diff --git a/CONTRIBUTORS.txt b/CONTRIBUTORS.txt
index 8ff55df3da..36b17be1b9 100644
--- a/CONTRIBUTORS.txt
+++ b/CONTRIBUTORS.txt
@@ -101,6 +101,7 @@ what it is today.
* jhurliman
* John R Sohn (XenReborn)
* jonc
+* Jon Cundill
* Junta Kohime
* Kayne
* Kevin Cozens
diff --git a/OpenSim/Data/MySQL/MySQLAssetData.cs b/OpenSim/Data/MySQL/MySQLAssetData.cs
index 21dd5aa52b..59cc22a464 100644
--- a/OpenSim/Data/MySQL/MySQLAssetData.cs
+++ b/OpenSim/Data/MySQL/MySQLAssetData.cs
@@ -142,7 +142,8 @@ namespace OpenSim.Data.MySQL
}
catch (Exception e)
{
- m_log.Error("[ASSETS DB]: MySql failure fetching asset " + assetID + ": " + e.Message);
+ m_log.Error(
+ string.Format("[ASSETS DB]: MySql failure fetching asset {0}. Exception ", assetID), e);
}
}
}
@@ -243,10 +244,11 @@ namespace OpenSim.Data.MySQL
}
catch (Exception e)
{
- m_log.ErrorFormat(
- "[ASSETS DB]: " +
- "MySql failure updating access_time for asset {0} with name {1}" + Environment.NewLine + e.ToString()
- + Environment.NewLine + "Attempting reconnection", asset.FullID, asset.Name);
+ m_log.Error(
+ string.Format(
+ "[ASSETS DB]: Failure updating access_time for asset {0} with name {1}. Exception ",
+ asset.FullID, asset.Name),
+ e);
}
}
}
@@ -286,8 +288,8 @@ namespace OpenSim.Data.MySQL
}
catch (Exception e)
{
- m_log.ErrorFormat(
- "[ASSETS DB]: MySql failure fetching asset {0}" + Environment.NewLine + e.ToString(), uuid);
+ m_log.Error(
+ string.Format("[ASSETS DB]: MySql failure fetching asset {0}. Exception ", uuid), e);
}
}
}
@@ -346,7 +348,11 @@ namespace OpenSim.Data.MySQL
}
catch (Exception e)
{
- m_log.Error("[ASSETS DB]: MySql failure fetching asset set" + Environment.NewLine + e.ToString());
+ m_log.Error(
+ string.Format(
+ "[ASSETS DB]: MySql failure fetching asset set from {0}, count {1}. Exception ",
+ start, count),
+ e);
}
}
}
diff --git a/OpenSim/Framework/Servers/ServerBase.cs b/OpenSim/Framework/Servers/ServerBase.cs
index 1ff8acae78..b9e3c18f2f 100644
--- a/OpenSim/Framework/Servers/ServerBase.cs
+++ b/OpenSim/Framework/Servers/ServerBase.cs
@@ -76,6 +76,11 @@ namespace OpenSim.Framework.Servers
protected void CreatePIDFile(string path)
{
+ if (File.Exists(path))
+ m_log.ErrorFormat(
+ "[SERVER BASE]: Previous pid file {0} still exists on startup. Possibly previously unclean shutdown.",
+ path);
+
try
{
string pidstring = System.Diagnostics.Process.GetCurrentProcess().Id.ToString();
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs
index 7361f50ac6..cd2338d7ee 100644
--- a/OpenSim/Region/Application/OpenSimBase.cs
+++ b/OpenSim/Region/Application/OpenSimBase.cs
@@ -821,7 +821,7 @@ namespace OpenSim
if (foundClientServer)
{
- m_clientServers[clientServerElement].NetworkStop();
+ m_clientServers[clientServerElement].Stop();
m_clientServers.RemoveAt(clientServerElement);
}
}
diff --git a/OpenSim/Region/ClientStack/IClientNetworkServer.cs b/OpenSim/Region/ClientStack/IClientNetworkServer.cs
index 54a441bbe6..bb7e6d0e6f 100644
--- a/OpenSim/Region/ClientStack/IClientNetworkServer.cs
+++ b/OpenSim/Region/ClientStack/IClientNetworkServer.cs
@@ -38,11 +38,22 @@ namespace OpenSim.Region.ClientStack
IPAddress _listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, IConfigSource configSource,
AgentCircuitManager authenticateClass);
- void NetworkStop();
bool HandlesRegion(Location x);
- void AddScene(IScene x);
+ ///
+ /// Add the given scene to be handled by this IClientNetworkServer.
+ ///
+ ///
+ void AddScene(IScene scene);
+
+ ///
+ /// Start sending and receiving data.
+ ///
void Start();
+
+ ///
+ /// Stop sending and receiving data.
+ ///
void Stop();
}
}
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index 4979be8a69..b7469ae0e3 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -823,12 +823,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
handshake.RegionInfo3.ProductName = Util.StringToBytes256(regionInfo.RegionType);
handshake.RegionInfo3.ProductSKU = Utils.EmptyBytes;
- handshake.RegionInfo4 = new RegionHandshakePacket.RegionInfo4Block[0];
-// OutPacket(handshake, ThrottleOutPacketType.Task);
- // use same as MoveAgentIntoRegion (both should be task )
+ handshake.RegionInfo4 = new RegionHandshakePacket.RegionInfo4Block[1];
+ handshake.RegionInfo4[0] = new RegionHandshakePacket.RegionInfo4Block();
+ handshake.RegionInfo4[0].RegionFlagsExtended = args.regionFlags;
+ handshake.RegionInfo4[0].RegionProtocols = 0; // 1 here would indicate that SSB is supported
+
OutPacket(handshake, ThrottleOutPacketType.Unknown);
}
+
public void MoveAgentIntoRegion(RegionInfo regInfo, Vector3 pos, Vector3 look)
{
AgentMovementCompletePacket mov = (AgentMovementCompletePacket)PacketPool.Instance.GetPacket(PacketType.AgentMovementComplete);
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
index e07ce4c048..33ca08c4a8 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -62,11 +62,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_udpServer = new LLUDPServer(listenIP, ref port, proxyPortOffsetParm, allow_alternate_port, configSource, circuitManager);
}
- public void NetworkStop()
- {
- m_udpServer.Stop();
- }
-
public void AddScene(IScene scene)
{
m_udpServer.AddScene(scene);
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index 5aad7f07d4..bbe74468c9 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -358,7 +358,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
bool asAttachment)
{
CoalescedSceneObjects coa = new CoalescedSceneObjects(UUID.Zero);
- Dictionary originalPositions = new Dictionary();
+// Dictionary originalPositions = new Dictionary();
foreach (SceneObjectGroup objectGroup in objlist)
{
@@ -379,7 +379,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
objectGroup.AbsolutePosition.Z);
Quaternion inventoryStoredRotation = objectGroup.GroupRotation;
- originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition;
+ //originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition;
// Restore attachment data after trip through the sim
if (objectGroup.RootPart.AttachPoint > 0)
@@ -418,9 +418,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
else
itemXml = SceneObjectSerializer.ToOriginalXmlFormat(objlist[0], !asAttachment);
- // Restore the position of each group now that it has been stored to inventory.
- foreach (SceneObjectGroup objectGroup in objlist)
- objectGroup.AbsolutePosition = originalPositions[objectGroup.UUID];
+// // Restore the position of each group now that it has been stored to inventory.
+// foreach (SceneObjectGroup objectGroup in objlist)
+// objectGroup.AbsolutePosition = originalPositions[objectGroup.UUID];
InventoryItemBase item = CreateItemForObject(action, remoteClient, objlist[0], folderID);
@@ -866,7 +866,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
return null;
}
- if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, attachment))
+ if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, veclist, attachment))
return null;
for (int i = 0; i < objlist.Count; i++)
@@ -965,10 +965,15 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
///
///
///
+ ///
+ /// List of vector position adjustments for a coalesced objects. For ordinary objects
+ /// this list will contain just Vector3.Zero. The order of adjustments must match the order of objlist
+ ///
///
/// true if we can processed with rezzing, false if we need to abort
private bool DoPreRezWhenFromItem(
- IClientAPI remoteClient, InventoryItemBase item, List objlist, Vector3 pos, bool isAttachment)
+ IClientAPI remoteClient, InventoryItemBase item, List objlist,
+ Vector3 pos, List veclist, bool isAttachment)
{
UUID fromUserInventoryItemId = UUID.Zero;
@@ -991,28 +996,29 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
}
}
- int primcount = 0;
- foreach (SceneObjectGroup g in objlist)
- primcount += g.PrimCount;
-
- if (!m_Scene.Permissions.CanRezObject(
- primcount, remoteClient.AgentId, pos)
- && !isAttachment)
+ for (int i = 0; i < objlist.Count; i++)
{
- // The client operates in no fail mode. It will
- // have already removed the item from the folder
- // if it's no copy.
- // Put it back if it's not an attachment
- //
- if (((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) && (!isAttachment))
- remoteClient.SendBulkUpdateInventory(item);
+ SceneObjectGroup g = objlist[i];
- ILandObject land = m_Scene.LandChannel.GetLandObject(pos.X, pos.Y);
- remoteClient.SendAlertMessage(string.Format(
- "Can't rez object '{0}' at <{1:F3}, {2:F3}, {3:F3}> on parcel '{4}' in region {5}.",
- item.Name, pos.X, pos.Y, pos.Z, land != null ? land.LandData.Name : "Unknown", m_Scene.RegionInfo.RegionName));
+ if (!m_Scene.Permissions.CanRezObject(
+ g.PrimCount, remoteClient.AgentId, pos + veclist[i])
+ && !isAttachment)
+ {
+ // The client operates in no fail mode. It will
+ // have already removed the item from the folder
+ // if it's no copy.
+ // Put it back if it's not an attachment
+ //
+ if (((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) && (!isAttachment))
+ remoteClient.SendBulkUpdateInventory(item);
- return false;
+ ILandObject land = m_Scene.LandChannel.GetLandObject(pos.X, pos.Y);
+ remoteClient.SendAlertMessage(string.Format(
+ "Can't rez object '{0}' at <{1:F3}, {2:F3}, {3:F3}> on parcel '{4}' in region {5}.",
+ item.Name, pos.X, pos.Y, pos.Z, land != null ? land.LandData.Name : "Unknown", m_Scene.Name));
+
+ return false;
+ }
}
for (int i = 0; i < objlist.Count; i++)
diff --git a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
index 2b13a8b4fb..de8539f5cb 100644
--- a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
+++ b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
@@ -412,7 +412,6 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
//public bool HttpVerboseThrottle = true; // not implemented
public List HttpCustomHeaders = null;
public bool HttpPragmaNoCache = true;
- private Thread httpThread;
// Request info
private UUID _itemID;
diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
index 79dd4a09d2..f8e93e1db4 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -1453,6 +1453,8 @@ namespace OpenSim.Region.CoreModules.World.Permissions
bool permission = false;
+// m_log.DebugFormat("[PERMISSIONS MODULE]: Checking rez object at {0} in {1}", objectPosition, m_scene.Name);
+
ILandObject land = m_scene.LandChannel.GetLandObject(objectPosition.X, objectPosition.Y);
if (land == null) return false;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 28fce53256..a2510a780b 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -5647,12 +5647,12 @@ Environment.Exit(1);
List objects,
out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
{
- minX = 256;
- maxX = -256;
- minY = 256;
- maxY = -256;
- minZ = 8192;
- maxZ = -256;
+ minX = float.MaxValue;
+ maxX = float.MinValue;
+ minY = float.MaxValue;
+ maxY = float.MinValue;
+ minZ = float.MaxValue;
+ maxZ = float.MinValue;
List offsets = new List();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index ec7c3fa1c6..9e644aa2db 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -5005,6 +5005,14 @@ namespace OpenSim.Region.Framework.Scenes
oldTex.DefaultTexture = fallbackOldFace;
}
+ // Materials capable viewers can send a ObjectImage packet
+ // when nothing in TE has changed. MaterialID should be updated
+ // by the RenderMaterials CAP handler, so updating it here may cause a
+ // race condtion. Therefore, if no non-materials TE fields have changed,
+ // we should ignore any changes and not update Shape.TextureEntry
+
+ bool otherFieldsChanged = false;
+
for (int i = 0 ; i < GetNumberOfSides(); i++)
{
@@ -5031,18 +5039,36 @@ namespace OpenSim.Region.Framework.Scenes
// Max change, skip the rest of testing
if (changeFlags == (Changed.TEXTURE | Changed.COLOR))
break;
+
+ if (!otherFieldsChanged)
+ {
+ if (oldFace.Bump != newFace.Bump) otherFieldsChanged = true;
+ if (oldFace.Fullbright != newFace.Fullbright) otherFieldsChanged = true;
+ if (oldFace.Glow != newFace.Glow) otherFieldsChanged = true;
+ if (oldFace.MediaFlags != newFace.MediaFlags) otherFieldsChanged = true;
+ if (oldFace.OffsetU != newFace.OffsetU) otherFieldsChanged = true;
+ if (oldFace.OffsetV != newFace.OffsetV) otherFieldsChanged = true;
+ if (oldFace.RepeatU != newFace.RepeatU) otherFieldsChanged = true;
+ if (oldFace.RepeatV != newFace.RepeatV) otherFieldsChanged = true;
+ if (oldFace.Rotation != newFace.Rotation) otherFieldsChanged = true;
+ if (oldFace.Shiny != newFace.Shiny) otherFieldsChanged = true;
+ if (oldFace.TexMapType != newFace.TexMapType) otherFieldsChanged = true;
+ }
}
- m_shape.TextureEntry = newTex.GetBytes();
- if (changeFlags != 0)
- TriggerScriptChangedEvent(changeFlags);
- UpdateFlag = UpdateRequired.FULL;
- ParentGroup.HasGroupChanged = true;
+ if (changeFlags != 0 || otherFieldsChanged)
+ {
+ m_shape.TextureEntry = newTex.GetBytes();
+ if (changeFlags != 0)
+ TriggerScriptChangedEvent(changeFlags);
+ UpdateFlag = UpdateRequired.FULL;
+ ParentGroup.HasGroupChanged = true;
- //This is madness..
- //ParentGroup.ScheduleGroupForFullUpdate();
- //This is sparta
- ScheduleFullUpdate();
+ //This is madness..
+ //ParentGroup.ScheduleGroupForFullUpdate();
+ //This is sparta
+ ScheduleFullUpdate();
+ }
}
diff --git a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs
new file mode 100644
index 0000000000..4ab6609c36
--- /dev/null
+++ b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs
@@ -0,0 +1,579 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using System.Collections.Generic;
+using System.IO;
+using System.Reflection;
+using System.Security.Cryptography; // for computing md5 hash
+using log4net;
+using Mono.Addins;
+using Nini.Config;
+
+using OpenMetaverse;
+using OpenMetaverse.StructuredData;
+
+using OpenSim.Framework;
+using OpenSim.Framework.Servers;
+using OpenSim.Framework.Servers.HttpServer;
+using OpenSim.Region.Framework.Interfaces;
+using OpenSim.Region.Framework.Scenes;
+
+using Ionic.Zlib;
+
+// You will need to uncomment these lines if you are adding a region module to some other assembly which does not already
+// specify its assembly. Otherwise, the region modules in the assembly will not be picked up when OpenSimulator scans
+// the available DLLs
+//[assembly: Addin("MaterialsDemoModule", "1.0")]
+//[assembly: AddinDependency("OpenSim", "0.5")]
+
+namespace OpenSim.Region.OptionalModules.MaterialsDemoModule
+{
+ ///
+ ///
+ // # # ## ##### # # # # # ####
+ // # # # # # # ## # # ## # # #
+ // # # # # # # # # # # # # # #
+ // # ## # ###### ##### # # # # # # # # ###
+ // ## ## # # # # # ## # # ## # #
+ // # # # # # # # # # # # ####
+ //
+ // THIS MODULE IS FOR EXPERIMENTAL USE ONLY AND MAY CAUSE REGION OR ASSET CORRUPTION!
+ //
+ ////////////// WARNING //////////////////////////////////////////////////////////////////
+ /// This is an *Experimental* module for developing support for materials-capable viewers
+ /// This module should NOT be used in a production environment! It may cause data corruption and
+ /// viewer crashes. It should be only used to evaluate implementations of materials.
+ ///
+ /// Materials are persisted via SceneObjectPart.dynattrs. This is a relatively new feature
+ /// of OpenSimulator and is not field proven at the time this module was written. Persistence
+ /// may fail or become corrupt and this could cause viewer crashes due to erroneous materials
+ /// data being sent to viewers. Materials descriptions might survive IAR, OAR, or other means
+ /// of archiving however the texture resources used by these materials probably will not as they
+ /// may not be adequately referenced to ensure proper archiving.
+ ///
+ ///
+ ///
+ /// To enable this module, add this string at the bottom of OpenSim.ini:
+ /// [MaterialsDemoModule]
+ ///
+ ///
+ ///
+
+ [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "MaterialsDemoModule")]
+ public class MaterialsDemoModule : INonSharedRegionModule
+ {
+ private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+
+ public string Name { get { return "MaterialsDemoModule"; } }
+
+ public Type ReplaceableInterface { get { return null; } }
+
+ private Scene m_scene = null;
+ private bool m_enabled = false;
+
+ public Dictionary m_knownMaterials = new Dictionary();
+
+ public void Initialise(IConfigSource source)
+ {
+ m_enabled = (source.Configs["MaterialsDemoModule"] != null);
+ if (!m_enabled)
+ return;
+
+ m_log.DebugFormat("[MaterialsDemoModule]: INITIALIZED MODULE");
+ }
+
+ public void Close()
+ {
+ if (!m_enabled)
+ return;
+
+ m_log.DebugFormat("[MaterialsDemoModule]: CLOSED MODULE");
+ }
+
+ public void AddRegion(Scene scene)
+ {
+ if (!m_enabled)
+ return;
+
+ m_log.DebugFormat("[MaterialsDemoModule]: REGION {0} ADDED", scene.RegionInfo.RegionName);
+ m_scene = scene;
+ m_scene.EventManager.OnRegisterCaps += new EventManager.RegisterCapsEvent(OnRegisterCaps);
+ m_scene.EventManager.OnObjectAddedToScene += new Action(EventManager_OnObjectAddedToScene);
+ }
+
+ void EventManager_OnObjectAddedToScene(SceneObjectGroup obj)
+ {
+ foreach (var part in obj.Parts)
+ if (part != null)
+ GetStoredMaterialsForPart(part);
+ }
+
+ void OnRegisterCaps(OpenMetaverse.UUID agentID, OpenSim.Framework.Capabilities.Caps caps)
+ {
+ string capsBase = "/CAPS/" + caps.CapsObjectPath;
+
+ IRequestHandler renderMaterialsPostHandler = new RestStreamHandler("POST", capsBase + "/", RenderMaterialsPostCap);
+ caps.RegisterHandler("RenderMaterials", renderMaterialsPostHandler);
+
+ // OpenSimulator CAPs infrastructure seems to be somewhat hostile towards any CAP that requires both GET
+ // and POST handlers, (at least at the time this was originally written), so we first set up a POST
+ // handler normally and then add a GET handler via MainServer
+
+ IRequestHandler renderMaterialsGetHandler = new RestStreamHandler("GET", capsBase + "/", RenderMaterialsGetCap);
+ MainServer.Instance.AddStreamHandler(renderMaterialsGetHandler);
+
+ // materials viewer seems to use either POST or PUT, so assign POST handler for PUT as well
+ IRequestHandler renderMaterialsPutHandler = new RestStreamHandler("PUT", capsBase + "/", RenderMaterialsPostCap);
+ MainServer.Instance.AddStreamHandler(renderMaterialsPutHandler);
+ }
+
+ public void RemoveRegion(Scene scene)
+ {
+ if (!m_enabled)
+ return;
+
+ m_log.DebugFormat("[MaterialsDemoModule]: REGION {0} REMOVED", scene.RegionInfo.RegionName);
+ }
+
+ public void RegionLoaded(Scene scene)
+ {
+ }
+
+ OSDMap GetMaterial(UUID id)
+ {
+ OSDMap map = null;
+ if (m_knownMaterials.ContainsKey(id))
+ {
+ map = new OSDMap();
+ map["ID"] = OSD.FromBinary(id.GetBytes());
+ map["Material"] = m_knownMaterials[id];
+ }
+ return map;
+ }
+
+ void GetStoredMaterialsForPart(SceneObjectPart part)
+ {
+ OSDMap OSMaterials = null;
+ OSDArray matsArr = null;
+
+ if (part.DynAttrs == null)
+ {
+ m_log.Warn("[MaterialsDemoModule]: NULL DYNATTRS :( ");
+ }
+
+ lock (part.DynAttrs)
+ {
+ if (part.DynAttrs.ContainsKey("OS:Materials"))
+ OSMaterials = part.DynAttrs["OS:Materials"];
+ if (OSMaterials != null && OSMaterials.ContainsKey("Materials"))
+ {
+
+ OSD osd = OSMaterials["Materials"];
+ if (osd is OSDArray)
+ matsArr = osd as OSDArray;
+ }
+ }
+
+ if (OSMaterials == null)
+ return;
+
+ m_log.Info("[MaterialsDemoModule]: OSMaterials: " + OSDParser.SerializeJsonString(OSMaterials));
+
+
+ if (matsArr == null)
+ {
+ m_log.Info("[MaterialsDemoModule]: matsArr is null :( ");
+ return;
+ }
+
+ foreach (OSD elemOsd in matsArr)
+ {
+ if (elemOsd != null && elemOsd is OSDMap)
+ {
+
+ OSDMap matMap = elemOsd as OSDMap;
+ if (matMap.ContainsKey("ID") && matMap.ContainsKey("Material"))
+ {
+ try
+ {
+ m_knownMaterials[matMap["ID"].AsUUID()] = (OSDMap)matMap["Material"];
+ }
+ catch (Exception e)
+ {
+ m_log.Warn("[MaterialsDemoModule]: exception decoding persisted material: " + e.ToString());
+ }
+ }
+ }
+ }
+ }
+
+
+ void StoreMaterialsForPart(SceneObjectPart part)
+ {
+ try
+ {
+ if (part == null || part.Shape == null)
+ return;
+
+ Dictionary mats = new Dictionary();
+
+ Primitive.TextureEntry te = part.Shape.Textures;
+
+ if (te.DefaultTexture != null)
+ {
+ if (m_knownMaterials.ContainsKey(te.DefaultTexture.MaterialID))
+ mats[te.DefaultTexture.MaterialID] = m_knownMaterials[te.DefaultTexture.MaterialID];
+ }
+
+ if (te.FaceTextures != null)
+ {
+ foreach (var face in te.FaceTextures)
+ {
+ if (face != null)
+ {
+ if (m_knownMaterials.ContainsKey(face.MaterialID))
+ mats[face.MaterialID] = m_knownMaterials[face.MaterialID];
+ }
+ }
+ }
+ if (mats.Count == 0)
+ return;
+
+ OSDArray matsArr = new OSDArray();
+ foreach (KeyValuePair kvp in mats)
+ {
+ OSDMap matOsd = new OSDMap();
+ matOsd["ID"] = OSD.FromUUID(kvp.Key);
+ matOsd["Material"] = kvp.Value;
+ matsArr.Add(matOsd);
+ }
+
+ OSDMap OSMaterials = new OSDMap();
+ OSMaterials["Materials"] = matsArr;
+
+ lock (part.DynAttrs)
+ part.DynAttrs["OS:Materials"] = OSMaterials;
+ }
+ catch (Exception e)
+ {
+ m_log.Warn("[MaterialsDemoModule]: exception in StoreMaterialsForPart(): " + e.ToString());
+ }
+ }
+
+
+ public string RenderMaterialsPostCap(string request, string path,
+ string param, IOSHttpRequest httpRequest,
+ IOSHttpResponse httpResponse)
+ {
+ m_log.Debug("[MaterialsDemoModule]: POST cap handler");
+
+ OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request);
+ OSDMap resp = new OSDMap();
+
+ OSDMap materialsFromViewer = null;
+
+ OSDArray respArr = new OSDArray();
+
+ if (req.ContainsKey("Zipped"))
+ {
+ OSD osd = null;
+
+ byte[] inBytes = req["Zipped"].AsBinary();
+
+ try
+ {
+ osd = ZDecompressBytesToOsd(inBytes);
+
+ if (osd != null)
+ {
+ if (osd is OSDArray) // assume array of MaterialIDs designating requested material entries
+ {
+ foreach (OSD elem in (OSDArray)osd)
+ {
+
+ try
+ {
+ UUID id = new UUID(elem.AsBinary(), 0);
+
+ if (m_knownMaterials.ContainsKey(id))
+ {
+ m_log.Info("[MaterialsDemoModule]: request for known material ID: " + id.ToString());
+ OSDMap matMap = new OSDMap();
+ matMap["ID"] = OSD.FromBinary(id.GetBytes());
+
+ matMap["Material"] = m_knownMaterials[id];
+ respArr.Add(matMap);
+ }
+ else
+ m_log.Info("[MaterialsDemoModule]: request for UNKNOWN material ID: " + id.ToString());
+ }
+ catch (Exception e)
+ {
+ // report something here?
+ continue;
+ }
+ }
+ }
+ else if (osd is OSDMap) // reqest to assign a material
+ {
+ materialsFromViewer = osd as OSDMap;
+
+ if (materialsFromViewer.ContainsKey("FullMaterialsPerFace"))
+ {
+ OSD matsOsd = materialsFromViewer["FullMaterialsPerFace"];
+ if (matsOsd is OSDArray)
+ {
+ OSDArray matsArr = matsOsd as OSDArray;
+
+ try
+ {
+ foreach (OSDMap matsMap in matsArr)
+ {
+ m_log.Debug("[MaterialsDemoModule]: processing matsMap: " + OSDParser.SerializeJsonString(matsMap));
+
+ uint matLocalID = 0;
+ try { matLocalID = matsMap["ID"].AsUInteger(); }
+ catch (Exception e) { m_log.Warn("[MaterialsDemoModule]: cannot decode \"ID\" from matsMap: " + e.Message); }
+ m_log.Debug("[MaterialsDemoModule]: matLocalId: " + matLocalID.ToString());
+
+
+ OSDMap mat = null;
+ try { mat = matsMap["Material"] as OSDMap; }
+ catch (Exception e) { m_log.Warn("[MaterialsDemoModule]: cannot decode \"Material\" from matsMap: " + e.Message); }
+ m_log.Debug("[MaterialsDemoModule]: mat: " + OSDParser.SerializeJsonString(mat));
+
+ UUID id = HashOsd(mat);
+ m_knownMaterials[id] = mat;
+
+
+ var sop = m_scene.GetSceneObjectPart(matLocalID);
+ if (sop == null)
+ m_log.Debug("[MaterialsDemoModule]: null SOP for localId: " + matLocalID.ToString());
+ else
+ {
+ //var te = sop.Shape.Textures;
+ var te = new Primitive.TextureEntry(sop.Shape.TextureEntry, 0, sop.Shape.TextureEntry.Length);
+
+ if (te == null)
+ {
+ m_log.Debug("[MaterialsDemoModule]: null TextureEntry for localId: " + matLocalID.ToString());
+ }
+ else
+ {
+ int face = -1;
+
+ if (matsMap.ContainsKey("Face"))
+ {
+ face = matsMap["Face"].AsInteger();
+ if (te.FaceTextures == null) // && face == 0)
+ {
+ if (te.DefaultTexture == null)
+ m_log.Debug("[MaterialsDemoModule]: te.DefaultTexture is null");
+ else
+ {
+ if (te.DefaultTexture.MaterialID == null)
+ m_log.Debug("[MaterialsDemoModule]: te.DefaultTexture.MaterialID is null");
+ else
+ {
+ te.DefaultTexture.MaterialID = id;
+ }
+ }
+ }
+ else
+ {
+ if (te.FaceTextures.Length >= face - 1)
+ {
+ if (te.FaceTextures[face] == null)
+ te.DefaultTexture.MaterialID = id;
+ else
+ te.FaceTextures[face].MaterialID = id;
+ }
+ }
+ }
+ else
+ {
+ if (te.DefaultTexture != null)
+ te.DefaultTexture.MaterialID = id;
+ }
+
+ m_log.Debug("[MaterialsDemoModule]: setting material ID for face " + face.ToString() + " to " + id.ToString());
+
+ //we cant use sop.UpdateTextureEntry(te); because it filters so do it manually
+
+ if (sop.ParentGroup != null)
+ {
+ sop.Shape.TextureEntry = te.GetBytes();
+ sop.TriggerScriptChangedEvent(Changed.TEXTURE);
+ sop.UpdateFlag = UpdateRequired.FULL;
+ sop.ParentGroup.HasGroupChanged = true;
+
+ sop.ScheduleFullUpdate();
+
+ StoreMaterialsForPart(sop);
+ }
+ }
+ }
+ }
+ }
+ catch (Exception e)
+ {
+ m_log.Warn("[MaterialsDemoModule]: exception processing received material: " + e.Message);
+ }
+ }
+ }
+ }
+ }
+
+ }
+ catch (Exception e)
+ {
+ m_log.Warn("[MaterialsDemoModule]: exception decoding zipped CAP payload: " + e.Message);
+ //return "";
+ }
+ m_log.Debug("[MaterialsDemoModule]: knownMaterials.Count: " + m_knownMaterials.Count.ToString());
+ }
+
+
+ resp["Zipped"] = ZCompressOSD(respArr, false);
+ string response = OSDParser.SerializeLLSDXmlString(resp);
+
+ //m_log.Debug("[MaterialsDemoModule]: cap request: " + request);
+ m_log.Debug("[MaterialsDemoModule]: cap request (zipped portion): " + ZippedOsdBytesToString(req["Zipped"].AsBinary()));
+ m_log.Debug("[MaterialsDemoModule]: cap response: " + response);
+ return response;
+ }
+
+
+ public string RenderMaterialsGetCap(string request, string path,
+ string param, IOSHttpRequest httpRequest,
+ IOSHttpResponse httpResponse)
+ {
+ m_log.Debug("[MaterialsDemoModule]: GET cap handler");
+
+ OSDMap resp = new OSDMap();
+
+
+ int matsCount = 0;
+
+ OSDArray allOsd = new OSDArray();
+
+ foreach (KeyValuePair kvp in m_knownMaterials)
+ {
+ OSDMap matMap = new OSDMap();
+
+ matMap["ID"] = OSD.FromBinary(kvp.Key.GetBytes());
+
+ matMap["Material"] = kvp.Value;
+ allOsd.Add(matMap);
+ matsCount++;
+ }
+
+
+ resp["Zipped"] = ZCompressOSD(allOsd, false);
+ m_log.Debug("[MaterialsDemoModule]: matsCount: " + matsCount.ToString());
+
+ return OSDParser.SerializeLLSDXmlString(resp);
+ }
+
+ static string ZippedOsdBytesToString(byte[] bytes)
+ {
+ try
+ {
+ return OSDParser.SerializeJsonString(ZDecompressBytesToOsd(bytes));
+ }
+ catch (Exception e)
+ {
+ return "ZippedOsdBytesToString caught an exception: " + e.ToString();
+ }
+ }
+
+ ///
+ /// computes a UUID by hashing a OSD object
+ ///
+ ///
+ ///
+ private static UUID HashOsd(OSD osd)
+ {
+ using (var md5 = MD5.Create())
+ using (MemoryStream ms = new MemoryStream(OSDParser.SerializeLLSDBinary(osd, false)))
+ return new UUID(md5.ComputeHash(ms), 0);
+ }
+
+ public static OSD ZCompressOSD(OSD inOsd, bool useHeader)
+ {
+ OSD osd = null;
+
+ using (MemoryStream msSinkCompressed = new MemoryStream())
+ {
+ using (Ionic.Zlib.ZlibStream zOut = new Ionic.Zlib.ZlibStream(msSinkCompressed,
+ Ionic.Zlib.CompressionMode.Compress, CompressionLevel.BestCompression, true))
+ {
+ CopyStream(new MemoryStream(OSDParser.SerializeLLSDBinary(inOsd, useHeader)), zOut);
+ zOut.Close();
+ }
+
+ msSinkCompressed.Seek(0L, SeekOrigin.Begin);
+ osd = OSD.FromBinary( msSinkCompressed.ToArray());
+ }
+
+ return osd;
+ }
+
+
+ public static OSD ZDecompressBytesToOsd(byte[] input)
+ {
+ OSD osd = null;
+
+ using (MemoryStream msSinkUnCompressed = new MemoryStream())
+ {
+ using (Ionic.Zlib.ZlibStream zOut = new Ionic.Zlib.ZlibStream(msSinkUnCompressed, CompressionMode.Decompress, true))
+ {
+ CopyStream(new MemoryStream(input), zOut);
+ zOut.Close();
+ }
+ msSinkUnCompressed.Seek(0L, SeekOrigin.Begin);
+ osd = OSDParser.DeserializeLLSDBinary(msSinkUnCompressed.ToArray());
+ }
+
+ return osd;
+ }
+
+ static void CopyStream(System.IO.Stream input, System.IO.Stream output)
+ {
+ byte[] buffer = new byte[2048];
+ int len;
+ while ((len = input.Read(buffer, 0, 2048)) > 0)
+ {
+ output.Write(buffer, 0, len);
+ }
+
+ output.Flush();
+ }
+
+ }
+}
\ No newline at end of file
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs
new file mode 100755
index 0000000000..8416740ada
--- /dev/null
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs
@@ -0,0 +1,285 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyrightD
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Text;
+
+using OpenSim.Region.Physics.Manager;
+
+using OMV = OpenMetaverse;
+
+namespace OpenSim.Region.Physics.BulletSPlugin
+{
+public class BSActorAvatarMove : BSActor
+{
+ BSVMotor m_velocityMotor;
+
+ public BSActorAvatarMove(BSScene physicsScene, BSPhysObject pObj, string actorName)
+ : base(physicsScene, pObj, actorName)
+ {
+ m_velocityMotor = null;
+ m_physicsScene.DetailLog("{0},BSActorAvatarMove,constructor", m_controllingPrim.LocalID);
+ }
+
+ // BSActor.isActive
+ public override bool isActive
+ {
+ get { return Enabled && m_controllingPrim.IsPhysicallyActive; }
+ }
+
+ // Release any connections and resources used by the actor.
+ // BSActor.Dispose()
+ public override void Dispose()
+ {
+ Enabled = false;
+ }
+
+ // Called when physical parameters (properties set in Bullet) need to be re-applied.
+ // Called at taint-time.
+ // BSActor.Refresh()
+ public override void Refresh()
+ {
+ m_physicsScene.DetailLog("{0},BSActorAvatarMove,refresh", m_controllingPrim.LocalID);
+
+ // If the object is physically active, add the hoverer prestep action
+ if (isActive)
+ {
+ ActivateAvatarMove();
+ }
+ else
+ {
+ DeactivateAvatarMove();
+ }
+ }
+
+ // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
+ // Register a prestep action to restore physical requirements before the next simulation step.
+ // Called at taint-time.
+ // BSActor.RemoveBodyDependencies()
+ public override void RemoveBodyDependencies()
+ {
+ // Nothing to do for the hoverer since it is all software at pre-step action time.
+ }
+
+ // Usually called when target velocity changes to set the current velocity and the target
+ // into the movement motor.
+ public void SetVelocityAndTarget(OMV.Vector3 vel, OMV.Vector3 targ, bool inTaintTime)
+ {
+ m_physicsScene.TaintedObject(inTaintTime, "BSActorAvatarMove.setVelocityAndTarget", delegate()
+ {
+ if (m_velocityMotor != null)
+ {
+ m_velocityMotor.Reset();
+ m_velocityMotor.SetTarget(targ);
+ m_velocityMotor.SetCurrent(vel);
+ m_velocityMotor.Enabled = true;
+ }
+ });
+ }
+
+ // If a hover motor has not been created, create one and start the hovering.
+ private void ActivateAvatarMove()
+ {
+ if (m_velocityMotor == null)
+ {
+ // Infinite decay and timescale values so motor only changes current to target values.
+ m_velocityMotor = new BSVMotor("BSCharacter.Velocity",
+ 0.2f, // time scale
+ BSMotor.Infinite, // decay time scale
+ BSMotor.InfiniteVector, // friction timescale
+ 1f // efficiency
+ );
+ // _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages.
+ SetVelocityAndTarget(m_controllingPrim.RawVelocity, m_controllingPrim.TargetVelocity, true /* inTaintTime */);
+
+ m_physicsScene.BeforeStep += Mover;
+ }
+ }
+
+ private void DeactivateAvatarMove()
+ {
+ if (m_velocityMotor != null)
+ {
+ m_physicsScene.BeforeStep -= Mover;
+ m_velocityMotor = null;
+ }
+ }
+
+ // Called just before the simulation step. Update the vertical position for hoverness.
+ private void Mover(float timeStep)
+ {
+ // Don't do movement while the object is selected.
+ if (!isActive)
+ return;
+
+ // TODO: Decide if the step parameters should be changed depending on the avatar's
+ // state (flying, colliding, ...). There is code in ODE to do this.
+
+ // COMMENTARY: when the user is making the avatar walk, except for falling, the velocity
+ // specified for the avatar is the one that should be used. For falling, if the avatar
+ // is not flying and is not colliding then it is presumed to be falling and the Z
+ // component is not fooled with (thus allowing gravity to do its thing).
+ // When the avatar is standing, though, the user has specified a velocity of zero and
+ // the avatar should be standing. But if the avatar is pushed by something in the world
+ // (raising elevator platform, moving vehicle, ...) the avatar should be allowed to
+ // move. Thus, the velocity cannot be forced to zero. The problem is that small velocity
+ // errors can creap in and the avatar will slowly float off in some direction.
+ // So, the problem is that, when an avatar is standing, we cannot tell creaping error
+ // from real pushing.
+ // The code below uses whether the collider is static or moving to decide whether to zero motion.
+
+ m_velocityMotor.Step(timeStep);
+ m_controllingPrim.IsStationary = false;
+
+ // If we're not supposed to be moving, make sure things are zero.
+ if (m_velocityMotor.ErrorIsZero() && m_velocityMotor.TargetValue == OMV.Vector3.Zero)
+ {
+ // The avatar shouldn't be moving
+ m_velocityMotor.Zero();
+
+ if (m_controllingPrim.IsColliding)
+ {
+ // If we are colliding with a stationary object, presume we're standing and don't move around
+ if (!m_controllingPrim.ColliderIsMoving)
+ {
+ m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", m_controllingPrim.LocalID);
+ m_controllingPrim.IsStationary = true;
+ m_controllingPrim.ZeroMotion(true /* inTaintTime */);
+ }
+
+ // Standing has more friction on the ground
+ if (m_controllingPrim.Friction != BSParam.AvatarStandingFriction)
+ {
+ m_controllingPrim.Friction = BSParam.AvatarStandingFriction;
+ m_physicsScene.PE.SetFriction(m_controllingPrim.PhysBody, m_controllingPrim.Friction);
+ }
+ }
+ else
+ {
+ if (m_controllingPrim.Flying)
+ {
+ // Flying and not collising and velocity nearly zero.
+ m_controllingPrim.ZeroMotion(true /* inTaintTime */);
+ }
+ }
+
+ m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1},colliding={2}",
+ m_controllingPrim.LocalID, m_velocityMotor.TargetValue, m_controllingPrim.IsColliding);
+ }
+ else
+ {
+ // Supposed to be moving.
+ OMV.Vector3 stepVelocity = m_velocityMotor.CurrentValue;
+
+ if (m_controllingPrim.Friction != BSParam.AvatarFriction)
+ {
+ // Probably starting up walking. Set friction to moving friction.
+ m_controllingPrim.Friction = BSParam.AvatarFriction;
+ m_physicsScene.PE.SetFriction(m_controllingPrim.PhysBody, m_controllingPrim.Friction);
+ }
+
+ // If falling, we keep the world's downward vector no matter what the other axis specify.
+ // The check for RawVelocity.Z < 0 makes jumping work (temporary upward force).
+ if (!m_controllingPrim.Flying && !m_controllingPrim.IsColliding)
+ {
+ if (m_controllingPrim.RawVelocity.Z < 0)
+ stepVelocity.Z = m_controllingPrim.RawVelocity.Z;
+ // DetailLog("{0},BSCharacter.MoveMotor,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity);
+ }
+
+ // 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force.
+ OMV.Vector3 moveForce = (stepVelocity - m_controllingPrim.RawVelocity) * m_controllingPrim.Mass;
+
+ // Should we check for move force being small and forcing velocity to zero?
+
+ // Add special movement force to allow avatars to walk up stepped surfaces.
+ moveForce += WalkUpStairs();
+
+ m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}",
+ m_controllingPrim.LocalID, stepVelocity, m_controllingPrim.RawVelocity, m_controllingPrim.Mass, moveForce);
+ m_physicsScene.PE.ApplyCentralImpulse(m_controllingPrim.PhysBody, moveForce);
+ }
+ }
+
+ // Decide if the character is colliding with a low object and compute a force to pop the
+ // avatar up so it can walk up and over the low objects.
+ private OMV.Vector3 WalkUpStairs()
+ {
+ OMV.Vector3 ret = OMV.Vector3.Zero;
+
+ // This test is done if moving forward, not flying and is colliding with something.
+ // DetailLog("{0},BSCharacter.WalkUpStairs,IsColliding={1},flying={2},targSpeed={3},collisions={4}",
+ // LocalID, IsColliding, Flying, TargetSpeed, CollisionsLastTick.Count);
+ if (m_controllingPrim.IsColliding && !m_controllingPrim.Flying && m_controllingPrim.TargetVelocitySpeed > 0.1f /* && ForwardSpeed < 0.1f */)
+ {
+ // The range near the character's feet where we will consider stairs
+ float nearFeetHeightMin = m_controllingPrim.RawPosition.Z - (m_controllingPrim.Size.Z / 2f) + 0.05f;
+ float nearFeetHeightMax = nearFeetHeightMin + BSParam.AvatarStepHeight;
+
+ // Look for a collision point that is near the character's feet and is oriented the same as the charactor is
+ foreach (KeyValuePair kvp in m_controllingPrim.CollisionsLastTick.m_objCollisionList)
+ {
+ // Don't care about collisions with the terrain
+ if (kvp.Key > m_physicsScene.TerrainManager.HighestTerrainID)
+ {
+ OMV.Vector3 touchPosition = kvp.Value.Position;
+ // DetailLog("{0},BSCharacter.WalkUpStairs,min={1},max={2},touch={3}",
+ // LocalID, nearFeetHeightMin, nearFeetHeightMax, touchPosition);
+ if (touchPosition.Z >= nearFeetHeightMin && touchPosition.Z <= nearFeetHeightMax)
+ {
+ // This contact is within the 'near the feet' range.
+ // The normal should be our contact point to the object so it is pointing away
+ // thus the difference between our facing orientation and the normal should be small.
+ OMV.Vector3 directionFacing = OMV.Vector3.UnitX * m_controllingPrim.RawOrientation;
+ OMV.Vector3 touchNormal = OMV.Vector3.Normalize(kvp.Value.SurfaceNormal);
+ float diff = Math.Abs(OMV.Vector3.Distance(directionFacing, touchNormal));
+ if (diff < BSParam.AvatarStepApproachFactor)
+ {
+ // Found the stairs contact point. Push up a little to raise the character.
+ float upForce = (touchPosition.Z - nearFeetHeightMin) * m_controllingPrim.Mass * BSParam.AvatarStepForceFactor;
+ ret = new OMV.Vector3(0f, 0f, upForce);
+
+ // Also move the avatar up for the new height
+ OMV.Vector3 displacement = new OMV.Vector3(0f, 0f, BSParam.AvatarStepHeight / 2f);
+ m_controllingPrim.ForcePosition = m_controllingPrim.RawPosition + displacement;
+ }
+ m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,touchPos={1},nearFeetMin={2},faceDir={3},norm={4},diff={5},ret={6}",
+ m_controllingPrim.LocalID, touchPosition, nearFeetHeightMin, directionFacing, touchNormal, diff, ret);
+ }
+ }
+ }
+ }
+
+ return ret;
+ }
+
+}
+}
+
+
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs
new file mode 100755
index 0000000000..92ace66789
--- /dev/null
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs
@@ -0,0 +1,174 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyrightD
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Text;
+
+using OpenSim.Region.Physics.Manager;
+
+using OMV = OpenMetaverse;
+
+namespace OpenSim.Region.Physics.BulletSPlugin
+{
+public class BSActorHover : BSActor
+{
+ private BSFMotor m_hoverMotor;
+
+ public BSActorHover(BSScene physicsScene, BSPhysObject pObj, string actorName)
+ : base(physicsScene, pObj, actorName)
+ {
+ m_hoverMotor = null;
+ m_physicsScene.DetailLog("{0},BSActorHover,constructor", m_controllingPrim.LocalID);
+ }
+
+ // BSActor.isActive
+ public override bool isActive
+ {
+ get { return Enabled; }
+ }
+
+ // Release any connections and resources used by the actor.
+ // BSActor.Dispose()
+ public override void Dispose()
+ {
+ Enabled = false;
+ }
+
+ // Called when physical parameters (properties set in Bullet) need to be re-applied.
+ // Called at taint-time.
+ // BSActor.Refresh()
+ public override void Refresh()
+ {
+ m_physicsScene.DetailLog("{0},BSActorHover,refresh", m_controllingPrim.LocalID);
+
+ // If not active any more, turn me off
+ if (!m_controllingPrim.HoverActive)
+ {
+ SetEnabled(false);
+ }
+
+ // If the object is physically active, add the hoverer prestep action
+ if (isActive)
+ {
+ ActivateHover();
+ }
+ else
+ {
+ DeactivateHover();
+ }
+ }
+
+ // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
+ // Register a prestep action to restore physical requirements before the next simulation step.
+ // Called at taint-time.
+ // BSActor.RemoveBodyDependencies()
+ public override void RemoveBodyDependencies()
+ {
+ // Nothing to do for the hoverer since it is all software at pre-step action time.
+ }
+
+ // If a hover motor has not been created, create one and start the hovering.
+ private void ActivateHover()
+ {
+ if (m_hoverMotor == null)
+ {
+ // Turning the target on
+ m_hoverMotor = new BSFMotor("BSActorHover",
+ m_controllingPrim.HoverTau, // timeScale
+ BSMotor.Infinite, // decay time scale
+ BSMotor.Infinite, // friction timescale
+ 1f // efficiency
+ );
+ m_hoverMotor.SetTarget(ComputeCurrentHoverHeight());
+ m_hoverMotor.SetCurrent(m_controllingPrim.RawPosition.Z);
+ m_hoverMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG so motor will output detail log messages.
+
+ m_physicsScene.BeforeStep += Hoverer;
+ }
+ }
+
+ private void DeactivateHover()
+ {
+ if (m_hoverMotor != null)
+ {
+ m_physicsScene.BeforeStep -= Hoverer;
+ m_hoverMotor = null;
+ }
+ }
+
+ // Called just before the simulation step. Update the vertical position for hoverness.
+ private void Hoverer(float timeStep)
+ {
+ // Don't do hovering while the object is selected.
+ if (!isActive)
+ return;
+
+ m_hoverMotor.SetCurrent(m_controllingPrim.RawPosition.Z);
+ m_hoverMotor.SetTarget(ComputeCurrentHoverHeight());
+ float targetHeight = m_hoverMotor.Step(timeStep);
+
+ // 'targetHeight' is where we'd like the Z of the prim to be at this moment.
+ // Compute the amount of force to push us there.
+ float moveForce = (targetHeight - m_controllingPrim.RawPosition.Z) * m_controllingPrim.RawMass;
+ // Undo anything the object thinks it's doing at the moment
+ moveForce = -m_controllingPrim.RawVelocity.Z * m_controllingPrim.Mass;
+
+ m_physicsScene.PE.ApplyCentralImpulse(m_controllingPrim.PhysBody, new OMV.Vector3(0f, 0f, moveForce));
+ m_physicsScene.DetailLog("{0},BSPrim.Hover,move,targHt={1},moveForce={2},mass={3}",
+ m_controllingPrim.LocalID, targetHeight, moveForce, m_controllingPrim.RawMass);
+ }
+
+ // Based on current position, determine what we should be hovering at now.
+ // Must recompute often. What if we walked offa cliff>
+ private float ComputeCurrentHoverHeight()
+ {
+ float ret = m_controllingPrim.HoverHeight;
+ float groundHeight = m_physicsScene.TerrainManager.GetTerrainHeightAtXYZ(m_controllingPrim.RawPosition);
+
+ switch (m_controllingPrim.HoverType)
+ {
+ case PIDHoverType.Ground:
+ ret = groundHeight + m_controllingPrim.HoverHeight;
+ break;
+ case PIDHoverType.GroundAndWater:
+ float waterHeight = m_physicsScene.TerrainManager.GetWaterLevelAtXYZ(m_controllingPrim.RawPosition);
+ if (groundHeight > waterHeight)
+ {
+ ret = groundHeight + m_controllingPrim.HoverHeight;
+ }
+ else
+ {
+ ret = waterHeight + m_controllingPrim.HoverHeight;
+ }
+ break;
+ }
+ return ret;
+ }
+}
+}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs
index 72196171e0..09ee32b07f 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs
@@ -36,11 +36,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{
public class BSActorLockAxis : BSActor
{
- bool TryExperimentalLockAxisCode = true;
BSConstraint LockAxisConstraint = null;
public BSActorLockAxis(BSScene physicsScene, BSPhysObject pObj, string actorName)
- : base(physicsScene, pObj,actorName)
+ : base(physicsScene, pObj, actorName)
{
m_physicsScene.DetailLog("{0},BSActorLockAxis,constructor", m_controllingPrim.LocalID);
LockAxisConstraint = null;
@@ -69,18 +68,13 @@ public class BSActorLockAxis : BSActor
// If all the axis are free, we don't need to exist
if (m_controllingPrim.LockedAxis == m_controllingPrim.LockedAxisFree)
{
- m_physicsScene.DetailLog("{0},BSActorLockAxis,refresh,allAxisFree,removing={1}", m_controllingPrim.LocalID, ActorName);
- m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName);
- return;
+ Enabled = false;
}
+
// If the object is physically active, add the axis locking constraint
- if (Enabled
- && m_controllingPrim.IsPhysicallyActive
- && TryExperimentalLockAxisCode
- && m_controllingPrim.LockedAxis != m_controllingPrim.LockedAxisFree)
+ if (isActive)
{
- if (LockAxisConstraint == null)
- AddAxisLockConstraint();
+ AddAxisLockConstraint();
}
else
{
@@ -99,7 +93,7 @@ public class BSActorLockAxis : BSActor
// If a constraint is set up, remove it from the physical scene
RemoveAxisLockConstraint();
// Schedule a call before the next simulation step to restore the constraint.
- m_physicsScene.PostTaintObject(m_controllingPrim.LockedAxisActorName, m_controllingPrim.LocalID, delegate()
+ m_physicsScene.PostTaintObject("BSActorLockAxis:" + ActorName, m_controllingPrim.LocalID, delegate()
{
Refresh();
});
@@ -108,58 +102,61 @@ public class BSActorLockAxis : BSActor
private void AddAxisLockConstraint()
{
- // Lock that axis by creating a 6DOF constraint that has one end in the world and
- // the other in the object.
- // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=20817
- // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=26380
-
- // Remove any existing axis constraint (just to be sure)
- RemoveAxisLockConstraint();
-
- BSConstraint6Dof axisConstrainer = new BSConstraint6Dof(m_physicsScene.World, m_controllingPrim.PhysBody,
- OMV.Vector3.Zero, OMV.Quaternion.Identity,
- false /* useLinearReferenceFrameB */, true /* disableCollisionsBetweenLinkedBodies */);
- LockAxisConstraint = axisConstrainer;
- m_physicsScene.Constraints.AddConstraint(LockAxisConstraint);
-
- // The constraint is tied to the world and oriented to the prim.
-
- // Free to move linearly in the region
- OMV.Vector3 linearLow = OMV.Vector3.Zero;
- OMV.Vector3 linearHigh = m_physicsScene.TerrainManager.DefaultRegionSize;
- axisConstrainer.SetLinearLimits(linearLow, linearHigh);
-
- // Angular with some axis locked
- float fPI = (float)Math.PI;
- OMV.Vector3 angularLow = new OMV.Vector3(-fPI, -fPI, -fPI);
- OMV.Vector3 angularHigh = new OMV.Vector3(fPI, fPI, fPI);
- if (m_controllingPrim.LockedAxis.X != 1f)
+ if (LockAxisConstraint == null)
{
- angularLow.X = 0f;
- angularHigh.X = 0f;
- }
- if (m_controllingPrim.LockedAxis.Y != 1f)
- {
- angularLow.Y = 0f;
- angularHigh.Y = 0f;
- }
- if (m_controllingPrim.LockedAxis.Z != 1f)
- {
- angularLow.Z = 0f;
- angularHigh.Z = 0f;
- }
- if (!axisConstrainer.SetAngularLimits(angularLow, angularHigh))
- {
- m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,failedSetAngularLimits", m_controllingPrim.LocalID);
- }
+ // Lock that axis by creating a 6DOF constraint that has one end in the world and
+ // the other in the object.
+ // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=20817
+ // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=26380
- m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,create,linLow={1},linHi={2},angLow={3},angHi={4}",
- m_controllingPrim.LocalID, linearLow, linearHigh, angularLow, angularHigh);
+ // Remove any existing axis constraint (just to be sure)
+ RemoveAxisLockConstraint();
- // Constants from one of the posts mentioned above and used in Bullet's ConstraintDemo.
- axisConstrainer.TranslationalLimitMotor(true /* enable */, 5.0f, 0.1f);
+ BSConstraint6Dof axisConstrainer = new BSConstraint6Dof(m_physicsScene.World, m_controllingPrim.PhysBody,
+ OMV.Vector3.Zero, OMV.Quaternion.Identity,
+ false /* useLinearReferenceFrameB */, true /* disableCollisionsBetweenLinkedBodies */);
+ LockAxisConstraint = axisConstrainer;
+ m_physicsScene.Constraints.AddConstraint(LockAxisConstraint);
- axisConstrainer.RecomputeConstraintVariables(m_controllingPrim.RawMass);
+ // The constraint is tied to the world and oriented to the prim.
+
+ // Free to move linearly in the region
+ OMV.Vector3 linearLow = OMV.Vector3.Zero;
+ OMV.Vector3 linearHigh = m_physicsScene.TerrainManager.DefaultRegionSize;
+ axisConstrainer.SetLinearLimits(linearLow, linearHigh);
+
+ // Angular with some axis locked
+ float fPI = (float)Math.PI;
+ OMV.Vector3 angularLow = new OMV.Vector3(-fPI, -fPI, -fPI);
+ OMV.Vector3 angularHigh = new OMV.Vector3(fPI, fPI, fPI);
+ if (m_controllingPrim.LockedAxis.X != 1f)
+ {
+ angularLow.X = 0f;
+ angularHigh.X = 0f;
+ }
+ if (m_controllingPrim.LockedAxis.Y != 1f)
+ {
+ angularLow.Y = 0f;
+ angularHigh.Y = 0f;
+ }
+ if (m_controllingPrim.LockedAxis.Z != 1f)
+ {
+ angularLow.Z = 0f;
+ angularHigh.Z = 0f;
+ }
+ if (!axisConstrainer.SetAngularLimits(angularLow, angularHigh))
+ {
+ m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,failedSetAngularLimits", m_controllingPrim.LocalID);
+ }
+
+ m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,create,linLow={1},linHi={2},angLow={3},angHi={4}",
+ m_controllingPrim.LocalID, linearLow, linearHigh, angularLow, angularHigh);
+
+ // Constants from one of the posts mentioned above and used in Bullet's ConstraintDemo.
+ axisConstrainer.TranslationalLimitMotor(true /* enable */, 5.0f, 0.1f);
+
+ axisConstrainer.RecomputeConstraintVariables(m_controllingPrim.RawMass);
+ }
}
private void RemoveAxisLockConstraint()
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs
new file mode 100755
index 0000000000..56aacc560b
--- /dev/null
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs
@@ -0,0 +1,158 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyrightD
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Text;
+
+using OpenSim.Region.Physics.Manager;
+
+using OMV = OpenMetaverse;
+
+namespace OpenSim.Region.Physics.BulletSPlugin
+{
+public class BSActorMoveToTarget : BSActor
+{
+ private BSVMotor m_targetMotor;
+
+ public BSActorMoveToTarget(BSScene physicsScene, BSPhysObject pObj, string actorName)
+ : base(physicsScene, pObj, actorName)
+ {
+ m_targetMotor = null;
+ m_physicsScene.DetailLog("{0},BSActorMoveToTarget,constructor", m_controllingPrim.LocalID);
+ }
+
+ // BSActor.isActive
+ public override bool isActive
+ {
+ get { return Enabled; }
+ }
+
+ // Release any connections and resources used by the actor.
+ // BSActor.Dispose()
+ public override void Dispose()
+ {
+ Enabled = false;
+ }
+
+ // Called when physical parameters (properties set in Bullet) need to be re-applied.
+ // Called at taint-time.
+ // BSActor.Refresh()
+ public override void Refresh()
+ {
+ m_physicsScene.DetailLog("{0},BSActorMoveToTarget,refresh,enabled={1},active={2},target={3},tau={4}",
+ m_controllingPrim.LocalID, Enabled, m_controllingPrim.MoveToTargetActive,
+ m_controllingPrim.MoveToTargetTarget, m_controllingPrim.MoveToTargetTau );
+
+ // If not active any more...
+ if (!m_controllingPrim.MoveToTargetActive)
+ {
+ Enabled = false;
+ }
+
+ if (isActive)
+ {
+ ActivateMoveToTarget();
+ }
+ else
+ {
+ DeactivateMoveToTarget();
+ }
+ }
+
+ // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
+ // Register a prestep action to restore physical requirements before the next simulation step.
+ // Called at taint-time.
+ // BSActor.RemoveBodyDependencies()
+ public override void RemoveBodyDependencies()
+ {
+ // Nothing to do for the moveToTarget since it is all software at pre-step action time.
+ }
+
+ // If a hover motor has not been created, create one and start the hovering.
+ private void ActivateMoveToTarget()
+ {
+ if (m_targetMotor == null)
+ {
+ // We're taking over after this.
+ m_controllingPrim.ZeroMotion(true);
+
+ m_targetMotor = new BSVMotor("BSActorMoveToTargget.Activate",
+ m_controllingPrim.MoveToTargetTau, // timeScale
+ BSMotor.Infinite, // decay time scale
+ BSMotor.InfiniteVector, // friction timescale
+ 1f // efficiency
+ );
+ m_targetMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG so motor will output detail log messages.
+ m_targetMotor.SetTarget(m_controllingPrim.MoveToTargetTarget);
+ m_targetMotor.SetCurrent(m_controllingPrim.RawPosition);
+
+ m_physicsScene.BeforeStep += Mover;
+ }
+ }
+
+ private void DeactivateMoveToTarget()
+ {
+ if (m_targetMotor != null)
+ {
+ m_physicsScene.BeforeStep -= Mover;
+ m_targetMotor = null;
+ }
+ }
+
+ // Called just before the simulation step. Update the vertical position for hoverness.
+ private void Mover(float timeStep)
+ {
+ // Don't do hovering while the object is selected.
+ if (!isActive)
+ return;
+
+ OMV.Vector3 origPosition = m_controllingPrim.RawPosition; // DEBUG DEBUG (for printout below)
+
+ // 'movePosition' is where we'd like the prim to be at this moment.
+ OMV.Vector3 movePosition = m_controllingPrim.RawPosition + m_targetMotor.Step(timeStep);
+
+ // If we are very close to our target, turn off the movement motor.
+ if (m_targetMotor.ErrorIsZero())
+ {
+ m_physicsScene.DetailLog("{0},BSActorMoveToTarget.Mover,zeroMovement,movePos={1},pos={2},mass={3}",
+ m_controllingPrim.LocalID, movePosition, m_controllingPrim.RawPosition, m_controllingPrim.Mass);
+ m_controllingPrim.ForcePosition = m_targetMotor.TargetValue;
+ // Setting the position does not cause the physics engine to generate a property update. Force it.
+ m_physicsScene.PE.PushUpdate(m_controllingPrim.PhysBody);
+ }
+ else
+ {
+ m_controllingPrim.ForcePosition = movePosition;
+ // Setting the position does not cause the physics engine to generate a property update. Force it.
+ m_physicsScene.PE.PushUpdate(m_controllingPrim.PhysBody);
+ }
+ m_physicsScene.DetailLog("{0},BSActorMoveToTarget.Mover,move,fromPos={1},movePos={2}", m_controllingPrim.LocalID, origPosition, movePosition);
+ }
+}
+}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs
new file mode 100755
index 0000000000..3ad138d25d
--- /dev/null
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs
@@ -0,0 +1,137 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyrightD
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Text;
+
+using OpenSim.Region.Physics.Manager;
+
+using OMV = OpenMetaverse;
+
+namespace OpenSim.Region.Physics.BulletSPlugin
+{
+public class BSActorSetForce : BSActor
+{
+ BSFMotor m_forceMotor;
+
+ public BSActorSetForce(BSScene physicsScene, BSPhysObject pObj, string actorName)
+ : base(physicsScene, pObj, actorName)
+ {
+ m_forceMotor = null;
+ m_physicsScene.DetailLog("{0},BSActorSetForce,constructor", m_controllingPrim.LocalID);
+ }
+
+ // BSActor.isActive
+ public override bool isActive
+ {
+ get { return Enabled && m_controllingPrim.IsPhysicallyActive; }
+ }
+
+ // Release any connections and resources used by the actor.
+ // BSActor.Dispose()
+ public override void Dispose()
+ {
+ Enabled = false;
+ }
+
+ // Called when physical parameters (properties set in Bullet) need to be re-applied.
+ // Called at taint-time.
+ // BSActor.Refresh()
+ public override void Refresh()
+ {
+ m_physicsScene.DetailLog("{0},BSActorSetForce,refresh", m_controllingPrim.LocalID);
+
+ // If not active any more, get rid of me (shouldn't ever happen, but just to be safe)
+ if (m_controllingPrim.RawForce == OMV.Vector3.Zero)
+ {
+ m_physicsScene.DetailLog("{0},BSActorSetForce,refresh,notSetForce,removing={1}", m_controllingPrim.LocalID, ActorName);
+ Enabled = false;
+ return;
+ }
+
+ // If the object is physically active, add the hoverer prestep action
+ if (isActive)
+ {
+ ActivateSetForce();
+ }
+ else
+ {
+ DeactivateSetForce();
+ }
+ }
+
+ // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
+ // Register a prestep action to restore physical requirements before the next simulation step.
+ // Called at taint-time.
+ // BSActor.RemoveBodyDependencies()
+ public override void RemoveBodyDependencies()
+ {
+ // Nothing to do for the hoverer since it is all software at pre-step action time.
+ }
+
+ // If a hover motor has not been created, create one and start the hovering.
+ private void ActivateSetForce()
+ {
+ if (m_forceMotor == null)
+ {
+ // A fake motor that might be used someday
+ m_forceMotor = new BSFMotor("setForce", 1f, 1f, 1f, 1f);
+
+ m_physicsScene.BeforeStep += Mover;
+ }
+ }
+
+ private void DeactivateSetForce()
+ {
+ if (m_forceMotor != null)
+ {
+ m_physicsScene.BeforeStep -= Mover;
+ m_forceMotor = null;
+ }
+ }
+
+ // Called just before the simulation step. Update the vertical position for hoverness.
+ private void Mover(float timeStep)
+ {
+ // Don't do force while the object is selected.
+ if (!isActive)
+ return;
+
+ m_physicsScene.DetailLog("{0},BSActorSetForce,preStep,force={1}", m_controllingPrim.LocalID, m_controllingPrim.RawForce);
+ if (m_controllingPrim.PhysBody.HasPhysicalBody)
+ {
+ m_physicsScene.PE.ApplyCentralForce(m_controllingPrim.PhysBody, m_controllingPrim.RawForce);
+ m_controllingPrim.ActivateIfPhysical(false);
+ }
+
+ // TODO:
+ }
+}
+}
+
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs
new file mode 100755
index 0000000000..7a791ec770
--- /dev/null
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs
@@ -0,0 +1,138 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyrightD
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Text;
+
+using OpenSim.Region.Physics.Manager;
+
+using OMV = OpenMetaverse;
+
+namespace OpenSim.Region.Physics.BulletSPlugin
+{
+public class BSActorSetTorque : BSActor
+{
+ BSFMotor m_torqueMotor;
+
+ public BSActorSetTorque(BSScene physicsScene, BSPhysObject pObj, string actorName)
+ : base(physicsScene, pObj, actorName)
+ {
+ m_torqueMotor = null;
+ m_physicsScene.DetailLog("{0},BSActorSetTorque,constructor", m_controllingPrim.LocalID);
+ }
+
+ // BSActor.isActive
+ public override bool isActive
+ {
+ get { return Enabled && m_controllingPrim.IsPhysicallyActive; }
+ }
+
+ // Release any connections and resources used by the actor.
+ // BSActor.Dispose()
+ public override void Dispose()
+ {
+ Enabled = false;
+ }
+
+ // Called when physical parameters (properties set in Bullet) need to be re-applied.
+ // Called at taint-time.
+ // BSActor.Refresh()
+ public override void Refresh()
+ {
+ m_physicsScene.DetailLog("{0},BSActorSetTorque,refresh,torque={1}", m_controllingPrim.LocalID, m_controllingPrim.RawTorque);
+
+ // If not active any more, get rid of me (shouldn't ever happen, but just to be safe)
+ if (m_controllingPrim.RawTorque == OMV.Vector3.Zero)
+ {
+ m_physicsScene.DetailLog("{0},BSActorSetTorque,refresh,notSetTorque,disabling={1}", m_controllingPrim.LocalID, ActorName);
+ Enabled = false;
+ return;
+ }
+
+ // If the object is physically active, add the hoverer prestep action
+ if (isActive)
+ {
+ ActivateSetTorque();
+ }
+ else
+ {
+ DeactivateSetTorque();
+ }
+ }
+
+ // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
+ // Register a prestep action to restore physical requirements before the next simulation step.
+ // Called at taint-time.
+ // BSActor.RemoveBodyDependencies()
+ public override void RemoveBodyDependencies()
+ {
+ // Nothing to do for the hoverer since it is all software at pre-step action time.
+ }
+
+ // If a hover motor has not been created, create one and start the hovering.
+ private void ActivateSetTorque()
+ {
+ if (m_torqueMotor == null)
+ {
+ // A fake motor that might be used someday
+ m_torqueMotor = new BSFMotor("setTorque", 1f, 1f, 1f, 1f);
+
+ m_physicsScene.BeforeStep += Mover;
+ }
+ }
+
+ private void DeactivateSetTorque()
+ {
+ if (m_torqueMotor != null)
+ {
+ m_physicsScene.BeforeStep -= Mover;
+ m_torqueMotor = null;
+ }
+ }
+
+ // Called just before the simulation step. Update the vertical position for hoverness.
+ private void Mover(float timeStep)
+ {
+ // Don't do force while the object is selected.
+ if (!isActive)
+ return;
+
+ m_physicsScene.DetailLog("{0},BSActorSetTorque,preStep,force={1}", m_controllingPrim.LocalID, m_controllingPrim.RawTorque);
+ if (m_controllingPrim.PhysBody.HasPhysicalBody)
+ {
+ m_controllingPrim.AddAngularForce(m_controllingPrim.RawTorque, false, true);
+ m_controllingPrim.ActivateIfPhysical(false);
+ }
+
+ // TODO:
+ }
+}
+}
+
+
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs
index 5a19ba441d..12a88177a3 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs
@@ -32,45 +32,72 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{
public class BSActorCollection
{
- private BSScene PhysicsScene { get; set; }
+ private BSScene m_physicsScene { get; set; }
private Dictionary m_actors;
public BSActorCollection(BSScene physicsScene)
{
- PhysicsScene = physicsScene;
+ m_physicsScene = physicsScene;
m_actors = new Dictionary();
}
public void Add(string name, BSActor actor)
{
- m_actors[name] = actor;
+ lock (m_actors)
+ {
+ if (!m_actors.ContainsKey(name))
+ {
+ m_actors[name] = actor;
+ }
+ }
}
public bool RemoveAndRelease(string name)
{
bool ret = false;
- if (m_actors.ContainsKey(name))
+ lock (m_actors)
{
- BSActor beingRemoved = m_actors[name];
- beingRemoved.Dispose();
- m_actors.Remove(name);
- ret = true;
+ if (m_actors.ContainsKey(name))
+ {
+ BSActor beingRemoved = m_actors[name];
+ m_actors.Remove(name);
+ beingRemoved.Dispose();
+ ret = true;
+ }
}
return ret;
}
public void Clear()
{
- Release();
- m_actors.Clear();
+ lock (m_actors)
+ {
+ Release();
+ m_actors.Clear();
+ }
+ }
+ public void Dispose()
+ {
+ Clear();
}
public bool HasActor(string name)
{
return m_actors.ContainsKey(name);
}
+ public bool TryGetActor(string actorName, out BSActor theActor)
+ {
+ return m_actors.TryGetValue(actorName, out theActor);
+ }
public void ForEachActor(Action act)
{
- foreach (KeyValuePair kvp in m_actors)
- act(kvp.Value);
+ lock (m_actors)
+ {
+ foreach (KeyValuePair kvp in m_actors)
+ act(kvp.Value);
+ }
}
+ public void Enable(bool enabl)
+ {
+ ForEachActor(a => a.SetEnabled(enabl));
+ }
public void Release()
{
ForEachActor(a => a.Dispose());
@@ -98,7 +125,7 @@ public abstract class BSActor
{
protected BSScene m_physicsScene { get; private set; }
protected BSPhysObject m_controllingPrim { get; private set; }
- protected bool Enabled { get; set; }
+ public virtual bool Enabled { get; set; }
public string ActorName { get; private set; }
public BSActor(BSScene physicsScene, BSPhysObject pObj, string actorName)
@@ -114,8 +141,10 @@ public abstract class BSActor
{
get { return Enabled; }
}
- // Turn the actor on an off.
- public virtual void Enable(bool setEnabled)
+
+ // Turn the actor on an off. Only used by ActorCollection to set all enabled/disabled.
+ // Anyone else should assign true/false to 'Enabled'.
+ public void SetEnabled(bool setEnabled)
{
Enabled = setEnabled;
}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 25be416d7a..a0d58d3fa3 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -46,9 +46,6 @@ public sealed class BSCharacter : BSPhysObject
private OMV.Vector3 _position;
private float _mass;
private float _avatarVolume;
- private OMV.Vector3 _force;
- private OMV.Vector3 _velocity;
- private OMV.Vector3 _torque;
private float _collisionScore;
private OMV.Vector3 _acceleration;
private OMV.Quaternion _orientation;
@@ -61,17 +58,13 @@ public sealed class BSCharacter : BSPhysObject
private OMV.Vector3 _rotationalVelocity;
private bool _kinematic;
private float _buoyancy;
- private bool _isStationaryStanding; // true is standing on a stationary object
- private BSVMotor _velocityMotor;
+ private BSActorAvatarMove m_moveActor;
+ private const string AvatarMoveActorName = "BSCharacter.AvatarMove";
private OMV.Vector3 _PIDTarget;
private bool _usePID;
private float _PIDTau;
- private bool _useHoverPID;
- private float _PIDHoverHeight;
- private PIDHoverType _PIDHoverType;
- private float _PIDHoverTao;
public BSCharacter(uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, bool isFlying)
: base(parent_scene, localID, avName, "BSCharacter")
@@ -81,11 +74,10 @@ public sealed class BSCharacter : BSPhysObject
_flying = isFlying;
_orientation = OMV.Quaternion.Identity;
- _velocity = OMV.Vector3.Zero;
+ RawVelocity = OMV.Vector3.Zero;
_buoyancy = ComputeBuoyancyFromFlying(isFlying);
Friction = BSParam.AvatarStandingFriction;
Density = BSParam.AvatarDensity / BSParam.DensityScaleFactor;
- _isStationaryStanding = false;
// Old versions of ScenePresence passed only the height. If width and/or depth are zero,
// replace with the default values.
@@ -99,7 +91,12 @@ public sealed class BSCharacter : BSPhysObject
// set _avatarVolume and _mass based on capsule size, _density and Scale
ComputeAvatarVolumeAndMass();
- SetupMovementMotor();
+ // The avatar's movement is controlled by this motor that speeds up and slows down
+ // the avatar seeking to reach the motor's target speed.
+ // This motor runs as a prestep action for the avatar so it will keep the avatar
+ // standing as well as moving. Destruction of the avatar will destroy the pre-step action.
+ m_moveActor = new BSActorAvatarMove(PhysicsScene, this, AvatarMoveActorName);
+ PhysicalActors.Add(AvatarMoveActorName, m_moveActor);
DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}",
LocalID, _size, Scale, Density, _avatarVolume, RawMass);
@@ -139,10 +136,10 @@ public sealed class BSCharacter : BSPhysObject
ForcePosition = _position;
// Set the velocity
- _velocityMotor.Reset();
- _velocityMotor.SetTarget(_velocity);
- _velocityMotor.SetCurrent(_velocity);
- ForceVelocity = _velocity;
+ if (m_moveActor != null)
+ m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, false);
+
+ ForceVelocity = RawVelocity;
// This will enable or disable the flying buoyancy of the avatar.
// Needs to be reset especially when an avatar is recreated after crossing a region boundry.
@@ -163,6 +160,9 @@ public sealed class BSCharacter : BSPhysObject
// Make so capsule does not fall over
PhysicsScene.PE.SetAngularFactorV(PhysBody, OMV.Vector3.Zero);
+ // The avatar mover sets some parameters.
+ PhysicalActors.Refresh();
+
PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_CHARACTER_OBJECT);
PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody);
@@ -176,162 +176,6 @@ public sealed class BSCharacter : BSPhysObject
PhysBody.ApplyCollisionMask(PhysicsScene);
}
- // The avatar's movement is controlled by this motor that speeds up and slows down
- // the avatar seeking to reach the motor's target speed.
- // This motor runs as a prestep action for the avatar so it will keep the avatar
- // standing as well as moving. Destruction of the avatar will destroy the pre-step action.
- private void SetupMovementMotor()
- {
- // Infinite decay and timescale values so motor only changes current to target values.
- _velocityMotor = new BSVMotor("BSCharacter.Velocity",
- 0.2f, // time scale
- BSMotor.Infinite, // decay time scale
- BSMotor.InfiniteVector, // friction timescale
- 1f // efficiency
- );
- // _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages.
-
- RegisterPreStepAction("BSCharactor.Movement", LocalID, delegate(float timeStep)
- {
- // TODO: Decide if the step parameters should be changed depending on the avatar's
- // state (flying, colliding, ...). There is code in ODE to do this.
-
- // COMMENTARY: when the user is making the avatar walk, except for falling, the velocity
- // specified for the avatar is the one that should be used. For falling, if the avatar
- // is not flying and is not colliding then it is presumed to be falling and the Z
- // component is not fooled with (thus allowing gravity to do its thing).
- // When the avatar is standing, though, the user has specified a velocity of zero and
- // the avatar should be standing. But if the avatar is pushed by something in the world
- // (raising elevator platform, moving vehicle, ...) the avatar should be allowed to
- // move. Thus, the velocity cannot be forced to zero. The problem is that small velocity
- // errors can creap in and the avatar will slowly float off in some direction.
- // So, the problem is that, when an avatar is standing, we cannot tell creaping error
- // from real pushing.
- // The code below uses whether the collider is static or moving to decide whether to zero motion.
