From 0f008d5f7d4a34d4f7529036f5dd83742423c42f Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 6 Apr 2013 01:44:06 +0100 Subject: When rezzing a coalesced object, check adjust position of all components. --- .../InventoryAccess/InventoryAccessModule.cs | 47 +++++++++++++--------- 1 file changed, 27 insertions(+), 20 deletions(-) diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs index eaf4ce2..ebada5a 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs @@ -807,7 +807,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess } } - if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, attachment)) + if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, veclist, attachment)) return null; for (int i = 0; i < objlist.Count; i++) @@ -905,10 +905,15 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess /// /// /// + /// + /// List of vector position adjustments for a coalesced objects. For ordinary objects + /// this list will contain just Vector3.Zero. The order of adjustments must match the order of objlist + /// /// /// true if we can processed with rezzing, false if we need to abort private bool DoPreRezWhenFromItem( - IClientAPI remoteClient, InventoryItemBase item, List objlist, Vector3 pos, bool isAttachment) + IClientAPI remoteClient, InventoryItemBase item, List objlist, + Vector3 pos, List veclist, bool isAttachment) { UUID fromUserInventoryItemId = UUID.Zero; @@ -932,27 +937,29 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess } int primcount = 0; - foreach (SceneObjectGroup g in objlist) - primcount += g.PrimCount; - - if (!m_Scene.Permissions.CanRezObject( - primcount, remoteClient.AgentId, pos) - && !isAttachment) + for(int i = 0; i < objlist.Count; i++) { - // The client operates in no fail mode. It will - // have already removed the item from the folder - // if it's no copy. - // Put it back if it's not an attachment - // - if (((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) && (!isAttachment)) - remoteClient.SendBulkUpdateInventory(item); + SceneObjectGroup g = objlist[i]; + + if (!m_Scene.Permissions.CanRezObject( + g.PrimCount, remoteClient.AgentId, pos + veclist[i]) + && !isAttachment) + { + // The client operates in no fail mode. It will + // have already removed the item from the folder + // if it's no copy. + // Put it back if it's not an attachment + // + if (((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) && (!isAttachment)) + remoteClient.SendBulkUpdateInventory(item); - ILandObject land = m_Scene.LandChannel.GetLandObject(pos.X, pos.Y); - remoteClient.SendAlertMessage(string.Format( - "Can't rez object '{0}' at <{1:F3}, {2:F3}, {3:F3}> on parcel '{4}' in region {5}.", - item.Name, pos.X, pos.Y, pos.Z, land != null ? land.LandData.Name : "Unknown", m_Scene.RegionInfo.RegionName)); + ILandObject land = m_Scene.LandChannel.GetLandObject(pos.X, pos.Y); + remoteClient.SendAlertMessage(string.Format( + "Can't rez object '{0}' at <{1:F3}, {2:F3}, {3:F3}> on parcel '{4}' in region {5}.", + item.Name, pos.X, pos.Y, pos.Z, land != null ? land.LandData.Name : "Unknown", m_Scene.Name)); - return false; + return false; + } } for (int i = 0; i < objlist.Count; i++) -- cgit v1.1 From 7f070236f72058ba22d017048b978adea380f0a1 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 6 Apr 2013 02:34:51 +0100 Subject: Fix taking (and rezzing) of coalesced objects in the non-root subregions of megaregions. This fixes the combined bounding box location for regions bigger than 256x256. It also fixes the position on taking coalesced objects in the non-root regions, where position checks are properly done on rez instead. It also fixes the megaregion land channel to return null if the land does not exist, which should probably also be done for the ordinary land channels rather than returning a dummy region. Inspiration from Garmin's commit in http://opensimulator.org/mantis/view.php?id=6595. Thanks! --- .../InventoryAccess/InventoryAccessModule.cs | 32 ++++----- .../World/Permissions/PermissionsModule.cs | 2 + OpenSim/Region/Framework/Scenes/Scene.cs | 12 ++-- .../RegionCombinerLargeLandChannel.cs | 83 ++++++++++++++-------- 4 files changed, 76 insertions(+), 53 deletions(-) diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs index ebada5a..f796ec9 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs @@ -357,19 +357,19 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess foreach (SceneObjectGroup objectGroup in objlist) { - Vector3 inventoryStoredPosition = new Vector3 - (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize) - ? 250 - : objectGroup.AbsolutePosition.X) - , - (objectGroup.AbsolutePosition.Y > (int)Constants.RegionSize) - ? 250 - : objectGroup.AbsolutePosition.Y, - objectGroup.AbsolutePosition.Z); - - originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition; - - objectGroup.AbsolutePosition = inventoryStoredPosition; +// Vector3 inventoryStoredPosition = new Vector3 +// (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize) +// ? 250 +// : objectGroup.AbsolutePosition.X) +// , +// (objectGroup.AbsolutePosition.Y > (int)Constants.RegionSize) +// ? 250 +// : objectGroup.AbsolutePosition.Y, +// objectGroup.AbsolutePosition.Z); +// +// originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition; +// +// objectGroup.AbsolutePosition = inventoryStoredPosition; // Make sure all bits but the ones we want are clear // on take. @@ -397,9 +397,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess else itemXml = SceneObjectSerializer.ToOriginalXmlFormat(objlist[0], !asAttachment); - // Restore the position of each group now that it has been stored to inventory. - foreach (SceneObjectGroup objectGroup in objlist) - objectGroup.AbsolutePosition = originalPositions[objectGroup.UUID]; +// // Restore the position of each group now that it has been stored to inventory. +// foreach (SceneObjectGroup objectGroup in objlist) +// objectGroup.AbsolutePosition = originalPositions[objectGroup.UUID]; InventoryItemBase item = CreateItemForObject(action, remoteClient, objlist[0], folderID); diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs index 79dd4a0..77299be 100644 --- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs +++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs @@ -1453,6 +1453,8 @@ namespace OpenSim.Region.CoreModules.World.Permissions bool permission = false; + m_log.DebugFormat("[PERMISSIONS MODULE]: Checking rez object at {0} in {1}", objectPosition, m_scene.Name); + ILandObject land = m_scene.LandChannel.GetLandObject(objectPosition.X, objectPosition.Y); if (land == null) return false; diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 911a3e4..f50d3cd 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -5361,12 +5361,12 @@ namespace OpenSim.Region.Framework.Scenes List objects, out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) { - minX = 256; - maxX = -256; - minY = 256; - maxY = -256; - minZ = 8192; - maxZ = -256; + minX = float.MaxValue; + maxX = float.MinValue; + minY = float.MaxValue; + maxY = float.MinValue; + minZ = float.MaxValue; + maxZ = float.MinValue; List offsets = new List(); diff --git a/OpenSim/Region/RegionCombinerModule/RegionCombinerLargeLandChannel.cs b/OpenSim/Region/RegionCombinerModule/RegionCombinerLargeLandChannel.cs index b4abc1d..4bf2a82 100644 --- a/OpenSim/Region/RegionCombinerModule/RegionCombinerLargeLandChannel.cs +++ b/OpenSim/Region/RegionCombinerModule/RegionCombinerLargeLandChannel.cs @@ -27,6 +27,8 @@ using System; using System.Collections.Generic; +using System.Reflection; +using log4net; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Framework.Interfaces; @@ -34,10 +36,10 @@ using OpenSim.Region.CoreModules.World.Land; namespace OpenSim.Region.RegionCombinerModule { -public class RegionCombinerLargeLandChannel : ILandChannel + public class RegionCombinerLargeLandChannel : ILandChannel { - // private static readonly ILog m_log = - // LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); +// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + private RegionData RegData; private ILandChannel RootRegionLandChannel; private readonly List RegionConnections; @@ -75,40 +77,51 @@ public class RegionCombinerLargeLandChannel : ILandChannel public ILandObject GetLandObject(int x, int y) { - //m_log.DebugFormat("[BIGLANDTESTINT]: <{0},{1}>", x, y); - - if (x > 0 && x <= (int)Constants.RegionSize && y > 0 && y <= (int)Constants.RegionSize) - { - return RootRegionLandChannel.GetLandObject(x, y); - } - else - { - int offsetX = (x / (int)Constants.RegionSize); - int offsetY = (y / (int)Constants.RegionSize); - offsetX *= (int)Constants.RegionSize; - offsetY *= (int)Constants.RegionSize; - - foreach (RegionData regionData in RegionConnections) - { - if (regionData.Offset.X == offsetX && regionData.Offset.Y == offsetY) - { - return regionData.RegionScene.LandChannel.GetLandObject(x - offsetX, y - offsetY); - } - } - ILandObject obj = new LandObject(UUID.Zero, false, RegData.RegionScene); - obj.LandData.Name = "NO LAND"; - return obj; - } + return GetLandObject((float)x, (float)y); + +// m_log.DebugFormat("[BIGLANDTESTINT]: <{0},{1}>", x, y); +// +// if (x > 0 && x <= (int)Constants.RegionSize && y > 0 && y <= (int)Constants.RegionSize) +// { +// return RootRegionLandChannel.GetLandObject(x, y); +// } +// else +// { +// int offsetX = (x / (int)Constants.RegionSize); +// int offsetY = (y / (int)Constants.RegionSize); +// offsetX *= (int)Constants.RegionSize; +// offsetY *= (int)Constants.RegionSize; +// +// foreach (RegionData regionData in RegionConnections) +// { +// if (regionData.Offset.X == offsetX && regionData.Offset.Y == offsetY) +// { +// m_log.DebugFormat( +// "[REGION COMBINER LARGE LAND CHANNEL]: Found region {0} at offset {1},{2}", +// regionData.RegionScene.Name, offsetX, offsetY); +// +// return regionData.RegionScene.LandChannel.GetLandObject(x - offsetX, y - offsetY); +// } +// } +// //ILandObject obj = new LandObject(UUID.Zero, false, RegData.RegionScene); +// //obj.LandData.Name = "NO LAND"; +// //return obj; +// } +// +// m_log.DebugFormat("[REGION COMBINER LARGE LAND CHANNEL]: No region found at {0},{1}, returning null", x, y); +// +// return null; } public ILandObject GetLandObject(int localID) { + // XXX: Possibly should be looking in every land channel, not just the root. return RootRegionLandChannel.GetLandObject(localID); } public ILandObject GetLandObject(float x, float y) { - //m_log.DebugFormat("[BIGLANDTESTFLOAT]: <{0},{1}>", x, y); +// m_log.DebugFormat("[BIGLANDTESTFLOAT]: <{0},{1}>", x, y); if (x > 0 && x <= (int)Constants.RegionSize && y > 0 && y <= (int)Constants.RegionSize) { @@ -125,14 +138,22 @@ public class RegionCombinerLargeLandChannel : ILandChannel { if (regionData.Offset.X == offsetX && regionData.Offset.Y == offsetY) { +// m_log.DebugFormat( +// "[REGION COMBINER LARGE LAND CHANNEL]: Found region {0} at offset {1},{2}", +// regionData.RegionScene.Name, offsetX, offsetY); + return regionData.RegionScene.LandChannel.GetLandObject(x - offsetX, y - offsetY); } } - ILandObject obj = new LandObject(UUID.Zero, false, RegData.RegionScene); - obj.LandData.Name = "NO LAND"; - return obj; +// ILandObject obj = new LandObject(UUID.Zero, false, RegData.RegionScene); +// obj.LandData.Name = "NO LAND"; +// return obj; } + +// m_log.DebugFormat("[REGION COMBINER LARGE LAND CHANNEL]: No region found at {0},{1}, returning null", x, y); + + return null; } public bool IsForcefulBansAllowed() -- cgit v1.1 From c7cd077e55c2e889f61bb2e28cd3254b15e07567 Mon Sep 17 00:00:00 2001 From: Mic Bowman Date: Sun, 7 Apr 2013 17:31:44 -0700 Subject: Optimize the number of Simian calls to get the initial presence information for the friends list. This is a pretty big performance improvement on login. Note that you must upgrade simian to incorporate the corresponding GetSessions call. --- .../SimianGrid/SimianPresenceServiceConnector.cs | 193 +++++++++------------ 1 file changed, 83 insertions(+), 110 deletions(-) diff --git a/OpenSim/Services/Connectors/SimianGrid/SimianPresenceServiceConnector.cs b/OpenSim/Services/Connectors/SimianGrid/SimianPresenceServiceConnector.cs index 854bea4..7bb06fb 100644 --- a/OpenSim/Services/Connectors/SimianGrid/SimianPresenceServiceConnector.cs +++ b/OpenSim/Services/Connectors/SimianGrid/SimianPresenceServiceConnector.cs @@ -137,10 +137,11 @@ namespace OpenSim.Services.Connectors.SimianGrid userID, sessionID, secureSessionID); NameValueCollection requestArgs = new NameValueCollection - { - { "RequestMethod", "AddSession" }, - { "UserID", userID.ToString() } - }; + { + { "RequestMethod", "AddSession" }, + { "UserID", userID.ToString() } + }; + if (sessionID != UUID.Zero) { requestArgs["SessionID"] = sessionID.ToString(); @@ -158,13 +159,13 @@ namespace OpenSim.Services.Connectors.SimianGrid public bool LogoutAgent(UUID sessionID) { -// m_log.InfoFormat("[SIMIAN PRESENCE CONNECTOR]: Logout requested for agent with sessionID " + sessionID); + // m_log.InfoFormat("[SIMIAN PRESENCE CONNECTOR]: Logout requested for agent with sessionID " + sessionID); NameValueCollection requestArgs = new NameValueCollection - { - { "RequestMethod", "RemoveSession" }, - { "SessionID", sessionID.ToString() } - }; + { + { "RequestMethod", "RemoveSession" }, + { "SessionID", sessionID.ToString() } + }; OSDMap response = WebUtil.PostToService(m_serverUrl, requestArgs); bool success = response["Success"].AsBoolean(); @@ -177,13 +178,13 @@ namespace OpenSim.Services.Connectors.SimianGrid public bool LogoutRegionAgents(UUID regionID) { -// m_log.InfoFormat("[SIMIAN PRESENCE CONNECTOR]: Logout requested for all agents in region " + regionID); + // m_log.InfoFormat("[SIMIAN PRESENCE CONNECTOR]: Logout requested for all agents in region " + regionID); NameValueCollection requestArgs = new NameValueCollection - { - { "RequestMethod", "RemoveSessions" }, - { "SceneID", regionID.ToString() } - }; + { + { "RequestMethod", "RemoveSessions" }, + { "SceneID", regionID.ToString() } + }; OSDMap response = WebUtil.PostToService(m_serverUrl, requestArgs); bool success = response["Success"].AsBoolean(); @@ -202,49 +203,46 @@ namespace OpenSim.Services.Connectors.SimianGrid public PresenceInfo GetAgent(UUID sessionID) { -// m_log.DebugFormat("[SIMIAN PRESENCE CONNECTOR]: Requesting session data for agent with sessionID " + sessionID); - - NameValueCollection requestArgs = new NameValueCollection - { - { "RequestMethod", "GetSession" }, - { "SessionID", sessionID.ToString() } - }; - - OSDMap sessionResponse = WebUtil.PostToService(m_serverUrl, requestArgs); - if (sessionResponse["Success"].AsBoolean()) + OSDMap sessionResponse = GetSessionDataFromSessionID(sessionID); + if (sessionResponse == null) { - UUID userID = sessionResponse["UserID"].AsUUID(); - m_log.DebugFormat("[SIMIAN PRESENCE CONNECTOR]: Requesting user data for " + userID); - - requestArgs = new NameValueCollection - { - { "RequestMethod", "GetUser" }, - { "UserID", userID.ToString() } - }; - - OSDMap userResponse = WebUtil.PostToService(m_serverUrl, requestArgs); - if (userResponse["Success"].AsBoolean()) - return ResponseToPresenceInfo(sessionResponse, userResponse); - else - m_log.Warn("[SIMIAN PRESENCE CONNECTOR]: Failed to retrieve user data for " + userID + ": " + userResponse["Message"].AsString()); + m_log.WarnFormat("[SIMIAN PRESENCE CONNECTOR]: Failed to retrieve session {0}: {1}",sessionID.ToString(),sessionResponse["Message"].AsString()); + return null; } - else + + UUID userID = sessionResponse["UserID"].AsUUID(); + OSDMap userResponse = GetUserData(userID); + if (userResponse == null) { - m_log.Warn("[SIMIAN PRESENCE CONNECTOR]: Failed to retrieve session " + sessionID + ": " + sessionResponse["Message"].AsString()); + m_log.WarnFormat("[SIMIAN PRESENCE CONNECTOR]: Failed to retrieve user data for {0}: {1}",userID.ToString(),userResponse["Message"].AsString()); + return null; } - return null; + return ResponseToPresenceInfo(sessionResponse); } public PresenceInfo[] GetAgents(string[] userIDs) { - List presences = new List(userIDs.Length); + List presences = new List(); - for (int i = 0; i < userIDs.Length; i++) + NameValueCollection requestArgs = new NameValueCollection + { + { "RequestMethod", "GetSessions" }, + { "UserIDList", String.Join(",",userIDs) } + }; + + OSDMap sessionListResponse = WebUtil.PostToService(m_serverUrl, requestArgs); + if (! sessionListResponse["Success"].AsBoolean()) { - UUID userID; - if (UUID.TryParse(userIDs[i], out userID) && userID != UUID.Zero) - presences.AddRange(GetSessions(userID)); + m_log.WarnFormat("[SIMIAN PRESENCE CONNECTOR]: Failed to retrieve sessions: {0}",sessionListResponse["Message"].AsString()); + return null; + } + + OSDArray sessionList = sessionListResponse["Sessions"] as OSDArray; + for (int i = 0; i < sessionList.Count; i++) + { + OSDMap sessionInfo = sessionList[i] as OSDMap; + presences.Add(ResponseToPresenceInfo(sessionInfo)); } return presences.ToArray(); @@ -262,7 +260,7 @@ namespace OpenSim.Services.Connectors.SimianGrid public bool LoggedOut(string userID, UUID sessionID, UUID regionID, Vector3 lastPosition, Vector3 lastLookAt) { -// m_log.DebugFormat("[SIMIAN PRESENCE CONNECTOR]: Logging out user " + userID); + // m_log.DebugFormat("[SIMIAN PRESENCE CONNECTOR]: Logging out user " + userID); // Remove the session to mark this user offline if (!LogoutAgent(sessionID)) @@ -270,11 +268,11 @@ namespace OpenSim.Services.Connectors.SimianGrid // Save our last position as user data NameValueCollection requestArgs = new NameValueCollection - { - { "RequestMethod", "AddUserData" }, - { "UserID", userID.ToString() }, - { "LastLocation", SerializeLocation(regionID, lastPosition, lastLookAt) } - }; + { + { "RequestMethod", "AddUserData" }, + { "UserID", userID.ToString() }, + { "LastLocation", SerializeLocation(regionID, lastPosition, lastLookAt) } + }; OSDMap response = WebUtil.PostToService(m_serverUrl, requestArgs); bool success = response["Success"].AsBoolean(); @@ -287,14 +285,14 @@ namespace OpenSim.Services.Connectors.SimianGrid public bool SetHome(string userID, UUID regionID, Vector3 position, Vector3 lookAt) { -// m_log.DebugFormat("[SIMIAN PRESENCE CONNECTOR]: Setting home location for user " + userID); + // m_log.DebugFormat("[SIMIAN PRESENCE CONNECTOR]: Setting home location for user " + userID); NameValueCollection requestArgs = new NameValueCollection - { - { "RequestMethod", "AddUserData" }, - { "UserID", userID.ToString() }, - { "HomeLocation", SerializeLocation(regionID, position, lookAt) } - }; + { + { "RequestMethod", "AddUserData" }, + { "UserID", userID.ToString() }, + { "HomeLocation", SerializeLocation(regionID, position, lookAt) } + }; OSDMap response = WebUtil.PostToService(m_serverUrl, requestArgs); bool success = response["Success"].AsBoolean(); @@ -312,23 +310,14 @@ namespace OpenSim.Services.Connectors.SimianGrid public GridUserInfo GetGridUserInfo(string user) { -// m_log.DebugFormat("[SIMIAN PRESENCE CONNECTOR]: Requesting session data for agent " + user); + // m_log.DebugFormat("[SIMIAN PRESENCE CONNECTOR]: Requesting session data for agent " + user); UUID userID = new UUID(user); -// m_log.DebugFormat("[SIMIAN PRESENCE CONNECTOR]: Requesting user data for " + userID); - - NameValueCollection requestArgs = new NameValueCollection - { - { "RequestMethod", "GetUser" }, - { "UserID", userID.ToString() } - }; - - OSDMap userResponse = WebUtil.PostToService(m_serverUrl, requestArgs); - if (userResponse["Success"].AsBoolean()) + OSDMap userResponse = GetUserData(userID); + if (userResponse != null) return ResponseToGridUserInfo(userResponse); - else - m_log.Warn("[SIMIAN PRESENCE CONNECTOR]: Failed to retrieve user data for " + userID + ": " + userResponse["Message"].AsString()); + m_log.WarnFormat("[SIMIAN PRESENCE CONNECTOR]: Failed to retrieve user data for {0}: {1}",userID,userResponse["Message"].AsString()); return null; } @@ -338,65 +327,49 @@ namespace OpenSim.Services.Connectors.SimianGrid private OSDMap GetUserData(UUID userID) { -// m_log.DebugFormat("[SIMIAN PRESENCE CONNECTOR]: Requesting user data for " + userID); + // m_log.DebugFormat("[SIMIAN PRESENCE CONNECTOR]: Requesting user data for " + userID); NameValueCollection requestArgs = new NameValueCollection - { - { "RequestMethod", "GetUser" }, - { "UserID", userID.ToString() } - }; + { + { "RequestMethod", "GetUser" }, + { "UserID", userID.ToString() } + }; OSDMap response = WebUtil.PostToService(m_serverUrl, requestArgs); if (response["Success"].AsBoolean() && response["User"] is OSDMap) return response; - else - m_log.Warn("[SIMIAN PRESENCE CONNECTOR]: Failed to retrieve user data for " + userID + ": " + response["Message"].AsString()); + m_log.WarnFormat("[SIMIAN PRESENCE CONNECTOR]: Failed to retrieve user data for {0}; {1}",userID.ToString(),response["Message"].AsString()); return null; } - private List GetSessions(UUID userID) + private OSDMap GetSessionDataFromSessionID(UUID sessionID) { - List presences = new List(1); - - OSDMap userResponse = GetUserData(userID); - if (userResponse != null) - { -// m_log.DebugFormat("[SIMIAN PRESENCE CONNECTOR]: Requesting sessions for " + userID); - - NameValueCollection requestArgs = new NameValueCollection + NameValueCollection requestArgs = new NameValueCollection { - { "RequestMethod", "GetSession" }, - { "UserID", userID.ToString() } + { "RequestMethod", "GetSession" }, + { "SessionID", sessionID.ToString() } }; - OSDMap response = WebUtil.PostToService(m_serverUrl, requestArgs); - if (response["Success"].AsBoolean()) - { - PresenceInfo presence = ResponseToPresenceInfo(response, userResponse); - if (presence != null) - presences.Add(presence); - } -// else -// { -// m_log.Debug("[SIMIAN PRESENCE CONNECTOR]: No session returned for " + userID + ": " + response["Message"].AsString()); -// } - } + OSDMap response = WebUtil.PostToService(m_serverUrl, requestArgs); + if (response["Success"].AsBoolean()) + return response; - return presences; + m_log.WarnFormat("[SIMIAN PRESENCE CONNECTOR]: Failed to retrieve session data for {0}; {1}",sessionID.ToString(),response["Message"].AsString()); + return null; } private bool UpdateSession(UUID sessionID, UUID regionID, Vector3 lastPosition, Vector3 lastLookAt) { // Save our current location as session data NameValueCollection requestArgs = new NameValueCollection - { - { "RequestMethod", "UpdateSession" }, - { "SessionID", sessionID.ToString() }, - { "SceneID", regionID.ToString() }, - { "ScenePosition", lastPosition.ToString() }, - { "SceneLookAt", lastLookAt.ToString() } - }; + { + { "RequestMethod", "UpdateSession" }, + { "SessionID", sessionID.ToString() }, + { "SceneID", regionID.ToString() }, + { "ScenePosition", lastPosition.ToString() }, + { "SceneLookAt", lastLookAt.ToString() } + }; OSDMap response = WebUtil.PostToService(m_serverUrl, requestArgs); bool success = response["Success"].AsBoolean(); @@ -407,7 +380,7 @@ namespace OpenSim.Services.Connectors.SimianGrid return success; } - private PresenceInfo ResponseToPresenceInfo(OSDMap sessionResponse, OSDMap userResponse) + private PresenceInfo ResponseToPresenceInfo(OSDMap sessionResponse) { if (sessionResponse == null) return null; -- cgit v1.1 From fe16dc09da3f2736fad5a9e792f5f81098b5f9a1 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sun, 7 Apr 2013 08:27:49 -0700 Subject: BulletSim: complete movement of physical object action code out of the physical object and into actors for setForce, setTorque, hover, lock axis and avatar move. --- .../Physics/BulletSPlugin/BSActorAvatarMove.cs | 287 +++++++++++++++++++ .../Region/Physics/BulletSPlugin/BSActorHover.cs | 176 ++++++++++++ .../Physics/BulletSPlugin/BSActorLockAxis.cs | 4 +- .../Physics/BulletSPlugin/BSActorMoveToTarget.cs | 156 +++++++++++ .../Physics/BulletSPlugin/BSActorSetForce.cs | 137 +++++++++ .../Physics/BulletSPlugin/BSActorSetTorque.cs | 138 +++++++++ OpenSim/Region/Physics/BulletSPlugin/BSActors.cs | 12 +- .../Region/Physics/BulletSPlugin/BSCharacter.cs | 268 +++--------------- .../Region/Physics/BulletSPlugin/BSPhysObject.cs | 226 ++++++--------- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 307 ++++----------------- .../Region/Physics/BulletSPlugin/BulletSimTODO.txt | 3 +- 11 files changed, 1078 insertions(+), 636 deletions(-) create mode 100755 OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs create mode 100755 OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs create mode 100755 OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs create mode 100755 OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs create mode 100755 OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs new file mode 100755 index 0000000..634a898 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs @@ -0,0 +1,287 @@ +/* + * 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 copyrightD + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; + +using OpenSim.Region.Physics.Manager; + +using OMV = OpenMetaverse; + +namespace OpenSim.Region.Physics.BulletSPlugin +{ +public class BSActorAvatarMove : BSActor +{ + BSVMotor m_velocityMotor; + + public BSActorAvatarMove(BSScene physicsScene, BSPhysObject pObj, string actorName) + : base(physicsScene, pObj, actorName) + { + m_velocityMotor = null; + m_physicsScene.DetailLog("{0},BSActorAvatarMove,constructor", m_controllingPrim.LocalID); + } + + // BSActor.isActive + public override bool isActive + { + get { return Enabled && m_controllingPrim.IsPhysicallyActive; } + } + + // Release any connections and resources used by the actor. + // BSActor.Dispose() + public override void Dispose() + { + Enabled = false; + } + + // Called when physical parameters (properties set in Bullet) need to be re-applied. + // Called at taint-time. + // BSActor.Refresh() + public override void Refresh() + { + m_physicsScene.DetailLog("{0},BSActorAvatarMove,refresh", m_controllingPrim.LocalID); + + // If not active any more, get rid of me (shouldn't ever happen, but just to be safe) + if (m_controllingPrim.RawForce == OMV.Vector3.Zero) + { + m_physicsScene.DetailLog("{0},BSActorAvatarMove,refresh,notAvatarMove,removing={1}", m_controllingPrim.LocalID, ActorName); + m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName); + return; + } + + // If the object is physically active, add the hoverer prestep action + if (isActive) + { + ActivateAvatarMove(); + } + else + { + DeactivateAvatarMove(); + } + } + + // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). + // Register a prestep action to restore physical requirements before the next simulation step. + // Called at taint-time. + // BSActor.RemoveBodyDependencies() + public override void RemoveBodyDependencies() + { + // Nothing to do for the hoverer since it is all software at pre-step action time. + } + + public void SetVelocityAndTarget(OMV.Vector3 vel, OMV.Vector3 targ, bool inTaintTime) + { + m_physicsScene.TaintedObject(inTaintTime, "BSActorAvatarMove.setVelocityAndTarget", delegate() + { + m_velocityMotor.Reset(); + m_velocityMotor.SetTarget(targ); + m_velocityMotor.SetCurrent(vel); + m_velocityMotor.Enabled = true; + }); + } + + // If a hover motor has not been created, create one and start the hovering. + private void ActivateAvatarMove() + { + if (m_velocityMotor == null) + { + // Infinite decay and timescale values so motor only changes current to target values. + m_velocityMotor = new BSVMotor("BSCharacter.Velocity", + 0.2f, // time scale + BSMotor.Infinite, // decay time scale + BSMotor.InfiniteVector, // friction timescale + 1f // efficiency + ); + // _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages. + + m_physicsScene.BeforeStep += Mover; + } + } + + private void DeactivateAvatarMove() + { + if (m_velocityMotor != null) + { + m_physicsScene.BeforeStep -= Mover; + m_velocityMotor = null; + } + } + + // Called just before the simulation step. Update the vertical position for hoverness. + private void Mover(float timeStep) + { + // Don't do movement while the object is selected. + if (!isActive) + return; + + // TODO: Decide if the step parameters should be changed depending on the avatar's + // state (flying, colliding, ...). There is code in ODE to do this. + + // COMMENTARY: when the user is making the avatar walk, except for falling, the velocity + // specified for the avatar is the one that should be used. For falling, if the avatar + // is not flying and is not colliding then it is presumed to be falling and the Z + // component is not fooled with (thus allowing gravity to do its thing). + // When the avatar is standing, though, the user has specified a velocity of zero and + // the avatar should be standing. But if the avatar is pushed by something in the world + // (raising elevator platform, moving vehicle, ...) the avatar should be allowed to + // move. Thus, the velocity cannot be forced to zero. The problem is that small velocity + // errors can creap in and the avatar will slowly float off in some direction. + // So, the problem is that, when an avatar is standing, we cannot tell creaping error + // from real pushing. + // The code below uses whether the collider is static or moving to decide whether to zero motion. + + m_velocityMotor.Step(timeStep); + m_controllingPrim.IsStationary = false; + + // If we're not supposed to be moving, make sure things are zero. + if (m_velocityMotor.ErrorIsZero() && m_velocityMotor.TargetValue == OMV.Vector3.Zero) + { + // The avatar shouldn't be moving + m_velocityMotor.Zero(); + + if (m_controllingPrim.IsColliding) + { + // If we are colliding with a stationary object, presume we're standing and don't move around + if (!m_controllingPrim.ColliderIsMoving) + { + m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", m_controllingPrim.LocalID); + m_controllingPrim.IsStationary = true; + m_controllingPrim.ZeroMotion(true /* inTaintTime */); + } + + // Standing has more friction on the ground + if (m_controllingPrim.Friction != BSParam.AvatarStandingFriction) + { + m_controllingPrim.Friction = BSParam.AvatarStandingFriction; + m_physicsScene.PE.SetFriction(m_controllingPrim.PhysBody, m_controllingPrim.Friction); + } + } + else + { + if (m_controllingPrim.Flying) + { + // Flying and not collising and velocity nearly zero. + m_controllingPrim.ZeroMotion(true /* inTaintTime */); + } + } + + m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1},colliding={2}", + m_controllingPrim.LocalID, m_velocityMotor.TargetValue, m_controllingPrim.IsColliding); + } + else + { + // Supposed to be moving. + OMV.Vector3 stepVelocity = m_velocityMotor.CurrentValue; + + if (m_controllingPrim.Friction != BSParam.AvatarFriction) + { + // Probably starting up walking. Set friction to moving friction. + m_controllingPrim.Friction = BSParam.AvatarFriction; + m_physicsScene.PE.SetFriction(m_controllingPrim.PhysBody, m_controllingPrim.Friction); + } + + // If falling, we keep the world's downward vector no matter what the other axis specify. + // The check for RawVelocity.Z < 0 makes jumping work (temporary upward force). + if (!m_controllingPrim.Flying && !m_controllingPrim.IsColliding) + { + if (m_controllingPrim.RawVelocity.Z < 0) + stepVelocity.Z = m_controllingPrim.RawVelocity.Z; + // DetailLog("{0},BSCharacter.MoveMotor,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity); + } + + // 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force. + OMV.Vector3 moveForce = (stepVelocity - m_controllingPrim.RawVelocity) * m_controllingPrim.Mass; + + // Should we check for move force being small and forcing velocity to zero? + + // Add special movement force to allow avatars to walk up stepped surfaces. + moveForce += WalkUpStairs(); + + m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", + m_controllingPrim.LocalID, stepVelocity, m_controllingPrim.RawVelocity, m_controllingPrim.Mass, moveForce); + m_physicsScene.PE.ApplyCentralImpulse(m_controllingPrim.PhysBody, moveForce); + } + } + + // Decide if the character is colliding with a low object and compute a force to pop the + // avatar up so it can walk up and over the low objects. + private OMV.Vector3 WalkUpStairs() + { + OMV.Vector3 ret = OMV.Vector3.Zero; + + // This test is done if moving forward, not flying and is colliding with something. + // DetailLog("{0},BSCharacter.WalkUpStairs,IsColliding={1},flying={2},targSpeed={3},collisions={4}", + // LocalID, IsColliding, Flying, TargetSpeed, CollisionsLastTick.Count); + if (m_controllingPrim.IsColliding && !m_controllingPrim.Flying && m_controllingPrim.TargetVelocitySpeed > 0.1f /* && ForwardSpeed < 0.1f */) + { + // The range near the character's feet where we will consider stairs + float nearFeetHeightMin = m_controllingPrim.RawPosition.Z - (m_controllingPrim.Size.Z / 2f) + 0.05f; + float nearFeetHeightMax = nearFeetHeightMin + BSParam.AvatarStepHeight; + + // Look for a collision point that is near the character's feet and is oriented the same as the charactor is + foreach (KeyValuePair kvp in m_controllingPrim.CollisionsLastTick.m_objCollisionList) + { + // Don't care about collisions with the terrain + if (kvp.Key > m_physicsScene.TerrainManager.HighestTerrainID) + { + OMV.Vector3 touchPosition = kvp.Value.Position; + // DetailLog("{0},BSCharacter.WalkUpStairs,min={1},max={2},touch={3}", + // LocalID, nearFeetHeightMin, nearFeetHeightMax, touchPosition); + if (touchPosition.Z >= nearFeetHeightMin && touchPosition.Z <= nearFeetHeightMax) + { + // This contact is within the 'near the feet' range. + // The normal should be our contact point to the object so it is pointing away + // thus the difference between our facing orientation and the normal should be small. + OMV.Vector3 directionFacing = OMV.Vector3.UnitX * m_controllingPrim.RawOrientation; + OMV.Vector3 touchNormal = OMV.Vector3.Normalize(kvp.Value.SurfaceNormal); + float diff = Math.Abs(OMV.Vector3.Distance(directionFacing, touchNormal)); + if (diff < BSParam.AvatarStepApproachFactor) + { + // Found the stairs contact point. Push up a little to raise the character. + float upForce = (touchPosition.Z - nearFeetHeightMin) * m_controllingPrim.Mass * BSParam.AvatarStepForceFactor; + ret = new OMV.Vector3(0f, 0f, upForce); + + // Also move the avatar up for the new height + OMV.Vector3 displacement = new OMV.Vector3(0f, 0f, BSParam.AvatarStepHeight / 2f); + m_controllingPrim.ForcePosition = m_controllingPrim.RawPosition + displacement; + } + m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,touchPos={1},nearFeetMin={2},faceDir={3},norm={4},diff={5},ret={6}", + m_controllingPrim.LocalID, touchPosition, nearFeetHeightMin, directionFacing, touchNormal, diff, ret); + } + } + } + } + + return ret; + } + +} +} + + diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs new file mode 100755 index 0000000..8dd3700 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs @@ -0,0 +1,176 @@ +/* + * 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 copyrightD + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; + +using OpenSim.Region.Physics.Manager; + +using OMV = OpenMetaverse; + +namespace OpenSim.Region.Physics.BulletSPlugin +{ +public class BSActorHover : BSActor +{ + private BSFMotor m_hoverMotor; + + public BSActorHover(BSScene physicsScene, BSPhysObject pObj, string actorName) + : base(physicsScene, pObj, actorName) + { + m_hoverMotor = null; + m_physicsScene.DetailLog("{0},BSActorHover,constructor", m_controllingPrim.LocalID); + } + + // BSActor.isActive + public override bool isActive + { + get { return Enabled && m_controllingPrim.IsPhysicallyActive; } + } + + // Release any connections and resources used by the actor. + // BSActor.Dispose() + public override void Dispose() + { + Enabled = false; + } + + // Called when physical parameters (properties set in Bullet) need to be re-applied. + // Called at taint-time. + // BSActor.Refresh() + public override void Refresh() + { + m_physicsScene.DetailLog("{0},BSActorHover,refresh", m_controllingPrim.LocalID); + + // If not active any more, get rid of me (shouldn't ever happen, but just to be safe) + if (!m_controllingPrim.HoverActive) + { + m_physicsScene.DetailLog("{0},BSActorHover,refresh,notHovering,removing={1}", m_controllingPrim.LocalID, ActorName); + m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName); + return; + } + + // If the object is physically active, add the hoverer prestep action + if (isActive) + { + ActivateHover(); + } + else + { + DeactivateHover(); + } + } + + // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). + // Register a prestep action to restore physical requirements before the next simulation step. + // Called at taint-time. + // BSActor.RemoveBodyDependencies() + public override void RemoveBodyDependencies() + { + // Nothing to do for the hoverer since it is all software at pre-step action time. + } + + // If a hover motor has not been created, create one and start the hovering. + private void ActivateHover() + { + if (m_hoverMotor == null) + { + // Turning the target on + m_hoverMotor = new BSFMotor("BSActorHover", + m_controllingPrim.HoverTau, // timeScale + BSMotor.Infinite, // decay time scale + BSMotor.Infinite, // friction timescale + 1f // efficiency + ); + m_hoverMotor.SetTarget(ComputeCurrentHoverHeight()); + m_hoverMotor.SetCurrent(m_controllingPrim.RawPosition.Z); + m_hoverMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG so motor will output detail log messages. + + m_physicsScene.BeforeStep += Hoverer; + } + } + + private void DeactivateHover() + { + if (m_hoverMotor != null) + { + m_physicsScene.BeforeStep -= Hoverer; + m_hoverMotor = null; + } + } + + // Called just before the simulation step. Update the vertical position for hoverness. + private void Hoverer(float timeStep) + { + // Don't do hovering while the object is selected. + if (!isActive) + return; + + m_hoverMotor.SetCurrent(m_controllingPrim.RawPosition.Z); + m_hoverMotor.SetTarget(ComputeCurrentHoverHeight()); + float targetHeight = m_hoverMotor.Step(timeStep); + + // 'targetHeight' is where we'd like the Z of the prim to be at this moment. + // Compute the amount of force to push us there. + float moveForce = (targetHeight - m_controllingPrim.RawPosition.Z) * m_controllingPrim.RawMass; + // Undo anything the object thinks it's doing at the moment + moveForce = -m_controllingPrim.RawVelocity.Z * m_controllingPrim.Mass; + + m_physicsScene.PE.ApplyCentralImpulse(m_controllingPrim.PhysBody, new OMV.Vector3(0f, 0f, moveForce)); + m_physicsScene.DetailLog("{0},BSPrim.Hover,move,targHt={1},moveForce={2},mass={3}", + m_controllingPrim.LocalID, targetHeight, moveForce, m_controllingPrim.RawMass); + } + + // Based on current position, determine what we should be hovering at now. + // Must recompute often. What if we walked offa cliff> + private float ComputeCurrentHoverHeight() + { + float ret = m_controllingPrim.HoverHeight; + float groundHeight = m_physicsScene.TerrainManager.GetTerrainHeightAtXYZ(m_controllingPrim.RawPosition); + + switch (m_controllingPrim.HoverType) + { + case PIDHoverType.Ground: + ret = groundHeight + m_controllingPrim.HoverHeight; + break; + case PIDHoverType.GroundAndWater: + float waterHeight = m_physicsScene.TerrainManager.GetWaterLevelAtXYZ(m_controllingPrim.RawPosition); + if (groundHeight > waterHeight) + { + ret = groundHeight + m_controllingPrim.HoverHeight; + } + else + { + ret = waterHeight + m_controllingPrim.HoverHeight; + } + break; + } + return ret; + } +} +} diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs index 7219617..c40a499 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs @@ -40,7 +40,7 @@ public class BSActorLockAxis : BSActor BSConstraint LockAxisConstraint = null; public BSActorLockAxis(BSScene physicsScene, BSPhysObject pObj, string actorName) - : base(physicsScene, pObj,actorName) + : base(physicsScene, pObj, actorName) { m_physicsScene.DetailLog("{0},BSActorLockAxis,constructor", m_controllingPrim.LocalID); LockAxisConstraint = null; @@ -99,7 +99,7 @@ public class BSActorLockAxis : BSActor // If a constraint is set up, remove it from the physical scene RemoveAxisLockConstraint(); // Schedule a call before the next simulation step to restore the constraint. - m_physicsScene.PostTaintObject(m_controllingPrim.LockedAxisActorName, m_controllingPrim.LocalID, delegate() + m_physicsScene.PostTaintObject("BSActorLockAxis:" + ActorName, m_controllingPrim.LocalID, delegate() { Refresh(); }); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs new file mode 100755 index 0000000..3517ef2 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs @@ -0,0 +1,156 @@ +/* + * 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 copyrightD + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; + +using OpenSim.Region.Physics.Manager; + +using OMV = OpenMetaverse; + +namespace OpenSim.Region.Physics.BulletSPlugin +{ +public class BSActorMoveToTarget : BSActor +{ + private BSVMotor m_targetMotor; + + public BSActorMoveToTarget(BSScene physicsScene, BSPhysObject pObj, string actorName) + : base(physicsScene, pObj, actorName) + { + m_targetMotor = null; + m_physicsScene.DetailLog("{0},BSActorMoveToTarget,constructor", m_controllingPrim.LocalID); + } + + // BSActor.isActive + public override bool isActive + { + get { return Enabled && m_controllingPrim.IsPhysicallyActive; } + } + + // Release any connections and resources used by the actor. + // BSActor.Dispose() + public override void Dispose() + { + Enabled = false; + } + + // Called when physical parameters (properties set in Bullet) need to be re-applied. + // Called at taint-time. + // BSActor.Refresh() + public override void Refresh() + { + m_physicsScene.DetailLog("{0},BSActorMoveToTarget,refresh", m_controllingPrim.LocalID); + + // If not active any more, get rid of me (shouldn't ever happen, but just to be safe) + if (!m_controllingPrim.HoverActive) + { + m_physicsScene.DetailLog("{0},BSActorMoveToTarget,refresh,notMoveToTarget,removing={1}", m_controllingPrim.LocalID, ActorName); + m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName); + return; + } + + // If the object is physically active, add the hoverer prestep action + if (isActive) + { + ActivateMoveToTarget(); + } + else + { + DeactivateMoveToTarget(); + } + } + + // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). + // Register a prestep action to restore physical requirements before the next simulation step. + // Called at taint-time. + // BSActor.RemoveBodyDependencies() + public override void RemoveBodyDependencies() + { + // Nothing to do for the hoverer since it is all software at pre-step action time. + } + + // If a hover motor has not been created, create one and start the hovering. + private void ActivateMoveToTarget() + { + if (m_targetMotor == null) + { + // We're taking over after this. + m_controllingPrim.ZeroMotion(true); + + m_targetMotor = new BSVMotor("BSPrim.PIDTarget", + m_controllingPrim.MoveToTargetTau, // timeScale + BSMotor.Infinite, // decay time scale + BSMotor.InfiniteVector, // friction timescale + 1f // efficiency + ); + m_targetMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG so motor will output detail log messages. + m_targetMotor.SetTarget(m_controllingPrim.MoveToTargetTarget); + m_targetMotor.SetCurrent(m_controllingPrim.RawPosition); + + m_physicsScene.BeforeStep += Mover; + } + } + + private void DeactivateMoveToTarget() + { + if (m_targetMotor != null) + { + m_physicsScene.BeforeStep -= Mover; + m_targetMotor = null; + } + } + + // Called just before the simulation step. Update the vertical position for hoverness. + private void Mover(float timeStep) + { + // Don't do hovering while the object is selected. + if (!isActive) + return; + + OMV.Vector3 origPosition = m_controllingPrim.RawPosition; // DEBUG DEBUG (for printout below) + + // 'movePosition' is where we'd like the prim to be at this moment. + OMV.Vector3 movePosition = m_controllingPrim.RawPosition + m_targetMotor.Step(timeStep); + + // If we are very close to our target, turn off the movement motor. + if (m_targetMotor.ErrorIsZero()) + { + m_physicsScene.DetailLog("{0},BSPrim.PIDTarget,zeroMovement,movePos={1},pos={2},mass={3}", + m_controllingPrim.LocalID, movePosition, m_controllingPrim.RawPosition, m_controllingPrim.Mass); + m_controllingPrim.ForcePosition = m_targetMotor.TargetValue; + m_targetMotor.Enabled = false; + } + else + { + m_controllingPrim.ForcePosition = movePosition; + } + m_physicsScene.DetailLog("{0},BSPrim.PIDTarget,move,fromPos={1},movePos={2}", m_controllingPrim.LocalID, origPosition, movePosition); + } +} +} diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs new file mode 100755 index 0000000..d942490 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs @@ -0,0 +1,137 @@ +/* + * 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 copyrightD + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; + +using OpenSim.Region.Physics.Manager; + +using OMV = OpenMetaverse; + +namespace OpenSim.Region.Physics.BulletSPlugin +{ +public class BSActorSetForce : BSActor +{ + BSFMotor m_forceMotor; + + public BSActorSetForce(BSScene physicsScene, BSPhysObject pObj, string actorName) + : base(physicsScene, pObj, actorName) + { + m_forceMotor = null; + m_physicsScene.DetailLog("{0},BSActorSetForce,constructor", m_controllingPrim.LocalID); + } + + // BSActor.isActive + public override bool isActive + { + get { return Enabled && m_controllingPrim.IsPhysicallyActive; } + } + + // Release any connections and resources used by the actor. + // BSActor.Dispose() + public override void Dispose() + { + Enabled = false; + } + + // Called when physical parameters (properties set in Bullet) need to be re-applied. + // Called at taint-time. + // BSActor.Refresh() + public override void Refresh() + { + m_physicsScene.DetailLog("{0},BSActorSetForce,refresh", m_controllingPrim.LocalID); + + // If not active any more, get rid of me (shouldn't ever happen, but just to be safe) + if (m_controllingPrim.RawForce == OMV.Vector3.Zero) + { + m_physicsScene.DetailLog("{0},BSActorSetForce,refresh,notSetForce,removing={1}", m_controllingPrim.LocalID, ActorName); + m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName); + return; + } + + // If the object is physically active, add the hoverer prestep action + if (isActive) + { + ActivateSetForce(); + } + else + { + DeactivateSetForce(); + } + } + + // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). + // Register a prestep action to restore physical requirements before the next simulation step. + // Called at taint-time. + // BSActor.RemoveBodyDependencies() + public override void RemoveBodyDependencies() + { + // Nothing to do for the hoverer since it is all software at pre-step action time. + } + + // If a hover motor has not been created, create one and start the hovering. + private void ActivateSetForce() + { + if (m_forceMotor == null) + { + // A fake motor that might be used someday + m_forceMotor = new BSFMotor("setForce", 1f, 1f, 1f, 1f); + + m_physicsScene.BeforeStep += Mover; + } + } + + private void DeactivateSetForce() + { + if (m_forceMotor != null) + { + m_physicsScene.BeforeStep -= Mover; + m_forceMotor = null; + } + } + + // Called just before the simulation step. Update the vertical position for hoverness. + private void Mover(float timeStep) + { + // Don't do force while the object is selected. + if (!isActive) + return; + + m_physicsScene.DetailLog("{0},BSActorSetForce,preStep,force={1}", m_controllingPrim.LocalID, m_controllingPrim.RawForce); + if (m_controllingPrim.PhysBody.HasPhysicalBody) + { + m_physicsScene.PE.ApplyCentralForce(m_controllingPrim.PhysBody, m_controllingPrim.RawForce); + m_controllingPrim.ActivateIfPhysical(false); + } + + // TODO: + } +} +} + diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs new file mode 100755 index 0000000..e0f719f --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs @@ -0,0 +1,138 @@ +/* + * 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 copyrightD + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; + +using OpenSim.Region.Physics.Manager; + +using OMV = OpenMetaverse; + +namespace OpenSim.Region.Physics.BulletSPlugin +{ +public class BSActorSetTorque : BSActor +{ + BSFMotor m_torqueMotor; + + public BSActorSetTorque(BSScene physicsScene, BSPhysObject pObj, string actorName) + : base(physicsScene, pObj, actorName) + { + m_torqueMotor = null; + m_physicsScene.DetailLog("{0},BSActorSetTorque,constructor", m_controllingPrim.LocalID); + } + + // BSActor.isActive + public override bool isActive + { + get { return Enabled && m_controllingPrim.IsPhysicallyActive; } + } + + // Release any connections and resources used by the actor. + // BSActor.Dispose() + public override void Dispose() + { + Enabled = false; + } + + // Called when physical parameters (properties set in Bullet) need to be re-applied. + // Called at taint-time. + // BSActor.Refresh() + public override void Refresh() + { + m_physicsScene.DetailLog("{0},BSActorSetTorque,refresh", m_controllingPrim.LocalID); + + // If not active any more, get rid of me (shouldn't ever happen, but just to be safe) + if (m_controllingPrim.RawTorque == OMV.Vector3.Zero) + { + m_physicsScene.DetailLog("{0},BSActorSetTorque,refresh,notSetTorque,removing={1}", m_controllingPrim.LocalID, ActorName); + m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName); + return; + } + + // If the object is physically active, add the hoverer prestep action + if (isActive) + { + ActivateSetTorque(); + } + else + { + DeactivateSetTorque(); + } + } + + // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). + // Register a prestep action to restore physical requirements before the next simulation step. + // Called at taint-time. + // BSActor.RemoveBodyDependencies() + public override void RemoveBodyDependencies() + { + // Nothing to do for the hoverer since it is all software at pre-step action time. + } + + // If a hover motor has not been created, create one and start the hovering. + private void ActivateSetTorque() + { + if (m_torqueMotor == null) + { + // A fake motor that might be used someday + m_torqueMotor = new BSFMotor("setTorque", 1f, 1f, 1f, 1f); + + m_physicsScene.BeforeStep += Mover; + } + } + + private void DeactivateSetTorque() + { + if (m_torqueMotor != null) + { + m_physicsScene.BeforeStep -= Mover; + m_torqueMotor = null; + } + } + + // Called just before the simulation step. Update the vertical position for hoverness. + private void Mover(float timeStep) + { + // Don't do force while the object is selected. + if (!isActive) + return; + + m_physicsScene.DetailLog("{0},BSActorSetTorque,preStep,force={1}", m_controllingPrim.LocalID, m_controllingPrim.RawTorque); + if (m_controllingPrim.PhysBody.HasPhysicalBody) + { + m_controllingPrim.AddAngularForce(m_controllingPrim.RawTorque, false, true); + m_controllingPrim.ActivateIfPhysical(false); + } + + // TODO: + } +} +} + + diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs index 5a19ba4..fb4d452 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs @@ -32,12 +32,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin { public class BSActorCollection { - private BSScene PhysicsScene { get; set; } + private BSScene m_physicsScene { get; set; } private Dictionary m_actors; public BSActorCollection(BSScene physicsScene) { - PhysicsScene = physicsScene; + m_physicsScene = physicsScene; m_actors = new Dictionary(); } public void Add(string name, BSActor actor) @@ -61,6 +61,10 @@ public class BSActorCollection Release(); m_actors.Clear(); } + public void Dispose() + { + Clear(); + } public bool HasActor(string name) { return m_actors.ContainsKey(name); @@ -71,6 +75,10 @@ public class BSActorCollection act(kvp.Value); } + public void Enable(bool enabl) + { + ForEachActor(a => a.Enable(enabl)); + } public void Release() { ForEachActor(a => a.Dispose()); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 25be416..09c9b16 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -46,9 +46,6 @@ public sealed class BSCharacter : BSPhysObject private OMV.Vector3 _position; private float _mass; private float _avatarVolume; - private OMV.Vector3 _force; - private OMV.Vector3 _velocity; - private OMV.Vector3 _torque; private float _collisionScore; private OMV.Vector3 _acceleration; private OMV.Quaternion _orientation; @@ -61,17 +58,13 @@ public sealed class BSCharacter : BSPhysObject private OMV.Vector3 _rotationalVelocity; private bool _kinematic; private float _buoyancy; - private bool _isStationaryStanding; // true is standing on a stationary object - private BSVMotor _velocityMotor; + private BSActorAvatarMove m_moveActor; + private const string AvatarMoveActorName = "BSCharacter.AvatarMove"; private OMV.Vector3 _PIDTarget; private bool _usePID; private float _PIDTau; - private bool _useHoverPID; - private float _PIDHoverHeight; - private PIDHoverType _PIDHoverType; - private float _PIDHoverTao; public BSCharacter(uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, bool isFlying) : base(parent_scene, localID, avName, "BSCharacter") @@ -81,11 +74,10 @@ public sealed class BSCharacter : BSPhysObject _flying = isFlying; _orientation = OMV.Quaternion.Identity; - _velocity = OMV.Vector3.Zero; + RawVelocity = OMV.Vector3.Zero; _buoyancy = ComputeBuoyancyFromFlying(isFlying); Friction = BSParam.AvatarStandingFriction; Density = BSParam.AvatarDensity / BSParam.DensityScaleFactor; - _isStationaryStanding = false; // Old versions of ScenePresence passed only the height. If width and/or depth are zero, // replace with the default values. @@ -99,7 +91,12 @@ public sealed class BSCharacter : BSPhysObject // set _avatarVolume and _mass based on capsule size, _density and Scale ComputeAvatarVolumeAndMass(); - SetupMovementMotor(); + // The avatar's movement is controlled by this motor that speeds up and slows down + // the avatar seeking to reach the motor's target speed. + // This motor runs as a prestep action for the avatar so it will keep the avatar + // standing as well as moving. Destruction of the avatar will destroy the pre-step action. + m_moveActor = new BSActorAvatarMove(PhysicsScene, this, AvatarMoveActorName); + PhysicalActors.Add(AvatarMoveActorName, m_moveActor); DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}", LocalID, _size, Scale, Density, _avatarVolume, RawMass); @@ -139,10 +136,10 @@ public sealed class BSCharacter : BSPhysObject ForcePosition = _position; // Set the velocity - _velocityMotor.Reset(); - _velocityMotor.SetTarget(_velocity); - _velocityMotor.SetCurrent(_velocity); - ForceVelocity = _velocity; + if (m_moveActor != null) + m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, false); + + ForceVelocity = RawVelocity; // This will enable or disable the flying buoyancy of the avatar. // Needs to be reset especially when an avatar is recreated after crossing a region boundry. @@ -176,162 +173,6 @@ public sealed class BSCharacter : BSPhysObject PhysBody.ApplyCollisionMask(PhysicsScene); } - // The avatar's movement is controlled by this motor that speeds up and slows down - // the avatar seeking to reach the motor's target speed. - // This motor runs as a prestep action for the avatar so it will keep the avatar - // standing as well as moving. Destruction of the avatar will destroy the pre-step action. - private void SetupMovementMotor() - { - // Infinite decay and timescale values so motor only changes current to target values. - _velocityMotor = new BSVMotor("BSCharacter.Velocity", - 0.2f, // time scale - BSMotor.Infinite, // decay time scale - BSMotor.InfiniteVector, // friction timescale - 1f // efficiency - ); - // _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages. - - RegisterPreStepAction("BSCharactor.Movement", LocalID, delegate(float timeStep) - { - // TODO: Decide if the step parameters should be changed depending on the avatar's - // state (flying, colliding, ...). There is code in ODE to do this. - - // COMMENTARY: when the user is making the avatar walk, except for falling, the velocity - // specified for the avatar is the one that should be used. For falling, if the avatar - // is not flying and is not colliding then it is presumed to be falling and the Z - // component is not fooled with (thus allowing gravity to do its thing). - // When the avatar is standing, though, the user has specified a velocity of zero and - // the avatar should be standing. But if the avatar is pushed by something in the world - // (raising elevator platform, moving vehicle, ...) the avatar should be allowed to - // move. Thus, the velocity cannot be forced to zero. The problem is that small velocity - // errors can creap in and the avatar will slowly float off in some direction. - // So, the problem is that, when an avatar is standing, we cannot tell creaping error - // from real pushing. - // The code below uses whether the collider is static or moving to decide whether to zero motion. - - _velocityMotor.Step(timeStep); - _isStationaryStanding = false; - - // If we're not supposed to be moving, make sure things are zero. - if (_velocityMotor.ErrorIsZero() && _velocityMotor.TargetValue == OMV.Vector3.Zero) - { - // The avatar shouldn't be moving - _velocityMotor.Zero(); - - if (IsColliding) - { - // If we are colliding with a stationary object, presume we're standing and don't move around - if (!ColliderIsMoving) - { - DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", LocalID); - _isStationaryStanding = true; - ZeroMotion(true /* inTaintTime */); - } - - // Standing has more friction on the ground - if (Friction != BSParam.AvatarStandingFriction) - { - Friction = BSParam.AvatarStandingFriction; - PhysicsScene.PE.SetFriction(PhysBody, Friction); - } - } - else - { - if (Flying) - { - // Flying and not collising and velocity nearly zero. - ZeroMotion(true /* inTaintTime */); - } - } - - DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1},colliding={2}", LocalID, _velocityMotor.TargetValue, IsColliding); - } - else - { - // Supposed to be moving. - OMV.Vector3 stepVelocity = _velocityMotor.CurrentValue; - - if (Friction != BSParam.AvatarFriction) - { - // Probably starting up walking. Set friction to moving friction. - Friction = BSParam.AvatarFriction; - PhysicsScene.PE.SetFriction(PhysBody, Friction); - } - - // If falling, we keep the world's downward vector no matter what the other axis specify. - // The check for _velocity.Z < 0 makes jumping work (temporary upward force). - if (!Flying && !IsColliding) - { - if (_velocity.Z < 0) - stepVelocity.Z = _velocity.Z; - // DetailLog("{0},BSCharacter.MoveMotor,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity); - } - - // 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force. - OMV.Vector3 moveForce = (stepVelocity - _velocity) * Mass; - - // Should we check for move force being small and forcing velocity to zero? - - // Add special movement force to allow avatars to walk up stepped surfaces. - moveForce += WalkUpStairs(); - - DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce); - PhysicsScene.PE.ApplyCentralImpulse(PhysBody, moveForce); - } - }); - } - - // Decide if the character is colliding with a low object and compute a force to pop the - // avatar up so it can walk up and over the low objects. - private OMV.Vector3 WalkUpStairs() - { - OMV.Vector3 ret = OMV.Vector3.Zero; - - // This test is done if moving forward, not flying and is colliding with something. - // DetailLog("{0},BSCharacter.WalkUpStairs,IsColliding={1},flying={2},targSpeed={3},collisions={4}", - // LocalID, IsColliding, Flying, TargetSpeed, CollisionsLastTick.Count); - if (IsColliding && !Flying && TargetVelocitySpeed > 0.1f /* && ForwardSpeed < 0.1f */) - { - // The range near the character's feet where we will consider stairs - float nearFeetHeightMin = RawPosition.Z - (Size.Z / 2f) + 0.05f; - float nearFeetHeightMax = nearFeetHeightMin + BSParam.AvatarStepHeight; - - // Look for a collision point that is near the character's feet and is oriented the same as the charactor is - foreach (KeyValuePair kvp in CollisionsLastTick.m_objCollisionList) - { - // Don't care about collisions with the terrain - if (kvp.Key > PhysicsScene.TerrainManager.HighestTerrainID) - { - OMV.Vector3 touchPosition = kvp.Value.Position; - // DetailLog("{0},BSCharacter.WalkUpStairs,min={1},max={2},touch={3}", - // LocalID, nearFeetHeightMin, nearFeetHeightMax, touchPosition); - if (touchPosition.Z >= nearFeetHeightMin && touchPosition.Z <= nearFeetHeightMax) - { - // This contact is within the 'near the feet' range. - // The normal should be our contact point to the object so it is pointing away - // thus the difference between our facing orientation and the normal should be small. - OMV.Vector3 directionFacing = OMV.Vector3.UnitX * RawOrientation; - OMV.Vector3 touchNormal = OMV.Vector3.Normalize(kvp.Value.SurfaceNormal); - float diff = Math.Abs(OMV.Vector3.Distance(directionFacing, touchNormal)); - if (diff < BSParam.AvatarStepApproachFactor) - { - // Found the stairs contact point. Push up a little to raise the character. - float upForce = (touchPosition.Z - nearFeetHeightMin) * Mass * BSParam.AvatarStepForceFactor; - ret = new OMV.Vector3(0f, 0f, upForce); - - // Also move the avatar up for the new height - OMV.Vector3 displacement = new OMV.Vector3(0f, 0f, BSParam.AvatarStepHeight / 2f); - ForcePosition = RawPosition + displacement; - } - DetailLog("{0},BSCharacter.WalkUpStairs,touchPos={1},nearFeetMin={2},faceDir={3},norm={4},diff={5},ret={6}", - LocalID, touchPosition, nearFeetHeightMin, directionFacing, touchNormal, diff, ret); - } - } - } - } - - return ret; - } public override void RequestPhysicsterseUpdate() { @@ -403,7 +244,7 @@ public sealed class BSCharacter : BSPhysObject // Called at taint time! public override void ZeroMotion(bool inTaintTime) { - _velocity = OMV.Vector3.Zero; + RawVelocity = OMV.Vector3.Zero; _acceleration = OMV.Vector3.Zero; _rotationalVelocity = OMV.Vector3.Zero; @@ -542,15 +383,15 @@ public sealed class BSCharacter : BSPhysObject } public override OMV.Vector3 Force { - get { return _force; } + get { return RawForce; } set { - _force = value; + RawForce = value; // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate() { - DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force); + DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, RawForce); if (PhysBody.HasPhysicalBody) - PhysicsScene.PE.SetObjectForce(PhysBody, _force); + PhysicsScene.PE.SetObjectForce(PhysBody, RawForce); }); } } @@ -573,7 +414,7 @@ public sealed class BSCharacter : BSPhysObject { get { - return m_targetVelocity; + return base.m_targetVelocity; } set { @@ -583,51 +424,39 @@ public sealed class BSCharacter : BSPhysObject if (_setAlwaysRun) targetVel *= new OMV.Vector3(BSParam.AvatarAlwaysRunFactor, BSParam.AvatarAlwaysRunFactor, 0f); - PhysicsScene.TaintedObject("BSCharacter.setTargetVelocity", delegate() - { - _velocityMotor.Reset(); - _velocityMotor.SetTarget(targetVel); - _velocityMotor.SetCurrent(_velocity); - _velocityMotor.Enabled = true; - }); + if (m_moveActor != null) + m_moveActor.SetVelocityAndTarget(RawVelocity, targetVel, false /* inTaintTime */); } } - public override OMV.Vector3 RawVelocity - { - get { return _velocity; } - set { _velocity = value; } - } // Directly setting velocity means this is what the user really wants now. public override OMV.Vector3 Velocity { - get { return _velocity; } + get { return RawVelocity; } set { - _velocity = value; - // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); + RawVelocity = value; + // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, RawVelocity); PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate() { - _velocityMotor.Reset(); - _velocityMotor.SetCurrent(_velocity); - _velocityMotor.SetTarget(_velocity); - _velocityMotor.Enabled = false; + if (m_moveActor != null) + m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, true /* inTaintTime */); - DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); - ForceVelocity = _velocity; + DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, RawVelocity); + ForceVelocity = RawVelocity; }); } } public override OMV.Vector3 ForceVelocity { - get { return _velocity; } + get { return RawVelocity; } set { PhysicsScene.AssertInTaintTime("BSCharacter.ForceVelocity"); - _velocity = value; - PhysicsScene.PE.SetLinearVelocity(PhysBody, _velocity); + RawVelocity = value; + PhysicsScene.PE.SetLinearVelocity(PhysBody, RawVelocity); PhysicsScene.PE.Activate(PhysBody, true); } } public override OMV.Vector3 Torque { - get { return _torque; } - set { _torque = value; + get { return RawTorque; } + set { RawTorque = value; } } public override float CollisionScore { @@ -783,27 +612,6 @@ public sealed class BSCharacter : BSPhysObject set { _PIDTau = value; } } - // Used for llSetHoverHeight and maybe vehicle height - // Hover Height will override MoveTo target's Z - public override bool PIDHoverActive { - set { _useHoverPID = value; } - } - public override float PIDHoverHeight { - set { _PIDHoverHeight = value; } - } - public override PIDHoverType PIDHoverType { - set { _PIDHoverType = value; } - } - public override float PIDHoverTau { - set { _PIDHoverTao = value; } - } - - // For RotLookAt - public override OMV.Quaternion APIDTarget { set { return; } } - public override bool APIDActive { set { return; } } - public override float APIDStrength { set { return; } } - public override float APIDDamping { set { return; } } - public override void AddForce(OMV.Vector3 force, bool pushforce) { // Since this force is being applied in only one step, make this a force per second. @@ -833,7 +641,7 @@ public sealed class BSCharacter : BSPhysObject } } - public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { + public override void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { } public override void SetMomentum(OMV.Vector3 momentum) { } @@ -887,7 +695,7 @@ public sealed class BSCharacter : BSPhysObject public override void UpdateProperties(EntityProperties entprop) { // Don't change position if standing on a stationary object. - if (!_isStationaryStanding) + if (!IsStationary) _position = entprop.Position; _orientation = entprop.Rotation; @@ -896,8 +704,8 @@ public sealed class BSCharacter : BSPhysObject // and will send agent updates to the clients if velocity changes by more than // 0.001m/s. Bullet introduces a lot of jitter in the velocity which causes many // extra updates. - if (!entprop.Velocity.ApproxEquals(_velocity, 0.1f)) - _velocity = entprop.Velocity; + if (!entprop.Velocity.ApproxEquals(RawVelocity, 0.1f)) + RawVelocity = entprop.Velocity; _acceleration = entprop.Acceleration; _rotationalVelocity = entprop.RotationalVelocity; @@ -920,7 +728,7 @@ public sealed class BSCharacter : BSPhysObject // base.RequestPhysicsterseUpdate(); DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", - LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); + LocalID, _position, _orientation, RawVelocity, _acceleration, _rotationalVelocity); } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 98ea833..644bc7e 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -43,7 +43,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin * VariableName: used by the simulator and performs taint operations, etc * RawVariableName: direct reference to the BulletSim storage for the variable value * ForceVariableName: direct reference (store and fetch) to the value in the physics engine. - * The last two (and certainly the last one) should be referenced only in taint-time. + * The last one should only be referenced in taint-time. */ /* @@ -84,6 +84,7 @@ public abstract class BSPhysObject : PhysicsActor // Initialize variables kept in base. GravModifier = 1.0f; Gravity = new OMV.Vector3(0f, 0f, BSParam.Gravity); + HoverActive = false; // We don't have any physical representation yet. PhysBody = new BulletBody(localID); @@ -110,11 +111,10 @@ public abstract class BSPhysObject : PhysicsActor // Tell the object to clean up. public virtual void Destroy() { - UnRegisterAllPreStepActions(); - UnRegisterAllPostStepActions(); + PhysicalActors.Enable(false); PhysicsScene.TaintedObject("BSPhysObject.Destroy", delegate() { - PhysicalActors.Release(); + PhysicalActors.Dispose(); }); } @@ -203,15 +203,48 @@ public abstract class BSPhysObject : PhysicsActor public abstract OMV.Quaternion RawOrientation { get; set; } public abstract OMV.Quaternion ForceOrientation { get; set; } - public abstract OMV.Vector3 RawVelocity { get; set; } + public OMV.Vector3 RawVelocity { get; set; } public abstract OMV.Vector3 ForceVelocity { get; set; } + public OMV.Vector3 RawForce { get; set; } + public OMV.Vector3 RawTorque { get; set; } + public override void AddAngularForce(OMV.Vector3 force, bool pushforce) + { + AddAngularForce(force, pushforce, false); + } + public abstract void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime); + public abstract OMV.Vector3 ForceRotationalVelocity { get; set; } public abstract float ForceBuoyancy { get; set; } public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; } + public override bool PIDActive { set { MoveToTargetActive = value; } } + public override OMV.Vector3 PIDTarget { set { MoveToTargetTarget = value; } } + public override float PIDTau { set { MoveToTargetTau = value; } } + + public bool MoveToTargetActive { get; set; } + public OMV.Vector3 MoveToTargetTarget { get; set; } + public float MoveToTargetTau { get; set; } + + // Used for llSetHoverHeight and maybe vehicle height. Hover Height will override MoveTo target's Z + public override bool PIDHoverActive { set { HoverActive = value; } } + public override float PIDHoverHeight { set { HoverHeight = value; } } + public override PIDHoverType PIDHoverType { set { HoverType = value; } } + public override float PIDHoverTau { set { HoverTau = value; } } + + public bool HoverActive { get; set; } + public float HoverHeight { get; set; } + public PIDHoverType HoverType { get; set; } + public float HoverTau { get; set; } + + // For RotLookAt + public override OMV.Quaternion APIDTarget { set { return; } } + public override bool APIDActive { set { return; } } + public override float APIDStrength { set { return; } } + public override float APIDDamping { set { return; } } + // The current velocity forward public virtual float ForwardSpeed { @@ -237,7 +270,44 @@ public abstract class BSPhysObject : PhysicsActor public OMV.Vector3 LockedAxis { get; set; } // zero means locked. one means free. public readonly OMV.Vector3 LockedAxisFree = new OMV.Vector3(1f, 1f, 1f); // All axis are free - public readonly String LockedAxisActorName = "BSPrim.LockedAxis"; + + // Enable physical actions. Bullet will keep sleeping non-moving physical objects so + // they need waking up when parameters are changed. + // Called in taint-time!! + public void ActivateIfPhysical(bool forceIt) + { + if (IsPhysical && PhysBody.HasPhysicalBody) + PhysicsScene.PE.Activate(PhysBody, forceIt); + } + + // 'actors' act on the physical object to change or constrain its motion. These can range from + // hovering to complex vehicle motion. + public delegate BSActor CreateActor(); + public void CreateRemoveActor(bool createRemove, string actorName, bool inTaintTime, CreateActor creator) + { + if (createRemove) + { + PhysicsScene.TaintedObject(inTaintTime, "BSPrim.CreateRemoveActor:" + actorName, delegate() + { + if (!PhysicalActors.HasActor(actorName)) + { + DetailLog("{0},BSPrim.CreateRemoveActor,taint,registerActor,a={1}", LocalID, actorName); + PhysicalActors.Add(actorName, creator()); + } + }); + } + else + { + PhysicsScene.TaintedObject(inTaintTime, "BSPrim.CreateRemoveActor:" + actorName, delegate() + { + if (PhysicalActors.HasActor(actorName)) + { + DetailLog("{0},BSPrim.CreateRemoveActor,taint,unregisterActor,a={1}", LocalID, actorName); + PhysicalActors.RemoveAndRelease(actorName); + } + }); + } + } #region Collisions @@ -255,7 +325,9 @@ public abstract class BSPhysObject : PhysicsActor protected CollisionFlags CurrentCollisionFlags { get; set; } // On a collision, check the collider and remember if the last collider was moving // Used to modify the standing of avatars (avatars on stationary things stand still) - protected bool ColliderIsMoving; + public bool ColliderIsMoving; + // Used by BSCharacter to manage standing (and not slipping) + public bool IsStationary; // Count of collisions for this object protected long CollisionAccumulation { get; set; } @@ -293,7 +365,7 @@ public abstract class BSPhysObject : PhysicsActor protected CollisionEventUpdate CollisionCollection; // Remember collisions from last tick for fancy collision based actions // (like a BSCharacter walking up stairs). - protected CollisionEventUpdate CollisionsLastTick; + public CollisionEventUpdate CollisionsLastTick; // The simulation step is telling this object about a collision. // Return 'true' if a collision was processed and should be sent up. @@ -424,104 +496,6 @@ public abstract class BSPhysObject : PhysicsActor public BSActorCollection PhysicalActors; - // There are some actions that must be performed for a physical object before each simulation step. - // These actions are optional so, rather than scanning all the physical objects and asking them - // if they have anything to do, a physical object registers for an event call before the step is performed. - // This bookkeeping makes it easy to add, remove and clean up after all these registrations. - private Dictionary RegisteredPrestepActions = new Dictionary(); - private Dictionary RegisteredPoststepActions = new Dictionary(); - protected void RegisterPreStepAction(string op, uint id, BSScene.PreStepAction actn) - { - string identifier = op + "-" + id.ToString(); - - lock (RegisteredPrestepActions) - { - // Clean out any existing action - UnRegisterPreStepAction(op, id); - RegisteredPrestepActions[identifier] = actn; - PhysicsScene.BeforeStep += actn; - } - DetailLog("{0},BSPhysObject.RegisterPreStepAction,id={1}", LocalID, identifier); - } - - // Unregister a pre step action. Safe to call if the action has not been registered. - // Returns 'true' if an action was actually removed - protected bool UnRegisterPreStepAction(string op, uint id) - { - string identifier = op + "-" + id.ToString(); - bool removed = false; - lock (RegisteredPrestepActions) - { - if (RegisteredPrestepActions.ContainsKey(identifier)) - { - PhysicsScene.BeforeStep -= RegisteredPrestepActions[identifier]; - RegisteredPrestepActions.Remove(identifier); - removed = true; - } - } - DetailLog("{0},BSPhysObject.UnRegisterPreStepAction,id={1},removed={2}", LocalID, identifier, removed); - return removed; - } - - protected void UnRegisterAllPreStepActions() - { - lock (RegisteredPrestepActions) - { - foreach (KeyValuePair kvp in RegisteredPrestepActions) - { - PhysicsScene.BeforeStep -= kvp.Value; - } - RegisteredPrestepActions.Clear(); - } - DetailLog("{0},BSPhysObject.UnRegisterAllPreStepActions,", LocalID); - } - - protected void RegisterPostStepAction(string op, uint id, BSScene.PostStepAction actn) - { - string identifier = op + "-" + id.ToString(); - - lock (RegisteredPoststepActions) - { - // Clean out any existing action - UnRegisterPostStepAction(op, id); - RegisteredPoststepActions[identifier] = actn; - PhysicsScene.AfterStep += actn; - } - DetailLog("{0},BSPhysObject.RegisterPostStepAction,id={1}", LocalID, identifier); - } - - // Unregister a pre step action. Safe to call if the action has not been registered. - // Returns 'true' if an action was actually removed. - protected bool UnRegisterPostStepAction(string op, uint id) - { - string identifier = op + "-" + id.ToString(); - bool removed = false; - lock (RegisteredPoststepActions) - { - if (RegisteredPoststepActions.ContainsKey(identifier)) - { - PhysicsScene.AfterStep -= RegisteredPoststepActions[identifier]; - RegisteredPoststepActions.Remove(identifier); - removed = true; - } - } - DetailLog("{0},BSPhysObject.UnRegisterPostStepAction,id={1},removed={2}", LocalID, identifier, removed); - return removed; - } - - protected void UnRegisterAllPostStepActions() - { - lock (RegisteredPoststepActions) - { - foreach (KeyValuePair kvp in RegisteredPoststepActions) - { - PhysicsScene.AfterStep -= kvp.Value; - } - RegisteredPoststepActions.Clear(); - } - DetailLog("{0},BSPhysObject.UnRegisterAllPostStepActions,", LocalID); - } - // When an update to the physical properties happens, this event is fired to let // different actors to modify the update before it is passed around public delegate void PreUpdatePropertyAction(ref EntityProperties entprop); @@ -533,46 +507,6 @@ public abstract class BSPhysObject : PhysicsActor actions(ref entprop); } - private Dictionary RegisteredPreUpdatePropertyActions = new Dictionary(); - public void RegisterPreUpdatePropertyAction(string identifier, PreUpdatePropertyAction actn) - { - lock (RegisteredPreUpdatePropertyActions) - { - // Clean out any existing action - UnRegisterPreUpdatePropertyAction(identifier); - RegisteredPreUpdatePropertyActions[identifier] = actn; - OnPreUpdateProperty += actn; - } - DetailLog("{0},BSPhysObject.RegisterPreUpdatePropertyAction,id={1}", LocalID, identifier); - } - public bool UnRegisterPreUpdatePropertyAction(string identifier) - { - bool removed = false; - lock (RegisteredPreUpdatePropertyActions) - { - if (RegisteredPreUpdatePropertyActions.ContainsKey(identifier)) - { - OnPreUpdateProperty -= RegisteredPreUpdatePropertyActions[identifier]; - RegisteredPreUpdatePropertyActions.Remove(identifier); - removed = true; - } - } - DetailLog("{0},BSPhysObject.UnRegisterPreUpdatePropertyAction,id={1},removed={2}", LocalID, identifier, removed); - return removed; - } - public void UnRegisterAllPreUpdatePropertyActions() - { - lock (RegisteredPreUpdatePropertyActions) - { - foreach (KeyValuePair kvp in RegisteredPreUpdatePropertyActions) - { - OnPreUpdateProperty -= kvp.Value; - } - RegisteredPreUpdatePropertyActions.Clear(); - } - DetailLog("{0},BSPhysObject.UnRegisterAllPreUpdatePropertyAction,", LocalID); - } - #endregion // Per Simulation Step actions // High performance detailed logging routine used by the physical objects. diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index e56276a..71fea59 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -55,9 +55,6 @@ public class BSPrim : BSPhysObject private OMV.Vector3 _position; private float _mass; // the mass of this object - private OMV.Vector3 _force; - private OMV.Vector3 _velocity; - private OMV.Vector3 _torque; private OMV.Vector3 _acceleration; private OMV.Quaternion _orientation; private int _physicsActorType; @@ -73,16 +70,13 @@ public class BSPrim : BSPhysObject private int CrossingFailures { get; set; } public BSDynamics VehicleActor; - public string VehicleActorName = "BasicVehicle"; + public const string VehicleActorName = "BasicVehicle"; - private BSVMotor _targetMotor; - private OMV.Vector3 _PIDTarget; - private float _PIDTau; - - private BSFMotor _hoverMotor; - private float _PIDHoverHeight; - private PIDHoverType _PIDHoverType; - private float _PIDHoverTau; + public const string HoverActorName = "HoverActor"; + public const String LockedAxisActorName = "BSPrim.LockedAxis"; + public const string MoveToTargetActorName = "MoveToTargetActor"; + public const string SetForceActorName = "SetForceActor"; + public const string SetTorqueActorName = "SetTorqueActor"; public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) @@ -95,7 +89,7 @@ public class BSPrim : BSPhysObject Scale = size; // prims are the size the user wants them to be (different for BSCharactes). _orientation = rotation; _buoyancy = 0f; - _velocity = OMV.Vector3.Zero; + RawVelocity = OMV.Vector3.Zero; _rotationalVelocity = OMV.Vector3.Zero; BaseShape = pbs; _isPhysical = pisPhysical; @@ -233,7 +227,7 @@ public class BSPrim : BSPhysObject // Called at taint time! public override void ZeroMotion(bool inTaintTime) { - _velocity = OMV.Vector3.Zero; + RawVelocity = OMV.Vector3.Zero; _acceleration = OMV.Vector3.Zero; _rotationalVelocity = OMV.Vector3.Zero; @@ -270,19 +264,17 @@ public class BSPrim : BSPhysObject if (axis.Z != 1) locking.Z = 0f; LockedAxis = locking; - if (LockedAxis != LockedAxisFree) + CreateRemoveActor(LockedAxis != LockedAxisFree /* creatActor */, LockedAxisActorName, false /* inTaintTime */, delegate() { - PhysicsScene.TaintedObject("BSPrim.LockAngularMotion", delegate() - { - // If there is not already an axis locker, make one - if (!PhysicalActors.HasActor(LockedAxisActorName)) - { - DetailLog("{0},BSPrim.LockAngularMotion,taint,registeringLockAxisActor", LocalID); - PhysicalActors.Add(LockedAxisActorName, new BSActorLockAxis(PhysicsScene, this, LockedAxisActorName)); - } - UpdatePhysicalParameters(); - }); - } + return new BSActorLockAxis(PhysicsScene, this, LockedAxisActorName); + }); + + // Update parameters so the new actor's Refresh() action is called at the right time. + PhysicsScene.TaintedObject("BSPrim.LockAngularMotion", delegate() + { + UpdatePhysicalParameters(); + }); + return; } @@ -407,9 +399,9 @@ public class BSPrim : BSPhysObject ZeroMotion(inTaintTime); ret = true; } - if (_velocity.LengthSquared() > BSParam.MaxLinearVelocity) + if (RawVelocity.LengthSquared() > BSParam.MaxLinearVelocity) { - _velocity = Util.ClampV(_velocity, BSParam.MaxLinearVelocity); + RawVelocity = Util.ClampV(RawVelocity, BSParam.MaxLinearVelocity); ret = true; } if (_rotationalVelocity.LengthSquared() > BSParam.MaxAngularVelocitySquared) @@ -506,35 +498,13 @@ public class BSPrim : BSPhysObject } public override OMV.Vector3 Force { - get { return _force; } + get { return RawForce; } set { - _force = value; - if (_force != OMV.Vector3.Zero) - { - // If the force is non-zero, it must be reapplied each tick because - // Bullet clears the forces applied last frame. - RegisterPreStepAction("BSPrim.setForce", LocalID, - delegate(float timeStep) - { - if (!IsPhysicallyActive || _force == OMV.Vector3.Zero) - { - UnRegisterPreStepAction("BSPrim.setForce", LocalID); - return; - } - - DetailLog("{0},BSPrim.setForce,preStep,force={1}", LocalID, _force); - if (PhysBody.HasPhysicalBody) - { - PhysicsScene.PE.ApplyCentralForce(PhysBody, _force); - ActivateIfPhysical(false); - } - } - ); - } - else + RawForce = value; + CreateRemoveActor(RawForce == OMV.Vector3.Zero, SetForceActorName, false /* inTaintTime */, delegate() { - UnRegisterPreStepAction("BSPrim.setForce", LocalID); - } + return new BSActorSetForce(PhysicsScene, this, SetForceActorName); + }); } } @@ -670,62 +640,39 @@ public class BSPrim : BSPhysObject } } } - public override OMV.Vector3 RawVelocity - { - get { return _velocity; } - set { _velocity = value; } - } public override OMV.Vector3 Velocity { - get { return _velocity; } + get { return RawVelocity; } set { - _velocity = value; + RawVelocity = value; PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate() { - // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); - ForceVelocity = _velocity; + // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, RawVelocity); + ForceVelocity = RawVelocity; }); } } public override OMV.Vector3 ForceVelocity { - get { return _velocity; } + get { return RawVelocity; } set { PhysicsScene.AssertInTaintTime("BSPrim.ForceVelocity"); - _velocity = Util.ClampV(value, BSParam.MaxLinearVelocity); + RawVelocity = Util.ClampV(value, BSParam.MaxLinearVelocity); if (PhysBody.HasPhysicalBody) { - DetailLog("{0},BSPrim.ForceVelocity,taint,vel={1}", LocalID, _velocity); - PhysicsScene.PE.SetLinearVelocity(PhysBody, _velocity); + DetailLog("{0},BSPrim.ForceVelocity,taint,vel={1}", LocalID, RawVelocity); + PhysicsScene.PE.SetLinearVelocity(PhysBody, RawVelocity); ActivateIfPhysical(false); } } } public override OMV.Vector3 Torque { - get { return _torque; } + get { return RawTorque; } set { - _torque = value; - if (_torque != OMV.Vector3.Zero) + RawTorque = value; + CreateRemoveActor(RawTorque == OMV.Vector3.Zero, SetTorqueActorName, false /* inTaintTime */, delegate() { - // If the torque is non-zero, it must be reapplied each tick because - // Bullet clears the forces applied last frame. - RegisterPreStepAction("BSPrim.setTorque", LocalID, - delegate(float timeStep) - { - if (!IsPhysicallyActive || _torque == OMV.Vector3.Zero) - { - UnRegisterPreStepAction("BSPrim.setTorque", LocalID); - return; - } - - if (PhysBody.HasPhysicalBody) - AddAngularForce(_torque, false, true); - } - ); - } - else - { - UnRegisterPreStepAction("BSPrim.setTorque", LocalID); - } + return new BSActorSetTorque(PhysicsScene, this, SetTorqueActorName); + }); // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); } } @@ -909,7 +856,7 @@ public class BSPrim : BSPhysObject // For good measure, make sure the transform is set through to the motion state ForcePosition = _position; - ForceVelocity = _velocity; + ForceVelocity = RawVelocity; ForceRotationalVelocity = _rotationalVelocity; // A dynamic object has mass @@ -966,15 +913,6 @@ public class BSPrim : BSPhysObject } } - // Enable physical actions. Bullet will keep sleeping non-moving physical objects so - // they need waking up when parameters are changed. - // Called in taint-time!! - private void ActivateIfPhysical(bool forceIt) - { - if (IsPhysical && PhysBody.HasPhysicalBody) - PhysicsScene.PE.Activate(PhysBody, forceIt); - } - // Turn on or off the flag controlling whether collision events are returned to the simulator. private void EnableCollisions(bool wantsCollisionEvents) { @@ -1096,78 +1034,13 @@ public class BSPrim : BSPhysObject } } - // Used for MoveTo - public override OMV.Vector3 PIDTarget { - set - { - // TODO: add a sanity check -- don't move more than a region or something like that. - _PIDTarget = value; - } - } - public override float PIDTau { - set { _PIDTau = value; } - } public override bool PIDActive { set { - if (value) - { - // We're taking over after this. - ZeroMotion(true); - - _targetMotor = new BSVMotor("BSPrim.PIDTarget", - _PIDTau, // timeScale - BSMotor.Infinite, // decay time scale - BSMotor.InfiniteVector, // friction timescale - 1f // efficiency - ); - _targetMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages. - _targetMotor.SetTarget(_PIDTarget); - _targetMotor.SetCurrent(RawPosition); - /* - _targetMotor = new BSPIDVMotor("BSPrim.PIDTarget"); - _targetMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages. - - _targetMotor.SetTarget(_PIDTarget); - _targetMotor.SetCurrent(RawPosition); - _targetMotor.TimeScale = _PIDTau; - _targetMotor.Efficiency = 1f; - */ - - RegisterPreStepAction("BSPrim.PIDTarget", LocalID, delegate(float timeStep) - { - if (!IsPhysicallyActive) - { - UnRegisterPreStepAction("BSPrim.PIDTarget", LocalID); - return; - } - - OMV.Vector3 origPosition = RawPosition; // DEBUG DEBUG (for printout below) - - // 'movePosition' is where we'd like the prim to be at this moment. - OMV.Vector3 movePosition = RawPosition + _targetMotor.Step(timeStep); - - // If we are very close to our target, turn off the movement motor. - if (_targetMotor.ErrorIsZero()) - { - DetailLog("{0},BSPrim.PIDTarget,zeroMovement,movePos={1},pos={2},mass={3}", - LocalID, movePosition, RawPosition, Mass); - ForcePosition = _targetMotor.TargetValue; - _targetMotor.Enabled = false; - } - else - { - _position = movePosition; - PositionSanityCheck(true /* intaintTime */); - ForcePosition = _position; - } - DetailLog("{0},BSPrim.PIDTarget,move,fromPos={1},movePos={2}", LocalID, origPosition, movePosition); - }); - } - else + base.MoveToTargetActive = value; + CreateRemoveActor(MoveToTargetActive, MoveToTargetActorName, false /* inTaintTime */, delegate() { - // Stop any targetting - UnRegisterPreStepAction("BSPrim.PIDTarget", LocalID); - } + return new BSActorMoveToTarget(PhysicsScene, this, MoveToTargetActorName); + }); } } @@ -1175,88 +1048,14 @@ public class BSPrim : BSPhysObject // Hover Height will override MoveTo target's Z public override bool PIDHoverActive { set { - if (value) - { - // Turning the target on - _hoverMotor = new BSFMotor("BSPrim.Hover", - _PIDHoverTau, // timeScale - BSMotor.Infinite, // decay time scale - BSMotor.Infinite, // friction timescale - 1f // efficiency - ); - _hoverMotor.SetTarget(ComputeCurrentPIDHoverHeight()); - _hoverMotor.SetCurrent(RawPosition.Z); - _hoverMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages. - - RegisterPreStepAction("BSPrim.Hover", LocalID, delegate(float timeStep) - { - // Don't do hovering while the object is selected. - if (!IsPhysicallyActive) - return; - - _hoverMotor.SetCurrent(RawPosition.Z); - _hoverMotor.SetTarget(ComputeCurrentPIDHoverHeight()); - float targetHeight = _hoverMotor.Step(timeStep); - - // 'targetHeight' is where we'd like the Z of the prim to be at this moment. - // Compute the amount of force to push us there. - float moveForce = (targetHeight - RawPosition.Z) * Mass; - // Undo anything the object thinks it's doing at the moment - moveForce = -RawVelocity.Z * Mass; - - PhysicsScene.PE.ApplyCentralImpulse(PhysBody, new OMV.Vector3(0f, 0f, moveForce)); - DetailLog("{0},BSPrim.Hover,move,targHt={1},moveForce={2},mass={3}", LocalID, targetHeight, moveForce, Mass); - }); - } - else + base.HoverActive = value; + CreateRemoveActor(HoverActive /* creatActor */, HoverActorName, false /* inTaintTime */, delegate() { - UnRegisterPreStepAction("BSPrim.Hover", LocalID); - } - } - } - public override float PIDHoverHeight { - set { _PIDHoverHeight = value; } - } - public override PIDHoverType PIDHoverType { - set { _PIDHoverType = value; } - } - public override float PIDHoverTau { - set { _PIDHoverTau = value; } - } - // Based on current position, determine what we should be hovering at now. - // Must recompute often. What if we walked offa cliff> - private float ComputeCurrentPIDHoverHeight() - { - float ret = _PIDHoverHeight; - float groundHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition); - - switch (_PIDHoverType) - { - case PIDHoverType.Ground: - ret = groundHeight + _PIDHoverHeight; - break; - case PIDHoverType.GroundAndWater: - float waterHeight = PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(RawPosition); - if (groundHeight > waterHeight) - { - ret = groundHeight + _PIDHoverHeight; - } - else - { - ret = waterHeight + _PIDHoverHeight; - } - break; + return new BSActorHover(PhysicsScene, this, HoverActorName); + }); } - return ret; } - - // For RotLookAt - public override OMV.Quaternion APIDTarget { set { return; } } - public override bool APIDActive { set { return; } } - public override float APIDStrength { set { return; } } - public override float APIDDamping { set { return; } } - public override void AddForce(OMV.Vector3 force, bool pushforce) { // Per documentation, max force is limited. OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude); @@ -1324,10 +1123,8 @@ public class BSPrim : BSPhysObject } } - public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { - AddAngularForce(force, pushforce, false); - } - public void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) + // BSPhysObject.AddAngularForce() + public override void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { if (force.IsFinite()) { @@ -1694,8 +1491,8 @@ public class BSPrim : BSPhysObject _orientation = entprop.Rotation; // DEBUG DEBUG DEBUG -- smooth velocity changes a bit. The simulator seems to be // very sensitive to velocity changes. - if (entprop.Velocity == OMV.Vector3.Zero || !entprop.Velocity.ApproxEquals(_velocity, BSParam.UpdateVelocityChangeThreshold)) - _velocity = entprop.Velocity; + if (entprop.Velocity == OMV.Vector3.Zero || !entprop.Velocity.ApproxEquals(RawVelocity, BSParam.UpdateVelocityChangeThreshold)) + RawVelocity = entprop.Velocity; _acceleration = entprop.Acceleration; _rotationalVelocity = entprop.RotationalVelocity; @@ -1705,7 +1502,7 @@ public class BSPrim : BSPhysObject if (PositionSanityCheck(true /* inTaintTime */ )) { entprop.Position = _position; - entprop.Velocity = _velocity; + entprop.Velocity = RawVelocity; entprop.RotationalVelocity = _rotationalVelocity; entprop.Acceleration = _acceleration; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index 8a15abe..a0131c7 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt @@ -6,7 +6,6 @@ Enable vehicle border crossings (at least as poorly as ODE) Terrain skirts Avatar created in previous region and not new region when crossing border Vehicle recreated in new sim at small Z value (offset from root value?) (DONE) -Lock axis Deleting a linkset while standing on the root will leave the physical shape of the root behind. Not sure if it is because standing on it. Done with large prim linksets. Linkset child rotations. @@ -344,3 +343,5 @@ Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE. Verify that angular motion specified around Z moves in the vehicle coordinates. DONE 20130120: BulletSim properly applies force in vehicle relative coordinates. Nebadon vehicles turning funny in arena (DONE) +Lock axis (DONE 20130401) + -- cgit v1.1 From a7a1b8b7e9269b446e3396a35153b00942c1e35b Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sun, 7 Apr 2013 14:05:35 -0700 Subject: BulletSim: clean up actor code so routines use the same coding pattern. Fix a few enabling problems. --- .../Physics/BulletSPlugin/BSActorAvatarMove.cs | 22 ++--- .../Region/Physics/BulletSPlugin/BSActorHover.cs | 6 +- .../Physics/BulletSPlugin/BSActorLockAxis.cs | 105 ++++++++++----------- .../Physics/BulletSPlugin/BSActorMoveToTarget.cs | 12 +-- .../Physics/BulletSPlugin/BSActorSetForce.cs | 2 +- .../Physics/BulletSPlugin/BSActorSetTorque.cs | 4 +- OpenSim/Region/Physics/BulletSPlugin/BSActors.cs | 49 +++++++--- .../Region/Physics/BulletSPlugin/BSCharacter.cs | 3 + .../Region/Physics/BulletSPlugin/BSPhysObject.cs | 35 +++---- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 22 ++--- 10 files changed, 137 insertions(+), 123 deletions(-) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs index 634a898..8416740 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs @@ -67,14 +67,6 @@ public class BSActorAvatarMove : BSActor { m_physicsScene.DetailLog("{0},BSActorAvatarMove,refresh", m_controllingPrim.LocalID); - // If not active any more, get rid of me (shouldn't ever happen, but just to be safe) - if (m_controllingPrim.RawForce == OMV.Vector3.Zero) - { - m_physicsScene.DetailLog("{0},BSActorAvatarMove,refresh,notAvatarMove,removing={1}", m_controllingPrim.LocalID, ActorName); - m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName); - return; - } - // If the object is physically active, add the hoverer prestep action if (isActive) { @@ -95,14 +87,19 @@ public class BSActorAvatarMove : BSActor // Nothing to do for the hoverer since it is all software at pre-step action time. } + // Usually called when target velocity changes to set the current velocity and the target + // into the movement motor. public void SetVelocityAndTarget(OMV.Vector3 vel, OMV.Vector3 targ, bool inTaintTime) { m_physicsScene.TaintedObject(inTaintTime, "BSActorAvatarMove.setVelocityAndTarget", delegate() { - m_velocityMotor.Reset(); - m_velocityMotor.SetTarget(targ); - m_velocityMotor.SetCurrent(vel); - m_velocityMotor.Enabled = true; + if (m_velocityMotor != null) + { + m_velocityMotor.Reset(); + m_velocityMotor.SetTarget(targ); + m_velocityMotor.SetCurrent(vel); + m_velocityMotor.Enabled = true; + } }); } @@ -119,6 +116,7 @@ public class BSActorAvatarMove : BSActor 1f // efficiency ); // _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages. + SetVelocityAndTarget(m_controllingPrim.RawVelocity, m_controllingPrim.TargetVelocity, true /* inTaintTime */); m_physicsScene.BeforeStep += Mover; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs index 8dd3700..e8310df 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs @@ -67,12 +67,10 @@ public class BSActorHover : BSActor { m_physicsScene.DetailLog("{0},BSActorHover,refresh", m_controllingPrim.LocalID); - // If not active any more, get rid of me (shouldn't ever happen, but just to be safe) + // If not active any more, turn me off if (!m_controllingPrim.HoverActive) { - m_physicsScene.DetailLog("{0},BSActorHover,refresh,notHovering,removing={1}", m_controllingPrim.LocalID, ActorName); - m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName); - return; + SetEnabled(false); } // If the object is physically active, add the hoverer prestep action diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs index c40a499..09ee32b 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs @@ -36,7 +36,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin { public class BSActorLockAxis : BSActor { - bool TryExperimentalLockAxisCode = true; BSConstraint LockAxisConstraint = null; public BSActorLockAxis(BSScene physicsScene, BSPhysObject pObj, string actorName) @@ -69,18 +68,13 @@ public class BSActorLockAxis : BSActor // If all the axis are free, we don't need to exist if (m_controllingPrim.LockedAxis == m_controllingPrim.LockedAxisFree) { - m_physicsScene.DetailLog("{0},BSActorLockAxis,refresh,allAxisFree,removing={1}", m_controllingPrim.LocalID, ActorName); - m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName); - return; + Enabled = false; } + // If the object is physically active, add the axis locking constraint - if (Enabled - && m_controllingPrim.IsPhysicallyActive - && TryExperimentalLockAxisCode - && m_controllingPrim.LockedAxis != m_controllingPrim.LockedAxisFree) + if (isActive) { - if (LockAxisConstraint == null) - AddAxisLockConstraint(); + AddAxisLockConstraint(); } else { @@ -108,58 +102,61 @@ public class BSActorLockAxis : BSActor private void AddAxisLockConstraint() { - // Lock that axis by creating a 6DOF constraint that has one end in the world and - // the other in the object. - // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=20817 - // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=26380 + if (LockAxisConstraint == null) + { + // Lock that axis by creating a 6DOF constraint that has one end in the world and + // the other in the object. + // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=20817 + // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=26380 - // Remove any existing axis constraint (just to be sure) - RemoveAxisLockConstraint(); + // Remove any existing axis constraint (just to be sure) + RemoveAxisLockConstraint(); - BSConstraint6Dof axisConstrainer = new BSConstraint6Dof(m_physicsScene.World, m_controllingPrim.PhysBody, - OMV.Vector3.Zero, OMV.Quaternion.Identity, - false /* useLinearReferenceFrameB */, true /* disableCollisionsBetweenLinkedBodies */); - LockAxisConstraint = axisConstrainer; - m_physicsScene.Constraints.AddConstraint(LockAxisConstraint); + BSConstraint6Dof axisConstrainer = new BSConstraint6Dof(m_physicsScene.World, m_controllingPrim.PhysBody, + OMV.Vector3.Zero, OMV.Quaternion.Identity, + false /* useLinearReferenceFrameB */, true /* disableCollisionsBetweenLinkedBodies */); + LockAxisConstraint = axisConstrainer; + m_physicsScene.Constraints.AddConstraint(LockAxisConstraint); - // The constraint is tied to the world and oriented to the prim. + // The constraint is tied to the world and oriented to the prim. - // Free to move linearly in the region - OMV.Vector3 linearLow = OMV.Vector3.Zero; - OMV.Vector3 linearHigh = m_physicsScene.TerrainManager.DefaultRegionSize; - axisConstrainer.SetLinearLimits(linearLow, linearHigh); + // Free to move linearly in the region + OMV.Vector3 linearLow = OMV.Vector3.Zero; + OMV.Vector3 linearHigh = m_physicsScene.TerrainManager.DefaultRegionSize; + axisConstrainer.SetLinearLimits(linearLow, linearHigh); - // Angular with some axis locked - float fPI = (float)Math.PI; - OMV.Vector3 angularLow = new OMV.Vector3(-fPI, -fPI, -fPI); - OMV.Vector3 angularHigh = new OMV.Vector3(fPI, fPI, fPI); - if (m_controllingPrim.LockedAxis.X != 1f) - { - angularLow.X = 0f; - angularHigh.X = 0f; - } - if (m_controllingPrim.LockedAxis.Y != 1f) - { - angularLow.Y = 0f; - angularHigh.Y = 0f; - } - if (m_controllingPrim.LockedAxis.Z != 1f) - { - angularLow.Z = 0f; - angularHigh.Z = 0f; - } - if (!axisConstrainer.SetAngularLimits(angularLow, angularHigh)) - { - m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,failedSetAngularLimits", m_controllingPrim.LocalID); - } + // Angular with some axis locked + float fPI = (float)Math.PI; + OMV.Vector3 angularLow = new OMV.Vector3(-fPI, -fPI, -fPI); + OMV.Vector3 angularHigh = new OMV.Vector3(fPI, fPI, fPI); + if (m_controllingPrim.LockedAxis.X != 1f) + { + angularLow.X = 0f; + angularHigh.X = 0f; + } + if (m_controllingPrim.LockedAxis.Y != 1f) + { + angularLow.Y = 0f; + angularHigh.Y = 0f; + } + if (m_controllingPrim.LockedAxis.Z != 1f) + { + angularLow.Z = 0f; + angularHigh.Z = 0f; + } + if (!axisConstrainer.SetAngularLimits(angularLow, angularHigh)) + { + m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,failedSetAngularLimits", m_controllingPrim.LocalID); + } - m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,create,linLow={1},linHi={2},angLow={3},angHi={4}", - m_controllingPrim.LocalID, linearLow, linearHigh, angularLow, angularHigh); + m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,create,linLow={1},linHi={2},angLow={3},angHi={4}", + m_controllingPrim.LocalID, linearLow, linearHigh, angularLow, angularHigh); - // Constants from one of the posts mentioned above and used in Bullet's ConstraintDemo. - axisConstrainer.TranslationalLimitMotor(true /* enable */, 5.0f, 0.1f); + // Constants from one of the posts mentioned above and used in Bullet's ConstraintDemo. + axisConstrainer.TranslationalLimitMotor(true /* enable */, 5.0f, 0.1f); - axisConstrainer.RecomputeConstraintVariables(m_controllingPrim.RawMass); + axisConstrainer.RecomputeConstraintVariables(m_controllingPrim.RawMass); + } } private void RemoveAxisLockConstraint() diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs index 3517ef2..16c2b14 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs @@ -67,15 +67,12 @@ public class BSActorMoveToTarget : BSActor { m_physicsScene.DetailLog("{0},BSActorMoveToTarget,refresh", m_controllingPrim.LocalID); - // If not active any more, get rid of me (shouldn't ever happen, but just to be safe) - if (!m_controllingPrim.HoverActive) + // If not active any more... + if (!m_controllingPrim.MoveToTargetActive) { - m_physicsScene.DetailLog("{0},BSActorMoveToTarget,refresh,notMoveToTarget,removing={1}", m_controllingPrim.LocalID, ActorName); - m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName); - return; + Enabled = false; } - // If the object is physically active, add the hoverer prestep action if (isActive) { ActivateMoveToTarget(); @@ -92,7 +89,7 @@ public class BSActorMoveToTarget : BSActor // BSActor.RemoveBodyDependencies() public override void RemoveBodyDependencies() { - // Nothing to do for the hoverer since it is all software at pre-step action time. + // Nothing to do for the moveToTarget since it is all software at pre-step action time. } // If a hover motor has not been created, create one and start the hovering. @@ -144,7 +141,6 @@ public class BSActorMoveToTarget : BSActor m_physicsScene.DetailLog("{0},BSPrim.PIDTarget,zeroMovement,movePos={1},pos={2},mass={3}", m_controllingPrim.LocalID, movePosition, m_controllingPrim.RawPosition, m_controllingPrim.Mass); m_controllingPrim.ForcePosition = m_targetMotor.TargetValue; - m_targetMotor.Enabled = false; } else { diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs index d942490..3ad138d 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs @@ -71,7 +71,7 @@ public class BSActorSetForce : BSActor if (m_controllingPrim.RawForce == OMV.Vector3.Zero) { m_physicsScene.DetailLog("{0},BSActorSetForce,refresh,notSetForce,removing={1}", m_controllingPrim.LocalID, ActorName); - m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName); + Enabled = false; return; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs index e0f719f..159a3a8 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs @@ -70,8 +70,8 @@ public class BSActorSetTorque : BSActor // If not active any more, get rid of me (shouldn't ever happen, but just to be safe) if (m_controllingPrim.RawTorque == OMV.Vector3.Zero) { - m_physicsScene.DetailLog("{0},BSActorSetTorque,refresh,notSetTorque,removing={1}", m_controllingPrim.LocalID, ActorName); - m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName); + m_physicsScene.DetailLog("{0},BSActorSetTorque,refresh,notSetTorque,disabling={1}", m_controllingPrim.LocalID, ActorName); + Enabled = false; return; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs index fb4d452..12a8817 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs @@ -42,24 +42,36 @@ public class BSActorCollection } public void Add(string name, BSActor actor) { - m_actors[name] = actor; + lock (m_actors) + { + if (!m_actors.ContainsKey(name)) + { + m_actors[name] = actor; + } + } } public bool RemoveAndRelease(string name) { bool ret = false; - if (m_actors.ContainsKey(name)) + lock (m_actors) { - BSActor beingRemoved = m_actors[name]; - beingRemoved.Dispose(); - m_actors.Remove(name); - ret = true; + if (m_actors.ContainsKey(name)) + { + BSActor beingRemoved = m_actors[name]; + m_actors.Remove(name); + beingRemoved.Dispose(); + ret = true; + } } return ret; } public void Clear() { - Release(); - m_actors.Clear(); + lock (m_actors) + { + Release(); + m_actors.Clear(); + } } public void Dispose() { @@ -69,15 +81,22 @@ public class BSActorCollection { return m_actors.ContainsKey(name); } + public bool TryGetActor(string actorName, out BSActor theActor) + { + return m_actors.TryGetValue(actorName, out theActor); + } public void ForEachActor(Action act) { - foreach (KeyValuePair kvp in m_actors) - act(kvp.Value); + lock (m_actors) + { + foreach (KeyValuePair kvp in m_actors) + act(kvp.Value); + } } public void Enable(bool enabl) { - ForEachActor(a => a.Enable(enabl)); + ForEachActor(a => a.SetEnabled(enabl)); } public void Release() { @@ -106,7 +125,7 @@ public abstract class BSActor { protected BSScene m_physicsScene { get; private set; } protected BSPhysObject m_controllingPrim { get; private set; } - protected bool Enabled { get; set; } + public virtual bool Enabled { get; set; } public string ActorName { get; private set; } public BSActor(BSScene physicsScene, BSPhysObject pObj, string actorName) @@ -122,8 +141,10 @@ public abstract class BSActor { get { return Enabled; } } - // Turn the actor on an off. - public virtual void Enable(bool setEnabled) + + // Turn the actor on an off. Only used by ActorCollection to set all enabled/disabled. + // Anyone else should assign true/false to 'Enabled'. + public void SetEnabled(bool setEnabled) { Enabled = setEnabled; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 09c9b16..a0d58d3 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -160,6 +160,9 @@ public sealed class BSCharacter : BSPhysObject // Make so capsule does not fall over PhysicsScene.PE.SetAngularFactorV(PhysBody, OMV.Vector3.Zero); + // The avatar mover sets some parameters. + PhysicalActors.Refresh(); + PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_CHARACTER_OBJECT); PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 644bc7e..64bf395 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -282,30 +282,31 @@ public abstract class BSPhysObject : PhysicsActor // 'actors' act on the physical object to change or constrain its motion. These can range from // hovering to complex vehicle motion. + // May be called at non-taint time as this just adds the actor to the action list and the real + // work is done during the simulation step. + // Note that, if the actor is already in the list and we are disabling same, the actor is just left + // in the list disabled. public delegate BSActor CreateActor(); - public void CreateRemoveActor(bool createRemove, string actorName, bool inTaintTime, CreateActor creator) + public void EnableActor(bool enableActor, string actorName, CreateActor creator) { - if (createRemove) + lock (PhysicalActors) { - PhysicsScene.TaintedObject(inTaintTime, "BSPrim.CreateRemoveActor:" + actorName, delegate() + BSActor theActor; + if (PhysicalActors.TryGetActor(actorName, out theActor)) { - if (!PhysicalActors.HasActor(actorName)) - { - DetailLog("{0},BSPrim.CreateRemoveActor,taint,registerActor,a={1}", LocalID, actorName); - PhysicalActors.Add(actorName, creator()); - } - }); - } - else - { - PhysicsScene.TaintedObject(inTaintTime, "BSPrim.CreateRemoveActor:" + actorName, delegate() + // The actor already exists so just turn it on or off + theActor.Enabled = enableActor; + } + else { - if (PhysicalActors.HasActor(actorName)) + // The actor does not exist. If it should, create it. + if (enableActor) { - DetailLog("{0},BSPrim.CreateRemoveActor,taint,unregisterActor,a={1}", LocalID, actorName); - PhysicalActors.RemoveAndRelease(actorName); + theActor = creator(); + PhysicalActors.Add(actorName, theActor); + theActor.Enabled = true; } - }); + } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 71fea59..16c7a90 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -95,6 +95,7 @@ public class BSPrim : BSPhysObject _isPhysical = pisPhysical; _isVolumeDetect = false; + // We keep a handle to the vehicle actor so we can set vehicle parameters later. VehicleActor = new BSDynamics(PhysicsScene, this, VehicleActorName); PhysicalActors.Add(VehicleActorName, VehicleActor); @@ -264,7 +265,7 @@ public class BSPrim : BSPhysObject if (axis.Z != 1) locking.Z = 0f; LockedAxis = locking; - CreateRemoveActor(LockedAxis != LockedAxisFree /* creatActor */, LockedAxisActorName, false /* inTaintTime */, delegate() + EnableActor(LockedAxis != LockedAxisFree, LockedAxisActorName, delegate() { return new BSActorLockAxis(PhysicsScene, this, LockedAxisActorName); }); @@ -501,7 +502,7 @@ public class BSPrim : BSPhysObject get { return RawForce; } set { RawForce = value; - CreateRemoveActor(RawForce == OMV.Vector3.Zero, SetForceActorName, false /* inTaintTime */, delegate() + EnableActor(RawForce != OMV.Vector3.Zero, SetForceActorName, delegate() { return new BSActorSetForce(PhysicsScene, this, SetForceActorName); }); @@ -510,14 +511,13 @@ public class BSPrim : BSPhysObject public override int VehicleType { get { - return (int)VehicleActor.Type; // if we are a vehicle, return that type + return (int)VehicleActor.Type; } set { Vehicle type = (Vehicle)value; PhysicsScene.TaintedObject("setVehicleType", delegate() { - // Done at taint time so we're sure the physics engine is not using the variables // Vehicle code changes the parameters for this vehicle type. VehicleActor.ProcessTypeChange(type); ActivateIfPhysical(false); @@ -669,11 +669,11 @@ public class BSPrim : BSPhysObject get { return RawTorque; } set { RawTorque = value; - CreateRemoveActor(RawTorque == OMV.Vector3.Zero, SetTorqueActorName, false /* inTaintTime */, delegate() + EnableActor(RawTorque != OMV.Vector3.Zero, SetTorqueActorName, delegate() { return new BSActorSetTorque(PhysicsScene, this, SetTorqueActorName); }); - // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); + DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, RawTorque); } } public override OMV.Vector3 Acceleration { @@ -786,7 +786,6 @@ public class BSPrim : BSPhysObject MakeDynamic(IsStatic); // Update vehicle specific parameters (after MakeDynamic() so can change physical parameters) - VehicleActor.Refresh(); PhysicalActors.Refresh(); // Arrange for collision events if the simulator wants them @@ -1037,7 +1036,7 @@ public class BSPrim : BSPhysObject public override bool PIDActive { set { base.MoveToTargetActive = value; - CreateRemoveActor(MoveToTargetActive, MoveToTargetActorName, false /* inTaintTime */, delegate() + EnableActor(MoveToTargetActive, MoveToTargetActorName, delegate() { return new BSActorMoveToTarget(PhysicsScene, this, MoveToTargetActorName); }); @@ -1049,7 +1048,7 @@ public class BSPrim : BSPhysObject public override bool PIDHoverActive { set { base.HoverActive = value; - CreateRemoveActor(HoverActive /* creatActor */, HoverActorName, false /* inTaintTime */, delegate() + EnableActor(HoverActive, HoverActorName, delegate() { return new BSActorHover(PhysicsScene, this, HoverActorName); }); @@ -1458,7 +1457,7 @@ public class BSPrim : BSPhysObject { // Create the correct physical representation for this type of object. // Updates base.PhysBody and base.PhysShape with the new information. - // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary. + // Ignore 'forceRebuild'. 'GetBodyAndShape' makes the right choices and changes of necessary. PhysicsScene.Shapes.GetBodyAndShape(false /*forceRebuild */, PhysicsScene.World, this, null, delegate(BulletBody dBody) { // Called if the current prim body is about to be destroyed. @@ -1472,9 +1471,9 @@ public class BSPrim : BSPhysObject return; } + // Called at taint-time protected virtual void RemoveBodyDependencies() { - VehicleActor.RemoveBodyDependencies(); PhysicalActors.RemoveBodyDependencies(); } @@ -1482,6 +1481,7 @@ public class BSPrim : BSPhysObject // the world that things have changed. public override void UpdateProperties(EntityProperties entprop) { + // Let anyone (like the actors) modify the updated properties before they are pushed into the object and the simulator. TriggerPreUpdatePropertyAction(ref entprop); // DetailLog("{0},BSPrim.UpdateProperties,entry,entprop={1}", LocalID, entprop); // DEBUG DEBUG -- cgit v1.1 From 99f39836a1879a807bb7d6bf5bf793c3a99584c4 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 8 Apr 2013 06:27:01 -0700 Subject: BulletSim: moving comments around. No functional change. --- OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs | 2 +- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 10 +--------- OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs | 9 +++++++++ 3 files changed, 11 insertions(+), 10 deletions(-) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs index 159a3a8..7a791ec 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs @@ -65,7 +65,7 @@ public class BSActorSetTorque : BSActor // BSActor.Refresh() public override void Refresh() { - m_physicsScene.DetailLog("{0},BSActorSetTorque,refresh", m_controllingPrim.LocalID); + m_physicsScene.DetailLog("{0},BSActorSetTorque,refresh,torque={1}", m_controllingPrim.LocalID, m_controllingPrim.RawTorque); // If not active any more, get rid of me (shouldn't ever happen, but just to be safe) if (m_controllingPrim.RawTorque == OMV.Vector3.Zero) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 16c7a90..3423d2e 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -1514,16 +1514,8 @@ public class BSPrim : BSPhysObject LastEntityProperties = CurrentEntityProperties; CurrentEntityProperties = entprop; + // Note that BSPrim can be overloaded by BSPrimLinkable which controls updates from root and children prims. base.RequestPhysicsterseUpdate(); - /* - else - { - // For debugging, report the movement of children - DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}", - LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, - entprop.Acceleration, entprop.RotationalVelocity); - } - */ } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs index d65d407..28242d4 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs @@ -163,6 +163,15 @@ public class BSPrimLinkable : BSPrimDisplaced // TODO: this will have to change when linksets are articulated. base.UpdateProperties(entprop); } + /* + else + { + // For debugging, report the movement of children + DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}", + LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, + entprop.Acceleration, entprop.RotationalVelocity); + } + */ // The linkset might like to know about changing locations Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this); } -- cgit v1.1 From f68b963596e7df2c28761af4584b4dcb17d550eb Mon Sep 17 00:00:00 2001 From: Jon Cundill Date: Sun, 7 Apr 2013 12:31:49 +0100 Subject: fixed bullet config for osx Signed-off-by: Robert Adams --- bin/Physics/OpenSim.Region.Physics.BulletSPlugin.dll.config | 2 ++ 1 file changed, 2 insertions(+) diff --git a/bin/Physics/OpenSim.Region.Physics.BulletSPlugin.dll.config b/bin/Physics/OpenSim.Region.Physics.BulletSPlugin.dll.config index 1bc7e41..2763525 100755 --- a/bin/Physics/OpenSim.Region.Physics.BulletSPlugin.dll.config +++ b/bin/Physics/OpenSim.Region.Physics.BulletSPlugin.dll.config @@ -1,6 +1,8 @@ + + -- cgit v1.1 From 4d2203ff5298ffe40902ce018c1be1b4096c936d Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 8 Apr 2013 09:15:20 -0700 Subject: BulletSim: Add dylib for BulletSim and add he who figured out building BulletSim on a Mac to the CONTRIBUTORS file. --- CONTRIBUTORS.txt | 1 + bin/lib32/libBulletSim.dylib | Bin 0 -> 1181656 bytes 2 files changed, 1 insertion(+) create mode 100755 bin/lib32/libBulletSim.dylib diff --git a/CONTRIBUTORS.txt b/CONTRIBUTORS.txt index 8ff55df..36b17be 100644 --- a/CONTRIBUTORS.txt +++ b/CONTRIBUTORS.txt @@ -101,6 +101,7 @@ what it is today. * jhurliman * John R Sohn (XenReborn) * jonc +* Jon Cundill * Junta Kohime * Kayne * Kevin Cozens diff --git a/bin/lib32/libBulletSim.dylib b/bin/lib32/libBulletSim.dylib new file mode 100755 index 0000000..02f8a7f Binary files /dev/null and b/bin/lib32/libBulletSim.dylib differ -- cgit v1.1 From 8e04c752fc2bc1f27fce224d2aec3ea72edbc2cc Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 9 Apr 2013 22:38:47 +0100 Subject: If OpenSimulator is writing a PID file and finds the file already present on startup, logging an error since this is commonly due to an unclean shutdown. Unclean shutdown can cause constantly moving objects to disappear if an OAR has just been loaded and they have not reached persistence time threshold, among other problems. --- OpenSim/Framework/Servers/ServerBase.cs | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/OpenSim/Framework/Servers/ServerBase.cs b/OpenSim/Framework/Servers/ServerBase.cs index 657444c..2c4a687 100644 --- a/OpenSim/Framework/Servers/ServerBase.cs +++ b/OpenSim/Framework/Servers/ServerBase.cs @@ -76,6 +76,11 @@ namespace OpenSim.Framework.Servers protected void CreatePIDFile(string path) { + if (File.Exists(path)) + m_log.ErrorFormat( + "[SERVER BASE]: Previous pid file {0} still exists on startup. Possibly previously unclean shutdown.", + path); + try { string pidstring = System.Diagnostics.Process.GetCurrentProcess().Id.ToString(); -- cgit v1.1 From 8690a08881d41c285dd830b4b1646eb116ad098d Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 9 Apr 2013 23:02:11 +0100 Subject: minor: Log an exception if we aren't able to delete a script state file rather than simply ignoring it. This should never normally happen but if it does then it can be valuable diagonstic information. --- OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs index bf19a42..1e6db43 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs @@ -520,8 +520,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance { File.Delete(savedState); } - catch(Exception) + catch (Exception e) { + m_log.Warn( + string.Format( + "[SCRIPT INSTANCE]: Could not delete script state {0} for script {1} (id {2}) in part {3} (id {4}) in object {5} in {6}. Exception ", + ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, Engine.World.Name), + e); } } -- cgit v1.1 From 659c741ff5a3d13b4462d3ce906c6785bb296322 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 9 Apr 2013 23:15:01 +0100 Subject: Add more notes to async_call_method relating to UnsafeQueueUserWorkItem UnsafeQueueUserWorkItem is so called because it allows the calling code to escalate its security privileges. However, since we must already trust this code anyway in OpenSimulator this is not an issue. --- bin/OpenSimDefaults.ini | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini index 1d2c0cf..28c1db2 100644 --- a/bin/OpenSimDefaults.ini +++ b/bin/OpenSimDefaults.ini @@ -43,9 +43,14 @@ ; Sets the method that OpenSim will use to fire asynchronous ; events. Valid values are UnsafeQueueUserWorkItem, ; QueueUserWorkItem, BeginInvoke, SmartThreadPool, and Thread. + ; ; SmartThreadPool is reported to work well on Mono/Linux, but ; UnsafeQueueUserWorkItem has been benchmarked with better ; performance on .NET/Windows + ; + ; UnsafeQueueUserWorkItem refers to the fact that the code creating the event could elevate its security + ; privileges. However, as calling code is trusted anyway this is safe (if you set + ; TrustedBinaries = true in the [XEngine] section then you already have to trust that incoming code for other reasons). async_call_method = SmartThreadPool ; Max threads to allocate on the FireAndForget thread pool -- cgit v1.1 From 06068444e2486cb761d266c6831c54fc27d7d5c2 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 9 Apr 2013 23:21:13 +0100 Subject: Comment out rez perms logging I accidentally left in at 7f07023 (Sat Apr 6 02:34:51 2013) --- OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs index 77299be..f8e93e1 100644 --- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs +++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs @@ -1453,7 +1453,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions bool permission = false; - m_log.DebugFormat("[PERMISSIONS MODULE]: Checking rez object at {0} in {1}", objectPosition, m_scene.Name); +// m_log.DebugFormat("[PERMISSIONS MODULE]: Checking rez object at {0} in {1}", objectPosition, m_scene.Name); ILandObject land = m_scene.LandChannel.GetLandObject(objectPosition.X, objectPosition.Y); if (land == null) return false; -- cgit v1.1 From e20b0d5695dc583d161b39fa26bfd56e63c7b30e Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 10 Apr 2013 00:03:37 +0100 Subject: minor: Make exceptions thrown by MySQLAssetData more consistent. --- OpenSim/Data/MySQL/MySQLAssetData.cs | 29 +++++++++++++++++++---------- 1 file changed, 19 insertions(+), 10 deletions(-) diff --git a/OpenSim/Data/MySQL/MySQLAssetData.cs b/OpenSim/Data/MySQL/MySQLAssetData.cs index cf80b3d..21362b9 100644 --- a/OpenSim/Data/MySQL/MySQLAssetData.cs +++ b/OpenSim/Data/MySQL/MySQLAssetData.cs @@ -142,7 +142,8 @@ namespace OpenSim.Data.MySQL } catch (Exception e) { - m_log.Error("[ASSETS DB]: MySql failure fetching asset " + assetID + ": " + e.Message); + m_log.Error( + string.Format("[ASSETS DB]: MySql failure fetching asset {0}. Exception ", assetID), e); } } } @@ -209,8 +210,11 @@ namespace OpenSim.Data.MySQL } catch (Exception e) { - m_log.ErrorFormat("[ASSET DB]: MySQL failure creating asset {0} with name \"{1}\". Error: {2}", - asset.FullID, asset.Name, e.Message); + m_log.Error( + string.Format( + "[ASSET DB]: MySQL failure creating asset {0} with name {1}. Exception ", + asset.FullID, asset.Name) + , e); } } } @@ -241,10 +245,11 @@ namespace OpenSim.Data.MySQL } catch (Exception e) { - m_log.ErrorFormat( - "[ASSETS DB]: " + - "MySql failure updating access_time for asset {0} with name {1}" + Environment.NewLine + e.ToString() - + Environment.NewLine + "Attempting reconnection", asset.FullID, asset.Name); + m_log.Error( + string.Format( + "[ASSETS DB]: Failure updating access_time for asset {0} with name {1}. Exception ", + asset.FullID, asset.Name), + e); } } } @@ -284,8 +289,8 @@ namespace OpenSim.Data.MySQL } catch (Exception e) { - m_log.ErrorFormat( - "[ASSETS DB]: MySql failure fetching asset {0}" + Environment.NewLine + e.ToString(), uuid); + m_log.Error( + string.Format("[ASSETS DB]: MySql failure fetching asset {0}. Exception ", uuid), e); } } } @@ -344,7 +349,11 @@ namespace OpenSim.Data.MySQL } catch (Exception e) { - m_log.Error("[ASSETS DB]: MySql failure fetching asset set" + Environment.NewLine + e.ToString()); + m_log.Error( + string.Format( + "[ASSETS DB]: MySql failure fetching asset set from {0}, count {1}. Exception ", + start, count), + e); } } } -- cgit v1.1 From 29e28f4b84677fa1e1b138d0ede610c55add12f2 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 10 Apr 2013 00:05:03 +0100 Subject: minor: remove mono compiler warnings in InventoryAccessModule --- .../CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs index f796ec9..e0009bb 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs @@ -353,7 +353,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess bool asAttachment) { CoalescedSceneObjects coa = new CoalescedSceneObjects(UUID.Zero); - Dictionary originalPositions = new Dictionary(); +// Dictionary originalPositions = new Dictionary(); foreach (SceneObjectGroup objectGroup in objlist) { @@ -936,8 +936,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess } } - int primcount = 0; - for(int i = 0; i < objlist.Count; i++) + for (int i = 0; i < objlist.Count; i++) { SceneObjectGroup g = objlist[i]; -- cgit v1.1 From 148e46563f9f95e43a460780592deceed3dd5d14 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 10 Apr 2013 00:07:58 +0100 Subject: minor: fix mono compiler warning in ScriptsHttpRequests.cs --- OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs | 1 - 1 file changed, 1 deletion(-) diff --git a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs index ebf56cd..6793fc8 100644 --- a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs +++ b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs @@ -395,7 +395,6 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest //public bool HttpVerboseThrottle = true; // not implemented public List HttpCustomHeaders = null; public bool HttpPragmaNoCache = true; - private Thread httpThread; // Request info private UUID _itemID; -- cgit v1.1 From 17fd075f39df71d628db08b7c280150f231f8a26 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 9 Apr 2013 11:55:29 -0700 Subject: BulletSim: fix problem where large sets of mega-regions weren't registering all the terrain with the base region. --- OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs index cd15850..5240ad8 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs @@ -213,13 +213,13 @@ public sealed class BSTerrainManager : IDisposable }); } - // Another region is calling this region passing a terrain. + // Another region is calling this region and passing a terrain. // A region that is not the mega-region root will pass its terrain to the root region so the root region // physics engine will have all the terrains. private void AddMegaRegionChildTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords) { // Since we are called by another region's thread, the action must be rescheduled onto our processing thread. - PhysicsScene.PostTaintObject("TerrainManager.AddMegaRegionChild" + m_worldOffset.ToString(), 0, delegate() + PhysicsScene.PostTaintObject("TerrainManager.AddMegaRegionChild" + minCoords.ToString(), id, delegate() { UpdateTerrain(id, heightMap, minCoords, maxCoords); }); @@ -306,7 +306,7 @@ public sealed class BSTerrainManager : IDisposable newTerrainID = ++m_terrainCount; DetailLog("{0},BSTerrainManager.UpdateTerrain:NewTerrain,taint,newID={1},minCoord={2},maxCoord={3}", - BSScene.DetailLogZero, newTerrainID, minCoords, minCoords); + BSScene.DetailLogZero, newTerrainID, minCoords, maxCoords); BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords); m_terrains.Add(terrainRegionBase, newTerrainPhys); -- cgit v1.1 From 59135c9a31875dc514b3ea2fe14021571807701d Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 9 Apr 2013 16:32:54 -0700 Subject: BulletSim: add Bullet HACD library invocation. Turned off by default as not totally debugged. Updated DLLs and SOs with more debugged HACD library code. --- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 53 ++++- OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 1 + .../Physics/BulletSPlugin/BSShapeCollection.cs | 223 ++++++++++++--------- bin/lib32/BulletSim.dll | Bin 570880 -> 1008640 bytes bin/lib32/libBulletSim.so | Bin 1762207 -> 2093987 bytes bin/lib64/BulletSim.dll | Bin 721920 -> 1140224 bytes bin/lib64/libBulletSim.so | Bin 1920169 -> 2258808 bytes 7 files changed, 183 insertions(+), 94 deletions(-) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 385ed9e..06df85e 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -86,6 +86,7 @@ public static class BSParam public static bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes public static bool ShouldUseHullsForPhysicalObjects { get; private set; } // 'true' if should create hulls for physical objects public static bool ShouldRemoveZeroWidthTriangles { get; private set; } + public static bool ShouldUseBulletHACD { get; set; } public static float TerrainImplementation { get; private set; } public static int TerrainMeshMagnification { get; private set; } @@ -149,6 +150,15 @@ public static class BSParam public static float CSHullVolumeConservationThresholdPercent { get; private set; } public static int CSHullMaxVertices { get; private set; } public static float CSHullMaxSkinWidth { get; private set; } + public static float BHullMaxVerticesPerHull { get; private set; } // 100 + public static float BHullMinClusters { get; private set; } // 2 + public static float BHullCompacityWeight { get; private set; } // 0.1 + public static float BHullVolumeWeight { get; private set; } // 0.0 + public static float BHullConcavity { get; private set; } // 100 + public static bool BHullAddExtraDistPoints { get; private set; } // false + public static bool BHullAddNeighboursDistPoints { get; private set; } // false + public static bool BHullAddFacesPoints { get; private set; } // false + public static bool BHullShouldAdjustCollisionMargin { get; private set; } // false // Linkset implementation parameters public static float LinksetImplementation { get; private set; } @@ -325,6 +335,10 @@ public static class BSParam true, (s) => { return ShouldRemoveZeroWidthTriangles; }, (s,v) => { ShouldRemoveZeroWidthTriangles = v; } ), + new ParameterDefn("ShouldUseBulletHACD", "If true, use the Bullet version of HACD", + false, + (s) => { return ShouldUseBulletHACD; }, + (s,v) => { ShouldUseBulletHACD = v; } ), new ParameterDefn("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions", 5, @@ -663,10 +677,47 @@ public static class BSParam (s) => { return CSHullMaxVertices; }, (s,v) => { CSHullMaxVertices = v; } ), new ParameterDefn("CSHullMaxSkinWidth", "CS impl: skin width to apply to output hulls.", - 0, + 0f, (s) => { return CSHullMaxSkinWidth; }, (s,v) => { CSHullMaxSkinWidth = v; } ), + new ParameterDefn("BHullMaxVerticesPerHull", "Bullet impl: max number of vertices per created hull", + 100f, + (s) => { return BHullMaxVerticesPerHull; }, + (s,v) => { BHullMaxVerticesPerHull = v; } ), + new ParameterDefn("BHullMinClusters", "Bullet impl: minimum number of hulls to create per mesh", + 2f, + (s) => { return BHullMinClusters; }, + (s,v) => { BHullMinClusters = v; } ), + new ParameterDefn("BHullCompacityWeight", "Bullet impl: weight factor for how compact to make hulls", + 2f, + (s) => { return BHullCompacityWeight; }, + (s,v) => { BHullCompacityWeight = v; } ), + new ParameterDefn("BHullVolumeWeight", "Bullet impl: weight factor for volume in created hull", + 0.1f, + (s) => { return BHullVolumeWeight; }, + (s,v) => { BHullVolumeWeight = v; } ), + new ParameterDefn("BHullConcavity", "Bullet impl: weight factor for how convex a created hull can be", + 100f, + (s) => { return BHullConcavity; }, + (s,v) => { BHullConcavity = v; } ), + new ParameterDefn("BHullAddExtraDistPoints", "Bullet impl: whether to add extra vertices for long distance vectors", + false, + (s) => { return BHullAddExtraDistPoints; }, + (s,v) => { BHullAddExtraDistPoints = v; } ), + new ParameterDefn("BHullAddNeighboursDistPoints", "Bullet impl: whether to add extra vertices between neighbor hulls", + false, + (s) => { return BHullAddNeighboursDistPoints; }, + (s,v) => { BHullAddNeighboursDistPoints = v; } ), + new ParameterDefn("BHullAddFacesPoints", "Bullet impl: whether to add extra vertices to break up hull faces", + false, + (s) => { return BHullAddFacesPoints; }, + (s,v) => { BHullAddFacesPoints = v; } ), + new ParameterDefn("BHullShouldAdjustCollisionMargin", "Bullet impl: whether to shrink resulting hulls to account for collision margin", + false, + (s) => { return BHullShouldAdjustCollisionMargin; }, + (s,v) => { BHullShouldAdjustCollisionMargin = v; } ), + new ParameterDefn("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)", (float)BSLinkset.LinksetImplementation.Compound, (s) => { return LinksetImplementation; }, diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 9818b05..8e05b58 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -316,6 +316,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters break; case "bulletxna": ret = new BSAPIXNA(engineName, this); + BSParam.ShouldUseBulletHACD = false; break; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index b6ac23d..bfa69b2 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs @@ -720,7 +720,7 @@ public sealed class BSShapeCollection : IDisposable // Remove usage of the previous shape. DereferenceShape(prim.PhysShape, shapeCallback); - newShape = CreatePhysicalHull(prim.PhysObjectName, newHullKey, prim.BaseShape, prim.Size, lod); + newShape = CreatePhysicalHull(prim, newHullKey, prim.BaseShape, prim.Size, lod); // It might not have been created if we're waiting for an asset. newShape = VerifyMeshCreated(newShape, prim); @@ -731,7 +731,7 @@ public sealed class BSShapeCollection : IDisposable } List m_hulls; - private BulletShape CreatePhysicalHull(string objName, System.UInt64 newHullKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) + private BulletShape CreatePhysicalHull(BSPhysObject prim, System.UInt64 newHullKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) { BulletShape newShape = new BulletShape(); @@ -745,116 +745,153 @@ public sealed class BSShapeCollection : IDisposable } else { - // Build a new hull in the physical world. - // Pass true for physicalness as this prevents the creation of bounding box which is not needed - IMesh meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */); - if (meshData != null) + if (BSParam.ShouldUseBulletHACD) { - - int[] indices = meshData.getIndexListAsInt(); - List vertices = meshData.getVertexList(); - - //format conversion from IMesh format to DecompDesc format - List convIndices = new List(); - List convVertices = new List(); - for (int ii = 0; ii < indices.GetLength(0); ii++) + DetailLog("{0},BSShapeCollection.CreatePhysicalHull,shouldUseBulletHACD,entry", prim.LocalID); + MeshDesc meshDesc; + if (!Meshes.TryGetValue(newHullKey, out meshDesc)) { - convIndices.Add(indices[ii]); + // That's odd because the mesh should have been created before the hull + // but, since it doesn't exist, create it. + newShape = CreatePhysicalMesh(prim, newHullKey, prim.BaseShape, prim.Size, lod); + DetailLog("{0},BSShapeCollection.CreatePhysicalHull,noMeshBuiltNew,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); + + if (newShape.HasPhysicalShape) + { + ReferenceShape(newShape); + Meshes.TryGetValue(newHullKey, out meshDesc); + } } - foreach (OMV.Vector3 vv in vertices) + if (meshDesc.shape.HasPhysicalShape) { - convVertices.Add(new float3(vv.X, vv.Y, vv.Z)); + HACDParams parms; + parms.maxVerticesPerHull = BSParam.BHullMaxVerticesPerHull; + parms.minClusters = BSParam.BHullMinClusters; + parms.compacityWeight = BSParam.BHullCompacityWeight; + parms.volumeWeight = BSParam.BHullVolumeWeight; + parms.concavity = BSParam.BHullConcavity; + parms.addExtraDistPoints = BSParam.NumericBool(BSParam.BHullAddExtraDistPoints); + parms.addNeighboursDistPoints = BSParam.NumericBool(BSParam.BHullAddNeighboursDistPoints); + parms.addFacesPoints = BSParam.NumericBool(BSParam.BHullAddFacesPoints); + parms.shouldAdjustCollisionMargin = BSParam.NumericBool(BSParam.BHullShouldAdjustCollisionMargin); + + DetailLog("{0},BSShapeCollection.CreatePhysicalHull,hullFromMesh,beforeCall", prim.LocalID, newShape.HasPhysicalShape); + newShape = PhysicsScene.PE.BuildHullShapeFromMesh(PhysicsScene.World, meshDesc.shape, parms); + DetailLog("{0},BSShapeCollection.CreatePhysicalHull,hullFromMesh,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); } - - uint maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplit; - if (BSParam.CSHullMaxDepthSplit != BSParam.CSHullMaxDepthSplitForSimpleShapes) + DetailLog("{0},BSShapeCollection.CreatePhysicalHull,shouldUseBulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); + } + if (!newShape.HasPhysicalShape) + { + // Build a new hull in the physical world. + // Pass true for physicalness as this prevents the creation of bounding box which is not needed + IMesh meshData = PhysicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */); + if (meshData != null) { - // Simple primitive shapes we know are convex so they are better implemented with - // fewer hulls. - // Check for simple shape (prim without cuts) and reduce split parameter if so. - if (PrimHasNoCuts(pbs)) + int[] indices = meshData.getIndexListAsInt(); + List vertices = meshData.getVertexList(); + + //format conversion from IMesh format to DecompDesc format + List convIndices = new List(); + List convVertices = new List(); + for (int ii = 0; ii < indices.GetLength(0); ii++) { - maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplitForSimpleShapes; + convIndices.Add(indices[ii]); + } + foreach (OMV.Vector3 vv in vertices) + { + convVertices.Add(new float3(vv.X, vv.Y, vv.Z)); } - } - // setup and do convex hull conversion - m_hulls = new List(); - DecompDesc dcomp = new DecompDesc(); - dcomp.mIndices = convIndices; - dcomp.mVertices = convVertices; - dcomp.mDepth = maxDepthSplit; - dcomp.mCpercent = BSParam.CSHullConcavityThresholdPercent; - dcomp.mPpercent = BSParam.CSHullVolumeConservationThresholdPercent; - dcomp.mMaxVertices = (uint)BSParam.CSHullMaxVertices; - dcomp.mSkinWidth = BSParam.CSHullMaxSkinWidth; - ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn); - // create the hull into the _hulls variable - convexBuilder.process(dcomp); - - DetailLog("{0},BSShapeCollection.CreatePhysicalHull,key={1},inVert={2},inInd={3},split={4},hulls={5}", - BSScene.DetailLogZero, newHullKey, indices.GetLength(0), vertices.Count, maxDepthSplit, m_hulls.Count); - - // Convert the vertices and indices for passing to unmanaged. - // The hull information is passed as a large floating point array. - // The format is: - // convHulls[0] = number of hulls - // convHulls[1] = number of vertices in first hull - // convHulls[2] = hull centroid X coordinate - // convHulls[3] = hull centroid Y coordinate - // convHulls[4] = hull centroid Z coordinate - // convHulls[5] = first hull vertex X - // convHulls[6] = first hull vertex Y - // convHulls[7] = first hull vertex Z - // convHulls[8] = second hull vertex X - // ... - // convHulls[n] = number of vertices in second hull - // convHulls[n+1] = second hull centroid X coordinate - // ... - // - // TODO: is is very inefficient. Someday change the convex hull generator to return - // data structures that do not need to be converted in order to pass to Bullet. - // And maybe put the values directly into pinned memory rather than marshaling. - int hullCount = m_hulls.Count; - int totalVertices = 1; // include one for the count of the hulls - foreach (ConvexResult cr in m_hulls) - { - totalVertices += 4; // add four for the vertex count and centroid - totalVertices += cr.HullIndices.Count * 3; // we pass just triangles - } - float[] convHulls = new float[totalVertices]; + uint maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplit; + if (BSParam.CSHullMaxDepthSplit != BSParam.CSHullMaxDepthSplitForSimpleShapes) + { + // Simple primitive shapes we know are convex so they are better implemented with + // fewer hulls. + // Check for simple shape (prim without cuts) and reduce split parameter if so. + if (PrimHasNoCuts(pbs)) + { + maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplitForSimpleShapes; + } + } - convHulls[0] = (float)hullCount; - int jj = 1; - foreach (ConvexResult cr in m_hulls) - { - // copy vertices for index access - float3[] verts = new float3[cr.HullVertices.Count]; - int kk = 0; - foreach (float3 ff in cr.HullVertices) + // setup and do convex hull conversion + m_hulls = new List(); + DecompDesc dcomp = new DecompDesc(); + dcomp.mIndices = convIndices; + dcomp.mVertices = convVertices; + dcomp.mDepth = maxDepthSplit; + dcomp.mCpercent = BSParam.CSHullConcavityThresholdPercent; + dcomp.mPpercent = BSParam.CSHullVolumeConservationThresholdPercent; + dcomp.mMaxVertices = (uint)BSParam.CSHullMaxVertices; + dcomp.mSkinWidth = BSParam.CSHullMaxSkinWidth; + ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn); + // create the hull into the _hulls variable + convexBuilder.process(dcomp); + + DetailLog("{0},BSShapeCollection.CreatePhysicalHull,key={1},inVert={2},inInd={3},split={4},hulls={5}", + BSScene.DetailLogZero, newHullKey, indices.GetLength(0), vertices.Count, maxDepthSplit, m_hulls.Count); + + // Convert the vertices and indices for passing to unmanaged. + // The hull information is passed as a large floating point array. + // The format is: + // convHulls[0] = number of hulls + // convHulls[1] = number of vertices in first hull + // convHulls[2] = hull centroid X coordinate + // convHulls[3] = hull centroid Y coordinate + // convHulls[4] = hull centroid Z coordinate + // convHulls[5] = first hull vertex X + // convHulls[6] = first hull vertex Y + // convHulls[7] = first hull vertex Z + // convHulls[8] = second hull vertex X + // ... + // convHulls[n] = number of vertices in second hull + // convHulls[n+1] = second hull centroid X coordinate + // ... + // + // TODO: is is very inefficient. Someday change the convex hull generator to return + // data structures that do not need to be converted in order to pass to Bullet. + // And maybe put the values directly into pinned memory rather than marshaling. + int hullCount = m_hulls.Count; + int totalVertices = 1; // include one for the count of the hulls + foreach (ConvexResult cr in m_hulls) { - verts[kk++] = ff; + totalVertices += 4; // add four for the vertex count and centroid + totalVertices += cr.HullIndices.Count * 3; // we pass just triangles } + float[] convHulls = new float[totalVertices]; - // add to the array one hull's worth of data - convHulls[jj++] = cr.HullIndices.Count; - convHulls[jj++] = 0f; // centroid x,y,z - convHulls[jj++] = 0f; - convHulls[jj++] = 0f; - foreach (int ind in cr.HullIndices) + convHulls[0] = (float)hullCount; + int jj = 1; + foreach (ConvexResult cr in m_hulls) { - convHulls[jj++] = verts[ind].x; - convHulls[jj++] = verts[ind].y; - convHulls[jj++] = verts[ind].z; + // copy vertices for index access + float3[] verts = new float3[cr.HullVertices.Count]; + int kk = 0; + foreach (float3 ff in cr.HullVertices) + { + verts[kk++] = ff; + } + + // add to the array one hull's worth of data + convHulls[jj++] = cr.HullIndices.Count; + convHulls[jj++] = 0f; // centroid x,y,z + convHulls[jj++] = 0f; + convHulls[jj++] = 0f; + foreach (int ind in cr.HullIndices) + { + convHulls[jj++] = verts[ind].x; + convHulls[jj++] = verts[ind].y; + convHulls[jj++] = verts[ind].z; + } } + // create the hull data structure in Bullet + newShape = PhysicsScene.PE.CreateHullShape(PhysicsScene.World, hullCount, convHulls); } - // create the hull data structure in Bullet - newShape = PhysicsScene.PE.CreateHullShape(PhysicsScene.World, hullCount, convHulls); } + newShape.shapeKey = newHullKey; } - newShape.shapeKey = newHullKey; - return newShape; } diff --git a/bin/lib32/BulletSim.dll b/bin/lib32/BulletSim.dll index 5432813..618d4bd 100755 Binary files a/bin/lib32/BulletSim.dll and b/bin/lib32/BulletSim.dll differ diff --git a/bin/lib32/libBulletSim.so b/bin/lib32/libBulletSim.so index 286d930..e3b40fb 100755 Binary files a/bin/lib32/libBulletSim.so and b/bin/lib32/libBulletSim.so differ diff --git a/bin/lib64/BulletSim.dll b/bin/lib64/BulletSim.dll index dca7116..491ac22 100755 Binary files a/bin/lib64/BulletSim.dll and b/bin/lib64/BulletSim.dll differ diff --git a/bin/lib64/libBulletSim.so b/bin/lib64/libBulletSim.so index b63feb3..a8ad533 100755 Binary files a/bin/lib64/libBulletSim.so and b/bin/lib64/libBulletSim.so differ -- cgit v1.1 From 9cc41d511872fcd74a074ab484db2b981f3f5676 Mon Sep 17 00:00:00 2001 From: Vegaslon Date: Tue, 9 Apr 2013 17:23:50 -0400 Subject: Another algorithm for AngularVerticalAttraction. This one Takes into account all rotations before it and makes the corrections more close to the time that sl does. Signed-off-by: Robert Adams --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 23 ++++++++++++++++++++++ 1 file changed, 23 insertions(+) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 0fd1f73..723be0b 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -1358,6 +1358,28 @@ namespace OpenSim.Region.Physics.BulletSPlugin // If vertical attaction timescale is reasonable if (enableAngularVerticalAttraction && m_verticalAttractionTimescale < m_verticalAttractionCutoff) { + //Another formula to try got from : + //http://answers.unity3d.com/questions/10425/how-to-stabilize-angular-motion-alignment-of-hover.html + Vector3 VehicleUpAxis = Vector3.UnitZ *VehicleOrientation; + //Flipping what was originally a timescale into a speed variable and then multiplying it by 2 since only computing half + //the distance between the angles. + float VerticalAttractionSpeed=(1/m_verticalAttractionTimescale)*2.0f; + //making a prediction of where the up axis will be when this is applied rather then where it is now this makes for a smoother + //adjustment and less fighting between the various forces + Vector3 predictedUp = VehicleUpAxis * Quaternion.CreateFromAxisAngle(VehicleRotationalVelocity, 0f); + //this is only half the distance to the target so it will take 2 seconds to complete the turn. + Vector3 torqueVector = Vector3.Cross(predictedUp, Vector3.UnitZ); + //Scaling vector by our timescale since it is an acceleration it is r/s^2 or radians a timescale squared + Vector3 vertContributionV=torqueVector * VerticalAttractionSpeed *VerticalAttractionSpeed; + VehicleRotationalVelocity += vertContributionV; + VDetailLog("{0}, MoveAngular,verticalAttraction,UpAxis={1},PredictedUp={2},torqueVector={3},contrib={4}", + ControllingPrim.LocalID, + VehicleUpAxis, + predictedUp, + torqueVector, + vertContributionV); + //===================================================================== + /* // Possible solution derived from a discussion at: // http://stackoverflow.com/questions/14939657/computing-vector-from-quaternion-works-computing-quaternion-from-vector-does-no @@ -1392,6 +1414,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin differenceAngle, correctionRotation, vertContributionV); + */ // =================================================================== /* -- cgit v1.1 From b53713cdda3c4e49913a6a82239da35d62f74e68 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 9 Apr 2013 17:14:15 -0700 Subject: BulletSim: some formatting changes. --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 27 ++++++++++++++-------- 1 file changed, 17 insertions(+), 10 deletions(-) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 723be0b..612c68b 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -1360,19 +1360,26 @@ namespace OpenSim.Region.Physics.BulletSPlugin { //Another formula to try got from : //http://answers.unity3d.com/questions/10425/how-to-stabilize-angular-motion-alignment-of-hover.html - Vector3 VehicleUpAxis = Vector3.UnitZ *VehicleOrientation; - //Flipping what was originally a timescale into a speed variable and then multiplying it by 2 since only computing half - //the distance between the angles. - float VerticalAttractionSpeed=(1/m_verticalAttractionTimescale)*2.0f; - //making a prediction of where the up axis will be when this is applied rather then where it is now this makes for a smoother - //adjustment and less fighting between the various forces + + Vector3 VehicleUpAxis = Vector3.UnitZ * VehicleOrientation; + + // Flipping what was originally a timescale into a speed variable and then multiplying it by 2 + // since only computing half the distance between the angles. + float VerticalAttractionSpeed = (1 / m_verticalAttractionTimescale) * 2.0f; + + // Make a prediction of where the up axis will be when this is applied rather then where it is now as + // this makes for a smoother adjustment and less fighting between the various forces. Vector3 predictedUp = VehicleUpAxis * Quaternion.CreateFromAxisAngle(VehicleRotationalVelocity, 0f); - //this is only half the distance to the target so it will take 2 seconds to complete the turn. + + // This is only half the distance to the target so it will take 2 seconds to complete the turn. Vector3 torqueVector = Vector3.Cross(predictedUp, Vector3.UnitZ); - //Scaling vector by our timescale since it is an acceleration it is r/s^2 or radians a timescale squared - Vector3 vertContributionV=torqueVector * VerticalAttractionSpeed *VerticalAttractionSpeed; + + // Scale vector by our timescale since it is an acceleration it is r/s^2 or radians a timescale squared + Vector3 vertContributionV = torqueVector * VerticalAttractionSpeed * VerticalAttractionSpeed; + VehicleRotationalVelocity += vertContributionV; - VDetailLog("{0}, MoveAngular,verticalAttraction,UpAxis={1},PredictedUp={2},torqueVector={3},contrib={4}", + + VDetailLog("{0}, MoveAngular,verticalAttraction,UpAxis={1},PredictedUp={2},torqueVector={3},contrib={4}", ControllingPrim.LocalID, VehicleUpAxis, predictedUp, -- cgit v1.1 From 5f2cbfc0fd27198f8f05f4a9a4e2908d8b11752e Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 9 Apr 2013 17:53:18 -0700 Subject: BulletSim: fixing problems with llMoveToTarget. Not all fixed yet. --- OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs | 2 +- .../Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs | 16 +++++++++++----- OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 6 ++++++ 3 files changed, 18 insertions(+), 6 deletions(-) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs index e8310df..92ace66 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs @@ -50,7 +50,7 @@ public class BSActorHover : BSActor // BSActor.isActive public override bool isActive { - get { return Enabled && m_controllingPrim.IsPhysicallyActive; } + get { return Enabled; } } // Release any connections and resources used by the actor. diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs index 16c2b14..56aacc5 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs @@ -50,7 +50,7 @@ public class BSActorMoveToTarget : BSActor // BSActor.isActive public override bool isActive { - get { return Enabled && m_controllingPrim.IsPhysicallyActive; } + get { return Enabled; } } // Release any connections and resources used by the actor. @@ -65,7 +65,9 @@ public class BSActorMoveToTarget : BSActor // BSActor.Refresh() public override void Refresh() { - m_physicsScene.DetailLog("{0},BSActorMoveToTarget,refresh", m_controllingPrim.LocalID); + m_physicsScene.DetailLog("{0},BSActorMoveToTarget,refresh,enabled={1},active={2},target={3},tau={4}", + m_controllingPrim.LocalID, Enabled, m_controllingPrim.MoveToTargetActive, + m_controllingPrim.MoveToTargetTarget, m_controllingPrim.MoveToTargetTau ); // If not active any more... if (!m_controllingPrim.MoveToTargetActive) @@ -100,7 +102,7 @@ public class BSActorMoveToTarget : BSActor // We're taking over after this. m_controllingPrim.ZeroMotion(true); - m_targetMotor = new BSVMotor("BSPrim.PIDTarget", + m_targetMotor = new BSVMotor("BSActorMoveToTargget.Activate", m_controllingPrim.MoveToTargetTau, // timeScale BSMotor.Infinite, // decay time scale BSMotor.InfiniteVector, // friction timescale @@ -138,15 +140,19 @@ public class BSActorMoveToTarget : BSActor // If we are very close to our target, turn off the movement motor. if (m_targetMotor.ErrorIsZero()) { - m_physicsScene.DetailLog("{0},BSPrim.PIDTarget,zeroMovement,movePos={1},pos={2},mass={3}", + m_physicsScene.DetailLog("{0},BSActorMoveToTarget.Mover,zeroMovement,movePos={1},pos={2},mass={3}", m_controllingPrim.LocalID, movePosition, m_controllingPrim.RawPosition, m_controllingPrim.Mass); m_controllingPrim.ForcePosition = m_targetMotor.TargetValue; + // Setting the position does not cause the physics engine to generate a property update. Force it. + m_physicsScene.PE.PushUpdate(m_controllingPrim.PhysBody); } else { m_controllingPrim.ForcePosition = movePosition; + // Setting the position does not cause the physics engine to generate a property update. Force it. + m_physicsScene.PE.PushUpdate(m_controllingPrim.PhysBody); } - m_physicsScene.DetailLog("{0},BSPrim.PIDTarget,move,fromPos={1},movePos={2}", m_controllingPrim.LocalID, origPosition, movePosition); + m_physicsScene.DetailLog("{0},BSActorMoveToTarget.Mover,move,fromPos={1},movePos={2}", m_controllingPrim.LocalID, origPosition, movePosition); } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 64bf395..98eb4ca 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -295,6 +295,7 @@ public abstract class BSPhysObject : PhysicsActor if (PhysicalActors.TryGetActor(actorName, out theActor)) { // The actor already exists so just turn it on or off + DetailLog("{0},BSPhysObject.EnableActor,enablingExistingActor,name={1},enable={2}", LocalID, actorName, enableActor); theActor.Enabled = enableActor; } else @@ -302,10 +303,15 @@ public abstract class BSPhysObject : PhysicsActor // The actor does not exist. If it should, create it. if (enableActor) { + DetailLog("{0},BSPhysObject.EnableActor,creatingActor,name={1}", LocalID, actorName); theActor = creator(); PhysicalActors.Add(actorName, theActor); theActor.Enabled = true; } + else + { + DetailLog("{0},BSPhysObject.EnableActor,notCreatingActorSinceNotEnabled,name={1}", LocalID, actorName); + } } } } -- cgit v1.1 From c5de9840b05514eb659696239593e51e636398b8 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 16 Apr 2013 21:58:24 +0100 Subject: refactor: Remove IClientNetworkServer.NetworkStop() in favour of existing Stop(). This was an undocumented interface which I think was for long defunct region load balancing experiments. Also adds method doc for some IClientNetworkServer methods. --- OpenSim/Region/Application/OpenSimBase.cs | 2 +- OpenSim/Region/ClientStack/IClientNetworkServer.cs | 15 +++++++++++++-- OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 5 ----- 3 files changed, 14 insertions(+), 8 deletions(-) diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs index c555915..d86eefe 100644 --- a/OpenSim/Region/Application/OpenSimBase.cs +++ b/OpenSim/Region/Application/OpenSimBase.cs @@ -737,7 +737,7 @@ namespace OpenSim if (foundClientServer) { - m_clientServers[clientServerElement].NetworkStop(); + m_clientServers[clientServerElement].Stop(); m_clientServers.RemoveAt(clientServerElement); } } diff --git a/OpenSim/Region/ClientStack/IClientNetworkServer.cs b/OpenSim/Region/ClientStack/IClientNetworkServer.cs index 54a441b..bb7e6d0 100644 --- a/OpenSim/Region/ClientStack/IClientNetworkServer.cs +++ b/OpenSim/Region/ClientStack/IClientNetworkServer.cs @@ -38,11 +38,22 @@ namespace OpenSim.Region.ClientStack IPAddress _listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, IConfigSource configSource, AgentCircuitManager authenticateClass); - void NetworkStop(); bool HandlesRegion(Location x); - void AddScene(IScene x); + /// + /// Add the given scene to be handled by this IClientNetworkServer. + /// + /// + void AddScene(IScene scene); + + /// + /// Start sending and receiving data. + /// void Start(); + + /// + /// Stop sending and receiving data. + /// void Stop(); } } diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 72516cd..985aa4d 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -62,11 +62,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP m_udpServer = new LLUDPServer(listenIP, ref port, proxyPortOffsetParm, allow_alternate_port, configSource, circuitManager); } - public void NetworkStop() - { - m_udpServer.Stop(); - } - public void AddScene(IScene scene) { m_udpServer.AddScene(scene); -- cgit v1.1 From d4fa2c69ed2895dcab76e0df1b26252246883c07 Mon Sep 17 00:00:00 2001 From: dahlia Date: Wed, 17 Apr 2013 21:31:18 -0700 Subject: update libomv to git master which adds support for MaterialID in TextureEntry --- bin/CSJ2K.dll | Bin 502784 -> 495616 bytes bin/OpenMetaverse.StructuredData.XML | 28 +- bin/OpenMetaverse.StructuredData.dll | Bin 114688 -> 102400 bytes bin/OpenMetaverse.XML | 36629 ++++++++++---------- bin/OpenMetaverse.dll | Bin 1925120 -> 1785856 bytes bin/OpenMetaverse.dll.config | 8 +- bin/OpenMetaverseTypes.XML | 1462 +- bin/OpenMetaverseTypes.dll | Bin 122880 -> 114688 bytes bin/libopenjpeg-dotnet-2-1.5.0-dotnet-1-i686.so | Bin 0 -> 140028 bytes bin/libopenjpeg-dotnet-2-1.5.0-dotnet-1-x86_64.so | Bin 0 -> 149368 bytes bin/libopenjpeg-dotnet-2-1.5.0-dotnet-1.dylib | Bin 0 -> 130560 bytes 11 files changed, 19633 insertions(+), 18494 deletions(-) create mode 100644 bin/libopenjpeg-dotnet-2-1.5.0-dotnet-1-i686.so create mode 100644 bin/libopenjpeg-dotnet-2-1.5.0-dotnet-1-x86_64.so create mode 100644 bin/libopenjpeg-dotnet-2-1.5.0-dotnet-1.dylib diff --git a/bin/CSJ2K.dll b/bin/CSJ2K.dll index 238291f..581e410 100755 Binary files a/bin/CSJ2K.dll and b/bin/CSJ2K.dll differ diff --git a/bin/OpenMetaverse.StructuredData.XML b/bin/OpenMetaverse.StructuredData.XML index 897a330..3999d99 100644 --- a/bin/OpenMetaverse.StructuredData.XML +++ b/bin/OpenMetaverse.StructuredData.XML @@ -31,17 +31,33 @@ - + Serializes OSD to binary format. It does no prepend header - - + OSD to serialize + Serialized data + + + + Serializes OSD to binary format + + OSD to serialize + + Serialized data - + Serializes OSD to binary format. It does no prepend header - - + OSD to serialize + Serialized data + + + + Serializes OSD to binary format + + OSD to serialize + + Serialized data diff --git a/bin/OpenMetaverse.StructuredData.dll b/bin/OpenMetaverse.StructuredData.dll index c7216ce..4df771a 100755 Binary files a/bin/OpenMetaverse.StructuredData.dll and b/bin/OpenMetaverse.StructuredData.dll differ diff --git a/bin/OpenMetaverse.XML b/bin/OpenMetaverse.XML index 6e57fed..abd4cd5 100644 --- a/bin/OpenMetaverse.XML +++ b/bin/OpenMetaverse.XML @@ -4,9695 +4,8916 @@ OpenMetaverse - - = - - - Number of times we've received an unknown CAPS exception in series. + + + Starts a thread that keeps the daemon running + + + - - For exponential backoff on error. + + + Stops the daemon and the thread keeping it running + - + - Add a custom decoder callback + - The key of the field to decode - The custom decode handler + + + - + - Remove a custom decoder callback + 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. - The key of the field to decode - The custom decode handler + 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. + + + - + - Creates a formatted string containing the values of a Packet + Used to accept a call - The Packet - A formatted string of values of the nested items in the Packet object + SessionHandle such as received from SessionNewEvent + "default" + - + - Decode an IMessage object into a beautifully formatted string + 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 IMessage object - Recursion level (used for indenting) - A formatted string containing the names and values of the source object + 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. + - + - A custom decoder callback + This command is used to stop the audio render process. - The key of the object - the data to decode - A string represending the fieldData + The fully qualified path to the sound file issued in the start render command. + - + - Access to the data server which allows searching for land, events, people, etc + This is used to ‘end’ an established session (i.e. hang-up or disconnect). + Handle returned from successful Session ‘create’ request or a SessionNewEvent + - - The event subscribers. null if no subcribers + + + Set the combined speaking and listening position in 3D space. + + Handle returned from successful Session ‘create’ request or a SessionNewEvent + Speaking position + Listening position + - - Raises the EventInfoReply event - An EventInfoReplyEventArgs object containing the - data returned from the data server + + + 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 + - - Thread sync lock object + + + This