From 12289c4fd1f06371b317453f69283f1de11a9781 Mon Sep 17 00:00:00 2001
From: Latif Khalifa
Date: Thu, 16 May 2013 00:02:28 +0200
Subject: Removed obsolete libopenmetaverse file
---
bin/OpenMetaverse.Http.XML | 57 ----------------------------------------------
1 file changed, 57 deletions(-)
delete mode 100644 bin/OpenMetaverse.Http.XML
(limited to 'bin')
diff --git a/bin/OpenMetaverse.Http.XML b/bin/OpenMetaverse.Http.XML
deleted file mode 100644
index 23173ae..0000000
--- a/bin/OpenMetaverse.Http.XML
+++ /dev/null
@@ -1,57 +0,0 @@
-
-
-
- OpenMetaverse.Http
-
-
-
- The number of milliseconds to wait before the connection times out
- and an empty response is sent to the client. This value should be higher
- than BATCH_WAIT_INTERVAL for the timeout to function properly
-
-
- This interval defines the amount of time to wait, in milliseconds,
- for new events to show up on the queue before sending a response to the
- client and completing the HTTP request. The interval also specifies the
- maximum time that can pass before the queue shuts down after Stop() or the
- class destructor is called
-
-
- Since multiple events can be batched together and sent in the same
- response, this prevents the event queue thread from infinitely dequeueing
- events and never sending a response if there is a constant stream of new
- events
-
-
-
- Singleton logging class for the entire library
-
-
-
- log4net logging engine
-
-
-
- Singleton instance of this class
-
-
-
-
- Delegate for handling incoming HTTP requests through a capability
-
- Client context
- HTTP request
- HTTP response
- User-defined state object
-
-
- =
-
-
- Number of times we've received an unknown CAPS exception in series.
-
-
- For exponential backoff on error.
-
-
-
--
cgit v1.1
From 71a5cc204146b33e291bae60a68b9913751d6c8c Mon Sep 17 00:00:00 2001
From: Latif Khalifa
Date: Thu, 16 May 2013 00:07:55 +0200
Subject: Updated libopenmetaverse to a5ad7f200e9bd2e91604ba921d1db3768108686b
---
bin/OpenMetaverse.Rendering.Meshmerizer.dll | Bin 24576 -> 24576 bytes
bin/OpenMetaverse.StructuredData.XML | 234 +-
bin/OpenMetaverse.StructuredData.dll | Bin 102400 -> 102400 bytes
bin/OpenMetaverse.XML | 34510 +++++++++++++-------------
bin/OpenMetaverse.dll | Bin 1785856 -> 1785856 bytes
bin/OpenMetaverseTypes.XML | 3596 +--
bin/OpenMetaverseTypes.dll | Bin 114688 -> 114688 bytes
7 files changed, 19170 insertions(+), 19170 deletions(-)
(limited to 'bin')
diff --git a/bin/OpenMetaverse.Rendering.Meshmerizer.dll b/bin/OpenMetaverse.Rendering.Meshmerizer.dll
index 30b9c7b..100916c 100755
Binary files a/bin/OpenMetaverse.Rendering.Meshmerizer.dll and b/bin/OpenMetaverse.Rendering.Meshmerizer.dll differ
diff --git a/bin/OpenMetaverse.StructuredData.XML b/bin/OpenMetaverse.StructuredData.XML
index 3999d99..789ad5b 100644
--- a/bin/OpenMetaverse.StructuredData.XML
+++ b/bin/OpenMetaverse.StructuredData.XML
@@ -4,6 +4,123 @@
OpenMetaverse.StructuredData
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Uses reflection to create an SDMap from all of the SD
+ serializable types in an object
+
+ Class or struct containing serializable types
+ An SDMap holding the serialized values from the
+ container object
+
+
+
+ Uses reflection to deserialize member variables in an object from
+ an SDMap
+
+ Reference to an object to fill with deserialized
+ values
+ Serialized values to put in the target
+ object
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -228,122 +345,5 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Uses reflection to create an SDMap from all of the SD
- serializable types in an object
-
- Class or struct containing serializable types
- An SDMap holding the serialized values from the
- container object
-
-
-
- Uses reflection to deserialize member variables in an object from
- an SDMap
-
- Reference to an object to fill with deserialized
- values
- Serialized values to put in the target
- object
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/bin/OpenMetaverse.StructuredData.dll b/bin/OpenMetaverse.StructuredData.dll
index 4df771a..bb16ed0 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 abd4cd5..457cbe1 100644
--- a/bin/OpenMetaverse.XML
+++ b/bin/OpenMetaverse.XML
@@ -24,6 +24,65 @@
+
+
+ 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
@@ -97,65 +156,6 @@
The level of the audio, a number between -100 and 100 where 0 represents ‘normal’ speaking volume
-
-
- This is used to get a list of audio devices that can be used for capture (input) of voice.
-
-
-
-
-
- This is used to get a list of audio devices that can be used for render (playback) of voice.
-
-
-
-
- This command is used to select the render device.
-
- The name of the device as returned by the Aux.GetRenderDevices command.
-
-
-
- This command is used to select the capture device.
-
- The name of the device as returned by the Aux.GetCaptureDevices command.
-
-
-
- This command is used to start the audio capture process which will cause
- AuxAudioProperty Events to be raised. These events can be used to display a
- microphone VU meter for the currently selected capture device. This command
- should not be issued if the user is on a call.
-
- (unused but required)
-
-
-
-
- This command is used to stop the audio capture process.
-
-
-
-
-
- This command is used to set the mic volume while in the audio tuning process.
- Once an acceptable mic level is attained, the application must issue a
- connector set mic volume command to have that level be used while on voice
- calls.
-
- the microphone volume (-100 to 100 inclusive)
-
-
-
-
- This command is used to set the speaker volume while in the audio tuning
- process. Once an acceptable speaker level is attained, the application must
- issue a connector set speaker volume command to have that level be used while
- on voice calls.
-
- the speaker volume (-100 to 100 inclusive)
-
-
Start up the Voice service.
@@ -261,6 +261,36 @@
+
+
+ This is used to login a specific user account(s). It may only be called after
+ Connector initialization has completed successfully
+
+ Handle returned from successful Connector ‘create’ request
+ User's account name
+ User's account password
+ Values may be “AutoAnswer” or “VerifyAnswer”
+ ""
+ This is an integer that specifies how often
+ the daemon will send participant property events while in a channel. If this is not set
+ the default will be “on state change”, which means that the events will be sent when
+ the participant starts talking, stops talking, is muted, is unmuted.
+ The valid values are:
+ 0 – Never
+ 5 – 10 times per second
+ 10 – 5 times per second
+ 50 – 1 time per second
+ 100 – on participant state change (this is the default)
+ false
+
+
+
+
+ This is used to logout a user session. It should only be called with a valid AccountHandle.