-
- _velocityMotor.Step(timeStep);
- _isStationaryStanding = false;
-
- // If we're not supposed to be moving, make sure things are zero.
- if (_velocityMotor.ErrorIsZero() && _velocityMotor.TargetValue == OMV.Vector3.Zero)
- {
- // The avatar shouldn't be moving
- _velocityMotor.Zero();
-
- if (IsColliding)
- {
- // If we are colliding with a stationary object, presume we're standing and don't move around
- if (!ColliderIsMoving)
- {
- DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", LocalID);
- _isStationaryStanding = true;
- ZeroMotion(true /* inTaintTime */);
- }
-
- // Standing has more friction on the ground
- if (Friction != BSParam.AvatarStandingFriction)
- {
- Friction = BSParam.AvatarStandingFriction;
- PhysicsScene.PE.SetFriction(PhysBody, Friction);
- }
- }
- else
- {
- if (Flying)
- {
- // Flying and not collising and velocity nearly zero.
- ZeroMotion(true /* inTaintTime */);
- }
- }
-
- DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1},colliding={2}", LocalID, _velocityMotor.TargetValue, IsColliding);
- }
- else
- {
- // Supposed to be moving.
- OMV.Vector3 stepVelocity = _velocityMotor.CurrentValue;
-
- if (Friction != BSParam.AvatarFriction)
- {
- // Probably starting up walking. Set friction to moving friction.
- Friction = BSParam.AvatarFriction;
- PhysicsScene.PE.SetFriction(PhysBody, Friction);
- }
-
- // If falling, we keep the world's downward vector no matter what the other axis specify.
- // The check for _velocity.Z < 0 makes jumping work (temporary upward force).
- if (!Flying && !IsColliding)
- {
- if (_velocity.Z < 0)
- stepVelocity.Z = _velocity.Z;
- // DetailLog("{0},BSCharacter.MoveMotor,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity);
- }
-
- // 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force.
- OMV.Vector3 moveForce = (stepVelocity - _velocity) * Mass;
-
- // Should we check for move force being small and forcing velocity to zero?
-
- // Add special movement force to allow avatars to walk up stepped surfaces.
- moveForce += WalkUpStairs();
-
- DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce);
- PhysicsScene.PE.ApplyCentralImpulse(PhysBody, moveForce);
- }
- });
- }
-
- // Decide if the character is colliding with a low object and compute a force to pop the
- // avatar up so it can walk up and over the low objects.
- private OMV.Vector3 WalkUpStairs()
- {
- OMV.Vector3 ret = OMV.Vector3.Zero;
-
- // This test is done if moving forward, not flying and is colliding with something.
- // DetailLog("{0},BSCharacter.WalkUpStairs,IsColliding={1},flying={2},targSpeed={3},collisions={4}",
- // LocalID, IsColliding, Flying, TargetSpeed, CollisionsLastTick.Count);
- if (IsColliding && !Flying && TargetVelocitySpeed > 0.1f /* && ForwardSpeed < 0.1f */)
- {
- // The range near the character's feet where we will consider stairs
- float nearFeetHeightMin = RawPosition.Z - (Size.Z / 2f) + 0.05f;
- float nearFeetHeightMax = nearFeetHeightMin + BSParam.AvatarStepHeight;
-
- // Look for a collision point that is near the character's feet and is oriented the same as the charactor is
- foreach (KeyValuePair kvp in CollisionsLastTick.m_objCollisionList)
- {
- // Don't care about collisions with the terrain
- if (kvp.Key > PhysicsScene.TerrainManager.HighestTerrainID)
- {
- OMV.Vector3 touchPosition = kvp.Value.Position;
- // DetailLog("{0},BSCharacter.WalkUpStairs,min={1},max={2},touch={3}",
- // LocalID, nearFeetHeightMin, nearFeetHeightMax, touchPosition);
- if (touchPosition.Z >= nearFeetHeightMin && touchPosition.Z <= nearFeetHeightMax)
- {
- // This contact is within the 'near the feet' range.
- // The normal should be our contact point to the object so it is pointing away
- // thus the difference between our facing orientation and the normal should be small.
- OMV.Vector3 directionFacing = OMV.Vector3.UnitX * RawOrientation;
- OMV.Vector3 touchNormal = OMV.Vector3.Normalize(kvp.Value.SurfaceNormal);
- float diff = Math.Abs(OMV.Vector3.Distance(directionFacing, touchNormal));
- if (diff < BSParam.AvatarStepApproachFactor)
- {
- // Found the stairs contact point. Push up a little to raise the character.
- float upForce = (touchPosition.Z - nearFeetHeightMin) * Mass * BSParam.AvatarStepForceFactor;
- ret = new OMV.Vector3(0f, 0f, upForce);
-
- // Also move the avatar up for the new height
- OMV.Vector3 displacement = new OMV.Vector3(0f, 0f, BSParam.AvatarStepHeight / 2f);
- ForcePosition = RawPosition + displacement;
- }
- DetailLog("{0},BSCharacter.WalkUpStairs,touchPos={1},nearFeetMin={2},faceDir={3},norm={4},diff={5},ret={6}",
- LocalID, touchPosition, nearFeetHeightMin, directionFacing, touchNormal, diff, ret);
- }
- }
- }
- }
-
- return ret;
- }
public override void RequestPhysicsterseUpdate()
{
@@ -403,7 +247,7 @@ public sealed class BSCharacter : BSPhysObject
// Called at taint time!
public override void ZeroMotion(bool inTaintTime)
{
- _velocity = OMV.Vector3.Zero;
+ RawVelocity = OMV.Vector3.Zero;
_acceleration = OMV.Vector3.Zero;
_rotationalVelocity = OMV.Vector3.Zero;
@@ -542,15 +386,15 @@ public sealed class BSCharacter : BSPhysObject
}
public override OMV.Vector3 Force {
- get { return _force; }
+ get { return RawForce; }
set {
- _force = value;
+ RawForce = value;
// m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force);
PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate()
{
- DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force);
+ DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, RawForce);
if (PhysBody.HasPhysicalBody)
- PhysicsScene.PE.SetObjectForce(PhysBody, _force);
+ PhysicsScene.PE.SetObjectForce(PhysBody, RawForce);
});
}
}
@@ -573,7 +417,7 @@ public sealed class BSCharacter : BSPhysObject
{
get
{
- return m_targetVelocity;
+ return base.m_targetVelocity;
}
set
{
@@ -583,51 +427,39 @@ public sealed class BSCharacter : BSPhysObject
if (_setAlwaysRun)
targetVel *= new OMV.Vector3(BSParam.AvatarAlwaysRunFactor, BSParam.AvatarAlwaysRunFactor, 0f);
- PhysicsScene.TaintedObject("BSCharacter.setTargetVelocity", delegate()
- {
- _velocityMotor.Reset();
- _velocityMotor.SetTarget(targetVel);
- _velocityMotor.SetCurrent(_velocity);
- _velocityMotor.Enabled = true;
- });
+ if (m_moveActor != null)
+ m_moveActor.SetVelocityAndTarget(RawVelocity, targetVel, false /* inTaintTime */);
}
}
- public override OMV.Vector3 RawVelocity
- {
- get { return _velocity; }
- set { _velocity = value; }
- }
// Directly setting velocity means this is what the user really wants now.
public override OMV.Vector3 Velocity {
- get { return _velocity; }
+ get { return RawVelocity; }
set {
- _velocity = value;
- // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity);
+ RawVelocity = value;
+ // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, RawVelocity);
PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate()
{
- _velocityMotor.Reset();
- _velocityMotor.SetCurrent(_velocity);
- _velocityMotor.SetTarget(_velocity);
- _velocityMotor.Enabled = false;
+ if (m_moveActor != null)
+ m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, true /* inTaintTime */);
- DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity);
- ForceVelocity = _velocity;
+ DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, RawVelocity);
+ ForceVelocity = RawVelocity;
});
}
}
public override OMV.Vector3 ForceVelocity {
- get { return _velocity; }
+ get { return RawVelocity; }
set {
PhysicsScene.AssertInTaintTime("BSCharacter.ForceVelocity");
- _velocity = value;
- PhysicsScene.PE.SetLinearVelocity(PhysBody, _velocity);
+ RawVelocity = value;
+ PhysicsScene.PE.SetLinearVelocity(PhysBody, RawVelocity);
PhysicsScene.PE.Activate(PhysBody, true);
}
}
public override OMV.Vector3 Torque {
- get { return _torque; }
- set { _torque = value;
+ get { return RawTorque; }
+ set { RawTorque = value;
}
}
public override float CollisionScore {
@@ -783,27 +615,6 @@ public sealed class BSCharacter : BSPhysObject
set { _PIDTau = value; }
}
- // Used for llSetHoverHeight and maybe vehicle height
- // Hover Height will override MoveTo target's Z
- public override bool PIDHoverActive {
- set { _useHoverPID = value; }
- }
- public override float PIDHoverHeight {
- set { _PIDHoverHeight = value; }
- }
- public override PIDHoverType PIDHoverType {
- set { _PIDHoverType = value; }
- }
- public override float PIDHoverTau {
- set { _PIDHoverTao = value; }
- }
-
- // For RotLookAt
- public override OMV.Quaternion APIDTarget { set { return; } }
- public override bool APIDActive { set { return; } }
- public override float APIDStrength { set { return; } }
- public override float APIDDamping { set { return; } }
-
public override void AddForce(OMV.Vector3 force, bool pushforce)
{
// Since this force is being applied in only one step, make this a force per second.
@@ -833,7 +644,7 @@ public sealed class BSCharacter : BSPhysObject
}
}
- public override void AddAngularForce(OMV.Vector3 force, bool pushforce) {
+ public override void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) {
}
public override void SetMomentum(OMV.Vector3 momentum) {
}
@@ -887,7 +698,7 @@ public sealed class BSCharacter : BSPhysObject
public override void UpdateProperties(EntityProperties entprop)
{
// Don't change position if standing on a stationary object.
- if (!_isStationaryStanding)
+ if (!IsStationary)
_position = entprop.Position;
_orientation = entprop.Rotation;
@@ -896,8 +707,8 @@ public sealed class BSCharacter : BSPhysObject
// and will send agent updates to the clients if velocity changes by more than
// 0.001m/s. Bullet introduces a lot of jitter in the velocity which causes many
// extra updates.
- if (!entprop.Velocity.ApproxEquals(_velocity, 0.1f))
- _velocity = entprop.Velocity;
+ if (!entprop.Velocity.ApproxEquals(RawVelocity, 0.1f))
+ RawVelocity = entprop.Velocity;
_acceleration = entprop.Acceleration;
_rotationalVelocity = entprop.RotationalVelocity;
@@ -920,7 +731,7 @@ public sealed class BSCharacter : BSPhysObject
// base.RequestPhysicsterseUpdate();
DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
- LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
+ LocalID, _position, _orientation, RawVelocity, _acceleration, _rotationalVelocity);
}
}
}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index 0fd1f738f5..612c68b913 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -1358,6 +1358,35 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// If vertical attaction timescale is reasonable
if (enableAngularVerticalAttraction && m_verticalAttractionTimescale < m_verticalAttractionCutoff)
{
+ //Another formula to try got from :
+ //http://answers.unity3d.com/questions/10425/how-to-stabilize-angular-motion-alignment-of-hover.html
+
+ Vector3 VehicleUpAxis = Vector3.UnitZ * VehicleOrientation;
+
+ // Flipping what was originally a timescale into a speed variable and then multiplying it by 2
+ // since only computing half the distance between the angles.
+ float VerticalAttractionSpeed = (1 / m_verticalAttractionTimescale) * 2.0f;
+
+ // Make a prediction of where the up axis will be when this is applied rather then where it is now as
+ // this makes for a smoother adjustment and less fighting between the various forces.
+ Vector3 predictedUp = VehicleUpAxis * Quaternion.CreateFromAxisAngle(VehicleRotationalVelocity, 0f);
+
+ // This is only half the distance to the target so it will take 2 seconds to complete the turn.
+ Vector3 torqueVector = Vector3.Cross(predictedUp, Vector3.UnitZ);
+
+ // Scale vector by our timescale since it is an acceleration it is r/s^2 or radians a timescale squared
+ Vector3 vertContributionV = torqueVector * VerticalAttractionSpeed * VerticalAttractionSpeed;
+
+ VehicleRotationalVelocity += vertContributionV;
+
+ VDetailLog("{0}, MoveAngular,verticalAttraction,UpAxis={1},PredictedUp={2},torqueVector={3},contrib={4}",
+ ControllingPrim.LocalID,
+ VehicleUpAxis,
+ predictedUp,
+ torqueVector,
+ vertContributionV);
+ //=====================================================================
+ /*
// Possible solution derived from a discussion at:
// http://stackoverflow.com/questions/14939657/computing-vector-from-quaternion-works-computing-quaternion-from-vector-does-no
@@ -1392,6 +1421,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
differenceAngle,
correctionRotation,
vertContributionV);
+ */
// ===================================================================
/*
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
index 385ed9e9bc..06df85e1e1 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
@@ -86,6 +86,7 @@ public static class BSParam
public static bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes
public static bool ShouldUseHullsForPhysicalObjects { get; private set; } // 'true' if should create hulls for physical objects
public static bool ShouldRemoveZeroWidthTriangles { get; private set; }
+ public static bool ShouldUseBulletHACD { get; set; }
public static float TerrainImplementation { get; private set; }
public static int TerrainMeshMagnification { get; private set; }
@@ -149,6 +150,15 @@ public static class BSParam
public static float CSHullVolumeConservationThresholdPercent { get; private set; }
public static int CSHullMaxVertices { get; private set; }
public static float CSHullMaxSkinWidth { get; private set; }
+ public static float BHullMaxVerticesPerHull { get; private set; } // 100
+ public static float BHullMinClusters { get; private set; } // 2
+ public static float BHullCompacityWeight { get; private set; } // 0.1
+ public static float BHullVolumeWeight { get; private set; } // 0.0
+ public static float BHullConcavity { get; private set; } // 100
+ public static bool BHullAddExtraDistPoints { get; private set; } // false
+ public static bool BHullAddNeighboursDistPoints { get; private set; } // false
+ public static bool BHullAddFacesPoints { get; private set; } // false
+ public static bool BHullShouldAdjustCollisionMargin { get; private set; } // false
// Linkset implementation parameters
public static float LinksetImplementation { get; private set; }
@@ -325,6 +335,10 @@ public static class BSParam
true,
(s) => { return ShouldRemoveZeroWidthTriangles; },
(s,v) => { ShouldRemoveZeroWidthTriangles = v; } ),
+ new ParameterDefn("ShouldUseBulletHACD", "If true, use the Bullet version of HACD",
+ false,
+ (s) => { return ShouldUseBulletHACD; },
+ (s,v) => { ShouldUseBulletHACD = v; } ),
new ParameterDefn("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions",
5,
@@ -663,10 +677,47 @@ public static class BSParam
(s) => { return CSHullMaxVertices; },
(s,v) => { CSHullMaxVertices = v; } ),
new ParameterDefn("CSHullMaxSkinWidth", "CS impl: skin width to apply to output hulls.",
- 0,
+ 0f,
(s) => { return CSHullMaxSkinWidth; },
(s,v) => { CSHullMaxSkinWidth = v; } ),
+ new ParameterDefn("BHullMaxVerticesPerHull", "Bullet impl: max number of vertices per created hull",
+ 100f,
+ (s) => { return BHullMaxVerticesPerHull; },
+ (s,v) => { BHullMaxVerticesPerHull = v; } ),
+ new ParameterDefn("BHullMinClusters", "Bullet impl: minimum number of hulls to create per mesh",
+ 2f,
+ (s) => { return BHullMinClusters; },
+ (s,v) => { BHullMinClusters = v; } ),
+ new ParameterDefn("BHullCompacityWeight", "Bullet impl: weight factor for how compact to make hulls",
+ 2f,
+ (s) => { return BHullCompacityWeight; },
+ (s,v) => { BHullCompacityWeight = v; } ),
+ new ParameterDefn("BHullVolumeWeight", "Bullet impl: weight factor for volume in created hull",
+ 0.1f,
+ (s) => { return BHullVolumeWeight; },
+ (s,v) => { BHullVolumeWeight = v; } ),
+ new ParameterDefn("BHullConcavity", "Bullet impl: weight factor for how convex a created hull can be",
+ 100f,
+ (s) => { return BHullConcavity; },
+ (s,v) => { BHullConcavity = v; } ),
+ new ParameterDefn("BHullAddExtraDistPoints", "Bullet impl: whether to add extra vertices for long distance vectors",
+ false,
+ (s) => { return BHullAddExtraDistPoints; },
+ (s,v) => { BHullAddExtraDistPoints = v; } ),
+ new ParameterDefn("BHullAddNeighboursDistPoints", "Bullet impl: whether to add extra vertices between neighbor hulls",
+ false,
+ (s) => { return BHullAddNeighboursDistPoints; },
+ (s,v) => { BHullAddNeighboursDistPoints = v; } ),
+ new ParameterDefn("BHullAddFacesPoints", "Bullet impl: whether to add extra vertices to break up hull faces",
+ false,
+ (s) => { return BHullAddFacesPoints; },
+ (s,v) => { BHullAddFacesPoints = v; } ),
+ new ParameterDefn("BHullShouldAdjustCollisionMargin", "Bullet impl: whether to shrink resulting hulls to account for collision margin",
+ false,
+ (s) => { return BHullShouldAdjustCollisionMargin; },
+ (s,v) => { BHullShouldAdjustCollisionMargin = v; } ),
+
new ParameterDefn("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)",
(float)BSLinkset.LinksetImplementation.Compound,
(s) => { return LinksetImplementation; },
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index 98ea833366..98eb4ca9ad 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -43,7 +43,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
* VariableName: used by the simulator and performs taint operations, etc
* RawVariableName: direct reference to the BulletSim storage for the variable value
* ForceVariableName: direct reference (store and fetch) to the value in the physics engine.
- * The last two (and certainly the last one) should be referenced only in taint-time.
+ * The last one should only be referenced in taint-time.
*/
/*
@@ -84,6 +84,7 @@ public abstract class BSPhysObject : PhysicsActor
// Initialize variables kept in base.
GravModifier = 1.0f;
Gravity = new OMV.Vector3(0f, 0f, BSParam.Gravity);
+ HoverActive = false;
// We don't have any physical representation yet.
PhysBody = new BulletBody(localID);
@@ -110,11 +111,10 @@ public abstract class BSPhysObject : PhysicsActor
// Tell the object to clean up.
public virtual void Destroy()
{
- UnRegisterAllPreStepActions();
- UnRegisterAllPostStepActions();
+ PhysicalActors.Enable(false);
PhysicsScene.TaintedObject("BSPhysObject.Destroy", delegate()
{
- PhysicalActors.Release();
+ PhysicalActors.Dispose();
});
}
@@ -203,15 +203,48 @@ public abstract class BSPhysObject : PhysicsActor
public abstract OMV.Quaternion RawOrientation { get; set; }
public abstract OMV.Quaternion ForceOrientation { get; set; }
- public abstract OMV.Vector3 RawVelocity { get; set; }
+ public OMV.Vector3 RawVelocity { get; set; }
public abstract OMV.Vector3 ForceVelocity { get; set; }
+ public OMV.Vector3 RawForce { get; set; }
+ public OMV.Vector3 RawTorque { get; set; }
+ public override void AddAngularForce(OMV.Vector3 force, bool pushforce)
+ {
+ AddAngularForce(force, pushforce, false);
+ }
+ public abstract void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime);
+
public abstract OMV.Vector3 ForceRotationalVelocity { get; set; }
public abstract float ForceBuoyancy { get; set; }
public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; }
+ public override bool PIDActive { set { MoveToTargetActive = value; } }
+ public override OMV.Vector3 PIDTarget { set { MoveToTargetTarget = value; } }
+ public override float PIDTau { set { MoveToTargetTau = value; } }
+
+ public bool MoveToTargetActive { get; set; }
+ public OMV.Vector3 MoveToTargetTarget { get; set; }
+ public float MoveToTargetTau { get; set; }
+
+ // Used for llSetHoverHeight and maybe vehicle height. Hover Height will override MoveTo target's Z
+ public override bool PIDHoverActive { set { HoverActive = value; } }
+ public override float PIDHoverHeight { set { HoverHeight = value; } }
+ public override PIDHoverType PIDHoverType { set { HoverType = value; } }
+ public override float PIDHoverTau { set { HoverTau = value; } }
+
+ public bool HoverActive { get; set; }
+ public float HoverHeight { get; set; }
+ public PIDHoverType HoverType { get; set; }
+ public float HoverTau { get; set; }
+
+ // For RotLookAt
+ public override OMV.Quaternion APIDTarget { set { return; } }
+ public override bool APIDActive { set { return; } }
+ public override float APIDStrength { set { return; } }
+ public override float APIDDamping { set { return; } }
+
// The current velocity forward
public virtual float ForwardSpeed
{
@@ -237,7 +270,51 @@ public abstract class BSPhysObject : PhysicsActor
public OMV.Vector3 LockedAxis { get; set; } // zero means locked. one means free.
public readonly OMV.Vector3 LockedAxisFree = new OMV.Vector3(1f, 1f, 1f); // All axis are free
- public readonly String LockedAxisActorName = "BSPrim.LockedAxis";
+
+ // Enable physical actions. Bullet will keep sleeping non-moving physical objects so
+ // they need waking up when parameters are changed.
+ // Called in taint-time!!
+ public void ActivateIfPhysical(bool forceIt)
+ {
+ if (IsPhysical && PhysBody.HasPhysicalBody)
+ PhysicsScene.PE.Activate(PhysBody, forceIt);
+ }
+
+ // 'actors' act on the physical object to change or constrain its motion. These can range from
+ // hovering to complex vehicle motion.
+ // May be called at non-taint time as this just adds the actor to the action list and the real
+ // work is done during the simulation step.
+ // Note that, if the actor is already in the list and we are disabling same, the actor is just left
+ // in the list disabled.
+ public delegate BSActor CreateActor();
+ public void EnableActor(bool enableActor, string actorName, CreateActor creator)
+ {
+ lock (PhysicalActors)
+ {
+ BSActor theActor;
+ if (PhysicalActors.TryGetActor(actorName, out theActor))
+ {
+ // The actor already exists so just turn it on or off
+ DetailLog("{0},BSPhysObject.EnableActor,enablingExistingActor,name={1},enable={2}", LocalID, actorName, enableActor);
+ theActor.Enabled = enableActor;
+ }
+ else
+ {
+ // The actor does not exist. If it should, create it.
+ if (enableActor)
+ {
+ DetailLog("{0},BSPhysObject.EnableActor,creatingActor,name={1}", LocalID, actorName);
+ theActor = creator();
+ PhysicalActors.Add(actorName, theActor);
+ theActor.Enabled = true;
+ }
+ else
+ {
+ DetailLog("{0},BSPhysObject.EnableActor,notCreatingActorSinceNotEnabled,name={1}", LocalID, actorName);
+ }
+ }
+ }
+ }
#region Collisions
@@ -255,7 +332,9 @@ public abstract class BSPhysObject : PhysicsActor
protected CollisionFlags CurrentCollisionFlags { get; set; }
// On a collision, check the collider and remember if the last collider was moving
// Used to modify the standing of avatars (avatars on stationary things stand still)
- protected bool ColliderIsMoving;
+ public bool ColliderIsMoving;
+ // Used by BSCharacter to manage standing (and not slipping)
+ public bool IsStationary;
// Count of collisions for this object
protected long CollisionAccumulation { get; set; }
@@ -293,7 +372,7 @@ public abstract class BSPhysObject : PhysicsActor
protected CollisionEventUpdate CollisionCollection;
// Remember collisions from last tick for fancy collision based actions
// (like a BSCharacter walking up stairs).
- protected CollisionEventUpdate CollisionsLastTick;
+ public CollisionEventUpdate CollisionsLastTick;
// The simulation step is telling this object about a collision.
// Return 'true' if a collision was processed and should be sent up.
@@ -424,104 +503,6 @@ public abstract class BSPhysObject : PhysicsActor
public BSActorCollection PhysicalActors;
- // There are some actions that must be performed for a physical object before each simulation step.
- // These actions are optional so, rather than scanning all the physical objects and asking them
- // if they have anything to do, a physical object registers for an event call before the step is performed.
- // This bookkeeping makes it easy to add, remove and clean up after all these registrations.
- private Dictionary RegisteredPrestepActions = new Dictionary();
- private Dictionary RegisteredPoststepActions = new Dictionary();
- protected void RegisterPreStepAction(string op, uint id, BSScene.PreStepAction actn)
- {
- string identifier = op + "-" + id.ToString();
-
- lock (RegisteredPrestepActions)
- {
- // Clean out any existing action
- UnRegisterPreStepAction(op, id);
- RegisteredPrestepActions[identifier] = actn;
- PhysicsScene.BeforeStep += actn;
- }
- DetailLog("{0},BSPhysObject.RegisterPreStepAction,id={1}", LocalID, identifier);
- }
-
- // Unregister a pre step action. Safe to call if the action has not been registered.
- // Returns 'true' if an action was actually removed
- protected bool UnRegisterPreStepAction(string op, uint id)
- {
- string identifier = op + "-" + id.ToString();
- bool removed = false;
- lock (RegisteredPrestepActions)
- {
- if (RegisteredPrestepActions.ContainsKey(identifier))
- {
- PhysicsScene.BeforeStep -= RegisteredPrestepActions[identifier];
- RegisteredPrestepActions.Remove(identifier);
- removed = true;
- }
- }
- DetailLog("{0},BSPhysObject.UnRegisterPreStepAction,id={1},removed={2}", LocalID, identifier, removed);
- return removed;
- }
-
- protected void UnRegisterAllPreStepActions()
- {
- lock (RegisteredPrestepActions)
- {
- foreach (KeyValuePair kvp in RegisteredPrestepActions)
- {
- PhysicsScene.BeforeStep -= kvp.Value;
- }
- RegisteredPrestepActions.Clear();
- }
- DetailLog("{0},BSPhysObject.UnRegisterAllPreStepActions,", LocalID);
- }
-
- protected void RegisterPostStepAction(string op, uint id, BSScene.PostStepAction actn)
- {
- string identifier = op + "-" + id.ToString();
-
- lock (RegisteredPoststepActions)
- {
- // Clean out any existing action
- UnRegisterPostStepAction(op, id);
- RegisteredPoststepActions[identifier] = actn;
- PhysicsScene.AfterStep += actn;
- }
- DetailLog("{0},BSPhysObject.RegisterPostStepAction,id={1}", LocalID, identifier);
- }
-
- // Unregister a pre step action. Safe to call if the action has not been registered.
- // Returns 'true' if an action was actually removed.
- protected bool UnRegisterPostStepAction(string op, uint id)
- {
- string identifier = op + "-" + id.ToString();
- bool removed = false;
- lock (RegisteredPoststepActions)
- {
- if (RegisteredPoststepActions.ContainsKey(identifier))
- {
- PhysicsScene.AfterStep -= RegisteredPoststepActions[identifier];
- RegisteredPoststepActions.Remove(identifier);
- removed = true;
- }
- }
- DetailLog("{0},BSPhysObject.UnRegisterPostStepAction,id={1},removed={2}", LocalID, identifier, removed);
- return removed;
- }
-
- protected void UnRegisterAllPostStepActions()
- {
- lock (RegisteredPoststepActions)
- {
- foreach (KeyValuePair kvp in RegisteredPoststepActions)
- {
- PhysicsScene.AfterStep -= kvp.Value;
- }
- RegisteredPoststepActions.Clear();
- }
- DetailLog("{0},BSPhysObject.UnRegisterAllPostStepActions,", LocalID);
- }
-
// When an update to the physical properties happens, this event is fired to let
// different actors to modify the update before it is passed around
public delegate void PreUpdatePropertyAction(ref EntityProperties entprop);
@@ -533,46 +514,6 @@ public abstract class BSPhysObject : PhysicsActor
actions(ref entprop);
}
- private Dictionary RegisteredPreUpdatePropertyActions = new Dictionary();
- public void RegisterPreUpdatePropertyAction(string identifier, PreUpdatePropertyAction actn)
- {
- lock (RegisteredPreUpdatePropertyActions)
- {
- // Clean out any existing action
- UnRegisterPreUpdatePropertyAction(identifier);
- RegisteredPreUpdatePropertyActions[identifier] = actn;
- OnPreUpdateProperty += actn;
- }
- DetailLog("{0},BSPhysObject.RegisterPreUpdatePropertyAction,id={1}", LocalID, identifier);
- }
- public bool UnRegisterPreUpdatePropertyAction(string identifier)
- {
- bool removed = false;
- lock (RegisteredPreUpdatePropertyActions)
- {
- if (RegisteredPreUpdatePropertyActions.ContainsKey(identifier))
- {
- OnPreUpdateProperty -= RegisteredPreUpdatePropertyActions[identifier];
- RegisteredPreUpdatePropertyActions.Remove(identifier);
- removed = true;
- }
- }
- DetailLog("{0},BSPhysObject.UnRegisterPreUpdatePropertyAction,id={1},removed={2}", LocalID, identifier, removed);
- return removed;
- }
- public void UnRegisterAllPreUpdatePropertyActions()
- {
- lock (RegisteredPreUpdatePropertyActions)
- {
- foreach (KeyValuePair kvp in RegisteredPreUpdatePropertyActions)
- {
- OnPreUpdateProperty -= kvp.Value;
- }
- RegisteredPreUpdatePropertyActions.Clear();
- }
- DetailLog("{0},BSPhysObject.UnRegisterAllPreUpdatePropertyAction,", LocalID);
- }
-
#endregion // Per Simulation Step actions
// High performance detailed logging routine used by the physical objects.
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index e56276a9d9..3423d2ea6b 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -55,9 +55,6 @@ public class BSPrim : BSPhysObject
private OMV.Vector3 _position;
private float _mass; // the mass of this object
- private OMV.Vector3 _force;
- private OMV.Vector3 _velocity;
- private OMV.Vector3 _torque;
private OMV.Vector3 _acceleration;
private OMV.Quaternion _orientation;
private int _physicsActorType;
@@ -73,16 +70,13 @@ public class BSPrim : BSPhysObject
private int CrossingFailures { get; set; }
public BSDynamics VehicleActor;
- public string VehicleActorName = "BasicVehicle";
+ public const string VehicleActorName = "BasicVehicle";
- private BSVMotor _targetMotor;
- private OMV.Vector3 _PIDTarget;
- private float _PIDTau;
-
- private BSFMotor _hoverMotor;
- private float _PIDHoverHeight;
- private PIDHoverType _PIDHoverType;
- private float _PIDHoverTau;
+ public const string HoverActorName = "HoverActor";
+ public const String LockedAxisActorName = "BSPrim.LockedAxis";
+ public const string MoveToTargetActorName = "MoveToTargetActor";
+ public const string SetForceActorName = "SetForceActor";
+ public const string SetTorqueActorName = "SetTorqueActor";
public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size,
OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
@@ -95,12 +89,13 @@ public class BSPrim : BSPhysObject
Scale = size; // prims are the size the user wants them to be (different for BSCharactes).
_orientation = rotation;
_buoyancy = 0f;
- _velocity = OMV.Vector3.Zero;
+ RawVelocity = OMV.Vector3.Zero;
_rotationalVelocity = OMV.Vector3.Zero;
BaseShape = pbs;
_isPhysical = pisPhysical;
_isVolumeDetect = false;
+ // We keep a handle to the vehicle actor so we can set vehicle parameters later.
VehicleActor = new BSDynamics(PhysicsScene, this, VehicleActorName);
PhysicalActors.Add(VehicleActorName, VehicleActor);
@@ -233,7 +228,7 @@ public class BSPrim : BSPhysObject
// Called at taint time!
public override void ZeroMotion(bool inTaintTime)
{
- _velocity = OMV.Vector3.Zero;
+ RawVelocity = OMV.Vector3.Zero;
_acceleration = OMV.Vector3.Zero;
_rotationalVelocity = OMV.Vector3.Zero;
@@ -270,19 +265,17 @@ public class BSPrim : BSPhysObject
if (axis.Z != 1) locking.Z = 0f;
LockedAxis = locking;
- if (LockedAxis != LockedAxisFree)
+ EnableActor(LockedAxis != LockedAxisFree, LockedAxisActorName, delegate()
{
- PhysicsScene.TaintedObject("BSPrim.LockAngularMotion", delegate()
- {
- // If there is not already an axis locker, make one
- if (!PhysicalActors.HasActor(LockedAxisActorName))
- {
- DetailLog("{0},BSPrim.LockAngularMotion,taint,registeringLockAxisActor", LocalID);
- PhysicalActors.Add(LockedAxisActorName, new BSActorLockAxis(PhysicsScene, this, LockedAxisActorName));
- }
- UpdatePhysicalParameters();
- });
- }
+ return new BSActorLockAxis(PhysicsScene, this, LockedAxisActorName);
+ });
+
+ // Update parameters so the new actor's Refresh() action is called at the right time.
+ PhysicsScene.TaintedObject("BSPrim.LockAngularMotion", delegate()
+ {
+ UpdatePhysicalParameters();
+ });
+
return;
}
@@ -407,9 +400,9 @@ public class BSPrim : BSPhysObject
ZeroMotion(inTaintTime);
ret = true;
}
- if (_velocity.LengthSquared() > BSParam.MaxLinearVelocity)
+ if (RawVelocity.LengthSquared() > BSParam.MaxLinearVelocity)
{
- _velocity = Util.ClampV(_velocity, BSParam.MaxLinearVelocity);
+ RawVelocity = Util.ClampV(RawVelocity, BSParam.MaxLinearVelocity);
ret = true;
}
if (_rotationalVelocity.LengthSquared() > BSParam.MaxAngularVelocitySquared)
@@ -506,48 +499,25 @@ public class BSPrim : BSPhysObject
}
public override OMV.Vector3 Force {
- get { return _force; }
+ get { return RawForce; }
set {
- _force = value;
- if (_force != OMV.Vector3.Zero)
+ RawForce = value;
+ EnableActor(RawForce != OMV.Vector3.Zero, SetForceActorName, delegate()
{
- // If the force is non-zero, it must be reapplied each tick because
- // Bullet clears the forces applied last frame.
- RegisterPreStepAction("BSPrim.setForce", LocalID,
- delegate(float timeStep)
- {
- if (!IsPhysicallyActive || _force == OMV.Vector3.Zero)
- {
- UnRegisterPreStepAction("BSPrim.setForce", LocalID);
- return;
- }
-
- DetailLog("{0},BSPrim.setForce,preStep,force={1}", LocalID, _force);
- if (PhysBody.HasPhysicalBody)
- {
- PhysicsScene.PE.ApplyCentralForce(PhysBody, _force);
- ActivateIfPhysical(false);
- }
- }
- );
- }
- else
- {
- UnRegisterPreStepAction("BSPrim.setForce", LocalID);
- }
+ return new BSActorSetForce(PhysicsScene, this, SetForceActorName);
+ });
}
}
public override int VehicleType {
get {
- return (int)VehicleActor.Type; // if we are a vehicle, return that type
+ return (int)VehicleActor.Type;
}
set {
Vehicle type = (Vehicle)value;
PhysicsScene.TaintedObject("setVehicleType", delegate()
{
- // Done at taint time so we're sure the physics engine is not using the variables
// Vehicle code changes the parameters for this vehicle type.
VehicleActor.ProcessTypeChange(type);
ActivateIfPhysical(false);
@@ -670,63 +640,40 @@ public class BSPrim : BSPhysObject
}
}
}
- public override OMV.Vector3 RawVelocity
- {
- get { return _velocity; }
- set { _velocity = value; }
- }
public override OMV.Vector3 Velocity {
- get { return _velocity; }
+ get { return RawVelocity; }
set {
- _velocity = value;
+ RawVelocity = value;
PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate()
{
- // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity);
- ForceVelocity = _velocity;
+ // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, RawVelocity);
+ ForceVelocity = RawVelocity;
});
}
}
public override OMV.Vector3 ForceVelocity {
- get { return _velocity; }
+ get { return RawVelocity; }
set {
PhysicsScene.AssertInTaintTime("BSPrim.ForceVelocity");
- _velocity = Util.ClampV(value, BSParam.MaxLinearVelocity);
+ RawVelocity = Util.ClampV(value, BSParam.MaxLinearVelocity);
if (PhysBody.HasPhysicalBody)
{
- DetailLog("{0},BSPrim.ForceVelocity,taint,vel={1}", LocalID, _velocity);
- PhysicsScene.PE.SetLinearVelocity(PhysBody, _velocity);
+ DetailLog("{0},BSPrim.ForceVelocity,taint,vel={1}", LocalID, RawVelocity);
+ PhysicsScene.PE.SetLinearVelocity(PhysBody, RawVelocity);
ActivateIfPhysical(false);
}
}
}
public override OMV.Vector3 Torque {
- get { return _torque; }
+ get { return RawTorque; }
set {
- _torque = value;
- if (_torque != OMV.Vector3.Zero)
+ RawTorque = value;
+ EnableActor(RawTorque != OMV.Vector3.Zero, SetTorqueActorName, delegate()
{
- // If the torque is non-zero, it must be reapplied each tick because
- // Bullet clears the forces applied last frame.
- RegisterPreStepAction("BSPrim.setTorque", LocalID,
- delegate(float timeStep)
- {
- if (!IsPhysicallyActive || _torque == OMV.Vector3.Zero)
- {
- UnRegisterPreStepAction("BSPrim.setTorque", LocalID);
- return;
- }
-
- if (PhysBody.HasPhysicalBody)
- AddAngularForce(_torque, false, true);
- }
- );
- }
- else
- {
- UnRegisterPreStepAction("BSPrim.setTorque", LocalID);
- }
- // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque);
+ return new BSActorSetTorque(PhysicsScene, this, SetTorqueActorName);
+ });
+ DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, RawTorque);
}
}
public override OMV.Vector3 Acceleration {
@@ -839,7 +786,6 @@ public class BSPrim : BSPhysObject
MakeDynamic(IsStatic);
// Update vehicle specific parameters (after MakeDynamic() so can change physical parameters)
- VehicleActor.Refresh();
PhysicalActors.Refresh();
// Arrange for collision events if the simulator wants them
@@ -909,7 +855,7 @@ public class BSPrim : BSPhysObject
// For good measure, make sure the transform is set through to the motion state
ForcePosition = _position;
- ForceVelocity = _velocity;
+ ForceVelocity = RawVelocity;
ForceRotationalVelocity = _rotationalVelocity;
// A dynamic object has mass
@@ -966,15 +912,6 @@ public class BSPrim : BSPhysObject
}
}
- // Enable physical actions. Bullet will keep sleeping non-moving physical objects so
- // they need waking up when parameters are changed.
- // Called in taint-time!!
- private void ActivateIfPhysical(bool forceIt)
- {
- if (IsPhysical && PhysBody.HasPhysicalBody)
- PhysicsScene.PE.Activate(PhysBody, forceIt);
- }
-
// Turn on or off the flag controlling whether collision events are returned to the simulator.
private void EnableCollisions(bool wantsCollisionEvents)
{
@@ -1096,78 +1033,13 @@ public class BSPrim : BSPhysObject
}
}
- // Used for MoveTo
- public override OMV.Vector3 PIDTarget {
- set
- {
- // TODO: add a sanity check -- don't move more than a region or something like that.
- _PIDTarget = value;
- }
- }
- public override float PIDTau {
- set { _PIDTau = value; }
- }
public override bool PIDActive {
set {
- if (value)
+ base.MoveToTargetActive = value;
+ EnableActor(MoveToTargetActive, MoveToTargetActorName, delegate()
{
- // We're taking over after this.
- ZeroMotion(true);
-
- _targetMotor = new BSVMotor("BSPrim.PIDTarget",
- _PIDTau, // timeScale
- BSMotor.Infinite, // decay time scale
- BSMotor.InfiniteVector, // friction timescale
- 1f // efficiency
- );
- _targetMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages.
- _targetMotor.SetTarget(_PIDTarget);
- _targetMotor.SetCurrent(RawPosition);
- /*
- _targetMotor = new BSPIDVMotor("BSPrim.PIDTarget");
- _targetMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages.
-
- _targetMotor.SetTarget(_PIDTarget);
- _targetMotor.SetCurrent(RawPosition);
- _targetMotor.TimeScale = _PIDTau;
- _targetMotor.Efficiency = 1f;
- */
-
- RegisterPreStepAction("BSPrim.PIDTarget", LocalID, delegate(float timeStep)
- {
- if (!IsPhysicallyActive)
- {
- UnRegisterPreStepAction("BSPrim.PIDTarget", LocalID);
- return;
- }
-
- OMV.Vector3 origPosition = RawPosition; // DEBUG DEBUG (for printout below)
-
- // 'movePosition' is where we'd like the prim to be at this moment.
- OMV.Vector3 movePosition = RawPosition + _targetMotor.Step(timeStep);
-
- // If we are very close to our target, turn off the movement motor.
- if (_targetMotor.ErrorIsZero())
- {
- DetailLog("{0},BSPrim.PIDTarget,zeroMovement,movePos={1},pos={2},mass={3}",
- LocalID, movePosition, RawPosition, Mass);
- ForcePosition = _targetMotor.TargetValue;
- _targetMotor.Enabled = false;
- }
- else
- {
- _position = movePosition;
- PositionSanityCheck(true /* intaintTime */);
- ForcePosition = _position;
- }
- DetailLog("{0},BSPrim.PIDTarget,move,fromPos={1},movePos={2}", LocalID, origPosition, movePosition);
- });
- }
- else
- {
- // Stop any targetting
- UnRegisterPreStepAction("BSPrim.PIDTarget", LocalID);
- }
+ return new BSActorMoveToTarget(PhysicsScene, this, MoveToTargetActorName);
+ });
}
}
@@ -1175,87 +1047,13 @@ public class BSPrim : BSPhysObject
// Hover Height will override MoveTo target's Z
public override bool PIDHoverActive {
set {
- if (value)
+ base.HoverActive = value;
+ EnableActor(HoverActive, HoverActorName, delegate()
{
- // Turning the target on
- _hoverMotor = new BSFMotor("BSPrim.Hover",
- _PIDHoverTau, // timeScale
- BSMotor.Infinite, // decay time scale
- BSMotor.Infinite, // friction timescale
- 1f // efficiency
- );
- _hoverMotor.SetTarget(ComputeCurrentPIDHoverHeight());
- _hoverMotor.SetCurrent(RawPosition.Z);
- _hoverMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages.
-
- RegisterPreStepAction("BSPrim.Hover", LocalID, delegate(float timeStep)
- {
- // Don't do hovering while the object is selected.
- if (!IsPhysicallyActive)
- return;
-
- _hoverMotor.SetCurrent(RawPosition.Z);
- _hoverMotor.SetTarget(ComputeCurrentPIDHoverHeight());
- float targetHeight = _hoverMotor.Step(timeStep);
-
- // 'targetHeight' is where we'd like the Z of the prim to be at this moment.
- // Compute the amount of force to push us there.
- float moveForce = (targetHeight - RawPosition.Z) * Mass;
- // Undo anything the object thinks it's doing at the moment
- moveForce = -RawVelocity.Z * Mass;
-
- PhysicsScene.PE.ApplyCentralImpulse(PhysBody, new OMV.Vector3(0f, 0f, moveForce));
- DetailLog("{0},BSPrim.Hover,move,targHt={1},moveForce={2},mass={3}", LocalID, targetHeight, moveForce, Mass);
- });
- }
- else
- {
- UnRegisterPreStepAction("BSPrim.Hover", LocalID);
- }
+ return new BSActorHover(PhysicsScene, this, HoverActorName);
+ });
}
}
- public override float PIDHoverHeight {
- set { _PIDHoverHeight = value; }
- }
- public override PIDHoverType PIDHoverType {
- set { _PIDHoverType = value; }
- }
- public override float PIDHoverTau {
- set { _PIDHoverTau = value; }
- }
- // Based on current position, determine what we should be hovering at now.
- // Must recompute often. What if we walked offa cliff>
- private float ComputeCurrentPIDHoverHeight()
- {
- float ret = _PIDHoverHeight;
- float groundHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition);
-
- switch (_PIDHoverType)
- {
- case PIDHoverType.Ground:
- ret = groundHeight + _PIDHoverHeight;
- break;
- case PIDHoverType.GroundAndWater:
- float waterHeight = PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(RawPosition);
- if (groundHeight > waterHeight)
- {
- ret = groundHeight + _PIDHoverHeight;
- }
- else
- {
- ret = waterHeight + _PIDHoverHeight;
- }
- break;
- }
- return ret;
- }
-
-
- // For RotLookAt
- public override OMV.Quaternion APIDTarget { set { return; } }
- public override bool APIDActive { set { return; } }
- public override float APIDStrength { set { return; } }
- public override float APIDDamping { set { return; } }
public override void AddForce(OMV.Vector3 force, bool pushforce) {
// Per documentation, max force is limited.
@@ -1324,10 +1122,8 @@ public class BSPrim : BSPhysObject
}
}
- public override void AddAngularForce(OMV.Vector3 force, bool pushforce) {
- AddAngularForce(force, pushforce, false);
- }
- public void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime)
+ // BSPhysObject.AddAngularForce()
+ public override void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime)
{
if (force.IsFinite())
{
@@ -1661,7 +1457,7 @@ public class BSPrim : BSPhysObject
{
// Create the correct physical representation for this type of object.
// Updates base.PhysBody and base.PhysShape with the new information.
- // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary.
+ // Ignore 'forceRebuild'. 'GetBodyAndShape' makes the right choices and changes of necessary.
PhysicsScene.Shapes.GetBodyAndShape(false /*forceRebuild */, PhysicsScene.World, this, null, delegate(BulletBody dBody)
{
// Called if the current prim body is about to be destroyed.
@@ -1675,9 +1471,9 @@ public class BSPrim : BSPhysObject
return;
}
+ // Called at taint-time
protected virtual void RemoveBodyDependencies()
{
- VehicleActor.RemoveBodyDependencies();
PhysicalActors.RemoveBodyDependencies();
}
@@ -1685,6 +1481,7 @@ public class BSPrim : BSPhysObject
// the world that things have changed.
public override void UpdateProperties(EntityProperties entprop)
{
+ // Let anyone (like the actors) modify the updated properties before they are pushed into the object and the simulator.
TriggerPreUpdatePropertyAction(ref entprop);
// DetailLog("{0},BSPrim.UpdateProperties,entry,entprop={1}", LocalID, entprop); // DEBUG DEBUG
@@ -1694,8 +1491,8 @@ public class BSPrim : BSPhysObject
_orientation = entprop.Rotation;
// DEBUG DEBUG DEBUG -- smooth velocity changes a bit. The simulator seems to be
// very sensitive to velocity changes.
- if (entprop.Velocity == OMV.Vector3.Zero || !entprop.Velocity.ApproxEquals(_velocity, BSParam.UpdateVelocityChangeThreshold))
- _velocity = entprop.Velocity;
+ if (entprop.Velocity == OMV.Vector3.Zero || !entprop.Velocity.ApproxEquals(RawVelocity, BSParam.UpdateVelocityChangeThreshold))
+ RawVelocity = entprop.Velocity;
_acceleration = entprop.Acceleration;
_rotationalVelocity = entprop.RotationalVelocity;
@@ -1705,7 +1502,7 @@ public class BSPrim : BSPhysObject
if (PositionSanityCheck(true /* inTaintTime */ ))
{
entprop.Position = _position;
- entprop.Velocity = _velocity;
+ entprop.Velocity = RawVelocity;
entprop.RotationalVelocity = _rotationalVelocity;
entprop.Acceleration = _acceleration;
}
@@ -1717,16 +1514,8 @@ public class BSPrim : BSPhysObject
LastEntityProperties = CurrentEntityProperties;
CurrentEntityProperties = entprop;
+ // Note that BSPrim can be overloaded by BSPrimLinkable which controls updates from root and children prims.
base.RequestPhysicsterseUpdate();
- /*
- else
- {
- // For debugging, report the movement of children
- DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
- LocalID, entprop.Position, entprop.Rotation, entprop.Velocity,
- entprop.Acceleration, entprop.RotationalVelocity);
- }
- */
}
}
}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs
index d65d40798e..28242d4ba0 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs
@@ -163,6 +163,15 @@ public class BSPrimLinkable : BSPrimDisplaced
// TODO: this will have to change when linksets are articulated.
base.UpdateProperties(entprop);
}
+ /*
+ else
+ {
+ // For debugging, report the movement of children
+ DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
+ LocalID, entprop.Position, entprop.Rotation, entprop.Velocity,
+ entprop.Acceleration, entprop.RotationalVelocity);
+ }
+ */
// The linkset might like to know about changing locations
Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this);
}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index 9818b054fc..8e05b587aa 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -316,6 +316,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
break;
case "bulletxna":
ret = new BSAPIXNA(engineName, this);
+ BSParam.ShouldUseBulletHACD = false;
break;
}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
index 220fbbcd97..76860e4859 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
@@ -722,7 +722,7 @@ public sealed class BSShapeCollection : IDisposable
// Remove usage of the previous shape.
DereferenceShape(prim.PhysShape, shapeCallback);
- newShape = CreatePhysicalHull(prim.PhysObjectName, newHullKey, prim.BaseShape, prim.Size, lod);
+ newShape = CreatePhysicalHull(prim, newHullKey, prim.BaseShape, prim.Size, lod);
// It might not have been created if we're waiting for an asset.
newShape = VerifyMeshCreated(newShape, prim);
@@ -733,7 +733,7 @@ public sealed class BSShapeCollection : IDisposable
}
List m_hulls;
- private BulletShape CreatePhysicalHull(string objName, System.UInt64 newHullKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
+ private BulletShape CreatePhysicalHull(BSPhysObject prim, System.UInt64 newHullKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
{
BulletShape newShape = new BulletShape();
@@ -747,115 +747,152 @@ public sealed class BSShapeCollection : IDisposable
}
else
{
- // Build a new hull in the physical world.
- // Pass true for physicalness as this prevents the creation of bounding box which is not needed
- IMesh meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, true, false, false, false);
- if (meshData != null)
+ if (BSParam.ShouldUseBulletHACD)
{
-
- int[] indices = meshData.getIndexListAsInt();
- List vertices = meshData.getVertexList();
-
- //format conversion from IMesh format to DecompDesc format
- List convIndices = new List();
- List convVertices = new List();
- for (int ii = 0; ii < indices.GetLength(0); ii++)
+ DetailLog("{0},BSShapeCollection.CreatePhysicalHull,shouldUseBulletHACD,entry", prim.LocalID);
+ MeshDesc meshDesc;
+ if (!Meshes.TryGetValue(newHullKey, out meshDesc))
{
- convIndices.Add(indices[ii]);
- }
- foreach (OMV.Vector3 vv in vertices)
- {
- convVertices.Add(new float3(vv.X, vv.Y, vv.Z));
- }
+ // That's odd because the mesh should have been created before the hull
+ // but, since it doesn't exist, create it.
+ newShape = CreatePhysicalMesh(prim, newHullKey, prim.BaseShape, prim.Size, lod);
+ DetailLog("{0},BSShapeCollection.CreatePhysicalHull,noMeshBuiltNew,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape);
- uint maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplit;
- if (BSParam.CSHullMaxDepthSplit != BSParam.CSHullMaxDepthSplitForSimpleShapes)
- {
- // Simple primitive shapes we know are convex so they are better implemented with
- // fewer hulls.
- // Check for simple shape (prim without cuts) and reduce split parameter if so.
- if (PrimHasNoCuts(pbs))
+ if (newShape.HasPhysicalShape)
{
- maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplitForSimpleShapes;
+ ReferenceShape(newShape);
+ Meshes.TryGetValue(newHullKey, out meshDesc);
}
}
-
- // setup and do convex hull conversion
- m_hulls = new List();
- DecompDesc dcomp = new DecompDesc();
- dcomp.mIndices = convIndices;
- dcomp.mVertices = convVertices;
- dcomp.mDepth = maxDepthSplit;
- dcomp.mCpercent = BSParam.CSHullConcavityThresholdPercent;
- dcomp.mPpercent = BSParam.CSHullVolumeConservationThresholdPercent;
- dcomp.mMaxVertices = (uint)BSParam.CSHullMaxVertices;
- dcomp.mSkinWidth = BSParam.CSHullMaxSkinWidth;
- ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn);
- // create the hull into the _hulls variable
- convexBuilder.process(dcomp);
-
- DetailLog("{0},BSShapeCollection.CreatePhysicalHull,key={1},inVert={2},inInd={3},split={4},hulls={5}",
- BSScene.DetailLogZero, newHullKey, indices.GetLength(0), vertices.Count, maxDepthSplit, m_hulls.Count);
-
- // Convert the vertices and indices for passing to unmanaged.
- // The hull information is passed as a large floating point array.
- // The format is:
- // convHulls[0] = number of hulls
- // convHulls[1] = number of vertices in first hull
- // convHulls[2] = hull centroid X coordinate
- // convHulls[3] = hull centroid Y coordinate
- // convHulls[4] = hull centroid Z coordinate
- // convHulls[5] = first hull vertex X
- // convHulls[6] = first hull vertex Y
- // convHulls[7] = first hull vertex Z
- // convHulls[8] = second hull vertex X
- // ...
- // convHulls[n] = number of vertices in second hull
- // convHulls[n+1] = second hull centroid X coordinate
- // ...
- //
- // TODO: is is very inefficient. Someday change the convex hull generator to return
- // data structures that do not need to be converted in order to pass to Bullet.
- // And maybe put the values directly into pinned memory rather than marshaling.
- int hullCount = m_hulls.Count;
- int totalVertices = 1; // include one for the count of the hulls
- foreach (ConvexResult cr in m_hulls)
+ if (meshDesc.shape.HasPhysicalShape)
{
- totalVertices += 4; // add four for the vertex count and centroid
- totalVertices += cr.HullIndices.Count * 3; // we pass just triangles
- }
- float[] convHulls = new float[totalVertices];
+ HACDParams parms;
+ parms.maxVerticesPerHull = BSParam.BHullMaxVerticesPerHull;
+ parms.minClusters = BSParam.BHullMinClusters;
+ parms.compacityWeight = BSParam.BHullCompacityWeight;
+ parms.volumeWeight = BSParam.BHullVolumeWeight;
+ parms.concavity = BSParam.BHullConcavity;
+ parms.addExtraDistPoints = BSParam.NumericBool(BSParam.BHullAddExtraDistPoints);
+ parms.addNeighboursDistPoints = BSParam.NumericBool(BSParam.BHullAddNeighboursDistPoints);
+ parms.addFacesPoints = BSParam.NumericBool(BSParam.BHullAddFacesPoints);
+ parms.shouldAdjustCollisionMargin = BSParam.NumericBool(BSParam.BHullShouldAdjustCollisionMargin);
- convHulls[0] = (float)hullCount;
- int jj = 1;
- foreach (ConvexResult cr in m_hulls)
- {
- // copy vertices for index access
- float3[] verts = new float3[cr.HullVertices.Count];
- int kk = 0;
- foreach (float3 ff in cr.HullVertices)
- {
- verts[kk++] = ff;
- }
-
- // add to the array one hull's worth of data
- convHulls[jj++] = cr.HullIndices.Count;
- convHulls[jj++] = 0f; // centroid x,y,z
- convHulls[jj++] = 0f;
- convHulls[jj++] = 0f;
- foreach (int ind in cr.HullIndices)
- {
- convHulls[jj++] = verts[ind].x;
- convHulls[jj++] = verts[ind].y;
- convHulls[jj++] = verts[ind].z;
- }
+ DetailLog("{0},BSShapeCollection.CreatePhysicalHull,hullFromMesh,beforeCall", prim.LocalID, newShape.HasPhysicalShape);
+ newShape = PhysicsScene.PE.BuildHullShapeFromMesh(PhysicsScene.World, meshDesc.shape, parms);
+ DetailLog("{0},BSShapeCollection.CreatePhysicalHull,hullFromMesh,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape);
}
- // create the hull data structure in Bullet
- newShape = PhysicsScene.PE.CreateHullShape(PhysicsScene.World, hullCount, convHulls);
+ DetailLog("{0},BSShapeCollection.CreatePhysicalHull,shouldUseBulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape);
}
- }
+ if (!newShape.HasPhysicalShape)
+ {
+ // Build a new hull in the physical world.
+ // Pass true for physicalness as this prevents the creation of bounding box which is not needed
+ IMesh meshData = PhysicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */, false, false);
+ if (meshData != null)
+ {
+ int[] indices = meshData.getIndexListAsInt();
+ List vertices = meshData.getVertexList();
- newShape.shapeKey = newHullKey;
+ //format conversion from IMesh format to DecompDesc format
+ List convIndices = new List();
+ List convVertices = new List();
+ for (int ii = 0; ii < indices.GetLength(0); ii++)
+ {
+ convIndices.Add(indices[ii]);
+ }
+ foreach (OMV.Vector3 vv in vertices)
+ {
+ convVertices.Add(new float3(vv.X, vv.Y, vv.Z));
+ }
+
+ uint maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplit;
+ if (BSParam.CSHullMaxDepthSplit != BSParam.CSHullMaxDepthSplitForSimpleShapes)
+ {
+ // Simple primitive shapes we know are convex so they are better implemented with
+ // fewer hulls.
+ // Check for simple shape (prim without cuts) and reduce split parameter if so.
+ if (PrimHasNoCuts(pbs))
+ {
+ maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplitForSimpleShapes;
+ }
+ }
+
+ // setup and do convex hull conversion
+ m_hulls = new List();
+ DecompDesc dcomp = new DecompDesc();
+ dcomp.mIndices = convIndices;
+ dcomp.mVertices = convVertices;
+ dcomp.mDepth = maxDepthSplit;
+ dcomp.mCpercent = BSParam.CSHullConcavityThresholdPercent;
+ dcomp.mPpercent = BSParam.CSHullVolumeConservationThresholdPercent;
+ dcomp.mMaxVertices = (uint)BSParam.CSHullMaxVertices;
+ dcomp.mSkinWidth = BSParam.CSHullMaxSkinWidth;
+ ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn);
+ // create the hull into the _hulls variable
+ convexBuilder.process(dcomp);
+
+ DetailLog("{0},BSShapeCollection.CreatePhysicalHull,key={1},inVert={2},inInd={3},split={4},hulls={5}",
+ BSScene.DetailLogZero, newHullKey, indices.GetLength(0), vertices.Count, maxDepthSplit, m_hulls.Count);
+
+ // Convert the vertices and indices for passing to unmanaged.
+ // The hull information is passed as a large floating point array.
+ // The format is:
+ // convHulls[0] = number of hulls
+ // convHulls[1] = number of vertices in first hull
+ // convHulls[2] = hull centroid X coordinate
+ // convHulls[3] = hull centroid Y coordinate
+ // convHulls[4] = hull centroid Z coordinate
+ // convHulls[5] = first hull vertex X
+ // convHulls[6] = first hull vertex Y
+ // convHulls[7] = first hull vertex Z
+ // convHulls[8] = second hull vertex X
+ // ...
+ // convHulls[n] = number of vertices in second hull
+ // convHulls[n+1] = second hull centroid X coordinate
+ // ...
+ //
+ // TODO: is is very inefficient. Someday change the convex hull generator to return
+ // data structures that do not need to be converted in order to pass to Bullet.
+ // And maybe put the values directly into pinned memory rather than marshaling.
+ int hullCount = m_hulls.Count;
+ int totalVertices = 1; // include one for the count of the hulls
+ foreach (ConvexResult cr in m_hulls)
+ {
+ totalVertices += 4; // add four for the vertex count and centroid
+ totalVertices += cr.HullIndices.Count * 3; // we pass just triangles
+ }
+ float[] convHulls = new float[totalVertices];
+
+ convHulls[0] = (float)hullCount;
+ int jj = 1;
+ foreach (ConvexResult cr in m_hulls)
+ {
+ // copy vertices for index access
+ float3[] verts = new float3[cr.HullVertices.Count];
+ int kk = 0;
+ foreach (float3 ff in cr.HullVertices)
+ {
+ verts[kk++] = ff;
+ }
+
+ // add to the array one hull's worth of data
+ convHulls[jj++] = cr.HullIndices.Count;
+ convHulls[jj++] = 0f; // centroid x,y,z
+ convHulls[jj++] = 0f;
+ convHulls[jj++] = 0f;
+ foreach (int ind in cr.HullIndices)
+ {
+ convHulls[jj++] = verts[ind].x;
+ convHulls[jj++] = verts[ind].y;
+ convHulls[jj++] = verts[ind].z;
+ }
+ }
+ // create the hull data structure in Bullet
+ newShape = PhysicsScene.PE.CreateHullShape(PhysicsScene.World, hullCount, convHulls);
+ }
+ }
+ newShape.shapeKey = newHullKey;
+ }
return newShape;
}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
index cd15850f79..5240ad8220 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
@@ -213,13 +213,13 @@ public sealed class BSTerrainManager : IDisposable
});
}
- // Another region is calling this region passing a terrain.
+ // Another region is calling this region and passing a terrain.
// A region that is not the mega-region root will pass its terrain to the root region so the root region
// physics engine will have all the terrains.
private void AddMegaRegionChildTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords)
{
// Since we are called by another region's thread, the action must be rescheduled onto our processing thread.
- PhysicsScene.PostTaintObject("TerrainManager.AddMegaRegionChild" + m_worldOffset.ToString(), 0, delegate()
+ PhysicsScene.PostTaintObject("TerrainManager.AddMegaRegionChild" + minCoords.ToString(), id, delegate()
{
UpdateTerrain(id, heightMap, minCoords, maxCoords);
});
@@ -306,7 +306,7 @@ public sealed class BSTerrainManager : IDisposable
newTerrainID = ++m_terrainCount;
DetailLog("{0},BSTerrainManager.UpdateTerrain:NewTerrain,taint,newID={1},minCoord={2},maxCoord={3}",
- BSScene.DetailLogZero, newTerrainID, minCoords, minCoords);
+ BSScene.DetailLogZero, newTerrainID, minCoords, maxCoords);
BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords);
m_terrains.Add(terrainRegionBase, newTerrainPhys);
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
index 8a15abe39f..a0131c7f89 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
@@ -6,7 +6,6 @@ Enable vehicle border crossings (at least as poorly as ODE)
Terrain skirts
Avatar created in previous region and not new region when crossing border
Vehicle recreated in new sim at small Z value (offset from root value?) (DONE)
-Lock axis
Deleting a linkset while standing on the root will leave the physical shape of the root behind.
Not sure if it is because standing on it. Done with large prim linksets.
Linkset child rotations.
@@ -344,3 +343,5 @@ Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE.
Verify that angular motion specified around Z moves in the vehicle coordinates.
DONE 20130120: BulletSim properly applies force in vehicle relative coordinates.
Nebadon vehicles turning funny in arena (DONE)
+Lock axis (DONE 20130401)
+
diff --git a/OpenSim/Region/RegionCombinerModule/RegionCombinerLargeLandChannel.cs b/OpenSim/Region/RegionCombinerModule/RegionCombinerLargeLandChannel.cs
index b4abc1d29d..4bf2a82171 100644
--- a/OpenSim/Region/RegionCombinerModule/RegionCombinerLargeLandChannel.cs
+++ b/OpenSim/Region/RegionCombinerModule/RegionCombinerLargeLandChannel.cs
@@ -27,6 +27,8 @@
using System;
using System.Collections.Generic;
+using System.Reflection;
+using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
@@ -34,10 +36,10 @@ using OpenSim.Region.CoreModules.World.Land;
namespace OpenSim.Region.RegionCombinerModule
{
-public class RegionCombinerLargeLandChannel : ILandChannel
+ public class RegionCombinerLargeLandChannel : ILandChannel
{
- // private static readonly ILog m_log =
- // LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+
private RegionData RegData;
private ILandChannel RootRegionLandChannel;
private readonly List RegionConnections;
@@ -75,40 +77,51 @@ public class RegionCombinerLargeLandChannel : ILandChannel
public ILandObject GetLandObject(int x, int y)
{
- //m_log.DebugFormat("[BIGLANDTESTINT]: <{0},{1}>", x, y);
+ return GetLandObject((float)x, (float)y);
- if (x > 0 && x <= (int)Constants.RegionSize && y > 0 && y <= (int)Constants.RegionSize)
- {
- return RootRegionLandChannel.GetLandObject(x, y);
- }
- else
- {
- int offsetX = (x / (int)Constants.RegionSize);
- int offsetY = (y / (int)Constants.RegionSize);
- offsetX *= (int)Constants.RegionSize;
- offsetY *= (int)Constants.RegionSize;
-
- foreach (RegionData regionData in RegionConnections)
- {
- if (regionData.Offset.X == offsetX && regionData.Offset.Y == offsetY)
- {
- return regionData.RegionScene.LandChannel.GetLandObject(x - offsetX, y - offsetY);
- }
- }
- ILandObject obj = new LandObject(UUID.Zero, false, RegData.RegionScene);
- obj.LandData.Name = "NO LAND";
- return obj;
- }
+// m_log.DebugFormat("[BIGLANDTESTINT]: <{0},{1}>", x, y);
+//
+// if (x > 0 && x <= (int)Constants.RegionSize && y > 0 && y <= (int)Constants.RegionSize)
+// {
+// return RootRegionLandChannel.GetLandObject(x, y);
+// }
+// else
+// {
+// int offsetX = (x / (int)Constants.RegionSize);
+// int offsetY = (y / (int)Constants.RegionSize);
+// offsetX *= (int)Constants.RegionSize;
+// offsetY *= (int)Constants.RegionSize;
+//
+// foreach (RegionData regionData in RegionConnections)
+// {
+// if (regionData.Offset.X == offsetX && regionData.Offset.Y == offsetY)
+// {
+// m_log.DebugFormat(
+// "[REGION COMBINER LARGE LAND CHANNEL]: Found region {0} at offset {1},{2}",
+// regionData.RegionScene.Name, offsetX, offsetY);
+//
+// return regionData.RegionScene.LandChannel.GetLandObject(x - offsetX, y - offsetY);
+// }
+// }
+// //ILandObject obj = new LandObject(UUID.Zero, false, RegData.RegionScene);
+// //obj.LandData.Name = "NO LAND";
+// //return obj;
+// }
+//
+// m_log.DebugFormat("[REGION COMBINER LARGE LAND CHANNEL]: No region found at {0},{1}, returning null", x, y);
+//
+// return null;
}
public ILandObject GetLandObject(int localID)
{
+ // XXX: Possibly should be looking in every land channel, not just the root.
return RootRegionLandChannel.GetLandObject(localID);
}
public ILandObject GetLandObject(float x, float y)
{
- //m_log.DebugFormat("[BIGLANDTESTFLOAT]: <{0},{1}>", x, y);
+// m_log.DebugFormat("[BIGLANDTESTFLOAT]: <{0},{1}>", x, y);
if (x > 0 && x <= (int)Constants.RegionSize && y > 0 && y <= (int)Constants.RegionSize)
{
@@ -125,14 +138,22 @@ public class RegionCombinerLargeLandChannel : ILandChannel
{
if (regionData.Offset.X == offsetX && regionData.Offset.Y == offsetY)
{
+// m_log.DebugFormat(
+// "[REGION COMBINER LARGE LAND CHANNEL]: Found region {0} at offset {1},{2}",
+// regionData.RegionScene.Name, offsetX, offsetY);
+
return regionData.RegionScene.LandChannel.GetLandObject(x - offsetX, y - offsetY);
}
}
- ILandObject obj = new LandObject(UUID.Zero, false, RegData.RegionScene);
- obj.LandData.Name = "NO LAND";
- return obj;
+// ILandObject obj = new LandObject(UUID.Zero, false, RegData.RegionScene);
+// obj.LandData.Name = "NO LAND";
+// return obj;
}
+
+// m_log.DebugFormat("[REGION COMBINER LARGE LAND CHANNEL]: No region found at {0},{1}, returning null", x, y);
+
+ return null;
}
public bool IsForcefulBansAllowed()
diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
index 26850c4582..fa238aaf21 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
@@ -528,8 +528,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
{
File.Delete(savedState);
}
- catch(Exception)
+ catch (Exception e)
{
+ m_log.Warn(
+ string.Format(
+ "[SCRIPT INSTANCE]: Could not delete script state {0} for script {1} (id {2}) in part {3} (id {4}) in object {5} in {6}. Exception ",
+ ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, Engine.World.Name),
+ e);
}
}
diff --git a/OpenSim/Services/Connectors/SimianGrid/SimianPresenceServiceConnector.cs b/OpenSim/Services/Connectors/SimianGrid/SimianPresenceServiceConnector.cs
index 854bea4a99..7bb06fb451 100644
--- a/OpenSim/Services/Connectors/SimianGrid/SimianPresenceServiceConnector.cs
+++ b/OpenSim/Services/Connectors/SimianGrid/SimianPresenceServiceConnector.cs
@@ -137,10 +137,11 @@ namespace OpenSim.Services.Connectors.SimianGrid
userID, sessionID, secureSessionID);
NameValueCollection requestArgs = new NameValueCollection
- {
- { "RequestMethod", "AddSession" },
- { "UserID", userID.ToString() }
- };
+ {
+ { "RequestMethod", "AddSession" },
+ { "UserID", userID.ToString() }
+ };
+
if (sessionID != UUID.Zero)
{
requestArgs["SessionID"] = sessionID.ToString();
@@ -158,13 +159,13 @@ namespace OpenSim.Services.Connectors.SimianGrid
public bool LogoutAgent(UUID sessionID)
{
-// m_log.InfoFormat("[SIMIAN PRESENCE CONNECTOR]: Logout requested for agent with sessionID " + sessionID);
+ // m_log.InfoFormat("[SIMIAN PRESENCE CONNECTOR]: Logout requested for agent with sessionID " + sessionID);
NameValueCollection requestArgs = new NameValueCollection
- {
- { "RequestMethod", "RemoveSession" },
- { "SessionID", sessionID.ToString() }
- };
+ {
+ { "RequestMethod", "RemoveSession" },
+ { "SessionID", sessionID.ToString() }
+ };
OSDMap response = WebUtil.PostToService(m_serverUrl, requestArgs);
bool success = response["Success"].AsBoolean();
@@ -177,13 +178,13 @@ namespace OpenSim.Services.Connectors.SimianGrid
public bool LogoutRegionAgents(UUID regionID)
{
-// m_log.InfoFormat("[SIMIAN PRESENCE CONNECTOR]: Logout requested for all agents in region " + regionID);
+ // m_log.InfoFormat("[SIMIAN PRESENCE CONNECTOR]: Logout requested for all agents in region " + regionID);
NameValueCollection requestArgs = new NameValueCollection
- {
- { "RequestMethod", "RemoveSessions" },
- { "SceneID", regionID.ToString() }
- };
+ {
+ { "RequestMethod", "RemoveSessions" },
+ { "SceneID", regionID.ToString() }
+ };
OSDMap response = WebUtil.PostToService(m_serverUrl, requestArgs);
bool success = response["Success"].AsBoolean();
@@ -202,49 +203,46 @@ namespace OpenSim.Services.Connectors.SimianGrid
public PresenceInfo GetAgent(UUID sessionID)
{
-// m_log.DebugFormat("[SIMIAN PRESENCE CONNECTOR]: Requesting session data for agent with sessionID " + sessionID);
-
- NameValueCollection requestArgs = new NameValueCollection
+ OSDMap sessionResponse = GetSessionDataFromSessionID(sessionID);
+ if (sessionResponse == null)
{
- { "RequestMethod", "GetSession" },
- { "SessionID", sessionID.ToString() }
- };
-
- OSDMap sessionResponse = WebUtil.PostToService(m_serverUrl, requestArgs);
- if (sessionResponse["Success"].AsBoolean())
- {
- UUID userID = sessionResponse["UserID"].AsUUID();
- m_log.DebugFormat("[SIMIAN PRESENCE CONNECTOR]: Requesting user data for " + userID);
-
- requestArgs = new NameValueCollection
- {
- { "RequestMethod", "GetUser" },
- { "UserID", userID.ToString() }
- };
-
- OSDMap userResponse = WebUtil.PostToService(m_serverUrl, requestArgs);
- if (userResponse["Success"].AsBoolean())
- return ResponseToPresenceInfo(sessionResponse, userResponse);
- else
- m_log.Warn("[SIMIAN PRESENCE CONNECTOR]: Failed to retrieve user data for " + userID + ": " + userResponse["Message"].AsString());
+ m_log.WarnFormat("[SIMIAN PRESENCE CONNECTOR]: Failed to retrieve session {0}: {1}",sessionID.ToString(),sessionResponse["Message"].AsString());
+ return null;
}
- else
+
+ UUID userID = sessionResponse["UserID"].AsUUID();
+ OSDMap userResponse = GetUserData(userID);
+ if (userResponse == null)
{
- m_log.Warn("[SIMIAN PRESENCE CONNECTOR]: Failed to retrieve session " + sessionID + ": " + sessionResponse["Message"].AsString());
+ m_log.WarnFormat("[SIMIAN PRESENCE CONNECTOR]: Failed to retrieve user data for {0}: {1}",userID.ToString(),userResponse["Message"].AsString());
+ return null;
}
- return null;
+ return ResponseToPresenceInfo(sessionResponse);
}
public PresenceInfo[] GetAgents(string[] userIDs)
{
- List presences = new List(userIDs.Length);
+ List presences = new List();
- for (int i = 0; i < userIDs.Length; i++)
+ NameValueCollection requestArgs = new NameValueCollection
{
- UUID userID;
- if (UUID.TryParse(userIDs[i], out userID) && userID != UUID.Zero)
- presences.AddRange(GetSessions(userID));
+ { "RequestMethod", "GetSessions" },
+ { "UserIDList", String.Join(",",userIDs) }
+ };
+
+ OSDMap sessionListResponse = WebUtil.PostToService(m_serverUrl, requestArgs);
+ if (! sessionListResponse["Success"].AsBoolean())
+ {
+ m_log.WarnFormat("[SIMIAN PRESENCE CONNECTOR]: Failed to retrieve sessions: {0}",sessionListResponse["Message"].AsString());
+ return null;
+ }
+
+ OSDArray sessionList = sessionListResponse["Sessions"] as OSDArray;
+ for (int i = 0; i < sessionList.Count; i++)
+ {
+ OSDMap sessionInfo = sessionList[i] as OSDMap;
+ presences.Add(ResponseToPresenceInfo(sessionInfo));
}
return presences.ToArray();
@@ -262,7 +260,7 @@ namespace OpenSim.Services.Connectors.SimianGrid
public bool LoggedOut(string userID, UUID sessionID, UUID regionID, Vector3 lastPosition, Vector3 lastLookAt)
{
-// m_log.DebugFormat("[SIMIAN PRESENCE CONNECTOR]: Logging out user " + userID);
+ // m_log.DebugFormat("[SIMIAN PRESENCE CONNECTOR]: Logging out user " + userID);
// Remove the session to mark this user offline
if (!LogoutAgent(sessionID))
@@ -270,11 +268,11 @@ namespace OpenSim.Services.Connectors.SimianGrid
// Save our last position as user data
NameValueCollection requestArgs = new NameValueCollection
- {
- { "RequestMethod", "AddUserData" },
- { "UserID", userID.ToString() },
- { "LastLocation", SerializeLocation(regionID, lastPosition, lastLookAt) }
- };
+ {
+ { "RequestMethod", "AddUserData" },
+ { "UserID", userID.ToString() },
+ { "LastLocation", SerializeLocation(regionID, lastPosition, lastLookAt) }
+ };
OSDMap response = WebUtil.PostToService(m_serverUrl, requestArgs);
bool success = response["Success"].AsBoolean();
@@ -287,14 +285,14 @@ namespace OpenSim.Services.Connectors.SimianGrid
public bool SetHome(string userID, UUID regionID, Vector3 position, Vector3 lookAt)
{
-// m_log.DebugFormat("[SIMIAN PRESENCE CONNECTOR]: Setting home location for user " + userID);
+ // m_log.DebugFormat("[SIMIAN PRESENCE CONNECTOR]: Setting home location for user " + userID);
NameValueCollection requestArgs = new NameValueCollection
- {
- { "RequestMethod", "AddUserData" },
- { "UserID", userID.ToString() },
- { "HomeLocation", SerializeLocation(regionID, position, lookAt) }
- };
+ {
+ { "RequestMethod", "AddUserData" },
+ { "UserID", userID.ToString() },
+ { "HomeLocation", SerializeLocation(regionID, position, lookAt) }
+ };
OSDMap response = WebUtil.PostToService(m_serverUrl, requestArgs);
bool success = response["Success"].AsBoolean();
@@ -312,23 +310,14 @@ namespace OpenSim.Services.Connectors.SimianGrid
public GridUserInfo GetGridUserInfo(string user)
{
-// m_log.DebugFormat("[SIMIAN PRESENCE CONNECTOR]: Requesting session data for agent " + user);
+ // m_log.DebugFormat("[SIMIAN PRESENCE CONNECTOR]: Requesting session data for agent " + user);
UUID userID = new UUID(user);
-// m_log.DebugFormat("[SIMIAN PRESENCE CONNECTOR]: Requesting user data for " + userID);
-
- NameValueCollection requestArgs = new NameValueCollection
- {
- { "RequestMethod", "GetUser" },
- { "UserID", userID.ToString() }
- };
-
- OSDMap userResponse = WebUtil.PostToService(m_serverUrl, requestArgs);
- if (userResponse["Success"].AsBoolean())
+ OSDMap userResponse = GetUserData(userID);
+ if (userResponse != null)
return ResponseToGridUserInfo(userResponse);
- else
- m_log.Warn("[SIMIAN PRESENCE CONNECTOR]: Failed to retrieve user data for " + userID + ": " + userResponse["Message"].AsString());
+ m_log.WarnFormat("[SIMIAN PRESENCE CONNECTOR]: Failed to retrieve user data for {0}: {1}",userID,userResponse["Message"].AsString());
return null;
}
@@ -338,65 +327,49 @@ namespace OpenSim.Services.Connectors.SimianGrid
private OSDMap GetUserData(UUID userID)
{
-// m_log.DebugFormat("[SIMIAN PRESENCE CONNECTOR]: Requesting user data for " + userID);
+ // m_log.DebugFormat("[SIMIAN PRESENCE CONNECTOR]: Requesting user data for " + userID);
NameValueCollection requestArgs = new NameValueCollection
- {
- { "RequestMethod", "GetUser" },
- { "UserID", userID.ToString() }
- };
+ {
+ { "RequestMethod", "GetUser" },
+ { "UserID", userID.ToString() }
+ };
OSDMap response = WebUtil.PostToService(m_serverUrl, requestArgs);
if (response["Success"].AsBoolean() && response["User"] is OSDMap)
return response;
- else
- m_log.Warn("[SIMIAN PRESENCE CONNECTOR]: Failed to retrieve user data for " + userID + ": " + response["Message"].AsString());
+ m_log.WarnFormat("[SIMIAN PRESENCE CONNECTOR]: Failed to retrieve user data for {0}; {1}",userID.ToString(),response["Message"].AsString());
return null;
}
- private List GetSessions(UUID userID)
+ private OSDMap GetSessionDataFromSessionID(UUID sessionID)
{
- List presences = new List(1);
-
- OSDMap userResponse = GetUserData(userID);
- if (userResponse != null)
- {
-// m_log.DebugFormat("[SIMIAN PRESENCE CONNECTOR]: Requesting sessions for " + userID);
-
- NameValueCollection requestArgs = new NameValueCollection
+ NameValueCollection requestArgs = new NameValueCollection
{
- { "RequestMethod", "GetSession" },
- { "UserID", userID.ToString() }
+ { "RequestMethod", "GetSession" },
+ { "SessionID", sessionID.ToString() }
};
- OSDMap response = WebUtil.PostToService(m_serverUrl, requestArgs);
- if (response["Success"].AsBoolean())
- {
- PresenceInfo presence = ResponseToPresenceInfo(response, userResponse);
- if (presence != null)
- presences.Add(presence);
- }
-// else
-// {
-// m_log.Debug("[SIMIAN PRESENCE CONNECTOR]: No session returned for " + userID + ": " + response["Message"].AsString());
-// }
- }
+ OSDMap response = WebUtil.PostToService(m_serverUrl, requestArgs);
+ if (response["Success"].AsBoolean())
+ return response;
- return presences;
+ m_log.WarnFormat("[SIMIAN PRESENCE CONNECTOR]: Failed to retrieve session data for {0}; {1}",sessionID.ToString(),response["Message"].AsString());
+ return null;
}
private bool UpdateSession(UUID sessionID, UUID regionID, Vector3 lastPosition, Vector3 lastLookAt)
{
// Save our current location as session data
NameValueCollection requestArgs = new NameValueCollection
- {
- { "RequestMethod", "UpdateSession" },
- { "SessionID", sessionID.ToString() },
- { "SceneID", regionID.ToString() },
- { "ScenePosition", lastPosition.ToString() },
- { "SceneLookAt", lastLookAt.ToString() }
- };
+ {
+ { "RequestMethod", "UpdateSession" },
+ { "SessionID", sessionID.ToString() },
+ { "SceneID", regionID.ToString() },
+ { "ScenePosition", lastPosition.ToString() },
+ { "SceneLookAt", lastLookAt.ToString() }
+ };
OSDMap response = WebUtil.PostToService(m_serverUrl, requestArgs);
bool success = response["Success"].AsBoolean();
@@ -407,7 +380,7 @@ namespace OpenSim.Services.Connectors.SimianGrid
return success;
}
- private PresenceInfo ResponseToPresenceInfo(OSDMap sessionResponse, OSDMap userResponse)
+ private PresenceInfo ResponseToPresenceInfo(OSDMap sessionResponse)
{
if (sessionResponse == null)
return null;
diff --git a/bin/CSJ2K.dll b/bin/CSJ2K.dll
index 238291f7e7..581e410772 100755
Binary files a/bin/CSJ2K.dll and b/bin/CSJ2K.dll differ
diff --git a/bin/OpenMetaverse.StructuredData.XML b/bin/OpenMetaverse.StructuredData.XML
index d6c31df40c..3999d9977d 100644
--- a/bin/OpenMetaverse.StructuredData.XML
+++ b/bin/OpenMetaverse.StructuredData.XML
@@ -1,130 +1,18 @@
- /home/root/libomv-0.9.1-source/bin/OpenMetaverse.StructuredData
+ OpenMetaverse.StructuredData
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Uses reflection to create an SDMap from all of the SD
- serializable types in an object
-
- Class or struct containing serializable types
- An SDMap holding the serialized values from the
- container object
-
-
-
- Uses reflection to deserialize member variables in an object from
- an SDMap
-
- Reference to an object to fill with deserialized
- values
- Serialized values to put in the target
- object
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
@@ -153,8 +41,7 @@
Serializes OSD to binary format
OSD to serialize
-
-
+
Serialized data
@@ -169,209 +56,294 @@
Serializes OSD to binary format
OSD to serialize
-
-
+
Serialized data
+
-
-
+
+
-
-
-
-
-
-
+
+
+
+
-
-
-
-
-
-
+
+
+
+
-
-
-
-
-
-
+
+
+
+
-
-
-
-
+
+
+
-
-
-
-
+
+
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
-
-
-
-
+
+
+
-
-
-
-
+
+
+
-
-
-
-
+
+
+
-
-
-
-
+
+
+
-
-
-
-
+
+
+
-
-
-
-
+
+
+
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Uses reflection to create an SDMap from all of the SD
+ serializable types in an object
+
+ Class or struct containing serializable types
+ An SDMap holding the serialized values from the
+ container object
+
+
+
+ Uses reflection to deserialize member variables in an object from
+ an SDMap
+
+ Reference to an object to fill with deserialized
+ values
+ Serialized values to put in the target
+ object
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
-
-
-
diff --git a/bin/OpenMetaverse.StructuredData.dll b/bin/OpenMetaverse.StructuredData.dll
index c7216ce176..4df771a9e1 100755
Binary files a/bin/OpenMetaverse.StructuredData.dll and b/bin/OpenMetaverse.StructuredData.dll differ
diff --git a/bin/OpenMetaverse.XML b/bin/OpenMetaverse.XML
index 81cc005052..abd4cd5d44 100644
--- a/bin/OpenMetaverse.XML
+++ b/bin/OpenMetaverse.XML
@@ -1,9 +1,10254 @@
- /home/root/libomv-0.9.1-source/bin/OpenMetaverse
+ OpenMetaverse
+
+
+ Starts a thread that keeps the daemon running
+
+
+
+
+
+
+ Stops the daemon and the thread keeping it running
+
+
+
+
+
+
+
+
+
+
+
+
+ Create a Session
+ Sessions typically represent a connection to a media session with one or more
+ participants. This is used to generate an ‘outbound’ call to another user or
+ channel. The specifics depend on the media types involved. A session handle is
+ required to control the local user functions within the session (or remote
+ users if the current account has rights to do so). Currently creating a
+ session automatically connects to the audio media, there is no need to call
+ Session.Connect at this time, this is reserved for future use.
