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Resolve merge commits, stage 1
This commit is contained in:
@@ -36,6 +36,27 @@ namespace OpenSim.Region.Framework.Interfaces
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{
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public interface IAttachmentsModule
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{
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/// <summary>
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/// RezAttachments. This should only be called upon login on the first region.
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/// Attachment rezzings on crossings and TPs are done in a different way.
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/// </summary>
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void RezAttachments(IScenePresence sp);
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/// <summary>
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/// Save the attachments that have change on this presence.
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/// </summary>
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/// <param name="sp"></param>
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void SaveChangedAttachments(IScenePresence sp);
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/// <summary>
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/// Delete all the presence's attachments from the scene
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/// </summary>
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/// <param name="sp">
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/// This is done when a root agent leaves/is demoted to child (for instance, on logout, teleport or region cross).
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/// </param>
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/// <param name="silent"></param>
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void DeleteAttachmentsFromScene(IScenePresence sp, bool silent);
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/// <summary>
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/// Attach an object to an avatar from the world.
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/// </summary>
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@@ -48,13 +69,11 @@ namespace OpenSim.Region.Framework.Interfaces
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IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, bool silent);
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/// <summary>
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/// Attach an object to an avatar.
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/// Attach an object to an avatar
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/// </summary>
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/// <param name="controllingClient"></param>
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/// <param name="localID"></param>
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/// <param name="attachPoint"></param>
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/// <param name="rot"></param>
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/// <param name="attachPos"></param>
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/// <param name="remoteClient"></param>
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/// <param name="grp"></param>
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/// <param name="AttachmentPt"></param>
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/// <param name="silent"></param>
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/// <returns>true if the object was successfully attached, false otherwise</returns>
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bool AttachObject(
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@@ -67,7 +86,7 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <param name="itemID"></param>
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/// <param name="AttachmentPt"></param>
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/// <returns>The scene object that was attached. Null if the scene object could not be found</returns>
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UUID RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt);
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ISceneEntity RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt);
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/// <summary>
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/// Rez an attachment from user inventory
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@@ -80,7 +99,7 @@ namespace OpenSim.Region.Framework.Interfaces
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/// False is required so that we don't attempt to update information when a user enters a scene with the
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/// attachment already correctly set up in inventory.
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/// <returns>The uuid of the scene object that was attached. Null if the scene object could not be found</returns>
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UUID RezSingleAttachmentFromInventory(
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ISceneEntity RezSingleAttachmentFromInventory(
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IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus);
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// Same as above, but also load script states from a separate doc
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@@ -101,9 +120,10 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <summary>
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/// Detach an object from the avatar.
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/// </summary>
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///
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/// <remarks>
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/// This method is called in response to a client's detach request, so we only update the information in
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/// inventory
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/// </remarks>
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/// <param name="objectLocalID"></param>
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/// <param name="remoteClient"></param>
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void DetachObject(uint objectLocalID, IClientAPI remoteClient);
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@@ -111,12 +131,12 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <summary>
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/// Detach the given item to the ground.
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/// </summary>
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/// <param name="itemID"></param>
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/// <param name="objectLocalID"></param>
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/// <param name="remoteClient"></param>
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void DetachSingleAttachmentToGround(UUID itemID, IClientAPI remoteClient);
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void DetachSingleAttachmentToGround(uint objectLocalID, IClientAPI remoteClient);
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/// <summary>
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/// Update the user inventory to show a detach.
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/// Detach the given item so that it remains in the user's inventory.
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/// </summary>
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/// <param name="itemID">
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/// A <see cref="UUID"/>
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@@ -124,23 +144,15 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <param name="remoteClient">
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/// A <see cref="IClientAPI"/>
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/// </param>
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void ShowDetachInUserInventory(UUID itemID, IClientAPI remoteClient);
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void DetachSingleAttachmentToInv(UUID itemID, IClientAPI remoteClient);
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/// <summary>
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/// Update the user inventory with a changed attachment
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/// </summary>
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/// <param name="remoteClient">
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/// A <see cref="IClientAPI"/>
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/// </param>
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/// <param name="grp">
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/// A <see cref="SceneObjectGroup"/>
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/// </param>
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/// <param name="itemID">
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/// A <see cref="UUID"/>
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/// </param>
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/// <param name="agentID">
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/// A <see cref="UUID"/>
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/// </param>
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/// <param name="remoteClient"></param>
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/// <param name="grp"></param>
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/// <param name="itemID"></param>
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/// <param name="agentID"></param>
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void UpdateKnownItem(IClientAPI remoteClient, SceneObjectGroup grp, UUID itemID, UUID agentID);
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}
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}
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@@ -25,6 +25,7 @@
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System.Collections.Generic;
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using OpenMetaverse;
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using OpenSim.Framework;
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@@ -32,6 +33,30 @@ namespace OpenSim.Region.Framework.Interfaces
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{
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public interface IAvatarFactory
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{
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/// <summary>
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/// Send the appearance of an avatar to others in the scene.
