From 1077a8a3925a4fede6ee0d775550820ec4e541a2 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 30 Jun 2010 20:46:35 +0100
Subject: add stub media-on-a-prim (shared media) module
---
.../CoreModules/World/Media/Moap/MoapModule.cs | 56 ++++++++++++++++++++++
1 file changed, 56 insertions(+)
create mode 100644 OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
new file mode 100644
index 0000000..1e5c767
--- /dev/null
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -0,0 +1,56 @@
+/*
+ * 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 Nini.Config;
+using log4net;
+using OpenSim.Framework;
+using OpenSim.Region.Framework.Interfaces;
+using OpenSim.Region.Framework.Scenes;
+using Mono.Addins;
+using OpenMetaverse;
+
+namespace OpenSim.Region.CoreModules.Media.Moap
+{
+ [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "MoapModule")]
+ public class MoapModule : INonSharedRegionModule
+ {
+ public string Name { get { return "MoapModule"; } }
+ public Type ReplaceableInterface { get { return null; } }
+
+ public void Initialise(IConfigSource config) {}
+
+ public void AddRegion(Scene scene) { Console.WriteLine("YEAH I'M HERE, BABY!"); }
+
+ public void RemoveRegion(Scene scene) {}
+
+ public void RegionLoaded(Scene scene) {}
+
+ public void Close() {}
+ }
+}
\ No newline at end of file
--
cgit v1.1
From e098d339293435add487312119d77cb5d18cfe8a Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 30 Jun 2010 22:30:05 +0100
Subject: Register ObjectMedia and ObjectMediaNavigate capabilities from moap
module.
Not sure if these are correct, but just supplying these to the viewer is enough to allow it to put media textures on prims (previously the icons were greyed out).
This is not yet persisted even in-memory, so no other avatars will see it yet.
---
.../CoreModules/World/Media/Moap/MoapModule.cs | 58 ++++++++++++++++++++--
1 file changed, 53 insertions(+), 5 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 1e5c767..68b9b43 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -26,31 +26,79 @@
*/
using System;
+using System.Collections;
+using System.Collections.Specialized;
using System.Reflection;
-using Nini.Config;
+using System.IO;
+using System.Web;
using log4net;
+using Mono.Addins;
+using Nini.Config;
+using OpenMetaverse;
+using OpenMetaverse.StructuredData;
using OpenSim.Framework;
+using OpenSim.Framework.Servers;
+using OpenSim.Framework.Servers.HttpServer;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
-using Mono.Addins;
-using OpenMetaverse;
+using OpenSim.Services.Interfaces;
+using Caps = OpenSim.Framework.Capabilities.Caps;
namespace OpenSim.Region.CoreModules.Media.Moap
{
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "MoapModule")]
public class MoapModule : INonSharedRegionModule
{
+ private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+
public string Name { get { return "MoapModule"; } }
public Type ReplaceableInterface { get { return null; } }
+ protected Scene m_scene;
+
public void Initialise(IConfigSource config) {}
- public void AddRegion(Scene scene) { Console.WriteLine("YEAH I'M HERE, BABY!"); }
+ public void AddRegion(Scene scene)
+ {
+ m_scene = scene;
+ }
public void RemoveRegion(Scene scene) {}
- public void RegionLoaded(Scene scene) {}
+ public void RegionLoaded(Scene scene)
+ {
+ m_scene.EventManager.OnRegisterCaps += RegisterCaps;
+ }
public void Close() {}
+
+ public void RegisterCaps(UUID agentID, Caps caps)
+ {
+ m_log.DebugFormat(
+ "[MOAP]: Registering ObjectMedia and ObjectMediaNavigate capabilities for agent {0}", agentID);
+
+ caps.RegisterHandler(
+ "ObjectMedia", new RestStreamHandler("GET", "/CAPS/" + UUID.Random(), OnObjectMediaRequest));
+ caps.RegisterHandler(
+ "ObjectMediaNavigate", new RestStreamHandler("GET", "/CAPS/" + UUID.Random(), OnObjectMediaNavigateRequest));
+ }
+
+ protected string OnObjectMediaRequest(
+ string request, string path, string param, OSHttpRequest httpRequest, OSHttpResponse httpResponse)
+ {
+ m_log.DebugFormat("[MOAP]: Got ObjectMedia request for {0}", path);
+ //NameValueCollection query = HttpUtility.ParseQueryString(httpRequest.Url.Query);
+
+ return string.Empty;
+ }
+
+ protected string OnObjectMediaNavigateRequest(
+ string request, string path, string param, OSHttpRequest httpRequest, OSHttpResponse httpResponse)
+ {
+ m_log.DebugFormat("[MOAP]: Got ObjectMediaNavigate request for {0}", path);
+ //NameValueCollection query = HttpUtility.ParseQueryString(httpRequest.Url.Query);
+
+ return string.Empty;
+ }
}
}
\ No newline at end of file
--
cgit v1.1
From 94646599f09cf8a4cc930a1150195036134c28b5 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 1 Jul 2010 00:24:30 +0100
Subject: do a whole load of crappy hacking to get cubes to display google.com
currently, for smoe reason the page only appears when you click a face.
also, actually navigating anywhere always snaps you back to the google search box, for some unknown reason
you can still change the url and normal navigation will work again
---
.../Framework/Servers/HttpServer/BaseHttpServer.cs | 2 +-
.../CoreModules/World/Media/Moap/MoapModule.cs | 95 ++++++++++++++++++++--
2 files changed, 90 insertions(+), 7 deletions(-)
diff --git a/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs b/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
index 8123f2f..f85cb57 100644
--- a/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
+++ b/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
@@ -362,7 +362,7 @@ namespace OpenSim.Framework.Servers.HttpServer
string path = request.RawUrl;
string handlerKey = GetHandlerKey(request.HttpMethod, path);
- //m_log.DebugFormat("[BASE HTTP SERVER]: Handling {0} request for {1}", request.HttpMethod, path);
+ m_log.DebugFormat("[BASE HTTP SERVER]: Handling {0} request for {1}", request.HttpMethod, path);
if (TryGetStreamHandler(handlerKey, out requestHandler))
{
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 68b9b43..b6fa53f 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -35,8 +35,10 @@ using log4net;
using Mono.Addins;
using Nini.Config;
using OpenMetaverse;
+using OpenMetaverse.Messages.Linden;
using OpenMetaverse.StructuredData;
using OpenSim.Framework;
+using OpenSim.Framework.Capabilities;
using OpenSim.Framework.Servers;
using OpenSim.Framework.Servers.HttpServer;
using OpenSim.Region.Framework.Interfaces;
@@ -77,28 +79,109 @@ namespace OpenSim.Region.CoreModules.Media.Moap
m_log.DebugFormat(
"[MOAP]: Registering ObjectMedia and ObjectMediaNavigate capabilities for agent {0}", agentID);
+ // We do receive a post to ObjectMedia when a new avatar enters the region - though admittedly this is the
+ // avatar that set the texture in the first place.
+ // Even though we're registering for POST we're going to get GETS and UPDATES too
caps.RegisterHandler(
- "ObjectMedia", new RestStreamHandler("GET", "/CAPS/" + UUID.Random(), OnObjectMediaRequest));
+ "ObjectMedia", new RestStreamHandler("POST", "/CAPS/" + UUID.Random(), HandleObjectMediaRequest));
+
+ // We do get these posts when the url has been changed.
+ // Even though we're registering for POST we're going to get GETS and UPDATES too
caps.RegisterHandler(
- "ObjectMediaNavigate", new RestStreamHandler("GET", "/CAPS/" + UUID.Random(), OnObjectMediaNavigateRequest));
+ "ObjectMediaNavigate", new RestStreamHandler("POST", "/CAPS/" + UUID.Random(), HandleObjectMediaNavigateRequest));
}
- protected string OnObjectMediaRequest(
+ ///
+ /// Sets or gets per face media textures.
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ protected string HandleObjectMediaRequest(
string request, string path, string param, OSHttpRequest httpRequest, OSHttpResponse httpResponse)
{
- m_log.DebugFormat("[MOAP]: Got ObjectMedia request for {0}", path);
+ m_log.DebugFormat("[MOAP]: Got ObjectMedia raw request [{0}]", request);
+
+ Hashtable osdParams = new Hashtable();
+ osdParams = (Hashtable)LLSD.LLSDDeserialize(Utils.StringToBytes(request));
+
+ foreach (Object key in osdParams.Keys)
+ m_log.DebugFormat("[MOAP]: Param {0}={1}", key, osdParams[key]);
+
+ string verb = (string)osdParams["verb"];
+
+ if ("GET" == verb)
+ return HandleObjectMediaRequestGet(path, osdParams, httpRequest, httpResponse);
+
//NameValueCollection query = HttpUtility.ParseQueryString(httpRequest.Url.Query);
+ // TODO: Persist in memory
+ // TODO: Tell other agents in the region about the change via the ObjectMediaResponse (?) message
+ // TODO: Persist in database
+
return string.Empty;
}
- protected string OnObjectMediaNavigateRequest(
+ protected string HandleObjectMediaRequestGet(
+ string path, Hashtable osdParams, OSHttpRequest httpRequest, OSHttpResponse httpResponse)
+ {
+ // Yeah, only for cubes right now. I know it's dumb.
+ int faces = 6;
+
+ MediaEntry[] media = new MediaEntry[faces];
+ for (int i = 0; i < faces; i++)
+ {
+ MediaEntry me = new MediaEntry();
+ me.HomeURL = "google.com";
+ me.CurrentURL = "google.com";
+ me.AutoScale = true;
+ //me.Height = 300;
+ //me.Width = 240;
+ media[i] = me;
+ }
+
+ ObjectMediaResponse resp = new ObjectMediaResponse();
+
+ resp.PrimID = (UUID)osdParams["object_id"];
+ resp.FaceMedia = media;
+
+ // I know this has to end with the last avatar to edit and the version code shouldn't always be 16. Just trying
+ // to minimally satisfy for now to get something working
+ resp.Version = "x-mv:0000000016/" + UUID.Random();
+
+ //string rawResp = resp.Serialize().ToString();
+ string rawResp = OSDParser.SerializeLLSDXmlString(resp.Serialize());
+
+ m_log.DebugFormat("[MOAP]: Got HandleObjectMediaRequestGet raw response is [{0}]", rawResp);
+
+ return rawResp;
+ }
+
+ ///
+ /// Received from the viewer if a user has changed the url of a media texture.
+ ///
+ ///
+ ///
+ ///
+ /// /param>
+ /// /param>
+ ///
+ protected string HandleObjectMediaNavigateRequest(
string request, string path, string param, OSHttpRequest httpRequest, OSHttpResponse httpResponse)
{
m_log.DebugFormat("[MOAP]: Got ObjectMediaNavigate request for {0}", path);
//NameValueCollection query = HttpUtility.ParseQueryString(httpRequest.Url.Query);
+ // TODO: Persist in memory
+ // TODO: Tell other agents in the region about the change via the ObjectMediaResponse (?) message
+ // TODO: Persist in database
+
return string.Empty;
- }
+ }
+
+
}
}
\ No newline at end of file
--
cgit v1.1
From 92502687538e2f9dd8d473aad9e9ef1c75091dd8 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 1 Jul 2010 00:47:12 +0100
Subject: have a stab at sending the correct number of media entries to shapes
actually, this is probably wrong anyway if there's a default texture
it's going to be easier just to gather the object media updates and retain those in-memory now
but what the hell
---
.../Region/CoreModules/World/Media/Moap/MoapModule.cs | 16 ++++++++++++++--
1 file changed, 14 insertions(+), 2 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index b6fa53f..30507a4 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -128,8 +128,20 @@ namespace OpenSim.Region.CoreModules.Media.Moap
protected string HandleObjectMediaRequestGet(
string path, Hashtable osdParams, OSHttpRequest httpRequest, OSHttpResponse httpResponse)
{
- // Yeah, only for cubes right now. I know it's dumb.
- int faces = 6;
+ UUID primId = (UUID)osdParams["object_id"];
+
+ SceneObjectPart part = m_scene.GetSceneObjectPart(primId);
+
+ if (null == part)
+ {
+ m_log.WarnFormat(
+ "[MOAP]: Received a GET ObjectMediaRequest for prim {0} but this doesn't exist in the scene",
+ primId);
+ return string.Empty;
+ }
+
+ int faces = part.GetNumberOfSides();
+ m_log.DebugFormat("[MOAP]: Faces [{0}] for [{1}]", faces, primId);
MediaEntry[] media = new MediaEntry[faces];
for (int i = 0; i < faces; i++)
--
cgit v1.1
From 214db91503148f0bad42f951965f4acfc3cdd7e1 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 1 Jul 2010 02:06:51 +0100
Subject: start storing incoming MediaEntry on a new Media field on
PrimitiveBaseShape
This allows the media texture to persist in memory - logging in and out will redisplay it (after a click) though navigation will be lost
Next need to implement media uri on prim and delegate more incoming llsd parsing to libomv
---
OpenSim/Framework/PrimitiveBaseShape.cs | 7 +++
.../CoreModules/World/Media/Moap/MoapModule.cs | 63 ++++++++++++++++++++--
2 files changed, 67 insertions(+), 3 deletions(-)
diff --git a/OpenSim/Framework/PrimitiveBaseShape.cs b/OpenSim/Framework/PrimitiveBaseShape.cs
index 4d1de22..517dbf6 100644
--- a/OpenSim/Framework/PrimitiveBaseShape.cs
+++ b/OpenSim/Framework/PrimitiveBaseShape.cs
@@ -26,12 +26,14 @@
*/
using System;
+using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Imaging;
using System.Reflection;
using System.Xml.Serialization;
using log4net;
using OpenMetaverse;
+using OpenMetaverse.StructuredData;
namespace OpenSim.Framework
{
@@ -170,6 +172,11 @@ namespace OpenSim.Framework
}
}
}
+
+ ///
+ /// Entries to store media textures on each face
+ ///
+ public List Media { get; set; }
public PrimitiveBaseShape()
{
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 30507a4..90626f4 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -27,6 +27,7 @@
using System;
using System.Collections;
+using System.Collections.Generic;
using System.Collections.Specialized;
using System.Reflection;
using System.IO;
@@ -115,6 +116,8 @@ namespace OpenSim.Region.CoreModules.Media.Moap
if ("GET" == verb)
return HandleObjectMediaRequestGet(path, osdParams, httpRequest, httpResponse);
+ if ("UPDATE" == verb)
+ return HandleObjectMediaRequestUpdate(path, osdParams, httpRequest, httpResponse);
//NameValueCollection query = HttpUtility.ParseQueryString(httpRequest.Url.Query);
@@ -140,6 +143,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
return string.Empty;
}
+ /*
int faces = part.GetNumberOfSides();
m_log.DebugFormat("[MOAP]: Faces [{0}] for [{1}]", faces, primId);
@@ -154,17 +158,20 @@ namespace OpenSim.Region.CoreModules.Media.Moap
//me.Width = 240;
media[i] = me;
}
+ */
+
+ if (null == part.Shape.Media)
+ return string.Empty;
ObjectMediaResponse resp = new ObjectMediaResponse();
- resp.PrimID = (UUID)osdParams["object_id"];
- resp.FaceMedia = media;
+ resp.PrimID = primId;
+ resp.FaceMedia = part.Shape.Media.ToArray();
// I know this has to end with the last avatar to edit and the version code shouldn't always be 16. Just trying
// to minimally satisfy for now to get something working
resp.Version = "x-mv:0000000016/" + UUID.Random();
- //string rawResp = resp.Serialize().ToString();
string rawResp = OSDParser.SerializeLLSDXmlString(resp.Serialize());
m_log.DebugFormat("[MOAP]: Got HandleObjectMediaRequestGet raw response is [{0}]", rawResp);
@@ -172,6 +179,56 @@ namespace OpenSim.Region.CoreModules.Media.Moap
return rawResp;
}
+ protected string HandleObjectMediaRequestUpdate(
+ string path, Hashtable osdParams, OSHttpRequest httpRequest, OSHttpResponse httpResponse)
+ {
+ UUID primId = (UUID)osdParams["object_id"];
+
+ SceneObjectPart part = m_scene.GetSceneObjectPart(primId);
+
+ if (null == part)
+ {
+ m_log.WarnFormat(
+ "[MOAP]: Received am UPDATE ObjectMediaRequest for prim {0} but this doesn't exist in the scene",
+ primId);
+ return string.Empty;
+ }
+
+ List cookedMediaEntries = new List();
+
+ ArrayList rawMediaEntries = (ArrayList)osdParams["object_media_data"];
+ foreach (Object obj in rawMediaEntries)
+ {
+ Hashtable rawMe = (Hashtable)obj;
+
+ // TODO: Yeah, I know this is silly. Very soon use existing better code in libomv to do this.
+ MediaEntry cookedMe = new MediaEntry();
+ cookedMe.EnableAlterntiveImage = (bool)rawMe["alt_image_enable"];
+ cookedMe.AutoLoop = (bool)rawMe["auto_loop"];
+ cookedMe.AutoPlay = (bool)rawMe["auto_play"];
+ cookedMe.AutoScale = (bool)rawMe["auto_scale"];
+ cookedMe.AutoZoom = (bool)rawMe["auto_zoom"];
+ cookedMe.InteractOnFirstClick = (bool)rawMe["first_click_interact"];
+ cookedMe.Controls = (MediaControls)rawMe["controls"];
+ cookedMe.HomeURL = (string)rawMe["home_url"];
+ cookedMe.CurrentURL = (string)rawMe["current_url"];
+ cookedMe.Height = (int)rawMe["height_pixels"];
+ cookedMe.Width = (int)rawMe["width_pixels"];
+ cookedMe.ControlPermissions = (MediaPermission)Enum.Parse(typeof(MediaPermission), rawMe["perms_control"].ToString());
+ cookedMe.InteractPermissions = (MediaPermission)Enum.Parse(typeof(MediaPermission), rawMe["perms_interact"].ToString());
+ cookedMe.EnableWhiteList = (bool)rawMe["whitelist_enable"];
+ //cookedMe.WhiteList = (string[])rawMe["whitelist"];
+
+ cookedMediaEntries.Add(cookedMe);
+ }
+
+ m_log.DebugFormat("[MOAP]: Received {0} media entries for prim {1}", cookedMediaEntries.Count, primId);
+
+ part.Shape.Media = cookedMediaEntries;
+
+ return string.Empty;
+ }
+
///
/// Received from the viewer if a user has changed the url of a media texture.
///
--
cgit v1.1
From de769d56f5b99f4eb38f62bddebd075385f0e0f4 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 1 Jul 2010 18:42:47 +0100
Subject: replace hand parsing of incoming object media messages with parsing
code in libopenmetaverse
---
.../CoreModules/World/Media/Moap/MoapModule.cs | 91 ++++++++--------------
1 file changed, 31 insertions(+), 60 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 90626f4..568170e 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -46,6 +46,7 @@ using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
using Caps = OpenSim.Framework.Capabilities.Caps;
+using OSDMap = OpenMetaverse.StructuredData.OSDMap;
namespace OpenSim.Region.CoreModules.Media.Moap
{
@@ -59,7 +60,10 @@ namespace OpenSim.Region.CoreModules.Media.Moap
protected Scene m_scene;
- public void Initialise(IConfigSource config) {}
+ public void Initialise(IConfigSource config)
+ {
+ // TODO: Add config switches to enable/disable this module
+ }
public void AddRegion(Scene scene)
{
@@ -73,7 +77,10 @@ namespace OpenSim.Region.CoreModules.Media.Moap
m_scene.EventManager.OnRegisterCaps += RegisterCaps;
}
- public void Close() {}
+ public void Close()
+ {
+ m_scene.EventManager.OnRegisterCaps -= RegisterCaps;
+ }
public void RegisterCaps(UUID agentID, Caps caps)
{
@@ -105,33 +112,26 @@ namespace OpenSim.Region.CoreModules.Media.Moap
string request, string path, string param, OSHttpRequest httpRequest, OSHttpResponse httpResponse)
{
m_log.DebugFormat("[MOAP]: Got ObjectMedia raw request [{0}]", request);
-
- Hashtable osdParams = new Hashtable();
- osdParams = (Hashtable)LLSD.LLSDDeserialize(Utils.StringToBytes(request));
-
- foreach (Object key in osdParams.Keys)
- m_log.DebugFormat("[MOAP]: Param {0}={1}", key, osdParams[key]);
-
- string verb = (string)osdParams["verb"];
-
- if ("GET" == verb)
- return HandleObjectMediaRequestGet(path, osdParams, httpRequest, httpResponse);
- if ("UPDATE" == verb)
- return HandleObjectMediaRequestUpdate(path, osdParams, httpRequest, httpResponse);
-
- //NameValueCollection query = HttpUtility.ParseQueryString(httpRequest.Url.Query);
-
- // TODO: Persist in memory
- // TODO: Tell other agents in the region about the change via the ObjectMediaResponse (?) message
- // TODO: Persist in database
-
- return string.Empty;
+
+ OSDMap osd = (OSDMap)OSDParser.DeserializeLLSDXml(request);
+ ObjectMediaMessage omm = new ObjectMediaMessage();
+ omm.Deserialize(osd);
+
+ if (omm.Request is ObjectMediaRequest)
+ return HandleObjectMediaRequest(omm.Request as ObjectMediaRequest);
+ else if (omm.Request is ObjectMediaUpdate)
+ return HandleObjectMediaUpdate(omm.Request as ObjectMediaUpdate);
+
+ throw new Exception(
+ string.Format(
+ "[MOAP]: ObjectMediaMessage has unrecognized ObjectMediaBlock of {0}",
+ omm.Request.GetType()));
}
- protected string HandleObjectMediaRequestGet(
- string path, Hashtable osdParams, OSHttpRequest httpRequest, OSHttpResponse httpResponse)
- {
- UUID primId = (UUID)osdParams["object_id"];
+ protected string HandleObjectMediaRequest(ObjectMediaRequest omr)
+ {
+ //UUID primId = (UUID)osdParams["object_id"];
+ UUID primId = omr.PrimID;
SceneObjectPart part = m_scene.GetSceneObjectPart(primId);
@@ -179,10 +179,9 @@ namespace OpenSim.Region.CoreModules.Media.Moap
return rawResp;
}
- protected string HandleObjectMediaRequestUpdate(
- string path, Hashtable osdParams, OSHttpRequest httpRequest, OSHttpResponse httpResponse)
+ protected string HandleObjectMediaUpdate(ObjectMediaUpdate omu)
{
- UUID primId = (UUID)osdParams["object_id"];
+ UUID primId = omu.PrimID;
SceneObjectPart part = m_scene.GetSceneObjectPart(primId);
@@ -194,37 +193,9 @@ namespace OpenSim.Region.CoreModules.Media.Moap
return string.Empty;
}
- List cookedMediaEntries = new List();
-
- ArrayList rawMediaEntries = (ArrayList)osdParams["object_media_data"];
- foreach (Object obj in rawMediaEntries)
- {
- Hashtable rawMe = (Hashtable)obj;
-
- // TODO: Yeah, I know this is silly. Very soon use existing better code in libomv to do this.
- MediaEntry cookedMe = new MediaEntry();
- cookedMe.EnableAlterntiveImage = (bool)rawMe["alt_image_enable"];
- cookedMe.AutoLoop = (bool)rawMe["auto_loop"];
- cookedMe.AutoPlay = (bool)rawMe["auto_play"];
- cookedMe.AutoScale = (bool)rawMe["auto_scale"];
- cookedMe.AutoZoom = (bool)rawMe["auto_zoom"];
- cookedMe.InteractOnFirstClick = (bool)rawMe["first_click_interact"];
- cookedMe.Controls = (MediaControls)rawMe["controls"];
- cookedMe.HomeURL = (string)rawMe["home_url"];
- cookedMe.CurrentURL = (string)rawMe["current_url"];
- cookedMe.Height = (int)rawMe["height_pixels"];
- cookedMe.Width = (int)rawMe["width_pixels"];
- cookedMe.ControlPermissions = (MediaPermission)Enum.Parse(typeof(MediaPermission), rawMe["perms_control"].ToString());
- cookedMe.InteractPermissions = (MediaPermission)Enum.Parse(typeof(MediaPermission), rawMe["perms_interact"].ToString());
- cookedMe.EnableWhiteList = (bool)rawMe["whitelist_enable"];
- //cookedMe.WhiteList = (string[])rawMe["whitelist"];
-
- cookedMediaEntries.Add(cookedMe);
- }
-
- m_log.DebugFormat("[MOAP]: Received {0} media entries for prim {1}", cookedMediaEntries.Count, primId);
+ m_log.DebugFormat("[MOAP]: Received {0} media entries for prim {1}", omu.FaceMedia.Length, primId);
- part.Shape.Media = cookedMediaEntries;
+ part.Shape.Media = new List(omu.FaceMedia);
return string.Empty;
}
--
cgit v1.1
From 18b22e26cbc79bc0fbebc1cc0acbdb4b966038c0 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 1 Jul 2010 19:25:46 +0100
Subject: start storing a mediaurl on the scene object part
not yet persisted or sent in the update
---
.../CoreModules/World/Media/Moap/MoapModule.cs | 30 +++++++++++++++++-----
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 7 ++++-
2 files changed, 30 insertions(+), 7 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 568170e..edd0397 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -91,7 +91,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
// avatar that set the texture in the first place.
// Even though we're registering for POST we're going to get GETS and UPDATES too
caps.RegisterHandler(
- "ObjectMedia", new RestStreamHandler("POST", "/CAPS/" + UUID.Random(), HandleObjectMediaRequest));
+ "ObjectMedia", new RestStreamHandler("POST", "/CAPS/" + UUID.Random(), HandleObjectMediaMessage));
// We do get these posts when the url has been changed.
// Even though we're registering for POST we're going to get GETS and UPDATES too
@@ -108,7 +108,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
///
///
///
- protected string HandleObjectMediaRequest(
+ protected string HandleObjectMediaMessage(
string request, string path, string param, OSHttpRequest httpRequest, OSHttpResponse httpResponse)
{
m_log.DebugFormat("[MOAP]: Got ObjectMedia raw request [{0}]", request);
@@ -167,10 +167,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
resp.PrimID = primId;
resp.FaceMedia = part.Shape.Media.ToArray();
-
- // I know this has to end with the last avatar to edit and the version code shouldn't always be 16. Just trying
- // to minimally satisfy for now to get something working
- resp.Version = "x-mv:0000000016/" + UUID.Random();
+ resp.Version = part.MediaUrl;
string rawResp = OSDParser.SerializeLLSDXmlString(resp.Serialize());
@@ -197,6 +194,27 @@ namespace OpenSim.Region.CoreModules.Media.Moap
part.Shape.Media = new List(omu.FaceMedia);
+ if (null == part.MediaUrl)
+ {
+ // TODO: We can't set the last changer until we start tracking which cap we give to which agent id
+ part.MediaUrl = "x-mv:0000000000/" + UUID.Zero;
+ }
+ else
+ {
+ string rawVersion = part.MediaUrl.Substring(5, 10);
+ int version = int.Parse(rawVersion);
+ part.MediaUrl = string.Format("x-mv:{0:10D}/{1}", version, UUID.Zero);
+ }
+
+ m_log.DebugFormat("[MOAP]: Storing media url [{0}] in prim {1} {2}", part.MediaUrl, part.Name, part.UUID);
+
+ // I know this has to end with the last avatar to edit and the version code shouldn't always be 16. Just trying
+ // to minimally satisfy for now to get something working
+ //resp.Version = "x-mv:0000000016/" + UUID.Random();
+
+ // TODO: schedule full object update for all other avatars. This will trigger them to send an
+ // ObjectMediaRequest once they see that the MediaUrl is different.
+
return string.Empty;
}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 59fd805..f83c4cf 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -967,13 +967,18 @@ namespace OpenSim.Region.Framework.Scenes
get { return m_updateFlag; }
set { m_updateFlag = value; }
}
+
+ ///
+ /// Used for media on a prim
+ ///
+ public string MediaUrl { get; set; }
[XmlIgnore]
public bool CreateSelected
{
get { return m_createSelected; }
set { m_createSelected = value; }
- }
+ }
#endregion
--
cgit v1.1
From 81f727416d4e59a3fe4d9e3481a3cbba9af3de3f Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 1 Jul 2010 19:33:41 +0100
Subject: start sending media url in object full updates
---
OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs | 3 +--
1 file changed, 1 insertion(+), 2 deletions(-)
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index d2824bd..ddc963a 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -4314,8 +4314,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public void SendLandObjectOwners(LandData land, List groups, Dictionary ownersAndCount)
{
-
-
int notifyCount = ownersAndCount.Count;
ParcelObjectOwnersReplyPacket pack = (ParcelObjectOwnersReplyPacket)PacketPool.Instance.GetPacket(PacketType.ParcelObjectOwnersReply);
@@ -4587,6 +4585,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
update.TextureEntry = data.Shape.TextureEntry ?? Utils.EmptyBytes;
update.Scale = data.Shape.Scale;
update.Text = Util.StringToBytes256(data.Text);
+ update.MediaURL = Util.StringToBytes256(data.MediaUrl);
#region PrimFlags
--
cgit v1.1
From 4fb7c1a9e1a26c3afa850685926944508a469b2e Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 1 Jul 2010 19:53:03 +0100
Subject: send a full object update out to avatars when a media texture is
initially set
this allows other avatars to see it, but still only after they've clicked on the face
still not handling navigation yet
---
OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs | 8 ++------
1 file changed, 2 insertions(+), 6 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index edd0397..0d31732 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -208,12 +208,8 @@ namespace OpenSim.Region.CoreModules.Media.Moap
m_log.DebugFormat("[MOAP]: Storing media url [{0}] in prim {1} {2}", part.MediaUrl, part.Name, part.UUID);
- // I know this has to end with the last avatar to edit and the version code shouldn't always be 16. Just trying
- // to minimally satisfy for now to get something working
- //resp.Version = "x-mv:0000000016/" + UUID.Random();
-
- // TODO: schedule full object update for all other avatars. This will trigger them to send an
- // ObjectMediaRequest once they see that the MediaUrl is different.
+ // Arguably we don't need to send a full update to the avatar that just changed the texture.
+ part.ScheduleFullUpdate();
return string.Empty;
}
--
cgit v1.1
From ca5d1411a6eb19408033bfa22c8ed765fcc0de99 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 1 Jul 2010 20:25:35 +0100
Subject: handle ObjectMediaNavigateMessage
Other avatars can now see the webpages that you're navigating to.
The requirement for an initial prim click before the texture displayed has gone away.
Flash (e.g. YouTube) appears to work fine.
Still not persisting any media data so this all disappears on server restart
---
.../CoreModules/World/Media/Moap/MoapModule.cs | 69 +++++++++++++++++-----
1 file changed, 55 insertions(+), 14 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 0d31732..c3ec2a6 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -96,7 +96,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
// We do get these posts when the url has been changed.
// Even though we're registering for POST we're going to get GETS and UPDATES too
caps.RegisterHandler(
- "ObjectMediaNavigate", new RestStreamHandler("POST", "/CAPS/" + UUID.Random(), HandleObjectMediaNavigateRequest));
+ "ObjectMediaNavigate", new RestStreamHandler("POST", "/CAPS/" + UUID.Random(), HandleObjectMediaNavigateMessage));
}
///
@@ -128,6 +128,11 @@ namespace OpenSim.Region.CoreModules.Media.Moap
omm.Request.GetType()));
}
+ ///
+ /// Handle a request for media textures
+ ///
+ ///
+ ///
protected string HandleObjectMediaRequest(ObjectMediaRequest omr)
{
//UUID primId = (UUID)osdParams["object_id"];
@@ -138,8 +143,8 @@ namespace OpenSim.Region.CoreModules.Media.Moap
if (null == part)
{
m_log.WarnFormat(
- "[MOAP]: Received a GET ObjectMediaRequest for prim {0} but this doesn't exist in the scene",
- primId);
+ "[MOAP]: Received a GET ObjectMediaRequest for prim {0} but this doesn't exist in region {1}",
+ primId, m_scene.RegionInfo.RegionName);
return string.Empty;
}
@@ -176,6 +181,11 @@ namespace OpenSim.Region.CoreModules.Media.Moap
return rawResp;
}
+ ///
+ /// Handle an update of media textures.
+ ///
+ /// /param>
+ ///
protected string HandleObjectMediaUpdate(ObjectMediaUpdate omu)
{
UUID primId = omu.PrimID;
@@ -185,8 +195,8 @@ namespace OpenSim.Region.CoreModules.Media.Moap
if (null == part)
{
m_log.WarnFormat(
- "[MOAP]: Received am UPDATE ObjectMediaRequest for prim {0} but this doesn't exist in the scene",
- primId);
+ "[MOAP]: Received an UPDATE ObjectMediaRequest for prim {0} but this doesn't exist in region {1}",
+ primId, m_scene.RegionInfo.RegionName);
return string.Empty;
}
@@ -203,7 +213,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
{
string rawVersion = part.MediaUrl.Substring(5, 10);
int version = int.Parse(rawVersion);
- part.MediaUrl = string.Format("x-mv:{0:10D}/{1}", version, UUID.Zero);
+ part.MediaUrl = string.Format("x-mv:{0:D10}/{1}", ++version, UUID.Zero);
}
m_log.DebugFormat("[MOAP]: Storing media url [{0}] in prim {1} {2}", part.MediaUrl, part.Name, part.UUID);
@@ -223,19 +233,50 @@ namespace OpenSim.Region.CoreModules.Media.Moap
/// /param>
/// /param>
///
- protected string HandleObjectMediaNavigateRequest(
+ protected string HandleObjectMediaNavigateMessage(
string request, string path, string param, OSHttpRequest httpRequest, OSHttpResponse httpResponse)
{
- m_log.DebugFormat("[MOAP]: Got ObjectMediaNavigate request for {0}", path);
- //NameValueCollection query = HttpUtility.ParseQueryString(httpRequest.Url.Query);
+ m_log.DebugFormat("[MOAP]: Got ObjectMediaNavigate request [{0}]", request);
+
+ OSDMap osd = (OSDMap)OSDParser.DeserializeLLSDXml(request);
+ ObjectMediaNavigateMessage omn = new ObjectMediaNavigateMessage();
+ omn.Deserialize(osd);
+
+ UUID primId = omn.PrimID;
+
+ SceneObjectPart part = m_scene.GetSceneObjectPart(primId);
+
+ if (null == part)
+ {
+ m_log.WarnFormat(
+ "[MOAP]: Received an ObjectMediaNavigateMessage for prim {0} but this doesn't exist in region {1}",
+ primId, m_scene.RegionInfo.RegionName);
+ return string.Empty;
+ }
+
+ m_log.DebugFormat(
+ "[MOAP]: Updating media entry for face {0} on prim {1} {2} to {3}",
+ omn.Face, part.Name, part.UUID, omn.URL);
+
+ MediaEntry me = part.Shape.Media[omn.Face];
+ me.CurrentURL = omn.URL;
+
+ string oldMediaUrl = part.MediaUrl;
+
+ // TODO: refactor into common method
+ string rawVersion = oldMediaUrl.Substring(5, 10);
+ int version = int.Parse(rawVersion);
+ part.MediaUrl = string.Format("x-mv:{0:D10}/{1}", ++version, UUID.Zero);
+
+ m_log.DebugFormat(
+ "[MOAP]: Updating media url in prim {0} {1} from [{2}] to [{3}]",
+ part.Name, part.UUID, oldMediaUrl, part.MediaUrl);
+
+ part.ScheduleFullUpdate();
- // TODO: Persist in memory
- // TODO: Tell other agents in the region about the change via the ObjectMediaResponse (?) message
// TODO: Persist in database
return string.Empty;
- }
-
-
+ }
}
}
\ No newline at end of file
--
cgit v1.1
From 53ddcf6d25b5ff85847f3762b15f22d1dd2f49a5 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 1 Jul 2010 22:52:31 +0100
Subject: Implement media texture persistence over server restarts for sqlite
This is currently persisting media as an OSDArray serialized to LLSD XML.
---
OpenSim/Data/SQLite/SQLiteRegionData.cs | 36 +++++++++++++++++++---
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 22 ++++++++++++-
prebuild.xml | 1 +
3 files changed, 54 insertions(+), 5 deletions(-)
diff --git a/OpenSim/Data/SQLite/SQLiteRegionData.cs b/OpenSim/Data/SQLite/SQLiteRegionData.cs
index 81d0ac4..fc9667b 100644
--- a/OpenSim/Data/SQLite/SQLiteRegionData.cs
+++ b/OpenSim/Data/SQLite/SQLiteRegionData.cs
@@ -34,6 +34,7 @@ using System.Reflection;
using log4net;
using Mono.Data.Sqlite;
using OpenMetaverse;
+using OpenMetaverse.StructuredData;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
@@ -974,6 +975,8 @@ namespace OpenSim.Data.SQLite
createCol(prims, "CollisionSoundVolume", typeof(Double));
createCol(prims, "VolumeDetect", typeof(Int16));
+
+ createCol(prims, "MediaURL", typeof(String));
// Add in contraints
prims.PrimaryKey = new DataColumn[] {prims.Columns["UUID"]};
@@ -1021,6 +1024,7 @@ namespace OpenSim.Data.SQLite
// way to specify this as a blob atm
createCol(shapes, "Texture", typeof (Byte[]));
createCol(shapes, "ExtraParams", typeof (Byte[]));
+ createCol(shapes, "Media", typeof(String));
shapes.PrimaryKey = new DataColumn[] {shapes.Columns["UUID"]};
@@ -1339,6 +1343,12 @@ namespace OpenSim.Data.SQLite
if (Convert.ToInt16(row["VolumeDetect"]) != 0)
prim.VolumeDetectActive = true;
+
+ if (!(row["MediaURL"] is System.DBNull))
+ {
+ m_log.DebugFormat("[SQLITE]: MediaUrl type [{0}]", row["MediaURL"].GetType());
+ prim.MediaUrl = (string)row["MediaURL"];
+ }
return prim;
}
@@ -1614,7 +1624,6 @@ namespace OpenSim.Data.SQLite
row["PayButton3"] = prim.PayPrice[3];
row["PayButton4"] = prim.PayPrice[4];
-
row["TextureAnimation"] = Convert.ToBase64String(prim.TextureAnimation);
row["ParticleSystem"] = Convert.ToBase64String(prim.ParticleSystem);
@@ -1674,7 +1683,8 @@ namespace OpenSim.Data.SQLite
row["VolumeDetect"] = 1;
else
row["VolumeDetect"] = 0;
-
+
+ row["MediaURL"] = prim.MediaUrl;
}
///
@@ -1849,6 +1859,19 @@ namespace OpenSim.Data.SQLite
s.TextureEntry = textureEntry;
s.ExtraParams = (byte[]) row["ExtraParams"];
+
+ if (!(row["Media"] is System.DBNull))
+ {
+ string rawMeArray = (string)row["Media"];
+ OSDArray osdMeArray = (OSDArray)OSDParser.DeserializeLLSDXml(rawMeArray);
+
+ List mediaEntries = new List();
+ foreach (OSD osdMe in osdMeArray)
+ mediaEntries.Add(MediaEntry.FromOSD(osdMe));
+
+ s.Media = mediaEntries;
+ }
+
return s;
}
@@ -1892,17 +1915,22 @@ namespace OpenSim.Data.SQLite
row["Texture"] = s.TextureEntry;
row["ExtraParams"] = s.ExtraParams;
+
+ OSDArray meArray = new OSDArray();
+ foreach (MediaEntry me in s.Media)
+ meArray.Add(me.GetOSD());
+
+ row["Media"] = OSDParser.SerializeLLSDXmlString(meArray);
}
///
- ///
+ /// Persistently store a prim.
///
///
///
///
private void addPrim(SceneObjectPart prim, UUID sceneGroupID, UUID regionUUID)
{
-
DataTable prims = ds.Tables["prims"];
DataTable shapes = ds.Tables["primshapes"];
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index f83c4cf..1e5133b 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -317,6 +317,11 @@ namespace OpenSim.Region.Framework.Scenes
protected Vector3 m_lastAcceleration;
protected Vector3 m_lastAngularVelocity;
protected int m_lastTerseSent;
+
+ ///
+ /// Stores media texture data
+ ///
+ protected string m_mediaUrl;
// TODO: Those have to be changed into persistent properties at some later point,
// or sit-camera on vehicles will break on sim-crossing.
@@ -962,6 +967,7 @@ namespace OpenSim.Region.Framework.Scenes
TriggerScriptChangedEvent(Changed.SCALE);
}
}
+
public byte UpdateFlag
{
get { return m_updateFlag; }
@@ -971,7 +977,21 @@ namespace OpenSim.Region.Framework.Scenes
///
/// Used for media on a prim
///
- public string MediaUrl { get; set; }
+ public string MediaUrl
+ {
+ get
+ {
+ return m_mediaUrl;
+ }
+
+ set
+ {
+ m_mediaUrl = value;
+
+ if (ParentGroup != null)
+ ParentGroup.HasGroupChanged = true;
+ }
+ }
[XmlIgnore]
public bool CreateSelected
diff --git a/prebuild.xml b/prebuild.xml
index 1eb8fee..1eabc4b 100644
--- a/prebuild.xml
+++ b/prebuild.xml
@@ -2238,6 +2238,7 @@
+
--
cgit v1.1
From 7e3c54213c115fd8edb0423a352b2393fae60363 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 12 Jul 2010 15:47:56 +0100
Subject: Implement llGetPrimMediaParams()
Exposes method to get media entry via IMoapModule
As yet untested.
---
.../CoreModules/World/Media/Moap/MoapModule.cs | 19 +++-
OpenSim/Region/Framework/Interfaces/IMoapModule.cs | 47 ++++++++++
.../Shared/Api/Implementation/LSL_Api.cs | 104 +++++++++++++++++++++
.../Shared/Api/Runtime/LSL_Constants.cs | 25 +++++
4 files changed, 193 insertions(+), 2 deletions(-)
create mode 100644 OpenSim/Region/Framework/Interfaces/IMoapModule.cs
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index c3ec2a6..9f74367 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -51,7 +51,7 @@ using OSDMap = OpenMetaverse.StructuredData.OSDMap;
namespace OpenSim.Region.CoreModules.Media.Moap
{
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "MoapModule")]
- public class MoapModule : INonSharedRegionModule
+ public class MoapModule : INonSharedRegionModule, IMoapModule
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
@@ -97,7 +97,22 @@ namespace OpenSim.Region.CoreModules.Media.Moap
// Even though we're registering for POST we're going to get GETS and UPDATES too
caps.RegisterHandler(
"ObjectMediaNavigate", new RestStreamHandler("POST", "/CAPS/" + UUID.Random(), HandleObjectMediaNavigateMessage));
- }
+ }
+
+ public MediaEntry GetMediaEntry(SceneObjectPart part, int face)
+ {
+ if (face < 0)
+ throw new ArgumentException("Face cannot be less than zero");
+
+ List media = part.Shape.Media;
+
+ if (face > media.Count - 1)
+ throw new ArgumentException(
+ string.Format("Face argument was {0} but max is {1}", face, media.Count - 1));
+
+ // TODO: Really need a proper copy constructor down in libopenmetaverse
+ return MediaEntry.FromOSD(media[face].GetOSD());
+ }
///
/// Sets or gets per face media textures.
diff --git a/OpenSim/Region/Framework/Interfaces/IMoapModule.cs b/OpenSim/Region/Framework/Interfaces/IMoapModule.cs
new file mode 100644
index 0000000..4447f34
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/IMoapModule.cs
@@ -0,0 +1,47 @@
+/*
+ * 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 OpenMetaverse;
+using OpenSim.Region.Framework.Scenes;
+
+namespace OpenSim.Region.Framework.Interfaces
+{
+ ///
+ /// Provides methods from manipulating media-on-a-prim
+ ///
+ public interface IMoapModule
+ {
+ ///
+ /// Get the media entry for a given prim face.
+ ///
+ ///
+ ///
+ ///
+ MediaEntry GetMediaEntry(SceneObjectPart part, int face);
+ }
+}
\ No newline at end of file
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 712bd7d..9290fc3 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -7808,6 +7808,110 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return res;
}
+ public LSL_List llGetPrimMediaParams(int face, LSL_List rules)
+ {
+ m_host.AddScriptLPS(1);
+ ScriptSleep(1000);
+
+ // LSL Spec http://wiki.secondlife.com/wiki/LlGetPrimMediaParams says to fail silently if face is invalid
+ // TODO: Need to correctly handle case where a face has no media (which gives back an empty list).
+ // Assuming silently fail means give back an empty list. Ideally, need to check this.
+ if (face < 0 || face > m_host.Shape.Media.Count - 1)
+ return new LSL_List();
+
+ return GetLinkPrimMediaParams(face, rules);
+ }
+
+ public LSL_List GetLinkPrimMediaParams(int face, LSL_List rules)
+ {
+ IMoapModule module = m_ScriptEngine.World.RequestModuleInterface();
+ if (null == module)
+ throw new Exception("Media on a prim functions not available");
+
+ MediaEntry me = module.GetMediaEntry(m_host, face);
+
+ LSL_List res = new LSL_List();
+
+ for (int i = 0; i < rules.Length; i++)
+ {
+ int code = (int)rules.GetLSLIntegerItem(i);
+
+ switch (code)
+ {
+ case ScriptBaseClass.PRIM_MEDIA_ALT_IMAGE_ENABLE:
+ // Not implemented
+ res.Add(new LSL_Integer(0));
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_CONTROLS:
+ if (me.Controls == MediaControls.Standard)
+ res.Add(new LSL_Integer(ScriptBaseClass.PRIM_MEDIA_CONTROLS_STANDARD));
+ else
+ res.Add(new LSL_Integer(ScriptBaseClass.PRIM_MEDIA_CONTROLS_MINI));
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_CURRENT_URL:
+ res.Add(new LSL_String(me.CurrentURL));
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_HOME_URL:
+ res.Add(new LSL_String(me.HomeURL));
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_AUTO_LOOP:
+ res.Add(me.AutoLoop ? ScriptBaseClass.TRUE : ScriptBaseClass.FALSE);
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_AUTO_PLAY:
+ res.Add(me.AutoPlay ? ScriptBaseClass.TRUE : ScriptBaseClass.FALSE);
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_AUTO_SCALE:
+ res.Add(me.AutoScale ? ScriptBaseClass.TRUE : ScriptBaseClass.FALSE);
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_AUTO_ZOOM:
+ res.Add(me.AutoZoom ? ScriptBaseClass.TRUE : ScriptBaseClass.FALSE);
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_FIRST_CLICK_INTERACT:
+ res.Add(me.InteractOnFirstClick ? ScriptBaseClass.TRUE : ScriptBaseClass.FALSE);
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_WIDTH_PIXELS:
+ res.Add(new LSL_Integer(me.Width));
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_HEIGHT_PIXELS:
+ res.Add(new LSL_Integer(me.Height));
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_WHITELIST_ENABLE:
+ res.Add(me.EnableWhiteList ? ScriptBaseClass.TRUE : ScriptBaseClass.FALSE);
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_WHITELIST:
+ string[] urls = (string[])me.WhiteList.Clone();
+
+ for (int j = 0; j < urls.Length; j++)
+ urls[j] = Uri.EscapeDataString(urls[j]);
+
+ res.Add(new LSL_String(string.Join(", ", urls)));
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_PERMS_INTERACT:
+ res.Add(new LSL_Integer((int)me.InteractPermissions));
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_PERMS_CONTROL:
+ res.Add(new LSL_Integer((int)me.ControlPermissions));
+ break;
+ }
+ }
+
+ return res;
+ }
+
//
//
// The .NET definition of base 64 is:
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
index dba6502..9a64f8c 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
@@ -517,6 +517,31 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
public const int TOUCH_INVALID_FACE = -1;
public static readonly vector TOUCH_INVALID_TEXCOORD = new vector(-1.0, -1.0, 0.0);
public static readonly vector TOUCH_INVALID_VECTOR = ZERO_VECTOR;
+
+ // constants for llGetPrimMediaParams
+ public const int PRIM_MEDIA_ALT_IMAGE_ENABLE = 0;
+ public const int PRIM_MEDIA_CONTROLS = 1;
+ public const int PRIM_MEDIA_CURRENT_URL = 2;
+ public const int PRIM_MEDIA_HOME_URL = 3;
+ public const int PRIM_MEDIA_AUTO_LOOP = 4;
+ public const int PRIM_MEDIA_AUTO_PLAY = 5;
+ public const int PRIM_MEDIA_AUTO_SCALE = 6;
+ public const int PRIM_MEDIA_AUTO_ZOOM = 7;
+ public const int PRIM_MEDIA_FIRST_CLICK_INTERACT = 8;
+ public const int PRIM_MEDIA_WIDTH_PIXELS = 9;
+ public const int PRIM_MEDIA_HEIGHT_PIXELS = 10;
+ public const int PRIM_MEDIA_WHITELIST_ENABLE = 11;
+ public const int PRIM_MEDIA_WHITELIST = 12;
+ public const int PRIM_MEDIA_PERMS_INTERACT = 13;
+ public const int PRIM_MEDIA_PERMS_CONTROL = 14;
+
+ public const int PRIM_MEDIA_CONTROLS_STANDARD = 0;
+ public const int PRIM_MEDIA_CONTROLS_MINI = 1;
+
+ public const int PRIM_MEDIA_PERM_NONE = 0;
+ public const int PRIM_MEDIA_PERM_OWNER = 1;
+ public const int PRIM_MEDIA_PERM_GROUP = 2;
+ public const int PRIM_MEDIA_PERM_ANYONE = 4;
// Constants for default textures
public const string TEXTURE_BLANK = "5748decc-f629-461c-9a36-a35a221fe21f";
--
cgit v1.1
From 4a92046b589a0ced240cbf5b174855daf5504a4f Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 12 Jul 2010 19:46:23 +0100
Subject: implement llSetPrimMediaParams()
Untested
---
OpenSim/Framework/PrimitiveBaseShape.cs | 1 +
.../CoreModules/World/Media/Moap/MoapModule.cs | 54 ++++++++--
OpenSim/Region/Framework/Interfaces/IMoapModule.cs | 14 ++-
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 3 +-
.../Shared/Api/Implementation/LSL_Api.cs | 113 ++++++++++++++++++++-
.../Shared/Api/Runtime/LSL_Constants.cs | 12 ++-
6 files changed, 184 insertions(+), 13 deletions(-)
diff --git a/OpenSim/Framework/PrimitiveBaseShape.cs b/OpenSim/Framework/PrimitiveBaseShape.cs
index 517dbf6..85638ca 100644
--- a/OpenSim/Framework/PrimitiveBaseShape.cs
+++ b/OpenSim/Framework/PrimitiveBaseShape.cs
@@ -176,6 +176,7 @@ namespace OpenSim.Framework
///
/// Entries to store media textures on each face
///
+ /// Do not change this value directly - always do it through an IMoapModule.
public List Media { get; set; }
public PrimitiveBaseShape()
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 9f74367..064047d 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -102,16 +102,54 @@ namespace OpenSim.Region.CoreModules.Media.Moap
public MediaEntry GetMediaEntry(SceneObjectPart part, int face)
{
if (face < 0)
- throw new ArgumentException("Face cannot be less than zero");
+ throw new ArgumentException("Face cannot be less than zero");
+
+ int maxFaces = part.GetNumberOfSides() - 1;
+ if (face > maxFaces)
+ throw new ArgumentException(
+ string.Format("Face argument was {0} but max is {1}", face, maxFaces));
- List media = part.Shape.Media;
+ List media = part.Shape.Media;
- if (face > media.Count - 1)
+ if (null == media)
+ {
+ return null;
+ }
+ else
+ {
+ // TODO: Really need a proper copy constructor down in libopenmetaverse
+ return MediaEntry.FromOSD(media[face].GetOSD());
+ }
+ }
+
+ public void SetMediaEntry(SceneObjectPart part, int face, MediaEntry me)
+ {
+ if (face < 0)
+ throw new ArgumentException("Face cannot be less than zero");
+
+ int maxFaces = part.GetNumberOfSides() - 1;
+ if (face > maxFaces)
throw new ArgumentException(
- string.Format("Face argument was {0} but max is {1}", face, media.Count - 1));
+ string.Format("Face argument was {0} but max is {1}", face, maxFaces));
- // TODO: Really need a proper copy constructor down in libopenmetaverse
- return MediaEntry.FromOSD(media[face].GetOSD());
+ if (null == part.Shape.Media)
+ part.Shape.Media = new List(maxFaces);
+
+ part.Shape.Media[face] = me;
+
+ if (null == part.MediaUrl)
+ {
+ // TODO: We can't set the last changer until we start tracking which cap we give to which agent id
+ part.MediaUrl = "x-mv:0000000000/" + UUID.Zero;
+ }
+ else
+ {
+ string rawVersion = part.MediaUrl.Substring(5, 10);
+ int version = int.Parse(rawVersion);
+ part.MediaUrl = string.Format("x-mv:{0:D10}/{1}", ++version, UUID.Zero);
+ }
+
+ part.ScheduleFullUpdate();
}
///
@@ -140,7 +178,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
throw new Exception(
string.Format(
"[MOAP]: ObjectMediaMessage has unrecognized ObjectMediaBlock of {0}",
- omm.Request.GetType()));
+ omm.Request.GetType()));
}
///
@@ -233,7 +271,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
m_log.DebugFormat("[MOAP]: Storing media url [{0}] in prim {1} {2}", part.MediaUrl, part.Name, part.UUID);
- // Arguably we don't need to send a full update to the avatar that just changed the texture.
+ // Arguably, we could avoid sending a full update to the avatar that just changed the texture.
part.ScheduleFullUpdate();
return string.Empty;
diff --git a/OpenSim/Region/Framework/Interfaces/IMoapModule.cs b/OpenSim/Region/Framework/Interfaces/IMoapModule.cs
index 4447f34..31bb6d8 100644
--- a/OpenSim/Region/Framework/Interfaces/IMoapModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IMoapModule.cs
@@ -39,9 +39,19 @@ namespace OpenSim.Region.Framework.Interfaces
///
/// Get the media entry for a given prim face.
///
+ /// A copy of the media entry is returned rather than the original, so this can be altered at will without
+ /// affecting the original settings.
///
///
///
- MediaEntry GetMediaEntry(SceneObjectPart part, int face);
- }
+ MediaEntry GetMediaEntry(SceneObjectPart part, int face);
+
+ ///
+ /// Set the media entry for a given prim face.
+ ///
+ ///
+ ///
+ ///
+ void SetMediaEntry(SceneObjectPart part, int face, MediaEntry me);
+ }
}
\ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 1e5133b..8830fb0 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -975,8 +975,9 @@ namespace OpenSim.Region.Framework.Scenes
}
///
- /// Used for media on a prim
+ /// Used for media on a prim.
///
+ /// Do not change this value directly - always do it through an IMoapModule.
public string MediaUrl
{
get
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 9290fc3..2600790 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -7816,7 +7816,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
// LSL Spec http://wiki.secondlife.com/wiki/LlGetPrimMediaParams says to fail silently if face is invalid
// TODO: Need to correctly handle case where a face has no media (which gives back an empty list).
// Assuming silently fail means give back an empty list. Ideally, need to check this.
- if (face < 0 || face > m_host.Shape.Media.Count - 1)
+ if (face < 0 || face > m_host.GetNumberOfSides() - 1)
return new LSL_List();
return GetLinkPrimMediaParams(face, rules);
@@ -7830,6 +7830,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
MediaEntry me = module.GetMediaEntry(m_host, face);
+ // As per http://wiki.secondlife.com/wiki/LlGetPrimMediaParams
+ if (null == me)
+ return new LSL_List();
+
LSL_List res = new LSL_List();
for (int i = 0; i < rules.Length; i++)
@@ -7912,6 +7916,113 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return res;
}
+ public LSL_Integer llSetPrimMediaParams(int face, LSL_List rules)
+ {
+ m_host.AddScriptLPS(1);
+ ScriptSleep(1000);
+
+ // LSL Spec http://wiki.secondlife.com/wiki/LlSetPrimMediaParams says to fail silently if face is invalid
+ // Assuming silently fail means sending back LSL_STATUS_OK. Ideally, need to check this.
