From 31b60731497b21c163aa4058cada258e54deb835 Mon Sep 17 00:00:00 2001 From: Teravus Ovares (Dan Olivares) Date: Wed, 5 Aug 2009 02:42:52 -0400 Subject: * Commit a slightly modified OpenMetaverse compiled as a .NET 2.0 target * Hopefully this allows older mono versions to still work. * A couple of points of note: * TimeZoneInfo.. replaced with DateTime.UtcNow - TimeSpan.FromHours(7); * HashSet replaced with Dictionary * Force use of the managed version of ReaderWriterLockSlim (don't use the pre-processor defs) --- bin/HttpServer.dll | Bin 102400 -> 102400 bytes bin/OpenMetaverse.Http.XML | 44 +- bin/OpenMetaverse.Http.dll | Bin 36864 -> 36864 bytes bin/OpenMetaverse.StructuredData.XML | 92 +- bin/OpenMetaverse.StructuredData.dll | Bin 102400 -> 102400 bytes bin/OpenMetaverse.XML | 30670 +++++++++++++++++---------------- bin/OpenMetaverse.dll | Bin 1622016 -> 1630208 bytes bin/OpenMetaverse.dll.config | 6 +- bin/OpenMetaverseTypes.XML | 2478 +-- bin/OpenMetaverseTypes.dll | Bin 102400 -> 102400 bytes 10 files changed, 17094 insertions(+), 16196 deletions(-) diff --git a/bin/HttpServer.dll b/bin/HttpServer.dll index 6ec6ac5..717ceed 100644 Binary files a/bin/HttpServer.dll and b/bin/HttpServer.dll differ diff --git a/bin/OpenMetaverse.Http.XML b/bin/OpenMetaverse.Http.XML index 90375bb..23173ae 100644 --- a/bin/OpenMetaverse.Http.XML +++ b/bin/OpenMetaverse.Http.XML @@ -4,28 +4,6 @@ OpenMetaverse.Http - - - Singleton logging class for the entire library - - - - log4net logging engine - - - - Singleton instance of this class - - - - = - - - Number of times we've received an unknown CAPS exception in series. - - - For exponential backoff on error. - 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 @@ -44,6 +22,19 @@ 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 @@ -53,5 +44,14 @@ HTTP response User-defined state object + + = + + + Number of times we've received an unknown CAPS exception in series. + + + For exponential backoff on error. + diff --git a/bin/OpenMetaverse.Http.dll b/bin/OpenMetaverse.Http.dll index 39c9b1d..dbbe4d3 100644 Binary files a/bin/OpenMetaverse.Http.dll and b/bin/OpenMetaverse.Http.dll differ diff --git a/bin/OpenMetaverse.StructuredData.XML b/bin/OpenMetaverse.StructuredData.XML index a0e388a..374bc25 100644 --- a/bin/OpenMetaverse.StructuredData.XML +++ b/bin/OpenMetaverse.StructuredData.XML @@ -15,141 +15,141 @@ - + - + - + - + - + - + - + - + - - + - + - - + + + - + - - + + - + - + + - + - + - + - + - + - - + + - + - + - + - + + - + - - + - + - - + - + - - + - + - - + + - + - + + - + - - + + diff --git a/bin/OpenMetaverse.StructuredData.dll b/bin/OpenMetaverse.StructuredData.dll index dd08c7b..f3244f6 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 2e03925..cdb618e 100644 --- a/bin/OpenMetaverse.XML +++ b/bin/OpenMetaverse.XML @@ -4,21112 +4,22012 @@ OpenMetaverse - + - This is used to get a list of audio devices that can be used for capture (input) of voice. + Identifier code for primitive types - - - - This is used to get a list of audio devices that can be used for render (playback) of voice. - + + None - - - This command is used to select the render device. - - The name of the device as returned by the Aux.GetRenderDevices command. + + A Primitive - - - This command is used to select the capture device. - - The name of the device as returned by the Aux.GetCaptureDevices command. + + A Avatar - - - 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) - + + Linden grass - - - This command is used to stop the audio capture process. - - + + Linden tree - - - 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) - + + A primitive that acts as the source for a particle stream - - - 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) - + + A Linden tree - + - Starts a thread that keeps the daemon running + Primary parameters for primitives such as Physics Enabled or Phantom - - - - - Stops the daemon and the thread keeping it running - + + Deprecated - - - - - - - + + Whether physics are enabled for this object - - - Create a Session - Sessions typically represent a connection to a media session with one or more - participants. This is used to generate an ‘outbound’ call to another user or - channel. The specifics depend on the media types involved. A session handle is - required to control the local user functions within the session (or remote - users if the current account has rights to do so). Currently creating a - session automatically connects to the audio media, there is no need to call - Session.Connect at this time, this is reserved for future use. - - Handle returned from successful Connector ‘create’ request - This is the URI of the terminating point of the session (ie who/what is being called) - This is the display name of the entity being called (user or channel) - Only needs to be supplied when the target URI is password protected - This indicates the format of the password as passed in. This can either be - “ClearText” or “SHA1UserName”. If this element does not exist, it is assumed to be “ClearText”. If it is - “SHA1UserName”, the password as passed in is the SHA1 hash of the password and username concatenated together, - then base64 encoded, with the final “=” character stripped off. - - - + + - - - Used to accept a call - - SessionHandle such as received from SessionNewEvent - "default" - + + - - - This command is used to start the audio render process, which will then play - the passed in file through the selected audio render device. This command - should not be issued if the user is on a call. - - The fully qualified path to the sound file. - True if the file is to be played continuously and false if it is should be played once. - + + - - - This command is used to stop the audio render process. - - The fully qualified path to the sound file issued in the start render command. - + + - - - This is used to ‘end’ an established session (i.e. hang-up or disconnect). - - Handle returned from successful Session ‘create’ request or a SessionNewEvent - + + - - - Set the combined speaking and listening position in 3D space. - There appears to be no response to this request. - - Handle returned from successful Session ‘create’ request or a SessionNewEvent - Speaking position - Listening position - + + - - - Set User Volume for a particular user. Does not affect how other users hear that user. - - Handle returned from successful Session ‘create’ request or a SessionNewEvent - - The level of the audio, a number between -100 and 100 where 0 represents ‘normal’ speaking volume - + + Whether this object contains an active touch script - - - 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 - + + Whether this object can receive payments - - - This is used to initialize and stop the Connector as a whole. The Connector - Create call must be completed successfully before any other requests are made - (typically during application initialization). The shutdown should be called - when the application is shutting down to gracefully release resources - - A string value indicting the Application name - URL for the management server - LoggingSettings - - + + Whether this object is phantom (no collisions) - - - Shutdown Connector -- Should be called when the application is shutting down - to gracefully release resources - - Handle returned from successful Connector ‘create’ request + + - - - Mute or unmute the microphone - - Handle returned from successful Connector ‘create’ request - true (mute) or false (unmute) + + - - - Mute or unmute the speaker - - Handle returned from successful Connector ‘create’ request - true (mute) or false (unmute) + + - - - Set microphone volume - - Handle returned from successful Connector ‘create’ request - The level of the audio, a number between -100 and 100 where - 0 represents ‘normal’ speaking volume + + - - - Set local speaker volume - - Handle returned from successful Connector ‘create’ request - The level of the audio, a number between -100 and 100 where - 0 represents ‘normal’ speaking volume + + Deprecated - - Response to Session.Create request + + - - Response to Session.Connect request + + - - Response to Session.RenderAudioStart request + + - - Response to Session.RenderAudioStop request + + Deprecated - - Response to Session.Terminate request + + - - Response to Session.SetParticipantVolumeForMe request + + - - Sent when an incoming session occurs + + - - Sent for specific Session state changes (connected, disconnected) + + - - Sent for specific Participant state changes (new participants, dropped participants) + + Server flag, will not be sent to clients. Specifies that + the object is destroyed when it touches a simulator edge - - Sent for specific Participant Property changes (IsSpeaking, Volume, Energy, etc.) + + Server flag, will not be sent to clients. Specifies that + the object will be returned to the owner's inventory when it + touches a simulator edge - - + + Server flag, will not be sent to clients. - - Response to Connector.Create request + + Server flag, will not be sent to client. Specifies that + the object is hovering/flying - - Response to Connector.InitiateShutdown request + + - - Response to Connector.MuteLocalMic request + + - - Response to Connector.MuteLocalSpeaker request + + - - Response to Connector.SetLocalMicVolume request + + - - Response to Connector.SetLocalSpeakerVolume request + + + Sound flags for sounds attached to primitives + - - Response to Aux.GetCaptureDevices request + + - - Response to Aux.GetRenderDevices request + + - - Response to Aux.SetRenderDevice request + + - - Response to Aux.SetCaptureDevice request + + - - Response to Aux.CaptureAudioStart request + + - - Response to Aux.CaptureAudioStop request + + - - Response to Aux.SetMicLevel request + + - - Response to Aux.SetSpeakerLevel request + + + Material type for a primitive + - - Audio Properties Events are sent after audio capture is started. - These events are used to display a microphone VU meter + + - - Response to Account.Login request + + - - Response to Account.Logout request + + - - This event message is sent whenever the login state of the - particular Account has transitioned from one value to another + + - - Enable logging + + - - The folder where any logs will be created + + - - This will be prepended to beginning of each log file + + - - The suffix or extension to be appended to each log file + + - + - 0: NONE - No logging - 1: ERROR - Log errors only - 2: WARNING - Log errors and warnings - 3: INFO - Log errors, warnings and info - 4: DEBUG - Log errors, warnings, info and debug + Used in a helper function to roughly determine prim shape - + - Constructor for default logging settings + Extra parameters for primitives, these flags are for features that have + been added after the original ObjectFlags that has all eight bits + reserved already - - Response to Session.Create request - - - Response to Session.Connect request - - - Response to Session.RenderAudioStart request - - - Response to Session.RenderAudioStop request + + Whether this object has flexible parameters - - Response to Session.Terminate request + + Whether this object has light parameters - - Response to Session.SetParticipantVolumeForMe request + + Whether this object is a sculpted prim - + - Audio Properties Events are sent after audio capture is started. These events are used to display a microphone VU meter + - True if voice is detected on the microphone - audio energy, from 0 to 1 - current mic volume - currently unimplemented, and always 0 - - Positional vector of the users position - - - Velocity vector of the position - - - At Orientation (X axis) of the position + + - - Up Orientation (Y axis) of the position + + - - Left Orientation (Z axis) of the position + + - + - + - + - + - + - + - + - + - + - Login Request Parameters + - - The URL of the Login Server + + - - The number of milliseconds to wait before a login is considered - failed due to timeout + + - - The request method - login_to_server is currently the only supported method + + - - The Agents First name + + - - The Agents Last name + + - - A md5 hashed password - plaintext password will be automatically hashed + + - - The agents starting location once logged in - Either "last", "home", or a string encoded URI - containing the simulator name and x/y/z coordinates e.g: uri:hooper&128&152&17 + + - - A string containing the client software channel information - Second Life Release + + - - The client software version information - The official viewer uses: Second Life Release n.n.n.n - where n is replaced with the current version of the viewer + + - - A string containing the platform information the agent is running on + + + + - - A string hash of the network cards Mac Address + + - - Unknown or deprecated + + - - A string hash of the first disk drives ID used to identify this clients uniqueness + + - - A string containing the viewers Software, this is not directly sent to the login server but - instead is used to generate the Version string + + - - A string representing the software creator. This is not directly sent to the login server but - is used by the library to generate the Version information + + - - If true, this agent agrees to the Terms of Service of the grid its connecting to + + - - Unknown + + - - An array of string sent to the login server to enable various options + + + Attachment points for objects on avatar bodies + + + Both InventoryObject and InventoryAttachment types can be attached + - - 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 + + Right hand if object was not previously attached - - - The decoded data returned from the login server after a successful login - + + Chest - - true, false, indeterminate + + Skull - - Login message of the day + + Left shoulder - - M or PG, also agent_region_access and agent_access_max + + Right shoulder - - - 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 + + Left hand - - - Overrides SSL certificate validation check for Mono - - Remove me when MONO can handle ServerCertificateValidationCallback + + Right hand - - - 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. - + + Left foot - - Seed CAPS URL returned from the login server + + Right foot - - A list of packets obtained during the login process which networkmanager will log but not process + + Spine - - - Generate sane default values for a login request - - Account first name - Account last name - Account password - Client application name - Client application version - A populated struct containing - sane defaults + + Pelvis - - - Simplified login that takes the most common and required fields - - Account first name - Account last name - Account password - Client application name - Client application version - Whether the login was successful or not. On failure the - LoginErrorKey string will contain the error code and LoginMessage - will contain a description of the error + + Mouth - - - Simplified login that takes the most common fields along with a - starting location URI, and can accept an MD5 string instead of a - plaintext password - - Account first name - Account last name - Account password or MD5 hash of the password - such as $1$1682a1e45e9f957dcdf0bb56eb43319c - Client application name - Starting location URI that can be built with - StartLocation() - Client application version - Whether the login was successful or not. On failure the - LoginErrorKey string will contain the error code and LoginMessage - will contain a description of the error + + Chin - - - Login that takes a struct of all the values that will be passed to - the login server - - The values that will be passed to the login - server, all fields must be set even if they are String.Empty - Whether the login was successful or not. On failure the - LoginErrorKey string will contain the error code and LoginMessage - will contain a description of the error + + Left ear - - - Build a start location URI for passing to the Login function - - Name of the simulator to start in - X coordinate to start at - Y coordinate to start at - Z coordinate to start at - String with a URI that can be used to login to a specified - location + + Right ear - - - Handles response from XML-RPC login replies - + + Left eyeball - - - Handle response from LLSD login replies - - - - + + Right eyeball - - - Get current OS - - Either "Win" or "Linux" + + Nose - - - Get clients default Mac Address - - A string containing the first found Mac Address + + Right upper arm - - All of the simulators we are currently connected to + + Right forearm - - Handlers for incoming capability events + + Left upper arm - - Handlers for incoming packets + + Left forearm - - Incoming packets that are awaiting handling + + Right hip - - Outgoing packets that are awaiting handling + + Right upper leg - - - Default constructor - - Reference to the GridClient object + + Right lower leg - - - 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 + + Left hip - - - 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 + + Left upper leg - - - 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 + + Left lower leg - - - 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 + + Stomach - - - Send a packet to the simulator the avatar is currently occupying - - Packet to send + + Left pectoral - - - Send a packet to a specified simulator - - Packet to send - Simulator to send the packet to + + Right pectoral - - - Connect to a simulator - - IP address to connect to - Port to connect to - Handle for this simulator, to identify its - location in the grid - Whether to set CurrentSim to this new - connection, use this if the avatar is moving in to this simulator - URL of the capabilities server to use for - this sim connection - A Simulator object on success, otherwise null + + HUD Center position 2 - - - 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 + + HUD Top-right - - - 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 - + + HUD Top - - - 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 - + + HUD Top-left - - - - - - + + HUD Center - - - 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 - + + HUD Bottom-left - - - 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 + + HUD Bottom - - - Fire an event when an event queue connects for capabilities - - Simulator the event queue is attached to + + HUD Bottom-right - + - Called to deal with LogoutReply packet and fires off callback + Tree foliage types - Full packet of type LogoutReplyPacket - - - Called any time the login status changes, will eventually - return LoginStatus.Success or LoginStatus.Failure + + Pine1 tree - - Called when a reply is received from the login server, the - login sequence will block until this event returns + + Oak tree - - Current state of logging in + + Tropical Bush1 - - Upon login failure, contains a short string key for the - type of login error that occurred + + Palm1 tree - - The raw XML-RPC reply from the login server, exactly as it - was received (minus the HTTP header) + + Dogwood tree - - 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 + + Tropical Bush2 - - - Event raised when an outgoing packet is sent to a simulator - + + Palm2 tree - - - Event raised when the client was able to connected successfully. - - Uses the ConnectedCallback delegate. + + Cypress1 tree - - - - Event raised when a before a connection to a simulator is - initialized - + + Cypress2 tree - - - Event raised when a connection to a simulator is established - + + Pine2 tree - - - An event for the connection to a simulator other than the currently - occupied one disconnecting - - The Simulators list is locked when this event is - triggered, do not attempt to modify the collection or acquire a - lock on it when this callback is fired + + Plumeria - - - An event for being logged out either through client request, server - forced, or network error - + + Winter pinetree1 - - - An event for when CurrentSim changes - + + Winter Aspen tree - - - Triggered when an event queue makes the initial connection - + + Winter pinetree2 - - Unique identifier associated with our connections to - simulators + + Eucalyptus tree - - The simulator that the logged in avatar is currently - occupying + + Fern - - Shows whether the network layer is logged in to the - grid or not + + Eelgrass - - Number of packets in the incoming queue + + Sea Sword - - Number of packets in the outgoing queue + + Kelp1 plant - - - Fired when a login request is successful or not - - - + + Beach grass - + + Kelp2 plant + + - + Grass foliage types - - - - - - - - Explains why a simulator or the grid disconnected from us - - - - The client requested the logout or simulator disconnect - - - The server notified us that it is disconnecting + + - - Either a socket was closed or network traffic timed out + + - - The last active simulator shut down + + - - - Holds a simulator reference and a decoded packet, these structs are put in - the packet inbox for event handling - + + - - Reference to the simulator that this packet came from + + - - Packet that needs to be processed + + - + - Holds a simulator reference and a serialized packet, these structs are put in - the packet outbox for sending + Action associated with clicking on an object - - Reference to the simulator this packet is destined for - - - Packet that needs to be sent + + Touch object - - Sequence number of the wrapped packet + + Sit on object - - Number of times this packet has been resent + + Purchase object or contents - - Environment.TickCount when this packet was last sent over the wire + + Pay the object - - - Coupled with RegisterCallback(), this is triggered whenever a packet - of a registered type is received - - - + + Open task inventory - - - Triggered whenever an outgoing packet is sent - - Buffer holding the outgoing packet payload - Number of bytes of the data buffer that were sent - Simulator this packet was sent to + + Play parcel media - - - Assigned by the OnConnected event. Raised when login was a success - - Reference to the GridClient object that called the event + + Open parcel media - + - Assigned by the OnLogoutReply callback. Raised upone receipt of a LogoutReply packet during logout process. + Particle system specific enumerators, flags and methods. - - - - Triggered before a new connection to a simulator is established - - The connection to the new simulator won't be established - until this callback returns - The simulator that is being connected to - Whether to continue connecting to the simulator or abort - the connection + + - - - Triggered when a new connection to a simulator is established - - The simulator that is being connected to + + - - - Triggered when a simulator other than the simulator that is currently - being occupied disconnects for whatever reason - - The simulator that disconnected, which will become a null - reference after the callback is finished - Enumeration explaining the reason for the disconnect + + - - - Triggered when we are logged out of the grid due to a simulator request, - client request, network timeout, or any other cause - - Enumeration explaining the reason for the disconnect - If we were logged out by the simulator, this - is a message explaining why + + - - - Triggered when CurrentSim changes - - A reference to the old value of CurrentSim + + - - - Triggered when an event queue makes the initial connection - - Simulator this event queue is tied to + + - - - Singleton logging class for the entire library - + + Foliage type for this primitive. Only applicable if this + primitive is foliage - - log4net logging engine + + Unknown - - - Default constructor - + + - - - Send a log message to the logging engine - - The log message - The severity of the log entry + + - - - Send a log message to the logging engine - - The log message - The severity of the log entry - Instance of the client + + - - - Send a log message to the logging engine - - The log message - The severity of the log entry - Exception that was raised + + - - - Send a log message to the logging engine - - The log message - The severity of the log entry - Instance of the client - Exception that was raised + + - - - If the library is compiled with DEBUG defined, an event will be - fired if an OnLogMessage handler is registered and the - message will be sent to the logging engine - - The message to log at the DEBUG level to the - current logging engine + + - - - If the library is compiled with DEBUG defined and - GridClient.Settings.DEBUG is true, an event will be - fired if an OnLogMessage handler is registered and the - message will be sent to the logging engine - - The message to log at the DEBUG level to the - current logging engine - Instance of the client + + - - Triggered whenever a message is logged. If this is left - null, log messages will go to the console + + - - - Callback used for client apps to receive log messages from - the library - - Data being logged - The severity of the log entry from + + - - - Holds group information for Avatars such as those you might find in a profile - + + - - true of Avatar accepts group notices + + - - Groups Key + + - - Texture Key for groups insignia + + Identifies the owner if audio or a particle system is + active - - Name of the group + + - - Powers avatar has in the group + + - - Avatars Currently selected title + + - - true of Avatar has chosen to list this in their profile + + - - - Holds group information on an individual profile pick - + + - - - Retrieve friend status notifications, and retrieve avatar names and - profiles - + + - - - Represents other avatars - - + + - - Tracks the specified avatar on your map - Avatar ID to track + + - - - Request a single avatar name - - The avatar key to retrieve a name for + + - - - Request a list of avatar names - - The avatar keys to retrieve names for + + - - - Start a request for Avatar Properties - - + + - - - Search for an avatar (first name, last name, and uuid) - - The name to search for - An ID to associate with this query + + - + - Start a request for Avatar Picks + Default constructor - UUID of the avatar - + - Start a request for Avatar Classifieds + Packs PathTwist, PathTwistBegin, PathRadiusOffset, and PathSkew + parameters in to signed eight bit values - UUID of the avatar + Floating point parameter to pack + Signed eight bit value containing the packed parameter - + - Start a request for details of a specific profile pick + Unpacks PathTwist, PathTwistBegin, PathRadiusOffset, and PathSkew + parameters from signed eight bit integers to floating point values - UUID of the avatar - UUID of the profile pick + Signed eight bit value to unpack + Unpacked floating point value - - - Start a request for details of a specific profile classified - - UUID of the avatar - UUID of the profile classified + + - - - Process an incoming UUIDNameReply Packet and insert Full Names into the Avatars Dictionary - - Incoming Packet to process - Unused + + - - - Process incoming avatar animations - - - + + - - - Process incoming avatar appearance - - - + + Uses basic heuristics to estimate the primitive shape - + - Process incoming avatar properties (profile data) + Parameters used to construct a visual representation of a primitive - - - - - Process incoming Avatar Interests information - + + - - - Process an incoming effect - + + - - - Process an incoming list of profile picks - + + - - - Process an incoming details of a profile pick - + + - - - Process an incoming list of profile classifieds - + + - - - Process an incoming details of a profile Classified - + + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + + + + + Attachment point to an avatar + + + + + + + + + + + + + + - Triggered when an avatar animation signal is received + Information on the flexible properties of a primitive - UUID of the avatar sending the animation - UUID of the animation, and animation sequence number - + + + + + + + + + + + + + + + + + + + - Triggered when AvatarAppearance is received + Default constructor - - - - - - + - Triggered when a UUIDNameReply is received + - + + - + - Triggered when a response for avatar interests is returned + - - + - + - Triggered when avatar properties are received (AvatarPropertiesReply) + - - + - + - Triggered when an avatar group list is received (AvatarGroupsReply) + Information on the light properties of a primitive - - - + + + + + + + + + + + + + + + + - Triggered when a name search reply is received (AvatarPickerReply) + Default constructor - - - + - - - - - - + + - + - - - - - - + - + - - - - - - + - + - Callback returning a dictionary of avatar's picks + Information on the sculpt properties of a sculpted primitive - - - + - Callback returning a details of a specifick pick + Default constructor - - - + - Callback returning a dictionary of avatar's Classified + - - + + - + - Callback returning a details of a specifick Classified + Render inside out (inverts the normals). - - - + - Interface requirements for Messaging system + Render an X axis mirror of the sculpty. - + - + Extended properties to describe an object - - - An instance of DelegateWrapper which calls InvokeWrappedDelegate, - which in turn calls the DynamicInvoke method of the wrapped - delegate - + + - - - Callback used to call EndInvoke on the asynchronously - invoked DelegateWrapper - + + - - - Executes the specified delegate with the specified arguments - asynchronously on a thread pool thread - - - + + - - - Invokes the wrapped delegate synchronously - - - + + - - - Calls EndInvoke on the wrapper and Close on the resulting WaitHandle - to prevent resource leaks - - + + - - - Delegate to wrap another delegate and its arguments - - - + + - - - Add a custom decoder callback - - The key of the field to decode - The custom decode handler + + - - - Remove a custom decoder callback - - The key of the field to decode - The custom decode handler + + - - - Creates a formatted string containing the values of a Packet - - The Packet - A formatted string of values of the nested items in the Packet object + + - - - A custom decoder callback - - The key of the object - the data to decode - A string represending the fieldData + + - - Size of the byte array used to store raw packet data + + - - Raw packet data buffer + + - - Length of the data to transmit + + - - EndPoint of the remote host + + - - - Create an allocated UDP packet buffer for receiving a packet - + + - - - Create an allocated UDP packet buffer for sending a packet - - EndPoint of the remote host + + - - - Create an allocated UDP packet buffer for sending a packet - - EndPoint of the remote host - Size of the buffer to allocate for packet data + + - + + + + + + + + + + + + + + + + + + + - Object pool for packet buffers. This is used to allocate memory for all - incoming and outgoing packets, and zerocoding buffers for those packets + Default constructor - + - Creates a new instance of the ObjectPoolBase class. Initialize MUST be called - after using this constructor. + Set the properties that are set in an ObjectPropertiesFamily packet + that has + been partially filled by an ObjectPropertiesFamily packet - + - Creates a new instance of the ObjectPool Base class. + Complete structure for the particle system - The object pool is composed of segments, which - are allocated whenever the size of the pool is exceeded. The number of items - in a segment should be large enough that allocating a new segmeng is a rare - thing. For example, on a server that will have 10k people logged in at once, - the receive buffer object pool should have segment sizes of at least 1000 - byte arrays per segment. - - The minimun number of segments that may exist. - Perform a full GC.Collect whenever a segment is allocated, and then again after allocation to compact the heap. - The frequency which segments are checked to see if they're eligible for cleanup. - - - Forces the segment cleanup algorithm to be run. This method is intended - primarly for use from the Unit Test libraries. - - - - - Responsible for allocate 1 instance of an object that will be stored in a segment. - - An instance of whatever objec the pool is pooling. + + Particle Flags + There appears to be more data packed in to this area + for many particle systems. It doesn't appear to be flag values + and serialization breaks unless there is a flag for every + possible bit so it is left as an unsigned integer - - - Checks in an instance of T owned by the object pool. This method is only intended to be called - by the WrappedObject class. - - The segment from which the instance is checked out. - The instance of T to check back into the segment. + + pattern of particles - - - Checks an instance of T from the pool. If the pool is not sufficient to - allow the checkout, a new segment is created. - - A WrappedObject around the instance of T. To check - the instance back into the segment, be sureto dispose the WrappedObject - when finished. + + A representing the maximimum age (in seconds) particle will be displayed + Maximum value is 30 seconds - - - The total number of segments created. Intended to be used by the Unit Tests. - + + A representing the number of seconds, + from when the particle source comes into view, + or the particle system's creation, that the object will emits particles; + after this time period no more particles are emitted - - - The number of items that are in a segment. Items in a segment - are all allocated at the same time, and are hopefully close to - each other in the managed heap. - + + A in radians that specifies where particles will not be created - - - The minimum number of segments. When segments are reclaimed, - this number of segments will always be left alone. These - segments are allocated at startup. - + + A in radians that specifies where particles will be created - - - The age a segment must be before it's eligible for cleanup. - This is used to prevent thrash, and typical values are in - the 5 minute range. - + + A representing the number of seconds between burts. - - - The frequence which the cleanup thread runs. This is typically - expected to be in the 5 minute range. - + + A representing the number of meters + around the center of the source where particles will be created. - - - Initialize the object pool in client mode - - Server to connect to - - + + A representing in seconds, the minimum speed between bursts of new particles + being emitted - - - Initialize the object pool in server mode - - - + + A representing in seconds the maximum speed of new particles being emitted. - - - Returns a packet buffer with EndPoint set if the buffer is in - client mode, or with EndPoint set to null in server mode - - Initialized UDPPacketBuffer object + + A representing the maximum number of particles emitted per burst - - - Default constructor - + + A which represents the velocity (speed) from the source which particles are emitted - - - Check a packet buffer out of the pool - - A packet buffer object + + A which represents the Acceleration from the source which particles are emitted - - - Static pre-defined animations available to all agents - + + The Key of the texture displayed on the particle - - Agent with afraid expression on face + + The Key of the specified target object or avatar particles will follow - - Agent aiming a bazooka (right handed) + + Flags of particle from - - Agent aiming a bow (left handed) + + Max Age particle system will emit particles for - - Agent aiming a hand gun (right handed) + + The the particle has at the beginning of its lifecycle - - Agent aiming a rifle (right handed) + + The the particle has at the ending of its lifecycle - - Agent with angry expression on face + + A that represents the starting X size of the particle + Minimum value is 0, maximum value is 4 - - Agent hunched over (away) + + A that represents the starting Y size of the particle + Minimum value is 0, maximum value is 4 - - Agent doing a backflip + + A that represents the ending X size of the particle + Minimum value is 0, maximum value is 4 - - Agent laughing while holding belly + + A that represents the ending Y size of the particle + Minimum value is 0, maximum value is 4 - - Agent blowing a kiss + + + Decodes a byte[] array into a ParticleSystem Object + + ParticleSystem object + Start position for BitPacker - - Agent with bored expression on face + + + Generate byte[] array from particle data + + Byte array - - Agent bowing to audience + + + Particle source pattern + - - Agent brushing himself/herself off + + None - - Agent in busy mode + + Drop particles from source position with no force - - Agent clapping hands + + "Explode" particles in all directions - - Agent doing a curtsey bow + + Particles shoot across a 2D area - - Agent crouching + + Particles shoot across a 3D Cone - - Agent crouching while walking + + Inverse of AngleCone (shoot particles everywhere except the 3D cone defined - - Agent crying + + + Particle Data Flags + - - Agent unanimated with arms out (e.g. setting appearance) + + None - - Agent re-animated after set appearance finished + + Interpolate color and alpha from start to end - - Agent dancing + + Interpolate scale from start to end - - Agent dancing + + Bounce particles off particle sources Z height - - Agent dancing + + velocity of particles is dampened toward the simulators wind - - Agent dancing + + Particles follow the source - - Agent dancing + + Particles point towards the direction of source's velocity - - Agent dancing + + Target of the particles - - Agent dancing + + Particles are sent in a straight line - - Agent dancing + + Particles emit a glow - - Agent on ground unanimated + + used for point/grab/touch - - Agent boozing it up - - - Agent with embarassed expression on face - - - Agent with afraid expression on face + + + Particle Flags Enum + - - Agent with angry expression on face + + None - - Agent with bored expression on face + + Acceleration and velocity for particles are + relative to the object rotation - - Agent crying + + Particles use new 'correct' angle parameters - - Agent showing disdain (dislike) for something + + + Texture animation mode + - - Agent with embarassed expression on face + + Disable texture animation - - Agent with frowning expression on face + + Enable texture animation - - Agent with kissy face + + Loop when animating textures - - Agent expressing laughgter + + Animate in reverse direction - - Agent with open mouth + + Animate forward then reverse - - Agent with repulsed expression on face + + Slide texture smoothly instead of frame-stepping - - Agent expressing sadness + + Rotate texture instead of using frames - - Agent shrugging shoulders + + Scale texture instead of using frames - - Agent with a smile + + + A single textured face. Don't instantiate this class yourself, use the + methods in TextureEntry + - - Agent expressing surprise + + + Contains the definition for individual faces + + - - Agent sticking tongue out + + + + + - - Agent with big toothy smile + + - - Agent winking + + - - Agent expressing worry + + - - Agent falling down + + - - Agent walking (feminine version) + + - - Agent wagging finger (disapproval) + + - - I'm not sure I want to know + + - - Agent in superman position + + - - Agent in superman position + + - - Agent greeting another + + - - Agent holding bazooka (right handed) + + In the future this will specify whether a webpage is + attached to this face - - Agent holding a bow (left handed) + + - - Agent holding a handgun (right handed) + + + Represents all of the texturable faces for an object + + Grid objects have infinite faces, with each face + using the properties of the default face unless set otherwise. So if + you have a TextureEntry with a default texture uuid of X, and face 18 + has a texture UUID of Y, every face would be textured with X except for + face 18 that uses Y. In practice however, primitives utilize a maximum + of nine faces - - Agent holding a rifle (right handed) + + - - Agent throwing an object (right handed) + + - - Agent in static hover + + + Constructor that takes a default texture UUID + + Texture UUID to use as the default texture - - Agent hovering downward + + + Constructor that takes a TextureEntryFace for the + default face + + Face to use as the default face - - Agent hovering upward + + + Constructor that creates the TextureEntry class from a byte array + + Byte array containing the TextureEntry field + Starting position of the TextureEntry field in + the byte array + Length of the TextureEntry field, in bytes - - Agent being impatient + + + This will either create a new face if a custom face for the given + index is not defined, or return the custom face for that index if + it already exists + + The index number of the face to create or + retrieve + A TextureEntryFace containing all the properties for that + face - - Agent jumping + + + + + + - - Agent jumping with fervor + + + + + - - Agent point to lips then rear end + + + + + - - Agent landing from jump, finished flight, etc + + + + + - - Agent laughing + + + Controls the texture animation of a particular prim + - - Agent landing from jump, finished flight, etc + + - - Agent sitting on a motorcycle + + - + - - Agent moving head side to side + + - - Agent moving head side to side with unhappy expression + + - - Agent taunting another + + - + - - Agent giving peace sign + + + + + + - - Agent pointing at self - - - Agent pointing at another - - - Agent preparing for jump (bending knees) + + + + + - - Agent punching with left hand + + + Abstract base for rendering plugins + - - Agent punching with right hand + + + Generates a basic mesh structure from a primitive + + Primitive to generate the mesh from + Level of detail to generate the mesh at + The generated mesh - - Agent acting repulsed + + + Generates a a series of faces, each face containing a mesh and + metadata + + Primitive to generate the mesh from + Level of detail to generate the mesh at + The generated mesh - - Agent trying to be Chuck Norris + + + Apply texture coordinate modifications from a + to a list of vertices + + Vertex list to modify texture coordinates for + Center-point of the face + Face texture parameters - - Rocks, Paper, Scissors 1, 2, 3 + + + Avatar profile flags + - - Agent with hand flat over other hand + + + Represents an avatar (other than your own) + - - Agent with fist over other hand + + Groups that this avatar is a member of - - Agent with two fingers spread over other hand + + Positive and negative ratings - - Agent running + + Avatar properties including about text, profile URL, image IDs and + publishing settings - - Agent appearing sad + + Avatar interests including spoken languages, skills, and "want to" + choices - - Agent saluting + + Movement control flags for avatars. Typically not set or used by + clients. To move your avatar, use Client.Self.Movement instead - - Agent shooting bow (left handed) + + + Default constructor + - - Agent cupping mouth as if shouting + + First name - - Agent shrugging shoulders + + Last name - - Agent in sit position + + Full name - - Agent in sit position (feminine) + + Active group - - Agent in sit position (generic) + + + Positive and negative ratings + - - Agent sitting on ground + + Positive ratings for Behavior - - Agent sitting on ground + + Negative ratings for Behavior - - + + Positive ratings for Appearance - - Agent sleeping on side + + Negative ratings for Appearance - - Agent smoking + + Positive ratings for Building - - Agent inhaling smoke + + Negative ratings for Building - - + + Positive ratings given by this avatar - - Agent taking a picture + + Negative ratings given by this avatar - - Agent standing + + + Avatar properties including about text, profile URL, image IDs and + publishing settings + - - Agent standing up + + First Life about text - - Agent standing + + First Life image ID - - Agent standing + + - - Agent standing + + - - Agent standing + + - - Agent stretching + + - - Agent in stride (fast walk) + + Profile image ID - - Agent surfing + + Flags of the profile - - Agent acting surprised + + Web URL for this profile - - Agent striking with a sword + + Should this profile be published on the web - - Agent talking (lips moving) + + Avatar Online Status - - Agent throwing a tantrum + + Is this a mature profile - - Agent throwing an object (right handed) + + - - Agent trying on a shirt + + - - Agent turning to the left + + + Avatar interests including spoken languages, skills, and "want to" + choices + - - Agent turning to the right + + Languages profile field - - Agent typing + + - - Agent walking + + - - Agent whispering + + - - Agent whispering with fingers in mouth + + - - Agent winking + + + Starts a thread that keeps the daemon running + + + - - Agent winking + + + Stops the daemon and the thread keeping it running + - - Agent worried + + + + + + + - - Agent nodding yes - - - Agent nodding yes with happy face - - - Agent floating with legs and arms crossed - - + - Represents an AssetScriptBinary object containing the - LSO compiled bytecode of an LSL script + This is used to get a list of audio devices that can be used for capture (input) of voice. + - + - Base class for all Asset types + This is used to get a list of audio devices that can be used for render (playback) of voice. - - A byte array containing the raw asset data - - - True if the asset it only stored on the server temporarily - - - A unique ID - - + - Construct a new Asset object + This command is used to select the render device. + The name of the device as returned by the Aux.GetRenderDevices command. - + - Construct a new Asset object + This command is used to select the capture device. - A unique specific to this asset - A byte array containing the raw asset data + The name of the device as returned by the Aux.GetCaptureDevices command. - + - Regenerates the AssetData byte array from the properties - of the derived class. + 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) + - + - Decodes the AssetData, placing it in appropriate properties of the derived - class. + This command is used to stop the audio capture process. - True if the asset decoding succeeded, otherwise false - - - The assets unique ID + - + - The "type" of asset, Notecard, Animation, etc + 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) + - - Initializes a new instance of an AssetScriptBinary object - - - Initializes a new instance of an AssetScriptBinary object with parameters - A unique specific to this asset - A byte array containing the raw asset data - - + - TODO: Encodes a scripts contents into a LSO Bytecode file + 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) + - + - TODO: Decode LSO Bytecode into a string + This is used to initialize and stop the Connector as a whole. The Connector + Create call must be completed successfully before any other requests are made + (typically during application initialization). The shutdown should be called + when the application is shutting down to gracefully release resources - true - - - Override the base classes AssetType + A string value indicting the Application name + URL for the management server + LoggingSettings + + - + - Type of gesture step + Shutdown Connector -- Should be called when the application is shutting down + to gracefully release resources + Handle returned from successful Connector ‘create’ request - + - Base class for gesture steps + Mute or unmute the microphone + Handle returned from successful Connector ‘create’ request + true (mute) or false (unmute) - + - Retururns what kind of gesture step this is + Mute or unmute the speaker + Handle returned from successful Connector ‘create’ request + true (mute) or false (unmute) - + - Describes animation step of a gesture + Set microphone volume + Handle returned from successful Connector ‘create’ request + The level of the audio, a number between -100 and 100 where + 0 represents ‘normal’ speaking volume - + - If true, this step represents start of animation, otherwise animation stop + Set local speaker volume + Handle returned from successful Connector ‘create’ request + The level of the audio, a number between -100 and 100 where + 0 represents ‘normal’ speaking volume - + - Animation asset + Create a Session + Sessions typically represent a connection to a media session with one or more + participants. This is used to generate an ‘outbound’ call to another user or + channel. The specifics depend on the media types involved. A session handle is + required to control the local user functions within the session (or remote + users if the current account has rights to do so). Currently creating a + session automatically connects to the audio media, there is no need to call + Session.Connect at this time, this is reserved for future use. + Handle returned from successful Connector ‘create’ request + This is the URI of the terminating point of the session (ie who/what is being called) + This is the display name of the entity being called (user or channel) + Only needs to be supplied when the target URI is password protected + This indicates the format of the password as passed in. This can either be + “ClearText” or “SHA1UserName”. If this element does not exist, it is assumed to be “ClearText”. If it is + “SHA1UserName”, the password as passed in is the SHA1 hash of the password and username concatenated together, + then base64 encoded, with the final “=” character stripped off. + + + - + - Animation inventory name + Used to accept a call + SessionHandle such as received from SessionNewEvent + "default" + - + - Returns what kind of gesture step this is + This command is used to start the audio render process, which will then play + the passed in file through the selected audio render device. This command + should not be issued if the user is on a call. + The fully qualified path to the sound file. + True if the file is to be played continuously and false if it is should be played once. + - + - Describes sound step of a gesture + This command is used to stop the audio render process. + The fully qualified path to the sound file issued in the start render command. + - + - Sound asset + This is used to ‘end’ an established session (i.e. hang-up or disconnect). + Handle returned from successful Session ‘create’ request or a SessionNewEvent + - + - Sound inventory name + Set the combined speaking and listening position in 3D space. + There appears to be no response to this request. + Handle returned from successful Session ‘create’ request or a SessionNewEvent + Speaking position + Listening position + - + - Returns what kind of gesture step this is + Set User Volume for a particular user. Does not affect how other users hear that user. + Handle returned from successful Session ‘create’ request or a SessionNewEvent + + The level of the audio, a number between -100 and 100 where 0 represents ‘normal’ speaking volume + - + - Describes sound step of a gesture + 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 + - + - Text to output in chat + This is used to logout a user session. It should only be called with a valid AccountHandle. + Handle returned from successful Connector ‘login’ request + - - - Returns what kind of gesture step this is - + + Response to Session.Create request - - - Describes sound step of a gesture - + + Response to Session.Connect request - - - If true in this step we wait for all animations to finish - + + Response to Session.RenderAudioStart request - - - If true gesture player should wait for the specified amount of time - + + Response to Session.RenderAudioStop request - - - Time in seconds to wait if WaitForAnimation is false - + + Response to Session.Terminate request - - - Returns what kind of gesture step this is - + + Response to Session.SetParticipantVolumeForMe request - + + Sent when an incoming session occurs + + + Sent for specific Session state changes (connected, disconnected) + + + Sent for specific Participant state changes (new participants, dropped participants) + + + Sent for specific Participant Property changes (IsSpeaking, Volume, Energy, etc.) + + + + + + Response to Connector.Create request + + + Response to Connector.InitiateShutdown request + + + Response to Connector.MuteLocalMic request + + + Response to Connector.MuteLocalSpeaker request + + + Response to Connector.SetLocalMicVolume request + + + Response to Connector.SetLocalSpeakerVolume request + + + Response to Aux.GetCaptureDevices request + + + Response to Aux.GetRenderDevices request + + + Response to Aux.SetRenderDevice request + + + Response to Aux.SetCaptureDevice request + + + Response to Aux.CaptureAudioStart request + + + Response to Aux.CaptureAudioStop request + + + Response to Aux.SetMicLevel request + + + Response to Aux.SetSpeakerLevel request + + + Audio Properties Events are sent after audio capture is started. + These events are used to display a microphone VU meter + + + Response to Account.Login request + + + Response to Account.Logout request + + + This event message is sent whenever the login state of the + particular Account has transitioned from one value to another + + + Enable logging + + + The folder where any logs will be created + + + This will be prepended to beginning of each log file + + + The suffix or extension to be appended to each log file + + - Describes the final step of a gesture + 0: NONE - No logging + 1: ERROR - Log errors only + 2: WARNING - Log errors and warnings + 3: INFO - Log errors, warnings and info + 4: DEBUG - Log errors, warnings, info and debug - + - Returns what kind of gesture step this is + Constructor for default logging settings - + + Response to Session.Create request + + + Response to Session.Connect request + + + Response to Session.RenderAudioStart request + + + Response to Session.RenderAudioStop request + + + Response to Session.Terminate request + + + Response to Session.SetParticipantVolumeForMe request + + - Represents a sequence of animations, sounds, and chat actions + Audio Properties Events are sent after audio capture is started. These events are used to display a microphone VU meter + True if voice is detected on the microphone + audio energy, from 0 to 1 + current mic volume + currently unimplemented, and always 0 - + + Positional vector of the users position + + + Velocity vector of the position + + + At Orientation (X axis) of the position + + + Up Orientation (Y axis) of the position + + + Left Orientation (Z axis) of the position + + - Keyboard key that triggers the gestyre + A Wrapper around openjpeg to encode and decode images to and from byte arrays - + + TGA Header size + + + OpenJPEG is not threadsafe, so this object is used to lock + during calls into unmanaged code + + - Modifier to the trigger key + Encode a object into a byte array + The object to encode + true to enable lossless conversion, only useful for small images ie: sculptmaps + A byte array containing the encoded Image object - + - String that triggers playing of the gesture sequence + Encode a object into a byte array + The object to encode + a byte array of the encoded image - + - Text that replaces trigger in chat once gesture is triggered + Decode JPEG2000 data to an and + + JPEG2000 encoded data + ManagedImage object to decode to + Image object to decode to + True if the decode succeeds, otherwise false - + - Sequence of gesture steps + + + + - + - Constructs guesture asset + + + + + - + - Constructs guesture asset + Encode a object into a byte array - A unique specific to this asset - A byte array containing the raw asset data + The source object to encode + true to enable lossless decoding + A byte array containing the source Bitmap object - + - Encodes gesture asset suitable for uplaod + Defines the beginning and ending file positions of a layer in an + LRCP-progression JPEG2000 file - + - Decodes gesture assset into play sequence + This structure is used to marshal both encoded and decoded images. + MUST MATCH THE STRUCT IN dotnet.h! - - + - Returns asset type + Information about a single packet in a JPEG2000 stream - + + Packet start position + + + Packet header end position + + + Packet end position + + - Throttles the network traffic for various different traffic types. - Access this class through GridClient.Throttle + Type of gesture step - + - Default constructor, uses a default high total of 1500 KBps (1536000) + Base class for gesture steps - + - Constructor that decodes an existing AgentThrottle packet in to - individual values + Retururns what kind of gesture step this is - Reference to the throttle data in an AgentThrottle - packet - Offset position to start reading at in the - throttle data - This is generally not needed in clients as the server will - never send a throttle packet to the client - + - Send an AgentThrottle packet to the current server using the - current values + Describes animation step of a gesture - + - Send an AgentThrottle packet to the specified server using the - current values + If true, this step represents start of animation, otherwise animation stop - + - Convert the current throttle values to a byte array that can be put - in an AgentThrottle packet + Animation asset - Byte array containing all the throttle values - - - Maximum bits per second for resending unacknowledged packets - - - Maximum bits per second for LayerData terrain - - - Maximum bits per second for LayerData wind data - - - Maximum bits per second for LayerData clouds - - - Unknown, includes object data - - - Maximum bits per second for textures - - Maximum bits per second for downloaded assets - - - Maximum bits per second the entire connection, divided up - between invidiual streams using default multipliers - - + - Level of Detail mesh + Animation inventory name - + - Represents a Sound Asset + Returns what kind of gesture step this is - - Initializes a new instance of an AssetSound object - - - Initializes a new instance of an AssetSound object with parameters - A unique specific to this asset - A byte array containing the raw asset data - - + - TODO: Encodes a sound file + Describes sound step of a gesture - + - TODO: Decode a sound file + Sound asset - true - - Override the base classes AssetType - - + - + Sound inventory name - - - - - - - - - - + - + Returns what kind of gesture step this is - - - - - - - - - - - - - - - - - - - - + + + Describes sound step of a gesture + - - + + + Text to output in chat + - - + + + Returns what kind of gesture step this is + - - + + + Describes sound step of a gesture + - - + + + If true in this step we wait for all animations to finish + - - + + + If true gesture player should wait for the specified amount of time + - - + + + Time in seconds to wait if WaitForAnimation is false + - - + + + Returns what kind of gesture step this is + - - + + + Describes the final step of a gesture + - - + + + Returns what kind of gesture step this is + - - + + + Represents a sequence of animations, sounds, and chat actions + - - + + + Base class for all Asset types + - - + + A byte array containing the raw asset data - - + + True if the asset it only stored on the server temporarily - - + + A unique ID - + - + Construct a new Asset object - - + + + Construct a new Asset object + + A unique specific to this asset + A byte array containing the raw asset data - - + + + Regenerates the AssetData byte array from the properties + of the derived class. + - - + + + Decodes the AssetData, placing it in appropriate properties of the derived + class. + + True if the asset decoding succeeded, otherwise false - - + + The assets unique ID - + - + The "type" of asset, Notecard, Animation, etc - - - + - + Keyboard key that triggers the gestyre - - + + + Modifier to the trigger key + - - + + + String that triggers playing of the gesture sequence + - - + + + Text that replaces trigger in chat once gesture is triggered + - - + + + Sequence of gesture steps + - + - + Constructs guesture asset - - - + - + Constructs guesture asset + A unique specific to this asset + A byte array containing the raw asset data - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + - + Encodes gesture asset suitable for uplaod - - - + - + Decodes gesture assset into play sequence - - + - + Returns asset type - - - - + - + Class for controlling various system settings. + Some values are readonly because they affect things that + happen when the GridClient object is initialized, so changing them at + runtime won't do any good. Non-readonly values may affect things that + happen at login or dynamically - - - - - - + + Main grid login server - - - - - - + + Beta grid login server - + - + InventoryManager requests inventory information on login, + GridClient initializes an Inventory store for main inventory. - - + - A Name Value pair with additional settings, used in the protocol - primarily to transmit avatar names and active group in object packets + InventoryManager requests library information on login, + GridClient initializes an Inventory store for the library. - - + + Number of milliseconds before an asset transfer will time + out - - + + Number of milliseconds between sending pings to each sim - - + + Number of milliseconds between sending camera updates - - + + Number of milliseconds between updating the current + positions of moving, non-accelerating and non-colliding objects - - + + Millisecond interval between ticks, where all ACKs are + sent out and the age of unACKed packets is checked - - - Constructor that takes all the fields as parameters - - - - - - + + The initial size of the packet inbox, where packets are + stored before processing - - - Constructor that takes a single line from a NameValue field - - + + Maximum size of packet that we want to send over the wire - - Type of the value + + The maximum value of a packet sequence number before it + rolls over back to one - - Unknown + + The maximum size of the sequence number archive, used to + check for resent and/or duplicate packets - - String value + + The relative directory where external resources are kept - - + + Login server to connect to - - + + IP Address the client will bind to - - + + Use XML-RPC Login or LLSD Login, default is XML-RPC Login - - + + Number of milliseconds before a teleport attempt will time + out - - Deprecated + + Number of milliseconds before NetworkManager.Logout() will + time out - - String value, but designated as an asset + + Number of milliseconds before a CAPS call will time out + Setting this too low will cause web requests time out and + possibly retry repeatedly - - + + Number of milliseconds for xml-rpc to timeout - - - - + + Milliseconds before a packet is assumed lost and resent - - + + Milliseconds without receiving a packet before the + connection to a simulator is assumed lost - - + + Milliseconds to wait for a simulator info request through + the grid interface - - + + Maximum number of queued ACKs to be sent before SendAcks() + is forced - - + + Network stats queue length (seconds) - - - - + + Enable to process packets synchronously, where all of the + callbacks for each packet must return before the next packet is + processed + This is an experimental feature and is not completely + reliable yet. Ideally it would reduce context switches and thread + overhead, but several calls currently block for a long time and + would need to be rewritten as asynchronous code before this is + feasible - - + + Enable/disable storing terrain heightmaps in the + TerrainManager - - + + Enable/disable sending periodic camera updates - - + + Enable/disable automatically setting the bandwidth throttle + after connecting to each simulator + The default throttle uses the equivalent of the maximum + bandwidth setting in the official client. If you do not set a + throttle your connection will by default be throttled well below + the minimum values and you may experience connection problems - - + + Enable/disable the sending of pings to monitor lag and + packet loss - - + + Should we connect to multiple sims? This will allow + viewing in to neighboring simulators and sim crossings + (Experimental) - - - - + + If true, all object update packets will be decoded in to + native objects. If false, only updates for our own agent will be + decoded. Registering an event handler will force objects for that + type to always be decoded. If this is disabled the object tracking + will have missing or partial prim and avatar information - - The avatar has no rights + + If true, when a cached object check is received from the + server the full object info will automatically be requested - - The avatar can see the online status of the target avatar + + Whether to establish connections to HTTP capabilities + servers for simulators - - The avatar can see the location of the target avatar on the map + + Whether to decode sim stats - - The avatar can modify the ojects of the target avatar + + The capabilities servers are currently designed to + periodically return a 502 error which signals for the client to + re-establish a connection. Set this to true to log those 502 errors - - - This class holds information about an avatar in the friends list. There are two ways - to interface to this class. The first is through the set of boolean properties. This is the typical - way clients of this class will use it. The second interface is through two bitflag properties, - TheirFriendsRights and MyFriendsRights - + + If true, any reference received for a folder or item + the library is not aware of will automatically be fetched - - - Used internally when building the initial list of friends at login time - - System ID of the avatar being prepesented - Rights the friend has to see you online and to modify your objects - Rights you have to see your friend online and to modify their objects + + If true, and SEND_AGENT_UPDATES is true, + AgentUpdate packets will continuously be sent out to give the bot + smoother movement and autopiloting - - - FriendInfo represented as a string - - A string reprentation of both my rights and my friends rights + + If true, currently visible avatars will be stored + in dictionaries inside Simulator.ObjectAvatars. + If false, a new Avatar or Primitive object will be created + each time an object update packet is received - + + If true, currently visible avatars will be stored + in dictionaries inside Simulator.ObjectPrimitives. + If false, a new Avatar or Primitive object will be created + each time an object update packet is received + + + If true, position and velocity will periodically be + interpolated (extrapolated, technically) for objects and + avatars that are being tracked by the library. This is + necessary to increase the accuracy of speed and position + estimates for simulated objects + + + If true, parcel details will be stored in the + Simulator.Parcels dictionary as they are received + + - System ID of the avatar + If true, an incoming parcel properties reply will automatically send + a request for the parcel access list - + - full name of the avatar + if true, an incoming parcel properties reply will automatically send + a request for the traffic count. - + - True if the avatar is online + If true, images, and other assets downloaded from the server + will be cached in a local directory - + + Path to store cached texture data + + + Maximum size cached files are allowed to take on disk (bytes) + + + Default color used for viewer particle effects + + + Maximum number of times to resend a failed packet + + + Throttle outgoing packet rate + + + The maximum number of concurrent texture downloads allowed + Increasing this number will not necessarily increase texture retrieval times due to + simulator throttles + + - True if the friend can see if I am online + The Refresh timer inteval is used to set the delay between checks for stalled texture downloads + This is a static variable which applies to all instances - + - True if the friend can see me on the map + Textures taking longer than this value will be flagged as timed out and removed from the pipeline - + - True if the freind can modify my objects + Get or set the minimum log level to output to the console by default + + If the library is not compiled with DEBUG defined and this level is set to DEBUG + You will get no output on the console. This behavior can be overriden by creating + a logger configuration file for log4net - + + Attach avatar names to log messages + + + Log packet retransmission info + + + Constructor + Reference to a GridClient object + + - True if I can see if my friend is online + Gets the cost of uploading an asset to the grid + + - + + Cost of uploading an asset + Read-only since this value is dynamically fetched at login + + - True if I can see if my friend is on the map + Return a decoded capabilities message as a strongly typed object + A string containing the name of the capabilities message key + An to decode + A strongly typed object containing the decoded information from the capabilities message, or null + if no existing Message object exists for the specified event - + - True if I can modify my friend's objects + Sent to the client to indicate a teleport request has completed - + - My friend's rights represented as bitmapped flags + Interface requirements for Messaging system - + + The of the agent + + + + + + The simulators handle the agent teleported to + + + A Uri which contains a list of Capabilities the simulator supports + + + Indicates the level of access required + to access the simulator, or the content rating, or the simulators + map status + + + The IP Address of the simulator + + + The UDP Port the simulator will listen for UDP traffic on + + + Status flags indicating the state of the Agent upon arrival, Flying, etc. + + - My rights represented as bitmapped flags + Serialize the object + An containing the objects data - + - This class is used to add and remove avatars from your friends list and to manage their permission. + Deserialize the message + An containing the data - + - A dictionary of key/value pairs containing known friends of this avatar. - - The Key is the of the friend, the value is a - object that contains detailed information including permissions you have and have given to the friend + Sent to the viewer when a neighboring simulator is requesting the agent make a connection to it. - + - A Dictionary of key/value pairs containing current pending frienship offers. - - The key is the of the avatar making the request, - the value is the of the request which is used to accept - or decline the friendship offer + Serialize the object + An containing the objects data - + - Internal constructor + Deserialize the message - A reference to the GridClient Object + An containing the data - + - Accept a friendship request + Serialize the object - agentID of avatatar to form friendship with - imSessionID of the friendship request message + An containing the objects data - + - Decline a friendship request + Deserialize the message - of friend - imSessionID of the friendship request message + An containing the data - + - Overload: Offer friendship to an avatar. + Serialize the object - System ID of the avatar you are offering friendship to + An containing the objects data - + - Offer friendship to an avatar. + Deserialize the message - System ID of the avatar you are offering friendship to - A message to send with the request + An containing the data - + - Terminate a friendship with an avatar + A message sent to the client which indicates a teleport request has failed + and contains some information on why it failed - System ID of the avatar you are terminating the friendship with - - - Fired when another friend terminates friendship. We need to remove them from - our cached list. - - - + + - - - Change the rights of a friend avatar. - - the of the friend - the new rights to give the friend - This method will implicitly set the rights to those passed in the rights parameter. + + A string key of the reason the teleport failed e.g. CouldntTPCloser + Which could be used to look up a value in a dictionary or enum - - - Use to map a friends location on the grid. - - Friends UUID to find - + + The of the Agent - - - Use to track a friends movement on the grid - - Friends Key + + A string human readable message containing the reason + An example: Could not teleport closer to destination - + - Called when a connection to the SL server is established. The list of friend avatars - is populated from XML returned by the login server. That list contains the avatar's id - and right, but no names. Here is where those names are requested. + Serialize the object - + An containing the objects data - + - This handles the asynchronous response of a RequestAvatarNames call. + Deserialize the message - names cooresponding to the the list of IDs sent the the RequestAvatarNames call. + An containing the data - + - Handle notifications sent when a friends has come online. + Serialize the object - - + An containing the objects data - + - Handle