|
| TestScene (RegionInfo regInfo, AgentCircuitManager authen, ISimulationDataService simDataService, IEstateDataService estateDataService, IConfigSource config, string simulatorVersion) |
|
override bool | VerifyUserPresence (AgentCircuitData agent, out string reason) |
| Temporarily override session authentication for tests (namely teleport). More...
|
|
delegate void | SynchronizeSceneHandler (Scene scene) |
|
void | setThreadCount (int inUseThreads) |
|
| Scene (RegionInfo regInfo, AgentCircuitManager authen, ISimulationDataService simDataService, IEstateDataService estateDataService, IConfigSource config, string simulatorVersion) |
|
| Scene (RegionInfo regInfo) |
|
void | AllModulesLoaded () |
| Called by the module loader when all modules are loaded, after each module's RegionLoaded hook is called. This is the earliest time where RequestModuleInterface may be used. More...
|
|
override string | GetSimulatorVersion () |
|
override void | OtherRegionUp (GridRegion otherRegion) |
| Process the fact that a neighbouring region has come up. More...
|
|
bool | isNeighborRegion (GridRegion otherRegion) |
|
void | AddNeighborRegion (RegionInfo region) |
|
bool | CheckNeighborRegion (RegionInfo region) |
|
GridRegion | IncomingHelloNeighbour (RegionInfo neighbour) |
|
void | RestartNow () |
|
void | RestartNotifyWaitElapsed (object sender, ElapsedEventArgs e) |
|
int | GetInaccurateNeighborCount () |
|
override void | Close () |
| Tidy before shutdown More...
|
|
override void | Start () |
| Start the scene and associated scripts within it. More...
|
|
void | Start (bool startScripts) |
| Start the scene More...
|
|
void | SetModuleInterfaces () |
| Sets up references to modules required by the scene More...
|
|
void | DoMaintenance (int runs) |
|
override void | Update (int frames) |
| Called to update the scene loop by a number of frames and until shutdown. More...
|
|
void | AddScriptExecutionTime (long ticks) |
| Adds the execution time of one script to the total scripts execution time for this region. More...
|
|
long | GetAndResetScriptExecutionTime () |
| Returns the total execution time of all the scripts in the region since the last call (in milliseconds), and clears the value in preparation for the next call. More...
|
|
void | AddGroupTarget (SceneObjectGroup grp) |
|
void | RemoveGroupTarget (SceneObjectGroup grp) |
|
void | Backup (bool forced) |
| Backup the scene. More...
|
|
void | ForceSceneObjectBackup (SceneObjectGroup group) |
| Synchronous force backup. For deletes and links/unlinks More...
|
|
void | AddReturn (UUID agentID, string objectName, Vector3 location, string reason) |
| Tell an agent that their object has been returned. More...
|
|
void | SaveTerrain () |
| Store the terrain in the persistant data store More...
|
|
void | StoreWindlightProfile (RegionLightShareData wl) |
|
void | LoadWindlightProfile () |
|
override void | LoadWorldMap () |
| Loads the World heightmap More...
|
|
void | RegisterRegionWithGrid () |
| Register this region with a grid service More...
|
|
void | loadAllLandObjectsFromStorage (UUID regionID) |
| Loads all Parcel data from the datastore for region identified by regionID More...
|
|
virtual void | LoadPrimsFromStorage (UUID regionID) |
| Loads the World's objects More...
|
|
bool | SupportsRayCastFiltered () |
|
object | RayCastFiltered (Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter) |
|
Vector3 | GetNewRezLocation (Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) |
| Gets a new rez location based on the raycast and the size of the object that is being rezzed. More...
|
|
virtual void | AddNewPrim (UUID ownerID, UUID groupID, Vector3 RayEnd, Quaternion rot, PrimitiveBaseShape shape, byte bypassRaycast, Vector3 RayStart, UUID RayTargetID, byte RayEndIsIntersection) |
| Create a New SceneObjectGroup/Part by raycasting More...
|
|
virtual SceneObjectGroup | AddNewPrim (UUID ownerID, UUID groupID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) |
|
bool | AddRestoredSceneObject (SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) |
| Add an object into the scene that has come from storage More...
|
|
bool | AddRestoredSceneObject (SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted) |
| Add an object into the scene that has come from storage More...
|
|
bool | AddNewSceneObject (SceneObjectGroup sceneObject, bool attachToBackup) |
| Add a newly created object to the scene. Updates are also sent to viewers. More...
