diff --git a/bin/OpenMetaverse.Rendering.Meshmerizer.dll b/bin/OpenMetaverse.Rendering.Meshmerizer.dll
index 30b9c7b5a3..100916cbbb 100755
Binary files a/bin/OpenMetaverse.Rendering.Meshmerizer.dll and b/bin/OpenMetaverse.Rendering.Meshmerizer.dll differ
diff --git a/bin/OpenMetaverse.StructuredData.XML b/bin/OpenMetaverse.StructuredData.XML
index 3999d9977d..789ad5b811 100644
--- a/bin/OpenMetaverse.StructuredData.XML
+++ b/bin/OpenMetaverse.StructuredData.XML
@@ -4,6 +4,123 @@
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
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -228,122 +345,5 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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 4df771a9e1..bb16ed0f82 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 abd4cd5d44..457cbe12f3 100644
--- a/bin/OpenMetaverse.XML
+++ b/bin/OpenMetaverse.XML
@@ -24,6 +24,65 @@
+
+
+ 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)
+
+
Create a Session
@@ -97,65 +156,6 @@
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.
@@ -261,6 +261,36 @@
+
+
+ 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
+
+
This is used to initialize and stop the Connector as a whole. The Connector
@@ -311,36 +341,6 @@
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.
@@ -410,24 +410,1741 @@
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
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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
+
+
+
+ Registers, unregisters, and fires events generated by incoming packets
+
+
+
+ Reference to the GridClient object
+
+
+
+ Default constructor
+
+
+
+
+
+ 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
+
+
+
+ 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
+
+
+
+ Registers, unregisters, and fires events generated by the Capabilities
+ event queue
+
+
+
+ Reference to the GridClient object
+
+
+
+ Default constructor
+
+ 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
+
+
+
+ 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
+
+
+
+ Represends individual HTTP Download request
+
+
+
+ URI of the item to fetch
+
+
+ Timout specified in milliseconds
+
+
+ Download progress callback
+
+
+ Download completed callback
+
+
+ Accept the following content type
+
+
+ How many times will this request be retried
+
+
+ Current fetch attempt
+
+
+ Default constructor
+
+
+ Constructor
+
+
+
+ Manages async HTTP downloads with a limit on maximum
+ concurrent downloads
+
+
+
+ Default constructor
+
+
+ Cleanup method
+
+
+ Setup http download request
+
+
+ Check the queue for pending work
+
+
+ Enqueue a new HTPP download
+
+
+ Maximum number of parallel downloads from a single endpoint
+
+
+ Client certificate
+
+
+
+ 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.
+
+
+
+ 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
+
+
+
+
+ A linkset asset, containing a parent primitive and zero or more children
@@ -477,389 +2194,576 @@
The "type" of asset, Notecard, Animation, etc
-
- A text string containing main text of the notecard
+
+ Initializes a new instance of an AssetPrim object
-
- List of s embedded on the notecard
-
-
- Construct an Asset of type Notecard
-
-
+
- Construct an Asset object of type Notecard
+ Initializes a new instance of an AssetPrim object
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
-
+
+
+ Only used internally for XML serialization/deserialization
+
+
+
+
+ The deserialized form of a single primitive in a linkset asset
+
+
+
+ Describes tasks returned in LandStatReply
+
+
+
+ Estate level administration and utilities
+
+
+
+ Textures for each of the four terrain height levels
+
+
+ Upper/lower texture boundaries for each corner of the sim
+
+
+
+ Constructor for EstateTools class
+
+
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the TopCollidersReply event
+ A TopCollidersReplyEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the TopScriptsReply event
+ A TopScriptsReplyEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the EstateUsersReply event
+ A EstateUsersReplyEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the EstateGroupsReply event
+ A EstateGroupsReplyEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the EstateManagersReply event
+ A EstateManagersReplyEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the EstateBansReply event
+ A EstateBansReplyEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the EstateCovenantReply event
+ A EstateCovenantReplyEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the EstateUpdateInfoReply event
+ A EstateUpdateInfoReplyEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+
+ 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 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.
+
+
+ Used in the ReportType field of a LandStatRequest
+
+
+ Used by EstateOwnerMessage packets
+
+
+ Used by EstateOwnerMessage packets
+
+
-
- The event subscribers, null of no subscribers
+
+ No flags set
-
- Raises the AttachedSound Event
- A AttachedSoundEventArgs object containing
- the data sent from the simulator
+
+ Only return targets scripted objects
-
- Thread sync lock object
+
+ Only return targets objects if on others land
-
- The event subscribers, null of no subscribers
+
+ Returns target's scripted objects and objects on other parcels
-
- Raises the AttachedSoundGainChange Event
- A AttachedSoundGainChangeEventArgs object containing
- the data sent from the simulator
+
+ Ground texture settings for each corner of the region
-
- Thread sync lock object
+
+ Used by GroundTextureHeightSettings
-
- The event subscribers, null of no subscribers
+
+ The high and low texture thresholds for each corner of the sim
-
- Raises the SoundTrigger Event
- A SoundTriggerEventArgs object containing
- the data sent from the simulator
+
+ Raised on LandStatReply when the report type is for "top colliders"
-
- Thread sync lock object
+
+ 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 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
+ The number of returned items in LandStatReply
-
- Reference to the simulator this system is connected to
-
-
+
- Default constructor
+ 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
+
+
- Request the URI of a named capability
+ The number of scripts returned in LandStatReply
- 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,
+ A Dictionary of Object UUIDs to tasks returned in LandStatReply
-
-
-
- Capabilities URI this system was initialized with
+
+ Returned, along with other info, upon a successful .RequestInfo()
-
- Whether the capabilities event queue is connected and
- listening for incoming events
+
+ 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
-
+
- Triggered when an event is received via the EventQueueGet
- capability
+ The identifier of the estate
- Event name
- Decoded event data
- The simulator that generated the event
+
+
+
+ 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
+
+
+
+ Returned, along with other info, upon a successful .RequestInfo()
+
+
+ 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
+
+
+
+
@@ -2520,110 +4424,12 @@
Indicates if operation was successfull
Attachment resource usage information
-
+
- Contains all mesh faces that belong to a prim
+ Represents an that can be worn on an avatar
+ such as a Shirt, Pants, etc.
-
- 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
@@ -2687,1340 +4493,15 @@
Encode the assets string represantion into a format consumable by the asset server
-
- Information about agents display name
+
+ Initializes a new instance of an AssetScriptBinary object
-
- 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
+
+ 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
@@ -7538,6 +8019,1248 @@
+
+
+ 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
+
+
+
+ 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
+
+
+
+ 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);
+
+
+
+
+ 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
+
+
+ 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.
+
+
+ Classified Ad categories
+
+
+ Classified is listed in the Any category
+
+
+ Classified is shopping related
+
+
+ Classified is
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Event Categories
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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
+
+
+ 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
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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
+
+
+ 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
+
+
+
+ Interface requirements for Messaging system
+
+
+
+
+ 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
+
+
+
+ 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
+
+
+
+
+
+
+
+
+ An instance of DelegateWrapper which calls InvokeWrappedDelegate,
+ which in turn calls the DynamicInvoke method of the wrapped
+ delegate
+
+
+
+
+ Callback used to call EndInvoke on the asynchronously
+ invoked DelegateWrapper
+
+
+
+
+ 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
+
+
+
+
+
+ Delegate to wrap another delegate and its arguments
+
+
+
+
The current status of a texture request as it moves through the pipeline or final result of a texture request.
@@ -7740,1315 +9463,1278 @@
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
+
+ Size of the byte array used to store raw packet data
-
-
- Remove a custom decoder callback
-
- The key of the field to decode
- The custom decode handler
+
+ Raw packet data buffer
-
-
- 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
+
+ Length of the data to transmit
-
-
- 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
+
+ EndPoint of the remote host
-
+
- A custom decoder callback
-
- The key of the object
- the data to decode
- A string represending the fieldData
-
-
-
-
+ Create an allocated UDP packet buffer for receiving a packet
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
- Status of the last application run.
- Used for error reporting to the grid login service for statistical purposes.
+ 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
+
+
+
+ Object pool for packet buffers. This is used to allocate memory for all
+ incoming and outgoing packets, and zerocoding buffers for those packets
-
- Application exited normally
-
-
- Application froze
-
-
- Application detected error and exited abnormally
-
-
- Other crash
-
-
- Application froze during logout
-
-
- Application crashed during logout
-
-
+
- Login Request Parameters
+ Creates a new instance of the ObjectPoolBase class. Initialize MUST be called
+ after using this constructor.
-
- 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
+ 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.
-
+
- Instantiates new LoginParams object and fills in the values
+ Responsible for allocate 1 instance of an object that will be stored in a segment.
- 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
+ An instance of whatever objec the pool is pooling.
-
+
- Instantiates new LoginParams object and fills in the values
+ Checks in an instance of T owned by the object pool. This method is only intended to be called
+ by the WrappedObject class.
- 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 segment from which the instance is checked out.
+ The instance of T to check back into the segment.
-
+
- The decoded data returned from the login server after a successful login
+ 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.
-
- 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 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 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.
+ The minimum number of segments. When segments are reclaimed,
+ this number of segments will always be left alone. These
+ segments are allocated at startup.
-
+
- Handles response from XML-RPC login replies
+ 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.
-
+
- Handles response from XML-RPC login replies with already parsed LoginResponseData
+ The frequence which the cleanup thread runs. This is typically
+ expected to be in the 5 minute range.
-
+
- Handle response from LLSD login replies
+ Initialize the object pool in client mode
-
-
-
+ Server to connect to
+
+
-
+
- Get current OS
+ Initialize the object pool in server mode
- Either "Win" or "Linux"
+
+
-
+
- Get clients default Mac Address
+ Returns a packet buffer with EndPoint set if the buffer is in
+ client mode, or with EndPoint set to null in server mode
- A string containing the first found Mac Address
+ Initialized UDPPacketBuffer object
-
- 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
+ Check a packet buffer out of the pool
- Packet type to trigger events for
- Callback to fire when a packet of this type
- is received
+ A packet buffer 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
+ Singleton logging class for the entire 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
-
+
+ log4net logging engine
+
+
- 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
+ Default constructor
- 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
+ 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
+
+
+ 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
- Name of the CAPS event to register a handler for
- Callback to fire when a CAPS event is received
+ Data being logged
+ The severity of the log entry from
-
-
- 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
-
-
+
-
-
-
-
-
-
+
+ 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
+
+
- Explains why a simulator or the grid disconnected from us
+ 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
-
- 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
+ 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
+
+
+
+ FriendInfo represented as a string
+
+ A string reprentation of both my rights and my friends rights
+
+
+
+ System ID of the avatar
-
- 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
+ full name of the avatar
-
- 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
+ True if the avatar is online
-
+
- 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.
+ True if the friend can see if I am online
-
+
- InventoryManager requests library information on login,
- GridClient initializes an Inventory store for the library.
+ True if the friend can see me on the map
-
- 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
+ True if the freind can modify my objects
-
- 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
+ True if I can see if my friend is online
-
+
- Pool parcel data between clients (saves on requesting multiple times when all clients may need it)
+ True if I can see if my friend is on the map
-
+
- 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
+ True if I can modify my friend's objects
-
- 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.
+ My friend's rights represented as bitmapped flags
-
- 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
+ My rights represented as bitmapped flags
-
+
- if true, an incoming parcel properties reply will automatically send
- a request for the traffic count.
+ This class is used to add and remove avatars from your friends list and to manage their permission.
-
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the FriendOnline event
+ A FriendInfoEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the FriendOffline event
+ A FriendInfoEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the FriendRightsUpdate event
+ A FriendInfoEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the FriendNames event
+ A FriendNamesEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the FriendshipOffered event
+ A FriendshipOfferedEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the FriendshipResponse event
+ A FriendshipResponseEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the FriendshipTerminated event
+ A FriendshipTerminatedEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the FriendFoundReply event
+ A FriendFoundReplyEventArgs object containing the
+ data returned from the data server
+
+
+ Thread sync lock object
+
+
- 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
+ A dictionary of key/value pairs containing known friends of this avatar.
- 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
+ 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
-
- Attach avatar names to log messages
+
+
+ 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
+
-
- Log packet retransmission info
+
+
+ Internal constructor
+
+ A reference to the GridClient Object
-
- Log disk cache misses and other info
+
+
+ Accept a friendship request
+
+ agentID of avatatar to form friendship with
+ imSessionID of the friendship request message
-
- Constructor
- Reference to a GridClient object
+
+
+ Decline a friendship request
+
+ of friend
+ imSessionID of the friendship request message
-
+
+
+ Overload: Offer friendship to an avatar.
+
+ System ID of the avatar you are offering friendship to
+
+
+
+ Offer friendship to an avatar.
+
+ System ID of the avatar you are offering friendship to
+ A message to send with the request
+
+
+
+ Terminate a friendship with an avatar
+
+ 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
-
- 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.
-
+ Change the rights of a friend avatar.
- Key
- Value
+ 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.
-
- 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.
+ Use to map a friends location on the grid.
-
-
- // 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>();
-
-
+ Friends UUID to find
+
-
+
- Initializes a new instance of the Class
- with the specified key/value, has its initial valies copied from the specified
-
+ Use to track a friends movement on the grid
-
- 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);
-
-
+ Friends Key
-
+
- Initializes a new instance of the Class
- with the specified key/value, With its initial capacity specified.
+ Ask for a notification of friend's online status
- 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);
-
-
+ Friend's UUID
-
+
- Try to get entry from with specified key
+ This handles the asynchronous response of a RequestAvatarNames call.
- 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);
-
-
-
+
+ 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
+
+
- Finds the specified match.
+ Populate FriendList with data from the login reply
- 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; });
-
-
+ 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
-
- 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));
- }
- );
-
-
+
+ Raised when the simulator sends notification one of the members in our friends list comes online
-
- 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);
- }
- );
-
-
+
+ Raised when the simulator sends notification one of the members in our friends list goes offline
-
- 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);
- }
- });
-
-
+
+ Raised when the simulator sends notification one of the members in our friends list grants or revokes permissions
-
- Perform an on each key of an
- to perform
+
+ 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
+
+
+ Contains information on a member of our friends list
+
+
- Perform an on each KeyValuePair of an
+ Construct a new instance of the FriendInfoEventArgs class
- to perform
+ The FriendInfo
-
- Check if Key exists in Dictionary
- Key to check for
- if found, otherwise
+
+ Get the FriendInfo
-
- Check if Value exists in Dictionary
- Value to check for
- if found, otherwise
+
+ Contains Friend Names
-
+
- Adds the specified key to the dictionary, dictionary locking is not performed,
-
+ Construct a new instance of the FriendNamesEventArgs class
- The key
- The value
+ 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
+
+
- Removes the specified key, dictionary locking is not performed
+ Construct a new instance of the FriendshipOfferedEventArgs class
- The key.
- if successful, otherwise
+ 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
+
+
- Gets the number of Key/Value pairs contained in the
+ Construct a new instance of the FriendShipResponseEventArgs class
+
+ 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
+
+ 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
-
+
- Indexer for the dictionary
+ Construct a new instance of the FriendFoundReplyEventArgs class
- The key
- The value
+ 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
+
+
- Avatar profile flags
+ 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
+
+
- Represents an avatar (other than your own)
+ 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
+
+
+
+ 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
+
+
+
+ Represents a single Voice Session to the Vivox service.
+
+
+
+
+ Close this session.
+
+
+
+
+ Look up an existing Participants in this session
+
+
+
+
+
+
+ Extract the avatar UUID encoded in a SIP URI
+
+
+
+
+
+
+ Permissions for control of object media
+
+
+
+
+ Style of cotrols that shold be displayed to the user
+
+
+
+
+ Class representing media data for a single face
+
+
+
+ Is display of the alternative image enabled
+
+
+ Should media auto loop
+
+
+ Shoule media be auto played
+
+
+ Auto scale media to prim face
+
+
+ Should viewer automatically zoom in on the face when clicked
+
+
+ Should viewer interpret first click as interaction with the media
+ or when false should the first click be treated as zoom in commadn
+
+
+ Style of controls viewer should display when
+ viewer media on this face
+
+
+ Starting URL for the media
+
+
+ Currently navigated URL
+
+
+ Media height in pixes
+
+
+ Media width in pixels
+
+
+ Who can controls the media
+
+
+ Who can interact with the media
+
+
+ Is URL whitelist enabled
+
+
+ Array of URLs that are whitelisted
+
+
+
+ Serialize to OSD
+
+ OSDMap with the serialized data
+
+
+
+ Deserialize from OSD data
+
+ Serialized OSD data
+ Deserialized object
Particle system specific enumerators, flags and methods.
