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 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - @@ -345,5 +288,62 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 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 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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 + + + 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 + + + + 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 + + + + Capability to load TGAs to Bitmap + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 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Null is sent on request failure + + + + Ask server for details of cost and impact of the mesh upload + + Callback that will be invoke upon completion of the upload. Null is sent on request failure + + + + Performas actual mesh and image upload + + Uri recieved in the upload prepare stage + Callback that will be invoke upon completion of the upload. Null is sent on request failure + + + + Callback for mesh upload operations + + null on failure, result from server on success + + + + Interface requirements for Messaging system + + + + + 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 + + + + Sent to the client to indicate a teleport request has completed + + + + 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 + + + true if avatars in this parcel should be invisible to people outside + + + true if avatars outside can hear any sounds avatars inside play + + + true if group members outside can hear any sounds avatars inside play + + + + 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 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + true if avatars in this parcel should be invisible to people outside + + + true if avatars outside can hear any sounds avatars inside play + + + true if group members outside can hear any sounds avatars inside play + + + + 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 + + - + - + - - - - + - Effect type used in ViewerEffect packets + 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 - - - - - - - - - - - - - - - - - - - - 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 + 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 - - - - - - - - Deprecated - - - - - - - - - - - - - - + - The action an avatar is doing when pointing at something, used in - ViewerEffect packets for the PointAt effect + 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 - - - - - - - - - - + - Money transaction types + 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 - - - - - - - - - - - - - - - - - - - + - Flags sent when a script takes or releases a control + Serialize the object - NOTE: (need to verify) These might be a subset of the ControlFlags enum in Movement, + An containing the objects data - - 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 + Deserialize the message + + An containing the data + + + + A message containing the request/response used for updating a notecard + contained with an agents inventory - - No flags set + + Object containing request or response - - Hide your group title - - + - Action state of the avatar, which can currently be typing and - editing + 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 - + - Current teleport status + A message sent from the viewer to the simulator + requesting the update of an existing script contained + within a tasks inventory - - Unknown status + + if true, set the script mode to running - - Teleport initialized + + The scripts InventoryItem ItemID to update - - Teleport in progress + + 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 - - Teleport failed + + The tasks which contains the script to update - - Teleport completed - - - Teleport cancelled - - + - + 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 - - No flags set, or teleport failed + + Object containing request or response - - 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 - - + - + 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 - - - - - - - + - Type of mute entry + 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 muted by name + + Object containing request or response - - Muted residet - - - Object muted by UUID - - - Muted group - - - Muted external entry - - + - Flags of mute entry + 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 - - 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 + 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 - - Print the struct data as a string - A string containing the field name, and field value + + Is this invitation for voice group/conference chat - - Represents muted object or resident + + + Serialize the object + + An containing the objects data - - Type of the mute entry + + + Deserialize the message + + An containing the data - - UUID of the mute etnry + + + 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. + - - Mute entry name + + + Serialize the object + + An containing the objects data - - Mute flags + + + Deserialize the message + + An containing the data - - Transaction detail sent with MoneyBalanceReply message + + + An EventQueue message sent when the agent is forcibly removed from a chatterbox session + - - Type of the transaction + + + A string containing the reason the agent was removed + - - UUID of the transaction source + + + The ChatterBoxSession's SessionID + - - Is the transaction source a group + + + Serialize the object + + An containing the objects data - - UUID of the transaction destination + + + Deserialize the message + + An containing the data - - Is transaction destination a group + + + Serialize the object + + An containing the objects data - - Transaction amount + + + Deserialize the message + + An containing the data - - Transaction description + + + 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 + + - + - Construct a new instance of the ChatEventArgs object + Serialize the 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 + An containing the objects data - - 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 + Deserialize the message - 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 + An containing the data - - 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 + Serialize the object - 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 + An containing the objects data - - 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 + Deserialize the message - 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 + An containing the data - - 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 + Serialize the object - the InstantMessage object - the simulator where the InstantMessage origniated + An containing the objects data - - Get the InstantMessage object - - - Get the simulator where the InstantMessage origniated - - - Contains the currency balance - - + - Construct a new BalanceEventArgs object + Deserialize the message - The currenct balance + An containing the data - + - Get the currenct balance + Event Queue message describing physics engine attributes of a list of objects + Sim sends these when object is selected - - Contains the transaction summary when an item is purchased, - money is given, or land is purchased + + Array with the list of physics properties - + - Construct a new instance of the MoneyBalanceReplyEventArgs object + Serializes the message - 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 + Serialized OSD - - 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 + Deseializes the message - 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 + Incoming data to deserialize - - 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 + 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 - + - 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 + New URL - + - 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 + Prim UUID where navigation occured - + - Construct a new instance of the ScriptSensorReplyEventArgs + Face index - 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 + Serialize the object - The ID of the chat session - The ID of the agent joining + An containing the objects data - - 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 + Deserialize the message - The ID of the chat session - The ID of the Agent that left + An containing the data - - Get the ID of the chat session + + Base class used for the ObjectMedia message - - Get the ID of the agent that left + + + Message used to retrive prim media data + - - Event arguments with the result of setting display name operation + + + Prim UUID + - - Default constructor + + + Requested operation, either GET or UPDATE + - - Status code, 200 indicates settign display name was successful + + + Serialize object + + Serialized object as OSDMap - - Textual description of the status + + + Deserialize the message + + An containing the data - - Details of the newly set display name + + + 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 + + + + 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 + + + + Message recieved in response to request to change display name + + + + New display name + + + String message indicating the result of the operation + + + Numerical code of the result, 200 indicates success + + + + Serializes