|
|
bool | AddNewSceneObject (SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) |
| Add a newly created object to the scene More...
|
|
bool | AddNewSceneObject (SceneObjectGroup sceneObject, bool attachToBackup, Vector3?pos, Quaternion?rot, Vector3 vel) |
| Add a newly created object to the scene. More...
|
|
void | DeleteAllSceneObjects () |
| Delete every object from the scene. This does not include attachments worn by avatars. More...
|
|
void | DeleteAllSceneObjects (bool exceptNoCopy) |
| Delete every object from the scene. This does not include attachments worn by avatars. More...
|
|
void | DeleteSceneObject (SceneObjectGroup group, bool silent) |
| Synchronously delete the given object from the scene. More...
|
|
void | DeleteSceneObject (SceneObjectGroup group, bool silent, bool removeScripts) |
| Synchronously delete the given object from the scene. More...
|
|
bool | UnlinkSceneObject (SceneObjectGroup so, bool softDelete) |
| Unlink the given object from the scene. Unlike delete, this just removes the record of the object - the object itself is not destroyed. More...
|
|
void | updateScenePartGroup (SceneObjectPart part, SceneObjectGroup grp) |
|
bool | PositionIsInCurrentRegion (Vector3 pos) |
|
bool | IncomingCreateObject (Vector3 newPosition, ISceneObject sog) |
| Called when objects or attachments cross the border, or teleport, between regions. More...
|
|
bool | AddSceneObject (SceneObjectGroup sceneObject) |
| Adds a Scene Object group to the Scene. Verifies that the creator of the object is not banned from the simulator. Checks if the item is an Attachment More...
|
|
int | GetUserFlags (UUID user) |
|
override ISceneAgent | AddNewAgent (IClientAPI client, PresenceType type) |
| Add a new agent with an attached client. All agents except initial login clients will starts off as a child agent More...
|
|
string | GetAgentHomeURI (UUID agentID) |
| Returns the Home URI of the agent, or null if unknown. More...
|
|
override bool | CheckClient (UUID agentID, System.Net.IPEndPoint ep) |
|
virtual void | SubscribeToClientEvents (IClientAPI client) |
| Register for events from the client More...
|
|
virtual void | SubscribeToClientTerrainEvents (IClientAPI client) |
|
virtual void | SubscribeToClientPrimEvents (IClientAPI client) |
|
virtual void | SubscribeToClientPrimRezEvents (IClientAPI client) |
|
virtual void | SubscribeToClientInventoryEvents (IClientAPI client) |
|
virtual void | SubscribeToClientTeleportEvents (IClientAPI client) |
|
virtual void | SubscribeToClientScriptEvents (IClientAPI client) |
|
virtual void | SubscribeToClientParcelEvents (IClientAPI client) |
|
virtual void | SubscribeToClientGridEvents (IClientAPI client) |
|
virtual void | SubscribeToClientNetworkEvents (IClientAPI client) |
|
virtual void | UnSubscribeToClientEvents (IClientAPI client) |
| Unsubscribe the client from events. More...
|
|
virtual void | UnSubscribeToClientTerrainEvents (IClientAPI client) |
|
virtual void | UnSubscribeToClientPrimEvents (IClientAPI client) |
|
virtual void | UnSubscribeToClientPrimRezEvents (IClientAPI client) |
|
virtual void | UnSubscribeToClientInventoryEvents (IClientAPI client) |
|
virtual void | UnSubscribeToClientTeleportEvents (IClientAPI client) |
|
virtual void | UnSubscribeToClientScriptEvents (IClientAPI client) |
|
virtual void | UnSubscribeToClientParcelEvents (IClientAPI client) |
|
virtual void | UnSubscribeToClientGridEvents (IClientAPI client) |
|
virtual void | UnSubscribeToClientNetworkEvents (IClientAPI client) |
|
virtual bool | TeleportClientHome (UUID agentId, IClientAPI client) |
| Teleport an avatar to their home region More...
|
|
void | DuplicateObject (uint originalPrim, Vector3 offset, uint flags, UUID AgentID, UUID GroupID) |
| Duplicates object specified by localID. This is the event handler for IClientAPI. More...
