From 5715545c57c81a8bfe2c2bac414b2c4bddafa7e5 Mon Sep 17 00:00:00 2001
From: Melanie
Date: Mon, 4 Oct 2010 04:25:10 +0100
Subject: Revert "Replaced OpenMetaverse dlls with ones compiled in Windows."
This reverts commit eb0cde7959a03ccbf3551b725cd6b559071857fb.
---
bin/OpenMetaverse.StructuredData.XML | 398 +-
bin/OpenMetaverse.StructuredData.dll | Bin 102400 -> 95232 bytes
bin/OpenMetaverse.XML | 36404 +++++++++++++++++----------------
bin/OpenMetaverse.dll | Bin 1712128 -> 1768960 bytes
bin/OpenMetaverse.dll.config | 14 +-
bin/OpenMetaverseTypes.XML | 3175 +--
bin/OpenMetaverseTypes.dll | Bin 114688 -> 105984 bytes
7 files changed, 20432 insertions(+), 19559 deletions(-)
diff --git a/bin/OpenMetaverse.StructuredData.XML b/bin/OpenMetaverse.StructuredData.XML
index a8e314f..927e960 100644
--- a/bin/OpenMetaverse.StructuredData.XML
+++ b/bin/OpenMetaverse.StructuredData.XML
@@ -1,333 +1,363 @@
- OpenMetaverse.StructuredData
+ /home/root/libopenmetaverse/bin/OpenMetaverse.StructuredData
-
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+
-
+ Uses reflection to create an SDMap from all of the SD
+ serializable types in an object
-
-
+ Class or struct containing serializable types
+ An SDMap holding the serialized values from the
+ container object
-
+
-
+ Uses reflection to deserialize member variables in an object from
+ an SDMap
-
-
+ Reference to an object to fill with deserialized
+ values
+ Serialized values to put in the target
+ object
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- Uses reflection to create an SDMap from all of the SD
- serializable types in an object
- Class or struct containing serializable types
- An SDMap holding the serialized values from the
- container object
+
+
+
+
+
+
-
+
- Uses reflection to deserialize member variables in an object from
- an SDMap
- Reference to an object to fill with deserialized
- values
- Serialized values to put in the target
- object
+
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diff --git a/bin/OpenMetaverse.StructuredData.dll b/bin/OpenMetaverse.StructuredData.dll
index 45a72ec..27ccfbc 100644
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 639bc20..fa1057a 100644
--- a/bin/OpenMetaverse.XML
+++ b/bin/OpenMetaverse.XML
@@ -1,25026 +1,25794 @@
- OpenMetaverse
+ /home/root/libopenmetaverse/bin/OpenMetaverse
-
+
- Represents an LSL Text object containing a string of UTF encoded characters
+ Permission request flags, asked when a script wants to control an Avatar
-
-
- Base class for all Asset types
-
+
+ Placeholder for empty values, shouldn't ever see this
-
- A byte array containing the raw asset data
+
+ Script wants ability to take money from you
-
- True if the asset it only stored on the server temporarily
+
+ Script wants to take camera controls for you
-
- A unique ID
+
+ Script wants to remap avatars controls
-
-
- Construct a new Asset object
-
+
+ Script wants to trigger avatar animations
+ This function is not implemented on the grid
-
-
- Construct a new Asset object
-
- A unique specific to this asset
- A byte array containing the raw asset data
+
+ Script wants to attach or detach the prim or primset to your avatar
-
-
- Regenerates the AssetData
byte array from the properties
- of the derived class.
-
+
+ Script wants permission to release ownership
+ This function is not implemented on the grid
+ The concept of "public" objects does not exist anymore.
-
-
- Decodes the AssetData, placing it in appropriate properties of the derived
- class.
-
- True if the asset decoding succeeded, otherwise false
+
+ Script wants ability to link/delink with other prims
-
- The assets unique ID
+
+ Script wants permission to change joints
+ This function is not implemented on the grid
-
-
- The "type" of asset, Notecard, Animation, etc
-
+
+ Script wants permissions to change permissions
+ This function is not implemented on the grid
-
- A string of characters represting the script contents
+
+ Script wants to track avatars camera position and rotation
-
- Initializes a new AssetScriptText object
+
+ Script wants to control your camera
-
+
- Initializes a new AssetScriptText object with parameters
+ Special commands used in Instant Messages
- A unique specific to this asset
- A byte array containing the raw asset data
-
-
- Encode a string containing the scripts contents into byte encoded AssetData
-
+
+ Indicates a regular IM from another agent
-
-
- Decode a byte array containing the scripts contents into a string
-
- true if decoding is successful
+
+ Simple notification box with an OK button
-
- Override the base classes AssetType
+
+ You've been invited to join a group.