+
+ Handle returned from successful Connector ‘login’ request
+
+
This is used to initialize and stop the Connector as a whole. The Connector
@@ -311,36 +341,6 @@
The level of the audio, a number between -100 and 100 where
0 represents ‘normal’ speaking volume
-
-
- This is used to login a specific user account(s). It may only be called after
- Connector initialization has completed successfully
-
- Handle returned from successful Connector ‘create’ request
- User's account name
- User's account password
- Values may be “AutoAnswer” or “VerifyAnswer”
- ""
- This is an integer that specifies how often
- the daemon will send participant property events while in a channel. If this is not set
- the default will be “on state change”, which means that the events will be sent when
- the participant starts talking, stops talking, is muted, is unmuted.
- The valid values are:
- 0 – Never
- 5 – 10 times per second
- 10 – 5 times per second
- 50 – 1 time per second
- 100 – on participant state change (this is the default)
- false
-
-
-
-
- This is used to logout a user session. It should only be called with a valid AccountHandle.
-
- Handle returned from successful Connector ‘login’ request
-
-
Event for most mundane request reposnses.
@@ -410,25728 +410,25728 @@
Audio Properties Events are sent after audio capture is started. These events are used to display a microphone VU meter
-
- Positional vector of the users position
+
+
+
+
-
- Velocity vector of the position
+
+
-
- At Orientation (X axis) of the position
+
+
-
- Up Orientation (Y axis) of the position
+
+
-
- Left Orientation (Z axis) of the position
+
+
-
-
- Represents a string of characters encoded with specific formatting properties
-
+
+
-
+
+
+
+
+
+
+
- Base class for all Asset types
+ Status of the last application run.
+ Used for error reporting to the grid login service for statistical purposes.
-
- A byte array containing the raw asset data
+
+ Application exited normally
-
- True if the asset it only stored on the server temporarily
+
+ Application froze
-
- A unique ID
+
+ Application detected error and exited abnormally
-
-
- Construct a new Asset object
-
+
+ Other crash
-
-
- Construct a new Asset object
-
- A unique specific to this asset
- A byte array containing the raw asset data
+
+ Application froze during logout
-
-
- Regenerates the AssetData
byte array from the properties
- of the derived class.
-
+
+ Application crashed during logout
-
+
- Decodes the AssetData, placing it in appropriate properties of the derived
- class.
+ Login Request Parameters
- True if the asset decoding succeeded, otherwise false
-
- The assets unique ID
+
+ The URL of the Login Server
-
-
- The "type" of asset, Notecard, Animation, etc
-
+
+ The number of milliseconds to wait before a login is considered
+ failed due to timeout
-
- A text string containing main text of the notecard
+
+ The request method
+ login_to_simulator is currently the only supported method
-
- List of s embedded on the notecard
+
+ The Agents First name
-
- Construct an Asset of type Notecard
+
+ The Agents Last name
-
+
+ A md5 hashed password
+ plaintext password will be automatically hashed
+
+
+ The agents starting location once logged in
+ Either "last", "home", or a string encoded URI
+ containing the simulator name and x/y/z coordinates e.g: uri:hooper&128&152&17
+
+
+ A string containing the client software channel information
+ Second Life Release
+
+
+ The client software version information
+ The official viewer uses: Second Life Release n.n.n.n
+ where n is replaced with the current version of the viewer
+
+
+ A string containing the platform information the agent is running on
+
+
+ A string hash of the network cards Mac Address
+
+
+ Unknown or deprecated
+
+
+ A string hash of the first disk drives ID used to identify this clients uniqueness
+
+
+ A string containing the viewers Software, this is not directly sent to the login server but
+ instead is used to generate the Version string
+
+
+ A string representing the software creator. This is not directly sent to the login server but
+ is used by the library to generate the Version information
+
+
+ If true, this agent agrees to the Terms of Service of the grid its connecting to
+
+
+ Unknown
+
+
+ Status of the last application run sent to the grid login server for statistical purposes
+
+
+ An array of string sent to the login server to enable various options
+
+
+ A randomly generated ID to distinguish between login attempts. This value is only used
+ internally in the library and is never sent over the wire
+
+
- Construct an Asset object of type Notecard
+ Default constuctor, initializes sane default values
- 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
+ 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
-
+
- Decode the raw asset data including the Linden Text properties
+ Instantiates new LoginParams object and fills in the values
- true if the AssetData was successfully decoded
-
-
- Override the base classes AssetType
+ 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
-
- The event subscribers, null of no subscribers
-
-
- Raises the AttachedSound Event
- A AttachedSoundEventArgs object containing
- the data sent from the simulator
+
+ true, false, indeterminate
-
- Thread sync lock object
+
+ Login message of the day
-
- The event subscribers, null of no subscribers
+
+ M or PG, also agent_region_access and agent_access_max
-
- Raises the AttachedSoundGainChange Event
- A AttachedSoundGainChangeEventArgs object containing
- the data sent from the simulator
+
+
+ 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
-
- Thread sync lock object
+
+
+ Login Routines
+
+
+ NetworkManager is responsible for managing the network layer of
+ OpenMetaverse. It tracks all the server connections, serializes
+ outgoing traffic and deserializes incoming traffic, and provides
+ instances of delegates for network-related events.
+
-
+
The event subscribers, null of no subscribers
-
- Raises the SoundTrigger Event
- A SoundTriggerEventArgs object containing
+
+ Raises the LoginProgress Event
+ A LoginProgressEventArgs object containing
the data sent from the simulator
-
+
Thread sync lock object
-
- The event subscribers, null of no subscribers
+
+ Seed CAPS URL returned from the login server
-
- Raises the PreloadSound Event
- A PreloadSoundEventArgs object containing
- the data sent from the simulator
+
+ Maximum number of groups an agent can belong to, -1 for unlimited
-
- Thread sync lock object
+
+ Server side baking service URL
-
+
+ A list of packets obtained during the login process which
+ networkmanager will log but not process
+
+
- Construct a new instance of the SoundManager class, used for playing and receiving
- sound assets
+ Generate sane default values for a login request
- A reference to the current GridClient instance
+ Account first name
+ Account last name
+ Account password
+ Client application name (channel)
+ Client application name + version
+ A populated struct containing
+ sane defaults
-
+
- Plays a sound in the current region at full volume from avatar position
+ Simplified login that takes the most common and required fields
- UUID of the sound to be played
+ 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
-
+
- Plays a sound in the current region at full volume
+ 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
- UUID of the sound to be played.
- position for the sound to be played at. Normally the avatar.
+ 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
-
+
- Plays a sound in the current region
+ Login that takes a struct of all the values that will be passed to
+ the login server
- 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
+ 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
-
+
- Plays a sound in the specified sim
+ Build a start location URI for passing to the Login function
- 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
+ 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
-
+
- Play a sound asset
+ LoginParams and the initial login XmlRpcRequest were made on a remote machine.
+ This method now initializes libomv with the results.
- UUID of the sound to be played.
- handle id for the sim to be played in.
- position for the sound to be played at. Normally the avatar.
- volume of the sound, from 0.0 to 1.0
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
+
+
+ Handles response from XML-RPC login replies
+
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
+
+
+ Handles response from XML-RPC login replies with already parsed LoginResponseData
+
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
+
+
+ Handle response from LLSD login replies
+
+
+
+
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
+
+
+ Get current OS
+
+ Either "Win" or "Linux"
-
- Raised when the simulator sends us data containing
- sound
+
+
+ Get clients default Mac Address
+
+ A string containing the first found Mac Address
-
- Raised when the simulator sends us data containing
- ...