the message + + OSD containting the messaage + + + + Message recieved when someone nearby changes their display name + + + + Previous display name, empty string if default + + + New display name + + + + Serializes the message + + OSD containting the messaage + + + + 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 + + + + 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 + + + + The type of bump-mapping applied to a face + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + The level of shininess applied to a face + + + + + + + + + + + + + + + + + The texture mapping style used for a face + + + + + + + + + + + + + + + + + Flags in the TextureEntry block that describe which properties are + set + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Level of Detail mesh + + + + + 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 + + + + 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 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) + + + + + 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 + + + + 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. + + + + + + Starts a thread that keeps the daemon running + + + + + + + Stops the daemon and the thread keeping it running + + + + + + + + + + + + + Create a Session + Sessions typically represent a connection to a media session with one or more + participants. This is used to generate an ‘outbound’ call to another user or + channel. The specifics depend on the media types involved. A session handle is + required to control the local user functions within the session (or remote + users if the current account has rights to do so). Currently creating a + session automatically connects to the audio media, there is no need to call + Session.Connect at this time, this is reserved for future use. + + Handle returned from successful Connector ‘create’ request + This is the URI of the terminating point of the session (ie who/what is being called) + This is the display name of the entity being called (user or channel) + Only needs to be supplied when the target URI is password protected + This indicates the format of the password as passed in. This can either be + “ClearText” or “SHA1UserName”. If this element does not exist, it is assumed to be “ClearText”. If it is + “SHA1UserName”, the password as passed in is the SHA1 hash of the password and username concatenated together, + then base64 encoded, with the final “=” character stripped off. + + + + + + + Used to accept a call + + SessionHandle such as received from SessionNewEvent + "default" + + + + + This command is used to start the audio render process, which will then play + the passed in file through the selected audio render device. This command + should not be issued if the user is on a call. + + The fully qualified path to the sound file. + True if the file is to be played continuously and false if it is should be played once. + + + + + This command is used to stop the audio render process. + + The fully qualified path to the sound file issued in the start render command. + + + + + This is used to ‘end’ an established session (i.e. hang-up or disconnect). + + Handle returned from successful Session ‘create’ request or a SessionNewEvent + + + + + Set the combined speaking and listening position in 3D space. + + Handle returned from successful Session ‘create’ request or a SessionNewEvent + Speaking position + Listening position + + + + + Set User Volume for a particular user. Does not affect how other users hear that user. + + Handle returned from successful Session ‘create’ request or a SessionNewEvent + + The level of the audio, a number between -100 and 100 where 0 represents ‘normal’ speaking volume + + + + + 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 + + + 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 + + + + Extract the avatar UUID encoded in a SIP URI + + + + + + + Represents a single Voice Session to the Vivox service. + + + + + Close this session. + + + + + Look up an existing Participants in this session + + + diff --git a/bin/OpenMetaverse.dll b/bin/OpenMetaverse.dll index 7bc870b844..1f83c3a595 100755 Binary files a/bin/OpenMetaverse.dll and b/bin/OpenMetaverse.dll differ diff --git a/bin/OpenMetaverseTypes.XML b/bin/OpenMetaverseTypes.XML index 52804852c2..a0c9135601 100644 --- a/bin/OpenMetaverseTypes.XML +++ b/bin/OpenMetaverseTypes.XML @@ -4,977 +4,476 @@ OpenMetaverseTypes - - For thread safety - - - For thread safety - - + - Purges expired objects from the cache. Called automatically by the purge timer. + Same as Queue except Dequeue function blocks until there is an object to return. + Note: This class does not need to be synchronized - + - Determines the appropriate events to set, leaves the locks, and sets the events. + Create new BlockingQueue. + + The System.Collections.ICollection to copy elements from + + + + Create new BlockingQueue. + + The initial number of elements that the queue can contain + + + + Create new BlockingQueue. - + - A routine for lazily creating a event outside the lock (so if errors - happen they are outside the lock and that we don't do much work - while holding a spin lock). If all goes well, reenter the lock and - set 'waitEvent' + BlockingQueue Destructor (Close queue, resume any waiting thread). - + - Waits on 'waitEvent' with a timeout of 'millisceondsTimeout. - Before the wait 'numWaiters' is incremented and is restored before leaving this routine. + Remove all objects from the Queue. - - X value - - - Y value - - - Z value - - - W value - - + - Build a quaternion from normalized float values - - X value from -1.0 to 1.0 - Y value from -1.0 to 1.0 - Z value from -1.0 to 1.0 - - - - Constructor, builds a quaternion object from a byte array - - Byte array containing four four-byte floats - Offset in the byte array to start reading at - Whether the source data is normalized or - not. If this is true 12 bytes will be read, otherwise 16 bytes will - be read. - - - - Normalizes the quaternion + Remove all objects from the Queue, resume all dequeue threads. - + - Builds a quaternion object from a byte array + Removes and returns the object at the beginning of the Queue. - The source byte array - Offset in the byte array to start reading at - Whether the source data is normalized or - not. If this is true 12 bytes will be read, otherwise 16 bytes will - be read. + Object in queue. - + - Normalize this quaternion and serialize it to a byte array + Removes and returns the object at the beginning of the Queue. - A 12 byte array containing normalized X, Y, and Z floating - point values in order using little endian byte ordering + time to wait before returning + Object in queue. - + - Writes the raw bytes for this quaternion to a byte array + Removes and returns the object at the beginning of the Queue. - Destination byte array - Position in the destination array to start - writing. Must be at least 12 bytes before the end of the array + time to wait before returning (in milliseconds) + Object in queue. - + - Convert this quaternion to euler angles + Adds an object to the end of the Queue - X euler angle - Y euler angle - Z euler angle + Object to put in queue - + - Convert this quaternion to an angle around an axis - - Unit vector describing the axis - Angle around the axis, in radians - - - - Returns the conjugate (spatial inverse) of a quaternion + Open Queue. - + - Build a quaternion from an axis and an angle of rotation around - that axis + Gets flag indicating if queue has been closed. - + - Build a quaternion from an axis and an angle of rotation around - that axis + Copy constructor - Axis of rotation - Angle of rotation + Circular queue to copy - + - Creates a quaternion from a vector containing roll, pitch, and yaw - in radians - - Vector representation of the euler angles in - radians - Quaternion representation of the euler angles - - - - Creates a quaternion from roll, pitch, and yaw euler angles in - radians - - X angle in radians - Y angle in radians - Z angle in radians - Quaternion representation of the euler angles - - - - Conjugates and renormalizes a vector + An 8-bit color structure including an alpha channel - + + Red + + + Green + + + Blue + + + Alpha + + - Spherical linear interpolation between two quaternions + + + + + - + - Get a string representation of the quaternion elements with up to three - decimal digits and separated by spaces only + Builds a color from a byte array - Raw string representation of the quaternion - - - A quaternion with a value of 0,0,0,1 - - - - A three-dimensional vector with doubleing-point values - - - - X value - - - Y value - - - Z value - - - - Constructor, builds a vector from a byte array - - Byte array containing three eight-byte doubles + Byte array containing a 16 byte color Beginning position in the byte array + True if the byte array stores inverted values, + otherwise false. For example the color black (fully opaque) inverted + would be 0xFF 0xFF 0xFF 0x00 - - - Test if this vector is equal to another vector, within a given - tolerance range - - Vector to test against - The acceptable magnitude of difference - between the two vectors - True if the magnitude of difference between the two vectors - is less than the given tolerance, otherwise false - - - - IComparable.CompareTo implementation - - - - - Test if this vector is composed of all finite numbers - - - - - Builds a vector from a byte array - - Byte array containing a 24 byte vector - Beginning position in the byte array - - + Returns the raw bytes for this vector - A 24 byte array containing X, Y, and Z + Byte array containing a 16 byte color + Beginning position in the byte array + True if the byte array stores inverted values, + otherwise false. For example the color black (fully opaque) inverted + would be 0xFF 0xFF 0xFF 0x00 + True if the alpha value is inverted in + addition to whatever the inverted parameter is. Setting inverted true + and alphaInverted true will flip the alpha value back to non-inverted, + but keep the other color bytes inverted + A 16 byte array containing R, G, B, and A - + - Writes the raw bytes for this vector to a byte array + Copy constructor + + Color to copy + + + + IComparable.CompareTo implementation + + Sorting ends up like this: |--Grayscale--||--Color--|. + Alpha is only used when the colors are otherwise equivalent + + + + Builds a color from a byte array + + Byte array containing a 16 byte color + Beginning position in the byte array + True if the byte array stores inverted values, + otherwise false. For example the color black (fully opaque) inverted + would be 0xFF 0xFF 0xFF 0x00 + True if the alpha value is inverted in + addition to whatever the inverted parameter is. Setting inverted true + and alphaInverted true will flip the alpha value back to non-inverted, + but keep the other color bytes inverted + + + + Writes the raw bytes for this color to a byte array Destination byte array Position in the destination array to start - writing. Must be at least 24 bytes before the end of the array + writing. Must be at least 16 bytes before the end of the array - + - Parse a vector from a string + Serializes this color into four bytes in a byte array - A string representation of a 3D vector, enclosed - in arrow brackets and separated by commas + Destination byte array + Position in the destination array to start + writing. Must be at least 4 bytes before the end of the array + True to invert the output (1.0 becomes 0 + instead of 255) - + - Interpolates between two vectors using a cubic equation + Writes the raw bytes for this color to a byte array + Destination byte array + Position in the destination array to start + writing. Must be at least 16 bytes before the end of the array - + - Get a formatted string representation of the vector + Ensures that values are in range 0-1 - A string representation of the vector - + - Get a string representation of the vector elements with up to three - decimal digits and separated by spaces only + Create an RGB color from a hue, saturation, value combination - Raw string representation of the vector + Hue + Saturation + Value + An fully opaque RGB color (alpha is 1.0) - + - Cross product between two vectors + Performs linear interpolation between two colors + Color to start at + Color to end at + Amount to interpolate + The interpolated color - - - Implicit casting for Vector3 > Vector3d - - - - - - A vector with a value of 0,0,0 - - - A vector with a value of 1,1,1 + + A Color4 with zero RGB values and fully opaque (alpha 1.0) - - A unit vector facing forward (X axis), value of 1,0,0 + + A Color4 with full RGB values (1.0) and fully opaque (alpha 1.0) - - A unit vector facing left (Y axis), value of 0,1,0 - - - A unit vector facing up (Z axis), value of 0,0,1 - - + - A thread-safe lockless queue that supports multiple readers and - multiple writers + Attribute class that allows extra attributes to be attached to ENUMs - - Queue head + + Text used when presenting ENUM to user - - Queue tail + + Default initializer - - Queue item count + + Text used when presenting ENUM to user - + - Constructor + The different types of grid assets - - - Enqueue an item - - Item to enqeue + + Unknown asset type - - - Try to dequeue an item - - Dequeued item if the dequeue was successful - True if an item was successfully deqeued, otherwise false + + Texture asset, stores in JPEG2000 J2C stream format - - Gets the current number of items in the queue. Since this - is a lockless collection this value should be treated as a close - estimate + + Sound asset - - - Provides a node container for data in a singly linked list - + + Calling card for another avatar - - Pointer to the next node in list + + Link to a location in world - - The data contained by the node + + Collection of textures and parameters that can be + worn by an avatar - - - Constructor - + + Primitive that can contain textures, sounds, + scripts and more - - - Constructor - + + Notecard asset - - - Convert this matrix to euler rotations - - X euler angle - Y euler angle - Z euler angle + + Holds a collection of inventory items - - - Convert this matrix to a quaternion rotation - - A quaternion representation of this rotation matrix + + Root inventory folder - - - Construct a matrix from euler rotation values in radians - - X euler angle in radians - Y euler angle in radians - Z euler angle in radians + + Linden scripting language script - - - Get a formatted string representation of the vector - - A string representation of the vector + + LSO bytecode for a script - - A 4x4 matrix containing all zeroes + + Uncompressed TGA texture - - A 4x4 identity matrix + + Collection of textures and shape parameters that can + be worn - - Used for converting degrees to radians + + Trash folder - - Used for converting radians to degrees + + Snapshot folder - - - Convert the first two bytes starting in the byte array in - little endian ordering to a signed short integer - - An array two bytes or longer - A signed short integer, will be zero if a short can't be - read at the given position + + Lost and found folder - - - Convert the first two bytes starting at the given position in - little endian ordering to a signed short integer - - An array two bytes or longer - Position in the array to start reading - A signed short integer, will be zero if a short can't be - read at the given position + + Uncompressed sound - - - Convert the first four bytes starting at the given position in - little endian ordering to a signed integer - - An array four bytes or longer - Position to start reading the int from - A signed integer, will be zero if an int can't be read - at the given position + + Uncompressed TGA non-square image, not to be used as a + texture - - - Convert the first four bytes of the given array in little endian - ordering to a signed integer - - An array four bytes or longer - A signed integer, will be zero if the array contains - less than four bytes + + Compressed JPEG non-square image, not to be used as a + texture - - - Convert the first eight bytes of the given array in little endian - ordering to a signed long integer - - An array eight bytes or longer - A signed long integer, will be zero if the array contains - less than eight bytes + + Animation - - - Convert the first eight bytes starting at the given position in - little endian ordering to a signed long integer - - An array eight bytes or longer - Position to start reading the long from - A signed long integer, will be zero if a long can't be read - at the given position + + Sequence of animations, sounds, chat, and pauses - - - Convert the first two bytes starting at the given position in - little endian ordering to an unsigned short - - Byte array containing the ushort - Position to start reading the ushort from - An unsigned short, will be zero if a ushort can't be read - at the given position + + Simstate file - - - Convert two bytes in little endian ordering to an unsigned short - - Byte array containing the ushort - An unsigned short, will be zero if a ushort can't be - read + + Contains landmarks for favorites - - - Convert the first four bytes starting at the given position in - little endian ordering to an unsigned integer - - Byte array containing the uint - Position to start reading the uint from - An unsigned integer, will be zero if a uint can't be read - at the given position + + Asset is a link to another inventory item - - - Convert the first four bytes of the given array in little endian - ordering to an unsigned integer - - An array four bytes or longer - An unsigned integer, will be zero if the array contains - less than four bytes + + Asset is a link to another inventory folder - - - Convert the first eight bytes of the given array in little endian - ordering to an unsigned 64-bit integer - - An array eight bytes or longer - An unsigned 64-bit integer, will be zero if the array - contains less than eight bytes + + Beginning of the range reserved for ensembles - - - Convert four bytes in little endian ordering to a floating point - value - - Byte array containing a little ending floating - point value - Starting position of the floating point value in - the byte array - Single precision value + + End of the range reserved for ensembles - - - Convert an integer to a byte array in little endian format - - The integer to convert - A four byte little endian array + + Folder containing