From 54a3b8e079539d1d17b845be5c90702303452b0a Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Wed, 13 Oct 2010 08:16:41 -0700 Subject: New SOG/SOP parser using XmlTextReader + delegates dictionary. Active for load oar and load xml2, but not for packing objects on crossings/TPs yet. --- .../Scenes/Serialization/SceneObjectSerializer.cs | 1353 ++++++++++++++++++++ .../Scenes/Serialization/SceneXmlLoader.cs | 35 +- 2 files changed, 1381 insertions(+), 7 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs index f5f6b90..2c6d999 100644 --- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs +++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs @@ -26,6 +26,8 @@ */ using System; +using System.Collections.Generic; +using System.Drawing; using System.IO; using System.Reflection; using System.Xml; @@ -294,5 +296,1356 @@ namespace OpenSim.Region.Framework.Scenes.Serialization //m_log.DebugFormat("[SERIALIZER]: Finished serialization of SOG {0} to XML2, {1}ms", Name, System.Environment.TickCount - time); } + + #region manual serialization + + private delegate void SOPXmlProcessor(SceneObjectPart sop, XmlTextReader reader); + private static Dictionary m_SOPXmlProcessors = new Dictionary(); + + private delegate void TaskInventoryXmlProcessor(TaskInventoryItem item, XmlTextReader reader); + private static Dictionary m_TaskInventoryXmlProcessors = new Dictionary(); + + private delegate void ShapeXmlProcessor(PrimitiveBaseShape shape, XmlTextReader reader); + private static Dictionary m_ShapeXmlProcessors = new Dictionary(); + + static SceneObjectSerializer() + { + #region SOPXmlProcessors initialization + m_SOPXmlProcessors.Add("AllowedDrop", ProcessAllowedDrop); + m_SOPXmlProcessors.Add("CreatorID", ProcessCreatorID); + m_SOPXmlProcessors.Add("FolderID", ProcessFolderID); + m_SOPXmlProcessors.Add("InventorySerial", ProcessInventorySerial); + m_SOPXmlProcessors.Add("TaskInventory", ProcessTaskInventory); + m_SOPXmlProcessors.Add("ObjectFlags", ProcessObjectFlags); + m_SOPXmlProcessors.Add("UUID", ProcessUUID); + m_SOPXmlProcessors.Add("LocalId", ProcessLocalId); + m_SOPXmlProcessors.Add("Name", ProcessName); + m_SOPXmlProcessors.Add("Material", ProcessMaterial); + m_SOPXmlProcessors.Add("PassTouches", ProcessPassTouches); + m_SOPXmlProcessors.Add("RegionHandle", ProcessRegionHandle); + m_SOPXmlProcessors.Add("ScriptAccessPin", ProcessScriptAccessPin); + m_SOPXmlProcessors.Add("GroupPosition", ProcessGroupPosition); + m_SOPXmlProcessors.Add("OffsetPosition", ProcessOffsetPosition); + m_SOPXmlProcessors.Add("RotationOffset", ProcessRotationOffset); + m_SOPXmlProcessors.Add("Velocity", ProcessVelocity); + m_SOPXmlProcessors.Add("AngularVelocity", ProcessAngularVelocity); + m_SOPXmlProcessors.Add("Acceleration", ProcessAcceleration); + m_SOPXmlProcessors.Add("Description", ProcessDescription); + m_SOPXmlProcessors.Add("Color", ProcessColor); + m_SOPXmlProcessors.Add("Text", ProcessText); + m_SOPXmlProcessors.Add("SitName", ProcessSitName); + m_SOPXmlProcessors.Add("TouchName", ProcessTouchName); + m_SOPXmlProcessors.Add("LinkNum", ProcessLinkNum); + m_SOPXmlProcessors.Add("ClickAction", ProcessClickAction); + m_SOPXmlProcessors.Add("Shape", ProcessShape); + m_SOPXmlProcessors.Add("Scale", ProcessScale); + m_SOPXmlProcessors.Add("UpdateFlag", ProcessUpdateFlag); + m_SOPXmlProcessors.Add("SitTargetOrientation", ProcessSitTargetOrientation); + m_SOPXmlProcessors.Add("SitTargetPosition", ProcessSitTargetPosition); + m_SOPXmlProcessors.Add("SitTargetPositionLL", ProcessSitTargetPositionLL); + m_SOPXmlProcessors.Add("SitTargetOrientationLL", ProcessSitTargetOrientationLL); + m_SOPXmlProcessors.Add("ParentID", ProcessParentID); + m_SOPXmlProcessors.Add("CreationDate", ProcessCreationDate); + m_SOPXmlProcessors.Add("Category", ProcessCategory); + m_SOPXmlProcessors.Add("SalePrice", ProcessSalePrice); + m_SOPXmlProcessors.Add("ObjectSaleType", ProcessObjectSaleType); + m_SOPXmlProcessors.Add("OwnershipCost", ProcessOwnershipCost); + m_SOPXmlProcessors.Add("GroupID", ProcessGroupID); + m_SOPXmlProcessors.Add("OwnerID", ProcessOwnerID); + m_SOPXmlProcessors.Add("LastOwnerID", ProcessLastOwnerID); + m_SOPXmlProcessors.Add("BaseMask", ProcessBaseMask); + m_SOPXmlProcessors.Add("OwnerMask", ProcessOwnerMask); + m_SOPXmlProcessors.Add("GroupMask", ProcessGroupMask); + m_SOPXmlProcessors.Add("EveryoneMask", ProcessEveryoneMask); + m_SOPXmlProcessors.Add("NextOwnerMask", ProcessNextOwnerMask); + m_SOPXmlProcessors.Add("Flags", ProcessFlags); + m_SOPXmlProcessors.Add("CollisionSound", ProcessCollisionSound); + m_SOPXmlProcessors.Add("CollisionSoundVolume", ProcessCollisionSoundVolume); + #endregion + + #region TaskInventoryXmlProcessors initialization + m_TaskInventoryXmlProcessors.Add("AssetID", ProcessTIAssetID); + m_TaskInventoryXmlProcessors.Add("BasePermissions", ProcessTIBasePermissions); + m_TaskInventoryXmlProcessors.Add("CreationDate", ProcessTICreationDate); + m_TaskInventoryXmlProcessors.Add("CreatorID", ProcessTICreatorID); + m_TaskInventoryXmlProcessors.Add("Description", ProcessTIDescription); + m_TaskInventoryXmlProcessors.Add("EveryonePermissions", ProcessTIEveryonePermissions); + m_TaskInventoryXmlProcessors.Add("Flags", ProcessTIFlags); + m_TaskInventoryXmlProcessors.Add("GroupID", ProcessTIGroupID); + m_TaskInventoryXmlProcessors.Add("GroupPermissions", ProcessTIGroupPermissions); + m_TaskInventoryXmlProcessors.Add("InvType", ProcessTIInvType); + m_TaskInventoryXmlProcessors.Add("ItemID", ProcessTIItemID); + m_TaskInventoryXmlProcessors.Add("OldItemID", ProcessTIOldItemID); + m_TaskInventoryXmlProcessors.Add("LastOwnerID", ProcessTILastOwnerID); + m_TaskInventoryXmlProcessors.Add("Name", ProcessTIName); + m_TaskInventoryXmlProcessors.Add("NextPermissions", ProcessTINextPermissions); + m_TaskInventoryXmlProcessors.Add("OwnerID", ProcessTIOwnerID); + m_TaskInventoryXmlProcessors.Add("CurrentPermissions", ProcessTICurrentPermissions); + m_TaskInventoryXmlProcessors.Add("ParentID", ProcessTIParentID); + m_TaskInventoryXmlProcessors.Add("ParentPartID", ProcessTIParentPartID); + m_TaskInventoryXmlProcessors.Add("PermsGranter", ProcessTIPermsGranter); + m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask); + m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType); + #endregion + + #region ShapeXmlProcessors initialization + m_ShapeXmlProcessors.Add("ProfileCurve", ProcessShpProfileCurve); + m_ShapeXmlProcessors.Add("TextureEntry", ProcessShpTextureEntry); + m_ShapeXmlProcessors.Add("ExtraParams", ProcessShpExtraParams); + m_ShapeXmlProcessors.Add("PathBegin", ProcessShpPathBegin); + m_ShapeXmlProcessors.Add("PathCurve", ProcessShpPathCurve); + m_ShapeXmlProcessors.Add("PathEnd", ProcessShpPathEnd); + m_ShapeXmlProcessors.Add("PathRadiusOffset", ProcessShpPathRadiusOffset); + m_ShapeXmlProcessors.Add("PathRevolutions", ProcessShpPathRevolutions); + m_ShapeXmlProcessors.Add("PathScaleX", ProcessShpPathScaleX); + m_ShapeXmlProcessors.Add("PathScaleY", ProcessShpPathScaleY); + m_ShapeXmlProcessors.Add("PathShearX", ProcessShpPathShearX); + m_ShapeXmlProcessors.Add("PathShearY", ProcessShpPathShearY); + m_ShapeXmlProcessors.Add("PathSkew", ProcessShpPathSkew); + m_ShapeXmlProcessors.Add("PathTaperX", ProcessShpPathTaperX); + m_ShapeXmlProcessors.Add("PathTaperY", ProcessShpPathTaperY); + m_ShapeXmlProcessors.Add("PathTwist", ProcessShpPathTwist); + m_ShapeXmlProcessors.Add("PathTwistBegin", ProcessShpPathTwistBegin); + m_ShapeXmlProcessors.Add("PCode", ProcessShpPCode); + m_ShapeXmlProcessors.Add("ProfileBegin", ProcessShpProfileBegin); + m_ShapeXmlProcessors.Add("ProfileEnd", ProcessShpProfileEnd); + m_ShapeXmlProcessors.Add("ProfileHollow", ProcessShpProfileHollow); + m_ShapeXmlProcessors.Add("Scale", ProcessShpScale); + m_ShapeXmlProcessors.Add("State", ProcessShpState); + m_ShapeXmlProcessors.Add("ProfileShape", ProcessShpProfileShape); + m_ShapeXmlProcessors.Add("HollowShape", ProcessShpHollowShape); + m_ShapeXmlProcessors.Add("SculptTexture", ProcessShpSculptTexture); + m_ShapeXmlProcessors.Add("SculptType", ProcessShpSculptType); + m_ShapeXmlProcessors.Add("SculptData", ProcessShpSculptData); + m_ShapeXmlProcessors.Add("FlexiSoftness", ProcessShpFlexiSoftness); + m_ShapeXmlProcessors.Add("FlexiTension", ProcessShpFlexiTension); + m_ShapeXmlProcessors.Add("FlexiDrag", ProcessShpFlexiDrag); + m_ShapeXmlProcessors.Add("FlexiGravity", ProcessShpFlexiGravity); + m_ShapeXmlProcessors.Add("FlexiWind", ProcessShpFlexiWind); + m_ShapeXmlProcessors.Add("FlexiForceX", ProcessShpFlexiForceX); + m_ShapeXmlProcessors.Add("FlexiForceY", ProcessShpFlexiForceY); + m_ShapeXmlProcessors.Add("FlexiForceZ", ProcessShpFlexiForceZ); + m_ShapeXmlProcessors.Add("LightColorR", ProcessShpLightColorR); + m_ShapeXmlProcessors.Add("LightColorG", ProcessShpLightColorG); + m_ShapeXmlProcessors.Add("LightColorB", ProcessShpLightColorB); + m_ShapeXmlProcessors.Add("LightColorA", ProcessShpLightColorA); + m_ShapeXmlProcessors.Add("LightRadius", ProcessShpLightRadius); + m_ShapeXmlProcessors.Add("LightCutoff", ProcessShpLightCutoff); + m_ShapeXmlProcessors.Add("LightFalloff", ProcessShpLightFalloff); + m_ShapeXmlProcessors.Add("LightIntensity", ProcessShpLightIntensity); + m_ShapeXmlProcessors.Add("FlexiEntry", ProcessShpFlexiEntry); + m_ShapeXmlProcessors.Add("LightEntry", ProcessShpLightEntry); + m_ShapeXmlProcessors.Add("SculptEntry", ProcessShpSculptEntry); + #endregion + } + + #region SOPXmlProcessors + private static void ProcessAllowedDrop(SceneObjectPart obj, XmlTextReader reader) + { + obj.AllowedDrop = reader.ReadElementContentAsBoolean("AllowedDrop", String.Empty); + } + + private static void ProcessCreatorID(SceneObjectPart obj, XmlTextReader reader) + { + obj.CreatorID = ReadUUID(reader, "CreatorID"); + } + + private static void ProcessFolderID(SceneObjectPart obj, XmlTextReader reader) + { + obj.FolderID = ReadUUID(reader, "FolderID"); + } + + private static void ProcessInventorySerial(SceneObjectPart obj, XmlTextReader reader) + { + obj.InventorySerial = (uint)reader.ReadElementContentAsInt("InventorySerial", String.Empty); + } + + private static void ProcessTaskInventory(SceneObjectPart obj, XmlTextReader reader) + { + obj.TaskInventory = ReadTaskInventory(reader, "TaskInventory"); + } + + private static void ProcessObjectFlags(SceneObjectPart obj, XmlTextReader reader) + { + obj.Flags = (PrimFlags)reader.ReadElementContentAsInt("ObjectFlags", String.Empty); + } + + private static void ProcessUUID(SceneObjectPart obj, XmlTextReader reader) + { + obj.UUID = ReadUUID(reader, "UUID"); + } + + private static void ProcessLocalId(SceneObjectPart obj, XmlTextReader reader) + { + obj.LocalId = (uint)reader.ReadElementContentAsLong("LocalId", String.Empty); + } + + private static void ProcessName(SceneObjectPart obj, XmlTextReader reader) + { + obj.Name = reader.ReadElementString("Name"); + } + + private static void ProcessMaterial(SceneObjectPart obj, XmlTextReader reader) + { + obj.Material = (byte)reader.ReadElementContentAsInt("Material", String.Empty); + } + + private static void ProcessPassTouches(SceneObjectPart obj, XmlTextReader reader) + { + obj.PassTouches = reader.ReadElementContentAsBoolean("PassTouches", String.Empty); + } + + private static void ProcessRegionHandle(SceneObjectPart obj, XmlTextReader reader) + { + obj.RegionHandle = (ulong)reader.ReadElementContentAsLong("RegionHandle", String.Empty); + } + + private static void ProcessScriptAccessPin(SceneObjectPart obj, XmlTextReader reader) + { + obj.ScriptAccessPin = reader.ReadElementContentAsInt("ScriptAccessPin", String.Empty); + } + + private static void ProcessGroupPosition(SceneObjectPart obj, XmlTextReader reader) + { + obj.GroupPosition = ReadVector(reader, "GroupPosition"); + } + + private static void ProcessOffsetPosition(SceneObjectPart obj, XmlTextReader reader) + { + obj.OffsetPosition = ReadVector(reader, "OffsetPosition"); ; + } + + private static void ProcessRotationOffset(SceneObjectPart obj, XmlTextReader reader) + { + obj.RotationOffset = ReadQuaternion(reader, "RotationOffset"); + } + + private static void ProcessVelocity(SceneObjectPart obj, XmlTextReader reader) + { + obj.Velocity = ReadVector(reader, "Velocity"); + } + + private static void ProcessAngularVelocity(SceneObjectPart obj, XmlTextReader reader) + { + obj.AngularVelocity = ReadVector(reader, "AngularVelocity"); + } + + private static void ProcessAcceleration(SceneObjectPart obj, XmlTextReader reader) + { + obj.Acceleration = ReadVector(reader, "Acceleration"); + } + + private static void ProcessDescription(SceneObjectPart obj, XmlTextReader reader) + { + obj.Description = reader.ReadElementString("Description"); + } + + private static void ProcessColor(SceneObjectPart obj, XmlTextReader reader) + { + reader.ReadStartElement("Color"); + if (reader.Name == "R") + { + float r = reader.ReadElementContentAsFloat("R", String.Empty); + float g = reader.ReadElementContentAsFloat("G", String.Empty); + float b = reader.ReadElementContentAsFloat("B", String.Empty); + float a = reader.ReadElementContentAsFloat("A", String.Empty); + obj.Color = Color.FromArgb((int)a, (int)r, (int)g, (int)b); + reader.ReadEndElement(); + } + } + + private static void ProcessText(SceneObjectPart obj, XmlTextReader reader) + { + obj.Text = reader.ReadElementString("Text", String.Empty); + } + + private static void ProcessSitName(SceneObjectPart obj, XmlTextReader reader) + { + obj.SitName = reader.ReadElementString("SitName", String.Empty); + } + + private static void ProcessTouchName(SceneObjectPart obj, XmlTextReader reader) + { + obj.TouchName = reader.ReadElementString("TouchName", String.Empty); + } + + private static void ProcessLinkNum(SceneObjectPart obj, XmlTextReader reader) + { + obj.LinkNum = reader.ReadElementContentAsInt("LinkNum", String.Empty); + } + + private static void ProcessClickAction(SceneObjectPart obj, XmlTextReader reader) + { + obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty); + } + + private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader) + { + obj.Shape = ReadShape(reader, "Shape"); + } + + private