|
|
void | doObjectDuplicateOnRay (uint localID, uint dupeFlags, UUID AgentID, UUID GroupID, UUID RayTargetObj, Vector3 RayEnd, Vector3 RayStart, bool BypassRaycast, bool RayEndIsIntersection, bool CopyCenters, bool CopyRotates) |
| Duplicates object specified by localID at position raycasted against RayTargetObject using RayEnd and RayStart to determine what the angle of the ray is More...
|
|
void | GetAvatarAppearance (IClientAPI client, out AvatarAppearance appearance) |
| Get the avatar appearance for the given client. More...
|
|
void | RemoveClient (UUID agentID, bool closeChildAgents) |
|
void | HandleRemoveKnownRegionsFromAvatar (UUID avatarID, List< ulong > regionslst) |
| Removes region from an avatar's known region list. This coincides with child agents. For each child agent, there will be a known region entry. More...
|
|
void | SendKillObject (List< uint > localIDs) |
|
bool | NewUserConnection (AgentCircuitData agent, uint teleportFlags, GridRegion source, out string reason) |
| Do the work necessary to initiate a new user connection for a particular scene. More...
|
|
bool | NewUserConnection (AgentCircuitData acd, uint teleportFlags, GridRegion source, out string reason, bool requirePresenceLookup) |
|
bool | TestLandRestrictions (UUID agentID, out string reason, ref float posX, ref float posY) |
|
void | UpdateCircuitData (AgentCircuitData data) |
| Update an AgentCircuitData object with new information More...
|
|
bool | ChangeCircuitCode (uint oldcc, uint newcc) |
| Change the Circuit Code for the user's Circuit Data More...
|
|
virtual bool | IncomingUpdateChildAgent (AgentData cAgentData) |
| We've got an update about an agent that sees into this region, send it to ScenePresence for processing It's the full data. More...
|
|
virtual bool | IncomingUpdateChildAgent (AgentPosition cAgentData) |
| We've got an update about an agent that sees into this region, send it to ScenePresence for processing It's only positional data More...
|
|
bool | CloseAgent (UUID agentID, bool force, string auth_token) |
| Authenticated close (via network) More...
|
|
bool | IncomingPreCloseClient (ScenePresence sp) |
| Tell a single client to prepare to close. More...
|
|
override bool | CloseAgent (UUID agentID, bool force) |
| Tell a single agent to disconnect from the region. More...
|
|
void | RequestTeleportLocation (IClientAPI remoteClient, string regionName, Vector3 position, Vector3 lookat, uint teleportFlags) |
| Tries to teleport agent to another region. More...
|
|
void | RequestTeleportLocation (IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags) |
| Tries to teleport agent to other region. More...
|
|
bool | CrossAgentToNewRegion (ScenePresence agent, bool isFlying) |
|
void | SendOutChildAgentUpdates (AgentPosition cadu, ScenePresence presence) |
|
void | HandleObjectPermissionsUpdate (IClientAPI controller, UUID agentID, UUID sessionID, byte field, uint localId, uint mask, byte set) |
|
void | ForceClientUpdate () |
| Causes all clients to get a full object update on all of the objects in the scene. More...
|
|
void | HandleEditCommand (string[] cmdparams) |
| This is currently only used for scale (to scale to MegaPrim size) There is a console command that calls this in OpenSimMain More...
|
|
void | SendCommandToPlugins (string[] args) |
| Console command handler to send script command to script engine. More...
|
|
LandData | GetLandData (float x, float y) |
|
LandData | GetLandData (Vector3 pos) |
| Get LandData by position. More...
|
|
LandData | GetLandData (uint x, uint y) |
|
bool | ScriptDanger (uint localID, Vector3 pos) |
|
bool | PipeEventsForScript (uint localID) |
|
UUID | ConvertLocalIDToFullID (uint localID) |
|
void | SwapRootAgentCount (bool rootChildChildRootTF) |
|
void | AddPhysicalPrim (int num) |
|
void | RemovePhysicalPrim (int num) |
|
int | GetRootAgentCount () |
|
int | GetChildAgentCount () |
|
ScenePresence | GetScenePresence (UUID agentID) |
| Request a scene presence by UUID. Fast, indexed lookup. More...
|
|
ScenePresence | GetScenePresence (string firstName, string lastName) |
| Request the scene presence by name. More...
|
|
ScenePresence | GetScenePresence (uint localID) |
| Request the scene presence by localID. More...
|
|
List< ScenePresence > | GetScenePresences () |
| Gets all the scene presences in this scene. More...