+ // Don't perform the media check directly
+ if (face < 0 || face > m_host.GetNumberOfSides() - 1)
+ return ScriptBaseClass.LSL_STATUS_OK;
+
+ return SetPrimMediaParams(face, rules);
+ }
+
+ public LSL_Integer SetPrimMediaParams(int face, LSL_List rules)
+ {
+ IMoapModule module = m_ScriptEngine.World.RequestModuleInterface();
+ if (null == module)
+ throw new Exception("Media on a prim functions not available");
+
+ MediaEntry me = module.GetMediaEntry(m_host, face);
+ if (null == me)
+ me = new MediaEntry();
+
+ int i = 0;
+
+ while (i < rules.Length - 1)
+ {
+ int code = rules.GetLSLIntegerItem(i++);
+
+ switch (code)
+ {
+ case ScriptBaseClass.PRIM_MEDIA_ALT_IMAGE_ENABLE:
+ me.EnableAlterntiveImage = (rules.GetLSLIntegerItem(i++) != 0 ? true : false);
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_CONTROLS:
+ int v = rules.GetLSLIntegerItem(i++);
+ if (ScriptBaseClass.PRIM_MEDIA_CONTROLS_STANDARD == v)
+ me.Controls = MediaControls.Standard;
+ else
+ me.Controls = MediaControls.Mini;
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_CURRENT_URL:
+ me.CurrentURL = rules.GetLSLStringItem(i++);
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_HOME_URL:
+ me.HomeURL = rules.GetLSLStringItem(i++);
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_AUTO_LOOP:
+ me.AutoLoop = (ScriptBaseClass.TRUE == rules.GetLSLIntegerItem(i++) ? true : false);
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_AUTO_PLAY:
+ me.AutoPlay = (ScriptBaseClass.TRUE == rules.GetLSLIntegerItem(i++) ? true : false);
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_AUTO_SCALE:
+ me.AutoScale = (ScriptBaseClass.TRUE == rules.GetLSLIntegerItem(i++) ? true : false);
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_AUTO_ZOOM:
+ me.AutoZoom = (ScriptBaseClass.TRUE == rules.GetLSLIntegerItem(i++) ? true : false);
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_FIRST_CLICK_INTERACT:
+ me.InteractOnFirstClick = (ScriptBaseClass.TRUE == rules.GetLSLIntegerItem(i++) ? true : false);
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_WIDTH_PIXELS:
+ me.Width = (int)rules.GetLSLIntegerItem(i++);
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_HEIGHT_PIXELS:
+ me.Height = (int)rules.GetLSLIntegerItem(i++);
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_WHITELIST_ENABLE:
+ me.EnableWhiteList = (ScriptBaseClass.TRUE == rules.GetLSLIntegerItem(i++) ? true : false);
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_WHITELIST:
+ string[] rawWhiteListUrls = rules.GetLSLStringItem(i++).ToString().Split(new char[] { ',' });
+ List whiteListUrls = new List();
+ Array.ForEach(
+ rawWhiteListUrls, delegate(string rawUrl) { whiteListUrls.Add(rawUrl.Trim()); });
+ me.WhiteList = whiteListUrls.ToArray();
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_PERMS_INTERACT:
+ me.InteractPermissions = (MediaPermission)(byte)(int)rules.GetLSLIntegerItem(i++);
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_PERMS_CONTROL:
+ me.ControlPermissions = (MediaPermission)(byte)(int)rules.GetLSLIntegerItem(i++);
+ break;
+ }
+ }
+
+ module.SetMediaEntry(m_host, face, me);
+
+ return ScriptBaseClass.LSL_STATUS_OK;
+ }
+
//
//
// The .NET definition of base 64 is:
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
index 9a64f8c..6ef786a 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
@@ -518,7 +518,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
public static readonly vector TOUCH_INVALID_TEXCOORD = new vector(-1.0, -1.0, 0.0);
public static readonly vector TOUCH_INVALID_VECTOR = ZERO_VECTOR;
- // constants for llGetPrimMediaParams
+ // constants for llGetPrimMediaParams/llSetPrimMediaParams
public const int PRIM_MEDIA_ALT_IMAGE_ENABLE = 0;
public const int PRIM_MEDIA_CONTROLS = 1;
public const int PRIM_MEDIA_CURRENT_URL = 2;
@@ -542,6 +542,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
public const int PRIM_MEDIA_PERM_OWNER = 1;
public const int PRIM_MEDIA_PERM_GROUP = 2;
public const int PRIM_MEDIA_PERM_ANYONE = 4;
+
+ // extra constants for llSetPrimMediaParams
+ public static readonly LSLInteger LSL_STATUS_OK = new LSLInteger(0);
+ public static readonly LSLInteger LSL_STATUS_MALFORMED_PARAMS = new LSLInteger(1000);
+ public static readonly LSLInteger LSL_STATUS_TYPE_MISMATCH = new LSLInteger(1001);
+ public static readonly LSLInteger LSL_STATUS_BOUNDS_ERROR = new LSLInteger(1002);
+ public static readonly LSLInteger LSL_STATUS_NOT_FOUND = new LSLInteger(1003);
+ public static readonly LSLInteger LSL_STATUS_NOT_SUPPORTED = new LSLInteger(1004);
+ public static readonly LSLInteger LSL_STATUS_INTERNAL_ERROR = new LSLInteger(1999);
+ public static readonly LSLInteger LSL_STATUS_WHITELIST_FAILED = new LSLInteger(2001);
// Constants for default textures
public const string TEXTURE_BLANK = "5748decc-f629-461c-9a36-a35a221fe21f";
--
cgit v1.1
From 312eb5e42ee3812f33ced0c2250f908daf23a864 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 12 Jul 2010 19:48:20 +0100
Subject: minor: correct a few method names and change accessability
---
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 6 +++---
1 file changed, 3 insertions(+), 3 deletions(-)
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 2600790..ff2f6a2 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -7819,10 +7819,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (face < 0 || face > m_host.GetNumberOfSides() - 1)
return new LSL_List();
- return GetLinkPrimMediaParams(face, rules);
+ return GetPrimMediaParams(face, rules);
}
- public LSL_List GetLinkPrimMediaParams(int face, LSL_List rules)
+ private LSL_List GetPrimMediaParams(int face, LSL_List rules)
{
IMoapModule module = m_ScriptEngine.World.RequestModuleInterface();
if (null == module)
@@ -7930,7 +7930,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return SetPrimMediaParams(face, rules);
}
- public LSL_Integer SetPrimMediaParams(int face, LSL_List rules)
+ private LSL_Integer SetPrimMediaParams(int face, LSL_List rules)
{
IMoapModule module = m_ScriptEngine.World.RequestModuleInterface();
if (null == module)
--
cgit v1.1
From 9231fc0f3127f5c6263ce630ee7a5c246d7e823f Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 12 Jul 2010 20:15:10 +0100
Subject: factor out common face parameter checking code
---
.../CoreModules/World/Media/Moap/MoapModule.cs | 56 ++++++++--------------
1 file changed, 21 insertions(+), 35 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 064047d..9dd46eb 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -101,13 +101,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
public MediaEntry GetMediaEntry(SceneObjectPart part, int face)
{
- if (face < 0)
- throw new ArgumentException("Face cannot be less than zero");
-
- int maxFaces = part.GetNumberOfSides() - 1;
- if (face > maxFaces)
- throw new ArgumentException(
- string.Format("Face argument was {0} but max is {1}", face, maxFaces));
+ CheckFaceParam(part, face);
List media = part.Shape.Media;
@@ -124,16 +118,10 @@ namespace OpenSim.Region.CoreModules.Media.Moap
public void SetMediaEntry(SceneObjectPart part, int face, MediaEntry me)
{
- if (face < 0)
- throw new ArgumentException("Face cannot be less than zero");
-
- int maxFaces = part.GetNumberOfSides() - 1;
- if (face > maxFaces)
- throw new ArgumentException(
- string.Format("Face argument was {0} but max is {1}", face, maxFaces));
+ CheckFaceParam(part, face);
if (null == part.Shape.Media)
- part.Shape.Media = new List(maxFaces);
+ part.Shape.Media = new List(part.GetNumberOfSides());
part.Shape.Media[face] = me;
@@ -187,8 +175,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
///
///
protected string HandleObjectMediaRequest(ObjectMediaRequest omr)
- {
- //UUID primId = (UUID)osdParams["object_id"];
+ {
UUID primId = omr.PrimID;
SceneObjectPart part = m_scene.GetSceneObjectPart(primId);
@@ -200,23 +187,6 @@ namespace OpenSim.Region.CoreModules.Media.Moap
primId, m_scene.RegionInfo.RegionName);
return string.Empty;
}
-
- /*
- int faces = part.GetNumberOfSides();
- m_log.DebugFormat("[MOAP]: Faces [{0}] for [{1}]", faces, primId);
-
- MediaEntry[] media = new MediaEntry[faces];
- for (int i = 0; i < faces; i++)
- {
- MediaEntry me = new MediaEntry();
- me.HomeURL = "google.com";
- me.CurrentURL = "google.com";
- me.AutoScale = true;
- //me.Height = 300;
- //me.Width = 240;
- media[i] = me;
- }
- */
if (null == part.Shape.Media)
return string.Empty;
@@ -330,6 +300,22 @@ namespace OpenSim.Region.CoreModules.Media.Moap
// TODO: Persist in database
return string.Empty;
- }
+ }
+
+ ///
+ /// Check that the face number is valid for the given prim.
+ ///
+ ///
+ ///
+ protected void CheckFaceParam(SceneObjectPart part, int face)
+ {
+ if (face < 0)
+ throw new ArgumentException("Face cannot be less than zero");
+
+ int maxFaces = part.GetNumberOfSides() - 1;
+ if (face > maxFaces)
+ throw new ArgumentException(
+ string.Format("Face argument was {0} but max is {1}", face, maxFaces));
+ }
}
}
\ No newline at end of file
--
cgit v1.1
From 7691a638e316ff9580e348b570c4a0c727587bc6 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 12 Jul 2010 20:18:10 +0100
Subject: factor out common code for updating the media url
---
.../CoreModules/World/Media/Moap/MoapModule.cs | 68 +++++++++-------------
1 file changed, 27 insertions(+), 41 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 9dd46eb..242ff6c 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -124,19 +124,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
part.Shape.Media = new List(part.GetNumberOfSides());
part.Shape.Media[face] = me;
-
- if (null == part.MediaUrl)
- {
- // TODO: We can't set the last changer until we start tracking which cap we give to which agent id
- part.MediaUrl = "x-mv:0000000000/" + UUID.Zero;
- }
- else
- {
- string rawVersion = part.MediaUrl.Substring(5, 10);
- int version = int.Parse(rawVersion);
- part.MediaUrl = string.Format("x-mv:{0:D10}/{1}", ++version, UUID.Zero);
- }
-
+ UpdateMediaUrl(part);
part.ScheduleFullUpdate();
}
@@ -223,23 +211,11 @@ namespace OpenSim.Region.CoreModules.Media.Moap
return string.Empty;
}
- m_log.DebugFormat("[MOAP]: Received {0} media entries for prim {1}", omu.FaceMedia.Length, primId);
+ m_log.DebugFormat("[MOAP]: Received {0} media entries for prim {1}", omu.FaceMedia.Length, primId);
part.Shape.Media = new List(omu.FaceMedia);
- if (null == part.MediaUrl)
- {
- // TODO: We can't set the last changer until we start tracking which cap we give to which agent id
- part.MediaUrl = "x-mv:0000000000/" + UUID.Zero;
- }
- else
- {
- string rawVersion = part.MediaUrl.Substring(5, 10);
- int version = int.Parse(rawVersion);
- part.MediaUrl = string.Format("x-mv:{0:D10}/{1}", ++version, UUID.Zero);
- }
-
- m_log.DebugFormat("[MOAP]: Storing media url [{0}] in prim {1} {2}", part.MediaUrl, part.Name, part.UUID);
+ UpdateMediaUrl(part);
// Arguably, we could avoid sending a full update to the avatar that just changed the texture.
part.ScheduleFullUpdate();
@@ -267,7 +243,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
UUID primId = omn.PrimID;
- SceneObjectPart part = m_scene.GetSceneObjectPart(primId);
+ SceneObjectPart part = m_scene.GetSceneObjectPart(primId);
if (null == part)
{
@@ -284,20 +260,9 @@ namespace OpenSim.Region.CoreModules.Media.Moap
MediaEntry me = part.Shape.Media[omn.Face];
me.CurrentURL = omn.URL;
- string oldMediaUrl = part.MediaUrl;
-
- // TODO: refactor into common method
- string rawVersion = oldMediaUrl.Substring(5, 10);
- int version = int.Parse(rawVersion);
- part.MediaUrl = string.Format("x-mv:{0:D10}/{1}", ++version, UUID.Zero);
-
- m_log.DebugFormat(
- "[MOAP]: Updating media url in prim {0} {1} from [{2}] to [{3}]",
- part.Name, part.UUID, oldMediaUrl, part.MediaUrl);
-
- part.ScheduleFullUpdate();
+ UpdateMediaUrl(part);
- // TODO: Persist in database
+ part.ScheduleFullUpdate();
return string.Empty;
}
@@ -317,5 +282,26 @@ namespace OpenSim.Region.CoreModules.Media.Moap
throw new ArgumentException(
string.Format("Face argument was {0} but max is {1}", face, maxFaces));
}
+
+ ///
+ /// Update the media url of the given part
+ ///
+ ///
+ protected void UpdateMediaUrl(SceneObjectPart part)
+ {
+ if (null == part.MediaUrl)
+ {
+ // TODO: We can't set the last changer until we start tracking which cap we give to which agent id
+ part.MediaUrl = "x-mv:0000000000/" + UUID.Zero;
+ }
+ else
+ {
+ string rawVersion = part.MediaUrl.Substring(5, 10);
+ int version = int.Parse(rawVersion);
+ part.MediaUrl = string.Format("x-mv:{0:D10}/{1}", ++version, UUID.Zero);
+ }
+
+ m_log.DebugFormat("[MOAP]: Storing media url [{0}] in prim {1} {2}", part.MediaUrl, part.Name, part.UUID);
+ }
}
}
\ No newline at end of file
--
cgit v1.1
From d4684da8bd73ff088192da9f06657d32d6672342 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 12 Jul 2010 21:33:27 +0100
Subject: fix problem persisting when only one face had a media texture
---
OpenSim/Data/SQLite/SQLiteRegionData.cs | 10 ++++++++--
OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs | 7 +++++++
2 files changed, 15 insertions(+), 2 deletions(-)
diff --git a/OpenSim/Data/SQLite/SQLiteRegionData.cs b/OpenSim/Data/SQLite/SQLiteRegionData.cs
index fc9667b..51f4cef 100644
--- a/OpenSim/Data/SQLite/SQLiteRegionData.cs
+++ b/OpenSim/Data/SQLite/SQLiteRegionData.cs
@@ -1867,7 +1867,10 @@ namespace OpenSim.Data.SQLite
List mediaEntries = new List();
foreach (OSD osdMe in osdMeArray)
- mediaEntries.Add(MediaEntry.FromOSD(osdMe));
+ {
+ MediaEntry me = (osdMe is OSDMap ? MediaEntry.FromOSD(osdMe) : new MediaEntry());
+ mediaEntries.Add(me);
+ }
s.Media = mediaEntries;
}
@@ -1918,7 +1921,10 @@ namespace OpenSim.Data.SQLite
OSDArray meArray = new OSDArray();
foreach (MediaEntry me in s.Media)
- meArray.Add(me.GetOSD());
+ {
+ OSD osd = (null == me ? new OSD() : me.GetOSD());
+ meArray.Add(osd);
+ }
row["Media"] = OSDParser.SerializeLLSDXmlString(meArray);
}
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 242ff6c..93a1ae8 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -212,6 +212,13 @@ namespace OpenSim.Region.CoreModules.Media.Moap
}
m_log.DebugFormat("[MOAP]: Received {0} media entries for prim {1}", omu.FaceMedia.Length, primId);
+
+// for (int i = 0; i < omu.FaceMedia.Length; i++)
+// {
+// MediaEntry me = omu.FaceMedia[i];
+// string v = (null == me ? "null": OSDParser.SerializeLLSDXmlString(me.GetOSD()));
+// m_log.DebugFormat("[MOAP]: Face {0} [{1}]", i, v);
+// }
part.Shape.Media = new List(omu.FaceMedia);
--
cgit v1.1
From 01ff3c9f9f7fb223e81164647391e52ec4e975d6 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 12 Jul 2010 21:43:36 +0100
Subject: fix issue with GetMediaEntry if the face requested wasn't set to a
media texture
---
OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs | 3 ++-
1 file changed, 2 insertions(+), 1 deletion(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 93a1ae8..43953a7 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -112,7 +112,8 @@ namespace OpenSim.Region.CoreModules.Media.Moap
else
{
// TODO: Really need a proper copy constructor down in libopenmetaverse
- return MediaEntry.FromOSD(media[face].GetOSD());
+ MediaEntry me = media[face];
+ return (null == me ? null : MediaEntry.FromOSD(me.GetOSD()));
}
}
--
cgit v1.1
From 4b0c5711b5099f3611783e103629deaa9033cd7f Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 12 Jul 2010 22:00:45 +0100
Subject: implement llClearPrimMedia()
untested
---
.../CoreModules/World/Media/Moap/MoapModule.cs | 5 +++++
OpenSim/Region/Framework/Interfaces/IMoapModule.cs | 10 ++++++++++
.../Shared/Api/Implementation/LSL_Api.cs | 20 ++++++++++++++++++++
3 files changed, 35 insertions(+)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 43953a7..8699800 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -129,6 +129,11 @@ namespace OpenSim.Region.CoreModules.Media.Moap
part.ScheduleFullUpdate();
}
+ public void ClearMediaEntry(SceneObjectPart part, int face)
+ {
+ SetMediaEntry(part, face, null);
+ }
+
///
/// Sets or gets per face media textures.
///
diff --git a/OpenSim/Region/Framework/Interfaces/IMoapModule.cs b/OpenSim/Region/Framework/Interfaces/IMoapModule.cs
index 31bb6d8..24b6860 100644
--- a/OpenSim/Region/Framework/Interfaces/IMoapModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IMoapModule.cs
@@ -53,5 +53,15 @@ namespace OpenSim.Region.Framework.Interfaces
///
///
void SetMediaEntry(SceneObjectPart part, int face, MediaEntry me);
+
+ ///
+ /// Clear the media entry for a given prim face.
+ ///
+ ///
+ /// This is the equivalent of setting a media entry of null
+ ///
+ ///
+ /// /param>
+ void ClearMediaEntry(SceneObjectPart part, int face);
}
}
\ No newline at end of file
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index ff2f6a2..4773a50 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -8023,6 +8023,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return ScriptBaseClass.LSL_STATUS_OK;
}
+ public LSL_Integer llClearPrimMedia(LSL_Integer face)
+ {
+ m_host.AddScriptLPS(1);
+ ScriptSleep(1000);
+
+ // LSL Spec http://wiki.secondlife.com/wiki/LlClearPrimMedia says to fail silently if face is invalid
+ // Assuming silently fail means sending back LSL_STATUS_OK. Ideally, need to check this.
+ // FIXME: Don't perform the media check directly
+ if (face < 0 || face > m_host.GetNumberOfSides() - 1)
+ return ScriptBaseClass.LSL_STATUS_OK;
+
+ IMoapModule module = m_ScriptEngine.World.RequestModuleInterface();
+ if (null == module)
+ throw new Exception("Media on a prim functions not available");
+
+ module.ClearMediaEntry(m_host, face);
+
+ return ScriptBaseClass.LSL_STATUS_OK;
+ }
+
//
//
// The .NET definition of base 64 is:
--
cgit v1.1
From 55caab1efdf9a397141d6e56193dff4513107d95 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 12 Jul 2010 22:27:11 +0100
Subject: Fire CHANGED_MEDIA event if a media texture is set or cleared
---
OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs | 5 +++++
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 3 ++-
OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs | 1 +
3 files changed, 8 insertions(+), 1 deletion(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 8699800..8bccab4 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -127,6 +127,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
part.Shape.Media[face] = me;
UpdateMediaUrl(part);
part.ScheduleFullUpdate();
+ part.TriggerScriptChangedEvent(Changed.MEDIA);
}
public void ClearMediaEntry(SceneObjectPart part, int face)
@@ -233,6 +234,8 @@ namespace OpenSim.Region.CoreModules.Media.Moap
// Arguably, we could avoid sending a full update to the avatar that just changed the texture.
part.ScheduleFullUpdate();
+ part.TriggerScriptChangedEvent(Changed.MEDIA);
+
return string.Empty;
}
@@ -277,6 +280,8 @@ namespace OpenSim.Region.CoreModules.Media.Moap
part.ScheduleFullUpdate();
+ part.TriggerScriptChangedEvent(Changed.MEDIA);
+
return string.Empty;
}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 8830fb0..3165f4d 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -58,7 +58,8 @@ namespace OpenSim.Region.Framework.Scenes
OWNER = 128,
REGION_RESTART = 256,
REGION = 512,
- TELEPORT = 1024
+ TELEPORT = 1024,
+ MEDIA = 2048
}
// I don't really know where to put this except here.
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
index 6ef786a..06f9426 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
@@ -276,6 +276,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
public const int CHANGED_REGION_RESTART = 256;
public const int CHANGED_REGION = 512;
public const int CHANGED_TELEPORT = 1024;
+ public const int CHANGED_MEDIA = 2048;
public const int CHANGED_ANIMATION = 16384;
public const int TYPE_INVALID = 0;
public const int TYPE_INTEGER = 1;
--
cgit v1.1
From 1a1d42db8382c806cbb9c00f0c1c2250cab795e9 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 13 Jul 2010 19:28:07 +0100
Subject: discard an object media update message if it tries to set more media
textures than the prim has faces
---
OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs | 8 ++++++++
1 file changed, 8 insertions(+)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 8bccab4..378ff4a 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -227,6 +227,14 @@ namespace OpenSim.Region.CoreModules.Media.Moap
// m_log.DebugFormat("[MOAP]: Face {0} [{1}]", i, v);
// }
+ if (omu.FaceMedia.Length > part.GetNumberOfSides())
+ {
+ m_log.WarnFormat(
+ "[MOAP]: Received {0} media entries from client for prim {1} {2} but this prim has only {3} faces. Dropping request.",
+ omu.FaceMedia.Length, part.Name, part.UUID, part.GetNumberOfSides());
+ return string.Empty;
+ }
+
part.Shape.Media = new List(omu.FaceMedia);
UpdateMediaUrl(part);
--
cgit v1.1
From 6f644f5322ee0c5ffe6c654387981f1c13f7112d Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 13 Jul 2010 23:19:45 +0100
Subject: implement prim media control permissions serverside in order to stop
bad clients
---
.../CoreModules/World/Media/Moap/MoapModule.cs | 87 ++++++++++++++++------
.../World/Permissions/PermissionsModule.cs | 43 ++++++++++-
.../Region/Framework/Scenes/Scene.Permissions.cs | 21 +++++-
3 files changed, 127 insertions(+), 24 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 378ff4a..d7aede9 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -58,8 +58,21 @@ namespace OpenSim.Region.CoreModules.Media.Moap
public string Name { get { return "MoapModule"; } }
public Type ReplaceableInterface { get { return null; } }
+ ///
+ /// The scene to which this module is attached
+ ///
protected Scene m_scene;
+ ///
+ /// Track the ObjectMedia capabilities given to users
+ ///
+ protected Dictionary m_omCapUsers = new Dictionary();
+
+ ///
+ /// Track the ObjectMediaUpdate capabilities given to users
+ ///
+ protected Dictionary m_omuCapUsers = new Dictionary();
+
public void Initialise(IConfigSource config)
{
// TODO: Add config switches to enable/disable this module
@@ -87,16 +100,27 @@ namespace OpenSim.Region.CoreModules.Media.Moap
m_log.DebugFormat(
"[MOAP]: Registering ObjectMedia and ObjectMediaNavigate capabilities for agent {0}", agentID);
- // We do receive a post to ObjectMedia when a new avatar enters the region - though admittedly this is the
- // avatar that set the texture in the first place.
- // Even though we're registering for POST we're going to get GETS and UPDATES too
- caps.RegisterHandler(
- "ObjectMedia", new RestStreamHandler("POST", "/CAPS/" + UUID.Random(), HandleObjectMediaMessage));
+ string omCapUrl = "/CAPS/" + UUID.Random();
+
+ lock (m_omCapUsers)
+ {
+ m_omCapUsers[omCapUrl] = agentID;
+
+ // Even though we're registering for POST we're going to get GETS and UPDATES too
+ caps.RegisterHandler(
+ "ObjectMedia", new RestStreamHandler("POST", omCapUrl, HandleObjectMediaMessage));
+ }
+
+ string omuCapUrl = "/CAPS/" + UUID.Random();
- // We do get these posts when the url has been changed.
- // Even though we're registering for POST we're going to get GETS and UPDATES too
- caps.RegisterHandler(
- "ObjectMediaNavigate", new RestStreamHandler("POST", "/CAPS/" + UUID.Random(), HandleObjectMediaNavigateMessage));
+ lock (m_omuCapUsers)
+ {
+ m_omuCapUsers[omuCapUrl] = agentID;
+
+ // Even though we're registering for POST we're going to get GETS and UPDATES too
+ caps.RegisterHandler(
+ "ObjectMediaNavigate", new RestStreamHandler("POST", omuCapUrl, HandleObjectMediaNavigateMessage));
+ }
}
public MediaEntry GetMediaEntry(SceneObjectPart part, int face)
@@ -147,7 +171,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
protected string HandleObjectMediaMessage(
string request, string path, string param, OSHttpRequest httpRequest, OSHttpResponse httpResponse)
{
- m_log.DebugFormat("[MOAP]: Got ObjectMedia raw request [{0}]", request);
+ m_log.DebugFormat("[MOAP]: Got ObjectMedia path [{0}], raw request [{1}]", path, request);
OSDMap osd = (OSDMap)OSDParser.DeserializeLLSDXml(request);
ObjectMediaMessage omm = new ObjectMediaMessage();
@@ -156,7 +180,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
if (omm.Request is ObjectMediaRequest)
return HandleObjectMediaRequest(omm.Request as ObjectMediaRequest);
else if (omm.Request is ObjectMediaUpdate)
- return HandleObjectMediaUpdate(omm.Request as ObjectMediaUpdate);
+ return HandleObjectMediaUpdate(path, omm.Request as ObjectMediaUpdate);
throw new Exception(
string.Format(
@@ -165,7 +189,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
}
///
- /// Handle a request for media textures
+ /// Handle a fetch request for media textures
///
///
///
@@ -202,9 +226,10 @@ namespace OpenSim.Region.CoreModules.Media.Moap
///
/// Handle an update of media textures.
///
+ /// Path on which this request was made
/// /param>
///
- protected string HandleObjectMediaUpdate(ObjectMediaUpdate omu)
+ protected string HandleObjectMediaUpdate(string path, ObjectMediaUpdate omu)
{
UUID primId = omu.PrimID;
@@ -216,16 +241,16 @@ namespace OpenSim.Region.CoreModules.Media.Moap
"[MOAP]: Received an UPDATE ObjectMediaRequest for prim {0} but this doesn't exist in region {1}",
primId, m_scene.RegionInfo.RegionName);
return string.Empty;
- }
+ }
m_log.DebugFormat("[MOAP]: Received {0} media entries for prim {1}", omu.FaceMedia.Length, primId);
-// for (int i = 0; i < omu.FaceMedia.Length; i++)
-// {
-// MediaEntry me = omu.FaceMedia[i];
-// string v = (null == me ? "null": OSDParser.SerializeLLSDXmlString(me.GetOSD()));
-// m_log.DebugFormat("[MOAP]: Face {0} [{1}]", i, v);
-// }
+ for (int i = 0; i < omu.FaceMedia.Length; i++)
+ {
+ MediaEntry me = omu.FaceMedia[i];
+ string v = (null == me ? "null": OSDParser.SerializeLLSDXmlString(me.GetOSD()));
+ m_log.DebugFormat("[MOAP]: Face {0} [{1}]", i, v);
+ }
if (omu.FaceMedia.Length > part.GetNumberOfSides())
{
@@ -235,7 +260,27 @@ namespace OpenSim.Region.CoreModules.Media.Moap
return string.Empty;
}
- part.Shape.Media = new List(omu.FaceMedia);
+ List media = part.Shape.Media;
+
+ if (null == media)
+ {
+ part.Shape.Media = new List(omu.FaceMedia);
+ }
+ else
+ {
+ // We need to go through the media textures one at a time to make sure that we have permission
+ // to change them
+ UUID agentId = default(UUID);
+
+ lock (m_omCapUsers)
+ agentId = m_omCapUsers[path];
+
+ for (int i = 0; i < media.Count; i++)
+ {
+ if (m_scene.Permissions.CanControlPrimMedia(agentId, part.UUID, i))
+ media[i] = omu.FaceMedia[i];
+ }
+ }
UpdateMediaUrl(part);
diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
index 69b247c..358ea59 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -164,6 +164,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
private Dictionary GrantYP = new Dictionary();
private IFriendsModule m_friendsModule;
private IGroupsModule m_groupsModule;
+ private IMoapModule m_moapModule;
#endregion
@@ -248,6 +249,8 @@ namespace OpenSim.Region.CoreModules.World.Permissions
m_scene.Permissions.OnDeleteUserInventory += CanDeleteUserInventory; //NOT YET IMPLEMENTED
m_scene.Permissions.OnTeleport += CanTeleport; //NOT YET IMPLEMENTED
+
+ m_scene.Permissions.OnControlPrimMedia += CanControlPrimMedia;
m_scene.AddCommand(this, "bypass permissions",
"bypass permissions ",
@@ -393,6 +396,8 @@ namespace OpenSim.Region.CoreModules.World.Permissions
if (m_groupsModule == null)
m_log.Warn("[PERMISSIONS]: Groups module not found, group permissions will not work");
+
+ m_moapModule = m_scene.RequestModuleInterface();
}
public void Close()
@@ -1893,5 +1898,41 @@ namespace OpenSim.Region.CoreModules.World.Permissions
}
return(false);
}
+
+ private bool CanControlPrimMedia(UUID agentID, UUID primID, int face)
+ {
+ if (null == m_moapModule)
+ return false;
+
+ SceneObjectPart part = m_scene.GetSceneObjectPart(primID);
+ if (null == part)
+ return false;
+
+ MediaEntry me = m_moapModule.GetMediaEntry(part, face);
+
+ // If there is no existing media entry then it can be controlled (in this context, created).
+ if (null == me)
+ return true;
+
+ if (IsAdministrator(agentID))
+ return true;
+
+ if ((me.ControlPermissions & MediaPermission.Anyone) == MediaPermission.Anyone)
+ return true;
+
+ if ((me.ControlPermissions & MediaPermission.Owner) == MediaPermission.Owner)
+ {
+ if (agentID == part.OwnerID)
+ return true;
+ }
+
+ if ((me.ControlPermissions & MediaPermission.Group) == MediaPermission.Group)
+ {
+ if (IsGroupMember(part.GroupID, agentID, 0))
+ return true;
+ }
+
+ return false;
+ }
}
-}
+}
\ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
index 7dab04f..70af978 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
@@ -1,4 +1,4 @@
-/*
+/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
@@ -81,6 +81,7 @@ namespace OpenSim.Region.Framework.Scenes
public delegate bool CopyUserInventoryHandler(UUID itemID, UUID userID);
public delegate bool DeleteUserInventoryHandler(UUID itemID, UUID userID);
public delegate bool TeleportHandler(UUID userID, Scene scene);
+ public delegate bool ControlPrimMediaHandler(UUID userID, UUID primID, int face);
#endregion
public class ScenePermissions
@@ -139,6 +140,7 @@ namespace OpenSim.Region.Framework.Scenes
public event CopyUserInventoryHandler OnCopyUserInventory;
public event DeleteUserInventoryHandler OnDeleteUserInventory;
public event TeleportHandler OnTeleport;
+ public event ControlPrimMediaHandler OnControlPrimMedia;
#endregion
#region Object Permission Checks
@@ -947,5 +949,20 @@ namespace OpenSim.Region.Framework.Scenes
}
return true;
}
+
+ public bool CanControlPrimMedia(UUID userID, UUID primID, int face)
+ {
+ ControlPrimMediaHandler handler = OnControlPrimMedia;
+ if (handler != null)
+ {
+ Delegate[] list = handler.GetInvocationList();
+ foreach (ControlPrimMediaHandler h in list)
+ {
+ if (h(userID, primID, face) == false)
+ return false;
+ }
+ }
+ return true;
+ }
}
-}
+}
\ No newline at end of file
--
cgit v1.1
From 2ad9789b1ca85f64a8fd15be66d62b52bf8363f7 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 13 Jul 2010 23:46:49 +0100
Subject: factor out soon to be common media permissions check code
---
.../CoreModules/World/Permissions/PermissionsModule.cs | 13 +++++++++----
1 file changed, 9 insertions(+), 4 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
index 358ea59..2344e96 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -1914,25 +1914,30 @@ namespace OpenSim.Region.CoreModules.World.Permissions
if (null == me)
return true;
+ return GenericPrimMediaPermission(part, agentID, me.ControlPermissions);
+ }
+
+ private bool GenericPrimMediaPermission(SceneObjectPart part, UUID agentID, MediaPermission perms)
+ {
if (IsAdministrator(agentID))
return true;
- if ((me.ControlPermissions & MediaPermission.Anyone) == MediaPermission.Anyone)
+ if ((perms & MediaPermission.Anyone) == MediaPermission.Anyone)
return true;
- if ((me.ControlPermissions & MediaPermission.Owner) == MediaPermission.Owner)
+ if ((perms & MediaPermission.Owner) == MediaPermission.Owner)
{
if (agentID == part.OwnerID)
return true;
}
- if ((me.ControlPermissions & MediaPermission.Group) == MediaPermission.Group)
+ if ((perms & MediaPermission.Group) == MediaPermission.Group)
{
if (IsGroupMember(part.GroupID, agentID, 0))
return true;
}
- return false;
+ return false;
}
}
}
\ No newline at end of file
--
cgit v1.1
From a4c6c4de9114497de831594e5673788d323d8e65 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 13 Jul 2010 23:58:19 +0100
Subject: implement serverside checks for media texture navigation in order to
stop naughty clients
---
.../CoreModules/World/Media/Moap/MoapModule.cs | 20 ++++++++++++++------
.../World/Permissions/PermissionsModule.cs | 21 ++++++++++++++++++++-
.../Region/Framework/Scenes/Scene.Permissions.cs | 19 ++++++++++++++++++-
3 files changed, 52 insertions(+), 8 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index d7aede9..09786ec 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -245,12 +245,12 @@ namespace OpenSim.Region.CoreModules.Media.Moap
m_log.DebugFormat("[MOAP]: Received {0} media entries for prim {1}", omu.FaceMedia.Length, primId);
- for (int i = 0; i < omu.FaceMedia.Length; i++)
- {
- MediaEntry me = omu.FaceMedia[i];
- string v = (null == me ? "null": OSDParser.SerializeLLSDXmlString(me.GetOSD()));
- m_log.DebugFormat("[MOAP]: Face {0} [{1}]", i, v);
- }
+// for (int i = 0; i < omu.FaceMedia.Length; i++)
+// {
+// MediaEntry me = omu.FaceMedia[i];
+// string v = (null == me ? "null": OSDParser.SerializeLLSDXmlString(me.GetOSD()));
+// m_log.DebugFormat("[MOAP]: Face {0} [{1}]", i, v);
+// }
if (omu.FaceMedia.Length > part.GetNumberOfSides())
{
@@ -322,6 +322,14 @@ namespace OpenSim.Region.CoreModules.Media.Moap
return string.Empty;
}
+ UUID agentId = default(UUID);
+
+ lock (m_omuCapUsers)
+ agentId = m_omuCapUsers[path];
+
+ if (!m_scene.Permissions.CanInteractWithPrimMedia(agentId, part.UUID, omn.Face))
+ return string.Empty;
+
m_log.DebugFormat(
"[MOAP]: Updating media entry for face {0} on prim {1} {2} to {3}",
omn.Face, part.Name, part.UUID, omn.URL);
diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
index 2344e96..3a690af 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -251,6 +251,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
m_scene.Permissions.OnTeleport += CanTeleport; //NOT YET IMPLEMENTED
m_scene.Permissions.OnControlPrimMedia += CanControlPrimMedia;
+ m_scene.Permissions.OnInteractWithPrimMedia += CanInteractWithPrimMedia;
m_scene.AddCommand(this, "bypass permissions",
"bypass permissions ",
@@ -1915,7 +1916,25 @@ namespace OpenSim.Region.CoreModules.World.Permissions
return true;
return GenericPrimMediaPermission(part, agentID, me.ControlPermissions);
- }
+ }
+
+ private bool CanInteractWithPrimMedia(UUID agentID, UUID primID, int face)
+ {
+ if (null == m_moapModule)
+ return false;
+
+ SceneObjectPart part = m_scene.GetSceneObjectPart(primID);
+ if (null == part)
+ return false;
+
+ MediaEntry me = m_moapModule.GetMediaEntry(part, face);
+
+ // If there is no existing media entry then it can be controlled (in this context, created).
+ if (null == me)
+ return true;
+
+ return GenericPrimMediaPermission(part, agentID, me.InteractPermissions);
+ }
private bool GenericPrimMediaPermission(SceneObjectPart part, UUID agentID, MediaPermission perms)
{
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
index 70af978..0033900 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
@@ -82,6 +82,7 @@ namespace OpenSim.Region.Framework.Scenes
public delegate bool DeleteUserInventoryHandler(UUID itemID, UUID userID);
public delegate bool TeleportHandler(UUID userID, Scene scene);
public delegate bool ControlPrimMediaHandler(UUID userID, UUID primID, int face);
+ public delegate bool InteractWithPrimMediaHandler(UUID userID, UUID primID, int face);
#endregion
public class ScenePermissions
@@ -141,6 +142,7 @@ namespace OpenSim.Region.Framework.Scenes
public event DeleteUserInventoryHandler OnDeleteUserInventory;
public event TeleportHandler OnTeleport;
public event ControlPrimMediaHandler OnControlPrimMedia;
+ public event InteractWithPrimMediaHandler OnInteractWithPrimMedia;
#endregion
#region Object Permission Checks
@@ -963,6 +965,21 @@ namespace OpenSim.Region.Framework.Scenes
}
}
return true;
- }
+ }
+
+ public bool CanInteractWithPrimMedia(UUID userID, UUID primID, int face)
+ {
+ InteractWithPrimMediaHandler handler = OnInteractWithPrimMedia;
+ if (handler != null)
+ {
+ Delegate[] list = handler.GetInvocationList();
+ foreach (InteractWithPrimMediaHandler h in list)
+ {
+ if (h(userID, primID, face) == false)
+ return false;
+ }
+ }
+ return true;
+ }
}
}
\ No newline at end of file
--
cgit v1.1
From e44e1ccbd32745e25ecf750a6bd0e212e4dfd535 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 14 Jul 2010 00:16:37 +0100
Subject: implement code to deregister users on DeregisterCaps
---
.../CoreModules/World/Media/Moap/MoapModule.cs | 37 ++++++++++++++++++++--
1 file changed, 34 insertions(+), 3 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 09786ec..ce4e921 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -64,15 +64,25 @@ namespace OpenSim.Region.CoreModules.Media.Moap
protected Scene m_scene;
///
- /// Track the ObjectMedia capabilities given to users
+ /// Track the ObjectMedia capabilities given to users keyed by path
///
protected Dictionary m_omCapUsers = new Dictionary();
///
- /// Track the ObjectMediaUpdate capabilities given to users
+ /// Track the ObjectMedia capabilities given to users keyed by agent. Lock m_omCapUsers to manipulate.
+ ///
+ protected Dictionary m_omCapUrls = new Dictionary();
+
+ ///
+ /// Track the ObjectMediaUpdate capabilities given to users keyed by path
///
protected Dictionary m_omuCapUsers = new Dictionary();
+ ///
+ /// Track the ObjectMediaUpdate capabilities given to users keyed by agent. Lock m_omuCapUsers to manipulate
+ ///
+ protected Dictionary m_omuCapUrls = new Dictionary();
+
public void Initialise(IConfigSource config)
{
// TODO: Add config switches to enable/disable this module
@@ -88,11 +98,13 @@ namespace OpenSim.Region.CoreModules.Media.Moap
public void RegionLoaded(Scene scene)
{
m_scene.EventManager.OnRegisterCaps += RegisterCaps;
+ m_scene.EventManager.OnDeregisterCaps += DeregisterCaps;
}
public void Close()
{
m_scene.EventManager.OnRegisterCaps -= RegisterCaps;
+ m_scene.EventManager.OnDeregisterCaps -= DeregisterCaps;
}
public void RegisterCaps(UUID agentID, Caps caps)
@@ -105,6 +117,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
lock (m_omCapUsers)
{
m_omCapUsers[omCapUrl] = agentID;
+ m_omCapUrls[agentID] = omCapUrl;
// Even though we're registering for POST we're going to get GETS and UPDATES too
caps.RegisterHandler(
@@ -116,12 +129,30 @@ namespace OpenSim.Region.CoreModules.Media.Moap
lock (m_omuCapUsers)
{
m_omuCapUsers[omuCapUrl] = agentID;
+ m_omuCapUrls[agentID] = omuCapUrl;
// Even though we're registering for POST we're going to get GETS and UPDATES too
caps.RegisterHandler(
"ObjectMediaNavigate", new RestStreamHandler("POST", omuCapUrl, HandleObjectMediaNavigateMessage));
}
- }
+ }
+
+ public void DeregisterCaps(UUID agentID, Caps caps)
+ {
+ lock (m_omCapUsers)
+ {
+ string path = m_omCapUrls[agentID];
+ m_omCapUrls.Remove(agentID);
+ m_omCapUsers.Remove(path);
+ }
+
+ lock (m_omuCapUsers)
+ {
+ string path = m_omuCapUrls[agentID];
+ m_omuCapUrls.Remove(agentID);
+ m_omuCapUsers.Remove(path);
+ }
+ }
public MediaEntry GetMediaEntry(SceneObjectPart part, int face)
{
--
cgit v1.1
From c3ee451325893df8f102c52f05f791289b7c61f6 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 14 Jul 2010 23:26:24 +0100
Subject: fix previous media interact serverside checking. perform very basic
serverside url whitelist checks
at the moment, only checking for the exact name prefix is implemented
for some reason, whitelists are not persisting
this commit also fixes a very recent problem where setting any media texture parameters after the initial configuration would not work
---
.../CoreModules/World/Media/Moap/MoapModule.cs | 71 ++++++++++++++++++++--
.../World/Permissions/PermissionsModule.cs | 30 +++++++--
2 files changed, 91 insertions(+), 10 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index ce4e921..3c546c4 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -91,6 +91,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
public void AddRegion(Scene scene)
{
m_scene = scene;
+ m_scene.RegisterModuleInterface(this);
}
public void RemoveRegion(Scene scene) {}
@@ -156,20 +157,28 @@ namespace OpenSim.Region.CoreModules.Media.Moap
public MediaEntry GetMediaEntry(SceneObjectPart part, int face)
{
+ MediaEntry me = null;
+
CheckFaceParam(part, face);
List media = part.Shape.Media;
if (null == media)
{
- return null;
+ me = null;
}
else
- {
+ {
+ me = media[face];
+
// TODO: Really need a proper copy constructor down in libopenmetaverse
- MediaEntry me = media[face];
- return (null == me ? null : MediaEntry.FromOSD(me.GetOSD()));
+ if (me != null)
+ me = MediaEntry.FromOSD(me.GetOSD());
}
+
+// m_log.DebugFormat("[MOAP]: GetMediaEntry for {0} face {1} found {2}", part.Name, face, me);
+
+ return me;
}
public void SetMediaEntry(SceneObjectPart part, int face, MediaEntry me)
@@ -295,6 +304,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
if (null == media)
{
+ m_log.DebugFormat("[MOAP]: Setting all new media list for {0}", part.Name);
part.Shape.Media = new List(omu.FaceMedia);
}
else
@@ -309,7 +319,10 @@ namespace OpenSim.Region.CoreModules.Media.Moap
for (int i = 0; i < media.Count; i++)
{
if (m_scene.Permissions.CanControlPrimMedia(agentId, part.UUID, i))
+ {
media[i] = omu.FaceMedia[i];
+// m_log.DebugFormat("[MOAP]: Set media entry for face {0} on {1}", i, part.Name);
+ }
}
}
@@ -362,10 +375,31 @@ namespace OpenSim.Region.CoreModules.Media.Moap
return string.Empty;
m_log.DebugFormat(
- "[MOAP]: Updating media entry for face {0} on prim {1} {2} to {3}",
+ "[MOAP]: Received request to update media entry for face {0} on prim {1} {2} to {3}",
omn.Face, part.Name, part.UUID, omn.URL);
+ // If media has never been set for this prim, then just return.
+ if (null == part.Shape.Media)
+ return string.Empty;
+
MediaEntry me = part.Shape.Media[omn.Face];
+
+ // Do the same if media has not been set up for a specific face
+ if (null == me)
+ return string.Empty;
+
+ if (me.EnableWhiteList)
+ {
+ if (!CheckUrlAgainstWhitelist(omn.URL, me.WhiteList))
+ {
+ m_log.DebugFormat(
+ "[MOAP]: Blocking change of face {0} on prim {1} {2} to {3} since it's not on the enabled whitelist",
+ omn.Face, part.Name, part.UUID, omn.URL);
+
+ return string.Empty;
+ }
+ }
+
me.CurrentURL = omn.URL;
UpdateMediaUrl(part);
@@ -413,5 +447,32 @@ namespace OpenSim.Region.CoreModules.Media.Moap
m_log.DebugFormat("[MOAP]: Storing media url [{0}] in prim {1} {2}", part.MediaUrl, part.Name, part.UUID);
}
+
+ ///
+ /// Check the given url against the given whitelist.
+ ///
+ ///
+ ///
+ /// true if the url matches an entry on the whitelist, false otherwise
+ protected bool CheckUrlAgainstWhitelist(string url, string[] whitelist)
+ {
+ foreach (string rawWlUrl in whitelist)
+ {
+ string wlUrl = rawWlUrl;
+
+ if (!wlUrl.StartsWith("http://"))
+ wlUrl = "http://" + wlUrl;
+
+ m_log.DebugFormat("[MOAP]: Checking whitelist URL {0}", wlUrl);
+
+ if (url.StartsWith(wlUrl))
+ {
+ m_log.DebugFormat("[MOAP]: Whitelist url {0} matches requested url {1}", wlUrl, url);
+ return true;
+ }
+ }
+
+ return false;
+ }
}
}
\ No newline at end of file
diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
index 3a690af..7f6f851 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -178,7 +178,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
string permissionModules = myConfig.GetString("permissionmodules", "DefaultPermissionsModule");
- List modules=new List(permissionModules.Split(','));
+ List modules = new List(permissionModules.Split(','));
if (!modules.Contains("DefaultPermissionsModule"))
return;
@@ -399,6 +399,10 @@ namespace OpenSim.Region.CoreModules.World.Permissions
m_log.Warn("[PERMISSIONS]: Groups module not found, group permissions will not work");
m_moapModule = m_scene.RequestModuleInterface();
+
+ // This log line will be commented out when no longer required for debugging
+ if (m_moapModule == null)
+ m_log.Warn("[PERMISSIONS]: Media on a prim module not found, media on a prim permissions will not work");
}
public void Close()
@@ -1901,7 +1905,11 @@ namespace OpenSim.Region.CoreModules.World.Permissions
}
private bool CanControlPrimMedia(UUID agentID, UUID primID, int face)
- {
+ {
+// m_log.DebugFormat(
+// "[PERMISSONS]: Performing CanControlPrimMedia check with agentID {0}, primID {1}, face {2}",
+// agentID, primID, face);
+
if (null == m_moapModule)
return false;
@@ -1909,17 +1917,25 @@ namespace OpenSim.Region.CoreModules.World.Permissions
if (null == part)
return false;
- MediaEntry me = m_moapModule.GetMediaEntry(part, face);
+ MediaEntry me = m_moapModule.GetMediaEntry(part, face);
// If there is no existing media entry then it can be controlled (in this context, created).
if (null == me)
return true;
+ m_log.DebugFormat(
+ "[PERMISSIONS]: Checking CanControlPrimMedia for {0} on {1} face {2} with control permissions {3}",
+ agentID, primID, face, me.ControlPermissions);
+
return GenericPrimMediaPermission(part, agentID, me.ControlPermissions);
}
private bool CanInteractWithPrimMedia(UUID agentID, UUID primID, int face)
{
+// m_log.DebugFormat(
+// "[PERMISSONS]: Performing CanInteractWithPrimMedia check with agentID {0}, primID {1}, face {2}",
+// agentID, primID, face);
+
if (null == m_moapModule)
return false;
@@ -1933,13 +1949,17 @@ namespace OpenSim.Region.CoreModules.World.Permissions
if (null == me)
return true;
+ m_log.DebugFormat(
+ "[PERMISSIONS]: Checking CanInteractWithPrimMedia for {0} on {1} face {2} with interact permissions {3}",
+ agentID, primID, face, me.InteractPermissions);
+
return GenericPrimMediaPermission(part, agentID, me.InteractPermissions);
}
private bool GenericPrimMediaPermission(SceneObjectPart part, UUID agentID, MediaPermission perms)
{
- if (IsAdministrator(agentID))
- return true;
+// if (IsAdministrator(agentID))
+// return true;
if ((perms & MediaPermission.Anyone) == MediaPermission.Anyone)
return true;
--
cgit v1.1
From aec3b330119a6c4e799939329bd0748ce1a265be Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 14 Jul 2010 23:48:24 +0100
Subject: fix bug where prim persistence would fail if media had never been set
---
OpenSim/Data/SQLite/SQLiteRegionData.cs | 15 +++++++++------
1 file changed, 9 insertions(+), 6 deletions(-)
diff --git a/OpenSim/Data/SQLite/SQLiteRegionData.cs b/OpenSim/Data/SQLite/SQLiteRegionData.cs
index 51f4cef..7acbd22 100644
--- a/OpenSim/Data/SQLite/SQLiteRegionData.cs
+++ b/OpenSim/Data/SQLite/SQLiteRegionData.cs
@@ -1919,14 +1919,17 @@ namespace OpenSim.Data.SQLite
row["Texture"] = s.TextureEntry;
row["ExtraParams"] = s.ExtraParams;
- OSDArray meArray = new OSDArray();
- foreach (MediaEntry me in s.Media)
+ if (null != s.Media)
{
- OSD osd = (null == me ? new OSD() : me.GetOSD());
- meArray.Add(osd);
+ OSDArray meArray = new OSDArray();
+ foreach (MediaEntry me in s.Media)
+ {
+ OSD osd = (null == me ? new OSD() : me.GetOSD());
+ meArray.Add(osd);
+ }
+
+ row["Media"] = OSDParser.SerializeLLSDXmlString(meArray);
}
-
- row["Media"] = OSDParser.SerializeLLSDXmlString(meArray);
}
///
--
cgit v1.1
From e74e591e0b2196bcf58e17f604e2d8d4819c3917 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 15 Jul 2010 00:15:23 +0100
Subject: properly expose prim media LSL functions to scripts
scripts using these functions should now compile but I don't know how well the methods themselves work yet
llSetPrimMedia(), at least, appears to have problems when a current url is set for a face that doesn't yet have a texture
---
OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs | 2 +-
.../Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs | 3 +++
.../Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs | 15 +++++++++++++++
3 files changed, 19 insertions(+), 1 deletion(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 3c546c4..4bbac6e 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -186,7 +186,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
CheckFaceParam(part, face);
if (null == part.Shape.Media)
- part.Shape.Media = new List(part.GetNumberOfSides());
+ part.Shape.Media = new List(new MediaEntry[part.GetNumberOfSides()]);
part.Shape.Media[face] = me;
UpdateMediaUrl(part);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
index cba46a3..561e3b3 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
@@ -62,6 +62,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
void llBreakLink(int linknum);
LSL_Integer llCeil(double f);
void llClearCameraParams();
+ LSL_Integer llClearPrimMedia(LSL_Integer face);
void llCloseRemoteDataChannel(string channel);
LSL_Float llCloud(LSL_Vector offset);
void llCollisionFilter(string name, string id, int accept);
@@ -162,6 +163,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
LSL_List llGetParcelPrimOwners(LSL_Vector pos);
LSL_Integer llGetPermissions();
LSL_Key llGetPermissionsKey();
+ LSL_List llGetPrimMediaParams(int face, LSL_List rules);
LSL_Vector llGetPos();
LSL_List llGetPrimitiveParams(LSL_List rules);
LSL_Integer llGetRegionAgentCount();
@@ -332,6 +334,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
void llSetParcelMusicURL(string url);
void llSetPayPrice(int price, LSL_List quick_pay_buttons);
void llSetPos(LSL_Vector pos);
+ LSL_Integer llSetPrimMediaParams(int face, LSL_List rules);
void llSetPrimitiveParams(LSL_List rules);
void llSetLinkPrimitiveParamsFast(int linknum, LSL_List rules);
void llSetPrimURL(string url);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
index 3339995..451163f 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
@@ -1832,5 +1832,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
{
return m_LSL_Functions.llXorBase64StringsCorrect(str1, str2);
}
+
+ public LSL_List llGetPrimMediaParams(int face, LSL_List rules)
+ {
+ return m_LSL_Functions.llGetPrimMediaParams(face, rules);
+ }
+
+ public LSL_Integer llSetPrimMediaParams(int face, LSL_List rules)
+ {
+ return m_LSL_Functions.llSetPrimMediaParams(face, rules);
+ }
+
+ public LSL_Integer llClearPrimMedia(LSL_Integer face)
+ {
+ return m_LSL_Functions.llClearPrimMedia(face);
+ }
}
}
--
cgit v1.1
From 610a2626a5e60cf5c3511ecf4d4187e9da71d336 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 15 Jul 2010 21:14:55 +0100
Subject: Implement * end wildcard for whitelist urls
---
OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs | 6 +++++-
1 file changed, 5 insertions(+), 1 deletion(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 4bbac6e..c24e6d5 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -460,6 +460,10 @@ namespace OpenSim.Region.CoreModules.Media.Moap
{
string wlUrl = rawWlUrl;
+ // Deal with a line-ending wildcard
+ if (wlUrl.EndsWith("*"))
+ wlUrl = wlUrl.Remove(wlUrl.Length - 1);
+
if (!wlUrl.StartsWith("http://"))
wlUrl = "http://" + wlUrl;
@@ -467,7 +471,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
if (url.StartsWith(wlUrl))
{
- m_log.DebugFormat("[MOAP]: Whitelist url {0} matches requested url {1}", wlUrl, url);
+ m_log.DebugFormat("[MOAP]: Whitelist URL {0} matches {1}", wlUrl, url);
return true;
}
}
--
cgit v1.1
From 2ec6e3b4402ae7acf9e3f0da77c12203c2b44ff9 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 15 Jul 2010 21:40:44 +0100
Subject: refactor: simplify current whitelist url checking by using System.Uri
---
OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs | 15 ++++++++-------
1 file changed, 8 insertions(+), 7 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index c24e6d5..c8e72ca 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -451,11 +451,13 @@ namespace OpenSim.Region.CoreModules.Media.Moap
///
/// Check the given url against the given whitelist.