+
+ Handle returned from successful Connector ‘create’ request
+ This is the URI of the terminating point of the session (ie who/what is being called)
+ This is the display name of the entity being called (user or channel)
+ Only needs to be supplied when the target URI is password protected
+ This indicates the format of the password as passed in. This can either be
+ “ClearText” or “SHA1UserName”. If this element does not exist, it is assumed to be “ClearText”. If it is
+ “SHA1UserName”, the password as passed in is the SHA1 hash of the password and username concatenated together,
+ then base64 encoded, with the final “=” character stripped off.
+
+
+
+
+
+
+ Used to accept a call
+
+ SessionHandle such as received from SessionNewEvent
+ "default"
+
+
+
+
+ This command is used to start the audio render process, which will then play
+ the passed in file through the selected audio render device. This command
+ should not be issued if the user is on a call.
+
+ The fully qualified path to the sound file.
+ True if the file is to be played continuously and false if it is should be played once.
+
+
+
+
+ This command is used to stop the audio render process.
+
+ The fully qualified path to the sound file issued in the start render command.
+
+
+
+
+ This is used to ‘end’ an established session (i.e. hang-up or disconnect).
+
+ Handle returned from successful Session ‘create’ request or a SessionNewEvent
+
+
+
+
+ Set the combined speaking and listening position in 3D space.
+
+ Handle returned from successful Session ‘create’ request or a SessionNewEvent
+ Speaking position
+ Listening position
+
+
+
+
+ Set User Volume for a particular user. Does not affect how other users hear that user.
+
+ Handle returned from successful Session ‘create’ request or a SessionNewEvent
+
+ The level of the audio, a number between -100 and 100 where 0 represents ‘normal’ speaking volume
+
+
+
+
+ This is used to get a list of audio devices that can be used for capture (input) of voice.
+
+
+
+
+
+ This is used to get a list of audio devices that can be used for render (playback) of voice.
+
+
+
+
+ This command is used to select the render device.
+
+ The name of the device as returned by the Aux.GetRenderDevices command.
+
+
+
+ This command is used to select the capture device.
+
+ The name of the device as returned by the Aux.GetCaptureDevices command.
+
+
+
+ This command is used to start the audio capture process which will cause
+ AuxAudioProperty Events to be raised. These events can be used to display a
+ microphone VU meter for the currently selected capture device. This command
+ should not be issued if the user is on a call.
+
+ (unused but required)
+
+
+
+
+ This command is used to stop the audio capture process.
+
+
+
+
+
+ This command is used to set the mic volume while in the audio tuning process.
+ Once an acceptable mic level is attained, the application must issue a
+ connector set mic volume command to have that level be used while on voice
+ calls.
+
+ the microphone volume (-100 to 100 inclusive)
+
+
+
+
+ This command is used to set the speaker volume while in the audio tuning
+ process. Once an acceptable speaker level is attained, the application must
+ issue a connector set speaker volume command to have that level be used while
+ on voice calls.
+
+ the speaker volume (-100 to 100 inclusive)
+
+
+
+
+ Start up the Voice service.
+
+
+
+
+ Handle miscellaneous request status
+
+
+
+ ///If something goes wrong, we log it.
+
+
+
+ Cleanup oject resources
+
+
+
+
+ Request voice cap when changing regions
+
+
+
+
+ Handle a change in session state
+
+
+
+
+ Close a voice session
+
+
+
+
+
+ Locate a Session context from its handle
+
+ Creates the session context if it does not exist.
+
+
+
+ Handle completion of main voice cap request.
+
+
+
+
+
+
+
+ Daemon has started so connect to it.
+
+
+
+
+ The daemon TCP connection is open.
+
+
+
+
+ Handle creation of the Connector.
+
+
+
+
+ Handle response to audio output device query
+
+
+
+
+ Handle response to audio input device query
+
+
+
+
+ Set voice channel for new parcel
+
+
+
+
+
+ Request info from a parcel capability Uri.
+
+
+
+
+
+ Receive parcel voice cap
+
+
+
+
+
+
+
+ Tell Vivox where we are standing
+
+ This has to be called when we move or turn.
+
+
+
+ Start and stop updating out position.
+
+
+
+
+
+ This is used to initialize and stop the Connector as a whole. The Connector
+ Create call must be completed successfully before any other requests are made
+ (typically during application initialization). The shutdown should be called
+ when the application is shutting down to gracefully release resources
+
+ A string value indicting the Application name
+ URL for the management server
+ LoggingSettings
+
+
+
+
+
+ Shutdown Connector -- Should be called when the application is shutting down
+ to gracefully release resources
+
+ Handle returned from successful Connector ‘create’ request
+
+
+
+ Mute or unmute the microphone
+
+ Handle returned from successful Connector ‘create’ request
+ true (mute) or false (unmute)
+
+
+
+ Mute or unmute the speaker
+
+ Handle returned from successful Connector ‘create’ request
+ true (mute) or false (unmute)
+
+
+
+ Set microphone volume
+
+ Handle returned from successful Connector ‘create’ request
+ The level of the audio, a number between -100 and 100 where
+ 0 represents ‘normal’ speaking volume
+
+
+
+ Set local speaker volume
+
+ Handle returned from successful Connector ‘create’ request
+ The level of the audio, a number between -100 and 100 where
+ 0 represents ‘normal’ speaking volume
+
+
+
+ This is used to login a specific user account(s). It may only be called after
+ Connector initialization has completed successfully
+
+ Handle returned from successful Connector ‘create’ request
+ User's account name
+ User's account password
+ Values may be “AutoAnswer” or “VerifyAnswer”
+ ""
+ This is an integer that specifies how often
+ the daemon will send participant property events while in a channel. If this is not set
+ the default will be “on state change”, which means that the events will be sent when
+ the participant starts talking, stops talking, is muted, is unmuted.
+ The valid values are:
+ 0 – Never
+ 5 – 10 times per second
+ 10 – 5 times per second
+ 50 – 1 time per second
+ 100 – on participant state change (this is the default)
+ false
+
+
+
+
+ This is used to logout a user session. It should only be called with a valid AccountHandle.
+
+ Handle returned from successful Connector ‘login’ request
+
+
+
+
+ Event for most mundane request reposnses.
+
+
+
+ Response to Connector.Create request
+
+
+ Response to Aux.GetCaptureDevices request
+
+
+ Response to Aux.GetRenderDevices request
+
+
+ Audio Properties Events are sent after audio capture is started.
+ These events are used to display a microphone VU meter
+
+
+ Response to Account.Login request
+
+
+ This event message is sent whenever the login state of the
+ particular Account has transitioned from one value to another
+
+
+
+ List of audio input devices
+
+
+
+
+ List of audio output devices
+
+
+
+
+ Set audio test mode
+
+
+
+ Enable logging
+
+
+ The folder where any logs will be created
+
+
+ This will be prepended to beginning of each log file
+
+
+ The suffix or extension to be appended to each log file
+
+
+
+ 0: NONE - No logging
+ 1: ERROR - Log errors only
+ 2: WARNING - Log errors and warnings
+ 3: INFO - Log errors, warnings and info
+ 4: DEBUG - Log errors, warnings, info and debug
+
+
+
+
+ Constructor for default logging settings
+
+
+
+ Audio Properties Events are sent after audio capture is started. These events are used to display a microphone VU meter
+
+
+ Positional vector of the users position
+
+
+ Velocity vector of the position
+
+
+ At Orientation (X axis) of the position
+
+
+ Up Orientation (Y axis) of the position
+
+
+ Left Orientation (Z axis) of the position
+
+
+
+ Represents a string of characters encoded with specific formatting properties
+
+
+
+
+ Base class for all Asset types
+
+
+
+ A byte array containing the raw asset data
+
+
+ True if the asset it only stored on the server temporarily
+
+
+ A unique ID
+
+
+
+ Construct a new Asset object
+
+
+
+
+ Construct a new Asset object
+
+ A unique specific to this asset
+ A byte array containing the raw asset data
+
+
+
+ Regenerates the AssetData
byte array from the properties
+ of the derived class.
+
+
+
+
+ Decodes the AssetData, placing it in appropriate properties of the derived
+ class.
+
+ True if the asset decoding succeeded, otherwise false
+
+
+ The assets unique ID
+
+
+
+ The "type" of asset, Notecard, Animation, etc
+
+
+
+ A text string containing main text of the notecard
+
+
+ List of s embedded on the notecard
+
+
+ Construct an Asset of type Notecard
+
+
+
+ Construct an Asset object of type Notecard
+
+ A unique specific to this asset
+ A byte array containing the raw asset data
+
+
+
+ Encode the raw contents of a string with the specific Linden Text properties
+
+
+
+
+ Decode the raw asset data including the Linden Text properties
+
+ true if the AssetData was successfully decoded
+
+
+ Override the base classes AssetType
+
+
+
+
+
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the AttachedSound Event
+ A AttachedSoundEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the AttachedSoundGainChange Event
+ A AttachedSoundGainChangeEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the SoundTrigger Event
+ A SoundTriggerEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the PreloadSound Event
+ A PreloadSoundEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+
+ Construct a new instance of the SoundManager class, used for playing and receiving
+ sound assets
+
+ A reference to the current GridClient instance
+
+
+
+ Plays a sound in the current region at full volume from avatar position
+
+ UUID of the sound to be played
+
+
+
+ Plays a sound in the current region at full volume
+
+ UUID of the sound to be played.
+ position for the sound to be played at. Normally the avatar.
+
+
+
+ Plays a sound in the current region
+
+ UUID of the sound to be played.
+ position for the sound to be played at. Normally the avatar.
+ volume of the sound, from 0.0 to 1.0
+
+
+
+ Plays a sound in the specified sim
+
+ UUID of the sound to be played.
+ UUID of the sound to be played.
+ position for the sound to be played at. Normally the avatar.
+ volume of the sound, from 0.0 to 1.0
+
+
+
+ Play a sound asset
+
+ UUID of the sound to be played.
+ handle id for the sim to be played in.
+ position for the sound to be played at. Normally the avatar.
+ volume of the sound, from 0.0 to 1.0
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Raised when the simulator sends us data containing
+ sound
+
+
+ Raised when the simulator sends us data containing
+ ...
+
+
+ Raised when the simulator sends us data containing
+ ...
+
+
+ Raised when the simulator sends us data containing
+ ...
+
+
+ Provides data for the event
+ The event occurs when the simulator sends
+ the sound data which emits from an agents attachment
+
+ The following code example shows the process to subscribe to the event
+ and a stub to handle the data passed from the simulator
+
+ // Subscribe to the AttachedSound event
+ Client.Sound.AttachedSound += Sound_AttachedSound;
+
+ // process the data raised in the event here
+ private void Sound_AttachedSound(object sender, AttachedSoundEventArgs e)
+ {
+ // ... Process AttachedSoundEventArgs here ...
+ }
+
+
+
+
+
+ Construct a new instance of the SoundTriggerEventArgs class
+
+ Simulator where the event originated
+ The sound asset id
+ The ID of the owner
+ The ID of the object
+ The volume level
+ The
+
+
+ Simulator where the event originated
+
+
+ Get the sound asset id
+
+
+ Get the ID of the owner
+
+
+ Get the ID of the Object
+
+
+ Get the volume level
+
+
+ Get the
+
+
+ Provides data for the event
+ The event occurs when an attached sound
+ changes its volume level
+
+
+
+ Construct a new instance of the AttachedSoundGainChangedEventArgs class
+
+ Simulator where the event originated
+ The ID of the Object
+ The new volume level
+
+
+ Simulator where the event originated
+
+
+ Get the ID of the Object
+
+
+ Get the volume level
+
+
+ Provides data for the event
+ The event occurs when the simulator forwards
+ a request made by yourself or another agent to play either an asset sound or a built in sound
+
+ Requests to play sounds where the is not one of the built-in
+ will require sending a request to download the sound asset before it can be played
+
+
+ The following code example uses the ,
+ and
+ properties to display some information on a sound request on the window.
+
+ // subscribe to the event
+ Client.Sound.SoundTrigger += Sound_SoundTrigger;
+
+ // play the pre-defined BELL_TING sound
+ Client.Sound.SendSoundTrigger(Sounds.BELL_TING);
+
+ // handle the response data
+ private void Sound_SoundTrigger(object sender, SoundTriggerEventArgs e)
+ {
+ Console.WriteLine("{0} played the sound {1} at volume {2}",
+ e.OwnerID, e.SoundID, e.Gain);
+ }
+
+
+
+
+
+ Construct a new instance of the SoundTriggerEventArgs class
+
+ Simulator where the event originated
+ The sound asset id
+ The ID of the owner
+ The ID of the object
+ The ID of the objects parent
+ The volume level
+ The regionhandle
+ The source position
+
+
+ Simulator where the event originated
+
+
+ Get the sound asset id
+
+
+ Get the ID of the owner
+
+
+ Get the ID of the Object
+
+
+ Get the ID of the objects parent
+
+
+ Get the volume level
+
+
+ Get the regionhandle
+
+
+ Get the source position
+
+
+ Provides data for the event
+ The event occurs when the simulator sends
+ the appearance data for an avatar
+
+ The following code example uses the and
+ properties to display the selected shape of an avatar on the window.
+
+ // subscribe to the event
+ Client.Avatars.AvatarAppearance += Avatars_AvatarAppearance;
+
+ // handle the data when the event is raised
+ void Avatars_AvatarAppearance(object sender, AvatarAppearanceEventArgs e)
+ {
+ Console.WriteLine("The Agent {0} is using a {1} shape.", e.AvatarID, (e.VisualParams[31] > 0) : "male" ? "female")
+ }
+
+
+
+
+
+ Construct a new instance of the PreloadSoundEventArgs class
+
+ Simulator where the event originated
+ The sound asset id
+ The ID of the owner
+ The ID of the object
+
+
+ Simulator where the event originated
+
+
+ Get the sound asset id
+
+
+ Get the ID of the owner
+
+
+ Get the ID of the Object
+
+
+
+ Capabilities is the name of the bi-directional HTTP REST protocol
+ used to communicate non real-time transactions such as teleporting or
+ group messaging
+
+
+
+ Reference to the simulator this system is connected to
+
+
+
+ Default constructor
+
+
+
+
+
+
+ Request the URI of a named capability
+
+ Name of the capability to request
+ The URI of the requested capability, or String.Empty if
+ the capability does not exist
+
+
+
+ Process any incoming events, check to see if we have a message created for the event,
+
+
+
+
+
+ Capabilities URI this system was initialized with
+
+
+ Whether the capabilities event queue is connected and
+ listening for incoming events
+
+
+
+ Triggered when an event is received via the EventQueueGet
+ capability
+
+ Event name
+ Decoded event data
+ The simulator that generated the event
+
+
+
+ Manager class for our own avatar
+
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the ChatFromSimulator event
+ A ChatEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the ScriptDialog event
+ A SctriptDialogEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the ScriptQuestion event
+ A ScriptQuestionEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the LoadURL event
+ A LoadUrlEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the MoneyBalance event
+ A BalanceEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the MoneyBalanceReply event
+ A MoneyBalanceReplyEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the IM event
+ A InstantMessageEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the TeleportProgress event
+ A TeleportEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the AgentDataReply event
+ A AgentDataReplyEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the AnimationsChanged event
+ A AnimationsChangedEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the MeanCollision event
+ A MeanCollisionEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the RegionCrossed event
+ A RegionCrossedEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the GroupChatJoined event
+ A GroupChatJoinedEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the AlertMessage event
+ A AlertMessageEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the ScriptControlChange event
+ A ScriptControlEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the CameraConstraint event
+ A CameraConstraintEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the ScriptSensorReply event
+ A ScriptSensorReplyEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the AvatarSitResponse event
+ A AvatarSitResponseEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the ChatSessionMemberAdded event
+ A ChatSessionMemberAddedEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the ChatSessionMemberLeft event
+ A ChatSessionMemberLeftEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the SetDisplayNameReply Event
+ A SetDisplayNameReplyEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the MuteListUpdated event
+ A EventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ Reference to the GridClient instance
+
+
+ Used for movement and camera tracking
+
+
+ Currently playing animations for the agent. Can be used to
+ check the current movement status such as walking, hovering, aiming,
+ etc. by checking against system animations found in the Animations class
+
+
+ Dictionary containing current Group Chat sessions and members
+
+
+ Dictionary containing mute list keyead on mute name and key
+
+
+ Various abilities and preferences sent by the grid
+
+
+
+ Constructor, setup callbacks for packets related to our avatar
+
+ A reference to the Class
+
+
+
+ Send a text message from the Agent to the Simulator
+
+ A containing the message
+ The channel to send the message on, 0 is the public channel. Channels above 0
+ can be used however only scripts listening on the specified channel will see the message
+ Denotes the type of message being sent, shout, whisper, etc.
+
+
+
+ Request any instant messages sent while the client was offline to be resent.
+
+
+
+
+ Send an Instant Message to another Avatar
+
+ The recipients
+ A containing the message to send
+
+
+
+ Send an Instant Message to an existing group chat or conference chat
+
+ The recipients
+ A containing the message to send
+ IM session ID (to differentiate between IM windows)
+
+
+
+ Send an Instant Message
+
+ The name this IM will show up as being from
+ Key of Avatar
+ Text message being sent
+ IM session ID (to differentiate between IM windows)
+ IDs of sessions for a conference
+
+
+
+ Send an Instant Message
+
+ The name this IM will show up as being from
+ Key of Avatar
+ Text message being sent
+ IM session ID (to differentiate between IM windows)
+ Type of instant message to send
+ Whether to IM offline avatars as well
+ Senders Position
+ RegionID Sender is In
+ Packed binary data that is specific to
+ the dialog type
+
+
+
+ Send an Instant Message to a group
+
+ of the group to send message to
+ Text Message being sent.
+
+
+
+ Send an Instant Message to a group the agent is a member of
+
+ The name this IM will show up as being from
+ of the group to send message to
+ Text message being sent
+
+
+
+ Send a request to join a group chat session
+
+ of Group to leave
+
+
+
+ Exit a group chat session. This will stop further Group chat messages
+ from being sent until session is rejoined.
+
+ of Group chat session to leave
+
+
+
+ Reply to script dialog questions.
+
+ Channel initial request came on
+ Index of button you're "clicking"
+ Label of button you're "clicking"
+ of Object that sent the dialog request
+
+
+
+
+ Accept invite for to a chatterbox session
+
+ of session to accept invite to
+
+
+
+ Start a friends conference
+
+ List of UUIDs to start a conference with
+ the temportary session ID returned in the callback>
+
+
+
+ Start a particle stream between an agent and an object
+
+ Key of the source agent
+ Key of the target object
+
+ The type from the enum
+ A unique for this effect
+
+
+
+ Start a particle stream between an agent and an object
+
+ Key of the source agent
+ Key of the target object
+ A representing the beams offset from the source
+ A which sets the avatars lookat animation
+ of the Effect
+
+
+
+ Create a particle beam between an avatar and an primitive
+
+ The ID of source avatar
+ The ID of the target primitive
+ global offset
+ A object containing the combined red, green, blue and alpha
+ color values of particle beam
+ a float representing the duration the parcicle beam will last
+ A Unique ID for the beam
+
+
+
+
+ Create a particle swirl around a target position using a packet
+
+ global offset
+ A object containing the combined red, green, blue and alpha
+ color values of particle beam
+ a float representing the duration the parcicle beam will last
+ A Unique ID for the beam
+
+
+
+ Sends a request to sit on the specified object
+
+ of the object to sit on
+ Sit at offset
+
+
+
+ Follows a call to to actually sit on the object
+
+
+
+ Stands up from sitting on a prim or the ground
+ true of AgentUpdate was sent
+
+
+
+ Does a "ground sit" at the avatar's current position
+
+
+
+
+ Starts or stops flying
+
+ True to start flying, false to stop flying
+
+
+
+ Starts or stops crouching
+
+ True to start crouching, false to stop crouching
+
+
+
+ Starts a jump (begin holding the jump key)
+
+
+
+
+ Use the autopilot sim function to move the avatar to a new
+ position. Uses double precision to get precise movements
+
+ The z value is currently not handled properly by the simulator
+ Global X coordinate to move to
+ Global Y coordinate to move to
+ Z coordinate to move to
+
+
+
+ Use the autopilot sim function to move the avatar to a new position
+
+ The z value is currently not handled properly by the simulator
+ Integer value for the global X coordinate to move to
+ Integer value for the global Y coordinate to move to
+ Floating-point value for the Z coordinate to move to
+
+
+
+ Use the autopilot sim function to move the avatar to a new position
+
+ The z value is currently not handled properly by the simulator
+ Integer value for the local X coordinate to move to
+ Integer value for the local Y coordinate to move to
+ Floating-point value for the Z coordinate to move to
+
+
+ Macro to cancel autopilot sim function
+ Not certain if this is how it is really done
+ true if control flags were set and AgentUpdate was sent to the simulator
+
+
+
+ Grabs an object
+
+ an unsigned integer of the objects ID within the simulator
+
+
+
+
+ Overload: Grab a simulated object
+
+ an unsigned integer of the objects ID within the simulator
+
+ The texture coordinates to grab
+ The surface coordinates to grab
+ The face of the position to grab
+ The region coordinates of the position to grab
+ The surface normal of the position to grab (A normal is a vector perpindicular to the surface)
+ The surface binormal of the position to grab (A binormal is a vector tangen to the surface
+ pointing along the U direction of the tangent space
+
+
+
+ Drag an object
+
+ of the object to drag
+ Drag target in region coordinates
+
+
+
+ Overload: Drag an object
+
+ of the object to drag
+ Drag target in region coordinates
+
+ The texture coordinates to grab
+ The surface coordinates to grab
+ The face of the position to grab
+ The region coordinates of the position to grab
+ The surface normal of the position to grab (A normal is a vector perpindicular to the surface)
+ The surface binormal of the position to grab (A binormal is a vector tangen to the surface
+ pointing along the U direction of the tangent space
+
+
+
+ Release a grabbed object
+
+ The Objects Simulator Local ID
+
+
+
+
+
+
+ Release a grabbed object
+
+ The Objects Simulator Local ID
+ The texture coordinates to grab
+ The surface coordinates to grab
+ The face of the position to grab
+ The region coordinates of the position to grab
+ The surface normal of the position to grab (A normal is a vector perpindicular to the surface)
+ The surface binormal of the position to grab (A binormal is a vector tangen to the surface
+ pointing along the U direction of the tangent space
+
+
+
+ Touches an object
+
+ an unsigned integer of the objects ID within the simulator
+
+
+
+
+ Request the current L$ balance
+
+
+
+
+ Give Money to destination Avatar
+
+ UUID of the Target Avatar
+ Amount in L$
+
+
+
+ Give Money to destination Avatar
+
+ UUID of the Target Avatar
+ Amount in L$
+ Description that will show up in the
+ recipients transaction history
+
+
+
+ Give L$ to an object
+
+ object to give money to
+ amount of L$ to give
+ name of object
+
+
+
+ Give L$ to a group
+
+ group to give money to
+ amount of L$ to give
+
+
+
+ Give L$ to a group
+
+ group to give money to
+ amount of L$ to give
+ description of transaction
+
+
+
+ Pay texture/animation upload fee
+
+
+
+
+ Pay texture/animation upload fee
+
+ description of the transaction
+
+
+
+ Give Money to destination Object or Avatar
+
+ UUID of the Target Object/Avatar
+ Amount in L$
+ Reason (Optional normally)
+ The type of transaction
+ Transaction flags, mostly for identifying group
+ transactions
+
+
+
+ Plays a gesture
+
+ Asset of the gesture
+
+
+
+ Mark gesture active
+
+ Inventory of the gesture
+ Asset of the gesture
+
+
+
+ Mark gesture inactive
+
+ Inventory of the gesture
+
+
+
+ Send an AgentAnimation packet that toggles a single animation on
+
+ The of the animation to start playing
+ Whether to ensure delivery of this packet or not
+
+
+
+ Send an AgentAnimation packet that toggles a single animation off
+
+ The of a
+ currently playing animation to stop playing
+ Whether to ensure delivery of this packet or not
+
+
+
+ Send an AgentAnimation packet that will toggle animations on or off
+
+ A list of animation s, and whether to
+ turn that animation on or off
+ Whether to ensure delivery of this packet or not
+
+
+
+ Teleports agent to their stored home location
+
+ true on successful teleport to home location
+
+
+
+ Teleport agent to a landmark
+
+ of the landmark to teleport agent to
+ true on success, false on failure
+
+
+
+ Attempt to look up a simulator name and teleport to the discovered
+ destination
+
+ Region name to look up
+ Position to teleport to
+ True if the lookup and teleport were successful, otherwise
+ false
+
+
+
+ Attempt to look up a simulator name and teleport to the discovered
+ destination
+
+ Region name to look up
+ Position to teleport to
+ Target to look at
+ True if the lookup and teleport were successful, otherwise
+ false
+
+
+
+ Teleport agent to another region
+
+ handle of region to teleport agent to
+ position in destination sim to teleport to
+ true on success, false on failure
+ This call is blocking
+
+
+
+ Teleport agent to another region
+
+ handle of region to teleport agent to
+ position in destination sim to teleport to
+ direction in destination sim agent will look at
+ true on success, false on failure
+ This call is blocking
+
+
+
+ Request teleport to a another simulator
+
+ handle of region to teleport agent to
+ position in destination sim to teleport to
+
+
+
+ Request teleport to a another simulator
+
+ handle of region to teleport agent to
+ position in destination sim to teleport to
+ direction in destination sim agent will look at
+
+
+
+ Teleport agent to a landmark
+
+ of the landmark to teleport agent to
+
+
+
+ Send a teleport lure to another avatar with default "Join me in ..." invitation message
+
+ target avatars to lure
+
+
+
+ Send a teleport lure to another avatar with custom invitation message
+
+ target avatars to lure
+ custom message to send with invitation
+
+
+
+ Respond to a teleport lure by either accepting it and initiating
+ the teleport, or denying it
+
+ of the avatar sending the lure
+ IM session of the incoming lure request
+ true to accept the lure, false to decline it
+
+
+
+ Update agent profile
+
+ struct containing updated
+ profile information
+
+
+
+ Update agents profile interests
+
+ selection of interests from struct
+
+
+
+ Set the height and the width of the client window. This is used
+ by the server to build a virtual camera frustum for our avatar
+
+ New height of the viewer window
+ New width of the viewer window
+
+
+
+ Request the list of muted objects and avatars for this agent
+
+
+
+
+ Mute an object, resident, etc.
+
+ Mute type
+ Mute UUID
+ Mute name
+
+
+
+ Mute an object, resident, etc.
+
+ Mute type
+ Mute UUID
+ Mute name
+ Mute flags
+
+
+
+ Unmute an object, resident, etc.
+
+ Mute UUID
+ Mute name
+
+
+
+ Sets home location to agents current position
+
+ will fire an AlertMessage () with
+ success or failure message
+
+
+
+ Move an agent in to a simulator. This packet is the last packet
+ needed to complete the transition in to a new simulator
+
+ Object
+
+
+
+ Reply to script permissions request
+
+ Object
+ of the itemID requesting permissions
+ of the taskID requesting permissions
+ list of permissions to allow
+
+
+
+ Respond to a group invitation by either accepting or denying it
+
+ UUID of the group (sent in the AgentID field of the invite message)
+ IM Session ID from the group invitation message
+ Accept the group invitation or deny it
+
+
+
+ Requests script detection of objects and avatars
+
+ name of the object/avatar to search for
+ UUID of the object or avatar to search for
+ Type of search from ScriptSensorTypeFlags
+ range of scan (96 max?)
+ the arc in radians to search within
+ an user generated ID to correlate replies with
+ Simulator to perform search in
+
+
+
+ Create or update profile pick
+
+ UUID of the pick to update, or random UUID to create a new pick
+ Is this a top pick? (typically false)
+ UUID of the parcel (UUID.Zero for the current parcel)
+ Name of the pick
+ Global position of the pick landmark
+ UUID of the image displayed with the pick
+ Long description of the pick
+
+
+
+ Delete profile pick
+
+ UUID of the pick to delete
+
+
+
+ Create or update profile Classified
+
+ UUID of the classified to update, or random UUID to create a new classified
+ Defines what catagory the classified is in
+ UUID of the image displayed with the classified
+ Price that the classified will cost to place for a week
+ Global position of the classified landmark
+ Name of the classified
+ Long description of the classified
+ if true, auto renew classified after expiration
+
+
+
+ Create or update profile Classified
+
+ UUID of the classified to update, or random UUID to create a new classified
+ Defines what catagory the classified is in
+ UUID of the image displayed with the classified
+ Price that the classified will cost to place for a week
+ Name of the classified
+ Long description of the classified
+ if true, auto renew classified after expiration
+
+
+
+ Delete a classified ad
+
+ The classified ads ID
+
+
+
+ Fetches resource usage by agents attachmetns
+
+ Called when the requested information is collected
+
+
+
+ Initates request to set a new display name
+
+ Previous display name
+ Desired new display name
+
+
+
+ Tells the sim what UI language is used, and if it's ok to share that with scripts
+
+ Two letter language code
+ Share language info with scripts
+
+
+
+ Take an incoming ImprovedInstantMessage packet, auto-parse, and if
+ OnInstantMessage is defined call that with the appropriate arguments
+
+ The sender
+ The EventArgs object containing the packet data
+
+
+
+ Take an incoming Chat packet, auto-parse, and if OnChat is defined call
+ that with the appropriate arguments.
+
+ The sender
+ The EventArgs object containing the packet data
+
+
+
+ Used for parsing llDialogs
+
+ The sender
+ The EventArgs object containing the packet data
+
+
+
+ Used for parsing llRequestPermissions dialogs
+
+ The sender
+ The EventArgs object containing the packet data
+
+
+
+ Handles Script Control changes when Script with permissions releases or takes a control
+
+ The sender
+ The EventArgs object containing the packet data
+
+
+
+ Used for parsing llLoadURL Dialogs
+
+ The sender
+ The EventArgs object containing the packet data
+
+
+
+ Update client's Position, LookAt and region handle from incoming packet
+
+ The sender
+ The EventArgs object containing the packet data
+ This occurs when after an avatar moves into a new sim
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+
+ EQ Message fired with the result of SetDisplayName request
+
+ The message key
+ the IMessage object containing the deserialized data sent from the simulator
+ The which originated the packet
+
+
+
+ Process TeleportFailed message sent via EventQueue, informs agent its last teleport has failed and why.
+
+ The Message Key
+ An IMessage object Deserialized from the recieved message event
+ The simulator originating the event message
+
+
+
+ Process TeleportFinish from Event Queue and pass it onto our TeleportHandler
+
+ The message system key for this event
+ IMessage object containing decoded data from OSD
+ The simulator originating the event message
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+
+ Crossed region handler for message that comes across the EventQueue. Sent to an agent
+ when the agent crosses a sim border into a new region.
+
+ The message key
+ the IMessage object containing the deserialized data sent from the simulator
+ The which originated the packet
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+ This packet is now being sent via the EventQueue
+
+
+
+ Group Chat event handler
+
+ The capability Key
+ IMessage object containing decoded data from OSD
+
+
+
+
+ Response from request to join a group chat
+
+
+ IMessage object containing decoded data from OSD
+
+
+
+
+ Someone joined or left group chat
+
+
+ IMessage object containing decoded data from OSD
+
+
+
+
+ Handle a group chat Invitation
+
+ Caps Key
+ IMessage object containing decoded data from OSD
+ Originating Simulator
+
+
+
+ Moderate a chat session
+
+ the of the session to moderate, for group chats this will be the groups UUID
+ the of the avatar to moderate
+ Either "voice" to moderate users voice, or "text" to moderate users text session
+ true to moderate (silence user), false to allow avatar to speak
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Raised when a scripted object or agent within range sends a public message
+
+
+ Raised when a scripted object sends a dialog box containing possible
+ options an agent can respond to
+
+
+ Raised when an object requests a change in the permissions an agent has permitted
+
+
+ Raised when a script requests an agent open the specified URL
+
+
+ Raised when an agents currency balance is updated
+
+
+ Raised when a transaction occurs involving currency such as a land purchase
+
+
+ Raised when an ImprovedInstantMessage packet is recieved from the simulator, this is used for everything from
+ private messaging to friendship offers. The Dialog field defines what type of message has arrived
+
+
+ Raised when an agent has requested a teleport to another location, or when responding to a lure. Raised multiple times
+ for each teleport indicating the progress of the request
+
+
+ Raised when a simulator sends agent specific information for our avatar.
+
+
+ Raised when our agents animation playlist changes
+
+
+ Raised when an object or avatar forcefully collides with our agent
+
+
+ Raised when our agent crosses a region border into another region
+
+
+ Raised when our agent succeeds or fails to join a group chat session
+
+
+ Raised when a simulator sends an urgent message usually indication the recent failure of
+ another action we have attempted to take such as an attempt to enter a parcel where we are denied access
+
+
+ Raised when a script attempts to take or release specified controls for our agent
+
+
+ Raised when the simulator detects our agent is trying to view something
+ beyond its limits
+
+
+ Raised when a script sensor reply is received from a simulator
+
+
+ Raised in response to a request
+
+
+ Raised when an avatar enters a group chat session we are participating in
+
+
+ Raised when an agent exits a group chat session we are participating in
+
+
+ Raised when the simulator sends us data containing
+ the details of display name change
+
+
+ Raised when a scripted object or agent within range sends a public message
+
+
+ Your (client) avatars
+ "client", "agent", and "avatar" all represent the same thing
+
+
+ Temporary assigned to this session, used for
+ verifying our identity in packets
+
+
+ Shared secret that is never sent over the wire
+
+
+ Your (client) avatar ID, local to the current region/sim
+
+
+ Where the avatar started at login. Can be "last", "home"
+ or a login
+
+
+ The access level of this agent, usually M or PG
+
+
+ The CollisionPlane of Agent
+
+
+ An representing the velocity of our agent
+
+
+ An representing the acceleration of our agent
+
+
+ A which specifies the angular speed, and axis about which an Avatar is rotating.
+
+
+ Position avatar client will goto when login to 'home' or during
+ teleport request to 'home' region.
+
+
+ LookAt point saved/restored with HomePosition
+
+
+ Avatar First Name (i.e. Philip)
+
+
+ Avatar Last Name (i.e. Linden)
+
+
+ Avatar Full Name (i.e. Philip Linden)
+
+
+ Gets the health of the agent
+
+
+ Gets the current balance of the agent
+
+
+ Gets the local ID of the prim the agent is sitting on,
+ zero if the avatar is not currently sitting
+
+
+ Gets the of the agents active group.
+
+
+ Gets the Agents powers in the currently active group
+
+
+ Current status message for teleporting
+
+
+ Current position of the agent as a relative offset from
+ the simulator, or the parent object if we are sitting on something
+
+
+ Current rotation of the agent as a relative rotation from
+ the simulator, or the parent object if we are sitting on something
+
+
+ Current position of the agent in the simulator
+
+
+
+ A representing the agents current rotation
+
+
+
+ Returns the global grid position of the avatar
+
+
+
+ Used to specify movement actions for your agent
+
+
+
+ Empty flag
+
+
+ Move Forward (SL Keybinding: W/Up Arrow)
+
+
+ Move Backward (SL Keybinding: S/Down Arrow)
+
+
+ Move Left (SL Keybinding: Shift-(A/Left Arrow))
+
+
+ Move Right (SL Keybinding: Shift-(D/Right Arrow))
+
+
+ Not Flying: Jump/Flying: Move Up (SL Keybinding: E)
+
+
+ Not Flying: Croutch/Flying: Move Down (SL Keybinding: C)
+
+
+ Unused
+
+
+ Unused
+
+
+ Unused
+
+
+ Unused
+
+
+ ORed with AGENT_CONTROL_AT_* if the keyboard is being used
+
+
+ ORed with AGENT_CONTROL_LEFT_* if the keyboard is being used
+
+
+ ORed with AGENT_CONTROL_UP_* if the keyboard is being used
+
+
+ Fly
+
+
+
+
+
+ Finish our current animation
+
+
+ Stand up from the ground or a prim seat
+
+
+ Sit on the ground at our current location
+
+
+ Whether mouselook is currently enabled
+
+
+ Legacy, used if a key was pressed for less than a certain amount of time
+
+
+ Legacy, used if a key was pressed for less than a certain amount of time
+
+
+ Legacy, used if a key was pressed for less than a certain amount of time
+
+
+ Legacy, used if a key was pressed for less than a certain amount of time
+
+
+ Legacy, used if a key was pressed for less than a certain amount of time
+
+
+ Legacy, used if a key was pressed for less than a certain amount of time
+
+
+
+
+
+
+
+
+ Set when the avatar is idled or set to away. Note that the away animation is
+ activated separately from setting this flag
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Agent movement and camera control
+
+ Agent movement is controlled by setting specific
+ After the control flags are set, An AgentUpdate is required to update the simulator of the specified flags
+ This is most easily accomplished by setting one or more of the AgentMovement properties
+
+ Movement of an avatar is always based on a compass direction, for example AtPos will move the
+ agent from West to East or forward on the X Axis, AtNeg will of course move agent from
+ East to West or backward on the X Axis, LeftPos will be South to North or forward on the Y Axis
+ The Z axis is Up, finer grained control of movements can be done using the Nudge properties
+
+
+
+ Agent camera controls
+
+
+ Currently only used for hiding your group title
+
+
+ Action state of the avatar, which can currently be
+ typing and editing
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Timer for sending AgentUpdate packets
+
+
+ Default constructor
+
+
+
+ Send an AgentUpdate with the camera set at the current agent
+ position and pointing towards the heading specified
+
+ Camera rotation in radians
+ Whether to send the AgentUpdate reliable
+ or not
+
+
+
+ Rotates the avatar body and camera toward a target position.
+ This will also anchor the camera position on the avatar
+
+ Region coordinates to turn toward
+
+
+
+ Rotates the avatar body and camera toward a target position.
+ This will also anchor the camera position on the avatar
+
+ Region coordinates to turn toward
+ whether to send update or not
+
+
+
+ Send new AgentUpdate packet to update our current camera
+ position and rotation
+
+
+
+
+ Send new AgentUpdate packet to update our current camera
+ position and rotation
+
+ Whether to require server acknowledgement
+ of this packet
+
+
+
+ Send new AgentUpdate packet to update our current camera
+ position and rotation
+
+ Whether to require server acknowledgement
+ of this packet
+ Simulator to send the update to
+
+
+
+ Builds an AgentUpdate packet entirely from parameters. This
+ will not touch the state of Self.Movement or
+ Self.Movement.Camera in any way
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Sends update of Field of Vision vertical angle to the simulator
+
+ Angle in radians
+
+
+ Move agent positive along the X axis
+
+
+ Move agent negative along the X axis
+
+
+ Move agent positive along the Y axis
+
+
+ Move agent negative along the Y axis
+
+
+ Move agent positive along the Z axis
+
+
+ Move agent negative along the Z axis
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Causes simulator to make agent fly
+
+
+ Stop movement
+
+
+ Finish animation
+
+
+ Stand up from a sit
+
+
+ Tells simulator to sit agent on ground
+
+
+ Place agent into mouselook mode
+
+
+ Nudge agent positive along the X axis
+
+
+ Nudge agent negative along the X axis
+
+
+ Nudge agent positive along the Y axis
+
+
+ Nudge agent negative along the Y axis
+
+
+ Nudge agent positive along the Z axis
+
+
+ Nudge agent negative along the Z axis
+
+
+
+
+
+
+
+
+ Tell simulator to mark agent as away
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Returns "always run" value, or changes it by sending a SetAlwaysRunPacket
+
+
+
+ The current value of the agent control flags
+
+
+ Gets or sets the interval in milliseconds at which
+ AgentUpdate packets are sent to the current simulator. Setting
+ this to a non-zero value will also enable the packet sending if
+ it was previously off, and setting it to zero will disable
+
+
+ Gets or sets whether AgentUpdate packets are sent to
+ the current simulator
+
+
+ Reset movement controls every time we send an update
+
+
+
+ Camera controls for the agent, mostly a thin wrapper around
+ CoordinateFrame. This class is only responsible for state
+ tracking and math, it does not send any packets
+
+
+
+
+
+
+ The camera is a local frame of reference inside of
+ the larger grid space. This is where the math happens
+
+
+
+ Default constructor
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Called once attachment resource usage information has been collected
+
+ Indicates if operation was successfull
+ Attachment resource usage information
+
+
+
+ Contains all mesh faces that belong to a prim
+
+
+
+ List of primitive faces
+
+
+
+ Decodes mesh asset into FacetedMesh
+
+ Mesh primitive
+ Asset retrieved from the asset server
+ Level of detail
+ Resulting decoded FacetedMesh
+ True if mesh asset decoding was successful
+
+
+
+ A set of textures that are layered on texture of each other and "baked"
+ in to a single texture, for avatar appearances
+
+
+
+ Final baked texture
+
+
+ Component layers
+
+
+ Width of the final baked image and scratchpad
+
+
+ Height of the final baked image and scratchpad
+
+
+ Bake type
+
+
+
+ Default constructor
+
+ Bake type
+
+
+
+ Adds layer for baking
+
+ TexturaData struct that contains texture and its params
+
+
+
+ Converts avatar texture index (face) to Bake type
+
+ Face number (AvatarTextureIndex)
+ BakeType, layer to which this texture belongs to
+
+
+
+ Make sure images exist, resize source if needed to match the destination
+
+ Destination image
+ Source image
+ Sanitization was succefull
+
+
+
+ Fills a baked layer as a solid *appearing* color. The colors are
+ subtly dithered on a 16x16 grid to prevent the JPEG2000 stage from
+ compressing it too far since it seems to cause upload failures if
+ the image is a pure solid color
+
+ Color of the base of this layer
+
+
+
+ Fills a baked layer as a solid *appearing* color. The colors are
+ subtly dithered on a 16x16 grid to prevent the JPEG2000 stage from
+ compressing it too far since it seems to cause upload failures if
+ the image is a pure solid color
+
+ Red value
+ Green value
+ Blue value
+
+
+ Final baked texture
+
+
+ Component layers
+
+
+ Width of the final baked image and scratchpad
+
+
+ Height of the final baked image and scratchpad
+
+
+ Bake type
+
+
+ Is this one of the 3 skin bakes
+
+
+
+ Represents a Wearable Asset, Clothing, Hair, Skin, Etc
+
+
+
+ A string containing the name of the asset
+
+
+ A string containing a short description of the asset
+
+
+ The Assets WearableType
+
+
+ The For-Sale status of the object
+
+
+ An Integer representing the purchase price of the asset
+
+
+ The of the assets creator
+
+
+ The of the assets current owner
+
+
+ The of the assets prior owner
+
+
+ The of the Group this asset is set to
+
+
+ True if the asset is owned by a
+
+
+ The Permissions mask of the asset
+
+
+ A Dictionary containing Key/Value pairs of the objects parameters
+
+
+ A Dictionary containing Key/Value pairs where the Key is the textures Index and the Value is the Textures
+
+
+ Initializes a new instance of an AssetWearable object
+
+
+ Initializes a new instance of an AssetWearable object with parameters
+ A unique specific to this asset
+ A byte array containing the raw asset data
+
+
+
+ Decode an assets byte encoded data to a string
+
+ true if the asset data was decoded successfully
+
+
+
+ Encode the assets string represantion into a format consumable by the asset server
+
+
+
+ Information about agents display name
+
+
+ Agent UUID
+
+
+ Username
+
+
+ Display name
+
+
+ First name (legacy)
+
+
+ Last name (legacy)
+
+
+ Is display name default display name
+
+
+ Cache display name until
+
+
+ Last updated timestamp
+
+
+
+ Creates AgentDisplayName object from OSD
+
+ Incoming OSD data
+ AgentDisplayName object
+
+
+
+ Return object as OSD map
+
+ OSD containing agent's display name data
+
+
+ Full name (legacy)
+
+
+
+ Holds group information for Avatars such as those you might find in a profile
+
+
+
+ true of Avatar accepts group notices
+
+
+ Groups Key
+
+
+ Texture Key for groups insignia
+
+
+ Name of the group
+
+
+ Powers avatar has in the group
+
+
+ Avatars Currently selected title
+
+
+ true of Avatar has chosen to list this in their profile
+
+
+
+ Contains an animation currently being played by an agent
+
+
+
+ The ID of the animation asset
+
+
+ A number to indicate start order of currently playing animations
+ On Linden Grids this number is unique per region, with OpenSim it is per client
+
+
+
+
+
+
+ Holds group information on an individual profile pick
+
+
+
+
+ Retrieve friend status notifications, and retrieve avatar names and
+ profiles
+
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the AvatarAnimation Event
+ An AvatarAnimationEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the AvatarAppearance Event
+ A AvatarAppearanceEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the UUIDNameReply Event
+ A UUIDNameReplyEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the AvatarInterestsReply Event
+ A AvatarInterestsReplyEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the AvatarPropertiesReply Event
+ A AvatarPropertiesReplyEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the AvatarGroupsReply Event
+ A AvatarGroupsReplyEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the AvatarPickerReply Event
+ A AvatarPickerReplyEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the ViewerEffectPointAt Event
+ A ViewerEffectPointAtEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the ViewerEffectLookAt Event
+ A ViewerEffectLookAtEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the ViewerEffect Event
+ A ViewerEffectEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the AvatarPicksReply Event
+ A AvatarPicksReplyEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the PickInfoReply Event
+ A PickInfoReplyEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the AvatarClassifiedReply Event
+ A AvatarClassifiedReplyEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the ClassifiedInfoReply Event
+ A ClassifiedInfoReplyEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the DisplayNameUpdate Event
+ A DisplayNameUpdateEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+
+ Represents other avatars
+
+
+
+
+ Tracks the specified avatar on your map
+ Avatar ID to track
+
+
+
+ Request a single avatar name
+
+ The avatar key to retrieve a name for
+
+
+
+ Request a list of avatar names
+
+ The avatar keys to retrieve names for
+
+
+
+ Check if Display Names functionality is available
+
+ True if Display name functionality is available
+
+
+
+ Request retrieval of display names (max 90 names per request)
+
+ List of UUIDs to lookup
+ Callback to report result of the operation
+
+
+
+ Start a request for Avatar Properties
+
+
+
+
+
+ Search for an avatar (first name, last name)
+
+ The name to search for
+ An ID to associate with this query
+
+
+
+ Start a request for Avatar Picks
+
+ UUID of the avatar
+
+
+
+ Start a request for Avatar Classifieds
+
+ UUID of the avatar
+
+
+
+ Start a request for details of a specific profile pick
+
+ UUID of the avatar
+ UUID of the profile pick
+
+
+
+ Start a request for details of a specific profile classified
+
+ UUID of the avatar
+ UUID of the profile classified
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+
+ EQ Message fired when someone nearby changes their display name
+
+ The message key
+ the IMessage object containing the deserialized data sent from the simulator
+ The which originated the packet
+
+
+
+ Crossed region handler for message that comes across the EventQueue. Sent to an agent
+ when the agent crosses a sim border into a new region.
+
+ The message key
+ the IMessage object containing the deserialized data sent from the simulator
+ The which originated the packet
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Raised when the simulator sends us data containing
+ an agents animation playlist
+
+
+ Raised when the simulator sends us data containing
+ the appearance information for an agent
+
+
+ Raised when the simulator sends us data containing
+ agent names/id values
+
+
+ Raised when the simulator sends us data containing
+ the interests listed in an agents profile
+
+
+ Raised when the simulator sends us data containing
+ profile property information for an agent
+
+
+ Raised when the simulator sends us data containing
+ the group membership an agent is a member of
+
+
+ Raised when the simulator sends us data containing
+ name/id pair
+
+
+ Raised when the simulator sends us data containing
+ the objects and effect when an agent is pointing at
+
+
+ Raised when the simulator sends us data containing
+ the objects and effect when an agent is looking at
+
+
+ Raised when the simulator sends us data containing
+ an agents viewer effect information
+
+
+ Raised when the simulator sends us data containing
+ the top picks from an agents profile
+
+
+ Raised when the simulator sends us data containing
+ the Pick details
+
+
+ Raised when the simulator sends us data containing
+ the classified ads an agent has placed
+
+
+ Raised when the simulator sends us data containing
+ the details of a classified ad
+
+
+ Raised when the simulator sends us data containing
+ the details of display name change
+
+
+
+ Callback giving results when fetching display names
+
+ If the request was successful
+ Array of display names
+ Array of UUIDs that could not be fetched
+
+
+ Provides data for the event
+ The event occurs when the simulator sends
+ the animation playlist for an agent
+
+ The following code example uses the and
+ properties to display the animation playlist of an avatar on the window.
+
+ // subscribe to the event
+ Client.Avatars.AvatarAnimation += Avatars_AvatarAnimation;
+
+ private void Avatars_AvatarAnimation(object sender, AvatarAnimationEventArgs e)
+ {
+ // create a dictionary of "known" animations from the Animations class using System.Reflection
+ Dictionary<UUID, string> systemAnimations = new Dictionary<UUID, string>();
+ Type type = typeof(Animations);
+ System.Reflection.FieldInfo[] fields = type.GetFields(System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Static);
+ foreach (System.Reflection.FieldInfo field in fields)
+ {
+ systemAnimations.Add((UUID)field.GetValue(type), field.Name);
+ }
+
+ // find out which animations being played are known animations and which are assets
+ foreach (Animation animation in e.Animations)
+ {
+ if (systemAnimations.ContainsKey(animation.AnimationID))
+ {
+ Console.WriteLine("{0} is playing {1} ({2}) sequence {3}", e.AvatarID,
+ systemAnimations[animation.AnimationID], animation.AnimationSequence);
+ }
+ else
+ {
+ Console.WriteLine("{0} is playing {1} (Asset) sequence {2}", e.AvatarID,
+ animation.AnimationID, animation.AnimationSequence);
+ }
+ }
+ }
+
+
+
+
+
+ Construct a new instance of the AvatarAnimationEventArgs class
+
+ The ID of the agent
+ The list of animations to start
+
+
+ Get the ID of the agent
+
+
+ Get the list of animations to start
+
+
+ Provides data for the event
+ The event occurs when the simulator sends
+ the appearance data for an avatar
+
+ The following code example uses the and
+ properties to display the selected shape of an avatar on the window.
+
+ // subscribe to the event
+ Client.Avatars.AvatarAppearance += Avatars_AvatarAppearance;
+
+ // handle the data when the event is raised
+ void Avatars_AvatarAppearance(object sender, AvatarAppearanceEventArgs e)
+ {
+ Console.WriteLine("The Agent {0} is using a {1} shape.", e.AvatarID, (e.VisualParams[31] > 0) : "male" ? "female")
+ }
+
+
+
+
+
+ Construct a new instance of the AvatarAppearanceEventArgs class
+
+ The simulator request was from
+ The ID of the agent
+ true of the agent is a trial account
+ The default agent texture
+ The agents appearance layer textures
+ The for the agent
+
+
+ Get the Simulator this request is from of the agent
+
+
+ Get the ID of the agent
+
+
+ true if the agent is a trial account
+
+
+ Get the default agent texture
+
+
+ Get the agents appearance layer textures
+
+
+ Get the for the agent
+
+
+ Version of the appearance system used.
+ Value greater than 0 indicates that server side baking is used
+
+
+ Version of the Current Outfit Folder the appearance is based on
+
+
+ Appearance flags, introduced with server side baking, currently unused
+
+
+ Represents the interests from the profile of an agent
+
+
+ Get the ID of the agent
+
+
+ The properties of an agent
+
+
+ Get the ID of the agent
+
+
+ Get the ID of the agent
+
+
+ Get the ID of the agent
+
+
+ Get the ID of the avatar
+
+
+
+ Event args class for display name notification messages
+
+
+
+
+ Index of TextureEntry slots for avatar appearances
+
+
+
+
+ Bake layers for avatar appearance
+
+
+
+
+ Appearance Flags, introdued with server side baking, currently unused
+
+
+
+ Maximum number of concurrent downloads for wearable assets and textures
+
+
+ Maximum number of concurrent uploads for baked textures
+
+
+ Timeout for fetching inventory listings
+
+
+ Timeout for fetching a single wearable, or receiving a single packet response
+
+
+ Timeout for fetching a single texture
+
+
+ Timeout for uploading a single baked texture
+
+
+ Number of times to retry bake upload
+
+
+ When changing outfit, kick off rebake after
+ 20 seconds has passed since the last change
+
+
+ Total number of wearables for each avatar
+
+
+ Total number of baked textures on each avatar
+
+
+ Total number of wearables per bake layer
+
+
+ Mask for multiple attachments
+
+
+ Mapping between BakeType and AvatarTextureIndex
+
+
+ Map of what wearables are included in each bake
+
+
+ Magic values to finalize the cache check hashes for each
+ bake
+
+
+ Default avatar texture, used to detect when a custom
+ texture is not set for a face
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the AgentWearablesReply event
+ An AgentWearablesReplyEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the CachedBakesReply event
+ An AgentCachedBakesReplyEventArgs object containing the
+ data returned from the data server AgentCachedTextureResponse
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the AppearanceSet event
+ An AppearanceSetEventArgs object indicating if the operatin was successfull
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the RebakeAvatarRequested event
+ An RebakeAvatarTexturesEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ Visual parameters last sent to the sim
+
+
+ Textures about this client sent to the sim
+
+
+ A cache of wearables currently being worn
+
+
+ A cache of textures currently being worn
+
+
+ Incrementing serial number for AgentCachedTexture packets
+
+
+ Incrementing serial number for AgentSetAppearance packets
+
+
+ Indicates if WearablesRequest succeeded
+
+
+ Indicates whether or not the appearance thread is currently
+ running, to prevent multiple appearance threads from running
+ simultaneously
+
+
+ Reference to our agent
+
+
+
+ Timer used for delaying rebake on changing outfit
+
+
+
+
+ Main appearance thread
+
+
+
+
+ Is server baking complete. It needs doing only once
+
+
+
+
+ Default constructor
+
+ A reference to our agent
+
+
+
+ Obsolete method for setting appearance. This function no longer does anything.
+ Use RequestSetAppearance() to manually start the appearance thread
+
+
+
+
+ Obsolete method for setting appearance. This function no longer does anything.
+ Use RequestSetAppearance() to manually start the appearance thread
+
+ Unused parameter
+
+
+
+ Starts the appearance setting thread
+
+
+
+
+ Starts the appearance setting thread
+
+ True to force rebaking, otherwise false
+
+
+
+ Check if current region supports server side baking
+
+ True if server side baking support is detected
+
+
+
+ Ask the server what textures our agent is currently wearing
+
+
+
+
+ Build hashes out of the texture assetIDs for each baking layer to
+ ask the simulator whether it has cached copies of each baked texture
+
+
+
+
+ Returns the AssetID of the asset that is currently being worn in a
+ given WearableType slot
+
+ WearableType slot to get the AssetID for
+ The UUID of the asset being worn in the given slot, or
+ UUID.Zero if no wearable is attached to the given slot or wearables
+ have not been downloaded yet
+
+
+
+ Add a wearable to the current outfit and set appearance
+
+ Wearable to be added to the outfit
+
+
+
+ Add a wearable to the current outfit and set appearance
+
+ Wearable to be added to the outfit
+ Should existing item on the same point or of the same type be replaced
+
+
+
+ Add a list of wearables to the current outfit and set appearance
+
+ List of wearable inventory items to
+ be added to the outfit
+ Should existing item on the same point or of the same type be replaced
+
+
+
+ Add a list of wearables to the current outfit and set appearance
+
+ List of wearable inventory items to
+ be added to the outfit
+ Should existing item on the same point or of the same type be replaced
+
+
+
+ Remove a wearable from the current outfit and set appearance
+
+ Wearable to be removed from the outfit
+
+
+
+ Removes a list of wearables from the current outfit and set appearance
+
+ List of wearable inventory items to
+ be removed from the outfit
+
+
+
+ Replace the current outfit with a list of wearables and set appearance
+
+ List of wearable inventory items that
+ define a new outfit
+
+
+
+ Replace the current outfit with a list of wearables and set appearance
+
+ List of wearable inventory items that
+ define a new outfit
+ Check if we have all body parts, set this to false only
+ if you know what you're doing
+
+
+
+ Checks if an inventory item is currently being worn
+
+ The inventory item to check against the agent
+ wearables
+ The WearableType slot that the item is being worn in,
+ or WearbleType.Invalid if it is not currently being worn
+
+
+
+ Returns a copy of the agents currently worn wearables
+
+ A copy of the agents currently worn wearables
+ Avoid calling this function multiple times as it will make
+ a copy of all of the wearable data each time
+
+
+
+ Calls either or
+ depending on the value of
+ replaceItems
+
+ List of wearable inventory items to add
+ to the outfit or become a new outfit
+ True to replace existing items with the
+ new list of items, false to add these items to the existing outfit
+
+
+
+ Adds a list of attachments to our agent
+
+ A List containing the attachments to add
+ If true, tells simulator to remove existing attachment
+ first
+
+
+
+ Adds a list of attachments to our agent
+
+ A List containing the attachments to add
+ If true, tells simulator to remove existing attachment
+ If true replace existing attachment on this attachment point, otherwise add to it (multi-attachments)
+ first
+
+
+
+ Attach an item to our agent at a specific attach point
+
+ A to attach
+ the on the avatar
+ to attach the item to
+
+
+
+ Attach an item to our agent at a specific attach point
+
+ A to attach
+ the on the avatar
+ If true replace existing attachment on this attachment point, otherwise add to it (multi-attachments)
+ to attach the item to
+
+
+
+ Attach an item to our agent specifying attachment details
+
+ The of the item to attach
+ The attachments owner
+ The name of the attachment
+ The description of the attahment
+ The to apply when attached
+ The of the attachment
+ The on the agent
+ to attach the item to
+
+
+
+ Attach an item to our agent specifying attachment details
+
+ The of the item to attach
+ The attachments owner
+ The name of the attachment
+ The description of the attahment
+ The to apply when attached
+ The of the attachment
+ The on the agent
+ If true replace existing attachment on this attachment point, otherwise add to it (multi-attachments)
+ to attach the item to
+
+
+
+ Detach an item from our agent using an object
+
+ An object
+
+
+
+ Detach an item from our agent
+
+ The inventory itemID of the item to detach
+
+
+
+ Inform the sim which wearables are part of our current outfit
+
+
+
+
+ Replaces the Wearables collection with a list of new wearable items
+
+ Wearable items to replace the Wearables collection with
+
+
+
+ Calculates base color/tint for a specific wearable
+ based on its params
+
+ All the color info gathered from wearable's VisualParams
+ passed as list of ColorParamInfo tuples
+ Base color/tint for the wearable
+
+
+
+ Blocking method to populate the Wearables dictionary
+
+ True on success, otherwise false
+
+
+
+ Blocking method to populate the Textures array with cached bakes
+
+ True on success, otherwise false
+
+
+
+ Populates textures and visual params from a decoded asset
+
+ Wearable to decode
+
+
+
+ Blocking method to download and parse currently worn wearable assets
+
+ True on success, otherwise false
+
+
+
+ Get a list of all of the textures that need to be downloaded for a
+ single bake layer
+
+ Bake layer to get texture AssetIDs for
+ A list of texture AssetIDs to download
+
+
+
+ Helper method to lookup the TextureID for a single layer and add it
+ to a list if it is not already present
+
+
+
+
+
+
+ Blocking method to download all of the textures needed for baking
+ the given bake layers
+
+ A list of layers that need baking
+ No return value is given because the baking will happen
+ whether or not all textures are successfully downloaded
+
+
+
+ Blocking method to create and upload baked textures for all of the
+ missing bakes
+
+ True on success, otherwise false
+
+
+
+ Blocking method to create and upload a baked texture for a single
+ bake layer
+
+ Layer to bake
+ True on success, otherwise false
+
+
+
+ Blocking method to upload a baked texture
+
+ Five channel JPEG2000 texture data to upload
+ UUID of the newly created asset on success, otherwise UUID.Zero
+
+
+
+ Creates a dictionary of visual param values from the downloaded wearables
+
+ A dictionary of visual param indices mapping to visual param
+ values for our agent that can be fed to the Baker class
+
+
+
+ Initate server baking process
+
+ True if the server baking was successful
+
+
+
+ Get the latest version of COF
+
+ Current Outfit Folder (or null if getting the data failed)
+
+
+
+ Create an AgentSetAppearance packet from Wearables data and the
+ Textures array and send it
+
+
+
+
+ Converts a WearableType to a bodypart or clothing WearableType
+
+ A WearableType
+ AssetType.Bodypart or AssetType.Clothing or AssetType.Unknown
+
+
+
+ Converts a BakeType to the corresponding baked texture slot in AvatarTextureIndex
+
+ A BakeType
+ The AvatarTextureIndex slot that holds the given BakeType
+
+
+
+ Gives the layer number that is used for morph mask
+
+ >A BakeType
+ Which layer number as defined in BakeTypeToTextures is used for morph mask
+
+
+
+ Converts a BakeType to a list of the texture slots that make up that bake
+
+ A BakeType
+ A list of texture slots that are inputs for the given bake
+
+
+ Triggered when an AgentWearablesUpdate packet is received,
+ telling us what our avatar is currently wearing
+ request.
+
+
+ Raised when an AgentCachedTextureResponse packet is
+ received, giving a list of cached bakes that were found on the
+ simulator
+ request.
+
+
+
+ Raised when appearance data is sent to the simulator, also indicates
+ the main appearance thread is finished.
+
+ request.
+
+
+
+ Triggered when the simulator requests the agent rebake its appearance.
+
+
+
+
+
+ Returns true if AppearanceManager is busy and trying to set or change appearance will fail
+
+
+
+
+ Contains information about a wearable inventory item
+
+
+
+ Inventory ItemID of the wearable
+
+
+ AssetID of the wearable asset
+
+
+ WearableType of the wearable
+
+
+ AssetType of the wearable
+
+
+ Asset data for the wearable
+
+
+
+ Data collected from visual params for each wearable
+ needed for the calculation of the color
+
+
+
+
+ Holds a texture assetID and the data needed to bake this layer into
+ an outfit texture. Used to keep track of currently worn textures
+ and baking data
+
+
+
+ A texture AssetID
+
+
+ Asset data for the texture
+
+
+ Collection of alpha masks that needs applying
+
+
+ Tint that should be applied to the texture
+
+
+ Where on avatar does this texture belong
+
+
+ Contains the Event data returned from the data server from an AgentWearablesRequest
+
+
+ Construct a new instance of the AgentWearablesReplyEventArgs class
+
+
+ Contains the Event data returned from the data server from an AgentCachedTextureResponse
+
+
+ Construct a new instance of the AgentCachedBakesReplyEventArgs class
+
+
+ Contains the Event data returned from an AppearanceSetRequest
+
+
+
+ Triggered when appearance data is sent to the sim and
+ the main appearance thread is done.
+ Indicates whether appearance setting was successful
+
+
+ Indicates whether appearance setting was successful
+
+
+ Contains the Event data returned from the data server from an RebakeAvatarTextures
+
+
+
+ Triggered when the simulator sends a request for this agent to rebake
+ its appearance
+
+ The ID of the Texture Layer to bake
+
+
+ The ID of the Texture Layer to bake
+
+
+
+ Image width
+
+
+
+
+ Image height
+
+
+
+
+ Image channel flags
+
+
+
+
+ Red channel data
+
+
+
+
+ Green channel data
+
+
+
+
+ Blue channel data
+
+
+
+
+ Alpha channel data
+
+
+
+
+ Bump channel data
+
+
+
+
+ Create a new blank image
+
+ width
+ height
+ channel flags
+
+
+
+
+
+
+
+
+
+ Convert the channels in the image. Channels are created or destroyed as required.
+
+ new channel flags
+
+
+
+ Resize or stretch the image using nearest neighbor (ugly) resampling
+
+ new width
+ new height
+
+
+
+ Create a byte array containing 32-bit RGBA data with a bottom-left
+ origin, suitable for feeding directly into OpenGL
+
+ A byte array containing raw texture data
+
+
+
+ Represents an Animation
+
+
+
+ Default Constructor
+
+
+
+ Construct an Asset object of type Animation
+
+ Asset type
+ A unique specific to this asset
+ A byte array containing the raw asset data
+
+
+ Override the base classes AssetType
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Thrown when a packet could not be successfully deserialized
+
+
+
+
+ Default constructor
+
+
+
+
+ Constructor that takes an additional error message
+
+ An error message to attach to this exception
+
+
+
+ The header of a message template packet. Holds packet flags, sequence
+ number, packet ID, and any ACKs that will be appended at the end of
+ the packet
+
+
+
+
+ Convert the AckList to a byte array, used for packet serializing
+
+ Reference to the target byte array
+ Beginning position to start writing to in the byte
+ array, will be updated with the ending position of the ACK list
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ A block of data in a packet. Packets are composed of one or more blocks,
+ each block containing one or more fields
+
+
+
+
+ Create a block from a byte array
+
+ Byte array containing the serialized block
+ Starting position of the block in the byte array.
+ This will point to the data after the end of the block when the
+ call returns
+
+
+
+ Serialize this block into a byte array
+
+ Byte array to serialize this block into
+ Starting position in the byte array to serialize to.
+ This will point to the position directly after the end of the
+ serialized block when the call returns
+
+
+ Current length of the data in this packet
+
+
+ A generic value, not an actual packet type
+
+
+
+ Attempts to convert an LLSD structure to a known Packet type
+
+ Event name, this must match an actual
+ packet name for a Packet to be successfully built
+ LLSD to convert to a Packet
+ A Packet on success, otherwise null
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+ The current status of a texture request as it moves through the pipeline or final result of a texture request.
+
+
+
+ The initial state given to a request. Requests in this state
+ are waiting for an available slot in the pipeline
+
+
+ A request that has been added to the pipeline and the request packet
+ has been sent to the simulator
+
+
+ A request that has received one or more packets back from the simulator
+
+
+ A request that has received all packets back from the simulator
+
+
+ A request that has taken longer than
+ to download OR the initial packet containing the packet information was never received
+
+
+ The texture request was aborted by request of the agent
+
+
+ The simulator replied to the request that it was not able to find the requested texture
+
+
+
+ A callback fired to indicate the status or final state of the requested texture. For progressive
+ downloads this will fire each time new asset data is returned from the simulator.
+
+ The indicating either Progress for textures not fully downloaded,
+ or the final result of the request after it has been processed through the TexturePipeline
+ The object containing the Assets ID, raw data
+ and other information. For progressive rendering the will contain
+ the data from the beginning of the file. For failed, aborted and timed out requests it will contain
+ an empty byte array.
