a few more 'events'

This commit is contained in:
UbitUmarov
2020-08-08 19:47:08 +01:00
parent 8a7913220e
commit 996176b125

View File

@@ -46,7 +46,6 @@ namespace OpenSim.Region.Framework.Scenes
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public delegate void OnFrameDelegate();
/// <summary>
/// Triggered on each sim frame.
/// </summary>
@@ -55,10 +54,9 @@ namespace OpenSim.Region.Framework.Scenes
/// Core uses it for things like Sun, Wind & Clouds
/// The MRM module also uses it.
/// </remarks>
public event OnFrameDelegate OnFrame;
public OnFrameDelegate OnFrame;
public delegate void ClientMovement(ScenePresence client);
/// <summary>
/// Trigerred when an agent moves.
/// </summary>
@@ -66,10 +64,9 @@ namespace OpenSim.Region.Framework.Scenes
/// This gets triggered in <see cref="OpenSim.Region.Framework.Scenes.ScenePresence.HandleAgentUpdate"/>
/// prior to <see cref="OpenSim.Region.Framework.Scenes.ScenePresence.TriggerScenePresenceUpdated"/>
/// </remarks>
public event ClientMovement OnClientMovement;
public ClientMovement OnClientMovement;
public delegate void OnTerrainTaintedDelegate();
/// <summary>
/// Triggered if the terrain has been edited
/// </summary>
@@ -77,11 +74,9 @@ namespace OpenSim.Region.Framework.Scenes
/// This gets triggered in <see cref="OpenSim.Region.CoreModules.World.Terrain.CheckForTerrainUpdates"/>
/// after it determines that an update has been made.
/// </remarks>
public event OnTerrainTaintedDelegate OnTerrainTainted;
public OnTerrainTaintedDelegate OnTerrainTainted;
public delegate void OnTerrainTickDelegate();
public delegate void OnTerrainCheckUpdatesDelegate();
/// <summary>
/// Triggered if the terrain has been edited
/// </summary>
@@ -89,15 +84,15 @@ namespace OpenSim.Region.Framework.Scenes
/// This gets triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.UpdateTerrain"/>
/// but is used by core solely to update the physics engine.
/// </remarks>
public event OnTerrainTickDelegate OnTerrainTick;
public event OnTerrainCheckUpdatesDelegate OnTerrainCheckUpdates;
public OnTerrainTickDelegate OnTerrainTick;
public delegate void OnTerrainCheckUpdatesDelegate();
public OnTerrainCheckUpdatesDelegate OnTerrainCheckUpdates;
public delegate void OnTerrainUpdateDelegate();
public event OnTerrainUpdateDelegate OnTerrainUpdate;
public OnTerrainUpdateDelegate OnTerrainUpdate;
public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
/// <summary>
/// Triggered when a region is backed up/persisted to storage
/// </summary>
@@ -105,10 +100,9 @@ namespace OpenSim.Region.Framework.Scenes
/// This gets triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.Backup"/>
/// and is fired before the persistence occurs.
/// </remarks>
public event OnBackupDelegate OnBackup;
public OnBackupDelegate OnBackup;
public delegate void OnClientConnectCoreDelegate(IClientCore client);
/// <summary>
/// Triggered when a new client connects to the scene.
/// </summary>
@@ -118,10 +112,9 @@ namespace OpenSim.Region.Framework.Scenes
/// also implements <see cref="OpenSim.Framework.Client.IClientCore"/> and as such,
/// is not triggered by <see cref="OpenSim.Region.OptionalModules.World.NPC">NPCs</see>.
/// </remarks>
public event OnClientConnectCoreDelegate OnClientConnect;
public OnClientConnectCoreDelegate OnClientConnect;
public delegate void OnNewClientDelegate(IClientAPI client);
/// <summary>
/// Triggered when a new client is added to the scene.
/// </summary>
@@ -133,7 +126,7 @@ namespace OpenSim.Region.Framework.Scenes
/// This is triggered under per-agent lock. So if you want to perform any long-running operations, please
/// do this on a separate thread.
/// </remarks>
public event OnNewClientDelegate OnNewClient;
public OnNewClientDelegate OnNewClient;
/// <summary>
/// Fired if the client entering this sim is doing so as a new login
@@ -142,10 +135,9 @@ namespace OpenSim.Region.Framework.Scenes
/// This is triggered under per-agent lock. So if you want to perform any long-running operations, please
/// do this on a separate thread.
/// </remarks>
public event Action<IClientAPI> OnClientLogin;
public Action<IClientAPI> OnClientLogin;
public delegate void OnNewPresenceDelegate(ScenePresence presence);
/// <summary>
/// Triggered when a new presence is added to the scene
/// </summary>
@@ -153,10 +145,9 @@ namespace OpenSim.Region.Framework.Scenes
/// Triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.AddNewAgent"/> which is used by both
/// <see cref="OpenSim.Framework.PresenceType.User">users</see> and <see cref="OpenSim.Framework.PresenceType.Npc">NPCs</see>
/// </remarks>
public event OnNewPresenceDelegate OnNewPresence;
public OnNewPresenceDelegate OnNewPresence;
public delegate void OnRemovePresenceDelegate(UUID agentId);
/// <summary>
/// Triggered when a presence is removed from the scene
/// </summary>
@@ -167,10 +158,9 @@ namespace OpenSim.Region.Framework.Scenes
/// Triggered under per-agent lock. So if you want to perform any long-running operations, please
/// do this on a separate thread.
/// </remarks>
public event OnRemovePresenceDelegate OnRemovePresence;
public OnRemovePresenceDelegate OnRemovePresence;
public delegate void OnParcelPrimCountUpdateDelegate();
/// <summary>
/// Triggered whenever the prim count may have been altered, or prior
/// to an action that requires the current prim count to be accurate.