inventory links to wearables and attachments + that are part of the current outfit - - - Convert an integer to a byte array in big endian format - - The integer to convert - A four byte big endian array + + Folder containing inventory items or links to + inventory items of wearables and attachments + together make a full outfit - - - Convert a 64-bit integer to a byte array in little endian format - - The value to convert - An 8 byte little endian array + + Root folder for the folders of type OutfitFolder - - - Convert a 64-bit unsigned integer to a byte array in little endian - format - - The value to convert - An 8 byte little endian array - - - - Convert a floating point value to four bytes in little endian - ordering - - A floating point value - A four byte array containing the value in little endian - ordering - - - - Converts an unsigned integer to a hexadecimal string - - An unsigned integer to convert to a string - A hexadecimal string 10 characters long - 0x7fffffff - - - - Convert a variable length UTF8 byte array to a string - - The UTF8 encoded byte array to convert - The decoded string - - - - Converts a byte array to a string containing hexadecimal characters - - The byte array to convert to a string - The name of the field to prepend to each - line of the string - A string containing hexadecimal characters on multiple - lines. Each line is prepended with the field name + + Linden mesh format - - - Converts a byte array to a string containing hexadecimal characters - - The byte array to convert to a string - Number of bytes in the array to parse - A string to prepend to each line of the hex - dump - A string containing hexadecimal characters on multiple - lines. Each line is prepended with the field name - - - - Convert a string to a UTF8 encoded byte array - - The string to convert - A null-terminated UTF8 byte array - - - - Converts a string containing hexadecimal characters to a byte array - - String containing hexadecimal characters - If true, gracefully handles null, empty and - uneven strings as well as stripping unconvertable characters - The converted byte array - - - - Returns true is c is a hexadecimal digit (A-F, a-f, 0-9) - - Character to test - true if hex digit, false if not - - - - Converts 1 or 2 character string into equivalant byte value - - 1 or 2 character string - byte + + Marketplace direct delivery inbox ("Received Items") - - - Convert a float value to a byte given a minimum and maximum range - - Value to convert to a byte - Minimum value range - Maximum value range - A single byte representing the original float value - - - - Convert a byte to a float value given a minimum and maximum range - - Byte array to get the byte from - Position in the byte array the desired byte is at - Minimum value range - Maximum value range - A float value inclusively between lower and upper - - - - Convert a byte to a float value given a minimum and maximum range - - Byte to convert to a float value - Minimum value range - Maximum value range - A float value inclusively between lower and upper - - - - Attempts to parse a floating point value from a string, using an - EN-US number format - - String to parse - Resulting floating point number - True if the parse was successful, otherwise false - - - - Attempts to parse a floating point value from a string, using an - EN-US number format - - String to parse - Resulting floating point number - True if the parse was successful, otherwise false - - - - Tries to parse an unsigned 32-bit integer from a hexadecimal string - - String to parse - Resulting integer - True if the parse was successful, otherwise false - - - - Returns text specified in EnumInfo attribute of the enumerator - To add the text use [EnumInfo(Text = "Some nice text here")] before declaration - of enum values - - Enum value - Text representation of the enum - - - - Takes an AssetType and returns the string representation - - The source - The string version of the AssetType - - - - Translate a string name of an AssetType into the proper Type - - A string containing the AssetType name - The AssetType which matches the string name, or AssetType.Unknown if no match was found + + Marketplace direct delivery outbox - - - Convert an InventoryType to a string - - The to convert - A string representation of the source - - - - Convert a string into a valid InventoryType - - A string representation of the InventoryType to convert - A InventoryType object which matched the type - - - - Convert a SaleType to a string - - The to convert - A string representation of the source - - - - Convert a string into a valid SaleType - - A string representation of the SaleType to convert - A SaleType object which matched the type - - - - Converts a string used in LLSD to AttachmentPoint type - - String representation of AttachmentPoint to convert - AttachmentPoint enum - - - - Copy a byte array - - Byte array to copy - A copy of the given byte array - - - - Packs to 32-bit unsigned integers in to a 64-bit unsigned integer - - The left-hand (or X) value - The right-hand (or Y) value - A 64-bit integer containing the two 32-bit input values - - - - Unpacks two 32-bit unsigned integers from a 64-bit unsigned integer - - The 64-bit input integer - The left-hand (or X) output value - The right-hand (or Y) output value - - - - Convert an IP address object to an unsigned 32-bit integer - - IP address to convert - 32-bit unsigned integer holding the IP address bits - - - - Gets a unix timestamp for the current time - - An unsigned integer representing a unix timestamp for now - - - - Convert a UNIX timestamp to a native DateTime object - - An unsigned integer representing a UNIX - timestamp - A DateTime object containing the same time specified in - the given timestamp - - - - Convert a UNIX timestamp to a native DateTime object - - A signed integer representing a UNIX - timestamp - A DateTime object containing the same time specified in - the given timestamp - - - - Convert a native DateTime object to a UNIX timestamp - - A DateTime object you want to convert to a - timestamp - An unsigned integer representing a UNIX timestamp - - - - Swap two values - - Type of the values to swap - First value - Second value - - - - Try to parse an enumeration value from a string - - Enumeration type - String value to parse - Enumeration value on success - True if the parsing succeeded, otherwise false - - - - Swaps the high and low words in a byte. Converts aaaabbbb to bbbbaaaa - - Byte to swap the words in - Byte value with the words swapped - - - - Attempts to convert a string representation of a hostname or IP - address to a - - Hostname to convert to an IPAddress - Converted IP address object, or null if the conversion - failed - - - Provide a single instance of the CultureInfo class to - help parsing in situations where the grid assumes an en-us - culture - - - UNIX epoch in DateTime format - - - Provide a single instance of the MD5 class to avoid making - duplicate copies and handle thread safety - - - Provide a single instance of the SHA-1 class to avoid - making duplicate copies and handle thread safety - - - Provide a single instance of a random number generator - to avoid making duplicate copies and handle thread safety - - - - Clamp a given value between a range - - Value to clamp - Minimum allowable value - Maximum allowable value - A value inclusively between lower and upper - - - - Clamp a given value between a range - - Value to clamp - Minimum allowable value - Maximum allowable value - A value inclusively between lower and upper - - - - Clamp a given value between a range - - Value to clamp - Minimum allowable value - Maximum allowable value - A value inclusively between lower and upper - - - - Round a floating-point value to the nearest integer - - Floating point number to round - Integer - - - - Test if a single precision float is a finite number - - - - - Test if a double precision float is a finite number - - - - - Get the distance between two floating-point values - - First value - Second value - The distance between the two values - - - - Compute the MD5 hash for a byte array - - Byte array to compute the hash for - MD5 hash of the input data - - - - Compute the SHA1 hash for a byte array - - Byte array to compute the hash for - SHA1 hash of the input data - - - - Calculate the SHA1 hash of a given string - - The string to hash - The SHA1 hash as a string - - - - Compute the SHA256 hash for a byte array - - Byte array to compute the hash for - SHA256 hash of the input data - - - - Calculate the SHA256 hash of a given string - - The string to hash - The SHA256 hash as a string - - - - Calculate the MD5 hash of a given string - - The password to hash - An MD5 hash in string format, with $1$ prepended - - - - Calculate the MD5 hash of a given string - - The string to hash - The MD5 hash as a string - - - - Generate a random double precision floating point value - - Random value of type double - - - - Get the current running platform - - Enumeration of the current platform we are running on - - - - Get the current running runtime - - Enumeration of the current runtime we are running on + + - + - Operating system + Inventory Item Types, eg