+
+ The event subscribers, null of no subscribers
-
- Raised when the simulator sends us data containing
- ...
+
+ Raises the PacketSent Event
+ A PacketSentEventArgs object containing
+ the data sent from the simulator
-
- Raised when the simulator sends us data containing
- ...
+
+ Thread sync lock object
-
- 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 ...
- }
-
-
+
+ The event subscribers, null of no subscribers
-
-
- 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
+
+ Raises the LoggedOut Event
+ A LoggedOutEventArgs object containing
+ the data sent from the simulator
-
- Simulator where the event originated
+
+ Thread sync lock object
-
- Get the sound asset id
+
+ The event subscribers, null of no subscribers
-
- Get the ID of the owner
+
+ Raises the SimConnecting Event
+ A SimConnectingEventArgs object containing
+ the data sent from the simulator
-
- Get the ID of the Object
+
+ Thread sync lock object
-
- Get the volume level
+
+ The event subscribers, null of no subscribers
-
- Get the
+
+ Raises the SimConnected Event
+ A SimConnectedEventArgs object containing
+ the data sent from the simulator
-
- Provides data for the event
- The event occurs when an attached sound
- changes its volume level
+
+ Thread sync lock object
-
-
- Construct a new instance of the AttachedSoundGainChangedEventArgs class
-
- Simulator where the event originated
- The ID of the Object
- The new volume level
+
+ The event subscribers, null of no subscribers
-
- Simulator where the event originated
+
+ Raises the SimDisconnected Event
+ A SimDisconnectedEventArgs object containing
+ the data sent from the simulator
-
- Get the ID of the Object
+
+ Thread sync lock object
-
- Get the volume level
+
+ The event subscribers, null of no subscribers
-
- 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);
- }
-
-
+
+ Raises the Disconnected Event
+ A DisconnectedEventArgs object containing
+ the data sent from the simulator
-
-
- 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
+
+ Thread sync lock object
-
- Simulator where the event originated
+
+ The event subscribers, null of no subscribers
-
- Get the sound asset id
+
+ Raises the SimChanged Event
+ A SimChangedEventArgs object containing
+ the data sent from the simulator
-
- Get the ID of the owner
+
+ Thread sync lock object
-
- Get the ID of the Object
+
+ The event subscribers, null of no subscribers
-
- Get the ID of the objects parent
+
+ Raises the EventQueueRunning Event
+ A EventQueueRunningEventArgs object containing
+ the data sent from the simulator
-
- Get the volume level
+
+ Thread sync lock object
-
- Get the regionhandle
+
+ All of the simulators we are currently connected to
-
- Get the source position
+
+ Handlers for incoming capability events
-
- 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")
- }
-
-
+
+ Handlers for incoming packets
-
+
+ Incoming packets that are awaiting handling
+
+
+ Outgoing packets that are awaiting handling
+
+
- Construct a new instance of the PreloadSoundEventArgs class
+ Default constructor
- Simulator where the event originated
- The sound asset id
- The ID of the owner
- The ID of the object
+ Reference to the GridClient object
-
- Simulator where the event originated
+
+
+ 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
-
- Get the sound asset id
+
+
+ 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
-
- Get the ID of the owner
+
+
+ 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
-
- Get the ID of the Object
+
+
+ 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
-
+
- Capabilities is the name of the bi-directional HTTP REST protocol
- used to communicate non real-time transactions such as teleporting or
- group messaging
+ 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
-
- Reference to the simulator this system is connected to
+
+
+ Send a packet to the simulator the avatar is currently occupying
+
+ Packet to send
-
+
- Default constructor
+ Send a packet to a specified simulator
-
-
+ Packet to send
+ Simulator to send the packet to
-
+
- Request the URI of a named capability
+ Connect to a simulator
- Name of the capability to request
- The URI of the requested capability, or String.Empty if
- the capability does not exist
+ 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
-
+
- Process any incoming events, check to see if we have a message created for the event,
+ 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
-
- Capabilities URI this system was initialized with
+
+
+ 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
+
-
- Whether the capabilities event queue is connected and
- listening for incoming events
+
+
+ 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
+
-
+
- Triggered when an event is received via the EventQueueGet
- capability
+ Close a connection to the given simulator
- Event name
- Decoded event data
- The simulator that generated the event
+
+
-
+
- Manager class for our own avatar
+ 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
-
- The event subscribers. null if no subcribers
+
+
+ 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
-
- Raises the ChatFromSimulator event
- A ChatEventArgs object containing the
- data returned from the data server
+
+
+ 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
-
- Thread sync lock object
+
+
+ Fire an event when an event queue connects for capabilities
+
+ Simulator the event queue is attached to
-
- 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 ScriptDialog event
- A SctriptDialogEventArgs 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
-
- 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 ScriptQuestion event
- A ScriptQuestionEventArgs 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
-
- 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 LoadURL event
- A LoadUrlEventArgs object containing the
- data returned from the data server
+
+ Raised when the simulator sends us data containing
+ ...
-
- Thread sync lock object
+
+ Called when a reply is received from the login server, the
+ login sequence will block until this event returns
-
- The event subscribers. null if no subcribers
+
+ Current state of logging in
-
- Raises the MoneyBalance event
- A BalanceEventArgs object containing the
- data returned from the data server
+
+ Upon login failure, contains a short string key for the
+ type of login error that occurred
-
- Thread sync lock object
+
+ The raw XML-RPC reply from the login server, exactly as it
+ was received (minus the HTTP header)
-
- The event subscribers. null if no subcribers
+
+ 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
-
- Raises the MoneyBalanceReply event
- A MoneyBalanceReplyEventArgs object containing the
- data returned from the data server
+
+ Raised when the simulator sends us data containing
+ ...
-
- Thread sync lock object
+
+ Raised when the simulator sends us data containing
+ ...
-
- The event subscribers. null if no subcribers
+
+ Raised when the simulator sends us data containing
+ ...
-
- Raises the IM event
- A InstantMessageEventArgs object containing the
- data returned from the data server
+
+ Raised when the simulator sends us data containing
+ ...
-
- Thread sync lock object
+
+ Raised when the simulator sends us data containing
+ ...
-
- The event subscribers. null if no subcribers
+
+ Raised when the simulator sends us data containing
+ ...
-
- Raises the TeleportProgress event
- A TeleportEventArgs object containing the
- data returned from the data server
+
+ Raised when the simulator sends us data containing
+ ...
-
- Thread sync lock object
+
+ Raised when the simulator sends us data containing
+ ...