static void ProcessScale(SceneObjectPart obj, XmlTextReader reader) + { + obj.Scale = ReadVector(reader, "Scale"); + } + + private static void ProcessUpdateFlag(SceneObjectPart obj, XmlTextReader reader) + { + obj.UpdateFlag = (byte)reader.ReadElementContentAsInt("UpdateFlag", String.Empty); + } + + private static void ProcessSitTargetOrientation(SceneObjectPart obj, XmlTextReader reader) + { + obj.SitTargetOrientation = ReadQuaternion(reader, "SitTargetOrientation"); + } + + private static void ProcessSitTargetPosition(SceneObjectPart obj, XmlTextReader reader) + { + obj.SitTargetPosition = ReadVector(reader, "SitTargetPosition"); + } + + private static void ProcessSitTargetPositionLL(SceneObjectPart obj, XmlTextReader reader) + { + obj.SitTargetPositionLL = ReadVector(reader, "SitTargetPositionLL"); + } + + private static void ProcessSitTargetOrientationLL(SceneObjectPart obj, XmlTextReader reader) + { + obj.SitTargetOrientationLL = ReadQuaternion(reader, "SitTargetOrientationLL"); + } + + private static void ProcessParentID(SceneObjectPart obj, XmlTextReader reader) + { + string str = reader.ReadElementContentAsString("ParentID", String.Empty); + obj.ParentID = Convert.ToUInt32(str); + } + + private static void ProcessCreationDate(SceneObjectPart obj, XmlTextReader reader) + { + obj.CreationDate = reader.ReadElementContentAsInt("CreationDate", String.Empty); + } + + private static void ProcessCategory(SceneObjectPart obj, XmlTextReader reader) + { + obj.Category = (uint)reader.ReadElementContentAsInt("Category", String.Empty); + } + + private static void ProcessSalePrice(SceneObjectPart obj, XmlTextReader reader) + { + obj.SalePrice = reader.ReadElementContentAsInt("SalePrice", String.Empty); + } + + private static void ProcessObjectSaleType(SceneObjectPart obj, XmlTextReader reader) + { + obj.ObjectSaleType = (byte)reader.ReadElementContentAsInt("ObjectSaleType", String.Empty); + } + + private static void ProcessOwnershipCost(SceneObjectPart obj, XmlTextReader reader) + { + obj.OwnershipCost = reader.ReadElementContentAsInt("OwnershipCost", String.Empty); + } + + private static void ProcessGroupID(SceneObjectPart obj, XmlTextReader reader) + { + obj.GroupID = ReadUUID(reader, "GroupID"); + } + + private static void ProcessOwnerID(SceneObjectPart obj, XmlTextReader reader) + { + obj.OwnerID = ReadUUID(reader, "OwnerID"); + } + + private static void ProcessLastOwnerID(SceneObjectPart obj, XmlTextReader reader) + { + obj.LastOwnerID = ReadUUID(reader, "LastOwnerID"); + } + + private static void ProcessBaseMask(SceneObjectPart obj, XmlTextReader reader) + { + obj.BaseMask = (uint)reader.ReadElementContentAsInt("BaseMask", String.Empty); + } + + private static void ProcessOwnerMask(SceneObjectPart obj, XmlTextReader reader) + { + obj.OwnerMask = (uint)reader.ReadElementContentAsInt("OwnerMask", String.Empty); + } + + private static void ProcessGroupMask(SceneObjectPart obj, XmlTextReader reader) + { + obj.GroupMask = (uint)reader.ReadElementContentAsInt("GroupMask", String.Empty); + } + + private static void ProcessEveryoneMask(SceneObjectPart obj, XmlTextReader reader) + { + obj.EveryoneMask = (uint)reader.ReadElementContentAsInt("EveryoneMask", String.Empty); + } + + private static void ProcessNextOwnerMask(SceneObjectPart obj, XmlTextReader reader) + { + obj.NextOwnerMask = (uint)reader.ReadElementContentAsInt("NextOwnerMask", String.Empty); + } + + private static void ProcessFlags(SceneObjectPart obj, XmlTextReader reader) + { + string value = reader.ReadElementContentAsString("Flags", String.Empty); + // !!!!! to deal with flags without commas + if (value.Contains(" ") && !value.Contains(",")) + value = value.Replace(" ", ", "); + obj.Flags = (PrimFlags)Enum.Parse(typeof(PrimFlags), value); + } + + private static void ProcessCollisionSound(SceneObjectPart obj, XmlTextReader reader) + { + obj.CollisionSound = ReadUUID(reader, "CollisionSound"); + } + + private static void ProcessCollisionSoundVolume(SceneObjectPart obj, XmlTextReader reader) + { + obj.CollisionSoundVolume = reader.ReadElementContentAsFloat("CollisionSoundVolume", String.Empty); + } + #endregion + + #region TaskInventoryXmlProcessors + private static void ProcessTIAssetID(TaskInventoryItem item, XmlTextReader reader) + { + item.AssetID = ReadUUID(reader, "AssetID"); + } + + private static void ProcessTIBasePermissions(TaskInventoryItem item, XmlTextReader reader) + { + item.BasePermissions = (uint)reader.ReadElementContentAsInt("BasePermissions", String.Empty); + } + + private static void ProcessTICreationDate(TaskInventoryItem item, XmlTextReader reader) + { + item.CreationDate = (uint)reader.ReadElementContentAsInt("CreationDate", String.Empty); + } + + private static void ProcessTICreatorID(TaskInventoryItem item, XmlTextReader reader) + { + item.CreatorID = ReadUUID(reader, "CreatorID"); + } + + private static void ProcessTIDescription(TaskInventoryItem item, XmlTextReader reader) + { + item.Description = reader.ReadElementContentAsString("Description", String.Empty); + } + + private static void ProcessTIEveryonePermissions(TaskInventoryItem item, XmlTextReader reader) + { + item.EveryonePermissions = (uint)reader.ReadElementContentAsInt("EveryonePermissions", String.Empty); + } + + private static void ProcessTIFlags(TaskInventoryItem item, XmlTextReader reader) + { + item.Flags = (uint)reader.ReadElementContentAsInt("Flags", String.Empty); + } + + private static void ProcessTIGroupID(TaskInventoryItem item, XmlTextReader reader) + { + item.GroupID = ReadUUID(reader, "GroupID"); + } + + private static void ProcessTIGroupPermissions(TaskInventoryItem item, XmlTextReader reader) + { + item.GroupPermissions = (uint)reader.ReadElementContentAsInt("GroupPermissions", String.Empty); + } + + private static void ProcessTIInvType(TaskInventoryItem item, XmlTextReader reader) + { + item.InvType = reader.ReadElementContentAsInt("InvType", String.Empty); + } + + private static void ProcessTIItemID(TaskInventoryItem item, XmlTextReader reader) + { + item.ItemID = ReadUUID(reader, "ItemID"); + } + + private static void ProcessTIOldItemID(TaskInventoryItem item, XmlTextReader reader) + { + item.OldItemID = ReadUUID(reader, "OldItemID"); + } + + private static void ProcessTILastOwnerID(TaskInventoryItem item, XmlTextReader reader) + { + item.LastOwnerID = ReadUUID(reader, "LastOwnerID"); + } + + private static void ProcessTIName(TaskInventoryItem item, XmlTextReader reader) + { + item.Name = reader.ReadElementContentAsString("Name", String.Empty); + } + + private static void ProcessTINextPermissions(TaskInventoryItem item, XmlTextReader reader) + { + item.NextPermissions = (uint)reader.ReadElementContentAsInt("NextPermissions", String.Empty); + } + + private static void ProcessTIOwnerID(TaskInventoryItem item, XmlTextReader reader) + { + item.OwnerID = ReadUUID(reader, "OwnerID"); + } + + private static void ProcessTICurrentPermissions(TaskInventoryItem item, XmlTextReader reader) + { + item.CurrentPermissions = (uint)reader.ReadElementContentAsInt("CurrentPermissions", String.Empty); + } + + private