-
-
-
-
+
+ Inventory offer
-
- The event subscribers, null of no subscribers
+
+ Accepted inventory offer
-
- Raises the AttachedSound Event
- A AttachedSoundEventArgs object containing
- the data sent from the simulator
+
+ Declined inventory offer
-
- Thread sync lock object
+
+ Group vote
-
- The event subscribers, null of no subscribers
+
+ An object is offering its inventory
-
- Raises the AttachedSoundGainChange Event
- A AttachedSoundGainChangeEventArgs object containing
- the data sent from the simulator
+
+ Accept an inventory offer from an object
-
- Thread sync lock object
+
+ Decline an inventory offer from an object
-
- The event subscribers, null of no subscribers
+
+ Unknown
-
- Raises the SoundTrigger Event
- A SoundTriggerEventArgs object containing
- the data sent from the simulator
+
+ Start a session, or add users to a session
-
- Thread sync lock object
+
+ Start a session, but don't prune offline users
-
- The event subscribers, null of no subscribers
+
+ Start a session with your group
-
- Raises the PreloadSound Event
- A PreloadSoundEventArgs object containing
- the data sent from the simulator
+
+ Start a session without a calling card (finder or objects)
-
- Thread sync lock object
+
+ Send a message to a session
-
-
- Construct a new instance of the SoundManager class, used for playing and receiving
- sound assets
-
- A reference to the current GridClient instance
+
+ Leave a session
-
-
- Plays a sound in the current region at full volume from avatar position
-
- UUID of the sound to be played
+
+ Indicates that the IM is from an object
-
-
- Plays a sound in the current region at full volume
-
- UUID of the sound to be played.
- position for the sound to be played at. Normally the avatar.
+
+ Sent an IM to a busy user, this is the auto response
-
-
- Plays a sound in the current region
-
- UUID of the sound to be played.
- position for the sound to be played at. Normally the avatar.
- volume of the sound, from 0.0 to 1.0
+
+ Shows the message in the console and chat history
-
-
- Plays a sound in the specified sim
-
- UUID of the sound to be played.
- UUID of the sound to be played.
- position for the sound to be played at. Normally the avatar.
- volume of the sound, from 0.0 to 1.0
+
+ Send a teleport lure
-
-
- Play a sound asset
-
- UUID of the sound to be played.
- handle id for the sim to be played in.
- position for the sound to be played at. Normally the avatar.
- volume of the sound, from 0.0 to 1.0
+
+ Response sent to the agent which inititiated a teleport invitation
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
+
+ Response sent to the agent which inititiated a teleport invitation
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
+
+ Only useful if you have Linden permissions
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
+
+ A placeholder type for future expansion, currently not
+ used
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
+
+ IM to tell the user to go to an URL
-
- Raised when the simulator sends us data containing
- sound
+
+ IM for help
-
- Raised when the simulator sends us data containing
- ...
+
+ IM sent automatically on call for help, sends a lure
+ to each Helper reached
-
- Raised when the simulator sends us data containing
- ...
+
+ Like an IM but won't go to email
-
- Raised when the simulator sends us data containing
- ...
+
+ IM from a group officer to all group members
-
- 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 ...
- }
-
-
+
+ Unknown
-
-
- 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
+
+ Unknown
-
- Simulator where the event originated
+
+ Accept a group invitation
-
- Get the sound asset id
+
+ Decline a group invitation
-
- Get the ID of the owner
+
+ Unknown
-
- Get the ID of the Object
+
+ An avatar is offering you friendship
-
- Get the volume level
+
+ An avatar has accepted your friendship offer
-
- Get the
+
+ An avatar has declined your friendship offer
-
- Provides data for the event
- The event occurs when an attached sound
- changes its volume level
+
+ Indicates that a user has started typing
-
+
+ Indicates that a user has stopped typing
+
+
- Construct a new instance of the AttachedSoundGainChangedEventArgs class
+ Flag in Instant Messages, whether the IM should be delivered to
+ offline avatars as well
- Simulator where the event originated
- The ID of the Object
- The new volume level
-
-
- Simulator where the event originated
-
-
- Get the ID of the Object
-
- Get the volume level
+
+ Only deliver to online avatars
-
- 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);
- }
-
-
+
+ If the avatar is offline the message will be held until
+ they login next, and possibly forwarded to their e-mail account
-
+
- Construct a new instance of the SoundTriggerEventArgs class
+ Conversion type to denote Chat Packet types in an easier-to-understand format
- Simulator where the event originated
- The sound asset id