+
+
+ Current version of the media data for the prim
+
+
+
+
+ Array of media entries indexed by face number
+
+
@@ -9192,16 +10878,6 @@
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
-
-
@@ -9950,1685 +11626,737 @@
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
+ 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
+
+
+
+ A Wrapper around openjpeg to encode and decode images to and from byte arrays
-
+
+ TGA Header size
+
+
+ OpenJPEG is not threadsafe, so this object is used to lock
+ during calls into unmanaged code
+
+
- Appearance version. Value greater than 0 indicates using server side baking
+ Encode a object into a byte array
+
+ The object to encode
+ true to enable lossless conversion, only useful for small images ie: sculptmaps
+ A byte array containing the encoded Image object
+
+
+
+ Encode a object into a byte array
+
+ The object to encode
+ a byte array of the encoded image
+
+
+
+ Decode JPEG2000 data to an and
+
+
+ JPEG2000 encoded data
+ ManagedImage object to decode to
+ Image object to decode to
+ True if the decode succeeds, otherwise false
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Encode a object into a byte array
+
+ The source object to encode
+ true to enable lossless decoding
+ A byte array containing the source Bitmap object
+
+
+
+ Defines the beginning and ending file positions of a layer in an
+ LRCP-progression JPEG2000 file
-
+
- Version of the Current Outfit Folder that the appearance is based on
+ This structure is used to marshal both encoded and decoded images.
+ MUST MATCH THE STRUCT IN dotnet.h!
-
+
- Appearance flags. Introduced with server side baking, currently unused.
+ Information about a single packet in a JPEG2000 stream
-
-
- List of current avatar animations
-
+
+ Packet start position
-
+
+ Packet header end position
+
+
+ Packet end position
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the LandPatchReceived event
+ A LandPatchReceivedEventArgs object containing the
+ data returned from the simulator
+
+
+ Thread sync lock object
+
+
Default constructor
+
-
- First name
+
+ Raised when the simulator responds sends
-
- Last name
+
+ Simulator from that sent tha data
-
- Full name
+
+ Sim coordinate of the patch
-
- Active group
+
+ Sim coordinate of the patch
-
+
+ Size of tha patch
+
+
+ Heightmap for the patch
+
+
- Positive and negative ratings
+ Capabilities is the name of the bi-directional HTTP REST protocol
+ used to communicate non real-time transactions such as teleporting or
+ group messaging
-
- Positive ratings for Behavior
+
+ Reference to the simulator this system is connected to
-
- 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
+ Default constructor
+
+
-
- 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
+ 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
-
- Languages profile field
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
- Throttles the network traffic for various different traffic types.
- Access this class through GridClient.Throttle
+ 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
+
+
- Default constructor, uses a default high total of 1500 KBps (1536000)
+ Triggered when an event is received via the EventQueueGet
+ capability
+ Event name
+ Decoded event data
+ The simulator that generated the event
-
-
- 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
-
-
-
- Placeholder for empty values, shouldn't ever see this
-
-
- Script wants ability to take money from you
-
-
- Script wants to take camera controls for you
-
-
- Script wants to remap avatars controls
-
-
- Script wants to trigger avatar animations
- This function is not implemented on the grid
-
-
- Script wants to attach or detach the prim or primset to your avatar
-
-
- Script wants permission to release ownership
- This function is not implemented on the grid
- The concept of "public" objects does not exist anymore.
-
-
- Script wants ability to link/delink with other prims
-
-
- Script wants permission to change joints
- This function is not implemented on the grid
-
-
- Script wants permissions to change permissions
- This function is not implemented on the grid
-
-
- Script wants to track avatars camera position and rotation
-
-
- Script wants to control your camera
-
-
- Script wants the ability to teleport you
-
-
-
- Special commands used in Instant Messages
-
-
-
- Indicates a regular IM from another agent
-
-
- Simple notification box with an OK button
-
-
- You've been invited to join a group.
-
-
- Inventory offer
-
-
- Accepted inventory offer
-
-
- Declined inventory offer
-
-
- Group vote
-
-
- An object is offering its inventory
-
-
- Accept an inventory offer from an object
-
-
- Decline an inventory offer from an object
-
-
- Unknown
-
-
- Start a session, or add users to a session
-
-
- Start a session, but don't prune offline users
-
-
- Start a session with your group
-
-
- Start a session without a calling card (finder or objects)
-
-
- Send a message to a session
-
-
- Leave a session
-
-
- Indicates that the IM is from an object
-
-
- Sent an IM to a busy user, this is the auto response
-
-
- Shows the message in the console and chat history
-
-
- Send a teleport lure
-
-
- Response sent to the agent which inititiated a teleport invitation
-
-
- Response sent to the agent which inititiated a teleport invitation
-
-
- Only useful if you have Linden permissions
-
-
- Request a teleport lure
-
-
- IM to tell the user to go to an URL
-
-
- IM for help
-
-
- IM sent automatically on call for help, sends a lure
- to each Helper reached
-
-
- Like an IM but won't go to email
-
-
- IM from a group officer to all group members
-
-
- Unknown
-
-
- Unknown
-
-
- Accept a group invitation
-
-
- Decline a group invitation
-
-
- Unknown
-
-
- An avatar is offering you friendship
-
-
- An avatar has accepted your friendship offer
-
-
- An avatar has declined your friendship offer
-
-
- Indicates that a user has started typing
-
-
- Indicates that a user has stopped typing
-
-
-
- Flag in Instant Messages, whether the IM should be delivered to
- offline avatars as well
-
-
-
- Only deliver to online avatars
-
-
- If the avatar is offline the message will be held until
- they login next, and possibly forwarded to their e-mail account
-
-
-
- Conversion type to denote Chat Packet types in an easier-to-understand format
-
-
-
- Whisper (5m radius)
-
-
- Normal chat (10/20m radius), what the official viewer typically sends
-
-
- Shouting! (100m radius)
-
-
- Event message when an Avatar has begun to type
-
-
- Event message when an Avatar has stopped typing
-
-
- Send the message to the debug channel
-
-
- Event message when an object uses llOwnerSay
-
-
- Special value to support llRegionSay, never sent to the client
-
-
-
- Identifies the source of a chat message
-
-
-
- Chat from the grid or simulator
-
-
- Chat from another avatar
-
-
- Chat from an object
-
-
+
-
-
-
-
-
-
-
-
-
-
-
- Effect type used in ViewerEffect packets
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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
-
-
- Cause an avatar to point at an object
-
-
-
- The action an avatar is doing when looking at something, used in
- ViewerEffect packets for the LookAt effect
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Deprecated
-
-
-
-
-
-
+
+ OK
-
-
-
-
-
-
-
-
- The action an avatar is doing when pointing at something, used in
- ViewerEffect packets for the PointAt effect
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Money transaction types
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+ Transfer completed
-
+
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+ Unknown error occurred
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
- Flags sent when a script takes or releases a control
-
- NOTE: (need to verify) These might be a subset of the ControlFlags enum in Movement,
-
-
- No Flags set
-
-
- Forward (W or up Arrow)
-
-
- Back (S or down arrow)
-
-
- Move left (shift+A or left arrow)
-
-
- Move right (shift+D or right arrow)
-
-
- Up (E or PgUp)
-
-
- Down (C or PgDown)
-
-
- Rotate left (A or left arrow)
-
-
- Rotate right (D or right arrow)
-
-
- Left Mouse Button
-
-
- Left Mouse button in MouseLook
-
-
-
- Currently only used to hide your group title
-
-
-
- No flags set
-
-
- Hide your group title
-
-
-
- Action state of the avatar, which can currently be typing and
- editing
-
-
-
-
-
-
-
-
-
-
+
+ Equivalent to a 404 error
-
-
- Current teleport status
-
+
+ Client does not have permission for that resource
-
+
Unknown status
-
- Teleport initialized
-
-
- Teleport in progress
-
-
- Teleport failed
-
-
- Teleport completed
-
-
- Teleport cancelled
-
-
+
-
- No flags set, or teleport failed
-
-
- Set when newbie leaves help island for first time
-
-
+
-
- Via Lure
+
+ Unknown
-
- Via Landmark
+
+ Virtually all asset transfers use this channel
-
- Via Location
-
-
- Via Home
-
-
- Via Telehub
-
-
- Via Login
-
-
- Linden Summoned
-
-
- Linden Forced me
-
-
-
-
-
- Agent Teleported Home via Script
-
-
-
-
-
-
-
-
-
-
-
- forced to new location for example when avatar is banned or ejected
-
-
- Teleport Finished via a Lure
-
-
- Finished, Sim Changed
-
-
- Finished, Same Sim
-
-
+
-
+
-
-
+
+ Asset from the asset server
-
-
+
+ Inventory item
-
+
+ Estate asset, such as an estate covenant
+
+
-
+
-
+
-
+
-
-
-
-
+
- Type of mute entry
+ When requesting image download, type of the image requested
-
- Object muted by name
+
+ Normal in-world object texture
-
- Muted residet
+
+ Avatar texture
-
- Object muted by UUID
+
+ Server baked avatar texture
-
- Muted group
-
-
- Muted external entry
-
-
+
- Flags of mute entry
+ Image file format
-
- No exceptions
-
-
- Don't mute text chat
-
-
- Don't mute voice chat
-
-
- Don't mute particles
-
-
- Don't mute sounds
-
-
- Don't mute
-
-
-
- Instant Message
-
-
-
- Key of sender
-
-
- Name of sender
-
-
- Key of destination avatar
-
-
- ID of originating estate
-
-
- Key of originating region
-
-
- Coordinates in originating region
-
-
- Instant message type
-
-
- Group IM session toggle
-
-
- Key of IM session, for Group Messages, the groups UUID
-
-
- Timestamp of the instant message
-
-
- Instant message text
-
-
- Whether this message is held for offline avatars
-
-
- Context specific packed data
-
-
- Print the struct data as a string
- A string containing the field name, and field value
-
-
- Represents muted object or resident
-
-
- Type of the mute entry
-
-
- UUID of the mute etnry
-
-
- Mute entry name
-
-
- Mute flags
-
-
- Transaction detail sent with MoneyBalanceReply message
-
-
- Type of the transaction
-
-
- UUID of the transaction source
-
-
- Is the transaction source a group
-
-
- UUID of the transaction destination
-
-
- Is transaction destination a group
-
-
- Transaction amount
-
-
- Transaction description
-
-
+
-
+
+ Number of milliseconds passed since the last transfer
+ packet was received
+
+
- Construct a new instance of the ChatEventArgs object
-
- Sim from which the message originates
- The message sent
- The audible level of the message
- The type of message sent: whisper, shout, etc
- The source type of the message sender
- The name of the agent or object sending the message
- The ID of the agent or object sending the message
- The ID of the object owner, or the agent ID sending the message
- The position of the agent or object sending the message
-
-
- Get the simulator sending the message
-
-
- Get the message sent
-
-
- Get the audible level of the message
-
-
- Get the type of message sent: whisper, shout, etc
-
-
- Get the source type of the message sender
-
-
- Get the name of the agent or object sending the message
-
-
- Get the ID of the agent or object sending the message
-
-
- Get the ID of the object owner, or the agent ID sending the message
-
-
- Get the position of the agent or object sending the message
-
-
- Contains the data sent when a primitive opens a dialog with this agent
-
-
-
- Construct a new instance of the ScriptDialogEventArgs
-
- The dialog message
- The name of the object that sent the dialog request
- The ID of the image to be displayed
- The ID of the primitive sending the dialog
- The first name of the senders owner
- The last name of the senders owner
- The communication channel the dialog was sent on
- The string labels containing the options presented in this dialog
- UUID of the scritped object owner
-
-
- Get the dialog message
-
-
- Get the name of the object that sent the dialog request
-
-
- Get the ID of the image to be displayed
-
-
- Get the ID of the primitive sending the dialog
-
-
- Get the first name of the senders owner
-
-
- Get the last name of the senders owner
-
-
- Get the communication channel the dialog was sent on, responses
- should also send responses on this same channel
-
-
- Get the string labels containing the options presented in this dialog
-
-
- UUID of the scritped object owner
-
-
- Contains the data sent when a primitive requests debit or other permissions
- requesting a YES or NO answer
-
-
-
- Construct a new instance of the ScriptQuestionEventArgs
-
- The simulator containing the object sending the request
- The ID of the script making the request
- The ID of the primitive containing the script making the request
- The name of the primitive making the request
- The name of the owner of the object making the request
- The permissions being requested
-
-
- Get the simulator containing the object sending the request
-
-
- Get the ID of the script making the request
-
-
- Get the ID of the primitive containing the script making the request
-
-
- Get the name of the primitive making the request
-
-
- Get the name of the owner of the object making the request
-
-
- Get the permissions being requested
-
-
- Contains the data sent when a primitive sends a request
- to an agent to open the specified URL
-
-
-
- Construct a new instance of the LoadUrlEventArgs
-
- The name of the object sending the request
- The ID of the object sending the request
- The ID of the owner of the object sending the request
- True if the object is owned by a group
- The message sent with the request
- The URL the object sent
-
-
- Get the name of the object sending the request
-
-
- Get the ID of the object sending the request
-
-
- Get the ID of the owner of the object sending the request
-
-
- True if the object is owned by a group
-
-
- Get the message sent with the request
-
-
- Get the URL the object sent
-
-
- The date received from an ImprovedInstantMessage
-
-
-
- Construct a new instance of the InstantMessageEventArgs object
-
- the InstantMessage object
- the simulator where the InstantMessage origniated
-
-
- Get the InstantMessage object
-
-
- Get the simulator where the InstantMessage origniated
-
-
- Contains the currency balance
-
-
-
- Construct a new BalanceEventArgs object
-
- The currenct balance
-
-
-
- Get the currenct balance
+
-
- Contains the transaction summary when an item is purchased,
- money is given, or land is purchased
-
-
+
- Construct a new instance of the MoneyBalanceReplyEventArgs object
-
- The ID of the transaction
- True of the transaction was successful
- The current currency balance
- The meters credited
- The meters comitted
- A brief description of the transaction
- Transaction info
-
-
- Get the ID of the transaction
-
-
- True of the transaction was successful
-
-
- Get the remaining currency balance
-
-
- Get the meters credited
-
-
- Get the meters comitted
-
-
- Get the description of the transaction
-
-
- Detailed transaction information
-
-
- Data sent from the simulator containing information about your agent and active group information
-
-
-
- Construct a new instance of the AgentDataReplyEventArgs object
-
- The agents first name
- The agents last name
- The agents active group ID
- The group title of the agents active group
- The combined group powers the agent has in the active group
- The name of the group the agent has currently active
-
-
- Get the agents first name
-
-
- Get the agents last name
-
-
- Get the active group ID of your agent
-
-
- Get the active groups title of your agent
-
-
- Get the combined group powers of your agent
-
-
- Get the active group name of your agent
-
-
- Data sent by the simulator to indicate the active/changed animations
- applied to your agent
-
-
-
- Construct a new instance of the AnimationsChangedEventArgs class
-
- The dictionary that contains the changed animations
-
-
- Get the dictionary that contains the changed animations
-
-
-
- Data sent from a simulator indicating a collision with your agent
+
-
+
- Construct a new instance of the MeanCollisionEventArgs class
-
- The type of collision that occurred
- The ID of the agent or object that perpetrated the agression
- The ID of the Victim
- The strength of the collision
- The Time the collision occurred
-
-
- Get the Type of collision
-
-
- Get the ID of the agent or object that collided with your agent
-
-
- Get the ID of the agent that was attacked
-
-
- A value indicating the strength of the collision
-
-
- Get the time the collision occurred
-
-
- Data sent to your agent when it crosses region boundaries
-
-
-
- Construct a new instance of the RegionCrossedEventArgs class
-
- The simulator your agent just left
- The simulator your agent is now in
-
-
- Get the simulator your agent just left
-
-
- Get the simulator your agent is now in
-
-
- Data sent from the simulator when your agent joins a group chat session
-
-
-
- Construct a new instance of the GroupChatJoinedEventArgs class
-
- The ID of the session
- The name of the session
- A temporary session id used for establishing new sessions
- True of your agent successfully joined the session
-
-
- Get the ID of the group chat session
-
-
- Get the name of the session
-
-
- Get the temporary session ID used for establishing new sessions
-
-
- True if your agent successfully joined the session
-
-
- Data sent by the simulator containing urgent messages
-
-
-
- Construct a new instance of the AlertMessageEventArgs class
-
- The alert message
-
-
- Get the alert message
-
-
- Data sent by a script requesting to take or release specified controls to your agent
-
-
-
- Construct a new instance of the ScriptControlEventArgs class
-
