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Namespaces | Classes | Enumerations | Functions
Package OpenSim.Region.Framework.Scenes

Namespaces

package  Animation
 
package  Scripting
 
package  Serialization
 
package  Tests
 
package  Types
 

Classes

class  MovementAnimationOverrides
 
class  FetchHolder
 
class  AsyncInventorySender
 Send FetchInventoryReply information to clients asynchronously on a single thread rather than asynchronously via multiple threads. More...
 
class  DeleteToInventoryHolder
 
class  AsyncSceneObjectGroupDeleter
 Asynchronously derez objects. This is used to derez large number of objects to inventory without holding up the main client thread. More...
 
class  Border
 
class  CoalescedSceneObjects
 Represents a coalescene of scene objects. A coalescence occurs when objects that are not in the same linkset are grouped together. More...
 
struct  CollisionForSoundInfo
 
class  CollisionSounds
 
class  EntityBase
 
class  EntityIntersection
 
class  EntityManager
 
class  EventManager
 A class for triggering remote scene events. More...
 
class  KeyframeTimer
 
class  KeyframeMotion
 
class  Prioritizer
 
class  RegionStatsHandler
 
struct  ReturnInfo
 
class  Scene
 
class  ScenePermissions
 
class  SceneBase
 
class  SceneCommunicationService
 Class that Region communications runs through More...
 
class  SceneGraph
 This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components should be migrated out over time. More...
 
class  SceneManager
 Manager for adding, closing and restarting scenes. More...
 
struct  scriptPosTarget
 
struct  scriptRotTarget
 
class  SceneObjectGroup
 A scene object group is conceptually an object in the scene. The object is constituted of SceneObjectParts (often known as prims), one of which is considered the root part. More...
 
class  SceneObjectPart
 
class  SceneObjectPartInventory
 
struct  ScriptControllers
 
class  ScenePresence
 
class  ScenePresenceStateMachine
 
class  SimStatsReporter
 Collect statistics from the scene to send to the client and for access by other monitoring tools. More...
 
class  SOPMaterialData
 
class  SOPVehicle
 
class  TerrainChannel
 A new version of the old Channel class, simplified More...
 
class  TerrainUtil
 
class  UndoState
 
class  UndoRedoState
 
class  LandUndoState
 
class  UuidGatherer
 Gather uuids for a given entity. More...
 
class  HGUuidGatherer
 

Enumerations

enum  Cardinals {
  Cardinals.N = 1, Cardinals.NE, Cardinals.E, Cardinals.SE,
  Cardinals.S, Cardinals.SW, Cardinals.W, Cardinals.NW
}
 
enum  UpdatePrioritizationSchemes {
  UpdatePrioritizationSchemes.Time = 0, UpdatePrioritizationSchemes.Distance = 1, UpdatePrioritizationSchemes.SimpleAngularDistance = 2, UpdatePrioritizationSchemes.FrontBack = 3,
  UpdatePrioritizationSchemes.BestAvatarResponsiveness = 4
}
 
enum  scriptEvents {
  scriptEvents.None = 0, scriptEvents.attach = 1, scriptEvents.collision = 16, scriptEvents.collision_end = 32,
  scriptEvents.collision_start = 64, scriptEvents.control = 128, scriptEvents.dataserver = 256, scriptEvents.email = 512,
  scriptEvents.http_response = 1024, scriptEvents.land_collision = 2048, scriptEvents.land_collision_end = 4096, scriptEvents.land_collision_start = 8192,
  scriptEvents.at_target = 16384, scriptEvents.at_rot_target = 16777216, scriptEvents.listen = 32768, scriptEvents.money = 65536,
  scriptEvents.moving_end = 131072, scriptEvents.moving_start = 262144, scriptEvents.not_at_rot_target = 524288, scriptEvents.not_at_target = 1048576,
  scriptEvents.remote_data = 8388608, scriptEvents.run_time_permissions = 268435456, scriptEvents.state_entry = 1073741824, scriptEvents.state_exit = 2,
  scriptEvents.timer = 4, scriptEvents.touch = 8, scriptEvents.touch_end = 536870912, scriptEvents.touch_start = 2097152,
  scriptEvents.transaction_result = 33554432, scriptEvents.object_rez = 4194304
}
 