Script, Notecard, Folder, etc - + Unknown - - Microsoft Windows + + Texture - - Microsoft Windows CE + + Sound - - Linux + + Calling Card - - Apple OSX + + Landmark - + + Notecard + + + + + + Folder + + + + + + an LSL Script + + + + + + + + + + + + + + + + + + + + - Runtime platform + Item Sale Status - - .NET runtime + + Not for sale - - Mono runtime: http://www.mono-project.com/ + + The original is for sale + + + Copies are for sale + + + The contents of the object are for sale + + + + Types of wearable assets + + + + Body shape + + + Skin textures and attributes + + + Hair + + + Eyes + + + Shirt + + + Pants + + + Shoes + + + Socks + + + Jacket + + + Gloves + + + Undershirt + + + Underpants + + + Skirt + + + Alpha mask to hide parts of the avatar + + + Tattoo + + + Physics + + + Invalid wearable asset @@ -1555,352 +1054,954 @@ Use convex hull represantion of this prim - - X value + + For thread safety - - Y value + + For thread safety - - Z value - - - W value - - + - Constructor, builds a vector from a byte array - - Byte array containing four four-byte floats - Beginning position in the byte array - - - - Test if this vector is equal to another vector, within a given - tolerance range - - Vector to test against - The acceptable magnitude of difference - between the two vectors - True if the magnitude of difference between the two vectors - is less than the given tolerance, otherwise false - - - - IComparable.CompareTo implementation + Purges expired objects from the cache. Called automatically by the purge timer. - + - Test if this vector is composed of all finite numbers + A thread-safe lockless queue that supports multiple readers and + multiple writers - + + Queue head + + + Queue tail + + + Queue item count + + - Builds a vector from a byte array - - Byte array containing a 16 byte vector - Beginning position in the byte array - - - - Returns the raw bytes for this vector - - A 16 byte array containing X, Y, Z, and W - - - - Writes the raw bytes for this vector to a byte array - - Destination byte array - Position in the destination array to start - writing. Must be at least 16 bytes before the end of the array - - - - Get a string representation of the vector elements with up to three - decimal digits and separated by spaces only - - Raw string representation of the vector - - - A vector with a value of 0,0,0,0 - - - A vector with a value of 1,1,1,1 - - - A vector with a value of 1,0,0,0 - - - A vector with a value of 0,1,0,0 - - - A vector with a value of 0,0,1,0 - - - A vector with a value of 0,0,0,1 - - - - An 8-bit color structure including an alpha channel + Constructor - - Red - - - Green - - - Blue - - - Alpha - - + - + Enqueue an item - - - - + Item to enqeue - + - Builds a color from a byte array + Try to dequeue an item - Byte array containing a 16 byte color - Beginning position in the byte array - True if the byte array stores inverted values, - otherwise false. For example the color black (fully opaque) inverted - would be 0xFF 0xFF 0xFF 0x00 + Dequeued item if the dequeue was successful + True if an item was successfully deqeued, otherwise false - - - Returns the raw bytes for this vector - - Byte array containing a 16 byte color - Beginning position in the byte array - True if the byte array stores inverted values, - otherwise false. For example the color black (fully opaque) inverted - would be 0xFF 0xFF 0xFF 0x00 - True if the alpha value is inverted in - addition to whatever the inverted parameter is. Setting inverted true - and alphaInverted true will flip the alpha value back to non-inverted, - but keep the other color bytes inverted - A 16 byte array containing R, G, B, and A + + Gets the current number of items in the queue. Since this + is a lockless collection this value should be treated as a close + estimate - + - Copy constructor - - Color to copy - - - - IComparable.CompareTo implementation - - Sorting ends up like this: |--Grayscale--||--Color--|. - Alpha is only used when the colors are otherwise equivalent - - - - Builds a color from a byte array - - Byte array containing a 16 byte color - Beginning position in the byte array - True if the byte array stores inverted values, - otherwise false. For example the color black (fully opaque) inverted - would be 0xFF 0xFF 0xFF 0x00 - True if the alpha value is inverted in - addition to whatever the inverted parameter is. Setting inverted true - and alphaInverted true will flip the alpha value back to non-inverted, - but keep the other color bytes inverted - - - - Writes the raw bytes for this color to a byte array - - Destination byte array - Position in the destination array to start - writing. Must be at least 16 bytes before the end of the array - - - - Serializes this color into four bytes in a byte array - - Destination byte array - Position in the destination array to start - writing. Must be at least 4 bytes before the end of the array - True to invert the output (1.0 becomes 0 - instead of 255) - - - - Writes the raw bytes for this color to a byte array - - Destination byte array - Position in the destination array to start - writing. Must be at least 16 bytes before the end of the array - - - - Ensures that values are in range 0-1 + Provides a node container for data in a singly linked list - + + Pointer to the next node in list + + + The data contained by the node + + - Create an RGB color from a hue, saturation, value combination - - Hue - Saturation - Value - An fully opaque RGB color (alpha is 1.0) - - - - Performs linear interpolation between two colors - - Color to start at - Color to end at - Amount to interpolate - The interpolated color - - - A Color4 with zero RGB values and fully opaque (alpha 1.0) - - - A Color4 with full RGB values (1.0) and fully opaque (alpha 1.0) - - - - Copy constructor - - Circular queue to copy - - - - A three-dimensional vector with floating-point values + Constructor - - X value - - - Y value - - - Z value - - + - Constructor, builds a vector from a byte array - - Byte array containing three four-byte floats - Beginning position in the byte array - - - - Test if this vector is equal to another vector, within a given - tolerance range - - Vector to test against - The acceptable magnitude of difference - between the two vectors - True if the magnitude of difference between the two vectors - is less than the given tolerance, otherwise false - - - - IComparable.CompareTo implementation + Constructor - + - Test if this vector is composed of all finite numbers + Convert this matrix to euler rotations + X euler angle + Y euler angle + Z euler angle - + - Builds a vector from a byte array + Convert this matrix to a quaternion rotation - Byte array containing a 12 byte vector - Beginning position in the byte array + A quaternion representation of this rotation matrix - + - Returns the raw bytes for this vector + Construct a matrix from euler rotation values in radians - A 12 byte array containing X, Y, and Z + X euler angle in radians + Y euler angle in radians + Z euler angle in radians - - - Writes the raw bytes for this vector to a byte array - - Destination byte array - Position in the destination array to start - writing. Must be at least 12 bytes before the end of the array - - - - Parse a vector from a string - - A string representation of a 3D vector, enclosed - in arrow brackets and separated by commas - - - - Calculate the rotation between two vectors - - Normalized directional vector (such as 1,0,0 for forward facing) - Normalized target vector - - - - Interpolates between two vectors using a cubic equation - - - + Get a formatted string representation of the vector A string representation of the vector - + + A 4x4 matrix containing all zeroes + + + A 4x4 identity matrix + + + X value + + + Y value + + + Z value + + + W value + + - Get a string representation of the vector elements with up to three + Build a quaternion from normalized float values + + X value from -1.0 to 1.0 + Y value from -1.0 to 1.0 + Z value from -1.0 to 1.0 + + + + Constructor, builds a quaternion object from a byte array + + Byte array containing four four-byte floats + Offset in the byte array to start reading at + Whether the source data is normalized or + not. If this is true 12 bytes will be read, otherwise 16 bytes will + be read. + + + + Normalizes the quaternion + + + + + Builds a quaternion object from a byte array + + The source byte array + Offset in the byte array to start reading at + Whether the source data is normalized or + not. If this is true 12 bytes will be read, otherwise 16 bytes will + be read. + + + + Normalize this quaternion and serialize it to a byte array + + A 12 byte array containing normalized X, Y, and Z floating + point values in order using little endian byte ordering + + + + Writes the raw bytes for this quaternion to a byte array + + Destination byte array + Position in the destination array to start + writing. Must be at least 12 bytes before the end of the array + + + + Convert this quaternion to euler angles + + X euler angle + Y euler angle + Z euler angle + + + + Convert this quaternion to an angle around an axis + + Unit vector describing the axis + Angle around the axis, in radians + + + + Returns