|
override void | Initialise (IConfigSource source) |
| This is called to initialize the region module. For shared modules, this is called exactly once, after creating the single (shared) instance. For non-shared modules, this is called once on each instance, after the instace for the region has been created. More...
|
|
override void | AddRegion (Scene scene) |
| This is called whenever a Scene is added. For shared modules, this can happen several times. For non-shared modules, this happens exactly once, after Initialise has been called. More...
|
|
void | PostInventoryAsset (UUID avatarID, AssetType type, UUID assetID, string name, int userlevel) |
|
override UUID | CapsUpdateInventoryItemAsset (IClientAPI remoteClient, UUID itemID, byte[] data) |
|
override bool | UpdateInventoryItemAsset (UUID ownerID, InventoryItemBase item, AssetBase asset) |
|
override SceneObjectGroup | RezObject (IClientAPI remoteClient, UUID itemID, Vector3 RayEnd, Vector3 RayStart, UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection, bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment) |
|
override void | TransferInventoryAssets (InventoryItemBase item, UUID sender, UUID receiver) |
|
override bool | IsForeignUser (UUID userID, out string assetServerURL) |
|
virtual void | PostInitialise () |
|
virtual void | Close () |
| This is the inverse to Initialise. After a Close(), this instance won't be usable anymore. More...
|
|
virtual void | RemoveRegion (Scene scene) |
| This is called whenever a Scene is removed. For shared modules, this can happen several times. For non-shared modules, this happens exactly once, if the scene this instance is associated with is removed. More...
|
|
virtual void | RegionLoaded (Scene scene) |
| This will be called once for every scene loaded. In a shared module this will be multiple times in one instance, while a nonshared module instance will only be called once. This method is called after AddRegion has been called in all modules for that scene, providing an opportunity to request another module's interface, or hook an event from another module. More...
|
|
void | CreateNewInventoryItem (IClientAPI remoteClient, UUID transactionID, UUID folderID, uint callbackID, string description, string name, sbyte invType, sbyte assetType, byte wearableType, uint nextOwnerMask, int creationDate) |
| Create a new inventory item. Called when the client creates a new item directly within their inventory (e.g. by selecting a context inventory menu option). More...
|
|
virtual List< InventoryItemBase > | CopyToInventory (DeRezAction action, UUID folderID, List< SceneObjectGroup > objectGroups, IClientAPI remoteClient, bool asAttachment) |
| Copy objects to a user's inventory. More...
|
|
virtual SceneObjectGroup | RezObject (IClientAPI remoteClient, InventoryItemBase item, UUID assetID, Vector3 RayEnd, Vector3 RayStart, UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection, bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment) |
| Rez an object into the scene from the user's inventory More...
|
|
virtual bool | CanGetAgentInventoryItem (IClientAPI remoteClient, UUID itemID, UUID requestID) |
| Does the client have sufficient permissions to retrieve the inventory item? More...
|
|
|
override void | OnNewClient (IClientAPI client) |
|
void | OnCompleteMovementToRegion (IClientAPI client, bool arg2) |
|
void | TeleportStart (IClientAPI client, GridRegion destination, GridRegion finalDestination, uint teleportFlags, bool gridLogout) |
|
void | TeleportFail (IClientAPI client, bool gridLogout) |
|
override string | GenerateLandmark (ScenePresence presence, out string prefix, out string suffix) |
|
override void | ExportAsset (UUID agentID, UUID assetID) |
|
override InventoryItemBase | GetItem (UUID agentID, UUID itemID) |
|
virtual void | InitialiseCommon (IConfigSource source) |
| Common module config for both this and descendant classes. More...
|
|
InventoryItemBase | CopyBundleToInventory (DeRezAction action, UUID folderID, List< SceneObjectGroup > objlist, IClientAPI remoteClient, bool asAttachment) |
| Copy a bundle of objects to inventory. If there is only one object, then this will create an object item. If there are multiple objects then these will be saved as a single coalesced item. More...
|
|
InventoryItemBase | AddPermissions (InventoryItemBase item, SceneObjectGroup so, List< SceneObjectGroup > objsForEffectivePermissions, IClientAPI remoteClient) |
| Add relevant permissions for an object to the item. More...
|
|
InventoryItemBase | CreateItemForObject (DeRezAction action, IClientAPI remoteClient, SceneObjectGroup so, UUID folderID) |
| Create an item using details for the given scene object. More...
|
|
void | AddUserData (SceneObjectGroup sog) |
|
Definition at line 50 of file HGInventoryAccessModule.cs.