is used to get a list of audio devices that can be used for capture (input) of voice. + + - - The event subscribers. null if no subcribers + + + This is used to get a list of audio devices that can be used for render (playback) of voice. + - - Raises the DirEventsReply event - An DirEventsReplyEventArgs object containing the - data returned from the data server + + + This command is used to select the render device. + + The name of the device as returned by the Aux.GetRenderDevices command. - - Thread sync lock object + + + This command is used to select the capture device. + + The name of the device as returned by the Aux.GetCaptureDevices command. - - The event subscribers. null if no subcribers + + + 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) + - - Raises the PlacesReply event - A PlacesReplyEventArgs object containing the - data returned from the data server + + + This command is used to stop the audio capture process. + + - - Thread sync lock object + + + 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) + - - The event subscribers. null if no subcribers + + + 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) + - - Raises the DirPlacesReply event - A DirPlacesReplyEventArgs object containing the - data returned from the data server + + + Start up the Voice service. + - - Thread sync lock object + + + Handle miscellaneous request status + + + + ///If something goes wrong, we log it. - - The event subscribers. null if no subcribers + + + Cleanup oject resources + - - Raises the DirClassifiedsReply event - A DirClassifiedsReplyEventArgs object containing the - data returned from the data server + + + Request voice cap when changing regions + - - Thread sync lock object + + + Handle a change in session state + - - The event subscribers. null if no subcribers + + + Close a voice session + + - - Raises the DirGroupsReply event - A DirGroupsReplyEventArgs object containing the - data returned from the data server + + + Locate a Session context from its handle + + Creates the session context if it does not exist. - - Thread sync lock object + + + Handle completion of main voice cap request. + + + + - - The event subscribers. null if no subcribers + + + Daemon has started so connect to it. + - - Raises the DirPeopleReply event - A DirPeopleReplyEventArgs object containing the - data returned from the data server + + + The daemon TCP connection is open. + - - 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 + Handle creation of the Connector. - 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 + Handle response to audio output device query - 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 + Handle response to audio input device query - 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) + + + Set voice channel for new parcel + - The event is raised when a response is received from the simulator + + + + Request info from a parcel capability Uri. - 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 + Receive parcel voice cap - 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 + Tell Vivox where we are standing - 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. + This has to be called when we move or turn. - + - Starts a search for land sales using the directory - - The event is raised when a response is received from the simulator + Start and stop updating out position. - 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 + 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 - - 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); - + A string value indicting the Application name + URL for the management server + LoggingSettings + + - + - Search for Groups + Shutdown Connector -- Should be called when the application is shutting down + to gracefully release resources - The name or portion of the name of the group you wish to search for - Start from the match number - + Handle returned from successful Connector ‘create’ request - + - Search for Groups + Mute or unmute the microphone - The name or portion of the name of the group you wish to search for - Start from the match number - Search flags - + Handle returned from successful Connector ‘create’ request + true (mute) or false (unmute) - + - Search the People directory for other avatars + Mute or unmute the speaker - The name or portion of the name of the avatar you wish to search for - - + Handle returned from successful Connector ‘create’ request + true (mute) or false (unmute) - + - Search Places for parcels of land you personally own + 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 - + - Searches Places for land owned by the specified group + Set local speaker volume - 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. + Handle returned from successful Connector ‘create’ request + The level of the audio, a number between -100 and 100 where + 0 represents ‘normal’ speaking volume - + - Search the Places directory for parcels that are listed in search and contain the specified keywords + This is used to login a specific user account(s). It may only be called after + Connector initialization has completed successfully - A string containing the keywords to search for - Transaction (Query) ID which can be associated with results from your request. + 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 + - + - Search Places - All Options + This is used to logout a user session. It should only be called with a valid AccountHandle. - 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. + Handle returned from successful Connector ‘login’ request + - + - Search All Events with specifid searchText in all categories, includes PG, Mature and Adult + Event for most mundane request reposnses. - 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. + + Response to Connector.Create request - - Requests Event Details - ID of Event returned from the method + + Response to Aux.GetCaptureDevices request - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Response to Aux.GetRenderDevices request - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Audio Properties Events are sent after audio capture is started. + These events are used to display a microphone VU meter - - Process an incoming event message - The Unique Capabilities Key - The event message containing the data - The simulator the message originated from + + Response to Account.Login request - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + This event message is sent whenever the login state of the + particular Account has transitioned from one value to another - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + + List of audio input devices + - - Process an incoming event message - The Unique Capabilities Key - The event message containing the data - The simulator the message originated from + + + List of audio output devices + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + + Set audio test mode + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Enable logging - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + The folder where any logs will be created - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + This will be prepended to beginning of each log file - - Raised when the data server responds to a request. + + The suffix or extension to be appended to each log file - - Raised when the data server responds to a request. + + + 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 + - - Raised when the data server responds to a request. + + + Constructor for default logging settings + - - Raised when the data server responds to a request. + + Audio Properties Events are sent after audio capture is started. These events are used to display a microphone VU meter - - Raised when the data server responds to a request. + + Positional vector of the users position - - Raised when the data server responds to a request. + + Velocity vector of the position - - Raised when the data server responds to a request. + + At Orientation (X axis) of the position - - Raised when the data server responds to a request. + + Up Orientation (Y axis) of the position - - Classified Ad categories + + Left Orientation (Z axis) of the position - - Classified is listed in the Any category + + + Represents a string of characters encoded with specific formatting properties + - - Classified is shopping related + + + Base class for all Asset types + - - Classified is + + 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 - - Event Categories + + + The "type" of asset, Notecard, Animation, etc + - - + + A text string containing main text of the notecard - - + + List of s embedded on the notecard - - + + Construct an Asset of type Notecard - - + + + Construct an Asset object of type Notecard + + A unique specific to this asset + A byte array containing the raw asset data - - + + + Encode the raw contents of a string with the specific Linden Text properties + - - + + + Decode the raw asset data including the Linden Text properties + + true if the AssetData was successfully decoded - - + + Override the base classes AssetType - - - - - - - - - - - - - - - - + - 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 + + 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 - - Query the Groups database + + The event subscribers, null of no subscribers - - Query the Events database + + Raises the AttachedSoundGainChange Event + A AttachedSoundGainChangeEventArgs object containing + the data sent from the simulator - - Query the land holdings database for land owned by the currently connected agent + + Thread sync lock object - - + + The event subscribers, null of no subscribers - - Query the land holdings database for land which is owned by a Group + + Raises the SoundTrigger Event + A SoundTriggerEventArgs object containing + the data sent from the simulator - - Specifies the query should pre sort the results based upon traffic - when searching the Places database + + 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 - - 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 + + + Plays a sound in the current region at full volume from avatar position + + UUID of the sound to be played - - 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 + + + 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. - - 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 + + + 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 - - 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 + + + 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 - - 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 + + + 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 - - 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 + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - 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 + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Include PG land in results. This flag is used when searching both the Groups, Events and Land sales databases + + Raised when the simulator sends us data containing + sound - - Include Mature land in results. This flag is used when searching both the Groups, Events and Land sales databases + + Raised when the simulator sends us data containing + ... - - Include Adult land in results. This flag is used when searching both the Groups, Events and Land sales databases + + 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 ... + } + + + + - Land types to search dataserver for + Construct a new instance of the SoundTriggerEventArgs class + Simulator where the event originated + The sound asset id + The ID of the owner + The ID of the object + The volume level + The - - Search Auction, Mainland and Estate - - - Land which is currently up for auction + + Simulator where the event originated - - Parcels which are on the mainland (Linden owned) continents + + Get the sound asset id - - Parcels which are on privately owned simulators + + Get the ID of the owner - - - The content rating of the event - + + Get the ID of the Object - - Event is PG + + Get the volume level - - Event is Mature + + Get the - - Event is Adult + + Provides data for the event + The event occurs when an attached sound + changes its volume level - + - Classified Ad Options + Construct a new instance of the AttachedSoundGainChangedEventArgs class - There appear to be two formats the flags are packed in. - This set of flags is for the newer style + Simulator where the event originated + The ID of the Object + The new volume level - - + + Simulator where the event originated - - - - - + + Get the ID of the Object - - + + Get the volume level - - + + Provides data for the event + The event occurs when the simulator forwards + a request made by yourself or another agent to play either an asset sound or a built in sound + + Requests to play sounds where the is not one of the built-in + will require sending a request to download the sound asset before it can be played + + + The following code example uses the , + and + properties to display some information on a sound request on the window. + + // subscribe to the event + Client.Sound.SoundTrigger += Sound_SoundTrigger; + + // play the pre-defined BELL_TING sound + Client.Sound.SendSoundTrigger(Sounds.BELL_TING); + + // handle the response data + private void Sound_SoundTrigger(object sender, SoundTriggerEventArgs e) + { + Console.WriteLine("{0} played the sound {1} at volume {2}", + e.OwnerID, e.SoundID, e.Gain); + } + + - + - Classified ad query options + Construct a new instance of the SoundTriggerEventArgs class + Simulator where the event originated + The sound asset id + The ID of the owner + The ID of the object + The ID of the objects parent + The volume level + The regionhandle + The source position - - Include all ads in results - - - Include PG ads in results + + Simulator where the event originated - - Include Mature ads in results + + Get the sound asset id - - Include Adult ads in results + + Get the ID of the owner - - - The For Sale flag in PlacesReplyData - + + Get the ID of the Object - - Parcel is not listed for sale + + Get the ID of the objects parent - - Parcel is For Sale + + Get the volume level - - - A classified ad on the grid - + + Get the regionhandle - - UUID for this ad, useful for looking up detailed - information about it + + Get the source position - - The title of this classified ad + + 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") + } + + - - Flags that show certain options applied to the classified + + + Construct a new instance of the PreloadSoundEventArgs class + + Simulator where the event originated + The sound asset id + The ID of the owner + The ID of the object - - Creation date of the ad + + Simulator where the event originated - - Expiration date of the ad + + Get the sound asset id - - Price that was paid for this ad + + Get the ID of the owner - - Print the struct data as a string - A string containing the field name, and field value + + Get the ID of the Object - + - A parcel retrieved from the dataserver such as results from the - "For-Sale" listings or "Places" Search + Capabilities is the name of the bi-directional HTTP REST protocol + used to communicate non real-time transactions such as teleporting or + group messaging - - The 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 + + Reference to the simulator this system is connected to - - The size of the parcel - This field is not returned for Places searches + + + Default constructor + + + - - The price of the parcel - This field is not returned for Places searches + + + 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 - - If True, this parcel is flagged to be auctioned + + + Process any incoming events, check to see if we have a message created for the event, + + + - - If true, this parcel is currently set for sale + + Capabilities URI this system was initialized with - - Parcel traffic + + Whether the capabilities event queue is connected and + listening for incoming events - - Print the struct data as a string - A string containing the field name, and field value + + + Triggered when an event is received via the EventQueueGet + capability + + Event name + Decoded event data + The simulator that generated the event - + - An Avatar returned from the dataserver + Manager class for our own avatar - - Online status of agent - This field appears to be obsolete and always returns false + + The event subscribers. null if no subcribers - - The agents first name + + Raises the ChatFromSimulator event + A ChatEventArgs object containing the + data returned from the data server - - The agents last name + + Thread sync lock object - - The agents + + The event subscribers. null if no subcribers - - Print the struct data as a string - A string containing the field name, and field value + + Raises the ScriptDialog event + A SctriptDialogEventArgs object containing the + data returned from the data server - - - Response to a "Groups" Search - + + Thread sync lock object - - The Group ID + + The event subscribers. null if no subcribers - - The name of the group + + Raises the ScriptQuestion event + A ScriptQuestionEventArgs object containing the + data returned from the data server - - The current number of members + + Thread sync lock object - - Print the struct data as a string - A string containing the field name, and field value + + The event subscribers. null if no subcribers - - - 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 + + Raises the LoadURL event + A LoadUrlEventArgs object containing the + data returned from the data server - - The name + + Thread sync lock object - - The description + + The event subscribers. null if no subcribers - - The Size of the parcel + + Raises the MoneyBalance event + A BalanceEventArgs object containing the + data returned from the data server - - 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 + + Thread sync lock object - - Indicates the ForSale status of the parcel + + The event subscribers. null if no subcribers - - The Gridwide X position + + Raises the MoneyBalanceReply event + A MoneyBalanceReplyEventArgs object containing the + data returned from the data server - - The Gridwide Y position + + Thread sync lock object - - The Z position of the parcel, or 0 if no landing point set + + The event subscribers. null if no subcribers - - The name of the Region the parcel is located in + + Raises the IM event + A InstantMessageEventArgs object containing the + data returned from the data server - - The Asset ID of the parcels Snapshot texture + + Thread sync lock object - - The calculated visitor traffic + + The event subscribers. null if no subcribers - - The billing product SKU - Known values are: - - 023Mainland / Full Region - 024Estate / Full Region - 027Estate / Openspace - 029Estate / Homestead - 129Mainland / Homestead (Linden Owned) - - + + Raises the TeleportProgress event + A TeleportEventArgs object containing the + data returned from the data server - - No longer used, will always be 0 + + Thread sync lock object - - Get a SL URL for the parcel - A string, containing a standard SLURL + + The event subscribers. null if no subcribers - - Print the struct data as a string - A string containing the field name, and field value + + Raises the AgentDataReply event + A AgentDataReplyEventArgs object containing the + data returned from the data server - - - An "Event" Listing summary - + + Thread sync lock object - - The ID of the event creator + + The event subscribers. null if no subcribers - - The name of the event + + Raises the AnimationsChanged event + A AnimationsChangedEventArgs object containing the + data returned from the data server - - The events ID + + Thread sync lock object - - A string containing the short date/time the event will begin + + The event subscribers. null if no subcribers - - The event start time in Unixtime (seconds since epoch) + + Raises the MeanCollision event + A MeanCollisionEventArgs object containing the + data returned from the data server - - The events maturity rating + + Thread sync lock object - - Print the struct data as a string - A string containing the field name, and field value + + The event subscribers. null if no subcribers - - - The details of an "Event" - + + Raises the RegionCrossed event + A RegionCrossedEventArgs object containing the + data returned from the data server - - The events ID + + Thread sync lock object - - The ID of the event creator + + The event subscribers. null if no subcribers - - The name of the event + + Raises the GroupChatJoined event + A GroupChatJoinedEventArgs object containing the + data returned from the data server - - The category + + Thread sync lock object - - The events description + + The event subscribers. null if no subcribers - - The short date/time the event will begin + + Raises the AlertMessage event + A AlertMessageEventArgs object containing the + data returned from the data server - - The event start time in Unixtime (seconds since epoch) UTC adjusted + + Thread sync lock object - - The length of the event in minutes + + The event subscribers. null if no subcribers - - 0 if no cover charge applies + + Raises the ScriptControlChange event + A ScriptControlEventArgs object containing the + data returned from the data server - - The cover charge amount in L$ if applicable + + Thread sync lock object - - The name of the region where the event is being held + + The event subscribers. null if no subcribers - - The gridwide location of the event + + Raises the CameraConstraint event + A CameraConstraintEventArgs object containing the + data returned from the data server - - The maturity rating + + Thread sync lock object - - Get a SL URL for the parcel where the event is hosted - A string, containing a standard SLURL + + The event subscribers. null if no subcribers - - Print the struct data as a string - A string containing the field name, and field value + + Raises the ScriptSensorReply event + A ScriptSensorReplyEventArgs object containing the + data returned from the data server - - Contains the Event data returned from the data server from an EventInfoRequest + + Thread sync lock object - - Construct a new instance of the EventInfoReplyEventArgs class - A single EventInfo object containing the details of an event + + The event subscribers. null if no subcribers - - - A single EventInfo object containing the details of an event - + + Raises the AvatarSitResponse event + A AvatarSitResponseEventArgs object containing the + data returned from the data server - - Contains the "Event" detail data returned from the data server + + Thread sync lock object - - 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 event subscribers. null if no subcribers - - The ID returned by + + Raises the ChatSessionMemberAdded event + A ChatSessionMemberAddedEventArgs object containing the + data returned from the data server - - 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 + + Thread sync lock object - - A list containing Places data returned by the data server + + The event subscribers. null if no subcribers - - Contains the classified data returned from the data server + + Raises the ChatSessionMemberLeft event + A ChatSessionMemberLeftEventArgs object containing the + 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 + + Thread sync lock object - - A list containing Classified Ads returned by the data server + + The event subscribers, null of no subscribers - - Contains the group data returned from the data server + + Raises the SetDisplayNameReply Event + A SetDisplayNameReplyEventArgs object containing + the data sent from the simulator - - 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 + + Thread sync lock object - - The ID returned by + + The event subscribers. null if no subcribers - - A list containing Groups data returned by the data server + + Raises the MuteListUpdated event + A EventArgs object containing the + data returned from the data server - - Contains the people data returned from the data server + + Thread sync lock object - - 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 + + Reference to the GridClient instance - - The ID returned by + + Used for movement and camera tracking - - A list containing People data returned by the data server + + 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 - - Contains the land sales data returned from the data server + + Dictionary containing current Group Chat sessions and members - - Construct a new instance of the DirLandReplyEventArgs class - A list of parcels for sale returned by the data server + + Dictionary containing mute list keyead on mute name and key - - A list containing land forsale data returned by the data server + + Various abilities and preferences sent by the grid - + - Sent to the client to indicate a teleport request has completed + Constructor, setup callbacks for packets related to our avatar + A reference to the Class - + - Interface requirements for Messaging system + 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. - - 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 + Request any instant messages sent while the client was offline to be resent. - An containing the objects data - + - Deserialize the message + Send an Instant Message to another Avatar - An containing the data + The recipients + A containing the message to send - + - Sent to the viewer when a neighboring simulator is requesting the agent make a connection to it. + 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) - + - Serialize the object + Send an Instant Message - An containing the objects data + 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 - + - Deserialize the message + Send an Instant Message - An containing the data + 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 - + - Serialize the object + Send an Instant Message to a group - An containing the objects data + of the group to send message to + Text Message being sent. - + - Deserialize the message + Send an Instant Message to a group the agent is a member of - An containing the data + The name this IM will show up as being from + of the group to send message to + Text message being sent - + - Serialize the object + Send a request to join a group chat session - An containing the objects data + of Group to leave - + - Deserialize the message + Exit a group chat session. This will stop further Group chat messages + from being sent until session is rejoined. - An containing the data + of Group chat session to leave - + - A message sent to the client which indicates a teleport request has failed - and contains some information on why it failed + 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 + - - - - - 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 + Accept invite for to a chatterbox session - An containing the objects data + of session to accept invite to - + - Deserialize the message + Start a friends conference - An containing the data + List of UUIDs to start a conference with + the temportary session ID returned in the callback> - + - Serialize the object + Start a particle stream between an agent and an object - An containing the objects data + Key of the source agent + Key of the target object + + The type from the enum + A unique for this effect - + - Deserialize the message + Start a particle stream between an agent and an object - An containing the data + 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 - + - Contains a list of prim owner information for a specific parcel in a simulator + Create a particle beam between an avatar and an primitive - - 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 + 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 + - + - Serialize the object + Create a particle swirl around a target position using a packet - An containing the objects data + 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 - + - Deserialize the message + Sends a request to sit on the specified object - An containing the data + of the object to sit on + Sit at offset - + - Prim ownership information for a specified owner on a single parcel + Follows a call to to actually sit on the object - - The of the prim owner, - UUID.Zero if agent has no permission to view prim owner information + + Stands up from sitting on a prim or the ground + true of AgentUpdate was sent - - The total number of prims + + + Does a "ground sit" at the avatar's current position + - - True if the OwnerID is a + + + Starts or stops flying + + True to start flying, false to stop flying - - True if the owner is online - This is no longer used by the LL Simulators + + + Starts or stops crouching + + True to start crouching, false to stop crouching - - The date the most recent prim was rezzed + + + Starts a jump (begin holding the jump key) + - + - The details of a single parcel in a region, also contains some regionwide globals + 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 - - Simulator-local ID of this parcel + + + 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 - - Maximum corner of the axis-aligned bounding box for this - parcel + + + 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 - - Minimum corner of the axis-aligned bounding box for this - parcel + + 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 - - Total parcel land area + + + 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 - - Key of authorized buyer + + + Drag an object + + of the object to drag + Drag target in region coordinates - - Bitmap describing land layout in 4x4m squares across the - entire region + + + 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 + + + - - Date land was claimed + + + 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 - - Appears to always be zero + + + Touches an object + + an unsigned integer of the objects ID within the simulator + - - Parcel Description + + + 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 - - Total number of primitives owned by the parcel group on - this parcel + + + Give L$ to an object + + object to give money to + amount of L$ to give + name of object - - Whether the land is deeded to a group or not + + + 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 - - Maximum number of primitives this parcel supports + + + Pay texture/animation upload fee + - - The Asset UUID of the Texture which when applied to a - primitive will display the media + + + Pay texture/animation upload fee + + description of the transaction - - A URL which points to any Quicktime supported media type + + + 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 - - A byte, if 0x1 viewer should auto scale media to fit object + + + Plays a gesture + + Asset of the gesture - - URL For Music Stream + + + Mark gesture active + + Inventory of the gesture + Asset of the gesture - - Parcel Name + + + Mark gesture inactive + + Inventory of the gesture - - Autoreturn value in minutes for others' objects + + + 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 - - Total number of other primitives on this parcel + + + 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 - - UUID of the owner of this parcel + + + Teleports agent to their stored home location + + true on successful teleport to home location - - Total number of primitives owned by the parcel owner on - this parcel + + + 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 - - How long is pass valid for + + + 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 - - Price for a temporary pass + + + 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 - - True if the region denies access to age unverified users + + + 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 - - This field is no longer used + + + Respond to a teleport lure by either accepting it and initiating + the teleport, or denying it + + of the avatar sending the lure + IM session of the incoming lure request + true to accept the lure, false to decline it - - The result of a request for parcel properties + + + Update agent profile + + struct containing updated + profile information - - 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 + + + Update agents profile interests + + selection of interests from struct - + - Number of primitives your avatar is currently - selecting and sitting on in this parcel + 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 + - + - 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. + Mute an object, resident, etc. + Mute type + Mute UUID + Mute name - - Maximum primitives across the entire simulator + + + Mute an object, resident, etc. + + Mute type + Mute UUID + Mute name + Mute flags - - Total primitives across the entire simulator + + + Unmute an object, resident, etc. + + Mute UUID + Mute name - - + + + Sets home location to agents current position + + will fire an AlertMessage () with + success or failure message - - Key of parcel snapshot + + + Move an agent in to a simulator. This packet is the last packet + needed to complete the transition in to a new simulator + + Object - - Parcel ownership status + + + Reply to script permissions request + + Object + of the itemID requesting permissions + of the taskID requesting permissions + list of permissions to allow - - Total number of primitives on this parcel + + + 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 - - - - - - - - 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 + Requests script detection of objects and avatars - An containing the objects data + 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 - + - Deserialize the message + Create or update profile pick - 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 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + 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 - + - Deserialize the message + Delete profile pick - An containing the data + UUID of the pick to delete - + - Serialize the object + Create or update profile Classified - An containing the objects data - - - Base class used for the RemoteParcelRequest message + 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 - + - A message sent from the viewer to the simulator to request information - on a remote parcel + 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 - - 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 + Delete a classified ad - An containing the objects data + The classified ads ID - + - Deserialize the message + Fetches resource usage by agents attachmetns - An containing the data + Called when the requested information is collected - + - A message sent from the simulator to the viewer in response to a - which will contain parcel information + Initates request to set a new display name + Previous display name + Desired new display name - - The grid-wide unique parcel ID - - + - Serialize the object + Tells the sim what UI language is used, and if it's ok to share that with scripts - An containing the objects data + Two letter language code + Share language info with scripts - + - Deserialize the message + Take an incoming ImprovedInstantMessage packet, auto-parse, and if + OnInstantMessage is defined call that with the appropriate arguments - An containing the data + The sender + The EventArgs object containing the packet data - + - A message containing a request for a remote parcel from a viewer, or a response - from the simulator to that request + 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 - - The request or response details block - - + - Serialize the object + Used for parsing llDialogs - An containing the objects data + The sender + The EventArgs object containing the packet data - + - Deserialize the message + Used for parsing llRequestPermissions dialogs - An containing the data + The sender + The EventArgs object containing the packet data - + - Serialize the object + Handles Script Control changes when Script with permissions releases or takes a control - An containing the objects data + The sender + The EventArgs object containing the packet data - + - Deserialize the message + Used for parsing llLoadURL Dialogs - An containing the data + The sender + The EventArgs object containing the packet data - + - Serialize the object + Update client's Position, LookAt and region handle from incoming packet - An containing the objects data + The sender + The EventArgs object containing the packet data + This occurs when after an avatar moves into a new sim - - - 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 + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - An array containing information - for each the agent is a member of + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - An array containing information - for each the agent is a member of + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - + - Serialize the object + EQ Message fired with the result of SetDisplayName request - An containing the objects data + The message key + the IMessage object containing the deserialized data sent from the simulator + The which originated the packet - + - Deserialize the message + Process TeleportFailed message sent via EventQueue, informs agent its last teleport has failed and why. - 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 Message Key + An IMessage object Deserialized from the recieved message event + The simulator originating the event message - - The name of the group + + + 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 - - The aggregate permissions the agent has in the group for all roles the agent - is assigned + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - An optional block containing additional agent specific information + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - true of the agent allows this group to be - listed in their profile + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - + - A message sent from the viewer to the simulator which - specifies the language and permissions for others to detect - the language specified + 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 - - A string containng the default language - to use for the agent - - - true of others are allowed to - know the language setting + + 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 - + - Serialize the object + Group Chat event handler - An containing the objects data + The capability Key + IMessage object containing decoded data from OSD + - + - Deserialize the message + Response from request to join a group chat - An containing the data + + IMessage object containing decoded data from OSD + - + - An EventQueue message sent from the simulator to an agent when the agent - leaves a group + Someone joined or left group chat + + IMessage object containing decoded data from OSD + - + - An Array containing the AgentID and GroupID + Handle a group chat Invitation + Caps Key + IMessage object containing decoded data from OSD + Originating Simulator - + - Serialize the object + Moderate a chat session - An containing the objects data + 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 - - - Deserialize the message - - An containing the data + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - An object containing the Agents UUID, and the Groups UUID + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - The ID of the Agent leaving the group + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - The GroupID the Agent is leaving + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Base class for Asset uploads/results via Capabilities + + Raised when a scripted object or agent within range sends a public message - - - The request state - + + Raised when a scripted object sends a dialog box containing possible + options an agent can respond to - - - Serialize the object - - An containing the objects data + + Raised when an object requests a change in the permissions an agent has permitted - - - Deserialize the message - - An containing the data + + Raised when a script requests an agent open the specified URL - - - A message sent from the viewer to the simulator to request a temporary upload capability - which allows an asset to be uploaded - + + Raised when an agents currency balance is updated - - The Capability URL sent by the simulator to upload the baked texture to + + Raised when a transaction occurs involving currency such as a land purchase - - - A message sent from the simulator that will inform the agent the upload is complete, - and the UUID of the uploaded asset - + + 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 - - The uploaded texture asset ID + + 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 - - - 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 - + + Raised when a simulator sends agent specific information for our avatar. - - Object containing request or response + + Raised when our agents animation playlist changes - - - Serialize the object - - An containing the objects data + + Raised when an object or avatar forcefully collides with our agent - - - Deserialize the message - - An containing the data + + Raised when our agent crosses a region border into another region - - - A message sent from the simulator which indicates the minimum version required for - using voice chat - + + Raised when our agent succeeds or fails to join a group chat session - - Major Version Required - - - Minor version required + + 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 - - The name of the region sending the version requrements + + Raised when a script attempts to take or release specified controls for our agent - - - Serialize the object - - An containing the objects data + + Raised when the simulator detects our agent is trying to view something + beyond its limits - - - Deserialize the message - - An containing the data + + Raised when a script sensor reply is received from a simulator - - - A message sent from the simulator to the viewer containing the - voice server URI - + + Raised in response to a request - - The Parcel ID which the voice server URI applies + + Raised when an avatar enters a group chat session we are participating in - - The name of the region + + Raised when an agent exits a group chat session we are participating in - - A uri containing the server/channel information - which the viewer can utilize to participate in voice conversations + + Raised when the simulator sends us data containing + the details of display name change - - - Serialize the object - - An containing the objects data + + Raised when a scripted object or agent within range sends a public message - - - Deserialize the message - - An containing the data + + 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 - - - Serialize the object - - An containing the objects data + + Where the avatar started at login. Can be "last", "home" + or a login - - - Deserialize the message - - An containing the data + + The access level of this agent, usually M or PG - - - 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 - + + The CollisionPlane of Agent - - Object containing request or response + + An representing the velocity of our agent - - - Serialize the object - - An containing the objects data + + An representing the acceleration of our agent - - - Deserialize the message - - An containing the data + + A which specifies the angular speed, and axis about which an Avatar is rotating. - - - A message sent from the simulator to the viewer to indicate - a Tasks scripts status. - + + Position avatar client will goto when login to 'home' or during + teleport request to 'home' region. - - The Asset ID of the script + + LookAt point saved/restored with HomePosition - - True of the script is compiled/ran using the mono interpreter, false indicates it - uses the older less efficient lsl2 interprter + + Avatar First Name (i.e. Philip) - - The Task containing the scripts + + Avatar Last Name (i.e. Linden) - - true of the script is in a running state + + Avatar Full Name (i.e. Philip Linden) - - - Serialize the object - - An containing the objects data + + Gets the health of the agent - - - Deserialize the message - - An containing the data + + Gets the current balance of the agent - - - A message containing the request/response used for updating a gesture - contained with an agents inventory - + + Gets the local ID of the prim the agent is sitting on, + zero if the avatar is not currently sitting - - Object containing request or response + + Gets the of the agents active group. - - - Serialize the object - - An containing the objects data + + Gets the Agents powers in the currently active group - - - Deserialize the message - - An containing the data + + Current status message for teleporting - - - A message request/response which is used to update a notecard contained within - a tasks inventory - + + Current position of the agent as a relative offset from + the simulator, or the parent object if we are sitting on something - - The of the Task containing the notecard asset to update + + Current rotation of the agent as a relative rotation from + the simulator, or the parent object if we are sitting on something - - The notecard assets contained in the tasks inventory + + Current position of the agent in the simulator - + - Serialize the object + A representing the agents current rotation - An containing the objects data - - - Deserialize the message - - An containing the data + + Returns the global grid position of the avatar - + - 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 + Used to specify movement actions for your agent - - - The Notecard AssetID to replace - + + Empty flag - - - Serialize the object - - An containing the objects data + + Move Forward (SL Keybinding: W/Up Arrow) - - - Deserialize the message - - An containing the data + + Move Backward (SL Keybinding: S/Down Arrow) - - - A message containing the request/response used for updating a notecard - contained with an agents inventory - + + Move Left (SL Keybinding: Shift-(A/Left Arrow)) - - Object containing request or response + + Move Right (SL Keybinding: Shift-(D/Right Arrow)) - - - Serialize the object - - An containing the objects data + + Not Flying: Jump/Flying: Move Up (SL Keybinding: E) - - - Deserialize the message - - An containing the data + + Not Flying: Croutch/Flying: Move Down (SL Keybinding: C) - - - Serialize the object - - An containing the objects data + + Unused - - - Deserialize the message - - An containing the data + + Unused - - - 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 - + + Unused - - true of the script was successfully compiled by the simulator + + Unused - - A string containing the error which occured while trying - to update the script + + ORed with AGENT_CONTROL_AT_* if the keyboard is being used - - A new AssetID assigned to the script + + ORed with AGENT_CONTROL_LEFT_* if the keyboard is being used - - - A message sent from the viewer to the simulator - requesting the update of an existing script contained - within a tasks inventory - + + ORed with AGENT_CONTROL_UP_* if the keyboard is being used - - if true, set the script mode to running + + Fly - - 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 + + Finish our current animation - - The tasks which contains the script to update + + Stand up from the ground or a prim seat - - - Serialize the object - - An containing the objects data + + Sit on the ground at our current location - - - Deserialize the message - - An containing the data + + Whether mouselook is currently enabled - - - A message containing either the request or response used in updating a script inside - a tasks inventory - + + Legacy, used if a key was pressed for less than a certain amount of time - - Object containing request or response + + Legacy, used if a key was pressed for less than a certain amount of time - - - Serialize the object - - An containing the objects data + + Legacy, used if a key was pressed for less than a certain amount of time - - - Deserialize the message - - An containing the data + + Legacy, used if a key was pressed for less than a certain amount of time - - - Response from the simulator to notify the viewer the upload is completed, and - the UUID of the script asset and its compiled status - + + Legacy, used if a key was pressed for less than a certain amount of time - - The uploaded texture asset ID + + Legacy, used if a key was pressed for less than a certain amount of time - - 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 + + Set when the avatar is idled or set to away. Note that the away animation is + activated separately from setting this flag - - 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 + + + 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 + - - - Serialize the object - - An containing the objects data + + Agent camera controls - - - Deserialize the message - - An containing the data + + Currently only used for hiding your group title - - - Serialize the object - - An containing the objects data + + Action state of the avatar, which can currently be + typing and editing - - - Deserialize the message - - An containing the data + + - - Base class for Map Layers via Capabilities + + - + - + + + + + + + + + + + + + + + + + + + + Timer for sending AgentUpdate packets + + + Default constructor + + - Serialize the object + Send an AgentUpdate with the camera set at the current agent + position and pointing towards the heading specified - An containing the objects data + Camera rotation in radians + Whether to send the AgentUpdate reliable + or not - + - Deserialize the message + Rotates the avatar body and camera toward a target position. + This will also anchor the camera position on the avatar - An containing the data + Region coordinates to turn toward - + - Sent by an agent to the capabilities server to request map layers + 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 + whether to send update or not - + - A message sent from the simulator to the viewer which contains an array of map images and their grid coordinates + Send new AgentUpdate packet to update our current camera + position and rotation - - An array containing LayerData items + + + Send new AgentUpdate packet to update our current camera + position and rotation + + Whether to require server acknowledgement + of this packet - + - Serialize the object + Send new AgentUpdate packet to update our current camera + position and rotation - An containing the objects data + Whether to require server acknowledgement + of this packet + Simulator to send the update to - + - Deserialize the message + Builds an AgentUpdate packet entirely from parameters. This + will not touch the state of Self.Movement or + Self.Movement.Camera in any way - An containing the data + + + + + + + + + + + - + - An object containing map location details + Sends update of Field of Vision vertical angle to the simulator + Angle in radians - - The Asset ID of the regions tile overlay + + Move agent positive along the X axis - - The grid location of the southern border of the map tile + + Move agent negative along the X axis - - The grid location of the western border of the map tile + + Move agent positive along the Y axis - - The grid location of the eastern border of the map tile + + Move agent negative along the Y axis - - The grid location of the northern border of the map tile + + Move agent positive along the Z axis - - Object containing request or response + + Move agent negative along the Z axis - - - 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 + + Causes simulator to make agent fly - - - 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 - + + Stop movement - - An array containing the of the agents invited to this conference + + Finish animation - - The conferences Session ID + + Stand up from a sit - - - Serialize the object - - An containing the objects data + + Tells simulator to sit agent on ground - - - Deserialize the message - - An containing the data + + Place agent into mouselook mode - - - A moderation request sent from a conference moderator - Contains an agent and an optional action to take - + + Nudge agent positive along the X axis - - The Session ID + + 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 + + - - 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" + + - + + Tell simulator to mark agent as away + + - + + + + + + + + + + - Serialize the object + Returns "always run" value, or changes it by sending a SetAlwaysRunPacket - An containing the objects data - + + 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 + + - Deserialize the message + 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 - An containing the data - + + + + + The camera is a local frame of reference inside of + the larger grid space. This is where the math happens + + - A message sent from the agent to the simulator which tells the - simulator we've accepted a conference invitation + Default constructor - - The conference SessionID + + - + + + + + + + + + + - Serialize the object + Called once attachment resource usage information has been collected - An containing the objects data + Indicates if operation was successfull + Attachment resource usage information - + - Deserialize the message + Contains all mesh faces that belong to a prim - An containing the data - + + List of primitive faces + + - Serialize the object + Decodes mesh asset into FacetedMesh - An containing the objects data + Mesh primitive + Asset retrieved from the asset server + Level of detail + Resulting decoded FacetedMesh + True if mesh asset decoding was successful - + - Deserialize the message + A set of textures that are layered on texture of each other and "baked" + in to a single texture, for avatar appearances - An containing the data - + + Final baked texture + + + Component layers + + + Width of the final baked image and scratchpad + + + Height of the final baked image and scratchpad + + + Bake type + + - Serialize the object + Default constructor - An containing the objects data + Bake type - + - Deserialize the message + Adds layer for baking - An containing the data + TexturaData struct that contains texture and its params - + - Serialize the object + Converts avatar texture index (face) to Bake type - An containing the objects data + Face number (AvatarTextureIndex) + BakeType, layer to which this texture belongs to - + - Deserialize the message + Make sure images exist, resize source if needed to match the destination - An containing the data + Destination image + Source image + Sanitization was succefull - - Key of sender + + + 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 - - Name of sender + + + 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 - - Key of destination avatar + + Final baked texture - - ID of originating estate + + Component layers - - Key of originating region + + Width of the final baked image and scratchpad - - Coordinates in originating region + + Height of the final baked image and scratchpad - - Instant message type + + Bake type - - Group IM session toggle + + Is this one of the 3 skin bakes - - Key of IM session, for Group Messages, the groups UUID + + + Represents a Wearable Asset, Clothing, Hair, Skin, Etc + - - Timestamp of the instant message + + A string containing the name of the asset - - Instant message text + + A string containing a short description of the asset - - Whether this message is held for offline avatars + + The Assets WearableType - - Context specific packed data + + The For-Sale status of the object - - Is this invitation for voice group/conference chat + + An Integer representing the purchase price of the asset - - - Serialize the object - - An containing the objects data + + The of the assets creator - - - Deserialize the message - - An containing the data + + The of the assets current owner - - - 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. - + + The of the assets prior owner - - - Serialize the object - - An containing the objects data + + The of the Group this asset is set to - - - Deserialize the message - - An containing the data + + True if the asset is owned by a - - - An EventQueue message sent when the agent is forcibly removed from a chatterbox session - + + The Permissions mask of the asset - - - A string containing the reason the agent was removed - + + A Dictionary containing Key/Value pairs of the objects parameters - - - The ChatterBoxSession's SessionID - + + A Dictionary containing Key/Value pairs where the Key is the textures Index and the Value is the Textures - - - Serialize the object - - An containing the objects data + + Initializes a new instance of an AssetWearable object - - - Deserialize the message - - An containing the data + + Initializes a new instance of an AssetWearable object with parameters + A unique specific to this asset + A byte array containing the raw asset data - + - Serialize the object + Decode an assets byte encoded data to a string - An containing the objects data + true if the asset data was decoded successfully - + - Deserialize the message + Encode the assets string represantion into a format consumable by the asset server - An containing the data - - - Serialize the object - - An containing the objects data + + Information about agents display name - - - Deserialize the message - - An containing the data + + Agent UUID - - - Serialize the object - - An containing the objects data + + Username - - - Deserialize the message - - An containing the data + + Display name - - - Serialize the object - - An containing the objects data + + First name (legacy) - - - Deserialize the message - - An containing the data + + Last name (legacy) - - - - + + Is display name default display name - + + Cache display name until + + + Last updated timestamp + + - Serialize the object + Creates AgentDisplayName object from OSD - An containing the objects data + Incoming OSD data + AgentDisplayName object - + - Deserialize the message + Return object as OSD map - An containing the data + OSD containing agent's display name data - + + Full name (legacy) + + - Serialize the object + Holds group information for Avatars such as those you might find in a profile - An containing the objects data - - - Deserialize the message - - An containing the data - - - - Serialize the object - - An containing the objects data + + true of Avatar accepts group notices - - - Deserialize the message - - An containing the data + + Groups Key - - - 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 - + + Texture Key for groups insignia - - - New URL - + + Name of the group - - - Prim UUID where navigation occured - + + Powers avatar has in the group - - - Face index - + + Avatars Currently selected title - - - Serialize the object - - An containing the objects data + + true of Avatar has chosen to list this in their profile - + - Deserialize the message + Contains an animation currently being played by an agent - An containing the data - - Base class used for the ObjectMedia message + + The ID of the animation asset - - - Message used to retrive prim media data - + + 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 - - - Prim UUID - + + - + - Requested operation, either GET or UPDATE + Holds group information on an individual profile pick - + - Serialize object + Retrieve friend status notifications, and retrieve avatar names and + profiles - Serialized object as OSDMap - - - Deserialize the message - - An containing the data + + The event subscribers, null of no subscribers - - - Message used to update prim media data - + + Raises the AvatarAnimation Event + An AvatarAnimationEventArgs object containing + the data sent from the simulator - - - Prim UUID - + + Thread sync lock object - - - Array of media entries indexed by face number - + + The event subscribers, null of no subscribers - - - Media version string - + + Raises the AvatarAppearance Event + A AvatarAppearanceEventArgs object containing + the data sent from the simulator - - - Serialize object - - Serialized object as OSDMap + + Thread sync lock object - - - Deserialize the message - - An containing the data + + The event subscribers, null of no subscribers - - - Message used to update prim media data - + + Raises the UUIDNameReply Event + A UUIDNameReplyEventArgs object containing + the data sent from the simulator - - - Prim UUID - + + Thread sync lock object - - - Array of media entries indexed by face number - + + The event subscribers, null of no subscribers - - - Requested operation, either GET or UPDATE - + + Raises the AvatarInterestsReply Event + A AvatarInterestsReplyEventArgs object containing + the data sent from the simulator - - - Serialize object - - Serialized object as OSDMap + + Thread sync lock object - - - Deserialize the message - - An containing the data + + The event subscribers, null of no subscribers - - - Message for setting or getting per face MediaEntry - + + Raises the AvatarPropertiesReply Event + A AvatarPropertiesReplyEventArgs object containing + the data sent from the simulator - - The request or response details block + + Thread sync lock object - - - Serialize the object - - An containing the objects data + + The event subscribers, null of no subscribers - - - Deserialize the message - - An containing the data + + Raises the AvatarGroupsReply Event + A AvatarGroupsReplyEventArgs object containing + the data sent from the simulator - - Details about object resource usage + + Thread sync lock object - - Object UUID + + The event subscribers, null of no subscribers - - Object name + + Raises the AvatarPickerReply Event + A AvatarPickerReplyEventArgs object containing + the data sent from the simulator - - Indicates if object is group owned + + Thread sync lock object - - Locatio of the object + + The event subscribers, null of no subscribers - - Object owner + + Raises the ViewerEffectPointAt Event + A ViewerEffectPointAtEventArgs object containing + the data sent from the simulator - - Resource usage, keys are resource names, values are resource usage for that specific resource + + Thread sync lock object - - - Deserializes object from OSD - - An containing the data + + The event subscribers, null of no subscribers - - - Makes an instance based on deserialized data - - serialized data - Instance containg deserialized data + + Raises the ViewerEffectLookAt Event + A ViewerEffectLookAtEventArgs object containing + the data sent from the simulator - - Details about parcel resource usage + + Thread sync lock object - - Parcel UUID - - - Parcel local ID - - - Parcel name - - - Indicates if parcel is group owned + + The event subscribers, null of no subscribers - - Parcel owner + + Raises the ViewerEffect Event + A ViewerEffectEventArgs object containing + the data sent from the simulator - - Array of containing per object resource usage + + Thread sync lock object - - - Deserializes object from OSD - - An containing the data + + The event subscribers, null of no subscribers - - - Makes an instance based on deserialized data - - serialized data - Instance containg deserialized data + + Raises the AvatarPicksReply Event + A AvatarPicksReplyEventArgs object containing + the data sent from the simulator - - Resource usage base class, both agent and parcel resource - usage contains summary information + + Thread sync lock object - - Summary of available resources, keys are resource names, - values are resource usage for that specific resource + + The event subscribers, null of no subscribers - - Summary resource usage, keys are resource names, - values are resource usage for that specific resource + + Raises the PickInfoReply Event + A PickInfoReplyEventArgs object containing + the data sent from the simulator - - - Serializes object - - serialized data + + Thread sync lock object - - - Deserializes object from OSD - - An containing the data + + The event subscribers, null of no subscribers - - Agent resource usage + + Raises the AvatarClassifiedReply Event + A AvatarClassifiedReplyEventArgs object containing + the data sent from the simulator - - Per attachment point object resource usage + + Thread sync lock object - - - Deserializes object from OSD - - An containing the data + + The event subscribers, null of no subscribers - - - Makes an instance based on deserialized data - - serialized data - Instance containg deserialized data + + Raises the ClassifiedInfoReply Event + A ClassifiedInfoReplyEventArgs object containing + the data sent from the simulator - - - Detects which class handles deserialization of this message - - An containing the data - Object capable of decoding this message + + Thread sync lock object - - Request message for parcel resource usage + + The event subscribers, null of no subscribers - - UUID of the parel to request resource usage info + + Raises the DisplayNameUpdate Event + A DisplayNameUpdateEventArgs object containing + the data sent from the simulator - - - Serializes object - - serialized data + + Thread sync lock object - + - Deserializes object from OSD + Represents other avatars - An containing the data - - - Response message for parcel resource usage - - - URL where parcel resource usage details can be retrieved + - - URL where parcel resource usage summary can be retrieved + + Tracks the specified avatar on your map + Avatar ID to track - + - Serializes object + Request a single avatar name - serialized data + The avatar key to retrieve a name for - + - Deserializes object from OSD + Request a list of avatar names - An containing the data + The avatar keys to retrieve names for - + - Detects which class handles deserialization of this message + Check if Display Names functionality is available - An containing the data - Object capable of decoding this message - - - Parcel resource usage - - - Array of containing per percal resource usage + True if Display name functionality is available - + - Deserializes object from OSD + Request retrieval of display names (max 90 names per request) - An containing the data + List of UUIDs to lookup + Callback to report result of the operation - + - Type of gesture step + Start a request for Avatar Properties + - + - Base class for gesture steps + Search for an avatar (first name, last name) + The name to search for + An ID to associate with this query - + - Retururns what kind of gesture step this is + Start a request for Avatar Picks + UUID of the avatar - + - Describes animation step of a gesture + Start a request for Avatar Classifieds + UUID of the avatar - + - If true, this step represents start of animation, otherwise animation stop + Start a request for details of a specific profile pick + UUID of the avatar + UUID of the profile pick - + - Animation asset + Start a request for details of a specific profile classified + UUID of the avatar + UUID of the profile classified - - - Animation inventory name - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - Returns what kind of gesture step this is - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - Describes sound step of a gesture - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - Sound asset - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - Sound inventory name - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - + - Returns what kind of gesture step this is + EQ Message fired when someone nearby changes their display name + The message key + the IMessage object containing the deserialized data sent from the simulator + The which originated the packet - + - Describes sound step of a gesture + 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 - - - Text to output in chat - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - Returns what kind of gesture step this is - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - Describes sound step of a gesture - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - If true in this step we wait for all animations to finish - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - If true gesture player should wait for the specified amount of time - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - Time in seconds to wait if WaitForAnimation is false - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - Returns what kind of gesture step this is - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - Describes the final step of a gesture - + + Raised when the simulator sends us data containing + an agents animation playlist - - - Returns what kind of gesture step this is - + + Raised when the simulator sends us data containing + the appearance information for an agent - - - Represents a sequence of animations, sounds, and chat actions - + + Raised when the simulator sends us data containing + agent names/id values - - - Base class for all Asset types - + + Raised when the simulator sends us data containing + the interests listed in an agents profile - - A byte array containing the raw asset data + + Raised when the simulator sends us data containing + profile property information for an agent - - True if the asset it only stored on the server temporarily + + Raised when the simulator sends us data containing + the group membership an agent is a member of - - A unique ID + + Raised when the simulator sends us data containing + name/id pair - - - Construct a new Asset object - + + Raised when the simulator sends us data containing + the objects and effect when an agent is pointing at - - - Construct a new Asset object - - A unique specific to this asset - A byte array containing the raw asset data + + Raised when the simulator sends us data containing + the objects and effect when an agent is looking at - - - Regenerates the AssetData byte array from the properties - of the derived class. - + + Raised when the simulator sends us data containing + an agents viewer effect information - - - Decodes the AssetData, placing it in appropriate properties of the derived - class. - - True if the asset decoding succeeded, otherwise false + + Raised when the simulator sends us data containing + the top picks from an agents profile - - The assets unique ID + + Raised when the simulator sends us data containing + the Pick details - - - The "type" of asset, Notecard, Animation, etc - + + Raised when the simulator sends us data containing + the classified ads an agent has placed - - - Keyboard key that triggers the gestyre - + + Raised when the simulator sends us data containing + the details of a classified ad - - - Modifier to the trigger key - + + Raised when the simulator sends us data containing + the details of display name change - + - String that triggers playing of the gesture sequence + Callback giving results when fetching display names + If the request was successful + Array of display names + Array of UUIDs that could not be fetched - - - Text that replaces trigger in chat once gesture is triggered - + + 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); + } + } + } + + - + - Sequence of gesture steps + Construct a new instance of the AvatarAnimationEventArgs class + The ID of the agent + The list of animations to start - - - Constructs guesture asset - + + Get the ID of the agent - - - Constructs guesture asset - - A unique specific to this asset - A byte array containing the raw asset data + + Get the list of animations to start - - - Encodes gesture asset suitable for uplaod - + + 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") + } + + - + - Decodes gesture assset into play sequence + Construct a new instance of the AvatarAppearanceEventArgs class - true if the asset data was decoded successfully + The simulator request was from + The ID of the agent + true of the agent is a trial account + The default agent texture + The agents appearance layer textures + The for the agent - - - Returns asset type - + + Get the Simulator this request is from of the agent - - - Archives assets - + + Get the ID of the agent - - - Archive assets - + + true if the agent is a trial account - + + Get the default agent texture + + + Get the agents appearance layer textures + + + Get the for the agent + + + Version of the appearance system used. + Value greater than 0 indicates that server side baking is used + + + Version of the Current Outfit Folder the appearance is based on + + + Appearance flags, introduced with server side baking, currently unused + + + Represents the interests from the profile of an agent + + + Get the ID of the agent + + + The properties of an agent + + + Get the ID of the agent + + + Get the ID of the agent + + + Get the ID of the agent + + + Get the ID of the avatar + + - Archive the assets given to this archiver to the given archive. + Event args class for display name notification messages - - + - Write an assets metadata file to the given archive + Index of TextureEntry slots for avatar appearances - - + - Write asset data files to the given archive + Bake layers for avatar appearance - - + - Constants for the archiving module + Appearance Flags, introdued with server side baking, currently unused - + + Maximum number of concurrent downloads for wearable assets and textures + + + Maximum number of concurrent uploads for baked textures + + + Timeout for fetching inventory listings + + + Timeout for fetching a single wearable, or receiving a single packet response + + + Timeout for fetching a single texture + + + Timeout for uploading a single baked texture + + + Number of times to retry bake upload + + + When changing outfit, kick off rebake after + 20 seconds has passed since the last change + + + Total number of wearables for each avatar + + + Total number of baked textures on each avatar + + + Total number of wearables per bake layer + + + Mask for multiple attachments + + + Mapping between BakeType and AvatarTextureIndex + + + Map of what wearables are included in each bake + + + Magic values to finalize the cache check hashes for each + bake + + + Default avatar texture, used to detect when a custom + texture is not set for a face + + + The event subscribers. null if no subcribers + + + Raises the AgentWearablesReply event + An AgentWearablesReplyEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the CachedBakesReply event + An AgentCachedBakesReplyEventArgs object containing the + data returned from the data server AgentCachedTextureResponse + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the AppearanceSet event + An AppearanceSetEventArgs object indicating if the operatin was successfull + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the RebakeAvatarRequested event + An RebakeAvatarTexturesEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + Visual parameters last sent to the sim + + + Textures about this client sent to the sim + + + A cache of wearables currently being worn + + + A cache of textures currently being worn + + + Incrementing serial number for AgentCachedTexture packets + + + Incrementing serial number for AgentSetAppearance packets + + + Indicates if WearablesRequest succeeded + + + Indicates whether or not the appearance thread is currently + running, to prevent multiple appearance threads from running + simultaneously + + + Reference to our agent + + - The location of the archive control file + Timer used for delaying rebake on changing outfit - + - Path for the assets held in an archive + Main appearance thread - + - Path for the prims file + Is server baking complete. It needs doing only once - + - Path for terrains. Technically these may be assets, but I think it's quite nice to split them out. + Default constructor + A reference to our agent - + - Path for region settings. + Obsolete method for setting appearance. This function no longer does anything. + Use RequestSetAppearance() to manually start the appearance thread - + - The character the separates the uuid from extension information in an archived asset filename + Obsolete method for setting appearance. This function no longer does anything. + Use RequestSetAppearance() to manually start the appearance thread + Unused parameter - + - Extensions used for asset types in the archive + Starts the appearance setting thread - + - Capabilities is the name of the bi-directional HTTP REST protocol - used to communicate non real-time transactions such as teleporting or - group messaging + Starts the appearance setting thread + True to force rebaking, otherwise false - - Reference to the simulator this system is connected to - - + - Default constructor + Check if current region supports server side baking - - + True if server side baking support is detected - + - Request the URI of a named capability + Ask the server what textures our agent is currently wearing - 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, + Build hashes out of the texture assetIDs for each baking layer to + ask the simulator whether it has cached copies of each baked texture - - - - - 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 + Returns the AssetID of the asset that is currently being worn in a + given WearableType slot - Event name - Decoded event data - The simulator that generated the event + 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 - + - Throttles the network traffic for various different traffic types. - Access this class through GridClient.Throttle + Add a wearable to the current outfit and set appearance + Wearable to be added to the outfit - + - Default constructor, uses a default high total of 1500 KBps (1536000) + Add a wearable to the current outfit and set appearance + Wearable to be added to the outfit + Should existing item on the same point or of the same type be replaced - + - Constructor that decodes an existing AgentThrottle packet in to - individual values + Add a list of wearables to the current outfit and set appearance - 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 + List of wearable inventory items to + be added to the outfit + Should existing item on the same point or of the same type be replaced - + - Send an AgentThrottle packet to the current server using the - current values + Add a list of wearables to the current outfit and set appearance + List of wearable inventory items to + be added to the outfit + Should existing item on the same point or of the same type be replaced - + - Send an AgentThrottle packet to the specified server using the - current values + Remove a wearable from the current outfit and set appearance + Wearable to be removed from the outfit - + - Convert the current throttle values to a byte array that can be put - in an AgentThrottle packet + Removes a list of wearables from the current outfit and set appearance - Byte array containing all the throttle values - - - Maximum bits per second for resending unacknowledged packets - - - Maximum bits per second for LayerData terrain + List of wearable inventory items to + be removed from the outfit - - Maximum bits per second for LayerData wind data + + + Replace the current outfit with a list of wearables and set appearance + + List of wearable inventory items that + define a new outfit - - Maximum bits per second for LayerData clouds + + + Replace the current outfit with a list of wearables and set appearance + + List of wearable inventory items that + define a new outfit + Check if we have all body parts, set this to false only + if you know what you're doing - - Unknown, includes object data + + + 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 - - Maximum bits per second for textures + + + 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 - - Maximum bits per second for downloaded assets + + + 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 - - Maximum bits per second the entire connection, divided up - between invidiual streams using default multipliers + + + Adds a list of attachments to our agent + + A List containing the attachments to add + If true, tells simulator to remove existing attachment + first - + - Particle system specific enumerators, flags and methods. + Adds a list of attachments to our agent + A List containing the attachments to add + If true, tells simulator to remove existing attachment + If true replace existing attachment on this attachment point, otherwise add to it (multi-attachments) + first - - + + + Attach an item to our agent at a specific attach point + + A to attach + the on the avatar + to attach the item to - - + + + Attach an item to our agent at a specific attach point + + A to attach + the on the avatar + If true replace existing attachment on this attachment point, otherwise add to it (multi-attachments) + to attach the item to - - + + + Attach an item to our agent specifying attachment details + + The of the item to attach + The attachments owner + The name of the attachment + The description of the attahment + The to apply when attached + The of the attachment + The on the agent + to attach the item to - - + + + Attach an item to our agent specifying attachment details + + The of the item to attach + The attachments owner + The name of the attachment + The description of the attahment + The to apply when attached + The of the attachment + The on the agent + If true replace existing attachment on this attachment point, otherwise add to it (multi-attachments) + to attach the item to - - + + + Detach an item from our agent using an object + + An object - - + + + Detach an item from our agent + + The inventory itemID of the item to detach - - Foliage type for this primitive. Only applicable if this - primitive is foliage + + + Inform the sim which wearables are part of our current outfit + - - Unknown + + + 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 - - - - - - - - Identifies the owner if audio or a particle system is - active - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + + + 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 - + - Default constructor + Initate server baking process + True if the server baking was successful - + - Packs PathTwist, PathTwistBegin, PathRadiusOffset, and PathSkew - parameters in to signed eight bit values + Get the latest version of COF - Floating point parameter to pack - Signed eight bit value containing the packed parameter + Current Outfit Folder (or null if getting the data failed) - + - Unpacks PathTwist, PathTwistBegin, PathRadiusOffset, and PathSkew - parameters from signed eight bit integers to floating point values + Create an AgentSetAppearance packet from Wearables data and the + Textures array and send it - Signed eight bit value to unpack - Unpacked floating point value - - + + + Converts a WearableType to a bodypart or clothing WearableType + + A WearableType + AssetType.Bodypart or AssetType.Clothing or AssetType.Unknown - + - Current version of the media data for the prim + Converts a BakeType to the corresponding baked texture slot in AvatarTextureIndex + A BakeType + The AvatarTextureIndex slot that holds the given BakeType - + - Array of media entries indexed by face number + 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. - - Uses basic heuristics to estimate the primitive shape + + Raised when an AgentCachedTextureResponse packet is + received, giving a list of cached bakes that were found on the + simulator + request. - + - Parameters used to construct a visual representation of a primitive + Raised when appearance data is sent to the simulator, also indicates + the main appearance thread is finished. + request. - - + + + Triggered when the simulator requests the agent rebake its appearance. + + - - + + + Returns true if AppearanceManager is busy and trying to set or change appearance will fail + - - + + + Contains information about a wearable inventory item + - - + + Inventory ItemID of the wearable - - + + AssetID of the wearable asset - - + + WearableType of the wearable - - + + AssetType of the wearable - - + + Asset data for the wearable - - + + + Data collected from visual params for each wearable + needed for the calculation of the color + - - + + + Holds a texture assetID and the data needed to bake this layer into + an outfit texture. Used to keep track of currently worn textures + and baking data + - - + + A texture AssetID - - + + Asset data for the texture - - + + Collection of alpha masks that needs applying - - + + Tint that should be applied to the texture - - + + Where on avatar does this texture belong - - + + Contains the Event data returned from the data server from an AgentWearablesRequest - - + + Construct a new instance of the AgentWearablesReplyEventArgs class - - + + Contains the Event data returned from the data server from an AgentCachedTextureResponse - - + + Construct a new instance of the AgentCachedBakesReplyEventArgs class - - + + Contains the Event data returned from an AppearanceSetRequest - - + + + Triggered when appearance data is sent to the sim and + the main appearance thread is done. + Indicates whether appearance setting was successful - - Attachment point to an avatar + + Indicates whether appearance setting was successful - - + + Contains the Event data returned from the data server from an RebakeAvatarTextures - - + + + Triggered when the simulator sends a request for this agent to rebake + its appearance + + The ID of the Texture Layer to bake - - + + The ID of the Texture Layer to bake - - + + + Image width + - + - Information on the flexible properties of a primitive + Image height - - + + + Image channel flags + - - + + + Red channel data + - - + + + Green channel data + - - + + + Blue channel data + - - + + + Alpha channel data + - - + + + Bump channel data + - + - Default constructor + 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 - + - Information on the light properties of a primitive + Create a byte array containing 32-bit RGBA data with a bottom-left + origin, suitable for feeding directly into OpenGL + A byte array containing raw texture data - - + + + Represents an Animation + - - + + Default Constructor - + + + Construct an Asset object of type Animation + + Asset type + A unique specific to this asset + A byte array containing the raw asset data + + + Override the base classes AssetType + + + + + + + - + - + - + - Default constructor + 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 - - + - Information on the sculpt properties of a sculpted primitive + 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 - + - Default constructor + + + + + - + - - + + + - + - Render inside out (inverts the normals). + A block of data in a packet. Packets are composed of one or more blocks, + each block containing one or more fields - + - Render an X axis mirror of the sculpty. + 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 - + - Extended properties to describe an object + 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 - - + + + 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 - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - - 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 - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - - - - - + + - - - - - + + - - - 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 an that represents an avatars body ie: Hair, Etc. - + + - - - Represents a Wearable Asset, Clothing, Hair, Skin, Etc - + + - - A string containing the name of the asset + + - - A string containing a short description of the asset + + - - The Assets WearableType + + - - The For-Sale status of the object + + - - An Integer representing the purchase price of the asset + + - - The of the assets creator + + - - The of the assets current owner + + - - The of the assets prior owner + + - - The of the Group this asset is set to + + - - True if the asset is owned by a + + - - The Permissions mask of the asset + + - - A Dictionary containing Key/Value pairs of the objects parameters + + - - A Dictionary containing Key/Value pairs where the Key is the textures Index and the Value is the Textures + + - - Initializes a new instance of an AssetWearable object + + - - Initializes a new instance of an AssetWearable object with parameters - A unique specific to this asset - A byte array containing the raw asset data + + - - - Decode an assets byte encoded data to a string - - true if the asset data was decoded successfully + + - - - Encode the assets string represantion into a format consumable by the asset server - + + - - Initializes a new instance of an AssetBodyPart object + + - - Initializes a new instance of an AssetBodyPart object with parameters - A unique specific to this asset - A byte array containing the raw asset data + + - - Override the base classes AssetType + + - - - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - - - + + - - + + - - + + - - + + - - + + - - - - - - + + - - - - + + - - + + - - + + - - + + - - + + - - - - - - + + - - - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - - - + + - - + + - - + + - - + + - - + + - - + + - - - - - - + + - - - - - - + + - - - - - - + + - - - - - - - + + - - - - + + - - - - - - + + - - - - - - + + - - - - - + + - - - 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 + + - - - 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 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 - IM session of the incoming lure request - 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 + + - - - Fetches resource usage by agents attachmetns - - Called when the requested information is collected + + - - - 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 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 + + - - - Called once attachment resource usage information has been collected - - Indicates if operation was successfull - Attachment resource usage information + + - - - 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 + + - - + + - - + + - - + + - - + + - - - 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 - + + - - + + - - + + - - + + - - + + - - - - + + - - - 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 + + - - 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 + + - - - 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 + + - - - Represents a string of characters encoded with specific formatting properties - + + - - A text string containing main text of the notecard + + - - List of s embedded on the notecard + + - - Construct an Asset of type Notecard + + - - - Construct an Asset object of type Notecard - - A unique specific to this asset - A byte array containing the raw asset data + + - - - Encode the raw contents of a string with the specific Linden Text properties - + + - - - Decode the raw asset data including the Linden Text properties - - true if the AssetData was successfully decoded + + - - Override the base classes AssetType + + - - - 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/disable storing terrain heightmaps in the - TerrainManager + + - - Enable/disable sending periodic camera updates + + - - Enable/disable automatically setting agent appearance at - login and after sim crossing + + - - Enable/disable automatically setting the bandwidth throttle - after connecting to each simulator - The default throttle uses the equivalent of the maximum - bandwidth setting in the official client. If you do not set a - throttle your connection will by default be throttled well below - the minimum values and you may experience connection problems + + - - Enable/disable the sending of pings to monitor lag and - packet loss + + - - Should we connect to multiple sims? This will allow - viewing in to neighboring simulators and sim crossings - (Experimental) + + - - If true, all object update packets will be decoded in to - native objects. If false, only updates for our own agent will be - decoded. Registering an event handler will force objects for that - type to always be decoded. If this is disabled the object tracking - will have missing or partial prim and avatar information + + - - If true, when a cached object check is received from the - server the full object info will automatically be requested + + - - Whether to establish connections to HTTP capabilities - servers for simulators + + - - Whether to decode sim stats + + - - The capabilities servers are currently designed to - periodically return a 502 error which signals for the client to - re-establish a connection. Set this to true to log those 502 errors + + - - If true, any reference received for a folder or item - the library is not aware of will automatically be fetched + + - - If true, and SEND_AGENT_UPDATES is true, - AgentUpdate packets will continuously be sent out to give the bot - smoother movement and autopiloting + + - - If true, currently visible avatars will be stored - in dictionaries inside Simulator.ObjectAvatars. - If false, a new Avatar or Primitive object will be created - each time an object update packet is received + + - - If true, currently visible avatars will be stored - in dictionaries inside Simulator.ObjectPrimitives. - If false, a new Avatar or Primitive object will be created - each time an object update packet is received + + - - If true, position and velocity will periodically be - interpolated (extrapolated, technically) for objects and - avatars that are being tracked by the library. This is - necessary to increase the accuracy of speed and position - estimates for simulated objects + + - - - If true, utilization statistics will be tracked. There is a minor penalty - in CPU time for enabling this option. - + + - - If true, parcel details will be stored in the - Simulator.Parcels dictionary as they are received + + - - - If true, an incoming parcel properties reply will automatically send - a request for the parcel access list - + + - - - if true, an incoming parcel properties reply will automatically send - a request for the traffic count. - + + - - - If true, images, and other assets downloaded from the server - will be cached in a local directory - + + - - Path to store cached texture data + + - - Maximum size cached files are allowed to take on disk (bytes) + + - - Default color used for viewer particle effects + + - - Maximum number of times to resend a failed packet + + - - Throttle outgoing packet rate + + - - UUID of a texture used by some viewers to indentify type of client used + + - - - Download textures using GetTexture capability when available - + + - - The maximum number of concurrent texture downloads allowed - Increasing this number will not necessarily increase texture retrieval times due to - simulator throttles + + - - - The Refresh timer inteval is used to set the delay between checks for stalled texture downloads - - This is a static variable which applies to all instances + + - - - Textures taking longer than this value will be flagged as timed out and removed from the pipeline - + + - - - Get or set the minimum log level to output to the console by default - - If the library is not compiled with DEBUG defined and this level is set to DEBUG - You will get no output on the console. This behavior can be overriden by creating - a logger configuration file for log4net - + + - - 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 + + - - - 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 + + - - - Register an event handler for a packet. This is a low level event - interface and should only be used if you are doing something not - supported in the library - - Packet type to trigger events for - Callback to fire when a packet of this type - is received - True if the callback should be ran - asynchronously. Only set this to false (synchronous for callbacks - that will always complete quickly) - If any callback for a packet type is marked as - asynchronous, all callbacks for that packet type will be fired - asynchronously + + - - - Unregister an event handler for a packet. This is a low level event - interface and should only be used if you are doing something not - supported in the library - - Packet type this callback is registered with - Callback to stop firing events for + + - - - Register a CAPS event handler. This is a low level event interface - and should only be used if you are doing something not supported in - the library - - Name of the CAPS event to register a handler for - Callback to fire when a CAPS event is received + + - - - Unregister a CAPS event handler. This is a low level event interface - and should only be used if you are doing something not supported in - the library - - Name of the CAPS event this callback is - registered with - Callback to stop firing events for + + - - - Send a packet to the simulator the avatar is currently occupying - - Packet to send + + - - - Send a packet to a specified simulator - - Packet to send - Simulator to send the packet to + + - - - Connect to a simulator - - IP address to connect to - Port to connect to - Handle for this simulator, to identify its - location in the grid - Whether to set CurrentSim to this new - connection, use this if the avatar is moving in to this simulator - URL of the capabilities server to use for - this sim connection - A Simulator object on success, otherwise null + + - - - Connect to a simulator - - IP address and port to connect to - Handle for this simulator, to identify its - location in the grid - Whether to set CurrentSim to this new - connection, use this if the avatar is moving in to this simulator - URL of the capabilities server to use for - this sim connection - A Simulator object on success, otherwise null + + - - - Initiate a blocking logout request. This will return when the logout - handshake has completed or when Settings.LOGOUT_TIMEOUT - has expired and the network layer is manually shut down - + + - - - Initiate the logout process. Check if logout succeeded with the - OnLogoutReply event, and if this does not fire the - Shutdown() function needs to be manually called - + + - - - Close a connection to the given simulator - - - + + - - - Shutdown will disconnect all the sims except for the current sim - first, and then kill the connection to CurrentSim. This should only - be called if the logout process times out on RequestLogout - - Type of shutdown + + - - - Shutdown will disconnect all the sims except for the current sim - first, and then kill the connection to CurrentSim. This should only - be called if the logout process times out on RequestLogout - - Type of shutdown - Shutdown message + + - - - Searches through the list of currently connected simulators to find - one attached to the given IPEndPoint - - IPEndPoint of the Simulator to search for - A Simulator reference on success, otherwise null + + - - - Fire an event when an event queue connects for capabilities - - Simulator the event queue is attached to + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + - - 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 + + - - - - - - - - - + + - - - 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 + + + The current status of a texture request as it moves through the pipeline or final result of a texture request. + - - Use Estate Voice channel for Voice on this parcel + + The initial state given to a request. Requests in this state + are waiting for an available slot in the pipeline - - Deny Age Unverified Users + + A request that has been added to the pipeline and the request packet + has been sent to the simulator - - - Parcel ownership status - + + A request that has received one or more packets back from the simulator - - Placeholder + + A request that has received all packets back from the simulator - - Parcel is leased (owned) by an avatar or group + + A request that has taken longer than + to download OR the initial packet containing the packet information was never received - - Parcel is in process of being leased (purchased) by an avatar or group + + The texture request was aborted by request of the agent - - Parcel has been abandoned back to Governor Linden + + The simulator replied to the request that it was not able to find the requested texture - + - Category parcel is listed in under search + 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. - - No assigned category - - - Linden Infohub or public area - - - Adult themed area + + + 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. - - Arts and Culture + + 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 - - Business + + Holds the reference to the client object - - Educational + + Maximum concurrent texture requests allowed at a time - - Gaming + + An array of objects used to manage worker request threads - - Hangout or Club + + An array of worker slots which shows the availablity status of the slot - - Newcomer friendly + + The primary thread which manages the requests. - - Parks and Nature + + true if the TexturePipeline is currently running - - Residential + + A synchronization object used by the primary thread - - Shopping + + A refresh timer used to increase the priority of stalled requests - - Not Used? + + + Default constructor, Instantiates a new copy of the TexturePipeline class + + Reference to the instantiated object - - Other + + + Initialize callbacks required for the TexturePipeline to operate + - - Not an actual category, only used for queries + + + Shutdown the TexturePipeline and cleanup any callbacks or transfers + - + - Type of teleport landing for a parcel + 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 - - Unset, simulator default + + + 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 - - Specific landing point set for this parcel + + + Cancel a pending or in process texture request + + The texture assets unique ID - - No landing point set, direct teleports enabled for - this parcel + + + Master Download Thread, Queues up downloads in the threadpool + - + - Parcel Media Command used in ParcelMediaCommandMessage + The worker thread that sends the request and handles timeouts + A object containing the request details - - Stop the media stream and go back to the first frame + + + 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 - - Pause the media stream (stop playing but stay on current frame) + + + Handles the remaining Image data that did not fit in the initial ImageData packet + + The sender + The EventArgs object containing the packet data - - Start the current media stream playing and stop when the end is reached + + + Handle the initial ImageDataPacket sent from the simulator + + The sender + The EventArgs object containing the packet data - - Start the current media stream playing, - loop to the beginning when the end is reached and continue to play + + Current number of pending and in-process transfers - - 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. + + + A request task containing information and status of a request as it is processed through the + - - Specifies the movie URL (254 characters max) + + The current which identifies the current status of the request - - Specifies the time index at which to begin playing + + The Unique Request ID, This is also the Asset ID of the texture being requested - - Specifies a single agent to apply the media command to + + The slot this request is occupying in the threadpoolSlots array - - 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. + + The ImageType of the request. - - 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. + + The callback to fire when the request is complete, will include + the and the + object containing the result data - - Allows a Web page or image to be placed on a prim (1.19.1 RC0 and later only). - Use "text/html" for HTML. + + 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. - - Resizes a Web page to fit on x, y pixels (1.19.1 RC0 and later only). - This might still not be working + + An object that maintains the data of an request thats in-process. - - Sets a description for the media being displayed (1.19.1 RC0 and later only). + + + Add a custom decoder callback + + The key of the field to decode + The custom decode handler - + - Some information about a parcel of land returned from a DirectoryManager search + Remove a custom decoder callback + The key of the field to decode + The custom decode handler - - Global Key of record + + + 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 - - Parcel Owners + + + 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 - - Name field of parcel, limited to 128 characters + + + A custom decoder callback + + The key of the object + the data to decode + A string represending the fieldData - - 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 + Status of the last application run. + Used for error reporting to the grid login service for statistical purposes. - - 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 + + Application exited normally - - A URL which points to any Quicktime supported media type + + Application froze - - A description of the media + + Application detected error and exited abnormally - - An Integer which represents the height of the media + + Other crash - - An integer which represents the width of the media + + Application froze during logout - - A string which contains the mime type of the media + + Application crashed during logout - + - Parcel of land, a portion of virtual real estate in a simulator + Login Request Parameters - - The total number of contiguous 4x4 meter blocks your agent owns within this parcel + + The URL of the Login Server - - The total number of contiguous 4x4 meter blocks contained in this parcel owned by a group or agent other than your own + + The number of milliseconds to wait before a login is considered + failed due to timeout - - Deprecated, Value appears to always be 0 + + The request method + login_to_simulator is currently the only supported method - - Simulator-local ID of this parcel + + The Agents First name - - UUID of the owner of this parcel + + The Agents Last name - - Whether the land is deeded to a group or not + + 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 - - Date land was claimed + + A string containing the client software channel information + Second Life Release - - Appears to always be zero + + 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 - - This field is no longer used + + A string containing the platform information the agent is running on - - Minimum corner of the axis-aligned bounding box for this - parcel + + A string hash of the network cards Mac Address - - Maximum corner of the axis-aligned bounding box for this - parcel + + Unknown or deprecated - - Bitmap describing land layout in 4x4m squares across the - entire region + + A string hash of the first disk drives ID used to identify this clients uniqueness - - Total parcel land area + + 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 - - Maximum primitives across the entire simulator owned by the same agent or group that owns this parcel that can be used + + If true, this agent agrees to the Terms of Service of the grid its connecting to - - 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 + + Unknown - - Maximum number of primitives this parcel supports + + Status of the last application run sent to the grid login server for statistical purposes - - Total number of primitives on this parcel + + An array of string sent to the login server to enable various options - - 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 + + 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 - - 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. + + + Default constuctor, initializes sane default values + - - Total number of prims owned by other avatars that are not set to group, or not the parcel owner + + + Instantiates new LoginParams object and fills in the values + + Instance of GridClient to read settings from + Login first name + Login last name + Password + Login channnel (application name) + Client version, should be application name + version number - - 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 + + + Instantiates new LoginParams object and fills in the values + + Instance of GridClient to read settings from + Login first name + Login last name + Password + Login channnel (application name) + Client version, should be application name + version number + URI of the login server - - Autoreturn value in minutes for others' objects + + + The decoded data returned from the login server after a successful login + - - + + true, false, indeterminate - - 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 + + Login message of the day - - Parcel Name + + M or PG, also agent_region_access and agent_access_max - - Parcel Description + + + 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 - - URL For Music Stream + + + Login Routines + + + NetworkManager is responsible for managing the network layer of + OpenMetaverse. It tracks all the server connections, serializes + outgoing traffic and deserializes incoming traffic, and provides + instances of delegates for network-related events. + - - + + The event subscribers, null of no subscribers - - Price for a temporary pass + + Raises the LoginProgress Event + A LoginProgressEventArgs object containing + the data sent from the simulator - - How long is pass valid for + + Thread sync lock object - - + + Seed CAPS URL returned from the login server - - Key of authorized buyer + + Maximum number of groups an agent can belong to, -1 for unlimited - - Key of parcel snapshot + + Server side baking service URL - - The landing point location - - - The landing point LookAt - - - The type of landing enforced from the enum - - - - - - - - - + + A list of packets obtained during the login process which + networkmanager will log but not process - - Access list of who is whitelisted on this - parcel + + + Generate sane default values for a login request + + Account first name + Account last name + Account password + Client application name (channel) + Client application name + version + A populated struct containing + sane defaults - - Access list of who is blacklisted on this - parcel + + + Simplified login that takes the most common and required fields + + Account first name + Account last name + Account password + Client application name (channel) + Client application name + version + Whether the login was successful or not. On failure the + LoginErrorKey string will contain the error code and LoginMessage + will contain a description of the error - - TRUE of region denies access to age unverified users + + + Simplified login that takes the most common fields along with a + starting location URI, and can accept an MD5 string instead of a + plaintext password + + Account first name + Account last name + Account password or MD5 hash of the password + such as $1$1682a1e45e9f957dcdf0bb56eb43319c + Client application name (channel) + Starting location URI that can be built with + StartLocation() + Client application name + version + Whether the login was successful or not. On failure the + LoginErrorKey string will contain the error code and LoginMessage + will contain a description of the error - - true to obscure (hide) media url + + + 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 - - true to obscure (hide) music url + + + 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 - - A struct containing media details + + + LoginParams and the initial login XmlRpcRequest were made on a remote machine. + This method now initializes libomv with the results. + - + - Displays a parcel object in string format + Handles response from XML-RPC login replies - string containing key=value pairs of a parcel object - + - Defalt constructor + Handles response from XML-RPC login replies with already parsed LoginResponseData - Local ID of this parcel - + - Update the simulator with any local changes to this Parcel object + Handle response from LLSD login replies - Simulator to send updates to - Whether we want the simulator to confirm - the update with a reply packet or not + + + - + - Set Autoreturn time + Get current OS - Simulator to send the update to + Either "Win" or "Linux" - + - Parcel (subdivided simulator lots) subsystem + Get clients default Mac Address + A string containing the first found Mac Address - - The event subscribers. null if no subcribers + + The event subscribers, null of no subscribers - - Raises the ParcelDwellReply event - A ParcelDwellReplyEventArgs object containing the - data returned from the simulator + + Raises the PacketSent Event + A PacketSentEventArgs object containing + the data sent from the simulator - + Thread sync lock object - - The event subscribers. null if no subcribers + + The event subscribers, null of no subscribers - - Raises the ParcelInfoReply event - A ParcelInfoReplyEventArgs object containing the - data returned from the simulator + + Raises the LoggedOut Event + A LoggedOutEventArgs object containing + the data sent from the simulator - + Thread sync lock object - - The event subscribers. null if no subcribers + + The event subscribers, null of no subscribers - - Raises the ParcelProperties event - A ParcelPropertiesEventArgs object containing the - data returned from the simulator + + Raises the SimConnecting Event + A SimConnectingEventArgs object containing + the data sent from the simulator - + Thread sync lock object - - The event subscribers. null if no subcribers + + The event subscribers, null of no subscribers - - Raises the ParcelAccessListReply event - A ParcelAccessListReplyEventArgs object containing the - data returned from the simulator + + Raises the SimConnected Event + A SimConnectedEventArgs object containing + the data sent from the simulator - + Thread sync lock object - - The event subscribers. null if no subcribers + + The event subscribers, null of no subscribers - - Raises the ParcelObjectOwnersReply event - A ParcelObjectOwnersReplyEventArgs object containing the - data returned from the simulator + + Raises the SimDisconnected Event + A SimDisconnectedEventArgs object containing + the data sent from the simulator - + Thread sync lock object - - The event subscribers. null if no subcribers + + The event subscribers, null of no subscribers - - Raises the SimParcelsDownloaded event - A SimParcelsDownloadedEventArgs object containing the - data returned from the simulator + + Raises the Disconnected Event + A DisconnectedEventArgs object containing + the data sent from the simulator - + Thread sync lock object - - The event subscribers. null if no subcribers + + The event subscribers, null of no subscribers - - Raises the ForceSelectObjectsReply event - A ForceSelectObjectsReplyEventArgs object containing the - data returned from the simulator + + Raises the SimChanged Event + A SimChangedEventArgs object containing + the data sent from the simulator - + Thread sync lock object - - The event subscribers. null if no subcribers + + The event subscribers, null of no subscribers - - Raises the ParcelMediaUpdateReply event - A ParcelMediaUpdateReplyEventArgs object containing the - data returned from the simulator + + Raises the EventQueueRunning Event + A EventQueueRunningEventArgs object containing + the data sent from the simulator - + Thread sync lock object - - The event subscribers. null if no subcribers + + All of the simulators we are currently connected to - - Raises the ParcelMediaCommand event - A ParcelMediaCommandEventArgs object containing the - data returned from the simulator + + Handlers for incoming capability events - - Thread sync lock object + + Handlers for incoming packets - + + Incoming packets that are awaiting handling + + + Outgoing packets that are awaiting handling + + Default constructor - A reference to the GridClient object + Reference to the GridClient object - + - Request basic information for a single parcel - - Simulator-local ID of the parcel - - - - Request properties of a single parcel + 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 - 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 + Packet type to trigger events for + Callback to fire when a packet of this type + is received - + - Request the access list for a single parcel + 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 - 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 - + Packet type to trigger events for + Callback to fire when a packet of this type + is received + True if the callback should be ran + asynchronously. Only set this to false (synchronous for callbacks + that will always complete quickly) + If any callback for a packet type is marked as + asynchronous, all callbacks for that packet type will be fired + asynchronously - + - Request properties of parcels using a bounding box selection + 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 - 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 + Packet type this callback is registered with + Callback to stop firing events for - + - Request all simulator parcel properties (used for populating the Simulator.Parcels - dictionary) + 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 - Simulator to request parcels from (must be connected) + Name of the CAPS event to register a handler for + Callback to fire when a CAPS event is received - + - Request all simulator parcel properties (used for populating the Simulator.Parcels - dictionary) + 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 - Simulator to request parcels from (must be connected) - If TRUE, will force a full refresh - Number of milliseconds to pause in between each request + Name of the CAPS event this callback is + registered with + Callback to stop firing events for - + - Request the dwell value for a parcel + Send a packet to the simulator the avatar is currently occupying - Simulator containing the parcel - Simulator-local ID of the parcel + Packet to send - + - Send a request to Purchase a parcel of land + Send a packet to a specified simulator - 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 - + Packet to send + Simulator to send the packet to - + - Reclaim a parcel of land + Connect to a simulator - The simulator the parcel is in - The parcels region specific local ID + 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 - + - Deed a parcel to a group + Connect to a simulator - The simulator the parcel is in - The parcels region specific local ID - The groups + 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 - + - Request prim owners of a parcel of land. + 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 - Simulator parcel is in - The parcels region specific local ID - + - Return objects from a parcel + 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 - 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 + Close a connection to the given simulator - - - - + - + - Join two parcels of land creating a single parcel + 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 - + - Get a parcels LocalID + 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 - 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. + Type of shutdown + Shutdown message - + - Terraform (raise, lower, etc) an area or whole parcel of land + Searches through the list of currently connected simulators to find + one attached to the given IPEndPoint - 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() + IPEndPoint of the Simulator to search for + A Simulator reference on success, otherwise null - + - Terraform (raise, lower, etc) an area or whole parcel of land + Fire an event when an event queue connects for capabilities - 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() + Simulator the event queue is attached to - - - 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() + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - 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 + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - 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 - - - - Retrieves information on resources used by the parcel - - UUID of the parcel - Should per object resource usage be requested - Callback invoked when the request is complete - - - 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 sends us data containing + ... - - Raised when the simulator responds to a request + + Called when a reply is received from the login server, the + login sequence will block until this event returns - - Raised when the simulator responds to a request + + Current state of logging in - - Raised when the simulator responds to a request + + Upon login failure, contains a short string key for the + type of login error that occurred - - Raised when the simulator responds to a request + + The raw XML-RPC reply from the login server, exactly as it + was received (minus the HTTP header) - - Raised when the simulator responds to a request + + During login this contains a descriptive version of + LoginStatusCode. After a successful login this will contain the + message of the day, and after a failed login a descriptive error + message will be returned - - Raised when the simulator responds to a request + + Raised when the simulator sends us data containing + ... - - Raised when the simulator responds to a Parcel Update request + + Raised when the simulator sends us data containing + ... - - Raised when the parcel your agent is located sends a ParcelMediaCommand + + Raised when the simulator sends us data containing + ... - - - Parcel Accesslist - + + Raised when the simulator sends us data containing + ... - - Agents + + Raised when the simulator sends us data containing + ... - - + + Raised when the simulator sends us data containing + ... - - Flags for specific entry in white/black lists + + Raised when the simulator sends us data containing + ... - - - Owners of primitives on parcel - + + Raised when the simulator sends us data containing + ... - - Prim Owners + + Unique identifier associated with our connections to + simulators - - True of owner is group + + The simulator that the logged in avatar is currently + occupying - - Total count of prims owned by OwnerID + + Shows whether the network layer is logged in to the + grid or not - - true of OwnerID is currently online and is not a group + + Number of packets in the incoming queue - - The date of the most recent prim left by OwnerID + + Number of packets in the outgoing queue - + - Called once parcel resource usage information has been collected + - Indicates if operation was successfull - Parcel resource usage information - - - Contains a parcels dwell data returned from the simulator in response to an + + + + + - + - Construct a new instance of the ParcelDwellReplyEventArgs class + Explains why a simulator or the grid disconnected from us - 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 + + The client requested the logout or simulator disconnect - - Get the simulator specific ID of the parcel + + The server notified us that it is disconnecting - - Get the calculated dwell + + Either a socket was closed or network traffic timed out - - Contains basic parcel information data returned from the - simulator in response to an request + + The last active simulator shut down - + - Construct a new instance of the ParcelInfoReplyEventArgs class + Holds a simulator reference and a decoded packet, these structs are put in + the packet inbox for event handling - The object containing basic parcel info - - Get the object containing basic parcel info + + Reference to the simulator that this packet came from - - Contains basic parcel information data returned from the simulator in response to an request + + Packet that needs to be processed - + - Construct a new instance of the ParcelPropertiesEventArgs class + Holds a simulator reference and a serialized packet, these structs are put in + the packet outbox for sending - 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 + + Reference to the simulator this packet is destined for - - Get the object containing the details - If Result is NoData, this object will not contain valid data + + Packet that needs to be sent - - Get the result of the request + + Sequence number of the wrapped packet - - Get the number of primitieves your agent is - currently selecting and or sitting on in this parcel + + Number of times this packet has been resent - - Get the user assigned ID used to correlate a request with - these results + + Environment.TickCount when this packet was last sent over the wire - - TODO: + + Type of the packet - - Contains blacklist and whitelist data returned from the simulator in response to an request - - + - Construct a new instance of the ParcelAccessListReplyEventArgs class + Return a decoded capabilities message as a strongly typed object - 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 + 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 - + - Construct a new instance of the ParcelObjectOwnersReplyEventArgs class + Capability to load TGAs to Bitmap - The simulator the parcel is located in - The list containing prim ownership counts - - Get the simulator the parcel is located in + + + 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 - - Get the list containing prim ownership counts + + Main grid login server - - Contains the data returned when all parcel data has been retrieved from a simulator + + Beta grid login server - + - Construct a new instance of the SimParcelsDownloadedEventArgs class + InventoryManager requests inventory information on login, + GridClient initializes an Inventory store for main inventory. - 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 + + + InventoryManager requests library information on login, + GridClient initializes an Inventory store for the library. + - - Get the multidimensional array containing a x,y grid mapped - to each 64x64 parcel's LocalID. + + Number of milliseconds between sending pings to each sim - - Contains the data returned when a request + + Number of milliseconds between sending camera updates - - - 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 + + Number of milliseconds between updating the current + positions of moving, non-accelerating and non-colliding objects - - Get the simulator the parcel data was retrieved from + + Millisecond interval between ticks, where all ACKs are + sent out and the age of unACKed packets is checked - - Get the list of primitive IDs + + The initial size of the packet inbox, where packets are + stored before processing - - true if the list is clean and contains the information - only for a given request + + Maximum size of packet that we want to send over the wire - - Contains data when the media data for a parcel the avatar is on changes + + The maximum value of a packet sequence number before it + rolls over back to one - - - Construct a new instance of the ParcelMediaUpdateReplyEventArgs class - - the simulator the parcel media data was updated in - The updated media information + + The relative directory where external resources are kept - - Get the simulator the parcel media data was updated in + + Login server to connect to - - Get the updated media information + + IP Address the client will bind to - - Contains the media command for a parcel the agent is currently on + + Use XML-RPC Login or LLSD Login, default is XML-RPC Login - + - Construct a new instance of the ParcelMediaCommandEventArgs class + Use Caps for fetching inventory where available - 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 + + 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 - - Get the media command that was sent + + Number of milliseconds before a CAPS call will time out + Setting this too low will cause web requests time out and + possibly retry repeatedly - - + + Number of milliseconds for xml-rpc to timeout - - - - + + Milliseconds before a packet is assumed lost and resent - - - - + + Milliseconds without receiving a packet before the + connection to a simulator is assumed lost - - - - + + Milliseconds to wait for a simulator info request through + the grid interface - - - - + + The maximum size of the sequence number archive, used to + check for resent and/or duplicate packets - - - - - - + + Maximum number of queued ACKs to be sent before SendAcks() + is forced - - - 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 + + Network stats queue length (seconds) - + - A dictionary of callbacks to fire when specified action occurs + Primitives will be reused when falling in/out of interest list (and shared between clients) + prims returning to interest list do not need re-requested + Helps also in not re-requesting prim.Properties for code that checks for a Properties == null per client - + - Register a callback to be fired when an action occurs + Pool parcel data between clients (saves on requesting multiple times when all clients may need it) - The action - The callback to fire - + - Unregister a callback + How long to preserve cached data when no client is connected to a simulator + The reason for setting it to something like 2 minutes is in case a client + is running back and forth between region edges or a sim is comming and going - The action - The callback to fire - - - - - - + + Enable/disable storing terrain heightmaps in the + TerrainManager - - Internal dictionary that this class wraps around. Do not - modify or enumerate the contents of this dictionary without locking + + Enable/disable sending periodic camera updates - - - 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>(); - - + + Enable/disable automatically setting agent appearance at + login and after sim crossing - - - Initializes a new instance of the Class + + Enable/disable automatically setting the bandwidth throttle + after connecting to each simulator + The default throttle uses the equivalent of the maximum + bandwidth setting in the official client. If you do not set a + throttle your connection will by default be throttled well below + the minimum values and you may experience connection problems + + + Enable/disable the sending of pings to monitor lag and + packet loss + + + Should we connect to multiple sims? This will allow + viewing in to neighboring simulators and sim crossings + (Experimental) + + + If true, all object update packets will be decoded in to + native objects. If false, only updates for our own agent will be + decoded. Registering an event handler will force objects for that + type to always be decoded. If this is disabled the object tracking + will have missing or partial prim and avatar information + + + If true, when a cached object check is received from the + server the full object info will automatically be requested + + + Whether to establish connections to HTTP capabilities + servers for simulators + + + Whether to decode sim stats + + + The capabilities servers are currently designed to + periodically return a 502 error which signals for the client to + re-establish a connection. Set this to true to log those 502 errors + + + If true, any reference received for a folder or item + the library is not aware of will automatically be fetched + + + If true, and SEND_AGENT_UPDATES is true, + AgentUpdate packets will continuously be sent out to give the bot + smoother movement and autopiloting + + + If true, currently visible avatars will be stored + in dictionaries inside Simulator.ObjectAvatars. + If false, a new Avatar or Primitive object will be created + each time an object update packet is received + + + If true, currently visible avatars will be stored + in dictionaries inside Simulator.ObjectPrimitives. + If false, a new Avatar or Primitive object will be created + each time an object update packet is received + + + If true, position and velocity will periodically be + interpolated (extrapolated, technically) for objects and + avatars that are being tracked by the library. This is + necessary to increase the accuracy of speed and position + estimates for simulated objects + + + + If true, utilization statistics will be tracked. There is a minor penalty + in CPU time for enabling this option. + + + + If true, parcel details will be stored in the + Simulator.Parcels dictionary as they are received + + + + If true, an incoming parcel properties reply will automatically send + a request for the parcel access list + + + + + if true, an incoming parcel properties reply will automatically send + a request for the traffic count. + + + + + If true, images, and other assets downloaded from the server + will be cached in a local directory + + + + Path to store cached texture data + + + Maximum size cached files are allowed to take on disk (bytes) + + + Default color used for viewer particle effects + + + Maximum number of times to resend a failed packet + + + Throttle outgoing packet rate + + + UUID of a texture used by some viewers to indentify type of client used + + + + Download textures using GetTexture capability when available + + + + The maximum number of concurrent texture downloads allowed + Increasing this number will not necessarily increase texture retrieval times due to + simulator throttles + + + + The Refresh timer inteval is used to set the delay between checks for stalled texture downloads + + This is a static variable which applies to all instances + + + + Textures taking longer than this value will be flagged as timed out and removed from the pipeline + + + + + Get or set the minimum log level to output to the console by default + + If the library is not compiled with DEBUG defined and this level is set to DEBUG + You will get no output on the console. This behavior can be overriden by creating + a logger configuration file for log4net + + + + Attach avatar names to log messages + + + Log packet retransmission info + + + Log disk cache misses and other 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 + + + + 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 ObservableDictionary named testDict with a string as the key and an int as the value, + // 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 ObservableDictionary<string, int> testDict = new ObservableDictionary<string, int>(10); + public InternalDictionary<string, int> testDict = new InternalDictionary<string, int>(10); - + - Try to get entry from the with specified key + 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 ObservableDictionary: + // 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); @@ -9700,7 +8921,7 @@ - + Finds the specified match. @@ -9708,7 +8929,7 @@ Matched value - // use a delegate to find a prim in the ObjectsPrimitives ObservableDictionary + // use a delegate to find a prim in the ObjectsPrimitives InternalDictionary // with the ID 95683496 uint findID = 95683496; Primitive findPrim = sim.ObjectsPrimitives.Find( @@ -9716,8 +8937,8 @@ - - Find All items in an + + Find All items in an return matching items. a containing found items. @@ -9733,8 +8954,8 @@ - - Find All items in an + + Find All items in an return matching keys. a containing found keys. @@ -9748,6957 +8969,5955 @@ - - 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, - - + + 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 - + - Clear the contents of the dictionary + Gets the number of Key/Value pairs contained in the - + - Enumerator for iterating dictionary entries + Indexer for the dictionary - + The key + The value - + - Gets the number of Key/Value pairs contained in the + Avatar profile flags - + - Indexer for the dictionary + Represents an avatar (other than your own) - The key - The value - + - Avatar group management + Particle system specific enumerators, flags and methods. - - 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 + + Foliage type for this primitive. Only applicable if this + primitive is foliage - - Group Title associated with Role + + Unknown - - 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 + + Identifies the owner if audio or a particle system is + active - - 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 + + Objects physics engine propertis - - The number of roles this group has configured + + Extra data about primitive - - Show this group in agent's profile + + Indicates if prim is attached to an avatar - - Returns the name of the group - A string containing the name of the group + + Number of clients referencing this prim - + - A group Vote + Default constructor - - Key of Avatar who created Vote + + + 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 - - Text of the Vote proposal + + + 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 - - Total number of votes + + + Current version of the media data for the prim + - + - A group proposal + Array of media entries indexed by face number - - 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 + + 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 + + - + - + - Struct representing a group notice + 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 + + + - + - Struct representing a group notice list entry + + - - Notice ID + + + + + - - Creation timestamp of notice + + + + + - - Agent name who created notice + + + Controls the texture animation of a particular prim + - - 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 + Parameters used to construct a visual representation of a primitive - + - + - + - + - + - + - + - - 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 + + + Calculdates hash code for prim construction data + + The has - - Can subdivide and join parcels + + Attachment point to an avatar - - 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 + + + Information on the flexible properties of a primitive + - - 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 + + + Default constructor + - - 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 + + + Information on the light properties of a primitive + - - 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 + + + Default constructor + - - Can deed objects to group + + + + + + - - Can move group owned objects + + + + + - - Can set group owned objects for-sale + + + + + - - Pay group liabilities and receive group dividends + + + Information on the light properties of a primitive as texture map + - - Can send group notices + + - - Can receive group notices + + - - Can create group proposals + + + Default constructor + - - 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 + + + Information on the sculpt properties of a sculpted primitive + - - Thread sync lock object + + + Default constructor + - - The event subscribers. null if no subcribers + + + + + + - - Raises the GroupNamesReply event - A GroupNamesEventArgs object containing the - data response from the simulator + + + Render inside out (inverts the normals). + - - Thread sync lock object + + + Render an X axis mirror of the sculpty. + - - The event subscribers. null if no subcribers + + + Extended properties to describe an object + - - 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 + + + Default constructor + - - Raises the GroupLeft event - A GroupOperationEventArgs object containing the - result of the operation returned from the simulator + + + Set the properties that are set in an ObjectPropertiesFamily packet + + that has + been partially filled by an ObjectPropertiesFamily packet - - Thread sync lock object + + + Describes physics attributes of the prim + - - The event subscribers. null if no subcribers + + Primitive's local ID - - Raises the GroupDropped event - An GroupDroppedEventArgs object containing the - the group your agent left + + Density (1000 for normal density) - - Thread sync lock object + + Friction - - The event subscribers. null if no subcribers + + Gravity multiplier (1 for normal gravity) - - Raises the GroupMemberEjected event - An GroupMemberEjectedEventArgs object containing the - data returned from the simulator + + Type of physics representation of this primitive in the simulator - - Thread sync lock object + + Restitution - - The event subscribers. null if no subcribers + + + Creates PhysicsProperties from OSD + + OSDMap with incoming data + Deserialized PhysicsProperties object - - Raises the GroupNoticesListReply event - An GroupNoticesListReplyEventArgs object containing the - data returned from the simulator + + + Serializes PhysicsProperties to OSD + + OSDMap with serialized PhysicsProperties data - - Thread sync lock object + + + Complete structure for the particle system + - - The event subscribers. null if no subcribers + + 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 - - Raises the GroupInvitation event - An GroupInvitationEventArgs object containing the - data returned from the simulator + + pattern of particles - - Thread sync lock object + + A representing the maximimum age (in seconds) particle will be displayed + Maximum value is 30 seconds - - A reference to the current instance + + 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 - - Currently-active group members requests + + A in radians that specifies where particles will not be created - - Currently-active group roles requests + + A in radians that specifies where particles will be created - - Currently-active group role-member requests + + A representing the number of seconds between burts. - - Dictionary keeping group members while request is in progress + + A representing the number of meters + around the center of the source where particles will be created. - - Dictionary keeping mebmer/role mapping while request is in progress + + A representing in seconds, the minimum speed between bursts of new particles + being emitted - - Dictionary keeping GroupRole information while request is in progress + + A representing in seconds the maximum speed of new particles being emitted. - - Caches group name lookups + + A representing the maximum number of particles emitted per burst - - - Construct a new instance of the GroupManager class - - A reference to the current instance + + A which represents the velocity (speed) from the source which particles are emitted - - - 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. + + A which represents the Acceleration from the source which particles are emitted - - - Lookup name of group based on groupID - - groupID of group to lookup name for. + + The Key of the texture displayed on the particle - - - Request lookup of multiple group names - - List of group IDs to request. + + The Key of the specified target object or avatar particles will follow - - Lookup group profile data such as name, enrollment, founder, logo, etc - Subscribe to OnGroupProfile event to receive the results. - group ID (UUID) + + Flags of particle from - - 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 + + Max Age particle system will emit particles for - - 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 + + The the particle has at the beginning of its lifecycle - - 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) + + The the particle has at the ending of its lifecycle - - 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 + + A that represents the starting X size of the particle + Minimum value is 0, maximum value is 4 - - Set a group as the current active group - group ID (UUID) + + A that represents the starting Y size of the particle + Minimum value is 0, maximum value is 4 - - Change the role that determines your active title - Group ID to use - Role ID to change to + + A that represents the ending X size of the particle + Minimum value is 0, maximum value is 4 - - Set this avatar's tier contribution - Group ID to change tier in - amount of tier to donate + + A that represents the ending Y size of the particle + Minimum value is 0, maximum value is 4 - + - Save wheather agent wants to accept group notices and list this group in their profile + Decodes a byte[] array into a ParticleSystem Object - Group - Accept notices from this group - List this group in the profile + ParticleSystem object + Start position for BitPacker - - Request to join a group - Subscribe to OnGroupJoined event for confirmation. - group ID (UUID) to join. + + + Generate byte[] array from particle data + + Byte array - + - Request to create a new group. If the group is successfully - created, L$100 will automatically be deducted + Particle source pattern - 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. + + None - - Eject a user from a group - Group ID to eject the user from - Avatar's key to eject + + Drop particles from source position with no force - - Update role information - Modified role to be updated + + "Explode" particles in all directions - - Create a new group role - Group ID to update - Role to create + + Particles shoot across a 2D area - - Delete a group role - Group ID to update - Role to delete + + Particles shoot across a 3D Cone - - Remove an avatar from a role - Group ID to update - Role ID to be removed from - Avatar's Key to remove + + Inverse of AngleCone (shoot particles everywhere except the 3D cone defined - - Assign an avatar to a role - Group ID to update - Role ID to assign to - Avatar's ID to assign to role + + + Particle Data Flags + - - Request the group notices list - Group ID to fetch notices for + + None - - Request a group notice by key - ID of group notice + + Interpolate color and alpha from start to end - - Send out a group notice - Group ID to update - GroupNotice structure containing notice data + + Interpolate scale from start to end - - Start a group proposal (vote) - The Group ID to send proposal to - GroupProposal structure containing the proposal + + Bounce particles off particle sources Z height - - Request to leave a group - Subscribe to OnGroupLeft event to receive confirmation - The group to leave + + velocity of particles is dampened toward the simulators wind - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Particles follow the source - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Particles point towards the direction of source's velocity - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Target of the particles - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Particles are sent in a straight line - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Particles emit a glow - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + used for point/grab/touch - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + + Particle Flags Enum + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + None - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Acceleration and velocity for particles are + relative to the object rotation - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Particles use new 'correct' angle parameters - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Groups that this avatar is a member of - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Positive and negative ratings - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Avatar properties including about text, profile URL, image IDs and + publishing settings - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Avatar interests including spoken languages, skills, and "want to" + choices - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Movement control flags for avatars. Typically not set or used by + clients. To move your avatar, use Client.Self.Movement instead - - Raised when the simulator sends us data containing - our current group membership + + + Contains the visual parameters describing the deformation of the avatar + - - Raised when the simulator responds to a RequestGroupName - or RequestGroupNames request + + + Appearance version. Value greater than 0 indicates using server side baking + - - 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 + + + Version of the Current Outfit Folder that the appearance is based on + - - Raised when the simulator responds to a request + + + Appearance flags. Introduced with server side baking, currently unused. + - - Raised when a response to a RequestGroupAccountSummary is returned - by the simulator + + + List of current avatar animations + - - Raised when a request to create a group is successful + + + Default constructor + - - Raised when a request to join a group either - fails or succeeds + + First name - - Raised when a request to leave a group either - fails or succeeds + + Last name - - Raised when A group is removed from the group server + + Full name - - Raised when a request to eject a member from a group either - fails or succeeds + + Active group - - Raised when the simulator sends us group notices - + + + Positive and negative ratings + - - Raised when another agent invites our avatar to join a group + + Positive ratings for Behavior - - Contains the current groups your agent is a member of + + Negative ratings for Behavior - - Construct a new instance of the CurrentGroupsEventArgs class - The current groups your agent is a member of + + Positive ratings for Appearance - - Get the current groups your agent is a member of + + Negative ratings for Appearance - - A Dictionary of group names, where the Key is the groups ID and the value is the groups name + + Positive ratings for Building - - Construct a new instance of the GroupNamesEventArgs class - The Group names dictionary + + Negative ratings for Building - - Get the Group Names dictionary + + Positive ratings given by this avatar - - Represents the members of a group + + Negative ratings given by this avatar - + - Construct a new instance of the GroupMembersReplyEventArgs class + Avatar properties including about text, profile URL, image IDs and + publishing settings - 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 + + First Life about text - - Get the ID of the group + + First Life image ID - - 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 + + Profile image ID - - Get the dictionary containing the roles + + Flags of the profile - - Represents the Role to Member mappings for a group + + Web URL for this profile - - 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 + + Should this profile be published on the web - - Get the ID as returned by the request to correlate - this result set and the request + + Avatar Online Status - - Get the ID of the group + + Is this a mature profile - - 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 + + + Avatar interests including spoken languages, skills, and "want to" + choices + - - Get the ID as returned by the request to correlate - this result set and the request + + Languages profile field - - 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 + + + Throttles the network traffic for various different traffic types. + Access this class through GridClient.Throttle + - - Get the summary data + + + Default constructor, uses a default high total of 1500 KBps (1536000) + - - A response to a group create request + + + 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 - - 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 + + + Send an AgentThrottle packet to the current server using the + current values + - - Get the ID of the group + + + Send an AgentThrottle packet to the specified server using the + current values + - - true of the group was created successfully + + + Convert the current throttle values to a byte array that can be put + in an AgentThrottle packet + + Byte array containing all the throttle values - - A string containing the message + + Maximum bits per second for resending unacknowledged packets - - Represents a response to a request + + Maximum bits per second for LayerData terrain - - Construct a new instance of the GroupOperationEventArgs class - The ID of the group - true of the request was successful + + Maximum bits per second for LayerData wind data - - Get the ID of the group + + Maximum bits per second for LayerData clouds - - true of the request was successful + + Unknown, includes object data - - Represents your agent leaving a group + + Maximum bits per second for textures - - Construct a new instance of the GroupDroppedEventArgs class - The ID of the group + + Maximum bits per second for downloaded assets - - Get the ID of the group + + Maximum bits per second the entire connection, divided up + between invidiual streams using default multipliers - - 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 + + Number of times we've received an unknown CAPS exception in series. - - Get the ID of the group + + For exponential backoff on error. - - Get the notices list + + + Represents Mesh asset + - - Represents the profile of a group + + + Decoded mesh data + - - Construct a new instance of the GroupProfileEventArgs class - The group profile + + Initializes a new instance of an AssetMesh object - - Get the group profile + + Initializes a new instance of an AssetMesh object with parameters + A unique specific to this asset + A byte array containing the raw asset data - + - Provides notification of a group invitation request sent by another Avatar + TODO: Encodes Collada file into LLMesh format - 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 + + + Decodes mesh asset. See + to furter decode it for rendering + true - - The name of the Avatar sending the group invitation + + Override the base classes AssetType - - A message containing the request information which includes - the name of the group, the groups charter and the fee to join details + + X position of this patch - - The Simulator + + Y position of this patch - - Set to true to accept invitation, false to decline + + 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 - Looking direction, must be a normalized vector - Up direction, must be a normalized vector + 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 + - + - Align the coordinate frame X and Y axis with a given rotation - around the Z axis in radians + Add a patch of terrain to a BitPacker - 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 + 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 - + - Avatar profile flags + Permission request flags, asked when a script wants to control an Avatar - - - Represents an avatar (other than your own) - + + Placeholder for empty values, shouldn't ever see this - - Groups that this avatar is a member of + + Script wants ability to take money from you - - Positive and negative ratings + + Script wants to take camera controls for you - - Avatar properties including about text, profile URL, image IDs and - publishing settings + + Script wants to remap avatars controls - - Avatar interests including spoken languages, skills, and "want to" - choices + + Script wants to trigger avatar animations + This function is not implemented on the grid - - Movement control flags for avatars. Typically not set or used by - clients. To move your avatar, use Client.Self.Movement instead + + Script wants to attach or detach the prim or primset to your avatar - - - Contains the visual parameters describing the deformation of the avatar - + + Script wants permission to release ownership + This function is not implemented on the grid + The concept of "public" objects does not exist anymore. - - - Default constructor - + + Script wants ability to link/delink with other prims - - First name + + Script wants permission to change joints + This function is not implemented on the grid - - Last name + + Script wants permissions to change permissions + This function is not implemented on the grid - - Full name + + Script wants to track avatars camera position and rotation - - Active group + + Script wants to control your camera - + + Script wants the ability to teleport you + + - Positive and negative ratings + Special commands used in Instant Messages - - Positive ratings for Behavior + + Indicates a regular IM from another agent - - Negative ratings for Behavior + + Simple notification box with an OK button - - Positive ratings for Appearance + + You've been invited to join a group. - - Negative ratings for Appearance + + Inventory offer - - Positive ratings for Building + + Accepted inventory offer - - Negative ratings for Building + + Declined inventory offer - - Positive ratings given by this avatar + + Group vote - - Negative ratings given by this avatar + + An object is offering its inventory - - - Avatar properties including about text, profile URL, image IDs and - publishing settings - + + Accept an inventory offer from an object - - First Life about text + + Decline an inventory offer from an object - - First Life image ID + + 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) - - Profile image ID + + Send a message to a session - - Flags of the profile + + Leave a session - - Web URL for this profile + + Indicates that the IM is from an object - - Should this profile be published on the web + + Sent an IM to a busy user, this is the auto response - - Avatar Online Status + + Shows the message in the console and chat history - - Is this a mature profile + + Send a teleport lure - - + + Response sent to the agent which inititiated a teleport invitation - - + + Response sent to the agent which inititiated a teleport invitation - - - Avatar interests including spoken languages, skills, and "want to" - choices - + + Only useful if you have Linden permissions - - Languages profile field + + Request a teleport lure - - + + IM to tell the user to go to an URL - - + + IM for help - - + + IM sent automatically on call for help, sends a lure + to each Helper reached - - + + Like an IM but won't go to email - - - Extract the avatar UUID encoded in a SIP URI - - - + + IM from a group officer to all group members - - - Permissions for control of object media - + + Unknown - - - Style of cotrols that shold be displayed to the user - + + Unknown - - - Class representing media data for a single face - + + Accept a group invitation - - Is display of the alternative image enabled + + Decline a group invitation - - Should media auto loop + + Unknown - - Shoule media be auto played + + An avatar is offering you friendship - - Auto scale media to prim face + + An avatar has accepted your friendship offer - - Should viewer automatically zoom in on the face when clicked + + An avatar has declined your friendship offer - - Should viewer interpret first click as interaction with the media - or when false should the first click be treated as zoom in commadn + + Indicates that a user has started typing - - Style of controls viewer should display when - viewer media on this face + + Indicates that a user has stopped typing - - Starting URL for the media + + + Flag in Instant Messages, whether the IM should be delivered to + offline avatars as well + - - Currently navigated URL + + Only deliver to online avatars - - Media height in pixes + + If the avatar is offline the message will be held until + they login next, and possibly forwarded to their e-mail account - - Media width in pixels + + + Conversion type to denote Chat Packet types in an easier-to-understand format + - - Who can controls the media + + Whisper (5m radius) - - Who can interact with the media + + Normal chat (10/20m radius), what the official viewer typically sends - - Is URL whitelist enabled + + Shouting! (100m radius) - - Array of URLs that are whitelisted + + Event message when an Avatar has begun to type - - - Serialize to OSD - - OSDMap with the serialized data + + Event message when an Avatar has stopped typing - - - Deserialize from OSD data - - Serialized OSD data - Deserialized object + + Send the message to the debug channel - - - Operation to apply when applying color to texture - + + Event message when an object uses llOwnerSay - - - Information needed to translate visual param value to RGBA color - + + Special value to support llRegionSay, never sent to the client - + - Construct VisualColorParam + Identifies the source of a chat message - Operation to apply when applying color to texture - Colors - + + Chat from the grid or simulator + + + Chat from another avatar + + + Chat from an object + + - 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 + Effect type used in ViewerEffect packets - 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 + + Project a beam from a source to a destination, such as + the one used when editing an object - - Default value + + - - Minimum value + + - - Maximum value + + - - Is this param used for creation of bump layer? + + Create a swirl of particles around an object - - Alpha blending/bump info + + - - Color information + + - - Array of param IDs that are drivers for this parameter + + Cause an avatar to look at an object - - - 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 + + Cause an avatar to point at an object - + - Holds the Params array of all the avatar appearance parameters + The action an avatar is doing when looking at something, used in + ViewerEffect packets for the LookAt effect - - - 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; }); - - + + Deprecated - - 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 + The action an avatar is doing when pointing at something, used in + ViewerEffect packets for the PointAt effect - 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, - + Money transaction types - 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 + + - - - 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 + + - - - 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) - + + - - - 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 - + + - + + + + + + + + + + - 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 + 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, - - - Constructor for default logging settings - + + No Flags set - - Audio Properties Events are sent after audio capture is started. These events are used to display a microphone VU meter + + Forward (W or up Arrow) - - - Abstract base for rendering plugins - + + Back (S or down arrow) - - - 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 + + Move left (shift+A or left arrow) - - - Generates a basic mesh structure from a sculpted primitive and - texture - - Sculpted primitive to generate the mesh from - Sculpt texture - Level of detail to generate the mesh at - The generated mesh + + Move right (shift+D or right arrow) - - - Generates a series of faces, each face containing a mesh and - metadata - - Primitive to generate the mesh from - Level of detail to generate the mesh at - The generated mesh + + Up (E or PgUp) - - - Generates a series of faces for a sculpted prim, each face - containing a mesh and metadata - - Sculpted primitive to generate the mesh from - Sculpt texture - Level of detail to generate the mesh at - The generated mesh + + Down (C or PgDown) + + + Rotate left (A or left arrow) + + + Rotate right (D or right arrow) + + + Left Mouse Button - + + Left Mouse button in MouseLook + + - Apply texture coordinate modifications from a - to a list of vertices + Currently only used to hide your group title - Vertex list to modify texture coordinates for - Center-point of the face - Face texture parameters - + + No flags set + + + Hide your group title + + - pre-defined built in sounds + Action state of the avatar, which can currently be typing and + editing - + - + - + - - + + + Current teleport status + - - + + Unknown status - - + + Teleport initialized - - + + Teleport in progress - - + + Teleport failed - - coins + + Teleport completed - - cash register bell + + Teleport cancelled - - + + + + - + + No flags set, or teleport failed + + + Set when newbie leaves help island for first time + + - - rubber + + Via Lure - - plastic + + Via Landmark - - flesh + + Via Location - - wood splintering? + + Via Home - - glass break + + Via Telehub - - metal clunk + + Via Login - - whoosh + + Linden Summoned - - shake + + Linden Forced me - + - - ding + + 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 - + + + + + + - + - + - + + + + + + - + - + - + - + - A dictionary containing all pre-defined sounds + Type of mute entry - 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 - - - Simulator (region) properties - + + Object muted by name - - No flags set + + Muted residet - - Agents can take damage and be killed + + Object muted by UUID - - Landmarks can be created here + + Muted group - - Home position can be set in this sim + + Muted external entry - - Home position is reset when an agent teleports away + + + Flags of mute entry + - - Sun does not move + + No exceptions - - No object, land, etc. taxes + + Don't mute text chat - - Disable heightmap alterations (agents can still plant - foliage) + + Don't mute voice chat - - Land cannot be released, sold, or purchased + + Don't mute particles - - All content is wiped nightly + + Don't mute sounds - - Unknown: Related to the availability of an overview world map tile.