-
- The event subscribers. null if no subcribers
+
+ Unique identifier associated with our connections to
+ simulators
-
- Raises the AgentDataReply event
- A AgentDataReplyEventArgs object containing the
- data returned from the data server
+
+ The simulator that the logged in avatar is currently
+ occupying
-
- Thread sync lock object
+
+ Shows whether the network layer is logged in to the
+ grid or not
-
- The event subscribers. null if no subcribers
+
+ Number of packets in the incoming queue
-
- Raises the AnimationsChanged event
- A AnimationsChangedEventArgs object containing the
- data returned from the data server
+
+ Number of packets in the outgoing queue
-
- Thread sync lock object
+
+
+
+
+
+
+
+
+
-
- The event subscribers. null if no subcribers
+
+
+ Explains why a simulator or the grid disconnected from us
+
-
- Raises the MeanCollision event
- A MeanCollisionEventArgs object containing the
- data returned from the data server
+
+ The client requested the logout or simulator disconnect
-
- Thread sync lock object
+
+ The server notified us that it is disconnecting
-
- The event subscribers. null if no subcribers
+
+ Either a socket was closed or network traffic timed out
-
- Raises the RegionCrossed event
- A RegionCrossedEventArgs object containing the
- data returned from the data server
+
+ The last active simulator shut down
-
- Thread sync lock object
+
+
+ Holds a simulator reference and a decoded packet, these structs are put in
+ the packet inbox for event handling
+
-
- The event subscribers. null if no subcribers
+
+ Reference to the simulator that this packet came from
-
- Raises the GroupChatJoined event
- A GroupChatJoinedEventArgs object containing the
- data returned from the data server
+
+ Packet that needs to be processed
-
- Thread sync lock object
+
+
+ Holds a simulator reference and a serialized packet, these structs are put in
+ the packet outbox for sending
+
-
- The event subscribers. null if no subcribers
+
+ Reference to the simulator this packet is destined for
-
- Raises the AlertMessage event
- A AlertMessageEventArgs object containing the
- data returned from the data server
+
+ Packet that needs to be sent
-
- Thread sync lock object
+
+ Sequence number of the wrapped packet
-
- The event subscribers. null if no subcribers
+
+ Number of times this packet has been resent
-
- Raises the ScriptControlChange event
- A ScriptControlEventArgs object containing the
- data returned from the data server
+
+ Environment.TickCount when this packet was last sent over the wire
-
- Thread sync lock object
+
+ Type of the packet
-
- The event subscribers. null if no subcribers
+
+
+ Registers, unregisters, and fires events generated by incoming packets
+
-
- Raises the CameraConstraint event
- A CameraConstraintEventArgs object containing the
- data returned from the data server
+
+ Reference to the GridClient object
-
- Thread sync lock object
+
+
+ Default constructor
+
+
-
- The event subscribers. null if no subcribers
+
+
+ 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
-
- Raises the ScriptSensorReply event
- A ScriptSensorReplyEventArgs object containing the
- data returned from the data server
+
+
+ Unregister an event handler
+
+ Packet type to unregister the handler for
+ Callback to be unregistered
-
- Thread sync lock object
+
+
+ Fire the events registered for this packet type
+
+ Incoming packet type
+ Incoming packet
+ Simulator this packet was received from
-
- The event subscribers. null if no subcribers
+
+
+ Object that is passed to worker threads in the ThreadPool for
+ firing packet callbacks
+
-
- Raises the AvatarSitResponse event
- A AvatarSitResponseEventArgs object containing the
- data returned from the data server
+
+ Callback to fire for this packet
-
- Thread sync lock object
+
+ Reference to the simulator that this packet came from
-
- The event subscribers. null if no subcribers
+
+ The packet that needs to be processed
-
- Raises the ChatSessionMemberAdded event
- A ChatSessionMemberAddedEventArgs object containing the
- data returned from the data server
+
+
+ Registers, unregisters, and fires events generated by the Capabilities
+ event queue
+
-
- Thread sync lock object
+
+ Reference to the GridClient object
-
- The event subscribers. null if no subcribers
+
+
+ Default constructor
+
+ Reference to the GridClient object
-
- Raises the ChatSessionMemberLeft event
- A ChatSessionMemberLeftEventArgs object containing the
- data returned from the data server
+
+
+ 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
-
- Thread sync lock object
+
+
+ Unregister a previously registered capabilities handler
+
+ Capability event name unregister the
+ handler for
+ Callback to unregister
-
- The event subscribers, null of no subscribers
+
+
+ Fire the events registered for this event type synchronously
+
+ Capability name
+ Decoded event body
+ Reference to the simulator that
+ generated this event
-
- Raises the SetDisplayNameReply Event
- A SetDisplayNameReplyEventArgs object containing
- the data sent from the simulator
+
+
+ Fire the events registered for this event type asynchronously
+
+ Capability name
+ Decoded event body
+ Reference to the simulator that
+ generated this event
-
- Thread sync lock object
+
+
+ Object that is passed to worker threads in the ThreadPool for
+ firing CAPS callbacks
+
-
- The event subscribers. null if no subcribers
+
+ Callback to fire for this packet
-
- Raises the MuteListUpdated event
- A EventArgs object containing the
- data returned from the data server
+
+ Name of the CAPS event
-
- Thread sync lock object
+
+ Strongly typed decoded data
-
- Reference to the GridClient instance
+
+ Reference to the simulator that generated this event
-
- Used for movement and camera tracking
+
+
+ Represends individual HTTP Download request
+
-
- 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
+
+ URI of the item to fetch
-
- Dictionary containing current Group Chat sessions and members
+
+ Timout specified in milliseconds
-
- Dictionary containing mute list keyead on mute name and key
+
+ Download progress callback
-
- Various abilities and preferences sent by the grid
+
+ Download completed callback
-
+
+ Accept the following content type
+
+
+ How many times will this request be retried
+
+
+ Current fetch attempt
+
+
+ Default constructor
+
+
+ Constructor
+
+
- Constructor, setup callbacks for packets related to our avatar
+ Manages async HTTP downloads with a limit on maximum
+ concurrent downloads
- A reference to the Class
-
+
+ Default constructor
+
+
+ Cleanup method
+
+
+ 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
+
+
- Send a text message from the Agent to the Simulator
+ Reads in a byte array of an Animation Asset created by the SecondLife(tm) client.
- 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.
+ Rotation Keyframe count (used internally)
-
+
- Send an Instant Message to another Avatar
+ Position Keyframe count (used internally)
- The recipients
- A containing the message to send
-
+
- Send an Instant Message to an existing group chat or conference chat
+ Animation Priority
- The recipients
- A containing the message to send
- IM session ID (to differentiate between IM windows)
-
+
- Send an Instant Message
+ The animation length in seconds.
- 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
+ Expression set in the client. Null if [None] is selected
- 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
+ The time in seconds to start the animation
- 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 time in seconds to end the animation
- 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
+ Loop the animation
- of Group to leave
-
+
- Exit a group chat session. This will stop further Group chat messages
- from being sent until session is rejoined.
+ Meta data. Ease in Seconds.
- of Group chat session to leave
-
+
- Reply to script dialog questions.
+ Meta data. Ease out seconds.
- 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
+ Meta Data for the Hand Pose
- of session to accept invite to
-
+
- Start a friends conference
+ Number of joints defined in the animation
- 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
+ Contains an array of joints
- 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
+ Searialize an animation asset into it's joints/keyframes/meta 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
+
-
+
- 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
+ Variable length strings seem to be null terminated in the animation asset.. but..
+ use with caution, home grown.
+ advances the index.
- 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
+ The animation asset byte array
+ The offset to start reading
+ a string
-
+
- Sends a request to sit on the specified object
+ Read in a Joint from an animation asset byte array
+ Variable length Joint fields, yay!