enum  Changed : uint {
  Changed.INVENTORY = 1, Changed.COLOR = 2, Changed.SHAPE = 4, Changed.SCALE = 8,
  Changed.TEXTURE = 16, Changed.LINK = 32, Changed.ALLOWED_DROP = 64, Changed.OWNER = 128,
  Changed.REGION = 256, Changed.TELEPORT = 512, Changed.REGION_RESTART = 1024, Changed.MEDIA = 2048,
  Changed.ANIMATION = 16384, Changed.POSITION = 32768
}
 
enum  ExtraParamType {
  ExtraParamType.Something1 = 1, ExtraParamType.Something2 = 2, ExtraParamType.Something3 = 4, ExtraParamType.Something4 = 8,
  ExtraParamType.Flexible = 16, ExtraParamType.Light = 32, ExtraParamType.Sculpt = 48, ExtraParamType.Something5 = 64,
  ExtraParamType.Something6 = 128
}
 
enum  TextureAnimFlags : byte {
  TextureAnimFlags.NONE = 0x00, TextureAnimFlags.ANIM_ON = 0x01, TextureAnimFlags.LOOP = 0x02, TextureAnimFlags.REVERSE = 0x04,
  TextureAnimFlags.PING_PONG = 0x08, TextureAnimFlags.SMOOTH = 0x10, TextureAnimFlags.ROTATE = 0x20, TextureAnimFlags.SCALE = 0x40
}
 
enum  PrimType : int {
  PrimType.BOX = 0, PrimType.CYLINDER = 1, PrimType.PRISM = 2, PrimType.SPHERE = 3,
  PrimType.TORUS = 4, PrimType.TUBE = 5, PrimType.RING = 6, PrimType.SCULPT = 7
}
 
enum  UpdateRequired : byte { UpdateRequired.NONE = 0, UpdateRequired.TERSE = 1, UpdateRequired.FULL = 2 }
 
enum  ScriptControlled : uint {
  ScriptControlled.CONTROL_ZERO = 0, ScriptControlled.CONTROL_FWD = 1, ScriptControlled.CONTROL_BACK = 2, ScriptControlled.CONTROL_LEFT = 4,
  ScriptControlled.CONTROL_RIGHT = 8, ScriptControlled.CONTROL_UP = 16, ScriptControlled.CONTROL_DOWN = 32, ScriptControlled.CONTROL_ROT_LEFT = 256,
  ScriptControlled.CONTROL_ROT_RIGHT = 512, ScriptControlled.CONTROL_LBUTTON = 268435456, ScriptControlled.CONTROL_ML_LBUTTON = 1073741824
}
 
enum  ScenePresenceState { ScenePresenceState.Running, ScenePresenceState.PreRemove, ScenePresenceState.Removing, ScenePresenceState.Removed }
 The possible states that a scene presence can be in. This is currently orthagonal to whether a scene presence is root or child. More...
 

Functions

delegate bool FilterAvatarList (ScenePresence avatar)
 
delegate uint GenerateClientFlagsHandler (UUID userID, UUID objectID)
 
delegate void SetBypassPermissionsHandler (bool value)
 
delegate bool BypassPermissionsHandler ()
 
delegate bool PropagatePermissionsHandler ()
 
delegate bool RezObjectHandler (int objectCount, UUID owner, Vector3 objectPosition, Scene scene)
 
delegate bool DeleteObjectHandler (UUID objectID, UUID deleter, Scene scene)
 
delegate bool TransferObjectHandler (UUID objectID, UUID recipient, Scene scene)
 
delegate bool TakeObjectHandler (UUID objectID, UUID stealer, Scene scene)
 
delegate bool TakeCopyObjectHandler (UUID objectID, UUID userID, Scene inScene)
 
delegate bool DuplicateObjectHandler (int objectCount, UUID objectID, UUID owner, Scene scene, Vector3 objectPosition)
 
delegate bool EditObjectHandler (UUID objectID, UUID editorID, Scene scene)
 
delegate bool EditObjectInventoryHandler (UUID objectID, UUID editorID, Scene scene)
 
delegate bool MoveObjectHandler (UUID objectID, UUID moverID, Scene scene)
 
delegate bool ObjectEntryHandler (UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene)
 