- The ID of the owner
- The ID of the object
- The ID of the objects parent
- The volume level
- The regionhandle
- The source position
-
- Simulator where the event originated
-
-
- Get the sound asset id
+
+ Whisper (5m radius)
-
- Get the ID of the owner
+
+ Normal chat (10/20m radius), what the official viewer typically sends
-
- Get the ID of the Object
+
+ Shouting! (100m radius)
-
- Get the ID of the objects parent
+
+ Event message when an Avatar has begun to type
-
- Get the volume level
+
+ Event message when an Avatar has stopped typing
-
- Get the regionhandle
+
+ Send the message to the debug channel
-
- Get the source position
+
+ Event message when an object uses llOwnerSay
-
- 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")
- }
-
-
+
+ Special value to support llRegionSay, never sent to the client
-
+
- Construct a new instance of the PreloadSoundEventArgs class
+ Identifies the source of a chat message
- Simulator where the event originated
- The sound asset id
- The ID of the owner
- The ID of the object
-
-
- Simulator where the event originated
-
-
- Get the sound asset id
-
-
- Get the ID of the owner
-
- Get the ID of the Object
-
-
- Sort by name
-
-
- Sort by date
+
+ Chat from the grid or simulator
-
- Sort folders by name, regardless of whether items are
- sorted by name or date
+
+ Chat from another avatar
-
- Place system folders at the top
+
+ Chat from an object
-
+
- Possible destinations for DeRezObject request
-
-
-
-
- Copy from in-world to agent inventory
-
-
- Derez to TaskInventory
-
-
-
-
-
- Take Object
-
-
-
-
-
- Delete Object
-
-
- Put an avatar attachment into agent inventory
-
-
-
-
-
- Return an object back to the owner's inventory
-
-
- Return a deeded object back to the last owner's inventory
-
-
+
- Upper half of the Flags field for inventory items
-
- Indicates that the NextOwner permission will be set to the
- most restrictive set of permissions found in the object set
- (including linkset items and object inventory items) on next rez
-
-
- Indicates that the object sale information has been
- changed
-
-
- If set, and a slam bit is set, indicates BaseMask will be overwritten on Rez
-
-
- If set, and a slam bit is set, indicates OwnerMask will be overwritten on Rez
-
-
- If set, and a slam bit is set, indicates GroupMask will be overwritten on Rez
-
-
- If set, and a slam bit is set, indicates EveryoneMask will be overwritten on Rez
-
-
- If set, and a slam bit is set, indicates NextOwnerMask will be overwritten on Rez
-
-
- Indicates whether this object is composed of multiple
- items or not
-
-
- Indicates that the asset is only referenced by this
- inventory item. If this item is deleted or updated to reference a
- new assetID, the asset can be deleted
-
-
+
- Base Class for Inventory Items
-
- of item/folder
-
-
- of parent folder
-
-
- Name of item/folder
+
+
+
-
- Item/Folder Owners
+
+
+ Effect type used in ViewerEffect packets
+
-
+
- Constructor, takes an itemID as a parameter
- The of the item
-
+
-
-
-
+
-
-
-
+
- Generates a number corresponding to the value of the object to support the use of a hash table,
- suitable for use in hashing algorithms and data structures such as a hash table
- A Hashcode of all the combined InventoryBase fields
-
+
- Determine whether the specified object is equal to the current object
- InventoryBase object to compare against
- true if objects are the same
-
+
- Determine whether the specified object is equal to the current object
- InventoryBase object to compare against
- true if objects are the same
-
+
- An Item in Inventory
-
- The of this item
-
-
- The combined of this item
-
-
- The type of item from
-
-
- The type of item from the enum
-
-
- The of the creator of this item
-
-
- A Description of this item
+
+ Project a beam from a source to a destination, such as
+ the one used when editing an object
-
- The s this item is set to or owned by
+
+
+
-
- If true, item is owned by a group
+
+
+
-
- The price this item can be purchased for
+
+
+
-
- The type of sale from the enum
+
+ Create a swirl of particles around an object
-
- Combined flags from
+
+
+
-
- Time and date this inventory item was created, stored as
- UTC (Coordinated Universal Time)
+
+
+
-
- Used to update the AssetID in requests sent to the server
+
+ Cause an avatar to look at an object
-
- The of the previous owner of the item
+
+ Cause an avatar to point at an object
-
+
- Construct a new InventoryItem object
+ The action an avatar is doing when looking at something, used in
+ ViewerEffect packets for the LookAt effect
- The of the item
-
+
- Construct a new InventoryItem object of a specific Type
- The type of item from
- of the item
-
+
- Indicates inventory item is a link
- True if inventory item is a link to another inventory item
-
+
-
-
-
+
-
-
-
+
- Generates a number corresponding to the value of the object to support the use of a hash table.