notifications sent when a friends has gone offline. + Deserialize the message - - + An containing the data - + - Handle notifications sent when a friend rights change. This notification is also received - when my own rights change. + Contains a list of prim owner information for a specific parcel in a simulator - - + + A Simulator will always return at least 1 entry + If agent does not have proper permission the OwnerID will be UUID.Zero + If agent does not have proper permission OR there are no primitives on parcel + the DataBlocksExtended map will not be sent from the simulator + - - - Handle friend location updates - - The Packet - The Simulator + + An Array of objects - + - Handles relevant messages from the server encapsulated in instant messages. + Serialize the object - InstantMessage object containing encapsalated instant message - Originating Simulator + An containing the objects data - + - Populate FriendList with data from the login reply + Deserialize the message - true if login was successful - true if login request is requiring a redirect - A string containing the response to the login request - A string containing the reason for the request - A object containing the decoded - reply from the login server + An containing the data - + - Triggered when an avatar in your friends list comes online + Prim ownership information for a specified owner on a single parcel - System ID of the avatar - - - Triggered when an avatar in your friends list goes offline - - System ID of the avatar + + The of the prim owner, + UUID.Zero if agent has no permission to view prim owner information - - - Triggered in response to a call to the FriendRights() method, or when a friend changes your rights - - System ID of the avatar you changed the right of + + The total number of prims - - - Triggered when names on the friend list are received after the initial request upon login - - + + True if the OwnerID is a - - - Triggered when someone offers you friendship - - System ID of the agent offering friendship - full name of the agent offereing friendship - session ID need when accepting/declining the offer - Return true to accept the friendship, false to deny it + + True if the owner is online + This is no longer used by the LL Simulators - - - Trigger when your friendship offer has been accepted or declined - - System ID of the avatar who accepted your friendship offer - Full name of the avatar who accepted your friendship offer - Whether the friendship request was accepted or declined + + The date the most recent prim was rezzed - + - Trigger when someone terminates your friendship. + The details of a single parcel in a region, also contains some regionwide globals - System ID of the avatar who terminated your friendship - Full name of the avatar who terminated your friendship - - - Triggered in response to a FindFriend request - - Friends Key - region handle friend is in - X/Y location of friend + + Simulator-local ID of this parcel - - - Capabilities is the name of the bi-directional HTTP REST protocol - used to communicate non real-time transactions such as teleporting or - group messaging - + + Maximum corner of the axis-aligned bounding box for this + parcel - - Reference to the simulator this system is connected to + + Minimum corner of the axis-aligned bounding box for this + parcel - - - Default constructor - - - + + Total parcel land area - - - Request the URI of a named capability - - Name of the capability to request - The URI of the requested capability, or String.Empty if - the capability does not exist + + - - - Process any incoming events, check to see if we have a message created for the event, - - - + + Key of authorized buyer - - Capabilities URI this system was initialized with + + Bitmap describing land layout in 4x4m squares across the + entire region - - Whether the capabilities event queue is connected and - listening for incoming events + + - - - Triggered when an event is received via the EventQueueGet - capability - - Event name - Decoded event data - The simulator that generated the event + + Date land was claimed - - - Permission request flags, asked when a script wants to control an Avatar - + + Appears to always be zero - - Placeholder for empty values, shouldn't ever see this + + Parcel Description - - Script wants ability to take money from you + + - - Script wants to take camera controls for you + + - - Script wants to remap avatars controls + + Total number of primitives owned by the parcel group on + this parcel - - Script wants to trigger avatar animations - This function is not implemented on the grid + + Whether the land is deeded to a group or not - - Script wants to attach or detach the prim or primset to your avatar + + - - Script wants permission to release ownership - This function is not implemented on the grid - The concept of "public" objects does not exist anymore. + + Maximum number of primitives this parcel supports - - Script wants ability to link/delink with other prims + + The Asset UUID of the Texture which when applied to a + primitive will display the media - - Script wants permission to change joints - This function is not implemented on the grid + + A URL which points to any Quicktime supported media type - - Script wants permissions to change permissions - This function is not implemented on the grid + + A byte, if 0x1 viewer should auto scale media to fit object - - Script wants to track avatars camera position and rotation + + URL For Music Stream - - Script wants to control your camera + + Parcel Name - - - Special commands used in Instant Messages - + + Autoreturn value in minutes for others' objects - - Indicates a regular IM from another agent + + - - Simple notification box with an OK button + + Total number of other primitives on this parcel - - You've been invited to join a group. + + UUID of the owner of this parcel - - Inventory offer + + Total number of primitives owned by the parcel owner on + this parcel - - Accepted inventory offer + + - - Declined inventory offer + + How long is pass valid for - - Group vote + + Price for a temporary pass - - An object is offering its inventory + + - - Accept an inventory offer from an object + + - - Decline an inventory offer from an object + + - - Unknown + + This field is no longer used - - Start a session, or add users to a session + + The result of a request for parcel properties - - Start a session, but don't prune offline users + + Sale price of the parcel, only useful if ForSale is set + The SalePrice will remain the same after an ownership + transfer (sale), so it can be used to see the purchase price after + a sale if the new owner has not changed it - - Start a session with your group + + + Number of primitives your avatar is currently + selecting and sitting on in this parcel + - - Start a session without a calling card (finder or objects) + + - - Send a message to a session + + + A number which increments by 1, starting at 0 for each ParcelProperties request. + Can be overriden by specifying the sequenceID with the ParcelPropertiesRequest being sent. + a Negative number indicates the action in has occurred. + - - Leave a session + + Maximum primitives across the entire simulator - - Indicates that the IM is from an object + + Total primitives across the entire simulator - - Sent an IM to a busy user, this is the auto response + + - - Shows the message in the console and chat history + + Key of parcel snapshot - - Send a teleport lure + + Parcel ownership status - - Response sent to the agent which inititiated a teleport invitation + + Total number of primitives on this parcel - - Response sent to the agent which inititiated a teleport invitation + + - - Only useful if you have Linden permissions + + - - A placeholder type for future expansion, currently not - used + + TRUE of region denies access to age unverified users - - IM to tell the user to go to an URL + + A description of the media - - IM for help + + An Integer which represents the height of the media - - IM sent automatically on call for help, sends a lure - to each Helper reached + + An integer which represents the width of the media - - Like an IM but won't go to email + + A boolean, if true the viewer should loop the media - - IM from a group officer to all group members + + A string which contains the mime type of the media - - Unknown + + true to obscure (hide) media url - - Unknown + + true to obscure (hide) music url - - Accept a group invitation + + + Serialize the object + + An containing the objects data - - Decline a group invitation + + + Deserialize the message + + An containing the data - - Unknown + + A message sent from the viewer to the simulator to updated a specific parcels settings - - An avatar is offering you friendship + + The of the agent authorized to purchase this + parcel of land or a NULL if the sale is authorized to anyone - - An avatar has accepted your friendship offer + + true to enable auto scaling of the parcel media - - An avatar has declined your friendship offer + + The category of this parcel used when search is enabled to restrict + search results - - Indicates that a user has started typing + + A string containing the description to set - - Indicates that a user has stopped typing + + The of the which allows for additional + powers and restrictions. - - - Flag in Instant Messages, whether the IM should be delivered to - offline avatars as well - + + The which specifies how avatars which teleport + to this parcel are handled - - Only deliver to online avatars + + The LocalID of the parcel to update settings on - - If the avatar is offline the message will be held until - they login next, and possibly forwarded to their e-mail account + + A string containing the description of the media which can be played + to visitors - - - Conversion type to denote Chat Packet types in an easier-to-understand format - + + - - Whisper (5m radius) + + - - Normal chat (10/20m radius), what the official viewer typically sends + + - - Shouting! (100m radius) + + - - Event message when an Avatar has begun to type + + - - Event message when an Avatar has stopped typing - - - Unknown - - - Event message when an object uses llOwnerSay - - - Special value to support llRegionSay, never sent to the client - - - - Identifies the source of a chat message - - - - Chat from the grid or simulator - - - Chat from another avatar - - - Chat from an object - - - - - - - + - + - + - - - Effect type used in ViewerEffect packets - - - + - + - + - + - + - + - + - - Project a beam from a source to a destination, such as - the one used when editing an object - - + - + - - + + + Deserialize the message + + An containing the data - - Create a swirl of particles around an object + + + Serialize the object + + An containing the objects data - - + + Base class used for the RemoteParcelRequest message - - + + + A message sent from the viewer to the simulator to request information + on a remote parcel + - - Cause an avatar to look at an object + + Local sim position of the parcel we are looking up - - Cause an avatar to point at an object + + Region handle of the parcel we are looking up - + + Region of the parcel we are looking up + + - The action an avatar is doing when looking at something, used in - ViewerEffect packets for the LookAt effect + Serialize the object + An containing the objects data - - - - - + + + Deserialize the message + + An containing the data - - + + + A message sent from the simulator to the viewer in response to a + which will contain parcel information + - - + + The grid-wide unique parcel ID - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - Deprecated + + + A message containing a request for a remote parcel from a viewer, or a response + from the simulator to that request + - - + + The request or response details block - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + + Serialize the object + + An containing the objects data - + - The action an avatar is doing when pointing at something, used in - ViewerEffect packets for the PointAt effect + Deserialize the message + An containing the data - - + + + A message sent from the simulator to an agent which contains + the groups the agent is in + - - + + The Agent receiving the message - - + + An array containing information + for each the agent is a member of - - + + An array containing information + for each the agent is a member of - + - Money transaction types + Serialize the object + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + Group Details specific to the agent - - + + true of the agent accepts group notices - - + + The agents tier contribution to the group - - + + The Groups - - + + The of the groups insignia - - + + The name of the group - - + + The aggregate permissions the agent has in the group for all roles the agent + is assigned - - + + An optional block containing additional agent specific information - - + + true of the agent allows this group to be + listed in their profile - - + + + A message sent from the viewer to the simulator which + specifies the language and permissions for others to detect + the language specified + - - - - - - - - - - - + + A string containng the default language + to use for the agent - - + + true of others are allowed to + know the language setting - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + + An EventQueue message sent from the simulator to an agent when the agent + leaves a group + - - + + + An Array containing the AgentID and GroupID + - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + An object containing the Agents UUID, and the Groups UUID - - + + The ID of the Agent leaving the group - - + + The GroupID the Agent is leaving - - + + Base class for Asset uploads/results via Capabilities - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + + A message sent from the viewer to the simulator to request a temporary upload capability + which allows an asset to be uploaded + - - + + The request state (Always "upload") - - + + The Capability URL sent by the simulator to upload the baked texture to - - + + + A message sent from the simulator that will inform the agent the upload is complete, + and the UUID of the uploaded asset + - - + + The request state (Always "complete") - - + + The uploaded texture asset ID - - + + + A message sent from the viewer to the simulator to request a temporary + capability URI which is used to upload an agents baked appearance textures + - - + + Object containing request or response - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + + A message sent from the simulator which indicates the minimum version required for + using voice chat + - - + + Major Version Required - - + + Minor version required - - + + The name of the region sending the version requrements - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + + A message sent from the simulator to the viewer containing the + voice server URI + - - + + The Parcel ID which the voice server URI applies - - + + The name of the region - - + + A uri containing the server/channel information + which the viewer can utilize to participate in voice conversations - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - + - + - + - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + + A message sent by the viewer to the simulator to request a temporary + capability for a script contained with in a Tasks inventory to be updated + - - + + Object containing request or response - + - + Serialize the object + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + + A message sent from the simulator to the viewer to indicate + a Tasks scripts status. + - - + + The Asset ID of the script - - + + True of the script is compiled/ran using the mono interpreter, false indicates it + uses the older less efficient lsl2 interprter - - + + The Task containing the scripts - - + + true of the script is in a running state - + - Flags sent when a script takes or releases a control + Serialize the object - NOTE: (need to verify) These might be a subset of the ControlFlags enum in Movement, + An containing the objects data - - No Flags set + + + Deserialize the message + + An containing the data - - Forward (W or up Arrow) + + + A message containing the request/response used for updating a gesture + contained with an agents inventory + - - Back (S or down arrow) + + Object containing request or response - - Move left (shift+A or left arrow) + + + Serialize the object + + An containing the objects data - - Move right (shift+D or right arrow) + + + Deserialize the message + + An containing the data - - Up (E or PgUp) + + + A message request/response which is used to update a notecard contained within + a tasks inventory + - - Down (C or PgDown + + The of the Task containing the notecard asset to update - - Rotate left (A or left arrow) + + The notecard assets contained in the tasks inventory - - Rotate right (D or right arrow) + + + Serialize the object + + An containing the objects data - - Left Mouse Button + + + Deserialize the message + + An containing the data - - Left Mouse button in MouseLook + + + A reusable class containing a message sent from the viewer to the simulator to request a temporary uploader capability + which is used to update an asset in an agents inventory + - + - Currently only used to hide your group title + The Notecard AssetID to replace - - No flags set + + + Serialize the object + + An containing the objects data - - Hide your group title + + + Deserialize the message + + An containing the data - + - Action state of the avatar, which can currently be typing and - editing + A message containing the request/response used for updating a notecard + contained with an agents inventory - - + + Object containing request or response - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - + - Current teleport status + Serialize the object + An containing the objects data - - Unknown status + + + Deserialize the message + + An containing the data - - Teleport initialized + + + A message sent from the simulator to the viewer which indicates + an error occurred while attempting to update a script in an agents or tasks + inventory + - - Teleport in progress + + true of the script was successfully compiled by the simulator - - Teleport failed + + The state of the request - - Teleport completed + + A string containing the error which occured while trying + to update the script - - Teleport cancelled + + A new AssetID assigned to the script - + - + A message sent from the viewer to the simulator + requesting the update of an existing script contained + within a tasks inventory - - No flags set, or teleport failed + + if true, set the script mode to running - - Set when newbie leaves help island for first time + + The scripts InventoryItem ItemID to update - - + + A lowercase string containing either "mono" or "lsl2" which + specifies the script is compiled and ran on the mono runtime, or the older + lsl runtime - - Via Lure + + The tasks which contains the script to update - - Via Landmark + + + Serialize the object + + An containing the objects data - - Via Location + + + Deserialize the message + + An containing the data - - Via Home + + + A message containing either the request or response used in updating a script inside + a tasks inventory + - - Via Telehub + + Object containing request or response - - Via Login + + + Serialize the object + + An containing the objects data - - Linden Summoned + + + Deserialize the message + + An containing the data - - Linden Forced me + + + Response from the simulator to notify the viewer the upload is completed, and + the UUID of the script asset and its compiled status + - - + + The request state (Always "complete") - - Agent Teleported Home via Script + + The uploaded texture asset ID - - + + true of the script was compiled successfully - - + + + A message sent from a viewer to the simulator requesting a temporary uploader capability + used to update a script contained in an agents inventory + - - + + The existing asset if of the script in the agents inventory to replace - - forced to new location for example when avatar is banned or ejected + + The language of the script + Defaults to lsl version 2, "mono" might be another possible option - - Teleport Finished via a Lure + + + Serialize the object + + An containing the objects data - - Finished, Sim Changed + + + Deserialize the message + + An containing the data - - Finished, Same Sim + + + A message containing either the request or response used in updating a script inside + an agents inventory + - + + Object containing request or response + + - + Serialize the object + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - + - + A message sent from the simulator to the viewer which contains an array of map images and their grid coordinates - + - - + + An array containing LayerData items - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - + - Instant Message + A n object containing map location details - - Key of sender + + The Asset ID of the regions tile overlay - - Name of sender + + The grid location of the southern border of the map tile - - Key of destination avatar + + The grid location of the western border of the map tile - - ID of originating estate + + The grid location of the eastern border of the map tile - - Key of originating region + + The grid location of the northern border of the map tile - - Coordinates in originating region + + + New as of 1.23 RC1, no details yet. + - - Instant message type + + + Serialize the object + + An containing the objects data - - Group IM session toggle + + + Deserialize the message + + An containing the data - - Key of IM session, for Group Messages, the groups UUID + + + Serialize the object + + An containing the objects data - - Timestamp of the instant message + + + Deserialize the message + + An containing the data - - Instant message text + + A string containing the method used - - Whether this message is held for offline avatars + + + A request sent from an agent to the Simulator to begin a new conference. + Contains a list of Agents which will be included in the conference + - - Context specific packed data + + An array containing the of the agents invited to this conference - + + The conferences Session ID + + - Manager class for our own avatar + Serialize the object + An containing the objects data - - Reference to the GridClient instance + + + Deserialize the message + + An containing the data - - Used for movement and camera tracking + + + A moderation request sent from a conference moderator + Contains an agent and an optional action to take + - - Currently playing animations for the agent. Can be used to - check the current movement status such as walking, hovering, aiming, - etc. by checking for system animations in the Animations class + + The Session ID - - Dictionary containing current Group Chat sessions and members + + - - - Constructor, setup callbacks for packets related to our avatar + + A list containing Key/Value pairs, known valid values: + key: text value: true/false - allow/disallow specified agents ability to use text in session + key: voice value: true/false - allow/disallow specified agents ability to use voice in session - A reference to the Class + "text" or "voice" - + + + + - Send a text message from the Agent to the Simulator + Serialize the object - 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. + An containing the objects data - + - Request any instant messages sent while the client was offline to be resent. + Deserialize the message + An containing the data - + - Send an Instant Message to another Avatar + A message sent from the agent to the simulator which tells the + simulator we've accepted a conference invitation - The recipients - A containing the message to send - + + The conference SessionID + + - Send an Instant Message to an existing group chat or conference chat + Serialize the object - The recipients - A containing the message to send - IM session ID (to differentiate between IM windows) + An containing the objects data - + - Send an Instant Message + Deserialize the message - The name this IM will show up as being from - Key of Avatar - Text message being sent - IM session ID (to differentiate between IM windows) - IDs of sessions for a conference + An containing the data - + - Send an Instant Message + Serialize the object - 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 + An containing the objects data - + - Send an Instant Message to a group + Deserialize the message - of the group to send message to - Text Message being sent. + An containing the data - + - Send an Instant Message to a group the agent is a member of + Serialize the object - The name this IM will show up as being from - of the group to send message to - Text message being sent + An containing the objects data - + - Send a request to join a group chat session + Deserialize the message - of Group to leave + An containing the data - + - Exit a group chat session. This will stop further Group chat messages - from being sent until session is rejoined. + Serialize the object - of Group chat session to leave + An containing the objects data - + - Reply to script dialog questions. + Deserialize the message - Channel initial request came on - Index of button you're "clicking" - Label of button you're "clicking" - of Object that sent the dialog request - + An containing the data - + + Key of sender + + + Name of sender + + + Key of destination avatar + + + ID of originating estate + + + Key of originating region + + + Coordinates in originating region + + + Instant message type + + + Group IM session toggle + + + Key of IM session, for Group Messages, the groups UUID + + + Timestamp of the instant message + + + Instant message text + + + Whether this message is held for offline avatars + + + Context specific packed data + + - Accept invite for to a chatterbox session + Serialize the object - of session to accept invite to + An containing the objects data - + - Start a friends conference + Deserialize the message - List of UUIDs to start a conference with - the temportary session ID returned in the callback> + An containing the data - + - Start a particle stream between an agent and an object + Sent from the simulator to the viewer. + + When an agent initially joins a session the AgentUpdatesBlock object will contain a list of session members including + a boolean indicating they can use voice chat in this session, a boolean indicating they are allowed to moderate + this session, and lastly a string which indicates another agent is entering the session with the Transition set to "ENTER" + + During the session lifetime updates on individuals are sent. During the update the booleans sent during the initial join are + excluded with the exception of the Transition field. This indicates a new user entering or exiting the session with + the string "ENTER" or "LEAVE" respectively. - 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 + Serialize the object - Key of the source agent - Key of the target object - A representing the beams offset from the source - A which sets the avatars lookat animation - of the Effect + An containing the objects data - + - Create a particle beam between an avatar and an primitive + Deserialize the message - of sources avatar - of the target - global offset - Color values of beam - a float representing the duration the beam will last - of the Effect + An containing the data - + - Create a particle swirl around a target position + An EventQueue message sent when the agent is forcibly removed from a chatterbox session - Target's global position - Color values of beam - A float representing the duration the swirl will last - of the Effect - + - Sends a request to sit on the specified object + A string containing the reason the agent was removed - of the object to sit on - Sit at offset - + - Follows a call to to actually sit on the object + The ChatterBoxSession's SessionID - - Stands up from sitting on a prim or the ground - true of AgentUpdate was sent + + + Serialize the object + + An containing the objects data - + - Does a "ground sit" at the avatar's current position + Deserialize the message + An containing the data - + - Starts or stops flying + Serialize the object - True to start flying, false to stop flying + An containing the objects data - + - Starts or stops crouching + Deserialize the message - True to start crouching, false to stop crouching + An containing the data - + - Starts a jump (begin holding the jump key) + Serialize the object + An containing the objects data - + - Use the autopilot sim function to move the avatar to a new - position. Uses double precision to get precise movements + Deserialize the message - 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 + An containing the data - + - Use the autopilot sim function to move the avatar to a new position + Serialize the object - 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 + An containing the objects data - + - Use the autopilot sim function to move the avatar to a new position + Deserialize the message - 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 + An containing the data - - 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 + + + Serialize the object + + An containing the objects data - + - Grabs an object + Deserialize the message - an unsigned integer of the objects ID within the simulator - + An containing the data - + - Overload: Grab a simulated object + - an unsigned integer of the objects ID within the simulator - - - - - - - - + - Drag an object + Serialize the object - of the object to drag - Drag target in region coordinates + An containing the objects data - + - Overload: Drag an object + Deserialize the message - of the object to drag - Drag target in region coordinates - - - - - - - - - - - Release a grabbed object - - The Objects Simulator Local ID - - - + An containing the data - + - Release a grabbed object + Serialize the object - The Objects Simulator Local ID - - - - - - + An containing the objects data - + - Touches an object + Deserialize the message - an unsigned integer of the objects ID within the simulator - + An containing the data - + - Request the current L$ balance + Serialize the object + An containing the objects data - + - Give Money to destination Avatar + Deserialize the message - UUID of the Target Avatar - Amount in L$ + An containing the data - + - Give Money to destination Avatar + Constants for the archiving module - UUID of the Target Avatar - Amount in L$ - Description that will show up in the - recipients transaction history - + - Give L$ to an object + The location of the archive control file - object to give money to - amount of L$ to give - name of object - + - Give L$ to a group + Path for the assets held in an archive - group to give money to - amount of L$ to give - + - Give L$ to a group + Path for the prims file - group to give money to - amount of L$ to give - description of transaction - + - Pay texture/animation upload fee + Path for terrains. Technically these may be assets, but I think it's quite nice to split them out. - + - Pay texture/animation upload fee + Path for region settings. - description of the transaction - + - Give Money to destionation Object or Avatar + The character the separates the uuid from extension information in an archived asset filename - UUID of the Target Object/Avatar - Amount in L$ - Reason (Optional normally) - The type of transaction - Transaction flags, mostly for identifying group - transactions - + - Plays a gesture + Extensions used for asset types in the archive - Asset of the gesture - + - Mark gesture active + - Inventory of the gesture - Asset of the gesture - + - Mark gesture inactive + - Inventory of the gesture - + - Send an AgentAnimation packet that toggles a single animation on + - The of the animation to start playing - Whether to ensure delivery of this packet or not - + - Send an AgentAnimation packet that toggles a single animation off + - The of a - currently playing animation to stop playing - Whether to ensure delivery of this packet or not - + - Send an AgentAnimation packet that will toggle animations on or off + - A list of animation s, and whether to - turn that animation on or off - Whether to ensure delivery of this packet or not + + - + - Teleports agent to their stored home location + The ObservableDictionary class is used for storing key/value pairs. It has methods for firing + events to subscribers when items are added, removed, or changed. - true on successful teleport to home location + Key + Value - + - Teleport agent to a landmark + A dictionary of callbacks to fire when specified action occurs - 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 + Register a callback to be fired when an action occurs - Region name to look up - Position to teleport to - True if the lookup and teleport were successful, otherwise - false + The action + The callback to fire - + - Attempt to look up a simulator name and teleport to the discovered - destination + Unregister a callback - Region name to look up - Position to teleport to - Target to look at - True if the lookup and teleport were successful, otherwise - false + The action + The callback to fire - + - Teleport agent to another region + - handle of region to teleport agent to - position in destination sim to teleport to - true on success, false on failure - This call is blocking + + - - - Teleport agent to another region - - handle of region to teleport agent to - position in destination sim to teleport to - direction in destination sim agent will look at - true on success, false on failure - This call is blocking + + Internal dictionary that this class wraps around. Do not + modify or enumerate the contents of this dictionary without locking - + - Request teleport to a another simulator + Initializes a new instance of the Class + with the specified key/value, has the default initial capacity. - handle of region to teleport agent to - position in destination sim to teleport to + + + // initialize a new ObservableDictionary named testDict with a string as the key and an int as the value. + public ObservableDictionary<string, int> testDict = new ObservableDictionary<string, int>(); + + - + - Request teleport to a another simulator + Initializes a new instance of the Class + with the specified key/value, With its initial capacity specified. - handle of region to teleport agent to - position in destination sim to teleport to - direction in destination sim agent will look at + Initial size of dictionary + + + // initialize a new ObservableDictionary named testDict with a string as the key and an int as the value, + // initially allocated room for 10 entries. + public ObservableDictionary<string, int> testDict = new ObservableDictionary<string, int>(10); + + - + - Teleport agent to a landmark + Try to get entry from the with specified key - of the landmark to teleport agent to + Key to use for lookup + Value returned + if specified key exists, if not found + + + // find your avatar using the Simulator.ObjectsAvatars ObservableDictionary: + Avatar av; + if (Client.Network.CurrentSim.ObjectsAvatars.TryGetValue(Client.Self.AgentID, out av)) + Console.WriteLine("Found Avatar {0}", av.Name); + + + - + - Send a teleport lure to another avatar with default "Join me in ..." invitation message + Finds the specified match. - target avatars to lure + The match. + Matched value + + + // use a delegate to find a prim in the ObjectsPrimitives ObservableDictionary + // with the ID 95683496 + uint findID = 95683496; + Primitive findPrim = sim.ObjectsPrimitives.Find( + delegate(Primitive prim) { return prim.ID == findID; }); + + - - - Send a teleport lure to another avatar with custom invitation message - - target avatars to lure - custom message to send with invitation + + Find All items in an + return matching items. + a containing found items. + + Find All prims within 20 meters and store them in a List + + int radius = 20; + List<Primitive> prims = Client.Network.CurrentSim.ObjectsPrimitives.FindAll( + delegate(Primitive prim) { + Vector3 pos = prim.Position; + return ((prim.ParentID == 0) && (pos != Vector3.Zero) && (Vector3.Distance(pos, location) < radius)); + } + ); + + - - - Respond to a teleport lure by either accepting it and initiating - the teleport, or denying it - - of the avatar sending the lure - true to accept the lure, false to decline it + + Find All items in an + return matching keys. + a containing found keys. + + Find All keys which also exist in another dictionary + + List<UUID> matches = myDict.FindAll( + delegate(UUID id) { + return myOtherDict.ContainsKey(id); + } + ); + + - - - Update agent profile - - struct containing updated - profile information + + Check if Key exists in Dictionary + Key to check for + if found, otherwise - - - Update agents profile interests - - selection of interests from struct + + Check if Value exists in Dictionary + Value to check for + if found, otherwise - + - 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 + Adds the specified key to the dictionary, dictionary locking is not performed, + - New height of the viewer window - New width of the viewer window + The key + The value - + - Request the list of muted objects and avatars for this agent + Removes the specified key, dictionary locking is not performed + The key. + if successful, otherwise - + - Sets home location to agents current position + Clear the contents of the dictionary - will fire an AlertMessage () with - success or failure message - + - Move an agent in to a simulator. This packet is the last packet - needed to complete the transition in to a new simulator + Enumerator for iterating dictionary entries - Object + - + - Reply to script permissions request + Gets the number of Key/Value pairs contained in the - Object - of the itemID requesting permissions - of the taskID requesting permissions - list of permissions to allow - + - Respond to a group invitation by either accepting or denying it + Indexer for the dictionary - 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 + The key + The value - - - Requests script detection of objects and avatars - - name of the object/avatar to search for - UUID of the object or avatar to search for - Type of search from ScriptSensorTypeFlags - range of scan (96 max?) - the arc in radians to search within - an user generated ID to correlate replies with - Simulator to perform search in + + Describes tasks returned in LandStatReply - + - Create or update profile pick + Estate level administration and utilities - 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 - + + Textures for each of the four terrain height levels + + + Upper/lower texture boundaries for each corner of the sim + + - Delete profile pick + Constructor for EstateTools class - UUID of the pick to delete + - + - Create or update profile Classified + Requests estate information such as top scripts and colliders - 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 + + + + - + + 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 + + - Delete a classified ad + Set several estate specific configuration variables - The classified ads ID + 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 - + - Take an incoming ImprovedInstantMessage packet, auto-parse, and if - OnInstantMessage is defined call that with the appropriate arguments + Request return of objects owned by specified avatar - Incoming ImprovedInstantMessagePacket - Unused + 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 - + + + + + + - Take an incoming Chat packet, auto-parse, and if OnChat is defined call - that with the appropriate arguments. + Used for setting and retrieving various estate panel settings - Incoming ChatFromSimulatorPacket - Unused + EstateOwnerMessage Method field + List of parameters to include - + - Used for parsing llDialogs + Kick an avatar from an estate - Incoming ScriptDialog packet - Unused + Key of Agent to remove - + - Used for parsing llRequestPermissions dialogs - - Incoming ScriptDialog packet - Unused + 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 + + - Handles Script Control changes when Script with permissions releases or takes a control + Send a message dialog to everyone in an entire estate - - + Message to send all users in the estate - + - Used for parsing llLoadURL Dialogs + Send a message dialog to everyone in a simulator - - + Message to send all users in the simulator - + - Update client's Position, LookAt and region handle from incoming packet + Send an avatar back to their home location - Incoming AgentMovementCompletePacket - Unused - This occurs when after an avatar moves into a new sim + Key of avatar to send home - + - Update Client Avatar's health via incoming packet + Begin the region restart process - Incoming HealthMessagePacket - Unused - + - Update Client Avatar's L$ balance from incoming packet + Cancels a region restart - Incoming MoneyBalanceReplyPacket - Unused - - - Process TeleportFailed message sent via EventQueue, informs agent its last teleport has failed and why. - - The Message Key - An IMessage object Deserialized from the recieved message event - The simulator originating the event message + + Estate panel "Region" tab settings - - - Process TeleportFinish from Event Queue and pass it onto our TeleportHandler - - The message system key for this event - IMessage object containing decoded data from OSD - The simulator originating the event message + + Estate panel "Debug" tab settings - - - Handler for teleport Requests - - Incoming TeleportHandler packet - Simulator sending teleport information + + Used for setting the region's terrain textures for its four height levels + + + + - - - - - - + + Used for setting sim terrain texture heights - - - 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 + + Requests the estate covenant - + - Allows agent to cross over (walk, fly, vehicle) in to neighboring - simulators + Upload a terrain RAW file - This packet is now being sent via the EventQueue + A byte array containing the encoded terrain data + The name of the file being uploaded + The Id of the transfer request - + - Group Chat event handler + Teleports all users home in current Estate - 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 - + Remove estate manager + Key of Agent to Remove + removes manager to this estate and all others owned by the estate owner - + - Someone joined or left group chat - - - IMessage object containing decoded data from OSD - + Add estate manager + Key of Agent to Add + Add agent as manager to this estate and all others owned by the estate owner - + - Handle a group chat Invitation - - Caps Key - IMessage object containing decoded data from OSD - Originating Simulator + Add's an agent to the estate Allowed list + Key of Agent to Add + Add agent as an allowed reisdent to All estates if true - + - 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 + Removes an agent from the estate Allowed list + Key of Agent to Remove + Removes agent as an allowed reisdent from All estates if true - - - Alert Message packet handler - - AlertMessagePacket - not used + + + + 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 - - - detects camera constraint collisions - + + + + Removes a group from the estate Allowed list + Key of Group to Remove + Removes Group as an allowed Group from All estates if true + + + - - - Packet handler for ScriptSensorReply packet - + + - - - Packet handler for AvatarSitResponse packet - + + - - Fired when a is received from the simulator, Contains - Any Whisper, Shout, or Say within range of avatar - - - Fired when a is received, use - to respond to dialog + + Triggered upon a successful .GetTopColliders() - - Fired when a is received in response to a - scripted object requesting permissions, Use to reply + + Triggered upon a successful .GetTopScripts() - - Fired when a is received, contains a URL pasted in Chat + + Returned, along with other info, upon a successful .GetInfo() - - Fired when a or a ChatterBoxInvitation is received + + Returned, along with other info, upon a successful .GetInfo() - - Fired when a is received, occurs when a - or is called + + Returned, along with other info, upon a successful .GetInfo() - - Fired when a indicating the agents - balance has changed by spending, sending, or receiving L$, Contains the Avatars new balance + + Returned, along with other info, upon a successful .GetInfo() - - Fired when a is received, contains L$ balance and additional - details of the transaction + + Returned, along with other info, upon a successful .GetInfo() - - Fired when a is received, caused by changing the - Agents active group with + + Triggered upon a successful .RequestCovenant() - - Fired when a is received, will contain a Dictionary - of animations currently being played + + + Triggered on LandStatReply when the report type is for "top colliders" + + + - - Callback for an object or avatar forcefully colliding - with the agent + + + Triggered on LandStatReply when the report type is for "top scripts" + + + - - Callback for the agent moving in to a neighboring sim + + + Triggered when the list of estate managers is received for the current estate + + + + - - Callback for when agent is confirmed joined group chat session. + + + FIXME - Enumerate all params from EstateOwnerMessage packet + + + + + - - Callback for when agent is confirmed to have left group chat session. + + Used in the ReportType field of a LandStatRequest - - Alert messages sent to client from simulator + + Used by EstateOwnerMessage packets - - Fired when a script wants to take or release control of your avatar. + + Used by EstateOwnerMessage packets - - Fired when our avatar camera reaches the maximum possible point + + + + - - Fired when a script sensor reply is received + + No flags set - - Fired in response to a sit request + + Only return targets scripted objects - - Fired when a new member joins an active ChatterBoxSession session + + Only return targets objects if on others land - - Fired when a member of an active ChatterBoxSession leaves the session + + Returns target's scripted objects and objects on other parcels - - Your (client) avatars - "client", "agent", and "avatar" all represent the same thing + + Ground texture settings for each corner of the region - - Temporary assigned to this session, used for - verifying our identity in packets + + Used by GroundTextureHeightSettings - - Shared secret that is never sent over the wire + + The high and low texture thresholds for each corner of the sim - - Your (client) avatar ID, local to the current region/sim + + + Archives assets + - - Where the avatar started at login. Can be "last", "home" - or a login + + + Archive assets + - - The access level of this agent, usually M or PG + + + Archive the assets given to this archiver to the given archive. + + - - The CollisionPlane of Agent + + + Write an assets metadata file to the given archive + + - - An representing the velocity of our agent + + + Write asset data files to the given archive + + - - An representing the acceleration of our agent + + + + - - A which specifies the angular speed, and axis about which an Avatar is rotating. + + - - Position avatar client will goto when login to 'home' or during - teleport request to 'home' region. + + - - LookAt point saved/restored with HomePosition + + - - Avatar First Name (i.e. Philip) + + + + - - Avatar Last Name (i.e. Linden) + + - - Avatar Full Name (i.e. Philip Linden) + + - - Gets the health of the agent + + - - Gets the current balance of the agent + + - - Gets the local ID of the prim the agent is sitting on, - zero if the avatar is not currently sitting + + - - Gets the of the agents active group. + + - - Gets the Agents powers in the currently active group + + - - Current status message for teleporting + + - - Current position of the agent as a relative offset from - the simulator, or the parent object if we are sitting on something + + - - Current rotation of the agent as a relative rotation from - the simulator, or the parent object if we are sitting on something + + - - Current position of the agent in the simulator + + - - - A representing the agents current rotation - + + - - Returns the global grid position of the avatar + + - - - Triggered on incoming chat messages - - Text of chat message - Audible level of this chat message - Type of chat (whisper, shout, status, etc.) - Source of the chat message - Name of the sending object - Key of source - Key of the sender - Senders position + + - - - Triggered when a script pops up a dialog box - - The dialog box message - Name of the object that sent the dialog - Image to be displayed in the dialog - ID of the object that sent the dialog - First name of the object owner - Last name of the object owner - Chat channel that the object is communicating on - List of button labels + + - - - Triggered when a script asks for permissions - - Simulator object this request comes from - Task ID of the script requesting permissions - ID of the object containing the script - Name of the object containing the script - Name of the object's owner - Bitwise value representing the requested permissions + + - - - Triggered when a script displays a URL via llLoadURL - - Name of the scripted object - ID of the scripted object - ID of the object's owner - Whether or not ownerID is a group - Message displayed along with URL - Offered URL + + - + + + + + + + + + + + + + - Triggered when the L$ account balance for this avatar changes + - The new account balance - + + + + + + + + + + + + + - Triggered on Money Balance Reply + - ID provided in Request Money Balance, or auto-generated by system events - Was the transaction successful - Current balance - Land use credits you have - Tier committed to group(s) - Description of the transaction + + - + - Triggered on incoming instant messages + - Instant message data structure - Simulator where this IM was received from - + + + + + + + + + + + + + - Triggered for any status updates of a teleport (progress, failed, succeeded) + - A message about the current teleport status - The current status of the teleport - Various flags describing the teleport + + - + - Reply to a request to join a group, informs whether it was successful or not + - The group we attempted to join - Whether we joined the group or not - - - Reply to a request to leave a group, informs whether it was successful or not - - The group we attempted to leave - Whether we left the group or not + + - - - Informs the avatar that it is no longer a member of a group - - The group Key we are no longer a member of + + - - - Reply to an AgentData request - - First name of Avatar - Last name of Avatar - Key of Group Avatar has active - Avatars Active Title - Powers Avatar has in group - Name of the Group + + - - - Triggered when the current agent animations change - - A convenience reference to the - SignaledAnimations collection + + - - - Triggered when an object or avatar forcefully collides with our - agent - - Collision type - Colliding object or avatar ID - Victim ID, should be our own AgentID - Velocity or total force of the collision - Time the collision occurred + + - + + + + - Triggered when the agent physically moves in to a neighboring region + - Simulator agent was previously occupying - Simulator agent is now currently occupying - - - Fired when group chat session confirmed joined - Key of Session (groups UUID) - Temporary session Key - A string representation of the session name - if session start successful, - otherwise + + - - Fired when agent group chat session terminated - Key of Session (groups UUID) + + - + + + + + + + + + + - Fired when alert message received from simulator + - the message sent from the grid to our avatar. + + - + - Fired when a script wants to give or release controls. + - Control to give or take - true of passing control to agent - true of taking control from agent + + - + - Fired when camera tries to view beyond its view limits + - representing plane where constraints were hit + + - + - Fired when script sensor reply is received + - requestors UUID - Sources Group UUID - Sources Name - Objects UUID - Object owners UUID - Position of Object - Range of Object - Rotation of object - Objects Type - representing the velocity of object - TODO: this should probably be a struct, and there should be an enum added for type + + + - + - Fired in response to a RequestSit() + - ID of primitive avatar will be sitting on - true of avatar autopiloted there - Camera offset when avatar is seated - Camera eye offset when avatar is seated - true of sitting on this object will force mouselook - position avatar will be in when seated - rotation avatar will be in when seated - + - Fired when a new member joins a Group chat session + - the ID of the session - the ID of the avatar that joined + + - + - Fired when a member of a Group chat leaves the session + - the ID of the session - the ID of the avatar that joined + + - - - Agent movement and camera control - - Agent movement is controlled by setting specific - After the control flags are set, An AgentUpdate is required to update the simulator of the specified flags - This is most easily accomplished by setting one or more of the AgentMovement properties + + - Movement of an avatar is always based on a compass direction, for example AtPos will move the - agent from West to East or forward on the X Axis, AtNeg will of course move agent from - East to West or backward on the X Axis, LeftPos will be South to North or forward on the Y Axis - The Z axis is Up, finer grained control of movements can be done using the Nudge properties - - - - Agent camera controls - - - Currently only used for hiding your group title - - - Action state of the avatar, which can currently be - typing and editing - - - + + - - + + + Attempts to convert an LLSD structure to a known Packet type + + Event name, this must match an actual + packet name for a Packet to be successfully built + LLSD to convert to a Packet + A Packet on success, otherwise null - - + + + A set of textures that are layered on texture of each other and "baked" + in to a single texture, for avatar appearances + - - + + Reference to the GridClient object - - + + Finald baked texture - - + + Appearance parameters the drive the baking process - - + + Wearable textures - - + + Total number of textures in the bake - - + + Width of the final baked image and scratchpad - - Timer for sending AgentUpdate packets + + Height of the final baked image and scratchpad - - Default constructor + + Bake type - + - Send an AgentUpdate with the camera set at the current agent - position and pointing towards the heading specified + Default constructor - Camera rotation in radians - Whether to send the AgentUpdate reliable - or not + Reference to the GridClient object + + Total number of layers this layer set is + composed of + Appearance parameters the drive the + baking process - + - Rotates the avatar body and camera toward a target position. - This will also anchor the camera position on the avatar + Adds an image to this baking texture and potentially processes it, or + stores it for processing later - Region coordinates to turn toward + The baking texture index of the image to be added + JPEG2000 compressed image to be + added to the baking texture + True if Decode() needs to be + called for the texture, otherwise false + True if this texture is completely baked and JPEG2000 data + is available, otherwise false - + - Send new AgentUpdate packet to update our current camera - position and rotation + Fills a baked layer as a solid *appearing* color. The colors are + subtly dithered on a 16x16 grid to prevent the JPEG2000 stage from + compressing it too far since it seems to cause upload failures if + the image is a pure solid color + Red value + Green value + Blue value - + - Send new AgentUpdate packet to update our current camera - position and rotation + Represents an that represents an avatars body ie: Hair, Etc. - Whether to require server acknowledgement - of this packet - + - Send new AgentUpdate packet to update our current camera - position and rotation + Represents a Wearable Asset, Clothing, Hair, Skin, Etc - Whether to require server acknowledgement - of this packet - Simulator to send the update to - - - Builds an AgentUpdate packet entirely from parameters. This - will not touch the state of Self.Movement or - Self.Movement.Camera in any way - - - - - - - - - - - - + + A string containing the name of the asset - - Move agent positive along the X axis + + A string containing a short description of the asset - - Move agent negative along the X axis + + The Assets WearableType - - Move agent positive along the Y axis + + The For-Sale status of the object - - Move agent negative along the Y axis + + An Integer representing the purchase price of the asset - - Move agent positive along the Z axis + + The of the assets creator - - Move agent negative along the Z axis + + The of the assets current owner - - + + The of the assets prior owner - - + + The of the Group this asset is set to - - + + True if the asset is owned by a - - + + The Permissions mask of the asset - - + + A Dictionary containing Key/Value pairs of the objects parameters - - + + A Dictionary containing Key/Value pairs where the Key is the textures Index and the Value is the Textures - - + + Initializes a new instance of an AssetWearable object - - Causes simulator to make agent fly + + Initializes a new instance of an AssetWearable object with parameters + A unique specific to this asset + A byte array containing the raw asset data - - Stop movement + + Initializes a new instance of an AssetWearable object with parameters + A string containing the asset parameters - - Finish animation + + + Decode an assets byte encoded data to a string + + true if the asset data was decoded successfully - - Stand up from a sit + + + Encode the assets string represantion into a format consumable by the asset server + - - Tells simulator to sit agent on ground + + Initializes a new instance of an AssetBodyPart object - - Place agent into mouselook mode + + Initializes a new instance of an AssetBodyPart object with parameters + A unique specific to this asset + A byte array containing the raw asset data - - Nudge agent positive along the X axis + + Initializes a new instance of an AssetBodyPart object with parameters + A string representing the values of the Bodypart - - Nudge agent negative along the X axis + + Override the base classes AssetType - - Nudge agent positive along the Y axis + + + Represents an Animation + - - Nudge agent negative along the Y axis + + Default Constructor - - Nudge agent positive along the Z axis + + + Construct an Asset object of type Animation + + A unique specific to this asset + A byte array containing the raw asset data - - Nudge agent negative along the Z axis + + Override the base classes AssetType - - + + + Holds group information for Avatars such as those you might find in a profile + - - + + true of Avatar accepts group notices - - Tell simulator to mark agent as away + + Groups Key - - + + Texture Key for groups insignia - - + + Name of the group - - + + Powers avatar has in the group - - + + Avatars Currently selected title - + + true of Avatar has chosen to list this in their profile + + - Returns "always run" value, or changes it by sending a SetAlwaysRunPacket + Holds group information on an individual profile pick - - The current value of the agent control flags + + + Retrieve friend status notifications, and retrieve avatar names and + profiles + - - 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 + + + Represents other avatars + + - - Gets or sets whether AgentUpdate packets are sent to - the current simulator + + Tracks the specified avatar on your map + Avatar ID to track - - Reset movement controls every time we send an update + + + Request a single avatar name + + The avatar key to retrieve a name for - + - 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 + Request a list of avatar names + The avatar keys to retrieve names for - - + + + Start a request for Avatar Properties + + - - The camera is a local frame of reference inside of - the larger grid space. This is where the math happens + + + Search for an avatar (first name, last name, and uuid) + + The name to search for + An ID to associate with this query - + - Default constructor + Start a request for Avatar Picks + UUID of the avatar - - - - - - - - - - - - - + - Used to specify movement actions for your agent + Start a request for Avatar Classifieds + UUID of the avatar - - Empty flag - - - Move Forward (SL Keybinding: W/Up Arrow) - - - Move Backward (SL Keybinding: S/Down Arrow) - - - Move Left (SL Keybinding: Shift-(A/Left Arrow)) + + + Start a request for details of a specific profile pick + + UUID of the avatar + UUID of the profile pick - - Move Right (SL Keybinding: Shift-(D/Right Arrow)) + + + Start a request for details of a specific profile classified + + UUID of the avatar + UUID of the profile classified - - Not Flying: Jump/Flying: Move Up (SL Keybinding: E) + + + Process an incoming UUIDNameReply Packet and insert Full Names into the Avatars Dictionary + + Incoming Packet to process + Unused - - Not Flying: Croutch/Flying: Move Down (SL Keybinding: C) + + + Process incoming avatar animations + + + - - Unused + + + Process incoming avatar appearance + + + - - Unused + + + Process incoming avatar properties (profile data) + + + - - Unused + + + Process incoming Avatar Interests information + - - Unused + + + Process an incoming effect + - - ORed with AGENT_CONTROL_AT_* if the keyboard is being used + + + Process an incoming list of profile picks + - - ORed with AGENT_CONTROL_LEFT_* if the keyboard is being used + + + Process an incoming details of a profile pick + - - ORed with AGENT_CONTROL_UP_* if the keyboard is being used + + + Process an incoming list of profile classifieds + - - Fly + + + Process an incoming details of a profile Classified + - + - - Finish our current animation - - - Stand up from the ground or a prim seat - - - Sit on the ground at our current location - - - Whether mouselook is currently enabled - - - Legacy, used if a key was pressed for less than a certain amount of time + + - - Legacy, used if a key was pressed for less than a certain amount of time + + - - Legacy, used if a key was pressed for less than a certain amount of time + + - - Legacy, used if a key was pressed for less than a certain amount of time + + - - Legacy, used if a key was pressed for less than a certain amount of time + + - - Legacy, used if a key was pressed for less than a certain amount of time + + - + - + - - Set when the avatar is idled or set to away. Note that the away animation is - activated separately from setting this flag + + - + - + - + - + - + - Return a decoded capabilities message as a strongly typed object + Triggered when an avatar animation signal is received - A string containing the name of the capabilities message key - An to decode - A strongly typed object containing the decoded information from the capabilities message, or null - if no existing Message object exists for the specified event + UUID of the avatar sending the animation + UUID of the animation, and animation sequence number - + - Archives assets + Triggered when AvatarAppearance is received + + + + + - + - Archive assets + Triggered when a UUIDNameReply is received + - + - Archive the assets given to this archiver to the given archive. + Triggered when a response for avatar interests is returned - + + - + - Write an assets metadata file to the given archive + Triggered when avatar properties are received (AvatarPropertiesReply) - + + - + - Write asset data files to the given archive + Triggered when an avatar group list is received (AvatarGroupsReply) - + + - + - Default constructor + Triggered when a name search reply is received (AvatarPickerReply) - + + - + - Retrieve the terrain height at a given coordinate + - The region that the point of interest is in - Sim X coordinate, valid range is from 0 to 255 - Sim Y coordinate, valid range is from 0 to 255 - The terrain height at the given point if the - lookup was successful, otherwise 0.0f - True if the lookup was successful, otherwise false - - - + + + + + + - + - - - - - + + + + + + - + - Avatar group management + + + + + + + - - Key of Group Member - - - Total land contribution - - - Online status information + + + Callback returning a dictionary of avatar's picks + + + - - Abilities that the Group Member has + + + Callback returning a details of a specifick pick + + + - - Current group title + + + Callback returning a dictionary of avatar's Classified + + + - - Is a group owner + + + Callback returning a details of a specifick Classified + + + - + - Role manager for a group + Manager class to for agents appearance, both body parts and clothing - - Key of the group + + Total number of wearables for each avatar - - Key of Role + + Total number of baked textures on each avatar - - Name of Role + + Total number of wearables per bake layer - - Group Title associated with Role + + Total number of textures on an avatar, baked or not - - Description of Role + + Map of what wearables are included in each bake - - Abilities Associated with Role + + Secret values to finalize the cache check hashes for each + bake - - Returns the role's title - The role's title + + Default avatar texture, used to detect when a custom + texture is not set for a face - + - Class to represent Group Title + An which keeps track of wearables data - - Key of the group - - - ID of the role title belongs to + + + Default constructor + + This agents Object + Reference to an AssetManager object - - Group Title + + + Returns the assetID for a given WearableType + + the of the asset + The of the WearableType - - Whether title is Active + + + Ask the server what we are wearing and set appearance based on that + - - Returns group title + + + Replace the current outfit with a list of wearables and set appearance + + List of wearables that define the new outfit - + - Represents a group on the grid + Replace the current outfit with a list of wearables and set appearance + List of wearables that define the new outfit + Whether to bake textures for the avatar or not - - Key of Group + + + Add to the current outfit with the list supplied + + List of wearables that will be added to the outfit + Whether to bake textures for the avatar or not - - Key of Group Insignia + + + Replace the current outfit with a folder and set appearance + + UUID of the inventory folder to wear - - Key of Group Founder + + + Replace the current outfit with a folder and set appearance + + Inventory path of the folder to wear - - Key of Group Role for Owners + + + Replace the current outfit with a folder and set appearance + + Folder containing the new outfit + Whether to bake the avatar textures or not - - Name of Group + + + Replace the current outfit with a folder and set appearance + + Path of folder containing the new outfit + Whether to bake the avatar textures or not - - Text of Group Charter + + + Adds a list of attachments to avatar + + A List containing the attachments to add + If true, tells simulator to remove existing attachment + first - - Title of "everyone" role + + + Attach an item to an avatar at a specific attach point + + A to attach + the on the avatar + to attach the item to - - Is the group open for enrolement to everyone + + + Attach an item to an avatar specifying attachment details + + The of the item to attach + The attachments owner + The name of the attachment + The description of the attahment + The to apply when attached + The of the attachment + the on the avatar + to attach the item to - - Will group show up in search + + + Detach an item from avatar using an object + + An object - - + + + Detach an Item from avatar by items + + The items ID to detach - - + + + Build hashes out of the texture assetIDs for each baking layer to + ask the simulator whether it has cached copies of each baked texture + - - + + + Force a rebake of the currently worn textures + - - Is the group Mature + + + Ask the server what textures our avatar is currently wearing + - - Cost of group membership + + + Terminate any wait handles when the network layer disconnects + - + - + - - The total number of current members this group has - - - The number of roles this group has configured - - - Show this group in agent's profile - - - Returns the name of the group - A string containing the name of the group + + + + - + - A group Vote + - - Key of Avatar who created Vote + + + + - - Text of the Vote proposal + + + + + - - Total number of votes + + + Capability to load TGAs to Bitmap + - + - A group proposal + Thrown when a packet could not be successfully deserialized - - The Text of the proposal + + + Default constructor + - - The minimum number of members that must vote before proposal passes or failes + + + Constructor that takes an additional error message + + An error message to attach to this exception - - The required ration of yes/no votes required for vote to pass - The three options are Simple Majority, 2/3 Majority, and Unanimous - TODO: this should be an enum + + + The header of a message template packet. Holds packet flags, sequence + number, packet ID, and any ACKs that will be appended at the end of + the packet + - - The duration in days votes are accepted + + + Convert the AckList to a byte array, used for packet serializing + + Reference to the target byte array + Beginning position to start writing to in the byte + array, will be updated with the ending position of the ACK list - + + + + + - - + + + + + + + - - + + + A block of data in a packet. Packets are composed of one or more blocks, + each block containing one or more fields + - - + + + Create a block from a byte array + + Byte array containing the serialized block + Starting position of the block in the byte array. + This will point to the data after the end of the block when the + call returns - - + + + Serialize this block into a byte array + + Byte array to serialize this block into + Starting position in the byte array to serialize to. + This will point to the position directly after the end of the + serialized block when the call returns - - + + Current length of the data in this packet - - + + A generic value, not an actual packet type - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - - Struct representing a group notice - + + - - + + - - + + - - + + - - + + - - - - - + + - - - Struct representing a group notice list entry - + + - - Notice ID + + - - Creation timestamp of notice + + - - Agent name who created notice + + - - Notice subject + + - - Is there an attachment? + + - - Attachment Type + + - - - Struct representing a member of a group chat session and their settings - + + - - The of the Avatar + + - - True if user has voice chat enabled + + - - True of Avatar has moderator abilities + + - - True if a moderator has muted this avatars chat + + - - True if a moderator has muted this avatars voice + + - - - Role update flags - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - Can send invitations to groups default role + + - - Can eject members from group + + - - Can toggle 'Open Enrollment' and change 'Signup fee' + + - - Member is visible in the public member list + + - - Can create new roles + + - - Can delete existing roles + + - - Can change Role names, titles and descriptions + + - - Can assign other members to assigners role + + - - Can assign other members to any role + + - - Can remove members from roles + + - - Can assign and remove abilities in roles + + - - Can change group Charter, Insignia, 'Publish on the web' and which - members are publicly visible in group member listings + + - - Can buy land or deed land to group + + - - Can abandon group owned land to Governor Linden on mainland, or Estate owner for - private estates + + - - Can set land for-sale information on group owned parcels + + - - Can subdivide and join parcels + + - - Can join group chat sessions + + - - Can use voice chat in Group Chat sessions + + - - Can moderate group chat sessions + + - - Can toggle "Show in Find Places" and set search category + + - - Can change parcel name, description, and 'Publish on web' settings + + - - Can set the landing point and teleport routing on group land + + - - Can change music and media settings + + - - Can toggle 'Edit Terrain' option in Land settings + + - - Can toggle various About Land > Options settings + + - - Can always terraform land, even if parcel settings have it turned off + + - - Can always fly while over group owned land + + - - Can always rez objects on group owned land + + - - Can always create landmarks for group owned parcels + + - - Can set home location