From 236906364071712a2ad0a65d128958abeddc4b1b Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Fri, 6 Aug 2010 10:57:52 -0700 Subject: [PATCH 01/18] HACK ALERT! There's some underlying bug in the HTTP server that makes requests come up with Accept headers from previous requests. Until that gets fixed, this hack goes in. --- OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs | 7 +++++++ 1 file changed, 7 insertions(+) diff --git a/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs b/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs index ffa30d5936..016ab738bc 100644 --- a/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs +++ b/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs @@ -319,6 +319,13 @@ namespace OpenSim.Framework.Servers.HttpServer OSHttpRequest req = new OSHttpRequest(context, request); OSHttpResponse resp = new OSHttpResponse(new HttpResponse(context, request),context); HandleRequest(req, resp); + + // !!!HACK ALERT!!! + // There seems to be a bug in the underlying http code that makes subsequent requests + // come up with trash in Accept headers. Until that gets fixed, we're cleaning them up here. + if (request.AcceptTypes != null) + for (int i = 0; i < request.AcceptTypes.Length; i++) + request.AcceptTypes[i] = string.Empty; } // public void ConvertIHttpClientContextToOSHttp(object stateinfo) From 6321d85ebf8dbff1b5a3b24743d8b11332f8b834 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Fri, 6 Aug 2010 11:00:25 -0700 Subject: [PATCH 02/18] These files want to be committed -- white space weirdness. --- bin/OpenMetaverse.StructuredData.XML | 666 +- bin/OpenMetaverse.XML | 50500 ++++++++++++------------- bin/OpenMetaverse.dll.config | 14 +- bin/OpenMetaverseTypes.XML | 3914 +- 4 files changed, 27547 insertions(+), 27547 deletions(-) diff --git a/bin/OpenMetaverse.StructuredData.XML b/bin/OpenMetaverse.StructuredData.XML index cce365625e..b8f45b1510 100644 --- a/bin/OpenMetaverse.StructuredData.XML +++ b/bin/OpenMetaverse.StructuredData.XML @@ -1,333 +1,333 @@ - - - - OpenMetaverse.StructuredData - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Uses reflection to create an SDMap from all of the SD - serializable types in an object - - Class or struct containing serializable types - An SDMap holding the serialized values from the - container object - - - - Uses reflection to deserialize member variables in an object from - an SDMap - - Reference to an object to fill with deserialized - values - Serialized values to put in the target - object - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + + + + OpenMetaverse.StructuredData + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Uses reflection to create an SDMap from all of the SD + serializable types in an object + + Class or struct containing serializable types + An SDMap holding the serialized values from the + container object + + + + Uses reflection to deserialize member variables in an object from + an SDMap + + Reference to an object to fill with deserialized + values + Serialized values to put in the target + object + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/bin/OpenMetaverse.XML b/bin/OpenMetaverse.XML index 6574c13650..ca9f359acd 100644 --- a/bin/OpenMetaverse.XML +++ b/bin/OpenMetaverse.XML @@ -1,25250 +1,25250 @@ - - - - OpenMetaverse - - - - - Capability to load TGAs to Bitmap - - - - - Represents a primitive asset - - - - - 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 - - - - Initializes a new instance of an AssetPrim object - - - - - - - - - - - - - - Override the base classes AssetType - - - - Only used internally for XML serialization/deserialization - - - - - pre-defined built in sounds - - - - - - - - - - - - - - - - - - - - - - - - - - - - coins - - - cash register bell - - - - - - - - - rubber - - - plastic - - - flesh - - - wood splintering? - - - glass break - - - metal clunk - - - whoosh - - - shake - - - - - - ding - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - A dictionary containing all pre-defined sounds - - A dictionary containing the pre-defined sounds, - where the key is the sounds ID, and the value is a string - containing a name to identify the purpose of the sound - - - - Type of return to use when returning objects from a parcel - - - - - - - Return objects owned by parcel owner - - - Return objects set to group - - - Return objects not owned by parcel owner or set to group - - - Return a specific list of objects on parcel - - - Return objects that are marked for-sale - - - - Blacklist/Whitelist flags used in parcels Access List - - - - Agent is denied access - - - Agent is granted access - - - - The result of a request for parcel properties - - - - No matches were found for the request - - - Request matched a single parcel - - - Request matched multiple parcels - - - - Flags used in the ParcelAccessListRequest packet to specify whether - we want the access list (whitelist), ban list (blacklist), or both - - - - Request the access list - - - Request the ban list - - - Request both White and Black lists - - - - Sequence ID in ParcelPropertiesReply packets (sent when avatar - tries to cross a parcel border) - - - - Parcel is currently selected - - - Parcel restricted to a group the avatar is not a - member of - - - Avatar is banned from the parcel - - - Parcel is restricted to an access list that the - avatar is not on - - - Response to hovering over a parcel - - - - The tool to use when modifying terrain levels - - - - Level the terrain - - - Raise the terrain - - - Lower the terrain - - - Smooth the terrain - - - Add random noise to the terrain - - - Revert terrain to simulator default - - - - The tool size to use when changing terrain levels - - - - Small - - - Medium - - - Large - - - - Reasons agent is denied access to a parcel on the simulator - - - - Agent is not denied, access is granted - - - Agent is not a member of the group set for the parcel, or which owns the parcel - - - Agent is not on the parcels specific allow list - - - Agent is on the parcels ban list - - - Unknown - - - Agent is not age verified and parcel settings deny access to non age verified avatars - - - - Parcel overlay type. This is used primarily for highlighting and - coloring which is why it is a single integer instead of a set of - flags - - These values seem to be poorly thought out. The first three - bits represent a single value, not flags. For example Auction (0x05) is - not a combination of OwnedByOther (0x01) and ForSale(0x04). However, - the BorderWest and BorderSouth values are bit flags that get attached - to the value stored in the first three bits. Bits four, five, and six - are unused - - - Public land - - - Land is owned by another avatar - - - Land is owned by a group - - - Land is owned by the current avatar - - - Land is for sale - - - Land is being auctioned - - - To the west of this area is a parcel border - - - To the south of this area is a parcel border - - - - Various parcel properties - - - - No flags set - - - Allow avatars to fly (a client-side only restriction) - - - Allow foreign scripts to run - - - This parcel is for sale - - - Allow avatars to create a landmark on this parcel - - - Allows all avatars to edit the terrain on this parcel - - - Avatars have health and can take damage on this parcel. - If set, avatars can be killed and sent home here - - - Foreign avatars can create objects here - - - All objects on this parcel can be purchased - - - Access is restricted to a group - - - Access is restricted to a whitelist - - - Ban blacklist is enabled - - - Unknown - - - List this parcel in the search directory - - - Allow personally owned parcels to be deeded to group - - - If Deeded, owner contributes required tier to group parcel is deeded to - - - Restrict sounds originating on this parcel to the - parcel boundaries - - - Objects on this parcel are sold when the land is - purchsaed - - - Allow this parcel to be published on the web - - - The information for this parcel is mature content - - - The media URL is an HTML page - - - The media URL is a raw HTML string - - - Restrict foreign object pushes - - - Ban all non identified/transacted avatars - - - Allow group-owned scripts to run - - - Allow object creation by group members or group - objects - - - Allow all objects to enter this parcel - - - Only allow group and owner objects to enter this parcel - - - Voice Enabled on this parcel - - - Use Estate Voice channel for Voice on this parcel - - - Deny Age Unverified Users - - - - Parcel ownership status - - - - Placeholder - - - Parcel is leased (owned) by an avatar or group - - - Parcel is in process of being leased (purchased) by an avatar or group - - - Parcel has been abandoned back to Governor Linden - - - - Category parcel is listed in under search - - - - No assigned category - - - Linden Infohub or public area - - - Adult themed area - - - Arts and Culture - - - Business - - - Educational - - - Gaming - - - Hangout or Club - - - Newcomer friendly - - - Parks and Nature - - - Residential - - - Shopping - - - Not Used? - - - Other - - - Not an actual category, only used for queries - - - - Type of teleport landing for a parcel - - - - Unset, simulator default - - - Specific landing point set for this parcel - - - No landing point set, direct teleports enabled for - this parcel - - - - Parcel Media Command used in ParcelMediaCommandMessage - - - - Stop the media stream and go back to the first frame - - - Pause the media stream (stop playing but stay on current frame) - - - Start the current media stream playing and stop when the end is reached - - - Start the current media stream playing, - loop to the beginning when the end is reached and continue to play - - - Specifies the texture to replace with video - If passing the key of a texture, it must be explicitly typecast as a key, - not just passed within double quotes. - - - Specifies the movie URL (254 characters max) - - - Specifies the time index at which to begin playing - - - Specifies a single agent to apply the media command to - - - Unloads the stream. While the stop command sets the texture to the first frame of the movie, - unload resets it to the real texture that the movie was replacing. - - - Turn on/off the auto align feature, similar to the auto align checkbox in the parcel media properties - (NOT to be confused with the "align" function in the textures view of the editor!) Takes TRUE or FALSE as parameter. - - - Allows a Web page or image to be placed on a prim (1.19.1 RC0 and later only). - Use "text/html" for HTML. - - - Resizes a Web page to fit on x, y pixels (1.19.1 RC0 and later only). - This might still not be working - - - Sets a description for the media being displayed (1.19.1 RC0 and later only). - - - - Some information about a parcel of land returned from a DirectoryManager search - - - - Global Key of record - - - Parcel Owners - - - Name field of parcel, limited to 128 characters - - - Description field of parcel, limited to 256 characters - - - Total Square meters of parcel - - - Total area billable as Tier, for group owned land this will be 10% less than ActualArea - - - True of parcel is in Mature simulator - - - Grid global X position of parcel - - - Grid global Y position of parcel - - - Grid global Z position of parcel (not used) - - - Name of simulator parcel is located in - - - Texture of parcels display picture - - - Float representing calculated traffic based on time spent on parcel by avatars - - - Sale price of parcel (not used) - - - Auction ID of parcel - - - - Parcel Media Information - - - - A byte, if 0x1 viewer should auto scale media to fit object - - - A boolean, if true the viewer should loop the media - - - 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 description of the media - - - An Integer which represents the height of the media - - - An integer which represents the width of the media - - - A string which contains the mime type of the media - - - - Parcel of land, a portion of virtual real estate in a simulator - - - - The total number of contiguous 4x4 meter blocks your agent owns within this parcel - - - The total number of contiguous 4x4 meter blocks contained in this parcel owned by a group or agent other than your own - - - Deprecated, Value appears to always be 0 - - - Simulator-local ID of this parcel - - - UUID of the owner of this parcel - - - Whether the land is deeded to a group or not - - - - - - Date land was claimed - - - Appears to always be zero - - - This field is no longer used - - - Minimum corner of the axis-aligned bounding box for this - parcel - - - Maximum corner of the axis-aligned bounding box for this - parcel - - - Bitmap describing land layout in 4x4m squares across the - entire region - - - Total parcel land area - - - - - - Maximum primitives across the entire simulator owned by the same agent or group that owns this parcel that can be used - - - Total primitives across the entire simulator calculated by combining the allowed prim counts for each parcel - owned by the agent or group that owns this parcel - - - Maximum number of primitives this parcel supports - - - Total number of primitives on this parcel - - - For group-owned parcels this indicates the total number of prims deeded to the group, - for parcels owned by an individual this inicates the number of prims owned by the individual - - - Total number of primitives owned by the parcel group on - this parcel, or for parcels owned by an individual with a group set the - total number of prims set to that group. - - - Total number of prims owned by other avatars that are not set to group, or not the parcel owner - - - A bonus multiplier which allows parcel prim counts to go over times this amount, this does not affect - the max prims per simulator. e.g: 117 prim parcel limit x 1.5 bonus = 175 allowed - - - Autoreturn value in minutes for others' objects - - - - - - 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 - - - Parcel Name - - - Parcel Description - - - URL For Music Stream - - - - - - Price for a temporary pass - - - How long is pass valid for - - - - - - Key of authorized buyer - - - Key of parcel snapshot - - - The landing point location - - - The landing point LookAt - - - The type of landing enforced from the enum - - - - - - - - - - - - Access list of who is whitelisted on this - parcel - - - Access list of who is blacklisted on this - parcel - - - TRUE of region denies access to age unverified users - - - true to obscure (hide) media url - - - true to obscure (hide) music url - - - A struct containing media details - - - - Displays a parcel object in string format - - string containing key=value pairs of a parcel object - - - - Defalt constructor - - Local ID of this parcel - - - - Update the simulator with any local changes to this Parcel object - - Simulator to send updates to - Whether we want the simulator to confirm - the update with a reply packet or not - - - - Set Autoreturn time - - Simulator to send the update to - - - - Parcel (subdivided simulator lots) subsystem - - - - The event subscribers. null if no subcribers - - - Raises the ParcelDwellReply event - A ParcelDwellReplyEventArgs object containing the - data returned from the simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the ParcelInfoReply event - A ParcelInfoReplyEventArgs object containing the - data returned from the simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the ParcelProperties event - A ParcelPropertiesEventArgs object containing the - data returned from the simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the ParcelAccessListReply event - A ParcelAccessListReplyEventArgs object containing the - data returned from the simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the ParcelObjectOwnersReply event - A ParcelObjectOwnersReplyEventArgs object containing the - data returned from the simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the SimParcelsDownloaded event - A SimParcelsDownloadedEventArgs object containing the - data returned from the simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the ForceSelectObjectsReply event - A ForceSelectObjectsReplyEventArgs object containing the - data returned from the simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the ParcelMediaUpdateReply event - A ParcelMediaUpdateReplyEventArgs object containing the - data returned from the simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the ParcelMediaCommand event - A ParcelMediaCommandEventArgs object containing the - data returned from the simulator - - - Thread sync lock object - - - - Default constructor - - A reference to the GridClient object - - - - Request basic information for a single parcel - - Simulator-local ID of the parcel - - - - Request properties of a single parcel - - Simulator containing the parcel - Simulator-local ID of the parcel - An arbitrary integer that will be returned - with the ParcelProperties reply, useful for distinguishing between - multiple simultaneous requests - - - - Request the access list for a single parcel - - Simulator containing the parcel - Simulator-local ID of the parcel - An arbitrary integer that will be returned - with the ParcelAccessList reply, useful for distinguishing between - multiple simultaneous requests - - - - - Request properties of parcels using a bounding box selection - - Simulator containing the parcel - Northern boundary of the parcel selection - Eastern boundary of the parcel selection - Southern boundary of the parcel selection - Western boundary of the parcel selection - An arbitrary integer that will be returned - with the ParcelProperties reply, useful for distinguishing between - different types of parcel property requests - A boolean that is returned with the - ParcelProperties reply, useful for snapping focus to a single - parcel - - - - Request all simulator parcel properties (used for populating the Simulator.Parcels - dictionary) - - Simulator to request parcels from (must be connected) - - - - Request all simulator parcel properties (used for populating the Simulator.Parcels - dictionary) - - Simulator to request parcels from (must be connected) - If TRUE, will force a full refresh - Number of milliseconds to pause in between each request - - - - Request the dwell value for a parcel - - Simulator containing the parcel - Simulator-local ID of the parcel - - - - Send a request to Purchase a parcel of land - - The Simulator the parcel is located in - The parcels region specific local ID - true if this parcel is being purchased by a group - The groups - true to remove tier contribution if purchase is successful - The parcels size - The purchase price of the parcel - - - - - Reclaim a parcel of land - - The simulator the parcel is in - The parcels region specific local ID - - - - Deed a parcel to a group - - The simulator the parcel is in - The parcels region specific local ID - The groups - - - - Request prim owners of a parcel of land. - - Simulator parcel is in - The parcels region specific local ID - - - - Return objects from a parcel - - Simulator parcel is in - The parcels region specific local ID - the type of objects to return, - A list containing object owners s to return - - - - Subdivide (split) a parcel - - - - - - - - - - Join two parcels of land creating a single parcel - - - - - - - - - - Get a parcels LocalID - - Simulator parcel is in - Vector3 position in simulator (Z not used) - 0 on failure, or parcel LocalID on success. - A call to Parcels.RequestAllSimParcels is required to populate map and - dictionary. - - - - Terraform (raise, lower, etc) an area or whole parcel of land - - Simulator land area is in. - LocalID of parcel, or -1 if using bounding box - From Enum, Raise, Lower, Level, Smooth, Etc. - Size of area to modify - true on successful request sent. - Settings.STORE_LAND_PATCHES must be true, - Parcel information must be downloaded using RequestAllSimParcels() - - - - Terraform (raise, lower, etc) an area or whole parcel of land - - Simulator land area is in. - west border of area to modify - south border of area to modify - east border of area to modify - north border of area to modify - From Enum, Raise, Lower, Level, Smooth, Etc. - Size of area to modify - true on successful request sent. - Settings.STORE_LAND_PATCHES must be true, - Parcel information must be downloaded using RequestAllSimParcels() - - - - Terraform (raise, lower, etc) an area or whole parcel of land - - Simulator land area is in. - LocalID of parcel, or -1 if using bounding box - west border of area to modify - south border of area to modify - east border of area to modify - north border of area to modify - From Enum, Raise, Lower, Level, Smooth, Etc. - Size of area to modify - How many meters + or - to lower, 1 = 1 meter - true on successful request sent. - Settings.STORE_LAND_PATCHES must be true, - Parcel information must be downloaded using RequestAllSimParcels() - - - - Terraform (raise, lower, etc) an area or whole parcel of land - - Simulator land area is in. - LocalID of parcel, or -1 if using bounding box - west border of area to modify - south border of area to modify - east border of area to modify - north border of area to modify - From Enum, Raise, Lower, Level, Smooth, Etc. - Size of area to modify - How many meters + or - to lower, 1 = 1 meter - Height at which the terraform operation is acting at - - - - Sends a request to the simulator to return a list of objects owned by specific owners - - Simulator local ID of parcel - Owners, Others, Etc - List containing keys of avatars objects to select; - if List is null will return Objects of type selectType - Response data is returned in the event - - - - Eject and optionally ban a user from a parcel - - target key of avatar to eject - true to also ban target - - - - Freeze or unfreeze an avatar over your land - - target key to freeze - true to freeze, false to unfreeze - - - - Abandon a parcel of land - - Simulator parcel is in - Simulator local ID of parcel - - - - Requests the UUID of the parcel in a remote region at a specified location - - Location of the parcel in the remote region - Remote region handle - Remote region UUID - If successful UUID of the remote parcel, UUID.Zero otherwise - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - Raises the event - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - Raises the event - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - Raises the event - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - Raises the event - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - Raises the event - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - Raises the event - - - Raised when the simulator responds to a request - - - Raised when the simulator responds to a request - - - Raised when the simulator responds to a request - - - Raised when the simulator responds to a request - - - Raised when the simulator responds to a request - - - Raised when the simulator responds to a request - - - Raised when the simulator responds to a request - - - Raised when the simulator responds to a Parcel Update request - - - Raised when the parcel your agent is located sends a ParcelMediaCommand - - - - Parcel Accesslist - - - - Agents - - - - - - Flags for specific entry in white/black lists - - - - Owners of primitives on parcel - - - - Prim Owners - - - True of owner is group - - - Total count of prims owned by OwnerID - - - true of OwnerID is currently online and is not a group - - - The date of the most recent prim left by OwnerID - - - Contains a parcels dwell data returned from the simulator in response to an - - - - Construct a new instance of the ParcelDwellReplyEventArgs class - - The global ID of the parcel - The simulator specific ID of the parcel - The calculated dwell for the parcel - - - Get the global ID of the parcel - - - Get the simulator specific ID of the parcel - - - Get the calculated dwell - - - Contains basic parcel information data returned from the - simulator in response to an request - - - - Construct a new instance of the ParcelInfoReplyEventArgs class - - The object containing basic parcel info - - - Get the object containing basic parcel info - - - Contains basic parcel information data returned from the simulator in response to an request - - - - Construct a new instance of the ParcelPropertiesEventArgs class - - The object containing the details - The object containing the details - The result of the request - The number of primitieves your agent is - currently selecting and or sitting on in this parcel - The user assigned ID used to correlate a request with - these results - TODO: - - - Get the simulator the parcel is located in - - - Get the object containing the details - If Result is NoData, this object will not contain valid data - - - Get the result of the request - - - Get the number of primitieves your agent is - currently selecting and or sitting on in this parcel - - - Get the user assigned ID used to correlate a request with - these results - - - TODO: - - - Contains blacklist and whitelist data returned from the simulator in response to an request - - - - Construct a new instance of the ParcelAccessListReplyEventArgs class - - The simulator the parcel is located in - The user assigned ID used to correlate a request with - these results - The simulator specific ID of the parcel - TODO: - The list containing the white/blacklisted agents for the parcel - - - Get the simulator the parcel is located in - - - Get the user assigned ID used to correlate a request with - these results - - - Get the simulator specific ID of the parcel - - - TODO: - - - Get the list containing the white/blacklisted agents for the parcel - - - Contains blacklist and whitelist data returned from the - simulator in response to an request - - - - Construct a new instance of the ParcelObjectOwnersReplyEventArgs class - - The simulator the parcel is located in - The list containing prim ownership counts - - - Get the simulator the parcel is located in - - - Get the list containing prim ownership counts - - - Contains the data returned when all parcel data has been retrieved from a simulator - - - - Construct a new instance of the SimParcelsDownloadedEventArgs class - - The simulator the parcel data was retrieved from - The dictionary containing the parcel data - The multidimensional array containing a x,y grid mapped - to each 64x64 parcel's LocalID. - - - Get the simulator the parcel data was retrieved from - - - A dictionary containing the parcel data where the key correlates to the ParcelMap entry - - - Get the multidimensional array containing a x,y grid mapped - to each 64x64 parcel's LocalID. - - - Contains the data returned when a request - - - - Construct a new instance of the ForceSelectObjectsReplyEventArgs class - - The simulator the parcel data was retrieved from - The list of primitive IDs - true if the list is clean and contains the information - only for a given request - - - Get the simulator the parcel data was retrieved from - - - Get the list of primitive IDs - - - true if the list is clean and contains the information - only for a given request - - - Contains data when the media data for a parcel the avatar is on changes - - - - Construct a new instance of the ParcelMediaUpdateReplyEventArgs class - - the simulator the parcel media data was updated in - The updated media information - - - Get the simulator the parcel media data was updated in - - - Get the updated media information - - - Contains the media command for a parcel the agent is currently on - - - - Construct a new instance of the ParcelMediaCommandEventArgs class - - The simulator the parcel media command was issued in - - - The media command that was sent - - - - Get the simulator the parcel media command was issued in - - - - - - - - - Get the media command that was sent - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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 Wrapper around openjpeg to encode and decode images to and from byte arrays - - - - TGA Header size - - - OpenJPEG is not threadsafe, so this object is used to lock - during calls into unmanaged code - - - - Encode a object into a byte array - - The object to encode - true to enable lossless conversion, only useful for small images ie: sculptmaps - A byte array containing the encoded Image object - - - - Encode a object into a byte array - - The object to encode - a byte array of the encoded image - - - - Decode JPEG2000 data to an and - - - JPEG2000 encoded data - ManagedImage object to decode to - Image object to decode to - True if the decode succeeds, otherwise false - - - - - - - - - - - - - - - - - - - - - Encode a object into a byte array - - The source object to encode - true to enable lossless decoding - A byte array containing the source Bitmap object - - - - Defines the beginning and ending file positions of a layer in an - LRCP-progression JPEG2000 file - - - - - This structure is used to marshal both encoded and decoded images. - MUST MATCH THE STRUCT IN dotnet.h! - - - - - Information about a single packet in a JPEG2000 stream - - - - Packet start position - - - Packet header end position - - - Packet end position - - - - Represents a 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 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 - - - - Constuct an asset of type Landmark - - UUID of the target region - Local position of landmark - - - - 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 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 - - - Initializes a new instance of an AssetWearable object with parameters - A string containing the asset parameters - - - - 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 - - - Initializes a new instance of an AssetScriptBinary object with parameters - A string containing the Clothings data - - - 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 - - - - 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 - - - - X position of this patch - - - Y position of this patch - - - A 16x16 array of floats holding decompressed layer data - - - - Creates a LayerData packet for compressed land data given a full - simulator heightmap and an array of indices of patches to compress - - A 256 * 256 array of floating point values - specifying the height at each meter in the simulator - Array of indexes in the 16x16 grid of patches - for this simulator. For example if 1 and 17 are specified, patches - x=1,y=0 and x=1,y=1 are sent - - - - - Add a patch of terrain to a BitPacker - - BitPacker to write the patch to - Heightmap of the simulator, must be a 256 * - 256 float array - X offset of the patch to create, valid values are - from 0 to 15 - Y offset of the patch to create, valid values are - from 0 to 15 - - - - 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 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Starts a thread that keeps the daemon running - - - - - - - Stops the daemon and the thread keeping it running - - - - - - - - - - - - - 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 - - - - 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 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) - - - - - Event for most mundane request reposnses. - - - - Response to Connector.Create request - - - Response to Aux.GetCaptureDevices request - - - Response to Aux.GetRenderDevices request - - - Audio Properties Events are sent after audio capture is started. - These events are used to display a microphone VU meter - - - Response to Account.Login request - - - This event message is sent whenever the login state of the - particular Account has transitioned from one value to another - - - - List of audio input devices - - - - - List of audio output devices - - - - - Set audio test mode - - - - Enable logging - - - The folder where any logs will be created - - - This will be prepended to beginning of each log file - - - The suffix or extension to be appended to each log file - - - - 0: NONE - No logging - 1: ERROR - Log errors only - 2: WARNING - Log errors and warnings - 3: INFO - Log errors, warnings and info - 4: DEBUG - Log errors, warnings, info and debug - - - - - Constructor for default logging settings - - - - Audio Properties Events are sent after audio capture is started. These events are used to display a microphone VU meter - - - - Interface requirements for Messaging system - - - - - 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. - - - - 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 - - - - - Permissions for control of object media - - - - - Style of cotrols that shold be displayed to the user - - - - - Class representing media data for a single face - - - - Is display of the alternative image enabled - - - Should media auto loop - - - Shoule media be auto played - - - Auto scale media to prim face - - - Should viewer automatically zoom in on the face when clicked - - - Should viewer interpret first click as interaction with the media - or when false should the first click be treated as zoom in commadn - - - Style of controls viewer should display when - viewer media on this face - - - Starting URL for the media - - - Currently navigated URL - - - Media height in pixes - - - Media width in pixels - - - Who can controls the media - - - Who can interact with the media - - - Is URL whitelist enabled - - - Array of URLs that are whitelisted - - - - Serialize to OSD - - OSDMap with the serialized data - - - - Deserialize from OSD data - - Serialized OSD data - Deserialized object - - - - Particle system specific enumerators, flags and methods. - - - - - Current version of the media data for the prim - - - - - Array of media entries indexed by face number - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Foliage type for this primitive. Only applicable if this - primitive is foliage - - - Unknown - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Identifies the owner if audio or a particle system is - active - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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 - - - - 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 - - - - Decodes a byte[] array into a ParticleSystem Object - - ParticleSystem object - Start position for BitPacker - - - - Generate byte[] array from particle data - - Byte array - - - - Particle source pattern - - - - None - - - Drop particles from source position with no force - - - "Explode" particles in all directions - - - Particles shoot across a 2D area - - - Particles shoot across a 3D Cone - - - Inverse of AngleCone (shoot particles everywhere except the 3D cone defined - - - - Particle Data Flags - - - - None - - - Interpolate color and alpha from start to end - - - Interpolate scale from start to end - - - Bounce particles off particle sources Z height - - - velocity of particles is dampened toward the simulators wind - - - Particles follow the source - - - Particles point towards the direction of source's velocity - - - Target of the particles - - - Particles are sent in a straight line - - - Particles emit a glow - - - used for point/grab/touch - - - - Particle Flags Enum - - - - None - - - Acceleration and velocity for particles are - relative to the object rotation - - - Particles use new 'correct' angle parameters - - - - Parameters used to construct a visual representation of a primitive - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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 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 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Map layer request type - - - - Objects and terrain are shown - - - Only the terrain is shown, no objects - - - Overlay showing land for sale and for auction - - - - Type of grid item, such as telehub, event, populator location, etc. - - - - Telehub - - - PG rated event - - - Mature rated event - - - Popular location - - - Locations of avatar groups in a region - - - Land for sale - - - Classified ad - - - Adult rated event - - - Adult land for sale - - - - Information about a region on the grid map - - - - Sim X position on World Map - - - Sim Y position on World Map - - - Sim Name (NOTE: In lowercase!) - - - - - - Appears to always be zero (None) - - - Sim's defined Water Height - - - - - - UUID of the World Map image - - - Unique identifier for this region, a combination of the X - and Y position - - - - - - - - - - - - - - - - - - - - - - - Visual chunk of the grid map - - - - - Base class for Map Items - - - - The Global X position of the item - - - The Global Y position of the item - - - Get the Local X position of the item - - - Get the Local Y position of the item - - - Get the Handle of the region - - - - Represents an agent or group of agents location - - - - - Represents a Telehub location - - - - - Represents a non-adult parcel of land for sale - - - - - Represents an Adult parcel of land for sale - - - - - Represents a PG Event - - - - - Represents a Mature event - - - - - Represents an Adult event - - - - - Manages grid-wide tasks such as the world map - - - - The event subscribers. null if no subcribers - - - Raises the CoarseLocationUpdate event - A CoarseLocationUpdateEventArgs object containing the - data sent by simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the GridRegion event - A GridRegionEventArgs object containing the - data sent by simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the GridLayer event - A GridLayerEventArgs object containing the - data sent by simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the GridItems event - A GridItemEventArgs object containing the - data sent by simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the RegionHandleReply event - A RegionHandleReplyEventArgs object containing the - data sent by simulator - - - Thread sync lock object - - - A dictionary of all the regions, indexed by region name - - - A dictionary of all the regions, indexed by region handle - - - - Constructor - - Instance of GridClient object to associate with this GridManager instance - - - - - - - - - - Request a map layer - - The name of the region - The type of layer - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Request data for all mainland (Linden managed) simulators - - - - - Request the region handle for the specified region UUID - - UUID of the region to look up - - - - Get grid region information using the region name, this function - will block until it can find the region or gives up - - Name of sim you're looking for - Layer that you are requesting - Will contain a GridRegion for the sim you're - looking for if successful, otherwise an empty structure - True if the GridRegion was successfully fetched, otherwise - false - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Raised when the simulator sends a - containing the location of agents in the simulator - - - Raised when the simulator sends a Region Data in response to - a Map request - - - Raised when the simulator sends GridLayer object containing - a map tile coordinates and texture information - - - Raised when the simulator sends GridItems object containing - details on events, land sales at a specific location - - - Raised in response to a Region lookup - - - Unknown - - - Current direction of the sun - - - Current angular velocity of the sun - - - Current world time - - - - 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 - - - - 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 - - - - - 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 - - - - 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 - - - - - Extract the avatar UUID encoded in a SIP URI - - - - - - - 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 - - - - Initializes a new AssetScriptText object with parameters - - A string containing the scripts contents - - - - 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 - - - - 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 - - - - 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 - - - - Unregister an event handler for a packet. This is a low level event - interface and should only be used if you are doing something not - supported in the library - - Packet type this callback is registered with - Callback to stop firing events for - - - - Register a CAPS event handler. This is a low level event interface - and should only be used if you are doing something not supported in - the library - - Name of the CAPS event to register a handler for - Callback to fire when a CAPS event is received - - - - Unregister a CAPS event handler. This is a low level event interface - and should only be used if you are doing something not supported in - the library - - Name of the CAPS event this callback is - registered with - Callback to stop firing events for - - - - Send a packet to the simulator the avatar is currently occupying - - Packet to send - - - - Send a packet to a specified simulator - - Packet to send - Simulator to send the packet to - - - - Connect to a simulator - - IP address to connect to - Port to connect to - Handle for this simulator, to identify its - location in the grid - Whether to set CurrentSim to this new - connection, use this if the avatar is moving in to this simulator - URL of the capabilities server to use for - this sim connection - A Simulator object on success, otherwise null - - - - Connect to a simulator - - IP address and port to connect to - Handle for this simulator, to identify its - location in the grid - Whether to set CurrentSim to this new - connection, use this if the avatar is moving in to this simulator - URL of the capabilities server to use for - this sim connection - A Simulator object on success, otherwise null - - - - Initiate a blocking logout request. This will return when the logout - handshake has completed or when Settings.LOGOUT_TIMEOUT - has expired and the network layer is manually shut down - - - - - Initiate the logout process. Check if logout succeeded with the - OnLogoutReply event, and if this does not fire the - Shutdown() function needs to be manually called - - - - - Close a connection to the given simulator - - - - - - - Shutdown will disconnect all the sims except for the current sim - first, and then kill the connection to CurrentSim. This should only - be called if the logout process times out on RequestLogout - - Type of shutdown - - - - Shutdown will disconnect all the sims except for the current sim - first, and then kill the connection to CurrentSim. This should only - be called if the logout process times out on RequestLogout - - Type of shutdown - Shutdown message - - - - Searches through the list of currently connected simulators to find - one attached to the given IPEndPoint - - IPEndPoint of the Simulator to search for - A Simulator reference on success, otherwise null - - - - Fire an event when an event queue connects for capabilities - - Simulator the event queue is attached to - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - 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 - - - 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 - Client application version - A populated struct containing - sane defaults - - - - Simplified login that takes the most common and required fields - - Account first name - Account last name - Account password - Client application name - Client application version - Whether the login was successful or not. On failure the - LoginErrorKey string will contain the error code and LoginMessage - will contain a description of the error - - - - Simplified login that takes the most common fields along with a - starting location URI, and can accept an MD5 string instead of a - plaintext password - - Account first name - Account last name - Account password or MD5 hash of the password - such as $1$1682a1e45e9f957dcdf0bb56eb43319c - Client application name - Starting location URI that can be built with - StartLocation() - Client application version - Whether the login was successful or not. On failure the - LoginErrorKey string will contain the error code and LoginMessage - will contain a description of the error - - - - Login that takes a struct of all the values that will be passed to - the login server - - The values that will be passed to the login - server, all fields must be set even if they are String.Empty - Whether the login was successful or not. On failure the - LoginErrorKey string will contain the error code and LoginMessage - will contain a description of the error - - - - Build a start location URI for passing to the Login function - - Name of the simulator to start in - X coordinate to start at - Y coordinate to start at - Z coordinate to start at - String with a URI that can be used to login to a specified - location - - - - Handles response from XML-RPC login replies - - - - - 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 - - - - - - - - - - - - - - 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 - - - - - A Joint and it's associated meta data and keyframes - - - - - Name of the Joint. Matches the avatar_skeleton.xml in client distros - - - - - Joint Animation Override? Was the same as the Priority in testing.. - - - - - Array of Rotation Keyframes in order from earliest to latest - - - - - Array of Position Keyframes in order from earliest to latest - This seems to only be for the Pelvis? - - - - - 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. - - - - - Manager class for our own avatar - - - - The event subscribers. null if no subcribers - - - Raises the ChatFromSimulator event - A ChatEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the ScriptDialog event - A SctriptDialogEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the ScriptQuestion event - A ScriptQuestionEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the LoadURL event - A LoadUrlEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the MoneyBalance event - A BalanceEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the MoneyBalanceReply event - A MoneyBalanceReplyEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the IM event - A InstantMessageEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the TeleportProgress event - A TeleportEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the AgentDataReply event - A AgentDataReplyEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the AnimationsChanged event - A AnimationsChangedEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the MeanCollision event - A MeanCollisionEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the RegionCrossed event - A RegionCrossedEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the GroupChatJoined event - A GroupChatJoinedEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the GroupChatLeft event - A GroupChatLeftEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the AlertMessage event - A AlertMessageEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the ScriptControlChange event - A ScriptControlEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the CameraConstraint event - A CameraConstraintEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the ScriptSensorReply event - A ScriptSensorReplyEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the AvatarSitResponse event - A AvatarSitResponseEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the ChatSessionMemberAdded event - A ChatSessionMemberAddedEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the ChatSessionMemberLeft event - A ChatSessionMemberLeftEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - Reference to the GridClient instance - - - Used for movement and camera tracking - - - Currently playing animations for the agent. Can be used to - check the current movement status such as walking, hovering, aiming, - etc. by checking against system animations found in the Animations class - - - Dictionary containing current Group Chat sessions and members - - - - Constructor, setup callbacks for packets related to our avatar - - A reference to the Class - - - - Send a text message from the Agent to the Simulator - - A containing the message - The channel to send the message on, 0 is the public channel. Channels above 0 - can be used however only scripts listening on the specified channel will see the message - Denotes the type of message being sent, shout, whisper, etc. - - - - Request any instant messages sent while the client was offline to be resent. - - - - - Send an Instant Message to another Avatar - - The recipients - A containing the message to send - - - - Send an Instant Message to an existing group chat or conference chat - - The recipients - A containing the message to send - IM session ID (to differentiate between IM windows) - - - - Send an Instant Message - - The name this IM will show up as being from - Key of Avatar - Text message being sent - IM session ID (to differentiate between IM windows) - IDs of sessions for a conference - - - - Send an Instant Message - - The name this IM will show up as being from - Key of Avatar - Text message being sent - IM session ID (to differentiate between IM windows) - Type of instant message to send - Whether to IM offline avatars as well - Senders Position - RegionID Sender is In - Packed binary data that is specific to - the dialog type - - - - Send an Instant Message to a group - - of the group to send message to - Text Message being sent. - - - - Send an Instant Message to a group the agent is a member of - - The name this IM will show up as being from - of the group to send message to - Text message being sent - - - - Send a request to join a group chat session - - of Group to leave - - - - Exit a group chat session. This will stop further Group chat messages - from being sent until session is rejoined. - - of Group chat session to leave - - - - Reply to script dialog questions. - - Channel initial request came on - Index of button you're "clicking" - Label of button you're "clicking" - of Object that sent the dialog request - - - - - Accept invite for to a chatterbox session - - of session to accept invite to - - - - Start a friends conference - - List of UUIDs to start a conference with - the temportary session ID returned in the callback> - - - - Start a particle stream between an agent and an object - - Key of the source agent - Key of the target object - - The type from the enum - A unique for this effect - - - - Start a particle stream between an agent and an object - - Key of the source agent - Key of the target object - A representing the beams offset from the source - A which sets the avatars lookat animation - of the Effect - - - - Create a particle beam between an avatar and an primitive - - The ID of source avatar - The ID of the target primitive - global offset - A object containing the combined red, green, blue and alpha - color values of particle beam - a float representing the duration the parcicle beam will last - A Unique ID for the beam - - - - - Create a particle swirl around a target position using a packet - - global offset - A object containing the combined red, green, blue and alpha - color values of particle beam - a float representing the duration the parcicle beam will last - A Unique ID for the beam - - - - Sends a request to sit on the specified object - - of the object to sit on - Sit at offset - - - - Follows a call to to actually sit on the object - - - - Stands up from sitting on a prim or the ground - true of AgentUpdate was sent - - - - Does a "ground sit" at the avatar's current position - - - - - Starts or stops flying - - True to start flying, false to stop flying - - - - Starts or stops crouching - - True to start crouching, false to stop crouching - - - - Starts a jump (begin holding the jump key) - - - - - Use the autopilot sim function to move the avatar to a new - position. Uses double precision to get precise movements - - The z value is currently not handled properly by the simulator - Global X coordinate to move to - Global Y coordinate to move to - Z coordinate to move to - - - - Use the autopilot sim function to move the avatar to a new position - - The z value is currently not handled properly by the simulator - Integer value for the global X coordinate to move to - Integer value for the global Y coordinate to move to - Floating-point value for the Z coordinate to move to - - - - Use the autopilot sim function to move the avatar to a new position - - The z value is currently not handled properly by the simulator - Integer value for the local X coordinate to move to - Integer value for the local Y coordinate to move to - Floating-point value for the Z coordinate to move to - - - Macro to cancel autopilot sim function - Not certain if this is how it is really done - true if control flags were set and AgentUpdate was sent to the simulator - - - - Grabs an object - - an unsigned integer of the objects ID within the simulator - - - - - Overload: Grab a simulated object - - an unsigned integer of the objects ID within the simulator - - The texture coordinates to grab - The surface coordinates to grab - The face of the position to grab - The region coordinates of the position to grab - The surface normal of the position to grab (A normal is a vector perpindicular to the surface) - The surface binormal of the position to grab (A binormal is a vector tangen to the surface - pointing along the U direction of the tangent space - - - - Drag an object - - of the object to drag - Drag target in region coordinates - - - - Overload: Drag an object - - of the object to drag - Drag target in region coordinates - - The texture coordinates to grab - The surface coordinates to grab - The face of the position to grab - The region coordinates of the position to grab - The surface normal of the position to grab (A normal is a vector perpindicular to the surface) - The surface binormal of the position to grab (A binormal is a vector tangen to the surface - pointing along the U direction of the tangent space - - - - Release a grabbed object - - The Objects Simulator Local ID - - - - - - - Release a grabbed object - - The Objects Simulator Local ID - The texture coordinates to grab - The surface coordinates to grab - The face of the position to grab - The region coordinates of the position to grab - The surface normal of the position to grab (A normal is a vector perpindicular to the surface) - The surface binormal of the position to grab (A binormal is a vector tangen to the surface - pointing along the U direction of the tangent space - - - - Touches an object - - an unsigned integer of the objects ID within the simulator - - - - - Request the current L$ balance - - - - - Give Money to destination Avatar - - UUID of the Target Avatar - Amount in L$ - - - - Give Money to destination Avatar - - UUID of the Target Avatar - Amount in L$ - Description that will show up in the - recipients transaction history - - - - Give L$ to an object - - object to give money to - amount of L$ to give - name of object - - - - Give L$ to a group - - group to give money to - amount of L$ to give - - - - Give L$ to a group - - group to give money to - amount of L$ to give - description of transaction - - - - Pay texture/animation upload fee - - - - - Pay texture/animation upload fee - - description of the transaction - - - - Give Money to destination Object or Avatar - - UUID of the Target Object/Avatar - Amount in L$ - Reason (Optional normally) - The type of transaction - Transaction flags, mostly for identifying group - transactions - - - - Plays a gesture - - Asset of the gesture - - - - Mark gesture active - - Inventory of the gesture - Asset of the gesture - - - - Mark gesture inactive - - Inventory of the gesture - - - - Send an AgentAnimation packet that toggles a single animation on - - The of the animation to start playing - Whether to ensure delivery of this packet or not - - - - Send an AgentAnimation packet that toggles a single animation off - - The of a - currently playing animation to stop playing - Whether to ensure delivery of this packet or not - - - - Send an AgentAnimation packet that will toggle animations on or off - - A list of animation s, and whether to - turn that animation on or off - Whether to ensure delivery of this packet or not - - - - Teleports agent to their stored home location - - true on successful teleport to home location - - - - Teleport agent to a landmark - - of the landmark to teleport agent to - true on success, false on failure - - - - Attempt to look up a simulator name and teleport to the discovered - destination - - Region name to look up - Position to teleport to - True if the lookup and teleport were successful, otherwise - false - - - - Attempt to look up a simulator name and teleport to the discovered - destination - - Region name to look up - Position to teleport to - Target to look at - True if the lookup and teleport were successful, otherwise - false - - - - Teleport agent to another region - - handle of region to teleport agent to - position in destination sim to teleport to - true on success, false on failure - This call is blocking - - - - Teleport agent to another region - - handle of region to teleport agent to - position in destination sim to teleport to - direction in destination sim agent will look at - true on success, false on failure - This call is blocking - - - - Request teleport to a another simulator - - handle of region to teleport agent to - position in destination sim to teleport to - - - - Request teleport to a another simulator - - handle of region to teleport agent to - position in destination sim to teleport to - direction in destination sim agent will look at - - - - Teleport agent to a landmark - - of the landmark to teleport agent to - - - - Send a teleport lure to another avatar with default "Join me in ..." invitation message - - target avatars to lure - - - - Send a teleport lure to another avatar with custom invitation message - - target avatars to lure - custom message to send with invitation - - - - Respond to a teleport lure by either accepting it and initiating - the teleport, or denying it - - of the avatar sending the lure - true to accept the lure, false to decline it - - - - Update agent profile - - struct containing updated - profile information - - - - Update agents profile interests - - selection of interests from struct - - - - Set the height and the width of the client window. This is used - by the server to build a virtual camera frustum for our avatar - - New height of the viewer window - New width of the viewer window - - - - Request the list of muted objects and avatars for this agent - - - - - Sets home location to agents current position - - will fire an AlertMessage () with - success or failure message - - - - Move an agent in to a simulator. This packet is the last packet - needed to complete the transition in to a new simulator - - Object - - - - Reply to script permissions request - - Object - of the itemID requesting permissions - of the taskID requesting permissions - list of permissions to allow - - - - Respond to a group invitation by either accepting or denying it - - UUID of the group (sent in the AgentID field of the invite message) - IM Session ID from the group invitation message - Accept the group invitation or deny it - - - - Requests script detection of objects and avatars - - name of the object/avatar to search for - UUID of the object or avatar to search for - Type of search from ScriptSensorTypeFlags - range of scan (96 max?) - the arc in radians to search within - an user generated ID to correlate replies with - Simulator to perform search in - - - - Create or update profile pick - - UUID of the pick to update, or random UUID to create a new pick - Is this a top pick? (typically false) - UUID of the parcel (UUID.Zero for the current parcel) - Name of the pick - Global position of the pick landmark - UUID of the image displayed with the pick - Long description of the pick - - - - Delete profile pick - - UUID of the pick to delete - - - - Create or update profile Classified - - UUID of the classified to update, or random UUID to create a new classified - Defines what catagory the classified is in - UUID of the image displayed with the classified - Price that the classified will cost to place for a week - Global position of the classified landmark - Name of the classified - Long description of the classified - if true, auto renew classified after expiration - - - - Create or update profile Classified - - UUID of the classified to update, or random UUID to create a new classified - Defines what catagory the classified is in - UUID of the image displayed with the classified - Price that the classified will cost to place for a week - Name of the classified - Long description of the classified - if true, auto renew classified after expiration - - - - Delete a classified ad - - The classified ads ID - - - - Take an incoming ImprovedInstantMessage packet, auto-parse, and if - OnInstantMessage is defined call that with the appropriate arguments - - The sender - The EventArgs object containing the packet data - - - - Take an incoming Chat packet, auto-parse, and if OnChat is defined call - that with the appropriate arguments. - - The sender - The EventArgs object containing the packet data - - - - Used for parsing llDialogs - - The sender - The EventArgs object containing the packet data - - - - Used for parsing llRequestPermissions dialogs - - The sender - The EventArgs object containing the packet data - - - - Handles Script Control changes when Script with permissions releases or takes a control - - The sender - The EventArgs object containing the packet data - - - - Used for parsing llLoadURL Dialogs - - The sender - The EventArgs object containing the packet data - - - - Update client's Position, LookAt and region handle from incoming packet - - The sender - The EventArgs object containing the packet data - This occurs when after an avatar moves into a new sim - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - - Process TeleportFailed message sent via EventQueue, informs agent its last teleport has failed and why. - - The Message Key - An IMessage object Deserialized from the recieved message event - The simulator originating the event message - - - - Process TeleportFinish from Event Queue and pass it onto our TeleportHandler - - The message system key for this event - IMessage object containing decoded data from OSD - The simulator originating the event message - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - - Crossed region handler for message that comes across the EventQueue. Sent to an agent - when the agent crosses a sim border into a new region. - - The message key - the IMessage object containing the deserialized data sent from the simulator - The which originated the packet - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - This packet is now being sent via the EventQueue - - - - Group Chat event handler - - The capability Key - IMessage object containing decoded data from OSD - - - - - Response from request to join a group chat - - - IMessage object containing decoded data from OSD - - - - - Someone joined or left group chat - - - IMessage object containing decoded data from OSD - - - - - Handle a group chat Invitation - - Caps Key - IMessage object containing decoded data from OSD - Originating Simulator - - - - Moderate a chat session - - the of the session to moderate, for group chats this will be the groups UUID - the of the avatar to moderate - Either "voice" to moderate users voice, or "text" to moderate users text session - true to moderate (silence user), false to allow avatar to speak - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Raised when a scripted object or agent within range sends a public message - - - Raised when a scripted object sends a dialog box containing possible - options an agent can respond to - - - Raised when an object requests a change in the permissions an agent has permitted - - - Raised when a script requests an agent open the specified URL - - - Raised when an agents currency balance is updated - - - Raised when a transaction occurs involving currency such as a land purchase - - - Raised when an ImprovedInstantMessage packet is recieved from the simulator, this is used for everything from - private messaging to friendship offers. The Dialog field defines what type of message has arrived - - - Raised when an agent has requested a teleport to another location, or when responding to a lure. Raised multiple times - for each teleport indicating the progress of the request - - - Raised when a simulator sends agent specific information for our avatar. - - - Raised when our agents animation playlist changes - - - Raised when an object or avatar forcefully collides with our agent - - - Raised when our agent crosses a region border into another region - - - Raised when our agent succeeds or fails to join a group chat session - - - Raised when our agent exits a group chat session - - - Raised when a simulator sends an urgent message usually indication the recent failure of - another action we have attempted to take such as an attempt to enter a parcel where we are denied access - - - Raised when a script attempts to take or release specified controls for our agent - - - Raised when the simulator detects our agent is trying to view something - beyond its limits - - - Raised when a script sensor reply is received from a simulator - - - Raised in response to a request - - - Raised when an avatar enters a group chat session we are participating in - - - Raised when an agent exits a group chat session we are participating in - - - Your (client) avatars - "client", "agent", and "avatar" all represent the same thing - - - Temporary assigned to this session, used for - verifying our identity in packets - - - Shared secret that is never sent over the wire - - - Your (client) avatar ID, local to the current region/sim - - - Where the avatar started at login. Can be "last", "home" - or a login - - - The access level of this agent, usually M or PG - - - The CollisionPlane of Agent - - - An representing the velocity of our agent - - - An representing the acceleration of our agent - - - A which specifies the angular speed, and axis about which an Avatar is rotating. - - - Position avatar client will goto when login to 'home' or during - teleport request to 'home' region. - - - LookAt point saved/restored with HomePosition - - - Avatar First Name (i.e. Philip) - - - Avatar Last Name (i.e. Linden) - - - Avatar Full Name (i.e. Philip Linden) - - - Gets the health of the agent - - - Gets the current balance of the agent - - - Gets the local ID of the prim the agent is sitting on, - zero if the avatar is not currently sitting - - - Gets the of the agents active group. - - - Gets the Agents powers in the currently active group - - - Current status message for teleporting - - - Current position of the agent as a relative offset from - the simulator, or the parent object if we are sitting on something - - - Current rotation of the agent as a relative rotation from - the simulator, or the parent object if we are sitting on something - - - Current position of the agent in the simulator - - - - A representing the agents current rotation - - - - Returns the global grid position of the avatar - - - - Agent movement and camera control - - Agent movement is controlled by setting specific - After the control flags are set, An AgentUpdate is required to update the simulator of the specified flags - This is most easily accomplished by setting one or more of the AgentMovement properties - - Movement of an avatar is always based on a compass direction, for example AtPos will move the - agent from West to East or forward on the X Axis, AtNeg will of course move agent from - East to West or backward on the X Axis, LeftPos will be South to North or forward on the Y Axis - The Z axis is Up, finer grained control of movements can be done using the Nudge properties - - - - Agent camera controls - - - Currently only used for hiding your group title - - - Action state of the avatar, which can currently be - typing and editing - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Timer for sending AgentUpdate packets - - - Default constructor - - - - Send an AgentUpdate with the camera set at the current agent - position and pointing towards the heading specified - - Camera rotation in radians - Whether to send the AgentUpdate reliable - or not - - - - Rotates the avatar body and camera toward a target position. - This will also anchor the camera position on the avatar - - Region coordinates to turn toward - - - - Send new AgentUpdate packet to update our current camera - position and rotation - - - - - Send new AgentUpdate packet to update our current camera - position and rotation - - Whether to require server acknowledgement - of this packet - - - - Send new AgentUpdate packet to update our current camera - position and rotation - - Whether to require server acknowledgement - of this packet - Simulator to send the update to - - - - Builds an AgentUpdate packet entirely from parameters. This - will not touch the state of Self.Movement or - Self.Movement.Camera in any way - - - - - - - - - - - - - - - Move agent positive along the X axis - - - Move agent negative along the X axis - - - Move agent positive along the Y axis - - - Move agent negative along the Y axis - - - Move agent positive along the Z axis - - - Move agent negative along the Z axis - - - - - - - - - - - - - - - - - - - - - - - - Causes simulator to make agent fly - - - Stop movement - - - Finish animation - - - Stand up from a sit - - - Tells simulator to sit agent on ground - - - Place agent into mouselook mode - - - Nudge agent positive along the X axis - - - Nudge agent negative along the X axis - - - Nudge agent positive along the Y axis - - - Nudge agent negative along the Y axis - - - Nudge agent positive along the Z axis - - - Nudge agent negative along the Z axis - - - - - - - - - Tell simulator to mark agent as away - - - - - - - - - - - - - - - - Returns "always run" value, or changes it by sending a SetAlwaysRunPacket - - - - The current value of the agent control flags - - - Gets or sets the interval in milliseconds at which - AgentUpdate packets are sent to the current simulator. Setting - this to a non-zero value will also enable the packet sending if - it was previously off, and setting it to zero will disable - - - Gets or sets whether AgentUpdate packets are sent to - the current simulator - - - Reset movement controls every time we send an update - - - - Camera controls for the agent, mostly a thin wrapper around - CoordinateFrame. This class is only responsible for state - tracking and math, it does not send any packets - - - - - - - The camera is a local frame of reference inside of - the larger grid space. This is where the math happens - - - - Default constructor - - - - - - - - - - - - - - - - - Used to specify movement actions for your agent - - - - Empty flag - - - Move Forward (SL Keybinding: W/Up Arrow) - - - Move Backward (SL Keybinding: S/Down Arrow) - - - Move Left (SL Keybinding: Shift-(A/Left Arrow)) - - - Move Right (SL Keybinding: Shift-(D/Right Arrow)) - - - Not Flying: Jump/Flying: Move Up (SL Keybinding: E) - - - Not Flying: Croutch/Flying: Move Down (SL Keybinding: C) - - - Unused - - - Unused - - - Unused - - - Unused - - - ORed with AGENT_CONTROL_AT_* if the keyboard is being used - - - ORed with AGENT_CONTROL_LEFT_* if the keyboard is being used - - - ORed with AGENT_CONTROL_UP_* if the keyboard is being used - - - Fly - - - - - - Finish our current animation - - - Stand up from the ground or a prim seat - - - Sit on the ground at our current location - - - Whether mouselook is currently enabled - - - Legacy, used if a key was pressed for less than a certain amount of time - - - Legacy, used if a key was pressed for less than a certain amount of time - - - Legacy, used if a key was pressed for less than a certain amount of time - - - Legacy, used if a key was pressed for less than a certain amount of time - - - Legacy, used if a key was pressed for less than a certain amount of time - - - Legacy, used if a key was pressed for less than a certain amount of time - - - - - - - - - Set when the avatar is idled or set to away. Note that the away animation is - activated separately from setting this flag - - - - - - - - - - - - - - - - Represents a single Voice Session to the Vivox service. - - - - - Close this session. - - - - - Look up an existing Participants in this session - - - - - - 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 - - - - 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 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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 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 - - - - 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 - - - - 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 - - - - - - - - - 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. - - - - Access level for a simulator - - - - Minimum access level, no additional checks - - - Trial accounts allowed - - - PG rating - - - Mature 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 - - - - - - A thread-safe dictionary containing avatars in a simulator - - - - - A thread-safe dictionary containing primitives in a simulator - - - - The current sequence number for packets sent to this - simulator. Must be Interlocked before modifying. Only - useful for applications manipulating sequence numbers - - - - Provides access to an internal thread-safe dictionary containing parcel - information found in this simulator - - - - - Checks simulator parcel map to make sure it has downloaded all data successfully - - true if map is full (contains no 0's) - - - 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 - - - - - - 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 - - - - Disconnect from this simulator - - - - - Instructs the simulator to stop sending update (and possibly other) packets - - - - - Instructs the simulator to resume sending update packets (unpause) - - - - - Sends a packet - - Packet to be sent - - - - - - - - - Returns Simulator Name as a String - - - - - - - - - - - - - - - - - - - Sends out pending acknowledgements - - - - - Resend unacknowledged packets - - - - - 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 - - - - 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 - - - - - - - - - Number of local uploads pending - - - Unacknowledged bytes in queue - - - - - - - - No report - - - Unknown report type - - - Bug report - - - Complaint report - - - Customer service report - - - - Bitflag field for ObjectUpdateCompressed data blocks, describing - which options are present for each object - - - - Unknown - - - Whether the object has a TreeSpecies - - - Whether the object has floating text ala llSetText - - - Whether the object has an active particle system - - - Whether the object has sound attached to it - - - Whether the object is attached to a root object or not - - - Whether the object has texture animation settings - - - Whether the object has an angular velocity - - - Whether the object has a name value pairs string - - - Whether the object has a Media URL set - - - - Specific Flags for MultipleObjectUpdate requests - - - - None - - - Change position of prims - - - Change rotation of prims - - - Change size of prims - - - Perform operation on link set - - - Scale prims uniformly, same as selecing ctrl+shift in the - viewer. Used in conjunction with Scale - - - - Special values in PayPriceReply. If the price is not one of these - literal value of the price should be use - - - - - Indicates that this pay option should be hidden - - - - - Indicates that this pay option should have the default value - - - - - Contains the variables sent in an object update packet for objects. - Used to track position and movement of prims and avatars - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Handles all network traffic related to prims and avatar positions and - movement. - - - - The event subscribers, null of no subscribers - - - Raises the ObjectUpdate Event - A ObjectUpdateEventArgs object containing - the data sent from the simulator - - - 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 - - - Raises the TerseObjectUpdate Event - A TerseObjectUpdateEventArgs object containing - the data sent from the simulator - - - 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 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 - - - 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 - - - - 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? - - - - 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 - The new Permissions mark to set - TODO: What does this do? - - - - 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 sends us data containing - updated sit information for our - - - Raised when the simulator sends us data containing - purchase price information for a - - - - 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 simulator the object is located - - - Get the primitive details - - - Get the primitive properties - - - Provides additional primitive data, permissions and sale info for the event - The event occurs when the simulator sends - an containing additional details for a Primitive, Foliage data or Attachment. This includes - Permissions, Sale info, and other basic details on an object - The event is also raised when a request is - made, the viewer equivalent is hovering the mouse cursor over an object - - - - Get the simulator the object is located - - - - - - - - - Provides primitive data containing updated location, velocity, rotation, textures for the event - The event occurs when the simulator sends updated location, velocity, rotation, etc - - - - Get the simulator the object is located - - - Get the primitive details - - - - - - - - - - - - - - Get the simulator the object is located - - - Get the primitive details - - - - - - - - - - - - - - - Provides notification when an Avatar, Object or Attachment is DeRezzed or moves out of the avatars view for the - event - - - Get the simulator the object is located - - - The LocalID of the object - - - - Provides updates sit position data - - - - Get the simulator the object is located - - - - - - - - - - - - - - - - - Get the simulator the object is located - - - - - - - - - - - - - Indicates if the operation was successful - - - - - Media version string - - - - - Array of media entries indexed by face number - - - - - Singleton logging class for the entire library - - - - log4net logging engine - - - - Default constructor - - - - - 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 - - - - - - - - - - - - - - - De-serialization constructor for the InventoryNode Class - - - - - Serialization handler for the InventoryNode Class - - - - - De-serialization handler for the InventoryNode Class - - - - - - - - - - - - - - - - - - - - - - - For inventory folder nodes specifies weather the folder needs to be - refreshed from the server - - - - - Exception class to identify inventory