@@ -185,10 +175,9 @@ namespace OpenSim.Region.Framework.Scenes
/// <see cref="OpenSim.Region.CoreModules.World.Land.LandObject.DeedToGroup"/>,
/// <see cref="OpenSim.Region.CoreModules.World.Land.LandObject.SendLandUpdateToClient"/>
/// </remarks>
public event OnParcelPrimCountUpdateDelegate OnParcelPrimCountUpdate;
public OnParcelPrimCountUpdateDelegate OnParcelPrimCountUpdate;
public delegate void OnParcelPrimCountAddDelegate(SceneObjectGroup obj);
/// <summary>
/// Triggered in response to <see cref="OnParcelPrimCountUpdate"/> for
/// objects that actually contribute to parcel prim count.
@@ -197,10 +186,9 @@ namespace OpenSim.Region.Framework.Scenes
/// Triggered by <see cref="TriggerParcelPrimCountAdd"/> in
/// <see cref="OpenSim.Region.CoreModules.World.Land.LandManagementModule.EventManagerOnParcelPrimCountUpdate"/>
/// </remarks>
public event OnParcelPrimCountAddDelegate OnParcelPrimCountAdd;
public OnParcelPrimCountAddDelegate OnParcelPrimCountAdd;
public delegate void OnPluginConsoleDelegate(string[] args);
/// <summary>
/// Triggered after <see cref="OpenSim.IApplicationPlugin.PostInitialise"/>
/// has been called for all <see cref="OpenSim.IApplicationPlugin"/>
@@ -217,20 +205,14 @@ namespace OpenSim.Region.Framework.Scenes
/// <see cref="OpenSim.OpenSimBase.AddPluginCommands"/> via
/// <see cref="OpenSim.OpenSimBase.StartupSpecific"/>
/// </remarks>
public event OnPluginConsoleDelegate OnPluginConsole;
public OnPluginConsoleDelegate OnPluginConsole;
/// <summary>
/// Triggered when the entire simulator is shutdown.
/// </summary>
public event Action OnShutdown;
public delegate void ObjectDeGrabDelegate(uint localID, uint originalID, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs);
public delegate void ScriptResetDelegate(uint localID, UUID itemID);
public delegate void OnPermissionErrorDelegate(UUID user, string reason);
public Action OnShutdown;
public delegate void OnSetRootAgentSceneDelegate(UUID agentID, Scene scene);
/// <summary>
/// Triggered before the grunt work for adding a root agent to a
/// scene has been performed (resuming attachment scripts, physics,
@@ -243,7 +225,7 @@ namespace OpenSim.Region.Framework.Scenes
/// via <see cref="Scene.AgentCrossing"/>
/// and <see cref="ScenePresence.CompleteMovement"/>
/// </remarks>
public event OnSetRootAgentSceneDelegate OnSetRootAgentScene;
public OnSetRootAgentSceneDelegate OnSetRootAgentScene;
/// <summary>
/// Triggered after parcel properties have been updated.
@@ -253,7 +235,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <see cref="OpenSim.Region.CoreModules.World.Land.LandManagementModule.ClientOnParcelPropertiesUpdateRequest"/>,
/// <see cref="OpenSim.Region.CoreModules.World.Land.LandManagementModule.ProcessPropertiesUpdate"/>
/// </remarks>
public event ParcelPropertiesUpdateRequest OnParcelPropertiesUpdateRequest;
public ParcelPropertiesUpdateRequest OnParcelPropertiesUpdateRequest;
/// <summary>
/// Triggered when an individual scene is shutdown.
@@ -262,8 +244,9 @@ namespace OpenSim.Region.Framework.Scenes
/// This does not automatically mean that the entire simulator is shutting down. Listen to OnShutdown for that
/// notification.
/// </remarks>
public event Action<Scene> OnSceneShuttingDown;
public Action<Scene> OnSceneShuttingDown;
public delegate void ObjectGrabDelegate(uint localID, uint originalID, Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs);
/// <summary>
/// Fired when an object is touched/grabbed.
/// </summary>
@@ -274,8 +257,7 @@ namespace OpenSim.Region.Framework.Scenes
/// via <see cref="TriggerObjectGrab"/>
/// in <see cref="Scene.ProcessObjectGrab"/>
/// </remarks>
public event ObjectGrabDelegate OnObjectGrab;
public delegate void ObjectGrabDelegate(uint localID, uint originalID, Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs);
public ObjectGrabDelegate OnObjectGrab;
/// <summary>
/// Triggered when an object is being touched/grabbed continuously.
@@ -285,8 +267,9 @@ namespace OpenSim.Region.Framework.Scenes
/// via <see cref="TriggerObjectGrabbing"/>
/// in <see cref="Scene.ProcessObjectGrabUpdate"/>
/// </remarks>
public event ObjectGrabDelegate OnObjectGrabbing;
public ObjectGrabDelegate OnObjectGrabbing;
public delegate void ObjectDeGrabDelegate(uint localID, uint originalID, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs);
/// <summary>
/// Triggered when an object stops being touched/grabbed.
/// </summary>
@@ -295,8 +278,9 @@ namespace OpenSim.Region.Framework.Scenes
/// via <see cref="TriggerObjectDeGrab"/>
/// in <see cref="Scene.ProcessObjectDeGrab"/>
/// </remarks>
public event ObjectDeGrabDelegate OnObjectDeGrab;
public ObjectDeGrabDelegate OnObjectDeGrab;
public delegate void ScriptResetDelegate(uint localID, UUID itemID);
/// <summary>
/// Triggered when a script resets.