///
- ///
+ ///
///
/// true if the url matches an entry on the whitelist, false otherwise
- protected bool CheckUrlAgainstWhitelist(string url, string[] whitelist)
+ protected bool CheckUrlAgainstWhitelist(string rawUrl, string[] whitelist)
{
+ Uri url = new Uri(rawUrl);
+
foreach (string rawWlUrl in whitelist)
{
string wlUrl = rawWlUrl;
@@ -464,14 +466,13 @@ namespace OpenSim.Region.CoreModules.Media.Moap
if (wlUrl.EndsWith("*"))
wlUrl = wlUrl.Remove(wlUrl.Length - 1);
- if (!wlUrl.StartsWith("http://"))
- wlUrl = "http://" + wlUrl;
-
m_log.DebugFormat("[MOAP]: Checking whitelist URL {0}", wlUrl);
+
+ string urlToMatch = url.Authority + url.AbsolutePath;
- if (url.StartsWith(wlUrl))
+ if (urlToMatch.StartsWith(wlUrl))
{
- m_log.DebugFormat("[MOAP]: Whitelist URL {0} matches {1}", wlUrl, url);
+ m_log.DebugFormat("[MOAP]: Whitelist URL {0} matches {1}", wlUrl, urlToMatch);
return true;
}
}
--
cgit v1.1
From 0bec4f5ea5b2586bcc3899ad084e30d42218cb44 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 15 Jul 2010 21:51:57 +0100
Subject: Handle checking of line starting "*" wildcard for whitelist patterns
A line starting * can only be applied to the domain, not the path
---
.../CoreModules/World/Media/Moap/MoapModule.cs | 30 ++++++++++++++++------
1 file changed, 22 insertions(+), 8 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index c8e72ca..cbe9af2 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -458,22 +458,36 @@ namespace OpenSim.Region.CoreModules.Media.Moap
{
Uri url = new Uri(rawUrl);
- foreach (string rawWlUrl in whitelist)
+ foreach (string origWlUrl in whitelist)
{
- string wlUrl = rawWlUrl;
+ string wlUrl = origWlUrl;
// Deal with a line-ending wildcard
if (wlUrl.EndsWith("*"))
wlUrl = wlUrl.Remove(wlUrl.Length - 1);
- m_log.DebugFormat("[MOAP]: Checking whitelist URL {0}", wlUrl);
+ m_log.DebugFormat("[MOAP]: Checking whitelist URL pattern {0}", origWlUrl);
- string urlToMatch = url.Authority + url.AbsolutePath;
-
- if (urlToMatch.StartsWith(wlUrl))
+ // Handle a line starting wildcard slightly differently since this can only match the domain, not the path
+ if (wlUrl.StartsWith("*"))
+ {
+ wlUrl = wlUrl.Substring(1);
+
+ if (url.Host.Contains(wlUrl))
+ {
+ m_log.DebugFormat("[MOAP]: Whitelist URL {0} matches {1}", origWlUrl, rawUrl);
+ return true;
+ }
+ }
+ else
{
- m_log.DebugFormat("[MOAP]: Whitelist URL {0} matches {1}", wlUrl, urlToMatch);
- return true;
+ string urlToMatch = url.Authority + url.AbsolutePath;
+
+ if (urlToMatch.StartsWith(wlUrl))
+ {
+ m_log.DebugFormat("[MOAP]: Whitelist URL {0} matches {1}", origWlUrl, rawUrl);
+ return true;
+ }
}
}
--
cgit v1.1
From 2c3207df076b6633c7b8a777adb8583eba6a6d82 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 15 Jul 2010 23:28:36 +0100
Subject: add missing regionstore migration file for new fields. D'oh!
this should enable persistence now
---
OpenSim/Data/SQLite/Resources/020_RegionStore.sql | 6 ++++++
1 file changed, 6 insertions(+)
create mode 100644 OpenSim/Data/SQLite/Resources/020_RegionStore.sql
diff --git a/OpenSim/Data/SQLite/Resources/020_RegionStore.sql b/OpenSim/Data/SQLite/Resources/020_RegionStore.sql
new file mode 100644
index 0000000..39cb752
--- /dev/null
+++ b/OpenSim/Data/SQLite/Resources/020_RegionStore.sql
@@ -0,0 +1,6 @@
+BEGIN;
+
+ALTER TABLE prims ADD COLUMN MediaURL varchar(255);
+ALTER TABLE primshapes ADD COLUMN Media TEXT;
+
+COMMIT;
\ No newline at end of file
--
cgit v1.1
From 8e67f6dc44424a53f07cd0c2af0ecf53d7ca30b7 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 21 Jul 2010 14:25:21 +0100
Subject: start adding user ids to the media urls
---
.../CoreModules/World/Media/Moap/MoapModule.cs | 28 ++++++++++++----------
1 file changed, 16 insertions(+), 12 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index cbe9af2..6755df7 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -189,7 +189,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
part.Shape.Media = new List(new MediaEntry[part.GetNumberOfSides()]);
part.Shape.Media[face] = me;
- UpdateMediaUrl(part);
+ UpdateMediaUrl(part, UUID.Zero);
part.ScheduleFullUpdate();
part.TriggerScriptChangedEvent(Changed.MEDIA);
}
@@ -300,6 +300,11 @@ namespace OpenSim.Region.CoreModules.Media.Moap
return string.Empty;
}
+ UUID agentId = default(UUID);
+
+ lock (m_omCapUsers)
+ agentId = m_omCapUsers[path];
+
List media = part.Shape.Media;
if (null == media)
@@ -310,12 +315,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
else
{
// We need to go through the media textures one at a time to make sure that we have permission
- // to change them
- UUID agentId = default(UUID);
-
- lock (m_omCapUsers)
- agentId = m_omCapUsers[path];
-
+ // to change them
for (int i = 0; i < media.Count; i++)
{
if (m_scene.Permissions.CanControlPrimMedia(agentId, part.UUID, i))
@@ -326,7 +326,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
}
}
- UpdateMediaUrl(part);
+ UpdateMediaUrl(part, agentId);
// Arguably, we could avoid sending a full update to the avatar that just changed the texture.
part.ScheduleFullUpdate();
@@ -402,13 +402,13 @@ namespace OpenSim.Region.CoreModules.Media.Moap
me.CurrentURL = omn.URL;
- UpdateMediaUrl(part);
+ UpdateMediaUrl(part, agentId);
part.ScheduleFullUpdate();
part.TriggerScriptChangedEvent(Changed.MEDIA);
- return string.Empty;
+ return OSDParser.SerializeLLSDXmlString(new OSD());
}
///
@@ -431,12 +431,16 @@ namespace OpenSim.Region.CoreModules.Media.Moap
/// Update the media url of the given part
///
///
- protected void UpdateMediaUrl(SceneObjectPart part)
+ ///
+ /// The id to attach to this update. Normally, this is the user that changed the
+ /// texture
+ ///
+ protected void UpdateMediaUrl(SceneObjectPart part, UUID updateId)
{
if (null == part.MediaUrl)
{
// TODO: We can't set the last changer until we start tracking which cap we give to which agent id
- part.MediaUrl = "x-mv:0000000000/" + UUID.Zero;
+ part.MediaUrl = "x-mv:0000000000/" + updateId;
}
else
{
--
cgit v1.1
From 6ef2a72c70882810c1ca1b940d6afdbecdbe78a4 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 21 Jul 2010 17:12:43 +0100
Subject: Properly set TextureEntry.MediaFlags when a media texture is set
Media flags is cleared via a direct TextureEntry update from the client. If the clearing leaves no media textures on the prim, then a CAP ObjectMediaUpdate is not received. If there are still media textures present then one is received.
This change fixes drag-and-drop on Windows (and Mac?) clients. It may also fix problems with clearing and then subsequently setting new media textures.
---
.../CoreModules/World/Media/Moap/MoapModule.cs | 46 ++++++++++++++++++++--
1 file changed, 43 insertions(+), 3 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 6755df7..4818546 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -311,19 +311,59 @@ namespace OpenSim.Region.CoreModules.Media.Moap
{
m_log.DebugFormat("[MOAP]: Setting all new media list for {0}", part.Name);
part.Shape.Media = new List(omu.FaceMedia);
+
+ for (int i = 0; i < omu.FaceMedia.Length; i++)
+ {
+ if (omu.FaceMedia[i] != null)
+ {
+ // FIXME: Race condition here since some other texture entry manipulator may overwrite/get
+ // overwritten. Unfortunately, PrimitiveBaseShape does not allow us to change texture entry
+ // directly.
+ Primitive.TextureEntry te = part.Shape.Textures;
+ Primitive.TextureEntryFace face = te.CreateFace((uint)i);
+ face.MediaFlags = true;
+ part.Shape.Textures = te;
+ m_log.DebugFormat(
+ "[MOAP]: Media flags for face {0} is {1}",
+ i, part.Shape.Textures.FaceTextures[i].MediaFlags);
+ }
+ }
}
else
- {
+ {
// We need to go through the media textures one at a time to make sure that we have permission
// to change them
+
+ // FIXME: Race condition here since some other texture entry manipulator may overwrite/get
+ // overwritten. Unfortunately, PrimitiveBaseShape does not allow us to change texture entry
+ // directly.
+ Primitive.TextureEntry te = part.Shape.Textures;
+
for (int i = 0; i < media.Count; i++)
- {
+ {
if (m_scene.Permissions.CanControlPrimMedia(agentId, part.UUID, i))
- {
+ {
media[i] = omu.FaceMedia[i];
+
+ // When a face is cleared this is done by setting the MediaFlags in the TextureEntry via a normal
+ // texture update, so we don't need to worry about clearing MediaFlags here.
+ if (null == media[i])
+ continue;
+
+ Primitive.TextureEntryFace face = te.CreateFace((uint)i);
+ face.MediaFlags = true;
+
+ m_log.DebugFormat(
+ "[MOAP]: Media flags for face {0} is {1}",
+ i, face.MediaFlags);
// m_log.DebugFormat("[MOAP]: Set media entry for face {0} on {1}", i, part.Name);
}
}
+
+ part.Shape.Textures = te;
+
+// for (int i2 = 0; i2 < part.Shape.Textures.FaceTextures.Length; i2++)
+// m_log.DebugFormat("[MOAP]: FaceTexture[{0}] is {1}", i2, part.Shape.Textures.FaceTextures[i2]);
}
UpdateMediaUrl(part, agentId);
--
cgit v1.1
From 8e8076c947462980d849ac2fac33fc0640ea1a31 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 21 Jul 2010 19:32:05 +0100
Subject: also add avatar id to an updated media url - not just new ones
---
OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 4818546..0130ff9 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -486,7 +486,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
{
string rawVersion = part.MediaUrl.Substring(5, 10);
int version = int.Parse(rawVersion);
- part.MediaUrl = string.Format("x-mv:{0:D10}/{1}", ++version, UUID.Zero);
+ part.MediaUrl = string.Format("x-mv:{0:D10}/{1}", ++version, updateId);
}
m_log.DebugFormat("[MOAP]: Storing media url [{0}] in prim {1} {2}", part.MediaUrl, part.Name, part.UUID);
--
cgit v1.1
From 4736e38e794925946675a8d510f3f9d2fc4e9d8c Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 26 Jul 2010 19:56:55 +0100
Subject: Put a wrapper around the media texture region serialization
THIS WILL BREAK EXISTING MEDIA TEXTURE PERSISTENCE. Please delete your existing sqlite databases if you are experimenting with this branch.
This wrapper will make it easier to maintain compatibility if the media texture data evolves.
This will also make it easier to store non-sl media texture data.
---
OpenSim/Data/SQLite/SQLiteRegionData.cs | 58 ++++++++++++++++++++++++---------
1 file changed, 43 insertions(+), 15 deletions(-)
diff --git a/OpenSim/Data/SQLite/SQLiteRegionData.cs b/OpenSim/Data/SQLite/SQLiteRegionData.cs
index 7acbd22..b564419 100644
--- a/OpenSim/Data/SQLite/SQLiteRegionData.cs
+++ b/OpenSim/Data/SQLite/SQLiteRegionData.cs
@@ -31,6 +31,7 @@ using System.Data;
using System.Drawing;
using System.IO;
using System.Reflection;
+using System.Xml;
using log4net;
using Mono.Data.Sqlite;
using OpenMetaverse;
@@ -1862,17 +1863,26 @@ namespace OpenSim.Data.SQLite
if (!(row["Media"] is System.DBNull))
{
- string rawMeArray = (string)row["Media"];
- OSDArray osdMeArray = (OSDArray)OSDParser.DeserializeLLSDXml(rawMeArray);
-
- List mediaEntries = new List();
- foreach (OSD osdMe in osdMeArray)
+ using (StringReader sr = new StringReader((string)row["Media"]))
{
- MediaEntry me = (osdMe is OSDMap ? MediaEntry.FromOSD(osdMe) : new MediaEntry());
- mediaEntries.Add(me);
+ using (XmlTextReader xtr = new XmlTextReader(sr))
+ {
+ xtr.ReadStartElement("osmedia");
+
+ OSDArray osdMeArray = (OSDArray)OSDParser.DeserializeLLSDXml(xtr.ReadInnerXml());
+
+ List mediaEntries = new List();
+ foreach (OSD osdMe in osdMeArray)
+ {
+ MediaEntry me = (osdMe is OSDMap ? MediaEntry.FromOSD(osdMe) : new MediaEntry());
+ mediaEntries.Add(me);
+ }
+
+ s.Media = mediaEntries;
+
+ xtr.ReadEndElement();
+ }
}
-
- s.Media = mediaEntries;
}
return s;
@@ -1921,14 +1931,32 @@ namespace OpenSim.Data.SQLite
if (null != s.Media)
{
- OSDArray meArray = new OSDArray();
- foreach (MediaEntry me in s.Media)
+ using (StringWriter sw = new StringWriter())
{
- OSD osd = (null == me ? new OSD() : me.GetOSD());
- meArray.Add(osd);
+ using (XmlTextWriter xtw = new XmlTextWriter(sw))
+ {
+ xtw.WriteStartElement("osmedia");
+ xtw.WriteAttributeString("type", "sl");
+ xtw.WriteAttributeString("major_version", "0");
+ xtw.WriteAttributeString("minor_version", "1");
+
+ OSDArray meArray = new OSDArray();
+ foreach (MediaEntry me in s.Media)
+ {
+ OSD osd = (null == me ? new OSD() : me.GetOSD());
+ meArray.Add(osd);
+ }
+
+ xtw.WriteStartElement("osdata");
+ xtw.WriteRaw(OSDParser.SerializeLLSDXmlString(meArray));
+ xtw.WriteEndElement();
+
+ xtw.WriteEndElement();
+
+ xtw.Flush();
+ row["Media"] = sw.ToString();
+ }
}
-
- row["Media"] = OSDParser.SerializeLLSDXmlString(meArray);
}
}
--
cgit v1.1
From 491b8181ad4fcb0a8002ee2406703b89c4928219 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 26 Jul 2010 20:13:26 +0100
Subject: Add EventManager.OnSceneObjectLoaded() for future use. This is fired
immediately after a scene object is loaded from storage.
---
.../CoreModules/World/Media/Moap/MoapModule.cs | 19 +++++++++----
OpenSim/Region/Framework/Scenes/EventManager.cs | 32 ++++++++++++++++++++--
OpenSim/Region/Framework/Scenes/Scene.cs | 4 ++-
3 files changed, 46 insertions(+), 9 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 0130ff9..2771492 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -98,17 +98,19 @@ namespace OpenSim.Region.CoreModules.Media.Moap
public void RegionLoaded(Scene scene)
{
- m_scene.EventManager.OnRegisterCaps += RegisterCaps;
- m_scene.EventManager.OnDeregisterCaps += DeregisterCaps;
+ m_scene.EventManager.OnRegisterCaps += OnRegisterCaps;
+ m_scene.EventManager.OnDeregisterCaps += OnDeregisterCaps;
+ m_scene.EventManager.OnSceneObjectLoaded += OnSceneObjectLoaded;
}
public void Close()
{
- m_scene.EventManager.OnRegisterCaps -= RegisterCaps;
- m_scene.EventManager.OnDeregisterCaps -= DeregisterCaps;
+ m_scene.EventManager.OnRegisterCaps -= OnRegisterCaps;
+ m_scene.EventManager.OnDeregisterCaps -= OnDeregisterCaps;
+ m_scene.EventManager.OnSceneObjectLoaded -= OnSceneObjectLoaded;
}
- public void RegisterCaps(UUID agentID, Caps caps)
+ public void OnRegisterCaps(UUID agentID, Caps caps)
{
m_log.DebugFormat(
"[MOAP]: Registering ObjectMedia and ObjectMediaNavigate capabilities for agent {0}", agentID);
@@ -138,7 +140,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
}
}
- public void DeregisterCaps(UUID agentID, Caps caps)
+ public void OnDeregisterCaps(UUID agentID, Caps caps)
{
lock (m_omCapUsers)
{
@@ -155,6 +157,11 @@ namespace OpenSim.Region.CoreModules.Media.Moap
}
}
+ public void OnSceneObjectLoaded(SceneObjectGroup sog)
+ {
+ m_log.DebugFormat("[MOAP]: OnSceneObjectLoaded fired for {0} {1}", sog.Name, sog.UUID);
+ }
+
public MediaEntry GetMediaEntry(SceneObjectPart part, int face)
{
MediaEntry me = null;
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index ef125cd..46e17c5 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -331,9 +331,16 @@ namespace OpenSim.Region.Framework.Scenes
/// the avatarID is UUID.Zero (I know, this doesn't make much sense but now it's historical).
public delegate void Attach(uint localID, UUID itemID, UUID avatarID);
public event Attach OnAttach;
+
+ public delegate void SceneObjectDelegate(SceneObjectGroup so);
+
+ ///
+ /// Called immediately after an object is loaded from storage.
+ ///
+ public event SceneObjectDelegate OnSceneObjectLoaded;
public delegate void RegionUp(GridRegion region);
- public event RegionUp OnRegionUp;
+ public event RegionUp OnRegionUp;
public class MoneyTransferArgs : EventArgs
{
@@ -2013,5 +2020,26 @@ namespace OpenSim.Region.Framework.Scenes
}
}
}
+
+ public void TriggerOnSceneObjectLoaded(SceneObjectGroup so)
+ {
+ SceneObjectDelegate handler = OnSceneObjectLoaded;
+ if (handler != null)
+ {
+ foreach (SceneObjectDelegate d in handler.GetInvocationList())
+ {
+ try
+ {
+ d(so);
+ }
+ catch (Exception e)
+ {
+ m_log.ErrorFormat(
+ "[EVENT MANAGER]: Delegate for TriggerOnSceneObjectLoaded failed - continuing. {0} {1}",
+ e.Message, e.StackTrace);
+ }
+ }
+ }
+ }
}
-}
+}
\ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index e2ab643..5542a0c 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -1887,9 +1887,11 @@ namespace OpenSim.Region.Framework.Scenes
foreach (SceneObjectGroup group in PrimsFromDB)
{
+ EventManager.TriggerOnSceneObjectLoaded(group);
+
if (group.RootPart == null)
{
- m_log.ErrorFormat("[SCENE] Found a SceneObjectGroup with m_rootPart == null and {0} children",
+ m_log.ErrorFormat("[SCENE]: Found a SceneObjectGroup with m_rootPart == null and {0} children",
group.Children == null ? 0 : group.Children.Count);
}
--
cgit v1.1
From c70d57ff983d42b6898d766eb5536e56868b3213 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 26 Jul 2010 20:36:28 +0100
Subject: Add EventManager.OnSceneObjectPreSave() for future use. This is
triggered immediately before a copy of the group is persisted to storage
---
.../CoreModules/World/Media/Moap/MoapModule.cs | 11 ++++--
OpenSim/Region/Framework/Scenes/EventManager.cs | 39 ++++++++++++++++++++--
.../Region/Framework/Scenes/SceneObjectGroup.cs | 1 +
3 files changed, 46 insertions(+), 5 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 2771492..263ee57 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -101,6 +101,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
m_scene.EventManager.OnRegisterCaps += OnRegisterCaps;
m_scene.EventManager.OnDeregisterCaps += OnDeregisterCaps;
m_scene.EventManager.OnSceneObjectLoaded += OnSceneObjectLoaded;
+ m_scene.EventManager.OnSceneObjectPreSave += OnSceneObjectPreSave;
}
public void Close()
@@ -108,6 +109,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
m_scene.EventManager.OnRegisterCaps -= OnRegisterCaps;
m_scene.EventManager.OnDeregisterCaps -= OnDeregisterCaps;
m_scene.EventManager.OnSceneObjectLoaded -= OnSceneObjectLoaded;
+ m_scene.EventManager.OnSceneObjectPreSave -= OnSceneObjectPreSave;
}
public void OnRegisterCaps(UUID agentID, Caps caps)
@@ -157,11 +159,16 @@ namespace OpenSim.Region.CoreModules.Media.Moap
}
}
- public void OnSceneObjectLoaded(SceneObjectGroup sog)
+ public void OnSceneObjectLoaded(SceneObjectGroup so)
{
- m_log.DebugFormat("[MOAP]: OnSceneObjectLoaded fired for {0} {1}", sog.Name, sog.UUID);
+ m_log.DebugFormat("[MOAP]: OnSceneObjectLoaded fired for {0} {1}", so.Name, so.UUID);
}
+ public void OnSceneObjectPreSave(SceneObjectGroup persistingSo, SceneObjectGroup originalSo)
+ {
+ m_log.DebugFormat("[MOAP]: OnSceneObjectPreSave fired for {0} {1}", persistingSo.Name, persistingSo.UUID);
+ }
+
public MediaEntry GetMediaEntry(SceneObjectPart part, int face)
{
MediaEntry me = null;
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 46e17c5..a4dd170 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -330,14 +330,26 @@ namespace OpenSim.Region.Framework.Scenes
/// If the object is being attached, then the avatarID will be present. If the object is being detached then
/// the avatarID is UUID.Zero (I know, this doesn't make much sense but now it's historical).
public delegate void Attach(uint localID, UUID itemID, UUID avatarID);
- public event Attach OnAttach;
-
- public delegate void SceneObjectDelegate(SceneObjectGroup so);
+ public event Attach OnAttach;
///
/// Called immediately after an object is loaded from storage.
///
public event SceneObjectDelegate OnSceneObjectLoaded;
+ public delegate void SceneObjectDelegate(SceneObjectGroup so);
+
+ ///
+ /// Called immediately before an object is saved to storage.
+ ///
+ ///
+ /// The scene object being persisted.
+ /// This is actually a copy of the original scene object so changes made here will be saved to storage but will not be kept in memory.
+ ///
+ ///
+ /// The original scene object being persisted. Changes here will stay in memory but will not be saved to storage on this save.
+ ///
+ public event SceneObjectPreSaveDelegate OnSceneObjectPreSave;
+ public delegate void SceneObjectPreSaveDelegate(SceneObjectGroup persistingSo, SceneObjectGroup originalSo);
public delegate void RegionUp(GridRegion region);
public event RegionUp OnRegionUp;
@@ -2040,6 +2052,27 @@ namespace OpenSim.Region.Framework.Scenes
}
}
}
+ }
+
+ public void TriggerOnSceneObjectPreSave(SceneObjectGroup persistingSo, SceneObjectGroup originalSo)
+ {
+ SceneObjectPreSaveDelegate handler = OnSceneObjectPreSave;
+ if (handler != null)
+ {
+ foreach (SceneObjectPreSaveDelegate d in handler.GetInvocationList())
+ {
+ try
+ {
+ d(persistingSo, originalSo);
+ }
+ catch (Exception e)
+ {
+ m_log.ErrorFormat(
+ "[EVENT MANAGER]: Delegate for TriggerOnSceneObjectPreSave failed - continuing. {0} {1}",
+ e.Message, e.StackTrace);
+ }
+ }
+ }
}
}
}
\ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 1ca390a..451b93e 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -1479,6 +1479,7 @@ namespace OpenSim.Region.Framework.Scenes
backup_group.RootPart.ParticleSystem = RootPart.ParticleSystem;
HasGroupChanged = false;
+ m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this);
datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID);
backup_group.ForEachPart(delegate(SceneObjectPart part)
--
cgit v1.1
From d5e8272ad44e87a4ac1a7b142ca36b5c5978fca7 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 26 Jul 2010 21:09:54 +0100
Subject: relocate serialization code from SQLiteRegionData to MoapModule using
load and save events.
This is better modularity. It also allows MoapModule to be replaced with some other media module that may behave completely differently in the future.
Remaining non-modularity:
PrimitiveBaseShape needs explicit Media and MediaRaw fields. MediaRaw is required in order to shuttle the pre-serialization data back and forth from the database layer.
The database also needs to know about MediaRaw though not about Media.
IMO, it would be extremely nice to remove these hard codings but this is a bridge too far at the present time.
---
OpenSim/Data/SQLite/SQLiteRegionData.cs | 55 +----------------
OpenSim/Framework/PrimitiveBaseShape.cs | 6 ++
.../CoreModules/World/Media/Moap/MoapModule.cs | 70 +++++++++++++++++++++-
3 files changed, 76 insertions(+), 55 deletions(-)
diff --git a/OpenSim/Data/SQLite/SQLiteRegionData.cs b/OpenSim/Data/SQLite/SQLiteRegionData.cs
index b564419..f63d35e 100644
--- a/OpenSim/Data/SQLite/SQLiteRegionData.cs
+++ b/OpenSim/Data/SQLite/SQLiteRegionData.cs
@@ -31,7 +31,6 @@ using System.Data;
using System.Drawing;
using System.IO;
using System.Reflection;
-using System.Xml;
using log4net;
using Mono.Data.Sqlite;
using OpenMetaverse;
@@ -1862,28 +1861,7 @@ namespace OpenSim.Data.SQLite
s.ExtraParams = (byte[]) row["ExtraParams"];
if (!(row["Media"] is System.DBNull))
- {
- using (StringReader sr = new StringReader((string)row["Media"]))
- {
- using (XmlTextReader xtr = new XmlTextReader(sr))
- {
- xtr.ReadStartElement("osmedia");
-
- OSDArray osdMeArray = (OSDArray)OSDParser.DeserializeLLSDXml(xtr.ReadInnerXml());
-
- List mediaEntries = new List();
- foreach (OSD osdMe in osdMeArray)
- {
- MediaEntry me = (osdMe is OSDMap ? MediaEntry.FromOSD(osdMe) : new MediaEntry());
- mediaEntries.Add(me);
- }
-
- s.Media = mediaEntries;
-
- xtr.ReadEndElement();
- }
- }
- }
+ s.MediaRaw = (string)row["Media"];
return s;
}
@@ -1928,36 +1906,7 @@ namespace OpenSim.Data.SQLite
row["Texture"] = s.TextureEntry;
row["ExtraParams"] = s.ExtraParams;
-
- if (null != s.Media)
- {
- using (StringWriter sw = new StringWriter())
- {
- using (XmlTextWriter xtw = new XmlTextWriter(sw))
- {
- xtw.WriteStartElement("osmedia");
- xtw.WriteAttributeString("type", "sl");
- xtw.WriteAttributeString("major_version", "0");
- xtw.WriteAttributeString("minor_version", "1");
-
- OSDArray meArray = new OSDArray();
- foreach (MediaEntry me in s.Media)
- {
- OSD osd = (null == me ? new OSD() : me.GetOSD());
- meArray.Add(osd);
- }
-
- xtw.WriteStartElement("osdata");
- xtw.WriteRaw(OSDParser.SerializeLLSDXmlString(meArray));
- xtw.WriteEndElement();
-
- xtw.WriteEndElement();
-
- xtw.Flush();
- row["Media"] = sw.ToString();
- }
- }
- }
+ row["Media"] = s.MediaRaw;
}
///
diff --git a/OpenSim/Framework/PrimitiveBaseShape.cs b/OpenSim/Framework/PrimitiveBaseShape.cs
index 85638ca..03ddb33 100644
--- a/OpenSim/Framework/PrimitiveBaseShape.cs
+++ b/OpenSim/Framework/PrimitiveBaseShape.cs
@@ -174,6 +174,12 @@ namespace OpenSim.Framework
}
///
+ /// Raw media data suitable for serialization operations. This should only ever be used by an IMoapModule.
+ ///
+ [XmlIgnore]
+ public string MediaRaw { get; set; }
+
+ ///
/// Entries to store media textures on each face
///
/// Do not change this value directly - always do it through an IMoapModule.
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 263ee57..0e03318 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -32,6 +32,7 @@ using System.Collections.Specialized;
using System.Reflection;
using System.IO;
using System.Web;
+using System.Xml;
using log4net;
using Mono.Addins;
using Nini.Config;
@@ -46,6 +47,7 @@ using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
using Caps = OpenSim.Framework.Capabilities.Caps;
+using OSDArray = OpenMetaverse.StructuredData.OSDArray;
using OSDMap = OpenMetaverse.StructuredData.OSDMap;
namespace OpenSim.Region.CoreModules.Media.Moap
@@ -162,12 +164,76 @@ namespace OpenSim.Region.CoreModules.Media.Moap
public void OnSceneObjectLoaded(SceneObjectGroup so)
{
m_log.DebugFormat("[MOAP]: OnSceneObjectLoaded fired for {0} {1}", so.Name, so.UUID);
+
+ so.ForEachPart(OnSceneObjectPartLoaded);
}
public void OnSceneObjectPreSave(SceneObjectGroup persistingSo, SceneObjectGroup originalSo)
{
- m_log.DebugFormat("[MOAP]: OnSceneObjectPreSave fired for {0} {1}", persistingSo.Name, persistingSo.UUID);
- }
+ m_log.DebugFormat("[MOAP]: OnSceneObjectPreSave fired for {0} {1}", persistingSo.Name, persistingSo.UUID);
+
+ persistingSo.ForEachPart(OnSceneObjectPartPreSave);
+ }
+
+ protected void OnSceneObjectPartLoaded(SceneObjectPart part)
+ {
+ if (null == part.Shape.MediaRaw)
+ return;
+
+ using (StringReader sr = new StringReader(part.Shape.MediaRaw))
+ {
+ using (XmlTextReader xtr = new XmlTextReader(sr))
+ {
+ xtr.ReadStartElement("osmedia");
+
+ OSDArray osdMeArray = (OSDArray)OSDParser.DeserializeLLSDXml(xtr.ReadInnerXml());
+
+ List mediaEntries = new List();
+ foreach (OSD osdMe in osdMeArray)
+ {
+ MediaEntry me = (osdMe is OSDMap ? MediaEntry.FromOSD(osdMe) : new MediaEntry());
+ mediaEntries.Add(me);
+ }
+
+ xtr.ReadEndElement();
+
+ part.Shape.Media = mediaEntries;
+ }
+ }
+ }
+
+ protected void OnSceneObjectPartPreSave(SceneObjectPart part)
+ {
+ if (null == part.Shape.Media)
+ return;
+
+ using (StringWriter sw = new StringWriter())
+ {
+ using (XmlTextWriter xtw = new XmlTextWriter(sw))
+ {
+ xtw.WriteStartElement("osmedia");
+ xtw.WriteAttributeString("type", "sl");
+ xtw.WriteAttributeString("major_version", "0");
+ xtw.WriteAttributeString("minor_version", "1");
+
+ OSDArray meArray = new OSDArray();
+ foreach (MediaEntry me in part.Shape.Media)
+ {
+ OSD osd = (null == me ? new OSD() : me.GetOSD());
+ meArray.Add(osd);
+ }
+
+ xtw.WriteStartElement("osdata");
+ xtw.WriteRaw(OSDParser.SerializeLLSDXmlString(meArray));
+ xtw.WriteEndElement();
+
+ xtw.WriteEndElement();
+
+ xtw.Flush();
+ part.Shape.MediaRaw = sw.ToString();
+ }
+ }
+ }
public MediaEntry GetMediaEntry(SceneObjectPart part, int face)
{
--
cgit v1.1
From f34795c6b3cd022bd9f6ed4cea02631f5b17bf72 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 26 Jul 2010 21:41:39 +0100
Subject: provide config option for media on a prim
---
.../CoreModules/World/Media/Moap/MoapModule.cs | 21 +++++++++++++++++++--
.../World/Permissions/PermissionsModule.cs | 4 ++--
bin/OpenSim.ini.example | 5 +++++
3 files changed, 26 insertions(+), 4 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 0e03318..7afeeec 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -61,6 +61,11 @@ namespace OpenSim.Region.CoreModules.Media.Moap
public Type ReplaceableInterface { get { return null; } }
///
+ /// Is this module enabled?
+ ///
+ protected bool m_isEnabled = true;
+
+ ///
/// The scene to which this module is attached
///
protected Scene m_scene;
@@ -85,13 +90,19 @@ namespace OpenSim.Region.CoreModules.Media.Moap
///
protected Dictionary m_omuCapUrls = new Dictionary();
- public void Initialise(IConfigSource config)
+ public void Initialise(IConfigSource configSource)
{
- // TODO: Add config switches to enable/disable this module
+ IConfig config = configSource.Configs["MediaOnAPrim"];
+
+ if (config != null && !config.GetBoolean("Enabled", false))
+ m_isEnabled = false;
}
public void AddRegion(Scene scene)
{
+ if (!m_isEnabled)
+ return;
+
m_scene = scene;
m_scene.RegisterModuleInterface(this);
}
@@ -100,6 +111,9 @@ namespace OpenSim.Region.CoreModules.Media.Moap
public void RegionLoaded(Scene scene)
{
+ if (!m_isEnabled)
+ return;
+
m_scene.EventManager.OnRegisterCaps += OnRegisterCaps;
m_scene.EventManager.OnDeregisterCaps += OnDeregisterCaps;
m_scene.EventManager.OnSceneObjectLoaded += OnSceneObjectLoaded;
@@ -108,6 +122,9 @@ namespace OpenSim.Region.CoreModules.Media.Moap
public void Close()
{
+ if (!m_isEnabled)
+ return;
+
m_scene.EventManager.OnRegisterCaps -= OnRegisterCaps;
m_scene.EventManager.OnDeregisterCaps -= OnDeregisterCaps;
m_scene.EventManager.OnSceneObjectLoaded -= OnSceneObjectLoaded;
diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
index 7f6f851..982ac52 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -401,8 +401,8 @@ namespace OpenSim.Region.CoreModules.World.Permissions
m_moapModule = m_scene.RequestModuleInterface();
// This log line will be commented out when no longer required for debugging
- if (m_moapModule == null)
- m_log.Warn("[PERMISSIONS]: Media on a prim module not found, media on a prim permissions will not work");
+// if (m_moapModule == null)
+// m_log.Warn("[PERMISSIONS]: Media on a prim module not found, media on a prim permissions will not work");
}
public void Close()
diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example
index f4d9a18..a533f45 100644
--- a/bin/OpenSim.ini.example
+++ b/bin/OpenSim.ini.example
@@ -1248,6 +1248,11 @@
; enabled=false
+[MediaOnAPrim]
+ ; Enable media on a prim facilities
+ Enabled = true;
+
+
;;
;; These are defaults that are overwritten below in [Architecture].
;; These defaults allow OpenSim to work out of the box with
--
cgit v1.1
From d00466f09af214da8bedac89440ecad1d8c7b00d Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 26 Jul 2010 23:19:31 +0100
Subject: add mysql support for media on a prim
---
OpenSim/Data/MySQL/MySQLLegacyRegionData.cs | 8 ++++++--
OpenSim/Data/MySQL/Resources/RegionStore.migrations | 9 ++++++++-
2 files changed, 14 insertions(+), 3 deletions(-)
diff --git a/OpenSim/Data/MySQL/MySQLLegacyRegionData.cs b/OpenSim/Data/MySQL/MySQLLegacyRegionData.cs
index bfeae12..f17e8ae 100644
--- a/OpenSim/Data/MySQL/MySQLLegacyRegionData.cs
+++ b/OpenSim/Data/MySQL/MySQLLegacyRegionData.cs
@@ -222,7 +222,7 @@ namespace OpenSim.Data.MySQL
"PathTaperX, PathTaperY, PathTwist, " +
"PathTwistBegin, ProfileBegin, ProfileEnd, " +
"ProfileCurve, ProfileHollow, Texture, " +
- "ExtraParams, State) values (?UUID, " +
+ "ExtraParams, State, Media) values (?UUID, " +
"?Shape, ?ScaleX, ?ScaleY, ?ScaleZ, " +
"?PCode, ?PathBegin, ?PathEnd, " +
"?PathScaleX, ?PathScaleY, " +
@@ -233,7 +233,7 @@ namespace OpenSim.Data.MySQL
"?PathTwistBegin, ?ProfileBegin, " +
"?ProfileEnd, ?ProfileCurve, " +
"?ProfileHollow, ?Texture, ?ExtraParams, " +
- "?State)";
+ "?State, ?Media)";
FillShapeCommand(cmd, prim);
@@ -1700,6 +1700,9 @@ namespace OpenSim.Data.MySQL
s.ExtraParams = (byte[])row["ExtraParams"];
s.State = (byte)(int)row["State"];
+
+ if (!(row["Media"] is System.DBNull))
+ s.MediaRaw = (string)row["Media"];
return s;
}
@@ -1743,6 +1746,7 @@ namespace OpenSim.Data.MySQL
cmd.Parameters.AddWithValue("Texture", s.TextureEntry);
cmd.Parameters.AddWithValue("ExtraParams", s.ExtraParams);
cmd.Parameters.AddWithValue("State", s.State);
+ cmd.Parameters.AddWithValue("Media", s.MediaRaw);
}
public void StorePrimInventory(UUID primID, ICollection items)
diff --git a/OpenSim/Data/MySQL/Resources/RegionStore.migrations b/OpenSim/Data/MySQL/Resources/RegionStore.migrations
index 3f644f9..1369704 100644
--- a/OpenSim/Data/MySQL/Resources/RegionStore.migrations
+++ b/OpenSim/Data/MySQL/Resources/RegionStore.migrations
@@ -1,4 +1,4 @@
-
+
:VERSION 1 #---------------------
BEGIN;
@@ -800,3 +800,10 @@ BEGIN;
ALTER TABLE `regionwindlight` CHANGE COLUMN `cloud_scroll_x` `cloud_scroll_x` FLOAT(4,2) NOT NULL DEFAULT '0.20' AFTER `cloud_detail_density`, CHANGE COLUMN `cloud_scroll_y` `cloud_scroll_y` FLOAT(4,2) NOT NULL DEFAULT '0.01' AFTER `cloud_scroll_x_lock`;
COMMIT;
+:VERSION 35 #---------------------
+-- Added post 0.7
+
+BEGIN;
+ALTER TABLE prims ADD COLUMN MediaURL varchar(255);
+ALTER TABLE primshapes ADD COLUMN Media TEXT;
+COMMIT;
\ No newline at end of file
--
cgit v1.1
From 09231b1d123263a04804977904429d975647b22e Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 26 Jul 2010 23:26:22 +0100
Subject: add mssql support for media on a prim
compiles but not tested. please test and correct if necessary!
---
OpenSim/Data/MSSQL/MSSQLLegacyRegionData.cs | 10 +++++++---
OpenSim/Data/MSSQL/Resources/RegionStore.migrations | 9 ++++++++-
2 files changed, 15 insertions(+), 4 deletions(-)
diff --git a/OpenSim/Data/MSSQL/MSSQLLegacyRegionData.cs b/OpenSim/Data/MSSQL/MSSQLLegacyRegionData.cs
index d6cb91f..e61b4d9 100644
--- a/OpenSim/Data/MSSQL/MSSQLLegacyRegionData.cs
+++ b/OpenSim/Data/MSSQL/MSSQLLegacyRegionData.cs
@@ -385,7 +385,7 @@ IF EXISTS (SELECT UUID FROM primshapes WHERE UUID = @UUID)
PathSkew = @PathSkew, PathCurve = @PathCurve, PathRadiusOffset = @PathRadiusOffset, PathRevolutions = @PathRevolutions,
PathTaperX = @PathTaperX, PathTaperY = @PathTaperY, PathTwist = @PathTwist, PathTwistBegin = @PathTwistBegin,
ProfileBegin = @ProfileBegin, ProfileEnd = @ProfileEnd, ProfileCurve = @ProfileCurve, ProfileHollow = @ProfileHollow,
- Texture = @Texture, ExtraParams = @ExtraParams, State = @State
+ Texture = @Texture, ExtraParams = @ExtraParams, State = @State, Media = @Media
WHERE UUID = @UUID
END
ELSE
@@ -394,11 +394,11 @@ ELSE
primshapes (
UUID, Shape, ScaleX, ScaleY, ScaleZ, PCode, PathBegin, PathEnd, PathScaleX, PathScaleY, PathShearX, PathShearY,
PathSkew, PathCurve, PathRadiusOffset, PathRevolutions, PathTaperX, PathTaperY, PathTwist, PathTwistBegin, ProfileBegin,
- ProfileEnd, ProfileCurve, ProfileHollow, Texture, ExtraParams, State
+ ProfileEnd, ProfileCurve, ProfileHollow, Texture, ExtraParams, State, Media
) VALUES (
@UUID, @Shape, @ScaleX, @ScaleY, @ScaleZ, @PCode, @PathBegin, @PathEnd, @PathScaleX, @PathScaleY, @PathShearX, @PathShearY,
@PathSkew, @PathCurve, @PathRadiusOffset, @PathRevolutions, @PathTaperX, @PathTaperY, @PathTwist, @PathTwistBegin, @ProfileBegin,
- @ProfileEnd, @ProfileCurve, @ProfileHollow, @Texture, @ExtraParams, @State
+ @ProfileEnd, @ProfileCurve, @ProfileHollow, @Texture, @ExtraParams, @State, @Media
)
END";
@@ -1180,6 +1180,9 @@ VALUES
{
}
+ if (!(shapeRow["Media"] is System.DBNull))
+ baseShape.MediaRaw = (string)shapeRow["Media"];
+
return baseShape;
}
@@ -1557,6 +1560,7 @@ VALUES
parameters.Add(_Database.CreateParameter("Texture", s.TextureEntry));
parameters.Add(_Database.CreateParameter("ExtraParams", s.ExtraParams));
parameters.Add(_Database.CreateParameter("State", s.State));
+ parameters.Add(_Database.CreateParameter("Media", s.MediaRaw));
return parameters.ToArray();
}
diff --git a/OpenSim/Data/MSSQL/Resources/RegionStore.migrations b/OpenSim/Data/MSSQL/Resources/RegionStore.migrations
index e912d64..e2e8cbb 100644
--- a/OpenSim/Data/MSSQL/Resources/RegionStore.migrations
+++ b/OpenSim/Data/MSSQL/Resources/RegionStore.migrations
@@ -1,4 +1,4 @@
-
+
:VERSION 1
CREATE TABLE [dbo].[prims](
@@ -925,5 +925,12 @@ ALTER TABLE regionsettings ADD loaded_creation_datetime int NOT NULL default 0
COMMIT
+:VERSION 24
+-- Added post 0.7
+
+BEGIN TRANSACTION
+ALTER TABLE prims ADD COLUMN MediaURL varchar(255)
+ALTER TABLE primshapes ADD COLUMN Media TEXT
+COMMIT
\ No newline at end of file
--
cgit v1.1
From ede446cad6ecb987badbc04b8436d449dee5e08b Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 30 Jun 2010 20:46:35 +0100
Subject: add stub media-on-a-prim (shared media) module
---
.../CoreModules/World/Media/Moap/MoapModule.cs | 56 ++++++++++++++++++++++
1 file changed, 56 insertions(+)
create mode 100644 OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
new file mode 100644
index 0000000..1e5c767
--- /dev/null
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -0,0 +1,56 @@
+/*
+ * 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 Nini.Config;
+using log4net;
+using OpenSim.Framework;
+using OpenSim.Region.Framework.Interfaces;
+using OpenSim.Region.Framework.Scenes;
+using Mono.Addins;
+using OpenMetaverse;
+
+namespace OpenSim.Region.CoreModules.Media.Moap
+{
+ [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "MoapModule")]
+ public class MoapModule : INonSharedRegionModule
+ {
+ public string Name { get { return "MoapModule"; } }
+ public Type ReplaceableInterface { get { return null; } }
+
+ public void Initialise(IConfigSource config) {}
+
+ public void AddRegion(Scene scene) { Console.WriteLine("YEAH I'M HERE, BABY!"); }
+
+ public void RemoveRegion(Scene scene) {}
+
+ public void RegionLoaded(Scene scene) {}
+
+ public void Close() {}
+ }
+}
\ No newline at end of file
--
cgit v1.1
From 2be7d0cdd43f1b3037fa06cca87bcc0c84ac47e5 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 30 Jun 2010 22:30:05 +0100
Subject: Register ObjectMedia and ObjectMediaNavigate capabilities from moap
module.
Not sure if these are correct, but just supplying these to the viewer is enough to allow it to put media textures on prims (previously the icons were greyed out).
This is not yet persisted even in-memory, so no other avatars will see it yet.
---
.../CoreModules/World/Media/Moap/MoapModule.cs | 58 ++++++++++++++++++++--
1 file changed, 53 insertions(+), 5 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 1e5c767..68b9b43 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -26,31 +26,79 @@
*/
using System;
+using System.Collections;
+using System.Collections.Specialized;
using System.Reflection;
-using Nini.Config;
+using System.IO;
+using System.Web;
using log4net;
+using Mono.Addins;
+using Nini.Config;
+using OpenMetaverse;
+using OpenMetaverse.StructuredData;
using OpenSim.Framework;
+using OpenSim.Framework.Servers;
+using OpenSim.Framework.Servers.HttpServer;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
-using Mono.Addins;
-using OpenMetaverse;
+using OpenSim.Services.Interfaces;
+using Caps = OpenSim.Framework.Capabilities.Caps;
namespace OpenSim.Region.CoreModules.Media.Moap
{
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "MoapModule")]
public class MoapModule : INonSharedRegionModule
{
+ private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+
public string Name { get { return "MoapModule"; } }
public Type ReplaceableInterface { get { return null; } }
+ protected Scene m_scene;
+
public void Initialise(IConfigSource config) {}
- public void AddRegion(Scene scene) { Console.WriteLine("YEAH I'M HERE, BABY!"); }
+ public void AddRegion(Scene scene)
+ {
+ m_scene = scene;
+ }
public void RemoveRegion(Scene scene) {}
- public void RegionLoaded(Scene scene) {}
+ public void RegionLoaded(Scene scene)
+ {
+ m_scene.EventManager.OnRegisterCaps += RegisterCaps;
+ }
public void Close() {}
+
+ public void RegisterCaps(UUID agentID, Caps caps)
+ {
+ m_log.DebugFormat(
+ "[MOAP]: Registering ObjectMedia and ObjectMediaNavigate capabilities for agent {0}", agentID);
+
+ caps.RegisterHandler(
+ "ObjectMedia", new RestStreamHandler("GET", "/CAPS/" + UUID.Random(), OnObjectMediaRequest));
+ caps.RegisterHandler(
+ "ObjectMediaNavigate", new RestStreamHandler("GET", "/CAPS/" + UUID.Random(), OnObjectMediaNavigateRequest));
+ }
+
+ protected string OnObjectMediaRequest(
+ string request, string path, string param, OSHttpRequest httpRequest, OSHttpResponse httpResponse)
+ {
+ m_log.DebugFormat("[MOAP]: Got ObjectMedia request for {0}", path);
+ //NameValueCollection query = HttpUtility.ParseQueryString(httpRequest.Url.Query);
+
+ return string.Empty;
+ }
+
+ protected string OnObjectMediaNavigateRequest(
+ string request, string path, string param, OSHttpRequest httpRequest, OSHttpResponse httpResponse)
+ {
+ m_log.DebugFormat("[MOAP]: Got ObjectMediaNavigate request for {0}", path);
+ //NameValueCollection query = HttpUtility.ParseQueryString(httpRequest.Url.Query);
+
+ return string.Empty;
+ }
}
}
\ No newline at end of file
--
cgit v1.1
From 701f39c8c256d77669fc88f73deb5217a785d0d6 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 1 Jul 2010 00:24:30 +0100
Subject: do a whole load of crappy hacking to get cubes to display google.com
currently, for smoe reason the page only appears when you click a face.
also, actually navigating anywhere always snaps you back to the google search box, for some unknown reason
you can still change the url and normal navigation will work again
---
.../Framework/Servers/HttpServer/BaseHttpServer.cs | 2 +-
.../CoreModules/World/Media/Moap/MoapModule.cs | 95 ++++++++++++++++++++--
2 files changed, 90 insertions(+), 7 deletions(-)
diff --git a/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs b/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
index 8123f2f..f85cb57 100644
--- a/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
+++ b/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
@@ -362,7 +362,7 @@ namespace OpenSim.Framework.Servers.HttpServer
string path = request.RawUrl;
string handlerKey = GetHandlerKey(request.HttpMethod, path);
- //m_log.DebugFormat("[BASE HTTP SERVER]: Handling {0} request for {1}", request.HttpMethod, path);
+ m_log.DebugFormat("[BASE HTTP SERVER]: Handling {0} request for {1}", request.HttpMethod, path);
if (TryGetStreamHandler(handlerKey, out requestHandler))
{
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 68b9b43..b6fa53f 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -35,8 +35,10 @@ using log4net;
using Mono.Addins;
using Nini.Config;
using OpenMetaverse;
+using OpenMetaverse.Messages.Linden;
using OpenMetaverse.StructuredData;
using OpenSim.Framework;
+using OpenSim.Framework.Capabilities;
using OpenSim.Framework.Servers;
using OpenSim.Framework.Servers.HttpServer;
using OpenSim.Region.Framework.Interfaces;
@@ -77,28 +79,109 @@ namespace OpenSim.Region.CoreModules.Media.Moap
m_log.DebugFormat(
"[MOAP]: Registering ObjectMedia and ObjectMediaNavigate capabilities for agent {0}", agentID);
+ // We do receive a post to ObjectMedia when a new avatar enters the region - though admittedly this is the
+ // avatar that set the texture in the first place.
+ // Even though we're registering for POST we're going to get GETS and UPDATES too
caps.RegisterHandler(
- "ObjectMedia", new RestStreamHandler("GET", "/CAPS/" + UUID.Random(), OnObjectMediaRequest));
+ "ObjectMedia", new RestStreamHandler("POST", "/CAPS/" + UUID.Random(), HandleObjectMediaRequest));
+
+ // We do get these posts when the url has been changed.
+ // Even though we're registering for POST we're going to get GETS and UPDATES too
caps.RegisterHandler(
- "ObjectMediaNavigate", new RestStreamHandler("GET", "/CAPS/" + UUID.Random(), OnObjectMediaNavigateRequest));
+ "ObjectMediaNavigate", new RestStreamHandler("POST", "/CAPS/" + UUID.Random(), HandleObjectMediaNavigateRequest));
}
- protected string OnObjectMediaRequest(
+ ///
+ /// Sets or gets per face media textures.
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ protected string HandleObjectMediaRequest(
string request, string path, string param, OSHttpRequest httpRequest, OSHttpResponse httpResponse)
{
- m_log.DebugFormat("[MOAP]: Got ObjectMedia request for {0}", path);
+ m_log.DebugFormat("[MOAP]: Got ObjectMedia raw request [{0}]", request);
+
+ Hashtable osdParams = new Hashtable();
+ osdParams = (Hashtable)LLSD.LLSDDeserialize(Utils.StringToBytes(request));
+
+ foreach (Object key in osdParams.Keys)
+ m_log.DebugFormat("[MOAP]: Param {0}={1}", key, osdParams[key]);
+
+ string verb = (string)osdParams["verb"];
+
+ if ("GET" == verb)
+ return HandleObjectMediaRequestGet(path, osdParams, httpRequest, httpResponse);
+
//NameValueCollection query = HttpUtility.ParseQueryString(httpRequest.Url.Query);
+ // TODO: Persist in memory
+ // TODO: Tell other agents in the region about the change via the ObjectMediaResponse (?) message
+ // TODO: Persist in database
+
return string.Empty;
}
- protected string OnObjectMediaNavigateRequest(
+ protected string HandleObjectMediaRequestGet(
+ string path, Hashtable osdParams, OSHttpRequest httpRequest, OSHttpResponse httpResponse)
+ {
+ // Yeah, only for cubes right now. I know it's dumb.
+ int faces = 6;
+
+ MediaEntry[] media = new MediaEntry[faces];
+ for (int i = 0; i < faces; i++)
+ {
+ MediaEntry me = new MediaEntry();
+ me.HomeURL = "google.com";
+ me.CurrentURL = "google.com";
+ me.AutoScale = true;
+ //me.Height = 300;
+ //me.Width = 240;
+ media[i] = me;
+ }
+
+ ObjectMediaResponse resp = new ObjectMediaResponse();
+
+ resp.PrimID = (UUID)osdParams["object_id"];
+ resp.FaceMedia = media;
+
+ // I know this has to end with the last avatar to edit and the version code shouldn't always be 16. Just trying
+ // to minimally satisfy for now to get something working
+ resp.Version = "x-mv:0000000016/" + UUID.Random();
+
+ //string rawResp = resp.Serialize().ToString();
+ string rawResp = OSDParser.SerializeLLSDXmlString(resp.Serialize());
+
+ m_log.DebugFormat("[MOAP]: Got HandleObjectMediaRequestGet raw response is [{0}]", rawResp);
+
+ return rawResp;
+ }
+
+ ///
+ /// Received from the viewer if a user has changed the url of a media texture.
+ ///
+ ///
+ ///
+ ///
+ /// /param>
+ /// /param>
+ ///
+ protected string HandleObjectMediaNavigateRequest(
string request, string path, string param, OSHttpRequest httpRequest, OSHttpResponse httpResponse)
{
m_log.DebugFormat("[MOAP]: Got ObjectMediaNavigate request for {0}", path);
//NameValueCollection query = HttpUtility.ParseQueryString(httpRequest.Url.Query);
+ // TODO: Persist in memory
+ // TODO: Tell other agents in the region about the change via the ObjectMediaResponse (?) message
+ // TODO: Persist in database
+
return string.Empty;
- }
+ }
+
+
}
}
\ No newline at end of file
--
cgit v1.1
From 9301e36fbc545b0bbdb14e1651e1ff1f4ca7c04f Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 1 Jul 2010 00:47:12 +0100
Subject: have a stab at sending the correct number of media entries to shapes
actually, this is probably wrong anyway if there's a default texture
it's going to be easier just to gather the object media updates and retain those in-memory now
but what the hell
---
.../Region/CoreModules/World/Media/Moap/MoapModule.cs | 16 ++++++++++++++--
1 file changed, 14 insertions(+), 2 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index b6fa53f..30507a4 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -128,8 +128,20 @@ namespace OpenSim.Region.CoreModules.Media.Moap
protected string HandleObjectMediaRequestGet(
string path, Hashtable osdParams, OSHttpRequest httpRequest, OSHttpResponse httpResponse)
{
- // Yeah, only for cubes right now. I know it's dumb.
- int faces = 6;
+ UUID primId = (UUID)osdParams["object_id"];
+
+ SceneObjectPart part = m_scene.GetSceneObjectPart(primId);
+
+ if (null == part)
+ {
+ m_log.WarnFormat(
+ "[MOAP]: Received a GET ObjectMediaRequest for prim {0} but this doesn't exist in the scene",
+ primId);
+ return string.Empty;
+ }
+
+ int faces = part.GetNumberOfSides();
+ m_log.DebugFormat("[MOAP]: Faces [{0}] for [{1}]", faces, primId);
MediaEntry[] media = new MediaEntry[faces];
for (int i = 0; i < faces; i++)
--
cgit v1.1
From acac47830e3d7d9103c30729ad0cff50b0e8fcdc Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 1 Jul 2010 02:06:51 +0100
Subject: start storing incoming MediaEntry on a new Media field on
PrimitiveBaseShape
This allows the media texture to persist in memory - logging in and out will redisplay it (after a click) though navigation will be lost
Next need to implement media uri on prim and delegate more incoming llsd parsing to libomv
---
OpenSim/Framework/PrimitiveBaseShape.cs | 7 +++
.../CoreModules/World/Media/Moap/MoapModule.cs | 63 ++++++++++++++++++++--
2 files changed, 67 insertions(+), 3 deletions(-)
diff --git a/OpenSim/Framework/PrimitiveBaseShape.cs b/OpenSim/Framework/PrimitiveBaseShape.cs
index 4d1de22..517dbf6 100644
--- a/OpenSim/Framework/PrimitiveBaseShape.cs
+++ b/OpenSim/Framework/PrimitiveBaseShape.cs
@@ -26,12 +26,14 @@
*/
using System;
+using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Imaging;
using System.Reflection;
using System.Xml.Serialization;
using log4net;
using OpenMetaverse;
+using OpenMetaverse.StructuredData;
namespace OpenSim.Framework
{
@@ -170,6 +172,11 @@ namespace OpenSim.Framework
}
}
}
+
+ ///
+ /// Entries to store media textures on each face
+ ///
+ public List Media { get; set; }
public PrimitiveBaseShape()
{
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 30507a4..90626f4 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -27,6 +27,7 @@
using System;
using System.Collections;
+using System.Collections.Generic;
using System.Collections.Specialized;
using System.Reflection;
using System.IO;
@@ -115,6 +116,8 @@ namespace OpenSim.Region.CoreModules.Media.Moap
if ("GET" == verb)
return HandleObjectMediaRequestGet(path, osdParams, httpRequest, httpResponse);
+ if ("UPDATE" == verb)
+ return HandleObjectMediaRequestUpdate(path, osdParams, httpRequest, httpResponse);
//NameValueCollection query = HttpUtility.ParseQueryString(httpRequest.Url.Query);
@@ -140,6 +143,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
return string.Empty;
}
+ /*
int faces = part.GetNumberOfSides();
m_log.DebugFormat("[MOAP]: Faces [{0}] for [{1}]", faces, primId);
@@ -154,17 +158,20 @@ namespace OpenSim.Region.CoreModules.Media.Moap
//me.Width = 240;
media[i] = me;
}
+ */
+
+ if (null == part.Shape.Media)
+ return string.Empty;
ObjectMediaResponse resp = new ObjectMediaResponse();
- resp.PrimID = (UUID)osdParams["object_id"];
- resp.FaceMedia = media;
+ resp.PrimID = primId;
+ resp.FaceMedia = part.Shape.Media.ToArray();
// I know this has to end with the last avatar to edit and the version code shouldn't always be 16. Just trying
// to minimally satisfy for now to get something working
resp.Version = "x-mv:0000000016/" + UUID.Random();
- //string rawResp = resp.Serialize().ToString();
string rawResp = OSDParser.SerializeLLSDXmlString(resp.Serialize());
m_log.DebugFormat("[MOAP]: Got HandleObjectMediaRequestGet raw response is [{0}]", rawResp);
@@ -172,6 +179,56 @@ namespace OpenSim.Region.CoreModules.Media.Moap
return rawResp;
}
+ protected string HandleObjectMediaRequestUpdate(
+ string path, Hashtable osdParams, OSHttpRequest httpRequest, OSHttpResponse httpResponse)
+ {
+ UUID primId = (UUID)osdParams["object_id"];
+
+ SceneObjectPart part = m_scene.GetSceneObjectPart(primId);
+
+ if (null == part)
+ {
+ m_log.WarnFormat(
+ "[MOAP]: Received am UPDATE ObjectMediaRequest for prim {0} but this doesn't exist in the scene",
+ primId);
+ return string.Empty;
+ }
+
+ List cookedMediaEntries = new List();
+
+ ArrayList rawMediaEntries = (ArrayList)osdParams["object_media_data"];
+ foreach (Object obj in rawMediaEntries)
+ {
+ Hashtable rawMe = (Hashtable)obj;
+
+ // TODO: Yeah, I know this is silly. Very soon use existing better code in libomv to do this.