delegate bool ReturnObjectsHandler (ILandObject land, UUID user, List< SceneObjectGroup > objects, Scene scene)
 
delegate bool InstantMessageHandler (UUID user, UUID target, Scene startScene)
 
delegate bool InventoryTransferHandler (UUID user, UUID target, Scene startScene)
 
delegate bool ViewScriptHandler (UUID script, UUID objectID, UUID user, Scene scene)
 
delegate bool ViewNotecardHandler (UUID script, UUID objectID, UUID user, Scene scene)
 
delegate bool EditScriptHandler (UUID script, UUID objectID, UUID user, Scene scene)
 
delegate bool EditNotecardHandler (UUID notecard, UUID objectID, UUID user, Scene scene)
 
delegate bool RunScriptHandler (UUID script, UUID objectID, UUID user, Scene scene)
 
delegate bool CompileScriptHandler (UUID ownerUUID, int scriptType, Scene scene)
 
delegate bool StartScriptHandler (UUID script, UUID user, Scene scene)
 
delegate bool StopScriptHandler (UUID script, UUID user, Scene scene)
 
delegate bool ResetScriptHandler (UUID prim, UUID script, UUID user, Scene scene)
 
delegate bool TerraformLandHandler (UUID user, Vector3 position, Scene requestFromScene)
 
delegate bool RunConsoleCommandHandler (UUID user, Scene requestFromScene)
 
delegate bool IssueEstateCommandHandler (UUID user, Scene requestFromScene, bool ownerCommand)
 
delegate bool IsGodHandler (UUID user, Scene requestFromScene)
 
delegate bool IsGridGodHandler (UUID user, Scene requestFromScene)
 
delegate bool IsAdministratorHandler (UUID user)
 
delegate bool IsEstateManagerHandler (UUID user)
 
delegate bool EditParcelHandler (UUID user, ILandObject parcel, Scene scene)
 
delegate bool EditParcelPropertiesHandler (UUID user, ILandObject parcel, GroupPowers p, Scene scene, bool allowManager)
 
delegate bool SellParcelHandler (UUID user, ILandObject parcel, Scene scene)
 
delegate bool AbandonParcelHandler (UUID user, ILandObject parcel, Scene scene)
 
delegate bool ReclaimParcelHandler (UUID user, ILandObject parcel, Scene scene)
 
delegate bool DeedParcelHandler (UUID user, ILandObject parcel, Scene scene)
 
delegate bool DeedObjectHandler (UUID user, UUID group, Scene scene)
 
delegate bool BuyLandHandler (UUID user, ILandObject parcel, Scene scene)
 
delegate bool LinkObjectHandler (UUID user, UUID objectID)
 
delegate bool DelinkObjectHandler (UUID user, UUID objectID)
 
delegate bool CreateObjectInventoryHandler (int invType, UUID objectID, UUID userID)
 
delegate bool CopyObjectInventoryHandler (UUID itemID, UUID objectID, UUID userID)
 
delegate bool DeleteObjectInventoryHandler (UUID itemID, UUID objectID, UUID userID)
 
delegate bool TransferObjectInventoryHandler (UUID itemID, UUID objectID, UUID userID)
 
delegate bool CreateUserInventoryHandler (int invType, UUID userID)
 
delegate bool EditUserInventoryHandler (UUID itemID, UUID userID)
 
delegate bool CopyUserInventoryHandler (UUID itemID, UUID userID)
 
delegate bool DeleteUserInventoryHandler (UUID itemID, UUID userID)
 
delegate bool TransferUserInventoryHandler (UUID itemID, UUID userID, UUID recipientID)
 
delegate bool TeleportHandler (UUID userID, Scene scene)
 
delegate bool ControlPrimMediaHandler (UUID userID, UUID primID, int face)
 
delegate bool InteractWithPrimMediaHandler (UUID userID, UUID primID, int face)
 
delegate void RemoveKnownRegionsFromAvatarList (UUID avatarID, List< ulong > regionlst)
 
delegate void PhysicsCrash ()
 
delegate void AttachToBackupDelegate (SceneObjectGroup sog)
 
delegate void DetachFromBackupDelegate (SceneObjectGroup sog)
 
delegate void ChangedBackupDelegate (SceneObjectGroup sog)
 
delegate void RestartSim (RegionInfo thisregion)
 
delegate void PrimCountTaintedDelegate ()
 
delegate void SendCoarseLocationsMethod (UUID scene, ScenePresence presence, List< Vector3 > coarseLocations, List< UUID > avatarUUIDs)
 

Enumeration Type Documentation

Enumerator
N 
NE 
E 
SE 
S 
SW 
W 
NW 

Definition at line 34 of file Cardinals.cs.