on any group owned parcel + + - - Can modify public access settings for group owned parcels + + - - Can manager parcel ban lists on group owned land + + - - Can manage pass list sales information + + - - Can eject and freeze other avatars on group owned land + + - - Can return objects set to group + + - - Can return non-group owned/set objects + + - - Can return group owned objects + + - - Can landscape using Linden plants + + - - Can deed objects to group + + - - Can move group owned objects + + - - Can set group owned objects for-sale + + - - Pay group liabilities and receive group dividends + + - - Can send group notices + + - - Can receive group notices + + - - Can create group proposals + + - - Can vote on group proposals + + - - - Handles all network traffic related to reading and writing group - information - + + - - A reference to the current instance + + - - Currently-active group members requests + + - - Currently-active group roles requests + + - - Currently-active group role-member requests + + - - Dictionary keeping group members while request is in progress + + - - Dictionary keeping mebmer/role mapping while request is in progress + + - - Dictionary keeping GroupRole information while request is in progress + + - - Caches group name lookups + + - - - Group Management Routines, Methods and Packet Handlers - - A reference to the current instance + + - - - Request a current list of groups the avatar is a member of. - - CAPS Event Queue must be running for this to work since the results - come across CAPS. + + - - - Lookup name of group based on groupID - - groupID of group to lookup name for. + + - - - Request lookup of multiple group names - - List of group IDs to request. + + - - Lookup group profile data such as name, enrollment, founder, logo, etc - Subscribe to OnGroupProfile event to receive the results. - group ID (UUID) + + - - Request a list of group members. - Subscribe to OnGroupMembers event to receive the results. - group ID (UUID) - UUID of the request, use to index into cache + + - - Request group roles - Subscribe to OnGroupRoles event to receive the results. - group ID (UUID) - UUID of the request, use to index into cache + + - - Request members (members,role) role mapping for a group. - Subscribe to OnGroupRolesMembers event to receive the results. - group ID (UUID) - UUID of the request, use to index into cache + + - - Request a groups Titles - Subscribe to OnGroupTitles event to receive the results. - group ID (UUID) - UUID of the request, use to index into cache + + - - Begin to get the group account summary - Subscribe to the OnGroupAccountSummary event to receive the results. - group ID (UUID) - How long of an interval - Which interval (0 for current, 1 for last) + + - - Invites a user to a group - The group to invite to - A list of roles to invite a person to - Key of person to invite + + - - Set a group as the current active group - group ID (UUID) + + - - Change the role that determines your active title - Group ID to use - Role ID to change to + + - - Set this avatar's tier contribution - Group ID to change tier in - amount of tier to donate + + - - - Save wheather agent wants to accept group notices and list this group in their profile - - Group - Accept notices from this group - List this group in the profile + + - - Request to join a group - Subscribe to OnGroupJoined event for confirmation. - group ID (UUID) to join. + + - - - Request to create a new group. If the group is successfully - created, L$100 will automatically be deducted - - Subscribe to OnGroupCreated event to receive confirmation. - Group struct containing the new group info + + - - Update a group's profile and other information - Groups ID (UUID) to update. - Group struct to update. + + - - Eject a user from a group - Group ID to eject the user from - Avatar's key to eject + + - - Update role information - Modified role to be updated + + - - Create a new group role - Group ID to update - Role to create + + - - Remove an avatar from a role - Group ID to update - Role ID to be removed from - Avatar's Key to remove + + - - Assign an avatar to a role - Group ID to update - Role ID to assign to - Avatar's ID to assign to role + + - - Request the group notices list - Group ID to fetch notices for + + - - Request a group notice by key - ID of group notice + + - - Send out a group notice - Group ID to update - GroupNotice structure containing notice data + + - - Start a group proposal (vote) - The Group ID to send proposal to - GroupProposal structure containing the proposal + + - - Request to leave a group - Subscribe to OnGroupLeft event to receive confirmation - The group to leave + + - - - Packet Handler for EjectGroupMemberReply, fired when an avatar is ejected from - a group. - - The EjectGroupMemberReply packet - The simulator where the message originated - This is a silly packet, it doesn't provide you with the ejectees UUID + + - - Fired when a is received, contains a list of - groups avatar is currently a member of + + - - Fired when a UUIDGroupNameReply packet is receiived, - contains name of group requested + + - - Fired when a GroupProfileReply packet is received, - contains group profile information for requested group. + + - - Fired when a GroupMembersReply packet is received, - contains a list of group members for requested group + + - - Fired when a GroupRoleDataReply packet is received, - contains details on roles for requested group + + - - Fired when a is received, - Contains group member to group role mappings + + - - Fired when a GroupTitlesReply packet is received, - sets the active role title for the current Agent + + - - Fired when a GroupAccountSummaryReply packet is received, - Contains a summary of group financial information + + - - Fired when a CreateGroupReply packet is received, indicates - the successful creation of a new group + + - - Fired when a JoinGroupReply packet is received, indicates - the Avatar has successfully joined a new group either by - or by accepting a group join invitation with + + - - Fired when a LeaveGroupReply packet is received, indicates - the Avatar has successfully left a group - + + - - Fired when a AgentDropGroup packet is received, contains - the of the group dropped + + - - Fired when a GroupMemberEjected packet is received, - indicates a member of a group has been ejected + + - - Fired when the list of group notices is recievied + + - - - Callback for the list of groups the avatar is currently a member of - - A dictionary containing the groups an avatar is a member of, - where the Key is the group , and the values are the groups + + - - - Callback for a list of group names - - A dictionary containing the the group names requested - where the Key is the group , and the values are the names + + - - - Callback for the profile of a group - - The group profile + + - - - Callback for the member list of a group - - returned by RequestGroupMembers - of the group - A dictionary containing the members of a group - where key is member and value is struct + + - - - Callback for retrieving group roles - - of the request returned from RequestGroupRoles - of the group - A dictionary containing role s as the key - and structs as values + + - - - Callback for a pairing of roles to members - - of the request returned from RequestGroupRolesMembers - of the group - List containing role/member pairs + + - - - Callback for the title list of a group - - of the request returned from RequestGroupTitles - Group - A dictionary containing the titles of a group - where the Key is the role , and the values are the title details + + - - - Callback fired when group account summary information is received - - Group - The group account summary information + + - - - Callback fired after an attempt to create a group - - The new groups - True of creation was successful - A string, containing a message from the simulator + + - - - Callback fired when the avatar has joined a group - - The of the group joined - True if the join was successful + + - - - Callback fired when the avatar leaves a group - - The of the group joined - True if the part was successful + + - - - Fired when a group is dropped, likely because it did not keep the required (2) avatar - minimum - - The of the group which was dropped + + - - - Fired when a member of a group is ejected, - Does not provide member information, only - group ID and whether it was successful or not - - The Group UUID the member was ejected from - true of member was successfully ejected + + - - - Fired when the list of group notices is recievied - - The of the group for which the notice list entry was recievied - The Notice list entry + + - - - Represents an that represents an avatars body ie: Hair, Etc. - + + - - - Represents a Wearable Asset, Clothing, Hair, Skin, Etc - + + - - A string containing the name of the asset + + - - A string containing a short description of the asset + + - - The Assets WearableType + + - - The For-Sale status of the object + + - - An Integer representing the purchase price of the asset + + - - The of the assets creator + + - - The of the assets current owner + + - - The of the assets prior owner + + - - The of the Group this asset is set to + + - - True if the asset is owned by a + + - - The Permissions mask of the asset + + - - A Dictionary containing Key/Value pairs of the objects parameters + + - - A Dictionary containing Key/Value pairs where the Key is the textures Index and the Value is the Textures + + - - Initializes a new instance of an AssetWearable object + + - - Initializes a new instance of an AssetWearable object with parameters - A unique specific to this asset - A byte array containing the raw asset data + + - - Initializes a new instance of an AssetWearable object with parameters - A string containing the asset parameters + + - - - Decode an assets byte encoded data to a string - - true if the asset data was decoded successfully + + - - - Encode the assets string represantion into a format consumable by the asset server - + + - - Initializes a new instance of an AssetBodyPart object + + - - Initializes a new instance of an AssetBodyPart object with parameters - A unique specific to this asset - A byte array containing the raw asset data + + - - Initializes a new instance of an AssetBodyPart object with parameters - A string representing the values of the Bodypart + + - - Override the base classes AssetType + + - - - - + + - - - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - - - + + - - - Type of return to use when returning objects from a parcel - + + - - + + - - Return objects owned by parcel owner + + - - Return objects set to group + + - - Return objects not owned by parcel owner or set to group + + - - Return a specific list of objects on parcel + + - - Return objects that are marked for-sale + + - - - Blacklist/Whitelist flags used in parcels Access List - + + - - Agent is denied access + + - - Agent is granted access + + - - - The result of a request for parcel properties - + + - - No matches were found for the request + + - - Request matched a single parcel + + - - Request matched multiple parcels + + - - - Flags used in the ParcelAccessListRequest packet to specify whether - we want the access list (whitelist), ban list (blacklist), or both - + + - - Request the access list + + - - Request the ban list + + - - Request both White and Black lists + + - - - Sequence ID in ParcelPropertiesReply packets (sent when avatar - tries to cross a parcel border) - + + - - Parcel is currently selected + + - - Parcel restricted to a group the avatar is not a - member of + + - - Avatar is banned from the parcel + + - - Parcel is restricted to an access list that the - avatar is not on + + - - Response to hovering over a parcel + + - - - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - - - + + - - + + - - + + - - + + - - - Reasons agent is denied access to a parcel on the simulator - + + - - Agent is not denied, access is granted + + - - Agent is not a member of the group set for the parcel, or which owns the parcel + + - - Agent is not on the parcels specific allow list + + - - Agent is on the parcels ban list + + - - Unknown + + - - Agent is not age verified and parcel settings deny access to non age verified avatars + + - - - Parcel overlay type. This is used primarily for highlighting and - coloring which is why it is a single integer instead of a set of - flags - - These values seem to be poorly thought out. The first three - bits represent a single value, not flags. For example Auction (0x05) is - not a combination of OwnedByOther (0x01) and ForSale(0x04). However, - the BorderWest and BorderSouth values are bit flags that get attached - to the value stored in the first three bits. Bits four, five, and six - are unused + + - - Public land + + - - Land is owned by another avatar + + - - Land is owned by a group + + - - Land is owned by the current avatar + + - - Land is for sale + + - - Land is being auctioned + + - - To the west of this area is a parcel border + + - - To the south of this area is a parcel border + + - - - Various parcel properties - + + - - No flags set + + - - Allow avatars to fly (a client-side only restriction) + + - - Allow foreign scripts to run + + - - This parcel is for sale + + - - Allow avatars to create a landmark on this parcel + + - - Allows all avatars to edit the terrain on this parcel + + - - Avatars have health and can take damage on this parcel. - If set, avatars can be killed and sent home here + + - - Foreign avatars can create objects here + + - - All objects on this parcel can be purchased + + - - Access is restricted to a group + + - - Access is restricted to a whitelist + + - - Ban blacklist is enabled + + - - Unknown + + - - List this parcel in the search directory + + - - Allow personally owned parcels to be deeded to group + + - - If Deeded, owner contributes required tier to group parcel is deeded to + + - - Restrict sounds originating on this parcel to the - parcel boundaries + + - - Objects on this parcel are sold when the land is - purchsaed + + - - Allow this parcel to be published on the web + + - - The information for this parcel is mature content + + - - The media URL is an HTML page + + - - The media URL is a raw HTML string + + - - Restrict foreign object pushes + + - - Ban all non identified/transacted avatars + + - - Allow group-owned scripts to run + + - - Allow object creation by group members or group - objects + + - - Allow all objects to enter this parcel + + - - Only allow group and owner objects to enter this parcel + + - - Voice Enabled on this parcel + + - - Use Estate Voice channel for Voice on this parcel + + - - Deny Age Unverified Users + + - - - Parcel ownership status - + + - - Placeholder + + - - Parcel is leased (owned) by an avatar or group + + - - Parcel is in process of being leased (purchased) by an avatar or group + + - - Parcel has been abandoned back to Governor Linden + + - - - Category parcel is listed in under search - + + - - No assigned category + + - - Linden Infohub or public area + + - - Adult themed area + + - - Arts and Culture + + - - Business + + - - Educational + + - - Gaming + + - - Hangout or Club + + - - Newcomer friendly + + - - Parks and Nature + + - - Residential + + - - Shopping + + - - Not Used? + + - - Other + + - - Not an actual category, only used for queries + + - - - Type of teleport landing for a parcel - + + - - Unset, simulator default + + - - Specific landing point set for this parcel + + - - No landing point set, direct teleports enabled for - this parcel + + - - - Parcel Media Command used in ParcelMediaCommandMessage - + + - - Stop the media stream and go back to the first frame + + - - Pause the media stream (stop playing but stay on current frame) + + - - Start the current media stream playing and stop when the end is reached + + - - Start the current media stream playing, - loop to the beginning when the end is reached and continue to play + + - - Specifies the texture to replace with video - If passing the key of a texture, it must be explicitly typecast as a key, - not just passed within double quotes. + + - - Specifies the movie URL (254 characters max) + + - - Specifies the time index at which to begin playing + + - - Specifies a single agent to apply the media command to + + - - Unloads the stream. While the stop command sets the texture to the first frame of the movie, - unload resets it to the real texture that the movie was replacing. + + - - Turn on/off the auto align feature, similar to the auto align checkbox in the parcel media properties - (NOT to be confused with the "align" function in the textures view of the editor!) Takes TRUE or FALSE as parameter. + + - - Allows a Web page or image to be placed on a prim (1.19.1 RC0 and later only). - Use "text/html" for HTML. + + - - Resizes a Web page to fit on x, y pixels (1.19.1 RC0 and later only). - This might still not be working + + - - Sets a description for the media being displayed (1.19.1 RC0 and later only). + + - - - Some information about a parcel of land returned from a DirectoryManager search - + + - - Global Key of record + + - - Parcel Owners + + - - Name field of parcel, limited to 128 characters + + - - Description field of parcel, limited to 256 characters + + - - Total Square meters of parcel + + - - Total area billable as Tier, for group owned land this will be 10% less than ActualArea + + - - True of parcel is in Mature simulator + + - - Grid global X position of parcel + + - - Grid global Y position of parcel + + - - Grid global Z position of parcel (not used) + + - - Name of simulator parcel is located in + + - - Texture of parcels display picture + + - - Float representing calculated traffic based on time spent on parcel by avatars + + - - Sale price of parcel (not used) + + - - Auction ID of parcel + + - - - Parcel Media Information - + + - - A byte, if 0x1 viewer should auto scale media to fit object + + - - A boolean, if true the viewer should loop the media + + - - The Asset UUID of the Texture which when applied to a - primitive will display the media + + - - A URL which points to any Quicktime supported media type + + - - A description of the media + + - - An Integer which represents the height of the media + + - - An integer which represents the width of the media + + - - A string which contains the mime type of the media + + - - - Parcel of land, a portion of virtual real estate in a simulator - + + - - + + - - + + - - + + - - Simulator-local ID of this parcel + + - - UUID of the owner of this parcel + + - - Whether the land is deeded to a group or not + + - - + + - - Date land was claimed + + - - Appears to always be zero + + - - This field is no longer used + + - - Minimum corner of the axis-aligned bounding box for this - parcel + + - - Maximum corner of the axis-aligned bounding box for this - parcel + + - - Bitmap describing land layout in 4x4m squares across the - entire region + + - - Total parcel land area + + - - + + - - Maximum primitives across the entire simulator + + - - Total primitives across the entire simulator + + - - Maximum number of primitives this parcel supports + + - - Total number of primitives on this parcel + + - - Total number of primitives owned by the parcel owner on - this parcel + + - - Total number of primitives owned by the parcel group on - this parcel + + - - Total number of other primitives on this parcel + + - - + + - - Autoreturn value in minutes for others' objects + + - - + + - - Sale price of the parcel, only useful if ForSale is set - The SalePrice will remain the same after an ownership - transfer (sale), so it can be used to see the purchase price after - a sale if the new owner has not changed it + + - - Parcel Name + + - - Parcel Description + + - - URL For Music Stream + + - - + + - - Price for a temporary pass + + - - How long is pass valid for + + - - + + - - Key of authorized buyer + + - - Key of parcel snapshot + + - - + + - - + + - - + + - - + + - - + + - - + + - - Access list of who is whitelisted on this - parcel + + - - Access list of who is blacklisted on this - parcel + + - - TRUE of region denies access to age unverified users + + - - true to obscure (hide) media url + + - - true to obscure (hide) music url + + - - A struct containing media details + + - - - Displays a parcel object in string format - - string containing key=value pairs of a parcel object + + - - - Defalt constructor - - Local ID of this parcel + + - - - Update the simulator with any local changes to this Parcel object - - Simulator to send updates to - Whether we want the simulator to confirm - the update with a reply packet or not + + - - - Set Autoreturn time - - Simulator to send the update to + + - - - Parcel (subdivided simulator lots) subsystem - + + - - - Default constructor - - A reference to the GridClient object + + - - - Request basic information for a single parcel - - Simulator-local ID of the parcel + + - - - Request properties of a single parcel - - Simulator containing the parcel - Simulator-local ID of the parcel - An arbitrary integer that will be returned - with the ParcelProperties reply, useful for distinguishing between - multiple simultaneous requests + + - - - Request the access list for a single parcel - - Simulator containing the parcel - Simulator-local ID of the parcel - An arbitrary integer that will be returned - with the ParcelAccessList reply, useful for distinguishing between - multiple simultaneous requests - + + - - - Request properties of parcels using a bounding box selection - - Simulator containing the parcel - Northern boundary of the parcel selection - Eastern boundary of the parcel selection - Southern boundary of the parcel selection - Western boundary of the parcel selection - An arbitrary integer that will be returned - with the ParcelProperties reply, useful for distinguishing between - different types of parcel property requests - A boolean that is returned with the - ParcelProperties reply, useful for snapping focus to a single - parcel + + - - - Request all simulator parcel properties (used for populating the Simulator.Parcels - dictionary) - - Simulator to request parcels from (must be connected) + + - - - Request all simulator parcel properties (used for populating the Simulator.Parcels - dictionary) - - Simulator to request parcels from (must be connected) - If TRUE, will force a full refresh - Number of milliseconds to pause in between each request + + - - - Request the dwell value for a parcel - - Simulator containing the parcel - Simulator-local ID of the parcel + + - - - Send a request to Purchase a parcel of land - - The Simulator the parcel is located in - The parcels region specific local ID - true if this parcel is being purchased by a group - The groups - true to remove tier contribution if purchase is successful - The parcels size - The purchase price of the parcel - + + - - - Reclaim a parcel of land - - The simulator the parcel is in - The parcels region specific local ID + + - - - Deed a parcel to a group - - The simulator the parcel is in - The parcels region specific local ID - The groups + + - - - Request prim owners of a parcel of land. - - Simulator parcel is in - The parcels region specific local ID + + - - - Return objects from a parcel - - Simulator parcel is in - The parcels region specific local ID - the type of objects to return, - A list containing object owners s to return + + - - - Subdivide (split) a parcel - - - - - - - - - - Join two parcels of land creating a single parcel - - - - - - + + - - - Get a parcels LocalID - - Simulator parcel is in - Vector3 position in simulator (Z not used) - 0 on failure, or parcel LocalID on success. - A call to Parcels.RequestAllSimParcels is required to populate map and - dictionary. + + - - - Terraform (raise, lower, etc) an area or whole parcel of land - - Simulator land area is in. - LocalID of parcel, or -1 if using bounding box - From Enum, Raise, Lower, Level, Smooth, Etc. - Size of area to modify - true on successful request sent. - Settings.STORE_LAND_PATCHES must be true, - Parcel information must be downloaded using RequestAllSimParcels() + + - - - Terraform (raise, lower, etc) an area or whole parcel of land - - Simulator land area is in. - west border of area to modify - south border of area to modify - east border of area to modify - north border of area to modify - From Enum, Raise, Lower, Level, Smooth, Etc. - Size of area to modify - true on successful request sent. - Settings.STORE_LAND_PATCHES must be true, - Parcel information must be downloaded using RequestAllSimParcels() + + - - - Terraform (raise, lower, etc) an area or whole parcel of land - - Simulator land area is in. - LocalID of parcel, or -1 if using bounding box - west border of area to modify - south border of area to modify - east border of area to modify - north border of area to modify - From Enum, Raise, Lower, Level, Smooth, Etc. - Size of area to modify - How many meters + or - to lower, 1 = 1 meter - true on successful request sent. - Settings.STORE_LAND_PATCHES must be true, - Parcel information must be downloaded using RequestAllSimParcels() + + - - - Terraform (raise, lower, etc) an area or whole parcel of land - - Simulator land area is in. - LocalID of parcel, or -1 if using bounding box - west border of area to modify - south border of area to modify - east border of area to modify - north border of area to modify - From Enum, Raise, Lower, Level, Smooth, Etc. - Size of area to modify - How many meters + or - to lower, 1 = 1 meter - Height at which the terraform operation is acting at + + - - - Sends a request to the simulator to return a list of objects owned by specific owners - - Simulator local ID of parcel - Owners, Others, Etc - List containing keys of avatars objects to select; - if List is null will return Objects of type selectType - Response data is returned in the event + + - - - Eject and optionally ban a user from a parcel - - target key of avatar to eject - true to also ban target + + - - - Freeze or unfreeze an avatar over your land - - target key to freeze - true to freeze, false to unfreeze + + - - - Abandon a parcel of land - - Simulator parcel is in - Simulator local ID of parcel + + - - - Requests the UUID of the parcel in a remote region at a specified location - - Location of the parcel in the remote region - Remote region handle - Remote region UUID - If successful UUID of the remote parcel, UUID.Zero otherwise + + - - - ParcelProperties replies sent over CAPS - - Not used (will always be ParcelProperties) - IMessage object containing decoded data from OSD - Object representing simulator + + - - - - - - + + - - - Decode the prim owner information, send the decoded object to any event subscribers - - - IMessage object containing decoded data from OSD - + + - - - - - - + + - - Fired when a is received, - in response to a + + - - Fired when a is received, - in response to a + + - - Fired when a ParcelProperties Packet is received over the subsystem, - in response to a + + - - Fired when a is received, - in response to a + + - - Fired when the Agent receives a , - in response to + + - - Fired when the simulator parcel dictionary is populated in response - to a request + + - - Fired when the Agent receives a , - in response to a request + + - - Fired when the Agent receives a which - occurs when the parcel media information is changed for the current parcel the Agent is over + + - - Fired when the Agent receives a which - occurs when the parcel media has a specialized event like starting and looping command on the media is raised - for the current parcel the Agent is over + + - - - Parcel Accesslist - + + - - Agents + + - - + + - - Flags for specific entry in white/black lists + + - - - Owners of primitives on parcel - + + - - Prim Owners + + - - True of owner is group + + - - Total count of prims owned by OwnerID + + - - true of OwnerID is currently online and is not a group - - - The date of the most recent prim left by OwnerID + + - - - - - UUID of the requested parcel - Simulator-local ID of the requested parcel - Dwell value of the requested parcel + + - - - - - + + - - - - - Simulator the parcel is in - Full properties for a single parcel. If result - is NoData this will be incomplete or incorrect data - Success of the query - Number of primitives your avatar is currently - selecting and sitting on in this parcel - User-assigned identifier for the query - User-assigned boolean for the query + + - - - - - Simulator the parcel is in - - - - + + - - - Responses to a request for prim owners on a parcel - - simulator parcel is in - List containing details or prim ownership + + - - - Fired when all parcels are downloaded from simulator - - Simulator the parcel is in - Read-only dictionary containing parcel details for the simulator - 64,64 array containing sim position to localID mapping + + - - - Fired in response to SelectParcelObjects - - simulator the objects are in - Local IDs of the selected objects - If true, list is start of a new selection + + - - - Fired when a ParcelMediaUpdate packet is received, this occurs when the media on the parcel an avatar - is over changes - - A reference to the simulator object - A struct containing updated media information + + - - - Fired when a ParcelMediaCommandMessage packet is received, this occurs when the media on the parcel sends a specialized event - - A reference to the simulator object - The sequence the parcel command belongs to - Updated parcel information - The command executed on the Parcel - The time operand for some parcel commands + + - - - - - Looking direction, must be a normalized vector - Up direction, must be a normalized vector + + - - - Align the coordinate frame X and Y axis with a given rotation - around the Z axis in radians - - Absolute rotation around the Z axis in - radians + + - - Origin position of this coordinate frame + + - - X axis of this coordinate frame, or Forward/At in grid terms + + - - Y axis of this coordinate frame, or Left in grid terms + + - - Z axis of this coordinate frame, or Up in grid terms + + - - - A set of textures that are layered on texture of each other and "baked" - in to a single texture, for avatar appearances - + + - - Reference to the GridClient object + + - - Finald baked texture + + - - Appearance parameters the drive the baking process + + - - Wearable textures + + - - Total number of textures in the bake + + - - Width of the final baked image and scratchpad + + - - Height of the final baked image and scratchpad + + - - Bake type + + - - - Default constructor - - Reference to the GridClient object - - Total number of layers this layer set is - composed of - Appearance parameters the drive the - baking process + + - - - Adds an image to this baking texture and potentially processes it, or - stores it for processing later - - The baking texture index of the image to be added - JPEG2000 compressed image to be - added to the baking texture - True if Decode() needs to be - called for the texture, otherwise false - True if this texture is completely baked and JPEG2000 data - is available, otherwise false + + - - - Fills a baked layer as a solid *appearing* color. The colors are - subtly dithered on a 16x16 grid to prevent the JPEG2000 stage from - compressing it too far since it seems to cause upload failures if - the image is a pure solid color - - Red value - Green value - Blue value + + - - - Represents an LSL Text object containing a string of UTF encoded characters - + + - - A string of characters represting the script contents + + - - Initializes a new AssetScriptText object + + - - - Initializes a new AssetScriptText object with parameters - - A unique specific to this asset - A byte array containing the raw asset data + + - - - Initializes a new AssetScriptText object with parameters - - A string containing the scripts contents + + - - - Encode a string containing the scripts contents into byte encoded AssetData - + + - - - Decode a byte array containing the scripts contents into a string - - true if decoding is successful + + - - Override the base classes AssetType + + - - - Represents a string of characters encoded with specific formatting properties - + + - - A text string containing main text of the notecard + + - - List of s embedded on the notecard + + - - Construct an Asset of type Notecard + + - - - Construct an Asset object of type Notecard - - A unique specific to this asset - A byte array containing the raw asset data + + - - - Construct an Asset object of type Notecard - - A text string containing the main body text of the notecard + + - - - Encode the raw contents of a string with the specific Linden Text properties - + + - - - Decode the raw asset data including the Linden Text properties - - true if the AssetData was successfully decoded to a string + + - - Override the base classes AssetType + + - - - Map layer request type - + + - - Objects and terrain are shown + + - - Only the terrain is shown, no objects + + - - Overlay showing land for sale and for auction + + - - - Type of grid item, such as telehub, event, populator location, etc. - + + - - Telehub + + - - PG rated event + + - - Mature rated event + + - - Popular location + + - - Locations of avatar groups in a region + + - - Land for sale + + - - Classified ad + + - - - Information about a region on the grid map - + + - - Sim X position on World Map + + - - Sim Y position on World Map + + - - Sim Name (NOTE: In lowercase!) + + - - + + - - Appears to always be zero (None) + + - - Sim's defined Water Height + + - - + + - - UUID of the World Map image + + - - Unique identifier for this region, a combination of the X - and Y position + + - - - - - + + - - - - - + + - - - - - - + + - - - Visual chunk of the grid map - + + - - - Manages grid-wide tasks such as the world map - + + - - A dictionary of all the regions, indexed by region name + + - - A dictionary of all the regions, indexed by region handle + + - - - Constructor - - Instance of GridClient object to associate with this GridManager instance + + - - - - - + + - - - - - - + + - - - - - - - - - - + + - - - - - - - - - + + - - - - - - - + + - - - Request data for all mainland (Linden managed) simulators - + + - - - Request the region handle for the specified region UUID - - UUID of the region to look up + + - - - Get grid region information using the region name, this function - will block until it can find the region or gives up - - Name of sim you're looking for - Layer that you are requesting - Will contain a GridRegion for the sim you're - looking for if successful, otherwise an empty structure - True if the GridRegion was successfully fetched, otherwise - false + + - - - Populate Grid info based on data from MapBlockReplyPacket - - Incoming MapBlockReplyPacket packet - Unused + + - - - Get sim time from the appropriate packet - - Incoming SimulatorViewerTimeMessagePacket from SL - Unused + + - - Triggered when coarse locations (minimap dots) are updated by the simulator + + - - Triggered when a new region is discovered through GridManager + + - - + + - - + + - - + + - - Unknown + + - - Current direction of the sun + + - - Current angular velocity of the sun + + - - Current world time + + - - - - - - - + + - - - - - + + - - - - - + + - - - - - - + + - - - - - - + + - - - Manager class to for agents appearance, both body parts and clothing - + + - - Total number of wearables for each avatar + + - - Total number of baked textures on each avatar + + - - Total number of wearables per bake layer + + - - Total number of textures on an avatar, baked or not + + - - Map of what wearables are included in each bake + + - - Secret values to finalize the cache check hashes for each - bake + + - - Default avatar texture, used to detect when a custom - texture is not set for a face + + - - - An which keeps track of wearables data - + + - - - Default constructor - - This agents Object - Reference to an AssetManager object + + - - - Returns the assetID for a given WearableType - - the of the asset - The of the WearableType + + - - - Ask the server what we are wearing and set appearance based on that - + + - - - Replace the current outfit with a list of wearables and set appearance - - List of wearables that define the new outfit + + - - - Replace the current outfit with a list of wearables and set appearance - - List of wearables that define the new outfit - Whether to bake textures for the avatar or not + + - - - Add to the current outfit with the list supplied - - List of wearables that will be added to the outfit - Whether to bake textures for the avatar or not + + - - - Replace the current outfit with a folder and set appearance - - UUID of the inventory folder to wear + + - - - Replace the current outfit with a folder and set appearance - - Inventory path of the folder to wear + + - - - Replace the current outfit with a folder and set appearance - - Folder containing the new outfit - Whether to bake the avatar textures or not + + - - - Replace the current outfit with a folder and set appearance - - Path of folder containing the new outfit - Whether to bake the avatar textures or not + + - - - Adds a list of attachments to avatar - - A List containing the attachments to add - If true, tells simulator to remove existing attachment - first + + - - - Attach an item to an avatar at a specific attach point - - A to attach - the on the avatar - to attach the item to + + - - - Attach an item to an avatar specifying attachment details - - The of the item to attach - The attachments owner - The name of the attachment - The description of the attahment - The to apply when attached - The of the attachment - the on the avatar - to attach the item to + + - - - Detach an item from avatar using an object - - An object + + - - - Detach an Item from avatar by items - - The items ID to detach + + - - - Build hashes out of the texture assetIDs for each baking layer to - ask the simulator whether it has cached copies of each baked texture - + + - - - Force a rebake of the currently worn textures - + + - - - Ask the server what textures our avatar is currently wearing - + + - - - Terminate any wait handles when the network layer disconnects - + + - - + + - - + + - - - - + + - - - - + + - - - - + + - - - - - + + - - - The type of bump-mapping applied to a face - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - - The level of shininess applied to a face - + + - - + + - - + + - - + + - - + + - - - The texture mapping style used for a face - + + - - + + - - + + - - - Flags in the TextureEntry block that describe which properties are - set - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - - Particle system specific enumerators, flags and methods. - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - Foliage type for this primitive. Only applicable if this - primitive is foliage + + - - Unknown + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - Identifies the owner if audio or a particle system is - active + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - - Default constructor - + + - - - Packs PathTwist, PathTwistBegin, PathRadiusOffset, and PathSkew - parameters in to signed eight bit values - - Floating point parameter to pack - Signed eight bit value containing the packed parameter + + - - - Unpacks PathTwist, PathTwistBegin, PathRadiusOffset, and PathSkew - parameters from signed eight bit integers to floating point values - - Signed eight bit value to unpack - Unpacked floating point value + + - - + + - - Uses basic heuristics to estimate the primitive shape + + - - - Texture animation mode - + + - - Disable texture animation + + - - Enable texture animation + + - - Loop when animating textures + + - - Animate in reverse direction + + - - Animate forward then reverse + + - - Slide texture smoothly instead of frame-stepping + + - - Rotate texture instead of using frames + + - - Scale texture instead of using frames + + - - - A single textured face. Don't instantiate this class yourself, use the - methods in TextureEntry - + + - - - Contains the definition for individual faces - - + + - - - - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - In the future this will specify whether a webpage is - attached to this face - - - + + - - - Represents all of the texturable faces for an object - - Grid objects have infinite faces, with each face - using the properties of the default face unless set otherwise. So if - you have a TextureEntry with a default texture uuid of X, and face 18 - has a texture UUID of Y, every face would be textured with X except for - face 18 that uses Y. In practice however, primitives utilize a maximum - of nine faces + + - - + + - - + + - - - Constructor that takes a default texture UUID - - Texture UUID to use as the default texture + + - - - Constructor that takes a TextureEntryFace for the - default face - - Face to use as the default face + + - - - Constructor that creates the TextureEntry class from a byte array - - Byte array containing the TextureEntry field - Starting position of the TextureEntry field in - the byte array - Length of the TextureEntry field, in bytes + + - - - This will either create a new face if a custom face for the given - index is not defined, or return the custom face for that index if - it already exists - - The index number of the face to create or - retrieve - A TextureEntryFace containing all the properties for that - face + + - - - - - - + + - - - - - + + - - - - - + + - - - - - + + - - - Controls the texture animation of a particular prim - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - - - - - + + - - - - - + + - - - Parameters used to construct a visual representation of a primitive - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - Attachment point to an avatar + + - - + + - - + + - - + + - - + + - - - Information on the flexible properties of a primitive - + + - - + + - - + + - - + + - - + + - - + + - - + + - - - Default constructor - + + - - - - - - + + - - - - - + + - - - - - + + - - - Information on the light properties of a primitive - + + - - + + - - + + - - + + - - + + - - + + - - - Default constructor - + + - - - - - - + + - - - - - + + - - - - - + + - - - Information on the sculpt properties of a sculpted primitive - + + - - - Default constructor - + + - - - - - - + + - - - Render inside out (inverts the normals). - + + - - - Render an X axis mirror of the sculpty. - + + - - - Extended properties to describe an object - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - - Default constructor - + + - - - Set the properties that are set in an ObjectPropertiesFamily packet - - that has - been partially filled by an ObjectPropertiesFamily packet + + - - - Complete structure for the particle system - + + - - Particle Flags - There appears to be more data packed in to this area - for many particle systems. It doesn't appear to be flag values - and serialization breaks unless there is a flag for every - possible bit so it is left as an unsigned integer + + - - pattern of particles + + - - A representing the maximimum age (in seconds) particle will be displayed - Maximum value is 30 seconds + + - - A representing the number of seconds, - from when the particle source comes into view, - or the particle system's creation, that the object will emits particles; - after this time period no more particles are emitted + + - - A in radians that specifies where particles will not be created + + - - A in radians that specifies where particles will be created + + - - A representing the number of seconds between burts. + + - - A representing the number of meters - around the center of the source where particles will be created. + + - - A representing in seconds, the minimum speed between bursts of new particles - being emitted + + - - A representing in seconds the maximum speed of new particles being emitted. + + - - A representing the maximum number of particles emitted per burst + + - - A which represents the velocity (speed) from the source which particles are emitted + + - - A which represents the Acceleration from the source which particles are emitted + + - - The Key of the texture displayed on the particle + + - - The Key of the specified target object or avatar particles will follow + + - - Flags of particle from + + - - Max Age particle system will emit particles for + + - - The the particle has at the beginning of its lifecycle + + - - The the particle has at the ending of its lifecycle + + - - A that represents the starting X size of the particle - Minimum value is 0, maximum value is 4 + + - - A that represents the starting Y size of the particle - Minimum value is 0, maximum value is 4 + + - - A that represents the ending X size of the particle - Minimum value is 0, maximum value is 4 + + - - A that represents the ending Y size of the particle - Minimum value is 0, maximum value is 4 + + - - - Decodes a byte[] array into a ParticleSystem Object - - ParticleSystem object - Start position for BitPacker + + - - - Generate byte[] array from particle data - - Byte array + + - - - Particle source pattern - + + - - None + + - - Drop particles from source position with no force + + - - "Explode" particles in all directions + + - - Particles shoot across a 2D area + + - - Particles shoot across a 3D Cone + + - - Inverse of AngleCone (shoot particles everywhere except the 3D cone defined + + - - - Particle Data Flags - + + - - None + + - - Interpolate color and alpha from start to end + + - - Interpolate scale from start to end + + - - Bounce particles off particle sources Z height + + - - velocity of particles is dampened toward the simulators wind + + - - Particles follow the source + + - - Particles point towards the direction of source's velocity + + - - Target of the particles + + - - Particles are sent in a straight line + + - - Particles emit a glow + + - - used for point/grab/touch + + - - - Particle Flags Enum - + + - - None + + - - Acceleration and velocity for particles are - relative to the object rotation + + - - Particles use new 'correct' angle parameters + + - - - Identifier code for primitive types - + + - - None + + - - A Primitive + + - - A Avatar + + - - Linden grass + + - - Linden tree + + - - A primitive that acts as the source for a particle stream + + - - A Linden tree + + - - - Primary parameters for primitives such as Physics Enabled or Phantom - + + - - Deprecated + + - - Whether physics are enabled for this object + + - - + + - - + + - - + + - - + + - - + + - - + + - - Whether this object contains an active touch script + + - - + + - - Whether this object can receive payments + + - - Whether this object is phantom (no collisions) + + - - + + - - + + - - + + - - + + - - Deprecated + + - - + + - - + + - - + + - - Deprecated + + - - + + - - + + - - + + - - + + - - Server flag, will not be sent to clients. Specifies that - the object is destroyed when it touches a simulator edge + + - - Server flag, will not be sent to clients. Specifies that - the object will be returned to the owner's inventory when it - touches a simulator edge + + - - Server flag, will not be sent to clients. + + - - Server flag, will not be sent to client. Specifies that - the object is hovering/flying + + - - + + - - + + - - + + - - + + - - - Sound flags for sounds attached to primitives - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - - Material type for a primitive - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - - Used in a helper function to roughly determine prim shape - + + - - - Extra parameters for primitives, these flags are for features that have - been added after the original ObjectFlags that has all eight bits - reserved already - + + - - Whether this object has flexible parameters + + - - Whether this object has light parameters + + - - Whether this object is a sculpted prim + + - - - - + + - - + + - - + + - - + + - - - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - - Attachment points for objects on avatar bodies - - - Both InventoryObject and InventoryAttachment types can be attached - + + - - Right hand if object was not previously attached + + - - Chest + + - - Skull + + - - Left shoulder + + - - Right shoulder + + - - Left hand + + - - Right hand + + - - Left foot + + - - Right foot + + - - Spine + + - - Pelvis + + - - Mouth + + - - Chin + + - - Left ear + + - - Right ear + + - - Left eyeball + + - - Right eyeball + + - - Nose + + - - Right upper arm + + - - Right forearm + + - - Left upper arm + + - - Left forearm + + - - Right hip + + - - Right upper leg + + - - Right lower leg + + - - Left hip + + - - Left upper leg + + - - Left lower leg + + - - Stomach + + - - Left pectoral + + - - Right pectoral + + - - HUD Center position 2 + + - - HUD Top-right + + - - HUD Top + + - - HUD Top-left + + - - HUD Center + + - - HUD Bottom-left + + - - HUD Bottom + + - - HUD Bottom-right + + - - - Tree foliage types - + + - - Pine1 tree + + - - Oak tree + + - - Tropical Bush1 + + - - Palm1 tree + + - - Dogwood tree + + - - Tropical Bush2 + + - - Palm2 tree + + - - Cypress1 tree + + - - Cypress2 tree + + - - Pine2 tree + + - - Plumeria + + - - Winter pinetree1 + + - - Winter Aspen tree + + - - Winter pinetree2 + + - - Eucalyptus tree + + - - Fern + + - - Eelgrass + + - - Sea Sword + + - - Kelp1 plant + + - - Beach grass + + - - Kelp2 plant + + - - - Grass foliage types - + + - - + + - - + + - - + + - - + + - - + + - - + + - - - Action associated with clicking on an object - + + - - Touch object + + - - Sit on object + + - - Purchase object or contents + + - - Pay the object + + - - Open task inventory + + - - Play parcel media + + - - Open parcel media + + - - - Capability to load TGAs to Bitmap - + + - - - Represents a primitive asset - + + - - Initializes a new instance of an AssetPrim object + + - - - - + + - - - - - + + - - Override the base classes AssetType + + - - - Only used internally for XML serialization/deserialization - + + - - - Represents an Animation - + + - - Default Constructor + + - - - Construct an Asset object of type Animation - - A unique specific to this asset - A byte array containing the raw asset data + + - - Override the base classes AssetType + + - - - Temporary code to do the bare minimum required to read a tar archive for our purposes - + + - - - Binary reader for the underlying stream - + + - - - Used to trim off null chars - + + - - - Used to trim off space chars - + + - - - Generate a tar reader which reads from the given stream. - - + + - - - Read the next entry in the tar file. - - - - the data for the entry. Returns null if there are no more entries + + - - - Read the next 512 byte chunk of data as a tar header. - - A tar header struct. null if we have reached the end of the archive. + + - - - Read data following a header - - - + + - - - Convert octal bytes to a decimal representation - - - - - + + - - - A single visual characteristic of an avatar mesh, such as eyebrow height - + + - - Index of this visual param + + - - Internal name + + - - Group ID this parameter belongs to + + - - Name of the wearable this parameter belongs to + + - - Displayable label of this characteristic + + - - Displayable label for the minimum value of this characteristic + + - - Displayable label for the maximum value of this characteristic + + - - Default value + + - - Minimum value + + - - Maximum value + + - - - Set all the values through the constructor - - Index of this visual param - Internal name - - - Displayable label of this characteristic - Displayable label for the minimum value of this characteristic - Displayable label for the maximum value of this characteristic - Default value - Minimum value - Maximum value + + - - - Holds the Params array of all the avatar appearance parameters - + + - - - Registers, unregisters, and fires events generated by incoming packets - + + - - Reference to the GridClient object + + - - - Default constructor - - + + - - - Register an event handler - - Use PacketType.Default to fire this event on every - incoming packet - Packet type to register the handler for - Callback to be fired + + - - - Unregister an event handler - - Packet type to unregister the handler for - Callback to be unregistered + + - - - Fire the events registered for this packet type synchronously - - Incoming packet type - Incoming packet - Simulator this packet was received from + + - - - Fire the events registered for this packet type asynchronously - - Incoming packet type - Incoming packet - Simulator this packet was received from + + - - - Object that is passed to worker threads in the ThreadPool for - firing packet callbacks - + + - - Callback to fire for this packet + + - - Reference to the simulator that this packet came from + + - - The packet that needs to be processed + + - - - Registers, unregisters, and fires events generated by the Capabilities - event queue - + + - - Reference to the GridClient object + + - - - Default constructor - - Reference to the GridClient object + + - - - Register an new event handler for a capabilities event sent via the EventQueue - - Use String.Empty to fire this event on every CAPS event - Capability event name to register the - handler for - Callback to fire + + - - - Unregister a previously registered capabilities handler - - Capability event name unregister the - handler for - Callback to unregister + + - - - Fire the events registered for this event type synchronously - - Capability name - Decoded event body - Reference to the simulator that - generated this event + + - - - Fire the events registered for this event type asynchronously - - Capability name - Decoded event body - Reference to the simulator that - generated this event + + - - - Object that is passed to worker threads in the ThreadPool for - firing CAPS callbacks - + + - - Callback to fire for this packet + + - - Name of the CAPS event + + - - Strongly typed decoded data + + - - Reference to the simulator that generated this event + + - - - Abstract base for rendering plugins - + + - - - Generates a basic mesh structure from a primitive - - Primitive to generate the mesh from - Level of detail to generate the mesh at - The generated mesh + + - - - Generates a a series of faces, each face containing a mesh and - metadata - - Primitive to generate the mesh from - Level of detail to generate the mesh at - The generated mesh + + - - - Apply texture coordinate modifications from a - to a list of vertices - - Vertex list to modify texture coordinates for - Center-point of the face - Face texture parameters + + - - - Temporary code to produce a tar archive in tar v7 format - + + - - - Binary writer for the underlying stream - + + - - - Write a directory entry to the tar archive. We can only handle one path level right now! - - + + - - - Write a file to the tar archive - - - + + - - - Write a file to the tar archive - - - + + - - - Finish writing the raw tar archive data to a stream. The stream will be closed on completion. - + + - - - Write a particular entry - - - - + + - - X position of this patch + + - - Y position of this patch + + - - A 16x16 array of floats holding decompressed layer data + + - - - Creates a LayerData packet for compressed land data given a full - simulator heightmap and an array of indices of patches to compress - - A 256 * 256 array of floating point values - specifying the height at each meter in the simulator - Array of indexes in the 16x16 grid of patches - for this simulator. For example if 1 and 17 are specified, patches - x=1,y=0 and x=1,y=1 are sent - + + - - - Add a patch of terrain to a BitPacker - - BitPacker to write the patch to - Heightmap of the simulator, must be a 256 * - 256 float array - X offset of the patch to create, valid values are - from 0 to 15 - Y offset of the patch to create, valid values are - from 0 to 15 + + - - - Avatar profile flags - + + - - - Represents an avatar (other than your own) - + + - - Groups that this avatar is a member of + + - - Positive and negative ratings + + - - Avatar properties including about text, profile URL, image IDs and - publishing settings + + - - Avatar interests including spoken languages, skills, and "want to" - choices + + - - Movement control flags for avatars. Typically not set or used by - clients. To move your avatar, use Client.Self.Movement instead + + - - - Default constructor - + + - - First name + + - - Last name + + - - Full name + + - - Active group + + - - - Positive and negative ratings - + + - - Positive ratings for Behavior + + - - Negative ratings for Behavior + + - - Positive ratings for Appearance + + - - Negative ratings for Appearance + + - - Positive ratings for Building + + - - Negative ratings for Building + + - - Positive ratings given by this avatar + + - - Negative ratings given by this avatar + + - - - Avatar properties including about text, profile URL, image IDs and - publishing settings - + + - - First Life about text + + - - First Life image ID + + - - + + - - + + - - + + - - + + - - Profile image ID + + - - Flags of the profile + + - - Web URL for this profile + + - - Should this profile be published on the web + + - - Avatar Online Status + + - - Is this a mature profile + + - - + + - - + + - - - Avatar interests including spoken languages, skills, and "want to" - choices - + + - - Languages profile field + + - - + + - - + + - - + + - - + + - - - Class for controlling various system settings. - - Some values are readonly because they affect things that - happen when the GridClient object is initialized, so changing them at - runtime won't do any good. Non-readonly values may affect things that - happen at login or dynamically + + - - Main grid login server + + - - Beta grid login server + + - - - InventoryManager requests inventory information on login, - GridClient initializes an Inventory store for main inventory. - + + - - - InventoryManager requests library information on login, - GridClient initializes an Inventory store for the library. - + + - - Number of milliseconds before an asset transfer will time - out + + - - Number of milliseconds between sending pings to each sim + + - - Number of milliseconds between sending camera updates + + - - Number of milliseconds between updating the current - positions of moving, non-accelerating and non-colliding objects + + - - Millisecond interval between ticks, where all ACKs are - sent out and the age of unACKed packets is checked + + - - The initial size of the packet inbox, where packets are - stored before processing + + - - Maximum size of packet that we want to send over the wire + + - - The maximum value of a packet sequence number before it - rolls over back to one + + - - The maximum size of the sequence number archive, used to - check for resent and/or duplicate packets + + - - The relative directory where external resources are kept + + - - Login server to connect to + + - - IP Address the client will bind to + + - - Use XML-RPC Login or LLSD Login, default is XML-RPC Login + + - - Number of milliseconds before a teleport attempt will time - out + + - - Number of milliseconds before NetworkManager.Logout() will - time out + + - - Number of milliseconds before a CAPS call will time out - Setting this too low will cause web requests time out and - possibly retry repeatedly + + - - Number of milliseconds for xml-rpc to timeout + + - - Milliseconds before a packet is assumed lost and resent + + - - Milliseconds without receiving a packet before the - connection to a simulator is assumed lost + + - - Milliseconds to wait for a simulator info request through - the grid interface + + - - Maximum number of queued ACKs to be sent before SendAcks() - is forced + + - - Network stats queue length (seconds) + + - - Enable to process packets synchronously, where all of the - callbacks for each packet must return before the next packet is - processed - This is an experimental feature and is not completely - reliable yet. Ideally it would reduce context switches and thread - overhead, but several calls currently block for a long time and - would need to be rewritten as asynchronous code before this is - feasible + + - - Enable/disable storing terrain heightmaps in the - TerrainManager + + - - Enable/disable sending periodic camera updates + + - - Enable/disable automatically setting the bandwidth throttle - after connecting to each simulator - The default throttle uses the equivalent of the maximum - bandwidth setting in the official client. If you do not set a - throttle your connection will by default be throttled well below - the minimum values and you may experience connection problems + + - - Enable/disable the sending of pings to monitor lag and - packet loss + + - - Should we connect to multiple sims? This will allow - viewing in to neighboring simulators and sim crossings - (Experimental) + + - - If true, all object update packets will be decoded in to - native objects. If false, only updates for our own agent will be - decoded. Registering an event handler will force objects for that - type to always be decoded. If this is disabled the object tracking - will have missing or partial prim and avatar information + + - - If true, when a cached object check is received from the - server the full object info will automatically be requested + + - - Whether to establish connections to HTTP capabilities - servers for simulators + + - - Whether to decode sim stats + + - - The capabilities servers are currently designed to - periodically return a 502 error which signals for the client to - re-establish a connection. Set this to true to log those 502 errors + + - - If true, any reference received for a folder or item - the library is not aware of will automatically be fetched + + - - If true, and SEND_AGENT_UPDATES is true, - AgentUpdate packets will continuously be sent out to give the bot - smoother movement and autopiloting + + - - If true, currently visible avatars will be stored - in dictionaries inside Simulator.ObjectAvatars. - If false, a new Avatar or Primitive object will be created - each time an object update packet is received + + - - If true, currently visible avatars will be stored - in dictionaries inside Simulator.ObjectPrimitives. - If false, a new Avatar or Primitive object will be created - each time an object update packet is received + + + + - - If true, position and velocity will periodically be - interpolated (extrapolated, technically) for objects and - avatars that are being tracked by the library. This is - necessary to increase the accuracy of speed and position - estimates for simulated objects + + The avatar has no rights - - If true, parcel details will be stored in the - Simulator.Parcels dictionary as they are received + + The avatar can see the online status of the target avatar - + + The avatar can see the location of the target avatar on the map + + + The avatar can modify the ojects of the target avatar + + - If true, an incoming parcel properties reply will automatically send - a request for the parcel access list + This class holds information about an avatar in the friends list. There are two ways + to interface to this class. The first is through the set of boolean properties. This is the typical + way clients of this class will use it. The second interface is through two bitflag properties, + TheirFriendsRights and MyFriendsRights - + - if true, an incoming parcel properties reply will automatically send - a request for the traffic count. + Used internally when building the initial list of friends at login time + System ID of the avatar being prepesented + Rights the friend has to see you online and to modify your objects + Rights you have to see your friend online and to modify their objects - + - If true, images, and other assets downloaded from the server - will be cached in a local directory + FriendInfo represented as a string + A string reprentation of both my rights and my friends rights - - Path to store cached texture data - - - Maximum size cached files are allowed to take on disk (bytes) - - - Default color used for viewer particle effects - - - Maximum number of times to resend a failed packet - - - Throttle outgoing packet rate + + + System ID of the avatar + - - The maximum number of concurrent texture downloads allowed - Increasing this number will not necessarily increase texture retrieval times due to - simulator throttles + + + full name of the avatar + - + - The Refresh timer inteval is used to set the delay between checks for stalled texture downloads + True if the avatar is online - This is a static variable which applies to all instances - + - Textures taking longer than this value will be flagged as timed out and removed from the pipeline + True if the friend can see if I am online - + - Get or set the minimum log level to output to the console by default - - If the library is not compiled with DEBUG defined and this level is set to DEBUG - You will get no output on the console. This behavior can be overriden by creating - a logger configuration file for log4net + True if the friend can see me on the map - - Attach avatar names to log messages + + + True if the freind can modify my objects + - - Log packet retransmission info + + + True if I can see if my friend is online + - - Constructor - Reference to a GridClient object + + + True if I can see if my friend is on the map + - + - Gets the cost of uploading an asset to the grid + True if I can modify my friend's objects - - - - Cost of uploading an asset - Read-only since this value is dynamically fetched at login + + + My friend's rights represented as bitmapped flags + - + - + My rights represented as bitmapped flags - + - + This class is used to add and remove avatars from your friends list and to manage their permission. - + + A dictionary of key/value pairs containing known friends of this avatar. + The Key is the of the friend, the value is a + object that contains detailed information including permissions you have and have given to the friend - + + A Dictionary of key/value pairs containing current pending frienship offers. + The key is the of the avatar making the request, + the value is the of the request which is used to accept + or decline the friendship offer - + - + Internal constructor - - + A reference to the GridClient Object - + - The ObservableDictionary class is used for storing key/value pairs. It has methods for firing - events to subscribers when items are added, removed, or changed. + Accept a friendship request - Key - Value + agentID of avatatar to form friendship with + imSessionID of the friendship request message - + - A dictionary of callbacks to fire when specified action occurs + Decline a friendship request + of friend + imSessionID of the friendship request message - + - Register a callback to be fired when an action occurs + Overload: Offer friendship to an avatar. - The action - The callback to fire + System ID of the avatar you are offering friendship to - + - Unregister a callback + Offer friendship to an avatar. - The action - The callback to fire + System ID of the avatar you are offering friendship to + A message to send with the request - + - + Terminate a friendship with an avatar - - + System ID of the avatar you are terminating the friendship with - - Internal dictionary that this class wraps around. Do not - modify or enumerate the contents of this dictionary without locking + + + Fired when another friend terminates friendship. We need to remove them from + our cached list. + + + - + - Initializes a new instance of the Class - with the specified key/value, has the default initial capacity. + Change the rights of a friend avatar. - - - // initialize a new ObservableDictionary named testDict with a string as the key and an int as the value. - public ObservableDictionary<string, int> testDict = new ObservableDictionary<string, int>(); - - + the of the friend + the new rights to give the friend + This method will implicitly set the rights to those passed in the rights parameter. - + - Initializes a new instance of the Class - with the specified key/value, With its initial capacity specified. + Use to map a friends location on the grid. - Initial size of dictionary - - - // initialize a new ObservableDictionary named testDict with a string as the key and an int as the value, - // initially allocated room for 10 entries. - public ObservableDictionary<string, int> testDict = new ObservableDictionary<string, int>(10); - - + Friends UUID to find + - + - Try to get entry from the with specified key + Use to track a friends movement on the grid - Key to use for lookup - Value returned - if specified key exists, if not found - - - // find your avatar using the Simulator.ObjectsAvatars ObservableDictionary: - Avatar av; - if (Client.Network.CurrentSim.ObjectsAvatars.TryGetValue(Client.Self.AgentID, out av)) - Console.WriteLine("Found Avatar {0}", av.Name); - - - + Friends Key - + - Finds the specified match. + Called when a connection to the SL server is established. The list of friend avatars + is populated from XML returned by the login server. That list contains the avatar's id + and right, but no names. Here is where those names are requested. - The match. - Matched value - - - // use a delegate to find a prim in the ObjectsPrimitives ObservableDictionary - // with the ID 95683496 - uint findID = 95683496; - Primitive findPrim = sim.ObjectsPrimitives.Find( - delegate(Primitive prim) { return prim.ID == findID; }); - - + - - Find All items in an - return matching items. - a containing found items. - - Find All prims within 20 meters and store them in a List - - int radius = 20; - List<Primitive> prims = Client.Network.CurrentSim.ObjectsPrimitives.FindAll( - delegate(Primitive prim) { - Vector3 pos = prim.Position; - return ((prim.ParentID == 0) && (pos != Vector3.Zero) && (Vector3.Distance(pos, location) < radius)); - } - ); - - + + + This handles the asynchronous response of a RequestAvatarNames call. + + names cooresponding to the the list of IDs sent the the RequestAvatarNames call. - - Find All items in an - return matching keys. - a containing found keys. - - Find All keys which also exist in another dictionary - - List<UUID> matches = myDict.FindAll( - delegate(UUID id) { - return myOtherDict.ContainsKey(id); - } - ); - - + + + Handle notifications sent when a friends has come online. + + + - - Check if Key exists in Dictionary - Key to check for - if found, otherwise + + + Handle notifications sent when a friends has gone offline. + + + - - Check if Value exists in Dictionary - Value to check for - if found, otherwise + + + Handle notifications sent when a friend rights change. This notification is also received + when my own rights change. + + + - + - Adds the specified key to the dictionary, dictionary locking is not performed, - + Handle friend location updates - The key - The value + The Packet + The Simulator - + - Removes the specified key, dictionary locking is not performed + Handles relevant messages from the server encapsulated in instant messages. - The key. - if successful, otherwise + InstantMessage object containing encapsalated instant message + Originating Simulator - + - Clear the contents of the dictionary + Populate FriendList with data from the login reply + true if login was successful + true if login request is requiring a redirect + A string containing the response to the login request + A string containing the reason for the request + A object containing the decoded + reply from the login server - + - Enumerator for iterating dictionary entries + Triggered when an avatar in your friends list comes online - + System ID of the avatar - + - Gets the number of Key/Value pairs contained in the + Triggered when an avatar in your friends list goes offline + System ID of the avatar - + - Indexer for the dictionary + Triggered in response to a call to the FriendRights() method, or when a friend changes your rights - The key - The value + System ID of the avatar you changed the right of - - Sort by name + + + Triggered when names on the friend list are received after the initial request upon login + + - - Sort by date + + + Triggered when someone offers you friendship + + System ID of the agent offering friendship + full name of the agent offereing friendship + session ID need when accepting/declining the offer + Return true to accept the friendship, false to deny it - - Sort folders by name, regardless of whether items are - sorted by name or date + + + Trigger when your friendship offer has been accepted or declined + + System ID of the avatar who accepted your friendship offer + Full name of the avatar who accepted your friendship offer + Whether the friendship request was accepted or declined - - Place system folders at the top + + + Trigger when someone terminates your friendship. + + System ID of the avatar who terminated your friendship + Full name of the avatar who