+
+
+
+ Texture request download handler, allows a configurable number of download slots which manage multiple
+ concurrent texture downloads from the
+
+ This class makes full use of the internal
+ system for full texture downloads.
+
+
+ A dictionary containing all pending and in-process transfer requests where the Key is both the RequestID
+ and also the Asset Texture ID, and the value is an object containing the current state of the request and also
+ the asset data as it is being re-assembled
+
+
+ Holds the reference to the client object
+
+
+ Maximum concurrent texture requests allowed at a time
+
+
+ An array of objects used to manage worker request threads
+
+
+ An array of worker slots which shows the availablity status of the slot
+
+
+ The primary thread which manages the requests.
+
+
+ true if the TexturePipeline is currently running
+
+
+ A synchronization object used by the primary thread
+
+
+ A refresh timer used to increase the priority of stalled requests
+
+
+
+ Default constructor, Instantiates a new copy of the TexturePipeline class
+
+ Reference to the instantiated object
+
+
+
+ Initialize callbacks required for the TexturePipeline to operate
+
+
+
+
+ Shutdown the TexturePipeline and cleanup any callbacks or transfers
+
+
+
+
+ Request a texture asset from the simulator using the system to
+ manage the requests and re-assemble the image from the packets received from the simulator
+
+ The of the texture asset to download
+ The of the texture asset.
+ Use for most textures, or for baked layer texture assets
+ A float indicating the requested priority for the transfer. Higher priority values tell the simulator
+ to prioritize the request before lower valued requests. An image already being transferred using the can have
+ its priority changed by resending the request with the new priority value
+ Number of quality layers to discard.
+ This controls the end marker of the data sent
+ The packet number to begin the request at. A value of 0 begins the request
+ from the start of the asset texture
+ The callback to fire when the image is retrieved. The callback
+ will contain the result of the request and the texture asset data
+ If true, the callback will be fired for each chunk of the downloaded image.
+ The callback asset parameter will contain all previously received chunks of the texture asset starting
+ from the beginning of the request
+
+
+
+ Sends the actual request packet to the simulator
+
+ The image to download
+ Type of the image to download, either a baked
+ avatar texture or a normal texture
+ Priority level of the download. Default is
+ 1,013,000.0f
+ Number of quality layers to discard.
+ This controls the end marker of the data sent
+ Packet number to start the download at.
+ This controls the start marker of the data sent
+ Sending a priority of 0 and a discardlevel of -1 aborts
+ download
+
+
+
+ Cancel a pending or in process texture request
+
+ The texture assets unique ID
+
+
+
+ Master Download Thread, Queues up downloads in the threadpool
+
+
+
+
+ The worker thread that sends the request and handles timeouts
+
+ A object containing the request details
+
+
+
+ Handle responses from the simulator that tell us a texture we have requested is unable to be located
+ or no longer exists. This will remove the request from the pipeline and free up a slot if one is in use
+
+ The sender
+ The EventArgs object containing the packet data
+
+
+
+ Handles the remaining Image data that did not fit in the initial ImageData packet
+
+ The sender
+ The EventArgs object containing the packet data
+
+
+
+ Handle the initial ImageDataPacket sent from the simulator
+
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Current number of pending and in-process transfers
+
+
+
+ A request task containing information and status of a request as it is processed through the
+
+
+
+ The current which identifies the current status of the request
+
+
+ The Unique Request ID, This is also the Asset ID of the texture being requested
+
+
+ The slot this request is occupying in the threadpoolSlots array
+
+
+ The ImageType of the request.
+
+
+ The callback to fire when the request is complete, will include
+ the and the
+ object containing the result data
+
+
+ If true, indicates the callback will be fired whenever new data is returned from the simulator.
+ This is used to progressively render textures as portions of the texture are received.
+
+
+ An object that maintains the data of an request thats in-process.
+
+
+
+ Add a custom decoder callback
+
+ The key of the field to decode
+ The custom decode handler
+
+
+
+ Remove a custom decoder callback
+
+ The key of the field to decode
+ The custom decode handler
+
+
+
+ Creates a formatted string containing the values of a Packet
+
+ The Packet
+ A formatted string of values of the nested items in the Packet object
+
+
+
+ Decode an IMessage object into a beautifully formatted string
+
+ The IMessage object
+ Recursion level (used for indenting)
+ A formatted string containing the names and values of the source object
+
+
+
+ A custom decoder callback
+
+ The key of the object
+ the data to decode
+ A string represending the fieldData
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Status of the last application run.
+ Used for error reporting to the grid login service for statistical purposes.
+
+
+
+ Application exited normally
+
+
+ Application froze
+
+
+ Application detected error and exited abnormally
+
+
+ Other crash
+
+
+ Application froze during logout
+
+
+ Application crashed during logout
+
+
+
+ Login Request Parameters
+
+
+
+ The URL of the Login Server
+
+
+ The number of milliseconds to wait before a login is considered
+ failed due to timeout
+
+
+ The request method
+ login_to_simulator is currently the only supported method
+
+
+ The Agents First name
+
+
+ The Agents Last name
+
+
+ A md5 hashed password
+ plaintext password will be automatically hashed
+
+
+ The agents starting location once logged in
+ Either "last", "home", or a string encoded URI
+ containing the simulator name and x/y/z coordinates e.g: uri:hooper&128&152&17
+
+
+ A string containing the client software channel information
+ Second Life Release
+
+
+ The client software version information
+ The official viewer uses: Second Life Release n.n.n.n
+ where n is replaced with the current version of the viewer
+
+
+ A string containing the platform information the agent is running on
+
+
+ A string hash of the network cards Mac Address
+
+
+ Unknown or deprecated
+
+
+ A string hash of the first disk drives ID used to identify this clients uniqueness
+
+
+ A string containing the viewers Software, this is not directly sent to the login server but
+ instead is used to generate the Version string
+
+
+ A string representing the software creator. This is not directly sent to the login server but
+ is used by the library to generate the Version information
+
+
+ If true, this agent agrees to the Terms of Service of the grid its connecting to
+
+
+ Unknown
+
+
+ Status of the last application run sent to the grid login server for statistical purposes
+
+
+ An array of string sent to the login server to enable various options
+
+
+ A randomly generated ID to distinguish between login attempts. This value is only used
+ internally in the library and is never sent over the wire
+
+
+
+ Default constuctor, initializes sane default values
+
+
+
+
+ Instantiates new LoginParams object and fills in the values
+
+ Instance of GridClient to read settings from
+ Login first name
+ Login last name
+ Password
+ Login channnel (application name)
+ Client version, should be application name + version number
+
+
+
+ Instantiates new LoginParams object and fills in the values
+
+ Instance of GridClient to read settings from
+ Login first name
+ Login last name
+ Password
+ Login channnel (application name)
+ Client version, should be application name + version number
+ URI of the login server
+
+
+
+ The decoded data returned from the login server after a successful login
+
+
+
+ true, false, indeterminate
+
+
+ Login message of the day
+
+
+ M or PG, also agent_region_access and agent_access_max
+
+
+
+ Parse LLSD Login Reply Data
+
+ An
+ contaning the login response data
+ XML-RPC logins do not require this as XML-RPC.NET
+ automatically populates the struct properly using attributes
+
+
+
+ Login Routines
+
+
+ NetworkManager is responsible for managing the network layer of
+ OpenMetaverse. It tracks all the server connections, serializes
+ outgoing traffic and deserializes incoming traffic, and provides
+ instances of delegates for network-related events.
+
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the LoginProgress Event
+ A LoginProgressEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ Seed CAPS URL returned from the login server
+
+
+ Maximum number of groups an agent can belong to, -1 for unlimited
+
+
+ Server side baking service URL
+
+
+ A list of packets obtained during the login process which
+ networkmanager will log but not process
+
+
+
+ Generate sane default values for a login request
+
+ Account first name
+ Account last name
+ Account password
+ Client application name (channel)
+ Client application name + version
+ A populated struct containing
+ sane defaults
+
+
+
+ Simplified login that takes the most common and required fields
+
+ Account first name
+ Account last name
+ Account password
+ Client application name (channel)
+ Client application name + version
+ Whether the login was successful or not. On failure the
+ LoginErrorKey string will contain the error code and LoginMessage
+ will contain a description of the error
+
+
+
+ Simplified login that takes the most common fields along with a
+ starting location URI, and can accept an MD5 string instead of a
+ plaintext password
+
+ Account first name
+ Account last name
+ Account password or MD5 hash of the password
+ such as $1$1682a1e45e9f957dcdf0bb56eb43319c
+ Client application name (channel)
+ Starting location URI that can be built with
+ StartLocation()
+ Client application name + version
+ Whether the login was successful or not. On failure the
+ LoginErrorKey string will contain the error code and LoginMessage
+ will contain a description of the error
+
+
+
+ Login that takes a struct of all the values that will be passed to
+ the login server
+
+ The values that will be passed to the login
+ server, all fields must be set even if they are String.Empty
+ Whether the login was successful or not. On failure the
+ LoginErrorKey string will contain the error code and LoginMessage
+ will contain a description of the error
+
+
+
+ Build a start location URI for passing to the Login function
+
+ Name of the simulator to start in
+ X coordinate to start at
+ Y coordinate to start at
+ Z coordinate to start at
+ String with a URI that can be used to login to a specified
+ location
+
+
+
+ LoginParams and the initial login XmlRpcRequest were made on a remote machine.
+ This method now initializes libomv with the results.
+
+
+
+
+ Handles response from XML-RPC login replies
+
+
+
+
+ Handles response from XML-RPC login replies with already parsed LoginResponseData
+
+
+
+
+ Handle response from LLSD login replies
+
+
+
+
+
+
+
+ Get current OS
+
+ Either "Win" or "Linux"
+
+
+
+ Get clients default Mac Address
+
+ A string containing the first found Mac Address
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the PacketSent Event
+ A PacketSentEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the LoggedOut Event
+ A LoggedOutEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the SimConnecting Event
+ A SimConnectingEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the SimConnected Event
+ A SimConnectedEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the SimDisconnected Event
+ A SimDisconnectedEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the Disconnected Event
+ A DisconnectedEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the SimChanged Event
+ A SimChangedEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the EventQueueRunning Event
+ A EventQueueRunningEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ All of the simulators we are currently connected to
+
+
+ Handlers for incoming capability events
+
+
+ Handlers for incoming packets
+
+
+ Incoming packets that are awaiting handling
+
+
+ Outgoing packets that are awaiting handling
+
+
+
+ Default constructor
+
+ Reference to the GridClient object
+
+
+
+ Register an event handler for a packet. This is a low level event
+ interface and should only be used if you are doing something not
+ supported in the library
+
+ Packet type to trigger events for
+ Callback to fire when a packet of this type
+ is received
+
+
+
+ Register an event handler for a packet. This is a low level event
+ interface and should only be used if you are doing something not
+ supported in the library
+
+ Packet type to trigger events for
+ Callback to fire when a packet of this type
+ is received
+ True if the callback should be ran
+ asynchronously. Only set this to false (synchronous for callbacks
+ that will always complete quickly)
+ If any callback for a packet type is marked as
+ asynchronous, all callbacks for that packet type will be fired
+ asynchronously
+
+
+
+ Unregister an event handler for a packet. This is a low level event
+ interface and should only be used if you are doing something not
+ supported in the library
+
+ Packet type this callback is registered with
+ Callback to stop firing events for
+
+
+
+ Register a CAPS event handler. This is a low level event interface
+ and should only be used if you are doing something not supported in
+ the library
+
+ Name of the CAPS event to register a handler for
+ Callback to fire when a CAPS event is received
+
+
+
+ Unregister a CAPS event handler. This is a low level event interface
+ and should only be used if you are doing something not supported in
+ the library
+
+ Name of the CAPS event this callback is
+ registered with
+ Callback to stop firing events for
+
+
+
+ Send a packet to the simulator the avatar is currently occupying
+
+ Packet to send
+
+
+
+ Send a packet to a specified simulator
+
+ Packet to send
+ Simulator to send the packet to
+
+
+
+ Connect to a simulator
+
+ IP address to connect to
+ Port to connect to
+ Handle for this simulator, to identify its
+ location in the grid
+ Whether to set CurrentSim to this new
+ connection, use this if the avatar is moving in to this simulator
+ URL of the capabilities server to use for
+ this sim connection
+ A Simulator object on success, otherwise null
+
+
+
+ Connect to a simulator
+
+ IP address and port to connect to
+ Handle for this simulator, to identify its
+ location in the grid
+ Whether to set CurrentSim to this new
+ connection, use this if the avatar is moving in to this simulator
+ URL of the capabilities server to use for
+ this sim connection
+ A Simulator object on success, otherwise null
+
+
+
+ Initiate a blocking logout request. This will return when the logout
+ handshake has completed or when Settings.LOGOUT_TIMEOUT
+ has expired and the network layer is manually shut down
+
+
+
+
+ Initiate the logout process. Check if logout succeeded with the
+ OnLogoutReply
event, and if this does not fire the
+ Shutdown()
function needs to be manually called
+
+
+
+
+ Close a connection to the given simulator
+
+
+
+
+
+
+ Shutdown will disconnect all the sims except for the current sim
+ first, and then kill the connection to CurrentSim. This should only
+ be called if the logout process times out on RequestLogout
+
+ Type of shutdown
+
+
+
+ Shutdown will disconnect all the sims except for the current sim
+ first, and then kill the connection to CurrentSim. This should only
+ be called if the logout process times out on RequestLogout
+
+ Type of shutdown
+ Shutdown message
+
+
+
+ Searches through the list of currently connected simulators to find
+ one attached to the given IPEndPoint
+
+ IPEndPoint of the Simulator to search for
+ A Simulator reference on success, otherwise null
+
+
+
+ Fire an event when an event queue connects for capabilities
+
+ Simulator the event queue is attached to
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Raised when the simulator sends us data containing
+ ...
+
+
+ Called when a reply is received from the login server, the
+ login sequence will block until this event returns
+
+
+ Current state of logging in
+
+
+ Upon login failure, contains a short string key for the
+ type of login error that occurred
+
+
+ The raw XML-RPC reply from the login server, exactly as it
+ was received (minus the HTTP header)
+
+
+ During login this contains a descriptive version of
+ LoginStatusCode. After a successful login this will contain the
+ message of the day, and after a failed login a descriptive error
+ message will be returned
+
+
+ Raised when the simulator sends us data containing
+ ...
+
+
+ Raised when the simulator sends us data containing
+ ...
+
+
+ Raised when the simulator sends us data containing
+ ...
+
+
+ Raised when the simulator sends us data containing
+ ...
+
+
+ Raised when the simulator sends us data containing
+ ...
+
+
+ Raised when the simulator sends us data containing
+ ...
+
+
+ Raised when the simulator sends us data containing
+ ...
+
+
+ Raised when the simulator sends us data containing
+ ...
+
+
+ Unique identifier associated with our connections to
+ simulators
+
+
+ The simulator that the logged in avatar is currently
+ occupying
+
+
+ Shows whether the network layer is logged in to the
+ grid or not
+
+
+ Number of packets in the incoming queue
+
+
+ Number of packets in the outgoing queue
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Explains why a simulator or the grid disconnected from us
+
+
+
+ The client requested the logout or simulator disconnect
+
+
+ The server notified us that it is disconnecting
+
+
+ Either a socket was closed or network traffic timed out
+
+
+ The last active simulator shut down
+
+
+
+ Holds a simulator reference and a decoded packet, these structs are put in
+ the packet inbox for event handling
+
+
+
+ Reference to the simulator that this packet came from
+
+
+ Packet that needs to be processed
+
+
+
+ Holds a simulator reference and a serialized packet, these structs are put in
+ the packet outbox for sending
+
+
+
+ Reference to the simulator this packet is destined for
+
+
+ Packet that needs to be sent
+
+
+ Sequence number of the wrapped packet
+
+
+ Number of times this packet has been resent
+
+
+ Environment.TickCount when this packet was last sent over the wire
+
+
+ Type of the packet
+
+
+
+ Return a decoded capabilities message as a strongly typed object
+
+ A string containing the name of the capabilities message key
+ An to decode
+ A strongly typed object containing the decoded information from the capabilities message, or null
+ if no existing Message object exists for the specified event
+
+
+
+ Capability to load TGAs to Bitmap
+
+
+
+
+ Class for controlling various system settings.
+
+ Some values are readonly because they affect things that
+ happen when the GridClient object is initialized, so changing them at
+ runtime won't do any good. Non-readonly values may affect things that
+ happen at login or dynamically
+
+
+ Main grid login server
+
+
+ Beta grid login server
+
+
+
+ InventoryManager requests inventory information on login,
+ GridClient initializes an Inventory store for main inventory.
+
+
+
+
+ InventoryManager requests library information on login,
+ GridClient initializes an Inventory store for the library.
+
+
+
+ Number of milliseconds between sending pings to each sim
+
+
+ Number of milliseconds between sending camera updates
+
+
+ Number of milliseconds between updating the current
+ positions of moving, non-accelerating and non-colliding objects
+
+
+ Millisecond interval between ticks, where all ACKs are
+ sent out and the age of unACKed packets is checked
+
+
+ The initial size of the packet inbox, where packets are
+ stored before processing
+
+
+ Maximum size of packet that we want to send over the wire
+
+
+ The maximum value of a packet sequence number before it
+ rolls over back to one
+
+
+ The relative directory where external resources are kept
+
+
+ Login server to connect to
+
+
+ IP Address the client will bind to
+
+
+ Use XML-RPC Login or LLSD Login, default is XML-RPC Login
+
+
+
+ Use Caps for fetching inventory where available
+
+
+
+ Number of milliseconds before an asset transfer will time
+ out
+
+
+ Number of milliseconds before a teleport attempt will time
+ out
+
+
+ Number of milliseconds before NetworkManager.Logout() will
+ time out
+
+
+ Number of milliseconds before a CAPS call will time out
+ Setting this too low will cause web requests time out and
+ possibly retry repeatedly
+
+
+ Number of milliseconds for xml-rpc to timeout
+
+
+ Milliseconds before a packet is assumed lost and resent
+
+
+ Milliseconds without receiving a packet before the
+ connection to a simulator is assumed lost
+
+
+ Milliseconds to wait for a simulator info request through
+ the grid interface
+
+
+ The maximum size of the sequence number archive, used to
+ check for resent and/or duplicate packets
+
+
+ Maximum number of queued ACKs to be sent before SendAcks()
+ is forced
+
+
+ Network stats queue length (seconds)
+
+
+
+ Primitives will be reused when falling in/out of interest list (and shared between clients)
+ prims returning to interest list do not need re-requested
+ Helps also in not re-requesting prim.Properties for code that checks for a Properties == null per client
+
+
+
+
+ Pool parcel data between clients (saves on requesting multiple times when all clients may need it)
+
+
+
+
+ How long to preserve cached data when no client is connected to a simulator
+ The reason for setting it to something like 2 minutes is in case a client
+ is running back and forth between region edges or a sim is comming and going
+
+
+
+ Enable/disable storing terrain heightmaps in the
+ TerrainManager
+
+
+ Enable/disable sending periodic camera updates
+
+
+ Enable/disable automatically setting agent appearance at
+ login and after sim crossing
+
+
+ Enable/disable automatically setting the bandwidth throttle
+ after connecting to each simulator
+ The default throttle uses the equivalent of the maximum
+ bandwidth setting in the official client. If you do not set a
+ throttle your connection will by default be throttled well below
+ the minimum values and you may experience connection problems
+
+
+ Enable/disable the sending of pings to monitor lag and
+ packet loss
+
+
+ Should we connect to multiple sims? This will allow
+ viewing in to neighboring simulators and sim crossings
+ (Experimental)
+
+
+ If true, all object update packets will be decoded in to
+ native objects. If false, only updates for our own agent will be
+ decoded. Registering an event handler will force objects for that
+ type to always be decoded. If this is disabled the object tracking
+ will have missing or partial prim and avatar information
+
+
+ If true, when a cached object check is received from the
+ server the full object info will automatically be requested
+
+
+ Whether to establish connections to HTTP capabilities
+ servers for simulators
+
+
+ Whether to decode sim stats
+
+
+ The capabilities servers are currently designed to
+ periodically return a 502 error which signals for the client to
+ re-establish a connection. Set this to true to log those 502 errors
+
+
+ If true, any reference received for a folder or item
+ the library is not aware of will automatically be fetched
+
+
+ If true, and SEND_AGENT_UPDATES
is true,
+ AgentUpdate packets will continuously be sent out to give the bot
+ smoother movement and autopiloting
+
+
+ If true, currently visible avatars will be stored
+ in dictionaries inside Simulator.ObjectAvatars
.
+ If false, a new Avatar or Primitive object will be created
+ each time an object update packet is received
+
+
+ If true, currently visible avatars will be stored
+ in dictionaries inside Simulator.ObjectPrimitives
.
+ If false, a new Avatar or Primitive object will be created
+ each time an object update packet is received
+
+
+ If true, position and velocity will periodically be
+ interpolated (extrapolated, technically) for objects and
+ avatars that are being tracked by the library. This is
+ necessary to increase the accuracy of speed and position
+ estimates for simulated objects
+
+
+
+ If true, utilization statistics will be tracked. There is a minor penalty
+ in CPU time for enabling this option.
+
+
+
+ If true, parcel details will be stored in the
+ Simulator.Parcels
dictionary as they are received
+
+
+
+ If true, an incoming parcel properties reply will automatically send
+ a request for the parcel access list
+
+
+
+
+ if true, an incoming parcel properties reply will automatically send
+ a request for the traffic count.
+
+
+
+
+ If true, images, and other assets downloaded from the server
+ will be cached in a local directory
+
+
+
+ Path to store cached texture data
+
+
+ Maximum size cached files are allowed to take on disk (bytes)
+
+
+ Default color used for viewer particle effects
+
+
+ Maximum number of times to resend a failed packet
+
+
+ Throttle outgoing packet rate
+
+
+ UUID of a texture used by some viewers to indentify type of client used
+
+
+
+ Download textures using GetTexture capability when available
+
+
+
+ The maximum number of concurrent texture downloads allowed
+ Increasing this number will not necessarily increase texture retrieval times due to
+ simulator throttles
+
+
+
+ The Refresh timer inteval is used to set the delay between checks for stalled texture downloads
+
+ This is a static variable which applies to all instances
+
+
+
+ Textures taking longer than this value will be flagged as timed out and removed from the pipeline
+
+
+
+
+ Get or set the minimum log level to output to the console by default
+
+ If the library is not compiled with DEBUG defined and this level is set to DEBUG
+ You will get no output on the console. This behavior can be overriden by creating
+ a logger configuration file for log4net
+
+
+
+ Attach avatar names to log messages
+
+
+ Log packet retransmission info
+
+
+ Log disk cache misses and other info
+
+
+ Constructor
+ Reference to a GridClient object
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Cost of uploading an asset
+ Read-only since this value is dynamically fetched at login
+
+
+
+ The InternalDictionary class is used through the library for storing key/value pairs.
+ It is intended to be a replacement for the generic Dictionary class and should
+ be used in its place. It contains several methods for allowing access to the data from
+ outside the library that are read only and thread safe.
+
+
+ Key
+ Value
+
+
+ Internal dictionary that this class wraps around. Do not
+ modify or enumerate the contents of this dictionary without locking
+ on this member
+
+
+
+ Initializes a new instance of the Class
+ with the specified key/value, has the default initial capacity.
+
+
+
+ // initialize a new InternalDictionary named testDict with a string as the key and an int as the value.
+ public InternalDictionary<string, int> testDict = new InternalDictionary<string, int>();
+
+
+
+
+
+ Initializes a new instance of the Class
+ with the specified key/value, has its initial valies copied from the specified
+
+
+
+ to copy initial values from
+
+
+ // initialize a new InternalDictionary named testAvName with a UUID as the key and an string as the value.
+ // populates with copied values from example KeyNameCache Dictionary.
+
+ // create source dictionary
+ Dictionary<UUID, string> KeyNameCache = new Dictionary<UUID, string>();
+ KeyNameCache.Add("8300f94a-7970-7810-cf2c-fc9aa6cdda24", "Jack Avatar");
+ KeyNameCache.Add("27ba1e40-13f7-0708-3e98-5819d780bd62", "Jill Avatar");
+
+ // Initialize new dictionary.
+ public InternalDictionary<UUID, string> testAvName = new InternalDictionary<UUID, string>(KeyNameCache);
+
+
+
+
+
+ Initializes a new instance of the Class
+ with the specified key/value, With its initial capacity specified.
+
+ Initial size of dictionary
+
+
+ // initialize a new InternalDictionary named testDict with a string as the key and an int as the value,
+ // initially allocated room for 10 entries.
+ public InternalDictionary<string, int> testDict = new InternalDictionary<string, int>(10);
+
+
+
+
+
+ Try to get entry from with specified key
+
+ Key to use for lookup
+ Value returned
+ if specified key exists, if not found
+
+
+ // find your avatar using the Simulator.ObjectsAvatars InternalDictionary:
+ Avatar av;
+ if (Client.Network.CurrentSim.ObjectsAvatars.TryGetValue(Client.Self.AgentID, out av))
+ Console.WriteLine("Found Avatar {0}", av.Name);
+
+
+
+
+
+
+ Finds the specified match.
+
+ The match.
+ Matched value
+
+
+ // use a delegate to find a prim in the ObjectsPrimitives InternalDictionary
+ // with the ID 95683496
+ uint findID = 95683496;
+ Primitive findPrim = sim.ObjectsPrimitives.Find(
+ delegate(Primitive prim) { return prim.ID == findID; });
+
+
+
+
+ Find All items in an
+ return matching items.
+ a containing found items.
+
+ Find All prims within 20 meters and store them in a List
+
+ int radius = 20;
+ List<Primitive> prims = Client.Network.CurrentSim.ObjectsPrimitives.FindAll(
+ delegate(Primitive prim) {
+ Vector3 pos = prim.Position;
+ return ((prim.ParentID == 0) && (pos != Vector3.Zero) && (Vector3.Distance(pos, location) < radius));
+ }
+ );
+
+
+
+
+ Find All items in an
+ return matching keys.
+ a containing found keys.
+
+ Find All keys which also exist in another dictionary
+
+ List<UUID> matches = myDict.FindAll(
+ delegate(UUID id) {
+ return myOtherDict.ContainsKey(id);
+ }
+ );
+
+
+
+
+ Perform an on each entry in an
+ to perform
+
+
+ // Iterates over the ObjectsPrimitives InternalDictionary and prints out some information.
+ Client.Network.CurrentSim.ObjectsPrimitives.ForEach(
+ delegate(Primitive prim)
+ {
+ if (prim.Text != null)
+ {
+ Console.WriteLine("NAME={0} ID = {1} TEXT = '{2}'",
+ prim.PropertiesFamily.Name, prim.ID, prim.Text);
+ }
+ });
+
+
+
+
+ Perform an on each key of an
+ to perform
+
+
+
+ Perform an on each KeyValuePair of an
+
+ to perform
+
+
+ Check if Key exists in Dictionary
+ Key to check for
+ if found, otherwise
+
+
+ Check if Value exists in Dictionary
+ Value to check for
+ if found, otherwise
+
+
+
+ Adds the specified key to the dictionary, dictionary locking is not performed,
+
+
+ The key
+ The value
+
+
+
+ Removes the specified key, dictionary locking is not performed
+
+ The key.
+ if successful, otherwise
+
+
+
+ Gets the number of Key/Value pairs contained in the
+
+
+
+
+ Indexer for the dictionary
+
+ The key
+ The value
+
+
+
+ Avatar profile flags
+
+
+
+
+ Represents an avatar (other than your own)
+
+
+
+
+ Particle system specific enumerators, flags and methods.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Foliage type for this primitive. Only applicable if this
+ primitive is foliage
+
+
+ Unknown
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Identifies the owner if audio or a particle system is
+ active
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Objects physics engine propertis
+
+
+ Extra data about primitive
+
+
+ Indicates if prim is attached to an avatar
+
+
+ Number of clients referencing this prim
+
+
+
+ Default constructor
+
+
+
+
+ Packs PathTwist, PathTwistBegin, PathRadiusOffset, and PathSkew
+ parameters in to signed eight bit values
+
+ Floating point parameter to pack
+ Signed eight bit value containing the packed parameter
+
+
+
+ Unpacks PathTwist, PathTwistBegin, PathRadiusOffset, and PathSkew
+ parameters from signed eight bit integers to floating point values
+
+ Signed eight bit value to unpack
+ Unpacked floating point value
+
+
+
+ Current version of the media data for the prim
+
+
+
+
+ Array of media entries indexed by face number
+
+
+
+
+
+
+ Uses basic heuristics to estimate the primitive shape
+
+
+
+ Texture animation mode
+
+
+
+ Disable texture animation
+
+
+ Enable texture animation
+
+
+ Loop when animating textures
+
+
+ Animate in reverse direction
+
+
+ Animate forward then reverse
+
+
+ Slide texture smoothly instead of frame-stepping
+
+
+ Rotate texture instead of using frames
+
+
+ Scale texture instead of using frames
+
+
+
+ A single textured face. Don't instantiate this class yourself, use the
+ methods in TextureEntry
+
+
+
+
+ Contains the definition for individual faces
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ In the future this will specify whether a webpage is
+ attached to this face
+
+
+
+
+
+
+
+
+
+ Represents all of the texturable faces for an object
+
+ Grid objects have infinite faces, with each face
+ using the properties of the default face unless set otherwise. So if
+ you have a TextureEntry with a default texture uuid of X, and face 18
+ has a texture UUID of Y, every face would be textured with X except for
+ face 18 that uses Y. In practice however, primitives utilize a maximum
+ of nine faces
+
+
+
+
+
+
+
+
+
+ Constructor that takes a default texture UUID
+
+ Texture UUID to use as the default texture
+
+
+
+ Constructor that takes a TextureEntryFace
for the
+ default face
+
+ Face to use as the default face
+
+
+
+ Constructor that creates the TextureEntry class from a byte array
+
+ Byte array containing the TextureEntry field
+ Starting position of the TextureEntry field in
+ the byte array
+ Length of the TextureEntry field, in bytes
+
+
+
+ This will either create a new face if a custom face for the given
+ index is not defined, or return the custom face for that index if
+ it already exists
+
+ The index number of the face to create or
+ retrieve
+ A TextureEntryFace containing all the properties for that
+ face
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Controls the texture animation of a particular prim
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Parameters used to construct a visual representation of a primitive
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Calculdates hash code for prim construction data
+
+ The has
+
+
+ Attachment point to an avatar
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Information on the flexible properties of a primitive
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Default constructor
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Information on the light properties of a primitive
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Default constructor
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Information on the light properties of a primitive as texture map
+
+
+
+
+
+
+
+
+
+
+ Default constructor
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Information on the sculpt properties of a sculpted primitive
+
+
+
+
+ Default constructor
+
+
+
+
+
+
+
+
+
+
+
+ Render inside out (inverts the normals).
+
+
+
+
+ Render an X axis mirror of the sculpty.
+
+
+
+
+ Extended properties to describe an object
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Default constructor
+
+
+
+
+ Set the properties that are set in an ObjectPropertiesFamily packet
+
+ that has
+ been partially filled by an ObjectPropertiesFamily packet
+
+
+
+ Describes physics attributes of the prim
+
+
+
+ Primitive's local ID
+
+
+ Density (1000 for normal density)
+
+
+ Friction
+
+
+ Gravity multiplier (1 for normal gravity)
+
+
+ Type of physics representation of this primitive in the simulator
+
+
+ Restitution
+
+
+
+ Creates PhysicsProperties from OSD
+
+ OSDMap with incoming data
+ Deserialized PhysicsProperties object
+
+
+
+ Serializes PhysicsProperties to OSD
+
+ OSDMap with serialized PhysicsProperties data
+
+
+
+ Complete structure for the particle system
+
+
+
+ Particle Flags
+ There appears to be more data packed in to this area
+ for many particle systems. It doesn't appear to be flag values
+ and serialization breaks unless there is a flag for every
+ possible bit so it is left as an unsigned integer
+
+
+ pattern of particles
+
+
+ A representing the maximimum age (in seconds) particle will be displayed
+ Maximum value is 30 seconds
+
+
+ A representing the number of seconds,
+ from when the particle source comes into view,
+ or the particle system's creation, that the object will emits particles;
+ after this time period no more particles are emitted
+
+
+ A in radians that specifies where particles will not be created
+
+
+ A in radians that specifies where particles will be created
+
+
+ A representing the number of seconds between burts.
+
+
+ A representing the number of meters
+ around the center of the source where particles will be created.
+
+
+ A representing in seconds, the minimum speed between bursts of new particles
+ being emitted
+
+
+ A representing in seconds the maximum speed of new particles being emitted.
+
+
+ A representing the maximum number of particles emitted per burst
+
+
+ A which represents the velocity (speed) from the source which particles are emitted
+
+
+ A which represents the Acceleration from the source which particles are emitted
+
+
+ The Key of the texture displayed on the particle
+
+
+ The Key of the specified target object or avatar particles will follow
+
+
+ Flags of particle from
+
+
+ Max Age particle system will emit particles for
+
+
+ The the particle has at the beginning of its lifecycle
+
+
+ The the particle has at the ending of its lifecycle
+
+
+ A that represents the starting X size of the particle
+ Minimum value is 0, maximum value is 4
+
+
+ A that represents the starting Y size of the particle
+ Minimum value is 0, maximum value is 4
+
+
+ A that represents the ending X size of the particle
+ Minimum value is 0, maximum value is 4
+
+
+ A that represents the ending Y size of the particle
+ Minimum value is 0, maximum value is 4
+
+
+
+ Decodes a byte[] array into a ParticleSystem Object
+
+ ParticleSystem object
+ Start position for BitPacker
+
+
+
+ Generate byte[] array from particle data
+
+ Byte array
+
+
+
+ Particle source pattern
+
+
+
+ None
+
+
+ Drop particles from source position with no force
+
+
+ "Explode" particles in all directions
+
+
+ Particles shoot across a 2D area
+
+
+ Particles shoot across a 3D Cone
+
+
+ Inverse of AngleCone (shoot particles everywhere except the 3D cone defined
+
+
+
+ Particle Data Flags
+
+
+
+ None
+
+
+ Interpolate color and alpha from start to end
+
+
+ Interpolate scale from start to end
+
+
+ Bounce particles off particle sources Z height
+
+
+ velocity of particles is dampened toward the simulators wind
+
+
+ Particles follow the source
+
+
+ Particles point towards the direction of source's velocity
+
+
+ Target of the particles
+
+
+ Particles are sent in a straight line
+
+
+ Particles emit a glow
+
+
+ used for point/grab/touch
+
+
+
+ Particle Flags Enum
+
+
+
+ None
+
+
+ Acceleration and velocity for particles are
+ relative to the object rotation
+
+
+ Particles use new 'correct' angle parameters
+
+
+ Groups that this avatar is a member of
+
+
+ Positive and negative ratings
+
+
+ Avatar properties including about text, profile URL, image IDs and
+ publishing settings
+
+
+ Avatar interests including spoken languages, skills, and "want to"
+ choices
+
+
+ Movement control flags for avatars. Typically not set or used by
+ clients. To move your avatar, use Client.Self.Movement instead
+
+
+
+ Contains the visual parameters describing the deformation of the avatar
+
+
+
+
+ Appearance version. Value greater than 0 indicates using server side baking
+
+
+
+
+ Version of the Current Outfit Folder that the appearance is based on
+
+
+
+
+ Appearance flags. Introduced with server side baking, currently unused.
+
+
+
+
+ List of current avatar animations
+
+
+
+
+ Default constructor
+
+
+
+ First name
+
+
+ Last name
+
+
+ Full name
+
+
+ Active group
+
+
+
+ Positive and negative ratings
+
+
+
+ Positive ratings for Behavior
+
+
+ Negative ratings for Behavior
+
+
+ Positive ratings for Appearance
+
+
+ Negative ratings for Appearance
+
+
+ Positive ratings for Building
+
+
+ Negative ratings for Building
+
+
+ Positive ratings given by this avatar
+
+
+ Negative ratings given by this avatar
+
+
+
+ Avatar properties including about text, profile URL, image IDs and
+ publishing settings
+
+
+
+ First Life about text
+
+
+ First Life image ID
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Profile image ID
+
+
+ Flags of the profile
+
+
+ Web URL for this profile
+
+
+ Should this profile be published on the web
+
+
+ Avatar Online Status
+
+
+ Is this a mature profile
+
+
+
+
+
+
+
+
+
+ Avatar interests including spoken languages, skills, and "want to"
+ choices
+
+
+
+ Languages profile field
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Throttles the network traffic for various different traffic types.
+ Access this class through GridClient.Throttle
+
+
+
+
+ Default constructor, uses a default high total of 1500 KBps (1536000)
+
+
+
+
+ Constructor that decodes an existing AgentThrottle packet in to
+ individual values
+
+ Reference to the throttle data in an AgentThrottle
+ packet
+ Offset position to start reading at in the
+ throttle data
+ This is generally not needed in clients as the server will
+ never send a throttle packet to the client
+
+
+
+ Send an AgentThrottle packet to the current server using the
+ current values
+
+
+
+
+ Send an AgentThrottle packet to the specified server using the
+ current values
+
+
+
+
+ Convert the current throttle values to a byte array that can be put
+ in an AgentThrottle packet
+
+ Byte array containing all the throttle values
+
+
+ Maximum bits per second for resending unacknowledged packets
+
+
+ Maximum bits per second for LayerData terrain
+
+
+ Maximum bits per second for LayerData wind data
+
+
+ Maximum bits per second for LayerData clouds
+
+
+ Unknown, includes object data
+
+
+ Maximum bits per second for textures
+
+
+ Maximum bits per second for downloaded assets
+
+
+ Maximum bits per second the entire connection, divided up
+ between invidiual streams using default multipliers
+
+
+ =
+
+
+ Number of times we've received an unknown CAPS exception in series.
+
+
+ For exponential backoff on error.
+
+
+
+ Represents Mesh asset
+
+
+
+
+ Decoded mesh data
+
+
+
+ Initializes a new instance of an AssetMesh object
+
+
+ Initializes a new instance of an AssetMesh object with parameters
+ A unique specific to this asset
+ A byte array containing the raw asset data
+
+
+
+ TODO: Encodes Collada file into LLMesh format
+
+
+
+
+ Decodes mesh asset. See
+ to furter decode it for rendering
+ true
+
+
+ Override the base classes AssetType
+
+
+ X position of this patch
+
+
+ Y position of this patch
+
+
+ A 16x16 array of floats holding decompressed layer data
+
+
+
+ Creates a LayerData packet for compressed land data given a full
+ simulator heightmap and an array of indices of patches to compress
+
+ A 256 * 256 array of floating point values
+ specifying the height at each meter in the simulator
+ Array of indexes in the 16x16 grid of patches
+ for this simulator. For example if 1 and 17 are specified, patches
+ x=1,y=0 and x=1,y=1 are sent
+
+
+
+
+ Add a patch of terrain to a BitPacker
+
+ BitPacker to write the patch to
+ Heightmap of the simulator, must be a 256 *
+ 256 float array
+ X offset of the patch to create, valid values are
+ from 0 to 15
+ Y offset of the patch to create, valid values are
+ from 0 to 15
+
Permission request flags, asked when a script wants to control an Avatar
@@ -50,6 +10295,9 @@
Script wants to control your camera
+
+ Script wants the ability to teleport you
+
Special commands used in Instant Messages
@@ -127,9 +10375,8 @@
Only useful if you have Linden permissions
-
- A placeholder type for future expansion, currently not
- used
+
+ Request a teleport lure
IM to tell the user to go to an URL
@@ -138,7 +10385,7 @@
IM for help
- IM sent automatically on call for help, sends a lure
+ IM sent automatically on call for help, sends a lure
to each Helper reached
@@ -235,19 +10482,17 @@
+
-
-
+
-
-
+
-
-
+
@@ -255,59 +10500,47 @@
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
Project a beam from a source to a destination, such as
the one used when editing an object
-
-
+
-
-
+
-
-
+
Create a swirl of particles around an object
-
-
+
-
-
+
Cause an avatar to look at an object
@@ -317,52 +10550,42 @@
- The action an avatar is doing when looking at something, used in
+ The action an avatar is doing when looking at something, used in
ViewerEffect packets for the LookAt effect
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
Deprecated
-
-
+
-
-
+
-
-
+
-
-
+
@@ -371,20 +10594,16 @@
-
-
+
-
-
+
-
-
+
-
-
+
@@ -392,260 +10611,200 @@
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
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+
-
-
+
-
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+
-
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+
-
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+
-
-
+
-
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+
-
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+
-
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+
-
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+
-
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+
-
-
+
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+
-
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+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
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+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
@@ -704,16 +10863,13 @@
-
-
+
-
-
+
-
-
+
@@ -740,6 +10896,7 @@
+
@@ -749,8 +10906,7 @@
Set when newbie leaves help island for first time
-
-
+
Via Lure
@@ -777,23 +10933,19 @@
Linden Forced me
-
-
+
Agent Teleported Home via Script
-
-
+
-
-
+
-
-
+
forced to new location for example when avatar is banned or ejected
@@ -809,39 +10961,34 @@
+
-
-
+
-
-
+
-
-
+
+
-
-
+
-
-
+
-
-
+
-
-
+
@@ -973,1731 +11120,9 @@
Transaction description
-
-
- Manager class for our own avatar
-
-
-
-
- Constructor, setup callbacks for packets related to our avatar
-
- A reference to the Class
-
-
-
- Agent movement and camera control
- Agent movement is controlled by setting specific
- After the control flags are set, An AgentUpdate is required to update the simulator of the specified flags
- This is most easily accomplished by setting one or more of the AgentMovement properties
- Movement of an avatar is always based on a compass direction, for example AtPos will move the
- agent from West to East or forward on the X Axis, AtNeg will of course move agent from
- East to West or backward on the X Axis, LeftPos will be South to North or forward on the Y Axis
- The Z axis is Up, finer grained control of movements can be done using the Nudge properties
-
-
-
- Default constructor
-
-
-
- Camera controls for the agent, mostly a thin wrapper around
- CoordinateFrame. This class is only responsible for state
- tracking and math, it does not send any packets
-
-
-
-
- Default constructor
-
-
-
-
-
-
-
- The camera is a local frame of reference inside of
- the larger grid space. This is where the math happens
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Agent camera controls
-
-
- Currently only used for hiding your group title
-
-
- Action state of the avatar, which can currently be
- typing and editing
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Timer for sending AgentUpdate packets
-
-
- Move agent positive along the X axis
-
-
- Move agent negative along the X axis
-
-
- Move agent positive along the Y axis
-
-
- Move agent negative along the Y axis
-
-
- Move agent positive along the Z axis
-
-
- Move agent negative along the Z axis
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Causes simulator to make agent fly
-
-
- Stop movement
-
-
- Finish animation
-
-
- Stand up from a sit
-
-
- Tells simulator to sit agent on ground
-
-
- Place agent into mouselook mode
-
-
- Nudge agent positive along the X axis
-
-
- Nudge agent negative along the X axis
-
-
- Nudge agent positive along the Y axis
-
-
- Nudge agent negative along the Y axis
-
-
- Nudge agent positive along the Z axis
-
-
- Nudge agent negative along the Z axis
-
-
-
-
-
-
-
-
-
-
- Tell simulator to mark agent as away
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Returns "always run" value, or changes it by sending a SetAlwaysRunPacket
-
-
-
- The current value of the agent control flags
-
-
- Gets or sets the interval in milliseconds at which
- AgentUpdate packets are sent to the current simulator. Setting
- this to a non-zero value will also enable the packet sending if
- it was previously off, and setting it to zero will disable
-
-
- Gets or sets whether AgentUpdate packets are sent to
- the current simulator
-
-
- Reset movement controls every time we send an update
-
-
-
- Send an AgentUpdate with the camera set at the current agent
- position and pointing towards the heading specified
-
- Camera rotation in radians
- Whether to send the AgentUpdate reliable
- or not
-
-
-
- Rotates the avatar body and camera toward a target position.
- This will also anchor the camera position on the avatar
-
- Region coordinates to turn toward
-
-
-
- Send new AgentUpdate packet to update our current camera
- position and rotation
-
-
-
-
- Send new AgentUpdate packet to update our current camera
- position and rotation
-
- Whether to require server acknowledgement
- of this packet
-
-
-
- Send new AgentUpdate packet to update our current camera
- position and rotation
-
- Whether to require server acknowledgement
- of this packet
- Simulator to send the update to
-
-
-
- Builds an AgentUpdate packet entirely from parameters. This
- will not touch the state of Self.Movement or
- Self.Movement.Camera in any way
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Used to specify movement actions for your agent
-
-
-
- Empty flag
-
-
- Move Forward (SL Keybinding: W/Up Arrow)
-
-
- Move Backward (SL Keybinding: S/Down Arrow)
-
-
- Move Left (SL Keybinding: Shift-(A/Left Arrow))
-
-
- Move Right (SL Keybinding: Shift-(D/Right Arrow))
-
-
- Not Flying: Jump/Flying: Move Up (SL Keybinding: E)
-
-
- Not Flying: Croutch/Flying: Move Down (SL Keybinding: C)
-
-
- Unused
-
-
- Unused
-
-
- Unused
-
-
- Unused
-
-
- ORed with AGENT_CONTROL_AT_* if the keyboard is being used
-
-
- ORed with AGENT_CONTROL_LEFT_* if the keyboard is being used
-
-
- ORed with AGENT_CONTROL_UP_* if the keyboard is being used
-
-
- Fly
-
-
-
-
-
-
- Finish our current animation
-
-
- Stand up from the ground or a prim seat
-
-
- Sit on the ground at our current location
-
-
- Whether mouselook is currently enabled
-
-
- Legacy, used if a key was pressed for less than a certain amount of time
-
-
- Legacy, used if a key was pressed for less than a certain amount of time
-
-
- Legacy, used if a key was pressed for less than a certain amount of time
-
-
- Legacy, used if a key was pressed for less than a certain amount of time
-
-
- Legacy, used if a key was pressed for less than a certain amount of time
-
-
- Legacy, used if a key was pressed for less than a certain amount of time
-
-
-
-
-
-
-
-
-
-
- Set when the avatar is idled or set to away. Note that the away animation is
- activated separately from setting this flag
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Called once attachment resource usage information has been collected
-
- Indicates if operation was successfull
- Attachment resource usage information
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- Reference to the GridClient instance
-
-
- Used for movement and camera tracking
-
-
- Currently playing animations for the agent. Can be used to
- check the current movement status such as walking, hovering, aiming,
- etc. by checking against system animations found in the Animations class
-
-
- Dictionary containing current Group Chat sessions and members
-
-
- Dictionary containing mute list keyead on mute name and key
-
-
- Raised when a scripted object or agent within range sends a public message
-
-
- Raised when a scripted object sends a dialog box containing possible
- options an agent can respond to
-
-
- Raised when an object requests a change in the permissions an agent has permitted
-
-
- Raised when a script requests an agent open the specified URL
-
-
- Raised when an agents currency balance is updated
-
-
- Raised when a transaction occurs involving currency such as a land purchase
-
-
- Raised when an ImprovedInstantMessage packet is recieved from the simulator, this is used for everything from
- private messaging to friendship offers. The Dialog field defines what type of message has arrived
-
-
- Raised when an agent has requested a teleport to another location, or when responding to a lure. Raised multiple times
- for each teleport indicating the progress of the request
-
-
- Raised when a simulator sends agent specific information for our avatar.
-
-
- Raised when our agents animation playlist changes
-
-
- Raised when an object or avatar forcefully collides with our agent
-
-
- Raised when our agent crosses a region border into another region
-
-
- Raised when our agent succeeds or fails to join a group chat session
-
-
- Raised when a simulator sends an urgent message usually indication the recent failure of
- another action we have attempted to take such as an attempt to enter a parcel where we are denied access
-
-
- Raised when a script attempts to take or release specified controls for our agent
-
-
- Raised when the simulator detects our agent is trying to view something
- beyond its limits
-
-
- Raised when a script sensor reply is received from a simulator
-
-
- Raised in response to a request
-
-
- Raised when an avatar enters a group chat session we are participating in
-
-
- Raised when an agent exits a group chat session we are participating in
-
-
- Raised when the simulator sends us data containing
- the details of display name change
-
-
- Raised when a scripted object or agent within range sends a public message
-
-
- Your (client) avatars
- "client", "agent", and "avatar" all represent the same thing
-
-
- Temporary assigned to this session, used for
- verifying our identity in packets
-
-
- Shared secret that is never sent over the wire
-
-
- Your (client) avatar ID, local to the current region/sim
-
-
- Where the avatar started at login. Can be "last", "home"
- or a login
-
-
- The access level of this agent, usually M or PG
-
-
- The CollisionPlane of Agent
-
-
- An representing the velocity of our agent
-
-
- An representing the acceleration of our agent
-
-
- A which specifies the angular speed, and axis about which an Avatar is rotating.
-
-
- Position avatar client will goto when login to 'home' or during
- teleport request to 'home' region.
-
-
- LookAt point saved/restored with HomePosition
-
-
- Avatar First Name (i.e. Philip)
-
-
- Avatar Last Name (i.e. Linden)
-
-
- Avatar Full Name (i.e. Philip Linden)
-
-
- Gets the health of the agent
-
-
- Gets the current balance of the agent
-
-
- Gets the local ID of the prim the agent is sitting on,
- zero if the avatar is not currently sitting
-
-
- Gets the of the agents active group.
-
-
- Gets the Agents powers in the currently active group
-
-
- Current status message for teleporting
-
-
- Current position of the agent as a relative offset from
- the simulator, or the parent object if we are sitting on something
-
-
- Current rotation of the agent as a relative rotation from
- the simulator, or the parent object if we are sitting on something
-
-
- Current position of the agent in the simulator
-
-
-
- A representing the agents current rotation
-
-
-
- Returns the global grid position of the avatar
-
-
- Raises the ChatFromSimulator event
- A ChatEventArgs object containing the
- data returned from the data server
-
-
- Raises the ScriptDialog event
- A SctriptDialogEventArgs object containing the
- data returned from the data server
-
-
- Raises the ScriptQuestion event
- A ScriptQuestionEventArgs object containing the
- data returned from the data server
-
-
- Raises the LoadURL event
- A LoadUrlEventArgs object containing the
- data returned from the data server
-
-
- Raises the MoneyBalance event
- A BalanceEventArgs object containing the
- data returned from the data server
-
-
- Raises the MoneyBalanceReply event
- A MoneyBalanceReplyEventArgs object containing the
- data returned from the data server
-
-
- Raises the IM event
- A InstantMessageEventArgs object containing the
- data returned from the data server
-
-
- Raises the TeleportProgress event
- A TeleportEventArgs object containing the
- data returned from the data server
-
-
- Raises the AgentDataReply event
- A AgentDataReplyEventArgs object containing the
- data returned from the data server
-
-
- Raises the AnimationsChanged event
- A AnimationsChangedEventArgs object containing the
- data returned from the data server
-
-
- Raises the MeanCollision event
- A MeanCollisionEventArgs object containing the
- data returned from the data server
-
-
- Raises the RegionCrossed event
- A RegionCrossedEventArgs object containing the
- data returned from the data server
-
-
- Raises the GroupChatJoined event
- A GroupChatJoinedEventArgs object containing the
- data returned from the data server
-
-
- Raises the AlertMessage event
- A AlertMessageEventArgs object containing the
- data returned from the data server
-
-
- Raises the ScriptControlChange event
- A ScriptControlEventArgs object containing the
- data returned from the data server
-
-
- Raises the CameraConstraint event
- A CameraConstraintEventArgs object containing the
- data returned from the data server
-
-
- Raises the ScriptSensorReply event
- A ScriptSensorReplyEventArgs object containing the
- data returned from the data server
-
-
- Raises the AvatarSitResponse event
- A AvatarSitResponseEventArgs object containing the
- data returned from the data server
-
-
- Raises the ChatSessionMemberAdded event
- A ChatSessionMemberAddedEventArgs object containing the
- data returned from the data server
-
-
- Raises the ChatSessionMemberLeft event
- A ChatSessionMemberLeftEventArgs object containing the
- data returned from the data server
-
-
- Raises the SetDisplayNameReply Event
- A SetDisplayNameReplyEventArgs object containing
- the data sent from the simulator
-
-
- Raises the MuteListUpdated event
- A EventArgs object containing the
- data returned from the data server
-
-
-
- Send a text message from the Agent to the Simulator
-
- A containing the message
- The channel to send the message on, 0 is the public channel. Channels above 0
- can be used however only scripts listening on the specified channel will see the message
- Denotes the type of message being sent, shout, whisper, etc.
-
-
-
- Request any instant messages sent while the client was offline to be resent.
-
-
-
-
- Send an Instant Message to another Avatar
-
- The recipients
- A containing the message to send
-
-
-
- Send an Instant Message to an existing group chat or conference chat
-
- The recipients
- A containing the message to send
- IM session ID (to differentiate between IM windows)
-
-
-
- Send an Instant Message
-
- The name this IM will show up as being from
- Key of Avatar
- Text message being sent
- IM session ID (to differentiate between IM windows)
- IDs of sessions for a conference
-
-
-
- Send an Instant Message
-
- The name this IM will show up as being from
- Key of Avatar
- Text message being sent
- IM session ID (to differentiate between IM windows)
- Type of instant message to send
- Whether to IM offline avatars as well
- Senders Position
- RegionID Sender is In
- Packed binary data that is specific to
- the dialog type
-
-
-
- Send an Instant Message to a group
-
-
- of the group to send message to
- Text Message being sent.
-
-
-
- Send an Instant Message to a group the agent is a member of
-
- The name this IM will show up as being from
-
- of the group to send message to
- Text message being sent
-
-
-
- Send a request to join a group chat session
-
-
- of Group to leave
-
-
-
- Exit a group chat session. This will stop further Group chat messages
- from being sent until session is rejoined.
-
-
- of Group chat session to leave
-
-
-
- Reply to script dialog questions.
-
- Channel initial request came on
- Index of button you're "clicking"
- Label of button you're "clicking"
-
- of Object that sent the dialog request
-
-
-
-
- Accept invite for to a chatterbox session
-
-
- of session to accept invite to
-
-
-
- Start a friends conference
-
-
- List of UUIDs to start a conference with
- the temportary session ID returned in the callback>
-
-
-
- Start a particle stream between an agent and an object
-
-
- Key of the source agent
-
- Key of the target object
-
-
- The type from the enum
- A unique for this effect
-
-
-
- Start a particle stream between an agent and an object
-
-
- Key of the source agent
-
- Key of the target object
- A representing the beams offset from the source
- A which sets the avatars lookat animation
-
- of the Effect
-
-
-
- Create a particle beam between an avatar and an primitive
-
- The ID of source avatar
- The ID of the target primitive
- global offset
- A object containing the combined red, green, blue and alpha
- color values of particle beam
- a float representing the duration the parcicle beam will last
- A Unique ID for the beam
-
-
-
-
- Create a particle swirl around a target position using a packet
-
- global offset
- A object containing the combined red, green, blue and alpha
- color values of particle beam
- a float representing the duration the parcicle beam will last
- A Unique ID for the beam
-
-
-
- Sends a request to sit on the specified object
-
-
- of the object to sit on
- Sit at offset
-
-
-
- Follows a call to to actually sit on the object
-
-
-
- Stands up from sitting on a prim or the ground
- true of AgentUpdate was sent
-
-
-
- Does a "ground sit" at the avatar's current position
-
-
-
-
- Starts or stops flying
-
- True to start flying, false to stop flying
-
-
-
- Starts or stops crouching
-
- True to start crouching, false to stop crouching
-
-
-
- Starts a jump (begin holding the jump key)
-
-
-
-
- Use the autopilot sim function to move the avatar to a new
- position. Uses double precision to get precise movements
-
- The z value is currently not handled properly by the simulator
- Global X coordinate to move to
- Global Y coordinate to move to
- Z coordinate to move to
-
-
-
- Use the autopilot sim function to move the avatar to a new position
-
- The z value is currently not handled properly by the simulator
- Integer value for the global X coordinate to move to
- Integer value for the global Y coordinate to move to
- Floating-point value for the Z coordinate to move to
-
-
-
- Use the autopilot sim function to move the avatar to a new position
-
- The z value is currently not handled properly by the simulator
- Integer value for the local X coordinate to move to
- Integer value for the local Y coordinate to move to
- Floating-point value for the Z coordinate to move to
-
-
- Macro to cancel autopilot sim function
- Not certain if this is how it is really done
- true if control flags were set and AgentUpdate was sent to the simulator
-
-
-
- Grabs an object
-
- an unsigned integer of the objects ID within the simulator
-
-
-
-
- Overload: Grab a simulated object
-
- an unsigned integer of the objects ID within the simulator
-
-
- The texture coordinates to grab
- The surface coordinates to grab
- The face of the position to grab
- The region coordinates of the position to grab
- The surface normal of the position to grab (A normal is a vector perpindicular to the surface)
- The surface binormal of the position to grab (A binormal is a vector tangen to the surface
- pointing along the U direction of the tangent space
-
-
-
- Drag an object
-
-
- of the object to drag
- Drag target in region coordinates
-
-
-
- Overload: Drag an object
-
-
- of the object to drag
- Drag target in region coordinates
-
-
- The texture coordinates to grab
- The surface coordinates to grab
- The face of the position to grab
- The region coordinates of the position to grab
- The surface normal of the position to grab (A normal is a vector perpindicular to the surface)
- The surface binormal of the position to grab (A binormal is a vector tangen to the surface
- pointing along the U direction of the tangent space
-
-
-
- Release a grabbed object
-
- The Objects Simulator Local ID
-
-
-
-
-
-
- Release a grabbed object
-
- The Objects Simulator Local ID
- The texture coordinates to grab
- The surface coordinates to grab
- The face of the position to grab
- The region coordinates of the position to grab
- The surface normal of the position to grab (A normal is a vector perpindicular to the surface)
- The surface binormal of the position to grab (A binormal is a vector tangen to the surface
- pointing along the U direction of the tangent space
-
-
-
- Touches an object
-
- an unsigned integer of the objects ID within the simulator
-
-
-
-
- Request the current L$ balance
-
-
-
-
- Give Money to destination Avatar
-
- UUID of the Target Avatar
- Amount in L$
-
-
-
- Give Money to destination Avatar
-
- UUID of the Target Avatar
- Amount in L$
- Description that will show up in the
- recipients transaction history
-
-
-
- Give L$ to an object
-
- object to give money to
- amount of L$ to give
- name of object
-
-
-
- Give L$ to a group
-
- group to give money to
- amount of L$ to give
-
-
-
- Give L$ to a group
-
- group to give money to
- amount of L$ to give
- description of transaction
-
-
-
- Pay texture/animation upload fee
-
-
-
-
- Pay texture/animation upload fee
-
- description of the transaction
-
-
-
- Give Money to destination Object or Avatar
-
- UUID of the Target Object/Avatar
- Amount in L$
- Reason (Optional normally)
- The type of transaction
- Transaction flags, mostly for identifying group
- transactions
-
-
-
- Plays a gesture
-
- Asset of the gesture
-
-
-
- Mark gesture active
-
- Inventory of the gesture
- Asset of the gesture
-
-
-
- Mark gesture inactive
-
- Inventory of the gesture
-
-
-
- Send an AgentAnimation packet that toggles a single animation on
-
- The of the animation to start playing
- Whether to ensure delivery of this packet or not
-
-
-
- Send an AgentAnimation packet that toggles a single animation off
-
- The of a
- currently playing animation to stop playing
- Whether to ensure delivery of this packet or not
-
-
-
- Send an AgentAnimation packet that will toggle animations on or off
-
- A list of animation s, and whether to
- turn that animation on or off
- Whether to ensure delivery of this packet or not
-
-
-
- Teleports agent to their stored home location
-
- true on successful teleport to home location
-
-
-
- Teleport agent to a landmark
-
-
- of the landmark to teleport agent to
- true on success, false on failure
-
-
-
- Attempt to look up a simulator name and teleport to the discovered
- destination
-
- Region name to look up
- Position to teleport to
- True if the lookup and teleport were successful, otherwise
- false
-
-
-
- Attempt to look up a simulator name and teleport to the discovered
- destination
-
- Region name to look up
- Position to teleport to
- Target to look at
- True if the lookup and teleport were successful, otherwise
- false
-
-
-
- Teleport agent to another region
-
- handle of region to teleport agent to
-
- position in destination sim to teleport to
- true on success, false on failure
- This call is blocking
-
-
-
- Teleport agent to another region
-
- handle of region to teleport agent to
-
- position in destination sim to teleport to
-
- direction in destination sim agent will look at
- true on success, false on failure
- This call is blocking
-
-
-
- Request teleport to a another simulator
-
- handle of region to teleport agent to
-
- position in destination sim to teleport to
-
-
-
- Request teleport to a another simulator
-
- handle of region to teleport agent to
-
- position in destination sim to teleport to
-
- direction in destination sim agent will look at
-
-
-
- Teleport agent to a landmark
-
-
- of the landmark to teleport agent to
-
-
-
- Send a teleport lure to another avatar with default "Join me in ..." invitation message
-
- target avatars to lure
-
-
-
- Send a teleport lure to another avatar with custom invitation message
-
- target avatars to lure
- custom message to send with invitation
-
-
-
- Respond to a teleport lure by either accepting it and initiating
- the teleport, or denying it
-
-
- of the avatar sending the lure
- IM session of the incoming lure request
- true to accept the lure, false to decline it
-
-
-
- Update agent profile
-
-
- struct containing updated
- profile information
-
-
-
- Update agents profile interests
-
- selection of interests from struct
-
-
-
- Set the height and the width of the client window. This is used
- by the server to build a virtual camera frustum for our avatar
-
- New height of the viewer window
- New width of the viewer window
-
-
-
- Request the list of muted objects and avatars for this agent
-
-
-
-
- Mute an object, resident, etc.
-
- Mute type
- Mute UUID
- Mute name
-
-
-
- Mute an object, resident, etc.
-
- Mute type
- Mute UUID
- Mute name
- Mute flags
-
-
-
- Unmute an object, resident, etc.
-
- Mute UUID
- Mute name
-
-
-
- Sets home location to agents current position
-
- will fire an AlertMessage () with
- success or failure message
-
-
-
- Move an agent in to a simulator. This packet is the last packet
- needed to complete the transition in to a new simulator
-
-
- Object
-
-
-
- Reply to script permissions request
-
-
- Object
-
- of the itemID requesting permissions
-
- of the taskID requesting permissions
-
- list of permissions to allow
-
-
-
- Respond to a group invitation by either accepting or denying it
-
- UUID of the group (sent in the AgentID field of the invite message)
- IM Session ID from the group invitation message
- Accept the group invitation or deny it
-
-
-
- Requests script detection of objects and avatars
-
- name of the object/avatar to search for
- UUID of the object or avatar to search for
- Type of search from ScriptSensorTypeFlags
- range of scan (96 max?)
- the arc in radians to search within
- an user generated ID to correlate replies with
- Simulator to perform search in
-
-
-
- Create or update profile pick
-
- UUID of the pick to update, or random UUID to create a new pick
- Is this a top pick? (typically false)
- UUID of the parcel (UUID.Zero for the current parcel)
- Name of the pick
- Global position of the pick landmark
- UUID of the image displayed with the pick
- Long description of the pick
-
-
-
- Delete profile pick
-
- UUID of the pick to delete
-
-
-
- Create or update profile Classified
-
- UUID of the classified to update, or random UUID to create a new classified
- Defines what catagory the classified is in
- UUID of the image displayed with the classified
- Price that the classified will cost to place for a week
- Global position of the classified landmark
- Name of the classified
- Long description of the classified
- if true, auto renew classified after expiration
-
-
-
- Create or update profile Classified
-
- UUID of the classified to update, or random UUID to create a new classified
- Defines what catagory the classified is in
- UUID of the image displayed with the classified
- Price that the classified will cost to place for a week
- Name of the classified
- Long description of the classified
- if true, auto renew classified after expiration
-
-
-
- Delete a classified ad
-
- The classified ads ID
-
-
-
- Fetches resource usage by agents attachmetns
-
- Called when the requested information is collected
-
-
-
- Initates request to set a new display name
-
- Previous display name
- Desired new display name
-
-
-
- Tells the sim what UI language is used, and if it's ok to share that with scripts
-
- Two letter language code
- Share language info with scripts
-
-
-
- Take an incoming ImprovedInstantMessage packet, auto-parse, and if
- OnInstantMessage is defined call that with the appropriate arguments
-
- The sender
- The EventArgs object containing the packet data
-
-
-
- Take an incoming Chat packet, auto-parse, and if OnChat is defined call
- that with the appropriate arguments.
-
- The sender
- The EventArgs object containing the packet data
-
-
-
- Used for parsing llDialogs
-
- The sender
- The EventArgs object containing the packet data
-
-
-
- Used for parsing llRequestPermissions dialogs
-
- The sender
- The EventArgs object containing the packet data
-
-
-
- Handles Script Control changes when Script with permissions releases or takes a control
-
- The sender
- The EventArgs object containing the packet data
-
-
-
- Used for parsing llLoadURL Dialogs
-
- The sender
- The EventArgs object containing the packet data
-
-
-
- Update client's Position, LookAt and region handle from incoming packet
-
- The sender
- The EventArgs object containing the packet data
- This occurs when after an avatar moves into a new sim
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
-
- EQ Message fired with the result of SetDisplayName request
-
- The message key
- the IMessage object containing the deserialized data sent from the simulator
- The which originated the packet
-
-
-
- Process TeleportFailed message sent via EventQueue, informs agent its last teleport has failed and why.
-
- The Message Key
- An IMessage object Deserialized from the recieved message event
- The simulator originating the event message
-
-
-
- Process TeleportFinish from Event Queue and pass it onto our TeleportHandler
-
- The message system key for this event
- IMessage object containing decoded data from OSD
- The simulator originating the event message
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
-
- Crossed region handler for message that comes across the EventQueue. Sent to an agent
- when the agent crosses a sim border into a new region.
-
- The message key
- the IMessage object containing the deserialized data sent from the simulator
- The which originated the packet
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
- This packet is now being sent via the EventQueue
-
-
-
- Group Chat event handler
-
- The capability Key
- IMessage object containing decoded data from OSD
-
-
-
-
-
- Response from request to join a group chat
-
-
-
- IMessage object containing decoded data from OSD
-
-
-
-
-
- Someone joined or left group chat
-
-
-
- IMessage object containing decoded data from OSD
-
-
-
-
-
- Handle a group chat Invitation
-
- Caps Key
- IMessage object containing decoded data from OSD
- Originating Simulator
-
-
-
- Moderate a chat session
-
- the of the session to moderate, for group chats this will be the groups UUID
- the of the avatar to moderate
- Either "voice" to moderate users voice, or "text" to moderate users text session
- true to moderate (silence user), false to allow avatar to speak
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
+
@@ -2820,7 +11245,7 @@
Get the permissions being requested
- Contains the data sent when a primitive sends a request
+ Contains the data sent when a primitive sends a request
to an agent to open the specified URL
@@ -2883,7 +11308,7 @@
- Contains the transaction summary when an item is purchased,
+ Contains the transaction summary when an item is purchased,
money is given, or land is purchased
@@ -2896,6 +11321,7 @@
The meters credited
The meters comitted
A brief description of the transaction
+ Transaction info
Get the ID of the transaction
@@ -3131,7 +11557,7 @@
Get the velocity of the primitive sending the sensor
- Contains the response data returned from the simulator in response to a
+ Contains the response data returned from the simulator in response to a
Construct a new instance of the AvatarSitResponseEventArgs object
@@ -3204,5501 +11630,326 @@
Details of the newly set display name
-
+
- Throttles the network traffic for various different traffic types.
- Access this class through GridClient.Throttle
+ Represents an LSL Text object containing a string of UTF encoded characters
-
-
- Default constructor, uses a default high total of 1500 KBps (1536000)
-
-
-
-
- Constructor that decodes an existing AgentThrottle packet in to
- individual values
-
- Reference to the throttle data in an AgentThrottle
- packet
- Offset position to start reading at in the
- throttle data
- This is generally not needed in clients as the server will
- never send a throttle packet to the client
-
-
- Maximum bits per second for resending unacknowledged packets
-
-
- Maximum bits per second for LayerData terrain
-
-
- Maximum bits per second for LayerData wind data
-
-
- Maximum bits per second for LayerData clouds
-
-
- Unknown, includes object data
-
-
- Maximum bits per second for textures
-
-
- Maximum bits per second for downloaded assets
-
-
- Maximum bits per second the entire connection, divided up
- between invidiual streams using default multipliers
-
-
-
- Send an AgentThrottle packet to the current server using the
- current values
-
-
-
-
- Send an AgentThrottle packet to the specified server using the
- current values
-
-
-
-
- Convert the current throttle values to a byte array that can be put
- in an AgentThrottle packet
-
- Byte array containing all the throttle values
-
-
-
- Static pre-defined animations available to all agents
-
-
-
- Agent with afraid expression on face
-
-
- Agent aiming a bazooka (right handed)
-
-
- Agent aiming a bow (left handed)
-
-
- Agent aiming a hand gun (right handed)
-
-
- Agent aiming a rifle (right handed)
-
-
- Agent with angry expression on face
-
-
- Agent hunched over (away)
-
-
- Agent doing a backflip
-
-
- Agent laughing while holding belly
-
-
- Agent blowing a kiss
-
-
- Agent with bored expression on face
-
-
- Agent bowing to audience
-
-
- Agent brushing himself/herself off
-
-
- Agent in busy mode
-
-
- Agent clapping hands
-
-
- Agent doing a curtsey bow
-
-
- Agent crouching
-
-
- Agent crouching while walking
-
-
- Agent crying
-
-
- Agent unanimated with arms out (e.g. setting appearance)
-
-
- Agent re-animated after set appearance finished
-
-
- Agent dancing
-
-
- Agent dancing
-
-
- Agent dancing
-
-
- Agent dancing
-
-
- Agent dancing
-
-
- Agent dancing
-
-
- Agent dancing
-
-
- Agent dancing
-
-
- Agent on ground unanimated
-
-
- Agent boozing it up
-
-
- Agent with embarassed expression on face
-
-
- Agent with afraid expression on face
-
-
- Agent with angry expression on face
-
-
- Agent with bored expression on face
-
-
- Agent crying
-
-
- Agent showing disdain (dislike) for something
-
-
- Agent with embarassed expression on face
-
-
- Agent with frowning expression on face
-
-
- Agent with kissy face
-
-
- Agent expressing laughgter
-
-
- Agent with open mouth
-
-
- Agent with repulsed expression on face
-
-
- Agent expressing sadness
-
-
- Agent shrugging shoulders
-
-
- Agent with a smile
-
-
- Agent expressing surprise
-
-
- Agent sticking tongue out
-
-
- Agent with big toothy smile
-
-
- Agent winking
-
-
- Agent expressing worry
-
-
- Agent falling down
-
-
- Agent walking (feminine version)
-
-
- Agent wagging finger (disapproval)
-
-
- I'm not sure I want to know
-
-
- Agent in superman position
-
-
- Agent in superman position
-
-
- Agent greeting another
-
-
- Agent holding bazooka (right handed)
-
-
- Agent holding a bow (left handed)
-
-
- Agent holding a handgun (right handed)
-
-
- Agent holding a rifle (right handed)
-
-
- Agent throwing an object (right handed)
-
-
- Agent in static hover
-
-
- Agent hovering downward
-
-
- Agent hovering upward
-
-
- Agent being impatient
-
-
- Agent jumping
-
-
- Agent jumping with fervor
-
-
- Agent point to lips then rear end
-
-
- Agent landing from jump, finished flight, etc
-
-
- Agent laughing
-
-
- Agent landing from jump, finished flight, etc
-
-
- Agent sitting on a motorcycle
-
-
-
-
-
-
- Agent moving head side to side
-
-
- Agent moving head side to side with unhappy expression
-
-
- Agent taunting another
-
-
-
-
-
-
- Agent giving peace sign
-
-
- Agent pointing at self
-
-
- Agent pointing at another
-
-
- Agent preparing for jump (bending knees)
-
-
- Agent punching with left hand
-
-
- Agent punching with right hand
-
-
- Agent acting repulsed
-
-
- Agent trying to be Chuck Norris
-
-
- Rocks, Paper, Scissors 1, 2, 3
-
-
- Agent with hand flat over other hand
-
-
- Agent with fist over other hand
-
-
- Agent with two fingers spread over other hand
-
-
- Agent running
-
-
- Agent appearing sad
-
-
- Agent saluting
-
-
- Agent shooting bow (left handed)
-
-
- Agent cupping mouth as if shouting
-
-
- Agent shrugging shoulders
-
-
- Agent in sit position
-
-
- Agent in sit position (feminine)
-
-
- Agent in sit position (generic)
-
-
- Agent sitting on ground
-
-
- Agent sitting on ground
-
-
-
-
-
-
- Agent sleeping on side
-
-
- Agent smoking
-
-
- Agent inhaling smoke
-
-
-
-
-
-
- Agent taking a picture
-
-
- Agent standing
-
-
- Agent standing up
-
-
- Agent standing
-
-
- Agent standing
-
-
- Agent standing
-
-
- Agent standing
-
-
- Agent stretching
-
-
- Agent in stride (fast walk)
-
-
- Agent surfing
-
-
- Agent acting surprised
-
-
- Agent striking with a sword
-
-
- Agent talking (lips moving)
-
-
- Agent throwing a tantrum
-
-
- Agent throwing an object (right handed)
-
-
- Agent trying on a shirt
-
-
- Agent turning to the left
-
-
- Agent turning to the right
-
-
- Agent typing
-
-
- Agent walking
-
-
- Agent whispering
-
-
- Agent whispering with fingers in mouth
-
-
- Agent winking
-
-
- Agent winking
-
-
- Agent worried
-
-
- Agent nodding yes
-
-
- Agent nodding yes with happy face
-
-
- Agent floating with legs and arms crossed
-
-
-
- A dictionary containing all pre-defined animations
-
- A dictionary containing the pre-defined animations,
- where the key is the animations ID, and the value is a string
- containing a name to identify the purpose of the animation
-
-
-
- Index of TextureEntry slots for avatar appearances
-
-
-
-
- Bake layers for avatar appearance
-
-
-
-
- Default constructor
-
- A reference to our agent
-
-
-
- Contains information about a wearable inventory item
-
-
-
- Inventory ItemID of the wearable
-
-
- AssetID of the wearable asset
-
-
- WearableType of the wearable
-
-
- AssetType of the wearable
-
-
- Asset data for the wearable
-
-
-
- Data collected from visual params for each wearable
- needed for the calculation of the color
-
-
-
-
- Holds a texture assetID and the data needed to bake this layer into
- an outfit texture. Used to keep track of currently worn textures
- and baking data
-
-
-
- A texture AssetID
-
-
- Asset data for the texture
-
-
- Collection of alpha masks that needs applying
-
-
- Tint that should be applied to the texture
-
-
- Where on avatar does this texture belong
-
-
- Maximum number of concurrent downloads for wearable assets and textures
-
-
- Maximum number of concurrent uploads for baked textures
-
-
- Timeout for fetching inventory listings
-
-
- Timeout for fetching a single wearable, or receiving a single packet response
-
-
- Timeout for fetching a single texture
-
-
- Timeout for uploading a single baked texture
-
-
- Number of times to retry bake upload
-
-
- When changing outfit, kick off rebake after
- 20 seconds has passed since the last change
-
-
- Total number of wearables for each avatar
-
-
- Total number of baked textures on each avatar
-
-
- Total number of wearables per bake layer
-
-
- Mapping between BakeType and AvatarTextureIndex
-
-
- Map of what wearables are included in each bake
-
-
- Magic values to finalize the cache check hashes for each
- bake
-
-
- Default avatar texture, used to detect when a custom
- texture is not set for a face
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- Visual parameters last sent to the sim
-
-
- Textures about this client sent to the sim
-
-
- A cache of wearables currently being worn
-
-
- A cache of textures currently being worn
-
-
- Incrementing serial number for AgentCachedTexture packets
-
-
- Incrementing serial number for AgentSetAppearance packets
-
-
- Indicates whether or not the appearance thread is currently
- running, to prevent multiple appearance threads from running
- simultaneously
-
-
- Reference to our agent
-
-
-
- Timer used for delaying rebake on changing outfit
-
-
-
-
- Main appearance thread
-
-
-
- Triggered when an AgentWearablesUpdate packet is received,
- telling us what our avatar is currently wearing
- request.