Enumerator
INVENTORY 
COLOR 
SHAPE 
SCALE 
TEXTURE 
LINK 
ALLOWED_DROP 
OWNER 
REGION 
TELEPORT 
REGION_RESTART 
MEDIA 
ANIMATION 
POSITION 

Definition at line 53 of file SceneObjectPart.cs.

Enumerator
Something1 
Something2 
Something3 
Something4 
Flexible 
Light 
Sculpt 
Something5 
Something6 

Definition at line 74 of file SceneObjectPart.cs.

Enumerator
BOX 
CYLINDER 
PRISM 
SPHERE 
TORUS 
TUBE 
RING 
SCULPT 

Definition at line 100 of file SceneObjectPart.cs.

The possible states that a scene presence can be in. This is currently orthagonal to whether a scene presence is root or child.

This is a state machine.

[Entry] => Running Running => PreRemove, Removing PreRemove => Running, Removing Removing => Removed

All other methods should only see the scene presence in running state - this is the normal operational state Removed state occurs when the presence has been removed. This is the end state with no exit.

Enumerator
Running 
PreRemove 
Removing 
Removed 

Definition at line 47 of file ScenePresenceStateMachine.cs.

Enumerator
CONTROL_ZERO 
CONTROL_FWD 
CONTROL_BACK 
CONTROL_LEFT 
CONTROL_RIGHT 
CONTROL_UP 
CONTROL_DOWN 
CONTROL_ROT_LEFT 
CONTROL_ROT_RIGHT 
CONTROL_LBUTTON 
CONTROL_ML_LBUTTON 

Definition at line 51 of file ScenePresence.cs.

Enumerator
None 
attach 
collision 
collision_end 
collision_start 
control 
dataserver 
email 
http_response 
land_collision 
land_collision_end 
land_collision_start 
at_target 
at_rot_target 
listen 
money 
moving_end 
moving_start 
not_at_rot_target 
not_at_target 
remote_data 
run_time_permissions 
state_entry 
state_exit 
timer 
touch 
touch_end 
touch_start 
transaction_result 
object_rez 

Definition at line 51 of file SceneObjectGroup.cs.

Enumerator
NONE 
ANIM_ON 
LOOP 
REVERSE 
PING_PONG 
SMOOTH 
ROTATE 
SCALE 

Definition at line 88 of file SceneObjectPart.cs.

Enumerator
Time 
Distance 
SimpleAngularDistance 
FrontBack 
BestAvatarResponsiveness 

Definition at line 50 of file Prioritizer.cs.

Enumerator
NONE 
TERSE 
FULL 

Definition at line 112 of file SceneObjectPart.cs.

Function Documentation

delegate bool OpenSim.Region.Framework.Scenes.AbandonParcelHandler ( UUID  user,
ILandObject  parcel,
Scene  scene 
)

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delegate void OpenSim.Region.Framework.Scenes.AttachToBackupDelegate ( SceneObjectGroup  sog)
delegate bool OpenSim.Region.Framework.Scenes.BuyLandHandler ( UUID  user,
ILandObject  parcel,
Scene  scene 
)

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delegate bool OpenSim.Region.Framework.Scenes.BypassPermissionsHandler ( )

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delegate void OpenSim.Region.Framework.Scenes.ChangedBackupDelegate ( SceneObjectGroup  sog)
delegate bool OpenSim.Region.Framework.Scenes.CompileScriptHandler ( UUID  ownerUUID,
int  scriptType,
Scene  scene 
)

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delegate bool OpenSim.Region.Framework.Scenes.ControlPrimMediaHandler ( UUID  userID,
UUID  primID,
int  face 
)

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delegate bool OpenSim.Region.Framework.Scenes.CopyObjectInventoryHandler ( UUID  itemID,
UUID  objectID,
UUID  userID 
)

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delegate bool OpenSim.Region.Framework.Scenes.CopyUserInventoryHandler ( UUID  itemID,
UUID  userID 
)