/// </summary>
@@ -306,10 +290,12 @@ namespace OpenSim.Region.Framework.Scenes
/// via <see cref="OpenSim.Framework.IClientAPI.OnScriptReset"/>
/// via <see cref="OpenSim.Region.ClientStack.LindenUDP.LLClientView.HandleScriptReset"/>
/// </remarks>
public event ScriptResetDelegate OnScriptReset;
public ScriptResetDelegate OnScriptReset;
public event OnPermissionErrorDelegate OnPermissionError;
public delegate void OnPermissionErrorDelegate(UUID user, string reason);
public OnPermissionErrorDelegate OnPermissionError;
public delegate void NewRezScript(uint localID, UUID itemID, string script, int startParam, bool postOnRez, string engine, int stateSource);
/// <summary>
/// Fired when a script is run.
/// </summary>
@@ -318,11 +304,10 @@ namespace OpenSim.Region.Framework.Scenes
/// Triggered by <see cref="TriggerRezScript"/>
/// in <see cref="SceneObjectPartInventory.CreateScriptInstance"/>
/// </remarks>
public event NewRezScript OnRezScript;
public delegate void NewRezScript(uint localID, UUID itemID, string script, int startParam, bool postOnRez, string engine, int stateSource);
public NewRezScript OnRezScript;
public delegate void RemoveScript(uint localID, UUID itemID);
/// <summary>
/// Triggered when a script is removed from an object.
/// </summary>
@@ -333,10 +318,10 @@ namespace OpenSim.Region.Framework.Scenes
/// <see cref="SceneObjectPartInventory.RemoveScriptInstance"/>,
/// <see cref="SceneObjectPartInventory.RemoveInventoryItem"/>
/// </remarks>
public event RemoveScript OnRemoveScript;
public RemoveScript OnRemoveScript;
public delegate void StartScript(uint localID, UUID itemID);
/// <summary>
/// Triggered when a script starts.
/// </summary>
@@ -346,10 +331,9 @@ namespace OpenSim.Region.Framework.Scenes
/// via <see cref="OpenSim.Framework.IClientAPI.OnSetScriptRunning"/>,
/// via <see cref="OpenSim.Region.ClientStack.LindenUDP.HandleSetScriptRunning"/>
/// </remarks>
public event StartScript OnStartScript;
public StartScript OnStartScript;
public delegate void StopScript(uint localID, UUID itemID);
/// <summary>
/// Triggered when a script stops.
/// </summary>
@@ -359,10 +343,9 @@ namespace OpenSim.Region.Framework.Scenes
/// <see cref="SceneObjectPartInventory.StopScriptInstance"/>,
/// <see cref="Scene.SetScriptRunning"/>
/// </remarks>
public event StopScript OnStopScript;
public StopScript OnStopScript;
public delegate bool SceneGroupMoved(UUID groupID, Vector3 delta);
/// <summary>
/// Triggered when an object is moved.
/// </summary>
@@ -371,10 +354,9 @@ namespace OpenSim.Region.Framework.Scenes
/// in <see cref="SceneObjectGroup.UpdateGroupPosition"/>,
/// <see cref="SceneObjectGroup.GrabMovement"/>
/// </remarks>
public event SceneGroupMoved OnSceneGroupMove;
public SceneGroupMoved OnSceneGroupMove;
public delegate void SceneGroupGrabed(UUID groupID, Vector3 offset, UUID userID);
/// <summary>
/// Triggered when an object is grabbed.
/// </summary>
@@ -386,10 +368,9 @@ namespace OpenSim.Region.Framework.Scenes
/// via <see cref="OpenSim.Framework.IClientAPI.OnGrabObject"/>
/// via <see cref="OpenSim.Region.ClientStack.LindenUDP.LLClientView.HandleObjectGrab"/>
/// </remarks>
public event SceneGroupGrabed OnSceneGroupGrab;
public SceneGroupGrabed OnSceneGroupGrab;
public delegate bool SceneGroupSpinStarted(UUID groupID);
/// <summary>
/// Triggered when an object starts to spin.
/// </summary>
@@ -400,10 +381,9 @@ namespace OpenSim.Region.Framework.Scenes
/// via <see cref="OpenSim.Framework.IClientAPI.OnSpinStart"/>
/// via <see cref="OpenSim.Region.ClientStack.LindenUDP.LLClientView.HandleObjectSpinStart"/>
/// </remarks>
public event SceneGroupSpinStarted OnSceneGroupSpinStart;
public SceneGroupSpinStarted OnSceneGroupSpinStart;
public delegate bool SceneGroupSpun(UUID groupID, Quaternion rotation);
/// <summary>
/// Triggered when an object is being spun.
