diff --git a/bin/OpenMetaverse.Rendering.Meshmerizer.dll b/bin/OpenMetaverse.Rendering.Meshmerizer.dll
index a7bf094e08..8a72dc30be 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 789ad5b811..8f0dd817a3 100644
--- a/bin/OpenMetaverse.StructuredData.XML
+++ b/bin/OpenMetaverse.StructuredData.XML
@@ -227,63 +227,6 @@
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diff --git a/bin/OpenMetaverse.StructuredData.dll b/bin/OpenMetaverse.StructuredData.dll
index c5f0c0e126..39f439eae9 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 e9a00c69b9..36e5b9272b 100644
--- a/bin/OpenMetaverse.XML
+++ b/bin/OpenMetaverse.XML
@@ -4,3264 +4,876 @@
OpenMetaverse
-
+
- Sent to the client to indicate a teleport request has completed
+ Permission request flags, asked when a script wants to control an Avatar
-
-
- Interface requirements for Messaging system
-
-
-
- The of the agent
-
-
-
-
-
- The simulators handle the agent teleported to
-
-
- A Uri which contains a list of Capabilities the simulator supports
-
-
- Indicates the level of access required
- to access the simulator, or the content rating, or the simulators
- map status
-
-
- The IP Address of the simulator
-
-
- The UDP Port the simulator will listen for UDP traffic on
-
-
- Status flags indicating the state of the Agent upon arrival, Flying, etc.
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- Sent to the viewer when a neighboring simulator is requesting the agent make a connection to it.
-
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- A message sent to the client which indicates a teleport request has failed
- and contains some information on why it failed
-
-
-
-
-
-
- A string key of the reason the teleport failed e.g. CouldntTPCloser
- Which could be used to look up a value in a dictionary or enum
-
-
- The of the Agent
-
-
- A string human readable message containing the reason
- An example: Could not teleport closer to destination
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- Contains a list of prim owner information for a specific parcel in a simulator
-
-
- A Simulator will always return at least 1 entry
- If agent does not have proper permission the OwnerID will be UUID.Zero
- If agent does not have proper permission OR there are no primitives on parcel
- the DataBlocksExtended map will not be sent from the simulator
-
-
-
- An Array of objects
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- Prim ownership information for a specified owner on a single parcel
-
-
-
- The of the prim owner,
- UUID.Zero if agent has no permission to view prim owner information
-
-
- The total number of prims
-
-
- True if the OwnerID is a
-
-
- True if the owner is online
- This is no longer used by the LL Simulators
-
-
- The date the most recent prim was rezzed
-
-
-
- The details of a single parcel in a region, also contains some regionwide globals
-
-
-
- Simulator-local ID of this parcel
-
-
- Maximum corner of the axis-aligned bounding box for this
- parcel
-
-
- Minimum corner of the axis-aligned bounding box for this
- parcel
-
-
- Total parcel land area
-
-
-
-
-
- Key of authorized buyer
-
-
- Bitmap describing land layout in 4x4m squares across the
- entire region
-
-
-
-
-
- Date land was claimed
-
-
- Appears to always be zero
-
-
- Parcel Description
-
-
-
-
-
-
-
-
- Total number of primitives owned by the parcel group on
- this parcel
-
-
- Whether the land is deeded to a group or not
-
-
-
-
-
- Maximum number of primitives this parcel supports
-
-
- The Asset UUID of the Texture which when applied to a
- primitive will display the media
-
-
- A URL which points to any Quicktime supported media type
-
-
- A byte, if 0x1 viewer should auto scale media to fit object
-
-
- URL For Music Stream
-
-
- Parcel Name
-
-
- Autoreturn value in minutes for others' objects
-
-
-
-
-
- Total number of other primitives on this parcel
-
-
- UUID of the owner of this parcel
-
-
- Total number of primitives owned by the parcel owner on
- this parcel
-
-
-
-
-
- How long is pass valid for
-
-
- Price for a temporary pass
-
-
-
-
-
- Disallows people outside the parcel from being able to see in
-
-
-
-
-
-
-
-
-
-
-
- True if the region denies access to age unverified users
-
-
-
-
-
- This field is no longer used
-
-
- The result of a request for parcel properties
-
-
- Sale price of the parcel, only useful if ForSale is set
- The SalePrice will remain the same after an ownership
- transfer (sale), so it can be used to see the purchase price after
- a sale if the new owner has not changed it
-
-
-
- Number of primitives your avatar is currently
- selecting and sitting on in this parcel
-
-
-
-
-
-
-
- A number which increments by 1, starting at 0 for each ParcelProperties request.
- Can be overriden by specifying the sequenceID with the ParcelPropertiesRequest being sent.
- a Negative number indicates the action in has occurred.
-
-
-
- Maximum primitives across the entire simulator
-
-
- Total primitives across the entire simulator
-
-
-
-
-
- Key of parcel snapshot
-
-
- Parcel ownership status
-
-
- Total number of primitives on this parcel
-
-
-
-
-
-
-
-
- A description of the media
-
-
- An Integer which represents the height of the media
-
-
- An integer which represents the width of the media
-
-
- A boolean, if true the viewer should loop the media
-
-
- A string which contains the mime type of the media
-
-
- true to obscure (hide) media url
-
-
- true to obscure (hide) music url
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
- A message sent from the viewer to the simulator to updated a specific parcels settings
-
-
- The of the agent authorized to purchase this
- parcel of land or a NULL if the sale is authorized to anyone
-
-
- true to enable auto scaling of the parcel media
-
-
- The category of this parcel used when search is enabled to restrict
- search results
-
-
- A string containing the description to set
-
-
- The of the which allows for additional
- powers and restrictions.
-
-
- The which specifies how avatars which teleport
- to this parcel are handled
-
-
- The LocalID of the parcel to update settings on
-
-
- A string containing the description of the media which can be played
- to visitors
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
- Base class used for the RemoteParcelRequest message
-
-
-
- A message sent from the viewer to the simulator to request information
- on a remote parcel
-
-
-
- Local sim position of the parcel we are looking up
-
-
- Region handle of the parcel we are looking up
-
-
- Region of the parcel we are looking up
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- A message sent from the simulator to the viewer in response to a
- which will contain parcel information
-
-
-
- The grid-wide unique parcel ID
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- A message containing a request for a remote parcel from a viewer, or a response
- from the simulator to that request
-
-
-
- The request or response details block
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- A message sent from the simulator to an agent which contains
- the groups the agent is in
-
-
-
- The Agent receiving the message
-
-
- An array containing information
- for each the agent is a member of
-
-
- An array containing information
- for each the agent is a member of
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
- Group Details specific to the agent
-
-
- true of the agent accepts group notices
-
-
- The agents tier contribution to the group
-
-
- The Groups
-
-
- The of the groups insignia
-
-
- The name of the group
-
-
- The aggregate permissions the agent has in the group for all roles the agent
- is assigned
-
-
- An optional block containing additional agent specific information
-
-
- true of the agent allows this group to be
- listed in their profile
-
-
-
- A message sent from the viewer to the simulator which
- specifies the language and permissions for others to detect
- the language specified
-
-
-
- A string containng the default language
- to use for the agent
-
-
- true of others are allowed to
- know the language setting
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- An EventQueue message sent from the simulator to an agent when the agent
- leaves a group
-
-
-
-
- An Array containing the AgentID and GroupID
-
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
- An object containing the Agents UUID, and the Groups UUID
-
-
- The ID of the Agent leaving the group
-
-
- The GroupID the Agent is leaving
-
-
- Base class for Asset uploads/results via Capabilities
-
-
-
- The request state
-
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- A message sent from the viewer to the simulator to request a temporary upload capability
- which allows an asset to be uploaded
-
-
-
- The Capability URL sent by the simulator to upload the baked texture to
-
-
-
- A message sent from the simulator that will inform the agent the upload is complete,
- and the UUID of the uploaded asset
-
-
-
- The uploaded texture asset ID
-
-
-
- A message sent from the viewer to the simulator to request a temporary
- capability URI which is used to upload an agents baked appearance textures
-
-
-
- Object containing request or response
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- A message sent from the simulator which indicates the minimum version required for
- using voice chat
-
-
-
- Major Version Required
-
-
- Minor version required
-
-
- The name of the region sending the version requrements
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- A message sent from the simulator to the viewer containing the
- voice server URI
-
-
-
- The Parcel ID which the voice server URI applies
-
-
- The name of the region
-
-
- A uri containing the server/channel information
- which the viewer can utilize to participate in voice conversations
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- A message sent by the viewer to the simulator to request a temporary
- capability for a script contained with in a Tasks inventory to be updated
-
-
-
- Object containing request or response
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- A message sent from the simulator to the viewer to indicate
- a Tasks scripts status.
-
-
-
- The Asset ID of the script
-
-
- True of the script is compiled/ran using the mono interpreter, false indicates it
- uses the older less efficient lsl2 interprter
-
-
- The Task containing the scripts
-
-
- true of the script is in a running state
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- A message containing the request/response used for updating a gesture
- contained with an agents inventory
-
-
-
- Object containing request or response
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- A message request/response which is used to update a notecard contained within
- a tasks inventory
-
-
-
- The of the Task containing the notecard asset to update
-
-
- The notecard assets contained in the tasks inventory
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- A reusable class containing a message sent from the viewer to the simulator to request a temporary uploader capability
- which is used to update an asset in an agents inventory
-
-
-
-
- The Notecard AssetID to replace
-
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- A message containing the request/response used for updating a notecard
- contained with an agents inventory
-
-
-
- Object containing request or response
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- A message sent from the simulator to the viewer which indicates
- an error occurred while attempting to update a script in an agents or tasks
- inventory
-
-
-
- true of the script was successfully compiled by the simulator
-
-
- A string containing the error which occured while trying
- to update the script
-
-
- A new AssetID assigned to the script
-
-
-
- A message sent from the viewer to the simulator
- requesting the update of an existing script contained
- within a tasks inventory
-
-
-
- if true, set the script mode to running
-
-
- The scripts InventoryItem ItemID to update
-
-
- A lowercase string containing either "mono" or "lsl2" which
- specifies the script is compiled and ran on the mono runtime, or the older
- lsl runtime
-
-
- The tasks which contains the script to update
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- A message containing either the request or response used in updating a script inside
- a tasks inventory
-
-
-
- Object containing request or response
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- Response from the simulator to notify the viewer the upload is completed, and
- the UUID of the script asset and its compiled status
-
-
-
- The uploaded texture asset ID
-
-
- true of the script was compiled successfully
-
-
-
- A message sent from a viewer to the simulator requesting a temporary uploader capability
- used to update a script contained in an agents inventory
-
-
-
- The existing asset if of the script in the agents inventory to replace
-
-
- The language of the script
- Defaults to lsl version 2, "mono" might be another possible option
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- A message containing either the request or response used in updating a script inside
- an agents inventory
-
-
-
- Object containing request or response
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
- Base class for Map Layers via Capabilities
-
-
-
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- Sent by an agent to the capabilities server to request map layers
-
-
-
-
- A message sent from the simulator to the viewer which contains an array of map images and their grid coordinates
-
-
-
- An array containing LayerData items
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- An object containing map location details
-
-
-
- The Asset ID of the regions tile overlay
-
-
- The grid location of the southern border of the map tile
-
-
- The grid location of the western border of the map tile
-
-
- The grid location of the eastern border of the map tile
-
-
- The grid location of the northern border of the map tile
-
-
- Object containing request or response
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- New as of 1.23 RC1, no details yet.
-
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
- A string containing the method used
-
-
-
- A request sent from an agent to the Simulator to begin a new conference.
- Contains a list of Agents which will be included in the conference
-
-
-
- An array containing the of the agents invited to this conference
-
-
- The conferences Session ID
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- A moderation request sent from a conference moderator
- Contains an agent and an optional action to take
-
-
-
- The Session ID
-
-
-
-
-
- A list containing Key/Value pairs, known valid values:
- key: text value: true/false - allow/disallow specified agents ability to use text in session
- key: voice value: true/false - allow/disallow specified agents ability to use voice in session
-
- "text" or "voice"
-
-
-
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- A message sent from the agent to the simulator which tells the
- simulator we've accepted a conference invitation
-
-
-
- The conference SessionID
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
- 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
-
-
- Is this invitation for voice group/conference chat
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- Sent from the simulator to the viewer.
-
- When an agent initially joins a session the AgentUpdatesBlock object will contain a list of session members including
- a boolean indicating they can use voice chat in this session, a boolean indicating they are allowed to moderate
- this session, and lastly a string which indicates another agent is entering the session with the Transition set to "ENTER"
-
- During the session lifetime updates on individuals are sent. During the update the booleans sent during the initial join are
- excluded with the exception of the Transition field. This indicates a new user entering or exiting the session with
- the string "ENTER" or "LEAVE" respectively.
-
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- An EventQueue message sent when the agent is forcibly removed from a chatterbox session
-
-
-
-
- A string containing the reason the agent was removed
-
-
-
-
- The ChatterBoxSession's SessionID
-
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
-
-
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- Event Queue message describing physics engine attributes of a list of objects
- Sim sends these when object is selected
-
-
-
- Array with the list of physics properties
-
-
-
- Serializes the message
-
- Serialized OSD
-
-
-
- Deseializes the message
-
- Incoming data to deserialize
-
-
-
- A message sent from the viewer to the simulator which
- specifies that the user has changed current URL
- of the specific media on a prim face
-
-
-
-
- New URL
-
-
-
-
- Prim UUID where navigation occured
-
-
-
-
- Face index
-
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
- Base class used for the ObjectMedia message
-
-
-
- Message used to retrive prim media data
-
-
-
-
- Prim UUID
-
-
-
-
- Requested operation, either GET or UPDATE
-
-
-
-
- Serialize object
-
- Serialized object as OSDMap
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- Message used to update prim media data
-
-
-
-
- Prim UUID
-
-
-
-
- Array of media entries indexed by face number
-
-
-
-
- Media version string
-
-
-
-
- Serialize object
-
- Serialized object as OSDMap
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- Message used to update prim media data
-
-
-
-
- Prim UUID
-
-
-
-
- Array of media entries indexed by face number
-
-
-
-
- Requested operation, either GET or UPDATE
-
-
-
-
- Serialize object
-
- Serialized object as OSDMap
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- Message for setting or getting per face MediaEntry
-
-
-
- The request or response details block
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
- Details about object resource usage
-
-
- Object UUID
-
-
- Object name
-
-
- Indicates if object is group owned
-
-
- Locatio of the object
-
-
- Object owner
-
-
- Resource usage, keys are resource names, values are resource usage for that specific resource
-
-
-
- Deserializes object from OSD
-
- An containing the data
-
-
-
- Makes an instance based on deserialized data
-
- serialized data
- Instance containg deserialized data
-
-
- Details about parcel resource usage
-
-
- Parcel UUID
-
-
- Parcel local ID
-
-
- Parcel name
-
-
- Indicates if parcel is group owned
-
-
- Parcel owner
-
-
- Array of containing per object resource usage
-
-
-
- Deserializes object from OSD
-
- An containing the data
-
-
-
- Makes an instance based on deserialized data
-
- serialized data
- Instance containg deserialized data
-
-
- Resource usage base class, both agent and parcel resource
- usage contains summary information
-
-
- Summary of available resources, keys are resource names,
- values are resource usage for that specific resource
-
-
- Summary resource usage, keys are resource names,
- values are resource usage for that specific resource
-
-
-
- Serializes object
-
- serialized data
-
-
-
- Deserializes object from OSD
-
- An containing the data
-
-
- Agent resource usage
-
-
- Per attachment point object resource usage
-
-
-
- Deserializes object from OSD
-
- An containing the data
-
-
-
- Makes an instance based on deserialized data
-
- serialized data
- Instance containg deserialized data
-
-
-
- Detects which class handles deserialization of this message
-
- An containing the data
- Object capable of decoding this message
-
-
- Request message for parcel resource usage
-
-
- UUID of the parel to request resource usage info
-
-
-
- Serializes object
-
- serialized data
-
-
-
- Deserializes object from OSD
-
- An containing the data
-
-
- Response message for parcel resource usage
-
-
- URL where parcel resource usage details can be retrieved
-
-
- URL where parcel resource usage summary can be retrieved
-
-
-
- Serializes object
-
- serialized data
-
-
-
- Deserializes object from OSD
-
- An containing the data
-
-
-
- Detects which class handles deserialization of this message
-
- An containing the data
- Object capable of decoding this message
-
-
- Parcel resource usage
-
-
- Array of containing per percal resource usage
-
-
-
- Deserializes object from OSD
-
- An containing the data
-
-
-
- Reply to request for bunch if display names
-
-
-
- Current display name
-
-
- Following UUIDs failed to return a valid display name
+
+ Placeholder for empty values, shouldn't ever see this
-
-
- Serializes the message
-
- OSD containting the messaage
-
-
-
- Message sent when requesting change of the display name
-
-
-
- Current display name
-
-
- Desired new display name
-
-
-
- Serializes the message
-
- OSD containting the messaage
+
+ Script wants ability to take money from you
-
-
- Message recieved in response to request to change display name
-
+
+ Script wants to take camera controls for you
-
- New display name
+
+ Script wants to remap avatars controls
-
- String message indicating the result of the operation
+
+ Script wants to trigger avatar animations
+ This function is not implemented on the grid
-
- Numerical code of the result, 200 indicates success
+
+ Script wants to attach or detach the prim or primset to your avatar
-
-
- Serializes the message
-
- OSD containting the messaage
+
+ Script wants permission to release ownership
+ This function is not implemented on the grid
+ The concept of "public" objects does not exist anymore.
-
-
- Message recieved when someone nearby changes their display name
-
+
+ Script wants ability to link/delink with other prims
-
- Previous display name, empty string if default
+
+ Script wants permission to change joints
+ This function is not implemented on the grid
-
- New display name
+
+ Script wants permissions to change permissions
+ This function is not implemented on the grid
-
-
- Serializes the message
-
- OSD containting the messaage
+
+ Script wants to track avatars camera position and rotation
-
-
-
-
+
+ Script wants to control your camera
-
-
- Initialize the UDP packet handler in server mode
-
- Port to listening for incoming UDP packets on
+
+ Script wants the ability to teleport you
-
+
- Initialize the UDP packet handler in client mode
+ Special commands used in Instant Messages
- Remote UDP server to connect to
-
-
-
-
+
+ Indicates a regular IM from another agent
-
-
-
-
+
+ Simple notification box with an OK button
-
-
-
-
+
+ You've been invited to join a group.
-
-
-
-
+
+ Inventory offer
-
- No report
+
+ Accepted inventory offer
-
- Unknown report type
+
+ Declined inventory offer
-
- Bug report
+
+ Group vote
-
- Complaint report
+
+ An object is offering its inventory
-
- Customer service report
+
+ Accept an inventory offer from an object
-
-
- Bitflag field for ObjectUpdateCompressed data blocks, describing
- which options are present for each object
-
+
+ Decline an inventory offer from an object
-
+
Unknown
-
- Whether the object has a TreeSpecies
+
+ Start a session, or add users to a session
-
- Whether the object has floating text ala llSetText
+
+ Start a session, but don't prune offline users
-
- Whether the object has an active particle system
+
+ Start a session with your group
-
- Whether the object has sound attached to it
+
+ Start a session without a calling card (finder or objects)
-
- Whether the object is attached to a root object or not
+
+ Send a message to a session
-
- Whether the object has texture animation settings
+
+ Leave a session
-
- Whether the object has an angular velocity
+
+ Indicates that the IM is from an object
-
- Whether the object has a name value pairs string
+
+ Sent an IM to a busy user, this is the auto response
-
- Whether the object has a Media URL set
+
+ Shows the message in the console and chat history
-
-
- Specific Flags for MultipleObjectUpdate requests
-
-
-
- None
-
-
- Change position of prims
-
-
- Change rotation of prims
-
-
- Change size of prims
-
-
- Perform operation on link set
-
-
- Scale prims uniformly, same as selecing ctrl+shift in the
- viewer. Used in conjunction with Scale
-
-
-
- Special values in PayPriceReply. If the price is not one of these
- literal value of the price should be use
-
-
-
-
- Indicates that this pay option should be hidden
-
-
-
-
- Indicates that this pay option should have the default value
-
-
-
-
- Contains the variables sent in an object update packet for objects.
- Used to track position and movement of prims and avatars
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Handles all network traffic related to prims and avatar positions and
- movement.
-
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Raises the ObjectProperties Event
- A ObjectPropertiesEventArgs object containing
- the data sent from the simulator
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Raises the ObjectPropertiesUpdated Event
- A ObjectPropertiesUpdatedEventArgs object containing
- the data sent from the simulator
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Raises the ObjectPropertiesFamily Event
- A ObjectPropertiesFamilyEventArgs object containing
- the data sent from the simulator
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Raises the AvatarUpdate Event
- A AvatarUpdateEventArgs object containing
- the data sent from the simulator
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Raises the ObjectDataBlockUpdate Event
- A ObjectDataBlockUpdateEventArgs object containing
- the data sent from the simulator
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Raises the KillObject Event
- A KillObjectEventArgs object containing
- the data sent from the simulator
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Raises the KillObjects Event
- A KillObjectsEventArgs object containing
- the data sent from the simulator
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Raises the AvatarSitChanged Event
- A AvatarSitChangedEventArgs object containing
- the data sent from the simulator
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Raises the PayPriceReply Event
- A PayPriceReplyEventArgs object containing
- the data sent from the simulator
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Raises the PhysicsProperties Event
- A PhysicsPropertiesEventArgs object containing
- the data sent from the simulator
-
-
- Thread sync lock object
-
-
- Reference to the GridClient object
-
-
- Does periodic dead reckoning calculation to convert
- velocity and acceleration to new positions for objects
-
-
-
- Construct a new instance of the ObjectManager class
-
- A reference to the instance
-
-
-
- Request information for a single object from a
- you are currently connected to
-
- The the object is located
- The Local ID of the object
-
-
-
- Request information for multiple objects contained in
- the same simulator
-
- The the objects are located
- An array containing the Local IDs of the objects
-
-
-
- Attempt to purchase an original object, a copy, or the contents of
- an object
-
- The the object is located
- The Local ID of the object
- Whether the original, a copy, or the object
- contents are on sale. This is used for verification, if the this
- sale type is not valid for the object the purchase will fail
- Price of the object. This is used for
- verification, if it does not match the actual price the purchase
- will fail
- Group ID that will be associated with the new
- purchase
- Inventory folder UUID where the object or objects
- purchased should be placed
-
-
- BuyObject(Client.Network.CurrentSim, 500, SaleType.Copy,
- 100, UUID.Zero, Client.Self.InventoryRootFolderUUID);
-
-
-
-
-
- Request prices that should be displayed in pay dialog. This will triggger the simulator
- to send us back a PayPriceReply which can be handled by OnPayPriceReply event
-
- The the object is located
- The ID of the object
- The result is raised in the event
-
-
-
- Select a single object. This will cause the to send us
- an which will raise the event
-
- The the object is located
- The Local ID of the object
-
-
-
-
- Select a single object. This will cause the to send us
- an which will raise the event
-
- The the object is located
- The Local ID of the object
- if true, a call to is
- made immediately following the request
-
-
-
-
- Select multiple objects. This will cause the to send us
- an which will raise the event
-
- The the objects are located
- An array containing the Local IDs of the objects
- Should objects be deselected immediately after selection
-
-
-
-
- Select multiple objects. This will cause the to send us
- an which will raise the event
-
- The the objects are located
- An array containing the Local IDs of the objects
-
-
-
-
- Update the properties of an object
-
- The the object is located
- The Local ID of the object
- true to turn the objects physical property on
- true to turn the objects temporary property on
- true to turn the objects phantom property on
- true to turn the objects cast shadows property on
-
-
-
- Update the properties of an object
-
- The the object is located
- The Local ID of the object
- true to turn the objects physical property on
- true to turn the objects temporary property on
- true to turn the objects phantom property on
- true to turn the objects cast shadows property on
- Type of the represetnation prim will have in the physics engine
- Density - normal value 1000
- Friction - normal value 0.6
- Restitution - standard value 0.5
- Gravity multiplier - standar value 1.0
-
-
-
- Sets the sale properties of a single object
-
- The the object is located
- The Local ID of the object
- One of the options from the enum
- The price of the object
-
-
-
- Sets the sale properties of multiple objects
-
- The the objects are located
- An array containing the Local IDs of the objects
- One of the options from the enum
- The price of the object
-
-
-
- Deselect a single object
-
- The the object is located
- The Local ID of the object
-
-
-
- Deselect multiple objects.
