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Merge branch 'master' into presence-refactor
This was a large, heavily conflicted merge and things MAY have got broken. Please check!
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@@ -71,13 +71,18 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <summary>
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/// Start all the scripts contained in this entity's inventory
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/// </summary>
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void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource);
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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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/// <summary>
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/// Stop all the scripts in this entity.
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/// </summary>
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void RemoveScriptInstances();
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/// <param name="sceneObjectBeingDeleted">
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/// Should be true if these scripts are being removed because the scene
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/// object is being deleted. This will prevent spurious updates to the client.
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/// </param>
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void RemoveScriptInstances(bool sceneObjectBeingDeleted);
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/// <summary>
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/// Start a script which is in this entity's inventory.
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@@ -103,7 +108,11 @@ namespace OpenSim.Region.Framework.Interfaces
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/// Stop a script which is in this prim's inventory.
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/// </summary>
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/// <param name="itemId"></param>
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void RemoveScriptInstance(UUID itemId);
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/// <param name="sceneObjectBeingDeleted">
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/// Should be true if these scripts are being removed because the scene
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/// object is being deleted. This will prevent spurious updates to the client.
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/// </param>
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void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted);
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/// <summary>
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/// Add an item to this entity's inventory. If an item with the same name already exists, then an alternative
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@@ -134,6 +143,16 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <returns>null if the item does not exist</returns>
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TaskInventoryItem GetInventoryItem(UUID itemId);
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/// <summary>
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/// Get inventory items by name.
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/// </summary>
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/// <param name="name"></param>
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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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IList<TaskInventoryItem> GetInventoryItems(string name);
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/// <summary>
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/// Update an existing inventory item.
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/// </summary>
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@@ -49,10 +49,49 @@ namespace OpenSim.Region.Framework.Interfaces
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public interface IWorldComm
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{
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/// <summary>
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/// Create a listen event callback with the specified filters.
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/// The parameters localID,itemID are needed to uniquely identify
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/// the script during 'peek' time. Parameter hostID is needed to
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/// determine the position of the script.
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/// </summary>
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/// <param name="localID">localID of the script engine</param>
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/// <param name="itemID">UUID of the script engine</param>
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/// <param name="hostID">UUID of the SceneObjectPart</param>
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/// <param name="channel">channel to listen on</param>
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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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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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/// This method scans over the objects which registered an interest in listen callbacks.
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/// For everyone it finds, it checks if it fits the given filter. If it does, then
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/// enqueue the message for delivery to the objects listen event handler.
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/// The enqueued ListenerInfo no longer has filter values, but the actually trigged values.
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/// Objects that do an llSay have their messages delivered here and for nearby avatars,
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/// the OnChatFromClient event is used.
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/// </summary>
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/// <param name="type">type of delvery (whisper,say,shout or regionwide)</param>
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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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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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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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IWorldCommListenerInfo GetNextMessage();
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void ListenControl(UUID itemID, int handle, int active);
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void ListenRemove(UUID itemID, int handle);
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void DeleteListener(UUID itemID);
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