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This is necessary so that code in HttpServer can use framework facilities such as the thread watchdog for monitoring purposes. Doing this shuffle meant that MainServer was moved into OpenSim/Framework/Servers Also had to make OpenSim.Framework.Console rely on OpenSim.Framework rather than the other way around since it in turn relies on HttpServer MainConsole and some new interfaces had to be moved into OpenSim/Framework to allow this. This can be reverted if parts of OpenSim.Framework stop relying on console presence (cheifly RegionInfo)
118 lines
4.3 KiB
C#
118 lines
4.3 KiB
C#
/*
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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 OpenMetaverse;
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//using OpenSim.Framework.Console;
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using Nini.Config;
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namespace OpenSim.Framework
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{
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public delegate void restart(RegionInfo thisRegion);
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public enum RegionStatus : int
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{
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Down = 0,
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Up = 1,
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Crashed = 2,
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Starting = 3,
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};
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/// <value>
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/// Indicate what action to take on an object derez request
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/// </value>
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public enum DeRezAction : byte
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{
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SaveToExistingUserInventoryItem = 0,
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TakeCopy = 1,
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Take = 4,
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GodTakeCopy = 5,
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Delete = 6,
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Return = 9
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};
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public interface IScene
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{
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RegionInfo RegionInfo { get; }
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RegionStatus RegionStatus { get; set; }
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IConfigSource Config { get; }
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float TimeDilation { get; }
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bool AllowScriptCrossings { get; }
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event restart OnRestart;
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/// <summary>
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/// Register the new client with the scene. The client starts off as a child agent - the later agent crossing
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/// will promote it to a root agent.
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/// </summary>
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/// <param name="client"></param>
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/// <param name="type">The type of agent to add.</param>
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void AddNewClient(IClientAPI client, PresenceType type);
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/// <summary>
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/// Remove the given client from the scene.
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/// </summary>
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/// <param name="agentID"></param>
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/// <param name="closeChildAgents">Close the neighbour child agents associated with this client.</param>
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void RemoveClient(UUID agentID, bool closeChildAgents);
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void Restart();
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//RegionInfo OtherRegionUp(RegionInfo thisRegion);
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string GetSimulatorVersion();
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/// <summary>
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/// Is the agent denoted by the given agentID a child presence in this scene?
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/// </summary>
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///
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/// Used by ClientView when a 'kick everyone' or 'estate message' occurs
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///
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/// <param name="avatarID">AvatarID to lookup</param>
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/// <returns>true if the presence is a child agent, false if the presence is a root exception</returns>
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/// <exception cref="System.NullReferenceException">
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/// Thrown if the agent does not exist.
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/// </exception>
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bool PresenceChildStatus(UUID agentId);
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bool TryGetScenePresence(UUID agentID, out object scenePresence);
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T RequestModuleInterface<T>();
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T[] RequestModuleInterfaces<T>();
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void RegisterModuleInterface<M>(M mod);
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void StackModuleInterface<M>(M mod);
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// void AddCommand(object module, string command, string shorthelp, string longhelp, CommandDelegate callback);
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ISceneObject DeserializeObject(string representation);
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bool CheckClient(UUID agentID, System.Net.IPEndPoint ep);
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}
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}
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