Files
opensim/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs
Justin Clark-Casey (justincc) 0634c38505 Separate out rebake request code from cache validation code AvatarFactoryModule.
This allows some logic simplification and allows an external caller to manually request rebakes even if textures are uploaded (future command).
2012-01-04 22:22:46 +00:00

98 lines
4.4 KiB
C#

/*
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using System.Collections.Generic;
using OpenMetaverse;
using OpenSim.Framework;
namespace OpenSim.Region.Framework.Interfaces
{
public delegate void ReportOutputAction(string format, params object[] args);
public interface IAvatarFactoryModule
{
void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams);
/// <summary>
/// Send the appearance of an avatar to others in the scene.
/// </summary>
/// <param name="agentId"></param>
/// <returns></returns>
bool SendAppearance(UUID agentId);
/// <summary>
/// Return the baked texture ids of the given agent.
/// </summary>
/// <param name="agentId"></param>
/// <returns>An empty list if this agent has no baked textures (e.g. because it's a child agent)</returns>
Dictionary<BakeType, Primitive.TextureEntryFace> GetBakedTextureFaces(UUID agentId);
/// <summary>
/// Save the baked textures for the given agent permanently in the asset database.
/// </summary>
/// <remarks>
/// This is used to preserve apperance textures for NPCs
/// </remarks>
/// <param name="agentId"></param>
/// <returns>true if a valid agent was found, false otherwise</returns>
bool SaveBakedTextures(UUID agentId);
/// <summary>
/// Validate that OpenSim can find the baked textures need to display a given avatar
/// </summary>
/// <param name="client"></param>
/// <param name="checkonly"></param>
/// <returns>
/// true if all the baked textures referenced by the texture IDs exist or the appearance is only using default textures. false otherwise.
/// </returns>
bool ValidateBakedTextureCache(IScenePresence sp);
/// <summary>
/// Request a rebake of textures for an avatar.
/// </summary>
/// <remarks>
/// This will send the request to the viewer, since it's there that the rebake is done.
/// </remarks>
/// <param name="sp">Avatar to rebake.</param>
/// <param name="missingTexturesOnly">
/// If true, only request a rebake for the textures that are missing.
/// If false then we request a rebake of all textures for which we already have references.
/// </param>
void RequestRebake(IScenePresence sp, bool missingTexturesOnly);
void QueueAppearanceSend(UUID agentid);
void QueueAppearanceSave(UUID agentid);
/// <summary>
/// Get a report about the current state of a scene presence's baked appearance textures.
/// </summary>
/// <param name="sp"></param>
/// <param name="reportOutputAction"></param>
/// <returns></returns>
void WriteBakedTexturesReport(IScenePresence sp, ReportOutputAction reportOutputAction);
}
}