- The controls the script is attempting to take or release to the agent
- True if the script is passing controls back to the agent
- True if the script is requesting controls be released to the script
-
-
- Get the controls the script is attempting to take or release to the agent
-
-
- True if the script is passing controls back to the agent
-
-
- True if the script is requesting controls be released to the script
-
-
-
- Data sent from the simulator to an agent to indicate its view limits
+
-
+
- Construct a new instance of the CameraConstraintEventArgs class
-
- The collision plane
-
-
- Get the collision plane
-
-
-
- Data containing script sensor requests which allow an agent to know the specific details
- of a primitive sending script sensor requests
+
-
+
- Construct a new instance of the ScriptSensorReplyEventArgs
+
- The ID of the primitive sending the sensor
- The ID of the group associated with the primitive
- The name of the primitive sending the sensor
- The ID of the primitive sending the sensor
- The ID of the owner of the primitive sending the sensor
- The position of the primitive sending the sensor
- The range the primitive specified to scan
- The rotation of the primitive sending the sensor
- The type of sensor the primitive sent
- The velocity of the primitive sending the sensor
-
- Get the ID of the primitive sending the sensor
-
-
- Get the ID of the group associated with the primitive
-
-
- Get the name of the primitive sending the sensor
-
-
- Get the ID of the primitive sending the sensor
-
-
- Get the ID of the owner of the primitive sending the sensor
-
-
- Get the position of the primitive sending the sensor
-
-
- Get the range the primitive specified to scan
-
-
- Get the rotation of the primitive sending the sensor
-
-
- Get the type of sensor the primitive sent
-
-
- Get the velocity of the primitive sending the sensor
-
-
- Contains the response data returned from the simulator in response to a
-
-
- Construct a new instance of the AvatarSitResponseEventArgs object
-
-
- Get the ID of the primitive the agent will be sitting on
-
-
- True if the simulator Autopilot functions were involved
-
-
- Get the camera offset of the agent when seated
-
-
- Get the camera eye offset of the agent when seated
-
-
- True of the agent will be in mouselook mode when seated
-
-
- Get the position of the agent when seated
-
-
- Get the rotation of the agent when seated
-
-
- Data sent when an agent joins a chat session your agent is currently participating in
-
-
+
- Construct a new instance of the ChatSessionMemberAddedEventArgs object
+
- The ID of the chat session
- The ID of the agent joining
+
+
+
+
-
- Get the ID of the chat session
-
-
- Get the ID of the agent that joined
-
-
- Data sent when an agent exits a chat session your agent is currently participating in
-
-
+
- Construct a new instance of the ChatSessionMemberLeftEventArgs object
+
- The ID of the chat session
- The ID of the Agent that left
-
- Get the ID of the chat session
+
+ Number of milliseconds to wait for a transfer header packet if out of order data was received
-
- Get the ID of the agent that left
+
+ The event subscribers. null if no subcribers
-
- Event arguments with the result of setting display name operation
+
+ Raises the XferReceived event
+ A XferReceivedEventArgs object containing the
+ data returned from the simulator
-
- Default constructor
+
+ Thread sync lock object
-
- Status code, 200 indicates settign display name was successful
+
+ The event subscribers. null if no subcribers
-
- Textual description of the status
+
+ Raises the AssetUploaded event
+ A AssetUploadedEventArgs object containing the
+ data returned from the simulator
-
- Details of the newly set display name
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the UploadProgress event
+ A UploadProgressEventArgs object containing the
+ data returned from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the InitiateDownload event
+ A InitiateDownloadEventArgs object containing the
+ data returned from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the ImageReceiveProgress event
+ A ImageReceiveProgressEventArgs object containing the
+ data returned from the simulator
+
+
+ Thread sync lock object
+
+
+ Texture download cache
+
+
+
+ Default constructor
+
+ A reference to the GridClient object
+
+
+
+ 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
+
+
+
+ Fetach avatar texture on a grid capable of server side baking
+
+ ID of the avatar
+ ID of the texture
+ Name of the part of the avatar texture applies to
+ Callback invoked on operation completion
+
+
+
+ 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
+
+
+ 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
+
+
+
+ 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
+
+
+ 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
@@ -11662,6 +12390,411 @@
Override the base classes AssetType
+
+
+ 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
+
+
+
+ Represents a Callingcard with AvatarID and Position vector
+
+
+
+ UUID of the Callingcard target avatar
+
+
+ Construct an Asset of type Callingcard
+
+
+
+ Construct an Asset object of type Callingcard
+
+ A unique specific to this asset
+ A byte array containing the raw asset 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
+
+
+
+
+
+
+
+ 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
+
+
+ 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
+
+
+
+ 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
+
Type of gesture step
@@ -11830,1358 +12963,6 @@
Returns asset type
-
-
- pre-defined built in sounds
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- coins
-
-
- cash register bell
-
-
-
-
-
-
-
-
- rubber
-
-
- plastic
-
-
- flesh
-
-
- wood splintering?
-
-
- glass break
-
-
- metal clunk
-
-
- whoosh
-
-
- shake
-
-
-
-
-
- ding
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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
-
-
-
- Avatar group management
-
-
-
- Key of Group Member
-
-
- Total land contribution
-
-
- Online status information
-
-
- Abilities that the Group Member has
-
-
- Current group title
-
-
- Is a group owner
-
-
-
- Role manager for a group
-
-
-
- Key of the group
-
-
- Key of Role
-
-
- Name of Role
-
-
- Group Title associated with Role
-
-
- Description of Role
-
-
- Abilities Associated with Role
-
-
- Returns the role's title
- The role's title
-
-
-
- Class to represent Group Title
-
-
-
- Key of the group
-
-
- ID of the role title belongs to
-
-
- Group Title
-
-
- Whether title is Active
-
-
- Returns group title
-
-
-
- Represents a group on the grid
-
-
-
- Key of Group
-
-
- Key of Group Insignia
-
-
- Key of Group Founder
-
-
- Key of Group Role for Owners
-
-
- Name of Group
-
-
- Text of Group Charter
-
-
- Title of "everyone" role
-
-
- Is the group open for enrolement to everyone
-
-
- Will group show up in search
-
-
-
-
-
-
-
-
-
-
-
- Is the group Mature
-
-
- Cost of group membership
-
-
-
-
-
-
-
-
- The total number of current members this group has
-
-
- The number of roles this group has configured
-
-
- Show this group in agent's profile
-
-
- Returns the name of the group
- A string containing the name of the group
-
-
-
- A group Vote
-
-
-
- Key of Avatar who created Vote
-
-
- Text of the Vote proposal
-
-
- Total number of votes
-
-
-
- A group proposal
-
-
-
- The Text of the proposal
-
-
- The minimum number of members that must vote before proposal passes or failes
-
-
- 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
-
-
- The duration in days votes are accepted
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Struct representing a group notice
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Struct representing a group notice list entry
-
-
-
- Notice ID
-
-
- Creation timestamp of notice
-
-
- Agent name who created notice
-
-
- Notice subject
-
-
- Is there an attachment?
-
-
- Attachment Type
-
-
-
- Struct representing a member of a group chat session and their settings
-
-
-
- The of the Avatar
-
-
- True if user has voice chat enabled
-
-
- True of Avatar has moderator abilities
-
-
- True if a moderator has muted this avatars chat
-
-
- True if a moderator has muted this avatars voice
-
-
-
- Role update flags
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Can send invitations to groups default role
-
-
- Can eject members from group
-
-
- Can toggle 'Open Enrollment' and change 'Signup fee'
-
-
- Member is visible in the public member list
-
-
- Can create new roles
-
-
- Can delete existing roles
-
-
- Can change Role names, titles and descriptions
-
-
- Can assign other members to assigners role
-
-
- Can assign other members to any role
-
-
- Can remove members from roles
-
-
- Can assign and remove abilities in roles
-
-
- Can change group Charter, Insignia, 'Publish on the web' and which
- members are publicly visible in group member listings
-
-
- Can buy land or deed land to group
-
-
- Can abandon group owned land to Governor Linden on mainland, or Estate owner for
- private estates
-
-
- Can set land for-sale information on group owned parcels
-
-
- Can subdivide and join parcels
-
-
- Can join group chat sessions
-
-
- Can use voice chat in Group Chat sessions
-
-
- Can moderate group chat sessions
-
-
- Can toggle "Show in Find Places" and set search category
-
-
- Can change parcel name, description, and 'Publish on web' settings
-
-
- Can set the landing point and teleport routing on group land
-
-
- Can change music and media settings
-
-
- Can toggle 'Edit Terrain' option in Land settings
-
-
- Can toggle various About Land > Options settings
-
-
- Can always terraform land, even if parcel settings have it turned off
-
-
- Can always fly while over group owned land
-
-
- Can always rez objects on group owned land
-
-
- Can always create landmarks for group owned parcels
-
-
- Can set home location on any group owned parcel
-
-
- Can modify public access settings for group owned parcels
-
-
- Can manager parcel ban lists on group owned land
-
-
- Can manage pass list sales information
-
-
- Can eject and freeze other avatars on group owned land
-
-
- Can return objects set to group
-
-
- Can return non-group owned/set objects
-
-
- Can return group owned objects
-
-
- Can landscape using Linden plants
-
-
- Can deed objects to group
-
-
- Can move group owned objects
-
-
- Can set group owned objects for-sale
-
-
- Pay group liabilities and receive group dividends
-
-
- List and Host group events
-
-
- Can send group notices
-
-
- Can receive group notices
-
-
- Can create group proposals
-
-
- Can vote on group proposals
-
-
-
- Handles all network traffic related to reading and writing group
- information
-
-
-
- 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
-
-
- Currently-active group members requests
-
-
- Currently-active group roles requests
-
-
- Currently-active group role-member requests
-
-
- Dictionary keeping group members while request is in progress
-
-
- Dictionary keeping mebmer/role mapping while request is in progress
-
-
- Dictionary keeping GroupRole information while request is in progress
-
-
- Caches group name lookups
-
-
-
- Construct a new instance of the GroupManager class
-
- A reference to the current instance
-
-
-
- Request a current list of groups the avatar is a member of.
-
- CAPS Event Queue must be running for this to work since the results
- come across CAPS.
-
-
-
- Lookup name of group based on groupID
-
- groupID of group to lookup name for.
-
-
-
- Request lookup of multiple group names
-
- List of group IDs to request.
-
-
- Lookup group profile data such as name, enrollment, founder, logo, etc
- Subscribe to OnGroupProfile
event to receive the results.
- group ID (UUID)
-
-
- Request a list of group members.
- Subscribe to OnGroupMembers
event to receive the results.
- group ID (UUID)
- UUID of the request, use to index into cache
-
-
- Request group roles
- Subscribe to OnGroupRoles
event to receive the results.
- group ID (UUID)
- UUID of the request, use to index into cache
-
-
- Request members (members,role) role mapping for a group.
- Subscribe to OnGroupRolesMembers
event to receive the results.
- group ID (UUID)
- UUID of the request, use to index into cache
-
-
- Request a groups Titles
- Subscribe to OnGroupTitles
event to receive the results.
- group ID (UUID)
- UUID of the request, use to index into cache
-
-
- Begin to get the group account summary
- Subscribe to the OnGroupAccountSummary
event to receive the results.
- group ID (UUID)
- How long of an interval
- Which interval (0 for current, 1 for last)
-
-
- Invites a user to a group
- The group to invite to
- A list of roles to invite a person to
- Key of person to invite
-
-
- Set a group as the current active group
- group ID (UUID)
-
-
- Change the role that determines your active title
- Group ID to use
- Role ID to change to
-
-
- Set this avatar's tier contribution
- Group ID to change tier in
- amount of tier to donate
-
-
-
- Save wheather agent wants to accept group notices and list this group in their profile
-
- Group
- Accept notices from this group
- List this group in the profile
-
-
- Request to join a group
- Subscribe to OnGroupJoined
event for confirmation.
- group ID (UUID) to join.
-
-
-
- Request to create a new group. If the group is successfully
- created, L$100 will automatically be deducted
-
- Subscribe to OnGroupCreated
event to receive confirmation.
- Group struct containing the new group info
-
-
- Update a group's profile and other information
- Groups ID (UUID) to update.
- Group struct to update.
-
-
- Eject a user from a group
- Group ID to eject the user from
- Avatar's key to eject
-
-
- Update role information
- Modified role to be updated
-
-
- Create a new group role
- Group ID to update
- Role to create
-
-
- Delete a group role
- Group ID to update
- Role to delete
-
-
- Remove an avatar from a role
- Group ID to update
- Role ID to be removed from
- Avatar's Key to remove
-
-
- Assign an avatar to a role
- Group ID to update
- Role ID to assign to
- Avatar's ID to assign to role
-
-
- Request the group notices list
- Group ID to fetch notices for
-
-
- Request a group notice by key
- ID of group notice
-
-
- Send out a group notice
- Group ID to update
- GroupNotice
structure containing notice data
-
-
- Start a group proposal (vote)
- The Group ID to send proposal to
- GroupProposal
structure containing the proposal
-
-
- Request to leave a group
- Subscribe to OnGroupLeft
event to receive confirmation
- The group to leave
-
-
- 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
-
-
- 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
- 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
-
-
- Construct a new instance of the CurrentGroupsEventArgs class
- The current groups your agent is a member of
-
-
- Get the current groups your agent is a member of
-
-
- A Dictionary of group names, where the Key is the groups ID and the value is the groups name
-
-
- Construct a new instance of the GroupNamesEventArgs class
- The Group names dictionary
-
-
- Get the Group Names dictionary
-
-
- Represents the members of a group
-
-
-
- Construct a new instance of the GroupMembersReplyEventArgs class
-
- The ID of the request
- The ID of the group
- The membership list of the group
-
-
- Get the ID as returned by the request to correlate
- this result set and the request
-
-
- Get the ID of the group
-
-
- Get the dictionary of members
-
-
- Represents the roles associated with a group
-
-
- Construct a new instance of the GroupRolesDataReplyEventArgs class
- The ID as returned by the request to correlate
- this result set and the request
- The ID of the group
- The dictionary containing the roles
-
-
- Get the ID as returned by the request to correlate
- this result set and the request
-
-
- Get the ID of the group
-
-
- Get the dictionary containing the roles
-
-
- Represents the Role to Member mappings for a group
-
-
- Construct a new instance of the GroupRolesMembersReplyEventArgs class
- The ID as returned by the request to correlate
- this result set and the request
- The ID of the group
- The member to roles map
-
-
- Get the ID as returned by the request to correlate
- this result set and the request
-
-
- Get the ID of the group
-
-
- Get the member to roles map
-
-
- Represents the titles for a group
-
-
- Construct a new instance of the GroupTitlesReplyEventArgs class
- The ID as returned by the request to correlate
- this result set and the request
- The ID of the group
- The titles
-
-
- Get the ID as returned by the request to correlate
- this result set and the request
-
-
- Get the ID of the group
-
-
- Get the titles
-
-
- Represents the summary data for a group
-
-
- Construct a new instance of the GroupAccountSummaryReplyEventArgs class
- The ID of the group
- The summary data
-
-
- Get the ID of the group
-
-
- Get the summary data
-
-
- A response to a group create request
-
-
- Construct a new instance of the GroupCreatedReplyEventArgs class
- The ID of the group
- the success or faulure of the request
- A string containing additional information
-
-
- Get the ID of the group
-
-
- true of the group was created successfully
-
-
- A string containing the message
-
-
- Represents a response to a request
-
-
- Construct a new instance of the GroupOperationEventArgs class
- The ID of the group
- true of the request was successful
-
-
- Get the ID of the group
-
-
- true of the request was successful
-
-
- Represents your agent leaving a group
-
-
- Construct a new instance of the GroupDroppedEventArgs class
- The ID of the group
-
-
- Get the ID of the group
-
-
- Represents a list of active group notices
-
-
- Construct a new instance of the GroupNoticesListReplyEventArgs class
- The ID of the group
- The list containing active notices
-
-
- Get the ID of the group
-
-
- Get the notices list
-
-
- Represents the profile of a group
-
-
- Construct a new instance of the GroupProfileEventArgs class
- The group profile
-
-
- Get the group profile
-
-
-
- Provides notification of a group invitation request sent by another Avatar
-
- The invitation is raised when another avatar makes an offer for our avatar
- to join a group.