|
|
void | ForEachRootScenePresence (Action< ScenePresence > action) |
| Performs action on all avatars in the scene (root scene presences) Avatars may be an NPC or a 'real' client. More...
|
|
void | ForEachScenePresence (Action< ScenePresence > action) |
| Performs action on all scene presences (root and child) More...
|
|
List< SceneObjectGroup > | GetSceneObjectGroups () |
| Get all the scene object groups. More...
|
|
SceneObjectGroup | GetSceneObjectGroup (UUID fullID) |
| Get a group via its UUID More...
|
|
SceneObjectGroup | GetSceneObjectGroup (uint localID) |
| Get a group via its local ID More...
|
|
SceneObjectGroup | GetSceneObjectGroup (string name) |
| Get a group by name from the scene (will return the first found, if there are more than one prim with the same name) More...
|
|
bool | TryGetSceneObjectGroup (UUID fullID, out SceneObjectGroup sog) |
| Attempt to get the SOG via its UUID More...
|
|
SceneObjectPart | GetSceneObjectPart (string name) |
| Get a prim by name from the scene (will return the first found, if there are more than one prim with the same name) More...
|
|
SceneObjectPart | GetSceneObjectPart (uint localID) |
| Get a prim via its local id More...
|
|
SceneObjectPart | GetSceneObjectPart (UUID fullID) |
| Get a prim via its UUID More...
|
|
bool | TryGetSceneObjectPart (UUID fullID, out SceneObjectPart sop) |
| Attempt to get a prim via its UUID More...
|
|
SceneObjectGroup | GetGroupByPrim (uint localID) |
| Get a scene object group that contains the prim with the given local id More...
|
|
SceneObjectGroup | GetGroupByPrim (UUID fullID) |
| Get a scene object group that contains the prim with the given uuid More...
|
|
override bool | TryGetScenePresence (UUID agentID, out ScenePresence sp) |
| Try to get a scene presence from the scene More...
|
|
bool | TryGetAvatarByName (string avatarName, out ScenePresence avatar) |
|
void | ForEachRootClient (Action< IClientAPI > action) |
| Perform an action on all clients with an avatar in this scene (root only) More...
|
|
void | ForEachClient (Action< IClientAPI > action) |
| Perform an action on all clients connected to the region (root and child) More...
|
|
bool | TryGetClient (UUID avatarID, out IClientAPI client) |
|
bool | TryGetClient (System.Net.IPEndPoint remoteEndPoint, out IClientAPI client) |
|
void | ForEachSOG (Action< SceneObjectGroup > action) |
|
EntityBase[] | GetEntities () |
| Returns a list of the entities in the scene. This is a new list so operations perform on the list itself will not affect the original list of objects in the scene. More...
|
|
void | CleanTempObjects () |
|
void | DeleteFromStorage (UUID uuid) |
|
int | GetHealth (out int flags, out string message) |
|
void | jointErrorMessage (PhysicsJoint joint, string message) |
|
Scene | ConsoleScene () |
|
float | GetGroundHeight (float x, float y) |
|
override ISceneObject | DeserializeObject (string representation) |
|
Vector3 | GetNearestAllowedPosition (ScenePresence avatar) |
|
Vector3 | GetNearestAllowedPosition (ScenePresence avatar, ILandObject excludeParcel) |
|
ILandObject | GetNearestAllowedParcel (UUID avatarId, float x, float y) |
|
ILandObject | GetNearestAllowedParcel (UUID avatarId, float x, float y, ILandObject excludeParcel) |
|
List< UUID > | GetEstateRegions (int estateID) |
|
void | ReloadEstateData () |
|
void | TriggerEstateSunUpdate () |
|
void | ThreadAlive (int threadCode) |
|
void | RegenerateMaptileAndReregister (object sender, ElapsedEventArgs e) |
|
bool | QueryAccess (UUID agentID, string agentHomeURI, bool viaTeleport, Vector3 position, List< UUID > features, out string reason) |
| This method is called across the simulation connector to determine if a given agent is allowed in this region AS A ROOT AGENT More...
|
|
bool | CheckLandPositionAccess (UUID agentID, bool NotCrossing, bool checkTeleHub, Vector3 position, out string reason) |
|
void | StartTimerWatchdog () |
|
void | TimerWatchdog (object sender, ElapsedEventArgs e) |
|
int | SpawnPoint () |
|
void | PhysicsRequestAsset (UUID assetID, AssetReceivedDelegate callback) |
| Wrappers to get physics modules retrieve assets. More...