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/// </summary>
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/// <param name="agentId"></param>
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/// <returns></returns>
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bool SendAppearance(UUID agentId);
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/// <summary>
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/// Return the baked texture ids of the given agent.
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/// </summary>
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/// <param name="agentId"></param>
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/// <returns>An empty list if this agent has no baked textures (e.g. because it's a child agent)</returns>
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Dictionary<BakeType, Primitive.TextureEntryFace> GetBakedTextureFaces(UUID agentId);
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/// <summary>
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/// Save the baked textures for the given agent permanently in the asset database.
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/// </summary>
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/// <remarks>
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/// This is used to preserve apperance textures for NPCs
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/// </remarks>
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/// <param name="agentId"></param>
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/// <returns>true if a valid agent was found, false otherwise</returns>
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bool SaveBakedTextures(UUID agentId);
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bool ValidateBakedTextureCache(IClientAPI client);
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void QueueAppearanceSend(UUID agentid);
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void QueueAppearanceSave(UUID agentid);
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@@ -54,10 +54,58 @@ namespace OpenSim.Region.Framework.Interfaces
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/// FIXME: This is not very useful. It would be far more useful to return a list of items instead.
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/// </returns>
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UUID CopyToInventory(DeRezAction action, UUID folderID, List<SceneObjectGroup> objectGroups, IClientAPI remoteClient);
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SceneObjectGroup RezObject(IClientAPI remoteClient, UUID itemID, Vector3 RayEnd, Vector3 RayStart,
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UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
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bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment);
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/// <summary>
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/// Rez an object into the scene from the user's inventory
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/// </summary>
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/// <remarks>
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/// FIXME: It would be really nice if inventory access modules didn't also actually do the work of rezzing
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/// things to the scene. The caller should be doing that, I think.
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/// </remarks>
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/// <param name="remoteClient"></param>
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/// <param name="itemID"></param>
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/// <param name="RayEnd"></param>
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/// <param name="RayStart"></param>
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/// <param name="RayTargetID"></param>
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/// <param name="BypassRayCast"></param>
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/// <param name="RayEndIsIntersection"></param>
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/// <param name="RezSelected"></param>
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/// <param name="RemoveItem"></param>
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/// <param name="fromTaskID"></param>
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/// <param name="attachment"></param>
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/// <returns>The SceneObjectGroup rezzed or null if rez was unsuccessful.</returns>
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SceneObjectGroup RezObject(
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IClientAPI remoteClient, UUID itemID, Vector3 RayEnd, Vector3 RayStart,
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UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
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bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment);
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/// <summary>
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/// Rez an object into the scene from the user's inventory
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/// </summary>
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/// <remarks>
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/// FIXME: It would be really nice if inventory access modules didn't also actually do the work of rezzing
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/// things to the scene. The caller should be doing that, I think.
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/// </remarks>
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/// <param name="remoteClient"></param>
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/// <param name="item">
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/// The item from which the object asset came. Can be null, in which case pre and post rez item adjustment and checks are not performed.