-
-
- The ID of the Avatar sending the group invitation
-
-
- The name of the Avatar sending the group invitation
-
-
- A message containing the request information which includes
- the name of the group, the groups charter and the fee to join details
-
-
- The Simulator
-
-
- Set to true to accept invitation, false to decline
-
-
-
- Level of Detail mesh
-
-
-
-
- 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
-
-
-
- Temporary code to do the bare minimum required to read a tar archive for our purposes
-
-
-
-
- Binary reader for the underlying stream
-
-
-
-
- Used to trim off null chars
-
-
-
-
- Used to trim off space chars
-
-
-
-
- Generate a tar reader which reads from the given stream.
-
-
-
-
-
- Read the next entry in the tar file.
-
-
-
- the data for the entry. Returns null if there are no more entries
-
-
-
- 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.
-
-
-
- Read data following a header
-
-
-
-
-
-
- Convert octal bytes to a decimal representation
-
-
-
-
-
-
Type of return to use when returning objects from a parcel
@@ -14643,93 +14424,11 @@
-
+
- Abstract base for rendering plugins
+ Level of Detail mesh
-
-
- 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
@@ -14773,6 +14472,62 @@
+
+
+ Temporary code to do the bare minimum required to read a tar archive for our purposes
+
+
+
+
+ Binary reader for the underlying stream
+
+
+
+
+ Used to trim off null chars
+
+
+
+
+ Used to trim off space chars
+
+
+
+
+ Generate a tar reader which reads from the given stream.
+
+
+
+
+
+ Read the next entry in the tar file.
+
+
+
+ the data for the entry. Returns null if there are no more entries
+
+
+
+ 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.
+
+
+
+ Read data following a header
+
+
+
+
+
+
+ Convert octal bytes to a decimal representation
+
+
+
+
+
+
Operation to apply when applying color to texture
@@ -14920,162 +14675,6 @@
-
-
- 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
@@ -15293,97 +14892,152 @@
pass this to the Log() function, use DebugLog() instead.
-
+
+ =
+
+
+ Number of times we've received an unknown CAPS exception in series.
+
+
+ For exponential backoff on error.
+
+
- Checks the instance back into the object pool
+ The type of bump-mapping applied to a face
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
- Returns an instance of the class that has been checked out of the Object Pool.
+ The level of shininess applied to a face
-
+
+
+
+
+
+
+
+
+
+
+
+
+
- Creates a new instance of the ObjectPoolBase class. Initialize MUST be called
- after using this constructor.
+ The texture mapping style used for a face
-
-
- 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.
+ Flags in the TextureEntry block that describe which properties are
+ set
-
-
- 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.
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -15503,6 +15157,2738 @@
+
+
+ Permission request flags, asked when a script wants to control an Avatar
+
+
+
+ Placeholder for empty values, shouldn't ever see this
+
+
+ Script wants ability to take money from you
+
+
+ Script wants to take camera controls for you
+
+
+ Script wants to remap avatars controls
+
+
+ Script wants to trigger avatar animations
+ This function is not implemented on the grid
+
+
+ Script wants to attach or detach the prim or primset to your avatar
+
+
+ Script wants permission to release ownership
+ This function is not implemented on the grid
+ The concept of "public" objects does not exist anymore.
+
+
+ Script wants ability to link/delink with other prims
+
+
+ Script wants permission to change joints
+ This function is not implemented on the grid
+
+
+ Script wants permissions to change permissions
+ This function is not implemented on the grid
+
+
+ Script wants to track avatars camera position and rotation
+
+
+ Script wants to control your camera
+
+
+ Script wants the ability to teleport you
+
+
+
+ Special commands used in Instant Messages
+
+
+
+ Indicates a regular IM from another agent
+
+
+ Simple notification box with an OK button
+
+
+ You've been invited to join a group.
+
+
+ Inventory offer
+
+
+ Accepted inventory offer
+
+
+ Declined inventory offer
+
+
+ Group vote
+
+
+ An object is offering its inventory
+
+
+ Accept an inventory offer from an object
+
+
+ Decline an inventory offer from an object
+
+
+ Unknown
+
+
+ Start a session, or add users to a session
+
+
+ Start a session, but don't prune offline users
+
+
+ Start a session with your group
+
+
+ Start a session without a calling card (finder or objects)
+
+
+ Send a message to a session
+
+
+ Leave a session
+
+
+ Indicates that the IM is from an object
+
+
+ Sent an IM to a busy user, this is the auto response
+
+
+ Shows the message in the console and chat history
+
+
+ Send a teleport lure
+
+
+ Response sent to the agent which inititiated a teleport invitation
+
+
+ Response sent to the agent which inititiated a teleport invitation
+
+
+ Only useful if you have Linden permissions
+
+
+ Request a teleport lure
+
+
+ IM to tell the user to go to an URL
+
+
+ IM for help
+
+
+ IM sent automatically on call for help, sends a lure
+ to each Helper reached
+
+
+ Like an IM but won't go to email
+
+
+ IM from a group officer to all group members
+
+
+ Unknown
+
+
+ Unknown
+
+
+ Accept a group invitation
+
+
+ Decline a group invitation
+
+
+ Unknown
+
+
+ An avatar is offering you friendship
+
+
+ An avatar has accepted your friendship offer
+
+
+ An avatar has declined your friendship offer
+
+
+ Indicates that a user has started typing
+
+
+ Indicates that a user has stopped typing
+
+
+
+ Flag in Instant Messages, whether the IM should be delivered to
+ offline avatars as well
+
+
+
+ Only deliver to online avatars
+
+
+ If the avatar is offline the message will be held until
+ they login next, and possibly forwarded to their e-mail account
+
+
+
+ Conversion type to denote Chat Packet types in an easier-to-understand format
+
+
+
+ Whisper (5m radius)
+
+
+ Normal chat (10/20m radius), what the official viewer typically sends
+
+
+ Shouting! (100m radius)
+
+
+ Event message when an Avatar has begun to type
+
+
+ Event message when an Avatar has stopped typing
+
+
+ Send the message to the debug channel
+
+
+ Event message when an object uses llOwnerSay
+
+
+ Special value to support llRegionSay, never sent to the client
+
+
+
+ Identifies the source of a chat message
+
+
+
+ Chat from the grid or simulator
+
+
+ Chat from another avatar
+
+
+ Chat from an object
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Effect type used in ViewerEffect packets
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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
+
+
+ Cause an avatar to point at an object
+
+
+
+ The action an avatar is doing when looking at something, used in
+ ViewerEffect packets for the LookAt effect
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Deprecated
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The action an avatar is doing when pointing at something, used in
+ ViewerEffect packets for the PointAt effect
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Money transaction types
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Flags sent when a script takes or releases a control
+
+ NOTE: (need to verify) These might be a subset of the ControlFlags enum in Movement,
+
+
+ No Flags set
+
+
+ Forward (W or up Arrow)
+
+
+ Back (S or down arrow)
+
+
+ Move left (shift+A or left arrow)
+
+
+ Move right (shift+D or right arrow)
+
+
+ Up (E or PgUp)
+
+
+ Down (C or PgDown)
+
+
+ Rotate left (A or left arrow)
+
+
+ Rotate right (D or right arrow)
+
+
+ Left Mouse Button
+
+
+ Left Mouse button in MouseLook
+
+
+
+ Currently only used to hide your group title
+
+
+
+ No flags set
+
+
+ Hide your group title
+
+
+
+ Action state of the avatar, which can currently be typing and
+ editing
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Current teleport status
+
+
+
+ Unknown status
+
+
+ Teleport initialized
+
+
+ Teleport in progress
+
+
+ Teleport failed
+
+
+ Teleport completed
+
+
+ Teleport cancelled
+
+
+
+
+
+
+
+ No flags set, or teleport failed
+
+
+ Set when newbie leaves help island for first time
+
+
+
+
+
+ Via Lure
+
+
+ Via Landmark
+
+
+ Via Location
+
+
+ Via Home
+
+
+ Via Telehub
+
+
+ Via Login
+
+
+ Linden Summoned
+
+
+ Linden Forced me
+
+
+
+
+
+ Agent Teleported Home via Script
+
+
+
+
+
+
+
+
+
+
+
+ forced to new location for example when avatar is banned or ejected
+
+
+ Teleport Finished via a Lure
+
+
+ Finished, Sim Changed
+
+
+ Finished, Same Sim
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Type of mute entry
+
+
+
+ Object muted by name
+
+
+ Muted residet
+
+
+ Object muted by UUID
+
+
+ Muted group
+
+
+ Muted external entry
+
+
+
+ Flags of mute entry
+
+
+
+ No exceptions
+
+
+ Don't mute text chat
+
+
+ Don't mute voice chat
+
+
+ Don't mute particles
+
+
+ Don't mute sounds
+
+
+ Don't mute
+
+
+
+ Instant Message
+
+
+
+ Key of sender
+
+
+ Name of sender
+
+
+ Key of destination avatar
+
+
+ ID of originating estate
+
+
+ Key of originating region
+
+
+ Coordinates in originating region
+
+
+ Instant message type
+
+
+ Group IM session toggle
+
+
+ Key of IM session, for Group Messages, the groups UUID
+
+
+ Timestamp of the instant message
+
+
+ Instant message text
+
+
+ Whether this message is held for offline avatars
+
+
+ Context specific packed data
+
+
+ Print the struct data as a string
+ A string containing the field name, and field value
+
+
+ Represents muted object or resident
+
+
+ Type of the mute entry
+
+
+ UUID of the mute etnry
+
+
+ Mute entry name
+
+
+ Mute flags
+
+
+ Transaction detail sent with MoneyBalanceReply message
+
+
+ Type of the transaction
+
+
+ UUID of the transaction source
+
+
+ Is the transaction source a group
+
+
+ UUID of the transaction destination
+
+
+ Is transaction destination a group
+
+
+ Transaction amount
+
+
+ Transaction description
+
+
+
+
+
+
+
+
+ Construct a new instance of the ChatEventArgs object
+
+ Sim from which the message originates
+ The message sent
+ The audible level of the message
+ The type of message sent: whisper, shout, etc
+ The source type of the message sender
+ The name of the agent or object sending the message
+ The ID of the agent or object sending the message
+ The ID of the object owner, or the agent ID sending the message
+ The position of the agent or object sending the message
+
+
+ Get the simulator sending the message
+
+
+ Get the message sent
+
+
+ Get the audible level of the message
+
+
+ Get the type of message sent: whisper, shout, etc
+
+
+ Get the source type of the message sender
+
+
+ Get the name of the agent or object sending the message
+
+
+ Get the ID of the agent or object sending the message
+
+
+ Get the ID of the object owner, or the agent ID sending the message
+
+
+ Get the position of the agent or object sending the message
+
+
+ Contains the data sent when a primitive opens a dialog with this agent
+
+
+
+ Construct a new instance of the ScriptDialogEventArgs
+
+ The dialog message
+ The name of the object that sent the dialog request
+ The ID of the image to be displayed
+ The ID of the primitive sending the dialog
+ The first name of the senders owner
+ The last name of the senders owner
+ The communication channel the dialog was sent on
+ The string labels containing the options presented in this dialog
+ UUID of the scritped object owner
+
+
+ Get the dialog message
+
+
+ Get the name of the object that sent the dialog request
+
+
+ Get the ID of the image to be displayed
+
+
+ Get the ID of the primitive sending the dialog
+
+
+ Get the first name of the senders owner
+
+
+ Get the last name of the senders owner
+
+
+ Get the communication channel the dialog was sent on, responses
+ should also send responses on this same channel
+
+
+ Get the string labels containing the options presented in this dialog
+
+
+ UUID of the scritped object owner
+
+
+ Contains the data sent when a primitive requests debit or other permissions
+ requesting a YES or NO answer
+
+
+
+ Construct a new instance of the ScriptQuestionEventArgs
+
+ The simulator containing the object sending the request
+ The ID of the script making the request
+ The ID of the primitive containing the script making the request
+ The name of the primitive making the request
+ The name of the owner of the object making the request
+ The permissions being requested
+
+
+ Get the simulator containing the object sending the request
+
+
+ Get the ID of the script making the request
+
+
+ Get the ID of the primitive containing the script making the request
+
+
+ Get the name of the primitive making the request
+
+
+ Get the name of the owner of the object making the request
+
+
+ Get the permissions being requested
+
+
+ Contains the data sent when a primitive sends a request
+ to an agent to open the specified URL
+
+
+
+ Construct a new instance of the LoadUrlEventArgs
+
+ The name of the object sending the request
+ The ID of the object sending the request
+ The ID of the owner of the object sending the request
+ True if the object is owned by a group
+ The message sent with the request
+ The URL the object sent
+
+
+ Get the name of the object sending the request
+
+
+ Get the ID of the object sending the request
+
+
+ Get the ID of the owner of the object sending the request
+
+
+ True if the object is owned by a group
+
+
+ Get the message sent with the request
+
+
+ Get the URL the object sent
+
+
+ The date received from an ImprovedInstantMessage
+
+
+
+ Construct a new instance of the InstantMessageEventArgs object
+
+ the InstantMessage object
+ the simulator where the InstantMessage origniated
+
+
+ Get the InstantMessage object
+
+
+ Get the simulator where the InstantMessage origniated
+
+
+ Contains the currency balance
+
+
+
+ Construct a new BalanceEventArgs object
+
+ The currenct balance
+
+
+
+ Get the currenct balance
+
+
+
+ Contains the transaction summary when an item is purchased,
+ money is given, or land is purchased
+
+
+
+ Construct a new instance of the MoneyBalanceReplyEventArgs object
+
+ The ID of the transaction
+ True of the transaction was successful
+ The current currency balance
+ The meters credited
+ The meters comitted
+ A brief description of the transaction
+ Transaction info
+
+
+ Get the ID of the transaction
+
+
+ True of the transaction was successful
+
+
+ Get the remaining currency balance
+
+
+ Get the meters credited
+
+
+ Get the meters comitted
+
+
+ Get the description of the transaction
+
+
+ Detailed transaction information
+
+
+ Data sent from the simulator containing information about your agent and active group information
+
+
+
+ Construct a new instance of the AgentDataReplyEventArgs object
+
+ The agents first name
+ The agents last name
+ The agents active group ID
+ The group title of the agents active group
+ The combined group powers the agent has in the active group
+ The name of the group the agent has currently active
+
+
+ Get the agents first name
+
+
+ Get the agents last name
+
+
+ Get the active group ID of your agent
+
+
+ Get the active groups title of your agent
+
+
+ Get the combined group powers of your agent
+
+
+ Get the active group name of your agent
+
+
+ Data sent by the simulator to indicate the active/changed animations
+ applied to your agent
+
+
+
+ Construct a new instance of the AnimationsChangedEventArgs class
+
+ The dictionary that contains the changed animations
+
+
+ Get the dictionary that contains the changed animations
+
+
+
+ Data sent from a simulator indicating a collision with your agent
+
+
+
+
+ Construct a new instance of the MeanCollisionEventArgs class
+
+ The type of collision that occurred
+ The ID of the agent or object that perpetrated the agression
+ The ID of the Victim
+ The strength of the collision
+ The Time the collision occurred
+
+
+ Get the Type of collision
+
+
+ Get the ID of the agent or object that collided with your agent
+
+
+ Get the ID of the agent that was attacked
+
+
+ A value indicating the strength of the collision
+
+
+ Get the time the collision occurred
+
+
+ Data sent to your agent when it crosses region boundaries
+
+
+
+ Construct a new instance of the RegionCrossedEventArgs class
+
+ The simulator your agent just left
+ The simulator your agent is now in
+
+
+ Get the simulator your agent just left
+
+
+ Get the simulator your agent is now in
+
+
+ Data sent from the simulator when your agent joins a group chat session
+
+
+
+ Construct a new instance of the GroupChatJoinedEventArgs class
+
+ The ID of the session
+ The name of the session
+ A temporary session id used for establishing new sessions
+ True of your agent successfully joined the session
+
+
+ Get the ID of the group chat session
+
+
+ Get the name of the session
+
+
+ Get the temporary session ID used for establishing new sessions
+
+
+ True if your agent successfully joined the session
+
+
+ Data sent by the simulator containing urgent messages
+
+
+
+ Construct a new instance of the AlertMessageEventArgs class
+
+ The alert message
+
+
+ Get the alert message
+
+
+ Data sent by a script requesting to take or release specified controls to your agent
+
+
+
+ Construct a new instance of the ScriptControlEventArgs class
+
+ The controls the script is attempting to take or release to the agent
+ True if the script is passing controls back to the agent
+ True if the script is requesting controls be released to the script
+
+
+ Get the controls the script is attempting to take or release to the agent
+
+
+ True if the script is passing controls back to the agent
+
+
+ True if the script is requesting controls be released to the script
+
+
+
+ Data sent from the simulator to an agent to indicate its view limits
+
+
+
+
+ Construct a new instance of the CameraConstraintEventArgs class
+
+ The collision plane
+
+
+ Get the collision plane
+
+
+
+ Data containing script sensor requests which allow an agent to know the specific details
+ of a primitive sending script sensor requests
+
+
+
+
+ Construct a new instance of the ScriptSensorReplyEventArgs
+
+ The ID of the primitive sending the sensor
+ The ID of the group associated with the primitive
+ The name of the primitive sending the sensor
+ The ID of the primitive sending the sensor
+ The ID of the owner of the primitive sending the sensor
+ The position of the primitive sending the sensor
+ The range the primitive specified to scan
+ The rotation of the primitive sending the sensor
+ The type of sensor the primitive sent
+ The velocity of the primitive sending the sensor
+
+
+ Get the ID of the primitive sending the sensor
+
+
+ Get the ID of the group associated with the primitive
+
+
+ Get the name of the primitive sending the sensor
+
+
+ Get the ID of the primitive sending the sensor
+
+
+ Get the ID of the owner of the primitive sending the sensor
+
+
+ Get the position of the primitive sending the sensor
+
+
+ Get the range the primitive specified to scan
+
+
+ Get the rotation of the primitive sending the sensor
+
+
+ Get the type of sensor the primitive sent
+
+
+ Get the velocity of the primitive sending the sensor
+
+
+ Contains the response data returned from the simulator in response to a
+
+
+ Construct a new instance of the AvatarSitResponseEventArgs object
+
+
+ Get the ID of the primitive the agent will be sitting on
+
+
+ True if the simulator Autopilot functions were involved
+
+
+ Get the camera offset of the agent when seated
+
+
+ Get the camera eye offset of the agent when seated
+
+
+ True of the agent will be in mouselook mode when seated
+
+
+ Get the position of the agent when seated
+
+
+ Get the rotation of the agent when seated
+
+
+ Data sent when an agent joins a chat session your agent is currently participating in
+
+
+
+ Construct a new instance of the ChatSessionMemberAddedEventArgs object
+
+ The ID of the chat session
+ The ID of the agent joining
+
+
+ Get the ID of the chat session
+
+
+ Get the ID of the agent that joined
+
+
+ Data sent when an agent exits a chat session your agent is currently participating in
+
+
+
+ Construct a new instance of the ChatSessionMemberLeftEventArgs object
+
+ The ID of the chat session
+ The ID of the Agent that left
+
+
+ Get the ID of the chat session
+
+
+ Get the ID of the agent that left
+
+
+ Event arguments with the result of setting display name operation
+
+
+ Default constructor
+
+
+ Status code, 200 indicates settign display name was successful
+
+
+ Textual description of the status
+
+
+ Details of the newly set display name
+
+
+
+ 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 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
+
+
+
+ Archives assets
+
+
+
+
+ Archive assets
+
+
+
+
+ Archive the assets given to this archiver to the given archive.