|
|
string | GetExtraSetting (string name) |
|
void | StoreExtraSetting (string name, string val) |
|
void | RemoveExtraSetting (string name) |
|
int | CreateScriptInstances () |
| Creates all the scripts in the scene which should be started. More...
|
|
void | StartScripts () |
| Lets the script engines start processing scripts. More...
|
|
void | AddUploadedInventoryItem (UUID agentID, InventoryItemBase item, uint cost) |
|
bool | AddInventoryItemReturned (UUID AgentId, InventoryItemBase item) |
|
bool | AddInventoryItem (InventoryItemBase item) |
|
bool | AddInventoryItem (InventoryItemBase item, bool trigger) |
| Add the given inventory item to a user's inventory. More...
|
|
void | AddInventoryItem (UUID AgentID, InventoryItemBase item) |
| Add the given inventory item to a user's inventory. More...
|
|
void | AddInventoryItem (IClientAPI remoteClient, InventoryItemBase item) |
| Add an inventory item to an avatar's inventory. More...
|
|
UUID | CapsUpdateInventoryItemAsset (UUID avatarId, UUID itemID, byte[] data) |
| CapsUpdatedInventoryItemAsset(IClientAPI, UUID, byte[]) More...
|
|
ArrayList | CapsUpdateTaskInventoryScriptAsset (IClientAPI remoteClient, UUID itemId, UUID primId, bool isScriptRunning, byte[] data) |
| Capability originating call to update the asset of a script in a prim's (task's) inventory More...
|
|
ArrayList | CapsUpdateTaskInventoryScriptAsset (UUID avatarId, UUID itemId, UUID primId, bool isScriptRunning, byte[] data) |
| CapsUpdateTaskInventoryScriptAsset(IClientAPI, UUID, UUID, bool, byte[]) More...
|
|
void | UpdateInventoryItemAsset (IClientAPI remoteClient, UUID transactionID, UUID itemID, InventoryItemBase itemUpd) |
| Update an item which is either already in the client's inventory or is within a transaction More...
|
|
virtual void | GiveInventoryItem (IClientAPI recipientClient, UUID senderId, UUID itemId, out string message) |
| Give an inventory item from one user to another More...
|
|
virtual InventoryItemBase | GiveInventoryItem (UUID recipient, UUID senderId, UUID itemId, out string message) |
| Give an inventory item from one user to another More...
|
|
virtual InventoryItemBase | GiveInventoryItem (UUID recipient, UUID senderId, UUID itemId, UUID recipientFolderId, out string message) |
| Give an inventory item from one user to another More...
|
|
virtual InventoryFolderBase | GiveInventoryFolder (IClientAPI client, UUID recipientId, UUID senderId, UUID folderId, UUID recipientParentFolderId) |
| Give an entire inventory folder from one user to another. The entire contents (including all descendent folders) is given. More...
|
|
void | CopyInventoryItem (IClientAPI remoteClient, uint callbackID, UUID oldAgentID, UUID oldItemID, UUID newFolderID, string newName) |
|
AssetBase | CreateAsset (string name, string description, sbyte assetType, byte[] data, UUID creatorID) |
| Create a new asset data structure. More...
|
|
void | MoveInventoryItemsLeaveCopy (IClientAPI remoteClient, List< InventoryItemBase > items, UUID destfolder) |
| Move an item within the agent's inventory, and leave a copy (used in making a new outfit) More...
|
|
void | MoveInventoryItem (IClientAPI remoteClient, List< InventoryItemBase > items) |
| Move an item within the agent's inventory. More...
|
|
void | CreateNewInventoryItem (IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID, string name, string description, uint flags, uint callbackID, UUID assetID, sbyte assetType, sbyte invType, uint nextOwnerMask, int creationDate) |
| Create a new inventory item. More...
|
|
void | RequestTaskInventory (IClientAPI remoteClient, uint primLocalID) |
| Send the details of a prim's inventory to the client. More...
|
|
void | RemoveTaskInventory (IClientAPI remoteClient, UUID itemID, uint localID) |
| Remove an item from a prim (task) inventory More...