-
- The the objects are located
- An array containing the Local IDs of the objects
-
-
-
- Perform a click action on an object
-
- The the object is located
- The Local ID of the object
-
-
-
- Perform a click action (Grab) on a single object
-
- The the object is located
- The Local ID of the object
- The texture coordinates to touch
- The surface coordinates to touch
- The face of the position to touch
- The region coordinates of the position to touch
- The surface normal of the position to touch (A normal is a vector perpindicular to the surface)
- The surface binormal of the position to touch (A binormal is a vector tangen to the surface
- pointing along the U direction of the tangent space
-
-
-
- Create (rez) a new prim object in a simulator
-
- A reference to the object to place the object in
- Data describing the prim object to rez
- Group ID that this prim will be set to, or UUID.Zero if you
- do not want the object to be associated with a specific group
- An approximation of the position at which to rez the prim
- Scale vector to size this prim
- Rotation quaternion to rotate this prim
- Due to the way client prim rezzing is done on the server,
- the requested position for an object is only close to where the prim
- actually ends up. If you desire exact placement you'll need to
- follow up by moving the object after it has been created. This
- function will not set textures, light and flexible data, or other
- extended primitive properties
-
-
-
- Create (rez) a new prim object in a simulator
-
- A reference to the object to place the object in
- Data describing the prim object to rez
- Group ID that this prim will be set to, or UUID.Zero if you
- do not want the object to be associated with a specific group
- An approximation of the position at which to rez the prim
- Scale vector to size this prim
- Rotation quaternion to rotate this prim
- Specify the
- Due to the way client prim rezzing is done on the server,
- the requested position for an object is only close to where the prim
- actually ends up. If you desire exact placement you'll need to
- follow up by moving the object after it has been created. This
- function will not set textures, light and flexible data, or other
- extended primitive properties
-
-
-
- Rez a Linden tree
-
- A reference to the object where the object resides
- The size of the tree
- The rotation of the tree
- The position of the tree
- The Type of tree
- The of the group to set the tree to,
- or UUID.Zero if no group is to be set
- true to use the "new" Linden trees, false to use the old
-
-
-
- Rez grass and ground cover
-
- A reference to the object where the object resides
- The size of the grass
- The rotation of the grass
- The position of the grass
- The type of grass from the enum
- The of the group to set the tree to,
- or UUID.Zero if no group is to be set
-
-
-
- Set the textures to apply to the faces of an object
-
- A reference to the object where the object resides
- The objects ID which is local to the simulator the object is in
- The texture data to apply
-
-
-
- Set the textures to apply to the faces of an object
-
- A reference to the object where the object resides
- The objects ID which is local to the simulator the object is in
- The texture data to apply
- A media URL (not used)
-
-
-
- Set the Light data on an object
-
- A reference to the object where the object resides
- The objects ID which is local to the simulator the object is in
- A object containing the data to set
-
-
-
- Set the flexible data on an object
-
- A reference to the object where the object resides
- The objects ID which is local to the simulator the object is in
- A object containing the data to set
-
-
-
- Set the sculptie texture and data on an object
-
- A reference to the object where the object resides
- The objects ID which is local to the simulator the object is in
- A object containing the data to set
-
-
-
- Unset additional primitive parameters on an object
-
- A reference to the object where the object resides
- The objects ID which is local to the simulator the object is in
- The extra parameters to set
-
-
-
- Link multiple prims into a linkset
-
- A reference to the object where the objects reside
- An array which contains the IDs of the objects to link
- The last object in the array will be the root object of the linkset TODO: Is this true?
-
-
-
- Delink/Unlink multiple prims from a linkset
-
- A reference to the object where the objects reside
- An array which contains the IDs of the objects to delink
-
-
-
- Change the rotation of an object
-
- A reference to the object where the object resides
- The objects ID which is local to the simulator the object is in
- The new rotation of the object
-
-
-
- Set the name of an object
-
- A reference to the object where the object resides
- The objects ID which is local to the simulator the object is in
- A string containing the new name of the object
-
-
-
- Set the name of multiple objects
-
- A reference to the object where the objects reside
- An array which contains the IDs of the objects to change the name of
- An array which contains the new names of the objects
-
-
-
- Set the description of an object
-
- A reference to the object where the object resides
- The objects ID which is local to the simulator the object is in
- A string containing the new description of the object
-
-
-
- Set the descriptions of multiple objects
-
- A reference to the object where the objects reside
- An array which contains the IDs of the objects to change the description of
- An array which contains the new descriptions of the objects
-
-
-
- Attach an object to this avatar
-
- A reference to the object where the object resides
- The objects ID which is local to the simulator the object is in
- The point on the avatar the object will be attached
- The rotation of the attached object
-
-
-
- Drop an attached object from this avatar
-
- A reference to the
- object where the objects reside. This will always be the simulator the avatar is currently in
-
- The object's ID which is local to the simulator the object is in
-
-
-
- Detach an object from yourself
-
- A reference to the
- object where the objects reside
-
- This will always be the simulator the avatar is currently in
-
- An array which contains the IDs of the objects to detach
-
-
-
- Change the position of an object, Will change position of entire linkset
-
- A reference to the object where the object resides
- The objects ID which is local to the simulator the object is in
- The new position of the object
-
-
-
- Change the position of an object
-
- A reference to the object where the object resides
- The objects ID which is local to the simulator the object is in
- The new position of the object
- if true, will change position of (this) child prim only, not entire linkset
-
-
-
- Change the Scale (size) of an object
-
- A reference to the object where the object resides
- The objects ID which is local to the simulator the object is in
- The new scale of the object
- If true, will change scale of this prim only, not entire linkset
- True to resize prims uniformly
-
-
-
- Change the Rotation of an object that is either a child or a whole linkset
-
- A reference to the object where the object resides
- The objects ID which is local to the simulator the object is in
- The new scale of the object
- If true, will change rotation of this prim only, not entire linkset
-
-
-
- Send a Multiple Object Update packet to change the size, scale or rotation of a primitive
-
- A reference to the object where the object resides
- The objects ID which is local to the simulator the object is in
- The new rotation, size, or position of the target object
- The flags from the Enum
-
-
-
- Deed an object (prim) to a group, Object must be shared with group which
- can be accomplished with SetPermissions()
-
- A reference to the object where the object resides
- The objects ID which is local to the simulator the object is in
- The of the group to deed the object to
-
-
-
- Deed multiple objects (prims) to a group, Objects must be shared with group which
- can be accomplished with SetPermissions()
-
- A reference to the object where the object resides
- An array which contains the IDs of the objects to deed
- The of the group to deed the object to
-
-
-
- Set the permissions on multiple objects
-
- A reference to the object where the objects reside
- An array which contains the IDs of the objects to set the permissions on
- The new Who mask to set
- Which permission to modify
- The new state of permission
+
+ Send a teleport lure
-
-
- Request additional properties for an object
-
- A reference to the object where the object resides
-
+
+ Response sent to the agent which inititiated a teleport invitation
-
-
- Request additional properties for an object
-
- A reference to the object where the object resides
- Absolute UUID of the object
- Whether to require server acknowledgement of this request
+
+ Response sent to the agent which inititiated a teleport invitation
-
-
- Set the ownership of a list of objects to the specified group
-
- A reference to the object where the objects reside
- An array which contains the IDs of the objects to set the group id on
- The Groups ID
+
+ Only useful if you have Linden permissions
-
-
- Update current URL of the previously set prim media
-
- UUID of the prim
- Set current URL to this
- Prim face number
- Simulator in which prim is located
+
+ Request a teleport lure
-
-
- Set object media
-
- UUID of the prim
- Array the length of prims number of faces. Null on face indexes where there is
- no media, on faces which contain the media
- Simulatior in which prim is located
+
+ IM to tell the user to go to an URL
-
-
- Retrieve information about object media
-
- UUID of the primitive
- Simulator where prim is located
- Call this callback when done
+
+ IM for help
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
+
+ IM sent automatically on call for help, sends a lure
+ to each Helper reached
-
-
- A terse object update, used when a transformation matrix or
- velocity/acceleration for an object changes but nothing else
- (scale/position/rotation/acceleration/velocity)
-
- The sender
- The EventArgs object containing the packet data
+
+ Like an IM but won't go to email
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
+
+ IM from a group officer to all group members
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
+
+ Unknown
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
+
+ Unknown
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
+
+ Accept a group invitation
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
+
+ Decline a group invitation
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
+
+ Unknown
-
-
-
-
-
-
-
+
+ An avatar is offering you friendship
-
-
- Setup construction data for a basic primitive shape
-
- Primitive shape to construct
- Construction data that can be plugged into a
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+ An avatar has accepted your friendship offer
-
-
- Set the Shape data of an object
-
- A reference to the object where the object resides
- The objects ID which is local to the simulator the object is in
- Data describing the prim shape
-
-
-
- Set the Material data of an object
-
- A reference to the object where the object resides
- The objects ID which is local to the simulator the object is in
- The new material of the object
+
+ 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
-
-
-
-
-
-
- Raised when the simulator sends us data containing
- A , Foliage or Attachment
-
-
-
-
- Raised when the simulator sends us data containing
- additional information
-
-
-
-
- Raised when the simulator sends us data containing
- Primitive.ObjectProperties for an object we are currently tracking
-
-
- Raised when the simulator sends us data containing
- additional and details
-
-
-
- Raised when the simulator sends us data containing
- updated information for an
-
-
- Raised when the simulator sends us data containing
- and movement changes
-
-
- Raised when the simulator sends us data containing
- updates to an Objects DataBlock
-
-
- Raised when the simulator informs us an
- or is no longer within view
-
- Raised when the simulator informs us when a group of
- or is no longer within view
+
+ Only deliver to online avatars
-
- Raised when the simulator sends us data containing
- updated sit information for our
+
+ If the avatar is offline the message will be held until
+ they login next, and possibly forwarded to their e-mail account
-
- Raised when the simulator sends us data containing
- purchase price information for a
-
-
- Raised when the simulator sends us data containing
- additional information
-
-
-
-
+
- Callback for getting object media data via CAP
+ Conversion type to denote Chat Packet types in an easier-to-understand format
- Indicates if the operation was succesfull
- Object media version string
- Array indexed on prim face of media entry data
-
- Provides data for the event
- The event occurs when the simulator sends
- an containing a Primitive, Foliage or Attachment data
- Note 1: The event will not be raised when the object is an Avatar
- Note 2: It is possible for the to be
- raised twice for the same object if for example the primitive moved to a new simulator, then returned to the current simulator or
- if an Avatar crosses the border into a new simulator and returns to the current simulator
-
-
- The following code example uses the , , and
- properties to display new Primitives and Attachments on the window.
-
- // Subscribe to the event that gives us prim and foliage information
- Client.Objects.ObjectUpdate += Objects_ObjectUpdate;
-
-
- private void Objects_ObjectUpdate(object sender, PrimEventArgs e)
- {
- Console.WriteLine("Primitive {0} {1} in {2} is an attachment {3}", e.Prim.ID, e.Prim.LocalID, e.Simulator.Name, e.IsAttachment);
- }
-
-
-
-
-
+
+ Whisper (5m radius)
-
-
- Construct a new instance of the PrimEventArgs class
-
- The simulator the object originated from
- The Primitive
- The simulator time dilation
- The prim was not in the dictionary before this update
- true if the primitive represents an attachment to an agent
+
+ Normal chat (10/20m radius), what the official viewer typically sends
-
- Get the simulator the originated from
+
+ Shouting! (100m radius)
-
- Get the details
+
+ Event message when an Avatar has begun to type
-
- true if the did not exist in the dictionary before this update (always true if object tracking has been disabled)
+
+ Event message when an Avatar has stopped typing
-
- true if the is attached to an
+
+ Send the message to the debug channel
-
- Get the simulator Time Dilation
+
+ Event message when an object uses llOwnerSay
-
- Provides data for the event
- The event occurs when the simulator sends
- an containing Avatar data
- Note 1: The event will not be raised when the object is an Avatar
- Note 2: It is possible for the to be
- raised twice for the same avatar if for example the avatar moved to a new simulator, then returned to the current simulator
-
-
- The following code example uses the property to make a request for the top picks
- using the method in the class to display the names
- of our own agents picks listings on the window.
-
- // subscribe to the AvatarUpdate event to get our information
- Client.Objects.AvatarUpdate += Objects_AvatarUpdate;
- Client.Avatars.AvatarPicksReply += Avatars_AvatarPicksReply;
-
- private void Objects_AvatarUpdate(object sender, AvatarUpdateEventArgs e)
- {
- // we only want our own data
- if (e.Avatar.LocalID == Client.Self.LocalID)
- {
- // Unsubscribe from the avatar update event to prevent a loop
- // where we continually request the picks every time we get an update for ourselves
- Client.Objects.AvatarUpdate -= Objects_AvatarUpdate;
- // make the top picks request through AvatarManager
- Client.Avatars.RequestAvatarPicks(e.Avatar.ID);
- }
- }
-
- private void Avatars_AvatarPicksReply(object sender, AvatarPicksReplyEventArgs e)
- {
- // we'll unsubscribe from the AvatarPicksReply event since we now have the data
- // we were looking for
- Client.Avatars.AvatarPicksReply -= Avatars_AvatarPicksReply;
- // loop through the dictionary and extract the names of the top picks from our profile
- foreach (var pickName in e.Picks.Values)
- {
- Console.WriteLine(pickName);
- }
- }
-
-
-
-
+
+ Special value to support llRegionSay, never sent to the client
-
+
- Construct a new instance of the AvatarUpdateEventArgs class
+ Identifies the source of a chat message
- The simulator the packet originated from
- The data
- The simulator time dilation
- The avatar was not in the dictionary before this update
-
-
- Get the simulator the object originated from
-
-
- Get the data
-
-
- Get the simulator time dilation
-
-
- true if the did not exist in the dictionary before this update (always true if avatar tracking has been disabled)
-
-
- Provides additional primitive data for the event
- The event occurs when the simulator sends
- an containing additional details for a Primitive, Foliage data or Attachment data
- The event is also raised when a request is
- made.
-
-
- The following code example uses the , and
-
- properties to display new attachments and send a request for additional properties containing the name of the
- attachment then display it on the window.
-
- // Subscribe to the event that provides additional primitive details
- Client.Objects.ObjectProperties += Objects_ObjectProperties;
-
- // handle the properties data that arrives
- private void Objects_ObjectProperties(object sender, ObjectPropertiesEventArgs e)
- {
- Console.WriteLine("Primitive Properties: {0} Name is {1}", e.Properties.ObjectID, e.Properties.Name);
- }
-
-
-
-
-
- Construct a new instance of the ObjectPropertiesEventArgs class
-
- The simulator the object is located
- The primitive Properties
-
-
- Get the simulator the object is located
-
-
- Get the primitive properties
-
-
- Provides additional primitive data for the event
- The event occurs when the simulator sends
- an containing additional details for a Primitive or Foliage data that is currently
- being tracked in the dictionary
- The event is also raised when a request is
- made and is enabled
-
-
-
-
- Construct a new instance of the ObjectPropertiesUpdatedEvenrArgs class
-
- The simulator the object is located
- The Primitive
- The primitive Properties
-
-
- Get the primitive details
-
-
- Provides additional primitive data, permissions and sale info for the event
- The event occurs when the simulator sends
- an containing additional details for a Primitive, Foliage data or Attachment. This includes
- Permissions, Sale info, and other basic details on an object
- The event is also raised when a request is
- made, the viewer equivalent is hovering the mouse cursor over an object
-
-
-
- Get the simulator the object is located
-
-
-
-
-
-
-
-
- Provides primitive data containing updated location, velocity, rotation, textures for the event
- The event occurs when the simulator sends updated location, velocity, rotation, etc
-
-
-
- Get the simulator the object is located
-
- Get the primitive details
+
+ Chat from the grid or simulator
-
-
+
+ Chat from another avatar
-
-
+
+ Chat from an object
-
+
-
- Get the simulator the object is located
-
-
- Get the primitive details
-
-
+
-
+
-
+
-
-
-
-
- Provides notification when an Avatar, Object or Attachment is DeRezzed or moves out of the avatars view for the
- event
-
-
- Get the simulator the object is located
-
-
- The LocalID of the object
-
-
- Provides notification when an Avatar, Object or Attachment is DeRezzed or moves out of the avatars view for the
- event
-
-
- Get the simulator the object is located
-
-
- The LocalID of the object
-
-
+
- Provides updates sit position data
+ Effect type used in ViewerEffect packets
-
- Get the simulator the object is located
-
-
+
-
+
-
+
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
- Get the simulator the object is located
-
-
+
-
+
-
+
-
+
+
+
+
+
+
+
+
+
+
- Indicates if the operation was successful
+
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
- Media version string
+ 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
+
+
- Array of media entries indexed by face number
+ Action state of the avatar, which can currently be typing and
+ editing
-
+
+
+
+
+
+
+
+
+
+
- Set when simulator sends us infomation on primitive's physical properties
+ Current teleport status
-
- Simulator where the message originated
+
+ Unknown status
-
- Updated physical properties
+
+ Teleport initialized
-
+
+ Teleport in progress
+
+
+ Teleport failed
+
+
+ Teleport completed
+
+
+ Teleport cancelled
+
+
- Constructor
+
- Simulator where the message originated
- Updated physical properties
+
+
+ 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
@@ -4193,6 +1805,19 @@
Two letter language code
Share language info with scripts
+
+
+ Sets agents maturity access level
+
+ PG, M or A
+
+
+
+ Sets agents maturity access level
+
+ PG, M or A
+ Callback function
+
Take an incoming ImprovedInstantMessage packet, auto-parse, and if
@@ -4466,7 +2091,7 @@
or a login
- The access level of this agent, usually M or PG
+ The access level of this agent, usually M, PG or A
The CollisionPlane of Agent
@@ -4493,6 +2118,9 @@
Avatar Last Name (i.e. Linden)
+
+ LookAt point received with the login response message
+
Avatar Full Name (i.e. Philip Linden)
@@ -4534,6 +2162,13 @@
Returns the global grid position of the avatar
+
+
+ Called once attachment resource usage information has been collected
+
+ Indicates if operation was successfull
+ Attachment resource usage information
+
Agent movement and camera control
@@ -4915,3999 +2550,1023 @@
-
+
- Called once attachment resource usage information has been collected
+ Class for sending info on the success of the opration
+ of setting the maturity access level
- Indicates if operation was successfull
- Attachment resource usage information
-
+
- Represents a single Voice Session to the Vivox service.
+ Creates new instance of the EventArgs class
+ Has setting new maturty access level succeeded
+ New maturity access level as returned by the simulator
-
+
- Close this session.
+ New maturity accesss level returned from the sim
-
+
- Look up an existing Participants in this session
+ True if setting the new maturity access level has succedded
-
-
-
-
- Create a Session
- Sessions typically represent a connection to a media session with one or more
- participants. This is used to generate an ‘outbound’ call to another user or
- channel. The specifics depend on the media types involved. A session handle is
- required to control the local user functions within the session (or remote
- users if the current account has rights to do so). Currently creating a
- session automatically connects to the audio media, there is no need to call
- Session.Connect at this time, this is reserved for future use.
-
- Handle returned from successful Connector ‘create’ request
- This is the URI of the terminating point of the session (ie who/what is being called)
- This is the display name of the entity being called (user or channel)
- Only needs to be supplied when the target URI is password protected
- This indicates the format of the password as passed in. This can either be
- “ClearText” or “SHA1UserName”. If this element does not exist, it is assumed to be “ClearText”. If it is
- “SHA1UserName”, the password as passed in is the SHA1 hash of the password and username concatenated together,
- then base64 encoded, with the final “=” character stripped off.
-
-
-
-
-
-
- Used to accept a call
-
- SessionHandle such as received from SessionNewEvent
- "default"
-
-
-
-
- This command is used to start the audio render process, which will then play
- the passed in file through the selected audio render device. This command
- should not be issued if the user is on a call.
-
- The fully qualified path to the sound file.
- True if the file is to be played continuously and false if it is should be played once.
-
-
-
-
- This command is used to stop the audio render process.
-
- The fully qualified path to the sound file issued in the start render command.
-
-
-
-
- This is used to ‘end’ an established session (i.e. hang-up or disconnect).
-
- Handle returned from successful Session ‘create’ request or a SessionNewEvent
-
-
-
-
- Set the combined speaking and listening position in 3D space.
-
- Handle returned from successful Session ‘create’ request or a SessionNewEvent
- Speaking position
- Listening position
-
-
-
-
- Set User Volume for a particular user. Does not affect how other users hear that user.
-
- Handle returned from successful Session ‘create’ request or a SessionNewEvent
-
- The level of the audio, a number between -100 and 100 where 0 represents ‘normal’ speaking volume
-
-
-
-
- Start up the Voice service.
-
-
-
-
- Handle miscellaneous request status
-
-
-
- ///If something goes wrong, we log it.
-
-
-
- Cleanup oject resources
-
-
-
-
- Request voice cap when changing regions
-
-
-
-
- Handle a change in session state
-
-
-
-
- Close a voice session
-
-
-
-
-
- Locate a Session context from its handle
-
- Creates the session context if it does not exist.
-
-
-
- Handle completion of main voice cap request.
-
-
-
-
-
-
-
- Daemon has started so connect to it.
-
-
-
-
- The daemon TCP connection is open.
-
-
-
-
- Handle creation of the Connector.
-
-
-
-
- Handle response to audio output device query
-
-
-
-
- Handle response to audio input device query
-
-
-
-
- Set voice channel for new parcel
-
-
-
-
-
- Request info from a parcel capability Uri.
-
-
-
-
-
- Receive parcel voice cap
-
-
-
-
-
-
-
- Tell Vivox where we are standing
-
- This has to be called when we move or turn.
-
-
-
- Start and stop updating out position.
-
-
-
-
-
- This is used to 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
- Create call must be completed successfully before any other requests are made
- (typically during application initialization). The shutdown should be called
- when the application is shutting down to gracefully release resources
-
- A string value indicting the Application name
- URL for the management server
- LoggingSettings
-
-
-
-
-
- Shutdown Connector -- Should be called when the application is shutting down
- to gracefully release resources
-
- Handle returned from successful Connector ‘create’ request
-
-
-
- Mute or unmute the microphone
-
- Handle returned from successful Connector ‘create’ request
- true (mute) or false (unmute)
-
-
-
- Mute or unmute the speaker
-
- Handle returned from successful Connector ‘create’ request
- true (mute) or false (unmute)
-
-
-
- Set microphone volume
-
- Handle returned from successful Connector ‘create’ request
- The level of the audio, a number between -100 and 100 where
- 0 represents ‘normal’ speaking volume
-
-
-
- Set local speaker volume
-
- Handle returned from successful Connector ‘create’ request
- The level of the audio, a number between -100 and 100 where
- 0 represents ‘normal’ speaking volume
-
-
-
- This is used to 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)
-
-
-
-
- Starts a thread that keeps the daemon running
-
-
-
-
-
-
- Stops the daemon and the thread keeping it running
-
-
-
-
-
-
-
-
-
-
-
-
- List of audio input devices
-
-
-
-
- List of audio output devices
-
-
-
-
- Set audio test mode
-
-
-
-
- Event for most mundane request reposnses.
-
-
-
- Response to Connector.Create request
-
-
- Response to Aux.GetCaptureDevices request
-
-
- Response to Aux.GetRenderDevices request
-
-
- Audio Properties Events are sent after audio capture is started.
- These events are used to display a microphone VU meter
-
-
- Response to Account.Login request
-
-
- This event message is sent whenever the login state of the
- particular Account has transitioned from one value to another
-
-
- Enable logging
-
-
- The folder where any logs will be created
-
-
- This will be prepended to beginning of each log file
-
-
- The suffix or extension to be appended to each log file
-
-
-
- 0: NONE - No logging
- 1: ERROR - Log errors only
- 2: WARNING - Log errors and warnings
- 3: INFO - Log errors, warnings and info
- 4: DEBUG - Log errors, warnings, info and debug
-
-
-
-
- Constructor for default logging settings
-
-
-
- Audio Properties Events are sent after audio capture is started. These events are used to display a microphone VU meter
-
-
-
- Particle system specific enumerators, flags and methods.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Foliage type for this primitive. Only applicable if this
- primitive is foliage
-
-
- Unknown
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Identifies the owner if audio or a particle system is
- active
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Objects physics engine propertis
-
-
- Extra data about primitive
-
-
- Indicates if prim is attached to an avatar
-
-
- Number of clients referencing this prim
-
-
-
- Default constructor
-
-
-
-
- Packs PathTwist, PathTwistBegin, PathRadiusOffset, and PathSkew
- parameters in to signed eight bit values
-
- Floating point parameter to pack
- Signed eight bit value containing the packed parameter
-
-
-
- Unpacks PathTwist, PathTwistBegin, PathRadiusOffset, and PathSkew
- parameters from signed eight bit integers to floating point values
-
- Signed eight bit value to unpack
- Unpacked floating point value
-
-
-
-
-
-
-
-
-
- Current version of the media data for the prim
-
-
-
-
- Array of media entries indexed by face number
-
-
-
-
-
-
- Uses basic heuristics to estimate the primitive shape
-
-
-
- Parameters used to construct a visual representation of a primitive
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
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-
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-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Calculdates hash code for prim construction data
-
- The has
-
-
- Attachment point to an avatar
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Information on the flexible properties of a primitive
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Default constructor
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Information on the light properties of a primitive
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Default constructor
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Information on the light properties of a primitive as texture map
-
-
-
-
-
-
-
-
-
-
- Default constructor
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Information on the sculpt properties of a sculpted primitive
-
-
-
-
- Default constructor
-
-
-
-
-
-
-
-
-
-
-
- Render inside out (inverts the normals).