+ Advances the index
- of the object to sit on
- Sit at offset
+ animation asset byte array
+ Byte Offset of the start of the joint
+ The Joint data serialized into the binBVHJoint structure
-
+
- Follows a call to to actually sit on the object
+ 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
+
-
- Stands up from sitting on a prim or the ground
- true of AgentUpdate was sent
+
+
+ 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
-
+
- Does a "ground sit" at the avatar's current position
-
+ Serves as a hash function for a particular type.
+
+
+ A hash code for the current .
+
+ 2
-
-
- Starts or stops flying
+
+
+ A Joint and it's associated meta data and keyframes
- True to start flying, false to stop flying
-
-
- Starts or stops crouching
-
- True to start crouching, false to stop crouching
+
+
+ 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
-
-
- Starts a jump (begin holding the jump key)
-
+
+
+ Returns the hash code for this instance.
+
+
+ A 32-bit signed integer that is the hash code for this instance.
+
+ 2
-
+
- Use the autopilot sim function to move the avatar to a new
- position. Uses double precision to get precise movements
+ Name of the Joint. Matches the avatar_skeleton.xml in client distros
- 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
+ Joint Animation Override? Was the same as the Priority in testing..
- 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
+ Array of Rotation Keyframes in order from earliest to latest
- 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
+ Array of Position Keyframes in order from earliest to latest
+ This seems to only be for the Pelvis?
- an unsigned integer of the objects ID within the simulator
-
-
+
- Overload: Grab a simulated object
+ Custom application data that can be attached to a joint
- 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
+ A Joint Keyframe. This is either a position or a rotation.
- of the object to drag
- Drag target in region coordinates
-
+
- Overload: Drag an object
+ Either a Vector3 position or a Vector3 Euler rotation
- 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
+ Poses set in the animation metadata for the hands.
- 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
+
+ Information about agents display name
-
-
- Touches an object
-
- an unsigned integer of the objects ID within the simulator
-
+
+ Agent UUID
-
-
- Request the current L$ balance
-
+
+ Username
-
-
- Give Money to destination Avatar
-
- UUID of the Target Avatar
- Amount in L$
+
+ Display name
-
+
+ First name (legacy)
+
+
+ Last name (legacy)
+
+
+ Is display name default display name
+
+
+ Cache display name until
+
+
+ Last updated timestamp
+
+
- Give Money to destination Avatar
+ Creates AgentDisplayName object from OSD
- UUID of the Target Avatar
- Amount in L$
- Description that will show up in the
- recipients transaction history
+ Incoming OSD data
+ AgentDisplayName object
-
+
- Give L$ to an object
+ Return object as OSD map
- object to give money to
- amount of L$ to give
- name of object
+ OSD containing agent's display name data
-
+
+ Full name (legacy)
+
+
- Give L$ to a group
+ Holds group information for Avatars such as those you might find in a profile
- 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
+
+ true of Avatar accepts group notices
-
-
- Pay texture/animation upload fee
-
+
+ Groups Key
-
-
- Pay texture/animation upload fee
-
- description of the transaction
+
+ Texture Key for groups insignia
-
-
- 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
+
+ Name of the group
-
-
- Plays a gesture
-
- Asset of the gesture
+
+ Powers avatar has in the group
-
-
- Mark gesture active
-
- Inventory of the gesture
- Asset of the gesture
+
+ Avatars Currently selected title
-
-
- Mark gesture inactive
-
- Inventory of the gesture
+
+ true of Avatar has chosen to list this in their profile
-
+
- Send an AgentAnimation packet that toggles a single animation on
+ Contains an animation currently being played by an agent
- 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
+
+ The ID of the animation asset
-
-
- 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
+
+ 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
-
-
- Teleports agent to their stored home location
-
- true on successful teleport to home location
+
+
-
+
- Teleport agent to a landmark
+ Holds group information on an individual profile pick
- 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
+ Retrieve friend status notifications, and retrieve avatar names and
+ profiles
- 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
+
+ The event subscribers, null of no subscribers
-
-
- 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
+
+ Raises the AvatarAnimation Event
+ An AvatarAnimationEventArgs object containing
+ the data sent from the simulator
-
-
- 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
+
+ Thread sync lock object
-
-
- Request teleport to a another simulator
-
- handle of region to teleport agent to
- position in destination sim to teleport to
+
+ The event subscribers, null of no subscribers
-
-
- 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
+
+ Raises the AvatarAppearance Event
+ A AvatarAppearanceEventArgs object containing
+ the data sent from the simulator
-
-
- Teleport agent to a landmark
-
- of the landmark to teleport agent to
+
+ Thread sync lock object
-
-
- Send a teleport lure to another avatar with default "Join me in ..." invitation message
-
- target avatars to lure
+
+ The event subscribers, null of no subscribers
-
-
- Send a teleport lure to another avatar with custom invitation message
-
- target avatars to lure
- custom message to send with invitation
+
+ Raises the UUIDNameReply Event
+ A UUIDNameReplyEventArgs object containing
+ the data sent from the simulator
-
-
- 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
+
+ Thread sync lock object
-
-
- Update agent profile
-
- struct containing updated
- profile information
+
+ The event subscribers, null of no subscribers
-
-
- Update agents profile interests
-
- selection of interests from struct
+
+ Raises the AvatarInterestsReply Event
+ A AvatarInterestsReplyEventArgs object containing
+ the data sent from the simulator
-
-
- 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
+
+ Thread sync lock object
-
-
- Request the list of muted objects and avatars for this agent
-
+
+ The event subscribers, null of no subscribers
-
-
- Mute an object, resident, etc.
-
- Mute type
- Mute UUID
- Mute name
+
+ Raises the AvatarPropertiesReply Event
+ A AvatarPropertiesReplyEventArgs object containing
+ the data sent from the simulator
-
-
- Mute an object, resident, etc.
-
- Mute type
- Mute UUID
- Mute name
- Mute flags
+
+ Thread sync lock object
-
-
- Unmute an object, resident, etc.