exceptions - - - - - 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. - - - 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 - - - - - - - - Image width - - - - - Image height - - - - - Image channel flags - - - - - Red channel data - - - - - Green channel data - - - - - Blue channel data - - - - - Alpha channel data - - - - - Bump channel data - - - - - Create a new blank image - - width - height - channel flags - - - - - - - - - - Convert the channels in the image. Channels are created or destroyed as required. - - new channel flags - - - - Resize or stretch the image using nearest neighbor (ugly) resampling - - new width - new height - - - - Create a byte array containing 32-bit RGBA data with a bottom-left - origin, suitable for feeding directly into OpenGL - - A byte array containing raw texture data - - - - Represents an 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 - - - - - - - - - An instance of DelegateWrapper which calls InvokeWrappedDelegate, - which in turn calls the DynamicInvoke method of the wrapped - delegate - - - - - Callback used to call EndInvoke on the asynchronously - invoked DelegateWrapper - - - - - Executes the specified delegate with the specified arguments - asynchronously on a thread pool thread - - - - - - - Invokes the wrapped delegate synchronously - - - - - - - Calls EndInvoke on the wrapper and Close on the resulting WaitHandle - to prevent resource leaks - - - - - - Delegate to wrap another delegate and its arguments - - - - - - - Checks the instance back into the object pool - - - - - Returns an instance of the class that has been checked out of the Object Pool. - - - - - Creates a new instance of the ObjectPoolBase class. Initialize MUST be called - after using this constructor. - - - - - Creates a new instance of the ObjectPool Base class. - - The object pool is composed of segments, which - are allocated whenever the size of the pool is exceeded. The number of items - in a segment should be large enough that allocating a new segmeng is a rare - thing. For example, on a server that will have 10k people logged in at once, - the receive buffer object pool should have segment sizes of at least 1000 - byte arrays per segment. - - The minimun number of segments that may exist. - Perform a full GC.Collect whenever a segment is allocated, and then again after allocation to compact the heap. - The frequency which segments are checked to see if they're eligible for cleanup. - - - - Forces the segment cleanup algorithm to be run. This method is intended - primarly for use from the Unit Test libraries. - - - - - Responsible for allocate 1 instance of an object that will be stored in a segment. - - An instance of whatever objec the pool is pooling. - - - - Checks in an instance of T owned by the object pool. This method is only intended to be called - by the WrappedObject class. - - The segment from which the instance is checked out. - The instance of T to check back into the segment. - - - - Checks an instance of T from the pool. If the pool is not sufficient to - allow the checkout, a new segment is created. - - A WrappedObject around the instance of T. To check - the instance back into the segment, be sureto dispose the WrappedObject - when finished. - - - - The total number of segments created. Intended to be used by the Unit Tests. - - - - - The number of items that are in a segment. Items in a segment - are all allocated at the same time, and are hopefully close to - each other in the managed heap. - - - - - The minimum number of segments. When segments are reclaimed, - this number of segments will always be left alone. These - segments are allocated at startup. - - - - - The age a segment must be before it's eligible for cleanup. - This is used to prevent thrash, and typical values are in - the 5 minute range. - - - - - The frequence which the cleanup thread runs. This is typically - expected to be in the 5 minute range. - - - - 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 - - - - Static pre-defined animations available to all agents - - - - Agent with afraid expression on face - - - Agent aiming a bazooka (right handed) - - - Agent aiming a bow (left handed) - - - Agent aiming a hand gun (right handed) - - - Agent aiming a rifle (right handed) - - - Agent with angry expression on face - - - Agent hunched over (away) - - - Agent doing a backflip - - - Agent laughing while holding belly - - - Agent blowing a kiss - - - Agent with bored expression on face - - - Agent bowing to audience - - - Agent brushing himself/herself off - - - Agent in busy mode - - - Agent clapping hands - - - Agent doing a curtsey bow - - - Agent crouching - - - Agent crouching while walking - - - Agent crying - - - Agent unanimated with arms out (e.g. setting appearance) - - - Agent re-animated after set appearance finished - - - Agent dancing - - - Agent dancing - - - Agent dancing - - - Agent dancing - - - Agent dancing - - - Agent dancing - - - Agent dancing - - - Agent dancing - - - Agent on ground unanimated - - - Agent boozing it up - - - Agent with embarassed expression on face - - - Agent with afraid expression on face - - - Agent with angry expression on face - - - Agent with bored expression on face - - - Agent crying - - - Agent showing disdain (dislike) for something - - - Agent with embarassed expression on face - - - Agent with frowning expression on face - - - Agent with kissy face - - - Agent expressing laughgter - - - Agent with open mouth - - - Agent with repulsed expression on face - - - Agent expressing sadness - - - Agent shrugging shoulders - - - Agent with a smile - - - Agent expressing surprise - - - Agent sticking tongue out - - - Agent with big toothy smile - - - Agent winking - - - Agent expressing worry - - - Agent falling down - - - Agent walking (feminine version) - - - Agent wagging finger (disapproval) - - - I'm not sure I want to know - - - Agent in superman position - - - Agent in superman position - - - Agent greeting another - - - Agent holding bazooka (right handed) - - - Agent holding a bow (left handed) - - - Agent holding a handgun (right handed) - - - Agent holding a rifle (right handed) - - - Agent throwing an object (right handed) - - - Agent in static hover - - - Agent hovering downward - - - Agent hovering upward - - - Agent being impatient - - - Agent jumping - - - Agent jumping with fervor - - - Agent point to lips then rear end - - - Agent landing from jump, finished flight, etc - - - Agent laughing - - - Agent landing from jump, finished flight, etc - - - Agent sitting on a motorcycle - - - - - - Agent moving head side to side - - - Agent moving head side to side with unhappy expression - - - Agent taunting another - - - - - - Agent giving peace sign - - - Agent pointing at self - - - Agent pointing at another - - - Agent preparing for jump (bending knees) - - - Agent punching with left hand - - - Agent punching with right hand - - - Agent acting repulsed - - - Agent trying to be Chuck Norris - - - Rocks, Paper, Scissors 1, 2, 3 - - - Agent with hand flat over other hand - - - Agent with fist over other hand - - - Agent with two fingers spread over other hand - - - Agent running - - - Agent appearing sad - - - Agent saluting - - - Agent shooting bow (left handed) - - - Agent cupping mouth as if shouting - - - Agent shrugging shoulders - - - Agent in sit position - - - Agent in sit position (feminine) - - - Agent in sit position (generic) - - - Agent sitting on ground - - - Agent sitting on ground - - - - - - Agent sleeping on side - - - Agent smoking - - - Agent inhaling smoke - - - - - - Agent taking a picture - - - Agent standing - - - Agent standing up - - - Agent standing - - - Agent standing - - - Agent standing - - - Agent standing - - - Agent stretching - - - Agent in stride (fast walk) - - - Agent surfing - - - Agent acting surprised - - - Agent striking with a sword - - - Agent talking (lips moving) - - - Agent throwing a tantrum - - - Agent throwing an object (right handed) - - - Agent trying on a shirt - - - Agent turning to the left - - - Agent turning to the right - - - Agent typing - - - Agent walking - - - Agent whispering - - - Agent whispering with fingers in mouth - - - Agent winking - - - Agent winking - - - Agent worried - - - Agent nodding yes - - - Agent nodding yes with happy face - - - Agent floating with legs and arms crossed - - - - A dictionary containing all pre-defined animations - - A dictionary containing the pre-defined animations, - where the key is the animations ID, and the value is a string - containing a name to identify the purpose of the animation - - - - 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 - - - Initializes a new instance of an AssetBodyPart object with parameters - A string representing the values of the Bodypart - - - Override the base classes AssetType - - - - Archives assets - - - - - Archive assets - - - - - Archive the assets given to this archiver to the given archive. - - - - - - Write an assets metadata file to the given archive - - - - - - Write asset data files to the given archive - - - - - - - - - - OK - - - Transfer completed - - - - - - - - - Unknown error occurred - - - Equivalent to a 404 error - - - Client does not have permission for that resource - - - Unknown status - - - - - - - - - - - Unknown - - - Virtually all asset transfers use this channel - - - - - - - - - - - Asset from the asset server - - - Inventory item - - - Estate asset, such as an estate covenant - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Image file format - - - - - - - - - Number of milliseconds passed since the last transfer - packet was received - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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 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 - - - - 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 - - - Xfer data - - - Upload data - - - Filename used on the simulator - - - Filename used by the client - - - UUID of the image that is in progress - - - Number of bytes received so far - - - Image size in bytes - - - - - - - - The event subscribers, null of no subscribers - - - Raises the AttachedSound Event - A AttachedSoundEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the AttachedSoundGainChange Event - A AttachedSoundGainChangeEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the SoundTrigger Event - A SoundTriggerEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the PreloadSound Event - A PreloadSoundEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - - Construct a new instance of the SoundManager class, used for playing and receiving - sound assets - - A reference to the current GridClient instance - - - - Plays a sound in the current region at full volume from avatar position - - UUID of the sound to be played - - - - Plays a sound in the current region at full volume - - UUID of the sound to be played. - position for the sound to be played at. Normally the avatar. - - - - Plays a sound in the current region - - UUID of the sound to be played. - position for the sound to be played at. Normally the avatar. - volume of the sound, from 0.0 to 1.0 - - - - Plays a sound in the specified sim - - UUID of the sound to be played. - UUID of the sound to be played. - position for the sound to be played at. Normally the avatar. - volume of the sound, from 0.0 to 1.0 - - - - Play a sound asset - - UUID of the sound to be played. - handle id for the sim to be played in. - position for the sound to be played at. Normally the avatar. - volume of the sound, from 0.0 to 1.0 - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Raised when the simulator sends us data containing - sound - - - Raised when the simulator sends us data containing - ... - - - Raised when the simulator sends us data containing - ... - - - Raised when the simulator sends us data containing - ... - - - Provides data for the event - The event occurs when the simulator sends - the sound data which emits from an agents attachment - - The following code example shows the process to subscribe to the event - and a stub to handle the data passed from the simulator - - // Subscribe to the AttachedSound event - Client.Sound.AttachedSound += Sound_AttachedSound; - - // process the data raised in the event here - private void Sound_AttachedSound(object sender, AttachedSoundEventArgs e) - { - // ... Process AttachedSoundEventArgs here ... - } - - - - - - Construct a new instance of the SoundTriggerEventArgs class - - The sound asset id - The ID of the owner - The ID of the object - The volume level - The - - - Get the sound asset id - - - Get the ID of the owner - - - Get the ID of the Object - - - Get the volume level - - - Get the - - - Provides data for the event - The event occurs when an attached sound - changes its volume level - - - - Construct a new instance of the AttachedSoundGainChangedEventArgs class - - The ID of the Object - The new volume level - - - Get the ID of the Object - - - Get the volume level - - - Provides data for the event - The event occurs when the simulator forwards - a request made by yourself or another agent to play either an asset sound or a built in sound - - Requests to play sounds where the is not one of the built-in - will require sending a request to download the sound asset before it can be played - - - The following code example uses the , - and - properties to display some information on a sound request on the window. - - // subscribe to the event - Client.Sound.SoundTrigger += Sound_SoundTrigger; - - // play the pre-defined BELL_TING sound - Client.Sound.SendSoundTrigger(Sounds.BELL_TING); - - // handle the response data - private void Sound_SoundTrigger(object sender, SoundTriggerEventArgs e) - { - Console.WriteLine("{0} played the sound {1} at volume {2}", - e.OwnerID, e.SoundID, e.Gain); - } - - - - - - Construct a new instance of the SoundTriggerEventArgs class - - The sound asset id - The ID of the owner - The ID of the object - The ID of the objects parent - The volume level - The regionhandle - The source position - - - Get the sound asset id - - - Get the ID of the owner - - - Get the ID of the Object - - - Get the ID of the objects parent - - - Get the volume level - - - Get the regionhandle - - - Get the source position - - - Provides data for the event - The event occurs when the simulator sends - the appearance data for an avatar - - The following code example uses the and - properties to display the selected shape of an avatar on the window. - - // subscribe to the event - Client.Avatars.AvatarAppearance += Avatars_AvatarAppearance; - - // handle the data when the event is raised - void Avatars_AvatarAppearance(object sender, AvatarAppearanceEventArgs e) - { - Console.WriteLine("The Agent {0} is using a {1} shape.", e.AvatarID, (e.VisualParams[31] > 0) : "male" ? "female") - } - - - - - - Construct a new instance of the PreloadSoundEventArgs class - - The sound asset id - The ID of the owner - The ID of the object - - - Get the sound asset id - - - Get the ID of the owner - - - Get the ID of the Object - - - - Class for controlling various system settings. - - Some values are readonly because they affect things that - happen when the GridClient object is initialized, so changing them at - runtime won't do any good. Non-readonly values may affect things that - happen at login or dynamically - - - Main grid login server - - - Beta grid login server - - - - InventoryManager requests inventory information on login, - GridClient initializes an Inventory store for main inventory. - - - - - InventoryManager requests library information on login, - GridClient initializes an Inventory store for the library. - - - - Number of milliseconds between sending pings to each sim - - - Number of milliseconds between sending camera updates - - - Number of milliseconds between updating the current - positions of moving, non-accelerating and non-colliding objects - - - Millisecond interval between ticks, where all ACKs are - sent out and the age of unACKed packets is checked - - - The initial size of the packet inbox, where packets are - stored before processing - - - Maximum size of packet that we want to send over the wire - - - The maximum value of a packet sequence number before it - rolls over back to one - - - The maximum size of the sequence number archive, used to - check for resent and/or duplicate packets - - - The relative directory where external resources are kept - - - Login server to connect to - - - IP Address the client will bind to - - - Use XML-RPC Login or LLSD Login, default is XML-RPC Login - - - Number of milliseconds before an asset transfer will time - out - - - Number of milliseconds before a teleport attempt will time - out - - - Number of milliseconds before NetworkManager.Logout() will - time out - - - Number of milliseconds before a CAPS call will time out - Setting this too low will cause web requests time out and - possibly retry repeatedly - - - Number of milliseconds for xml-rpc to timeout - - - Milliseconds before a packet is assumed lost and resent - - - Milliseconds without receiving a packet before the - connection to a simulator is assumed lost - - - Milliseconds to wait for a simulator info request through - the grid interface - - - Maximum number of queued ACKs to be sent before SendAcks() - is forced - - - Network stats queue length (seconds) - - - Enable to process packets synchronously, where all of the - callbacks for each packet must return before the next packet is - processed - This is an experimental feature and is not completely - reliable yet. Ideally it would reduce context switches and thread - overhead, but several calls currently block for a long time and - would need to be rewritten as asynchronous code before this is - feasible - - - Enable/disable storing terrain heightmaps in the - TerrainManager - - - Enable/disable sending periodic camera updates - - - Enable/disable automatically setting agent appearance at - login and after sim crossing - - - Enable/disable automatically setting the bandwidth throttle - after connecting to each simulator - The default throttle uses the equivalent of the maximum - bandwidth setting in the official client. If you do not set a - throttle your connection will by default be throttled well below - the minimum values and you may experience connection problems - - - Enable/disable the sending of pings to monitor lag and - packet loss - - - Should we connect to multiple sims? This will allow - viewing in to neighboring simulators and sim crossings - (Experimental) - - - If true, all object update packets will be decoded in to - native objects. If false, only updates for our own agent will be - decoded. Registering an event handler will force objects for that - type to always be decoded. If this is disabled the object tracking - will have missing or partial prim and avatar information - - - If true, when a cached object check is received from the - server the full object info will automatically be requested - - - Whether to establish connections to HTTP capabilities - servers for simulators - - - Whether to decode sim stats - - - The capabilities servers are currently designed to - periodically return a 502 error which signals for the client to - re-establish a connection. Set this to true to log those 502 errors - - - If true, any reference received for a folder or item - the library is not aware of will automatically be fetched - - - If true, and SEND_AGENT_UPDATES is true, - AgentUpdate packets will continuously be sent out to give the bot - smoother movement and autopiloting - - - If true, currently visible avatars will be stored - in dictionaries inside Simulator.ObjectAvatars. - If false, a new Avatar or Primitive object will be created - each time an object update packet is received - - - If true, currently visible avatars will be stored - in dictionaries inside Simulator.ObjectPrimitives. - If false, a new Avatar or Primitive object will be created - each time an object update packet is received - - - If true, position and velocity will periodically be - interpolated (extrapolated, technically) for objects and - avatars that are being tracked by the library. This is - necessary to increase the accuracy of speed and position - estimates for simulated objects - - - - If true, utilization statistics will be tracked. There is a minor penalty - in CPU time for enabling this option. - - - - If true, parcel details will be stored in the - Simulator.Parcels dictionary as they are received - - - - If true, an incoming parcel properties reply will automatically send - a request for the parcel access list - - - - - if true, an incoming parcel properties reply will automatically send - a request for the traffic count. - - - - - If true, images, and other assets downloaded from the server - will be cached in a local directory - - - - Path to store cached texture data - - - Maximum size cached files are allowed to take on disk (bytes) - - - Default color used for viewer particle effects - - - Maximum number of times to resend a failed packet - - - Throttle outgoing packet rate - - - UUID of a texture used by some viewers to indentify type of client used - - - The maximum number of concurrent texture downloads allowed - Increasing this number will not necessarily increase texture retrieval times due to - simulator throttles - - - - The Refresh timer inteval is used to set the delay between checks for stalled texture downloads - - This is a static variable which applies to all instances - - - - Textures taking longer than this value will be flagged as timed out and removed from the pipeline - - - - - Get or set the minimum log level to output to the console by default - - If the library is not compiled with DEBUG defined and this level is set to DEBUG - You will get no output on the console. This behavior can be overriden by creating - a logger configuration file for log4net - - - - Attach avatar names to log messages - - - Log packet retransmission info - - - Constructor - Reference to a GridClient object - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Cost of uploading an asset - Read-only since this value is dynamically fetched at login - - - - 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 - - - - Construct an Asset object of type Notecard - - A text string containing the main body text of the notecard - - - - 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 - - - - 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 - - - - Level of Detail mesh - - - - - 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 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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 - - - An array of string sent to the login server to enable various options - - - A randomly generated ID to distinguish between login attempts. This value is only used - internally in the library and is never sent over the wire - - - - The decoded data returned from the login server after a successful login - - - - true, false, indeterminate - - - Login message of the day - - - M or PG, also agent_region_access and agent_access_max - - - - Parse LLSD Login Reply Data - - An - contaning the login response data - XML-RPC logins do not require this as XML-RPC.NET - automatically populates the struct properly using attributes - - - Sort by name - - - Sort by date - - - Sort folders by name, regardless of whether items are - sorted by name or date - - - Place system folders at the top - - - - Possible destinations for DeRezObject request - - - - - - - Copy from in-world to agent inventory - - - Derez to TaskInventory - - - - - - Take Object - - - - - - Delete Object - - - Put an avatar attachment into agent inventory - - - - - - Return an object back to the owner's inventory - - - Return a deeded object back to the last owner's inventory - - - - Upper half of the Flags field for inventory items - - - - Indicates that the NextOwner permission will be set to the - most restrictive set of permissions found in the object set - (including linkset items and object inventory items) on next rez - - - Indicates that the object sale information has been - changed - - - If set, and a slam bit is set, indicates BaseMask will be overwritten on Rez - - - If set, and a slam bit is set, indicates OwnerMask will be overwritten on Rez - - - If set, and a slam bit is set, indicates GroupMask will be overwritten on Rez - - - If set, and a slam bit is set, indicates EveryoneMask will be overwritten on Rez - - - If set, and a slam bit is set, indicates NextOwnerMask will be overwritten on Rez - - - Indicates whether this object is composed of multiple - items or not - - - Indicates that the asset is only referenced by this - inventory item. If this item is deleted or updated to reference a - new assetID, the asset can be deleted - - - - Base Class for Inventory Items - - - - of item/folder - - - of parent folder - - - Name of item/folder - - - Item/Folder Owners - - - - Constructor, takes an itemID as a parameter - - The of the item - - - - - - - - - - - - - - - - Generates a number corresponding to the value of the object to support the use of a hash table, - suitable for use in hashing algorithms and data structures such as a hash table - - A Hashcode of all the combined InventoryBase fields - - - - Determine whether the specified object is equal to the current object - - InventoryBase object to compare against - true if objects are the same - - - - Determine whether the specified object is equal to the current object - - InventoryBase object to compare against - true if objects are the same - - - - An Item in Inventory - - - - The of this item - - - The combined of this item - - - The type of item from - - - The type of item from the enum - - - The of the creator of this item - - - A Description of this item - - - The s this item is set to or owned by - - - If true, item is owned by a group - - - The price this item can be purchased for - - - The type of sale from the enum - - - Combined flags from - - - Time and date this inventory item was created, stored as - UTC (Coordinated Universal Time) - - - Used to update the AssetID in requests sent to the server - - - The of the previous owner of the item - - - - Construct a new InventoryItem object - - The of the item - - - - Construct a new InventoryItem object of a specific Type - - The type of item from - of the item - - - - Indicates inventory item is a link - - True if inventory item is a link to another inventory item - - - - - - - - - - - - - - - - Generates a number corresponding to the value of the object to support the use of a hash table. - Suitable for use in hashing algorithms and data structures such as a hash table - - A Hashcode of all the combined InventoryItem fields - - - - Compares an object - - The object to compare - true if comparison object matches - - - - Determine whether the specified object is equal to the current object - - The object to compare against - true if objects are the same - - - - Determine whether the specified object is equal to the current object - - The object to compare against - true if objects are the same - - - - InventoryTexture Class representing a graphical image - - - - - - Construct an InventoryTexture object - - A which becomes the - objects AssetUUID - - - - Construct an InventoryTexture object from a serialization stream - - - - - InventorySound Class representing a playable sound - - - - - Construct an InventorySound object - - A which becomes the - objects AssetUUID - - - - Construct an InventorySound object from a serialization stream - - - - - InventoryCallingCard Class, contains information on another avatar - - - - - Construct an InventoryCallingCard object - - A which becomes the - objects AssetUUID - - - - Construct an InventoryCallingCard object from a serialization stream - - - - - InventoryLandmark Class, contains details on a specific location - - - - - Construct an InventoryLandmark object - - A which becomes the - objects AssetUUID - - - - Construct an InventoryLandmark object from a serialization stream - - - - - Landmarks use the InventoryItemFlags struct and will have a flag of 1 set if they have been visited - - - - - InventoryObject Class contains details on a primitive or coalesced set of primitives - - - - - Construct an InventoryObject object - - A which becomes the - objects AssetUUID - - - - Construct an InventoryObject object from a serialization stream - - - - - Gets or sets the upper byte of the Flags value - - - - - Gets or sets the object attachment point, the lower byte of the Flags value - - - - - InventoryNotecard Class, contains details on an encoded text document - - - - - Construct an InventoryNotecard object - - A which becomes the - objects AssetUUID - - - - Construct an InventoryNotecard object from a serialization stream - - - - - InventoryCategory Class - - TODO: Is this even used for anything? - - - - Construct an InventoryCategory object - - A which becomes the - objects AssetUUID - - - - Construct an InventoryCategory object from a serialization stream - - - - - InventoryLSL Class, represents a Linden Scripting Language object - - - - - Construct an InventoryLSL object - - A which becomes the - objects AssetUUID - - - - Construct an InventoryLSL object from a serialization stream - - - - - InventorySnapshot Class, an image taken with the viewer - - - - - Construct an InventorySnapshot object - - A which becomes the - objects AssetUUID - - - - Construct an InventorySnapshot object from a serialization stream - - - - - InventoryAttachment Class, contains details on an attachable object - - - - - Construct an InventoryAttachment object - - A which becomes the - objects AssetUUID - - - - Construct an InventoryAttachment object from a serialization stream - - - - - Get the last AttachmentPoint this object was attached to - - - - - InventoryWearable Class, details on a clothing item or body part - - - - - Construct an InventoryWearable object - - A which becomes the - objects AssetUUID - - - - Construct an InventoryWearable object from a serialization stream - - - - - The , Skin, Shape, Skirt, Etc - - - - - InventoryAnimation Class, A bvh encoded object which animates an avatar - - - - - Construct an InventoryAnimation object - - A which becomes the - objects AssetUUID - - - - Construct an InventoryAnimation object from a serialization stream - - - - - InventoryGesture Class, details on a series of animations, sounds, and actions - - - - - Construct an InventoryGesture object - - A which becomes the - objects AssetUUID - - - - Construct an InventoryGesture object from a serialization stream - - - - - A folder contains s and has certain attributes specific - to itself - - - - The Preferred for a folder. - - - The Version of this folder - - - Number of child items this folder contains. - - - - Constructor - - UUID of the folder - - - - - - - - - - Get Serilization data for this InventoryFolder object - - - - - Construct an InventoryFolder object from a serialization stream - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Tools for dealing with agents inventory - - - - Used for converting shadow_id to asset_id - - - The event subscribers, null of no subscribers - - - Raises the ItemReceived Event - A ItemReceivedEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the FolderUpdated Event - A FolderUpdatedEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the InventoryObjectOffered Event - A InventoryObjectOfferedEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the TaskItemReceived Event - A TaskItemReceivedEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the FindObjectByPath Event - A FindObjectByPathEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the TaskInventoryReply Event - A TaskInventoryReplyEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the SaveAssetToInventory Event - A SaveAssetToInventoryEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the ScriptRunningReply Event - A ScriptRunningReplyEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - Partial mapping of AssetTypes to folder names - - - - Default constructor - - Reference to the GridClient object - - - - Fetch an inventory item from the dataserver - - The items - The item Owners - a integer representing the number of milliseconds to wait for results - An object on success, or null if no item was found - Items will also be sent to the event - - - - Request A single inventory item - - The items - The item Owners - - - - - Request inventory items - - Inventory items to request - Owners of the inventory items - - - - - Get contents of a folder - - The of the folder to search - The of the folders owner - true to retrieve folders - true to retrieve items - sort order to return results in - a integer representing the number of milliseconds to wait for results - A list of inventory items matching search criteria within folder - - InventoryFolder.DescendentCount will only be accurate if both folders and items are - requested - - - - Request the contents of an inventory folder - - The folder to search - The folder owners - true to return s contained in folder - true to return s containd in folder - the sort order to return items in - - - - - Returns the UUID of the folder (category) that defaults to - containing 'type'. The folder is not necessarily only for that - type - - This will return the root folder if one does not exist - - The UUID of the desired folder if found, the UUID of the RootFolder - if not found, or UUID.Zero on failure - - - - Find an object in inventory using a specific path to search - - The folder to begin the search in - The object owners - A string path to search - milliseconds to wait for a reply - Found items or if - timeout occurs or item is not found - - - - Find inventory items by path - - The folder to begin the search in - The object owners - A string path to search, folders/objects separated by a '/' - Results are sent to the event - - - - Search inventory Store object for an item or folder - - The folder to begin the search in - An array which creates a path to search - Number of levels below baseFolder to conduct searches - if True, will stop searching after first match is found - A list of inventory items found - - - - Move an inventory item or folder to a new location - - The item or folder to move - The to move item or folder to - - - - Move an inventory item or folder to a new location and change its name - - The item or folder to move - The to move item or folder to - The name to change the item or folder to - - - - Move and rename a folder - - The source folders - The destination folders - The name to change the folder to - - - - Update folder properties - - of the folder to update - Sets folder's parent to - Folder name - Folder type - - - - Move a folder - - The source folders - The destination folders - - - - Move multiple folders, the keys in the Dictionary parameter, - to a new parents, the value of that folder's key. - - A Dictionary containing the - of the source as the key, and the - of the destination as the value - - - - Move an inventory item to a new folder - - The of the source item to move - The of the destination folder - - - - Move and rename an inventory item - - The of the source item to move - The of the destination folder - The name to change the folder to - - - - Move multiple inventory items to new locations - - A Dictionary containing the - of the source item as the key, and the - of the destination folder as the value - - - - Remove descendants of a folder - - The of the folder - - - - Remove a single item from inventory - - The of the inventory item to remove - - - - Remove a folder from inventory - - The of the folder to remove - - - - Remove multiple items or folders from inventory - - A List containing the s of items to remove - A List containing the s of the folders to remove - - - - Empty the Lost and Found folder - - - - - Empty the Trash folder - - - - - - - - - - - Proper use is to upload the inventory's asset first, then provide the Asset's TransactionID here. - - - - - - - - - - - - - Proper use is to upload the inventory's asset first, then provide the Asset's TransactionID here. - - - - - - - - Creates a new inventory folder - - ID of the folder to put this folder in - Name of the folder to create - The UUID of the newly created folder - - - - Creates a new inventory folder - - ID of the folder to put this folder in - Name of the folder to create - Sets this folder as the default folder - for new assets of the specified type. Use AssetType.Unknown - to create a normal folder, otherwise it will likely create a - duplicate of an existing folder type - The UUID of the newly created folder - If you specify a preferred type of AsseType.Folder - it will create a new root folder which may likely cause all sorts - of strange problems - - - - Create an inventory item and upload asset data - - Asset data - Inventory item name - Inventory item description - Asset type - Inventory type - Put newly created inventory in this folder - Delegate that will receive feedback on success or failure - - - - Create an inventory item and upload asset data - - Asset data - Inventory item name - Inventory item description - Asset type - Inventory type - Put newly created inventory in this folder - Permission of the newly created item - (EveryoneMask, GroupMask, and NextOwnerMask of Permissions struct are supported) - Delegate that will receive feedback on success or failure - - - - Creates inventory link to another inventory item or folder - - Put newly created link in folder with this UUID - Inventory item or folder - Method to call upon creation of the link - - - - Creates inventory link to another inventory item - - Put newly created link in folder with this UUID - Original inventory item - Method to call upon creation of the link - - - - Creates inventory link to another inventory folder - - Put newly created link in folder with this UUID - Original inventory folder - Method to call upon creation of the link - - - - Creates inventory link to another inventory item or folder - - Put newly created link in folder with this UUID - Original item's UUID - Name - Description - Asset Type - Inventory Type - Transaction UUID - Method to call upon creation of the link - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Request a copy of an asset embedded within a notecard - - Usually UUID.Zero for copying an asset from a notecard - UUID of the notecard to request an asset from - Target folder for asset to go to in your inventory - UUID of the embedded asset - callback to run when item is copied to inventory - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Save changes to notecard embedded in object contents - - Encoded notecard asset data - Notecard UUID - Object's UUID - Called upon finish of the upload with status information - - - - Upload new gesture asset for an inventory gesture item - - Encoded gesture asset - Gesture inventory UUID - Callback whick will be called when upload is complete - - - - Update an existing script in an agents Inventory - - A byte[] array containing the encoded scripts contents - the itemID of the script - if true, sets the script content to run on the mono interpreter - - - - - Update an existing script in an task Inventory - - A byte[] array containing the encoded scripts contents - the itemID of the script - UUID of the prim containting the script - if true, sets the script content to run on the mono interpreter - if true, sets the script to running - - - - - Rez an object from inventory - - Simulator to place object in - Rotation of the object when rezzed - Vector of where to place object - InventoryItem object containing item details - - - - Rez an object from inventory - - Simulator to place object in - Rotation of the object when rezzed - Vector of where to place object - InventoryItem object containing item details - UUID of group to own the object - - - - Rez an object from inventory - - Simulator to place object in - Rotation of the object when rezzed - Vector of where to place object - InventoryItem object containing item details - UUID of group to own the object - User defined queryID to correlate replies - If set to true, the CreateSelected flag - will be set on the rezzed object - - - - DeRez an object from the simulator to the agents Objects folder in the agents Inventory - - The simulator Local ID of the object - If objectLocalID is a child primitive in a linkset, the entire linkset will be derezzed - - - - DeRez an object from the simulator and return to inventory - - The simulator Local ID of the object - The type of destination from the enum - The destination inventory folders -or- - if DeRezzing object to a tasks Inventory, the Tasks - The transaction ID for this request which - can be used to correlate this request with other packets - If objectLocalID is a child primitive in a linkset, the entire linkset will be derezzed - - - - Rez an item from inventory to its previous simulator location - - - - - - - - - Give an inventory item to another avatar - - The of the item to give - The name of the item - The type of the item from the enum - The of the recipient - true to generate a beameffect during transfer - - - - Give an inventory Folder with contents to another avatar - - The of the Folder to give - The name of the folder - The type of the item from the enum - The of the recipient - true to generate a beameffect during transfer - - - - Copy or move an from agent inventory to a task (primitive) inventory - - The target object - The item to copy or move from inventory - - For items with copy permissions a copy of the item is placed in the tasks inventory, - for no-copy items the object is moved to the tasks inventory - - - - Retrieve a listing of the items contained in a task (Primitive) - - The tasks - The tasks simulator local ID - milliseconds to wait for reply from simulator - A list containing the inventory items inside the task or null - if a timeout occurs - This request blocks until the response from the simulator arrives - or timeoutMS is exceeded - - - - Request the contents of a tasks (primitives) inventory from the - current simulator - - The LocalID of the object - - - - - Request the contents of a tasks (primitives) inventory - - The simulator Local ID of the object - A reference to the simulator object that contains the object - - - - - Move an item from a tasks (Primitive) inventory to the specified folder in the avatars inventory - - LocalID of the object in the simulator - UUID of the task item to move - The ID of the destination folder in this agents inventory - Simulator Object - Raises the event - - - - Remove an item from an objects (Prim) Inventory - - LocalID of the object in the simulator - UUID of the task item to remove - Simulator Object - You can confirm the removal by comparing the tasks inventory serial before and after the - request with the request combined with - the event - - - - Copy an InventoryScript item from the Agents Inventory into a primitives task inventory - - An unsigned integer representing a primitive being simulated - An which represents a script object from the agents inventory - true to set the scripts running state to enabled - A Unique Transaction ID - - The following example shows the basic steps necessary to copy a script from the agents inventory into a tasks inventory - and assumes the script exists in the agents inventory. - - uint primID = 95899503; // Fake prim ID - UUID scriptID = UUID.Parse("92a7fe8a-e949-dd39-a8d8-1681d8673232"); // Fake Script UUID in Inventory - - Client.Inventory.FolderContents(Client.Inventory.FindFolderForType(AssetType.LSLText), Client.Self.AgentID, - false, true, InventorySortOrder.ByName, 10000); - - Client.Inventory.RezScript(primID, (InventoryItem)Client.Inventory.Store[scriptID]); - - - - - - Request the running status of a script contained in a task (primitive) inventory - - The ID of the primitive containing the script - The ID of the script - The event can be used to obtain the results of the - request - - - - - Send a request to set the running state of a script contained in a task (primitive) inventory - - The ID of the primitive containing the script - The ID of the script - true to set the script running, false to stop a running script - To verify the change you can use the method combined - with the event - - - - Create a CRC from an InventoryItem - - The source InventoryItem - A uint representing the source InventoryItem as a CRC - - - - Reverses a cheesy XORing with a fixed UUID to convert a shadow_id to an asset_id - - Obfuscated shadow_id value - Deobfuscated asset_id value - - - - Does a cheesy XORing with a fixed UUID to convert an asset_id to a shadow_id - - asset_id value to obfuscate - Obfuscated shadow_id value - - - - Wrapper for creating a new object - - The type of item from the enum - The of the newly created object - An object with the type and id passed - - - - Parse the results of a RequestTaskInventory() response - - A string which contains the data from the task reply - A List containing the items contained within the tasks inventory - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - - UpdateCreateInventoryItem packets are received when a new inventory item - is created. This may occur when an object that's rezzed in world is - taken into inventory, when an item is created using the CreateInventoryItem - packet, or when an object is purchased - - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Raised when the simulator sends us data containing - ... - - - Raised when the simulator sends us data containing - ... - - - Raised when the simulator sends us data containing - an inventory object sent by another avatar or primitive - - - Raised when the simulator sends us data containing - ... - - - Raised when the simulator sends us data containing - ... - - - Raised when the simulator sends us data containing - ... - - - Raised when the simulator sends us data containing - ... - - - Raised when the simulator sends us data containing - ... - - - - Get this agents Inventory data - - - - - Callback for inventory item creation finishing - - Whether the request to create an inventory - item succeeded or not - Inventory item being created. If success is - false this will be null - - - - Callback for an inventory item being create from an uploaded asset - - true if inventory item creation was successful - - - - - - - - - - - - - Reply received when uploading an inventory asset - - Has upload been successful - Error message if upload failed - Inventory asset UUID - New asset UUID - - - - Delegate that is invoked when script upload is completed - - Has upload succeded (note, there still might be compile errors) - Upload status message - Is compilation successful - If compilation failed, list of error messages, null on compilation success - Script inventory UUID - Script's new asset UUID - - - Set to true to accept offer, false to decline it - - - The folder to accept the inventory into, if null default folder for will be used - - - - Callback when an inventory object is accepted and received from a - task inventory. This is the callback in which you actually get - the ItemID, as in ObjectOfferedCallback it is null when received - from a task. - - - - - Holds group information for Avatars such as those you might find in a profile - - - - true of Avatar accepts group notices - - - Groups Key - - - Texture Key for groups insignia - - - Name of the group - - - Powers avatar has in the group - - - Avatars Currently selected title - - - true of Avatar has chosen to list this in their profile - - - - Contains an animation currently being played by an agent - - - - The ID of the animation asset - - - A number to indicate start order of currently playing animations - On Linden Grids this number is unique per region, with OpenSim it is per client - - - - - - - Holds group information on an individual profile pick - - - - - Retrieve friend status notifications, and retrieve avatar names and - profiles - - - - The event subscribers, null of no subscribers - - - Raises the AvatarAnimation Event - An AvatarAnimationEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the AvatarAppearance Event - A AvatarAppearanceEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the UUIDNameReply Event - A UUIDNameReplyEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the AvatarInterestsReply Event - A AvatarInterestsReplyEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the AvatarPropertiesReply Event - A AvatarPropertiesReplyEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the AvatarGroupsReply Event - A AvatarGroupsReplyEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the AvatarPickerReply Event - A AvatarPickerReplyEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the ViewerEffectPointAt Event - A ViewerEffectPointAtEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the ViewerEffectLookAt Event - A ViewerEffectLookAtEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the ViewerEffect Event - A ViewerEffectEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the AvatarPicksReply Event - A AvatarPicksReplyEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the PickInfoReply Event - A PickInfoReplyEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the AvatarClassifiedReply Event - A AvatarClassifiedReplyEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the ClassifiedInfoReply Event - A ClassifiedInfoReplyEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - - Represents other avatars - - - - - Tracks the specified avatar on your map - Avatar ID to track - - - - Request a single avatar name - - The avatar key to retrieve a name for - - - - Request a list of avatar names - - The avatar keys to retrieve names for - - - - Start a request for Avatar Properties - - - - - - Search for an avatar (first name, last name) - - The name to search for - An ID to associate with this query - - - - Start a request for Avatar Picks - - UUID of the avatar - - - - Start a request for Avatar Classifieds - - UUID of the avatar - - - - Start a request for details of a specific profile pick - - UUID of the avatar - UUID of the profile pick - - - - Start a request for details of a specific profile classified - - UUID of the avatar - UUID of the profile classified - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - - Crossed region handler for message that comes across the EventQueue. Sent to an agent - when the agent crosses a sim border into a new region. - - The message key - the IMessage object containing the deserialized data sent from the simulator - The which originated the packet - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Raised when the simulator sends us data containing - an agents animation playlist - - - Raised when the simulator sends us data containing - the appearance information for an agent - - - Raised when the simulator sends us data containing - agent names/id values - - - Raised when the simulator sends us data containing - the interests listed in an agents profile - - - Raised when the simulator sends us data containing - profile property information for an agent - - - Raised when the simulator sends us data containing - the group membership an agent is a member of - - - Raised when the simulator sends us data containing - name/id pair - - - Raised when the simulator sends us data containing - the objects and effect when an agent is pointing at - - - Raised when the simulator sends us data containing - the objects and effect when an agent is looking at - - - Raised when the simulator sends us data containing - an agents viewer effect information - - - Raised when the simulator sends us data containing - the top picks from an agents profile - - - Raised when the simulator sends us data containing - the Pick details - - - Raised when the simulator sends us data containing - the classified ads an agent has placed - - - Raised when the simulator sends us data containing - the details of a classified ad - - - Provides data for the event - The event occurs when the simulator sends - the animation playlist for an agent - - The following code example uses the and - properties to display the animation playlist of an avatar on the window. - - // subscribe to the event - Client.Avatars.AvatarAnimation += Avatars_AvatarAnimation; - - private void Avatars_AvatarAnimation(object sender, AvatarAnimationEventArgs e) - { - // create a dictionary of "known" animations from the Animations class using System.Reflection - Dictionary<UUID, string> systemAnimations = new Dictionary<UUID, string>(); - Type type = typeof(Animations); - System.Reflection.FieldInfo[] fields = type.GetFields(System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Static); - foreach (System.Reflection.FieldInfo field in fields) - { - systemAnimations.Add((UUID)field.GetValue(type), field.Name); - } - - // find out which animations being played are known animations and which are assets - foreach (Animation animation in e.Animations) - { - if (systemAnimations.ContainsKey(animation.AnimationID)) - { - Console.WriteLine("{0} is playing {1} ({2}) sequence {3}", e.AvatarID, - systemAnimations[animation.AnimationID], animation.AnimationSequence); - } - else - { - Console.WriteLine("{0} is playing {1} (Asset) sequence {2}", e.AvatarID, - animation.AnimationID, animation.AnimationSequence); - } - } - } - - - - - - Construct a new instance of the AvatarAnimationEventArgs class - - The ID of the agent - The list of animations to start - - - Get the ID of the agent - - - Get the list of animations to start - - - Provides data for the event - The event occurs when the simulator sends - the appearance data for an avatar - - The following code example uses the and - properties to display the selected shape of an avatar on the window. - - // subscribe to the event - Client.Avatars.AvatarAppearance += Avatars_AvatarAppearance; - - // handle the data when the event is raised - void Avatars_AvatarAppearance(object sender, AvatarAppearanceEventArgs e) - { - Console.WriteLine("The Agent {0} is using a {1} shape.", e.AvatarID, (e.VisualParams[31] > 0) : "male" ? "female") - } - - - - - - Construct a new instance of the AvatarAppearanceEventArgs class - - The ID of the agent - true of the agent is a trial account - The default agent texture - The agents appearance layer textures - The for the agent - - - Get the ID of the agent - - - true if the agent is a trial account - - - Get the default agent texture - - - Get the agents appearance layer textures - - - Get the for the agent - - - Represents the interests from the profile of an agent - - - Get the ID of the agent - - - The properties of an agent - - - Get the ID of the agent - - - Get the ID of the agent - - - Get the ID of the agent - - - Get the ID of the avatar - - - - 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 - - - - - - - - - - - - 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 - - - - - - - - - TRUE of region denies access to age unverified users - - - 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 - - - - 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 - - - - 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 - - - - 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 - - - - 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 - - - - 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. - - - - = - - - Number of times we've received an unknown CAPS exception in series. - - - For exponential backoff on error. - - - - Constants for the archiving module - - - - - The location of the archive control file - - - - - Path for the assets held in an archive - - - - - Path for the prims file - - - - - Path for terrains. Technically these may be assets, but I think it's quite nice to split them out. - - - - - Path for region settings. - - - - - The character the separates the uuid from extension information in an archived asset filename - - - - - Extensions used for asset types in the archive - - - - - - - - - - - - - - - - - - - Thrown when a packet could not be successfully deserialized - - - - - Default constructor - - - - - Constructor that takes an additional error message - - An error message to attach to this exception - - - - The header of a message template packet. Holds packet flags, sequence - number, packet ID, and any ACKs that will be appended at the end of - the packet - - - - - Convert the AckList to a byte array, used for packet serializing - - Reference to the target byte array - Beginning position to start writing to in the byte - array, will be updated with the ending position of the ACK list - - - - - - - - - - - - - - - - - - - - - A block of data in a packet. Packets are composed of one or more blocks, - each block containing one or more fields - - - - - Create a block from a byte array - - Byte array containing the serialized block - Starting position of the block in the byte array. - This will point to the data after the end of the block when the - call returns - - - - Serialize this block into a byte array - - Byte array to serialize this block into - Starting position in the byte array to serialize to. - This will point to the position directly after the end of the - serialized block when the call returns - - - Current length of the data in this packet - - - A generic value, not an actual packet type - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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 - - - - - - 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 - - - - 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 - - - - Permission request flags, asked when a script wants to control an Avatar - - - - Placeholder for empty values, shouldn't ever see this - - - Script wants ability to take money from you - - - Script wants to take camera controls for you - - - Script wants to remap avatars controls - - - Script wants to trigger avatar animations - This function is not implemented on the grid - - - Script wants to attach or detach the prim or primset to your avatar - - - Script wants permission to release ownership - This function is not implemented on the grid - The concept of "public" objects does not exist anymore. - - - Script wants ability to link/delink with other prims - - - Script wants permission to change joints - This function is not implemented on the grid - - - Script wants permissions to change permissions - This function is not implemented on the grid - - - Script wants to track avatars camera position and rotation - - - Script wants to control your camera - - - - Special commands used in Instant Messages - - - - Indicates a regular IM from another agent - - - Simple notification box with an OK button - - - You've been invited to join a group. - - - Inventory offer - - - Accepted inventory offer - - - Declined inventory offer - - - Group vote - - - An object is offering its inventory - - - Accept an inventory offer from an object - - - Decline an inventory offer from an object - - - Unknown - - - Start a session, or add users to a session - - - Start a session, but don't prune offline users - - - Start a session with your group - - - Start a session without a calling card (finder or objects) - - - Send a message to a session - - - Leave a session - - - Indicates that the IM is from an object - - - Sent an IM to a busy user, this is the auto response - - - Shows the message in the console and chat history - - - Send a teleport lure - - - Response sent to the agent which inititiated a teleport invitation - - - Response sent to the agent which inititiated a teleport invitation - - - Only useful if you have Linden permissions - - - A placeholder type for future expansion, currently not - used - - - IM to tell the user to go to an URL - - - IM for help - - - IM sent automatically on call for help, sends a lure - to each Helper reached - - - Like an IM but won't go to email - - - IM from a group officer to all group members - - - Unknown - - - Unknown - - - Accept a group invitation - - - Decline a group invitation - - - Unknown - - - An avatar is offering you friendship - - - An avatar has accepted your friendship offer - - - An avatar has declined your friendship offer - - - Indicates that a user has started typing - - - Indicates that a user has stopped typing - - - - Flag in Instant Messages, whether the IM should be delivered to - offline avatars as well - - - - Only deliver to online avatars - - - If the avatar is offline the message will be held until - they login next, and possibly forwarded to their e-mail account - - - - Conversion type to denote Chat Packet types in an easier-to-understand format - - - - Whisper (5m radius) - - - Normal chat (10/20m radius), what the official viewer typically sends - - - Shouting! (100m radius) - - - Event message when an Avatar has begun to type - - - Event message when an Avatar has stopped typing - - - Send the message to the debug channel - - - Event message when an object uses llOwnerSay - - - Special value to support llRegionSay, never sent to the client - - - - Identifies the source of a chat message - - - - Chat from the grid or simulator - - - Chat from another avatar - - - Chat from an object - - - - - - - - - - - - - - - - - - Effect type used in ViewerEffect packets - - - - - - - - - - - - - - - - - - - - - - - - - Project a beam from a source to a destination, such as - the one used when editing an object - - - - - - - - - - - - Create a swirl of particles around an object - - - - - - - - - Cause an avatar to look at an object - - - Cause an avatar to point at an object - - - - The action an avatar is doing when looking at something, used in - ViewerEffect packets for the LookAt effect - - - - - - - - - - - - - - - - - - - - - - Deprecated - - - - - - - - - - - - - - - - The action an avatar is doing when pointing at something, used in - ViewerEffect packets for the PointAt effect - - - - - - - - - - - - - - - - - Money transaction types - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Flags sent when a script takes or releases a control - - NOTE: (need to verify) These might be a subset of the ControlFlags enum in Movement, - - - No Flags set - - - Forward (W or up Arrow) - - - Back (S or down arrow) - - - Move left (shift+A or left arrow) - - - Move right (shift+D or right arrow) - - - Up (E or PgUp) - - - Down (C or PgDown) - - - Rotate left (A or left arrow) - - - Rotate right (D or right arrow) - - - Left Mouse Button - - - Left Mouse button in MouseLook - - - - Currently only used to hide your group title - - - - No flags set - - - Hide your group title - - - - Action state of the avatar, which can currently be typing and - editing - - - - - - - - - - - - - - Current teleport status - - - - Unknown status - - - Teleport initialized - - - Teleport in progress - - - Teleport failed - - - Teleport completed - - - Teleport cancelled - - - - - - - - No flags set, or teleport failed - - - Set when newbie leaves help island for first time - - - - - - Via Lure - - - Via Landmark - - - Via Location - - - Via Home - - - Via Telehub - - - Via Login - - - Linden Summoned - - - Linden Forced me - - - - - - Agent Teleported Home via Script - - - - - - - - - - - - forced to new location for example when avatar is banned or ejected - - - Teleport Finished via a Lure - - - Finished, Sim Changed - - - Finished, Same Sim - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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 - - - - - - - - - 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 - - - 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 - - - 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 - - - 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 - - - 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 - - - The session information when your agent exits a group chat session - - - - Construct a new instance of the GroupChatLeftEventArgs class - - The ID of the session your agent left - - - Get the ID of the session your agent left - - - 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 - - - - Identifier code for primitive types - - - - None - - - A Primitive - - - A Avatar - - - Linden grass - - - Linden tree - - - A primitive that acts as the source for a particle stream - - - A Linden tree - - - - Primary parameters for primitives such as Physics Enabled or Phantom - - - - Deprecated - - - Whether physics are enabled for this object - - - - - - - - - - - - - - - - - - - - - Whether this object contains an active touch script - - - - - - Whether this object can receive payments - - - Whether this object is phantom (no collisions) - - - - - - - - - - - - - - - Deprecated - - - - - - - - - - - - Deprecated - - - - - - - - - - - - - - - Server flag, will not be sent to clients. Specifies that - the object is destroyed when it touches a simulator edge - - - Server flag, will not be sent to clients. Specifies that - the object will be returned to the owner's inventory when it - touches a simulator edge - - - Server flag, will not be sent to clients. - - - Server flag, will not be sent to client. Specifies that - the object is hovering/flying - - - - - - - - - - - - - - - - Sound flags for sounds attached to primitives - - - - - - - - - - - - - - - - - - - - - - - - - - Material type for a primitive - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Used in a helper function to roughly determine prim shape - - - - - Extra parameters for primitives, these flags are for features that have - been added after the original ObjectFlags that has all eight bits - reserved already - - - - Whether this object has flexible parameters - - - Whether this object has light parameters - - - Whether this object is a sculpted prim - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Attachment points for objects on avatar bodies - - - Both InventoryObject and InventoryAttachment types can be attached - - - - Right hand if object was not previously attached - - - Chest - - - Skull - - - Left shoulder - - - Right shoulder - - - Left hand - - - Right hand - - - Left foot - - - Right foot - - - Spine - - - Pelvis - - - Mouth - - - Chin - - - Left ear - - - Right ear - - - Left eyeball - - - Right eyeball - - - Nose - - - Right upper arm - - - Right forearm - - - Left upper arm - - - Left forearm - - - Right hip - - - Right upper leg - - - Right lower leg - - - Left hip - - - Left upper leg - - - Left lower leg - - - Stomach - - - Left pectoral - - - Right pectoral - - - HUD Center position 2 - - - HUD Top-right - - - HUD Top - - - HUD Top-left - - - HUD Center - - - HUD Bottom-left - - - HUD Bottom - - - HUD Bottom-right - - - - Tree foliage types - - - - Pine1 tree - - - Oak tree - - - Tropical Bush1 - - - Palm1 tree - - - Dogwood tree - - - Tropical Bush2 - - - Palm2 tree - - - Cypress1 tree - - - Cypress2 tree - - - Pine2 tree - - - Plumeria - - - Winter pinetree1 - - - Winter Aspen tree - - - Winter pinetree2 - - - Eucalyptus tree - - - Fern - - - Eelgrass - - - Sea Sword - - - Kelp1 plant - - - Beach grass - - - Kelp2 plant - - - - Grass foliage types - - - - - - - - - - - - - - - - - - - - - - - Action associated with clicking on an object - - - - Touch object - - - Sit on object - - - Purchase object or contents - - - Pay the object - - - Open task inventory - - - Play parcel media - - - Open parcel media - - - - 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 - - - The event subscribers. null if no subcribers - - - Raises the LandPatchReceived event - A LandPatchReceivedEventArgs object containing the - data returned from the simulator - - - Thread sync lock object - - - - Default constructor - - - - - - Retrieve the terrain height at a given coordinate - - The region that the point of interest is in - 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 - - - Raised when the simulator responds sends - - - Simulator from that sent tha data - - - Sim coordinate of the patch - - - Sim coordinate of the patch - - - Size of tha patch - - - Heightmap for the patch - - - - The InternalDictionary class is used through the library for storing key/value pairs. - It is intended to be a replacement for the generic Dictionary class and should - be used in its place. It contains several methods for allowing access to the data from - outside the library that are read only and thread safe. - - - Key - Value - - - Internal dictionary that this class wraps around. Do not - modify or enumerate the contents of this dictionary without locking - on this member - - - - Initializes a new instance of the Class - with the specified key/value, has the default initial capacity. - - - - // initialize a new InternalDictionary named testDict with a string as the key and an int as the value. - public InternalDictionary<string, int> testDict = new InternalDictionary<string, int>(); - - - - - - Initializes a new instance of the Class - with the specified key/value, has its initial valies copied from the specified - - - - to copy initial values from - - - // initialize a new InternalDictionary named testAvName with a UUID as the key and an string as the value. - // populates with copied values from example KeyNameCache Dictionary. - - // create source dictionary - Dictionary<UUID, string> KeyNameCache = new Dictionary<UUID, string>(); - KeyNameCache.Add("8300f94a-7970-7810-cf2c-fc9aa6cdda24", "Jack Avatar"); - KeyNameCache.Add("27ba1e40-13f7-0708-3e98-5819d780bd62", "Jill Avatar"); - - // Initialize new dictionary. - public InternalDictionary<UUID, string> testAvName = new InternalDictionary<UUID, string>(KeyNameCache); - - - - - - Initializes a new instance of the Class - with the specified key/value, With its initial capacity specified. - - Initial size of dictionary - - - // initialize a new InternalDictionary named testDict with a string as the key and an int as the value, - // initially allocated room for 10 entries. - public InternalDictionary<string, int> testDict = new InternalDictionary<string, int>(10); - - - - - - Try to get entry from with specified key - - Key to use for lookup - Value returned - if specified key exists, if not found - - - // find your avatar using the Simulator.ObjectsAvatars InternalDictionary: - Avatar av; - if (Client.Network.CurrentSim.ObjectsAvatars.TryGetValue(Client.Self.AgentID, out av)) - Console.WriteLine("Found Avatar {0}", av.Name); - - - - - - - Finds the specified match. - - The match. - Matched value - - - // use a delegate to find a prim in the ObjectsPrimitives InternalDictionary - // with the ID 95683496 - uint findID = 95683496; - Primitive findPrim = sim.ObjectsPrimitives.Find( - delegate(Primitive prim) { return prim.ID == findID; }); - - - - - Find All items in an - return matching items. - a containing found items. - - Find All prims within 20 meters and store them in a List - - int radius = 20; - List<Primitive> prims = Client.Network.CurrentSim.ObjectsPrimitives.FindAll( - delegate(Primitive prim) { - Vector3 pos = prim.Position; - return ((prim.ParentID == 0) && (pos != Vector3.Zero) && (Vector3.Distance(pos, location) < radius)); - } - ); - - - - - Find All items in an - return matching keys. - a containing found keys. - - Find All keys which also exist in another dictionary - - List<UUID> matches = myDict.FindAll( - delegate(UUID id) { - return myOtherDict.ContainsKey(id); - } - ); - - - - - Perform an on each entry in an - to perform - - - // Iterates over the ObjectsPrimitives InternalDictionary and prints out some information. - Client.Network.CurrentSim.ObjectsPrimitives.ForEach( - delegate(Primitive prim) - { - if (prim.Text != null) - { - Console.WriteLine("NAME={0} ID = {1} TEXT = '{2}'", - prim.PropertiesFamily.Name, prim.ID, prim.Text); - } - }); - - - - - Perform an on each key of an - to perform - - - - Perform an on each KeyValuePair of an - - to perform - - - Check if Key exists in Dictionary - Key to check for - if found, otherwise - - - Check if Value exists in Dictionary - Value to check for - if found, otherwise - - - - Adds the specified key to the dictionary, dictionary locking is not performed, - - - The key - The value - - - - Removes the specified key, dictionary locking is not performed - - The key. - if successful, otherwise - - - - Gets the number of Key/Value pairs contained in the - - - - - Indexer for the dictionary - - The key - The value - - - - Avatar group management - - - - Key of Group Member - - - Total land contribution - - - Online status information - - - Abilities that the Group Member has - - - Current group title - - - Is a group owner - - - - Role manager for a group - - - - Key of the group - - - Key of Role - - - Name of Role - - - Group Title associated with Role - - - Description of Role - - - Abilities Associated with Role - - - Returns the role's title - The role's title - - - - Class to represent Group Title - - - - Key of the group - - - ID of the role title belongs to - - - Group Title - - - Whether title is Active - - - Returns group title - - - - Represents a group on the grid - - - - Key of Group - - - Key of Group Insignia - - - Key of Group Founder - - - Key of Group Role for Owners - - - Name of Group - - - Text of Group Charter - - - Title of "everyone" role - - - Is the group open for enrolement to everyone - - - Will group show up in search - - - - - - - - - - - - Is the group Mature - - - Cost of group membership - - - - - - - - - The total number of current members this group has - - - The number of roles this group has configured - - - Show this group in agent's profile - - - Returns the name of the group - A string containing the name of the group - - - - A group Vote - - - - Key of Avatar who created Vote - - - Text of the Vote proposal - - - Total number of votes - - - - A group proposal - - - - The Text of the proposal - - - The minimum number of members that must vote before proposal passes or failes - - - The required ration of yes/no votes required for vote to pass - The three options are Simple Majority, 2/3 Majority, and Unanimous - TODO: this should be an enum - - - The duration in days votes are accepted - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Struct representing a group notice - - - - - - - - - - - - - - - - - - - - - - - Struct representing a group notice list entry - - - - Notice ID - - - Creation timestamp of notice - - - Agent name who created notice - - - Notice subject - - - Is there an attachment? - - - Attachment Type - - - - Struct representing a member of a group chat session and their settings - - - - The of the Avatar - - - True if user has voice chat enabled - - - True of Avatar has moderator abilities - - - True if a moderator has muted this avatars chat - - - True if a moderator has muted this avatars voice - - - - Role update flags - - - - - - - - - - - - - - - - - - - - - - - - - Can send invitations to groups default role - - - Can eject members from group - - - Can toggle 'Open Enrollment' and change 'Signup fee' - - - Member is visible in the public member list - - - Can create new roles - - - Can delete existing roles - - - Can change Role names, titles and descriptions - - - Can assign other members to assigners role - - - Can assign other members to any role - - - Can remove members from roles - - - Can assign and remove abilities in roles - - - Can change group Charter, Insignia, 'Publish on the web' and which - members are publicly visible in group member listings - - - Can buy land or deed land to group - - - Can abandon group owned land to Governor Linden on mainland, or Estate owner for - private estates - - - Can set land for-sale information on group owned parcels - - - Can subdivide and join parcels - - - Can join group chat sessions - - - Can use voice chat in Group Chat sessions - - - Can moderate group chat sessions - - - Can toggle "Show in Find Places" and set search category - - - Can change parcel name, description, and 'Publish on web' settings - - - Can set the landing point and teleport routing on group land - - - Can change music and media settings - - - Can toggle 'Edit Terrain' option in Land settings - - - Can toggle various About Land > Options settings - - - Can always terraform land, even if parcel settings have it turned off - - - Can always fly while over group owned land - - - Can always rez objects on group owned land - - - Can always create landmarks for group owned parcels - - - Can set home location on any group owned parcel - - - Can modify public access settings for group owned parcels - - - Can manager parcel ban lists on group owned land - - - Can manage pass list sales information - - - Can eject and freeze other avatars on group owned land - - - Can return objects set to group - - - Can return non-group owned/set objects - - - Can return group owned objects - - - Can landscape using Linden plants - - - Can deed objects to group - - - Can move group owned objects - - - Can set group owned objects for-sale - - - Pay group liabilities and receive group dividends - - - 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 - - - - Wrapper around a byte array that allows bit to be packed and unpacked - one at a time or by a variable amount. Useful for very tightly packed - data like LayerData packets - - - - - - - - Default constructor, initialize the bit packer / bit unpacker - with a byte array and starting position - - Byte array to pack bits in to or unpack from - Starting position in the byte array - - - - Pack a floating point value in to the data - - Floating point value to pack - - - - Pack part or all of an integer in to the data - - Integer containing the data to pack - Number of bits of the integer to pack - - - - Pack part or all of an unsigned integer in to the data - - Unsigned integer containing the data to pack - Number of bits of the integer to pack - - - - - - - - - - - - - - - - - - - - - - - - - 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 - - - - - - - - - - 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 - - - - - 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 - - - - - - - - - - - - - - - - Index of TextureEntry slots for avatar appearances - - - - - Bake layers for avatar appearance - - - - Maximum number of concurrent downloads for wearable assets and textures - - - Maximum number of concurrent uploads for baked textures - - - Timeout for fetching inventory listings - - - Timeout for fetching a single wearable, or receiving a single packet response - - - Timeout for fetching a single texture - - - Timeout for uploading a single baked texture - - - Number of times to retry bake upload - - - When changing outfit, kick off rebake after - 20 seconds has passed since the last change - - - Total number of wearables for each avatar - - - Total number of baked textures on each avatar - - - Total number of wearables per bake layer - - - Total number of textures on an avatar, baked or not - - - Mapping between BakeType and AvatarTextureIndex - - - Map of what wearables are included in each bake - - - Magic values to finalize the cache check hashes for each - bake - - - Default avatar texture, used to detect when a custom - texture is not