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/// </param>
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/// <param name="assetID">The asset id for the object to rez.</param>
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/// <param name="RayEnd"></param>
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/// <param name="RayStart"></param>
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/// <param name="RayTargetID"></param>
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/// <param name="BypassRayCast"></param>
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/// <param name="RayEndIsIntersection"></param>
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/// <param name="RezSelected"></param>
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/// <param name="RemoveItem"></param>
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/// <param name="fromTaskID"></param>
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/// <param name="attachment"></param>
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/// <returns>The SceneObjectGroup rezzed or null if rez was unsuccessful.</returns>
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SceneObjectGroup RezObject(
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IClientAPI remoteClient, InventoryItemBase item, UUID assetID, Vector3 RayEnd, Vector3 RayStart,
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UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
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bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment);
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void TransferInventoryAssets(InventoryItemBase item, UUID sender, UUID receiver);
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/// <summary>
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@@ -26,15 +26,80 @@
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*/
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.Framework.Interfaces
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{
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public interface INPCModule
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{
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UUID CreateNPC(string firstname, string lastname, Vector3 position, Scene scene, UUID cloneAppearanceFrom);
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void Autopilot(UUID agentID, Scene scene, Vector3 pos);
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void Say(UUID agentID, Scene scene, string text);
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void DeleteNPC(UUID agentID, Scene scene);
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/// <summary>
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/// Create an NPC
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/// </summary>
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/// <param name="firstname"></param>
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/// <param name="lastname"></param>
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/// <param name="position"></param>
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/// <param name="scene"></param>
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/// <param name="appearance">The avatar appearance to use for the new NPC.</param>
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/// <returns>The UUID of the ScenePresence created.</returns>
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UUID CreateNPC(string firstname, string lastname, Vector3 position, Scene scene, AvatarAppearance appearance);
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/// <summary>
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/// Check if the agent is an NPC.
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/// </summary>
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/// <param name="agentID"></param>
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/// <param name="scene"></param>
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/// <returns>True if the agent is an NPC in the given scene. False otherwise.</returns>
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bool IsNPC(UUID agentID, Scene scene);
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/// <summary>
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/// Set the appearance for an NPC.
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/// </summary>
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/// <param name="agentID"></param>
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/// <param name="appearance"></param>
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/// <param name="scene"></param>
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/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
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bool SetNPCAppearance(UUID agentID, AvatarAppearance appearance, Scene scene);
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/// <summary>
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/// Move an NPC to a target over time.
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/// </summary>
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/// <param name="agentID">The UUID of the NPC</param>
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/// <param name="scene"></param>
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/// <param name="pos"></param>
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/// <param name="noFly">
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/// If true, then the avatar will attempt to walk to the location even if it's up in the air.
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/// This is to allow walking on prims.
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/// </param>
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/// <param name="landAtTarget">
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/// If true and the avatar is flying when it reaches the target, land.
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/// </param>
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/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
|
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bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget);
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/// <summary>
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/// Stop the NPC's current movement.
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/// </summary>
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/// <param name="agentID">The UUID of the NPC</param>
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/// <param name="scene"></param>
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/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
|
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bool StopMoveToTarget(UUID agentID, Scene scene);
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/// <summary>
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/// Get the NPC to say something.
|
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/// </summary>
|
||||
/// <param name="agentID">The UUID of the NPC</param>
|
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/// <param name="scene"></param>
|
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/// <param name="text"></param>
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/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
|
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bool Say(UUID agentID, Scene scene, string text);
|
||||
|
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/// <summary>
|
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/// Delete an NPC.
|
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/// </summary>
|
||||
/// <param name="agentID">The UUID of the NPC</param>
|
||||
/// <param name="scene"></param>
|
||||
/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
|
||||
bool DeleteNPC(UUID agentID, Scene scene);
|
||||
}
|
||||
}
|
||||
88
OpenSim/Region/Framework/Interfaces/IScenePresence.cs
Normal file
88
OpenSim/Region/Framework/Interfaces/IScenePresence.cs
Normal file
@@ -0,0 +1,88 @@
|
||||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
|
||||
namespace OpenSim.Region.Framework.Interfaces
|
||||
{
|
||||
/// <summary>
|
||||
/// An agent in the scene.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Interface is a work in progress. Please feel free to add other required properties and methods.
|
||||
/// </remarks>
|
||||
public interface IScenePresence : ISceneEntity
|
||||
{
|
||||
/// <value>
|
||||
/// The client controlling this presence
|
||||
/// </value>
|
||||
IClientAPI ControllingClient { get; }
|
||||
|
||||
/// <summary>
|
||||
/// What type of presence is this? User, NPC, etc.
|
||||
/// </summary>
|
||||
PresenceType PresenceType { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Avatar appearance data.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
// Because appearance setting is in a module, we actually need
|
||||
// to give it access to our appearance directly, otherwise we
|
||||
// get a synchronization issue.
|
||||
/// </remarks>
|
||||
AvatarAppearance Appearance { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The scene objects attached to this avatar.
|
||||
/// </summary>
|
||||
/// <returns>
|
||||
/// A copy of the list.
|
||||
/// </returns>
|
||||
/// <remarks>
|
||||
/// Do not change this list directly - use the attachments module.