- Suitable for use in hashing algorithms and data structures such as a hash table
- A Hashcode of all the combined InventoryItem fields
-
+
- Compares an object
- The object to compare
- true if comparison object matches
-
+
+ Deprecated
+
+
- Determine whether the specified object is equal to the current object
- The object to compare against
- true if objects are the same
-
+
- Determine whether the specified object is equal to the current object
- The object to compare against
- true if objects are the same
-
+
- InventoryTexture Class representing a graphical image
-
-
+
- Construct an InventoryTexture object
- A which becomes the
- objects AssetUUID
-
+
- Construct an InventoryTexture object from a serialization stream
+ The action an avatar is doing when pointing at something, used in
+ ViewerEffect packets for the PointAt effect
-
+
- InventorySound Class representing a playable sound
-
+
- Construct an InventorySound object
- A which becomes the
- objects AssetUUID
-
+
- Construct an InventorySound object from a serialization stream
-
+
- InventoryCallingCard Class, contains information on another avatar
-
+
- Construct an InventoryCallingCard object
+ Money transaction types
- A which becomes the
- objects AssetUUID
-
+
- Construct an InventoryCallingCard object from a serialization stream
-
+
- InventoryLandmark Class, contains details on a specific location
-
+
- Construct an InventoryLandmark object
- A which becomes the
- objects AssetUUID
-
+
- Construct an InventoryLandmark object from a serialization stream
-
+
- Landmarks use the InventoryItemFlags struct and will have a flag of 1 set if they have been visited
-
+
- InventoryObject Class contains details on a primitive or coalesced set of primitives
-
+
- Construct an InventoryObject object
- A which becomes the
- objects AssetUUID
-
+
- Construct an InventoryObject object from a serialization stream
-
+
- Gets or sets the upper byte of the Flags value
-
+
- Gets or sets the object attachment point, the lower byte of the Flags value
-
+
- InventoryNotecard Class, contains details on an encoded text document
-
+
- Construct an InventoryNotecard object
- A which becomes the
- objects AssetUUID
-
+
- Construct an InventoryNotecard object from a serialization stream
-
+
- InventoryCategory Class
- TODO: Is this even used for anything?
-
+
- Construct an InventoryCategory object
- A which becomes the
- objects AssetUUID
-
+
- Construct an InventoryCategory object from a serialization stream
-
+
- InventoryLSL Class, represents a Linden Scripting Language object
-
+
- Construct an InventoryLSL object
- A which becomes the
- objects AssetUUID
-
+
- Construct an InventoryLSL object from a serialization stream
-
+
- InventorySnapshot Class, an image taken with the viewer
-
+
- Construct an InventorySnapshot object
- A which becomes the
- objects AssetUUID
-
+
- Construct an InventorySnapshot object from a serialization stream
-
+
- InventoryAttachment Class, contains details on an attachable object
-
+
- Construct an InventoryAttachment object
- A which becomes the
- objects AssetUUID
-
+
- Construct an InventoryAttachment object from a serialization stream
-
+
- Get the last AttachmentPoint this object was attached to
-
+
- InventoryWearable Class, details on a clothing item or body part
-
+
- Construct an InventoryWearable object
- A which becomes the
- objects AssetUUID
-
+
- Construct an InventoryWearable object from a serialization stream
-
+
- The , Skin, Shape, Skirt, Etc
-
+
- InventoryAnimation Class, A bvh encoded object which animates an avatar
-
+
- Construct an InventoryAnimation object
- A which becomes the
- objects AssetUUID
-
+
- Construct an InventoryAnimation object from a serialization stream
-
+
- InventoryGesture Class, details on a series of animations, sounds, and actions
-
+
- Construct an InventoryGesture object
- A which becomes the
- objects AssetUUID
-
+
- Construct an InventoryGesture object from a serialization stream
-
+
- A folder contains s and has certain attributes specific
- to itself
-
- The Preferred for a folder.
+
+
+
-
- The Version of this folder
+
+
+
-
- Number of child items this folder contains.