+ MediaEntry cookedMe = new MediaEntry();
+ cookedMe.EnableAlterntiveImage = (bool)rawMe["alt_image_enable"];
+ cookedMe.AutoLoop = (bool)rawMe["auto_loop"];
+ cookedMe.AutoPlay = (bool)rawMe["auto_play"];
+ cookedMe.AutoScale = (bool)rawMe["auto_scale"];
+ cookedMe.AutoZoom = (bool)rawMe["auto_zoom"];
+ cookedMe.InteractOnFirstClick = (bool)rawMe["first_click_interact"];
+ cookedMe.Controls = (MediaControls)rawMe["controls"];
+ cookedMe.HomeURL = (string)rawMe["home_url"];
+ cookedMe.CurrentURL = (string)rawMe["current_url"];
+ cookedMe.Height = (int)rawMe["height_pixels"];
+ cookedMe.Width = (int)rawMe["width_pixels"];
+ cookedMe.ControlPermissions = (MediaPermission)Enum.Parse(typeof(MediaPermission), rawMe["perms_control"].ToString());
+ cookedMe.InteractPermissions = (MediaPermission)Enum.Parse(typeof(MediaPermission), rawMe["perms_interact"].ToString());
+ cookedMe.EnableWhiteList = (bool)rawMe["whitelist_enable"];
+ //cookedMe.WhiteList = (string[])rawMe["whitelist"];
+
+ cookedMediaEntries.Add(cookedMe);
+ }
+
+ m_log.DebugFormat("[MOAP]: Received {0} media entries for prim {1}", cookedMediaEntries.Count, primId);
+
+ part.Shape.Media = cookedMediaEntries;
+
+ return string.Empty;
+ }
+
///
/// Received from the viewer if a user has changed the url of a media texture.
///
--
cgit v1.1
From c290cdd9971ad876fffb3aff24c404675a1c1196 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 1 Jul 2010 18:42:47 +0100
Subject: replace hand parsing of incoming object media messages with parsing
code in libopenmetaverse
---
.../CoreModules/World/Media/Moap/MoapModule.cs | 91 ++++++++--------------
1 file changed, 31 insertions(+), 60 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 90626f4..568170e 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -46,6 +46,7 @@ using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
using Caps = OpenSim.Framework.Capabilities.Caps;
+using OSDMap = OpenMetaverse.StructuredData.OSDMap;
namespace OpenSim.Region.CoreModules.Media.Moap
{
@@ -59,7 +60,10 @@ namespace OpenSim.Region.CoreModules.Media.Moap
protected Scene m_scene;
- public void Initialise(IConfigSource config) {}
+ public void Initialise(IConfigSource config)
+ {
+ // TODO: Add config switches to enable/disable this module
+ }
public void AddRegion(Scene scene)
{
@@ -73,7 +77,10 @@ namespace OpenSim.Region.CoreModules.Media.Moap
m_scene.EventManager.OnRegisterCaps += RegisterCaps;
}
- public void Close() {}
+ public void Close()
+ {
+ m_scene.EventManager.OnRegisterCaps -= RegisterCaps;
+ }
public void RegisterCaps(UUID agentID, Caps caps)
{
@@ -105,33 +112,26 @@ namespace OpenSim.Region.CoreModules.Media.Moap
string request, string path, string param, OSHttpRequest httpRequest, OSHttpResponse httpResponse)
{
m_log.DebugFormat("[MOAP]: Got ObjectMedia raw request [{0}]", request);
-
- Hashtable osdParams = new Hashtable();
- osdParams = (Hashtable)LLSD.LLSDDeserialize(Utils.StringToBytes(request));
-
- foreach (Object key in osdParams.Keys)
- m_log.DebugFormat("[MOAP]: Param {0}={1}", key, osdParams[key]);
-
- string verb = (string)osdParams["verb"];
-
- if ("GET" == verb)
- return HandleObjectMediaRequestGet(path, osdParams, httpRequest, httpResponse);
- if ("UPDATE" == verb)
- return HandleObjectMediaRequestUpdate(path, osdParams, httpRequest, httpResponse);
-
- //NameValueCollection query = HttpUtility.ParseQueryString(httpRequest.Url.Query);
-
- // TODO: Persist in memory
- // TODO: Tell other agents in the region about the change via the ObjectMediaResponse (?) message
- // TODO: Persist in database
-
- return string.Empty;
+
+ OSDMap osd = (OSDMap)OSDParser.DeserializeLLSDXml(request);
+ ObjectMediaMessage omm = new ObjectMediaMessage();
+ omm.Deserialize(osd);
+
+ if (omm.Request is ObjectMediaRequest)
+ return HandleObjectMediaRequest(omm.Request as ObjectMediaRequest);
+ else if (omm.Request is ObjectMediaUpdate)
+ return HandleObjectMediaUpdate(omm.Request as ObjectMediaUpdate);
+
+ throw new Exception(
+ string.Format(
+ "[MOAP]: ObjectMediaMessage has unrecognized ObjectMediaBlock of {0}",
+ omm.Request.GetType()));
}
- protected string HandleObjectMediaRequestGet(
- string path, Hashtable osdParams, OSHttpRequest httpRequest, OSHttpResponse httpResponse)
- {
- UUID primId = (UUID)osdParams["object_id"];
+ protected string HandleObjectMediaRequest(ObjectMediaRequest omr)
+ {
+ //UUID primId = (UUID)osdParams["object_id"];
+ UUID primId = omr.PrimID;
SceneObjectPart part = m_scene.GetSceneObjectPart(primId);
@@ -179,10 +179,9 @@ namespace OpenSim.Region.CoreModules.Media.Moap
return rawResp;
}
- protected string HandleObjectMediaRequestUpdate(
- string path, Hashtable osdParams, OSHttpRequest httpRequest, OSHttpResponse httpResponse)
+ protected string HandleObjectMediaUpdate(ObjectMediaUpdate omu)
{
- UUID primId = (UUID)osdParams["object_id"];
+ UUID primId = omu.PrimID;
SceneObjectPart part = m_scene.GetSceneObjectPart(primId);
@@ -194,37 +193,9 @@ namespace OpenSim.Region.CoreModules.Media.Moap
return string.Empty;
}
- List cookedMediaEntries = new List();
-
- ArrayList rawMediaEntries = (ArrayList)osdParams["object_media_data"];
- foreach (Object obj in rawMediaEntries)
- {
- Hashtable rawMe = (Hashtable)obj;
-
- // TODO: Yeah, I know this is silly. Very soon use existing better code in libomv to do this.
- MediaEntry cookedMe = new MediaEntry();
- cookedMe.EnableAlterntiveImage = (bool)rawMe["alt_image_enable"];
- cookedMe.AutoLoop = (bool)rawMe["auto_loop"];
- cookedMe.AutoPlay = (bool)rawMe["auto_play"];
- cookedMe.AutoScale = (bool)rawMe["auto_scale"];
- cookedMe.AutoZoom = (bool)rawMe["auto_zoom"];
- cookedMe.InteractOnFirstClick = (bool)rawMe["first_click_interact"];
- cookedMe.Controls = (MediaControls)rawMe["controls"];
- cookedMe.HomeURL = (string)rawMe["home_url"];
- cookedMe.CurrentURL = (string)rawMe["current_url"];
- cookedMe.Height = (int)rawMe["height_pixels"];
- cookedMe.Width = (int)rawMe["width_pixels"];
- cookedMe.ControlPermissions = (MediaPermission)Enum.Parse(typeof(MediaPermission), rawMe["perms_control"].ToString());
- cookedMe.InteractPermissions = (MediaPermission)Enum.Parse(typeof(MediaPermission), rawMe["perms_interact"].ToString());
- cookedMe.EnableWhiteList = (bool)rawMe["whitelist_enable"];
- //cookedMe.WhiteList = (string[])rawMe["whitelist"];
-
- cookedMediaEntries.Add(cookedMe);
- }
-
- m_log.DebugFormat("[MOAP]: Received {0} media entries for prim {1}", cookedMediaEntries.Count, primId);
+ m_log.DebugFormat("[MOAP]: Received {0} media entries for prim {1}", omu.FaceMedia.Length, primId);
- part.Shape.Media = cookedMediaEntries;
+ part.Shape.Media = new List(omu.FaceMedia);
return string.Empty;
}
--
cgit v1.1
From 4a6adff4cd66a3bfeaa99af10caf9136e011df46 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 1 Jul 2010 19:25:46 +0100
Subject: start storing a mediaurl on the scene object part
not yet persisted or sent in the update
---
.../CoreModules/World/Media/Moap/MoapModule.cs | 30 +++++++++++++++++-----
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 7 ++++-
2 files changed, 30 insertions(+), 7 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 568170e..edd0397 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -91,7 +91,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
// avatar that set the texture in the first place.
// Even though we're registering for POST we're going to get GETS and UPDATES too
caps.RegisterHandler(
- "ObjectMedia", new RestStreamHandler("POST", "/CAPS/" + UUID.Random(), HandleObjectMediaRequest));
+ "ObjectMedia", new RestStreamHandler("POST", "/CAPS/" + UUID.Random(), HandleObjectMediaMessage));
// We do get these posts when the url has been changed.
// Even though we're registering for POST we're going to get GETS and UPDATES too
@@ -108,7 +108,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
///
///
///
- protected string HandleObjectMediaRequest(
+ protected string HandleObjectMediaMessage(
string request, string path, string param, OSHttpRequest httpRequest, OSHttpResponse httpResponse)
{
m_log.DebugFormat("[MOAP]: Got ObjectMedia raw request [{0}]", request);
@@ -167,10 +167,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
resp.PrimID = primId;
resp.FaceMedia = part.Shape.Media.ToArray();
-
- // I know this has to end with the last avatar to edit and the version code shouldn't always be 16. Just trying
- // to minimally satisfy for now to get something working
- resp.Version = "x-mv:0000000016/" + UUID.Random();
+ resp.Version = part.MediaUrl;
string rawResp = OSDParser.SerializeLLSDXmlString(resp.Serialize());
@@ -197,6 +194,27 @@ namespace OpenSim.Region.CoreModules.Media.Moap
part.Shape.Media = new List(omu.FaceMedia);
+ if (null == part.MediaUrl)
+ {
+ // TODO: We can't set the last changer until we start tracking which cap we give to which agent id
+ part.MediaUrl = "x-mv:0000000000/" + UUID.Zero;
+ }
+ else
+ {
+ string rawVersion = part.MediaUrl.Substring(5, 10);
+ int version = int.Parse(rawVersion);
+ part.MediaUrl = string.Format("x-mv:{0:10D}/{1}", version, UUID.Zero);
+ }
+
+ m_log.DebugFormat("[MOAP]: Storing media url [{0}] in prim {1} {2}", part.MediaUrl, part.Name, part.UUID);
+
+ // I know this has to end with the last avatar to edit and the version code shouldn't always be 16. Just trying
+ // to minimally satisfy for now to get something working
+ //resp.Version = "x-mv:0000000016/" + UUID.Random();
+
+ // TODO: schedule full object update for all other avatars. This will trigger them to send an
+ // ObjectMediaRequest once they see that the MediaUrl is different.
+
return string.Empty;
}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index e331bb0..c25c973 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -970,13 +970,18 @@ namespace OpenSim.Region.Framework.Scenes
get { return m_updateFlag; }
set { m_updateFlag = value; }
}
+
+ ///
+ /// Used for media on a prim
+ ///
+ public string MediaUrl { get; set; }
[XmlIgnore]
public bool CreateSelected
{
get { return m_createSelected; }
set { m_createSelected = value; }
- }
+ }
#endregion
--
cgit v1.1
From b1eb83ed6cd5e25c22a858eefd1fba1e6bf622b7 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 1 Jul 2010 19:33:41 +0100
Subject: start sending media url in object full updates
---
OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs | 3 +--
1 file changed, 1 insertion(+), 2 deletions(-)
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index 0aec01a..c59eedf 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -4288,8 +4288,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public void SendLandObjectOwners(LandData land, List groups, Dictionary ownersAndCount)
{
-
-
int notifyCount = ownersAndCount.Count;
ParcelObjectOwnersReplyPacket pack = (ParcelObjectOwnersReplyPacket)PacketPool.Instance.GetPacket(PacketType.ParcelObjectOwnersReply);
@@ -4561,6 +4559,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
update.TextureEntry = data.Shape.TextureEntry ?? Utils.EmptyBytes;
update.Scale = data.Shape.Scale;
update.Text = Util.StringToBytes256(data.Text);
+ update.MediaURL = Util.StringToBytes256(data.MediaUrl);
#region PrimFlags
--
cgit v1.1
From 468450a94db3b103d19f44f55156bf305d55ecb9 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 1 Jul 2010 19:53:03 +0100
Subject: send a full object update out to avatars when a media texture is
initially set
this allows other avatars to see it, but still only after they've clicked on the face
still not handling navigation yet
---
OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs | 8 ++------
1 file changed, 2 insertions(+), 6 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index edd0397..0d31732 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -208,12 +208,8 @@ namespace OpenSim.Region.CoreModules.Media.Moap
m_log.DebugFormat("[MOAP]: Storing media url [{0}] in prim {1} {2}", part.MediaUrl, part.Name, part.UUID);
- // I know this has to end with the last avatar to edit and the version code shouldn't always be 16. Just trying
- // to minimally satisfy for now to get something working
- //resp.Version = "x-mv:0000000016/" + UUID.Random();
-
- // TODO: schedule full object update for all other avatars. This will trigger them to send an
- // ObjectMediaRequest once they see that the MediaUrl is different.
+ // Arguably we don't need to send a full update to the avatar that just changed the texture.
+ part.ScheduleFullUpdate();
return string.Empty;
}
--
cgit v1.1
From 4ebae14a530f8f5909e93a0dd852297f4f30a736 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 1 Jul 2010 20:25:35 +0100
Subject: handle ObjectMediaNavigateMessage
Other avatars can now see the webpages that you're navigating to.
The requirement for an initial prim click before the texture displayed has gone away.
Flash (e.g. YouTube) appears to work fine.
Still not persisting any media data so this all disappears on server restart
---
.../CoreModules/World/Media/Moap/MoapModule.cs | 69 +++++++++++++++++-----
1 file changed, 55 insertions(+), 14 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 0d31732..c3ec2a6 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -96,7 +96,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
// We do get these posts when the url has been changed.
// Even though we're registering for POST we're going to get GETS and UPDATES too
caps.RegisterHandler(
- "ObjectMediaNavigate", new RestStreamHandler("POST", "/CAPS/" + UUID.Random(), HandleObjectMediaNavigateRequest));
+ "ObjectMediaNavigate", new RestStreamHandler("POST", "/CAPS/" + UUID.Random(), HandleObjectMediaNavigateMessage));
}
///
@@ -128,6 +128,11 @@ namespace OpenSim.Region.CoreModules.Media.Moap
omm.Request.GetType()));
}
+ ///
+ /// Handle a request for media textures
+ ///
+ ///
+ ///
protected string HandleObjectMediaRequest(ObjectMediaRequest omr)
{
//UUID primId = (UUID)osdParams["object_id"];
@@ -138,8 +143,8 @@ namespace OpenSim.Region.CoreModules.Media.Moap
if (null == part)
{
m_log.WarnFormat(
- "[MOAP]: Received a GET ObjectMediaRequest for prim {0} but this doesn't exist in the scene",
- primId);
+ "[MOAP]: Received a GET ObjectMediaRequest for prim {0} but this doesn't exist in region {1}",
+ primId, m_scene.RegionInfo.RegionName);
return string.Empty;
}
@@ -176,6 +181,11 @@ namespace OpenSim.Region.CoreModules.Media.Moap
return rawResp;
}
+ ///
+ /// Handle an update of media textures.
+ ///
+ /// /param>
+ ///
protected string HandleObjectMediaUpdate(ObjectMediaUpdate omu)
{
UUID primId = omu.PrimID;
@@ -185,8 +195,8 @@ namespace OpenSim.Region.CoreModules.Media.Moap
if (null == part)
{
m_log.WarnFormat(
- "[MOAP]: Received am UPDATE ObjectMediaRequest for prim {0} but this doesn't exist in the scene",
- primId);
+ "[MOAP]: Received an UPDATE ObjectMediaRequest for prim {0} but this doesn't exist in region {1}",
+ primId, m_scene.RegionInfo.RegionName);
return string.Empty;
}
@@ -203,7 +213,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
{
string rawVersion = part.MediaUrl.Substring(5, 10);
int version = int.Parse(rawVersion);
- part.MediaUrl = string.Format("x-mv:{0:10D}/{1}", version, UUID.Zero);
+ part.MediaUrl = string.Format("x-mv:{0:D10}/{1}", ++version, UUID.Zero);
}
m_log.DebugFormat("[MOAP]: Storing media url [{0}] in prim {1} {2}", part.MediaUrl, part.Name, part.UUID);
@@ -223,19 +233,50 @@ namespace OpenSim.Region.CoreModules.Media.Moap
/// /param>
/// /param>
///
- protected string HandleObjectMediaNavigateRequest(
+ protected string HandleObjectMediaNavigateMessage(
string request, string path, string param, OSHttpRequest httpRequest, OSHttpResponse httpResponse)
{
- m_log.DebugFormat("[MOAP]: Got ObjectMediaNavigate request for {0}", path);
- //NameValueCollection query = HttpUtility.ParseQueryString(httpRequest.Url.Query);
+ m_log.DebugFormat("[MOAP]: Got ObjectMediaNavigate request [{0}]", request);
+
+ OSDMap osd = (OSDMap)OSDParser.DeserializeLLSDXml(request);
+ ObjectMediaNavigateMessage omn = new ObjectMediaNavigateMessage();
+ omn.Deserialize(osd);
+
+ UUID primId = omn.PrimID;
+
+ SceneObjectPart part = m_scene.GetSceneObjectPart(primId);
+
+ if (null == part)
+ {
+ m_log.WarnFormat(
+ "[MOAP]: Received an ObjectMediaNavigateMessage for prim {0} but this doesn't exist in region {1}",
+ primId, m_scene.RegionInfo.RegionName);
+ return string.Empty;
+ }
+
+ m_log.DebugFormat(
+ "[MOAP]: Updating media entry for face {0} on prim {1} {2} to {3}",
+ omn.Face, part.Name, part.UUID, omn.URL);
+
+ MediaEntry me = part.Shape.Media[omn.Face];
+ me.CurrentURL = omn.URL;
+
+ string oldMediaUrl = part.MediaUrl;
+
+ // TODO: refactor into common method
+ string rawVersion = oldMediaUrl.Substring(5, 10);
+ int version = int.Parse(rawVersion);
+ part.MediaUrl = string.Format("x-mv:{0:D10}/{1}", ++version, UUID.Zero);
+
+ m_log.DebugFormat(
+ "[MOAP]: Updating media url in prim {0} {1} from [{2}] to [{3}]",
+ part.Name, part.UUID, oldMediaUrl, part.MediaUrl);
+
+ part.ScheduleFullUpdate();
- // TODO: Persist in memory
- // TODO: Tell other agents in the region about the change via the ObjectMediaResponse (?) message
// TODO: Persist in database
return string.Empty;
- }
-
-
+ }
}
}
\ No newline at end of file
--
cgit v1.1
From 9682e0c73310dae496912d7b8bc54add0fd0c3e7 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 1 Jul 2010 22:52:31 +0100
Subject: Implement media texture persistence over server restarts for sqlite
This is currently persisting media as an OSDArray serialized to LLSD XML.
---
OpenSim/Data/SQLite/SQLiteRegionData.cs | 36 +++++++++++++++++++---
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 22 ++++++++++++-
prebuild.xml | 1 +
3 files changed, 54 insertions(+), 5 deletions(-)
diff --git a/OpenSim/Data/SQLite/SQLiteRegionData.cs b/OpenSim/Data/SQLite/SQLiteRegionData.cs
index 81d0ac4..fc9667b 100644
--- a/OpenSim/Data/SQLite/SQLiteRegionData.cs
+++ b/OpenSim/Data/SQLite/SQLiteRegionData.cs
@@ -34,6 +34,7 @@ using System.Reflection;
using log4net;
using Mono.Data.Sqlite;
using OpenMetaverse;
+using OpenMetaverse.StructuredData;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
@@ -974,6 +975,8 @@ namespace OpenSim.Data.SQLite
createCol(prims, "CollisionSoundVolume", typeof(Double));
createCol(prims, "VolumeDetect", typeof(Int16));
+
+ createCol(prims, "MediaURL", typeof(String));
// Add in contraints
prims.PrimaryKey = new DataColumn[] {prims.Columns["UUID"]};
@@ -1021,6 +1024,7 @@ namespace OpenSim.Data.SQLite
// way to specify this as a blob atm
createCol(shapes, "Texture", typeof (Byte[]));
createCol(shapes, "ExtraParams", typeof (Byte[]));
+ createCol(shapes, "Media", typeof(String));
shapes.PrimaryKey = new DataColumn[] {shapes.Columns["UUID"]};
@@ -1339,6 +1343,12 @@ namespace OpenSim.Data.SQLite
if (Convert.ToInt16(row["VolumeDetect"]) != 0)
prim.VolumeDetectActive = true;
+
+ if (!(row["MediaURL"] is System.DBNull))
+ {
+ m_log.DebugFormat("[SQLITE]: MediaUrl type [{0}]", row["MediaURL"].GetType());
+ prim.MediaUrl = (string)row["MediaURL"];
+ }
return prim;
}
@@ -1614,7 +1624,6 @@ namespace OpenSim.Data.SQLite
row["PayButton3"] = prim.PayPrice[3];
row["PayButton4"] = prim.PayPrice[4];
-
row["TextureAnimation"] = Convert.ToBase64String(prim.TextureAnimation);
row["ParticleSystem"] = Convert.ToBase64String(prim.ParticleSystem);
@@ -1674,7 +1683,8 @@ namespace OpenSim.Data.SQLite
row["VolumeDetect"] = 1;
else
row["VolumeDetect"] = 0;
-
+
+ row["MediaURL"] = prim.MediaUrl;
}
///
@@ -1849,6 +1859,19 @@ namespace OpenSim.Data.SQLite
s.TextureEntry = textureEntry;
s.ExtraParams = (byte[]) row["ExtraParams"];
+
+ if (!(row["Media"] is System.DBNull))
+ {
+ string rawMeArray = (string)row["Media"];
+ OSDArray osdMeArray = (OSDArray)OSDParser.DeserializeLLSDXml(rawMeArray);
+
+ List mediaEntries = new List();
+ foreach (OSD osdMe in osdMeArray)
+ mediaEntries.Add(MediaEntry.FromOSD(osdMe));
+
+ s.Media = mediaEntries;
+ }
+
return s;
}
@@ -1892,17 +1915,22 @@ namespace OpenSim.Data.SQLite
row["Texture"] = s.TextureEntry;
row["ExtraParams"] = s.ExtraParams;
+
+ OSDArray meArray = new OSDArray();
+ foreach (MediaEntry me in s.Media)
+ meArray.Add(me.GetOSD());
+
+ row["Media"] = OSDParser.SerializeLLSDXmlString(meArray);
}
///
- ///
+ /// Persistently store a prim.
///
///
///
///
private void addPrim(SceneObjectPart prim, UUID sceneGroupID, UUID regionUUID)
{
-
DataTable prims = ds.Tables["prims"];
DataTable shapes = ds.Tables["primshapes"];
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index c25c973..a8c20dd 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -320,6 +320,11 @@ namespace OpenSim.Region.Framework.Scenes
protected Vector3 m_lastAcceleration;
protected Vector3 m_lastAngularVelocity;
protected int m_lastTerseSent;
+
+ ///
+ /// Stores media texture data
+ ///
+ protected string m_mediaUrl;
// TODO: Those have to be changed into persistent properties at some later point,
// or sit-camera on vehicles will break on sim-crossing.
@@ -965,6 +970,7 @@ namespace OpenSim.Region.Framework.Scenes
TriggerScriptChangedEvent(Changed.SCALE);
}
}
+
public byte UpdateFlag
{
get { return m_updateFlag; }
@@ -974,7 +980,21 @@ namespace OpenSim.Region.Framework.Scenes
///
/// Used for media on a prim
///
- public string MediaUrl { get; set; }
+ public string MediaUrl
+ {
+ get
+ {
+ return m_mediaUrl;
+ }
+
+ set
+ {
+ m_mediaUrl = value;
+
+ if (ParentGroup != null)
+ ParentGroup.HasGroupChanged = true;
+ }
+ }
[XmlIgnore]
public bool CreateSelected
diff --git a/prebuild.xml b/prebuild.xml
index 1eb8fee..1eabc4b 100644
--- a/prebuild.xml
+++ b/prebuild.xml
@@ -2238,6 +2238,7 @@
+
--
cgit v1.1
From 8f403cb4b87fc99c0274929464229b1497395b86 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 12 Jul 2010 15:47:56 +0100
Subject: Implement llGetPrimMediaParams()
Exposes method to get media entry via IMoapModule
As yet untested.
---
.../CoreModules/World/Media/Moap/MoapModule.cs | 19 +++-
OpenSim/Region/Framework/Interfaces/IMoapModule.cs | 47 ++++++++++
.../Shared/Api/Implementation/LSL_Api.cs | 104 +++++++++++++++++++++
.../Shared/Api/Runtime/LSL_Constants.cs | 25 +++++
4 files changed, 193 insertions(+), 2 deletions(-)
create mode 100644 OpenSim/Region/Framework/Interfaces/IMoapModule.cs
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index c3ec2a6..9f74367 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -51,7 +51,7 @@ using OSDMap = OpenMetaverse.StructuredData.OSDMap;
namespace OpenSim.Region.CoreModules.Media.Moap
{
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "MoapModule")]
- public class MoapModule : INonSharedRegionModule
+ public class MoapModule : INonSharedRegionModule, IMoapModule
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
@@ -97,7 +97,22 @@ namespace OpenSim.Region.CoreModules.Media.Moap
// Even though we're registering for POST we're going to get GETS and UPDATES too
caps.RegisterHandler(
"ObjectMediaNavigate", new RestStreamHandler("POST", "/CAPS/" + UUID.Random(), HandleObjectMediaNavigateMessage));
- }
+ }
+
+ public MediaEntry GetMediaEntry(SceneObjectPart part, int face)
+ {
+ if (face < 0)
+ throw new ArgumentException("Face cannot be less than zero");
+
+ List media = part.Shape.Media;
+
+ if (face > media.Count - 1)
+ throw new ArgumentException(
+ string.Format("Face argument was {0} but max is {1}", face, media.Count - 1));
+
+ // TODO: Really need a proper copy constructor down in libopenmetaverse
+ return MediaEntry.FromOSD(media[face].GetOSD());
+ }
///
/// Sets or gets per face media textures.
diff --git a/OpenSim/Region/Framework/Interfaces/IMoapModule.cs b/OpenSim/Region/Framework/Interfaces/IMoapModule.cs
new file mode 100644
index 0000000..4447f34
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/IMoapModule.cs
@@ -0,0 +1,47 @@
+/*
+ * 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 OpenMetaverse;
+using OpenSim.Region.Framework.Scenes;
+
+namespace OpenSim.Region.Framework.Interfaces
+{
+ ///
+ /// Provides methods from manipulating media-on-a-prim
+ ///
+ public interface IMoapModule
+ {
+ ///
+ /// Get the media entry for a given prim face.
+ ///
+ ///
+ ///
+ ///
+ MediaEntry GetMediaEntry(SceneObjectPart part, int face);
+ }
+}
\ No newline at end of file
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 417cef4..e18e33e 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -7808,6 +7808,110 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return res;
}
+ public LSL_List llGetPrimMediaParams(int face, LSL_List rules)
+ {
+ m_host.AddScriptLPS(1);
+ ScriptSleep(1000);
+
+ // LSL Spec http://wiki.secondlife.com/wiki/LlGetPrimMediaParams says to fail silently if face is invalid
+ // TODO: Need to correctly handle case where a face has no media (which gives back an empty list).
+ // Assuming silently fail means give back an empty list. Ideally, need to check this.
+ if (face < 0 || face > m_host.Shape.Media.Count - 1)
+ return new LSL_List();
+
+ return GetLinkPrimMediaParams(face, rules);
+ }
+
+ public LSL_List GetLinkPrimMediaParams(int face, LSL_List rules)
+ {
+ IMoapModule module = m_ScriptEngine.World.RequestModuleInterface();
+ if (null == module)
+ throw new Exception("Media on a prim functions not available");
+
+ MediaEntry me = module.GetMediaEntry(m_host, face);
+
+ LSL_List res = new LSL_List();
+
+ for (int i = 0; i < rules.Length; i++)
+ {
+ int code = (int)rules.GetLSLIntegerItem(i);
+
+ switch (code)
+ {
+ case ScriptBaseClass.PRIM_MEDIA_ALT_IMAGE_ENABLE:
+ // Not implemented
+ res.Add(new LSL_Integer(0));
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_CONTROLS:
+ if (me.Controls == MediaControls.Standard)
+ res.Add(new LSL_Integer(ScriptBaseClass.PRIM_MEDIA_CONTROLS_STANDARD));
+ else
+ res.Add(new LSL_Integer(ScriptBaseClass.PRIM_MEDIA_CONTROLS_MINI));
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_CURRENT_URL:
+ res.Add(new LSL_String(me.CurrentURL));
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_HOME_URL:
+ res.Add(new LSL_String(me.HomeURL));
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_AUTO_LOOP:
+ res.Add(me.AutoLoop ? ScriptBaseClass.TRUE : ScriptBaseClass.FALSE);
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_AUTO_PLAY:
+ res.Add(me.AutoPlay ? ScriptBaseClass.TRUE : ScriptBaseClass.FALSE);
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_AUTO_SCALE:
+ res.Add(me.AutoScale ? ScriptBaseClass.TRUE : ScriptBaseClass.FALSE);
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_AUTO_ZOOM:
+ res.Add(me.AutoZoom ? ScriptBaseClass.TRUE : ScriptBaseClass.FALSE);
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_FIRST_CLICK_INTERACT:
+ res.Add(me.InteractOnFirstClick ? ScriptBaseClass.TRUE : ScriptBaseClass.FALSE);
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_WIDTH_PIXELS:
+ res.Add(new LSL_Integer(me.Width));
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_HEIGHT_PIXELS:
+ res.Add(new LSL_Integer(me.Height));
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_WHITELIST_ENABLE:
+ res.Add(me.EnableWhiteList ? ScriptBaseClass.TRUE : ScriptBaseClass.FALSE);
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_WHITELIST:
+ string[] urls = (string[])me.WhiteList.Clone();
+
+ for (int j = 0; j < urls.Length; j++)
+ urls[j] = Uri.EscapeDataString(urls[j]);
+
+ res.Add(new LSL_String(string.Join(", ", urls)));
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_PERMS_INTERACT:
+ res.Add(new LSL_Integer((int)me.InteractPermissions));
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_PERMS_CONTROL:
+ res.Add(new LSL_Integer((int)me.ControlPermissions));
+ break;
+ }
+ }
+
+ return res;
+ }
+
//
//
// The .NET definition of base 64 is:
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
index dba6502..9a64f8c 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
@@ -517,6 +517,31 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
public const int TOUCH_INVALID_FACE = -1;
public static readonly vector TOUCH_INVALID_TEXCOORD = new vector(-1.0, -1.0, 0.0);
public static readonly vector TOUCH_INVALID_VECTOR = ZERO_VECTOR;
+
+ // constants for llGetPrimMediaParams
+ public const int PRIM_MEDIA_ALT_IMAGE_ENABLE = 0;
+ public const int PRIM_MEDIA_CONTROLS = 1;
+ public const int PRIM_MEDIA_CURRENT_URL = 2;
+ public const int PRIM_MEDIA_HOME_URL = 3;
+ public const int PRIM_MEDIA_AUTO_LOOP = 4;
+ public const int PRIM_MEDIA_AUTO_PLAY = 5;
+ public const int PRIM_MEDIA_AUTO_SCALE = 6;
+ public const int PRIM_MEDIA_AUTO_ZOOM = 7;
+ public const int PRIM_MEDIA_FIRST_CLICK_INTERACT = 8;
+ public const int PRIM_MEDIA_WIDTH_PIXELS = 9;
+ public const int PRIM_MEDIA_HEIGHT_PIXELS = 10;
+ public const int PRIM_MEDIA_WHITELIST_ENABLE = 11;
+ public const int PRIM_MEDIA_WHITELIST = 12;
+ public const int PRIM_MEDIA_PERMS_INTERACT = 13;
+ public const int PRIM_MEDIA_PERMS_CONTROL = 14;
+
+ public const int PRIM_MEDIA_CONTROLS_STANDARD = 0;
+ public const int PRIM_MEDIA_CONTROLS_MINI = 1;
+
+ public const int PRIM_MEDIA_PERM_NONE = 0;
+ public const int PRIM_MEDIA_PERM_OWNER = 1;
+ public const int PRIM_MEDIA_PERM_GROUP = 2;
+ public const int PRIM_MEDIA_PERM_ANYONE = 4;
// Constants for default textures
public const string TEXTURE_BLANK = "5748decc-f629-461c-9a36-a35a221fe21f";
--
cgit v1.1
From a5ad792e6c90eb9412325e636c6e4eafc4a8a91d Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 12 Jul 2010 19:46:23 +0100
Subject: implement llSetPrimMediaParams()
Untested
---
OpenSim/Framework/PrimitiveBaseShape.cs | 1 +
.../CoreModules/World/Media/Moap/MoapModule.cs | 54 ++++++++--
OpenSim/Region/Framework/Interfaces/IMoapModule.cs | 14 ++-
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 3 +-
.../Shared/Api/Implementation/LSL_Api.cs | 113 ++++++++++++++++++++-
.../Shared/Api/Runtime/LSL_Constants.cs | 12 ++-
6 files changed, 184 insertions(+), 13 deletions(-)
diff --git a/OpenSim/Framework/PrimitiveBaseShape.cs b/OpenSim/Framework/PrimitiveBaseShape.cs
index 517dbf6..85638ca 100644
--- a/OpenSim/Framework/PrimitiveBaseShape.cs
+++ b/OpenSim/Framework/PrimitiveBaseShape.cs
@@ -176,6 +176,7 @@ namespace OpenSim.Framework
///
/// Entries to store media textures on each face
///
+ /// Do not change this value directly - always do it through an IMoapModule.
public List Media { get; set; }
public PrimitiveBaseShape()
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 9f74367..064047d 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -102,16 +102,54 @@ namespace OpenSim.Region.CoreModules.Media.Moap
public MediaEntry GetMediaEntry(SceneObjectPart part, int face)
{
if (face < 0)
- throw new ArgumentException("Face cannot be less than zero");
+ throw new ArgumentException("Face cannot be less than zero");
+
+ int maxFaces = part.GetNumberOfSides() - 1;
+ if (face > maxFaces)
+ throw new ArgumentException(
+ string.Format("Face argument was {0} but max is {1}", face, maxFaces));
- List media = part.Shape.Media;
+ List media = part.Shape.Media;
- if (face > media.Count - 1)
+ if (null == media)
+ {
+ return null;
+ }
+ else
+ {
+ // TODO: Really need a proper copy constructor down in libopenmetaverse
+ return MediaEntry.FromOSD(media[face].GetOSD());
+ }
+ }
+
+ public void SetMediaEntry(SceneObjectPart part, int face, MediaEntry me)
+ {
+ if (face < 0)
+ throw new ArgumentException("Face cannot be less than zero");
+
+ int maxFaces = part.GetNumberOfSides() - 1;
+ if (face > maxFaces)
throw new ArgumentException(
- string.Format("Face argument was {0} but max is {1}", face, media.Count - 1));
+ string.Format("Face argument was {0} but max is {1}", face, maxFaces));
- // TODO: Really need a proper copy constructor down in libopenmetaverse
- return MediaEntry.FromOSD(media[face].GetOSD());
+ if (null == part.Shape.Media)
+ part.Shape.Media = new List(maxFaces);
+
+ part.Shape.Media[face] = me;
+
+ if (null == part.MediaUrl)
+ {
+ // TODO: We can't set the last changer until we start tracking which cap we give to which agent id
+ part.MediaUrl = "x-mv:0000000000/" + UUID.Zero;
+ }
+ else
+ {
+ string rawVersion = part.MediaUrl.Substring(5, 10);
+ int version = int.Parse(rawVersion);
+ part.MediaUrl = string.Format("x-mv:{0:D10}/{1}", ++version, UUID.Zero);
+ }
+
+ part.ScheduleFullUpdate();
}
///
@@ -140,7 +178,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
throw new Exception(
string.Format(
"[MOAP]: ObjectMediaMessage has unrecognized ObjectMediaBlock of {0}",
- omm.Request.GetType()));
+ omm.Request.GetType()));
}
///
@@ -233,7 +271,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
m_log.DebugFormat("[MOAP]: Storing media url [{0}] in prim {1} {2}", part.MediaUrl, part.Name, part.UUID);
- // Arguably we don't need to send a full update to the avatar that just changed the texture.
+ // Arguably, we could avoid sending a full update to the avatar that just changed the texture.
part.ScheduleFullUpdate();
return string.Empty;
diff --git a/OpenSim/Region/Framework/Interfaces/IMoapModule.cs b/OpenSim/Region/Framework/Interfaces/IMoapModule.cs
index 4447f34..31bb6d8 100644
--- a/OpenSim/Region/Framework/Interfaces/IMoapModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IMoapModule.cs
@@ -39,9 +39,19 @@ namespace OpenSim.Region.Framework.Interfaces
///
/// Get the media entry for a given prim face.
///
+ /// A copy of the media entry is returned rather than the original, so this can be altered at will without
+ /// affecting the original settings.
///
///
///
- MediaEntry GetMediaEntry(SceneObjectPart part, int face);
- }
+ MediaEntry GetMediaEntry(SceneObjectPart part, int face);
+
+ ///
+ /// Set the media entry for a given prim face.
+ ///
+ ///
+ ///
+ ///
+ void SetMediaEntry(SceneObjectPart part, int face, MediaEntry me);
+ }
}
\ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index a8c20dd..e6a1696 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -978,8 +978,9 @@ namespace OpenSim.Region.Framework.Scenes
}
///
- /// Used for media on a prim
+ /// Used for media on a prim.
///
+ /// Do not change this value directly - always do it through an IMoapModule.
public string MediaUrl
{
get
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index e18e33e..4d57193 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -7816,7 +7816,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
// LSL Spec http://wiki.secondlife.com/wiki/LlGetPrimMediaParams says to fail silently if face is invalid
// TODO: Need to correctly handle case where a face has no media (which gives back an empty list).
// Assuming silently fail means give back an empty list. Ideally, need to check this.
- if (face < 0 || face > m_host.Shape.Media.Count - 1)
+ if (face < 0 || face > m_host.GetNumberOfSides() - 1)
return new LSL_List();
return GetLinkPrimMediaParams(face, rules);
@@ -7830,6 +7830,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
MediaEntry me = module.GetMediaEntry(m_host, face);
+ // As per http://wiki.secondlife.com/wiki/LlGetPrimMediaParams
+ if (null == me)
+ return new LSL_List();
+
LSL_List res = new LSL_List();
for (int i = 0; i < rules.Length; i++)
@@ -7912,6 +7916,113 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return res;
}
+ public LSL_Integer llSetPrimMediaParams(int face, LSL_List rules)
+ {
+ m_host.AddScriptLPS(1);
+ ScriptSleep(1000);
+
+ // LSL Spec http://wiki.secondlife.com/wiki/LlSetPrimMediaParams says to fail silently if face is invalid
+ // Assuming silently fail means sending back LSL_STATUS_OK. Ideally, need to check this.
+ // Don't perform the media check directly
+ if (face < 0 || face > m_host.GetNumberOfSides() - 1)
+ return ScriptBaseClass.LSL_STATUS_OK;
+
+ return SetPrimMediaParams(face, rules);
+ }
+
+ public LSL_Integer SetPrimMediaParams(int face, LSL_List rules)
+ {
+ IMoapModule module = m_ScriptEngine.World.RequestModuleInterface();
+ if (null == module)
+ throw new Exception("Media on a prim functions not available");
+
+ MediaEntry me = module.GetMediaEntry(m_host, face);
+ if (null == me)
+ me = new MediaEntry();
+
+ int i = 0;
+
+ while (i < rules.Length - 1)
+ {
+ int code = rules.GetLSLIntegerItem(i++);
+
+ switch (code)
+ {
+ case ScriptBaseClass.PRIM_MEDIA_ALT_IMAGE_ENABLE:
+ me.EnableAlterntiveImage = (rules.GetLSLIntegerItem(i++) != 0 ? true : false);
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_CONTROLS:
+ int v = rules.GetLSLIntegerItem(i++);
+ if (ScriptBaseClass.PRIM_MEDIA_CONTROLS_STANDARD == v)
+ me.Controls = MediaControls.Standard;
+ else
+ me.Controls = MediaControls.Mini;
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_CURRENT_URL:
+ me.CurrentURL = rules.GetLSLStringItem(i++);
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_HOME_URL:
+ me.HomeURL = rules.GetLSLStringItem(i++);
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_AUTO_LOOP:
+ me.AutoLoop = (ScriptBaseClass.TRUE == rules.GetLSLIntegerItem(i++) ? true : false);
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_AUTO_PLAY:
+ me.AutoPlay = (ScriptBaseClass.TRUE == rules.GetLSLIntegerItem(i++) ? true : false);
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_AUTO_SCALE:
+ me.AutoScale = (ScriptBaseClass.TRUE == rules.GetLSLIntegerItem(i++) ? true : false);
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_AUTO_ZOOM:
+ me.AutoZoom = (ScriptBaseClass.TRUE == rules.GetLSLIntegerItem(i++) ? true : false);
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_FIRST_CLICK_INTERACT:
+ me.InteractOnFirstClick = (ScriptBaseClass.TRUE == rules.GetLSLIntegerItem(i++) ? true : false);
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_WIDTH_PIXELS:
+ me.Width = (int)rules.GetLSLIntegerItem(i++);
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_HEIGHT_PIXELS:
+ me.Height = (int)rules.GetLSLIntegerItem(i++);
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_WHITELIST_ENABLE:
+ me.EnableWhiteList = (ScriptBaseClass.TRUE == rules.GetLSLIntegerItem(i++) ? true : false);
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_WHITELIST:
+ string[] rawWhiteListUrls = rules.GetLSLStringItem(i++).ToString().Split(new char[] { ',' });
+ List whiteListUrls = new List();
+ Array.ForEach(
+ rawWhiteListUrls, delegate(string rawUrl) { whiteListUrls.Add(rawUrl.Trim()); });
+ me.WhiteList = whiteListUrls.ToArray();
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_PERMS_INTERACT:
+ me.InteractPermissions = (MediaPermission)(byte)(int)rules.GetLSLIntegerItem(i++);
+ break;
+
+ case ScriptBaseClass.PRIM_MEDIA_PERMS_CONTROL:
+ me.ControlPermissions = (MediaPermission)(byte)(int)rules.GetLSLIntegerItem(i++);
+ break;
+ }
+ }
+
+ module.SetMediaEntry(m_host, face, me);
+
+ return ScriptBaseClass.LSL_STATUS_OK;
+ }
+
//
//
// The .NET definition of base 64 is:
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
index 9a64f8c..6ef786a 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
@@ -518,7 +518,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
public static readonly vector TOUCH_INVALID_TEXCOORD = new vector(-1.0, -1.0, 0.0);
public static readonly vector TOUCH_INVALID_VECTOR = ZERO_VECTOR;
- // constants for llGetPrimMediaParams
+ // constants for llGetPrimMediaParams/llSetPrimMediaParams
public const int PRIM_MEDIA_ALT_IMAGE_ENABLE = 0;
public const int PRIM_MEDIA_CONTROLS = 1;
public const int PRIM_MEDIA_CURRENT_URL = 2;
@@ -542,6 +542,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
public const int PRIM_MEDIA_PERM_OWNER = 1;
public const int PRIM_MEDIA_PERM_GROUP = 2;
public const int PRIM_MEDIA_PERM_ANYONE = 4;
+
+ // extra constants for llSetPrimMediaParams
+ public static readonly LSLInteger LSL_STATUS_OK = new LSLInteger(0);
+ public static readonly LSLInteger LSL_STATUS_MALFORMED_PARAMS = new LSLInteger(1000);
+ public static readonly LSLInteger LSL_STATUS_TYPE_MISMATCH = new LSLInteger(1001);
+ public static readonly LSLInteger LSL_STATUS_BOUNDS_ERROR = new LSLInteger(1002);
+ public static readonly LSLInteger LSL_STATUS_NOT_FOUND = new LSLInteger(1003);
+ public static readonly LSLInteger LSL_STATUS_NOT_SUPPORTED = new LSLInteger(1004);
+ public static readonly LSLInteger LSL_STATUS_INTERNAL_ERROR = new LSLInteger(1999);
+ public static readonly LSLInteger LSL_STATUS_WHITELIST_FAILED = new LSLInteger(2001);
// Constants for default textures
public const string TEXTURE_BLANK = "5748decc-f629-461c-9a36-a35a221fe21f";
--
cgit v1.1
From cfb79cd411d433b82129de6f3a54db4e8a86fab4 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 12 Jul 2010 19:48:20 +0100
Subject: minor: correct a few method names and change accessability
---
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 6 +++---
1 file changed, 3 insertions(+), 3 deletions(-)
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 4d57193..f5089aa 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -7819,10 +7819,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (face < 0 || face > m_host.GetNumberOfSides() - 1)
return new LSL_List();
- return GetLinkPrimMediaParams(face, rules);
+ return GetPrimMediaParams(face, rules);
}
- public LSL_List GetLinkPrimMediaParams(int face, LSL_List rules)
+ private LSL_List GetPrimMediaParams(int face, LSL_List rules)
{
IMoapModule module = m_ScriptEngine.World.RequestModuleInterface();
if (null == module)
@@ -7930,7 +7930,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return SetPrimMediaParams(face, rules);
}
- public LSL_Integer SetPrimMediaParams(int face, LSL_List rules)
+ private LSL_Integer SetPrimMediaParams(int face, LSL_List rules)
{
IMoapModule module = m_ScriptEngine.World.RequestModuleInterface();
if (null == module)
--
cgit v1.1
From 74bc4f61fd65e67d41918e73390b3fb48df63dd2 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 12 Jul 2010 20:15:10 +0100
Subject: factor out common face parameter checking code
---
.../CoreModules/World/Media/Moap/MoapModule.cs | 56 ++++++++--------------
1 file changed, 21 insertions(+), 35 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 064047d..9dd46eb 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -101,13 +101,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
public MediaEntry GetMediaEntry(SceneObjectPart part, int face)
{
- if (face < 0)
- throw new ArgumentException("Face cannot be less than zero");
-
- int maxFaces = part.GetNumberOfSides() - 1;
- if (face > maxFaces)
- throw new ArgumentException(
- string.Format("Face argument was {0} but max is {1}", face, maxFaces));
+ CheckFaceParam(part, face);
List media = part.Shape.Media;
@@ -124,16 +118,10 @@ namespace OpenSim.Region.CoreModules.Media.Moap
public void SetMediaEntry(SceneObjectPart part, int face, MediaEntry me)
{
- if (face < 0)
- throw new ArgumentException("Face cannot be less than zero");
-
- int maxFaces = part.GetNumberOfSides() - 1;
- if (face > maxFaces)
- throw new ArgumentException(
- string.Format("Face argument was {0} but max is {1}", face, maxFaces));
+ CheckFaceParam(part, face);
if (null == part.Shape.Media)
- part.Shape.Media = new List(maxFaces);
+ part.Shape.Media = new List(part.GetNumberOfSides());
part.Shape.Media[face] = me;
@@ -187,8 +175,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
///
///
protected string HandleObjectMediaRequest(ObjectMediaRequest omr)
- {
- //UUID primId = (UUID)osdParams["object_id"];
+ {
UUID primId = omr.PrimID;
SceneObjectPart part = m_scene.GetSceneObjectPart(primId);
@@ -200,23 +187,6 @@ namespace OpenSim.Region.CoreModules.Media.Moap
primId, m_scene.RegionInfo.RegionName);
return string.Empty;
}
-
- /*
- int faces = part.GetNumberOfSides();
- m_log.DebugFormat("[MOAP]: Faces [{0}] for [{1}]", faces, primId);
-
- MediaEntry[] media = new MediaEntry[faces];
- for (int i = 0; i < faces; i++)
- {
- MediaEntry me = new MediaEntry();
- me.HomeURL = "google.com";
- me.CurrentURL = "google.com";
- me.AutoScale = true;
- //me.Height = 300;
- //me.Width = 240;
- media[i] = me;
- }
- */
if (null == part.Shape.Media)
return string.Empty;
@@ -330,6 +300,22 @@ namespace OpenSim.Region.CoreModules.Media.Moap
// TODO: Persist in database
return string.Empty;
- }
+ }
+
+ ///
+ /// Check that the face number is valid for the given prim.
+ ///
+ ///
+ ///
+ protected void CheckFaceParam(SceneObjectPart part, int face)
+ {
+ if (face < 0)
+ throw new ArgumentException("Face cannot be less than zero");
+
+ int maxFaces = part.GetNumberOfSides() - 1;
+ if (face > maxFaces)
+ throw new ArgumentException(
+ string.Format("Face argument was {0} but max is {1}", face, maxFaces));
+ }
}
}
\ No newline at end of file
--
cgit v1.1
From c76e2ce250fc2d0d7880fa1125628f0a13d53f9a Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 12 Jul 2010 20:18:10 +0100
Subject: factor out common code for updating the media url
---
.../CoreModules/World/Media/Moap/MoapModule.cs | 68 +++++++++-------------
1 file changed, 27 insertions(+), 41 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 9dd46eb..242ff6c 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -124,19 +124,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
part.Shape.Media = new List(part.GetNumberOfSides());
part.Shape.Media[face] = me;
-
- if (null == part.MediaUrl)
- {
- // TODO: We can't set the last changer until we start tracking which cap we give to which agent id
- part.MediaUrl = "x-mv:0000000000/" + UUID.Zero;
- }
- else
- {
- string rawVersion = part.MediaUrl.Substring(5, 10);
- int version = int.Parse(rawVersion);
- part.MediaUrl = string.Format("x-mv:{0:D10}/{1}", ++version, UUID.Zero);
- }
-
+ UpdateMediaUrl(part);
part.ScheduleFullUpdate();
}
@@ -223,23 +211,11 @@ namespace OpenSim.Region.CoreModules.Media.Moap
return string.Empty;
}
- m_log.DebugFormat("[MOAP]: Received {0} media entries for prim {1}", omu.FaceMedia.Length, primId);
+ m_log.DebugFormat("[MOAP]: Received {0} media entries for prim {1}", omu.FaceMedia.Length, primId);
part.Shape.Media = new List(omu.FaceMedia);
- if (null == part.MediaUrl)
- {
- // TODO: We can't set the last changer until we start tracking which cap we give to which agent id
- part.MediaUrl = "x-mv:0000000000/" + UUID.Zero;
- }
- else
- {
- string rawVersion = part.MediaUrl.Substring(5, 10);
- int version = int.Parse(rawVersion);
- part.MediaUrl = string.Format("x-mv:{0:D10}/{1}", ++version, UUID.Zero);
- }
-
- m_log.DebugFormat("[MOAP]: Storing media url [{0}] in prim {1} {2}", part.MediaUrl, part.Name, part.UUID);
+ UpdateMediaUrl(part);
// Arguably, we could avoid sending a full update to the avatar that just changed the texture.
part.ScheduleFullUpdate();
@@ -267,7 +243,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
UUID primId = omn.PrimID;
- SceneObjectPart part = m_scene.GetSceneObjectPart(primId);
+ SceneObjectPart part = m_scene.GetSceneObjectPart(primId);
if (null == part)
{
@@ -284,20 +260,9 @@ namespace OpenSim.Region.CoreModules.Media.Moap
MediaEntry me = part.Shape.Media[omn.Face];
me.CurrentURL = omn.URL;
- string oldMediaUrl = part.MediaUrl;
-
- // TODO: refactor into common method
- string rawVersion = oldMediaUrl.Substring(5, 10);
- int version = int.Parse(rawVersion);
- part.MediaUrl = string.Format("x-mv:{0:D10}/{1}", ++version, UUID.Zero);
-
- m_log.DebugFormat(
- "[MOAP]: Updating media url in prim {0} {1} from [{2}] to [{3}]",
- part.Name, part.UUID, oldMediaUrl, part.MediaUrl);
-
- part.ScheduleFullUpdate();
+ UpdateMediaUrl(part);
- // TODO: Persist in database
+ part.ScheduleFullUpdate();
return string.Empty;
}
@@ -317,5 +282,26 @@ namespace OpenSim.Region.CoreModules.Media.Moap
throw new ArgumentException(
string.Format("Face argument was {0} but max is {1}", face, maxFaces));
}
+
+ ///
+ /// Update the media url of the given part
+ ///
+ ///
+ protected void UpdateMediaUrl(SceneObjectPart part)
+ {
+ if (null == part.MediaUrl)
+ {
+ // TODO: We can't set the last changer until we start tracking which cap we give to which agent id
+ part.MediaUrl = "x-mv:0000000000/" + UUID.Zero;
+ }
+ else
+ {
+ string rawVersion = part.MediaUrl.Substring(5, 10);
+ int version = int.Parse(rawVersion);
+ part.MediaUrl = string.Format("x-mv:{0:D10}/{1}", ++version, UUID.Zero);
+ }
+
+ m_log.DebugFormat("[MOAP]: Storing media url [{0}] in prim {1} {2}", part.MediaUrl, part.Name, part.UUID);
+ }
}
}
\ No newline at end of file
--
cgit v1.1
From 43f480864bcca2990b809568eaed04bd27cecf60 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 12 Jul 2010 21:33:27 +0100
Subject: fix problem persisting when only one face had a media texture
---
OpenSim/Data/SQLite/SQLiteRegionData.cs | 10 ++++++++--
OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs | 7 +++++++
2 files changed, 15 insertions(+), 2 deletions(-)
diff --git a/OpenSim/Data/SQLite/SQLiteRegionData.cs b/OpenSim/Data/SQLite/SQLiteRegionData.cs
index fc9667b..51f4cef 100644
--- a/OpenSim/Data/SQLite/SQLiteRegionData.cs
+++ b/OpenSim/Data/SQLite/SQLiteRegionData.cs
@@ -1867,7 +1867,10 @@ namespace OpenSim.Data.SQLite
List mediaEntries = new List();
foreach (OSD osdMe in osdMeArray)
- mediaEntries.Add(MediaEntry.FromOSD(osdMe));
+ {
+ MediaEntry me = (osdMe is OSDMap ? MediaEntry.FromOSD(osdMe) : new MediaEntry());
+ mediaEntries.Add(me);
+ }
s.Media = mediaEntries;
}
@@ -1918,7 +1921,10 @@ namespace OpenSim.Data.SQLite
OSDArray meArray = new OSDArray();
foreach (MediaEntry me in s.Media)
- meArray.Add(me.GetOSD());
+ {
+ OSD osd = (null == me ? new OSD() : me.GetOSD());
+ meArray.Add(osd);
+ }
row["Media"] = OSDParser.SerializeLLSDXmlString(meArray);
}
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 242ff6c..93a1ae8 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -212,6 +212,13 @@ namespace OpenSim.Region.CoreModules.Media.Moap
}
m_log.DebugFormat("[MOAP]: Received {0} media entries for prim {1}", omu.FaceMedia.Length, primId);
+
+// for (int i = 0; i < omu.FaceMedia.Length; i++)
+// {
+// MediaEntry me = omu.FaceMedia[i];
+// string v = (null == me ? "null": OSDParser.SerializeLLSDXmlString(me.GetOSD()));
+// m_log.DebugFormat("[MOAP]: Face {0} [{1}]", i, v);
+// }
part.Shape.Media = new List(omu.FaceMedia);
--
cgit v1.1
From d1a879927ccc97e90f19d916a6a0e579dd7b4a56 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 12 Jul 2010 21:43:36 +0100
Subject: fix issue with GetMediaEntry if the face requested wasn't set to a
media texture
---
OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs | 3 ++-
1 file changed, 2 insertions(+), 1 deletion(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 93a1ae8..43953a7 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -112,7 +112,8 @@ namespace OpenSim.Region.CoreModules.Media.Moap
else
{
// TODO: Really need a proper copy constructor down in libopenmetaverse
- return MediaEntry.FromOSD(media[face].GetOSD());
+ MediaEntry me = media[face];
+ return (null == me ? null : MediaEntry.FromOSD(me.GetOSD()));
}
}
--
cgit v1.1
From 39a38c4901f00eae15c2eed38191944f8f419f8b Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 12 Jul 2010 22:00:45 +0100
Subject: implement llClearPrimMedia()
untested
---
.../CoreModules/World/Media/Moap/MoapModule.cs | 5 +++++
OpenSim/Region/Framework/Interfaces/IMoapModule.cs | 10 ++++++++++
.../Shared/Api/Implementation/LSL_Api.cs | 20 ++++++++++++++++++++
3 files changed, 35 insertions(+)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 43953a7..8699800 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -129,6 +129,11 @@ namespace OpenSim.Region.CoreModules.Media.Moap
part.ScheduleFullUpdate();
}
+ public void ClearMediaEntry(SceneObjectPart part, int face)
+ {
+ SetMediaEntry(part, face, null);
+ }
+
///
/// Sets or gets per face media textures.
