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Renamed and rearranged AvatarFactoryModule to eliminate redundant lookups of scene presence by client ID.
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67
OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs
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67
OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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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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namespace OpenSim.Region.Framework.Interfaces
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{
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public interface IAvatarFactoryModule
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{
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void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams);
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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(IScenePresence sp);
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void QueueAppearanceSend(UUID agentid);
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void QueueAppearanceSave(UUID agentid);
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}
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}
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