+
+
+
+
+
+ Write an assets metadata file to the given archive
+
+
+
+
+
+ Write asset data files to the given archive
+
+
+
+
+
+ Avatar group management
+
+
+
+ Key of Group Member
+
+
+ Total land contribution
+
+
+ Online status information
+
+
+ Abilities that the Group Member has
+
+
+ Current group title
+
+
+ Is a group owner
+
+
+
+ Role manager for a group
+
+
+
+ Key of the group
+
+
+ Key of Role
+
+
+ Name of Role
+
+
+ Group Title associated with Role
+
+
+ Description of Role
+
+
+ Abilities Associated with Role
+
+
+ Returns the role's title
+ The role's title
+
+
+
+ Class to represent Group Title
+
+
+
+ Key of the group
+
+
+ ID of the role title belongs to
+
+
+ Group Title
+
+
+ Whether title is Active
+
+
+ Returns group title
+
+
+
+ Represents a group on the grid
+
+
+
+ Key of Group
+
+
+ Key of Group Insignia
+
+
+ Key of Group Founder
+
+
+ Key of Group Role for Owners
+
+
+ Name of Group
+
+
+ Text of Group Charter
+
+
+ Title of "everyone" role
+
+
+ Is the group open for enrolement to everyone
+
+
+ Will group show up in search
+
+
+
+
+
+
+
+
+
+
+
+ Is the group Mature
+
+
+ Cost of group membership
+
+
+
+
+
+
+
+
+ The total number of current members this group has
+
+
+ The number of roles this group has configured
+
+
+ Show this group in agent's profile
+
+
+ Returns the name of the group
+ A string containing the name of the group
+
+
+
+ A group Vote
+
+
+
+ Key of Avatar who created Vote
+
+
+ Text of the Vote proposal
+
+
+ Total number of votes
+
+
+
+ A group proposal
+
+
+
+ The Text of the proposal
+
+
+ The minimum number of members that must vote before proposal passes or failes
+
+
+ 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
+
+
+ The duration in days votes are accepted
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Struct representing a group notice
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Struct representing a group notice list entry
+
+
+
+ Notice ID
+
+
+ Creation timestamp of notice
+
+
+ Agent name who created notice
+
+
+ Notice subject
+
+
+ Is there an attachment?
+
+
+ Attachment Type
+
+
+
+ Struct representing a member of a group chat session and their settings
+
+
+
+ The of the Avatar
+
+
+ True if user has voice chat enabled
+
+
+ True of Avatar has moderator abilities
+
+
+ True if a moderator has muted this avatars chat
+
+
+ True if a moderator has muted this avatars voice
+
+
+
+ Role update flags
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Can send invitations to groups default role
+
+
+ Can eject members from group
+
+
+ Can toggle 'Open Enrollment' and change 'Signup fee'
+
+
+ Member is visible in the public member list
+
+
+ Can create new roles
+
+
+ Can delete existing roles
+
+
+ Can change Role names, titles and descriptions
+
+
+ Can assign other members to assigners role
+
+
+ Can assign other members to any role
+
+
+ Can remove members from roles
+
+
+ Can assign and remove abilities in roles
+
+
+ Can change group Charter, Insignia, 'Publish on the web' and which
+ members are publicly visible in group member listings
+
+
+ Can buy land or deed land to group
+
+
+ Can abandon group owned land to Governor Linden on mainland, or Estate owner for
+ private estates
+
+
+ Can set land for-sale information on group owned parcels
+
+
+ Can subdivide and join parcels
+
+
+ Can join group chat sessions
+
+
+ Can use voice chat in Group Chat sessions
+
+
+ Can moderate group chat sessions
+
+
+ Can toggle "Show in Find Places" and set search category
+
+
+ Can change parcel name, description, and 'Publish on web' settings
+
+
+ Can set the landing point and teleport routing on group land
+
+
+ Can change music and media settings
+
+
+ Can toggle 'Edit Terrain' option in Land settings
+
+
+ Can toggle various About Land > Options settings
+
+
+ Can always terraform land, even if parcel settings have it turned off
+
+
+ Can always fly while over group owned land
+
+
+ Can always rez objects on group owned land
+
+
+ Can always create landmarks for group owned parcels
+
+
+ Can set home location on any group owned parcel
+
+
+ Can modify public access settings for group owned parcels
+
+
+ Can manager parcel ban lists on group owned land
+
+
+ Can manage pass list sales information
+
+
+ Can eject and freeze other avatars on group owned land
+
+
+ Can return objects set to group
+
+
+ Can return non-group owned/set objects
+
+
+ Can return group owned objects
+
+
+ Can landscape using Linden plants
+
+
+ Can deed objects to group
+
+
+ Can move group owned objects
+
+
+ Can set group owned objects for-sale
+
+
+ Pay group liabilities and receive group dividends
+
+
+ List and Host group events
+
+
+ Can send group notices
+
+
+ Can receive group notices
+
+
+ Can create group proposals
+
+
+ Can vote on group proposals
+
+
+
+ Handles all network traffic related to reading and writing group
+ information
+
+
+
+ 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
+
+
+ Currently-active group members requests
+
+
+ Currently-active group roles requests
+
+
+ Currently-active group role-member requests
+
+
+ Dictionary keeping group members while request is in progress
+
+
+ Dictionary keeping mebmer/role mapping while request is in progress
+
+
+ Dictionary keeping GroupRole information while request is in progress
+
+
+ Caches group name lookups
+
+
+
+ Construct a new instance of the GroupManager class
+
+ A reference to the current instance
+
+
+
+ Request a current list of groups the avatar is a member of.
+
+ CAPS Event Queue must be running for this to work since the results
+ come across CAPS.
+
+
+
+ Lookup name of group based on groupID
+
+ groupID of group to lookup name for.
+
+
+
+ Request lookup of multiple group names
+
+ List of group IDs to request.
+
+
+ Lookup group profile data such as name, enrollment, founder, logo, etc
+ Subscribe to OnGroupProfile
event to receive the results.
+ group ID (UUID)
+
+
+ Request a list of group members.
+ Subscribe to OnGroupMembers
event to receive the results.
+ group ID (UUID)
+ UUID of the request, use to index into cache
+
+
+ Request group roles
+ Subscribe to OnGroupRoles
event to receive the results.
+ group ID (UUID)
+ UUID of the request, use to index into cache
+
+
+ Request members (members,role) role mapping for a group.
+ Subscribe to OnGroupRolesMembers
event to receive the results.
+ group ID (UUID)
+ UUID of the request, use to index into cache
+
+
+ Request a groups Titles
+ Subscribe to OnGroupTitles
event to receive the results.
+ group ID (UUID)
+ UUID of the request, use to index into cache
+
+
+ Begin to get the group account summary
+ Subscribe to the OnGroupAccountSummary
event to receive the results.
+ group ID (UUID)
+ How long of an interval
+ Which interval (0 for current, 1 for last)
+
+
+ Invites a user to a group
+ The group to invite to
+ A list of roles to invite a person to
+ Key of person to invite
+
+
+ Set a group as the current active group
+ group ID (UUID)
+
+
+ Change the role that determines your active title
+ Group ID to use
+ Role ID to change to
+
+
+ Set this avatar's tier contribution
+ Group ID to change tier in
+ amount of tier to donate
+
+
+
+ Save wheather agent wants to accept group notices and list this group in their profile
+
+ Group
+ Accept notices from this group
+ List this group in the profile
+
+
+ Request to join a group
+ Subscribe to OnGroupJoined
event for confirmation.
+ group ID (UUID) to join.
+
+
+
+ Request to create a new group. If the group is successfully
+ created, L$100 will automatically be deducted
+
+ Subscribe to OnGroupCreated
event to receive confirmation.
+ Group struct containing the new group info
+
+
+ Update a group's profile and other information
+ Groups ID (UUID) to update.
+ Group struct to update.
+
+
+ Eject a user from a group
+ Group ID to eject the user from
+ Avatar's key to eject
+
+
+ Update role information
+ Modified role to be updated
+
+
+ Create a new group role
+ Group ID to update
+ Role to create
+
+
+ Delete a group role
+ Group ID to update
+ Role to delete
+
+
+ Remove an avatar from a role
+ Group ID to update
+ Role ID to be removed from
+ Avatar's Key to remove
+
+
+ Assign an avatar to a role
+ Group ID to update
+ Role ID to assign to
+ Avatar's ID to assign to role
+
+
+ Request the group notices list
+ Group ID to fetch notices for
+
+
+ Request a group notice by key
+ ID of group notice
+
+
+ Send out a group notice
+ Group ID to update
+ GroupNotice
structure containing notice data
+
+
+ Start a group proposal (vote)
+ The Group ID to send proposal to
+ GroupProposal
structure containing the proposal
+
+
+ Request to leave a group
+ Subscribe to OnGroupLeft
event to receive confirmation
+ The group to leave
+
+
+ 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
+
+
+ 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
+ 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
+
+
+ Construct a new instance of the CurrentGroupsEventArgs class
+ The current groups your agent is a member of
+
+
+ Get the current groups your agent is a member of
+
+
+ A Dictionary of group names, where the Key is the groups ID and the value is the groups name
+
+
+ Construct a new instance of the GroupNamesEventArgs class
+ The Group names dictionary
+
+
+ Get the Group Names dictionary
+
+
+ Represents the members of a group
+
+
+
+ Construct a new instance of the GroupMembersReplyEventArgs class
+
+ The ID of the request
+ The ID of the group
+ The membership list of the group
+
+
+ Get the ID as returned by the request to correlate
+ this result set and the request
+
+
+ Get the ID of the group
+
+
+ Get the dictionary of members
+
+
+ Represents the roles associated with a group
+
+
+ Construct a new instance of the GroupRolesDataReplyEventArgs class
+ The ID as returned by the request to correlate
+ this result set and the request
+ The ID of the group
+ The dictionary containing the roles
+
+
+ Get the ID as returned by the request to correlate
+ this result set and the request
+
+
+ Get the ID of the group
+
+
+ Get the dictionary containing the roles
+
+
+ Represents the Role to Member mappings for a group
+
+
+ Construct a new instance of the GroupRolesMembersReplyEventArgs class
+ The ID as returned by the request to correlate
+ this result set and the request
+ The ID of the group
+ The member to roles map
+
+
+ Get the ID as returned by the request to correlate
+ this result set and the request
+
+
+ Get the ID of the group
+
+
+ Get the member to roles map
+
+
+ Represents the titles for a group
+
+
+ Construct a new instance of the GroupTitlesReplyEventArgs class
+ The ID as returned by the request to correlate
+ this result set and the request
+ The ID of the group
+ The titles
+
+
+ Get the ID as returned by the request to correlate
+ this result set and the request
+
+
+ Get the ID of the group
+
+
+ Get the titles
+
+
+ Represents the summary data for a group
+
+
+ Construct a new instance of the GroupAccountSummaryReplyEventArgs class
+ The ID of the group
+ The summary data
+
+
+ Get the ID of the group
+
+
+ Get the summary data
+
+
+ A response to a group create request
+
+
+ Construct a new instance of the GroupCreatedReplyEventArgs class
+ The ID of the group
+ the success or faulure of the request
+ A string containing additional information
+
+
+ Get the ID of the group
+
+
+ true of the group was created successfully
+
+
+ A string containing the message
+
+
+ Represents a response to a request
+
+
+ Construct a new instance of the GroupOperationEventArgs class
+ The ID of the group
+ true of the request was successful
+
+
+ Get the ID of the group
+
+
+ true of the request was successful
+
+
+ Represents your agent leaving a group
+
+
+ Construct a new instance of the GroupDroppedEventArgs class
+ The ID of the group
+
+
+ Get the ID of the group
+
+
+ Represents a list of active group notices
+
+
+ Construct a new instance of the GroupNoticesListReplyEventArgs class
+ The ID of the group
+ The list containing active notices
+
+
+ Get the ID of the group
+
+
+ Get the notices list
+
+
+ Represents the profile of a group
+
+
+ Construct a new instance of the GroupProfileEventArgs class
+ The group profile
+
+
+ Get the group profile
+
+
+
+ Provides notification of a group invitation request sent by another Avatar
+
+ The invitation is raised when another avatar makes an offer for our avatar
+ to join a group.