-
-
-
-
- Render an X axis mirror of the sculpty.
-
-
-
-
- Extended properties to describe an object
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
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-
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-
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-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Default constructor
-
-
-
-
- Set the properties that are set in an ObjectPropertiesFamily packet
-
- that has
- been partially filled by an ObjectPropertiesFamily packet
-
-
-
- Describes physics attributes of the prim
-
-
-
- Primitive's local ID
-
-
- Density (1000 for normal density)
-
-
- Friction
-
-
- Gravity multiplier (1 for normal gravity)
-
-
- Type of physics representation of this primitive in the simulator
-
-
- Restitution
-
-
-
- Creates PhysicsProperties from OSD
-
- OSDMap with incoming data
- Deserialized PhysicsProperties object
-
-
-
- Serializes PhysicsProperties to OSD
-
- OSDMap with serialized PhysicsProperties data
-
-
-
- Texture animation mode
-
-
-
- Disable texture animation
-
-
- Enable texture animation
-
-
- Loop when animating textures
-
-
- Animate in reverse direction
-
-
- Animate forward then reverse
-
-
- Slide texture smoothly instead of frame-stepping
-
-
- Rotate texture instead of using frames
-
-
- Scale texture instead of using frames
-
-
-
- A single textured face. Don't instantiate this class yourself, use the
- methods in TextureEntry
-
-
-
-
- Contains the definition for individual faces
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- In the future this will specify whether a webpage is
- attached to this face
-
-
-
-
-
-
-
-
-
- Represents all of the texturable faces for an object
-
- Grid objects have infinite faces, with each face
- using the properties of the default face unless set otherwise. So if
- you have a TextureEntry with a default texture uuid of X, and face 18
- has a texture UUID of Y, every face would be textured with X except for
- face 18 that uses Y. In practice however, primitives utilize a maximum
- of nine faces
-
-
-
-
-
-
-
-
-
- Constructor that takes a default texture UUID
-
- Texture UUID to use as the default texture
-
-
-
- Constructor that takes a TextureEntryFace
for the
- default face
-
- Face to use as the default face
-
-
-
- Constructor that creates the TextureEntry class from a byte array
-
- Byte array containing the TextureEntry field
- Starting position of the TextureEntry field in
- the byte array
- Length of the TextureEntry field, in bytes
-
-
-
- This will either create a new face if a custom face for the given
- index is not defined, or return the custom face for that index if
- it already exists
-
- The index number of the face to create or
- retrieve
- A TextureEntryFace containing all the properties for that
- face
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Controls the texture animation of a particular prim
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Complete structure for the particle system
-
-
-
- Particle Flags
- There appears to be more data packed in to this area
- for many particle systems. It doesn't appear to be flag values
- and serialization breaks unless there is a flag for every
- possible bit so it is left as an unsigned integer
-
-
- pattern of particles
-
-
- A representing the maximimum age (in seconds) particle will be displayed
- Maximum value is 30 seconds
-
-
- A representing the number of seconds,
- from when the particle source comes into view,
- or the particle system's creation, that the object will emits particles;
- after this time period no more particles are emitted
-
-
- A in radians that specifies where particles will not be created
-
-
- A in radians that specifies where particles will be created
-
-
- A representing the number of seconds between burts.
-
-
- A representing the number of meters
- around the center of the source where particles will be created.
-
-
- A representing in seconds, the minimum speed between bursts of new particles
- being emitted
-
-
- A representing in seconds the maximum speed of new particles being emitted.
-
-
- A representing the maximum number of particles emitted per burst
-
-
- A which represents the velocity (speed) from the source which particles are emitted
-
-
- A which represents the Acceleration from the source which particles are emitted
-
-
- The Key of the texture displayed on the particle
-
-
- The Key of the specified target object or avatar particles will follow
-
-
- Flags of particle from
-
-
- Max Age particle system will emit particles for
-
-
- The the particle has at the beginning of its lifecycle
-
-
- The the particle has at the ending of its lifecycle
-
-
- A that represents the starting X size of the particle
- Minimum value is 0, maximum value is 4
-
-
- A that represents the starting Y size of the particle
- Minimum value is 0, maximum value is 4
-
-
- A that represents the ending X size of the particle
- Minimum value is 0, maximum value is 4
-
-
- A that represents the ending Y size of the particle
- Minimum value is 0, maximum value is 4
-
-
- A that represents the start glow value
- Minimum value is 0, maximum value is 1
-
-
- A that represents the end glow value
- Minimum value is 0, maximum value is 1
-
-
- OpenGL blend function to use at particle source
-
-
- OpenGL blend function to use at particle destination
-
-
-
- Can this particle system be packed in a legacy compatible way
-
- True if the particle system doesn't use new particle system features
-
-
-
- Decodes a byte[] array into a ParticleSystem Object
-
- ParticleSystem object
- Start position for BitPacker
-
-
-
- Generate byte[] array from particle data
-
- Byte array
-
-
-
- Particle source pattern
-
-
-
- None
-
-
- Drop particles from source position with no force
-
-
- "Explode" particles in all directions
-
-
- Particles shoot across a 2D area
-
-
- Particles shoot across a 3D Cone
-
-
- Inverse of AngleCone (shoot particles everywhere except the 3D cone defined
-
-
-
- Particle Data Flags
-
-
-
- None
-
-
- Interpolate color and alpha from start to end
-
-
- Interpolate scale from start to end
-
-
- Bounce particles off particle sources Z height
-
-
- velocity of particles is dampened toward the simulators wind
-
-
- Particles follow the source
-
-
- Particles point towards the direction of source's velocity
-
-
- Target of the particles
-
-
- Particles are sent in a straight line
-
-
- Particles emit a glow
-
-
- used for point/grab/touch
-
-
- continuous ribbon particle
-
-
- particle data contains glow
-
-
- particle data contains blend functions
-
-
-
- Particle Flags Enum
-
-
-
- None
-
-
- Acceleration and velocity for particles are
- relative to the object rotation
-
-
- Particles use new 'correct' angle parameters
-
-
-
- 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
-
-
-
- Type of gesture step
-
-
-
-
- Base class for gesture steps
-
-
-
-
- Retururns what kind of gesture step this is
-
-
-
-
- Describes animation step of a gesture
-
-
-
-
- If true, this step represents start of animation, otherwise animation stop
-
-
-
-
- Animation asset
-
-
-
-
- Animation inventory name
-
-
-
-
- Returns what kind of gesture step this is
-
-
-
-
- Describes sound step of a gesture
-
-
-
-
- Sound asset
-
-
-
-
- Sound inventory name
-
-
-
-
- Returns what kind of gesture step this is
-
-
-
-
- Describes sound step of a gesture
-
-
-
-
- Text to output in chat
-
-
-
-
- Returns what kind of gesture step this is
-
-
-
-
- Describes sound step of a gesture
-
-
-
-
- If true in this step we wait for all animations to finish
-
-
-
-
- If true gesture player should wait for the specified amount of time
-
-
-
-
- Time in seconds to wait if WaitForAnimation is false
-
-
-
-
- Returns what kind of gesture step this is
-
-
-
-
- Describes the final step of a gesture
-
-
-
-
- Returns what kind of gesture step this is
-
-
-
-
- Represents a sequence of animations, sounds, and chat actions
-
-
-
-
- Base class for all Asset types
-
-
-
- A byte array containing the raw asset data
-
-
- True if the asset it only stored on the server temporarily
-
-
- A unique ID
-
-
-
- Construct a new Asset object
-
-
-
-
- Construct a new Asset object
-
- A unique specific to this asset
- A byte array containing the raw asset data
-
-
-
- Regenerates the AssetData
byte array from the properties
- of the derived class.
-
-
-
-
- Decodes the AssetData, placing it in appropriate properties of the derived
- class.
-
- True if the asset decoding succeeded, otherwise false
-
-
- The assets unique ID
-
-
-
- The "type" of asset, Notecard, Animation, etc
-
-
-
-
- Keyboard key that triggers the gestyre
-
-
-
-
- Modifier to the trigger key
-
-
-
-
- String that triggers playing of the gesture sequence
-
-
-
-
- Text that replaces trigger in chat once gesture is triggered
-
-
-
-
- Sequence of gesture steps
-
-
-
-
- Constructs guesture asset
-
-
-
-
- Constructs guesture asset
-
- A unique specific to this asset
- A byte array containing the raw asset data
-
-
-
- Encodes gesture asset suitable for uplaod
-
-
-
-
- Decodes gesture assset into play sequence
-
- true if the asset data was decoded successfully
-
-
-
- Returns asset type
-
-
-
-
- Represents an that can be worn on an avatar
- such as a Shirt, Pants, etc.
-
-
-
-
- Represents a Wearable Asset, Clothing, Hair, Skin, Etc
-
-
-
- A string containing the name of the asset
-
-
- A string containing a short description of the asset
-
-
- The Assets WearableType
-
-
- The For-Sale status of the object
-
-
- An Integer representing the purchase price of the asset
-
-
- The of the assets creator
-
-
- The of the assets current owner
-
-
- The of the assets prior owner
-
-
- The of the Group this asset is set to
-
-
- True if the asset is owned by a
-
-
- The Permissions mask of the asset
-
-
- A Dictionary containing Key/Value pairs of the objects parameters
-
-
- A Dictionary containing Key/Value pairs where the Key is the textures Index and the Value is the Textures
-
-
- Initializes a new instance of an AssetWearable object
-
-
- Initializes a new instance of an AssetWearable object with parameters
- A unique specific to this asset
- A byte array containing the raw asset data
-
-
-
- Decode an assets byte encoded data to a string
-
- true if the asset data was decoded successfully
-
-
-
- Encode the assets string represantion into a format consumable by the asset server
-
-
-
- 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 produce a tar archive in tar v7 format
-
-
-
-
- Binary writer for the underlying stream
-
-
-
-
- Write a directory entry to the tar archive. We can only handle one path level right now!
-
-
-
-
-
- Write a file to the tar archive
-
-
-
-
-
-
- Write a file to the tar archive
-
-
-
-
-
-
- Finish writing the raw tar archive data to a stream. The stream will be closed on completion.
-
-
-
-
- Write a particular entry
-
-
-
-
-
-
-
- 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
-
-
-
-
-
-
-
-
- Static helper functions and global variables
-
-
-
- This header flag signals that ACKs are appended to the packet
-
-
- This header flag signals that this packet has been sent before
-
-
- This header flags signals that an ACK is expected for this packet
-
-
- This header flag signals that the message is compressed using zerocoding
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Given an X/Y location in absolute (grid-relative) terms, a region
- handle is returned along with the local X/Y location in that region
-
- The absolute X location, a number such as
- 255360.35
- The absolute Y location, a number such as
- 255360.35
- The sim-local X position of the global X
- position, a value from 0.0 to 256.0
- The sim-local Y position of the global Y
- position, a value from 0.0 to 256.0
- A 64-bit region handle that can be used to teleport to
-
-
-
- Converts a floating point number to a terse string format used for
- transmitting numbers in wearable asset files
-
- Floating point number to convert to a string
- A terse string representation of the input number
-
-
-
- Convert a variable length field (byte array) to a string, with a
- field name prepended to each line of the output
-
- If the byte array has unprintable characters in it, a
- hex dump will be written instead
- The StringBuilder object to write to
- The byte array to convert to a string
- A field name to prepend to each line of output
-
-
-
- Decode a zerocoded byte array, used to decompress packets marked
- with the zerocoded flag
-
- Any time a zero is encountered, the next byte is a count
- of how many zeroes to expand. One zero is encoded with 0x00 0x01,
- two zeroes is 0x00 0x02, three zeroes is 0x00 0x03, etc. The
- first four bytes are copied directly to the output buffer.
-
- The byte array to decode
- The length of the byte array to decode. This
- would be the length of the packet up to (but not including) any
- appended ACKs
- The output byte array to decode to
- The length of the output buffer
-
-
-
- Encode a byte array with zerocoding. Used to compress packets marked
- with the zerocoded flag. Any zeroes in the array are compressed down
- to a single zero byte followed by a count of how many zeroes to expand
- out. A single zero becomes 0x00 0x01, two zeroes becomes 0x00 0x02,
- three zeroes becomes 0x00 0x03, etc. The first four bytes are copied
- directly to the output buffer.
-
- The byte array to encode
- The length of the byte array to encode
- The output byte array to encode to
- The length of the output buffer
-
-
-
- Calculates the CRC (cyclic redundancy check) needed to upload inventory.
-
- Creation date
- Sale type
- Inventory type
- Type
- Asset ID
- Group ID
- Sale price
- Owner ID
- Creator ID
- Item ID
- Folder ID
- Everyone mask (permissions)
- Flags
- Next owner mask (permissions)
- Group mask (permissions)
- Owner mask (permissions)
- The calculated CRC
-
-
-
- Attempts to load a file embedded in the assembly
-
- The filename of the resource to load
- A Stream for the requested file, or null if the resource
- was not successfully loaded
-
-
-
- Attempts to load a file either embedded in the assembly or found in
- a given search path
-
- The filename of the resource to load
- An optional path that will be searched if
- the asset is not found embedded in the assembly
- A Stream for the requested file, or null if the resource
- was not successfully loaded
-
-
-
- Converts a list of primitives to an object that can be serialized
- with the LLSD system
-
- Primitives to convert to a serializable object
- An object that can be serialized with LLSD
-
-
-
- Deserializes OSD in to a list of primitives
-
- Structure holding the serialized primitive list,
- must be of the SDMap type
- A list of deserialized primitives
-
-
-
- Converts a struct or class object containing fields only into a key value separated string
-
- The struct object
- A string containing the struct fields as the keys, and the field value as the value separated
-
-
- // Add the following code to any struct or class containing only fields to override the ToString()
- // method to display the values of the passed object
-
- /// Print the struct data as a string
- ///A string containing the field name, and field value
- public override string ToString()
- {
- return Helpers.StructToString(this);
- }
-
-
-
-
-
- Passed to Logger.Log() to identify the severity of a log entry
-
-
-
- No logging information will be output
-
-
- Non-noisy useful information, may be helpful in
- debugging a problem
-
-
- A non-critical error occurred. A warning will not
- prevent the rest of the library from operating as usual,
- although it may be indicative of an underlying issue
-
-
- A critical error has occurred. Generally this will
- be followed by the network layer shutting down, although the
- stability of the library after an error is uncertain
-
-
- Used for internal testing, this logging level can
- generate very noisy (long and/or repetitive) messages. Don't
- pass this to the Log() function, use DebugLog() instead.
-
-
-
-
- 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
-
-
+
-
+
+
+ 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
+
+
+
+ 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
+
+
+
+ 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)
-
-
- 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
-
-
-
- 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 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 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
-
-
-
- The current status of a texture request as it moves through the pipeline or final result of a texture request.
-
-
-
- The initial state given to a request. Requests in this state
- are waiting for an available slot in the pipeline
-
-
- A request that has been added to the pipeline and the request packet
- has been sent to the simulator
-
-
- A request that has received one or more packets back from the simulator
-
-
- A request that has received all packets back from the simulator
-
-
- A request that has taken longer than
- to download OR the initial packet containing the packet information was never received
-
-
- The texture request was aborted by request of the agent
-
-
- The simulator replied to the request that it was not able to find the requested texture
-
-
-
- A callback fired to indicate the status or final state of the requested texture. For progressive
- downloads this will fire each time new asset data is returned from the simulator.
-
- The indicating either Progress for textures not fully downloaded,
- or the final result of the request after it has been processed through the TexturePipeline
- The object containing the Assets ID, raw data
- and other information. For progressive rendering the will contain
- the data from the beginning of the file. For failed, aborted and timed out requests it will contain
- an empty byte array.
-
-
-
- Texture request download handler, allows a configurable number of download slots which manage multiple
- concurrent texture downloads from the
-
- This class makes full use of the internal
- system for full texture downloads.
-
-
- A dictionary containing all pending and in-process transfer requests where the Key is both the RequestID
- and also the Asset Texture ID, and the value is an object containing the current state of the request and also
- the asset data as it is being re-assembled
-
-
- Holds the reference to the client object
-
-
- Maximum concurrent texture requests allowed at a time
-
-
- An array of objects used to manage worker request threads
-
-
- An array of worker slots which shows the availablity status of the slot
-
-
- The primary thread which manages the requests.
-
-
- true if the TexturePipeline is currently running
-
-
- A synchronization object used by the primary thread
-
-
- A refresh timer used to increase the priority of stalled requests
-
-
-
- Default constructor, Instantiates a new copy of the TexturePipeline class
-
- Reference to the instantiated object
-
-
-
- Initialize callbacks required for the TexturePipeline to operate
-
-
-
-
- Shutdown the TexturePipeline and cleanup any callbacks or transfers
-
-
-
-
- Request a texture asset from the simulator using the system to
- manage the requests and re-assemble the image from the packets received from the simulator
-
- The of the texture asset to download
- The of the texture asset.
- Use for most textures, or for baked layer texture assets
- A float indicating the requested priority for the transfer. Higher priority values tell the simulator
- to prioritize the request before lower valued requests. An image already being transferred using the can have
- its priority changed by resending the request with the new priority value
- Number of quality layers to discard.
- This controls the end marker of the data sent
- The packet number to begin the request at. A value of 0 begins the request
- from the start of the asset texture
- The callback to fire when the image is retrieved. The callback
- will contain the result of the request and the texture asset data
- If true, the callback will be fired for each chunk of the downloaded image.
- The callback asset parameter will contain all previously received chunks of the texture asset starting
- from the beginning of the request
-
-
-
- Sends the actual request packet to the simulator
-
- The image to download
- Type of the image to download, either a baked
- avatar texture or a normal texture
- Priority level of the download. Default is
- 1,013,000.0f
- Number of quality layers to discard.
- This controls the end marker of the data sent
- Packet number to start the download at.
- This controls the start marker of the data sent
- Sending a priority of 0 and a discardlevel of -1 aborts
- download
-
-
-
- Cancel a pending or in process texture request
-
- The texture assets unique ID
-
-
-
- Master Download Thread, Queues up downloads in the threadpool
-
-
-
-
- The worker thread that sends the request and handles timeouts
-
- A object containing the request details
-
-
-
- Handle responses from the simulator that tell us a texture we have requested is unable to be located
- or no longer exists. This will remove the request from the pipeline and free up a slot if one is in use
-
- The sender
- The EventArgs object containing the packet data
-
-
-
- Handles the remaining Image data that did not fit in the initial ImageData packet
-
- The sender
- The EventArgs object containing the packet data
-
-
-
- Handle the initial ImageDataPacket sent from the simulator
-
- The sender
- The EventArgs object containing the packet data
-
-
- Current number of pending and in-process transfers
-
-
-
- A request task containing information and status of a request as it is processed through the
-
-
-
- The current which identifies the current status of the request
-
-
- The Unique Request ID, This is also the Asset ID of the texture being requested
-
-
- The slot this request is occupying in the threadpoolSlots array
-
-
- The ImageType of the request.
-
-
- The callback to fire when the request is complete, will include
- the and the
- object containing the result data
-
-
- If true, indicates the callback will be fired whenever new data is returned from the simulator.
- This is used to progressively render textures as portions of the texture are received.
-
-
- An object that maintains the data of an request thats in-process.
-
-
-
- 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
-
-
-
- Initializes a new instance of an AssetSound object
-
-
- Initializes a new instance of an AssetSound object with parameters
- A unique specific to this asset
- A byte array containing the raw asset data
-
-
-
- TODO: Encodes a sound file
-
-
-
-
- TODO: Decode a sound file
-
- true
-
-
- Override the base classes AssetType
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+ Agent trying on a shirt
-
-
-
-
-
-
-
-
-
- The ObservableDictionary class is used for storing key/value pairs. It has methods for firing
- events to subscribers when items are added, removed, or changed.
-
- Key
- Value
-
-
-
- A dictionary of callbacks to fire when specified action occurs
-
-
-
-
- Register a callback to be fired when an action occurs
-
- The action
- The callback to fire
-
-
-
- Unregister a callback
-
- The action
- The callback to fire
-
-
-
-
-
-
-
-
-
- Internal dictionary that this class wraps around. Do not
- modify or enumerate the contents of this dictionary without locking
-
-
-
- Initializes a new instance of the Class
- with the specified key/value, has the default initial capacity.
-
-
-
- // initialize a new ObservableDictionary named testDict with a string as the key and an int as the value.
- public ObservableDictionary<string, int> testDict = new ObservableDictionary<string, int>();
-
-
-
-
-
- Initializes a new instance of the Class
- with the specified key/value, With its initial capacity specified.
-
- Initial size of dictionary
-
-
- // initialize a new ObservableDictionary named testDict with a string as the key and an int as the value,
- // initially allocated room for 10 entries.
- public ObservableDictionary<string, int> testDict = new ObservableDictionary<string, int>(10);
-
-
-
-
-
- Try to get entry from the with specified key
-
- Key to use for lookup
- Value returned
- if specified key exists, if not found
-
-
- // find your avatar using the Simulator.ObjectsAvatars ObservableDictionary:
- Avatar av;
- if (Client.Network.CurrentSim.ObjectsAvatars.TryGetValue(Client.Self.AgentID, out av))
- Console.WriteLine("Found Avatar {0}", av.Name);
-
-
-
-
-
-
- Finds the specified match.
-
- The match.
- Matched value
-
-
- // use a delegate to find a prim in the ObjectsPrimitives ObservableDictionary
- // with the ID 95683496
- uint findID = 95683496;
- Primitive findPrim = sim.ObjectsPrimitives.Find(
- delegate(Primitive prim) { return prim.ID == findID; });
-
-
-
-
- Find All items in an
- return matching items.
- a containing found items.
-
- Find All prims within 20 meters and store them in a List
-
- int radius = 20;
- List<Primitive> prims = Client.Network.CurrentSim.ObjectsPrimitives.FindAll(
- delegate(Primitive prim) {
- Vector3 pos = prim.Position;
- return ((prim.ParentID == 0) && (pos != Vector3.Zero) && (Vector3.Distance(pos, location) < radius));
- }
- );
-
-
-
-
- Find All items in an
- return matching keys.
- a containing found keys.
-
- Find All keys which also exist in another dictionary
-
- List<UUID> matches = myDict.FindAll(
- delegate(UUID id) {
- return myOtherDict.ContainsKey(id);
- }
- );
-
-
-
-
- Check if Key exists in Dictionary
- Key to check for
- if found, otherwise
-
-
- Check if Value exists in Dictionary
- Value to check for
- if found, otherwise
-
-
-
- Adds the specified key to the dictionary, dictionary locking is not performed,
-
-
- The key
- The value
-
-
-
- Removes the specified key, dictionary locking is not performed
-
- The key.
