 
86  bool IsInTransit(UUID id);
87 
88  bool Cross(ScenePresence agent, bool isFlying);
89 
90  void AgentArrivedAtDestination(UUID agent);
91 
92  void EnableChildAgents(ScenePresence agent);
93 
94  void EnableChildAgent(ScenePresence agent, GridRegion region);
95 
96  GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, EntityTransferContext ctx,
97  out Vector3 newpos, out string reason);
98  GridRegion GetObjectDestination(SceneObjectGroup grp, Vector3 targetPosition, out Vector3 newpos);
99  bool checkAgentAccessToRegion(ScenePresence agent, GridRegion destiny, Vector3 position, EntityTransferContext ctx, out string reason);
100 
101  bool CrossPrimGroupIntoNewRegion(GridRegion destination, Vector3 newPosition, SceneObjectGroup grp, bool silent, bool removeScripts);
102 
103  ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, EntityTransferContext ctx);
104 
105  bool HandleIncomingSceneObject(SceneObjectGroup so, Vector3 newPosition);
106  }
107 
109  {
110  bool VerifyClient(AgentCircuitData aCircuit, string token);
111  }
112 }
A scene object group is conceptually an object in the scene. The object is constituted of SceneObject...
delegate ScenePresence CrossAsyncDelegate(ScenePresence agent, bool isFlying)
OpenSim.Services.Interfaces.GridRegion GridRegion
Circuit data for an agent. Connection information shared between regions that accept UDP connections ...
delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, EntityTransferContext ctx)