+
+
+ The ID of the Avatar sending the group invitation
+
+
+ The name of the Avatar sending the group invitation
+
+
+ A message containing the request information which includes
+ the name of the group, the groups charter and the fee to join details
+
+
+ The Simulator
+
+
+ Set to true to accept invitation, false to decline
+
+
+
+ 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 Sound Asset
@@ -15530,1749 +17916,834 @@
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
-
-
-
-
-
-
-
-
-
-
-
+
-
+ Represents an that represents an avatars body ie: Hair, Etc.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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
+
+ Initializes a new instance of an AssetBodyPart object
-
-
- 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
+
+ Initializes a new instance of an AssetBodyPart object with parameters
+ A unique specific to this asset
+ A byte array containing the raw asset data
-
-
- 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
+
+ Override the base classes AssetType
-
+
- Parse the results of a RequestTaskInventory() response
+ Avatar profile flags
- 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
+ Represents an avatar (other than your own)
- 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
+
+ Groups that this avatar is a member of
-
- Raised when the simulator sends us data containing
- ...
+
+ Positive and negative ratings
-
- Raised when the simulator sends us data containing
- ...
+
+ Avatar properties including about text, profile URL, image IDs and
+ publishing settings
-
- Raised when the simulator sends us data containing
- an inventory object sent by another avatar or primitive
+
+ Avatar interests including spoken languages, skills, and "want to"
+ choices
-
- Raised when the simulator sends us data containing
- ...
+
+ Movement control flags for avatars. Typically not set or used by
+ clients. To move your avatar, use Client.Self.Movement instead
-
- 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
-
-
-
-
-
+
-
+ Contains the visual parameters describing the deformation of the avatar
-
-
+
- Reply received when uploading an inventory asset
+ Appearance version. Value greater than 0 indicates using server side baking
- Has upload been successful
- Error message if upload failed
- Inventory asset UUID
- New asset UUID
-
+
- Delegate that is invoked when script upload is completed
+ Version of the Current Outfit Folder that the appearance is based on
- 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.
+ Appearance flags. Introduced with server side baking, currently unused.
-
+
- Main class to expose grid functionality to clients. All of the
- classes needed for sending and receiving data are accessible through
- this class.
+ List of current avatar animations
-
-
- // 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
+
+ First name
-
+
+ Last name
+
+
+ Full name
+
+
+ Active group
+
+
- Class that handles the local asset cache
+ 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
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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 the GridClient object
+ A reference to our agent
-
+
- Disposes cleanup timer
+ Obsolete method for setting appearance. This function no longer does anything.
+ Use RequestSetAppearance() to manually start the appearance thread
-
+
- Only create timer when needed
+ 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
-
+
- Return bytes read from the local asset cache, null if it does not exist
+ Starts the appearance setting thread
- UUID of the asset we want to get
- Raw bytes of the asset, or null on failure
+ True to force rebaking, otherwise false
-
+
- Returns ImageDownload object of the
- image from the local image cache, null if it does not exist
+ Check if current region supports server side baking
- UUID of the image we want to get
- ImageDownload object containing the image, or null on failure
+ True if server side baking support is detected
-
+
- 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
+ Ask the server what textures our agent is currently wearing
-
+
- Brings cache size to the 90% of the max size
+ Build hashes out of the texture assetIDs for each baking layer to
+ ask the simulator whether it has cached copies of each baked texture
-
+
- Asynchronously brings cache size to the 90% of the max size
+ 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
-
+
- Adds up file sizes passes in a FileInfo array
+ 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
-
+
- Checks whether caching is enabled
+ 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
-
+
- Periodically prune the cache
+ Contains information about a wearable inventory item
-
-
- Nicely formats file sizes
-
- Byte size we want to output
- String with humanly readable file size
+
+ Inventory ItemID of the wearable
-
+
+ AssetID of the wearable asset
+
+
+ WearableType of the wearable
+
+
+ AssetType of the wearable
+
+
+ Asset data for the wearable
+
+
- Allows setting weather to periodicale prune the cache if it grows too big
- Default is enabled, when caching is enabled
+ Data collected from visual params for each wearable
+ needed for the calculation of the color
-
+
- How long (in ms) between cache checks (default is 5 min.)
+ 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
+
+
- Helper class for sorting files by their last accessed time
+ 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
+
+
+
+ Represents an Animation
-
-
- Represents a single Voice Session to the Vivox service.
-
+
+ Default Constructor
-
+
- Close this session.
+ Construct an Asset object of type Animation
+ A unique specific to this asset
+ A byte array containing the raw asset data
-
-
- Look up an existing Participants in this session
-
-
-
+
+ Override the base classes AssetType
@@ -17478,625 +18949,94 @@
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
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
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-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+ De-serialization constructor for the InventoryNode Class
+
+
+
+
+ Serialization handler for the InventoryNode Class
+
+
+
+
+ De-serialization handler for the InventoryNode Class
+
+
+
+
+
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
-
+
-
+
-
+
-
-
-
-
-
-
-
+
-
+ For inventory folder nodes specifies weather the folder needs to be
+ refreshed from the server
-
+
- Singleton logging class for the entire library
+ Capability to load TGAs to Bitmap
-
- log4net logging engine
-
-
+
- Default constructor
+ Represents a string of characters encoded with specific formatting properties
-
+
+ A text string containing main text of the notecard
+
+
+ List of s embedded on the notecard
+
+
+ Construct an Asset of type Notecard
+
+
- 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
-
-
- 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
-
-
-
- UUID of the Callingcard target avatar
-
-
- Construct an Asset of type Callingcard
-
-
-
- Construct an Asset object of type Callingcard
+ Construct an Asset object of type Notecard
A unique specific to this asset
A byte array containing the raw asset data
-
+
- Constuct an asset of type Callingcard
-
- UUID of the target avatar
-
-
-
- Encode the raw contents of a string with the specific Callingcard format
+ Encode the raw contents of a string with the specific Linden Text properties
-
+
- Decode the raw asset data, populating the AvatarID and Position
+ Decode the raw asset data including the Linden Text properties
- true if the AssetData was successfully decoded to a UUID and Vector
+ true if the AssetData was successfully decoded
-
+
Override the base classes AssetType
@@ -18723,6 +19663,219 @@
Shared parcel info only when POOL_PARCEL_DATA == true
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -19984,56 +21137,6 @@
Simulator where the message originated
Updated physical properties
-
-
-
-
-
-
-
-
-
-
-
-
-
- De-serialization constructor for the InventoryNode Class
-
-
-
-
- Serialization handler 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
-
-
Exception class to identify inventory exceptions
@@ -20172,1392 +21275,443 @@
The UUID of the InventoryObject to get or set, ignored if set to non-null value.
The InventoryObject corresponding to uuid
.
-
-
- 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
-
-
+
+ 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.
-
-
-
-
-
-
-
-
-
-
-
- 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
-
-
- 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 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
-
-
-
- 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);
+ // 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>();
-
- 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
+ Initializes a new instance of the Class
+ with the specified key/value, has its initial valies copied from the specified
+
- 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
+
+ to copy initial values from
- 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);
+ // 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);
-
- 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
+ Initializes a new instance of the Class
+ with the specified key/value, With its initial capacity specified.
- 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
+ Initial size of dictionary
- // 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);
-
+ // 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);
+
+
-
+
- Search for Groups
+ Try to get entry from with specified key
- The name or portion of the name of the group you wish to search for
- Start from the match number
+ 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
+
+
+
+ Constants for the archiving module
+
+
+
+
+ The location of the archive control file
+
+
+
+
+ Path for the assets held in an archive
+
+
+
+
+ Path for the prims file
+
+
+
+
+ Path for terrains. Technically these may be assets, but I think it's quite nice to split them out.
+
+
+
+
+ Path for region settings.
+
+
+
+
+ The character the separates the uuid from extension information in an archived asset filename
+
+
+
+
+ Extensions used for asset types in the archive
+
+
+
+ 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
-
+
- Search for Groups
+ Add a patch of terrain to a BitPacker
- The name or portion of the name of the group you wish to search for
- Start from the match number
- Search flags
-
+ 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
-
+
- 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
+ pre-defined built in sounds
-
-
- 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.
+
+
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+ coins
+
+
+ cash register bell
+
+
+
+
+
+
+
+
+ rubber
+
+
+ plastic
+
+
+ flesh
+
+
+ wood splintering?
+
+
+ glass break
+
+
+ metal clunk
+
+
+ whoosh
+
+
+ shake
+
+
+
+
+
+ ding
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
- Search Events
+ A dictionary containing all pre-defined sounds
- 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
+ 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
+
+
+
- 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
-
-
- 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.
-
-
- Classified Ad categories
-
-
- Classified is listed in the Any category
-
-
- Classified is shopping related
-
-
- Classified is
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Event Categories
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
- 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
-
-
+
-
+
-
+
-
-
-
-
- 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
+ Checks the instance back into the object pool
-
- Event is PG
-
-
- Event is Mature
-
-
- Event is Adult
-
-
+
- Classified Ad Options
+ Returns an instance of the class that has been checked out of the Object Pool.
- There appear to be two formats the flags are packed in.
- This set of flags is for the newer style
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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
-
-
- 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
Sent to the client to indicate a teleport request has completed
-
-
- Interface requirements for Messaging system
-
-
The of the agent
@@ -23514,189 +23668,1857 @@
OSD containting the messaage
-
+
+ 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
+
+
- Archives assets
+ 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
+
+
- Archive assets
+ Upper half of the Flags field for inventory items
-
-
- Archive the assets given to this archiver to the given archive.
-
-
+
+ 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
-
-
- Write an assets metadata file to the given archive
-
-
+
+ Indicates that the object sale information has been
+ changed
-
-
- Write asset data files to the given archive
-
-
+
+ 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
+
+
- Constants for the archiving module
+ Base Class for Inventory Items
-
-
- The location of the archive control file
-
+
+ of item/folder
-
-
- Path for the assets held in an archive
-
+
+ of parent folder
-
-
- Path for the prims file
-
+
+ Name of item/folder
-
-
- Path for terrains. Technically these may be assets, but I think it's quite nice to split them out.
-
+
+ Item/Folder Owners
-
+
- Path for region settings.
+ Constructor, takes an itemID as a parameter
+ The of the item
-
-
- The character the separates the uuid from extension information in an archived asset filename
-
-
-
-
- Extensions used for asset types in the archive
-
-
-
+
+
-
+
- An instance of DelegateWrapper which calls InvokeWrappedDelegate,
- which in turn calls the DynamicInvoke method of the wrapped
- delegate
+
+
+
+
+
+
+ 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
+
+
- Callback used to call EndInvoke on the asynchronously
- invoked DelegateWrapper
+ 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
-
+
- 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
-
-
-
-
-
- Delegate to wrap another delegate and its arguments
-
-
-
-
-
- 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
-
-
-
- Create an allocated UDP packet buffer for receiving a packet
+ InventorySound Class representing a playable sound
-
+
- Create an allocated UDP packet buffer for sending a packet
+ Construct an InventorySound object
- EndPoint of the remote host
+ A which becomes the
+ objects AssetUUID
-
+
- Create an allocated UDP packet buffer for sending a packet
-
- EndPoint of the remote host
- Size of the buffer to allocate for packet data
-
-
-
- Object pool for packet buffers. This is used to allocate memory for all
- incoming and outgoing packets, and zerocoding buffers for those packets
+ Construct an InventorySound object from a serialization stream
-
+
- Initialize the object pool in client mode
+ InventoryCallingCard Class, contains information on another avatar
- Server to connect to
-
-
-
+
- Initialize the object pool in server mode
+ Construct an InventoryCallingCard object
-
-
+ A which becomes the
+ objects AssetUUID
-
+
- Returns a packet buffer with EndPoint set if the buffer is in
- client mode, or with EndPoint set to null in server mode
+ Construct an InventoryCallingCard object from a serialization stream
- Initialized UDPPacketBuffer object
-
+
+
+ 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
-
+
- Check a packet buffer out of the pool
+ Fetch an inventory item from the dataserver
- A packet buffer object
+ 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.
+
+
+
+
+ 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
+
+
+ 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 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
@@ -23725,594 +25547,6 @@
Z axis of this coordinate frame, or Up in grid terms
-
-
- 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
-
-
-
- Extract the avatar UUID encoded in a SIP URI
-
-
-
-
-
-
- Permissions for control of object media
-
-
-
-
- Style of cotrols that shold be displayed to the user
-
-
-
-
- Class representing media data for a single face
-
-
-
- Is display of the alternative image enabled
-
-
- Should media auto loop
-
-
- Shoule media be auto played
-
-
- Auto scale media to prim face
-
-
- Should viewer automatically zoom in on the face when clicked
-
-
- Should viewer interpret first click as interaction with the media
- or when false should the first click be treated as zoom in commadn
-
-
- Style of controls viewer should display when
- viewer media on this face
-
-
- Starting URL for the media
-
-
- Currently navigated URL
-
-
- Media height in pixes
-
-
- Media width in pixels
-
-
- Who can controls the media
-
-
- Who can interact with the media
-
-
- Is URL whitelist enabled
-
-
- Array of URLs that are whitelisted
-
-
-
- Serialize to OSD
-
- OSDMap with the serialized data
-
-
-
- Deserialize from OSD data
-
- Serialized OSD data
- Deserialized object
-
-
-
- A Wrapper around openjpeg to encode and decode images to and from byte arrays
-
-
-
- TGA Header size
-
-
- OpenJPEG is not threadsafe, so this object is used to lock
- during calls into unmanaged code
-
-
-
- Encode a object into a byte array
-
- The object to encode
- true to enable lossless conversion, only useful for small images ie: sculptmaps
- A byte array containing the encoded Image object
-
-
-
- Encode a object into a byte array
-
- The object to encode
- a byte array of the encoded image
-
-
-
- Decode JPEG2000 data to an and
-
-
- JPEG2000 encoded data
- ManagedImage object to decode to
- Image object to decode to
- True if the decode succeeds, otherwise false
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Encode a object into a byte array
-
- The source object to encode
- true to enable lossless decoding
- A byte array containing the source Bitmap object
-
-
-
- Defines the beginning and ending file positions of a layer in an
- LRCP-progression JPEG2000 file
-
-
-
-
- This structure is used to marshal both encoded and decoded images.
- MUST MATCH THE STRUCT IN dotnet.h!
-
-
-
-
- Information about a single packet in a JPEG2000 stream
-
-
-
- Packet start position
-
-
- Packet header end position
-
-
- Packet end position
-
Represents a texture
@@ -24366,1772 +25600,538 @@
Override the base classes AssetType
-
+
- Represents an that represents an avatars body ie: Hair, Etc.
+ 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.
-
- 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
-
-
+
+ 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
-
- The avatar has no rights
+
+ Attach avatar names to log messages
-
- The avatar can see the online status of the target avatar
+
+ Log packet retransmission info
-
- The avatar can see the location of the target avatar on the map
+
+ Log disk cache misses and other info
-
- The avatar can modify the ojects of the target avatar
+
+ Constructor
+ Reference to a GridClient object
-
-
- 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
-
-
-
- FriendInfo represented as a string
-
- A string reprentation of both my rights and my friends rights
-
-
-
- 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
-
-
-
-
- This class is used to add and remove avatars from your friends list and to manage their permission.