the conjugate (spatial inverse) of a quaternion + + + + + Build a quaternion from an axis and an angle of rotation around + that axis + + + + + Build a quaternion from an axis and an angle of rotation around + that axis + + Axis of rotation + Angle of rotation + + + + Creates a quaternion from a vector containing roll, pitch, and yaw + in radians + + Vector representation of the euler angles in + radians + Quaternion representation of the euler angles + + + + Creates a quaternion from roll, pitch, and yaw euler angles in + radians + + X angle in radians + Y angle in radians + Z angle in radians + Quaternion representation of the euler angles + + + + Conjugates and renormalizes a vector + + + + + Spherical linear interpolation between two quaternions + + + + + Get a string representation of the quaternion elements with up to three decimal digits and separated by spaces only - Raw string representation of the vector + Raw string representation of the quaternion - + + A quaternion with a value of 0,0,0,1 + + - Cross product between two vectors + Determines the appropriate events to set, leaves the locks, and sets the events. - + - Explicit casting for Vector3d > Vector3 + A routine for lazily creating a event outside the lock (so if errors + happen they are outside the lock and that we don't do much work + while holding a spin lock). If all goes well, reenter the lock and + set 'waitEvent' - - - - A vector with a value of 0,0,0 + + + Waits on 'waitEvent' with a timeout of 'millisceondsTimeout. + Before the wait 'numWaiters' is incremented and is restored before leaving this routine. + - - A vector with a value of 1,1,1 + + + A hierarchical token bucket for bandwidth throttling. See + http://en.wikipedia.org/wiki/Token_bucket for more information + - - A unit vector facing forward (X axis), value 1,0,0 + + Parent bucket to this bucket, or null if this is a root + bucket - - A unit vector facing left (Y axis), value 0,1,0 + + Size of the bucket in bytes. If zero, the bucket has + infinite capacity - - A unit vector facing up (Z axis), value 0,0,1 + + Rate that the bucket fills, in bytes per millisecond. If + zero, the bucket always remains full + + + Number of tokens currently in the bucket + + + Time of the last drip, in system ticks + + + + Default constructor + + Parent bucket if this is a child bucket, or + null if this is a root bucket + Maximum size of the bucket in bytes, or + zero if this bucket has no maximum capacity + Rate that the bucket fills, in bytes per + second. If zero, the bucket always remains full + + + + Remove a given number of tokens from the bucket + + Number of tokens to remove from the bucket + True if the requested number of tokens were removed from + the bucket, otherwise false + + + + Remove a given number of tokens from the bucket + + Number of tokens to remove from the bucket + True if tokens were added to the bucket + during this call, otherwise false + True if the requested number of tokens were removed from + the bucket, otherwise false + + + + Add tokens to the bucket over time. The number of tokens added each + call depends on the length of time that has passed since the last + call to Drip + + True if tokens were added to the bucket, otherwise false + + + + The parent bucket of this bucket, or null if this bucket has no + parent. The parent bucket will limit the aggregate bandwidth of all + of its children buckets + + + + + Maximum burst rate in bytes per second. This is the maximum number + of tokens that can accumulate in the bucket at any one time + + + + + The speed limit of this bucket in bytes per second. This is the + number of tokens that are added to the bucket per second + + Tokens are added to the bucket any time + is called, at the granularity of + the system tick interval (typically around 15-22ms) + + + + The number of bytes that can be sent at this moment. This is the + current number of tokens in the bucket + If this bucket has a parent bucket that does not have + enough tokens for a request, will + return false regardless of the content of this bucket + + + + Used for converting degrees to radians + + + Used for converting radians to degrees + + + Provide a single instance of the CultureInfo class to + help parsing in situations where the grid assumes an en-us + culture + + + UNIX epoch in DateTime format + + + Provide a single instance of the MD5 class to avoid making + duplicate copies and handle thread safety + + + Provide a single instance of the SHA-1 class to avoid + making duplicate copies and handle thread safety + + + Provide a single instance of a random number generator + to avoid making duplicate copies and handle thread safety + + + + Clamp a given value between a range + + Value to clamp + Minimum allowable value + Maximum allowable value + A value inclusively between lower and upper + + + + Clamp a given value between a range + + Value to clamp + Minimum allowable value + Maximum allowable value + A value inclusively between lower and upper + + + + Clamp a given value between a range + + Value to clamp + Minimum allowable value + Maximum allowable value + A value inclusively between lower and upper + + + + Round a floating-point value to the nearest integer + + Floating point number to round + Integer + + + + Test if a single precision float is a finite number + + + + + Test if a double precision float is a finite number + + + + + Get the distance between two floating-point values + + First value + Second value + The distance between the two values + + + + Compute the MD5 hash for a byte array + + Byte array to compute the hash for + MD5 hash of the input data + + + + Compute the SHA1 hash for a byte array + + Byte array to compute the hash for + SHA1 hash of the input data + + + + Calculate the SHA1 hash of a given string + + The string to hash + The SHA1 hash as a string + + + + Compute the SHA256 hash for a byte array + + Byte array to compute the hash for + SHA256 hash of the input data + + + + Calculate the SHA256 hash of a given string + + The string to hash + The SHA256 hash as a string + + + + Calculate the MD5 hash of a given string + + The password to hash + An MD5 hash in string format, with $1$ prepended + + + + Calculate the MD5 hash of a given string + + The string to hash + The MD5 hash as a string + + + + Generate a random double precision floating point value + + Random value of type double + + + + Get the current running platform + + Enumeration of the current platform we are running on + + + + Get the current running runtime + + Enumeration of the current runtime we are running on + + + + Convert the first two bytes starting in the byte array in + little endian ordering to a signed short integer + + An array two bytes or longer + A signed short integer, will be zero if a short can't be + read at the given position + + + + Convert the first two bytes starting at the given position in + little endian ordering to a signed short integer + + An array two bytes or longer + Position in the array to start reading + A signed short integer, will be zero if a short can't be + read at the given position + + + + Convert the first four bytes starting at the given position in + little endian ordering to a signed integer + + An array four bytes or longer + Position to start reading the int from + A signed integer, will be zero if an int can't be read + at the given position + + + + Convert the first four bytes of the given array in little endian + ordering to a signed integer + + An array four bytes or longer + A signed integer, will be zero if the array contains + less than four bytes + + + + Convert the first eight bytes of the given array in little endian + ordering to a signed long integer + + An array eight bytes or longer + A signed long integer, will be zero if the array contains + less than eight bytes + + + + Convert the first eight bytes starting at the given position in + little endian ordering to a signed long integer + + An array eight bytes or longer + Position to start reading the long from + A signed long integer, will be zero if a long can't be read + at the given position + + + + Convert the first two bytes starting at the given position in + little endian ordering to an unsigned short + + Byte array containing the ushort + Position to start reading the ushort from + An unsigned short, will be zero if a ushort can't be read + at the given position + + + + Convert two bytes in little endian ordering to an unsigned short + + Byte array containing the ushort + An unsigned short, will be zero if a ushort can't be + read + + + + Convert the first four bytes starting at the given position in + little endian ordering to an unsigned integer + + Byte array containing the uint + Position to start reading the uint from + An unsigned integer, will be zero if a uint can't be read + at the given position + + + + Convert the first four bytes of the given array in little endian + ordering to an unsigned integer + + An array four bytes or longer + An unsigned integer, will be zero if the array contains + less than four bytes + + + + Convert the first eight bytes of the given array in little endian + ordering to an unsigned 64-bit integer + + An array eight bytes or