terminated your friendship - + - Possible destinations for DeRezObject request + Triggered in response to a FindFriend request + Friends Key + region handle friend is in + X/Y location of friend - - + + + + + Looking direction, must be a normalized vector + Up direction, must be a normalized vector - - Copy from in-world to agent inventory + + + Align the coordinate frame X and Y axis with a given rotation + around the Z axis in radians + + Absolute rotation around the Z axis in + radians - - Derez to TaskInventory + + Origin position of this coordinate frame - - + + X axis of this coordinate frame, or Forward/At in grid terms - - Take Object + + Y axis of this coordinate frame, or Left in grid terms - - + + Z axis of this coordinate frame, or Up in grid terms - - Delete Object + + + Manager class for our own avatar + - - Put an avatar attachment into agent inventory + + Reference to the GridClient instance - - + + Used for movement and camera tracking - - Return an object back to the owner's inventory + + Currently playing animations for the agent. Can be used to + check the current movement status such as walking, hovering, aiming, + etc. by checking for system animations in the Animations class - - Return a deeded object back to the last owner's inventory + + Dictionary containing current Group Chat sessions and members - + - Upper half of the Flags field for inventory items + Constructor, setup callbacks for packets related to our avatar + A reference to the Class - - 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 + + + Send a text message from the Agent to the Simulator + + A containing the message + The channel to send the message on, 0 is the public channel. Channels above 0 + can be used however only scripts listening on the specified channel will see the message + Denotes the type of message being sent, shout, whisper, etc. - - 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 + Request any instant messages sent while the client was offline to be resent. - - of item/folder - - - of parent folder - - - Name of item/folder - - - Item/Folder Owners - - + - Constructor, takes an itemID as a parameter + Send an Instant Message to another Avatar - The of the item + The recipients + A containing the message to send - + - + Send an Instant Message to an existing group chat or conference chat - + The recipients + A containing the message to send + IM session ID (to differentiate between IM windows) - + - + Send an Instant Message - + The name this IM will show up as being from + Key of Avatar + Text message being sent + IM session ID (to differentiate between IM windows) + IDs of sessions for a conference - + - 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 + Send an Instant Message - A Hashcode of all the combined InventoryBase fields + 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 - + - Determine whether the specified object is equal to the current object + Send an Instant Message to a group - InventoryBase object to compare against - true if objects are the same + of the group to send message to + Text Message being sent. - + - Determine whether the specified object is equal to the current object + Send an Instant Message to a group the agent is a member of - InventoryBase object to compare against - true if objects are the same + The name this IM will show up as being from + of the group to send message to + Text message being sent - + - An Item in Inventory + Send a request to join a group chat session + of Group to leave - - The of this item - - - The combined of this item - - - The type of item from - - - The type of item from the enum - - - The of the creator of this item - - - A Description of this item - - - The s this item is set to or owned by - - - If true, item is owned by a group - - - The price this item can be purchased for - - - The type of sale from the enum - - - Combined flags from - - - Time and date this inventory item was created, stored as - UTC (Coordinated Universal Time) - - - Used to update the AssetID in requests sent to the server - - - The of the previous owner of the item - - + - Construct a new InventoryItem object + Exit a group chat session. This will stop further Group chat messages + from being sent until session is rejoined. - The of the item + of Group chat session to leave - + - Construct a new InventoryItem object of a specific Type + Reply to script dialog questions. - The type of item from - of the item + Channel initial request came on + Index of button you're "clicking" + Label of button you're "clicking" + of Object that sent the dialog request + - + - + Accept invite for to a chatterbox session - + of session to accept invite to - + - + Start a friends conference - + List of UUIDs to start a conference with + the temportary session ID returned in the callback> - + - 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 + Start a particle stream between an agent and an object - A Hashcode of all the combined InventoryItem fields + Key of the source agent + Key of the target object + + The type from the enum + A unique for this effect - + - Compares an object + Start a particle stream between an agent and an object - The object to compare - true if comparison object matches + 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 - + - Determine whether the specified object is equal to the current object + Create a particle beam between an avatar and an primitive - The object to compare against - true if objects are the same + of sources avatar + of the target + global offset + Color values of beam + a float representing the duration the beam will last + of the Effect - + - Determine whether the specified object is equal to the current object + Create a particle swirl around a target position - The object to compare against - true if objects are the same + Target's global position + Color values of beam + A float representing the duration the swirl will last + of the Effect - + - InventoryTexture Class representing a graphical image + Sends a request to sit on the specified object - + of the object to sit on + Sit at offset - + - Construct an InventoryTexture object + Follows a call to to actually sit on the object - A which becomes the - objects AssetUUID - - - Construct an InventoryTexture object from a serialization stream - + + Stands up from sitting on a prim or the ground + true of AgentUpdate was sent - + - InventorySound Class representing a playable sound + Does a "ground sit" at the avatar's current position - + - Construct an InventorySound object + Starts or stops flying - A which becomes the - objects AssetUUID + True to start flying, false to stop flying - + - Construct an InventorySound object from a serialization stream + Starts or stops crouching + True to start crouching, false to stop crouching - + - InventoryCallingCard Class, contains information on another avatar + Starts a jump (begin holding the jump key) - + - Construct an InventoryCallingCard object + Use the autopilot sim function to move the avatar to a new + position. Uses double precision to get precise movements - A which becomes the - objects AssetUUID + 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 - + - Construct an InventoryCallingCard object from a serialization stream + Use the autopilot sim function to move the avatar to a new position + The z value is currently not handled properly by the simulator + Integer value for the global X coordinate to move to + Integer value for the global Y coordinate to move to + Floating-point value for the Z coordinate to move to - + - InventoryLandmark Class, contains details on a specific location + Use the autopilot sim function to move the avatar to a new position + The z value is currently not handled properly by the simulator + Integer value for the local X coordinate to move to + Integer value for the local Y coordinate to move to + Floating-point value for the Z coordinate to move to - - - Construct an InventoryLandmark object - - A which becomes the - objects AssetUUID + + 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 - + - Construct an InventoryLandmark object from a serialization stream + Grabs an object + an unsigned integer of the objects ID within the simulator + - + - Landmarks use the InventoryItemFlags struct and will have a flag of 1 set if they have been visited + Overload: Grab a simulated object + an unsigned integer of the objects ID within the simulator + + + + + + + - + - InventoryObject Class contains details on a primitive or coalesced set of primitives + Drag an object + of the object to drag + Drag target in region coordinates - + - Construct an InventoryObject object + Overload: Drag an object - A which becomes the - objects AssetUUID + of the object to drag + Drag target in region coordinates + + + + + + + - + - Construct an InventoryObject object from a serialization stream + Release a grabbed object + The Objects Simulator Local ID + + + - + - Gets or sets the upper byte of the Flags value + Release a grabbed object + The Objects Simulator Local ID + + + + + + - + - Gets or sets the object attachment point, the lower byte of the Flags value + Touches an object + an unsigned integer of the objects ID within the simulator + - + - InventoryNotecard Class, contains details on an encoded text document + Request the current L$ balance - + - Construct an InventoryNotecard object + Give Money to destination Avatar - A which becomes the - objects AssetUUID + UUID of the Target Avatar + Amount in L$ - + - Construct an InventoryNotecard object from a serialization stream + Give Money to destination Avatar + UUID of the Target Avatar + Amount in L$ + Description that will show up in the + recipients transaction history - + - InventoryCategory Class + Give L$ to an object - TODO: Is this even used for anything? + object to give money to + amount of L$ to give + name of object - + - Construct an InventoryCategory object + Give L$ to a group - A which becomes the - objects AssetUUID + group to give money to + amount of L$ to give - + - Construct an InventoryCategory object from a serialization stream + Give L$ to a group + group to give money to + amount of L$ to give + description of transaction - + - InventoryLSL Class, represents a Linden Scripting Language object + Pay texture/animation upload fee - + - Construct an InventoryLSL object + Pay texture/animation upload fee - A which becomes the - objects AssetUUID + description of the transaction - + - Construct an InventoryLSL object from a serialization stream + Give Money to destionation Object or Avatar + UUID of the Target Object/Avatar + Amount in L$ + Reason (Optional normally) + The type of transaction + Transaction flags, mostly for identifying group + transactions - + - InventorySnapshot Class, an image taken with the viewer + Plays a gesture + Asset of the gesture - + - Construct an InventorySnapshot object + Mark gesture active - A which becomes the - objects AssetUUID + Inventory of the gesture + Asset of the gesture - + - Construct an InventorySnapshot object from a serialization stream + Mark gesture inactive + Inventory of the gesture - + - InventoryAttachment Class, contains details on an attachable object + Send an AgentAnimation packet that toggles a single animation on + The of the animation to start playing + Whether to ensure delivery of this packet or not - + - Construct an InventoryAttachment object + Send an AgentAnimation packet that toggles a single animation off - A which becomes the - objects AssetUUID + The of a + currently playing animation to stop playing + Whether to ensure delivery of this packet or not - + - Construct an InventoryAttachment object from a serialization stream + 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 - + - Get the last AttachmentPoint this object was attached to + Teleports agent to their stored home location + true on successful teleport to home location - + - InventoryWearable Class, details on a clothing item or body part + Teleport agent to a landmark + of the landmark to teleport agent to + true on success, false on failure - + - Construct an InventoryWearable object + Attempt to look up a simulator name and teleport to the discovered + destination - A which becomes the - objects AssetUUID + Region name to look up + Position to teleport to + True if the lookup and teleport were successful, otherwise + false - + - Construct an InventoryWearable object from a serialization stream + 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 , Skin, Shape, Skirt, Etc + 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 - + - InventoryAnimation Class, A bvh encoded object which animates an avatar + 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 - - - Construct an InventoryAnimation object - - A which becomes the - objects AssetUUID - - + - Construct an InventoryAnimation object from a serialization stream + Request teleport to a another simulator + handle of region to teleport agent to + position in destination sim to teleport to - + - InventoryGesture Class, details on a series of animations, sounds, and actions + 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 - + - Construct an InventoryGesture object + Teleport agent to a landmark - A which becomes the - objects AssetUUID + of the landmark to teleport agent to - + - Construct an InventoryGesture object from a serialization stream + Send a teleport lure to another avatar with default "Join me in ..." invitation message + target avatars to lure - + - A folder contains s and has certain attributes specific - to itself + Send a teleport lure to another avatar with custom invitation message + target avatars to lure + custom message to send with invitation - - The Preferred for a folder. - - - The Version of this folder - - - Number of child items this folder contains. - - + - Constructor + Respond to a teleport lure by either accepting it and initiating + the teleport, or denying it - UUID of the folder + of the avatar sending the lure + true to accept the lure, false to decline it - + - + Update agent profile - + struct containing updated + profile information - + - Get Serilization data for this InventoryFolder object + Update agents profile interests + selection of interests from struct - + - Construct an InventoryFolder object from a serialization stream + Set the height and the width of the client window. This is used + by the server to build a virtual camera frustum for our avatar + New height of the viewer window + New width of the viewer window - + - + Request the list of muted objects and avatars for this agent - - + - + Sets home location to agents current position - - + will fire an AlertMessage () with + success or failure message - + - + Move an agent in to a simulator. This packet is the last packet + needed to complete the transition in to a new simulator - - + Object - + - + Reply to script permissions request - - + Object + of the itemID requesting permissions + of the taskID requesting permissions + list of permissions to allow - + - Tools for dealing with agents inventory + Respond to a group invitation by either accepting or denying it + UUID of the group (sent in the AgentID field of the invite message) + IM Session ID from the group invitation message + Accept the group invitation or deny it - - Used for converting shadow_id to asset_id - - - Partial mapping of AssetTypes to folder names - - + - Default constructor + Requests script detection of objects and avatars - Reference to the GridClient object + 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 - + - Fetch an inventory item from the dataserver + Create or update profile pick - 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 + 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 - + - Request A single inventory item + Delete profile pick - The items - The item Owners - + UUID of the pick to delete - + - Request inventory items + Create or update profile Classified - Inventory items to request - Owners of the inventory items - + 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 - + - Get contents of a folder + Delete a classified ad - 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 + The classified ads ID - + - Request the contents of an inventory folder + Take an incoming ImprovedInstantMessage packet, auto-parse, and if + OnInstantMessage is defined call that with the appropriate arguments - 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 - + Incoming ImprovedInstantMessagePacket + Unused - + - Returns the UUID of the folder (category) that defaults to - containing 'type'. The folder is not necessarily only for that - type + Take an incoming Chat packet, auto-parse, and if OnChat is defined call + that with the appropriate arguments. - 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 + Incoming ChatFromSimulatorPacket + Unused - + - Find an object in inventory using a specific path to search + Used for parsing llDialogs - 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 + Incoming ScriptDialog packet + Unused - + - Find inventory items by path + Used for parsing llRequestPermissions dialogs - 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 + Incoming ScriptDialog packet + Unused - + - Search inventory Store object for an item or folder + Handles Script Control changes when Script with permissions releases or takes a control - 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 + Used for parsing llLoadURL Dialogs - 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 + Update client's Position, LookAt and region handle from incoming packet - The item or folder to move - The to move item or folder to - The name to change the item or folder to + Incoming AgentMovementCompletePacket + Unused + This occurs when after an avatar moves into a new sim - + - Move and rename a folder + Update Client Avatar's health via incoming packet - The source folders - The destination folders - The name to change the folder to + Incoming HealthMessagePacket + Unused - + - Move a folder + Update Client Avatar's L$ balance from incoming packet - The source folders - The destination folders + Incoming MoneyBalanceReplyPacket + Unused - + - Move multiple folders, the keys in the Dictionary parameter, - to a new parents, the value of that folder's key. + Process TeleportFailed message sent via EventQueue, informs agent its last teleport has failed and why. - A Dictionary containing the - of the source as the key, and the - of the destination as the value + The Message Key + An IMessage object Deserialized from the recieved message event + The simulator originating the event message - + - Move an inventory item to a new folder + Process TeleportFinish from Event Queue and pass it onto our TeleportHandler - The of the source item to move - The of the destination folder + The message system key for this event + IMessage object containing decoded data from OSD + The simulator originating the event message - + - Move and rename an inventory item + Handler for teleport Requests - The of the source item to move - The of the destination folder - The name to change the folder to + Incoming TeleportHandler packet + Simulator sending teleport information - + - Move multiple inventory items to new locations + - A Dictionary containing the - of the source item as the key, and the - of the destination folder as the value + + - + - Remove descendants of a folder + 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 of the folder + The message key + the IMessage object containing the deserialized data sent from the simulator + The which originated the packet - + - Remove a single item from inventory + Allows agent to cross over (walk, fly, vehicle) in to neighboring + simulators - The of the inventory item to remove + This packet is now being sent via the EventQueue - + - Remove a folder from inventory + Group Chat event handler - The of the folder to remove + The capability Key + IMessage object containing decoded data from OSD + - + - Remove multiple items or folders from inventory + Response from request to join a group chat - A List containing the s of items to remove - A List containing the s of the folders to remove + + IMessage object containing decoded data from OSD + - + - Empty the Lost and Found folder + Someone joined or left group chat + + IMessage object containing decoded data from OSD + - + - Empty the Trash folder + Handle a group chat Invitation + Caps Key + IMessage object containing decoded data from OSD + Originating Simulator - + - + Moderate a chat session - - - - - Proper use is to upload the inventory's asset first, then provide the Asset's TransactionID here. - - - + the of the session to moderate, for group chats this will be the groups UUID + the of the avatar to moderate + Either "voice" to moderate users voice, or "text" to moderate users text session + true to moderate (silence user), false to allow avatar to speak - + - + Alert Message packet handler - - - - - Proper use is to upload the inventory's asset first, then provide the Asset's TransactionID here. - - - - + AlertMessagePacket + not used - + - Creates a new inventory folder + detects camera constraint collisions - 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 + Packet handler for ScriptSensorReply packet - 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 + Packet handler for AvatarSitResponse packet - Asset data - Inventory item name - Inventory item description - Asset type - Inventory type - Put newly created inventory in this folder - Delegate that will receive feedback on success or failure + + - - - Create an inventory item and upload asset data - - Asset data - Inventory item name - Inventory item description - Asset type - Inventory type - Put newly created inventory in this folder - Permission of the newly created item - (EveryoneMask, GroupMask, and NextOwnerMask of Permissions struct are supported) - Delegate that will receive feedback on success or failure + + Fired when a is received from the simulator, Contains + Any Whisper, Shout, or Say within range of avatar - - - - - - - - + + Fired when a is received, use + to respond to dialog - - - - - - - - - + + Fired when a is received in response to a + scripted object requesting permissions, Use to reply - - - - - - - - - + + Fired when a is received, contains a URL pasted in Chat - - - 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 + + Fired when a or a ChatterBoxInvitation is received - - - - - + + Fired when a is received, occurs when a + or is called - - - - - + + Fired when a indicating the agents + balance has changed by spending, sending, or receiving L$, Contains the Avatars new balance - - - - - - + + Fired when a is received, contains L$ balance and additional + details of the transaction - - - - - - - + + Fired when a is received, caused by changing the + Agents active group with - - - Upload new gesture asset for an inventory gesture item - - Encoded gesture asset - Gesture inventory UUID - Callback whick will be called when upload is complete + + Fired when a is received, will contain a Dictionary + of animations currently being played - - - Update an existing script in an agents Inventory - - A byte[] array containing the encoded scripts contents - the itemID of the script - if true, sets the script content to run on the mono interpreter - + + Callback for an object or avatar forcefully colliding + with the agent - - - Rez an object from inventory - - Simulator to place object in - Rotation of the object when rezzed - Vector of where to place object - InventoryItem object containing item details + + Callback for the agent moving in to a neighboring sim - - - Rez an object from inventory - - Simulator to place object in - Rotation of the object when rezzed - Vector of where to place object - InventoryItem object containing item details - UUID of group to own the object + + Callback for when agent is confirmed joined group chat session. - - - Rez an object from inventory - - Simulator to place object in - Rotation of the object when rezzed - Vector of where to place object - InventoryItem object containing item details - UUID of group to own the object - User defined queryID to correlate replies - if set to true the simulator - will automatically send object detail packet(s) back to the client + + Callback for when agent is confirmed to have left group chat session. - - - DeRez an object from the simulator to the agents Objects folder in the agents Inventory - - The simulator Local ID of the object + + Alert messages sent to client from simulator - - - 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 + + Fired when a script wants to take or release control of your avatar. - - - Rez an item from inventory to its previous simulator location - - - - - + + Fired when our avatar camera reaches the maximum possible point - - - 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 + + Fired when a script sensor reply is received - - - 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 + + Fired in response to a sit request - - - - - - - + + Fired when a new member joins an active ChatterBoxSession session - - - Get the inventory of a Task (Primitive) - - The tasks - The tasks simulator local ID - milliseconds to wait for reply from simulator - A List containing the inventory items inside the task + + Fired when a member of an active ChatterBoxSession leaves the session - - - - - + + Your (client) avatars + "client", "agent", and "avatar" all represent the same thing - - - 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 + + Temporary assigned to this session, used for + verifying our identity in packets - - - Moves an Item from an objects (Prim) Inventory to the specified folder in the avatars inventory - - LocalID of the object in the simulator - UUID of the task item to move - UUID of the folder to move the item to - Simulator Object + + Shared secret that is never sent over the wire - - - Remove an item from an objects (Prim) Inventory - - LocalID of the object in the simulator - UUID of the task item to remove - Simulator Object + + Your (client) avatar ID, local to the current region/sim - - - Copy an InventoryScript item from the Agents Inventory into a primitives task inventory - - An unsigned integer representing a primitive being simulated - An which represents a script object from the agents inventory - true to set the scripts running state to enabled - A Unique Transaction ID - - - uint Prim = 95899503; // Fake prim ID - UUID Script = UUID.Parse("92a7fe8a-e949-dd39-a8d8-1681d8673232"); // Fake Script UUID in Inventory - - Client.Inventory.FolderContents(Client.Inventory.FindFolderForType(AssetType.LSLText), Client.Self.AgentID, - false, true, InventorySortOrder.ByName, 10000); - - UUID Transaction = Client.Inventory.RezScript(Prim, (InventoryItem)Client.Inventory.Store[Script]); - - + + Where the avatar started at login. Can be "last", "home" + or a login - - - Send a request to the simulator to get the running status of a script. The reply will come back via the EventQueue - in a ScriptRunningReply message - - The object containing the script - The script contained in the task inventorys + + The access level of this agent, usually M or PG - - - Sets a script running state which is in a task inventory - - The object containing the script - The script contained in the task inventorys - true to set the script running, false to stop a running script + + The CollisionPlane of Agent - - - Create a CRC from an InventoryItem - - The source InventoryItem - A uint representing the source InventoryItem as a CRC + + An representing the velocity of our agent - - - 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 + + An representing the acceleration of our agent - - - 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 + + A which specifies the angular speed, and axis about which an Avatar is rotating. - - - 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 + + Position avatar client will goto when login to 'home' or during + teleport request to 'home' region. - - - 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 - + + LookAt point saved/restored with HomePosition - - - - - - - + + Avatar First Name (i.e. Philip) - - - Fired when a reply to a RequestFetchInventory() is received - - + + Avatar Last Name (i.e. Linden) - - - Fired when a response to a RequestFolderContents() is received - - + + Avatar Full Name (i.e. Philip Linden) - - - Fired when an object or another avatar offers us an inventory item - + + Gets the health of the agent - - - Fired when a response to FindObjectByPath() is received - - + + Gets the current balance of the agent - - - Fired when a task inventory item is received - - This may occur when an object that's rezzed in world is - taken into inventory, when an item is created using the CreateInventoryItem - packet, or when an object is purchased - + + Gets the local ID of the prim the agent is sitting on, + zero if the avatar is not currently sitting - - - Fired in response to a request for a tasks (primitive) inventory - - - + + Gets the of the agents active group. - - - Fired when a SaveAssetToInventory packet is received, generally after the logout reply handler - + + Gets the Agents powers in the currently active group - - - Fired in response to a GetScriptRunning request - + + Current status message for teleporting - - - Get this agents Inventory data - + + Current position of the agent as a relative offset from + the simulator, or the parent object if we are sitting on something - - - 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 + + Current rotation of the agent as a relative rotation from + the simulator, or the parent object if we are sitting on something - - - Callback for an inventory item being create from an uploaded asset - - true if inventory item creation was successful - - - + + Current position of the agent in the simulator - + - + A representing the agents current rotation - - - + + Returns the global grid position of the avatar + + + + Agent movement and camera control - - + Agent movement is controlled by setting specific + After the control flags are set, An AgentUpdate is required to update the simulator of the specified flags + This is most easily accomplished by setting one or more of the AgentMovement properties + + Movement of an avatar is always based on a compass direction, for example AtPos will move the + agent from West to East or forward on the X Axis, AtNeg will of course move agent from + East to West or backward on the X Axis, LeftPos will be South to North or forward on the Y Axis + The Z axis is Up, finer grained control of movements can be done using the Nudge properties + - - - Callback for an inventory folder updating - - UUID of the folder that was updated + + Agent camera controls - - - Callback for when an inventory item is offered to us by another avatar or an object - - A object containing specific - details on the item being offered, eg who its from - The AssetType being offered - Will be null if item is offered from an object - will be true of item is offered from an object - Return true to accept the offer, or false to decline it + + Currently only used for hiding your group title - - - 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. - - - - - - + + Action state of the avatar, which can currently be + typing and editing - - - - - - + + - + + + + + + + + + + + + + + + + + + + + + + + + + + Timer for sending AgentUpdate packets + + + Default constructor + + - Reply received after calling RequestTaskInventory, - contains a filename that can be used in an asset download request + Send an AgentUpdate with the camera set at the current agent + position and pointing towards the heading specified - UUID of the inventory item - Version number of the task inventory asset - Filename of the task inventory asset + Camera rotation in radians + Whether to send the AgentUpdate reliable + or not - + - Reply received when uploading an inventory asset + Rotates the avatar body and camera toward a target position. + This will also anchor the camera position on the avatar - Has upload been successful - Error message if upload failed - Inventory asset UUID - New asset UUID + Region coordinates to turn toward - + - Fired when local inventory store needs to be updated. Generally at logout to update a local cache + Send new AgentUpdate packet to update our current camera + position and rotation - the assets UUID - The new AssetID of the item, or UUID.Zero - + - + Send new AgentUpdate packet to update our current camera + position and rotation - - - - + Whether to require server acknowledgement + of this packet - + - + Send new AgentUpdate packet to update our current camera + position and rotation - - - - - - - Describes tasks returned in LandStatReply + Whether to require server acknowledgement + of this packet + Simulator to send the update to - + - Estate level administration and utilities - - - - Textures for each of the four terrain height levels - - - Upper/lower texture boundaries for each corner of the sim - - - - Constructor for EstateTools class + Builds an AgentUpdate packet entirely from parameters. This + will not touch the state of Self.Movement or + Self.Movement.Camera in any way - + + + + + + + + + + + - - - Requests estate information such as top scripts and colliders - - - - - + + Move agent positive along the X axis - - Requests estate settings, including estate manager and access/ban lists + + Move agent negative along the X axis - - Requests the "Top Scripts" list for the current region + + Move agent positive along the Y axis - - Requests the "Top Colliders" list for the current region + + Move agent negative along the Y axis - - - Set several estate specific configuration variables - - The Height of the waterlevel over the entire estate. Defaults to 20 - The maximum height change allowed above the baked terrain. Defaults to 4 - The minimum height change allowed below the baked terrain. Defaults to -4 - true to use - if True forces the sun position to the position in SunPosition - The current position of the sun on the estate, or when FixedSun is true the static position - the sun will remain. 6.0 = Sunrise, 30.0 = Sunset + + Move agent positive along the Z axis - - - Request return of objects owned by specified avatar - - The Agents owning the primitives to return - specify the coverage and type of objects to be included in the return - true to perform return on entire estate + + Move agent negative along the Z axis - + - - - - - - Used for setting and retrieving various estate panel settings - - EstateOwnerMessage Method field - List of parameters to include - - - Kick an avatar from an estate - - Key of Agent to remove + + - - - Ban an avatar from an estate - Key of Agent to remove - Ban user from this estate and all others owned by the estate owner + + - - Unban an avatar from an estate - Key of Agent to remove - /// Unban user from this estate and all others owned by the estate owner + + - - - Send a message dialog to everyone in an entire estate - - Message to send all users in the estate + + - - - Send a message dialog to everyone in a simulator - - Message to send all users in the simulator + + - - - Send an avatar back to their home location - - Key of avatar to send home + + - - - Begin the region restart process - + + Causes simulator to make agent fly - - - Cancels a region restart - + + Stop movement - - Estate panel "Region" tab settings + + Finish animation - - Estate panel "Debug" tab settings + + Stand up from a sit - - Used for setting the region's terrain textures for its four height levels - - - - + + Tells simulator to sit agent on ground - - Used for setting sim terrain texture heights + + Place agent into mouselook mode - - Requests the estate covenant + + Nudge agent positive along the X axis - - - 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 + + Nudge agent negative along the X axis - - - Teleports all users home in current Estate - + + Nudge agent positive along the Y axis - - - Remove estate manager - Key of Agent to Remove - removes manager to this estate and all others owned by the estate owner + + Nudge agent negative along the Y axis - - - Add estate manager - Key of Agent to Add - Add agent as manager to this estate and all others owned by the estate owner + + Nudge agent positive along the Z axis - - - 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 + + Nudge agent negative along the Z axis - - - Removes an agent from the estate Allowed list - Key of Agent to Remove - Removes agent as an allowed reisdent from All estates if true + + - - - - Add's a group to the estate Allowed list - Key of Group to Add - Add Group as an allowed group to All estates if true + + - - - - Removes a group from the estate Allowed list - Key of Group to Remove - Removes Group as an allowed Group from All estates if true + + Tell simulator to mark agent as away - + - - - + - - - + - - - - Triggered upon a successful .GetTopColliders() + + - - Triggered upon a successful .GetTopScripts() + + + Returns "always run" value, or changes it by sending a SetAlwaysRunPacket + - - Returned, along with other info, upon a successful .GetInfo() + + The current value of the agent control flags - - Returned, along with other info, upon a successful .GetInfo() + + 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 - - Returned, along with other info, upon a successful .GetInfo() + + Gets or sets whether AgentUpdate packets are sent to + the current simulator - - Returned, along with other info, upon a successful .GetInfo() - - - Returned, along with other info, upon a successful .GetInfo() - - - Triggered upon a successful .RequestCovenant() + + Reset movement controls every time we send an update - + - Triggered on LandStatReply when the report type is for "top colliders" + 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 - - - - - Triggered on LandStatReply when the report type is for "top scripts" - - - + + - - - Triggered when the list of estate managers is received for the current estate - - - - + + The camera is a local frame of reference inside of + the larger grid space. This is where the math happens - + - FIXME - Enumerate all params from EstateOwnerMessage packet + Default constructor - - - - - - Used in the ReportType field of a LandStatRequest + + - - Used by EstateOwnerMessage packets + + - - Used by EstateOwnerMessage packets + + - + + + + - + Used to specify movement actions for your agent - - No flags set + + Empty flag - - Only return targets scripted objects + + Move Forward (SL Keybinding: W/Up Arrow) - - Only return targets objects if on others land + + Move Backward (SL Keybinding: S/Down Arrow) - - Returns target's scripted objects and objects on other parcels + + Move Left (SL Keybinding: Shift-(A/Left Arrow)) - - Ground texture settings for each corner of the region + + Move Right (SL Keybinding: Shift-(D/Right Arrow)) - - Used by GroundTextureHeightSettings + + Not Flying: Jump/Flying: Move Up (SL Keybinding: E) - - The high and low texture thresholds for each corner of the sim + + Not Flying: Croutch/Flying: Move Down (SL Keybinding: C) - - - Simulator (region) properties - + + Unused - - No flags set + + Unused - - Agents can take damage and be killed + + Unused - - Landmarks can be created here + + Unused - - Home position can be set in this sim + + ORed with AGENT_CONTROL_AT_* if the keyboard is being used - - Home position is reset when an agent teleports away + + ORed with AGENT_CONTROL_LEFT_* if the keyboard is being used - - Sun does not move + + ORed with AGENT_CONTROL_UP_* if the keyboard is being used - - No object, land, etc. taxes + + Fly - - Disable heightmap alterations (agents can still plant - foliage) + + - - Land cannot be released, sold, or purchased + + Finish our current animation - - All content is wiped nightly + + Stand up from the ground or a prim seat - - + + Sit on the ground at our current location - - + + Whether mouselook is currently enabled - - + + Legacy, used if a key was pressed for less than a certain amount of time - - No collision detection for non-agent objects + + Legacy, used if a key was pressed for less than a certain amount of time - - No scripts are ran + + Legacy, used if a key was pressed for less than a certain amount of time - - All physics processing is turned off + + Legacy, used if a key was pressed for less than a certain amount of time - - + + Legacy, used if a key was pressed for less than a certain amount of time - - + + Legacy, used if a key was pressed for less than a certain amount of time - + - + - - Flight is disabled (not currently enforced by the sim) - - - Allow direct (p2p) teleporting - - - Estate owner has temporarily disabled scripting + + Set when the avatar is idled or set to away. Note that the away animation is + activated separately from setting this flag - + - - Deny agents with no payment info on file - - - Deny agents with payment info on file - - - Deny agents who have made a monetary transaction - - + - + - - Region is Voice Enabled + + - + - Access level for a simulator + Triggered on incoming chat messages + Text of chat message + Audible level of this chat message + Type of chat (whisper, shout, status, etc.) + Source of the chat message + Name of the sending object + Key of source + Key of the sender + Senders position - - Minimum access level, no additional checks - - - Trial accounts allowed - - - PG rating - - - Mature rating - - - Simulator is offline - - - Simulator does not exist - - + - + Triggered when a script pops up a dialog box + The dialog box message + Name of the object that sent the dialog + Image to be displayed in the dialog + ID of the object that sent the dialog + First name of the object owner + Last name of the object owner + Chat channel that the object is communicating on + List of button labels - + - + Triggered when a script asks for permissions + Simulator object this request comes from + Task ID of the script requesting permissions + ID of the object containing the script + Name of the object containing the script + Name of the object's owner + Bitwise value representing the requested permissions - + - Initialize the UDP packet handler in server mode + Triggered when a script displays a URL via llLoadURL - Port to listening for incoming UDP packets on + Name of the scripted object + ID of the scripted object + ID of the object's owner + Whether or not ownerID is a group + Message displayed along with URL + Offered URL - + - Initialize the UDP packet handler in client mode + Triggered when the L$ account balance for this avatar changes - Remote UDP server to connect to + The new account balance - + - + Triggered on Money Balance Reply + ID provided in Request Money Balance, or auto-generated by system events + Was the transaction successful + Current balance + Land use credits you have + Tier committed to group(s) + Description of the transaction - + - + Triggered on incoming instant messages + Instant message data structure + Simulator where this IM was received from - + - + Triggered for any status updates of a teleport (progress, failed, succeeded) + A message about the current teleport status + The current status of the teleport + Various flags describing the teleport - - A public reference to the client that this Simulator object - is attached to - - - A Unique Cache identifier for this simulator + + + Reply to a request to join a group, informs whether it was successful or not + + The group we attempted to join + Whether we joined the group or not - - The capabilities for this simulator + + + Reply to a request to leave a group, informs whether it was successful or not + + The group we attempted to leave + Whether we left the group or not - - + + + Informs the avatar that it is no longer a member of a group + + The group Key we are no longer a member of - - The current version of software this simulator is running + + + Reply to an AgentData request + + First name of Avatar + Last name of Avatar + Key of Group Avatar has active + Avatars Active Title + Powers Avatar has in group + Name of the Group - - + + + Triggered when the current agent animations change + + A convenience reference to the + SignaledAnimations collection - - A 64x64 grid of parcel coloring values. The values stored - in this array are of the type + + + Triggered when an object or avatar forcefully collides with our + agent + + Collision type + Colliding object or avatar ID + Victim ID, should be our own AgentID + Velocity or total force of the collision + Time the collision occurred - - + + + Triggered when the agent physically moves in to a neighboring region + + Simulator agent was previously occupying + Simulator agent is now currently occupying - - + + + Fired when group chat session confirmed joined + Key of Session (groups UUID) + Temporary session Key + A string representation of the session name + if session start successful, + otherwise - - + + Fired when agent group chat session terminated + Key of Session (groups UUID) - - + + + Fired when alert message received from simulator + + the message sent from the grid to our avatar. - - + + + Fired when a script wants to give or release controls. + + Control to give or take + true of passing control to agent + true of taking control from agent - - + + + Fired when camera tries to view beyond its view limits + + representing plane where constraints were hit - - + + + Fired when script sensor reply is received + + requestors UUID + Sources Group UUID + Sources Name + Objects UUID + Object owners UUID + Position of Object + Range of Object + Rotation of object + Objects Type + representing the velocity of object + TODO: this should probably be a struct, and there should be an enum added for type - - + + + Fired in response to a RequestSit() + + ID of primitive avatar will be sitting on + true of avatar autopiloted there + Camera offset when avatar is seated + Camera eye offset when avatar is seated + true of sitting on this object will force mouselook + position avatar will be in when seated + rotation avatar will be in when seated - - + + + Fired when a new member joins a Group chat session + + the ID of the session + the ID of the avatar that joined - - + + + Fired when a member of a Group chat leaves the session + + the ID of the session + the ID of the avatar that joined - - + + + Represents a string of characters encoded with specific formatting properties + - - + + A text string containing main text of the notecard - - + + List of s embedded on the notecard - - + + Construct an Asset of type Notecard - - + + + Construct an Asset object of type Notecard + + A unique specific to this asset + A byte array containing the raw asset data - - + + + Construct an Asset object of type Notecard + + A text string containing the main body text of the notecard - - + + + Encode the raw contents of a string with the specific Linden Text properties + - - + + + Decode the raw asset data including the Linden Text properties + + true if the AssetData was successfully decoded to a string - - + + Override the base classes AssetType - - true if your agent has Estate Manager rights on this region + + X position of this patch - - + + Y position of this patch - - + + A 16x16 array of floats holding decompressed layer data - - - - - Statistics information for this simulator and the - connection to the simulator, calculated by the simulator itself - and the library - - - The regions Unique ID - - - The physical data center the simulator is located - Known values are: - - Dallas - Chandler - SF - - - - - The CPU Class of the simulator - Most full mainland/estate sims appear to be 5, - Homesteads and Openspace appear to be 501 - - - The number of regions sharing the same CPU as this one - "Full Sims" appear to be 1, Homesteads appear to be 4 - - - The billing product name - Known values are: - - Mainland / Full Region (Sku: 023) - Estate / Full Region (Sku: 024) - Estate / Openspace (Sku: 027) - Estate / Homestead (Sku: 029) - Mainland / Homestead (Sku: 129) (Linden Owned) - - - - - The billing product SKU - Known values are: - - 023 Mainland / Full Region - 024 Estate / Full Region - 027 Estate / Openspace - 029 Estate / Homestead - 129 Mainland / Homestead (Linden Owned) - - - - - Provides access to two thread-safe dictionaries containing - avatars and primitives found in this simulator - - - The current sequence number for packets sent to this - simulator. Must be Interlocked before modifying. Only - useful for applications manipulating sequence numbers - - + - Provides access to an internal thread-safe dictionary containing parcel - information found in this simulator + Creates a LayerData packet for compressed land data given a full + simulator heightmap and an array of indices of patches to compress + A 256 * 256 array of floating point values + specifying the height at each meter in the simulator + Array of indexes in the 16x16 grid of patches + for this simulator. For example if 1 and 17 are specified, patches + x=1,y=0 and x=1,y=1 are sent + - + - Checks simulator parcel map to make sure it has downloaded all data successfully + Add a patch of terrain to a BitPacker - true if map is full (contains no 0's) - - - Used internally to track sim disconnections - - - Event that is triggered when the simulator successfully - establishes a connection - - - Whether this sim is currently connected or not. Hooked up - to the property Connected - - - Coarse locations of avatars in this simulator - - - AvatarPositions key representing TrackAgent target - - - Sequence numbers of packets we've received - (for duplicate checking) - - - Packets we sent out that need ACKs from the simulator - - - Sequence number for pause/resume + BitPacker to write the patch to + Heightmap of the simulator, must be a 256 * + 256 float array + X offset of the patch to create, valid values are + from 0 to 15 + Y offset of the patch to create, valid values are + from 0 to 15 - + - + Add a custom decoder callback - Reference to the GridClient object - IPEndPoint of the simulator - handle of the simulator + The key of the field to decode + The custom decode handler - + - Called when this Simulator object is being destroyed + Remove a custom decoder callback + The key of the field to decode + The custom decode handler - + - Attempt to connect to this simulator + Creates a formatted string containing the values of a Packet - Whether to move our agent in to this sim or not - True if the connection succeeded or connection status is - unknown, false if there was a failure + The Packet + A formatted string of values of the nested items in the Packet object - + - Disconnect from this simulator + A custom decoder callback + The key of the object + the data to decode + A string represending the fieldData - + - Instructs the simulator to stop sending update (and possibly other) packets + Throttles the network traffic for various different traffic types. + Access this class through GridClient.Throttle - + - Instructs the simulator to resume sending update packets (unpause) + Default constructor, uses a default high total of 1500 KBps (1536000) - + - Sends a packet + Constructor that decodes an existing AgentThrottle packet in to + individual values - Packet to be sent + Reference to the throttle data in an AgentThrottle + packet + Offset position to start reading at in the + throttle data + This is generally not needed in clients as the server will + never send a throttle packet to the client - + - + Send an AgentThrottle packet to the current server using the + current values - + - Returns Simulator Name as a String + Send an AgentThrottle packet to the specified server using the + current values - - + - + Convert the current throttle values to a byte array that can be put + in an AgentThrottle packet - + Byte array containing all the throttle values - - - - - - + + Maximum bits per second for resending unacknowledged packets - - - Sends out pending acknowledgements - + + Maximum bits per second for LayerData terrain - - - Resend unacknowledged packets - + + Maximum bits per second for LayerData wind data - - - Provides access to an internal thread-safe multidimensional array containing a x,y grid mapped - each 64x64 parcel's LocalID. - + + Maximum bits per second for LayerData clouds - - The IP address and port of the server + + Unknown, includes object data - - Whether there is a working connection to the simulator or - not + + Maximum bits per second for textures - - Coarse locations of avatars in this simulator + + Maximum bits per second for downloaded assets - - AvatarPositions key representing TrackAgent target + + Maximum bits per second the entire connection, divided up + between invidiual streams using default multipliers - + - Simulator Statistics + Default constructor + - - Total number of packets sent by this simulator to this agent - - - Total number of packets received by this simulator to this agent - - - Total number of bytes sent by this simulator to this agent + + + Retrieve the terrain height at a given coordinate + + The region that the point of interest is in + Sim X coordinate, valid range is from 0 to 255 + Sim Y coordinate, valid range is from 0 to 255 + The terrain height at the given point if the + lookup was successful, otherwise 0.0f + True if the lookup was successful, otherwise false - - Total number of bytes received by this simulator to this agent + + - - Time in seconds agent has been connected to simulator - - - Total number of packets that have been resent - - - Total number of resent packets recieved - - - Total number of pings sent to this simulator by this agent - - - Total number of ping replies sent to this agent by this simulator - - + - Incoming bytes per second + - It would be nice to have this claculated on the fly, but - this is far, far easier + + + + + - + - Outgoing bytes per second + Main class to expose grid functionality to clients. All of the + classes needed for sending and receiving data are accessible through + this class. - It would be nice to have this claculated on the fly, but - this is far, far easier - - - Time last ping was sent - - - ID of last Ping sent - - - - - - - - - Current time dilation of this simulator - - - Current Frames per second of simulator - - - Current Physics frames per second of simulator - - - - - - - - - - - - - - - - - - + + + // Example minimum code required to instantiate class and + // connect to a simulator. + using System; + using System.Collections.Generic; + using System.Text; + using OpenMetaverse; + + namespace FirstBot + { + class Bot + { + public static GridClient Client; + static void Main(string[] args) + { + Client = new GridClient(); // instantiates the GridClient class + // to the global Client object + // Login to Simulator + Client.Network.Login("FirstName", "LastName", "Password", "FirstBot", "1.0"); + // Wait for a Keypress + Console.ReadLine(); + // Logout of simulator + Client.Network.Logout(); + } + } + } + + - - + + Networking subsystem - - + + Settings class including constant values and changeable + parameters for everything - - Total number of objects Simulator is simulating + + Parcel (subdivided simulator lots) subsystem - - Total number of Active (Scripted) objects running + + Our own avatars subsystem - - Number of agents currently in this simulator + + Other avatars subsystem - - Number of agents in neighbor simulators + + Estate subsystem - - Number of Active scripts running in this simulator + + Friends list subsystem - - + + Grid (aka simulator group) subsystem - - + + Object subsystem - - + + Group subsystem - - Number of downloads pending + + Asset subsystem - - Number of uploads pending + + Appearance subsystem - - + + Inventory subsystem - - + + Directory searches including classifieds, people, land + sales, etc - - Number of local uploads pending + + Handles land, wind, and cloud heightmaps - - Unacknowledged bytes in queue + + Handles sound-related networking - - - Exception class to identify inventory exceptions - + + Throttling total bandwidth usage, or allocating bandwidth + for specific data stream types - + - Responsible for maintaining inventory structure. Inventory constructs nodes - and manages node children as is necessary to maintain a coherant hirarchy. - Other classes should not manipulate or create InventoryNodes explicitly. When - A node's parent changes (when a folder is moved, for example) simply pass - Inventory the updated InventoryFolder and it will make the appropriate changes - to its internal representation. + Default constructor - + - Returns the contents of the specified folder + Return the full name of this instance - A folder's UUID - The contents of the folder corresponding to folder - When folder does not exist in the inventory + Client avatars full name - + - Updates the state of the InventoryNode and inventory data structure that - is responsible for the InventoryObject. If the item was previously not added to inventory, - it adds the item, and updates structure accordingly. If it was, it updates the - InventoryNode, changing the parent node if item.parentUUID does - not match node.Parent.Data.UUID. - - You can not set the inventory root folder using this method + Registers, unregisters, and fires events generated by incoming packets - The InventoryObject to store - - - Removes the InventoryObject and all related node data from Inventory. - - The InventoryObject to remove. + + Reference to the GridClient object - + - Used to find out if Inventory contains the InventoryObject - specified by uuid. + Default constructor - The UUID to check. - true if inventory contains uuid, false otherwise + - + - Saves the current inventory structure to a cache file + Register an event handler - Name of the cache file to save to + Use PacketType.Default to fire this event on every + incoming packet + Packet type to register the handler for + Callback to be fired - + - Loads in inventory cache file into the inventory structure. Note only valid to call after login has been successful. + Unregister an event handler - Name of the cache file to load - The number of inventory items sucessfully reconstructed into the inventory node tree + Packet type to unregister the handler for + Callback to be unregistered - + - Called when an InventoryObject's state is changed. + Fire the events registered for this packet type synchronously + Incoming packet type + Incoming packet + Simulator this packet was received from - + - Called when an item or folder is removed from inventory. + Fire the events registered for this packet type asynchronously + Incoming packet type + Incoming packet + Simulator this packet was received from - + - Called when an item is first added to the local inventory store. - This will occur most frequently when we're initially downloading - the inventory from the server. - - This will also fire when another avatar or object offers us inventory + Object that is passed to worker threads in the ThreadPool for + firing packet callbacks - - - The root folder of this avatars inventory - + + Callback to fire for this packet - - - The default shared library folder - + + Reference to the simulator that this packet came from - + + The packet that needs to be processed + + - The root node of the avatars inventory + Registers, unregisters, and fires events generated by the Capabilities + event queue - + + Reference to the GridClient object + + - The root node of the default shared library + Default constructor + Reference to the GridClient object - + - By using the bracket operator on this class, the program can get the - InventoryObject designated by the specified uuid. If the value for the corresponding - UUID is null, the call is equivelant to a call to RemoveNodeFor(this[uuid]). - If the value is non-null, it is equivelant to a call to UpdateNodeFor(value), - the uuid parameter is ignored. + Register an new event handler for a capabilities event sent via the EventQueue - The UUID of the InventoryObject to get or set, ignored if set to non-null value. - The InventoryObject corresponding to uuid. + Use String.Empty to fire this event on every CAPS event + Capability event name to register the + handler for + Callback to fire - + - Delegate to use for the OnInventoryObjectUpdated event. + Unregister a previously registered capabilities handler - The state of the InventoryObject before the update occured. - The state of the InventoryObject after the update occured. + Capability event name unregister the + handler for + Callback to unregister - + - Delegate to use for the OnInventoryObjectRemoved event. + Fire the events registered for this event type synchronously - The InventoryObject that was removed. + Capability name + Decoded event body + Reference to the simulator that + generated this event - + - Delegate to use for the OnInventoryObjectUpdated event. + Fire the events registered for this event type asynchronously - The InventoryObject that has been stored. + Capability name + Decoded event body + Reference to the simulator that + generated this event - + - Attempts to convert an LLSD structure to a known Packet type + Object that is passed to worker threads in the ThreadPool for + firing CAPS callbacks - Event name, this must match an actual - packet name for a Packet to be successfully built - LLSD to convert to a Packet - A Packet on success, otherwise null - + + Callback to fire for this packet + + + Name of the CAPS event + + + Strongly typed decoded data + + + Reference to the simulator that generated this event + + - The current status of a texture request as it moves through the pipeline or final result of a texture request. + - - The initial state given to a request. Requests in this state - are waiting for an available slot in the pipeline + + OK - - A request that has been added to the pipeline and the request packet - has been sent to the simulator + + Transfer completed - - A request that has received one or more packets back from the simulator + + - - A request that has received all packets back from the simulator + + - - A request that has taken longer than - to download OR the initial packet containing the packet information was never received + + Unknown error occurred - - The texture request was aborted by request of the agent + + Equivalent to a 404 error - - The simulator replied to the request that it was not able to find the requested texture + + Client does not have permission for that resource - + + Unknown status + + - A callback fired to indicate the status or final state of the requested texture. For progressive - downloads this will fire each time new asset data is returned from the simulator. + - The indicating either Progress for textures not fully downloaded, - or the final result of the request after it has been processed through the TexturePipeline - The object containing the Assets ID, raw data - and other information. For progressive rendering the will contain - the data from the beginning of the file. For failed, aborted and timed out requests it will contain - an empty byte array. - + + + + + Unknown + + + Virtually all asset transfers use this channel + + - Texture request download handler, allows a configurable number of download slots which manage multiple - concurrent texture downloads from the + - This class makes full use of the internal - system for full texture downloads. - - - A dictionary containing all pending and in-process transfer requests where the Key is both the RequestID - and also the Asset Texture ID, and the value is an object containing the current state of the request and also - the asset data as it is being re-assembled - - Holds the reference to the client object + + - - Maximum concurrent texture requests allowed at a time + + Asset from the asset server - - An array of objects used to manage worker request threads + + Inventory item - - An array of worker slots which shows the availablity status of the slot + + Estate asset, such as an estate covenant - - The primary thread which manages the requests. + + + + - - true if the TexturePipeline is currently running + + - - A synchronization object used by the primary thread + + - - A refresh timer used to increase the priority of stalled requests + + - + - Default constructor, Instantiates a new copy of the TexturePipeline class + - Reference to the instantiated object - + + + + + + + - Initialize callbacks required for the TexturePipeline to operate + Image file format - + - Shutdown the TexturePipeline and cleanup any callbacks or transfers + - + + Number of milliseconds passed since the last transfer + packet was received + + - Request a texture asset from the simulator using the system to - manage the requests and re-assemble the image from the packets received from the simulator + - The of the texture asset to download - The of the texture asset. - Use for most textures, or for baked layer texture assets - A float indicating the requested priority for the transfer. Higher priority values tell the simulator - to prioritize the request before lower valued requests. An image already being transferred using the can have - its priority changed by resending the request with the new priority value - Number of quality layers to discard. - This controls the end marker of the data sent - The packet number to begin the request at. A value of 0 begins the request - from the start of the asset texture - The callback to fire when the image is retrieved. The callback - will contain the result of the request and the texture asset data - If true, the callback will be fired for each chunk of the downloaded image. - The callback asset parameter will contain all previously received chunks of the texture asset starting - from the beginning of the request - + - Sends the actual request packet to the simulator + - The image to download - Type of the image to download, either a baked - avatar texture or a normal texture - Priority level of the download. Default is - 1,013,000.0f - Number of quality layers to discard. - This controls the end marker of the data sent - Packet number to start the download at. - This controls the start marker of the data sent - Sending a priority of 0 and a discardlevel of -1 aborts - download - + - Cancel a pending or in process texture request - - The texture assets unique ID - - - - Master Download Thread, Queues up downloads in the threadpool - - - - - The worker thread that sends the request and handles timeouts - - A object containing the request details - - - - Handle responses from the simulator that tell us a texture we have requested is unable to be located - or no longer exists. This will remove the request from the pipeline and free up a slot if one is in use - - The - The sending this packet - - - - Handles the remaining Image data that did not fit in the initial ImageData packet + - + - Handle the initial ImageDataPacket sent from the simulator + - - - - - Current number of pending and in-process transfers - + - A request task containing information and status of a request as it is processed through the + - - The current which identifies the current status of the request - - - The Unique Request ID, This is also the Asset ID of the texture being requested - - - The slot this request is occupying in the threadpoolSlots array - - - The ImageType of the request. - - - The callback to fire when the request is complete, will include - the and the - object containing the result data - - - If true, indicates the callback will be fired whenever new data is returned from the simulator. - This is used to progressively render textures as portions of the texture are received. - - - An object that maintains the data of an request thats in-process. - - + - This exception is thrown whenever a network operation is attempted - without a network connection. + + + + + - + - Represents a texture + - - A object containing image data - - - - - - - - - Initializes a new instance of an AssetTexture object - - - - Initializes a new instance of an AssetTexture object - - A unique specific to this asset - A byte array containing the raw asset data + + Texture download cache - + - Initializes a new instance of an AssetTexture object + Default constructor - A object containing texture data + A reference to the GridClient object - + - Populates the byte array with a JPEG2000 - encoded image created from the data in + Request an asset download + Asset UUID + Asset type, must be correct for the transfer to succeed + Whether to give this transfer an elevated priority + The callback to fire when the simulator responds with the asset data - + - Decodes the JPEG2000 data in AssetData to the - object + Request an asset download - True if the decoding was successful, otherwise false + Asset UUID + Asset type, must be correct for the transfer to succeed + Whether to give this transfer an elevated priority + Source location of the requested asset + The callback to fire when the simulator responds with the asset data - + - Decodes the begin and end byte positions for each quality layer in - the image + Request an asset download through the almost deprecated Xfer system + Filename of the asset to request + Whether or not to delete the asset + off the server after it is retrieved + Use large transfer packets or not + UUID of the file to request, if filename is + left empty + Asset type of vFileID, or + AssetType.Unknown if filename is not empty + Sets the FilePath in the request to Cache + (4) if true, otherwise Unknown (0) is used - - Override the base classes AssetType - - + + Use UUID.Zero if you do not have the + asset ID but have all the necessary permissions + The item ID of this asset in the inventory + Use UUID.Zero if you are not requesting an + asset from an object inventory + The owner of this asset + Asset type + Whether to prioritize this asset download or not - - No report - - - Unknown report type - - - Bug report - - - Complaint report - - - Customer service report - - + - Bitflag field for ObjectUpdateCompressed data blocks, describing - which options are present for each object + Used to force asset data into the PendingUpload property, ie: for raw terrain uploads + An AssetUpload object containing the data to upload to the simulator - - Unknown - - - Whether the object has a TreeSpecies - - - Whether the object has floating text ala llSetText - - - Whether the object has an active particle system - - - Whether the object has sound attached to it - - - Whether the object is attached to a root object or not - - - Whether the object has texture animation settings - - - Whether the object has an angular velocity - - - Whether the object has a name value pairs string - - - Whether the object has a Media URL set - - + - Specific Flags for MultipleObjectUpdate requests + Request an asset be uploaded to the simulator + The Object containing the asset data + If True, the asset once uploaded will be stored on the simulator + in which the client was connected in addition to being stored on the asset server + The of the transfer, can be used to correlate the upload with + events being fired - - None - - - Change position of prims - - - Change rotation of prims - - - Change size of prims - - - Perform operation on link set - - - Scale prims uniformly, same as selecing ctrl+shift in the - viewer. Used in conjunction with Scale - - + - Special values in PayPriceReply. If the price is not one of these - literal value of the price should be use + Request an asset be uploaded to the simulator + The of the asset being uploaded + A byte array containing the encoded asset data + If True, the asset once uploaded will be stored on the simulator + in which the client was connected in addition to being stored on the asset server + The of the transfer, can be used to correlate the upload with + events being fired - + - Indicates that this pay option should be hidden + Request an asset be uploaded to the simulator + + Asset type to upload this data as + A byte array containing the encoded asset data + If True, the asset once uploaded will be stored on the simulator + in which the client was connected in addition to being stored on the asset server + The of the transfer, can be used to correlate the upload with + events being fired - + - Indicates that this pay option should have the default value + Initiate an asset upload - - + The ID this asset will have if the + upload succeeds + Asset type to upload this data as + Raw asset data to upload + Whether to store this asset on the local + simulator or the grid-wide asset server + The tranaction id for the upload + The transaction ID of this transfer + + + + Request a texture asset from the simulator using the system to + manage the requests and re-assemble the image from the packets received from the simulator + + The of the texture asset to download + The of the texture asset. + Use