-
- Mute UUID
- Mute name
+
+ The event subscribers, null of no subscribers
-
-
- Sets home location to agents current position
-
- will fire an AlertMessage () with
- success or failure message
+
+ Raises the AvatarGroupsReply Event
+ A AvatarGroupsReplyEventArgs object containing
+ the data sent from the simulator
-
-
- Move an agent in to a simulator. This packet is the last packet
- needed to complete the transition in to a new simulator
-
- Object
+
+ Thread sync lock object
-
-
- Reply to script permissions request
-
- Object
- of the itemID requesting permissions
- of the taskID requesting permissions
- list of permissions to allow
+
+ The event subscribers, null of no subscribers
-
+
+ Raises the AvatarPickerReply Event
+ A AvatarPickerReplyEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the ViewerEffectPointAt Event
+ A ViewerEffectPointAtEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the ViewerEffectLookAt Event
+ A ViewerEffectLookAtEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the ViewerEffect Event
+ A ViewerEffectEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the AvatarPicksReply Event
+ A AvatarPicksReplyEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the PickInfoReply Event
+ A PickInfoReplyEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the AvatarClassifiedReply Event
+ A AvatarClassifiedReplyEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the ClassifiedInfoReply Event
+ A ClassifiedInfoReplyEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the DisplayNameUpdate Event
+ A DisplayNameUpdateEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
- Respond to a group invitation by either accepting or denying it
+ Represents other avatars
- 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
+
-
+
+ Tracks the specified avatar on your map
+ Avatar ID to track
+
+
- Requests script detection of objects and avatars
+ Request a single avatar name
- 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
+ The avatar key to retrieve a name for
-
+
- Create or update profile pick
+ Request a list of avatar names
- 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
+ The avatar keys to retrieve names for
-
+
- Delete profile pick
+ Check if Display Names functionality is available
- UUID of the pick to delete
+ True if Display name functionality is available
-
+
- Create or update profile Classified
+ Request retrieval of display names (max 90 names per request)
- 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
+ List of UUIDs to lookup
+ Callback to report result of the operation
-
+
- Create or update profile Classified
+ Start a request for Avatar Properties
- 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
+ Search for an avatar (first name, last name)
- The classified ads ID
+ The name to search for
+ An ID to associate with this query
-
+
- Fetches resource usage by agents attachmetns
+ Start a request for Avatar Picks
- Called when the requested information is collected
+ UUID of the avatar
-
+
- Initates request to set a new display name
+ Start a request for Avatar Classifieds
- Previous display name
- Desired new display name
+ UUID of the avatar
-
+
- Tells the sim what UI language is used, and if it's ok to share that with scripts
+ Start a request for details of a specific profile pick
- Two letter language code
- Share language info with scripts
+ UUID of the avatar
+ UUID of the profile pick
-
+
- Take an incoming ImprovedInstantMessage packet, auto-parse, and if
- OnInstantMessage is defined call that with the appropriate arguments
+ Start a request for details of a specific profile classified
+ UUID of the avatar
+ UUID of the profile classified
+
+
+ Process an incoming packet and raise the appropriate events
The sender
The EventArgs object containing the packet data
-
-
- Take an incoming Chat packet, auto-parse, and if OnChat is defined call
- that with the appropriate arguments.
-
+
+ Process an incoming packet and raise the appropriate events
The sender
The EventArgs object containing the packet data
-
-
- Used for parsing llDialogs
-
+
+ Process an incoming packet and raise the appropriate events
The sender
The EventArgs object containing the packet data
-
-
- Used for parsing llRequestPermissions dialogs
-
+
+ Process an incoming packet and raise the appropriate events
The sender
The EventArgs object containing the packet data
-
-
- Handles Script Control changes when Script with permissions releases or takes a control
-
+
+ Process an incoming packet and raise the appropriate events
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
-
-
-
- EQ Message fired with the result of SetDisplayName request
+ 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
-
-
- 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
+ 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 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
+ 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
-
-
- 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 the simulator sends us data containing
+ an agents animation playlist
-
- 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 the simulator sends us data containing
+ the appearance information for an agent
-
- Raised when a simulator sends agent specific information for our avatar.
+
+ Raised when the simulator sends us data containing
+ agent names/id values
-
- Raised when our agents animation playlist changes
+
+ Raised when the simulator sends us data containing
+ the interests listed in an agents profile
-
- Raised when an object or avatar forcefully collides with our agent
+
+ Raised when the simulator sends us data containing
+ profile property information for an agent
-
- Raised when our agent crosses a region border into another region
+
+ Raised when the simulator sends us data containing
+ the group membership an agent is a member of
-
- Raised when our agent succeeds or fails to join a group chat session
+
+ Raised when the simulator sends us data containing
+ name/id pair
-
- 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 the simulator sends us data containing
+ the objects and effect when an agent is pointing at
-
- Raised when a script attempts to take or release specified controls for our agent
+
+ Raised when the simulator sends us data containing
+ the objects and effect when an agent is looking at
-
- Raised when the simulator detects our agent is trying to view something
- beyond its limits
+
+ Raised when the simulator sends us data containing
+ an agents viewer effect information
-
- Raised when a script sensor reply is received from a simulator
+
+ Raised when the simulator sends us data containing
+ the top picks from an agents profile
-
- Raised in response to a request
+
+ Raised when the simulator sends us data containing
+ the Pick details
-
- Raised when an avatar enters a group chat session we are participating in
+
+ Raised when the simulator sends us data containing
+ the classified ads an agent has placed
-
- Raised when an agent exits a group chat session we are participating in
+
+ Raised when the simulator sends us data containing
+ the details of a classified ad
-
+
Raised when the simulator sends us data containing
the details of display name change
-
- Raised when a scripted object or agent within range sends a public message
-
-
- 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
+
+
+ Callback giving results when fetching display names
+
+ If the request was successful
+ Array of display names
+ Array of UUIDs that could not be fetched
-
- A which specifies the angular speed, and axis about which an Avatar is rotating.
+
+ 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);
+ }
+ }
+ }
+
+
-
- Position avatar client will goto when login to 'home' or during
- teleport request to 'home' region.
+
+
+ Construct a new instance of the AvatarAnimationEventArgs class
+
+ The ID of the agent
+ The list of animations to start
-
- LookAt point saved/restored with HomePosition
+
+ Get the ID of the agent
-
- Avatar First Name (i.e. Philip)
+
+ Get the list of animations to start
-
- Avatar Last Name (i.e. Linden)
+
+ 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")
+ }
+
+
-
- Avatar Full Name (i.e. Philip Linden)
+
+
+ Construct a new instance of the AvatarAppearanceEventArgs class
+
+ 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
-
- Gets the health of the agent
+
+ Get the Simulator this request is from of the agent
-
- Gets the current balance of the agent
+
+ Get the ID of the agent
-
- Gets the local ID of the prim the agent is sitting on,
- zero if the avatar is not currently sitting
+
+ true if the agent is a trial account
-
- Gets the of the agents active group.
+
+ Get the default agent texture
-
- Gets the Agents powers in the currently active group
+
+ Get the agents appearance layer textures
-
- Current status message for teleporting
+
+ Get the for the agent
-
- Current position of the agent as a relative offset from
- the simulator, or the parent object if we are sitting on something
+
+ Version of the appearance system used.