set for a face - - - The event subscribers. null if no subcribers - - - Raises the AgentWearablesReply event - An AgentWearablesReplyEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the CachedBakesReply event - An AgentCachedBakesReplyEventArgs object containing the - data returned from the data server AgentCachedTextureResponse - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the AppearanceSet event - An AppearanceSetEventArgs object indicating if the operatin was successfull - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the RebakeAvatarRequested event - An RebakeAvatarTexturesEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - A cache of wearables currently being worn - - - A cache of textures currently being worn - - - Incrementing serial number for AgentCachedTexture packets - - - Incrementing serial number for AgentSetAppearance packets - - - Indicates whether or not the appearance thread is currently - running, to prevent multiple appearance threads from running - simultaneously - - - Reference to our agent - - - - Timer used for delaying rebake on changing outfit - - - - - Main appearance thread - - - - - Default constructor - - A reference to our agent - - - - Obsolete method for setting appearance. This function no longer does anything. - Use RequestSetAppearance() to manually start the appearance thread - - - - - Obsolete method for setting appearance. This function no longer does anything. - Use RequestSetAppearance() to manually start the appearance thread - - Unused parameter - - - - Starts the appearance setting thread - - - - - Starts the appearance setting thread - - True to force rebaking, otherwise false - - - - Ask the server what textures our agent is currently wearing - - - - - Build hashes out of the texture assetIDs for each baking layer to - ask the simulator whether it has cached copies of each baked texture - - - - - Returns the AssetID of the asset that is currently being worn in a - given WearableType slot - - WearableType slot to get the AssetID for - The UUID of the asset being worn in the given slot, or - UUID.Zero if no wearable is attached to the given slot or wearables - have not been downloaded yet - - - - Add a wearable to the current outfit and set appearance - - Wearable to be added to the outfit - - - - Add a list of wearables to the current outfit and set appearance - - List of wearable inventory items to - be added to the outfit - - - - Remove a wearable from the current outfit and set appearance - - Wearable to be removed from the outfit - - - - Removes a list of wearables from the current outfit and set appearance - - List of wearable inventory items to - be removed from the outfit - - - - Replace the current outfit with a list of wearables and set appearance - - List of wearable inventory items that - define a new outfit - - - - Checks if an inventory item is currently being worn - - The inventory item to check against the agent - wearables - The WearableType slot that the item is being worn in, - or WearbleType.Invalid if it is not currently being worn - - - - Returns a copy of the agents currently worn wearables - - A copy of the agents currently worn wearables - Avoid calling this function multiple times as it will make - a copy of all of the wearable data each time - - - - Calls either or - depending on the value of - replaceItems - - List of wearable inventory items to add - to the outfit or become a new outfit - True to replace existing items with the - new list of items, false to add these items to the existing outfit - - - - Adds a list of attachments to our agent - - A List containing the attachments to add - If true, tells simulator to remove existing attachment - first - - - - Attach an item to our agent at a specific attach point - - A to attach - the on the avatar - to attach the item to - - - - Attach an item to our agent specifying attachment details - - The of the item to attach - The attachments owner - The name of the attachment - The description of the attahment - The to apply when attached - The of the attachment - The on the agent - to attach the item to - - - - Detach an item from our agent using an object - - An object - - - - Detach an item from our agent - - The inventory itemID of the item to detach - - - - Inform the sim which wearables are part of our current outfit - - - - - Replaces the Wearables collection with a list of new wearable items - - Wearable items to replace the Wearables collection with - - - - Calculates base color/tint for a specific wearable - based on its params - - All the color info gathered from wearable's VisualParams - passed as list of ColorParamInfo tuples - Base color/tint for the wearable - - - - Blocking method to populate the Wearables dictionary - - True on success, otherwise false - - - - Blocking method to populate the Textures array with cached bakes - - True on success, otherwise false - - - - Populates textures and visual params from a decoded asset - - Wearable to decode - - - - Blocking method to download and parse currently worn wearable assets - - True on success, otherwise false - - - - Get a list of all of the textures that need to be downloaded for a - single bake layer - - Bake layer to get texture AssetIDs for - A list of texture AssetIDs to download - - - - Helper method to lookup the TextureID for a single layer and add it - to a list if it is not already present - - - - - - - Blocking method to download all of the textures needed for baking - the given bake layers - - A list of layers that need baking - No return value is given because the baking will happen - whether or not all textures are successfully downloaded - - - - Blocking method to create and upload baked textures for all of the - missing bakes - - True on success, otherwise false - - - - Blocking method to create and upload a baked texture for a single - bake layer - - Layer to bake - True on success, otherwise false - - - - Blocking method to upload a baked texture - - Five channel JPEG2000 texture data to upload - UUID of the newly created asset on success, otherwise UUID.Zero - - - - Creates a dictionary of visual param values from the downloaded wearables - - A dictionary of visual param indices mapping to visual param - values for our agent that can be fed to the Baker class - - - - Create an AgentSetAppearance packet from Wearables data and the - Textures array and send it - - - - - Converts a WearableType to a bodypart or clothing WearableType - - A WearableType - AssetType.Bodypart or AssetType.Clothing or AssetType.Unknown - - - - Converts a BakeType to the corresponding baked texture slot in AvatarTextureIndex - - A BakeType - The AvatarTextureIndex slot that holds the given BakeType - - - - Gives the layer number that is used for morph mask - - >A BakeType - Which layer number as defined in BakeTypeToTextures is used for morph mask - - - - Converts a BakeType to a list of the texture slots that make up that bake - - A BakeType - A list of texture slots that are inputs for the given bake - - - Triggered when an AgentWearablesUpdate packet is received, - telling us what our avatar is currently wearing - request. - - - Raised when an AgentCachedTextureResponse packet is - received, giving a list of cached bakes that were found on the - simulator - request. - - - - Raised when appearance data is sent to the simulator, also indicates - the main appearance thread is finished. - - request. - - - - Triggered when the simulator requests the agent rebake its appearance. - - - - - - Returns true if AppearanceManager is busy and trying to set or change appearance will fail - - - - - Contains information about a wearable inventory item - - - - Inventory ItemID of the wearable - - - AssetID of the wearable asset - - - WearableType of the wearable - - - AssetType of the wearable - - - Asset data for the wearable - - - - Data collected from visual params for each wearable - needed for the calculation of the color - - - - - Holds a texture assetID and the data needed to bake this layer into - an outfit texture. Used to keep track of currently worn textures - and baking data - - - - A texture AssetID - - - Asset data for the texture - - - Collection of alpha masks that needs applying - - - Tint that should be applied to the texture - - - Contains the Event data returned from the data server from an AgentWearablesRequest - - - Construct a new instance of the AgentWearablesReplyEventArgs class - - - Contains the Event data returned from the data server from an AgentCachedTextureResponse - - - Construct a new instance of the AgentCachedBakesReplyEventArgs class - - - Contains the Event data returned from an AppearanceSetRequest - - - - Triggered when appearance data is sent to the sim and - the main appearance thread is done. - Indicates whether appearance setting was successful - - - Indicates whether appearance setting was successful - - - Contains the Event data returned from the data server from an RebakeAvatarTextures - - - - Triggered when the simulator sends a request for this agent to rebake - its appearance - - The ID of the Texture Layer to bake - - - The ID of the Texture Layer to bake - - - - 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 - - - - Unregister an event handler - - Packet type to unregister the handler for - Callback to be unregistered - - - - Fire the events registered for this packet type synchronously - - Incoming packet type - Incoming packet - Simulator this packet was received from - - - - Fire the events registered for this packet type asynchronously - - Incoming packet type - Incoming packet - Simulator this packet was received from - - - - Object that is passed to worker threads in the ThreadPool for - firing packet callbacks - - - - Callback to fire for this packet - - - Reference to the simulator that this packet came from - - - The packet that needs to be processed - - - - Registers, unregisters, and fires events generated by the Capabilities - event queue - - - - Reference to the GridClient object - - - - Default constructor - - Reference to the GridClient object - - - - Register an new event handler for a capabilities event sent via the EventQueue - - Use String.Empty to fire this event on every CAPS event - Capability event name to register the - handler for - Callback to fire - - - - Unregister a previously registered capabilities handler - - Capability event name unregister the - handler for - Callback to unregister - - - - Fire the events registered for this event type synchronously - - Capability name - Decoded event body - Reference to the simulator that - generated this event - - - - Fire the events registered for this event type asynchronously - - Capability name - Decoded event body - Reference to the simulator that - generated this event - - - - Object that is passed to worker threads in the ThreadPool for - firing CAPS callbacks - - - - Callback to fire for this packet - - - Name of the CAPS event - - - Strongly typed decoded data - - - Reference to the simulator that generated this event - - - - Access to the data server which allows searching for land, events, people, etc - - - - The event subscribers. null if no subcribers - - - Raises the EventInfoReply event - An EventInfoReplyEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the DirEventsReply event - An DirEventsReplyEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the PlacesReply event - A PlacesReplyEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the DirPlacesReply event - A DirPlacesReplyEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the DirClassifiedsReply event - A DirClassifiedsReplyEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the DirGroupsReply event - A DirGroupsReplyEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the DirPeopleReply event - A DirPeopleReplyEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the DirLandReply event - A DirLandReplyEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - - Constructs a new instance of the DirectoryManager class - - An instance of GridClient - - - - Query the data server for a list of classified ads containing the specified string. - Defaults to searching for classified placed in any category, and includes PG, Adult and Mature - results. - - Responses are sent 16 per response packet, there is no way to know how many results a query reply will contain however assuming - the reply packets arrived ordered, a response with less than 16 entries would indicate all results have been received - - The event is raised when a response is received from the simulator - - A string containing a list of keywords to search for - A UUID to correlate the results when the event is raised - - - - Query the data server for a list of classified ads which contain specified keywords (Overload) - - The event is raised when a response is received from the simulator - - A string containing a list of keywords to search for - The category to search - A set of flags which can be ORed to modify query options - such as classified maturity rating. - A UUID to correlate the results when the event is raised - - Search classified ads containing the key words "foo" and "bar" in the "Any" category that are either PG or Mature - - UUID searchID = StartClassifiedSearch("foo bar", ClassifiedCategories.Any, ClassifiedQueryFlags.PG | ClassifiedQueryFlags.Mature); - - - - Responses are sent 16 at a time, there is no way to know how many results a query reply will contain however assuming - the reply packets arrived ordered, a response with less than 16 entries would indicate all results have been received - - - - - Starts search for places (Overloaded) - - The event is raised when a response is received from the simulator - - Search text - Each request is limited to 100 places - being returned. To get the first 100 result entries of a request use 0, - from 100-199 use 1, 200-299 use 2, etc. - A UUID to correlate the results when the event is raised - - - - Queries the dataserver for parcels of land which are flagged to be shown in search - - The event is raised when a response is received from the simulator - - A string containing a list of keywords to search for separated by a space character - A set of flags which can be ORed to modify query options - such as classified maturity rating. - The category to search - Each request is limited to 100 places - being returned. To get the first 100 result entries of a request use 0, - from 100-199 use 1, 200-299 use 2, etc. - A UUID to correlate the results when the event is raised - - Search places containing the key words "foo" and "bar" in the "Any" category that are either PG or Adult - - UUID searchID = StartDirPlacesSearch("foo bar", DirFindFlags.DwellSort | DirFindFlags.IncludePG | DirFindFlags.IncludeAdult, ParcelCategory.Any, 0); - - - - Additional information on the results can be obtained by using the ParcelManager.InfoRequest method - - - - - Starts a search for land sales using the directory - - The event is raised when a response is received from the simulator - - What type of land to search for. Auction, - estate, mainland, "first land", etc - The OnDirLandReply event handler must be registered before - calling this function. There is no way to determine how many - results will be returned, or how many times the callback will be - fired other than you won't get more than 100 total parcels from - each query. - - - - Starts a search for land sales using the directory - - The event is raised when a response is received from the simulator - - What type of land to search for. Auction, - estate, mainland, "first land", etc - Maximum price to search for - Maximum area to search for - Each request is limited to 100 parcels - being returned. To get the first 100 parcels of a request use 0, - from 100-199 use 1, 200-299 use 2, etc. - The OnDirLandReply event handler must be registered before - calling this function. There is no way to determine how many - results will be returned, or how many times the callback will be - fired other than you won't get more than 100 total parcels from - each query. - - - - Send a request to the data server for land sales listings - - - Flags sent to specify query options - - Available flags: - Specify the parcel rating with one or more of the following: - IncludePG IncludeMature IncludeAdult - - Specify the field to pre sort the results with ONLY ONE of the following: - PerMeterSort NameSort AreaSort PricesSort - - Specify the order the results are returned in, if not specified the results are pre sorted in a Descending Order - SortAsc - - Specify additional filters to limit the results with one or both of the following: - LimitByPrice LimitByArea - - Flags can be combined by separating them with the | (pipe) character - - Additional details can be found in - - What type of land to search for. Auction, - Estate or Mainland - Maximum price to search for when the - DirFindFlags.LimitByPrice flag is specified in findFlags - Maximum area to search for when the - DirFindFlags.LimitByArea flag is specified in findFlags - Each request is limited to 100 parcels - being returned. To get the first 100 parcels of a request use 0, - from 100-199 use 100, 200-299 use 200, etc. - The event will be raised with the response from the simulator - - There is no way to determine how many results will be returned, or how many times the callback will be - fired other than you won't get more than 100 total parcels from - each reply. - - Any land set for sale to either anybody or specific to the connected agent will be included in the - results if the land is included in the query - - - // request all mainland, any maturity rating that is larger than 512 sq.m - StartLandSearch(DirFindFlags.SortAsc | DirFindFlags.PerMeterSort | DirFindFlags.LimitByArea | DirFindFlags.IncludePG | DirFindFlags.IncludeMature | DirFindFlags.IncludeAdult, SearchTypeFlags.Mainland, 0, 512, 0); - - - - - Search for Groups - - The name or portion of the name of the group you wish to search for - Start from the match number - - - - - Search for Groups - - The name or portion of the name of the group you wish to search for - Start from the match number - Search flags - - - - - Search the People directory for other avatars - - The name or portion of the name of the avatar you wish to search for - - - - - - Search Places for parcels of land you personally own - - - - - Searches Places for land owned by the specified group - - ID of the group you want to recieve land list for (You must be a member of the group) - Transaction (Query) ID which can be associated with results from your request. - - - - Search the Places directory for parcels that are listed in search and contain the specified keywords - - A string containing the keywords to search for - Transaction (Query) ID which can be associated with results from your request. - - - - Search Places - All Options - - One of the Values from the DirFindFlags struct, ie: AgentOwned, GroupOwned, etc. - One of the values from the SearchCategory Struct, ie: Any, Linden, Newcomer - A string containing a list of keywords to search for separated by a space character - String Simulator Name to search in - LLUID of group you want to recieve results for - Transaction (Query) ID which can be associated with results from your request. - Transaction (Query) ID which can be associated with results from your request. - - - - Search All Events with specifid searchText in all categories, includes PG, Mature and Adult - - A string containing a list of keywords to search for separated by a space character - Each request is limited to 100 entries - being returned. To get the first group of entries of a request use 0, - from 100-199 use 100, 200-299 use 200, etc. - UUID of query to correlate results in callback. - - - - Search Events - - A string containing a list of keywords to search for separated by a space character - One or more of the following flags: DateEvents, IncludePG, IncludeMature, IncludeAdult - from the Enum - - Multiple flags can be combined by separating the flags with the | (pipe) character - "u" for in-progress and upcoming events, -or- number of days since/until event is scheduled - For example "0" = Today, "1" = tomorrow, "2" = following day, "-1" = yesterday, etc. - Each request is limited to 100 entries - being returned. To get the first group of entries of a request use 0, - from 100-199 use 100, 200-299 use 200, etc. - EventCategory event is listed under. - UUID of query to correlate results in callback. - - - Requests Event Details - ID of Event returned from the method - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming event message - The Unique Capabilities Key - The event message containing the data - The simulator the message originated from - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming event message - The Unique Capabilities Key - The event message containing the data - The simulator the message originated from - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Raised when the data server responds to a request. - - - Raised when the data server responds to a request. - - - Raised when the data server responds to a request. - - - Raised when the data server responds to a request. - - - Raised when the data server responds to a request. - - - Raised when the data server responds to a request. - - - Raised when the data server responds to a request. - - - Raised when the data server responds to a request. - - - Classified Ad categories - - - Classified is listed in the Any category - - - Classified is shopping related - - - Classified is - - - - - - - - - - - - - - - - - - - - - - - - Event Categories - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Query Flags used in many of the DirectoryManager methods to specify which query to execute and how to return the results. - - Flags can be combined using the | (pipe) character, not all flags are available in all queries - - - - Query the People database - - - - - - - - - Query the Groups database - - - Query the Events database - - - Query the land holdings database for land owned by the currently connected agent - - - - - - Query the land holdings database for land which is owned by a Group - - - Specifies the query should pre sort the results based upon traffic - when searching the Places database - - - - - - - - - - - - - - - Specifies the query should pre sort the results in an ascending order when searching the land sales database. - This flag is only used when searching the land sales database - - - Specifies the query should pre sort the results using the SalePrice field when searching the land sales database. - This flag is only used when searching the land sales database - - - Specifies the query should pre sort the results by calculating the average price/sq.m (SalePrice / Area) when searching the land sales database. - This flag is only used when searching the land sales database - - - Specifies the query should pre sort the results using the ParcelSize field when searching the land sales database. - This flag is only used when searching the land sales database - - - Specifies the query should pre sort the results using the Name field when searching the land sales database. - This flag is only used when searching the land sales database - - - When set, only parcels less than the specified Price will be included when searching the land sales database. - This flag is only used when searching the land sales database - - - When set, only parcels greater than the specified Size will be included when searching the land sales database. - This flag is only used when searching the land sales database - - - - - - - - - Include PG land in results. This flag is used when searching both the Groups, Events and Land sales databases - - - Include Mature land in results. This flag is used when searching both the Groups, Events and Land sales databases - - - Include Adult land in results. This flag is used when searching both the Groups, Events and Land sales databases - - - - - - - Land types to search dataserver for - - - - Search Auction, Mainland and Estate - - - Land which is currently up for auction - - - Parcels which are on the mainland (Linden owned) continents - - - Parcels which are on privately owned simulators - - - - The content rating of the event - - - - Event is PG - - - Event is Mature - - - Event is Adult - - - - Classified Ad Options - - There appear to be two formats the flags are packed in. - This set of flags is for the newer style - - - - - - - - - - - - - - - - - - - Classified ad query options - - - - Include all ads in results - - - Include PG ads in results - - - Include Mature ads in results - - - Include Adult ads in results - - - - The For Sale flag in PlacesReplyData - - - - Parcel is not listed for sale - - - Parcel is For Sale - - - - A classified ad on the grid - - - - UUID for this ad, useful for looking up detailed - information about it - - - The title of this classified ad - - - Flags that show certain options applied to the classified - - - Creation date of the ad - - - Expiration date of the ad - - - Price that was paid for this ad - - - Print the struct data as a string - A string containing the field name, and field value - - - - A parcel retrieved from the dataserver such as results from the - "For-Sale" listings or "Places" Search - - - - The unique dataserver parcel ID - This id is used to obtain additional information from the entry - by using the method - - - A string containing the name of the parcel - - - The size of the parcel - This field is not returned for Places searches - - - The price of the parcel - This field is not returned for Places searches - - - If True, this parcel is flagged to be auctioned - - - If true, this parcel is currently set for sale - - - Parcel traffic - - - Print the struct data as a string - A string containing the field name, and field value - - - - An Avatar returned from the dataserver - - - - Online status of agent - This field appears to be obsolete and always returns false - - - The agents first name - - - The agents last name - - - The agents - - - Print the struct data as a string - A string containing the field name, and field value - - - - Response to a "Groups" Search - - - - The Group ID - - - The name of the group - - - The current number of members - - - Print the struct data as a string - A string containing the field name, and field value - - - - Parcel information returned from a request - - Represents one of the following: - A parcel of land on the grid that has its Show In Search flag set - A parcel of land owned by the agent making the request - A parcel of land owned by a group the agent making the request is a member of - - - In a request for Group Land, the First record will contain an empty record - - Note: This is not the same as searching the land for sale data source - - - - The ID of the Agent of Group that owns the parcel - - - The name - - - The description - - - The Size of the parcel - - - The billable Size of the parcel, for mainland - parcels this will match the ActualArea field. For Group owned land this will be 10 percent smaller - than the ActualArea. For Estate land this will always be 0 - - - Indicates the ForSale status of the parcel - - - The Gridwide X position - - - The Gridwide Y position - - - The Z position of the parcel, or 0 if no landing point set - - - The name of the Region the parcel is located in - - - The Asset ID of the parcels Snapshot texture - - - The calculated visitor traffic - - - The billing product SKU - Known values are: - - 023Mainland / Full Region - 024Estate / Full Region - 027Estate / Openspace - 029Estate / Homestead - 129Mainland / Homestead (Linden Owned) - - - - - No longer used, will always be 0 - - - Get a SL URL for the parcel - A string, containing a standard SLURL - - - Print the struct data as a string - A string containing the field name, and field value - - - - An "Event" Listing summary - - - - The ID of the event creator - - - The name of the event - - - The events ID - - - A string containing the short date/time the event will begin - - - The event start time in Unixtime (seconds since epoch) - - - The events maturity rating - - - Print the struct data as a string - A string containing the field name, and field value - - - - The details of an "Event" - - - - The events ID - - - The ID of the event creator - - - The name of the event - - - The category - - - The events description - - - The short date/time the event will begin - - - The event start time in Unixtime (seconds since epoch) UTC adjusted - - - The length of the event in minutes - - - 0 if no cover charge applies - - - The cover charge amount in L$ if applicable - - - The name of the region where the event is being held - - - The gridwide location of the event - - - The maturity rating - - - Get a SL URL for the parcel where the event is hosted - A string, containing a standard SLURL - - - Print the struct data as a string - A string containing the field name, and field value - - - Contains the Event data returned from the data server from an EventInfoRequest - - - Construct a new instance of the EventInfoReplyEventArgs class - A single EventInfo object containing the details of an event - - - - A single EventInfo object containing the details of an event - - - - Contains the "Event" detail data returned from the data server - - - Construct a new instance of the DirEventsReplyEventArgs class - The ID of the query returned by the data server. - This will correlate to the ID returned by the method - A list containing the "Events" returned by the search query - - - The ID returned by - - - A list of "Events" returned by the data server - - - Contains the "Event" list data returned from the data server - - - Construct a new instance of PlacesReplyEventArgs class - The ID of the query returned by the data server. - This will correlate to the ID returned by the method - A list containing the "Places" returned by the data server query - - - The ID returned by - - - A list of "Places" returned by the data server - - - Contains the places data returned from the data server - - - Construct a new instance of the DirPlacesReplyEventArgs class - The ID of the query returned by the data server. - This will correlate to the ID returned by the method - A list containing land data returned by the data server - - - The ID returned by - - - A list containing Places data returned by the data server - - - Contains the classified data returned from the data server - - - Construct a new instance of the DirClassifiedsReplyEventArgs class - A list of classified ad data returned from the data server - - - A list containing Classified Ads returned by the data server - - - Contains the group data returned from the data server - - - Construct a new instance of the DirGroupsReplyEventArgs class - The ID of the query returned by the data server. - This will correlate to the ID returned by the method - A list of groups data returned by the data server - - - The ID returned by - - - A list containing Groups data returned by the data server - - - Contains the people data returned from the data server - - - Construct a new instance of the DirPeopleReplyEventArgs class - The ID of the query returned by the data server. - This will correlate to the ID returned by the method - A list of people data returned by the data server - - - The ID returned by - - - A list containing People data returned by the data server - - - Contains the land sales data returned from the data server - - - Construct a new instance of the DirLandReplyEventArgs class - A list of parcels for sale returned by the data server - - - A list containing land forsale data returned by the data server - - - + + + + OpenMetaverse + + + + + Capability to load TGAs to Bitmap + + + + + Represents a primitive asset + + + + + 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 + + + + Initializes a new instance of an AssetPrim object + + + + + + + + + + + + + + Override the base classes AssetType + + + + Only used internally for XML serialization/deserialization + + + + + pre-defined built in sounds + + + + + + + + + + + + + + + + + + + + + + + + + + + + coins + + + cash register bell + + + + + + + + + rubber + + + plastic + + + flesh + + + wood splintering? + + + glass break + + + metal clunk + + + whoosh + + + shake + + + + + + ding + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + A dictionary containing all pre-defined sounds + + A dictionary containing the pre-defined sounds, + where the key is the sounds ID, and the value is a string + containing a name to identify the purpose of the sound + + + + Type of return to use when returning objects from a parcel + + + + + + + Return objects owned by parcel owner + + + Return objects set to group + + + Return objects not owned by parcel owner or set to group + + + Return a specific list of objects on parcel + + + Return objects that are marked for-sale + + + + Blacklist/Whitelist flags used in parcels Access List + + + + Agent is denied access + + + Agent is granted access + + + + The result of a request for parcel properties + + + + No matches were found for the request + + + Request matched a single parcel + + + Request matched multiple parcels + + + + Flags used in the ParcelAccessListRequest packet to specify whether + we want the access list (whitelist), ban list (blacklist), or both + + + + Request the access list + + + Request the ban list + + + Request both White and Black lists + + + + Sequence ID in ParcelPropertiesReply packets (sent when avatar + tries to cross a parcel border) + + + + Parcel is currently selected + + + Parcel restricted to a group the avatar is not a + member of + + + Avatar is banned from the parcel + + + Parcel is restricted to an access list that the + avatar is not on + + + Response to hovering over a parcel + + + + The tool to use when modifying terrain levels + + + + Level the terrain + + + Raise the terrain + + + Lower the terrain + + + Smooth the terrain + + + Add random noise to the terrain + + + Revert terrain to simulator default + + + + The tool size to use when changing terrain levels + + + + Small + + + Medium + + + Large + + + + Reasons agent is denied access to a parcel on the simulator + + + + Agent is not denied, access is granted + + + Agent is not a member of the group set for the parcel, or which owns the parcel + + + Agent is not on the parcels specific allow list + + + Agent is on the parcels ban list + + + Unknown + + + Agent is not age verified and parcel settings deny access to non age verified avatars + + + + Parcel overlay type. This is used primarily for highlighting and + coloring which is why it is a single integer instead of a set of + flags + + These values seem to be poorly thought out. The first three + bits represent a single value, not flags. For example Auction (0x05) is + not a combination of OwnedByOther (0x01) and ForSale(0x04). However, + the BorderWest and BorderSouth values are bit flags that get attached + to the value stored in the first three bits. Bits four, five, and six + are unused + + + Public land + + + Land is owned by another avatar + + + Land is owned by a group + + + Land is owned by the current avatar + + + Land is for sale + + + Land is being auctioned + + + To the west of this area is a parcel border + + + To the south of this area is a parcel border + + + + Various parcel properties + + + + No flags set + + + Allow avatars to fly (a client-side only restriction) + + + Allow foreign scripts to run + + + This parcel is for sale + + + Allow avatars to create a landmark on this parcel + + + Allows all avatars to edit the terrain on this parcel + + + Avatars have health and can take damage on this parcel. + If set, avatars can be killed and sent home here + + + Foreign avatars can create objects here + + + All objects on this parcel can be purchased + + + Access is restricted to a group + + + Access is restricted to a whitelist + + + Ban blacklist is enabled + + + Unknown + + + List this parcel in the search directory + + + Allow personally owned parcels to be deeded to group + + + If Deeded, owner contributes required tier to group parcel is deeded to + + + Restrict sounds originating on this parcel to the + parcel boundaries + + + Objects on this parcel are sold when the land is + purchsaed + + + Allow this parcel to be published on the web + + + The information for this parcel is mature content + + + The media URL is an HTML page + + + The media URL is a raw HTML string + + + Restrict foreign object pushes + + + Ban all non identified/transacted avatars + + + Allow group-owned scripts to run + + + Allow object creation by group members or group + objects + + + Allow all objects to enter this parcel + + + Only allow group and owner objects to enter this parcel + + + Voice Enabled on this parcel + + + Use Estate Voice channel for Voice on this parcel + + + Deny Age Unverified Users + + + + Parcel ownership status + + + + Placeholder + + + Parcel is leased (owned) by an avatar or group + + + Parcel is in process of being leased (purchased) by an avatar or group + + + Parcel has been abandoned back to Governor Linden + + + + Category parcel is listed in under search + + + + No assigned category + + + Linden Infohub or public area + + + Adult themed area + + + Arts and Culture + + + Business + + + Educational + + + Gaming + + + Hangout or Club + + + Newcomer friendly + + + Parks and Nature + + + Residential + + + Shopping + + + Not Used? + + + Other + + + Not an actual category, only used for queries + + + + Type of teleport landing for a parcel + + + + Unset, simulator default + + + Specific landing point set for this parcel + + + No landing point set, direct teleports enabled for + this parcel + + + + Parcel Media Command used in ParcelMediaCommandMessage + + + + Stop the media stream and go back to the first frame + + + Pause the media stream (stop playing but stay on current frame) + + + Start the current media stream playing and stop when the end is reached + + + Start the current media stream playing, + loop to the beginning when the end is reached and continue to play + + + Specifies the texture to replace with video + If passing the key of a texture, it must be explicitly typecast as a key, + not just passed within double quotes. + + + Specifies the movie URL (254 characters max) + + + Specifies the time index at which to begin playing + + + Specifies a single agent to apply the media command to + + + Unloads the stream. While the stop command sets the texture to the first frame of the movie, + unload resets it to the real texture that the movie was replacing. + + + Turn on/off the auto align feature, similar to the auto align checkbox in the parcel media properties + (NOT to be confused with the "align" function in the textures view of the editor!) Takes TRUE or FALSE as parameter. + + + Allows a Web page or image to be placed on a prim (1.19.1 RC0 and later only). + Use "text/html" for HTML. + + + Resizes a Web page to fit on x, y pixels (1.19.1 RC0 and later only). + This might still not be working + + + Sets a description for the media being displayed (1.19.1 RC0 and later only). + + + + Some information about a parcel of land returned from a DirectoryManager search + + + + Global Key of record + + + Parcel Owners + + + Name field of parcel, limited to 128 characters + + + Description field of parcel, limited to 256 characters + + + Total Square meters of parcel + + + Total area billable as Tier, for group owned land this will be 10% less than ActualArea + + + True of parcel is in Mature simulator + + + Grid global X position of parcel + + + Grid global Y position of parcel + + + Grid global Z position of parcel (not used) + + + Name of simulator parcel is located in + + + Texture of parcels display picture + + + Float representing calculated traffic based on time spent on parcel by avatars + + + Sale price of parcel (not used) + + + Auction ID of parcel + + + + Parcel Media Information + + + + A byte, if 0x1 viewer should auto scale media to fit object + + + A boolean, if true the viewer should loop the media + + + 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 description of the media + + + An Integer which represents the height of the media + + + An integer which represents the width of the media + + + A string which contains the mime type of the media + + + + Parcel of land, a portion of virtual real estate in a simulator + + + + The total number of contiguous 4x4 meter blocks your agent owns within this parcel + + + The total number of contiguous 4x4 meter blocks contained in this parcel owned by a group or agent other than your own + + + Deprecated, Value appears to always be 0 + + + Simulator-local ID of this parcel + + + UUID of the owner of this parcel + + + Whether the land is deeded to a group or not + + + + + + Date land was claimed + + + Appears to always be zero + + + This field is no longer used + + + Minimum corner of the axis-aligned bounding box for this + parcel + + + Maximum corner of the axis-aligned bounding box for this + parcel + + + Bitmap describing land layout in 4x4m squares across the + entire region + + + Total parcel land area + + + + + + Maximum primitives across the entire simulator owned by the same agent or group that owns this parcel that can be used + + + Total primitives across the entire simulator calculated by combining the allowed prim counts for each parcel + owned by the agent or group that owns this parcel + + + Maximum number of primitives this parcel supports + + + Total number of primitives on this parcel + + + For group-owned parcels this indicates the total number of prims deeded to the group, + for parcels owned by an individual this inicates the number of prims owned by the individual + + + Total number of primitives owned by the parcel group on + this parcel, or for parcels owned by an individual with a group set the + total number of prims set to that group. + + + Total number of prims owned by other avatars that are not set to group, or not the parcel owner + + + A bonus multiplier which allows parcel prim counts to go over times this amount, this does not affect + the max prims per simulator. e.g: 117 prim parcel limit x 1.5 bonus = 175 allowed + + + Autoreturn value in minutes for others' objects + + + + + + 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 + + + Parcel Name + + + Parcel Description + + + URL For Music Stream + + + + + + Price for a temporary pass + + + How long is pass valid for + + + + + + Key of authorized buyer + + + Key of parcel snapshot + + + The landing point location + + + The landing point LookAt + + + The type of landing enforced from the enum + + + + + + + + + + + + Access list of who is whitelisted on this + parcel + + + Access list of who is blacklisted on this + parcel + + + TRUE of region denies access to age unverified users + + + true to obscure (hide) media url + + + true to obscure (hide) music url + + + A struct containing media details + + + + Displays a parcel object in string format + + string containing key=value pairs of a parcel object + + + + Defalt constructor + + Local ID of this parcel + + + + Update the simulator with any local changes to this Parcel object + + Simulator to send updates to + Whether we want the simulator to confirm + the update with a reply packet or not + + + + Set Autoreturn time + + Simulator to send the update to + + + + Parcel (subdivided simulator lots) subsystem + + + + The event subscribers. null if no subcribers + + + Raises the ParcelDwellReply event + A ParcelDwellReplyEventArgs object containing the + data returned from the simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the ParcelInfoReply event + A ParcelInfoReplyEventArgs object containing the + data returned from the simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the ParcelProperties event + A ParcelPropertiesEventArgs object containing the + data returned from the simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the ParcelAccessListReply event + A ParcelAccessListReplyEventArgs object containing the + data returned from the simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the ParcelObjectOwnersReply event + A ParcelObjectOwnersReplyEventArgs object containing the + data returned from the simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the SimParcelsDownloaded event + A SimParcelsDownloadedEventArgs object containing the + data returned from the simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the ForceSelectObjectsReply event + A ForceSelectObjectsReplyEventArgs object containing the + data returned from the simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the ParcelMediaUpdateReply event + A ParcelMediaUpdateReplyEventArgs object containing the + data returned from the simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the ParcelMediaCommand event + A ParcelMediaCommandEventArgs object containing the + data returned from the simulator + + + Thread sync lock object + + + + Default constructor + + A reference to the GridClient object + + + + Request basic information for a single parcel + + Simulator-local ID of the parcel + + + + Request properties of a single parcel + + Simulator containing the parcel + Simulator-local ID of the parcel + An arbitrary integer that will be returned + with the ParcelProperties reply, useful for distinguishing between + multiple simultaneous requests + + + + Request the access list for a single parcel + + Simulator containing the parcel + Simulator-local ID of the parcel + An arbitrary integer that will be returned + with the ParcelAccessList reply, useful for distinguishing between + multiple simultaneous requests + + + + + Request properties of parcels using a bounding box selection + + Simulator containing the parcel + Northern boundary of the parcel selection + Eastern boundary of the parcel selection + Southern boundary of the parcel selection + Western boundary of the parcel selection + An arbitrary integer that will be returned + with the ParcelProperties reply, useful for distinguishing between + different types of parcel property requests + A boolean that is returned with the + ParcelProperties reply, useful for snapping focus to a single + parcel + + + + Request all simulator parcel properties (used for populating the Simulator.Parcels + dictionary) + + Simulator to request parcels from (must be connected) + + + + Request all simulator parcel properties (used for populating the Simulator.Parcels + dictionary) + + Simulator to request parcels from (must be connected) + If TRUE, will force a full refresh + Number of milliseconds to pause in between each request + + + + Request the dwell value for a parcel + + Simulator containing the parcel + Simulator-local ID of the parcel + + + + Send a request to Purchase a parcel of land + + The Simulator the parcel is located in + The parcels region specific local ID + true if this parcel is being purchased by a group + The groups + true to remove tier contribution if purchase is successful + The parcels size + The purchase price of the parcel + + + + + Reclaim a parcel of land + + The simulator the parcel is in + The parcels region specific local ID + + + + Deed a parcel to a group + + The simulator the parcel is in + The parcels region specific local ID + The groups + + + + Request prim owners of a parcel of land. + + Simulator parcel is in + The parcels region specific local ID + + + + Return objects from a parcel + + Simulator parcel is in + The parcels region specific local ID + the type of objects to return, + A list containing object owners s to return + + + + Subdivide (split) a parcel + + + + + + + + + + Join two parcels of land creating a single parcel + + + + + + + + + + Get a parcels LocalID + + Simulator parcel is in + Vector3 position in simulator (Z not used) + 0 on failure, or parcel LocalID on success. + A call to Parcels.RequestAllSimParcels is required to populate map and + dictionary. + + + + Terraform (raise, lower, etc) an area or whole parcel of land + + Simulator land area is in. + LocalID of parcel, or -1 if using bounding box + From Enum, Raise, Lower, Level, Smooth, Etc. + Size of area to modify + true on successful request sent. + Settings.STORE_LAND_PATCHES must be true, + Parcel information must be downloaded using RequestAllSimParcels() + + + + Terraform (raise, lower, etc) an area or whole parcel of land + + Simulator land area is in. + west border of area to modify + south border of area to modify + east border of area to modify + north border of area to modify + From Enum, Raise, Lower, Level, Smooth, Etc. + Size of area to modify + true on successful request sent. + Settings.STORE_LAND_PATCHES must be true, + Parcel information must be downloaded using RequestAllSimParcels() + + + + Terraform (raise, lower, etc) an area or whole parcel of land + + Simulator land area is in. + LocalID of parcel, or -1 if using bounding box + west border of area to modify + south border of area to modify + east border of area to modify + north border of area to modify + From Enum, Raise, Lower, Level, Smooth, Etc. + Size of area to modify + How many meters + or - to lower, 1 = 1 meter + true on successful request sent. + Settings.STORE_LAND_PATCHES must be true, + Parcel information must be downloaded using RequestAllSimParcels() + + + + Terraform (raise, lower, etc) an area or whole parcel of land + + Simulator land area is in. + LocalID of parcel, or -1 if using bounding box + west border of area to modify + south border of area to modify + east border of area to modify + north border of area to modify + From Enum, Raise, Lower, Level, Smooth, Etc. + Size of area to modify + How many meters + or - to lower, 1 = 1 meter + Height at which the terraform operation is acting at + + + + Sends a request to the simulator to return a list of objects owned by specific owners + + Simulator local ID of parcel + Owners, Others, Etc + List containing keys of avatars objects to select; + if List is null will return Objects of type selectType + Response data is returned in the event + + + + Eject and optionally ban a user from a parcel + + target key of avatar to eject + true to also ban target + + + + Freeze or unfreeze an avatar over your land + + target key to freeze + true to freeze, false to unfreeze + + + + Abandon a parcel of land + + Simulator parcel is in + Simulator local ID of parcel + + + + Requests the UUID of the parcel in a remote region at a specified location + + Location of the parcel in the remote region + Remote region handle + Remote region UUID + If successful UUID of the remote parcel, UUID.Zero otherwise + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + Raises the event + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + Raises the event + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + Raises the event + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + Raises the event + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + Raises the event + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + Raises the event + + + Raised when the simulator responds to a request + + + Raised when the simulator responds to a request + + + Raised when the simulator responds to a request + + + Raised when the simulator responds to a request + + + Raised when the simulator responds to a request + + + Raised when the simulator responds to a request + + + Raised when the simulator responds to a request + + + Raised when the simulator responds to a Parcel Update request + + + Raised when the parcel your agent is located sends a ParcelMediaCommand + + + + Parcel Accesslist + + + + Agents + + + + + + Flags for specific entry in white/black lists + + + + Owners of primitives on parcel + + + + Prim Owners + + + True of owner is group + + + Total count of prims owned by OwnerID + + + true of OwnerID is currently online and is not a group + + + The date of the most recent prim left by OwnerID + + + Contains a parcels dwell data returned from the simulator in response to an + + + + Construct a new instance of the ParcelDwellReplyEventArgs class + + The global ID of the parcel + The simulator specific ID of the parcel + The calculated dwell for the parcel + + + Get the global ID of the parcel + + + Get the simulator specific ID of the parcel + + + Get the calculated dwell + + + Contains basic parcel information data returned from the + simulator in response to an request + + + + Construct a new instance of the ParcelInfoReplyEventArgs class + + The object containing basic parcel info + + + Get the object containing basic parcel info + + + Contains basic parcel information data returned from the simulator in response to an request + + + + Construct a new instance of the ParcelPropertiesEventArgs class + + The object containing the details + The object containing the details + The result of the request + The number of primitieves your agent is + currently selecting and or sitting on in this parcel + The user assigned ID used to correlate a request with + these results + TODO: + + + Get the simulator the parcel is located in + + + Get the object containing the details + If Result is NoData, this object will not contain valid data + + + Get the result of the request + + + Get the number of primitieves your agent is + currently selecting and or sitting on in this parcel + + + Get the user assigned ID used to correlate a request with + these results + + + TODO: + + + Contains blacklist and whitelist data returned from the simulator in response to an request + + + + Construct a new instance of the ParcelAccessListReplyEventArgs class + + The simulator the parcel is located in + The user assigned ID used to correlate a request with + these results + The simulator specific ID of the parcel + TODO: + The list containing the white/blacklisted agents for the parcel + + + Get the simulator the parcel is located in + + + Get the user assigned ID used to correlate a request with + these results + + + Get the simulator specific ID of the parcel + + + TODO: + + + Get the list containing the white/blacklisted agents for the parcel + + + Contains blacklist and whitelist data returned from the + simulator in response to an request + + + + Construct a new instance of the ParcelObjectOwnersReplyEventArgs class + + The simulator the parcel is located in + The list containing prim ownership counts + + + Get the simulator the parcel is located in + + + Get the list containing prim ownership counts + + + Contains the data returned when all parcel data has been retrieved from a simulator + + + + Construct a new instance of the SimParcelsDownloadedEventArgs class + + The simulator the parcel data was retrieved from + The dictionary containing the parcel data + The multidimensional array containing a x,y grid mapped + to each 64x64 parcel's LocalID. + + + Get the simulator the parcel data was retrieved from + + + A dictionary containing the parcel data where the key correlates to the ParcelMap entry + + + Get the multidimensional array containing a x,y grid mapped + to each 64x64 parcel's LocalID. + + + Contains the data returned when a request + + + + Construct a new instance of the ForceSelectObjectsReplyEventArgs class + + The simulator the parcel data was retrieved from + The list of primitive IDs + true if the list is clean and contains the information + only for a given request + + + Get the simulator the parcel data was retrieved from + + + Get the list of primitive IDs + + + true if the list is clean and contains the information + only for a given request + + + Contains data when the media data for a parcel the avatar is on changes + + + + Construct a new instance of the ParcelMediaUpdateReplyEventArgs class + + the simulator the parcel media data was updated in + The updated media information + + + Get the simulator the parcel media data was updated in + + + Get the updated media information + + + Contains the media command for a parcel the agent is currently on + + + + Construct a new instance of the ParcelMediaCommandEventArgs class + + The simulator the parcel media command was issued in + + + The media command that was sent + + + + Get the simulator the parcel media command was issued in + + + + + + + + + Get the media command that was sent + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 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 Wrapper around openjpeg to encode and decode images to and from byte arrays + + + + TGA Header size + + + OpenJPEG is not threadsafe, so this object is used to lock + during calls into unmanaged code + + + + Encode a object into a byte array + + The object to encode + true to enable lossless conversion, only useful for small images ie: sculptmaps + A byte array containing the encoded Image object + + + + Encode a object into a byte array + + The object to encode + a byte array of the encoded image + + + + Decode JPEG2000 data to an and + + + JPEG2000 encoded data + ManagedImage object to decode to + Image object to decode to + True if the decode succeeds, otherwise false + + + + + + + + + + + + + + + + + + + + + Encode a object into a byte array + + The source object to encode + true to enable lossless decoding + A byte array containing the source Bitmap object + + + + Defines the beginning and ending file positions of a layer in an + LRCP-progression JPEG2000 file + + + + + This structure is used to marshal both encoded and decoded images. + MUST MATCH THE STRUCT IN dotnet.h! + + + + + Information about a single packet in a JPEG2000 stream + + + + Packet start position + + + Packet header end position + + + Packet end position + + + + Represents a 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 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 + + + + Constuct an asset of type Landmark + + UUID of the target region + Local position of landmark + + + + 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 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 + + + Initializes a new instance of an AssetWearable object with parameters + A string containing the asset parameters + + + + 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 + + + Initializes a new instance of an AssetScriptBinary object with parameters + A string containing the Clothings data + + + 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 + + + + 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 + + + + X position of this patch + + + Y position of this patch + + + A 16x16 array of floats holding decompressed layer data + + + + Creates a LayerData packet for compressed land data given a full + simulator heightmap and an array of indices of patches to compress + + A 256 * 256 array of floating point values + specifying the height at each meter in the simulator + Array of indexes in the 16x16 grid of patches + for this simulator. For example if 1 and 17 are specified, patches + x=1,y=0 and x=1,y=1 are sent + + + + + Add a patch of terrain to a BitPacker + + BitPacker to write the patch to + Heightmap of the simulator, must be a 256 * + 256 float array + X offset of the patch to create, valid values are + from 0 to 15 + Y offset of the patch to create, valid values are + from 0 to 15 + + + + 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 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Starts a thread that keeps the daemon running + + + + + + + Stops the daemon and the thread keeping it running + + + + + + + + + + + + + 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 + + + + 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 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) + + + + + Event for most mundane request reposnses. + + + + Response to Connector.Create request + + + Response to Aux.GetCaptureDevices request + + + Response to Aux.GetRenderDevices request + + + Audio Properties Events are sent after audio capture is started. + These events are used to display a microphone VU meter + + + Response to Account.Login request + + + This event message is sent whenever the login state of the + particular Account has transitioned from one value to another + + + + List of audio input devices + + + + + List of audio output devices + + + + + Set audio test mode + + + + Enable logging + + + The folder where any logs will be created + + + This will be prepended to beginning of each log file + + + The suffix or extension to be appended to each log file + + + + 0: NONE - No logging + 1: ERROR - Log errors only + 2: WARNING - Log errors and warnings + 3: INFO - Log errors, warnings and info + 4: DEBUG - Log errors, warnings, info and debug + + + + + Constructor for default logging settings + + + + Audio Properties Events are sent after audio capture is started. These events are used to display a microphone VU meter + + + + Interface requirements for Messaging system + + + + + 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. + + + + 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 + + + + + Permissions for control of object media + + + + + Style of cotrols that shold be displayed to the user + + + + + Class representing media data for a single face + + + + Is display of the alternative image enabled + + + Should media auto loop + + + Shoule media be auto played + + + Auto scale media to prim face + + + Should viewer automatically zoom in on the face when clicked + + + Should viewer interpret first click as interaction with the media + or when false should the first click be treated as zoom in commadn + + + Style of controls viewer should display when + viewer media on this face + + + Starting URL for the media + + + Currently navigated URL + + + Media height in pixes + + + Media width in pixels + + + Who can controls the media + + + Who can interact with the media + + + Is URL whitelist enabled + + + Array of URLs that are whitelisted + + + + Serialize to OSD + + OSDMap with the serialized data + + + + Deserialize from OSD data + + Serialized OSD data + Deserialized object + + + + Particle system specific enumerators, flags and methods. + + + + + Current version of the media data for the prim + + + + + Array of media entries indexed by face number + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Foliage type for this primitive. Only applicable if this + primitive is foliage + + + Unknown + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Identifies the owner if audio or a particle system is + active + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 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 + + + + 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 + + + + Decodes a byte[] array into a ParticleSystem Object + + ParticleSystem object + Start position for BitPacker + + + + Generate byte[] array from particle data + + Byte array + + + + Particle source pattern + + + + None + + + Drop particles from source position with no force + + + "Explode" particles in all directions + + + Particles shoot across a 2D area + + + Particles shoot across a 3D Cone + + + Inverse of AngleCone (shoot particles everywhere except the 3D cone defined + + + + Particle Data Flags + + + + None + + + Interpolate color and alpha from start to end + + + Interpolate scale from start to end + + + Bounce particles off particle sources Z height + + + velocity of particles is dampened toward the simulators wind + + + Particles follow the source + + + Particles point towards the direction of source's velocity + + + Target of the particles + + + Particles are sent in a straight line + + + Particles emit a glow + + + used for point/grab/touch + + + + Particle Flags Enum + + + + None + + + Acceleration and velocity for particles are + relative to the object rotation + + + Particles use new 'correct' angle parameters + + + + Parameters used to construct a visual representation of a primitive + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 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 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 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Map layer request type + + + + Objects and terrain are shown + + + Only the terrain is shown, no objects + + + Overlay showing land for sale and for auction + + + + Type of grid item, such as telehub, event, populator location, etc. + + + + Telehub + + + PG rated event + + + Mature rated event + + + Popular location + + + Locations of avatar groups in a region + + + Land for sale + + + Classified ad + + + Adult rated event + + + Adult land for sale + + + + Information about a region on the grid map + + + + Sim X position on World Map + + + Sim Y position on World Map + + + Sim Name (NOTE: In lowercase!) + + + + + + Appears to always be zero (None) + + + Sim's defined Water Height + + + + + + UUID of the World Map image + + + Unique identifier for this region, a combination of the X + and Y position + + + + + + + + + + + + + + + + + + + + + + + Visual chunk of the grid map + + + + + Base class for Map Items + + + + The Global X position of the item + + + The Global Y position of the item + + + Get the Local X position of the item + + + Get the Local Y position of the item + + + Get the Handle of the region + + + + Represents an agent or group of agents location + + + + + Represents a Telehub location + + + + + Represents a non-adult parcel of land for sale + + + + + Represents an Adult parcel of land for sale + + + + + Represents a PG Event + + + + + Represents a Mature event + + + + + Represents an Adult event + + + + + Manages grid-wide tasks such as the world map + + + + The event subscribers. null if no subcribers + + + Raises the CoarseLocationUpdate event + A CoarseLocationUpdateEventArgs object containing the + data sent by simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the GridRegion event + A GridRegionEventArgs object containing the + data sent by simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the GridLayer event + A GridLayerEventArgs object containing the + data sent by simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the GridItems event + A GridItemEventArgs object containing the + data sent by simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the RegionHandleReply event + A RegionHandleReplyEventArgs object containing the + data sent by simulator + + + Thread sync lock object + + + A dictionary of all the regions, indexed by region name + + + A dictionary of all the regions, indexed by region handle + + + + Constructor + + Instance of GridClient object to associate with this GridManager instance + + + + + + + + + + Request a map layer + + The name of the region + The type of layer + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Request data for all mainland (Linden managed) simulators + + + + + Request the region handle for the specified region UUID + + UUID of the region to look up + + + + Get grid region information using the region name, this function + will block until it can find the region or gives up + + Name of sim you're looking for + Layer that you are requesting + Will contain a GridRegion for the sim you're + looking for if successful, otherwise an empty structure + True if the GridRegion was successfully fetched, otherwise + false + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Raised when the simulator sends a + containing the location of agents in the simulator + + + Raised when the simulator sends a Region Data in response to + a Map request + + + Raised when the simulator sends GridLayer object containing + a map tile coordinates and texture information + + + Raised when the simulator sends GridItems object containing + details on events, land sales at a specific location + + + Raised in response to a Region lookup + + + Unknown + + + Current direction of the sun + + + Current angular velocity of the sun + + + Current world time + + + + 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 + + + + 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 + + + + + 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 + + + + 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 + + + + + Extract the avatar UUID encoded in a SIP URI + + + + + + + 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 + + + + Initializes a new AssetScriptText object with parameters + + A string containing the scripts contents + + + + 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 + + + + 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 + + + + 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 + + + + Unregister an event handler for a packet. This is a low level event + interface and should only be used if you are doing something not + supported in the library + + Packet type this callback is registered with + Callback to stop firing events for + + + + Register a CAPS event handler. This is a low level event interface + and should only be used if you are doing something not supported in + the library + + Name of the CAPS event to register a handler for + Callback to fire when a CAPS event is received + + + + Unregister a CAPS event handler. This is a low level event interface + and should only be used if you are doing something not supported in + the library + + Name of the CAPS event this callback is + registered with + Callback to stop firing events for + + + + Send a packet to the simulator the avatar is currently occupying + + Packet to send + + + + Send a packet to a specified simulator + + Packet to send + Simulator to send the packet to + + + + Connect to a simulator + + IP address to connect to + Port to connect to + Handle for this simulator, to identify its + location in the grid + Whether to set CurrentSim to this new + connection, use this if the avatar is moving in to this simulator + URL of the capabilities server to use for + this sim connection + A Simulator object on success, otherwise null + + + + Connect to a simulator + + IP address and port to connect to + Handle for this simulator, to identify its + location in the grid + Whether to set CurrentSim to this new + connection, use this if the avatar is moving in to this simulator + URL of the capabilities server to use for + this sim connection + A Simulator object on success, otherwise null + + + + Initiate a blocking logout request. This will return when the logout + handshake has completed or when Settings.LOGOUT_TIMEOUT + has expired and the network layer is manually shut down + + + + + Initiate the logout process. Check if logout succeeded with the + OnLogoutReply event, and if this does not fire the + Shutdown() function needs to be manually called + + + + + Close a connection to the given simulator + + + + + + + Shutdown will disconnect all the sims except for the current sim + first, and then kill the connection to CurrentSim. This should only + be called if the logout process times out on RequestLogout + + Type of shutdown + + + + Shutdown will disconnect all the sims except for the current sim + first, and then kill the connection to CurrentSim. This should only + be called if the logout process times out on RequestLogout + + Type of shutdown + Shutdown message + + + + Searches through the list of currently connected simulators to find + one attached to the given IPEndPoint + + IPEndPoint of the Simulator to search for + A Simulator reference on success, otherwise null + + + + Fire an event when an event queue connects for capabilities + + Simulator the event queue is attached to + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + 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 + + + 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 + Client application version + A populated struct containing + sane defaults + + + + Simplified login that takes the most common and required fields + + Account first name + Account last name + Account password + Client application name + Client application version + Whether the login was successful or not. On failure the + LoginErrorKey string will contain the error code and LoginMessage + will contain a description of the error + + + + Simplified login that takes the most common fields along with a + starting location URI, and can accept an MD5 string instead of a + plaintext password + + Account first name + Account last name + Account password or MD5 hash of the password + such as $1$1682a1e45e9f957dcdf0bb56eb43319c + Client application name + Starting location URI that can be built with + StartLocation() + Client application version + Whether the login was successful or not. On failure the + LoginErrorKey string will contain the error code and LoginMessage + will contain a description of the error + + + + Login that takes a struct of all the values that will be passed to + the login server + + The values that will be passed to the login + server, all fields must be set even if they are String.Empty + Whether the login was successful or not. On failure the + LoginErrorKey string will contain the error code and LoginMessage + will contain a description of the error + + + + Build a start location URI for passing to the Login function + + Name of the simulator to start in + X coordinate to start at + Y coordinate to start at + Z coordinate to start at + String with a URI that can be used to login to a specified + location + + + + Handles response from XML-RPC login replies + + + + + 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 + + + + + + + + + + + + + + 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 + + + + + A Joint and it's associated meta data and keyframes + + + + + Name of the Joint. Matches the avatar_skeleton.xml in client distros + + + + + Joint Animation Override? Was the same as the Priority in testing.. + + + + + Array of Rotation Keyframes in order from earliest to latest + + + + + Array of Position Keyframes in order from earliest to latest + This seems to only be for the Pelvis? + + + + + 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. + + + + + Manager class for our own avatar + + + + The event subscribers. null if no subcribers + + + Raises the ChatFromSimulator event + A ChatEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the ScriptDialog event + A SctriptDialogEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the ScriptQuestion event + A ScriptQuestionEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the LoadURL event + A LoadUrlEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the MoneyBalance event + A BalanceEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the MoneyBalanceReply event + A MoneyBalanceReplyEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the IM event + A InstantMessageEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the TeleportProgress event + A TeleportEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the AgentDataReply event + A AgentDataReplyEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the AnimationsChanged event + A AnimationsChangedEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the MeanCollision event + A MeanCollisionEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the RegionCrossed event + A RegionCrossedEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the GroupChatJoined event + A GroupChatJoinedEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the GroupChatLeft event + A GroupChatLeftEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the AlertMessage event + A AlertMessageEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the ScriptControlChange event + A ScriptControlEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the CameraConstraint event + A CameraConstraintEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the ScriptSensorReply event + A ScriptSensorReplyEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the AvatarSitResponse event + A AvatarSitResponseEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the ChatSessionMemberAdded event + A ChatSessionMemberAddedEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the ChatSessionMemberLeft event + A ChatSessionMemberLeftEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + Reference to the GridClient instance + + + Used for movement and camera tracking + + + Currently playing animations for the agent. Can be used to + check the current movement status such as walking, hovering, aiming, + etc. by checking against system animations found in the Animations class + + + Dictionary containing current Group Chat sessions and members + + + + Constructor, setup callbacks for packets related to our avatar + + A reference to the Class + + + + Send a text message from the Agent to the Simulator + + A containing the message + The channel to send the message on, 0 is the public channel. Channels above 0 + can be used however only scripts listening on the specified channel will see the message + Denotes the type of message being sent, shout, whisper, etc. + + + + Request any instant messages sent while the client was offline to be resent. + + + + + Send an Instant Message to another Avatar + + The recipients + A containing the message to send + + + + Send an Instant Message to an existing group chat or conference chat + + The recipients + A containing the message to send + IM session ID (to differentiate between IM windows) + + + + Send an Instant Message + + The name this IM will show up as being from + Key of Avatar + Text message being sent + IM session ID (to differentiate between IM windows) + IDs of sessions for a conference + + + + Send an Instant Message + + The name this IM will show up as being from + Key of Avatar + Text message being sent + IM session ID (to differentiate between IM windows) + Type of instant message to send + Whether to IM offline avatars as well + Senders Position + RegionID Sender is In + Packed binary data that is specific to + the dialog type + + + + Send an Instant Message to a group + + of the group to send message to + Text Message being sent. + + + + Send an Instant Message to a group the agent is a member of + + The name this IM will show up as being from + of the group to send message to + Text message being sent + + + + Send a request to join a group chat session + + of Group to leave + + + + Exit a group chat session. This will stop further Group chat messages + from being sent until session is rejoined. + + of Group chat session to leave + + + + Reply to script dialog questions. + + Channel initial request came on + Index of button you're "clicking" + Label of button you're "clicking" + of Object that sent the dialog request + + + + + Accept invite for to a chatterbox session + + of session to accept invite to + + + + Start a friends conference + + List of UUIDs to start a conference with + the temportary session ID returned in the callback> + + + + Start a particle stream between an agent and an object + + Key of the source agent + Key of the target object + + The type from the enum + A unique for this effect + + + + Start a particle stream between an agent and an object + + Key of the source agent + Key of the target object + A representing the beams offset from the source + A which sets the avatars lookat animation + of the Effect + + + + Create a particle beam between an avatar and an primitive + + The ID of source avatar + The ID of the target primitive + global offset + A object containing the combined red, green, blue and alpha + color values of particle beam + a float representing the duration the parcicle beam will last + A Unique ID for the beam + + + + + Create a particle swirl around a target position using a packet + + global offset + A object containing the combined red, green, blue and alpha + color values of particle beam + a float representing the duration the parcicle beam will last + A Unique ID for the beam + + + + Sends a request to sit on the specified object + + of the object to sit on + Sit at offset + + + + Follows a call to to actually sit on the object + + + + Stands up from sitting on a prim or the ground + true of AgentUpdate was sent + + + + Does a "ground sit" at the avatar's current position + + + + + Starts or stops flying + + True to start flying, false to stop flying + + + + Starts or stops crouching + + True to start crouching, false to stop crouching + + + + Starts a jump (begin holding the jump key) + + + + + Use the autopilot sim function to move the avatar to a new + position. Uses double precision to get precise movements + + The z value is currently not handled properly by the simulator + Global X coordinate to move to + Global Y coordinate to move to + Z coordinate to move to + + + + Use the autopilot sim function to move the avatar to a new position + + The z value is currently not handled properly by the simulator + Integer value for the global X coordinate to move to + Integer value for the global Y coordinate to move to + Floating-point value for the Z coordinate to move to + + + + Use the autopilot sim function to move the avatar to a new position + + The z value is currently not handled properly by the simulator + Integer value for the local X coordinate to move to + Integer value for the local Y coordinate to move to + Floating-point value for the Z coordinate to move to + + + Macro to cancel autopilot sim function + Not certain if this is how it is really done + true if control flags were set and AgentUpdate was sent to the simulator + + + + Grabs an object + + an unsigned integer of the objects ID within the simulator + + + + + Overload: Grab a simulated object + + an unsigned integer of the objects ID within the simulator + + The texture coordinates to grab + The surface coordinates to grab + The face of the position to grab + The region coordinates of the position to grab + The surface normal of the position to grab (A normal is a vector perpindicular to the surface) + The surface binormal of the position to grab (A binormal is a vector tangen to the surface + pointing along the U direction of the tangent space + + + + Drag an object + + of the object to drag + Drag target in region coordinates + + + + Overload: Drag an object + + of the object to drag + Drag target in region coordinates + + The texture coordinates to grab + The surface coordinates to grab + The face of the position to grab + The region coordinates of the position to grab + The surface normal of the position to grab (A normal is a vector perpindicular to the surface) + The surface binormal of the position to grab (A binormal is a vector tangen to the surface + pointing along the U direction of the tangent space + + + + Release a grabbed object + + The Objects Simulator Local ID + + + + + + + Release a grabbed object + + The Objects Simulator Local ID + The texture coordinates to grab + The surface coordinates to grab + The face of the position to grab + The region coordinates of the position to grab + The surface normal of the position to grab (A normal is a vector perpindicular to the surface) + The surface binormal of the position to grab (A binormal is a vector tangen to the surface + pointing along the U direction of the tangent space + + + + Touches an object + + an unsigned integer of the objects ID within the simulator + + + + + Request the current L$ balance + + + + + Give Money to destination Avatar + + UUID of the Target Avatar + Amount in L$ + + + + Give Money to destination Avatar + + UUID of the Target Avatar + Amount in L$ + Description that will show up in the + recipients transaction history + + + + Give L$ to an object + + object to give money to + amount of L$ to give + name of object + + + + Give L$ to a group + + group to give money to + amount of L$ to give + + + + Give L$ to a group + + group to give money to + amount of L$ to give + description of transaction + + + + Pay texture/animation upload fee + + + + + Pay texture/animation upload fee + + description of the transaction + + + + Give Money to destination Object or Avatar + + UUID of the Target Object/Avatar + Amount in L$ + Reason (Optional normally) + The type of transaction + Transaction flags, mostly for identifying group + transactions + + + + Plays a gesture + + Asset of the gesture + + + + Mark gesture active + + Inventory of the gesture + Asset of the gesture + + + + Mark gesture inactive + + Inventory of the gesture + + + + Send an AgentAnimation packet that toggles a single animation on + + The of the animation to start playing + Whether to ensure delivery of this packet or not + + + + Send an AgentAnimation packet that toggles a single animation off + + The of a + currently playing animation to stop playing + Whether to ensure delivery of this packet or not + + + + Send an AgentAnimation packet that will toggle animations on or off + + A list of animation s, and whether to + turn that animation on or off + Whether to ensure delivery of this packet or not + + + + Teleports agent to their stored home location + + true on successful teleport to home location + + + + Teleport agent to a landmark + + of the landmark to teleport agent to + true on success, false on failure + + + + Attempt to look up a simulator name and teleport to the discovered + destination + + Region name to look up + Position to teleport to + True if the lookup and teleport were successful, otherwise + false + + + + Attempt to look up a simulator name and teleport to the discovered + destination + + Region name to look up + Position to teleport to + Target to look at + True if the lookup and teleport were successful, otherwise + false + + + + Teleport agent to another region + + handle of region to teleport agent to + position in destination sim to teleport to + true on success, false on failure + This call is blocking + + + + Teleport agent to another region + + handle of region to teleport agent to + position in destination sim to teleport to + direction in destination sim agent will look at + true on success, false on failure + This call is blocking + + + + Request teleport to a another simulator + + handle of region to teleport agent to + position in destination sim to teleport to + + + + Request teleport to a another simulator + + handle of region to teleport agent to + position in destination sim to teleport to + direction in destination sim agent will look at + + + + Teleport agent to a landmark + + of the landmark to teleport agent to + + + + Send a teleport lure to another avatar with default "Join me in ..." invitation message + + target avatars to lure + + + + Send a teleport lure to another avatar with custom invitation message + + target avatars to lure + custom message to send with invitation + + + + Respond to a teleport lure by either accepting it and initiating + the teleport, or denying it + + of the avatar sending the lure + true to accept the lure, false to decline it + + + + Update agent profile + + struct containing updated + profile information + + + + Update agents profile interests + + selection of interests from struct + + + + Set the height and the width of the client window. This is used + by the server to build a virtual camera frustum for our avatar + + New height of the viewer window + New width of the viewer window + + + + Request the list of muted objects and avatars for this agent + + + + + Sets home location to agents current position + + will fire an AlertMessage () with + success or failure message + + + + Move an agent in to a simulator. This packet is the last packet + needed to complete the transition in to a new simulator + + Object + + + + Reply to script permissions request + + Object + of the itemID requesting permissions + of the taskID requesting permissions + list of permissions to allow + + + + Respond to a group invitation by either accepting or denying it + + UUID of the group (sent in the AgentID field of the invite message) + IM Session ID from the group invitation message + Accept the group invitation or deny it + + + + Requests script detection of objects and avatars + + name of the object/avatar to search for + UUID of the object or avatar to search for + Type of search from ScriptSensorTypeFlags + range of scan (96 max?) + the arc in radians to search within + an user generated ID to correlate replies with + Simulator to perform search in + + + + Create or update profile pick + + UUID of the pick to update, or random UUID to create a new pick + Is this a top pick? (typically false) + UUID of the parcel (UUID.Zero for the current parcel) + Name of the pick + Global position of the pick landmark + UUID of the image displayed with the pick + Long description of the pick + + + + Delete profile pick + + UUID of the pick to delete + + + + Create or update profile Classified + + UUID of the classified to update, or random UUID to create a new classified + Defines what catagory the classified is in + UUID of the image displayed with the classified + Price that the classified will cost to place for a week + Global position of the classified landmark + Name of the classified + Long description of the classified + if true, auto renew classified after expiration + + + + Create or update profile Classified + + UUID of the classified to update, or random UUID to create a new classified + Defines what catagory the classified is in + UUID of the image displayed with the classified + Price that the classified will cost to place for a week + Name of the classified + Long description of the classified + if true, auto renew classified after expiration + + + + Delete a classified ad + + The classified ads ID + + + + Take an incoming ImprovedInstantMessage packet, auto-parse, and if + OnInstantMessage is defined call that with the appropriate arguments + + The sender + The EventArgs object containing the packet data + + + + Take an incoming Chat packet, auto-parse, and if OnChat is defined call + that with the appropriate arguments. + + The sender + The EventArgs object containing the packet data + + + + Used for parsing llDialogs + + The sender + The EventArgs object containing the packet data + + + + Used for parsing llRequestPermissions dialogs + + The sender + The EventArgs object containing the packet data + + + + Handles Script Control changes when Script with permissions releases or takes a control + + The sender + The EventArgs object containing the packet data + + + + Used for parsing llLoadURL Dialogs + + The sender + The EventArgs object containing the packet data + + + + Update client's Position, LookAt and region handle from incoming packet + + The sender + The EventArgs object containing the packet data + This occurs when after an avatar moves into a new sim + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + + Process TeleportFailed message sent via EventQueue, informs agent its last teleport has failed and why. + + The Message Key + An IMessage object Deserialized from the recieved message event + The simulator originating the event message + + + + Process TeleportFinish from Event Queue and pass it onto our TeleportHandler + + The message system key for this event + IMessage object containing decoded data from OSD + The simulator originating the event message + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + + Crossed region handler for message that comes across the EventQueue. Sent to an agent + when the agent crosses a sim border into a new region. + + The message key + the IMessage object containing the deserialized data sent from the simulator + The which originated the packet + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + This packet is now being sent via the EventQueue + + + + Group Chat event handler + + The capability Key + IMessage object containing decoded data from OSD + + + + + Response from request to join a group chat + + + IMessage object containing decoded data from OSD + + + + + Someone joined or left group chat + + + IMessage object containing decoded data from OSD + + + + + Handle a group chat Invitation + + Caps Key + IMessage object containing decoded data from OSD + Originating Simulator + + + + Moderate a chat session + + the of the session to moderate, for group chats this will be the groups UUID + the of the avatar to moderate + Either "voice" to moderate users voice, or "text" to moderate users text session + true to moderate (silence user), false to allow avatar to speak + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Raised when a scripted object or agent within range sends a public message + + + Raised when a scripted object sends a dialog box containing possible + options an agent can respond to + + + Raised when an object requests a change in the permissions an agent has permitted + + + Raised when a script requests an agent open the specified URL + + + Raised when an agents currency balance is updated + + + Raised when a transaction occurs involving currency such as a land purchase + + + Raised when an ImprovedInstantMessage packet is recieved from the simulator, this is used for everything from + private messaging to friendship offers. The Dialog field defines what type of message has arrived + + + Raised when an agent has requested a teleport to another location, or when responding to a lure. Raised multiple times + for each teleport indicating the progress of the request + + + Raised when a simulator sends agent specific information for our avatar. + + + Raised when our agents animation playlist changes + + + Raised when an object or avatar forcefully collides with our agent + + + Raised when our agent crosses a region border into another region + + + Raised when our agent succeeds or fails to join a group chat session + + + Raised when our agent exits a group chat session + + + Raised when a simulator sends an urgent message usually indication the recent failure of + another action we have attempted to take such as an attempt to enter a parcel where we are denied access + + + Raised when a script attempts to take or release specified controls for our agent + + + Raised when the simulator detects our agent is trying to view something + beyond its limits + + + Raised when a script sensor reply is received from a simulator + + + Raised in response to a request + + + Raised when an avatar enters a group chat session we are participating in + + + Raised when an agent exits a group chat session we are participating in + + + Your (client) avatars + "client", "agent", and "avatar" all represent the same thing + + + Temporary assigned to this session, used for + verifying our identity in packets + + + Shared secret that is never sent over the wire + + + Your (client) avatar ID, local to the current region/sim + + + Where the avatar started at login. Can be "last", "home" + or a login + + + The access level of this agent, usually M or PG + + + The CollisionPlane of Agent + + + An representing the velocity of our agent + + + An representing the acceleration of our agent + + + A which specifies the angular speed, and axis about which an Avatar is rotating. + + + Position avatar client will goto when login to 'home' or during + teleport request to 'home' region. + + + LookAt point saved/restored with HomePosition + + + Avatar First Name (i.e. Philip) + + + Avatar Last Name (i.e. Linden) + + + Avatar Full Name (i.e. Philip Linden) + + + Gets the health of the agent + + + Gets the current balance of the agent + + + Gets the local ID of the prim the agent is sitting on, + zero if the avatar is not currently sitting + + + Gets the of the agents active group. + + + Gets the Agents powers in the currently active group + + + Current status message for teleporting + + + Current position of the agent as a relative offset from + the simulator, or the parent object if we are sitting on something + + + Current rotation of the agent as a relative rotation from + the simulator, or the parent object if we are sitting on something + + + Current position of the agent in the simulator + + + + A representing the agents current rotation + + + + Returns the global grid position of the avatar + + + + Agent movement and camera control + + Agent movement is controlled by setting specific + After the control flags are set, An AgentUpdate is required to update the simulator of the specified flags + This is most easily accomplished by setting one or more of the AgentMovement properties + + Movement of an avatar is always based on a compass direction, for example AtPos will move the + agent from West to East or forward on the X Axis, AtNeg will of course move agent from + East to West or backward on the X Axis, LeftPos will be South to North or forward on the Y Axis + The Z axis is Up, finer grained control of movements can be done using the Nudge properties + + + + Agent camera controls + + + Currently only used for hiding your group title + + + Action state of the avatar, which can currently be + typing and editing + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Timer for sending AgentUpdate packets + + + Default constructor + + + + Send an AgentUpdate with the camera set at the current agent + position and pointing towards the heading specified + + Camera rotation in radians + Whether to send the AgentUpdate reliable + or not + + + + Rotates the avatar body and camera toward a target position. + This will also anchor the camera position on the avatar + + Region coordinates to turn toward + + + + Send new AgentUpdate packet to update our current camera + position and rotation + + + + + Send new AgentUpdate packet to update our current camera + position and rotation + + Whether to require server acknowledgement + of this packet + + + + Send new AgentUpdate packet to update our current camera + position and rotation + + Whether to require server acknowledgement + of this packet + Simulator to send the update to + + + + Builds an AgentUpdate packet entirely from parameters. This + will not touch the state of Self.Movement or + Self.Movement.Camera in any way + + + + + + + + + + + + + + + Move agent positive along the X axis + + + Move agent negative along the X axis + + + Move agent positive along the Y axis + + + Move agent negative along the Y axis + + + Move agent positive along the Z axis + + + Move agent negative along the Z axis + + + + + + + + + + + + + + + + + + + + + + + + Causes simulator to make agent fly + + + Stop movement + + + Finish animation + + + Stand up from a sit + + + Tells simulator to sit agent on ground + + + Place agent into mouselook mode + + + Nudge agent positive along the X axis + + + Nudge agent negative along the X axis + + + Nudge agent positive along the Y axis + + + Nudge agent negative along the Y axis + + + Nudge agent positive along the Z axis + + + Nudge agent negative along the Z axis + + + + + + + + + Tell simulator to mark agent as away + + + + + + + + + + + + + + + + Returns "always run" value, or changes it by sending a SetAlwaysRunPacket + + + + The current value of the agent control flags + + + Gets or sets the interval in milliseconds at which + AgentUpdate packets are sent to the current simulator. Setting + this to a non-zero value will also enable the packet sending if + it was previously off, and setting it to zero will disable + + + Gets or sets whether AgentUpdate packets are sent to + the current simulator + + + Reset movement controls every time we send an update + + + + Camera controls for the agent, mostly a thin wrapper around + CoordinateFrame. This class is only responsible for state + tracking and math, it does not send any packets + + + + + + + The camera is a local frame of reference inside of + the larger grid space. This is where the math happens + + + + Default constructor + + + + + + + + + + + + + + + + + Used to specify movement actions for your agent + + + + Empty flag + + + Move Forward (SL Keybinding: W/Up Arrow) + + + Move Backward (SL Keybinding: S/Down Arrow) + + + Move Left (SL Keybinding: Shift-(A/Left Arrow)) + + + Move Right (SL Keybinding: Shift-(D/Right Arrow)) + + + Not Flying: Jump/Flying: Move Up (SL Keybinding: E) + + + Not Flying: Croutch/Flying: Move Down (SL Keybinding: C) + + + Unused + + + Unused + + + Unused + + + Unused + + + ORed with AGENT_CONTROL_AT_* if the keyboard is being used + + + ORed with AGENT_CONTROL_LEFT_* if the keyboard is being used + + + ORed with AGENT_CONTROL_UP_* if the keyboard is being used + + + Fly + + + + + + Finish our current animation + + + Stand up from the ground or a prim seat + + + Sit on the ground at our current location + + + Whether mouselook is currently enabled + + + Legacy, used if a key was pressed for less than a certain amount of time + + + Legacy, used if a key was pressed for less than a certain amount of time + + + Legacy, used if a key was pressed for less than a certain amount of time + + + Legacy, used if a key was pressed for less than a certain amount of time + + + Legacy, used if a key was pressed for less than a certain amount of time + + + Legacy, used if a key was pressed for less than a certain amount of time + + + + + + + + + Set when the avatar is idled or set to away. Note that the away animation is + activated separately from setting this flag + + + + + + + + + + + + + + + + Represents a single Voice Session to the Vivox service. + + + + + Close this session. + + + + + Look up an existing Participants in this session + + + + + + 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 + + + + 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 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 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 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 + + + + 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 + + + + 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 + + + + + + + + + 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. + + + + Access level for a simulator + + + + Minimum access level, no additional checks + + + Trial accounts allowed + + + PG rating + + + Mature 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 + + + + + + A thread-safe dictionary containing avatars in a simulator + + + + + A thread-safe dictionary containing primitives in a simulator + + + + The current sequence number for packets sent to this + simulator. Must be Interlocked before modifying. Only + useful for applications manipulating sequence numbers + + + + Provides access to an internal thread-safe dictionary containing parcel + information found in this simulator + + + + + Checks simulator parcel map to make sure it has downloaded all data successfully + + true if map is full (contains no 0's) + + + 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 + + + + + + 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 + + + + Disconnect from this simulator + + + + + Instructs the simulator to stop sending update (and possibly other) packets + + + + + Instructs the simulator to resume sending update packets (unpause) + + + + + Sends a packet + + Packet to be sent + + + + + + + + + Returns Simulator Name as a String + + + + + + + + + + + + + + + + + + + Sends out pending acknowledgements + + + + + Resend unacknowledged packets + + + + + 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 + + + + 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 + + + + + + + + + Number of local uploads pending + + + Unacknowledged bytes in queue + + + + + + + + No report + + + Unknown report type + + + Bug report + + + Complaint report + + + Customer service report + + + + Bitflag field for ObjectUpdateCompressed data blocks, describing + which options are present for each object + + + + Unknown + + + Whether the object has a TreeSpecies + + + Whether the object has floating text ala llSetText + + + Whether the object has an active particle system + + + Whether the object has sound attached to it + + + Whether the object is attached to a root object or not + + + Whether the object has texture animation settings + + + Whether the object has an angular velocity + + + Whether the object has a name value pairs string + + + Whether the object has a Media URL set + + + + Specific Flags for MultipleObjectUpdate requests + + + + None + + + Change position of prims + + + Change rotation of prims + + + Change size of prims + + + Perform operation on link set + + + Scale prims uniformly, same as selecing ctrl+shift in the + viewer. Used in conjunction with Scale + + + + Special values in PayPriceReply. If the price is not one of these + literal value of the price should be use + + + + + Indicates that this pay option should be hidden + + + + + Indicates that this pay option should have the default value + + + + + Contains the variables sent in an object update packet for objects. + Used to track position and movement of prims and avatars + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Handles all network traffic related to prims and avatar positions and + movement. + + + + The event subscribers, null of no subscribers + + + Raises the ObjectUpdate Event + A ObjectUpdateEventArgs object containing + the data sent from the simulator + + + 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 + + + Raises the TerseObjectUpdate Event + A TerseObjectUpdateEventArgs object containing + the data sent from the simulator + + + 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 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 + + + 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 + + + + 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? + + + + 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 + The new Permissions mark to set + TODO: What does this do? + + + + 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 sends us data containing + updated sit information for our + + + Raised when the simulator sends us data containing + purchase price information for a + + + + 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 simulator the object is located + + + Get the primitive details + + + Get the primitive properties + + + Provides additional primitive data, permissions and sale info for the event + The event occurs when the simulator sends + an containing additional details for a Primitive, Foliage data or Attachment. This includes + Permissions, Sale info, and other basic details on an object + The event is also raised when a request is + made, the viewer equivalent is hovering the mouse cursor over an object + + + + Get the simulator the object is located + + + + + + + + + Provides primitive data containing updated location, velocity, rotation, textures for the event + The event occurs when the simulator sends updated location, velocity, rotation, etc + + + + Get the simulator the object is located + + + Get the primitive details + + + + + + + + + + + + + + Get the simulator the object is located + + + Get the primitive details + + + + + + + + + + + + + + + Provides notification when an Avatar, Object or Attachment is DeRezzed or moves out of the avatars view for the + event + + + Get the simulator the object is located + + + The LocalID of the object + + + + Provides updates sit position data + + + + Get the simulator the object is located + + + + + + + + + + + + + + + + + Get the simulator the object is located + + + + + + + + + + + + + Indicates if the operation was successful + + + + + Media version string + + + + + Array of media entries indexed by face number + + + + + Singleton logging class for the entire library + + + + log4net logging engine + + + + Default constructor + + + + + 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 + + + + + + + + + + + + + + + De-serialization constructor for the InventoryNode Class + + + + + Serialization handler for the InventoryNode Class + + + + + De-serialization handler for the InventoryNode Class + + + + + + + + + + + + + + + + + + + + + + + For inventory folder nodes specifies weather the folder needs to be + refreshed from the server + + + + + Exception class to identify inventory exceptions + + + + + 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. + + + 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 + + + + + + + + Image width + + + + + Image height + + + + + Image channel flags + + + + + Red channel data + + + + + Green channel data + + + + + Blue channel data + + + + + Alpha channel data + + + + + Bump channel data + + + + + Create a new blank image + + width + height + channel flags + + + + + + + + + + Convert the channels in the image. Channels are created or destroyed as required. + + new channel flags + + + + Resize or stretch the image using nearest neighbor (ugly) resampling + + new width + new height + + + + Create a byte array containing 32-bit RGBA data with a bottom-left + origin, suitable for feeding directly into OpenGL + + A byte array containing raw texture data + + + + Represents an 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 + + + + + + + + + An instance of DelegateWrapper which calls InvokeWrappedDelegate, + which in turn calls the DynamicInvoke method of the wrapped + delegate + + + + + Callback used to call EndInvoke on the asynchronously + invoked DelegateWrapper + + + + + Executes the specified delegate with the specified arguments + asynchronously on a thread pool thread + + + + + + + Invokes the wrapped delegate synchronously + + + + + + + Calls EndInvoke on the wrapper and Close on the resulting WaitHandle + to prevent resource leaks + + + + + + Delegate to wrap another delegate and its arguments + + + + + + + Checks the instance back into the object pool + + + + + Returns an instance of the class that has been checked out of the Object Pool. + + + + + Creates a new instance of the ObjectPoolBase class. Initialize MUST be called + after using this constructor. + + + + + Creates a new instance of the ObjectPool Base class. + + The object pool is composed of segments, which + are allocated whenever the size of the pool is exceeded. The number of items + in a segment should be large enough that allocating a new segmeng is a rare + thing. For example, on a server that will have 10k people logged in at once, + the receive buffer object pool should have segment sizes of at least 1000 + byte arrays per segment. + + The minimun number of segments that may exist. + Perform a full GC.Collect whenever a segment is allocated, and then again after allocation to compact the heap. + The frequency which segments are checked to see if they're eligible for cleanup. + + + + Forces the segment cleanup algorithm to be run. This method is intended + primarly for use from the Unit Test libraries. + + + + + Responsible for allocate 1 instance of an object that will be stored in a segment. + + An instance of whatever objec the pool is pooling. + + + + Checks in an instance of T owned by the object pool. This method is only intended to be called + by the WrappedObject class. + + The segment from which the instance is checked out. + The instance of T to check back into the segment. + + + + Checks an instance of T from the pool. If the pool is not sufficient to + allow the checkout, a new segment is created. + + A WrappedObject around the instance of T. To check + the instance back into the segment, be sureto dispose the WrappedObject + when finished. + + + + The total number of segments created. Intended to be used by the Unit Tests. + + + + + The number of items that are in a segment. Items in a segment + are all allocated at the same time, and are hopefully close to + each other in the managed heap. + + + + + The minimum number of segments. When segments are reclaimed, + this number of segments will always be left alone. These + segments are allocated at startup. + + + + + The age a segment must be before it's eligible for cleanup. + This is used to prevent thrash, and typical values are in + the 5 minute range. + + + + + The frequence which the cleanup thread runs. This is typically + expected to be in the 5 minute range. + + + + 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 + + + + Static pre-defined animations available to all agents + + + + Agent with afraid expression on face + + + Agent aiming a bazooka (right handed) + + + Agent aiming a bow (left handed) + + + Agent aiming a hand gun (right handed) + + + Agent aiming a rifle (right handed) + + + Agent with angry expression on face + + + Agent hunched over (away) + + + Agent doing a backflip + + + Agent laughing while holding belly + + + Agent blowing a kiss + + + Agent with bored expression on face + + + Agent bowing to audience + + + Agent brushing himself/herself off + + + Agent in busy mode + + + Agent clapping hands + + + Agent doing a curtsey bow + + + Agent crouching + + + Agent crouching while walking + + + Agent crying + + + Agent unanimated with arms out (e.g. setting appearance) + + + Agent re-animated after set appearance finished + + + Agent dancing + + + Agent dancing + + + Agent dancing + + + Agent dancing + + + Agent dancing + + + Agent dancing + + + Agent dancing + + + Agent dancing + + + Agent on ground unanimated + + + Agent boozing it up + + + Agent with embarassed expression on face + + + Agent with afraid expression on face + + + Agent with angry expression on face + + + Agent with bored expression on face + + + Agent crying + + + Agent showing disdain (dislike) for something + + + Agent with embarassed expression on face + + + Agent with frowning expression on face + + + Agent with kissy face + + + Agent expressing laughgter + + + Agent with open mouth + + + Agent with repulsed expression on face + + + Agent expressing sadness + + + Agent shrugging shoulders + + + Agent with a smile + + + Agent expressing surprise + + + Agent sticking tongue out + + + Agent with big toothy smile + + + Agent winking + + + Agent expressing worry + + + Agent falling down + + + Agent walking (feminine version) + + + Agent wagging finger (disapproval) + + + I'm not sure I want to know + + + Agent in superman position + + + Agent in superman position + + + Agent greeting another + + + Agent holding bazooka (right handed) + + + Agent holding a bow (left handed) + + + Agent holding a handgun (right handed) + + + Agent holding a rifle (right handed) + + + Agent throwing an object (right handed) + + + Agent in static hover + + + Agent hovering downward + + + Agent hovering upward + + + Agent being impatient + + + Agent jumping + + + Agent jumping with fervor + + + Agent point to lips then rear end + + + Agent landing from jump, finished flight, etc + + + Agent laughing + + + Agent landing from jump, finished flight, etc + + + Agent sitting on a motorcycle + + + + + + Agent moving head side to side + + + Agent moving head side to side with unhappy expression + + + Agent taunting another + + + + + + Agent giving peace sign + + + Agent pointing at self + + + Agent pointing at another + + + Agent preparing for jump (bending knees) + + + Agent punching with left hand + + + Agent punching with right hand + + + Agent acting repulsed + + + Agent trying to be Chuck Norris + + + Rocks, Paper, Scissors 1, 2, 3 + + + Agent with hand flat over other hand + + + Agent with fist over other hand + + + Agent with two fingers spread over other hand + + + Agent running + + + Agent appearing sad + + + Agent saluting + + + Agent shooting bow (left handed) + + + Agent cupping mouth as if shouting + + + Agent shrugging shoulders + + + Agent in sit position + + + Agent in sit position (feminine) + + + Agent in sit position (generic) + + + Agent sitting on ground + + + Agent sitting on ground + + + + + + Agent sleeping on side + + + Agent smoking + + + Agent inhaling smoke + + + + + + Agent taking a picture + + + Agent standing + + + Agent standing up + + + Agent standing + + + Agent standing + + + Agent standing + + + Agent standing + + + Agent stretching + + + Agent in stride (fast walk) + + + Agent surfing + + + Agent acting surprised + + + Agent striking with a sword + + + Agent talking (lips moving) + + + Agent throwing a tantrum + + + Agent throwing an object (right handed) + + + Agent trying on a shirt + + + Agent turning to the left + + + Agent turning to the right + + + Agent typing + + + Agent walking + + + Agent whispering + + + Agent whispering with fingers in mouth + + + Agent winking + + + Agent winking + + + Agent worried + + + Agent nodding yes + + + Agent nodding yes with happy face + + + Agent floating with legs and arms crossed + + + + A dictionary containing all pre-defined animations + + A dictionary containing the pre-defined animations, + where the key is the animations ID, and the value is a string + containing a name to identify the purpose of the animation + + + + 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 + + + Initializes a new instance of an AssetBodyPart object with parameters + A string representing the values of the Bodypart + + + Override the base classes AssetType + + + + Archives assets + + + + + Archive assets + + + + + Archive the assets given to this archiver to the given archive. + + + + + + Write an assets metadata file to the given archive + + + + + + Write asset data files to the given archive + + + + + + + + + + OK + + + Transfer completed + + + + + + + + + Unknown error occurred + + + Equivalent to a 404 error + + + Client does not have permission for that resource + + + Unknown status + + + + + + + + + + + Unknown + + + Virtually all asset transfers use this channel + + + + + + + + + + + Asset from the asset server + + + Inventory item + + + Estate asset, such as an estate covenant + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Image file format + + + + + + + + + Number of milliseconds passed since the last transfer + packet was received + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 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 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 + + + + 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 + + + Xfer data + + + Upload data + + + Filename used on the simulator + + + Filename used by the client + + + UUID of the image that is in progress + + + Number of bytes received so far + + + Image size in bytes + + + + + + + + The event subscribers, null of no subscribers + + + Raises the AttachedSound Event + A AttachedSoundEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the AttachedSoundGainChange Event + A AttachedSoundGainChangeEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the SoundTrigger Event + A SoundTriggerEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the PreloadSound Event + A PreloadSoundEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + + Construct a new instance of the SoundManager class, used for playing and receiving + sound assets + + A reference to the current GridClient instance + + + + Plays a sound in the current region at full volume from avatar position + + UUID of the sound to be played + + + + Plays a sound in the current region at full volume + + UUID of the sound to be played. + position for the sound to be played at. Normally the avatar. + + + + Plays a sound in the current region + + UUID of the sound to be played. + position for the sound to be played at. Normally the avatar. + volume of the sound, from 0.0 to 1.0 + + + + Plays a sound in the specified sim + + UUID of the sound to be played. + UUID of the sound to be played. + position for the sound to be played at. Normally the avatar. + volume of the sound, from 0.0 to 1.0 + + + + Play a sound asset + + UUID of the sound to be played. + handle id for the sim to be played in. + position for the sound to be played at. Normally the avatar. + volume of the sound, from 0.0 to 1.0 + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Raised when the simulator sends us data containing + sound + + + Raised when the simulator sends us data containing + ... + + + Raised when the simulator sends us data containing + ... + + + Raised when the simulator sends us data containing + ... + + + Provides data for the event + The event occurs when the simulator sends + the sound data which emits from an agents attachment + + The following code example shows the process to subscribe to the event + and a stub to handle the data passed from the simulator + + // Subscribe to the AttachedSound event + Client.Sound.AttachedSound += Sound_AttachedSound; + + // process the data raised in the event here + private void Sound_AttachedSound(object sender, AttachedSoundEventArgs e) + { + // ... Process AttachedSoundEventArgs here ... + } + + + + + + Construct a new instance of the SoundTriggerEventArgs class + + The sound asset id + The ID of the owner + The ID of the object + The volume level + The + + + Get the sound asset id + + + Get the ID of the owner + + + Get the ID of the Object + + + Get the volume level + + + Get the + + + Provides data for the event + The event occurs when an attached sound + changes its volume level + + + + Construct a new instance of the AttachedSoundGainChangedEventArgs class + + The ID of the Object + The new volume level + + + Get the ID of the Object + + + Get the volume level + + + Provides data for the event + The event occurs when the simulator forwards + a request made by yourself or another agent to play either an asset sound or a built in sound + + Requests to play sounds where the is not one of the built-in + will require sending a request to download the sound asset before it can be played + + + The following code example uses the , + and + properties to display some information on a sound request on the window. + + // subscribe to the event + Client.Sound.SoundTrigger += Sound_SoundTrigger; + + // play the pre-defined BELL_TING sound + Client.Sound.SendSoundTrigger(Sounds.BELL_TING); + + // handle the response data + private void Sound_SoundTrigger(object sender, SoundTriggerEventArgs e) + { + Console.WriteLine("{0} played the sound {1} at volume {2}", + e.OwnerID, e.SoundID, e.Gain); + } + + + + + + Construct a new instance of the SoundTriggerEventArgs class + + The sound asset id + The ID of the owner + The ID of the object + The ID of the objects parent + The volume level + The regionhandle + The source position + + + Get the sound asset id + + + Get the ID of the owner + + + Get the ID of the Object + + + Get the ID of the objects parent + + + Get the volume level + + + Get the regionhandle + + + Get the source position + + + Provides data for the event + The event occurs when the simulator sends + the appearance data for an avatar + + The following code example uses the and + properties to display the selected shape of an avatar on the window. + + // subscribe to the event + Client.Avatars.AvatarAppearance += Avatars_AvatarAppearance; + + // handle the data when the event is raised + void Avatars_AvatarAppearance(object sender, AvatarAppearanceEventArgs e) + { + Console.WriteLine("The Agent {0} is using a {1} shape.", e.AvatarID, (e.VisualParams[31] > 0) : "male" ? "female") + } + + + + + + Construct a new instance of the PreloadSoundEventArgs class + + The sound asset id + The ID of the owner + The ID of the object + + + Get the sound asset id + + + Get the ID of the owner + + + Get the ID of the Object + + + + Class for controlling various system settings. + + Some values are readonly because they affect things that + happen when the GridClient object is initialized, so changing them at + runtime won't do any good. Non-readonly values may affect things that + happen at login or dynamically + + + Main grid login server + + + Beta grid login server + + + + InventoryManager requests inventory information on login, + GridClient initializes an Inventory store for main inventory. + + + + + InventoryManager requests library information on login, + GridClient initializes an Inventory store for the library. + + + + Number of milliseconds between sending pings to each sim + + + Number of milliseconds between sending camera updates + + + Number of milliseconds between updating the current + positions of moving, non-accelerating and non-colliding objects + + + Millisecond interval between ticks, where all ACKs are + sent out and the age of unACKed packets is checked + + + The initial size of the packet inbox, where packets are + stored before processing + + + Maximum size of packet that we want to send over the wire + + + The maximum value of a packet sequence number before it + rolls over back to one + + + The maximum size of the sequence number archive, used to + check for resent and/or duplicate packets + + + The relative directory where external resources are kept + + + Login server to connect to + + + IP Address the client will bind to + + + Use XML-RPC Login or LLSD Login, default is XML-RPC Login + + + Number of milliseconds before an asset transfer will time + out + + + Number of milliseconds before a teleport attempt will time + out + + + Number of milliseconds before NetworkManager.Logout() will + time out + + + Number of milliseconds before a CAPS call will time out + Setting this too low will cause web requests time out and + possibly retry repeatedly + + + Number of milliseconds for xml-rpc to timeout + + + Milliseconds before a packet is assumed lost and resent + + + Milliseconds without receiving a packet before the + connection to a simulator is assumed lost + + + Milliseconds to wait for a simulator info request through + the grid interface + + + Maximum number of queued ACKs to be sent before SendAcks() + is forced + + + Network stats queue length (seconds) + + + Enable to process packets synchronously, where all of the + callbacks for each packet must return before the next packet is + processed + This is an experimental feature and is not completely + reliable yet. Ideally it would reduce context switches and thread + overhead, but several calls currently block for a long time and + would need to be rewritten as asynchronous code before this is + feasible + + + Enable/disable storing terrain heightmaps in the + TerrainManager + + + Enable/disable sending periodic camera updates + + + Enable/disable automatically setting agent appearance at + login and after sim crossing + + + Enable/disable automatically setting the bandwidth throttle + after connecting to each simulator + The default throttle uses the equivalent of the maximum + bandwidth setting in the official client. If you do not set a + throttle your connection will by default be throttled well below + the minimum values and you may experience connection problems + + + Enable/disable the sending of pings to monitor lag and + packet loss + + + Should we connect to multiple sims? This will allow + viewing in to neighboring simulators and sim crossings + (Experimental) + + + If true, all object update packets will be decoded in to + native objects. If false, only updates for our own agent will be + decoded. Registering an event handler will force objects for that + type to always be decoded. If this is disabled the object tracking + will have missing or partial prim and avatar information + + + If true, when a cached object check is received from the + server the full object info will automatically be requested + + + Whether to establish connections to HTTP capabilities + servers for simulators + + + Whether to decode sim stats + + + The capabilities servers are currently designed to + periodically return a 502 error which signals for the client to + re-establish a connection. Set this to true to log those 502 errors + + + If true, any reference received for a folder or item + the library is not aware of will automatically be fetched + + + If true, and SEND_AGENT_UPDATES is true, + AgentUpdate packets will continuously be sent out to give the bot + smoother movement and autopiloting + + + If true, currently visible avatars will be stored + in dictionaries inside Simulator.ObjectAvatars. + If false, a new Avatar or Primitive object will be created + each time an object update packet is received + + + If true, currently visible avatars will be stored + in dictionaries inside Simulator.ObjectPrimitives. + If false, a new Avatar or Primitive object will be created + each time an object update packet is received + + + If true, position and velocity will periodically be + interpolated (extrapolated, technically) for objects and + avatars that are being tracked by the library. This is + necessary to increase the accuracy of speed and position + estimates for simulated objects + + + + If true, utilization statistics will be tracked. There is a minor penalty + in CPU time for enabling this option. + + + + If true, parcel details will be stored in the + Simulator.Parcels dictionary as they are received + + + + If true, an incoming parcel properties reply will automatically send + a request for the parcel access list + + + + + if true, an incoming parcel properties reply will automatically send + a request for the traffic count. + + + + + If true, images, and other assets downloaded from the server + will be cached in a local directory + + + + Path to store cached texture data + + + Maximum size cached files are allowed to take on disk (bytes) + + + Default color used for viewer particle effects + + + Maximum number of times to resend a failed packet + + + Throttle outgoing packet rate + + + UUID of a texture used by some viewers to indentify type of client used + + + The maximum number of concurrent texture downloads allowed + Increasing this number will not necessarily increase texture retrieval times due to + simulator throttles + + + + The Refresh timer inteval is used to set the delay between checks for stalled texture downloads + + This is a static variable which applies to all instances + + + + Textures taking longer than this value will be flagged as timed out and removed from the pipeline + + + + + Get or set the minimum log level to output to the console by default + + If the library is not compiled with DEBUG defined and this level is set to DEBUG + You will get no output on the console. This behavior can be overriden by creating + a logger configuration file for log4net + + + + Attach avatar names to log messages + + + Log packet retransmission info + + + Constructor + Reference to a GridClient object + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Cost of uploading an asset + Read-only since this value is dynamically fetched at login + + + + 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 + + + + Construct an Asset object of type Notecard + + A text string containing the main body text of the notecard + + + + 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 + + + + 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 + + + + Level of Detail mesh + + + + + 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 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 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 + + + An array of string sent to the login server to enable various options + + + A randomly generated ID to distinguish between login attempts. This value is only used + internally in the library and is never sent over the wire + + + + The decoded data returned from the login server after a successful login + + + + true, false, indeterminate + + + Login message of the day + + + M or PG, also agent_region_access and agent_access_max + + + + Parse LLSD Login Reply Data + + An + contaning the login response data + XML-RPC logins do not require this as XML-RPC.NET + automatically populates the struct properly using attributes + + + Sort by name + + + Sort by date + + + Sort folders by name, regardless of whether items are + sorted by name or date + + + Place system folders at the top + + + + Possible destinations for DeRezObject request + + + + + + + Copy from in-world to agent inventory + + + Derez to TaskInventory + + + + + + Take Object + + + + + + Delete Object + + + Put an avatar attachment into agent inventory + + + + + + Return an object back to the owner's inventory + + + Return a deeded object back to the last owner's inventory + + + + Upper half of the Flags field for inventory items + + + + Indicates that the NextOwner permission will be set to the + most restrictive set of permissions found in the object set + (including linkset items and object inventory items) on next rez + + + Indicates that the object sale information has been + changed + + + If set, and a slam bit is set, indicates BaseMask will be overwritten on Rez + + + If set, and a slam bit is set, indicates OwnerMask will be overwritten on Rez + + + If set, and a slam bit is set, indicates GroupMask will be overwritten on Rez + + + If set, and a slam bit is set, indicates EveryoneMask will be overwritten on Rez + + + If set, and a slam bit is set, indicates NextOwnerMask will be overwritten on Rez + + + Indicates whether this object is composed of multiple + items or not + + + Indicates that the asset is only referenced by this + inventory item. If this item is deleted or updated to reference a + new assetID, the asset can be deleted + + + + Base Class for Inventory Items + + + + of item/folder + + + of parent folder + + + Name of item/folder + + + Item/Folder Owners + + + + Constructor, takes an itemID as a parameter + + The of the item + + + + + + + + + + + + + + + + Generates a number corresponding to the value of the object to support the use of a hash table, + suitable for use in hashing algorithms and data structures such as a hash table + + A Hashcode of all the combined InventoryBase fields + + + + Determine whether the specified object is equal to the current object + + InventoryBase object to compare against + true if objects are the same + + + + Determine whether the specified object is equal to the current object + + InventoryBase object to compare against + true if objects are the same + + + + An Item in Inventory + + + + The of this item + + + The combined of this item + + + The type of item from + + + The type of item from the enum + + + The of the creator of this item + + + A Description of this item + + + The s this item is set to or owned by + + + If true, item is owned by a group + + + The price this item can be purchased for + + + The type of sale from the enum + + + Combined flags from + + + Time and date this inventory item was created, stored as + UTC (Coordinated Universal Time) + + + Used to update the AssetID in requests sent to the server + + + The of the previous owner of the item + + + + Construct a new InventoryItem object + + The of the item + + + + Construct a new InventoryItem object of a specific Type + + The type of item from + of the item + + + + Indicates inventory item is a link + + True if inventory item is a link to another inventory item + + + + + + + + + + + + + + + + Generates a number corresponding to the value of the object to support the use of a hash table. + Suitable for use in hashing algorithms and data structures such as a hash table + + A Hashcode of all the combined InventoryItem fields + + + + Compares an object + + The object to compare + true if comparison object matches + + + + Determine whether the specified object is equal to the current object + + The object to compare against + true if objects are the same + + + + Determine whether the specified object is equal to the current object + + The object to compare against + true if objects are the same + + + + InventoryTexture Class representing a graphical image + + + + + + Construct an InventoryTexture object + + A which becomes the + objects AssetUUID + + + + Construct an InventoryTexture object from a serialization stream + + + + + InventorySound Class representing a playable sound + + + + + Construct an InventorySound object + + A which becomes the + objects AssetUUID + + + + Construct an InventorySound object from a serialization stream + + + + + InventoryCallingCard Class, contains information on another avatar + + + + + Construct an InventoryCallingCard object + + A which becomes the + objects AssetUUID + + + + Construct an InventoryCallingCard object from a serialization stream + + + + + InventoryLandmark Class, contains details on a specific location + + + + + Construct an InventoryLandmark object + + A which becomes the + objects AssetUUID + + + + Construct an InventoryLandmark object from a serialization stream + + + + + Landmarks use the InventoryItemFlags struct and will have a flag of 1 set if they have been visited + + + + + InventoryObject Class contains details on a primitive or coalesced set of primitives + + + + + Construct an InventoryObject object + + A which becomes the + objects AssetUUID + + + + Construct an InventoryObject object from a serialization stream + + + + + Gets or sets the upper byte of the Flags value + + + + + Gets or sets the object attachment point, the lower byte of the Flags value + + + + + InventoryNotecard Class, contains details on an encoded text document + + + + + Construct an InventoryNotecard object + + A which becomes the + objects AssetUUID + + + + Construct an InventoryNotecard object from a serialization stream + + + + + InventoryCategory Class + + TODO: Is this even used for anything? + + + + Construct an InventoryCategory object + + A which becomes the + objects AssetUUID + + + + Construct an InventoryCategory object from a serialization stream + + + + + InventoryLSL Class, represents a Linden Scripting Language object + + + + + Construct an InventoryLSL object + + A which becomes the + objects AssetUUID + + + + Construct an InventoryLSL object from a serialization stream + + + + + InventorySnapshot Class, an image taken with the viewer + + + + + Construct an InventorySnapshot object + + A which becomes the + objects AssetUUID + + + + Construct an InventorySnapshot object from a serialization stream + + + + + InventoryAttachment Class, contains details on an attachable object + + + + + Construct an InventoryAttachment object + + A which becomes the + objects AssetUUID + + + + Construct an InventoryAttachment object from a serialization stream + + + + + Get the last AttachmentPoint this object was attached to + + + + + InventoryWearable Class, details on a clothing item or body part + + + + + Construct an InventoryWearable object + + A which becomes the + objects AssetUUID + + + + Construct an InventoryWearable object from a serialization stream + + + + + The , Skin, Shape, Skirt, Etc + + + + + InventoryAnimation Class, A bvh encoded object which animates an avatar + + + + + Construct an InventoryAnimation object + + A which becomes the + objects AssetUUID + + + + Construct an InventoryAnimation object from a serialization stream + + + + + InventoryGesture Class, details on a series of animations, sounds, and actions + + + + + Construct an InventoryGesture object + + A which becomes the + objects AssetUUID + + + + Construct an InventoryGesture object from a serialization stream + + + + + A folder contains s and has certain attributes specific + to itself + + + + The Preferred for a folder. + + + The Version of this folder + + + Number of child items this folder contains. + + + + Constructor + + UUID of the folder + + + + + + + + + + Get Serilization data for this InventoryFolder object + + + + + Construct an InventoryFolder object from a serialization stream + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Tools for dealing with agents inventory + + + + Used for converting shadow_id to asset_id + + + The event subscribers, null of no subscribers + + + Raises the ItemReceived Event + A ItemReceivedEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the FolderUpdated Event + A FolderUpdatedEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the InventoryObjectOffered Event + A InventoryObjectOfferedEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the TaskItemReceived Event + A TaskItemReceivedEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the FindObjectByPath Event + A FindObjectByPathEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the TaskInventoryReply Event + A TaskInventoryReplyEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the SaveAssetToInventory Event + A SaveAssetToInventoryEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the ScriptRunningReply Event + A ScriptRunningReplyEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + Partial mapping of AssetTypes to folder names + + + + Default constructor + + Reference to the GridClient object + + + + Fetch an inventory item from the dataserver + + The items + The item Owners + a integer representing the number of milliseconds to wait for results + An object on success, or null if no item was found + Items will also be sent to the event + + + + Request A single inventory item + + The items + The item Owners + + + + + Request inventory items + + Inventory items to request + Owners of the inventory items + + + + + Get contents of a folder + + The of the folder to search + The of the folders owner + true to retrieve folders + true to retrieve items + sort order to return results in + a integer representing the number of milliseconds to wait for results + A list of inventory items matching search criteria within folder + + InventoryFolder.DescendentCount will only be accurate if both folders and items are + requested + + + + Request the contents of an inventory folder + + The folder to search + The folder owners + true to return s contained in folder + true to return s containd in folder + the sort order to return items in + + + + + Returns the UUID of the folder (category) that defaults to + containing 'type'. The folder is not necessarily only for that + type + + This will return the root folder if one does not exist + + The UUID of the desired folder if found, the UUID of the RootFolder + if not found, or UUID.Zero on failure + + + + Find an object in inventory using a specific path to search + + The folder to begin the search in + The object owners + A string path to search + milliseconds to wait for a reply + Found items or if + timeout occurs or item is not found + + + + Find inventory items by path + + The folder to begin the search in + The object owners + A string path to search, folders/objects separated by a '/' + Results are sent to the event + + + + Search inventory Store object for an item or folder + + The folder to begin the search in + An array which creates a path to search + Number of levels below baseFolder to conduct searches + if True, will stop searching after first match is found + A list of inventory items found + + + + Move an inventory item or folder to a new location + + The item or folder to move + The to move item or folder to + + + + Move an inventory item or folder to a new location and change its name + + The item or folder to move + The to move item or folder to + The name to change the item or folder to + + + + Move and rename a folder + + The source folders + The destination folders + The name to change the folder to + + + + Update folder properties + + of the folder to update + Sets folder's parent to + Folder name + Folder type + + + + Move a folder + + The source folders + The destination folders + + + + Move multiple folders, the keys in the Dictionary parameter, + to a new parents, the value of that folder's key. + + A Dictionary containing the + of the source as the key, and the + of the destination as the value + + + + Move an inventory item to a new folder + + The of the source item to move + The of the destination folder + + + + Move and rename an inventory item + + The of the source item to move + The of the destination folder + The name to change the folder to + + + + Move multiple inventory items to new locations + + A Dictionary containing the + of the source item as the key, and the + of the destination folder as the value + + + + Remove descendants of a folder + + The of the folder + + + + Remove a single item from inventory + + The of the inventory item to remove + + + + Remove a folder from inventory + + The of the folder to remove + + + + Remove multiple items or folders from inventory + + A List containing the s of items to remove + A List containing the s of the folders to remove + + + + Empty the Lost and Found folder + + + + + Empty the Trash folder + + + + + + + + + + + Proper use is to upload the inventory's asset first, then provide the Asset's TransactionID here. + + + + + + + + + + + + + Proper use is to upload the inventory's asset first, then provide the Asset's TransactionID here. + + + + + + + + Creates a new inventory folder + + ID of the folder to put this folder in + Name of the folder to create + The UUID of the newly created folder + + + + Creates a new inventory folder + + ID of the folder to put this folder in + Name of the folder to create + Sets this folder as the default folder + for new assets of the specified type. Use AssetType.Unknown + to create a normal folder, otherwise it will likely create a + duplicate of an existing folder type + The UUID of the newly created folder + If you specify a preferred type of AsseType.Folder + it will create a new root folder which may likely cause all sorts + of strange problems + + + + Create an inventory item and upload asset data + + Asset data + Inventory item name + Inventory item description + Asset type + Inventory type + Put newly created inventory in this folder + Delegate that will receive feedback on success or failure + + + + Create an inventory item and upload asset data + + Asset data + Inventory item name + Inventory item description + Asset type + Inventory type + Put newly created inventory in this folder + Permission of the newly created item + (EveryoneMask, GroupMask, and NextOwnerMask of Permissions struct are supported) + Delegate that will receive feedback on success or failure + + + + Creates inventory link to another inventory item or folder + + Put newly created link in folder with this UUID + Inventory item or folder + Method to call upon creation of the link + + + + Creates inventory link to another inventory item + + Put newly created link in folder with this UUID + Original inventory item + Method to call upon creation of the link + + + + Creates inventory link to another inventory folder + + Put newly created link in folder with this UUID + Original inventory folder + Method to call upon creation of the link + + + + Creates inventory link to another inventory item or folder + + Put newly created link in folder with this UUID + Original item's UUID + Name + Description + Asset Type + Inventory Type + Transaction UUID + Method to call upon creation of the link + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Request a copy of an asset embedded within a notecard + + Usually UUID.Zero for copying an asset from a notecard + UUID of the notecard to request an asset from + Target folder for asset to go to in your inventory + UUID of the embedded asset + callback to run when item is copied to inventory + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Save changes to notecard embedded in object contents + + Encoded notecard asset data + Notecard UUID + Object's UUID + Called upon finish of the upload with status information + + + + Upload new gesture asset for an inventory gesture item + + Encoded gesture asset + Gesture inventory UUID + Callback whick will be called when upload is complete + + + + Update an existing script in an agents Inventory + + A byte[] array containing the encoded scripts contents + the itemID of the script + if true, sets the script content to run on the mono interpreter + + + + + Update an existing script in an task Inventory + + A byte[] array containing the encoded scripts contents + the itemID of the script + UUID of the prim containting the script + if true, sets the script content to run on the mono interpreter + if true, sets the script to running + + + + + Rez an object from inventory + + Simulator to place object in + Rotation of the object when rezzed + Vector of where to place object + InventoryItem object containing item details + + + + Rez an object from inventory + + Simulator to place object in + Rotation of the object when rezzed + Vector of where to place object + InventoryItem object containing item details + UUID of group to own the object + + + + Rez an object from inventory + + Simulator to place object in + Rotation of the object when rezzed + Vector of where to place object + InventoryItem object containing item details + UUID of group to own the object + User defined queryID to correlate replies + If set to true, the CreateSelected flag + will be set on the rezzed object + + + + DeRez an object from the simulator to the agents Objects folder in the agents Inventory + + The simulator Local ID of the object + If objectLocalID is a child primitive in a linkset, the entire linkset will be derezzed + + + + DeRez an object from the simulator and return to inventory + + The simulator Local ID of the object + The type of destination from the enum + The destination inventory folders -or- + if DeRezzing object to a tasks Inventory, the Tasks + The transaction ID for this request which + can be used to correlate this request with other packets + If objectLocalID is a child primitive in a linkset, the entire linkset will be derezzed + + + + Rez an item from inventory to its previous simulator location + + + + + + + + + Give an inventory item to another avatar + + The of the item to give + The name of the item + The type of the item from the enum + The of the recipient + true to generate a beameffect during transfer + + + + Give an inventory Folder with contents to another avatar + + The of the Folder to give + The name of the folder + The type of the item from the enum + The of the recipient + true to generate a beameffect during transfer + + + + Copy or move an from agent inventory to a task (primitive) inventory + + The target object + The item to copy or move from inventory + + For items with copy permissions a copy of the item is placed in the tasks inventory, + for no-copy items the object is moved to the tasks inventory + + + + Retrieve a listing of the items contained in a task (Primitive) + + The tasks + The tasks simulator local ID + milliseconds to wait for reply from simulator + A list containing the inventory items inside the task or null + if a timeout occurs + This request blocks until the response from the simulator arrives + or timeoutMS is exceeded + + + + Request the contents of a tasks (primitives) inventory from the + current simulator + + The LocalID of the object + + + + + Request the contents of a tasks (primitives) inventory + + The simulator Local ID of the object + A reference to the simulator object that contains the object + + + + + Move an item from a tasks (Primitive) inventory to the specified folder in the avatars inventory + + LocalID of the object in the simulator + UUID of the task item to move + The ID of the destination folder in this agents inventory + Simulator Object + Raises the event + + + + Remove an item from an objects (Prim) Inventory + + LocalID of the object in the simulator + UUID of the task item to remove + Simulator Object + You can confirm the removal by comparing the tasks inventory serial before and after the + request with the request combined with + the event + + + + Copy an InventoryScript item from the Agents Inventory into a primitives task inventory + + An unsigned integer representing a primitive being simulated + An which represents a script object from the agents inventory + true to set the scripts running state to enabled + A Unique Transaction ID + + The following example shows the basic steps necessary to copy a script from the agents inventory into a tasks inventory + and assumes the script exists in the agents inventory. + + uint primID = 95899503; // Fake prim ID + UUID scriptID = UUID.Parse("92a7fe8a-e949-dd39-a8d8-1681d8673232"); // Fake Script UUID in Inventory + + Client.Inventory.FolderContents(Client.Inventory.FindFolderForType(AssetType.LSLText), Client.Self.AgentID, + false, true, InventorySortOrder.ByName, 10000); + + Client.Inventory.RezScript(primID, (InventoryItem)Client.Inventory.Store[scriptID]); + + + + + + Request the running status of a script contained in a task (primitive) inventory + + The ID of the primitive containing the script + The ID of the script + The event can be used to obtain the results of the + request + + + + + Send a request to set the running state of a script contained in a task (primitive) inventory + + The ID of the primitive containing the script + The ID of the script + true to set the script running, false to stop a running script + To verify the change you can use the method combined + with the event + + + + Create a CRC from an InventoryItem + + The source InventoryItem + A uint representing the source InventoryItem as a CRC + + + + Reverses a cheesy XORing with a fixed UUID to convert a shadow_id to an asset_id + + Obfuscated shadow_id value + Deobfuscated asset_id value + + + + Does a cheesy XORing with a fixed UUID to convert an asset_id to a shadow_id + + asset_id value to obfuscate + Obfuscated shadow_id value + + + + Wrapper for creating a new object + + The type of item from the enum + The of the newly created object + An object with the type and id passed + + + + Parse the results of a RequestTaskInventory() response + + A string which contains the data from the task reply + A List containing the items contained within the tasks inventory + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + + UpdateCreateInventoryItem packets are received when a new inventory item + is created. This may occur when an object that's rezzed in world is + taken into inventory, when an item is created using the CreateInventoryItem + packet, or when an object is purchased + + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Raised when the simulator sends us data containing + ... + + + Raised when the simulator sends us data containing + ... + + + Raised when the simulator sends us data containing + an inventory object sent by another avatar or primitive + + + Raised when the simulator sends us data containing + ... + + + Raised when the simulator sends us data containing + ... + + + Raised when the simulator sends us data containing + ... + + + Raised when the simulator sends us data containing + ... + + + Raised when the simulator sends us data containing + ... + + + + Get this agents Inventory data + + + + + Callback for inventory item creation finishing + + Whether the request to create an inventory + item succeeded or not + Inventory item being created. If success is + false this will be null + + + + Callback for an inventory item being create from an uploaded asset + + true if inventory item creation was successful + + + + + + + + + + + + + Reply received when uploading an inventory asset + + Has upload been successful + Error message if upload failed + Inventory asset UUID + New asset UUID + + + + Delegate that is invoked when script upload is completed + + Has upload succeded (note, there still might be compile errors) + Upload status message + Is compilation successful + If compilation failed, list of error messages, null on compilation success + Script inventory UUID + Script's new asset UUID + + + Set to true to accept offer, false to decline it + + + The folder to accept the inventory into, if null default folder for will be used + + + + Callback when an inventory object is accepted and received from a + task inventory. This is the callback in which you actually get + the ItemID, as in ObjectOfferedCallback it is null when received + from a task. + + + + + Holds group information for Avatars such as those you might find in a profile + + + + true of Avatar accepts group notices + + + Groups Key + + + Texture Key for groups insignia + + + Name of the group + + + Powers avatar has in the group + + + Avatars Currently selected title + + + true of Avatar has chosen to list this in their profile + + + + Contains an animation currently being played by an agent + + + + The ID of the animation asset + + + A number to indicate start order of currently playing animations + On Linden Grids this number is unique per region, with OpenSim it is per client + + + + + + + Holds group information on an individual profile pick + + + + + Retrieve friend status notifications, and retrieve avatar names and + profiles + + + + The event subscribers, null of no subscribers + + + Raises the AvatarAnimation Event + An AvatarAnimationEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the AvatarAppearance Event + A AvatarAppearanceEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the UUIDNameReply Event + A UUIDNameReplyEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the AvatarInterestsReply Event + A AvatarInterestsReplyEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the AvatarPropertiesReply Event + A AvatarPropertiesReplyEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the AvatarGroupsReply Event + A AvatarGroupsReplyEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the AvatarPickerReply Event + A AvatarPickerReplyEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the ViewerEffectPointAt Event + A ViewerEffectPointAtEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the ViewerEffectLookAt Event + A ViewerEffectLookAtEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the ViewerEffect Event + A ViewerEffectEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the AvatarPicksReply Event + A AvatarPicksReplyEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the PickInfoReply Event + A PickInfoReplyEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the AvatarClassifiedReply Event + A AvatarClassifiedReplyEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the ClassifiedInfoReply Event + A ClassifiedInfoReplyEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + + Represents other avatars + + + + + Tracks the specified avatar on your map + Avatar ID to track + + + + Request a single avatar name + + The avatar key to retrieve a name for + + + + Request a list of avatar names + + The avatar keys to retrieve names for + + + + Start a request for Avatar Properties + + + + + + Search for an avatar (first name, last name) + + The name to search for + An ID to associate with this query + + + + Start a request for Avatar Picks + + UUID of the avatar + + + + Start a request for Avatar Classifieds + + UUID of the avatar + + + + Start a request for details of a specific profile pick + + UUID of the avatar + UUID of the profile pick + + + + Start a request for details of a specific profile classified + + UUID of the avatar + UUID of the profile classified + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + + Crossed region handler for message that comes across the EventQueue. Sent to an agent + when the agent crosses a sim border into a new region. + + The message key + the IMessage object containing the deserialized data sent from the simulator + The which originated the packet + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Raised when the simulator sends us data containing + an agents animation playlist + + + Raised when the simulator sends us data containing + the appearance information for an agent + + + Raised when the simulator sends us data containing + agent names/id values + + + Raised when the simulator sends us data containing + the interests listed in an agents profile + + + Raised when the simulator sends us data containing + profile property information for an agent + + + Raised when the simulator sends us data containing + the group membership an agent is a member of + + + Raised when the simulator sends us data containing + name/id pair + + + Raised when the simulator sends us data containing + the objects and effect when an agent is pointing at + + + Raised when the simulator sends us data containing + the objects and effect when an agent is looking at + + + Raised when the simulator sends us data containing + an agents viewer effect information + + + Raised when the simulator sends us data containing + the top picks from an agents profile + + + Raised when the simulator sends us data containing + the Pick details + + + Raised when the simulator sends us data containing + the classified ads an agent has placed + + + Raised when the simulator sends us data containing + the details of a classified ad + + + Provides data for the event + The event occurs when the simulator sends + the animation playlist for an agent + + The following code example uses the and + properties to display the animation playlist of an avatar on the window. + + // subscribe to the event + Client.Avatars.AvatarAnimation += Avatars_AvatarAnimation; + + private void Avatars_AvatarAnimation(object sender, AvatarAnimationEventArgs e) + { + // create a dictionary of "known" animations from the Animations class using System.Reflection + Dictionary<UUID, string> systemAnimations = new Dictionary<UUID, string>(); + Type type = typeof(Animations); + System.Reflection.FieldInfo[] fields = type.GetFields(System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Static); + foreach (System.Reflection.FieldInfo field in fields) + { + systemAnimations.Add((UUID)field.GetValue(type), field.Name); + } + + // find out which animations being played are known animations and which are assets + foreach (Animation animation in e.Animations) + { + if (systemAnimations.ContainsKey(animation.AnimationID)) + { + Console.WriteLine("{0} is playing {1} ({2}) sequence {3}", e.AvatarID, + systemAnimations[animation.AnimationID], animation.AnimationSequence); + } + else + { + Console.WriteLine("{0} is playing {1} (Asset) sequence {2}", e.AvatarID, + animation.AnimationID, animation.AnimationSequence); + } + } + } + + + + + + Construct a new instance of the AvatarAnimationEventArgs class + + The ID of the agent + The list of animations to start + + + Get the ID of the agent + + + Get the list of animations to start + + + Provides data for the event + The event occurs when the simulator sends + the appearance data for an avatar + + The following code example uses the and + properties to display the selected shape of an avatar on the window. + + // subscribe to the event + Client.Avatars.AvatarAppearance += Avatars_AvatarAppearance; + + // handle the data when the event is raised + void Avatars_AvatarAppearance(object sender, AvatarAppearanceEventArgs e) + { + Console.WriteLine("The Agent {0} is using a {1} shape.", e.AvatarID, (e.VisualParams[31] > 0) : "male" ? "female") + } + + + + + + Construct a new instance of the AvatarAppearanceEventArgs class + + The ID of the agent + true of the agent is a trial account + The default agent texture + The agents appearance layer textures + The for the agent + + + Get the ID of the agent + + + true if the agent is a trial account + + + Get the default agent texture + + + Get the agents appearance layer textures + + + Get the for the agent + + + Represents the interests from the profile of an agent + + + Get the ID of the agent + + + The properties of an agent + + + Get the ID of the agent + + + Get the ID of the agent + + + Get the ID of the agent + + + Get the ID of the avatar + + + + 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 + + + + + + + + + + + + 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 + + + + + + + + + TRUE of region denies access to age unverified users + + + 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 + + + + 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 + + + + 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 + + + + 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 + + + + 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 + + + + 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. + + + + = + + + Number of times we've received an unknown CAPS exception in series. + + + For exponential backoff on error. + + + + Constants for the archiving module + + + + + The location of the archive control file + + + + + Path for the assets held in an archive + + + + + Path for the prims file + + + + + Path for terrains. Technically these may be assets, but I think it's quite nice to split them out. + + + + + Path for region settings. + + + + + The character the separates the uuid from extension information in an archived asset filename + + + + + Extensions used for asset types in the archive + + + + + + + + + + + + + + + + + + + Thrown when a packet could not be successfully deserialized + + + + + Default constructor + + + + + Constructor that takes an additional error message + + An error message to attach to this exception + + + + The header of a message template packet. Holds packet flags, sequence + number, packet ID, and any ACKs that will be appended at the end of + the packet + + + + + Convert the AckList to a byte array, used for packet serializing + + Reference to the target byte array + Beginning position to start writing to in the byte + array, will be updated with the ending position of the ACK list + + + + + + + + + + + + + + + + + + + + + A block of data in a packet. Packets are composed of one or more blocks, + each block containing one or more fields + + + + + Create a block from a byte array + + Byte array containing the serialized block + Starting position of the block in the byte array. + This will point to the data after the end of the block when the + call returns + + + + Serialize this block into a byte array + + Byte array to serialize this block into + Starting position in the byte array to serialize to. + This will point to the position directly after the end of the + serialized block when the call returns + + + Current length of the data in this packet + + + A generic value, not an actual packet type + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 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+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 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 + + + + + + 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 + + + + 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 + + + + Permission request flags, asked when a script wants to control an Avatar + + + + Placeholder for empty values, shouldn't ever see this + + + Script wants ability to take money from you + + + Script wants to take camera controls for you + + + Script wants to remap avatars controls + + + Script wants to trigger avatar animations + This function is not implemented on the grid + + + Script wants to attach or detach the prim or primset to your avatar + + + Script wants permission to release ownership + This function is not implemented on the grid + The concept of "public" objects does not exist anymore. + + + Script wants ability to link/delink with other prims + + + Script wants permission to change joints + This function is not implemented on the grid + + + Script wants permissions to change permissions + This function is not implemented on the grid + + + Script wants to track avatars camera position and rotation + + + Script wants to control your camera + + + + Special commands used in Instant Messages + + + + Indicates a regular IM from another agent + + + Simple notification box with an OK button + + + You've been invited to join a group. + + + Inventory offer + + + Accepted inventory offer + + + Declined inventory offer + + + Group vote + + + An object is offering its inventory + + + Accept an inventory offer from an object + + + Decline an inventory offer from an object + + + Unknown + + + Start a session, or add users to a session + + + Start a session, but don't prune offline users + + + Start a session with your group + + + Start a session without a calling card (finder or objects) + + + Send a message to a session + + + Leave a session + + + Indicates that the IM is from an object + + + Sent an IM to a busy user, this is the auto response + + + Shows the message in the console and chat history + + + Send a teleport lure + + + Response sent to the agent which inititiated a teleport invitation + + + Response sent to the agent which inititiated a teleport invitation + + + Only useful if you have Linden permissions + + + A placeholder type for future expansion, currently not + used + + + IM to tell the user to go to an URL + + + IM for help + + + IM sent automatically on call for help, sends a lure + to each Helper reached + + + Like an IM but won't go to email + + + IM from a group officer to all group members + + + Unknown + + + Unknown + + + Accept a group invitation + + + Decline a group invitation + + + Unknown + + + An avatar is offering you friendship + + + An avatar has accepted your friendship offer + + + An avatar has declined your friendship offer + + + Indicates that a user has started typing + + + Indicates that a user has stopped typing + + + + Flag in Instant Messages, whether the IM should be delivered to + offline avatars as well + + + + Only deliver to online avatars + + + If the avatar is offline the message will be held until + they login next, and possibly forwarded to their e-mail account + + + + Conversion type to denote Chat Packet types in an easier-to-understand format + + + + Whisper (5m radius) + + + Normal chat (10/20m radius), what the official viewer typically sends + + + Shouting! (100m radius) + + + Event message when an Avatar has begun to type + + + Event message when an Avatar has stopped typing + + + Send the message to the debug channel + + + Event message when an object uses llOwnerSay + + + Special value to support llRegionSay, never sent to the client + + + + Identifies the source of a chat message + + + + Chat from the grid or simulator + + + Chat from another avatar + + + Chat from an object + + + + + + + + + + + + + + + + + + Effect type used in ViewerEffect packets + + + + + + + + + + + + + + + + + + + + + + + + + Project a beam from a source to a destination, such as + the one used when editing an object + + + + + + + + + + + + Create a swirl of particles around an object + + + + + + + + + Cause an avatar to look at an object + + + Cause an avatar to point at an object + + + + The action an avatar is doing when looking at something, used in + ViewerEffect packets for the LookAt effect + + + + + + + + + + + + + + + + + + + + + + Deprecated + + + + + + + + + + + + + + + + The action an avatar is doing when pointing at something, used in + ViewerEffect packets for the PointAt effect + + + + + + + + + + + + + + + + + Money transaction types + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Flags sent when a script takes or releases a control + + NOTE: (need to verify) These might be a subset of the ControlFlags enum in Movement, + + + No Flags set + + + Forward (W or up Arrow) + + + Back (S or down arrow) + + + Move left (shift+A or left arrow) + + + Move right (shift+D or right arrow) + + + Up (E or PgUp) + + + Down (C or PgDown) + + + Rotate left (A or left arrow) + + + Rotate right (D or right arrow) + + + Left Mouse Button + + + Left Mouse button in MouseLook + + + + Currently only used to hide your group title + + + + No flags set + + + Hide your group title + + + + Action state of the avatar, which can currently be typing and + editing + + + + + + + + + + + + + + Current teleport status + + + + Unknown status + + + Teleport initialized + + + Teleport in progress + + + Teleport failed + + + Teleport completed + + + Teleport cancelled + + + + + + + + No flags set, or teleport failed + + + Set when newbie leaves help island for first time + + + + + + Via Lure + + + Via Landmark + + + Via Location + + + Via Home + + + Via Telehub + + + Via Login + + + Linden Summoned + + + Linden Forced me + + + + + + Agent Teleported Home via Script + + + + + + + + + + + + forced to new location for example when avatar is banned or ejected + + + Teleport Finished via a Lure + + + Finished, Sim Changed + + + Finished, Same Sim + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 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 + + + + + + + + + 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 + + + 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 + + + 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 + + + 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 + + + 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 + + + The session information when your agent exits a group chat session + + + + Construct a new instance of the GroupChatLeftEventArgs class + + The ID of the session your agent left + + + Get the ID of the session your agent left + + + 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 + + + + Identifier code for primitive types + + + + None + + + A Primitive + + + A Avatar + + + Linden grass + + + Linden tree + + + A primitive that acts as the source for a particle stream + + + A Linden tree + + + + Primary parameters for primitives such as Physics Enabled or Phantom + + + + Deprecated + + + Whether physics are enabled for this object + + + + + + + + + + + + + + + + + + + + + Whether this object contains an active touch script + + + + + + Whether this object can receive payments + + + Whether this object is phantom (no collisions) + + + + + + + + + + + + + + + Deprecated + + + + + + + + + + + + Deprecated + + + + + + + + + + + + + + + Server flag, will not be sent to clients. Specifies that + the object is destroyed when it touches a simulator edge + + + Server flag, will not be sent to clients. Specifies that + the object will be returned to the owner's inventory when it + touches a simulator edge + + + Server flag, will not be sent to clients. + + + Server flag, will not be sent to client. Specifies that + the object is hovering/flying + + + + + + + + + + + + + + + + Sound flags for sounds attached to primitives + + + + + + + + + + + + + + + + + + + + + + + + + + Material type for a primitive + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Used in a helper function to roughly determine prim shape + + + + + Extra parameters for primitives, these flags are for features that have + been added after the original ObjectFlags that has all eight bits + reserved already + + + + Whether this object has flexible parameters + + + Whether this object has light parameters + + + Whether this object is a sculpted prim + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Attachment points for objects on avatar bodies + + + Both InventoryObject and InventoryAttachment types can be attached + + + + Right hand if object was not previously attached + + + Chest + + + Skull + + + Left shoulder + + + Right shoulder + + + Left hand + + + Right hand + + + Left foot + + + Right foot + + + Spine + + + Pelvis + + + Mouth + + + Chin + + + Left ear + + + Right ear + + + Left eyeball + + + Right eyeball + + + Nose + + + Right upper arm + + + Right forearm + + + Left upper arm + + + Left forearm + + + Right hip + + + Right upper leg + + + Right lower leg + + + Left hip + + + Left upper leg + + + Left lower leg + + + Stomach + + + Left pectoral + + + Right pectoral + + + HUD Center position 2 + + + HUD Top-right + + + HUD Top + + + HUD Top-left + + + HUD Center + + + HUD Bottom-left + + + HUD Bottom + + + HUD Bottom-right + + + + Tree foliage types + + + + Pine1 tree + + + Oak tree + + + Tropical Bush1 + + + Palm1 tree + + + Dogwood tree + + + Tropical Bush2 + + + Palm2 tree + + + Cypress1 tree + + + Cypress2 tree + + + Pine2 tree + + + Plumeria + + + Winter pinetree1 + + + Winter Aspen tree + + + Winter pinetree2 + + + Eucalyptus tree + + + Fern + + + Eelgrass + + + Sea Sword + + + Kelp1 plant + + + Beach grass + + + Kelp2 plant + + + + Grass foliage types + + + + + + + + + + + + + + + + + + + + + + + Action associated with clicking on an object + + + + Touch object + + + Sit on object + + + Purchase object or contents + + + Pay the object + + + Open task inventory + + + Play parcel media + + + Open parcel media + + + + 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 + + + The event subscribers. null if no subcribers + + + Raises the LandPatchReceived event + A LandPatchReceivedEventArgs object containing the + data returned from the simulator + + + Thread sync lock object + + + + Default constructor + + + + + + Retrieve the terrain height at a given coordinate + + The region that the point of interest is in + 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 + + + Raised when the simulator responds sends + + + Simulator from that sent tha data + + + Sim coordinate of the patch + + + Sim coordinate of the patch + + + Size of tha patch + + + Heightmap for the patch + + + + The InternalDictionary class is used through the library for storing key/value pairs. + It is intended to be a replacement for the generic Dictionary class and should + be used in its place. It contains several methods for allowing access to the data from + outside the library that are read only and thread safe. + + + Key + Value + + + Internal dictionary that this class wraps around. Do not + modify or enumerate the contents of this dictionary without locking + on this member + + + + Initializes a new instance of the Class + with the specified key/value, has the default initial capacity. + + + + // initialize a new InternalDictionary named testDict with a string as the key and an int as the value. + public InternalDictionary<string, int> testDict = new InternalDictionary<string, int>(); + + + + + + Initializes a new instance of the Class + with the specified key/value, has its initial valies copied from the specified + + + + to copy initial values from + + + // initialize a new InternalDictionary named testAvName with a UUID as the key and an string as the value. + // populates with copied values from example KeyNameCache Dictionary. + + // create source dictionary + Dictionary<UUID, string> KeyNameCache = new Dictionary<UUID, string>(); + KeyNameCache.Add("8300f94a-7970-7810-cf2c-fc9aa6cdda24", "Jack Avatar"); + KeyNameCache.Add("27ba1e40-13f7-0708-3e98-5819d780bd62", "Jill Avatar"); + + // Initialize new dictionary. + public InternalDictionary<UUID, string> testAvName = new InternalDictionary<UUID, string>(KeyNameCache); + + + + + + Initializes a new instance of the Class + with the specified key/value, With its initial capacity specified. + + Initial size of dictionary + + + // initialize a new InternalDictionary named testDict with a string as the key and an int as the value, + // initially allocated room for 10 entries. + public InternalDictionary<string, int> testDict = new InternalDictionary<string, int>(10); + + + + + + Try to get entry from with specified key + + Key to use for lookup + Value returned + if specified key exists, if not found + + + // find your avatar using the Simulator.ObjectsAvatars InternalDictionary: + Avatar av; + if (Client.Network.CurrentSim.ObjectsAvatars.TryGetValue(Client.Self.AgentID, out av)) + Console.WriteLine("Found Avatar {0}", av.Name); + + + + + + + Finds the specified match. + + The match. + Matched value + + + // use a delegate to find a prim in the ObjectsPrimitives InternalDictionary + // with the ID 95683496 + uint findID = 95683496; + Primitive findPrim = sim.ObjectsPrimitives.Find( + delegate(Primitive prim) { return prim.ID == findID; }); + + + + + Find All items in an + return matching items. + a containing found items. + + Find All prims within 20 meters and store them in a List + + int radius = 20; + List<Primitive> prims = Client.Network.CurrentSim.ObjectsPrimitives.FindAll( + delegate(Primitive prim) { + Vector3 pos = prim.Position; + return ((prim.ParentID == 0) && (pos != Vector3.Zero) && (Vector3.Distance(pos, location) < radius)); + } + ); + + + + + Find All items in an + return matching keys. + a containing found keys. + + Find All keys which also exist in another dictionary + + List<UUID> matches = myDict.FindAll( + delegate(UUID id) { + return myOtherDict.ContainsKey(id); + } + ); + + + + + Perform an on each entry in an + to perform + + + // Iterates over the ObjectsPrimitives InternalDictionary and prints out some information. + Client.Network.CurrentSim.ObjectsPrimitives.ForEach( + delegate(Primitive prim) + { + if (prim.Text != null) + { + Console.WriteLine("NAME={0} ID = {1} TEXT = '{2}'", + prim.PropertiesFamily.Name, prim.ID, prim.Text); + } + }); + + + + + Perform an on each key of an + to perform + + + + Perform an on each KeyValuePair of an + + to perform + + + Check if Key exists in Dictionary + Key to check for + if found, otherwise + + + Check if Value exists in Dictionary + Value to check for + if found, otherwise + + + + Adds the specified key to the dictionary, dictionary locking is not performed, + + + The key + The value + + + + Removes the specified key, dictionary locking is not performed + + The key. + if successful, otherwise + + + + Gets the number of Key/Value pairs contained in the + + + + + Indexer for the dictionary + + The key + The value + + + + Avatar group management + + + + Key of Group Member + + + Total land contribution + + + Online status information + + + Abilities that the Group Member has + + + Current group title + + + Is a group owner + + + + Role manager for a group + + + + Key of the group + + + Key of Role + + + Name of Role + + + Group Title associated with Role + + + Description of Role + + + Abilities Associated with Role + + + Returns the role's title + The role's title + + + + Class to represent Group Title + + + + Key of the group + + + ID of the role title belongs to + + + Group Title + + + Whether title is Active + + + Returns group title + + + + Represents a group on the grid + + + + Key of Group + + + Key of Group Insignia + + + Key of Group Founder + + + Key of Group Role for Owners + + + Name of Group + + + Text of Group Charter + + + Title of "everyone" role + + + Is the group open for enrolement to everyone + + + Will group show up in search + + + + + + + + + + + + Is the group Mature + + + Cost of group membership + + + + + + + + + The total number of current members this group has + + + The number of roles this group has configured + + + Show this group in agent's profile + + + Returns the name of the group + A string containing the name of the group + + + + A group Vote + + + + Key of Avatar who created Vote + + + Text of the Vote proposal + + + Total number of votes + + + + A group proposal + + + + The Text of the proposal + + + The minimum number of members that must vote before proposal passes or failes + + + The required ration of yes/no votes required for vote to pass + The three options are Simple Majority, 2/3 Majority, and Unanimous + TODO: this should be an enum + + + The duration in days votes are accepted + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Struct representing a group notice + + + + + + + + + + + + + + + + + + + + + + + Struct representing a group notice list entry + + + + Notice ID + + + Creation timestamp of notice + + + Agent name who created notice + + + Notice subject + + + Is there an attachment? + + + Attachment Type + + + + Struct representing a member of a group chat session and their settings + + + + The of the Avatar + + + True if user has voice chat enabled + + + True of Avatar has moderator abilities + + + True if a moderator has muted this avatars chat + + + True if a moderator has muted this avatars voice + + + + Role update flags + + + + + + + + + + + + + + + + + + + + + + + + + Can send invitations to groups default role + + + Can eject members from group + + + Can toggle 'Open Enrollment' and change 'Signup fee' + + + Member is visible in the public member list + + + Can create new roles + + + Can delete existing roles + + + Can change Role names, titles and descriptions + + + Can assign other members to assigners role + + + Can assign other members to any role + + + Can remove members from roles + + + Can assign and remove abilities in roles + + + Can change group Charter, Insignia, 'Publish on the web' and which + members are publicly visible in group member listings + + + Can buy land or deed land to group + + + Can abandon group owned land to Governor Linden on mainland, or Estate owner for + private estates + + + Can set land for-sale information on group owned parcels + + + Can subdivide and join parcels + + + Can join group chat sessions + + + Can use voice chat in Group Chat sessions + + + Can moderate group chat sessions + + + Can toggle "Show in Find Places" and set search category + + + Can change parcel name, description, and 'Publish on web' settings + + + Can set the landing point and teleport routing on group land + + + Can change music and media settings + + + Can toggle 'Edit Terrain' option in Land settings + + + Can toggle various About Land > Options settings + + + Can always terraform land, even if parcel settings have it turned off + + + Can always fly while over group owned land + + + Can always rez objects on group owned land + + + Can always create landmarks for group owned parcels + + + Can set home location on any group owned parcel + + + Can modify public access settings for group owned parcels + + + Can manager parcel ban lists on group owned land + + + Can manage pass list sales information + + + Can eject and freeze other avatars on group owned land + + + Can return objects set to group + + + Can return non-group owned/set objects + + + Can return group owned objects + + + Can landscape using Linden plants + + + Can deed objects to group + + + Can move group owned objects + + + Can set group owned objects for-sale + + + Pay group liabilities and receive group dividends + + + 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 + + + + Wrapper around a byte array that allows bit to be packed and unpacked + one at a time or by a variable amount. Useful for very tightly packed + data like LayerData packets + + + + + + + + Default constructor, initialize the bit packer / bit unpacker + with a byte array and starting position + + Byte array to pack bits in to or unpack from + Starting position in the byte array + + + + Pack a floating point value in to the data + + Floating point value to pack + + + + Pack part or all of an integer in to the data + + Integer containing the data to pack + Number of bits of the integer to pack + + + + Pack part or all of an unsigned integer in to the data + + Unsigned integer containing the data to pack + Number of bits of the integer to pack + + + + + + + + + + + + + + + + + + + + + + + + + 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 + + + + + + + + + + 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 + + + + + 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 + + + + + + + + + + + + + + + + Index of TextureEntry slots for avatar appearances + + + + + Bake layers for avatar appearance + + + + Maximum number of concurrent downloads for wearable assets and textures + + + Maximum number of concurrent uploads for baked textures + + + Timeout for fetching inventory listings + + + Timeout for fetching a single wearable, or receiving a single packet response + + + Timeout for fetching a single texture + + + Timeout for uploading a single baked texture + + + Number of times to retry bake upload + + + When changing outfit, kick off rebake after + 20 seconds has passed since the last change + + + Total number of wearables for each avatar + + + Total number of baked textures on each avatar + + + Total number of wearables per bake layer + + + Total number of textures on an avatar, baked or not + + + Mapping between BakeType and AvatarTextureIndex + + + Map of what wearables are included in each bake + + + Magic values to finalize the cache check hashes for each + bake + + + Default avatar texture, used to detect when a custom + texture is not set for a face + + + The event subscribers. null if no subcribers + + + Raises the AgentWearablesReply event + An AgentWearablesReplyEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the CachedBakesReply event + An AgentCachedBakesReplyEventArgs object containing the + data returned from the data server AgentCachedTextureResponse + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the AppearanceSet event + An AppearanceSetEventArgs object indicating if the operatin was successfull + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the RebakeAvatarRequested event + An RebakeAvatarTexturesEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + A cache of wearables currently being worn + + + A cache of textures currently being worn + + + Incrementing serial number for AgentCachedTexture packets + + + Incrementing serial number for AgentSetAppearance packets + + + Indicates whether or not the appearance thread is currently + running, to prevent multiple appearance threads from running + simultaneously + + + Reference to our agent + + + + Timer used for delaying rebake on changing outfit + + + + + Main appearance thread + + + + + Default constructor + + A reference to our agent + + + + Obsolete method for setting appearance. This function no longer does anything. + Use RequestSetAppearance() to manually start the appearance thread + + + + + Obsolete method for setting appearance. This function no longer does anything. + Use RequestSetAppearance() to manually start the appearance thread + + Unused parameter + + + + Starts the appearance setting thread + + + + + Starts the appearance setting thread + + True to force rebaking, otherwise false + + + + Ask the server what textures our agent is currently wearing + + + + + Build hashes out of the texture assetIDs for each baking layer to + ask the simulator whether it has cached copies of each baked texture + + + + + Returns the AssetID of the asset that is currently being worn in a + given WearableType slot + + WearableType slot to get the AssetID for + The UUID of the asset being worn in the given slot, or + UUID.Zero if no wearable is attached to the given slot or wearables + have not been downloaded yet + + + + Add a wearable to the current outfit and set appearance + + Wearable to be added to the outfit + + + + Add a list of wearables to the current outfit and set appearance + + List of wearable inventory items to + be added to the outfit + + + + Remove a wearable from the current outfit and set appearance + + Wearable to be removed from the outfit + + + + Removes a list of wearables from the current outfit and set appearance + + List of wearable inventory items to + be removed from the outfit + + + + Replace the current outfit with a list of wearables and set appearance + + List of wearable inventory items that + define a new outfit + + + + Checks if an inventory item is currently being worn + + The inventory item to check against the agent + wearables + The WearableType slot that the item is being worn in, + or WearbleType.Invalid if it is not currently being worn + + + + Returns a copy of the agents currently worn wearables + + A copy of the agents currently worn wearables + Avoid calling this function multiple times as it will make + a copy of all of the wearable data each time + + + + Calls either or + depending on the value of + replaceItems + + List of wearable inventory items to add + to the outfit or become a new outfit + True to replace existing items with the + new list of items, false to add these items to the existing outfit + + + + Adds a list of attachments to our agent + + A List containing the attachments to add + If true, tells simulator to remove existing attachment + first + + + + Attach an item to our agent at a specific attach point + + A to attach + the on the avatar + to attach the item to + + + + Attach an item to our agent specifying attachment details + + The of the item to attach + The attachments owner + The name of the attachment + The description of the attahment + The to apply when attached + The of the attachment + The on the agent + to attach the item to + + + + Detach an item from our agent using an object + + An object + + + + Detach an item from our agent + + The inventory itemID of the item to detach + + + + Inform the sim which wearables are part of our current outfit + + + + + Replaces the Wearables collection with a list of new wearable items + + Wearable items to replace the Wearables collection with + + + + Calculates base color/tint for a specific wearable + based on its params + + All the color info gathered from wearable's VisualParams + passed as list of ColorParamInfo tuples + Base color/tint for the wearable + + + + Blocking method to populate the Wearables dictionary + + True on success, otherwise false + + + + Blocking method to populate the Textures array with cached bakes + + True on success, otherwise false + + + + Populates textures and visual params from a decoded asset + + Wearable to decode + + + + Blocking method to download and parse currently worn wearable assets + + True on success, otherwise false + + + + Get a list of all of the textures that need to be downloaded for a + single bake layer + + Bake layer to get texture AssetIDs for + A list of texture AssetIDs to download + + + + Helper method to lookup the TextureID for a single layer and add it + to a list if it is not already present + + + + + + + Blocking method to download all of the textures needed for baking + the given bake layers + + A list of layers that need baking + No return value is given because the baking will happen + whether or not all textures are successfully downloaded + + + + Blocking method to create and upload baked textures for all of the + missing bakes + + True on success, otherwise false + + + + Blocking method to create and upload a baked texture for a single + bake layer + + Layer to bake + True on success, otherwise false + + + + Blocking method to upload a baked texture + + Five channel JPEG2000 texture data to upload + UUID of the newly created asset on success, otherwise UUID.Zero + + + + Creates a dictionary of visual param values from the downloaded wearables + + A dictionary of visual param indices mapping to visual param + values for our agent that can be fed to the Baker class + + + + Create an AgentSetAppearance packet from Wearables data and the + Textures array and send it + + + + + Converts a WearableType to a bodypart or clothing WearableType + + A WearableType + AssetType.Bodypart or AssetType.Clothing or AssetType.Unknown + + + + Converts a BakeType to the corresponding baked texture slot in AvatarTextureIndex + + A BakeType + The AvatarTextureIndex slot that holds the given BakeType + + + + Gives the layer number that is used for morph mask + + >A BakeType + Which layer number as defined in BakeTypeToTextures is used for morph mask + + + + Converts a BakeType to a list of the texture slots that make up that bake + + A BakeType + A list of texture slots that are inputs for the given bake + + + Triggered when an AgentWearablesUpdate packet is received, + telling us what our avatar is currently wearing + request. + + + Raised when an AgentCachedTextureResponse packet is + received, giving a list of cached bakes that were found on the + simulator + request. + + + + Raised when appearance data is sent to the simulator, also indicates + the main appearance thread is finished. + + request. + + + + Triggered when the simulator requests the agent rebake its appearance. + + + + + + Returns true if AppearanceManager is busy and trying to set or change appearance will fail + + + + + Contains information about a wearable inventory item + + + + Inventory ItemID of the wearable + + + AssetID of the wearable asset + + + WearableType of the wearable + + + AssetType of the wearable + + + Asset data for the wearable + + + + Data collected from visual params for each wearable + needed for the calculation of the color + + + + + Holds a texture assetID and the data needed to bake this layer into + an outfit texture. Used to keep track of currently worn textures + and baking data + + + + A texture AssetID + + + Asset data for the texture + + + Collection of alpha masks that needs applying + + + Tint that should be applied to the texture + + + Contains the Event data returned from the data server from an AgentWearablesRequest + + + Construct a new instance of the AgentWearablesReplyEventArgs class + + + Contains the Event data returned from the data server from an AgentCachedTextureResponse + + + Construct a new instance of the AgentCachedBakesReplyEventArgs class + + + Contains the Event data returned from an AppearanceSetRequest + + + + Triggered when appearance data is sent to the sim and + the main appearance thread is done. + Indicates whether appearance setting was successful + + + Indicates whether appearance setting was successful + + + Contains the Event data returned from the data server from an RebakeAvatarTextures + + + + Triggered when the simulator sends a request for this agent to rebake + its appearance + + The ID of the Texture Layer to bake + + + The ID of the Texture Layer to bake + + + + 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 + + + + Unregister an event handler + + Packet type to unregister the handler for + Callback to be unregistered + + + + Fire the events registered for this packet type synchronously + + Incoming packet type + Incoming packet + Simulator this packet was received from + + + + Fire the events registered for this packet type asynchronously + + Incoming packet type + Incoming packet + Simulator this packet was received from + + + + Object that is passed to worker threads in the ThreadPool for + firing packet callbacks + + + + Callback to fire for this packet + + + Reference to the simulator that this packet came from + + + The packet that needs to be processed + + + + Registers, unregisters, and fires events generated by the Capabilities + event queue + + + + Reference to the GridClient object + + + + Default constructor + + Reference to the GridClient object + + + + Register an new event handler for a capabilities event sent via the EventQueue + + Use String.Empty to fire this event on every CAPS event + Capability event name to register the + handler for + Callback to fire + + + + Unregister a previously registered capabilities handler + + Capability event name unregister the + handler for + Callback to unregister + + + + Fire the events registered for this event type synchronously + + Capability name + Decoded event body + Reference to the simulator that + generated this event + + + + Fire the events registered for this event type asynchronously + + Capability name + Decoded event body + Reference to the simulator that + generated this event + + + + Object that is passed to worker threads in the ThreadPool for + firing CAPS callbacks + + + + Callback to fire for this packet + + + Name of the CAPS event + + + Strongly typed decoded data + + + Reference to the simulator that generated this event + + + + Access to the data server which allows searching for land, events, people, etc + + + + The event subscribers. null if no subcribers + + + Raises the EventInfoReply event + An EventInfoReplyEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the DirEventsReply event + An DirEventsReplyEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the PlacesReply event + A PlacesReplyEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the DirPlacesReply event + A DirPlacesReplyEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the DirClassifiedsReply event + A DirClassifiedsReplyEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the DirGroupsReply event + A DirGroupsReplyEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the DirPeopleReply event + A DirPeopleReplyEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the DirLandReply event + A DirLandReplyEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + + Constructs a new instance of the DirectoryManager class + + An instance of GridClient + + + + Query the data server for a list of classified ads containing the specified string. + Defaults to searching for classified placed in any category, and includes PG, Adult and Mature + results. + + Responses are sent 16 per response packet, there is no way to know how many results a query reply will contain however assuming + the reply packets arrived ordered, a response with less than 16 entries would indicate all results have been received + + The event is raised when a response is received from the simulator + + A string containing a list of keywords to search for + A UUID to correlate the results when the event is raised + + + + Query the data server for a list of classified ads which contain specified keywords (Overload) + + The event is raised when a response is received from the simulator + + A string containing a list of keywords to search for + The category to search + A set of flags which can be ORed to modify query options + such as classified maturity rating. + A UUID to correlate the results when the event is raised + + Search classified ads containing the key words "foo" and "bar" in the "Any" category that are either PG or Mature + + UUID searchID = StartClassifiedSearch("foo bar", ClassifiedCategories.Any, ClassifiedQueryFlags.PG | ClassifiedQueryFlags.Mature); + + + + Responses are sent 16 at a time, there is no way to know how many results a query reply will contain however assuming + the reply packets arrived ordered, a response with less than 16 entries would indicate all results have been received + + + + + Starts search for places (Overloaded) + + The event is raised when a response is received from the simulator + + Search text + Each request is limited to 100 places + being returned. To get the first 100 result entries of a request use 0, + from 100-199 use 1, 200-299 use 2, etc. + A UUID to correlate the results when the event is raised + + + + Queries the dataserver for parcels of land which are flagged to be shown in search + + The event is raised when a response is received from the simulator + + A string containing a list of keywords to search for separated by a space character + A set of flags which can be ORed to modify query options + such as classified maturity rating. + The category to search + Each request is limited to 100 places + being returned. To get the first 100 result entries of a request use 0, + from 100-199 use 1, 200-299 use 2, etc. + A UUID to correlate the results when the event is raised + + Search places containing the key words "foo" and "bar" in the "Any" category that are either PG or Adult + + UUID searchID = StartDirPlacesSearch("foo bar", DirFindFlags.DwellSort | DirFindFlags.IncludePG | DirFindFlags.IncludeAdult, ParcelCategory.Any, 0); + + + + Additional information on the results can be obtained by using the ParcelManager.InfoRequest method + + + + + Starts a search for land sales using the directory + + The event is raised when a response is received from the simulator + + What type of land to search for. Auction, + estate, mainland, "first land", etc + The OnDirLandReply event handler must be registered before + calling this function. There is no way to determine how many + results will be returned, or how many times the callback will be + fired other than you won't get more than 100 total parcels from + each query. + + + + Starts a search for land sales using the directory + + The event is raised when a response is received from the simulator + + What type of land to search for. Auction, + estate, mainland, "first land", etc + Maximum price to search for + Maximum area to search for + Each request is limited to 100 parcels + being returned. To get the first 100 parcels of a request use 0, + from 100-199 use 1, 200-299 use 2, etc. + The OnDirLandReply event handler must be registered before + calling this function. There is no way to determine how many + results will be returned, or how many times the callback will be + fired other than you won't get more than 100 total parcels from + each query. + + + + Send a request to the data server for land sales listings + + + Flags sent to specify query options + + Available flags: + Specify the parcel rating with one or more of the following: + IncludePG IncludeMature IncludeAdult + + Specify the field to pre sort the results with ONLY ONE of the following: + PerMeterSort NameSort AreaSort PricesSort + + Specify the order the results are returned in, if not specified the results are pre sorted in a Descending Order + SortAsc + + Specify additional filters to limit the results with one or both of the following: + LimitByPrice LimitByArea + + Flags can be combined by separating them with the | (pipe) character + + Additional details can be found in + + What type of land to search for. Auction, + Estate or Mainland + Maximum price to search for when the + DirFindFlags.LimitByPrice flag is specified in findFlags + Maximum area to search for when the + DirFindFlags.LimitByArea flag is specified in findFlags + Each request is limited to 100 parcels + being returned. To get the first 100 parcels of a request use 0, + from 100-199 use 100, 200-299 use 200, etc. + The event will be raised with the response from the simulator + + There is no way to determine how many results will be returned, or how many times the callback will be + fired other than you won't get more than 100 total parcels from + each reply. + + Any land set for sale to either anybody or specific to the connected agent will be included in the + results if the land is included in the query + + + // request all mainland, any maturity rating that is larger than 512 sq.m + StartLandSearch(DirFindFlags.SortAsc | DirFindFlags.PerMeterSort | DirFindFlags.LimitByArea | DirFindFlags.IncludePG | DirFindFlags.IncludeMature | DirFindFlags.IncludeAdult, SearchTypeFlags.Mainland, 0, 512, 0); + + + + + Search for Groups + + The name or portion of the name of the group you wish to search for + Start from the match number + + + + + Search for Groups + + The name or portion of the name of the group you wish to search for + Start from the match number + Search flags + + + + + Search the People directory for other avatars + + The name or portion of the name of the avatar you wish to search for + + + + + + Search Places for parcels of land you personally own + + + + + Searches Places for land owned by the specified group + + ID of the group you want to recieve land list for (You must be a member of the group) + Transaction (Query) ID which can be associated with results from your request. + + + + Search the Places directory for parcels that are listed in search and contain the specified keywords + + A string containing the keywords to search for + Transaction (Query) ID which can be associated with results from your request. + + + + Search Places - All Options + + One of the Values from the DirFindFlags struct, ie: AgentOwned, GroupOwned, etc. + One of the values from the SearchCategory Struct, ie: Any, Linden, Newcomer + A string containing a list of keywords to search for separated by a space character + String Simulator Name to search in + LLUID of group you want to recieve results for + Transaction (Query) ID which can be associated with results from your request. + Transaction (Query) ID which can be associated with results from your request. + + + + Search All Events with specifid searchText in all categories, includes PG, Mature and Adult + + A string containing a list of keywords to search for separated by a space character + Each request is limited to 100 entries + being returned. To get the first group of entries of a request use 0, + from 100-199 use 100, 200-299 use 200, etc. + UUID of query to correlate results in callback. + + + + Search Events + + A string containing a list of keywords to search for separated by a space character + One or more of the following flags: DateEvents, IncludePG, IncludeMature, IncludeAdult + from the Enum + + Multiple flags can be combined by separating the flags with the | (pipe) character + "u" for in-progress and upcoming events, -or- number of days since/until event is scheduled + For example "0" = Today, "1" = tomorrow, "2" = following day, "-1" = yesterday, etc. + Each request is limited to 100 entries + being returned. To get the first group of entries of a request use 0, + from 100-199 use 100, 200-299 use 200, etc. + EventCategory event is listed under. + UUID of query to correlate results in callback. + + + Requests Event Details + ID of Event returned from the method + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming event message + The Unique Capabilities Key + The event message containing the data + The simulator the message originated from + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming event message + The Unique Capabilities Key + The event message containing the data + The simulator the message originated from + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Raised when the data server responds to a request. + + + Raised when the data server responds to a request. + + + Raised when the data server responds to a request. + + + Raised when the data server responds to a request. + + + Raised when the data server responds to a request. + + + Raised when the data server responds to a request. + + + Raised when the data server responds to a request. + + + Raised when the data server responds to a request. + + + Classified Ad categories + + + Classified is listed in the Any category + + + Classified is shopping related + + + Classified is + + + + + + + + + + + + + + + + + + + + + + + + Event Categories + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Query Flags used in many of the DirectoryManager methods to specify which query to execute and how to return the results. + + Flags can be combined using the | (pipe) character, not all flags are available in all queries + + + + Query the People database + + + + + + + + + Query the Groups database + + + Query the Events database + + + Query the land holdings database for land owned by the currently connected agent + + + + + + Query the land holdings database for land which is owned by a Group + + + Specifies the query should pre sort the results based upon traffic + when searching the Places database + + + + + + + + + + + + + + + Specifies the query should pre sort the results in an ascending order when searching the land sales database. + This flag is only used when searching the land sales database + + + Specifies the query should pre sort the results using the SalePrice field when searching the land sales database. + This flag is only used when searching the land sales database + + + Specifies the query should pre sort the results by calculating the average price/sq.m (SalePrice / Area) when searching the land sales database. + This flag is only used when searching the land sales database + + + Specifies the query should pre sort the results using the ParcelSize field when searching the land sales database. + This flag is only used when searching the land sales database + + + Specifies the query should pre sort the results using the Name field when searching the land sales database. + This flag is only used when searching the land sales database + + + When set, only parcels less than the specified Price will be included when searching the land sales database. + This flag is only used when searching the land sales database + + + When set, only parcels greater than the specified Size will be included when searching the land sales database. + This flag is only used when searching the land sales database + + + + + + + + + Include PG land in results. This flag is used when searching both the Groups, Events and Land sales databases + + + Include Mature land in results. This flag is used when searching both the Groups, Events and Land sales databases + + + Include Adult land in results. This flag is used when searching both the Groups, Events and Land sales databases + + + + + + + Land types to search dataserver for + + + + Search Auction, Mainland and Estate + + + Land which is currently up for auction + + + Parcels which are on the mainland (Linden owned) continents + + + Parcels which are on privately owned simulators + + + + The content rating of the event + + + + Event is PG + + + Event is Mature + + + Event is Adult + + + + Classified Ad Options + + There appear to be two formats the flags are packed in. + This set of flags is for the newer style + + + + + + + + + + + + + + + + + + + Classified ad query options + + + + Include all ads in results + + + Include PG ads in results + + + Include Mature ads in results + + + Include Adult ads in results + + + + The For Sale flag in PlacesReplyData + + + + Parcel is not listed for sale + + + Parcel is For Sale + + + + A classified ad on the grid + + + + UUID for this ad, useful for looking up detailed + information about it + + + The title of this classified ad + + + Flags that show certain options applied to the classified + + + Creation date of the ad + + + Expiration date of the ad + + + Price that was paid for this ad + + + Print the struct data as a string + A string containing the field name, and field value + + + + A parcel retrieved from the dataserver such as results from the + "For-Sale" listings or "Places" Search + + + + The unique dataserver parcel ID + This id is used to obtain additional information from the entry + by using the method + + + A string containing the name of the parcel + + + The size of the parcel + This field is not returned for Places searches + + + The price of the parcel + This field is not returned for Places searches + + + If True, this parcel is flagged to be auctioned + + + If true, this parcel is currently set for sale + + + Parcel traffic + + + Print the struct data as a string + A string containing the field name, and field value + + + + An Avatar returned from the dataserver + + + + Online status of agent + This field appears to be obsolete and always returns false + + + The agents first name + + + The agents last name + + + The agents + + + Print the struct data as a string + A string containing the field name, and field value + + + + Response to a "Groups" Search + + + + The Group ID + + + The name of the group + + + The current number of members + + + Print the struct data as a string + A string containing the field name, and field value + + + + Parcel information returned from a request + + Represents one of the following: + A parcel of land on the grid that has its Show In Search flag set + A parcel of land owned by the agent making the request + A parcel of land owned by a group the agent making the request is a member of + + + In a request for Group Land, the First record will contain an empty record + + Note: This is not the same as searching the land for sale data source + + + + The ID of the Agent of Group that owns the parcel + + + The name + + + The description + + + The Size of the parcel + + + The billable Size of the parcel, for mainland + parcels this will match the ActualArea field. For Group owned land this will be 10 percent smaller + than the ActualArea. For Estate land this will always be 0 + + + Indicates the ForSale status of the parcel + + + The Gridwide X position + + + The Gridwide Y position + + + The Z position of the parcel, or 0 if no landing point set + + + The name of the Region the parcel is located in + + + The Asset ID of the parcels Snapshot texture + + + The calculated visitor traffic + + + The billing product SKU + Known values are: + + 023Mainland / Full Region + 024Estate / Full Region + 027Estate / Openspace + 029Estate / Homestead + 129Mainland / Homestead (Linden Owned) + + + + + No longer used, will always be 0 + + + Get a SL URL for the parcel + A string, containing a standard SLURL + + + Print the struct data as a string + A string containing the field name, and field value + + + + An "Event" Listing summary + + + + The ID of the event creator + + + The name of the event + + + The events ID + + + A string containing the short date/time the event will begin + + + The event start time in Unixtime (seconds since epoch) + + + The events maturity rating + + + Print the struct data as a string + A string containing the field name, and field value + + + + The details of an "Event" + + + + The events ID + + + The ID of the event creator + + + The name of the event + + + The category + + + The events description + + + The short date/time the event will begin + + + The event start time in Unixtime (seconds since epoch) UTC adjusted + + + The length of the event in minutes + + + 0 if no cover charge applies + + + The cover charge amount in L$ if applicable + + + The name of the region where the event is being held + + + The gridwide location of the event + + + The maturity rating + + + Get a SL URL for the parcel where the event is hosted + A string, containing a standard SLURL + + + Print the struct data as a string + A string containing the field name, and field value + + + Contains the Event data returned from the data server from an EventInfoRequest + + + Construct a new instance of the EventInfoReplyEventArgs class + A single EventInfo object containing the details of an event + + + + A single EventInfo object containing the details of an event + + + + Contains the "Event" detail data returned from the data server + + + Construct a new instance of the DirEventsReplyEventArgs class + The ID of the query returned by the data server. + This will correlate to the ID returned by the method + A list containing the "Events" returned by the search query + + + The ID returned by + + + A list of "Events" returned by the data server + + + Contains the "Event" list data returned from the data server + + + Construct a new instance of PlacesReplyEventArgs class + The ID of the query returned by the data server. + This will correlate to the ID returned by the method + A list containing the "Places" returned by the data server query + + + The ID returned by + + + A list of "Places" returned by the data server + + + Contains the places data returned from the data server + + + Construct a new instance of the DirPlacesReplyEventArgs class + The ID of the query returned by the data server. + This will correlate to the ID returned by the method + A list containing land data returned by the data server + + + The ID returned by + + + A list containing Places data returned by the data server + + + Contains the classified data returned from the data server + + + Construct a new instance of the DirClassifiedsReplyEventArgs class + A list of classified ad data returned from the data server + + + A list containing Classified Ads returned by the data server + + + Contains the group data returned from the data server + + + Construct a new instance of the DirGroupsReplyEventArgs class + The ID of the query returned by the data server. + This will correlate to the ID returned by the method + A list of groups data returned by the data server + + + The ID returned by + + + A list containing Groups data returned by the data server + + + Contains the people data returned from the data server + + + Construct a new instance of the DirPeopleReplyEventArgs class + The ID of the query returned by the data server. + This will correlate to the ID returned by the method + A list of people data returned by the data server + + + The ID returned by + + + A list containing People data returned by the data server + + + Contains the land sales data returned from the data server + + + Construct a new instance of the DirLandReplyEventArgs class + A list of parcels for sale returned by the data server + + + A list containing land forsale data returned by the data server + + + diff --git a/bin/OpenMetaverse.dll.config b/bin/OpenMetaverse.dll.config index dc36a4513f..13fdc11c72 100644 --- a/bin/OpenMetaverse.dll.config +++ b/bin/OpenMetaverse.dll.config @@ -1,7 +1,7 @@ - - - - - - - + + + + + + + diff --git a/bin/OpenMetaverseTypes.XML b/bin/OpenMetaverseTypes.XML index df1853a41a..3903aea866 100644 --- a/bin/OpenMetaverseTypes.XML +++ b/bin/OpenMetaverseTypes.XML @@ -1,1957 +1,1957 @@ - - - - OpenMetaverseTypes - - - - - 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 - - - - X value - - - Y value - - - Z value - - - W value - - - - Build a quaternion from normalized float values - - X value from -1.0 to 1.0 - Y value from -1.0 to 1.0 - Z value from -1.0 to 1.0 - - - - Constructor, builds a quaternion object from a byte array - - Byte array containing four four-byte floats - Offset in the byte array to start reading at - Whether the source data is normalized or - not. If this is true 12 bytes will be read, otherwise 16 bytes will - be read. - - - - Normalizes the quaternion - - - - - Builds a quaternion object from a byte array - - The source byte array - Offset in the byte array to start reading at - Whether the source data is normalized or - not. If this is true 12 bytes will be read, otherwise 16 bytes will - be read. - - - - Normalize this quaternion and serialize it to a byte array - - A 12 byte array containing normalized X, Y, and Z floating - point values in order using little endian byte ordering - - - - Writes the raw bytes for this quaternion to a byte array - - Destination byte array - Position in the destination array to start - writing. Must be at least 12 bytes before the end of the array - - - - Convert this quaternion to euler angles - - X euler angle - Y euler angle - Z euler angle - - - - Convert this quaternion to an angle around an axis - - Unit vector describing the axis - Angle around the axis, in radians - - - - Returns the conjugate (spatial inverse) of a quaternion - - - - - Build a quaternion from an axis and an angle of rotation around - that axis - - - - - Build a quaternion from an axis and an angle of rotation around - that axis - - Axis of rotation - Angle of rotation - - - - Creates a quaternion from a vector containing roll, pitch, and yaw - in radians - - Vector representation of the euler angles in - radians - Quaternion representation of the euler angles - - - - Creates a quaternion from roll, pitch, and yaw euler angles in - radians - - X angle in radians - Y angle in radians - Z angle in radians - Quaternion representation of the euler angles - - - - Conjugates and renormalizes a vector - - - - - Spherical linear interpolation between two quaternions - - - - - Get a string representation of the quaternion elements with up to three - decimal digits and separated by spaces only - - Raw string representation of the quaternion - - - A quaternion with a value of 0,0,0,1 - - - - Same as Queue except Dequeue function blocks until there is an object to return. - Note: This class does not need to be synchronized - - - - - Create new BlockingQueue. - - The System.Collections.ICollection to copy elements from - - - - Create new BlockingQueue. - - The initial number of elements that the queue can contain - - - - Create new BlockingQueue. - - - - - BlockingQueue Destructor (Close queue, resume any waiting thread). - - - - - Remove all objects from the Queue. - - - - - Remove all objects from the Queue, resume all dequeue threads. - - - - - Removes and returns the object at the beginning of the Queue. - - Object in queue. - - - - Removes and returns the object at the beginning of the Queue. - - time to wait before returning - Object in queue. - - - - Removes and returns the object at the beginning of the Queue. - - time to wait before returning (in milliseconds) - Object in queue. - - - - Adds an object to the end of the Queue - - Object to put in queue - - - - Open Queue. - - - - - Gets flag indicating if queue has been closed. - - - - Used for converting degrees to radians - - - Used for converting radians to degrees - - - Provide a single instance of the CultureInfo class to - help parsing in situations where the grid assumes an en-us - culture - - - UNIX epoch in DateTime format - - - Provide a single instance of the MD5 class to avoid making - duplicate copies and handle thread safety - - - Provide a single instance of the SHA-1 class to avoid - making duplicate copies and handle thread safety - - - Provide a single instance of a random number generator - to avoid making duplicate copies and handle thread safety - - - - Clamp a given value between a range - - Value to clamp - Minimum allowable value - Maximum allowable value - A value inclusively between lower and upper - - - - Clamp a given value between a range - - Value to clamp - Minimum allowable value - Maximum allowable value - A value inclusively between lower and upper - - - - Clamp a given value between a range - - Value to clamp - Minimum allowable value - Maximum allowable value - A value inclusively between lower and upper - - - - Round a floating-point value to the nearest integer - - Floating point number to round - Integer - - - - Test if a single precision float is a finite number - - - - - Test if a double precision float is a finite number - - - - - Get the distance between two floating-point values - - First value - Second value - The distance between the two values - - - - Compute the MD5 hash for a byte array - - Byte array to compute the hash for - MD5 hash of the input data - - - - Compute the SHA1 hash for a byte array - - Byte array to compute the hash for - SHA1 hash of the input data - - - - Calculate the SHA1 hash of a given string - - The string to hash - The SHA1 hash as a string - - - - Compute the SHA256 hash for a byte array - - Byte array to compute the hash for - SHA256 hash of the input data - - - - Calculate the SHA256 hash of a given string - - The string to hash - The SHA256 hash as a string - - - - Calculate the MD5 hash of a given string - - The password to hash - An MD5 hash in string format, with $1$ prepended - - - - Calculate the MD5 hash of a given string - - The string to hash - The MD5 hash as a string - - - - Generate a random double precision floating point value - - Random value of type double - - - - Get the current running platform - - Enumeration of the current platform we are running on - - - - Get the current running runtime - - Enumeration of the current runtime we are running on - - - - Convert the first two bytes starting in the byte array in - 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 - - - - 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 - - - - 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/ - - - - Convert this matrix to euler rotations - - X euler angle - Y euler angle - Z euler angle - - - - Convert this matrix to a quaternion rotation - - A quaternion representation of this rotation matrix - - - - Construct a matrix from euler rotation values in radians - - X euler angle in radians - Y euler angle in radians - Z euler angle in radians - - - - Get a formatted string representation of the vector - - A string representation of the vector - - - A 4x4 matrix containing all zeroes - - - A 4x4 identity matrix - - - For thread safety - - - For thread safety - - - - Purges expired objects from the cache. Called automatically by the purge timer. - - - - X value - - - Y value - - - 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 - - - - - 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 - - - - 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 - - - - A three-dimensional vector with floating-point values - - - - 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 - - - - - Test if this vector is composed of all finite numbers - - - - - 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 - - - - - 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 - - - - 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 128-bit Universally Unique Identifier, used throughout the Second - Life networking protocol - - - - The System.Guid object this struct wraps around - - - - Constructor that takes a string UUID representation - - A string representation of a UUID, case - insensitive and can either be hyphenated or non-hyphenated - UUID("11f8aa9c-b071-4242-836b-13b7abe0d489") - - - - Constructor that takes a System.Guid object - - A Guid object that contains the unique identifier - to be represented by this UUID - - - - Constructor that takes a byte array containing a UUID - - Byte array containing a 16 byte UUID - Beginning offset in the array - - - - Constructor that takes an unsigned 64-bit unsigned integer to - convert to a UUID - - 64-bit unsigned integer to convert to a UUID - - - - Copy constructor - - UUID to copy - - - - IComparable.CompareTo implementation - - - - - Assigns this UUID from 16 bytes out of a byte array - - Byte array containing the UUID to assign this UUID to - Starting position of the UUID in the byte array - - - - Returns a copy of the raw bytes for this UUID - - A 16 byte array containing this UUID - - - - Writes the raw bytes for this UUID 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 - - - - Calculate an LLCRC (cyclic redundancy check) for this UUID - - The CRC checksum for this UUID - - - - Create a 64-bit integer representation from the second half of this UUID - - An integer created from the last eight bytes of this UUID - - - - Generate a UUID from a string - - A string representation of a UUID, case - insensitive and can either be hyphenated or non-hyphenated - UUID.Parse("11f8aa9c-b071-4242-836b-13b7abe0d489") - - - - Generate a UUID from a string - - A string representation of a UUID, case - insensitive and can either be hyphenated or non-hyphenated - Will contain the parsed UUID if successful, - otherwise null - True if the string was successfully parse, otherwise false - UUID.TryParse("11f8aa9c-b071-4242-836b-13b7abe0d489", result) - - - - Combine two UUIDs together by taking the MD5 hash of a byte array - containing both UUIDs - - First UUID to combine - Second UUID to combine - The UUID product of the combination - - - - - - - - - - Return a hash code for this UUID, used by .NET for hash tables - - An integer composed of all the UUID bytes XORed together - - - - Comparison function - - An object to compare to this UUID - True if the object is a UUID and both UUIDs are equal - - - - Comparison function - - UUID to compare to - True if the UUIDs are equal, otherwise false - - - - Get a hyphenated string representation of this UUID - - A string representation of this UUID, lowercase and - with hyphens - 11f8aa9c-b071-4242-836b-13b7abe0d489 - - - - Equals operator - - First UUID for comparison - Second UUID for comparison - True if the UUIDs are byte for byte equal, otherwise false - - - - Not equals operator - - First UUID for comparison - Second UUID for comparison - True if the UUIDs are not equal, otherwise true - - - - XOR operator - - First UUID - Second UUID - A UUID that is a XOR combination of the two input UUIDs - - - - String typecasting operator - - A UUID in string form. Case insensitive, - hyphenated or non-hyphenated - A UUID built from the string representation - - - An UUID with a value of all zeroes - - - A cache of UUID.Zero as a string to optimize a common path - - - - A two-dimensional vector with floating-point values - - - - X value - - - Y value - - - - 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 - - - - Test if this vector is composed of all finite numbers - - - - - IComparable.CompareTo implementation - - - - - Builds a vector from a byte array - - Byte array containing two four-byte floats - Beginning position in the byte array - - - - Returns the raw bytes for this vector - - An eight-byte array containing X and Y - - - - 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 8 bytes before the end of the array - - - - Parse a vector from a string - - A string representation of a 2D vector, enclosed - in arrow brackets and separated by commas - - - - Interpolates between two vectors using a cubic equation - - - - - Get a formatted string representation of the vector - - A string representation of the vector - - - - Get a string representation of the vector elements with up to three - decimal digits and separated by spaces only - - Raw string representation of the vector - - - A vector with a value of 0,0 - - - A vector with a value of 1,1 - - - A vector with a value of 1,0 - - - A vector with a value of 0,1 - - - - An 8-bit color structure including an alpha channel - - - - Red - - - Green - - - Blue - - - Alpha - - - - - - - - - - - - - Builds a color from a byte array - - Byte array containing a 16 byte color - Beginning position in the byte array - True if the byte array stores inverted values, - otherwise false. For example the color black (fully opaque) inverted - would be 0xFF 0xFF 0xFF 0x00 - - - - Returns the raw bytes for this vector - - Byte array containing a 16 byte color - Beginning position in the byte array - True if the byte array stores inverted values, - otherwise false. For example the color black (fully opaque) inverted - would be 0xFF 0xFF 0xFF 0x00 - True if the alpha value is inverted in - addition to whatever the inverted parameter is. Setting inverted true - and alphaInverted true will flip the alpha value back to non-inverted, - but keep the other color bytes inverted - A 16 byte array containing R, G, B, and A - - - - Copy constructor - - Color to copy - - - - IComparable.CompareTo implementation - - Sorting ends up like this: |--Grayscale--||--Color--|. - Alpha is only used when the colors are otherwise equivalent - - - - Builds a color from a byte array - - Byte array containing a 16 byte color - Beginning position in the byte array - True if the byte array stores inverted values, - otherwise false. For example the color black (fully opaque) inverted - would be 0xFF 0xFF 0xFF 0x00 - True if the alpha value is inverted in - addition to whatever the inverted parameter is. Setting inverted true - and alphaInverted true will flip the alpha value back to non-inverted, - but keep the other color bytes inverted - - - - Writes the raw bytes for this color to a byte array - - Destination byte array - Position in the destination array to start - writing. Must be at least 16 bytes before the end of the array - - - - Serializes this color into four bytes in a byte array - - Destination byte array - Position in the destination array to start - writing. Must be at least 4 bytes before the end of the array - True to invert the output (1.0 becomes 0 - instead of 255) - - - - Writes the raw bytes for this color to a byte array - - Destination byte array - Position in the destination array to start - writing. Must be at least 16 bytes before the end of the array - - - - Ensures that values are in range 0-1 - - - - - Create an RGB color from a hue, saturation, value combination - - Hue - Saturation - Value - An fully opaque RGB color (alpha is 1.0) - - - - Performs linear interpolation between two colors - - Color to start at - Color to end at - Amount to interpolate - The interpolated color - - - A Color4 with zero RGB values and fully opaque (alpha 1.0) - - - A Color4 with full RGB values (1.0) and fully opaque (alpha 1.0) - - - - The different types of grid assets - - - - Unknown asset type - - - Texture asset, stores in JPEG2000 J2C stream format - - - Sound asset - - - Calling card for another avatar - - - Link to a location in world - - - Collection of textures and parameters that can be - worn by an avatar - - - Primitive that can contain textures, sounds, - scripts and more - - - Notecard asset - - - Holds a collection of inventory items - - - Root inventory folder - - - Linden scripting language script - - - LSO bytecode for a script - - - Uncompressed TGA texture - - - Collection of textures and shape parameters that can - be worn - - - Trash folder - - - Snapshot folder - - - Lost and found folder - - - Uncompressed sound - - - Uncompressed TGA non-square image, not to be used as a - texture - - - Compressed JPEG non-square image, not to be used as a - texture - - - Animation - - - Sequence of animations, sounds, chat, and pauses - - - Simstate file - - - Contains landmarks for favorites - - - Asset is a link to another inventory item - - - Asset is a link to another inventory folder - - - Beginning of the range reserved for ensembles - - - End of the range reserved for ensembles - - - Folder containing inventory links to wearables and attachments - that are part of the current outfit - - - Folder containing inventory items or links to - inventory items of wearables and attachments - together make a full outfit - - - Root folder for the folders of type OutfitFolder - - - - - - - Inventory Item Types, eg Script, Notecard, Folder, etc - - - - Unknown - - - Texture - - - Sound - - - Calling Card - - - Landmark - - - Notecard - - - - - - Folder - - - - - - an LSL Script - - - - - - - - - - - - - - - - - - - Item Sale Status - - - - Not for sale - - - The original is for sale - - - Copies are for sale - - - The contents of the object are for sale - - - - Types of wearable assets - - - - Body shape - - - Skin textures and attributes - - - Hair - - - Eyes - - - Shirt - - - Pants - - - Shoes - - - Socks - - - Jacket - - - Gloves - - - Undershirt - - - Underpants - - - Skirt - - - Alpha mask to hide parts of the avatar - - - Tattoo - - - Invalid wearable asset - - - - A three-dimensional vector with doubleing-point values - - - - X value - - - Y value - - - Z value - - - - Constructor, builds a vector from a byte array - - Byte array containing three eight-byte doubles - Beginning position in the byte array - - - - Test if this vector is equal to another vector, within a given - tolerance range - - Vector to test against - The acceptable magnitude of difference - between the two vectors - True if the magnitude of difference between the two vectors - is less than the given tolerance, otherwise false - - - - IComparable.CompareTo implementation - - - - - Test if this vector is composed of all finite numbers - - - - - Builds a vector from a byte array - - Byte array containing a 24 byte vector - Beginning position in the byte array - - - - Returns the raw bytes for this vector - - A 24 byte array containing X, Y, and Z - - - - Writes the raw bytes for this vector to a byte array - - Destination byte array - Position in the destination array to start - writing. Must be at least 24 bytes before the end of the array - - - - Parse a vector from a string - - A string representation of a 3D vector, enclosed - in arrow brackets and separated by commas - - - - Interpolates between two vectors using a cubic equation - - - - - Get a formatted string representation of the vector - - A string representation of the vector - - - - Get a string representation of the vector elements with up