-
-
- Raised when an AgentCachedTextureResponse packet is
- received, giving a list of cached bakes that were found on the
- simulator
- request.
-
-
-
- Raised when appearance data is sent to the simulator, also indicates
- the main appearance thread is finished.
-
- request.
-
-
- Triggered when the simulator requests the agent rebake its appearance.
-
-
-
-
-
- Returns true if AppearanceManager is busy and trying to set or change appearance will fail
-
-
-
- Raises the AgentWearablesReply event
- An AgentWearablesReplyEventArgs object containing the
- data returned from the data server
-
-
- Raises the CachedBakesReply event
- An AgentCachedBakesReplyEventArgs object containing the
- data returned from the data server AgentCachedTextureResponse
-
-
- Raises the AppearanceSet event
- An AppearanceSetEventArgs object indicating if the operatin was successfull
-
-
- Raises the RebakeAvatarRequested event
- An RebakeAvatarTexturesEventArgs object containing the
- data returned from the data server
-
-
-
- Obsolete method for setting appearance. This function no longer does anything.
- Use RequestSetAppearance() to manually start the appearance thread
-
-
-
-
- Obsolete method for setting appearance. This function no longer does anything.
- Use RequestSetAppearance() to manually start the appearance thread
-
- Unused parameter
-
-
-
- Starts the appearance setting thread
-
-
-
-
- Starts the appearance setting thread
-
- True to force rebaking, otherwise false
-
-
-
- Ask the server what textures our agent is currently wearing
-
-
-
-
- Build hashes out of the texture assetIDs for each baking layer to
- ask the simulator whether it has cached copies of each baked texture
-
-
-
-
- Returns the AssetID of the asset that is currently being worn in a
- given WearableType slot
-
- WearableType slot to get the AssetID for
- The UUID of the asset being worn in the given slot, or
- UUID.Zero if no wearable is attached to the given slot or wearables
- have not been downloaded yet
-
-
-
- Add a wearable to the current outfit and set appearance
-
- Wearable to be added to the outfit
-
-
-
- Add a list of wearables to the current outfit and set appearance
-
- List of wearable inventory items to
- be added to the outfit
-
-
-
- Remove a wearable from the current outfit and set appearance
-
- Wearable to be removed from the outfit
-
-
-
- Removes a list of wearables from the current outfit and set appearance
-
- List of wearable inventory items to
- be removed from the outfit
-
-
-
- Replace the current outfit with a list of wearables and set appearance
-
- List of wearable inventory items that
- define a new outfit
-
-
-
- Replace the current outfit with a list of wearables and set appearance
-
- List of wearable inventory items that
- define a new outfit
- Check if we have all body parts, set this to false only
- if you know what you're doing
-
-
-
- Checks if an inventory item is currently being worn
-
- The inventory item to check against the agent
- wearables
- The WearableType slot that the item is being worn in,
- or WearbleType.Invalid if it is not currently being worn
-
-
-
- Returns a copy of the agents currently worn wearables
-
- A copy of the agents currently worn wearables
- Avoid calling this function multiple times as it will make
- a copy of all of the wearable data each time
-
-
-
- Calls either or
- depending on the value of
- replaceItems
-
- List of wearable inventory items to add
- to the outfit or become a new outfit
- True to replace existing items with the
- new list of items, false to add these items to the existing outfit
-
-
-
- Adds a list of attachments to our agent
-
- A List containing the attachments to add
- If true, tells simulator to remove existing attachment
- first
-
-
-
- Attach an item to our agent at a specific attach point
-
- A to attach
- the on the avatar
- to attach the item to
-
-
-
- Attach an item to our agent specifying attachment details
-
- The of the item to attach
- The attachments owner
- The name of the attachment
- The description of the attahment
- The to apply when attached
- The of the attachment
- The on the agent
- to attach the item to
-
-
-
- Detach an item from our agent using an object
-
- An object
-
-
-
- Detach an item from our agent
-
- The inventory itemID of the item to detach
-
-
-
- Inform the sim which wearables are part of our current outfit
-
-
-
-
- Replaces the Wearables collection with a list of new wearable items
-
- Wearable items to replace the Wearables collection with
-
-
-
- Calculates base color/tint for a specific wearable
- based on its params
-
- All the color info gathered from wearable's VisualParams
- passed as list of ColorParamInfo tuples
- Base color/tint for the wearable
-
-
-
- Blocking method to populate the Wearables dictionary
-
- True on success, otherwise false
-
-
-
- Blocking method to populate the Textures array with cached bakes
-
- True on success, otherwise false
-
-
-
- Populates textures and visual params from a decoded asset
-
- Wearable to decode
-
-
-
- Blocking method to download and parse currently worn wearable assets
-
- True on success, otherwise false
-
-
-
- Get a list of all of the textures that need to be downloaded for a
- single bake layer
-
- Bake layer to get texture AssetIDs for
- A list of texture AssetIDs to download
-
-
-
- Helper method to lookup the TextureID for a single layer and add it
- to a list if it is not already present
-
-
-
-
-
-
-
-
- Blocking method to download all of the textures needed for baking
- the given bake layers
-
- A list of layers that need baking
- No return value is given because the baking will happen
- whether or not all textures are successfully downloaded
-
-
-
- Blocking method to create and upload baked textures for all of the
- missing bakes
-
- True on success, otherwise false
-
-
-
- Blocking method to create and upload a baked texture for a single
- bake layer
-
- Layer to bake
- True on success, otherwise false
-
-
-
- Blocking method to upload a baked texture
-
- Five channel JPEG2000 texture data to upload
- UUID of the newly created asset on success, otherwise UUID.Zero
-
-
-
- Creates a dictionary of visual param values from the downloaded wearables
-
- A dictionary of visual param indices mapping to visual param
- values for our agent that can be fed to the Baker class
-
-
-
- Create an AgentSetAppearance packet from Wearables data and the
- Textures array and send it
-
-
-
-
- Converts a WearableType to a bodypart or clothing WearableType
-
- A WearableType
- AssetType.Bodypart or AssetType.Clothing or AssetType.Unknown
-
-
-
- Converts a BakeType to the corresponding baked texture slot in AvatarTextureIndex
-
- A BakeType
- The AvatarTextureIndex slot that holds the given BakeType
-
-
-
- Gives the layer number that is used for morph mask
-
- >A BakeType
- Which layer number as defined in BakeTypeToTextures is used for morph mask
-
-
-
- Converts a BakeType to a list of the texture slots that make up that bake
-
- A BakeType
- A list of texture slots that are inputs for the given bake
-
-
- Contains the Event data returned from the data server from an AgentWearablesRequest
-
-
- Construct a new instance of the AgentWearablesReplyEventArgs class
-
-
- Contains the Event data returned from the data server from an AgentCachedTextureResponse
-
-
- Construct a new instance of the AgentCachedBakesReplyEventArgs class
-
-
- Contains the Event data returned from an AppearanceSetRequest
-
-
-
- Triggered when appearance data is sent to the sim and
- the main appearance thread is done.
- Indicates whether appearance setting was successful
-
-
- Indicates whether appearance setting was successful
-
-
- Contains the Event data returned from the data server from an RebakeAvatarTextures
-
-
-
- Triggered when the simulator sends a request for this agent to rebake
- its appearance
-
- The ID of the Texture Layer to bake
-
-
- The ID of the Texture Layer to bake
-
-
-
- Class that handles the local asset cache
-
-
-
-
- Default constructor
-
- A reference to the GridClient object
-
-
-
- Helper class for sorting files by their last accessed time
-
-
-
-
- Allows setting weather to periodicale prune the cache if it grows too big
- Default is enabled, when caching is enabled
-
-
-
-
- How long (in ms) between cache checks (default is 5 min.)
-
-
-
-
- Disposes cleanup timer
-
-
-
-
- Only create timer when needed
-
-
-
-
- Return bytes read from the local asset cache, null if it does not exist
-
- UUID of the asset we want to get
- Raw bytes of the asset, or null on failure
-
-
-
- Returns ImageDownload object of the
- image from the local image cache, null if it does not exist
-
- UUID of the image we want to get
- ImageDownload object containing the image, or null on failure
-
-
-
- Constructs a file name of the cached asset
-
- UUID of the asset
- String with the file name of the cahced asset
-
-
-
- Constructs a file name of the static cached asset
-
- UUID of the asset
- String with the file name of the static cached asset
-
-
-
- Saves an asset to the local cache
-
- UUID of the asset
- Raw bytes the asset consists of
- Weather the operation was successfull
-
-
-
- Get the file name of the asset stored with gived UUID
-
- UUID of the asset
- Null if we don't have that UUID cached on disk, file name if found in the cache folder
-
-
-
- Checks if the asset exists in the local cache
-
- UUID of the asset
- True is the asset is stored in the cache, otherwise false
-
-
-
- Wipes out entire cache
-
-
-
-
- Brings cache size to the 90% of the max size
-
-
-
-
- Asynchronously brings cache size to the 90% of the max size
-
-
-
-
- Adds up file sizes passes in a FileInfo array
-
-
-
-
- Checks whether caching is enabled
-
-
-
-
- Periodically prune the cache
-
-
-
-
- Nicely formats file sizes
-
- Byte size we want to output
- String with humanly readable file size
-
-
-
-
-
-
- OK
-
-
- Transfer completed
-
-
-
-
-
-
-
-
-
-
- Unknown error occurred
-
-
- Equivalent to a 404 error
-
-
- Client does not have permission for that resource
-
-
- Unknown status
-
-
-
-
-
-
-
-
-
-
- Unknown
-
-
- Virtually all asset transfers use this channel
-
-
-
-
-
-
-
-
-
-
- Asset from the asset server
-
-
- Inventory item
-
-
- Estate asset, such as an estate covenant
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Image file format
-
-
-
-
-
-
-
- Number of milliseconds passed since the last transfer
- packet was received
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Default constructor
-
- A reference to the GridClient object
-
-
-
- Callback used for various asset download requests
-
- Transfer information
- Downloaded asset, null on fail
-
-
-
- Callback used upon competition of baked texture upload
-
- Asset UUID of the newly uploaded baked texture
-
-
-
- A callback that fires upon the completition of the RequestMesh call
-
- Was the download successfull
- Resulting mesh or null on problems
-
-
- Number of milliseconds to wait for a transfer header packet if out of order data was received
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- Texture download cache
-
-
- Raised when the simulator responds sends
-
-
- Raised during upload completes
-
-
- Raised during upload with progres update
-
-
- Fired when the simulator sends an InitiateDownloadPacket, used to download terrain .raw files
-
-
- Fired when a texture is in the process of being downloaded by the TexturePipeline class
-
-
- Raises the XferReceived event
- A XferReceivedEventArgs object containing the
- data returned from the simulator
-
-
- Raises the AssetUploaded event
- A AssetUploadedEventArgs object containing the
- data returned from the simulator
-
-
- Raises the UploadProgress event
- A UploadProgressEventArgs object containing the
- data returned from the simulator
-
-
- Raises the InitiateDownload event
- A InitiateDownloadEventArgs object containing the
- data returned from the simulator
-
-
- Raises the ImageReceiveProgress event
- A ImageReceiveProgressEventArgs object containing the
- data returned from the simulator
-
-
-
- Request an asset download
-
- Asset UUID
- Asset type, must be correct for the transfer to succeed
- Whether to give this transfer an elevated priority
- The callback to fire when the simulator responds with the asset data
-
-
-
- Request an asset download
-
- Asset UUID
- Asset type, must be correct for the transfer to succeed
- Whether to give this transfer an elevated priority
- Source location of the requested asset
- The callback to fire when the simulator responds with the asset data
-
-
-
- Request an asset download
-
- Asset UUID
- Asset type, must be correct for the transfer to succeed
- Whether to give this transfer an elevated priority
- Source location of the requested asset
- UUID of the transaction
- The callback to fire when the simulator responds with the asset data
-
-
-
- Request an asset download through the almost deprecated Xfer system
-
- Filename of the asset to request
- Whether or not to delete the asset
- off the server after it is retrieved
- Use large transfer packets or not
- UUID of the file to request, if filename is
- left empty
- Asset type of vFileID
, or
- AssetType.Unknown
if filename is not empty
- Sets the FilePath in the request to Cache
- (4) if true, otherwise Unknown (0) is used
-
-
-
-
-
-
- Use UUID.Zero if you do not have the
- asset ID but have all the necessary permissions
- The item ID of this asset in the inventory
- Use UUID.Zero if you are not requesting an
- asset from an object inventory
- The owner of this asset
- Asset type
- Whether to prioritize this asset download or not
-
-
-
-
-
- Used to force asset data into the PendingUpload property, ie: for raw terrain uploads
-
- An AssetUpload object containing the data to upload to the simulator
-
-
-
- Request an asset be uploaded to the simulator
-
- The Object containing the asset data
- If True, the asset once uploaded will be stored on the simulator
- in which the client was connected in addition to being stored on the asset server
- The of the transfer, can be used to correlate the upload with
- events being fired
-
-
-
- Request an asset be uploaded to the simulator
-
- The of the asset being uploaded
- A byte array containing the encoded asset data
- If True, the asset once uploaded will be stored on the simulator
- in which the client was connected in addition to being stored on the asset server
- The of the transfer, can be used to correlate the upload with
- events being fired
-
-
-
- Request an asset be uploaded to the simulator
-
-
-
- Asset type to upload this data as
- A byte array containing the encoded asset data
- If True, the asset once uploaded will be stored on the simulator
- in which the client was connected in addition to being stored on the asset server
- The of the transfer, can be used to correlate the upload with
- events being fired
-
-
-
- Initiate an asset upload
-
- The ID this asset will have if the
- upload succeeds
- Asset type to upload this data as
- Raw asset data to upload
- Whether to store this asset on the local
- simulator or the grid-wide asset server
- The tranaction id for the upload
- The transaction ID of this transfer
-
-
-
- Request a texture asset from the simulator using the system to
- manage the requests and re-assemble the image from the packets received from the simulator
-
- The of the texture asset to download
- The of the texture asset.
- Use for most textures, or for baked layer texture assets
- A float indicating the requested priority for the transfer. Higher priority values tell the simulator
- to prioritize the request before lower valued requests. An image already being transferred using the can have
- its priority changed by resending the request with the new priority value
- Number of quality layers to discard.
- This controls the end marker of the data sent. Sending with value -1 combined with priority of 0 cancels an in-progress
- transfer.
- A bug exists in the Linden Simulator where a -1 will occasionally be sent with a non-zero priority
- indicating an off-by-one error.
- The packet number to begin the request at. A value of 0 begins the request
- from the start of the asset texture
- The callback to fire when the image is retrieved. The callback
- will contain the result of the request and the texture asset data
- If true, the callback will be fired for each chunk of the downloaded image.
- The callback asset parameter will contain all previously received chunks of the texture asset starting
- from the beginning of the request
-
- Request an image and fire a callback when the request is complete
-
- Client.Assets.RequestImage(UUID.Parse("c307629f-e3a1-4487-5e88-0d96ac9d4965"), ImageType.Normal, TextureDownloader_OnDownloadFinished);
- private void TextureDownloader_OnDownloadFinished(TextureRequestState state, AssetTexture asset)
- {
- if(state == TextureRequestState.Finished)
- {
- Console.WriteLine("Texture {0} ({1} bytes) has been successfully downloaded",
- asset.AssetID,
- asset.AssetData.Length);
- }
- }
-
- Request an image and use an inline anonymous method to handle the downloaded texture data
-
- Client.Assets.RequestImage(UUID.Parse("c307629f-e3a1-4487-5e88-0d96ac9d4965"), ImageType.Normal, delegate(TextureRequestState state, AssetTexture asset)
- {
- if(state == TextureRequestState.Finished)
- {
- Console.WriteLine("Texture {0} ({1} bytes) has been successfully downloaded",
- asset.AssetID,
- asset.AssetData.Length);
- }
- }
- );
-
- Request a texture, decode the texture to a bitmap image and apply it to a imagebox
-
- Client.Assets.RequestImage(UUID.Parse("c307629f-e3a1-4487-5e88-0d96ac9d4965"), ImageType.Normal, TextureDownloader_OnDownloadFinished);
- private void TextureDownloader_OnDownloadFinished(TextureRequestState state, AssetTexture asset)
- {
- if(state == TextureRequestState.Finished)
- {
- ManagedImage imgData;
- Image bitmap;
- if (state == TextureRequestState.Finished)
- {
- OpenJPEG.DecodeToImage(assetTexture.AssetData, out imgData, out bitmap);
- picInsignia.Image = bitmap;
- }
- }
- }
-
-
-
-
- Overload: Request a texture asset from the simulator using the system to
- manage the requests and re-assemble the image from the packets received from the simulator
-
- The of the texture asset to download
- The callback to fire when the image is retrieved. The callback
- will contain the result of the request and the texture asset data
-
-
-
- Overload: Request a texture asset from the simulator using the system to
- manage the requests and re-assemble the image from the packets received from the simulator
-
- The of the texture asset to download
- The of the texture asset.
- Use for most textures, or for baked layer texture assets
- The callback to fire when the image is retrieved. The callback
- will contain the result of the request and the texture asset data
-
-
-
- Overload: Request a texture asset from the simulator using the system to
- manage the requests and re-assemble the image from the packets received from the simulator
-
- The of the texture asset to download
- The of the texture asset.
- Use for most textures, or for baked layer texture assets
- The callback to fire when the image is retrieved. The callback
- will contain the result of the request and the texture asset data
- If true, the callback will be fired for each chunk of the downloaded image.
- The callback asset parameter will contain all previously received chunks of the texture asset starting
- from the beginning of the request
-
-
-
- Cancel a texture request
-
- The texture assets
-
-
-
- Requests download of a mesh asset
-
- UUID of the mesh asset
- Callback when the request completes
-
-
-
- Lets TexturePipeline class fire the progress event
-
- The texture ID currently being downloaded
- the number of bytes transferred
- the total number of bytes expected
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Xfer data
-
-
- Upload data
-
-
- Filename used on the simulator
-
-
- Filename used by the client
-
-
- UUID of the image that is in progress
-
-
- Number of bytes received so far
-
-
- Image size in bytes
-
-
-
- Avatar profile flags
-
-
-
-
- Represents an avatar (other than your own)
-
-
-
-
- Default constructor
-
-
-
-
- Positive and negative ratings
-
-
-
- Positive ratings for Behavior
-
-
- Negative ratings for Behavior
-
-
- Positive ratings for Appearance
-
-
- Negative ratings for Appearance
-
-
- Positive ratings for Building
-
-
- Negative ratings for Building
-
-
- Positive ratings given by this avatar
-
-
- Negative ratings given by this avatar
-
-
-
- Avatar properties including about text, profile URL, image IDs and
- publishing settings
-
-
-
- First Life about text
-
-
- First Life image ID
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Profile image ID
-
-
- Flags of the profile
-
-
- Web URL for this profile
-
-
- Should this profile be published on the web
-
-
- Avatar Online Status
-
-
- Is this a mature profile
-
-
-
-
-
-
-
-
-
-
-
- Avatar interests including spoken languages, skills, and "want to"
- choices
-
-
-
- Languages profile field
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Groups that this avatar is a member of
-
-
- Positive and negative ratings
-
-
- Avatar properties including about text, profile URL, image IDs and
- publishing settings
-
-
- Avatar interests including spoken languages, skills, and "want to"
- choices
-
-
- Movement control flags for avatars. Typically not set or used by
- clients. To move your avatar, use Client.Self.Movement instead
-
-
-
- Contains the visual parameters describing the deformation of the avatar
-
-
-
- First name
-
-
- Last name
-
-
- Full name
-
-
- Active group
-
-
- Information about agents display name
-
-
- Agent UUID
-
-
- Username
-
-
- Display name
-
-
- First name (legacy)
-
-
- Last name (legacy)
-
-
- Is display name default display name
-
-
- Cache display name until
-
-
- Full name (legacy)
-
-
-
- Creates AgentDisplayName object from OSD
-
- Incoming OSD data
- AgentDisplayName object
-
-
-
- Return object as OSD map
-
- OSD containing agent's display name data
-
-
-
- Holds group information for Avatars such as those you might find in a profile
-
-
-
- true of Avatar accepts group notices
-
-
- Groups Key
-
-
- Texture Key for groups insignia
-
-
- Name of the group
-
-
- Powers avatar has in the group
-
-
- Avatars Currently selected title
-
-
- true of Avatar has chosen to list this in their profile
-
-
-
- Contains an animation currently being played by an agent
-
-
-
- The ID of the animation asset
-
-
- A number to indicate start order of currently playing animations
- On Linden Grids this number is unique per region, with OpenSim it is per client
-
-
-
-
-
-
-
- Holds group information on an individual profile pick
-
-
-
-
- Retrieve friend status notifications, and retrieve avatar names and
- profiles
-
-
-
-
- Represents other avatars
-
-
-
-
-
-
- Callback giving results when fetching display names
-
- If the request was successful
- Array of display names
- Array of UUIDs that could not be fetched
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- Raised when the simulator sends us data containing
- an agents animation playlist
-
-
- Raised when the simulator sends us data containing
- the appearance information for an agent
-
-
- Raised when the simulator sends us data containing
- agent names/id values
-
-
- Raised when the simulator sends us data containing
- the interests listed in an agents profile
-
-
- Raised when the simulator sends us data containing
- profile property information for an agent
-
-
- Raised when the simulator sends us data containing
- the group membership an agent is a member of
-
-
- Raised when the simulator sends us data containing
- name/id pair
-
-
- Raised when the simulator sends us data containing
- the objects and effect when an agent is pointing at
-
-
- Raised when the simulator sends us data containing
- the objects and effect when an agent is looking at
-
-
- Raised when the simulator sends us data containing
- an agents viewer effect information
-
-
- Raised when the simulator sends us data containing
- the top picks from an agents profile
-
-
- Raised when the simulator sends us data containing
- the Pick details
-
-
- Raised when the simulator sends us data containing
- the classified ads an agent has placed
-
-
- Raised when the simulator sends us data containing
- the details of a classified ad
-
-
- Raised when the simulator sends us data containing
- the details of display name change
-
-
- Raises the AvatarAnimation Event
- An AvatarAnimationEventArgs object containing
- the data sent from the simulator
-
-
- Raises the AvatarAppearance Event
- A AvatarAppearanceEventArgs object containing
- the data sent from the simulator
-
-
- Raises the UUIDNameReply Event
- A UUIDNameReplyEventArgs object containing
- the data sent from the simulator
-
-
- Raises the AvatarInterestsReply Event
- A AvatarInterestsReplyEventArgs object containing
- the data sent from the simulator
-
-
- Raises the AvatarPropertiesReply Event
- A AvatarPropertiesReplyEventArgs object containing
- the data sent from the simulator
-
-
- Raises the AvatarGroupsReply Event
- A AvatarGroupsReplyEventArgs object containing
- the data sent from the simulator
-
-
- Raises the AvatarPickerReply Event
- A AvatarPickerReplyEventArgs object containing
- the data sent from the simulator
-
-
- Raises the ViewerEffectPointAt Event
- A ViewerEffectPointAtEventArgs object containing
- the data sent from the simulator
-
-
- Raises the ViewerEffectLookAt Event
- A ViewerEffectLookAtEventArgs object containing
- the data sent from the simulator
-
-
- Raises the ViewerEffect Event
- A ViewerEffectEventArgs object containing
- the data sent from the simulator
-
-
- Raises the AvatarPicksReply Event
- A AvatarPicksReplyEventArgs object containing
- the data sent from the simulator
-
-
- Raises the PickInfoReply Event
- A PickInfoReplyEventArgs object containing
- the data sent from the simulator
-
-
- Raises the AvatarClassifiedReply Event
- A AvatarClassifiedReplyEventArgs object containing
- the data sent from the simulator
-
-
- Raises the ClassifiedInfoReply Event
- A ClassifiedInfoReplyEventArgs object containing
- the data sent from the simulator
-
-
- Raises the DisplayNameUpdate Event
- A DisplayNameUpdateEventArgs object containing
- the data sent from the simulator
-
-
- Tracks the specified avatar on your map
- Avatar ID to track
-
-
-
- Request a single avatar name
-
- The avatar key to retrieve a name for
-
-
-
- Request a list of avatar names
-
- The avatar keys to retrieve names for
-
-
-
- Check if Display Names functionality is available
-
- True if Display name functionality is available
-
-
-
- Request retrieval of display names (max 90 names per request)
-
- List of UUIDs to lookup
- Callback to report result of the operation
-
-
-
- Start a request for Avatar Properties
-
-
-
-
-
-
- Search for an avatar (first name, last name)
-
- The name to search for
- An ID to associate with this query
-
-
-
- Start a request for Avatar Picks
-
- UUID of the avatar
-
-
-
- Start a request for Avatar Classifieds
-
- UUID of the avatar
-
-
-
- Start a request for details of a specific profile pick
-
- UUID of the avatar
- UUID of the profile pick
-
-
-
- Start a request for details of a specific profile classified
-
- UUID of the avatar
- UUID of the profile classified
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
-
- EQ Message fired when someone nearby changes their display name
-
- The message key
- the IMessage object containing the deserialized data sent from the simulator
- The which originated the packet
-
-
-
- Crossed region handler for message that comes across the EventQueue. Sent to an agent
- when the agent crosses a sim border into a new region.
-
- The message key
- the IMessage object containing the deserialized data sent from the simulator
- The which originated the packet
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Provides data for the event
- The event occurs when the simulator sends
- the animation playlist for an agent
-
- The following code example uses the and
- properties to display the animation playlist of an avatar on the window.
-
- // subscribe to the event
- Client.Avatars.AvatarAnimation += Avatars_AvatarAnimation;
- private void Avatars_AvatarAnimation(object sender, AvatarAnimationEventArgs e)
- {
- // create a dictionary of "known" animations from the Animations class using System.Reflection
- Dictionary<UUID, string> systemAnimations = new Dictionary<UUID, string>();
- Type type = typeof(Animations);
- System.Reflection.FieldInfo[] fields = type.GetFields(System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Static);
- foreach (System.Reflection.FieldInfo field in fields)
- {
- systemAnimations.Add((UUID)field.GetValue(type), field.Name);
- }
- // find out which animations being played are known animations and which are assets
- foreach (Animation animation in e.Animations)
- {
- if (systemAnimations.ContainsKey(animation.AnimationID))
- {
- Console.WriteLine("{0} is playing {1} ({2}) sequence {3}", e.AvatarID,
- systemAnimations[animation.AnimationID], animation.AnimationSequence);
- }
- else
- {
- Console.WriteLine("{0} is playing {1} (Asset) sequence {2}", e.AvatarID,
- animation.AnimationID, animation.AnimationSequence);
- }
- }
- }
-
-
-
-
- Construct a new instance of the AvatarAnimationEventArgs class
-
- The ID of the agent
- The list of animations to start
-
-
- Get the ID of the agent
-
-
- Get the list of animations to start
-
-
- Provides data for the event
- The event occurs when the simulator sends
- the appearance data for an avatar
-
- The following code example uses the and
- properties to display the selected shape of an avatar on the window.
-
- // subscribe to the event
- Client.Avatars.AvatarAppearance += Avatars_AvatarAppearance;
- // handle the data when the event is raised
- void Avatars_AvatarAppearance(object sender, AvatarAppearanceEventArgs e)
- {
- Console.WriteLine("The Agent {0} is using a {1} shape.", e.AvatarID, (e.VisualParams[31] > 0) : "male" ? "female")
- }
-
-
-
-
- Construct a new instance of the AvatarAppearanceEventArgs class
-
- The simulator request was from
- The ID of the agent
- true of the agent is a trial account
- The default agent texture
- The agents appearance layer textures
- The for the agent
-
-
- Get the Simulator this request is from of the agent
-
-
- Get the ID of the agent
-
-
- true if the agent is a trial account
-
-
- Get the default agent texture
-
-
- Get the agents appearance layer textures
-
-
- Get the for the agent
-
-
- Represents the interests from the profile of an agent
-
-
- Get the ID of the agent
-
-
- The properties of an agent
-
-
- Get the ID of the agent
-
-
- Get the ID of the agent
-
-
- Get the ID of the agent
-
-
- Get the ID of the avatar
-
-
-
- Event args class for display name notification messages
-
-
-
-
- Reads in a byte array of an Animation Asset created by the SecondLife(tm) client.
-
-
-
-
- Searialize an animation asset into it's joints/keyframes/meta data
-
-
-
-
-
-
- Rotation Keyframe count (used internally)
-
-
-
-
- Position Keyframe count (used internally)
-
-
-
-
- Animation Priority
-
-
-
-
- The animation length in seconds.
-
-
-
-
- Expression set in the client. Null if [None] is selected
-
-
-
-
- The time in seconds to start the animation
-
-
-
-
- The time in seconds to end the animation
-
-
-
-
- Loop the animation
-
-
-
-
- Meta data. Ease in Seconds.
-
-
-
-
- Meta data. Ease out seconds.
-
-
-
-
- Meta Data for the Hand Pose
-
-
-
-
- Number of joints defined in the animation
-
-
-
-
- Contains an array of joints
-
-
-
-
- Variable length strings seem to be null terminated in the animation asset.. but..
- use with caution, home grown.
- advances the index.
-
- The animation asset byte array
- The offset to start reading
- a string
-
-
-
- Read in a Joint from an animation asset byte array
- Variable length Joint fields, yay!
- Advances the index
-
- animation asset byte array
- Byte Offset of the start of the joint
- The Joint data serialized into the binBVHJoint structure
-
-
-
- Read Keyframes of a certain type
- advance i
-
- Animation Byte array
- Offset in the Byte Array. Will be advanced
- Number of Keyframes
- Scaling Min to pass to the Uint16ToFloat method
- Scaling Max to pass to the Uint16ToFloat method
-
-
-
-
-
- A Joint and it's associated meta data and keyframes
-
-
-
-
- Name of the Joint. Matches the avatar_skeleton.xml in client distros
-
-
-
-
- Joint Animation Override? Was the same as the Priority in testing..
-
-
-
-
- Array of Rotation Keyframes in order from earliest to latest
-
-
-
-
- Array of Position Keyframes in order from earliest to latest
- This seems to only be for the Pelvis?
-
-
-
-
- Custom application data that can be attached to a joint
-
-
-
-
- A Joint Keyframe. This is either a position or a rotation.
-
-
-
-
- Either a Vector3 position or a Vector3 Euler rotation
-
-
-
-
- Poses set in the animation metadata for the hands.
-
-
-
-
- Wrapper around a byte array that allows bit to be packed and unpacked
- one at a time or by a variable amount. Useful for very tightly packed
- data like LayerData packets
-
-
-
-
- Default constructor, initialize the bit packer / bit unpacker
- with a byte array and starting position
-
- Byte array to pack bits in to or unpack from
- Starting position in the byte array
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Pack a floating point value in to the data
-
- Floating point value to pack
-
-
-
- Pack part or all of an integer in to the data
-
- Integer containing the data to pack
- Number of bits of the integer to pack
-
-
-
- Pack part or all of an unsigned integer in to the data
-
- Unsigned integer containing the data to pack
- Number of bits of the integer to pack
-
-
-
- Pack a single bit in to the data
-
- Bit to pack
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Unpacking a floating point value from the data
-
- Unpacked floating point value
-
-
-
- Unpack a variable number of bits from the data in to integer format
-
- Number of bits to unpack
- An integer containing the unpacked bits
- This function is only useful up to 32 bits
-
-
-
- Unpack a variable number of bits from the data in to unsigned
- integer format
-
- Number of bits to unpack
- An unsigned integer containing the unpacked bits
- This function is only useful up to 32 bits
-
-
-
- Unpack a 16-bit signed integer
-
- 16-bit signed integer
-
-
-
- Unpack a 16-bit unsigned integer
-
- 16-bit unsigned integer
-
-
-
- Unpack a 32-bit signed integer
-
- 32-bit signed integer
-
-
-
- Unpack a 32-bit unsigned integer
-
- 32-bit unsigned integer
-
-
-
- Capabilities is the name of the bi-directional HTTP REST protocol
- used to communicate non real-time transactions such as teleporting or
- group messaging
-
-
-
-
- Default constructor
-
-
-
-
-
-
-
-
- Triggered when an event is received via the EventQueueGet
- capability
-
- Event name
- Decoded event data
- The simulator that generated the event
-
-
- Reference to the simulator this system is connected to
-
-
- Capabilities URI this system was initialized with
-
-
- Whether the capabilities event queue is connected and
- listening for incoming events
-
-
-
- Request the URI of a named capability
-
- Name of the capability to request
- The URI of the requested capability, or String.Empty if
- the capability does not exist
-
-
-
- Process any incoming events, check to see if we have a message created for the event,
-
-
-
-
-
-
-
-
- Attempts to convert an LLSD structure to a known Packet type
-
- Event name, this must match an actual
- packet name for a Packet to be successfully built
- LLSD to convert to a Packet
- A Packet on success, otherwise null
-
-
- Origin position of this coordinate frame
-
-
- X axis of this coordinate frame, or Forward/At in grid terms
-
-
- Y axis of this coordinate frame, or Left in grid terms
-
-
- Z axis of this coordinate frame, or Up in grid terms
-
-
-
-
- Looking direction, must be a normalized vector
- Up direction, must be a normalized vector
-
-
-
- Align the coordinate frame X and Y axis with a given rotation
- around the Z axis in radians
-
- Absolute rotation around the Z axis in
- radians
-
-
-
- Access to the data server which allows searching for land, events, people, etc
-
-
-
-
- Constructs a new instance of the DirectoryManager class
-
- An instance of GridClient
-
-
- Classified Ad categories
-
-
- Classified is listed in the Any category
-
-
- Classified is shopping related
-
-
- Classified is
-
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- Event Categories
-
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- Query Flags used in many of the DirectoryManager methods to specify which query to execute and how to return the results.
- Flags can be combined using the | (pipe) character, not all flags are available in all queries
-
-
-
- Query the People database
-
-
-
-
-
-
-
-
-
-
- Query the Groups database
-
-
- Query the Events database
-
-
- Query the land holdings database for land owned by the currently connected agent
-
-
-
-
-
-
- Query the land holdings database for land which is owned by a Group
-
-
- Specifies the query should pre sort the results based upon traffic
- when searching the Places database
-
-
-
-
-
-
-
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-
-
-
-
-
- Specifies the query should pre sort the results in an ascending order when searching the land sales database.
- This flag is only used when searching the land sales database
-
-
- Specifies the query should pre sort the results using the SalePrice field when searching the land sales database.
- This flag is only used when searching the land sales database
-
-
- Specifies the query should pre sort the results by calculating the average price/sq.m (SalePrice / Area) when searching the land sales database.
- This flag is only used when searching the land sales database
-
-
- Specifies the query should pre sort the results using the ParcelSize field when searching the land sales database.
- This flag is only used when searching the land sales database
-
-
- Specifies the query should pre sort the results using the Name field when searching the land sales database.
- This flag is only used when searching the land sales database
-
-
- When set, only parcels less than the specified Price will be included when searching the land sales database.
- This flag is only used when searching the land sales database
-
-
- When set, only parcels greater than the specified Size will be included when searching the land sales database.
- This flag is only used when searching the land sales database
-
-
-
-
-
-
-
-
-
-
- Include PG land in results. This flag is used when searching both the Groups, Events and Land sales databases
-
-
- Include Mature land in results. This flag is used when searching both the Groups, Events and Land sales databases
-
-
- Include Adult land in results. This flag is used when searching both the Groups, Events and Land sales databases
-
-
-
-
-
-
-
- Land types to search dataserver for
-
-
-
- Search Auction, Mainland and Estate
-
-
- Land which is currently up for auction
-
-
- Parcels which are on the mainland (Linden owned) continents
-
-
- Parcels which are on privately owned simulators
-
-
-
- The content rating of the event
-
-
-
- Event is PG
-
-
- Event is Mature
-
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- Event is Adult
-
-
-
- Classified Ad Options
-
- There appear to be two formats the flags are packed in.
- This set of flags is for the newer style
-
-
-
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- Classified ad query options
-
-
-
- Include all ads in results
-
-
- Include PG ads in results
-
-
- Include Mature ads in results
-
-
- Include Adult ads in results
-
-
-
- The For Sale flag in PlacesReplyData
-
-
-
- Parcel is not listed for sale
-
-
- Parcel is For Sale
-
-
-
- A classified ad on the grid
-
-
-
- UUID for this ad, useful for looking up detailed
- information about it
-
-
- The title of this classified ad
-
-
- Flags that show certain options applied to the classified
-
-
- Creation date of the ad
-
-
- Expiration date of the ad
-
-
- Price that was paid for this ad
-
-
- Print the struct data as a string
- A string containing the field name, and field value
-
-
-
- A parcel retrieved from the dataserver such as results from the
- "For-Sale" listings or "Places" Search
-
-
-
- The unique dataserver parcel ID
- This id is used to obtain additional information from the entry
- by using the method
-
-
- A string containing the name of the parcel
-
-
- The size of the parcel
- This field is not returned for Places searches
-
-
- The price of the parcel
- This field is not returned for Places searches
-
-
- If True, this parcel is flagged to be auctioned
-
-
- If true, this parcel is currently set for sale
-
-
- Parcel traffic
-
-
- Print the struct data as a string
- A string containing the field name, and field value
-
-
-
- An Avatar returned from the dataserver
-
-
-
- Online status of agent
- This field appears to be obsolete and always returns false
-
-
- The agents first name
-
-
- The agents last name
-
-
- The agents
-
-
- Print the struct data as a string
- A string containing the field name, and field value
-
-
-
- Response to a "Groups" Search
-
-
-
- The Group ID
-
-
- The name of the group
-
-
- The current number of members
-
-
- Print the struct data as a string
- A string containing the field name, and field value
-
-
-
- Parcel information returned from a request
-
- Represents one of the following:
- A parcel of land on the grid that has its Show In Search flag set
- A parcel of land owned by the agent making the request
- A parcel of land owned by a group the agent making the request is a member of
-
- In a request for Group Land, the First record will contain an empty record
-
- Note: This is not the same as searching the land for sale data source
-
-
-
- The ID of the Agent of Group that owns the parcel
-
-
- The name
-
-
- The description
-
-
- The Size of the parcel
-
-
- The billable Size of the parcel, for mainland
- parcels this will match the ActualArea field. For Group owned land this will be 10 percent smaller
- than the ActualArea. For Estate land this will always be 0
-
-
- Indicates the ForSale status of the parcel
-
-
- The Gridwide X position
-
-
- The Gridwide Y position
-
-
- The Z position of the parcel, or 0 if no landing point set
-
-
- The name of the Region the parcel is located in
-
-
- The Asset ID of the parcels Snapshot texture
-
-
- The calculated visitor traffic
-
-
- The billing product SKU
- Known values are:
- - 023Mainland / Full Region
- 024Estate / Full Region
- 027Estate / Openspace
- 029Estate / Homestead
- 129Mainland / Homestead (Linden Owned)
-
-
- No longer used, will always be 0
-
-
- Get a SL URL for the parcel
- A string, containing a standard SLURL
-
-
- Print the struct data as a string
- A string containing the field name, and field value
-
-
-
- An "Event" Listing summary
-
-
-
- The ID of the event creator
-
-
- The name of the event
-
-
- The events ID
-
-
- A string containing the short date/time the event will begin
-
-
- The event start time in Unixtime (seconds since epoch)
-
-
- The events maturity rating
-
-
- Print the struct data as a string
- A string containing the field name, and field value
-
-
-
- The details of an "Event"
-
-
-
- The events ID
-
-
- The ID of the event creator
-
-
- The name of the event
-
-
- The category
-
-
- The events description
-
-
- The short date/time the event will begin
-
-
- The event start time in Unixtime (seconds since epoch) UTC adjusted
-
-
- The length of the event in minutes
-
-
- 0 if no cover charge applies
-
-
- The cover charge amount in L$ if applicable
-
-
- The name of the region where the event is being held
-
-
- The gridwide location of the event
-
-
- The maturity rating
-
-
- Get a SL URL for the parcel where the event is hosted
- A string, containing a standard SLURL
-
-
- Print the struct data as a string
- A string containing the field name, and field value
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- Raised when the data server responds to a request.
-
-
- Raised when the data server responds to a request.
-
-
- Raised when the data server responds to a request.
-
-
- Raised when the data server responds to a request.
-
-
- Raised when the data server responds to a request.
-
-
- Raised when the data server responds to a request.
-
-
- Raised when the data server responds to a request.
-
-
- Raised when the data server responds to a request.
-
-
- Raises the EventInfoReply event
- An EventInfoReplyEventArgs object containing the
- data returned from the data server
-
-
- Raises the DirEventsReply event
- An DirEventsReplyEventArgs object containing the
- data returned from the data server
-
-
- Raises the PlacesReply event
- A PlacesReplyEventArgs object containing the
- data returned from the data server
-
-
- Raises the DirPlacesReply event
- A DirPlacesReplyEventArgs object containing the
- data returned from the data server
-
-
- Raises the DirClassifiedsReply event
- A DirClassifiedsReplyEventArgs object containing the
- data returned from the data server
-
-
- Raises the DirGroupsReply event
- A DirGroupsReplyEventArgs object containing the
- data returned from the data server
-
-
- Raises the DirPeopleReply event
- A DirPeopleReplyEventArgs object containing the
- data returned from the data server
-
-
- Raises the DirLandReply event
- A DirLandReplyEventArgs object containing the
- data returned from the data server
-
-
-
- Query the data server for a list of classified ads containing the specified string.
- Defaults to searching for classified placed in any category, and includes PG, Adult and Mature
- results.
- Responses are sent 16 per response packet, there is no way to know how many results a query reply will contain however assuming
- the reply packets arrived ordered, a response with less than 16 entries would indicate all results have been received
- The event is raised when a response is received from the simulator
-
- A string containing a list of keywords to search for
- A UUID to correlate the results when the event is raised
-
-
-
- Query the data server for a list of classified ads which contain specified keywords (Overload)
- The event is raised when a response is received from the simulator
-
- A string containing a list of keywords to search for
- The category to search
- A set of flags which can be ORed to modify query options
- such as classified maturity rating.
- A UUID to correlate the results when the event is raised
-
- Search classified ads containing the key words "foo" and "bar" in the "Any" category that are either PG or Mature
-
- UUID searchID = StartClassifiedSearch("foo bar", ClassifiedCategories.Any, ClassifiedQueryFlags.PG | ClassifiedQueryFlags.Mature);
-
-
- Responses are sent 16 at a time, there is no way to know how many results a query reply will contain however assuming
- the reply packets arrived ordered, a response with less than 16 entries would indicate all results have been received
-
-
-
-
- Starts search for places (Overloaded)
- The event is raised when a response is received from the simulator
-
- Search text
- Each request is limited to 100 places
- being returned. To get the first 100 result entries of a request use 0,
- from 100-199 use 1, 200-299 use 2, etc.
- A UUID to correlate the results when the event is raised
-
-
-
- Queries the dataserver for parcels of land which are flagged to be shown in search
- The event is raised when a response is received from the simulator
-
- A string containing a list of keywords to search for separated by a space character
- A set of flags which can be ORed to modify query options
- such as classified maturity rating.
- The category to search
- Each request is limited to 100 places
- being returned. To get the first 100 result entries of a request use 0,
- from 100-199 use 1, 200-299 use 2, etc.
- A UUID to correlate the results when the event is raised
-
- Search places containing the key words "foo" and "bar" in the "Any" category that are either PG or Adult
-
- UUID searchID = StartDirPlacesSearch("foo bar", DirFindFlags.DwellSort | DirFindFlags.IncludePG | DirFindFlags.IncludeAdult, ParcelCategory.Any, 0);
-
-
- Additional information on the results can be obtained by using the ParcelManager.InfoRequest method
-
-
-
-
- Starts a search for land sales using the directory
- The event is raised when a response is received from the simulator
-
- What type of land to search for. Auction,
- estate, mainland, "first land", etc
- The OnDirLandReply event handler must be registered before
- calling this function. There is no way to determine how many
- results will be returned, or how many times the callback will be
- fired other than you won't get more than 100 total parcels from
- each query.
-
-
-
- Starts a search for land sales using the directory
- The event is raised when a response is received from the simulator
-
- What type of land to search for. Auction,
- estate, mainland, "first land", etc
- Maximum price to search for
- Maximum area to search for
- Each request is limited to 100 parcels
- being returned. To get the first 100 parcels of a request use 0,
- from 100-199 use 1, 200-299 use 2, etc.
- The OnDirLandReply event handler must be registered before
- calling this function. There is no way to determine how many
- results will be returned, or how many times the callback will be
- fired other than you won't get more than 100 total parcels from
- each query.
-
-
-
- Send a request to the data server for land sales listings
-
- Flags sent to specify query options
- Available flags:
- Specify the parcel rating with one or more of the following:
- IncludePG IncludeMature IncludeAdult
- Specify the field to pre sort the results with ONLY ONE of the following:
- PerMeterSort NameSort AreaSort PricesSort
- Specify the order the results are returned in, if not specified the results are pre sorted in a Descending Order
- SortAsc
- Specify additional filters to limit the results with one or both of the following:
- LimitByPrice LimitByArea
- Flags can be combined by separating them with the | (pipe) character
- Additional details can be found in
- What type of land to search for. Auction,
- Estate or Mainland
- Maximum price to search for when the
- DirFindFlags.LimitByPrice flag is specified in findFlags
- Maximum area to search for when the
- DirFindFlags.LimitByArea flag is specified in findFlags
- Each request is limited to 100 parcels
- being returned. To get the first 100 parcels of a request use 0,
- from 100-199 use 100, 200-299 use 200, etc.
-
- The event will be raised with the response from the simulator
- There is no way to determine how many results will be returned, or how many times the callback will be
- fired other than you won't get more than 100 total parcels from
- each reply.
- Any land set for sale to either anybody or specific to the connected agent will be included in the
- results if the land is included in the query
-
-
-
- // request all mainland, any maturity rating that is larger than 512 sq.m
- StartLandSearch(DirFindFlags.SortAsc | DirFindFlags.PerMeterSort | DirFindFlags.LimitByArea | DirFindFlags.IncludePG | DirFindFlags.IncludeMature | DirFindFlags.IncludeAdult, SearchTypeFlags.Mainland, 0, 512, 0);
-
-
-
-
-
- Search for Groups
-
- The name or portion of the name of the group you wish to search for
- Start from the match number
-
-
-
-
-
- Search for Groups
-
- The name or portion of the name of the group you wish to search for
- Start from the match number
- Search flags
-
-
-
-
-
- Search the People directory for other avatars
-
- The name or portion of the name of the avatar you wish to search for
-
-
-
-
-
-
-
- Search Places for parcels of land you personally own
-
-
-
-
- Searches Places for land owned by the specified group
-
- ID of the group you want to recieve land list for (You must be a member of the group)
- Transaction (Query) ID which can be associated with results from your request.
-
-
-
- Search the Places directory for parcels that are listed in search and contain the specified keywords
-
- A string containing the keywords to search for
- Transaction (Query) ID which can be associated with results from your request.
-
-
-
- Search Places - All Options
-
- One of the Values from the DirFindFlags struct, ie: AgentOwned, GroupOwned, etc.
- One of the values from the SearchCategory Struct, ie: Any, Linden, Newcomer
- A string containing a list of keywords to search for separated by a space character
- String Simulator Name to search in
- LLUID of group you want to recieve results for
- Transaction (Query) ID which can be associated with results from your request.
- Transaction (Query) ID which can be associated with results from your request.
-
-
-
- Search All Events with specifid searchText in all categories, includes PG, Mature and Adult
-
- A string containing a list of keywords to search for separated by a space character
- Each request is limited to 100 entries
- being returned. To get the first group of entries of a request use 0,
- from 100-199 use 100, 200-299 use 200, etc.
- UUID of query to correlate results in callback.
-
-
-
- Search Events
-
- A string containing a list of keywords to search for separated by a space character
- One or more of the following flags: DateEvents, IncludePG, IncludeMature, IncludeAdult
- from the Enum
- Multiple flags can be combined by separating the flags with the | (pipe) character
- "u" for in-progress and upcoming events, -or- number of days since/until event is scheduled
- For example "0" = Today, "1" = tomorrow, "2" = following day, "-1" = yesterday, etc.
- Each request is limited to 100 entries
- being returned. To get the first group of entries of a request use 0,
- from 100-199 use 100, 200-299 use 200, etc.
- EventCategory event is listed under.
- UUID of query to correlate results in callback.
-
-
- Requests Event Details
- ID of Event returned from the method
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming event message
- The Unique Capabilities Key
- The event message containing the data
- The simulator the message originated from
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming event message
- The Unique Capabilities Key
- The event message containing the data
- The simulator the message originated from
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Contains the Event data returned from the data server from an EventInfoRequest
-
-
- Construct a new instance of the EventInfoReplyEventArgs class
- A single EventInfo object containing the details of an event
-
-
-
- A single EventInfo object containing the details of an event
-
-
-
- Contains the "Event" detail data returned from the data server
-
-
- Construct a new instance of the DirEventsReplyEventArgs class
- The ID of the query returned by the data server.
- This will correlate to the ID returned by the method
- A list containing the "Events" returned by the search query
-
-
- The ID returned by
-
-
- A list of "Events" returned by the data server
-
-
- Contains the "Event" list data returned from the data server
-
-
- Construct a new instance of PlacesReplyEventArgs class
- The ID of the query returned by the data server.
- This will correlate to the ID returned by the method
- A list containing the "Places" returned by the data server query
-
-
- The ID returned by
-
-
- A list of "Places" returned by the data server
-
-
- Contains the places data returned from the data server
-
-
- Construct a new instance of the DirPlacesReplyEventArgs class
- The ID of the query returned by the data server.
- This will correlate to the ID returned by the method
- A list containing land data returned by the data server
-
-
- The ID returned by
-
-
- A list containing Places data returned by the data server
-
-
- Contains the classified data returned from the data server
-
-
- Construct a new instance of the DirClassifiedsReplyEventArgs class
- A list of classified ad data returned from the data server
-
-
- A list containing Classified Ads returned by the data server
-
-
- Contains the group data returned from the data server
-
-
- Construct a new instance of the DirGroupsReplyEventArgs class
- The ID of the query returned by the data server.
- This will correlate to the ID returned by the method
- A list of groups data returned by the data server
-
-
- The ID returned by
-
-
- A list containing Groups data returned by the data server
-
-
- Contains the people data returned from the data server
-
-
- Construct a new instance of the DirPeopleReplyEventArgs class
- The ID of the query returned by the data server.
- This will correlate to the ID returned by the method
- A list of people data returned by the data server
-
-
- The ID returned by
-
-
- A list containing People data returned by the data server
-
-
- Contains the land sales data returned from the data server
-
-
- Construct a new instance of the DirLandReplyEventArgs class
- A list of parcels for sale returned by the data server
-
-
- A list containing land forsale data returned by the data server
-
-
-
- Represends individual HTTP Download request
-
-
-
- Default constructor
-
-
- Constructor
-
-
- URI of the item to fetch
-
-
- Timout specified in milliseconds
-
-
- Download progress callback
-
-
- Download completed callback
-
-
- Accept the following content type
-
-
-
- Manages async HTTP downloads with a limit on maximum
- concurrent downloads
-
-
-
- Default constructor
-
-
- Maximum number of parallel downloads from a single endpoint
-
-
- Client certificate
-
-
- Cleanup method
-
-
- Setup http download request
-
-
- Check the queue for pending work
-
-
- Enqueue a new HTPP download
-
-
- Describes tasks returned in LandStatReply
-
-
-
- Estate level administration and utilities
-
-
-
-
- Constructor for EstateTools class
-
-
-
-
-
- Used in the ReportType field of a LandStatRequest
-
-
- Used by EstateOwnerMessage packets
-
-
- Used by EstateOwnerMessage packets
-
-
-
-
-
-
- No flags set
-
-
- Only return targets scripted objects
-
-
- Only return targets objects if on others land
-
-
- Returns target's scripted objects and objects on other parcels
-
-
- Ground texture settings for each corner of the region
-
-
- Used by GroundTextureHeightSettings
-
-
- The high and low texture thresholds for each corner of the sim
-
-
- Textures for each of the four terrain height levels
-
-
- Upper/lower texture boundaries for each corner of the sim
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- Raised when the data server responds to a request.
-
-
- Raised when the data server responds to a request.
-
-
- Raised when the data server responds to a request.
-
-
- Raised when the data server responds to a request.
-
-
- Raised when the data server responds to a request.
-
-
- Raised when the data server responds to a request.
-
-
- Raised when the data server responds to a request.
-
-
- Raised when the data server responds to a request.
-
-
- Raises the TopCollidersReply event
- A TopCollidersReplyEventArgs object containing the
- data returned from the data server
-
-
- Raises the TopScriptsReply event
- A TopScriptsReplyEventArgs object containing the
- data returned from the data server
-
-
- Raises the EstateUsersReply event
- A EstateUsersReplyEventArgs object containing the
- data returned from the data server
-
-
- Raises the EstateGroupsReply event
- A EstateGroupsReplyEventArgs object containing the
- data returned from the data server
-
-
- Raises the EstateManagersReply event
- A EstateManagersReplyEventArgs object containing the
- data returned from the data server
-
-
- Raises the EstateBansReply event
- A EstateBansReplyEventArgs object containing the
- data returned from the data server
-
-
- Raises the EstateCovenantReply event
- A EstateCovenantReplyEventArgs object containing the
- data returned from the data server
-
-
- Raises the EstateUpdateInfoReply event
- A EstateUpdateInfoReplyEventArgs object containing the
- data returned from the data server
-
-
-
- Requests estate information such as top scripts and colliders
-
-
-
-
-
-
-
-
-
-
-
- Requests estate settings, including estate manager and access/ban lists
-
-
- Requests the "Top Scripts" list for the current region
-
-
- Requests the "Top Colliders" list for the current region
-
-
-
- Set several estate specific configuration variables
-
- The Height of the waterlevel over the entire estate. Defaults to 20
- The maximum height change allowed above the baked terrain. Defaults to 4
- The minimum height change allowed below the baked terrain. Defaults to -4
- true to use
- if True forces the sun position to the position in SunPosition
- The current position of the sun on the estate, or when FixedSun is true the static position
- the sun will remain. 6.0 = Sunrise, 30.0 = Sunset
-
-
-
- Request return of objects owned by specified avatar
-
- The Agents owning the primitives to return
- specify the coverage and type of objects to be included in the return
- true to perform return on entire estate
-
-
-
-
-
-
-
-
-
-
-
- Used for setting and retrieving various estate panel settings
-
- EstateOwnerMessage Method field
- List of parameters to include
-
-
-
- Kick an avatar from an estate
-
- Key of Agent to remove
-
-
-
- Ban an avatar from an estate
- Key of Agent to remove
- Ban user from this estate and all others owned by the estate owner
-
-
- Unban an avatar from an estate
- Key of Agent to remove
- /// Unban user from this estate and all others owned by the estate owner
-
-
- Send a message dialog to everyone in an entire estate
-
- Message to send all users in the estate
-
-
-
- Send a message dialog to everyone in a simulator
-
- Message to send all users in the simulator
-
-
-
- Send an avatar back to their home location
-
- Key of avatar to send home
-
-
-
- Begin the region restart process
-
-
-
-
- Cancels a region restart
-
-
-
- Estate panel "Region" tab settings
-
-
- Estate panel "Debug" tab settings
-
-
- Used for setting the region's terrain textures for its four height levels
-
-
-
-
-
-
-
-
-
-
- Used for setting sim terrain texture heights
-
-
- Requests the estate covenant
-
-
-
- Upload a terrain RAW file
-
- A byte array containing the encoded terrain data
- The name of the file being uploaded
- The Id of the transfer request
-
-
-
- Teleports all users home in current Estate
-
-
-
-
- Remove estate manager
- Key of Agent to Remove
- removes manager to this estate and all others owned by the estate owner
-
-
-
- Add estate manager
- Key of Agent to Add
- Add agent as manager to this estate and all others owned by the estate owner
-
-
-
- Add's an agent to the estate Allowed list
- Key of Agent to Add
- Add agent as an allowed reisdent to All estates if true
-
-
-
- Removes an agent from the estate Allowed list
- Key of Agent to Remove
- Removes agent as an allowed reisdent from All estates if true
-
-
-
- Add's a group to the estate Allowed list
- Key of Group to Add
- Add Group as an allowed group to All estates if true
-
-
-
- Removes a group from the estate Allowed list
- Key of Group to Remove
- Removes Group as an allowed Group from All estates if true
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Raised on LandStatReply when the report type is for "top colliders"
-
-
- Construct a new instance of the TopCollidersReplyEventArgs class
- The number of returned items in LandStatReply
- Dictionary of Object UUIDs to tasks returned in LandStatReply
-
-
-
- The number of returned items in LandStatReply
-
-
-
-
- A Dictionary of Object UUIDs to tasks returned in LandStatReply
-
-
-
- Raised on LandStatReply when the report type is for "top Scripts"
-
-
- Construct a new instance of the TopScriptsReplyEventArgs class
- The number of returned items in LandStatReply
- Dictionary of Object UUIDs to tasks returned in LandStatReply
-
-
-
- The number of scripts returned in LandStatReply
-
-
-
-
- A Dictionary of Object UUIDs to tasks returned in LandStatReply
-
-
-
- Returned, along with other info, upon a successful .RequestInfo()
-
-
- Construct a new instance of the EstateBansReplyEventArgs class
- The estate's identifier on the grid
- The number of returned items in LandStatReply
- User UUIDs banned
-
-
-
- The identifier of the estate
-
-
-
-
- The number of returned itmes
-
-
-
-
- List of UUIDs of Banned Users
-
-
-
- Returned, along with other info, upon a successful .RequestInfo()
-
-
- Construct a new instance of the EstateUsersReplyEventArgs class
- The estate's identifier on the grid
- The number of users
- Allowed users UUIDs
-
-
-
- The identifier of the estate
-
-
-
-
- The number of returned items
-
-
-
-
- List of UUIDs of Allowed Users
-
-
-
- Returned, along with other info, upon a successful .RequestInfo()
-
-
- Construct a new instance of the EstateGroupsReplyEventArgs class
- The estate's identifier on the grid
- The number of Groups
- Allowed Groups UUIDs
-
-
-
- The identifier of the estate
-
-
-
-
- The number of returned items
-
-
-
-
- List of UUIDs of Allowed Groups
-
-
-
- Returned, along with other info, upon a successful .RequestInfo()
-
-
- Construct a new instance of the EstateManagersReplyEventArgs class
- The estate's identifier on the grid
- The number of Managers
- Managers UUIDs
-
-
-
- The identifier of the estate
-
-
-
-
- The number of returned items
-
-
-
-
- List of UUIDs of the Estate's Managers
-
+
+ A string of characters represting the script contents
-
- Returned, along with other info, upon a successful .RequestInfo()
+
+ Initializes a new AssetScriptText object
-
- Construct a new instance of the EstateCovenantReplyEventArgs class
- The Covenant ID
- The timestamp
- The estate's name
- The Estate Owner's ID (can be a GroupID)
-
-
-
- The Covenant
-
-
-
-
- The timestamp
-
-
-
-
- The Estate name
-
-
-
-
- The Estate Owner's ID (can be a GroupID)
-
-
-
- Returned, along with other info, upon a successful .RequestInfo()
-
-
- Construct a new instance of the EstateUpdateInfoReplyEventArgs class
- The estate's name
- The Estate Owners ID (can be a GroupID)
- The estate's identifier on the grid
-
-
-
-
-
- The estate's name
-
-
-
-
- The Estate Owner's ID (can be a GroupID)
-
-
-
-
- The identifier of the estate on the grid
-
-
-
-
-
-
-
-
- Registers, unregisters, and fires events generated by incoming packets
-
-
-
-
- Default constructor
-
-
-
-
-
-
- Object that is passed to worker threads in the ThreadPool for
- firing packet callbacks
-
-
-
- Callback to fire for this packet
-
-
- Reference to the simulator that this packet came from
-
-
- The packet that needs to be processed
-
-
- Reference to the GridClient object
-
-
-
- Register an event handler
-
- Use PacketType.Default to fire this event on every
- incoming packet
- Packet type to register the handler for
- Callback to be fired
- True if this callback should be ran
- asynchronously, false to run it synchronous
-
-
-
- Unregister an event handler
-
- Packet type to unregister the handler for
- Callback to be unregistered
-
-
-
- Fire the events registered for this packet type
-
- Incoming packet type
- Incoming packet
- Simulator this packet was received from
-
-
-
- Registers, unregisters, and fires events generated by the Capabilities
- event queue
-
-
-
-
- Default constructor
-
- Reference to the GridClient object
-
-
-
- Object that is passed to worker threads in the ThreadPool for
- firing CAPS callbacks
-
-
-
- Callback to fire for this packet
-
-
- Name of the CAPS event
-
-
- Strongly typed decoded data
-
-
- Reference to the simulator that generated this event
-
-
- Reference to the GridClient object
-
-
-
- Register an new event handler for a capabilities event sent via the EventQueue
-
- Use String.Empty to fire this event on every CAPS event
- Capability event name to register the
- handler for
- Callback to fire
-
-
-
- Unregister a previously registered capabilities handler
-
- Capability event name unregister the
- handler for
- Callback to unregister
-
-
-
- Fire the events registered for this event type synchronously
-
- Capability name
- Decoded event body
- Reference to the simulator that
- generated this event
-
-
-
- Fire the events registered for this event type asynchronously
-
- Capability name
- Decoded event body
- Reference to the simulator that
- generated this event
-
-
-
-
-
-
- The avatar has no rights
-
-
- The avatar can see the online status of the target avatar
-
-
- The avatar can see the location of the target avatar on the map
-
-
- The avatar can modify the ojects of the target avatar
-
-
-
- This class holds information about an avatar in the friends list. There are two ways
- to interface to this class. The first is through the set of boolean properties. This is the typical
- way clients of this class will use it. The second interface is through two bitflag properties,
- TheirFriendsRights and MyFriendsRights
-
-
-
-
- Used internally when building the initial list of friends at login time
-
- System ID of the avatar being prepesented
- Rights the friend has to see you online and to modify your objects
- Rights you have to see your friend online and to modify their objects
-
-
-
- System ID of the avatar
-
-
-
-
- full name of the avatar
-
-
-
-
- True if the avatar is online
-
-
-
-
- True if the friend can see if I am online
-
-
-
-
- True if the friend can see me on the map
-
-
-
-
- True if the freind can modify my objects
-
-
-
-
- True if I can see if my friend is online
-
-
-
-
- True if I can see if my friend is on the map
-
-
-
-
- True if I can modify my friend's objects
-
-
-
-
- My friend's rights represented as bitmapped flags
-
-
-
-
- My rights represented as bitmapped flags
-
-
-
-
- FriendInfo represented as a string
-
- A string reprentation of both my rights and my friends rights
-
-
-
- This class is used to add and remove avatars from your friends list and to manage their permission.
-
-
-
-
- Internal constructor
-
- A reference to the GridClient Object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Thread sync lock object
-
-
-
- A dictionary of key/value pairs containing known friends of this avatar.
- The Key is the of the friend, the value is a
- object that contains detailed information including permissions you have and have given to the friend
-
-
-
+
- A Dictionary of key/value pairs containing current pending frienship offers.
- The key is the of the avatar making the request,
- the value is the of the request which is used to accept
- or decline the friendship offer
+ Initializes a new AssetScriptText object with parameters
+ A unique specific to this asset
+ A byte array containing the raw asset data
-
- Raised when the simulator sends notification one of the members in our friends list comes online
-
-
- Raised when the simulator sends notification one of the members in our friends list goes offline
-
-
- Raised when the simulator sends notification one of the members in our friends list grants or revokes permissions
-
-
- Raised when the simulator sends us the names on our friends list
-
-
- Raised when the simulator sends notification another agent is offering us friendship
-
-
- Raised when a request we sent to friend another agent is accepted or declined
-
-
- Raised when the simulator sends notification one of the members in our friends list has terminated
- our friendship
-
-
- Raised when the simulator sends the location of a friend we have
- requested map location info for
-
-
- Raises the FriendOnline event
- A FriendInfoEventArgs object containing the
- data returned from the data server
-
-
- Raises the FriendOffline event
- A FriendInfoEventArgs object containing the
- data returned from the data server
-
-
- Raises the FriendRightsUpdate event
- A FriendInfoEventArgs object containing the
- data returned from the data server
-
-
- Raises the FriendNames event
- A FriendNamesEventArgs object containing the
- data returned from the data server
-
-
- Raises the FriendshipOffered event
- A FriendshipOfferedEventArgs object containing the
- data returned from the data server
-
-
- Raises the FriendshipResponse event
- A FriendshipResponseEventArgs object containing the
- data returned from the data server
-
-
- Raises the FriendshipTerminated event
- A FriendshipTerminatedEventArgs object containing the
- data returned from the data server
-
-
- Raises the FriendFoundReply event
- A FriendFoundReplyEventArgs object containing the
- data returned from the data server
-
-
+
- Accept a friendship request
+ Encode a string containing the scripts contents into byte encoded AssetData
- agentID of avatatar to form friendship with
- imSessionID of the friendship request message
-
+
- Decline a friendship request
+ Decode a byte array containing the scripts contents into a string
-
- of friend
- imSessionID of the friendship request message
+ true if decoding is successful
-
-
- Overload: Offer friendship to an avatar.
-
- System ID of the avatar you are offering friendship to
+
+ Override the base classes AssetType
-
+
- Offer friendship to an avatar.
+ Type of gesture step
- System ID of the avatar you are offering friendship to
- A message to send with the request
-
+
- Terminate a friendship with an avatar
+ Base class for gesture steps
- System ID of the avatar you are terminating the friendship with
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
+
- Change the rights of a friend avatar.
+ Retururns what kind of gesture step this is
- the of the friend
- the new rights to give the friend
- This method will implicitly set the rights to those passed in the rights parameter.
-
+
- Use to map a friends location on the grid.
+ Describes animation step of a gesture
- Friends UUID to find
-
-
-
-
+
- Use to track a friends movement on the grid
+ If true, this step represents start of animation, otherwise animation stop
- Friends Key
-
+
- Ask for a notification of friend's online status
+ Animation asset
- Friend's UUID
-
+
- This handles the asynchronous response of a RequestAvatarNames call.
+ Animation inventory name
-
-
- names cooresponding to the the list of IDs sent the the RequestAvatarNames call.
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
+
- Populate FriendList with data from the login reply
+ Returns what kind of gesture step this is
- true if login was successful
- true if login request is requiring a redirect
- A string containing the response to the login request
- A string containing the reason for the request
- A object containing the decoded
- reply from the login server
-
- Contains information on a member of our friends list
-
-
+
- Construct a new instance of the FriendInfoEventArgs class
+ Describes sound step of a gesture
- The FriendInfo
-
-
- Get the FriendInfo
-
- Contains Friend Names
-
-
+
- Construct a new instance of the FriendNamesEventArgs class
+ Sound asset
- A dictionary where the Key is the ID of the Agent,
- and the Value is a string containing their name
-
-
- A dictionary where the Key is the ID of the Agent,
- and the Value is a string containing their name
-
- Sent when another agent requests a friendship with our agent
-
-
+
- Construct a new instance of the FriendshipOfferedEventArgs class
+ Sound inventory name
- The ID of the agent requesting friendship
- The name of the agent requesting friendship
- The ID of the session, used in accepting or declining the
- friendship offer
-
-
- Get the ID of the agent requesting friendship
-
-
- Get the name of the agent requesting friendship
-
-
- Get the ID of the session, used in accepting or declining the
- friendship offer
-
- A response containing the results of our request to form a friendship with another agent
-
-
+
- Construct a new instance of the FriendShipResponseEventArgs class
+ Returns what kind of gesture step this is
- The ID of the agent we requested a friendship with
- The name of the agent we requested a friendship with
- true if the agent accepted our friendship offer
-
-
- Get the ID of the agent we requested a friendship with
-
-
- Get the name of the agent we requested a friendship with
-
-
- true if the agent accepted our friendship offer
-
- Contains data sent when a friend terminates a friendship with us
-
-
+
- Construct a new instance of the FrindshipTerminatedEventArgs class
+ Describes sound step of a gesture
- The ID of the friend who terminated the friendship with us
- The name of the friend who terminated the friendship with us
-
-
- Get the ID of the agent that terminated the friendship with us
-
- Get the name of the agent that terminated the friendship with us
-
-
+
- Data sent in response to a request which contains the information to allow us to map the friends location
+ Text to output in chat
-
+
- Construct a new instance of the FriendFoundReplyEventArgs class
+ Returns what kind of gesture step this is
- The ID of the agent we have requested location information for
- The region handle where our friend is located
- The simulator local position our friend is located
-
-
- Get the ID of the agent we have received location information for
-
- Get the region handle where our mapped friend is located
-
-
- Get the simulator local position where our friend is located
-
-
+
- Main class to expose grid functionality to clients. All of the
- classes needed for sending and receiving data are accessible through
- this class.
+ Describes sound step of a gesture
-
-
- // Example minimum code required to instantiate class and
- // connect to a simulator.
- using System;
- using System.Collections.Generic;
- using System.Text;
- using OpenMetaverse;
- namespace FirstBot
- {
- class Bot
- {
- public static GridClient Client;
- static void Main(string[] args)
- {
- Client = new GridClient(); // instantiates the GridClient class
- // to the global Client object
- // Login to Simulator
- Client.Network.Login("FirstName", "LastName", "Password", "FirstBot", "1.0");
- // Wait for a Keypress
- Console.ReadLine();
- // Logout of simulator
- Client.Network.Logout();
- }
- }
- }
-
-
-
+
- Default constructor
+ If true in this step we wait for all animations to finish
-
- Networking subsystem
-
-
- Settings class including constant values and changeable
- parameters for everything
-
-
- Parcel (subdivided simulator lots) subsystem
-
-
- Our own avatars subsystem
-
-
- Other avatars subsystem
-
-
- Estate subsystem
-
-
- Friends list subsystem
-
-
- Grid (aka simulator group) subsystem
-
-
- Object subsystem
-
-
- Group subsystem
-
-
- Asset subsystem
-
-
- Appearance subsystem
-
-
- Inventory subsystem
-
-
- Directory searches including classifieds, people, land
- sales, etc
-
-
- Handles land, wind, and cloud heightmaps
-
-
- Handles sound-related networking
-
-
- Throttling total bandwidth usage, or allocating bandwidth
- for specific data stream types
-
-
+
- Return the full name of this instance
+ If true gesture player should wait for the specified amount of time
- Client avatars full name
-
+
- Map layer request type
+ Time in seconds to wait if WaitForAnimation is false
-
- Objects and terrain are shown
-
-
- Only the terrain is shown, no objects
-
-
- Overlay showing land for sale and for auction
-
-
+
- Type of grid item, such as telehub, event, populator location, etc.
+ Returns what kind of gesture step this is
-
- Telehub
-
-
- PG rated event
-
-
- Mature rated event
-
-
- Popular location
-
-
- Locations of avatar groups in a region
-
-
- Land for sale
-
-
- Classified ad
-
-
- Adult rated event
-
-
- Adult land for sale
-
-
+
- Information about a region on the grid map
+ Describes the final step of a gesture
-
- Sim X position on World Map
-
-
- Sim Y position on World Map
-
-
- Sim Name (NOTE: In lowercase!)
-
-
+
+ Returns what kind of gesture step this is
-
- Appears to always be zero (None)
-
-
- Sim's defined Water Height
-
-
+
+ Represents a sequence of animations, sounds, and chat actions
-
- UUID of the World Map image
-
-
- Unique identifier for this region, a combination of the X
- and Y position
-
-
+
+ Keyboard key that triggers the gestyre
-
-
-
+
+ Modifier to the trigger key
-
-
-
+
+ String that triggers playing of the gesture sequence
-
-
-
-
-
+
- Visual chunk of the grid map
+ Text that replaces trigger in chat once gesture is triggered
-
+
- Base class for Map Items
+ Sequence of gesture steps
-
- The Global X position of the item
-
-
- The Global Y position of the item
-
-
- Get the Local X position of the item
-
-
- Get the Local Y position of the item
-
-
- Get the Handle of the region
-
-
+
- Represents an agent or group of agents location
+ Constructs guesture asset
-
+
- Represents a Telehub location
+ Constructs guesture asset
+ A unique specific to this asset
+ A byte array containing the raw asset data
-
+
- Represents a non-adult parcel of land for sale
+ Encodes gesture asset suitable for uplaod
-
+
- Represents an Adult parcel of land for sale
+ Decodes gesture assset into play sequence
+ true if the asset data was decoded successfully
-
+
- Represents a PG Event
+ Returns asset type
-
+
- Represents a Mature event
+ pre-defined built in sounds
-
-
- Represents an Adult event
-
+
+
-
-
- Manages grid-wide tasks such as the world map
-
+
+
-
-
- Constructor
-
- Instance of GridClient object to associate with this GridManager instance
+
+
-
- The event subscribers. null if no subcribers
+
+
-
- Thread sync lock object
+
+
-
- The event subscribers. null if no subcribers
+
+
-
- Thread sync lock object
+
+
-
- The event subscribers. null if no subcribers
+
+
-
- Thread sync lock object
+
+ coins
-
- The event subscribers. null if no subcribers
+
+ cash register bell
-
- Thread sync lock object
+
+
-
- The event subscribers. null if no subcribers
+
+
-
- Thread sync lock object
+
+ rubber
-
- A dictionary of all the regions, indexed by region name
+
+ plastic
-
- A dictionary of all the regions, indexed by region handle
+
+ flesh
-
- Raised when the simulator sends a
- containing the location of agents in the simulator
+
+ wood splintering?