+ Value greater than 0 indicates that server side baking is used
-
- Current rotation of the agent as a relative rotation from
- the simulator, or the parent object if we are sitting on something
+
+ Version of the Current Outfit Folder the appearance is based on
-
- Current position of the agent in the simulator
+
+ Appearance flags, introduced with server side baking, currently unused
-
-
- A representing the agents current rotation
-
+
+ Represents the interests from the profile of an agent
-
- Returns the global grid position of the avatar
+
+ Get the ID of the agent
-
-
- Used to specify movement actions for your agent
-
+
+ The properties of an agent
-
- Empty flag
+
+ Get the ID of the agent
-
- Move Forward (SL Keybinding: W/Up Arrow)
+
+ Get the ID of the agent
-
- Move Backward (SL Keybinding: S/Down Arrow)
+
+ Get the ID of the agent
-
- Move Left (SL Keybinding: Shift-(A/Left Arrow))
+
+ Get the ID of the avatar
-
- Move Right (SL Keybinding: Shift-(D/Right Arrow))
+
+
+ Event args class for display name notification messages
+
-
- Not Flying: Jump/Flying: Move Up (SL Keybinding: E)
+
+
+ A linkset asset, containing a parent primitive and zero or more children
+
-
- Not Flying: Croutch/Flying: Move Down (SL Keybinding: C)
+
+
+ Base class for all Asset types
+
-
- Unused
+
+ A byte array containing the raw asset data
-
- Unused
+
+ True if the asset it only stored on the server temporarily
-
- Unused
+
+ A unique ID
-
- Unused
+
+
+ Construct a new Asset object
+
-
- ORed with AGENT_CONTROL_AT_* if the keyboard is being used
+
+
+ Construct a new Asset object
+
+ A unique specific to this asset
+ A byte array containing the raw asset data
-
- ORed with AGENT_CONTROL_LEFT_* if the keyboard is being used
+
+
+ Regenerates the AssetData
byte array from the properties
+ of the derived class.
+
-
- ORed with AGENT_CONTROL_UP_* if the keyboard is being used
+
+
+ Decodes the AssetData, placing it in appropriate properties of the derived
+ class.
+
+ True if the asset decoding succeeded, otherwise false
-
- Fly
+
+ The assets unique ID
-
-
+
+
+ The "type" of asset, Notecard, Animation, etc
+
-
- Finish our current animation
+
+ Initializes a new instance of an AssetPrim object
-
- Stand up from the ground or a prim seat
+
+
+ Initializes a new instance of an AssetPrim object
+
+ A unique specific to this asset
+ A byte array containing the raw asset data
-
- 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
+
+ Override the base classes AssetType
-
- Legacy, used if a key was pressed for less than a certain amount of time
+
+
+ Only used internally for XML serialization/deserialization
+
-
- Legacy, used if a key was pressed for less than a certain amount of time
+
+
+ The deserialized form of a single primitive in a linkset asset
+
-
- Legacy, used if a key was pressed for less than a certain amount of time
+
+ Describes tasks returned in LandStatReply
-
- Legacy, used if a key was pressed for less than a certain amount of time
+
+
+ Estate level administration and utilities
+
-
- Legacy, used if a key was pressed for less than a certain amount of time
+
+ Textures for each of the four terrain height levels
-
-
+
+ Upper/lower texture boundaries for each corner of the sim
-
-
+
+
+ Constructor for EstateTools class
+
+
-
- Set when the avatar is idled or set to away. Note that the away animation is
- activated separately from setting this flag
+
+ The event subscribers. null if no subcribers
-
-
+
+ Raises the TopCollidersReply event
+ A TopCollidersReplyEventArgs object containing the
+ data returned from the data server
-
-
+
+ Thread sync lock object
-
-
+
+ The event subscribers. null if no subcribers
-
-
+
+ Raises the TopScriptsReply event
+ A TopScriptsReplyEventArgs object containing the
+ data returned from the data server
-
-
- 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
-
+
+ Thread sync lock object
-
- Agent camera controls
+
+ The event subscribers. null if no subcribers
-
- Currently only used for hiding your group title
+
+ Raises the EstateUsersReply event
+ A EstateUsersReplyEventArgs object containing the
+ data returned from the data server
-
- Action state of the avatar, which can currently be
- typing and editing
+
+ 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
-
- Timer for sending AgentUpdate packets
+
+ The event subscribers. null if no subcribers
-
- Default constructor
+
+ 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
+
+
- Send an AgentUpdate with the camera set at the current agent
- position and pointing towards the heading specified
+ Requests estate information such as top scripts and colliders
- Camera rotation in radians
- Whether to send the AgentUpdate reliable
- or not
+
+
+
+
-
+
+ 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
+
+
- Rotates the avatar body and camera toward a target position.
- This will also anchor the camera position on the avatar
+ Set several estate specific configuration variables
- Region coordinates to turn toward
+ 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
-
+
- Rotates the avatar body and camera toward a target position.
- This will also anchor the camera position on the avatar
+ Request return of objects owned by specified avatar
- Region coordinates to turn toward
- whether to send update or not
+ 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
-
+
+
+
+
+
+
- Send new AgentUpdate packet to update our current camera
- position and rotation
+ Used for setting and retrieving various estate panel settings
+ EstateOwnerMessage Method field
+ List of parameters to include
-
+
- Send new AgentUpdate packet to update our current camera
- position and rotation
+ Kick an avatar from an estate
- Whether to require server acknowledgement
- of this packet
+ Key of Agent to remove
-
+
- Send new AgentUpdate packet to update our current camera
- position and rotation
+ Ban an avatar from an estate
+ Key of Agent to remove
+ Ban user from this estate and all others owned by the estate owner
+
+
+ Unban an avatar from an estate
+ Key of Agent to remove
+ /// Unban user from this estate and all others owned by the estate owner
+
+
+
+ Send a message dialog to everyone in an entire estate
- Whether to require server acknowledgement
- of this packet
- Simulator to send the update to
+ Message to send all users in the estate
-
+
- Builds an AgentUpdate packet entirely from parameters. This
- will not touch the state of Self.Movement or
- Self.Movement.Camera in any way
+ Send a message dialog to everyone in a simulator
-
-
-
-
-
-
-
-
-
-
-
+ Message to send all users in the simulator
-
+
- Sends update of Field of Vision vertical angle to the simulator
+ Send an avatar back to their home location
- Angle in radians
-
-
- Move agent positive along the X axis
-
-
- Move agent negative along the X axis
-
-
- Move agent positive along the Y axis
+ Key of avatar to send home
-
- Move agent negative along the Y axis
+
+
+ Begin the region restart process
+
-
- Move agent positive along the Z axis
+
+
+ Cancels a region restart
+
-
- Move agent negative along the Z axis
+
+ Estate panel "Region" tab settings
-
-
+
+ Estate panel "Debug" tab settings
-
-
+
+ Used for setting the region's terrain textures for its four height levels
+
+
+
+
-
-
+
+ Used for setting sim terrain texture heights
-
-
+
+ Requests the estate covenant
-
-
+
+
+ Upload a terrain RAW file
+
+ A byte array containing the encoded terrain data
+ The name of the file being uploaded
+ The Id of the transfer request
-
-
+
+
+ Teleports all users home in current Estate
+
-
-
+
+
+ Remove estate manager
+ Key of Agent to Remove
+ removes manager to this estate and all others owned by the estate owner
-
- Causes simulator to make agent fly
+
+
+ Add estate manager
+ Key of Agent to Add
+ Add agent as manager to this estate and all others owned by the estate owner
-
- Stop movement
+
+
+ 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
-
- Finish animation
+
+
+ Removes an agent from the estate Allowed list
+ Key of Agent to Remove
+ Removes agent as an allowed reisdent from All estates if true
-
- Stand up from a sit
+
+
+
+ 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
-
- Tells simulator to sit agent on ground
+
+
+
+ Removes a group from the estate Allowed list
+ Key of Group to Remove
+ Removes Group as an allowed Group from All estates if true
-
- Place agent into mouselook mode
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
-
- Nudge agent positive along the X axis
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
-
- Nudge agent negative along the X axis
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
-
- Nudge agent positive along the Y axis
+
+ Raised when the data server responds to a request.