(Think mainland images when zoomed out.) + + Don't mute - - Unknown: Related to region debug flags. Possibly to skip processing of agent interaction with world. + + + Instant Message + - - Region does not update agent prim interest lists. Internal debugging option. + + Key of sender - - No collision detection for non-agent objects + + Name of sender - - No scripts are ran + + Key of destination avatar - - All physics processing is turned off + + ID of originating estate - - Region can be seen from other regions on world map. (Legacy world map option?) + + Key of originating region - - Region can be seen from mainland on world map. (Legacy world map option?) + + Coordinates in originating region - - Agents not explicitly on the access list can visit the region. - - - Traffic calculations are not run across entire region, overrides parcel settings. + + Instant message type - - Flight is disabled (not currently enforced by the sim) + + Group IM session toggle - - Allow direct (p2p) teleporting + + Key of IM session, for Group Messages, the groups UUID - - Estate owner has temporarily disabled scripting + + Timestamp of the instant message - - Restricts the usage of the LSL llPushObject function, applies to whole region. + + Instant message text - - Deny agents with no payment info on file + + Whether this message is held for offline avatars - - Deny agents with payment info on file + + Context specific packed data - - Deny agents who have made a monetary transaction + + Print the struct data as a string + A string containing the field name, and field value - - Parcels within the region may be joined or divided by anyone, not just estate owners/managers. + + Represents muted object or resident - - Abuse reports sent from within this region are sent to the estate owner defined email. + + Type of the mute entry - - Region is Voice Enabled + + UUID of the mute etnry - - Removes the ability from parcel owners to set their parcels to show in search. + + Mute entry name - - Deny agents who have not been age verified from entering the region. + + Mute flags - - - Access level for a simulator - + + Transaction detail sent with MoneyBalanceReply message - - Unknown or invalid access level + + Type of the transaction - - Trial accounts allowed + + UUID of the transaction source - - PG rating + + Is the transaction source a group - - Mature rating + + UUID of the transaction destination - - Adult rating + + Is transaction destination a group - - Simulator is offline + + Transaction amount - - Simulator does not exist + + Transaction description - + - + - + Construct a new instance of the ChatEventArgs object + Sim from which the message originates + The message sent + The audible level of the message + The type of message sent: whisper, shout, etc + The source type of the message sender + The name of the agent or object sending the message + The ID of the agent or object sending the message + The ID of the object owner, or the agent ID sending the message + The position of the agent or object sending the message - - - Initialize the UDP packet handler in server mode - - Port to listening for incoming UDP packets on + + Get the simulator sending the message - - - Initialize the UDP packet handler in client mode - - Remote UDP server to connect to + + 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 - - A public reference to the client that this Simulator object - is attached to + + Get the name of the agent or object sending the message - - A Unique Cache identifier for this simulator + + Get the ID of the agent or object sending the message - - The capabilities for this simulator + + 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 - - The current version of software this simulator is running + + Contains the data sent when a primitive opens a dialog with this agent - - + + + Construct a new instance of the ScriptDialogEventArgs + + The dialog message + The name of the object that sent the dialog request + The ID of the image to be displayed + The ID of the primitive sending the dialog + The first name of the senders owner + The last name of the senders owner + The communication channel the dialog was sent on + The string labels containing the options presented in this dialog + UUID of the scritped object owner - - A 64x64 grid of parcel coloring values. The values stored - in this array are of the type + + Get the dialog message - - + + Get the name of the object that sent the dialog request - - + + Get the ID of the image to be displayed - - + + Get the ID of the primitive sending the dialog - - + + Get the first name of the senders owner - - + + Get the last name of the senders owner - - + + Get the communication channel the dialog was sent on, responses + should also send responses on this same channel - - + + Get the string labels containing the options presented in this dialog - - + + UUID of the scritped object owner - - + + Contains the data sent when a primitive requests debit or other permissions + requesting a YES or NO answer - - + + + Construct a new instance of the ScriptQuestionEventArgs + + The simulator containing the object sending the request + The ID of the script making the request + The ID of the primitive containing the script making the request + The name of the primitive making the request + The name of the owner of the object making the request + The permissions being requested - - + + Get the simulator containing the object sending the request - - + + Get the ID of the script making the request - - + + Get the ID of the primitive containing the script making the request - - + + Get the name of the primitive making the request - - + + Get the name of the owner of the object making the request - - + + Get the permissions being requested - - + + Contains the data sent when a primitive sends a request + to an agent to open the specified URL - - + + + Construct a new instance of the LoadUrlEventArgs + + The name of the object sending the request + The ID of the object sending the request + The ID of the owner of the object sending the request + True if the object is owned by a group + The message sent with the request + The URL the object sent - - + + Get the name of the object sending the request - - true if your agent has Estate Manager rights on this region + + 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 - - - - - Statistics information for this simulator and the - connection to the simulator, calculated by the simulator itself - and the library - - - The regions Unique ID + + Get the message sent with the request - - The physical data center the simulator is located - Known values are: - - Dallas - Chandler - SF - - + + Get the URL the object sent - - The CPU Class of the simulator - Most full mainland/estate sims appear to be 5, - Homesteads and Openspace appear to be 501 + + The date received from an ImprovedInstantMessage - - The number of regions sharing the same CPU as this one - "Full Sims" appear to be 1, Homesteads appear to be 4 + + + Construct a new instance of the InstantMessageEventArgs object + + the InstantMessage object + the simulator where the InstantMessage origniated - - 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) - - + + Get the InstantMessage object - - 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 - - + + Get the simulator where the InstantMessage origniated - - The current sequence number for packets sent to this - simulator. Must be Interlocked before modifying. Only - useful for applications manipulating sequence numbers + + Contains the currency balance - + - A thread-safe dictionary containing avatars in a simulator + Construct a new BalanceEventArgs object + The currenct balance - + - A thread-safe dictionary containing primitives in a simulator + Get the currenct balance - - - Provides access to an internal thread-safe dictionary containing parcel - information found in this simulator - + + Contains the transaction summary when an item is purchased, + money is given, or land is purchased - + - Checks simulator parcel map to make sure it has downloaded all data successfully + Construct a new instance of the MoneyBalanceReplyEventArgs object - true if map is full (contains no 0's) - - - Used internally to track sim disconnections + The ID of the transaction + True of the transaction was successful + The current currency balance + The meters credited + The meters comitted + A brief description of the transaction + Transaction info - - Event that is triggered when the simulator successfully - establishes a connection + + Get the ID of the transaction - - Whether this sim is currently connected or not. Hooked up - to the property Connected + + True of the transaction was successful - - Coarse locations of avatars in this simulator + + Get the remaining currency balance - - AvatarPositions key representing TrackAgent target + + Get the meters credited - - Sequence numbers of packets we've received - (for duplicate checking) + + Get the meters comitted - - Packets we sent out that need ACKs from the simulator + + Get the description of the transaction - - Sequence number for pause/resume + + Detailed transaction information - - Indicates if UDP connection to the sim is fully established + + Data sent from the simulator containing information about your agent and active group information - + - + Construct a new instance of the AgentDataReplyEventArgs object - Reference to the GridClient object - IPEndPoint of the simulator - handle of the simulator + 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 - - - Called when this Simulator object is being destroyed - + + Get the agents first name - - - 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 + + Get the agents last name - - - Initiates connection to the simulator - + + Get the active group ID of your agent - - - Disconnect from this simulator - + + Get the active groups title of your agent - - - Instructs the simulator to stop sending update (and possibly other) packets - + + Get the combined group powers of your agent - - - Instructs the simulator to resume sending update packets (unpause) - + + Get the active group name of your agent - - - Retrieve the terrain height at a given coordinate - - Sim X coordinate, valid range is from 0 to 255 - Sim Y coordinate, valid range is from 0 to 255 - The terrain height at the given point if the - lookup was successful, otherwise 0.0f - True if the lookup was successful, otherwise false + + Data sent by the simulator to indicate the active/changed animations + applied to your agent - + - Sends a packet + Construct a new instance of the AnimationsChangedEventArgs class - Packet to be sent + The dictionary that contains the changed animations - - - - + + Get the dictionary that contains the changed animations - + - Returns Simulator Name as a String + 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 - - - Sends out pending acknowledgements - - Number of ACKs sent + + Get the ID of the agent or object that collided with your agent - - - Resend unacknowledged packets - + + Get the ID of the agent that was attacked - - - Provides access to an internal thread-safe multidimensional array containing a x,y grid mapped - to each 64x64 parcel's LocalID. - + + A value indicating the strength of the collision - - The IP address and port of the server + + Get the time the collision occurred - - Whether there is a working connection to the simulator or - not - - - Coarse locations of avatars in this simulator - - - AvatarPositions key representing TrackAgent target - - - Indicates if UDP connection to the sim is fully established + + Data sent to your agent when it crosses region boundaries - + - Simulator Statistics + Construct a new instance of the RegionCrossedEventArgs class + The simulator your agent just left + The simulator your agent is now in - - Total number of packets sent by this simulator to this agent + + Get the simulator your agent just left - - Total number of packets received by this simulator to this agent + + Get the simulator your agent is now in - - Total number of bytes sent by this simulator to this agent + + Data sent from the simulator when your agent joins a group chat session - - Total number of bytes received by this simulator to this agent + + + 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 - - Time in seconds agent has been connected to simulator + + Get the ID of the group chat session - - Total number of packets that have been resent + + Get the name of the session - - Total number of resent packets recieved + + Get the temporary session ID used for establishing new sessions - - Total number of pings sent to this simulator by this agent + + True if your agent successfully joined the session - - Total number of ping replies sent to this agent by this simulator + + Data sent by the simulator containing urgent messages - + - Incoming bytes per second + Construct a new instance of the AlertMessageEventArgs class - It would be nice to have this claculated on the fly, but - this is far, far easier + The alert message - + + Get the alert message + + + Data sent by a script requesting to take or release specified controls to your agent + + - Outgoing bytes per second + Construct a new instance of the ScriptControlEventArgs class - It would be nice to have this claculated on the fly, but - this is far, far easier - - - Time last ping was sent + 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 - - ID of last Ping sent + + 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 - - Current time dilation of this simulator + + + Data sent from the simulator to an agent to indicate its view limits + - - Current Frames per second of simulator + + + Construct a new instance of the CameraConstraintEventArgs class + + The collision plane - - Current Physics frames per second of simulator + + 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 - - Total number of objects Simulator is simulating + + Get the range the primitive specified to scan - - Total number of Active (Scripted) objects running + + Get the rotation of the primitive sending the sensor - - Number of agents currently in this simulator + + Get the type of sensor the primitive sent - - Number of agents in neighbor simulators + + Get the velocity of the primitive sending the sensor - - Number of Active scripts running in this simulator + + 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 - - Number of downloads pending + + Get the camera offset of the agent when seated - - Number of uploads pending + + 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 - - Number of local uploads pending + + Get the rotation of the agent when seated - - Unacknowledged bytes in queue + + Data sent when an agent joins a chat session your agent is currently participating in - + - Checks the instance back into the object pool + 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 + + - Returns an instance of the class that has been checked out of the Object Pool. + Construct a new instance of the ChatSessionMemberLeftEventArgs object + The ID of the chat session + The ID of the Agent that left - + + Get the ID of the chat session + + + Get the ID of the agent that left + + + Event arguments with the result of setting display name operation + + + Default constructor + + + Status code, 200 indicates settign display name was successful + + + Textual description of the status + + + Details of the newly set display name + + - Creates a new instance of the ObjectPoolBase class. Initialize MUST be called - after using this constructor. + 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 + + - Creates a new instance of the ObjectPool Base class. + Initializes a new AssetScriptText object with parameters - 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. + A unique specific to this asset + A byte array containing the raw asset data - + - Forces the segment cleanup algorithm to be run. This method is intended - primarly for use from the Unit Test libraries. + Encode a string containing the scripts contents into byte encoded AssetData - + - Responsible for allocate 1 instance of an object that will be stored in a segment. + Decode a byte array containing the scripts contents into a string - An instance of whatever objec the pool is pooling. + true if decoding is successful - + + Override the base classes AssetType + + - Checks in an instance of T owned by the object pool. This method is only intended to be called - by the WrappedObject class. + Type of gesture step - 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. + Base class for gesture steps - 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. + Retururns what kind of gesture step this is - + - 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. + Describes animation step of a gesture - + - The minimum number of segments. When segments are reclaimed, - this number of segments will always be left alone. These - segments are allocated at startup. + If true, this step represents start of animation, otherwise animation stop - + - 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. + Animation asset - + - The frequence which the cleanup thread runs. This is typically - expected to be in the 5 minute range. + Animation inventory name - + - Exception class to identify inventory exceptions + Returns what kind of gesture step this is - + - 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. + Describes sound step of a gesture - - 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 + Sound asset - 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 + Sound inventory name - The InventoryObject to store - + - Removes the InventoryObject and all related node data from Inventory. + Returns what kind of gesture step this is - The InventoryObject to remove. - + - Used to find out if Inventory contains the InventoryObject - specified by uuid. + Describes sound step of a gesture - The UUID to check. - true if inventory contains uuid, false otherwise - + - Saves the current inventory structure to a cache file + Text to output in chat - 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. + Returns what kind of gesture step this is - 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 - ... + + + Describes sound step of a gesture + - - Raised when the simulator sends us data containing - ... + + + If true in this step we wait for all animations to finish + - - Raised when the simulator sends us data containing - ... + + + If true gesture player should wait for the specified amount of time + - + - The root folder of this avatars inventory + Time in seconds to wait if WaitForAnimation is false - + - The default shared library folder + Returns what kind of gesture step this is - + - The root node of the avatars inventory + Describes the final step of a gesture - + - The root node of the default shared library + Returns what kind of gesture step this is - + - 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. + Represents a sequence of animations, sounds, and chat actions - The UUID of the InventoryObject to get or set, ignored if set to non-null value. - The InventoryObject corresponding to uuid. - + - Registers, unregisters, and fires events generated by incoming packets + Keyboard key that triggers the gestyre - - Reference to the GridClient object + + + Modifier to the trigger key + - + - Default constructor + String that triggers playing of the gesture sequence - - + - Register an event handler + Text that replaces trigger in chat once gesture is triggered - Use PacketType.Default to fire this event on every - incoming packet - Packet type to register the handler for - Callback to be fired - True if this callback should be ran - asynchronously, false to run it synchronous - + - Unregister an event handler + Sequence of gesture steps - Packet type to unregister the handler for - Callback to be unregistered - + - Fire the events registered for this packet type + Constructs guesture asset - 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 + Constructs guesture asset + A unique specific to this asset + A byte array containing the raw asset data - - 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 + Encodes gesture asset suitable for uplaod - - Reference to the GridClient object - - + - Default constructor + Decodes gesture assset into play sequence - Reference to the GridClient object + true if the asset data was decoded successfully - + - Register an new event handler for a capabilities event sent via the EventQueue + Returns asset type - 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 + pre-defined built in sounds - Capability event name unregister the - handler for - Callback to unregister - - - Fire the events registered for this event type synchronously - - Capability name - Decoded event body - Reference to the simulator that - generated this event + + - - - Fire the events registered for this event type asynchronously - - Capability name - Decoded event body - Reference to the simulator that - generated this event + + - - - Object that is passed to worker threads in the ThreadPool for - firing CAPS callbacks - + + - - Callback to fire for this packet + + - - Name of the CAPS event + + - - Strongly typed decoded data + + - - Reference to the simulator that generated this event + + - - - Represends individual HTTP Download request - + + - - URI of the item to fetch + + coins - - Timout specified in milliseconds + + cash register bell - - Download progress callback + + - - Download completed callback + + - - Accept the following content type + + rubber - - Default constructor + + plastic - - Constructor + + flesh - - - Manages async HTTP downloads with a limit on maximum - concurrent downloads - + + wood splintering? - - Default constructor + + glass break - - Cleanup method + + metal clunk - - Setup http download request + + whoosh - - Check the queue for pending work + + shake - - Enqueue a new HTPP download + + - - Maximum number of parallel downloads from a single endpoint + + ding - - Client certificate + + - - Positional vector of the users position + + - - Velocity vector of the position + + - - At Orientation (X axis) of the position + + - - Up Orientation (Y axis) of the position + + - - Left Orientation (Z axis) of the position + + - - - Represents Mesh asset - + + - - Initializes a new instance of an AssetMesh object + + - - Initializes a new instance of an AssetMesh object with parameters - A unique specific to this asset - A byte array containing the raw asset data + + - + + + + + + + + + + + + + + + + - TODO: Encodes a scripts contents into a LSO Bytecode file + 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 - + - TODO: Decode LSO Bytecode into a string + Avatar group management - true - - Override the base classes AssetType + + Key of Group Member - - - Static helper functions and global variables - + + Total land contribution - - This header flag signals that ACKs are appended to the packet + + Online status information - - This header flag signals that this packet has been sent before + + Abilities that the Group Member has - - This header flags signals that an ACK is expected for this packet + + Current group title - - This header flag signals that the message is compressed using zerocoding + + Is a group owner - + - + Role manager for a group - - - - - - - - - + + Key of the group - - - - - - - - - - - - - - + + Key of Role - - - 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 + + Name of Role - - - 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 + + Group Title associated with Role - - - 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 + + Description of Role - - - 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 + + Abilities Associated with Role - - - 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 + + Returns the role's title + The role's title - + - Calculates the CRC (cyclic redundancy check) needed to upload inventory. + Class to represent Group Title - 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 + + Key of the group - - - 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 + + ID of the role title belongs to - - - 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 + + Group Title - - - 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 + + Whether title is Active - - - 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); - } - - + + Returns group title - + - Passed to Logger.Log() to identify the severity of a log entry + Represents a group on the grid - - No logging information will be output + + Key of Group - - Non-noisy useful information, may be helpful in - debugging a problem + + Key of Group Insignia - - 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 + + Key of Group Founder - - 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 + + Key of Group Role for Owners - - 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. - + + Name of Group - - - A set of textures that are layered on texture of each other and "baked" - in to a single texture, for avatar appearances - + + Text of Group Charter - - Final baked texture + + Title of "everyone" role - - Component layers + + Is the group open for enrolement to everyone - - Width of the final baked image and scratchpad + + Will group show up in search - - 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 + + Is the group Mature - - - Converts avatar texture index (face) to Bake type - - Face number (AvatarTextureIndex) - BakeType, layer to which this texture belongs to + + Cost of group membership - - - 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 + + The total number of current members this group has - - Final baked texture + + The number of roles this group has configured - - Component layers + + Show this group in agent's profile - - Width of the final baked image and scratchpad + + Returns the name of the group + A string containing the name of the group - - Height of the final baked image and scratchpad + + + A group Vote + - - Bake type + + Key of Avatar who created Vote - - Is this one of the 3 skin bakes + + Text of the Vote proposal - + + Total number of votes + + - Represents an Animation + A group proposal - - Default Constructor + + The Text of the proposal - - - Construct an Asset object of type Animation - - A unique specific to this asset - A byte array containing the raw asset data + + The minimum number of members that must vote before proposal passes or failes - - Override the base classes AssetType + + 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 - - - Index of TextureEntry slots for avatar appearances - + + The duration in days votes are accepted - + - 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 + + - - 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 + + + Struct representing a group notice + - - 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 + + + Struct representing a group notice list entry + - - A cache of wearables currently being worn + + Notice ID - - A cache of textures currently being worn + + Creation timestamp of notice - - Incrementing serial number for AgentCachedTexture packets + + Agent name who created notice - - Incrementing serial number for AgentSetAppearance packets + + Notice subject - - Indicates whether or not the appearance thread is currently - running, to prevent multiple appearance threads from running - simultaneously + + Is there an attachment? - - Reference to our agent + + Attachment Type - + - Timer used for delaying rebake on changing outfit + Struct representing a member of a group chat session and their settings - - - Main appearance thread - + + The of the Avatar - - - Default constructor - - A reference to our agent + + True if user has voice chat enabled - - - Obsolete method for setting appearance. This function no longer does anything. - Use RequestSetAppearance() to manually start the appearance thread - + + True of Avatar has moderator abilities - - - Obsolete method for setting appearance. This function no longer does anything. - Use RequestSetAppearance() to manually start the appearance thread - - Unused parameter + + True if a moderator has muted this avatars chat - - - Starts the appearance setting thread - + + True if a moderator has muted this avatars voice - + - Starts the appearance setting thread + Role update flags - 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 + + Can send invitations to groups default role - - - 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 + + Can eject members from group - - - 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 + + Can toggle 'Open Enrollment' and change 'Signup fee' - - - 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 + + Member is visible in the public member list - - - Adds a list of attachments to our agent - - A List containing the attachments to add - If true, tells simulator to remove existing attachment - first + + Can create new roles - - - Attach an item to our agent at a specific attach point - - A to attach - the on the avatar - to attach the item to + + Can delete existing roles - - - 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 + + Can change Role names, titles and descriptions - - - Detach an item from our agent using an object - - An object + + Can assign other members to assigners role - - - Detach an item from our agent - - The inventory itemID of the item to detach + + Can assign other members to any role - - - Inform the sim which wearables are part of our current outfit - + + Can remove members from roles - - - Replaces the Wearables collection with a list of new wearable items - - Wearable items to replace the Wearables collection with + + Can assign and remove abilities in roles - - - 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 + + Can change group Charter, Insignia, 'Publish on the web' and which + members are publicly visible in group member listings - - - Blocking method to populate the Wearables dictionary - - True on success, otherwise false + + Can buy land or deed land to group - - - Blocking method to populate the Textures array with cached bakes - - True on success, otherwise false + + Can abandon group owned land to Governor Linden on mainland, or Estate owner for + private estates - - - Populates textures and visual params from a decoded asset - - Wearable to decode + + Can set land for-sale information on group owned parcels - - - Blocking method to download and parse currently worn wearable assets - - True on success, otherwise false + + Can subdivide and join parcels - - - 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 + + Can join group chat sessions - - - Helper method to lookup the TextureID for a single layer and add it - to a list if it is not already present - - - + + Can use voice chat in Group Chat sessions - - - 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 + + Can moderate group chat sessions - - - Blocking method to create and upload baked textures for all of the - missing bakes - - True on success, otherwise false + + Can toggle "Show in Find Places" and set search category - - - Blocking method to create and upload a baked texture for a single - bake layer - - Layer to bake - True on success, otherwise false + + Can change parcel name, description, and 'Publish on web' settings - - - 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 + + Can set the landing point and teleport routing on group land - - - 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 + + Can change music and media settings - - - Create an AgentSetAppearance packet from Wearables data and the - Textures array and send it - + + Can toggle 'Edit Terrain' option in Land settings - - - Converts a WearableType to a bodypart or clothing WearableType - - A WearableType - AssetType.Bodypart or AssetType.Clothing or AssetType.Unknown + + Can toggle various About Land > Options settings - - - Converts a BakeType to the corresponding baked texture slot in AvatarTextureIndex - - A BakeType - The AvatarTextureIndex slot that holds the given BakeType + + Can always terraform land, even if parcel settings have it turned off - - - Gives the layer number that is used for morph mask - - >A BakeType - Which layer number as defined in BakeTypeToTextures is used for morph mask + + Can always fly while over group owned land - - - 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 + + Can always rez objects on group owned land - - Triggered when an AgentWearablesUpdate packet is received, - telling us what our avatar is currently wearing - request. + + Can always create landmarks for group owned parcels - - Raised when an AgentCachedTextureResponse packet is - received, giving a list of cached bakes that were found on the - simulator - request. + + Can set home location on any group owned parcel - - - Raised when appearance data is sent to the simulator, also indicates - the main appearance thread is finished. - - request. + + Can modify public access settings for group owned parcels - - - Triggered when the simulator requests the agent rebake its appearance. - - + + Can manager parcel ban lists on group owned land - - - Returns true if AppearanceManager is busy and trying to set or change appearance will fail - + + Can manage pass list sales information - - - Contains information about a wearable inventory item - + + Can eject and freeze other avatars on group owned land - - Inventory ItemID of the wearable + + Can return objects set to group - - AssetID of the wearable asset + + Can return non-group owned/set objects - - WearableType of the wearable + + Can return group owned objects - - AssetType of the wearable + + Can landscape using Linden plants - - Asset data for the wearable + + Can deed objects to group - - - Data collected from visual params for each wearable - needed for the calculation of the color - + + Can move group owned objects - - - 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 - + + Can set group owned objects for-sale - - A texture AssetID + + Pay group liabilities and receive group dividends - - Asset data for the texture + + List and Host group events - - Collection of alpha masks that needs applying + + Can send group notices - - Tint that should be applied to the texture + + Can receive group notices - - Where on avatar does this texture belong + + Can create group proposals - - Contains the Event data returned from the data server from an AgentWearablesRequest + + Can vote on group proposals - - Construct a new instance of the AgentWearablesReplyEventArgs class + + + Handles all network traffic related to reading and writing group + information + - - Contains the Event data returned from the data server from an AgentCachedTextureResponse + + The event subscribers. null if no subcribers - - Construct a new instance of the AgentCachedBakesReplyEventArgs class + + Raises the CurrentGroups event + A CurrentGroupsEventArgs object containing the + data sent from the simulator - - Contains the Event data returned from an AppearanceSetRequest + + Thread sync lock object - - - Triggered when appearance data is sent to the sim and - the main appearance thread is done. - Indicates whether appearance setting was successful + + The event subscribers. null if no subcribers - - Indicates whether appearance setting was successful + + Raises the GroupNamesReply event + A GroupNamesEventArgs object containing the + data response from the simulator - - Contains the Event data returned from the data server from an RebakeAvatarTextures + + Thread sync lock object - - - Triggered when the simulator sends a request for this agent to rebake - its appearance - - The ID of the Texture Layer to bake + + The event subscribers. null if no subcribers - - The ID of the Texture Layer to bake + + Raises the GroupProfile event + An GroupProfileEventArgs object containing the + data returned from the simulator - - - The current status of a texture request as it moves through the pipeline or final result of a texture request. - + + Thread sync lock object - - The initial state given to a request. Requests in this state - are waiting for an available slot in the pipeline + + The event subscribers. null if no subcribers - - A request that has been added to the pipeline and the request packet - has been sent to the simulator + + Raises the GroupMembers event + A GroupMembersEventArgs object containing the + data returned from the simulator - - A request that has received one or more packets back from the simulator + + Thread sync lock object - - A request that has received all packets back from the simulator + + The event subscribers. null if no subcribers - - A request that has taken longer than - to download OR the initial packet containing the packet information was never received + + Raises the GroupRolesDataReply event + A GroupRolesDataReplyEventArgs object containing the + data returned from the simulator - - The texture request was aborted by request of the agent + + Thread sync lock object - - The simulator replied to the request that it was not able to find the requested texture + + The event subscribers. null if no subcribers - - - 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. + + Raises the GroupRoleMembersReply event + A GroupRolesRoleMembersReplyEventArgs object containing the + data returned from the simulator - - - 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. + + Thread sync lock object - - 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 + + The event subscribers. null if no subcribers - - Holds the reference to the client object + + Raises the GroupTitlesReply event + A GroupTitlesReplyEventArgs object containing the + data returned from the simulator - - Maximum concurrent texture requests allowed at a time + + Thread sync lock object - - An array of objects used to manage worker request threads + + The event subscribers. null if no subcribers - - An array of worker slots which shows the availablity status of the slot + + Raises the GroupAccountSummary event + A GroupAccountSummaryReplyEventArgs object containing the + data returned from the simulator - - The primary thread which manages the requests. + + Thread sync lock object - - true if the TexturePipeline is currently running + + The event subscribers. null if no subcribers - - A synchronization object used by the primary thread + + Raises the GroupCreated event + An GroupCreatedEventArgs object containing the + data returned from the simulator - - A refresh timer used to increase the priority of stalled requests + + Thread sync lock object - - - Default constructor, Instantiates a new copy of the TexturePipeline class - - Reference to the instantiated object + + The event subscribers. null if no subcribers - - - Initialize callbacks required for the TexturePipeline to operate - + + Raises the GroupJoined event + A GroupOperationEventArgs object containing the + result of the operation returned from the simulator - - - Shutdown the TexturePipeline and cleanup any callbacks or transfers - + + Thread sync lock object - - - 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 + + The event subscribers. null if no subcribers - - - 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 + + Raises the GroupLeft event + A GroupOperationEventArgs object containing the + result of the operation returned from the simulator - - - Cancel a pending or in process texture request - - The texture assets unique ID + + Thread sync lock object - - - Master Download Thread, Queues up downloads in the threadpool - + + The event subscribers. null if no subcribers - - - The worker thread that sends the request and handles timeouts - - A object containing the request details + + Raises the GroupDropped event + An GroupDroppedEventArgs object containing the + the group your agent left - - - 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 + + Thread sync lock object - - - Handles the remaining Image data that did not fit in the initial ImageData packet - - The sender - The EventArgs object containing the packet data + + The event subscribers. null if no subcribers - - - Handle the initial ImageDataPacket sent from the simulator - - The sender - The EventArgs object containing the packet data + + Raises the GroupMemberEjected event + An GroupMemberEjectedEventArgs object containing the + data returned from the simulator - - Current number of pending and in-process transfers + + Thread sync lock object - - - A request task containing information and status of a request as it is processed through the - + + The event subscribers. null if no subcribers - - The current which identifies the current status of the request + + Raises the GroupNoticesListReply event + An GroupNoticesListReplyEventArgs object containing the + data returned from the simulator - - The Unique Request ID, This is also the Asset ID of the texture being requested + + Thread sync lock object - - The slot this request is occupying in the threadpoolSlots array + + The event subscribers. null if no subcribers - - The ImageType of the request. + + Raises the GroupInvitation event + An GroupInvitationEventArgs object containing the + data returned from the simulator - - The callback to fire when the request is complete, will include - the and the - object containing the result data + + Thread sync lock object - - 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. + + A reference to the current instance - - An object that maintains the data of an request thats in-process. + + Currently-active group members requests - - - 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 - + + 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 + + - Default constructor, initialize the bit packer / bit unpacker - with a byte array and starting position + Construct a new instance of the GroupManager class - Byte array to pack bits in to or unpack from - Starting position in the byte array + A reference to the current instance - + - Pack a floating point value in to the data + Request a current list of groups the avatar is a member of. - Floating point value to pack + CAPS Event Queue must be running for this to work since the results + come across CAPS. - + - Pack part or all of an integer in to the data + Lookup name of group based on groupID - Integer containing the data to pack - Number of bits of the integer to pack + groupID of group to lookup name for. - + - Pack part or all of an unsigned integer in to the data + Request lookup of multiple group names - Unsigned integer containing the data to pack - Number of bits of the integer to pack + List of group IDs to request. - - - Pack a single bit in to the data - - Bit to pack + + 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 - - - Unpacking a floating point value from the data - - Unpacked floating point value + + Request a groups Titles + Subscribe to OnGroupTitles event to receive the results. + group ID (UUID) + UUID of the request, use to index into cache - - - 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 + + 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) - - - 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 + + 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 - - - Unpack a 16-bit signed integer - - 16-bit signed integer + + Set a group as the current active group + group ID (UUID) - - - Unpack a 16-bit unsigned integer - - 16-bit unsigned integer + + Change the role that determines your active title + Group ID to use + Role ID to change to - - - Unpack a 32-bit signed integer - - 32-bit signed integer + + Set this avatar's tier contribution + Group ID to change tier in + amount of tier to donate - + - Unpack a 32-bit unsigned integer + Save wheather agent wants to accept group notices and list this group in their profile - 32-bit unsigned integer - - - - - - + Group + Accept notices from this group + List this group in the profile - - - Class that handles the local asset cache - + + Request to join a group + Subscribe to OnGroupJoined event for confirmation. + group ID (UUID) to join. - + - Default constructor + Request to create a new group. If the group is successfully + created, L$100 will automatically be deducted - A reference to the GridClient object + Subscribe to OnGroupCreated event to receive confirmation. + Group struct containing the new group info - - - Disposes cleanup timer - + + Update a group's profile and other information + Groups ID (UUID) to update. + Group struct to update. - - - Only create timer when needed - + + Eject a user from a group + Group ID to eject the user from + Avatar's key to eject - - - 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 + + Update role information + Modified role to be updated - - - 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 + + Create a new group role + Group ID to update + Role to create - - - Constructs a file name of the cached asset - - UUID of the asset - String with the file name of the cahced asset + + Delete a group role + Group ID to update + Role to delete - - - Saves an asset to the local cache - - UUID of the asset - Raw bytes the asset consists of - Weather the operation was successfull + + Remove an avatar from a role + Group ID to update + Role ID to be removed from + Avatar's Key to remove - - - 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 + + Assign an avatar to a role + Group ID to update + Role ID to assign to + Avatar's ID to assign to role - - - Checks if the asset exists in the local cache - - UUID of the asset - True is the asset is stored in the cache, otherwise false + + Request the group notices list + Group ID to fetch notices for - - - Wipes out entire cache - + + Request a group notice by key + ID of group notice - - - Brings cache size to the 90% of the max size - + + Send out a group notice + Group ID to update + GroupNotice structure containing notice data - - - Asynchronously brings cache size to the 90% of the max size - + + Start a group proposal (vote) + The Group ID to send proposal to + GroupProposal structure containing the proposal - - - Adds up file sizes passes in a FileInfo array - + + Request to leave a group + Subscribe to OnGroupLeft event to receive confirmation + The group to leave - - - Checks whether caching is enabled - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - Periodically prune the cache - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - Nicely formats file sizes - - Byte size we want to output - String with humanly readable file size + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - Allows setting weather to periodicale prune the cache if it grows too big - Default is enabled, when caching is enabled - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - How long (in ms) between cache checks (default is 5 min.) - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - Helper class for sorting files by their last accessed time - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - Capability to load TGAs to Bitmap - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - Represents a Sound Asset - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Initializes a new instance of an AssetSound object + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Initializes a new instance of an AssetSound object with parameters - A unique specific to this asset - A byte array containing the raw asset data + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - TODO: Encodes a sound file - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - TODO: Decode a sound file - - true + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Override the base classes AssetType + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - Represents an LSL Text object containing a string of UTF encoded characters - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - A string of characters represting the script contents + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Initializes a new AssetScriptText object + + Raised when the simulator sends us data containing + our current group membership - - - Initializes a new AssetScriptText object with parameters - - A unique specific to this asset - A byte array containing the raw asset data + + Raised when the simulator responds to a RequestGroupName + or RequestGroupNames request - - - Encode a string containing the scripts contents into byte encoded AssetData - + + Raised when the simulator responds to a request - - - Decode a byte array containing the scripts contents into a string - - true if decoding is successful + + Raised when the simulator responds to a request - - Override the base classes AssetType + + Raised when the simulator responds to a request - - - Represents a Landmark with RegionID and Position vector - + + Raised when the simulator responds to a request - - UUID of the Landmark target region + + Raised when the simulator responds to a request - - Local position of the target + + Raised when a response to a RequestGroupAccountSummary is returned + by the simulator - - Construct an Asset of type Landmark + + Raised when a request to create a group is successful - - - Construct an Asset object of type Landmark - - A unique specific to this asset - A byte array containing the raw asset data + + Raised when a request to join a group either + fails or succeeds - - - Encode the raw contents of a string with the specific Landmark format - + + Raised when a request to leave a group either + fails or succeeds - - - Decode the raw asset data, populating the RegionID and Position - - true if the AssetData was successfully decoded to a UUID and Vector + + Raised when A group is removed from the group server - - Override the base classes AssetType + + Raised when a request to eject a member from a group either + fails or succeeds - - - Represents an that can be worn on an avatar - such as a Shirt, Pants, etc. - + + Raised when the simulator sends us group notices + - - Initializes a new instance of an AssetScriptBinary object + + Raised when another agent invites our avatar to join a group - - Initializes a new instance of an AssetScriptBinary object with parameters - A unique specific to this asset - A byte array containing the raw asset data + + Contains the current groups your agent is a member of - - Override the base classes AssetType + + 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 + + - Main class to expose grid functionality to clients. All of the - classes needed for sending and receiving data are accessible through - this class. + Construct a new instance of the GroupMembersReplyEventArgs 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(); - } - } - } - - + The ID of the request + The ID of the group + The membership list of the group - - Networking subsystem + + Get the ID as returned by the request to correlate + this result set and the request - - Settings class including constant values and changeable - parameters for everything + + Get the ID of the group - - Parcel (subdivided simulator lots) subsystem + + Get the dictionary of members - - Our own avatars subsystem + + Represents the roles associated with a group - - Other avatars subsystem + + 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 - - Estate subsystem + + Get the ID as returned by the request to correlate + this result set and the request - - Friends list subsystem + + Get the ID of the group - - Grid (aka simulator group) subsystem + + Get the dictionary containing the roles - - Object subsystem + + Represents the Role to Member mappings for a group - - Group subsystem + + 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 - - Asset subsystem + + Get the ID as returned by the request to correlate + this result set and the request - - Appearance subsystem + + Get the ID of the group - - Inventory subsystem + + Get the member to roles map - - Directory searches including classifieds, people, land - sales, etc + + Represents the titles for a group - - Handles land, wind, and cloud heightmaps + + 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 - - Handles sound-related networking + + Get the ID as returned by the request to correlate + this result set and the request - - Throttling total bandwidth usage, or allocating bandwidth - for specific data stream types + + 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 + + - Default constructor + 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 + + - Return the full name of this instance + Level of Detail mesh - Client avatars full name - + - Attempts to convert an LLSD structure to a known Packet type + Represents an that can be worn on an avatar + such as a Shirt, Pants, etc. - 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 - + + Initializes a new instance of an AssetScriptBinary object + + + Initializes a new instance of an AssetScriptBinary object with parameters + A unique specific to this asset + A byte array containing the raw asset data + + + Override the base classes AssetType + + - Image width + Temporary code to do the bare minimum required to read a tar archive for our purposes - + - Image height + Binary reader for the underlying stream - + - Image channel flags + Used to trim off null chars - + - Red channel data + Used to trim off space chars - + - Green channel data + Generate a tar reader which reads from the given stream. + - + - Blue channel data - - - - - Alpha channel data - - - - - Bump channel data - - - - - Create a new blank image - - width - height - channel flags - - - - + Read the next entry in the tar file. - + + + the data for the entry. Returns null if there are no more entries - + - Convert the channels in the image. Channels are created or destroyed as required. + Read the next 512 byte chunk of data as a tar header. - new channel flags + A tar header struct. null if we have reached the end of the archive. - + - Resize or stretch the image using nearest neighbor (ugly) resampling + Read data following a header - new width - new height + + - + - Create a byte array containing 32-bit RGBA data with a bottom-left - origin, suitable for feeding directly into OpenGL + Convert octal bytes to a decimal representation - A byte array containing raw texture data + + + + - + - Represents a texture + Type of return to use when returning objects from a parcel - - A object containing image data - - + - - + + Return objects owned by parcel owner - - Initializes a new instance of an AssetTexture object + + Return objects set to group - - - Initializes a new instance of an AssetTexture object - - A unique specific to this asset - A byte array containing the raw asset data + + Return objects not owned by parcel owner or set to group - - - Initializes a new instance of an AssetTexture object - - A object containing texture data + + Return a specific list of objects on parcel - - - Populates the byte array with a JPEG2000 - encoded image created from the data in - + + Return objects that are marked for-sale - + - Decodes the JPEG2000 data in AssetData to the - object + Blacklist/Whitelist flags used in parcels Access List - True if the decoding was successful, otherwise false - - - Decodes the begin and end byte positions for each quality layer in - the image - - + + Agent is denied access - - Override the base classes AssetType + + Agent is granted access - + - Temporary code to do the bare minimum required to read a tar archive for our purposes + The result of a request for parcel properties - - - Binary reader for the underlying stream - + + No matches were found for the request - - - Used to trim off null chars - + + Request matched a single parcel - - - Used to trim off space chars - + + Request matched multiple parcels - + - Generate a tar reader which reads from the given stream. + Flags used in the ParcelAccessListRequest packet to specify whether + we want the access list (whitelist), ban list (blacklist), or both - - - - Read the next entry in the tar file. - - - - the data for the entry. Returns null if there are no more entries + + Request the access list - - - 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. + + Request the ban list - - - Read data following a header - - - + + Request both White and Black lists - + - Convert octal bytes to a decimal representation + Sequence ID in ParcelPropertiesReply packets (sent when avatar + tries to cross a parcel border) - - - - - - X position of this patch + + Parcel is currently selected - - Y position of this patch + + Parcel restricted to a group the avatar is not a + member of - - A 16x16 array of floats holding decompressed layer data + + Avatar is banned from the parcel - - - 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 - + + Parcel is restricted to an access list that the + avatar is not on - - - 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 + + Response to hovering over a parcel - + - + The tool to use when modifying terrain levels - - No report + + Level the terrain - - Unknown report type + + Raise the terrain - - Bug report + + Lower the terrain - - Complaint report + + Smooth the terrain - - Customer service report + + Add random noise to the terrain - + + Revert terrain to simulator default + + - Bitflag field for ObjectUpdateCompressed data blocks, describing - which options are present for each object + The tool size to use when changing terrain levels - - Unknown + + Small - - Whether the object has a TreeSpecies + + Medium - - Whether the object has floating text ala llSetText + + Large - - Whether the object has an active particle system + + + Reasons agent is denied access to a parcel on the simulator + - - Whether the object has sound attached to it + + Agent is not denied, access is granted - - Whether the object is attached to a root object or not + + Agent is not a member of the group set for the parcel, or which owns the parcel - - Whether the object has texture animation settings + + Agent is not on the parcels specific allow list - - Whether the object has an angular velocity + + Agent is on the parcels ban list - - Whether the object has a name value pairs string + + Unknown - - Whether the object has a Media URL set + + Agent is not age verified and parcel settings deny access to non age verified avatars - + - Specific Flags for MultipleObjectUpdate requests + 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 - - None + + Public land - - Change position of prims + + Land is owned by another avatar - - Change rotation of prims + + Land is owned by a group - - Change size of prims + + Land is owned by the current avatar - - Perform operation on link set + + Land is for sale - - Scale prims uniformly, same as selecing ctrl+shift in the - viewer. Used in conjunction with Scale + + Land is being auctioned - - - Special values in PayPriceReply. If the price is not one of these - literal value of the price should be use - + + Land is private - - - Indicates that this pay option should be hidden - + + To the west of this area is a parcel border - - - Indicates that this pay option should have the default value - + + To the south of this area is a parcel border - + - Contains the variables sent in an object update packet for objects. - Used to track position and movement of prims and avatars + 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 - - - Handles all network traffic related to prims and avatar positions and - movement. - + + Access is restricted to a whitelist - - The event subscribers, null of no subscribers + + Ban blacklist is enabled - - Thread sync lock object + + Unknown - - The event subscribers, null of no subscribers + + List this parcel in the search directory - - Raises the ObjectProperties Event - A ObjectPropertiesEventArgs object containing - the data sent from the simulator + + Allow personally owned parcels to be deeded to group - - Thread sync lock object + + If Deeded, owner contributes required tier to group parcel is deeded to - - The event subscribers, null of no subscribers + + Restrict sounds originating on this parcel to the + parcel boundaries - - Raises the ObjectPropertiesUpdated Event - A ObjectPropertiesUpdatedEventArgs object containing - the data sent from the simulator + + Objects on this parcel are sold when the land is + purchsaed - - Thread sync lock object + + Allow this parcel to be published on the web - - The event subscribers, null of no subscribers + + The information for this parcel is mature content - - Raises the ObjectPropertiesFamily Event - A ObjectPropertiesFamilyEventArgs object containing - the data sent from the simulator + + The media URL is an HTML page - - Thread sync lock object + + The media URL is a raw HTML string - - The event subscribers, null of no subscribers + + Restrict foreign object pushes - - Raises the AvatarUpdate Event - A AvatarUpdateEventArgs object containing - the data sent from the simulator + + Ban all non identified/transacted avatars - - Thread sync lock object + + Allow group-owned scripts to run - - The event subscribers, null of no subscribers + + Allow object creation by group members or group + objects - - Thread sync lock object + + Allow all objects to enter this parcel - - The event subscribers, null of no subscribers + + Only allow group and owner objects to enter this parcel - - Raises the ObjectDataBlockUpdate Event - A ObjectDataBlockUpdateEventArgs object containing - the data sent from the simulator + + Voice Enabled on this parcel - - Thread sync lock object + + Use Estate Voice channel for Voice on this parcel - - The event subscribers, null of no subscribers + + Deny Age Unverified Users - - Raises the KillObject Event - A KillObjectEventArgs object containing - the data sent from the simulator + + + Parcel ownership status + - - Thread sync lock object + + Placeholder - - The event subscribers, null of no subscribers + + Parcel is leased (owned) by an avatar or group - - Raises the AvatarSitChanged Event - A AvatarSitChangedEventArgs object containing - the data sent from the simulator + + Parcel is in process of being leased (purchased) by an avatar or group - - Thread sync lock object + + Parcel has been abandoned back to Governor Linden - - The event subscribers, null of no subscribers + + + Category parcel is listed in under search + - - Raises the PayPriceReply Event - A PayPriceReplyEventArgs object containing - the data sent from the simulator + + No assigned category - - Thread sync lock object + + Linden Infohub or public area - - Reference to the GridClient object + + Adult themed area - - Does periodic dead reckoning calculation to convert - velocity and acceleration to new positions for objects + + Arts and Culture - - - Construct a new instance of the ObjectManager class - - A reference to the instance + + Business - - - Request information for a single object from a - you are currently connected to - - The the object is located - The Local ID of the object + + Educational - - - Request information for multiple objects contained in - the same simulator - - The the objects are located - An array containing the Local IDs of the objects + + Gaming - - - 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); - - + + Hangout or Club - - - 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 + + Newcomer friendly - - - 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 - + + Parks and Nature - - - 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 - + + Residential - - - 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 - + + Shopping - - - 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 - + + Not Used? - - - 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 + + Other - + + Not an actual category, only used for queries + + - Sets the sale properties of a single object + Type of teleport landing for a parcel - 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 + + Unset, simulator default - - - Deselect a single object - - The the object is located - The Local ID of the object + + Specific landing point set for this parcel - - - Deselect multiple objects. - - The the objects are located - An array containing the Local IDs of the objects + + No landing point set, direct teleports enabled for + this parcel - + - Perform a click action on an object + Parcel Media Command used in ParcelMediaCommandMessage - 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 + + Stop the media stream and go back to the first frame - - - 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 + + Pause the media stream (stop playing but stay on current frame) - - - 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 + + Start the current media stream playing and stop when the end is reached - - - 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 + + Start the current media stream playing, + loop to the beginning when the end is reached and continue to play - - - 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 + + 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. - - - 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 + + Specifies the movie URL (254 characters max) - - - 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) + + Specifies the time index at which to begin playing - - - 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 + + Specifies a single agent to apply the media command to - - - 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 + + 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. - - - 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 + + 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. - - - 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 + + Allows a Web page or image to be placed on a prim (1.19.1 RC0 and later only). + Use "text/html" for HTML. - - - 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? + + Resizes a Web page to fit on x, y pixels (1.19.1 RC0 and later only). + This might still not be working - - - Delink/Unlink multiple prims from a linkset - - A reference to the object where the objects reside - An array which contains the IDs of the objects to delink + + Sets a description for the media being displayed (1.19.1 RC0 and later only). - + - Change the rotation of an object + Some information about a parcel of land returned from a DirectoryManager search - 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 + + Global Key of record - - - 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 + + Parcel Owners - - - 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 + + Name field of parcel, limited to 128 characters - - - 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 + + Description field of parcel, limited to 256 characters - - - 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 + + Total Square meters of parcel - - - 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 + + Total area billable as Tier, for group owned land this will be 10% less than ActualArea - - - 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 + + True of parcel is in Mature simulator - - - 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 + + Grid global X position of parcel - - - 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 + + Grid global Y position of parcel - - - 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 + + Grid global Z position of parcel (not used) - - - 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 + + Name of simulator parcel is located in - - - 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 + + Texture of parcels display picture - - - 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 + + Float representing calculated traffic based on time spent on parcel by avatars - - - 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 + + Sale price of parcel (not used) - - - 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? + + Auction ID of parcel - + - Request additional properties for an object + Parcel Media Information - 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 + + A byte, if 0x1 viewer should auto scale media to fit object - - - 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 + + A boolean, if true the viewer should loop the media - - - 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 + + The Asset UUID of the Texture which when applied to a + primitive will display the media - - - 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 + + A URL which points to any Quicktime supported media type - - - Retrieve information about object media - - UUID of the primitive - Simulator where prim is located - Call this callback when done + + A description of the media - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + 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 + + - A terse object update, used when a transformation matrix or - velocity/acceleration for an object changes but nothing else - (scale/position/rotation/acceleration/velocity) + Parcel of land, a portion of virtual real estate in a simulator - The sender - The 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 total number of contiguous 4x4 meter blocks your agent owns within this parcel - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + The total number of contiguous 4x4 meter blocks contained in this parcel owned by a group or agent other than your own - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Deprecated, Value appears to always be 0 - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Simulator-local ID of this parcel - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + UUID of the owner of this parcel - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Whether the land is deeded to a group or not - - - Setup construction data for a basic primitive shape - - Primitive shape to construct - Construction data that can be plugged into a + + - - - - - - - - + + Date land was claimed - - - - - - + + Appears to always be zero - - - 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 + + This field is no longer used - - - 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 + + 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 - - Raised when the simulator sends us data containing - A , Foliage or Attachment - - + + Total parcel land area - - 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 + + Maximum primitives across the entire simulator owned by the same agent or group that owns this parcel that can be used - - Raised when the simulator sends us data containing - additional and details - + + 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 - - Raised when the simulator sends us data containing - updated information for an + + Maximum number of primitives this parcel supports - - Raised when the simulator sends us data containing - and movement changes + + Total number of primitives on this parcel - - Raised when the simulator sends us data containing - updates to an Objects DataBlock + + 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 - - Raised when the simulator informs us an - or is no longer within view + + 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. - - Raised when the simulator sends us data containing - updated sit information for our + + Total number of prims owned by other avatars that are not set to group, or not the parcel owner - - Raised when the simulator sends us data containing - purchase price information for a + + 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 - - - 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 + + Autoreturn value in minutes for others' objects - - 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 + + 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 - - 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); - } - } - - - - + + Parcel Name - - - 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 + + Parcel Description - - Get the simulator the object originated from + + URL For Music Stream - - Get the data + + - - Get the simulator time dilation + + Price for a temporary pass - - true if the did not exist in the dictionary before this update (always true if avatar tracking has been disabled) + + How long is pass valid for - - 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 + + Key of authorized buyer - - Get the simulator the object is located + + Key of parcel snapshot - - Get the primitive properties + + The landing point location - - 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 - + + The landing point LookAt - - - Construct a new instance of the ObjectPropertiesUpdatedEvenrArgs class - - The simulator the object is located - The Primitive - The primitive Properties + + The type of landing enforced from the enum - - 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 - + + Access list of who is whitelisted on this + parcel - - Get the simulator the object is located + + Access list of who is blacklisted on this + parcel - - + + TRUE of region denies access to age unverified users - - + + true to obscure (hide) media url - - Provides primitive data containing updated location, velocity, rotation, textures for the event - The event occurs when the simulator sends updated location, velocity, rotation, etc - + + true to obscure (hide) music url - - Get the simulator the object is located + + A struct containing media details - - Get the primitive 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 - - Get the simulator the object is located + + + Parcel (subdivided simulator lots) subsystem + - - Get the primitive details + + 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 - - Provides notification when an Avatar, Object or Attachment is DeRezzed or moves out of the avatars view for the - event + + Thread sync lock object - - Get the simulator the object is located + + The event subscribers. null if no subcribers - - The LocalID of the object + + Raises the ParcelProperties event + A ParcelPropertiesEventArgs object containing the + data returned from the simulator - - - Provides updates sit position data - + + Thread sync lock object - - Get the simulator the object is located + + 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 - - Get the simulator the object is located + + 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 + + - Indicates if the operation was successful + Default constructor + A reference to the GridClient object - + - Media version string + Request basic information for a single parcel + Simulator-local ID of the parcel - + - Array of media entries indexed by face number + 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 - + - De-serialization constructor for the InventoryNode Class + Request all simulator parcel properties (used for populating the Simulator.Parcels + dictionary) + Simulator to request parcels from (must be connected) - + - Serialization handler for the InventoryNode Class + 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 - + - De-serialization handler for the InventoryNode Class + 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 - - - - - - - - - - - - - + - For inventory folder nodes specifies weather the folder needs to be - refreshed from the server + 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 - - 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 + Request prim owners of a parcel of land. + Simulator parcel is in + The parcels region specific local ID - + - Used internally when building the initial list of friends at login time + Return objects from a parcel - 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 + Simulator parcel is in + The parcels region specific local ID + the type of objects to return, + A list containing object owners s to return - + - FriendInfo represented as a string + Subdivide (split) a parcel - A string reprentation of both my rights and my friends rights + + + + + - + - System ID of the avatar + Join two parcels of land creating a single parcel + + + + + - + - full name of the avatar + 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. - + - True if the avatar is online + 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() - + - True