|
|
InventoryItemBase | MoveTaskInventoryItem (IClientAPI remoteClient, UUID folderId, SceneObjectPart part, UUID itemId, out string message) |
| Move the given item in the given prim to a folder in the client's inventory More...
|
|
void | ClientMoveTaskInventoryItem (IClientAPI remoteClient, UUID folderId, uint primLocalId, UUID itemId) |
| ClientMoveTaskInventoryItem More...
|
|
InventoryItemBase | MoveTaskInventoryItem (UUID avatarId, UUID folderId, SceneObjectPart part, UUID itemId, out string message) |
| MoveTaskInventoryItem More...
|
|
void | MoveTaskInventoryItem (UUID destId, SceneObjectPart part, UUID itemId) |
| Copy a task (prim) inventory item to another task (prim) More...
|
|
UUID | MoveTaskInventoryItems (UUID destID, string category, SceneObjectPart host, List< UUID > items) |
|
void | SendInventoryUpdate (IClientAPI client, InventoryFolderBase folder, bool fetchFolders, bool fetchItems) |
|
void | UpdateTaskInventory (IClientAPI remoteClient, UUID transactionID, TaskInventoryItem itemInfo, uint primLocalID) |
| Update an item in a prim (task) inventory. This method does not handle scripts, RezScript(IClientAPI, UUID, unit) More...
|
|
void | RezScript (IClientAPI remoteClient, InventoryItemBase itemBase, UUID transactionID, uint localID) |
| Rez a script into a prim's inventory, either ex nihilo or from an existing avatar inventory More...
|
|
SceneObjectPart | RezScriptFromAgentInventory (UUID agentID, UUID fromItemID, uint localID) |
| Rez a script into a prim from an agent inventory. More...
|
|
SceneObjectPart | RezNewScript (UUID agentID, InventoryItemBase itemBase) |
| Rez a new script from nothing. More...
|
|
SceneObjectPart | RezNewScript (UUID agentID, InventoryItemBase itemBase, string scriptText) |
| Rez a new script from nothing with given script text. More...
|
|
void | RezScriptFromPrim (UUID srcId, SceneObjectPart srcPart, UUID destId, int pin, int running, int start_param) |
| Rez a script into a prim's inventory from another prim More...
|
|
virtual void | DeRezObjects (IClientAPI remoteClient, List< uint > localIDs, UUID groupID, DeRezAction action, UUID destinationID) |
| Derez one or more objects from the scene. More...
|
|
UUID | attachObjectAssetStore (IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID) |
|
bool | GetObjectsToRez (byte[] assetData, bool isAttachment, out List< SceneObjectGroup > objlist, out List< Vector3 > veclist, out Vector3 bbox, out float offsetHeight) |
| Returns the list of Scene Objects in an asset. More...
|
|
virtual void | RezObject (IClientAPI remoteClient, UUID itemID, Vector3 RayEnd, Vector3 RayStart, UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection, bool RezSelected, bool RemoveItem, UUID fromTaskID) |
| Event Handler Rez an object into a scene Calls the non-void event handler More...
|
|
virtual List< SceneObjectGroup > | RezObject (SceneObjectPart sourcePart, TaskInventoryItem item, Vector3 pos, Quaternion?rot, Vector3 vel, int param, bool atRoot) |
| Rez an object into the scene from a prim's inventory. More...
|
|
virtual bool | returnObjects (SceneObjectGroup[] returnobjects, UUID AgentId) |
|
void | SetScriptRunning (IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) |
|
void | GetScriptRunning (IClientAPI controllingClient, UUID objectID, UUID itemID) |
|
void | DelinkObjects (List< uint > primIds, IClientAPI client) |
|
void | LinkObjects (IClientAPI client, uint parentPrimId, List< uint > childPrimIds) |
| Link the scene objects containing the indicated parts to a root object. More...
|
|
void | LinkObjects (UUID agentId, uint parentPrimId, List< uint > childPrimIds) |
| Link the scene objects containing the indicated parts to a root object. More...
|
|
void | SimChat (byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, UUID fromID, UUID targetID, bool fromAgent, bool broadcast) |
| Send chat to listeners. More...
|
|
void | SimChat (byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent) |
|
void | SimChat (string message, ChatTypeEnum type, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent) |
|
void | SimChat (string message, string fromName) |
|
void | SimChatBroadcast (byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent) |
|
void | SimChatToAgent (UUID targetID, byte[] message, int channel, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent) |
|
void | RequestPrim (uint primLocalID, IClientAPI remoteClient) |
| Invoked when the client requests a prim. More...
