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Merge branch 'master' into careminster-presence-refactor
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@@ -27,6 +27,7 @@
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using System;
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using OpenMetaverse;
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using OpenMetaverse.Packets;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Scenes;
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@@ -81,6 +82,34 @@ namespace OpenSim.Region.Framework.Interfaces
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UUID RezSingleAttachmentFromInventory(
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IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus);
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/// <summary>
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/// Rez multiple attachments from a user's inventory
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/// </summary>
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/// <param name="remoteClient"></param>
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/// <param name="header"></param>
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/// <param name="objects"></param>
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void RezMultipleAttachmentsFromInventory(
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IClientAPI remoteClient,
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RezMultipleAttachmentsFromInvPacket.HeaderDataBlock header,
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RezMultipleAttachmentsFromInvPacket.ObjectDataBlock[] objects);
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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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/// 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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/// <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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/// <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="remoteClient"></param>
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void DetachSingleAttachmentToGround(UUID itemID, IClientAPI remoteClient);
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/// <summary>
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/// Update the user inventory to the attachment of an item
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/// </summary>
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@@ -73,6 +73,9 @@ namespace OpenSim.Region.Framework.Interfaces
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/// </summary>
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void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource);
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ArrayList GetScriptErrors(UUID itemID);
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void ResumeScripts();
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/// <summary>
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/// Stop all the scripts in this entity.
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/// </summary>
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@@ -90,8 +90,12 @@ namespace OpenSim.Region.Framework.Interfaces
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/// If true, the loaded region merges with the existing one rather than replacing it. Any terrain or region
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/// settings in the archive will be ignored.
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/// </param>
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/// <param name="skipAssets">
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/// If true, the archive is loaded without loading any assets contained within it. This is useful if the
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/// assets are already known to be present in the grid's asset service.
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/// </param>
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/// <param name="requestId">If supplied, this request Id is later returned in the saved event</param>
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void DearchiveRegion(string loadPath, bool merge, Guid requestId);
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void DearchiveRegion(string loadPath, bool merge, bool skipAssets, Guid requestId);
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/// <summary>
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/// Dearchive a region from a stream. This replaces the existing scene.
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@@ -113,7 +117,11 @@ namespace OpenSim.Region.Framework.Interfaces
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/// If true, the loaded region merges with the existing one rather than replacing it. Any terrain or region
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/// settings in the archive will be ignored.
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/// </param>
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/// <param name="skipAssets">
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/// If true, the archive is loaded without loading any assets contained within it. This is useful if the
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/// assets are already known to be present in the grid's asset service.
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/// </param
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/// <param name="requestId">If supplied, this request Id is later returned in the saved event</param>
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void DearchiveRegion(Stream loadStream, bool merge, Guid requestId);
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void DearchiveRegion(Stream loadStream, bool merge, bool skipAssets, Guid requestId);
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}
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}
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@@ -41,6 +41,14 @@ namespace OpenSim.Region.Framework.Interfaces
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bool PostScriptEvent(UUID itemID, string name, Object[] args);
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bool PostObjectEvent(UUID itemID, string name, Object[] args);
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// Suspend ALL scripts in a given scene object. The item ID
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// is the UUID of a SOG, and the method acts on all contained
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// scripts. This is different from the suspend/resume that
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// can be issued by a client.
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//
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void SuspendScript(UUID itemID);
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void ResumeScript(UUID itemID);
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ArrayList GetScriptErrors(UUID itemID);
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}
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}
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