if the friend can see if I am online + 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() - + - True if the friend can see me on the map + 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() - + - True if the freind can modify my objects + 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 - + - True if I can see if my friend is online + 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 - + - True if I can see if my friend is on the map + Eject and optionally ban a user from a parcel + target key of avatar to eject + true to also ban target - + - True if I can modify my friend's objects + Freeze or unfreeze an avatar over your land + target key to freeze + true to freeze, false to unfreeze - + - My friend's rights represented as bitmapped flags + Abandon a parcel of land + Simulator parcel is in + Simulator local ID of parcel - + - My rights represented as bitmapped flags + 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 - + - This class is used to add and remove avatars from your friends list and to manage their permission. + Retrieves information on resources used by the parcel + UUID of the parcel + Should per object resource usage be requested + Callback invoked when the request is complete - - The event subscribers. null if no subcribers + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + Raises the event - - Raises the FriendOnline event - A FriendInfoEventArgs object containing the - data returned from the data server + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + Raises the event - - Thread sync lock object + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + Raises the event - - The event subscribers. null if no subcribers + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + Raises the event - - Raises the FriendOffline event - A FriendInfoEventArgs object containing the - data returned from the data server + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + Raises the event - - Thread sync lock object + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - The event subscribers. null if no subcribers + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + Raises the event - - Raises the FriendRightsUpdate event - A FriendInfoEventArgs object containing the - data returned from the data server + + Raised when the simulator responds to a request - - Thread sync lock object + + Raised when the simulator responds to a request - - The event subscribers. null if no subcribers + + Raised when the simulator responds to a request - - Raises the FriendNames event - A FriendNamesEventArgs object containing the - data returned from the data server + + Raised when the simulator responds to a request - - Thread sync lock object + + Raised when the simulator responds to a request - - The event subscribers. null if no subcribers + + Raised when the simulator responds to a request - - Raises the FriendshipOffered event - A FriendshipOfferedEventArgs object containing the - data returned from the data server + + Raised when the simulator responds to a request - - Thread sync lock object + + Raised when the simulator responds to a Parcel Update request - - The event subscribers. null if no subcribers + + Raised when the parcel your agent is located sends a ParcelMediaCommand - - Raises the FriendshipResponse event - A FriendshipResponseEventArgs object containing the - data returned from the data server + + + Parcel Accesslist + - - Thread sync lock object + + Agents - - The event subscribers. null if no subcribers + + - - Raises the FriendshipTerminated event - A FriendshipTerminatedEventArgs object containing the - data returned from the data server + + Flags for specific entry in white/black lists - - Thread sync lock object + + + Owners of primitives on parcel + - - The event subscribers. null if no subcribers + + Prim Owners - - Raises the FriendFoundReply event - A FriendFoundReplyEventArgs object containing the - data returned from the data server + + True of owner is group - - Thread sync lock object + + Total count of prims owned by OwnerID - - - 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 - + + true of OwnerID is currently online and is not a group - - - 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 + + The date of the most recent prim left by OwnerID - + - Accept a friendship request + Called once parcel resource usage information has been collected - agentID of avatatar to form friendship with - imSessionID of the friendship request message + Indicates if operation was successfull + Parcel resource usage information - - - Decline a friendship request - - of friend - imSessionID of the friendship request message + + Contains a parcels dwell data returned from the simulator in response to an - + - Overload: Offer friendship to an avatar. + Construct a new instance of the ParcelDwellReplyEventArgs class - System ID of the avatar you are offering friendship to + The global ID of the parcel + The simulator specific ID of the parcel + The calculated dwell for the parcel - - - Offer friendship to an avatar. - - System ID of the avatar you are offering friendship to - A message to send with the request + + Get the global ID of the parcel - - - Terminate a friendship with an avatar - - System ID of the avatar you are terminating the friendship with + + Get the simulator specific ID of the parcel - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Get the calculated dwell - - - 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. + + Contains basic parcel information data returned from the + simulator in response to an request - + - Use to map a friends location on the grid. + Construct a new instance of the ParcelInfoReplyEventArgs class - Friends UUID to find - + The object containing basic parcel info - - - Use to track a friends movement on the grid - - Friends Key + + Get the object containing basic parcel info - - - Ask for a notification of friend's online status - - Friend's UUID + + Contains basic parcel information data returned from the simulator in response to an request - + - This handles the asynchronous response of a RequestAvatarNames call. + Construct a new instance of the ParcelPropertiesEventArgs class - - names cooresponding to the the list of IDs sent the the RequestAvatarNames call. + 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: - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Get the simulator the parcel is located in - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Get the object containing the details + If Result is NoData, this object will not contain valid data - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Get the result of the request - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Get the number of primitieves your agent is + currently selecting and or sitting on in this parcel - - - 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 + + Get the user assigned ID used to correlate a request with + these results - - Raised when the simulator sends notification one of the members in our friends list comes online + + TODO: - - Raised when the simulator sends notification one of the members in our friends list goes offline + + Contains blacklist and whitelist data returned from the simulator in response to an request - - Raised when the simulator sends notification one of the members in our friends list grants or revokes permissions + + + 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 - - Raised when the simulator sends us the names on our friends list + + Get the simulator the parcel is located in - - Raised when the simulator sends notification another agent is offering us friendship + + Get the user assigned ID used to correlate a request with + these results - - Raised when a request we sent to friend another agent is accepted or declined + + Get the simulator specific ID of the parcel - - Raised when the simulator sends notification one of the members in our friends list has terminated - our friendship + + TODO: - - Raised when the simulator sends the location of a friend we have - requested map location info for + + Get the list containing the white/blacklisted agents for the parcel - - Contains information on a member of our friends list + + Contains blacklist and whitelist data returned from the + simulator in response to an request - + - Construct a new instance of the FriendInfoEventArgs class + Construct a new instance of the ParcelObjectOwnersReplyEventArgs class - The FriendInfo - - - Get the FriendInfo - - - Contains Friend Names + The simulator the parcel is located in + The list containing prim ownership counts - - - 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 + + Get the simulator the parcel is located in - - A dictionary where the Key is the ID of the Agent, - and the Value is a string containing their name + + Get the list containing prim ownership counts - - Sent when another agent requests a friendship with our agent + + Contains the data returned when all parcel data has been retrieved from a simulator - + - Construct a new instance of the FriendshipOfferedEventArgs class + Construct a new instance of the SimParcelsDownloadedEventArgs 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 + 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 ID of the agent requesting friendship + + Get the simulator the parcel data was retrieved from - - Get the name of the agent requesting friendship + + A dictionary containing the parcel data where the key correlates to the ParcelMap entry - - Get the ID of the session, used in accepting or declining the - friendship offer + + Get the multidimensional array containing a x,y grid mapped + to each 64x64 parcel's LocalID. - - A response containing the results of our request to form a friendship with another agent + + Contains the data returned when a request - + - Construct a new instance of the FriendShipResponseEventArgs class + Construct a new instance of the ForceSelectObjectsReplyEventArgs 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 + 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 ID of the agent we requested a friendship with + + Get the simulator the parcel data was retrieved from - - Get the name of the agent we requested a friendship with + + Get the list of primitive IDs - - true if the agent accepted our friendship offer + + true if the list is clean and contains the information + only for a given request - - Contains data sent when a friend terminates a friendship with us + + Contains data when the media data for a parcel the avatar is on changes - + - Construct a new instance of the FrindshipTerminatedEventArgs class + Construct a new instance of the ParcelMediaUpdateReplyEventArgs class - The ID of the friend who terminated the friendship with us - The name of the friend who terminated the friendship with us + the simulator the parcel media data was updated in + The updated media information - - Get the ID of the agent that terminated the friendship with us + + Get the simulator the parcel media data was updated in - - Get the name of the agent that terminated the friendship with us + + Get the updated media information - + + Contains the media command for a parcel the agent is currently on + + - 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 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 + + + + + - Construct a new instance of the FriendFoundReplyEventArgs class + A Name Value pair with additional settings, used in the protocol + primarily to transmit avatar names and active group in object packets - 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 + + - + + + + + + + - Reads in a byte array of an Animation Asset created by the SecondLife(tm) client. + Constructor that takes all the fields as parameters + + + + + - + - Rotation Keyframe count (used internally) + 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 + + + + + - Position Keyframe count (used internally) + - + + + + + + + + + + + + + - Animation Priority + - + + + + + + + + + + + + + + + + - The animation length in seconds. + Abstract base for rendering plugins - + - Expression set in the client. Null if [None] is selected + 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 - + - The time in seconds to start the animation + Generates a basic mesh structure from a sculpted primitive and + texture + Sculpted primitive to generate the mesh from + Sculpt texture + Level of detail to generate the mesh at + The generated mesh - + - The time in seconds to end the animation + Generates a series of faces, each face containing a mesh and + metadata + Primitive to generate the mesh from + Level of detail to generate the mesh at + The generated mesh - + - Loop the animation + Generates a series of faces for a sculpted prim, each face + containing a mesh and metadata + Sculpted primitive to generate the mesh from + Sculpt texture + Level of detail to generate the mesh at + The generated mesh - + - Meta data. Ease in Seconds. + Apply texture coordinate modifications from a + to a list of vertices + Vertex list to modify texture coordinates for + Center-point of the face + Face texture parameters + Scale of the prim - + - Meta data. Ease out seconds. + 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 + + - Meta Data for the Hand Pose + Construct an Asset object of type Landmark + A unique specific to this asset + A byte array containing the raw asset data - + - Number of joints defined in the animation + Encode the raw contents of a string with the specific Landmark format - + - Contains an array of joints + 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 + + - Searialize an animation asset into it's joints/keyframes/meta data + Temporary code to produce a tar archive in tar v7 format - - + - Variable length strings seem to be null terminated in the animation asset.. but.. - use with caution, home grown. - advances the index. + Binary writer for the underlying stream - 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 + Write a directory entry to the tar archive. We can only handle one path level right now! - 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 + Write a file to the tar archive - 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 + Write a file to the tar archive + + - + - Name of the Joint. Matches the avatar_skeleton.xml in client distros + Finish writing the raw tar archive data to a stream. The stream will be closed on completion. - + - Joint Animation Override? Was the same as the Priority in testing.. + Write a particular entry + + + - + - Array of Rotation Keyframes in order from earliest to latest + Operation to apply when applying color to texture - + - Array of Position Keyframes in order from earliest to latest - This seems to only be for the Pelvis? + Information needed to translate visual param value to RGBA color - + - A Joint Keyframe. This is either a position or a rotation. + Construct VisualColorParam + Operation to apply when applying color to texture + Colors - + - Either a Vector3 position or a Vector3 Euler rotation + 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 + + - Poses set in the animation metadata for the hands. + 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 + + + + + + + + + + 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 + + + + + + + + + + + + + + @@ -16833,6313 +15052,8678 @@ + + + - + - Represents an AssetScriptBinary object containing the - LSO compiled bytecode of an LSL script + Represents an Animation - - Initializes a new instance of an AssetScriptBinary object + + Default Constructor - - Initializes a new instance of an AssetScriptBinary object with parameters + + + Construct an Asset object of type Animation + A unique specific to this asset A byte array containing the raw asset data - - - TODO: Encodes a scripts contents into a LSO Bytecode file - + + Override the base classes AssetType - + - TODO: Decode LSO Bytecode into a string + Static helper functions and global variables - true - - Override the base classes AssetType + + This header flag signals that ACKs are appended to the packet - - - Temporary code to produce a tar archive in tar v7 format - + + 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 + + - 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. + 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 - + - Write a particular entry + 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 - + - Thrown when a packet could not be successfully deserialized + 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 - + - Default constructor + 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 - + - Constructor that takes an additional error message + Converts a list of primitives to an object that can be serialized + with the LLSD system - An error message to attach to this exception + Primitives to convert to a serializable object + An object that can be serialized with LLSD - + - 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 + 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); + } + + + + - Convert the AckList to a byte array, used for packet serializing + Passed to Logger.Log() to identify the severity of a log entry - 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 - + + 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. + + + - + Checks the instance back into the object pool - - - - - + - + Returns an instance of the class that has been checked out of the Object Pool. - - - - + - A block of data in a packet. Packets are composed of one or more blocks, - each block containing one or more fields + Creates a new instance of the ObjectPoolBase class. Initialize MUST be called + after using this constructor. - + - Create a block from a byte array + Creates a new instance of the ObjectPool Base class. - 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 + 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. - + - Serialize this block into a byte array + Forces the segment cleanup algorithm to be run. This method is intended + primarly for use from the Unit Test libraries. - 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 + + + Responsible for allocate 1 instance of an object that will be stored in a segment. + + An instance of whatever objec the pool is pooling. - - A generic value, not an actual packet type + + + 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. + - - + + + 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 - - + + + Pack a single bit in to the data + + Bit to pack - - + + + + + + + + - - + + + + + - - + + + + + - - + + + Unpacking a floating point value from the data + + Unpacked floating point value - - + + + Unpack a variable number of bits from the data in to integer format + + Number of bits to unpack + An integer containing the unpacked bits + This function is only useful up to 32 bits - - + + + Unpack a variable number of bits from the data in to unsigned + integer format + + Number of bits to unpack + An unsigned integer containing the unpacked bits + This function is only useful up to 32 bits - - + + + Unpack a 16-bit signed integer + + 16-bit signed integer - - + + + Unpack a 16-bit unsigned integer + + 16-bit unsigned integer - - + + + Unpack a 32-bit signed integer + + 32-bit signed integer - - + + + Unpack a 32-bit unsigned integer + + 32-bit unsigned integer - - + + - - + + - - + + + 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 - - + + Sort by name - - + + Sort by date - - + + Sort folders by name, regardless of whether items are + sorted by name or date - - + + Place system folders at the top - - + + + Possible destinations for DeRezObject request + - - + + - - + + Copy from in-world to agent inventory - - + + Derez to TaskInventory - - + + - - + + Take Object - - + + - - + + Delete Object - - + + Put an avatar attachment into agent inventory - - + + - - + + Return an object back to the owner's inventory - - + + Return a deeded object back to the last owner's inventory - - + + + Upper half of the Flags field for inventory items + - - + + Indicates that the NextOwner permission will be set to the + most restrictive set of permissions found in the object set + (including linkset items and object inventory items) on next rez - - + + Indicates that the object sale information has been + changed - - + + If set, and a slam bit is set, indicates BaseMask will be overwritten on Rez - - + + If set, and a slam bit is set, indicates OwnerMask will be overwritten on Rez - - + + If set, and a slam bit is set, indicates GroupMask will be overwritten on Rez - - + + If set, and a slam bit is set, indicates EveryoneMask will be overwritten on Rez - - + + If set, and a slam bit is set, indicates NextOwnerMask will be overwritten on Rez - - + + Indicates whether this object is composed of multiple + items or not - - + + Indicates that the asset is only referenced by this + inventory item. If this item is deleted or updated to reference a + new assetID, the asset can be deleted - - + + + Base Class for Inventory Items + - - + + of item/folder - - + + of parent folder - - + + Name of item/folder - - + + Item/Folder Owners - - + + + Constructor, takes an itemID as a parameter + + The of the item - - + + + + + - - + + + + + - - + + + Generates a number corresponding to the value of the object to support the use of a hash table, + suitable for use in hashing algorithms and data structures such as a hash table + + A Hashcode of all the combined InventoryBase fields - - + + + Determine whether the specified object is equal to the current object + + InventoryBase object to compare against + true if objects are the same - - + + + Determine whether the specified object is equal to the current object + + InventoryBase object to compare against + true if objects are the same - - + + + Convert inventory to OSD + + OSD representation - - + + + An Item in Inventory + - - + + The of this item - - + + The combined of this item - - + + The type of item from - - + + The type of item from the enum - - + + The of the creator of this item - - + + A Description of this item - - + + The s this item is set to or owned by - - + + If true, item is owned by a group - - + + The price this item can be purchased for - - + + The type of sale from the enum - - + + Combined flags from - - + + Time and date this inventory item was created, stored as + UTC (Coordinated Universal Time) - - + + Used to update the AssetID in requests sent to the server - - + + The of the previous owner of the item - - + + + Construct a new InventoryItem object + + The of the item - - + + + Construct a new InventoryItem object of a specific Type + + The type of item from + of the item - - + + + Indicates inventory item is a link + + True if inventory item is a link to another inventory item - - + + + + + - - + + + + + - - + + + Generates a number corresponding to the value of the object to support the use of a hash table. + Suitable for use in hashing algorithms and data structures such as a hash table + + A Hashcode of all the combined InventoryItem fields - - + + + Compares an object + + The object to compare + true if comparison object matches - - + + + Determine whether the specified object is equal to the current object + + The object to compare against + true if objects are the same - - + + + Determine whether the specified object is equal to the current object + + The object to compare against + true if objects are the same - - + + + Create InventoryItem from OSD + + OSD Data that makes up InventoryItem + Inventory item created - - + + + Convert InventoryItem to OSD + + OSD representation of InventoryItem - - + + + InventoryTexture Class representing a graphical image + + - - + + + Construct an InventoryTexture object + + A which becomes the + objects AssetUUID - - + + + Construct an InventoryTexture object from a serialization stream + - - + + + InventorySound Class representing a playable sound + - - + + + Construct an InventorySound object + + A which becomes the + objects AssetUUID - - + + + Construct an InventorySound object from a serialization stream + - - + + + InventoryCallingCard Class, contains information on another avatar + - - + + + Construct an InventoryCallingCard object + + A which becomes the + objects AssetUUID - - + + + Construct an InventoryCallingCard object from a serialization stream + - - + + + InventoryLandmark Class, contains details on a specific location + - - + + + Construct an InventoryLandmark object + + A which becomes the + objects AssetUUID - - + + + Construct an InventoryLandmark object from a serialization stream + - - + + + Landmarks use the InventoryItemFlags struct and will have a flag of 1 set if they have been visited + - - + + + InventoryObject Class contains details on a primitive or coalesced set of primitives + - - + + + Construct an InventoryObject object + + A which becomes the + objects AssetUUID - - + + + Construct an InventoryObject object from a serialization stream + - - + + + Gets or sets the upper byte of the Flags value + - - + + + Gets or sets the object attachment point, the lower byte of the Flags value + - - + + + InventoryNotecard Class, contains details on an encoded text document + - - + + + Construct an InventoryNotecard object + + A which becomes the + objects AssetUUID - - + + + Construct an InventoryNotecard object from a serialization stream + - - + + + InventoryCategory Class + + TODO: Is this even used for anything? - - + + + Construct an InventoryCategory object + + A which becomes the + objects AssetUUID - - + + + Construct an InventoryCategory object from a serialization stream + - - + + + InventoryLSL Class, represents a Linden Scripting Language object + - - + + + Construct an InventoryLSL object + + A which becomes the + objects AssetUUID - - + + + Construct an InventoryLSL object from a serialization stream + - - + + + InventorySnapshot Class, an image taken with the viewer + - - + + + Construct an InventorySnapshot object + + A which becomes the + objects AssetUUID - - + + + Construct an InventorySnapshot object from a serialization stream + - - + + + InventoryAttachment Class, contains details on an attachable object + - - + + + Construct an InventoryAttachment object + + A which becomes the + objects AssetUUID - - + + + Construct an InventoryAttachment object from a serialization stream + - - + + + Get the last AttachmentPoint this object was attached to + - - + + + InventoryWearable Class, details on a clothing item or body part + - - + + + Construct an InventoryWearable object + + A which becomes the + objects AssetUUID - - + + + Construct an InventoryWearable object from a serialization stream + - - + + + The , Skin, Shape, Skirt, Etc + - - + + + InventoryAnimation Class, A bvh encoded object which animates an avatar + - - + + + Construct an InventoryAnimation object + + A which becomes the + objects AssetUUID - - + + + Construct an InventoryAnimation object from a serialization stream + - - + + + InventoryGesture Class, details on a series of animations, sounds, and actions + - - + + + Construct an InventoryGesture object + + A which becomes the + objects AssetUUID - - + + + Construct an InventoryGesture object from a serialization stream + - - + + + A folder contains s and has certain attributes specific + to itself + - - + + The Preferred for a folder. - - + + The Version of this folder - - + + Number of child items this folder contains. - - + + + Constructor + + UUID of the folder - - + + + + + - - + + + Get Serilization data for this InventoryFolder object + - - + + + Construct an InventoryFolder object from a serialization stream + - - + + + + + - - + + + + + + - - + + + + + + - - + + + + + + - - + + + Create InventoryFolder from OSD + + OSD Data that makes up InventoryFolder + Inventory folder created - - + + + Convert InventoryItem to OSD + + OSD representation of InventoryItem - - + + + Tools for dealing with agents inventory + - - + + Used for converting shadow_id to asset_id - - + + The event subscribers, null of no subscribers - - + + Raises the ItemReceived Event + A ItemReceivedEventArgs object containing + the data sent from the simulator - - + + Thread sync lock object - - + + The event subscribers, null of no subscribers - - + + Raises the FolderUpdated Event + A FolderUpdatedEventArgs object containing + the data sent from the simulator - - + + Thread sync lock object - - + + The event subscribers, null of no subscribers - - + + Raises the InventoryObjectOffered Event + A InventoryObjectOfferedEventArgs object containing + the data sent from the simulator - - + + Thread sync lock object - - + + The event subscribers, null of no subscribers - - + + Raises the TaskItemReceived Event + A TaskItemReceivedEventArgs object containing + the data sent from the simulator - - + + Thread sync lock object - - + + The event subscribers, null of no subscribers - - + + Raises the FindObjectByPath Event + A FindObjectByPathEventArgs object containing + the data sent from the simulator - - + + Thread sync lock object - - + + The event subscribers, null of no subscribers - - + + Raises the TaskInventoryReply Event + A TaskInventoryReplyEventArgs object containing + the data sent from the simulator - - + + Thread sync lock object - - + + The event subscribers, null of no subscribers - - + + Raises the SaveAssetToInventory Event + A SaveAssetToInventoryEventArgs object containing + the data sent from the simulator - - + + Thread sync lock object - - + + The event subscribers, null of no subscribers - - + + Raises the ScriptRunningReply Event + A ScriptRunningReplyEventArgs object containing + the data sent from the simulator - - + + Thread sync lock object - - + + Partial mapping of AssetTypes to folder names - - + + + Default constructor + + Reference to the GridClient object - - + + + Fetch an inventory item from the dataserver + + The items + The item Owners + a integer representing the number of milliseconds to wait for results + An object on success, or null if no item was found + Items will also be sent to the event - - + + + Request A single inventory item + + The items + The item Owners + - - + + + Request inventory items + + Inventory items to request + Owners of the inventory items + - - + + + Request inventory items via Capabilities + + Inventory items to request + Owners of the inventory items + - - + + + Get contents of a folder + + The of the folder to search + The of the folders owner + true to retrieve folders + true to retrieve items + sort order to return results in + a integer representing the number of milliseconds to wait for results + A list of inventory items matching search criteria within folder + + InventoryFolder.DescendentCount will only be accurate if both folders and items are + requested - - + + + Request the contents of an inventory folder + + The folder to search + The folder owners + true to return s contained in folder + true to return s containd in folder + the sort order to return items in + - - + + + Request the contents of an inventory folder using HTTP capabilities + + The folder to search + The folder owners + true to return s contained in folder + true to return s containd in folder + the sort order to return items in + - - + + + Returns the UUID of the folder (category) that defaults to + containing 'type'. The folder is not necessarily only for that + type + + This will return the root folder if one does not exist + + The UUID of the desired folder if found, the UUID of the RootFolder + if not found, or UUID.Zero on failure - - + + + Find an object in inventory using a specific path to search + + The folder to begin the search in + The object owners + A string path to search + milliseconds to wait for a reply + Found items or if + timeout occurs or item is not found - - + + + Find inventory items by path + + The folder to begin the search in + The object owners + A string path to search, folders/objects separated by a '/' + Results are sent to the event - - + + + Search inventory Store object for an item or folder + + The folder to begin the search in + An array which creates a path to search + Number of levels below baseFolder to conduct searches + if True, will stop searching after first match is found + A list of inventory items found - - + + + Move an inventory item or folder to a new location + + The item or folder to move + The to move item or folder to - - + + + Move an inventory item or folder to a new location and change its name + + The item or folder to move + The to move item or folder to + The name to change the item or folder to - - + + + Move and rename a folder + + The source folders + The destination folders + The name to change the folder to - - + + + Update folder properties + + of the folder to update + Sets folder's parent to + Folder name + Folder type - - + + + Move a folder + + The source folders + The destination folders - - + + + Move multiple folders, the keys in the Dictionary parameter, + to a new parents, the value of that folder's key. + + A Dictionary containing the + of the source as the key, and the + of the destination as the value - - + + + Move an inventory item to a new folder + + The of the source item to move + The of the destination folder - - + + + Move and rename an inventory item + + The of the source item to move + The of the destination folder + The name to change the folder to - - + + + Move multiple inventory items to new locations + + A Dictionary containing the + of the source item as the key, and the + of the destination folder as the value - - + + + Remove descendants of a folder + + The of the folder - - + + + Remove a single item from inventory + + The of the inventory item to remove - - + + + Remove a folder from inventory + + The of the folder to remove - - + + + Remove multiple items or folders from inventory + + A List containing the s of items to remove + A List containing the s of the folders to remove - - + + + Empty the Lost and Found folder + - - + + + Empty the Trash folder + - - - - - - - - - - - + + + + + + + + + Proper use is to upload the inventory's asset first, then provide the Asset's TransactionID here. + + + - - + + + + + + + + + Proper use is to upload the inventory's asset first, then provide the Asset's TransactionID here. + + + + - - + + + Creates a new inventory folder + + ID of the folder to put this folder in + Name of the folder to create + The UUID of the newly created folder - - + + + Creates a new inventory folder + + ID of the folder to put this folder in + Name of the folder to create + Sets this folder as the default folder + for new assets of the specified type. Use AssetType.Unknown + to create a normal folder, otherwise it will likely create a + duplicate of an existing folder type + The UUID of the newly created folder + If you specify a preferred type of AsseType.Folder + it will create a new root folder which may likely cause all sorts + of strange problems - - + + + Create an inventory item and upload asset data + + Asset data + Inventory item name + Inventory item description + Asset type + Inventory type + Put newly created inventory in this folder + Delegate that will receive feedback on success or failure - - + + + Create an inventory item and upload asset data + + Asset data + Inventory item name + Inventory item description + Asset type + Inventory type + Put newly created inventory in this folder + Permission of the newly created item + (EveryoneMask, GroupMask, and NextOwnerMask of Permissions struct are supported) + Delegate that will receive feedback on success or failure - - + + + Creates inventory link to another inventory item or folder + + Put newly created link in folder with this UUID + Inventory item or folder + Method to call upon creation of the link - - + + + Creates inventory link to another inventory item + + Put newly created link in folder with this UUID + Original inventory item + Method to call upon creation of the link - - + + + Creates inventory link to another inventory folder + + Put newly created link in folder with this UUID + Original inventory folder + Method to call upon creation of the link - - + + + Creates inventory link to another inventory item or folder + + Put newly created link in folder with this UUID + Original item's UUID + Name + Description + Asset Type + Inventory Type + Transaction UUID + Method to call upon creation of the link - - + + + + + + + + - - + + + + + + + + + - - + + + + + + + + + - - + + + Request a copy of an asset embedded within a notecard + + Usually UUID.Zero for copying an asset from a notecard + UUID of the notecard to request an asset from + Target folder for asset to go to in your inventory + UUID of the embedded asset + callback to run when item is copied to inventory - - + + + + + - - + + + + + - - + + + + + + - - + + + + + + + - - + + + Save changes to notecard embedded in object contents + + Encoded notecard asset data + Notecard UUID + Object's UUID + Called upon finish of the upload with status information - - + + + Upload new gesture asset for an inventory gesture item + + Encoded gesture asset + Gesture inventory UUID + Callback whick will be called when upload is complete - - + + + Update an existing script in an agents Inventory + + A byte[] array containing the encoded scripts contents + the itemID of the script + if true, sets the script content to run on the mono interpreter + - - + + + Update an existing script in an task Inventory + + A byte[] array containing the encoded scripts contents + the itemID of the script + UUID of the prim containting the script + if true, sets the script content to run on the mono interpreter + if true, sets the script to running + - - + + + Rez an object from inventory + + Simulator to place object in + Rotation of the object when rezzed + Vector of where to place object + InventoryItem object containing item details - - + + + Rez an object from inventory + + Simulator to place object in + Rotation of the object when rezzed + Vector of where to place object + InventoryItem object containing item details + UUID of group to own the object - - + + + Rez an object from inventory + + Simulator to place object in + Rotation of the object when rezzed + Vector of where to place object + InventoryItem object containing item details + UUID of group to own the object + User defined queryID to correlate replies + If set to true, the CreateSelected flag + will be set on the rezzed object - - + + + Rez an object from inventory + + Simulator to place object in + TaskID object when rezzed + Rotation of the object when rezzed + Vector of where to place object + InventoryItem object containing item details + UUID of group to own the object + User defined queryID to correlate replies + If set to true, the CreateSelected flag + will be set on the rezzed object - - + + + DeRez an object from the simulator to the agents Objects folder in the agents Inventory + + The simulator Local ID of the object + If objectLocalID is a child primitive in a linkset, the entire linkset will be derezzed - - + + + DeRez an object from the simulator and return to inventory + + The simulator Local ID of the object + The type of destination from the enum + The destination inventory folders -or- + if DeRezzing object to a tasks Inventory, the Tasks + The transaction ID for this request which + can be used to correlate this request with other packets + If objectLocalID is a child primitive in a linkset, the entire linkset will be derezzed - - + + + Rez an item from inventory to its previous simulator location + + + + + - - + + + Give an inventory item to another avatar + + The of the item to give + The name of the item + The type of the item from the enum + The of the recipient + true to generate a beameffect during transfer - - + + + Give an inventory Folder with contents to another avatar + + The of the Folder to give + The name of the folder + The type of the item from the enum + The of the recipient + true to generate a beameffect during transfer - - + + + Copy or move an from agent inventory to a task (primitive) inventory + + The target object + The item to copy or move from inventory + + For items with copy permissions a copy of the item is placed in the tasks inventory, + for no-copy items the object is moved to the tasks inventory - - + + + Retrieve a listing of the items contained in a task (Primitive) + + The tasks + The tasks simulator local ID + milliseconds to wait for reply from simulator + A list containing the inventory items inside the task or null + if a timeout occurs + This request blocks until the response from the simulator arrives + or timeoutMS is exceeded - - + + + Request the contents of a tasks (primitives) inventory from the + current simulator + + The LocalID of the object + - - + + + Request the contents of a tasks (primitives) inventory + + The simulator Local ID of the object + A reference to the simulator object that contains the object + - - + + + Move an item from a tasks (Primitive) inventory to the specified folder in the avatars inventory + + LocalID of the object in the simulator + UUID of the task item to move + The ID of the destination folder in this agents inventory + Simulator Object + Raises the event - - + + + Remove an item from an objects (Prim) Inventory + + LocalID of the object in the simulator + UUID of the task item to remove + Simulator Object + You can confirm the removal by comparing the tasks inventory serial before and after the + request with the request combined with + the event - - + + + Copy an InventoryScript item from the Agents Inventory into a primitives task inventory + + An unsigned integer representing a primitive being simulated + An which represents a script object from the agents inventory + true to set the scripts running state to enabled + A Unique Transaction ID + + The following example shows the basic steps necessary to copy a script from the agents inventory into a tasks inventory + and assumes the script exists in the agents inventory. + + uint primID = 95899503; // Fake prim ID + UUID scriptID = UUID.Parse("92a7fe8a-e949-dd39-a8d8-1681d8673232"); // Fake Script UUID in Inventory + + Client.Inventory.FolderContents(Client.Inventory.FindFolderForType(AssetType.LSLText), Client.Self.AgentID, + false, true, InventorySortOrder.ByName, 10000); + + Client.Inventory.RezScript(primID, (InventoryItem)Client.Inventory.Store[scriptID]); + + - - + + + Request the running status of a script contained in a task (primitive) inventory + + The ID of the primitive containing the script + The ID of the script + The event can be used to obtain the results of the + request + - - + + + Send a request to set the running state of a script contained in a task (primitive) inventory + + The ID of the primitive containing the script + The ID of the script + true to set the script running, false to stop a running script + To verify the change you can use the method combined + with the event - - + + + Create a CRC from an InventoryItem + + The source InventoryItem + A uint representing the source InventoryItem as a CRC - - + + + Reverses a cheesy XORing with a fixed UUID to convert a shadow_id to an asset_id + + Obfuscated shadow_id value + Deobfuscated asset_id value - - + + + Does a cheesy XORing with a fixed UUID to convert an asset_id to a shadow_id + + asset_id value to obfuscate + Obfuscated shadow_id value - - + + + Wrapper for creating a new object + + The type of item from the enum + The of the newly created object + An object with the type and id passed - - + + + Parse the results of a RequestTaskInventory() response + + A string which contains the data from the task reply + A List containing the items contained within the tasks inventory - - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - - - + + + UpdateCreateInventoryItem packets are received when a new inventory item + is created. This may occur when an object that's rezzed in world is + taken into inventory, when an item is created using the CreateInventoryItem + packet, or when an object is purchased + + The sender + The EventArgs object containing the packet data - - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - + + Raised when the simulator sends us data containing + ... - - + + Raised when the simulator sends us data containing + ... - - + + Raised when the simulator sends us data containing + an inventory object sent by another avatar or primitive - - + + Raised when the simulator sends us data containing + ... - - + + Raised when the simulator sends us data containing + ... - - + + Raised when the simulator sends us data containing + ... - - + + Raised when the simulator sends us data containing + ... - - + + Raised when the simulator sends us data containing + ... - - + + + Get this agents Inventory data + - - + + + Callback for inventory item creation finishing + + Whether the request to create an inventory + item succeeded or not + Inventory item being created. If success is + false this will be null - - + + + Callback for an inventory item being create from an uploaded asset + + true if inventory item creation was successful + + + - - + + + + + - - + + + Reply received when uploading an inventory asset + + Has upload been successful + Error message if upload failed + Inventory asset UUID + New asset UUID - - + + + Delegate that is invoked when script upload is completed + + Has upload succeded (note, there still might be compile errors) + Upload status message + Is compilation successful + If compilation failed, list of error messages, null on compilation success + Script inventory UUID + Script's new asset UUID - - + + Set to true to accept offer, false to decline it - - + + The folder to accept the inventory into, if null default folder for will be used - - + + + Callback when an inventory object is accepted and received from a + task inventory. This is the callback in which you actually get + the ItemID, as in ObjectOfferedCallback it is null when received + from a task. + - - + + + 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 - - + + + Class that handles the local asset cache + - - + + + Default constructor + + A reference to the GridClient object - - + + + Disposes cleanup timer + - - + + + Only create timer when needed + - - + + + Return bytes read from the local asset cache, null if it does not exist + + UUID of the asset we want to get + Raw bytes of the asset, or null on failure - - + + + Returns ImageDownload object of the + image from the local image cache, null if it does not exist + + UUID of the image we want to get + ImageDownload object containing the image, or null on failure - - + + + Constructs a file name of the cached asset + + UUID of the asset + String with the file name of the cahced asset - - + + + Constructs a file name of the static cached asset + + UUID of the asset + String with the file name of the static cached asset - - + + + Saves an asset to the local cache + + UUID of the asset + Raw bytes the asset consists of + Weather the operation was successfull - - + + + Get the file name of the asset stored with gived UUID + + UUID of the asset + Null if we don't have that UUID cached on disk, file name if found in the cache folder - - + + + Checks if the asset exists in the local cache + + UUID of the asset + True is the asset is stored in the cache, otherwise false - - + + + Wipes out entire cache + - - + + + Brings cache size to the 90% of the max size + - - + + + Asynchronously brings cache size to the 90% of the max size + - - + + + Adds up file sizes passes in a FileInfo array + - - + + + Checks whether caching is enabled + - - + + + Periodically prune the cache + - - + + + Nicely formats file sizes + + Byte size we want to output + String with humanly readable file size - - + + + Allows setting weather to periodicale prune the cache if it grows too big + Default is enabled, when caching is enabled + - - + + + How long (in ms) between cache checks (default is 5 min.) + - - + + + Helper class for sorting files by their last accessed time + - - + + + Represents a single Voice Session to the Vivox service. + - - + + + Close this session. + - - + + + Look up an existing Participants in this session + + + - - + + + + - - + + + + - - + + + + - - + + + + - - + + + + + + - - + + + 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 - - + + + Reads in a byte array of an Animation Asset created by the SecondLife(tm) client. + - - + + + Rotation Keyframe count (used internally) + - - + + + Position Keyframe count (used internally) + - - + + + Animation Priority + - - + + + The animation length in seconds. + - - + + + Expression set in the client. Null if [None] is selected + - - + + + The time in seconds to start the animation + - - + + + The time in seconds to end the animation + - - + + + Loop the animation + - - + + + Meta data. Ease in Seconds. + - - + + + Meta data. Ease out seconds. + - - + + + Meta Data for the Hand Pose + - - + + + Number of joints defined in the animation + - - + + + Contains an array of joints + - - + + + Searialize an animation asset into it's joints/keyframes/meta data + + - - + + + Variable length strings seem to be null terminated in the animation asset.. but.. + use with caution, home grown. + advances the index. + + The animation asset byte array + The offset to start reading + a string - - + + + Read in a Joint from an animation asset byte array + Variable length Joint fields, yay! + Advances the index + + animation asset byte array + Byte Offset of the start of the joint + The Joint data serialized into the binBVHJoint structure - - + + + Read Keyframes of a certain type + advance i + + Animation Byte array + Offset in the Byte Array. Will be advanced + Number of Keyframes + Scaling Min to pass to the Uint16ToFloat method + Scaling Max to pass to the Uint16ToFloat method + - - + + + Determines whether the specified is equal to the current . + + + true if the specified is equal to the current ; otherwise, false. + + The to compare with the current . + The parameter is null. + 2 - - + + + Serves as a hash function for a particular type. + + + A hash code for the current . + + 2 - - + + + A Joint and it's associated meta data and keyframes + - - + + + Indicates whether this instance and a specified object are equal. + + + true if and this instance are the same type and represent the same value; otherwise, false. + + Another object to compare to. + 2 - - + + + Returns the hash code for this instance. + + + A 32-bit signed integer that is the hash code for this instance. + + 2 - - + + + Name of the Joint. Matches the avatar_skeleton.xml in client distros + - - + + + Joint Animation Override? Was the same as the Priority in testing.. + - - + + + Array of Rotation Keyframes in order from earliest to latest + - - + + + Array of Position Keyframes in order from earliest to latest + This seems to only be for the Pelvis? + - - + + + Custom application data that can be attached to a joint + - - + + + A Joint Keyframe. This is either a position or a rotation. + - - + + + Either a Vector3 position or a Vector3 Euler rotation + - - + + + Poses set in the animation metadata for the hands. + - - + + + Represents an AssetScriptBinary object containing the + LSO compiled bytecode of an LSL script + - - + + Initializes a new instance of an AssetScriptBinary object - - + + Initializes a new instance of an AssetScriptBinary object with parameters + A unique specific to this asset + A byte array containing the raw asset data - - + + + TODO: Encodes a scripts contents into a LSO Bytecode file + - - + + + TODO: Decode LSO Bytecode into a string + + true - - + + Override the base classes AssetType - - + + + A linkset asset, containing a parent primitive and zero or more children + - - + + Initializes a new instance of an AssetPrim object - - + + + Initializes a new instance of an AssetPrim object + + A unique specific to this asset + A byte array containing the raw asset data - - + + + + - - + + + + + - - + + Override the base classes AssetType - - + + + Only used internally for XML serialization/deserialization + - - + + + The deserialized form of a single primitive in a linkset asset + - - + + + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - - - - - - - + + - - + + - - + + + + - - + + - - + + - - + + - - + + - - + + + + + + - - + + + + - - + + - - + + - - + + - - + + - - + + + + + + - - + + + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + + + - - + + - - + + - - + + - - + + - - + + - - + + + + + + - - + + + + + + - - + + + + + + - - + + + + + + + - - + + + + - - + + + + + + - - + + + + + + - - + + + + + - - + + + + - - + + + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + + + - - + + + 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 - - + + + Represents a Callingcard with AvatarID and Position vector + - - + + UUID of the Callingcard target avatar - - + + Construct an Asset of type Callingcard - - + + + Construct an Asset object of type Callingcard + + A unique specific to this asset + A byte array containing the raw asset data - - + + + Constuct an asset of type Callingcard + + UUID of the target avatar - - + + + Encode the raw contents of a string with the specific Callingcard format + - - + + + Decode the raw asset data, populating the AvatarID and Position + + true if the AssetData was successfully decoded to a UUID and Vector - - + + Override the base classes AssetType - - + + + Simulator (region) properties + - - + + No flags set - - + + Agents can take damage and be killed - - + + Landmarks can be created here - - + + Home position can be set in this sim - - + + Home position is reset when an agent teleports away - - + + Sun does not move - - + + No object, land, etc. taxes - - + + Disable heightmap alterations (agents can still plant + foliage) - - + + Land cannot be released, sold, or purchased - - + + All content is wiped nightly - - + + Unknown: Related to the availability of an overview world map tile.(Think mainland images when zoomed out.) - - + + Unknown: Related to region debug flags. Possibly to skip processing of agent interaction with world. - - + + Region does not update agent prim interest lists. Internal debugging option. - - + + No collision detection for non-agent objects - - + + No scripts are ran - - + + All physics processing is turned off - - + + Region can be seen from other regions on world map. (Legacy world map option?) - - + + Region can be seen from mainland on world map. (Legacy world map option?) - - + + Agents not explicitly on the access list can visit the region. - - + + Traffic calculations are not run across entire region, overrides parcel settings. - - + + Flight is disabled (not currently enforced by the sim) - - + + Allow direct (p2p) teleporting - - + + Estate owner has temporarily disabled scripting - - + + Restricts the usage of the LSL llPushObject function, applies to whole region. - - + + Deny agents with no payment info on file - - + + Deny agents with payment info on file - - + + Deny agents who have made a monetary transaction - - + + Parcels within the region may be joined or divided by anyone, not just estate owners/managers. - - + + Abuse reports sent from within this region are sent to the estate owner defined email. - - + + Region is Voice Enabled - - + + Removes the ability from parcel owners to set their parcels to show in search. - - + + Deny agents who have not been age verified from entering the region. - - + + + Region protocol flags + - - + + + Access level for a simulator + - - + + Unknown or invalid access level - - + + Trial accounts allowed - - + + PG rating - - + + Mature rating - - + + Adult rating - - + + Simulator is offline - - + + Simulator does not exist - - + + + + - - + + A public reference to the client that this Simulator object + is attached to - - + + A Unique Cache identifier for this simulator - - + + The capabilities for this simulator - - + + - - + + The current version of software this simulator is running - - + + - - + + A 64x64 grid of parcel coloring values. The values stored + in this array are of the type - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + true if your agent has Estate Manager rights on this region - - + + - - + + - - + + - - + + Statistics information for this simulator and the + connection to the simulator, calculated by the simulator itself + and the library - - + + The regions Unique ID - - + + The physical data center the simulator is located + Known values are: + + Dallas + Chandler + SF + + - - + + The CPU Class of the simulator + Most full mainland/estate sims appear to be 5, + Homesteads and Openspace appear to be 501 - - + + The number of regions sharing the same CPU as this one + "Full Sims" appear to be 1, Homesteads appear to be 4 - - + + The billing product name + Known values are: + + Mainland / Full Region (Sku: 023) + Estate / Full Region (Sku: 024) + Estate / Openspace (Sku: 027) + Estate / Homestead (Sku: 029) + Mainland / Homestead (Sku: 129) (Linden Owned) + Mainland / Linden Homes (Sku: 131) + + - - + + The billing product SKU + Known values are: + + 023 Mainland / Full Region + 024 Estate / Full Region + 027 Estate / Openspace + 029 Estate / Homestead + 129 Mainland / Homestead (Linden Owned) + 131 Linden Homes / Full Region + + - - + + + Flags indicating which protocols this region supports + - - + + The current sequence number for packets sent to this + simulator. Must be Interlocked before modifying. Only + useful for applications manipulating sequence numbers - - + + + A thread-safe dictionary containing avatars in a simulator + - - + + + A thread-safe dictionary containing primitives in a simulator + - - + + + Checks simulator parcel map to make sure it has downloaded all data successfully + + true if map is full (contains no 0's) - - + + + Is it safe to send agent updates to this sim + AgentMovementComplete message received + - - + + Used internally to track sim disconnections - - + + Event that is triggered when the simulator successfully + establishes a connection - - + + Whether this sim is currently connected or not. Hooked up + to the property Connected - - + + Coarse locations of avatars in this simulator - - + + AvatarPositions key representing TrackAgent target - - - - - + + Sequence numbers of packets we've received + (for duplicate checking) - - + + Packets we sent out that need ACKs from the simulator - - + + Sequence number for pause/resume - - + + Indicates if UDP connection to the sim is fully established - - + + + + + Reference to the GridClient object + IPEndPoint of the simulator + handle of the simulator - - + + + Called when this Simulator object is being destroyed + - - + + + Attempt to connect to this simulator + + Whether to move our agent in to this sim or not + True if the connection succeeded or connection status is + unknown, false if there was a failure - - + + + Initiates connection to the simulator + + Should we block until ack for this packet is recieved - - + + + Disconnect from this simulator + - - + + + Instructs the simulator to stop sending update (and possibly other) packets + - - + + + Instructs the simulator to resume sending update packets (unpause) + - - + + + Retrieve the terrain height at a given coordinate + + Sim X coordinate, valid range is from 0 to 255 + Sim Y coordinate, valid range is from 0 to 255 + The terrain height at the given point if the + lookup was successful, otherwise 0.0f + True if the lookup was successful, otherwise false - - + + + Sends a packet + + Packet to be sent - - + + + + - - + + + Returns Simulator Name as a String + + - - + + + + + - - + + + + + + - - + + + Sends out pending acknowledgements + + Number of ACKs sent - - + + + Resend unacknowledged packets + - - + + + Provides access to an internal thread-safe dictionary containing parcel + information found in this simulator + - - + + + Provides access to an internal thread-safe multidimensional array containing a x,y grid mapped + to each 64x64 parcel's LocalID. + - - + + The IP address and port of the server - - + + Whether there is a working connection to the simulator or + not - - + + Coarse locations of avatars in this simulator - - + + AvatarPositions key representing TrackAgent target - - + + Indicates if UDP connection to the sim is fully established - - + + + Simulator Statistics + - - + + Total number of packets sent by this simulator to this agent - - + + Total number of packets received by this simulator to this agent - - + + Total number of bytes sent by this simulator to this agent - - + + Total number of bytes received by this simulator to this agent - - + + Time in seconds agent has been connected to simulator - - + + Total number of packets that have been resent - - + + Total number of resent packets recieved - - + + Total number of pings sent to this simulator by this agent - - + + Total number of ping replies sent to this agent by this simulator - - + + + Incoming bytes per second + + It would be nice to have this claculated on the fly, but + this is far, far easier - - + + + Outgoing bytes per second + + It would be nice to have this claculated on the fly, but + this is far, far easier - - + + Time last ping was sent - - + + ID of last Ping sent - - + + - - + + - - + + Current time dilation of this simulator - - + + Current Frames per second of simulator - - + + Current Physics frames per second of simulator - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + Total number of objects Simulator is simulating - - + + Total number of Active (Scripted) objects running - - + + Number of agents currently in this simulator - - + + Number of agents in neighbor simulators - - + + Number of Active scripts running in this simulator - - + + - - + + - - + + - - + + Number of downloads pending - - + + Number of uploads pending - - + + - - + + - - + + Number of local uploads pending - - + + Unacknowledged bytes in queue - - + + + Simulator handle + - - + + + Number of GridClients using this datapool + - - + + + Time that the last client disconnected from the simulator + - - + + + The cache of prims used and unused in this simulator + - - + + + Shared parcel info only when POOL_PARCEL_DATA == true + - - + + + + - - + + 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 - - + + Thread sync lock object - - + + The event subscribers, null of no subscribers - - + + Raises the ObjectProperties Event + A ObjectPropertiesEventArgs object containing + the data sent from the simulator - - + + Thread sync lock object - - + + The event subscribers, null of no subscribers - - + + Raises the ObjectPropertiesUpdated Event + A ObjectPropertiesUpdatedEventArgs object containing + the data sent from the simulator - - + + Thread sync lock object - - + + The event subscribers, null of no subscribers - - + + Raises the ObjectPropertiesFamily Event + A ObjectPropertiesFamilyEventArgs object containing + the data sent from the simulator - - + + Thread sync lock object - - + + The event subscribers, null of no subscribers - - + + Raises the AvatarUpdate Event + A AvatarUpdateEventArgs object containing + the data sent from the simulator - - + + Thread sync lock object - - + + The event subscribers, null of no subscribers - - + + Thread sync lock object - - + + The event subscribers, null of no subscribers - - + + Raises the ObjectDataBlockUpdate Event + A ObjectDataBlockUpdateEventArgs object containing + the data sent from the simulator - - + + Thread sync lock object - - + + The event subscribers, null of no subscribers - - + + Raises the KillObject Event + A KillObjectEventArgs object containing + the data sent from the simulator - - + + Thread sync lock object - - + + The event subscribers, null of no subscribers - - + + Raises the KillObjects Event + A KillObjectsEventArgs object containing + the data sent from the simulator - - + + Thread sync lock object - - + + The event subscribers, null of no subscribers - - + + Raises the AvatarSitChanged Event + A AvatarSitChangedEventArgs object containing + the data sent from the simulator - - + + Thread sync lock object - - + + The event subscribers, null of no subscribers - - + + Raises the PayPriceReply Event + A PayPriceReplyEventArgs object containing + the data sent from the simulator - - + + Thread sync lock object - - + + The event subscribers, null of no subscribers - - + + Raises the PhysicsProperties Event + A PhysicsPropertiesEventArgs object containing + the data sent from the simulator - - + + Thread sync lock object - - + + Reference to the GridClient object - - + + Does periodic dead reckoning calculation to convert + velocity and acceleration to new positions for objects - - + + + Construct a new instance of the ObjectManager class + + A reference to the instance - - + + + Request information for a single object from a + you are currently connected to + + The the object is located + The Local ID of the object - - + + + Request information for multiple objects contained in + the same simulator + + The the objects are located + An array containing the Local IDs of the objects - - + + + Attempt to purchase an original object, a copy, or the contents of + an object + + The the object is located + The Local ID of the object + Whether the original, a copy, or the object + contents are on sale. This is used for verification, if the this + sale type is not valid for the object the purchase will fail + Price of the object. This is used for + verification, if it does not match the actual price the purchase + will fail + Group ID that will be associated with the new + purchase + Inventory folder UUID where the object or objects + purchased should be placed + + + BuyObject(Client.Network.CurrentSim, 500, SaleType.Copy, + 100, UUID.Zero, Client.Self.InventoryRootFolderUUID); + + - - + + + Request prices that should be displayed in pay dialog. This will triggger the simulator + to send us back a PayPriceReply which can be handled by OnPayPriceReply event + + The the object is located + The ID of the object + The result is raised in the event - - + + + Select a single object. This will cause the to send us + an which will raise the event + + The the object is located + The Local ID of the object + - - + + + Select a single object. This will cause the to send us + an which will raise the event + + The the object is located + The Local ID of the object + if true, a call to is + made immediately following the request + - - - - - - - - + + + Select multiple objects. This will cause the to send us + an which will raise the event + + The the objects are located + An array containing the Local IDs of the objects + Should objects be deselected immediately after selection + - - + + + Select multiple objects. This will cause the to send us + an which will raise the event + + The the objects are located + An array containing the Local IDs of the objects + - - + + + Update the properties of an object + + The the object is located + The Local ID of the object + true to turn the objects physical property on + true to turn the objects temporary property on + true to turn the objects phantom property on + true to turn the objects cast shadows property on - - + + + Update the properties of an object + + The the object is located + The Local ID of the object + true to turn the objects physical property on + true to turn the objects temporary property on + true to turn the objects phantom property on + true to turn the objects cast shadows property on + Type of the represetnation prim will have in the physics engine + Density - normal value 1000 + Friction - normal value 0.6 + Restitution - standard value 0.5 + Gravity multiplier - standar value 1.0 - - + + + Sets the sale properties of a single object + + The the object is located + The Local ID of the object + One of the options from the enum + The price of the object - - + + + Sets the sale properties of multiple objects + + The the objects are located + An array containing the Local IDs of the objects + One of the options from the enum + The price of the object - - + + + Deselect a single object + + The the object is located + The Local ID of the object - - + + + Deselect multiple objects. + + The the objects are located + An array containing the Local IDs of the objects - - + + + Perform a click action on an object + + The the object is located + The Local ID of the object - - + + + Perform a click action (Grab) on a single object + + The the object is located + The Local ID of the object + The texture coordinates to touch + The surface coordinates to touch + The face of the position to touch + The region coordinates of the position to touch + The surface normal of the position to touch (A normal is a vector perpindicular to the surface) + The surface binormal of the position to touch (A binormal is a vector tangen to the surface + pointing along the U direction of the tangent space - - + + + Create (rez) a new prim object in a simulator + + A reference to the object to place the object in + Data describing the prim object to rez + Group ID that this prim will be set to, or UUID.Zero if you + do not want the object to be associated with a specific group + An approximation of the position at which to rez the prim + Scale vector to size this prim + Rotation quaternion to rotate this prim + Due to the way client prim rezzing is done on the server, + the requested position for an object is only close to where the prim + actually ends up. If you desire exact placement you'll need to + follow up by moving the object after it has been created. This + function will not set textures, light and flexible data, or other + extended primitive properties - - + + + Create (rez) a new prim object in a simulator + + A reference to the object to place the object in + Data describing the prim object to rez + Group ID that this prim will be set to, or UUID.Zero if you + do not want the object to be associated with a specific group + An approximation of the position at which to rez the prim + Scale vector to size this prim + Rotation quaternion to rotate this prim + Specify the + Due to the way client prim rezzing is done on the server, + the requested position for an object is only close to where the prim + actually ends up. If you desire exact placement you'll need to + follow up by moving the object after it has been created. This + function will not set textures, light and flexible data, or other + extended primitive properties - - + + + Rez a Linden tree + + A reference to the object where the object resides + The size of the tree + The rotation of the tree + The position of the tree + The Type of tree + The of the group to set the tree to, + or UUID.Zero if no group is to be set + true to use the "new" Linden trees, false to use the old - - + + + Rez grass and ground cover + + A reference to the object where the object resides + The size of the grass + The rotation of the grass + The position of the grass + The type of grass from the enum + The of the group to set the tree to, + or UUID.Zero if no group is to be set - - + + + Set the textures to apply to the faces of an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + The texture data to apply - - + + + Set the textures to apply to the faces of an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + The texture data to apply + A media URL (not used) - - + + + Set the Light data on an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + A object containing the data to set - - + + + Set the flexible data on an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + A object containing the data to set - - + + + Set the sculptie texture and data on an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + A object containing the data to set - - + + + Unset additional primitive parameters on an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + The extra parameters to set - - + + + Link multiple prims into a linkset + + A reference to the object where the objects reside + An array which contains the IDs of the objects to link + The last object in the array will be the root object of the linkset TODO: Is this true? - - + + + Delink/Unlink multiple prims from a linkset + + A reference to the object where the objects reside + An array which contains the IDs of the objects to delink - - + + + Change the rotation of an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + The new rotation of the object - - - - - + + + Set the name of an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + A string containing the new name of the object - - + + + Set the name of multiple objects + + A reference to the object where the objects reside + An array which contains the IDs of the objects to change the name of + An array which contains the new names of the objects - - + + + Set the description of an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + A string containing the new description of the object - - + + + Set the descriptions of multiple objects + + A reference to the object where the objects reside + An array which contains the IDs of the objects to change the description of + An array which contains the new descriptions of the objects - - + + + Attach an object to this avatar + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + The point on the avatar the object will be attached + The rotation of the attached object - - + + + Drop an attached object from this avatar + + A reference to the + object where the objects reside. This will always be the simulator the avatar is currently in + + The object's ID which is local to the simulator the object is in - - + + + Detach an object from yourself + + A reference to the + object where the objects reside + + This will always be the simulator the avatar is currently in + + An array which contains the IDs of the objects to detach - - + + + Change the position of an object, Will change position of entire linkset + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + The new position of the object - - + + + Change the position of an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + The new position of the object + if true, will change position of (this) child prim only, not entire linkset - - + + + Change the Scale (size) of an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + The new scale of the object + If true, will change scale of this prim only, not entire linkset + True to resize prims uniformly - - + + + Change the Rotation of an object that is either a child or a whole linkset + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + The new scale of the object + If true, will change rotation of this prim only, not entire linkset - - + + + Send a Multiple Object Update packet to change the size, scale or rotation of a primitive + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + The new rotation, size, or position of the target object + The flags from the Enum - - + + + Deed an object (prim) to a group, Object must be shared with group which + can be accomplished with SetPermissions() + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + The of the group to deed the object to - - + + + Deed multiple objects (prims) to a group, Objects must be shared with group which + can be accomplished with SetPermissions() + + A reference to the object where the object resides + An array which contains the IDs of the objects to deed + The of the group to deed the object to - - + + + Set the permissions on multiple objects + + A reference to the object where the objects reside + An array which contains the IDs of the objects to set the permissions on + The new Who mask to set + Which permission to modify + The new state of permission - - + + + Request additional properties for an object + + A reference to the object where the object resides + - - + + + Request additional properties for an object + + A reference to the object where the object resides + Absolute UUID of the object + Whether to require server acknowledgement of this request - - + + + Set the ownership of a list of objects to the specified group + + A reference to the object where the objects reside + An array which contains the IDs of the objects to set the group id on + The Groups ID - - + + + Update current URL of the previously set prim media + + UUID of the prim + Set current URL to this + Prim face number + Simulator in which prim is located - - + + + Set object media + + UUID of the prim + Array the length of prims number of faces. Null on face indexes where there is + no media, on faces which contain the media + Simulatior in which prim is located - - + + + Retrieve information about object media + + UUID of the primitive + Simulator where prim is located + Call this callback when done - - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - + + + A terse object update, used when a transformation matrix or + velocity/acceleration for an object changes but nothing else + (scale/position/rotation/acceleration/velocity) + + The sender + The EventArgs object containing the packet data - - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + - - + + + Setup construction data for a basic primitive shape + + Primitive shape to construct + Construction data that can be plugged into a - - + + + + + + + + - - + + + + + + - - + + + Set the Shape data of an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + Data describing the prim shape - - + + + Set the Material data of an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + The new material of the object - - + + + + + + + + - - + + + + + + + + + - - + + + + + + + + - - + + Raised when the simulator sends us data containing + A , Foliage or Attachment + + - - + + Raised when the simulator sends us data containing + additional information + + - - + + Raised when the simulator sends us data containing + Primitive.ObjectProperties for an object we are currently tracking - - + + Raised when the simulator sends us data containing + additional and details + - - + + Raised when the simulator sends us data containing + updated information for an - - + + Raised when the simulator sends us data containing + and movement changes - - + + Raised when the simulator sends us data containing + updates to an Objects DataBlock - - + + Raised when the simulator informs us an + or is no longer within view - - + + Raised when the simulator informs us when a group of + or is no longer within view - - + + Raised when the simulator sends us data containing + updated sit information for our - - + + Raised when the simulator sends us data containing + purchase price information for a - - + + Raised when the simulator sends us data containing + additional information + + - - + + + Callback for getting object media data via CAP + + Indicates if the operation was succesfull + Object media version string + Array indexed on prim face of media entry data - - + + Provides data for the event + The event occurs when the simulator sends + an containing a Primitive, Foliage or Attachment data + Note 1: The event will not be raised when the object is an Avatar + Note 2: It is possible for the to be + raised twice for the same object if for example the primitive moved to a new simulator, then returned to the current simulator or + if an Avatar crosses the border into a new simulator and returns to the current simulator + + + The following code example uses the , , and + properties to display new Primitives and Attachments on the window. + + // Subscribe to the event that gives us prim and foliage information + Client.Objects.ObjectUpdate += Objects_ObjectUpdate; + + + private void Objects_ObjectUpdate(object sender, PrimEventArgs e) + { + Console.WriteLine("Primitive {0} {1} in {2} is an attachment {3}", e.Prim.ID, e.Prim.LocalID, e.Simulator.Name, e.IsAttachment); + } + + + + + - - + + + Construct a new instance of the PrimEventArgs class + + The simulator the object originated from + The Primitive + The simulator time dilation + The prim was not in the dictionary before this update + true if the primitive represents an attachment to an agent - - + + Get the simulator the originated from - - + + Get the