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Merge branch 'master' into presence-refactor
This brings presence-refactor up to master again
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@@ -65,7 +65,7 @@ namespace OpenSim.Region.Framework.Interfaces
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/// The UUID of the texture updater, not the texture UUID. If you need the texture UUID then you will need
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/// to obtain it directly from the SceneObjectPart. For instance, if ALL_SIDES is set then this texture
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/// can be obtained as SceneObjectPart.Shape.Textures.DefaultTexture.TextureID
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/// </returns>
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/// </returns>
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UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data, string extraParams,
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int updateTimer, bool SetBlending, byte AlphaValue);
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@@ -150,7 +150,7 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <returns>
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/// A list of inventory items with that name.
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/// If no inventory item has that name then an empty list is returned.
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/// </returns>
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/// </returns>
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IList<TaskInventoryItem> GetInventoryItems(string name);
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/// <summary>
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@@ -62,7 +62,7 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <param name="name">name to filter on</param>
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/// <param name="id">key to filter on (user given, could be totally faked)</param>
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/// <param name="msg">msg to filter on</param>
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/// <returns>number of the scripts handle</returns>
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/// <returns>number of the scripts handle</returns>
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int Listen(uint LocalID, UUID itemID, UUID hostID, int channel, string name, UUID id, string msg);
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/// <summary>
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@@ -77,19 +77,19 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <param name="channel">channel to sent on</param>
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/// <param name="name">name of sender (object or avatar)</param>
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/// <param name="id">key of sender (object or avatar)</param>
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/// <param name="msg">msg to sent</param>
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/// <param name="msg">msg to sent</param>
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void DeliverMessage(ChatTypeEnum type, int channel, string name, UUID id, string msg);
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/// <summary>
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/// Are there any listen events ready to be dispatched?
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/// </summary>
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/// <returns>boolean indication</returns>
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/// <returns>boolean indication</returns>
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bool HasMessages();
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/// <summary>
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/// Pop the first availlable listen event from the queue
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/// </summary>
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/// <returns>ListenerInfo with filter filled in</returns>
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/// <returns>ListenerInfo with filter filled in</returns>
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IWorldCommListenerInfo GetNextMessage();
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void ListenControl(UUID itemID, int handle, int active);
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