+
+
+
-
+
- Constructor
- UUID of the folder
-
+
-
-
-
+
- Get Serilization data for this InventoryFolder object
-
+
- Construct an InventoryFolder object from a serialization stream
-
+
-
-
-
+
-
-
-
-
+
-
-
-
-
+
-
-
-
-
+
- Tools for dealing with agents inventory
-
- Used for converting shadow_id to asset_id
-
-
- The event subscribers, null of no subscribers
-
-
- Raises the ItemReceived Event
- A ItemReceivedEventArgs object containing
- the data sent from the simulator
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Raises the FolderUpdated Event
- A FolderUpdatedEventArgs object containing
- the data sent from the simulator
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Raises the InventoryObjectOffered Event
- A InventoryObjectOfferedEventArgs object containing
- the data sent from the simulator
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Raises the TaskItemReceived Event
- A TaskItemReceivedEventArgs object containing
- the data sent from the simulator
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Raises the FindObjectByPath Event
- A FindObjectByPathEventArgs object containing
- the data sent from the simulator
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Raises the TaskInventoryReply Event
- A TaskInventoryReplyEventArgs object containing
- the data sent from the simulator
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Raises the SaveAssetToInventory Event
- A SaveAssetToInventoryEventArgs object containing
- the data sent from the simulator
-
-
- Thread sync lock object
-
-
- The event subscribers, null of no subscribers
-
-
- Raises the ScriptRunningReply Event
- A ScriptRunningReplyEventArgs object containing
- the data sent from the simulator
-
-
- Thread sync lock object
-
-
- Partial mapping of AssetTypes to folder names
-
-
+
- Default constructor
- Reference to the GridClient object
-
+
- Fetch an inventory item from the dataserver
- The items
- The item Owners
- a integer representing the number of milliseconds to wait for results
- An object on success, or null if no item was found
- Items will also be sent to the event
-
+
- Request A single inventory item
- The items
- The item Owners
-
-
+
- Request inventory items
- Inventory items to request
- Owners of the inventory items
-
-
+
- Get contents of a folder
- The of the folder to search
- The of the folders owner
- true to retrieve folders
- true to retrieve items
- sort order to return results in
- a integer representing the number of milliseconds to wait for results
- A list of inventory items matching search criteria within folder
-
- InventoryFolder.DescendentCount will only be accurate if both folders and items are
- requested
-
+
- Request the contents of an inventory folder
- The folder to search
- The folder owners
- true to return s contained in folder
- true to return s containd in folder
- the sort order to return items in
-
-
+
- Returns the UUID of the folder (category) that defaults to
- containing 'type'. The folder is not necessarily only for that
- type
- This will return the root folder if one does not exist
-
- The UUID of the desired folder if found, the UUID of the RootFolder
- if not found, or UUID.Zero on failure
-
+
- Find an object in inventory using a specific path to search
- The folder to begin the search in
- The object owners
- A string path to search
- milliseconds to wait for a reply
- Found items or if
- timeout occurs or item is not found
-
+
- Find inventory items by path
- The folder to begin the search in
- The object owners
- A string path to search, folders/objects separated by a '/'
- Results are sent to the event
-
+
- Search inventory Store object for an item or folder
- The folder to begin the search in
- An array which creates a path to search
- Number of levels below baseFolder to conduct searches
- if True, will stop searching after first match is found
- A list of inventory items found
-
+
- Move an inventory item or folder to a new location
- The item or folder to move
- The to move item or folder to
-
+
- Move an inventory item or folder to a new location and change its name
- The item or folder to move
- The to move item or folder to
- The name to change the item or folder to
-
+
- Move and rename a folder
- The source folders
- The destination folders
- The name to change the folder to
-
+
- Update folder properties
- of the folder to update
- Sets folder's parent to
- Folder name
- Folder type
-
+
- Move a folder
- The source folders
- The destination folders
-
+
- Move multiple folders, the keys in the Dictionary parameter,
- to a new parents, the value of that folder's key.
+ Flags sent when a script takes or releases a control
- A Dictionary containing the
- of the source as the key, and the
- of the destination as the value
+ NOTE: (need to verify) These might be a subset of the ControlFlags enum in Movement,
-
-
- Move an inventory item to a new folder
-
- The of the source item to move
- The of the destination folder
+
+ No Flags set
-
-
- Move and rename an inventory item
-
- The of the source item to move
- The of the destination folder
- The name to change the folder to
+
+ Forward (W or up Arrow)
-
-
- Move multiple inventory items to new locations
-
- A Dictionary containing the
- of the source item as the key, and the
- of the destination folder as the value
+
+ Back (S or down arrow)
-
-
- Remove descendants of a folder
-
- The of the folder
+
+ Move left (shift+A or left arrow)
-
-
- Remove a single item from inventory
-
- The of the inventory item to remove
+
+ Move right (shift+D or right arrow)
-
-
- Remove a folder from inventory
-
- The of the folder to remove
+
+ Up (E or PgUp)
-
-
- Remove multiple items or folders from inventory
-
- A List containing the s of items to remove
- A List containing the s of the folders to remove
+
+ Down (C or PgDown)
-
+
+ Rotate left (A or left arrow)
+
+
+ Rotate right (D or right arrow)
+
+
+ Left Mouse Button
+
+
+ Left Mouse button in MouseLook
+
+
- Empty the Lost and Found folder
+ Currently only used to hide your group title
-
+
+ No flags set
+
+
+ Hide your group title
+
+
- Empty the Trash folder
+ Action state of the avatar, which can currently be typing and
+ editing
-
+
-
-
-
-
-
- Proper use is to upload the inventory's asset first, then provide the Asset's TransactionID here.