- if successful, otherwise
-
-
-
- Clear the contents of the dictionary
-
-
-
-
- Enumerator for iterating dictionary entries
-
-
-
-
-
- Gets the number of Key/Value pairs contained in the
-
-
-
-
- Indexer for the dictionary
-
- The key
- The value
-
-
-
- A Name Value pair with additional settings, used in the protocol
- primarily to transmit avatar names and active group in object packets
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Constructor that takes all the fields as parameters
-
-
-
-
-
-
-
-
-
- Constructor that takes a single line from a NameValue field
-
-
-
-
- Type of the value
-
-
- Unknown
-
-
- String value
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Deprecated
-
-
- String value, but designated as an asset
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Wrapper around a byte array that allows bit to be packed and unpacked
- one at a time or by a variable amount. Useful for very tightly packed
- data like LayerData packets
-
-
-
-
-
-
-
- Default constructor, initialize the bit packer / bit unpacker
- with a byte array and starting position
-
- Byte array to pack bits in to or unpack from
- Starting position in the byte array
-
-
-
- Pack a floating point value in to the data
-
- Floating point value to pack
-
-
-
- Pack part or all of an integer in to the data
-
- Integer containing the data to pack
- Number of bits of the integer to pack
+
+ Agent turning to the left
-
-
- Pack part or all of an unsigned integer in to the data
-
- Unsigned integer containing the data to pack
- Number of bits of the integer to pack
+
+ Agent turning to the right
-
-
- Pack a single bit in to the data
-
- Bit to pack
+
+ Agent typing
-
-
-
-
-
-
-
-
+
+ Agent walking
-
-
-
-
-
+
+ Agent whispering
-
-
-
-
-
+
+ Agent whispering with fingers in mouth
-
-
- Unpacking a floating point value from the data
-
- Unpacked floating point value
+
+ Agent winking
-
-
- Unpack a variable number of bits from the data in to integer format
-
- Number of bits to unpack
- An integer containing the unpacked bits
- This function is only useful up to 32 bits
+
+ Agent winking
-
-
- Unpack a variable number of bits from the data in to unsigned
- integer format
-
- Number of bits to unpack
- An unsigned integer containing the unpacked bits
- This function is only useful up to 32 bits
+
+ Agent worried
-
-
- Unpack a 16-bit signed integer
-
- 16-bit signed integer
+
+ Agent nodding yes
-
-
- Unpack a 16-bit unsigned integer
-
- 16-bit unsigned integer
+
+ Agent nodding yes with happy face
-
-
- Unpack a 32-bit signed integer
-
- 32-bit signed integer
+
+ Agent floating with legs and arms crossed
-
+
- Unpack a 32-bit unsigned integer
+ A dictionary containing all pre-defined animations
- 32-bit unsigned integer
-
-
-
-
-
-
+ 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
@@ -9540,39 +4199,1797 @@
The ID of the Texture Layer to bake
-
+
+
+ Class that handles the local asset cache
+
+
+
+
+ Default constructor
+
+ A reference to the GridClient object
+
+
+
+ Disposes cleanup timer
+
+
+
+
+ Only create timer when needed
+
+
+
+
+ Return bytes read from the local asset cache, null if it does not exist
+
+ UUID of the asset we want to get
+ Raw bytes of the asset, or null on failure
+
+
+
+ Returns ImageDownload object of the
+ image from the local image cache, null if it does not exist
+
+ UUID of the image we want to get
+ ImageDownload object containing the image, or null on failure
+
+
+
+ Constructs a file name of the cached asset
+
+ UUID of the asset
+ String with the file name of the cahced asset
+
+
+
+ Constructs a file name of the static cached asset
+
+ UUID of the asset
+ String with the file name of the static cached asset
+
+
+
+ Saves an asset to the local cache
+
+ UUID of the asset
+ Raw bytes the asset consists of
+ Weather the operation was successfull
+
+
+
+ Get the file name of the asset stored with gived UUID
+
+ UUID of the asset
+ Null if we don't have that UUID cached on disk, file name if found in the cache folder
+
+
+
+ Checks if the asset exists in the local cache
+
+ UUID of the asset
+ True is the asset is stored in the cache, otherwise false
+
+
+
+ Wipes out entire cache
+
+
+
+
+ Brings cache size to the 90% of the max size
+
+
+
+
+ Asynchronously brings cache size to the 90% of the max size
+
+
+
+
+ Adds up file sizes passes in a FileInfo array
+
+
+
+
+ Checks whether caching is enabled
+
+
+
+
+ Periodically prune the cache
+
+
+
+
+ Nicely formats file sizes
+
+ Byte size we want to output
+ String with humanly readable file size
+
+
+
+ Allows setting weather to periodicale prune the cache if it grows too big
+ Default is enabled, when caching is enabled
+
+
+
+
+ How long (in ms) between cache checks (default is 5 min.)
+
+
+
+
+ Helper class for sorting files by their last accessed time
+
+
+
-
+
+ OK
+
+
+ Transfer completed
+
+
+
+
+
+
+
+
+ Unknown error occurred
+
+
+ Equivalent to a 404 error
+
+
+ Client does not have permission for that resource
+
+
+ Unknown status
+
+
-
+
-
-
+
+ Unknown
-
-
+
+ Virtually all asset transfers use this channel
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+ Asset from the asset server
+
+
+ Inventory item
+
+
+ Estate asset, such as an estate covenant
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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
+
+ 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
+
+ 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
+
+
+
+ Avatar profile flags
+
+
+
+
+ Represents an avatar (other than your own)
+
+
+
+
+ Particle system specific enumerators, flags and methods.
+
+
+
+
+ Current version of the media data for the prim
+
+
+
+
+ Array of media entries indexed by face number
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Foliage type for this primitive. Only applicable if this
+ primitive is foliage
+
+
+ Unknown
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Identifies the owner if audio or a particle system is
+ active
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Objects physics engine propertis
+
+
+ Extra data about primitive
+
+
+ Indicates if prim is attached to an avatar
+
+
+ Number of clients referencing this prim
+
+
+
+ Default constructor
+
+
+
+
+ Packs PathTwist, PathTwistBegin, PathRadiusOffset, and PathSkew
+ parameters in to signed eight bit values
+
+ Floating point parameter to pack
+ Signed eight bit value containing the packed parameter
+
+
+
+ Unpacks PathTwist, PathTwistBegin, PathRadiusOffset, and PathSkew
+ parameters from signed eight bit integers to floating point values
+
+ Signed eight bit value to unpack
+ Unpacked floating point value
+
+
+
+
+
+
+
+
+ Uses basic heuristics to estimate the primitive shape
+
+
+
+ Complete structure for the particle system
+
+
+
+ Particle Flags
+ There appears to be more data packed in to this area
+ for many particle systems. It doesn't appear to be flag values
+ and serialization breaks unless there is a flag for every
+ possible bit so it is left as an unsigned integer
+
+
+ pattern of particles
+
+
+ A representing the maximimum age (in seconds) particle will be displayed
+ Maximum value is 30 seconds
+
+
+ A representing the number of seconds,
+ from when the particle source comes into view,
+ or the particle system's creation, that the object will emits particles;
+ after this time period no more particles are emitted
+
+
+ A in radians that specifies where particles will not be created
+
+
+ A in radians that specifies where particles will be created
+
+
+ A representing the number of seconds between burts.
+
+
+ A representing the number of meters
+ around the center of the source where particles will be created.
+
+
+ A representing in seconds, the minimum speed between bursts of new particles
+ being emitted
+
+
+ A representing in seconds the maximum speed of new particles being emitted.
+
+
+ A representing the maximum number of particles emitted per burst
+
+
+ A which represents the velocity (speed) from the source which particles are emitted
+
+
+ A which represents the Acceleration from the source which particles are emitted
+
+
+ The Key of the texture displayed on the particle
+
+
+ The Key of the specified target object or avatar particles will follow
+
+
+ Flags of particle from
+
+
+ Max Age particle system will emit particles for
+
+
+ The the particle has at the beginning of its lifecycle
+
+
+ The the particle has at the ending of its lifecycle
+
+
+ A that represents the starting X size of the particle
+ Minimum value is 0, maximum value is 4
+
+
+ A that represents the starting Y size of the particle
+ Minimum value is 0, maximum value is 4
+
+
+ A that represents the ending X size of the particle
+ Minimum value is 0, maximum value is 4
+
+
+ A that represents the ending Y size of the particle
+ Minimum value is 0, maximum value is 4
+
+
+ A that represents the start glow value
+ Minimum value is 0, maximum value is 1
+
+
+ A that represents the end glow value
+ Minimum value is 0, maximum value is 1
+
+
+ OpenGL blend function to use at particle source
+
+
+ OpenGL blend function to use at particle destination
+
+
+
+ Can this particle system be packed in a legacy compatible way
+
+ True if the particle system doesn't use new particle system features
+
+
+
+ Decodes a byte[] array into a ParticleSystem Object
+
+ ParticleSystem object
+ Start position for BitPacker
+
+
+
+ Generate byte[] array from particle data
+
+ Byte array
+
+
+
+ Particle source pattern
+
+
+
+ None
+
+
+ Drop particles from source position with no force
+
+
+ "Explode" particles in all directions
+
+
+ Particles shoot across a 2D area
+
+
+ Particles shoot across a 3D Cone
+
+
+ Inverse of AngleCone (shoot particles everywhere except the 3D cone defined
+
+
+
+ Particle Data Flags
+
+
+
+ None
+
+
+ Interpolate color and alpha from start to end
+
+
+ Interpolate scale from start to end
+
+
+ Bounce particles off particle sources Z height
+
+
+ velocity of particles is dampened toward the simulators wind
+
+
+ Particles follow the source
+
+
+ Particles point towards the direction of source's velocity
+
+
+ Target of the particles
+
+
+ Particles are sent in a straight line
+
+
+ Particles emit a glow
+
+
+ used for point/grab/touch
+
+
+ continuous ribbon particle
+
+
+ particle data contains glow
+
+
+ particle data contains blend functions
+
+
+
+ Particle Flags Enum
+
+
+
+ None
+
+
+ Acceleration and velocity for particles are
+ relative to the object rotation
+
+
+ Particles use new 'correct' angle parameters
+
+
+
+ Parameters used to construct a visual representation of a primitive
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Calculdates hash code for prim construction data
+
+ The has
+
+
+ Attachment point to an avatar
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Information on the flexible properties of a primitive
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Default constructor
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Information on the light properties of a primitive
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Default constructor
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Information on the light properties of a primitive as texture map
+
+
+
+
+
+
+
+
+
+
+ Default constructor
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Information on the sculpt properties of a sculpted primitive
+
+
+
+
+ Default constructor
+
+
+
+
+
+
+
+
+
+
+
+ Render inside out (inverts the normals).
+
+
+
+
+ Render an X axis mirror of the sculpty.
+
+
+
+
+ Extended properties to describe an object
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Default constructor
+
+
+
+
+ Set the properties that are set in an ObjectPropertiesFamily packet
+
+ that has
+ been partially filled by an ObjectPropertiesFamily packet
+
+
+
+ Describes physics attributes of the prim
+
+
+
+ Primitive's local ID
+
+
+ Density (1000 for normal density)
+
+
+ Friction
+
+
+ Gravity multiplier (1 for normal gravity)
+
+
+ Type of physics representation of this primitive in the simulator
+
+
+ Restitution
+
+
+
+ Creates PhysicsProperties from OSD
+
+ OSDMap with incoming data
+ Deserialized PhysicsProperties object
+
+
+
+ Serializes PhysicsProperties to OSD
+
+ OSDMap with serialized PhysicsProperties data
+
+
+
+ Texture animation mode
+
+
+
+ Disable texture animation
+
+
+ Enable texture animation
+
+
+ Loop when animating textures
+
+
+ Animate in reverse direction
+
+
+ Animate forward then reverse
+
+
+ Slide texture smoothly instead of frame-stepping
+
+
+ Rotate texture instead of using frames
+
+
+ Scale texture instead of using frames
+
+
+
+ A single textured face. Don't instantiate this class yourself, use the
+ methods in TextureEntry
+
+
+
+
+ Contains the definition for individual faces
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ In the future this will specify whether a webpage is
+ attached to this face
+
+
+
+
+
+
+
+
+
+ Represents all of the texturable faces for an object
+
+ Grid objects have infinite faces, with each face
+ using the properties of the default face unless set otherwise. So if
+ you have a TextureEntry with a default texture uuid of X, and face 18
+ has a texture UUID of Y, every face would be textured with X except for
+ face 18 that uses Y. In practice however, primitives utilize a maximum
+ of nine faces
+
+
+
+
+
+
+
+
+
+ Constructor that takes a default texture UUID
+
+ Texture UUID to use as the default texture
+
+
+
+ Constructor that takes a TextureEntryFace
for the
+ default face
+
+ Face to use as the default face
+
+
+
+ Constructor that creates the TextureEntry class from a byte array
+
+ Byte array containing the TextureEntry field
+ Starting position of the TextureEntry field in
+ the byte array
+ Length of the TextureEntry field, in bytes
+
+
+
+ This will either create a new face if a custom face for the given
+ index is not defined, or return the custom face for that index if
+ it already exists
+
+ The index number of the face to create or
+ retrieve
+ A TextureEntryFace containing all the properties for that
+ face
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Controls the texture animation of a particular prim
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Groups that this avatar is a member of
+
+
+ Positive and negative ratings
+
+
+ Avatar properties including about text, profile URL, image IDs and
+ publishing settings
+
+
+ Avatar interests including spoken languages, skills, and "want to"
+ choices
+
+
+ Movement control flags for avatars. Typically not set or used by
+ clients. To move your avatar, use Client.Self.Movement instead
+
+
+
+ Contains the visual parameters describing the deformation of the avatar
+
+
+
+
+ Appearance version. Value greater than 0 indicates using server side baking
+
+
+
+
+ Version of the Current Outfit Folder that the appearance is based on
+
+
+
+
+ Appearance flags. Introduced with server side baking, currently unused.
+
+
+
+
+ List of current avatar animations
+
+
+
+
+ Default constructor
+
+
+
+ First name
+
+
+ Last name
+
+
+ Full name
+
+
+ Active group
+
+
+
+ Positive and negative ratings
+
+
+
+ Positive ratings for Behavior
+
+
+ Negative ratings for Behavior
+
+
+ Positive ratings for Appearance
+
+
+ Negative ratings for Appearance
+
+
+ Positive ratings for Building
+
+
+ Negative ratings for Building
+
+
+ Positive ratings given by this avatar
+
+
+ Negative ratings given by this avatar
+
+
+
+ Avatar properties including about text, profile URL, image IDs and
+ publishing settings
+
+
+
+ First Life about text
+
+
+ First Life image ID
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Profile image ID
+
+
+ Flags of the profile
+
+
+ Web URL for this profile
+
+
+ Should this profile be published on the web
+
+
+ Avatar Online Status
+
+
+ Is this a mature profile
+
+
+
+
+
+
+
+
+
+ Avatar interests including spoken languages, skills, and "want to"
+ choices
+
+
+
+ Languages profile field
+
+
+
+
+
+
+
+
+
+
+
+
+
Information about agents display name
@@ -10189,606 +6606,2690 @@
Event args class for display name notification messages
-
+
- Capability to load TGAs to Bitmap
+ Wrapper around a byte array that allows bit to be packed and unpacked
+ one at a time or by a variable amount. Useful for very tightly packed
+ data like LayerData packets
-
+
+
+
+
- Represents Mesh asset
+ Default constructor, initialize the bit packer / bit unpacker
+ with a byte array and starting position
+
+ Byte array to pack bits in to or unpack from
+ Starting position in the byte array
+
+
+
+ Pack a floating point value in to the data
+
+ Floating point value to pack
+
+
+
+ Pack part or all of an integer in to the data
+
+ Integer containing the data to pack
+ Number of bits of the integer to pack
+
+
+
+ Pack part or all of an unsigned integer in to the data
+
+ Unsigned integer containing the data to pack
+ Number of bits of the integer to pack
+
+
+
+ Pack a single bit in to the data
+
+ Bit to pack
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Unpacking a floating point value from the data
+
+ Unpacked floating point value
+
+
+
+ Unpack a variable number of bits from the data in to integer format
+
+ Number of bits to unpack
+ An integer containing the unpacked bits
+ This function is only useful up to 32 bits
+
+
+
+ Unpack a variable number of bits from the data in to unsigned
+ integer format
+
+ Number of bits to unpack
+ An unsigned integer containing the unpacked bits
+ This function is only useful up to 32 bits
+
+
+
+ Unpack a 16-bit signed integer
+
+ 16-bit signed integer
+
+
+
+ Unpack a 16-bit unsigned integer
+
+ 16-bit unsigned integer
+
+
+
+ Unpack a 32-bit signed integer
+
+ 32-bit signed integer
+
+
+
+ Unpack a 32-bit unsigned integer
+
+ 32-bit unsigned integer
+
+
+
+
+
+
+
+
+
+ Reads in a byte array of an Animation Asset created by the SecondLife(tm) client.
-
+
- Decoded mesh data
+ Rotation Keyframe count (used internally)
-
- 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
+ Position Keyframe count (used internally)
-
+
- Decodes mesh asset. See
- to furter decode it for rendering
- true
-
-
- Override the base classes AssetType
-
-
-
- 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.
-
-
- Login Routines
+ Animation Priority
-
- The event subscribers, null of no subscribers
+
+
+ The animation length in seconds.
+
-
- Raises the PacketSent Event
- A PacketSentEventArgs object containing
- the data sent from the simulator
+
+
+ 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.
+
+
+
+
+ Capabilities is the name of the bi-directional HTTP REST protocol
+ used to communicate non real-time transactions such as teleporting or
+ group messaging
+
+
+
+ Reference to the simulator this system is connected to
+
+
+
+ Default constructor
+
+
+
+
+
+
+ Request the URI of a named capability
+
+ Name of the capability to request
+ The URI of the requested capability, or String.Empty if
+ the capability does not exist
+
+
+
+ Process any incoming events, check to see if we have a message created for the event,
+
+
+
+
+
+ Capabilities URI this system was initialized with
+
+
+ Whether the capabilities event queue is connected and
+ listening for incoming events
+
+
+
+ Triggered when an event is received via the EventQueueGet
+ capability
+
+ Event name
+ Decoded event data
+ The simulator that generated the event
+
+
+
+ Attempts to convert an LLSD structure to a known Packet type
+
+ Event name, this must match an actual
+ packet name for a Packet to be successfully built
+ LLSD to convert to a Packet
+ A Packet on success, otherwise null
+
+
+
+
+
+ Looking direction, must be a normalized vector
+ Up direction, must be a normalized vector
+
+
+
+ Align the coordinate frame X and Y axis with a given rotation
+ around the Z axis in radians
+
+ Absolute rotation around the Z axis in
+ radians
+
+
+ Origin position of this coordinate frame
+
+
+ X axis of this coordinate frame, or Forward/At in grid terms
+
+
+ Y axis of this coordinate frame, or Left in grid terms
+
+
+ Z axis of this coordinate frame, or Up in grid terms
+
+
+
+ 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 of no subscribers
+
+ The event subscribers. null if no subcribers
-
- Raises the LoggedOut Event
- A LoggedOutEventArgs object containing
- the data sent from the simulator
+
+ Raises the DirEventsReply event
+ An DirEventsReplyEventArgs object containing the
+ data returned from the data server
-
+
Thread sync lock object
-
- The event subscribers, null of no subscribers
+
+ The event subscribers. null if no subcribers
-
- Raises the SimConnecting Event
- A SimConnectingEventArgs object containing
- the data sent from the simulator
+
+ Raises the PlacesReply event
+ A PlacesReplyEventArgs object containing the
+ data returned from the data server
-
+
Thread sync lock object
-
- The event subscribers, null of no subscribers
+
+ The event subscribers. null if no subcribers
-
- Raises the SimConnected Event
- A SimConnectedEventArgs object containing
- the data sent from the simulator
+
+ Raises the DirPlacesReply event
+ A DirPlacesReplyEventArgs object containing the
+ data returned from the data server
-
+
Thread sync lock object
-
- The event subscribers, null of no subscribers
+
+ The event subscribers. null if no subcribers
-
- Raises the SimDisconnected Event
- A SimDisconnectedEventArgs object containing
- the data sent from the simulator
+
+ Raises the DirClassifiedsReply event
+ A DirClassifiedsReplyEventArgs object containing the
+ data returned from the data server
-
+
Thread sync lock object
-
- The event subscribers, null of no subscribers
+
+ The event subscribers. null if no subcribers
-
- Raises the Disconnected Event
- A DisconnectedEventArgs object containing
- the data sent from the simulator
+
+ Raises the DirGroupsReply event
+ A DirGroupsReplyEventArgs object containing the
+ data returned from the data server
-
+
Thread sync lock object
-
- The event subscribers, null of no subscribers
+
+ The event subscribers. null if no subcribers
-
- Raises the SimChanged Event
- A SimChangedEventArgs object containing
- the data sent from the simulator
+
+ Raises the DirPeopleReply event
+ A DirPeopleReplyEventArgs object containing the
+ data returned from the data server
-
+
Thread sync lock object
-
- The event subscribers, null of no subscribers
+
+ The event subscribers. null if no subcribers
-
- Raises the EventQueueRunning Event
- A EventQueueRunningEventArgs object containing
- the data sent from the simulator
+
+ Raises the DirLandReply event
+ A DirLandReplyEventArgs object containing the
+ data returned from the data server
-
+
Thread sync lock object
-
- All of the simulators we are currently connected to
+
+
+ Constructs a new instance of the DirectoryManager class
+
+ An instance of GridClient
-
- Handlers for incoming capability events
+
+
+ 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
-
- Handlers for incoming packets
+
+
+ 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
+
-
- Incoming packets that are awaiting handling
+
+
+ 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
-
- Outgoing packets that are awaiting handling
+
+
+ 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
+
+
+
+ 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 HTTP download
+
+
+ Maximum number of parallel downloads from a single endpoint
+
+
+ Client certificate
+
+
+ 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
+
+
+
+
+
+
+
+ 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
+
+
+
+
+
+
+
+ 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 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
+ Register an new event handler for a capabilities event sent via the EventQueue
- Packet type to trigger events for
- Callback to fire when a packet of this type
- is received
+ Use String.Empty to fire this event on every CAPS event
+ Capability event name to register the
+ handler for
+ Callback to fire
-
+
- 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
+ Unregister a previously registered capabilities handler
- 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
+ Capability event name unregister the
+ handler for
+ Callback to unregister
-
+
- 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
+ Fire the events registered for this event type synchronously
- Packet type this callback is registered with
- Callback to stop firing events for
+ Capability name
+ Decoded event body
+ Reference to the simulator that
+ generated this event
-
+
- 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
+ Fire the events registered for this event type asynchronously
- Name of the CAPS event to register a handler for
- Callback to fire when a CAPS event is received
+ Capability name
+ Decoded event body
+ Reference to the simulator that
+ generated this event
-
+
- 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
+ Object that is passed to worker threads in the ThreadPool for
+ firing CAPS callbacks
-
-
- 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
-
+
+ Callback to fire for this packet
-
-
- Close a connection to the given simulator
-
-
-
+
+ Name of the CAPS event
-
-
- 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
+
+ Strongly typed decoded data
-
-
- 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
+
+ Reference to the simulator that generated this event
-
-
- 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
-
-
- 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
-
-
- 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
-
-
- 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
-
-
-
- Explains why a simulator or the grid disconnected from us
-
-
-
- The client requested the logout or simulator disconnect
-
-
- The server notified us that it is disconnecting
-
-
- Either a socket was closed or network traffic timed out
-
-
- The last active simulator shut down
-
-
-
- Holds a simulator reference and a decoded packet, these structs are put in
- the packet inbox for event handling
-
-
-
- Reference to the simulator that this packet came from
-
-
- Packet that needs to be processed
-
-
-
- Holds a simulator reference and a serialized packet, these structs are put in
- the packet outbox for sending
-
-
-
- Reference to the simulator this packet is destined for
-
-
- Packet that needs to be sent
-
-
- Sequence number of the wrapped packet
-
-
- Number of times this packet has been resent
-
-
- Environment.TickCount when this packet was last sent over the wire
-
-
- Type of the packet
-
-
+
-
-
-
-
-
+
+
+ The avatar has no rights
+
+
+ The avatar can see the online status of the target avatar
+
+
+ The avatar can see the location of the target avatar on the map
+
+
+ The avatar can modify the ojects of the target avatar
+
+
+
+ This class holds information about an avatar in the friends list. There are two ways
+ to interface to this class. The first is through the set of boolean properties. This is the typical
+ way clients of this class will use it. The second interface is through two bitflag properties,
+ TheirFriendsRights and MyFriendsRights
+
+
+
+
+ Used internally when building the initial list of friends at login time
+
+ System ID of the avatar being prepesented
+ Rights the friend has to see you online and to modify your objects
+ Rights you have to see your friend online and to modify their objects
+
+
+
+ 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
+
+
+
+ Change the rights of a friend avatar.
+
+ 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
+
+
+
+ Main class to expose grid functionality to clients. All of the
+ classes needed for sending and receiving data are accessible through
+ this class.
+
+
+
+ // Example minimum code required to instantiate class and
+ // connect to a simulator.
+ using System;
+ using System.Collections.Generic;
+ using System.Text;
+ using OpenMetaverse;
+
+ namespace FirstBot
+ {
+ class Bot
+ {
+ public static GridClient Client;
+ static void Main(string[] args)
+ {
+ Client = new GridClient(); // instantiates the GridClient class
+ // to the global Client object
+ // Login to Simulator
+ Client.Network.Login("FirstName", "LastName", "Password", "FirstBot", "1.0");
+ // Wait for a Keypress
+ Console.ReadLine();
+ // Logout of simulator
+ Client.Network.Logout();
+ }
+ }
+ }
+
+
+
+
+ Networking subsystem
+
+
+ Settings class including constant values and changeable
+ parameters for everything
+
+
+ Parcel (subdivided simulator lots) subsystem
+
+
+ Our own avatars subsystem
+
+
+ Other avatars subsystem
+
+
+ Estate subsystem
+
+
+ Friends list subsystem
+
+
+ Grid (aka simulator group) subsystem
+
+
+ Object subsystem
+
+
+ Group subsystem
+
+
+ Asset subsystem
+
+
+ Appearance subsystem
+
+
+ Inventory subsystem
+
+
+ Directory searches including classifieds, people, land
+ sales, etc
+
+
+ Handles land, wind, and cloud heightmaps
+
+
+ Handles sound-related networking
+
+
+ Throttling total bandwidth usage, or allocating bandwidth
+ for specific data stream types
+
+
+
+ Default constructor
+
+
+
+
+ Return the full name of this instance
+
+ Client avatars full name
@@ -11141,161 +9642,1784 @@
Microseconds since the start of SL 4-hour day
-
- =
-
-
- Number of times we've received an unknown CAPS exception in series.