for most textures, or for baked layer texture assets + A float indicating the requested priority for the transfer. Higher priority values tell the simulator + to prioritize the request before lower valued requests. An image already being transferred using the can have + its priority changed by resending the request with the new priority value + Number of quality layers to discard. + This controls the end marker of the data sent + The packet number to begin the request at. A value of 0 begins the request + from the start of the asset texture + The callback to fire when the image is retrieved. The callback + will contain the result of the request and the texture asset data + If true, the callback will be fired for each chunk of the downloaded image. + The callback asset parameter will contain all previously received chunks of the texture asset starting + from the beginning of the request + + Request an image and fire a callback when the request is complete + + Client.Assets.RequestImage(UUID.Parse("c307629f-e3a1-4487-5e88-0d96ac9d4965"), ImageType.Normal, TextureDownloader_OnDownloadFinished); + + private void TextureDownloader_OnDownloadFinished(TextureRequestState state, AssetTexture asset) + { + if(state == TextureRequestState.Finished) + { + Console.WriteLine("Texture {0} ({1} bytes) has been successfully downloaded", + asset.AssetID, + asset.AssetData.Length); + } + } + + Request an image and use an inline anonymous method to handle the downloaded texture data + + Client.Assets.RequestImage(UUID.Parse("c307629f-e3a1-4487-5e88-0d96ac9d4965"), ImageType.Normal, delegate(TextureRequestState state, AssetTexture asset) + { + if(state == TextureRequestState.Finished) + { + Console.WriteLine("Texture {0} ({1} bytes) has been successfully downloaded", + asset.AssetID, + asset.AssetData.Length); + } + } + ); + + Request a texture, decode the texture to a bitmap image and apply it to a imagebox + + Client.Assets.RequestImage(UUID.Parse("c307629f-e3a1-4487-5e88-0d96ac9d4965"), ImageType.Normal, TextureDownloader_OnDownloadFinished); + + private void TextureDownloader_OnDownloadFinished(TextureRequestState state, AssetTexture asset) + { + if(state == TextureRequestState.Finished) + { + ManagedImage imgData; + Image bitmap; + + if (state == TextureRequestState.Finished) + { + OpenJPEG.DecodeToImage(assetTexture.AssetData, out imgData, out bitmap); + picInsignia.Image = bitmap; + } + } + } + + + + - Contains the variables sent in an object update packet for objects. - Used to track position and movement of prims and avatars + Overload: Request a texture asset from the simulator using the system to + manage the requests and re-assemble the image from the packets received from the simulator + The of the texture asset to download + The callback to fire when the image is retrieved. The callback + will contain the result of the request and the texture asset data - - + + + Overload: Request a texture asset from the simulator using the system to + manage the requests and re-assemble the image from the packets received from the simulator + + The of the texture asset to download + The of the texture asset. + Use for most textures, or for baked layer texture assets + The callback to fire when the image is retrieved. The callback + will contain the result of the request and the texture asset data - - + + + Overload: Request a texture asset from the simulator using the system to + manage the requests and re-assemble the image from the packets received from the simulator + + The of the texture asset to download + The of the texture asset. + Use for most textures, or for baked layer texture assets + The callback to fire when the image is retrieved. The callback + will contain the result of the request and the texture asset data + If true, the callback will be fired for each chunk of the downloaded image. + The callback asset parameter will contain all previously received chunks of the texture asset starting + from the beginning of the request - - + + + Cancel a texture request + + The texture assets - - + + + Lets TexturePipeline class fire the progress event + + The texture ID currently being downloaded + the number of bytes transferred + the total number of bytes expected - - + + + Packet Handler for InitiateDownloadPacket, sent in response to EstateOwnerMessage + requesting download of simulators RAW terrain file. + + The InitiateDownloadPacket packet + The simulator originating the packet + Only the Estate Owner will receive this when he/she makes the request - + - + - + - - + + Fired when the simulator sends an InitiateDownloadPacket, used to download terrain .raw files - - + + Fired when during texture downloads to indicate the progress of the download - + - Handles all network traffic related to prims and avatar positions and - movement. + + + - - Reference to the GridClient object - - - Does periodic dead reckoning calculation to convert - velocity and acceleration to new positions for objects - - + - Instantiates a new ObjectManager class + - A reference to the client + - + - Instantiates a new ObjectManager class + - A reference to the client - If false, the ObjectManager won't - register any packet callbacks and won't decode incoming object - packets + - + - Request object information from the sim, primarily used for stale - or missing cache entries + - The simulator containing the object you're - looking for - The objects ID which is local to the simulator the object is in + - + - Request object information for multiple objects all contained in - the same sim, primarily used for stale or missing cache entries + Callback fired when an InitiateDownload packet is received - A reference to the object where the objects reside - An array which contains the IDs of the objects to request - - - - Attempt to purchase an original object, a copy, or the contents of - an object - - A reference to the object where the objects reside - The objects ID which is local to the simulator the object is in - Whether the original, a copy, or the object - contents are on sale. This is used for verification, if the this - sale type is not valid for the object the purchase will fail - Price of the object. This is used for - verification, if it does not match the actual price the purchase - will fail - Group ID that will be associated with the new - purchase - Inventory folder UUID where the object or objects - purchased should be placed - - - BuyObject(Client.Network.CurrentSim, 500, SaleType.Copy, - 100, UUID.Zero, Client.Self.InventoryRootFolderUUID); - - + The filename on the simulator + The name of the file the viewer requested - + - Request prices that should be displayed in pay dialog. This will triggger the simulator - to send us back a PayPriceReply which can be handled by OnPayPriceReply event + Fired when a texture is in the process of being downloaded by the TexturePipeline class - A reference to the object where the object resides - of the object we are requesting pay price + The asset textures + The total number of bytes received + The total number of bytes expected - + - Select a single object. This will trigger the simulator to send us back - an ObjectProperties packet so we can get the full information for - this object + Class that handles the local asset cache - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - Should objects be deselected immediately after selection - + - Select a single object. This will trigger the simulator to send us back - an ObjectProperties packet so we can get the full information for - this object + Default constructor - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in + A reference to the GridClient object - + - Select multiple objects. This will trigger the simulator to send us - back ObjectProperties for each object + Disposes cleanup timer - A reference to the object where the objects reside - An array which contains the IDs of the objects to select - Should objects be deselected immediately after selection - + - Select multiple objects. This will trigger the simulator to send us - back ObjectProperties for each object + Only create timer when needed - A reference to the object where the objects reside - An array which contains the IDs of the objects to select - + - Sets and object's flags (physical, temporary, phantom, casts shadow) + Return bytes read from the local asset cache, null if it does not exist - - - - - + UUID of the asset we want to get + Raw bytes of the asset, or null on failure - + - Sets an object's sale information + Returns ImageDownload object of the + image from the local image cache, null if it does not exist - - - + UUID of the image we want to get + ImageDownload object containing the image, or null on failure - + - Sets sale info for multiple objects + Constructs a file name of the cached asset - - - + UUID of the asset + String with the file name of the cahced asset - + - Deselect an object + Saves an asset to the local cache - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in + UUID of the asset + Raw bytes the asset consists of + Weather the operation was successfull - + - Deselect multiple objects. + Get the file name of the asset stored with gived UUID - A reference to the object where the objects reside - An array which contains the IDs of the objects to select + UUID of the asset + Null if we don't have that UUID cached on disk, file name if found in the cache folder - + - Perform a click action on an object + Checks if the asset exists in the local cache - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in + UUID of the asset + True is the asset is stored in the cache, otherwise false - + - Perform a click action on an object + Wipes out entire cache - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - - - - - - - + - Create, or "rez" a new prim object in a simulator + Brings cache size to the 90% of the max size - A reference to the object to place the object in - Data describing the prim object to rez - Group ID that this prim will be set to, or UUID.Zero if you - do not want the object to be associated with a specific group - An approximation of the position at which to rez the prim - Scale vector to size this prim - Rotation quaternion to rotate this prim - Due to the way client prim rezzing is done on the server, - the requested position for an object is only close to where the prim - actually ends up. If you desire exact placement you'll need to - follow up by moving the object after it has been created. This - function will not set textures, light and flexible data, or other - extended primitive properties - + - Create, or "rez" a new prim object in a simulator + Asynchronously brings cache size to the 90% of the max size - A reference to the object to place the object in - Data describing the prim object to rez - Group ID that this prim will be set to, or UUID.Zero if you - do not want the object to be associated with a specific group - An approximation of the position at which to rez the prim - Scale vector to size this prim - Rotation quaternion to rotate this prim - Specify the - Due to the way client prim rezzing is done on the server, - the requested position for an object is only close to where the prim - actually ends up. If you desire exact placement you'll need to - follow up by moving the object after it has been created. This - function will not set textures, light and flexible data, or other - extended primitive properties - + - Rez a Linden tree + Adds up file sizes passes in a FileInfo array - A reference to the object where the object resides - The size of the tree - The rotation of the tree - The position of the tree - The Type of tree - The of the group to set the tree to, - or UUID.Zero if no group is to be set - true to use the "new" Linden trees, false to use the old - + - Rez grass and ground cover + Checks whether caching is enabled - A reference to the object where the object resides - The size of the grass - The rotation of the grass - The position of the grass - The type of grass from the enum - The of the group to set the tree to, - or UUID.Zero if no group is to be set - + - Set the textures to apply to the faces of an object + Periodically prune the cache - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - The texture data to apply - + - Set the textures to apply to the faces of an object + Nicely formats file sizes - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - The texture data to apply - A media URL (not used) + Byte size we want to output + String with humanly readable file size - + - Set the Light data on an object + Allows setting weather to periodicale prune the cache if it grows too big + Default is enabled, when caching is enabled - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - A object containing the data to set - + - Set the flexible data on an object + How long (in ms) between cache checks (default is 5 min.) - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - A object containing the data to set - + - Set the sculptie texture and data on an object + Helper class for sorting files by their last accessed time - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - A object containing the data to set - + - Set additional primitive parameters on an object + - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - The extra parameters to set - + - Link multiple prims into a linkset + Initialize the UDP packet handler in server mode - A reference to the object where the objects reside - An array which contains the IDs of the objects to link - The last object in the array will be the root object of the linkset TODO: Is this true? + Port to listening for incoming UDP packets on - + - Change the rotation of an object + Initialize the UDP packet handler in client mode - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - The new rotation of the object + Remote UDP server to connect to - + - Set the name of an object + - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - A string containing the new name of the object - + - Set the name of multiple objects + - A reference to the object where the objects reside - An array which contains the IDs of the objects to change the name of - An array which contains the new names of the objects - + - Set the description of an object + - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - A string containing the new description of the object - + - Set the descriptions of multiple objects + Reads in a byte array of an Animation Asset created by the SecondLife(tm) client. - A reference to the object where the objects reside - An array which contains the IDs of the objects to change the description of - An array which contains the new descriptions of the objects - + - Attach an object to this avatar + Rotation Keyframe count (used internally) - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - The point on the avatar the object will be attached - The rotation of the attached object - + - Drop an attached object from this avatar + Position Keyframe count (used internally) - A reference to the - object where the objects reside. This will always be the simulator the avatar is currently in - - The object's ID which is local to the simulator the object is in - + - Detach an object from yourself + Animation Priority - A reference to the - object where the objects reside - - This will always be the simulator the avatar is currently in - - An array which contains the IDs of the objects to detach - + - Change the position of an object, Will change position of entire linkset + The animation length in seconds. - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - The new position of the object - + - Change the position of an object + Expression set in the client. Null if [None] is selected - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - The new position of the object - if true, will change position of (this) child prim only, not entire linkset - + - Change the Scale (size) of an object + The time in seconds to start the animation - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - The new scale of the object - If true, will change scale of this prim only, not entire linkset - True to resize prims uniformly - + - Change the Rotation of an object that is either a child or a whole linkset + The time in seconds to end the animation - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - The new scale of the object - If true, will change rotation of this prim only, not entire linkset - + - Send a Multiple Object Update packet to change the size, scale or rotation of a primitive + Loop the animation - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - The new rotation, size, or position of the target object - The flags from the Enum - + - Deed an object (prim) to a group, Object must be shared with group which - can be accomplished with SetPermissions() + Meta data. Ease in Seconds. - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - The of the group to deed the object to - + - Deed multiple objects (prims) to a group, Objects must be shared with group which - can be accomplished with SetPermissions() + Meta data. Ease out seconds. - A reference to the object where the object resides - An array which contains the IDs of the objects to deed - The of the group to deed the object to - + - Set the permissions on multiple objects + Meta Data for the Hand Pose - A reference to the object where the objects reside - An array which contains the IDs of the objects to set the permissions on - The new Who mask to set - The new Permissions mark to set - TODO: What does this do? - + - Request additional properties for an object + Number of joints defined in the animation - A reference to the object where the object resides - - + - Request additional properties for an object + Contains an array of joints - A reference to the object where the object resides - Absolute UUID of the object - Whether to require server acknowledgement of this request - + - Used for new prims, or significant changes to existing prims + Searialize an animation asset into it's joints/keyframes/meta data - - + - + - A terse object update, used when a transformation matrix or - velocity/acceleration for an object changes but nothing else - (scale/position/rotation/acceleration/velocity) + Variable length strings seem to be null terminated in the animation asset.. but.. + use with caution, home grown. + advances the index. - - + The animation asset byte array + The offset to start reading + a string - + - + Read in a Joint from an animation asset byte array + Variable length Joint fields, yay! + Advances the index - - + animation asset byte array + Byte Offset of the start of the joint + The Joint data serialized into the binBVHJoint structure - + - Handles cached object update packets from the simulator + Read Keyframes of a certain type + advance i - The packet containing the object data - The simulator sending the data + 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 + - + - Handle KillObject packets from the simulator + A Joint and it's associated meta data and keyframes - The packet containing the object data - The simulator sending the data - + - Setup construction data for a basic primitive shape + Name of the Joint. Matches the avatar_skeleton.xml in client distros - Primitive shape to construct - Construction data that can be plugged into a - + - + Joint Animation Override? Was the same as the Priority in testing.. - - - - - + - + Array of Rotation Keyframes in order from earliest to latest - - - + - Set the Shape data of an object + Array of Position Keyframes in order from earliest to latest + This seems to only be for the Pelvis? - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - Data describing the prim shape - + - Set the Material data of an object + A Joint Keyframe. This is either a position or a rotation. - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - The new material of the object - + - + Either a Vector3 position or a Vector3 Euler rotation - - - - - + - + Poses set in the animation metadata for the hands. - - - - - + - This event will be raised for every ObjectUpdate block that - contains a prim that isn't attached to an avatar. + Image width - Depending on the circumstances a client could - receive two or more of these events for the same object, if you - or the object left the current sim and returned for example. Client - applications are responsible for tracking and storing objects. - - + - This event will be raised for every ObjectUpdate block that - contains an avatar attachment. + Image height - Depending on the circumstances a client could - receive two or more of these events for the same object, if you - or the object left the current sim and returned for example. Client - applications are responsible for tracking and storing objects. - - + - This event will be raised for every ObjectUpdate block that - contains a new avatar. + Image channel flags - Depending on the circumstances a client - could receive two or more of these events for the same avatar, if - you or the other avatar left the current sim and returned for - example. Client applications are responsible for tracking and - storing objects. - - + - This event will be raised when a terse object update packet is - received, containing the updated position, rotation, and - movement-related vectors + Red channel data - + - This event will be raised when a terse object update packet is - received, containing the updated position, rotation, and - movement-related vectors + Green channel data - + - Triggers the OnObjectDataBlockUpdate event. + Blue channel data - + - This event will be raised when an avatar sits on an object - or stands up, with a local ID of the current seat or zero. + Alpha channel data - + - This event will be raised when an object is removed from a - simulator. + Bump channel data - + - This event will be raised when an objects properties are received - from the simulator + Create a new blank image + width + height + channel flags - + - This event will be raised when an objects properties are updated - from the simulator + + - + - Thie event will be raised when an objects properties family - information is recieved from the simulator. ObjectPropertiesFamily - is a subset of the fields found in ObjectProperties + Convert the channels in the image. Channels are created or destroyed as required. + new channel flags - + - This event will be fired when we recieve pay price information - for the object after having asked for them with RequestPayPrice + Resize or stretch the image using nearest neighbor (ugly) resampling + new width + new height - + - + Create a byte array containing 32-bit RGBA data with a bottom-left + origin, suitable for feeding directly into OpenGL - - - - + A byte array containing raw texture data - + - + Plays a sound in the current region at full volume from avatar position - - - - + UUID of the sound to be played - + - + Plays a sound in the current region at full volume - - + UUID of the sound to be played. + position for the sound to be played at. Normally the avatar. - + - + Plays a sound in the current region - - - + UUID of the sound to be played. + position for the sound to be played at. Normally the avatar. + volume of the sound, from 0.0 to 1.0 - + - + Plays a sound in the specified sim - - - + UUID of the sound to be played. + UUID of the sound to be played. + position for the sound to be played at. Normally the avatar. + volume of the sound, from 0.0 to 1.0 - + - + Plays a sound - - - - + UUID of the sound to be played. + handle id for the sim to be played in. + position for the sound to be played at. Normally the avatar. + volume of the sound, from 0.0 to 1.0 - + - + Type of return to use when returning objects from a parcel - - - - - - - Called whenever an object terse update is received - - - - - + + - - - Called whenever an object terse update is received - This is different than the above in that the update to the prim has not happened yet - - - - + + Return objects owned by parcel owner - - - Called whenever an major object update is received - This is when major changes are happening to the contructionData changing the shape of an object - - - - - - - + + Return objects set to group - - - Called whenever an object disappears - - - + + Return objects not owned by parcel owner or set to group - - - Called whenever the client avatar sits down or stands up - - Simulator the packet was received from - - The local ID of the object that is being sat - - on. If this is zero the avatar is not sitting on an object + + Return a specific list of objects on parcel - - - Called when we get PayPriceReply packet after calling RequestPayPrice - - Simulator the packet was received from - Object - Default pay price for the object, -1 means control should be disabled, -2 it should be empty - Array of 4 prices, -1 means button should be disabled + + Return objects that are marked for-sale - + - + Blacklist/Whitelist flags used in parcels Access List - - - - - + + Agent is denied access - + + Agent is granted access + + - De-serialization constructor for the InventoryNode Class + The result of a request for parcel properties - + + No matches were found for the request + + + Request matched a single parcel + + + Request matched multiple parcels + + - Serialization handler for the InventoryNode Class + Flags used in the ParcelAccessListRequest packet to specify whether + we want the access list (whitelist), ban list (blacklist), or both - + + Request the access list + + + Request the ban list + + + Request both White and Black lists + + - De-serialization handler for the InventoryNode Class + Sequence ID in ParcelPropertiesReply packets (sent when avatar + tries to cross a parcel border) - + + Parcel is currently selected + + + Parcel restricted to a group the avatar is not a + member of + + + Avatar is banned from the parcel + + + Parcel is restricted to an access list that the + avatar is not on + + + Response to hovering over a parcel + + - - + - + - + - + - + + + + + + + - For inventory folder nodes specifies weather the folder needs to be - refreshed from the server + - + + + + + + + + + + - Access to the Linden dataserver which allows searching for land, events, people, etc + Reasons agent is denied access to a parcel on the simulator - + + Agent is not denied, access is granted + + + Agent is not a member of the group set for the parcel, or which owns the parcel + + + Agent is not on the parcels specific allow list + + + Agent is on the parcels ban list + + + Unknown + + + Agent is not age verified and parcel settings deny access to non age verified avatars + + - Starts a search for land sales using the directory + Parcel overlay type. This is used primarily for highlighting and + coloring which is why it is a single integer instead of a set of + flags - What type of land to search for. Auction, - estate, mainland, "first land", etc - A unique identifier that can identify packets associated - with this query from other queries - The OnDirLandReply event handler must be registered before - calling this function. There is no way to determine how many - results will be returned, or how many times the callback will be - fired other than you won't get more than 100 total parcels from - each query. + These values seem to be poorly thought out. The first three + bits represent a single value, not flags. For example Auction (0x05) is + not a combination of OwnedByOther (0x01) and ForSale(0x04). However, + the BorderWest and BorderSouth values are bit flags that get attached + to the value stored in the first three bits. Bits four, five, and six + are unused - - - Starts a search for land sales using the directory - - What type of land to search for. Auction, - estate, mainland, "first land", etc - Maximum price to search for - Maximum area to search for - Each request is limited to 100 parcels - being returned. To get the first 100 parcels of a request use 0, - from 100-199 use 1, 200-299 use 2, etc. - A unique identifier that can identify packets associated - with this query from other queries - The OnDirLandReply event handler must be registered before - calling this function. There is no way to determine how many - results will be returned, or how many times the callback will be - fired other than you won't get more than 100 total parcels from - each query. + + Public land - - - Starts a search for land sales using the directory - - A flags parameter that can modify the way - search results are returned, for example changing the ordering of - results or limiting based on price or area - What type of land to search for. Auction, - estate, mainland, "first land", etc - Maximum price to search for, the - DirFindFlags.LimitByPrice flag must be set - Maximum area to search for, the - DirFindFlags.LimitByArea flag must be set - Each request is limited to 100 parcels - being returned. To get the first 100 parcels of a request use 0, - from 100-199 use 100, 200-299 use 200, etc. - A unique identifier that can identify packets associated - with this query from other queries - The OnDirLandReply event handler must be registered before - calling this function. There is no way to determine how many - results will be returned, or how many times the callback will be - fired other than you won't get more than 100 total parcels from - each query. + + Land is owned by another avatar - - - Starts a search for a Group in the directory manager - - - The text to search for - Each request is limited to 100 parcels - being returned. To get the first 100 parcels of a request use 0, - from 100-199 use 100, 200-299 use 200, etc. - A unique identifier that can identify packets associated - with this query from other queries - The OnDirLandReply event handler must be registered before - calling this function. There is no way to determine how many - results will be returned, or how many times the callback will be - fired other than you won't get more than 100 total parcels from - each query. + + Land is owned by a group - - - Search "places" for Land you personally own - + + Land is owned by the current avatar - - - Searches Places for Land owned by a specific user or group - - One of the Values from the DirFindFlags struct, ie: AgentOwned, GroupOwned, etc. - LLUID of group you want to recieve land list for (You must be in group), or - LLUID.Zero for Your own land - Transaction (Query) ID which can be associated with results from your request. + + Land is for sale - - - Search Places - - One of the Values from the DirFindFlags struct, ie: AgentOwned, GroupOwned, etc. - One of the values from the SearchCategory Struct, ie: Any, Linden, Newcomer - LLUID of group you want to recieve results for - Transaction (Query) ID which can be associated with results from your request. - Transaction (Query) ID which can be associated with results from your request. + + Land is being auctioned - - - Search Places - All Options - - One of the Values from the DirFindFlags struct, ie: AgentOwned, GroupOwned, etc. - One of the values from the SearchCategory Struct, ie: Any, Linden, Newcomer - String Text to search for - String Simulator Name to search in - LLUID of group you want to recieve results for - Transaction (Query) ID which can be associated with results from your request. - Transaction (Query) ID which can be associated with results from your request. + + To the west of this area is a parcel border - - - Search All Events with specifid searchText in all categories, includes Mature - - Text to search for - UUID of query to correlate results in callback. + + To the south of this area is a parcel border - + - Search Events with Options to specify category and Mature events. + Various parcel properties - Text to search for - true to include Mature events - category to search - UUID of query to correlate results in callback. - - - Search Events - ALL options - - string text to search for e.g.: live music - Include mature events in results - "u" for now and upcoming events, -or- number of days since/until event is scheduled - For example "0" = Today, "1" = tomorrow, "2" = following day, "-1" = yesterday, etc. - Page # to show, 0 for First Page - EventCategory event is listed under. - a UUID that can be used to track queries with results. - UUID of query to correlate results in callback. + + No flags set - - Requests Event Details - ID of Event returned from Places Search + + Allow avatars to fly (a client-side only restriction) - - - - + + Allow foreign scripts to run - - - - + + This parcel is for sale - - - The different categories a classified ad can be placed in - + + Allow avatars to create a landmark on this parcel - - + + Allows all avatars to edit the terrain on this parcel - - + + Avatars have health and can take damage on this parcel. + If set, avatars can be killed and sent home here - - + + Foreign avatars can create objects here - - + + All objects on this parcel can be purchased - - + + Access is restricted to a group - - + + Access is restricted to a whitelist - - + + Ban blacklist is enabled - - + + Unknown - - + + List this parcel in the search directory - - + + Allow personally owned parcels to be deeded to group - - - - + + If Deeded, owner contributes required tier to group parcel is deeded to - - + + Restrict sounds originating on this parcel to the + parcel boundaries - - + + Objects on this parcel are sold when the land is + purchsaed - - + + Allow this parcel to be published on the web - - + + The information for this parcel is mature content - - + + The media URL is an HTML page - - + + The media URL is a raw HTML string - - + + Restrict foreign object pushes - - + + Ban all non identified/transacted avatars - - + + Allow group-owned scripts to run - - + + Allow object creation by group members or group + objects - - + + Allow all objects to enter this parcel - - + + Only allow group and owner objects to enter this parcel - - + + Voice Enabled on this parcel - - + + Use Estate Voice channel for Voice on this parcel - - + + Deny Age Unverified Users - - + + + Parcel ownership status + - - + + Placeholder - - + + Parcel is leased (owned) by an avatar or group - - + + Parcel is in process of being leased (purchased) by an avatar or group - - + + Parcel has been abandoned back to Governor Linden - + - Land types to search dataserver for + Category parcel is listed in under search - - Do not search + + No assigned category - - Land which is currently up for auction + + Linden Infohub or public area - - Parcels which are on the mainland (Linden owned) continents + + Adult themed area - - Parcels which are on privately owned simulators + + Arts and Culture - - - A classified ad on the grid - + + Business - - UUID for this ad, useful for looking up detailed - information about it + + Educational - - The title of this classified ad + + Gaming - - Unknown + + Hangout or Club - - Creation date of the ad + + Newcomer friendly - - Expiration date of the ad + + Parks and Nature - - Price that was paid for this ad + + Residential - - - A parcel retrieved from the dataserver such as results from the - "For-Sale" listings - + + Shopping - - + + Not Used? - - + + Other - - + + Not an actual category, only used for queries - - + + + Type of teleport landing for a parcel + - - + + Unset, simulator default - - + + Specific landing point set for this parcel - + + No landing point set, direct teleports enabled for + this parcel + + - An Avatar returned from the dataserver + Parcel Media Command used in ParcelMediaCommandMessage - - Online status of agent + + Stop the media stream and go back to the first frame - - Agents first name + + Pause the media stream (stop playing but stay on current frame) - - Agents last name + + Start the current media stream playing and stop when the end is reached - - Agents + + Start the current media stream playing, + loop to the beginning when the end is reached and continue to play - - - Response to a "Groups" Search - + + Specifies the texture to replace with video + If passing the key of a texture, it must be explicitly typecast as a key, + not just passed within double quotes. - - - Response to a "Places" Search, e.g. My Land, Group Land, etc. - Note: This is not DirPlacesReply - + + Specifies the movie URL (254 characters max) - - - Response to "Events" search - + + Specifies the time index at which to begin playing - - - an Event returned from the dataserver - + + Specifies a single agent to apply the media command to - - - - - + + Unloads the stream. While the stop command sets the texture to the first frame of the movie, + unload resets it to the real texture that the movie was replacing. - - - - - + + Turn on/off the auto align feature, similar to the auto align checkbox in the parcel media properties + (NOT to be confused with the "align" function in the textures view of the editor!) Takes TRUE or FALSE as parameter. - - - - - - + + Allows a Web page or image to be placed on a prim (1.19.1 RC0 and later only). + Use "text/html" for HTML. - - - - - - + + Resizes a Web page to fit on x, y pixels (1.19.1 RC0 and later only). + This might still not be working - - - - - - + + Sets a description for the media being displayed (1.19.1 RC0 and later only). - + - + Some information about a parcel of land returned from a DirectoryManager search - - - - - - - + + Global Key of record - - - Represents a Landmark with RegionID and Position vector - + + Parcel Owners - - UUID of the Landmark target region + + Name field of parcel, limited to 128 characters - - Local position of the target + + Description field of parcel, limited to 256 characters - - Construct an Asset of type Landmark + + Total Square meters of parcel - - - Construct an Asset object of type Landmark - - A unique specific to this asset - A byte array containing the raw asset data + + Total area billable as Tier, for group owned land this will be 10% less than ActualArea - - - Constuct an asset of type Landmark - - UUID of the target region - Local position of landmark + + True of parcel is in Mature simulator - - - Encode the raw contents of a string with the specific Landmark format - + + Grid global X position of parcel - - - Decode the raw asset data, populating the RegionID and Position - - true if the AssetData was successfully decoded to a UUID and Vector + + Grid global Y position of parcel - - Override the base classes AssetType + + Grid global Z position of parcel (not used) - - - Represents an that can be worn on an avatar - such as a Shirt, Pants, etc. - + + Name of simulator parcel is located in - - Initializes a new instance of an AssetScriptBinary object + + Texture of parcels display picture - - Initializes a new instance of an AssetScriptBinary object with parameters - A unique specific to this asset - A byte array containing the raw asset data + + Float representing calculated traffic based on time spent on parcel by avatars - - Initializes a new instance of an AssetScriptBinary object with parameters - A string containing the Clothings data + + Sale price of parcel (not used) - - Override the base classes AssetType + + Auction ID of parcel - + - Static helper functions and global variables + Parcel Media Information - - This header flag signals that ACKs are appended to the packet + + A byte, if 0x1 viewer should auto scale media to fit object - - This header flag signals that this packet has been sent before + + A boolean, if true the viewer should loop the media - - This header flags signals that an ACK is expected for this packet + + The Asset UUID of the Texture which when applied to a + primitive will display the media - - This header flag signals that the message is compressed using zerocoding + + A URL which points to any Quicktime supported media type - - - - - - + + A description of the media - - - - - - - + + An Integer which represents the height of the media - - - - - - + + An integer which represents the width of the media - - - - - - - + + A string which contains the mime type of the media - + - Given an X/Y location in absolute (grid-relative) terms, a region - handle is returned along with the local X/Y location in that region + Parcel of land, a portion of virtual real estate in a simulator - The absolute X location, a number such as - 255360.35 - The absolute Y location, a number such as - 255360.35 - The sim-local X position of the global X - position, a value from 0.0 to 256.0 - The sim-local Y position of the global Y - position, a value from 0.0 to 256.0 - A 64-bit region handle that can be used to teleport to - - - Converts a floating point number to a terse string format used for - transmitting numbers in wearable asset files - - Floating point number to convert to a string - A terse string representation of the input number + + - - - Convert a variable length field (byte array) to a string, with a - field name prepended to each line of the output - - If the byte array has unprintable characters in it, a - hex dump will be written instead - The StringBuilder object to write to - The byte array to convert to a string - A field name to prepend to each line of output + + - - - Decode a zerocoded byte array, used to decompress packets marked - with the zerocoded flag - - Any time a zero is encountered, the next byte is a count - of how many zeroes to expand. One zero is encoded with 0x00 0x01, - two zeroes is 0x00 0x02, three zeroes is 0x00 0x03, etc. The - first four bytes are copied directly to the output buffer. - - The byte array to decode - The length of the byte array to decode. This - would be the length of the packet up to (but not including) any - appended ACKs - The output byte array to decode to - The length of the output buffer + + - - - Encode a byte array with zerocoding. Used to compress packets marked - with the zerocoded flag. Any zeroes in the array are compressed down - to a single zero byte followed by a count of how many zeroes to expand - out. A single zero becomes 0x00 0x01, two zeroes becomes 0x00 0x02, - three zeroes becomes 0x00 0x03, etc. The first four bytes are copied - directly to the output buffer. - - The byte array to encode - The length of the byte array to encode - The output byte array to encode to - The length of the output buffer + + Simulator-local ID of this parcel - - - Calculates the CRC (cyclic redundancy check) needed to upload inventory. - - Creation date - Sale type - Inventory type - Type - Asset ID - Group ID - Sale price - Owner ID - Creator ID - Item ID - Folder ID - Everyone mask (permissions) - Flags - Next owner mask (permissions) - Group mask (permissions) - Owner mask (permisions) - The calculated CRC + + UUID of the owner of this parcel - - - Attempts to load a file embedded in the assembly - - The filename of the resource to load - A Stream for the requested file, or null if the resource - was not successfully loaded + + Whether the land is deeded to a group or not - - - Attempts to load a file either embedded in the assembly or found in - a given search path - - The filename of the resource to load - An optional path that will be searched if - the asset is not found embedded in the assembly - A Stream for the requested file, or null if the resource - was not successfully loaded + + - - - Converts a list of primitives to an object that can be serialized - with the LLSD system - - Primitives to convert to a serializable object - An object that can be serialized with LLSD + + Date land was claimed - - - Deserializes OSD in to a list of primitives - - Structure holding the serialized primitive list, - must be of the SDMap type - A list of deserialized primitives + + Appears to always be zero - - - Passed to Logger.Log() to identify the severity of a log entry - + + This field is no longer used - - No logging information will be output + + Minimum corner of the axis-aligned bounding box for this + parcel - - Non-noisy useful information, may be helpful in - debugging a problem + + Maximum corner of the axis-aligned bounding box for this + parcel - - A non-critical error occurred. A warning will not - prevent the rest of the library from operating as usual, - although it may be indicative of an underlying issue + + Bitmap describing land layout in 4x4m squares across the + entire region - - A critical error has occurred. Generally this will - be followed by the network layer shutting down, although the - stability of the library after an error is uncertain + + Total parcel land area - - Used for internal testing, this logging level can - generate very noisy (long and/or repetitive) messages. Don't - pass this to the Log() function, use DebugLog() instead. - + + - - - Sent to the client to indicate a teleport request has completed - + + Maximum primitives across the entire simulator - - The of the agent + + Total primitives across the entire simulator - + + Maximum number of primitives this parcel supports + + + Total number of primitives on this parcel + + + Total number of primitives owned by the parcel owner on + this parcel + + + Total number of primitives owned by the parcel group on + this parcel + + + Total number of other primitives on this parcel + + - - The simulators handle the agent teleported to + + Autoreturn value in minutes for others' objects - - A Uri which contains a list of Capabilities the simulator supports + + - - Indicates the level of access required - to access the simulator, or the content rating, or the simulators - map status + + Sale price of the parcel, only useful if ForSale is set + The SalePrice will remain the same after an ownership + transfer (sale), so it can be used to see the purchase price after + a sale if the new owner has not changed it - - The IP Address of the simulator + + Parcel Name - - The UDP Port the simulator will listen for UDP traffic on + + Parcel Description - - Status flags indicating the state of the Agent upon arrival, Flying, etc. + + URL For Music Stream - - - Serialize the object - - An containing the objects data + + - - - Deserialize the message - - An containing the data + + Price for a temporary pass - - - Sent to the viewer when a neighboring simulator is requesting the agent make a connection to it. - + + How long is pass valid for - - - Serialize the object - - An containing the objects data + + - - - Deserialize the message - - An containing the data + + Key of authorized buyer - - - Serialize the object - - An containing the objects data + + Key of parcel snapshot - - - Deserialize the message - - An containing the data + + - - - Serialize the object - - An containing the objects data + + - - - Deserialize the message - - An containing the data + + - - - A message sent to the client which indicates a teleport request has failed - and contains some information on why it failed - + + - + - - A string key of the reason the teleport failed e.g. CouldntTPCloser - Which could be used to look up a value in a dictionary or enum + + - - The of the Agent + + Access list of who is whitelisted on this + parcel - - A string human readable message containing the reason - An example: Could not teleport closer to destination + + Access list of who is blacklisted on this + parcel - + + TRUE of region denies access to age unverified users + + + true to obscure (hide) media url + + + true to obscure (hide) music url + + + A struct containing media details + + - Serialize the object + Displays a parcel object in string format - An containing the objects data + string containing key=value pairs of a parcel object - + - Deserialize the message + Defalt constructor - An containing the data + Local ID of this parcel - + - Serialize the object + Update the simulator with any local changes to this Parcel object - An containing the objects data + Simulator to send updates to + Whether we want the simulator to confirm + the update with a reply packet or not - + - Deserialize the message + Set Autoreturn time - An containing the data + Simulator to send the update to - + - Contains a list of prim owner information for a specific parcel in a simulator + Parcel (subdivided simulator lots) subsystem - - A Simulator will always return at least 1 entry - If agent does not have proper permission the OwnerID will be UUID.Zero - If agent does not have proper permission OR there are no primitives on parcel - the DataBlocksExtended map will not be sent from the simulator - - - - An Array of objects - + - Serialize the object + Default constructor - An containing the objects data + A reference to the GridClient object - + - Deserialize the message + Request basic information for a single parcel - An containing the data + Simulator-local ID of the parcel - + - Prim ownership information for a specified owner on a single parcel + Request properties of a single parcel + Simulator containing the parcel + Simulator-local ID of the parcel + An arbitrary integer that will be returned + with the ParcelProperties reply, useful for distinguishing between + multiple simultaneous requests - - The of the prim owner, - UUID.Zero if agent has no permission to view prim owner information + + + Request the access list for a single parcel + + Simulator containing the parcel + Simulator-local ID of the parcel + An arbitrary integer that will be returned + with the ParcelAccessList reply, useful for distinguishing between + multiple simultaneous requests + - - The total number of prims - - - True if the OwnerID is a + + + Request properties of parcels using a bounding box selection + + Simulator containing the parcel + Northern boundary of the parcel selection + Eastern boundary of the parcel selection + Southern boundary of the parcel selection + Western boundary of the parcel selection + An arbitrary integer that will be returned + with the ParcelProperties reply, useful for distinguishing between + different types of parcel property requests + A boolean that is returned with the + ParcelProperties reply, useful for snapping focus to a single + parcel - - True if the owner is online - This is no longer used by the LL Simulators + + + Request all simulator parcel properties (used for populating the Simulator.Parcels + dictionary) + + Simulator to request parcels from (must be connected) - - The date the most recent prim was rezzed + + + Request all simulator parcel properties (used for populating the Simulator.Parcels + dictionary) + + Simulator to request parcels from (must be connected) + If TRUE, will force a full refresh + Number of milliseconds to pause in between each request - + - The details of a single parcel in a region, also contains some regionwide globals + Request the dwell value for a parcel + Simulator containing the parcel + Simulator-local ID of the parcel - - Simulator-local ID of this parcel + + + Send a request to Purchase a parcel of land + + The Simulator the parcel is located in + The parcels region specific local ID + true if this parcel is being purchased by a group + The groups + true to remove tier contribution if purchase is successful + The parcels size + The purchase price of the parcel + - - Maximum corner of the axis-aligned bounding box for this - parcel + + + Reclaim a parcel of land + + The simulator the parcel is in + The parcels region specific local ID - - Minimum corner of the axis-aligned bounding box for this - parcel + + + Deed a parcel to a group + + The simulator the parcel is in + The parcels region specific local ID + The groups - - Total parcel land area + + + Request prim owners of a parcel of land. + + Simulator parcel is in + The parcels region specific local ID - - + + + Return objects from a parcel + + Simulator parcel is in + The parcels region specific local ID + the type of objects to return, + A list containing object owners s to return - - Key of authorized buyer + + + Subdivide (split) a parcel + + + + + + - - Bitmap describing land layout in 4x4m squares across the - entire region + + + Join two parcels of land creating a single parcel + + + + + + - - + + + Get a parcels LocalID + + Simulator parcel is in + Vector3 position in simulator (Z not used) + 0 on failure, or parcel LocalID on success. + A call to Parcels.RequestAllSimParcels is required to populate map and + dictionary. - - Date land was claimed + + + Terraform (raise, lower, etc) an area or whole parcel of land + + Simulator land area is in. + LocalID of parcel, or -1 if using bounding box + From Enum, Raise, Lower, Level, Smooth, Etc. + Size of area to modify + true on successful request sent. + Settings.STORE_LAND_PATCHES must be true, + Parcel information must be downloaded using RequestAllSimParcels() - - Appears to always be zero + + + Terraform (raise, lower, etc) an area or whole parcel of land + + Simulator land area is in. + west border of area to modify + south border of area to modify + east border of area to modify + north border of area to modify + From Enum, Raise, Lower, Level, Smooth, Etc. + Size of area to modify + true on successful request sent. + Settings.STORE_LAND_PATCHES must be true, + Parcel information must be downloaded using RequestAllSimParcels() - - Parcel Description + + + Terraform (raise, lower, etc) an area or whole parcel of land + + Simulator land area is in. + LocalID of parcel, or -1 if using bounding box + west border of area to modify + south border of area to modify + east border of area to modify + north border of area to modify + From Enum, Raise, Lower, Level, Smooth, Etc. + Size of area to modify + How many meters + or - to lower, 1 = 1 meter + true on successful request sent. + Settings.STORE_LAND_PATCHES must be true, + Parcel information must be downloaded using RequestAllSimParcels() - - + + + Terraform (raise, lower, etc) an area or whole parcel of land + + Simulator land area is in. + LocalID of parcel, or -1 if using bounding box + west border of area to modify + south border of area to modify + east border of area to modify + north border of area to modify + From Enum, Raise, Lower, Level, Smooth, Etc. + Size of area to modify + How many meters + or - to lower, 1 = 1 meter + Height at which the terraform operation is acting at - - + + + Sends a request to the simulator to return a list of objects owned by specific owners + + Simulator local ID of parcel + Owners, Others, Etc + List containing keys of avatars objects to select; + if List is null will return Objects of type selectType + Response data is returned in the event - - Total number of primitives owned by the parcel group on - this parcel + + + Eject and optionally ban a user from a parcel + + target key of avatar to eject + true to also ban target - - Whether the land is deeded to a group or not + + + Freeze or unfreeze an avatar over your land + + target key to freeze + true to freeze, false to unfreeze - - + + + Abandon a parcel of land + + Simulator parcel is in + Simulator local ID of parcel - - Maximum number of primitives this parcel supports + + + Requests the UUID of the parcel in a remote region at a specified location + + Location of the parcel in the remote region + Remote region handle + Remote region UUID + If successful UUID of the remote parcel, UUID.Zero otherwise - - The Asset UUID of the Texture which when applied to a - primitive will display the media + + + ParcelProperties replies sent over CAPS + + Not used (will always be ParcelProperties) + IMessage object containing decoded data from OSD + Object representing simulator - - A URL which points to any Quicktime supported media type + + + + + + - - A byte, if 0x1 viewer should auto scale media to fit object + + + Decode the prim owner information, send the decoded object to any event subscribers + + + IMessage object containing decoded data from OSD + - - URL For Music Stream + + + + + + - - Parcel Name + + Fired when a is received, + in response to a - - Autoreturn value in minutes for others' objects + + Fired when a is received, + in response to a - - + + Fired when a ParcelProperties Packet is received over the subsystem, + in response to a - - Total number of other primitives on this parcel + + Fired when a is received, + in response to a - - UUID of the owner of this parcel + + Fired when the Agent receives a , + in response to - - Total number of primitives owned by the parcel owner on - this parcel + + Fired when the simulator parcel dictionary is populated in response + to a request - - + + Fired when the Agent receives a , + in response to a request - - How long is pass valid for + + Fired when the Agent receives a which + occurs when the parcel media information is changed for the current parcel the Agent is over - - Price for a temporary pass + + Fired when the Agent receives a which + occurs when the parcel media has a specialized event like starting and looping command on the media is raised + for the current parcel the Agent is over - - + + + Parcel Accesslist + - - + + Agents - + - - This field is no longer used + + Flags for specific entry in white/black lists - - The result of a request for parcel properties + + + Owners of primitives on parcel + - - Sale price of the parcel, only useful if ForSale is set - The SalePrice will remain the same after an ownership - transfer (sale), so it can be used to see the purchase price after - a sale if the new owner has not changed it + + Prim Owners - + + True of owner is group + + + Total count of prims owned by OwnerID + + + true of OwnerID is currently online and is not a group + + + The date of the most recent prim left by OwnerID + + - Number of primitives your avatar is currently - selecting and sitting on in this parcel + + UUID of the requested parcel + Simulator-local ID of the requested parcel + Dwell value of the requested parcel - - + + + + + - + - A number which increments by 1, starting at 0 for each ParcelProperties request. - Can be overriden by specifying the sequenceID with the ParcelPropertiesRequest being sent. - a Negative number indicates the action in has occurred. + + + Simulator the parcel is in + Full properties for a single parcel. If result + is NoData this will be incomplete or incorrect data + Success of the query + Number of primitives your avatar is currently + selecting and sitting on in this parcel + User-assigned identifier for the query + User-assigned boolean for the query + + + + + Simulator the parcel is in + + + + - - Maximum primitives across the entire simulator + + + Responses to a request for prim owners on a parcel + + simulator parcel is in + List containing details or prim ownership - - Total primitives across the entire simulator + + + Fired when all parcels are downloaded from simulator + + Simulator the parcel is in + Read-only dictionary containing parcel details for the simulator + 64,64 array containing sim position to localID mapping - - + + + Fired in response to SelectParcelObjects + + simulator the objects are in + Local IDs of the selected objects + If true, list is start of a new selection - - Key of parcel snapshot + + + Fired when a ParcelMediaUpdate packet is received, this occurs when the media on the parcel an avatar + is over changes + + A reference to the simulator object + A struct containing updated media information - - Parcel ownership status + + + Fired when a ParcelMediaCommandMessage packet is received, this occurs when the media on the parcel sends a specialized event + + A reference to the simulator object + The sequence the parcel command belongs to + Updated parcel information + The command executed on the Parcel + The time operand for some parcel commands - - Total number of primitives on this parcel + + + A Name Value pair with additional settings, used in the protocol + primarily to transmit avatar names and active group in object packets + - + - + - - TRUE of region denies access to age unverified users - - - A description of the media - - - An Integer which represents the height of the media - - - An integer which represents the width of the media - - - A boolean, if true the viewer should loop the media - - - A string which contains the mime type of the media + + - - true to obscure (hide) media url + + - - true to obscure (hide) music url + + - + - Serialize the object + Constructor that takes all the fields as parameters - An containing the objects data + + + + + - + - Deserialize the message + Constructor that takes a single line from a NameValue field - An containing the data - - - A message sent from the viewer to the simulator to updated a specific parcels settings + - - The of the agent authorized to purchase this - parcel of land or a NULL if the sale is authorized to anyone + + Type of the value - - true to enable auto scaling of the parcel media + + Unknown - - The category of this parcel used when search is enabled to restrict - search results - - - A string containing the description to set - - - The of the which allows for additional - powers and restrictions. - - - The which specifies how avatars which teleport - to this parcel are handled - - - The LocalID of the parcel to update settings on - - - A string containing the description of the media which can be played - to visitors + + String value - + - + - + - + - - + + Deprecated - - + + String value, but designated as an asset - + - - + + + + - + - + - + - + - + + + + + + - + - + - + - + - + - Deserialize the message + Singleton logging class for the entire library - An containing the data - + + log4net logging engine + + - Serialize the object + Default constructor - An containing the objects data - - - Base class used for the RemoteParcelRequest message - + - A message sent from the viewer to the simulator to request information - on a remote parcel + Send a log message to the logging engine + The log message + The severity of the log entry - - Local sim position of the parcel we are looking up - - - Region handle of the parcel we are looking up - - - Region of the parcel we are looking up - - + - Serialize the object + Send a log message to the logging engine - An containing the objects data + The log message + The severity of the log entry + Instance of the client - + - Deserialize the message + Send a log message to the logging engine - An containing the data + The log message + The severity of the log entry + Exception that was raised - + - A message sent from the simulator to the viewer in response to a - which will contain parcel information + Send a log message to the logging engine + The log message + The severity of the log entry + Instance of the client + Exception that was raised - - The grid-wide unique parcel ID + + + If the library is compiled with DEBUG defined, an event will be + fired if an OnLogMessage handler is registered and the + message will be sent to the logging engine + + The message to log at the DEBUG level to the + current logging engine - + - Serialize the object + If the library is compiled with DEBUG defined and + GridClient.Settings.DEBUG is true, an event will be + fired if an OnLogMessage handler is registered and the + message will be sent to the logging engine - An containing the objects data + The message to log at the DEBUG level to the + current logging engine + Instance of the client - + + Triggered whenever a message is logged. If this is left + null, log messages will go to the console + + - Deserialize the message + Callback used for client apps to receive log messages from + the library - An containing the data + Data being logged + The severity of the log entry from - + - A message containing a request for a remote parcel from a viewer, or a response - from the simulator to that request + Static helper functions and global variables - - The request or response details block + + This header flag signals that ACKs are appended to the packet - + + This header flag signals that this packet has been sent before + + + This header flags signals that an ACK is expected for this packet + + + This header flag signals that the message is compressed using zerocoding + + - Serialize the object + - An containing the objects data + + - + - Deserialize the message + - An containing the data + + + - + - Serialize the object + - An containing the objects data + + - + - Deserialize the message + - An containing the data + + + - + - A message sent from the simulator to an agent which contains - the groups the agent is in + Given an X/Y location in absolute (grid-relative) terms, a region + handle is returned along with the local X/Y location in that region + The absolute X location, a number such as + 255360.35 + The absolute Y location, a number such as + 255360.35 + The sim-local X position of the global X + position, a value from 0.0 to 256.0 + The sim-local Y position of the global Y + position, a value from 0.0 to 256.0 + A 64-bit region handle that can be used to teleport to - - The Agent receiving the message - - - An array containing information - for each the agent is a member of - - - An array containing information - for each the agent is a member of - - + - Serialize the object + Converts a floating point number to a terse string format used for + transmitting numbers in wearable asset files - An containing the objects data + Floating point number to convert to a string + A terse string representation of the input number - + - Deserialize the message + Convert a variable length field (byte array) to a string, with a + field name prepended to each line of the output - An containing the data - - - Group Details specific to the agent + If the byte array has unprintable characters in it, a + hex dump will be written instead + The StringBuilder object to write to + The byte array to convert to a string + A field name to prepend to each line of output - - true of the agent accepts group notices - - - The agents tier contribution to the group - - - The Groups - - - The of the groups insignia - - - The name of the group - - - The aggregate permissions the agent has in the group for all roles the agent - is assigned - - - An optional block containing additional agent specific information - - - true of the agent allows this group to be - listed in their profile - - + - A message sent from the viewer to the simulator which - specifies the language and permissions for others to detect - the language specified + Decode a zerocoded byte array, used to decompress packets marked + with the zerocoded flag + Any time a zero is encountered, the next byte is a count + of how many zeroes to expand. One zero is encoded with 0x00 0x01, + two zeroes is 0x00 0x02, three zeroes is 0x00 0x03, etc. The + first four bytes are copied directly to the output buffer. + + The byte array to decode + The length of the byte array to decode. This + would be the length of the packet up to (but not including) any + appended ACKs + The output byte array to decode to + The length of the output buffer - - A string containng the default language - to use for the agent - - - true of others are allowed to - know the language setting - - + - Serialize the object + Encode a byte array with zerocoding. Used to compress packets marked + with the zerocoded flag. Any zeroes in the array are compressed down + to a single zero byte followed by a count of how many zeroes to expand + out. A single zero becomes 0x00 0x01, two zeroes becomes 0x00 0x02, + three zeroes becomes 0x00 0x03, etc. The first four bytes are copied + directly to the output buffer. - An containing the objects data + The byte array to encode + The length of the byte array to encode + The output byte array to encode to + The length of the output buffer - + - Deserialize the message + Calculates the CRC (cyclic redundancy check) needed to upload inventory. - An containing the data + Creation date + Sale type + Inventory type + Type + Asset ID + Group ID + Sale price + Owner ID + Creator ID + Item ID + Folder ID + Everyone mask (permissions) + Flags + Next owner mask (permissions) + Group mask (permissions) + Owner mask (permisions) + The calculated CRC - + - An EventQueue message sent from the simulator to an agent when the agent - leaves a group + Attempts to load a file embedded in the assembly + The filename of the resource to load + A Stream for the requested file, or null if the resource + was not successfully loaded - + - An Array containing the AgentID and GroupID + Attempts to load a file either embedded in the assembly or found in + a given search path + The filename of the resource to load + An optional path that will be searched if + the asset is not found embedded in the assembly + A Stream for the requested file, or null if the resource + was not successfully loaded - + - Serialize the object + Converts a list of primitives to an object that can be serialized + with the LLSD system - An containing the objects data + Primitives to convert to a serializable object + An object that can be serialized with LLSD - + - Deserialize the message + Deserializes OSD in to a list of primitives - An containing the data + Structure holding the serialized primitive list, + must be of the SDMap type + A list of deserialized primitives - - An object containing the Agents UUID, and the Groups UUID + + + Passed to Logger.Log() to identify the severity of a log entry + - - The ID of the Agent leaving the group + + No logging information will be output - - The GroupID the Agent is leaving + + Non-noisy useful information, may be helpful in + debugging a problem - - Base class for Asset uploads/results via Capabilities + + A non-critical error occurred. A warning will not + prevent the rest of the library from operating as usual, + although it may be indicative of an underlying issue - - - Serialize the object - - An containing the objects data + + A critical error has occurred. Generally this will + be followed by the network layer shutting down, although the + stability of the library after an error is uncertain - - - Deserialize the message + + Used for internal testing, this logging level can + generate very noisy (long and/or repetitive) messages. Don't + pass this to the Log() function, use DebugLog() instead. - An containing the data - + - A message sent from the viewer to the simulator to request a temporary upload capability - which allows an asset to be uploaded + Represents a primitive asset - - The request state (Always "upload") - - - The Capability URL sent by the simulator to upload the baked texture to + + Initializes a new instance of an AssetPrim object - + - A message sent from the simulator that will inform the agent the upload is complete, - and the UUID of the uploaded asset + - - The request state (Always "complete") - - - The uploaded texture asset ID - - + - A message sent from the viewer to the simulator to request a temporary - capability URI which is used to upload an agents baked appearance textures + + - - Object containing request or response + + Override the base classes AssetType - + - Serialize the object + Only used internally for XML serialization/deserialization - An containing the objects data - + - Deserialize the message + The current status of a texture request as it moves through the pipeline or final result of a texture request. - An containing the data - - - A message sent from the simulator which indicates the minimum version required for - using voice chat - + + The initial state given to a request. Requests in this state + are waiting for an available slot in the pipeline - - Major Version Required + + A request that has been added to the pipeline and the request packet + has been sent to the simulator - - Minor version required + + A request that has received one or more packets back from the simulator - - The name of the region sending the version requrements + + A request that has received all packets back from the simulator - - - Serialize the object - - An containing the objects data + + A request that has taken longer than + to download OR the initial packet containing the packet information was never received - + + The texture request was aborted by request of the agent + + + The simulator replied to the request that it was not able to find the requested texture + + - Deserialize the message + A callback fired to indicate the status or final state of the requested texture. For progressive + downloads this will fire each time new asset data is returned from the simulator. - An containing the data + The indicating either Progress for textures not fully downloaded, + or the final result of the request after it has been processed through the TexturePipeline + The object containing the Assets ID, raw data + and other information. For progressive rendering the will contain + the data from the beginning of the file. For failed, aborted and timed out requests it will contain + an empty byte array. - + - A message sent from the simulator to the viewer containing the - voice server URI + Texture request download handler, allows a configurable number of download slots which manage multiple + concurrent texture downloads from the + This class makes full use of the internal + system for full texture downloads. - - The