///
diff --git a/OpenSim/Region/Framework/Interfaces/IMoapModule.cs b/OpenSim/Region/Framework/Interfaces/IMoapModule.cs
index 31bb6d8..24b6860 100644
--- a/OpenSim/Region/Framework/Interfaces/IMoapModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IMoapModule.cs
@@ -53,5 +53,15 @@ namespace OpenSim.Region.Framework.Interfaces
///
///
void SetMediaEntry(SceneObjectPart part, int face, MediaEntry me);
+
+ ///
+ /// Clear the media entry for a given prim face.
+ ///
+ ///
+ /// This is the equivalent of setting a media entry of null
+ ///
+ ///
+ /// /param>
+ void ClearMediaEntry(SceneObjectPart part, int face);
}
}
\ No newline at end of file
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index f5089aa..8903c3b 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -8023,6 +8023,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return ScriptBaseClass.LSL_STATUS_OK;
}
+ public LSL_Integer llClearPrimMedia(LSL_Integer face)
+ {
+ m_host.AddScriptLPS(1);
+ ScriptSleep(1000);
+
+ // LSL Spec http://wiki.secondlife.com/wiki/LlClearPrimMedia says to fail silently if face is invalid
+ // Assuming silently fail means sending back LSL_STATUS_OK. Ideally, need to check this.
+ // FIXME: Don't perform the media check directly
+ if (face < 0 || face > m_host.GetNumberOfSides() - 1)
+ return ScriptBaseClass.LSL_STATUS_OK;
+
+ IMoapModule module = m_ScriptEngine.World.RequestModuleInterface();
+ if (null == module)
+ throw new Exception("Media on a prim functions not available");
+
+ module.ClearMediaEntry(m_host, face);
+
+ return ScriptBaseClass.LSL_STATUS_OK;
+ }
+
//
//
// The .NET definition of base 64 is:
--
cgit v1.1
From eb5e39d6efed2516883c729eded38454d05aec68 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 12 Jul 2010 22:27:11 +0100
Subject: Fire CHANGED_MEDIA event if a media texture is set or cleared
---
OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs | 5 +++++
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 3 ++-
OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs | 1 +
3 files changed, 8 insertions(+), 1 deletion(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 8699800..8bccab4 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -127,6 +127,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
part.Shape.Media[face] = me;
UpdateMediaUrl(part);
part.ScheduleFullUpdate();
+ part.TriggerScriptChangedEvent(Changed.MEDIA);
}
public void ClearMediaEntry(SceneObjectPart part, int face)
@@ -233,6 +234,8 @@ namespace OpenSim.Region.CoreModules.Media.Moap
// Arguably, we could avoid sending a full update to the avatar that just changed the texture.
part.ScheduleFullUpdate();
+ part.TriggerScriptChangedEvent(Changed.MEDIA);
+
return string.Empty;
}
@@ -277,6 +280,8 @@ namespace OpenSim.Region.CoreModules.Media.Moap
part.ScheduleFullUpdate();
+ part.TriggerScriptChangedEvent(Changed.MEDIA);
+
return string.Empty;
}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index e6a1696..444a239 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -58,7 +58,8 @@ namespace OpenSim.Region.Framework.Scenes
OWNER = 128,
REGION_RESTART = 256,
REGION = 512,
- TELEPORT = 1024
+ TELEPORT = 1024,
+ MEDIA = 2048
}
// I don't really know where to put this except here.
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
index 6ef786a..06f9426 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
@@ -276,6 +276,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
public const int CHANGED_REGION_RESTART = 256;
public const int CHANGED_REGION = 512;
public const int CHANGED_TELEPORT = 1024;
+ public const int CHANGED_MEDIA = 2048;
public const int CHANGED_ANIMATION = 16384;
public const int TYPE_INVALID = 0;
public const int TYPE_INTEGER = 1;
--
cgit v1.1
From e5615d3a9b013efef5a76a92eb398b331370bae4 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 13 Jul 2010 19:28:07 +0100
Subject: discard an object media update message if it tries to set more media
textures than the prim has faces
---
OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs | 8 ++++++++
1 file changed, 8 insertions(+)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 8bccab4..378ff4a 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -227,6 +227,14 @@ namespace OpenSim.Region.CoreModules.Media.Moap
// m_log.DebugFormat("[MOAP]: Face {0} [{1}]", i, v);
// }
+ if (omu.FaceMedia.Length > part.GetNumberOfSides())
+ {
+ m_log.WarnFormat(
+ "[MOAP]: Received {0} media entries from client for prim {1} {2} but this prim has only {3} faces. Dropping request.",
+ omu.FaceMedia.Length, part.Name, part.UUID, part.GetNumberOfSides());
+ return string.Empty;
+ }
+
part.Shape.Media = new List(omu.FaceMedia);
UpdateMediaUrl(part);
--
cgit v1.1
From 51b208e96c881bd322b3769b843f0ebae3c09a84 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 13 Jul 2010 23:19:45 +0100
Subject: implement prim media control permissions serverside in order to stop
bad clients
---
.../CoreModules/World/Media/Moap/MoapModule.cs | 87 ++++++++++++++++------
.../World/Permissions/PermissionsModule.cs | 43 ++++++++++-
.../Region/Framework/Scenes/Scene.Permissions.cs | 21 +++++-
3 files changed, 127 insertions(+), 24 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 378ff4a..d7aede9 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -58,8 +58,21 @@ namespace OpenSim.Region.CoreModules.Media.Moap
public string Name { get { return "MoapModule"; } }
public Type ReplaceableInterface { get { return null; } }
+ ///
+ /// The scene to which this module is attached
+ ///
protected Scene m_scene;
+ ///
+ /// Track the ObjectMedia capabilities given to users
+ ///
+ protected Dictionary m_omCapUsers = new Dictionary();
+
+ ///
+ /// Track the ObjectMediaUpdate capabilities given to users
+ ///
+ protected Dictionary m_omuCapUsers = new Dictionary();
+
public void Initialise(IConfigSource config)
{
// TODO: Add config switches to enable/disable this module
@@ -87,16 +100,27 @@ namespace OpenSim.Region.CoreModules.Media.Moap
m_log.DebugFormat(
"[MOAP]: Registering ObjectMedia and ObjectMediaNavigate capabilities for agent {0}", agentID);
- // We do receive a post to ObjectMedia when a new avatar enters the region - though admittedly this is the
- // avatar that set the texture in the first place.
- // Even though we're registering for POST we're going to get GETS and UPDATES too
- caps.RegisterHandler(
- "ObjectMedia", new RestStreamHandler("POST", "/CAPS/" + UUID.Random(), HandleObjectMediaMessage));
+ string omCapUrl = "/CAPS/" + UUID.Random();
+
+ lock (m_omCapUsers)
+ {
+ m_omCapUsers[omCapUrl] = agentID;
+
+ // Even though we're registering for POST we're going to get GETS and UPDATES too
+ caps.RegisterHandler(
+ "ObjectMedia", new RestStreamHandler("POST", omCapUrl, HandleObjectMediaMessage));
+ }
+
+ string omuCapUrl = "/CAPS/" + UUID.Random();
- // We do get these posts when the url has been changed.
- // Even though we're registering for POST we're going to get GETS and UPDATES too
- caps.RegisterHandler(
- "ObjectMediaNavigate", new RestStreamHandler("POST", "/CAPS/" + UUID.Random(), HandleObjectMediaNavigateMessage));
+ lock (m_omuCapUsers)
+ {
+ m_omuCapUsers[omuCapUrl] = agentID;
+
+ // Even though we're registering for POST we're going to get GETS and UPDATES too
+ caps.RegisterHandler(
+ "ObjectMediaNavigate", new RestStreamHandler("POST", omuCapUrl, HandleObjectMediaNavigateMessage));
+ }
}
public MediaEntry GetMediaEntry(SceneObjectPart part, int face)
@@ -147,7 +171,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
protected string HandleObjectMediaMessage(
string request, string path, string param, OSHttpRequest httpRequest, OSHttpResponse httpResponse)
{
- m_log.DebugFormat("[MOAP]: Got ObjectMedia raw request [{0}]", request);
+ m_log.DebugFormat("[MOAP]: Got ObjectMedia path [{0}], raw request [{1}]", path, request);
OSDMap osd = (OSDMap)OSDParser.DeserializeLLSDXml(request);
ObjectMediaMessage omm = new ObjectMediaMessage();
@@ -156,7 +180,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
if (omm.Request is ObjectMediaRequest)
return HandleObjectMediaRequest(omm.Request as ObjectMediaRequest);
else if (omm.Request is ObjectMediaUpdate)
- return HandleObjectMediaUpdate(omm.Request as ObjectMediaUpdate);
+ return HandleObjectMediaUpdate(path, omm.Request as ObjectMediaUpdate);
throw new Exception(
string.Format(
@@ -165,7 +189,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
}
///
- /// Handle a request for media textures
+ /// Handle a fetch request for media textures
///
///
///
@@ -202,9 +226,10 @@ namespace OpenSim.Region.CoreModules.Media.Moap
///
/// Handle an update of media textures.
///
+ /// Path on which this request was made
/// /param>
///
- protected string HandleObjectMediaUpdate(ObjectMediaUpdate omu)
+ protected string HandleObjectMediaUpdate(string path, ObjectMediaUpdate omu)
{
UUID primId = omu.PrimID;
@@ -216,16 +241,16 @@ namespace OpenSim.Region.CoreModules.Media.Moap
"[MOAP]: Received an UPDATE ObjectMediaRequest for prim {0} but this doesn't exist in region {1}",
primId, m_scene.RegionInfo.RegionName);
return string.Empty;
- }
+ }
m_log.DebugFormat("[MOAP]: Received {0} media entries for prim {1}", omu.FaceMedia.Length, primId);
-// for (int i = 0; i < omu.FaceMedia.Length; i++)
-// {
-// MediaEntry me = omu.FaceMedia[i];
-// string v = (null == me ? "null": OSDParser.SerializeLLSDXmlString(me.GetOSD()));
-// m_log.DebugFormat("[MOAP]: Face {0} [{1}]", i, v);
-// }
+ for (int i = 0; i < omu.FaceMedia.Length; i++)
+ {
+ MediaEntry me = omu.FaceMedia[i];
+ string v = (null == me ? "null": OSDParser.SerializeLLSDXmlString(me.GetOSD()));
+ m_log.DebugFormat("[MOAP]: Face {0} [{1}]", i, v);
+ }
if (omu.FaceMedia.Length > part.GetNumberOfSides())
{
@@ -235,7 +260,27 @@ namespace OpenSim.Region.CoreModules.Media.Moap
return string.Empty;
}
- part.Shape.Media = new List(omu.FaceMedia);
+ List media = part.Shape.Media;
+
+ if (null == media)
+ {
+ part.Shape.Media = new List(omu.FaceMedia);
+ }
+ else
+ {
+ // We need to go through the media textures one at a time to make sure that we have permission
+ // to change them
+ UUID agentId = default(UUID);
+
+ lock (m_omCapUsers)
+ agentId = m_omCapUsers[path];
+
+ for (int i = 0; i < media.Count; i++)
+ {
+ if (m_scene.Permissions.CanControlPrimMedia(agentId, part.UUID, i))
+ media[i] = omu.FaceMedia[i];
+ }
+ }
UpdateMediaUrl(part);
diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
index 69b247c..358ea59 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -164,6 +164,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
private Dictionary GrantYP = new Dictionary();
private IFriendsModule m_friendsModule;
private IGroupsModule m_groupsModule;
+ private IMoapModule m_moapModule;
#endregion
@@ -248,6 +249,8 @@ namespace OpenSim.Region.CoreModules.World.Permissions
m_scene.Permissions.OnDeleteUserInventory += CanDeleteUserInventory; //NOT YET IMPLEMENTED
m_scene.Permissions.OnTeleport += CanTeleport; //NOT YET IMPLEMENTED
+
+ m_scene.Permissions.OnControlPrimMedia += CanControlPrimMedia;
m_scene.AddCommand(this, "bypass permissions",
"bypass permissions ",
@@ -393,6 +396,8 @@ namespace OpenSim.Region.CoreModules.World.Permissions
if (m_groupsModule == null)
m_log.Warn("[PERMISSIONS]: Groups module not found, group permissions will not work");
+
+ m_moapModule = m_scene.RequestModuleInterface();
}
public void Close()
@@ -1893,5 +1898,41 @@ namespace OpenSim.Region.CoreModules.World.Permissions
}
return(false);
}
+
+ private bool CanControlPrimMedia(UUID agentID, UUID primID, int face)
+ {
+ if (null == m_moapModule)
+ return false;
+
+ SceneObjectPart part = m_scene.GetSceneObjectPart(primID);
+ if (null == part)
+ return false;
+
+ MediaEntry me = m_moapModule.GetMediaEntry(part, face);
+
+ // If there is no existing media entry then it can be controlled (in this context, created).
+ if (null == me)
+ return true;
+
+ if (IsAdministrator(agentID))
+ return true;
+
+ if ((me.ControlPermissions & MediaPermission.Anyone) == MediaPermission.Anyone)
+ return true;
+
+ if ((me.ControlPermissions & MediaPermission.Owner) == MediaPermission.Owner)
+ {
+ if (agentID == part.OwnerID)
+ return true;
+ }
+
+ if ((me.ControlPermissions & MediaPermission.Group) == MediaPermission.Group)
+ {
+ if (IsGroupMember(part.GroupID, agentID, 0))
+ return true;
+ }
+
+ return false;
+ }
}
-}
+}
\ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
index 7dab04f..70af978 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
@@ -1,4 +1,4 @@
-/*
+/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
@@ -81,6 +81,7 @@ namespace OpenSim.Region.Framework.Scenes
public delegate bool CopyUserInventoryHandler(UUID itemID, UUID userID);
public delegate bool DeleteUserInventoryHandler(UUID itemID, UUID userID);
public delegate bool TeleportHandler(UUID userID, Scene scene);
+ public delegate bool ControlPrimMediaHandler(UUID userID, UUID primID, int face);
#endregion
public class ScenePermissions
@@ -139,6 +140,7 @@ namespace OpenSim.Region.Framework.Scenes
public event CopyUserInventoryHandler OnCopyUserInventory;
public event DeleteUserInventoryHandler OnDeleteUserInventory;
public event TeleportHandler OnTeleport;
+ public event ControlPrimMediaHandler OnControlPrimMedia;
#endregion
#region Object Permission Checks
@@ -947,5 +949,20 @@ namespace OpenSim.Region.Framework.Scenes
}
return true;
}
+
+ public bool CanControlPrimMedia(UUID userID, UUID primID, int face)
+ {
+ ControlPrimMediaHandler handler = OnControlPrimMedia;
+ if (handler != null)
+ {
+ Delegate[] list = handler.GetInvocationList();
+ foreach (ControlPrimMediaHandler h in list)
+ {
+ if (h(userID, primID, face) == false)
+ return false;
+ }
+ }
+ return true;
+ }
}
-}
+}
\ No newline at end of file
--
cgit v1.1
From a9101feb107e5d210c93df5ee3119d827a1c8320 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 13 Jul 2010 23:46:49 +0100
Subject: factor out soon to be common media permissions check code
---
.../CoreModules/World/Permissions/PermissionsModule.cs | 13 +++++++++----
1 file changed, 9 insertions(+), 4 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
index 358ea59..2344e96 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -1914,25 +1914,30 @@ namespace OpenSim.Region.CoreModules.World.Permissions
if (null == me)
return true;
+ return GenericPrimMediaPermission(part, agentID, me.ControlPermissions);
+ }
+
+ private bool GenericPrimMediaPermission(SceneObjectPart part, UUID agentID, MediaPermission perms)
+ {
if (IsAdministrator(agentID))
return true;
- if ((me.ControlPermissions & MediaPermission.Anyone) == MediaPermission.Anyone)
+ if ((perms & MediaPermission.Anyone) == MediaPermission.Anyone)
return true;
- if ((me.ControlPermissions & MediaPermission.Owner) == MediaPermission.Owner)
+ if ((perms & MediaPermission.Owner) == MediaPermission.Owner)
{
if (agentID == part.OwnerID)
return true;
}
- if ((me.ControlPermissions & MediaPermission.Group) == MediaPermission.Group)
+ if ((perms & MediaPermission.Group) == MediaPermission.Group)
{
if (IsGroupMember(part.GroupID, agentID, 0))
return true;
}
- return false;
+ return false;
}
}
}
\ No newline at end of file
--
cgit v1.1
From ee6cd884c9732b492675e043fe318ffcdfecc45d Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 13 Jul 2010 23:58:19 +0100
Subject: implement serverside checks for media texture navigation in order to
stop naughty clients
---
.../CoreModules/World/Media/Moap/MoapModule.cs | 20 ++++++++++++++------
.../World/Permissions/PermissionsModule.cs | 21 ++++++++++++++++++++-
.../Region/Framework/Scenes/Scene.Permissions.cs | 19 ++++++++++++++++++-
3 files changed, 52 insertions(+), 8 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index d7aede9..09786ec 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -245,12 +245,12 @@ namespace OpenSim.Region.CoreModules.Media.Moap
m_log.DebugFormat("[MOAP]: Received {0} media entries for prim {1}", omu.FaceMedia.Length, primId);
- for (int i = 0; i < omu.FaceMedia.Length; i++)
- {
- MediaEntry me = omu.FaceMedia[i];
- string v = (null == me ? "null": OSDParser.SerializeLLSDXmlString(me.GetOSD()));
- m_log.DebugFormat("[MOAP]: Face {0} [{1}]", i, v);
- }
+// for (int i = 0; i < omu.FaceMedia.Length; i++)
+// {
+// MediaEntry me = omu.FaceMedia[i];
+// string v = (null == me ? "null": OSDParser.SerializeLLSDXmlString(me.GetOSD()));
+// m_log.DebugFormat("[MOAP]: Face {0} [{1}]", i, v);
+// }
if (omu.FaceMedia.Length > part.GetNumberOfSides())
{
@@ -322,6 +322,14 @@ namespace OpenSim.Region.CoreModules.Media.Moap
return string.Empty;
}
+ UUID agentId = default(UUID);
+
+ lock (m_omuCapUsers)
+ agentId = m_omuCapUsers[path];
+
+ if (!m_scene.Permissions.CanInteractWithPrimMedia(agentId, part.UUID, omn.Face))
+ return string.Empty;
+
m_log.DebugFormat(
"[MOAP]: Updating media entry for face {0} on prim {1} {2} to {3}",
omn.Face, part.Name, part.UUID, omn.URL);
diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
index 2344e96..3a690af 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -251,6 +251,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
m_scene.Permissions.OnTeleport += CanTeleport; //NOT YET IMPLEMENTED
m_scene.Permissions.OnControlPrimMedia += CanControlPrimMedia;
+ m_scene.Permissions.OnInteractWithPrimMedia += CanInteractWithPrimMedia;
m_scene.AddCommand(this, "bypass permissions",
"bypass permissions ",
@@ -1915,7 +1916,25 @@ namespace OpenSim.Region.CoreModules.World.Permissions
return true;
return GenericPrimMediaPermission(part, agentID, me.ControlPermissions);
- }
+ }
+
+ private bool CanInteractWithPrimMedia(UUID agentID, UUID primID, int face)
+ {
+ if (null == m_moapModule)
+ return false;
+
+ SceneObjectPart part = m_scene.GetSceneObjectPart(primID);
+ if (null == part)
+ return false;
+
+ MediaEntry me = m_moapModule.GetMediaEntry(part, face);
+
+ // If there is no existing media entry then it can be controlled (in this context, created).
+ if (null == me)
+ return true;
+
+ return GenericPrimMediaPermission(part, agentID, me.InteractPermissions);
+ }
private bool GenericPrimMediaPermission(SceneObjectPart part, UUID agentID, MediaPermission perms)
{
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
index 70af978..0033900 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
@@ -82,6 +82,7 @@ namespace OpenSim.Region.Framework.Scenes
public delegate bool DeleteUserInventoryHandler(UUID itemID, UUID userID);
public delegate bool TeleportHandler(UUID userID, Scene scene);
public delegate bool ControlPrimMediaHandler(UUID userID, UUID primID, int face);
+ public delegate bool InteractWithPrimMediaHandler(UUID userID, UUID primID, int face);
#endregion
public class ScenePermissions
@@ -141,6 +142,7 @@ namespace OpenSim.Region.Framework.Scenes
public event DeleteUserInventoryHandler OnDeleteUserInventory;
public event TeleportHandler OnTeleport;
public event ControlPrimMediaHandler OnControlPrimMedia;
+ public event InteractWithPrimMediaHandler OnInteractWithPrimMedia;
#endregion
#region Object Permission Checks
@@ -963,6 +965,21 @@ namespace OpenSim.Region.Framework.Scenes
}
}
return true;
- }
+ }
+
+ public bool CanInteractWithPrimMedia(UUID userID, UUID primID, int face)
+ {
+ InteractWithPrimMediaHandler handler = OnInteractWithPrimMedia;
+ if (handler != null)
+ {
+ Delegate[] list = handler.GetInvocationList();
+ foreach (InteractWithPrimMediaHandler h in list)
+ {
+ if (h(userID, primID, face) == false)
+ return false;
+ }
+ }
+ return true;
+ }
}
}
\ No newline at end of file
--
cgit v1.1
From cf7573c8fda9fb33a0b46bc7a7bd893e974d2561 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 14 Jul 2010 00:16:37 +0100
Subject: implement code to deregister users on DeregisterCaps
---
.../CoreModules/World/Media/Moap/MoapModule.cs | 37 ++++++++++++++++++++--
1 file changed, 34 insertions(+), 3 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 09786ec..ce4e921 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -64,15 +64,25 @@ namespace OpenSim.Region.CoreModules.Media.Moap
protected Scene m_scene;
///
- /// Track the ObjectMedia capabilities given to users
+ /// Track the ObjectMedia capabilities given to users keyed by path
///
protected Dictionary m_omCapUsers = new Dictionary();
///
- /// Track the ObjectMediaUpdate capabilities given to users
+ /// Track the ObjectMedia capabilities given to users keyed by agent. Lock m_omCapUsers to manipulate.
+ ///
+ protected Dictionary m_omCapUrls = new Dictionary();
+
+ ///
+ /// Track the ObjectMediaUpdate capabilities given to users keyed by path
///
protected Dictionary m_omuCapUsers = new Dictionary();
+ ///
+ /// Track the ObjectMediaUpdate capabilities given to users keyed by agent. Lock m_omuCapUsers to manipulate
+ ///
+ protected Dictionary m_omuCapUrls = new Dictionary();
+
public void Initialise(IConfigSource config)
{
// TODO: Add config switches to enable/disable this module
@@ -88,11 +98,13 @@ namespace OpenSim.Region.CoreModules.Media.Moap
public void RegionLoaded(Scene scene)
{
m_scene.EventManager.OnRegisterCaps += RegisterCaps;
+ m_scene.EventManager.OnDeregisterCaps += DeregisterCaps;
}
public void Close()
{
m_scene.EventManager.OnRegisterCaps -= RegisterCaps;
+ m_scene.EventManager.OnDeregisterCaps -= DeregisterCaps;
}
public void RegisterCaps(UUID agentID, Caps caps)
@@ -105,6 +117,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
lock (m_omCapUsers)
{
m_omCapUsers[omCapUrl] = agentID;
+ m_omCapUrls[agentID] = omCapUrl;
// Even though we're registering for POST we're going to get GETS and UPDATES too
caps.RegisterHandler(
@@ -116,12 +129,30 @@ namespace OpenSim.Region.CoreModules.Media.Moap
lock (m_omuCapUsers)
{
m_omuCapUsers[omuCapUrl] = agentID;
+ m_omuCapUrls[agentID] = omuCapUrl;
// Even though we're registering for POST we're going to get GETS and UPDATES too
caps.RegisterHandler(
"ObjectMediaNavigate", new RestStreamHandler("POST", omuCapUrl, HandleObjectMediaNavigateMessage));
}
- }
+ }
+
+ public void DeregisterCaps(UUID agentID, Caps caps)
+ {
+ lock (m_omCapUsers)
+ {
+ string path = m_omCapUrls[agentID];
+ m_omCapUrls.Remove(agentID);
+ m_omCapUsers.Remove(path);
+ }
+
+ lock (m_omuCapUsers)
+ {
+ string path = m_omuCapUrls[agentID];
+ m_omuCapUrls.Remove(agentID);
+ m_omuCapUsers.Remove(path);
+ }
+ }
public MediaEntry GetMediaEntry(SceneObjectPart part, int face)
{
--
cgit v1.1
From 049ccba8d3b71583f9f1aa7d13ca4a7f60501871 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 14 Jul 2010 23:26:24 +0100
Subject: fix previous media interact serverside checking. perform very basic
serverside url whitelist checks
at the moment, only checking for the exact name prefix is implemented
for some reason, whitelists are not persisting
this commit also fixes a very recent problem where setting any media texture parameters after the initial configuration would not work
---
.../CoreModules/World/Media/Moap/MoapModule.cs | 71 ++++++++++++++++++++--
.../World/Permissions/PermissionsModule.cs | 30 +++++++--
2 files changed, 91 insertions(+), 10 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index ce4e921..3c546c4 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -91,6 +91,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
public void AddRegion(Scene scene)
{
m_scene = scene;
+ m_scene.RegisterModuleInterface(this);
}
public void RemoveRegion(Scene scene) {}
@@ -156,20 +157,28 @@ namespace OpenSim.Region.CoreModules.Media.Moap
public MediaEntry GetMediaEntry(SceneObjectPart part, int face)
{
+ MediaEntry me = null;
+
CheckFaceParam(part, face);
List media = part.Shape.Media;
if (null == media)
{
- return null;
+ me = null;
}
else
- {
+ {
+ me = media[face];
+
// TODO: Really need a proper copy constructor down in libopenmetaverse
- MediaEntry me = media[face];
- return (null == me ? null : MediaEntry.FromOSD(me.GetOSD()));
+ if (me != null)
+ me = MediaEntry.FromOSD(me.GetOSD());
}
+
+// m_log.DebugFormat("[MOAP]: GetMediaEntry for {0} face {1} found {2}", part.Name, face, me);
+
+ return me;
}
public void SetMediaEntry(SceneObjectPart part, int face, MediaEntry me)
@@ -295,6 +304,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
if (null == media)
{
+ m_log.DebugFormat("[MOAP]: Setting all new media list for {0}", part.Name);
part.Shape.Media = new List(omu.FaceMedia);
}
else
@@ -309,7 +319,10 @@ namespace OpenSim.Region.CoreModules.Media.Moap
for (int i = 0; i < media.Count; i++)
{
if (m_scene.Permissions.CanControlPrimMedia(agentId, part.UUID, i))
+ {
media[i] = omu.FaceMedia[i];
+// m_log.DebugFormat("[MOAP]: Set media entry for face {0} on {1}", i, part.Name);
+ }
}
}
@@ -362,10 +375,31 @@ namespace OpenSim.Region.CoreModules.Media.Moap
return string.Empty;
m_log.DebugFormat(
- "[MOAP]: Updating media entry for face {0} on prim {1} {2} to {3}",
+ "[MOAP]: Received request to update media entry for face {0} on prim {1} {2} to {3}",
omn.Face, part.Name, part.UUID, omn.URL);
+ // If media has never been set for this prim, then just return.
+ if (null == part.Shape.Media)
+ return string.Empty;
+
MediaEntry me = part.Shape.Media[omn.Face];
+
+ // Do the same if media has not been set up for a specific face
+ if (null == me)
+ return string.Empty;
+
+ if (me.EnableWhiteList)
+ {
+ if (!CheckUrlAgainstWhitelist(omn.URL, me.WhiteList))
+ {
+ m_log.DebugFormat(
+ "[MOAP]: Blocking change of face {0} on prim {1} {2} to {3} since it's not on the enabled whitelist",
+ omn.Face, part.Name, part.UUID, omn.URL);
+
+ return string.Empty;
+ }
+ }
+
me.CurrentURL = omn.URL;
UpdateMediaUrl(part);
@@ -413,5 +447,32 @@ namespace OpenSim.Region.CoreModules.Media.Moap
m_log.DebugFormat("[MOAP]: Storing media url [{0}] in prim {1} {2}", part.MediaUrl, part.Name, part.UUID);
}
+
+ ///
+ /// Check the given url against the given whitelist.
+ ///
+ ///
+ ///
+ /// true if the url matches an entry on the whitelist, false otherwise
+ protected bool CheckUrlAgainstWhitelist(string url, string[] whitelist)
+ {
+ foreach (string rawWlUrl in whitelist)
+ {
+ string wlUrl = rawWlUrl;
+
+ if (!wlUrl.StartsWith("http://"))
+ wlUrl = "http://" + wlUrl;
+
+ m_log.DebugFormat("[MOAP]: Checking whitelist URL {0}", wlUrl);
+
+ if (url.StartsWith(wlUrl))
+ {
+ m_log.DebugFormat("[MOAP]: Whitelist url {0} matches requested url {1}", wlUrl, url);
+ return true;
+ }
+ }
+
+ return false;
+ }
}
}
\ No newline at end of file
diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
index 3a690af..7f6f851 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -178,7 +178,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
string permissionModules = myConfig.GetString("permissionmodules", "DefaultPermissionsModule");
- List modules=new List(permissionModules.Split(','));
+ List modules = new List(permissionModules.Split(','));
if (!modules.Contains("DefaultPermissionsModule"))
return;
@@ -399,6 +399,10 @@ namespace OpenSim.Region.CoreModules.World.Permissions
m_log.Warn("[PERMISSIONS]: Groups module not found, group permissions will not work");
m_moapModule = m_scene.RequestModuleInterface();
+
+ // This log line will be commented out when no longer required for debugging
+ if (m_moapModule == null)
+ m_log.Warn("[PERMISSIONS]: Media on a prim module not found, media on a prim permissions will not work");
}
public void Close()
@@ -1901,7 +1905,11 @@ namespace OpenSim.Region.CoreModules.World.Permissions
}
private bool CanControlPrimMedia(UUID agentID, UUID primID, int face)
- {
+ {
+// m_log.DebugFormat(
+// "[PERMISSONS]: Performing CanControlPrimMedia check with agentID {0}, primID {1}, face {2}",
+// agentID, primID, face);
+
if (null == m_moapModule)
return false;
@@ -1909,17 +1917,25 @@ namespace OpenSim.Region.CoreModules.World.Permissions
if (null == part)
return false;
- MediaEntry me = m_moapModule.GetMediaEntry(part, face);
+ MediaEntry me = m_moapModule.GetMediaEntry(part, face);
// If there is no existing media entry then it can be controlled (in this context, created).
if (null == me)
return true;
+ m_log.DebugFormat(
+ "[PERMISSIONS]: Checking CanControlPrimMedia for {0} on {1} face {2} with control permissions {3}",
+ agentID, primID, face, me.ControlPermissions);
+
return GenericPrimMediaPermission(part, agentID, me.ControlPermissions);
}
private bool CanInteractWithPrimMedia(UUID agentID, UUID primID, int face)
{
+// m_log.DebugFormat(
+// "[PERMISSONS]: Performing CanInteractWithPrimMedia check with agentID {0}, primID {1}, face {2}",
+// agentID, primID, face);
+
if (null == m_moapModule)
return false;
@@ -1933,13 +1949,17 @@ namespace OpenSim.Region.CoreModules.World.Permissions
if (null == me)
return true;
+ m_log.DebugFormat(
+ "[PERMISSIONS]: Checking CanInteractWithPrimMedia for {0} on {1} face {2} with interact permissions {3}",
+ agentID, primID, face, me.InteractPermissions);
+
return GenericPrimMediaPermission(part, agentID, me.InteractPermissions);
}
private bool GenericPrimMediaPermission(SceneObjectPart part, UUID agentID, MediaPermission perms)
{
- if (IsAdministrator(agentID))
- return true;
+// if (IsAdministrator(agentID))
+// return true;
if ((perms & MediaPermission.Anyone) == MediaPermission.Anyone)
return true;
--
cgit v1.1
From fc76ce0f466c7dfa2328c08e590c86460b068140 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 14 Jul 2010 23:48:24 +0100
Subject: fix bug where prim persistence would fail if media had never been set
---
OpenSim/Data/SQLite/SQLiteRegionData.cs | 15 +++++++++------
1 file changed, 9 insertions(+), 6 deletions(-)
diff --git a/OpenSim/Data/SQLite/SQLiteRegionData.cs b/OpenSim/Data/SQLite/SQLiteRegionData.cs
index 51f4cef..7acbd22 100644
--- a/OpenSim/Data/SQLite/SQLiteRegionData.cs
+++ b/OpenSim/Data/SQLite/SQLiteRegionData.cs
@@ -1919,14 +1919,17 @@ namespace OpenSim.Data.SQLite
row["Texture"] = s.TextureEntry;
row["ExtraParams"] = s.ExtraParams;
- OSDArray meArray = new OSDArray();
- foreach (MediaEntry me in s.Media)
+ if (null != s.Media)
{
- OSD osd = (null == me ? new OSD() : me.GetOSD());
- meArray.Add(osd);
+ OSDArray meArray = new OSDArray();
+ foreach (MediaEntry me in s.Media)
+ {
+ OSD osd = (null == me ? new OSD() : me.GetOSD());
+ meArray.Add(osd);
+ }
+
+ row["Media"] = OSDParser.SerializeLLSDXmlString(meArray);
}
-
- row["Media"] = OSDParser.SerializeLLSDXmlString(meArray);
}
///
--
cgit v1.1
From dce7307aa20f49276139708077e329835829d8c2 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 15 Jul 2010 00:15:23 +0100
Subject: properly expose prim media LSL functions to scripts
scripts using these functions should now compile but I don't know how well the methods themselves work yet
llSetPrimMedia(), at least, appears to have problems when a current url is set for a face that doesn't yet have a texture
---
OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs | 2 +-
.../Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs | 3 +++
.../Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs | 15 +++++++++++++++
3 files changed, 19 insertions(+), 1 deletion(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 3c546c4..4bbac6e 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -186,7 +186,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
CheckFaceParam(part, face);
if (null == part.Shape.Media)
- part.Shape.Media = new List(part.GetNumberOfSides());
+ part.Shape.Media = new List(new MediaEntry[part.GetNumberOfSides()]);
part.Shape.Media[face] = me;
UpdateMediaUrl(part);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
index cba46a3..561e3b3 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
@@ -62,6 +62,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
void llBreakLink(int linknum);
LSL_Integer llCeil(double f);
void llClearCameraParams();
+ LSL_Integer llClearPrimMedia(LSL_Integer face);
void llCloseRemoteDataChannel(string channel);
LSL_Float llCloud(LSL_Vector offset);
void llCollisionFilter(string name, string id, int accept);
@@ -162,6 +163,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
LSL_List llGetParcelPrimOwners(LSL_Vector pos);
LSL_Integer llGetPermissions();
LSL_Key llGetPermissionsKey();
+ LSL_List llGetPrimMediaParams(int face, LSL_List rules);
LSL_Vector llGetPos();
LSL_List llGetPrimitiveParams(LSL_List rules);
LSL_Integer llGetRegionAgentCount();
@@ -332,6 +334,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
void llSetParcelMusicURL(string url);
void llSetPayPrice(int price, LSL_List quick_pay_buttons);
void llSetPos(LSL_Vector pos);
+ LSL_Integer llSetPrimMediaParams(int face, LSL_List rules);
void llSetPrimitiveParams(LSL_List rules);
void llSetLinkPrimitiveParamsFast(int linknum, LSL_List rules);
void llSetPrimURL(string url);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
index 3339995..451163f 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
@@ -1832,5 +1832,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
{
return m_LSL_Functions.llXorBase64StringsCorrect(str1, str2);
}
+
+ public LSL_List llGetPrimMediaParams(int face, LSL_List rules)
+ {
+ return m_LSL_Functions.llGetPrimMediaParams(face, rules);
+ }
+
+ public LSL_Integer llSetPrimMediaParams(int face, LSL_List rules)
+ {
+ return m_LSL_Functions.llSetPrimMediaParams(face, rules);
+ }
+
+ public LSL_Integer llClearPrimMedia(LSL_Integer face)
+ {
+ return m_LSL_Functions.llClearPrimMedia(face);
+ }
}
}
--
cgit v1.1
From 0edabffb7d6213db041ba3d01fee157dabcbcda5 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 15 Jul 2010 21:14:55 +0100
Subject: Implement * end wildcard for whitelist urls
---
OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs | 6 +++++-
1 file changed, 5 insertions(+), 1 deletion(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 4bbac6e..c24e6d5 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -460,6 +460,10 @@ namespace OpenSim.Region.CoreModules.Media.Moap
{
string wlUrl = rawWlUrl;
+ // Deal with a line-ending wildcard
+ if (wlUrl.EndsWith("*"))
+ wlUrl = wlUrl.Remove(wlUrl.Length - 1);
+
if (!wlUrl.StartsWith("http://"))
wlUrl = "http://" + wlUrl;
@@ -467,7 +471,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
if (url.StartsWith(wlUrl))
{
- m_log.DebugFormat("[MOAP]: Whitelist url {0} matches requested url {1}", wlUrl, url);
+ m_log.DebugFormat("[MOAP]: Whitelist URL {0} matches {1}", wlUrl, url);
return true;
}
}
--
cgit v1.1
From 664cbe2357cdb05202c01f1575f1e9f08273904e Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 15 Jul 2010 21:40:44 +0100
Subject: refactor: simplify current whitelist url checking by using System.Uri
---
OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs | 15 ++++++++-------
1 file changed, 8 insertions(+), 7 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index c24e6d5..c8e72ca 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -451,11 +451,13 @@ namespace OpenSim.Region.CoreModules.Media.Moap
///
/// Check the given url against the given whitelist.
///
- ///
+ ///
///
/// true if the url matches an entry on the whitelist, false otherwise
- protected bool CheckUrlAgainstWhitelist(string url, string[] whitelist)
+ protected bool CheckUrlAgainstWhitelist(string rawUrl, string[] whitelist)
{
+ Uri url = new Uri(rawUrl);
+
foreach (string rawWlUrl in whitelist)
{
string wlUrl = rawWlUrl;
@@ -464,14 +466,13 @@ namespace OpenSim.Region.CoreModules.Media.Moap
if (wlUrl.EndsWith("*"))
wlUrl = wlUrl.Remove(wlUrl.Length - 1);
- if (!wlUrl.StartsWith("http://"))
- wlUrl = "http://" + wlUrl;
-
m_log.DebugFormat("[MOAP]: Checking whitelist URL {0}", wlUrl);
+
+ string urlToMatch = url.Authority + url.AbsolutePath;
- if (url.StartsWith(wlUrl))
+ if (urlToMatch.StartsWith(wlUrl))
{
- m_log.DebugFormat("[MOAP]: Whitelist URL {0} matches {1}", wlUrl, url);
+ m_log.DebugFormat("[MOAP]: Whitelist URL {0} matches {1}", wlUrl, urlToMatch);
return true;
}
}
--
cgit v1.1
From cd985ab71b489d63d9f1033b5159f207ab614b18 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 15 Jul 2010 21:51:57 +0100
Subject: Handle checking of line starting "*" wildcard for whitelist patterns
A line starting * can only be applied to the domain, not the path
---
.../CoreModules/World/Media/Moap/MoapModule.cs | 30 ++++++++++++++++------
1 file changed, 22 insertions(+), 8 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index c8e72ca..cbe9af2 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -458,22 +458,36 @@ namespace OpenSim.Region.CoreModules.Media.Moap
{
Uri url = new Uri(rawUrl);
- foreach (string rawWlUrl in whitelist)
+ foreach (string origWlUrl in whitelist)
{
- string wlUrl = rawWlUrl;
+ string wlUrl = origWlUrl;
// Deal with a line-ending wildcard
if (wlUrl.EndsWith("*"))
wlUrl = wlUrl.Remove(wlUrl.Length - 1);
- m_log.DebugFormat("[MOAP]: Checking whitelist URL {0}", wlUrl);
+ m_log.DebugFormat("[MOAP]: Checking whitelist URL pattern {0}", origWlUrl);
- string urlToMatch = url.Authority + url.AbsolutePath;
-
- if (urlToMatch.StartsWith(wlUrl))
+ // Handle a line starting wildcard slightly differently since this can only match the domain, not the path
+ if (wlUrl.StartsWith("*"))
+ {
+ wlUrl = wlUrl.Substring(1);
+
+ if (url.Host.Contains(wlUrl))
+ {
+ m_log.DebugFormat("[MOAP]: Whitelist URL {0} matches {1}", origWlUrl, rawUrl);
+ return true;
+ }
+ }
+ else
{
- m_log.DebugFormat("[MOAP]: Whitelist URL {0} matches {1}", wlUrl, urlToMatch);
- return true;
+ string urlToMatch = url.Authority + url.AbsolutePath;
+
+ if (urlToMatch.StartsWith(wlUrl))
+ {
+ m_log.DebugFormat("[MOAP]: Whitelist URL {0} matches {1}", origWlUrl, rawUrl);
+ return true;
+ }
}
}
--
cgit v1.1
From f872a2af116e5e9cdf80efd2313818200b204a04 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 15 Jul 2010 23:28:36 +0100
Subject: add missing regionstore migration file for new fields. D'oh!
this should enable persistence now
---
OpenSim/Data/SQLite/Resources/020_RegionStore.sql | 6 ++++++
1 file changed, 6 insertions(+)
create mode 100644 OpenSim/Data/SQLite/Resources/020_RegionStore.sql
diff --git a/OpenSim/Data/SQLite/Resources/020_RegionStore.sql b/OpenSim/Data/SQLite/Resources/020_RegionStore.sql
new file mode 100644
index 0000000..39cb752
--- /dev/null
+++ b/OpenSim/Data/SQLite/Resources/020_RegionStore.sql
@@ -0,0 +1,6 @@
+BEGIN;
+
+ALTER TABLE prims ADD COLUMN MediaURL varchar(255);
+ALTER TABLE primshapes ADD COLUMN Media TEXT;
+
+COMMIT;
\ No newline at end of file
--
cgit v1.1
From 60c52ac0c44a395e3bd3b3ca761ad71ba10906c2 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 21 Jul 2010 14:25:21 +0100
Subject: start adding user ids to the media urls
---
.../CoreModules/World/Media/Moap/MoapModule.cs | 28 ++++++++++++----------
1 file changed, 16 insertions(+), 12 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index cbe9af2..6755df7 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -189,7 +189,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
part.Shape.Media = new List(new MediaEntry[part.GetNumberOfSides()]);
part.Shape.Media[face] = me;
- UpdateMediaUrl(part);
+ UpdateMediaUrl(part, UUID.Zero);
part.ScheduleFullUpdate();
part.TriggerScriptChangedEvent(Changed.MEDIA);
}
@@ -300,6 +300,11 @@ namespace OpenSim.Region.CoreModules.Media.Moap
return string.Empty;
}
+ UUID agentId = default(UUID);
+
+ lock (m_omCapUsers)
+ agentId = m_omCapUsers[path];
+
List media = part.Shape.Media;
if (null == media)
@@ -310,12 +315,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
else
{
// We need to go through the media textures one at a time to make sure that we have permission
- // to change them
- UUID agentId = default(UUID);
-
- lock (m_omCapUsers)
- agentId = m_omCapUsers[path];
-
+ // to change them
for (int i = 0; i < media.Count; i++)
{
if (m_scene.Permissions.CanControlPrimMedia(agentId, part.UUID, i))
@@ -326,7 +326,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
}
}
- UpdateMediaUrl(part);
+ UpdateMediaUrl(part, agentId);
// Arguably, we could avoid sending a full update to the avatar that just changed the texture.
part.ScheduleFullUpdate();
@@ -402,13 +402,13 @@ namespace OpenSim.Region.CoreModules.Media.Moap
me.CurrentURL = omn.URL;
- UpdateMediaUrl(part);
+ UpdateMediaUrl(part, agentId);
part.ScheduleFullUpdate();
part.TriggerScriptChangedEvent(Changed.MEDIA);
- return string.Empty;
+ return OSDParser.SerializeLLSDXmlString(new OSD());
}
///
@@ -431,12 +431,16 @@ namespace OpenSim.Region.CoreModules.Media.Moap
/// Update the media url of the given part
///
///
- protected void UpdateMediaUrl(SceneObjectPart part)
+ ///
+ /// The id to attach to this update. Normally, this is the user that changed the
+ /// texture
+ ///
+ protected void UpdateMediaUrl(SceneObjectPart part, UUID updateId)
{
if (null == part.MediaUrl)
{
// TODO: We can't set the last changer until we start tracking which cap we give to which agent id
- part.MediaUrl = "x-mv:0000000000/" + UUID.Zero;
+ part.MediaUrl = "x-mv:0000000000/" + updateId;
}
else
{
--
cgit v1.1
From b06308e1d30022f1a240fdc7ca875cc7277b10ea Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 21 Jul 2010 17:12:43 +0100
Subject: Properly set TextureEntry.MediaFlags when a media texture is set
Media flags is cleared via a direct TextureEntry update from the client. If the clearing leaves no media textures on the prim, then a CAP ObjectMediaUpdate is not received. If there are still media textures present then one is received.
This change fixes drag-and-drop on Windows (and Mac?) clients. It may also fix problems with clearing and then subsequently setting new media textures.
---
.../CoreModules/World/Media/Moap/MoapModule.cs | 46 ++++++++++++++++++++--
1 file changed, 43 insertions(+), 3 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 6755df7..4818546 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -311,19 +311,59 @@ namespace OpenSim.Region.CoreModules.Media.Moap
{
m_log.DebugFormat("[MOAP]: Setting all new media list for {0}", part.Name);
part.Shape.Media = new List(omu.FaceMedia);
+
+ for (int i = 0; i < omu.FaceMedia.Length; i++)
+ {
+ if (omu.FaceMedia[i] != null)
+ {
+ // FIXME: Race condition here since some other texture entry manipulator may overwrite/get
+ // overwritten. Unfortunately, PrimitiveBaseShape does not allow us to change texture entry
+ // directly.
+ Primitive.TextureEntry te = part.Shape.Textures;
+ Primitive.TextureEntryFace face = te.CreateFace((uint)i);
+ face.MediaFlags = true;
+ part.Shape.Textures = te;
+ m_log.DebugFormat(
+ "[MOAP]: Media flags for face {0} is {1}",
+ i, part.Shape.Textures.FaceTextures[i].MediaFlags);
+ }
+ }
}
else
- {
+ {
// We need to go through the media textures one at a time to make sure that we have permission
// to change them
+
+ // FIXME: Race condition here since some other texture entry manipulator may overwrite/get
+ // overwritten. Unfortunately, PrimitiveBaseShape does not allow us to change texture entry
+ // directly.
+ Primitive.TextureEntry te = part.Shape.Textures;
+
for (int i = 0; i < media.Count; i++)
- {
+ {
if (m_scene.Permissions.CanControlPrimMedia(agentId, part.UUID, i))
- {
+ {
media[i] = omu.FaceMedia[i];
+
+ // When a face is cleared this is done by setting the MediaFlags in the TextureEntry via a normal
+ // texture update, so we don't need to worry about clearing MediaFlags here.
+ if (null == media[i])
+ continue;
+
+ Primitive.TextureEntryFace face = te.CreateFace((uint)i);
+ face.MediaFlags = true;
+
+ m_log.DebugFormat(
+ "[MOAP]: Media flags for face {0} is {1}",
+ i, face.MediaFlags);
// m_log.DebugFormat("[MOAP]: Set media entry for face {0} on {1}", i, part.Name);
}
}
+
+ part.Shape.Textures = te;
+
+// for (int i2 = 0; i2 < part.Shape.Textures.FaceTextures.Length; i2++)
+// m_log.DebugFormat("[MOAP]: FaceTexture[{0}] is {1}", i2, part.Shape.Textures.FaceTextures[i2]);
}
UpdateMediaUrl(part, agentId);
--
cgit v1.1
From d764c95d09c2141e1d4459dd608e95fb1f9d7546 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 21 Jul 2010 19:32:05 +0100
Subject: also add avatar id to an updated media url - not just new ones
---
OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 4818546..0130ff9 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -486,7 +486,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
{
string rawVersion = part.MediaUrl.Substring(5, 10);
int version = int.Parse(rawVersion);
- part.MediaUrl = string.Format("x-mv:{0:D10}/{1}", ++version, UUID.Zero);
+ part.MediaUrl = string.Format("x-mv:{0:D10}/{1}", ++version, updateId);
}
m_log.DebugFormat("[MOAP]: Storing media url [{0}] in prim {1} {2}", part.MediaUrl, part.Name, part.UUID);
--
cgit v1.1
From afdbeba4e46f631b320b75bd304197959e650c2e Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 26 Jul 2010 19:56:55 +0100
Subject: Put a wrapper around the media texture region serialization
THIS WILL BREAK EXISTING MEDIA TEXTURE PERSISTENCE. Please delete your existing sqlite databases if you are experimenting with this branch.
This wrapper will make it easier to maintain compatibility if the media texture data evolves.
This will also make it easier to store non-sl media texture data.
---
OpenSim/Data/SQLite/SQLiteRegionData.cs | 58 ++++++++++++++++++++++++---------
1 file changed, 43 insertions(+), 15 deletions(-)
diff --git a/OpenSim/Data/SQLite/SQLiteRegionData.cs b/OpenSim/Data/SQLite/SQLiteRegionData.cs
index 7acbd22..b564419 100644
--- a/OpenSim/Data/SQLite/SQLiteRegionData.cs
+++ b/OpenSim/Data/SQLite/SQLiteRegionData.cs
@@ -31,6 +31,7 @@ using System.Data;
using System.Drawing;
using System.IO;
using System.Reflection;
+using System.Xml;
using log4net;
using Mono.Data.Sqlite;
using OpenMetaverse;
@@ -1862,17 +1863,26 @@ namespace OpenSim.Data.SQLite
if (!(row["Media"] is System.DBNull))
{
- string rawMeArray = (string)row["Media"];
- OSDArray osdMeArray = (OSDArray)OSDParser.DeserializeLLSDXml(rawMeArray);
-
- List mediaEntries = new List();
- foreach (OSD osdMe in osdMeArray)
+ using (StringReader sr = new StringReader((string)row["Media"]))
{
- MediaEntry me = (osdMe is OSDMap ? MediaEntry.FromOSD(osdMe) : new MediaEntry());
- mediaEntries.Add(me);
+ using (XmlTextReader xtr = new XmlTextReader(sr))
+ {
+ xtr.ReadStartElement("osmedia");
+
+ OSDArray osdMeArray = (OSDArray)OSDParser.DeserializeLLSDXml(xtr.ReadInnerXml());
+
+ List mediaEntries = new List();
+ foreach (OSD osdMe in osdMeArray)
+ {
+ MediaEntry me = (osdMe is OSDMap ? MediaEntry.FromOSD(osdMe) : new MediaEntry());
+ mediaEntries.Add(me);
+ }
+
+ s.Media = mediaEntries;
+
+ xtr.ReadEndElement();
+ }
}
-
- s.Media = mediaEntries;
}
return s;
@@ -1921,14 +1931,32 @@ namespace OpenSim.Data.SQLite
if (null != s.Media)
{
- OSDArray meArray = new OSDArray();
- foreach (MediaEntry me in s.Media)
+ using (StringWriter sw = new StringWriter())
{
- OSD osd = (null == me ? new OSD() : me.GetOSD());
- meArray.Add(osd);
+ using (XmlTextWriter xtw = new XmlTextWriter(sw))
+ {
+ xtw.WriteStartElement("osmedia");
+ xtw.WriteAttributeString("type", "sl");
+ xtw.WriteAttributeString("major_version", "0");
+ xtw.WriteAttributeString("minor_version", "1");
+
+ OSDArray meArray = new OSDArray();
+ foreach (MediaEntry me in s.Media)
+ {
+ OSD osd = (null == me ? new OSD() : me.GetOSD());
+ meArray.Add(osd);
+ }
+
+ xtw.WriteStartElement("osdata");
+ xtw.WriteRaw(OSDParser.SerializeLLSDXmlString(meArray));
+ xtw.WriteEndElement();
+
+ xtw.WriteEndElement();
+
+ xtw.Flush();
+ row["Media"] = sw.ToString();
+ }
}
-
- row["Media"] = OSDParser.SerializeLLSDXmlString(meArray);
}
}
--
cgit v1.1
From 586ae0f6a07358f8367c4f916bff9fd688a43aa3 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 26 Jul 2010 20:13:26 +0100
Subject: Add EventManager.OnSceneObjectLoaded() for future use. This is fired
immediately after a scene object is loaded from storage.
---
.../CoreModules/World/Media/Moap/MoapModule.cs | 19 +++++++++----
OpenSim/Region/Framework/Scenes/EventManager.cs | 32 ++++++++++++++++++++--
OpenSim/Region/Framework/Scenes/Scene.cs | 4 ++-
3 files changed, 46 insertions(+), 9 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 0130ff9..2771492 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -98,17 +98,19 @@ namespace OpenSim.Region.CoreModules.Media.Moap
public void RegionLoaded(Scene scene)
{
- m_scene.EventManager.OnRegisterCaps += RegisterCaps;
- m_scene.EventManager.OnDeregisterCaps += DeregisterCaps;
+ m_scene.EventManager.OnRegisterCaps += OnRegisterCaps;
+ m_scene.EventManager.OnDeregisterCaps += OnDeregisterCaps;
+ m_scene.EventManager.OnSceneObjectLoaded += OnSceneObjectLoaded;
}
public void Close()
{
- m_scene.EventManager.OnRegisterCaps -= RegisterCaps;
- m_scene.EventManager.OnDeregisterCaps -= DeregisterCaps;
+ m_scene.EventManager.OnRegisterCaps -= OnRegisterCaps;
+ m_scene.EventManager.OnDeregisterCaps -= OnDeregisterCaps;
+ m_scene.EventManager.OnSceneObjectLoaded -= OnSceneObjectLoaded;
}
- public void RegisterCaps(UUID agentID, Caps caps)
+ public void OnRegisterCaps(UUID agentID, Caps caps)
{
m_log.DebugFormat(
"[MOAP]: Registering ObjectMedia and ObjectMediaNavigate capabilities for agent {0}", agentID);
@@ -138,7 +140,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
}
}
- public void DeregisterCaps(UUID agentID, Caps caps)
+ public void OnDeregisterCaps(UUID agentID, Caps caps)
{
lock (m_omCapUsers)
{
@@ -155,6 +157,11 @@ namespace OpenSim.Region.CoreModules.Media.Moap
}
}
+ public void OnSceneObjectLoaded(SceneObjectGroup sog)
+ {
+ m_log.DebugFormat("[MOAP]: OnSceneObjectLoaded fired for {0} {1}", sog.Name, sog.UUID);
+ }
+
public MediaEntry GetMediaEntry(SceneObjectPart part, int face)
{
MediaEntry me = null;
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 9db2e41..0b1f593 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -331,9 +331,16 @@ namespace OpenSim.Region.Framework.Scenes
/// the avatarID is UUID.Zero (I know, this doesn't make much sense but now it's historical).
public delegate void Attach(uint localID, UUID itemID, UUID avatarID);
public event Attach OnAttach;
+
+ public delegate void SceneObjectDelegate(SceneObjectGroup so);
+
+ ///
+ /// Called immediately after an object is loaded from storage.