|
|
void | SelectPrim (uint primLocalID, IClientAPI remoteClient) |
| Invoked when the client selects a prim. More...
|
|
void | DeselectPrim (uint primLocalID, IClientAPI remoteClient) |
| Handle the deselection of a prim from the client. More...
|
|
virtual void | ProcessMoneyTransferRequest (UUID source, UUID destination, int amount, int transactiontype, string description) |
|
virtual void | ProcessParcelBuy (UUID agentId, UUID groupId, bool final, bool groupOwned, bool removeContribution, int parcelLocalID, int parcelArea, int parcelPrice, bool authenticated) |
|
virtual void | ProcessObjectGrab (uint localID, Vector3 offsetPos, IClientAPI remoteClient, List< SurfaceTouchEventArgs > surfaceArgs) |
|
virtual void | ProcessObjectGrabUpdate (UUID objectID, Vector3 offset, Vector3 pos, IClientAPI remoteClient, List< SurfaceTouchEventArgs > surfaceArgs) |
|
virtual void | ProcessObjectDeGrab (uint localID, IClientAPI remoteClient, List< SurfaceTouchEventArgs > surfaceArgs) |
|
void | ProcessScriptReset (IClientAPI remoteClient, UUID objectID, UUID itemID) |
|
void | HandleFetchInventoryDescendents (IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder) |
| Tell the client about the various child items and folders contained in the requested folder. More...
|
|
void | HandleCreateInventoryFolder (IClientAPI remoteClient, UUID folderID, ushort folderType, string folderName, UUID parentID) |
| Handle an inventory folder creation request from the client. More...
|
|
void | HandleUpdateInventoryFolder (IClientAPI remoteClient, UUID folderID, ushort type, string name, UUID parentID) |
| Handle a client request to update the inventory folder More...
|
|
void | HandleMoveInventoryFolder (IClientAPI remoteClient, UUID folderID, UUID parentID) |
|
void | HandlePurgeInventoryDescendents (IClientAPI remoteClient, UUID folderID) |
| This should delete all the items and folders in the given directory. More...
|
|
| SceneBase (RegionInfo regInfo) |
|
virtual void | SendLayerData (IClientAPI RemoteClient) |
| Send the region heightmap to the client More...
|
|
bool | TryGetScenePresence (UUID agentID, out object scenePresence) |
|
uint | AllocateLocalId () |
| Returns a new unallocated local ID More...
|
|
void | AddRegionModule (string name, IRegionModuleBase module) |
| Add a region-module to this scene. TODO: This will replace AddModule in the future. More...
|
|
void | RemoveRegionModule (string name) |
|
void | RegisterModuleCommander (ICommander commander) |
| Register a module commander. More...
|
|
void | UnregisterModuleCommander (string name) |
| Unregister a module commander and all its commands More...
|
|
ICommander | GetCommander (string name) |
| Get a module commander More...
|
|
Dictionary< string, ICommander > | GetCommanders () |
|
List< UUID > | GetFormatsOffered () |
|
void | RegisterModuleInterface< M > (M mod) |
| 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?) More...
|
|
void | UnregisterModuleInterface< M > (M mod) |
|
void | StackModuleInterface< M > (M mod) |
|
T | RequestModuleInterface< T > () |
| For the given interface, retrieve the region module which implements it. More...
|
|
T[] | RequestModuleInterfaces< T > () |
| For the given interface, retrieve an array of region modules that implement it. More...
|
|
void | AddCommand (IRegionModuleBase module, string command, string shorthelp, string longhelp, CommandDelegate callback) |
| Call this from a region module to add a command to the OpenSim console. More...
|
|
void | AddCommand (string category, IRegionModuleBase module, string command, string shorthelp, string longhelp, CommandDelegate callback) |
| Call this from a region module to add a command to the OpenSim console. More...
|
|
void | AddCommand (IRegionModuleBase module, string command, string shorthelp, string longhelp, string descriptivehelp, CommandDelegate callback) |
| Call this from a region module to add a command to the OpenSim console. More...
|
|
void | AddCommand (string category, IRegionModuleBase module, string command, string shorthelp, string longhelp, string descriptivehelp, CommandDelegate callback) |
| Call this from a region module to add a command to the OpenSim console. More...
|
|
void | Restart () |
|