-
- Nudge agent negative along the Y axis
+
+ Raised when the data server responds to a request.
-
- Nudge agent positive along the Z axis
+
+ Raised when the data server responds to a request.
-
- Nudge agent negative along the Z axis
+
+ 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.
-
- Tell simulator to mark agent as away
+
+ Raised when the data server responds to a request.
-
-
+
+ Raised when the data server responds to a request.
-
-
+
+ Used in the ReportType field of a LandStatRequest
-
-
+
+ Used by EstateOwnerMessage packets
-
-
+
+ Used by EstateOwnerMessage packets
-
+
- 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
+
+ No flags set
-
-
- 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
-
+
+ Only return targets scripted objects
-
-
+
+ Only return targets objects if on others land
-
- The camera is a local frame of reference inside of
- the larger grid space. This is where the math happens
+
+ Returns target's scripted objects and objects on other parcels
-
-
- Default constructor
-
+
+ Ground texture settings for each corner of the region
-
-
+
+ Used by GroundTextureHeightSettings
-
-
+
+ The high and low texture thresholds for each corner of the sim
-
-
+
+ Raised on LandStatReply when the report type is for "top colliders"
-
-
+
+ Construct a new instance of the TopCollidersReplyEventArgs class
+ The number of returned items in LandStatReply
+ Dictionary of Object UUIDs to tasks returned in LandStatReply
-
+
- Called once attachment resource usage information has been collected
+ The number of returned items in LandStatReply
- Indicates if operation was successfull
- Attachment resource usage information
-
+
- Contains all mesh faces that belong to a prim
+ A Dictionary of Object UUIDs to tasks returned in LandStatReply
-
- List of primitive faces
+
+ Raised on LandStatReply when the report type is for "top Scripts"
-
-
- Decodes mesh asset into FacetedMesh
-
- Mesh primitive
- Asset retrieved from the asset server
- Level of detail
- Resulting decoded FacetedMesh
- True if mesh asset decoding was successful
+
+ Construct a new instance of the TopScriptsReplyEventArgs class
+ The number of returned items in LandStatReply
+ Dictionary of Object UUIDs to tasks returned in LandStatReply
-
+
- A set of textures that are layered on texture of each other and "baked"
- in to a single texture, for avatar appearances
+ The number of scripts returned in LandStatReply
-
- Final baked texture
-
-
- Component layers
-
-
- Width of the final baked image and scratchpad
+
+
+ A Dictionary of Object UUIDs to tasks returned in LandStatReply
+
-
- Height of the final baked image and scratchpad
+
+ Returned, along with other info, upon a successful .RequestInfo()
-
- Bake type
+
+ 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
-
+
- Default constructor
+ The identifier of the estate
- Bake type
-
+
- Adds layer for baking
+ The number of returned itmes
- TexturaData struct that contains texture and its params
-
+
- Converts avatar texture index (face) to Bake type
+ List of UUIDs of Banned Users
- Face number (AvatarTextureIndex)
- BakeType, layer to which this texture belongs to
-
+
+ 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
+
+
- Make sure images exist, resize source if needed to match the destination
+ The identifier of the estate
- 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
+ The number of returned items
- 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
+ List of UUIDs of Allowed Users
- Red value
- Green value
- Blue value
-
-
- Final baked texture
-
-
- Component layers
-
-
- Width of the final baked image and scratchpad
-
-
- Height of the final baked image and scratchpad
-
- Bake type
+
+ Returned, along with other info, upon a successful .RequestInfo()
-
- Is this one of the 3 skin bakes
+
+ Construct a new instance of the EstateGroupsReplyEventArgs class
+ The estate's identifier on the grid
+ The number of Groups
+ Allowed Groups UUIDs
-
+
- Represents a Wearable Asset, Clothing, Hair, Skin, Etc
+ The identifier of the estate
-
- A string containing the name of the asset
+
+
+ The number of returned items
+
-
- A string containing a short description of the asset
+
+
+ List of UUIDs of Allowed Groups
+
-
- The Assets WearableType
+
+ Returned, along with other info, upon a successful .RequestInfo()
-
- The For-Sale status of the object
+
+ Construct a new instance of the EstateManagersReplyEventArgs class
+ The estate's identifier on the grid
+ The number of Managers
+ Managers UUIDs
-
- An Integer representing the purchase price of the asset
+
+
+ The identifier of the estate
+
-
- The of the assets creator
+
+
+ The number of returned items
+
-
- The of the assets current owner
+
+
+ List of UUIDs of the Estate's Managers
+
-
- The of the assets prior owner
+
+ Returned, along with other info, upon a successful .RequestInfo()
-
- The of the Group this asset is set to
+
+ 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)
-
- True if the asset is owned by a
+
+
+ The Covenant
+
-
- The Permissions mask of the asset
+
+
+ The timestamp
+
-
- A Dictionary containing Key/Value pairs of the objects parameters
+
+
+ The Estate name
+
-
- A Dictionary containing Key/Value pairs where the Key is the textures Index and the Value is the Textures
+
+
+ The Estate Owner's ID (can be a GroupID)
+
-
- Initializes a new instance of an AssetWearable object
+
+ Returned, along with other info, upon a successful .RequestInfo()
-
- Initializes a new instance of an AssetWearable object with parameters
- A unique specific to this asset
- A byte array containing the raw asset data
+
+ 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
+
-
+
- Decode an assets byte encoded data to a string
+ The estate's name
- true if the asset data was decoded successfully
-
+
- Encode the assets string represantion into a format consumable by the asset server
+ The Estate Owner's ID (can be a GroupID)
-
- Information about agents display name
+
+
+ The identifier of the estate on the grid
+
-
- Agent UUID
+
+
-
- Username
+
+
+ Manager class for our own avatar
+
-
- Display name
+
+ The event subscribers. null if no subcribers
-
- First name (legacy)
+
+ Raises the ChatFromSimulator event
+ A ChatEventArgs object containing the
+ data returned from the data server
-
- Last name (legacy)
+
+ Thread sync lock object
-
- Is display name default display name
+
+ The event subscribers. null if no subcribers
-
- Cache display name until
+
+ Raises the ScriptDialog event
+ A SctriptDialogEventArgs object containing the
+ data returned from the data server
-
- Last updated timestamp
-
-
-
- Creates AgentDisplayName object from OSD
-
- Incoming OSD data
- AgentDisplayName object
-
-
-
- Return object as OSD map
-
- OSD containing agent's display name data
+
+ Thread sync lock object
-
- Full name (legacy)
+
+ The event subscribers. null if no subcribers
-
-
- Holds group information for Avatars such as those you might find in a profile
-
+
+ Raises the ScriptQuestion event
+ A ScriptQuestionEventArgs object containing the
+ data returned from the data server
-
- true of Avatar accepts group notices
+
+ Thread sync lock object
-
- Groups Key
+
+ The event subscribers. null if no subcribers
-
- Texture Key for groups insignia
+
+ Raises the LoadURL event
+ A LoadUrlEventArgs object containing the
+ data returned from the data server
-
- Name of the group
+
+