Parcel ID which the voice server URI applies + + A dictionary containing all pending and in-process transfer requests where the Key is both the RequestID + and also the Asset Texture ID, and the value is an object containing the current state of the request and also + the asset data as it is being re-assembled - - The name of the region + + Holds the reference to the client object - - A uri containing the server/channel information - which the viewer can utilize to participate in voice conversations + + Maximum concurrent texture requests allowed at a time - - - Serialize the object - - An containing the objects data + + An array of objects used to manage worker request threads - - - Deserialize the message - - An containing the data + + An array of worker slots which shows the availablity status of the slot - - - - + + The primary thread which manages the requests. - - + + true if the TexturePipeline is currently running - - + + A synchronization object used by the primary thread - + + A refresh timer used to increase the priority of stalled requests + + - Serialize the object + Default constructor, Instantiates a new copy of the TexturePipeline class - An containing the objects data + Reference to the instantiated object - + - Deserialize the message + Initialize callbacks required for the TexturePipeline to operate - An containing the data - + - A message sent by the viewer to the simulator to request a temporary - capability for a script contained with in a Tasks inventory to be updated + Shutdown the TexturePipeline and cleanup any callbacks or transfers - - Object containing request or response - - + - Serialize the object + Request a texture asset from the simulator using the system to + manage the requests and re-assemble the image from the packets received from the simulator - An containing the objects data + The of the texture asset to download + The of the texture asset. + Use for most textures, or for baked layer texture assets + A float indicating the requested priority for the transfer. Higher priority values tell the simulator + to prioritize the request before lower valued requests. An image already being transferred using the can have + its priority changed by resending the request with the new priority value + Number of quality layers to discard. + This controls the end marker of the data sent + The packet number to begin the request at. A value of 0 begins the request + from the start of the asset texture + The callback to fire when the image is retrieved. The callback + will contain the result of the request and the texture asset data + If true, the callback will be fired for each chunk of the downloaded image. + The callback asset parameter will contain all previously received chunks of the texture asset starting + from the beginning of the request - + - Deserialize the message + Sends the actual request packet to the simulator - An containing the data + The image to download + Type of the image to download, either a baked + avatar texture or a normal texture + Priority level of the download. Default is + 1,013,000.0f + Number of quality layers to discard. + This controls the end marker of the data sent + Packet number to start the download at. + This controls the start marker of the data sent + Sending a priority of 0 and a discardlevel of -1 aborts + download - + - A message sent from the simulator to the viewer to indicate - a Tasks scripts status. + Cancel a pending or in process texture request + The texture assets unique ID - - The Asset ID of the script - - - True of the script is compiled/ran using the mono interpreter, false indicates it - uses the older less efficient lsl2 interprter - - - The Task containing the scripts - - - true of the script is in a running state - - + - Serialize the object + Master Download Thread, Queues up downloads in the threadpool - An containing the objects data - + - Deserialize the message + The worker thread that sends the request and handles timeouts - An containing the data + A object containing the request details - + - A message containing the request/response used for updating a gesture - contained with an agents inventory + Handle responses from the simulator that tell us a texture we have requested is unable to be located + or no longer exists. This will remove the request from the pipeline and free up a slot if one is in use + The + The sending this packet - - Object containing request or response - - + - Serialize the object + Handles the remaining Image data that did not fit in the initial ImageData packet - An containing the objects data - + - Deserialize the message + Handle the initial ImageDataPacket sent from the simulator - An containing the data + + - + + Current number of pending and in-process transfers + + - A message request/response which is used to update a notecard contained within - a tasks inventory + A request task containing information and status of a request as it is processed through the - - The of the Task containing the notecard asset to update + + The current which identifies the current status of the request - - The notecard assets contained in the tasks inventory + + The Unique Request ID, This is also the Asset ID of the texture being requested - + + The slot this request is occupying in the threadpoolSlots array + + + The ImageType of the request. + + + The callback to fire when the request is complete, will include + the and the + object containing the result data + + + If true, indicates the callback will be fired whenever new data is returned from the simulator. + This is used to progressively render textures as portions of the texture are received. + + + An object that maintains the data of an request thats in-process. + + - Serialize the object + Wrapper around a byte array that allows bit to be packed and unpacked + one at a time or by a variable amount. Useful for very tightly packed + data like LayerData packets - An containing the objects data - + + + + - Deserialize the message + Default constructor, initialize the bit packer / bit unpacker + with a byte array and starting position - An containing the data + Byte array to pack bits in to or unpack from + Starting position in the byte array - + - A reusable class containing a message sent from the viewer to the simulator to request a temporary uploader capability - which is used to update an asset in an agents inventory + Pack a floating point value in to the data + Floating point value to pack - + - The Notecard AssetID to replace + Pack part or all of an integer in to the data + Integer containing the data to pack + Number of bits of the integer to pack - + - Serialize the object + Pack part or all of an unsigned integer in to the data - An containing the objects data + Unsigned integer containing the data to pack + Number of bits of the integer to pack - + - Deserialize the message + - An containing the data + + + + - + - A message containing the request/response used for updating a notecard - contained with an agents inventory + + - - Object containing request or response - - + - Serialize the object + - An containing the objects data + - + - Deserialize the message + Unpacking a floating point value from the data - An containing the data + Unpacked floating point value - + - Serialize the object + Unpack a variable number of bits from the data in to integer format - An containing the objects data + Number of bits to unpack + An integer containing the unpacked bits + This function is only useful up to 32 bits - + - Deserialize the message + Unpack a variable number of bits from the data in to unsigned + integer format - An containing the data + Number of bits to unpack + An unsigned integer containing the unpacked bits + This function is only useful up to 32 bits - + - A message sent from the simulator to the viewer which indicates - an error occurred while attempting to update a script in an agents or tasks - inventory + Unpack a 16-bit signed integer + 16-bit signed integer - - true of the script was successfully compiled by the simulator + + + Unpack a 16-bit unsigned integer + + 16-bit unsigned integer - - The state of the request + + + Unpack a 32-bit signed integer + + 32-bit signed integer - - A string containing the error which occured while trying - to update the script + + + Unpack a 32-bit unsigned integer + + 32-bit unsigned integer - - A new AssetID assigned to the script + + - + + + + - A message sent from the viewer to the simulator - requesting the update of an existing script contained - within a tasks inventory + Represents a texture - - if true, set the script mode to running - - - The scripts InventoryItem ItemID to update + + A object containing image data - - A lowercase string containing either "mono" or "lsl2" which - specifies the script is compiled and ran on the mono runtime, or the older - lsl runtime + + - - The tasks which contains the script to update + + - - - Serialize the object - - An containing the objects data + + Initializes a new instance of an AssetTexture object - + - Deserialize the message + Initializes a new instance of an AssetTexture object - An containing the data + A unique specific to this asset + A byte array containing the raw asset data - + - A message containing either the request or response used in updating a script inside - a tasks inventory + Initializes a new instance of an AssetTexture object + A object containing texture data - - Object containing request or response - - + - Serialize the object + Populates the byte array with a JPEG2000 + encoded image created from the data in - An containing the objects data - + - Deserialize the message + Decodes the JPEG2000 data in AssetData to the + object - An containing the data + True if the decoding was successful, otherwise false - + - Response from the simulator to notify the viewer the upload is completed, and - the UUID of the script asset and its compiled status + Decodes the begin and end byte positions for each quality layer in + the image + - - The request state (Always "complete") - - - The uploaded texture asset ID - - - true of the script was compiled successfully + + Override the base classes AssetType - + - A message sent from a viewer to the simulator requesting a temporary uploader capability - used to update a script contained in an agents inventory + Represents a Sound Asset - - The existing asset if of the script in the agents inventory to replace + + Initializes a new instance of an AssetSound object - - The language of the script - Defaults to lsl version 2, "mono" might be another possible option + + Initializes a new instance of an AssetSound object with parameters + A unique specific to this asset + A byte array containing the raw asset data - + - Serialize the object + TODO: Encodes a sound file - An containing the objects data - + - Deserialize the message + TODO: Decode a sound file - An containing the data + true - + + Override the base classes AssetType + + - A message containing either the request or response used in updating a script inside - an agents inventory + Represents an LSL Text object containing a string of UTF encoded characters - - Object containing request or response + + A string of characters represting the script contents - + + Initializes a new AssetScriptText object + + - Serialize the object + Initializes a new AssetScriptText object with parameters - An containing the objects data + A unique specific to this asset + A byte array containing the raw asset data - + - Deserialize the message + Initializes a new AssetScriptText object with parameters - An containing the data + A string containing the scripts contents - + - Serialize the object + Encode a string containing the scripts contents into byte encoded AssetData - An containing the objects data - + - Deserialize the message + Decode a byte array containing the scripts contents into a string - An containing the data + true if decoding is successful - + + Override the base classes AssetType + + - A message sent from the simulator to the viewer which contains an array of map images and their grid coordinates + A single visual characteristic of an avatar mesh, such as eyebrow height - - + + Index of this visual param - - An array containing LayerData items + + Internal name - - - Serialize the object - - An containing the objects data + + Group ID this parameter belongs to - - - Deserialize the message - - An containing the data + + Name of the wearable this parameter belongs to - - - A n object containing map location details - + + Displayable label of this characteristic - - The Asset ID of the regions tile overlay + + Displayable label for the minimum value of this characteristic - - The grid location of the southern border of the map tile + + Displayable label for the maximum value of this characteristic - - The grid location of the western border of the map tile + + Default value - - The grid location of the eastern border of the map tile + + Minimum value - - The grid location of the northern border of the map tile + + Maximum value - + - New as of 1.23 RC1, no details yet. + Set all the values through the constructor + Index of this visual param + Internal name + + + Displayable label of this characteristic + Displayable label for the minimum value of this characteristic + Displayable label for the maximum value of this characteristic + Default value + Minimum value + Maximum value - + - Serialize the object + Holds the Params array of all the avatar appearance parameters - An containing the objects data - + - Deserialize the message + Viewer Params Array Element for AgentSetAppearance - An containing the data - + - Serialize the object + Brow Size - Small 0--+255 Large - An containing the objects data - + - Deserialize the message + Nose Size - Small 0--+255 Large - An containing the data - - A string containing the method used - - + - A request sent from an agent to the Simulator to begin a new conference. - Contains a list of Agents which will be included in the conference - - - - An array containing the of the agents invited to this conference + Nostril Width - Narrow 0--+255 Broad + - - The conferences Session ID + + + Chin Cleft - Round 0--+255 Cleft + - + - Serialize the object + Nose Tip Shape - Pointy 0--+255 Bulbous - An containing the objects data - + - Deserialize the message + Chin Angle - Chin Out 0--+255 Chin In - An containing the data - + - A moderation request sent from a conference moderator - Contains an agent and an optional action to take - + Chin-Neck - Tight Chin 0--+255 Double Chin + - - The Session ID + + + Lower Cheeks - Well-Fed 0--+255 Sunken + - - + + + Upper Bridge - Low 0--+255 High + - - A list containing Key/Value pairs, known valid values: - key: text value: true/false - allow/disallow specified agents ability to use text in session - key: voice value: true/false - allow/disallow specified agents ability to use voice in session + + + - Less 0--+255 More - "text" or "voice" - - + + + Upper Chin Cleft - Round 0--+255 Cleft + - + - Serialize the object + Cheek Bones - Low 0--+255 High - An containing the objects data - + - Deserialize the message + Ear Angle - In 0--+255 Out - An containing the data - + - A message sent from the agent to the simulator which tells the - simulator we've accepted a conference invitation + Eyebrow Points - Smooth 0--+255 Pointy - - The conference SessionID + + + Jaw Shape - Pointy 0--+255 Square + - + - Serialize the object + Upper Cheeks - Thin 0--+255 Puffy - An containing the objects data - + - Deserialize the message + Nose Tip Angle - Downturned 0--+255 Upturned - An containing the data - + - Serialize the object + Nose Thickness - Thin Nose 0--+255 Bulbous Nose - An containing the objects data - + - Deserialize the message + Upper Eyelid Fold - Uncreased 0--+255 Creased - An containing the data - + - Serialize the object + Attached Earlobes - Unattached 0--+255 Attached - An containing the objects data - + - Deserialize the message + Eye Bags - Smooth 0--+255 Baggy - An containing the data - + - Serialize the object + Eye Opening - Narrow 0--+255 Wide - An containing the objects data - + - Deserialize the message + Lip Cleft - Narrow 0--+255 Wide - An containing the data - - Key of sender + + + Bridge Width - Narrow 0--+255 Wide + - - Name of sender + + + Eyebrow Arc - Flat 0--+255 Arced + - - Key of destination avatar + + + Height - Short 0--+255 Tall + - - ID of originating estate + + + Body Thickness - Body Thin 0--+255 Body Thick + - - Key of originating region + + + Ear Size - Small 0--+255 Large + - - Coordinates in originating region + + + Shoulders - Narrow 0--+255 Broad + - - Instant message type + + + Hip Width - Narrow 0--+255 Wide + - - Group IM session toggle + + + - Short Torso 0--+255 Long Torso + - - Key of IM session, for Group Messages, the groups UUID + + + - Short 0--+255 Long + - - Timestamp of the instant message + + + - Darker 0--+255 Lighter + - - Instant message text + + + - Natural 0--+255 Unnatural + - - Whether this message is held for offline avatars + + + - Small 0--+255 Large + - - Context specific packed data + + + - None 0--+255 Wild + - + - Serialize the object + Ruddiness - Pale 0--+255 Ruddy - An containing the objects data - + - Deserialize the message + - Light 0--+255 Dark - An containing the data - + - Sent from the simulator to the viewer. - - When an agent initially joins a session the AgentUpdatesBlock object will contain a list of session members including - a boolean indicating they can use voice chat in this session, a boolean indicating they are allowed to moderate - this session, and lastly a string which indicates another agent is entering the session with the Transition set to "ENTER" - - During the session lifetime updates on individuals are sent. During the update the booleans sent during the initial join are - excluded with the exception of the Transition field. This indicates a new user entering or exiting the session with - the string "ENTER" or "LEAVE" respectively. + - No Red 0--+255 Very Red - + - Serialize the object + - Black 0--+255 Blonde - An containing the objects data - + - Deserialize the message + - No White 0--+255 All White - An containing the data - + - An EventQueue message sent when the agent is forcibly removed from a chatterbox session + - Less Rosy 0--+255 More Rosy - + - A string containing the reason the agent was removed + - Darker 0--+255 Pinker - + - The ChatterBoxSession's SessionID + - Thin Eyebrows 0--+255 Bushy Eyebrows - + - Serialize the object + - Short 0--+255 Long - An containing the objects data - + - Deserialize the message + - Short 0--+255 Long - An containing the data - + - Serialize the object + - Short 0--+255 Long - An containing the objects data - + - Deserialize the message + - Short 0--+255 Long - An containing the data - + - Serialize the object + - Short 0--+255 Long - An containing the objects data - + - Deserialize the message + - Short 0--+255 Long - An containing the data - + - Serialize the object + - Sweep Forward 0--+255 Sweep Back - An containing the objects data - + - Deserialize the message + - Left 0--+255 Right - An containing the data - + - Serialize the object + Middle Part - No Part 0--+255 Part - An containing the objects data - + - Deserialize the message + Right Part - No Part 0--+255 Part - An containing the data - + - + Left Part - No Part 0--+255 Part - + - Serialize the object + Full Hair Sides - Mowhawk 0--+255 Full Sides - An containing the objects data - + - Deserialize the message + - Less 0--+255 More - An containing the data - + - Serialize the object + Lip Width - Narrow Lips 0--+255 Wide Lips - An containing the objects data - + - Deserialize the message + - Small 0--+255 Big - An containing the data - + - Serialize the object + - Less 0--+255 More - An containing the objects data - + - Deserialize the message + - Less 0--+255 More - An containing the data - + - A Wrapper around openjpeg to encode and decode images to and from byte arrays + - Less 0--+255 More - - TGA Header size + + + - Short Sideburns 0--+255 Mutton Chops + - - OpenJPEG is not threadsafe, so this object is used to lock - during calls into unmanaged code + + + - Chaplin 0--+255 Handlebars + - + - Encode a object into a byte array + - Less soul 0--+255 More soul - The object to encode - true to enable lossless conversion, only useful for small images ie: sculptmaps - A byte array containing the encoded Image object - + - Encode a object into a byte array + - Less Curtains 0--+255 More Curtains - The object to encode - a byte array of the encoded image - + - Decode JPEG2000 data to an and - + Rumpled Hair - Smooth Hair 0--+255 Rumpled Hair - JPEG2000 encoded data - ManagedImage object to decode to - Image object to decode to - True if the decode succeeds, otherwise false - + - + Big Hair Front - Less 0--+255 More - - - - + - + Big Hair Top - Less 0--+255 More - - - - - + - Encode a object into a byte array + Big Hair Back - Less 0--+255 More - The source object to encode - true to enable lossless decoding - A byte array containing the source Bitmap object - + - Defines the beginning and ending file positions of a layer in an - LRCP-progression JPEG2000 file + Spiked Hair - No Spikes 0--+255 Big Spikes - + - This structure is used to marshal both encoded and decoded images. - MUST MATCH THE STRUCT IN dotnet.h! + Chin Depth - Shallow 0--+255 Deep - + - Information about a single packet in a JPEG2000 stream + Part Bangs - No Part 0--+255 Part Bangs - - Packet start position - - - Packet header end position - - - Packet end position - - + - Checks the instance back into the object pool + Head Shape - More Square 0--+255 More Round - + - Returns an instance of the class that has been checked out of the Object Pool. + Eye Spacing - Close Set Eyes 0--+255 Far Set Eyes - + - Main class to expose grid functionality to clients. All of the - classes needed for sending and receiving data are accessible through - this class. + - Low Heels 0--+255 High Heels - - - // Example minimum code required to instantiate class and - // connect to a simulator. - using System; - using System.Collections.Generic; - using System.Text; - using OpenMetaverse; - - namespace FirstBot - { - class Bot - { - public static GridClient Client; - static void Main(string[] args) - { - Client = new GridClient(); // instantiates the GridClient class - // to the global Client object - // Login to Simulator - Client.Network.Login("FirstName", "LastName", "Password", "FirstBot", "1.0"); - // Wait for a Keypress - Console.ReadLine(); - // Logout of simulator - Client.Network.Logout(); - } - } - } - - - - - Networking subsystem - - - Settings class including constant values and changeable - parameters for everything - - - Parcel (subdivided simulator lots) subsystem - - - Our own avatars subsystem - - - Other avatars subsystem - - - Estate subsystem - - - Friends list subsystem - - Grid (aka simulator group) subsystem + + + - Low Platforms 0--+255 High Platforms + - - Object subsystem + + + - Thin Lips 0--+255 Fat Lips + - - Group subsystem + + + Mouth Position - High 0--+255 Low + - - Asset subsystem + + + Breast Buoyancy - Less Gravity 0--+255 More Gravity + - - Appearance subsystem + + + Platform Width - Narrow 0--+255 Wide + - - Inventory subsystem + + + - Pointy Heels 0--+255 Thick Heels + - - Directory searches including classifieds, people, land - sales, etc + + + - Pointy 0--+255 Square + - - Handles land, wind, and cloud heightmaps + + + Foot Size - Small 0--+255 Big + - - Handles sound-related networking + + + Nose Width - Narrow 0--+255 Wide + - - Throttling total bandwidth usage, or allocating bandwidth - for specific data stream types + + + Eyelash Length - Short 0--+255 Long + - + - Default constructor + - Short 0--+255 Long - + - Return the full name of this instance + - Short 0--+255 Long - Client avatars full name - + - + - Low 0--+255 High - - OK + + + Jacket Length - Short 0--+255 Long + - - Transfer completed + + + Open Front - Open 0--+255 Closed + - - + + + - Short 0--+255 Tall + - - + + + - Short 0--+255 Long + - - Unknown error occurred + + + - Short 0--+255 Long + - - Equivalent to a 404 error + + + - Low 0--+255 High + - - Client does not have permission for that resource + + + Cuff Flare - Tight Cuffs 0--+255 Flared Cuffs + - - Unknown status + + + - More Vertical 0--+255 More Sloped + - + - + - Less Body Fat 0--+255 More Body Fat - - + + + Pants Crotch - High and Tight 0--+255 Low and Loose + - - Unknown + + + Egg Head - Chin Heavy 0--+255 Forehead Heavy + - - Virtually all asset transfers use this channel + + + Head Stretch - Squash Head 0--+255 Stretch Head + - + - + Torso Muscles - Less Muscular 0--+255 More Muscular - - + + + Outer Eye Corner - Corner Down 0--+255 Corner Up + - - Asset from the asset server + + + - Less Muscular 0--+255 More Muscular + - - Inventory item + + + Lip Fullness - Less Full 0--+255 More Full + - - Estate asset, such as an estate covenant + + + Toe Thickness - Flat Toe 0--+255 Thick Toe + - + - + Crooked Nose - Nose Left 0--+255 Nose Right - - + + + - Corner Down 0--+255 Corner Up + - - + + + - Shear Right Up 0--+255 Shear Left Up + - - + + + Shift Mouth - Shift Left 0--+255 Shift Right + - + - + Eye Pop - Pop Right Eye 0--+255 Pop Left Eye - - + + + Jaw Jut - Overbite 0--+255 Underbite + - - + + + Shear Back - Full Back 0--+255 Sheared Back + - + - Image file format + - Small Hands 0--+255 Large Hands - + - + Love Handles - Less Love 0--+255 More Love - - Number of milliseconds passed since the last transfer - packet was received + + + Head Size - Small Head 0--+255 Big Head + - + - + - Skinny Neck 0--+255 Thick Neck - + - + Breast Cleavage - Separate 0--+255 Join - + - + Pectorals - Big Pectorals 0--+255 Sunken Chest - + - + Eye Size - Beady Eyes 0--+255 Anime Eyes - + - + - Short Legs 0--+255 Long Legs - + - + - Short Arms 0--+255 Long arms - - - - - + - + - Pink 0--+255 Black - - Texture download cache - - + - Default constructor + - No Lipstick 0--+255 More Lipstick - A reference to the GridClient object - + - Request an asset download + - No Lipgloss 0--+255 Glossy - Asset UUID - Asset type, must be correct for the transfer to succeed - Whether to give this transfer an elevated priority - The callback to fire when the simulator responds with the asset data - + - Request an asset download + - No Eyeliner 0--+255 Full Eyeliner - Asset UUID - Asset type, must be correct for the transfer to succeed - Whether to give this transfer an elevated priority - Source location of the requested asset - The callback to fire when the simulator responds with the asset data - + - Request an asset download through the almost deprecated Xfer system + - No Blush 0--+255 More Blush - Filename of the asset to request - Whether or not to delete the asset - off the server after it is retrieved - Use large transfer packets or not - UUID of the file to request, if filename is - left empty - Asset type of vFileID, or - AssetType.Unknown if filename is not empty - Sets the FilePath in the request to Cache - (4) if true, otherwise Unknown (0) is used - - + - + - Pink 0--+255 Orange - Use UUID.Zero if you do not have the - asset ID but have all the necessary permissions - The item ID of this asset in the inventory - Use UUID.Zero if you are not requesting an - asset from an object inventory - The owner of this asset - Asset type - Whether to prioritize this asset download or not - + - Used to force asset data into the PendingUpload property, ie: for raw terrain uploads + - Clear 0--+255 Opaque - An AssetUpload object containing the data to upload to the simulator - + - Request an asset be uploaded to the simulator + - No Eyeshadow 0--+255 More Eyeshadow - The Object containing the asset data - If True, the asset once uploaded will be stored on the simulator - in which the client was connected in addition to being stored on the asset server - The of the transfer, can be used to correlate the upload with - events being fired - + - Request an asset be uploaded to the simulator + - Light 0--+255 Dark - The of the asset being uploaded - A byte array containing the encoded asset data - If True, the asset once uploaded will be stored on the simulator - in which the client was connected in addition to being stored on the asset server - The of the transfer, can be used to correlate the upload with - events being fired - + - Request an asset be uploaded to the simulator + - No Eyeshadow 0--+255 More Eyeshadow - - Asset type to upload this data as - A byte array containing the encoded asset data - If True, the asset once uploaded will be stored on the simulator - in which the client was connected in addition to being stored on the asset server - The of the transfer, can be used to correlate the upload with - events being fired - + - Initiate an asset upload + - No Polish 0--+255 Painted Nails - The ID this asset will have if the - upload succeeds - Asset type to upload this data as - Raw asset data to upload - Whether to store this asset on the local - simulator or the grid-wide asset server - The tranaction id for the upload - The transaction ID of this transfer - - - Request a texture asset from the simulator using the system to - manage the requests and re-assemble the image from the packets received from the simulator - - The of the texture asset to download - The of the texture asset. - Use for most textures, or for baked layer texture assets - A float indicating the requested priority for the transfer. Higher priority values tell the simulator - to prioritize the request before lower valued requests. An image already being transferred using the can have - its priority changed by resending the request with the new priority value - Number of quality layers to discard. - This controls the end marker of the data sent - The packet number to begin the request at. A value of 0 begins the request - from the start of the asset texture - The callback to fire when the image is retrieved. The callback - will contain the result of the request and the texture asset data - If true, the callback will be fired for each chunk of the downloaded image. - The callback asset parameter will contain all previously received chunks of the texture asset starting - from the beginning of the request - - Request an image and fire a callback when the request is complete - - Client.Assets.RequestImage(UUID.Parse("c307629f-e3a1-4487-5e88-0d96ac9d4965"), ImageType.Normal, TextureDownloader_OnDownloadFinished); - - private void TextureDownloader_OnDownloadFinished(TextureRequestState state, AssetTexture asset) - { - if(state == TextureRequestState.Finished) - { - Console.WriteLine("Texture {0} ({1} bytes) has been successfully downloaded", - asset.AssetID, - asset.AssetData.Length); - } - } - - Request an image and use an inline anonymous method to handle the downloaded texture data - - Client.Assets.RequestImage(UUID.Parse("c307629f-e3a1-4487-5e88-0d96ac9d4965"), ImageType.Normal, delegate(TextureRequestState state, AssetTexture asset) - { - if(state == TextureRequestState.Finished) - { - Console.WriteLine("Texture {0} ({1} bytes) has been successfully downloaded", - asset.AssetID, - asset.AssetData.Length); - } - } - ); - - Request a texture, decode the texture to a bitmap image and apply it to a imagebox - - Client.Assets.RequestImage(UUID.Parse("c307629f-e3a1-4487-5e88-0d96ac9d4965"), ImageType.Normal, TextureDownloader_OnDownloadFinished); - - private void TextureDownloader_OnDownloadFinished(TextureRequestState state, AssetTexture asset) - { - if(state == TextureRequestState.Finished) - { - ManagedImage imgData; - Image bitmap; - - if (state == TextureRequestState.Finished) - { - OpenJPEG.DecodeToImage(assetTexture.AssetData, out imgData, out bitmap); - picInsignia.Image = bitmap; - } - } - } - - + + + - Clear 0--+255 Opaque + - + - Overload: Request a texture asset from the simulator using the system to - manage the requests and re-assemble the image from the packets received from the simulator + - Light 0--+255 Dark - The of the texture asset to download - The callback to fire when the image is retrieved. The callback - will contain the result of the request and the texture asset data - + - Overload: Request a texture asset from the simulator using the system to - manage the requests and re-assemble the image from the packets received from the simulator + - Clear 0--+255 Opaque - The of the texture asset to download - The of the texture asset. - Use for most textures, or for baked layer texture assets - The callback to fire when the image is retrieved. The callback - will contain the result of the request and the texture asset data - + - Overload: Request a texture asset from the simulator using the system to - manage the requests and re-assemble the image from the packets received from the simulator + - Dark Green 0--+255 Black - The of the texture asset to download - The of the texture asset. - Use for most textures, or for baked layer texture assets - The callback to fire when the image is retrieved. The callback - will contain the result of the request and the texture asset data - If true, the callback will be fired for each chunk of the downloaded image. - The callback asset parameter will contain all previously received chunks of the texture asset starting - from the beginning of the request - + - Cancel a texture request + - Pink 0--+255 Black - The texture assets - + - Lets TexturePipeline class fire the progress event + - Sparse 0--+255 Dense - The texture ID currently being downloaded - the number of bytes transferred - the total number of bytes expected - + - Packet Handler for InitiateDownloadPacket, sent in response to EstateOwnerMessage - requesting download of simulators RAW terrain file. + - 5 O'Clock Shadow 0--+255 Bushy Hair - The InitiateDownloadPacket packet - The simulator originating the packet - Only the Estate Owner will receive this when he/she makes the request - - + + + Saddle Bags - Less Saddle 0--+255 More Saddle + - - + + + Taper Back - Wide Back 0--+255 Narrow Back + - - + + + Taper Front - Wide Front 0--+255 Narrow Front + - - Fired when the simulator sends an InitiateDownloadPacket, used to download terrain .raw files + + + - Short Neck 0--+255 Long Neck + - - Fired when during texture downloads to indicate the progress of the download + + + Eyebrow Height - Higher 0--+255 Lower + - + - + Lower Bridge - Low 0--+255 High - - - + - + Nostril Division - High 0--+255 Low - - + - + Jaw Angle - Low Jaw 0--+255 High Jaw - - + - + Shear Front - Full Front 0--+255 Sheared Front - - + - Callback fired when an InitiateDownload packet is received + - Less Volume 0--+255 More Volume - The filename on the simulator - The name of the file the viewer requested - + - Fired when a texture is in the process of being downloaded by the TexturePipeline class + Lip Cleft Depth - Shallow 0--+255 Deep - The asset textures - The total number of bytes received - The total number of bytes expected - + - Class that handles the local asset cache + Puffy Eyelids - Flat 0--+255 Puffy - + - Default constructor + - Sunken Eyes 0--+255 Bugged Eyes - A reference to the GridClient object - + - Disposes cleanup timer + - Flat Head 0--+255 Long Head - + - Only create timer when needed + - Less Freckles 0--+255 More Freckles - + - Return bytes read from the local asset cache, null if it does not exist + - Low 0--+255 High - UUID of the asset we want to get - Raw bytes of the asset, or null on failure - + - Returns ImageDownload object of the - image from the local image cache, null if it does not exist + - Short Pigtails 0--+255 Long Pigtails - UUID of the image we want to get - ImageDownload object containing the image, or null on failure - + - Constructs a file name of the cached asset + - Short Ponytail 0--+255 Long Ponytail - UUID of the asset - String with the file name of the cahced asset - + - Saves an asset to the local cache + Butt Size - Flat Butt 0--+255 Big Butt - UUID of the asset - Raw bytes the asset consists of - Weather the operation was successfull - + - Get the file name of the asset stored with gived UUID + Ear Tips - Flat 0--+255 Pointy - UUID of the asset - Null if we don't have that UUID cached on disk, file name if found in the cache folder - + - Checks if the asset exists in the local cache + Lip Ratio - More Upper Lip 0--+255 More Lower Lip - UUID of the asset - True is the asset is stored in the cache, otherwise false - + - Wipes out entire cache + - Short 0--+255 Long - + - Brings cache size to the 90% of the max size + - Low 0--+255 High - + - Asynchronously brings cache size to the 90% of the max size + Pants Fit - Tight Pants 0--+255 Loose Pants - + - Adds up file sizes passes in a FileInfo array + Shirt Fit - Tight Shirt 0--+255 Loose Shirt - + - Checks whether caching is enabled + Sleeve Looseness - Tight Sleeves 0--+255 Loose Sleeves - + - Periodically prune the cache + Knee Angle - Knock Kneed 0--+255 Bow Legged - + - Nicely formats file sizes + - Short hips 0--+255 Long Hips - Byte size we want to output - String with humanly readable file size - + - Allows setting weather to periodicale prune the cache if it grows too big - Default is enabled, when caching is enabled + - Fingerless 0--+255 Fingers - + - How long (in ms) between cache checks (default is 5 min.) + bustle skirt - no bustle 0--+255 more bustle - + - Helper class for sorting files by their last accessed time + - Short 0--+255 Long - + - Constants for the archiving module + - Open Front 0--+255 Closed Front - + - The location of the archive control file + - Open Back 0--+255 Closed Back - + - Path for the assets held in an archive + - Open Left 0--+255 Closed Left - + - Path for the prims file + - Open Right 0--+255 Closed Right - + - Path for terrains. Technically these may be assets, but I think it's quite nice to split them out. + Skirt Fit - Tight Skirt 0--+255 Poofy Skirt - + - Path for region settings. + Jacket Wrinkles - No Wrinkles 0--+255 Wrinkles - + - The character the separates the uuid from extension information in an archived asset filename + Package - Coin Purse 0--+255 Duffle Bag - + - Extensions used for asset types in the archive + Inner Eye Corner - Corner Down 0--+255 Corner Up - + - The InternalDictionary class is used through the library for storing key/value pairs. - It is intended to be a replacement for the generic Dictionary class and should - be used in its place. It contains several methods for allowing access to the data from - outside the library that are read only and thread safe. - Key - Value - - Internal dictionary that this class wraps around. Do not - modify or enumerate the contents of this dictionary without locking - on this member + + + An instance of DelegateWrapper which calls InvokeWrappedDelegate, + which in turn calls the DynamicInvoke method of the wrapped + delegate + - + - Initializes a new instance of the Class - with the specified key/value, has the default initial capacity. + Callback used to call EndInvoke on the asynchronously + invoked DelegateWrapper - - - // initialize a new InternalDictionary named testDict with a string as the key and an int as the value. - public InternalDictionary<string, int> testDict = new InternalDictionary<string, int>(); - - - + - Initializes a new instance of the Class - with the specified key/value, has its initial valies copied from the specified - + Executes the specified delegate with the specified arguments + asynchronously on a thread pool thread - - to copy initial values from - - - // initialize a new InternalDictionary named testAvName with a UUID as the key and an string as the value. - // populates with copied values from example KeyNameCache Dictionary. - - // create source dictionary - Dictionary<UUID, string> KeyNameCache = new Dictionary<UUID, string>(); - KeyNameCache.Add("8300f94a-7970-7810-cf2c-fc9aa6cdda24", "Jack Avatar"); - KeyNameCache.Add("27ba1e40-13f7-0708-3e98-5819d780bd62", "Jill Avatar"); - - // Initialize new dictionary. - public InternalDictionary<UUID, string> testAvName = new InternalDictionary<UUID, string>(KeyNameCache); - - + + - + - Initializes a new instance of the Class - with the specified key/value, With its initial capacity specified. + Invokes the wrapped delegate synchronously - Initial size of dictionary - - - // initialize a new InternalDictionary named testDict with a string as the key and an int as the value, - // initially allocated room for 10 entries. - public InternalDictionary<string, int> testDict = new InternalDictionary<string, int>(10); - - + + - + - Try to get entry from with specified key + Calls EndInvoke on the wrapper and Close on the resulting WaitHandle + to prevent resource leaks - Key to use for lookup - Value returned - if specified key exists, if not found - - - // find your avatar using the Simulator.ObjectsAvatars InternalDictionary: - Avatar av; - if (Client.Network.CurrentSim.ObjectsAvatars.TryGetValue(Client.Self.AgentID, out av)) - Console.WriteLine("Found Avatar {0}", av.Name); - - - + - + - Finds the specified match. + Delegate to wrap another delegate and its arguments - The match. - Matched value - - - // use a delegate to find a prim in the ObjectsPrimitives InternalDictionary - // with the ID 95683496 - uint findID = 95683496; - Primitive findPrim = sim.ObjectsPrimitives.Find( - delegate(Primitive prim) { return prim.ID == findID; }); - - + + - - Find All items in an - return matching items. - a containing found items. - - Find All prims within 20 meters and store them in a List - - int radius = 20; - List<Primitive> prims = Client.Network.CurrentSim.ObjectsPrimitives.FindAll( - delegate(Primitive prim) { - Vector3 pos = prim.Position; - return ((prim.ParentID == 0) && (pos != Vector3.Zero) && (Vector3.Distance(pos, location) < radius)); - } - ); - - + + Size of the byte array used to store raw packet data - - Find All items in an - return matching keys. - a containing found keys. - - Find All keys which also exist in another dictionary - - List<UUID> matches = myDict.FindAll( - delegate(UUID id) { - return myOtherDict.ContainsKey(id); - } - ); - - + + Raw packet data buffer - - Perform an on each entry in an - to perform - - - // Iterates over the ObjectsPrimitives InternalDictionary and prints out some information. - Client.Network.CurrentSim.ObjectsPrimitives.ForEach( - delegate(Primitive prim) - { - if (prim.Text != null) - { - Console.WriteLine("NAME={0} ID = {1} TEXT = '{2}'", - prim.PropertiesFamily.Name, prim.ID, prim.Text); - } - }); - - + + Length of the data to transmit - - Perform an on each key of an - to perform + + EndPoint of the remote host - + - Perform an on each KeyValuePair of an + Create an allocated UDP packet buffer for receiving a packet - to perform - - - Check if Key exists in Dictionary - Key to check for - if found, otherwise - - - Check if Value exists in Dictionary - Value to check for - if found, otherwise - + - Adds the specified key to the dictionary, dictionary locking is not performed, - + Create an allocated UDP packet buffer for sending a packet - The key - The value + EndPoint of the remote host - + - Removes the specified key, dictionary locking is not performed + Create an allocated UDP packet buffer for sending a packet - The key. - if successful, otherwise + EndPoint of the remote host + Size of the buffer to allocate for packet data - + - Gets the number of Key/Value pairs contained in the + Object pool for packet buffers. This is used to allocate memory for all + incoming and outgoing packets, and zerocoding buffers for those packets - + - Indexer for the dictionary + Creates a new instance of the ObjectPoolBase class. Initialize MUST be called + after using this constructor. - The key - The value - + - Reads in a byte array of an Animation Asset created by the SecondLife(tm) client. + Creates a new instance of the ObjectPool Base class. + The object pool is composed of segments, which + are allocated whenever the size of the pool is exceeded. The number of items + in a segment should be large enough that allocating a new segmeng is a rare + thing. For example, on a server that will have 10k people logged in at once, + the receive buffer object pool should have segment sizes of at least 1000 + byte arrays per segment. + + The minimun number of segments that may exist. + Perform a full GC.Collect whenever a segment is allocated, and then again after allocation to compact the heap. + The frequency which segments are checked to see if they're eligible for cleanup. - + - Rotation Keyframe count (used internally) + Forces the segment cleanup algorithm to be run. This method is intended + primarly for use from the Unit Test libraries. - + - Position Keyframe count (used internally) + Responsible for allocate 1 instance of an object that will be stored in a segment. + An instance of whatever objec the pool is pooling. - + - Animation Priority + Checks in an instance of T owned by the object pool. This method is only intended to be called + by the WrappedObject class. + The segment from which the instance is checked out. + The instance of T to check back into the segment. - + - The animation length in seconds. + Checks an instance of T from the pool. If the pool is not sufficient to + allow the checkout, a new segment is created. + A WrappedObject around the instance of T. To check + the instance back into the segment, be sureto dispose the WrappedObject + when finished. - + - Expression set in the client. Null if [None] is selected + The total number of segments created. Intended to be used by the Unit Tests. - + - The time in seconds to start the animation + The number of items that are in a segment. Items in a segment + are all allocated at the same time, and are hopefully close to + each other in the managed heap. - + - The time in seconds to end the animation + The minimum number of segments. When segments are reclaimed, + this number of segments will always be left alone. These + segments are allocated at startup. - + - Loop the animation + The age a segment must be before it's eligible for cleanup. + This is used to prevent thrash, and typical values are in + the 5 minute range. - + - Meta data. Ease in Seconds. + The frequence which the cleanup thread runs. This is typically + expected to be in the 5 minute range. - + - Meta data. Ease out seconds. + Initialize the object pool in client mode + Server to connect to + + - + - Meta Data for the Hand Pose + Initialize the object pool in server mode + + - + - Number of joints defined in the animation + Returns a packet buffer with EndPoint set if the buffer is in + client mode, or with EndPoint set to null in server mode + Initialized UDPPacketBuffer object - + - Contains an array of joints + Default constructor - + - Searialize an animation asset into it's joints/keyframes/meta data + Check a packet buffer out of the pool - + A packet buffer object - + - Variable length strings seem to be null terminated in the animation asset.. but.. - use with caution, home grown. - advances the index. + Static pre-defined animations available to all agents - The animation asset byte array - The offset to start reading - a string - - - Read in a Joint from an animation asset byte array - Variable length Joint fields, yay! - Advances the index - - animation asset byte array - Byte Offset of the start of the joint - The Joint data serialized into the binBVHJoint structure + + Agent with afraid expression on face - - - 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 - + + Agent aiming a bazooka (right handed) - - - A Joint and it's associated meta data and keyframes - + + Agent aiming a bow (left handed) - - - Name of the Joint. Matches the avatar_skeleton.xml in client distros - + + Agent aiming a hand gun (right handed) - - - Joint Animation Override? Was the same as the Priority in testing.. - + + Agent aiming a rifle (right handed) - - - Array of Rotation Keyframes in order from earliest to latest - + + Agent with angry expression on face - - - Array of Position Keyframes in order from earliest to latest - This seems to only be for the Pelvis? - + + Agent hunched over (away) - - - A Joint Keyframe. This is either a position or a rotation. - + + Agent doing a backflip - - - Either a Vector3 position or a Vector3 Euler rotation - + + Agent laughing while holding belly - - - Poses set in the animation metadata for the hands. - + + Agent blowing a kiss - - - Wrapper around a byte array that allows bit to be packed and unpacked - one at a time or by a variable amount. Useful for very tightly packed - data like LayerData packets - + + Agent with bored expression on face - - + + Agent bowing to audience - - - Default constructor, initialize the bit packer / bit unpacker - with a byte array and starting position - - Byte array to pack bits in to or unpack from - Starting position in the byte array + + Agent brushing himself/herself off - - - Pack a floating point value in to the data - - Floating point value to pack + + Agent in busy mode - - - Pack part or all of an integer in to the data - - Integer containing the data to pack - Number of bits of the integer to pack + + Agent clapping hands - - - Pack part or all of an unsigned integer in to the data - - Unsigned integer containing the data to pack - Number of bits of the integer to pack + + Agent doing a curtsey bow - - - - - - - - + + Agent crouching - - - - - + + Agent crouching while walking - - - - - + + Agent crying - - - Unpacking a floating point value from the data - - Unpacked floating point value + + Agent unanimated with arms out (e.g. setting appearance) - - - Unpack a variable number of bits from the data in to integer format - - Number of bits to unpack - An integer containing the unpacked bits - This function is only useful up to 32 bits + + Agent re-animated after set appearance finished - - - Unpack a variable number of bits from the data in to unsigned - integer format - - Number of bits to unpack - An unsigned integer containing the unpacked bits - This function is only useful up to 32 bits + + Agent dancing - - - Unpack a 16-bit signed integer - - 16-bit signed integer + + Agent dancing - - - Unpack a 16-bit unsigned integer - - 16-bit unsigned integer + + Agent dancing - - - Unpack a 32-bit signed integer - - 32-bit signed integer + + Agent dancing - - - Unpack a 32-bit unsigned integer - - 32-bit unsigned integer + + Agent dancing - - + + Agent dancing - - + + Agent dancing - - - Image width - + + Agent dancing - - - Image height - + + Agent on ground unanimated - - - Image channel flags - + + Agent boozing it up - - - Red channel data - + + Agent with embarassed expression on face - - - Green channel data - + + Agent with afraid expression on face - - - Blue channel data - + + Agent with angry expression on face - - - Alpha channel data - + + Agent with bored expression on face - - - Bump channel data - + + Agent crying - - - Create a new blank image - - width - height - channel flags + + Agent showing disdain (dislike) for something - - - - - + + Agent with embarassed expression on face - - - Convert the channels in the image. Channels are created or destroyed as required. - - new channel flags + + Agent with frowning expression on face - - - Resize or stretch the image using nearest neighbor (ugly) resampling - - new width - new height + + Agent with kissy face - - - Create a byte array containing 32-bit RGBA data with a bottom-left - origin, suitable for feeding directly into OpenGL - - A byte array containing raw texture data + + Agent expressing laughgter - - - Thrown when a packet could not be successfully deserialized - + + Agent with open mouth - - - Default constructor - + + Agent with repulsed expression on face - - - Constructor that takes an additional error message - - An error message to attach to this exception + + Agent expressing sadness - - - The header of a message template packet. Holds packet flags, sequence - number, packet ID, and any ACKs that will be appended at the end of - the packet - + + Agent shrugging shoulders - - - Convert the AckList to a byte array, used for packet serializing - - Reference to the target byte array - Beginning position to start writing to in the byte - array, will be updated with the ending position of the ACK list + + Agent with a smile - - - - - - - - + + Agent expressing surprise - - - - - - - + + Agent sticking tongue out - - - A block of data in a packet. Packets are composed of one or more blocks, - each block containing one or more fields - + + Agent with big toothy smile - - - Create a block from a byte array - - Byte array containing the serialized block - Starting position of the block in the byte array. - This will point to the data after the end of the block when the - call returns + + Agent winking - - - Serialize this block into a byte array - - Byte array to serialize this block into - Starting position in the byte array to serialize to. - This will point to the position directly after the end of the - serialized block when the call returns + + Agent expressing worry - - Current length of the data in this packet + + Agent falling down - - A generic value, not an actual packet type + + Agent walking (feminine version) - - + + Agent wagging finger (disapproval) - - + + I'm not sure I want to know - - + + Agent in superman position - - + + Agent in superman position - - + + Agent greeting another - - + + Agent holding bazooka (right handed) - - + + Agent holding a bow (left handed) - - + + Agent holding a handgun (right handed) - - + + Agent holding a rifle (right handed) - - + + Agent throwing an object (right handed) - - + + Agent in static hover - - + + Agent hovering downward - - + + Agent hovering upward - - + + Agent being impatient - - + + Agent jumping - - + + Agent jumping with fervor - - + + Agent point to lips then rear end - - + + Agent landing from jump, finished flight, etc - - + + Agent laughing - - + + Agent landing from jump, finished flight, etc - - + + Agent sitting on a motorcycle - - + + - - + + Agent moving head side to side - - + + Agent moving head side to side with unhappy expression - - + + Agent taunting another - - + + - - + + Agent giving peace sign - - + + Agent pointing at self - - + + Agent pointing at another - - + + Agent preparing for jump (bending knees) - - + + Agent punching with left hand - - + + Agent punching with right hand - - + + Agent acting repulsed - - + + Agent trying to be Chuck Norris - - + + Rocks, Paper, Scissors 1, 2, 3 - - + + Agent with hand flat over other hand - - + + Agent with fist over other hand - - + + Agent with two fingers spread over other hand - - + + Agent running - - + + Agent appearing sad - - + + Agent saluting - - + + Agent shooting bow (left handed) - - + + Agent cupping mouth as if shouting - - + + Agent shrugging shoulders - - + + Agent in sit position - - + + Agent in sit position (feminine) - - + + Agent in sit position (generic) - - + + Agent sitting on ground - - + + Agent sitting on ground - - + + - - + + Agent sleeping on side - - + + Agent smoking - - + + Agent inhaling smoke - - + + - - + + Agent taking a picture - - + + Agent standing - - + + Agent standing up - - + + Agent standing - - + + Agent standing - - + + Agent standing - - + + Agent standing - - + + Agent stretching - - + + Agent in stride (fast walk) - - + + Agent surfing - - + + Agent acting surprised - - + + Agent striking with a sword - - + + Agent talking (lips moving) - - + + Agent throwing a tantrum - - + + Agent throwing an object (right handed) - - + + Agent trying on a shirt - - + + Agent turning to the left - - + + Agent turning to the right - - + + Agent typing - - + + Agent walking - - + + Agent whispering - - + + Agent whispering with fingers in mouth - - + + Agent winking - - + + Agent winking - - + + Agent worried - - + + Agent nodding yes - - + + Agent nodding yes with happy face - - + + Agent floating with legs and arms crossed - - + + + Represents an that can be worn on an avatar + such as a Shirt, Pants, etc. + - - + + Initializes a new instance of an AssetScriptBinary object - - + + Initializes a new instance of an AssetScriptBinary object with parameters + A unique specific to this asset + A byte array containing the raw asset data - - + + Initializes a new instance of an AssetScriptBinary object with parameters + A string containing the Clothings data - - + + Override the base classes AssetType - - + + + Temporary code to produce a tar archive in tar v7 format + - - + + + Binary writer for the underlying stream + - - + + + Write a directory entry to the tar archive. We can only handle one path level right now! + + - - + + + Write a file to the tar archive + + + - - + + + Write a file to the tar archive + + + - - + + + Finish writing the raw tar archive data to a stream. The stream will be closed on completion. + - - + + + Write a particular entry + + + + - - + + + Temporary code to do the bare minimum required to read a tar archive for our purposes + - - + + + Binary reader for the underlying stream + - - + + + Used to trim off null chars + - - + + + Used to trim off space chars + - - + + + Generate a tar reader which reads from the given stream. + + - - + + + Read the next entry in the tar file. + + + + the data for the entry. Returns null if there are no more entries - - + + + Read the next 512 byte chunk of data as a tar header. + + A tar header struct. null if we have reached the end of the archive. - - + + + Read data following a header + + + - - + + + Convert octal bytes to a decimal representation + + + + + - - + + Sort by name - - + + Sort by date - - + + Sort folders by name, regardless of whether items are + sorted by name or date - - + + Place system folders at the top - - + + + Possible destinations for DeRezObject request + - - + + - - + + Copy from in-world to agent inventory - - + + Derez to TaskInventory - - + + - - + + Take Object - - + + - - + + Delete Object - - + + Put an avatar attachment into agent inventory - - + + - - + + Return an object back to the owner's inventory - - + + Return a deeded object back to the last owner's inventory - - + + + Upper half of the Flags field for inventory items + - - + + Indicates that the NextOwner permission will be set to the + most restrictive set of permissions found in the object set + (including linkset items and object inventory items) on next rez - - + + Indicates that the object sale information has been + changed - - + + If set, and a slam bit is set, indicates BaseMask will be overwritten on Rez - - + + If set, and a slam bit is set, indicates OwnerMask will be overwritten on Rez - - + + If set, and a slam bit is set, indicates GroupMask will be overwritten on Rez - - + + If set, and a slam bit is set, indicates EveryoneMask will be overwritten on Rez - - + + If set, and a slam bit is set, indicates NextOwnerMask will be overwritten on Rez - - + + Indicates whether this object is composed of multiple + items or not - - + + Indicates that the asset is only referenced by this + inventory item. If this item is deleted or updated to reference a + new assetID, the asset can be deleted - - + + + Base Class for Inventory Items + - - + + of item/folder - - + + of parent folder - - + + Name of item/folder - - + + Item/Folder Owners - - + + + Constructor, takes an itemID as a parameter + + The of the item - - + + + + + - - + + + + + - - + + + Generates a number corresponding to the value of the object to support the use of a hash table, + suitable for use in hashing algorithms and data structures such as a hash table + + A Hashcode of all the combined InventoryBase fields - - + + + Determine whether the specified object is equal to the current object + + InventoryBase object to compare against + true if objects are the same - - + + + Determine whether the specified object is equal to the current object + + InventoryBase object to compare against + true if objects are the same - - + + + An Item in Inventory + - - + + The of this item - - + + The combined of this item - - + + The type of item from - - + + The type of item from the enum - - + + The of the creator of this item - - + + A Description of this item - - + + The s this item is set to or owned by - - + + If true, item is owned by a group - - + + The price this item can be purchased for - - + + The type of sale from the enum - - + + Combined flags from - - + + Time and date this inventory item was created, stored as + UTC (Coordinated Universal Time) - - + + Used to update the AssetID in requests sent to the server - - + + The of the previous owner of the item - - + + + Construct a new InventoryItem object + + The of the item - - + + + Construct a new InventoryItem object of a specific Type + + The type of item from + of the item - - + + + + + - - + + + + + - - + + + Generates a number corresponding to the value of the object to support the use of a hash table. + Suitable for use in hashing algorithms and data structures such as a hash table + + A Hashcode of all the combined InventoryItem fields - - + + + Compares an object + + The object to compare + true if comparison object matches - - + + + Determine whether the specified object is equal to the current object + + The object to compare against + true if objects are the same - - + + + Determine whether the specified object is equal to the current object + + The object to compare against + true if objects are the same - - + + + InventoryTexture Class representing a graphical image + + - - + + + Construct an InventoryTexture object + + A which becomes the + objects AssetUUID - - + + + Construct an InventoryTexture object from a serialization stream + - - + + + InventorySound Class representing a playable sound + - - + + + Construct an InventorySound object + + A which becomes the + objects AssetUUID - - + + + Construct an InventorySound object from a serialization stream + - - + + + InventoryCallingCard Class, contains information on another avatar + - - + + + Construct an InventoryCallingCard object + + A which becomes the + objects AssetUUID - - + + + Construct an InventoryCallingCard object from a serialization stream + - - + + + InventoryLandmark Class, contains details on a specific location + - - + + + Construct an InventoryLandmark object + + A which becomes the + objects AssetUUID - - + + + Construct an InventoryLandmark object from a serialization stream + - - + + + Landmarks use the InventoryItemFlags struct and will have a flag of 1 set if they have been visited + - - + + + InventoryObject Class contains details on a primitive or coalesced set of primitives + - - + + + Construct an InventoryObject object + + A which becomes the + objects AssetUUID - - + + + Construct an InventoryObject object from a serialization stream + - - + + + Gets or sets the upper byte of the Flags value + - - + + + Gets or sets the object attachment point, the lower byte of the Flags value + - - + + + InventoryNotecard Class, contains details on an encoded text document + - - + + + Construct an InventoryNotecard object + + A which becomes the + objects AssetUUID - - + + + Construct an InventoryNotecard object from a serialization stream + - - + + + InventoryCategory Class + + TODO: Is this even used for anything? - - + + + Construct an InventoryCategory object + + A which becomes the + objects AssetUUID - - + + + Construct an InventoryCategory object from a serialization stream + - - + + + InventoryLSL Class, represents a Linden Scripting Language object + - - + + + Construct an InventoryLSL object + + A which becomes the + objects AssetUUID - - + + + Construct an InventoryLSL object from a serialization stream + - - + + + InventorySnapshot Class, an image taken with the viewer + - - + + + Construct an InventorySnapshot object + + A which becomes the + objects AssetUUID - - + + + Construct an InventorySnapshot object from a serialization stream + - - + + + InventoryAttachment Class, contains details on an attachable object + - - + + + Construct an InventoryAttachment object + + A which becomes the + objects AssetUUID - - + + + Construct an InventoryAttachment object from a serialization stream + - - + + + Get the last AttachmentPoint this object was attached to + - - + + + InventoryWearable Class, details on a clothing item or body part + - - + + + Construct an InventoryWearable object + + A which becomes the + objects AssetUUID - - + + + Construct an InventoryWearable object from a serialization stream + - - + + + The , Skin, Shape, Skirt, Etc + - - + + + InventoryAnimation Class, A bvh encoded object which animates an avatar + - - + + + Construct an InventoryAnimation object + + A which becomes the + objects AssetUUID - - + + + Construct an InventoryAnimation object from a serialization stream + - - - - - + + + InventoryGesture Class, details on a series of animations, sounds, and actions + - - + + + Construct an InventoryGesture object + + A which becomes the + objects AssetUUID - - + + + Construct an InventoryGesture object from a serialization stream + - - + + + A folder contains s and has certain attributes specific + to itself + - - + + The Preferred for a folder. - - + + The Version of this folder - - + + Number of child items this folder contains. - - + + + Constructor + + UUID of the folder - - + + + + + - - + + + Get Serilization data for this InventoryFolder object + - - + + + Construct an InventoryFolder object from a serialization stream + - - + + + + + - - + + + + + + - - + + + + + + - - + + + + + + - - + + + Tools for dealing with agents inventory + - - + + Used for converting shadow_id to asset_id - - + + Partial mapping of AssetTypes to folder names - - + + + Default constructor + + Reference to the GridClient object - - + + + Fetch an inventory item from the dataserver + + The items + The item Owners + a integer representing the number of milliseconds to wait for results + An object on success, or null if no item was found + Items will also be sent to the event - - + + + Request A single inventory item + + The items + The item Owners + - - + + + Request inventory items + + Inventory items to request + Owners of the inventory items + - - + + + Get contents of a folder + + The of the folder to search + The of the folders owner + true to retrieve folders + true to retrieve items + sort order to return results in + a integer representing the number of milliseconds to wait for results + A list of inventory items matching search criteria within folder + + InventoryFolder.DescendentCount will only be accurate if both folders and items are + requested - - + + + Request the contents of an inventory folder + + The folder to search + The folder owners + true to return s contained in folder + true to return s containd in folder + the sort order to return items in + - - + + + Returns the UUID of the folder (category) that defaults to + containing 'type'. The folder is not necessarily only for that + type + + This will return the root folder if one does not exist + + The UUID of the desired folder if found, the UUID of the RootFolder + if not found, or UUID.Zero on failure - - + + + Find an object in inventory using a specific path to search + + The folder to begin the search in + The object owners + A string path to search + milliseconds to wait for a reply + Found items or if + timeout occurs or item is not found - - + + + Find inventory items by path + + The folder to begin the search in + The object owners + A string path to search, folders/objects separated by a '/' + Results are sent to the event - - + + + Search inventory Store object for an item or folder + + The folder to begin the search in + An array which creates a path to search + Number of levels below baseFolder to conduct searches + if True, will stop searching after first match is found + A list of inventory items found - - + + + Move an inventory item or folder to a new location + + The item or folder to move + The to move item or folder to - - + + + Move an inventory item or folder to a new location and change its name + + The item or folder to move + The to move item or folder to + The name to change the item or folder to - - + + + Move and rename a folder + + The source folders + The destination folders + The name to change the folder to - - + + + Move a folder + + The source folders + The destination folders - - - - - + + + Move multiple folders, the keys in the Dictionary parameter, + to a new parents, the value of that folder's key. + + A Dictionary containing the + of the source as the key, and the + of the destination as the value - - + + + Move an inventory item to a new folder + + The of the source item to move + The of the destination folder - - + + + Move and rename an inventory item + + The of the source item to move + The of the destination folder + The name to change the folder to - - + + + Move multiple inventory items to new locations + + A Dictionary containing the + of the source item as the key, and the + of the destination folder as the value - - + + + Remove descendants of a folder + + The of the folder - - + + + Remove a single item from inventory + + The of the inventory item to remove - - + + + Remove a folder from inventory + + The of the folder to remove - - + + + Remove multiple items or folders from inventory + + A List containing the s of items to remove + A List containing the s of the folders to remove - - + + + Empty the Lost and Found folder + - - + + + Empty the Trash folder + - - + + + + + + + + + Proper use is to upload the inventory's asset first, then provide the Asset's TransactionID here. + + + - - + + + + + + + + + Proper use is to upload the inventory's asset first, then provide the Asset's TransactionID here. + + + + - - + + + Creates a new inventory folder + + ID of the folder to put this folder in + Name of the folder to create + The UUID of the newly created folder - - + + + Creates a new inventory folder + + ID of the folder to put this folder in + Name of the folder to create + Sets this folder as the default folder + for new assets of the specified type. Use AssetType.Unknown + to create a normal folder, otherwise it will likely create a + duplicate of an existing folder type + The UUID of the newly created folder + If you specify a preferred type of AsseType.Folder + it will create a new root folder which may likely cause all sorts + of strange problems - - + + + Create an inventory item and upload asset data + + Asset data + Inventory item name + Inventory item description + Asset type + Inventory type + Put newly created inventory in this folder + Delegate that will receive feedback on success or failure - - + + + Create an inventory item and upload asset data + + Asset data + Inventory item name + Inventory item description + Asset type + Inventory type + Put newly created inventory in this folder + Permission of the newly created item + (EveryoneMask, GroupMask, and NextOwnerMask of Permissions struct are supported) + Delegate that will receive feedback on success or failure - - + + + + + + + + - - + + + + + + + + + - - + + + + + + + + + - - + + + Request a copy of an asset embedded within a notecard + + Usually UUID.Zero for copying an asset from a notecard + UUID of the notecard to request an asset from + Target folder for asset to go to in your inventory + UUID of the embedded asset + callback to run when item is copied to inventory - - + + + + + - - + + + + + - - + + + + + + - - + + + + + + + - - + + + Upload new gesture asset for an inventory gesture item + + Encoded gesture asset + Gesture inventory UUID + Callback whick will be called when upload is complete - - + + + Update an existing script in an agents Inventory + + A byte[] array containing the encoded scripts contents + the itemID of the script + if true, sets the script content to run on the mono interpreter + - - + + + Rez an object from inventory + + Simulator to place object in + Rotation of the object when rezzed + Vector of where to place object + InventoryItem object containing item details - - + + + Rez an object from inventory + + Simulator to place object in + Rotation of the object when rezzed + Vector of where to place object + InventoryItem object containing item details + UUID of group to own the object - - + + + Rez an object from inventory + + Simulator to place object in + Rotation of the object when rezzed + Vector of where to place object + InventoryItem object containing item details + UUID of group to own the object + User defined queryID to correlate replies + if set to true the simulator + will automatically send object detail packet(s) back to the client - - + + + DeRez an object from the simulator to the agents Objects folder in the agents Inventory + + The simulator Local ID of the object - - + + + DeRez an object from the simulator and return to inventory + + The simulator Local ID of the object + The type of destination from the enum + The destination inventory folders -or- + if DeRezzing object to a tasks Inventory, the Tasks + The transaction