-
-
-
-
+
-
-
-
-
-
- Proper use is to upload the inventory's asset first, then provide the Asset's TransactionID here.
-
-
-
-
-
+
- Creates a new inventory folder
- ID of the folder to put this folder in
- Name of the folder to create
- The UUID of the newly created folder
-
+
- Creates a new inventory folder
+ Current teleport status
- ID of the folder to put this folder in
- Name of the folder to create
- Sets this folder as the default folder
- for new assets of the specified type. Use AssetType.Unknown
- to create a normal folder, otherwise it will likely create a
- duplicate of an existing folder type
- The UUID of the newly created folder
- If you specify a preferred type of AsseType.Folder
- it will create a new root folder which may likely cause all sorts
- of strange problems
-
-
- Create an inventory item and upload asset data
-
- Asset data
- Inventory item name
- Inventory item description
- Asset type
- Inventory type
- Put newly created inventory in this folder
- Delegate that will receive feedback on success or failure
+
+ Unknown status
-
+
+ Teleport initialized
+
+
+ Teleport in progress
+
+
+ Teleport failed
+
+
+ Teleport completed
+
+
+ Teleport cancelled
+
+
- Create an inventory item and upload asset data
- Asset data
- Inventory item name
- Inventory item description
- Asset type
- Inventory type
- Put newly created inventory in this folder
- Permission of the newly created item
- (EveryoneMask, GroupMask, and NextOwnerMask of Permissions struct are supported)
- Delegate that will receive feedback on success or failure
-
+
+ No flags set, or teleport failed
+
+
+ Set when newbie leaves help island for first time
+
+
- Creates inventory link to another inventory item or folder
- Put newly created link in folder with this UUID
- Inventory item or folder
- Method to call upon creation of the link
-
+
+ Via Lure
+
+
+ Via Landmark
+
+
+ Via Location
+
+
+ Via Home
+
+
+ Via Telehub
+
+
+ Via Login
+
+
+ Linden Summoned
+
+
+ Linden Forced me
+
+
- Creates inventory link to another inventory item
- Put newly created link in folder with this UUID
- Original inventory item
- Method to call upon creation of the link
-
+
+ Agent Teleported Home via Script
+
+
- Creates inventory link to another inventory folder
- Put newly created link in folder with this UUID
- Original inventory folder
- Method to call upon creation of the link
-
+
- Creates inventory link to another inventory item or folder
- Put newly created link in folder with this UUID
- Original item's UUID
- Name
- Description
- Asset Type
- Inventory Type
- Transaction UUID
- Method to call upon creation of the link
-
+
-
-
-
-
-
-
+
+ forced to new location for example when avatar is banned or ejected
+
+
+ Teleport Finished via a Lure
+
+
+ Finished, Sim Changed
+
+
+ Finished, Same Sim
+
+
-
-
-
-
-
-
-
+
-
-
-
-
-
-
-
+
- Request a copy of an asset embedded within a notecard
- Usually UUID.Zero for copying an asset from a notecard
- UUID of the notecard to request an asset from
- Target folder for asset to go to in your inventory
- UUID of the embedded asset
- callback to run when item is copied to inventory
-
+
-
-
-
+
-
-
-
+
-
-
-
-
+
-
-
-
-
-
+
- Save changes to notecard embedded in object contents
- Encoded notecard asset data
- Notecard UUID
- Object's UUID
- Called upon finish of the upload with status information
-
+
- Upload new gesture asset for an inventory gesture item
- Encoded gesture asset
- Gesture inventory UUID
- Callback whick will be called when upload is complete
-
+
- Update an existing script in an agents Inventory
+ Instant Message
- A byte[] array containing the encoded scripts contents
- the itemID of the script
- if true, sets the script content to run on the mono interpreter
-
-
+
+ Key of sender
+
+
+ Name of sender
+
+
+ Key of destination avatar
+
+
+ ID of originating estate
+
+
+ Key of originating region
+
+
+ Coordinates in originating region
+
+
+ Instant message type
+
+
+ Group IM session toggle
+
+
+ Key of IM session, for Group Messages, the groups UUID
+
+
+ Timestamp of the instant message
+
+
+ Instant message text
+
+
+ Whether this message is held for offline avatars
+
+
+ Context specific packed data
+
+
+ Print the struct data as a string
+ A string containing the field name, and field value
+
+
- Update an existing script in an task Inventory
+ Manager class for our own avatar
- A byte[] array containing the encoded scripts contents
- the itemID of the script
- UUID of the prim containting the script