/// </summary>
@@ -414,29 +394,29 @@ namespace OpenSim.Region.Framework.Scenes
/// via <see cref="OpenSim.Framework.IClientAPI.OnSpinUpdate"/>
/// via <see cref="OpenSim.Region.ClientStack.LindenUDP.LLClientView.HandleObjectSpinUpdate"/>
/// </remarks>
public event SceneGroupSpun OnSceneGroupSpin;
public SceneGroupSpun OnSceneGroupSpin;
public delegate void LandObjectAdded(ILandObject newParcel);
public event LandObjectAdded OnLandObjectAdded;
public LandObjectAdded OnLandObjectAdded;
public delegate void LandObjectRemoved(UUID globalID);
public event LandObjectRemoved OnLandObjectRemoved;
public LandObjectRemoved OnLandObjectRemoved;
public delegate void AvatarEnteringNewParcel(ScenePresence avatar, int localLandID, UUID regionID);
public event AvatarEnteringNewParcel OnAvatarEnteringNewParcel;
public AvatarEnteringNewParcel OnAvatarEnteringNewParcel;
public delegate void AvatarAppearanceChange(ScenePresence avatar);
public event AvatarAppearanceChange OnAvatarAppearanceChange;
public AvatarAppearanceChange OnAvatarAppearanceChange;
public event Action<ScenePresence> OnSignificantClientMovement;
public Action<ScenePresence> OnSignificantClientMovement;
public delegate void IncomingInstantMessage(GridInstantMessage message);
public event IncomingInstantMessage OnIncomingInstantMessage;
public IncomingInstantMessage OnIncomingInstantMessage;
public delegate void CrossAgentToNewRegion(ScenePresence sp, bool isFlying, GridRegion newRegion);
public event CrossAgentToNewRegion OnCrossAgentToNewRegion;
public CrossAgentToNewRegion OnCrossAgentToNewRegion;
public event IncomingInstantMessage OnUnhandledInstantMessage;
public IncomingInstantMessage OnUnhandledInstantMessage;
public delegate void ClientClosed(UUID clientID, Scene scene);
@@ -449,10 +429,9 @@ namespace OpenSim.Region.Framework.Scenes
/// This is triggered under per-agent lock. So if you want to perform any long-running operations, please
/// do this on a separate thread.
/// </remarks>
public event ClientClosed OnClientClosed;
public ClientClosed OnClientClosed;
public delegate void NewScript(UUID clientID, SceneObjectPart part, UUID itemID);
/// <summary>
/// Fired when a script is created.
/// </summary>
@@ -462,10 +441,10 @@ namespace OpenSim.Region.Framework.Scenes
/// in <see cref="Scene.RezScriptFromAgentInventory"/>,
/// <see cref="Scene.RezNewScript"/>
/// </remarks>
public event NewScript OnNewScript;
public NewScript OnNewScript;
public delegate void ExtraSettingChangedDelegate(Scene scene, string name, string value);
public event ExtraSettingChangedDelegate OnExtraSettingChanged;
public ExtraSettingChangedDelegate OnExtraSettingChanged;
public virtual void TriggerNewScript(UUID clientID, SceneObjectPart part, UUID itemID)
{
@@ -489,7 +468,6 @@ namespace OpenSim.Region.Framework.Scenes
}
public delegate void UpdateScript(UUID clientID, UUID itemId, UUID primId, bool isScriptRunning, UUID newAssetID);
/// <summary>
/// An indication that the script has changed.
/// </summary>
@@ -502,7 +480,7 @@ namespace OpenSim.Region.Framework.Scenes
/// via <see cref="OpenSim.Region.ClientStack.Linden.TaskInventoryScriptUpdater.OnUpLoad"/>
/// via <see cref="OpenSim.Region.ClientStack.Linden.TaskInventoryScriptUpdater.uploaderCaps"/>
/// </remarks>
public event UpdateScript OnUpdateScript;
public UpdateScript OnUpdateScript;
public virtual void TriggerUpdateScript(UUID clientId, UUID itemId, UUID primId, bool isScriptRunning, UUID newAssetID)
{
@@ -538,7 +516,7 @@ namespace OpenSim.Region.Framework.Scenes
/// in <see cref="OpenSim.Region.CoreModules.Framework.EntityTransfer.EntityTransferModule.TeleportAgentWithinRegion"/>,
/// <see cref="SceneObjectPart.TriggerScriptChangedEvent"/>
/// </remarks>
public event ScriptChangedEvent OnScriptChangedEvent;
public ScriptChangedEvent OnScriptChangedEvent;
public delegate void ScriptChangedEvent(uint localID, uint change, object data);
public delegate void ScriptControlEvent(UUID item, UUID avatarID, uint held, uint changed);
@@ -553,21 +531,21 @@ namespace OpenSim.Region.Framework.Scenes
/// via <see cref="OpenSim.Framework.IClientAPI.OnAgentUpdate"/>
/// via <see cref="OpenSim.Region.ClientStack.LindenUDP.LLClientView.HandleAgentUpdate"/>
/// </remarks>
public event ScriptControlEvent OnScriptControlEvent;
public ScriptControlEvent OnScriptControlEvent;
public delegate void ScriptMovingStartEvent(uint localID);
/// <summary>
/// TODO: Should be triggered when a physics object starts moving.
/// </summary>
public event ScriptMovingStartEvent OnScriptMovingStartEvent;
public ScriptMovingStartEvent OnScriptMovingStartEvent;
public delegate void ScriptMovingEndEvent(uint localID);
/// <summary>
/// TODO: Should be triggered when a physics object stops moving.