longer + An unsigned 64-bit integer, will be zero if the array + contains less than eight bytes + + + + Convert four bytes in little endian ordering to a floating point + value + + Byte array containing a little ending floating + point value + Starting position of the floating point value in + the byte array + Single precision value + + + + Convert an integer to a byte array in little endian format + + The integer to convert + A four byte little endian array + + + + Convert an integer to a byte array in big endian format + + The integer to convert + A four byte big endian array + + + + Convert a 64-bit integer to a byte array in little endian format + + The value to convert + An 8 byte little endian array + + + + Convert a 64-bit unsigned integer to a byte array in little endian + format + + The value to convert + An 8 byte little endian array + + + + Convert a floating point value to four bytes in little endian + ordering + + A floating point value + A four byte array containing the value in little endian + ordering + + + + Converts an unsigned integer to a hexadecimal string + + An unsigned integer to convert to a string + A hexadecimal string 10 characters long + 0x7fffffff + + + + Convert a variable length UTF8 byte array to a string + + The UTF8 encoded byte array to convert + The decoded string + + + + Converts a byte array to a string containing hexadecimal characters + + The byte array to convert to a string + The name of the field to prepend to each + line of the string + A string containing hexadecimal characters on multiple + lines. Each line is prepended with the field name + + + + Converts a byte array to a string containing hexadecimal characters + + The byte array to convert to a string + Number of bytes in the array to parse + A string to prepend to each line of the hex + dump + A string containing hexadecimal characters on multiple + lines. Each line is prepended with the field name + + + + Convert a string to a UTF8 encoded byte array + + The string to convert + A null-terminated UTF8 byte array + + + + Converts a string containing hexadecimal characters to a byte array + + String containing hexadecimal characters + If true, gracefully handles null, empty and + uneven strings as well as stripping unconvertable characters + The converted byte array + + + + Returns true is c is a hexadecimal digit (A-F, a-f, 0-9) + + Character to test + true if hex digit, false if not + + + + Converts 1 or 2 character string into equivalant byte value + + 1 or 2 character string + byte + + + + Convert a float value to a byte given a minimum and maximum range + + Value to convert to a byte + Minimum value range + Maximum value range + A single byte representing the original float value + + + + Convert a byte to a float value given a minimum and maximum range + + Byte array to get the byte from + Position in the byte array the desired byte is at + Minimum value range + Maximum value range + A float value inclusively between lower and upper + + + + Convert a byte to a float value given a minimum and maximum range + + Byte to convert to a float value + Minimum value range + Maximum value range + A float value inclusively between lower and upper + + + + Attempts to parse a floating point value from a string, using an + EN-US number format + + String to parse + Resulting floating point number + True if the parse was successful, otherwise false + + + + Attempts to parse a floating point value from a string, using an + EN-US number format + + String to parse + Resulting floating point number + True if the parse was successful, otherwise false + + + + Tries to parse an unsigned 32-bit integer from a hexadecimal string + + String to parse + Resulting integer + True if the parse was successful, otherwise false + + + + Returns text specified in EnumInfo attribute of the enumerator + To add the text use [EnumInfo(Text = "Some nice text here")] before declaration + of enum values + + Enum value + Text representation of the enum + + + + Takes an AssetType and returns the string representation + + The source + The string version of the AssetType + + + + Translate a string name of an AssetType into the proper Type + + A string containing the AssetType name + The AssetType which matches the string name, or AssetType.Unknown if no match was found + + + + Convert an InventoryType to a string + + The to convert + A string representation of the source + + + + Convert a string into a valid InventoryType + + A string representation of the InventoryType to convert + A InventoryType object which matched the type + + + + Convert a SaleType to a string + + The to convert + A string representation of the source + + + + Convert a string into a valid SaleType + + A string representation of the SaleType to convert + A SaleType object which matched the type + + + + Converts a string used in LLSD to AttachmentPoint type + + String representation of AttachmentPoint to convert + AttachmentPoint enum + + + + Copy a byte array + + Byte array to copy + A copy of the given byte array + + + + Packs to 32-bit unsigned integers in to a 64-bit unsigned integer + + The left-hand (or X) value + The right-hand (or Y) value + A 64-bit integer containing the two 32-bit input values + + + + Unpacks two 32-bit unsigned integers from a 64-bit unsigned integer + + The 64-bit input integer + The left-hand (or X) output value + The right-hand (or Y) output value + + + + Convert an IP address object to an unsigned 32-bit integer + + IP address to convert + 32-bit unsigned integer holding the IP address bits + + + + Gets a unix timestamp for the current time + + An unsigned integer representing a unix timestamp for now + + + + Convert a UNIX timestamp to a native DateTime object + + An unsigned integer representing a UNIX + timestamp + A DateTime object containing the same time specified in + the given timestamp + + + + Convert a UNIX timestamp to a native DateTime object + + A signed integer representing a UNIX + timestamp + A DateTime object containing the same time specified in + the given timestamp + + + + Convert a native DateTime object to a UNIX timestamp + + A DateTime object you want to convert to a + timestamp + An unsigned integer representing a UNIX timestamp + + + + Swap two values + + Type of the values to swap + First value + Second value + + + + Try to parse an enumeration value from a string + + Enumeration type + String value to parse + Enumeration value on success + True if the parsing succeeded, otherwise false + + + + Swaps the high and low words in a byte. Converts aaaabbbb to bbbbaaaa + + Byte to swap the words in + Byte value with the words swapped + + + + Attempts to convert a string representation of a hostname or IP + address to a + + Hostname to convert to an IPAddress + Converted IP address object, or null if the conversion + failed + + + + Operating system + + + + Unknown + + + Microsoft Windows + + + Microsoft Windows CE + + + Linux + + + Apple OSX + + + + Runtime platform + + + + .NET runtime + + + Mono runtime: http://www.mono-project.com/ @@ -2084,98 +2185,6 @@ A cache of UUID.Zero as a string to optimize a common path - - - A hierarchical token bucket for bandwidth throttling. See - http://en.wikipedia.org/wiki/Token_bucket for more information - - - - Parent bucket to this bucket, or null if this is a root - bucket - - - Size of the bucket in bytes. If zero, the bucket has - infinite capacity - - - Rate that the bucket fills, in bytes per millisecond. If - zero, the bucket always remains full - - - Number of tokens currently in the bucket - - - Time of the last drip, in system ticks - - - - Default constructor - - Parent bucket if this is a child bucket, or - null if this is a root bucket - Maximum size of the bucket in bytes, or - zero if this bucket has no maximum capacity - Rate that the bucket fills, in bytes per - second. If zero, the bucket always remains full - - - - Remove a given number of tokens from the bucket - - Number of tokens to remove from the bucket - True if the requested number of tokens were removed from - the bucket, otherwise false - - - - Remove a given number of tokens from the bucket - - Number of tokens to remove from the bucket - True if tokens were added to the bucket - during this call, otherwise false - True if the requested number of tokens were removed from - the bucket, otherwise false - - - - Add tokens to the bucket over time. The number of tokens added each - call depends on the length of time that has passed since the last - call to Drip - - True if tokens were added to the bucket, otherwise false - - - - The parent bucket of this bucket, or null if this bucket has no - parent. The parent bucket will limit the aggregate bandwidth of all - of its children buckets - - - - - Maximum burst rate in bytes per second. This is the maximum number - of tokens that can accumulate in the bucket at any one time - - - - - The speed limit of this bucket in bytes per second. This is the - number of tokens that are added to the bucket per second - - Tokens are added to the bucket any time - is called, at the granularity of - the system tick interval (typically around 15-22ms) - - - - The number of bytes that can be sent at this moment. This