Merged ArchiveWriteRequestPreparation.cs and ArchiveWriteRequestExecution.cs. This simplifies the code, and it's faster to write each scene to the archive as it's found rather than all at once at the end.
58 lines
2.5 KiB
C#
58 lines
2.5 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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namespace OpenSim.Region.Framework.Interfaces
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{
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public delegate void ChangeDelegate(UUID regionID);
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public delegate void MessageDelegate(UUID regionID, UUID fromID, string fromName, string message);
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public interface IEstateModule
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{
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event ChangeDelegate OnRegionInfoChange;
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event ChangeDelegate OnEstateInfoChange;
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event MessageDelegate OnEstateMessage;
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uint GetRegionFlags();
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bool IsManager(UUID avatarID);
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/// <summary>
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/// Tell all clients about the current state of the region (terrain textures, water height, etc.).
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/// </summary>
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void sendRegionHandshakeToAll();
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/// <summary>
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/// Fires the OnRegionInfoChange event.
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/// </summary>
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void TriggerRegionInfoChange();
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void setEstateTerrainBaseTexture(int level, UUID texture);
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void setEstateTerrainTextureHeights(int corner, float lowValue, float highValue);
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}
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}
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