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delegate bool OpenSim.Region.Framework.Scenes.CreateObjectInventoryHandler ( int  invType,
UUID  objectID,
UUID  userID 
)

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delegate bool OpenSim.Region.Framework.Scenes.CreateUserInventoryHandler ( int  invType,
UUID  userID 
)

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delegate bool OpenSim.Region.Framework.Scenes.DeedObjectHandler ( UUID  user,
UUID  group,
Scene  scene 
)

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delegate bool OpenSim.Region.Framework.Scenes.DeedParcelHandler ( UUID  user,
ILandObject  parcel,
Scene  scene 
)

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delegate bool OpenSim.Region.Framework.Scenes.DeleteObjectHandler ( UUID  objectID,
UUID  deleter,
Scene  scene 
)

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delegate bool OpenSim.Region.Framework.Scenes.DeleteObjectInventoryHandler ( UUID  itemID,
UUID  objectID,
UUID  userID 
)

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delegate bool OpenSim.Region.Framework.Scenes.DeleteUserInventoryHandler ( UUID  itemID,
UUID  userID 
)

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delegate bool OpenSim.Region.Framework.Scenes.DelinkObjectHandler ( UUID  user,
UUID  objectID 
)

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delegate void OpenSim.Region.Framework.Scenes.DetachFromBackupDelegate ( SceneObjectGroup  sog)
delegate bool OpenSim.Region.Framework.Scenes.DuplicateObjectHandler ( int  objectCount,
UUID  objectID,
UUID  owner,
Scene  scene,
Vector3  objectPosition 
)

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delegate bool OpenSim.Region.Framework.Scenes.EditNotecardHandler ( UUID  notecard,
UUID  objectID,
UUID  user,
Scene  scene 
)

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delegate bool OpenSim.Region.Framework.Scenes.EditObjectHandler ( UUID  objectID,
UUID  editorID,
Scene  scene 
)

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delegate bool OpenSim.Region.Framework.Scenes.EditObjectInventoryHandler ( UUID  objectID,
UUID  editorID,
Scene  scene 
)

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delegate bool OpenSim.Region.Framework.Scenes.EditParcelHandler ( UUID  user,
ILandObject  parcel,
Scene  scene 
)
delegate bool OpenSim.Region.Framework.Scenes.EditParcelPropertiesHandler ( UUID  user,
ILandObject  parcel,
GroupPowers  p,
Scene  scene,
bool  allowManager 
)

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delegate bool OpenSim.Region.Framework.Scenes.EditScriptHandler ( UUID  script,
UUID  objectID,
UUID  user,
Scene  scene 
)

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delegate bool OpenSim.Region.Framework.Scenes.EditUserInventoryHandler ( UUID  itemID,
UUID  userID 
)

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delegate bool OpenSim.Region.Framework.Scenes.FilterAvatarList ( ScenePresence  avatar)
delegate uint OpenSim.Region.Framework.Scenes.GenerateClientFlagsHandler ( UUID  userID,
UUID  objectID 
)

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delegate bool OpenSim.Region.Framework.Scenes.InstantMessageHandler ( UUID  user,
UUID  target,
Scene  startScene 
)

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delegate bool OpenSim.Region.Framework.Scenes.InteractWithPrimMediaHandler ( UUID  userID,
UUID  primID,
int  face 
)

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delegate bool OpenSim.Region.Framework.Scenes.InventoryTransferHandler ( UUID  user,
UUID  target,
Scene  startScene 
)

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delegate bool OpenSim.Region.Framework.Scenes.IsAdministratorHandler ( UUID  user)

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delegate bool OpenSim.Region.Framework.Scenes.IsEstateManagerHandler ( UUID  user)

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delegate bool OpenSim.Region.Framework.Scenes.IsGodHandler ( UUID  user,
Scene  requestFromScene 
)

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delegate bool OpenSim.Region.Framework.Scenes.IsGridGodHandler ( UUID  user,
Scene  requestFromScene 
)

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delegate bool OpenSim.Region.Framework.Scenes.IssueEstateCommandHandler ( UUID  user,
Scene  requestFromScene,
bool  ownerCommand 
)