-
- Raised when the simulator sends a Region Data in response to
- a Map request
+
+ glass break
-
- Raised when the simulator sends GridLayer object containing
- a map tile coordinates and texture information
+
+ metal clunk
-
- Raised when the simulator sends GridItems object containing
- details on events, land sales at a specific location
+
+ whoosh
-
- Raised in response to a Region lookup
+
+ shake
-
- Unknown
+
+
-
- Current direction of the sun
+
+ ding
-
- Current angular velocity of the sun
+
+
-
- Microseconds since the start of SL 4-hour day
+
+
-
- Raises the CoarseLocationUpdate event
- A CoarseLocationUpdateEventArgs object containing the
- data sent by simulator
+
+
-
- Raises the GridRegion event
- A GridRegionEventArgs object containing the
- data sent by simulator
+
+
-
- Raises the GridLayer event
- A GridLayerEventArgs object containing the
- data sent by simulator
+
+
-
- Raises the GridItems event
- A GridItemEventArgs object containing the
- data sent by simulator
+
+
-
- Raises the RegionHandleReply event
- A RegionHandleReplyEventArgs object containing the
- data sent by simulator
+
+
-
-
-
-
-
+
+
-
-
- Request a map layer
-
- The name of the region
- The type of layer
+
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
-
-
-
-
-
-
-
-
-
+
+
-
-
- Request data for all mainland (Linden managed) simulators
-
+
+
-
-
- Request the region handle for the specified region UUID
-
- UUID of the region to look up
+
+
-
+
- Get grid region information using the region name, this function
- will block until it can find the region or gives up
+ A dictionary containing all pre-defined sounds
- Name of sim you're looking for
- Layer that you are requesting
- Will contain a GridRegion for the sim you're
- looking for if successful, otherwise an empty structure
- True if the GridRegion was successfully fetched, otherwise
- false
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
+ A dictionary containing the pre-defined sounds,
+ where the key is the sounds ID, and the value is a string
+ containing a name to identify the purpose of the sound
@@ -8803,16 +12054,13 @@
Will group show up in search
-
-
+
-
-
+
-
-
+
Is the group Mature
@@ -8821,12 +12069,10 @@
Cost of group membership
-
-
+
-
-
+
The total number of current members this group has
@@ -8869,89 +12115,72 @@
The required ration of yes/no votes required for vote to pass
The three options are Simple Majority, 2/3 Majority, and Unanimous
- TODO: this should be an enum
+ TODO: this should be an enum
+
The duration in days votes are accepted
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
@@ -8959,26 +12188,22 @@
-
-
+
-
-
+
-
-
+
-
-
+
+
-
-
+
@@ -9009,7 +12234,7 @@
- The of the Avatar
+ The of the Avatar
True if user has voice chat enabled
@@ -9029,32 +12254,25 @@
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
Can send invitations to groups default role
@@ -9131,7 +12349,7 @@
Can toggle 'Edit Terrain' option in Land settings
- Can toggle various About Land > Options settings
+ Can toggle various About Land > Options settings
Can always terraform land, even if parcel settings have it turned off
@@ -9184,6 +12402,9 @@
Pay group liabilities and receive group dividends
+
+ List and Host group events
+
Can send group notices
@@ -9202,104 +12423,173 @@
information
-
-
- Construct a new instance of the GroupManager class
-
- A reference to the current instance
-
The event subscribers. null if no subcribers
+
+ Raises the CurrentGroups event
+ A CurrentGroupsEventArgs object containing the
+ data sent from the simulator
+
Thread sync lock object
The event subscribers. null if no subcribers
+
+ Raises the GroupNamesReply event
+ A GroupNamesEventArgs object containing the
+ data response from the simulator
+
Thread sync lock object
The event subscribers. null if no subcribers
+
+ Raises the GroupProfile event
+ An GroupProfileEventArgs object containing the
+ data returned from the simulator
+
Thread sync lock object
The event subscribers. null if no subcribers
+
+ Raises the GroupMembers event
+ A GroupMembersEventArgs object containing the
+ data returned from the simulator
+
Thread sync lock object
The event subscribers. null if no subcribers
+
+ Raises the GroupRolesDataReply event
+ A GroupRolesDataReplyEventArgs object containing the
+ data returned from the simulator
+
Thread sync lock object
The event subscribers. null if no subcribers
+
+ Raises the GroupRoleMembersReply event
+ A GroupRolesRoleMembersReplyEventArgs object containing the
+ data returned from the simulator
+
Thread sync lock object
The event subscribers. null if no subcribers
+
+ Raises the GroupTitlesReply event
+ A GroupTitlesReplyEventArgs object containing the
+ data returned from the simulator
+
Thread sync lock object
The event subscribers. null if no subcribers
+
+ Raises the GroupAccountSummary event
+ A GroupAccountSummaryReplyEventArgs object containing the
+ data returned from the simulator
+
Thread sync lock object
The event subscribers. null if no subcribers
+
+ Raises the GroupCreated event
+ An GroupCreatedEventArgs object containing the
+ data returned from the simulator
+
Thread sync lock object
The event subscribers. null if no subcribers
+
+ Raises the GroupJoined event
+ A GroupOperationEventArgs object containing the
+ result of the operation returned from the simulator
+
Thread sync lock object
The event subscribers. null if no subcribers
+
+ Raises the GroupLeft event
+ A GroupOperationEventArgs object containing the
+ result of the operation returned from the simulator
+
Thread sync lock object
The event subscribers. null if no subcribers
+
+ Raises the GroupDropped event
+ An GroupDroppedEventArgs object containing the
+ the group your agent left
+
Thread sync lock object
The event subscribers. null if no subcribers
+
+ Raises the GroupMemberEjected event
+ An GroupMemberEjectedEventArgs object containing the
+ data returned from the simulator
+
Thread sync lock object
The event subscribers. null if no subcribers
+
+ Raises the GroupNoticesListReply event
+ An GroupNoticesListReplyEventArgs object containing the
+ data returned from the simulator
+
Thread sync lock object
The event subscribers. null if no subcribers
+
+ Raises the GroupInvitation event
+ An GroupInvitationEventArgs object containing the
+ data returned from the simulator
+
Thread sync lock object
- A reference to the current instance
+ A reference to the current instance
Currently-active group members requests
@@ -9322,132 +12612,11 @@
Caches group name lookups
-
- Raised when the simulator sends us data containing
- our current group membership
-
-
- Raised when the simulator responds to a RequestGroupName
- or RequestGroupNames request
-
-
- Raised when the simulator responds to a request
-
-
- Raised when the simulator responds to a request
-
-
- Raised when the simulator responds to a request
-
-
- Raised when the simulator responds to a request
-
-
- Raised when the simulator responds to a request
-
-
- Raised when a response to a RequestGroupAccountSummary is returned
- by the simulator
-
-
- Raised when a request to create a group is successful
-
-
- Raised when a request to join a group either
- fails or succeeds
-
-
- Raised when a request to leave a group either
- fails or succeeds
-
-
- Raised when A group is removed from the group server
-
-
- Raised when a request to eject a member from a group either
- fails or succeeds
-
-
- Raised when the simulator sends us group notices
-
-
-
- Raised when another agent invites our avatar to join a group
-
-
- Raises the CurrentGroups event
- A CurrentGroupsEventArgs object containing the
- data sent from the simulator
-
-
- Raises the GroupNamesReply event
- A GroupNamesEventArgs object containing the
- data response from the simulator
-
-
- Raises the GroupProfile event
- An GroupProfileEventArgs object containing the
- data returned from the simulator
-
-
- Raises the GroupMembers event
- A GroupMembersEventArgs object containing the
- data returned from the simulator
-
-
- Raises the GroupRolesDataReply event
- A GroupRolesDataReplyEventArgs object containing the
- data returned from the simulator
-
-
- Raises the GroupRoleMembersReply event
- A GroupRolesRoleMembersReplyEventArgs object containing the
- data returned from the simulator
-
-
- Raises the GroupTitlesReply event
- A GroupTitlesReplyEventArgs object containing the
- data returned from the simulator
-
-
- Raises the GroupAccountSummary event
- A GroupAccountSummaryReplyEventArgs object containing the
- data returned from the simulator
-
-
- Raises the GroupCreated event
- An GroupCreatedEventArgs object containing the
- data returned from the simulator
-
-
- Raises the GroupJoined event
- A GroupOperationEventArgs object containing the
- result of the operation returned from the simulator
-
-
- Raises the GroupLeft event
- A GroupOperationEventArgs object containing the
- result of the operation returned from the simulator
-
-
- Raises the GroupDropped event
- An GroupDroppedEventArgs object containing the
- the group your agent left
-
-
- Raises the GroupMemberEjected event
- An GroupMemberEjectedEventArgs object containing the
- data returned from the simulator
-
-
- Raises the GroupNoticesListReply event
- An GroupNoticesListReplyEventArgs object containing the
- data returned from the simulator
-
-
- Raises the GroupInvitation event
- An GroupInvitationEventArgs object containing the
- data returned from the simulator
+
+
+ Construct a new instance of the GroupManager class
+
+ A reference to the current instance
@@ -9528,7 +12697,7 @@
Save wheather agent wants to accept group notices and list this group in their profile
- Group
+ Group
Accept notices from this group
List this group in the profile
@@ -9592,14 +12761,12 @@
Send out a group notice
Group ID to update
-
- GroupNotice
structure containing notice data
+ GroupNotice
structure containing notice data
Start a group proposal (vote)
The Group ID to send proposal to
-
- GroupProposal
structure containing the proposal
+ GroupProposal
structure containing the proposal
Request to leave a group
@@ -9681,6 +12848,58 @@
The sender
The EventArgs object containing the packet data
+
+ Raised when the simulator sends us data containing
+ our current group membership
+
+
+ Raised when the simulator responds to a RequestGroupName
+ or RequestGroupNames request
+
+
+ Raised when the simulator responds to a request
+
+
+ Raised when the simulator responds to a request
+
+
+ Raised when the simulator responds to a request
+
+
+ Raised when the simulator responds to a request
+
+
+ Raised when the simulator responds to a request
+
+
+ Raised when a response to a RequestGroupAccountSummary is returned
+ by the simulator
+
+
+ Raised when a request to create a group is successful
+
+
+ Raised when a request to join a group either
+ fails or succeeds
+
+
+ Raised when a request to leave a group either
+ fails or succeeds
+
+
+ Raised when A group is removed from the group server
+
+
+ Raised when a request to eject a member from a group either
+ fails or succeeds
+
+
+ Raised when the simulator sends us group notices
+
+
+
+ Raised when another agent invites our avatar to join a group
+
Contains the current groups your agent is a member of
@@ -9866,7 +13085,7 @@
Provides notification of a group invitation request sent by another Avatar
- The invitation is raised when another avatar makes an offer for our avatar
+ The invitation is raised when another avatar makes an offer for our avatar
to join a group.
@@ -9885,4695 +13104,83 @@
Set to true to accept invitation, false to decline
-
+
- Static helper functions and global variables
+ Level of Detail mesh
-
+
- Passed to Logger.Log() to identify the severity of a log entry
+ Represents an that can be worn on an avatar
+ such as a Shirt, Pants, etc.
-
- No logging information will be output
+
+ Initializes a new instance of an AssetScriptBinary object
-
- Non-noisy useful information, may be helpful in
- debugging a problem
+
+ Initializes a new instance of an AssetScriptBinary object with parameters
+ A unique specific to this asset
+ A byte array containing the raw asset data
-
- A non-critical error occurred. A warning will not
- prevent the rest of the library from operating as usual,
- although it may be indicative of an underlying issue
+
+ Override the base classes AssetType
-
- A critical error has occurred. Generally this will
- be followed by the network layer shutting down, although the
- stability of the library after an error is uncertain
-
-
- Used for internal testing, this logging level can
- generate very noisy (long and/or repetitive) messages. Don't
- pass this to the Log() function, use DebugLog() instead.
-
-
-
- This header flag signals that ACKs are appended to the packet
-
-
- This header flag signals that this packet has been sent before
-
-
- This header flags signals that an ACK is expected for this packet
-
-
- This header flag signals that the message is compressed using zerocoding
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Given an X/Y location in absolute (grid-relative) terms, a region
- handle is returned along with the local X/Y location in that region
-
- The absolute X location, a number such as
- 255360.35
- The absolute Y location, a number such as
- 255360.35
- The sim-local X position of the global X
- position, a value from 0.0 to 256.0
- The sim-local Y position of the global Y
- position, a value from 0.0 to 256.0
- A 64-bit region handle that can be used to teleport to
-
-
-
- Converts a floating point number to a terse string format used for
- transmitting numbers in wearable asset files
-
- Floating point number to convert to a string
- A terse string representation of the input number
-
-
-
- Convert a variable length field (byte array) to a string, with a
- field name prepended to each line of the output
-
- If the byte array has unprintable characters in it, a
- hex dump will be written instead
- The StringBuilder object to write to
- The byte array to convert to a string
- A field name to prepend to each line of output
-
-
-
- Decode a zerocoded byte array, used to decompress packets marked
- with the zerocoded flag
-
- Any time a zero is encountered, the next byte is a count
- of how many zeroes to expand. One zero is encoded with 0x00 0x01,
- two zeroes is 0x00 0x02, three zeroes is 0x00 0x03, etc. The
- first four bytes are copied directly to the output buffer.
-
- The byte array to decode
- The length of the byte array to decode. This
- would be the length of the packet up to (but not including) any
- appended ACKs
- The output byte array to decode to
- The length of the output buffer
-
-
-
- Encode a byte array with zerocoding. Used to compress packets marked
- with the zerocoded flag. Any zeroes in the array are compressed down
- to a single zero byte followed by a count of how many zeroes to expand
- out. A single zero becomes 0x00 0x01, two zeroes becomes 0x00 0x02,
- three zeroes becomes 0x00 0x03, etc. The first four bytes are copied
- directly to the output buffer.
-
- The byte array to encode
- The length of the byte array to encode
- The output byte array to encode to
- The length of the output buffer
-
-
-
- Calculates the CRC (cyclic redundancy check) needed to upload inventory.
-
- Creation date
- Sale type
- Inventory type
- Type
- Asset ID
- Group ID
- Sale price
- Owner ID
- Creator ID
- Item ID
- Folder ID
- Everyone mask (permissions)
- Flags
- Next owner mask (permissions)
- Group mask (permissions)
- Owner mask (permissions)
- The calculated CRC
-
-
-
- Attempts to load a file embedded in the assembly
-
- The filename of the resource to load
- A Stream for the requested file, or null if the resource
- was not successfully loaded
-
-
-
- Attempts to load a file either embedded in the assembly or found in
- a given search path
-
- The filename of the resource to load
- An optional path that will be searched if
- the asset is not found embedded in the assembly
- A Stream for the requested file, or null if the resource
- was not successfully loaded
-
-
-
- Converts a list of primitives to an object that can be serialized
- with the LLSD system
-
- Primitives to convert to a serializable object
- An object that can be serialized with LLSD
-
-
-
- Deserializes OSD in to a list of primitives
-
- Structure holding the serialized primitive list,
- must be of the SDMap type
- A list of deserialized primitives
-
-
-
- Converts a struct or class object containing fields only into a key value separated string
-
- The struct object
- A string containing the struct fields as the keys, and the field value as the value separated
-
-
- // Add the following code to any struct or class containing only fields to override the ToString()
- // method to display the values of the passed object
- /// Print the struct data as a string
- ///A string containing the field name, and field value
- public override string ToString()
- {
- return Helpers.StructToString(this);
- }
-
-
-
-
-
- The InternalDictionary class is used through the library for storing key/value pairs.
- It is intended to be a replacement for the generic Dictionary class and should
- be used in its place. It contains several methods for allowing access to the data from
- outside the library that are read only and thread safe.
-
- Key
- Value
-
-
-
- Initializes a new instance of the Class
- with the specified key/value, has the default initial capacity.
-
-
-
- // initialize a new InternalDictionary named testDict with a string as the key and an int as the value.
- public InternalDictionary<string, int> testDict = new InternalDictionary<string, int>();
-
-
-
-
-
- Initializes a new instance of the Class
- with the specified key/value, has its initial valies copied from the specified
-
-
-
- to copy initial values from
-
-
- // initialize a new InternalDictionary named testAvName with a UUID as the key and an string as the value.
- // populates with copied values from example KeyNameCache Dictionary.
- // create source dictionary
- Dictionary<UUID, string> KeyNameCache = new Dictionary<UUID, string>();
- KeyNameCache.Add("8300f94a-7970-7810-cf2c-fc9aa6cdda24", "Jack Avatar");
- KeyNameCache.Add("27ba1e40-13f7-0708-3e98-5819d780bd62", "Jill Avatar");
- // Initialize new dictionary.
- public InternalDictionary<UUID, string> testAvName = new InternalDictionary<UUID, string>(KeyNameCache);
-
-
-
-
-
- Initializes a new instance of the Class
- with the specified key/value, With its initial capacity specified.
-
- Initial size of dictionary
-
-
- // initialize a new InternalDictionary named testDict with a string as the key and an int as the value,
- // initially allocated room for 10 entries.
- public InternalDictionary<string, int> testDict = new InternalDictionary<string, int>(10);
-
-
-
-
- Internal dictionary that this class wraps around. Do not
- modify or enumerate the contents of this dictionary without locking
- on this member
-
-
-
- Indexer for the dictionary
-
- The key
- The value
-
-
-
- Gets the number of Key/Value pairs contained in the
-
-
-
- Try to get entry from with specified key
-
- Key to use for lookup
- Value returned
-
- if specified key exists, if not found
-
-
- // find your avatar using the Simulator.ObjectsAvatars InternalDictionary:
- Avatar av;
- if (Client.Network.CurrentSim.ObjectsAvatars.TryGetValue(Client.Self.AgentID, out av))
- Console.WriteLine("Found Avatar {0}", av.Name);
-
-
-
-
-
-
- Finds the specified match.
-
- The match.
- Matched value
-
-
- // use a delegate to find a prim in the ObjectsPrimitives InternalDictionary
- // with the ID 95683496
- uint findID = 95683496;
- Primitive findPrim = sim.ObjectsPrimitives.Find(
- delegate(Primitive prim) { return prim.ID == findID; });
-
-
-
-
- Find All items in an
- return matching items.
- a containing found items.
-
- Find All prims within 20 meters and store them in a List
-
- int radius = 20;
- List<Primitive> prims = Client.Network.CurrentSim.ObjectsPrimitives.FindAll(
- delegate(Primitive prim) {
- Vector3 pos = prim.Position;
- return ((prim.ParentID == 0) && (pos != Vector3.Zero) && (Vector3.Distance(pos, location) < radius));
- }
- );
-
-
-
- Find All items in an
- return matching keys.
- a containing found keys.
-
- Find All keys which also exist in another dictionary
-
- List<UUID> matches = myDict.FindAll(
- delegate(UUID id) {
- return myOtherDict.ContainsKey(id);
- }
- );
-
-
-
- Perform an on each entry in an
-
- to perform
-
-
- // Iterates over the ObjectsPrimitives InternalDictionary and prints out some information.
- Client.Network.CurrentSim.ObjectsPrimitives.ForEach(
- delegate(Primitive prim)
- {
- if (prim.Text != null)
- {
- Console.WriteLine("NAME={0} ID = {1} TEXT = '{2}'",
- prim.PropertiesFamily.Name, prim.ID, prim.Text);
- }
- });
-
-
-
-
- Perform an on each key of an
-
- to perform
-
-
-
- Perform an on each KeyValuePair of an
-
- to perform
-
-
- Check if Key exists in Dictionary
- Key to check for
-
- if found, otherwise
-
-
- Check if Value exists in Dictionary
- Value to check for
-
- if found, otherwise
-
-
-
- Adds the specified key to the dictionary, dictionary locking is not performed,
-
- The key
- The value
-
-
-
- Removes the specified key, dictionary locking is not performed
-
- The key.
-
- if successful, otherwise
-
-
-
- Exception class to identify inventory exceptions
-
-
-
-
- Responsible for maintaining inventory structure. Inventory constructs nodes
- and manages node children as is necessary to maintain a coherant hirarchy.
- Other classes should not manipulate or create InventoryNodes explicitly. When
- A node's parent changes (when a folder is moved, for example) simply pass
- Inventory the updated InventoryFolder and it will make the appropriate changes
- to its internal representation.
-
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- Raised when the simulator sends us data containing
- ...
-
-
- Raised when the simulator sends us data containing
- ...
-
-
- Raised when the simulator sends us data containing
- ...
-
-
-
- By using the bracket operator on this class, the program can get the
- InventoryObject designated by the specified uuid. If the value for the corresponding
- UUID is null, the call is equivelant to a call to RemoveNodeFor(this[uuid])
.
- If the value is non-null, it is equivelant to a call to UpdateNodeFor(value)
,
- the uuid parameter is ignored.
-
- The UUID of the InventoryObject to get or set, ignored if set to non-null value.
- The InventoryObject corresponding to uuid
.
-
-
-
- The root folder of this avatars inventory
-
-
-
-
- The default shared library folder
-
-
-
-
- The root node of the avatars inventory
-
-
-
-
- The root node of the default shared library
-
-
-
- Raises the InventoryObjectUpdated Event
- A InventoryObjectUpdatedEventArgs object containing
- the data sent from the simulator
-
-
- Raises the InventoryObjectRemoved Event
- A InventoryObjectRemovedEventArgs object containing
- the data sent from the simulator
-
-
- Raises the InventoryObjectAdded Event
- A InventoryObjectAddedEventArgs object containing
- the data sent from the simulator
-
-
-
- Returns the contents of the specified folder
-
- A folder's UUID
- The contents of the folder corresponding to folder
- When folder
does not exist in the inventory
-
-
-
- Updates the state of the InventoryNode and inventory data structure that
- is responsible for the InventoryObject. If the item was previously not added to inventory,
- it adds the item, and updates structure accordingly. If it was, it updates the
- InventoryNode, changing the parent node if item.parentUUID
does
- not match node.Parent.Data.UUID
.
- You can not set the inventory root folder using this method
-
- The InventoryObject to store
-
-
-
- Removes the InventoryObject and all related node data from Inventory.
-
- The InventoryObject to remove.
-
-
-
- Used to find out if Inventory contains the InventoryObject
- specified by uuid
.
-
- The UUID to check.
- true if inventory contains uuid, false otherwise
-
-
-
- Saves the current inventory structure to a cache file
-
- Name of the cache file to save to
-
-
-
- Loads in inventory cache file into the inventory structure. Note only valid to call after login has been successful.
-
- Name of the cache file to load
- The number of inventory items sucessfully reconstructed into the inventory node tree
-
-
- Sort by name
-
-
- Sort by date
-
-
- Sort folders by name, regardless of whether items are
- sorted by name or date
-
-
- Place system folders at the top
-
-
-
- Possible destinations for DeRezObject request
-
-
-
-
-
-
-
- Copy from in-world to agent inventory
-
-
- Derez to TaskInventory
-
-
-
-
-
-
- Take Object
-
-
-
-
-
-
- Delete Object
-
-
- Put an avatar attachment into agent inventory
-
-
-
-
-
-
- Return an object back to the owner's inventory
-
-
- Return a deeded object back to the last owner's inventory
-
-
-
- Upper half of the Flags field for inventory items
-
-
-
- Indicates that the NextOwner permission will be set to the
- most restrictive set of permissions found in the object set
- (including linkset items and object inventory items) on next rez
-
-
- Indicates that the object sale information has been
- changed
-
-
- If set, and a slam bit is set, indicates BaseMask will be overwritten on Rez
-
-
- If set, and a slam bit is set, indicates OwnerMask will be overwritten on Rez
-
-
- If set, and a slam bit is set, indicates GroupMask will be overwritten on Rez
-
-
- If set, and a slam bit is set, indicates EveryoneMask will be overwritten on Rez
-
-
- If set, and a slam bit is set, indicates NextOwnerMask will be overwritten on Rez
-
-
- Indicates whether this object is composed of multiple
- items or not
-
-
- Indicates that the asset is only referenced by this
- inventory item. If this item is deleted or updated to reference a
- new assetID, the asset can be deleted
-
-
-
- Base Class for Inventory Items
-
-
-
-
- Constructor, takes an itemID as a parameter
-
- The of the item
-
-
-
-
-
-
-
-
-
- of item/folder
-
-
-
- of parent folder
-
-
- Name of item/folder
-
-
- Item/Folder Owners
-
-
-
-
-
-
-
-
-
- Generates a number corresponding to the value of the object to support the use of a hash table,
- suitable for use in hashing algorithms and data structures such as a hash table
-
- A Hashcode of all the combined InventoryBase fields
-
-
-
- Determine whether the specified object is equal to the current object
-
- InventoryBase object to compare against
- true if objects are the same
-
-
-
- Determine whether the specified object is equal to the current object
-
- InventoryBase object to compare against
- true if objects are the same
-
-
-
- An Item in Inventory
-
-
-
-
- Construct a new InventoryItem object
-
- The of the item
-
-
-
- Construct a new InventoryItem object of a specific Type
-
- The type of item from
-
- of the item
-
-
-
-
-
-
-
-
- The of this item
-
-
- The combined of this item
-
-
- The type of item from
-
-
- The type of item from the enum
-
-
- The of the creator of this item
-
-
- A Description of this item
-
-
- The s this item is set to or owned by
-
-
- If true, item is owned by a group
-
-
- The price this item can be purchased for
-
-
- The type of sale from the enum
-
-
- Combined flags from
-
-
- Time and date this inventory item was created, stored as
- UTC (Coordinated Universal Time)
-
-
- Used to update the AssetID in requests sent to the server
-
-
- The of the previous owner of the item
-
-
-
- Indicates inventory item is a link
-
- True if inventory item is a link to another inventory item
-
-
-
-
-
-
-
-
-
- Generates a number corresponding to the value of the object to support the use of a hash table.
- Suitable for use in hashing algorithms and data structures such as a hash table
-
- A Hashcode of all the combined InventoryItem fields
-
-
-
- Compares an object
-
- The object to compare
- true if comparison object matches
-
-
-
- Determine whether the specified object is equal to the current object
-
- The object to compare against
- true if objects are the same
-
-
-
- Determine whether the specified object is equal to the current object
-
- The object to compare against
- true if objects are the same
-
-
-
- InventoryTexture Class representing a graphical image
-
-
-
-
-
- Construct an InventoryTexture object
-
- A which becomes the
- objects AssetUUID
-
-
-
- Construct an InventoryTexture object from a serialization stream
-
-
-
-
- InventorySound Class representing a playable sound
-
-
-
-
- Construct an InventorySound object
-
- A which becomes the
- objects AssetUUID
-
-
-
- Construct an InventorySound object from a serialization stream
-
-
-
-
- InventoryCallingCard Class, contains information on another avatar
-
-
-
-
- Construct an InventoryCallingCard object
-
- A which becomes the
- objects AssetUUID
-
-
-
- Construct an InventoryCallingCard object from a serialization stream
-
-
-
-
- InventoryLandmark Class, contains details on a specific location
-
-
-
-
- Construct an InventoryLandmark object
-
- A which becomes the
- objects AssetUUID
-
-
-
- Construct an InventoryLandmark object from a serialization stream
-
-
-
-
- Landmarks use the InventoryItemFlags struct and will have a flag of 1 set if they have been visited
-
-
-
-
- InventoryObject Class contains details on a primitive or coalesced set of primitives
-
-
-
-
- Construct an InventoryObject object
-
- A which becomes the
- objects AssetUUID
-
-
-
- Construct an InventoryObject object from a serialization stream
-
-
-
-
- Gets or sets the upper byte of the Flags value
-
-
-
-
- Gets or sets the object attachment point, the lower byte of the Flags value
-
-
-
-
- InventoryNotecard Class, contains details on an encoded text document
-
-
-
-
- Construct an InventoryNotecard object
-
- A which becomes the
- objects AssetUUID
-
-
-
- Construct an InventoryNotecard object from a serialization stream
-
-
-
-
- InventoryCategory Class
-
- TODO: Is this even used for anything?
-
-
-
- Construct an InventoryCategory object
-
- A which becomes the
- objects AssetUUID
-
-
-
- Construct an InventoryCategory object from a serialization stream
-
-
-
-
- InventoryLSL Class, represents a Linden Scripting Language object
-
-
-
-
- Construct an InventoryLSL object
-
- A which becomes the
- objects AssetUUID
-
-
-
- Construct an InventoryLSL object from a serialization stream
-
-
-
-
- InventorySnapshot Class, an image taken with the viewer
-
-
-
-
- Construct an InventorySnapshot object
-
- A which becomes the
- objects AssetUUID
-
-
-
- Construct an InventorySnapshot object from a serialization stream
-
-
-
-
- InventoryAttachment Class, contains details on an attachable object
-
-
-
-
- Construct an InventoryAttachment object
-
- A which becomes the
- objects AssetUUID
-
-
-
- Construct an InventoryAttachment object from a serialization stream
-
-
-
-
- Get the last AttachmentPoint this object was attached to
-
-
-
-
- InventoryWearable Class, details on a clothing item or body part
-
-
-
-
- Construct an InventoryWearable object
-
- A which becomes the
- objects AssetUUID
-
-
-
- Construct an InventoryWearable object from a serialization stream
-
-
-
-
- The , Skin, Shape, Skirt, Etc
-
-
-
-
- InventoryAnimation Class, A bvh encoded object which animates an avatar
-
-
-
-
- Construct an InventoryAnimation object
-
- A which becomes the
- objects AssetUUID
-
-
-
- Construct an InventoryAnimation object from a serialization stream
-
-
-
-
- InventoryGesture Class, details on a series of animations, sounds, and actions
-
-
-
-
- Construct an InventoryGesture object
-
- A which becomes the
- objects AssetUUID
-
-
-
- Construct an InventoryGesture object from a serialization stream
-
-
-
-
- A folder contains s and has certain attributes specific
- to itself
-
-
-
-
- Constructor
-
- UUID of the folder
-
-
-
- Construct an InventoryFolder object from a serialization stream
-
-
-
- The Preferred for a folder.
-
-
- The Version of this folder
-
-
- Number of child items this folder contains.
-
-
-
-
-
-
-
-
-
- Get Serilization data for this InventoryFolder object
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Tools for dealing with agents inventory
-
-
-
-
- Default constructor
-
- Reference to the GridClient object
-
-
-
- Callback for inventory item creation finishing
-
- Whether the request to create an inventory
- item succeeded or not
- Inventory item being created. If success is
- false this will be null
-
-
-
- Callback for an inventory item being create from an uploaded asset
-
- true if inventory item creation was successful
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Reply received when uploading an inventory asset
-
- Has upload been successful
- Error message if upload failed
- Inventory asset UUID
- New asset UUID
-
-
-
- Delegate that is invoked when script upload is completed
-
- Has upload succeded (note, there still might be compile errors)
- Upload status message
- Is compilation successful
- If compilation failed, list of error messages, null on compilation success
- Script inventory UUID
- Script's new asset UUID
-
-
- Used for converting shadow_id to asset_id
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- Partial mapping of AssetTypes to folder names
-
-
- Raised when the simulator sends us data containing
- ...
-
-
- Raised when the simulator sends us data containing
- ...
-
-
- Raised when the simulator sends us data containing
- an inventory object sent by another avatar or primitive
-
-
- Raised when the simulator sends us data containing
- ...
-
-
- Raised when the simulator sends us data containing
- ...
-
-
- Raised when the simulator sends us data containing
- ...
-
-
- Raised when the simulator sends us data containing
- ...
-
-
- Raised when the simulator sends us data containing
- ...
-
-
-
- Get this agents Inventory data
-
-
-
- Raises the ItemReceived Event
- A ItemReceivedEventArgs object containing
- the data sent from the simulator
-
-
- Raises the FolderUpdated Event
- A FolderUpdatedEventArgs object containing
- the data sent from the simulator
-
-
- Raises the InventoryObjectOffered Event
- A InventoryObjectOfferedEventArgs object containing
- the data sent from the simulator
-
-
- Raises the TaskItemReceived Event
- A TaskItemReceivedEventArgs object containing
- the data sent from the simulator
-
-
- Raises the FindObjectByPath Event
- A FindObjectByPathEventArgs object containing
- the data sent from the simulator
-
-
- Raises the TaskInventoryReply Event
- A TaskInventoryReplyEventArgs object containing
- the data sent from the simulator
-
-
- Raises the SaveAssetToInventory Event
- A SaveAssetToInventoryEventArgs object containing
- the data sent from the simulator
-
-
- Raises the ScriptRunningReply Event
- A ScriptRunningReplyEventArgs object containing
- the data sent from the simulator
-
-
-
- Fetch an inventory item from the dataserver
-
- The items
- The item Owners
- a integer representing the number of milliseconds to wait for results
- An object on success, or null if no item was found
- Items will also be sent to the event
-
-
-
- Request A single inventory item
-
- The items
- The item Owners
-
-
-
-
- Request inventory items
-
- Inventory items to request
- Owners of the inventory items
-
-
-
-
- Get contents of a folder
-
- The of the folder to search
- The of the folders owner
- true to retrieve folders
- true to retrieve items
- sort order to return results in
- a integer representing the number of milliseconds to wait for results
- A list of inventory items matching search criteria within folder
-
- InventoryFolder.DescendentCount will only be accurate if both folders and items are
- requested
-
-
-
- Request the contents of an inventory folder
-
- The folder to search
- The folder owners
- true to return s contained in folder
- true to return s containd in folder
- the sort order to return items in
-
-
-
-
- Request the contents of an inventory folder using HTTP capabilities
-
- The folder to search
- The folder owners
- true to return s contained in folder
- true to return s containd in folder
- the sort order to return items in
-
-
-
-
- Returns the UUID of the folder (category) that defaults to
- containing 'type'. The folder is not necessarily only for that
- type
-
- This will return the root folder if one does not exist
-
-
- The UUID of the desired folder if found, the UUID of the RootFolder
- if not found, or UUID.Zero on failure
-
-
-
- Find an object in inventory using a specific path to search
-
- The folder to begin the search in
- The object owners
- A string path to search
- milliseconds to wait for a reply
- Found items or if
- timeout occurs or item is not found
-
-
-
- Find inventory items by path
-
- The folder to begin the search in
- The object owners
- A string path to search, folders/objects separated by a '/'
- Results are sent to the event
-
-
-
- Search inventory Store object for an item or folder
-
- The folder to begin the search in
- An array which creates a path to search
- Number of levels below baseFolder to conduct searches
- if True, will stop searching after first match is found
- A list of inventory items found
-
-
-
- Move an inventory item or folder to a new location
-
- The item or folder to move
- The to move item or folder to
-
-
-
- Move an inventory item or folder to a new location and change its name
-
- The item or folder to move
- The to move item or folder to
- The name to change the item or folder to
-
-
-
- Move and rename a folder
-
- The source folders
- The destination folders
- The name to change the folder to
-
-
-
- Update folder properties
-
-
- of the folder to update
- Sets folder's parent to
- Folder name
- Folder type
-
-
-
- Move a folder
-
- The source folders
- The destination folders
-
-
-
- Move multiple folders, the keys in the Dictionary parameter,
- to a new parents, the value of that folder's key.
-
- A Dictionary containing the
- of the source as the key, and the
- of the destination as the value
-
-
-
- Move an inventory item to a new folder
-
- The of the source item to move
- The of the destination folder
-
-
-
- Move and rename an inventory item
-
- The of the source item to move
- The of the destination folder
- The name to change the folder to
-
-
-
- Move multiple inventory items to new locations
-
- A Dictionary containing the
- of the source item as the key, and the
- of the destination folder as the value
-
-
-
- Remove descendants of a folder
-
- The of the folder
-
-
-
- Remove a single item from inventory
-
- The of the inventory item to remove
-
-
-
- Remove a folder from inventory
-
- The of the folder to remove
-
-
-
- Remove multiple items or folders from inventory
-
- A List containing the s of items to remove
- A List containing the s of the folders to remove
-
-
-
- Empty the Lost and Found folder
-
-
-
-
- Empty the Trash folder
-
-
-
-
-
-
-
-
-
-
-
-
-
- Proper use is to upload the inventory's asset first, then provide the Asset's TransactionID here.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Proper use is to upload the inventory's asset first, then provide the Asset's TransactionID here.
-
-
-
-
-
-
-
-
-
-
-
- Creates a new inventory folder
-
- ID of the folder to put this folder in
- Name of the folder to create
- The UUID of the newly created folder
-
-
-
- Creates a new inventory folder
-
- ID of the folder to put this folder in
- Name of the folder to create
- Sets this folder as the default folder
- for new assets of the specified type. Use AssetType.Unknown
- to create a normal folder, otherwise it will likely create a
- duplicate of an existing folder type
- The UUID of the newly created folder
- If you specify a preferred type of AsseType.Folder
- it will create a new root folder which may likely cause all sorts
- of strange problems
-
-
-
- Create an inventory item and upload asset data
-
- Asset data
- Inventory item name
- Inventory item description
- Asset type
- Inventory type
- Put newly created inventory in this folder
- Delegate that will receive feedback on success or failure
-
-
-
- Create an inventory item and upload asset data
-
- Asset data
- Inventory item name
- Inventory item description
- Asset type
- Inventory type
- Put newly created inventory in this folder
- Permission of the newly created item
- (EveryoneMask, GroupMask, and NextOwnerMask of Permissions struct are supported)
- Delegate that will receive feedback on success or failure
-
-
-
- Creates inventory link to another inventory item or folder
-
- Put newly created link in folder with this UUID
- Inventory item or folder
- Method to call upon creation of the link
-
-
-
- Creates inventory link to another inventory item
-
- Put newly created link in folder with this UUID
- Original inventory item
- Method to call upon creation of the link
-
-
-
- Creates inventory link to another inventory folder
-
- Put newly created link in folder with this UUID
- Original inventory folder
- Method to call upon creation of the link
-
-
-
- Creates inventory link to another inventory item or folder
-
- Put newly created link in folder with this UUID
- Original item's UUID
- Name
- Description
- Asset Type
- Inventory Type
- Transaction UUID
- Method to call upon creation of the link
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Request a copy of an asset embedded within a notecard
-
- Usually UUID.Zero for copying an asset from a notecard
- UUID of the notecard to request an asset from
- Target folder for asset to go to in your inventory
- UUID of the embedded asset
- callback to run when item is copied to inventory
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Save changes to notecard embedded in object contents
-
- Encoded notecard asset data
- Notecard UUID
- Object's UUID
- Called upon finish of the upload with status information
-
-
-
- Upload new gesture asset for an inventory gesture item
-
- Encoded gesture asset
- Gesture inventory UUID
- Callback whick will be called when upload is complete
-
-
-
- Update an existing script in an agents Inventory
-
- A byte[] array containing the encoded scripts contents
- the itemID of the script
- if true, sets the script content to run on the mono interpreter
-
-
-
-
-
- Update an existing script in an task Inventory
-
- A byte[] array containing the encoded scripts contents
- the itemID of the script
- UUID of the prim containting the script
- if true, sets the script content to run on the mono interpreter
- if true, sets the script to running
-
-
-
-
-
- Rez an object from inventory
-
- Simulator to place object in
- Rotation of the object when rezzed
- Vector of where to place object
- InventoryItem object containing item details
-
-
-
- Rez an object from inventory
-
- Simulator to place object in
- Rotation of the object when rezzed
- Vector of where to place object
- InventoryItem object containing item details
- UUID of group to own the object
-
-
-
- Rez an object from inventory
-
- Simulator to place object in
- Rotation of the object when rezzed
- Vector of where to place object
- InventoryItem object containing item details
- UUID of group to own the object
- User defined queryID to correlate replies
- If set to true, the CreateSelected flag
- will be set on the rezzed object
-
-
-
- DeRez an object from the simulator to the agents Objects folder in the agents Inventory
-
- The simulator Local ID of the object
- If objectLocalID is a child primitive in a linkset, the entire linkset will be derezzed
-
-
-
- DeRez an object from the simulator and return to inventory
-
- The simulator Local ID of the object
- The type of destination from the enum
- The destination inventory folders -or-
- if DeRezzing object to a tasks Inventory, the Tasks
- The transaction ID for this request which
- can be used to correlate this request with other packets
- If objectLocalID is a child primitive in a linkset, the entire linkset will be derezzed
-
-
-
- Rez an item from inventory to its previous simulator location
-
-
-
-
-
-
-
-
-
-
-
-
- Give an inventory item to another avatar
-
- The of the item to give
- The name of the item
- The type of the item from the enum
- The of the recipient
- true to generate a beameffect during transfer
-
-
-
- Give an inventory Folder with contents to another avatar
-
- The of the Folder to give
- The name of the folder
- The type of the item from the enum
- The of the recipient
- true to generate a beameffect during transfer
-
-
-
- Copy or move an from agent inventory to a task (primitive) inventory
-
- The target object
- The item to copy or move from inventory
-
-
- For items with copy permissions a copy of the item is placed in the tasks inventory,
- for no-copy items the object is moved to the tasks inventory
-
-
-
- Retrieve a listing of the items contained in a task (Primitive)
-
- The tasks
- The tasks simulator local ID
- milliseconds to wait for reply from simulator
- A list containing the inventory items inside the task or null
- if a timeout occurs
- This request blocks until the response from the simulator arrives
- or timeoutMS is exceeded
-
-
-
- Request the contents of a tasks (primitives) inventory from the
- current simulator
-
- The LocalID of the object
-
-
-
-
- Request the contents of a tasks (primitives) inventory
-
- The simulator Local ID of the object
- A reference to the simulator object that contains the object
-
-
-
-
- Move an item from a tasks (Primitive) inventory to the specified folder in the avatars inventory
-
- LocalID of the object in the simulator
- UUID of the task item to move
- The ID of the destination folder in this agents inventory
- Simulator Object
- Raises the event
-
-
-
- Remove an item from an objects (Prim) Inventory
-
- LocalID of the object in the simulator
- UUID of the task item to remove
- Simulator Object
- You can confirm the removal by comparing the tasks inventory serial before and after the
- request with the request combined with
- the event
-
-
-
- Copy an InventoryScript item from the Agents Inventory into a primitives task inventory
-
- An unsigned integer representing a primitive being simulated
- An which represents a script object from the agents inventory
- true to set the scripts running state to enabled
- A Unique Transaction ID
-
- The following example shows the basic steps necessary to copy a script from the agents inventory into a tasks inventory
- and assumes the script exists in the agents inventory.
-
- uint primID = 95899503; // Fake prim ID
- UUID scriptID = UUID.Parse("92a7fe8a-e949-dd39-a8d8-1681d8673232"); // Fake Script UUID in Inventory
- Client.Inventory.FolderContents(Client.Inventory.FindFolderForType(AssetType.LSLText), Client.Self.AgentID,
- false, true, InventorySortOrder.ByName, 10000);
- Client.Inventory.RezScript(primID, (InventoryItem)Client.Inventory.Store[scriptID]);
-
-
-
-
- Request the running status of a script contained in a task (primitive) inventory
-
- The ID of the primitive containing the script
- The ID of the script
- The event can be used to obtain the results of the
- request
-
-
-
-
- Send a request to set the running state of a script contained in a task (primitive) inventory
-
- The ID of the primitive containing the script
- The ID of the script
- true to set the script running, false to stop a running script
- To verify the change you can use the method combined
- with the event
-
-
-
- Create a CRC from an InventoryItem
-
- The source InventoryItem
- A uint representing the source InventoryItem as a CRC
-
-
-
- Reverses a cheesy XORing with a fixed UUID to convert a shadow_id to an asset_id
-
- Obfuscated shadow_id value
- Deobfuscated asset_id value
-
-
-
- Does a cheesy XORing with a fixed UUID to convert an asset_id to a shadow_id
-
- asset_id value to obfuscate
- Obfuscated shadow_id value
-
-
-
- Wrapper for creating a new object
-
- The type of item from the enum
- The of the newly created object
- An object with the type and id passed
-
-
-
- Parse the results of a RequestTaskInventory() response
-
- A string which contains the data from the task reply
- A List containing the items contained within the tasks inventory
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
-
- UpdateCreateInventoryItem packets are received when a new inventory item
- is created. This may occur when an object that's rezzed in world is
- taken into inventory, when an item is created using the CreateInventoryItem
- packet, or when an object is purchased
-
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Set to true to accept offer, false to decline it
-
-
- The folder to accept the inventory into, if null default folder for will be used
-
-
-
- Callback when an inventory object is accepted and received from a
- task inventory. This is the callback in which you actually get
- the ItemID, as in ObjectOfferedCallback it is null when received
- from a task.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- De-serialization constructor for the InventoryNode Class
-
-
-
-
- De-serialization handler for the InventoryNode Class
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- For inventory folder nodes specifies weather the folder needs to be
- refreshed from the server
-
-
-
-
- Serialization handler for the InventoryNode Class
-
-
-
-
-
-
-
-
-
-
- Singleton logging class for the entire library
-
-
-
-
- Default constructor
-
-
-
-
- Callback used for client apps to receive log messages from
- the library
-
- Data being logged
- The severity of the log entry from
-
-
- log4net logging engine
-
-
- Triggered whenever a message is logged. If this is left
- null, log messages will go to the console
-
-
-
- Send a log message to the logging engine
-
- The log message
- The severity of the log entry
-
-
-
- Send a log message to the logging engine
-
- The log message
- The severity of the log entry
- Instance of the client
-
-
-
- Send a log message to the logging engine
-
- The log message
- The severity of the log entry
- Exception that was raised
-
-
-
- Send a log message to the logging engine
-
- The log message
- The severity of the log entry
- Instance of the client
- Exception that was raised
-
-
-
- If the library is compiled with DEBUG defined, an event will be
- fired if an OnLogMessage
handler is registered and the
- message will be sent to the logging engine
-
- The message to log at the DEBUG level to the
- current logging engine
-
-
-
- If the library is compiled with DEBUG defined and
- GridClient.Settings.DEBUG
is true, an event will be
- fired if an OnLogMessage
handler is registered and the
- message will be sent to the logging engine
-
- The message to log at the DEBUG level to the
- current logging engine
- Instance of the client
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Login Request Parameters
-
-
-
-
- Default constuctor, initializes sane default values
-
-
-
-
- Instantiates new LoginParams object and fills in the values
-
- Instance of GridClient to read settings from
- Login first name
- Login last name
- Password
- Login channnel (application name)
- Client version, should be application name + version number
-
-
-
- Instantiates new LoginParams object and fills in the values
-
- Instance of GridClient to read settings from
- Login first name
- Login last name
- Password
- Login channnel (application name)
- Client version, should be application name + version number
- URI of the login server
-
-
- The URL of the Login Server
-
-
- The number of milliseconds to wait before a login is considered
- failed due to timeout
-
-
- The request method
- login_to_simulator is currently the only supported method
-
-
- The Agents First name
-
-
- The Agents Last name
-
-
- A md5 hashed password
- plaintext password will be automatically hashed
-
-
- The agents starting location once logged in
- Either "last", "home", or a string encoded URI
- containing the simulator name and x/y/z coordinates e.g: uri:hooper&128&152&17
-
-
- A string containing the client software channel information
- Second Life Release
-
-
- The client software version information
- The official viewer uses: Second Life Release n.n.n.n
- where n is replaced with the current version of the viewer
-
-
- A string containing the platform information the agent is running on
-
-
- A string hash of the network cards Mac Address
-
-
- Unknown or deprecated
-
-
- A string hash of the first disk drives ID used to identify this clients uniqueness
-
-
- A string containing the viewers Software, this is not directly sent to the login server but
- instead is used to generate the Version string
-
-
- A string representing the software creator. This is not directly sent to the login server but
- is used by the library to generate the Version information
-
-
- If true, this agent agrees to the Terms of Service of the grid its connecting to
-
-
- Unknown
-
-
- An array of string sent to the login server to enable various options
-
-
- A randomly generated ID to distinguish between login attempts. This value is only used
- internally in the library and is never sent over the wire
-
-
-
- The decoded data returned from the login server after a successful login
-
-
-
- true, false, indeterminate
-
-
- Login message of the day
-
-
- M or PG, also agent_region_access and agent_access_max
-
-
-
- Parse LLSD Login Reply Data
-
- An
- contaning the login response data
- XML-RPC logins do not require this as XML-RPC.NET
- automatically populates the struct properly using attributes
-
-
-
- Login Routines
-
-
- NetworkManager is responsible for managing the network layer of
- OpenMetaverse. It tracks all the server connections, serializes
- outgoing traffic and deserializes incoming traffic, and provides
- instances of delegates for network-related events.
-
-
-
-
- Default constructor
-
- Reference to the GridClient object
-
-
-
- Explains why a simulator or the grid disconnected from us
-
-
-
- The client requested the logout or simulator disconnect
-
-
- The server notified us that it is disconnecting
-
-
- Either a socket was closed or network traffic timed out
-
-
- The last active simulator shut down
-
-
-
- Holds a simulator reference and a decoded packet, these structs are put in
- the packet inbox for event handling
-
-
-
- Reference to the simulator that this packet came from
-
-
- Packet that needs to be processed
-
-
-
- Holds a simulator reference and a serialized packet, these structs are put in
- the packet outbox for sending
-
-
-
- Reference to the simulator this packet is destined for
-
-
- Packet that needs to be sent
-
-
- Sequence number of the wrapped packet
-
-
- Number of times this packet has been resent
-
-
- Environment.TickCount when this packet was last sent over the wire
-
-
- Type of the packet
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- Seed CAPS URL returned from the login server
-
-
- Maximum number of groups an agent can belong to, -1 for unlimited
-
-
- XMPP server to connect to for Group chat and IM services
-
-
- A list of packets obtained during the login process which
- networkmanager will log but not process
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- All of the simulators we are currently connected to
-
-
- Handlers for incoming capability events
-
-
- Handlers for incoming packets
-
-
- Incoming packets that are awaiting handling
-
-
- Outgoing packets that are awaiting handling
-
-
- Raised when the simulator sends us data containing
- ...
-
-
- Called when a reply is received from the login server, the
- login sequence will block until this event returns
-
-
- Raised when the simulator sends us data containing
- ...
-
-
- Raised when the simulator sends us data containing
- ...
-
-
- Raised when the simulator sends us data containing
- ...
-
-
- Raised when the simulator sends us data containing
- ...
-
-
- Raised when the simulator sends us data containing
- ...
-
-
- Raised when the simulator sends us data containing
- ...
-
-
- Raised when the simulator sends us data containing
- ...
-
-
- Raised when the simulator sends us data containing
- ...
-
-
- Current state of logging in
-
-
- Upon login failure, contains a short string key for the
- type of login error that occurred
-
-
- The raw XML-RPC reply from the login server, exactly as it
- was received (minus the HTTP header)
-
-
- During login this contains a descriptive version of
- LoginStatusCode. After a successful login this will contain the
- message of the day, and after a failed login a descriptive error
- message will be returned
-
-
- Unique identifier associated with our connections to
- simulators
-
-
- The simulator that the logged in avatar is currently
- occupying
-
-
- Shows whether the network layer is logged in to the
- grid or not
-
-
- Number of packets in the incoming queue
-
-
- Number of packets in the outgoing queue
-
-
- Raises the LoginProgress Event
- A LoginProgressEventArgs object containing
- the data sent from the simulator
-
-
-
- Generate sane default values for a login request
-
- Account first name
- Account last name
- Account password
- Client application name
- Client application version
- A populated struct containing
- sane defaults
-
-
-
- Simplified login that takes the most common and required fields
-
- Account first name
- Account last name
- Account password
- Client application name
- Client application version
- Whether the login was successful or not. On failure the
- LoginErrorKey string will contain the error code and LoginMessage
- will contain a description of the error
-
-
-
- Simplified login that takes the most common fields along with a
- starting location URI, and can accept an MD5 string instead of a
- plaintext password
-
- Account first name
- Account last name
- Account password or MD5 hash of the password
- such as $1$1682a1e45e9f957dcdf0bb56eb43319c
- Client application name
- Starting location URI that can be built with
- StartLocation()
- Client application version
- Whether the login was successful or not. On failure the
- LoginErrorKey string will contain the error code and LoginMessage
- will contain a description of the error
-
-
-
- Login that takes a struct of all the values that will be passed to
- the login server
-
- The values that will be passed to the login
- server, all fields must be set even if they are String.Empty
- Whether the login was successful or not. On failure the
- LoginErrorKey string will contain the error code and LoginMessage
- will contain a description of the error
-
-
-
- Build a start location URI for passing to the Login function
-
- Name of the simulator to start in
- X coordinate to start at
- Y coordinate to start at
- Z coordinate to start at
- String with a URI that can be used to login to a specified
- location
-
-
-
- LoginParams and the initial login XmlRpcRequest were made on a remote machine.
- This method now initializes libomv with the results.
-
-
-
-
- Handles response from XML-RPC login replies
-
-
-
-
- Handles response from XML-RPC login replies with already parsed LoginResponseData
-
-
-
-
- Handle response from LLSD login replies
-
-
-
-
-
-
-
-
-
-
- Get current OS
-
- Either "Win" or "Linux"
-
-
-
- Get clients default Mac Address
-
- A string containing the first found Mac Address
-
-
- Raises the PacketSent Event
- A PacketSentEventArgs object containing
- the data sent from the simulator
-
-
- Raises the LoggedOut Event
- A LoggedOutEventArgs object containing
- the data sent from the simulator
-
-
- Raises the SimConnecting Event
- A SimConnectingEventArgs object containing
- the data sent from the simulator
-
-
- Raises the SimConnected Event
- A SimConnectedEventArgs object containing
- the data sent from the simulator
-
-
- Raises the SimDisconnected Event
- A SimDisconnectedEventArgs object containing
- the data sent from the simulator
-
-
- Raises the Disconnected Event
- A DisconnectedEventArgs object containing
- the data sent from the simulator
-
-
- Raises the SimChanged Event
- A SimChangedEventArgs object containing
- the data sent from the simulator
-
-
- Raises the EventQueueRunning Event
- A EventQueueRunningEventArgs object containing
- the data sent from the simulator
-
-
-
- Register an event handler for a packet. This is a low level event
- interface and should only be used if you are doing something not
- supported in the library
-
- Packet type to trigger events for
- Callback to fire when a packet of this type
- is received
-
-
-
- Register an event handler for a packet. This is a low level event
- interface and should only be used if you are doing something not
- supported in the library
-
- Packet type to trigger events for
- Callback to fire when a packet of this type
- is received
- True if the callback should be ran
- asynchronously. Only set this to false (synchronous for callbacks
- that will always complete quickly)
- If any callback for a packet type is marked as
- asynchronous, all callbacks for that packet type will be fired
- asynchronously
-
-
-
- Unregister an event handler for a packet. This is a low level event
- interface and should only be used if you are doing something not
- supported in the library
-
- Packet type this callback is registered with
- Callback to stop firing events for
-
-
-
- Register a CAPS event handler. This is a low level event interface
- and should only be used if you are doing something not supported in
- the library
-
- Name of the CAPS event to register a handler for
- Callback to fire when a CAPS event is received
-
-
-
- Unregister a CAPS event handler. This is a low level event interface
- and should only be used if you are doing something not supported in
- the library
-
- Name of the CAPS event this callback is
- registered with
- Callback to stop firing events for
-
-
-
- Send a packet to the simulator the avatar is currently occupying
-
- Packet to send
-
-
-
- Send a packet to a specified simulator
-
- Packet to send
- Simulator to send the packet to
-
-
-
- Connect to a simulator
-
- IP address to connect to
- Port to connect to
- Handle for this simulator, to identify its
- location in the grid
- Whether to set CurrentSim to this new
- connection, use this if the avatar is moving in to this simulator
- URL of the capabilities server to use for
- this sim connection
- A Simulator object on success, otherwise null
-
-
-
- Connect to a simulator
-
- IP address and port to connect to
- Handle for this simulator, to identify its
- location in the grid
- Whether to set CurrentSim to this new
- connection, use this if the avatar is moving in to this simulator
- URL of the capabilities server to use for
- this sim connection
- A Simulator object on success, otherwise null
-
-
-
- Initiate a blocking logout request. This will return when the logout
- handshake has completed or when Settings.LOGOUT_TIMEOUT
- has expired and the network layer is manually shut down
-
-
-
-
- Initiate the logout process. Check if logout succeeded with the
- OnLogoutReply
event, and if this does not fire the
- Shutdown()
function needs to be manually called
-
-
-
-
- Close a connection to the given simulator
-
-
-
-
-
-
-
-
- Shutdown will disconnect all the sims except for the current sim
- first, and then kill the connection to CurrentSim. This should only
- be called if the logout process times out on RequestLogout
- Type of shutdown
-
-
-
- Shutdown will disconnect all the sims except for the current sim
- first, and then kill the connection to CurrentSim. This should only
- be called if the logout process times out on RequestLogout
- Type of shutdown
- Shutdown message
-
-
-
- Searches through the list of currently connected simulators to find
- one attached to the given IPEndPoint
-
- IPEndPoint of the Simulator to search for
- A Simulator reference on success, otherwise null
-
-
-
- Fire an event when an event queue connects for capabilities
-
- Simulator the event queue is attached to
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
-
- A Name Value pair with additional settings, used in the protocol
- primarily to transmit avatar names and active group in object packets
-
-
-
-
- Constructor that takes all the fields as parameters
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Constructor that takes a single line from a NameValue field
-
-
-
-
-
- Type of the value
-
-
- Unknown
-
-
- String value
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Deprecated
-
-
- String value, but designated as an asset
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- No report
-
-
- Unknown report type
-
-
- Bug report
-
-
- Complaint report
-
-
- Customer service report
-
-
-
- Bitflag field for ObjectUpdateCompressed data blocks, describing
- which options are present for each object
-
-
-
- Unknown
-
-
- Whether the object has a TreeSpecies
-
-
- Whether the object has floating text ala llSetText
-
-
- Whether the object has an active particle system
-
-
- Whether the object has sound attached to it
-
-
- Whether the object is attached to a root object or not
-
-
- Whether the object has texture animation settings
-
-
- Whether the object has an angular velocity
-
-
- Whether the object has a name value pairs string
-
-
- Whether the object has a Media URL set
-
-
-
- Specific Flags for MultipleObjectUpdate requests
-
-
-
- None
-
-
- Change position of prims
-
-
- Change rotation of prims
-
-
- Change size of prims
-
-
- Perform operation on link set
-
-
- Scale prims uniformly, same as selecing ctrl+shift in the
- viewer. Used in conjunction with Scale
-
-
-
- Special values in PayPriceReply. If the price is not one of these
- literal value of the price should be use
-
-
-
-
- Indicates that this pay option should be hidden
-
-
-
-
- Indicates that this pay option should have the default value
-
-
-
-
- Contains the variables sent in an object update packet for objects.
- Used to track position and movement of prims and avatars
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Handles all network traffic related to prims and avatar positions and
- movement.
-
-
-
-
- Construct a new instance of the ObjectManager class
-
- A reference to the instance
-
-
-
- Callback for getting object media data via CAP
-
- Indicates if the operation was succesfull
- Object media version string
- Array indexed on prim face of media entry data
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- Reference to the GridClient object
-
-
- Does periodic dead reckoning calculation to convert
- velocity and acceleration to new positions for objects
-
-
- Raised when the simulator sends us data containing
- A , Foliage or Attachment
-
-
-
-
- Raised when the simulator sends us data containing
- additional information
-
-
-
-
- Raised when the simulator sends us data containing
- Primitive.ObjectProperties for an object we are currently tracking
-
-
- Raised when the simulator sends us data containing
- additional and details
-
-
-
- Raised when the simulator sends us data containing
- updated information for an
-
-
- Raised when the simulator sends us data containing
- and movement changes
-
-
- Raised when the simulator sends us data containing
- updates to an Objects DataBlock
-
-
- Raised when the simulator informs us an
- or is no longer within view
-
-
- Raised when the simulator sends us data containing
- updated sit information for our
-
-
- Raised when the simulator sends us data containing
- purchase price information for a
-
-
- Raised when the simulator sends us data containing
- additional information
-
-
-
-
- Raises the ObjectProperties Event
- A ObjectPropertiesEventArgs object containing
- the data sent from the simulator
-
-
- Raises the ObjectPropertiesUpdated Event
- A ObjectPropertiesUpdatedEventArgs object containing
- the data sent from the simulator
-
-
- Raises the ObjectPropertiesFamily Event
- A ObjectPropertiesFamilyEventArgs object containing
- the data sent from the simulator
-
-
- Raises the AvatarUpdate Event
- A AvatarUpdateEventArgs object containing
- the data sent from the simulator
-
-
- Raises the ObjectDataBlockUpdate Event
- A ObjectDataBlockUpdateEventArgs object containing
- the data sent from the simulator
-
-
- Raises the KillObject Event
- A KillObjectEventArgs object containing
- the data sent from the simulator
-
-
- Raises the AvatarSitChanged Event
- A AvatarSitChangedEventArgs object containing
- the data sent from the simulator
-
-
- Raises the PayPriceReply Event
- A PayPriceReplyEventArgs object containing
- the data sent from the simulator
-
-
- Raises the PhysicsProperties Event
- A PhysicsPropertiesEventArgs object containing
- the data sent from the simulator
-
-
-
- Request information for a single object from a
- you are currently connected to
-
- The the object is located
- The Local ID of the object
-
-
-
- Request information for multiple objects contained in
- the same simulator
-
- The the objects are located
- An array containing the Local IDs of the objects
-
-
-
- Attempt to purchase an original object, a copy, or the contents of
- an object
-
- The the object is located
- The Local ID of the object
- Whether the original, a copy, or the object
- contents are on sale. This is used for verification, if the this
- sale type is not valid for the object the purchase will fail
- Price of the object. This is used for
- verification, if it does not match the actual price the purchase
- will fail
- Group ID that will be associated with the new
- purchase
- Inventory folder UUID where the object or objects
- purchased should be placed
-
-
- BuyObject(Client.Network.CurrentSim, 500, SaleType.Copy,
- 100, UUID.Zero, Client.Self.InventoryRootFolderUUID);
-
-
-
-
-
- Request prices that should be displayed in pay dialog. This will triggger the simulator
- to send us back a PayPriceReply which can be handled by OnPayPriceReply event
-
- The the object is located
- The ID of the object
- The result is raised in the event
-
-
-
- Select a single object. This will cause the to send us
- an which will raise the event
-
- The the object is located
- The Local ID of the object
-
-
-
-
- Select a single object. This will cause the to send us
- an which will raise the event
-
- The the object is located
- The Local ID of the object
- if true, a call to is
- made immediately following the request
-
-
-
-
- Select multiple objects. This will cause the to send us
- an which will raise the event
-
- The the objects are located
- An array containing the Local IDs of the objects
- Should objects be deselected immediately after selection
-
-
-
-
- Select multiple objects. This will cause the to send us
- an which will raise the event
-
- The the objects are located
- An array containing the Local IDs of the objects
-
-
-
-
- Update the properties of an object
-
- The the object is located
- The Local ID of the object
- true to turn the objects physical property on
- true to turn the objects temporary property on
- true to turn the objects phantom property on
- true to turn the objects cast shadows property on
-
-
-
- Update the properties of an object
-
- The the object is located
- The Local ID of the object
- true to turn the objects physical property on
- true to turn the objects temporary property on
- true to turn the objects phantom property on
- true to turn the objects cast shadows property on
- Type of the represetnation prim will have in the physics engine
- Density - normal value 1000
- Friction - normal value 0.6
- Restitution - standard value 0.5
- Gravity multiplier - standar value 1.0
-
-
-
- Sets the sale properties of a single object
-
- The the object is located
- The Local ID of the object
- One of the options from the enum
- The price of the object
-
-
-
- Sets the sale properties of multiple objects
-
- The the objects are located
- An array containing the Local IDs of the objects
- One of the options from the enum
- The price of the object
-
-
-
- Deselect a single object
-
- The the object is located
- The Local ID of the object
-
-
-
- Deselect multiple objects.
-
- The the objects are located
- An array containing the Local IDs of the objects
-
-
-
- Perform a click action on an object
-
- The the object is located
- The Local ID of the object
-
-
-
- Perform a click action (Grab) on a single object
-
- The the object is located
- The Local ID of the object
- The texture coordinates to touch
- The surface coordinates to touch
- The face of the position to touch
- The region coordinates of the position to touch
- The surface normal of the position to touch (A normal is a vector perpindicular to the surface)
- The surface binormal of the position to touch (A binormal is a vector tangen to the surface
- pointing along the U direction of the tangent space
-
-
-
- Create (rez) a new prim object in a simulator
-
- A reference to the object to place the object in
- Data describing the prim object to rez
- Group ID that this prim will be set to, or UUID.Zero if you
- do not want the object to be associated with a specific group
- An approximation of the position at which to rez the prim
- Scale vector to size this prim
- Rotation quaternion to rotate this prim
- Due to the way client prim rezzing is done on the server,
- the requested position for an object is only close to where the prim
- actually ends up. If you desire exact placement you'll need to
- follow up by moving the object after it has been created. This
- function will not set textures, light and flexible data, or other
- extended primitive properties
-
-
-
- Create (rez) a new prim object in a simulator
-
- A reference to the object to place the object in
- Data describing the prim object to rez
- Group ID that this prim will be set to, or UUID.Zero if you
- do not want the object to be associated with a specific group
- An approximation of the position at which to rez the prim
- Scale vector to size this prim
- Rotation quaternion to rotate this prim
- Specify the
- Due to the way client prim rezzing is done on the server,
- the requested position for an object is only close to where the prim
- actually ends up. If you desire exact placement you'll need to
- follow up by moving the object after it has been created. This
- function will not set textures, light and flexible data, or other
- extended primitive properties
-
-
-
- Rez a Linden tree
-
- A reference to the object where the object resides
- The size of the tree
- The rotation of the tree
- The position of the tree
- The Type of tree
- The of the group to set the tree to,
- or UUID.Zero if no group is to be set
- true to use the "new" Linden trees, false to use the old
-
-
-
- Rez grass and ground cover
-
- A reference to the object where the object resides
- The size of the grass
- The rotation of the grass
- The position of the grass
- The type of grass from the enum
- The of the group to set the tree to,
- or UUID.Zero if no group is to be set
-
-
-
- Set the textures to apply to the faces of an object
-
- A reference to the object where the object resides
- The objects ID which is local to the simulator the object is in
- The texture data to apply
-
-
-
- Set the textures to apply to the faces of an object
-
- A reference to the object where the object resides
- The objects ID which is local to the simulator the object is in
- The texture data to apply
- A media URL (not used)
-
-
-
- Set the Light data on an object
-
- A reference to the object where the object resides
- The objects ID which is local to the simulator the object is in
- A object containing the data to set
-
-
-
- Set the flexible data on an object
-
- A reference to the object where the object resides
- The objects ID which is local to the simulator the object is in
- A object containing the data to set
-
-
-
- Set the sculptie texture and data on an object
-
- A reference to the object where the object resides
- The objects ID which is local to the simulator the object is in
- A object containing the data to set
-
-
-
- Unset additional primitive parameters on an object
-
- A reference to the object where the object resides
- The objects ID which is local to the simulator the object is in
- The extra parameters to set
-
-
-
- Link multiple prims into a linkset
-
- A reference to the object where the objects reside
- An array which contains the IDs of the objects to link
- The last object in the array will be the root object of the linkset TODO: Is this true?
-
-
-
- Delink/Unlink multiple prims from a linkset
-
- A reference to the object where the objects reside
- An array which contains the IDs of the objects to delink
-
-
-
- Change the rotation of an object
-
- A reference to the object where the object resides
- The objects ID which is local to the simulator the object is in
- The new rotation of the object
-
-
-
- Set the name of an object
-
- A reference to the object where the object resides
- The objects ID which is local to the simulator the object is in
- A string containing the new name of the object
-
-
-
- Set the name of multiple objects
-
- A reference to the object where the objects reside
- An array which contains the IDs of the objects to change the name of
- An array which contains the new names of the objects
-
-
-
- Set the description of an object
-
- A reference to the object where the object resides
- The objects ID which is local to the simulator the object is in
- A string containing the new description of the object
-
-
-
- Set the descriptions of multiple objects
-
- A reference to the object where the objects reside
- An array which contains the IDs of the objects to change the description of
- An array which contains the new descriptions of the objects
-
-
-
- Attach an object to this avatar
-
- A reference to the object where the object resides
- The objects ID which is local to the simulator the object is in
- The point on the avatar the object will be attached
- The rotation of the attached object
-
-
-
- Drop an attached object from this avatar
-
- A reference to the
- object where the objects reside. This will always be the simulator the avatar is currently in
-
- The object's ID which is local to the simulator the object is in
-
-
-
- Detach an object from yourself
-
- A reference to the
- object where the objects reside
- This will always be the simulator the avatar is currently in
-
- An array which contains the IDs of the objects to detach
-
-
-
- Change the position of an object, Will change position of entire linkset
-
- A reference to the object where the object resides
- The objects ID which is local to the simulator the object is in
- The new position of the object
-
-
-
- Change the position of an object
-
- A reference to the object where the object resides
- The objects ID which is local to the simulator the object is in
- The new position of the object
- if true, will change position of (this) child prim only, not entire linkset
-
-
-
- Change the Scale (size) of an object
-
- A reference to the object where the object resides
- The objects ID which is local to the simulator the object is in
- The new scale of the object
- If true, will change scale of this prim only, not entire linkset
- True to resize prims uniformly
-
-
-
- Change the Rotation of an object that is either a child or a whole linkset
-
- A reference to the object where the object resides
- The objects ID which is local to the simulator the object is in
- The new scale of the object
- If true, will change rotation of this prim only, not entire linkset
-
-
-
- Send a Multiple Object Update packet to change the size, scale or rotation of a primitive
-
- A reference to the object where the object resides
- The objects ID which is local to the simulator the object is in
- The new rotation, size, or position of the target object
- The flags from the Enum
-
-
-
- Deed an object (prim) to a group, Object must be shared with group which
- can be accomplished with SetPermissions()
-
- A reference to the object where the object resides
- The objects ID which is local to the simulator the object is in
- The of the group to deed the object to
-
-
-
- Deed multiple objects (prims) to a group, Objects must be shared with group which
- can be accomplished with SetPermissions()
-
- A reference to the object where the object resides
- An array which contains the IDs of the objects to deed
- The of the group to deed the object to
-
-
-
- Set the permissions on multiple objects
-
- A reference to the object where the objects reside
- An array which contains the IDs of the objects to set the permissions on
- The new Who mask to set
- Which permission to modify
- The new state of permission
-
-
-
- Request additional properties for an object
-
- A reference to the object where the object resides
-
-
-
-
-
- Request additional properties for an object
-
- A reference to the object where the object resides
- Absolute UUID of the object
- Whether to require server acknowledgement of this request
-
-
-
- Set the ownership of a list of objects to the specified group
-
- A reference to the object where the objects reside
- An array which contains the IDs of the objects to set the group id on
- The Groups ID
-
-
-
- Update current URL of the previously set prim media
-
- UUID of the prim
- Set current URL to this
- Prim face number
- Simulator in which prim is located
-
-
-
- Set object media
-
- UUID of the prim
- Array the length of prims number of faces. Null on face indexes where there is
- no media, on faces which contain the media
- Simulatior in which prim is located
-
-
-
- Retrieve information about object media
-
- UUID of the primitive
- Simulator where prim is located
- Call this callback when done
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
-
- A terse object update, used when a transformation matrix or
- velocity/acceleration for an object changes but nothing else
- (scale/position/rotation/acceleration/velocity)
-
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
-
-
-
-
-
-
-
-
-
-
-
- Setup construction data for a basic primitive shape
-
- Primitive shape to construct
- Construction data that can be plugged into a
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Set the Shape data of an object
-
- A reference to the object where the object resides
- The objects ID which is local to the simulator the object is in
- Data describing the prim shape
-
-
-
- Set the Material data of an object
-
- A reference to the object where the object resides
- The objects ID which is local to the simulator the object is in
- The new material of the object
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Provides data for the event
-
- The event occurs when the simulator sends
- an containing a Primitive, Foliage or Attachment data
- Note 1: The event will not be raised when the object is an Avatar
- Note 2: It is possible for the to be
- raised twice for the same object if for example the primitive moved to a new simulator, then returned to the current simulator or
- if an Avatar crosses the border into a new simulator and returns to the current simulator
-
-
- The following code example uses the , , and
- properties to display new Primitives and Attachments on the window.
-
- // Subscribe to the event that gives us prim and foliage information
- Client.Objects.ObjectUpdate += Objects_ObjectUpdate;
- private void Objects_ObjectUpdate(object sender, PrimEventArgs e)
- {
- Console.WriteLine("Primitive {0} {1} in {2} is an attachment {3}", e.Prim.ID, e.Prim.LocalID, e.Simulator.Name, e.IsAttachment);
- }
-
-
-
-
-
-
-
- Construct a new instance of the PrimEventArgs class
-
- The simulator the object originated from
- The Primitive
- The simulator time dilation
- The prim was not in the dictionary before this update
- true if the primitive represents an attachment to an agent
-
-
- Get the simulator the originated from
-
-
- Get the details
-
-
- true if the did not exist in the dictionary before this update (always true if object tracking has been disabled)
-
-
- true if the is attached to an
-
-
- Get the simulator Time Dilation
-
-
- Provides data for the event
-
- The event occurs when the simulator sends
- an containing Avatar data
- Note 1: The event will not be raised when the object is an Avatar
- Note 2: It is possible for the to be
- raised twice for the same avatar if for example the avatar moved to a new simulator, then returned to the current simulator
-
-
- The following code example uses the property to make a request for the top picks
- using the method in the class to display the names
- of our own agents picks listings on the window.
-
- // subscribe to the AvatarUpdate event to get our information
- Client.Objects.AvatarUpdate += Objects_AvatarUpdate;
- Client.Avatars.AvatarPicksReply += Avatars_AvatarPicksReply;
- private void Objects_AvatarUpdate(object sender, AvatarUpdateEventArgs e)
- {
- // we only want our own data
- if (e.Avatar.LocalID == Client.Self.LocalID)
- {
- // Unsubscribe from the avatar update event to prevent a loop
- // where we continually request the picks every time we get an update for ourselves
- Client.Objects.AvatarUpdate -= Objects_AvatarUpdate;
- // make the top picks request through AvatarManager
- Client.Avatars.RequestAvatarPicks(e.Avatar.ID);
- }
- }
- private void Avatars_AvatarPicksReply(object sender, AvatarPicksReplyEventArgs e)
- {
- // we'll unsubscribe from the AvatarPicksReply event since we now have the data
- // we were looking for
- Client.Avatars.AvatarPicksReply -= Avatars_AvatarPicksReply;
- // loop through the dictionary and extract the names of the top picks from our profile
- foreach (var pickName in e.Picks.Values)
- {
- Console.WriteLine(pickName);
- }
- }
-
-
-
-
-
-
- Construct a new instance of the AvatarUpdateEventArgs class
-
- The simulator the packet originated from
- The data
- The simulator time dilation
- The avatar was not in the dictionary before this update
-
-
- Get the simulator the object originated from
-
-
- Get the data
-
-
- Get the simulator time dilation
-
-
- true if the did not exist in the dictionary before this update (always true if avatar tracking has been disabled)
-
-
- Provides additional primitive data for the event
-
- The event occurs when the simulator sends
- an containing additional details for a Primitive, Foliage data or Attachment data
- The event is also raised when a request is
- made.
-
-
- The following code example uses the , and
-
- properties to display new attachments and send a request for additional properties containing the name of the
- attachment then display it on the window.