-
-
-
- The event subscribers. null if no subcribers
-
-
- Raises the FriendOnline event
- A FriendInfoEventArgs object containing the
- data returned from the data server
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Raises the FriendOffline event
- A FriendInfoEventArgs object containing the
- data returned from the data server
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Raises the FriendRightsUpdate event
- A FriendInfoEventArgs object containing the
- data returned from the data server
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Raises the FriendNames event
- A FriendNamesEventArgs object containing the
- data returned from the data server
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Raises the FriendshipOffered event
- A FriendshipOfferedEventArgs object containing the
- data returned from the data server
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Raises the FriendshipResponse event
- A FriendshipResponseEventArgs object containing the
- data returned from the data server
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Raises the FriendshipTerminated event
- A FriendshipTerminatedEventArgs object containing the
- data returned from the data server
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Raises the FriendFoundReply event
- A FriendFoundReplyEventArgs object containing the
- data returned from the data server
-
-
- 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
-
-
-
-
- Internal constructor
-
- A reference to the GridClient Object
-
-
-
- Accept a friendship request
-
- agentID of avatatar to form friendship with
- imSessionID of the friendship request message
-
-
-
- Decline a friendship request
-
- of friend
- imSessionID of the friendship request message
-
-
-
- Overload: Offer friendship to an avatar.
-
- System ID of the avatar you are offering friendship to
-
-
-
- Offer friendship to an avatar.
-
- System ID of the avatar you are offering friendship to
- A message to send with the request
-
-
-
- Terminate a friendship with an avatar
-
- 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
-
+
+ Cost of uploading an asset
+ Read-only since this value is dynamically fetched at login
+
+
- Change the rights of a friend avatar.
+ Main class to expose grid functionality to clients. All of the
+ classes needed for sending and receiving data are accessible through
+ this class.
- 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.
-
- Friends UUID to find
-
-
-
-
- Use to track a friends movement on the grid
-
- Friends Key
-
-
-
- Ask for a notification of friend's online status
-
- Friend's UUID
-
-
-
- This handles the asynchronous response of a RequestAvatarNames call.
-
-
- 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
-
- 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
-
-
- 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
-
-
- Contains information on a member of our friends list
-
-
-
- Construct a new instance of the FriendInfoEventArgs class
-
- The FriendInfo
-
-
- Get the FriendInfo
-
-
- Contains Friend Names
-
-
-
- Construct a new instance of the FriendNamesEventArgs class
-
- 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
-
- 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
-
- 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
-
- 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
-
-
-
-
- Construct a new instance of the FriendFoundReplyEventArgs class
-
- 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
-
-
-
+
+
+ // 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();
+ }
+ }
+ }
+
+
-
- OK
+
+ Networking subsystem
-
- Transfer completed
+
+ Settings class including constant values and changeable
+ parameters for everything
-
-
+
+ Parcel (subdivided simulator lots) subsystem
-
-
+
+ Our own avatars subsystem
-
- Unknown error occurred
+
+ Other avatars subsystem
-
- Equivalent to a 404 error
+
+ Estate subsystem
-
- Client does not have permission for that resource
+
+ Friends list subsystem
-
- Unknown status
+
+ 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
-
-
-
-
- Unknown
-
-
- Virtually all asset transfers use this channel
-
-
+
-
+ Return the full name of this instance
+ Client avatars full name
-
-
-
-
- Asset from the asset server
-
-
- Inventory item
-
-
- Estate asset, such as an estate covenant
-
-
+
-
+ Class that handles the local asset cache
-
-
-
-
-
-
-
-
-
-
-
- When requesting image download, type of the image requested
-
-
-
- Normal in-world object texture
-
-
- Avatar texture
-
-
- Server baked avatar texture
-
-
-
- Image file format
-
-
-
-
-
-
-
-
- Number of milliseconds passed since the last transfer
- packet was received
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Number of milliseconds to wait for a transfer header packet if out of order data was received
-
-
- The event subscribers. null if no subcribers
-
-
- Raises the XferReceived event
- A XferReceivedEventArgs object containing the
- data returned from the simulator
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Raises the AssetUploaded event
- A AssetUploadedEventArgs object containing the
- data returned from the simulator
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Raises the UploadProgress event
- A UploadProgressEventArgs object containing the
- data returned from the simulator
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Raises the InitiateDownload event
- A InitiateDownloadEventArgs object containing the
- data returned from the simulator
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Raises the ImageReceiveProgress event
- A ImageReceiveProgressEventArgs object containing the
- data returned from the simulator
-
-
- Thread sync lock object
-
-
- Texture download cache
-
-
+
Default constructor
A reference to the GridClient object
-
+
- Request an asset download
+ Disposes cleanup timer
- 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
+ Only create timer when needed
- 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
+ Return bytes read from the local asset cache, null if it does not exist
- 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
+ UUID of the asset we want to get
+ Raw bytes of the asset, or null on failure
-
+
- Request an asset download through the almost deprecated Xfer system
+ Returns ImageDownload object of the
+ image from the local image cache, null if it does not exist
- 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
-
+ 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
- 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
-
+ UUID of the asset
+ String with the file name of the cahced asset
-
+
- Used to force asset data into the PendingUpload property, ie: for raw terrain uploads
+ Constructs a file name of the static cached asset
- An AssetUpload object containing the data to upload to the simulator
+ UUID of the asset
+ String with the file name of the static cached asset
-
+
- Request an asset be uploaded to the simulator
+ Saves an asset to the local cache
- 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
+ UUID of the asset
+ Raw bytes the asset consists of
+ Weather the operation was successfull
-
+
- Request an asset be uploaded to the simulator
+ Get the file name of the asset stored with gived UUID
- 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
+ UUID of the asset
+ Null if we don't have that UUID cached on disk, file name if found in the cache folder
-
+
- Request an asset be uploaded to the simulator
+ Checks if the asset exists in the local cache
-
- 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
+ UUID of the asset
+ True is the asset is stored in the cache, otherwise false
-
+
- Initiate an asset upload
+ Wipes out entire cache
- 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
-
-
-
- Fetach avatar texture on a grid capable of server side baking
-
- ID of the avatar
- ID of the texture
- Name of the part of the avatar texture applies to
- Callback invoked on operation completion
-
-
-
- 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
-
-
- 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
-
-
-
- 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
-
-
- 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
-
-
- The event subscribers. null if no subcribers
-
-
- Raises the LandPatchReceived event
- A LandPatchReceivedEventArgs object containing the
- data returned from the simulator
-
-
- Thread sync lock object
-
-
-
- Default constructor
-
-
-
-
- Raised when the simulator responds sends
-
-
- Simulator from that sent tha data
-
-
- Sim coordinate of the patch
-
-
- Sim coordinate of the patch
-
-
- Size of tha patch
-
-
- Heightmap for the patch
-
-
-
- Registers, unregisters, and fires events generated by incoming packets
-
-
-
- Reference to the GridClient object
-
-
-
- Default constructor
-
-
-
-
-
- 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
-
-
-
- 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
-
-
-
- Registers, unregisters, and fires events generated by the Capabilities
- event queue
-
-
-
- Reference to the GridClient object
-
-
-
- Default constructor
-
- Reference to the GridClient object
-
-
+
- Register an new event handler for a capabilities event sent via the EventQueue
+ Brings cache size to the 90% of the max size
- 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
+ Asynchronously brings cache size to the 90% of the max size
- Capability event name unregister the
- handler for
- Callback to unregister
-
+
- Fire the events registered for this event type synchronously
+ Adds up file sizes passes in a FileInfo array
- Capability name
- Decoded event body
- Reference to the simulator that
- generated this event
-
+
- Fire the events registered for this event type asynchronously
+ Checks whether caching is enabled
- Capability name
- Decoded event body
- Reference to the simulator that
- generated this event
-
-
-
- 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
-
-
- Describes tasks returned in LandStatReply
-
-
-
- Estate level administration and utilities
-
-
-
- Textures for each of the four terrain height levels
-
-
- Upper/lower texture boundaries for each corner of the sim
-
-
-
- Constructor for EstateTools class
-
-
-
-
- The event subscribers. null if no subcribers
-
-
- Raises the TopCollidersReply event
- A TopCollidersReplyEventArgs object containing the
- data returned from the data server
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Raises the TopScriptsReply event
- A TopScriptsReplyEventArgs object containing the
- data returned from the data server
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Raises the EstateUsersReply event
- A EstateUsersReplyEventArgs object containing the
- data returned from the data server
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Raises the EstateGroupsReply event
- A EstateGroupsReplyEventArgs object containing the
- data returned from the data server
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Raises the EstateManagersReply event
- A EstateManagersReplyEventArgs object containing the
- data returned from the data server
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Raises the EstateBansReply event
- A EstateBansReplyEventArgs object containing the
- data returned from the data server
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Raises the EstateCovenantReply event
- A EstateCovenantReplyEventArgs object containing the
- data returned from the data server
-
-
- Thread sync lock object
-
-
- The event subscribers. null if no subcribers
-
-
- Raises the EstateUpdateInfoReply event
- A EstateUpdateInfoReplyEventArgs object containing the
- data returned from the data server
-
-
- Thread sync lock object
-
-
-
- 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
+ Periodically prune the cache
- Message to send all users in the estate
-
+
- Send a message dialog to everyone in a simulator
+ Nicely formats file sizes
- Message to send all users in the simulator
+ Byte size we want to output
+ String with humanly readable file size
-
+
- Send an avatar back to their home location
+ Allows setting weather to periodicale prune the cache if it grows too big
+ Default is enabled, when caching is enabled
- Key of avatar to send home
-
+
- Begin the region restart process
+ How long (in ms) between cache checks (default is 5 min.)
-
+
- Cancels a region restart
+ Helper class for sorting files by their last accessed time
-
- 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 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.
-
-
- 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
-
-
- 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
-
-
-
- Returned, along with other info, upon a successful .RequestInfo()
-
-
- 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
-
-
-
-
-
-
-
- Represends individual HTTP Download request
-
-
-
- URI of the item to fetch
-
-
- Timout specified in milliseconds
-
-
- Download progress callback
-
-
- Download completed callback
-
-
- Accept the following content type
-
-
- How many times will this request be retried
-
-
- Current fetch attempt
-
-
- Default constructor
-
-
- Constructor
-
-
-
- Manages async HTTP downloads with a limit on maximum
- concurrent downloads
-
-
-
- Default constructor
-
-
- Cleanup method
-
-
- Setup http download request
-
-
- Check the queue for pending work
-
-
- Enqueue a new HTPP download
-
-
- Maximum number of parallel downloads from a single endpoint
-
-
- Client certificate
-
diff --git a/bin/OpenMetaverse.dll b/bin/OpenMetaverse.dll
index 9054a998e0..59e8083c9d 100755
Binary files a/bin/OpenMetaverse.dll and b/bin/OpenMetaverse.dll differ
diff --git a/bin/OpenMetaverseTypes.XML b/bin/OpenMetaverseTypes.XML
index 7d00b1ba79..56e3ac71db 100644
--- a/bin/OpenMetaverseTypes.XML
+++ b/bin/OpenMetaverseTypes.XML
@@ -4,948 +4,12 @@
OpenMetaverseTypes
-
-
- A thread-safe lockless queue that supports multiple readers and
- multiple writers
-
-
-
- Queue head
-
-
- Queue tail
-
-
- Queue item count
-
-
-
- Constructor
-
-
-
-
- Enqueue an item
-
- Item to enqeue
-
-
-
- Try to dequeue an item
-
- Dequeued item if the dequeue was successful
- True if an item was successfully deqeued, otherwise false
-
-
- Gets the current number of items in the queue. Since this
- is a lockless collection this value should be treated as a close
- estimate
-
-
-
- Provides a node container for data in a singly linked list
-
-
-
- Pointer to the next node in list
-
-
- The data contained by the node
-
-
-
- Constructor
-
-
-
-
- Constructor
-
-
-
-
- Attribute class that allows extra attributes to be attached to ENUMs
-
-
-
- Text used when presenting ENUM to user
-
-
- Default initializer
-
-
- Text used when presenting ENUM to user
-
-
-
- The different types of grid assets
-
-
-
- Unknown asset type
-
-
- Texture asset, stores in JPEG2000 J2C stream format
-
-
- Sound asset
-
-
- Calling card for another avatar
-
-
- Link to a location in world
-
-
- Collection of textures and parameters that can be
- worn by an avatar
-
-
- Primitive that can contain textures, sounds,
- scripts and more
-
-
- Notecard asset
-
-
- Holds a collection of inventory items
-
-
- Root inventory folder
-
-
- Linden scripting language script
-
-
- LSO bytecode for a script
-
-
- Uncompressed TGA texture
-
-
- Collection of textures and shape parameters that can
- be worn
-
-
- Trash folder
-
-
- Snapshot folder
-
-
- Lost and found folder
-
-
- Uncompressed sound
-
-
- Uncompressed TGA non-square image, not to be used as a
- texture
-
-
- Compressed JPEG non-square image, not to be used as a
- texture
-
-
- Animation
-
-
- Sequence of animations, sounds, chat, and pauses
-
-
- Simstate file
-
-
- Contains landmarks for favorites
-
-
- Asset is a link to another inventory item
-
-
- Asset is a link to another inventory folder
-
-
- Beginning of the range reserved for ensembles
-
-
- End of the range reserved for ensembles
-
-
- Folder containing inventory links to wearables and attachments
- that are part of the current outfit
-
-
- Folder containing inventory items or links to
- inventory items of wearables and attachments
- together make a full outfit
-
-
- Root folder for the folders of type OutfitFolder
-
-
- Linden mesh format
-
-
- Marketplace direct delivery inbox ("Received Items")
-
-
- Marketplace direct delivery outbox
-
-
-
-
-
-
- Inventory Item Types, eg Script, Notecard, Folder, etc
-
-
-
- Unknown
-
-
- Texture
-
-
- Sound
-
-
- Calling Card
-
-
- Landmark
-
-
- Notecard
-
-
-
-
-
- Folder
-
-
-
-
-
- an LSL Script
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Item Sale Status
-
-
-
- Not for sale
-
-
- The original is for sale
-
-
- Copies are for sale
-
-
- The contents of the object are for sale
-
-
-
- Types of wearable assets
-
-
-
- Body shape
-
-
- Skin textures and attributes
-
-
- Hair
-
-
- Eyes
-
-
- Shirt
-
-
- Pants
-
-
- Shoes
-
-
- Socks
-
-
- Jacket
-
-
- Gloves
-
-
- Undershirt
-
-
- Underpants
-
-
- Skirt
-
-
- Alpha mask to hide parts of the avatar
-
-
- Tattoo
-
-
- Physics
-
-
- Invalid wearable asset
-
-
-
- An 8-bit color structure including an alpha channel
-
-
-
- Red
-
-
- Green
-
-
- Blue
-
-
- Alpha
-
-
-
-
-
-
-
-
-
-
-
-
- Builds a color from a byte array
-
- Byte array containing a 16 byte color
- Beginning position in the byte array
- True if the byte array stores inverted values,
- otherwise false. For example the color black (fully opaque) inverted
- would be 0xFF 0xFF 0xFF 0x00
-
-
-
- Returns the raw bytes for this vector
-
- Byte array containing a 16 byte color
- Beginning position in the byte array
- True if the byte array stores inverted values,
- otherwise false. For example the color black (fully opaque) inverted
- would be 0xFF 0xFF 0xFF 0x00
- True if the alpha value is inverted in
- addition to whatever the inverted parameter is. Setting inverted true
- and alphaInverted true will flip the alpha value back to non-inverted,
- but keep the other color bytes inverted
- A 16 byte array containing R, G, B, and A
-
-
-
- Copy constructor
-
- Color to copy
-
-
-
- IComparable.CompareTo implementation
-
- Sorting ends up like this: |--Grayscale--||--Color--|.