/// </summary>
public event ScriptMovingEndEvent OnScriptMovingEndEvent;
public ScriptMovingEndEvent OnScriptMovingEndEvent;
public delegate void ScriptAtTargetEvent(UUID scriptID, uint handle, Vector3 targetpos, Vector3 atpos);
@@ -581,7 +559,7 @@ namespace OpenSim.Region.Framework.Scenes
/// via <see cref="SceneObjectGroup.ScheduleGroupForFullUpdate"/>,
/// <see cref="Scene.CheckAtTargets"/> via <see cref="Scene.Update"/>
/// </remarks>
public event ScriptAtTargetEvent OnScriptAtTargetEvent;
public ScriptAtTargetEvent OnScriptAtTargetEvent;
public delegate void ScriptNotAtTargetEvent(UUID scriptID);
@@ -595,7 +573,7 @@ namespace OpenSim.Region.Framework.Scenes
/// via <see cref="SceneObjectGroup.ScheduleGroupForFullUpdate"/>,
/// <see cref="Scene.CheckAtTargets"/> via <see cref="Scene.Update"/>
/// </remarks>
public event ScriptNotAtTargetEvent OnScriptNotAtTargetEvent;
public ScriptNotAtTargetEvent OnScriptNotAtTargetEvent;
public delegate void ScriptAtRotTargetEvent(UUID scriptID, uint handle, Quaternion targetrot, Quaternion atrot);
@@ -609,7 +587,7 @@ namespace OpenSim.Region.Framework.Scenes
/// via <see cref="SceneObjectGroup.ScheduleGroupForFullUpdate"/>,
/// <see cref="Scene.CheckAtTargets"/> via <see cref="Scene.Update"/>
/// </remarks>
public event ScriptAtRotTargetEvent OnScriptAtRotTargetEvent;
public ScriptAtRotTargetEvent OnScriptAtRotTargetEvent;
public delegate void ScriptNotAtRotTargetEvent(UUID scriptID);
@@ -623,7 +601,7 @@ namespace OpenSim.Region.Framework.Scenes
/// via <see cref="SceneObjectGroup.ScheduleGroupForFullUpdate"/>,
/// <see cref="Scene.CheckAtTargets"/> via <see cref="Scene.Update"/>
/// </remarks>
public event ScriptNotAtRotTargetEvent OnScriptNotAtRotTargetEvent;
public ScriptNotAtRotTargetEvent OnScriptNotAtRotTargetEvent;
public delegate void ScriptColliding(uint localID, ColliderArgs colliders);
@@ -638,7 +616,7 @@ namespace OpenSim.Region.Framework.Scenes
/// via <see cref="OpenSim.Region.PhysicsModule.SharedBase.PhysicsActor.OnCollisionUpdate"/>
/// via <see cref="OpenSim.Region.PhysicsModule.SharedBase.PhysicsActor.SendCollisionUpdate"/>
/// </remarks>
public event ScriptColliding OnScriptColliderStart;
public ScriptColliding OnScriptColliderStart;
/// <summary>
/// Triggered when something that previously collided with a prim has
@@ -652,7 +630,7 @@ namespace OpenSim.Region.Framework.Scenes
/// via <see cref="OpenSim.Region.PhysicsModule.SharedBase.PhysicsActor.OnCollisionUpdate"/>
/// via <see cref="OpenSim.Region.PhysicsModule.SharedBase.PhysicsActor.SendCollisionUpdate"/>
/// </remarks>
public event ScriptColliding OnScriptColliding;
public ScriptColliding OnScriptColliding;
/// <summary>
/// Triggered when something that previously collided with a prim has
@@ -665,7 +643,7 @@ namespace OpenSim.Region.Framework.Scenes
/// via <see cref="OpenSim.Region.PhysicsModule.SharedBase.PhysicsActor.OnCollisionUpdate"/>
/// via <see cref="OpenSim.Region.PhysicsModule.SharedBase.PhysicsActor.SendCollisionUpdate"/>
/// </remarks>
public event ScriptColliding OnScriptCollidingEnd;
public ScriptColliding OnScriptCollidingEnd;
/// <summary>
/// Triggered when a physical collision has started between an object
@@ -678,7 +656,7 @@ namespace OpenSim.Region.Framework.Scenes
/// via <see cref="OpenSim.Region.PhysicsModule.SharedBase.PhysicsActor.OnCollisionUpdate"/>
/// via <see cref="OpenSim.Region.PhysicsModule.SharedBase.PhysicsActor.SendCollisionUpdate"/>
/// </remarks>
public event ScriptColliding OnScriptLandColliderStart;
public ScriptColliding OnScriptLandColliderStart;
/// <summary>
/// Triggered when an object that previously collided with the region
@@ -691,7 +669,7 @@ namespace OpenSim.Region.Framework.Scenes
/// via <see cref="OpenSim.Region.PhysicsModule.SharedBase.PhysicsActor.OnCollisionUpdate"/>
/// via <see cref="OpenSim.Region.PhysicsModule.SharedBase.PhysicsActor.SendCollisionUpdate"/>
/// </remarks>
public event ScriptColliding OnScriptLandColliding;
public ScriptColliding OnScriptLandColliding;
/// <summary>
/// Triggered when an object that previously collided with the region
@@ -704,7 +682,7 @@ namespace OpenSim.Region.Framework.Scenes
/// via <see cref="OpenSim.Region.PhysicsModule.SharedBase.PhysicsActor.OnCollisionUpdate"/>
/// via <see cref="OpenSim.Region.PhysicsModule.SharedBase.PhysicsActor.SendCollisionUpdate"/>
/// </remarks>
public event ScriptColliding OnScriptLandColliderEnd;
public ScriptColliding OnScriptLandColliderEnd;
public delegate void OnMakeChildAgentDelegate(ScenePresence presence);
@@ -718,7 +696,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <see cref="OpenSim.Region.CoreModules.Framework.EntityTransfer.EntityTransferModule.DoTeleport"/>,
/// <see cref="OpenSim.Region.CoreModules.InterGrid.KillAUser.ShutdownNoLogout"/>
/// </remarks>
public event OnMakeChildAgentDelegate OnMakeChildAgent;
public OnMakeChildAgentDelegate OnMakeChildAgent;
/// <summary>
/// Triggered after the grunt work for adding a root agent to a
@@ -734,26 +712,26 @@ namespace OpenSim.Region.Framework.Scenes
/// via <see cref="Scene.AgentCrossing"/>