-
- // Subscribe to the event that provides additional primitive details
- Client.Objects.ObjectProperties += Objects_ObjectProperties;
- // handle the properties data that arrives
- private void Objects_ObjectProperties(object sender, ObjectPropertiesEventArgs e)
- {
- Console.WriteLine("Primitive Properties: {0} Name is {1}", e.Properties.ObjectID, e.Properties.Name);
- }
-
-
-
-
- Construct a new instance of the ObjectPropertiesEventArgs class
-
- The simulator the object is located
- The primitive Properties
-
-
- Get the simulator the object is located
-
-
- Get the primitive properties
-
-
- Provides additional primitive data for the event
-
- The event occurs when the simulator sends
- an containing additional details for a Primitive or Foliage data that is currently
- being tracked in the dictionary
- The event is also raised when a request is
- made and is enabled
-
-
-
-
- Construct a new instance of the ObjectPropertiesUpdatedEvenrArgs class
-
- The simulator the object is located
- The Primitive
- The primitive Properties
-
-
- Get the simulator the object is located
-
-
- Get the primitive details
-
-
- Get the primitive properties
-
-
- Provides additional primitive data, permissions and sale info for the event
-
- The event occurs when the simulator sends
- an containing additional details for a Primitive, Foliage data or Attachment. This includes
- Permissions, Sale info, and other basic details on an object
- The event is also raised when a request is
- made, the viewer equivalent is hovering the mouse cursor over an object
-
-
-
- Get the simulator the object is located
-
-
-
-
-
-
-
-
-
-
- Provides primitive data containing updated location, velocity, rotation, textures for the event
-
- The event occurs when the simulator sends updated location, velocity, rotation, etc
-
-
-
- Get the simulator the object is located
-
-
- Get the primitive details
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Get the simulator the object is located
-
-
- Get the primitive details
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Provides notification when an Avatar, Object or Attachment is DeRezzed or moves out of the avatars view for the
- event
-
-
- Get the simulator the object is located
-
-
- The LocalID of the object
-
-
-
- Provides updates sit position data
-
-
-
- Get the simulator the object is located
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Get the simulator the object is located
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Indicates if the operation was successful
-
-
-
-
- Media version string
-
-
-
-
- Array of media entries indexed by face number
-
-
-
-
- Set when simulator sends us infomation on primitive's physical properties
-
-
-
-
- Constructor
-
- Simulator where the message originated
- Updated physical properties
-
-
- Simulator where the message originated
-
-
- Updated physical properties
-
-
-
- Create an allocated UDP packet buffer for receiving a packet
-
-
-
-
- Create an allocated UDP packet buffer for sending a packet
-
- EndPoint of the remote host
-
-
-
- Create an allocated UDP packet buffer for sending a packet
-
- EndPoint of the remote host
- Size of the buffer to allocate for packet data
-
-
- Size of the byte array used to store raw packet data
-
-
- Raw packet data buffer
-
-
- Length of the data to transmit
-
-
- EndPoint of the remote host
-
-
-
- Object pool for packet buffers. This is used to allocate memory for all
- incoming and outgoing packets, and zerocoding buffers for those packets
-
-
-
-
- Initialize the object pool in client mode
-
- Server to connect to
-
-
-
-
-
-
-
- Initialize the object pool in server mode
-
-
-
-
-
-
-
-
- Returns a packet buffer with EndPoint set if the buffer is in
- client mode, or with EndPoint set to null in server mode
-
- Initialized UDPPacketBuffer object
-
-
-
- Default constructor
-
-
-
-
- Check a packet buffer out of the pool
-
- A packet buffer object
-
-
-
- Returns an instance of the class that has been checked out of the Object Pool.
-
-
-
-
- Checks the instance back into the object pool
-
-
-
-
- Creates a new instance of the ObjectPoolBase class. Initialize MUST be called
- after using this constructor.
-
-
-
-
- Creates a new instance of the ObjectPool Base class.
-
- The object pool is composed of segments, which
- are allocated whenever the size of the pool is exceeded. The number of items
- in a segment should be large enough that allocating a new segmeng is a rare
- thing. For example, on a server that will have 10k people logged in at once,
- the receive buffer object pool should have segment sizes of at least 1000
- byte arrays per segment.
-
- The minimun number of segments that may exist.
- Perform a full GC.Collect whenever a segment is allocated, and then again after allocation to compact the heap.
- The frequency which segments are checked to see if they're eligible for cleanup.
-
-
-
- The total number of segments created. Intended to be used by the Unit Tests.
-
-
-
-
- The number of items that are in a segment. Items in a segment
- are all allocated at the same time, and are hopefully close to
- each other in the managed heap.
-
-
-
-
- The minimum number of segments. When segments are reclaimed,
- this number of segments will always be left alone. These
- segments are allocated at startup.
-
-
-
-
- The age a segment must be before it's eligible for cleanup.
- This is used to prevent thrash, and typical values are in
- the 5 minute range.
-
-
-
-
- The frequence which the cleanup thread runs. This is typically
- expected to be in the 5 minute range.
-
-
-
-
- Forces the segment cleanup algorithm to be run. This method is intended
- primarly for use from the Unit Test libraries.
-
-
-
-
- Responsible for allocate 1 instance of an object that will be stored in a segment.
-
- An instance of whatever objec the pool is pooling.
-
-
-
- Checks in an instance of T owned by the object pool. This method is only intended to be called
- by the WrappedObject class.
-
- The segment from which the instance is checked out.
- The instance of T to check back into the segment.
-
-
-
- Checks an instance of T from the pool. If the pool is not sufficient to
- allow the checkout, a new segment is created.
-
- A WrappedObject around the instance of T. To check
- the instance back into the segment, be sureto dispose the WrappedObject
- when finished.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- The ObservableDictionary class is used for storing key/value pairs. It has methods for firing
- events to subscribers when items are added, removed, or changed.
-
- Key
- Value
-
-
-
- Initializes a new instance of the Class
- with the specified key/value, has the default initial capacity.
-
-
-
- // initialize a new ObservableDictionary named testDict with a string as the key and an int as the value.
- public ObservableDictionary<string, int> testDict = new ObservableDictionary<string, int>();
-
-
-
-
-
- Initializes a new instance of the Class
- with the specified key/value, With its initial capacity specified.
-
- Initial size of dictionary
-
-
- // initialize a new ObservableDictionary named testDict with a string as the key and an int as the value,
- // initially allocated room for 10 entries.
- public ObservableDictionary<string, int> testDict = new ObservableDictionary<string, int>(10);
-
-
-
-
-
- A dictionary of callbacks to fire when specified action occurs
-
-
-
- Internal dictionary that this class wraps around. Do not
- modify or enumerate the contents of this dictionary without locking
-
-
-
- Indexer for the dictionary
-
- The key
- The value
-
-
-
- Gets the number of Key/Value pairs contained in the
-
-
-
- Register a callback to be fired when an action occurs
-
- The action
- The callback to fire
-
-
-
- Unregister a callback
-
- The action
- The callback to fire
-
-
-
-
-
-
-
-
-
-
-
- Try to get entry from the with specified key
-
- Key to use for lookup
- Value returned
-
- if specified key exists, if not found
-
-
- // find your avatar using the Simulator.ObjectsAvatars ObservableDictionary:
- Avatar av;
- if (Client.Network.CurrentSim.ObjectsAvatars.TryGetValue(Client.Self.AgentID, out av))
- Console.WriteLine("Found Avatar {0}", av.Name);
-
-
-
-
-
+
- Finds the specified match.
+ Temporary code to do the bare minimum required to read a tar archive for our purposes
- The match.
- Matched value
-
-
- // use a delegate to find a prim in the ObjectsPrimitives ObservableDictionary
- // with the ID 95683496
- uint findID = 95683496;
- Primitive findPrim = sim.ObjectsPrimitives.Find(
- delegate(Primitive prim) { return prim.ID == findID; });
-
-
-
-
- Find All items in an
- return matching items.
- a containing found items.
-
- Find All prims within 20 meters and store them in a List
-
- int radius = 20;
- List<Primitive> prims = Client.Network.CurrentSim.ObjectsPrimitives.FindAll(
- delegate(Primitive prim) {
- Vector3 pos = prim.Position;
- return ((prim.ParentID == 0) && (pos != Vector3.Zero) && (Vector3.Distance(pos, location) < radius));
- }
- );
-
-
-
- Find All items in an
- return matching keys.
- a containing found keys.
-
- Find All keys which also exist in another dictionary
-
- List<UUID> matches = myDict.FindAll(
- delegate(UUID id) {
- return myOtherDict.ContainsKey(id);
- }
- );
-
-
-
- Check if Key exists in Dictionary
- Key to check for
-
- if found, otherwise
-
-
- Check if Value exists in Dictionary
- Value to check for
-
- if found, otherwise
-
-
-
- Adds the specified key to the dictionary, dictionary locking is not performed,
-
- The key
- The value
-
+
- Removes the specified key, dictionary locking is not performed
+ Binary reader for the underlying stream
- The key.
-
- if successful, otherwise
-
+
- Clear the contents of the dictionary
+ Used to trim off null chars
-
+
- Enumerator for iterating dictionary entries
+ Used to trim off space chars
-
-
-
+
- A custom decoder callback
+ Generate a tar reader which reads from the given stream.
- The key of the object
- the data to decode
- A string represending the fieldData
+
-
+
- Add a custom decoder callback
+ Read the next entry in the tar file.
- The key of the field to decode
- The custom decode handler
+
+
+ the data for the entry. Returns null if there are no more entries
-
+
- Remove a custom decoder callback
+ Read the next 512 byte chunk of data as a tar header.
- The key of the field to decode
- The custom decode handler
+ A tar header struct. null if we have reached the end of the archive.
-
+
- Creates a formatted string containing the values of a Packet
+ Read data following a header
- The Packet
- A formatted string of values of the nested items in the Packet object
+
+
-
+
- Decode an IMessage object into a beautifully formatted string
+ Convert octal bytes to a decimal representation
- The IMessage object
- Recursion level (used for indenting)
- A formatted string containing the names and values of the source object
+
+
+
+
@@ -14581,8 +13188,7 @@
-
-
+
Return objects owned by parcel owner
@@ -14817,11 +13423,11 @@
If Deeded, owner contributes required tier to group parcel is deeded to
- Restrict sounds originating on this parcel to the
+ Restrict sounds originating on this parcel to the
parcel boundaries
- Objects on this parcel are sold when the land is
+ Objects on this parcel are sold when the land is
purchsaed
@@ -14846,7 +13452,7 @@
Allow group-owned scripts to run
- Allow object creation by group members or group
+ Allow object creation by group members or group
objects
@@ -14961,12 +13567,12 @@
Start the current media stream playing and stop when the end is reached
- Start the current media stream playing,
+ Start the current media stream playing,
loop to the beginning when the end is reached and continue to play
Specifies the texture to replace with video
- If passing the key of a texture, it must be explicitly typecast as a key,
+ If passing the key of a texture, it must be explicitly typecast as a key,
not just passed within double quotes.
@@ -14979,15 +13585,15 @@
Specifies a single agent to apply the media command to
- Unloads the stream. While the stop command sets the texture to the first frame of the movie,
+ Unloads the stream. While the stop command sets the texture to the first frame of the movie,
unload resets it to the real texture that the movie was replacing.
- Turn on/off the auto align feature, similar to the auto align checkbox in the parcel media properties
+ Turn on/off the auto align feature, similar to the auto align checkbox in the parcel media properties
(NOT to be confused with the "align" function in the textures view of the editor!) Takes TRUE or FALSE as parameter.
- Allows a Web page or image to be placed on a prim (1.19.1 RC0 and later only).
+ Allows a Web page or image to be placed on a prim (1.19.1 RC0 and later only).
Use "text/html" for HTML.
@@ -15006,7 +13612,7 @@
Global Key of record
- Parcel Owners
+ Parcel Owners
Name field of parcel, limited to 128 characters
@@ -15036,7 +13642,7 @@
Name of simulator parcel is located in
- Texture of parcels display picture
+ Texture of parcels display picture
Float representing calculated traffic based on time spent on parcel by avatars
@@ -15059,7 +13665,7 @@
A boolean, if true the viewer should loop the media
- The Asset UUID of the Texture which when applied to a
+ The Asset UUID of the Texture which when applied to a
primitive will display the media
@@ -15082,14 +13688,8 @@
Parcel of land, a portion of virtual real estate in a simulator
-
-
- Defalt constructor
-
- Local ID of this parcel
-
- The total number of contiguous 4x4 meter blocks your agent owns within this parcel
+ The total number of contiguous 4x4 meter blocks your agent owns within this parcel
The total number of contiguous 4x4 meter blocks contained in this parcel owned by a group or agent other than your own
@@ -15107,8 +13707,7 @@
Whether the land is deeded to a group or not
-
-
+
Date land was claimed
@@ -15128,15 +13727,14 @@
parcel
- Bitmap describing land layout in 4x4m squares across the
+ Bitmap describing land layout in 4x4m squares across the
entire region
Total parcel land area
-
-
+
Maximum primitives across the entire simulator owned by the same agent or group that owns this parcel that can be used
@@ -15156,7 +13754,7 @@
for parcels owned by an individual this inicates the number of prims owned by the individual
- Total number of primitives owned by the parcel group on
+ Total number of primitives owned by the parcel group on
this parcel, or for parcels owned by an individual with a group set the
total number of prims set to that group.
@@ -15171,8 +13769,7 @@
Autoreturn value in minutes for others' objects
-
-
+
Sale price of the parcel, only useful if ForSale is set
@@ -15190,8 +13787,7 @@
URL For Music Stream
-
-
+
Price for a temporary pass
@@ -15200,8 +13796,7 @@
How long is pass valid for
-
-
+
Key of authorized buyer
@@ -15216,19 +13811,16 @@
The landing point LookAt
- The type of landing enforced from the enum
+ The type of landing enforced from the enum
-
-
+
-
-
+
-
-
+
Access list of who is whitelisted on this
@@ -15256,6 +13848,12 @@
string containing key=value pairs of a parcel object
+
+
+ Defalt constructor
+
+ Local ID of this parcel
+
Update the simulator with any local changes to this Parcel object
@@ -15275,180 +13873,111 @@
Parcel (subdivided simulator lots) subsystem
-
-
- Default constructor
-
- A reference to the GridClient object
-
-
-
- Parcel Accesslist
-
-
-
- Agents
-
-
-
-
-
-
- Flags for specific entry in white/black lists
-
-
-
- Owners of primitives on parcel
-
-
-
- Prim Owners
-
-
- True of owner is group
-
-
- Total count of prims owned by OwnerID
-
-
- true of OwnerID is currently online and is not a group
-
-
- The date of the most recent prim left by OwnerID
-
-
-
- Called once parcel resource usage information has been collected
-
- Indicates if operation was successfull
- Parcel resource usage information
-
The event subscribers. null if no subcribers
+
+ Raises the ParcelDwellReply event
+ A ParcelDwellReplyEventArgs object containing the
+ data returned from the simulator
+
Thread sync lock object
The event subscribers. null if no subcribers
+
+ Raises the ParcelInfoReply event
+ A ParcelInfoReplyEventArgs object containing the
+ data returned from the simulator
+
Thread sync lock object
The event subscribers. null if no subcribers
+
+ Raises the ParcelProperties event
+ A ParcelPropertiesEventArgs object containing the
+ data returned from the simulator
+
Thread sync lock object
The event subscribers. null if no subcribers
+
+ Raises the ParcelAccessListReply event
+ A ParcelAccessListReplyEventArgs object containing the
+ data returned from the simulator
+
Thread sync lock object
The event subscribers. null if no subcribers
+
+ Raises the ParcelObjectOwnersReply event
+ A ParcelObjectOwnersReplyEventArgs object containing the
+ data returned from the simulator
+
Thread sync lock object
The event subscribers. null if no subcribers
+
+ Raises the SimParcelsDownloaded event
+ A SimParcelsDownloadedEventArgs object containing the
+ data returned from the simulator
+
Thread sync lock object
The event subscribers. null if no subcribers
+
+ Raises the ForceSelectObjectsReply event
+ A ForceSelectObjectsReplyEventArgs object containing the
+ data returned from the simulator
+
Thread sync lock object
The event subscribers. null if no subcribers
+
+ Raises the ParcelMediaUpdateReply event
+ A ParcelMediaUpdateReplyEventArgs object containing the
+ data returned from the simulator
+
Thread sync lock object
The event subscribers. null if no subcribers
-
- Thread sync lock object
-
-
- Raised when the simulator responds to a request
-
-
- Raised when the simulator responds to a request
-
-
- Raised when the simulator responds to a request
-
-
- Raised when the simulator responds to a request
-
-
- Raised when the simulator responds to a request
-
-
- Raised when the simulator responds to a request
-
-
- Raised when the simulator responds to a request
-
-
- Raised when the simulator responds to a Parcel Update request
-
-
- Raised when the parcel your agent is located sends a ParcelMediaCommand
-
-
- Raises the ParcelDwellReply event
- A ParcelDwellReplyEventArgs object containing the
- data returned from the simulator
-
-
- Raises the ParcelInfoReply event
- A ParcelInfoReplyEventArgs object containing the
- data returned from the simulator
-
-
- Raises the ParcelProperties event
- A ParcelPropertiesEventArgs object containing the
- data returned from the simulator
-
-
- Raises the ParcelAccessListReply event
- A ParcelAccessListReplyEventArgs object containing the
- data returned from the simulator
-
-
- Raises the ParcelObjectOwnersReply event
- A ParcelObjectOwnersReplyEventArgs object containing the
- data returned from the simulator
-
-
- Raises the SimParcelsDownloaded event
- A SimParcelsDownloadedEventArgs object containing the
- data returned from the simulator
-
-
- Raises the ForceSelectObjectsReply event
- A ForceSelectObjectsReplyEventArgs object containing the
- data returned from the simulator
-
-
- Raises the ParcelMediaUpdateReply event
- A ParcelMediaUpdateReplyEventArgs object containing the
- data returned from the simulator
-
Raises the ParcelMediaCommand event
A ParcelMediaCommandEventArgs object containing the
data returned from the simulator
+
+ Thread sync lock object
+
+
+
+ Default constructor
+
+ A reference to the GridClient object
+
Request basic information for a single parcel
@@ -15474,8 +14003,7 @@
An arbitrary integer that will be returned
with the ParcelAccessList reply, useful for distinguishing between
multiple simultaneous requests
-
-
+
@@ -15495,14 +14023,14 @@
- Request all simulator parcel properties (used for populating the Simulator.Parcels
+ Request all simulator parcel properties (used for populating the Simulator.Parcels
dictionary)
Simulator to request parcels from (must be connected)
- Request all simulator parcel properties (used for populating the Simulator.Parcels
+ Request all simulator parcel properties (used for populating the Simulator.Parcels
dictionary)
Simulator to request parcels from (must be connected)
@@ -15523,12 +14051,11 @@
The Simulator the parcel is located in
The parcels region specific local ID
true if this parcel is being purchased by a group
- The groups
+ The groups
true to remove tier contribution if purchase is successful
The parcels size
The purchase price of the parcel
-
-
+
@@ -15543,7 +14070,7 @@
The simulator the parcel is in
The parcels region specific local ID
- The groups
+ The groups
@@ -15558,38 +14085,28 @@
Simulator parcel is in
The parcels region specific local ID
- the type of objects to return,
- A list containing object owners s to return
+ the type of objects to return,
+ A list containing object owners s to return
Subdivide (split) a parcel
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
Join two parcels of land creating a single parcel
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
@@ -15610,7 +14127,7 @@
From Enum, Raise, Lower, Level, Smooth, Etc.
Size of area to modify
true on successful request sent.
- Settings.STORE_LAND_PATCHES must be true,
+ Settings.STORE_LAND_PATCHES must be true,
Parcel information must be downloaded using RequestAllSimParcels()
@@ -15625,7 +14142,7 @@
From Enum, Raise, Lower, Level, Smooth, Etc.
Size of area to modify
true on successful request sent.
- Settings.STORE_LAND_PATCHES must be true,
+ Settings.STORE_LAND_PATCHES must be true,
Parcel information must be downloaded using RequestAllSimParcels()
@@ -15642,7 +14159,7 @@
Size of area to modify
How many meters + or - to lower, 1 = 1 meter
true on successful request sent.
- Settings.STORE_LAND_PATCHES must be true,
+ Settings.STORE_LAND_PATCHES must be true,
Parcel information must be downloaded using RequestAllSimParcels()
@@ -15666,9 +14183,9 @@
Simulator local ID of parcel
Owners, Others, Etc
- List containing keys of avatars objects to select;
+ List containing keys of avatars objects to select;
if List is null will return Objects of type selectType
- Response data is returned in the event
+ Response data is returned in the event
@@ -15712,31 +14229,31 @@
Process an incoming packet and raise the appropriate events
The sender
The EventArgs object containing the packet data
- Raises the event
+ Raises the event
Process an incoming packet and raise the appropriate events
The sender
The EventArgs object containing the packet data
- Raises the event
+ Raises the event
Process an incoming packet and raise the appropriate events
The sender
The EventArgs object containing the packet data
- Raises the event
+ Raises the event
Process an incoming packet and raise the appropriate events
The sender
The EventArgs object containing the packet data
- Raises the event
+ Raises the event
Process an incoming packet and raise the appropriate events
The sender
The EventArgs object containing the packet data
- Raises the event
+ Raises the event
Process an incoming packet and raise the appropriate events
@@ -15747,10 +14264,78 @@
Process an incoming packet and raise the appropriate events
The sender
The EventArgs object containing the packet data
- Raises the event
+ Raises the event
+
+
+ Raised when the simulator responds to a request
+
+
+ Raised when the simulator responds to a request
+
+
+ Raised when the simulator responds to a request
+
+
+ Raised when the simulator responds to a request
+
+
+ Raised when the simulator responds to a request
+
+
+ Raised when the simulator responds to a request
+
+
+ Raised when the simulator responds to a request
+
+
+ Raised when the simulator responds to a Parcel Update request
+
+
+ Raised when the parcel your agent is located sends a ParcelMediaCommand
+
+
+
+ Parcel Accesslist
+
+
+
+ Agents
+
+
+
+
+
+ Flags for specific entry in white/black lists
+
+
+
+ Owners of primitives on parcel
+
+
+
+ Prim Owners
+
+
+ True of owner is group
+
+
+ Total count of prims owned by OwnerID
+
+
+ true of OwnerID is currently online and is not a group
+
+
+ The date of the most recent prim left by OwnerID
+
+
+
+ Called once parcel resource usage information has been collected
+
+ Indicates if operation was successfull
+ Parcel resource usage information
- Contains a parcels dwell data returned from the simulator in response to an
+ Contains a parcels dwell data returned from the simulator in response to an
@@ -15770,29 +14355,29 @@
Get the calculated dwell
- Contains basic parcel information data returned from the
- simulator in response to an request
+ Contains basic parcel information data returned from the
+ simulator in response to an request
Construct a new instance of the ParcelInfoReplyEventArgs class
- The object containing basic parcel info
+ The object containing basic parcel info
- Get the object containing basic parcel info
+ Get the object containing basic parcel info
- Contains basic parcel information data returned from the simulator in response to an request
+ Contains basic parcel information data returned from the simulator in response to an request
Construct a new instance of the ParcelPropertiesEventArgs class
- The object containing the details
- The object containing the details
+ The object containing the details
+ The object containing the details
The result of the request
- The number of primitieves your agent is
+ The number of primitieves your agent is
currently selecting and or sitting on in this parcel
The user assigned ID used to correlate a request with
these results
@@ -15802,14 +14387,14 @@
Get the simulator the parcel is located in
- Get the object containing the details
+ Get the object containing the details
If Result is NoData, this object will not contain valid data
Get the result of the request
- Get the number of primitieves your agent is
+ Get the number of primitieves your agent is
currently selecting and or sitting on in this parcel
@@ -15820,7 +14405,7 @@
TODO:
- Contains blacklist and whitelist data returned from the simulator in response to an request
+ Contains blacklist and whitelist data returned from the simulator in response to an request
@@ -15850,8 +14435,8 @@
Get the list containing the white/blacklisted agents for the parcel
- Contains blacklist and whitelist data returned from the
- simulator in response to an request
+ Contains blacklist and whitelist data returned from the
+ simulator in response to an request
@@ -15869,7 +14454,7 @@
Contains the data returned when all parcel data has been retrieved from a simulator
-
+
Construct a new instance of the SimParcelsDownloadedEventArgs class
@@ -15889,7 +14474,7 @@
to each 64x64 parcel's LocalID.
- Contains the data returned when a request
+ Contains the data returned when a request
@@ -15934,602 +14519,3585 @@
Construct a new instance of the ParcelMediaCommandEventArgs class
The simulator the parcel media command was issued in
-
-
-
-
+
+
The media command that was sent
-
-
+
Get the simulator the parcel media command was issued in
-
-
+
-
-
+
Get the media command that was sent
+
+
+
+ A Name Value pair with additional settings, used in the protocol
+ primarily to transmit avatar names and active group in object packets
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Constructor that takes all the fields as parameters
+
+
+
+
+
+
+
+
+
+ Constructor that takes a single line from a NameValue field
+
+
+
+
+ Type of the value
+
+
+ Unknown
+
+
+ String value
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Deprecated
+
+
+ String value, but designated as an asset
+
+
+
+
+
+
+
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Abstract base for rendering plugins
-
+
+ Generates a basic mesh structure from a primitive
+
+ Primitive to generate the mesh from
+ Level of detail to generate the mesh at
+ The generated mesh
+
+
+
+ Generates a basic mesh structure from a sculpted primitive and
+ texture
+
+ Sculpted primitive to generate the mesh from
+ Sculpt texture
+ Level of detail to generate the mesh at
+ The generated mesh
+
+
+
+ Generates a series of faces, each face containing a mesh and
+ metadata
+
+ Primitive to generate the mesh from
+ Level of detail to generate the mesh at
+ The generated mesh
+
+
+
+ Generates a series of faces for a sculpted prim, each face
+ containing a mesh and metadata
+
+ Sculpted primitive to generate the mesh from
+ Sculpt texture
+ Level of detail to generate the mesh at
+ The generated mesh
+
+
+
+ Apply texture coordinate modifications from a
+ to a list of vertices
+
+ Vertex list to modify texture coordinates for
+ Center-point of the face
+ Face texture parameters
+ Scale of the prim
+
+
+
+ Represents a Landmark with RegionID and Position vector
-
+
+ UUID of the Landmark target region
+
+
+ Local position of the target
+
+
+ Construct an Asset of type Landmark
+
+
+ Construct an Asset object of type Landmark
+
+ A unique specific to this asset
+ A byte array containing the raw asset data
+
+
+
+ Encode the raw contents of a string with the specific Landmark format
-
+
+ Decode the raw asset data, populating the RegionID and Position
+
+ true if the AssetData was successfully decoded to a UUID and Vector
+
+
+ Override the base classes AssetType
+
+
+
+ Temporary code to produce a tar archive in tar v7 format
-
+
+ Binary writer for the underlying stream
-
+
+ Write a directory entry to the tar archive. We can only handle one path level right now!
+
+
+
+
+
+ Write a file to the tar archive
+
+
+
+
+
+
+ Write a file to the tar archive
+
+
+
+
+
+
+ Finish writing the raw tar archive data to a stream. The stream will be closed on completion.
-
+
+ Write a particular entry
+
+
+
+
+
+
+
+ Operation to apply when applying color to texture
+
+
+
+
+ Information needed to translate visual param value to RGBA color
+
+
+
+
+ Construct VisualColorParam
+
+ Operation to apply when applying color to texture
+ Colors
+
+
+
+ Represents alpha blending and bump infor for a visual parameter
+ such as sleive length
+
+
+
+ Stregth of the alpha to apply
+
+
+ File containing the alpha channel
+
+
+ Skip blending if parameter value is 0
+
+
+ Use miltiply insted of alpha blending
+
+
+
+ Create new alhpa information for a visual param
+
+ Stregth of the alpha to apply
+ File containing the alpha channel
+ Skip blending if parameter value is 0
+ Use miltiply insted of alpha blending
+
+
+
+ A single visual characteristic of an avatar mesh, such as eyebrow height
+
+
+
+ Index of this visual param
+
+
+ Internal name
+
+
+ Group ID this parameter belongs to
+
+
+ Name of the wearable this parameter belongs to
+
+
+ Displayable label of this characteristic
+
+
+ Displayable label for the minimum value of this characteristic
+
+
+ Displayable label for the maximum value of this characteristic
+
+
+ Default value
+
+
+ Minimum value
+
+
+ Maximum value
+
+
+ Is this param used for creation of bump layer?
+
+
+ Alpha blending/bump info
+
+
+ Color information
+
+
+ Array of param IDs that are drivers for this parameter
+
+
+
+ Set all the values through the constructor
+
+ Index of this visual param
+ Internal name
+
+
+ Displayable label of this characteristic
+ Displayable label for the minimum value of this characteristic
+ Displayable label for the maximum value of this characteristic
+ Default value
+ Minimum value
+ Maximum value
+ Is this param used for creation of bump layer?
+ Array of param IDs that are drivers for this parameter
+ Alpha blending/bump info
+ Color information
+
+
+
+ Holds the Params array of all the avatar appearance parameters
+
+
+
+
+
+
+
+
+
+ Initialize the UDP packet handler in server mode
+
+ Port to listening for incoming UDP packets on
+
+
+
+ Initialize the UDP packet handler in client mode
+
+ Remote UDP server to connect to
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The type of bump-mapping applied to a face
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The level of shininess applied to a face
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The texture mapping style used for a face
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Flags in the TextureEntry block that describe which properties are
+ set
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Represents an Animation
+
+
+
+ Default Constructor
+
+
+
+ Construct an Asset object of type Animation
+
+ A unique specific to this asset
+ A byte array containing the raw asset data
+
+
+ Override the base classes AssetType
+
+
+
+ Static helper functions and global variables
+
+
+
+ This header flag signals that ACKs are appended to the packet
+
+
+ This header flag signals that this packet has been sent before
+
+
+ This header flags signals that an ACK is expected for this packet
+
+
+ This header flag signals that the message is compressed using zerocoding
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Given an X/Y location in absolute (grid-relative) terms, a region
+ handle is returned along with the local X/Y location in that region
+
+ The absolute X location, a number such as
+ 255360.35
+ The absolute Y location, a number such as
+ 255360.35
+ The sim-local X position of the global X
+ position, a value from 0.0 to 256.0
+ The sim-local Y position of the global Y
+ position, a value from 0.0 to 256.0
+ A 64-bit region handle that can be used to teleport to
+
+
+
+ Converts a floating point number to a terse string format used for
+ transmitting numbers in wearable asset files
+
+ Floating point number to convert to a string
+ A terse string representation of the input number
+
+
+
+ Convert a variable length field (byte array) to a string, with a
+ field name prepended to each line of the output
+
+ If the byte array has unprintable characters in it, a
+ hex dump will be written instead
+ The StringBuilder object to write to
+ The byte array to convert to a string
+ A field name to prepend to each line of output
+
+
+
+ Decode a zerocoded byte array, used to decompress packets marked
+ with the zerocoded flag
+
+ Any time a zero is encountered, the next byte is a count
+ of how many zeroes to expand. One zero is encoded with 0x00 0x01,
+ two zeroes is 0x00 0x02, three zeroes is 0x00 0x03, etc. The
+ first four bytes are copied directly to the output buffer.
+
+ The byte array to decode
+ The length of the byte array to decode. This
+ would be the length of the packet up to (but not including) any
+ appended ACKs
+ The output byte array to decode to
+ The length of the output buffer
+
+
+
+ Encode a byte array with zerocoding. Used to compress packets marked
+ with the zerocoded flag. Any zeroes in the array are compressed down
+ to a single zero byte followed by a count of how many zeroes to expand
+ out. A single zero becomes 0x00 0x01, two zeroes becomes 0x00 0x02,
+ three zeroes becomes 0x00 0x03, etc. The first four bytes are copied
+ directly to the output buffer.
+
+ The byte array to encode
+ The length of the byte array to encode
+ The output byte array to encode to
+ The length of the output buffer
+
+
+
+ Calculates the CRC (cyclic redundancy check) needed to upload inventory.
+
+ Creation date
+ Sale type
+ Inventory type
+ Type
+ Asset ID
+ Group ID
+ Sale price
+ Owner ID
+ Creator ID
+ Item ID
+ Folder ID
+ Everyone mask (permissions)
+ Flags
+ Next owner mask (permissions)
+ Group mask (permissions)
+ Owner mask (permissions)
+ The calculated CRC
+
+
+
+ Attempts to load a file embedded in the assembly
+
+ The filename of the resource to load
+ A Stream for the requested file, or null if the resource
+ was not successfully loaded
+
+
+
+ Attempts to load a file either embedded in the assembly or found in
+ a given search path
+
+ The filename of the resource to load
+ An optional path that will be searched if
+ the asset is not found embedded in the assembly
+ A Stream for the requested file, or null if the resource
+ was not successfully loaded
+
+
+
+ Converts a list of primitives to an object that can be serialized
+ with the LLSD system
+
+ Primitives to convert to a serializable object
+ An object that can be serialized with LLSD
+
+
+
+ Deserializes OSD in to a list of primitives
+
+ Structure holding the serialized primitive list,
+ must be of the SDMap type
+ A list of deserialized primitives
+
+
+
+ Converts a struct or class object containing fields only into a key value separated string
+
+ The struct object
+ A string containing the struct fields as the keys, and the field value as the value separated
+
+
+ // Add the following code to any struct or class containing only fields to override the ToString()
+ // method to display the values of the passed object
+
+ /// Print the struct data as a string
+ ///A string containing the field name, and field value
+ public override string ToString()
+ {
+ return Helpers.StructToString(this);
+ }
+
+
+
+
+
+ Passed to Logger.Log() to identify the severity of a log entry
+
+
+
+ No logging information will be output
+
+
+ Non-noisy useful information, may be helpful in
+ debugging a problem
+
+
+ A non-critical error occurred. A warning will not
+ prevent the rest of the library from operating as usual,
+ although it may be indicative of an underlying issue
+
+
+ A critical error has occurred. Generally this will
+ be followed by the network layer shutting down, although the
+ stability of the library after an error is uncertain
+
+
+ Used for internal testing, this logging level can
+ generate very noisy (long and/or repetitive) messages. Don't
+ pass this to the Log() function, use DebugLog() instead.
+
+
+
+
+ Checks the instance back into the object pool
+
+
+
+
+ Returns an instance of the class that has been checked out of the Object Pool.
+
+
+
+
+ Creates a new instance of the ObjectPoolBase class. Initialize MUST be called
+ after using this constructor.
+
+
+
+
+ Creates a new instance of the ObjectPool Base class.
+
+ The object pool is composed of segments, which
+ are allocated whenever the size of the pool is exceeded. The number of items
+ in a segment should be large enough that allocating a new segmeng is a rare
+ thing. For example, on a server that will have 10k people logged in at once,
+ the receive buffer object pool should have segment sizes of at least 1000
+ byte arrays per segment.
+
+ The minimun number of segments that may exist.
+ Perform a full GC.Collect whenever a segment is allocated, and then again after allocation to compact the heap.
+ The frequency which segments are checked to see if they're eligible for cleanup.
+
+
+
+ Forces the segment cleanup algorithm to be run. This method is intended
+ primarly for use from the Unit Test libraries.
+
+
+
+
+ Responsible for allocate 1 instance of an object that will be stored in a segment.
+
+ An instance of whatever objec the pool is pooling.
+
+
+
+ Checks in an instance of T owned by the object pool. This method is only intended to be called
+ by the WrappedObject class.
+
+ The segment from which the instance is checked out.
+ The instance of T to check back into the segment.
+
+
+
+ Checks an instance of T from the pool. If the pool is not sufficient to
+ allow the checkout, a new segment is created.
+
+ A WrappedObject around the instance of T. To check
+ the instance back into the segment, be sureto dispose the WrappedObject
+ when finished.
+
+
+
+ The total number of segments created. Intended to be used by the Unit Tests.
+
+
+
+
+ The number of items that are in a segment. Items in a segment
+ are all allocated at the same time, and are hopefully close to
+ each other in the managed heap.
+
+
+
+
+ The minimum number of segments. When segments are reclaimed,
+ this number of segments will always be left alone. These
+ segments are allocated at startup.
+
+
+
+
+ The age a segment must be before it's eligible for cleanup.
+ This is used to prevent thrash, and typical values are in
+ the 5 minute range.
+
+
+
+
+ The frequence which the cleanup thread runs. This is typically
+ expected to be in the 5 minute range.
+
+
+
+
+ Wrapper around a byte array that allows bit to be packed and unpacked
+ one at a time or by a variable amount. Useful for very tightly packed
+ data like LayerData packets
+
+
+
+
+
+
+
+ Default constructor, initialize the bit packer / bit unpacker
+ with a byte array and starting position
+
+ Byte array to pack bits in to or unpack from
+ Starting position in the byte array
+
+
+
+ Pack a floating point value in to the data
+
+ Floating point value to pack
+
+
+
+ Pack part or all of an integer in to the data
+
+ Integer containing the data to pack
+ Number of bits of the integer to pack
+
+
+
+ Pack part or all of an unsigned integer in to the data
+
+ Unsigned integer containing the data to pack
+ Number of bits of the integer to pack
+
+
+
+ Pack a single bit in to the data
+
+ Bit to pack
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Unpacking a floating point value from the data
+
+ Unpacked floating point value
+
+
+
+ Unpack a variable number of bits from the data in to integer format
+
+ Number of bits to unpack
+ An integer containing the unpacked bits
+ This function is only useful up to 32 bits
+
+
+
+ Unpack a variable number of bits from the data in to unsigned
+ integer format
+
+ Number of bits to unpack
+ An unsigned integer containing the unpacked bits
+ This function is only useful up to 32 bits
+
+
+
+ Unpack a 16-bit signed integer
+
+ 16-bit signed integer
+
+
+
+ Unpack a 16-bit unsigned integer
+
+ 16-bit unsigned integer
+
+
+
+ Unpack a 32-bit signed integer
+
+ 32-bit signed integer
+
+
+
+ Unpack a 32-bit unsigned integer
+
+ 32-bit unsigned integer
+
+
+
+
+
+
+
+
+
+ Represents a Sound Asset
+
+
+
+ Initializes a new instance of an AssetSound object
+
+
+ Initializes a new instance of an AssetSound object with parameters
+ A unique specific to this asset
+ A byte array containing the raw asset data
+
+
+
+ TODO: Encodes a sound file
+
+
+
+
+ TODO: Decode a sound file
+
+ true
+
+
+ Override the base classes AssetType
+
+
+ Sort by name
+
+
+ Sort by date
+
+
+ Sort folders by name, regardless of whether items are
+ sorted by name or date
+
+
+ Place system folders at the top
+
+
+
+ Possible destinations for DeRezObject request
+
+
+
+
+
+
+ Copy from in-world to agent inventory
+
+
+ Derez to TaskInventory
+
+
+
+
+
+ Take Object
+
+
+
+
+
+ Delete Object
+
+
+ Put an avatar attachment into agent inventory
+
+
+
+
+
+ Return an object back to the owner's inventory
+
+
+ Return a deeded object back to the last owner's inventory
+
+
+
+ Upper half of the Flags field for inventory items
+
+
+
+ Indicates that the NextOwner permission will be set to the
+ most restrictive set of permissions found in the object set
+ (including linkset items and object inventory items) on next rez
+
+
+ Indicates that the object sale information has been
+ changed
+
+
+ If set, and a slam bit is set, indicates BaseMask will be overwritten on Rez
+
+
+ If set, and a slam bit is set, indicates OwnerMask will be overwritten on Rez
+
+
+ If set, and a slam bit is set, indicates GroupMask will be overwritten on Rez
+
+
+ If set, and a slam bit is set, indicates EveryoneMask will be overwritten on Rez
+
+
+ If set, and a slam bit is set, indicates NextOwnerMask will be overwritten on Rez
+
+
+ Indicates whether this object is composed of multiple
+ items or not
+
+
+ Indicates that the asset is only referenced by this
+ inventory item. If this item is deleted or updated to reference a
+ new assetID, the asset can be deleted
+
+
+
+ Base Class for Inventory Items
+
+
+
+ of item/folder
+
+
+ of parent folder
+
+
+ Name of item/folder
+
+
+ Item/Folder Owners
+
+
+
+ Constructor, takes an itemID as a parameter
+
+ The of the item
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Generates a number corresponding to the value of the object to support the use of a hash table,
+ suitable for use in hashing algorithms and data structures such as a hash table
+
+ A Hashcode of all the combined InventoryBase fields
+
+
+
+ Determine whether the specified object is equal to the current object
+
+ InventoryBase object to compare against
+ true if objects are the same
+
+
+
+ Determine whether the specified object is equal to the current object
+
+ InventoryBase object to compare against
+ true if objects are the same
+
+
+
+ Convert inventory to OSD
+
+ OSD representation
+
+
+
+ An Item in Inventory
+
+
+
+ The of this item
+
+
+ The combined of this item
+
+
+ The type of item from
+
+
+ The type of item from the enum
+
+
+ The of the creator of this item
+
+
+ A Description of this item
+
+
+ The s this item is set to or owned by
+
+
+ If true, item is owned by a group
+
+
+ The price this item can be purchased for
+
+
+ The type of sale from the enum
+
+
+ Combined flags from
+
+
+ Time and date this inventory item was created, stored as
+ UTC (Coordinated Universal Time)
+
+
+ Used to update the AssetID in requests sent to the server
+
+
+ The of the previous owner of the item
+
+
+
+ Construct a new InventoryItem object
+
+ The of the item
+
+
+
+ Construct a new InventoryItem object of a specific Type
+
+ The type of item from
+ of the item
+
+
+
+ Indicates inventory item is a link
+
+ True if inventory item is a link to another inventory item
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Generates a number corresponding to the value of the object to support the use of a hash table.
+ Suitable for use in hashing algorithms and data structures such as a hash table
+
+ A Hashcode of all the combined InventoryItem fields
+
+
+
+ Compares an object
+
+ The object to compare
+ true if comparison object matches
+
+
+
+ Determine whether the specified object is equal to the current object
+
+ The object to compare against
+ true if objects are the same
+
+
+
+ Determine whether the specified object is equal to the current object
+
+ The object to compare against
+ true if objects are the same
+
+
+
+ Create InventoryItem from OSD
+
+ OSD Data that makes up InventoryItem
+ Inventory item created
+
+
+
+ Convert InventoryItem to OSD
+
+ OSD representation of InventoryItem
+
+
+
+ InventoryTexture Class representing a graphical image
+
+
+
+
+
+ Construct an InventoryTexture object
+
+ A which becomes the
+ objects AssetUUID
+
+
+
+ Construct an InventoryTexture object from a serialization stream
+
+
+
+
+ InventorySound Class representing a playable sound
+
+
+
+
+ Construct an InventorySound object
+
+ A which becomes the
+ objects AssetUUID
+
+
+
+ Construct an InventorySound object from a serialization stream
+
+
+
+
+ InventoryCallingCard Class, contains information on another avatar
+
+
+
+
+ Construct an InventoryCallingCard object
+
+ A which becomes the
+ objects AssetUUID
+
+
+
+ Construct an InventoryCallingCard object from a serialization stream
+
+
+
+
+ InventoryLandmark Class, contains details on a specific location
+
+
+
+
+ Construct an InventoryLandmark object
+
+ A which becomes the
+ objects AssetUUID
+
+
+
+ Construct an InventoryLandmark object from a serialization stream
+
+
+
+
+ Landmarks use the InventoryItemFlags struct and will have a flag of 1 set if they have been visited
+
+
+
+
+ InventoryObject Class contains details on a primitive or coalesced set of primitives
+
+
+
+
+ Construct an InventoryObject object
+
+ A which becomes the
+ objects AssetUUID
+
+
+
+ Construct an InventoryObject object from a serialization stream
+
+
+
+
+ Gets or sets the upper byte of the Flags value
+
+
+
+
+ Gets or sets the object attachment point, the lower byte of the Flags value
+
+
+
+
+ InventoryNotecard Class, contains details on an encoded text document
+
+
+
+
+ Construct an InventoryNotecard object
+
+ A which becomes the
+ objects AssetUUID
+
+
+
+ Construct an InventoryNotecard object from a serialization stream
+
+
+
+
+ InventoryCategory Class
+
+ TODO: Is this even used for anything?
+
+
+
+ Construct an InventoryCategory object
+
+ A which becomes the
+ objects AssetUUID
+
+
+
+ Construct an InventoryCategory object from a serialization stream
+
+
+
+
+ InventoryLSL Class, represents a Linden Scripting Language object
+
+
+
+
+ Construct an InventoryLSL object
+
+ A which becomes the
+ objects AssetUUID
+
+
+
+ Construct an InventoryLSL object from a serialization stream
+
+
+
+
+ InventorySnapshot Class, an image taken with the viewer
+
+
+
+
+ Construct an InventorySnapshot object
+
+ A which becomes the
+ objects AssetUUID
+
+
+
+ Construct an InventorySnapshot object from a serialization stream
+
+
+
+
+ InventoryAttachment Class, contains details on an attachable object
+
+
+
+
+ Construct an InventoryAttachment object
+
+ A which becomes the
+ objects AssetUUID
+
+
+
+ Construct an InventoryAttachment object from a serialization stream
+
+
+
+
+ Get the last AttachmentPoint this object was attached to
+
+
+
+
+ InventoryWearable Class, details on a clothing item or body part
+
+
+
+
+ Construct an InventoryWearable object
+
+ A which becomes the
+ objects AssetUUID
+
+
+
+ Construct an InventoryWearable object from a serialization stream
+
+
+
+
+ The , Skin, Shape, Skirt, Etc
+
+
+
+
+ InventoryAnimation Class, A bvh encoded object which animates an avatar
+
+
+
+
+ Construct an InventoryAnimation object
+
+ A which becomes the
+ objects AssetUUID
+
+
+
+ Construct an InventoryAnimation object from a serialization stream
+
+
+
+
+ InventoryGesture Class, details on a series of animations, sounds, and actions
+
+
+
+
+ Construct an InventoryGesture object
+
+ A which becomes the
+ objects AssetUUID
+
+
+
+ Construct an InventoryGesture object from a serialization stream
+
+
+
+
+ A folder contains s and has certain attributes specific
+ to itself
+
+
+
+ The Preferred for a folder.
+
+
+ The Version of this folder
+
+
+ Number of child items this folder contains.
+
+
+
+ Constructor
+
+ UUID of the folder
+
+
+
+
+
+
+
+
+
+ Get Serilization data for this InventoryFolder object
+
+
+
+
+ Construct an InventoryFolder object from a serialization stream
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Create InventoryFolder from OSD
+
+ OSD Data that makes up InventoryFolder
+ Inventory folder created
+
+
+
+ Convert InventoryItem to OSD
+
+ OSD representation of InventoryItem
+
+
+
+ Tools for dealing with agents inventory
+
+
+
+ Used for converting shadow_id to asset_id
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the ItemReceived Event
+ A ItemReceivedEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the FolderUpdated Event
+ A FolderUpdatedEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the InventoryObjectOffered Event
+ A InventoryObjectOfferedEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the TaskItemReceived Event
+ A TaskItemReceivedEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the FindObjectByPath Event
+ A FindObjectByPathEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the TaskInventoryReply Event
+ A TaskInventoryReplyEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the SaveAssetToInventory Event
+ A SaveAssetToInventoryEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the ScriptRunningReply Event
+ A ScriptRunningReplyEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ Partial mapping of AssetTypes to folder names
+
+
+
+ Default constructor
+
+ Reference to the GridClient object
+
+
+
+ Fetch an inventory item from the dataserver
+
+ The items
+ The item Owners
+ a integer representing the number of milliseconds to wait for results
+ An object on success, or null if no item was found
+ Items will also be sent to the event
+
+
+
+ Request A single inventory item
+
+ The items
+ The item Owners
+
+
+
+
+ Request inventory items
+
+ Inventory items to request
+ Owners of the inventory items
+
+
+
+
+ Request inventory items via Capabilities
+
+ Inventory items to request
+ Owners of the inventory items
+
+
+
+
+ Get contents of a folder
+
+ The of the folder to search
+ The of the folders owner
+ true to retrieve folders
+ true to retrieve items
+ sort order to return results in
+ a integer representing the number of milliseconds to wait for results
+ A list of inventory items matching search criteria within folder
+
+ InventoryFolder.DescendentCount will only be accurate if both folders and items are
+ requested
+
+
+
+ Request the contents of an inventory folder
+
+ The folder to search
+ The folder owners
+ true to return s contained in folder
+ true to return s containd in folder
+ the sort order to return items in
+
+
+
+
+ Request the contents of an inventory folder using HTTP capabilities
+
+ The folder to search
+ The folder owners
+ true to return s contained in folder
+ true to return s containd in folder
+ the sort order to return items in
+
+
+
+
+ Returns the UUID of the folder (category) that defaults to
+ containing 'type'. The folder is not necessarily only for that
+ type
+
+ This will return the root folder if one does not exist
+
+ The UUID of the desired folder if found, the UUID of the RootFolder
+ if not found, or UUID.Zero on failure
+
+
+
+ Find an object in inventory using a specific path to search
+
+ The folder to begin the search in
+ The object owners
+ A string path to search
+ milliseconds to wait for a reply
+ Found items or if
+ timeout occurs or item is not found
+
+
+
+ Find inventory items by path
+
+ The folder to begin the search in
+ The object owners
+ A string path to search, folders/objects separated by a '/'
+ Results are sent to the event
+
+
+
+ Search inventory Store object for an item or folder
+
+ The folder to begin the search in
+ An array which creates a path to search
+ Number of levels below baseFolder to conduct searches
+ if True, will stop searching after first match is found
+ A list of inventory items found
+
+
+
+ Move an inventory item or folder to a new location
+
+ The item or folder to move
+ The to move item or folder to
+
+
+
+ Move an inventory item or folder to a new location and change its name
+
+ The item or folder to move
+ The to move item or folder to
+ The name to change the item or folder to
+
+
+
+ Move and rename a folder
+
+ The source folders
+ The destination folders
+ The name to change the folder to
+
+
+
+ Update folder properties
+
+ of the folder to update
+ Sets folder's parent to
+ Folder name
+ Folder type
+
+
+
+ Move a folder
+
+ The source folders
+ The destination folders
+
+
+
+ Move multiple folders, the keys in the Dictionary parameter,
+ to a new parents, the value of that folder's key.
+
+ A Dictionary containing the
+ of the source as the key, and the
+ of the destination as the value
+
+
+
+ Move an inventory item to a new folder
+
+ The of the source item to move
+ The of the destination folder
+
+
+
+ Move and rename an inventory item
+
+ The of the source item to move
+ The of the destination folder
+ The name to change the folder to
+
+
+
+ Move multiple inventory items to new locations
+
+ A Dictionary containing the
+ of the source item as the key, and the
+ of the destination folder as the value
+
+
+
+ Remove descendants of a folder
+
+ The of the folder
+
+
+
+ Remove a single item from inventory
+
+ The of the inventory item to remove
+
+
+
+ Remove a folder from inventory
+
+ The of the folder to remove
+
+
+
+ Remove multiple items or folders from inventory
+
+ A List containing the s of items to remove
+ A List containing the s of the folders to remove
+
+
+
+ Empty the Lost and Found folder
+
+
+
+
+ Empty the Trash folder
+
+
+
+
+
+
+
+
+
+
+ Proper use is to upload the inventory's asset first, then provide the Asset's TransactionID here.
+
+
+
+
+
+
+
+
+
+
+
+
+ Proper use is to upload the inventory's asset first, then provide the Asset's TransactionID here.
+
+
+
+
+
+
+
+ Creates a new inventory folder
+
+ ID of the folder to put this folder in
+ Name of the folder to create
+ The UUID of the newly created folder
+
+
+
+ Creates a new inventory folder
+
+ ID of the folder to put this folder in
+ Name of the folder to create
+ Sets this folder as the default folder
+ for new assets of the specified type. Use AssetType.Unknown
+ to create a normal folder, otherwise it will likely create a
+ duplicate of an existing folder type
+ The UUID of the newly created folder
+ If you specify a preferred type of AsseType.Folder
+ it will create a new root folder which may likely cause all sorts
+ of strange problems
+
+
+
+ Create an inventory item and upload asset data
+
+ Asset data
+ Inventory item name
+ Inventory item description
+ Asset type
+ Inventory type
+ Put newly created inventory in this folder
+ Delegate that will receive feedback on success or failure
+
+
+
+ Create an inventory item and upload asset data
+
+ Asset data
+ Inventory item name
+ Inventory item description
+ Asset type
+ Inventory type
+ Put newly created inventory in this folder
+ Permission of the newly created item
+ (EveryoneMask, GroupMask, and NextOwnerMask of Permissions struct are supported)
+ Delegate that will receive feedback on success or failure
+
+
+
+ Creates inventory link to another inventory item or folder
+
+ Put newly created link in folder with this UUID
+ Inventory item or folder
+ Method to call upon creation of the link
+
+
+
+ Creates inventory link to another inventory item
+
+ Put newly created link in folder with this UUID
+ Original inventory item
+ Method to call upon creation of the link
+
+
+
+ Creates inventory link to another inventory folder
+
+ Put newly created link in folder with this UUID
+ Original inventory folder
+ Method to call upon creation of the link
+
+
+
+ Creates inventory link to another inventory item or folder
+
+ Put newly created link in folder with this UUID
+ Original item's UUID
+ Name
+ Description
+ Asset Type
+ Inventory Type
+ Transaction UUID
+ Method to call upon creation of the link
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Request a copy of an asset embedded within a notecard
+
+ Usually UUID.Zero for copying an asset from a notecard
+ UUID of the notecard to request an asset from
+ Target folder for asset to go to in your inventory
+ UUID of the embedded asset
+ callback to run when item is copied to inventory
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Save changes to notecard embedded in object contents
+
+ Encoded notecard asset data
+ Notecard UUID
+ Object's UUID
+ Called upon finish of the upload with status information
+
+
+
+ Upload new gesture asset for an inventory gesture item
+
+ Encoded gesture asset
+ Gesture inventory UUID
+ Callback whick will be called when upload is complete
+
+
+
+ Update an existing script in an agents Inventory
+
+ A byte[] array containing the encoded scripts contents
+ the itemID of the script
+ if true, sets the script content to run on the mono interpreter
+
+
+
+
+ Update an existing script in an task Inventory
+
+ A byte[] array containing the encoded scripts contents
+ the itemID of the script
+ UUID of the prim containting the script
+ if true, sets the script content to run on the mono interpreter
+ if true, sets the script to running
+
+
+
+
+ Rez an object from inventory
+
+ Simulator to place object in
+ Rotation of the object when rezzed
+ Vector of where to place object
+ InventoryItem object containing item details
+
+
+
+ Rez an object from inventory
+
+ Simulator to place object in
+ Rotation of the object when rezzed
+ Vector of where to place object
+ InventoryItem object containing item details
+ UUID of group to own the object
+
+
+
+ Rez an object from inventory
+
+ Simulator to place object in
+ Rotation of the object when rezzed
+ Vector of where to place object
+ InventoryItem object containing item details
+ UUID of group to own the object
+ User defined queryID to correlate replies
+ If set to true, the CreateSelected flag
+ will be set on the rezzed object
+
+
+
+ Rez an object from inventory
+
+ Simulator to place object in
+ TaskID object when rezzed
+ Rotation of the object when rezzed
+ Vector of where to place object
+ InventoryItem object containing item details
+ UUID of group to own the object
+ User defined queryID to correlate replies
+ If set to true, the CreateSelected flag
+ will be set on the rezzed object
+
+
+
+ DeRez an object from the simulator to the agents Objects folder in the agents Inventory
+
+ The simulator Local ID of the object
+ If objectLocalID is a child primitive in a linkset, the entire linkset will be derezzed
+
+
+
+ DeRez an object from the simulator and return to inventory
+
+ The simulator Local ID of the object
+ The type of destination from the enum
+ The destination inventory folders -or-
+ if DeRezzing object to a tasks Inventory, the Tasks
+ The transaction ID for this request which
+ can be used to correlate this request with other packets
+ If objectLocalID is a child primitive in a linkset, the entire linkset will be derezzed
+
+
+
+ Rez an item from inventory to its previous simulator location
+
+
+
+
+
+
+
+
+ Give an inventory item to another avatar
+
+ The of the item to give
+ The name of the item
+ The type of the item from the enum
+ The of the recipient
+ true to generate a beameffect during transfer
+
+
+
+ Give an inventory Folder with contents to another avatar
+
+ The of the Folder to give
+ The name of the folder
+ The type of the item from the enum
+ The of the recipient
+ true to generate a beameffect during transfer
+
+
+
+ Copy or move an from agent inventory to a task (primitive) inventory
+
+ The target object
+ The item to copy or move from inventory
+
+ For items with copy permissions a copy of the item is placed in the tasks inventory,
+ for no-copy items the object is moved to the tasks inventory
+
+
+
+ Retrieve a listing of the items contained in a task (Primitive)
+
+ The tasks
+ The tasks simulator local ID
+ milliseconds to wait for reply from simulator
+ A list containing the inventory items inside the task or null
+ if a timeout occurs
+ This request blocks until the response from the simulator arrives
+ or timeoutMS is exceeded
+
+
+
+ Request the contents of a tasks (primitives) inventory from the
+ current simulator
+
+ The LocalID of the object
+
+
+
+
+ Request the contents of a tasks (primitives) inventory
+
+ The simulator Local ID of the object
+ A reference to the simulator object that contains the object
+
+
+
+
+ Move an item from a tasks (Primitive) inventory to the specified folder in the avatars inventory
+
+ LocalID of the object in the simulator
+ UUID of the task item to move
+ The ID of the destination folder in this agents inventory
+ Simulator Object
+ Raises the event
+
+
+
+ Remove an item from an objects (Prim) Inventory
+
+ LocalID of the object in the simulator
+ UUID of the task item to remove
+ Simulator Object
+ You can confirm the removal by comparing the tasks inventory serial before and after the
+ request with the request combined with
+ the event
+
+
+
+ Copy an InventoryScript item from the Agents Inventory into a primitives task inventory
+
+ An unsigned integer representing a primitive being simulated
+ An which represents a script object from the agents inventory
+ true to set the scripts running state to enabled
+ A Unique Transaction ID
+
+ The following example shows the basic steps necessary to copy a script from the agents inventory into a tasks inventory
+ and assumes the script exists in the agents inventory.
+
+ uint primID = 95899503; // Fake prim ID
+ UUID scriptID = UUID.Parse("92a7fe8a-e949-dd39-a8d8-1681d8673232"); // Fake Script UUID in Inventory
+
+ Client.Inventory.FolderContents(Client.Inventory.FindFolderForType(AssetType.LSLText), Client.Self.AgentID,
+ false, true, InventorySortOrder.ByName, 10000);
+
+ Client.Inventory.RezScript(primID, (InventoryItem)Client.Inventory.Store[scriptID]);
+
+
+
+
+
+ Request the running status of a script contained in a task (primitive) inventory
+
+ The ID of the primitive containing the script
+ The ID of the script
+ The event can be used to obtain the results of the
+ request
+
+
+
+
+ Send a request to set the running state of a script contained in a task (primitive) inventory
+
+ The ID of the primitive containing the script
+ The ID of the script
+ true to set the script running, false to stop a running script
+ To verify the change you can use the method combined
+ with the event
+
+
+
+ Create a CRC from an InventoryItem
+
+ The source InventoryItem
+ A uint representing the source InventoryItem as a CRC
+
+
+
+ Reverses a cheesy XORing with a fixed UUID to convert a shadow_id to an asset_id
+
+ Obfuscated shadow_id value
+ Deobfuscated asset_id value
+
+
+
+ Does a cheesy XORing with a fixed UUID to convert an asset_id to a shadow_id
+
+ asset_id value to obfuscate
+ Obfuscated shadow_id value
+
+
+
+ Wrapper for creating a new object
+
+ The type of item from the enum
+ The of the newly created object
+ An object with the type and id passed
+
+
+
+ Parse the results of a RequestTaskInventory() response
+
+ A string which contains the data from the task reply
+ A List containing the items contained within the tasks inventory
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+
+ UpdateCreateInventoryItem packets are received when a new inventory item
+ is created. This may occur when an object that's rezzed in world is
+ taken into inventory, when an item is created using the CreateInventoryItem
+ packet, or when an object is purchased
+
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Raised when the simulator sends us data containing
+ ...
+
+
+ Raised when the simulator sends us data containing
+ ...
+
+
+ Raised when the simulator sends us data containing
+ an inventory object sent by another avatar or primitive
+
+
+ Raised when the simulator sends us data containing
+ ...
+
+
+ Raised when the simulator sends us data containing
+ ...
+
+
+ Raised when the simulator sends us data containing
+ ...
+
+
+ Raised when the simulator sends us data containing
+ ...
+
+
+ Raised when the simulator sends us data containing
+ ...
+
+
+
+ Get this agents Inventory data
+
+
+
+
+ Callback for inventory item creation finishing
+
+ Whether the request to create an inventory
+ item succeeded or not
+ Inventory item being created. If success is
+ false this will be null
+
+
+
+ Callback for an inventory item being create from an uploaded asset
+
+ true if inventory item creation was successful
+
+
+
+
+
+
+
+
+
+
+
+
+ Reply received when uploading an inventory asset
+
+ Has upload been successful
+ Error message if upload failed
+ Inventory asset UUID
+ New asset UUID
+
+
+
+ Delegate that is invoked when script upload is completed
+
+ Has upload succeded (note, there still might be compile errors)
+ Upload status message
+ Is compilation successful
+ If compilation failed, list of error messages, null on compilation success
+ Script inventory UUID
+ Script's new asset UUID
+
+
+ Set to true to accept offer, false to decline it
+
+
+ The folder to accept the inventory into, if null default folder for will be used
+
+
+
+ Callback when an inventory object is accepted and received from a
+ task inventory. This is the callback in which you actually get
+ the ItemID, as in ObjectOfferedCallback it is null when received
+ from a task.
+
+
+
+
+ Main class to expose grid functionality to clients. All of the
+ classes needed for sending and receiving data are accessible through
+ this class.
+
+
+
+ // Example minimum code required to instantiate class and
+ // connect to a simulator.
+ using System;
+ using System.Collections.Generic;
+ using System.Text;
+ using OpenMetaverse;
+
+ namespace FirstBot
+ {
+ class Bot
+ {
+ public static GridClient Client;
+ static void Main(string[] args)
+ {
+ Client = new GridClient(); // instantiates the GridClient class
+ // to the global Client object
+ // Login to Simulator
+ Client.Network.Login("FirstName", "LastName", "Password", "FirstBot", "1.0");
+ // Wait for a Keypress
+ Console.ReadLine();
+ // Logout of simulator
+ Client.Network.Logout();
+ }
+ }
+ }
+
+
+
+
+ Networking subsystem
+
+
+ Settings class including constant values and changeable
+ parameters for everything
+
+
+ Parcel (subdivided simulator lots) subsystem
+
+
+ Our own avatars subsystem
+
+
+ Other avatars subsystem
+
+
+ Estate subsystem
+
+
+ Friends list subsystem
+
+
+ Grid (aka simulator group) subsystem
+
+
+ Object subsystem
+
+
+ Group subsystem
+
+
+ Asset subsystem
+
+
+ Appearance subsystem
+
+
+ Inventory subsystem
+
+
+ Directory searches including classifieds, people, land
+ sales, etc
+
+
+ Handles land, wind, and cloud heightmaps
+
+
+ Handles sound-related networking
+
+
+ Throttling total bandwidth usage, or allocating bandwidth
+ for specific data stream types
+
+
+
+ Default constructor
+
+
+
+
+ Return the full name of this instance
+
+ Client avatars full name
+
+
+
+ Class that handles the local asset cache
+
+
+
+
+ Default constructor
+
+ A reference to the GridClient object
+
+
+
+ Disposes cleanup timer
+
+
+
+
+ Only create timer when needed
+
+
+
+
+ Return bytes read from the local asset cache, null if it does not exist
+
+ UUID of the asset we want to get
+ Raw bytes of the asset, or null on failure
+
+
+
+ Returns ImageDownload object of the
+ image from the local image cache, null if it does not exist
+
+ UUID of the image we want to get
+ ImageDownload object containing the image, or null on failure
+
+
+
+ Constructs a file name of the cached asset
+
+ UUID of the asset
+ String with the file name of the cahced asset
+
+
+
+ Constructs a file name of the static cached asset
+
+ UUID of the asset
+ String with the file name of the static cached asset
+
+
+
+ Saves an asset to the local cache
+
+ UUID of the asset
+ Raw bytes the asset consists of
+ Weather the operation was successfull
+
+
+
+ Get the file name of the asset stored with gived UUID
+
+ UUID of the asset
+ Null if we don't have that UUID cached on disk, file name if found in the cache folder
+
+
+
+ Checks if the asset exists in the local cache
+
+ UUID of the asset
+ True is the asset is stored in the cache, otherwise false
+
+
+
+ Wipes out entire cache
+
+
+
+
+ Brings cache size to the 90% of the max size
+
+
+
+
+ Asynchronously brings cache size to the 90% of the max size
+
+
+
+
+ Adds up file sizes passes in a FileInfo array
+
+
+
+
+ Checks whether caching is enabled
+
+
+
+
+ Periodically prune the cache
+
+
+
+
+ Nicely formats file sizes
+
+ Byte size we want to output
+ String with humanly readable file size
+
+
+
+ Allows setting weather to periodicale prune the cache if it grows too big
+ Default is enabled, when caching is enabled
+
+
+
+
+ How long (in ms) between cache checks (default is 5 min.)
+
+
+
+
+ Helper class for sorting files by their last accessed time
+
+
+
+
+ Represents a single Voice Session to the Vivox service.
+
+
+
+
+ Close this session.
+
+
+
+
+ Look up an existing Participants in this session
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The ObservableDictionary class is used for storing key/value pairs. It has methods for firing
+ events to subscribers when items are added, removed, or changed.
+
+ Key
+ Value
+
+
+
+ A dictionary of callbacks to fire when specified action occurs
+
+
+
+
+ Register a callback to be fired when an action occurs
+
+ The action
+ The callback to fire
+
+
+
+ Unregister a callback
+
+ The action
+ The callback to fire
+
+
+
+
+
+
+
+
+
+ Internal dictionary that this class wraps around. Do not
+ modify or enumerate the contents of this dictionary without locking
+
+
+
+ Initializes a new instance of the Class
+ with the specified key/value, has the default initial capacity.
+
+
+
+ // initialize a new ObservableDictionary named testDict with a string as the key and an int as the value.
+ public ObservableDictionary<string, int> testDict = new ObservableDictionary<string, int>();
+
+
+
+
+
+ Initializes a new instance of the Class
+ with the specified key/value, With its initial capacity specified.
+
+ Initial size of dictionary
+
+
+ // initialize a new ObservableDictionary named testDict with a string as the key and an int as the value,
+ // initially allocated room for 10 entries.
+ public ObservableDictionary<string, int> testDict = new ObservableDictionary<string, int>(10);
+
+
+
+
+
+ Try to get entry from the with specified key
+
+ Key to use for lookup
+ Value returned
+ if specified key exists, if not found
+
+
+ // find your avatar using the Simulator.ObjectsAvatars ObservableDictionary:
+ Avatar av;
+ if (Client.Network.CurrentSim.ObjectsAvatars.TryGetValue(Client.Self.AgentID, out av))
+ Console.WriteLine("Found Avatar {0}", av.Name);
+
+
+
+
+
+
+ Finds the specified match.
+
+ The match.
+ Matched value
+
+
+ // use a delegate to find a prim in the ObjectsPrimitives ObservableDictionary
+ // with the ID 95683496
+ uint findID = 95683496;
+ Primitive findPrim = sim.ObjectsPrimitives.Find(
+ delegate(Primitive prim) { return prim.ID == findID; });
+
+
+
+
+ Find All items in an
+ return matching items.
+ a containing found items.
+
+ Find All prims within 20 meters and store them in a List
+
+ int radius = 20;
+ List<Primitive> prims = Client.Network.CurrentSim.ObjectsPrimitives.FindAll(
+ delegate(Primitive prim) {
+ Vector3 pos = prim.Position;
+ return ((prim.ParentID == 0) && (pos != Vector3.Zero) && (Vector3.Distance(pos, location) < radius));
+ }
+ );
+
+
+
+
+ Find All items in an
+ return matching keys.
+ a containing found keys.
+
+ Find All keys which also exist in another dictionary
+
+ List<UUID> matches = myDict.FindAll(
+ delegate(UUID id) {
+ return myOtherDict.ContainsKey(id);
+ }
+ );
+
+
+
+
+ Check if Key exists in Dictionary
+ Key to check for
+ if found, otherwise
+
+
+ Check if Value exists in Dictionary
+ Value to check for
+ if found, otherwise
+
+
+
+ Adds the specified key to the dictionary, dictionary locking is not performed,
+
+
+ The key
+ The value
+
+
+
+ Removes the specified key, dictionary locking is not performed
+
+ The key.
+ if successful, otherwise
+
+
+
+ Clear the contents of the dictionary
+
+
+
+
+ Enumerator for iterating dictionary entries
+
+
+
+
+
+ Gets the number of Key/Value pairs contained in the
+
+
+
+
+ Indexer for the dictionary
+
+ The key
+ The value
+
+
+
+ Reads in a byte array of an Animation Asset created by the SecondLife(tm) client.
+
+
+
+
+ Rotation Keyframe count (used internally)
+
+
+
+
+ Position Keyframe count (used internally)
+
+
+
+
+ Animation Priority
+
+
+
+
+ The animation length in seconds.
+
+
+
+
+ Expression set in the client. Null if [None] is selected
+
+
+
+
+ The time in seconds to start the animation
+
+
+
+
+ The time in seconds to end the animation
+
+
+
+
+ Loop the animation
+
+
+
+
+ Meta data. Ease in Seconds.
+
+
+
+
+ Meta data. Ease out seconds.
+
+
+
+
+ Meta Data for the Hand Pose
+
+
+
+
+ Number of joints defined in the animation
+
+
+
+
+ Contains an array of joints
+
+
+
+
+ Searialize an animation asset into it's joints/keyframes/meta data
+
+
+
+
+
+ Variable length strings seem to be null terminated in the animation asset.. but..
+ use with caution, home grown.
+ advances the index.
+
+ The animation asset byte array
+ The offset to start reading
+ a string
+
+
+
+ Read in a Joint from an animation asset byte array
+ Variable length Joint fields, yay!
+ Advances the index
+
+ animation asset byte array
+ Byte Offset of the start of the joint
+ The Joint data serialized into the binBVHJoint structure
+
+
+
+ Read Keyframes of a certain type
+ advance i
+
+ Animation Byte array
+ Offset in the Byte Array. Will be advanced
+ Number of Keyframes
+ Scaling Min to pass to the Uint16ToFloat method
+ Scaling Max to pass to the Uint16ToFloat method
+
+
+
+
+ Determines whether the specified is equal to the current .
+
+
+ true if the specified is equal to the current ; otherwise, false.
+
+ The to compare with the current .
+ The parameter is null.
+ 2
+
+
+
+ Serves as a hash function for a particular type.
+
+
+ A hash code for the current .
+
+ 2
+
+
+
+ A Joint and it's associated meta data and keyframes
+
+
+
+
+ Indicates whether this instance and a specified object are equal.
+
+
+ true if and this instance are the same type and represent the same value; otherwise, false.
+
+ Another object to compare to.
+ 2
+
+
+
+ Returns the hash code for this instance.
+
+
+ A 32-bit signed integer that is the hash code for this instance.
+
+ 2
+
+
+
+ Name of the Joint. Matches the avatar_skeleton.xml in client distros
+
+
+
+
+ Joint Animation Override? Was the same as the Priority in testing..
+
+
+
+
+ Array of Rotation Keyframes in order from earliest to latest
+
+
+
+
+ Array of Position Keyframes in order from earliest to latest
+ This seems to only be for the Pelvis?
+
+
+
+
+ Custom application data that can be attached to a joint
+
+
+
+
+ A Joint Keyframe. This is either a position or a rotation.
+
+
+
+
+ Either a Vector3 position or a Vector3 Euler rotation
+
+
+
+
+ Poses set in the animation metadata for the hands.
+
+
+
+
+ Represents an AssetScriptBinary object containing the
+ LSO compiled bytecode of an LSL script
+
+
+
+ Initializes a new instance of an AssetScriptBinary object
+
+
+ Initializes a new instance of an AssetScriptBinary object with parameters
+ A unique specific to this asset
+ A byte array containing the raw asset data
+
+
+
+ TODO: Encodes a scripts contents into a LSO Bytecode file
+
+
+
+
+ TODO: Decode LSO Bytecode into a string
+
+ true
+
+
+ Override the base classes AssetType
+
+
+
+ A linkset asset, containing a parent primitive and zero or more children
+
+
+
+ Initializes a new instance of an AssetPrim object
+
+
+
+ Initializes a new instance of an AssetPrim object
+
+ A unique specific to this asset
+ A byte array containing the raw asset data
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Override the base classes AssetType
+
+
+
+ Only used internally for XML serialization/deserialization
+
+
+
+
+ The deserialized form of a single primitive in a linkset asset
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
+
-
-
+
-
-
+
-
-
+
-
-
+
+
-
-
-
-
+
+
+
-
-
+
-
-
+
-
-
+
-
-
+
+
-
-
-
-
+
+
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
-
-
-
-
+
+
+
-
-
-
-
+
+
+
-
-
-
-
-
-
+
+
+
+
+
-
-
-
-
+
+
+
-
-
-
-
+
+
+
-
-
+
-
+
- Class for controlling various system settings.
+
- Some values are readonly because they affect things that
- happen when the GridClient object is initialized, so changing them at
- runtime won't do any good. Non-readonly values may affect things that
- happen at login or dynamically
-
- Constructor
- Reference to a GridClient object
-
-
- Main grid login server
-
-
- Beta grid login server
-
-
+
- InventoryManager requests inventory information on login,
- GridClient initializes an Inventory store for main inventory.
+
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
- InventoryManager requests library information on login,
- GridClient initializes an Inventory store for the library.
+
-
- Number of milliseconds between sending pings to each sim
-
-
- Number of milliseconds between sending camera updates
-
-
- Number of milliseconds between updating the current
- positions of moving, non-accelerating and non-colliding objects
-
-
- Millisecond interval between ticks, where all ACKs are
- sent out and the age of unACKed packets is checked
-
-
- The initial size of the packet inbox, where packets are
- stored before processing
-
-
- Maximum size of packet that we want to send over the wire
-
-
- The maximum value of a packet sequence number before it
- rolls over back to one
-
-
- The maximum size of the sequence number archive, used to
- check for resent and/or duplicate packets
-
-
- The relative directory where external resources are kept
-
-
- Login server to connect to
-
-
- IP Address the client will bind to
-
-
- Use XML-RPC Login or LLSD Login, default is XML-RPC Login
-
-
- Number of milliseconds before an asset transfer will time
- out
-
-
- Number of milliseconds before a teleport attempt will time
- out
-
-
- Number of milliseconds before NetworkManager.Logout() will
- time out
-
-
- Number of milliseconds before a CAPS call will time out
- Setting this too low will cause web requests time out and
- possibly retry repeatedly
-
-
- Number of milliseconds for xml-rpc to timeout
-
-
- Milliseconds before a packet is assumed lost and resent
-
-
- Milliseconds without receiving a packet before the
- connection to a simulator is assumed lost
-
-
- Milliseconds to wait for a simulator info request through
- the grid interface
-
-
- Maximum number of queued ACKs to be sent before SendAcks()
- is forced
-
-
- Network stats queue length (seconds)
-
-
- Enable/disable storing terrain heightmaps in the
- TerrainManager
-
-
- Enable/disable sending periodic camera updates
-
-
- Enable/disable automatically setting agent appearance at
- login and after sim crossing
-
-
- Enable/disable automatically setting the bandwidth throttle
- after connecting to each simulator
- The default throttle uses the equivalent of the maximum
- bandwidth setting in the official client. If you do not set a
- throttle your connection will by default be throttled well below
- the minimum values and you may experience connection problems
-
-
- Enable/disable the sending of pings to monitor lag and
- packet loss
-
-
- Should we connect to multiple sims? This will allow
- viewing in to neighboring simulators and sim crossings
- (Experimental)
-
-
- If true, all object update packets will be decoded in to
- native objects. If false, only updates for our own agent will be
- decoded. Registering an event handler will force objects for that
- type to always be decoded. If this is disabled the object tracking
- will have missing or partial prim and avatar information
-
-
- If true, when a cached object check is received from the
- server the full object info will automatically be requested
-
-
- Whether to establish connections to HTTP capabilities
- servers for simulators
-
-
- Whether to decode sim stats
-
-
- The capabilities servers are currently designed to
- periodically return a 502 error which signals for the client to
- re-establish a connection. Set this to true to log those 502 errors
-
-
- If true, any reference received for a folder or item
- the library is not aware of will automatically be fetched
-
-
- If true, and SEND_AGENT_UPDATES
is true,
- AgentUpdate packets will continuously be sent out to give the bot
- smoother movement and autopiloting
-
-
- If true, currently visible avatars will be stored
- in dictionaries inside Simulator.ObjectAvatars
.