is the - current number of tokens in the bucket - If this bucket has a parent bucket that does not have - enough tokens for a request, will - return false regardless of the content of this bucket - - A two-dimensional vector with floating-point values @@ -2266,337 +2275,328 @@ A vector with a value of 0,1 - + - Attribute class that allows extra attributes to be attached to ENUMs + A three-dimensional vector with floating-point values - - Text used when presenting ENUM to user + + X value - - Default initializer + + Y value - - Text used when presenting ENUM to user + + Z value - + - The different types of grid assets + Constructor, builds a vector from a byte array + + Byte array containing three four-byte floats + Beginning position in the byte array + + + + Test if this vector is equal to another vector, within a given + tolerance range + + Vector to test against + The acceptable magnitude of difference + between the two vectors + True if the magnitude of difference between the two vectors + is less than the given tolerance, otherwise false + + + + IComparable.CompareTo implementation - - Unknown asset type - - - Texture asset, stores in JPEG2000 J2C stream format - - - Sound asset - - - Calling card for another avatar - - - Link to a location in world - - - Collection of textures and parameters that can be - worn by an avatar - - - Primitive that can contain textures, sounds, - scripts and more - - - Notecard asset - - - Holds a collection of inventory items - - - Root inventory folder - - - Linden scripting language script - - - LSO bytecode for a script - - - Uncompressed TGA texture - - - Collection of textures and shape parameters that can - be worn - - - Trash folder - - - Snapshot folder - - - Lost and found folder - - - Uncompressed sound - - - Uncompressed TGA non-square image, not to be used as a - texture - - - Compressed JPEG non-square image, not to be used as a - texture - - - Animation - - - Sequence of animations, sounds, chat, and pauses - - - Simstate file - - - Contains landmarks for favorites - - - Asset is a link to another inventory item - - - Asset is a link to another inventory folder - - - Beginning of the range reserved for ensembles - - - End of the range reserved for ensembles - - - Folder containing inventory links to wearables and attachments - that are part of the current outfit - - - Folder containing inventory items or links to - inventory items of wearables and attachments - together make a full outfit - - - Root folder for the folders of type OutfitFolder - - - Linden mesh format - - - Marketplace direct delivery inbox ("Received Items") - - - Marketplace direct delivery outbox - - - - - + - Inventory Item Types, eg Script, Notecard, Folder, etc + Test if this vector is composed of all finite numbers - - Unknown - - - Texture - - - Sound - - - Calling Card - - - Landmark - - - Notecard - - - - - - Folder - - - - - - an LSL Script - - - - - - - - - - - - - - - - - - - - + - Item Sale Status + Builds a vector from a byte array + + Byte array containing a 12 byte vector + Beginning position in the byte array + + + + Returns the raw bytes for this vector + + A 12 byte array containing X, Y, and Z + + + + Writes the raw bytes for this vector to a byte array + + Destination byte array + Position in the destination array to start + writing. Must be at least 12 bytes before the end of the array + + + + Parse a vector from a string + + A string representation of a 3D vector, enclosed + in arrow brackets and separated by commas + + + + Calculate the rotation between two vectors + + Normalized directional vector (such as 1,0,0 for forward facing) + Normalized target vector + + + + Interpolates between two vectors using a cubic equation - - Not for sale - - - The original is for sale - - - Copies are for sale - - - The contents of the object are for sale - - + - Types of wearable assets + Get a formatted string representation of the vector + + A string representation of the vector + + + + Get a string representation of the vector elements with up to three + decimal digits and separated by spaces only + + Raw string representation of the vector + + + + Cross product between two vectors - - Body shape - - - Skin textures and attributes - - - Hair - - - Eyes - - - Shirt - - - Pants - - - Shoes - - - Socks - - - Jacket - - - Gloves - - - Undershirt - - - Underpants - - - Skirt - - - Alpha mask to hide parts of the avatar - - - Tattoo - - - Physics - - - Invalid wearable asset - - + - Same as Queue except Dequeue function blocks until there is an object to return. - Note: This class does not need to be synchronized + Explicit casting for Vector3d > Vector3 + + + + + + A vector with a value of 0,0,0 + + + A vector with a value of 1,1,1 + + + A unit vector facing forward (X axis), value 1,0,0 + + + A unit vector facing left (Y axis), value 0,1,0 + + + A unit vector facing up (Z axis), value 0,0,1 + + + + A three-dimensional vector with doubleing-point values - - - Create new BlockingQueue. - - The System.Collections.ICollection to copy elements from + + X value - - - Create new BlockingQueue. - - The initial number of elements that the queue can contain + + Y value - + + Z value + + - Create new BlockingQueue. + Constructor, builds a vector from a byte array + + Byte array containing three eight-byte doubles + Beginning position in the byte array + + + + Test if this vector is equal to another vector, within a given + tolerance range + + Vector to test against + The acceptable magnitude of difference + between the two vectors + True if the magnitude of difference between the two vectors + is less than the given tolerance, otherwise false + + + + IComparable.CompareTo implementation - + - BlockingQueue Destructor (Close queue, resume any waiting thread). + Test if this vector is composed of all finite numbers - + - Remove all objects from the Queue. + Builds a vector from a byte array + + Byte array containing a 24 byte vector + Beginning position in the byte array + + + + Returns the raw bytes for this vector + + A 24 byte array containing X, Y, and Z + + + + Writes the raw bytes for this vector to a byte array + + Destination byte array + Position in the destination array to start + writing. Must be at least 24 bytes before the end of the array + + + + Parse a vector from a string + + A string representation of a 3D vector, enclosed + in arrow brackets and separated by commas + + + + Interpolates between two vectors using a cubic equation - + - Remove all objects from the Queue, resume all dequeue threads. + Get a formatted string representation of the vector + + A string representation of the vector + + + + Get a string representation of the vector elements with up to three + decimal digits and separated by spaces only + + Raw string representation of the vector + + + + Cross product between two vectors - + - Removes and returns the object at the beginning of the Queue. + Implicit casting for Vector3 > Vector3d - Object in queue. + + - + + A vector with a value of 0,0,0 + + + A vector with a value of 1,1,1 + + + A unit vector facing forward (X axis), value of 1,0,0 + + + A unit vector facing left (Y axis), value of 0,1,0 + + + A unit vector facing up (Z axis), value of 0,0,1 + + + X value + + + Y value + + + Z value + + + W value + + - Removes and returns the object at the beginning of the Queue. + Constructor, builds a vector from a byte array - time to wait before returning - Object in queue. + Byte array containing four four-byte floats + Beginning position in the byte array - + - Removes and returns the object at the beginning of the Queue. + Test if this vector is equal to another vector, within a given + tolerance range - time to wait before returning (in milliseconds) - Object in queue. + Vector to test against + The acceptable magnitude of difference + between the two vectors + True if the magnitude of difference between the two vectors + is less than the given tolerance, otherwise false - + - Adds an object to the end of the Queue - - Object to put in queue - - - - Open Queue. + IComparable.CompareTo implementation - + - Gets flag indicating if queue has been closed. + Test if this vector is composed of all finite numbers + + + Builds a vector from a byte array + + Byte array containing a 16 byte vector + Beginning position in the byte array + + + + Returns the raw bytes for this vector + + A 16 byte array containing X, Y, Z, and W + + + + Writes the raw bytes for this vector to a byte array + + Destination byte array + Position in the destination array to start + writing. Must be at least 16 bytes before the end of the array + + + + Get a string representation of the vector elements with up to three + decimal digits and separated by spaces only + + Raw string representation of the vector + + + A vector with a value of 0,0,0,0 + + + A vector with a value of 1,1,1,1 + + + A vector with a value of 1,0,0,0 + + + A vector with a value of 0,1,0,0 + + + A vector with a value of 0,0,1,0 + + + A vector with a value of 0,0,0,1 + diff --git a/bin/OpenMetaverseTypes.dll b/bin/OpenMetaverseTypes.dll index c600076175..ceea86b471 100755 Binary files a/bin/OpenMetaverseTypes.dll and b/bin/OpenMetaverseTypes.dll differ