|
||||
/// </remarks>
|
||||
List<SceneObjectGroup> GetAttachments();
|
||||
|
||||
/// <summary>
|
||||
/// The scene objects attached to this avatar at a specific attachment point.
|
||||
/// </summary>
|
||||
/// <param name="attachmentPoint"></param>
|
||||
/// <returns></returns>
|
||||
List<SceneObjectGroup> GetAttachments(uint attachmentPoint);
|
||||
|
||||
bool HasAttachments();
|
||||
|
||||
// Don't use these methods directly. Instead, use the AttachmentsModule
|
||||
void AddAttachment(SceneObjectGroup gobj);
|
||||
void RemoveAttachment(SceneObjectGroup gobj);
|
||||
void ClearAttachments();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,43 @@
|
||||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using OpenMetaverse.StructuredData;
|
||||
|
||||
namespace OpenSim.Region.Framework.Interfaces
|
||||
{
|
||||
/// <summary>
|
||||
/// Add remove or retrieve Simulator Features that will be given to a viewer via the SimulatorFeatures capability.
|
||||
/// </summary>
|
||||
public interface ISimulatorFeaturesModule
|
||||
{
|
||||
void AddFeature(string name, OSD value);
|
||||
bool RemoveFeature(string name);
|
||||
bool TryGetFeature(string name, out OSD value);
|
||||
OSDMap GetFeatures();
|
||||
}
|
||||
}
|
||||
@@ -5,13 +5,48 @@ using OpenMetaverse;
|
||||
|
||||
namespace OpenSim.Region.Framework.Interfaces
|
||||
{
|
||||
/// <summary>
|
||||
/// This maintains the relationship between a UUID and a user name.
|
||||
/// </summary>
|
||||
public interface IUserManagement
|
||||
{
|
||||
string GetUserName(UUID uuid);
|
||||
string GetUserHomeURL(UUID uuid);
|
||||
string GetUserUUI(UUID uuid);
|
||||
string GetUserServerURL(UUID uuid, string serverType);
|
||||
void AddUser(UUID uuid, string userData);
|
||||
|
||||
/// <summary>
|
||||
/// Add a user.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// If an account is found for the UUID, then the names in this will be used rather than any information
|
||||
/// extracted from creatorData.
|
||||
/// </remarks>
|
||||
/// <param name="uuid"></param>
|
||||
/// <param name="creatorData">The creator data for this user.</param>
|
||||
void AddUser(UUID uuid, string creatorData);
|
||||
|
||||
/// <summary>
|
||||
/// Add a user.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The UUID is related to the name without any other checks being performed, such as user account presence.
|
||||
/// </remarks>
|
||||
/// <param name="uuid"></param>
|
||||
/// <param name="firstName"></param>
|
||||
/// <param name="lastName"></param>
|
||||
void AddUser(UUID uuid, string firstName, string lastName);
|
||||
|
||||
/// <summary>
|
||||
/// Add a user.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The arguments apart from uuid are formed into a creatorData string and processing proceeds as for the
|
||||
/// AddUser(UUID uuid, string creatorData) method.
|
||||
/// </remarks>
|
||||
/// <param name="uuid"></param>
|
||||
/// <param name="firstName"></param>
|
||||
/// <param name="profileURL"></param>
|
||||
void AddUser(UUID uuid, string firstName, string lastName, string profileURL);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -80,6 +80,26 @@ namespace OpenSim.Region.Framework.Interfaces
|
||||
/// <param name="msg">msg to sent</param>
|
||||
void DeliverMessage(ChatTypeEnum type, int channel, string name, UUID id, string msg);
|
||||
|
||||
/// <summary>
|
||||
/// Delivers the message to a specified object in the region.
|
||||
/// </summary>
|
||||
/// <param name='target'>
|
||||
/// Target.
|
||||
/// </param>
|
||||
/// <param name='channel'>
|
||||
/// Channel.
|
||||
/// </param>
|
||||
/// <param name='name'>
|
||||
/// Name.
|
||||
/// </param>
|
||||
/// <param name='id'>
|
||||
/// Identifier.
|
||||
/// </param>
|
||||
/// <param name='msg'>
|
||||
/// Message.
|
||||
/// </param>
|
||||
bool DeliverMessageTo(UUID target, int channel, Vector3 pos, string name, UUID id, string msg, out string error);
|
||||
|
||||
/// <summary>
|
||||
/// Are there any listen events ready to be dispatched?
|
||||
/// </summary>
|
||||
|
||||
Reference in New Issue
Block a user