-
-
- For exponential backoff on error.
-
-
- 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
+ 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
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
- 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
-
-
-
- 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
-
-
-
- Singleton logging class for the entire library
+ Struct representing a group notice list entry
-
- log4net logging engine
+
+ Notice ID
-
+
+ Creation timestamp of notice
+
+
+ Agent name who created notice
+
+
+ Notice subject
+
+
+ Is there an attachment?
+
+
+ Attachment Type
+
+
- Default constructor
+ Struct representing a member of a group chat session and their settings
-
-
- Send a log message to the logging engine
-
- The log message
- The severity of the log entry
+
+ The of the Avatar
-
-
- Send a log message to the logging engine
-
- The log message
- The severity of the log entry
- Instance of the client
+
+ True if user has voice chat enabled
-
-
- Send a log message to the logging engine
-
- The log message
- The severity of the log entry
- Exception that was raised
+
+ True of Avatar has moderator abilities
-
-
- 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
+
+ True if a moderator has muted this avatars chat
-
-
- 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
+
+ True if a moderator has muted this avatars voice
-
+
- 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
+ Role update flags
- 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
+
+
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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
+
+
- Callback used for client apps to receive log messages from
- the library
+ Ban actions available for group members
- Data being logged
- The severity of the log entry from
+
+
+ Ban agent from joining a group
+
+
+ Remove restriction on agent jointing a group
+
+
+
+ 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
+
+
+ The event subscribers. null if no subcribers
+
+
+ Raises the BannedAgents event
+ An BannedAgentsEventArgs 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
+
+
+
+ Gets the URI of the cpability for handling group bans
+
+ Group ID
+ null, if the feature is not supported, or URI of the capability
+
+
+
+ Request a list of residents banned from joining a group
+
+ UUID of the group
+
+
+
+ Request a list of residents banned from joining a group
+
+ UUID of the group
+ Callback on request completition
+
+
+
+ Request that group of agents be banned or unbanned from the group
+
+ Group ID
+ Ban/Unban action
+ Array of agents UUIDs to ban
+
+
+
+ Request that group of agents be banned or unbanned from the group
+
+ Group ID
+ Ban/Unban action
+ Array of agents UUIDs to ban
+ Callback
+
+
+ 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
+
+
+ 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
+
+
+
+ Result of the request for list of agents banned from a group
+
+
+
+ Indicates if list of banned agents for a group was successfully retrieved
+
+
+ Indicates if list of banned agents for a group was successfully retrieved
+
+
+ Array containing a list of UUIDs of the agents banned from a group
+
+
+
+ Static helper functions and global variables
+
+
+
+ This header flag signals that ACKs are appended to the packet
+
+
+ This header flag signals that this packet has been sent before
+
+
+ This header flags signals that an ACK is expected for this packet
+
+
+ This header flag signals that the message is compressed using zerocoding
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Given an X/Y location in absolute (grid-relative) terms, a region
+ handle is returned along with the local X/Y location in that region
+
+ The absolute X location, a number such as
+ 255360.35
+ The absolute Y location, a number such as
+ 255360.35
+ The sim-local X position of the global X
+ position, a value from 0.0 to 256.0
+ The sim-local Y position of the global Y
+ position, a value from 0.0 to 256.0
+ A 64-bit region handle that can be used to teleport to
+
+
+
+ Converts a floating point number to a terse string format used for
+ transmitting numbers in wearable asset files
+
+ Floating point number to convert to a string
+ A terse string representation of the input number
+
+
+
+ Convert a variable length field (byte array) to a string, with a
+ field name prepended to each line of the output
+
+ If the byte array has unprintable characters in it, a
+ hex dump will be written instead
+ The StringBuilder object to write to
+ The byte array to convert to a string
+ A field name to prepend to each line of output
+
+
+
+ Decode a zerocoded byte array, used to decompress packets marked
+ with the zerocoded flag
+
+ Any time a zero is encountered, the next byte is a count
+ of how many zeroes to expand. One zero is encoded with 0x00 0x01,
+ two zeroes is 0x00 0x02, three zeroes is 0x00 0x03, etc. The
+ first four bytes are copied directly to the output buffer.
+
+ The byte array to decode
+ The length of the byte array to decode. This
+ would be the length of the packet up to (but not including) any
+ appended ACKs
+ The output byte array to decode to
+ The length of the output buffer
+
+
+
+ Encode a byte array with zerocoding. Used to compress packets marked
+ with the zerocoded flag. Any zeroes in the array are compressed down
+ to a single zero byte followed by a count of how many zeroes to expand
+ out. A single zero becomes 0x00 0x01, two zeroes becomes 0x00 0x02,
+ three zeroes becomes 0x00 0x03, etc. The first four bytes are copied
+ directly to the output buffer.
+
+ The byte array to encode
+ The length of the byte array to encode
+ The output byte array to encode to
+ The length of the output buffer
+
+
+
+ Calculates the CRC (cyclic redundancy check) needed to upload inventory.
+
+ Creation date
+ Sale type
+ Inventory type
+ Type
+ Asset ID
+ Group ID
+ Sale price
+ Owner ID
+ Creator ID
+ Item ID
+ Folder ID
+ Everyone mask (permissions)
+ Flags
+ Next owner mask (permissions)
+ Group mask (permissions)
+ Owner mask (permissions)
+ The calculated CRC
+
+
+
+ Attempts to load a file embedded in the assembly
+
+ The filename of the resource to load
+ A Stream for the requested file, or null if the resource
+ was not successfully loaded
+
+
+
+ Attempts to load a file either embedded in the assembly or found in
+ a given search path
+
+ The filename of the resource to load
+ An optional path that will be searched if
+ the asset is not found embedded in the assembly
+ A Stream for the requested file, or null if the resource
+ was not successfully loaded
+
+
+
+ Converts a list of primitives to an object that can be serialized
+ with the LLSD system
+
+ Primitives to convert to a serializable object
+ An object that can be serialized with LLSD
+
+
+
+ Deserializes OSD in to a list of primitives
+
+ Structure holding the serialized primitive list,
+ must be of the SDMap type
+ A list of deserialized primitives
+
+
+
+ Converts a struct or class object containing fields only into a key value separated string
+
+ The struct object
+ A string containing the struct fields as the keys, and the field value as the value separated
+
+
+ // Add the following code to any struct or class containing only fields to override the ToString()
+ // method to display the values of the passed object
+
+ /// Print the struct data as a string
+ ///A string containing the field name, and field value
+ public override string ToString()
+ {
+ return Helpers.StructToString(this);
+ }
+
+
+
+
+
+ Passed to Logger.Log() to identify the severity of a log entry
+
+
+
+ No logging information will be output
+
+
+ Non-noisy useful information, may be helpful in
+ debugging a problem
+
+
+ A non-critical error occurred. A warning will not
+ prevent the rest of the library from operating as usual,
+ although it may be indicative of an underlying issue
+
+
+ A critical error has occurred. Generally this will
+ be followed by the network layer shutting down, although the
+ stability of the library after an error is uncertain
+
+
+ Used for internal testing, this logging level can
+ generate very noisy (long and/or repetitive) messages. Don't
+ pass this to the Log() function, use DebugLog() instead.
+
+
+
+
+ The InternalDictionary class is used through the library for storing key/value pairs.
+ It is intended to be a replacement for the generic Dictionary class and should
+ be used in its place. It contains several methods for allowing access to the data from
+ outside the library that are read only and thread safe.
+
+
+ Key
+ Value
+
+
+ Internal dictionary that this class wraps around. Do not
+ modify or enumerate the contents of this dictionary without locking
+ on this member
+
+
+
+ Initializes a new instance of the Class
+ with the specified key/value, has the default initial capacity.
+
+
+
+ // initialize a new InternalDictionary named testDict with a string as the key and an int as the value.
+ public InternalDictionary<string, int> testDict = new InternalDictionary<string, int>();
+
+
+
+
+
+ Initializes a new instance of the Class
+ with the specified key/value, has its initial valies copied from the specified
+
+
+
+ to copy initial values from
+
+
+ // initialize a new InternalDictionary named testAvName with a UUID as the key and an string as the value.
+ // populates with copied values from example KeyNameCache Dictionary.
+
+ // create source dictionary
+ Dictionary<UUID, string> KeyNameCache = new Dictionary<UUID, string>();
+ KeyNameCache.Add("8300f94a-7970-7810-cf2c-fc9aa6cdda24", "Jack Avatar");
+ KeyNameCache.Add("27ba1e40-13f7-0708-3e98-5819d780bd62", "Jill Avatar");
+
+ // Initialize new dictionary.
+ public InternalDictionary<UUID, string> testAvName = new InternalDictionary<UUID, string>(KeyNameCache);
+
+
+
+
+
+ Initializes a new instance of the Class
+ with the specified key/value, With its initial capacity specified.
+
+ Initial size of dictionary
+
+
+ // initialize a new InternalDictionary named testDict with a string as the key and an int as the value,
+ // initially allocated room for 10 entries.
+ public InternalDictionary<string, int> testDict = new InternalDictionary<string, int>(10);
+
+
+
+
+
+ Try to get entry from with specified key
+
+ Key to use for lookup
+ Value returned
+ if specified key exists, if not found
+
+
+ // find your avatar using the Simulator.ObjectsAvatars InternalDictionary:
+ Avatar av;
+ if (Client.Network.CurrentSim.ObjectsAvatars.TryGetValue(Client.Self.AgentID, out av))
+ Console.WriteLine("Found Avatar {0}", av.Name);
+
+
+
+
+
+
+ Finds the specified match.
+
+ The match.
+ Matched value
+
+
+ // use a delegate to find a prim in the ObjectsPrimitives InternalDictionary
+ // with the ID 95683496
+ uint findID = 95683496;
+ Primitive findPrim = sim.ObjectsPrimitives.Find(
+ delegate(Primitive prim) { return prim.ID == findID; });
+
+
+
+
+ Find All items in an
+ return matching items.
+ a containing found items.
+
+ Find All prims within 20 meters and store them in a List
+
+ int radius = 20;
+ List<Primitive> prims = Client.Network.CurrentSim.ObjectsPrimitives.FindAll(
+ delegate(Primitive prim) {
+ Vector3 pos = prim.Position;
+ return ((prim.ParentID == 0) && (pos != Vector3.Zero) && (Vector3.Distance(pos, location) < radius));
+ }
+ );
+
+
+
+
+ Find All items in an
+ return matching keys.
+ a containing found keys.
+
+ Find All keys which also exist in another dictionary
+
+ List<UUID> matches = myDict.FindAll(
+ delegate(UUID id) {
+ return myOtherDict.ContainsKey(id);
+ }
+ );
+
+
+
+
+ Perform an on each entry in an
+ to perform
+
+
+ // Iterates over the ObjectsPrimitives InternalDictionary and prints out some information.
+ Client.Network.CurrentSim.ObjectsPrimitives.ForEach(
+ delegate(Primitive prim)
+ {
+ if (prim.Text != null)
+ {
+ Console.WriteLine("NAME={0} ID = {1} TEXT = '{2}'",
+ prim.PropertiesFamily.Name, prim.ID, prim.Text);
+ }
+ });
+
+
+
+
+ Perform an on each key of an
+ to perform
+
+
+
+ Perform an on each KeyValuePair of an
+
+ to perform
+
+
+ Check if Key exists in Dictionary
+ Key to check for
+ if found, otherwise
+
+
+ Check if Value exists in Dictionary
+ Value to check for
+ if found, otherwise
+
+
+
+ Adds the specified key to the dictionary, dictionary locking is not performed,
+
+
+ The key
+ The value
+
+
+
+ Removes the specified key, dictionary locking is not performed
+
+ The key.
+ if successful, otherwise
+
+
+
+ Gets the number of Key/Value pairs contained in the
+
+
+
+
+ Indexer for the dictionary
+
+ The key
+ The value
+
+
+
+ Exception class to identify inventory exceptions
+
+
+
+
+ Responsible for maintaining inventory structure. Inventory constructs nodes
+ and manages node children as is necessary to maintain a coherant hirarchy.
+ Other classes should not manipulate or create InventoryNodes explicitly. When
+ A node's parent changes (when a folder is moved, for example) simply pass
+ Inventory the updated InventoryFolder and it will make the appropriate changes
+ to its internal representation.
+
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the InventoryObjectUpdated Event
+ A InventoryObjectUpdatedEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the InventoryObjectRemoved Event
+ A InventoryObjectRemovedEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the InventoryObjectAdded Event
+ A InventoryObjectAddedEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+
+ Returns the contents of the specified folder
+
+ A folder's UUID
+ The contents of the folder corresponding to folder
+ When folder
does not exist in the inventory
+
+
+
+ Updates the state of the InventoryNode and inventory data structure that
+ is responsible for the InventoryObject. If the item was previously not added to inventory,
+ it adds the item, and updates structure accordingly. If it was, it updates the
+ InventoryNode, changing the parent node if item.parentUUID
does
+ not match node.Parent.Data.UUID
.
+
+ You can not set the inventory root folder using this method
+
+ The InventoryObject to store
+
+
+
+ Removes the InventoryObject and all related node data from Inventory.
+
+ The InventoryObject to remove.
+
+
+
+ Used to find out if Inventory contains the InventoryObject
+ specified by uuid
.
+
+ The UUID to check.
+ true if inventory contains uuid, false otherwise
+
+
+
+ Saves the current inventory structure to a cache file
+
+ Name of the cache file to save to
+
+
+
+ Loads in inventory cache file into the inventory structure. Note only valid to call after login has been successful.
+
+ Name of the cache file to load
+ The number of inventory items sucessfully reconstructed into the inventory node tree
+
+
+ Raised when the simulator sends us data containing
+ ...
+
+
+ Raised when the simulator sends us data containing
+ ...
+
+
+ Raised when the simulator sends us data containing
+ ...
+
+
+
+ The root folder of this avatars inventory
+
+
+
+
+ The default shared library folder
+
+
+
+
+ The root node of the avatars inventory
+
+
+
+
+ The root node of the default shared library
+
+
+
+
+ By using the bracket operator on this class, the program can get the
+ InventoryObject designated by the specified uuid. If the value for the corresponding
+ UUID is null, the call is equivelant to a call to RemoveNodeFor(this[uuid])
.
+ If the value is non-null, it is equivelant to a call to UpdateNodeFor(value)
,
+ the uuid parameter is ignored.
+
+ The UUID of the InventoryObject to get or set, ignored if set to non-null value.
+ The InventoryObject corresponding to uuid
.
Sort by name
@@ -12798,298 +12922,2279 @@
from a task.
-
+
- Attempts to convert an LLSD structure to a known Packet type
-
- Event name, this must match an actual
- packet name for a Packet to be successfully built
- LLSD to convert to a Packet
- A Packet on success, otherwise null
-
-
-
- Class that handles the local asset cache
+
-
+
+
+
+
+
+
+
+
+ De-serialization constructor for the InventoryNode Class
+
+
+
+
+ Serialization handler for the InventoryNode Class
+
+
+
+
+ De-serialization handler for the InventoryNode Class
+
+
+
+
+
+
+
+
+
+
+
+
+ User data
+
+
+
+
+
+
+
+
+
+
+
+
+ For inventory folder nodes specifies weather the folder needs to be
+ refreshed from the server
+
+
+
+
+ Singleton logging class for the entire library
+
+
+
+ log4net logging engine
+
+
Default constructor
- A reference to the GridClient object
-
+
- Disposes cleanup timer
+ 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
+
+
+
+
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
- Only create timer when needed
+ Status of the last application run.
+ Used for error reporting to the grid login service for statistical purposes.
-
-
- Return bytes read from the local asset cache, null if it does not exist
-
- UUID of the asset we want to get
- Raw bytes of the asset, or null on failure
+
+ Application exited normally
-
-
- Returns ImageDownload object of the
- image from the local image cache, null if it does not exist
-
- UUID of the image we want to get
- ImageDownload object containing the image, or null on failure
+
+ Application froze
-
-
- Constructs a file name of the cached asset
-
- UUID of the asset
- String with the file name of the cahced asset
+
+ Application detected error and exited abnormally
-
-
- Constructs a file name of the static cached asset
-
- UUID of the asset
- String with the file name of the static cached asset
+
+ Other crash
-
-
- Saves an asset to the local cache
-
- UUID of the asset
- Raw bytes the asset consists of
- Weather the operation was successfull
+
+ Application froze during logout
-
-
- 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
+
+ Application crashed during logout
-
+
- 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
+ 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
+
+
- Brings cache size to the 90% of the max size
+ Default constuctor, initializes sane default values
-
+
- Asynchronously brings cache size to the 90% of the max size
+ 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
+
+
- Adds up file sizes passes in a FileInfo array
+ 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
+
+
+ Parsed login response data
+
+
+ A list of packets obtained during the login process which
+ networkmanager will log but not process
+
+
- Checks whether caching is enabled
+ 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.
-
+
- Periodically prune the cache
+ Handles response from XML-RPC login replies
-
+
- Nicely formats file sizes
-
- Byte size we want to output
- String with humanly readable file size
-
-
-
- Allows setting weather to periodicale prune the cache if it grows too big
- Default is enabled, when caching is enabled
+ Handles response from XML-RPC login replies with already parsed LoginResponseData
-
+
- How long (in ms) between cache checks (default is 5 min.)
+ 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
-
+
- Helper class for sorting files by their last accessed time
+ 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
-
+
- Throttles the network traffic for various different traffic types.
- Access this class through GridClient.Throttle
+ 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
+
+
- Default constructor, uses a default high total of 1500 KBps (1536000)
+ Holds a simulator reference and a decoded packet, these structs are put in
+ the packet inbox for event handling
-
-
- 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
+
+ Reference to the simulator that this packet came from
-
+
+ Packet that needs to be processed
+
+
- Send an AgentThrottle packet to the current server using the
- current values
+ 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
+
+
- Send an AgentThrottle packet to the specified server using the
- current values
+ A Name Value pair with additional settings, used in the protocol
+ primarily to transmit avatar names and active group in object packets
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
- Convert the current throttle values to a byte array that can be put
- in an AgentThrottle packet
+ Constructor that takes all the fields as parameters
- 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 Callingcard with AvatarID and Position vector
+ Constructor that takes a single line from a NameValue field
+
+
+
+
+ Type of the value
+
+
+ Unknown
+
+
+ String value
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Deprecated
+
+
+ String value, but designated as an asset
+
+
+
+
+
+
+
-
- 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
+
+
-
+
+
+
+
+
+
+
+
+
+
- Constants for the archiving module
+
-
-
- Path for region settings.
-
+
+ No report
-
+
+ Unknown report type
+
+
+ Bug report
+
+
+ Complaint report
+
+
+ Customer service report
+
+
- The location of the archive control file
+ Bitflag field for ObjectUpdateCompressed data blocks, describing
+ which options are present for each object
-
+
+ Unknown
+
+
+ Whether the object has a TreeSpecies
+
+
+ Whether the object has floating text ala llSetText
+
+
+ Whether the object has an active particle system
+
+
+ Whether the object has sound attached to it
+
+
+ Whether the object is attached to a root object or not
+
+
+ Whether the object has texture animation settings
+
+
+ Whether the object has an angular velocity
+
+
+ Whether the object has a name value pairs string
+
+
+ Whether the object has a Media URL set
+
+
- Path for the assets held in an archive
+ Specific Flags for MultipleObjectUpdate requests
-
+
+ None
+
+
+ Change position of prims
+
+
+ Change rotation of prims
+
+
+ Change size of prims
+
+
+ Perform operation on link set
+
+
+ Scale prims uniformly, same as selecing ctrl+shift in the
+ viewer. Used in conjunction with Scale
+
+
- Path for the prims file
+ Special values in PayPriceReply. If the price is not one of these
+ literal value of the price should be use
-
+
- Path for terrains. Technically these may be assets, but I think it's quite nice to split them out.
+ Indicates that this pay option should be hidden
-
+
- Path for region settings.
+ Indicates that this pay option should have the default value
-
+
- The character the separates the uuid from extension information in an archived asset filename
+ Contains the variables sent in an object update packet for objects.
+ Used to track position and movement of prims and avatars
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
- Extensions used for asset types in the archive
+ Handles all network traffic related to prims and avatar positions and
+ movement.
-
+
+ The event subscribers, null of no subscribers
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the ObjectProperties Event
+ A ObjectPropertiesEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the ObjectPropertiesUpdated Event
+ A ObjectPropertiesUpdatedEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the ObjectPropertiesFamily Event
+ A ObjectPropertiesFamilyEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the AvatarUpdate Event
+ A AvatarUpdateEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the ObjectDataBlockUpdate Event
+ A ObjectDataBlockUpdateEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the KillObject Event
+ A KillObjectEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the KillObjects Event
+ A KillObjectsEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the AvatarSitChanged Event
+ A AvatarSitChangedEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the PayPriceReply Event
+ A PayPriceReplyEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the PhysicsProperties Event
+ A PhysicsPropertiesEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ Reference to the GridClient object
+
+
+ Does periodic dead reckoning calculation to convert
+ velocity and acceleration to new positions for objects
+
+
- Checks the instance back into the object pool
+ Construct a new instance of the ObjectManager class
+
+ A reference to the instance
+
+
+
+ Request information for a single object from a
+ you are currently connected to
+
+ The the object is located
+ The Local ID of the object
+
+
+
+ Request information for multiple objects contained in
+ the same simulator
+
+ The the objects are located
+ An array containing the Local IDs of the objects
+
+
+
+ Attempt to purchase an original object, a copy, or the contents of
+ an object
+
+ The the object is located
+ The Local ID of the object
+ Whether the original, a copy, or the object
+ contents are on sale. This is used for verification, if the this
+ sale type is not valid for the object the purchase will fail
+ Price of the object. This is used for
+ verification, if it does not match the actual price the purchase
+ will fail
+ Group ID that will be associated with the new
+ purchase
+ Inventory folder UUID where the object or objects
+ purchased should be placed
+
+
+ BuyObject(Client.Network.CurrentSim, 500, SaleType.Copy,
+ 100, UUID.Zero, Client.Self.InventoryRootFolderUUID);
+
+
+
+
+
+ Request prices that should be displayed in pay dialog. This will triggger the simulator
+ to send us back a PayPriceReply which can be handled by OnPayPriceReply event
+
+ The the object is located
+ The ID of the object
+ The result is raised in the event
+
+
+
+ Select a single object. This will cause the to send us
+ an which will raise the event
+
+ The the object is located
+ The Local ID of the object
+
+
+
+
+ Select a single object. This will cause the to send us
+ an which will raise the event
+
+ The the object is located
+ The Local ID of the object
+ if true, a call to is
+ made immediately following the request
+
+
+
+
+ Select multiple objects. This will cause the to send us
+ an which will raise the event
+
+ The the objects are located
+ An array containing the Local IDs of the objects
+ Should objects be deselected immediately after selection
+
+
+
+
+ Select multiple objects. This will cause the to send us
+ an which will raise the event
+
+ The the objects are located
+ An array containing the Local IDs of the objects
+
+
+
+
+ Update the properties of an object
+
+ The the object is located
+ The Local ID of the object
+ true to turn the objects physical property on
+ true to turn the objects temporary property on
+ true to turn the objects phantom property on
+ true to turn the objects cast shadows property on
+
+
+
+ Update the properties of an object
+
+ The the object is located
+ The Local ID of the object
+ true to turn the objects physical property on
+ true to turn the objects temporary property on
+ true to turn the objects phantom property on
+ true to turn the objects cast shadows property on
+ Type of the represetnation prim will have in the physics engine
+ Density - normal value 1000
+ Friction - normal value 0.6
+ Restitution - standard value 0.5
+ Gravity multiplier - standar value 1.0
+
+
+
+ Sets the sale properties of a single object
+
+ The the object is located
+ The Local ID of the object
+ One of the options from the enum
+ The price of the object
+
+
+
+ Sets the sale properties of multiple objects
+
+ The the objects are located
+ An array containing the Local IDs of the objects
+ One of the options from the enum
+ The price of the object
+
+
+
+ Deselect a single object
+
+ The the object is located
+ The Local ID of the object
+
+
+
+ Deselect multiple objects.