/// and <see cref="ScenePresence.CompleteMovement"/>
/// </remarks>
public event Action<ScenePresence> OnMakeRootAgent;
public Action<ScenePresence> OnMakeRootAgent;
/// <summary>
/// Triggered when an object or attachment enters a scene
/// </summary>
public event OnIncomingSceneObjectDelegate OnIncomingSceneObject;
public OnIncomingSceneObjectDelegate OnIncomingSceneObject;
public delegate void OnIncomingSceneObjectDelegate(SceneObjectGroup so);
public delegate void NewInventoryItemUploadComplete(InventoryItemBase item, int userlevel);
public event NewInventoryItemUploadComplete OnNewInventoryItemUploadComplete;
public NewInventoryItemUploadComplete OnNewInventoryItemUploadComplete;
public delegate void RequestChangeWaterHeight(float height);
public event RequestChangeWaterHeight OnRequestChangeWaterHeight;
public RequestChangeWaterHeight OnRequestChangeWaterHeight;
/// <summary>
/// Fired if any avatar is 'killed' due to its health falling to zero
/// </summary>
public event AvatarKillData OnAvatarKilled;
public AvatarKillData OnAvatarKilled;
public delegate void AvatarKillData(uint KillerLocalID, ScenePresence avatar);
/*
@@ -765,13 +743,13 @@ namespace OpenSim.Region.Framework.Scenes
/// Triggered by <see cref="TriggerTimerEvent"/>
/// via <see cref="SceneObjectPart.handleTimerAccounting"/>
/// </remarks>
public event ScriptTimerEvent OnScriptTimerEvent;
public ScriptTimerEvent OnScriptTimerEvent;
*/
public delegate void EstateToolsSunUpdate(ulong regionHandle);
public delegate void GetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID);
public event EstateToolsSunUpdate OnEstateToolsSunUpdate;
public EstateToolsSunUpdate OnEstateToolsSunUpdate;
/// <summary>
/// Triggered when an object is added to the scene.
@@ -782,13 +760,13 @@ namespace OpenSim.Region.Framework.Scenes
/// <see cref="Scene.DuplicateObject"/>,
/// <see cref="Scene.doObjectDuplicateOnRay"/>
/// </remarks>
public event Action<SceneObjectGroup> OnObjectAddedToScene;
public Action<SceneObjectGroup> OnObjectAddedToScene;
/// <summary>
/// When a client sends a derez request for an object inworld
/// but before the object is deleted
/// </summary>
public event DeRezRequested OnDeRezRequested;
public DeRezRequested OnDeRezRequested;
/// <summary>
/// Triggered when a client sends a derez request for an object inworld
/// </summary>
@@ -805,7 +783,7 @@ namespace OpenSim.Region.Framework.Scenes
/// Triggered by <see cref="TriggerObjectBeingRemovedFromScene"/>
/// in <see cref="Scene.DeleteSceneObject"/>
/// </remarks>
public event ObjectBeingRemovedFromScene OnObjectBeingRemovedFromScene;
public ObjectBeingRemovedFromScene OnObjectBeingRemovedFromScene;
/// <summary>
/// Delegate for <see cref="OnObjectBeingRemovedFromScene"/>
/// </summary>
@@ -815,7 +793,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary>
/// Triggered when an object is placed into the physical scene (PhysicsActor created).
/// </summary>
public event Action<SceneObjectPart> OnObjectAddedToPhysicalScene;
public Action<SceneObjectPart> OnObjectAddedToPhysicalScene;
/// <summary>
/// Triggered when an object is removed from the physical scene (PhysicsActor destroyed).
/// </summary>
@@ -823,19 +801,19 @@ namespace OpenSim.Region.Framework.Scenes
/// Note: this is triggered just before the PhysicsActor is removed from the
/// physics engine so the receiver can do any necessary cleanup before its destruction.
/// </remarks>
public event Action<SceneObjectPart> OnObjectRemovedFromPhysicalScene;
public Action<SceneObjectPart> OnObjectRemovedFromPhysicalScene;
public delegate void NoticeNoLandDataFromStorage();
public event NoticeNoLandDataFromStorage OnNoticeNoLandDataFromStorage;
public NoticeNoLandDataFromStorage OnNoticeNoLandDataFromStorage;
public delegate void IncomingLandDataFromStorage(List<LandData> data);
public event IncomingLandDataFromStorage OnIncomingLandDataFromStorage;
public IncomingLandDataFromStorage OnIncomingLandDataFromStorage;
public delegate void SetAllowForcefulBan(bool allow);
public event SetAllowForcefulBan OnSetAllowForcefulBan;
public SetAllowForcefulBan OnSetAllowForcefulBan;
public delegate void RequestParcelPrimCountUpdate();
public event RequestParcelPrimCountUpdate OnRequestParcelPrimCountUpdate;
public RequestParcelPrimCountUpdate OnRequestParcelPrimCountUpdate;
public delegate void ParcelPrimCountTainted();
@@ -852,12 +830,11 @@ namespace OpenSim.Region.Framework.Scenes
/// <see cref="SceneObjectGroup.UpdateFlags"/>,
/// <see cref="SceneObjectGroup.AbsolutePosition"/>
/// </remarks>
public event ParcelPrimCountTainted OnParcelPrimCountTainted;
public event GetScriptRunning OnGetScriptRunning;
public ParcelPrimCountTainted OnParcelPrimCountTainted;
public GetScriptRunning OnGetScriptRunning;
public delegate void ThrottleUpdate(ScenePresence scenePresence);
public event ThrottleUpdate OnThrottleUpdate;
public ThrottleUpdate OnThrottleUpdate;
/// <summary>
/// RegisterCapsEvent is called by Scene after the Caps object
@@ -865,21 +842,21 @@ namespace OpenSim.Region.Framework.Scenes
/// client and provides region modules to add their caps.