ID for this request which + can be used to correlate this request with other packets - - + + + Rez an item from inventory to its previous simulator location + + + + + - - + + + Give an inventory item to another avatar + + The of the item to give + The name of the item + The type of the item from the enum + The of the recipient + true to generate a beameffect during transfer - - + + + Give an inventory Folder with contents to another avatar + + The of the Folder to give + The name of the folder + The type of the item from the enum + The of the recipient + true to generate a beameffect during transfer - - + + + + + + + - - + + + Get the inventory of a Task (Primitive) + + The tasks + The tasks simulator local ID + milliseconds to wait for reply from simulator + A List containing the inventory items inside the task - - + + + + + - - + + + Request the contents of a tasks (primitives) inventory + + The simulator Local ID of the object + A reference to the simulator object that contains the object - - + + + Moves an Item from an objects (Prim) Inventory to the specified folder in the avatars inventory + + LocalID of the object in the simulator + UUID of the task item to move + UUID of the folder to move the item to + Simulator Object - - + + + Remove an item from an objects (Prim) Inventory + + LocalID of the object in the simulator + UUID of the task item to remove + Simulator Object - - + + + Copy an InventoryScript item from the Agents Inventory into a primitives task inventory + + An unsigned integer representing a primitive being simulated + An which represents a script object from the agents inventory + true to set the scripts running state to enabled + A Unique Transaction ID + + + uint Prim = 95899503; // Fake prim ID + UUID Script = UUID.Parse("92a7fe8a-e949-dd39-a8d8-1681d8673232"); // Fake Script UUID in Inventory + + Client.Inventory.FolderContents(Client.Inventory.FindFolderForType(AssetType.LSLText), Client.Self.AgentID, + false, true, InventorySortOrder.ByName, 10000); + + UUID Transaction = Client.Inventory.RezScript(Prim, (InventoryItem)Client.Inventory.Store[Script]); + + - - + + + Send a request to the simulator to get the running status of a script. The reply will come back via the EventQueue + in a ScriptRunningReply message + + The object containing the script + The script contained in the task inventorys - - + + + Sets a script running state which is in a task inventory + + The object containing the script + The script contained in the task inventorys + true to set the script running, false to stop a running script - - + + + Create a CRC from an InventoryItem + + The source InventoryItem + A uint representing the source InventoryItem as a CRC - - + + + Reverses a cheesy XORing with a fixed UUID to convert a shadow_id to an asset_id + + Obfuscated shadow_id value + Deobfuscated asset_id value - - + + + Wrapper for creating a new object + + The type of item from the enum + The of the newly created object + An object with the type and id passed - - + + + Parse the results of a RequestTaskInventory() response + + A string which contains the data from the task reply + A List containing the items contained within the tasks inventory - - + + + UpdateCreateInventoryItem packets are received when a new inventory item + is created. This may occur when an object that's rezzed in world is + taken into inventory, when an item is created using the CreateInventoryItem + packet, or when an object is purchased + - - + + + + + + + - - + + + Fired when a reply to a RequestFetchInventory() is received + + - - + + + Fired when a response to a RequestFolderContents() is received + + - - + + + Fired when an object or another avatar offers us an inventory item + - - + + + Fired when a response to FindObjectByPath() is received + + - - + + + Fired when a task inventory item is received + + This may occur when an object that's rezzed in world is + taken into inventory, when an item is created using the CreateInventoryItem + packet, or when an object is purchased + - - + + + Fired in response to a request for a tasks (primitive) inventory + + + - - + + + Fired when a SaveAssetToInventory packet is received, generally after the logout reply handler + - - + + + Fired in response to a GetScriptRunning request + - - + + + Get this agents Inventory data + - - + + + Callback for inventory item creation finishing + + Whether the request to create an inventory + item succeeded or not + Inventory item being created. If success is + false this will be null - - + + + Callback for an inventory item being create from an uploaded asset + + true if inventory item creation was successful + + + - - + + + + + - - + + + + + - - + + + Callback for an inventory folder updating + + UUID of the folder that was updated - - + + + Callback for when an inventory item is offered to us by another avatar or an object + + A object containing specific + details on the item being offered, eg who its from + The AssetType being offered + Will be null if item is offered from an object + will be true of item is offered from an object + Return true to accept the offer, or false to decline it - - + + + Callback when an inventory object is accepted and received from a + task inventory. This is the callback in which you actually get + the ItemID, as in ObjectOfferedCallback it is null when received + from a task. + + + + + + - - + + + + + + - - + + + Reply received after calling RequestTaskInventory, + contains a filename that can be used in an asset download request + + UUID of the inventory item + Version number of the task inventory asset + Filename of the task inventory asset - - + + + Reply received when uploading an inventory asset + + Has upload been successful + Error message if upload failed + Inventory asset UUID + New asset UUID - - + + + Fired when local inventory store needs to be updated. Generally at logout to update a local cache + + the assets UUID + The new AssetID of the item, or UUID.Zero - - + + + + + + + + - - + + + + + + + + - - + + + Level of Detail mesh + - - + + + The type of bump-mapping applied to a face + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + + The level of shininess applied to a face + - - + + - - + + - - - - - - - - - - - + + - - + + - - + + + The texture mapping style used for a face + - - + + - - + + - - + + + Flags in the TextureEntry block that describe which properties are + set + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + + Represents a Landmark with RegionID and Position vector + - - + + UUID of the Landmark target region - - + + Local position of the target - - + + Construct an Asset of type Landmark - - + + + Construct an Asset object of type Landmark + + A unique specific to this asset + A byte array containing the raw asset data - - + + + Constuct an asset of type Landmark + + UUID of the target region + Local position of landmark - - + + + Encode the raw contents of a string with the specific Landmark format + - - + + + Decode the raw asset data, populating the RegionID and Position + + true if the AssetData was successfully decoded to a UUID and Vector - - + + Override the base classes AssetType - - + + + This exception is thrown whenever a network operation is attempted + without a network connection. + - - + + + NetworkManager is responsible for managing the network layer of + OpenMetaverse. It tracks all the server connections, serializes + outgoing traffic and deserializes incoming traffic, and provides + instances of delegates for network-related events. + + + Login Routines + - - + + All of the simulators we are currently connected to - - + + Handlers for incoming capability events - - + + Handlers for incoming packets - - + + Incoming packets that are awaiting handling - - + + Outgoing packets that are awaiting handling - - + + + Default constructor + + Reference to the GridClient object - - + + + Register an event handler for a packet. This is a low level event + interface and should only be used if you are doing something not + supported in the library + + Packet type to trigger events for + Callback to fire when a packet of this type + is received - - + + + Unregister an event handler for a packet. This is a low level event + interface and should only be used if you are doing something not + supported in the library + + Packet type this callback is registered with + Callback to stop firing events for - - + + + Register a CAPS event handler. This is a low level event interface + and should only be used if you are doing something not supported in + the library + + Name of the CAPS event to register a handler for + Callback to fire when a CAPS event is received - - + + + Unregister a CAPS event handler. This is a low level event interface + and should only be used if you are doing something not supported in + the library + + Name of the CAPS event this callback is + registered with + Callback to stop firing events for - - + + + Send a packet to the simulator the avatar is currently occupying + + Packet to send - - + + + Send a packet to a specified simulator + + Packet to send + Simulator to send the packet to - - + + + Connect to a simulator + + IP address to connect to + Port to connect to + Handle for this simulator, to identify its + location in the grid + Whether to set CurrentSim to this new + connection, use this if the avatar is moving in to this simulator + URL of the capabilities server to use for + this sim connection + A Simulator object on success, otherwise null - - + + + Connect to a simulator + + IP address and port to connect to + Handle for this simulator, to identify its + location in the grid + Whether to set CurrentSim to this new + connection, use this if the avatar is moving in to this simulator + URL of the capabilities server to use for + this sim connection + A Simulator object on success, otherwise null - - + + + Initiate a blocking logout request. This will return when the logout + handshake has completed or when Settings.LOGOUT_TIMEOUT + has expired and the network layer is manually shut down + - - + + + Initiate the logout process. Check if logout succeeded with the + OnLogoutReply event, and if this does not fire the + Shutdown() function needs to be manually called + - - + + + + + + - - + + + Shutdown will disconnect all the sims except for the current sim + first, and then kill the connection to CurrentSim. This should only + be called if the logout process times out on RequestLogout + - - + + + Searches through the list of currently connected simulators to find + one attached to the given IPEndPoint + + IPEndPoint of the Simulator to search for + A Simulator reference on success, otherwise null - - + + + Fire an event when an event queue connects for capabilities + + Simulator the event queue is attached to - - + + + Called to deal with LogoutReply packet and fires off callback + + Full packet of type LogoutReplyPacket + - - + + Seed CAPS URL returned from the login server - - + + A list of packets obtained during the login process which networkmanager will log but not process - - + + + Generate sane default values for a login request + + Account first name + Account last name + Account password + Client application name + Client application version + A populated struct containing + sane defaults - - + + + Simplified login that takes the most common and required fields + + Account first name + Account last name + Account password + Client application name + Client application version + Whether the login was successful or not. On failure the + LoginErrorKey string will contain the error code and LoginMessage + will contain a description of the error - - + + + Simplified login that takes the most common fields along with a + starting location URI, and can accept an MD5 string instead of a + plaintext password + + Account first name + Account last name + Account password or MD5 hash of the password + such as $1$1682a1e45e9f957dcdf0bb56eb43319c + Client application name + Starting location URI that can be built with + StartLocation() + Client application version + Whether the login was successful or not. On failure the + LoginErrorKey string will contain the error code and LoginMessage + will contain a description of the error - - + + + Login that takes a struct of all the values that will be passed to + the login server + + The values that will be passed to the login + server, all fields must be set even if they are String.Empty + Whether the login was successful or not. On failure the + LoginErrorKey string will contain the error code and LoginMessage + will contain a description of the error - - + + + Build a start location URI for passing to the Login function + + Name of the simulator to start in + X coordinate to start at + Y coordinate to start at + Z coordinate to start at + String with a URI that can be used to login to a specified + location - - + + + Handles response from XML-RPC login replies + - - + + + Handle response from LLSD login replies + + + + - - + + + Get current OS + + Either "Win" or "Linux" - - + + + Get clients default Mac Address + + A string containing the first found Mac Address - - + + + Event raised when an outgoing packet is sent to a simulator + - - + + + Event raised when the client was able to connected successfully. + + Uses the ConnectedCallback delegate. - - + + + + Event raised when a before a connection to a simulator is + initialized + - - + + + Event raised when a connection to a simulator is established + - - + + + An event for the connection to a simulator other than the currently + occupied one disconnecting + + The Simulators list is locked when this event is + triggered, do not attempt to modify the collection or acquire a + lock on it when this callback is fired - - + + + An event for being logged out either through client request, server + forced, or network error + - - + + + An event for when CurrentSim changes + - - + + + Triggered when an event queue makes the initial connection + - - + + Unique identifier associated with our connections to + simulators - - + + The simulator that the logged in avatar is currently + occupying - - + + Shows whether the network layer is logged in to the + grid or not - - + + Number of packets in the incoming queue - - + + Number of packets in the outgoing queue - - + + Called any time the login status changes, will eventually + return LoginStatus.Success or LoginStatus.Failure - - + + Called when a reply is received from the login server, the + login sequence will block until this event returns - - + + Current state of logging in - - + + Upon login failure, contains a short string key for the + type of login error that occurred - - + + The raw XML-RPC reply from the login server, exactly as it + was received (minus the HTTP header) - - + + During login this contains a descriptive version of + LoginStatusCode. After a successful login this will contain the + message of the day, and after a failed login a descriptive error + message will be returned - - + + + Explains why a simulator or the grid disconnected from us + - - + + The client requested the logout or simulator disconnect - - + + The server notified us that it is disconnecting - - + + Either a socket was closed or network traffic timed out - - + + The last active simulator shut down - - + + + Holds a simulator reference and a decoded packet, these structs are put in + the packet inbox for event handling + - - + + Reference to the simulator that this packet came from - - + + Packet that needs to be processed - - + + + Holds a simulator reference and a serialized packet, these structs are put in + the packet outbox for sending + - - + + Reference to the simulator this packet is destined for - - + + Packet that needs to be sent - - + + Sequence number of the wrapped packet - - + + Number of times this packet has been resent - - + + Environment.TickCount when this packet was last sent over the wire - - + + + Coupled with RegisterCallback(), this is triggered whenever a packet + of a registered type is received + + + - - + + + Triggered whenever an outgoing packet is sent + + Buffer holding the outgoing packet payload + Number of bytes of the data buffer that were sent + Simulator this packet was sent to - - + + + Assigned by the OnConnected event. Raised when login was a success + + Reference to the GridClient object that called the event - - + + + Assigned by the OnLogoutReply callback. Raised upone receipt of a LogoutReply packet during logout process. + + - - + + + Triggered before a new connection to a simulator is established + + The connection to the new simulator won't be established + until this callback returns + The simulator that is being connected to + Whether to continue connecting to the simulator or abort + the connection - - + + + Triggered when a new connection to a simulator is established + + The simulator that is being connected to - - + + + Triggered when a simulator other than the simulator that is currently + being occupied disconnects for whatever reason + + The simulator that disconnected, which will become a null + reference after the callback is finished + Enumeration explaining the reason for the disconnect - - + + + Triggered when we are logged out of the grid due to a simulator request, + client request, network timeout, or any other cause + + Enumeration explaining the reason for the disconnect + If we were logged out by the simulator, this + is a message explaining why - - + + + Triggered when CurrentSim changes + + A reference to the old value of CurrentSim - - + + + Triggered when an event queue makes the initial connection + + Simulator this event queue is tied to - - + + + Fired when a login request is successful or not + + + - - + + + + + + + + + - - + + + Permission request flags, asked when a script wants to control an Avatar + - - + + Placeholder for empty values, shouldn't ever see this - - + + Script wants ability to take money from you - - + + Script wants to take camera controls for you - - + + Script wants to remap avatars controls - - + + Script wants to trigger avatar animations + This function is not implemented on the grid - - + + Script wants to attach or detach the prim or primset to your avatar - - + + Script wants permission to release ownership + This function is not implemented on the grid + The concept of "public" objects does not exist anymore. - - + + Script wants ability to link/delink with other prims - - + + Script wants permission to change joints + This function is not implemented on the grid - - + + Script wants permissions to change permissions + This function is not implemented on the grid - - + + Script wants to track avatars camera position and rotation - - + + Script wants to control your camera - - - - - + + + Special commands used in Instant Messages + - - + + Indicates a regular IM from another agent - - + + Simple notification box with an OK button - - + + You've been invited to join a group. - - + + Inventory offer - - + + Accepted inventory offer - - + + Declined inventory offer - - + + Group vote - - + + An object is offering its inventory - - + + Accept an inventory offer from an object - - + + Decline an inventory offer from an object - - + + Unknown - - + + Start a session, or add users to a session - - + + Start a session, but don't prune offline users - - + + Start a session with your group - - + + Start a session without a calling card (finder or objects) - - + + Send a message to a session - - + + Leave a session - - + + Indicates that the IM is from an object - - + + Sent an IM to a busy user, this is the auto response - - + + Shows the message in the console and chat history - - + + Send a teleport lure - - + + Response sent to the agent which inititiated a teleport invitation - - + + Response sent to the agent which inititiated a teleport invitation - - + + Only useful if you have Linden permissions - - + + A placeholder type for future expansion, currently not + used - - + + IM to tell the user to go to an URL - - + + IM for help - - + + IM sent automatically on call for help, sends a lure + to each Helper reached - - + + Like an IM but won't go to email - - + + IM from a group officer to all group members - - + + Unknown - - + + Unknown - - + + Accept a group invitation - - + + Decline a group invitation - - + + Unknown - - + + An avatar is offering you friendship - - + + An avatar has accepted your friendship offer - - + + An avatar has declined your friendship offer - - + + Indicates that a user has started typing - - + + Indicates that a user has stopped typing - - + + + Flag in Instant Messages, whether the IM should be delivered to + offline avatars as well + - - + + Only deliver to online avatars - - + + If the avatar is offline the message will be held until + they login next, and possibly forwarded to their e-mail account - - + + + Conversion type to denote Chat Packet types in an easier-to-understand format + - - + + Whisper (5m radius) - - + + Normal chat (10/20m radius), what the official viewer typically sends - - + + Shouting! (100m radius) - - + + Event message when an Avatar has begun to type - - + + Event message when an Avatar has stopped typing - - + + Unknown - - + + Event message when an object uses llOwnerSay - - + + Special value to support llRegionSay, never sent to the client - - + + + Identifies the source of a chat message + - - + + Chat from the grid or simulator - - + + Chat from another avatar - - + + Chat from an object - - + + + + - - + + - - + + - - + + - - + + + Effect type used in ViewerEffect packets + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + Project a beam from a source to a destination, such as + the one used when editing an object - - + + - - + + - - + + - - + + Create a swirl of particles around an object - - + + - - + + - - + + Cause an avatar to look at an object - - + + Cause an avatar to point at an object - - + + + The action an avatar is doing when looking at something, used in + ViewerEffect packets for the LookAt effect + - - + + - - + + - - + + - - + + - - + + - - + + - - + + Deprecated - - + + - - + + - - + + - - + + - - + + + The action an avatar is doing when pointing at something, used in + ViewerEffect packets for the PointAt effect + - - + + - - + + - - + + - - + + - - + + + Money transaction types + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - - - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + + Flags sent when a script takes or releases a control + + NOTE: (need to verify) These might be a subset of the ControlFlags enum in Movement, - - + + No Flags set - - + + Forward (W or up Arrow) - - + + Back (S or down arrow) - - + + Move left (shift+A or left arrow) - - + + Move right (shift+D or right arrow) - - + + Up (E or PgUp) - - + + Down (C or PgDown - - + + Rotate left (A or left arrow) - - + + Rotate right (D or right arrow) - - + + Left Mouse Button - - + + Left Mouse button in MouseLook - - + + + Currently only used to hide your group title + - - + + No flags set - - + + Hide your group title - - + + + Action state of the avatar, which can currently be typing and + editing + - - + + - - + + - - + + - - + + + Current teleport status + - - + + Unknown status - - + + Teleport initialized + + + Teleport in progress + + + Teleport failed + + + Teleport completed + + + Teleport cancelled + + + + + + + + No flags set, or teleport failed + + + Set when newbie leaves help island for first time + + + + + + Via Lure + + + Via Landmark + + + Via Location + + + Via Home + + + Via Telehub + + + Via Login + + + Linden Summoned + + + Linden Forced me + + + + + + Agent Teleported Home via Script + + + + + + + + + + + + forced to new location for example when avatar is banned or ejected + + + Teleport Finished via a Lure + + + Finished, Sim Changed + + + Finished, Same Sim + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Instant Message + + + + Key of sender + + + Name of sender + + + Key of destination avatar + + + ID of originating estate + + + Key of originating region + + + Coordinates in originating region + + + Instant message type + + + Group IM session toggle + + + Key of IM session, for Group Messages, the groups UUID + + + Timestamp of the instant message + + + Instant message text + + + Whether this message is held for offline avatars + + + Context specific packed data + + + + Avatar group management + + + + Key of Group Member + + + Total land contribution + + + Online status information + + + Abilities that the Group Member has + + + Current group title + + + Is a group owner + + + + Role manager for a group + + + + Key of the group + + + Key of Role + + + Name of Role + + + Group Title associated with Role + + + Description of Role + + + Abilities Associated with Role + + + Returns the role's title + The role's title + + + + Class to represent Group Title + + + + Key of the group + + + ID of the role title belongs to + + + Group Title + + + Whether title is Active + + + Returns group title + + + + Represents a group on the grid + + + + Key of Group + + + Key of Group Insignia + + + Key of Group Founder + + + Key of Group Role for Owners + + + Name of Group + + + Text of Group Charter + + + Title of "everyone" role + + + Is the group open for enrolement to everyone + + + Will group show up in search + + + + + + + + + + + + Is the group Mature + + + Cost of group membership + + + + + + + + + The total number of current members this group has + + + The number of roles this group has configured + + + Show this group in agent's profile + + + Returns the name of the group + A string containing the name of the group + + + + A group Vote + + + + Key of Avatar who created Vote + + + Text of the Vote proposal + + + Total number of votes + + + + A group proposal + + + + The Text of the proposal + + + The minimum number of members that must vote before proposal passes or failes + + + The required ration of yes/no votes required for vote to pass + The three options are Simple Majority, 2/3 Majority, and Unanimous + TODO: this should be an enum + + + The duration in days votes are accepted + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Struct representing a group notice + + + + + + + + + + + + + + + + + + + + + + + Struct representing a group notice list entry + + + + Notice ID + + + Creation timestamp of notice + + + Agent name who created notice + + + Notice subject + + + Is there an attachment? + + + Attachment Type + + + + Struct representing a member of a group chat session and their settings + + + + The of the Avatar + + + True if user has voice chat enabled + + + True of Avatar has moderator abilities + + + True if a moderator has muted this avatars chat + + + True if a moderator has muted this avatars voice + + + + Role update flags + + + + + + + + + + + + + + + + + + + + + + + + + Can send invitations to groups default role + + + Can eject members from group + + + Can toggle 'Open Enrollment' and change 'Signup fee' + + + Member is visible in the public member list + + + Can create new roles + + + Can delete existing roles + + + Can change Role names, titles and descriptions + + + Can assign other members to assigners role + + + Can assign other members to any role + + + Can remove members from roles + + + Can assign and remove abilities in roles + + + Can change group Charter, Insignia, 'Publish on the web' and which + members are publicly visible in group member listings + + + Can buy land or deed land to group + + + Can abandon group owned land to Governor Linden on mainland, or Estate owner for + private estates + + + Can set land for-sale information on group owned parcels + + + Can subdivide and join parcels + + + Can join group chat sessions + + + Can use voice chat in Group Chat sessions + + + Can moderate group chat sessions + + + Can toggle "Show in Find Places" and set search category + + + Can change parcel name, description, and 'Publish on web' settings + + + Can set the landing point and teleport routing on group land + + + Can change music and media settings + + + Can toggle 'Edit Terrain' option in Land settings + + + Can toggle various About Land > Options settings + + + Can always terraform land, even if parcel settings have it turned off + + + Can always fly while over group owned land + + + Can always rez objects on group owned land + + + Can always create landmarks for group owned parcels + + + Can set home location on any group owned parcel + + + Can modify public access settings for group owned parcels + + + Can manager parcel ban lists on group owned land + + + Can manage pass list sales information + + + Can eject and freeze other avatars on group owned land + + + Can return objects set to group + + + Can return non-group owned/set objects + + + Can return group owned objects + + + Can landscape using Linden plants + + + Can deed objects to group + + + Can move group owned objects + + + Can set group owned objects for-sale + + + Pay group liabilities and receive group dividends + + + Can send group notices + + + Can receive group notices + + + Can create group proposals + + + Can vote on group proposals + + + + Handles all network traffic related to reading and writing group + information + + + + A reference to the current instance + + + Currently-active group members requests + + + Currently-active group roles requests + + + Currently-active group role-member requests + + + Dictionary keeping group members while request is in progress + + + Dictionary keeping mebmer/role mapping while request is in progress + + + Dictionary keeping GroupRole information while request is in progress + + + Caches group name lookups + + + + Group Management Routines, Methods and Packet Handlers + + A reference to the current instance + + + + Request a current list of groups the avatar is a member of. + + CAPS Event Queue must be running for this to work since the results + come across CAPS. + + + + Lookup name of group based on groupID + + groupID of group to lookup name for. + + + + Request lookup of multiple group names + + List of group IDs to request. + + + Lookup group profile data such as name, enrollment, founder, logo, etc + Subscribe to OnGroupProfile event to receive the results. + group ID (UUID) + + + Request a list of group members. + Subscribe to OnGroupMembers event to receive the results. + group ID (UUID) + UUID of the request, use to index into cache + + + Request group roles + Subscribe to OnGroupRoles event to receive the results. + group ID (UUID) + UUID of the request, use to index into cache + + + Request members (members,role) role mapping for a group. + Subscribe to OnGroupRolesMembers event to receive the results. + group ID (UUID) + UUID of the request, use to index into cache + + + Request a groups Titles + Subscribe to OnGroupTitles event to receive the results. + group ID (UUID) + UUID of the request, use to index into cache + + + Begin to get the group account summary + Subscribe to the OnGroupAccountSummary event to receive the results. + group ID (UUID) + How long of an interval + Which interval (0 for current, 1 for last) + + + Invites a user to a group + The group to invite to + A list of roles to invite a person to + Key of person to invite + + + Set a group as the current active group + group ID (UUID) + + + Change the role that determines your active title + Group ID to use + Role ID to change to + + + Set this avatar's tier contribution + Group ID to change tier in + amount of tier to donate + + + + Save wheather agent wants to accept group notices and list this group in their profile + + Group + Accept notices from this group + List this group in the profile + + + Request to join a group + Subscribe to OnGroupJoined event for confirmation. + group ID (UUID) to join. + + + + Request to create a new group. If the group is successfully + created, L$100 will automatically be deducted + + Subscribe to OnGroupCreated event to receive confirmation. + Group struct containing the new group info + + + Update a group's profile and other information + Groups ID (UUID) to update. + Group struct to update. + + + Eject a user from a group + Group ID to eject the user from + Avatar's key to eject + + + Update role information + Modified role to be updated + + + Create a new group role + Group ID to update + Role to create + + + Remove an avatar from a role + Group ID to update + Role ID to be removed from + Avatar's Key to remove + + + Assign an avatar to a role + Group ID to update + Role ID to assign to + Avatar's ID to assign to role + + + Request the group notices list + Group ID to fetch notices for + + + Request a group notice by key + ID of group notice + + + Send out a group notice + Group ID to update + GroupNotice structure containing notice data + + + Start a group proposal (vote) + The Group ID to send proposal to + GroupProposal structure containing the proposal + + + Request to leave a group + Subscribe to OnGroupLeft event to receive confirmation + The group to leave + + + + Packet Handler for EjectGroupMemberReply, fired when an avatar is ejected from + a group. + + The EjectGroupMemberReply packet + The simulator where the message originated + This is a silly packet, it doesn't provide you with the ejectees UUID + + + Fired when a is received, contains a list of + groups avatar is currently a member of + + + Fired when a UUIDGroupNameReply packet is receiived, + contains name of group requested + + + Fired when a GroupProfileReply packet is received, + contains group profile information for requested group. + + + Fired when a GroupMembersReply packet is received, + contains a list of group members for requested group + + + Fired when a GroupRoleDataReply packet is received, + contains details on roles for requested group + + + Fired when a is received, + Contains group member to group role mappings + + + Fired when a GroupTitlesReply packet is received, + sets the active role title for the current Agent + + + Fired when a GroupAccountSummaryReply packet is received, + Contains a summary of group financial information + + + Fired when a CreateGroupReply packet is received, indicates + the successful creation of a new group + + + Fired when a JoinGroupReply packet is received, indicates + the Avatar has successfully joined a new group either by + or by accepting a group join invitation with + + + Fired when a LeaveGroupReply packet is received, indicates + the Avatar has successfully left a group + + + + Fired when a AgentDropGroup packet is received, contains + the of the group dropped + + + Fired when a GroupMemberEjected packet is received, + indicates a member of a group has been ejected + + + Fired when the list of group notices is recievied - - + + + Callback for the list of groups the avatar is currently a member of + + A dictionary containing the groups an avatar is a member of, + where the Key is the group , and the values are the groups - - + + + Callback for a list of group names + + A dictionary containing the the group names requested + where the Key is the group , and the values are the names - - + + + Callback for the profile of a group + + The group profile - - + + + Callback for the member list of a group + + returned by RequestGroupMembers + of the group + A dictionary containing the members of a group + where key is member and value is struct - - + + + Callback for retrieving group roles + + of the request returned from RequestGroupRoles + of the group + A dictionary containing role s as the key + and structs as values - - + + + Callback for a pairing of roles to members + + of the request returned from RequestGroupRolesMembers + of the group + List containing role/member pairs + + + + Callback for the title list of a group + + of the request returned from RequestGroupTitles + Group + A dictionary containing the titles of a group + where the Key is the role , and the values are the title details + + + + Callback fired when group account summary information is received + + Group + The group account summary information + + + + Callback fired after an attempt to create a group + + The new groups + True of creation was successful + A string, containing a message from the simulator + + + + Callback fired when the avatar has joined a group + + The of the group joined + True if the join was successful + + + + Callback fired when the avatar leaves a group + + The of the group joined + True if the part was successful + + + + Fired when a group is dropped, likely because it did not keep the required (2) avatar + minimum + + The of the group which was dropped + + + + Fired when a member of a group is ejected, + Does not provide member information, only + group ID and whether it was successful or not + + The Group UUID the member was ejected from + true of member was successfully ejected + + + + Fired when the list of group notices is recievied + + The of the group for which the notice list entry was recievied + The Notice list entry + + + + The InternalDictionary class is used through the library for storing key/value pairs. + It is intended to be a replacement for the generic Dictionary class and should + be used in its place. It contains several methods for allowing access to the data from + outside the library that are read only and thread safe. + + + Key + Value + + + Internal dictionary that this class wraps around. Do not + modify or enumerate the contents of this dictionary without locking + on this member + + + + Initializes a new instance of the Class + with the specified key/value, has the default initial capacity. + + + + // initialize a new InternalDictionary named testDict with a string as the key and an int as the value. + public InternalDictionary<string, int> testDict = new InternalDictionary<string, int>(); + + + + + + Initializes a new instance of the Class + with the specified key/value, has its initial valies copied from the specified + + + + to copy initial values from + + + // initialize a new InternalDictionary named testAvName with a UUID as the key and an string as the value. + // populates with copied values from example KeyNameCache Dictionary. + + // create source dictionary + Dictionary<UUID, string> KeyNameCache = new Dictionary<UUID, string>(); + KeyNameCache.Add("8300f94a-7970-7810-cf2c-fc9aa6cdda24", "Jack Avatar"); + KeyNameCache.Add("27ba1e40-13f7-0708-3e98-5819d780bd62", "Jill Avatar"); + + // Initialize new dictionary. + public InternalDictionary<UUID, string> testAvName = new InternalDictionary<UUID, string>(KeyNameCache); + + + + + + Initializes a new instance of the Class + with the specified key/value, With its initial capacity specified. + + Initial size of dictionary + + + // initialize a new InternalDictionary named testDict with a string as the key and an int as the value, + // initially allocated room for 10 entries. + public InternalDictionary<string, int> testDict = new InternalDictionary<string, int>(10); + + + + + + Try to get entry from with specified key + + Key to use for lookup + Value returned + if specified key exists, if not found + + + // find your avatar using the Simulator.ObjectsAvatars InternalDictionary: + Avatar av; + if (Client.Network.CurrentSim.ObjectsAvatars.TryGetValue(Client.Self.AgentID, out av)) + Console.WriteLine("Found Avatar {0}", av.Name); + + + + + + + Finds the specified match. + + The match. + Matched value + + + // use a delegate to find a prim in the ObjectsPrimitives InternalDictionary + // with the ID 95683496 + uint findID = 95683496; + Primitive findPrim = sim.ObjectsPrimitives.Find( + delegate(Primitive prim) { return prim.ID == findID; }); + + + + + Find All items in an + return matching items. + a containing found items. + + Find All prims within 20 meters and store them in a List + + int radius = 20; + List<Primitive> prims = Client.Network.CurrentSim.ObjectsPrimitives.FindAll( + delegate(Primitive prim) { + Vector3 pos = prim.Position; + return ((prim.ParentID == 0) && (pos != Vector3.Zero) && (Vector3.Distance(pos, location) < radius)); + } + ); + + + + + Find All items in an + return matching keys. + a containing found keys. + + Find All keys which also exist in another dictionary + + List<UUID> matches = myDict.FindAll( + delegate(UUID id) { + return myOtherDict.ContainsKey(id); + } + ); + + + + + Perform an on each entry in an + to perform + + + // Iterates over the ObjectsPrimitives InternalDictionary and prints out some information. + Client.Network.CurrentSim.ObjectsPrimitives.ForEach( + delegate(Primitive prim) + { + if (prim.Text != null) + { + Console.WriteLine("NAME={0} ID = {1} TEXT = '{2}'", + prim.PropertiesFamily.Name, prim.ID, prim.Text); + } + }); + + - - + + Perform an on each key of an + to perform - - + + + Perform an on each KeyValuePair of an + + to perform - - + + Check if Key exists in Dictionary + Key to check for + if found, otherwise - - + + Check if Value exists in Dictionary + Value to check for + if found, otherwise - - + + + Adds the specified key to the dictionary, dictionary locking is not performed, + + + The key + The value - - + + + Removes the specified key, dictionary locking is not performed + + The key. + if successful, otherwise - - + + + Gets the number of Key/Value pairs contained in the + - - + + + Indexer for the dictionary + + The key + The value - - + + + Access to the Linden dataserver which allows searching for land, events, people, etc + - - + + + Starts a search for land sales using the directory + + What type of land to search for. Auction, + estate, mainland, "first land", etc + A unique identifier that can identify packets associated + with this query from other queries + The OnDirLandReply event handler must be registered before + calling this function. There is no way to determine how many + results will be returned, or how many times the callback will be + fired other than you won't get more than 100 total parcels from + each query. - - + + + Starts a search for land sales using the directory + + What type of land to search for. Auction, + estate, mainland, "first land", etc + Maximum price to search for + Maximum area to search for + Each request is limited to 100 parcels + being returned. To get the first 100 parcels of a request use 0, + from 100-199 use 1, 200-299 use 2, etc. + A unique identifier that can identify packets associated + with this query from other queries + The OnDirLandReply event handler must be registered before + calling this function. There is no way to determine how many + results will be returned, or how many times the callback will be + fired other than you won't get more than 100 total parcels from + each query. - - + + + Starts a search for land sales using the directory + + A flags parameter that can modify the way + search results are returned, for example changing the ordering of + results or limiting based on price or area + What type of land to search for. Auction, + estate, mainland, "first land", etc + Maximum price to search for, the + DirFindFlags.LimitByPrice flag must be set + Maximum area to search for, the + DirFindFlags.LimitByArea flag must be set + Each request is limited to 100 parcels + being returned. To get the first 100 parcels of a request use 0, + from 100-199 use 100, 200-299 use 200, etc. + A unique identifier that can identify packets associated + with this query from other queries + The OnDirLandReply event handler must be registered before + calling this function. There is no way to determine how many + results will be returned, or how many times the callback will be + fired other than you won't get more than 100 total parcels from + each query. - - + + + Starts a search for a Group in the directory manager + + + The text to search for + Each request is limited to 100 parcels + being returned. To get the first 100 parcels of a request use 0, + from 100-199 use 100, 200-299 use 200, etc. + A unique identifier that can identify packets associated + with this query from other queries + The OnDirLandReply event handler must be registered before + calling this function. There is no way to determine how many + results will be returned, or how many times the callback will be + fired other than you won't get more than 100 total parcels from + each query. - - + + + Search "places" for Land you personally own + - - + + + Searches Places for Land owned by a specific user or group + + One of the Values from the DirFindFlags struct, ie: AgentOwned, GroupOwned, etc. + LLUID of group you want to recieve land list for (You must be in group), or + LLUID.Zero for Your own land + Transaction (Query) ID which can be associated with results from your request. - - + + + Search Places + + One of the Values from the DirFindFlags struct, ie: AgentOwned, GroupOwned, etc. + One of the values from the SearchCategory Struct, ie: Any, Linden, Newcomer + LLUID of group you want to recieve results for + Transaction (Query) ID which can be associated with results from your request. + Transaction (Query) ID which can be associated with results from your request. - - + + + Search Places - All Options + + One of the Values from the DirFindFlags struct, ie: AgentOwned, GroupOwned, etc. + One of the values from the SearchCategory Struct, ie: Any, Linden, Newcomer + String Text to search for + String Simulator Name to search in + LLUID of group you want to recieve results for + Transaction (Query) ID which can be associated with results from your request. + Transaction (Query) ID which can be associated with results from your request. - - + + + Search All Events with specifid searchText in all categories, includes Mature + + Text to search for + UUID of query to correlate results in callback. - - + + + Search Events with Options to specify category and Mature events. + + Text to search for + true to include Mature events + category to search + UUID of query to correlate results in callback. - - + + + Search Events - ALL options + + string text to search for e.g.: live music + Include mature events in results + "u" for now and upcoming events, -or- number of days since/until event is scheduled + For example "0" = Today, "1" = tomorrow, "2" = following day, "-1" = yesterday, etc. + Page # to show, 0 for First Page + EventCategory event is listed under. + a UUID that can be used to track queries with results. + UUID of query to correlate results in callback. - - + + Requests Event Details + ID of Event returned from Places Search - - + + + + - - + + + + - - + + + The different categories a classified ad can be placed in + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + + Land types to search dataserver for + - - + + Do not search - - + + Land which is currently up for auction - - + + Parcels which are on the mainland (Linden owned) continents - - + + Parcels which are on privately owned simulators - - + + + A classified ad on the grid + - - + + UUID for this ad, useful for looking up detailed + information about it - - + + The title of this classified ad - - + + Unknown - - + + Creation date of the ad - - + + Expiration date of the ad - - + + Price that was paid for this ad - - + + + A parcel retrieved from the dataserver such as results from the + "For-Sale" listings + - - + + - - + + - - + + - - + + - - + + - - + + - - + + + An Avatar returned from the dataserver + - - + + Online status of agent - - + + Agents first name - - + + Agents last name - - + + Agents - - + + + Response to a "Groups" Search + - - + + + Response to a "Places" Search, e.g. My Land, Group Land, etc. + Note: This is not DirPlacesReply + - - + + + Response to "Events" search + - - + + + an Event returned from the dataserver + - - + + + + + - - + + + + + + + + + + + + - - + + + + + + - - + + + + + + - - + + + + + + - - + + + + + - - + + + Capabilities is the name of the bi-directional HTTP REST protocol + used to communicate non real-time transactions such as teleporting or + group messaging + - - + + Reference to the simulator this system is connected to - - + + + Default constructor + + + - - + + + Request the URI of a named capability + + Name of the capability to request + The URI of the requested capability, or String.Empty if + the capability does not exist - - + + + Process any incoming events, check to see if we have a message created for the event, + + + - - + + Capabilities URI this system was initialized with - - + + Whether the capabilities event queue is connected and + listening for incoming events - - + + + Triggered when an event is received via the EventQueueGet + capability + + Event name + Decoded event data + The simulator that generated the event - - + + + Represents an AssetScriptBinary object containing the + LSO compiled bytecode of an LSL script + - - + + Initializes a new instance of an AssetScriptBinary object - - + + Initializes a new instance of an AssetScriptBinary object with parameters + A unique specific to this asset + A byte array containing the raw asset data - - + + + TODO: Encodes a scripts contents into a LSO Bytecode file + - - + + + TODO: Decode LSO Bytecode into a string + + true - - + + Override the base classes AssetType - - + + + Simulator (region) properties + - - + + No flags set - - + + Agents can take damage and be killed - - + + Landmarks can be created here - - + + Home position can be set in this sim - - + + Home position is reset when an agent teleports away - - + + Sun does not move - - + + No object, land, etc. taxes - - + + Disable heightmap alterations (agents can still plant + foliage) - - + + Land cannot be released, sold, or purchased - - + + All content is wiped nightly - - + + - - + + - - + + - - + + No collision detection for non-agent objects - - + + No scripts are ran - - + + All physics processing is turned off - - + + - - + + - - + + - - + + - - + + Flight is disabled (not currently enforced by the sim) - - + + Allow direct (p2p) teleporting - - + + Estate owner has temporarily disabled scripting - - + + - - + + Deny agents with no payment info on file - - + + Deny agents with payment info on file - - + + Deny agents who have made a monetary transaction - - + + - - + + - - + + Region is Voice Enabled - - + + + Access level for a simulator + - - + + Minimum access level, no additional checks - - + + Trial accounts allowed - - + + PG rating - - + + Mature rating - - + + Simulator is offline - - + + Simulator does not exist - - + + + + - - + + A public reference to the client that this Simulator object + is attached to - - + + A Unique Cache identifier for this simulator - - + + The capabilities for this simulator - - + + - - + + The current version of software this simulator is running - - + + - - + + A 64x64 grid of parcel coloring values. The values stored + in this array are of the type - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + true if your agent has Estate Manager rights on this region - - + + - - + + - - + + - - + + Statistics information for this simulator and the + connection to the simulator, calculated by the simulator itself + and the library - - + + The regions Unique ID - - + + The physical data center the simulator is located + Known values are: + + Dallas + Chandler + SF + + - - + + The CPU Class of the simulator + Most full mainland/estate sims appear to be 5, + Homesteads and Openspace appear to be 501 - - + + The number of regions sharing the same CPU as this one + "Full Sims" appear to be 1, Homesteads appear to be 4 - - + + The billing product name + Known values are: + + Mainland / Full Region (Sku: 023) + Estate / Full Region (Sku: 024) + Estate / Openspace (Sku: 027) + Estate / Homestead (Sku: 029) + Mainland / Homestead (Sku: 129) (Linden Owned) + + - - + + The billing product SKU + Known values are: + + 023 Mainland / Full Region + 024 Estate / Full Region + 027 Estate / Openspace + 029 Estate / Homestead + 129 Mainland / Homestead (Linden Owned) + + - - + + Provides access to two thread-safe dictionaries containing + avatars and primitives found in this simulator - - + + The current sequence number for packets sent to this + simulator. Must be Interlocked before modifying. Only + useful for applications manipulating sequence numbers - - + + + Provides access to an internal thread-safe dictionary containing parcel + information found in this simulator + - - + + + Checks simulator parcel map to make sure it has downloaded all data successfully + + true if map is full (contains no 0's) - - + + Used internally to track sim disconnections - - + + Event that is triggered when the simulator successfully + establishes a connection - - + + Whether this sim is currently connected or not. Hooked up + to the property Connected - - + + Coarse locations of avatars in this simulator - - + + AvatarPositions key representing TrackAgent target - - + + Sequence numbers of packets we've received + (for duplicate checking) - - + + Packets we sent out that need ACKs from the simulator - - + + Sequence number for pause/resume - - + + + + + Reference to the GridClient object + IPEndPoint of the simulator + handle of the simulator - - + + + Called when this Simulator object is being destroyed + - - + + + Attempt to connect to this simulator + + Whether to move our agent in to this sim or not + True if the connection succeeded or connection status is + unknown, false if there was a failure - - + + + Disconnect from this simulator + - - + + + Instructs the simulator to stop sending update (and possibly other) packets + - - + + + Instructs the simulator to resume sending update packets (unpause) + - - + + + Sends a packet + + Packet to be sent - - + + + + - - + + + Returns Simulator Name as a String + + - - + + + + + - - + + + + + + - - + + + Sends out pending acknowledgements + - - + + + Resend unacknowledged packets + - - + + + Provides access to an internal thread-safe multidimensional array containing a x,y grid mapped + each 64x64 parcel's LocalID. + - - + + The IP address and port of the server - - + + Whether there is a working connection to the simulator or + not - - + + Coarse locations of avatars in this simulator - - + + AvatarPositions key representing TrackAgent target - - + + + Simulator Statistics + - - + + Total number of packets sent by this simulator to this agent - - + + Total number of packets received by this simulator to this agent - - + + Total number of bytes sent by this simulator to this agent - - + + Total number of bytes received by this simulator to this agent - - + + Time in seconds agent has been connected to simulator - - + + Total number of packets that have been resent - - + + Total number of resent packets recieved - - + + Total number of pings sent to this simulator by this agent - - + + Total number of ping replies sent to this agent by this simulator - - + + + Incoming bytes per second + + It would be nice to have this claculated on the fly, but + this is far, far easier - - + + + Outgoing bytes per second + + It would be nice to have this claculated on the fly, but + this is far, far easier - - + + Time last ping was sent - - + + ID of last Ping sent - - + + - - + + - - + + Current time dilation of this simulator - - + + Current Frames per second of simulator - - + + Current Physics frames per second of simulator - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + Total number of objects Simulator is simulating - - + + Total number of Active (Scripted) objects running - - + + Number of agents currently in this simulator - - + + Number of agents in neighbor simulators - - + + Number of Active scripts running in this simulator - - + + - - + + - - + + - - + + Number of downloads pending - - + + Number of uploads pending - - + + - - + + - - + + Number of local uploads pending - - + + Unacknowledged bytes in queue - - + + + + - - + + + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + + + - - + + + Checks the instance back into the object pool + - - + + + Returns an instance of the class that has been checked out of the Object Pool. + - - + + + + - - + + No report - - + + Unknown report type - - + + Bug report - - + + Complaint report - - + + Customer service report - - + + + Bitflag field for ObjectUpdateCompressed data blocks, describing + which options are present for each object + - - + + Unknown - - + + Whether the object has a TreeSpecies - - + + Whether the object has floating text ala llSetText - - + + Whether the object has an active particle system - - + + Whether the object has sound attached to it - - + + Whether the object is attached to a root object or not - - + + Whether the object has texture animation settings - - + + Whether the object has an angular velocity - - + + Whether the object has a name value pairs string - - + + Whether the object has a Media URL set - - + + + Specific Flags for MultipleObjectUpdate requests + - - + + None - - + + Change position of prims - - + + Change rotation of prims - - + + Change size of prims - - + + Perform operation on link set - - + + Scale prims uniformly, same as selecing ctrl+shift in the + viewer. Used in conjunction with Scale - - + + + Special values in PayPriceReply. If the price is not one of these + literal value of the price should be use + - - + + + Indicates that this pay option should be hidden + - - + + + Indicates that this pay option should have the default value + - - + + + Contains the variables sent in an object update packet for objects. + Used to track position and movement of prims and avatars + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + + Handles all network traffic related to prims and avatar positions and + movement. + - - + + Reference to the GridClient object - - + + Does periodic dead reckoning calculation to convert + velocity and acceleration to new positions for objects - - + + + Instantiates a new ObjectManager class + + A reference to the client - - + + + Instantiates a new ObjectManager class + + A reference to the client + If false, the ObjectManager won't + register any packet callbacks and won't decode incoming object + packets - - + + + Request object information from the sim, primarily used for stale + or missing cache entries + + The simulator containing the object you're + looking for + The objects ID which is local to the simulator the object is in - - + + + Request object information for multiple objects all contained in + the same sim, primarily used for stale or missing cache entries + + A reference to the object where the objects reside + An array which contains the IDs of the objects to request - - + + + Attempt to purchase an original object, a copy, or the contents of + an object + + A reference to the object where the objects reside + The objects ID which is local to the simulator the object is in + Whether the original, a copy, or the object + contents are on sale. This is used for verification, if the this + sale type is not valid for the object the purchase will fail + Price of the object. This is used for + verification, if it does not match the actual price the purchase + will fail + Group ID that will be associated with the new + purchase + Inventory folder UUID where the object or objects + purchased should be placed + + + BuyObject(Client.Network.CurrentSim, 500, SaleType.Copy, + 100, UUID.Zero, Client.Self.InventoryRootFolderUUID); + + - - + + + Request prices that should be displayed in pay dialog. This will triggger the simulator + to send us back a PayPriceReply which can be handled by OnPayPriceReply event + + A reference to the object where the object resides + of the object we are requesting pay price - - + + + Select a single object. This will trigger the simulator to send us back + an ObjectProperties packet so we can get the full information for + this object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + Should objects be deselected immediately after selection - - + + + Select a single object. This will trigger the simulator to send us back + an ObjectProperties packet so we can get the full information for + this object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in - - + + + Select multiple objects. This will trigger the simulator to send us + back ObjectProperties for each object + + A reference to the object where the objects reside + An array which contains the IDs of the objects to select + Should objects be deselected immediately after selection - - + + + Select multiple objects. This will trigger the simulator to send us + back ObjectProperties for each object + + A reference to the object where the objects reside + An array which contains the IDs of the objects to select - - + + + Sets and object's flags (physical, temporary, phantom, casts shadow) + + + + + + - - + + + Sets an object's sale information + + + + - - + + + Sets sale info for multiple objects + + + + - - + + + Deselect an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in - - + + + Deselect multiple objects. + + A reference to the object where the objects reside + An array which contains the IDs of the objects to select - - + + + Perform a click action on an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in - - + + + Perform a click action on an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + + + + + + - - + + + Create, or "rez" a new prim object in a simulator + + A reference to the object to place the object in + Data describing the prim object to rez + Group ID that this prim will be set to, or UUID.Zero if you + do not want the object to be associated with a specific group + An approximation of the position at which to rez the prim + Scale vector to size this prim + Rotation quaternion to rotate this prim + Due to the way client prim rezzing is done on the server, + the requested position for an object is only close to where the prim + actually ends up. If you desire exact placement you'll need to + follow up by moving the object after it has been created. This + function will not set textures, light and flexible data, or other + extended primitive properties - - + + + Create, or "rez" a new prim object in a simulator + + A reference to the object to place the object in + Data describing the prim object to rez + Group ID that this prim will be set to, or UUID.Zero if you + do not want the object to be associated with a specific group + An approximation of the position at which to rez the prim + Scale vector to size this prim + Rotation quaternion to rotate this prim + Specify the + Due to the way client prim rezzing is done on the server, + the requested position for an object is only close to where the prim + actually ends up. If you desire exact placement you'll need to + follow up by moving the object after it has been created. This + function will not set textures, light and flexible data, or other + extended primitive properties - - + + + Rez a Linden tree + + A reference to the object where the object resides + The size of the tree + The rotation of the tree + The position of the tree + The Type of tree + The of the group to set the tree to, + or UUID.Zero if no group is to be set + true to use the "new" Linden trees, false to use the old - - + + + Rez grass and ground cover + + A reference to the object where the object resides + The size of the grass + The rotation of the grass + The position of the grass + The type of grass from the enum + The of the group to set the tree to, + or UUID.Zero if no group is to be set - - + + + Set the textures to apply to the faces of an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + The texture data to apply - - + + + Set the textures to apply to the faces of an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + The texture data to apply + A media URL (not used) - - + + + Set the Light data on an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + A object containing the data to set - - + + + Set the flexible data on an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + A object containing the data to set - - + + + Set the sculptie texture and data on an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + A object containing the data to set - - + + + Set additional primitive parameters on an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + The extra parameters to set - - + + + Link multiple prims into a linkset + + A reference to the object where the objects reside + An array which contains the IDs of the objects to link + The last object in the array will be the root object of the linkset TODO: Is this true? - - + + + Change the rotation of an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + The new rotation of the object - - + + + Set the name of an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + A string containing the new name of the object - - + + + Set the name of multiple objects + + A reference to the object where the objects reside + An array which contains the IDs of the objects to change the name of + An array which contains the new names of the objects - - + + + Set the description of an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + A string containing the new description of the object - - + + + Set the descriptions of multiple objects + + A reference to the object where the objects reside + An array which contains the IDs of the objects to change the description of + An array which contains the new descriptions of the objects - - + + + Attach an object to this avatar + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + The point on the avatar the object will be attached + The rotation of the attached object - - + + + Drop an attached object from this avatar + + A reference to the + object where the objects reside. This will always be the simulator the avatar is currently in + + The object's ID which is local to the simulator the object is in - - + + + Detach an object from yourself + + A reference to the + object where the objects reside + + This will always be the simulator the avatar is currently in + + An array which contains the IDs of the objects to detach - - + + + Change the position of an object, Will change position of entire linkset + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + The new position of the object - - + + + Change the position of an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + The new position of the object + if true, will change position of (this) child prim only, not entire linkset - - + + + Change the Scale (size) of an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + The new scale of the object + If true, will change scale of this prim only, not entire linkset + True to resize prims uniformly - - + + + Change the Rotation of an object that is either a child or a whole linkset + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + The new scale of the object + If true, will change rotation of this prim only, not entire linkset - - + + + Send a Multiple Object Update packet to change the size, scale or rotation of a primitive + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + The new rotation, size, or position of the target object + The flags from the Enum - - + + + Deed an object (prim) to a group, Object must be shared with group which + can be accomplished with SetPermissions() + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + The of the group to deed the object to - - + + + Deed multiple objects (prims) to a group, Objects must be shared with group which + can be accomplished with SetPermissions() + + A reference to the object where the object resides + An array which contains the IDs of the objects to deed + The of the group to deed the object to - - + + + Set the permissions on multiple objects + + A reference to the object where the objects reside + An array which contains the IDs of the objects to set the permissions on + The new Who mask to set + The new Permissions mark to set + TODO: What does this do? - - + + + Request additional properties for an object + + A reference to the object where the object resides + - - + + + Request additional properties for an object + + A reference to the object where the object resides + Absolute UUID of the object + Whether to require server acknowledgement of this request - - + + + Used for new prims, or significant changes to existing prims + + + - - + + + A terse object update, used when a transformation matrix or + velocity/acceleration for an object changes but nothing else + (scale/position/rotation/acceleration/velocity) + + + - - + + + + + + - - + + + Handles cached object update packets from the simulator + + The packet containing the object data + The simulator sending the data - - + + + Handle KillObject packets from the simulator + + The packet containing the object data + The simulator sending the data - - + + + Setup construction data for a basic primitive shape + + Primitive shape to construct + Construction data that can be plugged into a - - + + + + + + + + - - + + + + + + - - + + + Set the Shape data of an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + Data describing the prim shape - - + + + Set the Material data of an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + The new material of the object - - + + + + + + + + - - + + + + + + + + - - + + + This event will be raised for every ObjectUpdate block that + contains a prim that isn't attached to an avatar. + + Depending on the circumstances a client could + receive two or more of these events for the same object, if you + or the object left the current sim and returned for example. Client + applications are responsible for tracking and storing objects. + - - + + + This event will be raised for every ObjectUpdate block that + contains an avatar attachment. + + Depending on the circumstances a client could + receive two or more of these events for the same object, if you + or the object left the current sim and returned for example. Client + applications are responsible for tracking and storing objects. + - - + + + This event will be raised for every ObjectUpdate block that + contains a new avatar. + + Depending on the circumstances a client + could receive two or more of these events for the same avatar, if + you or the other avatar left the current sim and returned for + example. Client applications are responsible for tracking and + storing objects. + - - + + + This event will be raised when a terse object update packet is + received, containing the updated position, rotation, and + movement-related vectors + - - + + + This event will be raised when a terse object update packet is + received, containing the updated position, rotation, and + movement-related vectors + - - + + + Triggers the OnObjectDataBlockUpdate event. + - - + + + This event will be raised when an avatar sits on an object + or stands up, with a local ID of the current seat or zero. + - - + + + This event will be raised when an object is removed from a + simulator. + - - + + + This event will be raised when an objects properties are received + from the simulator + - - + + + This event will be raised when an objects properties are updated + from the simulator + - - + + + Thie event will be raised when an objects properties family + information is recieved from the simulator. ObjectPropertiesFamily + is a subset of the fields found in ObjectProperties + - - + + + This event will be fired when we recieve pay price information + for the object after having asked for them with RequestPayPrice + - - + + + + + + + + - - + + + + + + + + - - + + + + + + - - + + + + + + + - - + + + + + + + - - + + + + + + + + - - + + + + + + + + - - + + + Called whenever an object terse update is received + + + + + - - + + + Called whenever an object terse update is received + This is different than the above in that the update to the prim has not happened yet + + + + - - + + + Called whenever an major object update is received + This is when major changes are happening to the contructionData changing the shape of an object + + + + + + + - - + + + Called whenever an object disappears + + + - - + + + Called whenever the client avatar sits down or stands up + + Simulator the packet was received from + + The local ID of the object that is being sat + + on. If this is zero the avatar is not sitting on an object - - + + + Called when we get PayPriceReply packet after calling RequestPayPrice + + Simulator the packet was received from + Object + Default pay price for the object, -1 means control should be disabled, -2 it should be empty + Array of 4 prices, -1 means button should be disabled - - + + + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + + Login Request Parameters + - - + + The URL of the Login Server - - + + The number of milliseconds to wait before a login is considered + failed due to timeout - - + + The request method + login_to_server is currently the only supported method - - + + The Agents First name - - + + The Agents Last name - - + + A md5 hashed password + plaintext password will be automatically hashed - - + + The agents starting location once logged in + Either "last", "home", or a string encoded URI + containing the simulator name and x/y/z coordinates e.g: uri:hooper&128&152&17 - - + + A string containing the client software channel information + Second Life