+ ///
+ public event SceneObjectDelegate OnSceneObjectLoaded;
public delegate void RegionUp(GridRegion region);
- public event RegionUp OnRegionUp;
+ public event RegionUp OnRegionUp;
public class MoneyTransferArgs : EventArgs
{
@@ -2013,5 +2020,26 @@ namespace OpenSim.Region.Framework.Scenes
}
}
}
+
+ public void TriggerOnSceneObjectLoaded(SceneObjectGroup so)
+ {
+ SceneObjectDelegate handler = OnSceneObjectLoaded;
+ if (handler != null)
+ {
+ foreach (SceneObjectDelegate d in handler.GetInvocationList())
+ {
+ try
+ {
+ d(so);
+ }
+ catch (Exception e)
+ {
+ m_log.ErrorFormat(
+ "[EVENT MANAGER]: Delegate for TriggerOnSceneObjectLoaded failed - continuing. {0} {1}",
+ e.Message, e.StackTrace);
+ }
+ }
+ }
+ }
}
-}
+}
\ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 9141d44..e8dce08 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -1887,9 +1887,11 @@ namespace OpenSim.Region.Framework.Scenes
foreach (SceneObjectGroup group in PrimsFromDB)
{
+ EventManager.TriggerOnSceneObjectLoaded(group);
+
if (group.RootPart == null)
{
- m_log.ErrorFormat("[SCENE] Found a SceneObjectGroup with m_rootPart == null and {0} children",
+ m_log.ErrorFormat("[SCENE]: Found a SceneObjectGroup with m_rootPart == null and {0} children",
group.Children == null ? 0 : group.Children.Count);
}
--
cgit v1.1
From b51b2efdc8059548e1da7ac13ee858673b71592f Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 26 Jul 2010 20:36:28 +0100
Subject: Add EventManager.OnSceneObjectPreSave() for future use. This is
triggered immediately before a copy of the group is persisted to storage
---
.../CoreModules/World/Media/Moap/MoapModule.cs | 11 ++++--
OpenSim/Region/Framework/Scenes/EventManager.cs | 39 ++++++++++++++++++++--
.../Region/Framework/Scenes/SceneObjectGroup.cs | 1 +
3 files changed, 46 insertions(+), 5 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 2771492..263ee57 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -101,6 +101,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
m_scene.EventManager.OnRegisterCaps += OnRegisterCaps;
m_scene.EventManager.OnDeregisterCaps += OnDeregisterCaps;
m_scene.EventManager.OnSceneObjectLoaded += OnSceneObjectLoaded;
+ m_scene.EventManager.OnSceneObjectPreSave += OnSceneObjectPreSave;
}
public void Close()
@@ -108,6 +109,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
m_scene.EventManager.OnRegisterCaps -= OnRegisterCaps;
m_scene.EventManager.OnDeregisterCaps -= OnDeregisterCaps;
m_scene.EventManager.OnSceneObjectLoaded -= OnSceneObjectLoaded;
+ m_scene.EventManager.OnSceneObjectPreSave -= OnSceneObjectPreSave;
}
public void OnRegisterCaps(UUID agentID, Caps caps)
@@ -157,11 +159,16 @@ namespace OpenSim.Region.CoreModules.Media.Moap
}
}
- public void OnSceneObjectLoaded(SceneObjectGroup sog)
+ public void OnSceneObjectLoaded(SceneObjectGroup so)
{
- m_log.DebugFormat("[MOAP]: OnSceneObjectLoaded fired for {0} {1}", sog.Name, sog.UUID);
+ m_log.DebugFormat("[MOAP]: OnSceneObjectLoaded fired for {0} {1}", so.Name, so.UUID);
}
+ public void OnSceneObjectPreSave(SceneObjectGroup persistingSo, SceneObjectGroup originalSo)
+ {
+ m_log.DebugFormat("[MOAP]: OnSceneObjectPreSave fired for {0} {1}", persistingSo.Name, persistingSo.UUID);
+ }
+
public MediaEntry GetMediaEntry(SceneObjectPart part, int face)
{
MediaEntry me = null;
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 0b1f593..3b8d727 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -330,14 +330,26 @@ namespace OpenSim.Region.Framework.Scenes
/// If the object is being attached, then the avatarID will be present. If the object is being detached then
/// the avatarID is UUID.Zero (I know, this doesn't make much sense but now it's historical).
public delegate void Attach(uint localID, UUID itemID, UUID avatarID);
- public event Attach OnAttach;
-
- public delegate void SceneObjectDelegate(SceneObjectGroup so);
+ public event Attach OnAttach;
///
/// Called immediately after an object is loaded from storage.
///
public event SceneObjectDelegate OnSceneObjectLoaded;
+ public delegate void SceneObjectDelegate(SceneObjectGroup so);
+
+ ///
+ /// Called immediately before an object is saved to storage.
+ ///
+ ///
+ /// The scene object being persisted.
+ /// This is actually a copy of the original scene object so changes made here will be saved to storage but will not be kept in memory.
+ ///
+ ///
+ /// The original scene object being persisted. Changes here will stay in memory but will not be saved to storage on this save.
+ ///
+ public event SceneObjectPreSaveDelegate OnSceneObjectPreSave;
+ public delegate void SceneObjectPreSaveDelegate(SceneObjectGroup persistingSo, SceneObjectGroup originalSo);
public delegate void RegionUp(GridRegion region);
public event RegionUp OnRegionUp;
@@ -2040,6 +2052,27 @@ namespace OpenSim.Region.Framework.Scenes
}
}
}
+ }
+
+ public void TriggerOnSceneObjectPreSave(SceneObjectGroup persistingSo, SceneObjectGroup originalSo)
+ {
+ SceneObjectPreSaveDelegate handler = OnSceneObjectPreSave;
+ if (handler != null)
+ {
+ foreach (SceneObjectPreSaveDelegate d in handler.GetInvocationList())
+ {
+ try
+ {
+ d(persistingSo, originalSo);
+ }
+ catch (Exception e)
+ {
+ m_log.ErrorFormat(
+ "[EVENT MANAGER]: Delegate for TriggerOnSceneObjectPreSave failed - continuing. {0} {1}",
+ e.Message, e.StackTrace);
+ }
+ }
+ }
}
}
}
\ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 17275d0..c2f9117 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -1479,6 +1479,7 @@ namespace OpenSim.Region.Framework.Scenes
backup_group.RootPart.ParticleSystem = RootPart.ParticleSystem;
HasGroupChanged = false;
+ m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this);
datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID);
backup_group.ForEachPart(delegate(SceneObjectPart part)
--
cgit v1.1
From 412fed975fc0b28c3af111be89a1bcb4aaa05a9b Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 26 Jul 2010 21:09:54 +0100
Subject: relocate serialization code from SQLiteRegionData to MoapModule using
load and save events.
This is better modularity. It also allows MoapModule to be replaced with some other media module that may behave completely differently in the future.
Remaining non-modularity:
PrimitiveBaseShape needs explicit Media and MediaRaw fields. MediaRaw is required in order to shuttle the pre-serialization data back and forth from the database layer.
The database also needs to know about MediaRaw though not about Media.
IMO, it would be extremely nice to remove these hard codings but this is a bridge too far at the present time.
---
OpenSim/Data/SQLite/SQLiteRegionData.cs | 55 +----------------
OpenSim/Framework/PrimitiveBaseShape.cs | 6 ++
.../CoreModules/World/Media/Moap/MoapModule.cs | 70 +++++++++++++++++++++-
3 files changed, 76 insertions(+), 55 deletions(-)
diff --git a/OpenSim/Data/SQLite/SQLiteRegionData.cs b/OpenSim/Data/SQLite/SQLiteRegionData.cs
index b564419..f63d35e 100644
--- a/OpenSim/Data/SQLite/SQLiteRegionData.cs
+++ b/OpenSim/Data/SQLite/SQLiteRegionData.cs
@@ -31,7 +31,6 @@ using System.Data;
using System.Drawing;
using System.IO;
using System.Reflection;
-using System.Xml;
using log4net;
using Mono.Data.Sqlite;
using OpenMetaverse;
@@ -1862,28 +1861,7 @@ namespace OpenSim.Data.SQLite
s.ExtraParams = (byte[]) row["ExtraParams"];
if (!(row["Media"] is System.DBNull))
- {
- using (StringReader sr = new StringReader((string)row["Media"]))
- {
- using (XmlTextReader xtr = new XmlTextReader(sr))
- {
- xtr.ReadStartElement("osmedia");
-
- OSDArray osdMeArray = (OSDArray)OSDParser.DeserializeLLSDXml(xtr.ReadInnerXml());
-
- List mediaEntries = new List();
- foreach (OSD osdMe in osdMeArray)
- {
- MediaEntry me = (osdMe is OSDMap ? MediaEntry.FromOSD(osdMe) : new MediaEntry());
- mediaEntries.Add(me);
- }
-
- s.Media = mediaEntries;
-
- xtr.ReadEndElement();
- }
- }
- }
+ s.MediaRaw = (string)row["Media"];
return s;
}
@@ -1928,36 +1906,7 @@ namespace OpenSim.Data.SQLite
row["Texture"] = s.TextureEntry;
row["ExtraParams"] = s.ExtraParams;
-
- if (null != s.Media)
- {
- using (StringWriter sw = new StringWriter())
- {
- using (XmlTextWriter xtw = new XmlTextWriter(sw))
- {
- xtw.WriteStartElement("osmedia");
- xtw.WriteAttributeString("type", "sl");
- xtw.WriteAttributeString("major_version", "0");
- xtw.WriteAttributeString("minor_version", "1");
-
- OSDArray meArray = new OSDArray();
- foreach (MediaEntry me in s.Media)
- {
- OSD osd = (null == me ? new OSD() : me.GetOSD());
- meArray.Add(osd);
- }
-
- xtw.WriteStartElement("osdata");
- xtw.WriteRaw(OSDParser.SerializeLLSDXmlString(meArray));
- xtw.WriteEndElement();
-
- xtw.WriteEndElement();
-
- xtw.Flush();
- row["Media"] = sw.ToString();
- }
- }
- }
+ row["Media"] = s.MediaRaw;
}
///
diff --git a/OpenSim/Framework/PrimitiveBaseShape.cs b/OpenSim/Framework/PrimitiveBaseShape.cs
index 85638ca..03ddb33 100644
--- a/OpenSim/Framework/PrimitiveBaseShape.cs
+++ b/OpenSim/Framework/PrimitiveBaseShape.cs
@@ -174,6 +174,12 @@ namespace OpenSim.Framework
}
///
+ /// Raw media data suitable for serialization operations. This should only ever be used by an IMoapModule.
+ ///
+ [XmlIgnore]
+ public string MediaRaw { get; set; }
+
+ ///
/// Entries to store media textures on each face
///
/// Do not change this value directly - always do it through an IMoapModule.
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 263ee57..0e03318 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -32,6 +32,7 @@ using System.Collections.Specialized;
using System.Reflection;
using System.IO;
using System.Web;
+using System.Xml;
using log4net;
using Mono.Addins;
using Nini.Config;
@@ -46,6 +47,7 @@ using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
using Caps = OpenSim.Framework.Capabilities.Caps;
+using OSDArray = OpenMetaverse.StructuredData.OSDArray;
using OSDMap = OpenMetaverse.StructuredData.OSDMap;
namespace OpenSim.Region.CoreModules.Media.Moap
@@ -162,12 +164,76 @@ namespace OpenSim.Region.CoreModules.Media.Moap
public void OnSceneObjectLoaded(SceneObjectGroup so)
{
m_log.DebugFormat("[MOAP]: OnSceneObjectLoaded fired for {0} {1}", so.Name, so.UUID);
+
+ so.ForEachPart(OnSceneObjectPartLoaded);
}
public void OnSceneObjectPreSave(SceneObjectGroup persistingSo, SceneObjectGroup originalSo)
{
- m_log.DebugFormat("[MOAP]: OnSceneObjectPreSave fired for {0} {1}", persistingSo.Name, persistingSo.UUID);
- }
+ m_log.DebugFormat("[MOAP]: OnSceneObjectPreSave fired for {0} {1}", persistingSo.Name, persistingSo.UUID);
+
+ persistingSo.ForEachPart(OnSceneObjectPartPreSave);
+ }
+
+ protected void OnSceneObjectPartLoaded(SceneObjectPart part)
+ {
+ if (null == part.Shape.MediaRaw)
+ return;
+
+ using (StringReader sr = new StringReader(part.Shape.MediaRaw))
+ {
+ using (XmlTextReader xtr = new XmlTextReader(sr))
+ {
+ xtr.ReadStartElement("osmedia");
+
+ OSDArray osdMeArray = (OSDArray)OSDParser.DeserializeLLSDXml(xtr.ReadInnerXml());
+
+ List mediaEntries = new List();
+ foreach (OSD osdMe in osdMeArray)
+ {
+ MediaEntry me = (osdMe is OSDMap ? MediaEntry.FromOSD(osdMe) : new MediaEntry());
+ mediaEntries.Add(me);
+ }
+
+ xtr.ReadEndElement();
+
+ part.Shape.Media = mediaEntries;
+ }
+ }
+ }
+
+ protected void OnSceneObjectPartPreSave(SceneObjectPart part)
+ {
+ if (null == part.Shape.Media)
+ return;
+
+ using (StringWriter sw = new StringWriter())
+ {
+ using (XmlTextWriter xtw = new XmlTextWriter(sw))
+ {
+ xtw.WriteStartElement("osmedia");
+ xtw.WriteAttributeString("type", "sl");
+ xtw.WriteAttributeString("major_version", "0");
+ xtw.WriteAttributeString("minor_version", "1");
+
+ OSDArray meArray = new OSDArray();
+ foreach (MediaEntry me in part.Shape.Media)
+ {
+ OSD osd = (null == me ? new OSD() : me.GetOSD());
+ meArray.Add(osd);
+ }
+
+ xtw.WriteStartElement("osdata");
+ xtw.WriteRaw(OSDParser.SerializeLLSDXmlString(meArray));
+ xtw.WriteEndElement();
+
+ xtw.WriteEndElement();
+
+ xtw.Flush();
+ part.Shape.MediaRaw = sw.ToString();
+ }
+ }
+ }
public MediaEntry GetMediaEntry(SceneObjectPart part, int face)
{
--
cgit v1.1
From 4d23749241eb002c3815aa18789e8c3ffd44bfc1 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 26 Jul 2010 21:41:39 +0100
Subject: provide config option for media on a prim
---
.../CoreModules/World/Media/Moap/MoapModule.cs | 21 +++++++++++++++++++--
.../World/Permissions/PermissionsModule.cs | 4 ++--
bin/OpenSim.ini.example | 5 +++++
3 files changed, 26 insertions(+), 4 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 0e03318..7afeeec 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -61,6 +61,11 @@ namespace OpenSim.Region.CoreModules.Media.Moap
public Type ReplaceableInterface { get { return null; } }
///
+ /// Is this module enabled?
+ ///
+ protected bool m_isEnabled = true;
+
+ ///
/// The scene to which this module is attached
///
protected Scene m_scene;
@@ -85,13 +90,19 @@ namespace OpenSim.Region.CoreModules.Media.Moap
///
protected Dictionary m_omuCapUrls = new Dictionary();
- public void Initialise(IConfigSource config)
+ public void Initialise(IConfigSource configSource)
{
- // TODO: Add config switches to enable/disable this module
+ IConfig config = configSource.Configs["MediaOnAPrim"];
+
+ if (config != null && !config.GetBoolean("Enabled", false))
+ m_isEnabled = false;
}
public void AddRegion(Scene scene)
{
+ if (!m_isEnabled)
+ return;
+
m_scene = scene;
m_scene.RegisterModuleInterface(this);
}
@@ -100,6 +111,9 @@ namespace OpenSim.Region.CoreModules.Media.Moap
public void RegionLoaded(Scene scene)
{
+ if (!m_isEnabled)
+ return;
+
m_scene.EventManager.OnRegisterCaps += OnRegisterCaps;
m_scene.EventManager.OnDeregisterCaps += OnDeregisterCaps;
m_scene.EventManager.OnSceneObjectLoaded += OnSceneObjectLoaded;
@@ -108,6 +122,9 @@ namespace OpenSim.Region.CoreModules.Media.Moap
public void Close()
{
+ if (!m_isEnabled)
+ return;
+
m_scene.EventManager.OnRegisterCaps -= OnRegisterCaps;
m_scene.EventManager.OnDeregisterCaps -= OnDeregisterCaps;
m_scene.EventManager.OnSceneObjectLoaded -= OnSceneObjectLoaded;
diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
index 7f6f851..982ac52 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -401,8 +401,8 @@ namespace OpenSim.Region.CoreModules.World.Permissions
m_moapModule = m_scene.RequestModuleInterface();
// This log line will be commented out when no longer required for debugging
- if (m_moapModule == null)
- m_log.Warn("[PERMISSIONS]: Media on a prim module not found, media on a prim permissions will not work");
+// if (m_moapModule == null)
+// m_log.Warn("[PERMISSIONS]: Media on a prim module not found, media on a prim permissions will not work");
}
public void Close()
diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example
index 5dcc601..54c013a 100644
--- a/bin/OpenSim.ini.example
+++ b/bin/OpenSim.ini.example
@@ -1245,6 +1245,11 @@
; enabled=false
+[MediaOnAPrim]
+ ; Enable media on a prim facilities
+ Enabled = true;
+
+
;;
;; These are defaults that are overwritten below in [Architecture].
;; These defaults allow OpenSim to work out of the box with
--
cgit v1.1
From 849fc0483f02984abf03994967168d6c38174732 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 26 Jul 2010 23:19:31 +0100
Subject: add mysql support for media on a prim
---
OpenSim/Data/MySQL/MySQLLegacyRegionData.cs | 8 ++++++--
OpenSim/Data/MySQL/Resources/RegionStore.migrations | 9 ++++++++-
2 files changed, 14 insertions(+), 3 deletions(-)
diff --git a/OpenSim/Data/MySQL/MySQLLegacyRegionData.cs b/OpenSim/Data/MySQL/MySQLLegacyRegionData.cs
index bfeae12..f17e8ae 100644
--- a/OpenSim/Data/MySQL/MySQLLegacyRegionData.cs
+++ b/OpenSim/Data/MySQL/MySQLLegacyRegionData.cs
@@ -222,7 +222,7 @@ namespace OpenSim.Data.MySQL
"PathTaperX, PathTaperY, PathTwist, " +
"PathTwistBegin, ProfileBegin, ProfileEnd, " +
"ProfileCurve, ProfileHollow, Texture, " +
- "ExtraParams, State) values (?UUID, " +
+ "ExtraParams, State, Media) values (?UUID, " +
"?Shape, ?ScaleX, ?ScaleY, ?ScaleZ, " +
"?PCode, ?PathBegin, ?PathEnd, " +
"?PathScaleX, ?PathScaleY, " +
@@ -233,7 +233,7 @@ namespace OpenSim.Data.MySQL
"?PathTwistBegin, ?ProfileBegin, " +
"?ProfileEnd, ?ProfileCurve, " +
"?ProfileHollow, ?Texture, ?ExtraParams, " +
- "?State)";
+ "?State, ?Media)";
FillShapeCommand(cmd, prim);
@@ -1700,6 +1700,9 @@ namespace OpenSim.Data.MySQL
s.ExtraParams = (byte[])row["ExtraParams"];
s.State = (byte)(int)row["State"];
+
+ if (!(row["Media"] is System.DBNull))
+ s.MediaRaw = (string)row["Media"];
return s;
}
@@ -1743,6 +1746,7 @@ namespace OpenSim.Data.MySQL
cmd.Parameters.AddWithValue("Texture", s.TextureEntry);
cmd.Parameters.AddWithValue("ExtraParams", s.ExtraParams);
cmd.Parameters.AddWithValue("State", s.State);
+ cmd.Parameters.AddWithValue("Media", s.MediaRaw);
}
public void StorePrimInventory(UUID primID, ICollection items)
diff --git a/OpenSim/Data/MySQL/Resources/RegionStore.migrations b/OpenSim/Data/MySQL/Resources/RegionStore.migrations
index 3f644f9..1369704 100644
--- a/OpenSim/Data/MySQL/Resources/RegionStore.migrations
+++ b/OpenSim/Data/MySQL/Resources/RegionStore.migrations
@@ -1,4 +1,4 @@
-
+
:VERSION 1 #---------------------
BEGIN;
@@ -800,3 +800,10 @@ BEGIN;
ALTER TABLE `regionwindlight` CHANGE COLUMN `cloud_scroll_x` `cloud_scroll_x` FLOAT(4,2) NOT NULL DEFAULT '0.20' AFTER `cloud_detail_density`, CHANGE COLUMN `cloud_scroll_y` `cloud_scroll_y` FLOAT(4,2) NOT NULL DEFAULT '0.01' AFTER `cloud_scroll_x_lock`;
COMMIT;
+:VERSION 35 #---------------------
+-- Added post 0.7
+
+BEGIN;
+ALTER TABLE prims ADD COLUMN MediaURL varchar(255);
+ALTER TABLE primshapes ADD COLUMN Media TEXT;
+COMMIT;
\ No newline at end of file
--
cgit v1.1
From 109ddd1bd5fcabf3155e579fe6eb15e07869b9b8 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 26 Jul 2010 23:26:22 +0100
Subject: add mssql support for media on a prim
compiles but not tested. please test and correct if necessary!
---
OpenSim/Data/MSSQL/MSSQLLegacyRegionData.cs | 10 +++++++---
OpenSim/Data/MSSQL/Resources/RegionStore.migrations | 9 ++++++++-
2 files changed, 15 insertions(+), 4 deletions(-)
diff --git a/OpenSim/Data/MSSQL/MSSQLLegacyRegionData.cs b/OpenSim/Data/MSSQL/MSSQLLegacyRegionData.cs
index d6cb91f..e61b4d9 100644
--- a/OpenSim/Data/MSSQL/MSSQLLegacyRegionData.cs
+++ b/OpenSim/Data/MSSQL/MSSQLLegacyRegionData.cs
@@ -385,7 +385,7 @@ IF EXISTS (SELECT UUID FROM primshapes WHERE UUID = @UUID)
PathSkew = @PathSkew, PathCurve = @PathCurve, PathRadiusOffset = @PathRadiusOffset, PathRevolutions = @PathRevolutions,
PathTaperX = @PathTaperX, PathTaperY = @PathTaperY, PathTwist = @PathTwist, PathTwistBegin = @PathTwistBegin,
ProfileBegin = @ProfileBegin, ProfileEnd = @ProfileEnd, ProfileCurve = @ProfileCurve, ProfileHollow = @ProfileHollow,
- Texture = @Texture, ExtraParams = @ExtraParams, State = @State
+ Texture = @Texture, ExtraParams = @ExtraParams, State = @State, Media = @Media
WHERE UUID = @UUID
END
ELSE
@@ -394,11 +394,11 @@ ELSE
primshapes (
UUID, Shape, ScaleX, ScaleY, ScaleZ, PCode, PathBegin, PathEnd, PathScaleX, PathScaleY, PathShearX, PathShearY,
PathSkew, PathCurve, PathRadiusOffset, PathRevolutions, PathTaperX, PathTaperY, PathTwist, PathTwistBegin, ProfileBegin,
- ProfileEnd, ProfileCurve, ProfileHollow, Texture, ExtraParams, State
+ ProfileEnd, ProfileCurve, ProfileHollow, Texture, ExtraParams, State, Media
) VALUES (
@UUID, @Shape, @ScaleX, @ScaleY, @ScaleZ, @PCode, @PathBegin, @PathEnd, @PathScaleX, @PathScaleY, @PathShearX, @PathShearY,
@PathSkew, @PathCurve, @PathRadiusOffset, @PathRevolutions, @PathTaperX, @PathTaperY, @PathTwist, @PathTwistBegin, @ProfileBegin,
- @ProfileEnd, @ProfileCurve, @ProfileHollow, @Texture, @ExtraParams, @State
+ @ProfileEnd, @ProfileCurve, @ProfileHollow, @Texture, @ExtraParams, @State, @Media
)
END";
@@ -1180,6 +1180,9 @@ VALUES
{
}
+ if (!(shapeRow["Media"] is System.DBNull))
+ baseShape.MediaRaw = (string)shapeRow["Media"];
+
return baseShape;
}
@@ -1557,6 +1560,7 @@ VALUES
parameters.Add(_Database.CreateParameter("Texture", s.TextureEntry));
parameters.Add(_Database.CreateParameter("ExtraParams", s.ExtraParams));
parameters.Add(_Database.CreateParameter("State", s.State));
+ parameters.Add(_Database.CreateParameter("Media", s.MediaRaw));
return parameters.ToArray();
}
diff --git a/OpenSim/Data/MSSQL/Resources/RegionStore.migrations b/OpenSim/Data/MSSQL/Resources/RegionStore.migrations
index e912d64..e2e8cbb 100644
--- a/OpenSim/Data/MSSQL/Resources/RegionStore.migrations
+++ b/OpenSim/Data/MSSQL/Resources/RegionStore.migrations
@@ -1,4 +1,4 @@
-
+
:VERSION 1
CREATE TABLE [dbo].[prims](
@@ -925,5 +925,12 @@ ALTER TABLE regionsettings ADD loaded_creation_datetime int NOT NULL default 0
COMMIT
+:VERSION 24
+-- Added post 0.7
+
+BEGIN TRANSACTION
+ALTER TABLE prims ADD COLUMN MediaURL varchar(255)
+ALTER TABLE primshapes ADD COLUMN Media TEXT
+COMMIT
\ No newline at end of file
--
cgit v1.1
From ac542a907bb9612a0580019d645a16697fc1c3b4 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 27 Jul 2010 18:59:05 +0100
Subject: Make MoapModule ignore non-sl media texture data
---
OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs | 12 ++++++++++--
1 file changed, 10 insertions(+), 2 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 7afeeec..81e4449 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -200,8 +200,16 @@ namespace OpenSim.Region.CoreModules.Media.Moap
using (StringReader sr = new StringReader(part.Shape.MediaRaw))
{
using (XmlTextReader xtr = new XmlTextReader(sr))
- {
- xtr.ReadStartElement("osmedia");
+ {
+ xtr.MoveToContent();
+
+ string type = xtr.GetAttribute("type");
+ //m_log.DebugFormat("[MOAP]: Loaded media texture entry with type {0}", type);
+
+ if (type != "sl")
+ return;
+
+ xtr.ReadStartElement("osmedia");
OSDArray osdMeArray = (OSDArray)OSDParser.DeserializeLLSDXml(xtr.ReadInnerXml());
--
cgit v1.1
From 30ac67fb3d10c0cdeb82bb995b579986a4fed528 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 27 Jul 2010 20:15:43 +0100
Subject: make MoapModule ignore possible future media texture data that it
can't handle
---
OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs | 6 ++++--
1 file changed, 4 insertions(+), 2 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 81e4449..3a86167 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -60,6 +60,8 @@ namespace OpenSim.Region.CoreModules.Media.Moap
public string Name { get { return "MoapModule"; } }
public Type ReplaceableInterface { get { return null; } }
+ public const string MEDIA_TEXTURE_TYPE = "sl";
+
///
/// Is this module enabled?
///
@@ -206,7 +208,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
string type = xtr.GetAttribute("type");
//m_log.DebugFormat("[MOAP]: Loaded media texture entry with type {0}", type);
- if (type != "sl")
+ if (type != MEDIA_TEXTURE_TYPE)
return;
xtr.ReadStartElement("osmedia");
@@ -237,7 +239,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
using (XmlTextWriter xtw = new XmlTextWriter(sw))
{
xtw.WriteStartElement("osmedia");
- xtw.WriteAttributeString("type", "sl");
+ xtw.WriteAttributeString("type", MEDIA_TEXTURE_TYPE);
xtw.WriteAttributeString("major_version", "0");
xtw.WriteAttributeString("minor_version", "1");
--
cgit v1.1
From 1996eb93b99a566a30a8ed447b3740697c18fc4d Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 27 Jul 2010 21:52:50 +0100
Subject: Update OpenMetaverse libraries to r3287 + r3294 (removal of
OpenMetaverse.Http.dll dependency) + r3378 (treat MediaPermission as a
bitfield)
As far as I can determine, r3287 + r3294 patch was the previous update to the OpenMetaverse libraries
This change just adds r3378 to overcome problems storing media textures with certain permission combinations in inventory
This is a limited change in order to isolate moap from any other possible libomv update issues
An update to the forthcoming libomv 0.8.3 is expected in due course to replace this
This commit also deletes OpenMetaverse.Utilities.* as it's unused (on the advice of jhurliman).
---
bin/OpenMetaverse.StructuredData.XML | 666 +-
bin/OpenMetaverse.StructuredData.dll | Bin 102400 -> 102400 bytes
bin/OpenMetaverse.Utilities.XML | 98 -
bin/OpenMetaverse.Utilities.dll | Bin 49152 -> 0 bytes
bin/OpenMetaverse.XML | 47265 ++++++++++++++++++---------------
bin/OpenMetaverse.dll | Bin 1691648 -> 1691648 bytes
bin/OpenMetaverse.dll.config | 14 +-
bin/OpenMetaverseTypes.XML | 3809 +--
bin/OpenMetaverseTypes.dll | Bin 106496 -> 106496 bytes
9 files changed, 27547 insertions(+), 24305 deletions(-)
delete mode 100644 bin/OpenMetaverse.Utilities.XML
delete mode 100644 bin/OpenMetaverse.Utilities.dll
diff --git a/bin/OpenMetaverse.StructuredData.XML b/bin/OpenMetaverse.StructuredData.XML
index 374bc25..cce3656 100644
--- a/bin/OpenMetaverse.StructuredData.XML
+++ b/bin/OpenMetaverse.StructuredData.XML
@@ -1,333 +1,333 @@
-
-
-
- OpenMetaverse.StructuredData
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- serializable types in an object
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- Class or struct containing serializable types
- An SDMap holding the serialized values from the
- container object
-
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- Uses reflection to deserialize member variables in an object from
- an SDMap
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- values
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Uses reflection to create an SDMap from all of the SD
+ serializable types in an object
+
+ Class or struct containing serializable types
+ An SDMap holding the serialized values from the
+ container object
+
+
+
+ Uses reflection to deserialize member variables in an object from
+ an SDMap
+
+ Reference to an object to fill with deserialized
+ values
+ Serialized values to put in the target
+ object
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/bin/OpenMetaverse.StructuredData.dll b/bin/OpenMetaverse.StructuredData.dll
index f4992a2..76db137 100644
Binary files a/bin/OpenMetaverse.StructuredData.dll and b/bin/OpenMetaverse.StructuredData.dll differ
diff --git a/bin/OpenMetaverse.Utilities.XML b/bin/OpenMetaverse.Utilities.XML
deleted file mode 100644
index 3fdf004..0000000
--- a/bin/OpenMetaverse.Utilities.XML
+++ /dev/null
@@ -1,98 +0,0 @@
-
-
-
- OpenMetaverse.Utilities
-
-
-
- Amount of time to wait for the voice daemon to respond.
- The value needs to stay relatively high because some of the calls
- require the voice daemon to make remote queries before replying
-
-
-
- Does not appear to be working
-
-
-
-
-
-
- Returns the new user ID or throws an exception containing the error code
- The error codes can be found here: https://wiki.secondlife.com/wiki/RegAPIError
-
- New user account to create
- The UUID of the new user account
-
-
-
- See https://secure-web6.secondlife.com/developers/third_party_reg/#service_create_user or
- https://wiki.secondlife.com/wiki/RegAPIDoc for description
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Aims at the specified position, enters mouselook, presses and
- releases the left mouse button, and leaves mouselook
-
-
- Target to shoot at
-
-
-
-
- Enters mouselook, presses and releases the left mouse button, and leaves mouselook
-
-
-
-
-
- A psuedo-realistic chat function that uses the typing sound and
- animation, types at three characters per second, and randomly
- pauses. This function will block until the message has been sent
-
- A reference to the client that will chat
- The chat message to send
-
-
-
- A psuedo-realistic chat function that uses the typing sound and
- animation, types at a given rate, and randomly pauses. This
- function will block until the message has been sent
-
- A reference to the client that will chat
- The chat message to send
- The chat type (usually Normal, Whisper or Shout)
- Characters per second rate for chatting
-
-
- Unknown voice service level
-
-
- Spatialized local chat
-
-
- Remote multi-party chat
-
-
- One-to-one and small group chat
-
-
-
diff --git a/bin/OpenMetaverse.Utilities.dll b/bin/OpenMetaverse.Utilities.dll
deleted file mode 100644
index 04248be..0000000
Binary files a/bin/OpenMetaverse.Utilities.dll and /dev/null differ
diff --git a/bin/OpenMetaverse.XML b/bin/OpenMetaverse.XML
index cdb618e..6574c13 100644
--- a/bin/OpenMetaverse.XML
+++ b/bin/OpenMetaverse.XML
@@ -1,22015 +1,25250 @@
-
-
-
- OpenMetaverse
-
-
-
-
- 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
-
-
-
- Particle system specific enumerators, flags and methods.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Foliage type for this primitive. Only applicable if this
- primitive is foliage
-
-
- Unknown
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Identifies the owner if audio or a particle system is
- active
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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
-
-
-
- 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
-
-
-
- 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
-
-
-
- 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
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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
-
-
-
- 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
-
-
-
- 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
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Starts a thread that keeps the daemon running
-
-
-
-
-
-
- Stops the daemon and the thread keeping it running
-
-
-
-
-
-
-
-
-
-
-
-
- This is used to get a list of audio devices that can be used for capture (input) of voice.
-
-
-
-
-
- This is used to get a list of audio devices that can be used for render (playback) of voice.
-
-
-
-
- This command is used to select the render device.
-
- The name of the device as returned by the Aux.GetRenderDevices command.
-
-
-
- This command is used to select the capture device.
-
- The name of the device as returned by the Aux.GetCaptureDevices command.
-
-
-
- This command is used to start the audio capture process which will cause
- AuxAudioProperty Events to be raised. These events can be used to display a
- microphone VU meter for the currently selected capture device. This command
- should not be issued if the user is on a call.
-
- (unused but required)
-
-
-
-
- This command is used to stop the audio capture process.
-
-
-
-
-
- This command is used to set the mic volume while in the audio tuning process.
- Once an acceptable mic level is attained, the application must issue a
- connector set mic volume command to have that level be used while on voice
- calls.
-
- the microphone volume (-100 to 100 inclusive)
-
-
-
-
- This command is used to set the speaker volume while in the audio tuning
- process. Once an acceptable speaker level is attained, the application must
- issue a connector set speaker volume command to have that level be used while
- on voice calls.
-
- the speaker volume (-100 to 100 inclusive)
-
-
-
-
- This is used to initialize and stop the Connector as a whole. The Connector
- Create call must be completed successfully before any other requests are made
- (typically during application initialization). The shutdown should be called
- when the application is shutting down to gracefully release resources
-
- A string value indicting the Application name
- URL for the management server
- LoggingSettings
-
-
-
-
-
- Shutdown Connector -- Should be called when the application is shutting down
- to gracefully release resources
-
- Handle returned from successful Connector ‘create’ request
-
-
-
- Mute or unmute the microphone
-
- Handle returned from successful Connector ‘create’ request
- true (mute) or false (unmute)
-
-
-
- Mute or unmute the speaker
-
- Handle returned from successful Connector ‘create’ request
- true (mute) or false (unmute)
-
-
-
- Set microphone volume
-
- Handle returned from successful Connector ‘create’ request
- The level of the audio, a number between -100 and 100 where
- 0 represents ‘normal’ speaking volume
-
-
-
- Set local speaker volume
-
- Handle returned from successful Connector ‘create’ request
- The level of the audio, a number between -100 and 100 where
- 0 represents ‘normal’ speaking volume
-
-
-
- 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.
- There appears to be no response to this request.
-
- Handle returned from successful Session ‘create’ request or a SessionNewEvent
- Speaking position
- Listening position
-
-
-
-
- Set User Volume for a particular user. Does not affect how other users hear that user.
-
- Handle returned from successful Session ‘create’ request or a SessionNewEvent
-
- The level of the audio, a number between -100 and 100 where 0 represents ‘normal’ speaking volume
-
-
-
-
- This is used to 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
-
-
-
- Response to Session.Create request
-
-
- Response to Session.Connect request
-
-
- Response to Session.RenderAudioStart request
-
-
- Response to Session.RenderAudioStop request
-
-
- Response to Session.Terminate request
-
-
- Response to Session.SetParticipantVolumeForMe request
-
-
- Sent when an incoming session occurs
-
-
- Sent for specific Session state changes (connected, disconnected)
-
-
- Sent for specific Participant state changes (new participants, dropped participants)
-
-
- Sent for specific Participant Property changes (IsSpeaking, Volume, Energy, etc.)
-
-
-
-
-
- Response to Connector.Create request
-
-
- Response to Connector.InitiateShutdown request
-
-
- Response to Connector.MuteLocalMic request
-
-
- Response to Connector.MuteLocalSpeaker request
-
-
- Response to Connector.SetLocalMicVolume request
-
-
- Response to Connector.SetLocalSpeakerVolume request
-
-
- Response to Aux.GetCaptureDevices request
-
-
- Response to Aux.GetRenderDevices request
-
-
- Response to Aux.SetRenderDevice request
-
-
- Response to Aux.SetCaptureDevice request
-
-
- Response to Aux.CaptureAudioStart request
-
-
- Response to Aux.CaptureAudioStop request
-
-
- Response to Aux.SetMicLevel request
-
-
- Response to Aux.SetSpeakerLevel 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
-
-
- Response to Account.Logout request
-
-
- This event message is sent whenever the login state of the
- particular Account has transitioned from one value to another
-
-
- Enable logging
-
-
- The folder where any logs will be created
-
-
- This will be prepended to beginning of each log file
-
-
- The suffix or extension to be appended to each log file
-
-
-
- 0: NONE - No logging
- 1: ERROR - Log errors only
- 2: WARNING - Log errors and warnings
- 3: INFO - Log errors, warnings and info
- 4: DEBUG - Log errors, warnings, info and debug
-
-
-
-
- Constructor for default logging settings
-
-
-
- Response to Session.Create request
-
-
- Response to Session.Connect request
-
-
- Response to Session.RenderAudioStart request
-
-
- Response to Session.RenderAudioStop request
-
-
- Response to Session.Terminate request
-
-
- Response to Session.SetParticipantVolumeForMe request
-
-
-
- Audio Properties Events are sent after audio capture is started. These events are used to display a microphone VU meter
-
- True if voice is detected on the microphone
- audio energy, from 0 to 1
- current mic volume
- currently unimplemented, and always 0
-
-
- 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
-
-
-
- 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
-
-
-
- Type of gesture step
-
-
-
-
- Base class for gesture steps
-
-
-
-
- Retururns what kind of gesture step this is
-
-
-
-
- Describes animation step of a gesture
-
-
-
-
- If true, this step represents start of animation, otherwise animation stop
-
-
-
-
- Animation asset
-
-
-
-
- Animation inventory name
-
-
-
-
- Returns what kind of gesture step this is
-
-
-
-
- Describes sound step of a gesture
-
-
-
-
- Sound asset
-
-
-
-
- Sound inventory name
-
-
-
-
- Returns what kind of gesture step this is
-
-
-
-
- Describes sound step of a gesture
-
-
-
-
- Text to output in chat
-
-
-
-
- Returns what kind of gesture step this is
-
-
-
-
- Describes sound step of a gesture
-
-
-
-
- If true in this step we wait for all animations to finish
-
-
-
-
- If true gesture player should wait for the specified amount of time
-
-
-
-
- Time in seconds to wait if WaitForAnimation is false
-
-
-
-
- Returns what kind of gesture step this is
-
-
-
-
- Describes the final step of a gesture
-
-
-
-
- Returns what kind of gesture step this is
-
-
-
-
- Represents a sequence of animations, sounds, and chat actions
-
-
-
-
- Base class for all Asset types
-
-
-
- A byte array containing the raw asset data
-
-
- True if the asset it only stored on the server temporarily
-
-
- A unique ID
-
-
-
- Construct a new Asset object
-
-
-
-
- Construct a new Asset object
-
- A unique specific to this asset
- A byte array containing the raw asset data
-
-
-
- Regenerates the AssetData
byte array from the properties
- of the derived class.
-
-
-
-
- Decodes the AssetData, placing it in appropriate properties of the derived
- class.
-
- True if the asset decoding succeeded, otherwise false
-
-
- The assets unique ID
-
-
-
- The "type" of asset, Notecard, Animation, etc
-
-
-
-
- Keyboard key that triggers the gestyre
-
-
-
-
- Modifier to the trigger key
-
-
-
-
- String that triggers playing of the gesture sequence
-
-
-
-
- Text that replaces trigger in chat once gesture is triggered
-
-
-
-
- Sequence of gesture steps
-
-
-
-
- Constructs guesture asset
-
-
-
-
- Constructs guesture asset
-
- A unique specific to this asset
- A byte array containing the raw asset data
-
-
-
- Encodes gesture asset suitable for uplaod
-
-
-
-
- Decodes gesture assset into play sequence
-
-
-
-
-
- Returns asset type
-
-
-
-
- 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 before an asset transfer will time
- out
-
-
- 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 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 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, 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
-
-
- 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
-
-
-
- Gets the cost of uploading an asset to the grid
-
-
-
-
-
- Cost of uploading an asset
- Read-only since this value is dynamically fetched at login
-
-
-
- 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
-
-
-
- Sent to the client to indicate a teleport request has completed
-
-
-
-
- Interface requirements for Messaging system
-
-
-
- The of the agent
-
-
-
-
-
- The simulators handle the agent teleported to
-
-
- A Uri which contains a list of Capabilities the simulator supports
-
-
- Indicates the level of access required
- to access the simulator, or the content rating, or the simulators
- map status
-
-
- The IP Address of the simulator
-
-
- The UDP Port the simulator will listen for UDP traffic on
-
-
- Status flags indicating the state of the Agent upon arrival, Flying, etc.
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- Sent to the viewer when a neighboring simulator is requesting the agent make a connection to it.
-
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- A message sent to the client which indicates a teleport request has failed
- and contains some information on why it failed
-
-
-
-
-
-
- A string key of the reason the teleport failed e.g. CouldntTPCloser
- Which could be used to look up a value in a dictionary or enum
-
-
- The of the Agent
-
-
- A string human readable message containing the reason
- An example: Could not teleport closer to destination
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- Contains a list of prim owner information for a specific parcel in a simulator
-
-
- A Simulator will always return at least 1 entry
- If agent does not have proper permission the OwnerID will be UUID.Zero
- If agent does not have proper permission OR there are no primitives on parcel
- the DataBlocksExtended map will not be sent from the simulator
-
-
-
- An Array of objects
-
-
-
- Serialize the object
-
- An containing the objects data
-
-
-
- Deserialize the message
-
- An containing the data
-
-
-
- Prim ownership information for a specified owner on a single parcel
-
-
-
- The of the prim owner,
- UUID.Zero if agent has no permission to view prim owner information
-
-
- The total number of prims
-
-
- True if the OwnerID is a
-
-
- True if the owner is online
- This is no longer used by the LL Simulators
-
-
- The date the most recent prim was rezzed
-
-
-
- The details of a single parcel in a region, also contains some regionwide globals
-
-
-
- Simulator-local ID of this parcel
-
-
- Maximum corner of the axis-aligned bounding box for this
- parcel
-
-
- Minimum corner of the axis-aligned bounding box for this
- parcel
-
-
- Total parcel land area
-
-
-
-
-
- Key of authorized buyer
-
-
- Bitmap describing land layout in 4x4m squares across the
- entire region
-
-
-
-
-
- Date land was claimed
-
-
- Appears to always be zero
-
-
- Parcel Description
-
-
-
-
-
-
-
-
- Total number of primitives owned by the parcel group on
- this parcel
-
-
- Whether the land is deeded to a group or not
-
-
-
-
-
- Maximum number of primitives this parcel supports
-
-
- The Asset UUID of the Texture which when applied to a
- primitive will display the media
-
-
- A URL which points to any Quicktime supported media type
-
-
- A byte, if 0x1 viewer should auto scale media to fit object
-
-
- URL For Music Stream
-
-
- Parcel Name
-
-
- Autoreturn value in minutes for others' objects
-
-
-
-
-
- Total number of other primitives on this parcel
-
-
- UUID of the owner of this parcel
-
-
- Total number of primitives owned by the parcel owner on
- this parcel
-
-
-
-
-
- How long is pass valid for
-
-
- Price for a temporary pass
-
-
-
-
-
-
-
-
-
-
-
- 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
-
-
-
- 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 request state (Always "upload")
-
-
- 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 request state (Always "complete")
-
-
- 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
-
-
- The state of the request
-
-
- 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 request state (Always "complete")
-
-
- 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
-
-
-
- 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
-
-
-
- A n 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
-
-
-
- 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
-
-
-
- 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
-
-
-
- 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
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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
-
-
- 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
-
-
-
-
-
- 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
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Triggered upon a successful .GetTopColliders()
-
-
- Triggered upon a successful .GetTopScripts()
-
-
- Returned, along with other info, upon a successful .GetInfo()
-
-
- Returned, along with other info, upon a successful .GetInfo()
-
-
- Returned, along with other info, upon a successful .GetInfo()
-
-
- Returned, along with other info, upon a successful .GetInfo()
-
-
- Returned, along with other info, upon a successful .GetInfo()
-
-
- Triggered upon a successful .RequestCovenant()
-
-
-
- Triggered on LandStatReply when the report type is for "top colliders"
-
-
-
-
-
-
- Triggered on LandStatReply when the report type is for "top scripts"
-
-
-
-
-
-
- Triggered when the list of estate managers is received for the current estate
-
-
-
-
-
-
-
- FIXME - Enumerate all params from EstateOwnerMessage packet
-
-
-
-
-
-
-
- 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
-
-
-
- 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
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
- 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
-
-
-
- A set of textures that are layered on texture of each other and "baked"
- in to a single texture, for avatar appearances
-
-
-
- Reference to the GridClient object
-
-
- Finald baked texture
-
-
- Appearance parameters the drive the baking process
-
-
- Wearable textures
-
-
- Total number of textures in the bake
-
-
- Width of the final baked image and scratchpad
-
-
- Height of the final baked image and scratchpad
-
-
- Bake type
-
-
-
- Default constructor
-
- Reference to the GridClient object
-
- Total number of layers this layer set is
- composed of
- Appearance parameters the drive the
- baking process
-
-
-
- Adds an image to this baking texture and potentially processes it, or
- stores it for processing later
-
- The baking texture index of the image to be added
- JPEG2000 compressed image to be
- added to the baking texture
- True if Decode()
needs to be
- called for the texture, otherwise false
- True if this texture is completely baked and JPEG2000 data
- is available, otherwise false
-
-
-
- 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
-
-
-
- Represents an that represents an avatars body ie: Hair, Etc.
-
-
-
-
- Represents a Wearable Asset, Clothing, Hair, Skin, Etc
-
-
-
- A string containing the name of the asset
-
-
- A string containing a short description of the asset
-
-
- The Assets WearableType
-
-
- The For-Sale status of the object
-
-
- An Integer representing the purchase price of the asset
-
-
- The of the assets creator
-
-
- The of the assets current owner
-
-
- The of the assets prior owner
-
-
- The of the Group this asset is set to
-
-
- True if the asset is owned by a
-
-
- The Permissions mask of the asset
-
-
- A Dictionary containing Key/Value pairs of the objects parameters
-
-
- A Dictionary containing Key/Value pairs where the Key is the textures Index and the Value is the Textures
-
-
- Initializes a new instance of an AssetWearable object
-
-
- Initializes a new instance of an AssetWearable object with parameters
- A unique specific to this asset
- A byte array containing the raw asset data
-
-
- 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 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
-
-
-
- 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
-
-
-
- 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
-
-
-
- Holds group information on an individual profile pick
-
-
-
-
- Retrieve friend status notifications, and retrieve avatar names and
- profiles
-
-
-
-
- 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, and uuid)
-
- 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 UUIDNameReply Packet and insert Full Names into the Avatars Dictionary
-
- Incoming Packet to process
- Unused
-
-
-
- Process incoming avatar animations
-
-
-
-
-
-
- Process incoming avatar appearance
-
-
-
-
-
-
- Process incoming avatar properties (profile data)
-
-
-
-
-
-
- Process incoming Avatar Interests information
-
-
-
-
- Process an incoming effect
-
-
-
-
- Process an incoming list of profile picks
-
-
-
-
- Process an incoming details of a profile pick
-
-
-
-
- Process an incoming list of profile classifieds
-
-
-
-
- Process an incoming details of a profile Classified
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Triggered when an avatar animation signal is received
-
- UUID of the avatar sending the animation
- UUID of the animation, and animation sequence number
-
-
-
- Triggered when AvatarAppearance is received
-
-
-
-
-
-
-
-
-
- Triggered when a UUIDNameReply is received
-
-
-
-
-
- Triggered when a response for avatar interests is returned
-
-
-
-
-
-
- Triggered when avatar properties are received (AvatarPropertiesReply)
-
-
-
-
-
-
- Triggered when an avatar group list is received (AvatarGroupsReply)
-
-
-
-
-
-
- Triggered when a name search reply is received (AvatarPickerReply)
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Callback returning a dictionary of avatar's picks
-
-
-
-
-
-
- Callback returning a details of a specifick pick
-
-
-
-
-
-
- Callback returning a dictionary of avatar's Classified
-
-
-
-
-
-
- Callback returning a details of a specifick Classified
-
-
-
-
-
-
- Manager class to for agents appearance, both body parts and clothing
-
-
-
- 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
-
-
- Map of what wearables are included in each bake
-
-
- Secret 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
-
-
-
- An which keeps track of wearables data
-
-
-
-
- Default constructor
-
- This agents Object
- Reference to an AssetManager object
-
-
-
- Returns the assetID for a given WearableType
-
- the of the asset
- The of the WearableType
-
-
-
- Ask the server what we are wearing and set appearance based on that
-
-
-
-
- Replace the current outfit with a list of wearables and set appearance
-
- List of wearables that define the new outfit
-
-
-
- Replace the current outfit with a list of wearables and set appearance
-
- List of wearables that define the new outfit
- Whether to bake textures for the avatar or not
-
-
-
- Add to the current outfit with the list supplied
-
- List of wearables that will be added to the outfit
- Whether to bake textures for the avatar or not
-
-
-
- Replace the current outfit with a folder and set appearance
-
- UUID of the inventory folder to wear
-
-
-
- Replace the current outfit with a folder and set appearance
-
- Inventory path of the folder to wear
-
-
-
- Replace the current outfit with a folder and set appearance
-
- Folder containing the new outfit
- Whether to bake the avatar textures or not
-
-
-
- Replace the current outfit with a folder and set appearance
-
- Path of folder containing the new outfit
- Whether to bake the avatar textures or not
-
-
-
- Adds a list of attachments to avatar
-
- A List containing the attachments to add
- If true, tells simulator to remove existing attachment
- first
-
-
-
- Attach an item to an avatar at a specific attach point
-
- A to attach
- the on the avatar
- to attach the item to
-
-
-
- Attach an item to an avatar 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 avatar
- to attach the item to
-
-
-
- Detach an item from avatar using an object
-
- An object
-
-
-
- Detach an Item from avatar by items
-
- The items ID to detach
-
-
-
- Build hashes out of the texture assetIDs for each baking layer to
- ask the simulator whether it has cached copies of each baked texture
-
-
-
-
- Force a rebake of the currently worn textures
-
-
-
-
- Ask the server what textures our avatar is currently wearing
-
-
-
-
- Terminate any wait handles when the network layer disconnects
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Capability to load TGAs to Bitmap
-
-
-
-
- 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
-
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- The avatar can see the online status of the target avatar
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- The avatar can see the location of the target avatar on the map
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- The avatar can modify the ojects of the target avatar
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- 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
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- Used internally when building the initial list of friends at login time
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- 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
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-
-
- 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.
-
-
-
-
- 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
-
-
-
- Fired when another friend terminates friendship. We need to remove them from
- our cached list.
-
-
-
-
-
-
- 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
-
-
-
- Called when a connection to the SL server is established. The list of friend avatars
- is populated from XML returned by the login server. That list contains the avatar's id
- and right, but no names. Here is where those names are requested.
-
-
-
-
-
- This handles the asynchronous response of a RequestAvatarNames call.
-
- names cooresponding to the the list of IDs sent the the RequestAvatarNames call.
-
-
-
- Handle notifications sent when a friends has come online.
-
-
-
-
-
-
- Handle notifications sent when a friends has gone offline.
-
-
-
-
-
-
- Handle notifications sent when a friend rights change. This notification is also received
- when my own rights change.
-
-
-
-
-
-
- Handle friend location updates
-
- The Packet
- The Simulator
-
-
-
- Handles relevant messages from the server encapsulated in instant messages.
-
- InstantMessage object containing encapsalated instant message
- Originating Simulator
-
-
-
- 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
-
-
-
- Triggered when an avatar in your friends list comes online
-
- System ID of the avatar
-
-
-
- Triggered when an avatar in your friends list goes offline
-
- System ID of the avatar
-
-
-
- Triggered in response to a call to the FriendRights() method, or when a friend changes your rights
-
- System ID of the avatar you changed the right of
-
-
-
- Triggered when names on the friend list are received after the initial request upon login
-
-
-
-
-
- Triggered when someone offers you friendship
-
- System ID of the agent offering friendship
- full name of the agent offereing friendship
- session ID need when accepting/declining the offer
- Return true to accept the friendship, false to deny it
-
-
-
- Trigger when your friendship offer has been accepted or declined
-
- System ID of the avatar who accepted your friendship offer
- Full name of the avatar who accepted your friendship offer
- Whether the friendship request was accepted or declined
-
-
-
- Trigger when someone terminates your friendship.
-
- System ID of the avatar who terminated your friendship
- Full name of the avatar who terminated your friendship
-
-
-
- Triggered in response to a FindFriend request
-
- Friends Key
- region handle friend is in
- X/Y location of friend
-
-
-
-
-
- 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
-
-
-
- Manager class for our own avatar
-
-
-
- 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 for system animations 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
-
- of sources avatar
- of the target
- global offset
- Color values of beam
- a float representing the duration the beam will last
- of the Effect
-
-
-
- Create a particle swirl around a target position
-
- Target's global position
- Color values of beam
- A float representing the duration the swirl will last
- of the Effect
-
-
-
- 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
-
-
-
-
-
-
-
-
-
-
- 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
-
-
-
-
-
-
-
-
-
-
- Release a grabbed object
-
- The Objects Simulator Local ID
-
-
-
-
-
-
- Release a grabbed object
-
- The Objects Simulator Local ID
-
-
-
-
-
-
-
-
-
- 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 destionation 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
-
-
-
- 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
-
- Incoming ImprovedInstantMessagePacket
- Unused
-
-
-
- Take an incoming Chat packet, auto-parse, and if OnChat is defined call
- that with the appropriate arguments.