/// </summary>
public delegate void RegisterCapsEvent(UUID agentID, Caps caps);
public event RegisterCapsEvent OnRegisterCaps;
public RegisterCapsEvent OnRegisterCaps;
/// <summary>
/// DeregisterCapsEvent is called by Scene when the caps
/// handler for an agent are removed.
/// </summary>
public delegate void DeregisterCapsEvent(UUID agentID, Caps caps);
public event DeregisterCapsEvent OnDeregisterCaps;
public DeregisterCapsEvent OnDeregisterCaps;
/// <summary>
/// ChatFromWorldEvent is called via Scene when a chat message
/// from world comes in.
/// </summary>
public delegate void ChatFromWorldEvent(Object sender, OSChatMessage chat);
public event ChatFromWorldEvent OnChatFromWorld;
public ChatFromWorldEvent OnChatFromWorld;
/// <summary>
/// ChatFromClientEvent is triggered via ChatModule (or
@@ -887,7 +864,7 @@ namespace OpenSim.Region.Framework.Scenes
/// from the client comes in.
/// </summary>
public delegate void ChatFromClientEvent(Object sender, OSChatMessage chat);
public event ChatFromClientEvent OnChatFromClient;
public ChatFromClientEvent OnChatFromClient;
/// <summary>
/// ChatToClientsEvent is triggered via ChatModule (or
@@ -898,17 +875,17 @@ namespace OpenSim.Region.Framework.Scenes
UUID senderID, HashSet<UUID> receiverIDs,
string message, ChatTypeEnum type, Vector3 fromPos, string fromName,
ChatSourceType src, ChatAudibleLevel level);
public event ChatToClientsEvent OnChatToClients;
public ChatToClientsEvent OnChatToClients;
/// <summary>
/// ChatBroadcastEvent is called via Scene when a broadcast chat message
/// from world comes in
/// </summary>
public delegate void ChatBroadcastEvent(Object sender, OSChatMessage chat);
public event ChatBroadcastEvent OnChatBroadcast;
public ChatBroadcastEvent OnChatBroadcast;
public delegate float SunLindenHour();
public event SunLindenHour OnGetCurrentTimeAsLindenSunHour;
public SunLindenHour OnGetCurrentTimeAsLindenSunHour;
/// <summary>
/// Called when oar file has finished loading, although
@@ -916,7 +893,7 @@ namespace OpenSim.Region.Framework.Scenes
/// Message is non empty string if there were problems loading the oar file
/// </summary>
public delegate void OarFileLoaded(Guid guid, List<UUID> loadedScenes, string message);
public event OarFileLoaded OnOarFileLoaded;
public OarFileLoaded OnOarFileLoaded;
/// <summary>
/// Called when an oar file has finished saving
@@ -925,14 +902,14 @@ namespace OpenSim.Region.Framework.Scenes
/// Guid.Empty is returned.
/// </summary>
public delegate void OarFileSaved(Guid guid, string message);
public event OarFileSaved OnOarFileSaved;
public OarFileSaved OnOarFileSaved;
/// <summary>
/// Called when the script compile queue becomes empty
/// Returns the number of scripts which failed to start
/// </summary>
public delegate void EmptyScriptCompileQueue(int numScriptsFailed, string message);
public event EmptyScriptCompileQueue OnEmptyScriptCompileQueue;
public EmptyScriptCompileQueue OnEmptyScriptCompileQueue;
/// <summary>
/// Called whenever an object is attached, or detached from an in-world presence.
@@ -940,13 +917,13 @@ namespace OpenSim.Region.Framework.Scenes
/// If the object is being attached, then the avatarID will be present. If the object is being detached then
/// the avatarID is UUID.Zero (I know, this doesn't make much sense but now it's historical).
public delegate void Attach(uint localID, UUID itemID, UUID avatarID);
public event Attach OnAttach;
public Attach OnAttach;
/// <summary>
/// Called immediately after an object is loaded from storage.
/// </summary>
public event SceneObjectDelegate OnSceneObjectLoaded;
public SceneObjectDelegate OnSceneObjectLoaded;
public delegate void SceneObjectDelegate(SceneObjectGroup so);
/// <summary>
@@ -959,7 +936,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="originalSo">
/// The original scene object being persisted. Changes here will stay in memory but will not be saved to storage on this save.
/// </param>
public event SceneObjectPreSaveDelegate OnSceneObjectPreSave;
public SceneObjectPreSaveDelegate OnSceneObjectPreSave;
public delegate void SceneObjectPreSaveDelegate(SceneObjectGroup persistingSo, SceneObjectGroup originalSo);
/// <summary>
@@ -971,25 +948,25 @@ namespace OpenSim.Region.Framework.Scenes
/// <remarks>
/// Triggered in <see cref="OpenSim.Region.Framework.Scenes.SceneObjectPart.Copy"/>
/// </remarks>
public event SceneObjectPartCopyDelegate OnSceneObjectPartCopy;
public SceneObjectPartCopyDelegate OnSceneObjectPartCopy;
public delegate void SceneObjectPartCopyDelegate(SceneObjectPart copy, SceneObjectPart original, bool userExposed);
public delegate void SceneObjectPartUpdated(SceneObjectPart sop, bool full);
public event SceneObjectPartUpdated OnSceneObjectPartUpdated;
public SceneObjectPartUpdated OnSceneObjectPartUpdated;
public delegate void ScenePresenceUpdated(ScenePresence sp);
public event ScenePresenceUpdated OnScenePresenceUpdated;
public ScenePresenceUpdated OnScenePresenceUpdated;
public delegate void RegionUp(GridRegion region);
public event RegionUp OnRegionUp;
public RegionUp OnRegionUp;
public delegate void RegionStarted(Scene scene);
public event RegionStarted OnRegionStarted;
public RegionStarted OnRegionStarted;
public delegate void RegionHeartbeatStart(Scene scene);
public event RegionHeartbeatStart OnRegionHeartbeatStart;
public RegionHeartbeatStart OnRegionHeartbeatStart;
public delegate void RegionHeartbeatEnd(Scene scene);
public event RegionHeartbeatEnd OnRegionHeartbeatEnd;
public RegionHeartbeatEnd OnRegionHeartbeatEnd;
/// <summary>
/// Fired when logins to a region are enabled or disabled.