Release - - + + The client software version information + The official viewer uses: Second Life Release n.n.n.n + where n is replaced with the current version of the viewer - - + + A string containing the platform information the agent is running on - - + + A string hash of the network cards Mac Address - - + + Unknown or deprecated - - + + A string hash of the first disk drives ID used to identify this clients uniqueness - - + + A string containing the viewers Software, this is not directly sent to the login server but + instead is used to generate the Version string - - + + A string representing the software creator. This is not directly sent to the login server but + is used by the library to generate the Version information - - + + If true, this agent agrees to the Terms of Service of the grid its connecting to - - + + Unknown - - + + An array of string sent to the login server to enable various options - - + + A randomly generated ID to distinguish between login attempts. This value is only used + internally in the library and is never sent over the wire - - + + + The decoded data returned from the login server after a successful login + - - + + true, false, indeterminate - - + + Login message of the day - - + + M or PG, also agent_region_access and agent_access_max - - + + + Parse LLSD Login Reply Data + + An + contaning the login response data + XML-RPC logins do not require this as XML-RPC.NET + automatically populates the struct properly using attributes - - + + + Overrides SSL certificate validation check for Mono + + Remove me when MONO can handle ServerCertificateValidationCallback - - + + + + - - + + + + + - - + + + De-serialization constructor for the InventoryNode Class + - - + + + Serialization handler for the InventoryNode Class + - - + + + De-serialization handler for the InventoryNode Class + - - + + + + + - - + + - - + + - - + + - - + + - - + + + For inventory folder nodes specifies weather the folder needs to be + refreshed from the server + - - + + + Exception class to identify inventory exceptions + - - + + + Responsible for maintaining inventory structure. Inventory constructs nodes + and manages node children as is necessary to maintain a coherant hirarchy. + Other classes should not manipulate or create InventoryNodes explicitly. When + A node's parent changes (when a folder is moved, for example) simply pass + Inventory the updated InventoryFolder and it will make the appropriate changes + to its internal representation. + - - + + + Returns the contents of the specified folder + + A folder's UUID + The contents of the folder corresponding to folder + When folder does not exist in the inventory - - + + + Updates the state of the InventoryNode and inventory data structure that + is responsible for the InventoryObject. If the item was previously not added to inventory, + it adds the item, and updates structure accordingly. If it was, it updates the + InventoryNode, changing the parent node if item.parentUUID does + not match node.Parent.Data.UUID. + + You can not set the inventory root folder using this method + + The InventoryObject to store - - + + + Removes the InventoryObject and all related node data from Inventory. + + The InventoryObject to remove. - - + + + Used to find out if Inventory contains the InventoryObject + specified by uuid. + + The UUID to check. + true if inventory contains uuid, false otherwise - - + + + Saves the current inventory structure to a cache file + + Name of the cache file to save to - - + + + Loads in inventory cache file into the inventory structure. Note only valid to call after login has been successful. + + Name of the cache file to load + The number of inventory items sucessfully reconstructed into the inventory node tree - - + + + Called when an InventoryObject's state is changed. + - - + + + Called when an item or folder is removed from inventory. + - - + + + Called when an item is first added to the local inventory store. + This will occur most frequently when we're initially downloading + the inventory from the server. + + This will also fire when another avatar or object offers us inventory + - - + + + The root folder of this avatars inventory + - - + + + The default shared library folder + - - + + + The root node of the avatars inventory + - - + + + The root node of the default shared library + - - + + + By using the bracket operator on this class, the program can get the + InventoryObject designated by the specified uuid. If the value for the corresponding + UUID is null, the call is equivelant to a call to RemoveNodeFor(this[uuid]). + If the value is non-null, it is equivelant to a call to UpdateNodeFor(value), + the uuid parameter is ignored. + + The UUID of the InventoryObject to get or set, ignored if set to non-null value. + The InventoryObject corresponding to uuid. - - + + + Delegate to use for the OnInventoryObjectUpdated event. + + The state of the InventoryObject before the update occured. + The state of the InventoryObject after the update occured. - - + + + Delegate to use for the OnInventoryObjectRemoved event. + + The InventoryObject that was removed. - - + + + Delegate to use for the OnInventoryObjectUpdated event. + + The InventoryObject that has been stored. - - + + + Map layer request type + - - + + Objects and terrain are shown - - + + Only the terrain is shown, no objects - - + + Overlay showing land for sale and for auction - - + + + Type of grid item, such as telehub, event, populator location, etc. + - - + + Telehub - - + + PG rated event - - + + Mature rated event - - + + Popular location - - + + Locations of avatar groups in a region - - + + Land for sale - - + + Classified ad - - + + + Information about a region on the grid map + - - + + Sim X position on World Map - - + + Sim Y position on World Map - - + + Sim Name (NOTE: In lowercase!) - - + + - - + + Appears to always be zero (None) - - + + Sim's defined Water Height - - + + - - + + UUID of the World Map image - - + + Unique identifier for this region, a combination of the X + and Y position - - + + + + + - - + + + + + - - + + + + + + - - + + + Visual chunk of the grid map + - - + + + Manages grid-wide tasks such as the world map + - - + + A dictionary of all the regions, indexed by region name - - + + A dictionary of all the regions, indexed by region handle - - + + + Constructor + + Instance of GridClient object to associate with this GridManager instance - - + + + + + - - + + + + + + - - + + + + + + + + + + - - + + + + + + + + + - - + + + + + + + - - + + + Request data for all mainland (Linden managed) simulators + - - + + + Request the region handle for the specified region UUID + + UUID of the region to look up - - + + + Get grid region information using the region name, this function + will block until it can find the region or gives up + + Name of sim you're looking for + Layer that you are requesting + Will contain a GridRegion for the sim you're + looking for if successful, otherwise an empty structure + True if the GridRegion was successfully fetched, otherwise + false - - + + + Populate Grid info based on data from MapBlockReplyPacket + + Incoming MapBlockReplyPacket packet + Unused - - + + + Get sim time from the appropriate packet + + Incoming SimulatorViewerTimeMessagePacket from SL + Unused - - + + Triggered when coarse locations (minimap dots) are updated by the simulator - - + + Triggered when a new region is discovered through GridManager - - + + - - + + - - + + - - + + Unknown - - + + Current direction of the sun - - + + Current angular velocity of the sun - - + + Current world time - + - Plays a sound in the current region at full volume from avatar position + - UUID of the sound to be played + + + - + - Plays a sound in the current region at full volume + - UUID of the sound to be played. - position for the sound to be played at. Normally the avatar. + - + - Plays a sound in the current region + - UUID of the sound to be played. - position for the sound to be played at. Normally the avatar. - volume of the sound, from 0.0 to 1.0 + - + - Plays a sound in the specified sim + - UUID of the sound to be played. - UUID of the sound to be played. - position for the sound to be played at. Normally the avatar. - volume of the sound, from 0.0 to 1.0 + + - + - Plays a sound + - UUID of the sound to be played. - handle id for the sim to be played in. - position for the sound to be played at. Normally the avatar. - volume of the sound, from 0.0 to 1.0 + + diff --git a/bin/OpenMetaverse.dll b/bin/OpenMetaverse.dll index 88e8b49..6ec1b1c 100644 Binary files a/bin/OpenMetaverse.dll and b/bin/OpenMetaverse.dll differ diff --git a/bin/OpenMetaverse.dll.config b/bin/OpenMetaverse.dll.config index 3c4a64a..df20690 100644 --- a/bin/OpenMetaverse.dll.config +++ b/bin/OpenMetaverse.dll.config @@ -1,5 +1,3 @@ + - - - - + diff --git a/bin/OpenMetaverseTypes.XML b/bin/OpenMetaverseTypes.XML index d60ffdb..2dc28ae 100644 --- a/bin/OpenMetaverseTypes.XML +++ b/bin/OpenMetaverseTypes.XML @@ -4,1849 +4,1849 @@ OpenMetaverseTypes - + - A three-dimensional vector with doubleing-point values + A hierarchical token bucket for bandwidth throttling. See + http://en.wikipedia.org/wiki/Token_bucket for more information - - X value + + Parent bucket to this bucket, or null if this is a root + bucket - - Y value + + Size of the bucket in bytes. If zero, the bucket has + infinite capacity - - Z value + + Rate that the bucket fills, in bytes per millisecond. If + zero, the bucket always remains full - + + Number of tokens currently in the bucket + + + Time of the last drip, in system ticks + + - Constructor, builds a vector from a byte array + Default constructor - Byte array containing three eight-byte doubles - Beginning position in the byte array + Parent bucket if this is a child bucket, or + null if this is a root bucket + Maximum size of the bucket in bytes, or + zero if this bucket has no maximum capacity + Rate that the bucket fills, in bytes per + second. If zero, the bucket always remains full - + - Test if this vector is equal to another vector, within a given - tolerance range + Remove a given number of tokens from the bucket - Vector to test against - The acceptable magnitude of difference - between the two vectors - True if the magnitude of difference between the two vectors - is less than the given tolerance, otherwise false + Number of tokens to remove from the bucket + True if the requested number of tokens were removed from + the bucket, otherwise false - + - IComparable.CompareTo implementation + Remove a given number of tokens from the bucket + Number of tokens to remove from the bucket + True if tokens were added to the bucket + during this call, otherwise false + True if the requested number of tokens were removed from + the bucket, otherwise false - + - Test if this vector is composed of all finite numbers + Add tokens to the bucket over time. The number of tokens added each + call depends on the length of time that has passed since the last + call to Drip + True if tokens were added to the bucket, otherwise false - + - Builds a vector from a byte array + The parent bucket of this bucket, or null if this bucket has no + parent. The parent bucket will limit the aggregate bandwidth of all + of its children buckets - Byte array containing a 24 byte vector - Beginning position in the byte array - + - Returns the raw bytes for this vector + Maximum burst rate in bytes per second. This is the maximum number + of tokens that can accumulate in the bucket at any one time - A 24 byte array containing X, Y, and Z - + - Writes the raw bytes for this vector to a byte array + The speed limit of this bucket in bytes per second. This is the + number of tokens that are added to the bucket per second - Destination byte array - Position in the destination array to start - writing. Must be at least 24 bytes before the end of the array + Tokens are added to the bucket any time + is called, at the granularity of + the system tick interval (typically around 15-22ms) - + - Parse a vector from a string + The number of bytes that can be sent at this moment. This is the + current number of tokens in the bucket + If this bucket has a parent bucket that does not have + enough tokens for a request, will + return false regardless of the content of this bucket - A string representation of a 3D vector, enclosed - in arrow brackets and separated by commas - + - Interpolates between two vectors using a cubic equation + Same as Queue except Dequeue function blocks until there is an object to return. + Note: This class does not need to be synchronized - + - Get a formatted string representation of the vector + Create new BlockingQueue. - A string representation of the vector + The System.Collections.ICollection to copy elements from - + - Get a string representation of the vector elements with up to three - decimal digits and separated by spaces only + Create new BlockingQueue. - Raw string representation of the vector + The initial number of elements that the queue can contain - + - Cross product between two vectors + Create new BlockingQueue. - - A vector with a value of 0,0,0 - - - A vector with a value of 1,1,1 - - - A unit vector facing forward (X axis), value of 1,0,0 - - - A unit vector facing left (Y axis), value of 0,1,0 + + + BlockingQueue Destructor (Close queue, resume any waiting thread). + - - A unit vector facing up (Z axis), value of 0,0,1 + + + Remove all objects from the Queue. + - + - The different types of grid assets + Remove all objects from the Queue, resume all dequeue threads. - - Unknown asset type + + + Removes and returns the object at the beginning of the Queue. + + Object in queue. - - Texture asset, stores in JPEG2000 J2C stream format + + + Removes and returns the object at the beginning of the Queue. + + time to wait before returning + Object in queue. - - Sound asset + + + Removes and returns the object at the beginning of the Queue. + + time to wait before returning (in milliseconds) + Object in queue. - - Calling card for another avatar + + + Adds an object to the end of the Queue + + Object to put in queue - - Link to a location in world + + + Open Queue. + - - Collection of textures and parameters that can be - worn by an avatar + + + Gets flag indicating if queue has been closed. + - - Primitive that can contain textures, sounds, - scripts and more + + + Convert this matrix to euler rotations + + X euler angle + Y euler angle + Z euler angle - - Notecard asset + + + Convert this matrix to a quaternion rotation + + A quaternion representation of this rotation matrix - - Holds a collection of inventory items + + + Construct a matrix from euler rotation values in radians + + X euler angle in radians + Y euler angle in radians + Z euler angle in radians - - Root inventory folder + + + Get a formatted string representation of the vector + + A string representation of the vector - - Linden scripting language script + + A 4x4 matrix containing all zeroes - - LSO bytecode for a script + + A 4x4 identity matrix - - Uncompressed TGA texture + + + An 8-bit color structure including an alpha channel + - - Collection of textures and shape parameters that can - be worn + + Red - - Trash folder + + Green - - Snapshot folder + + Blue - - Lost and found folder + + Alpha - - Uncompressed sound - - - Uncompressed TGA non-square image, not to be used as a - texture - - - Compressed JPEG non-square image, not to be used as a - texture - - - Animation - - - Sequence of animations, sounds, chat, and pauses - - - Simstate file - - + - Inventory Item Types, eg Script, Notecard, Folder, etc + + + + + - - Unknown - - - Texture - - - Sound - - - Calling Card - - - Landmark - - - Notecard - - - - - - Folder - - - - - - an LSL Script - - - - - - - - - - - - - - - - - + - Item Sale Status + Builds a color from a byte array + Byte array containing a 16 byte color + Beginning position in the byte array + True if the byte array stores inverted values, + otherwise false. For example the color black (fully opaque) inverted + would be 0xFF 0xFF 0xFF 0x00 - - Not for sale - - - The original is for sale - - - Copies are for sale - - - The contents of the object are for sale - - + - Types of wearable assets + Returns the raw bytes for this vector + Byte array containing a 16 byte color + Beginning position in the byte array + True if the byte array stores inverted values, + otherwise false. For example the color black (fully opaque) inverted + would be 0xFF 0xFF 0xFF 0x00 + True if the alpha value is inverted in + addition to whatever the inverted parameter is. Setting inverted true + and alphaInverted true will flip the alpha value back to non-inverted, + but keep the other color bytes inverted + A 16 byte array containing R, G, B, and A - - Body shape - - - Skin textures and attributes + + + Copy constructor + + Color to copy - - Hair + + + IComparable.CompareTo implementation + + Sorting ends up like this: |--Grayscale--||--Color--|. + Alpha is only used when the colors are otherwise equivalent - - Eyes + + + Builds a color from a byte array + + Byte array containing a 16 byte color + Beginning position in the byte array + True if the byte array stores inverted values, + otherwise false. For example the color black (fully opaque) inverted + would be 0xFF 0xFF 0xFF 0x00 + True if the alpha value is inverted in + addition to whatever the inverted parameter is. Setting inverted true + and alphaInverted true will flip the alpha value back to non-inverted, + but keep the other color bytes inverted - - Shirt + + + Writes the raw bytes for this color to a byte array + + Destination byte array + Position in the destination array to start + writing. Must be at least 16 bytes before the end of the array - - Pants + + + Serializes this color into four bytes in a byte array + + Destination byte array + Position in the destination array to start + writing. Must be at least 4 bytes before the end of the array + True to invert the output (1.0 becomes 0 + instead of 255) - - Shoes + + + Writes the raw bytes for this color to a byte array + + Destination byte array + Position in the destination array to start + writing. Must be at least 16 bytes before the end of the array - - Socks + + + Create an RGB color from a hue, saturation, value combination + + Hue + Saturation + Value + An fully opaque RGB color (alpha is 1.0) - - Jacket + + A Color4 with zero RGB values and fully opaque (alpha 1.0) - - Gloves + + A Color4 with full RGB values (1.0) and fully opaque (alpha 1.0) - - Undershirt + + X value - - Underpants + + Y value - - Skirt + + Z value - - Invalid wearable asset + + W value - + - Same as Queue except Dequeue function blocks until there is an object to return. - Note: This class does not need to be synchronized + Constructor, builds a vector from a byte array + Byte array containing four four-byte floats + Beginning position in the byte array - + - Create new BlockingQueue. + Test if this vector is equal to another vector, within a given + tolerance range - The System.Collections.ICollection to copy elements from + Vector to test against + The acceptable magnitude of difference + between the two vectors + True if the magnitude of difference between the two vectors + is less than the given tolerance, otherwise false - + - Create new BlockingQueue. + IComparable.CompareTo implementation - The initial number of elements that the queue can contain - + - Create new BlockingQueue. + Test if this vector is composed of all finite numbers - + - BlockingQueue Destructor (Close queue, resume any waiting thread). + Builds a vector from a byte array + Byte array containing a 16 byte vector + Beginning position in the byte array - + - Remove all objects from the Queue. + Returns the raw bytes for this vector + A 16 byte array containing X, Y, Z, and W - + - Remove all objects from the Queue, resume all dequeue threads. + Writes the raw bytes for this vector to a byte array + Destination byte array + Position in the destination array to start + writing. Must be at least 16 bytes before the end of the array - + - Removes and returns the object at the beginning of the Queue. + Get a string representation of the vector elements with up to three + decimal digits and separated by spaces only - Object in queue. + Raw string representation of the vector - + + A vector with a value of 0,0,0,0 + + + A vector with a value of 1,1,1,1 + + + A vector with a value of 1,0,0,0 + + + A vector with a value of 0,1,0,0 + + + A vector with a value of 0,0,1,0 + + + A vector with a value of 0,0,0,1 + + - Removes and returns the object at the beginning of the Queue. + A three-dimensional vector with doubleing-point values - time to wait before returning - Object in queue. - + + X value + + + Y value + + + Z value + + - Removes and returns the object at the beginning of the Queue. + Constructor, builds a vector from a byte array - time to wait before returning (in milliseconds) - Object in queue. + Byte array containing three eight-byte doubles + Beginning position in the byte array - + - Adds an object to the end of the Queue + Test if this vector is equal to another vector, within a given + tolerance range - Object to put in queue + Vector to test against + The acceptable magnitude of difference + between the two vectors + True if the magnitude of difference between the two vectors + is less than the given tolerance, otherwise false - + - Open Queue. + IComparable.CompareTo implementation - + - Gets flag indicating if queue has been closed. + Test if this vector is composed of all finite numbers - - For thread safety - - - For thread safety - - + - Purges expired objects from the cache. Called automatically by the purge timer. + Builds a vector from a byte array + Byte array containing a 24 byte vector + Beginning position in the byte array - + - A 128-bit Universally Unique Identifier, used throughout the Second - Life networking protocol + Returns the raw bytes for this vector + A 24 byte array containing X, Y, and Z - - The System.Guid object this struct wraps around - - + - Constructor that takes a string UUID representation + Writes the raw bytes for this vector to a byte array - A string representation of a UUID, case - insensitive and can either be hyphenated or non-hyphenated - UUID("11f8aa9c-b071-4242-836b-13b7abe0d489") + Destination byte array + Position in the destination array to start + writing. Must be at least 24 bytes before the end of the array - + - Constructor that takes a System.Guid object + Parse a vector from a string - A Guid object that contains the unique identifier - to be represented by this UUID + A string representation of a 3D vector, enclosed + in arrow brackets and separated by commas - + - Constructor that takes a byte array containing a UUID + Interpolates between two vectors using a cubic equation - Byte array containing a 16 byte UUID - Beginning offset in the array - + - Constructor that takes an unsigned 64-bit unsigned integer to - convert to a UUID + Get a formatted string representation of the vector - 64-bit unsigned integer to convert to a UUID + A string representation of the vector - + - Copy constructor + Get a string representation of the vector elements with up to three + decimal digits and separated by spaces only - UUID to copy + Raw string representation of the vector - + - IComparable.CompareTo implementation + Cross product between two vectors - + + A vector with a value of 0,0,0 + + + A vector with a value of 1,1,1 + + + A unit vector facing forward (X axis), value of 1,0,0 + + + A unit vector facing left (Y axis), value of 0,1,0 + + + A unit vector facing up (Z axis), value of 0,0,1 + + + For thread safety + + + For thread safety + + - Assigns this UUID from 16 bytes out of a byte array + Purges expired objects from the cache. Called automatically by the purge timer. - Byte array containing the UUID to assign this UUID to - Starting position of the UUID in the byte array - + - Returns a copy of the raw bytes for this UUID + A three-dimensional vector with floating-point values - A 16 byte array containing this UUID - + + X value + + + Y value + + + Z value + + - Writes the raw bytes for this UUID to a byte array + Constructor, builds a vector from a byte array - Destination byte array - Position in the destination array to start - writing. Must be at least 16 bytes before the end of the array + Byte array containing three four-byte floats + Beginning position in the byte array - + - Calculate an LLCRC (cyclic redundancy check) for this UUID + Test if this vector is equal to another vector, within a given + tolerance range - The CRC checksum for this UUID + Vector to test against + The acceptable magnitude of difference + between the two vectors + True if the magnitude of difference between the two vectors + is less than the given tolerance, otherwise false - + - Create a 64-bit integer representation from the second half of this UUID + IComparable.CompareTo implementation - An integer created from the last eight bytes of this UUID - + - Generate a UUID from a string + Test if this vector is composed of all finite numbers - A string representation of a UUID, case - insensitive and can either be hyphenated or non-hyphenated - UUID.Parse("11f8aa9c-b071-4242-836b-13b7abe0d489") - + - Generate a UUID from a string + Builds a vector from a byte array - A string representation of a UUID, case - insensitive and can either be hyphenated or non-hyphenated - Will contain the parsed UUID if successful, - otherwise null - True if the string was successfully parse, otherwise false - UUID.TryParse("11f8aa9c-b071-4242-836b-13b7abe0d489", result) + Byte array containing a 12 byte vector + Beginning position in the byte array - + - Combine two UUIDs together by taking the MD5 hash of a byte array - containing both UUIDs + Returns the raw bytes for this vector - First UUID to combine - Second UUID to combine - The UUID product of the combination + A 12 byte array containing X, Y, and Z - + - + Writes the raw bytes for this vector to a byte array - + Destination byte array + Position in the destination array to start + writing. Must be at least 12 bytes before the end of the array - + - Return a hash code for this UUID, used by .NET for hash tables + Parse a vector from a string - An integer composed of all the UUID bytes XORed together + A string representation of a 3D vector, enclosed + in arrow brackets and separated by commas - + - Comparison function + Calculate the rotation between two vectors - An object to compare to this UUID - True if the object is a UUID and both UUIDs are equal + Normalized directional vector (such as 1,0,0 for forward facing) + Normalized target vector - + - Comparison function + Interpolates between two vectors using a cubic equation - UUID to compare to - True if the UUIDs are equal, otherwise false - + - Get a hyphenated string representation of this UUID + Get a formatted string representation of the vector - A string representation of this UUID, lowercase and - with hyphens - 11f8aa9c-b071-4242-836b-13b7abe0d489 + A string representation of the vector - + - Equals operator - - First UUID for comparison - Second UUID for comparison - True if the UUIDs are byte for byte equal, otherwise false - - - - Not equals operator + Get a string representation of the vector elements with up to three + decimal digits and separated by spaces only - First UUID for comparison - Second UUID for comparison - True if the UUIDs are not equal, otherwise true + Raw string representation of the vector - + - XOR operator + Cross product between two vectors - First UUID - Second UUID - A UUID that is a XOR combination of the two input UUIDs - - - String typecasting operator - - A UUID in string form. Case insensitive, - hyphenated or non-hyphenated - A UUID built from the string representation + + A vector with a value of 0,0,0 - - An UUID with a value of all zeroes + + A vector with a value of 1,1,1 - - - Convert this matrix to euler rotations - - X euler angle - Y euler angle - Z euler angle + + A unit vector facing forward (X axis), value 1,0,0 - - - Convert this matrix to a quaternion rotation - - A quaternion representation of this rotation matrix + + A unit vector facing left (Y axis), value 0,1,0 - - - Construct a matrix from euler rotation values in radians - - X euler angle in radians - Y euler angle in radians - Z euler angle in radians + + A unit vector facing up (Z axis), value 0,0,1 - + - Get a formatted string representation of the vector + A two-dimensional vector with floating-point values - A string representation of the vector - - A 4x4 matrix containing all zeroes + + X value - - A 4x4 identity matrix + + Y value - + - An 8-bit color structure including an alpha channel + Test if this vector is equal to another vector, within a given + tolerance range + Vector to test against + The acceptable magnitude of difference + between the two vectors + True if the magnitude of difference between the two vectors + is less than the given tolerance, otherwise false - - Red - - - Green - - - Blue - - - Alpha - - + - + Test if this vector is composed of all finite numbers - - - - - + - Builds a color from a byte array + IComparable.CompareTo implementation - Byte array containing a 16 byte color - Beginning position in the byte array - True if the byte array stores inverted values, - otherwise false. For example the color black (fully opaque) inverted - would be 0xFF 0xFF 0xFF 0x00 - + - Returns the raw bytes for this vector + Builds a vector from a byte array - Byte array containing a 16 byte color + Byte array containing two four-byte floats Beginning position in the byte array - True if the byte array stores inverted values, - otherwise false. For example the color black (fully opaque) inverted - would be 0xFF 0xFF 0xFF 0x00 - True if the alpha value is inverted in - addition to whatever the inverted parameter is. Setting inverted true - and alphaInverted true will flip the alpha value back to non-inverted, - but keep the other color bytes inverted - A 16 byte array containing R, G, B, and A - - - - Copy constructor - - Color to copy - + - IComparable.CompareTo implementation + Returns the raw bytes for this vector - Sorting ends up like this: |--Grayscale--||--Color--|. - Alpha is only used when the colors are otherwise equivalent + An eight-byte array containing X and Y - + - Builds a color from a byte array + Writes the raw bytes for this vector to a byte array - Byte array containing a 16 byte color - Beginning position in the byte array - True if the byte array stores inverted values, - otherwise false. For example the color black (fully opaque) inverted - would be 0xFF 0xFF 0xFF 0x00 - True if the alpha value is inverted in - addition to whatever the inverted parameter is. Setting inverted true - and alphaInverted true will flip the alpha value back to non-inverted, - but keep the other color bytes inverted + Destination byte array + Position in the destination array to start + writing. Must be at least 8 bytes before the end of the array - + - Writes the raw bytes for this color to a byte array + Parse a vector from a string - Destination byte array - Position in the destination array to start - writing. Must be at least 16 bytes before the end of the array + A string representation of a 2D vector, enclosed + in arrow brackets and separated by commas - + - Serializes this color into four bytes in a byte array + Interpolates between two vectors using a cubic equation - Destination byte array - Position in the destination array to start - writing. Must be at least 4 bytes before the end of the array - True to invert the output (1.0 becomes 0 - instead of 255) - + - Writes the raw bytes for this color to a byte array + Get a formatted string representation of the vector - Destination byte array - Position in the destination array to start - writing. Must be at least 16 bytes before the end of the array + A string representation of the vector - + - Create an RGB color from a hue, saturation, value combination + Get a string representation of the vector elements with up to three + decimal digits and separated by spaces only - Hue - Saturation - Value - An fully opaque RGB color (alpha is 1.0) + Raw string representation of the vector - - A Color4 with zero RGB values and fully opaque (alpha 1.0) + + A vector with a value of 0,0 - - A Color4 with full RGB values (1.0) and fully opaque (alpha 1.0) + + A vector with a value of 1,1 - - X value + + A vector with a value of 1,0 - - Y value + + A vector with a value of 0,1 - - Z value + + Used for converting degrees to radians - - W value + + Used for converting radians to degrees - + - Build a quaternion from normalized float values + Convert the first two bytes starting in the byte array in + little endian ordering to a signed short integer - X value from -1.0 to 1.0 - Y value from -1.0 to 1.0 - Z value from -1.0 to 1.0 + An array two bytes or longer + A signed short integer, will be zero if a short can't be + read at the given position - + - Constructor, builds a quaternion object from a byte array + Convert the first two bytes starting at the given position in + little endian ordering to a signed short integer - Byte array containing four four-byte floats - Offset in the byte array to start reading at - Whether the source data is normalized or - not. If this is true 12 bytes will be read, otherwise 16 bytes will - be read. + An array two bytes or longer + Position in the array to start reading + A signed short integer, will be zero if a short can't be + read at the given position - + - Normalizes the quaternion + Convert the first four bytes starting at the given position in + little endian ordering to a signed integer + An array four bytes or longer + Position to start reading the int from + A signed integer, will be zero if an int can't be read + at the given position - + - Builds a quaternion object from a byte array + Convert the first four bytes of the given array in little endian + ordering to a signed integer - The source byte array - Offset in the byte array to start reading at - Whether the source data is normalized or - not. If this is true 12 bytes will be read, otherwise 16 bytes will - be read. + An array four bytes or longer + A signed integer, will be zero if the array contains + less than four bytes - + - Normalize this quaternion and serialize it to a byte array + Convert the first eight bytes of the given array in little endian + ordering to a signed long integer - A 12 byte array containing normalized X, Y, and Z floating - point values in order using little endian byte ordering + An array eight bytes or longer + A signed long integer, will be zero if the array contains + less than eight bytes - + - Writes the raw bytes for this quaternion to a byte array + Convert the first eight bytes starting at the given position in + little endian ordering to a signed long integer - Destination byte array - Position in the destination array to start - writing. Must be at least 12 bytes before the end of the array + An array eight bytes or longer + Position to start reading the long from + A signed long integer, will be zero if a long can't be read + at the given position - + - Convert this quaternion to euler angles + Convert the first two bytes starting at the given position in + little endian ordering to an unsigned short - X euler angle - Y euler angle - Z euler angle + Byte array containing the ushort + Position to start reading the ushort from + An unsigned short, will be zero if a ushort can't be read + at the given position - + - Convert this quaternion to an angle around an axis + Convert two bytes in little endian ordering to an unsigned short - Unit vector describing the axis - Angle around the axis, in radians + Byte array containing the ushort + An unsigned short, will be zero if a ushort can't be + read - + - Returns the conjugate (spatial inverse) of a quaternion + Convert the first four bytes starting at the given position in + little endian ordering to an unsigned integer + Byte array containing the uint + Position to start reading the uint from + An unsigned integer, will be zero if a uint can't be read + at the given position - + - Build a quaternion from an axis and an angle of rotation around - that axis + Convert the first four bytes of the given array in little endian + ordering to an unsigned integer + An array four bytes or longer + An unsigned integer, will be zero if the array contains + less than four bytes - + - Build a quaternion from an axis and an angle of rotation around - that axis + Convert the first eight bytes of the given array in little endian + ordering to an unsigned 64-bit integer - Axis of rotation - Angle of rotation + An array eight bytes or longer + An unsigned 64-bit integer, will be zero if the array + contains less than eight bytes - + - Creates a quaternion from a vector containing roll, pitch, and yaw - in radians + Convert four bytes in little endian ordering to a floating point + value - Vector representation of the euler angles in - radians - Quaternion representation of the euler angles + Byte array containing a little ending floating + point value + Starting position of the floating point value in + the byte array + Single precision value - + - Creates a quaternion from roll, pitch, and yaw euler angles in - radians + Convert an integer to a byte array in little endian format - X angle in radians - Y angle in radians - Z angle in radians - Quaternion representation of the euler angles + The integer to convert + A four byte little endian array - + - Conjugates and renormalizes a vector + Convert an integer to a byte array in big endian format + The integer to convert + A four byte big endian array - + - Spherical linear interpolation between two quaternions + Convert a 64-bit integer to a byte array in little endian format + The value to convert + An 8 byte little endian array - + - Get a string representation of the quaternion elements with up to three - decimal digits and separated by spaces only + Convert a 64-bit unsigned integer to a byte array in little endian + format - Raw string representation of the quaternion - - - A quaternion with a value of 0,0,0,1 - - - X value - - - Y value - - - Z value - - - W value + The value to convert + An 8 byte little endian array - + - Constructor, builds a vector from a byte array + Convert a floating point value to four bytes in little endian + ordering - Byte array containing four four-byte floats - Beginning position in the byte array + A floating point value + A four byte array containing the value in little endian + ordering - + - Test if this vector is equal to another vector, within a given - tolerance range + Converts an unsigned integer to a hexadecimal string - Vector to test against - The acceptable magnitude of difference - between the two vectors - True if the magnitude of difference between the two vectors - is less than the given tolerance, otherwise false + An unsigned integer to convert to a string + A hexadecimal string 10 characters long + 0x7fffffff - + - IComparable.CompareTo implementation + Convert a variable length UTF8 byte array to a string + The UTF8 encoded byte array to convert + The decoded string - + - Test if this vector is composed of all finite numbers + Converts a byte array to a string containing hexadecimal characters + The byte array to convert to a string + The name of the field to prepend to each + line of the string + A string containing hexadecimal characters on multiple + lines. Each line is prepended with the field name - + - Builds a vector from a byte array + Converts a byte array to a string containing hexadecimal characters - Byte array containing a 16 byte vector - Beginning position in the byte array + The byte array to convert to a string + Number of bytes in the array to parse + A string to prepend to each line of the hex + dump + A string containing hexadecimal characters on multiple + lines. Each line is prepended with the field name - + - Returns the raw bytes for this vector + Convert a string to a UTF8 encoded byte array - A 16 byte array containing X, Y, Z, and W + The string to convert + A null-terminated UTF8 byte array - + - Writes the raw bytes for this vector to a byte array + Converts a string containing hexadecimal characters to a byte array - Destination byte array - Position in the destination array to start - writing. Must be at least 16 bytes before the end of the array + String containing hexadecimal characters + If true, gracefully handles null, empty and + uneven strings as well as stripping unconvertable characters + The converted byte array - + - Get a string representation of the vector elements with up to three - decimal digits and separated by spaces only + Returns true is c is a hexadecimal digit (A-F, a-f, 0-9) - Raw string representation of the vector - - - A vector with a value of 0,0,0,0 - - - A vector with a value of 1,1,1,1 - - - A vector with a value of 1,0,0,0 - - - A vector with a value of 0,1,0,0 - - - A vector with a value of 0,0,1,0 - - - A vector with a value of 0,0,0,1 + Character to test + true if hex digit, false if not - + - A three-dimensional vector with floating-point values + Converts 1 or 2 character string into equivalant byte value + 1 or 2 character string + byte - - X value - - - Y value - - - Z value - - + - Constructor, builds a vector from a byte array + Convert a float value to a byte given a minimum and maximum range - Byte array containing three four-byte floats - Beginning position in the byte array - - - - Test if this vector is equal to another vector, within a given - tolerance range - - Vector to test against - The acceptable magnitude of difference - between the two vectors - True if the magnitude of difference between the two vectors - is less than the given tolerance, otherwise false + Value to convert to a byte + Minimum value range + Maximum value range + A single byte representing the original float value - + - IComparable.CompareTo implementation + Convert a byte to a float value given a minimum and maximum range + Byte array to get the byte from + Position in the byte array the desired byte is at + Minimum value range + Maximum value range + A float value inclusively between lower and upper - + - Test if this vector is composed of all finite numbers + Convert a byte to a float value given a minimum and maximum range + Byte to convert to a float value + Minimum value range + Maximum value range + A float value inclusively between lower and upper - + - Builds a vector from a byte array + Attempts to parse a floating point value from a string, using an + EN-US number format - Byte array containing a 12 byte vector - Beginning position in the byte array + String to parse + Resulting floating point number + True if the parse was successful, otherwise false - + - Returns the raw bytes for this vector + Attempts to parse a floating point value from a string, using an + EN-US number format - A 12 byte array containing X, Y, and Z + String to parse + Resulting floating point number + True if the parse was successful, otherwise false - + - Writes the raw bytes for this vector to a byte array + Tries to parse an unsigned 32-bit integer from a hexadecimal string - Destination byte array - Position in the destination array to start - writing. Must be at least 12 bytes before the end of the array + String to parse + Resulting integer + True if the parse was successful, otherwise false - + - Parse a vector from a string + Takes an AssetType and returns the string representation - A string representation of a 3D vector, enclosed - in arrow brackets and separated by commas + The source + The string version of the AssetType - + - Calculate the rotation between two vectors + Translate a string name of an AssetType into the proper Type - Normalized directional vector (such as 1,0,0 for forward facing) - Normalized target vector + A string containing the AssetType name + The AssetType which matches the string name, or AssetType.Unknown if no match was found - + - Interpolates between two vectors using a cubic equation + Convert an InventoryType to a string + The to convert + A string representation of the source - + - Get a formatted string representation of the vector + Convert a string into a valid InventoryType - A string representation of the vector + A string representation of the InventoryType to convert + A InventoryType object which matched the type - + - Get a string representation of the vector elements with up to three - decimal digits and separated by spaces only + Convert a SaleType to a string - Raw string representation of the vector + The to convert + A string representation of the source - + - Cross product between two vectors + Convert a string into a valid SaleType + A string representation of the SaleType to convert + A SaleType object which matched the type - - A vector with a value of 0,0,0 - - - A vector with a value of 1,1,1 - - - A unit vector facing forward (X axis), value 1,0,0 - - - A unit vector facing left (Y axis), value 0,1,0 - - - A unit vector facing up (Z axis), value 0,0,1 - - + - A hierarchical token bucket for bandwidth throttling. See - http://en.wikipedia.org/wiki/Token_bucket for more information + Copy a byte array + Byte array to copy + A copy of the given byte array - - Parent bucket to this bucket, or null if this is a root - bucket - - - Size of the bucket in bytes. If zero, the bucket has - infinite capacity - - - Rate that the bucket fills, in bytes per millisecond. If - zero, the bucket always remains full - - - Number of tokens currently in the bucket - - - Time of the last drip, in system ticks - - + - Default constructor + Packs to 32-bit unsigned integers in to a 64-bit unsigned integer - Parent bucket if this is a child bucket, or - null if this is a root bucket - Maximum size of the bucket in bytes, or - zero if this bucket has no maximum capacity - Rate that the bucket fills, in bytes per - second. If zero, the bucket always remains full + The left-hand (or X) value + The right-hand (or Y) value + A 64-bit integer containing the two 32-bit input values - + - Remove a given number of tokens from the bucket + Unpacks two 32-bit unsigned integers from a 64-bit unsigned integer - Number of tokens to remove from the bucket - True if the requested number of tokens were removed from - the bucket, otherwise false + The 64-bit input integer + The left-hand (or X) output value + The right-hand (or Y) output value - + - Remove a given number of tokens from the bucket + Convert an IP address object to an unsigned 32-bit integer - Number of tokens to remove from the bucket - True if tokens were added to the bucket - during this call, otherwise false - True if the requested number of tokens were removed from - the bucket, otherwise false + IP address to convert + 32-bit unsigned integer holding the IP address bits - + - Add tokens to the bucket over time. The number of tokens added each - call depends on the length of time that has passed since the last - call to Drip + Gets a unix timestamp for the current time - True if tokens were added to the bucket, otherwise false + An unsigned integer representing a unix timestamp for now - + - The parent bucket of this bucket, or null if this bucket has no - parent. The parent bucket will limit the aggregate bandwidth of all - of its children buckets + Convert a UNIX timestamp to a native DateTime object + An unsigned integer representing a UNIX + timestamp + A DateTime object containing the same time specified in + the given timestamp - + - Maximum burst rate in bytes per second. This is the maximum number - of tokens that can accumulate in the bucket at any one time + Convert a UNIX timestamp to a native DateTime object + A signed integer representing a UNIX + timestamp + A DateTime object containing the same time specified in + the given timestamp - + - The speed limit of this bucket in bytes per second. This is the - number of tokens that are added to the bucket per second + Convert a native DateTime object to a UNIX timestamp - Tokens are added to the bucket any time - is called, at the granularity of - the system tick interval (typically around 15-22ms) + A DateTime object you want to convert to a + timestamp + An unsigned integer representing a UNIX timestamp - + - The number of bytes that can be sent at this moment. This is the - current number of tokens in the bucket - If this bucket has a parent bucket that does not have - enough tokens for a request, will - return false regardless of the content of this bucket + Swap two values + Type of the values to swap + First value + Second value - + - A two-dimensional vector with floating-point values + Try to parse an enumeration value from a string + Enumeration type + String value to parse + Enumeration value on success + True if the parsing succeeded, otherwise false - - X value - - - Y value - - + - Test if this vector is equal to another vector, within a given - tolerance range + Swaps the high and low words in a byte. Converts aaaabbbb to bbbbaaaa - Vector to test against - The acceptable magnitude of difference - between the two vectors - True if the magnitude of difference between the two vectors - is less than the given tolerance, otherwise false + Byte to swap the words in + Byte value with the words swapped - + - Test if this vector is composed of all finite numbers + Attempts to convert a string representation of a hostname or IP + address to a + Hostname to convert to an IPAddress + Converted IP address object, or null if the conversion + failed - + + Provide a single instance of the CultureInfo class to + help parsing in situations where the grid assumes an en-us + culture + + + UNIX epoch in DateTime format + + + Provide a single instance of the MD5 class to avoid making + duplicate copies and handle thread safety + + + Provide a single instance of the SHA-1 class to avoid + making duplicate copies and handle thread safety + + + Provide a single instance of a random number generator + to avoid making duplicate copies and handle thread safety + + - IComparable.CompareTo implementation + Clamp a given value between a range + Value to clamp + Minimum allowable value + Maximum allowable value + A value inclusively between lower and upper - + - Builds a vector from a byte array + Clamp a given value between a range - Byte array containing two four-byte floats - Beginning position in the byte array + Value to clamp + Minimum allowable value + Maximum allowable value + A value inclusively between lower and upper - + - Returns the raw bytes for this vector + Clamp a given value between a range - An eight-byte array containing X and Y + Value to clamp + Minimum allowable value + Maximum allowable value + A value inclusively between lower and upper - + - Writes the raw bytes for this vector to a byte array + Round a floating-point value to the nearest integer - Destination byte array - Position in the destination array to start - writing. Must be at least 8 bytes before the end of the array + Floating point number to round + Integer - + - Parse a vector from a string + Test if a single precision float is a finite number - A string representation of a 2D vector, enclosed - in arrow brackets and separated by commas - + - Interpolates between two vectors using a cubic equation + Test if a double precision float is a finite number - + - Get a formatted string representation of the vector + Get the distance between two floating-point values - A string representation of the vector + First value + Second value + The distance between the two values - + - Get a string representation of the vector elements with up to three - decimal digits and separated by spaces only + Compute the MD5 hash for a byte array - Raw string representation of the vector - - - A vector with a value of 0,0 - - - A vector with a value of 1,1 - - - A vector with a value of 1,0 - - - A vector with a value of 0,1 - - - Used for converting degrees to radians - - - Used for converting radians to degrees + Byte array to compute the hash for + MD5 hash of the input data - + - Convert the first two bytes starting in the byte array in - little endian ordering to a signed short integer + Compute the SHA1 hash for a byte array - An array two bytes or longer - A signed short integer, will be zero if a short can't be - read at the given position + Byte array to compute the hash for + SHA1 hash of the input data - + - Convert the first two bytes starting at the given position in - little endian ordering to a signed short integer + Calculate the SHA1 hash of a given string - An array two bytes or longer - Position in the array to start reading - A signed short integer, will be zero if a short can't be - read at the given position + The string to hash + The SHA1 hash as a string - + - Convert the first four bytes starting at the given position in - little endian ordering to a signed integer + Compute the SHA256 hash for a byte array - An array four bytes or longer - Position to start reading the int from - A signed integer, will be zero if an int can't be read - at the given position + Byte array to compute the hash for + SHA256 hash of the input data - + - Convert the first four bytes of the given array in little endian - ordering to a signed integer + Calculate the SHA256 hash of a given string - An array four bytes or longer - A signed integer, will be zero if the array contains - less than four bytes + The string to hash + The SHA256 hash as a string - + - Convert the first eight bytes of the given array in little endian - ordering to a signed long integer + Calculate the MD5 hash of a given string - An array eight bytes or longer - A signed long integer, will be zero if the array contains - less than eight bytes + The password to hash + An MD5 hash in string format, with $1$ prepended - + - Convert the first eight bytes starting at the given position in - little endian ordering to a signed long integer + Calculate the MD5 hash of a given string - An array eight bytes or longer - Position to start reading the long from - A signed long integer, will be zero if a long can't be read - at the given position + The string to hash + The MD5 hash as a string - + - Convert the first two bytes starting at the given position in - little endian ordering to an unsigned short + Generate a random double precision floating point value - Byte array containing the ushort - Position to start reading the ushort from - An unsigned short, will be zero if a ushort can't be read - at the given position + Random value of type double - + - Convert two bytes in little endian ordering to an unsigned short + Get the current running platform - Byte array containing the ushort - An unsigned short, will be zero if a ushort can't be - read + Enumeration of the current platform we are running on - + - Convert the first four bytes starting at the given position in - little endian ordering to an unsigned integer + Get the current running runtime - Byte array containing the uint - Position to start reading the uint from - An unsigned integer, will be zero if a uint can't be read - at the given position + Enumeration of the current runtime we are running on - + - Convert the first four bytes of the given array in little endian - ordering to an unsigned integer + Operating system - An array four bytes or longer - An unsigned integer, will be zero if the array contains - less than four bytes - + + Unknown + + + Microsoft Windows + + + Microsoft Windows CE + + + Linux + + + Apple OSX + + - Convert the first eight bytes of the given array in little endian - ordering to an unsigned 64-bit integer + Runtime platform - An array eight bytes or longer - An unsigned 64-bit integer, will be zero if the array - contains less than eight bytes - + + .NET runtime + + + Mono runtime: http://www.mono-project.com/ + + - Convert four bytes in little endian ordering to a floating point - value + Determines the appropriate events to set, leaves the locks, and sets the events. - Byte array containing a little ending floating - point value - Starting position of the floating point value in - the byte array - Single precision value - + - Convert an integer to a byte array in little endian format + A routine for lazily creating a event outside the lock (so if errors + happen they are outside the lock and that we don't do much work + while holding a spin lock). If all goes well, reenter the lock and + set 'waitEvent' - The integer to convert - A four byte little endian array - + - Convert an integer to a byte array in big endian format + Waits on 'waitEvent' with a timeout of 'millisceondsTimeout. + Before the wait 'numWaiters' is incremented and is restored before leaving this routine. - The integer to convert - A four byte big endian array - - - Convert a 64-bit integer to a byte array in little endian format - - The value to convert - An 8 byte little endian array + + X value - - - Convert a 64-bit unsigned integer to a byte array in little endian - format - - The value to convert - An 8 byte little endian array + + Y value - - - Convert a floating point value to four bytes in little endian - ordering - - A floating point value - A four byte array containing the value in little endian - ordering + + Z value - - - Converts an unsigned integer to a hexadecimal string - - An unsigned integer to convert to a string - A hexadecimal string 10 characters long - 0x7fffffff + + W value - + - Convert a variable length UTF8 byte array to a string + Build a quaternion from normalized float values - The UTF8 encoded byte array to convert - The decoded string + X value from -1.0 to 1.0 + Y value from -1.0 to 1.0 + Z value from -1.0 to 1.0 - + - Converts a byte array to a string containing hexadecimal characters + Constructor, builds a quaternion object from a byte array - The byte array to convert to a string - The name of the field to prepend to each - line of the string - A string containing hexadecimal characters on multiple - lines. Each line is prepended with the field name + Byte array containing four four-byte floats + Offset in the byte array to start reading at + Whether the source data is normalized or + not. If this is true 12 bytes will be read, otherwise 16 bytes will + be read. - + - Converts a byte array to a string containing hexadecimal characters + Normalizes the quaternion - The byte array to convert to a string - Number of bytes in the array to parse - A string to prepend to each line of the hex - dump - A string containing hexadecimal characters on multiple - lines. Each line is prepended with the field name - + - Convert a string to a UTF8 encoded byte array + Builds a quaternion object from a byte array - The string to convert - A null-terminated UTF8 byte array + The source byte array + Offset in the byte array to start reading at + Whether the source data is normalized or + not. If this is true 12 bytes will be read, otherwise 16 bytes will + be read. - + - Converts a string containing hexadecimal characters to a byte array + Normalize this quaternion and serialize it to a byte array - String containing hexadecimal characters - If true, gracefully handles null, empty and - uneven strings as well as stripping unconvertable characters - The converted byte array + A 12 byte array containing normalized X, Y, and Z floating + point values in order using little endian byte ordering - + - Returns true is c is a hexadecimal digit (A-F, a-f, 0-9) + Writes the raw bytes for this quaternion to a byte array - Character to test - true if hex digit, false if not + Destination byte array + Position in the destination array to start + writing. Must be at least 12 bytes before the end of the array - + - Converts 1 or 2 character string into equivalant byte value + Convert this quaternion to euler angles - 1 or 2 character string - byte + X euler angle + Y euler angle + Z euler angle - + - Convert a float value to a byte given a minimum and maximum range + Convert this quaternion to an angle around an axis - Value to convert to a byte - Minimum value range - Maximum value range - A single byte representing the original float value + Unit vector describing the axis + Angle around the axis, in radians - + - Convert a byte to a float value given a minimum and maximum range + Returns the conjugate (spatial inverse) of a quaternion - Byte array to get the byte from - Position in the byte array the desired byte is at - Minimum value range - Maximum value range - A float value inclusively between lower and upper - + - Convert a byte to a float value given a minimum and maximum range + Build a quaternion from an axis and an angle of rotation around + that axis - Byte to convert to a float value - Minimum value range - Maximum value range - A float value inclusively between lower and upper - + - Attempts to parse a floating point value from a string, using an - EN-US number format + Build a quaternion from an axis and an angle of rotation around + that axis - String to parse - Resulting floating point number - True if the parse was successful, otherwise false + Axis of rotation + Angle of rotation - + - Attempts to parse a floating point value from a string, using an - EN-US number format + Creates a quaternion from a vector containing roll, pitch, and yaw + in radians - String to parse - Resulting floating point number - True if the parse was successful, otherwise false + Vector representation of the euler angles in + radians + Quaternion representation of the euler angles - + - Tries to parse an unsigned 32-bit integer from a hexadecimal string + Creates a quaternion from roll, pitch, and yaw euler angles in + radians - String to parse - Resulting integer - True if the parse was successful, otherwise false + X angle in radians + Y angle in radians + Z angle in radians + Quaternion representation of the euler angles - + - Takes an AssetType and returns the string representation + Conjugates and renormalizes a vector - The source - The string version of the AssetType - + - Translate a string name of an AssetType into the proper Type + Spherical linear interpolation between two quaternions - A string containing the AssetType name - The AssetType which matches the string name, or AssetType.Unknown if no match was found - + - Convert an InventoryType to a string + Get a string representation of the quaternion elements with up to three + decimal digits and separated by spaces only - The to convert - A string representation of the source + Raw string representation of the quaternion - - - Convert a string into a valid InventoryType - - A string representation of the InventoryType to convert - A InventoryType object which matched the type + + A quaternion with a value of 0,0,0,1 - + - Convert a SaleType to a string + The different types of grid assets - The to convert - A string representation of the source - - - Convert a string into a valid SaleType - - A string representation of the SaleType to convert - A SaleType object which matched the type + + Unknown asset type - - - Copy a byte array - - Byte array to copy - A copy of the given byte array + + Texture asset, stores in JPEG2000 J2C stream format - - - Packs to 32-bit unsigned integers in to a 64-bit unsigned integer - - The left-hand (or X) value - The right-hand (or Y) value - A 64-bit integer containing the two 32-bit input values + + Sound asset - - - Unpacks two 32-bit unsigned integers from a 64-bit unsigned integer - - The 64-bit input integer - The left-hand (or X) output value - The right-hand (or Y) output value + + Calling card for another avatar - - - Convert an IP address object to an unsigned 32-bit integer - - IP address to convert - 32-bit unsigned integer holding the IP address bits + + Link to a location in world - - - Gets a unix timestamp for the current time - - An unsigned integer representing a unix timestamp for now + + Collection of textures and parameters that can be + worn by an avatar - - - Convert a UNIX timestamp to a native DateTime object - - An unsigned integer representing a UNIX - timestamp - A DateTime object containing the same time specified in - the given timestamp + + Primitive that can contain textures, sounds, + scripts and more - - - Convert a UNIX timestamp to a native DateTime object - - A signed integer representing a UNIX - timestamp - A DateTime object containing the same time specified in - the given timestamp + + Notecard asset - - - Convert a native DateTime object to a UNIX timestamp - - A DateTime object you want to convert to a - timestamp - An unsigned integer representing a UNIX timestamp + + Holds a collection of inventory items - + + Root inventory folder + + + Linden scripting language script + + + LSO bytecode for a script + + + Uncompressed TGA texture + + + Collection of textures and shape parameters that can + be worn + + + Trash folder + + + Snapshot folder + + + Lost and found folder + + + Uncompressed sound + + + Uncompressed TGA non-square image, not to be used as a + texture + + + Compressed JPEG non-square image, not to be used as a + texture + + + Animation + + + Sequence of animations, sounds, chat, and pauses + + + Simstate file + + - Swap two values + Inventory Item Types, eg Script, Notecard, Folder, etc - Type of the values to swap - First value - Second value - + + Unknown + + + Texture + + + Sound + + + Calling Card + + + Landmark + + + Notecard + + + + + + Folder + + + + + + an LSL Script + + + + + + + + + + + + + + + + + - Try to parse an enumeration value from a string + Item Sale Status - Enumeration type - String value to parse - Enumeration value on success - True if the parsing succeeded, otherwise false - + + Not for sale + + + The original is for sale + + + Copies are for sale + + + The contents of the object are for sale + + - Swaps the high and low words in a byte. Converts aaaabbbb to bbbbaaaa + Types of wearable assets - Byte to swap the words in - Byte value with the words swapped - - - Attempts to convert a string representation of a hostname or IP - address to a - - Hostname to convert to an IPAddress - Converted IP address object, or null if the conversion - failed + + Body shape + + + Skin textures and attributes + + + Hair + + + Eyes + + + Shirt + + + Pants + + + Shoes + + + Socks - - Provide a single instance of the CultureInfo class to - help parsing in situations where the grid assumes an en-us - culture + + Jacket - - UNIX epoch in DateTime format + + Gloves - - Provide a single instance of the MD5 class to avoid making - duplicate copies and handle thread safety + + Undershirt - - Provide a single instance of the SHA-1 class to avoid - making duplicate copies and handle thread safety + + Underpants - - Provide a single instance of a random number generator - to avoid making duplicate copies and handle thread safety + + Skirt - + + Invalid wearable asset + + - Clamp a given value between a range + Copy constructor - Value to clamp - Minimum allowable value - Maximum allowable value - A value inclusively between lower and upper + Circular queue to copy - + - Clamp a given value between a range + A 128-bit Universally Unique Identifier, used throughout the Second + Life networking protocol - Value to clamp - Minimum allowable value - Maximum allowable value - A value inclusively between lower and upper - + + The System.Guid object this struct wraps around + + - Clamp a given value between a range + Constructor that takes a string UUID representation - Value to clamp - Minimum allowable value - Maximum allowable value - A value inclusively between lower and upper + A string representation of a UUID, case + insensitive and can either be hyphenated or non-hyphenated + UUID("11f8aa9c-b071-4242-836b-13b7abe0d489") - + - Round a floating-point value to the nearest integer + Constructor that takes a System.Guid object - Floating point number to round - Integer + A Guid object that contains the unique identifier + to be represented by this UUID - + - Test if a single precision float is a finite number + Constructor that takes a byte array containing a UUID + Byte array containing a 16 byte UUID + Beginning offset in the array - + - Test if a double precision float is a finite number + Constructor that takes an unsigned 64-bit unsigned integer to + convert to a UUID + 64-bit unsigned integer to convert to a UUID - + - Get the distance between two floating-point values + Copy constructor - First value - Second value - The distance between the two values + UUID to copy - + - Compute the MD5 hash for a byte array + IComparable.CompareTo implementation - Byte array to compute the hash for - MD5 hash of the input data - + - Compute the SHA1 hash for a byte array + Assigns this UUID from 16 bytes out of a byte array - Byte array to compute the hash for - SHA1 hash of the input data + Byte array containing the UUID to assign this UUID to + Starting position of the UUID in the byte array - + - Calculate the SHA1 hash of a given string + Returns a copy of the raw bytes for this UUID - The string to hash - The SHA1 hash as a string + A 16 byte array containing this UUID - + - Compute the SHA256 hash for a byte array + Writes the raw bytes for this UUID to a byte array - Byte array to compute the hash for - SHA256 hash of the input data + Destination byte array + Position in the destination array to start + writing. Must be at least 16 bytes before the end of the array - + - Calculate the SHA256 hash of a given string + Calculate an LLCRC (cyclic redundancy check) for this UUID - The string to hash - The SHA256 hash as a string + The CRC checksum for this UUID - + - Calculate the MD5 hash of a given string + Create a 64-bit integer representation from the second half of this UUID - The password to hash - An MD5 hash in string format, with $1$ prepended + An integer created from the last eight bytes of this UUID - + - Calculate the MD5 hash of a given string + Generate a UUID from a string - The string to hash - The MD5 hash as a string + A string representation of a UUID, case + insensitive and can either be hyphenated or non-hyphenated + UUID.Parse("11f8aa9c-b071-4242-836b-13b7abe0d489") - + - Generate a random double precision floating point value + Generate a UUID from a string - Random value of type double + A string representation of a UUID, case + insensitive and can either be hyphenated or non-hyphenated + Will contain the parsed UUID if successful, + otherwise null + True if the string was successfully parse, otherwise false + UUID.TryParse("11f8aa9c-b071-4242-836b-13b7abe0d489", result) - + - Get the current running platform + Combine two UUIDs together by taking the MD5 hash of a byte array + containing both UUIDs - Enumeration of the current platform we are running on + First UUID to combine + Second UUID to combine + The UUID product of the combination - + - Get the current running runtime + - Enumeration of the current runtime we are running on + - + - Operating system + Return a hash code for this UUID, used by .NET for hash tables + An integer composed of all the UUID bytes XORed together - - Unknown - - - Microsoft Windows - - - Microsoft Windows CE - - - Linux - - - Apple OSX - - + - Runtime platform + Comparison function + An object to compare to this UUID + True if the object is a UUID and both UUIDs are equal - - .NET runtime + + + Comparison function + + UUID to compare to + True if the UUIDs are equal, otherwise false - - Mono runtime: http://www.mono-project.com/ + + + Get a hyphenated string representation of this UUID + + A string representation of this UUID, lowercase and + with hyphens + 11f8aa9c-b071-4242-836b-13b7abe0d489 - + - Determines the appropriate events to set, leaves the locks, and sets the events. + Equals operator + First UUID for comparison + Second UUID for comparison + True if the UUIDs are byte for byte equal, otherwise false - + - A routine for lazily creating a event outside the lock (so if errors - happen they are outside the lock and that we don't do much work - while holding a spin lock). If all goes well, reenter the lock and - set 'waitEvent' + Not equals operator + First UUID for comparison + Second UUID for comparison + True if the UUIDs are not equal, otherwise true - + - Waits on 'waitEvent' with a timeout of 'millisceondsTimeout. - Before the wait 'numWaiters' is incremented and is restored before leaving this routine. + XOR operator + First UUID + Second UUID + A UUID that is a XOR combination of the two input UUIDs - + - Copy constructor + String typecasting operator - Circular queue to copy + A UUID in string form. Case insensitive, + hyphenated or non-hyphenated + A UUID built from the string representation + + + An UUID with a value of all zeroes diff --git a/bin/OpenMetaverseTypes.dll b/bin/OpenMetaverseTypes.dll index 21e7538..6cea131 100644 Binary files a/bin/OpenMetaverseTypes.dll and b/bin/OpenMetaverseTypes.dll differ -- cgit v1.1