- if true, sets the script content to run on the mono interpreter
- if true, sets the script to running
-
-
+
- Rez an object from inventory
+ Constructor, setup callbacks for packets related to our avatar
- Simulator to place object in
- Rotation of the object when rezzed
- Vector of where to place object
- InventoryItem object containing item details
+ A reference to the Class
-
+
- Rez an object from inventory
+ 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
- Simulator to place object in
- Rotation of the object when rezzed
- Vector of where to place object
- InventoryItem object containing item details
- UUID of group to own the object
-
+
+ Default constructor
+
+
- Rez an object from inventory
+ 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
- Simulator to place object in
- Rotation of the object when rezzed
- Vector of where to place object
- InventoryItem object containing item details
- UUID of group to own the object
- User defined queryID to correlate replies
- If set to true, the CreateSelected flag
- will be set on the rezzed object
-
+
- DeRez an object from the simulator to the agents Objects folder in the agents Inventory
+ Default constructor
- The simulator Local ID of the object
- If objectLocalID is a child primitive in a linkset, the entire linkset will be derezzed
-
+
- DeRez an object from the simulator and return to inventory
- The simulator Local ID of the object
- The type of destination from the enum
- The destination inventory folders -or-
- if DeRezzing object to a tasks Inventory, the Tasks
- The transaction ID for this request which
- can be used to correlate this request with other packets
- If objectLocalID is a child primitive in a linkset, the entire linkset will be derezzed
-
+
+ The camera is a local frame of reference inside of
+ the larger grid space. This is where the math happens
+
+
- Rez an item from inventory to its previous simulator location
-
-
-
-
-
+
- Give an inventory item to another avatar
- The of the item to give
- The name of the item
- The type of the item from the enum
- The of the recipient
- true to generate a beameffect during transfer
-
+
- Give an inventory Folder with contents to another avatar
- The of the Folder to give
- The name of the folder
- The type of the item from the enum
- The of the recipient
- true to generate a beameffect during transfer
-
+
- Copy or move an from agent inventory to a task (primitive) inventory
- The target object
- The item to copy or move from inventory
-
- For items with copy permissions a copy of the item is placed in the tasks inventory,
- for no-copy items the object is moved to the tasks inventory
-
+
+ Agent camera controls
+
+
+ Currently only used for hiding your group title
+
+
+ Action state of the avatar, which can currently be
+ typing and editing
+
+
- Retrieve a listing of the items contained in a task (Primitive)
- The tasks
- The tasks simulator local ID
- milliseconds to wait for reply from simulator
- A list containing the inventory items inside the task or null
- if a timeout occurs
- This request blocks until the response from the simulator arrives
- or timeoutMS is exceeded
-
+
- Request the contents of a tasks (primitives) inventory from the
- current simulator
- The LocalID of the object
-
-
+
- Request the contents of a tasks (primitives) inventory
- The simulator Local ID of the object
- A reference to the simulator object that contains the object
-
-
+
- Move an item from a tasks (Primitive) inventory to the specified folder in the avatars inventory
- LocalID of the object in the simulator
- UUID of the task item to move
- The ID of the destination folder in this agents inventory
- Simulator Object
- Raises the event
-
+
- Remove an item from an objects (Prim) Inventory
- LocalID of the object in the simulator
- UUID of the task item to remove
- Simulator Object
- You can confirm the removal by comparing the tasks inventory serial before and after the
- request with the request combined with
- the event
-
-
- Copy an InventoryScript item from the Agents Inventory into a primitives task inventory
-
- An unsigned integer representing a primitive being simulated
- An which represents a script object from the agents inventory
- true to set the scripts running state to enabled
- A Unique Transaction ID
-
- The following example shows the basic steps necessary to copy a script from the agents inventory into a tasks inventory
- and assumes the script exists in the agents inventory.