- Alpha is only used when the colors are otherwise equivalent
-
-
-
- Builds a color from a byte array
-
- Byte array containing a 16 byte color
- Beginning position in the byte array
- True if the byte array stores inverted values,
- otherwise false. For example the color black (fully opaque) inverted
- would be 0xFF 0xFF 0xFF 0x00
- True if the alpha value is inverted in
- addition to whatever the inverted parameter is. Setting inverted true
- and alphaInverted true will flip the alpha value back to non-inverted,
- but keep the other color bytes inverted
-
-
-
- Writes the raw bytes for this color to a byte array
-
- Destination byte array
- Position in the destination array to start
- writing. Must be at least 16 bytes before the end of the array
-
-
-
- Serializes this color into four bytes in a byte array
-
- Destination byte array
- Position in the destination array to start
- writing. Must be at least 4 bytes before the end of the array
- True to invert the output (1.0 becomes 0
- instead of 255)
-
-
-
- Writes the raw bytes for this color to a byte array
-
- Destination byte array
- Position in the destination array to start
- writing. Must be at least 16 bytes before the end of the array
-
-
-
- Ensures that values are in range 0-1
-
-
-
-
- Create an RGB color from a hue, saturation, value combination
-
- Hue
- Saturation
- Value
- An fully opaque RGB color (alpha is 1.0)
-
-
-
- Performs linear interpolation between two colors
-
- Color to start at
- Color to end at
- Amount to interpolate
- The interpolated color
-
-
- A Color4 with zero RGB values and fully opaque (alpha 1.0)
-
-
- A Color4 with full RGB values (1.0) and fully opaque (alpha 1.0)
-
-
-
- A three-dimensional vector with doubleing-point values
-
-
-
- X value
-
-
- Y value
-
-
- Z value
-
-
-
- Constructor, builds a vector from a byte array
-
- Byte array containing three eight-byte doubles
- Beginning position in the byte array
-
-
-
- Test if this vector is equal to another vector, within a given
- tolerance range
-
- Vector to test against
- The acceptable magnitude of difference
- between the two vectors
- True if the magnitude of difference between the two vectors
- is less than the given tolerance, otherwise false
-
-
-
- IComparable.CompareTo implementation
-
-
-
-
- Test if this vector is composed of all finite numbers
-
-
-
-
- Builds a vector from a byte array
-
- Byte array containing a 24 byte vector
- Beginning position in the byte array
-
-
-
- Returns the raw bytes for this vector
-
- A 24 byte array containing X, Y, and Z
-
-
-
- Writes the raw bytes for this vector to a byte array
-
- Destination byte array
- Position in the destination array to start
- writing. Must be at least 24 bytes before the end of the array
-
-
-
- Parse a vector from a string
-
- A string representation of a 3D vector, enclosed
- in arrow brackets and separated by commas
-
-
-
- Interpolates between two vectors using a cubic equation
-
-
-
-
- Get a formatted string representation of the vector
-
- A string representation of the vector
-
-
-
- Get a string representation of the vector elements with up to three
- decimal digits and separated by spaces only
-
- Raw string representation of the vector
-
-
-
- Cross product between two vectors
-
-
-
-
- Implicit casting for Vector3 > Vector3d
-
-
-
-
-
- A vector with a value of 0,0,0
-
-
- A vector with a value of 1,1,1
-
-
- A unit vector facing forward (X axis), value of 1,0,0
-
-
- A unit vector facing left (Y axis), value of 0,1,0
-
-
- A unit vector facing up (Z axis), value of 0,0,1
-
-
-
- Determines the appropriate events to set, leaves the locks, and sets the events.
-
-
-
-
- A routine for lazily creating a event outside the lock (so if errors
- happen they are outside the lock and that we don't do much work
- while holding a spin lock). If all goes well, reenter the lock and
- set 'waitEvent'
-
-
-
-
- Waits on 'waitEvent' with a timeout of 'millisceondsTimeout.
- Before the wait 'numWaiters' is incremented and is restored before leaving this routine.
-
-
-
- X value
-
-
- Y value
-
-
- Z value
-
-
- W value
-
-
-
- Build a quaternion from normalized float values
-
- X value from -1.0 to 1.0
- Y value from -1.0 to 1.0
- Z value from -1.0 to 1.0
-
-
-
- Constructor, builds a quaternion object from a byte array
-
- Byte array containing four four-byte floats
- Offset in the byte array to start reading at
- Whether the source data is normalized or
- not. If this is true 12 bytes will be read, otherwise 16 bytes will
- be read.
-
-
-
- Normalizes the quaternion
-
-
-
-
- Builds a quaternion object from a byte array
-
- The source byte array
- Offset in the byte array to start reading at
- Whether the source data is normalized or
- not. If this is true 12 bytes will be read, otherwise 16 bytes will
- be read.
-
-
-
- Normalize this quaternion and serialize it to a byte array
-
- A 12 byte array containing normalized X, Y, and Z floating
- point values in order using little endian byte ordering
-
-
-
- Writes the raw bytes for this quaternion to a byte array
-
- Destination byte array
- Position in the destination array to start
- writing. Must be at least 12 bytes before the end of the array
-
-
-
- Convert this quaternion to euler angles
-
- X euler angle
- Y euler angle
- Z euler angle
-
-
-
- Convert this quaternion to an angle around an axis
-
- Unit vector describing the axis
- Angle around the axis, in radians
-
-
-
- Returns the conjugate (spatial inverse) of a quaternion
-
-
-
-
- Build a quaternion from an axis and an angle of rotation around
- that axis
-
-
-
-
- Build a quaternion from an axis and an angle of rotation around
- that axis
-
- Axis of rotation
- Angle of rotation
-
-
-
- Creates a quaternion from a vector containing roll, pitch, and yaw
- in radians
-
- Vector representation of the euler angles in
- radians
- Quaternion representation of the euler angles
-
-
-
- Creates a quaternion from roll, pitch, and yaw euler angles in
- radians
-
- X angle in radians
- Y angle in radians
- Z angle in radians
- Quaternion representation of the euler angles
-
-
-
- Conjugates and renormalizes a vector
-
-
-
-
- Spherical linear interpolation between two quaternions
-
-
-
-
- Get a string representation of the quaternion elements with up to three
- decimal digits and separated by spaces only
-
- Raw string representation of the quaternion
-
-
- A quaternion with a value of 0,0,0,1
-
-
-
- Copy constructor
-
- Circular queue to copy
-
-
-
- Same as Queue except Dequeue function blocks until there is an object to return.
- Note: This class does not need to be synchronized
-
-
-
-
- Create new BlockingQueue.
-
- The System.Collections.ICollection to copy elements from
-
-
-
- Create new BlockingQueue.
-
- The initial number of elements that the queue can contain
-
-
-
- Create new BlockingQueue.
-
-
-
-
- BlockingQueue Destructor (Close queue, resume any waiting thread).
-
-
-
-
- Remove all objects from the Queue.
-
-
-
-
- Remove all objects from the Queue, resume all dequeue threads.
-
-
-
-
- Removes and returns the object at the beginning of the Queue.
-
- Object in queue.
-
-
-
- Removes and returns the object at the beginning of the Queue.
-
- time to wait before returning
- Object in queue.
-
-
-
- Removes and returns the object at the beginning of the Queue.
-
- time to wait before returning (in milliseconds)
- Object in queue.
-
-
-
- Adds an object to the end of the Queue
-
- Object to put in queue
-
-
-
- Open Queue.
-
-
-
-
- Gets flag indicating if queue has been closed.
-
-
Used for converting degrees to radians
Used for converting radians to degrees
-
- Provide a single instance of the CultureInfo class to
- help parsing in situations where the grid assumes an en-us
- culture
-
-
- UNIX epoch in DateTime format
-
-
- Provide a single instance of the MD5 class to avoid making
- duplicate copies and handle thread safety
-
-
- Provide a single instance of the SHA-1 class to avoid
- making duplicate copies and handle thread safety
-
-
- Provide a single instance of a random number generator
- to avoid making duplicate copies and handle thread safety
-
-
-
- Clamp a given value between a range
-
- Value to clamp
- Minimum allowable value
- Maximum allowable value
- A value inclusively between lower and upper
-
-
-
- Clamp a given value between a range
-
- Value to clamp
- Minimum allowable value
- Maximum allowable value
- A value inclusively between lower and upper
-
-
-
- Clamp a given value between a range
-
- Value to clamp
- Minimum allowable value
- Maximum allowable value
- A value inclusively between lower and upper
-
-
-
- Round a floating-point value to the nearest integer
-
- Floating point number to round
- Integer
-
-
-
- Test if a single precision float is a finite number
-
-
-
-
- Test if a double precision float is a finite number
-
-
-
-
- Get the distance between two floating-point values
-
- First value
- Second value
- The distance between the two values
-
-
-
- Compute the MD5 hash for a byte array
-
- Byte array to compute the hash for
- MD5 hash of the input data
-
-
-
- Compute the SHA1 hash for a byte array
-
- Byte array to compute the hash for
- SHA1 hash of the input data
-
-
-
- Calculate the SHA1 hash of a given string
-
- The string to hash
- The SHA1 hash as a string
-
-
-
- Compute the SHA256 hash for a byte array
-
- Byte array to compute the hash for
- SHA256 hash of the input data
-
-
-
- Calculate the SHA256 hash of a given string
-
- The string to hash
- The SHA256 hash as a string
-
-
-
- Calculate the MD5 hash of a given string
-
- The password to hash
- An MD5 hash in string format, with $1$ prepended
-
-
-
- Calculate the MD5 hash of a given string
-
- The string to hash
- The MD5 hash as a string
-
-
-
- Generate a random double precision floating point value
-
- Random value of type double
-
-
-
- Get the current running platform
-
- Enumeration of the current platform we are running on
-
-
-
- Get the current running runtime
-
- Enumeration of the current runtime we are running on
-
Convert the first two bytes starting in the byte array in
@@ -1371,6 +435,145 @@
Converted IP address object, or null if the conversion
failed
+
+ Provide a single instance of the CultureInfo class to
+ help parsing in situations where the grid assumes an en-us
+ culture
+
+
+ UNIX epoch in DateTime format
+
+
+ Provide a single instance of the MD5 class to avoid making
+ duplicate copies and handle thread safety
+
+
+ Provide a single instance of the SHA-1 class to avoid
+ making duplicate copies and handle thread safety
+
+
+ Provide a single instance of a random number generator
+ to avoid making duplicate copies and handle thread safety
+
+
+
+ Clamp a given value between a range
+
+ Value to clamp
+ Minimum allowable value
+ Maximum allowable value
+ A value inclusively between lower and upper
+
+
+
+ Clamp a given value between a range
+
+ Value to clamp
+ Minimum allowable value
+ Maximum allowable value
+ A value inclusively between lower and upper
+
+
+
+ Clamp a given value between a range
+
+ Value to clamp
+ Minimum allowable value
+ Maximum allowable value
+ A value inclusively between lower and upper
+
+
+
+ Round a floating-point value to the nearest integer
+
+ Floating point number to round
+ Integer
+
+
+
+ Test if a single precision float is a finite number
+
+
+
+
+ Test if a double precision float is a finite number
+
+
+
+
+ Get the distance between two floating-point values
+
+ First value
+ Second value
+ The distance between the two values
+
+
+
+ Compute the MD5 hash for a byte array
+
+ Byte array to compute the hash for
+ MD5 hash of the input data
+
+
+
+ Compute the SHA1 hash for a byte array
+
+ Byte array to compute the hash for
+ SHA1 hash of the input data
+
+
+
+ Calculate the SHA1 hash of a given string
+
+ The string to hash
+ The SHA1 hash as a string
+
+
+
+ Compute the SHA256 hash for a byte array
+
+ Byte array to compute the hash for
+ SHA256 hash of the input data
+
+
+
+ Calculate the SHA256 hash of a given string
+
+ The string to hash
+ The SHA256 hash as a string
+
+
+
+ Calculate the MD5 hash of a given string
+
+ The password to hash
+ An MD5 hash in string format, with $1$ prepended
+
+
+
+ Calculate the MD5 hash of a given string
+
+ The string to hash
+ The MD5 hash as a string
+
+
+
+ Generate a random double precision floating point value
+
+ Random value of type double
+
+
+
+ Get the current running platform
+
+ Enumeration of the current platform we are running on
+
+
+
+ Get the current running runtime
+
+ Enumeration of the current runtime we are running on
+
Operating system
@@ -1402,17 +605,6 @@
Mono runtime: http://www.mono-project.com/
-
- For thread safety
-
-
- For thread safety
-
-
-
- Purges expired objects from the cache. Called automatically by the purge timer.
-
-
Convert this matrix to euler rotations
@@ -1447,57 +639,79 @@
A 4x4 identity matrix
-
+
- Provides helper methods for parallelizing loops
+ Same as Queue except Dequeue function blocks until there is an object to return.
+ Note: This class does not need to be synchronized
-
+
- Executes a for loop in which iterations may run in parallel
+ Create new BlockingQueue.
- The loop will be started at this index
- The loop will be terminated before this index is reached
- Method body to run for each iteration of the loop
+ The System.Collections.ICollection to copy elements from
-
+
- Executes a for loop in which iterations may run in parallel
+ Create new BlockingQueue.
- The number of concurrent execution threads to run
- The loop will be started at this index
- The loop will be terminated before this index is reached
- Method body to run for each iteration of the loop
+ The initial number of elements that the queue can contain
-
+
- Executes a foreach loop in which iterations may run in parallel
+ Create new BlockingQueue.
- Object type that the collection wraps
- An enumerable collection to iterate over
- Method body to run for each object in the collection
-
+
- Executes a foreach loop in which iterations may run in parallel
+ BlockingQueue Destructor (Close queue, resume any waiting thread).
- Object type that the collection wraps
- The number of concurrent execution threads to run
- An enumerable collection to iterate over
- Method body to run for each object in the collection
-
+
- Executes a series of tasks in parallel
+ Remove all objects from the Queue.
- A series of method bodies to execute
-
+
- Executes a series of tasks in parallel
+ Remove all objects from the Queue, resume all dequeue threads.
+
+
+
+
+ Removes and returns the object at the beginning of the Queue.
+
+ Object in queue.
+
+
+
+ Removes and returns the object at the beginning of the Queue.
+
+ time to wait before returning
+ Object in queue.
+
+
+
+ Removes and returns the object at the beginning of the Queue.
+
+ time to wait before returning (in milliseconds)
+ Object in queue.
+
+
+
+ Adds an object to the end of the Queue
+
+ Object to put in queue
+
+
+
+ Open Queue.
+
+
+
+
+ Gets flag indicating if queue has been closed.
- The number of concurrent execution threads to run
- A series of method bodies to execute
X value
@@ -1585,187 +799,120 @@
A vector with a value of 0,0,0,1
-
+
- A 128-bit Universally Unique Identifier, used throughout the Second
- Life networking protocol
+ A three-dimensional vector with doubleing-point values
-
- The System.Guid object this struct wraps around
+
+ X value
-
+
+ Y value
+
+
+ Z value
+
+
- Constructor that takes a string UUID representation
+ Constructor, builds a vector from a byte array
- A string representation of a UUID, case
- insensitive and can either be hyphenated or non-hyphenated
- UUID("11f8aa9c-b071-4242-836b-13b7abe0d489")
+ Byte array containing three eight-byte doubles
+ Beginning position in the byte array
-
+
- Constructor that takes a System.Guid object
+ Test if this vector is equal to another vector, within a given
+ tolerance range
- A Guid object that contains the unique identifier
- to be represented by this UUID
+ Vector to test against
+ The acceptable magnitude of difference
+ between the two vectors
+ True if the magnitude of difference between the two vectors
+ is less than the given tolerance, otherwise false
-
-
- Constructor that takes a byte array containing a UUID
-
- Byte array containing a 16 byte UUID
- Beginning offset in the array
-
-
-
- Constructor that takes an unsigned 64-bit unsigned integer to
- convert to a UUID
-
- 64-bit unsigned integer to convert to a UUID
-
-
-
- Copy constructor
-
- UUID to copy
-
-
+
IComparable.CompareTo implementation
-
+
- Assigns this UUID from 16 bytes out of a byte array
+ Test if this vector is composed of all finite numbers
- Byte array containing the UUID to assign this UUID to
- Starting position of the UUID in the byte array
-
+
- Returns a copy of the raw bytes for this UUID
+ Builds a vector from a byte array
- A 16 byte array containing this UUID
+ Byte array containing a 24 byte vector
+ Beginning position in the byte array
-
+
- Writes the raw bytes for this UUID to a byte array
+ Returns the raw bytes for this vector
+
+ A 24 byte array containing X, Y, and Z
+
+
+
+ Writes the raw bytes for this vector to a byte array
Destination byte array
Position in the destination array to start
- writing. Must be at least 16 bytes before the end of the array
+ writing. Must be at least 24 bytes before the end of the array
-
+
- Calculate an LLCRC (cyclic redundancy check) for this UUID
+ Parse a vector from a string
- The CRC checksum for this UUID
+ A string representation of a 3D vector, enclosed
+ in arrow brackets and separated by commas
-
+