+
+ The the objects are located
+ An array containing the Local IDs of the objects
+
+
+
+ Perform a click action on an object
+
+ The the object is located
+ The Local ID of the object
+
+
+
+ Perform a click action (Grab) on a single object
+
+ The the object is located
+ The Local ID of the object
+ The texture coordinates to touch
+ The surface coordinates to touch
+ The face of the position to touch
+ The region coordinates of the position to touch
+ The surface normal of the position to touch (A normal is a vector perpindicular to the surface)
+ The surface binormal of the position to touch (A binormal is a vector tangen to the surface
+ pointing along the U direction of the tangent space
+
+
+
+ Create (rez) a new prim object in a simulator
+
+ A reference to the object to place the object in
+ Data describing the prim object to rez
+ Group ID that this prim will be set to, or UUID.Zero if you
+ do not want the object to be associated with a specific group
+ An approximation of the position at which to rez the prim
+ Scale vector to size this prim
+ Rotation quaternion to rotate this prim
+ Due to the way client prim rezzing is done on the server,
+ the requested position for an object is only close to where the prim
+ actually ends up. If you desire exact placement you'll need to
+ follow up by moving the object after it has been created. This
+ function will not set textures, light and flexible data, or other
+ extended primitive properties
+
+
+
+ Create (rez) a new prim object in a simulator
+
+ A reference to the object to place the object in
+ Data describing the prim object to rez
+ Group ID that this prim will be set to, or UUID.Zero if you
+ do not want the object to be associated with a specific group
+ An approximation of the position at which to rez the prim
+ Scale vector to size this prim
+ Rotation quaternion to rotate this prim
+ Specify the
+ Due to the way client prim rezzing is done on the server,
+ the requested position for an object is only close to where the prim
+ actually ends up. If you desire exact placement you'll need to
+ follow up by moving the object after it has been created. This
+ function will not set textures, light and flexible data, or other
+ extended primitive properties
+
+
+
+ Rez a Linden tree
+
+ A reference to the object where the object resides
+ The size of the tree
+ The rotation of the tree
+ The position of the tree
+ The Type of tree
+ The of the group to set the tree to,
+ or UUID.Zero if no group is to be set
+ true to use the "new" Linden trees, false to use the old
+
+
+
+ Rez grass and ground cover
+
+ A reference to the object where the object resides
+ The size of the grass
+ The rotation of the grass
+ The position of the grass
+ The type of grass from the enum
+ The of the group to set the tree to,
+ or UUID.Zero if no group is to be set
+
+
+
+ Set the textures to apply to the faces of an object
+
+ A reference to the object where the object resides
+ The objects ID which is local to the simulator the object is in
+ The texture data to apply
+
+
+
+ Set the textures to apply to the faces of an object
+
+ A reference to the object where the object resides
+ The objects ID which is local to the simulator the object is in
+ The texture data to apply
+ A media URL (not used)
+
+
+
+ Set the Light data on an object
+
+ A reference to the object where the object resides
+ The objects ID which is local to the simulator the object is in
+ A object containing the data to set
+
+
+
+ Set the flexible data on an object
+
+ A reference to the object where the object resides
+ The objects ID which is local to the simulator the object is in
+ A object containing the data to set
+
+
+
+ Set the sculptie texture and data on an object
+
+ A reference to the object where the object resides
+ The objects ID which is local to the simulator the object is in
+ A object containing the data to set
+
+
+
+ Unset additional primitive parameters on an object
+
+ A reference to the object where the object resides
+ The objects ID which is local to the simulator the object is in
+ The extra parameters to set
+
+
+
+ Link multiple prims into a linkset
+
+ A reference to the object where the objects reside
+ An array which contains the IDs of the objects to link
+ The last object in the array will be the root object of the linkset TODO: Is this true?
+
+
+
+ Delink/Unlink multiple prims from a linkset
+
+ A reference to the object where the objects reside
+ An array which contains the IDs of the objects to delink
+
+
+
+ Change the rotation of an object
+
+ A reference to the object where the object resides
+ The objects ID which is local to the simulator the object is in
+ The new rotation of the object
+
+
+
+ Set the name of an object
+
+ A reference to the object where the object resides
+ The objects ID which is local to the simulator the object is in
+ A string containing the new name of the object
+
+
+
+ Set the name of multiple objects
+
+ A reference to the object where the objects reside
+ An array which contains the IDs of the objects to change the name of
+ An array which contains the new names of the objects
+
+
+
+ Set the description of an object
+
+ A reference to the object where the object resides
+ The objects ID which is local to the simulator the object is in
+ A string containing the new description of the object
+
+
+
+ Set the descriptions of multiple objects
+
+ A reference to the object where the objects reside
+ An array which contains the IDs of the objects to change the description of
+ An array which contains the new descriptions of the objects
+
+
+
+ Attach an object to this avatar
+
+ A reference to the object where the object resides
+ The objects ID which is local to the simulator the object is in
+ The point on the avatar the object will be attached
+ The rotation of the attached object
+
+
+
+ Drop an attached object from this avatar
+
+ A reference to the
+ object where the objects reside. This will always be the simulator the avatar is currently in
+
+ The object's ID which is local to the simulator the object is in
+
+
+
+ Detach an object from yourself
+
+ A reference to the
+ object where the objects reside
+
+ This will always be the simulator the avatar is currently in
+
+ An array which contains the IDs of the objects to detach
+
+
+
+ Change the position of an object, Will change position of entire linkset
+
+ A reference to the object where the object resides
+ The objects ID which is local to the simulator the object is in
+ The new position of the object
+
+
+
+ Change the position of an object
+
+ A reference to the object where the object resides
+ The objects ID which is local to the simulator the object is in
+ The new position of the object
+ if true, will change position of (this) child prim only, not entire linkset
+
+
+
+ Change the Scale (size) of an object
+
+ A reference to the object where the object resides
+ The objects ID which is local to the simulator the object is in
+ The new scale of the object
+ If true, will change scale of this prim only, not entire linkset
+ True to resize prims uniformly
+
+
+
+ Change the Rotation of an object that is either a child or a whole linkset
+
+ A reference to the object where the object resides
+ The objects ID which is local to the simulator the object is in
+ The new scale of the object
+ If true, will change rotation of this prim only, not entire linkset
+
+
+
+ Send a Multiple Object Update packet to change the size, scale or rotation of a primitive
+
+ A reference to the object where the object resides
+ The objects ID which is local to the simulator the object is in
+ The new rotation, size, or position of the target object
+ The flags from the Enum
+
+
+
+ Deed an object (prim) to a group, Object must be shared with group which
+ can be accomplished with SetPermissions()
+
+ A reference to the object where the object resides
+ The objects ID which is local to the simulator the object is in
+ The of the group to deed the object to
+
+
+
+ Deed multiple objects (prims) to a group, Objects must be shared with group which
+ can be accomplished with SetPermissions()
+
+ A reference to the object where the object resides
+ An array which contains the IDs of the objects to deed
+ The of the group to deed the object to
+
+
+
+ Set the permissions on multiple objects
+
+ A reference to the object where the objects reside
+ An array which contains the IDs of the objects to set the permissions on
+ The new Who mask to set
+ Which permission to modify
+ The new state of permission
+
+
+
+ Request additional properties for an object
+
+ A reference to the object where the object resides
+
+
+
+
+ Request additional properties for an object
+
+ A reference to the object where the object resides
+ Absolute UUID of the object
+ Whether to require server acknowledgement of this request
+
+
+
+ Set the ownership of a list of objects to the specified group
+
+ A reference to the object where the objects reside
+ An array which contains the IDs of the objects to set the group id on
+ The Groups ID
+
+
+
+ Update current URL of the previously set prim media
+
+ UUID of the prim
+ Set current URL to this
+ Prim face number
+ Simulator in which prim is located
+
+
+
+ Set object media
+
+ UUID of the prim
+ Array the length of prims number of faces. Null on face indexes where there is
+ no media, on faces which contain the media
+ Simulatior in which prim is located
+
+
+
+ Retrieve information about object media
+
+ UUID of the primitive
+ Simulator where prim is located
+ Call this callback when done
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+
+ A terse object update, used when a transformation matrix or
+ velocity/acceleration for an object changes but nothing else
+ (scale/position/rotation/acceleration/velocity)
+
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+
+
+
+
+
+
+
+
+
+ Setup construction data for a basic primitive shape
+
+ Primitive shape to construct
+ Construction data that can be plugged into a
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Set the Shape data of an object
+
+ A reference to the object where the object resides
+ The objects ID which is local to the simulator the object is in
+ Data describing the prim shape
+
+
+
+ Set the Material data of an object
+
+ A reference to the object where the object resides
+ The objects ID which is local to the simulator the object is in
+ The new material of the object
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Raised when the simulator sends us data containing
+ A , Foliage or Attachment
+
+
+
+
+ Raised when the simulator sends us data containing
+ additional information
+
+
+
+
+ Raised when the simulator sends us data containing
+ Primitive.ObjectProperties for an object we are currently tracking
+
+
+ Raised when the simulator sends us data containing
+ additional and details
+
+
+
+ Raised when the simulator sends us data containing
+ updated information for an
+
+
+ Raised when the simulator sends us data containing
+ and movement changes
+
+
+ Raised when the simulator sends us data containing
+ updates to an Objects DataBlock
+
+
+ Raised when the simulator informs us an
+ or is no longer within view
+
+
+ Raised when the simulator informs us when a group of
+ or is no longer within view
+
+
+ Raised when the simulator sends us data containing
+ updated sit information for our
+
+
+ Raised when the simulator sends us data containing
+ purchase price information for a
+
+
+ Raised when the simulator sends us data containing
+ additional information
+
+
+
+
+
+ Callback for getting object media data via CAP
+
+ Indicates if the operation was succesfull
+ Object media version string
+ Array indexed on prim face of media entry data
+
+
+ Provides data for the event
+ The event occurs when the simulator sends
+ an containing a Primitive, Foliage or Attachment data
+ Note 1: The event will not be raised when the object is an Avatar
+ Note 2: It is possible for the to be
+ raised twice for the same object if for example the primitive moved to a new simulator, then returned to the current simulator or
+ if an Avatar crosses the border into a new simulator and returns to the current simulator
+
+
+ The following code example uses the , , and
+ properties to display new Primitives and Attachments on the window.
+
+ // Subscribe to the event that gives us prim and foliage information
+ Client.Objects.ObjectUpdate += Objects_ObjectUpdate;
+
+
+ private void Objects_ObjectUpdate(object sender, PrimEventArgs e)
+ {
+ Console.WriteLine("Primitive {0} {1} in {2} is an attachment {3}", e.Prim.ID, e.Prim.LocalID, e.Simulator.Name, e.IsAttachment);
+ }
+
+
+
+
+
+
+
+
+ Construct a new instance of the PrimEventArgs class
+
+ The simulator the object originated from
+ The Primitive
+ The simulator time dilation
+ The prim was not in the dictionary before this update
+ true if the primitive represents an attachment to an agent
+
+
+ Get the simulator the originated from
+
+
+ Get the details
+
+
+ true if the did not exist in the dictionary before this update (always true if object tracking has been disabled)
+
+
+ true if the is attached to an
+
+
+ Get the simulator Time Dilation
+
+
+ Provides data for the event
+ The event occurs when the simulator sends
+ an containing Avatar data
+ Note 1: The event will not be raised when the object is an Avatar
+ Note 2: It is possible for the to be
+ raised twice for the same avatar if for example the avatar moved to a new simulator, then returned to the current simulator
+
+
+ The following code example uses the property to make a request for the top picks
+ using the method in the class to display the names
+ of our own agents picks listings on the window.
+
+ // subscribe to the AvatarUpdate event to get our information
+ Client.Objects.AvatarUpdate += Objects_AvatarUpdate;
+ Client.Avatars.AvatarPicksReply += Avatars_AvatarPicksReply;
+
+ private void Objects_AvatarUpdate(object sender, AvatarUpdateEventArgs e)
+ {
+ // we only want our own data
+ if (e.Avatar.LocalID == Client.Self.LocalID)
+ {
+ // Unsubscribe from the avatar update event to prevent a loop
+ // where we continually request the picks every time we get an update for ourselves
+ Client.Objects.AvatarUpdate -= Objects_AvatarUpdate;
+ // make the top picks request through AvatarManager
+ Client.Avatars.RequestAvatarPicks(e.Avatar.ID);
+ }
+ }
+
+ private void Avatars_AvatarPicksReply(object sender, AvatarPicksReplyEventArgs e)
+ {
+ // we'll unsubscribe from the AvatarPicksReply event since we now have the data
+ // we were looking for
+ Client.Avatars.AvatarPicksReply -= Avatars_AvatarPicksReply;
+ // loop through the dictionary and extract the names of the top picks from our profile
+ foreach (var pickName in e.Picks.Values)
+ {
+ Console.WriteLine(pickName);
+ }
+ }
+
+
+
+
+
+
+
+ Construct a new instance of the AvatarUpdateEventArgs class
+
+ The simulator the packet originated from
+ The data
+ The simulator time dilation
+ The avatar was not in the dictionary before this update
+
+
+ Get the simulator the object originated from
+
+
+ Get the data
+
+
+ Get the simulator time dilation
+
+
+ true if the did not exist in the dictionary before this update (always true if avatar tracking has been disabled)
+
+
+ Provides additional primitive data for the event
+ The event occurs when the simulator sends
+ an containing additional details for a Primitive, Foliage data or Attachment data
+ The event is also raised when a request is
+ made.
+
+
+ The following code example uses the , and
+
+ properties to display new attachments and send a request for additional properties containing the name of the
+ attachment then display it on the window.
+
+ // Subscribe to the event that provides additional primitive details
+ Client.Objects.ObjectProperties += Objects_ObjectProperties;
+
+ // handle the properties data that arrives
+ private void Objects_ObjectProperties(object sender, ObjectPropertiesEventArgs e)
+ {
+ Console.WriteLine("Primitive Properties: {0} Name is {1}", e.Properties.ObjectID, e.Properties.Name);
+ }
+
+
+
+
+
+ Construct a new instance of the ObjectPropertiesEventArgs class
+
+ The simulator the object is located
+ The primitive Properties
+
+
+ Get the simulator the object is located
+
+
+ Get the primitive properties
+
+
+ Provides additional primitive data for the event
+ The event occurs when the simulator sends
+ an containing additional details for a Primitive or Foliage data that is currently
+ being tracked in the dictionary
+ The event is also raised when a request is
+ made and is enabled
+
+
+
+
+ Construct a new instance of the ObjectPropertiesUpdatedEvenrArgs class
+
+ The simulator the object is located
+ The Primitive
+ The primitive Properties
+
+
+ Get the primitive details
+
+
+ Provides additional primitive data, permissions and sale info for the event
+ The event occurs when the simulator sends
+ an containing additional details for a Primitive, Foliage data or Attachment. This includes
+ Permissions, Sale info, and other basic details on an object
+ The event is also raised when a request is
+ made, the viewer equivalent is hovering the mouse cursor over an object
+
+
+
+ Get the simulator the object is located
+
+
+
+
+
+
+
+
+ Provides primitive data containing updated location, velocity, rotation, textures for the event
+ The event occurs when the simulator sends updated location, velocity, rotation, etc
+
+
+
+ Get the simulator the object is located
+
+
+ Get the primitive details
+
+
+
+
+
+
+
+
+
+
-
+
+ Get the simulator the object is located
+
+
+ Get the primitive details
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Provides notification when an Avatar, Object or Attachment is DeRezzed or moves out of the avatars view for the
+ event
+
+
+ Get the simulator the object is located
+
+
+ The LocalID of the object
+
+
+ Provides notification when an Avatar, Object or Attachment is DeRezzed or moves out of the avatars view for the
+ event
+
+
+ Get the simulator the object is located
+
+
+ The LocalID of the object
+
+
- Returns an instance of the class that has been checked out of the Object Pool.
+ Provides updates sit position data
+
+
+
+ Get the simulator the object is located
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Get the simulator the object is located
+
+
+
+
+
+
+
+
+
+
+
+
+ Indicates if the operation was successful
+
+
+
+
+ Media version string
+
+
+
+
+ Array of media entries indexed by face number
+
+
+
+
+ Set when simulator sends us infomation on primitive's physical properties
+
+
+
+ Simulator where the message originated
+
+
+ Updated physical properties
+
+
+
+ Constructor
+
+ Simulator where the message originated
+ Updated physical properties
+
+
+ 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
+
+
+
+
+ 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
@@ -13174,2758 +15279,341 @@
expected to be in the 5 minute range.
-
+
- Main class to expose grid functionality to clients. All of the
- classes needed for sending and receiving data are accessible through
- this class.
+ Initialize the object pool in client mode
-
-
- // 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();
- }
- }
- }
-
-
+ Server to connect to
+
+
-
- Networking subsystem
+
+
+ Initialize the object pool in server mode
+
+
+
-
- Settings class including constant values and changeable
- parameters for everything
+
+
+ Returns a packet buffer with EndPoint set if the buffer is in
+ client mode, or with EndPoint set to null in server mode
+
+ Initialized UDPPacketBuffer object
-
- 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
+ Check a packet buffer out of the pool
- Client avatars full name
+ A packet buffer object
-
- Describes tasks returned in LandStatReply
-
-
+
- Estate level administration and utilities
+ Checks the instance back into the object pool
-
- 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
+ Returns an instance of the class that has been checked out of the Object Pool.
-
-
- 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
-
-
+
-
- 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
-
-
-
-
-
-
-
- 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
-
-
-
-
-
- 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
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The ObservableDictionary class is used for storing key/value pairs. It has methods for firing
+ events to subscribers when items are added, removed, or changed.
+
+ Key
+ Value
+
+
+
+ A dictionary of callbacks to fire when specified action occurs
+
+
+
+
+ Register a callback to be fired when an action occurs
+
+ The action
+ The callback to fire
+
+
+
+ Unregister a callback
+
+ The action
+ The callback to fire
+
+
+
+
+
+
+
+
+
+ Internal dictionary that this class wraps around. Do not
+ modify or enumerate the contents of this dictionary without locking
+
+
+
+ Initializes a new instance of the Class
+ with the specified key/value, has the default initial capacity.
+
- 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 ObservableDictionary named testDict with a string as the key and an int as the value.
+ public ObservableDictionary<string, int> testDict = new ObservableDictionary<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, With its initial capacity 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
+ Initial size of dictionary
- 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 ObservableDictionary named testDict with a string as the key and an int as the value,
+ // initially allocated room for 10 entries.
+ public ObservableDictionary<string, int> testDict = new ObservableDictionary<string, int>(10);
-
- 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
+ Try to get entry from the with specified key
- 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
+ Key to use for lookup
+ Value returned
+ if specified key exists, if not found
- // 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
-
-
-
- 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.
-
-
-
-
- Extract the avatar UUID encoded in a SIP URI
-
-
-
-
-
-
- The type of bump-mapping applied to a face
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
- 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
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
- 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
-
-
-
- Represents an that represents an avatars body ie: Hair, Etc.
-
-
-
- Initializes a new instance of an AssetBodyPart object
-
-
- Initializes a new instance of an AssetBodyPart object with parameters
- A unique specific to this asset
- A byte array containing the raw asset data
-
-
- Override the base classes AssetType
-
-
-
- Simulator (region) properties
-
-
-
- No flags set
-
-
- Agents can take damage and be killed
-
-
- Landmarks can be created here
-
-
- Home position can be set in this sim
-
-
- Home position is reset when an agent teleports away
-
-
- Sun does not move
-
-
- No object, land, etc. taxes
-
-
- Disable heightmap alterations (agents can still plant
- foliage)
-
-
- Land cannot be released, sold, or purchased
-
-
- All content is wiped nightly
-
-
- Unknown: Related to the availability of an overview world map tile.(Think mainland images when zoomed out.)
-
-
- Unknown: Related to region debug flags. Possibly to skip processing of agent interaction with world.
-
-
- Region does not update agent prim interest lists. Internal debugging option.
-
-
- No collision detection for non-agent objects
-
-
- No scripts are ran
-
-
- All physics processing is turned off
-
-
- Region can be seen from other regions on world map. (Legacy world map option?)
-
-
- Region can be seen from mainland on world map. (Legacy world map option?)
-
-
- Agents not explicitly on the access list can visit the region.
-
-
- Traffic calculations are not run across entire region, overrides parcel settings.
-
-
- Flight is disabled (not currently enforced by the sim)
-
-
- Allow direct (p2p) teleporting
-
-
- Estate owner has temporarily disabled scripting
-
-
- Restricts the usage of the LSL llPushObject function, applies to whole region.
-
-
- Deny agents with no payment info on file
-
-
- Deny agents with payment info on file
-
-
- Deny agents who have made a monetary transaction
-
-
- Parcels within the region may be joined or divided by anyone, not just estate owners/managers.
-
-
- Abuse reports sent from within this region are sent to the estate owner defined email.
-
-
- Region is Voice Enabled
-
-
- Removes the ability from parcel owners to set their parcels to show in search.
-
-
- Deny agents who have not been age verified from entering the region.
-
-
-
- Region protocol flags
-
-
-
- Nothing special
-
-
- Region supports Server side Appearance
-
-
- Viewer supports Server side Appearance
-
-
-
- Access level for a simulator
-
-
-
- Unknown or invalid access level
-
-
- Trial accounts allowed
-
-
- PG rating
-
-
- Mature rating
-
-
- Adult rating
-
-
- Simulator is offline
-
-
- Simulator does not exist
-
-
-
-
-
-
-
- A public reference to the client that this Simulator object
- is attached to
-
-
- A Unique Cache identifier for this simulator
-
-
- The capabilities for this simulator
-
-
-
-
-
- The current version of software this simulator is running
-
-
-
-
-
- A 64x64 grid of parcel coloring values. The values stored
- in this array are of the type
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- true if your agent has Estate Manager rights on this region
-
-
-
-
-
-
-
-
-
-
-
- Statistics information for this simulator and the
- connection to the simulator, calculated by the simulator itself
- and the library
-
-
- The regions Unique ID
-
-
- The physical data center the simulator is located
- Known values are:
-
- - Dallas
- - Chandler
- - SF
-
-
-
-
- The CPU Class of the simulator
- Most full mainland/estate sims appear to be 5,
- Homesteads and Openspace appear to be 501
-
-
- The number of regions sharing the same CPU as this one
- "Full Sims" appear to be 1, Homesteads appear to be 4
-
-
- The billing product name
- Known values are:
-
- - Mainland / Full Region (Sku: 023)
- - Estate / Full Region (Sku: 024)
- - Estate / Openspace (Sku: 027)
- - Estate / Homestead (Sku: 029)
- - Mainland / Homestead (Sku: 129) (Linden Owned)
- - Mainland / Linden Homes (Sku: 131)
-
-
-
-
- The billing product SKU
- Known values are:
-
- - 023 Mainland / Full Region
- - 024 Estate / Full Region
- - 027 Estate / Openspace
- - 029 Estate / Homestead
- - 129 Mainland / Homestead (Linden Owned)
- - 131 Linden Homes / Full Region
-
-
-
-
-
- Flags indicating which protocols this region supports
-
-
-
- The current sequence number for packets sent to this
- simulator. Must be Interlocked before modifying. Only
- useful for applications manipulating sequence numbers
-
-
-
- A thread-safe dictionary containing avatars in a simulator
-
-
-
-
- A thread-safe dictionary containing primitives in a simulator
-
-
-
-
- Checks simulator parcel map to make sure it has downloaded all data successfully
-
- true if map is full (contains no 0's)
-
-
-
- Is it safe to send agent updates to this sim
- AgentMovementComplete message received
-
-
-
- Used internally to track sim disconnections
-
-
- Event that is triggered when the simulator successfully
- establishes a connection
-
-
- Whether this sim is currently connected or not. Hooked up
- to the property Connected
-
-
- Coarse locations of avatars in this simulator
-
-
- AvatarPositions key representing TrackAgent target
-
-
- Sequence numbers of packets we've received
- (for duplicate checking)
-
-
- Packets we sent out that need ACKs from the simulator
-
-
- Sequence number for pause/resume
-
-
- Indicates if UDP connection to the sim is fully established
-
-
-
-
-
- Reference to the GridClient object
- IPEndPoint of the simulator
- handle of the simulator
-
-
-
- Called when this Simulator object is being destroyed
-
-
-
-
- Attempt to connect to this simulator
-
- Whether to move our agent in to this sim or not
- True if the connection succeeded or connection status is
- unknown, false if there was a failure
-
-
-
- Initiates connection to the simulator
-
- Should we block until ack for this packet is recieved
-
-
-
- Disconnect from this simulator
-
-
-
-
- Instructs the simulator to stop sending update (and possibly other) packets
-
-
-
-
- Instructs the simulator to resume sending update packets (unpause)
-
-
-
-
- Retrieve the terrain height at a given coordinate
-
- Sim X coordinate, valid range is from 0 to 255
- Sim Y coordinate, valid range is from 0 to 255
- The terrain height at the given point if the
- lookup was successful, otherwise 0.0f
- True if the lookup was successful, otherwise false
-
-
-
- Sends a packet
-
- Packet to be sent
-
-
-
-
-
-
-
-
- Returns Simulator Name as a String
+ // find your avatar using the Simulator.ObjectsAvatars ObservableDictionary:
+ Avatar av;
+ if (Client.Network.CurrentSim.ObjectsAvatars.TryGetValue(Client.Self.AgentID, out av))
+ Console.WriteLine("Found Avatar {0}", av.Name);
+
+
+
+
+
+
+ Finds the specified match.