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delegate bool OpenSim.Region.Framework.Scenes.LinkObjectHandler ( UUID  user,
UUID  objectID 
)

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delegate bool OpenSim.Region.Framework.Scenes.MoveObjectHandler ( UUID  objectID,
UUID  moverID,
Scene  scene 
)

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delegate bool OpenSim.Region.Framework.Scenes.ObjectEntryHandler ( UUID  objectID,
bool  enteringRegion,
Vector3  newPoint,
Scene  scene 
)

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delegate void OpenSim.Region.Framework.Scenes.PhysicsCrash ( )
delegate void OpenSim.Region.Framework.Scenes.PrimCountTaintedDelegate ( )
delegate bool OpenSim.Region.Framework.Scenes.PropagatePermissionsHandler ( )

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delegate bool OpenSim.Region.Framework.Scenes.ReclaimParcelHandler ( UUID  user,
ILandObject  parcel,
Scene  scene 
)

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delegate void OpenSim.Region.Framework.Scenes.RemoveKnownRegionsFromAvatarList ( UUID  avatarID,
List< ulong >  regionlst 
)
delegate bool OpenSim.Region.Framework.Scenes.ResetScriptHandler ( UUID  prim,
UUID  script,
UUID  user,
Scene  scene 
)

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delegate void OpenSim.Region.Framework.Scenes.RestartSim ( RegionInfo  thisregion)
delegate bool OpenSim.Region.Framework.Scenes.ReturnObjectsHandler ( ILandObject  land,
UUID  user,
List< SceneObjectGroup >  objects,
Scene  scene 
)

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delegate bool OpenSim.Region.Framework.Scenes.RezObjectHandler ( int  objectCount,
UUID  owner,
Vector3  objectPosition,
Scene  scene 
)

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delegate bool OpenSim.Region.Framework.Scenes.RunConsoleCommandHandler ( UUID  user,
Scene  requestFromScene 
)

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delegate bool OpenSim.Region.Framework.Scenes.RunScriptHandler ( UUID  script,
UUID  objectID,
UUID  user,
Scene  scene 
)

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delegate bool OpenSim.Region.Framework.Scenes.SellParcelHandler ( UUID  user,
ILandObject  parcel,
Scene  scene 
)

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delegate void OpenSim.Region.Framework.Scenes.SendCoarseLocationsMethod ( UUID  scene,
ScenePresence  presence,
List< Vector3 >  coarseLocations,
List< UUID >  avatarUUIDs 
)
delegate void OpenSim.Region.Framework.Scenes.SetBypassPermissionsHandler ( bool  value)

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delegate bool OpenSim.Region.Framework.Scenes.StartScriptHandler ( UUID  script,
UUID  user,
Scene  scene 
)

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delegate bool OpenSim.Region.Framework.Scenes.StopScriptHandler ( UUID  script,
UUID  user,
Scene  scene 
)

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delegate bool OpenSim.Region.Framework.Scenes.TakeCopyObjectHandler ( UUID  objectID,
UUID  userID,
Scene  inScene 
)

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delegate bool OpenSim.Region.Framework.Scenes.TakeObjectHandler ( UUID  objectID,
UUID  stealer,
Scene  scene 
)

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delegate bool OpenSim.Region.Framework.Scenes.TeleportHandler ( UUID  userID,
Scene  scene 
)

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delegate bool OpenSim.Region.Framework.Scenes.TerraformLandHandler ( UUID  user,
Vector3  position,
Scene  requestFromScene 
)

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delegate bool OpenSim.Region.Framework.Scenes.TransferObjectHandler ( UUID  objectID,
UUID  recipient,
Scene  scene 
)

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delegate bool OpenSim.Region.Framework.Scenes.TransferObjectInventoryHandler ( UUID  itemID,
UUID  objectID,
UUID  userID 
)

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delegate bool OpenSim.Region.Framework.Scenes.TransferUserInventoryHandler ( UUID  itemID,
UUID  userID,
UUID  recipientID 
)

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delegate bool OpenSim.Region.Framework.Scenes.ViewNotecardHandler ( UUID  script,
UUID  objectID,
UUID  user,
Scene  scene 
)

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delegate bool OpenSim.Region.Framework.Scenes.ViewScriptHandler ( UUID  script,
UUID  objectID,
UUID  user,
Scene  scene 
)

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