@@ -998,7 +975,7 @@ namespace OpenSim.Region.Framework.Scenes
///
/// </remarks>
/// Fired
public event RegionLoginsStatusChange OnRegionLoginsStatusChange;
public RegionLoginsStatusChange OnRegionLoginsStatusChange;
public delegate void RegionLoginsStatusChange(IScene scene);
/// <summary>
@@ -1008,12 +985,10 @@ namespace OpenSim.Region.Framework.Scenes
/// A region is considered ready when startup operations such as loading of scripts already on the region
/// have been completed.
/// </remarks>
public event Action<IScene> OnRegionReadyStatusChange;
public Action<IScene> OnRegionReadyStatusChange;
public delegate void PrimsLoaded(Scene s);
public event PrimsLoaded OnPrimsLoaded;
public delegate void TeleportStart(IClientAPI client, GridRegion destination, GridRegion finalDestination, uint teleportFlags, bool gridLogout);
public PrimsLoaded OnPrimsLoaded;
/// <summary>
/// Triggered when a teleport starts
@@ -1024,9 +999,8 @@ namespace OpenSim.Region.Framework.Scenes
/// and <see cref="OpenSim.Region.CoreModules.Framework.EntityTransfer.HGEntityTransferModule.CreateAgent"/>
/// via <see cref="OpenSim.Region.CoreModules.Framework.EntityTransfer.EntityTransferModule.DoTeleport"/>
/// </remarks>
public event TeleportStart OnTeleportStart;
public delegate void TeleportFail(IClientAPI client, bool gridLogout);
public delegate void TeleportStart(IClientAPI client, GridRegion destination, GridRegion finalDestination, uint teleportFlags, bool gridLogout);
public TeleportStart OnTeleportStart;
/// <summary>
/// Trigered when a teleport fails.
@@ -1036,28 +1010,14 @@ namespace OpenSim.Region.Framework.Scenes
/// in <see cref="OpenSim.Region.CoreModules.Framework.EntityTransfer.EntityTransferModule.Fail"/>
/// via <see cref="OpenSim.Region.CoreModules.Framework.EntityTransfer.EntityTransferModule.DoTeleport"/>
/// </remarks>
public event TeleportFail OnTeleportFail;
public delegate void TeleportFail(IClientAPI client, bool gridLogout);
public TeleportFail OnTeleportFail;
// public delegate void GatherUuids(SceneObjectPart sop, IDictionary<UUID, AssetType> assetUuids);
//
// /// <summary>
// /// Triggered when UUIDs referenced by a scene object are being gathered for archiving, hg transfer, etc.
// /// </summary>
// /// <remarks>
// /// The listener should add references to the IDictionary<UUID, AssetType> as appropriate.
// /// </remarks>
// public event GatherUuids OnGatherUuids;
public class MoneyTransferArgs : EventArgs
public class MoneyTransferArgs
{
public UUID sender;
public UUID receiver;
/// <summary>
/// Always false. The SL protocol sucks.
/// </summary>
public bool authenticated = false;
public bool authenticated = false; // Always false
public int amount;
public int transactiontype;
public string description;
@@ -1072,14 +1032,11 @@ namespace OpenSim.Region.Framework.Scenes
}
}
public class LandBuyArgs : EventArgs
public class LandBuyArgs
{
public UUID agentId = UUID.Zero;
public UUID groupId = UUID.Zero;
public UUID parcelOwnerID = UUID.Zero;
public bool final = false;
public bool groupOwned = false;
public bool removeContribution = false;
@@ -1109,9 +1066,6 @@ namespace OpenSim.Region.Framework.Scenes
}
public delegate void MoneyTransferEvent(Object sender, MoneyTransferArgs e);
public delegate void LandBuy(Object sender, LandBuyArgs e);
/// <summary>
/// Triggered when an attempt to transfer grid currency occurs
/// </summary>
@@ -1121,12 +1075,13 @@ namespace OpenSim.Region.Framework.Scenes
/// via <see cref="OpenSim.Region.Framework.Scenes.Scene.SubscribeToClientEvents"/>
/// via <see cref="OpenSim.Region.Framework.Scenes.Scene.AddNewAgent"/>
/// </remarks>
public event MoneyTransferEvent OnMoneyTransfer;
public MoneyTransferEvent OnMoneyTransfer;
public delegate void LandBuy(Object sender, LandBuyArgs e);
/// <summary>
/// Triggered after after <see cref="OnValidateLandBuy"/>
/// </summary>
public event LandBuy OnLandBuy;
public LandBuy OnLandBuy;
/// <summary>
/// Triggered to allow or prevent a real estate transaction
@@ -1135,7 +1090,7 @@ namespace OpenSim.Region.Framework.Scenes
/// Triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.ProcessParcelBuy"/>
/// <seealso cref="OpenSim.Region.OptionalModules.World.MoneyModule.SampleMoneyModule.ValidateLandBuy"/>
/// </remarks>
public event LandBuy OnValidateLandBuy;
public LandBuy OnValidateLandBuy;
public void TriggerOnAttach(uint localID, UUID itemID, UUID avatarID)
{