to three - decimal digits and separated by spaces only - - Raw string representation of the vector - - - - Cross product between two vectors - - - - A vector with a value of 0,0,0 - - - A vector with a value of 1,1,1 - - - A unit vector facing forward (X axis), value of 1,0,0 - - - A unit vector facing left (Y axis), value of 0,1,0 - - - A unit vector facing up (Z axis), value of 0,0,1 - - - - Determines the appropriate events to set, leaves the locks, and sets the events. - - - - - A routine for lazily creating a event outside the lock (so if errors - happen they are outside the lock and that we don't do much work - while holding a spin lock). If all goes well, reenter the lock and - set 'waitEvent' - - - - - Waits on 'waitEvent' with a timeout of 'millisceondsTimeout. - Before the wait 'numWaiters' is incremented and is restored before leaving this routine. - - - - - Copy constructor - - Circular queue to copy - - - + + + + OpenMetaverseTypes + + + + + 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 + + + + X value + + + Y value + + + Z value + + + W value + + + + Build a quaternion from normalized float values + + X value from -1.0 to 1.0 + Y value from -1.0 to 1.0 + Z value from -1.0 to 1.0 + + + + Constructor, builds a quaternion object from a byte array + + Byte array containing four four-byte floats + Offset in the byte array to start reading at + Whether the source data is normalized or + not. If this is true 12 bytes will be read, otherwise 16 bytes will + be read. + + + + Normalizes the quaternion + + + + + Builds a quaternion object from a byte array + + The source byte array + Offset in the byte array to start reading at + Whether the source data is normalized or + not. If this is true 12 bytes will be read, otherwise 16 bytes will + be read. + + + + Normalize this quaternion and serialize it to a byte array + + A 12 byte array containing normalized X, Y, and Z floating + point values in order using little endian byte ordering + + + + Writes the raw bytes for this quaternion to a byte array + + Destination byte array + Position in the destination array to start + writing. Must be at least 12 bytes before the end of the array + + + + Convert this quaternion to euler angles + + X euler angle + Y euler angle + Z euler angle + + + + Convert this quaternion to an angle around an axis + + Unit vector describing the axis + Angle around the axis, in radians + + + + Returns the conjugate (spatial inverse) of a quaternion + + + + + Build a quaternion from an axis and an angle of rotation around + that axis + + + + + Build a quaternion from an axis and an angle of rotation around + that axis + + Axis of rotation + Angle of rotation + + + + Creates a quaternion from a vector containing roll, pitch, and yaw + in radians + + Vector representation of the euler angles in + radians + Quaternion representation of the euler angles + + + + Creates a quaternion from roll, pitch, and yaw euler angles in + radians + + X angle in radians + Y angle in radians + Z angle in radians + Quaternion representation of the euler angles + + + + Conjugates and renormalizes a vector + + + + + Spherical linear interpolation between two quaternions + + + + + Get a string representation of the quaternion elements with up to three + decimal digits and separated by spaces only + + Raw string representation of the quaternion + + + A quaternion with a value of 0,0,0,1 + + + + Same as Queue except Dequeue function blocks until there is an object to return. + Note: This class does not need to be synchronized + + + + + Create new BlockingQueue. + + The System.Collections.ICollection to copy elements from + + + + Create new BlockingQueue. + + The initial number of elements that the queue can contain + + + + Create new BlockingQueue. + + + + + BlockingQueue Destructor (Close queue, resume any waiting thread). + + + + + Remove all objects from the Queue. + + + + + Remove all objects from the Queue, resume all dequeue threads. + + + + + Removes and returns the object at the beginning of the Queue. + + Object in queue. + + + + Removes and returns the object at the beginning of the Queue. + + time to wait before returning + Object in queue. + + + + Removes and returns the object at the beginning of the Queue. + + time to wait before returning (in milliseconds) + Object in queue. + + + + Adds an object to the end of the Queue + + Object to put in queue + + + + Open Queue. + + + + + Gets flag indicating if queue has been closed. + + + + Used for converting degrees to radians + + + Used for converting radians to degrees + + + Provide a single instance of the CultureInfo class to + help parsing in situations where the grid assumes an en-us + culture + + + UNIX epoch in DateTime format + + + Provide a single instance of the MD5 class to avoid making + duplicate copies and handle thread safety + + + Provide a single instance of the SHA-1 class to avoid + making duplicate copies and handle thread safety + + + Provide a single instance of a random number generator + to avoid making duplicate copies and handle thread safety + + + + Clamp a given value between a range + + Value to clamp + Minimum allowable value + Maximum allowable value + A value inclusively between lower and upper + + + + Clamp a given value between a range + + Value to clamp + Minimum allowable value + Maximum allowable value + A value inclusively between lower and upper + + + + Clamp a given value between a range + + Value to clamp + Minimum allowable value + Maximum allowable value + A value inclusively between lower and upper + + + + Round a floating-point value to the nearest integer + + Floating point number to round + Integer + + + + Test if a single precision float is a finite number + + + + + Test if a double precision float is a finite number + + + + + Get the distance between two floating-point values + + First value + Second value + The distance between the two values + + + + Compute the MD5 hash for a byte array + + Byte array to compute the hash for + MD5 hash of the input data + + + + Compute the SHA1 hash for a byte array + + Byte array to compute the hash for + SHA1 hash of the input data + + + + Calculate the SHA1 hash of a given string + + The string to hash + The SHA1 hash as a string + + + + Compute the SHA256 hash for a byte array + + Byte array to compute the hash for + SHA256 hash of the input data + + + + Calculate the SHA256 hash of a given string + + The string to hash + The SHA256 hash as a string + + + + Calculate the MD5 hash of a given string + + The password to hash + An MD5 hash in string format, with $1$ prepended + + + + Calculate the MD5 hash of a given string + + The string to hash + The MD5 hash as a string + + + + Generate a random double precision floating point value + + Random value of type double + + + + Get the current running platform + + Enumeration of the current platform we are running on + + + + Get the current running runtime + + Enumeration of the current runtime we are running on + + + + Convert the first two bytes starting in the byte array in + 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 + + + + 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 + + + + 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/ + + + + Convert this matrix to euler rotations + + X euler angle + Y euler angle + Z euler angle + + + + Convert this matrix to a quaternion rotation + + A quaternion representation of this rotation matrix + + + + Construct a matrix from euler rotation values in radians + + X euler angle in radians + Y euler angle in radians + Z euler angle in radians + + + + Get a formatted string representation of the vector + + A string representation of the vector + + + A 4x4 matrix containing all zeroes + + + A 4x4 identity matrix + + + For thread safety + + + For thread safety + + + + Purges expired objects from the cache. Called automatically by the purge timer. + + + + X value + + + Y value + + + 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 + + + + + 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 + + + + 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 + + + + A three-dimensional vector with floating-point values + + + + 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 + + + + + Test if this vector is composed of all finite numbers + + + + + 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 + + + + + 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 + + + + 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 128-bit Universally Unique Identifier, used throughout the Second + Life networking protocol + + + + The System.Guid object this struct wraps around + + + + Constructor that takes a string UUID representation + + A string representation of a UUID, case + insensitive and can either be hyphenated or non-hyphenated + UUID("11f8aa9c-b071-4242-836b-13b7abe0d489") + + + + Constructor that takes a System.Guid object + + A Guid object that contains the unique identifier + to be represented by this UUID + + + + Constructor that takes a byte array containing a UUID + + Byte array containing a 16 byte UUID + Beginning offset in the array + + + + Constructor that takes an unsigned 64-bit unsigned integer to + convert to a UUID + + 64-bit unsigned integer to convert to a UUID + + + + Copy constructor + + UUID to copy + + + + IComparable.CompareTo implementation + + + + + Assigns this UUID from 16 bytes out of a byte array + + Byte array containing the UUID to assign this UUID to + Starting position of the UUID in the byte array + + + + Returns a copy of the raw bytes for this UUID + + A 16 byte array containing this UUID + + + + Writes the raw bytes for this UUID 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 + + + + Calculate an LLCRC (cyclic redundancy check) for this UUID + + The CRC checksum for this UUID + + + + Create a 64-bit integer representation from the second half of this UUID + + An integer created from the last eight bytes of this UUID + + + + Generate a UUID from a string + + A string representation of a UUID, case + insensitive and can either be hyphenated or non-hyphenated + UUID.Parse("11f8aa9c-b071-4242-836b-13b7abe0d489") + + + + Generate a UUID from a string + + A string representation of a UUID, case + insensitive and can either be hyphenated or non-hyphenated + Will contain the parsed UUID if successful, + otherwise null + True if the string was successfully parse, otherwise false + UUID.TryParse("11f8aa9c-b071-4242-836b-13b7abe0d489", result) + + + + Combine two UUIDs together by taking the MD5 hash of a byte array + containing both UUIDs + + First UUID to combine + Second UUID to combine + The UUID product of the combination + + + + + + + + + + Return a hash code for this UUID, used by .NET for hash tables + + An integer composed of all the UUID bytes XORed together + + + + Comparison function + + An object to compare to this UUID + True if the object is a UUID and both UUIDs are equal + + + + Comparison function + + UUID to compare to + True if the UUIDs are equal, otherwise false + + + + Get a hyphenated string representation of this UUID + + A string representation of this UUID, lowercase and + with hyphens + 11f8aa9c-b071-4242-836b-13b7abe0d489 + + + + Equals operator + + First UUID for comparison + Second UUID for comparison + True if the UUIDs are byte for byte equal, otherwise false + + + + Not equals operator + + First UUID for comparison + Second UUID for comparison + True if the UUIDs are not equal, otherwise true + + + + XOR operator + + First UUID + Second UUID + A UUID that is a XOR combination of the two input UUIDs + + + + String typecasting operator + + A UUID in string form. Case insensitive, + hyphenated or non-hyphenated + A UUID built from the string representation + + + An UUID with a value of all zeroes + + + A cache of UUID.Zero as a string to optimize a common path + + + + A two-dimensional vector with floating-point values + + + + X value + + + Y value + + + + 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 + + + + Test if this vector is composed of all finite numbers + + + + + IComparable.CompareTo implementation + + + + + Builds a vector from a byte array + + Byte array containing two four-byte floats + Beginning position in the byte array + + + + Returns the raw bytes for this vector + + An eight-byte array containing X and Y + + + + 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 8 bytes before the end of the array + + + + Parse a vector from a string + + A string representation of a 2D vector, enclosed + in arrow brackets and separated by commas + + + + Interpolates between two vectors using a cubic equation + + + + + Get a formatted string representation of the vector + + A string representation of the vector + + + + Get a string representation of the vector elements with up to three + decimal digits and separated by spaces only + + Raw string representation of the vector + + + A vector with a value of 0,0 + + + A vector with a value of 1,1 + + + A vector with a value of 1,0 + + + A vector with a value of 0,1 + + + + An 8-bit color structure including an alpha channel + + + + Red + + + Green + + + Blue + + + Alpha + + + + + + + + + + + + + Builds a color from a byte array + + Byte array containing a 16 byte color + Beginning position in the byte array + True if the byte array stores inverted values, + otherwise false. For example the color black (fully opaque) inverted + would be 0xFF 0xFF 0xFF 0x00 + + + + Returns the raw bytes for this vector + + Byte array containing a 16 byte color + Beginning position in the byte array + True if the byte array stores inverted values, + otherwise false. For example the color black (fully opaque) inverted + would be 0xFF 0xFF 0xFF 0x00 + True if the alpha value is inverted in + addition to whatever the inverted parameter is. Setting inverted true + and alphaInverted true will flip the alpha value back to non-inverted, + but keep the other color bytes inverted + A 16 byte array containing R, G, B, and A + + + + Copy constructor + + Color to copy + + + + IComparable.CompareTo implementation + + Sorting ends up like this: |--Grayscale--||--Color--|. + Alpha is only used when the colors are otherwise equivalent + + + + Builds a color from a byte array + + Byte array containing a 16 byte color + Beginning position in the byte array + True if the byte array stores inverted values, + otherwise false. For example the color black (fully opaque) inverted + would be 0xFF 0xFF 0xFF 0x00 + True if the alpha value is inverted in + addition to whatever the inverted parameter is. Setting inverted true + and alphaInverted true will flip the alpha value back to non-inverted, + but keep the other color bytes inverted + + + + Writes the raw bytes for this color to a byte array + + Destination byte array + Position in the destination array to start + writing. Must be at least 16 bytes before the end of the array + + + + Serializes this color into four bytes in a byte array + + Destination byte array + Position in the destination array to start + writing. Must be at least 4 bytes before the end of the array + True to invert the output (1.0 becomes 0 + instead of 255) + + + + Writes the raw bytes for this color to a byte array + + Destination byte array + Position in the destination array to start + writing. Must be at least 16 bytes before the end of the array + + + + Ensures that values are in range 0-1 + + + + + Create an RGB color from a hue, saturation, value combination + + Hue + Saturation + Value + An fully opaque RGB color (alpha is 1.0) + + + + Performs linear interpolation between two colors + + Color to start at + Color to end at + Amount to interpolate + The interpolated color + + + A Color4 with zero RGB values and fully opaque (alpha 1.0) + + + A Color4 with full RGB values (1.0) and fully opaque (alpha 1.0) + + + + The different types of grid assets + + + + Unknown asset type + + + Texture asset, stores in JPEG2000 J2C stream format + + + Sound asset + + + Calling card for another avatar + + + Link to a location in world + + + Collection of textures and parameters that can be + worn by an avatar + + + Primitive that can contain textures, sounds, + scripts and more + + + Notecard asset + + + Holds a collection of inventory items + + + Root inventory folder + + + Linden scripting language script + + + LSO bytecode for a script + + + Uncompressed TGA texture + + + Collection of textures and shape parameters that can + be worn + + + Trash folder + + + Snapshot folder + + + Lost and found folder + + + Uncompressed sound + + + Uncompressed TGA non-square image, not to be used as a + texture + + + Compressed JPEG non-square image, not to be used as a + texture + + + Animation + + + Sequence of animations, sounds, chat, and pauses + + + Simstate file + + + Contains landmarks for favorites + + + Asset is a link to another inventory item + + + Asset is a link to another inventory folder + + + Beginning of the range reserved for ensembles + + + End of the range reserved for ensembles + + + Folder containing inventory links to wearables and attachments + that are part of the current outfit + + + Folder containing inventory items or links to + inventory items of wearables and attachments + together make a full outfit + + + Root folder for the folders of type OutfitFolder + + + + + + + Inventory Item Types, eg Script, Notecard, Folder, etc + + + + Unknown + + + Texture + + + Sound + + + Calling Card + + + Landmark + + + Notecard + + + + + + Folder + + + + + + an LSL Script + + + + + + + + + + + + + + + + + + + Item Sale Status + + + + Not for sale + + + The original is for sale + + + Copies are for sale + + + The contents of the object are for sale + + + + Types of wearable assets + + + + Body shape + + + Skin textures and attributes + + + Hair + + + Eyes + + + Shirt + + + Pants + + + Shoes + + + Socks + + + Jacket + + + Gloves + + + Undershirt + + + Underpants + + + Skirt + + + Alpha mask to hide parts of the avatar + + + Tattoo + + + Invalid wearable asset + + + + A three-dimensional vector with doubleing-point values + + + + X value + + + Y value + + + Z value + + + + Constructor, builds a vector from a byte array + + Byte array containing three eight-byte doubles + Beginning position in the byte array + + + + Test if this vector is equal to another vector, within a given + tolerance range + + Vector to test against + The acceptable magnitude of difference + between the two vectors + True if the magnitude of difference between the two vectors + is less than the given tolerance, otherwise false + + + + IComparable.CompareTo implementation + + + + + Test if this vector is composed of all finite numbers + + + + + Builds a vector from a byte array + + Byte array containing a 24 byte vector + Beginning position in the byte array + + + + Returns the raw bytes for this vector + + A 24 byte array containing X, Y, and Z + + + + Writes the raw bytes for this vector to a byte array + + Destination byte array + Position in the destination array to start + writing. Must be at least 24 bytes before the end of the array + + + + Parse a vector from a string + + A string representation of a 3D vector, enclosed + in arrow brackets and separated by commas + + + + Interpolates between two vectors using a cubic equation + + + + + Get a formatted string representation of the vector + + A string representation of the vector + + + + Get a string representation of the vector elements with up to three + decimal digits and separated by spaces only + + Raw string representation of the vector + + + + Cross product between two vectors + + + + A vector with a value of 0,0,0 + + + A vector with a value of 1,1,1 + + + A unit vector facing forward (X axis), value of 1,0,0 + + + A unit vector facing left (Y axis), value of 0,1,0 + + + A unit vector facing up (Z axis), value of 0,0,1 + + + + Determines the appropriate events to set, leaves the locks, and sets the events. + + + + + A routine for lazily creating a event outside the lock (so if errors + happen they are outside the lock and that we don't do much work + while holding a spin lock). If all goes well, reenter the lock and + set 'waitEvent' + + + + + Waits on 'waitEvent' with a timeout of 'millisceondsTimeout. + Before the wait 'numWaiters' is incremented and is restored before leaving this routine. + + + + + Copy constructor + + Circular queue to copy + + + From a9bbff0cd3d660e400c856b1586d0a1128afbf5b Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Fri, 6 Aug 2010 22:44:44 +0100 Subject: [PATCH 03/18] Add System.Core references to OpenSim.Region.CoreModules.* to fix windows build This addresses http://opensimulator.org/mantis/view.php?id=4923 --- prebuild.xml | 2 ++ 1 file changed, 2 insertions(+) diff --git a/prebuild.xml b/prebuild.xml index 94c83f7db1..91dfd1ec19 100644 --- a/prebuild.xml +++ b/prebuild.xml @@ -1377,6 +1377,7 @@ ../../../bin/ + @@ -1437,6 +1438,7 @@ ../../../bin/ + From 1cffeab99d430883dc7e9b3f290ba50284d1e7a6 Mon Sep 17 00:00:00 2001 From: justincc Date: Fri, 6 Aug 2010 22:53:43 +0100 Subject: [PATCH 04/18] Relocate one System.Core reference from last commit to the Tests project Ooops, shouldn't have assumed that the tests project came after the main on --- prebuild.xml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/prebuild.xml b/prebuild.xml index 91dfd1ec19..84077971db 100644 --- a/prebuild.xml +++ b/prebuild.xml @@ -1438,7 +1438,6 @@ ../../../bin/ - @@ -2920,6 +2919,7 @@ ../../../bin/ + From 85d7d0583ea90c0044f823a665d2bf99abee6df8 Mon Sep 17 00:00:00 2001 From: "BlueWall (James Hughes)" Date: Tue, 3 Aug 2010 01:49:27 -0400 Subject: [PATCH 05/18] Fix XStats formatting: Recent libomv update broke the json serialization for XStats. This uses String.Format to convert all data to strings with fixed decimal (2 places ), or integer formats as appropriate. --- .../Statistics/SimExtraStatsCollector.cs | 65 ++++++++++--------- 1 file changed, 35 insertions(+), 30 deletions(-) diff --git a/OpenSim/Framework/Statistics/SimExtraStatsCollector.cs b/OpenSim/Framework/Statistics/SimExtraStatsCollector.cs index 3619606679..544975791b 100644 --- a/OpenSim/Framework/Statistics/SimExtraStatsCollector.cs +++ b/OpenSim/Framework/Statistics/SimExtraStatsCollector.cs @@ -390,36 +390,41 @@ Asset service request failures: {3}" + Environment.NewLine, public override string XReport(string uptime, string version) { OSDMap args = new OSDMap(30); - args["AssetsInCache"] = OSD.FromReal(AssetsInCache); - args["TimeAfterCacheMiss"] = OSD.FromReal(assetRequestTimeAfterCacheMiss.Milliseconds / 1000.0); - args["BlockedMissingTextureRequests"] = OSD.FromReal(BlockedMissingTextureRequests); - args["AssetServiceRequestFailures"] = OSD.FromReal(AssetServiceRequestFailures); - args["abnormalClientThreadTerminations"] = OSD.FromReal(abnormalClientThreadTerminations); - args["InventoryServiceRetrievalFailures"] = OSD.FromReal(InventoryServiceRetrievalFailures); - args["Dilatn"] = OSD.FromReal(timeDilation); - args["SimFPS"] = OSD.FromReal(simFps); - args["PhyFPS"] = OSD.FromReal(physicsFps); - args["AgntUp"] = OSD.FromReal(agentUpdates); - args["RootAg"] = OSD.FromReal(rootAgents); - args["ChldAg"] = OSD.FromReal(childAgents); - args["Prims"] = OSD.FromReal(totalPrims); - args["AtvPrm"] = OSD.FromReal(activePrims); - args["AtvScr"] = OSD.FromReal(activeScripts); - args["ScrLPS"] = OSD.FromReal(scriptLinesPerSecond); - args["PktsIn"] = OSD.FromReal(inPacketsPerSecond); - args["PktOut"] = OSD.FromReal(outPacketsPerSecond); - args["PendDl"] = OSD.FromReal(pendingDownloads); - args["PendUl"] = OSD.FromReal(pendingUploads); - args["UnackB"] = OSD.FromReal(unackedBytes); - args["TotlFt"] = OSD.FromReal(totalFrameTime); - args["NetFt"] = OSD.FromReal(netFrameTime); - args["PhysFt"] = OSD.FromReal(physicsFrameTime); - args["OthrFt"] = OSD.FromReal(otherFrameTime); - args["AgntFt"] = OSD.FromReal(agentFrameTime); - args["ImgsFt"] = OSD.FromReal(imageFrameTime); - args["Memory"] = OSD.FromString(base.XReport(uptime, version)); - args["Uptime"] = OSD.FromString(uptime); - args["Version"] = OSD.FromString(version); + args["AssetsInCache"] = OSD.FromString (String.Format ("{0:0.##}", AssetsInCache)); + args["TimeAfterCacheMiss"] = OSD.FromString (String.Format ("{0:0.##}", + assetRequestTimeAfterCacheMiss.Milliseconds / 1000.0)); + args["BlockedMissingTextureRequests"] = OSD.FromString (String.Format ("{0:0.##}", + BlockedMissingTextureRequests)); + args["AssetServiceRequestFailures"] = OSD.FromString (String.Format ("{0:0.##}", + AssetServiceRequestFailures)); + args["abnormalClientThreadTerminations"] = OSD.FromString (String.Format ("{0:0.##}", + abnormalClientThreadTerminations)); + args["InventoryServiceRetrievalFailures"] = OSD.FromString (String.Format ("{0:0.##}", + InventoryServiceRetrievalFailures)); + args["Dilatn"] = OSD.FromString (String.Format ("{0:0.##}", timeDilation)); + args["SimFPS"] = OSD.FromString (String.Format ("{0:0.##}", simFps)); + args["PhyFPS"] = OSD.FromString (String.Format ("{0:0.##}", physicsFps)); + args["AgntUp"] = OSD.FromString (String.Format ("{0:0.##}", agentUpdates)); + args["RootAg"] = OSD.FromString (String.Format ("{0:0.##}", rootAgents)); + args["ChldAg"] = OSD.FromString (String.Format ("{0:0.##}", childAgents)); + args["Prims"] = OSD.FromString (String.Format ("{0:0.##}", totalPrims)); + args["AtvPrm"] = OSD.FromString (String.Format ("{0:0.##}", activePrims)); + args["AtvScr"] = OSD.FromString (String.Format ("{0:0.##}", activeScripts)); + args["ScrLPS"] = OSD.FromString (String.Format ("{0:0.##}", scriptLinesPerSecond)); + args["PktsIn"] = OSD.FromString (String.Format ("{0:0.##}", inPacketsPerSecond)); + args["PktOut"] = OSD.FromString (String.Format ("{0:0.##}", outPacketsPerSecond)); + args["PendDl"] = OSD.FromString (String.Format ("{0:0.##}", pendingDownloads)); + args["PendUl"] = OSD.FromString (String.Format ("{0:0.##}", pendingUploads)); + args["UnackB"] = OSD.FromString (String.Format ("{0:0.##}", unackedBytes)); + args["TotlFt"] = OSD.FromString (String.Format ("{0:0.##}", totalFrameTime)); + args["NetFt"] = OSD.FromString (String.Format ("{0:0.##}", netFrameTime)); + args["PhysFt"] = OSD.FromString (String.Format ("{0:0.##}", physicsFrameTime)); + args["OthrFt"] = OSD.FromString (String.Format ("{0:0.##}", otherFrameTime)); + args["AgntFt"] = OSD.FromString (String.Format ("{0:0.##}", agentFrameTime)); + args["ImgsFt"] = OSD.FromString (String.Format ("{0:0.##}", imageFrameTime)); + args["Memory"] = OSD.FromString (base.XReport (uptime, version)); + args["Uptime"] = OSD.FromString (uptime); + args["Version"] = OSD.FromString (version); string strBuffer = ""; strBuffer = OSDParser.SerializeJsonString(args); From 6c8c8d669b3adb2c47429341f1a28fc7c4803c81 Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Sat, 7 Aug 2010 00:45:04 +0100 Subject: [PATCH 06/18] minor: a few miscellaneous comments --- OpenSim/Region/Framework/Scenes/SceneGraph.cs | 5 +++++ OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 4 ++++ 2 files changed, 9 insertions(+) diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index f47450fbb3..03549d75a7 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs @@ -1720,6 +1720,8 @@ namespace OpenSim.Region.Framework.Scenes /// /// /// + /// + /// protected internal void DuplicateObject(uint originalPrim, Vector3 offset, uint flags, UUID AgentID, UUID GroupID) { //m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID); @@ -1734,6 +1736,9 @@ namespace OpenSim.Region.Framework.Scenes /// /// /// + /// + /// + /// protected internal SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) { //m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID); diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 3dac0ade0a..0c35eec533 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -1162,6 +1162,10 @@ namespace OpenSim.Region.Framework.Scenes set { _nextOwnerMask = value; } } + /// + /// Property flags. See OpenMetaverse.PrimFlags + /// + /// Example properties are PrimFlags.Phantom and PrimFlags.DieAtEdge public PrimFlags Flags { get { return _flags; } From 8d520f4525ffafc6cecacea5e88eea524226a70f Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Sat, 7 Aug 2010 00:50:01 +0100 Subject: [PATCH 07/18] Remove old test classes that don't actually test anything not done elsewhere Also comment out log4net line in InventoryArchiverTests --- .../Archiver/Tests/InventoryArchiverTests.cs | 2 +- .../Framework/Scenes/Tests/SceneBaseTests.cs | 86 ---------- .../Framework/Scenes/Tests/SceneTests.cs | 147 ------------------ 3 files changed, 1 insertion(+), 234 deletions(-) delete mode 100644 OpenSim/Region/Framework/Scenes/Tests/SceneBaseTests.cs delete mode 100644 OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs index 2d80382f4a..3fb2c8cbac 100644 --- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs +++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs @@ -741,7 +741,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests public void TestMergeIarPath() { TestHelper.InMethod(); - log4net.Config.XmlConfigurator.Configure(); +// log4net.Config.XmlConfigurator.Configure(); Scene scene = SceneSetupHelpers.SetupScene("inventory"); UserAccount ua1 = UserProfileTestUtils.CreateUserWithInventory(scene); diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneBaseTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneBaseTests.cs deleted file mode 100644 index 42587c1116..0000000000 --- a/OpenSim/Region/Framework/Scenes/Tests/SceneBaseTests.cs +++ /dev/null @@ -1,86 +0,0 @@ -/* - * Copyright (c) Contributors, http://opensimulator.org/ - * See CONTRIBUTORS.TXT for a full list of copyright holders. - * - * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions are met: - * * Redistributions of source code must retain the above copyright - * notice, this list of conditions and the following disclaimer. - * * Redistributions in binary form must reproduce the above copyright - * notice, this list of conditions and the following disclaimer in the - * documentation and/or other materials provided with the distribution. - * * Neither the name of the OpenSimulator Project nor the - * names of its contributors may be used to endorse or promote products - * derived from this software without specific prior written permission. - * - * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY - * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED - * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE - * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY - * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES - * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; - * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND - * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS - * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - */ - -using System; -using NUnit.Framework; -using OpenMetaverse; -using OpenSim.Framework; -using GridRegion = OpenSim.Services.Interfaces.GridRegion; - -namespace OpenSim.Region.Framework.Scenes.Tests -{ - /// - /// Scene presence tests - /// - [TestFixture] - public class SceneBaseTests - { - private class SceneBaseImpl : SceneBase - { - public override void Update() - { - throw new NotImplementedException(); - } - - public override void LoadWorldMap() - { - throw new NotImplementedException(); - } - - public override void AddNewClient(IClientAPI client) - { - throw new NotImplementedException(); - } - - public override void RemoveClient(UUID agentID) - { - throw new NotImplementedException(); - } - - public override void OtherRegionUp(GridRegion otherRegion) - { - throw new NotImplementedException(); - } - - public override bool TryGetScenePresence(UUID agentID, out ScenePresence scenePresence) - { - throw new NotImplementedException(); - } - - public override bool CheckClient(UUID agentID, System.Net.IPEndPoint ep) - { - throw new NotImplementedException(); - } - } - - [Test] - public void TestConstructor() - { - new SceneBaseImpl(); - } - } -} diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs deleted file mode 100644 index 8b2d387618..0000000000 --- a/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs +++ /dev/null @@ -1,147 +0,0 @@ -/* - * Copyright (c) Contributors, http://opensimulator.org/ - * See CONTRIBUTORS.TXT for a full list of copyright holders. - * - * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions are met: - * * Redistributions of source code must retain the above copyright - * notice, this list of conditions and the following disclaimer. - * * Redistributions in binary form must reproduce the above copyright - * notice, this list of conditions and the following disclaimer in the - * documentation and/or other materials provided with the distribution. - * * Neither the name of the OpenSimulator Project nor the - * names of its contributors may be used to endorse or promote products - * derived from this software without specific prior written permission. - * - * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY - * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED - * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE - * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY - * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES - * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; - * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND - * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS - * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - */ - -using System; -using System.Collections.Generic; -using NUnit.Framework; -using OpenMetaverse; -using OpenSim.Framework; -using OpenSim.Region.Framework.Interfaces; - -namespace OpenSim.Region.Framework.Scenes.Tests -{ - /// - /// Scene presence tests - /// - [TestFixture] - public class SceneTests - { - private class FakeStorageManager : StorageManager - { - private class FakeRegionDataStore : IRegionDataStore - { - public void Initialise(string filename) - { - } - - public void Dispose() - { - } - - public void StoreObject(SceneObjectGroup obj, UUID regionUUID) - { - throw new NotImplementedException(); - } - - public void RemoveObject(UUID uuid, UUID regionUUID) - { - throw new NotImplementedException(); - } - - public void StorePrimInventory(UUID primID, ICollection items) - { - throw new NotImplementedException(); - } - - public List LoadObjects(UUID regionUUID) - { - throw new NotImplementedException(); - } - - public void StoreTerrain(double[,] terrain, UUID regionID) - { - throw new NotImplementedException(); - } - - public double[,] LoadTerrain(UUID regionID) - { - throw new NotImplementedException(); - } - - public void StoreLandObject(ILandObject Parcel) - { - throw new NotImplementedException(); - } - - public void RemoveLandObject(UUID globalID) - { - throw new NotImplementedException(); - } - - public List LoadLandObjects(UUID regionUUID) - { - throw new NotImplementedException(); - } - - public void StoreRegionSettings(RegionSettings rs) - { - throw new NotImplementedException(); - } - public RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID) - { - //This connector doesn't support the windlight module yet - //Return default LL windlight settings - return new RegionLightShareData(); - } - public void StoreRegionWindlightSettings(RegionLightShareData wl) - { - //This connector doesn't support the windlight module yet - } - public RegionSettings LoadRegionSettings(UUID regionUUID) - { - return null; - } - - public void Shutdown() - { - throw new NotImplementedException(); - } - } - - public FakeStorageManager() : base(new FakeRegionDataStore()) - { - } - - public FakeStorageManager(IRegionDataStore storage) : this() - { - } - - public FakeStorageManager(string dllName, string connectionstring, string estateconnectionstring) : this() - { - } - } - - [Test] - public void TestConstructor() - { - RegionInfo regionInfo = new RegionInfo(0,0,null,null); - FakeStorageManager storageManager = new FakeStorageManager(); - - new Scene(regionInfo, null, null, storageManager, null, false, false, false, null, null); - } - } -} From 7e47ab746ef588648b8edbbc7cfb48c4d90c5e34 Mon Sep 17 00:00:00 2001 From: Marck Date: Fri, 6 Aug 2010 07:46:19 +0200 Subject: [PATCH 08/18] Allow creation of link regions if there is an existing region within a 4096 range. Also add GetHyperlinks() to the grid service. --- .../Grid/LocalGridServiceConnector.cs | 5 ++ .../Grid/Tests/GridConnectorsTests.cs | 5 ++ .../Handlers/Grid/GridServerPostHandler.cs | 33 ++++++++++++ .../Connectors/Grid/GridServiceConnector.cs | 50 +++++++++++++++++++ .../SimianGrid/SimianGridServiceConnector.cs | 6 +++ OpenSim/Services/GridService/GridService.cs | 16 ++++++ .../Services/GridService/HypergridLinker.cs | 34 +++++++++++-- OpenSim/Services/Interfaces/IGridService.cs | 1 + 8 files changed, 146 insertions(+), 4 deletions(-) diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/LocalGridServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/LocalGridServiceConnector.cs index b2e3f4f7f5..9ea04d4eff 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/LocalGridServiceConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/LocalGridServiceConnector.cs @@ -233,6 +233,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid return m_GridService.GetFallbackRegions(scopeID, x, y); } + public List GetHyperlinks(UUID scopeID) + { + return m_GridService.GetHyperlinks(scopeID); + } + public int GetRegionFlags(UUID scopeID, UUID regionID) { return m_GridService.GetRegionFlags(scopeID, regionID); diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/Tests/GridConnectorsTests.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/Tests/GridConnectorsTests.cs index 95d8737122..1366980c03 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/Tests/GridConnectorsTests.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/Tests/GridConnectorsTests.cs @@ -136,6 +136,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid.Tests 900 * (int)Constants.RegionSize, 1100 * (int)Constants.RegionSize); Assert.IsNotNull(results, "Retrieved GetRegionRange list is null"); Assert.That(results.Count, Is.EqualTo(2), "Retrieved neighbour collection is not the number expected"); + + results = m_LocalConnector.GetHyperlinks(UUID.Zero); + Assert.IsNotNull(results, "Retrieved GetHyperlinks list is null"); + Assert.That(results.Count, Is.EqualTo(0), "Retrieved linked regions collection is not the number expected"); + } } } diff --git a/OpenSim/Server/Handlers/Grid/GridServerPostHandler.cs b/OpenSim/Server/Handlers/Grid/GridServerPostHandler.cs index c90dd6f771..913c6c9b3a 100644 --- a/OpenSim/Server/Handlers/Grid/GridServerPostHandler.cs +++ b/OpenSim/Server/Handlers/Grid/GridServerPostHandler.cs @@ -109,6 +109,9 @@ namespace OpenSim.Server.Handlers.Grid case "get_fallback_regions": return GetFallbackRegions(request); + case "get_hyperlinks": + return GetHyperlinks(request); + case "get_region_flags": return GetRegionFlags(request); } @@ -483,6 +486,36 @@ namespace OpenSim.Server.Handlers.Grid return encoding.GetBytes(xmlString); } + byte[] GetHyperlinks(Dictionary request) + { + //m_log.DebugFormat("[GRID HANDLER]: GetHyperlinks"); + UUID scopeID = UUID.Zero; + if (request.ContainsKey("SCOPEID")) + UUID.TryParse(request["SCOPEID"].ToString(), out scopeID); + else + m_log.WarnFormat("[GRID HANDLER]: no scopeID in request to get linked regions"); + + List rinfos = m_GridService.GetHyperlinks(scopeID); + + Dictionary result = new Dictionary(); + if ((rinfos == null) || ((rinfos != null) && (rinfos.Count == 0))) + result["result"] = "null"; + else + { + int i = 0; + foreach (GridRegion rinfo in rinfos) + { + Dictionary rinfoDict = rinfo.ToKeyValuePairs(); + result["region" + i] = rinfoDict; + i++; + } + } + string xmlString = ServerUtils.BuildXmlResponse(result); + //m_log.DebugFormat("[GRID HANDLER]: resp string: {0}", xmlString); + UTF8Encoding encoding = new UTF8Encoding(); + return encoding.GetBytes(xmlString); + } + byte[] GetRegionFlags(Dictionary request) { UUID scopeID = UUID.Zero; diff --git a/OpenSim/Services/Connectors/Grid/GridServiceConnector.cs b/OpenSim/Services/Connectors/Grid/GridServiceConnector.cs index 18315337ac..202bad779c 100644 --- a/OpenSim/Services/Connectors/Grid/GridServiceConnector.cs +++ b/OpenSim/Services/Connectors/Grid/GridServiceConnector.cs @@ -556,6 +556,56 @@ namespace OpenSim.Services.Connectors return rinfos; } + public List GetHyperlinks(UUID scopeID) + { + Dictionary sendData = new Dictionary(); + + sendData["SCOPEID"] = scopeID.ToString(); + + sendData["METHOD"] = "get_hyperlinks"; + + List rinfos = new List(); + string reply = string.Empty; + try + { + reply = SynchronousRestFormsRequester.MakeRequest("POST", + m_ServerURI + "/grid", + ServerUtils.BuildQueryString(sendData)); + + //m_log.DebugFormat("[GRID CONNECTOR]: reply was {0}", reply); + } + catch (Exception e) + { + m_log.DebugFormat("[GRID CONNECTOR]: Exception when contacting grid server: {0}", e.Message); + return rinfos; + } + + if (reply != string.Empty) + { + Dictionary replyData = ServerUtils.ParseXmlResponse(reply); + + if (replyData != null) + { + Dictionary.ValueCollection rinfosList = replyData.Values; + foreach (object r in rinfosList) + { + if (r is Dictionary) + { + GridRegion rinfo = new GridRegion((Dictionary)r); + rinfos.Add(rinfo); + } + } + } + else + m_log.DebugFormat("[GRID CONNECTOR]: GetHyperlinks {0} received null response", + scopeID); + } + else + m_log.DebugFormat("[GRID CONNECTOR]: GetHyperlinks received null reply"); + + return rinfos; + } + public virtual int GetRegionFlags(UUID scopeID, UUID regionID) { Dictionary sendData = new Dictionary(); diff --git a/OpenSim/Services/Connectors/SimianGrid/SimianGridServiceConnector.cs b/OpenSim/Services/Connectors/SimianGrid/SimianGridServiceConnector.cs index bea81726f4..7bc85c65cd 100644 --- a/OpenSim/Services/Connectors/SimianGrid/SimianGridServiceConnector.cs +++ b/OpenSim/Services/Connectors/SimianGrid/SimianGridServiceConnector.cs @@ -357,6 +357,12 @@ namespace OpenSim.Services.Connectors.SimianGrid return new List(0); } + public List GetHyperlinks(UUID scopeID) + { + // Hypergrid/linked regions are not supported + return new List(); + } + public int GetRegionFlags(UUID scopeID, UUID regionID) { const int REGION_ONLINE = 4; diff --git a/OpenSim/Services/GridService/GridService.cs b/OpenSim/Services/GridService/GridService.cs index ebaed42dc5..79a45fe238 100644 --- a/OpenSim/Services/GridService/GridService.cs +++ b/OpenSim/Services/GridService/GridService.cs @@ -426,6 +426,22 @@ namespace OpenSim.Services.GridService return ret; } + public List GetHyperlinks(UUID scopeID) + { + List ret = new List(); + + List regions = m_Database.GetHyperlinks(scopeID); + + foreach (RegionData r in regions) + { + if ((Convert.ToInt32(r.Data["flags"]) & (int)OpenSim.Data.RegionFlags.RegionOnline) != 0) + ret.Add(RegionData2RegionInfo(r)); + } + + m_log.DebugFormat("[GRID SERVICE]: Hyperlinks returned {0} regions", ret.Count); + return ret; + } + public int GetRegionFlags(UUID scopeID, UUID regionID) { RegionData region = m_Database.Get(regionID, scopeID); diff --git a/OpenSim/Services/GridService/HypergridLinker.cs b/OpenSim/Services/GridService/HypergridLinker.cs index 1f530071bb..017df415b8 100644 --- a/OpenSim/Services/GridService/HypergridLinker.cs +++ b/OpenSim/Services/GridService/HypergridLinker.cs @@ -27,6 +27,7 @@ using System; using System.Collections.Generic; +using System.Linq; using System.Net; using System.Reflection; using System.Xml; @@ -332,18 +333,43 @@ namespace OpenSim.Services.GridService /// public bool Check4096(ulong realHandle, out uint x, out uint y) { - GridRegion defRegion = DefaultRegion; - uint ux = 0, uy = 0; Utils.LongToUInts(realHandle, out ux, out uy); x = ux / Constants.RegionSize; y = uy / Constants.RegionSize; - if ((Math.Abs((int)defRegion.RegionLocX - ux) >= 4096 * Constants.RegionSize) || - (Math.Abs((int)defRegion.RegionLocY - uy) >= 4096 * Constants.RegionSize)) + const uint limit = (4096 - 1) * Constants.RegionSize; + uint xmin = ux - limit; + uint xmax = ux + limit; + uint ymin = uy - limit; + uint ymax = uy + limit; + // World map boundary checks + if (xmin < 0 || xmin > ux) + xmin = 0; + if (xmax > int.MaxValue || xmax < ux) + xmax = int.MaxValue; + if (ymin < 0 || ymin > uy) + ymin = 0; + if (ymax > int.MaxValue || ymax < uy) + ymax = int.MaxValue; + + // Check for any regions that are within the possible teleport range to the linked region + List regions = m_GridService.GetRegionRange(m_ScopeID, (int)xmin, (int)xmax, (int)ymin, (int)ymax); + if (regions.Count == 0) { return false; } + else + { + // Check for regions which are not linked regions + List hyperlinks = m_GridService.GetHyperlinks(m_ScopeID); + IEnumerable availableRegions = regions.Except(hyperlinks); + if (availableRegions.Count() == 0) + { + return false; + } + } + return true; } diff --git a/OpenSim/Services/Interfaces/IGridService.cs b/OpenSim/Services/Interfaces/IGridService.cs index e55b633eba..77230a33d7 100644 --- a/OpenSim/Services/Interfaces/IGridService.cs +++ b/OpenSim/Services/Interfaces/IGridService.cs @@ -92,6 +92,7 @@ namespace OpenSim.Services.Interfaces List GetDefaultRegions(UUID scopeID); List GetFallbackRegions(UUID scopeID, int x, int y); + List GetHyperlinks(UUID scopeID); int GetRegionFlags(UUID scopeID, UUID regionID); } From 4e2caab756e1b7ebd58682efe92401e2e2d5a917 Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Sat, 7 Aug 2010 01:06:47 +0100 Subject: [PATCH 09/18] Add new SceneGraphTests class. Add simple TestDuplicateObject() --- OpenSim/Region/Framework/Scenes/SceneGraph.cs | 2 +- .../Framework/Scenes/Tests/SceneGraphTests.cs | 71 +++++++++++++++++++ .../Scenes/Tests/SceneObjectBasicTests.cs | 1 - 3 files changed, 72 insertions(+), 2 deletions(-) create mode 100644 OpenSim/Region/Framework/Scenes/Tests/SceneGraphTests.cs diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index 03549d75a7..9f38a999de 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs @@ -1739,7 +1739,7 @@ namespace OpenSim.Region.Framework.Scenes /// /// /// - protected internal SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) + public SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) { //m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID); SceneObjectGroup original = GetGroupByPrim(originalPrimID); diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneGraphTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneGraphTests.cs new file mode 100644 index 0000000000..8a103d7081 --- /dev/null +++ b/OpenSim/Region/Framework/Scenes/Tests/SceneGraphTests.cs @@ -0,0 +1,71 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +using System; +using System.Reflection; +using NUnit.Framework; +using NUnit.Framework.SyntaxHelpers; +using OpenMetaverse; +using OpenSim.Framework; +using OpenSim.Framework.Communications; +using OpenSim.Region.Framework.Scenes; +using OpenSim.Tests.Common; +using OpenSim.Tests.Common.Mock; +using OpenSim.Tests.Common.Setup; + +namespace OpenSim.Region.Framework.Scenes.Tests +{ + [TestFixture] + public class SceneGraphTests + { + [Test] + public void TestDuplicateObject() + { + TestHelper.InMethod(); + Scene scene = SceneSetupHelpers.SetupScene(); + + UUID ownerUuid = new UUID("00000000-0000-0000-0000-000000000010"); + string objName = "obj1"; + UUID objUuid = new UUID("00000000-0000-0000-0000-000000000001"); + + SceneObjectPart part + = new SceneObjectPart(ownerUuid, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero) + { Name = objName, UUID = objUuid }; + + scene.AddNewSceneObject(new SceneObjectGroup(part), false); + + SceneObjectGroup duplicatedSo + = scene.SceneGraph.DuplicateObject( + part.LocalId, new Vector3(10, 0, 0), 0, ownerUuid, UUID.Zero, Quaternion.Identity); + + Assert.That(duplicatedSo.Children.Count, Is.EqualTo(1)); + Assert.That(duplicatedSo.RootPart.LocalId, Is.Not.EqualTo(part.LocalId)); + + //SceneObjectPart retrievedPart = scene.GetSceneObjectPart(objUuid); + } + } +} \ No newline at end of file diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs index 4baa22c0fb..d4f9f1876d 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs @@ -32,7 +32,6 @@ using NUnit.Framework.SyntaxHelpers; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Framework.Communications; - using OpenSim.Region.Framework.Scenes; using OpenSim.Tests.Common; using OpenSim.Tests.Common.Mock; From 009053479302e7581a85c7574a6cc8eaa23745d8 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Fri, 6 Aug 2010 17:43:09 -0700 Subject: [PATCH 10/18] Added Check4096 config var under [GridService], at the request of many. Changed the iteration that Marck had on the Hyperlinker. ATTENTION! CONFIGURATION CHANGE AFFECTING Robust.HG.ini.example and StandaloneCommon.ini.example. --- .../Grid/LocalGridServiceConnector.cs | 8 +- .../Grid/Tests/GridConnectorsTests.cs | 6 +- .../Connectors/Grid/GridServiceConnector.cs | 98 +++++++++---------- .../SimianGrid/SimianGridServiceConnector.cs | 10 +- OpenSim/Services/GridService/GridService.cs | 30 +++--- .../Services/GridService/HypergridLinker.cs | 23 +++-- bin/Robust.HG.ini.example | 2 + .../StandaloneCommon.ini.example | 3 + 8 files changed, 97 insertions(+), 83 deletions(-) diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/LocalGridServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/LocalGridServiceConnector.cs index 9ea04d4eff..023a44c601 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/LocalGridServiceConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/LocalGridServiceConnector.cs @@ -233,10 +233,10 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid return m_GridService.GetFallbackRegions(scopeID, x, y); } - public List GetHyperlinks(UUID scopeID) - { - return m_GridService.GetHyperlinks(scopeID); - } + public List GetHyperlinks(UUID scopeID) + { + return m_GridService.GetHyperlinks(scopeID); + } public int GetRegionFlags(UUID scopeID, UUID regionID) { diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/Tests/GridConnectorsTests.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/Tests/GridConnectorsTests.cs index 1366980c03..2726ae8997 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/Tests/GridConnectorsTests.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/Tests/GridConnectorsTests.cs @@ -136,9 +136,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid.Tests 900 * (int)Constants.RegionSize, 1100 * (int)Constants.RegionSize); Assert.IsNotNull(results, "Retrieved GetRegionRange list is null"); Assert.That(results.Count, Is.EqualTo(2), "Retrieved neighbour collection is not the number expected"); - - results = m_LocalConnector.GetHyperlinks(UUID.Zero); - Assert.IsNotNull(results, "Retrieved GetHyperlinks list is null"); + + results = m_LocalConnector.GetHyperlinks(UUID.Zero); + Assert.IsNotNull(results, "Retrieved GetHyperlinks list is null"); Assert.That(results.Count, Is.EqualTo(0), "Retrieved linked regions collection is not the number expected"); } diff --git a/OpenSim/Services/Connectors/Grid/GridServiceConnector.cs b/OpenSim/Services/Connectors/Grid/GridServiceConnector.cs index 202bad779c..80f0d2ddcb 100644 --- a/OpenSim/Services/Connectors/Grid/GridServiceConnector.cs +++ b/OpenSim/Services/Connectors/Grid/GridServiceConnector.cs @@ -556,55 +556,55 @@ namespace OpenSim.Services.Connectors return rinfos; } - public List GetHyperlinks(UUID scopeID) - { - Dictionary sendData = new Dictionary(); - - sendData["SCOPEID"] = scopeID.ToString(); - - sendData["METHOD"] = "get_hyperlinks"; - - List rinfos = new List(); - string reply = string.Empty; - try - { - reply = SynchronousRestFormsRequester.MakeRequest("POST", - m_ServerURI + "/grid", - ServerUtils.BuildQueryString(sendData)); - - //m_log.DebugFormat("[GRID CONNECTOR]: reply was {0}", reply); - } - catch (Exception e) - { - m_log.DebugFormat("[GRID CONNECTOR]: Exception when contacting grid server: {0}", e.Message); - return rinfos; - } - - if (reply != string.Empty) - { - Dictionary replyData = ServerUtils.ParseXmlResponse(reply); - - if (replyData != null) - { - Dictionary.ValueCollection rinfosList = replyData.Values; - foreach (object r in rinfosList) - { - if (r is Dictionary) - { - GridRegion rinfo = new GridRegion((Dictionary)r); - rinfos.Add(rinfo); - } - } - } - else - m_log.DebugFormat("[GRID CONNECTOR]: GetHyperlinks {0} received null response", - scopeID); - } - else - m_log.DebugFormat("[GRID CONNECTOR]: GetHyperlinks received null reply"); - - return rinfos; - } + public List GetHyperlinks(UUID scopeID) + { + Dictionary sendData = new Dictionary(); + + sendData["SCOPEID"] = scopeID.ToString(); + + sendData["METHOD"] = "get_hyperlinks"; + + List rinfos = new List(); + string reply = string.Empty; + try + { + reply = SynchronousRestFormsRequester.MakeRequest("POST", + m_ServerURI + "/grid", + ServerUtils.BuildQueryString(sendData)); + + //m_log.DebugFormat("[GRID CONNECTOR]: reply was {0}", reply); + } + catch (Exception e) + { + m_log.DebugFormat("[GRID CONNECTOR]: Exception when contacting grid server: {0}", e.Message); + return rinfos; + } + + if (reply != string.Empty) + { + Dictionary replyData = ServerUtils.ParseXmlResponse(reply); + + if (replyData != null) + { + Dictionary.ValueCollection rinfosList = replyData.Values; + foreach (object r in rinfosList) + { + if (r is Dictionary) + { + GridRegion rinfo = new GridRegion((Dictionary)r); + rinfos.Add(rinfo); + } + } + } + else + m_log.DebugFormat("[GRID CONNECTOR]: GetHyperlinks {0} received null response", + scopeID); + } + else + m_log.DebugFormat("[GRID CONNECTOR]: GetHyperlinks received null reply"); + + return rinfos; + } public virtual int GetRegionFlags(UUID scopeID, UUID regionID) { diff --git a/OpenSim/Services/Connectors/SimianGrid/SimianGridServiceConnector.cs b/OpenSim/Services/Connectors/SimianGrid/SimianGridServiceConnector.cs index 7bc85c65cd..fefdad6dc5 100644 --- a/OpenSim/Services/Connectors/SimianGrid/SimianGridServiceConnector.cs +++ b/OpenSim/Services/Connectors/SimianGrid/SimianGridServiceConnector.cs @@ -357,11 +357,11 @@ namespace OpenSim.Services.Connectors.SimianGrid return new List(0); } - public List GetHyperlinks(UUID scopeID) - { - // Hypergrid/linked regions are not supported - return new List(); - } + public List GetHyperlinks(UUID scopeID) + { + // Hypergrid/linked regions are not supported + return new List(); + } public int GetRegionFlags(UUID scopeID, UUID regionID) { diff --git a/OpenSim/Services/GridService/GridService.cs b/OpenSim/Services/GridService/GridService.cs index 79a45fe238..ce6f64b422 100644 --- a/OpenSim/Services/GridService/GridService.cs +++ b/OpenSim/Services/GridService/GridService.cs @@ -426,21 +426,21 @@ namespace OpenSim.Services.GridService return ret; } - public List GetHyperlinks(UUID scopeID) - { - List ret = new List(); - - List regions = m_Database.GetHyperlinks(scopeID); - - foreach (RegionData r in regions) - { - if ((Convert.ToInt32(r.Data["flags"]) & (int)OpenSim.Data.RegionFlags.RegionOnline) != 0) - ret.Add(RegionData2RegionInfo(r)); - } - - m_log.DebugFormat("[GRID SERVICE]: Hyperlinks returned {0} regions", ret.Count); - return ret; - } + public List GetHyperlinks(UUID scopeID) + { + List ret = new List(); + + List regions = m_Database.GetHyperlinks(scopeID); + + foreach (RegionData r in regions) + { + if ((Convert.ToInt32(r.Data["flags"]) & (int)OpenSim.Data.RegionFlags.RegionOnline) != 0) + ret.Add(RegionData2RegionInfo(r)); + } + + m_log.DebugFormat("[GRID SERVICE]: Hyperlinks returned {0} regions", ret.Count); + return ret; + } public int GetRegionFlags(UUID scopeID, UUID regionID) { diff --git a/OpenSim/Services/GridService/HypergridLinker.cs b/OpenSim/Services/GridService/HypergridLinker.cs index 017df415b8..b190f9316e 100644 --- a/OpenSim/Services/GridService/HypergridLinker.cs +++ b/OpenSim/Services/GridService/HypergridLinker.cs @@ -27,7 +27,6 @@ using System; using System.Collections.Generic; -using System.Linq; using System.Net; using System.Reflection; using System.Xml; @@ -63,6 +62,7 @@ namespace OpenSim.Services.GridService protected GatekeeperServiceConnector m_GatekeeperConnector; protected UUID m_ScopeID = UUID.Zero; + protected bool m_Check4096 = true; // Hyperlink regions are hyperlinks on the map public readonly Dictionary m_HyperlinkRegions = new Dictionary(); @@ -117,6 +117,8 @@ namespace OpenSim.Services.GridService if (scope != string.Empty) UUID.TryParse(scope, out m_ScopeID); + m_Check4096 = gridConfig.GetBoolean("Check4096", true); + m_GatekeeperConnector = new GatekeeperServiceConnector(m_AssetService); m_log.DebugFormat("[HYPERGRID LINKER]: Loaded all services..."); @@ -278,7 +280,7 @@ namespace OpenSim.Services.GridService } uint x, y; - if (!Check4096(handle, out x, out y)) + if (m_Check4096 && !Check4096(handle, out x, out y)) { RemoveHyperlinkRegion(regInfo.RegionID); reason = "Region is too far (" + x + ", " + y + ")"; @@ -363,11 +365,18 @@ namespace OpenSim.Services.GridService { // Check for regions which are not linked regions List hyperlinks = m_GridService.GetHyperlinks(m_ScopeID); - IEnumerable availableRegions = regions.Except(hyperlinks); - if (availableRegions.Count() == 0) - { - return false; - } + // would like to use .Except, but doesn't seem to exist + //IEnumerable availableRegions = regions.Except(hyperlinks); + List availableRegions = regions.FindAll(delegate(GridRegion region) + { + // Ewww! n^2 + if (hyperlinks.Find(delegate(GridRegion r) { return r.RegionID == region.RegionID; }) == null) // not hyperlink. good. + return true; + + return false; + }); + if (availableRegions.Count == 0) + return false; } return true; diff --git a/bin/Robust.HG.ini.example b/bin/Robust.HG.ini.example index 9269e39d89..15b4d39c1d 100644 --- a/bin/Robust.HG.ini.example +++ b/bin/Robust.HG.ini.example @@ -54,6 +54,8 @@ ServiceConnectors = "8003/OpenSim.Server.Handlers.dll:AssetServiceConnector,8003 LocalServiceModule = "OpenSim.Services.GridService.dll:GridService" Realm = "regions" ; AllowDuplicateNames = "True" + ; Check4096 = "False" + ;; Next, we can specify properties of regions, including default and fallback regions ;; The syntax is: Region_ = "" ;; or: Region_ = "" diff --git a/bin/config-include/StandaloneCommon.ini.example b/bin/config-include/StandaloneCommon.ini.example index de8677f111..9d1c884dfa 100644 --- a/bin/config-include/StandaloneCommon.ini.example +++ b/bin/config-include/StandaloneCommon.ini.example @@ -48,6 +48,9 @@ ;;--- For MySql region storage (alternative) ;StorageProvider = "OpenSim.Data.MySQL.dll:MySqlRegionData" + ; If HG, do you want this check on the distance to be performed? + ; Check4096 = "False" + ;; Next, we can specify properties of regions, including default and fallback regions ;; The syntax is: Region_ = "" ;; where can be DefaultRegion, FallbackRegion, NoDirectLogin, Persistent, LockedOut From a783f048a37e759e522cf73d482d6478ddc348d6 Mon Sep 17 00:00:00 2001 From: Melanie Thielker Date: Sat, 7 Aug 2010 03:38:35 +0200 Subject: [PATCH 11/18] Make the landmark properties and search places work again --- .../ServiceConnectorsOut/Land/RemoteLandServiceConnector.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Land/RemoteLandServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Land/RemoteLandServiceConnector.cs index b0ace3959d..153c2a5834 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Land/RemoteLandServiceConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Land/RemoteLandServiceConnector.cs @@ -90,7 +90,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Land if (!m_Enabled) return; - m_GridService = scene.GridService; m_LocalService.AddRegion(scene); scene.RegisterModuleInterface(this); } @@ -103,6 +102,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Land public void RegionLoaded(Scene scene) { + m_GridService = scene.GridService; } From fa11ac8c851d4471640dfb0381ca285d0e5299d7 Mon Sep 17 00:00:00 2001 From: Melanie Thielker Date: Sat, 7 Aug 2010 05:42:30 +0200 Subject: [PATCH 12/18] Change the (hackish) constant to match the changed enum for attachs --- .../CoreModules/Avatar/Attachments/AttachmentsModule.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index e557d2c7ba..c8024905a0 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -293,8 +293,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments } // Fire after attach, so we don't get messy perms dialogs - // 3 == AttachedRez - objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 3); + // 4 == AttachedRez + objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); objatt.ResumeScripts(); // Do this last so that event listeners have access to all the effects of the attachment From c554de75010a442753cce29ee06d2b60d7b4701a Mon Sep 17 00:00:00 2001 From: Melanie Thielker Date: Sat, 7 Aug 2010 05:45:52 +0200 Subject: [PATCH 13/18] Correct display of landmark about info. Also correct region maturity rating in LM info. Maturity is NOT the parcel's setting, that is only for the image and text. Parcel maturity is governed by region maturity. --- OpenSim/Framework/Util.cs | 12 +++++++++++- OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs | 6 +++--- .../Land/LandServiceInConnectorModule.cs | 4 +++- .../Land/LocalLandServiceConnector.cs | 4 +++- .../Land/RemoteLandServiceConnector.cs | 6 +++--- .../CoreModules/World/Land/LandManagementModule.cs | 6 +++++- OpenSim/Server/Handlers/Land/LandHandlers.cs | 4 +++- .../Services/Connectors/Land/LandServiceConnector.cs | 5 ++++- OpenSim/Services/Interfaces/ILandService.cs | 2 +- 9 files changed, 36 insertions(+), 13 deletions(-) diff --git a/OpenSim/Framework/Util.cs b/OpenSim/Framework/Util.cs index c39fb6fd0b..af5a0ced9a 100644 --- a/OpenSim/Framework/Util.cs +++ b/OpenSim/Framework/Util.cs @@ -1171,6 +1171,16 @@ namespace OpenSim.Framework } + public static uint ConvertAccessLevelToMaturity(byte maturity) + { + if (maturity <= 13) + return 0; + else if (maturity <= 21) + return 1; + else + return 2; + } + /// /// Produces an OSDMap from its string representation on a stream /// @@ -1486,4 +1496,4 @@ namespace OpenSim.Framework } } -} \ No newline at end of file +} diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs index d2d1e8fa21..af2dd85c5c 100644 --- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs @@ -2675,7 +2675,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP // Bit 0: Mature, bit 7: on sale, other bits: no idea reply.Data.Flags = (byte)( - ((land.Flags & (uint)ParcelFlags.MaturePublish) != 0 ? (1 << 0) : 0) + + (info.AccessLevel > 13 ? (1 << 0) : 0) + ((land.Flags & (uint)ParcelFlags.ForSale) != 0 ? (1 << 7) : 0)); Vector3 pos = land.UserLocation; @@ -2683,8 +2683,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP { pos = (land.AABBMax + land.AABBMin) * 0.5f; } - reply.Data.GlobalX = info.RegionLocX * Constants.RegionSize + x; - reply.Data.GlobalY = info.RegionLocY * Constants.RegionSize + y; + reply.Data.GlobalX = info.RegionLocX + x; + reply.Data.GlobalY = info.RegionLocY + y; reply.Data.GlobalZ = pos.Z; reply.Data.SimName = Utils.StringToBytes(info.RegionName); reply.Data.SnapshotID = land.SnapshotID; diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsIn/Land/LandServiceInConnectorModule.cs b/OpenSim/Region/CoreModules/ServiceConnectorsIn/Land/LandServiceInConnectorModule.cs index bce160a92a..23251c9b1c 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsIn/Land/LandServiceInConnectorModule.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsIn/Land/LandServiceInConnectorModule.cs @@ -121,7 +121,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsIn.Land #region ILandService - public LandData GetLandData(ulong regionHandle, uint x, uint y) + public LandData GetLandData(ulong regionHandle, uint x, uint y, out byte regionAccess) { m_log.DebugFormat("[LAND IN CONNECTOR]: GetLandData for {0}. Count = {1}", regionHandle, m_Scenes.Count); @@ -130,10 +130,12 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsIn.Land if (s.RegionInfo.RegionHandle == regionHandle) { m_log.Debug("[LAND IN CONNECTOR]: Found region to GetLandData from"); + regionAccess = s.RegionInfo.AccessLevel; return s.GetLandData(x, y); } } m_log.DebugFormat("[LAND IN CONNECTOR]: region handle {0} not found", regionHandle); + regionAccess = 42; return null; } diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Land/LocalLandServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Land/LocalLandServiceConnector.cs index cb87f6f847..e15f624d70 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Land/LocalLandServiceConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Land/LocalLandServiceConnector.cs @@ -116,8 +116,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Land #region ILandService - public LandData GetLandData(ulong regionHandle, uint x, uint y) + public LandData GetLandData(ulong regionHandle, uint x, uint y, out byte regionAccess) { + regionAccess = 2; m_log.DebugFormat("[LAND CONNECTOR]: request for land data in {0} at {1}, {2}", regionHandle, x, y); @@ -126,6 +127,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Land if (s.RegionInfo.RegionHandle == regionHandle) { LandData land = s.GetLandData(x, y); + regionAccess = s.RegionInfo.AccessLevel; return land; } } diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Land/RemoteLandServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Land/RemoteLandServiceConnector.cs index 153c2a5834..23860600f9 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Land/RemoteLandServiceConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Land/RemoteLandServiceConnector.cs @@ -108,13 +108,13 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Land #region ILandService - public override LandData GetLandData(ulong regionHandle, uint x, uint y) + public override LandData GetLandData(ulong regionHandle, uint x, uint y, out byte regionAccess) { - LandData land = m_LocalService.GetLandData(regionHandle, x, y); + LandData land = m_LocalService.GetLandData(regionHandle, x, y, out regionAccess); if (land != null) return land; - return base.GetLandData(regionHandle, x, y); + return base.GetLandData(regionHandle, x, y, out regionAccess); } #endregion ILandService diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs index cfee1b0cc0..7e29a56f87 100644 --- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs +++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs @@ -51,6 +51,7 @@ namespace OpenSim.Region.CoreModules.World.Land public LandData LandData; public ulong RegionHandle; public uint X, Y; + public byte RegionAccess; } public class LandManagementModule : INonSharedRegionModule @@ -1484,13 +1485,15 @@ namespace OpenSim.Region.CoreModules.World.Land if (extLandData.RegionHandle == m_scene.RegionInfo.RegionHandle) { extLandData.LandData = this.GetLandObject(extLandData.X, extLandData.Y).LandData; + extLandData.RegionAccess = m_scene.RegionInfo.AccessLevel; } else { ILandService landService = m_scene.RequestModuleInterface(); extLandData.LandData = landService.GetLandData(extLandData.RegionHandle, extLandData.X, - extLandData.Y); + extLandData.Y, + out extLandData.RegionAccess); if (extLandData.LandData == null) { // we didn't find the region/land => don't cache @@ -1522,6 +1525,7 @@ namespace OpenSim.Region.CoreModules.World.Land r.RegionName = info.RegionName; r.RegionLocX = (uint)info.RegionLocX; r.RegionLocY = (uint)info.RegionLocY; + r.RegionSettings.Maturity = (int)Util.ConvertAccessLevelToMaturity(data.RegionAccess); remoteClient.SendParcelInfo(r, data.LandData, parcelID, data.X, data.Y); } else diff --git a/OpenSim/Server/Handlers/Land/LandHandlers.cs b/OpenSim/Server/Handlers/Land/LandHandlers.cs index a21f9de29b..561f285a4b 100644 --- a/OpenSim/Server/Handlers/Land/LandHandlers.cs +++ b/OpenSim/Server/Handlers/Land/LandHandlers.cs @@ -66,7 +66,8 @@ namespace OpenSim.Server.Handlers.Land uint y = Convert.ToUInt32(requestData["y"]); m_log.DebugFormat("[LAND HANDLER]: Got request for land data at {0}, {1} for region {2}", x, y, regionHandle); - LandData landData = m_LocalService.GetLandData(regionHandle, x, y); + byte regionAccess; + LandData landData = m_LocalService.GetLandData(regionHandle, x, y, out regionAccess); Hashtable hash = new Hashtable(); if (landData != null) { @@ -83,6 +84,7 @@ namespace OpenSim.Server.Handlers.Land hash["SalePrice"] = landData.SalePrice.ToString(); hash["SnapshotID"] = landData.SnapshotID.ToString(); hash["UserLocation"] = landData.UserLocation.ToString(); + hash["RegionAccess"] = regionAccess.ToString(); } XmlRpcResponse response = new XmlRpcResponse(); diff --git a/OpenSim/Services/Connectors/Land/LandServiceConnector.cs b/OpenSim/Services/Connectors/Land/LandServiceConnector.cs index 0223a776ad..c439dc5e62 100644 --- a/OpenSim/Services/Connectors/Land/LandServiceConnector.cs +++ b/OpenSim/Services/Connectors/Land/LandServiceConnector.cs @@ -64,7 +64,7 @@ namespace OpenSim.Services.Connectors m_GridService = gridServices; } - public virtual LandData GetLandData(ulong regionHandle, uint x, uint y) + public virtual LandData GetLandData(ulong regionHandle, uint x, uint y, out byte regionAccess) { LandData landData = null; Hashtable hash = new Hashtable(); @@ -74,6 +74,7 @@ namespace OpenSim.Services.Connectors IList paramList = new ArrayList(); paramList.Add(hash); + regionAccess = 42; // Default to adult. Better safe... try { @@ -109,6 +110,8 @@ namespace OpenSim.Services.Connectors landData.SalePrice = Convert.ToInt32(hash["SalePrice"]); landData.SnapshotID = new UUID((string)hash["SnapshotID"]); landData.UserLocation = Vector3.Parse((string)hash["UserLocation"]); + if (hash["RegionAccess"] != null) + regionAccess = (byte)Convert.ToInt32((string)hash["RegionAccess"]); m_log.DebugFormat("[OGS1 GRID SERVICES] Got land data for parcel {0}", landData.Name); } catch (Exception e) diff --git a/OpenSim/Services/Interfaces/ILandService.cs b/OpenSim/Services/Interfaces/ILandService.cs index e2f1d1d51a..7a12aff951 100644 --- a/OpenSim/Services/Interfaces/ILandService.cs +++ b/OpenSim/Services/Interfaces/ILandService.cs @@ -33,6 +33,6 @@ namespace OpenSim.Services.Interfaces { public interface ILandService { - LandData GetLandData(ulong regionHandle, uint x, uint y); + LandData GetLandData(ulong regionHandle, uint x, uint y, out byte regionAccess); } } From 2cedfba67c49b32406005ce3d1bc62d302ef3d19 Mon Sep 17 00:00:00 2001 From: Melanie Thielker Date: Sat, 7 Aug 2010 03:38:35 +0200 Subject: [PATCH 14/18] Make the landmark properties work again --- .../ServiceConnectorsOut/Land/RemoteLandServiceConnector.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Land/RemoteLandServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Land/RemoteLandServiceConnector.cs index b0ace3959d..153c2a5834 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Land/RemoteLandServiceConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Land/RemoteLandServiceConnector.cs @@ -90,7 +90,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Land if (!m_Enabled) return; - m_GridService = scene.GridService; m_LocalService.AddRegion(scene); scene.RegisterModuleInterface(this); } @@ -103,6 +102,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Land public void RegionLoaded(Scene scene) { + m_GridService = scene.GridService; } From 59af886680d4034e38a1a24a532bb1dd1160516b Mon Sep 17 00:00:00 2001 From: Melanie Thielker Date: Sat, 7 Aug 2010 05:42:30 +0200 Subject: [PATCH 15/18] Change the (hackish) constant to match the changed enum for attachs --- .../CoreModules/Avatar/Attachments/AttachmentsModule.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index d895bb1e13..365cdbb16e 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -279,8 +279,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments objatt.HasGroupChanged = true; // Fire after attach, so we don't get messy perms dialogs - // 3 == AttachedRez - objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 3); + // 4 == AttachedRez + objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); objatt.ResumeScripts(); // Do this last so that event listeners have access to all the effects of the attachment From 00fd2e0446382af1a3581c8feec359cad5b939aa Mon Sep 17 00:00:00 2001 From: Melanie Thielker Date: Sat, 7 Aug 2010 05:45:52 +0200 Subject: [PATCH 16/18] Correct display of landmark about info. Also correct region maturity rating in LM info. Maturity is NOT the parcel's setting, that is only for the image and text. Parcel maturity is governed by region maturity. --- OpenSim/Framework/Util.cs | 12 +++++++++++- OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs | 6 +++--- .../Land/LandServiceInConnectorModule.cs | 4 +++- .../Land/LocalLandServiceConnector.cs | 4 +++- .../Land/RemoteLandServiceConnector.cs | 6 +++--- .../CoreModules/World/Land/LandManagementModule.cs | 6 +++++- OpenSim/Server/Handlers/Land/LandHandlers.cs | 4 +++- .../Services/Connectors/Land/LandServiceConnector.cs | 5 ++++- OpenSim/Services/Interfaces/ILandService.cs | 2 +- 9 files changed, 36 insertions(+), 13 deletions(-) diff --git a/OpenSim/Framework/Util.cs b/OpenSim/Framework/Util.cs index 802cb37aa0..b5d025fbbd 100644 --- a/OpenSim/Framework/Util.cs +++ b/OpenSim/Framework/Util.cs @@ -1171,6 +1171,16 @@ namespace OpenSim.Framework } + public static uint ConvertAccessLevelToMaturity(byte maturity) + { + if (maturity <= 13) + return 0; + else if (maturity <= 21) + return 1; + else + return 2; + } + /// /// Produces an OSDMap from its string representation on a stream /// @@ -1486,4 +1496,4 @@ namespace OpenSim.Framework } } -} \ No newline at end of file +} diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs index c59eedf188..7bf7511da6 100644 --- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs @@ -2656,7 +2656,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP // Bit 0: Mature, bit 7: on sale, other bits: no idea reply.Data.Flags = (byte)( - ((land.Flags & (uint)ParcelFlags.MaturePublish) != 0 ? (1 << 0) : 0) + + (info.AccessLevel > 13 ? (1 << 0) : 0) + ((land.Flags & (uint)ParcelFlags.ForSale) != 0 ? (1 << 7) : 0)); Vector3 pos = land.UserLocation; @@ -2664,8 +2664,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP { pos = (land.AABBMax + land.AABBMin) * 0.5f; } - reply.Data.GlobalX = info.RegionLocX * Constants.RegionSize + x; - reply.Data.GlobalY = info.RegionLocY * Constants.RegionSize + y; + reply.Data.GlobalX = info.RegionLocX + x; + reply.Data.GlobalY = info.RegionLocY + y; reply.Data.GlobalZ = pos.Z; reply.Data.SimName = Utils.StringToBytes(info.RegionName); reply.Data.SnapshotID = land.SnapshotID; diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsIn/Land/LandServiceInConnectorModule.cs b/OpenSim/Region/CoreModules/ServiceConnectorsIn/Land/LandServiceInConnectorModule.cs index bce160a92a..23251c9b1c 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsIn/Land/LandServiceInConnectorModule.