+
+ The match.
+ Matched value
+
+
+ // use a delegate to find a prim in the ObjectsPrimitives ObservableDictionary
+ // with the ID 95683496
+ uint findID = 95683496;
+ Primitive findPrim = sim.ObjectsPrimitives.Find(
+ delegate(Primitive prim) { return prim.ID == findID; });
+
+
+
+
+ Find All items in an
+ return matching items.
+ a containing found items.
+
+ Find All prims within 20 meters and store them in a List
+
+ int radius = 20;
+ List<Primitive> prims = Client.Network.CurrentSim.ObjectsPrimitives.FindAll(
+ delegate(Primitive prim) {
+ Vector3 pos = prim.Position;
+ return ((prim.ParentID == 0) && (pos != Vector3.Zero) && (Vector3.Distance(pos, location) < radius));
+ }
+ );
+
+
+
+
+ Find All items in an
+ return matching keys.
+ a containing found keys.
+
+ Find All keys which also exist in another dictionary
+
+ List<UUID> matches = myDict.FindAll(
+ delegate(UUID id) {
+ return myOtherDict.ContainsKey(id);
+ }
+ );
+
+
+
+
+ Check if Key exists in Dictionary
+ Key to check for
+ if found, otherwise
+
+
+ Check if Value exists in Dictionary
+ Value to check for
+ if found, otherwise
+
+
+
+ Adds the specified key to the dictionary, dictionary locking is not performed,
+
+
+ The key
+ The value
+
+
+
+ Removes the specified key, dictionary locking is not performed
+
+ The key.
+ if successful, otherwise
+
+
+
+ Clear the contents of the dictionary
+
+
+
+
+ Enumerator for iterating dictionary entries
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
- Sends out pending acknowledgements
-
- Number of ACKs sent
-
-
-
- Resend unacknowledged packets
+ Gets the number of Key/Value pairs contained in the
-
+
- Provides access to an internal thread-safe dictionary containing parcel
- information found in this simulator
+ Indexer for the dictionary
+
+ The key
+ The value
+
+
+
+ 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
+
+
+
+ Provides helper methods for parallelizing loops
-
+
- Provides access to an internal thread-safe multidimensional array containing a x,y grid mapped
- to each 64x64 parcel's LocalID.
+ Executes a for loop in which iterations may run in parallel
+ 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 IP address and port of the server
-
-
- Whether there is a working connection to the simulator or
- not
-
-
- Coarse locations of avatars in this simulator
-
-
- AvatarPositions key representing TrackAgent target
-
-
- Indicates if UDP connection to the sim is fully established
-
-
+
- Simulator Statistics
+ Executes a for loop in which iterations may run in parallel
+ 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
-
- Total number of packets sent by this simulator to this agent
-
-
- Total number of packets received by this simulator to this agent
-
-
- Total number of bytes sent by this simulator to this agent
-
-
- Total number of bytes received by this simulator to this agent
-
-
- Time in seconds agent has been connected to simulator
-
-
- Total number of packets that have been resent
-
-
- Total number of resent packets recieved
-
-
- Total number of pings sent to this simulator by this agent
-
-
- Total number of ping replies sent to this agent by this simulator
-
-
+
- Incoming bytes per second
+ Executes a foreach loop in which iterations may run in parallel
- It would be nice to have this claculated on the fly, but
- this is far, far easier
+ Object type that the collection wraps
+ An enumerable collection to iterate over
+ Method body to run for each object in the collection
-
+
- Outgoing bytes per second
+ Executes a foreach loop in which iterations may run in parallel
- It would be nice to have this claculated on the fly, but
- this is far, far easier
+ 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
-
- Time last ping was sent
-
-
- ID of last Ping sent
-
-
-
-
-
-
-
-
- Current time dilation of this simulator
-
-
- Current Frames per second of simulator
-
-
- Current Physics frames per second of simulator
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Total number of objects Simulator is simulating
-
-
- Total number of Active (Scripted) objects running
-
-
- Number of agents currently in this simulator
-
-
- Number of agents in neighbor simulators
-
-
- Number of Active scripts running in this simulator
-
-
-
-
-
-
-
-
-
-
-
- Number of downloads pending
-
-
- Number of uploads pending
-
-
-
-
-
-
-
-
- Number of local uploads pending
-
-
- Unacknowledged bytes in queue
-
-
+
- Simulator handle
+ Executes a series of tasks in parallel
+ A series of method bodies to execute
-
+
- Number of GridClients using this datapool
-
-
-
-
- Time that the last client disconnected from the simulator
-
-
-
-
- The cache of prims used and unused in this simulator
-
-
-
-
- Shared parcel info only when POOL_PARCEL_DATA == true
+ Executes a series of tasks in parallel
+ The number of concurrent execution threads to run
+ A series of method bodies to execute
@@ -17284,727 +16972,251 @@
-
-
- Provides helper methods for parallelizing loops
-
-
-
-
- Executes a for loop in which iterations may run in parallel
-
- 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
-
-
-
- Executes a for loop in which iterations may run in parallel
-
- 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
-
-
-
- Executes a foreach loop in which iterations may run in parallel
-
- 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
-
- 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
-
- A series of method bodies to execute
-
-
-
- Executes a series of tasks in parallel
-
- The number of concurrent execution threads to run
- A series of method bodies to execute
-
-
-
- Exception class to identify inventory exceptions
-
-
-
-
- Responsible for maintaining inventory structure. Inventory constructs nodes
- and manages node children as is necessary to maintain a coherant hirarchy.
- Other classes should not manipulate or create InventoryNodes explicitly. When
- A node's parent changes (when a folder is moved, for example) simply pass
- Inventory the updated InventoryFolder and it will make the appropriate changes
- to its internal representation.
-
-
-
- The event subscribers, null of no subscribers
-
-
- Raises the InventoryObjectUpdated Event
- A InventoryObjectUpdatedEventArgs object containing
- the data sent from the simulator
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Raises the InventoryObjectRemoved Event
- A InventoryObjectRemovedEventArgs object containing
- the data sent from the simulator
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Raises the InventoryObjectAdded Event
- A InventoryObjectAddedEventArgs object containing
- the data sent from the simulator
-
-
- Thread sync lock object
-
-
-
- Returns the contents of the specified folder
-
- A folder's UUID
- The contents of the folder corresponding to folder
- When folder
does not exist in the inventory
-
-
-
- Updates the state of the InventoryNode and inventory data structure that
- is responsible for the InventoryObject. If the item was previously not added to inventory,
- it adds the item, and updates structure accordingly. If it was, it updates the
- InventoryNode, changing the parent node if item.parentUUID
does
- not match node.Parent.Data.UUID
.
-
- You can not set the inventory root folder using this method
-
- The InventoryObject to store
-
-
-
- Removes the InventoryObject and all related node data from Inventory.
-
- The InventoryObject to remove.
-
-
-
- Used to find out if Inventory contains the InventoryObject
- specified by uuid
.
-
- The UUID to check.
- true if inventory contains uuid, false otherwise
-
-
-
- Saves the current inventory structure to a cache file
-
- Name of the cache file to save to
-
-
-
- Loads in inventory cache file into the inventory structure. Note only valid to call after login has been successful.
-
- Name of the cache file to load
- The number of inventory items sucessfully reconstructed into the inventory node tree
-
-
- Raised when the simulator sends us data containing
- ...
-
-
- Raised when the simulator sends us data containing
- ...
-
-
- Raised when the simulator sends us data containing
- ...
-
-
-
- The root folder of this avatars inventory
-
-
-
-
- The default shared library folder
-
-
-
-
- The root node of the avatars inventory
-
-
-
-
- The root node of the default shared library
-
-
-
-
- By using the bracket operator on this class, the program can get the
- InventoryObject designated by the specified uuid. If the value for the corresponding
- UUID is null, the call is equivelant to a call to RemoveNodeFor(this[uuid])
.
- If the value is non-null, it is equivelant to a call to UpdateNodeFor(value)
,
- the uuid parameter is ignored.
-
- The UUID of the InventoryObject to get or set, ignored if set to non-null value.
- The InventoryObject corresponding to uuid
.
-
-
-
- The InternalDictionary class is used through the library for storing key/value pairs.
- It is intended to be a replacement for the generic Dictionary class and should
- be used in its place. It contains several methods for allowing access to the data from
- outside the library that are read only and thread safe.
-
-
- Key
- Value
-
-
- Internal dictionary that this class wraps around. Do not
- modify or enumerate the contents of this dictionary without locking
- on this member
-
-
-
- Initializes a new instance of the Class
- with the specified key/value, has the default initial capacity.
-
-
-
- // initialize a new InternalDictionary named testDict with a string as the key and an int as the value.
- public InternalDictionary<string, int> testDict = new InternalDictionary<string, int>();
-
-
-
-
-
- Initializes a new instance of the Class
- with the specified key/value, has its initial valies copied from the specified
-
-
-
- to copy initial values from
-
-
- // initialize a new InternalDictionary named testAvName with a UUID as the key and an string as the value.
- // populates with copied values from example KeyNameCache Dictionary.
-
- // create source dictionary
- Dictionary<UUID, string> KeyNameCache = new Dictionary<UUID, string>();
- KeyNameCache.Add("8300f94a-7970-7810-cf2c-fc9aa6cdda24", "Jack Avatar");
- KeyNameCache.Add("27ba1e40-13f7-0708-3e98-5819d780bd62", "Jill Avatar");
-
- // Initialize new dictionary.
- public InternalDictionary<UUID, string> testAvName = new InternalDictionary<UUID, string>(KeyNameCache);
-
-
-
-
-
- Initializes a new instance of the Class
- with the specified key/value, With its initial capacity specified.
-
- Initial size of dictionary
-
-
- // initialize a new InternalDictionary named testDict with a string as the key and an int as the value,
- // initially allocated room for 10 entries.
- public InternalDictionary<string, int> testDict = new InternalDictionary<string, int>(10);
-
-
-
-
-
- Try to get entry from with specified key
-
- Key to use for lookup
- Value returned
- if specified key exists, if not found
-
-
- // find your avatar using the Simulator.ObjectsAvatars InternalDictionary:
- Avatar av;
- if (Client.Network.CurrentSim.ObjectsAvatars.TryGetValue(Client.Self.AgentID, out av))
- Console.WriteLine("Found Avatar {0}", av.Name);
-
-
-
-
-
-
- Finds the specified match.
-
- The match.
- Matched value
-
-
- // use a delegate to find a prim in the ObjectsPrimitives InternalDictionary
- // with the ID 95683496
- uint findID = 95683496;
- Primitive findPrim = sim.ObjectsPrimitives.Find(
- delegate(Primitive prim) { return prim.ID == findID; });
-
-
-
-
- Find All items in an
- return matching items.
- a containing found items.
-
- Find All prims within 20 meters and store them in a List
-
- int radius = 20;
- List<Primitive> prims = Client.Network.CurrentSim.ObjectsPrimitives.FindAll(
- delegate(Primitive prim) {
- Vector3 pos = prim.Position;
- return ((prim.ParentID == 0) && (pos != Vector3.Zero) && (Vector3.Distance(pos, location) < radius));
- }
- );
-
-
-
-
- Find All items in an
- return matching keys.
- a containing found keys.
-
- Find All keys which also exist in another dictionary
-
- List<UUID> matches = myDict.FindAll(
- delegate(UUID id) {
- return myOtherDict.ContainsKey(id);
- }
- );
-
-
-
-
- Perform an on each entry in an
- to perform
-
-
- // Iterates over the ObjectsPrimitives InternalDictionary and prints out some information.
- Client.Network.CurrentSim.ObjectsPrimitives.ForEach(
- delegate(Primitive prim)
- {
- if (prim.Text != null)
- {
- Console.WriteLine("NAME={0} ID = {1} TEXT = '{2}'",
- prim.PropertiesFamily.Name, prim.ID, prim.Text);
- }
- });
-
-
-
-
- Perform an on each key of an
- to perform
-
-
-
- Perform an on each KeyValuePair of an
-
- to perform
-
-
- Check if Key exists in Dictionary
- Key to check for
- if found, otherwise
-
-
- Check if Value exists in Dictionary
- Value to check for
- if found, otherwise
-
-
-
- Adds the specified key to the dictionary, dictionary locking is not performed,
-
-
- The key
- The value
-
-
-
- Removes the specified key, dictionary locking is not performed
-
- The key.
- if successful, otherwise
-
-
-
- Gets the number of Key/Value pairs contained in the
-
-
-
-
- Indexer for the dictionary
-
- The key
- The value
-
-
-
- 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
-
-
-
- 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
-
-
-
- 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 a texture
-
-
-
- A object containing image data
-
-
+
-
+
-
- Initializes a new instance of an AssetTexture object
+
+
-
-
- Initializes a new instance of an AssetTexture object
-
- A unique specific to this asset
- A byte array containing the raw asset data
+
+
-
-
- Initializes a new instance of an AssetTexture object
-
- A object containing texture data
+
+
-
+
+
+
+
- Populates the byte array with a JPEG2000
- encoded image created from the data in
+
-
+
- Decodes the JPEG2000 data in AssetData
to the
- object
+
- True if the decoding was successful, otherwise false
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
- Decodes the begin and end byte positions for each quality layer in
- the image
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
- Override the base classes AssetType
-
-
+
- Operation to apply when applying color to texture
+
-
+
+
+
+
+
+
+
+
+
+
+
+
+
- Information needed to translate visual param value to RGBA color
+
+
+
+
+
+
+
+
-
-
- Construct VisualColorParam
-
- Operation to apply when applying color to texture
- Colors
+
+
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
- Represents alpha blending and bump infor for a visual parameter
- such as sleive length
+
-
- Stregth of the alpha to apply
+
+
-
- File containing the alpha channel
+
+
-
- Skip blending if parameter value is 0
+
+
-
- Use miltiply insted of alpha blending
+
+
-
+
+
+
+
- Create new alhpa information for a visual param
+
- Stregth of the alpha to apply
- File containing the alpha channel
- Skip blending if parameter value is 0
- Use miltiply insted of alpha blending
+
+
-
+
- A single visual characteristic of an avatar mesh, such as eyebrow height
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
- Index of this visual param
-
-
- Internal name
-
-
- Group ID this parameter belongs to
-
-
- Name of the wearable this parameter belongs to
-
-
- Displayable label of this characteristic
-
-
- Displayable label for the minimum value of this characteristic
-
-
- Displayable label for the maximum value of this characteristic
-
-
- Default value
-
-
- Minimum value
-
-
- Maximum value
-
-
- Is this param used for creation of bump layer?
-
-
- Alpha blending/bump info
-
-
- Color information
-
-
- Array of param IDs that are drivers for this parameter
-
-
+
- Set all the values through the constructor
+
- Index of this visual param
- Internal name
-
-
- Displayable label of this characteristic
- Displayable label for the minimum value of this characteristic
- Displayable label for the maximum value of this characteristic
- Default value
- Minimum value
- Maximum value
- Is this param used for creation of bump layer?
- Array of param IDs that are drivers for this parameter
- Alpha blending/bump info
- Color information
+
+
-
+
- Holds the Params array of all the avatar appearance parameters
+
+
+
+
+
+
+
+
+
@@ -18070,6 +17282,15 @@
Use XML-RPC Login or LLSD Login, default is XML-RPC Login
+
+
+ Maximum number of HTTP connections to open to a particular endpoint.
+
+
+ An endpoint is defined as a commbination of network address and port. This is used for Caps.
+ This is a static variable which applies to all instances.
+
+
Use Caps for fetching inventory where available
@@ -18313,983 +17534,670 @@
Cost of uploading an asset
Read-only since this value is dynamically fetched at login
-
+
+
+ Simulator (region) properties
+
+
+
+ No flags set
+
+
+ Agents can take damage and be killed
+
+
+ Landmarks can be created here
+
+
+ Home position can be set in this sim
+
+
+ Home position is reset when an agent teleports away
+
+
+ Sun does not move
+
+
+ No object, land, etc. taxes
+
+
+ Disable heightmap alterations (agents can still plant
+ foliage)
+
+
+ Land cannot be released, sold, or purchased
+
+
+ All content is wiped nightly
+
+
+ Unknown: Related to the availability of an overview world map tile.(Think mainland images when zoomed out.)
+
+
+ Unknown: Related to region debug flags. Possibly to skip processing of agent interaction with world.
+
+
+ Region does not update agent prim interest lists. Internal debugging option.
+
+
+ No collision detection for non-agent objects
+
+
+ No scripts are ran
+
+
+ All physics processing is turned off
+
+
+ Region can be seen from other regions on world map. (Legacy world map option?)
+
+
+ Region can be seen from mainland on world map. (Legacy world map option?)
+
+
+ Agents not explicitly on the access list can visit the region.
+
+
+ Traffic calculations are not run across entire region, overrides parcel settings.
+
+
+ Flight is disabled (not currently enforced by the sim)
+
+
+ Allow direct (p2p) teleporting
+
+
+ Estate owner has temporarily disabled scripting
+
+
+ Restricts the usage of the LSL llPushObject function, applies to whole region.
+
+
+ Deny agents with no payment info on file
+
+
+ Deny agents with payment info on file
+
+
+ Deny agents who have made a monetary transaction
+
+
+ Parcels within the region may be joined or divided by anyone, not just estate owners/managers.
+
+
+ Abuse reports sent from within this region are sent to the estate owner defined email.
+
+
+ Region is Voice Enabled
+
+
+ Removes the ability from parcel owners to set their parcels to show in search.
+
+
+ Deny agents who have not been age verified from entering the region.
+
+
+
+ Region protocol flags
+
+
+
+ Nothing special
+
+
+ Region supports Server side Appearance
+
+
+ Viewer supports Server side Appearance
+
+
+
+ Access level for a simulator
+
+
+
+ Unknown or invalid access level
+
+
+ Trial accounts allowed
+
+
+ PG rating
+
+
+ Mature rating
+
+
+ Adult rating
+
+
+ Simulator is offline
+
+
+ Simulator does not exist
+
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
-
+
+
+ Initialize the UDP packet handler in server mode
+
+ Port to listening for incoming UDP packets on
+
+
+
+ Initialize the UDP packet handler in client mode
+
+ Remote UDP server to connect to
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ A public reference to the client that this Simulator object
+ is attached to
+
+
+ A Unique Cache identifier for this simulator
+
+
+ The capabilities for this simulator
+
+
-
+
+ The current version of software this simulator is running
+
+
-
+
+ A 64x64 grid of parcel coloring values. The values stored
+ in this array are of the type
+
+
-
+
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ true if your agent has Estate Manager rights on this region
+
+
+
+
+
+
+
+
+
+
+
+ Statistics information for this simulator and the
+ connection to the simulator, calculated by the simulator itself
+ and the library
+
+
+ The regions Unique ID
+
+
+ The physical data center the simulator is located
+ Known values are:
+
+ - Dallas
+ - Chandler
+ - SF
+
+
+
+
+ The CPU Class of the simulator
+ Most full mainland/estate sims appear to be 5,
+ Homesteads and Openspace appear to be 501
+
+
+ The number of regions sharing the same CPU as this one
+ "Full Sims" appear to be 1, Homesteads appear to be 4
+
+
+ The billing product name
+ Known values are:
+
+ - Mainland / Full Region (Sku: 023)
+ - Estate / Full Region (Sku: 024)
+ - Estate / Openspace (Sku: 027)
+ - Estate / Homestead (Sku: 029)
+ - Mainland / Homestead (Sku: 129) (Linden Owned)
+ - Mainland / Linden Homes (Sku: 131)
+
+
+
+
+ The billing product SKU
+ Known values are:
+
+ - 023 Mainland / Full Region
+ - 024 Estate / Full Region
+ - 027 Estate / Openspace
+ - 029 Estate / Homestead
+ - 129 Mainland / Homestead (Linden Owned)
+ - 131 Linden Homes / Full Region
+
+
+
+
+
+ Flags indicating which protocols this region supports
+
+
+
+ The current sequence number for packets sent to this
+ simulator. Must be Interlocked before modifying. Only
+ useful for applications manipulating sequence numbers
+
+
+
+ A thread-safe dictionary containing avatars in a simulator
+
+
+
+
+ A thread-safe dictionary containing primitives in a simulator
+
+
+
+
+ Checks simulator parcel map to make sure it has downloaded all data successfully
+
+ true if map is full (contains no 0's)
+
+
+
+ Is it safe to send agent updates to this sim
+ AgentMovementComplete message received
+
+
+
+ Used internally to track sim disconnections
+
+
+ Event that is triggered when the simulator successfully
+ establishes a connection
+
+
+ Whether this sim is currently connected or not. Hooked up
+ to the property Connected
+
+
+ Coarse locations of avatars in this simulator
+
+
+ AvatarPositions key representing TrackAgent target
+
+
+ Sequence numbers of packets we've received
+ (for duplicate checking)
+
+
+ Packets we sent out that need ACKs from the simulator
+
+
+ Sequence number for pause/resume
+
+
+ Indicates if UDP connection to the sim is fully established
+
+
+
+
+
+ Reference to the GridClient object
+ IPEndPoint of the simulator
+ handle of the simulator
+
+
+
+ Called when this Simulator object is being destroyed
+
+
+
+
+ Attempt to connect to this simulator
+
+ Whether to move our agent in to this sim or not
+ True if the connection succeeded or connection status is
+ unknown, false if there was a failure
+
+
+
+ Initiates connection to the simulator
+
+ Should we block until ack for this packet is recieved
+
+
+
+ Disconnect from this simulator
+
+
+
+
+ Instructs the simulator to stop sending update (and possibly other) packets
+
+
+
+
+ Instructs the simulator to resume sending update packets (unpause)
+
+
+
+
+ Retrieve the terrain height at a given coordinate
+
+ Sim X coordinate, valid range is from 0 to 255
+ Sim Y coordinate, valid range is from 0 to 255
+ The terrain height at the given point if the
+ lookup was successful, otherwise 0.0f
+ True if the lookup was successful, otherwise false
+
+
+
+ Sends a packet
+
+ Packet to be sent
+
+
+
+
+
+
+
+
+ Returns Simulator Name as a String
+
+
+
+
+
+
+
+
+
+
-
+
-
+ Sends out pending acknowledgements
+
+ Number of ACKs sent
+
+
+
+ Resend unacknowledged packets
-
+
+
+ Provides access to an internal thread-safe dictionary containing parcel
+ information found in this simulator
+
+
+
+
+ Provides access to an internal thread-safe multidimensional array containing a x,y grid mapped
+ to each 64x64 parcel's LocalID.