details - - + + true if the did not exist in the dictionary before this update (always true if object tracking has been disabled) - - + + true if the is attached to an - - + + Get the simulator Time Dilation - - - - - + + Provides data for the event + The event occurs when the simulator sends + an containing Avatar data + Note 1: The event will not be raised when the object is an Avatar + Note 2: It is possible for the to be + raised twice for the same avatar if for example the avatar moved to a new simulator, then returned to the current simulator + + + The following code example uses the property to make a request for the top picks + using the method in the class to display the names + of our own agents picks listings on the window. + + // subscribe to the AvatarUpdate event to get our information + Client.Objects.AvatarUpdate += Objects_AvatarUpdate; + Client.Avatars.AvatarPicksReply += Avatars_AvatarPicksReply; + + private void Objects_AvatarUpdate(object sender, AvatarUpdateEventArgs e) + { + // we only want our own data + if (e.Avatar.LocalID == Client.Self.LocalID) + { + // Unsubscribe from the avatar update event to prevent a loop + // where we continually request the picks every time we get an update for ourselves + Client.Objects.AvatarUpdate -= Objects_AvatarUpdate; + // make the top picks request through AvatarManager + Client.Avatars.RequestAvatarPicks(e.Avatar.ID); + } + } + + private void Avatars_AvatarPicksReply(object sender, AvatarPicksReplyEventArgs e) + { + // we'll unsubscribe from the AvatarPicksReply event since we now have the data + // we were looking for + Client.Avatars.AvatarPicksReply -= Avatars_AvatarPicksReply; + // loop through the dictionary and extract the names of the top picks from our profile + foreach (var pickName in e.Picks.Values) + { + Console.WriteLine(pickName); + } + } + + + + - - + + + Construct a new instance of the AvatarUpdateEventArgs class + + The simulator the packet originated from + The data + The simulator time dilation + The avatar was not in the dictionary before this update - - + + Get the simulator the object originated from - - + + Get the data - - + + Get the simulator time dilation - - + + true if the did not exist in the dictionary before this update (always true if avatar tracking has been disabled) - - + + Provides additional primitive data for the event + The event occurs when the simulator sends + an containing additional details for a Primitive, Foliage data or Attachment data + The event is also raised when a request is + made. + + + The following code example uses the , and + + properties to display new attachments and send a request for additional properties containing the name of the + attachment then display it on the window. + + // Subscribe to the event that provides additional primitive details + Client.Objects.ObjectProperties += Objects_ObjectProperties; + + // handle the properties data that arrives + private void Objects_ObjectProperties(object sender, ObjectPropertiesEventArgs e) + { + Console.WriteLine("Primitive Properties: {0} Name is {1}", e.Properties.ObjectID, e.Properties.Name); + } + + - - + + + Construct a new instance of the ObjectPropertiesEventArgs class + + The simulator the object is located + The primitive Properties - - + + Get the simulator the object is located - - + + Get the primitive properties - - + + Provides additional primitive data for the event + The event occurs when the simulator sends + an containing additional details for a Primitive or Foliage data that is currently + being tracked in the dictionary + The event is also raised when a request is + made and is enabled + - - + + + Construct a new instance of the ObjectPropertiesUpdatedEvenrArgs class + + The simulator the object is located + The Primitive + The primitive Properties - - + + Get the primitive details - - + + Provides additional primitive data, permissions and sale info for the event + The event occurs when the simulator sends + an containing additional details for a Primitive, Foliage data or Attachment. This includes + Permissions, Sale info, and other basic details on an object + The event is also raised when a request is + made, the viewer equivalent is hovering the mouse cursor over an object + - - + + Get the simulator the object is located - - + + - - + + - - + + Provides primitive data containing updated location, velocity, rotation, textures for the event + The event occurs when the simulator sends updated location, velocity, rotation, etc + - - + + Get the simulator the object is located - - + + Get the primitive details - - + + - - + + - - + + + + - - + + Get the simulator the object is located - - + + Get the primitive details - - + + - - + + - - + + - - + + - - + + Provides notification when an Avatar, Object or Attachment is DeRezzed or moves out of the avatars view for the + event - - + + Get the simulator the object is located - - + + The LocalID of the object - - + + Provides notification when an Avatar, Object or Attachment is DeRezzed or moves out of the avatars view for the + event - - + + Get the simulator the object is located - - + + The LocalID of the object - - + + + Provides updates sit position data + - - + + Get the simulator the object is located - - + + - - + + - - + + - - - - - + + + + - - + + Get the simulator the object is located - - + + - - + + - - + + - - + + + Indicates if the operation was successful + - - + + + Media version string + - - + + + Array of media entries indexed by face number + - - + + + Set when simulator sends us infomation on primitive's physical properties + - - + + Simulator where the message originated - - + + Updated physical properties - - + + + Constructor + + Simulator where the message originated + Updated physical properties - - + + + + - - + + + + + - - + + + 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. - - + + + Map layer request type + - - + + Objects and terrain are shown - - + + Only the terrain is shown, no objects - - + + Overlay showing land for sale and for auction - - + + + Type of grid item, such as telehub, event, populator location, etc. + - - + + Telehub - - + + PG rated event - - + + Mature rated event - - + + Popular location - - + + Locations of avatar groups in a region - - + + Land for sale - - + + Classified ad - - + + Adult rated event - - + + Adult land for sale - - + + + Information about a region on the grid map + - - + + Sim X position on World Map - - + + Sim Y position on World Map - - + + Sim Name (NOTE: In lowercase!) - - + + - - + + Appears to always be zero (None) - - + + Sim's defined Water Height - - + + - - + + UUID of the World Map image - - + + Unique identifier for this region, a combination of the X + and Y position - - + + + + + - - + + + + + - - + + + + + + - - + + + Visual chunk of the grid map + - - + + + Base class for Map Items + - - + + The Global X position of the item - - + + The Global Y position of the item - - + + Get the Local X position of the item - - + + Get the Local Y position of the item - - + + Get the Handle of the region - - + + + Represents an agent or group of agents location + - - + + + Represents a Telehub location + - - + + + Represents a non-adult parcel of land for sale + - - + + + Represents an Adult parcel of land for sale + - - + + + Represents a PG Event + - - + + + Represents a Mature event + - - + + + Represents an Adult event + - - + + + Manages grid-wide tasks such as the world map + - - + + The event subscribers. null if no subcribers - - + + Raises the CoarseLocationUpdate event + A CoarseLocationUpdateEventArgs object containing the + data sent by simulator - - + + Thread sync lock object - - + + The event subscribers. null if no subcribers - - + + Raises the GridRegion event + A GridRegionEventArgs object containing the + data sent by simulator - - + + Thread sync lock object - - + + The event subscribers. null if no subcribers - - + + Raises the GridLayer event + A GridLayerEventArgs object containing the + data sent by simulator - - + + Thread sync lock object - - + + The event subscribers. null if no subcribers - - + + Raises the GridItems event + A GridItemEventArgs object containing the + data sent by simulator - - + + Thread sync lock object - - + + The event subscribers. null if no subcribers - - + + Raises the RegionHandleReply event + A RegionHandleReplyEventArgs object containing the + data sent by simulator - - + + Thread sync lock object - - + + A dictionary of all the regions, indexed by region name - - + + A dictionary of all the regions, indexed by region handle - - + + + Constructor + + Instance of GridClient object to associate with this GridManager instance - - + + + + + - - + + + Request a map layer + + The name of the region + The type of layer - - + + + + + + + + + + - - + + + + + + + + + - - + + + + + + + - - + + + Request data for all mainland (Linden managed) simulators + - - + + + Request the region handle for the specified region UUID + + UUID of the region to look up - - + + + Get grid region information using the region name, this function + will block until it can find the region or gives up + + Name of sim you're looking for + Layer that you are requesting + Will contain a GridRegion for the sim you're + looking for if successful, otherwise an empty structure + True if the GridRegion was successfully fetched, otherwise + false - - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - + + Raised when the simulator sends a + containing the location of agents in the simulator - - + + Raised when the simulator sends a Region Data in response to + a Map request - - + + Raised when the simulator sends GridLayer object containing + a map tile coordinates and texture information - - + + Raised when the simulator sends GridItems object containing + details on events, land sales at a specific location - - + + Raised in response to a Region lookup - - + + Unknown - - + + Current direction of the sun - - + + Current angular velocity of the sun - - + + Microseconds since the start of SL 4-hour day - - + + + 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 - - + + - - + + - - + + - - - Represents a single Voice Session to the Vivox service. - + + - - - Close this session. - + + 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 - - - Look up an existing Participants in this session - - - + + 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 - - - An instance of DelegateWrapper which calls InvokeWrappedDelegate, - which in turn calls the DynamicInvoke method of the wrapped - delegate - + + 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 - - - Callback used to call EndInvoke on the asynchronously - invoked DelegateWrapper - + + 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 - - - Executes the specified delegate with the specified arguments - asynchronously on a thread pool thread - - - + + 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 - - - Invokes the wrapped delegate synchronously - - - + + 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 - - - Calls EndInvoke on the wrapper and Close on the resulting WaitHandle - to prevent resource leaks - - + + - - - Delegate to wrap another delegate and its arguments - - - + + - - The event subscribers. null if no subcribers + + Include PG land in results. This flag is used when searching both the Groups, Events and Land sales databases - - Raises the LandPatchReceived event - A LandPatchReceivedEventArgs object containing the - data returned from the simulator + + Include Mature land in results. This flag is used when searching both the Groups, Events and Land sales databases - - Thread sync lock object + + Include Adult land in results. This flag is used when searching both the Groups, Events and Land sales databases - + + + + - Default constructor + Land types to search dataserver for - - - - Raised when the simulator responds sends - - - Simulator from that sent tha data - - Sim coordinate of the patch + + Search Auction, Mainland and Estate - - Sim coordinate of the patch + + Land which is currently up for auction - - Size of tha patch + + Parcels which are on the mainland (Linden owned) continents - - Heightmap for the patch + + 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 - - Size of the byte array used to store raw packet data + + Include all ads in results - - Raw packet data buffer + + Include PG ads in results - - Length of the data to transmit + + Include Mature ads in results - - EndPoint of the remote host + + Include Adult ads in results - + - Create an allocated UDP packet buffer for receiving a packet + The For Sale flag in PlacesReplyData - - - Create an allocated UDP packet buffer for sending a packet - - EndPoint of the remote host + + Parcel is not listed for sale - - - Create an allocated UDP packet buffer for sending a packet - - EndPoint of the remote host - Size of the buffer to allocate for packet data + + Parcel is For Sale - + - Object pool for packet buffers. This is used to allocate memory for all - incoming and outgoing packets, and zerocoding buffers for those packets + A classified ad on the grid - - - Initialize the object pool in client mode - - Server to connect to - - + + UUID for this ad, useful for looking up detailed + information about it - - - Initialize the object pool in server mode - - - + + The title of this classified ad - - - 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 + + Flags that show certain options applied to the classified - - - Default constructor - + + Creation date of the ad - - - Check a packet buffer out of the pool - - A packet buffer object + + Expiration date of the ad - - - Singleton logging class for the entire library - + + Price that was paid for this ad - - log4net logging engine + + Print the struct data as a string + A string containing the field name, and field value - + - Default constructor + A parcel retrieved from the dataserver such as results from the + "For-Sale" listings or "Places" Search - - - Send a log message to the logging engine - - The log message - The severity of the log entry + + 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 + + - Send a log message to the logging engine + An Avatar returned from the dataserver - The log message - The severity of the log entry - Instance of the client - + + 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 + + - Send a log message to the logging engine + Response to a "Groups" Search - 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 + + The Group ID - - - 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 + + The name of the group - - - 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 + + The current number of members - - Triggered whenever a message is logged. If this is left - null, log messages will go to the console + + Print the struct data as a string + A string containing the field name, and field value - + - Callback used for client apps to receive log messages from - the library + 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 - Data being logged - The severity of the log entry from - - Sort by name + + The ID of the Agent of Group that owns the parcel - - Sort by date + + The name - - Sort folders by name, regardless of whether items are - sorted by name or date + + The description - - Place system folders at the top + + The Size of the parcel - - - Possible destinations for DeRezObject request - + + 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 - - Copy from in-world to agent inventory + + The Gridwide X position - - Derez to TaskInventory + + The Gridwide Y position - - + + The Z position of the parcel, or 0 if no landing point set - - Take Object + + The name of the Region the parcel is located in - - + + The Asset ID of the parcels Snapshot texture - - Delete Object + + The calculated visitor traffic - - Put an avatar attachment into agent inventory + + 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 - - Return an object back to the owner's inventory + + Get a SL URL for the parcel + A string, containing a standard SLURL - - Return a deeded object back to the last owner's inventory + + Print the struct data as a string + A string containing the field name, and field value - + - Upper half of the Flags field for inventory items + An "Event" Listing summary - - 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 + + The ID of the event creator - - If set, and a slam bit is set, indicates OwnerMask will be overwritten on Rez + + The name of the event - - If set, and a slam bit is set, indicates GroupMask will be overwritten on Rez + + The events ID - - If set, and a slam bit is set, indicates EveryoneMask will be overwritten on Rez + + A string containing the short date/time the event will begin - - If set, and a slam bit is set, indicates NextOwnerMask will be overwritten on Rez + + The event start time in Unixtime (seconds since epoch) - - Indicates whether this object is composed of multiple - items or not + + The events maturity rating - - 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 + + Print the struct data as a string + A string containing the field name, and field value - + - Base Class for Inventory Items + The details of an "Event" - - of item/folder + + The events ID - - of parent folder + + The ID of the event creator - - Name of item/folder + + The name of the event - - Item/Folder Owners + + The category - - - Constructor, takes an itemID as a parameter - - The of the item + + 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 - - - 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 + + Contains the Event data returned from the data server from an EventInfoRequest - - - Determine whether the specified object is equal to the current object - - InventoryBase object to compare against - true if objects are the same + + Construct a new instance of the EventInfoReplyEventArgs class + A single EventInfo object containing the details of an event - + - Determine whether the specified object is equal to the current object + A single EventInfo object containing the details of an event - InventoryBase object to compare against - true if objects are the same - - - An Item in Inventory - + + Contains the "Event" detail data returned from the data server - - The of this item + + 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 combined of this item + + The ID returned by - - The type of item from + + A list of "Events" returned by the data server - - The type of item from the enum + + Contains the "Event" list data returned from the data server - - The of the creator of this item + + 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 - - A Description of this item + + The ID returned by - - The s this item is set to or owned by + + A list of "Places" returned by the data server - - If true, item is owned by a group + + Contains the places data returned from the data server - - The price this item can be purchased for + + 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 type of sale from the enum + + The ID returned by - - Combined flags from + + A list containing Places data returned by the data server - - Time and date this inventory item was created, stored as - UTC (Coordinated Universal Time) + + Contains the classified data returned from the data server - - Used to update the AssetID in requests sent to the server + + Construct a new instance of the DirClassifiedsReplyEventArgs class + A list of classified ad data returned from the data server - - The of the previous owner of the item + + A list containing Classified Ads returned by the data server - - - Construct a new InventoryItem object - - The of the item + + Contains the group data returned from the data server - - - Construct a new InventoryItem object of a specific Type - - The type of item from - of the item + + 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 - - - Indicates inventory item is a link - - True if inventory item is a link to another inventory item + + The ID returned by - - - - - + + A list containing Groups data returned by the data server - - - - - + + Contains the people data returned from the data server - - - 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 + + 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 - - - Compares an object - - The object to compare - true if comparison object matches + + The ID returned by - - - Determine whether the specified object is equal to the current object - - The object to compare against - true if objects are the same + + A list containing People data returned by the data server - - - Determine whether the specified object is equal to the current object - - The object to compare against - true if objects are the same + + Contains the land sales data returned from the data server - - - InventoryTexture Class representing a graphical image - - + + Construct a new instance of the DirLandReplyEventArgs class + A list of parcels for sale returned by the data server - - - Construct an InventoryTexture object - - A which becomes the - objects AssetUUID + + A list containing land forsale data returned by the data server - + - Construct an InventoryTexture object from a serialization stream + Sent to the client to indicate a teleport request has completed - + - InventorySound Class representing a playable sound + Interface requirements for Messaging system - - - Construct an InventorySound object - - A which becomes the - objects AssetUUID + + The of the agent - - - Construct an InventorySound object from a serialization stream - + + - - - InventoryCallingCard Class, contains information on another avatar - + + The simulators handle the agent teleported to - - - Construct an InventoryCallingCard object - - A which becomes the - objects AssetUUID + + A Uri which contains a list of Capabilities the simulator supports - - - Construct an InventoryCallingCard object from a serialization stream - + + Indicates the level of access required + to access the simulator, or the content rating, or the simulators + map status - - - InventoryLandmark Class, contains details on a specific location - + + The IP Address of the simulator - - - Construct an InventoryLandmark object - - A which becomes the - objects AssetUUID + + The UDP Port the simulator will listen for UDP traffic on - + + Status flags indicating the state of the Agent upon arrival, Flying, etc. + + - Construct an InventoryLandmark object from a serialization stream + Serialize the object + An containing the objects data - + - Landmarks use the InventoryItemFlags struct and will have a flag of 1 set if they have been visited + Deserialize the message + An containing the data - + - InventoryObject Class contains details on a primitive or coalesced set of primitives + Sent to the viewer when a neighboring simulator is requesting the agent make a connection to it. - + - Construct an InventoryObject object + Serialize the object - A which becomes the - objects AssetUUID + An containing the objects data - + - Construct an InventoryObject object from a serialization stream + Deserialize the message + An containing the data - + - Gets or sets the upper byte of the Flags value + Serialize the object + An containing the objects data - + - Gets or sets the object attachment point, the lower byte of the Flags value + Deserialize the message + An containing the data - + - InventoryNotecard Class, contains details on an encoded text document + Serialize the object + An containing the objects data - + - Construct an InventoryNotecard object + Deserialize the message - A which becomes the - objects AssetUUID + An containing the data - + - Construct an InventoryNotecard object from a serialization stream + 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 + + - InventoryCategory Class + Serialize the object - TODO: Is this even used for anything? + An containing the objects data - + - Construct an InventoryCategory object + Deserialize the message - A which becomes the - objects AssetUUID + An containing the data - + - Construct an InventoryCategory object from a serialization stream + Serialize the object + An containing the objects data - + - InventoryLSL Class, represents a Linden Scripting Language object + Deserialize the message + An containing the data - + - Construct an InventoryLSL object + Contains a list of prim owner information for a specific parcel in a simulator - A which becomes the - objects AssetUUID + + 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 + + - Construct an InventoryLSL object from a serialization stream + Serialize the object + An containing the objects data - + - InventorySnapshot Class, an image taken with the viewer + Deserialize the message + An containing the data - + - Construct an InventorySnapshot object + Prim ownership information for a specified owner on a single parcel - A which becomes the - objects AssetUUID - + + 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 + + - Construct an InventorySnapshot object from a serialization stream + The details of a single parcel in a region, also contains some regionwide globals - + + Simulator-local ID of this parcel + + + Maximum corner of the axis-aligned bounding box for this + parcel + + + Minimum corner of the axis-aligned bounding box for this + parcel + + + Total parcel land area + + + + + + Key of authorized buyer + + + Bitmap describing land layout in 4x4m squares across the + entire region + + + + + + Date land was claimed + + + Appears to always be zero + + + Parcel Description + + + + + + + + + Total number of primitives owned by the parcel group on + this parcel + + + Whether the land is deeded to a group or not + + + + + + Maximum number of primitives this parcel supports + + + The Asset UUID of the Texture which when applied to a + primitive will display the media + + + A URL which points to any Quicktime supported media type + + + A byte, if 0x1 viewer should auto scale media to fit object + + + URL For Music Stream + + + Parcel Name + + + Autoreturn value in minutes for others' objects + + + + + + Total number of other primitives on this parcel + + + UUID of the owner of this parcel + + + Total number of primitives owned by the parcel owner on + this parcel + + + + + + How long is pass valid for + + + Price for a temporary pass + + + + + + Disallows people outside the parcel from being able to see in + + + + + + + + + + + + True if the region denies access to age unverified users + + + + + + This field is no longer used + + + The result of a request for parcel properties + + + Sale price of the parcel, only useful if ForSale is set + The SalePrice will remain the same after an ownership + transfer (sale), so it can be used to see the purchase price after + a sale if the new owner has not changed it + + - InventoryAttachment Class, contains details on an attachable object + Number of primitives your avatar is currently + selecting and sitting on in this parcel - - - Construct an InventoryAttachment object - - A which becomes the - objects AssetUUID + + - + - Construct an InventoryAttachment object from a serialization stream + 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. - - - Get the last AttachmentPoint this object was attached to - + + Maximum primitives across the entire simulator - - - InventoryWearable Class, details on a clothing item or body part - + + Total primitives across the entire simulator - - - Construct an InventoryWearable object - - A which becomes the - objects AssetUUID + + - - - Construct an InventoryWearable object from a serialization stream - + + Key of parcel snapshot - - - The , Skin, Shape, Skirt, Etc - + + Parcel ownership status - - - InventoryAnimation Class, A bvh encoded object which animates an avatar - + + Total number of primitives on this parcel - - - 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 - + + A description of the media - - - Construct an InventoryGesture object - - A which becomes the - objects AssetUUID + + An Integer which represents the height of the media - - - Construct an InventoryGesture object from a serialization stream - + + An integer which represents the width of the media - - - A folder contains s and has certain attributes specific - to itself - + + A boolean, if true the viewer should loop the media - - The Preferred for a folder. + + A string which contains the mime type of the media - - The Version of this folder + + true to obscure (hide) media url - - Number of child items this folder contains. + + true to obscure (hide) music url - + - Constructor + Serialize the object - UUID of the folder + An containing the objects data - + - + Deserialize the message - + An containing the data - - - Get Serilization data for this InventoryFolder object - + + A message sent from the viewer to the simulator to updated a specific parcels settings - - - Construct an InventoryFolder object from a serialization stream - + + 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. - - - Tools for dealing with agents inventory - + + The which specifies how avatars which teleport + to this parcel are handled - - Used for converting shadow_id to asset_id + + The LocalID of the parcel to update settings on - - The event subscribers, null of no subscribers + + A string containing the description of the media which can be played + to visitors - - 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 + + + Deserialize the message + + An containing the data - - Raises the SaveAssetToInventory Event - A SaveAssetToInventoryEventArgs object containing - the data sent from the simulator + + + Serialize the object + + An containing the objects data - - Thread sync lock object + + Base class used for the RemoteParcelRequest message - - The event subscribers, null of no subscribers + + + A message sent from the viewer to the simulator to request information + on a remote parcel + - - Raises the ScriptRunningReply Event - A ScriptRunningReplyEventArgs object containing - the data sent from the simulator + + Local sim position of the parcel we are looking up - - Thread sync lock object + + Region handle of the parcel we are looking up - - Partial mapping of AssetTypes to folder names + + Region of the parcel we are looking up - + - Default constructor + Serialize the object - Reference to the GridClient object + An containing the objects data - + - Fetch an inventory item from the dataserver + Deserialize the message - 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 + An containing the data - + - Request A single inventory item + A message sent from the simulator to the viewer in response to a + which will contain parcel information - The items - The item Owners - - + + The grid-wide unique parcel ID + + - Request inventory items + Serialize the object - Inventory items to request - Owners of the inventory items - + An containing the objects data - + - Get contents of a folder + Deserialize the message - 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 + An containing the data - + - Request the contents of an inventory folder + A message containing a request for a remote parcel from a viewer, or a response + from the simulator to that request - 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 - - + + The request or response details block + + - Returns the UUID of the folder (category) that defaults to - containing 'type'. The folder is not necessarily only for that - type + Serialize the object - 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 + An containing the objects data - + - Find an object in inventory using a specific path to search + Deserialize the message - 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 + An containing the data - + - Find inventory items by path + Serialize the object - 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 + An containing the objects data - + - Search inventory Store object for an item or folder + Deserialize the message - 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 + An containing the data - + - Move an inventory item or folder to a new location + Serialize the object - The item or folder to move - The to move item or folder to + An containing the objects data - + - Move an inventory item or folder to a new location and change its name + Deserialize the message - The item or folder to move - The to move item or folder to - The name to change the item or folder to + An containing the data - + - Move and rename a folder + A message sent from the simulator to an agent which contains + the groups the agent is in - The source folders - The destination folders - The name to change the folder to - + + 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 + + - Update folder properties + Serialize the object - of the folder to update - Sets folder's parent to - Folder name - Folder type + An containing the objects data - + - Move a folder + Deserialize the message - The source folders - The destination folders + 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 + + - Move multiple folders, the keys in the Dictionary parameter, - to a new parents, the value of that folder's key. + A message sent from the viewer to the simulator which + specifies the language and permissions for others to detect + the language specified - A Dictionary containing the - of the source as the key, and the - of the destination as the value - + + A string containng the default language + to use for the agent + + + true of others are allowed to + know the language setting + + - Move an inventory item to a new folder + Serialize the object - The of the source item to move - The of the destination folder + An containing the objects data - + - Move and rename an inventory item + Deserialize the message - The of the source item to move - The of the destination folder - The name to change the folder to + An containing the data - + - Move multiple inventory items to new locations + An EventQueue message sent from the simulator to an agent when the agent + leaves a group - 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 + An Array containing the AgentID and GroupID - The of the folder - + - Remove a single item from inventory + Serialize the object - The of the inventory item to remove + An containing the objects data - + - Remove a folder from inventory + Deserialize the message - The of the folder to remove + 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 + + - Remove multiple items or folders from inventory + The request state - 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 + Serialize the object + An containing the objects data - + - Empty the Trash folder + 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 - - - - - Proper use is to upload the inventory's asset first, then provide the Asset's TransactionID here. - - - - + + 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 - - - - - Proper use is to upload the inventory's asset first, then provide the Asset's TransactionID here. - - - - - + + The uploaded texture asset ID + + - Creates a new inventory folder + 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 - ID of the folder to put this folder in - Name of the folder to create - The UUID of the newly created folder - + + Object containing request or response + + - Creates a new inventory folder + Serialize the object - 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 + An containing the objects data - + - Create an inventory item and upload asset data + Deserialize the message - 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 + An containing the data - + - Create an inventory item and upload asset data + A message sent from the simulator which indicates the minimum version required for + using voice chat - 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 - + + Major Version Required + + + Minor version required + + + The name of the region sending the version requrements + + - Creates inventory link to another inventory item or folder + Serialize the object - Put newly created link in folder with this UUID - Inventory item or folder - Method to call upon creation of the link + An containing the objects data - + - Creates inventory link to another inventory item + Deserialize the message - Put newly created link in folder with this UUID - Original inventory item - Method to call upon creation of the link + An containing the data - + - Creates inventory link to another inventory folder + A message sent from the simulator to the viewer containing the + voice server URI - Put newly created link in folder with this UUID - Original inventory folder - Method to call upon creation of the link - + + 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 + + - Creates inventory link to another inventory item or folder + Serialize the object - 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 + An containing the objects data - + - + Deserialize the message - - - - + An containing the data - + - - - - - - + + + + + + + - + Serialize the object - - - - - + An containing the objects data - + - Request a copy of an asset embedded within a notecard + Deserialize the message - 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 + 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 + + - Save changes to notecard embedded in object contents + Serialize the object - Encoded notecard asset data - Notecard UUID - Object's UUID - Called upon finish of the upload with status information + An containing the objects data - + - Upload new gesture asset for an inventory gesture item + Deserialize the message - Encoded gesture asset - Gesture inventory UUID - Callback whick will be called when upload is complete + An containing the data - + - Update an existing script in an agents Inventory + A message containing the request/response used for updating a gesture + contained with 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 - - + + Object containing request or response + + - Update an existing script in an task Inventory + Serialize the object - 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 - + An containing the objects data - + - Rez an object from inventory + Deserialize the message - Simulator to place object in - Rotation of the object when rezzed - Vector of where to place object - InventoryItem object containing item details + An containing the data - + - Rez an object from inventory + A message request/response which is used to update a notecard contained within + a tasks 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 - + + The of the Task containing the notecard asset to update + + + The notecard assets contained in the tasks inventory + + - Rez an object from inventory + Serialize the object - 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 + An containing the objects data - + - DeRez an object from the simulator to the agents Objects folder in the agents Inventory + Deserialize the message - The simulator Local ID of the object - If objectLocalID is a child primitive in a linkset, the entire linkset will be derezzed + An containing the data - + - DeRez an object from the simulator and return to inventory + 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 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 + The Notecard AssetID to replace - - - - - + - Give an inventory item to another avatar + Serialize the object - 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 + An containing the objects data - + - Give an inventory Folder with contents to another avatar + Deserialize the message - 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 + An containing the data - + - Copy or move an from agent inventory to a task (primitive) inventory + A message containing the request/response used for updating a notecard + contained with an agents 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 - + + Object containing request or response + + - Retrieve a listing of the items contained in a task (Primitive) + Serialize the object - 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 + An containing the objects data - + - Request the contents of a tasks (primitives) inventory from the - current simulator + Deserialize the message - The LocalID of the object - + An containing the data - + - Request the contents of a tasks (primitives) inventory + Serialize the object - The simulator Local ID of the object - A reference to the simulator object that contains the object - + An containing the objects data - + - Move an item from a tasks (Primitive) inventory to the specified folder in the avatars inventory + Deserialize the message - 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 + An containing the data - + - Remove an item from an objects (Prim) Inventory + 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 - 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]); - - + + 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 - + - Request the running status of a script contained in a task (primitive) inventory + A message sent from the viewer to the simulator + requesting the update of an existing script contained + within a tasks 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 - - + + 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 + + - Send a request to set the running state of a script contained in a task (primitive) inventory + Serialize the object - 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 + An containing the objects data - + - Create a CRC from an InventoryItem + Deserialize the message - The source InventoryItem - A uint representing the source InventoryItem as a CRC + An containing the data - + - Reverses a cheesy XORing with a fixed UUID to convert a shadow_id to an asset_id + A message containing either the request or response used in updating a script inside + a tasks inventory - Obfuscated shadow_id value - Deobfuscated asset_id value - + + Object containing request or response + + - Does a cheesy XORing with a fixed UUID to convert an asset_id to a shadow_id + Serialize the object - asset_id value to obfuscate - Obfuscated shadow_id value + An containing the objects data - + - Wrapper for creating a new object + Deserialize the message - The type of item from the enum - The of the newly created object - An object with the type and id passed + An containing the data - + - Parse the results of a RequestTaskInventory() response + Response from the simulator to notify the viewer the upload is completed, and + the UUID of the script asset and its compiled status - 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 + + The uploaded texture asset ID - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + true of the script was compiled successfully - + - 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 + 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 sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The 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 + + The existing asset if of the script in the agents inventory to replace - - Raised when the simulator sends us data containing - ... + + The language of the script + Defaults to lsl version 2, "mono" might be another possible option - - Raised when the simulator sends us data containing - ... + + + Serialize the object + + An containing the objects data - - Raised when the simulator sends us data containing - ... + + + Deserialize the message + + An containing the data - - Raised when the simulator sends us data containing - ... + + + A message containing either the request or response used in updating a script inside + an agents inventory + - - Raised when the simulator sends us data containing - ... + + Object containing request or response - + - Get this agents Inventory data + Serialize the object + An containing the objects data - + - Callback for inventory item creation finishing + Deserialize the message - Whether the request to create an inventory - item succeeded or not - Inventory item being created. If success is - false this will be null + An containing the data - + - Callback for an inventory item being create from an uploaded asset + Serialize the object - true if inventory item creation was successful - - - + An containing the objects data - + - + Deserialize the message - + An containing the data - + + Base class for Map Layers via Capabilities + + + + + - Reply received when uploading an inventory asset + Serialize the object - Has upload been successful - Error message if upload failed - Inventory asset UUID - New asset UUID + An containing the objects data - + - Delegate that is invoked when script upload is completed + Deserialize the message - 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 + An containing the data - + - 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. + Sent by an agent to the capabilities server to request map layers - + - Map layer request type + A message sent from the simulator to the viewer which contains an array of map images and their grid coordinates - - Objects and terrain are shown + + An array containing LayerData items - - Only the terrain is shown, no objects + + + Serialize the object + + An containing the objects data - - Overlay showing land for sale and for auction + + + Deserialize the message + + An containing the data - + - Type of grid item, such as telehub, event, populator location, etc. + An object containing map location details - - Telehub - - - PG rated event - - - Mature rated event + + The Asset ID of the regions tile overlay - - Popular location + + The grid location of the southern border of the map tile - - Locations of avatar groups in a region + + The grid location of the western border of the map tile - - Land for sale + + The grid location of the eastern border of the map tile - - Classified ad + + The grid location of the northern border of the map tile - - Adult rated event + + Object containing request or response - - Adult land for sale + + + Serialize the object + + An containing the objects data - + - Information about a region on the grid map + Deserialize the message + An containing the data - - Sim X position on World Map + + + New as of 1.23 RC1, no details yet. + - - Sim Y position on World Map + + + Serialize the object + + An containing the objects data - - Sim Name (NOTE: In lowercase!) + + + Deserialize the message + + An containing the data - - + + + Serialize the object + + An containing the objects data - - Appears to always be zero (None) + + + Deserialize the message + + An containing the data - - Sim's defined Water Height + + 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 + - - UUID of the World Map image + + An array containing the of the agents invited to this conference - - Unique identifier for this region, a combination of the X - and Y position + + 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" - + + + + - Visual chunk of the grid map + Serialize the object + An containing the objects data - + - Base class for Map Items + Deserialize the message + An containing the data - - 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 + + + A message sent from the agent to the simulator which tells the + simulator we've accepted a conference invitation + - - Get the Handle of the region + + The conference SessionID - + - Represents an agent or group of agents location + Serialize the object + An containing the objects data - + - Represents a Telehub location + Deserialize the message + An containing the data - + - Represents a non-adult parcel of land for sale + Serialize the object + An containing the objects data - + - Represents an Adult parcel of land for sale + Deserialize the message + An containing the data - + - Represents a PG Event + Serialize the object + An containing the objects data - + - Represents a Mature event + Deserialize the message + An containing the data - + - Represents an Adult event + Serialize the object + An containing the objects data - + - Manages grid-wide tasks such as the world map + Deserialize the message + An containing the data - - The event subscribers. null if no subcribers - - - Raises the CoarseLocationUpdate event - A CoarseLocationUpdateEventArgs object containing the - data sent by simulator - - - Thread sync lock object + + Key of sender - - The event subscribers. null if no subcribers + + Name of sender - - Raises the GridRegion event - A GridRegionEventArgs object containing the - data sent by simulator + + Key of destination avatar - - Thread sync lock object + + ID of originating estate - - The event subscribers. null if no subcribers + + Key of originating region - - Raises the GridLayer event - A GridLayerEventArgs object containing the - data sent by simulator + + Coordinates in originating region - - Thread sync lock object + + Instant message type - - The event subscribers. null if no subcribers + + Group IM session toggle - - Raises the GridItems event - A GridItemEventArgs object containing the - data sent by simulator + + Key of IM session, for Group Messages, the groups UUID - - Thread sync lock object + + Timestamp of the instant message - - The event subscribers. null if no subcribers + + Instant message text - - Raises the RegionHandleReply event - A RegionHandleReplyEventArgs object containing the - data sent by simulator + + Whether this message is held for offline avatars - - Thread sync lock object + + Context specific packed data - - A dictionary of all the regions, indexed by region name + + Is this invitation for voice group/conference chat - - A dictionary of all the regions, indexed by region handle + + + Serialize the object + + An containing the objects data - + - Constructor + Deserialize the message - Instance of GridClient object to associate with this GridManager instance + 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. - - + - Request a map layer + Serialize the object - The name of the region - The type of layer + 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 - - - - + - Request data for all mainland (Linden managed) simulators + The ChatterBoxSession's SessionID - + - Request the region handle for the specified region UUID + Serialize the object - UUID of the region to look up + An containing the objects data - + - Get grid region information using the region name, this function - will block until it can find the region or gives up + Deserialize the message - 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 + An containing the data - - Raised when the simulator sends a Region Data in response to - a Map request + + + Serialize the object + + An containing the objects data - - Raised when the simulator sends GridLayer object containing - a map tile coordinates and texture information + + + Deserialize the message + + An containing the data - - Raised when the simulator sends GridItems object containing - details on events, land sales at a specific location + + + Serialize the object + + An containing the objects data - - Raised in response to a Region lookup + + + Deserialize the message + + An containing the data - - Unknown + + + Serialize the object + + An containing the objects data - - Current direction of the sun + + + Deserialize the message + + An containing the data - - Current angular velocity of the sun + + + Serialize the object + + An containing the objects data - - Current world time + + + Deserialize the message + + An containing the data - + - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + + Event Queue message describing physics engine attributes of a list of objects + Sim sends these when object is selected + - + + Array with the list of physics properties + + - Login Request Parameters + Serializes the message + Serialized OSD - - The URL of the Login Server + + + Deseializes the message + + Incoming data to deserialize - - The number of milliseconds to wait before a login is considered - failed due to timeout + + + 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 + - - The request method - login_to_simulator is currently the only supported method + + + New URL + - - The Agents First name + + + Prim UUID where navigation occured + - - The Agents Last name + + + Face index + - - A md5 hashed password - plaintext password will be automatically hashed + + + Serialize the object + + An containing the objects data - - 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 + + + Deserialize the message + + An containing the data - - A string containing the client software channel information - Second Life Release + + Base class used for the ObjectMedia message - - 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 + + + Message used to retrive prim media data + - - A string containing the platform information the agent is running on + + + Prim UUID + - - A string hash of the network cards Mac Address + + + Requested operation, either GET or UPDATE + - - Unknown or deprecated + + + Serialize object + + Serialized object as OSDMap - - A string hash of the first disk drives ID used to identify this clients uniqueness + + + Deserialize the message + + An containing the data - - A string containing the viewers Software, this is not directly sent to the login server but - instead is used to generate the Version string + + + Message used to update prim media data + - - 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 + + + Prim UUID + - - If true, this agent agrees to the Terms of Service of the grid its connecting to + + + Array of media entries indexed by face number + - - Unknown + + + Media version string + - - An array of string sent to the login server to enable various options + + + Serialize object + + Serialized object as OSDMap - - 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 + + + Deserialize the message + + An containing the data - + - Default constuctor, initializes sane default values + Message used to update prim media data - + - Instantiates new LoginParams object and fills in the values + Prim UUID - Instance of GridClient to read settings from - Login first name - Login last name - Password - Login channnel (application name) - Client version, should be application name + version number - + - Instantiates new LoginParams object and fills in the values + Array of media entries indexed by face number - Instance of GridClient to read settings from - Login first name - Login last name - Password - Login channnel (application name) - Client version, should be application name + version number - URI of the login server - + - The decoded data returned from the login server after a successful login + Requested operation, either GET or UPDATE - - true, false, indeterminate + + + Serialize object + + Serialized object as OSDMap - - Login message of the day + + + Deserialize the message + + An containing the data - - M or PG, also agent_region_access and agent_access_max + + + Message for setting or getting per face MediaEntry + - + + The request or response details block + + - Parse LLSD Login Reply Data + Serialize the object - An - contaning the login response data - XML-RPC logins do not require this as XML-RPC.NET - automatically populates the struct properly using attributes + An containing the objects data - + - + Deserialize the message + An containing the data - - OK + + Details about object resource usage - - Transfer completed + + Object UUID - - + + Object name - - + + Indicates if object is group owned - - Unknown error occurred + + Locatio of the object - - Equivalent to a 404 error + + Object owner - - Client does not have permission for that resource + + Resource usage, keys are resource names, values are resource usage for that specific resource - - Unknown status + + + Deserializes object from OSD + + An containing the data - + - + Makes an instance based on deserialized data + serialized data + Instance containg deserialized data - - + + Details about parcel resource usage - - Unknown + + Parcel UUID - - Virtually all asset transfers use this channel + + Parcel local ID - + + Parcel name + + + Indicates if parcel is group owned + + + Parcel owner + + + Array of containing per object resource usage + + - + Deserializes object from OSD + An containing the data - - + + + Makes an instance based on deserialized data + + serialized data + Instance containg deserialized data - - Asset from the asset server + + Resource usage base class, both agent and parcel resource + usage contains summary information - - Inventory item + + Summary of available resources, keys are resource names, + values are resource usage for that specific resource - - Estate asset, such as an estate covenant + + Summary resource usage, keys are resource names, + values are resource usage for that specific resource - + - + Serializes object + serialized data - - + + + Deserializes object from OSD + + An containing the data - - + + Agent resource usage - - + + Per attachment point object resource usage - + - + Deserializes object from OSD + An containing the data - - - - - - - + - Image file format + Makes an instance based on deserialized data + serialized data + Instance containg deserialized data - + - + Detects which class handles deserialization of this message + An containing the data + Object capable of decoding this message - - Number of milliseconds passed since the last transfer - packet was received + + Request message for parcel resource usage - + + UUID of the parel to request resource usage info + + - + Serializes object + serialized data - + - + Deserializes object from OSD + An containing the data - + + Response message for parcel resource usage + + + URL where parcel resource usage details can be retrieved + + + URL where parcel resource usage summary can be retrieved + + - + Serializes object + serialized data - + - + Deserializes object from OSD + An containing the data - + - + Detects which class handles deserialization of this message + An containing the data + Object capable of decoding this message - + + Parcel resource usage + + + Array of containing per percal resource usage + + - + Deserializes object from OSD - - - - + An containing the data - + - + Reply to request for bunch if display names - - Number of milliseconds to wait for a transfer header packet if out of order data was received + + Current display name - - The event subscribers. null if no subcribers + + Following UUIDs failed to return a valid display name - - Raises the XferReceived event - A XferReceivedEventArgs object containing the - data returned from the simulator + + + Serializes the message + + OSD containting the messaage - - Thread sync lock object + + + Message sent when requesting change of the display name + - - The event subscribers. null if no subcribers + + Current display name - - Raises the AssetUploaded event - A AssetUploadedEventArgs object containing the - data returned from the simulator + + Desired new display name - - Thread sync lock object + + + Serializes the message + + OSD containting the messaage - - The event subscribers. null if no subcribers + + + Message recieved in response to request to change display name + - - Raises the UploadProgress event - A UploadProgressEventArgs object containing the - data returned from the simulator + + New display name - - Thread sync lock object + + String message indicating the result of the operation - - The event subscribers. null if no subcribers + + Numerical code of the result, 200 indicates success - - Raises the InitiateDownload event - A InitiateDownloadEventArgs object containing the - data returned from the simulator + + + Serializes the message + + OSD containting the messaage - - Thread sync lock object + + + Message recieved when someone nearby changes their display name + - - The event subscribers. null if no subcribers + + Previous display name, empty string if default - - Raises the ImageReceiveProgress event - A ImageReceiveProgressEventArgs object containing the - data returned from the simulator + + New display name - - Thread sync lock object + + + Serializes the message + + OSD containting the messaage - - Texture download cache + + + Archives assets + - + - Default constructor + Archive assets - A reference to the GridClient object - + - Request an asset download + Archive the assets given to this archiver to the given archive. - 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 + Write an assets metadata file to the given archive - 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 + Write asset data files to the given archive - 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 + Constants for the archiving module - 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 - - + - + The location of the archive control file - 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 + Path for the assets held in an archive - An AssetUpload object containing the data to upload to the simulator - + - Request an asset be uploaded to the simulator + Path for the prims file + + + + + Path for terrains. Technically these may be assets, but I think it's quite nice to split them out. - 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 + Path for region settings. - 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 + The character the separates the uuid from extension information in an archived asset filename - - 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 + Extensions used for asset types in the archive - 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 + An instance of DelegateWrapper which calls InvokeWrappedDelegate, + which in turn calls the DynamicInvoke method of the wrapped + delegate - 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 + Callback used to call EndInvoke on the asynchronously + invoked DelegateWrapper - 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 + Executes the specified delegate with the specified arguments + asynchronously on a thread pool thread - 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 + Invokes the wrapped delegate synchronously - The texture assets + + - + - Requests download of a mesh asset + Calls EndInvoke on the wrapper and Close on the resulting WaitHandle + to prevent resource leaks - UUID of the mesh asset - Callback when the request completes + - + - Lets TexturePipeline class fire the progress event + Delegate to wrap another delegate and its arguments - 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 + + Size of the byte array used to store raw packet data - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Raw packet data buffer - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Length of the data to transmit - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + EndPoint of the remote host - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + + Create an allocated UDP packet buffer for receiving a packet + - - Raised when the simulator responds sends + + + Create an allocated UDP packet buffer for sending a packet + + EndPoint of the remote host - - Raised during upload completes + + + Create an allocated UDP packet buffer for sending a packet + + EndPoint of the remote host + Size of the buffer to allocate for packet data - - Raised during upload with progres update + + + Object pool for packet buffers. This is used to allocate memory for all + incoming and outgoing packets, and zerocoding buffers for those packets + - - Fired when the simulator sends an InitiateDownloadPacket, used to download terrain .raw files + + + Initialize the object pool in client mode + + Server to connect to + + - - Fired when a texture is in the process of being downloaded by the TexturePipeline class + + + Initialize the object pool in server mode + + + - + - Callback used for various asset download requests + Returns a packet buffer with EndPoint set if the buffer is in + client mode, or with EndPoint set to null in server mode - Transfer information - Downloaded asset, null on fail + Initialized UDPPacketBuffer object - + - Callback used upon competition of baked texture upload + Default constructor - Asset UUID of the newly uploaded baked texture - + - A callback that fires upon the completition of the RequestMesh call + Check a packet buffer out of the pool - Was the download successfull - Resulting mesh or null on problems - - - Xfer data + A packet buffer object - - Upload data + + + + + Looking direction, must be a normalized vector + Up direction, must be a normalized vector - - Filename used on the simulator + + + 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 - - Filename used by the client + + Origin position of this coordinate frame - - UUID of the image that is in progress + + X axis of this coordinate frame, or Forward/At in grid terms - - Number of bytes received so far + + Y axis of this coordinate frame, or Left in grid terms - - Image size in bytes + + Z axis of this coordinate frame, or Up in grid terms @@ -23401,1668 +23985,2153 @@ Agent punching with right hand - - Agent acting repulsed + + Agent acting repulsed + + + Agent trying to be Chuck Norris + + + Rocks, Paper, Scissors 1, 2, 3 + + + Agent with hand flat over other hand + + + Agent with fist over other hand + + + Agent with two fingers spread over other hand + + + Agent running + + + Agent appearing sad + + + Agent saluting + + + Agent shooting bow (left handed) + + + Agent cupping mouth as if shouting + + + Agent shrugging shoulders + + + Agent in sit position + + + Agent in sit position (feminine) + + + Agent in sit position (generic) + + + Agent sitting on ground + + + Agent sitting on ground + + + + + + Agent sleeping on side + + + Agent smoking + + + Agent inhaling smoke + + + + + + Agent taking a picture + + + Agent standing + + + Agent standing up + + + Agent standing + + + Agent standing + + + Agent standing + + + Agent standing + + + Agent stretching + + + Agent in stride (fast walk) + + + Agent surfing + + + Agent acting surprised + + + Agent striking with a sword + + + Agent talking (lips moving) + + + Agent throwing a tantrum + + + Agent throwing an object (right handed) + + + Agent trying on a shirt + + + Agent turning to the left + + + Agent turning to the right + + + Agent typing + + + Agent walking + + + Agent whispering + + + Agent whispering with fingers in mouth + + + Agent winking + + + Agent winking + + + Agent worried + + + Agent nodding yes + + + Agent nodding yes with happy face + + + Agent floating with legs and arms crossed + + + + A dictionary containing all pre-defined animations + + A dictionary containing the pre-defined animations, + where the key is the animations ID, and the value is a string + containing a name to identify the purpose of the animation + + + + Extract the avatar UUID encoded in a SIP URI + + + + + + + Permissions for control of object media + + + + + Style of cotrols that shold be displayed to the user + + + + + Class representing media data for a single face + + + + Is display of the alternative image enabled + + + Should media auto loop + + + Shoule media be auto played + + + Auto scale media to prim face + + + Should viewer automatically zoom in on the face when clicked + + + Should viewer interpret first click as interaction with the media + or when false should the first click be treated as zoom in commadn + + + Style of controls viewer should display when + viewer media on this face - - Agent trying to be Chuck Norris + + Starting URL for the media - - Rocks, Paper, Scissors 1, 2, 3 + + Currently navigated URL - - Agent with hand flat over other hand + + Media height in pixes - - Agent with fist over other hand + + Media width in pixels - - Agent with two fingers spread over other hand + + Who can controls the media - - Agent running + + Who can interact with the media - - Agent appearing sad + + Is URL whitelist enabled - - Agent saluting + + Array of URLs that are whitelisted - - Agent shooting bow (left handed) + + + Serialize to OSD + + OSDMap with the serialized data - - Agent cupping mouth as if shouting + + + Deserialize from OSD data + + Serialized OSD data + Deserialized object - - Agent shrugging shoulders + + + A Wrapper around openjpeg to encode and decode images to and from byte arrays + - - Agent in sit position + + TGA Header size - - Agent in sit position (feminine) + + OpenJPEG is not threadsafe, so this object is used to lock + during calls into unmanaged code - - Agent in sit position (generic) + + + 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 - - Agent sitting on ground + + + Encode a object into a byte array + + The object to encode + a byte array of the encoded image - - Agent sitting on ground + + + 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 - - + + + + + + + - - Agent sleeping on side + + + + + + + + - - Agent smoking + + + 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 - - Agent inhaling smoke + + + 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! + - - Agent taking a picture + + + Information about a single packet in a JPEG2000 stream + - - Agent standing + + Packet start position - - Agent standing up + + Packet header end position - - Agent standing + + Packet end position - - Agent standing + + + Represents a texture + - - Agent standing + + A object containing image data - - Agent standing + + - - Agent stretching + + - - Agent in stride (fast walk) + + Initializes a new instance of an AssetTexture object - - Agent surfing + + + Initializes a new instance of an AssetTexture object + + A unique specific to this asset + A byte array containing the raw asset data - - Agent acting surprised + + + Initializes a new instance of an AssetTexture object + + A object containing texture data - - Agent striking with a sword + + + Populates the byte array with a JPEG2000 + encoded image created from the data in + - - Agent talking (lips moving) + + + Decodes the JPEG2000 data in AssetData to the + object + + True if the decoding was successful, otherwise false - - Agent throwing a tantrum + + + Decodes the begin and end byte positions for each quality layer in + the image + + - - Agent throwing an object (right handed) + + Override the base classes AssetType - - Agent trying on a shirt + + + Represents an that represents an avatars body ie: Hair, Etc. + - - Agent turning to the left + + Initializes a new instance of an AssetBodyPart object - - Agent turning to the right + + Initializes a new instance of an AssetBodyPart object with parameters + A unique specific to this asset + A byte array containing the raw asset data - - Agent typing + + Override the base classes AssetType - - Agent walking + + + + - - Agent whispering + + The avatar has no rights - - Agent whispering with fingers in mouth + + The avatar can see the online status of the target avatar - - Agent winking + + The avatar can see the location of the target avatar on the map - - Agent winking + + The avatar can modify the ojects of the target avatar - - Agent worried + + + 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 + - - Agent nodding yes + + + 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 - - Agent nodding yes with happy face + + + FriendInfo represented as a string + + A string reprentation of both my rights and my friends rights - - Agent floating with legs and arms crossed + + + System ID of the avatar + - + - A dictionary containing all pre-defined animations + full name of the avatar - 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 - + - Level of Detail mesh + True if the avatar is online - + - A linkset asset, containing a parent primitive and zero or more children + True if the friend can see if I am online - - Initializes a new instance of an AssetPrim object + + + True if the friend can see me on the map + - + - Initializes a new instance of an AssetPrim object + True if the freind can modify my objects - A unique specific to this asset - A byte array containing the raw asset data - + - + True if I can see if my friend is online - + - + True if I can see if my friend is on the map - - - Override the base classes AssetType + + + True if I can modify my friend's objects + - + - Only used internally for XML serialization/deserialization + My friend's rights represented as bitmapped flags - + - The deserialized form of a single primitive in a linkset asset + 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 of no subscribers + + The event subscribers. null if no subcribers - - Raises the AttachedSound Event - A AttachedSoundEventArgs object containing - the data sent from the simulator + + Raises the FriendOnline event + A FriendInfoEventArgs object containing the + data returned from the data server - + Thread sync lock object - - The event subscribers, null of no subscribers + + The event subscribers. null if no subcribers - - Raises the AttachedSoundGainChange Event - A AttachedSoundGainChangeEventArgs object containing - the data sent from the simulator + + Raises the FriendOffline event + A FriendInfoEventArgs object containing the + data returned from the data server - + Thread sync lock object - - The event subscribers, null of no subscribers + + The event subscribers. null if no subcribers - - Raises the SoundTrigger Event - A SoundTriggerEventArgs object containing - the data sent from the simulator + + Raises the FriendRightsUpdate event + A FriendInfoEventArgs object containing the + data returned from the data server - + Thread sync lock object - - The event subscribers, null of no subscribers + + The event subscribers. null if no subcribers - - Raises the PreloadSound Event - A PreloadSoundEventArgs object containing - the data sent from the simulator + + 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 + + - Construct a new instance of the SoundManager class, used for playing and receiving - sound assets + 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 reference to the current GridClient instance - + - Plays a sound in the current region at full volume from avatar position + 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. - UUID of the sound to be played + 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. - + - Plays a sound in the current region at full volume + Use to map a friends location on the grid. - UUID of the sound to be played. - position for the sound to be played at. Normally the avatar. + Friends UUID to find + - + - Plays a sound in the current region + Use to track a friends movement on the grid - 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 + Friends Key - + - Plays a sound in the specified sim + Ask for a notification of friend's online status - 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 + Friend's UUID - + - Play a sound asset + This handles the asynchronous response of a RequestAvatarNames call. - 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 + + 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 - - 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 + Populate FriendList with data from the login reply - Simulator where the event originated - The sound asset id - The ID of the owner - The ID of the object - The volume level - The + 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 - - Simulator where the event originated + + Raised when the simulator sends notification one of the members in our friends list comes online - - Get the sound asset id + + Raised when the simulator sends notification one of the members in our friends list goes offline - - Get the ID of the owner + + Raised when the simulator sends notification one of the members in our friends list grants or revokes permissions - - Get the ID of the Object + + Raised when the simulator sends us the names on our friends list - - Get the volume level + + Raised when the simulator sends notification another agent is offering us friendship - - Get the + + Raised when a request we sent to friend another agent is accepted or declined - - Provides data for the event - The event occurs when an attached sound - changes its volume level + + Raised when the simulator sends notification one of the members in our friends list has terminated + our friendship - - - Construct a new instance of the AttachedSoundGainChangedEventArgs class - - Simulator where the event originated - The ID of the Object - The new volume level + + Raised when the simulator sends the location of a friend we have + requested map location info for - - Simulator where the event originated + + Contains information on a member of our friends list - - Get the ID of the Object + + + Construct a new instance of the FriendInfoEventArgs class + + The FriendInfo - - Get the volume level + + Get the FriendInfo - - 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); - } - - + + Contains Friend Names - + - Construct a new instance of the SoundTriggerEventArgs class + Construct a new instance of the FriendNamesEventArgs class - Simulator where the event originated - The sound asset id - The ID of the owner - The ID of the object - The ID of the objects parent - The volume level - The regionhandle - The source position - - - Simulator where the event originated - - - Get the sound asset id + A dictionary where the Key is the ID of the Agent, + and the Value is a string containing their name - - Get the ID of the owner + + A dictionary where the Key is the ID of the Agent, + and the Value is a string containing their name - - Get the ID of the Object + + Sent when another agent requests a friendship with our agent - - Get the ID of the objects parent + + + 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 volume level + + Get the ID of the agent requesting friendship - - Get the regionhandle + + Get the name of the agent requesting friendship - - Get the source position + + Get the ID of the session, used in accepting or declining the + friendship offer - - 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") - } - - + + A response containing the results of our request to form a friendship with another agent - + - Construct a new instance of the PreloadSoundEventArgs class + Construct a new instance of the FriendShipResponseEventArgs class - Simulator where the event originated - The sound asset id - The ID of the owner - The ID of the object + 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 - - Simulator where the event originated + + Get the ID of the agent we requested a friendship with - - Get the sound asset id + + Get the name of the agent we requested a friendship with - - Get the ID of the owner + + true if the agent accepted our friendship offer - - Get the ID of the Object + + Contains data sent when a friend terminates a friendship with us - + - A Name Value pair with additional settings, used in the protocol - primarily to transmit avatar names and active group in object packets + 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 - + - Constructor that takes all the fields as parameters + Data sent in response to a request which contains the information to allow us to map the friends location - - - - - - + - Constructor that takes a single line from a NameValue field + 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 - - Type of the value + + Get the ID of the agent we have received location information for - - Unknown + + Get the region handle where our mapped friend is located - - String value + + Get the simulator local position where our friend is located - - + + + + - - + + OK - + + Transfer completed + + - + - - Deprecated + + Unknown error occurred - - String value, but designated as an asset + + 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 + + + + + + + - + - - Describes tasks returned in LandStatReply + + - + - Estate level administration and utilities + When requesting image download, type of the image requested - - Textures for each of the four terrain height levels + + Normal in-world object texture - - Upper/lower texture boundaries for each corner of the sim + + Avatar texture - + + Server baked avatar texture + + - Constructor for EstateTools class + Image file format - - - The event subscribers. null if no subcribers + + + + - - Raises the TopCollidersReply event - A TopCollidersReplyEventArgs object containing the - data returned from the data server + + Number of milliseconds passed since the last transfer + packet was received - - 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 + + + + - + + 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 EstateGroupsReply event - A EstateGroupsReplyEventArgs object containing the - data returned from the data server + + 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 EstateManagersReply event - A EstateManagersReplyEventArgs object containing the - data returned from the data server + + 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 EstateBansReply event - A EstateBansReplyEventArgs object containing the - data returned from the data server + + 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 EstateCovenantReply event - A EstateCovenantReplyEventArgs object containing the - data returned from the data server + + 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 EstateUpdateInfoReply event - A EstateUpdateInfoReplyEventArgs object containing the - data returned from the data server + + Raises the ImageReceiveProgress event + A ImageReceiveProgressEventArgs object containing the + data returned from the simulator - + Thread sync lock object - + + Texture download cache + + - Requests estate information such as top scripts and colliders + Default constructor - - - - - - - Requests estate settings, including estate manager and access/ban lists + A reference to the GridClient object - - Requests the "Top Scripts" list for the current region + + + 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 - - Requests the "Top Colliders" list for the current region + + + 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 - + - Set several estate specific configuration variables + Request an asset download - 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 + 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 return of objects owned by specified avatar + Request an asset download through the almost deprecated Xfer system - 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 + 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 for setting and retrieving various estate panel settings + Used to force asset data into the PendingUpload property, ie: for raw terrain uploads - EstateOwnerMessage Method field - List of parameters to include + An AssetUpload object containing the data to upload to the simulator - + - Kick an avatar from an estate + Request an asset be uploaded to the simulator - Key of Agent to remove + 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 - + - Ban an avatar from an estate - Key of Agent to remove - Ban user from this estate and all others owned by the estate owner + 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 - - Unban an avatar from an estate - Key of Agent to remove - /// Unban user from this estate and all others owned by the estate owner + + + 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 - + - Send a message dialog to everyone in an entire estate + Initiate an asset upload - Message to send all users in the estate + 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; + } + } + } + + - + - Send a message dialog to everyone in a simulator + 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 - Message to send all users in 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 - + - Send an avatar back to their home location + 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 - Key of avatar to send home + 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 - + - Begin the region restart process + 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 - + - Cancels a region restart + Cancel a texture request + The texture assets - - 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 + Requests download of a mesh asset - A byte array containing the encoded terrain data - The name of the file being uploaded - The Id of the transfer request + UUID of the mesh asset + Callback when the request completes - + - Teleports all users home in current Estate + Fetach avatar texture on a grid capable of server side baking + ID of the avatar + ID of the texture + Name of the part of the avatar texture applies to + Callback invoked on operation completion - + - Remove estate manager - Key of Agent to Remove - removes manager to this estate and all others owned by the estate owner + Lets TexturePipeline class fire the progress event + + The texture ID currently being downloaded + the number of bytes transferred + the total number of bytes expected - - - Add estate manager - Key of Agent to Add - Add agent as manager to this estate and all others owned by the estate owner + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - 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 + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - Removes an agent from the estate Allowed list - Key of Agent to Remove - Removes agent as an allowed reisdent from All estates if true + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - - 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 + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - - 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 - + 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 simulator responds sends - - Raised when the data server responds to a request. + + Raised during upload completes - - Raised when the data server responds to a request. + + Raised during upload with progres update - - Raised when the data server responds to a request. + + Fired when the simulator sends an InitiateDownloadPacket, used to download terrain .raw files - - Raised when the data server responds to a request. + + Fired when a texture is in the process of being downloaded by the TexturePipeline class - - Raised when the data server responds to a request. + + + Callback used for various asset download requests + + Transfer information + Downloaded asset, null on fail - - Raised when the data server responds to a request. + + + Callback used upon competition of baked texture upload + + Asset UUID of the newly uploaded baked texture - - Raised when the data server responds to a request. + + + A callback that fires upon the completition of the RequestMesh call + + Was the download successfull + Resulting mesh or null on problems - - Used in the ReportType field of a LandStatRequest + + Xfer data - - Used by EstateOwnerMessage packets + + Upload data - - Used by EstateOwnerMessage packets + + Filename used on the simulator - + + Filename used by the client + + + UUID of the image that is in progress + + + Number of bytes received so far + + + Image size in bytes + + + The event subscribers. null if no subcribers + + + Raises the LandPatchReceived event + A LandPatchReceivedEventArgs object containing the + data returned from the simulator + + + Thread sync lock object + + - + Default constructor + - - No flags set - - - Only return targets scripted objects + + Raised when the simulator responds sends - - Only return targets objects if on others land + + Simulator from that sent tha data - - Returns target's scripted objects and objects on other parcels + + Sim coordinate of the patch - - Ground texture settings for each corner of the region + + Sim coordinate of the patch - - Used by GroundTextureHeightSettings + + Size of tha patch - - The high and low texture thresholds for each corner of the sim + + Heightmap for the patch - - Raised on LandStatReply when the report type is for "top colliders" + + + Registers, unregisters, and fires events generated by incoming packets + - - Construct a new instance of the TopCollidersReplyEventArgs class - The number of returned items in LandStatReply - Dictionary of Object UUIDs to tasks returned in LandStatReply + + Reference to the GridClient object - + - The number of returned items in LandStatReply + Default constructor + - + - A Dictionary of Object UUIDs to tasks returned in LandStatReply + Register an event handler + Use PacketType.Default to fire this event on every + incoming packet + Packet type to register the handler for + Callback to be fired + True if this callback should be ran + asynchronously, false to run it synchronous - - 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 + + + Unregister an event handler + + Packet type to unregister the handler for + Callback to be unregistered - + - The number of scripts returned in LandStatReply + Fire the events registered for this packet type + Incoming packet type + Incoming packet + Simulator this packet was received from - + - A Dictionary of Object UUIDs to tasks returned in LandStatReply + Object that is passed to worker threads in the ThreadPool for + firing packet callbacks - - Returned, along with other info, upon a successful .RequestInfo() + + Callback to fire for this packet - - 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 + + Reference to the simulator that this packet came from - + + The packet that needs to be processed + + - The identifier of the estate + Registers, unregisters, and fires events generated by the Capabilities + event queue - + + Reference to the GridClient object + + - The number of returned itmes + Default constructor + Reference to the GridClient object - + - List of UUIDs of Banned Users + 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 - - 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 + + + Unregister a previously registered capabilities handler + + Capability event name unregister the + handler for + Callback to unregister - + - The identifier of the estate + Fire the events registered for this event type synchronously + Capability name + Decoded event body + Reference to the simulator that + generated this event - + - The number of returned items + Fire the events registered for this event type asynchronously + Capability name + Decoded event body + Reference to the simulator that + generated this event - + - List of UUIDs of Allowed Users + Object that is passed to worker threads in the ThreadPool for + firing CAPS callbacks - - Returned, along with other info, upon a successful .RequestInfo() + + Callback to fire for this packet - - Construct a new instance of the EstateGroupsReplyEventArgs class - The estate's identifier on the grid - The number of Groups - Allowed Groups UUIDs + + Name of the CAPS event - - - The identifier of the estate - + + Strongly typed decoded data - + + Reference to the simulator that generated this event + + + Describes tasks returned in LandStatReply + + - The number of returned items + Estate level administration and utilities - + + Textures for each of the four terrain height levels + + + Upper/lower texture boundaries for each corner of the sim + + - List of UUIDs of Allowed Groups + Constructor for EstateTools class + - - Returned, along with other info, upon a successful .RequestInfo() + + The event subscribers. null if no subcribers - - Construct a new instance of the EstateManagersReplyEventArgs class - The estate's identifier on the grid - The number of Managers - Managers UUIDs + + 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 + + - The identifier of the estate + 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 - + - The number of returned items + 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 - + - List of UUIDs of the Estate's Managers + 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 - - 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 + Used for setting and retrieving various estate panel settings + EstateOwnerMessage Method field + List of parameters to include - + - The timestamp + Kick an avatar from an estate + Key of Agent to remove - + - The Estate name - + 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 + + - The Estate Owner's ID (can be a GroupID) + Send a message dialog to everyone in an entire estate + Message to send all users in the estate - - 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 + Send a message dialog to everyone in a simulator + Message to send all users in the simulator - + - The Estate Owner's ID (can be a GroupID) + Send an avatar back to their home location + Key of avatar to send home - + - The identifier of the estate on the grid + Begin the region restart process - - - - + - Holds group information for Avatars such as those you might find in a profile + Cancels a region restart - - true of Avatar accepts group notices - - - Groups Key - - - Texture Key for groups insignia + + Estate panel "Region" tab settings - - Name of the group + + Estate panel "Debug" tab settings - - Powers avatar has in the group + + Used for setting the region's terrain textures for its four height levels + + + + - - Avatars Currently selected title + + Used for setting sim terrain texture heights - - true of Avatar has chosen to list this in their profile + + Requests the estate covenant - + - Contains an animation currently being played by an agent + 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 - - 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 + Teleports all users home in current Estate - + - 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 + Remove estate manager + Key of Agent to Remove + removes manager to this estate and all others owned by the estate owner - - The event subscribers, null of no subscribers + + + Add estate manager + Key of Agent to Add + Add agent as manager to this estate and all others owned by the estate owner - - Raises the AvatarGroupsReply Event - A AvatarGroupsReplyEventArgs object containing - the data sent from the simulator + + + 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 - - Thread sync lock object + + + Removes an agent from the estate Allowed list + Key of Agent to Remove + Removes agent as an allowed reisdent from All estates if true - - The event subscribers, null of no subscribers + + + + 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 - - Raises the AvatarPickerReply Event - A AvatarPickerReplyEventArgs object containing - the data sent from the simulator + + + + Removes a group from the estate Allowed list + Key of Group to Remove + Removes Group as an allowed Group from All estates if true - - Thread sync lock object + + 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 + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Raises the ViewerEffectPointAt Event - A ViewerEffectPointAtEventArgs object containing - the data sent from the simulator + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Thread sync lock object + + Raised when the data server responds to a request. - - The event subscribers, null of no subscribers + + Raised when the data server responds to a request. - - Raises the ViewerEffectLookAt Event - A ViewerEffectLookAtEventArgs object containing - the data sent from the simulator + + Raised when the data server responds to a request. - - Thread sync lock object + + Raised when the data server responds to a request. - - The event subscribers, null of no subscribers + + Raised when the data server responds to a request. - - Raises the ViewerEffect Event - A ViewerEffectEventArgs object containing - the data sent from the simulator + + Raised when the data server responds to a request. - - Thread sync lock object + + Raised when the data server responds to a request. - - The event subscribers, null of no subscribers + + Raised when the data server responds to a request. - - Raises the AvatarPicksReply Event - A AvatarPicksReplyEventArgs object containing - the data sent from the simulator + + Used in the ReportType field of a LandStatRequest - - Thread sync lock object + + Used by EstateOwnerMessage packets - - The event subscribers, null of no subscribers + + Used by EstateOwnerMessage packets - - Raises the PickInfoReply Event - A PickInfoReplyEventArgs object containing - the data sent from the simulator + + + + - - Thread sync lock object + + No flags set - - The event subscribers, null of no subscribers + + Only return targets scripted objects - - Raises the AvatarClassifiedReply Event - A AvatarClassifiedReplyEventArgs object containing - the data sent from the simulator + + Only return targets objects if on others land - - Thread sync lock object + + Returns target's scripted objects and objects on other parcels - - The event subscribers, null of no subscribers + + Ground texture settings for each corner of the region - - Raises the ClassifiedInfoReply Event - A ClassifiedInfoReplyEventArgs object containing - the data sent from the simulator + + Used by GroundTextureHeightSettings - - Thread sync lock object + + The high and low texture thresholds for each corner of the sim - - - Represents other avatars - - + + Raised on LandStatReply when the report type is for "top colliders" - - Tracks the specified avatar on your map - Avatar ID to track + + Construct a new instance of the TopCollidersReplyEventArgs class + The number of returned items in LandStatReply + Dictionary of Object UUIDs to tasks returned in LandStatReply - + - Request a single avatar name + The number of returned items in LandStatReply - The avatar key to retrieve a name for - + - Request a list of avatar names + A Dictionary of Object UUIDs to tasks returned in LandStatReply - The avatar keys to retrieve names for - - - Start a request for Avatar Properties - - + + 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 + + - Search for an avatar (first name, last name) + The number of scripts returned in LandStatReply - The name to search for - An ID to associate with this query - + - Start a request for Avatar Picks + A Dictionary of Object UUIDs to tasks returned in LandStatReply - UUID of the avatar - + + 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 + + - Start a request for Avatar Classifieds + The identifier of the estate - UUID of the avatar - + - Start a request for details of a specific profile pick + The number of returned itmes - UUID of the avatar - UUID of the profile pick - + - Start a request for details of a specific profile classified + List of UUIDs of Banned Users - 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 + + Returned, along with other info, upon a successful .RequestInfo() - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Construct a new instance of the EstateUsersReplyEventArgs class + The estate's identifier on the grid + The number of users + Allowed users UUIDs - + - 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 identifier of the estate - 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 + + + The number of returned items + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + + List of UUIDs of Allowed Users + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Returned, along with other info, upon a successful .RequestInfo() - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Construct a new instance of the EstateGroupsReplyEventArgs class + The estate's identifier on the grid + The number of Groups + Allowed Groups UUIDs - - Raised when the simulator sends us data containing - an agents animation playlist + + + The identifier of the estate + - - Raised when the simulator sends us data containing - the appearance information for an agent + + + The number of returned items + - - Raised when the simulator sends us data containing - agent names/id values + + + List of UUIDs of Allowed Groups + - - Raised when the simulator sends us data containing - the interests listed in an agents profile + + Returned, along with other info, upon a successful .RequestInfo() - - Raised when the simulator sends us data containing - profile property information for an agent + + Construct a new instance of the EstateManagersReplyEventArgs class + The estate's identifier on the grid + The number of Managers + Managers UUIDs - - Raised when the simulator sends us data containing - the group membership an agent is a member of + + + The identifier of the estate + - - Raised when the simulator sends us data containing - name/id pair + + + The number of returned items + - - Raised when the simulator sends us data containing - the objects and effect when an agent is pointing at + + + List of UUIDs of the Estate's Managers + - - Raised when the simulator sends us data containing - the objects and effect when an agent is looking at + + Returned, along with other info, upon a successful .RequestInfo() - - Raised when the simulator sends us data containing - an agents viewer effect information + + 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) - - Raised when the simulator sends us data containing - the top picks from an agents profile + + + The Covenant + - - Raised when the simulator sends us data containing - the Pick details + + + The timestamp + - - Raised when the simulator sends us data containing - the classified ads an agent has placed + + + The Estate name + - - Raised when the simulator sends us data containing - the details of a classified ad + + + The Estate Owner's ID (can be a GroupID) + - - 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); - } - } - } - - + + 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 + + + - Construct a new instance of the AvatarAnimationEventArgs class + The estate's name - The ID of the agent - The list of animations to start - - Get the ID of the agent + + + The Estate Owner's ID (can be a GroupID) + - - Get the list of animations to start + + + The identifier of the estate on the grid + - - 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 + Represends individual HTTP Download request - The simulator request was from - The ID of the agent - true of the agent is a trial account - The default agent texture - The agents appearance layer textures - The for the agent - - Get the Simulator this request is from of the agent + + URI of the item to fetch - - Get the ID of the agent + + Timout specified in milliseconds - - true if the agent is a trial account + + Download progress callback - - Get the default agent texture + + Download completed callback - - Get the agents appearance layer textures + + Accept the following content type - - Get the for the agent + + How many times will this request be retried - - Represents the interests from the profile of an agent + + Current fetch attempt - - Get the ID of the agent + + Default constructor - - The properties of an agent + + Constructor - - Get the ID of the agent + + + Manages async HTTP downloads with a limit on maximum + concurrent downloads + - - Get the ID of the agent + + Default constructor - - Get the ID of the agent + + Cleanup method - - Get the ID of the avatar + + Setup http download request + + + Check the queue for pending work + + + Enqueue a new HTPP download + + + Maximum number of parallel downloads from a single endpoint + + + Client certificate diff --git a/bin/OpenMetaverse.dll b/bin/OpenMetaverse.dll index 3e210ba..9054a99 100755 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 f5423b2..6b7b999 100644 --- a/bin/OpenMetaverse.dll.config +++ b/bin/OpenMetaverse.dll.config @@ -1,5 +1,7 @@ - - - + + + + + diff --git a/bin/OpenMetaverseTypes.XML b/bin/OpenMetaverseTypes.XML index befc8d4..7d00b1b 100644 --- a/bin/OpenMetaverseTypes.XML +++ b/bin/OpenMetaverseTypes.XML @@ -4,114 +4,65 @@ OpenMetaverseTypes - + - A three-dimensional vector with doubleing-point values + A thread-safe lockless queue that supports multiple readers and + multiple writers - - 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 + + Queue head - - - 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 + + Queue tail - - - IComparable.CompareTo implementation - + + Queue item count - + - Test if this vector is composed of all finite numbers + Constructor - + - Builds a vector from a byte array + Enqueue an item - Byte array containing a 24 byte vector - Beginning position in the byte array + Item to enqeue - + - Returns the raw bytes for this vector + Try to dequeue an item - A 24 byte array containing X, Y, and Z + Dequeued item if the dequeue was successful + True if an item was successfully deqeued, otherwise false - - - 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 + + Gets the current number of items in the queue. Since this + is a lockless collection this value should be treated as a close + estimate - + - Parse a vector from a string + Provides a node container for data in a singly linked list - A string representation of a 3D vector, enclosed - in arrow brackets and separated by commas - - - Interpolates between two vectors using a cubic equation - + + Pointer to the next node in list - - - Get a formatted string representation of the vector - - A string representation of the vector + + The data contained by the node - + - Get a string representation of the vector elements with up to three - decimal digits and separated by spaces only + Constructor - Raw string representation of the vector - + - Cross product between two vectors + Constructor - - 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 - Attribute class that allows extra attributes to be attached to ENUMs @@ -235,6 +186,15 @@ Linden mesh format + + Marketplace direct delivery inbox ("Received Items") + + + Marketplace direct delivery outbox + + + + Inventory Item Types, eg Script, Notecard, Folder, etc @@ -355,292 +315,259 @@ Tattoo + + Physics + Invalid wearable asset - + - A hierarchical token bucket for bandwidth throttling. See - http://en.wikipedia.org/wiki/Token_bucket for more information + An 8-bit color structure including an alpha channel - - Parent bucket to this bucket, or null if this is a root - bucket + + Red - - Size of the bucket in bytes. If zero, the bucket has - infinite capacity + + Green - - Rate that the bucket fills, in bytes per millisecond. If - zero, the bucket always remains full + + Blue - - Number of tokens currently in the bucket + + Alpha - - Time of the last drip, in system ticks + + + + + + + + - + - Default constructor + Builds a color from a byte array - 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 + 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 - + - Remove a given number of tokens from the bucket + Returns the raw bytes for this vector - Number of tokens to remove from the bucket - True if the requested number of tokens were removed from - the bucket, otherwise false + 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 - + - Remove a given number of tokens from the bucket + Copy constructor - 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 + Color to copy - + - 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 + IComparable.CompareTo implementation - True if tokens were added to the bucket, otherwise false + Sorting ends up like this: |--Grayscale--||--Color--|. + Alpha is only used when the colors are otherwise equivalent - + - 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 + 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 - + - Maximum burst rate in bytes per second. This is the maximum number - of tokens that can accumulate in the bucket at any one time + 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 - + - The speed limit of this bucket in bytes per second. This is the - number of tokens that are added to the bucket per second + Serializes this color into four bytes in a byte array - Tokens are added to the bucket any time - is called, at the granularity of - the system tick interval (typically around 15-22ms) + 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) - + - 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 + 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 - + - A thread-safe lockless queue that supports multiple readers and - multiple writers + Ensures that values are in range 0-1 - - Queue head - - - Queue tail - - - Queue item count - - + - Constructor + Create an RGB color from a hue, saturation, value combination + Hue + Saturation + Value + An fully opaque RGB color (alpha is 1.0) - + - Enqueue an item + Performs linear interpolation between two colors - Item to enqeue + Color to start at + Color to end at + Amount to interpolate + The interpolated color - - - Try to dequeue an item - - Dequeued item if the dequeue was successful - True if an item was successfully deqeued, otherwise false + + A Color4 with zero RGB values and fully opaque (alpha 1.0) - - Gets the current number of items in the queue. Since this - is a lockless collection this value should be treated as a close - estimate + + A Color4 with full RGB values (1.0) and fully opaque (alpha 1.0) - + - Provides a node container for data in a singly linked list + A three-dimensional vector with doubleing-point values - - Pointer to the next node in list + + X value - - The data contained by the node + + Y value - + + Z value + + - Constructor + Constructor, builds a vector from a byte array + Byte array containing three eight-byte doubles + Beginning position in the byte array - + - Constructor + 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 - + - An 8-bit color structure including an alpha channel + IComparable.CompareTo implementation - - Red - - - Green - - - Blue - - - Alpha - - + - + Test if this vector is composed of all finite numbers - - - - - + - Builds a color from a byte array + Builds a vector from a byte array - Byte array containing a 16 byte color + Byte array containing a 24 byte vector 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 + A 24 byte array containing X, Y, and Z - + - Copy constructor + Writes the raw bytes for this vector to a byte array - Color to copy + Destination byte array + Position in the destination array to start + writing. Must be at least 24 bytes before the end of the array - + - IComparable.CompareTo implementation + Parse a vector from a string - Sorting ends up like this: |--Grayscale--||--Color--|. - Alpha is only used when the colors are otherwise equivalent + A string representation of a 3D vector, enclosed + in arrow brackets and separated by commas - + - Builds a color from a byte array + Interpolates between two vectors using a cubic equation - 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 + Get a formatted string representation of the vector - Destination byte array - Position in the destination array to start - writing. Must be at least 16 bytes before the end of the array + A string representation of the vector - + - Serializes this color into four bytes in a byte array + Get a string representation of the vector elements with up to three + decimal digits and separated by spaces only - 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) + Raw string representation of the vector - + - Writes the raw bytes for this color to a byte array + Cross product between two vectors - 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 + Implicit casting for Vector3 > Vector3d + + - - - Create an RGB color from a hue, saturation, value combination - - Hue - Saturation - Value - An fully opaque RGB color (alpha is 1.0) + + A vector with a value of 0,0,0 - - - Performs linear interpolation between two colors - - Color to start at - Color to end at - Amount to interpolate - The interpolated color + + A vector with a value of 1,1,1 - - A Color4 with zero RGB values and fully opaque (alpha 1.0) + + A unit vector facing forward (X axis), value of 1,0,0 - - A Color4 with full RGB values (1.0) and fully opaque (alpha 1.0) + + A unit vector facing left (Y axis), value of 0,1,0 + + + A unit vector facing up (Z axis), value of 0,0,1 @@ -661,193 +588,218 @@ Before the wait 'numWaiters' is incremented and is restored before leaving this routine. - + + X value + + + Y value + + + Z value + + + W value + + - Copy constructor + Build a quaternion from normalized float values - Circular queue to copy + X value from -1.0 to 1.0 + Y value from -1.0 to 1.0 + Z value from -1.0 to 1.0 - + - A 128-bit Universally Unique Identifier, used throughout the Second - Life networking protocol + 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. - - The System.Guid object this struct wraps around + + + Normalizes the quaternion + - + - Constructor that takes a string UUID representation + Builds a quaternion object from a byte array - A string representation of a UUID, case - insensitive and can either be hyphenated or non-hyphenated - UUID("11f8aa9c-b071-4242-836b-13b7abe0d489") + 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. - + - Constructor that takes a System.Guid object + Normalize this quaternion and serialize it to a byte array - A Guid object that contains the unique identifier - to be represented by this UUID + A 12 byte array containing normalized X, Y, and Z floating + point values in order using little endian byte ordering - + - Constructor that takes a byte array containing a UUID + Writes the raw bytes for this quaternion to a byte array - Byte array containing a 16 byte UUID - Beginning offset in the array + Destination byte array + Position in the destination array to start + writing. Must be at least 12 bytes before the end of the array - + - Constructor that takes an unsigned 64-bit unsigned integer to - convert to a UUID + Convert this quaternion to euler angles - 64-bit unsigned integer to convert to a UUID + X euler angle + Y euler angle + Z euler angle - + - Copy constructor + Convert this quaternion to an angle around an axis - UUID to copy + Unit vector describing the axis + Angle around the axis, in radians - + - IComparable.CompareTo implementation + Returns the conjugate (spatial inverse) of a quaternion - + - Assigns this UUID from 16 bytes out of a byte array + Build a quaternion from an axis and an angle of rotation around + that axis - 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 + Build a quaternion from an axis and an angle of rotation around + that axis - A 16 byte array containing this UUID + Axis of rotation + Angle of rotation - + - Writes the raw bytes for this UUID to a byte array + Creates a quaternion from a vector containing roll, pitch, and yaw + in radians - Destination byte array - Position in the destination array to start - writing. Must be at least 16 bytes before the end of the array + Vector representation of the euler angles in + radians + Quaternion representation of the euler angles - + - Calculate an LLCRC (cyclic redundancy check) for this UUID + Creates a quaternion from roll, pitch, and yaw euler angles in + radians - The CRC checksum for this UUID + X angle in radians + Y angle in radians + Z angle in radians + Quaternion representation of the euler angles - + - Create a 64-bit integer representation from the second half of this UUID + Conjugates and renormalizes a vector - An integer created from the last eight bytes of this UUID - + - Generate a UUID from a string + Spherical linear interpolation between two quaternions - 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 + Get a string representation of the quaternion elements with up to three + decimal digits and separated by spaces only - 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) + Raw string representation of the quaternion - + + A quaternion with a value of 0,0,0,1 + + - Combine two UUIDs together by taking the MD5 hash of a byte array - containing both UUIDs + Copy constructor - First UUID to combine - Second UUID to combine - The UUID product of the combination + Circular queue to copy - + - + Same as Queue except Dequeue function blocks until there is an object to return. + Note: This class does not need to be synchronized - - + - Return a hash code for this UUID, used by .NET for hash tables + Create new BlockingQueue. - An integer composed of all the UUID bytes XORed together + The System.Collections.ICollection to copy elements from - + - Comparison function + Create new BlockingQueue. - An object to compare to this UUID - True if the object is a UUID and both UUIDs are equal + The initial number of elements that the queue can contain - + - Comparison function + Create new BlockingQueue. - UUID to compare to - True if the UUIDs are equal, otherwise false - + + + 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. + + - Get a hyphenated string representation of this UUID + Removes and returns the object at the beginning of the Queue. - A string representation of this UUID, lowercase and - with hyphens - 11f8aa9c-b071-4242-836b-13b7abe0d489 + time to wait before returning + Object in queue. - + - Equals operator + Removes and returns the object at the beginning of the Queue. - First UUID for comparison - Second UUID for comparison - True if the UUIDs are byte for byte equal, otherwise false + time to wait before returning (in milliseconds) + Object in queue. - + - Not equals operator + Adds an object to the end of the Queue - First UUID for comparison - Second UUID for comparison - True if the UUIDs are not equal, otherwise true + Object to put in queue - + - XOR operator + Open Queue. - First UUID - Second UUID - A UUID that is a XOR combination of the two input UUIDs - + - String typecasting operator + Gets flag indicating if queue has been closed. - 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 Used for converting degrees to radians @@ -1378,284 +1330,122 @@ 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/ - - - 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. + Convert a native DateTime object to a UNIX timestamp - The System.Collections.ICollection to copy elements from + A DateTime object you want to convert to a + timestamp + An unsigned integer representing a UNIX timestamp - + - Create new BlockingQueue. + Swap two values - The initial number of elements that the queue can contain + Type of the values to swap + First value + Second value - + - Create new BlockingQueue. + 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 - + - BlockingQueue Destructor (Close queue, resume any waiting thread). + 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 - + - Remove all objects from the Queue. + 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 - + - Remove all objects from the Queue, resume all dequeue threads. + Operating system - + + Unknown + + + Microsoft Windows + + + Microsoft Windows CE + + + Linux + + + Apple OSX + + - Removes and returns the object at the beginning of the Queue. + Runtime platform - Object in queue. - + + .NET runtime + + + Mono runtime: http://www.mono-project.com/ + + + For thread safety + + + For thread safety + + - Removes and returns the object at the beginning of the Queue. + Purges expired objects from the cache. Called automatically by the purge timer. - time to wait before returning - Object in queue. - + - Removes and returns the object at the beginning of the Queue. + Convert this matrix to euler rotations - time to wait before returning (in milliseconds) - Object in queue. + X euler angle + Y euler angle + Z euler angle - + - Adds an object to the end of the Queue + Convert this matrix to a quaternion rotation - Object to put in queue + A quaternion representation of this rotation matrix - + - Open Queue. + Construct a matrix from euler rotation values in radians + X euler angle in radians + Y euler angle in radians + Z euler angle in radians - + - Gets flag indicating if queue has been closed. + Get a formatted string representation of the vector + A string representation of the vector + + + A 4x4 matrix containing all zeroes + + + A 4x4 identity matrix @@ -1709,136 +1499,273 @@ The number of concurrent execution threads to run A series of method bodies to execute - + + X value + + + Y value + + + Z value + + + W value + + - Convert this matrix to euler rotations + Constructor, builds a vector from a byte array - X euler angle - Y euler angle - Z euler angle + Byte array containing four four-byte floats + Beginning position in the byte array - + - Convert this matrix to a quaternion rotation + Test if this vector is equal to another vector, within a given + tolerance range - A quaternion representation of this rotation matrix + 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 - + - Construct a matrix from euler rotation values in radians + IComparable.CompareTo implementation - X euler angle in radians - Y euler angle in radians - Z euler angle in radians - + - Get a formatted string representation of the vector + Test if this vector is composed of all finite numbers - A string representation of the vector - - A 4x4 matrix containing all zeroes + + + Builds a vector from a byte array + + Byte array containing a 16 byte vector + Beginning position in the byte array - - A 4x4 identity matrix + + + Returns the raw bytes for this vector + + A 16 byte array containing X, Y, Z, and W - - X value + + + 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 - - Y value + + + 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 - - Z value + + A vector with a value of 0,0,0,0 - - W value + + 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 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 + - + - Constructor, builds a vector from a byte array + Assigns this UUID from 16 bytes out of a byte array - Byte array containing four four-byte floats - Beginning position in the byte array + Byte array containing the UUID to assign this UUID to + Starting position of the UUID in the byte array - + - Test if this vector is equal to another vector, within a given - tolerance range + Returns a copy of the raw bytes for this UUID - Vector to test against - The acceptable magnitude of difference - between the two vectors - True if the magnitude of difference between the two vectors - is less than the given tolerance, otherwise false + A 16 byte array containing this UUID - + - IComparable.CompareTo implementation + 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 - + - Test if this vector is composed of all finite numbers + Calculate an LLCRC (cyclic redundancy check) for this UUID + The CRC checksum for this UUID - + - Builds a vector from a byte array + Create a 64-bit integer representation from the second half of this UUID - Byte array containing a 16 byte vector - Beginning position in the byte array + An integer created from the last eight bytes of this UUID - + - Returns the raw bytes for this vector + Generate a UUID from a string - A 16 byte array containing X, Y, Z, and W + A string representation of a UUID, case + insensitive and can either be hyphenated or non-hyphenated + UUID.Parse("11f8aa9c-b071-4242-836b-13b7abe0d489") - + - Writes the raw bytes for this vector to a byte array + Generate a UUID from a string - Destination byte array - Position in the destination array to start - writing. Must be at least 16 bytes before the end of the array + 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) - + - Get a string representation of the vector elements with up to three - decimal digits and separated by spaces only + Combine two UUIDs together by taking the MD5 hash of a byte array + containing both UUIDs - Raw string representation of the vector + First UUID to combine + Second UUID to combine + The UUID product of the combination - - A vector with a value of 0,0,0,0 + + + + + - - A vector with a value of 1,1,1,1 + + + Return a hash code for this UUID, used by .NET for hash tables + + An integer composed of all the UUID bytes XORed together - - A vector with a value of 1,0,0,0 + + + Comparison function + + An object to compare to this UUID + True if the object is a UUID and both UUIDs are equal - - A vector with a value of 0,1,0,0 + + + Comparison function + + UUID to compare to + True if the UUIDs are equal, otherwise false - - A vector with a value of 0,0,1,0 + + + Get a hyphenated string representation of this UUID + + A string representation of this UUID, lowercase and + with hyphens + 11f8aa9c-b071-4242-836b-13b7abe0d489 - - A vector with a value of 0,0,0,1 + + + Equals operator + + First UUID for comparison + Second UUID for comparison + True if the UUIDs are byte for byte equal, otherwise false - - For thread safety + + + Not equals operator + + First UUID for comparison + Second UUID for comparison + True if the UUIDs are not equal, otherwise true - - For thread safety + + + XOR operator + + First UUID + Second UUID + A UUID that is a XOR combination of the two input UUIDs - + - Purges expired objects from the cache. Called automatically by the purge timer. + 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 @@ -1940,6 +1867,13 @@ Cross product between two vectors + + + Explicit casting for Vector3d > Vector3 + + + + A vector with a value of 0,0,0 @@ -1955,6 +1889,98 @@ A unit vector facing up (Z axis), value 0,0,1 + + + 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 + + Identifier code for primitive types @@ -2165,6 +2191,12 @@ Whether this object is a sculpted prim + + Whether this object is a light image map + + + Whether this object is a mesh + @@ -2391,6 +2423,12 @@ HUD Bottom-right + + Neck + + + Avatar Center + Tree foliage types @@ -2508,6 +2546,20 @@ Open parcel media + + + Type of physics representation used for this prim in the simulator + + + + Use prim physics form this object + + + No physics, prim doesn't collide + + + Use convex hull represantion of this prim + A two-dimensional vector with floating-point values diff --git a/bin/OpenMetaverseTypes.dll b/bin/OpenMetaverseTypes.dll index 6cc4c5a..00397a9 100755 Binary files a/bin/OpenMetaverseTypes.dll and b/bin/OpenMetaverseTypes.dll differ diff --git a/bin/libopenjpeg-dotnet-2-1.5.0-dotnet-1-i686.so b/bin/libopenjpeg-dotnet-2-1.5.0-dotnet-1-i686.so new file mode 100644 index 0000000..193eca4 Binary files /dev/null and b/bin/libopenjpeg-dotnet-2-1.5.0-dotnet-1-i686.so differ diff --git a/bin/libopenjpeg-dotnet-2-1.5.0-dotnet-1-x86_64.so b/bin/libopenjpeg-dotnet-2-1.5.0-dotnet-1-x86_64.so new file mode 100644 index 0000000..7a9bdfc Binary files /dev/null and b/bin/libopenjpeg-dotnet-2-1.5.0-dotnet-1-x86_64.so differ diff --git a/bin/libopenjpeg-dotnet-2-1.5.0-dotnet-1.dylib b/bin/libopenjpeg-dotnet-2-1.5.0-dotnet-1.dylib new file mode 100644 index 0000000..91f7264 Binary files /dev/null and b/bin/libopenjpeg-dotnet-2-1.5.0-dotnet-1.dylib differ -- cgit v1.1 From ce043c5141dde0ffed39d548bf680885a73e2908 Mon Sep 17 00:00:00 2001 From: dahlia Date: Wed, 17 Apr 2013 22:41:12 -0700 Subject: Allow changes to TextureEntry to propagate to viewers when MaterialID changes --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 2 ++ 1 file changed, 2 insertions(+) diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 93d4da0..0e85b87 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -4571,6 +4571,8 @@ namespace OpenSim.Region.Framework.Scenes if (oldFace.TextureID != newFace.TextureID) changeFlags |= Changed.TEXTURE; + if (oldFace.MaterialID != newFace.MaterialID) + changeFlags |= Changed.TEXTURE; // Max change, skip the rest of testing if (changeFlags == (Changed.TEXTURE | Changed.COLOR)) -- cgit v1.1 From 53122fad400e2d5bac5f02a3e153b6e76c9112b3 Mon Sep 17 00:00:00 2001 From: dahlia Date: Wed, 17 Apr 2013 23:10:02 -0700 Subject: Thanks lkalif for a fix to SendRegionHandshake() which fixes a potential crash with Server-side baking enabled viewers --- OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 110e50e..02b326e 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -791,11 +791,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP handshake.RegionInfo3.ColoName = Utils.EmptyBytes; handshake.RegionInfo3.ProductName = Util.StringToBytes256(regionInfo.RegionType); handshake.RegionInfo3.ProductSKU = Utils.EmptyBytes; - handshake.RegionInfo4 = new RegionHandshakePacket.RegionInfo4Block[0]; - + + handshake.RegionInfo4 = new RegionHandshakePacket.RegionInfo4Block[1]; + handshake.RegionInfo4[0].RegionFlagsExtended = args.regionFlags; + handshake.RegionInfo4[0].RegionProtocols = 0; // 1 here would indicate that SSB is supported + OutPacket(handshake, ThrottleOutPacketType.Task); } + public void MoveAgentIntoRegion(RegionInfo regInfo, Vector3 pos, Vector3 look) { AgentMovementCompletePacket mov = (AgentMovementCompletePacket)PacketPool.Instance.GetPacket(PacketType.AgentMovementComplete); -- cgit v1.1 From 7c839f176fab8166d4787ddbdffdda5f8d9e55ca Mon Sep 17 00:00:00 2001 From: dahlia Date: Wed, 17 Apr 2013 23:14:28 -0700 Subject: amend previous commit, a line was left out --- OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | 1 + 1 file changed, 1 insertion(+) diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 02b326e..1609012 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -793,6 +793,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP handshake.RegionInfo3.ProductSKU = Utils.EmptyBytes; handshake.RegionInfo4 = new RegionHandshakePacket.RegionInfo4Block[1]; + handshake.RegionInfo4[0] = new RegionHandshakePacket.RegionInfo4Block(); handshake.RegionInfo4[0].RegionFlagsExtended = args.regionFlags; handshake.RegionInfo4[0].RegionProtocols = 0; // 1 here would indicate that SSB is supported -- cgit v1.1 From d5419f0a463d67ef40c2212484fc95ca0a4b3b5b Mon Sep 17 00:00:00 2001 From: dahlia Date: Thu, 18 Apr 2013 01:03:19 -0700 Subject: Initial experimental support for materials-capable viewers. This is in a very early stage and this module is disabled by default and should only be used by developers for testing as this module could cause data corruption and/or viewer crashes. No materials are persisted yet. --- .../Materials/MaterialsDemoModule.cs | 382 +++++++++++++++++++++ prebuild.xml | 1 + 2 files changed, 383 insertions(+) create mode 100644 OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs diff --git a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs new file mode 100644 index 0000000..de2c3fc --- /dev/null +++ b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs @@ -0,0 +1,382 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +using System; +using System.Collections.Generic; +using System.IO; +using System.Reflection; +using System.Security.Cryptography; // for computing md5 hash +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 Ionic.Zlib; + +// You will need to uncomment these lines if you are adding a region module to some other assembly which does not already +// specify its assembly. Otherwise, the region modules in the assembly will not be picked up when OpenSimulator scans +// the available DLLs +//[assembly: Addin("MyModule", "1.0")] +//[assembly: AddinDependency("OpenSim", "0.5")] + +namespace OpenSim.Region.OptionalModules.MaterialsDemoModule +{ + /// + /// + // # # ## ##### # # # # # #### + // # # # # # # ## # # ## # # # + // # # # # # # # # # # # # # # + // # ## # ###### ##### # # # # # # # # ### + // ## ## # # # # # ## # # ## # # + // # # # # # # # # # # # #### + // + // + // + ////////////// WARNING ////////////////////////////////////////////////////////////////// + /// This is an *Experimental* module for developing support for materials-capable viewers + /// This module should NOT be used in a production environment! It may cause data corruption and + /// viewer crashes. It should be only used to evaluate implementations of materials. + /// + /// CURRENTLY NO MATERIALS ARE PERSISTED ACROSS SIMULATOR RESTARTS OR ARE STORED IN ANY INVENTORY OR ASSETS + /// This may change in future implementations. + /// + /// To enable this module, add this string at the bottom of OpenSim.ini: + /// [MaterialsDemoModule] + /// + /// + /// + + [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "MaterialsDemoModule")] + public class MaterialsDemoModule : INonSharedRegionModule + { + private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + + public string Name { get { return "MaterialsDemoModule"; } } + + public Type ReplaceableInterface { get { return null; } } + + private Scene m_scene = null; + private bool m_enabled = false; + + public void Initialise(IConfigSource source) + { + m_enabled = (source.Configs["MaterialsDemoModule"] != null); + if (!m_enabled) + return; + + m_log.DebugFormat("[MaterialsDemoModule]: INITIALIZED MODULE"); + + } + + public void Close() + { + if (!m_enabled) + return; + + m_log.DebugFormat("[MaterialsDemoModule]: CLOSED MODULE"); + } + + public void AddRegion(Scene scene) + { + if (!m_enabled) + return; + + m_log.DebugFormat("[MaterialsDemoModule]: REGION {0} ADDED", scene.RegionInfo.RegionName); + m_scene = scene; + m_scene.EventManager.OnRegisterCaps += new EventManager.RegisterCapsEvent(OnRegisterCaps); + } + + void OnRegisterCaps(OpenMetaverse.UUID agentID, OpenSim.Framework.Capabilities.Caps caps) + { + string capsBase = "/CAPS/" + caps.CapsObjectPath; + + IRequestHandler renderMaterialsPostHandler = new RestStreamHandler("POST", capsBase + "/", RenderMaterialsPostCap); + caps.RegisterHandler("RenderMaterials", renderMaterialsPostHandler); + + // OpenSimulator CAPs infrastructure seems to be somewhat hostile towards any CAP that requires both GET + // and POST handlers, (at least at the time this was originally written), so we first set up a POST + // handler normally and then add a GET handler via MainServer + + IRequestHandler renderMaterialsGetHandler = new RestStreamHandler("GET", capsBase + "/", RenderMaterialsGetCap); + MainServer.Instance.AddStreamHandler(renderMaterialsGetHandler); + } + + public void RemoveRegion(Scene scene) + { + if (!m_enabled) + return; + + m_log.DebugFormat("[MaterialsDemoModule]: REGION {0} REMOVED", scene.RegionInfo.RegionName); + } + + public void RegionLoaded(Scene scene) + { + if (!m_enabled) + return; + m_log.DebugFormat("[MaterialsDemoModule]: REGION {0} LOADED", scene.RegionInfo.RegionName); + } + + public string RenderMaterialsPostCap(string request, string path, + string param, IOSHttpRequest httpRequest, + IOSHttpResponse httpResponse) + { + m_log.Debug("[MaterialsDemoModule]: POST cap handler"); + + OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request); + OSDMap resp = new OSDMap(); + + OSDMap materialsFromViewer = null; + + if (req.ContainsKey("Zipped")) + { + OSD osd = null; + + byte[] inBytes = req["Zipped"].AsBinary(); + + try + { + osd = ZDecompressBytesToOsd(inBytes); + + if (osd != null && osd is OSDMap) + { + materialsFromViewer = osd as OSDMap; + + if (materialsFromViewer.ContainsKey("FullMaterialsPerFace")) + { + OSD matsOsd = materialsFromViewer["FullMaterialsPerFace"]; + if (matsOsd is OSDArray) + { + OSDArray matsArr = matsOsd as OSDArray; + + try + { + foreach (OSDMap matsMap in matsArr) + { + m_log.Debug("[MaterialsDemoModule]: processing matsMap: " + OSDParser.SerializeJsonString(matsMap)); + + uint matLocalID = 0; + try { matLocalID = matsMap["ID"].AsUInteger(); } + catch (Exception e) { m_log.Warn("[MaterialsDemoModule]: cannot decode \"ID\" from matsMap: " + e.Message); } + m_log.Debug("[MaterialsDemoModule]: matLocalId: " + matLocalID.ToString()); + + + OSDMap mat = null; + try { mat = matsMap["Material"] as OSDMap; } + catch (Exception e) { m_log.Warn("[MaterialsDemoModule]: cannot decode \"Material\" from matsMap: " + e.Message); } + m_log.Debug("[MaterialsDemoModule]: mat: " + OSDParser.SerializeJsonString(mat)); + + UUID id = HashOsd(mat); + m_knownMaterials[id] = mat; + + + var sop = m_scene.GetSceneObjectPart(matLocalID); + if (sop == null) + m_log.Debug("[MaterialsDemoModule]: null SOP for localId: " + matLocalID.ToString()); + else + { + var te = sop.Shape.Textures; + + if (te == null) + { + m_log.Debug("[MaterialsDemoModule]: null TextureEntry for localId: " + matLocalID.ToString()); + } + else + { + int face = -1; + + if (matsMap.ContainsKey("Face")) + { + face = matsMap["Face"].AsInteger(); + if (te.FaceTextures == null) // && face == 0) + { + if (te.DefaultTexture == null) + m_log.Debug("[MaterialsDemoModule]: te.DefaultTexture is null"); + else + { + if (te.DefaultTexture.MaterialID == null) + m_log.Debug("[MaterialsDemoModule]: te.DefaultTexture.MaterialID is null"); + else + { + te.DefaultTexture.MaterialID = id; + } + } + } + else + { + if (te.FaceTextures.Length >= face - 1) + { + if (te.FaceTextures[face] == null) + te.DefaultTexture.MaterialID = id; + else + te.FaceTextures[face].MaterialID = id; + } + } + } + else + { + if (te.DefaultTexture != null) + te.DefaultTexture.MaterialID = id; + } + + m_log.Debug("[MaterialsDemoModule]: setting material ID for face " + face.ToString() + " to " + id.ToString()); + + sop.UpdateTextureEntry(te); + } + } + } + } + catch (Exception e) + { + m_log.Warn("[MaterialsDemoModule]: exception processing received material: " + e.Message); + } + } + } + } + } + catch (Exception e) + { + m_log.Warn("[MaterialsDemoModule]: exception decoding zipped CAP payload: " + e.Message); + //return ""; + } + m_log.Debug("[MaterialsDemoModule]: knownMaterials.Count: " + m_knownMaterials.Count.ToString()); + } + + + string response = OSDParser.SerializeLLSDXmlString(resp); + + m_log.Debug("[MaterialsDemoModule]: cap request: " + request); + m_log.Debug("[MaterialsDemoModule]: cap response: " + response); + return response; + } + + + public string RenderMaterialsGetCap(string request, string path, + string param, IOSHttpRequest httpRequest, + IOSHttpResponse httpResponse) + { + m_log.Debug("[MaterialsDemoModule]: GET cap handler"); + + OSDMap resp = new OSDMap(); + + + int matsCount = 0; + + OSDArray allOsd = new OSDArray(); + + foreach (KeyValuePair kvp in m_knownMaterials) + { + OSDMap matMap = new OSDMap(); + + matMap["ID"] = OSD.FromBinary(kvp.Key.GetBytes()); + + matMap["Material"] = kvp.Value; + allOsd.Add(matMap); + matsCount++; + } + + + resp["Zipped"] = ZCompressOSD(allOsd, false); + m_log.Debug("[MaterialsDemoModule]: matsCount: " + matsCount.ToString()); + + return OSDParser.SerializeLLSDXmlString(resp); + } + + public Dictionary m_knownMaterials = new Dictionary(); + + /// + /// computes a UUID by hashing a OSD object + /// + /// + /// + private static UUID HashOsd(OSD osd) + { + using (var md5 = MD5.Create()) + using (MemoryStream ms = new MemoryStream(OSDParser.SerializeLLSDBinary(osd, false))) + return new UUID(md5.ComputeHash(ms), 0); + } + + public static OSD ZCompressOSD(OSD inOsd, bool useHeader = true) + { + OSD osd = null; + + using (MemoryStream msSinkCompressed = new MemoryStream()) + { + using (Ionic.Zlib.ZlibStream zOut = new Ionic.Zlib.ZlibStream(msSinkCompressed, + Ionic.Zlib.CompressionMode.Compress, CompressionLevel.BestCompression, true)) + { + CopyStream(new MemoryStream(OSDParser.SerializeLLSDBinary(inOsd, useHeader)), zOut); + zOut.Close(); + } + + msSinkCompressed.Seek(0L, SeekOrigin.Begin); + osd = OSD.FromBinary( msSinkCompressed.ToArray()); + } + + return osd; + } + + + public static OSD ZDecompressBytesToOsd(byte[] input) + { + OSD osd = null; + + using (MemoryStream msSinkUnCompressed = new MemoryStream()) + { + using (Ionic.Zlib.ZlibStream zOut = new Ionic.Zlib.ZlibStream(msSinkUnCompressed, CompressionMode.Decompress, true)) + { + CopyStream(new MemoryStream(input), zOut); + zOut.Close(); + } + msSinkUnCompressed.Seek(0L, SeekOrigin.Begin); + osd = OSDParser.DeserializeLLSDBinary(msSinkUnCompressed.ToArray()); + } + + return osd; + } + + static void CopyStream(System.IO.Stream input, System.IO.Stream output) + { + byte[] buffer = new byte[2048]; + int len; + while ((len = input.Read(buffer, 0, 2048)) > 0) + { + output.Write(buffer, 0, len); + } + + output.Flush(); + } + + } +} \ No newline at end of file diff --git a/prebuild.xml b/prebuild.xml index 050fe0f..2d35529 100644 --- a/prebuild.xml +++ b/prebuild.xml @@ -1635,6 +1635,7 @@ + -- cgit v1.1 From 06829c4082ba10fc9d3b4b37f42f01ab005c5e23 Mon Sep 17 00:00:00 2001 From: dahlia Date: Thu, 18 Apr 2013 01:29:50 -0700 Subject: remove default parameter value that apparently mono cant handle --- OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs index de2c3fc..74a4ea7 100644 --- a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs +++ b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs @@ -327,7 +327,7 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule return new UUID(md5.ComputeHash(ms), 0); } - public static OSD ZCompressOSD(OSD inOsd, bool useHeader = true) + public static OSD ZCompressOSD(OSD inOsd, bool useHeader) { OSD osd = null; -- cgit v1.1 From 9ae24cac2fcf5ac00ec8e4ccae5e58e9ff90db74 Mon Sep 17 00:00:00 2001 From: dahlia Date: Fri, 19 Apr 2013 00:35:06 -0700 Subject: Materials-capable viewers send ImageUpdate packets when updating materials that are normally sent via RenderMaterials CAP. This can cause a race condition for updating TextureEntry fields. Therefore filter any TextureEntry updates so they only update if something actually changed. --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 46 ++++++++++++++++------ 1 file changed, 35 insertions(+), 11 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 0e85b87..347a2b5 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -4549,6 +4549,14 @@ namespace OpenSim.Region.Framework.Scenes oldTex.DefaultTexture = fallbackOldFace; } + // Materials capable viewers can send a ObjectImage packet + // when nothing in TE has changed. MaterialID should be updated + // by the RenderMaterials CAP handler, so updating it here may cause a + // race condtion. Therefore, if no non-materials TE fields have changed, + // we should ignore any changes and not update Shape.TextureEntry + + bool otherFieldsChanged = false; + for (int i = 0 ; i < GetNumberOfSides(); i++) { @@ -4571,24 +4579,40 @@ namespace OpenSim.Region.Framework.Scenes if (oldFace.TextureID != newFace.TextureID) changeFlags |= Changed.TEXTURE; - if (oldFace.MaterialID != newFace.MaterialID) - changeFlags |= Changed.TEXTURE; // Max change, skip the rest of testing if (changeFlags == (Changed.TEXTURE | Changed.COLOR)) break; + + if (!otherFieldsChanged) + { + if (oldFace.Bump != newFace.Bump) otherFieldsChanged = true; + if (oldFace.Fullbright != newFace.Fullbright) otherFieldsChanged = true; + if (oldFace.Glow != newFace.Glow) otherFieldsChanged = true; + if (oldFace.MediaFlags != newFace.MediaFlags) otherFieldsChanged = true; + if (oldFace.OffsetU != newFace.OffsetU) otherFieldsChanged = true; + if (oldFace.OffsetV != newFace.OffsetV) otherFieldsChanged = true; + if (oldFace.RepeatU != newFace.RepeatU) otherFieldsChanged = true; + if (oldFace.RepeatV != newFace.RepeatV) otherFieldsChanged = true; + if (oldFace.Rotation != newFace.Rotation) otherFieldsChanged = true; + if (oldFace.Shiny != newFace.Shiny) otherFieldsChanged = true; + if (oldFace.TexMapType != newFace.TexMapType) otherFieldsChanged = true; + } } - m_shape.TextureEntry = newTex.GetBytes(); - if (changeFlags != 0) - TriggerScriptChangedEvent(changeFlags); - UpdateFlag = UpdateRequired.FULL; - ParentGroup.HasGroupChanged = true; + if (changeFlags != 0 || otherFieldsChanged) + { + m_shape.TextureEntry = newTex.GetBytes(); + if (changeFlags != 0) + TriggerScriptChangedEvent(changeFlags); + UpdateFlag = UpdateRequired.FULL; + ParentGroup.HasGroupChanged = true; - //This is madness.. - //ParentGroup.ScheduleGroupForFullUpdate(); - //This is sparta - ScheduleFullUpdate(); + //This is madness.. + //ParentGroup.ScheduleGroupForFullUpdate(); + //This is sparta + ScheduleFullUpdate(); + } } public void aggregateScriptEvents() -- cgit v1.1 From 258804cc043530927f442cd76337a3dab4ec742b Mon Sep 17 00:00:00 2001 From: dahlia Date: Fri, 19 Apr 2013 22:19:57 -0700 Subject: RenderMaterials POST Cap now return material entries when invoked with an OSDArray of MaterialIDs --- .../Materials/MaterialsDemoModule.cs | 169 +++++++++++++-------- 1 file changed, 108 insertions(+), 61 deletions(-) diff --git a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs index 74a4ea7..7002e66 100644 --- a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs +++ b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs @@ -48,7 +48,7 @@ using Ionic.Zlib; // You will need to uncomment these lines if you are adding a region module to some other assembly which does not already // specify its assembly. Otherwise, the region modules in the assembly will not be picked up when OpenSimulator scans // the available DLLs -//[assembly: Addin("MyModule", "1.0")] +//[assembly: Addin("MaterialsDemoModule", "1.0")] //[assembly: AddinDependency("OpenSim", "0.5")] namespace OpenSim.Region.OptionalModules.MaterialsDemoModule @@ -159,6 +159,8 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule OSDMap materialsFromViewer = null; + OSDArray respArr = new OSDArray(); + if (req.ContainsKey("Zipped")) { OSD osd = null; @@ -169,101 +171,145 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule { osd = ZDecompressBytesToOsd(inBytes); - if (osd != null && osd is OSDMap) + if (osd != null) { - materialsFromViewer = osd as OSDMap; - - if (materialsFromViewer.ContainsKey("FullMaterialsPerFace")) + if (osd is OSDArray) // assume array of MaterialIDs designating requested material entries { - OSD matsOsd = materialsFromViewer["FullMaterialsPerFace"]; - if (matsOsd is OSDArray) + foreach (OSD elem in (OSDArray)osd) { - OSDArray matsArr = matsOsd as OSDArray; try { - foreach (OSDMap matsMap in matsArr) + UUID id = new UUID(elem.AsBinary(), 0); + + if (m_knownMaterials.ContainsKey(id)) + { + m_log.Info("[MaterialsDemoModule]: request for known material ID: " + id.ToString()); + OSDMap matMap = new OSDMap(); + matMap["ID"] = OSD.FromBinary(id.GetBytes()); + + matMap["Material"] = m_knownMaterials[id]; + respArr.Add(matMap); + } + else + m_log.Info("[MaterialsDemoModule]: request for UNKNOWN material ID: " + id.ToString()); + } + catch (Exception e) + { + // report something here? + continue; + } + } + } + else if (osd is OSDMap) // reqest to assign a material + { + materialsFromViewer = osd as OSDMap; + + if (materialsFromViewer.ContainsKey("FullMaterialsPerFace")) + { + OSD matsOsd = materialsFromViewer["FullMaterialsPerFace"]; + if (matsOsd is OSDArray) + { + OSDArray matsArr = matsOsd as OSDArray; + + try { - m_log.Debug("[MaterialsDemoModule]: processing matsMap: " + OSDParser.SerializeJsonString(matsMap)); + foreach (OSDMap matsMap in matsArr) + { + m_log.Debug("[MaterialsDemoModule]: processing matsMap: " + OSDParser.SerializeJsonString(matsMap)); - uint matLocalID = 0; - try { matLocalID = matsMap["ID"].AsUInteger(); } - catch (Exception e) { m_log.Warn("[MaterialsDemoModule]: cannot decode \"ID\" from matsMap: " + e.Message); } - m_log.Debug("[MaterialsDemoModule]: matLocalId: " + matLocalID.ToString()); + uint matLocalID = 0; + try { matLocalID = matsMap["ID"].AsUInteger(); } + catch (Exception e) { m_log.Warn("[MaterialsDemoModule]: cannot decode \"ID\" from matsMap: " + e.Message); } + m_log.Debug("[MaterialsDemoModule]: matLocalId: " + matLocalID.ToString()); - OSDMap mat = null; - try { mat = matsMap["Material"] as OSDMap; } - catch (Exception e) { m_log.Warn("[MaterialsDemoModule]: cannot decode \"Material\" from matsMap: " + e.Message); } - m_log.Debug("[MaterialsDemoModule]: mat: " + OSDParser.SerializeJsonString(mat)); + OSDMap mat = null; + try { mat = matsMap["Material"] as OSDMap; } + catch (Exception e) { m_log.Warn("[MaterialsDemoModule]: cannot decode \"Material\" from matsMap: " + e.Message); } + m_log.Debug("[MaterialsDemoModule]: mat: " + OSDParser.SerializeJsonString(mat)); - UUID id = HashOsd(mat); - m_knownMaterials[id] = mat; + UUID id = HashOsd(mat); + m_knownMaterials[id] = mat; - var sop = m_scene.GetSceneObjectPart(matLocalID); - if (sop == null) - m_log.Debug("[MaterialsDemoModule]: null SOP for localId: " + matLocalID.ToString()); - else - { - var te = sop.Shape.Textures; - - if (te == null) - { - m_log.Debug("[MaterialsDemoModule]: null TextureEntry for localId: " + matLocalID.ToString()); - } + var sop = m_scene.GetSceneObjectPart(matLocalID); + if (sop == null) + m_log.Debug("[MaterialsDemoModule]: null SOP for localId: " + matLocalID.ToString()); else { - int face = -1; + //var te = sop.Shape.Textures; + var te = new Primitive.TextureEntry(sop.Shape.TextureEntry, 0, sop.Shape.TextureEntry.Length); - if (matsMap.ContainsKey("Face")) + if (te == null) + { + m_log.Debug("[MaterialsDemoModule]: null TextureEntry for localId: " + matLocalID.ToString()); + } + else { - face = matsMap["Face"].AsInteger(); - if (te.FaceTextures == null) // && face == 0) + int face = -1; + + if (matsMap.ContainsKey("Face")) { - if (te.DefaultTexture == null) - m_log.Debug("[MaterialsDemoModule]: te.DefaultTexture is null"); - else + face = matsMap["Face"].AsInteger(); + if (te.FaceTextures == null) // && face == 0) { - if (te.DefaultTexture.MaterialID == null) - m_log.Debug("[MaterialsDemoModule]: te.DefaultTexture.MaterialID is null"); + if (te.DefaultTexture == null) + m_log.Debug("[MaterialsDemoModule]: te.DefaultTexture is null"); else { - te.DefaultTexture.MaterialID = id; + if (te.DefaultTexture.MaterialID == null) + m_log.Debug("[MaterialsDemoModule]: te.DefaultTexture.MaterialID is null"); + else + { + te.DefaultTexture.MaterialID = id; + } + } + } + else + { + if (te.FaceTextures.Length >= face - 1) + { + if (te.FaceTextures[face] == null) + te.DefaultTexture.MaterialID = id; + else + te.FaceTextures[face].MaterialID = id; } } } else { - if (te.FaceTextures.Length >= face - 1) - { - if (te.FaceTextures[face] == null) - te.DefaultTexture.MaterialID = id; - else - te.FaceTextures[face].MaterialID = id; - } + if (te.DefaultTexture != null) + te.DefaultTexture.MaterialID = id; } - } - else - { - if (te.DefaultTexture != null) - te.DefaultTexture.MaterialID = id; - } - m_log.Debug("[MaterialsDemoModule]: setting material ID for face " + face.ToString() + " to " + id.ToString()); + m_log.Debug("[MaterialsDemoModule]: setting material ID for face " + face.ToString() + " to " + id.ToString()); + + //we cant use sop.UpdateTextureEntry(te); because it filters so do it manually - sop.UpdateTextureEntry(te); + if (sop.ParentGroup != null) + { + sop.Shape.TextureEntry = te.GetBytes(); + sop.TriggerScriptChangedEvent(Changed.TEXTURE); + sop.UpdateFlag = UpdateRequired.FULL; + sop.ParentGroup.HasGroupChanged = true; + + sop.ScheduleFullUpdate(); + + } + } } } } - } - catch (Exception e) - { - m_log.Warn("[MaterialsDemoModule]: exception processing received material: " + e.Message); + catch (Exception e) + { + m_log.Warn("[MaterialsDemoModule]: exception processing received material: " + e.Message); + } } } } } + } catch (Exception e) { @@ -273,7 +319,8 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule m_log.Debug("[MaterialsDemoModule]: knownMaterials.Count: " + m_knownMaterials.Count.ToString()); } - + + resp["Zipped"] = ZCompressOSD(respArr, false); string response = OSDParser.SerializeLLSDXmlString(resp); m_log.Debug("[MaterialsDemoModule]: cap request: " + request); -- cgit v1.1 From 233f76177997cbe12aa100a3511d45bc1e9ccc5f Mon Sep 17 00:00:00 2001 From: dahlia Date: Sat, 20 Apr 2013 02:08:22 -0700 Subject: handle PUT verb for RenderMaterials Cap --- OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs index 7002e66..4501dad 100644 --- a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs +++ b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs @@ -130,7 +130,11 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule // handler normally and then add a GET handler via MainServer IRequestHandler renderMaterialsGetHandler = new RestStreamHandler("GET", capsBase + "/", RenderMaterialsGetCap); - MainServer.Instance.AddStreamHandler(renderMaterialsGetHandler); + MainServer.Instance.AddStreamHandler(renderMaterialsGetHandler); + + // materials viewer seems to use either POST or PUT, so assign POST handler for PUT as well + IRequestHandler renderMaterialsPutHandler = new RestStreamHandler("PUT", capsBase + "/", RenderMaterialsPostCap); + MainServer.Instance.AddStreamHandler(renderMaterialsPutHandler); } public void RemoveRegion(Scene scene) -- cgit v1.1 From f40abc493a34ce959bdc55d4e52b5381083935b6 Mon Sep 17 00:00:00 2001 From: BlueWall Date: Sat, 20 Apr 2013 11:54:05 -0400 Subject: Small fix to prebuild xml for building with mono tools --- prebuild.xml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/prebuild.xml b/prebuild.xml index 2d35529..29d7c90 100644 --- a/prebuild.xml +++ b/prebuild.xml @@ -1635,7 +1635,7 @@ - + -- cgit v1.1 From 855c88a9c0f419566ad63e440c0696dabf32313f Mon Sep 17 00:00:00 2001 From: BlueWall Date: Sat, 20 Apr 2013 11:57:11 -0400 Subject: Fix spelling --- bin/Robust.ini.example | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/bin/Robust.ini.example b/bin/Robust.ini.example index d932ce7..b98132e 100644 --- a/bin/Robust.ini.example +++ b/bin/Robust.ini.example @@ -18,13 +18,13 @@ ; Set path to directory for plugin registry. Information ; about the registered repositories and installed plugins ; will be stored here - ; The Robust.exe process must hvae R/W access to the location + ; The Robust.exe process must have R/W access to the location RegistryLocation = "." ; Modular configurations ; Set path to directory for modular ini files... - ; The Robust.exe process must hvae R/W access to the location + ; The Robust.exe process must have R/W access to the location ConfigDirectory = "/home/opensim/etc/Configs" [ServiceList] -- cgit v1.1 From 69f07fdb349a2671fe86f96f119c0ea1276faacb Mon Sep 17 00:00:00 2001 From: dahlia Date: Sat, 20 Apr 2013 23:39:07 -0700 Subject: Materials persistence via SceneObjectPart.dynAttrs. This appears to work across region restarts and taking objects into inventory, but probably will not work across archiving via OAR or IAR as materials texture assets may not be adequately referenced to trigger archiving. --- .../Materials/MaterialsDemoModule.cs | 162 ++++++++++++++++++++- 1 file changed, 154 insertions(+), 8 deletions(-) diff --git a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs index 4501dad..4ab6609 100644 --- a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs +++ b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs @@ -62,15 +62,21 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule // ## ## # # # # # ## # # ## # # // # # # # # # # # # # # #### // - // + // THIS MODULE IS FOR EXPERIMENTAL USE ONLY AND MAY CAUSE REGION OR ASSET CORRUPTION! // ////////////// WARNING ////////////////////////////////////////////////////////////////// /// This is an *Experimental* module for developing support for materials-capable viewers /// This module should NOT be used in a production environment! It may cause data corruption and /// viewer crashes. It should be only used to evaluate implementations of materials. /// - /// CURRENTLY NO MATERIALS ARE PERSISTED ACROSS SIMULATOR RESTARTS OR ARE STORED IN ANY INVENTORY OR ASSETS - /// This may change in future implementations. + /// Materials are persisted via SceneObjectPart.dynattrs. This is a relatively new feature + /// of OpenSimulator and is not field proven at the time this module was written. Persistence + /// may fail or become corrupt and this could cause viewer crashes due to erroneous materials + /// data being sent to viewers. Materials descriptions might survive IAR, OAR, or other means + /// of archiving however the texture resources used by these materials probably will not as they + /// may not be adequately referenced to ensure proper archiving. + /// + /// /// /// To enable this module, add this string at the bottom of OpenSim.ini: /// [MaterialsDemoModule] @@ -89,6 +95,8 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule private Scene m_scene = null; private bool m_enabled = false; + + public Dictionary m_knownMaterials = new Dictionary(); public void Initialise(IConfigSource source) { @@ -97,7 +105,6 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule return; m_log.DebugFormat("[MaterialsDemoModule]: INITIALIZED MODULE"); - } public void Close() @@ -116,6 +123,14 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule m_log.DebugFormat("[MaterialsDemoModule]: REGION {0} ADDED", scene.RegionInfo.RegionName); m_scene = scene; m_scene.EventManager.OnRegisterCaps += new EventManager.RegisterCapsEvent(OnRegisterCaps); + m_scene.EventManager.OnObjectAddedToScene += new Action(EventManager_OnObjectAddedToScene); + } + + void EventManager_OnObjectAddedToScene(SceneObjectGroup obj) + { + foreach (var part in obj.Parts) + if (part != null) + GetStoredMaterialsForPart(part); } void OnRegisterCaps(OpenMetaverse.UUID agentID, OpenSim.Framework.Capabilities.Caps caps) @@ -147,11 +162,130 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule public void RegionLoaded(Scene scene) { - if (!m_enabled) + } + + OSDMap GetMaterial(UUID id) + { + OSDMap map = null; + if (m_knownMaterials.ContainsKey(id)) + { + map = new OSDMap(); + map["ID"] = OSD.FromBinary(id.GetBytes()); + map["Material"] = m_knownMaterials[id]; + } + return map; + } + + void GetStoredMaterialsForPart(SceneObjectPart part) + { + OSDMap OSMaterials = null; + OSDArray matsArr = null; + + if (part.DynAttrs == null) + { + m_log.Warn("[MaterialsDemoModule]: NULL DYNATTRS :( "); + } + + lock (part.DynAttrs) + { + if (part.DynAttrs.ContainsKey("OS:Materials")) + OSMaterials = part.DynAttrs["OS:Materials"]; + if (OSMaterials != null && OSMaterials.ContainsKey("Materials")) + { + + OSD osd = OSMaterials["Materials"]; + if (osd is OSDArray) + matsArr = osd as OSDArray; + } + } + + if (OSMaterials == null) return; - m_log.DebugFormat("[MaterialsDemoModule]: REGION {0} LOADED", scene.RegionInfo.RegionName); + + m_log.Info("[MaterialsDemoModule]: OSMaterials: " + OSDParser.SerializeJsonString(OSMaterials)); + + + if (matsArr == null) + { + m_log.Info("[MaterialsDemoModule]: matsArr is null :( "); + return; + } + + foreach (OSD elemOsd in matsArr) + { + if (elemOsd != null && elemOsd is OSDMap) + { + + OSDMap matMap = elemOsd as OSDMap; + if (matMap.ContainsKey("ID") && matMap.ContainsKey("Material")) + { + try + { + m_knownMaterials[matMap["ID"].AsUUID()] = (OSDMap)matMap["Material"]; + } + catch (Exception e) + { + m_log.Warn("[MaterialsDemoModule]: exception decoding persisted material: " + e.ToString()); + } + } + } + } } + + void StoreMaterialsForPart(SceneObjectPart part) + { + try + { + if (part == null || part.Shape == null) + return; + + Dictionary mats = new Dictionary(); + + Primitive.TextureEntry te = part.Shape.Textures; + + if (te.DefaultTexture != null) + { + if (m_knownMaterials.ContainsKey(te.DefaultTexture.MaterialID)) + mats[te.DefaultTexture.MaterialID] = m_knownMaterials[te.DefaultTexture.MaterialID]; + } + + if (te.FaceTextures != null) + { + foreach (var face in te.FaceTextures) + { + if (face != null) + { + if (m_knownMaterials.ContainsKey(face.MaterialID)) + mats[face.MaterialID] = m_knownMaterials[face.MaterialID]; + } + } + } + if (mats.Count == 0) + return; + + OSDArray matsArr = new OSDArray(); + foreach (KeyValuePair kvp in mats) + { + OSDMap matOsd = new OSDMap(); + matOsd["ID"] = OSD.FromUUID(kvp.Key); + matOsd["Material"] = kvp.Value; + matsArr.Add(matOsd); + } + + OSDMap OSMaterials = new OSDMap(); + OSMaterials["Materials"] = matsArr; + + lock (part.DynAttrs) + part.DynAttrs["OS:Materials"] = OSMaterials; + } + catch (Exception e) + { + m_log.Warn("[MaterialsDemoModule]: exception in StoreMaterialsForPart(): " + e.ToString()); + } + } + + public string RenderMaterialsPostCap(string request, string path, string param, IOSHttpRequest httpRequest, IOSHttpResponse httpResponse) @@ -300,6 +434,7 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule sop.ScheduleFullUpdate(); + StoreMaterialsForPart(sop); } } } @@ -327,7 +462,8 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule resp["Zipped"] = ZCompressOSD(respArr, false); string response = OSDParser.SerializeLLSDXmlString(resp); - m_log.Debug("[MaterialsDemoModule]: cap request: " + request); + //m_log.Debug("[MaterialsDemoModule]: cap request: " + request); + m_log.Debug("[MaterialsDemoModule]: cap request (zipped portion): " + ZippedOsdBytesToString(req["Zipped"].AsBinary())); m_log.Debug("[MaterialsDemoModule]: cap response: " + response); return response; } @@ -364,7 +500,17 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule return OSDParser.SerializeLLSDXmlString(resp); } - public Dictionary m_knownMaterials = new Dictionary(); + static string ZippedOsdBytesToString(byte[] bytes) + { + try + { + return OSDParser.SerializeJsonString(ZDecompressBytesToOsd(bytes)); + } + catch (Exception e) + { + return "ZippedOsdBytesToString caught an exception: " + e.ToString(); + } + } /// /// computes a UUID by hashing a OSD object -- cgit v1.1