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsIn/Land/LandServiceInConnectorModule.cs @@ -121,7 +121,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsIn.Land #region ILandService - public LandData GetLandData(ulong regionHandle, uint x, uint y) + public LandData GetLandData(ulong regionHandle, uint x, uint y, out byte regionAccess) { m_log.DebugFormat("[LAND IN CONNECTOR]: GetLandData for {0}. Count = {1}", regionHandle, m_Scenes.Count); @@ -130,10 +130,12 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsIn.Land if (s.RegionInfo.RegionHandle == regionHandle) { m_log.Debug("[LAND IN CONNECTOR]: Found region to GetLandData from"); + regionAccess = s.RegionInfo.AccessLevel; return s.GetLandData(x, y); } } m_log.DebugFormat("[LAND IN CONNECTOR]: region handle {0} not found", regionHandle); + regionAccess = 42; return null; } diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Land/LocalLandServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Land/LocalLandServiceConnector.cs index cb87f6f847..e15f624d70 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Land/LocalLandServiceConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Land/LocalLandServiceConnector.cs @@ -116,8 +116,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Land #region ILandService - public LandData GetLandData(ulong regionHandle, uint x, uint y) + public LandData GetLandData(ulong regionHandle, uint x, uint y, out byte regionAccess) { + regionAccess = 2; m_log.DebugFormat("[LAND CONNECTOR]: request for land data in {0} at {1}, {2}", regionHandle, x, y); @@ -126,6 +127,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Land if (s.RegionInfo.RegionHandle == regionHandle) { LandData land = s.GetLandData(x, y); + regionAccess = s.RegionInfo.AccessLevel; return land; } } diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Land/RemoteLandServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Land/RemoteLandServiceConnector.cs index 153c2a5834..23860600f9 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Land/RemoteLandServiceConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Land/RemoteLandServiceConnector.cs @@ -108,13 +108,13 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Land #region ILandService - public override LandData GetLandData(ulong regionHandle, uint x, uint y) + public override LandData GetLandData(ulong regionHandle, uint x, uint y, out byte regionAccess) { - LandData land = m_LocalService.GetLandData(regionHandle, x, y); + LandData land = m_LocalService.GetLandData(regionHandle, x, y, out regionAccess); if (land != null) return land; - return base.GetLandData(regionHandle, x, y); + return base.GetLandData(regionHandle, x, y, out regionAccess); } #endregion ILandService diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs index 4ccd0f03cb..31aa017615 100644 --- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs +++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs @@ -51,6 +51,7 @@ namespace OpenSim.Region.CoreModules.World.Land public LandData LandData; public ulong RegionHandle; public uint X, Y; + public byte RegionAccess; } public class LandManagementModule : INonSharedRegionModule @@ -1459,13 +1460,15 @@ namespace OpenSim.Region.CoreModules.World.Land if (extLandData.RegionHandle == m_scene.RegionInfo.RegionHandle) { extLandData.LandData = this.GetLandObject(extLandData.X, extLandData.Y).LandData; + extLandData.RegionAccess = m_scene.RegionInfo.AccessLevel; } else { ILandService landService = m_scene.RequestModuleInterface(); extLandData.LandData = landService.GetLandData(extLandData.RegionHandle, extLandData.X, - extLandData.Y); + extLandData.Y, + out extLandData.RegionAccess); if (extLandData.LandData == null) { // we didn't find the region/land => don't cache @@ -1497,6 +1500,7 @@ namespace OpenSim.Region.CoreModules.World.Land r.RegionName = info.RegionName; r.RegionLocX = (uint)info.RegionLocX; r.RegionLocY = (uint)info.RegionLocY; + r.RegionSettings.Maturity = (int)Util.ConvertAccessLevelToMaturity(data.RegionAccess); remoteClient.SendParcelInfo(r, data.LandData, parcelID, data.X, data.Y); } else diff --git a/OpenSim/Server/Handlers/Land/LandHandlers.cs b/OpenSim/Server/Handlers/Land/LandHandlers.cs index a21f9de29b..561f285a4b 100644 --- a/OpenSim/Server/Handlers/Land/LandHandlers.cs +++ b/OpenSim/Server/Handlers/Land/LandHandlers.cs @@ -66,7 +66,8 @@ namespace OpenSim.Server.Handlers.Land uint y = Convert.ToUInt32(requestData["y"]); m_log.DebugFormat("[LAND HANDLER]: Got request for land data at {0}, {1} for region {2}", x, y, regionHandle); - LandData landData = m_LocalService.GetLandData(regionHandle, x, y); + byte regionAccess; + LandData landData = m_LocalService.GetLandData(regionHandle, x, y, out regionAccess); Hashtable hash = new Hashtable(); if (landData != null) { @@ -83,6 +84,7 @@ namespace OpenSim.Server.Handlers.Land hash["SalePrice"] = landData.SalePrice.ToString(); hash["SnapshotID"] = landData.SnapshotID.ToString(); hash["UserLocation"] = landData.UserLocation.ToString(); + hash["RegionAccess"] = regionAccess.ToString(); } XmlRpcResponse response = new XmlRpcResponse(); diff --git a/OpenSim/Services/Connectors/Land/LandServiceConnector.cs b/OpenSim/Services/Connectors/Land/LandServiceConnector.cs index 06bc11cebe..8bae4aac13 100644 --- a/OpenSim/Services/Connectors/Land/LandServiceConnector.cs +++ b/OpenSim/Services/Connectors/Land/LandServiceConnector.cs @@ -64,7 +64,7 @@ namespace OpenSim.Services.Connectors m_GridService = gridServices; } - public virtual LandData GetLandData(ulong regionHandle, uint x, uint y) + public virtual LandData GetLandData(ulong regionHandle, uint x, uint y, out byte regionAccess) { LandData landData = null; Hashtable hash = new Hashtable(); @@ -74,6 +74,7 @@ namespace OpenSim.Services.Connectors IList paramList = new ArrayList(); paramList.Add(hash); + regionAccess = 42; // Default to adult. Better safe... try { @@ -107,6 +108,8 @@ namespace OpenSim.Services.Connectors landData.SalePrice = Convert.ToInt32(hash["SalePrice"]); landData.SnapshotID = new UUID((string)hash["SnapshotID"]); landData.UserLocation = Vector3.Parse((string)hash["UserLocation"]); + if (hash["RegionAccess"] != null) + regionAccess = (byte)Convert.ToInt32((string)hash["RegionAccess"]); m_log.DebugFormat("[OGS1 GRID SERVICES] Got land data for parcel {0}", landData.Name); } catch (Exception e) diff --git a/OpenSim/Services/Interfaces/ILandService.cs b/OpenSim/Services/Interfaces/ILandService.cs index e2f1d1d51a..7a12aff951 100644 --- a/OpenSim/Services/Interfaces/ILandService.cs +++ b/OpenSim/Services/Interfaces/ILandService.cs @@ -33,6 +33,6 @@ namespace OpenSim.Services.Interfaces { public interface ILandService { - LandData GetLandData(ulong regionHandle, uint x, uint y); + LandData GetLandData(ulong regionHandle, uint x, uint y, out byte regionAccess); } } From e69efdd4ce7e989d04adf685d6fa7a704c609377 Mon Sep 17 00:00:00 2001 From: sacha Date: Sat, 7 Aug 2010 13:13:27 +0000 Subject: [PATCH 17/18] Clean the loo after use please !!!!! No need to keep useless debug message ! Never heard of wasted cpucycle you darn kid ! --- .../Avatar/InstantMessage/MessageTransferModule.cs | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs index d025f0c0e3..e1ee0b1ec4 100644 --- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs @@ -132,7 +132,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage { UUID toAgentID = new UUID(im.toAgentID); - m_log.DebugFormat("[INSTANT MESSAGE]: Attempting delivery of IM from {0} to {1}", im.fromAgentName, toAgentID.ToString()); + //m_log.DebugFormat("[INSTANT MESSAGE]: Attempting delivery of IM from {0} to {1}", im.fromAgentName, toAgentID.ToString()); // Try root avatar only first foreach (Scene scene in m_Scenes) @@ -140,12 +140,12 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage if (scene.Entities.ContainsKey(toAgentID) && scene.Entities[toAgentID] is ScenePresence) { - m_log.DebugFormat("[INSTANT MESSAGE]: Looking for {0} in {1}", toAgentID.ToString(), scene.RegionInfo.RegionName); + // m_log.DebugFormat("[INSTANT MESSAGE]: Looking for {0} in {1}", toAgentID.ToString(), scene.RegionInfo.RegionName); // Local message ScenePresence user = (ScenePresence) scene.Entities[toAgentID]; if (!user.IsChildAgent) { - m_log.DebugFormat("[INSTANT MESSAGE]: Delivering to client"); + // m_log.DebugFormat("[INSTANT MESSAGE]: Delivering to client"); user.ControllingClient.SendInstantMessage(im); // Message sent @@ -167,7 +167,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage // Local message ScenePresence user = (ScenePresence) scene.Entities[toAgentID]; - m_log.DebugFormat("[INSTANT MESSAGE]: Delivering to client"); + // m_log.DebugFormat("[INSTANT MESSAGE]: Delivering to client"); user.ControllingClient.SendInstantMessage(im); // Message sent From 047a4764f22340667ea8c3b11a56ed54011aded9 Mon Sep 17 00:00:00 2001 From: sacha Date: Sat, 7 Aug 2010 13:19:53 +0000 Subject: [PATCH 18/18] and another one... --- .../InstantMessage/InstantMessageModule.cs | 2 +- bin/ICSharpCode.SharpZipLib.xml | 9055 +++++++++++++++++ bin/hdfsdll.dll.config | 3 + bin/hdfsdll.so | Bin 0 -> 6557 bytes bin/xmrhelpers.so | Bin 0 -> 18357 bytes 5 files changed, 9059 insertions(+), 1 deletion(-) create mode 100644 bin/ICSharpCode.SharpZipLib.xml create mode 100644 bin/hdfsdll.dll.config create mode 100755 bin/hdfsdll.so create mode 100755 bin/xmrhelpers.so diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs index cbea54cc87..1603c0720f 100644 --- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs @@ -169,7 +169,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage } catch { - m_log.Info("[OFFLINE MESSAGING]: No PST timezone found on this machine. Saving with local timestamp."); + //m_log.Info("[OFFLINE MESSAGING]: No PST timezone found on this machine. Saving with local timestamp."); } // And make it look local again to fool the unix time util diff --git a/bin/ICSharpCode.SharpZipLib.xml b/bin/ICSharpCode.SharpZipLib.xml new file mode 100644 index 0000000000..98cb51eba4 --- /dev/null +++ b/bin/ICSharpCode.SharpZipLib.xml @@ -0,0 +1,9055 @@ + + + + ICSharpCode.SharpZipLib + + + + + FastZipEvents supports all events applicable to FastZip operations. + + + + + Delegate to invoke when processing directories. + + + + + Delegate to invoke when processing files. + + + + + Delegate to invoke during processing of files. + + + + + Delegate to invoke when processing for a file has been completed. + + + + + Delegate to invoke when processing directory failures. + + + + + Delegate to invoke when processing file failures. + + + + + Raise the directory failure event. + + The directory causing the failure. + The exception for this event. + A boolean indicating if execution should continue or not. + + + + Raises the file failure delegate. + + The file causing the failure. + The exception for this failure. + A boolean indicating if execution should continue or not. + + + + Fires the Process File delegate. + + The file being processed. + A boolean indicating if execution should continue or not. + + + + Fires the CompletedFile delegate + + The file whose processing has been completed. + A boolean indicating if execution should continue or not. + + + + Fires the process directory delegate. + + The directory being processed. + Flag indicating if the directory has matching files as determined by the current filter. + A of true if the operation should continue; false otherwise. + + + + The minimum timespan between events. + + The minimum period of time between events. + + + + + FastZip provides facilities for creating and extracting zip files. + + + + + Initialise a default instance of . + + + + + Initialise a new instance of + + The events to use during operations. + + + + Create a zip file. + + The name of the zip file to create. + The directory to source files from. + True to recurse directories, false for no recursion. + The file filter to apply. + The directory filter to apply. + + + + Create a zip file/archive. + + The name of the zip file to create. + The directory to obtain files and directories from. + True to recurse directories, false for no recursion. + The file filter to apply. + + + + Create a zip archive sending output to the passed. + + The stream to write archive data to. + The directory to source files from. + True to recurse directories, false for no recursion. + The file filter to apply. + The directory filter to apply. + + + + Extract the contents of a zip file. + + The zip file to extract from. + The directory to save extracted information in. + A filter to apply to files. + + + + Extract the contents of a zip file. + + The zip file to extract from. + The directory to save extracted information in. + The style of overwriting to apply. + A delegate to invoke when confirming overwriting. + A filter to apply to files. + A filter to apply to directories. + Flag indicating wether to restore the date and time for extracted files. + + + + Get/set a value indicating wether empty directories should be created. + + + + + Get / set the password value. + + + + + Get or set the active when creating Zip files. + + + + + + Get or set the active when creating Zip files. + + + + + Get/set a value indicating wether file dates and times should + be restored when extracting files from an archive. + + The default value is false. + + + + Get/set a value indicating wether file attributes should + be restored during extract operations + + + + + Defines the desired handling when overwriting files during extraction. + + + + + Prompt the user to confirm overwriting + + + + + Never overwrite files. + + + + + Always overwrite files. + + + + + Delegate called when confirming overwriting of files. + + + + + NameFilter is a string matching class which allows for both positive and negative + matching. + A filter is a sequence of independant regular expressions separated by semi-colons ';' + Each expression can be prefixed by a plus '+' sign or a minus '-' sign to denote the expression + is intended to include or exclude names. If neither a plus or minus sign is found include is the default + A given name is tested for inclusion before checking exclusions. Only names matching an include spec + and not matching an exclude spec are deemed to match the filter. + An empty filter matches any name. + + The following expression includes all name ending in '.dat' with the exception of 'dummy.dat' + "+\.dat$;-^dummy\.dat$" + + + + + Scanning filters support filtering of names. + + + + + Test a name to see if it 'matches' the filter. + + The name to test. + Returns true if the name matches the filter, false if it does not match. + + + + Construct an instance based on the filter expression passed + + The filter expression. + + + + Test a string to see if it is a valid regular expression. + + The expression to test. + True if expression is a valid false otherwise. + + + + Test an expression to see if it is valid as a filter. + + The filter expression to test. + True if the expression is valid, false otherwise. + + + + Convert this filter to its string equivalent. + + The string equivalent for this filter. + + + + Test a value to see if it is included by the filter. + + The value to test. + True if the value is included, false otherwise. + + + + Test a value to see if it is excluded by the filter. + + The value to test. + True if the value is excluded, false otherwise. + + + + Test a value to see if it matches the filter. + + The value to test. + True if the value matches, false otherwise. + + + + Compile this filter. + + + + + Huffman tree used for inflation + + + + + Literal length tree + + + + + Distance tree + + + + + Constructs a Huffman tree from the array of code lengths. + + + the array of code lengths + + + + + Reads the next symbol from input. The symbol is encoded using the + huffman tree. + + + input the input source. + + + the next symbol, or -1 if not enough input is available. + + + + + This class is general purpose class for writing data to a buffer. + + It allows you to write bits as well as bytes + Based on DeflaterPending.java + + author of the original java version : Jochen Hoenicke + + + + + Internal work buffer + + + + + construct instance using default buffer size of 4096 + + + + + construct instance using specified buffer size + + + size to use for internal buffer + + + + + Clear internal state/buffers + + + + + Write a byte to buffer + + + The value to write + + + + + Write a short value to buffer LSB first + + + The value to write. + + + + + write an integer LSB first + + The value to write. + + + + Write a block of data to buffer + + data to write + offset of first byte to write + number of bytes to write + + + + Align internal buffer on a byte boundary + + + + + Write bits to internal buffer + + source of bits + number of bits to write + + + + Write a short value to internal buffer most significant byte first + + value to write + + + + Flushes the pending buffer into the given output array. If the + output array is to small, only a partial flush is done. + + The output array. + The offset into output array. + The maximum number of bytes to store. + The number of bytes flushed. + + + + Convert internal buffer to byte array. + Buffer is empty on completion + + + The internal buffer contents converted to a byte array. + + + + + The number of bits written to the buffer + + + + + Indicates if buffer has been flushed + + + + + Used to advise clients of 'events' while processing archives + + + + + The TarArchive class implements the concept of a + 'Tape Archive'. A tar archive is a series of entries, each of + which represents a file system object. Each entry in + the archive consists of a header block followed by 0 or more data blocks. + Directory entries consist only of the header block, and are followed by entries + for the directory's contents. File entries consist of a + header followed by the number of blocks needed to + contain the file's contents. All entries are written on + block boundaries. Blocks are 512 bytes long. + + TarArchives are instantiated in either read or write mode, + based upon whether they are instantiated with an InputStream + or an OutputStream. Once instantiated TarArchives read/write + mode can not be changed. + + There is currently no support for random access to tar archives. + However, it seems that subclassing TarArchive, and using the + TarBuffer.CurrentRecord and TarBuffer.CurrentBlock + properties, this would be rather trivial. + + + + + Raises the ProgressMessage event + + The TarEntry for this event + message for this event. Null is no message + + + + Constructor for a default . + + + + + Initalise a TarArchive for input. + + The to use for input. + + + + Initialise a TarArchive for output. + + The to use for output. + + + + The InputStream based constructors create a TarArchive for the + purposes of extracting or listing a tar archive. Thus, use + these constructors when you wish to extract files from or list + the contents of an existing tar archive. + + The stream to retrieve archive data from. + Returns a new suitable for reading from. + + + + Create TarArchive for reading setting block factor + + Stream for tar archive contents + The blocking factor to apply + Returns a suitable for reading. + + + + Create a TarArchive for writing to, using the default blocking factor + + The to write to + Returns a suitable for writing. + + + + Create a TarArchive for writing to + + The stream to write to + The blocking factor to use for buffering. + Returns a suitable for writing. + + + + Set the flag that determines whether existing files are + kept, or overwritten during extraction. + + + If true, do not overwrite existing files. + + + + + Set the ascii file translation flag. + + + If true, translate ascii text files. + + + + + Set user and group information that will be used to fill in the + tar archive's entry headers. This information based on that available + for the linux operating system, which is not always available on other + operating systems. TarArchive allows the programmer to specify values + to be used in their place. + is set to true by this call. + + + The user id to use in the headers. + + + The user name to use in the headers. + + + The group id to use in the headers. + + + The group name to use in the headers. + + + + + Close the archive. + + + + + Perform the "list" command for the archive contents. + + NOTE That this method uses the progress event to actually list + the contents. If the progress display event is not set, nothing will be listed! + + + + + Perform the "extract" command and extract the contents of the archive. + + + The destination directory into which to extract. + + + + + Extract an entry from the archive. This method assumes that the + tarIn stream has been properly set with a call to GetNextEntry(). + + + The destination directory into which to extract. + + + The TarEntry returned by tarIn.GetNextEntry(). + + + + + Write an entry to the archive. This method will call the putNextEntry + and then write the contents of the entry, and finally call closeEntry() + for entries that are files. For directories, it will call putNextEntry(), + and then, if the recurse flag is true, process each entry that is a + child of the directory. + + + The TarEntry representing the entry to write to the archive. + + + If true, process the children of directory entries. + + + + + Write an entry to the archive. This method will call the putNextEntry + and then write the contents of the entry, and finally call closeEntry() + for entries that are files. For directories, it will call putNextEntry(), + and then, if the recurse flag is true, process each entry that is a + child of the directory. + + + The TarEntry representing the entry to write to the archive. + + + If true, process the children of directory entries. + + + + + Releases the unmanaged resources used by the FileStream and optionally releases the managed resources. + + true to release both managed and unmanaged resources; + false to release only unmanaged resources. + + + + Closes the archive and releases any associated resources. + + + + + Ensures that resources are freed and other cleanup operations are performed + when the garbage collector reclaims the . + + + + + Client hook allowing detailed information to be reported during processing + + + + + Get/set the ascii file translation flag. If ascii file translation + is true, then the file is checked to see if it a binary file or not. + If the flag is true and the test indicates it is ascii text + file, it will be translated. The translation converts the local + operating system's concept of line ends into the UNIX line end, + '\n', which is the defacto standard for a TAR archive. This makes + text files compatible with UNIX. + + + + + PathPrefix is added to entry names as they are written if the value is not null. + A slash character is appended after PathPrefix + + + + + RootPath is removed from entry names if it is found at the + beginning of the name. + + + + + Get or set a value indicating if overrides defined by SetUserInfo should be applied. + + If overrides are not applied then the values as set in each header will be used. + + + + Get the archive user id. + See ApplyUserInfoOverrides for detail + on how to allow setting values on a per entry basis. + + + The current user id. + + + + + Get the archive user name. + See ApplyUserInfoOverrides for detail + on how to allow setting values on a per entry basis. + + + The current user name. + + + + + Get the archive group id. + See ApplyUserInfoOverrides for detail + on how to allow setting values on a per entry basis. + + + The current group id. + + + + + Get the archive group name. + See ApplyUserInfoOverrides for detail + on how to allow setting values on a per entry basis. + + + The current group name. + + + + + Get the archive's record size. Tar archives are composed of + a series of RECORDS each containing a number of BLOCKS. + This allowed tar archives to match the IO characteristics of + the physical device being used. Archives are expected + to be properly "blocked". + + + The record size this archive is using. + + + + + An output stream that compresses into the BZip2 format + including file header chars into another stream. + + + + + Construct a default output stream with maximum block size + + The stream to write BZip data onto. + + + + Initialise a new instance of the + for the specified stream, using the given blocksize. + + The stream to write compressed data to. + The block size to use. + + Valid block sizes are in the range 1..9, with 1 giving + the lowest compression and 9 the highest. + + + + + Ensures that resources are freed and other cleanup operations + are performed when the garbage collector reclaims the BZip2OutputStream. + + + + + Sets the current position of this stream to the given value. + + The point relative to the offset from which to being seeking. + The reference point from which to begin seeking. + The new position in the stream. + + + + Sets the length of this stream to the given value. + + The new stream length. + + + + Read a byte from the stream advancing the position. + + The byte read cast to an int; -1 if end of stream. + + + + Read a block of bytes + + The buffer to read into. + The offset in the buffer to start storing data at. + The maximum number of bytes to read. + The total number of bytes read. This might be less than the number of bytes + requested if that number of bytes are not currently available, or zero + if the end of the stream is reached. + + + + Write a block of bytes to the stream + + The buffer containing data to write. + The offset of the first byte to write. + The number of bytes to write. + + + + Write a byte to the stream. + + The byte to write to the stream. + + + + End the current block and end compression. + Close the stream and free any resources + + + + + Get the number of bytes written to output. + + + + + Releases the unmanaged resources used by the and optionally releases the managed resources. + + true to release both managed and unmanaged resources; false to release only unmanaged resources. + + + + Flush output buffers + + + + + Get/set flag indicating ownership of underlying stream. + When the flag is true will close the underlying stream also. + + + + + Gets a value indicating whether the current stream supports reading + + + + + Gets a value indicating whether the current stream supports seeking + + + + + Gets a value indicating whether the current stream supports writing + + + + + Gets the length in bytes of the stream + + + + + Gets or sets the current position of this stream. + + + + + Get the number of bytes written to the output. + + + + + Represents exception conditions specific to Zip archive handling + + + + + SharpZipBaseException is the base exception class for the SharpZipLibrary. + All library exceptions are derived from this. + + NOTE: Not all exceptions thrown will be derived from this class. + A variety of other exceptions are possible for example + + + + Deserialization constructor + + for this constructor + for this constructor + + + + Initializes a new instance of the SharpZipBaseException class. + + + + + Initializes a new instance of the SharpZipBaseException class with a specified error message. + + A message describing the exception. + + + + Initializes a new instance of the SharpZipBaseException class with a specified + error message and a reference to the inner exception that is the cause of this exception. + + A message describing the exception. + The inner exception + + + + Deserialization constructor + + for this constructor + for this constructor + + + + Initializes a new instance of the ZipException class. + + + + + Initializes a new instance of the ZipException class with a specified error message. + + The error message that explains the reason for the exception. + + + + Initialise a new instance of ZipException. + + A message describing the error. + The exception that is the cause of the current exception. + + + + A helper class to simplify compressing and decompressing streams. + + + + + Decompress input writing + decompressed data to the output stream + + The stream containing data to decompress. + The stream to write decompressed data to. + Both streams are closed on completion + + + + Compress input stream sending + result to output stream + + The stream to compress. + The stream to write compressed data to. + The block size to use. + Both streams are closed on completion + + + + Initialise a default instance of this class. + + + + + Determines how entries are tested to see if they should use Zip64 extensions or not. + + + + + Zip64 will not be forced on entries during processing. + + An entry can have this overridden if required + + + + Zip64 should always be used. + + + + + #ZipLib will determine use based on entry values when added to archive. + + + + + The kind of compression used for an entry in an archive + + + + + A direct copy of the file contents is held in the archive + + + + + Common Zip compression method using a sliding dictionary + of up to 32KB and secondary compression from Huffman/Shannon-Fano trees + + + + + An extension to deflate with a 64KB window. Not supported by #Zip currently + + + + + Not supported by #Zip currently + + + + + WinZip special for AES encryption, Not supported by #Zip + + + + + Identifies the encryption algorithm used for an entry + + + + + No encryption has been used. + + + + + Encrypted using PKZIP 2.0 or 'classic' encryption. + + + + + DES encryption has been used. + + + + + RCS encryption has been used for encryption. + + + + + Triple DES encryption with 168 bit keys has been used for this entry. + + + + + Triple DES with 112 bit keys has been used for this entry. + + + + + AES 128 has been used for encryption. + + + + + AES 192 has been used for encryption. + + + + + AES 256 has been used for encryption. + + + + + RC2 corrected has been used for encryption. + + + + + Blowfish has been used for encryption. + + + + + Twofish has been used for encryption. + + + + + RCS has been used for encryption. + + + + + An unknown algorithm has been used for encryption. + + + + + Defines the contents of the general bit flags field for an archive entry. + + + + + Bit 0 if set indicates that the file is encrypted + + + + + Bits 1 and 2 - Two bits defining the compression method (only for Method 6 Imploding and 8,9 Deflating) + + + + + Bit 3 if set indicates a trailing data desciptor is appended to the entry data + + + + + Bit 4 is reserved for use with method 8 for enhanced deflation + + + + + Bit 5 if set indicates the file contains Pkzip compressed patched data. + Requires version 2.7 or greater. + + + + + Bit 6 if set strong encryption has been used for this entry. + + + + + Bit 7 is currently unused + + + + + Bit 8 is currently unused + + + + + Bit 9 is currently unused + + + + + Bit 10 is currently unused + + + + + Bit 11 if set indicates the filename and + comment fields for this file must be encoded using UTF-8. + + + + + Bit 12 is documented as being reserved by PKware for enhanced compression. + + + + + Bit 13 if set indicates that values in the local header are masked to hide + their actual values, and the central directory is encrypted. + + + Used when encrypting the central directory contents. + + + + + Bit 14 is documented as being reserved for use by PKware + + + + + Bit 15 is documented as being reserved for use by PKware + + + + + This class contains constants used for Zip format files + + + + + The version made by field for entries in the central header when created by this library + + + This is also the Zip version for the library when comparing against the version required to extract + for an entry. See . + + + + + The version made by field for entries in the central header when created by this library + + + This is also the Zip version for the library when comparing against the version required to extract + for an entry. See ZipInputStream.CanDecompressEntry. + + + + + The minimum version required to support strong encryption + + + + + The minimum version required to support strong encryption + + + + + The version required for Zip64 extensions + + + + + Size of local entry header (excluding variable length fields at end) + + + + + Size of local entry header (excluding variable length fields at end) + + + + + Size of Zip64 data descriptor + + + + + Size of data descriptor + + + + + Size of data descriptor + + + + + Size of central header entry (excluding variable fields) + + + + + Size of central header entry + + + + + Size of end of central record (excluding variable fields) + + + + + Size of end of central record (excluding variable fields) + + + + + Size of 'classic' cryptographic header stored before any entry data + + + + + Size of cryptographic header stored before entry data + + + + + Signature for local entry header + + + + + Signature for local entry header + + + + + Signature for spanning entry + + + + + Signature for spanning entry + + + + + Signature for temporary spanning entry + + + + + Signature for temporary spanning entry + + + + + Signature for data descriptor + + + This is only used where the length, Crc, or compressed size isnt known when the + entry is created and the output stream doesnt support seeking. + The local entry cannot be 'patched' with the correct values in this case + so the values are recorded after the data prefixed by this header, as well as in the central directory. + + + + + Signature for data descriptor + + + This is only used where the length, Crc, or compressed size isnt known when the + entry is created and the output stream doesnt support seeking. + The local entry cannot be 'patched' with the correct values in this case + so the values are recorded after the data prefixed by this header, as well as in the central directory. + + + + + Signature for central header + + + + + Signature for central header + + + + + Signature for Zip64 central file header + + + + + Signature for Zip64 central file header + + + + + Signature for Zip64 central directory locator + + + + + Signature for archive extra data signature (were headers are encrypted). + + + + + Central header digitial signature + + + + + Central header digitial signature + + + + + End of central directory record signature + + + + + End of central directory record signature + + + + + Convert a portion of a byte array to a string. + + + Data to convert to string + + + Number of bytes to convert starting from index 0 + + + data[0]..data[length - 1] converted to a string + + + + + Convert a byte array to string + + + Byte array to convert + + + dataconverted to a string + + + + + Convert a byte array to string + + The applicable general purpose bits flags + + Byte array to convert + + The number of bytes to convert. + + dataconverted to a string + + + + + Convert a byte array to string + + + Byte array to convert + + The applicable general purpose bits flags + + dataconverted to a string + + + + + Convert a string to a byte array + + + String to convert to an array + + Converted array + + + + Convert a string to a byte array + + The applicable general purpose bits flags + + String to convert to an array + + Converted array + + + + Initialise default instance of ZipConstants + + + Private to prevent instances being created. + + + + + Default encoding used for string conversion. 0 gives the default system OEM code page. + Dont use unicode encodings if you want to be Zip compatible! + Using the default code page isnt the full solution neccessarily + there are many variable factors, codepage 850 is often a good choice for + European users, however be careful about compatability. + + + + + This is a DeflaterOutputStream that writes the files into a zip + archive one after another. It has a special method to start a new + zip entry. The zip entries contains information about the file name + size, compressed size, CRC, etc. + + It includes support for Stored and Deflated entries. + This class is not thread safe. +
+
Author of the original java version : Jochen Hoenicke +
+ This sample shows how to create a zip file + + using System; + using System.IO; + + using ICSharpCode.SharpZipLib.Core; + using ICSharpCode.SharpZipLib.Zip; + + class MainClass + { + public static void Main(string[] args) + { + string[] filenames = Directory.GetFiles(args[0]); + byte[] buffer = new byte[4096]; + + using ( ZipOutputStream s = new ZipOutputStream(File.Create(args[1])) ) { + + s.SetLevel(9); // 0 - store only to 9 - means best compression + + foreach (string file in filenames) { + ZipEntry entry = new ZipEntry(file); + s.PutNextEntry(entry); + + using (FileStream fs = File.OpenRead(file)) { + StreamUtils.Copy(fs, s, buffer); + } + } + } + } + } + + +
+ + + A special stream deflating or compressing the bytes that are + written to it. It uses a Deflater to perform actual deflating.
+ Authors of the original java version : Tom Tromey, Jochen Hoenicke +
+
+ + + Creates a new DeflaterOutputStream with a default Deflater and default buffer size. + + + the output stream where deflated output should be written. + + + + + Creates a new DeflaterOutputStream with the given Deflater and + default buffer size. + + + the output stream where deflated output should be written. + + + the underlying deflater. + + + + + Creates a new DeflaterOutputStream with the given Deflater and + buffer size. + + + The output stream where deflated output is written. + + + The underlying deflater to use + + + The buffer size to use when deflating + + + bufsize is less than or equal to zero. + + + baseOutputStream does not support writing + + + deflater instance is null + + + + + Finishes the stream by calling finish() on the deflater. + + + Not all input is deflated + + + + + Encrypt a block of data + + + Data to encrypt. NOTE the original contents of the buffer are lost + + + Offset of first byte in buffer to encrypt + + + Number of bytes in buffer to encrypt + + + + + Initializes encryption keys based on given password + + The password. + + + + Deflates everything in the input buffers. This will call + def.deflate() until all bytes from the input buffers + are processed. + + + + + Sets the current position of this stream to the given value. Not supported by this class! + + The offset relative to the to seek. + The to seek from. + The new position in the stream. + Any access + + + + Sets the length of this stream to the given value. Not supported by this class! + + The new stream length. + Any access + + + + Read a byte from stream advancing position by one + + The byte read cast to an int. THe value is -1 if at the end of the stream. + Any access + + + + Read a block of bytes from stream + + The buffer to store read data in. + The offset to start storing at. + The maximum number of bytes to read. + The actual number of bytes read. Zero if end of stream is detected. + Any access + + + + Asynchronous reads are not supported a NotSupportedException is always thrown + + The buffer to read into. + The offset to start storing data at. + The number of bytes to read + The async callback to use. + The state to use. + Returns an + Any access + + + + Asynchronous writes arent supported, a NotSupportedException is always thrown + + The buffer to write. + The offset to begin writing at. + The number of bytes to write. + The to use. + The state object. + Returns an IAsyncResult. + Any access + + + + Flushes the stream by calling Flush on the deflater and then + on the underlying stream. This ensures that all bytes are flushed. + + + + + Calls and closes the underlying + stream when is true. + + + + + Writes a single byte to the compressed output stream. + + + The byte value. + + + + + Writes bytes from an array to the compressed stream. + + + The byte array + + + The offset into the byte array where to start. + + + The number of bytes to write. + + + + + This buffer is used temporarily to retrieve the bytes from the + deflater and write them to the underlying output stream. + + + + + The deflater which is used to deflate the stream. + + + + + Base stream the deflater depends on. + + + + + Get/set flag indicating ownership of the underlying stream. + When the flag is true will close the underlying stream also. + + + + + Allows client to determine if an entry can be patched after its added + + + + + Get/set the password used for encryption. + + When set to null or if the password is empty no encryption is performed + + + + Gets value indicating stream can be read from + + + + + Gets a value indicating if seeking is supported for this stream + This property always returns false + + + + + Get value indicating if this stream supports writing + + + + + Get current length of stream + + + + + Gets the current position within the stream. + + Any attempt to set position + + + + Creates a new Zip output stream, writing a zip archive. + + + The output stream to which the archive contents are written. + + + + + Set the zip file comment. + + + The comment text for the entire archive. + + + The converted comment is longer than 0xffff bytes. + + + + + Sets the compression level. The new level will be activated + immediately. + + The new compression level (1 to 9). + + Level specified is not supported. + + + + + + Get the current deflater compression level + + The current compression level + + + + Write an unsigned short in little endian byte order. + + + + + Write an int in little endian byte order. + + + + + Write an int in little endian byte order. + + + + + Starts a new Zip entry. It automatically closes the previous + entry if present. + All entry elements bar name are optional, but must be correct if present. + If the compression method is stored and the output is not patchable + the compression for that entry is automatically changed to deflate level 0 + + + the entry. + + + if entry passed is null. + + + if an I/O error occured. + + + if stream was finished + + + Too many entries in the Zip file
+ Entry name is too long
+ Finish has already been called
+
+
+ + + Closes the current entry, updating header and footer information as required + + + An I/O error occurs. + + + No entry is active. + + + + + Writes the given buffer to the current entry. + + The buffer containing data to write. + The offset of the first byte to write. + The number of bytes to write. + Archive size is invalid + No entry is active. + + + + Finishes the stream. This will write the central directory at the + end of the zip file and flush the stream. + + + This is automatically called when the stream is closed. + + + An I/O error occurs. + + + Comment exceeds the maximum length
+ Entry name exceeds the maximum length +
+
+ + + The entries for the archive. + + + + + Used to track the crc of data added to entries. + + + + + The current entry being added. + + + + + Used to track the size of data for an entry during writing. + + + + + Offset to be recorded for each entry in the central header. + + + + + Comment for the entire archive recorded in central header. + + + + + Flag indicating that header patching is required for the current entry. + + + + + Position to patch crc + + + + + Position to patch size. + + + + + Gets a flag value of true if the central header has been added for this archive; false if it has not been added. + + No further entries can be added once this has been done. + + + + Get / set a value indicating how Zip64 Extension usage is determined when adding entries. + + Older archivers may not understand Zip64 extensions. + If backwards compatability is an issue be careful when adding entries to an archive. + Setting this property to off is workable but less desirable as in those circumstances adding a file + larger then 4GB will fail. + + + + INameTransform defines how file system names are transformed for use with archives. + + + + + Given a file name determine the transformed value. + + The name to transform. + The transformed file name. + + + + Given a directory name determine the transformed value. + + The name to transform. + The transformed directory name + + + + This class contains constants used for deflation. + + + + + Set to true to enable debugging + + + + + Written to Zip file to identify a stored block + + + + + Identifies static tree in Zip file + + + + + Identifies dynamic tree in Zip file + + + + + Header flag indicating a preset dictionary for deflation + + + + + Sets internal buffer sizes for Huffman encoding + + + + + Internal compression engine constant + + + + + Internal compression engine constant + + + + + Internal compression engine constant + + + + + Internal compression engine constant + + + + + Internal compression engine constant + + + + + Internal compression engine constant + + + + + Internal compression engine constant + + + + + Internal compression engine constant + + + + + Internal compression engine constant + + + + + Internal compression engine constant + + + + + Internal compression engine constant + + + + + Internal compression engine constant + + + + + Internal compression engine constant + + + + + Internal compression engine constant + + + + + Internal compression engine constant + + + + + Internal compression engine constant + + + + + Internal compression engine constant + + + + + Internal compression engine constant + + + + + Internal compression engine constant + + + + + Internal compression engine constant + + + + + Internal compression engine constant + + + + + This class stores the pending output of the Deflater. + + author of the original java version : Jochen Hoenicke + + + + + Construct instance with default buffer size + + + + + PathFilter filters directories and files using a form of regular expressions + by full path name. + See NameFilter for more detail on filtering. + + + + + Initialise a new instance of . + + The filter expression to apply. + + + + Test a name to see if it matches the filter. + + The name to test. + True if the name matches, false otherwise. + + + + ExtendedPathFilter filters based on name, file size, and the last write time of the file. + + Provides an example of how to customise filtering. + + + + Initialise a new instance of ExtendedPathFilter. + + The filter to apply. + The minimum file size to include. + The maximum file size to include. + + + + Initialise a new instance of ExtendedPathFilter. + + The filter to apply. + The minimum to include. + The maximum to include. + + + + Initialise a new instance of ExtendedPathFilter. + + The filter to apply. + The minimum file size to include. + The maximum file size to include. + The minimum to include. + The maximum to include. + + + + Test a filename to see if it matches the filter. + + The filename to test. + True if the filter matches, false otherwise. + + + + Get/set the minimum size for a file that will match this filter. + + + + + Get/set the maximum size for a file that will match this filter. + + + + + Get/set the minimum value that will match for this filter. + + Files with a LastWrite time less than this value are excluded by the filter. + + + + Get/set the maximum value that will match for this filter. + + Files with a LastWrite time greater than this value are excluded by the filter. + + + + NameAndSizeFilter filters based on name and file size. + + A sample showing how filters might be extended. + + + + Initialise a new instance of NameAndSizeFilter. + + The filter to apply. + The minimum file size to include. + The maximum file size to include. + + + + Test a filename to see if it matches the filter. + + The filename to test. + True if the filter matches, false otherwise. + + + + Get/set the minimum size for a file that will match this filter. + + + + + Get/set the maximum size for a file that will match this filter. + + + + + BZip2Exception represents exceptions specific to Bzip2 algorithm + + + + + Deserialization constructor + + for this constructor + for this constructor + + + + Initialise a new instance of BZip2Exception. + + + + + Initialise a new instance of BZip2Exception with its message set to message. + + The message describing the error. + + + + Initialise an instance of BZip2Exception + + A message describing the error. + The exception that is the cause of the current exception. + + + + GZipException represents a Gzip specific exception + + + + + Deserialization constructor + + for this constructor + for this constructor + + + + Initialise a new instance of GZipException + + + + + Initialise a new instance of GZipException with its message string. + + A that describes the error. + + + + Initialise a new instance of . + + A that describes the error. + The that caused this exception. + + + + Contains the output from the Inflation process. + We need to have a window so that we can refer backwards into the output stream + to repeat stuff.
+ Author of the original java version : John Leuner +
+
+ + + Write a byte to this output window + + value to write + + if window is full + + + + + Append a byte pattern already in the window itself + + length of pattern to copy + distance from end of window pattern occurs + + If the repeated data overflows the window + + + + + Copy from input manipulator to internal window + + source of data + length of data to copy + the number of bytes copied + + + + Copy dictionary to window + + source dictionary + offset of start in source dictionary + length of dictionary + + If window isnt empty + + + + + Get remaining unfilled space in window + + Number of bytes left in window + + + + Get bytes available for output in window + + Number of bytes filled + + + + Copy contents of window to output + + buffer to copy to + offset to start at + number of bytes to count + The number of bytes copied + + If a window underflow occurs + + + + + Reset by clearing window so GetAvailable returns 0 + + + + + Defines internal values for both compression and decompression + + + + + When multiplied by compression parameter (1-9) gives the block size for compression + 9 gives the best compresssion but uses the most memory. + + + + + Backend constant + + + + + Backend constant + + + + + Backend constant + + + + + Backend constant + + + + + Backend constant + + + + + Backend constant + + + + + Backend constant + + + + + Backend constant + + + + + Backend constant + + + + + Random numbers used to randomise repetitive blocks + + + + + This filter stream is used to compress a stream into a "GZIP" stream. + The "GZIP" format is described in RFC 1952. + + author of the original java version : John Leuner + + This sample shows how to gzip a file + + using System; + using System.IO; + + using ICSharpCode.SharpZipLib.GZip; + using ICSharpCode.SharpZipLib.Core; + + class MainClass + { + public static void Main(string[] args) + { + using (Stream s = new GZipOutputStream(File.Create(args[0] + ".gz"))) + using (FileStream fs = File.OpenRead(args[0])) { + byte[] writeData = new byte[4096]; + Streamutils.Copy(s, fs, writeData); + } + } + } + } + + + + + + CRC-32 value for uncompressed data + + + + + Creates a GzipOutputStream with the default buffer size + + + The stream to read data (to be compressed) from + + + + + Creates a GZipOutputStream with the specified buffer size + + + The stream to read data (to be compressed) from + + + Size of the buffer to use + + + + + Sets the active compression level (1-9). The new level will be activated + immediately. + + The compression level to set. + + Level specified is not supported. + + + + + + Get the current compression level. + + The current compression level. + + + + Write given buffer to output updating crc + + Buffer to write + Offset of first byte in buf to write + Number of bytes to write + + + + Writes remaining compressed output data to the output stream + and closes it. + + + + + Finish compression and write any footer information required to stream + + + + + Arguments used with KeysRequiredEvent + + + + + Initialise a new instance of + + The name of the file for which keys are required. + + + + Initialise a new instance of + + The name of the file for which keys are required. + The current key value. + + + + Get the name of the file for which keys are required. + + + + + Get/set the key value + + + + + The strategy to apply to testing. + + + + + Find the first error only. + + + + + Find all possible errors. + + + + + The operation in progress reported by a during testing. + + TestArchive + + + + Setting up testing. + + + + + Testing an individual entries header + + + + + Testing an individual entries data + + + + + Testing an individual entry has completed. + + + + + Running miscellaneous tests + + + + + Testing is complete + + + + + Status returned returned by during testing. + + TestArchive + + + + Initialise a new instance of + + The this status applies to. + + + + Get the current in progress. + + + + + Get the this status is applicable to. + + + + + Get the current/last entry tested. + + + + + Get the number of errors detected so far. + + + + + Get the number of bytes tested so far for the current entry. + + + + + Get a value indicating wether the last entry test was valid. + + + + + Delegate invoked during testing if supplied indicating current progress and status. + + If the message is non-null an error has occured. If the message is null + the operation as found in status has started. + + + + The possible ways of applying updates to an archive. + + + + + Perform all updates on temporary files ensuring that the original file is saved. + + + + + Update the archive directly, which is faster but less safe. + + + + + This class represents a Zip archive. You can ask for the contained + entries, or get an input stream for a file entry. The entry is + automatically decompressed. + + You can also update the archive adding or deleting entries. + + This class is thread safe for input: You can open input streams for arbitrary + entries in different threads. +
+
Author of the original java version : Jochen Hoenicke +
+ + + using System; + using System.Text; + using System.Collections; + using System.IO; + + using ICSharpCode.SharpZipLib.Zip; + + class MainClass + { + static public void Main(string[] args) + { + using (ZipFile zFile = new ZipFile(args[0])) { + Console.WriteLine("Listing of : " + zFile.Name); + Console.WriteLine(""); + Console.WriteLine("Raw Size Size Date Time Name"); + Console.WriteLine("-------- -------- -------- ------ ---------"); + foreach (ZipEntry e in zFile) { + if ( e.IsFile ) { + DateTime d = e.DateTime; + Console.WriteLine("{0, -10}{1, -10}{2} {3} {4}", e.Size, e.CompressedSize, + d.ToString("dd-MM-yy"), d.ToString("HH:mm"), + e.Name); + } + } + } + } + } + + +
+ + + Event handler for handling encryption keys. + + + + + Handles getting of encryption keys when required. + + The file for which encryption keys are required. + + + + Opens a Zip file with the given name for reading. + + The name of the file to open. + + An i/o error occurs + + + The file doesn't contain a valid zip archive. + + + + + Opens a Zip file reading the given . + + The to read archive data from. + + An i/o error occurs. + + + The file doesn't contain a valid zip archive. + + + + + Opens a Zip file reading the given . + + The to read archive data from. + + An i/o error occurs + + + The file doesn't contain a valid zip archive.
+ The stream provided cannot seek +
+
+ + + Initialises a default instance with no entries and no file storage. + + + + + Finalize this instance. + + + + + Closes the ZipFile. If the stream is owned then this also closes the underlying input stream. + Once closed, no further instance methods should be called. + + + An i/o error occurs. + + + + + Create a new whose data will be stored in a file. + + The name of the archive to create. + Returns the newly created + + + + Create a new whose data will be stored on a stream. + + The stream providing data storage. + Returns the newly created + + + + Gets an enumerator for the Zip entries in this Zip file. + + Returns an for this archive. + + The Zip file has been closed. + + + + + Return the index of the entry with a matching name + + Entry name to find + If true the comparison is case insensitive + The index position of the matching entry or -1 if not found + + The Zip file has been closed. + + + + + Searches for a zip entry in this archive with the given name. + String comparisons are case insensitive + + + The name to find. May contain directory components separated by slashes ('/'). + + + A clone of the zip entry, or null if no entry with that name exists. + + + The Zip file has been closed. + + + + + Gets an input stream for reading the given zip entry data in an uncompressed form. + Normally the should be an entry returned by GetEntry(). + + The to obtain a data for + An input containing data for this + + The ZipFile has already been closed + + + The compression method for the entry is unknown + + + The entry is not found in the ZipFile + + + + + Creates an input stream reading a zip entry + + The index of the entry to obtain an input stream for. + + An input containing data for this + + + The ZipFile has already been closed + + + The compression method for the entry is unknown + + + The entry is not found in the ZipFile + + + + + Test an archive for integrity/validity + + Perform low level data Crc check + true if all tests pass, false otherwise + Testing will terminate on the first error found. + + + + Test an archive for integrity/validity + + Perform low level data Crc check + The to apply. + The handler to call during testing. + true if all tests pass, false otherwise + + + + Test a local header against that provided from the central directory + + + The entry to test against + + The type of tests to carry out. + The offset of the entries data in the file + + + + Begin updating this archive. + + The archive storage for use during the update. + The data source to utilise during updating. + + + + Begin updating to this archive. + + The storage to use during the update. + + + + Begin updating this archive. + + + + + + + + Commit current updates, updating this archive. + + + + + + + Abort updating leaving the archive unchanged. + + + + + + + Set the file comment to be recorded when the current update is commited. + + The comment to record. + + + + Add a new entry to the archive. + + The name of the file to add. + The compression method to use. + Ensure Unicode text is used for name and comment for this entry. + + + + Add a new entry to the archive. + + The name of the file to add. + The compression method to use. + + + + Add a file to the archive. + + The name of the file to add. + + + + Add a file entry with data. + + The source of the data for this entry. + The name to give to the entry. + + + + Add a file entry with data. + + The source of the data for this entry. + The name to give to the entry. + The compression method to use. + + + + Add a file entry with data. + + The source of the data for this entry. + The name to give to the entry. + The compression method to use. + Ensure Unicode text is used for name and comments for this entry. + + + + Add a that contains no data. + + The entry to add. + This can be used to add directories, volume labels, or empty file entries. + + + + Add a directory entry to the archive. + + The directory to add. + + + + Delete an entry by name + + The filename to delete + True if the entry was found and deleted; false otherwise. + + + + Delete a from the archive. + + The entry to delete. + + + + Write an unsigned short in little endian byte order. + + + + + Write an int in little endian byte order. + + + + + Write an unsigned int in little endian byte order. + + + + + Write a long in little endian byte order. + + + + + Get a raw memory buffer. + + Returns a raw memory buffer. + + + + Get the size of the source descriptor for a . + + The update to get the size for. + The descriptor size, zero if there isnt one. + + + + Get an output stream for the specified + + The entry to get an output stream for. + The output stream obtained for the entry. + + + + Releases the unmanaged resources used by the this instance and optionally releases the managed resources. + + true to release both managed and unmanaged resources; + false to release only unmanaged resources. + + + + Read an unsigned short in little endian byte order. + + Returns the value read. + + The stream ends prematurely + + + + + Read a uint in little endian byte order. + + Returns the value read. + + An i/o error occurs. + + + The file ends prematurely + + + + + Search for and read the central directory of a zip file filling the entries array. + + + An i/o error occurs. + + + The central directory is malformed or cannot be found + + + + + Locate the data for a given entry. + + + The start offset of the data. + + + The stream ends prematurely + + + The local header signature is invalid, the entry and central header file name lengths are different + or the local and entry compression methods dont match + + + + + Get/set the encryption key value. + + + + + Password to be used for encrypting/decrypting files. + + Set to null if no password is required. + + + + Get a value indicating wether encryption keys are currently available. + + + + + Get/set a flag indicating if the underlying stream is owned by the ZipFile instance. + If the flag is true then the stream will be closed when Close is called. + + + The default value is true in all cases. + + + + + Get a value indicating wether + this archive is embedded in another file or not. + + + + + Get a value indicating that this archive is a new one. + + + + + Gets the comment for the zip file. + + + + + Gets the name of this zip file. + + + + + Gets the number of entries in this zip file. + + + The Zip file has been closed. + + + + + Get the number of entries contained in this . + + + + + Indexer property for ZipEntries + + + + + Get / set the to apply to names when updating. + + + + + Get/set the used to generate values + during updates. + + + + + Get /set the buffer size to be used when updating this zip file. + + + + + Get a value indicating an update has been started. + + + + + Get / set a value indicating how Zip64 Extension usage is determined when adding entries. + + + + + Delegate for handling keys/password setting during compresion/decompression. + + + + + The kind of update to apply. + + + + + Class used to sort updates. + + + + + Compares two objects and returns a value indicating whether one is + less than, equal to or greater than the other. + + First object to compare + Second object to compare. + Compare result. + + + + Represents a pending update to a Zip file. + + + + + Copy an existing entry. + + The existing entry to copy. + + + + Get the for this update. + + This is the source or original entry. + + + + Get the that will be written to the updated/new file. + + + + + Get the command for this update. + + + + + Get the filename if any for this update. Null if none exists. + + + + + Get/set the location of the size patch for this update. + + + + + Get /set the location of the crc patch for this update. + + + + + Represents a string from a which is stored as an array of bytes. + + + + + Initialise a with a string. + + The textual string form. + + + + Initialise a using a string in its binary 'raw' form. + + + + + + Reset the comment to its initial state. + + + + + Implicit conversion of comment to a string. + + The to convert to a string. + The textual equivalent for the input value. + + + + Get a value indicating the original source of data for this instance. + True if the source was a string; false if the source was binary data. + + + + + Get the length of the comment when represented as raw bytes. + + + + + Get the comment in its 'raw' form as plain bytes. + + + + + An enumerator for Zip entries + + + + + An is a stream that you can write uncompressed data + to and flush, but cannot read, seek or do anything else to. + + + + + Close this stream instance. + + + + + Write any buffered data to underlying storage. + + + + + Gets a value indicating whether the current stream supports reading. + + + + + Gets a value indicating whether the current stream supports writing. + + + + + Gets a value indicating whether the current stream supports seeking. + + + + + Get the length in bytes of the stream. + + + + + Gets or sets the position within the current stream. + + + + + A is an + whose data is only a part or subsection of a file. + + + + + This filter stream is used to decompress data compressed using the "deflate" + format. The "deflate" format is described in RFC 1951. + + This stream may form the basis for other decompression filters, such + as the GZipInputStream. + + Author of the original java version : John Leuner. + + + + + Create an InflaterInputStream with the default decompressor + and a default buffer size of 4KB. + + + The InputStream to read bytes from + + + + + Create an InflaterInputStream with the specified decompressor + and a default buffer size of 4KB. + + + The source of input data + + + The decompressor used to decompress data read from baseInputStream + + + + + Create an InflaterInputStream with the specified decompressor + and the specified buffer size. + + + The InputStream to read bytes from + + + The decompressor to use + + + Size of the buffer to use + + + + + Skip specified number of bytes of uncompressed data + + + Number of bytes to skip + + + The number of bytes skipped, zero if the end of + stream has been reached + + + Number of bytes to skip is less than zero + + + + + Clear any cryptographic state. + + + + + Fills the buffer with more data to decompress. + + + Stream ends early + + + + + Flushes the baseInputStream + + + + + Sets the position within the current stream + Always throws a NotSupportedException + + The relative offset to seek to. + The defining where to seek from. + The new position in the stream. + Any access + + + + Set the length of the current stream + Always throws a NotSupportedException + + The new length value for the stream. + Any access + + + + Writes a sequence of bytes to stream and advances the current position + This method always throws a NotSupportedException + + Thew buffer containing data to write. + The offset of the first byte to write. + The number of bytes to write. + Any access + + + + Writes one byte to the current stream and advances the current position + Always throws a NotSupportedException + + The byte to write. + Any access + + + + Entry point to begin an asynchronous write. Always throws a NotSupportedException. + + The buffer to write data from + Offset of first byte to write + The maximum number of bytes to write + The method to be called when the asynchronous write operation is completed + A user-provided object that distinguishes this particular asynchronous write request from other requests + An IAsyncResult that references the asynchronous write + Any access + + + + Closes the input stream. When + is true the underlying stream is also closed. + + + + + Reads decompressed data into the provided buffer byte array + + + The array to read and decompress data into + + + The offset indicating where the data should be placed + + + The number of bytes to decompress + + The number of bytes read. Zero signals the end of stream + + Inflater needs a dictionary + + + + + Decompressor for this stream + + + + + Input buffer for this stream. + + + + + Base stream the inflater reads from. + + + + + The compressed size + + + + + Flag indicating wether this instance has been closed or not. + + + + + Flag indicating wether this instance is designated the stream owner. + When closing if this flag is true the underlying stream is closed. + + + + + Get/set flag indicating ownership of underlying stream. + When the flag is true will close the underlying stream also. + + + The default value is true. + + + + + Returns 0 once the end of the stream (EOF) has been reached. + Otherwise returns 1. + + + + + Gets a value indicating whether the current stream supports reading + + + + + Gets a value of false indicating seeking is not supported for this stream. + + + + + Gets a value of false indicating that this stream is not writeable. + + + + + A value representing the length of the stream in bytes. + + + + + The current position within the stream. + Throws a NotSupportedException when attempting to set the position + + Attempting to set the position + + + + Initialise a new instance of the class. + + The underlying stream to use for IO. + The start of the partial data. + The length of the partial data. + + + + Skip the specified number of input bytes. + + The maximum number of input bytes to skip. + The actuial number of input bytes skipped. + + + + Read a byte from this stream. + + Returns the byte read or -1 on end of stream. + + + + Close this partial input stream. + + + The underlying stream is not closed. Close the parent ZipFile class to do that. + + + + + Provides a static way to obtain a source of data for an entry. + + + + + Get a source of data by creating a new stream. + + Returns a to use for compression input. + Ideally a new stream is created and opened to achieve this, to avoid locking problems. + + + + Represents a source of data that can dynamically provide + multiple data sources based on the parameters passed. + + + + + Get a data source. + + The to get a source for. + The name for data if known. + Returns a to use for compression input. + Ideally a new stream is created and opened to achieve this, to avoid locking problems. + + + + Default implementation of a for use with files stored on disk. + + + + + Initialise a new instnace of + + The name of the file to obtain data from. + + + + Get a providing data. + + Returns a provising data. + + + + Default implementation of for files stored on disk. + + + + + Initialise a default instance of . + + + + + Get a providing data for an entry. + + The entry to provide data for. + The file name for data if known. + Returns a stream providing data; or null if not available + + + + Defines facilities for data storage when updating Zip Archives. + + + + + Get an empty that can be used for temporary output. + + Returns a temporary output + + + + + Convert a temporary output stream to a final stream. + + The resulting final + + + + + Make a temporary copy of the original stream. + + The to copy. + Returns a temporary output that is a copy of the input. + + + + Return a stream suitable for performing direct updates on the original source. + + The current stream. + Returns a stream suitable for direct updating. + This may be the current stream passed. + + + + Dispose of this instance. + + + + + Get the to apply during updates. + + + + + An abstract suitable for extension by inheritance. + + + + + Initializes a new instance of the class. + + The update mode. + + + + Gets a temporary output + + Returns the temporary output stream. + + + + + Converts the temporary to its final form. + + Returns a that can be used to read + the final storage for the archive. + + + + + Make a temporary copy of a . + + The to make a copy of. + Returns a temporary output that is a copy of the input. + + + + Return a stream suitable for performing direct updates on the original source. + + The to open for direct update. + Returns a stream suitable for direct updating. + + + + Disposes this instance. + + + + + Gets the update mode applicable. + + The update mode. + + + + An implementation suitable for hard disks. + + + + + Initializes a new instance of the class. + + The file. + The update mode. + + + + Initializes a new instance of the class. + + The file. + + + + Gets a temporary output for performing updates on. + + Returns the temporary output stream. + + + + Converts a temporary to its final form. + + Returns a that can be used to read + the final storage for the archive. + + + + Make a temporary copy of a stream. + + The to copy. + Returns a temporary output that is a copy of the input. + + + + Return a stream suitable for performing direct updates on the original source. + + The current stream. + Returns a stream suitable for direct updating. + If the stream is not null this is used as is. + + + + Disposes this instance. + + + + + An implementation suitable for in memory streams. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + The to use + This constructor is for testing as memory streams dont really require safe mode. + + + + Gets the temporary output + + Returns the temporary output stream. + + + + Converts the temporary to its final form. + + Returns a that can be used to read + the final storage for the archive. + + + + Make a temporary copy of the original stream. + + The to copy. + Returns a temporary output that is a copy of the input. + + + + Return a stream suitable for performing direct updates on the original source. + + The original source stream + Returns a stream suitable for direct updating. + If the passed is not null this is used; + otherwise a new is returned. + + + + Disposes this instance. + + + + + Get the stream returned by if this was in fact called. + + + + + Generate a table for a byte-wise 32-bit CRC calculation on the polynomial: + x^32+x^26+x^23+x^22+x^16+x^12+x^11+x^10+x^8+x^7+x^5+x^4+x^2+x+1. + + Polynomials over GF(2) are represented in binary, one bit per coefficient, + with the lowest powers in the most significant bit. Then adding polynomials + is just exclusive-or, and multiplying a polynomial by x is a right shift by + one. If we call the above polynomial p, and represent a byte as the + polynomial q, also with the lowest power in the most significant bit (so the + byte 0xb1 is the polynomial x^7+x^3+x+1), then the CRC is (q*x^32) mod p, + where a mod b means the remainder after dividing a by b. + + This calculation is done using the shift-register method of multiplying and + taking the remainder. The register is initialized to zero, and for each + incoming bit, x^32 is added mod p to the register if the bit is a one (where + x^32 mod p is p+x^32 = x^26+...+1), and the register is multiplied mod p by + x (which is shifting right by one and adding x^32 mod p if the bit shifted + out is a one). We start with the highest power (least significant bit) of + q and repeat for all eight bits of q. + + The table is simply the CRC of all possible eight bit values. This is all + the information needed to generate CRC's on data a byte at a time for all + combinations of CRC register values and incoming bytes. + + + + + Interface to compute a data checksum used by checked input/output streams. + A data checksum can be updated by one byte or with a byte array. After each + update the value of the current checksum can be returned by calling + getValue. The complete checksum object can also be reset + so it can be used again with new data. + + + + + Resets the data checksum as if no update was ever called. + + + + + Adds one byte to the data checksum. + + + the data value to add. The high byte of the int is ignored. + + + + + Updates the data checksum with the bytes taken from the array. + + + buffer an array of bytes + + + + + Adds the byte array to the data checksum. + + + The buffer which contains the data + + + The offset in the buffer where the data starts + + + the number of data bytes to add. + + + + + Returns the data checksum computed so far. + + + + + The crc data checksum so far. + + + + + Resets the CRC32 data checksum as if no update was ever called. + + + + + Updates the checksum with the int bval. + + + the byte is taken as the lower 8 bits of value + + + + + Updates the checksum with the bytes taken from the array. + + + buffer an array of bytes + + + + + Adds the byte array to the data checksum. + + + The buffer which contains the data + + + The offset in the buffer where the data starts + + + The number of data bytes to update the CRC with. + + + + + Returns the CRC32 data checksum computed so far. + + + + + Basic implementation of + + + + + Defines factory methods for creating new values. + + + + + Create a for a file given its name + + The name of the file to create an entry for. + Returns a file entry based on the passed. + + + + Create a for a file given its name + + The name of the file to create an entry for. + If true get details from the file system if the file exists. + Returns a file entry based on the passed. + + + + Create a for a directory given its name + + The name of the directory to create an entry for. + Returns a directory entry based on the passed. + + + + Create a for a directory given its name + + The name of the directory to create an entry for. + If true get details from the file system for this directory if it exists. + Returns a directory entry based on the passed. + + + + Get/set the applicable. + + + + + Initialise a new instance of the class. + + A default , and the LastWriteTime for files is used. + + + + Initialise a new instance of using the specified + + The time setting to use when creating Zip entries. + + + + Initialise a new instance of using the specified + + The time to set all values to. + + + + Make a new for a file. + + The name of the file to create a new entry for. + Returns a new based on the . + + + + Make a new from a name. + + The name of the file to create a new entry for. + If true entry detail is retrieved from the file system if the file exists. + Returns a new based on the . + + + + Make a new for a directory. + + The raw untransformed name for the new directory + Returns a new representing a directory. + + + + Make a new for a directory. + + The raw untransformed name for the new directory + If true entry detail is retrieved from the file system if the file exists. + Returns a new representing a directory. + + + + Get / set the to be used when creating new values. + + + Setting this property to null will cause a default name transform to be used. + + + + + Get / set the in use. + + + + + Get / set the value to use when is set to + + + + + A bitmask defining the attributes to be retrieved from the actual file. + + The default is to get all possible attributes from the actual file. + + + + A bitmask defining which attributes are to be set on. + + By default no attributes are set on. + + + + Get set a value indicating wether unidoce text should be set on. + + + + + Defines the possible values to be used for the . + + + + + Use the recorded LastWriteTime value for the file. + + + + + Use the recorded LastWriteTimeUtc value for the file + + + + + Use the recorded CreateTime value for the file. + + + + + Use the recorded CreateTimeUtc value for the file. + + + + + Use the recorded LastAccessTime value for the file. + + + + + Use the recorded LastAccessTimeUtc value for the file. + + + + + Use a fixed value. + + The actual value used can be + specified via the constructor or + using the with the setting set + to which will use the when this class was constructed. + The property can also be used to set this value. + + + + PkzipClassic embodies the classic or original encryption facilities used in Pkzip archives. + While it has been superceded by more recent and more powerful algorithms, its still in use and + is viable for preventing casual snooping + + + + + Generates new encryption keys based on given seed + + The seed value to initialise keys with. + A new key value. + + + + PkzipClassicCryptoBase provides the low level facilities for encryption + and decryption using the PkzipClassic algorithm. + + + + + Transform a single byte + + + The transformed value + + + + + Set the key schedule for encryption/decryption. + + The data use to set the keys from. + + + + Update encryption keys + + + + + Reset the internal state. + + + + + PkzipClassic CryptoTransform for encryption. + + + + + Initialise a new instance of + + The key block to use. + + + + Transforms the specified region of the specified byte array. + + The input for which to compute the transform. + The offset into the byte array from which to begin using data. + The number of bytes in the byte array to use as data. + The computed transform. + + + + Transforms the specified region of the input byte array and copies + the resulting transform to the specified region of the output byte array. + + The input for which to compute the transform. + The offset into the input byte array from which to begin using data. + The number of bytes in the input byte array to use as data. + The output to which to write the transform. + The offset into the output byte array from which to begin writing data. + The number of bytes written. + + + + Cleanup internal state. + + + + + Gets a value indicating whether the current transform can be reused. + + + + + Gets the size of the input data blocks in bytes. + + + + + Gets the size of the output data blocks in bytes. + + + + + Gets a value indicating whether multiple blocks can be transformed. + + + + + PkzipClassic CryptoTransform for decryption. + + + + + Initialise a new instance of . + + The key block to decrypt with. + + + + Transforms the specified region of the specified byte array. + + The input for which to compute the transform. + The offset into the byte array from which to begin using data. + The number of bytes in the byte array to use as data. + The computed transform. + + + + Transforms the specified region of the input byte array and copies + the resulting transform to the specified region of the output byte array. + + The input for which to compute the transform. + The offset into the input byte array from which to begin using data. + The number of bytes in the input byte array to use as data. + The output to which to write the transform. + The offset into the output byte array from which to begin writing data. + The number of bytes written. + + + + Cleanup internal state. + + + + + Gets a value indicating whether the current transform can be reused. + + + + + Gets the size of the input data blocks in bytes. + + + + + Gets the size of the output data blocks in bytes. + + + + + Gets a value indicating whether multiple blocks can be transformed. + + + + + Defines a wrapper object to access the Pkzip algorithm. + This class cannot be inherited. + + + + + Generate an initial vector. + + + + + Generate a new random key. + + + + + Create an encryptor. + + The key to use for this encryptor. + Initialisation vector for the new encryptor. + Returns a new PkzipClassic encryptor + + + + Create a decryptor. + + Keys to use for this new decryptor. + Initialisation vector for the new decryptor. + Returns a new decryptor. + + + + Get / set the applicable block size in bits. + + The only valid block size is 8. + + + + Get an array of legal key sizes. + + + + + Get an array of legal block sizes. + + + + + Get / set the key value applicable. + + + + + This class represents an entry in a Tar archive. It consists + of the entry's header, as well as the entry's File. Entries + can be instantiated in one of three ways, depending on how + they are to be used. +

+ TarEntries that are created from the header bytes read from + an archive are instantiated with the TarEntry( byte[] ) + constructor. These entries will be used when extracting from + or listing the contents of an archive. These entries have their + header filled in using the header bytes. They also set the File + to null, since they reference an archive entry not a file.

+

+ TarEntries that are created from files that are to be written + into an archive are instantiated with the CreateEntryFromFile(string) + pseudo constructor. These entries have their header filled in using + the File's information. They also keep a reference to the File + for convenience when writing entries.

+

+ Finally, TarEntries can be constructed from nothing but a name. + This allows the programmer to construct the entry by hand, for + instance when only an InputStream is available for writing to + the archive, and the header information is constructed from + other information. In this case the header fields are set to + defaults and the File is set to null.