+
+
+
+ The IP address and port of the server
+
+
+ Whether there is a working connection to the simulator or
+ not
+
+
+ Coarse locations of avatars in this simulator
+
+
+ AvatarPositions key representing TrackAgent target
+
+
+ Indicates if UDP connection to the sim is fully established
+
+
+
+ Simulator Statistics
+
+
+
+ Total number of packets sent by this simulator to this agent
+
+
+ Total number of packets received by this simulator to this agent
+
+
+ Total number of bytes sent by this simulator to this agent
+
+
+ Total number of bytes received by this simulator to this agent
+
+
+ Time in seconds agent has been connected to simulator
+
+
+ Total number of packets that have been resent
+
+
+ Total number of resent packets recieved
+
+
+ Total number of pings sent to this simulator by this agent
+
+
+ Total number of ping replies sent to this agent by this simulator
+
+
+
+ Incoming bytes per second
+
+ It would be nice to have this claculated on the fly, but
+ this is far, far easier
+
+
+
+ Outgoing bytes per second
+
+ It would be nice to have this claculated on the fly, but
+ this is far, far easier
+
+
+ Time last ping was sent
+
+
+ ID of last Ping sent
+
+
-
+
-
+
+ Current time dilation of this simulator
+
+
+ Current Frames per second of simulator
+
+
+ Current Physics frames per second of simulator
+
+
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
+
-
+
-
+
-
+
-
+
-
+
-
-
-
-
+
+ Total number of objects Simulator is simulating
-
+
+ Total number of Active (Scripted) objects running
+
+
+ Number of agents currently in this simulator
+
+
+ Number of agents in neighbor simulators
+
+
+ Number of Active scripts running in this simulator
+
+
-
+
-
+
-
+
+ Number of downloads pending
+
+
+ Number of uploads pending
+
+
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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
-
-
-
-
- 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
-
-
-
-
- Initialize the object pool in client mode
-
- Server to connect to
-
-
-
-
-
- Initialize the object pool in server mode
-
-
-
-
-
-
- Returns a packet buffer with EndPoint set if the buffer is in
- client mode, or with EndPoint set to null in server mode
-
- Initialized UDPPacketBuffer object
-
-
-
- Default constructor
-
-
-
-
- Check a packet buffer out of the pool
-
- A packet buffer object
-
-
-
-
-
-
-
- OK
-
-
- Transfer completed
-
-
-
-
-
-
-
-
- Unknown error occurred
-
-
- Equivalent to a 404 error
-
-
- Client does not have permission for that resource
-
-
- Unknown status
-
-
-
-
-
-
-
-
-
-
- Unknown
-
-
- Virtually all asset transfers use this channel
-
-
-
-
-
-
-
-
-
-
- Asset from the asset server
-
-
- Inventory item
-
-
- Estate asset, such as an estate covenant
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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
+
+ Number of local uploads pending
-
- 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
-
- 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
-
-
- 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
-
-
-
- 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
-
-
-
- Construct an Asset object of type Notecard
-
- A unique specific to this asset
- A byte array containing the raw asset data
-
-
-
- Encode the raw contents of a string with the specific Linden Text properties
-
-
-
-
- Decode the raw asset data including the Linden Text properties
-
- true if the AssetData was successfully decoded
-
-
- Override the base classes AssetType
-
-
-
- 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
-
-
-
-
-
-
-
-
- An instance of DelegateWrapper which calls InvokeWrappedDelegate,
- which in turn calls the DynamicInvoke method of the wrapped
- delegate
-
+
+ Unacknowledged bytes in queue
-
+
- Callback used to call EndInvoke on the asynchronously
- invoked DelegateWrapper
+ Simulator handle
-
+
- Executes the specified delegate with the specified arguments
- asynchronously on a thread pool thread
+ Number of GridClients using this datapool
-
-
-
+
- Invokes the wrapped delegate synchronously
+ Time that the last client disconnected from the simulator
-
-
-
+
- Calls EndInvoke on the wrapper and Close on the resulting WaitHandle
- to prevent resource leaks
+ The cache of prims used and unused in this simulator
-
-
+
- Delegate to wrap another delegate and its arguments
+ Shared parcel info only when POOL_PARCEL_DATA == true
-
-
@@ -19597,1303 +18505,159 @@
Get the ID of the Object
-
+
-
+ pre-defined built in sounds
-
+
-
+
-
+
-
+
-
+
-
+
-
+
-
-
- 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
-
-
-
- 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
+
+ coins
-
- Agent moving head side to side with unhappy expression
+
+ cash register bell
-
- 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
+
+ rubber
-
- Agent smoking
+
+ plastic
-
- Agent inhaling smoke
+
+ flesh
-
+
+ wood splintering?
+
+
+ glass break
+
+
+ metal clunk
+
+
+ whoosh
+
+
+ shake
+
+
-
- Agent taking a picture
+
+ ding
-
- 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 all pre-defined sounds
- 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
+ A dictionary containing the pre-defined sounds,
+ where the key is the sounds ID, and the value is a string
+ containing a name to identify the purpose of the sound
-
+
+ X position of this patch
+
+
+ Y position of this patch
+
+
+ A 16x16 array of floats holding decompressed layer data
+
+
- 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
-
-
-
-
-
-
-
-
-
+ 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
-
- Override the base classes AssetType
-
-
+
- Only used internally for XML serialization/deserialization
+ Add a patch of terrain to a BitPacker
-
-
-
- The deserialized form of a single primitive in a linkset asset
-
-
-
-
-
-
- Looking direction, must be a normalized vector
- Up direction, must be a normalized vector
-
-
-
- Align the coordinate frame X and Y axis with a given rotation
- around the Z axis in radians
-
- Absolute rotation around the Z axis in
- radians
-
-
- Origin position of this coordinate frame
-
-
- X axis of this coordinate frame, or Forward/At in grid terms
-
-
- Y axis of this coordinate frame, or Left in grid terms
-
-
- Z axis of this coordinate frame, or Up in grid terms
-
-
-
-
-
-
-
- The avatar has no rights
-
-
- The avatar can see the online status of the target avatar
-
-
- The avatar can see the location of the target avatar on the map
-
-
- The avatar can modify the ojects of the target avatar
-
-
-
- This class holds information about an avatar in the friends list. There are two ways
- to interface to this class. The first is through the set of boolean properties. This is the typical
- way clients of this class will use it. The second interface is through two bitflag properties,
- TheirFriendsRights and MyFriendsRights
-
-
-
-
- Used internally when building the initial list of friends at login time
-
- System ID of the avatar being prepesented
- Rights the friend has to see you online and to modify your objects
- Rights you have to see your friend online and to modify their objects
-
-
-
- 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
-
-
-
- Change the rights of a friend avatar.
-
- 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
-
-
-
- Avatar profile flags
-
-
-
-
- Represents an avatar (other than your own)
-
-
-
- Groups that this avatar is a member of
-
-
- Positive and negative ratings
-
-
- Avatar properties including about text, profile URL, image IDs and
- publishing settings
-
-
- Avatar interests including spoken languages, skills, and "want to"
- choices
-
-
- Movement control flags for avatars. Typically not set or used by
- clients. To move your avatar, use Client.Self.Movement instead
-
-
-
- Contains the visual parameters describing the deformation of the avatar
-
-
-
-
- Appearance version. Value greater than 0 indicates using server side baking
-
-
-
-
- Version of the Current Outfit Folder that the appearance is based on
-
-
-
-
- Appearance flags. Introduced with server side baking, currently unused.
-
-
-
-
- List of current avatar animations
-
-
-
-
- Default constructor
-
-
-
- First name
-
-
- Last name
-
-
- Full name
-
-
- Active group
-
-
-
- Positive and negative ratings
-
-
-
- Positive ratings for Behavior
-
-
- Negative ratings for Behavior
-
-
- Positive ratings for Appearance
-
-
- Negative ratings for Appearance
-
-
- Positive ratings for Building
-
-
- Negative ratings for Building
-
-
- Positive ratings given by this avatar
-
-
- Negative ratings given by this avatar
-
-
-
- Avatar properties including about text, profile URL, image IDs and
- publishing settings
-
-
-
- First Life about text
-
-
- First Life image ID
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Profile image ID
-
-
- Flags of the profile
-
-
- Web URL for this profile
-
-
- Should this profile be published on the web
-
-
- Avatar Online Status
-
-
- Is this a mature profile
-
-
-
-
-
-
-
-
-
- Avatar interests including spoken languages, skills, and "want to"
- choices
-
-
-
- Languages profile field
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Level of Detail mesh
-
-
-
-
- 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
+ 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
The event subscribers. null if no subcribers
@@ -20930,160 +18694,254 @@
Heightmap for the patch
-
+
- Registers, unregisters, and fires events generated by incoming packets
+ The current status of a texture request as it moves through the pipeline or final result of a texture request.
-
- Reference to the GridClient object
+
+ The initial state given to a request. Requests in this state
+ are waiting for an available slot in the pipeline
-
+
+ A request that has been added to the pipeline and the request packet
+ has been sent to the simulator
+
+
+ A request that has received one or more packets back from the simulator
+
+
+ A request that has received all packets back from the simulator
+
+
+ A request that has taken longer than
+ to download OR the initial packet containing the packet information was never received
+
+
+ The texture request was aborted by request of the agent
+
+
+ The simulator replied to the request that it was not able to find the requested texture
+
+
- Default constructor
+ A callback fired to indicate the status or final state of the requested texture. For progressive
+ downloads this will fire each time new asset data is returned from the simulator.
-
+ The indicating either Progress for textures not fully downloaded,
+ or the final result of the request after it has been processed through the TexturePipeline
+ The object containing the Assets ID, raw data
+ and other information. For progressive rendering the will contain
+ the data from the beginning of the file. For failed, aborted and timed out requests it will contain
+ an empty byte array.
-
+
- Register an event handler
+ Texture request download handler, allows a configurable number of download slots which manage multiple
+ concurrent texture downloads from the
- 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
+ This class makes full use of the internal
+ system for full texture downloads.
-
+
+ A dictionary containing all pending and in-process transfer requests where the Key is both the RequestID
+ and also the Asset Texture ID, and the value is an object containing the current state of the request and also
+ the asset data as it is being re-assembled
+
+
+ Holds the reference to the client object
+
+
+ Maximum concurrent texture requests allowed at a time
+
+
+ An array of objects used to manage worker request threads
+
+
+ An array of worker slots which shows the availablity status of the slot
+
+
+ The primary thread which manages the requests.
+
+
+ true if the TexturePipeline is currently running
+
+
+ A synchronization object used by the primary thread
+
+
+ A refresh timer used to increase the priority of stalled requests
+
+
- Unregister an event handler
+ Default constructor, Instantiates a new copy of the TexturePipeline class
- Packet type to unregister the handler for
- Callback to be unregistered
+ Reference to the instantiated object
-
+
- 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
+ Initialize callbacks required for the TexturePipeline to operate
-
- 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
+ Shutdown the TexturePipeline and cleanup any callbacks or transfers
-
- Reference to the GridClient object
-
-
+
- Default constructor
+ 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
- Reference to the GridClient object
+ The of the texture asset to download
+ The of the texture asset.
+ Use for most textures, or for baked layer texture assets
+ A float indicating the requested priority for the transfer. Higher priority values tell the simulator
+ to prioritize the request before lower valued requests. An image already being transferred using the can have
+ its priority changed by resending the request with the new priority value
+ Number of quality layers to discard.
+ This controls the end marker of the data sent
+ The packet number to begin the request at. A value of 0 begins the request
+ from the start of the asset texture
+ The callback to fire when the image is retrieved. The callback
+ will contain the result of the request and the texture asset data
+ If true, the callback will be fired for each chunk of the downloaded image.
+ The callback asset parameter will contain all previously received chunks of the texture asset starting
+ from the beginning of the request
-
+
- Register an new event handler for a capabilities event sent via the EventQueue
+ Sends the actual request packet to the simulator
- Use String.Empty to fire this event on every CAPS event
- Capability event name to register the
- handler for
- Callback to fire
+ The image to download
+ Type of the image to download, either a baked
+ avatar texture or a normal texture
+ Priority level of the download. Default is
+ 1,013,000.0f
+ Number of quality layers to discard.
+ This controls the end marker of the data sent
+ Packet number to start the download at.
+ This controls the start marker of the data sent
+ Sending a priority of 0 and a discardlevel of -1 aborts
+ download
-
+
- Unregister a previously registered capabilities handler
+ Cancel a pending or in process texture request
- Capability event name unregister the
- handler for
- Callback to unregister
+ The texture assets unique ID
-
+
- 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
+ Master Download Thread, Queues up downloads in the threadpool
-
- Callback to fire for this packet
-
-
- Name of the CAPS event
-
-
- Strongly typed decoded data
-
-
- Reference to the simulator that generated this event
-
-
+
- Represents an LSL Text object containing a string of UTF encoded characters
+ The worker thread that sends the request and handles timeouts
+
+ A object containing the request details
+
+
+
+ Handle responses from the simulator that tell us a texture we have requested is unable to be located
+ or no longer exists. This will remove the request from the pipeline and free up a slot if one is in use
+
+ The sender
+ The EventArgs object containing the packet data
+
+
+
+ Handles the remaining Image data that did not fit in the initial ImageData packet
+
+ The sender
+ The EventArgs object containing the packet data
+
+
+
+ Handle the initial ImageDataPacket sent from the simulator
+
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Current number of pending and in-process transfers
+
+
+
+ A request task containing information and status of a request as it is processed through the
-
- A string of characters represting the script contents
+
+ The current which identifies the current status of the request
-
- Initializes a new AssetScriptText object
+
+ The Unique Request ID, This is also the Asset ID of the texture being requested
-
+
+ The slot this request is occupying in the threadpoolSlots array
+
+
+ The ImageType of the request.
+
+
+ The callback to fire when the request is complete, will include
+ the and the
+ object containing the result data
+
+
+ If true, indicates the callback will be fired whenever new data is returned from the simulator.
+ This is used to progressively render textures as portions of the texture are received.
+
+
+ An object that maintains the data of an request thats in-process.
+
+
- Initializes a new AssetScriptText object with parameters
-
- A unique specific to this asset
- A byte array containing the raw asset data
-
-
-
- Encode a string containing the scripts contents into byte encoded AssetData
+
-
+
- Decode a byte array containing the scripts contents into a string
+ An instance of DelegateWrapper which calls InvokeWrappedDelegate,
+ which in turn calls the DynamicInvoke method of the wrapped
+ delegate
- true if decoding is successful
-
- Override the base classes AssetType
+
+
+ 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
+
+
+
@@ -22302,6 +20160,9 @@
+
+
+
@@ -24594,1667 +22455,13786 @@
-
+
- pre-defined built in sounds
+ Operation to apply when applying color to texture
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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
-
-
-
-
+ Information needed to translate visual param value to RGBA color
-
+
-
+ Construct VisualColorParam
+ Operation to apply when applying color to texture
+ Colors
+
+
+
+ Represents alpha blending and bump infor for a visual parameter
+ such as sleive length
+
+
+
+ Stregth of the alpha to apply
+
+
+ File containing the alpha channel
+
+
+ Skip blending if parameter value is 0
+
+
+ Use miltiply insted of alpha blending
+
+
+
+ Create new alhpa information for a visual param
+
+ Stregth of the alpha to apply
+ File containing the alpha channel
+ Skip blending if parameter value is 0
+ Use miltiply insted of alpha blending
+
+
+
+ A single visual characteristic of an avatar mesh, such as eyebrow height
+
+
+
+ Index of this visual param
+
+
+ Internal name
+
+
+ Group ID this parameter belongs to
+
+
+ Name of the wearable this parameter belongs to
+
+
+ Displayable label of this characteristic
+
+
+ Displayable label for the minimum value of this characteristic
+
+
+ Displayable label for the maximum value of this characteristic
+
+
+ Default value
+
+
+ Minimum value
+
+
+ Maximum value
+
+
+ Is this param used for creation of bump layer?
+
+
+ Alpha blending/bump info
+
+
+ Color information
+
+
+ Array of param IDs that are drivers for this parameter
+
+
+
+ Set all the values through the constructor
+
+ Index of this visual param
+ Internal name
+
+
+ Displayable label of this characteristic
+ Displayable label for the minimum value of this characteristic
+ Displayable label for the maximum value of this characteristic
+ Default value
+ Minimum value
+ Maximum value
+ Is this param used for creation of bump layer?
+ Array of param IDs that are drivers for this parameter
+ Alpha blending/bump info
+ Color information
+
+
+
+ Holds the Params array of all the avatar appearance parameters
+
+
+
+
+ Base class for all Asset types
+
+
+
+ A byte array containing the raw asset data
+
+
+ True if the asset it only stored on the server temporarily
+
+
+ A unique ID
+
+
+
+ Construct a new Asset object
+
+
+
+
+ Construct a new Asset object
+
+ A unique specific to this asset
+ A byte array containing the raw asset data
+
+
+
+ Regenerates the AssetData
byte array from the properties
+ of the derived class.
+
+
+
+
+ Decodes the AssetData, placing it in appropriate properties of the derived
+ class.
+
+ True if the asset decoding succeeded, otherwise false
+
+
+ The assets unique ID
+
+
+
+ The "type" of asset, Notecard, Animation, etc
+
+
+
+
+ Constants for the archiving module
+
+
+
+
+ Path for region settings.
+
+
+
+
+ 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
+
+
+
+
+ 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
+
+
+
+
+
+ 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
+
+
+
+
+
+
+
+
+ Temporary code to produce a tar archive in tar v7 format
+
+
+
+
+ Binary writer for the underlying stream
+
+
+
+
+ Write a directory entry to the tar archive. We can only handle one path level right now!
+
+
+
+
+
+ Write a file to the tar archive
+
+
-
+
- De-serialization constructor for the InventoryNode Class
+ Write a file to the tar archive
+
+
+
+
+
+
+ Finish writing the raw tar archive data to a stream. The stream will be closed on completion.
-
+
- Serialization handler for the InventoryNode Class
+ Write a particular entry
+
+
+
+
+
+
+
+ Represents an Animation
-
+
+ Default Constructor
+
+
- De-serialization handler for the InventoryNode Class
+ 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
+
+
+
+ Represents an that represents an avatars body ie: Hair, Etc.
-
+
+
+ Represents a Wearable Asset, Clothing, Hair, Skin, Etc
+
+
+
+ A string containing the name of the asset
+
+
+ A string containing a short description of the asset
+
+
+ The Assets WearableType
+
+
+ The For-Sale status of the object
+
+
+ An Integer representing the purchase price of the asset
+
+
+ The of the assets creator
+
+
+ The of the assets current owner
+
+
+ The of the assets prior owner
+
+
+ The of the Group this asset is set to
+
+
+ True if the asset is owned by a
+
+
+ The Permissions mask of the asset
+
+
+ A Dictionary containing Key/Value pairs of the objects parameters
+
+
+ A Dictionary containing Key/Value pairs where the Key is the textures Index and the Value is the Textures
+
+
+ Initializes a new instance of an AssetWearable object
+
+
+ Initializes a new instance of an AssetWearable object with parameters
+ A unique specific to this asset
+ A byte array containing the raw asset data
+
+
+
+ Decode an assets byte encoded data to a string
+
+ true if the asset data was decoded successfully
+
+
+
+ Encode the assets string represantion into a format consumable by the asset server
+
+
+
+ Initializes a new instance of an AssetBodyPart object
+
+
+ Initializes a new instance of an AssetBodyPart object with parameters
+ A unique specific to this asset
+ A byte array containing the raw asset data
+
+
+ Override the base classes AssetType
+
+
+
+ Represents 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
+
+
+
+ Represents an that can be worn on an avatar
+ such as a Shirt, Pants, etc.
+
+
+
+ Initializes a new instance of an AssetScriptBinary object
+
+
+ Initializes a new instance of an AssetScriptBinary object with parameters
+ A unique specific to this asset
+ A byte array containing the raw asset data
+
+
+ Override the base classes AssetType
+
+
+
+ Type of gesture step
+
+
+
+
+ Base class for gesture steps
+
+
+
+
+ Retururns what kind of gesture step this is
+
+
+
+
+ Describes animation step of a gesture
+
+
+
+
+ If true, this step represents start of animation, otherwise animation stop
+
+
+
+
+ Animation asset
+
+
+
+
+ Animation inventory name
+
+
+
+
+ Returns what kind of gesture step this is
+
+
+
+
+ Describes sound step of a gesture
+
+
+
+
+ Sound asset
+
+
+
+
+ Sound inventory name
+
+
+
+
+ Returns what kind of gesture step this is
+
+
+
+
+ Describes sound step of a gesture
+
+
+
+
+ Text to output in chat
+
+
+
+
+ Returns what kind of gesture step this is
+
+
+
+
+ Describes sound step of a gesture
+
+
+
+
+ If true in this step we wait for all animations to finish
+
+
+
+
+ If true gesture player should wait for the specified amount of time
+
+
+
+
+ Time in seconds to wait if WaitForAnimation is false
+
+
+
+
+ Returns what kind of gesture step this is
+
+
+
+
+ Describes the final step of a gesture
+
+
+
+
+ Returns what kind of gesture step this is
+
+
+
+
+ Represents a sequence of animations, sounds, and chat actions
+
+
+
+
+ Keyboard key that triggers the gestyre
+
+
+
+
+ Modifier to the trigger key
+
+
+
+
+ String that triggers playing of the gesture sequence
+
+
+
+
+ Text that replaces trigger in chat once gesture is triggered
+
+
+
+
+ Sequence of gesture steps
+
+
+
+
+ Constructs guesture asset
+
+
+
+
+ Constructs guesture asset
+
+ A unique specific to this asset
+ A byte array containing the raw asset data
+
+
+
+ Encodes gesture asset suitable for uplaod
+
+
+
+
+ Decodes gesture assset into play sequence
+
+ true if the asset data was decoded successfully
+
+
+
+ Returns asset type
+
+
+
+
+ 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
+
+
+
+ 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
+
+
+
+ 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 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
+
+
+
+ Construct an Asset object of type Notecard
+
+ A unique specific to this asset
+ A byte array containing the raw asset data
+
+
+
+ Encode the raw contents of a string with the specific Linden Text properties
+
+
+
+
+ Decode the raw asset data including the Linden Text properties
+
+ true if the AssetData was successfully decoded
+
+
+ Override the base classes AssetType
+
+
+
+ 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
-
- User data
-
-
-
-
-
-
-
-
-
-
-
+
- For inventory folder nodes specifies weather the folder needs to be
- refreshed from the server
+ Only used internally for XML serialization/deserialization
-
+
- Represends individual HTTP Download request
+ The deserialized form of a single primitive in a linkset asset
-
- 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
+ Represents an AssetScriptBinary object containing the
+ LSO compiled bytecode of an LSL script
-
- Default constructor
+
+ Initializes a new instance of an AssetScriptBinary object
-
- Cleanup method
+
+ Initializes a new instance of an AssetScriptBinary object with parameters
+ A unique specific to this asset
+ A byte array containing the raw asset data
-
- 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
-
-
+
- Capabilities is the name of the bi-directional HTTP REST protocol
- used to communicate non real-time transactions such as teleporting or
- group messaging
+ TODO: Encodes a scripts contents into a LSO Bytecode file
-
- Reference to the simulator this system is connected to
+
+
+ TODO: Decode LSO Bytecode into a string
+
+ true
-
+
+ Override the base classes AssetType
+
+
+
+ Represents an LSL Text object containing a string of UTF encoded characters
+
+
+
+ A string of characters represting the script contents
+
+
+ Initializes a new AssetScriptText object
+
+
+
+ Initializes a new AssetScriptText object with parameters
+
+ A unique specific to this asset
+ A byte array containing the raw asset data
+
+
+
+ Encode a string containing the scripts contents into byte encoded AssetData
+
+
+
+
+ Decode a byte array containing the scripts contents into a string
+
+ true if decoding is successful
+
+
+ Override the base classes AssetType
+
+
+
+ Represents a Sound Asset
+
+
+
+ Initializes a new instance of an AssetSound object
+
+
+ Initializes a new instance of an AssetSound object with parameters
+ A unique specific to this asset
+ A byte array containing the raw asset data
+
+
+
+ TODO: Encodes a sound file
+
+
+
+
+ TODO: Decode a sound file
+
+ true
+
+
+ Override the base classes AssetType
+
+
+
+ Represents a texture
+
+
+
+ A object containing image data
+
+
+
+
+
+
+
+
+ Initializes a new instance of an AssetTexture object
+
+
+
+ Initializes a new instance of an AssetTexture object
+
+ A unique specific to this asset
+ A byte array containing the raw asset data
+
+
+
+ Initializes a new instance of an AssetTexture object
+
+ A object containing texture data
+
+
+
+ Populates the byte array with a JPEG2000
+ encoded image created from the data in
+
+
+
+
+ Decodes the JPEG2000 data in AssetData
to the
+ object
+
+ True if the decoding was successful, otherwise false
+
+
+
+ Decodes the begin and end byte positions for each quality layer in
+ the image
+
+
+
+
+ Override the base classes AssetType
+
+
+ =
+
+
+ Number of times we've received an unknown CAPS exception in series.
+
+
+ For exponential backoff on error.
+
+
+
+ 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
-
+
- Request the URI of a named capability
+ Adds layer for baking
- Name of the capability to request
- The URI of the requested capability, or String.Empty if
- the capability does not exist
+ TexturaData struct that contains texture and its params
-
+
- Process any incoming events, check to see if we have a message created for the event,
+ Converts avatar texture index (face) to Bake type
-
-
+ Face number (AvatarTextureIndex)
+ BakeType, layer to which this texture belongs to
-
- Capabilities URI this system was initialized with
-
-
- Whether the capabilities event queue is connected and
- listening for incoming events
-
-
+
- Triggered when an event is received via the EventQueueGet
- capability
+ Make sure images exist, resize source if needed to match the destination
- Event name
- Decoded event data
- The simulator that generated the event
+ Destination image
+ Source image
+ Sanitization was succefull
-
+
- Permission request flags, asked when a script wants to control an Avatar
+ 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
+
+
+
+ Image width
-
- 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
+ Image height
-
- 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
+ Image channel flags
-
- 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
+ Red channel data
-
- 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
+ Green channel data
-
- Chat from the grid or simulator
+
+
+ Blue channel data
+
-
- Chat from another avatar
+
+
+ Alpha channel data
+
-
- Chat from an object
+
+