-
- Incoming ChatFromSimulatorPacket
- Unused
-
-
-
- Used for parsing llDialogs
-
- Incoming ScriptDialog packet
- Unused
-
-
-
- Used for parsing llRequestPermissions dialogs
-
- Incoming ScriptDialog packet
- Unused
-
-
-
- Handles Script Control changes when Script with permissions releases or takes a control
-
-
-
-
-
-
- Used for parsing llLoadURL Dialogs
-
-
-
-
-
-
- Update client's Position, LookAt and region handle from incoming packet
-
- Incoming AgentMovementCompletePacket
- Unused
- This occurs when after an avatar moves into a new sim
-
-
-
- Update Client Avatar's health via incoming packet
-
- Incoming HealthMessagePacket
- Unused
-
-
-
- Update Client Avatar's L$ balance from incoming packet
-
- Incoming MoneyBalanceReplyPacket
- Unused
-
-
-
- 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
-
-
-
- Handler for teleport Requests
-
- Incoming TeleportHandler packet
- Simulator sending teleport information
-
-
-
-
-
-
-
-
-
-
- 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
-
-
-
- Allows agent to cross over (walk, fly, vehicle) in to neighboring
- simulators
-
- 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
-
-
-
- Alert Message packet handler
-
- AlertMessagePacket
- not used
-
-
-
- detects camera constraint collisions
-
-
-
-
-
-
- Packet handler for ScriptSensorReply packet
-
-
-
-
-
-
- Packet handler for AvatarSitResponse packet
-
-
-
-
-
- Fired when a is received from the simulator, Contains
- Any Whisper, Shout, or Say within range of avatar
-
-
- Fired when a is received, use
- to respond to dialog
-
-
- Fired when a is received in response to a
- scripted object requesting permissions, Use to reply
-
-
- Fired when a is received, contains a URL pasted in Chat
-
-
- Fired when a or a ChatterBoxInvitation is received
-
-
- Fired when a is received, occurs when a
- or is called
-
-
- Fired when a indicating the agents
- balance has changed by spending, sending, or receiving L$, Contains the Avatars new balance
-
-
- Fired when a is received, contains L$ balance and additional
- details of the transaction
-
-
- Fired when a is received, caused by changing the
- Agents active group with
-
-
- Fired when a is received, will contain a Dictionary
- of animations currently being played
-
-
- Callback for an object or avatar forcefully colliding
- with the agent
-
-
- Callback for the agent moving in to a neighboring sim
-
-
- Callback for when agent is confirmed joined group chat session.
-
-
- Callback for when agent is confirmed to have left group chat session.
-
-
- Alert messages sent to client from simulator
-
-
- Fired when a script wants to take or release control of your avatar.
-
-
- Fired when our avatar camera reaches the maximum possible point
-
-
- Fired when a script sensor reply is received
-
-
- Fired in response to a sit request
-
-
- Fired when a new member joins an active ChatterBoxSession session
-
-
- Fired when a member of an active ChatterBoxSession leaves the session
-
-
- 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
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Triggered on incoming chat messages
-
- Text of chat message
- Audible level of this chat message
- Type of chat (whisper, shout, status, etc.)
- Source of the chat message
- Name of the sending object
- Key of source
- Key of the sender
- Senders position
-
-
-
- Triggered when a script pops up a dialog box
-
- The dialog box message
- Name of the object that sent the dialog
- Image to be displayed in the dialog
- ID of the object that sent the dialog
- First name of the object owner
- Last name of the object owner
- Chat channel that the object is communicating on
- List of button labels
-
-
-
- Triggered when a script asks for permissions
-
- Simulator object this request comes from
- Task ID of the script requesting permissions
- ID of the object containing the script
- Name of the object containing the script
- Name of the object's owner
- Bitwise value representing the requested permissions
-
-
-
- Triggered when a script displays a URL via llLoadURL
-
- Name of the scripted object
- ID of the scripted object
- ID of the object's owner
- Whether or not ownerID is a group
- Message displayed along with URL
- Offered URL
-
-
-
- Triggered when the L$ account balance for this avatar changes
-
- The new account balance
-
-
-
- Triggered on Money Balance Reply
-
- ID provided in Request Money Balance, or auto-generated by system events
- Was the transaction successful
- Current balance
- Land use credits you have
- Tier committed to group(s)
- Description of the transaction
-
-
-
- Triggered on incoming instant messages
-
- Instant message data structure
- Simulator where this IM was received from
-
-
-
- Triggered for any status updates of a teleport (progress, failed, succeeded)
-
- A message about the current teleport status
- The current status of the teleport
- Various flags describing the teleport
-
-
-
- Reply to a request to join a group, informs whether it was successful or not
-
- The group we attempted to join
- Whether we joined the group or not
-
-
-
- Reply to a request to leave a group, informs whether it was successful or not
-
- The group we attempted to leave
- Whether we left the group or not
-
-
-
- Informs the avatar that it is no longer a member of a group
-
- The group Key we are no longer a member of
-
-
-
- Reply to an AgentData request
-
- First name of Avatar
- Last name of Avatar
- Key of Group Avatar has active
- Avatars Active Title
- Powers Avatar has in group
- Name of the Group
-
-
-
- Triggered when the current agent animations change
-
- A convenience reference to the
- SignaledAnimations collection
-
-
-
- Triggered when an object or avatar forcefully collides with our
- agent
-
- Collision type
- Colliding object or avatar ID
- Victim ID, should be our own AgentID
- Velocity or total force of the collision
- Time the collision occurred
-
-
-
- Triggered when the agent physically moves in to a neighboring region
-
- Simulator agent was previously occupying
- Simulator agent is now currently occupying
-
-
-
- Fired when group chat session confirmed joined
- Key of Session (groups UUID)
- Temporary session Key
- A string representation of the session name
- if session start successful,
- otherwise
-
-
- Fired when agent group chat session terminated
- Key of Session (groups UUID)
-
-
-
- Fired when alert message received from simulator
-
- the message sent from the grid to our avatar.
-
-
-
- Fired when a script wants to give or release controls.
-
- Control to give or take
- true of passing control to agent
- true of taking control from agent
-
-
-
- Fired when camera tries to view beyond its view limits
-
- representing plane where constraints were hit
-
-
-
- Fired when script sensor reply is received
-
- requestors UUID
- Sources Group UUID
- Sources Name
- Objects UUID
- Object owners UUID
- Position of Object
- Range of Object
- Rotation of object
- Objects Type
- representing the velocity of object
- TODO: this should probably be a struct, and there should be an enum added for type
-
-
-
- Fired in response to a RequestSit()
-
- ID of primitive avatar will be sitting on
- true of avatar autopiloted there
- Camera offset when avatar is seated
- Camera eye offset when avatar is seated
- true of sitting on this object will force mouselook
- position avatar will be in when seated
- rotation avatar will be in when seated
-
-
-
- Fired when a new member joins a Group chat session
-
- the ID of the session
- the ID of the avatar that joined
-
-
-
- Fired when a member of a Group chat leaves the session
-
- the ID of the session
- the ID of the avatar that joined
-
-
-
- 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 to a string
-
-
- Override the base classes AssetType
-
-
- X position of this patch
-
-
- Y position of this patch
-
-
- A 16x16 array of floats holding decompressed layer data
-
-
-
- Creates a LayerData packet for compressed land data given a full
- simulator heightmap and an array of indices of patches to compress
-
- A 256 * 256 array of floating point values
- specifying the height at each meter in the simulator
- Array of indexes in the 16x16 grid of patches
- for this simulator. For example if 1 and 17 are specified, patches
- x=1,y=0 and x=1,y=1 are sent
-
-
-
-
- Add a patch of terrain to a BitPacker
-
- BitPacker to write the patch to
- Heightmap of the simulator, must be a 256 *
- 256 float array
- X offset of the patch to create, valid values are
- from 0 to 15
- Y offset of the patch to create, valid values are
- from 0 to 15
-
-
-
- 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
-
-
-
- A custom decoder callback
-
- The key of the object
- the data to decode
- A string represending the fieldData
-
-
-
- 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
-
-
-
- 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
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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
-
-
-
- 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
-
-
-
-
-
-
-
- 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
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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 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
- 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
-
-
-
- Packet Handler for InitiateDownloadPacket, sent in response to EstateOwnerMessage
- requesting download of simulators RAW terrain file.
-
- The InitiateDownloadPacket packet
- The simulator originating the packet
- Only the Estate Owner will receive this when he/she makes the request
-
-
-
-
-
-
-
-
-
-
-
- Fired when the simulator sends an InitiateDownloadPacket, used to download terrain .raw files
-
-
- Fired when during texture downloads to indicate the progress of the download
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Callback fired when an InitiateDownload packet is received
-
- The filename on the simulator
- The name of the file the viewer requested
-
-
-
- Fired when a texture is in the process of being downloaded by the TexturePipeline class
-
- The asset textures
- The total number of bytes received
- The total number of bytes expected
-
-
-
- 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
-
-
-
-
-
-
-
-
-
- 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
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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.
-
-
-
-
- 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
-
-
-
- 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
-
-
-
- Plays a sound
-
- 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
-
-
-
- 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
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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
-
-
-
-
-
-
-
-
-
-
-
-
- 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
-
-
- Total primitives across the entire simulator
-
-
- Maximum number of primitives this parcel supports
-
-
- Total number of primitives on this parcel
-
-
- Total number of primitives owned by the parcel owner on
- this parcel
-
-
- Total number of primitives owned by the parcel group on
- this parcel
-
-
- Total number of other primitives on this parcel
-
-
-
-
-
- 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
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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
-
-
-
-
- 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
-
-
-
- ParcelProperties replies sent over CAPS
-
- Not used (will always be ParcelProperties)
- IMessage object containing decoded data from OSD
- Object representing simulator
-
-
-
-
-
-
-
-
-
-
- Decode the prim owner information, send the decoded object to any event subscribers
-
-
- IMessage object containing decoded data from OSD
-
-
-
-
-
-
-
-
-
-
- Fired when a is received,
- in response to a
-
-
- Fired when a is received,
- in response to a
-
-
- Fired when a ParcelProperties Packet is received over the subsystem,
- in response to a
-
-
- Fired when a is received,
- in response to a
-
-
- Fired when the Agent receives a ,
- in response to
-
-
- Fired when the simulator parcel dictionary is populated in response
- to a request
-
-
- Fired when the Agent receives a ,
- in response to a request
-
-
- Fired when the Agent receives a which
- occurs when the parcel media information is changed for the current parcel the Agent is over
-
-
- Fired when the Agent receives a which
- occurs when the parcel media has a specialized event like starting and looping command on the media is raised
- for the current parcel the Agent is over
-
-
-
- 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
-
-
-
-
-
- UUID of the requested parcel
- Simulator-local ID of the requested parcel
- Dwell value of the requested parcel
-
-
-
-
-
-
-
-
-
-
-
- Simulator the parcel is in
- Full properties for a single parcel. If result
- is NoData this will be incomplete or incorrect data
- Success of the query
- Number of primitives your avatar is currently
- selecting and sitting on in this parcel
- User-assigned identifier for the query
- User-assigned boolean for the query
-
-
-
-
-
- Simulator the parcel is in
-
-
-
-
-
-
-
- Responses to a request for prim owners on a parcel
-
- simulator parcel is in
- List containing details or prim ownership
-
-
-
- Fired when all parcels are downloaded from simulator
-
- Simulator the parcel is in
- Read-only dictionary containing parcel details for the simulator
- 64,64 array containing sim position to localID mapping
-
-
-
- Fired in response to SelectParcelObjects
-
- simulator the objects are in
- Local IDs of the selected objects
- If true, list is start of a new selection
-
-
-
- Fired when a ParcelMediaUpdate packet is received, this occurs when the media on the parcel an avatar
- is over changes
-
- A reference to the simulator object
- A struct containing updated media information
-
-
-
- Fired when a ParcelMediaCommandMessage packet is received, this occurs when the media on the parcel sends a specialized event
-
- A reference to the simulator object
- The sequence the parcel command belongs to
- Updated parcel information
- The command executed on the Parcel
- The time operand for some parcel commands
-
-
-
- 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
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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
-
-
-
- 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 (permisions)
- 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
-
-
-
- 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.
-
-
-
-
- Represents a primitive asset
-
-
-
- Initializes a new instance of an AssetPrim object
-
-
-
-
-
-
-
-
-
-
-
-
-
- Override the base classes AssetType
-
-
-
- Only used internally for XML serialization/deserialization
-
-
-
-
- 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
- The sending this packet
-
-
-
- Handles the remaining Image data that did not fit in the initial ImageData packet
-
-
-
-
- Handle the initial ImageDataPacket sent from the simulator
-
-
-
-
-
- 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.
-
-
-
- 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
-
-
-
-
-
-
-
-
-
- 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
-
-
-
- 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 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
-
-
-
- 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
-
-
-
- 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
-
-
-
- Holds the Params array of all the avatar appearance parameters
-
-
-
-
- Viewer Params Array Element for AgentSetAppearance
-
-
-
-
- Brow Size - Small 0--+255 Large
-
-
-
-
- Nose Size - Small 0--+255 Large
-
-
-
-
- Nostril Width - Narrow 0--+255 Broad
-
-
-
-
- Chin Cleft - Round 0--+255 Cleft
-
-
-
-
- Nose Tip Shape - Pointy 0--+255 Bulbous
-
-
-
-
- Chin Angle - Chin Out 0--+255 Chin In
-
-
-
-
- Chin-Neck - Tight Chin 0--+255 Double Chin
-
-
-
-
- Lower Cheeks - Well-Fed 0--+255 Sunken
-
-
-
-
- Upper Bridge - Low 0--+255 High
-
-
-
-
- - Less 0--+255 More
-
-
-
-
- Upper Chin Cleft - Round 0--+255 Cleft
-
-
-
-
- Cheek Bones - Low 0--+255 High
-
-
-
-
- Ear Angle - In 0--+255 Out
-
-
-
-
- Eyebrow Points - Smooth 0--+255 Pointy
-
-
-
-
- Jaw Shape - Pointy 0--+255 Square
-
-
-
-
- Upper Cheeks - Thin 0--+255 Puffy
-
-
-
-
- Nose Tip Angle - Downturned 0--+255 Upturned
-
-
-
-
- Nose Thickness - Thin Nose 0--+255 Bulbous Nose
-
-
-
-
- Upper Eyelid Fold - Uncreased 0--+255 Creased
-
-
-
-
- Attached Earlobes - Unattached 0--+255 Attached
-
-
-
-
- Eye Bags - Smooth 0--+255 Baggy
-
-
-
-
- Eye Opening - Narrow 0--+255 Wide
-
-
-
-
- Lip Cleft - Narrow 0--+255 Wide
-
-
-
-
- Bridge Width - Narrow 0--+255 Wide
-
-
-
-
- Eyebrow Arc - Flat 0--+255 Arced
-
-
-
-
- Height - Short 0--+255 Tall
-
-
-
-
- Body Thickness - Body Thin 0--+255 Body Thick
-
-
-
-
- Ear Size - Small 0--+255 Large
-
-
-
-
- Shoulders - Narrow 0--+255 Broad
-
-
-
-
- Hip Width - Narrow 0--+255 Wide
-
-
-
-
- - Short Torso 0--+255 Long Torso
-
-
-
-
- - Short 0--+255 Long
-
-
-
-
- - Darker 0--+255 Lighter
-
-
-
-
- - Natural 0--+255 Unnatural
-
-
-
-
- - Small 0--+255 Large
-
-
-
-
- - None 0--+255 Wild
-
-
-
-
- Ruddiness - Pale 0--+255 Ruddy
-
-
-
-
- - Light 0--+255 Dark
-
-
-
-
- - No Red 0--+255 Very Red
-
-
-
-
- - Black 0--+255 Blonde
-
-
-
-
- - No White 0--+255 All White
-
-
-
-
- - Less Rosy 0--+255 More Rosy
-
-
-
-
- - Darker 0--+255 Pinker
-
-
-
-
- - Thin Eyebrows 0--+255 Bushy Eyebrows
-
-
-
-
- - Short 0--+255 Long
-
-
-
-
- - Short 0--+255 Long
-
-
-
-
- - Short 0--+255 Long
-
-
-
-
- - Short 0--+255 Long
-
-
-
-
- - Short 0--+255 Long
-
-
-
-
- - Short 0--+255 Long
-
-
-
-
- - Sweep Forward 0--+255 Sweep Back
-
-
-
-
- - Left 0--+255 Right
-
-
-
-
- Middle Part - No Part 0--+255 Part
-
-
-
-
- Right Part - No Part 0--+255 Part
-
-
-
-
- Left Part - No Part 0--+255 Part
-
-
-
-
- Full Hair Sides - Mowhawk 0--+255 Full Sides
-
-
-
-
- - Less 0--+255 More
-
-
-
-
- Lip Width - Narrow Lips 0--+255 Wide Lips
-
-
-
-
- - Small 0--+255 Big
-
-
-
-
- - Less 0--+255 More
-
-
-
-
- - Less 0--+255 More
-
-
-
-
- - Less 0--+255 More
-
-
-
-
- - Short Sideburns 0--+255 Mutton Chops
-
-
-
-
- - Chaplin 0--+255 Handlebars
-
-
-
-
- - Less soul 0--+255 More soul
-
-
-
-
- - Less Curtains 0--+255 More Curtains
-
-
-
-
- Rumpled Hair - Smooth Hair 0--+255 Rumpled Hair
-
-
-
-
- Big Hair Front - Less 0--+255 More
-
-
-
-
- Big Hair Top - Less 0--+255 More
-
-
-
-
- Big Hair Back - Less 0--+255 More
-
-
-
-
- Spiked Hair - No Spikes 0--+255 Big Spikes
-
-
-
-
- Chin Depth - Shallow 0--+255 Deep
-
-
-
-
- Part Bangs - No Part 0--+255 Part Bangs
-
-
-
-
- Head Shape - More Square 0--+255 More Round
-
-
-
-
- Eye Spacing - Close Set Eyes 0--+255 Far Set Eyes
-
-
-
-
- - Low Heels 0--+255 High Heels
-
-
-
-
- - Low Platforms 0--+255 High Platforms
-
-
-
-
- - Thin Lips 0--+255 Fat Lips
-
-
-
-
- Mouth Position - High 0--+255 Low
-
-
-
-
- Breast Buoyancy - Less Gravity 0--+255 More Gravity
-
-
-
-
- Platform Width - Narrow 0--+255 Wide
-
-
-
-
- - Pointy Heels 0--+255 Thick Heels
-
-
-
-
- - Pointy 0--+255 Square
-
-
-
-
- Foot Size - Small 0--+255 Big
-
-
-
-
- Nose Width - Narrow 0--+255 Wide
-
-
-
-
- Eyelash Length - Short 0--+255 Long
-
-
-
-
- - Short 0--+255 Long
-
-
-
-
- - Short 0--+255 Long
-
-
-
-
- - Low 0--+255 High
-
-
-
-
- Jacket Length - Short 0--+255 Long
-
-
-
-
- Open Front - Open 0--+255 Closed
-
-
-
-
- - Short 0--+255 Tall
-
-
-
-
- - Short 0--+255 Long
-
-
-
-
- - Short 0--+255 Long
-
-
-
-
- - Low 0--+255 High
-
-
-
-
- Cuff Flare - Tight Cuffs 0--+255 Flared Cuffs
-
-
-
-
- - More Vertical 0--+255 More Sloped
-
-
-
-
- - Less Body Fat 0--+255 More Body Fat
-
-
-
-
- Pants Crotch - High and Tight 0--+255 Low and Loose
-
-
-
-
- Egg Head - Chin Heavy 0--+255 Forehead Heavy
-
-
-
-
- Head Stretch - Squash Head 0--+255 Stretch Head
-
-
-
-
- Torso Muscles - Less Muscular 0--+255 More Muscular
-
-
-
-
- Outer Eye Corner - Corner Down 0--+255 Corner Up
-
-
-
-
- - Less Muscular 0--+255 More Muscular
-
-
-
-
- Lip Fullness - Less Full 0--+255 More Full
-
-
-
-
- Toe Thickness - Flat Toe 0--+255 Thick Toe
-
-
-
-
- Crooked Nose - Nose Left 0--+255 Nose Right
-
-
-
-
- - Corner Down 0--+255 Corner Up
-
-
-
-
- - Shear Right Up 0--+255 Shear Left Up
-
-
-
-
- Shift Mouth - Shift Left 0--+255 Shift Right
-
-
-
-
- Eye Pop - Pop Right Eye 0--+255 Pop Left Eye
-
-
-
-
- Jaw Jut - Overbite 0--+255 Underbite
-
-
-
-
- Shear Back - Full Back 0--+255 Sheared Back
-
-
-
-
- - Small Hands 0--+255 Large Hands
-
-
-
-
- Love Handles - Less Love 0--+255 More Love
-
-
-
-
- Head Size - Small Head 0--+255 Big Head
-
-
-
-
- - Skinny Neck 0--+255 Thick Neck
-
-
-
-
- Breast Cleavage - Separate 0--+255 Join
-
-
-
-
- Pectorals - Big Pectorals 0--+255 Sunken Chest
-
-
-
-
- Eye Size - Beady Eyes 0--+255 Anime Eyes
-
-
-
-
- - Short Legs 0--+255 Long Legs
-
-
-
-
- - Short Arms 0--+255 Long arms
-
-
-
-
- - Pink 0--+255 Black
-
-
-
-
- - No Lipstick 0--+255 More Lipstick
-
-
-
-
- - No Lipgloss 0--+255 Glossy
-
-
-
-
- - No Eyeliner 0--+255 Full Eyeliner
-
-
-
-
- - No Blush 0--+255 More Blush
-
-
-
-
- - Pink 0--+255 Orange
-
-
-
-
- - Clear 0--+255 Opaque
-
-
-
-
- - No Eyeshadow 0--+255 More Eyeshadow
-
-
-
-
- - Light 0--+255 Dark
-
-
-
-
- - No Eyeshadow 0--+255 More Eyeshadow
-
-
-
-
- - No Polish 0--+255 Painted Nails
-
-
-
-
- - Clear 0--+255 Opaque
-
-
-
-
- - Light 0--+255 Dark
-
-
-
-
- - Clear 0--+255 Opaque
-
-
-
-
- - Dark Green 0--+255 Black
-
-
-
-
- - Pink 0--+255 Black
-
-
-
-
- - Sparse 0--+255 Dense
-
-
-
-
- - 5 O'Clock Shadow 0--+255 Bushy Hair
-
-
-
-
- Saddle Bags - Less Saddle 0--+255 More Saddle
-
-
-
-
- Taper Back - Wide Back 0--+255 Narrow Back
-
-
-
-
- Taper Front - Wide Front 0--+255 Narrow Front
-
-
-
-
- - Short Neck 0--+255 Long Neck
-
-
-
-
- Eyebrow Height - Higher 0--+255 Lower
-
-
-
-
- Lower Bridge - Low 0--+255 High
-
-
-
-
- Nostril Division - High 0--+255 Low
-
-
-
-
- Jaw Angle - Low Jaw 0--+255 High Jaw
-
-
-
-
- Shear Front - Full Front 0--+255 Sheared Front
-
-
-
-
- - Less Volume 0--+255 More Volume
-
-
-
-
- Lip Cleft Depth - Shallow 0--+255 Deep
-
-
-
-
- Puffy Eyelids - Flat 0--+255 Puffy
-
-
-
-
- - Sunken Eyes 0--+255 Bugged Eyes
-
-
-
-
- - Flat Head 0--+255 Long Head
-
-
-
-
- - Less Freckles 0--+255 More Freckles
-
-
-
-
- - Low 0--+255 High
-
-
-
-
- - Short Pigtails 0--+255 Long Pigtails
-
-
-
-
- - Short Ponytail 0--+255 Long Ponytail
-
-
-
-
- Butt Size - Flat Butt 0--+255 Big Butt
-
-
-
-
- Ear Tips - Flat 0--+255 Pointy
-
-
-
-
- Lip Ratio - More Upper Lip 0--+255 More Lower Lip
-
-
-
-
- - Short 0--+255 Long
-
-
-
-
- - Low 0--+255 High
-
-
-
-
- Pants Fit - Tight Pants 0--+255 Loose Pants
-
-
-
-
- Shirt Fit - Tight Shirt 0--+255 Loose Shirt
-
-
-
-
- Sleeve Looseness - Tight Sleeves 0--+255 Loose Sleeves
-
-
-
-
- Knee Angle - Knock Kneed 0--+255 Bow Legged
-
-
-
-
- - Short hips 0--+255 Long Hips
-
-
-
-
- - Fingerless 0--+255 Fingers
-
-
-
-
- bustle skirt - no bustle 0--+255 more bustle
-
-
-
-
- - Short 0--+255 Long
-
-
-
-
- - Open Front 0--+255 Closed Front
-
-
-
-
- - Open Back 0--+255 Closed Back
-
-
-
-
- - Open Left 0--+255 Closed Left
-
-
-
-
- - Open Right 0--+255 Closed Right
-
-
-
-
- Skirt Fit - Tight Skirt 0--+255 Poofy Skirt
-
-
-
-
- Jacket Wrinkles - No Wrinkles 0--+255 Wrinkles
-
-
-
-
- Package - Coin Purse 0--+255 Duffle Bag
-
-
-
-
- Inner Eye Corner - Corner Down 0--+255 Corner Up
-
-
-
-
-
-
-
-
-
- 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
-
-
-
-
-
- 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
-
-
-
-
- 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.
-
-
-
-
- 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
-
-
-
- Represents an that can be worn on an avatar
- such as a Shirt, Pants, etc.
-
-
-
- Initializes a new instance of an AssetScriptBinary object
-
-
- Initializes a new instance of an AssetScriptBinary object with parameters
- A unique specific to this asset
- A byte array containing the raw asset data
-
-
- Initializes a new instance of an AssetScriptBinary object with parameters
- A string containing the Clothings data
-
-
- Override the base classes AssetType
-
-
-
- Temporary code to produce a tar archive in tar v7 format
-
-
-
-
- Binary writer for the underlying stream
-
-
-
-
- Write a directory entry to the tar archive. We can only handle one path level right now!
-
-
-
-
-
- Write a file to the tar archive
-
-
-
-
-
-
- Write a file to the tar archive
-
-
-
-
-
-
- Finish writing the raw tar archive data to a stream. The stream will be closed on completion.
-
-
-
-
- Write a particular entry
-
-
-
-
-
-
-
- Temporary code to do the bare minimum required to read a tar archive for our purposes
-
-
-
-
- Binary reader for the underlying stream
-
-
-
-
- Used to trim off null chars
-
-
-
-
- Used to trim off space chars
-
-
-
-
- Generate a tar reader which reads from the given stream.
-
-
-
-
-
- Read the next entry in the tar file.
-
-
-
- the data for the entry. Returns null if there are no more entries
-
-
-
- Read the next 512 byte chunk of data as a tar header.
-
- A tar header struct. null if we have reached the end of the archive.
-
-
-
- Read data following a header
-
-
-
-
-
-
- Convert octal bytes to a decimal representation
-
-
-
-
-
-
-
- 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
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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
-
-
- 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
-
-
-
- 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
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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
-
-
-
-
- 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 simulator
- will automatically send object detail packet(s) back to the client
-
-
-
- DeRez an object from the simulator to the agents Objects folder in the agents Inventory
-
- The simulator Local ID of the object
-
-
-
- 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
-
-
-
- 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
-
-
-
-
-
-
-
-
-
-
-
- Get the inventory of 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
-
-
-
-
-
-
-
-
-
- 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
-
-
-
- Moves an Item from an objects (Prim) Inventory to the specified folder in the avatars inventory
-
- LocalID of the object in the simulator
- UUID of the task item to move
- UUID of the folder to move the item to
- Simulator Object
-
-
-
- Remove an item from an objects (Prim) Inventory
-
- LocalID of the object in the simulator
- UUID of the task item to remove
- Simulator Object
-
-
-
- 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
-
-
- uint Prim = 95899503; // Fake prim ID
- UUID Script = 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);
-
- UUID Transaction = Client.Inventory.RezScript(Prim, (InventoryItem)Client.Inventory.Store[Script]);
-
-
-
-
-
- Send a request to the simulator to get the running status of a script. The reply will come back via the EventQueue
- in a ScriptRunningReply message
-
- The object containing the script
- The script contained in the task inventorys
-
-
-
- Sets a script running state which is in a task inventory
-
- The object containing the script
- The script contained in the task inventorys
- true to set the script running, false to stop a running script
-
-
-
- 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
-
-
-
- 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
-
-
-
- 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
-
-
-
-
-
-
-
-
-
-
-
-
- Fired when a reply to a RequestFetchInventory() is received
-
-
-
-
-
- Fired when a response to a RequestFolderContents() is received
-
-
-
-
-
- Fired when an object or another avatar offers us an inventory item
-
-
-
-
- Fired when a response to FindObjectByPath() is received
-
-
-
-
-
- Fired when a task inventory item is received
-
- 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
-
-
-
-
- Fired in response to a request for a tasks (primitive) inventory
-
-
-
-
-
-
- Fired when a SaveAssetToInventory packet is received, generally after the logout reply handler
-
-
-
-
- Fired in response to a GetScriptRunning request
-
-
-
-
- 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
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Callback for an inventory folder updating
-
- UUID of the folder that was updated
-
-
-
- Callback for when an inventory item is offered to us by another avatar or an object
-
- A object containing specific
- details on the item being offered, eg who its from
- The AssetType being offered
- Will be null if item is offered from an object
- will be true of item is offered from an object
- Return true to accept the offer, or false to decline it
-
-
-
- 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.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Reply received after calling RequestTaskInventory
,
- contains a filename that can be used in an asset download request
-
- UUID of the inventory item
- Version number of the task inventory asset
- Filename of the task inventory asset
-
-
-
- Reply received when uploading an inventory asset
-
- Has upload been successful
- Error message if upload failed
- Inventory asset UUID
- New asset UUID
-
-
-
- Fired when local inventory store needs to be updated. Generally at logout to update a local cache
-
- the assets UUID
- The new AssetID of the item, or UUID.Zero
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Level of Detail mesh
-
-
-
-
- The type of bump-mapping applied to a face
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- The level of shininess applied to a face
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- The texture mapping style used for a face
-
-
-
-
-
-
-
-
-
-
- Flags in the TextureEntry block that describe which properties are
- set
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Represents 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
-
-
-
- This exception is thrown whenever a network operation is attempted
- without a network connection.
-
-
-
-
- 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
-
-
-
- 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
-
-
-
-
-
-
-
-
-
-
-
- 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
-
-
-
-
- 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
-
-
-
- Called to deal with LogoutReply packet and fires off callback
-
- Full packet of type LogoutReplyPacket
-
-
-
- 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
-
-
-
- Event raised when an outgoing packet is sent to a simulator
-
-
-
-
- Event raised when the client was able to connected successfully.
-
- Uses the ConnectedCallback delegate.
-
-
-
-
- Event raised when a before a connection to a simulator is
- initialized
-
-
-
-
- Event raised when a connection to a simulator is established
-
-
-
-
- An event for the connection to a simulator other than the currently
- occupied one disconnecting
-
- The Simulators list is locked when this event is
- triggered, do not attempt to modify the collection or acquire a
- lock on it when this callback is fired
-
-
-
- An event for being logged out either through client request, server
- forced, or network error
-
-
-
-
- An event for when CurrentSim changes
-
-
-
-
- Triggered when an event queue makes the initial connection
-
-
-
- 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
-
-
- Called any time the login status changes, will eventually
- return LoginStatus.Success or LoginStatus.Failure
-
-
- 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
-
-
-
- Coupled with RegisterCallback(), this is triggered whenever a packet
- of a registered type is received
-
-
-
-
-
-
- Triggered whenever an outgoing packet is sent
-
- Buffer holding the outgoing packet payload
- Number of bytes of the data buffer that were sent
- Simulator this packet was sent to
-
-
-
- Assigned by the OnConnected event. Raised when login was a success
-
- Reference to the GridClient object that called the event
-
-
-
- Assigned by the OnLogoutReply callback. Raised upone receipt of a LogoutReply packet during logout process.
-
-
-
-
-
- Triggered before a new connection to a simulator is established
-
- The connection to the new simulator won't be established
- until this callback returns
- The simulator that is being connected to
- Whether to continue connecting to the simulator or abort
- the connection
-
-
-
- Triggered when a new connection to a simulator is established
-
- The simulator that is being connected to
-
-
-
- Triggered when a simulator other than the simulator that is currently
- being occupied disconnects for whatever reason
-
- The simulator that disconnected, which will become a null
- reference after the callback is finished
- Enumeration explaining the reason for the disconnect
-
-
-
- Triggered when we are logged out of the grid due to a simulator request,
- client request, network timeout, or any other cause
-
- Enumeration explaining the reason for the disconnect
- If we were logged out by the simulator, this
- is a message explaining why
-
-
-
- Triggered when CurrentSim changes
-
- A reference to the old value of CurrentSim
-
-
-
- Triggered when an event queue makes the initial connection
-
- Simulator this event queue is tied to
-
-
-
- Fired when a login request is successful or not
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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
-
-
- Unknown
-
-
- 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
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
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-
-
-
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-
-
-
-
-
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-
-
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-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Flags sent when a script takes or releases a control
-
- NOTE: (need to verify) These might be a subset of the ControlFlags enum in Movement,
-
-
- No Flags set
-
-
- Forward (W or up Arrow)
-
-
- Back (S or down arrow)
-
-
- Move left (shift+A or left arrow)
-
-
- Move right (shift+D or right arrow)
-
-
- Up (E or PgUp)
-
-
- Down (C or PgDown
-
-
- Rotate left (A or left arrow)
-
-
- Rotate right (D or right arrow)
-
-
- Left Mouse Button
-
-
- Left Mouse button in MouseLook
-
-
-
- Currently only used to hide your group title
-
-
-
- No flags set
-
-
- Hide your group title
-
-
-
- Action state of the avatar, which can currently be typing and
- editing
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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
-
-
-
- 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
-
-
-
- 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
-
-
-
- Group Management Routines, Methods and Packet Handlers
-
- 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
-
-
- 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
-
-
-
- Packet Handler for EjectGroupMemberReply, fired when an avatar is ejected from
- a group.
-
- The EjectGroupMemberReply packet
- The simulator where the message originated
- This is a silly packet, it doesn't provide you with the ejectees UUID
-
-
- Fired when a is received, contains a list of
- groups avatar is currently a member of
-
-
- Fired when a UUIDGroupNameReply packet is receiived,
- contains name of group requested
-
-
- Fired when a GroupProfileReply packet is received,
- contains group profile information for requested group.
-
-
- Fired when a GroupMembersReply packet is received,
- contains a list of group members for requested group
-
-
- Fired when a GroupRoleDataReply packet is received,
- contains details on roles for requested group
-
-
- Fired when a is received,
- Contains group member to group role mappings
-
-
- Fired when a GroupTitlesReply packet is received,
- sets the active role title for the current Agent
-
-
- Fired when a GroupAccountSummaryReply packet is received,
- Contains a summary of group financial information
-
-
- Fired when a CreateGroupReply packet is received, indicates
- the successful creation of a new group
-
-
- Fired when a JoinGroupReply packet is received, indicates
- the Avatar has successfully joined a new group either by
- or by accepting a group join invitation with
-
-
- Fired when a LeaveGroupReply packet is received, indicates
- the Avatar has successfully left a group
-
-
-
- Fired when a AgentDropGroup packet is received, contains
- the of the group dropped
-
-
- Fired when a GroupMemberEjected packet is received,
- indicates a member of a group has been ejected
-
-
- Fired when the list of group notices is recievied
-
-
-
- Callback for the list of groups the avatar is currently a member of
-
- A dictionary containing the groups an avatar is a member of,
- where the Key is the group , and the values are the groups
-
-
-
- Callback for a list of group names
-
- A dictionary containing the the group names requested
- where the Key is the group , and the values are the names
-
-
-
- Callback for the profile of a group
-
- The group profile
-
-
-
- Callback for the member list of a group
-
- returned by RequestGroupMembers
- of the group
- A dictionary containing the members of a group
- where key is member and value is struct
-
-
-
- Callback for retrieving group roles
-
- of the request returned from RequestGroupRoles
- of the group
- A dictionary containing role s as the key
- and structs as values
-
-
-
- Callback for a pairing of roles to members
-
- of the request returned from RequestGroupRolesMembers
- of the group
- List containing role/member pairs
-
-
-
- Callback for the title list of a group
-
- of the request returned from RequestGroupTitles
- Group
- A dictionary containing the titles of a group
- where the Key is the role , and the values are the title details
-
-
-
- Callback fired when group account summary information is received
-
- Group
- The group account summary information
-
-
-
- Callback fired after an attempt to create a group
-
- The new groups
- True of creation was successful
- A string, containing a message from the simulator
-
-
-
- Callback fired when the avatar has joined a group
-
- The of the group joined
- True if the join was successful
-
-
-
- Callback fired when the avatar leaves a group
-
- The of the group joined
- True if the part was successful
-
-
-
- Fired when a group is dropped, likely because it did not keep the required (2) avatar
- minimum
-
- The of the group which was dropped
-
-
-
- Fired when a member of a group is ejected,
- Does not provide member information, only
- group ID and whether it was successful or not
-
- The Group UUID the member was ejected from
- true of member was successfully ejected
-
-
-
- Fired when the list of group notices is recievied
-
- The of the group for which the notice list entry was recievied
- The Notice list entry
-
-
-
- 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
-
-
-
- Access to the Linden dataserver which allows searching for land, events, people, etc
-
-
-
-
- Starts a search for land sales using the directory
-
- What type of land to search for. Auction,
- estate, mainland, "first land", etc
- A unique identifier that can identify packets associated
- with this query from other queries
- 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
-
- 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.
- A unique identifier that can identify packets associated
- with this query from other queries
- 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
-
- A flags parameter that can modify the way
- search results are returned, for example changing the ordering of
- results or limiting based on price or area
- What type of land to search for. Auction,
- estate, mainland, "first land", etc
- Maximum price to search for, the
- DirFindFlags.LimitByPrice flag must be set
- Maximum area to search for, the
- DirFindFlags.LimitByArea flag must be set
- 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.
- A unique identifier that can identify packets associated
- with this query from other queries
- 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 a Group in the directory manager
-
-
- The text 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 100, 200-299 use 200, etc.
- A unique identifier that can identify packets associated
- with this query from other queries
- 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.
-
-
-
- Search "places" for Land you personally own
-
-
-
-
- Searches Places for Land owned by a specific user or group
-
- One of the Values from the DirFindFlags struct, ie: AgentOwned, GroupOwned, etc.
- LLUID of group you want to recieve land list for (You must be in group), or
- LLUID.Zero for Your own land
- Transaction (Query) ID which can be associated with results from your request.
-
-
-
- Search Places
-
- One of the Values from the DirFindFlags struct, ie: AgentOwned, GroupOwned, etc.
- One of the values from the SearchCategory Struct, ie: Any, Linden, Newcomer
- 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 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
- String Text to search for
- 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 Mature
-
- Text to search for
- UUID of query to correlate results in callback.
-
-
-
- Search Events with Options to specify category and Mature events.
-
- Text to search for
- true to include Mature events
- category to search
- UUID of query to correlate results in callback.
-
-
-
- Search Events - ALL options
-
- string text to search for e.g.: live music
- Include mature events in results
- "u" for now and upcoming events, -or- number of days since/until event is scheduled
- For example "0" = Today, "1" = tomorrow, "2" = following day, "-1" = yesterday, etc.
- Page # to show, 0 for First Page
- EventCategory event is listed under.
- a UUID that can be used to track queries with results.
- UUID of query to correlate results in callback.
-
-
- Requests Event Details
- ID of Event returned from Places Search
-
-
-
-
-
-
-
-
-
-
-
-
-
- The different categories a classified ad can be placed in
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Land types to search dataserver for
-
-
-
- Do not search
-
-
- Land which is currently up for auction
-
-
- Parcels which are on the mainland (Linden owned) continents
-
-
- Parcels which are on privately owned simulators
-
-
-
- A classified ad on the grid
-
-
-
- UUID for this ad, useful for looking up detailed
- information about it
-
-
- The title of this classified ad
-
-
- Unknown
-
-
- Creation date of the ad
-
-
- Expiration date of the ad
-
-
- Price that was paid for this ad
-
-
-
- A parcel retrieved from the dataserver such as results from the
- "For-Sale" listings
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- An Avatar returned from the dataserver
-
-
-
- Online status of agent
-
-
- Agents first name
-
-
- Agents last name
-
-
- Agents
-
-
-
- Response to a "Groups" Search
-
-
-
-
- Response to a "Places" Search, e.g. My Land, Group Land, etc.
- Note: This is not DirPlacesReply
-
-
-
-
- Response to "Events" search
-
-
-
-
- an Event returned from the dataserver
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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
-
-
-
- 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
-
-
-
- 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
-
-
-
-
-
-
-
-
-
-
-
- No collision detection for non-agent objects
-
-
- No scripts are ran
-
-
- All physics processing is turned off
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Flight is disabled (not currently enforced by the sim)
-
-
- Allow direct (p2p) teleporting
-
-
- Estate owner has temporarily disabled scripting
-
-
-
-
-
- Deny agents with no payment info on file
-
-
- Deny agents with payment info on file
-
-
- Deny agents who have made a monetary transaction
-
-
-
-
-
-
-
-
- Region is Voice Enabled
-
-
-
- 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
-
-
-
-
-
-
-
- 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)
-
-
-
-
- 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)
-
-
-
-
- Provides access to two thread-safe dictionaries containing
- avatars and primitives found in this 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
- 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
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Checks the instance back into the object pool
-
-
-
-
- Returns an instance of the class that has been checked out of the Object Pool.
-
-
-
-
-
-
-
-
- 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.
-
-
-
- Reference to the GridClient object
-
-
- Does periodic dead reckoning calculation to convert
- velocity and acceleration to new positions for objects
-
-
-
- Instantiates a new ObjectManager class
-
- A reference to the client
-
-
-
- Instantiates a new ObjectManager class
-
- A reference to the client
- If false, the ObjectManager won't
- register any packet callbacks and won't decode incoming object
- packets
-
-
-
- Request object information from the sim, primarily used for stale
- or missing cache entries
-
- The simulator containing the object you're
- looking for
- The objects ID which is local to the simulator the object is in
-
-
-
- Request object information for multiple objects all contained in
- the same sim, primarily used for stale or missing cache entries
-
- A reference to the object where the objects reside
- An array which contains the IDs of the objects to request
-
-
-
- Attempt to purchase an original object, a copy, or the contents of
- an object
-
- A reference to the object where the objects reside
- The objects ID which is local to the simulator the object is in
- 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
-
- A reference to the object where the object resides
- of the object we are requesting pay price
-
-
-
- Select a single object. This will trigger the simulator to send us back
- an ObjectProperties packet so we can get the full information for
- this object
-
- A reference to the object where the object resides
- The objects ID which is local to the simulator the object is in
- Should objects be deselected immediately after selection
-
-
-
- Select a single object. This will trigger the simulator to send us back
- an ObjectProperties packet so we can get the full information for
- this object
-
- A reference to the object where the object resides
- The objects ID which is local to the simulator the object is in
-
-
-
- Select multiple objects. This will trigger the simulator to send us
- back ObjectProperties for each object
-
- A reference to the object where the objects reside
- An array which contains the IDs of the objects to select
- Should objects be deselected immediately after selection
-
-
-
- Select multiple objects. This will trigger the simulator to send us
- back ObjectProperties for each object
-
- A reference to the object where the objects reside
- An array which contains the IDs of the objects to select
-
-
-
- Sets and object's flags (physical, temporary, phantom, casts shadow)
-
-
-
-
-
-
-
-
-
- Sets an object's sale information
-
-
-
-
-
-
-
- Sets sale info for multiple objects
-
-
-
-
-
-
-
- Deselect an object
-
- A reference to the object where the object resides
- The objects ID which is local to the simulator the object is in
-
-
-
- Deselect multiple objects.
-
- A reference to the object where the objects reside
- An array which contains the IDs of the objects to select
-
-
-
- Perform a click action 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
-
-
-
- Perform a click action 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
-
-
-
-
-
-
-
-
-
- Create, or "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, or "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
-
-
-
- Set 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
-
-
-
- Used for new prims, or significant changes to existing prims
-
-
-
-
-
-
- A terse object update, used when a transformation matrix or
- velocity/acceleration for an object changes but nothing else
- (scale/position/rotation/acceleration/velocity)
-
-
-
-
-
-
-
-
-
-
-
-
-
- Handles cached object update packets from the simulator
-
- The packet containing the object data
- The simulator sending the data
-
-
-
- Handle KillObject packets from the simulator
-
- The packet containing the object data
- The simulator sending the 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
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- This event will be raised for every ObjectUpdate block that
- contains a prim that isn't attached to an avatar.
-
- Depending on the circumstances a client could
- receive two or more of these events for the same object, if you
- or the object left the current sim and returned for example. Client
- applications are responsible for tracking and storing objects.
-
-
-
-
- This event will be raised for every ObjectUpdate block that
- contains an avatar attachment.
-
- Depending on the circumstances a client could
- receive two or more of these events for the same object, if you
- or the object left the current sim and returned for example. Client
- applications are responsible for tracking and storing objects.
-
-
-
-
- This event will be raised for every ObjectUpdate block that
- contains a new avatar.
-
- Depending on the circumstances a client
- could receive two or more of these events for the same avatar, if
- you or the other avatar left the current sim and returned for
- example. Client applications are responsible for tracking and
- storing objects.
-
-
-
-
- This event will be raised when a terse object update packet is
- received, containing the updated position, rotation, and
- movement-related vectors
-
-
-
-
- This event will be raised when a terse object update packet is
- received, containing the updated position, rotation, and
- movement-related vectors
-
-
-
-
- Triggers the OnObjectDataBlockUpdate event.
-
-
-
-
- This event will be raised when an avatar sits on an object
- or stands up, with a local ID of the current seat or zero.
-
-
-
-
- This event will be raised when an object is removed from a
- simulator.
-
-
-
-
- This event will be raised when an objects properties are received
- from the simulator
-
-
-
-
- This event will be raised when an objects properties are updated
- from the simulator
-
-
-
-
- Thie event will be raised when an objects properties family
- information is recieved from the simulator. ObjectPropertiesFamily
- is a subset of the fields found in ObjectProperties
-
-
-
-
- This event will be fired when we recieve pay price information
- for the object after having asked for them with RequestPayPrice
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Called whenever an object terse update is received
-
-
-
-
-
-
-
-
- Called whenever an object terse update is received
- This is different than the above in that the update to the prim has not happened yet
-
-
-
-
-
-
-
- Called whenever an major object update is received
- This is when major changes are happening to the contructionData changing the shape of an object
-
-
-
-
-
-
-
-
-
-
- Called whenever an object disappears
-
-
-
-
-
-
- Called whenever the client avatar sits down or stands up
-
- Simulator the packet was received from
-
- The local ID of the object that is being sat
-
- on. If this is zero the avatar is not sitting on an object
-
-
-
- Called when we get PayPriceReply packet after calling RequestPayPrice
-
- Simulator the packet was received from
- Object
- Default pay price for the object, -1 means control should be disabled, -2 it should be empty
- Array of 4 prices, -1 means button should be disabled
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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_server 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
-
-
-
- Overrides SSL certificate validation check for Mono
-
- Remove me when MONO can handle ServerCertificateValidationCallback
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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.
-
-
-
-
- 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
-
-
-
- Called when an InventoryObject's state is changed.
-
-
-
-
- Called when an item or folder is removed from inventory.
-
-
-
-
- Called when an item is first added to the local inventory store.
- This will occur most frequently when we're initially downloading
- the inventory from the server.
-
- This will also fire when another avatar or object offers us inventory
-
-
-
-
- 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
.
-
-
-
- Delegate to use for the OnInventoryObjectUpdated event.
-
- The state of the InventoryObject before the update occured.
- The state of the InventoryObject after the update occured.
-
-
-
- Delegate to use for the OnInventoryObjectRemoved event.
-
- The InventoryObject that was removed.
-
-
-
- Delegate to use for the OnInventoryObjectUpdated event.
-
- The InventoryObject that has been stored.
-
-
-
- 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
-
-
-
- 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
-
-
-
-
- Manages grid-wide tasks such as the world map
-
-
-
- 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 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
-
-
-
- Populate Grid info based on data from MapBlockReplyPacket
-
- Incoming MapBlockReplyPacket packet
- Unused
-
-
-
- Get sim time from the appropriate packet
-
- Incoming SimulatorViewerTimeMessagePacket from SL
- Unused
-
-
- Triggered when coarse locations (minimap dots) are updated by the simulator
-
-
- Triggered when a new region is discovered through GridManager
-
-
-
-
-
-
-
-
-
-
-
- Unknown
-
-
- Current direction of the sun
-
-
- Current angular velocity of the sun
-
-
- Current world time
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+ 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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+
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+
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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 b/bin/OpenMetaverse.dll
index 8751bfc..59e39bb 100644
Binary files a/bin/OpenMetaverse.dll and b/bin/OpenMetaverse.dll differ
diff --git a/bin/OpenMetaverse.dll.config b/bin/OpenMetaverse.dll.config
index 13fdc11..dc36a45 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 2dc28ae..df1853a 100644
--- a/bin/OpenMetaverseTypes.XML
+++ b/bin/OpenMetaverseTypes.XML
@@ -1,1852 +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
-
-
-
-
- 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.
-
-
-
-
- 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
-
-
-
- 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
-
-
-
- Create an RGB color from a hue, saturation, value combination
-
- Hue
- Saturation
- Value
- An fully opaque RGB color (alpha is 1.0)
-
-
- 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)
-
-
- 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
-
-
-
- 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
-
-
- For thread safety
-
-
- For thread safety
-
-
-
- Purges expired objects from the cache. Called automatically by the purge timer.
-
-
-
-
- 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 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
-
-
- Used for converting degrees to radians
-
-
- Used for converting radians to degrees
-
-
-
- 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
-
-
- Provide a single instance of the CultureInfo class to
- help parsing in situations where the grid assumes an en-us
- culture
-
-
- UNIX epoch in DateTime format
-
-
- Provide a single instance of the MD5 class to avoid making
- duplicate copies and handle thread safety
-
-
- Provide a single instance of the SHA-1 class to avoid
- making duplicate copies and handle thread safety
-
-
- Provide a single instance of a random number generator
- to avoid making duplicate copies and handle thread safety
-
-
-
- Clamp a given value between a range
-
- Value to clamp
- Minimum allowable value
- Maximum allowable value
- A value inclusively between lower and upper
-
-
-
- Clamp a given value between a range
-
- Value to clamp
- Minimum allowable value
- Maximum allowable value
- A value inclusively between lower and upper
-
-
-
- Clamp a given value between a range
-
- Value to clamp
- Minimum allowable value
- Maximum allowable value
- A value inclusively between lower and upper
-
-
-
- Round a floating-point value to the nearest integer
-
- Floating point number to round
- Integer
-
-
-
- Test if a single precision float is a finite number
-
-
-
-
- Test if a double precision float is a finite number
-
-
-
-
- Get the distance between two floating-point values
-
- First value
- Second value
- The distance between the two values
-
-
-
- Compute the MD5 hash for a byte array
-
- Byte array to compute the hash for
- MD5 hash of the input data
-
-
-
- Compute the SHA1 hash for a byte array
-
- Byte array to compute the hash for
- SHA1 hash of the input data
-
-
-
- Calculate the SHA1 hash of a given string
-
- The string to hash
- The SHA1 hash as a string
-
-
-
- Compute the SHA256 hash for a byte array
-
- Byte array to compute the hash for
- SHA256 hash of the input data
-
-
-
- Calculate the SHA256 hash of a given string
-
- The string to hash
- The SHA256 hash as a string
-
-
-
- Calculate the MD5 hash of a given string
-
- The password to hash
- An MD5 hash in string format, with $1$ prepended
-
-
-
- Calculate the MD5 hash of a given string
-
- The string to hash
- The MD5 hash as a string
-
-
-
- Generate a random double precision floating point value
-
- Random value of type double
-
-
-
- Get the current running platform
-
- Enumeration of the current platform we are running on
-
-
-
- Get the current running runtime
-
- Enumeration of the current runtime we are running on
-
-
-
- Operating system
-
-
-
- Unknown
-
-
- Microsoft Windows
-
-
- Microsoft Windows CE
-
-
- Linux
-
-
- Apple OSX
-
-
-
- Runtime platform
-
-
-
- .NET runtime
-
-
- Mono runtime: http://www.mono-project.com/
-
-
-
- Determines the appropriate events to set, leaves the locks, and sets the events.
-
-
-
-
- A routine for lazily creating a event outside the lock (so if errors
- happen they are outside the lock and that we don't do much work
- while holding a spin lock). If all goes well, reenter the lock and
- set 'waitEvent'
-
-
-
-
- Waits on 'waitEvent' with a timeout of 'millisceondsTimeout.
- Before the wait 'numWaiters' is incremented and is restored before leaving this routine.
-
-
-
- X value
-
-
- Y value
-
-
- Z value
-
-
- W value
-
-
-
- Build a quaternion from normalized float values
-
- X value from -1.0 to 1.0
- Y value from -1.0 to 1.0
- Z value from -1.0 to 1.0
-
-
-
- Constructor, builds a quaternion object from a byte array
-
- Byte array containing four four-byte floats
- Offset in the byte array to start reading at
- Whether the source data is normalized or
- not. If this is true 12 bytes will be read, otherwise 16 bytes will
- be read.
-
-
-
- Normalizes the quaternion
-
-
-
-
- Builds a quaternion object from a byte array
-
- The source byte array
- Offset in the byte array to start reading at
- Whether the source data is normalized or
- not. If this is true 12 bytes will be read, otherwise 16 bytes will
- be read.