+ +
+
+ + + Initialise a default instance of . + + + + + Construct an entry from an archive's header bytes. File is set + to null. + + + The header bytes from a tar archive entry. + + + + + Construct a TarEntry using the header provided + + Header details for entry + + + + Clone this tar entry. + + Returns a clone of this entry. + + + + Construct an entry with only a name. + This allows the programmer to construct the entry's header "by hand". + + The name to use for the entry + Returns the newly created + + + + Construct an entry for a file. File is set to file, and the + header is constructed from information from the file. + + The file name that the entry represents. + Returns the newly created + + + + Determine if the two entries are equal. Equality is determined + by the header names being equal. + + The to compare with the current Object. + + True if the entries are equal; false if not. + + + + + Derive a Hash value for the current + + A Hash code for the current + + + + Determine if the given entry is a descendant of this entry. + Descendancy is determined by the name of the descendant + starting with this entry's name. + + + Entry to be checked as a descendent of this. + + + True if entry is a descendant of this. + + + + + Convenience method to set this entry's group and user ids. + + + This entry's new user id. + + + This entry's new group id. + + + + + Convenience method to set this entry's group and user names. + + + This entry's new user name. + + + This entry's new group name. + + + + + Fill in a TarHeader with information from a File. + + + The TarHeader to fill in. + + + The file from which to get the header information. + + + + + Get entries for all files present in this entries directory. + If this entry doesnt represent a directory zero entries are returned. + + + An array of TarEntry's for this entry's children. + + + + + Write an entry's header information to a header buffer. + + + The tar entry header buffer to fill in. + + + + + Convenience method that will modify an entry's name directly + in place in an entry header buffer byte array. + + + The buffer containing the entry header to modify. + + + The new name to place into the header buffer. + + + + + Fill in a TarHeader given only the entry's name. + + + The TarHeader to fill in. + + + The tar entry name. + + + + + The name of the file this entry represents or null if the entry is not based on a file. + + + + + The entry's header information. + + + + + Get this entry's header. + + + This entry's TarHeader. + + + + + Get/Set this entry's name. + + + + + Get/set this entry's user id. + + + + + Get/set this entry's group id. + + + + + Get/set this entry's user name. + + + + + Get/set this entry's group name. + + + + + Get/Set the modification time for this entry + + + + + Get this entry's file. + + + This entry's file. + + + + + Get/set this entry's recorded file size. + + + + + Return true if this entry represents a directory, false otherwise + + + True if this entry is a directory. + + + + + This filter stream is used to decompress a "GZIP" format stream. + The "GZIP" format is described baseInputStream RFC 1952. + + author of the original java version : John Leuner + + This sample shows how to unzip a gzipped file + + using System; + using System.IO; + + using ICSharpCode.SharpZipLib.Core; + using ICSharpCode.SharpZipLib.GZip; + + class MainClass + { + public static void Main(string[] args) + { + using (Stream inStream = new GZipInputStream(File.OpenRead(args[0]))) + using (FileStream outStream = File.Create(Path.GetFileNameWithoutExtension(args[0]))) { + byte[] buffer = new byte[4096]; + StreamUtils.Copy(inStream, outStream, buffer); + } + } + } + + + + + + CRC-32 value for uncompressed data + + + + + Indicates end of stream + + + + + Creates a GZipInputStream with the default buffer size + + + The stream to read compressed data from (baseInputStream GZIP format) + + + + + Creates a GZIPInputStream with the specified buffer size + + + The stream to read compressed data from (baseInputStream GZIP format) + + + Size of the buffer to use + + + + + Reads uncompressed data into an array of bytes + + + The buffer to read uncompressed data into + + + The offset indicating where the data should be placed + + + The number of uncompressed bytes to be read + + Returns the number of bytes actually read. + + + + Provides simple " utilities. + + + + + Read from a ensuring all the required data is read. + + The stream to read. + The buffer to fill. + + + + Read from a " ensuring all the required data is read. + + The stream to read data from. + The buffer to store data in. + The offset at which to begin storing data. + The number of bytes of data to store. + + + + Copy the contents of one to another. + + The stream to source data from. + The stream to write data to. + The buffer to use during copying. + The progress handler delegate to use. + The minimum between progress updates. + The source for this event. + The name to use with the event. + + + + Copy the contents of one to another. + + The stream to source data from. + The stream to write data to. + The buffer to use during copying. + + + + Initialise an instance of + + + + + This is the DeflaterHuffman class. + + This class is not thread safe. This is inherent in the API, due + to the split of Deflate and SetInput. + + author of the original java version : Jochen Hoenicke + + + + + Pending buffer to use + + + + + Construct instance with pending buffer + + Pending buffer to use + + + + Reset internal state + + + + + Write all trees to pending buffer + + The number/rank of treecodes to send. + + + + Compress current buffer writing data to pending buffer + + + + + Flush block to output with no compression + + Data to write + Index of first byte to write + Count of bytes to write + True if this is the last block + + + + Flush block to output with compression + + Data to flush + Index of first byte to flush + Count of bytes to flush + True if this is the last block + + + + Get value indicating if internal buffer is full + + true if buffer is full + + + + Add literal to buffer + + Literal value to add to buffer. + Value indicating internal buffer is full + + + + Add distance code and length to literal and distance trees + + Distance code + Length + Value indicating if internal buffer is full + + + + Reverse the bits of a 16 bit value. + + Value to reverse bits + Value with bits reversed + + + + Resets the internal state of the tree + + + + + Check that all frequencies are zero + + + At least one frequency is non-zero + + + + + Set static codes and length + + new codes + length for new codes + + + + Build dynamic codes and lengths + + + + + Get encoded length + + Encoded length, the sum of frequencies * lengths + + + + Scan a literal or distance tree to determine the frequencies of the codes + in the bit length tree. + + + + + Write tree values + + Tree to write + + + + This class contains constants used for gzip. + + + + + Magic number found at start of GZIP header + + + + + Flag bit mask for text + + + + + Flag bitmask for Crc + + + + + Flag bit mask for extra + + + + + flag bitmask for name + + + + + flag bit mask indicating comment is present + + + + + Initialise default instance. + + Constructor is private to prevent instances being created. + + + + TarExceptions are used for exceptions specific to tar classes and code. + + + + + Deserialization constructor + + for this constructor + for this constructor + + + + Initialises a new instance of the TarException class. + + + + + Initialises a new instance of the TarException class with a specified message. + + The message that describes the error. + + + + + + A message describing the error. + The exception that is the cause of the current exception. + + + + Bzip2 checksum algorithm + + + + + Initialise a default instance of + + + + + Reset the state of Crc. + + + + + Update the Crc value. + + data update is based on + + + + Update Crc based on a block of data + + The buffer containing data to update the crc with. + + + + Update Crc based on a portion of a block of data + + block of data + index of first byte to use + number of bytes to use + + + + Get the current Crc value. + + + + + This is an InflaterInputStream that reads the files baseInputStream an zip archive + one after another. It has a special method to get the zip entry of + the next file. The zip entry contains information about the file name + size, compressed size, Crc, etc. + It includes support for Stored and Deflated entries. +
+
Author of the original java version : Jochen Hoenicke +
+ + This sample shows how to read a zip file + + using System; + using System.Text; + using System.IO; + + using ICSharpCode.SharpZipLib.Zip; + + class MainClass + { + public static void Main(string[] args) + { + using ( ZipInputStream s = new ZipInputStream(File.OpenRead(args[0]))) { + + ZipEntry theEntry; + while ((theEntry = s.GetNextEntry()) != null) { + int size = 2048; + byte[] data = new byte[2048]; + + Console.Write("Show contents (y/n) ?"); + if (Console.ReadLine() == "y") { + while (true) { + size = s.Read(data, 0, data.Length); + if (size > 0) { + Console.Write(new ASCIIEncoding().GetString(data, 0, size)); + } else { + break; + } + } + } + } + } + } + } + + +
+ + + The current reader this instance. + + + + + Creates a new Zip input stream, for reading a zip archive. + + The underlying providing data. + + + + Advances to the next entry in the archive + + + The next entry in the archive or null if there are no more entries. + + + If the previous entry is still open CloseEntry is called. + + + Input stream is closed + + + Password is not set, password is invalid, compression method is invalid, + version required to extract is not supported + + + + + Read data descriptor at the end of compressed data. + + + + + Complete cleanup as the final part of closing. + + True if the crc value should be tested + + + + Closes the current zip entry and moves to the next one. + + + The stream is closed + + + The Zip stream ends early + + + + + Reads a byte from the current zip entry. + + + The byte or -1 if end of stream is reached. + + + + + Handle attempts to read by throwing an . + + The destination array to store data in. + The offset at which data read should be stored. + The maximum number of bytes to read. + Returns the number of bytes actually read. + + + + Handle attempts to read from this entry by throwing an exception + + + + + Perform the initial read on an entry which may include + reading encryption headers and setting up inflation. + + The destination to fill with data read. + The offset to start reading at. + The maximum number of bytes to read. + The actual number of bytes read. + + + + Read a block of bytes from the stream. + + The destination for the bytes. + The index to start storing data. + The number of bytes to attempt to read. + Returns the number of bytes read. + Zero bytes read means end of stream. + + + + Reads a block of bytes from the current zip entry. + + + The number of bytes read (this may be less than the length requested, even before the end of stream), or 0 on end of stream. + + + An i/o error occured. + + + The deflated stream is corrupted. + + + The stream is not open. + + + + + Closes the zip input stream + + + + + Optional password used for encryption when non-null + + A password for all encrypted entries in this + + + + Gets a value indicating if there is a current entry and it can be decompressed + + + The entry can only be decompressed if the library supports the zip features required to extract it. + See the ZipEntry Version property for more details. + + + + + Returns 1 if there is an entry available + Otherwise returns 0. + + + + + Returns the current size that can be read from the current entry if available + + Thrown if the entry size is not known. + Thrown if no entry is currently available. + + + + ZipNameTransform transforms names as per the Zip file naming convention. + + The use of absolute names is supported although its use is not valid + according to Zip naming conventions, and should not be used if maximum compatability is desired. + + + + Initialize a new instance of + + + + + Initialize a new instance of + + The string to trim from front of paths if found. + + + + Static constructor. + + + + + Transform a directory name according to the Zip file naming conventions. + + The directory name to transform. + The transformed name. + + + + Transform a windows file name according to the Zip file naming conventions. + + The file name to transform. + The transformed name. + + + + Force a name to be valid by replacing invalid characters with a fixed value + + The name to force valid + The replacement character to use. + Returns a valid name + + + + Test a name to see if it is a valid name for a zip entry. + + The name to test. + If true checking is relaxed about windows file names and absolute paths. + Returns true if the name is a valid zip name; false otherwise. + Zip path names are actually in Unix format, and should only contain relative paths. + This means that any path stored should not contain a drive or + device letter, or a leading slash. All slashes should forward slashes '/'. + An empty name is valid for a file where the input comes from standard input. + A null name is not considered valid. + + + + + Test a name to see if it is a valid name for a zip entry. + + The name to test. + Returns true if the name is a valid zip name; false otherwise. + Zip path names are actually in unix format, + and should only contain relative paths if a path is present. + This means that the path stored should not contain a drive or + device letter, or a leading slash. All slashes should forward slashes '/'. + An empty name is valid where the input comes from standard input. + A null name is not considered valid. + + + + + Get/set the path prefix to be trimmed from paths if present. + + The prefix is trimmed before any conversion from + a windows path is done. + + + + This exception is used to indicate that there is a problem + with a TAR archive header. + + + + + Deserialization constructor + + for this constructor + for this constructor + + + + Initialise a new instance of the InvalidHeaderException class. + + + + + Initialises a new instance of the InvalidHeaderException class with a specified message. + + Message describing the exception cause. + + + + Initialise a new instance of InvalidHeaderException + + Message describing the problem. + The exception that is the cause of the current exception. + + + + This class allows us to retrieve a specified number of bits from + the input buffer, as well as copy big byte blocks. + + It uses an int buffer to store up to 31 bits for direct + manipulation. This guarantees that we can get at least 16 bits, + but we only need at most 15, so this is all safe. + + There are some optimizations in this class, for example, you must + never peek more than 8 bits more than needed, and you must first + peek bits before you may drop them. This is not a general purpose + class but optimized for the behaviour of the Inflater. + + authors of the original java version : John Leuner, Jochen Hoenicke + + + + + Constructs a default StreamManipulator with all buffers empty + + + + + Get the next sequence of bits but don't increase input pointer. bitCount must be + less or equal 16 and if this call succeeds, you must drop + at least n - 8 bits in the next call. + + The number of bits to peek. + + the value of the bits, or -1 if not enough bits available. */ + + + + + Drops the next n bits from the input. You should have called PeekBits + with a bigger or equal n before, to make sure that enough bits are in + the bit buffer. + + The number of bits to drop. + + + + Gets the next n bits and increases input pointer. This is equivalent + to followed by , except for correct error handling. + + The number of bits to retrieve. + + the value of the bits, or -1 if not enough bits available. + + + + + Skips to the next byte boundary. + + + + + Copies bytes from input buffer to output buffer starting + at output[offset]. You have to make sure, that the buffer is + byte aligned. If not enough bytes are available, copies fewer + bytes. + + + The buffer to copy bytes to. + + + The offset in the buffer at which copying starts + + + The length to copy, 0 is allowed. + + + The number of bytes copied, 0 if no bytes were available. + + + Length is less than zero + + + Bit buffer isnt byte aligned + + + + + Resets state and empties internal buffers + + + + + Add more input for consumption. + Only call when IsNeedingInput returns true + + data to be input + offset of first byte of input + number of bytes of input to add. + + + + Gets the number of bits available in the bit buffer. This must be + only called when a previous PeekBits() returned -1. + + + the number of bits available. + + + + + Gets the number of bytes available. + + + The number of bytes available. + + + + + Returns true when SetInput can be called + + + + + Strategies for deflater + + + + + The default strategy + + + + + This strategy will only allow longer string repetitions. It is + useful for random data with a small character set. + + + + + This strategy will not look for string repetitions at all. It + only encodes with Huffman trees (which means, that more common + characters get a smaller encoding. + + + + + Low level compression engine for deflate algorithm which uses a 32K sliding window + with secondary compression from Huffman/Shannon-Fano codes. + + + + + Construct instance with pending buffer + + + Pending buffer to use + > + + + + Deflate drives actual compression of data + + True to flush input buffers + Finish deflation with the current input. + Returns true if progress has been made. + + + + Sets input data to be deflated. Should only be called when NeedsInput() + returns true + + The buffer containing input data. + The offset of the first byte of data. + The number of bytes of data to use as input. + + + + Determines if more input is needed. + + Return true if input is needed via SetInput + + + + Set compression dictionary + + The buffer containing the dictionary data + The offset in the buffer for the first byte of data + The length of the dictionary data. + + + + Reset internal state + + + + + Reset Adler checksum + + + + + Set the deflate level (0-9) + + The value to set the level to. + + + + Fill the window + + + + + Inserts the current string in the head hash and returns the previous + value for this hash. + + The previous hash value + + + + Find the best (longest) string in the window matching the + string starting at strstart. + + Preconditions: + + strstart + MAX_MATCH <= window.length. + + + True if a match greater than the minimum length is found + + + + Hashtable, hashing three characters to an index for window, so + that window[index]..window[index+2] have this hash code. + Note that the array should really be unsigned short, so you need + to and the values with 0xffff. + + + + + prev[index & WMASK] points to the previous index that has the + same hash code as the string starting at index. This way + entries with the same hash code are in a linked list. + Note that the array should really be unsigned short, so you need + to and the values with 0xffff. + + + + + Points to the current character in the window. + + + + + lookahead is the number of characters starting at strstart in + window that are valid. + So window[strstart] until window[strstart+lookahead-1] are valid + characters. + + + + + This array contains the part of the uncompressed stream that + is of relevance. The current character is indexed by strstart. + + + + + The current compression function. + + + + + The input data for compression. + + + + + The total bytes of input read. + + + + + The offset into inputBuf, where input data starts. + + + + + The end offset of the input data. + + + + + The adler checksum + + + + + Get current value of Adler checksum + + + + + Total data processed + + + + + Get/set the deflate strategy + + + + + The TarBuffer class implements the tar archive concept + of a buffered input stream. This concept goes back to the + days of blocked tape drives and special io devices. In the + C# universe, the only real function that this class + performs is to ensure that files have the correct "record" + size, or other tars will complain. +

+ You should never have a need to access this class directly. + TarBuffers are created by Tar IO Streams. +

+
+
+ + + The size of a block in a tar archive in bytes. + + This is 512 bytes. + + + + The number of blocks in a default record. + + + The default value is 20 blocks per record. + + + + + The size in bytes of a default record. + + + The default size is 10KB. + + + + + Get the TAR Buffer's record size. + + The record size in bytes. + This is equal to the multiplied by the + + + + Get the TAR Buffer's block factor + + The block factor; the number of blocks per record. + + + + Construct a default TarBuffer + + + + + Create TarBuffer for reading with default BlockFactor + + Stream to buffer + A new suitable for input. + + + + Construct TarBuffer for reading inputStream setting BlockFactor + + Stream to buffer + Blocking factor to apply + A new suitable for input. + + + + Construct TarBuffer for writing with default BlockFactor + + output stream for buffer + A new suitable for output. + + + + Construct TarBuffer for writing Tar output to streams. + + Output stream to write to. + Blocking factor to apply + A new suitable for output. + + + + Initialization common to all constructors. + + + + + Determine if an archive block indicates End of Archive. End of + archive is indicated by a block that consists entirely of null bytes. + All remaining blocks for the record should also be null's + However some older tars only do a couple of null blocks (Old GNU tar for one) + and also partial records + + The data block to check. + Returns true if the block is an EOF block; false otherwise. + + + + Skip over a block on the input stream. + + + + + Read a block from the input stream. + + + The block of data read. + + + + + Read a record from data stream. + + + false if End-Of-File, else true. + + + + + Get the current block number, within the current record, zero based. + + + The current zero based block number. + + + The absolute block number = (record number * block factor) + block number. + + + + + Get the current record number. + + + The current zero based record number. + + + + + Write a block of data to the archive. + + + The data to write to the archive. + + + + + Write an archive record to the archive, where the record may be + inside of a larger array buffer. The buffer must be "offset plus + record size" long. + + + The buffer containing the record data to write. + + + The offset of the record data within buffer. + + + + + Write a TarBuffer record to the archive. + + + + + Flush the current record if it has any data in it. + + + + + Close the TarBuffer. If this is an output buffer, also flush the + current block before closing. + + + + + Get the record size for this buffer + + The record size in bytes. + This is equal to the multiplied by the + + + + Get the Blocking factor for the buffer + + This is the number of block in each record. + + + + Get the current block number, within the current record, zero based. + + + + + Get the current record number. + + + The current zero based record number. + + + + + This class encapsulates the Tar Entry Header used in Tar Archives. + The class also holds a number of tar constants, used mostly in headers. + + + + + The length of the name field in a header buffer. + + + + + The length of the mode field in a header buffer. + + + + + The length of the user id field in a header buffer. + + + + + The length of the group id field in a header buffer. + + + + + The length of the checksum field in a header buffer. + + + + + Offset of checksum in a header buffer. + + + + + The length of the size field in a header buffer. + + + + + The length of the magic field in a header buffer. + + + + + The length of the version field in a header buffer. + + + + + The length of the modification time field in a header buffer. + + + + + The length of the user name field in a header buffer. + + + + + The length of the group name field in a header buffer. + + + + + The length of the devices field in a header buffer. + + + + + The "old way" of indicating a normal file. + + + + + Normal file type. + + + + + Link file type. + + + + + Symbolic link file type. + + + + + Character device file type. + + + + + Block device file type. + + + + + Directory file type. + + + + + FIFO (pipe) file type. + + + + + Contiguous file type. + + + + + Posix.1 2001 global extended header + + + + + Posix.1 2001 extended header + + + + + Solaris access control list file type + + + + + GNU dir dump file type + This is a dir entry that contains the names of files that were in the + dir at the time the dump was made + + + + + Solaris Extended Attribute File + + + + + Inode (metadata only) no file content + + + + + Identifies the next file on the tape as having a long link name + + + + + Identifies the next file on the tape as having a long name + + + + + Continuation of a file that began on another volume + + + + + For storing filenames that dont fit in the main header (old GNU) + + + + + GNU Sparse file + + + + + GNU Tape/volume header ignore on extraction + + + + + The magic tag representing a POSIX tar archive. (includes trailing NULL) + + + + + The magic tag representing an old GNU tar archive where version is included in magic and overwrites it + + + + + Initialise a default TarHeader instance + + + + + Get the name of this entry. + + The entry's name. + + + + Create a new that is a copy of the current instance. + + A new that is a copy of the current instance. + + + + Parse TarHeader information from a header buffer. + + + The tar entry header buffer to get information from. + + + + + 'Write' header information to buffer provided, updating the check sum. + + output buffer for header information + + + + Get a hash code for the current object. + + A hash code for the current object. + + + + Determines if this instance is equal to the specified object. + + The object to compare with. + true if the objects are equal, false otherwise. + + + + Set defaults for values used when constructing a TarHeader instance. + + Value to apply as a default for userId. + Value to apply as a default for userName. + Value to apply as a default for groupId. + Value to apply as a default for groupName. + + + + Parse an octal string from a header buffer. + + The header buffer from which to parse. + The offset into the buffer from which to parse. + The number of header bytes to parse. + The long equivalent of the octal string. + + + + Parse a name from a header buffer. + + + The header buffer from which to parse. + + + The offset into the buffer from which to parse. + + + The number of header bytes to parse. + + + The name parsed. + + + + + Add name to the buffer as a collection of bytes + + The name to add + The offset of the first character + The buffer to add to + The index of the first byte to add + The number of characters/bytes to add + The next free index in the buffer + + + + Add name to the buffer as a collection of bytes + + The name to add + The offset of the first character + The buffer to add to + The index of the first byte to add + The number of characters/bytes to add + The next free index in the buffer + + + + Add an entry name to the buffer + + + The name to add + + + The buffer to add to + + + The offset into the buffer from which to start adding + + + The number of header bytes to add + + + The index of the next free byte in the buffer + + + + + Add an entry name to the buffer + + The name to add + The buffer to add to + The offset into the buffer from which to start adding + The number of header bytes to add + The index of the next free byte in the buffer + + + + Add a string to a buffer as a collection of ascii bytes. + + The string to add + The offset of the first character to add. + The buffer to add to. + The offset to start adding at. + The number of ascii characters to add. + The next free index in the buffer. + + + + Put an octal representation of a value into a buffer + + + the value to be converted to octal + + + buffer to store the octal string + + + The offset into the buffer where the value starts + + + The length of the octal string to create + + + The offset of the character next byte after the octal string + + + + + Put an octal representation of a value into a buffer + + Value to be convert to octal + The buffer to update + The offset into the buffer to store the value + The length of the octal string + Index of next byte + + + + Add the checksum integer to header buffer. + + + The header buffer to set the checksum for + The offset into the buffer for the checksum + The number of header bytes to update. + It's formatted differently from the other fields: it has 6 digits, a + null, then a space -- rather than digits, a space, then a null. + The final space is already there, from checksumming + + The modified buffer offset + + + + Compute the checksum for a tar entry header. + The checksum field must be all spaces prior to this happening + + The tar entry's header buffer. + The computed checksum. + + + + Make a checksum for a tar entry ignoring the checksum contents. + + The tar entry's header buffer. + The checksum for the buffer + + + + Get/set the name for this tar entry. + + Thrown when attempting to set the property to null. + + + + Get/set the entry's Unix style permission mode. + + + + + The entry's user id. + + + This is only directly relevant to unix systems. + The default is zero. + + + + + Get/set the entry's group id. + + + This is only directly relevant to linux/unix systems. + The default value is zero. + + + + + Get/set the entry's size. + + Thrown when setting the size to less than zero. + + + + Get/set the entry's modification time. + + + The modification time is only accurate to within a second. + + Thrown when setting the date time to less than 1/1/1970. + + + + Get the entry's checksum. This is only valid/updated after writing or reading an entry. + + + + + Get value of true if the header checksum is valid, false otherwise. + + + + + Get/set the entry's type flag. + + + + + The entry's link name. + + Thrown when attempting to set LinkName to null. + + + + Get/set the entry's magic tag. + + Thrown when attempting to set Magic to null. + + + + The entry's version. + + Thrown when attempting to set Version to null. + + + + The entry's user name. + + + + + Get/set the entry's group name. + + + This is only directly relevant to unix systems. + + + + + Get/set the entry's major device number. + + + + + Get/set the entry's minor device number. + + + + + Event arguments for scanning. + + + + + Initialise a new instance of + + The file or directory name. + + + + The fie or directory name for this event. + + + + + Get set a value indicating if scanning should continue or not. + + + + + Event arguments during processing of a single file or directory. + + + + + Initialise a new instance of + + The file or directory name if known. + The number of bytes processed so far + The total number of bytes to process, 0 if not known + + + + The name for this event if known. + + + + + Get set a value indicating wether scanning should continue or not. + + + + + Get a percentage representing how much of the has been processed + + 0.0 to 100.0 percent; 0 if target is not known. + + + + The number of bytes processed so far + + + + + The number of bytes to process. + + Target may be 0 or negative if the value isnt known. + + + + Event arguments for directories. + + + + + Initialize an instance of . + + The name for this directory. + Flag value indicating if any matching files are contained in this directory. + + + + Get a value indicating if the directory contains any matching files or not. + + + + + Arguments passed when scan failures are detected. + + + + + Initialise a new instance of + + The name to apply. + The exception to use. + + + + The applicable name. + + + + + The applicable exception. + + + + + Get / set a value indicating wether scanning should continue. + + + + + Delegate invoked before starting to process a directory. + + + + + Delegate invoked before starting to process a file. + + The source of the event + The event arguments. + + + + Delegate invoked during processing of a file or directory + + The source of the event + The event arguments. + + + + Delegate invoked when a file has been completely processed. + + The source of the event + The event arguments. + + + + Delegate invoked when a directory failure is detected. + + The source of the event + The event arguments. + + + + Delegate invoked when a file failure is detected. + + The source of the event + The event arguments. + + + + FileSystemScanner provides facilities scanning of files and directories. + + + + + Initialise a new instance of + + The file filter to apply when scanning. + + + + Initialise a new instance of + + The file filter to apply. + The directory filter to apply. + + + + Initialise a new instance of + + The file filter to apply. + + + + Initialise a new instance of + + The file filter to apply. + The directory filter to apply. + + + + Delegate to invoke when a directory is processed. + + + + + Delegate to invoke when a file is processed. + + + + + Delegate to invoke when processing for a file has finished. + + + + + Delegate to invoke when a directory failure is detected. + + + + + Delegate to invoke when a file failure is detected. + + + + + Raise the DirectoryFailure event. + + The directory name. + The exception detected. + + + + Raise the FileFailure event. + + The file name. + The exception detected. + + + + Raise the ProcessFile event. + + The file name. + + + + Raise the complete file event + + The file name + + + + Raise the ProcessDirectory event. + + The directory name. + Flag indicating if the directory has matching files. + + + + Scan a directory. + + The base directory to scan. + True to recurse subdirectories, false to scan a single directory. + + + + The file filter currently in use. + + + + + The directory filter currently in use. + + + + + Flag indicating if scanning should continue running. + + + + + An input buffer customised for use by + + + The buffer supports decryption of incoming data. + + + + + Initialise a new instance of with a default buffer size + + The stream to buffer. + + + + Initialise a new instance of + + The stream to buffer. + The size to use for the buffer + A minimum buffer size of 1KB is permitted. Lower sizes are treated as 1KB. + + + + Call passing the current clear text buffer contents. + + The inflater to set input for. + + + + Fill the buffer from the underlying input stream. + + + + + Read a buffer directly from the input stream + + The buffer to fill + Returns the number of bytes read. + + + + Read a buffer directly from the input stream + + The buffer to read into + The offset to start reading data into. + The number of bytes to read. + Returns the number of bytes read. + + + + Read clear text data from the input stream. + + The buffer to add data to. + The offset to start adding data at. + The number of bytes to read. + Returns the number of bytes actually read. + + + + Read a from the input stream. + + Returns the byte read. + + + + Read an in little endian byte order. + + The short value read case to an int. + + + + Read an in little endian byte order. + + The int value read. + + + + Read a in little endian byte order. + + The long value read. + + + + Get the length of bytes bytes in the + + + + + Get the contents of the raw data buffer. + + This may contain encrypted data. + + + + Get the number of useable bytes in + + + + + Get the contents of the clear text buffer. + + + + + Get/set the number of bytes available + + + + + Get/set the to apply to any data. + + Set this value to null to have no transform applied. + + + + The TarOutputStream writes a UNIX tar archive as an OutputStream. + Methods are provided to put entries, and then write their contents + by writing to this stream using write(). + + public + + + + Construct TarOutputStream using default block factor + + stream to write to + + + + Construct TarOutputStream with user specified block factor + + stream to write to + blocking factor + + + + set the position within the current stream + + The offset relative to the to seek to + The to seek from. + The new position in the stream. + + + + Set the length of the current stream + + The new stream length. + + + + Read a byte from the stream and advance the position within the stream + by one byte or returns -1 if at the end of the stream. + + The byte value or -1 if at end of stream + + + + read bytes from the current stream and advance the position within the + stream by the number of bytes read. + + The buffer to store read bytes in. + The index into the buffer to being storing bytes at. + The desired number of bytes to read. + The total number of bytes read, or zero if at the end of the stream. + The number of bytes may be less than the count + requested if data is not avialable. + + + + All buffered data is written to destination + + + + + Ends the TAR archive without closing the underlying OutputStream. + The result is that the EOF block of nulls is written. + + + + + Ends the TAR archive and closes the underlying OutputStream. + + This means that Finish() is called followed by calling the + TarBuffer's Close(). + + + + Get the record size being used by this stream's TarBuffer. + + + The TarBuffer record size. + + + + + Put an entry on the output stream. This writes the entry's + header and positions the output stream for writing + the contents of the entry. Once this method is called, the + stream is ready for calls to write() to write the entry's + contents. Once the contents are written, closeEntry() + MUST be called to ensure that all buffered data + is completely written to the output stream. + + + The TarEntry to be written to the archive. + + + + + Close an entry. This method MUST be called for all file + entries that contain data. The reason is that we must + buffer data written to the stream in order to satisfy + the buffer's block based writes. Thus, there may be + data fragments still being assembled that must be written + to the output stream before this entry is closed and the + next entry written. + + + + + Writes a byte to the current tar archive entry. + This method simply calls Write(byte[], int, int). + + + The byte to be written. + + + + + Writes bytes to the current tar archive entry. This method + is aware of the current entry and will throw an exception if + you attempt to write bytes past the length specified for the + current entry. The method is also (painfully) aware of the + record buffering required by TarBuffer, and manages buffers + that are not a multiple of recordsize in length, including + assembling records from small buffers. + + + The buffer to write to the archive. + + + The offset in the buffer from which to get bytes. + + + The number of bytes to write. + + + + + Write an EOF (end of archive) block to the tar archive. + An EOF block consists of all zeros. + + + + + bytes written for this entry so far + + + + + current 'Assembly' buffer length + + + + + Flag indicating wether this instance has been closed or not. + + + + + Size for the current entry + + + + + single block working buffer + + + + + 'Assembly' buffer used to assemble data before writing + + + + + TarBuffer used to provide correct blocking factor + + + + + the destination stream for the archive contents + + + + + true if the stream supports reading; otherwise, false. + + + + + true if the stream supports seeking; otherwise, false. + + + + + true if stream supports writing; otherwise, false. + + + + + length of stream in bytes + + + + + gets or sets the position within the current stream. + + + + + Get the record size being used by this stream's TarBuffer. + + + + + Get a value indicating wether an entry is open, requiring more data to be written. + + + + + This is the Deflater class. The deflater class compresses input + with the deflate algorithm described in RFC 1951. It has several + compression levels and three different strategies described below. + + This class is not thread safe. This is inherent in the API, due + to the split of deflate and setInput. + + author of the original java version : Jochen Hoenicke + + + + + The best and slowest compression level. This tries to find very + long and distant string repetitions. + + + + + The worst but fastest compression level. + + + + + The default compression level. + + + + + This level won't compress at all but output uncompressed blocks. + + + + + The compression method. This is the only method supported so far. + There is no need to use this constant at all. + + + + + Creates a new deflater with default compression level. + + + + + Creates a new deflater with given compression level. + + + the compression level, a value between NO_COMPRESSION + and BEST_COMPRESSION, or DEFAULT_COMPRESSION. + + if lvl is out of range. + + + + Creates a new deflater with given compression level. + + + the compression level, a value between NO_COMPRESSION + and BEST_COMPRESSION. + + + true, if we should suppress the Zlib/RFC1950 header at the + beginning and the adler checksum at the end of the output. This is + useful for the GZIP/PKZIP formats. + + if lvl is out of range. + + + + Resets the deflater. The deflater acts afterwards as if it was + just created with the same compression level and strategy as it + had before. + + + + + Flushes the current input block. Further calls to deflate() will + produce enough output to inflate everything in the current input + block. This is not part of Sun's JDK so I have made it package + private. It is used by DeflaterOutputStream to implement + flush(). + + + + + Finishes the deflater with the current input block. It is an error + to give more input after this method was called. This method must + be called to force all bytes to be flushed. + + + + + Sets the data which should be compressed next. This should be only + called when needsInput indicates that more input is needed. + If you call setInput when needsInput() returns false, the + previous input that is still pending will be thrown away. + The given byte array should not be changed, before needsInput() returns + true again. + This call is equivalent to setInput(input, 0, input.length). + + + the buffer containing the input data. + + + if the buffer was finished() or ended(). + + + + + Sets the data which should be compressed next. This should be + only called when needsInput indicates that more input is needed. + The given byte array should not be changed, before needsInput() returns + true again. + + + the buffer containing the input data. + + + the start of the data. + + + the number of data bytes of input. + + + if the buffer was Finish()ed or if previous input is still pending. + + + + + Sets the compression level. There is no guarantee of the exact + position of the change, but if you call this when needsInput is + true the change of compression level will occur somewhere near + before the end of the so far given input. + + + the new compression level. + + + + + Get current compression level + + Returns the current compression level + + + + Sets the compression strategy. Strategy is one of + DEFAULT_STRATEGY, HUFFMAN_ONLY and FILTERED. For the exact + position where the strategy is changed, the same as for + SetLevel() applies. + + + The new compression strategy. + + + + + Deflates the current input block with to the given array. + + + The buffer where compressed data is stored + + + The number of compressed bytes added to the output, or 0 if either + IsNeedingInput() or IsFinished returns true or length is zero. + + + + + Deflates the current input block to the given array. + + + Buffer to store the compressed data. + + + Offset into the output array. + + + The maximum number of bytes that may be stored. + + + The number of compressed bytes added to the output, or 0 if either + needsInput() or finished() returns true or length is zero. + + + If Finish() was previously called. + + + If offset or length don't match the array length. + + + + + Sets the dictionary which should be used in the deflate process. + This call is equivalent to setDictionary(dict, 0, dict.Length). + + + the dictionary. + + + if SetInput () or Deflate () were already called or another dictionary was already set. + + + + + Sets the dictionary which should be used in the deflate process. + The dictionary is a byte array containing strings that are + likely to occur in the data which should be compressed. The + dictionary is not stored in the compressed output, only a + checksum. To decompress the output you need to supply the same + dictionary again. + + + The dictionary data + + + The index where dictionary information commences. + + + The number of bytes in the dictionary. + + + If SetInput () or Deflate() were already called or another dictionary was already set. + + + + + Compression level. + + + + + If true no Zlib/RFC1950 headers or footers are generated + + + + + The current state. + + + + + The total bytes of output written. + + + + + The pending output. + + + + + The deflater engine. + + + + + Gets the current adler checksum of the data that was processed so far. + + + + + Gets the number of input bytes processed so far. + + + + + Gets the number of output bytes so far. + + + + + Returns true if the stream was finished and no more output bytes + are available. + + + + + Returns true, if the input buffer is empty. + You should then call setInput(). + NOTE: This method can also return true when the stream + was finished. + + + + + The TarInputStream reads a UNIX tar archive as an InputStream. + methods are provided to position at each successive entry in + the archive, and the read each entry as a normal input stream + using read(). + + + + + Construct a TarInputStream with default block factor + + stream to source data from + + + + Construct a TarInputStream with user specified block factor + + stream to source data from + block factor to apply to archive + + + + Flushes the baseInputStream + + + + + Set the streams position. This operation is not supported and will throw a NotSupportedException + + The offset relative to the origin to seek to. + The to start seeking from. + The new position in the stream. + Any access + + + + Sets the length of the stream + This operation is not supported and will throw a NotSupportedException + + The new stream length. + Any access + + + + Writes a block of bytes to this stream using data from a buffer. + This operation is not supported and will throw a NotSupportedException + + The buffer containing bytes to write. + The offset in the buffer of the frist byte to write. + The number of bytes to write. + Any access + + + + Writes a byte to the current position in the file stream. + This operation is not supported and will throw a NotSupportedException + + The byte value to write. + Any access + + + + Reads a byte from the current tar archive entry. + + A byte cast to an int; -1 if the at the end of the stream. + + + + Reads bytes from the current tar archive entry. + + This method is aware of the boundaries of the current + entry in the archive and will deal with them appropriately + + + The buffer into which to place bytes read. + + + The offset at which to place bytes read. + + + The number of bytes to read. + + + The number of bytes read, or 0 at end of stream/EOF. + + + + + Closes this stream. Calls the TarBuffer's close() method. + The underlying stream is closed by the TarBuffer. + + + + + Set the entry factory for this instance. + + The factory for creating new entries + + + + Get the record size being used by this stream's TarBuffer. + + + TarBuffer record size. + + + + + Skip bytes in the input buffer. This skips bytes in the + current entry's data, not the entire archive, and will + stop at the end of the current entry's data if the number + to skip extends beyond that point. + + + The number of bytes to skip. + + + + + Since we do not support marking just yet, we do nothing. + + + The limit to mark. + + + + + Since we do not support marking just yet, we do nothing. + + + + + Get the next entry in this tar archive. This will skip + over any remaining data in the current entry, if there + is one, and place the input stream at the header of the + next entry, and read the header and instantiate a new + TarEntry from the header bytes and return that entry. + If there are no more entries in the archive, null will + be returned to indicate that the end of the archive has + been reached. + + + The next TarEntry in the archive, or null. + + + + + Copies the contents of the current tar archive entry directly into + an output stream. + + + The OutputStream into which to write the entry's data. + + + + + Flag set when last block has been read + + + + + Size of this entry as recorded in header + + + + + Number of bytes read for this entry so far + + + + + Buffer used with calls to Read() + + + + + Working buffer + + + + + Current entry being read + + + + + Factory used to create TarEntry or descendant class instance + + + + + Stream used as the source of input data. + + + + + Gets a value indicating whether the current stream supports reading + + + + + Gets a value indicating whether the current stream supports seeking + This property always returns false. + + + + + Gets a value indicating if the stream supports writing. + This property always returns false. + + + + + The length in bytes of the stream + + + + + Gets or sets the position within the stream. + Setting the Position is not supported and throws a NotSupportedExceptionNotSupportedException + + Any attempt to set position + + + + Get the record size being used by this stream's TarBuffer. + + + + + Get the available data that can be read from the current + entry in the archive. This does not indicate how much data + is left in the entire archive, only in the current entry. + This value is determined from the entry's size header field + and the amount of data already read from the current entry. + + + The number of available bytes for the current entry. + + + + + Return a value of true if marking is supported; false otherwise. + + Currently marking is not supported, the return value is always false. + + + + This interface is provided, along with the method , to allow + the programmer to have their own subclass instantiated for the + entries return from . + + + + + Create an entry based on name alone + + + Name of the new EntryPointNotFoundException to create + + created TarEntry or descendant class + + + + Create an instance based on an actual file + + + Name of file to represent in the entry + + + Created TarEntry or descendant class + + + + + Create a tar entry based on the header information passed + + + Buffer containing header information to base entry on + + + Created TarEntry or descendant class + + + + + Standard entry factory class creating instances of the class TarEntry + + + + + Create a based on named + + The name to use for the entry + A new + + + + Create a tar entry with details obtained from file + + The name of the file to retrieve details from. + A new + + + + Create an entry based on details in header + + The buffer containing entry details. + A new + + + + Defines known values for the property. + + + + + Host system = MSDOS + + + + + Host system = Amiga + + + + + Host system = Open VMS + + + + + Host system = Unix + + + + + Host system = VMCms + + + + + Host system = Atari ST + + + + + Host system = OS2 + + + + + Host system = Macintosh + + + + + Host system = ZSystem + + + + + Host system = Cpm + + + + + Host system = Windows NT + + + + + Host system = MVS + + + + + Host system = VSE + + + + + Host system = Acorn RISC + + + + + Host system = VFAT + + + + + Host system = Alternate MVS + + + + + Host system = BEOS + + + + + Host system = Tandem + + + + + Host system = OS400 + + + + + Host system = OSX + + + + + Host system = WinZIP AES + + + + + This class represents an entry in a zip archive. This can be a file + or a directory + ZipFile and ZipInputStream will give you instances of this class as + information about the members in an archive. ZipOutputStream + uses an instance of this class when creating an entry in a Zip file. +
+
Author of the original java version : Jochen Hoenicke +
+
+ + + Creates a zip entry with the given name. + + + The name for this entry. Can include directory components. + The convention for names is 'unix' style paths with relative names only. + There are with no device names and path elements are separated by '/' characters. + + + The name passed is null + + + + + Creates a zip entry with the given name and version required to extract + + + The name for this entry. Can include directory components. + The convention for names is 'unix' style paths with no device names and + path elements separated by '/' characters. This is not enforced see CleanName + on how to ensure names are valid if this is desired. + + + The minimum 'feature version' required this entry + + + The name passed is null + + + + + Initializes an entry with the given name and made by information + + Name for this entry + Version and HostSystem Information + Minimum required zip feature version required to extract this entry + Compression method for this entry. + + The name passed is null + + + versionRequiredToExtract should be 0 (auto-calculate) or > 10 + + + This constructor is used by the ZipFile class when reading from the central header + It is not generally useful, use the constructor specifying the name only. + + + + + Creates a deep copy of the given zip entry. + + + The entry to copy. + + + + + Test the external attributes for this to + see if the external attributes are Dos based (including WINNT and variants) + and match the values + + The attributes to test. + Returns true if the external attributes are known to be DOS/Windows + based and have the same attributes set as the value passed. + + + + Force this entry to be recorded using Zip64 extensions. + + + + + Get a value indicating wether Zip64 extensions were forced. + + A value of true if Zip64 extensions have been forced on; false if not. + + + + Process extra data fields updating the entry based on the contents. + + True if the extra data fields should be handled + for a local header, rather than for a central header. + + + + + Test entry to see if data can be extracted. + + Returns true if data can be extracted for this entry; false otherwise. + + + + Creates a copy of this zip entry. + + An that is a copy of the current instance. + + + + Gets a string representation of this ZipEntry. + + A readable textual representation of this + + + + Test a compression method to see if this library + supports extracting data compressed with that method + + The compression method to test. + Returns true if the compression method is supported; false otherwise + + + + Cleans a name making it conform to Zip file conventions. + Devices names ('c:\') and UNC share names ('\\server\share') are removed + and forward slashes ('\') are converted to back slashes ('/'). + Names are made relative by trimming leading slashes which is compatible + with the ZIP naming convention. + + The name to clean + The 'cleaned' name. + + The Zip name transform class is more flexible. + + + + + Get a value indicating wether the entry has a CRC value available. + + + + + Get/Set flag indicating if entry is encrypted. + A simple helper routine to aid interpretation of flags + + This is an assistant that interprets the flags property. + + + + Get / set a flag indicating wether entry name and comment text are + encoded in unicode UTF8. + + This is an assistant that interprets the flags property. + + + + Value used during password checking for PKZIP 2.0 / 'classic' encryption. + + + + + Get/Set general purpose bit flag for entry + + + General purpose bit flag
+
+ Bit 0: If set, indicates the file is encrypted
+ Bit 1-2 Only used for compression type 6 Imploding, and 8, 9 deflating
+ Imploding:
+ Bit 1 if set indicates an 8K sliding dictionary was used. If clear a 4k dictionary was used
+ Bit 2 if set indicates 3 Shannon-Fanno trees were used to encode the sliding dictionary, 2 otherwise
+
+ Deflating:
+ Bit 2 Bit 1
+ 0 0 Normal compression was used
+ 0 1 Maximum compression was used
+ 1 0 Fast compression was used
+ 1 1 Super fast compression was used
+
+ Bit 3: If set, the fields crc-32, compressed size + and uncompressed size are were not able to be written during zip file creation + The correct values are held in a data descriptor immediately following the compressed data.
+ Bit 4: Reserved for use by PKZIP for enhanced deflating
+ Bit 5: If set indicates the file contains compressed patch data
+ Bit 6: If set indicates strong encryption was used.
+ Bit 7-10: Unused or reserved
+ Bit 11: If set the name and comments for this entry are in unicode.
+ Bit 12-15: Unused or reserved
+
+ + +
+ + + Get/Set index of this entry in Zip file + + This is only valid when the entry is part of a + + + + Get/set offset for use in central header + + + + + Get/Set external file attributes as an integer. + The values of this are operating system dependant see + HostSystem for details + + + + + Get the version made by for this entry or zero if unknown. + The value / 10 indicates the major version number, and + the value mod 10 is the minor version number + + + + + Get a value indicating this entry is for a DOS/Windows system. + + + + + Gets the compatability information for the external file attribute + If the external file attributes are compatible with MS-DOS and can be read + by PKZIP for DOS version 2.04g then this value will be zero. Otherwise the value + will be non-zero and identify the host system on which the attributes are compatible. + + + + The values for this as defined in the Zip File format and by others are shown below. The values are somewhat + misleading in some cases as they are not all used as shown. You should consult the relevant documentation + to obtain up to date and correct information. The modified appnote by the infozip group is + particularly helpful as it documents a lot of peculiarities. The document is however a little dated. + + 0 - MS-DOS and OS/2 (FAT / VFAT / FAT32 file systems) + 1 - Amiga + 2 - OpenVMS + 3 - Unix + 4 - VM/CMS + 5 - Atari ST + 6 - OS/2 HPFS + 7 - Macintosh + 8 - Z-System + 9 - CP/M + 10 - Windows NTFS + 11 - MVS (OS/390 - Z/OS) + 12 - VSE + 13 - Acorn Risc + 14 - VFAT + 15 - Alternate MVS + 16 - BeOS + 17 - Tandem + 18 - OS/400 + 19 - OS/X (Darwin) + 99 - WinZip AES + remainder - unused + + + + + + Get minimum Zip feature version required to extract this entry + + + Minimum features are defined as:
+ 1.0 - Default value
+ 1.1 - File is a volume label
+ 2.0 - File is a folder/directory
+ 2.0 - File is compressed using Deflate compression
+ 2.0 - File is encrypted using traditional encryption
+ 2.1 - File is compressed using Deflate64
+ 2.5 - File is compressed using PKWARE DCL Implode
+ 2.7 - File is a patch data set
+ 4.5 - File uses Zip64 format extensions
+ 4.6 - File is compressed using BZIP2 compression
+ 5.0 - File is encrypted using DES
+ 5.0 - File is encrypted using 3DES
+ 5.0 - File is encrypted using original RC2 encryption
+ 5.0 - File is encrypted using RC4 encryption
+ 5.1 - File is encrypted using AES encryption
+ 5.1 - File is encrypted using corrected RC2 encryption
+ 5.1 - File is encrypted using corrected RC2-64 encryption
+ 6.1 - File is encrypted using non-OAEP key wrapping
+ 6.2 - Central directory encryption (not confirmed yet)
+ 6.3 - File is compressed using LZMA
+ 6.3 - File is compressed using PPMD+
+ 6.3 - File is encrypted using Blowfish
+ 6.3 - File is encrypted using Twofish
+
+ +
+ + + Get a value indicating wether this entry can be decompressed by the library. + + This is based on the and + wether the compression method is supported. + + + + Gets a value indicating if the entry requires Zip64 extensions + to store the full entry values. + + A value of true if a local header requires Zip64 extensions; false if not. + + + + Get a value indicating wether the central directory entry requires Zip64 extensions to be stored. + + + + + Get/Set DosTime value. + + + The MS-DOS date format can only represent dates between 1/1/1980 and 12/31/2107. + + + + + Gets/Sets the time of last modification of the entry. + + + The property is updated to match this as far as possible. + + + + + Returns the entry name. + + + The unix naming convention is followed. + Path components in the entry should always separated by forward slashes ('/'). + Dos device names like C: should also be removed. + See the class, or + + + + + Gets/Sets the size of the uncompressed data. + + + The size or -1 if unknown. + + Setting the size before adding an entry to an archive can help + avoid compatability problems with some archivers which dont understand Zip64 extensions. + + + + Gets/Sets the size of the compressed data. + + + The compressed entry size or -1 if unknown. + + + + + Gets/Sets the crc of the uncompressed data. + + + Crc is not in the range 0..0xffffffffL + + + The crc value or -1 if unknown. + + + + + Gets/Sets the compression method. Only Deflated and Stored are supported. + + + The compression method for this entry + + + + + + + Gets/Sets the extra data. + + + Extra data is longer than 64KB (0xffff) bytes. + + + Extra data or null if not set. + + + + + Gets/Sets the entry comment. + + + If comment is longer than 0xffff. + + + The comment or null if not set. + + + A comment is only available for entries when read via the class. + The class doesnt have the comment data available. + + + + + Gets a value indicating if the entry is a directory. + however. + + + A directory is determined by an entry name with a trailing slash '/'. + The external file attributes can also indicate an entry is for a directory. + Currently only dos/windows attributes are tested in this manner. + The trailing slash convention should always be followed. + + + + + Get a value of true if the entry appears to be a file; false otherwise + + + This only takes account of DOS/Windows attributes. Other operating systems are ignored. + For linux and others the result may be incorrect. + + + + + ExtraData tagged value interface. + + + + + Set the contents of this instance from the data passed. + + The data to extract contents from. + The offset to begin extracting data from. + The number of bytes to extract. + + + + Get the data representing this instance. + + Returns the data for this instance. + + + + Get the ID for this tagged data value. + + + + + A raw binary tagged value + + + + + Initialise a new instance. + + The tag ID. + + + + Set the data from the raw values provided. + + The raw data to extract values from. + The index to start extracting values from. + The number of bytes available. + + + + Get the binary data representing this instance. + + The raw binary data representing this instance. + + + + The tag ID for this instance. + + + + + Get the ID for this tagged data value. + + + + + Get /set the binary data representing this instance. + + The raw binary data representing this instance. + + + + Class representing extended unix date time values. + + + + + Set the data from the raw values provided. + + The raw data to extract values from. + The index to start extracting values from. + The number of bytes available. + + + + Get the binary data representing this instance. + + The raw binary data representing this instance. + + + + Test a value to see if is valid and can be represented here. + + The value to test. + Returns true if the value is valid and can be represented; false if not. + The standard Unix time is a signed integer data type, directly encoding the Unix time number, + which is the number of seconds since 1970-01-01. + Being 32 bits means the values here cover a range of about 136 years. + The minimum representable time is 1901-12-13 20:45:52, + and the maximum representable time is 2038-01-19 03:14:07. + + + + + Get the ID + + + + + Get /set the Modification Time + + + + + + + Get / set the Access Time + + + + + + + Get / Set the Create Time + + + + + + + Get/set the values to include. + + + + + Flags indicate which values are included in this instance. + + + + + The modification time is included + + + + + The access time is included + + + + + The create time is included. + + + + + Class handling NT date time values. + + + + + Set the data from the raw values provided. + + The raw data to extract values from. + The index to start extracting values from. + The number of bytes available. + + + + Get the binary data representing this instance. + + The raw binary data representing this instance. + + + + Test a valuie to see if is valid and can be represented here. + + The value to test. + Returns true if the value is valid and can be represented; false if not. + + NTFS filetimes are 64-bit unsigned integers, stored in Intel + (least significant byte first) byte order. They determine the + number of 1.0E-07 seconds (1/10th microseconds!) past WinNT "epoch", + which is "01-Jan-1601 00:00:00 UTC". 28 May 60056 is the upper limit + + + + + Get the ID for this tagged data value. + + + + + Get/set the last modification time. + + + + + Get /set the create time + + + + + Get /set the last access time. + + + + + A factory that creates tagged data instances. + + + + + Get data for a specific tag value. + + The tag ID to find. + The data to search. + The offset to begin extracting data from. + The number of bytes to extract. + The located value found, or null if not found. + + + + + A class to handle the extra data field for Zip entries + + + Extra data contains 0 or more values each prefixed by a header tag and length. + They contain zero or more bytes of actual data. + The data is held internally using a copy on write strategy. This is more efficient but + means that for extra data created by passing in data can have the values modified by the caller + in some circumstances. + + + + + Initialise a default instance. + + + + + Initialise with known extra data. + + The extra data. + + + + Get the raw extra data value + + Returns the raw byte[] extra data this instance represents. + + + + Clear the stored data. + + + + + Get a read-only for the associated tag. + + The tag to locate data for. + Returns a containing tag data or null if no tag was found. + + + + Get the tagged data for a tag. + + The tag to search for. + Returns a tagged value or null if none found. + + + + Find an extra data value + + The identifier for the value to find. + Returns true if the value was found; false otherwise. + + + + Add a new entry to extra data. + + The value to add. + + + + Add a new entry to extra data + + The ID for this entry. + The data to add. + If the ID already exists its contents are replaced. + + + + Start adding a new entry. + + Add data using , , , or . + The new entry is completed and actually added by calling + + + + + Add entry data added since using the ID passed. + + The identifier to use for this entry. + + + + Add a byte of data to the pending new entry. + + The byte to add. + + + + + Add data to a pending new entry. + + The data to add. + + + + + Add a short value in little endian order to the pending new entry. + + The data to add. + + + + + Add an integer value in little endian order to the pending new entry. + + The data to add. + + + + + Add a long value in little endian order to the pending new entry. + + The data to add. + + + + + Delete an extra data field. + + The identifier of the field to delete. + Returns true if the field was found and deleted. + + + + Read a long in little endian form from the last found data value + + Returns the long value read. + + + + Read an integer in little endian form from the last found data value. + + Returns the integer read. + + + + Read a short value in little endian form from the last found data value. + + Returns the short value read. + + + + Read a byte from an extra data + + The byte value read or -1 if the end of data has been reached. + + + + Skip data during reading. + + The number of bytes to skip. + + + + Internal form of that reads data at any location. + + Returns the short value read. + + + + Dispose of this instance. + + + + + Gets the current extra data length. + + + + + Get the length of the last value found by + + This is only value if has previsouly returned true. + + + + Get the index for the current read value. + + This is only valid if has previously returned true. + Initially it will be the index of the first byte of actual data. The value is updated after calls to + , and . + + + + Get the number of bytes remaining to be read for the current value; + + + + + Holds data pertinent to a data descriptor. + + + + + Get /set the compressed size of data. + + + + + Get / set the uncompressed size of data + + + + + Get /set the crc value. + + + + + This class assists with writing/reading from Zip files. + + + + + Initialise an instance of this class. + + The name of the file to open. + + + + Initialise a new instance of . + + The stream to use. + + + + Close the stream. + + + The underlying stream is closed only if is true. + + + + + Locates a block with the desired . + + The signature to find. + Location, marking the end of block. + Minimum size of the block. + The maximum variable data. + Eeturns the offset of the first byte after the signature; -1 if not found + + + + Write Zip64 end of central directory records (File header and locator). + + The number of entries in the central directory. + The size of entries in the central directory. + The offset of the dentral directory. + + + + Write the required records to end the central directory. + + The number of entries in the directory. + The size of the entries in the directory. + The start of the central directory. + The archive comment. (This can be null). + + + + Read an unsigned short in little endian byte order. + + Returns the value read. + + An i/o error occurs. + + + The file ends prematurely + + + + + Read an int in little endian byte order. + + Returns the value read. + + An i/o error occurs. + + + The file ends prematurely + + + + + Read a long in little endian byte order. + + The value read. + + + + Write an unsigned short in little endian byte order. + + The value to write. + + + + Write a ushort in little endian byte order. + + The value to write. + + + + Write an int in little endian byte order. + + The value to write. + + + + Write a uint in little endian byte order. + + The value to write. + + + + Write a long in little endian byte order. + + The value to write. + + + + Write a ulong in little endian byte order. + + The value to write. + + + + Write a data descriptor. + + The entry to write a descriptor for. + Returns the number of descriptor bytes written. + + + + Read data descriptor at the end of compressed data. + + if set to true [zip64]. + The data to fill in. + Returns the number of bytes read in the descriptor. + + + + Get / set a value indicating wether the the underlying stream is owned or not. + + If the stream is owned it is closed when this instance is closed. + + + + Inflater is used to decompress data that has been compressed according + to the "deflate" standard described in rfc1951. + + By default Zlib (rfc1950) headers and footers are expected in the input. + You can use constructor public Inflater(bool noHeader) passing true + if there is no Zlib header information + + The usage is as following. First you have to set some input with + SetInput(), then Inflate() it. If inflate doesn't + inflate any bytes there may be three reasons: +
    +
  • IsNeedingInput() returns true because the input buffer is empty. + You have to provide more input with SetInput(). + NOTE: IsNeedingInput() also returns true when, the stream is finished. +
  • +
  • IsNeedingDictionary() returns true, you have to provide a preset + dictionary with SetDictionary().
  • +
  • IsFinished returns true, the inflater has finished.
  • +
+ Once the first output byte is produced, a dictionary will not be + needed at a later stage. + + author of the original java version : John Leuner, Jochen Hoenicke +
+
+ + + These are the possible states for an inflater + + + + + Copy lengths for literal codes 257..285 + + + + + Extra bits for literal codes 257..285 + + + + + Copy offsets for distance codes 0..29 + + + + + Extra bits for distance codes + + + + + This variable contains the current state. + + + + + The adler checksum of the dictionary or of the decompressed + stream, as it is written in the header resp. footer of the + compressed stream. + Only valid if mode is DECODE_DICT or DECODE_CHKSUM. + + + + + The number of bits needed to complete the current state. This + is valid, if mode is DECODE_DICT, DECODE_CHKSUM, + DECODE_HUFFMAN_LENBITS or DECODE_HUFFMAN_DISTBITS. + + + + + True, if the last block flag was set in the last block of the + inflated stream. This means that the stream ends after the + current block. + + + + + The total number of inflated bytes. + + + + + The total number of bytes set with setInput(). This is not the + value returned by the TotalIn property, since this also includes the + unprocessed input. + + + + + This variable stores the noHeader flag that was given to the constructor. + True means, that the inflated stream doesn't contain a Zlib header or + footer. + + + + + Creates a new inflater or RFC1951 decompressor + RFC1950/Zlib headers and footers will be expected in the input data + + + + + Creates a new inflater. + + + True if no RFC1950/Zlib header and footer fields are expected in the input data + + This is used for GZIPed/Zipped input. + + For compatibility with + Sun JDK you should provide one byte of input more than needed in + this case. + + + + + Resets the inflater so that a new stream can be decompressed. All + pending input and output will be discarded. + + + + + Decodes a zlib/RFC1950 header. + + + False if more input is needed. + + + The header is invalid. + + + + + Decodes the dictionary checksum after the deflate header. + + + False if more input is needed. + + + + + Decodes the huffman encoded symbols in the input stream. + + + false if more input is needed, true if output window is + full or the current block ends. + + + if deflated stream is invalid. + + + + + Decodes the adler checksum after the deflate stream. + + + false if more input is needed. + + + If checksum doesn't match. + + + + + Decodes the deflated stream. + + + false if more input is needed, or if finished. + + + if deflated stream is invalid. + + + + + Sets the preset dictionary. This should only be called, if + needsDictionary() returns true and it should set the same + dictionary, that was used for deflating. The getAdler() + function returns the checksum of the dictionary needed. + + + The dictionary. + + + + + Sets the preset dictionary. This should only be called, if + needsDictionary() returns true and it should set the same + dictionary, that was used for deflating. The getAdler() + function returns the checksum of the dictionary needed. + + + The dictionary. + + + The index into buffer where the dictionary starts. + + + The number of bytes in the dictionary. + + + No dictionary is needed. + + + The adler checksum for the buffer is invalid + + + + + Sets the input. This should only be called, if needsInput() + returns true. + + + the input. + + + + + Sets the input. This should only be called, if needsInput() + returns true. + + + The source of input data + + + The index into buffer where the input starts. + + + The number of bytes of input to use. + + + No input is needed. + + + The index and/or count are wrong. + + + + + Inflates the compressed stream to the output buffer. If this + returns 0, you should check, whether IsNeedingDictionary(), + IsNeedingInput() or IsFinished() returns true, to determine why no + further output is produced. + + + the output buffer. + + + The number of bytes written to the buffer, 0 if no further + output can be produced. + + + if buffer has length 0. + + + if deflated stream is invalid. + + + + + Inflates the compressed stream to the output buffer. If this + returns 0, you should check, whether needsDictionary(), + needsInput() or finished() returns true, to determine why no + further output is produced. + + + the output buffer. + + + the offset in buffer where storing starts. + + + the maximum number of bytes to output. + + + the number of bytes written to the buffer, 0 if no further output can be produced. + + + if count is less than 0. + + + if the index and / or count are wrong. + + + if deflated stream is invalid. + + + + + Returns true, if the input buffer is empty. + You should then call setInput(). + NOTE: This method also returns true when the stream is finished. + + + + + Returns true, if a preset dictionary is needed to inflate the input. + + + + + Returns true, if the inflater has finished. This means, that no + input is needed and no output can be produced. + + + + + Gets the adler checksum. This is either the checksum of all + uncompressed bytes returned by inflate(), or if needsDictionary() + returns true (and thus no output was yet produced) this is the + adler checksum of the expected dictionary. + + + the adler checksum. + + + + + Gets the total number of output bytes returned by Inflate(). + + + the total number of output bytes. + + + + + Gets the total number of processed compressed input bytes. + + + The total number of bytes of processed input bytes. + + + + + Gets the number of unprocessed input bytes. Useful, if the end of the + stream is reached and you want to further process the bytes after + the deflate stream. + + + The number of bytes of the input which have not been processed. + + + + + An input stream that decompresses files in the BZip2 format + + + + + Construct instance for reading from stream + + Data source + + + + Flushes the stream. + + + + + Set the streams position. This operation is not supported and will throw a NotSupportedException + + A byte offset relative to the parameter. + A value of type indicating the reference point used to obtain the new position. + The new position of the stream. + Any access + + + + Sets the length of this stream to the given value. + This operation is not supported and will throw a NotSupportedExceptionortedException + + The new length for the stream. + Any access + + + + Writes a block of bytes to this stream using data from a buffer. + This operation is not supported and will throw a NotSupportedException + + The buffer to source data from. + The offset to start obtaining data from. + The number of bytes of data to write. + Any access + + + + Writes a byte to the current position in the file stream. + This operation is not supported and will throw a NotSupportedException + + The value to write. + Any access + + + + Read a sequence of bytes and advances the read position by one byte. + + Array of bytes to store values in + Offset in array to begin storing data + The maximum number of bytes to read + The total number of bytes read into the buffer. This might be less + than the number of bytes requested if that number of bytes are not + currently available or zero if the end of the stream is reached. + + + + + Closes the stream, releasing any associated resources. + + + + + Read a byte from stream advancing position + + byte read or -1 on end of stream + + + + Get/set flag indicating ownership of underlying stream. + When the flag is true will close the underlying stream also. + + + + + Gets a value indicating if the stream supports reading + + + + + Gets a value indicating whether the current stream supports seeking. + + + + + Gets a value indicating whether the current stream supports writing. + This property always returns false + + + + + Gets the length in bytes of the stream. + + + + + Gets or sets the streams position. + Setting the position is not supported and will throw a NotSupportException + + Any attempt to set the position + + + + Computes Adler32 checksum for a stream of data. An Adler32 + checksum is not as reliable as a CRC32 checksum, but a lot faster to + compute. + + The specification for Adler32 may be found in RFC 1950. + ZLIB Compressed Data Format Specification version 3.3) + + + From that document: + + "ADLER32 (Adler-32 checksum) + This contains a checksum value of the uncompressed data + (excluding any dictionary data) computed according to Adler-32 + algorithm. This algorithm is a 32-bit extension and improvement + of the Fletcher algorithm, used in the ITU-T X.224 / ISO 8073 + standard. + + Adler-32 is composed of two sums accumulated per byte: s1 is + the sum of all bytes, s2 is the sum of all s1 values. Both sums + are done modulo 65521. s1 is initialized to 1, s2 to zero. The + Adler-32 checksum is stored as s2*65536 + s1 in most- + significant-byte first (network) order." + + "8.2. The Adler-32 algorithm + + The Adler-32 algorithm is much faster than the CRC32 algorithm yet + still provides an extremely low probability of undetected errors. + + The modulo on unsigned long accumulators can be delayed for 5552 + bytes, so the modulo operation time is negligible. If the bytes + are a, b, c, the second sum is 3a + 2b + c + 3, and so is position + and order sensitive, unlike the first sum, which is just a + checksum. That 65521 is prime is important to avoid a possible + large class of two-byte errors that leave the check unchanged. + (The Fletcher checksum uses 255, which is not prime and which also + makes the Fletcher check insensitive to single byte changes 0 - + 255.) + + The sum s1 is initialized to 1 instead of zero to make the length + of the sequence part of s2, so that the length does not have to be + checked separately. (Any sequence of zeroes has a Fletcher + checksum of zero.)" + + + + + + + largest prime smaller than 65536 + + + + + Creates a new instance of the Adler32 class. + The checksum starts off with a value of 1. + + + + + Resets the Adler32 checksum to the initial value. + + + + + Updates the checksum with a byte value. + + + The data value to add. The high byte of the int is ignored. + + + + + Updates the checksum with an array of bytes. + + + The source of the data to update with. + + + + + Updates the checksum with the bytes taken from the array. + + + an array of bytes + + + the start of the data used for this update + + + the number of bytes to use for this update + + + + + Returns the Adler32 data checksum computed so far. + + +
+
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