- If false, a new Avatar or Primitive object will be created
- each time an object update packet is received
-
-
- If true, currently visible avatars will be stored
- in dictionaries inside Simulator.ObjectPrimitives
.
- If false, a new Avatar or Primitive object will be created
- each time an object update packet is received
-
-
- If true, position and velocity will periodically be
- interpolated (extrapolated, technically) for objects and
- avatars that are being tracked by the library. This is
- necessary to increase the accuracy of speed and position
- estimates for simulated objects
-
-
+
- If true, utilization statistics will be tracked. There is a minor penalty
- in CPU time for enabling this option.
+ Singleton logging class for the entire library
-
- If true, parcel details will be stored in the
- Simulator.Parcels
dictionary as they are received
+
+ log4net logging engine
-
+
- If true, an incoming parcel properties reply will automatically send
- a request for the parcel access list
+ Default constructor
-
+
- if true, an incoming parcel properties reply will automatically send
- a request for the traffic count.
+ Send a log message to the logging engine
+ The log message
+ The severity of the log entry
-
+
- If true, images, and other assets downloaded from the server
- will be cached in a local directory
+ Send a log message to the logging engine
+ The log message
+ The severity of the log entry
+ Instance of the client
-
- Path to store cached texture data
-
-
- Maximum size cached files are allowed to take on disk (bytes)
-
-
- Default color used for viewer particle effects
-
-
- Maximum number of times to resend a failed packet
-
-
- Throttle outgoing packet rate
-
-
- UUID of a texture used by some viewers to indentify type of client used
-
-
+
- Download textures using GetTexture capability when available
+ Send a log message to the logging engine
+ The log message
+ The severity of the log entry
+ Exception that was raised
-
- The maximum number of concurrent texture downloads allowed
- Increasing this number will not necessarily increase texture retrieval times due to
- simulator throttles
-
-
+
- The Refresh timer inteval is used to set the delay between checks for stalled texture downloads
+ Send a log message to the logging engine
- This is a static variable which applies to all instances
+ The log message
+ The severity of the log entry
+ Instance of the client
+ Exception that was raised
-
+
- Textures taking longer than this value will be flagged as timed out and removed from the pipeline
+ If the library is compiled with DEBUG defined, an event will be
+ fired if an OnLogMessage
handler is registered and the
+ message will be sent to the logging engine
+ The message to log at the DEBUG level to the
+ current logging engine
-
+
- Get or set the minimum log level to output to the console by default
- If the library is not compiled with DEBUG defined and this level is set to DEBUG
- You will get no output on the console. This behavior can be overriden by creating
- a logger configuration file for log4net
+ If the library is compiled with DEBUG defined and
+ GridClient.Settings.DEBUG
is true, an event will be
+ fired if an OnLogMessage
handler is registered and the
+ message will be sent to the logging engine
+
+ The message to log at the DEBUG level to the
+ current logging engine
+ Instance of the client
+
+
+ Triggered whenever a message is logged. If this is left
+ null, log messages will go to the console
+
+
+
+ Callback used for client apps to receive log messages from
+ the library
+
+ Data being logged
+ The severity of the log entry from
+
+
+
+ Represents a Callingcard with AvatarID and Position vector
-
- Attach avatar names to log messages
+
+ UUID of the Callingcard target avatar
-
- Log packet retransmission info
+
+ Construct an Asset of type Callingcard
-
- Cost of uploading an asset
- Read-only since this value is dynamically fetched at login
+
+
+ Construct an Asset object of type Callingcard
+
+ A unique specific to this asset
+ A byte array containing the raw asset data
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
+
+
+ Constuct an asset of type Callingcard
+
+ UUID of the target avatar
+
+
+
+ Encode the raw contents of a string with the specific Callingcard format
+
+
+
+
+ Decode the raw asset data, populating the AvatarID and Position
+
+ true if the AssetData was successfully decoded to a UUID and Vector
+
+
+ Override the base classes AssetType
@@ -16633,6 +18201,11 @@
Deny agents who have not been age verified from entering the region.
+
+
+ Region protocol flags
+
+
Access level for a simulator
@@ -16661,15 +18234,337 @@
+
+
+ A public reference to the client that this Simulator object
+ is attached to
+
+
+ A Unique Cache identifier for this simulator
+
+
+ The capabilities for this simulator
+
+
+
+
+
+ The current version of software this simulator is running
+
+
+
+
+
+ A 64x64 grid of parcel coloring values. The values stored
+ in this array are of the type
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ true if your agent has Estate Manager rights on this region
+
+
+
+
+
+
+
+
+
+
+
+ Statistics information for this simulator and the
+ connection to the simulator, calculated by the simulator itself
+ and the library
+
+
+ The regions Unique ID
+
+
+ The physical data center the simulator is located
+ Known values are:
+
+ - Dallas
+ - Chandler
+ - SF
+
+
+
+
+ The CPU Class of the simulator
+ Most full mainland/estate sims appear to be 5,
+ Homesteads and Openspace appear to be 501
+
+
+ The number of regions sharing the same CPU as this one
+ "Full Sims" appear to be 1, Homesteads appear to be 4
+
+
+ The billing product name
+ Known values are:
+
+ - Mainland / Full Region (Sku: 023)
+ - Estate / Full Region (Sku: 024)
+ - Estate / Openspace (Sku: 027)
+ - Estate / Homestead (Sku: 029)
+ - Mainland / Homestead (Sku: 129) (Linden Owned)
+ - Mainland / Linden Homes (Sku: 131)
+
+
+
+
+ The billing product SKU
+ Known values are:
+
+ - 023 Mainland / Full Region
+ - 024 Estate / Full Region
+ - 027 Estate / Openspace
+ - 029 Estate / Homestead
+ - 129 Mainland / Homestead (Linden Owned)
+ - 131 Linden Homes / Full Region
+
+
+
+
+
+ Flags indicating which protocols this region supports
+
+
+
+ The current sequence number for packets sent to this
+ simulator. Must be Interlocked before modifying. Only
+ useful for applications manipulating sequence numbers
+
+
+
+ A thread-safe dictionary containing avatars in a simulator
+
+
+
+
+ A thread-safe dictionary containing primitives in a simulator
+
+
+
+
+ Checks simulator parcel map to make sure it has downloaded all data successfully
+
+ true if map is full (contains no 0's)
+
+
+
+ Is it safe to send agent updates to this sim
+ AgentMovementComplete message received
+
+
+
+ Used internally to track sim disconnections
+
+
+ Event that is triggered when the simulator successfully
+ establishes a connection
+
+
+ Whether this sim is currently connected or not. Hooked up
+ to the property Connected
+
+
+ Coarse locations of avatars in this simulator
+
+
+ AvatarPositions key representing TrackAgent target
+
+
+ Sequence numbers of packets we've received
+ (for duplicate checking)
+
+
+ Packets we sent out that need ACKs from the simulator
+
+
+ Sequence number for pause/resume
+
+
+ Indicates if UDP connection to the sim is fully established
+
+
Reference to the GridClient object
IPEndPoint of the simulator
handle of the simulator
+
+
+ Called when this Simulator object is being destroyed
+
+
+
+
+ Attempt to connect to this simulator
+
+ Whether to move our agent in to this sim or not
+ True if the connection succeeded or connection status is
+ unknown, false if there was a failure
+
+
+
+ Initiates connection to the simulator
+
+ Should we block until ack for this packet is recieved
+
+
+
+ Disconnect from this simulator
+
+
+
+
+ Instructs the simulator to stop sending update (and possibly other) packets
+
+
+
+
+ Instructs the simulator to resume sending update packets (unpause)
+
+
+
+
+ Retrieve the terrain height at a given coordinate
+
+ Sim X coordinate, valid range is from 0 to 255
+ Sim Y coordinate, valid range is from 0 to 255
+ The terrain height at the given point if the
+ lookup was successful, otherwise 0.0f
+ True if the lookup was successful, otherwise false
+
+
+
+ Sends a packet
+
+ Packet to be sent
+
+
+
+
+
+
+
+
+ Returns Simulator Name as a String
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Sends out pending acknowledgements
+
+ Number of ACKs sent
+
+
+
+ Resend unacknowledged packets
+
+
+
+
+ Provides access to an internal thread-safe dictionary containing parcel
+ information found in this simulator
+
+
+
+
+ Provides access to an internal thread-safe multidimensional array containing a x,y grid mapped
+ to each 64x64 parcel's LocalID.
+
+
+
+ The IP address and port of the server
+
+
+ Whether there is a working connection to the simulator or
+ not
+
+
+ Coarse locations of avatars in this simulator
+
+
+ AvatarPositions key representing TrackAgent target
+
+
+ Indicates if UDP connection to the sim is fully established
+
Simulator Statistics
@@ -16723,12 +18618,10 @@
ID of last Ping sent
-
-
+
-
-
+
Current time dilation of this simulator
@@ -16740,36 +18633,28 @@
Current Physics frames per second of simulator
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
-
-
+
Total number of objects Simulator is simulating
@@ -16787,16 +18672,13 @@
Number of Active scripts running in this simulator
-
-
+
-
-
+
-
-
+
Number of downloads pending
@@ -16805,12 +18687,10 @@
Number of uploads pending
-
-
+
-
-
+
Number of local uploads pending
@@ -16818,5782 +18698,2859 @@
Unacknowledged bytes in queue
-
- A public reference to the client that this Simulator object
- is attached to
-
-
- A Unique Cache identifier for this simulator
-
-
- The capabilities for this simulator
-
-
+
+ Simulator handle
-
- The current version of software this simulator is running
-
-
+
+ Number of GridClients using this datapool
-
- A 64x64 grid of parcel coloring values. The values stored
- in this array are of the type
-
-
+
+ Time that the last client disconnected from the simulator
-
+
+ The cache of prims used and unused in this simulator
-
+
+ Shared parcel info only when POOL_PARCEL_DATA == true
-
+
+
-
+
+ No report
+
+
+ Unknown report type
+
+
+ Bug report
+
+
+ Complaint report
+
+
+ Customer service report
+
+
+ Bitflag field for ObjectUpdateCompressed data blocks, describing
+ which options are present for each object
-
+
+ Unknown
+
+
+ Whether the object has a TreeSpecies
+
+
+ Whether the object has floating text ala llSetText
+
+
+ Whether the object has an active particle system
+
+
+ Whether the object has sound attached to it
+
+
+ Whether the object is attached to a root object or not
+
+
+ Whether the object has texture animation settings
+
+
+ Whether the object has an angular velocity
+
+
+ Whether the object has a name value pairs string
+
+
+ Whether the object has a Media URL set
+
+
+ Specific Flags for MultipleObjectUpdate requests
-
+
+ None
+
+
+ Change position of prims
+
+
+ Change rotation of prims
+
+
+ Change size of prims
+
+
+ Perform operation on link set
+
+
+ Scale prims uniformly, same as selecing ctrl+shift in the
+ viewer. Used in conjunction with Scale
+
+
+ Special values in PayPriceReply. If the price is not one of these
+ literal value of the price should be use
-
+
+ Indicates that this pay option should be hidden
-
+
+ Indicates that this pay option should have the default value
-
+
+ Contains the variables sent in an object update packet for objects.
+ Used to track position and movement of prims and avatars
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Handles all network traffic related to prims and avatar positions and
+ movement.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- true if your agent has Estate Manager rights on this region
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Statistics information for this simulator and the
- connection to the simulator, calculated by the simulator itself
- and the library
-
-
- The regions Unique ID
-
-
- The physical data center the simulator is located
- Known values are:
- - Dallas
- Chandler
- SF
-
-
- The CPU Class of the simulator
- Most full mainland/estate sims appear to be 5,
- Homesteads and Openspace appear to be 501
-
-
- The number of regions sharing the same CPU as this one
- "Full Sims" appear to be 1, Homesteads appear to be 4
-
-
- The billing product name
- Known values are:
- - Mainland / Full Region (Sku: 023)
- Estate / Full Region (Sku: 024)
- Estate / Openspace (Sku: 027)
- Estate / Homestead (Sku: 029)
- Mainland / Homestead (Sku: 129) (Linden Owned)
- Mainland / Linden Homes (Sku: 131)
-
-
- The billing product SKU
- Known values are:
- - 023 Mainland / Full Region
- 024 Estate / Full Region
- 027 Estate / Openspace
- 029 Estate / Homestead
- 129 Mainland / Homestead (Linden Owned)
- 131 Linden Homes / Full Region
-
-
- The current sequence number for packets sent to this
- simulator. Must be Interlocked before modifying. Only
- useful for applications manipulating sequence numbers
-
-
-
- A thread-safe dictionary containing avatars in a simulator
-
-
-
-
- A thread-safe dictionary containing primitives in a simulator
-
-
-
-
- Provides access to an internal thread-safe dictionary containing parcel
- information found in this simulator
-
-
-
-
- Is it safe to send agent updates to this sim
- AgentMovementComplete message received
-
-
-
- Used internally to track sim disconnections
-
-
- Event that is triggered when the simulator successfully
- establishes a connection
-
-
- Whether this sim is currently connected or not. Hooked up
- to the property Connected
-
-
- Coarse locations of avatars in this simulator
-
-
- AvatarPositions key representing TrackAgent target
-
-
- Sequence numbers of packets we've received
- (for duplicate checking)
-
-
- Packets we sent out that need ACKs from the simulator
-
-
- Sequence number for pause/resume
-
-
- Indicates if UDP connection to the sim is fully established
-
-
-
- Provides access to an internal thread-safe multidimensional array containing a x,y grid mapped
- to each 64x64 parcel's LocalID.
-
-
-
- The IP address and port of the server
-
-
- Whether there is a working connection to the simulator or
- not
-
-
- Coarse locations of avatars in this simulator
-
-
- AvatarPositions key representing TrackAgent target
-
-
- Indicates if UDP connection to the sim is fully established
-
-
-
- Checks simulator parcel map to make sure it has downloaded all data successfully
-
- true if map is full (contains no 0's)
-
-
-
- Called when this Simulator object is being destroyed
-
-
-
-
- Attempt to connect to this simulator
-
- Whether to move our agent in to this sim or not
- True if the connection succeeded or connection status is
- unknown, false if there was a failure
-
-
-
- Initiates connection to the simulator
-
- Should we block until ack for this packet is recieved
-
-
-
- Disconnect from this simulator
-
-
-
-
- Instructs the simulator to stop sending update (and possibly other) packets
-
-
-
-
- Instructs the simulator to resume sending update packets (unpause)
-
-
-
-
- Retrieve the terrain height at a given coordinate
-
- Sim X coordinate, valid range is from 0 to 255
- Sim Y coordinate, valid range is from 0 to 255
- The terrain height at the given point if the
- lookup was successful, otherwise 0.0f
- True if the lookup was successful, otherwise false
-
-
-
- Sends a packet
-
- Packet to be sent
-
-
-
-
-
-
-
- Returns Simulator Name as a String
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Sends out pending acknowledgements
-
- Number of ACKs sent
-
-
-
- Resend unacknowledged packets
-
-
-
-
-
-
-
-
- Construct a new instance of the SoundManager class, used for playing and receiving
- sound assets
-
- A reference to the current GridClient instance
-
-
+
The event subscribers, null of no subscribers
-
+
Thread sync lock object
-
+
The event subscribers, null of no subscribers
-
+
+ Raises the ObjectProperties Event
+ A ObjectPropertiesEventArgs object containing
+ the data sent from the simulator
+
+
Thread sync lock object
-
+
The event subscribers, null of no subscribers
-
+
+ Raises the ObjectPropertiesUpdated Event
+ A ObjectPropertiesUpdatedEventArgs object containing
+ the data sent from the simulator
+
+
Thread sync lock object
-
+
The event subscribers, null of no subscribers
-
+
+ Raises the ObjectPropertiesFamily Event
+ A ObjectPropertiesFamilyEventArgs object containing
+ the data sent from the simulator
+
+
Thread sync lock object
-
- Raised when the simulator sends us data containing
- sound
+
+ The event subscribers, null of no subscribers
-
- Raised when the simulator sends us data containing
- ...
+
+ Raises the AvatarUpdate Event
+ A AvatarUpdateEventArgs object containing
+ the data sent from the simulator
-
- Raised when the simulator sends us data containing
- ...
+
+ Thread sync lock object
-
- Raised when the simulator sends us data containing
- ...
+
+ The event subscribers, null of no subscribers
-
- Raises the AttachedSound Event
- A AttachedSoundEventArgs object containing
- the data sent from the simulator
+
+ Thread sync lock object
-
- Raises the AttachedSoundGainChange Event
- A AttachedSoundGainChangeEventArgs object containing
- the data sent from the simulator
+
+ The event subscribers, null of no subscribers
-
- Raises the SoundTrigger Event
- A SoundTriggerEventArgs object containing
- the data sent from the simulator
+
+ Raises the ObjectDataBlockUpdate Event
+ A ObjectDataBlockUpdateEventArgs object containing
+ the data sent from the simulator
-
- Raises the PreloadSound Event
- A PreloadSoundEventArgs object containing
- the data sent from the simulator
+
+ Thread sync lock object
-
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the KillObject Event
+ A KillObjectEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the KillObjects Event
+ A KillObjectsEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the AvatarSitChanged Event
+ A AvatarSitChangedEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the PayPriceReply Event
+ A PayPriceReplyEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the PhysicsProperties Event
+ A PhysicsPropertiesEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ Reference to the GridClient object
+
+
+ Does periodic dead reckoning calculation to convert
+ velocity and acceleration to new positions for objects
+
+
- Plays a sound in the current region at full volume from avatar position
+ Construct a new instance of the ObjectManager class
- UUID of the sound to be played
+ A reference to the instance
-
+
- Plays a sound in the current region at full volume
+ Request information for a single object from a
+ you are currently connected to
- UUID of the sound to be played.
- position for the sound to be played at. Normally the avatar.
+ The the object is located
+ The Local ID of the object
-
+
- Plays a sound in the current region
+ Request information for multiple objects contained in
+ the same simulator
- UUID of the sound to be played.
- position for the sound to be played at. Normally the avatar.
- volume of the sound, from 0.0 to 1.0
+ The the objects are located
+ An array containing the Local IDs of the objects
-
+
+
+ Attempt to purchase an original object, a copy, or the contents of
+ an object
+
+ The the object is located
+ The Local ID of the object
+ Whether the original, a copy, or the object
+ contents are on sale. This is used for verification, if the this
+ sale type is not valid for the object the purchase will fail
+ Price of the object. This is used for
+ verification, if it does not match the actual price the purchase
+ will fail
+ Group ID that will be associated with the new
+ purchase
+ Inventory folder UUID where the object or objects
+ purchased should be placed
+
+
+ BuyObject(Client.Network.CurrentSim, 500, SaleType.Copy,
+ 100, UUID.Zero, Client.Self.InventoryRootFolderUUID);
+
+
+
+
- Plays a sound in the specified sim
+ Request prices that should be displayed in pay dialog. This will triggger the simulator
+ to send us back a PayPriceReply which can be handled by OnPayPriceReply event
- UUID of the sound to be played.
- UUID of the sound to be played.
- position for the sound to be played at. Normally the avatar.
- volume of the sound, from 0.0 to 1.0
-
-
-
- Play a sound asset
-
- UUID of the sound to be played.
- handle id for the sim to be played in.
- position for the sound to be played at. Normally the avatar.
- volume of the sound, from 0.0 to 1.0
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
-
-
- Provides data for the event
- The event occurs when the simulator sends
- the sound data which emits from an agents attachment
-
- The following code example shows the process to subscribe to the event
- and a stub to handle the data passed from the simulator
-
- // Subscribe to the AttachedSound event
- Client.Sound.AttachedSound += Sound_AttachedSound;
- // process the data raised in the event here
- private void Sound_AttachedSound(object sender, AttachedSoundEventArgs e)
- {
- // ... Process AttachedSoundEventArgs here ...
- }
-
-
-
-
- Construct a new instance of the SoundTriggerEventArgs class
-
- Simulator where the event originated
- The sound asset id
- The ID of the owner
+ The the object is located
The ID of the object
- The volume level
- The
+ The result is raised in the event
-
- Simulator where the event originated
-
-
- Get the sound asset id
-
-
- Get the ID of the owner
-
-
- Get the ID of the Object
-
-
- Get the volume level
-
-
- Get the
-
-
- Provides data for the event
- The event occurs when an attached sound
- changes its volume level
-
-
+
- Construct a new instance of the AttachedSoundGainChangedEventArgs class
+ Select a single object. This will cause the to send us
+ an which will raise the event
- Simulator where the event originated
- The ID of the Object
- The new volume level
+ The the object is located
+ The Local ID of the object
+
-
- Simulator where the event originated
+
+
+ Select a single object. This will cause the to send us
+ an which will raise the event
+
+ The the object is located
+ The Local ID of the object
+ if true, a call to is
+ made immediately following the request
+
-
- Get the ID of the Object
+
+
+ Select multiple objects. This will cause the to send us
+ an which will raise the event
+
+ The the objects are located
+ An array containing the Local IDs of the objects
+ Should objects be deselected immediately after selection
+
-
- Get the volume level
+
+
+ Select multiple objects. This will cause the to send us
+ an which will raise the event
+
+ The the objects are located
+ An array containing the Local IDs of the objects
+
-
- Provides data for the event
-
- The event occurs when the simulator forwards
- a request made by yourself or another agent to play either an asset sound or a built in sound
- Requests to play sounds where the is not one of the built-in
- will require sending a request to download the sound asset before it can be played
+
+
+ Update the properties of an object
+
+ The the object is located
+ The Local ID of the object
+ true to turn the objects physical property on
+ true to turn the objects temporary property on
+ true to turn the objects phantom property on
+ true to turn the objects cast shadows property on
+
+
+
+ Update the properties of an object
+
+ The the object is located
+ The Local ID of the object
+ true to turn the objects physical property on
+ true to turn the objects temporary property on
+ true to turn the objects phantom property on
+ true to turn the objects cast shadows property on
+ Type of the represetnation prim will have in the physics engine
+ Density - normal value 1000
+ Friction - normal value 0.6
+ Restitution - standard value 0.5
+ Gravity multiplier - standar value 1.0
+
+
+
+ Sets the sale properties of a single object
+
+ The the object is located
+ The Local ID of the object
+ One of the options from the enum
+ The price of the object
+
+
+
+ Sets the sale properties of multiple objects
+
+ The the objects are located
+ An array containing the Local IDs of the objects
+ One of the options from the enum
+ The price of the object
+
+
+
+ Deselect a single object
+
+ The the object is located
+ The Local ID of the object
+
+
+
+ Deselect multiple objects.
+
+ The the objects are located
+ An array containing the Local IDs of the objects
+
+
+
+ Perform a click action on an object
+
+ The the object is located
+ The Local ID of the object
+
+
+
+ Perform a click action (Grab) on a single object
+
+ The the object is located
+ The Local ID of the object
+ The texture coordinates to touch
+ The surface coordinates to touch
+ The face of the position to touch
+ The region coordinates of the position to touch
+ The surface normal of the position to touch (A normal is a vector perpindicular to the surface)
+ The surface binormal of the position to touch (A binormal is a vector tangen to the surface
+ pointing along the U direction of the tangent space
+
+
+
+ Create (rez) a new prim object in a simulator
+
+ A reference to the object to place the object in
+ Data describing the prim object to rez
+ Group ID that this prim will be set to, or UUID.Zero if you
+ do not want the object to be associated with a specific group
+ An approximation of the position at which to rez the prim
+ Scale vector to size this prim
+ Rotation quaternion to rotate this prim
+ Due to the way client prim rezzing is done on the server,
+ the requested position for an object is only close to where the prim
+ actually ends up. If you desire exact placement you'll need to
+ follow up by moving the object after it has been created. This
+ function will not set textures, light and flexible data, or other
+ extended primitive properties
+
+
+
+ Create (rez) a new prim object in a simulator
+
+ A reference to the object to place the object in
+ Data describing the prim object to rez
+ Group ID that this prim will be set to, or UUID.Zero if you
+ do not want the object to be associated with a specific group
+ An approximation of the position at which to rez the prim
+ Scale vector to size this prim
+ Rotation quaternion to rotate this prim
+ Specify the
+ Due to the way client prim rezzing is done on the server,
+ the requested position for an object is only close to where the prim
+ actually ends up. If you desire exact placement you'll need to
+ follow up by moving the object after it has been created. This
+ function will not set textures, light and flexible data, or other
+ extended primitive properties
+
+
+
+ Rez a Linden tree
+
+ A reference to the object where the object resides
+ The size of the tree
+ The rotation of the tree
+ The position of the tree
+ The Type of tree
+ The of the group to set the tree to,
+ or UUID.Zero if no group is to be set
+ true to use the "new" Linden trees, false to use the old
+
+
+
+ Rez grass and ground cover
+
+ A reference to the object where the object resides
+ The size of the grass
+ The rotation of the grass
+ The position of the grass
+ The type of grass from the enum
+ The of the group to set the tree to,
+ or UUID.Zero if no group is to be set
+
+
+
+ Set the textures to apply to the faces of an object
+
+ A reference to the object where the object resides
+ The objects ID which is local to the simulator the object is in
+ The texture data to apply
+
+
+
+ Set the textures to apply to the faces of an object
+
+ A reference to the object where the object resides
+ The objects ID which is local to the simulator the object is in
+ The texture data to apply
+ A media URL (not used)
+
+
+
+ Set the Light data on an object
+
+ A reference to the object where the object resides
+ The objects ID which is local to the simulator the object is in
+ A object containing the data to set
+
+
+
+ Set the flexible data on an object
+
+ A reference to the object where the object resides
+ The objects ID which is local to the simulator the object is in
+ A object containing the data to set
+
+
+
+ Set the sculptie texture and data on an object
+
+ A reference to the object where the object resides
+ The objects ID which is local to the simulator the object is in
+ A object containing the data to set
+
+
+
+ Unset additional primitive parameters on an object
+
+ A reference to the object where the object resides
+ The objects ID which is local to the simulator the object is in
+ The extra parameters to set
+
+
+
+ Link multiple prims into a linkset
+
+ A reference to the object where the objects reside
+ An array which contains the IDs of the objects to link
+ The last object in the array will be the root object of the linkset TODO: Is this true?
+
+
+
+ Delink/Unlink multiple prims from a linkset
+
+ A reference to the object where the objects reside
+ An array which contains the IDs of the objects to delink
+
+
+
+ Change the rotation of an object
+
+ A reference to the object where the object resides
+ The objects ID which is local to the simulator the object is in
+ The new rotation of the object
+
+
+
+ Set the name of an object
+
+ A reference to the object where the object resides
+ The objects ID which is local to the simulator the object is in
+ A string containing the new name of the object
+
+
+
+ Set the name of multiple objects
+
+ A reference to the object where the objects reside
+ An array which contains the IDs of the objects to change the name of
+ An array which contains the new names of the objects
+
+
+
+ Set the description of an object
+
+ A reference to the object where the object resides
+ The objects ID which is local to the simulator the object is in
+ A string containing the new description of the object
+
+
+
+ Set the descriptions of multiple objects
+
+ A reference to the object where the objects reside
+ An array which contains the IDs of the objects to change the description of
+ An array which contains the new descriptions of the objects
+
+
+
+ Attach an object to this avatar
+
+ A reference to the object where the object resides
+ The objects ID which is local to the simulator the object is in
+ The point on the avatar the object will be attached
+ The rotation of the attached object
+
+
+
+ Drop an attached object from this avatar
+
+ A reference to the
+ object where the objects reside. This will always be the simulator the avatar is currently in
+
+ The object's ID which is local to the simulator the object is in
+
+
+
+ Detach an object from yourself
+
+ A reference to the
+ object where the objects reside
+
+ This will always be the simulator the avatar is currently in
+
+ An array which contains the IDs of the objects to detach
+
+
+
+ Change the position of an object, Will change position of entire linkset
+
+ A reference to the object where the object resides
+ The objects ID which is local to the simulator the object is in
+ The new position of the object
+
+
+
+ Change the position of an object
+
+ A reference to the object where the object resides
+ The objects ID which is local to the simulator the object is in
+ The new position of the object
+ if true, will change position of (this) child prim only, not entire linkset
+
+
+
+ Change the Scale (size) of an object
+
+ A reference to the object where the object resides
+ The objects ID which is local to the simulator the object is in
+ The new scale of the object
+ If true, will change scale of this prim only, not entire linkset
+ True to resize prims uniformly
+
+
+
+ Change the Rotation of an object that is either a child or a whole linkset
+
+ A reference to the object where the object resides
+ The objects ID which is local to the simulator the object is in
+ The new scale of the object
+ If true, will change rotation of this prim only, not entire linkset
+
+
+
+ Send a Multiple Object Update packet to change the size, scale or rotation of a primitive
+
+ A reference to the object where the object resides
+ The objects ID which is local to the simulator the object is in
+ The new rotation, size, or position of the target object
+ The flags from the Enum
+
+
+
+ Deed an object (prim) to a group, Object must be shared with group which
+ can be accomplished with SetPermissions()
+
+ A reference to the object where the object resides
+ The objects ID which is local to the simulator the object is in
+ The of the group to deed the object to
+
+
+
+ Deed multiple objects (prims) to a group, Objects must be shared with group which
+ can be accomplished with SetPermissions()
+
+ A reference to the object where the object resides
+ An array which contains the IDs of the objects to deed
+ The of the group to deed the object to
+
+
+
+ Set the permissions on multiple objects
+
+ A reference to the object where the objects reside
+ An array which contains the IDs of the objects to set the permissions on
+ The new Who mask to set
+ Which permission to modify
+ The new state of permission
+
+
+
+ Request additional properties for an object
+
+ A reference to the object where the object resides
+
+
+
+
+ Request additional properties for an object
+
+ A reference to the object where the object resides
+ Absolute UUID of the object
+ Whether to require server acknowledgement of this request
+
+
+
+ Set the ownership of a list of objects to the specified group
+
+ A reference to the object where the objects reside
+ An array which contains the IDs of the objects to set the group id on
+ The Groups ID
+
+
+
+ Update current URL of the previously set prim media
+
+ UUID of the prim
+ Set current URL to this
+ Prim face number
+ Simulator in which prim is located
+
+
+
+ Set object media
+
+ UUID of the prim
+ Array the length of prims number of faces. Null on face indexes where there is
+ no media, on faces which contain the media
+ Simulatior in which prim is located
+
+
+
+ Retrieve information about object media
+
+ UUID of the primitive
+ Simulator where prim is located
+ Call this callback when done
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+
+ A terse object update, used when a transformation matrix or
+ velocity/acceleration for an object changes but nothing else
+ (scale/position/rotation/acceleration/velocity)
+
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+
+
+
+
+
+
+
+
+
+ Setup construction data for a basic primitive shape
+
+ Primitive shape to construct
+ Construction data that can be plugged into a
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Set the Shape data of an object
+
+ A reference to the object where the object resides
+ The objects ID which is local to the simulator the object is in
+ Data describing the prim shape
+
+
+
+ Set the Material data of an object
+
+ A reference to the object where the object resides
+ The objects ID which is local to the simulator the object is in
+ The new material of the object
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Raised when the simulator sends us data containing
+ A , Foliage or Attachment
+
+
+
+
+ Raised when the simulator sends us data containing
+ additional information
+
+
+
+
+ Raised when the simulator sends us data containing
+ Primitive.ObjectProperties for an object we are currently tracking
+
+
+ Raised when the simulator sends us data containing
+ additional and details
+
+
+
+ Raised when the simulator sends us data containing
+ updated information for an
+
+
+ Raised when the simulator sends us data containing
+ and movement changes
+
+
+ Raised when the simulator sends us data containing
+ updates to an Objects DataBlock
+
+
+ Raised when the simulator informs us an
+ or is no longer within view
+
+
+ Raised when the simulator informs us when a group of
+ or is no longer within view
+
+
+ Raised when the simulator sends us data containing
+ updated sit information for our
+
+
+ Raised when the simulator sends us data containing
+ purchase price information for a
+
+
+ Raised when the simulator sends us data containing
+ additional information
+
+
+
+
+
+ Callback for getting object media data via CAP
+
+ Indicates if the operation was succesfull
+ Object media version string
+ Array indexed on prim face of media entry data
+
+
+ Provides data for the event
+ The event occurs when the simulator sends
+ an containing a Primitive, Foliage or Attachment data
+ Note 1: The event will not be raised when the object is an Avatar
+ Note 2: It is possible for the to be
+ raised twice for the same object if for example the primitive moved to a new simulator, then returned to the current simulator or
+ if an Avatar crosses the border into a new simulator and returns to the current simulator
+
+
+ The following code example uses the , , and
+ properties to display new Primitives and Attachments on the window.
+
+ // Subscribe to the event that gives us prim and foliage information
+ Client.Objects.ObjectUpdate += Objects_ObjectUpdate;
+
+
+ private void Objects_ObjectUpdate(object sender, PrimEventArgs e)
+ {
+ Console.WriteLine("Primitive {0} {1} in {2} is an attachment {3}", e.Prim.ID, e.Prim.LocalID, e.Simulator.Name, e.IsAttachment);
+ }
+
+
+
+
+
+
+
+
+ Construct a new instance of the PrimEventArgs class
+
+ The simulator the object originated from
+ The Primitive
+ The simulator time dilation
+ The prim was not in the dictionary before this update
+ true if the primitive represents an attachment to an agent
+
+
+ Get the simulator the originated from
+
+
+ Get the details
+
+
+ true if the did not exist in the dictionary before this update (always true if object tracking has been disabled)
+
+
+ true if the is attached to an
+
+
+ Get the simulator Time Dilation
+
+
+ Provides data for the event
+ The event occurs when the simulator sends
+ an containing Avatar data
+ Note 1: The event will not be raised when the object is an Avatar
+ Note 2: It is possible for the to be
+ raised twice for the same avatar if for example the avatar moved to a new simulator, then returned to the current simulator
+
+
+ The following code example uses the property to make a request for the top picks
+ using the method in the class to display the names
+ of our own agents picks listings on the window.
+
+ // subscribe to the AvatarUpdate event to get our information
+ Client.Objects.AvatarUpdate += Objects_AvatarUpdate;
+ Client.Avatars.AvatarPicksReply += Avatars_AvatarPicksReply;
+
+ private void Objects_AvatarUpdate(object sender, AvatarUpdateEventArgs e)
+ {
+ // we only want our own data
+ if (e.Avatar.LocalID == Client.Self.LocalID)
+ {
+ // Unsubscribe from the avatar update event to prevent a loop
+ // where we continually request the picks every time we get an update for ourselves
+ Client.Objects.AvatarUpdate -= Objects_AvatarUpdate;
+ // make the top picks request through AvatarManager
+ Client.Avatars.RequestAvatarPicks(e.Avatar.ID);
+ }
+ }
+
+ private void Avatars_AvatarPicksReply(object sender, AvatarPicksReplyEventArgs e)
+ {
+ // we'll unsubscribe from the AvatarPicksReply event since we now have the data
+ // we were looking for
+ Client.Avatars.AvatarPicksReply -= Avatars_AvatarPicksReply;
+ // loop through the dictionary and extract the names of the top picks from our profile
+ foreach (var pickName in e.Picks.Values)
+ {
+ Console.WriteLine(pickName);
+ }
+ }
+
+
+
+
+
+
+
+ Construct a new instance of the AvatarUpdateEventArgs class
+
+ The simulator the packet originated from
+ The data
+ The simulator time dilation
+ The avatar was not in the dictionary before this update
+
+
+ Get the simulator the object originated from
+
+
+ Get the data
+
+
+ Get the simulator time dilation
+
+
+ true if the did not exist in the dictionary before this update (always true if avatar tracking has been disabled)
+
+
+ Provides additional primitive data for the event
+ The event occurs when the simulator sends
+ an containing additional details for a Primitive, Foliage data or Attachment data
+ The event is also raised when a request is
+ made.
- The following code example uses the ,
- and
- properties to display some information on a sound request on the window.
-
- // subscribe to the event
- Client.Sound.SoundTrigger += Sound_SoundTrigger;
- // play the pre-defined BELL_TING sound
- Client.Sound.SendSoundTrigger(Sounds.BELL_TING);
- // handle the response data
- private void Sound_SoundTrigger(object sender, SoundTriggerEventArgs e)
- {
- Console.WriteLine("{0} played the sound {1} at volume {2}",
- e.OwnerID, e.SoundID, e.Gain);
- }
-
+ The following code example uses the , and
+
+ properties to display new attachments and send a request for additional properties containing the name of the
+ attachment then display it on the window.
+
+ // Subscribe to the event that provides additional primitive details
+ Client.Objects.ObjectProperties += Objects_ObjectProperties;
+
+ // handle the properties data that arrives
+ private void Objects_ObjectProperties(object sender, ObjectPropertiesEventArgs e)
+ {
+ Console.WriteLine("Primitive Properties: {0} Name is {1}", e.Properties.ObjectID, e.Properties.Name);
+ }
+
+
-
+
- Construct a new instance of the SoundTriggerEventArgs class
+ Construct a new instance of the ObjectPropertiesEventArgs class
- Simulator where the event originated
- The sound asset id
- The ID of the owner
- The ID of the object
- The ID of the objects parent
- The volume level
- The regionhandle
- The source position
+ The simulator the object is located
+ The primitive Properties
-
- Simulator where the event originated
+
+ Get the simulator the object is located
-
- Get the sound asset id
+
+ Get the primitive properties
-
- Get the ID of the owner
+
+ Provides additional primitive data for the event
+ The event occurs when the simulator sends
+ an containing additional details for a Primitive or Foliage data that is currently
+ being tracked in the dictionary
+ The event is also raised when a request is
+ made and is enabled
+
-
- Get the ID of the Object
-
-
- Get the ID of the objects parent
-
-
- Get the volume level
-
-
- Get the regionhandle
-
-
- Get the source position
-
-
- Provides data for the event
- The event occurs when the simulator sends
- the appearance data for an avatar
-
- The following code example uses the and
- properties to display the selected shape of an avatar on the window.
-
- // subscribe to the event
- Client.Avatars.AvatarAppearance += Avatars_AvatarAppearance;
- // handle the data when the event is raised
- void Avatars_AvatarAppearance(object sender, AvatarAppearanceEventArgs e)
- {
- Console.WriteLine("The Agent {0} is using a {1} shape.", e.AvatarID, (e.VisualParams[31] > 0) : "male" ? "female")
- }
-
-
-
+
- Construct a new instance of the PreloadSoundEventArgs class
-
- Simulator where the event originated
- The sound asset id
- The ID of the owner
- The ID of the object
+ Construct a new instance of the ObjectPropertiesUpdatedEvenrArgs class
+
+ The simulator the object is located
+ The Primitive
+ The primitive Properties
-
- Simulator where the event originated
+
+ Get the primitive details
-
- Get the sound asset id
+
+ Provides additional primitive data, permissions and sale info for the event
+ The event occurs when the simulator sends
+ an containing additional details for a Primitive, Foliage data or Attachment. This includes
+ Permissions, Sale info, and other basic details on an object
+ The event is also raised when a request is
+ made, the viewer equivalent is hovering the mouse cursor over an object
+
-
- Get the ID of the owner
+
+ Get the simulator the object is located
-
- Get the ID of the Object
+
+
-
+
+
+
+
+ Provides primitive data containing updated location, velocity, rotation, textures for the event
+ The event occurs when the simulator sends updated location, velocity, rotation, etc
+
+
+
+ Get the simulator the object is located
+
+
+ Get the primitive details
+
+
+
+
+
+
+
+
- pre-defined built in sounds
+
-
+
+ Get the simulator the object is located
+
+
+ Get the primitive details
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Provides notification when an Avatar, Object or Attachment is DeRezzed or moves out of the avatars view for the
+ event
+
+
+ Get the simulator the object is located
+
+
+ The LocalID of the object
+
+
+ Provides notification when an Avatar, Object or Attachment is DeRezzed or moves out of the avatars view for the
+ event
+
+
+ Get the simulator the object is located
+
+
+ The LocalID of the object
+
+
+ Provides updates sit position data
-
+
+ Get the simulator the object is located
+
+
+
+
+
+
+
+
+
+
+
+
-
+
+ Get the simulator the object is located
+
+
+
+
+
+
+
+
+
+
+
+ Indicates if the operation was successful
-
+
+ Media version string
-
+
+ Array of media entries indexed by face number
-
+
+ Set when simulator sends us infomation on primitive's physical properties
-
+
+ Simulator where the message originated
+
+
+ Updated physical properties
+
+
+ Constructor
+
+ Simulator where the message originated
+ Updated physical properties
+
+
+
+
-
+
+
+
+
+
+
+
+ De-serialization constructor for the InventoryNode Class
-
- coins
-
-
- cash register bell
-
-
+
+ Serialization handler for the InventoryNode Class
-
+
+ De-serialization handler for the InventoryNode Class
-
- rubber
-
-
- plastic
-
-
- flesh
-
-
- wood splintering?
-
-
- glass break
-
-
- metal clunk
-
-
- whoosh
-
-
- shake
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ For inventory folder nodes specifies weather the folder needs to be
+ refreshed from the server
-
- ding
-
-
+
+ Exception class to identify inventory exceptions
-
+
+ Responsible for maintaining inventory structure. Inventory constructs nodes
+ and manages node children as is necessary to maintain a coherant hirarchy.
+ Other classes should not manipulate or create InventoryNodes explicitly. When
+ A node's parent changes (when a folder is moved, for example) simply pass
+ Inventory the updated InventoryFolder and it will make the appropriate changes
+ to its internal representation.
-
-
-
+
+ The event subscribers, null of no subscribers
-
-
-
+
+ Raises the InventoryObjectUpdated Event
+ A InventoryObjectUpdatedEventArgs object containing
+ the data sent from the simulator
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- A dictionary containing all pre-defined sounds
-
- A dictionary containing the pre-defined sounds,
- where the key is the sounds ID, and the value is a string
- containing a name to identify the purpose of the sound
-
-
- X position of this patch
-
-
- Y position of this patch
-
-
- A 16x16 array of floats holding decompressed layer data
-
-
-
- Creates a LayerData packet for compressed land data given a full
- simulator heightmap and an array of indices of patches to compress
-
- A 256 * 256 array of floating point values
- specifying the height at each meter in the simulator
- Array of indexes in the 16x16 grid of patches
- for this simulator. For example if 1 and 17 are specified, patches
- x=1,y=0 and x=1,y=1 are sent
-
-
-
-
-
- Add a patch of terrain to a BitPacker
-
- BitPacker to write the patch to
- Heightmap of the simulator, must be a 256 *
- 256 float array
- X offset of the patch to create, valid values are
- from 0 to 15
- Y offset of the patch to create, valid values are
- from 0 to 15
-
-
-
- Default constructor
-
-
-
-
-
- The event subscribers. null if no subcribers
-
-
+
Thread sync lock object
-
- Raised when the simulator responds sends
+
+ The event subscribers, null of no subscribers
-
- Raises the LandPatchReceived event
- A LandPatchReceivedEventArgs object containing the
- data returned from the simulator
+
+ Raises the InventoryObjectRemoved Event
+ A InventoryObjectRemovedEventArgs object containing
+ the data sent from the simulator
-
- Simulator from that sent tha data
+
+ Thread sync lock object
-
- Sim coordinate of the patch
+
+ The event subscribers, null of no subscribers
-
- Sim coordinate of the patch
+
+ Raises the InventoryObjectAdded Event
+ A InventoryObjectAddedEventArgs object containing
+ the data sent from the simulator
-
- Size of tha patch
+
+ Thread sync lock object
-
- Heightmap for the patch
-
-
+
- The current status of a texture request as it moves through the pipeline or final result of a texture request.
+ Returns the contents of the specified folder
+
+ A folder's UUID
+ The contents of the folder corresponding to folder
+ When folder
does not exist in the inventory
+
+
+
+ Updates the state of the InventoryNode and inventory data structure that
+ is responsible for the InventoryObject. If the item was previously not added to inventory,
+ it adds the item, and updates structure accordingly. If it was, it updates the
+ InventoryNode, changing the parent node if item.parentUUID
does
+ not match node.Parent.Data.UUID
.
+
+ You can not set the inventory root folder using this method
+
+ The InventoryObject to store
+
+
+
+ Removes the InventoryObject and all related node data from Inventory.
+
+ The InventoryObject to remove.
+
+
+
+ Used to find out if Inventory contains the InventoryObject
+ specified by uuid
.
+
+ The UUID to check.
+ true if inventory contains uuid, false otherwise
+
+
+
+ Saves the current inventory structure to a cache file
+
+ Name of the cache file to save to
+
+
+
+ Loads in inventory cache file into the inventory structure. Note only valid to call after login has been successful.
+
+ Name of the cache file to load
+ The number of inventory items sucessfully reconstructed into the inventory node tree
+
+
+ Raised when the simulator sends us data containing
+ ...
+
+
+ Raised when the simulator sends us data containing
+ ...
+
+
+ Raised when the simulator sends us data containing
+ ...
+
+
+
+ The root folder of this avatars inventory
-
- The initial state given to a request. Requests in this state
- are waiting for an available slot in the pipeline
-
-
- A request that has been added to the pipeline and the request packet
- has been sent to the simulator
-
-
- A request that has received one or more packets back from the simulator
-
-
- A request that has received all packets back from the simulator
-
-
- A request that has taken longer than
- to download OR the initial packet containing the packet information was never received
-
-
- The texture request was aborted by request of the agent
-
-
- The simulator replied to the request that it was not able to find the requested texture
-
-
+
- Texture request download handler, allows a configurable number of download slots which manage multiple
- concurrent texture downloads from the
- This class makes full use of the internal
- system for full texture downloads.
-
-
-
- Default constructor, Instantiates a new copy of the TexturePipeline class
-
- Reference to the instantiated object
-
-
-
- A request task containing information and status of a request as it is processed through the
-
-
- The current which identifies the current status of the request
-
-
- The Unique Request ID, This is also the Asset ID of the texture being requested
-
-
- The slot this request is occupying in the threadpoolSlots array
-
-
- The ImageType of the request.
-
-
- The callback to fire when the request is complete, will include
- the and the
- object containing the result data
-
-
- If true, indicates the callback will be fired whenever new data is returned from the simulator.
- This is used to progressively render textures as portions of the texture are received.
-
-
- An object that maintains the data of an request thats in-process.
-
-
- A dictionary containing all pending and in-process transfer requests where the Key is both the RequestID
- and also the Asset Texture ID, and the value is an object containing the current state of the request and also
- the asset data as it is being re-assembled
-
-
- Holds the reference to the client object
-
-
- Maximum concurrent texture requests allowed at a time
-
-
- An array of objects used to manage worker request threads
-
-
- An array of worker slots which shows the availablity status of the slot
-
-
- The primary thread which manages the requests.
-
-
- true if the TexturePipeline is currently running
-
-
- A synchronization object used by the primary thread
-
-
- A refresh timer used to increase the priority of stalled requests
-
-
- Current number of pending and in-process transfers
-
-
-
- Initialize callbacks required for the TexturePipeline to operate
+ The default shared library folder
-
+
- Shutdown the TexturePipeline and cleanup any callbacks or transfers
+ The root node of the avatars inventory
-
+
- Request a texture asset from the simulator using the system to
- manage the requests and re-assemble the image from the packets received from the simulator
-
- The of the texture asset to download
- The of the texture asset.
- Use for most textures, or for baked layer texture assets
- A float indicating the requested priority for the transfer. Higher priority values tell the simulator
- to prioritize the request before lower valued requests. An image already being transferred using the can have
- its priority changed by resending the request with the new priority value
- Number of quality layers to discard.
- This controls the end marker of the data sent
- The packet number to begin the request at. A value of 0 begins the request
- from the start of the asset texture
- The callback to fire when the image is retrieved. The callback
- will contain the result of the request and the texture asset data
- If true, the callback will be fired for each chunk of the downloaded image.
- The callback asset parameter will contain all previously received chunks of the texture asset starting
- from the beginning of the request
-
-
-
- Sends the actual request packet to the simulator
-
- The image to download
- Type of the image to download, either a baked
- avatar texture or a normal texture
- Priority level of the download. Default is
- 1,013,000.0f
- Number of quality layers to discard.
- This controls the end marker of the data sent
- Packet number to start the download at.
- This controls the start marker of the data sent
- Sending a priority of 0 and a discardlevel of -1 aborts
- download
-
-
-
- Cancel a pending or in process texture request
-
- The texture assets unique ID
-
-
-
- Master Download Thread, Queues up downloads in the threadpool
+ The root node of the default shared library
-
+
- The worker thread that sends the request and handles timeouts
+ By using the bracket operator on this class, the program can get the
+ InventoryObject designated by the specified uuid. If the value for the corresponding
+ UUID is null, the call is equivelant to a call to RemoveNodeFor(this[uuid])
.
+ If the value is non-null, it is equivelant to a call to UpdateNodeFor(value)
,
+ the uuid parameter is ignored.
- A object containing the request details
+ The UUID of the InventoryObject to get or set, ignored if set to non-null value.
+ The InventoryObject corresponding to uuid
.
-
+
- Handle responses from the simulator that tell us a texture we have requested is unable to be located
- or no longer exists. This will remove the request from the pipeline and free up a slot if one is in use
+ Map layer request type
+
+
+ Objects and terrain are shown
+
+
+ Only the terrain is shown, no objects
+
+
+ Overlay showing land for sale and for auction
+
+
+
+ Type of grid item, such as telehub, event, populator location, etc.
+
+
+
+ Telehub
+
+
+ PG rated event
+
+
+ Mature rated event
+
+
+ Popular location
+
+
+ Locations of avatar groups in a region
+
+
+ Land for sale
+
+
+ Classified ad
+
+
+ Adult rated event
+
+
+ Adult land for sale
+
+
+
+ Information about a region on the grid map
+
+
+
+ Sim X position on World Map
+
+
+ Sim Y position on World Map
+
+
+ Sim Name (NOTE: In lowercase!)
+
+
+
+
+
+ Appears to always be zero (None)
+
+
+ Sim's defined Water Height
+
+
+
+
+
+ UUID of the World Map image
+
+
+ Unique identifier for this region, a combination of the X
+ and Y position
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Visual chunk of the grid map
+
+
+
+
+ Base class for Map Items
+
+
+
+ The Global X position of the item
+
+
+ The Global Y position of the item
+
+
+ Get the Local X position of the item
+
+
+ Get the Local Y position of the item
+
+
+ Get the Handle of the region
+
+
+
+ Represents an agent or group of agents location
+
+
+
+
+ Represents a Telehub location
+
+
+
+
+ Represents a non-adult parcel of land for sale
+
+
+
+
+ Represents an Adult parcel of land for sale
+
+
+
+
+ Represents a PG Event
+
+
+
+
+ Represents a Mature event
+
+
+
+
+ Represents an Adult event
+
+
+
+
+ Manages grid-wide tasks such as the world map
+
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the CoarseLocationUpdate event
+ A CoarseLocationUpdateEventArgs object containing the
+ data sent by simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the GridRegion event
+ A GridRegionEventArgs object containing the
+ data sent by simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the GridLayer event
+ A GridLayerEventArgs object containing the
+ data sent by simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the GridItems event
+ A GridItemEventArgs object containing the
+ data sent by simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the RegionHandleReply event
+ A RegionHandleReplyEventArgs object containing the
+ data sent by simulator
+
+
+ Thread sync lock object
+
+
+ A dictionary of all the regions, indexed by region name
+
+
+ A dictionary of all the regions, indexed by region handle
+
+
+
+ Constructor
+
+ Instance of GridClient object to associate with this GridManager instance
+
+
+
+
+
+
+
+
+
+ Request a map layer
+
+ The name of the region
+ The type of layer
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Request data for all mainland (Linden managed) simulators
+
+
+
+
+ Request the region handle for the specified region UUID
+
+ UUID of the region to look up
+
+
+
+ Get grid region information using the region name, this function
+ will block until it can find the region or gives up
+
+ Name of sim you're looking for
+ Layer that you are requesting
+ Will contain a GridRegion for the sim you're
+ looking for if successful, otherwise an empty structure
+ True if the GridRegion was successfully fetched, otherwise
+ false
+
+
+ Process an incoming packet and raise the appropriate events
The sender
The EventArgs object containing the packet data
-
-
- Handles the remaining Image data that did not fit in the initial ImageData packet
-
+
+ Process an incoming packet and raise the appropriate events
The sender
The EventArgs object containing the packet data
-
-
- Handle the initial ImageDataPacket sent from the simulator
-
+
+ Process an incoming packet and raise the appropriate events
The sender
The EventArgs object containing the packet data
-
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Raised when the simulator sends a
+ containing the location of agents in the simulator
+
+
+ Raised when the simulator sends a Region Data in response to
+ a Map request
+
+
+ Raised when the simulator sends GridLayer object containing
+ a map tile coordinates and texture information
+
+
+ Raised when the simulator sends GridItems object containing
+ details on events, land sales at a specific location
+
+
+ Raised in response to a Region lookup
+
+
+ Unknown
+
+
+ Current direction of the sun
+
+
+ Current angular velocity of the sun
+
+
+ Microseconds since the start of SL 4-hour day
+
+
+ Access to the data server which allows searching for land, events, people, etc
-
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the EventInfoReply event
+ An EventInfoReplyEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the DirEventsReply event
+ An DirEventsReplyEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the PlacesReply event
+ A PlacesReplyEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the DirPlacesReply event
+ A DirPlacesReplyEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the DirClassifiedsReply event
+ A DirClassifiedsReplyEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the DirGroupsReply event
+ A DirGroupsReplyEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the DirPeopleReply event
+ A DirPeopleReplyEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the DirLandReply event
+ A DirLandReplyEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
- Delegate to wrap another delegate and its arguments
+ Constructs a new instance of the DirectoryManager class
-
-
-
+ An instance of GridClient
+
+
+
+ Query the data server for a list of classified ads containing the specified string.
+ Defaults to searching for classified placed in any category, and includes PG, Adult and Mature
+ results.
+
+ Responses are sent 16 per response packet, there is no way to know how many results a query reply will contain however assuming
+ the reply packets arrived ordered, a response with less than 16 entries would indicate all results have been received
+
+ The event is raised when a response is received from the simulator
+
+ A string containing a list of keywords to search for
+ A UUID to correlate the results when the event is raised
+
+
+
+ Query the data server for a list of classified ads which contain specified keywords (Overload)
+
+ The event is raised when a response is received from the simulator
+
+ A string containing a list of keywords to search for
+ The category to search
+ A set of flags which can be ORed to modify query options
+ such as classified maturity rating.
+ A UUID to correlate the results when the event is raised
+
+ Search classified ads containing the key words "foo" and "bar" in the "Any" category that are either PG or Mature
+
+ UUID searchID = StartClassifiedSearch("foo bar", ClassifiedCategories.Any, ClassifiedQueryFlags.PG | ClassifiedQueryFlags.Mature);
+
+
+
+ Responses are sent 16 at a time, there is no way to know how many results a query reply will contain however assuming
+ the reply packets arrived ordered, a response with less than 16 entries would indicate all results have been received
+
+
+
+
+ Starts search for places (Overloaded)
+
+ The event is raised when a response is received from the simulator
+
+ Search text
+ Each request is limited to 100 places
+ being returned. To get the first 100 result entries of a request use 0,
+ from 100-199 use 1, 200-299 use 2, etc.
+ A UUID to correlate the results when the event is raised
+
+
+
+ Queries the dataserver for parcels of land which are flagged to be shown in search
+
+ The event is raised when a response is received from the simulator
+
+ A string containing a list of keywords to search for separated by a space character
+ A set of flags which can be ORed to modify query options
+ such as classified maturity rating.
+ The category to search
+ Each request is limited to 100 places
+ being returned. To get the first 100 result entries of a request use 0,
+ from 100-199 use 1, 200-299 use 2, etc.
+ A UUID to correlate the results when the event is raised
+
+ Search places containing the key words "foo" and "bar" in the "Any" category that are either PG or Adult
+
+ UUID searchID = StartDirPlacesSearch("foo bar", DirFindFlags.DwellSort | DirFindFlags.IncludePG | DirFindFlags.IncludeAdult, ParcelCategory.Any, 0);
+
+
+
+ Additional information on the results can be obtained by using the ParcelManager.InfoRequest method
+
+
+
+
+ Starts a search for land sales using the directory
+
+ The event is raised when a response is received from the simulator
+
+ What type of land to search for. Auction,
+ estate, mainland, "first land", etc
+ The OnDirLandReply event handler must be registered before
+ calling this function. There is no way to determine how many
+ results will be returned, or how many times the callback will be
+ fired other than you won't get more than 100 total parcels from
+ each query.
+
+
+
+ Starts a search for land sales using the directory
+
+ The event is raised when a response is received from the simulator
+
+ What type of land to search for. Auction,
+ estate, mainland, "first land", etc
+ Maximum price to search for
+ Maximum area to search for
+ Each request is limited to 100 parcels
+ being returned. To get the first 100 parcels of a request use 0,
+ from 100-199 use 1, 200-299 use 2, etc.
+ The OnDirLandReply event handler must be registered before
+ calling this function. There is no way to determine how many
+ results will be returned, or how many times the callback will be
+ fired other than you won't get more than 100 total parcels from
+ each query.
+
+
+
+ Send a request to the data server for land sales listings
+
+
+ Flags sent to specify query options
+
+ Available flags:
+ Specify the parcel rating with one or more of the following:
+ IncludePG IncludeMature IncludeAdult
+
+ Specify the field to pre sort the results with ONLY ONE of the following:
+ PerMeterSort NameSort AreaSort PricesSort
+
+ Specify the order the results are returned in, if not specified the results are pre sorted in a Descending Order
+ SortAsc
+
+ Specify additional filters to limit the results with one or both of the following:
+ LimitByPrice LimitByArea
+
+ Flags can be combined by separating them with the | (pipe) character
+
+ Additional details can be found in
+ What type of land to search for. Auction,
+ Estate or Mainland
+ Maximum price to search for when the
+ DirFindFlags.LimitByPrice flag is specified in findFlags
+ Maximum area to search for when the
+ DirFindFlags.LimitByArea flag is specified in findFlags
+ Each request is limited to 100 parcels
+ being returned. To get the first 100 parcels of a request use 0,
+ from 100-199 use 100, 200-299 use 200, etc.
+ The event will be raised with the response from the simulator
+
+ There is no way to determine how many results will be returned, or how many times the callback will be
+ fired other than you won't get more than 100 total parcels from
+ each reply.
+
+ Any land set for sale to either anybody or specific to the connected agent will be included in the
+ results if the land is included in the query
+
+
+ // request all mainland, any maturity rating that is larger than 512 sq.m
+ StartLandSearch(DirFindFlags.SortAsc | DirFindFlags.PerMeterSort | DirFindFlags.LimitByArea | DirFindFlags.IncludePG | DirFindFlags.IncludeMature | DirFindFlags.IncludeAdult, SearchTypeFlags.Mainland, 0, 512, 0);
+
-
+
- An instance of DelegateWrapper which calls InvokeWrappedDelegate,
- which in turn calls the DynamicInvoke method of the wrapped
- delegate
+ Search for Groups
+ The name or portion of the name of the group you wish to search for
+ Start from the match number
+
-
+
- Callback used to call EndInvoke on the asynchronously
- invoked DelegateWrapper
+ Search for Groups
-
-
-
- Executes the specified delegate with the specified arguments
- asynchronously on a thread pool thread
-
-
-
-
-
-
-
-
- Invokes the wrapped delegate synchronously
-
-
-
-
-
-
-
-
- Calls EndInvoke on the wrapper and Close on the resulting WaitHandle
- to prevent resource leaks
-
-
-
-
-
-
-
-
-
-
- Initialize the UDP packet handler in server mode
-
- Port to listening for incoming UDP packets on
-
-
-
- Initialize the UDP packet handler in client mode
-
- Remote UDP server to connect to
-
-
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-
- Thrown when a packet could not be successfully deserialized
-
-
-
-
- Default constructor
-
-
-
-
- Constructor that takes an additional error message
-
- An error message to attach to this exception
-
-
-
- The header of a message template packet. Holds packet flags, sequence
- number, packet ID, and any ACKs that will be appended at the end of
- the packet
-
-
-
-
- Convert the AckList to a byte array, used for packet serializing
-
- Reference to the target byte array
- Beginning position to start writing to in the byte
- array, will be updated with the ending position of the ACK list
-
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-
- A block of data in a packet. Packets are composed of one or more blocks,
- each block containing one or more fields
-
-
-
- Current length of the data in this packet
-
-
-
- Create a block from a byte array
-
- Byte array containing the serialized block
- Starting position of the block in the byte array.
- This will point to the data after the end of the block when the
- call returns
-
-
-
- Serialize this block into a byte array
-
- Byte array to serialize this block into
- Starting position in the byte array to serialize to.
- This will point to the position directly after the end of the
- serialized block when the call returns
-
-
- A generic value, not an actual packet type
-
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-
-
- Operation to apply when applying color to texture
-
-
-
-
- Information needed to translate visual param value to RGBA color
-
-
-
-
- Construct VisualColorParam
-
- Operation to apply when applying color to texture
- Colors
-
-
-
- Represents alpha blending and bump infor for a visual parameter
- such as sleive length
-
-
-
-
- Create new alhpa information for a visual param
-
- Stregth of the alpha to apply
- File containing the alpha channel
- Skip blending if parameter value is 0
- Use miltiply insted of alpha blending
-
-
- Stregth of the alpha to apply
-
-
- File containing the alpha channel
-
-
- Skip blending if parameter value is 0
-
-
- Use miltiply insted of alpha blending
-
-
-
- A single visual characteristic of an avatar mesh, such as eyebrow height
-
-
-
-
- Set all the values through the constructor
-
- Index of this visual param
- Internal name
-
-
-
-
- Displayable label of this characteristic
- Displayable label for the minimum value of this characteristic
- Displayable label for the maximum value of this characteristic
- Default value
- Minimum value
- Maximum value
- Is this param used for creation of bump layer?
- Array of param IDs that are drivers for this parameter
- Alpha blending/bump info
- Color information
-
-
- Index of this visual param
-
-
- Internal name
-
-
- Group ID this parameter belongs to
-
-
- Name of the wearable this parameter belongs to
-
-
- Displayable label of this characteristic
-
-
- Displayable label for the minimum value of this characteristic
-
-
- Displayable label for the maximum value of this characteristic
-
-
- Default value
-
-
- Minimum value
-
-
- Maximum value
-
-
- Is this param used for creation of bump layer?
-
-
- Alpha blending/bump info
-
-
- Color information
-
-
- Array of param IDs that are drivers for this parameter
-
-
-
- Holds the Params array of all the avatar appearance parameters
-
-
-
-
- Base class for all Asset types
-
-
-
-
- Construct a new Asset object
-
-
-
+ The name or portion of the name of the group you wish to search for
+ Start from the match number
+ Search flags
+
+
+
- Construct a new Asset object
+ Search the People directory for other avatars
+
+ The name or portion of the name of the avatar you wish to search for
+
+
+
+
+
+ Search Places for parcels of land you personally own
+
+
+
+
+ Searches Places for land owned by the specified group
+
+ ID of the group you want to recieve land list for (You must be a member of the group)
+ Transaction (Query) ID which can be associated with results from your request.
+
+
+
+ Search the Places directory for parcels that are listed in search and contain the specified keywords
+
+ A string containing the keywords to search for
+ Transaction (Query) ID which can be associated with results from your request.
+
+
+
+ Search Places - All Options
- A unique specific to this asset
- A byte array containing the raw asset data
-
-
- A byte array containing the raw asset data
-
-
- True if the asset it only stored on the server temporarily
-
-
- A unique ID
+ One of the Values from the DirFindFlags struct, ie: AgentOwned, GroupOwned, etc.
+ One of the values from the SearchCategory Struct, ie: Any, Linden, Newcomer
+ A string containing a list of keywords to search for separated by a space character
+ String Simulator Name to search in
+ LLUID of group you want to recieve results for
+ Transaction (Query) ID which can be associated with results from your request.
+ Transaction (Query) ID which can be associated with results from your request.
-
- The assets unique ID
-
-
+
- The "type" of asset, Notecard, Animation, etc
+ Search All Events with specifid searchText in all categories, includes PG, Mature and Adult
+ A string containing a list of keywords to search for separated by a space character
+ Each request is limited to 100 entries
+ being returned. To get the first group of entries of a request use 0,
+ from 100-199 use 100, 200-299 use 200, etc.
+ UUID of query to correlate results in callback.
-
+
- Regenerates the AssetData
byte array from the properties
- of the derived class.
+ Search Events
+ A string containing a list of keywords to search for separated by a space character
+ One or more of the following flags: DateEvents, IncludePG, IncludeMature, IncludeAdult
+ from the Enum
+
+ Multiple flags can be combined by separating the flags with the | (pipe) character
+ "u" for in-progress and upcoming events, -or- number of days since/until event is scheduled
+ For example "0" = Today, "1" = tomorrow, "2" = following day, "-1" = yesterday, etc.
+ Each request is limited to 100 entries
+ being returned. To get the first group of entries of a request use 0,
+ from 100-199 use 100, 200-299 use 200, etc.
+ EventCategory event is listed under.
+ UUID of query to correlate results in callback.
-
-
- Decodes the AssetData, placing it in appropriate properties of the derived
- class.
-
- True if the asset decoding succeeded, otherwise false
+
+ Requests Event Details
+ ID of Event returned from the method
-
-
- Constants for the archiving module
-
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
-
-
- The location of the archive control file
-
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
-
-
- Path for the assets held in an archive
-
+
+ Process an incoming event message
+ The Unique Capabilities Key
+ The event message containing the data
+ The simulator the message originated from
-
-
- Path for the prims file
-
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
-
-
- Path for terrains. Technically these may be assets, but I think it's quite nice to split them out.
-
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
-
-
- Path for region settings.
-
+
+ Process an incoming event message
+ The Unique Capabilities Key
+ The event message containing the data
+ The simulator the message originated from
-
-
- The character the separates the uuid from extension information in an archived asset filename
-
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
-
-
- Extensions used for asset types in the archive
-
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
-
-
- Archives assets
-
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
-
-
- Archive assets
-
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
-
-
- Archive the assets given to this archiver to the given archive.
-
-
-
+
+ Raised when the data server responds to a request.
-
-
- Write an assets metadata file to the given archive
-
-
-
+
+ Raised when the data server responds to a request.
-
-
- Write asset data files to the given archive
-
-
-
+
+ Raised when the data server responds to a request.
-
-
- Temporary code to do the bare minimum required to read a tar archive for our purposes
-
+
+ Raised when the data server responds to a request.
-
-
- Generate a tar reader which reads from the given stream.
-
-
-
+
+ Raised when the data server responds to a request.
-
-
- Binary reader for the underlying stream
-
+
+ Raised when the data server responds to a request.
-
-
- Used to trim off null chars
-
+
+ Raised when the data server responds to a request.
-
-
- Used to trim off space chars
-
+
+ Raised when the data server responds to a request.
-
-
- Read the next entry in the tar file.
-
-
-
-
-
- the data for the entry. Returns null if there are no more entries
+
+ Classified Ad categories
-
-
- Read the next 512 byte chunk of data as a tar header.
-
- A tar header struct. null if we have reached the end of the archive.
+
+ Classified is listed in the Any category
-
-
- Read data following a header
-
-
-
-
-
+
+ Classified is shopping related
-
-
- Convert octal bytes to a decimal representation
-
-
-
-
-
-
-
-
-
-
-
-
- Temporary code to produce a tar archive in tar v7 format
-
+
+ Classified is
-
-
- Binary writer for the underlying stream
-
+
+
-
-
- Write a directory entry to the tar archive. We can only handle one path level right now!
-
-
-
+
+
-
-
- Write a file to the tar archive
-
-
-
-
-
+
+
-
-
- Write a file to the tar archive
-
-
-
-
-
+
+
-
-
- Finish writing the raw tar archive data to a stream. The stream will be closed on completion.
-
+
+
-
-
- Write a particular entry
-
-
-
-
-
-
-
-
-
-
- Represents an Animation
-
+
+
-
- Default Constructor
+
+
-
-
- Construct an Asset object of type Animation
-
- A unique specific to this asset
- A byte array containing the raw asset data
+
+ Event Categories
-
- Override the base classes AssetType
+
+
-
-
- Represents an that represents an avatars body ie: Hair, Etc.
-
+
+
-
- Initializes a new instance of an AssetBodyPart object
+
+
-
- Initializes a new instance of an AssetBodyPart object with parameters
- A unique specific to this asset
- A byte array containing the raw asset data
+
+
-
- Override the base classes AssetType
+
+
-
-
- Represents an that can be worn on an avatar
- such as a Shirt, Pants, etc.
-
+
+
-
- Initializes a new instance of an AssetScriptBinary object
+
+
-
- Initializes a new instance of an AssetScriptBinary object with parameters
- A unique specific to this asset
- A byte array containing the raw asset data
+
+
-
- Override the base classes AssetType
+
+
-
-
- Type of gesture step
-
+
+
-
-
- Base class for gesture steps
-
+
+
-
-
- Retururns what kind of gesture step this is
-
+
+
-
+
- Describes animation step of a gesture
+ Query Flags used in many of the DirectoryManager methods to specify which query to execute and how to return the results.
+
+ Flags can be combined using the | (pipe) character, not all flags are available in all queries
-
-
- If true, this step represents start of animation, otherwise animation stop
-
+
+ Query the People database
-
-
- Animation asset
+
+
-
-
- Animation inventory name
-
+
+
-
-
- Returns what kind of gesture step this is
-
+
+ Query the Groups database
-
-
- Describes sound step of a gesture
-
+
+ Query the Events database
-
-
- Sound asset
+
+ Query the land holdings database for land owned by the currently connected agent
-
-
- Sound inventory name
-
+
+
-
-
- Returns what kind of gesture step this is
-
+
+ Query the land holdings database for land which is owned by a Group
-
-
- Describes sound step of a gesture
-
+
+ Specifies the query should pre sort the results based upon traffic
+ when searching the Places database
-
-
- Text to output in chat
-
+
+
-
-
- Returns what kind of gesture step this is
-
+
+
-
-
- Describes sound step of a gesture
-
+
+
-
-
- If true in this step we wait for all animations to finish
-
+
+
-
-
- If true gesture player should wait for the specified amount of time
-
+
+ Specifies the query should pre sort the results in an ascending order when searching the land sales database.
+ This flag is only used when searching the land sales database
-
-
- Time in seconds to wait if WaitForAnimation is false
-
+
+ Specifies the query should pre sort the results using the SalePrice field when searching the land sales database.
+ This flag is only used when searching the land sales database
-
-
- Returns what kind of gesture step this is
-
+
+ Specifies the query should pre sort the results by calculating the average price/sq.m (SalePrice / Area) when searching the land sales database.
+ This flag is only used when searching the land sales database
-
-
- Describes the final step of a gesture
-
+
+ Specifies the query should pre sort the results using the ParcelSize field when searching the land sales database.
+ This flag is only used when searching the land sales database
-
-
- Returns what kind of gesture step this is
-
+
+ Specifies the query should pre sort the results using the Name field when searching the land sales database.
+ This flag is only used when searching the land sales database
-
-
- Represents a sequence of animations, sounds, and chat actions
-
+
+ When set, only parcels less than the specified Price will be included when searching the land sales database.
+ This flag is only used when searching the land sales database
-
-
- Constructs guesture asset
-
+
+ When set, only parcels greater than the specified Size will be included when searching the land sales database.
+ This flag is only used when searching the land sales database
-
-
- Constructs guesture asset
-
- A unique specific to this asset
- A byte array containing the raw asset data
+
+
-
-
- Keyboard key that triggers the gestyre
-
+
+
-
-
- Modifier to the trigger key
-
+
+ Include PG land in results. This flag is used when searching both the Groups, Events and Land sales databases
-
-
- String that triggers playing of the gesture sequence
-
+
+ Include Mature land in results. This flag is used when searching both the Groups, Events and Land sales databases
-
-
- Text that replaces trigger in chat once gesture is triggered
-
+
+ Include Adult land in results. This flag is used when searching both the Groups, Events and Land sales databases
-
-
- Sequence of gesture steps
-
+
+
-
+
- Returns asset type
+ Land types to search dataserver for
-
-
- Encodes gesture asset suitable for uplaod
-
+
+ Search Auction, Mainland and Estate
-
-
- Decodes gesture assset into play sequence
-
- true if the asset data was decoded successfully
+
+ Land which is currently up for auction
-
-
- Represents a Landmark with RegionID and Position vector
-
+
+ Parcels which are on the mainland (Linden owned) continents
-
- Construct an Asset of type Landmark
+
+ Parcels which are on privately owned simulators
-
+
- Construct an Asset object of type Landmark
+ The content rating of the event
- A unique specific to this asset
- A byte array containing the raw asset data
-
-
- UUID of the Landmark target region
-
- Local position of the target
+
+ Event is PG
-
- Override the base classes AssetType
+
+ Event is Mature
-
-
- Encode the raw contents of a string with the specific Landmark format
-
-
-
-
- Decode the raw asset data, populating the RegionID and Position
-
- true if the AssetData was successfully decoded to a UUID and Vector
+
+ Event is Adult
-
+
- Represents Mesh asset
+ Classified Ad Options
+ There appear to be two formats the flags are packed in.
+ This set of flags is for the newer style
-
- Initializes a new instance of an AssetMesh object
-
-
- Initializes a new instance of an AssetMesh object with parameters
- A unique specific to this asset
- A byte array containing the raw asset data
+
+
-
-
- Decoded mesh data
-
+
+
-
- Override the base classes AssetType
+
+
-
-
- TODO: Encodes Collada file into LLMesh format
-
+
+
-
-
- Decodes mesh asset. See
- to furter decode it for rendering
- true
+
+
-
+
- Represents a string of characters encoded with specific formatting properties
+ Classified ad query options
-
- Construct an Asset of type Notecard
-
-
-
- Construct an Asset object of type Notecard
-
- A unique specific to this asset
- A byte array containing the raw asset data
+
+ Include all ads in results
-
- A text string containing main text of the notecard
+
+ Include PG ads in results
-
- List of s embedded on the notecard
+
+ Include Mature ads in results
-
- Override the base classes AssetType
+
+ Include Adult ads in results
-
+
- Encode the raw contents of a string with the specific Linden Text properties
+ The For Sale flag in PlacesReplyData
-
-
- Decode the raw asset data including the Linden Text properties
-
- true if the AssetData was successfully decoded
+
+ Parcel is not listed for sale
-
+
+ Parcel is For Sale
+
+
- A linkset asset, containing a parent primitive and zero or more children
+ A classified ad on the grid
-
- Initializes a new instance of an AssetPrim object
+
+ UUID for this ad, useful for looking up detailed
+ information about it
-
-
- Initializes a new instance of an AssetPrim object
-
- A unique specific to this asset
- A byte array containing the raw asset data
+
+ The title of this classified ad
-
-
- Only used internally for XML serialization/deserialization
-
+
+ Flags that show certain options applied to the classified
-
- Override the base classes AssetType
+
+ Creation date of the ad
-
-
-
+
+ Expiration date of the ad
-
-
-
-
-
+
+ Price that was paid for this ad
-
-
- The deserialized form of a single primitive in a linkset asset
-
+
+ Print the struct data as a string
+ A string containing the field name, and field value
-
+
- Represents an AssetScriptBinary object containing the
- LSO compiled bytecode of an LSL script
+ A parcel retrieved from the dataserver such as results from the
+ "For-Sale" listings or "Places" Search
-
- Initializes a new instance of an AssetScriptBinary object
-
-
- Initializes a new instance of an AssetScriptBinary object with parameters
- A unique specific to this asset
- A byte array containing the raw asset data
+
+