-
-
-
- Normalize this quaternion and serialize it to a byte array
-
- A 12 byte array containing normalized X, Y, and Z floating
- point values in order using little endian byte ordering
-
-
-
- Writes the raw bytes for this quaternion to a byte array
-
- Destination byte array
- Position in the destination array to start
- writing. Must be at least 12 bytes before the end of the array
-
-
-
- Convert this quaternion to euler angles
-
- X euler angle
- Y euler angle
- Z euler angle
-
-
-
- Convert this quaternion to an angle around an axis
-
- Unit vector describing the axis
- Angle around the axis, in radians
-
-
-
- Returns the conjugate (spatial inverse) of a quaternion
-
-
-
-
- Build a quaternion from an axis and an angle of rotation around
- that axis
-
-
-
-
- Build a quaternion from an axis and an angle of rotation around
- that axis
-
- Axis of rotation
- Angle of rotation
-
-
-
- Creates a quaternion from a vector containing roll, pitch, and yaw
- in radians
-
- Vector representation of the euler angles in
- radians
- Quaternion representation of the euler angles
-
-
-
- Creates a quaternion from roll, pitch, and yaw euler angles in
- radians
-
- X angle in radians
- Y angle in radians
- Z angle in radians
- Quaternion representation of the euler angles
-
-
-
- Conjugates and renormalizes a vector
-
-
-
-
- Spherical linear interpolation between two quaternions
-
-
-
-
- Get a string representation of the quaternion elements with up to three
- decimal digits and separated by spaces only
-
- Raw string representation of the quaternion
-
-
- A quaternion with a value of 0,0,0,1
-
-
-
- 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
-
-
-
- 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
-
-
- Invalid wearable asset
-
-
-
- Copy constructor
-
- Circular queue to copy
-
-
-
- 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
-
-
-
+
+
+
+ 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
+
+
+
diff --git a/bin/OpenMetaverseTypes.dll b/bin/OpenMetaverseTypes.dll
index 6c6440e..01dc3d8 100644
Binary files a/bin/OpenMetaverseTypes.dll and b/bin/OpenMetaverseTypes.dll differ
--
cgit v1.1
From b149d8970e0078b81e4b4784b633d95a419aeecb Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 27 Jul 2010 22:49:45 +0100
Subject: comment out verbose debug logging
---
.../CoreModules/World/Media/Moap/MoapModule.cs | 70 +++++++++++-----------
1 file changed, 36 insertions(+), 34 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 3a86167..d53f573 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -98,6 +98,8 @@ namespace OpenSim.Region.CoreModules.Media.Moap
if (config != null && !config.GetBoolean("Enabled", false))
m_isEnabled = false;
+// else
+// m_log.Debug("[MOAP]: Initialised module.")l
}
public void AddRegion(Scene scene)
@@ -135,8 +137,8 @@ namespace OpenSim.Region.CoreModules.Media.Moap
public void OnRegisterCaps(UUID agentID, Caps caps)
{
- m_log.DebugFormat(
- "[MOAP]: Registering ObjectMedia and ObjectMediaNavigate capabilities for agent {0}", agentID);
+// m_log.DebugFormat(
+// "[MOAP]: Registering ObjectMedia and ObjectMediaNavigate capabilities for agent {0}", agentID);
string omCapUrl = "/CAPS/" + UUID.Random();
@@ -182,14 +184,14 @@ namespace OpenSim.Region.CoreModules.Media.Moap
public void OnSceneObjectLoaded(SceneObjectGroup so)
{
- m_log.DebugFormat("[MOAP]: OnSceneObjectLoaded fired for {0} {1}", so.Name, so.UUID);
+// m_log.DebugFormat("[MOAP]: OnSceneObjectLoaded fired for {0} {1}", so.Name, so.UUID);
so.ForEachPart(OnSceneObjectPartLoaded);
}
public void OnSceneObjectPreSave(SceneObjectGroup persistingSo, SceneObjectGroup originalSo)
{
- m_log.DebugFormat("[MOAP]: OnSceneObjectPreSave fired for {0} {1}", persistingSo.Name, persistingSo.UUID);
+// m_log.DebugFormat("[MOAP]: OnSceneObjectPreSave fired for {0} {1}", persistingSo.Name, persistingSo.UUID);
persistingSo.ForEachPart(OnSceneObjectPartPreSave);
}
@@ -318,7 +320,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
protected string HandleObjectMediaMessage(
string request, string path, string param, OSHttpRequest httpRequest, OSHttpResponse httpResponse)
{
- m_log.DebugFormat("[MOAP]: Got ObjectMedia path [{0}], raw request [{1}]", path, request);
+// m_log.DebugFormat("[MOAP]: Got ObjectMedia path [{0}], raw request [{1}]", path, request);
OSDMap osd = (OSDMap)OSDParser.DeserializeLLSDXml(request);
ObjectMediaMessage omm = new ObjectMediaMessage();
@@ -348,9 +350,9 @@ namespace OpenSim.Region.CoreModules.Media.Moap
if (null == part)
{
- m_log.WarnFormat(
- "[MOAP]: Received a GET ObjectMediaRequest for prim {0} but this doesn't exist in region {1}",
- primId, m_scene.RegionInfo.RegionName);
+// m_log.WarnFormat(
+// "[MOAP]: Received a GET ObjectMediaRequest for prim {0} but this doesn't exist in region {1}",
+// primId, m_scene.RegionInfo.RegionName);
return string.Empty;
}
@@ -365,7 +367,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
string rawResp = OSDParser.SerializeLLSDXmlString(resp.Serialize());
- m_log.DebugFormat("[MOAP]: Got HandleObjectMediaRequestGet raw response is [{0}]", rawResp);
+// m_log.DebugFormat("[MOAP]: Got HandleObjectMediaRequestGet raw response is [{0}]", rawResp);
return rawResp;
}
@@ -384,13 +386,13 @@ namespace OpenSim.Region.CoreModules.Media.Moap
if (null == part)
{
- m_log.WarnFormat(
- "[MOAP]: Received an UPDATE ObjectMediaRequest for prim {0} but this doesn't exist in region {1}",
- primId, m_scene.RegionInfo.RegionName);
+// m_log.WarnFormat(
+// "[MOAP]: Received an UPDATE ObjectMediaRequest for prim {0} but this doesn't exist in region {1}",
+// primId, m_scene.RegionInfo.RegionName);
return string.Empty;
}
- m_log.DebugFormat("[MOAP]: Received {0} media entries for prim {1}", omu.FaceMedia.Length, primId);
+// m_log.DebugFormat("[MOAP]: Received {0} media entries for prim {1}", omu.FaceMedia.Length, primId);
// for (int i = 0; i < omu.FaceMedia.Length; i++)
// {
@@ -401,9 +403,9 @@ namespace OpenSim.Region.CoreModules.Media.Moap
if (omu.FaceMedia.Length > part.GetNumberOfSides())
{
- m_log.WarnFormat(
- "[MOAP]: Received {0} media entries from client for prim {1} {2} but this prim has only {3} faces. Dropping request.",
- omu.FaceMedia.Length, part.Name, part.UUID, part.GetNumberOfSides());
+// m_log.WarnFormat(
+// "[MOAP]: Received {0} media entries from client for prim {1} {2} but this prim has only {3} faces. Dropping request.",
+// omu.FaceMedia.Length, part.Name, part.UUID, part.GetNumberOfSides());
return string.Empty;
}
@@ -416,7 +418,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
if (null == media)
{
- m_log.DebugFormat("[MOAP]: Setting all new media list for {0}", part.Name);
+// m_log.DebugFormat("[MOAP]: Setting all new media list for {0}", part.Name);
part.Shape.Media = new List(omu.FaceMedia);
for (int i = 0; i < omu.FaceMedia.Length; i++)
@@ -430,9 +432,9 @@ namespace OpenSim.Region.CoreModules.Media.Moap
Primitive.TextureEntryFace face = te.CreateFace((uint)i);
face.MediaFlags = true;
part.Shape.Textures = te;
- m_log.DebugFormat(
- "[MOAP]: Media flags for face {0} is {1}",
- i, part.Shape.Textures.FaceTextures[i].MediaFlags);
+// m_log.DebugFormat(
+// "[MOAP]: Media flags for face {0} is {1}",
+// i, part.Shape.Textures.FaceTextures[i].MediaFlags);
}
}
}
@@ -460,9 +462,9 @@ namespace OpenSim.Region.CoreModules.Media.Moap
Primitive.TextureEntryFace face = te.CreateFace((uint)i);
face.MediaFlags = true;
- m_log.DebugFormat(
- "[MOAP]: Media flags for face {0} is {1}",
- i, face.MediaFlags);
+// m_log.DebugFormat(
+// "[MOAP]: Media flags for face {0} is {1}",
+// i, face.MediaFlags);
// m_log.DebugFormat("[MOAP]: Set media entry for face {0} on {1}", i, part.Name);
}
}
@@ -495,7 +497,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
protected string HandleObjectMediaNavigateMessage(
string request, string path, string param, OSHttpRequest httpRequest, OSHttpResponse httpResponse)
{
- m_log.DebugFormat("[MOAP]: Got ObjectMediaNavigate request [{0}]", request);
+// m_log.DebugFormat("[MOAP]: Got ObjectMediaNavigate request [{0}]", request);
OSDMap osd = (OSDMap)OSDParser.DeserializeLLSDXml(request);
ObjectMediaNavigateMessage omn = new ObjectMediaNavigateMessage();
@@ -521,9 +523,9 @@ namespace OpenSim.Region.CoreModules.Media.Moap
if (!m_scene.Permissions.CanInteractWithPrimMedia(agentId, part.UUID, omn.Face))
return string.Empty;
- m_log.DebugFormat(
- "[MOAP]: Received request to update media entry for face {0} on prim {1} {2} to {3}",
- omn.Face, part.Name, part.UUID, omn.URL);
+// m_log.DebugFormat(
+// "[MOAP]: Received request to update media entry for face {0} on prim {1} {2} to {3}",
+// omn.Face, part.Name, part.UUID, omn.URL);
// If media has never been set for this prim, then just return.
if (null == part.Shape.Media)
@@ -539,9 +541,9 @@ namespace OpenSim.Region.CoreModules.Media.Moap
{
if (!CheckUrlAgainstWhitelist(omn.URL, me.WhiteList))
{
- m_log.DebugFormat(
- "[MOAP]: Blocking change of face {0} on prim {1} {2} to {3} since it's not on the enabled whitelist",
- omn.Face, part.Name, part.UUID, omn.URL);
+// m_log.DebugFormat(
+// "[MOAP]: Blocking change of face {0} on prim {1} {2} to {3} since it's not on the enabled whitelist",
+// omn.Face, part.Name, part.UUID, omn.URL);
return string.Empty;
}
@@ -596,7 +598,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
part.MediaUrl = string.Format("x-mv:{0:D10}/{1}", ++version, updateId);
}
- m_log.DebugFormat("[MOAP]: Storing media url [{0}] in prim {1} {2}", part.MediaUrl, part.Name, part.UUID);
+// m_log.DebugFormat("[MOAP]: Storing media url [{0}] in prim {1} {2}", part.MediaUrl, part.Name, part.UUID);
}
///
@@ -617,7 +619,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
if (wlUrl.EndsWith("*"))
wlUrl = wlUrl.Remove(wlUrl.Length - 1);
- m_log.DebugFormat("[MOAP]: Checking whitelist URL pattern {0}", origWlUrl);
+// m_log.DebugFormat("[MOAP]: Checking whitelist URL pattern {0}", origWlUrl);
// Handle a line starting wildcard slightly differently since this can only match the domain, not the path
if (wlUrl.StartsWith("*"))
@@ -626,7 +628,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
if (url.Host.Contains(wlUrl))
{
- m_log.DebugFormat("[MOAP]: Whitelist URL {0} matches {1}", origWlUrl, rawUrl);
+// m_log.DebugFormat("[MOAP]: Whitelist URL {0} matches {1}", origWlUrl, rawUrl);
return true;
}
}
@@ -636,7 +638,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
if (urlToMatch.StartsWith(wlUrl))
{
- m_log.DebugFormat("[MOAP]: Whitelist URL {0} matches {1}", origWlUrl, rawUrl);
+// m_log.DebugFormat("[MOAP]: Whitelist URL {0} matches {1}", origWlUrl, rawUrl);
return true;
}
}
--
cgit v1.1
From a3497032791dce7017d3dc09cdf454690fae66bb Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 27 Jul 2010 22:51:57 +0100
Subject: comment out further debug line in BaseHttpServer
---
OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs b/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
index f85cb57..ffa30d5 100644
--- a/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
+++ b/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
@@ -362,7 +362,7 @@ namespace OpenSim.Framework.Servers.HttpServer
string path = request.RawUrl;
string handlerKey = GetHandlerKey(request.HttpMethod, path);
- m_log.DebugFormat("[BASE HTTP SERVER]: Handling {0} request for {1}", request.HttpMethod, path);
+// m_log.DebugFormat("[BASE HTTP SERVER]: Handling {0} request for {1}", request.HttpMethod, path);
if (TryGetStreamHandler(handlerKey, out requestHandler))
{
--
cgit v1.1
From 5aa56b12743c19a68cb371609be797e5fb3e2c4b Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 28 Jul 2010 18:55:29 +0100
Subject: Fix problem where changes to media textures for prims duplicated by
shify copy would change both prims until server restart
I also found out that you can crash the current viewer by giving it more media entrys than it's expecting
---
.../Region/CoreModules/World/Media/Moap/MoapModule.cs | 18 +++++++++---------
.../World/Permissions/PermissionsModule.cs | 12 ++++++------
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 19 ++++++++++++++++++-
3 files changed, 33 insertions(+), 16 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index d53f573..6d74b8e 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -350,9 +350,9 @@ namespace OpenSim.Region.CoreModules.Media.Moap
if (null == part)
{
-// m_log.WarnFormat(
-// "[MOAP]: Received a GET ObjectMediaRequest for prim {0} but this doesn't exist in region {1}",
-// primId, m_scene.RegionInfo.RegionName);
+ m_log.WarnFormat(
+ "[MOAP]: Received a GET ObjectMediaRequest for prim {0} but this doesn't exist in region {1}",
+ primId, m_scene.RegionInfo.RegionName);
return string.Empty;
}
@@ -386,9 +386,9 @@ namespace OpenSim.Region.CoreModules.Media.Moap
if (null == part)
{
-// m_log.WarnFormat(
-// "[MOAP]: Received an UPDATE ObjectMediaRequest for prim {0} but this doesn't exist in region {1}",
-// primId, m_scene.RegionInfo.RegionName);
+ m_log.WarnFormat(
+ "[MOAP]: Received an UPDATE ObjectMediaRequest for prim {0} but this doesn't exist in region {1}",
+ primId, m_scene.RegionInfo.RegionName);
return string.Empty;
}
@@ -403,9 +403,9 @@ namespace OpenSim.Region.CoreModules.Media.Moap
if (omu.FaceMedia.Length > part.GetNumberOfSides())
{
-// m_log.WarnFormat(
-// "[MOAP]: Received {0} media entries from client for prim {1} {2} but this prim has only {3} faces. Dropping request.",
-// omu.FaceMedia.Length, part.Name, part.UUID, part.GetNumberOfSides());
+ m_log.WarnFormat(
+ "[MOAP]: Received {0} media entries from client for prim {1} {2} but this prim has only {3} faces. Dropping request.",
+ omu.FaceMedia.Length, part.Name, part.UUID, part.GetNumberOfSides());
return string.Empty;
}
diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
index 982ac52..3a642f4 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -1923,9 +1923,9 @@ namespace OpenSim.Region.CoreModules.World.Permissions
if (null == me)
return true;
- m_log.DebugFormat(
- "[PERMISSIONS]: Checking CanControlPrimMedia for {0} on {1} face {2} with control permissions {3}",
- agentID, primID, face, me.ControlPermissions);
+// m_log.DebugFormat(
+// "[PERMISSIONS]: Checking CanControlPrimMedia for {0} on {1} face {2} with control permissions {3}",
+// agentID, primID, face, me.ControlPermissions);
return GenericPrimMediaPermission(part, agentID, me.ControlPermissions);
}
@@ -1949,9 +1949,9 @@ namespace OpenSim.Region.CoreModules.World.Permissions
if (null == me)
return true;
- m_log.DebugFormat(
- "[PERMISSIONS]: Checking CanInteractWithPrimMedia for {0} on {1} face {2} with interact permissions {3}",
- agentID, primID, face, me.InteractPermissions);
+// m_log.DebugFormat(
+// "[PERMISSIONS]: Checking CanInteractWithPrimMedia for {0} on {1} face {2} with interact permissions {3}",
+// agentID, primID, face, me.InteractPermissions);
return GenericPrimMediaPermission(part, agentID, me.InteractPermissions);
}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 444a239..085da19 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -1617,7 +1617,24 @@ namespace OpenSim.Region.Framework.Scenes
dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
}
- return dupe;
+ if (Shape.Media != null)
+ {
+ List dupeMedia = new List();
+
+ foreach (MediaEntry me in Shape.Media)
+ {
+ if (me != null)
+ dupeMedia.Add(MediaEntry.FromOSD(me.GetOSD()));
+ else
+ dupeMedia.Add(null);
+ }
+
+ dupe.Shape.Media = dupeMedia;
+ }
+
+// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
+
+ return dupe;
}
protected void AssetReceived(string id, Object sender, AssetBase asset)
--
cgit v1.1
From 0f15ccb2cf994c64fb8c7f71a64721a3e5fe3085 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 28 Jul 2010 19:23:30 +0100
Subject: relocate moap specific cloning code to MoapModule
---
.../CoreModules/World/Media/Moap/MoapModule.cs | 20 +++++++++++++++
OpenSim/Region/Framework/Scenes/EventManager.cs | 29 +++++++++++++++++++++-
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 15 +----------
3 files changed, 49 insertions(+), 15 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 6d74b8e..f4814ce 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -122,6 +122,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
m_scene.EventManager.OnDeregisterCaps += OnDeregisterCaps;
m_scene.EventManager.OnSceneObjectLoaded += OnSceneObjectLoaded;
m_scene.EventManager.OnSceneObjectPreSave += OnSceneObjectPreSave;
+ m_scene.EventManager.OnSceneObjectPartCopy += OnSceneObjectPartCopy;
}
public void Close()
@@ -133,6 +134,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
m_scene.EventManager.OnDeregisterCaps -= OnDeregisterCaps;
m_scene.EventManager.OnSceneObjectLoaded -= OnSceneObjectLoaded;
m_scene.EventManager.OnSceneObjectPreSave -= OnSceneObjectPreSave;
+ m_scene.EventManager.OnSceneObjectPartCopy -= OnSceneObjectPartCopy;
}
public void OnRegisterCaps(UUID agentID, Caps caps)
@@ -264,6 +266,24 @@ namespace OpenSim.Region.CoreModules.Media.Moap
}
}
+ protected void OnSceneObjectPartCopy(SceneObjectPart copy, SceneObjectPart original)
+ {
+ if (original.Shape.Media != null)
+ {
+ List dupeMedia = new List();
+
+ foreach (MediaEntry me in original.Shape.Media)
+ {
+ if (me != null)
+ dupeMedia.Add(MediaEntry.FromOSD(me.GetOSD()));
+ else
+ dupeMedia.Add(null);
+ }
+
+ copy.Shape.Media = dupeMedia;
+ }
+ }
+
public MediaEntry GetMediaEntry(SceneObjectPart part, int face)
{
MediaEntry me = null;
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 3b8d727..0a9a29e 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -350,6 +350,12 @@ namespace OpenSim.Region.Framework.Scenes
///
public event SceneObjectPreSaveDelegate OnSceneObjectPreSave;
public delegate void SceneObjectPreSaveDelegate(SceneObjectGroup persistingSo, SceneObjectGroup originalSo);
+
+ ///
+ /// Called when a scene object part is cloned within the region.
+ ///
+ public event SceneObjectPartCopyDelegate OnSceneObjectPartCopy;
+ public delegate void SceneObjectPartCopyDelegate(SceneObjectPart copy, SceneObjectPart original);
public delegate void RegionUp(GridRegion region);
public event RegionUp OnRegionUp;
@@ -2073,6 +2079,27 @@ namespace OpenSim.Region.Framework.Scenes
}
}
}
- }
+ }
+
+ public void TriggerOnSceneObjectPartCopy(SceneObjectPart copy, SceneObjectPart original)
+ {
+ SceneObjectPartCopyDelegate handler = OnSceneObjectPartCopy;
+ if (handler != null)
+ {
+ foreach (SceneObjectPartCopyDelegate d in handler.GetInvocationList())
+ {
+ try
+ {
+ d(copy, original);
+ }
+ catch (Exception e)
+ {
+ m_log.ErrorFormat(
+ "[EVENT MANAGER]: Delegate for TriggerOnSceneObjectPartCopy failed - continuing. {0} {1}",
+ e.Message, e.StackTrace);
+ }
+ }
+ }
+ }
}
}
\ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 085da19..71ca605 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -1617,20 +1617,7 @@ namespace OpenSim.Region.Framework.Scenes
dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
}
- if (Shape.Media != null)
- {
- List dupeMedia = new List();
-
- foreach (MediaEntry me in Shape.Media)
- {
- if (me != null)
- dupeMedia.Add(MediaEntry.FromOSD(me.GetOSD()));
- else
- dupeMedia.Add(null);
- }
-
- dupe.Shape.Media = dupeMedia;
- }
+ ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this);
// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
--
cgit v1.1
From f067f733ea60cc821d51889871f1f8d476aebd76 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 28 Jul 2010 19:38:20 +0100
Subject: add userExposed parameter to part copy event
---
OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs | 2 +-
OpenSim/Region/Framework/Scenes/EventManager.cs | 9 ++++++---
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 1 +
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 7 ++++++-
4 files changed, 14 insertions(+), 5 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index f4814ce..e9d723b 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -266,7 +266,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
}
}
- protected void OnSceneObjectPartCopy(SceneObjectPart copy, SceneObjectPart original)
+ protected void OnSceneObjectPartCopy(SceneObjectPart copy, SceneObjectPart original, bool userExposed)
{
if (original.Shape.Media != null)
{
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 0a9a29e..0ae3146 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -354,8 +354,11 @@ namespace OpenSim.Region.Framework.Scenes
///
/// Called when a scene object part is cloned within the region.
///
+ ///
+ ///
+ /// True if the duplicate will immediately be in the scene, false otherwise
public event SceneObjectPartCopyDelegate OnSceneObjectPartCopy;
- public delegate void SceneObjectPartCopyDelegate(SceneObjectPart copy, SceneObjectPart original);
+ public delegate void SceneObjectPartCopyDelegate(SceneObjectPart copy, SceneObjectPart original, bool userExposed);
public delegate void RegionUp(GridRegion region);
public event RegionUp OnRegionUp;
@@ -2081,7 +2084,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
- public void TriggerOnSceneObjectPartCopy(SceneObjectPart copy, SceneObjectPart original)
+ public void TriggerOnSceneObjectPartCopy(SceneObjectPart copy, SceneObjectPart original, bool userExposed)
{
SceneObjectPartCopyDelegate handler = OnSceneObjectPartCopy;
if (handler != null)
@@ -2090,7 +2093,7 @@ namespace OpenSim.Region.Framework.Scenes
{
try
{
- d(copy, original);
+ d(copy, original, userExposed);
}
catch (Exception e)
{
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index c2f9117..e26e4ae 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -1528,6 +1528,7 @@ namespace OpenSim.Region.Framework.Scenes
///
/// Duplicates this object, including operations such as physics set up and attaching to the backup event.
///
+ /// True if the duplicate will immediately be in the scene, false otherwise
///
public SceneObjectGroup Copy(bool userExposed)
{
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 71ca605..32332f7 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -1554,6 +1554,11 @@ namespace OpenSim.Region.Framework.Scenes
///
/// Duplicates this part.
///
+ ///
+ ///
+ ///
+ ///
+ /// True if the duplicate will immediately be in the scene, false otherwise
///
public SceneObjectPart Copy(uint localID, UUID AgentID, UUID GroupID, int linkNum, bool userExposed)
{
@@ -1617,7 +1622,7 @@ namespace OpenSim.Region.Framework.Scenes
dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
}
- ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this);
+ ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
--
cgit v1.1
From 60df76314f89d8a489a7f8a3182277cf1a52925c Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 3 Aug 2010 15:45:49 +0100
Subject: serialize media textures to inventory with a largely osd
representation rather than .net auto-serialization
THIS WILL BREAK ANY EXISTING MEDIA TEXTURE SERIALIZATIONS. If you're testing this, please start with new databases.
This makes media textures serialized in the same way, which is probably better in the long term.
---
OpenSim/Framework/PrimitiveBaseShape.cs | 90 +++++++++++++++++++++-
.../CoreModules/World/Media/Moap/MoapModule.cs | 8 +-
2 files changed, 91 insertions(+), 7 deletions(-)
diff --git a/OpenSim/Framework/PrimitiveBaseShape.cs b/OpenSim/Framework/PrimitiveBaseShape.cs
index 03ddb33..de7e42d 100644
--- a/OpenSim/Framework/PrimitiveBaseShape.cs
+++ b/OpenSim/Framework/PrimitiveBaseShape.cs
@@ -29,7 +29,10 @@ using System;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Imaging;
+using System.IO;
using System.Reflection;
+using System.Xml;
+using System.Xml.Schema;
using System.Xml.Serialization;
using log4net;
using OpenMetaverse;
@@ -183,7 +186,7 @@ namespace OpenSim.Framework
/// Entries to store media textures on each face
///
/// Do not change this value directly - always do it through an IMoapModule.
- public List Media { get; set; }
+ public MediaList Media { get; set; }
public PrimitiveBaseShape()
{
@@ -1221,5 +1224,86 @@ namespace OpenSim.Framework
return prim;
}
- }
-}
+
+ public class MediaList : List, IXmlSerializable
+ {
+ public const string MEDIA_TEXTURE_TYPE = "sl";
+
+ public MediaList() : base() {}
+ public MediaList(IEnumerable collection) : base(collection) {}
+ public MediaList(int capacity) : base(capacity) {}
+
+ public XmlSchema GetSchema()
+ {
+ return null;
+ }
+
+ public void WriteXml(XmlWriter writer)
+ {
+ lock (this)
+ {
+ using (StringWriter sw = new StringWriter())
+ {
+ using (XmlTextWriter xtw = new XmlTextWriter(sw))
+ {
+ xtw.WriteStartElement("osmedia");
+ xtw.WriteAttributeString("type", MEDIA_TEXTURE_TYPE);
+ xtw.WriteAttributeString("major_version", "0");
+ xtw.WriteAttributeString("minor_version", "1");
+
+ OSDArray meArray = new OSDArray();
+ foreach (MediaEntry me in this)
+ {
+ OSD osd = (null == me ? new OSD() : me.GetOSD());
+ meArray.Add(osd);
+ }
+
+ xtw.WriteStartElement("osdata");
+ xtw.WriteRaw(OSDParser.SerializeLLSDXmlString(meArray));
+ xtw.WriteEndElement();
+
+ xtw.WriteEndElement();
+
+ xtw.Flush();
+ writer.WriteRaw(sw.ToString());
+ }
+ }
+ }
+ }
+
+ public void ReadXml(XmlReader reader)
+ {
+ if (reader.IsEmptyElement)
+ return;
+
+ string rawXml = reader.ReadInnerXml();
+ using (StringReader sr = new StringReader(rawXml))
+ {
+ using (XmlTextReader xtr = new XmlTextReader(sr))
+ {
+ xtr.MoveToContent();
+
+ string type = xtr.GetAttribute("type");
+ //m_log.DebugFormat("[MOAP]: Loaded media texture entry with type {0}", type);
+
+ if (type != MEDIA_TEXTURE_TYPE)
+ return;
+
+ xtr.ReadStartElement("osmedia");
+
+ OSDArray osdMeArray = (OSDArray)OSDParser.DeserializeLLSDXml(xtr.ReadInnerXml());
+
+ List mediaEntries = new List();
+ foreach (OSD osdMe in osdMeArray)
+ {
+ MediaEntry me = (osdMe is OSDMap ? MediaEntry.FromOSD(osdMe) : new MediaEntry());
+ Add(me);
+ }
+
+ xtr.ReadEndElement();
+ }
+ }
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index e9d723b..339a979 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -219,7 +219,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
OSDArray osdMeArray = (OSDArray)OSDParser.DeserializeLLSDXml(xtr.ReadInnerXml());
- List mediaEntries = new List();
+ PrimitiveBaseShape.MediaList mediaEntries = new PrimitiveBaseShape.MediaList();
foreach (OSD osdMe in osdMeArray)
{
MediaEntry me = (osdMe is OSDMap ? MediaEntry.FromOSD(osdMe) : new MediaEntry());
@@ -270,7 +270,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
{
if (original.Shape.Media != null)
{
- List dupeMedia = new List();
+ PrimitiveBaseShape.MediaList dupeMedia = new PrimitiveBaseShape.MediaList();
foreach (MediaEntry me in original.Shape.Media)
{
@@ -315,7 +315,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
CheckFaceParam(part, face);
if (null == part.Shape.Media)
- part.Shape.Media = new List(new MediaEntry[part.GetNumberOfSides()]);
+ part.Shape.Media = new PrimitiveBaseShape.MediaList(new MediaEntry[part.GetNumberOfSides()]);
part.Shape.Media[face] = me;
UpdateMediaUrl(part, UUID.Zero);
@@ -439,7 +439,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
if (null == media)
{
// m_log.DebugFormat("[MOAP]: Setting all new media list for {0}", part.Name);
- part.Shape.Media = new List(omu.FaceMedia);
+ part.Shape.Media = new PrimitiveBaseShape.MediaList(omu.FaceMedia);
for (int i = 0; i < omu.FaceMedia.Length; i++)
{
--
cgit v1.1
From ac07d853b89d9b2bda2dd058f7f9ea94211a26f1 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 3 Aug 2010 15:58:17 +0100
Subject: remove duplicated serialization code
---
OpenSim/Framework/PrimitiveBaseShape.cs | 38 +++++++++-----
.../CoreModules/World/Media/Moap/MoapModule.cs | 58 ++--------------------
2 files changed, 29 insertions(+), 67 deletions(-)
diff --git a/OpenSim/Framework/PrimitiveBaseShape.cs b/OpenSim/Framework/PrimitiveBaseShape.cs
index de7e42d..685599a 100644
--- a/OpenSim/Framework/PrimitiveBaseShape.cs
+++ b/OpenSim/Framework/PrimitiveBaseShape.cs
@@ -1238,7 +1238,7 @@ namespace OpenSim.Framework
return null;
}
- public void WriteXml(XmlWriter writer)
+ public string ToXml()
{
lock (this)
{
@@ -1265,18 +1265,26 @@ namespace OpenSim.Framework
xtw.WriteEndElement();
xtw.Flush();
- writer.WriteRaw(sw.ToString());
+ return sw.ToString();
}
}
- }
+ }
}
-
- public void ReadXml(XmlReader reader)
+
+ public void WriteXml(XmlWriter writer)
+ {
+ writer.WriteRaw(ToXml());
+ }
+
+ public static MediaList FromXml(string rawXml)
{
- if (reader.IsEmptyElement)
- return;
-
- string rawXml = reader.ReadInnerXml();
+ MediaList ml = new MediaList();
+ ml.ReadXml(rawXml);
+ return ml;
+ }
+
+ public void ReadXml(string rawXml)
+ {
using (StringReader sr = new StringReader(rawXml))
{
using (XmlTextReader xtr = new XmlTextReader(sr))
@@ -1292,8 +1300,6 @@ namespace OpenSim.Framework
xtr.ReadStartElement("osmedia");
OSDArray osdMeArray = (OSDArray)OSDParser.DeserializeLLSDXml(xtr.ReadInnerXml());
-
- List mediaEntries = new List();
foreach (OSD osdMe in osdMeArray)
{
MediaEntry me = (osdMe is OSDMap ? MediaEntry.FromOSD(osdMe) : new MediaEntry());
@@ -1303,7 +1309,15 @@ namespace OpenSim.Framework
xtr.ReadEndElement();
}
}
- }
+ }
+
+ public void ReadXml(XmlReader reader)
+ {
+ if (reader.IsEmptyElement)
+ return;
+
+ ReadXml(reader.ReadInnerXml());
+ }
}
}
}
\ No newline at end of file
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 339a979..52acf81 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -203,67 +203,15 @@ namespace OpenSim.Region.CoreModules.Media.Moap
if (null == part.Shape.MediaRaw)
return;
- using (StringReader sr = new StringReader(part.Shape.MediaRaw))
- {
- using (XmlTextReader xtr = new XmlTextReader(sr))
- {
- xtr.MoveToContent();
-
- string type = xtr.GetAttribute("type");
- //m_log.DebugFormat("[MOAP]: Loaded media texture entry with type {0}", type);
-
- if (type != MEDIA_TEXTURE_TYPE)
- return;
-
- xtr.ReadStartElement("osmedia");
-
- OSDArray osdMeArray = (OSDArray)OSDParser.DeserializeLLSDXml(xtr.ReadInnerXml());
-
- PrimitiveBaseShape.MediaList mediaEntries = new PrimitiveBaseShape.MediaList();
- foreach (OSD osdMe in osdMeArray)
- {
- MediaEntry me = (osdMe is OSDMap ? MediaEntry.FromOSD(osdMe) : new MediaEntry());
- mediaEntries.Add(me);
- }
-
- xtr.ReadEndElement();
-
- part.Shape.Media = mediaEntries;
- }
- }
+ part.Shape.Media = PrimitiveBaseShape.MediaList.FromXml(part.Shape.MediaRaw);
}
protected void OnSceneObjectPartPreSave(SceneObjectPart part)
{
if (null == part.Shape.Media)
return;
-
- using (StringWriter sw = new StringWriter())
- {
- using (XmlTextWriter xtw = new XmlTextWriter(sw))
- {
- xtw.WriteStartElement("osmedia");
- xtw.WriteAttributeString("type", MEDIA_TEXTURE_TYPE);
- xtw.WriteAttributeString("major_version", "0");
- xtw.WriteAttributeString("minor_version", "1");
-
- OSDArray meArray = new OSDArray();
- foreach (MediaEntry me in part.Shape.Media)
- {
- OSD osd = (null == me ? new OSD() : me.GetOSD());
- meArray.Add(osd);
- }
-
- xtw.WriteStartElement("osdata");
- xtw.WriteRaw(OSDParser.SerializeLLSDXmlString(meArray));
- xtw.WriteEndElement();
-
- xtw.WriteEndElement();
-
- xtw.Flush();
- part.Shape.MediaRaw = sw.ToString();
- }
- }
+
+ part.Shape.MediaRaw = part.Shape.Media.ToXml();
}
protected void OnSceneObjectPartCopy(SceneObjectPart copy, SceneObjectPart original, bool userExposed)
--
cgit v1.1
From 9d8a67fe1348419c41374d1be77737bfa048106c Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 3 Aug 2010 16:26:27 +0100
Subject: get rid of PrimitiveBaseShape.MediaRaw staging post
using an OSD serialization rather than auto forces serialization code to be placed in OpenSim.Framework
this makes the media texture raw data staging post in PrimitiveBaseShape redundant, now we just directly call the code in PrimitiveBaseShape.MediaList itself
---
OpenSim/Data/MSSQL/MSSQLLegacyRegionData.cs | 8 +++--
OpenSim/Data/MySQL/MySQLLegacyRegionData.cs | 8 +++--
OpenSim/Data/SQLite/SQLiteRegionData.cs | 8 +++--
OpenSim/Framework/PrimitiveBaseShape.cs | 6 ----
.../CoreModules/World/Media/Moap/MoapModule.cs | 34 ----------------------
5 files changed, 15 insertions(+), 49 deletions(-)
diff --git a/OpenSim/Data/MSSQL/MSSQLLegacyRegionData.cs b/OpenSim/Data/MSSQL/MSSQLLegacyRegionData.cs
index e61b4d9..9d819b3 100644
--- a/OpenSim/Data/MSSQL/MSSQLLegacyRegionData.cs
+++ b/OpenSim/Data/MSSQL/MSSQLLegacyRegionData.cs
@@ -1180,8 +1180,8 @@ VALUES
{
}
- if (!(shapeRow["Media"] is System.DBNull))
- baseShape.MediaRaw = (string)shapeRow["Media"];
+ if (!(shapeRow["Media"] is System.DBNull))
+ baseShape.Media = PrimitiveBaseShape.MediaList.FromXml((string)shapeRow["Media"]);
return baseShape;
}
@@ -1560,7 +1560,9 @@ VALUES
parameters.Add(_Database.CreateParameter("Texture", s.TextureEntry));
parameters.Add(_Database.CreateParameter("ExtraParams", s.ExtraParams));
parameters.Add(_Database.CreateParameter("State", s.State));
- parameters.Add(_Database.CreateParameter("Media", s.MediaRaw));
+
+ if (s.Media != null)
+ parameters.Add(_Database.CreateParameter("Media", s.Media.ToXml()));
return parameters.ToArray();
}
diff --git a/OpenSim/Data/MySQL/MySQLLegacyRegionData.cs b/OpenSim/Data/MySQL/MySQLLegacyRegionData.cs
index f17e8ae..50fcd96 100644
--- a/OpenSim/Data/MySQL/MySQLLegacyRegionData.cs
+++ b/OpenSim/Data/MySQL/MySQLLegacyRegionData.cs
@@ -1701,8 +1701,8 @@ namespace OpenSim.Data.MySQL
s.State = (byte)(int)row["State"];
- if (!(row["Media"] is System.DBNull))
- s.MediaRaw = (string)row["Media"];
+ if (!(row["Media"] is System.DBNull))
+ s.Media = PrimitiveBaseShape.MediaList.FromXml((string)row["Media"]);
return s;
}
@@ -1746,7 +1746,9 @@ namespace OpenSim.Data.MySQL
cmd.Parameters.AddWithValue("Texture", s.TextureEntry);
cmd.Parameters.AddWithValue("ExtraParams", s.ExtraParams);
cmd.Parameters.AddWithValue("State", s.State);
- cmd.Parameters.AddWithValue("Media", s.MediaRaw);
+
+ if (s.Media != null)
+ cmd.Parameters.AddWithValue("Media", s.Media.ToXml());
}
public void StorePrimInventory(UUID primID, ICollection items)
diff --git a/OpenSim/Data/SQLite/SQLiteRegionData.cs b/OpenSim/Data/SQLite/SQLiteRegionData.cs
index f63d35e..4208050 100644
--- a/OpenSim/Data/SQLite/SQLiteRegionData.cs
+++ b/OpenSim/Data/SQLite/SQLiteRegionData.cs
@@ -1346,7 +1346,7 @@ namespace OpenSim.Data.SQLite
if (!(row["MediaURL"] is System.DBNull))
{
- m_log.DebugFormat("[SQLITE]: MediaUrl type [{0}]", row["MediaURL"].GetType());
+ //m_log.DebugFormat("[SQLITE]: MediaUrl type [{0}]", row["MediaURL"].GetType());
prim.MediaUrl = (string)row["MediaURL"];
}
@@ -1861,7 +1861,7 @@ namespace OpenSim.Data.SQLite
s.ExtraParams = (byte[]) row["ExtraParams"];
if (!(row["Media"] is System.DBNull))
- s.MediaRaw = (string)row["Media"];
+ s.Media = PrimitiveBaseShape.MediaList.FromXml((string)row["Media"]);
return s;
}
@@ -1906,7 +1906,9 @@ namespace OpenSim.Data.SQLite
row["Texture"] = s.TextureEntry;
row["ExtraParams"] = s.ExtraParams;
- row["Media"] = s.MediaRaw;
+
+ if (s.Media != null)
+ row["Media"] = s.Media.ToXml();
}
///
diff --git a/OpenSim/Framework/PrimitiveBaseShape.cs b/OpenSim/Framework/PrimitiveBaseShape.cs
index 685599a..9b52fe6 100644
--- a/OpenSim/Framework/PrimitiveBaseShape.cs
+++ b/OpenSim/Framework/PrimitiveBaseShape.cs
@@ -175,12 +175,6 @@ namespace OpenSim.Framework
}
}
}
-
- ///
- /// Raw media data suitable for serialization operations. This should only ever be used by an IMoapModule.
- ///
- [XmlIgnore]
- public string MediaRaw { get; set; }
///
/// Entries to store media textures on each face
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 52acf81..d7ce184 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -120,8 +120,6 @@ namespace OpenSim.Region.CoreModules.Media.Moap
m_scene.EventManager.OnRegisterCaps += OnRegisterCaps;
m_scene.EventManager.OnDeregisterCaps += OnDeregisterCaps;
- m_scene.EventManager.OnSceneObjectLoaded += OnSceneObjectLoaded;
- m_scene.EventManager.OnSceneObjectPreSave += OnSceneObjectPreSave;
m_scene.EventManager.OnSceneObjectPartCopy += OnSceneObjectPartCopy;
}
@@ -132,8 +130,6 @@ namespace OpenSim.Region.CoreModules.Media.Moap
m_scene.EventManager.OnRegisterCaps -= OnRegisterCaps;
m_scene.EventManager.OnDeregisterCaps -= OnDeregisterCaps;
- m_scene.EventManager.OnSceneObjectLoaded -= OnSceneObjectLoaded;
- m_scene.EventManager.OnSceneObjectPreSave -= OnSceneObjectPreSave;
m_scene.EventManager.OnSceneObjectPartCopy -= OnSceneObjectPartCopy;
}
@@ -184,36 +180,6 @@ namespace OpenSim.Region.CoreModules.Media.Moap
}
}
- public void OnSceneObjectLoaded(SceneObjectGroup so)
- {
-// m_log.DebugFormat("[MOAP]: OnSceneObjectLoaded fired for {0} {1}", so.Name, so.UUID);
-
- so.ForEachPart(OnSceneObjectPartLoaded);
- }
-
- public void OnSceneObjectPreSave(SceneObjectGroup persistingSo, SceneObjectGroup originalSo)
- {
-// m_log.DebugFormat("[MOAP]: OnSceneObjectPreSave fired for {0} {1}", persistingSo.Name, persistingSo.UUID);
-
- persistingSo.ForEachPart(OnSceneObjectPartPreSave);
- }
-
- protected void OnSceneObjectPartLoaded(SceneObjectPart part)
- {
- if (null == part.Shape.MediaRaw)
- return;
-
- part.Shape.Media = PrimitiveBaseShape.MediaList.FromXml(part.Shape.MediaRaw);
- }
-
- protected void OnSceneObjectPartPreSave(SceneObjectPart part)
- {
- if (null == part.Shape.Media)
- return;
-
- part.Shape.MediaRaw = part.Shape.Media.ToXml();
- }
-
protected void OnSceneObjectPartCopy(SceneObjectPart copy, SceneObjectPart original, bool userExposed)
{
if (original.Shape.Media != null)
--
cgit v1.1
From 99c0f4c9c7820f6340155f7af30ab91745774c93 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 3 Aug 2010 17:09:20 +0100
Subject: Simplify serialized version string. Change element capitalization
for consistency
THIS CHANGE ALTERS THE SERIALIZATION FORMAT, HOPEFULLY FOR THE LAST TIME. If you're testing, please start with a new database.
This commit also improves locking for manipulation of media entries.
---
OpenSim/Framework/PrimitiveBaseShape.cs | 15 +++--
.../CoreModules/World/Media/Moap/MoapModule.cs | 76 +++++++++++++---------
2 files changed, 55 insertions(+), 36 deletions(-)
diff --git a/OpenSim/Framework/PrimitiveBaseShape.cs b/OpenSim/Framework/PrimitiveBaseShape.cs
index 9b52fe6..70a61cc 100644
--- a/OpenSim/Framework/PrimitiveBaseShape.cs
+++ b/OpenSim/Framework/PrimitiveBaseShape.cs
@@ -180,6 +180,7 @@ namespace OpenSim.Framework
/// Entries to store media textures on each face
///
/// Do not change this value directly - always do it through an IMoapModule.
+ /// Lock before manipulating.
public MediaList Media { get; set; }
public PrimitiveBaseShape()
@@ -1219,6 +1220,11 @@ namespace OpenSim.Framework
return prim;
}
+ ///
+ /// Encapsulates a list of media entries.
+ ///
+ /// This class is necessary because we want to replace auto-serialization of MediaEntry with something more
+ /// OSD like and less vulnerable to change.
public class MediaList : List, IXmlSerializable
{
public const string MEDIA_TEXTURE_TYPE = "sl";
@@ -1240,10 +1246,9 @@ namespace OpenSim.Framework
{
using (XmlTextWriter xtw = new XmlTextWriter(sw))
{
- xtw.WriteStartElement("osmedia");
+ xtw.WriteStartElement("OSMedia");
xtw.WriteAttributeString("type", MEDIA_TEXTURE_TYPE);
- xtw.WriteAttributeString("major_version", "0");
- xtw.WriteAttributeString("minor_version", "1");
+ xtw.WriteAttributeString("version", "0.1");
OSDArray meArray = new OSDArray();
foreach (MediaEntry me in this)
@@ -1252,7 +1257,7 @@ namespace OpenSim.Framework
meArray.Add(osd);
}
- xtw.WriteStartElement("osdata");
+ xtw.WriteStartElement("OSData");
xtw.WriteRaw(OSDParser.SerializeLLSDXmlString(meArray));
xtw.WriteEndElement();
@@ -1291,7 +1296,7 @@ namespace OpenSim.Framework
if (type != MEDIA_TEXTURE_TYPE)
return;
- xtr.ReadStartElement("osmedia");
+ xtr.ReadStartElement("OSMedia");
OSDArray osdMeArray = (OSDArray)OSDParser.DeserializeLLSDXml(xtr.ReadInnerXml());
foreach (OSD osdMe in osdMeArray)
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index d7ce184..8549b36 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -185,13 +185,15 @@ namespace OpenSim.Region.CoreModules.Media.Moap
if (original.Shape.Media != null)
{
PrimitiveBaseShape.MediaList dupeMedia = new PrimitiveBaseShape.MediaList();
-
- foreach (MediaEntry me in original.Shape.Media)
+ lock (original.Shape.Media)
{
- if (me != null)
- dupeMedia.Add(MediaEntry.FromOSD(me.GetOSD()));
- else
- dupeMedia.Add(null);
+ foreach (MediaEntry me in original.Shape.Media)
+ {
+ if (me != null)
+ dupeMedia.Add(MediaEntry.FromOSD(me.GetOSD()));
+ else
+ dupeMedia.Add(null);
+ }
}
copy.Shape.Media = dupeMedia;
@@ -211,8 +213,9 @@ namespace OpenSim.Region.CoreModules.Media.Moap
me = null;
}
else
- {
- me = media[face];
+ {
+ lock (media)
+ me = media[face];
// TODO: Really need a proper copy constructor down in libopenmetaverse
if (me != null)
@@ -230,11 +233,13 @@ namespace OpenSim.Region.CoreModules.Media.Moap
if (null == part.Shape.Media)
part.Shape.Media = new PrimitiveBaseShape.MediaList(new MediaEntry[part.GetNumberOfSides()]);
-
- part.Shape.Media[face] = me;
+
+ lock (part.Shape.Media)
+ part.Shape.Media[face] = me;
+
UpdateMediaUrl(part, UUID.Zero);
part.ScheduleFullUpdate();
- part.TriggerScriptChangedEvent(Changed.MEDIA);
+ part.TriggerScriptChangedEvent(Changed.MEDIA);
}
public void ClearMediaEntry(SceneObjectPart part, int face)
@@ -296,7 +301,10 @@ namespace OpenSim.Region.CoreModules.Media.Moap
ObjectMediaResponse resp = new ObjectMediaResponse();
resp.PrimID = primId;
- resp.FaceMedia = part.Shape.Media.ToArray();
+
+ lock (part.Shape.Media)
+ resp.FaceMedia = part.Shape.Media.ToArray();
+
resp.Version = part.MediaUrl;
string rawResp = OSDParser.SerializeLLSDXmlString(resp.Serialize());
@@ -382,24 +390,27 @@ namespace OpenSim.Region.CoreModules.Media.Moap
// directly.
Primitive.TextureEntry te = part.Shape.Textures;
- for (int i = 0; i < media.Count; i++)
- {
- if (m_scene.Permissions.CanControlPrimMedia(agentId, part.UUID, i))
- {
- media[i] = omu.FaceMedia[i];
-
- // When a face is cleared this is done by setting the MediaFlags in the TextureEntry via a normal
- // texture update, so we don't need to worry about clearing MediaFlags here.
- if (null == media[i])
- continue;
-
- Primitive.TextureEntryFace face = te.CreateFace((uint)i);
- face.MediaFlags = true;
-
-// m_log.DebugFormat(
-// "[MOAP]: Media flags for face {0} is {1}",
-// i, face.MediaFlags);
-// m_log.DebugFormat("[MOAP]: Set media entry for face {0} on {1}", i, part.Name);
+ lock (media)
+ {
+ for (int i = 0; i < media.Count; i++)
+ {
+ if (m_scene.Permissions.CanControlPrimMedia(agentId, part.UUID, i))
+ {
+ media[i] = omu.FaceMedia[i];
+
+ // When a face is cleared this is done by setting the MediaFlags in the TextureEntry via a normal
+ // texture update, so we don't need to worry about clearing MediaFlags here.
+ if (null == media[i])
+ continue;
+
+ Primitive.TextureEntryFace face = te.CreateFace((uint)i);
+ face.MediaFlags = true;
+
+ // m_log.DebugFormat(
+ // "[MOAP]: Media flags for face {0} is {1}",
+ // i, face.MediaFlags);
+ // m_log.DebugFormat("[MOAP]: Set media entry for face {0} on {1}", i, part.Name);
+ }
}
}
@@ -465,7 +476,10 @@ namespace OpenSim.Region.CoreModules.Media.Moap
if (null == part.Shape.Media)
return string.Empty;
- MediaEntry me = part.Shape.Media[omn.Face];
+ MediaEntry me = null;
+
+ lock (part.Shape.Media)
+ me = part.Shape.Media[omn.Face];
// Do the same if media has not been set up for a specific face
if (null == me)
--
cgit v1.1
From 2a0254f2da3b92f22289815c05bcd03a4032dd40 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 3 Aug 2010 17:54:40 +0100
Subject: Implement MediaUrl persistence for MySQL and MsSQL
Not sure how I forgot this. This may resolve problems with media textures not persisting over restart for these databases.
---
OpenSim/Data/MSSQL/MSSQLLegacyRegionData.cs | 14 ++++++++++----
OpenSim/Data/MySQL/MySQLLegacyRegionData.cs | 10 ++++++++--
2 files changed, 18 insertions(+), 6 deletions(-)
diff --git a/OpenSim/Data/MSSQL/MSSQLLegacyRegionData.cs b/OpenSim/Data/MSSQL/MSSQLLegacyRegionData.cs
index 9d819b3..05b14bf 100644
--- a/OpenSim/Data/MSSQL/MSSQLLegacyRegionData.cs
+++ b/OpenSim/Data/MSSQL/MSSQLLegacyRegionData.cs
@@ -327,7 +327,7 @@ IF EXISTS (SELECT UUID FROM prims WHERE UUID = @UUID)
ScriptAccessPin = @ScriptAccessPin, AllowedDrop = @AllowedDrop, DieAtEdge = @DieAtEdge, SalePrice = @SalePrice,
SaleType = @SaleType, ColorR = @ColorR, ColorG = @ColorG, ColorB = @ColorB, ColorA = @ColorA, ParticleSystem = @ParticleSystem,
ClickAction = @ClickAction, Material = @Material, CollisionSound = @CollisionSound, CollisionSoundVolume = @CollisionSoundVolume, PassTouches = @PassTouches,
- LinkNumber = @LinkNumber
+ LinkNumber = @LinkNumber, MediaURL = @MediaURL
WHERE UUID = @UUID
END
ELSE
@@ -342,7 +342,7 @@ ELSE
PayPrice, PayButton1, PayButton2, PayButton3, PayButton4, LoopedSound, LoopedSoundGain, TextureAnimation, OmegaX,
OmegaY, OmegaZ, CameraEyeOffsetX, CameraEyeOffsetY, CameraEyeOffsetZ, CameraAtOffsetX, CameraAtOffsetY, CameraAtOffsetZ,
ForceMouselook, ScriptAccessPin, AllowedDrop, DieAtEdge, SalePrice, SaleType, ColorR, ColorG, ColorB, ColorA,
- ParticleSystem, ClickAction, Material, CollisionSound, CollisionSoundVolume, PassTouches, LinkNumber
+ ParticleSystem, ClickAction, Material, CollisionSound, CollisionSoundVolume, PassTouches, LinkNumber, MediaURL
) VALUES (
@UUID, @CreationDate, @Name, @Text, @Description, @SitName, @TouchName, @ObjectFlags, @OwnerMask, @NextOwnerMask, @GroupMask,
@EveryoneMask, @BaseMask, @PositionX, @PositionY, @PositionZ, @GroupPositionX, @GroupPositionY, @GroupPositionZ, @VelocityX,
@@ -352,7 +352,7 @@ ELSE
@PayPrice, @PayButton1, @PayButton2, @PayButton3, @PayButton4, @LoopedSound, @LoopedSoundGain, @TextureAnimation, @OmegaX,
@OmegaY, @OmegaZ, @CameraEyeOffsetX, @CameraEyeOffsetY, @CameraEyeOffsetZ, @CameraAtOffsetX, @CameraAtOffsetY, @CameraAtOffsetZ,
@ForceMouselook, @ScriptAccessPin, @AllowedDrop, @DieAtEdge, @SalePrice, @SaleType, @ColorR, @ColorG, @ColorB, @ColorA,
- @ParticleSystem, @ClickAction, @Material, @CollisionSound, @CollisionSoundVolume, @PassTouches, @LinkNumber
+ @ParticleSystem, @ClickAction, @Material, @CollisionSound, @CollisionSoundVolume, @PassTouches, @LinkNumber, @MediaURL
)
END";
@@ -1127,6 +1127,9 @@ VALUES
if (Convert.ToInt16(primRow["PassTouches"]) != 0)
prim.PassTouches = true;
prim.LinkNum = Convert.ToInt32(primRow["LinkNumber"]);
+
+ if (!(primRow["MediaURL"] is System.DBNull))
+ prim.MediaUrl = (string)primRow["MediaURL"];
return prim;
}
@@ -1512,7 +1515,10 @@ VALUES
parameters.Add(_Database.CreateParameter("PassTouches", 1));
else
parameters.Add(_Database.CreateParameter("PassTouches", 0));
- parameters.Add(_Database.CreateParameter("LinkNumber", prim.LinkNum));
+ parameters.Add(_Database.CreateParameter("LinkNumber", prim.LinkNum));
+
+ if (prim.MediaUrl != null)
+ parameters.Add(_Database.CreateParameter("MediaURL", prim.MediaUrl));
return parameters.ToArray();
}
diff --git a/OpenSim/Data/MySQL/MySQLLegacyRegionData.cs b/OpenSim/Data/MySQL/MySQLLegacyRegionData.cs
index 50fcd96..9c67e3a 100644
--- a/OpenSim/Data/MySQL/MySQLLegacyRegionData.cs
+++ b/OpenSim/Data/MySQL/MySQLLegacyRegionData.cs
@@ -174,7 +174,7 @@ namespace OpenSim.Data.MySQL
"ParticleSystem, ClickAction, Material, " +
"CollisionSound, CollisionSoundVolume, " +
"PassTouches, " +
- "LinkNumber) values (" + "?UUID, " +
+ "LinkNumber, MediaURL) values (" + "?UUID, " +
"?CreationDate, ?Name, ?Text, " +
"?Description, ?SitName, ?TouchName, " +
"?ObjectFlags, ?OwnerMask, ?NextOwnerMask, " +
@@ -205,7 +205,7 @@ namespace OpenSim.Data.MySQL
"?SaleType, ?ColorR, ?ColorG, " +
"?ColorB, ?ColorA, ?ParticleSystem, " +
"?ClickAction, ?Material, ?CollisionSound, " +
- "?CollisionSoundVolume, ?PassTouches, ?LinkNumber)";
+ "?CollisionSoundVolume, ?PassTouches, ?LinkNumber, ?MediaURL)";
FillPrimCommand(cmd, prim, obj.UUID, regionUUID);
@@ -1184,6 +1184,9 @@ namespace OpenSim.Data.MySQL
prim.PassTouches = ((sbyte)row["PassTouches"] != 0);
prim.LinkNum = (int)row["LinkNumber"];
+
+ if (!(row["MediaURL"] is System.DBNull))
+ prim.MediaUrl = (string)row["MediaURL"];
return prim;
}
@@ -1521,6 +1524,9 @@ namespace OpenSim.Data.MySQL
cmd.Parameters.AddWithValue("PassTouches", 0);
cmd.Parameters.AddWithValue("LinkNumber", prim.LinkNum);
+
+ if (prim.MediaUrl != null)
+ cmd.Parameters.AddWithValue("MediaURL", prim.MediaUrl);
}
///
--
cgit v1.1
From 7f3f1bfe885a373d4a74fc13d49236113a69f727 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 4 Aug 2010 20:23:18 +0100
Subject: fix mysql/mssql prim serialization problem
---
OpenSim/Data/MSSQL/MSSQLLegacyRegionData.cs | 8 ++------
OpenSim/Data/MySQL/MySQLLegacyRegionData.cs | 8 ++------
2 files changed, 4 insertions(+), 12 deletions(-)
diff --git a/OpenSim/Data/MSSQL/MSSQLLegacyRegionData.cs b/OpenSim/Data/MSSQL/MSSQLLegacyRegionData.cs
index 05b14bf..7c176c7 100644
--- a/OpenSim/Data/MSSQL/MSSQLLegacyRegionData.cs
+++ b/OpenSim/Data/MSSQL/MSSQLLegacyRegionData.cs
@@ -1516,9 +1516,7 @@ VALUES
else
parameters.Add(_Database.CreateParameter("PassTouches", 0));
parameters.Add(_Database.CreateParameter("LinkNumber", prim.LinkNum));
-
- if (prim.MediaUrl != null)
- parameters.Add(_Database.CreateParameter("MediaURL", prim.MediaUrl));
+ parameters.Add(_Database.CreateParameter("MediaURL", prim.MediaUrl));
return parameters.ToArray();
}
@@ -1566,9 +1564,7 @@ VALUES
parameters.Add(_Database.CreateParameter("Texture", s.TextureEntry));
parameters.Add(_Database.CreateParameter("ExtraParams", s.ExtraParams));
parameters.Add(_Database.CreateParameter("State", s.State));
-
- if (s.Media != null)
- parameters.Add(_Database.CreateParameter("Media", s.Media.ToXml()));
+ parameters.Add(_Database.CreateParameter("Media", null == s.Media ? null : s.Media.ToXml()));
return parameters.ToArray();
}
diff --git a/OpenSim/Data/MySQL/MySQLLegacyRegionData.cs b/OpenSim/Data/MySQL/MySQLLegacyRegionData.cs
index 9c67e3a..d8debc5 100644
--- a/OpenSim/Data/MySQL/MySQLLegacyRegionData.cs
+++ b/OpenSim/Data/MySQL/MySQLLegacyRegionData.cs
@@ -1524,9 +1524,7 @@ namespace OpenSim.Data.MySQL
cmd.Parameters.AddWithValue("PassTouches", 0);
cmd.Parameters.AddWithValue("LinkNumber", prim.LinkNum);
-
- if (prim.MediaUrl != null)
- cmd.Parameters.AddWithValue("MediaURL", prim.MediaUrl);
+ cmd.Parameters.AddWithValue("MediaURL", prim.MediaUrl);
}
///
@@ -1752,9 +1750,7 @@ namespace OpenSim.Data.MySQL
cmd.Parameters.AddWithValue("Texture", s.TextureEntry);
cmd.Parameters.AddWithValue("ExtraParams", s.ExtraParams);
cmd.Parameters.AddWithValue("State", s.State);
-
- if (s.Media != null)
- cmd.Parameters.AddWithValue("Media", s.Media.ToXml());
+ cmd.Parameters.AddWithValue("Media", null == s.Media ? null : s.Media.ToXml());
}
public void StorePrimInventory(UUID primID, ICollection items)
--
cgit v1.1