-
- uint primID = 95899503; // Fake prim ID
- UUID scriptID = UUID.Parse("92a7fe8a-e949-dd39-a8d8-1681d8673232"); // Fake Script UUID in Inventory
-
- Client.Inventory.FolderContents(Client.Inventory.FindFolderForType(AssetType.LSLText), Client.Self.AgentID,
- false, true, InventorySortOrder.ByName, 10000);
-
- Client.Inventory.RezScript(primID, (InventoryItem)Client.Inventory.Store[scriptID]);
-
-
+
+
+
-
+
- Request the running status of a script contained in a task (primitive) inventory
- The ID of the primitive containing the script
- The ID of the script
- The event can be used to obtain the results of the
- request
-
-
+
- Send a request to set the running state of a script contained in a task (primitive) inventory
- The ID of the primitive containing the script
- The ID of the script
- true to set the script running, false to stop a running script
- To verify the change you can use the method combined
- with the event
-
+
- Create a CRC from an InventoryItem
- The source InventoryItem
- A uint representing the source InventoryItem as a CRC
-
+
+ Timer for sending AgentUpdate packets
+
+
+ Move agent positive along the X axis
+
+
+ Move agent negative along the X axis
+
+
+ Move agent positive along the Y axis
+
+
+ Move agent negative along the Y axis
+
+
+ Move agent positive along the Z axis
+
+
+ Move agent negative along the Z axis
+
+
- Reverses a cheesy XORing with a fixed UUID to convert a shadow_id to an asset_id
- Obfuscated shadow_id value
- Deobfuscated asset_id value
-
+
- Does a cheesy XORing with a fixed UUID to convert an asset_id to a shadow_id
- asset_id value to obfuscate
- Obfuscated shadow_id value
-
+
- Wrapper for creating a new object
- The type of item from the enum
- The of the newly created object
- An object with the type and id passed
-
+
- Parse the results of a RequestTaskInventory() response
- A string which contains the data from the task reply
- A List containing the items contained within the tasks inventory
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
+
+
+
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
+
+
+
-
+
- UpdateCreateInventoryItem packets are received when a new inventory item
- is created. This may occur when an object that's rezzed in world is
- taken into inventory, when an item is created using the CreateInventoryItem
- packet, or when an object is purchased
- The sender
- The EventArgs object containing the packet data
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
+
+ Causes simulator to make agent fly
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
+
+ Stop movement
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
+
+ Finish animation
-
- Process an incoming packet and raise the appropriate events
- The sender
- The EventArgs object containing the packet data
+
+ Stand up from a sit
-
- Raised when the simulator sends us data containing
- ...
+
+ Tells simulator to sit agent on ground
-
- Raised when the simulator sends us data containing
- ...
+
+ Place agent into mouselook mode
-
- Raised when the simulator sends us data containing
- an inventory object sent by another avatar or primitive
+
+ Nudge agent positive along the X axis
-
- Raised when the simulator sends us data containing
- ...
+
+ Nudge agent negative along the X axis
-
- Raised when the simulator sends us data containing
- ...
+
+ Nudge agent positive along the Y axis
-
- Raised when the simulator sends us data containing
- ...
+
+ Nudge agent negative along the Y axis
-
- Raised when the simulator sends us data containing
- ...
+
+ Nudge agent positive along the Z axis
-
- Raised when the simulator sends us data containing
- ...
+
+ Nudge agent negative along the Z axis
-
+
- Get this agents Inventory data
-
+
- Callback for inventory item creation finishing
- Whether the request to create an inventory
- item succeeded or not
- Inventory item being created. If success is
- false this will be null
-
+
+ Tell simulator to mark agent as away
+
+
- Callback for an inventory item being create from an uploaded asset
- true if inventory item creation was successful
-
-
-
-
+
-
-
-
+
- Reply received when uploading an inventory asset
- Has upload been successful
- Error message if upload failed
- Inventory asset UUID
- New asset UUID
-
+
- Delegate that is invoked when script upload is completed
- Has upload succeded (note, there still might be compile errors)
- Upload status message
- Is compilation successful
- If compilation failed, list of error messages, null on compilation success
- Script inventory UUID
- Script's new asset UUID
-
-
- Set to true to accept offer, false to decline it
-
-
- The folder to accept the inventory into, if null default folder for will be used
-
+
- Callback when an inventory object is accepted and received from a
- task inventory. This is the callback in which you actually get
- the ItemID, as in ObjectOfferedCallback it is null when received
- from a task.
+ 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
+
+
- Throttles the network traffic for various different traffic types.
- Access this class through GridClient.Throttle
+ Send an AgentUpdate with the camera set at the current agent
+ position and pointing towards the heading specified
+ Camera rotation in radians
+ Whether to send the AgentUpdate reliable
+ or not
-
+
- Default constructor, uses a default high total of 1500 KBps (1536000)
+ Rotates the avatar body and camera toward a target position.
+ This will also anchor the camera position on the avatar
+ Region coordinates to turn toward
-
+
- Constructor that decodes an existing AgentThrottle packet in to
- individual values
+ Send new AgentUpdate packet to update our current camera
+ position and rotation
- Reference to the throttle data in an AgentThrottle
- packet
- Offset position to start reading at in the
- throttle data
- This is generally not needed in clients as the server will
- never send a throttle packet to the client
-
+