static void ProcessTIParentID(TaskInventoryItem item, XmlTextReader reader) + { + item.ParentID = ReadUUID(reader, "ParentID"); + } + + private static void ProcessTIParentPartID(TaskInventoryItem item, XmlTextReader reader) + { + item.ParentPartID = ReadUUID(reader, "ParentPartID"); + } + + private static void ProcessTIPermsGranter(TaskInventoryItem item, XmlTextReader reader) + { + item.PermsGranter = ReadUUID(reader, "PermsGranter"); + } + + private static void ProcessTIPermsMask(TaskInventoryItem item, XmlTextReader reader) + { + item.PermsMask = reader.ReadElementContentAsInt("PermsMask", String.Empty); + } + + private static void ProcessTIType(TaskInventoryItem item, XmlTextReader reader) + { + item.Type = reader.ReadElementContentAsInt("Type", String.Empty); + } + + #endregion + + #region ShapeXmlProcessors + private static void ProcessShpProfileCurve(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.ProfileCurve = (byte)reader.ReadElementContentAsInt("ProfileCurve", String.Empty); + } + + private static void ProcessShpTextureEntry(PrimitiveBaseShape shp, XmlTextReader reader) + { + byte[] teData = Convert.FromBase64String(reader.ReadElementString("TextureEntry")); + shp.Textures = new Primitive.TextureEntry(teData, 0, teData.Length); + } + + private static void ProcessShpExtraParams(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.ExtraParams = Convert.FromBase64String(reader.ReadElementString("ExtraParams")); + } + + private static void ProcessShpPathBegin(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.PathBegin = (ushort)reader.ReadElementContentAsInt("PathBegin", String.Empty); + } + + private static void ProcessShpPathCurve(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.PathCurve = (byte)reader.ReadElementContentAsInt("PathCurve", String.Empty); + } + + private static void ProcessShpPathEnd(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.PathEnd = (ushort)reader.ReadElementContentAsInt("PathEnd", String.Empty); + } + + private static void ProcessShpPathRadiusOffset(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.PathRadiusOffset = (sbyte)reader.ReadElementContentAsInt("PathRadiusOffset", String.Empty); + } + + private static void ProcessShpPathRevolutions(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.PathRevolutions = (byte)reader.ReadElementContentAsInt("PathRevolutions", String.Empty); + } + + private static void ProcessShpPathScaleX(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.PathScaleX = (byte)reader.ReadElementContentAsInt("PathScaleX", String.Empty); + } + + private static void ProcessShpPathScaleY(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.PathScaleY = (byte)reader.ReadElementContentAsInt("PathScaleY", String.Empty); + } + + private static void ProcessShpPathShearX(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.PathShearX = (byte)reader.ReadElementContentAsInt("PathShearX", String.Empty); + } + + private static void ProcessShpPathShearY(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.PathShearY = (byte)reader.ReadElementContentAsInt("PathShearY", String.Empty); + } + + private static void ProcessShpPathSkew(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.PathSkew = (sbyte)reader.ReadElementContentAsInt("PathSkew", String.Empty); + } + + private static void ProcessShpPathTaperX(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.PathTaperX = (sbyte)reader.ReadElementContentAsInt("PathTaperX", String.Empty); + } + + private static void ProcessShpPathTaperY(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.PathTaperY = (sbyte)reader.ReadElementContentAsInt("PathTaperY", String.Empty); + } + + private static void ProcessShpPathTwist(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.PathTwist = (sbyte)reader.ReadElementContentAsInt("PathTwist", String.Empty); + } + + private static void ProcessShpPathTwistBegin(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.PathTwistBegin = (sbyte)reader.ReadElementContentAsInt("PathTwistBegin", String.Empty); + } + + private static void ProcessShpPCode(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.PCode = (byte)reader.ReadElementContentAsInt("PCode", String.Empty); + } + + private static void ProcessShpProfileBegin(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.ProfileBegin = (ushort)reader.ReadElementContentAsInt("ProfileBegin", String.Empty); + } + + private static void ProcessShpProfileEnd(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.ProfileEnd = (ushort)reader.ReadElementContentAsInt("ProfileEnd", String.Empty); + } + + private static void ProcessShpProfileHollow(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.ProfileHollow = (ushort)reader.ReadElementContentAsInt("ProfileHollow", String.Empty); + } + + private static void ProcessShpScale(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.Scale = ReadVector(reader, "Scale"); + } + + private static void ProcessShpState(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.State = (byte)reader.ReadElementContentAsInt("State", String.Empty); + } + + private static void ProcessShpProfileShape(PrimitiveBaseShape shp, XmlTextReader reader) + { + string value = reader.ReadElementContentAsString("ProfileShape", String.Empty); + // !!!!! to deal with flags without commas + if (value.Contains(" ") && !value.Contains(",")) + value = value.Replace(" ", ", "); + shp.ProfileShape = (ProfileShape)Enum.Parse(typeof(ProfileShape), value); + } + + private static void ProcessShpHollowShape(PrimitiveBaseShape shp, XmlTextReader reader) + { + string value = reader.ReadElementContentAsString("HollowShape", String.Empty); + // !!!!! to deal with flags without commas + if (value.Contains(" ") && !value.Contains(",")) + value = value.Replace(" ", ", "); + shp.HollowShape = (HollowShape)Enum.Parse(typeof(HollowShape), value); + } + + private static void ProcessShpSculptTexture(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.SculptTexture = ReadUUID(reader, "SculptTexture"); + } + + private static void ProcessShpSculptType(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.SculptType = (byte)reader.ReadElementContentAsInt("SculptType", String.Empty); + } + + private static void ProcessShpSculptData(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.SculptData = Convert.FromBase64String(reader.ReadElementString("SculptData")); + } + + private static void ProcessShpFlexiSoftness(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.FlexiSoftness = reader.ReadElementContentAsInt("FlexiSoftness", String.Empty); + } + + private static void ProcessShpFlexiTension(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.FlexiTension = reader.ReadElementContentAsFloat("FlexiTension", String.Empty); + } + + private static void ProcessShpFlexiDrag(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.FlexiDrag = reader.ReadElementContentAsFloat("FlexiDrag", String.Empty); + } + + private static void ProcessShpFlexiGravity(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.FlexiGravity = reader.ReadElementContentAsFloat("FlexiGravity", String.Empty); + } + + private static void ProcessShpFlexiWind(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.FlexiWind = reader.ReadElementContentAsFloat("FlexiWind", String.Empty); + } + + private static void ProcessShpFlexiForceX(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.FlexiForceX = reader.ReadElementContentAsFloat("FlexiForceX", String.Empty); + } + + private static void ProcessShpFlexiForceY(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.FlexiForceY = reader.ReadElementContentAsFloat("FlexiForceY", String.Empty); + } + + private static void ProcessShpFlexiForceZ(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.FlexiForceZ = reader.ReadElementContentAsFloat("FlexiForceZ", String.Empty); + } + + private static void ProcessShpLightColorR(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.LightColorR = reader.ReadElementContentAsFloat("LightColorR", String.Empty); + } + + private static void ProcessShpLightColorG(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.LightColorG = reader.ReadElementContentAsFloat("LightColorG", String.Empty); + } + + private static void ProcessShpLightColorB(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.LightColorB = reader.ReadElementContentAsFloat("LightColorB", String.Empty); + } + + private static void ProcessShpLightColorA(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.LightColorA = reader.ReadElementContentAsFloat("LightColorA", String.Empty); + } + + private static void ProcessShpLightRadius(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.LightRadius = reader.ReadElementContentAsFloat("LightRadius", String.Empty); + } + + private static void ProcessShpLightCutoff(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.LightCutoff = reader.ReadElementContentAsFloat("LightCutoff", String.Empty); + } + + private static void ProcessShpLightFalloff(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.LightFalloff = reader.ReadElementContentAsFloat("LightFalloff", String.Empty); + } + + private static void ProcessShpLightIntensity(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.LightIntensity = reader.ReadElementContentAsFloat("LightIntensity", String.Empty); + } + + private static void ProcessShpFlexiEntry(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.FlexiEntry = reader.ReadElementContentAsBoolean("FlexiEntry", String.Empty); + } + + private static void ProcessShpLightEntry(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.LightEntry = reader.ReadElementContentAsBoolean("LightEntry", String.Empty); + } + + private static void ProcessShpSculptEntry(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.SculptEntry = reader.ReadElementContentAsBoolean("SculptEntry", String.Empty); + } + + #endregion + + ////////// Write ///////// + + public static void SOGToXml2(XmlTextWriter writer, SceneObjectGroup sog) + { + writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty); + SOPToXml2(writer, sog.RootPart, null); + writer.WriteStartElement(String.Empty, "OtherParts", String.Empty); + + sog.ForEachPart(delegate(SceneObjectPart sop) + { + SOPToXml2(writer, sop, sog.RootPart); + }); + + writer.WriteEndElement(); + writer.WriteEndElement(); + } + + static void SOPToXml2(XmlTextWriter writer, SceneObjectPart sop, SceneObjectPart parent) + { + writer.WriteStartElement("SceneObjectPart"); + writer.WriteAttributeString("xmlns:xsi", "http://www.w3.org/2001/XMLSchema-instance"); + writer.WriteAttributeString("xmlns:xsd", "http://www.w3.org/2001/XMLSchema"); + + WriteUUID(writer, "CreatorID", sop.CreatorID); + WriteUUID(writer, "FolderID", sop.FolderID); + writer.WriteElementString("InventorySerial", (sop.Inventory != null) ? sop.InventorySerial.ToString() : "0"); + + // FIXME: Task inventory + writer.WriteStartElement("TaskInventory"); writer.WriteEndElement(); + + writer.WriteElementString("ObjectFlags", ((int)sop.Flags).ToString()); + + WriteUUID(writer, "UUID", sop.UUID); + writer.WriteElementString("LocalId", sop.LocalId.ToString()); + writer.WriteElementString("Name", sop.Name); + writer.WriteElementString("Material", ((int)sop.Material).ToString()); + writer.WriteElementString("RegionHandle", sop.RegionHandle.ToString()); + writer.WriteElementString("ScriptAccessPin", sop.ScriptAccessPin.ToString()); + + WriteVector(writer, "GroupPosition", sop.GroupPosition); + WriteVector(writer, "OffsetPosition", sop.OffsetPosition); + + WriteQuaternion(writer, "RotationOffset", sop.RotationOffset); + WriteVector(writer, "Velocity", sop.Velocity); + WriteVector(writer, "RotationalVelocity", Vector3.Zero); + WriteVector(writer, "AngularVelocity", sop.AngularVelocity); + WriteVector(writer, "Acceleration", sop.Acceleration); + writer.WriteElementString("Description", sop.Description); + writer.WriteStartElement("Color"); + writer.WriteElementString("R", sop.Color.R.ToString(Utils.EnUsCulture)); + writer.WriteElementString("G", sop.Color.G.ToString(Utils.EnUsCulture)); + writer.WriteElementString("B", sop.Color.B.ToString(Utils.EnUsCulture)); + writer.WriteElementString("A", sop.Color.G.ToString(Utils.EnUsCulture)); + writer.WriteEndElement(); + writer.WriteElementString("Text", sop.Text); + writer.WriteElementString("SitName", sop.SitName); + writer.WriteElementString("TouchName", sop.TouchName); + + writer.WriteElementString("LinkNum", sop.LinkNum.ToString()); + writer.WriteElementString("ClickAction", sop.ClickAction.ToString()); + writer.WriteStartElement("Shape"); + + writer.WriteElementString("ProfileCurve", sop.Shape.ProfileCurve.ToString()); + + writer.WriteStartElement("TextureEntry"); + byte[] te; + if (sop.Shape.TextureEntry != null) + te = sop.Shape.TextureEntry; + else + te = Utils.EmptyBytes; + writer.WriteBase64(te, 0, te.Length); + writer.WriteEndElement(); // TextureEntry + + writer.WriteStartElement("ExtraParams"); + byte[] ep; + if (sop.Shape.ExtraParams != null) + ep = sop.Shape.ExtraParams; + else + ep = Utils.EmptyBytes; + writer.WriteBase64(ep, 0, ep.Length); + writer.WriteEndElement(); // ExtraParams + + writer.WriteElementString("PathBegin", Primitive.PackBeginCut(sop.Shape.PathBegin).ToString()); + writer.WriteElementString("PathCurve", sop.Shape.PathCurve.ToString()); + writer.WriteElementString("PathEnd", Primitive.PackEndCut(sop.Shape.PathEnd).ToString()); + writer.WriteElementString("PathRadiusOffset", Primitive.PackPathTwist(sop.Shape.PathRadiusOffset).ToString()); + writer.WriteElementString("PathRevolutions", Primitive.PackPathRevolutions(sop.Shape.PathRevolutions).ToString()); + writer.WriteElementString("PathScaleX", Primitive.PackPathScale(sop.Shape.PathScaleX).ToString()); + writer.WriteElementString("PathScaleY", Primitive.PackPathScale(sop.Shape.PathScaleY).ToString()); + writer.WriteElementString("PathShearX", ((byte)Primitive.PackPathShear(sop.Shape.PathShearX)).ToString()); + writer.WriteElementString("PathShearY", ((byte)Primitive.PackPathShear(sop.Shape.PathShearY)).ToString()); + writer.WriteElementString("PathSkew", Primitive.PackPathTwist(sop.Shape.PathSkew).ToString()); + writer.WriteElementString("PathTaperX", Primitive.PackPathTaper(sop.Shape.PathTaperX).ToString()); + writer.WriteElementString("PathTaperY", Primitive.PackPathTaper(sop.Shape.PathTaperY).ToString()); + writer.WriteElementString("PathTwist", Primitive.PackPathTwist(sop.Shape.PathTwist).ToString()); + writer.WriteElementString("PathTwistBegin", Primitive.PackPathTwist(sop.Shape.PathTwistBegin).ToString()); + writer.WriteElementString("PCode", sop.Shape.PCode.ToString()); + writer.WriteElementString("ProfileBegin", Primitive.PackBeginCut(sop.Shape.ProfileBegin).ToString()); + writer.WriteElementString("ProfileEnd", Primitive.PackEndCut(sop.Shape.ProfileEnd).ToString()); + writer.WriteElementString("ProfileHollow", Primitive.PackProfileHollow(sop.Shape.ProfileHollow).ToString()); + WriteVector(writer, "Scale", sop.Scale); + writer.WriteElementString("State", sop.Shape.State.ToString()); + + writer.WriteElementString("ProfileShape", sop.Shape.ProfileShape.ToString()); + writer.WriteElementString("HollowShape", sop.Shape.HollowShape.ToString()); + + writer.WriteElementString("SculptTexture", sop.Shape.SculptTexture.ToString()); + writer.WriteElementString("SculptType", sop.Shape.SculptType.ToString()); + writer.WriteStartElement("SculptData"); + byte[] sd; + if (sop.Shape.SculptData != null) + sd = sop.Shape.ExtraParams; + else + sd = Utils.EmptyBytes; + writer.WriteBase64(sd, 0, sd.Length); + writer.WriteEndElement(); // SculptData + + writer.WriteElementString("FlexiSoftness", sop.Shape.FlexiSoftness.ToString()); + writer.WriteElementString("FlexiTension", sop.Shape.FlexiTension.ToString()); + writer.WriteElementString("FlexiDrag", sop.Shape.FlexiDrag.ToString()); + writer.WriteElementString("FlexiGravity", sop.Shape.FlexiGravity.ToString()); + writer.WriteElementString("FlexiWind", sop.Shape.FlexiWind.ToString()); + writer.WriteElementString("FlexiForceX", sop.Shape.FlexiForceX.ToString()); + writer.WriteElementString("FlexiForceY", sop.Shape.FlexiForceY.ToString()); + writer.WriteElementString("FlexiForceZ", sop.Shape.FlexiForceZ.ToString()); + + writer.WriteElementString("LightColorR", sop.Shape.LightColorR.ToString()); + writer.WriteElementString("LightColorG", sop.Shape.LightColorG.ToString()); + writer.WriteElementString("LightColorB", sop.Shape.LightColorB.ToString()); + writer.WriteElementString("LightColorA", sop.Shape.LightColorA.ToString()); + writer.WriteElementString("LightRadius", sop.Shape.LightRadius.ToString()); + writer.WriteElementString("LightCutoff", sop.Shape.LightCutoff.ToString()); + writer.WriteElementString("LightFalloff", sop.Shape.LightFalloff.ToString()); + writer.WriteElementString("LightIntensity", sop.Shape.LightIntensity.ToString()); + + writer.WriteElementString("FlexyEntry", sop.Shape.FlexiEntry.ToString()); + writer.WriteElementString("LightEntry", sop.Shape.LightEntry.ToString()); + writer.WriteElementString("SculptEntry", sop.Shape.SculptEntry.ToString()); + + writer.WriteEndElement(); // Shape + + WriteVector(writer, "Scale", sop.Scale); + writer.WriteElementString("UpdateFlag", "0"); + WriteQuaternion(writer, "SitTargetOrientation", sop.SitTargetOrientation); + WriteVector(writer, "SitTargetPosition", sop.SitTargetPosition); + WriteVector(writer, "SitTargetPositionLL", sop.SitTargetPositionLL); + WriteQuaternion(writer, "SitTargetOrientationLL", sop.SitTargetOrientationLL); + writer.WriteElementString("ParentID", sop.ParentID.ToString()); + writer.WriteElementString("CreationDate", sop.CreationDate.ToString()); + writer.WriteElementString("Category", "0"); + writer.WriteElementString("SalePrice", sop.SalePrice.ToString()); + writer.WriteElementString("ObjectSaleType", ((int)sop.ObjectSaleType).ToString()); + writer.WriteElementString("OwnershipCost", "0"); + WriteUUID(writer, "GroupID", sop.GroupID); + WriteUUID(writer, "OwnerID", sop.OwnerID); + WriteUUID(writer, "LastOwnerID", sop.LastOwnerID); + writer.WriteElementString("BaseMask", sop.BaseMask.ToString()); + writer.WriteElementString("OwnerMask", sop.OwnerMask.ToString()); + writer.WriteElementString("GroupMask", sop.GroupMask.ToString()); + writer.WriteElementString("EveryoneMask", sop.EveryoneMask.ToString()); + writer.WriteElementString("NextOwnerMask", sop.NextOwnerMask.ToString()); + writer.WriteElementString("Flags", sop.Flags.ToString()); + WriteUUID(writer, "CollisionSound", sop.CollisionSound); + writer.WriteElementString("CollisionSoundVolume", sop.CollisionSoundVolume.ToString()); + + writer.WriteEndElement(); + } + + static void WriteUUID(XmlTextWriter writer, string name, UUID id) + { + writer.WriteStartElement(name); + writer.WriteElementString("UUID", id.ToString()); + writer.WriteEndElement(); + } + + static void WriteVector(XmlTextWriter writer, string name, Vector3 vec) + { + writer.WriteStartElement(name); + writer.WriteElementString("X", vec.X.ToString(Utils.EnUsCulture)); + writer.WriteElementString("Y", vec.Y.ToString(Utils.EnUsCulture)); + writer.WriteElementString("Z", vec.Z.ToString(Utils.EnUsCulture)); + writer.WriteEndElement(); + } + + static void WriteQuaternion(XmlTextWriter writer, string name, Quaternion quat) + { + writer.WriteStartElement(name); + writer.WriteElementString("X", quat.X.ToString(Utils.EnUsCulture)); + writer.WriteElementString("Y", quat.Y.ToString(Utils.EnUsCulture)); + writer.WriteElementString("Z", quat.Z.ToString(Utils.EnUsCulture)); + writer.WriteElementString("W", quat.W.ToString(Utils.EnUsCulture)); + writer.WriteEndElement(); + } + + + //////// Read ///////// + public static bool Xml2ToSOG(XmlTextReader reader, SceneObjectGroup sog) + { + reader.Read(); + reader.ReadStartElement("SceneObjectGroup"); + SceneObjectPart root = Xml2ToSOP(reader); + if (root != null) + sog.SetRootPart(root); + else + { + return false; + } + + if (sog.UUID == UUID.Zero) + sog.UUID = sog.RootPart.UUID; + + reader.Read(); // OtherParts + + while (!reader.EOF) + { + switch (reader.NodeType) + { + case XmlNodeType.Element: + if (reader.Name == "SceneObjectPart") + { + SceneObjectPart child = Xml2ToSOP(reader); + if (child != null) + sog.AddPart(child); + } + else + { + //Logger.Log("Found unexpected prim XML element " + reader.Name, Helpers.LogLevel.Debug); + reader.Read(); + } + break; + case XmlNodeType.EndElement: + default: + reader.Read(); + break; + } + + } + return true; + } + + public static SceneObjectPart Xml2ToSOPPull(XmlTextReader reader) + { + SceneObjectPart obj = new SceneObjectPart(); + + reader.ReadStartElement("SceneObjectPart"); + + if (reader.Name == "AllowedDrop") + obj.AllowedDrop = reader.ReadElementContentAsBoolean("AllowedDrop", String.Empty); + else + obj.AllowedDrop = true; + + obj.CreatorID = ReadUUID(reader, "CreatorID"); + obj.FolderID = ReadUUID(reader, "FolderID"); + obj.InventorySerial = (uint)reader.ReadElementContentAsInt("InventorySerial", String.Empty); + + #region Task Inventory + + obj.TaskInventory = new TaskInventoryDictionary(); + //List invItems = new List(); + + reader.ReadStartElement("TaskInventory", String.Empty); + while (reader.Name == "TaskInventoryItem") + { + TaskInventoryItem item = new TaskInventoryItem(); + reader.ReadStartElement("TaskInventoryItem", String.Empty); + + item.AssetID = ReadUUID(reader, "AssetID"); + item.BasePermissions = (uint)reader.ReadElementContentAsInt("BasePermissions", String.Empty); + item.CreationDate = (uint)reader.ReadElementContentAsInt("CreationDate", String.Empty); + item.CreatorID = ReadUUID(reader, "CreatorID"); + item.Description = reader.ReadElementContentAsString("Description", String.Empty); + item.EveryonePermissions = (uint)reader.ReadElementContentAsInt("EveryonePermissions", String.Empty); + item.Flags = (uint)reader.ReadElementContentAsInt("Flags", String.Empty); + item.GroupID = ReadUUID(reader, "GroupID"); + item.GroupPermissions = (uint)reader.ReadElementContentAsInt("GroupPermissions", String.Empty); + item.InvType = reader.ReadElementContentAsInt("InvType", String.Empty); + item.ItemID = ReadUUID(reader, "ItemID"); + UUID oldItemID = ReadUUID(reader, "OldItemID"); // TODO: Is this useful? + item.LastOwnerID = ReadUUID(reader, "LastOwnerID"); + item.Name = reader.ReadElementContentAsString("Name", String.Empty); + item.NextPermissions = (uint)reader.ReadElementContentAsInt("NextPermissions", String.Empty); + item.OwnerID = ReadUUID(reader, "OwnerID"); + item.CurrentPermissions = (uint)reader.ReadElementContentAsInt("CurrentPermissions", String.Empty); + UUID parentID = ReadUUID(reader, "ParentID"); + UUID parentPartID = ReadUUID(reader, "ParentPartID"); + item.PermsGranter = ReadUUID(reader, "PermsGranter"); + item.PermsMask = reader.ReadElementContentAsInt("PermsMask", String.Empty); + item.Type = reader.ReadElementContentAsInt("Type", String.Empty); + + reader.ReadEndElement(); + obj.TaskInventory.Add(item.ItemID, item); + } + if (reader.NodeType == XmlNodeType.EndElement) + reader.ReadEndElement(); + + #endregion Task Inventory + + obj.Flags = (PrimFlags)reader.ReadElementContentAsInt("ObjectFlags", String.Empty); + + obj.UUID = ReadUUID(reader, "UUID"); + obj.LocalId = (uint)reader.ReadElementContentAsLong("LocalId", String.Empty); + obj.Name = reader.ReadElementString("Name"); + obj.Material = (byte)reader.ReadElementContentAsInt("Material", String.Empty); + + if (reader.Name == "PassTouches") + obj.PassTouches = reader.ReadElementContentAsBoolean("PassTouches", String.Empty); + else + obj.PassTouches = false; + + obj.RegionHandle = (ulong)reader.ReadElementContentAsLong("RegionHandle", String.Empty); + obj.ScriptAccessPin = reader.ReadElementContentAsInt("ScriptAccessPin", String.Empty); + + if (reader.Name == "PlaySoundSlavePrims") + reader.ReadInnerXml(); + if (reader.Name == "LoopSoundSlavePrims") + reader.ReadInnerXml(); + + Vector3 groupPosition = ReadVector(reader, "GroupPosition"); + Vector3 offsetPosition = ReadVector(reader, "OffsetPosition"); + obj.RotationOffset = ReadQuaternion(reader, "RotationOffset"); + obj.Velocity = ReadVector(reader, "Velocity"); + if (reader.Name == "RotationalVelocity") + ReadVector(reader, "RotationalVelocity"); + obj.AngularVelocity = ReadVector(reader, "AngularVelocity"); + obj.Acceleration = ReadVector(reader, "Acceleration"); + obj.Description = reader.ReadElementString("Description"); + reader.ReadStartElement("Color"); + if (reader.Name == "R") + { + obj.Color = Color.FromArgb((int)reader.ReadElementContentAsFloat("A", String.Empty), + (int)reader.ReadElementContentAsFloat("R", String.Empty), + (int)reader.ReadElementContentAsFloat("G", String.Empty), + (int)reader.ReadElementContentAsFloat("B", String.Empty)); + reader.ReadEndElement(); + } + obj.Text = reader.ReadElementString("Text", String.Empty); + obj.SitName = reader.ReadElementString("SitName", String.Empty); + obj.TouchName = reader.ReadElementString("TouchName", String.Empty); + + obj.LinkNum = reader.ReadElementContentAsInt("LinkNum", String.Empty); + obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty); + + reader.ReadStartElement("Shape"); + obj.Shape.ProfileCurve = (byte)reader.ReadElementContentAsInt("ProfileCurve", String.Empty); + + byte[] teData = Convert.FromBase64String(reader.ReadElementString("TextureEntry")); + obj.Shape.Textures = new Primitive.TextureEntry(teData, 0, teData.Length); + + reader.ReadInnerXml(); // ExtraParams + + obj.Shape.PathBegin = (ushort)reader.ReadElementContentAsInt("PathBegin", String.Empty); + obj.Shape.PathCurve = (byte)reader.ReadElementContentAsInt("PathCurve", String.Empty); + obj.Shape.PathEnd = (ushort)reader.ReadElementContentAsInt("PathEnd", String.Empty); + obj.Shape.PathRadiusOffset = (sbyte)reader.ReadElementContentAsInt("PathRadiusOffset", String.Empty); + obj.Shape.PathRevolutions = (byte)reader.ReadElementContentAsInt("PathRevolutions", String.Empty); + obj.Shape.PathScaleX = (byte)reader.ReadElementContentAsInt("PathScaleX", String.Empty); + obj.Shape.PathScaleY = (byte)reader.ReadElementContentAsInt("PathScaleY", String.Empty); + obj.Shape.PathShearX = (byte)reader.ReadElementContentAsInt("PathShearX", String.Empty); + obj.Shape.PathShearY = (byte)reader.ReadElementContentAsInt("PathShearY", String.Empty); + obj.Shape.PathSkew = (sbyte)reader.ReadElementContentAsInt("PathSkew", String.Empty); + obj.Shape.PathTaperX = (sbyte)reader.ReadElementContentAsInt("PathTaperX", String.Empty); + obj.Shape.PathTaperY = (sbyte)reader.ReadElementContentAsInt("PathTaperY", String.Empty); + obj.Shape.PathTwist = (sbyte)reader.ReadElementContentAsInt("PathTwist", String.Empty); + obj.Shape.PathTwistBegin = (sbyte)reader.ReadElementContentAsInt("PathTwistBegin", String.Empty); + obj.Shape.PCode = (byte)reader.ReadElementContentAsInt("PCode", String.Empty); + obj.Shape.ProfileBegin = (ushort)reader.ReadElementContentAsInt("ProfileBegin", String.Empty); + obj.Shape.ProfileEnd = (ushort)reader.ReadElementContentAsInt("ProfileEnd", String.Empty); + obj.Shape.ProfileHollow = (ushort)reader.ReadElementContentAsInt("ProfileHollow", String.Empty); + obj.Scale = ReadVector(reader, "Scale"); + obj.Shape.State = (byte)reader.ReadElementContentAsInt("State", String.Empty); + + obj.Shape.ProfileCurve = (byte)reader.ReadElementContentAsInt("ProfileCurve", String.Empty); + obj.Shape.ProfileShape = (ProfileShape)reader.ReadElementContentAsInt("ProfileShape", String.Empty); + obj.Shape.HollowShape = (HollowShape)reader.ReadElementContentAsInt("HollowShape", String.Empty); + + UUID sculptTexture = ReadUUID(reader, "SculptTexture"); + SculptType sculptType = (SculptType)reader.ReadElementContentAsInt("SculptType", String.Empty); + if (sculptTexture != UUID.Zero) + { + obj.Shape.SculptTexture = sculptTexture; + obj.Shape.SculptType = (byte)sculptType; + } + + reader.ReadInnerXml(); // SculptData + + obj.Shape.FlexiSoftness = reader.ReadElementContentAsInt("FlexiSoftness", String.Empty); + obj.Shape.FlexiTension = reader.ReadElementContentAsFloat("FlexiTension", String.Empty); + obj.Shape.FlexiDrag = reader.ReadElementContentAsFloat("FlexiDrag", String.Empty); + obj.Shape.FlexiGravity = reader.ReadElementContentAsFloat("FlexiGravity", String.Empty); + obj.Shape.FlexiWind = reader.ReadElementContentAsFloat("FlexiWind", String.Empty); + obj.Shape.FlexiForceX = reader.ReadElementContentAsFloat("FlexiForceX", String.Empty); + obj.Shape.FlexiForceY = reader.ReadElementContentAsFloat("FlexiForceY", String.Empty); + obj.Shape.FlexiForceZ = reader.ReadElementContentAsFloat("FlexiForceZ", String.Empty); + + obj.Shape.LightColorR = reader.ReadElementContentAsFloat("LightColorR", String.Empty); + obj.Shape.LightColorG = reader.ReadElementContentAsFloat("LightColorG", String.Empty); + obj.Shape.LightColorB = reader.ReadElementContentAsFloat("LightColorB", String.Empty); + obj.Shape.LightColorA = reader.ReadElementContentAsFloat("LightColorA", String.Empty); + obj.Shape.LightRadius = reader.ReadElementContentAsFloat("LightRadius", String.Empty); + obj.Shape.LightCutoff = reader.ReadElementContentAsFloat("LightCutoff", String.Empty); + obj.Shape.LightFalloff = reader.ReadElementContentAsFloat("LightFalloff", String.Empty); + obj.Shape.LightIntensity = reader.ReadElementContentAsFloat("LightIntensity", String.Empty); + + bool hasFlexi = reader.ReadElementContentAsBoolean("FlexiEntry", String.Empty); + bool hasLight = reader.ReadElementContentAsBoolean("LightEntry", String.Empty); + reader.ReadInnerXml(); // SculptEntry + + reader.ReadEndElement(); + + obj.Scale = ReadVector(reader, "Scale"); // Yes, again + obj.UpdateFlag = (byte)reader.ReadElementContentAsInt("UpdateFlag", String.Empty); // UpdateFlag + + obj.SitTargetOrientation = ReadQuaternion(reader, "SitTargetOrientation"); + obj.SitTargetPosition = ReadVector(reader, "SitTargetPosition"); + obj.SitTargetPositionLL = ReadVector(reader, "SitTargetPositionLL"); + obj.SitTargetOrientationLL = ReadQuaternion(reader, "SitTargetOrientationLL"); + obj.ParentID = (uint)reader.ReadElementContentAsLong("ParentID", String.Empty); + obj.CreationDate = reader.ReadElementContentAsInt("CreationDate", String.Empty); + int category = reader.ReadElementContentAsInt("Category", String.Empty); + obj.SalePrice = reader.ReadElementContentAsInt("SalePrice", String.Empty); + obj.ObjectSaleType = (byte)reader.ReadElementContentAsInt("ObjectSaleType", String.Empty); + int ownershipCost = reader.ReadElementContentAsInt("OwnershipCost", String.Empty); + obj.GroupID = ReadUUID(reader, "GroupID"); + obj.OwnerID = ReadUUID(reader, "OwnerID"); + obj.LastOwnerID = ReadUUID(reader, "LastOwnerID"); + obj.BaseMask = (uint)reader.ReadElementContentAsInt("BaseMask", String.Empty); + obj.OwnerMask = (uint)reader.ReadElementContentAsInt("OwnerMask", String.Empty); + obj.GroupMask = (uint)reader.ReadElementContentAsInt("GroupMask", String.Empty); + obj.EveryoneMask = (uint)reader.ReadElementContentAsInt("EveryoneMask", String.Empty); + obj.NextOwnerMask = (uint)reader.ReadElementContentAsInt("NextOwnerMask", String.Empty); + + obj.Flags = (PrimFlags)reader.ReadElementContentAsInt("Flags", String.Empty); + + obj.CollisionSound = ReadUUID(reader, "CollisionSound"); + obj.CollisionSoundVolume = reader.ReadElementContentAsFloat("CollisionSoundVolume", String.Empty); + + reader.ReadEndElement(); + + obj.GroupPosition = groupPosition; + obj.OffsetPosition = offsetPosition; + + return obj; + } + + public static SceneObjectPart Xml2ToSOP(XmlTextReader reader) + { + SceneObjectPart obj = new SceneObjectPart(); + + reader.ReadStartElement("SceneObjectPart"); + + string nodeName = string.Empty; + while (reader.NodeType != XmlNodeType.EndElement) + { + nodeName = reader.Name; + SOPXmlProcessor p = null; + if (m_SOPXmlProcessors.TryGetValue(reader.Name, out p)) + { + try + { + p(obj, reader); + } + catch (Exception e) + { + m_log.DebugFormat("[SceneObjectSerializer]: exception while parsing {0} in {1}-{2}: {3}", nodeName, obj.Name, obj.UUID, e); + } + } + else + { + m_log.DebugFormat("[SceneObjectSerializer]: caught unknown element {0}", nodeName); + reader.ReadOuterXml(); // ignore + } + + } + + reader.ReadEndElement(); // SceneObjectPart + + //m_log.DebugFormat("[XXX]: parsed SOP {0} - {1}", obj.Name, obj.UUID); + return obj; + } + + static UUID ReadUUID(XmlTextReader reader, string name) + { + UUID id; + string idStr; + + reader.ReadStartElement(name); + + if (reader.Name == "Guid") + idStr = reader.ReadElementString("Guid"); + else // UUID + idStr = reader.ReadElementString("UUID"); + + UUID.TryParse(idStr, out id); + reader.ReadEndElement(); + + return id; + } + + static Vector3 ReadVector(XmlTextReader reader, string name) + { + Vector3 vec; + + reader.ReadStartElement(name); + vec.X = reader.ReadElementContentAsFloat("X", String.Empty); + vec.Y = reader.ReadElementContentAsFloat("Y", String.Empty); + vec.Z = reader.ReadElementContentAsFloat("Z", String.Empty); + reader.ReadEndElement(); + + return vec; + } + + static Quaternion ReadQuaternion(XmlTextReader reader, string name) + { + Quaternion quat; + + reader.ReadStartElement(name); + quat.X = reader.ReadElementContentAsFloat("X", String.Empty); + quat.Y = reader.ReadElementContentAsFloat("Y", String.Empty); + quat.Z = reader.ReadElementContentAsFloat("Z", String.Empty); + quat.W = reader.ReadElementContentAsFloat("W", String.Empty); + reader.ReadEndElement(); + + return quat; + } + + static TaskInventoryDictionary ReadTaskInventory(XmlTextReader reader, string name) + { + TaskInventoryDictionary tinv = new TaskInventoryDictionary(); + + reader.ReadStartElement(name, String.Empty); + + while (reader.Name == "TaskInventoryItem") + { + reader.ReadStartElement("TaskInventoryItem", String.Empty); // TaskInventory + + TaskInventoryItem item = new TaskInventoryItem(); + while (reader.NodeType != XmlNodeType.EndElement) + { + TaskInventoryXmlProcessor p = null; + if (m_TaskInventoryXmlProcessors.TryGetValue(reader.Name, out p)) + p(item, reader); + else + { + m_log.DebugFormat("[SceneObjectSerializer]: caught unknown element in TaskInventory {0}, {1}", reader.Name, reader.Value); + reader.ReadOuterXml(); + } + } + reader.ReadEndElement(); // TaskInventoryItem + tinv.Add(item.ItemID, item); + + } + + if (reader.NodeType == XmlNodeType.EndElement) + reader.ReadEndElement(); // TaskInventory + + return tinv; + } + + static PrimitiveBaseShape ReadShape(XmlTextReader reader, string name) + { + PrimitiveBaseShape shape = new PrimitiveBaseShape(); + + reader.ReadStartElement(name, String.Empty); // Shape + + while (reader.NodeType != XmlNodeType.EndElement) + { + ShapeXmlProcessor p = null; + if (m_ShapeXmlProcessors.TryGetValue(reader.Name, out p)) + p(shape, reader); + else + { + m_log.DebugFormat("[SceneObjectSerializer]: caught unknown element in Shape {0}", reader.Name); + reader.ReadOuterXml(); + } + } + + reader.ReadEndElement(); // Shape + + return shape; + } + + #endregion } } diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneXmlLoader.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneXmlLoader.cs index 5494549..bb67ca0 100644 --- a/OpenSim/Region/Framework/Scenes/Serialization/SceneXmlLoader.cs +++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneXmlLoader.cs @@ -124,14 +124,30 @@ namespace OpenSim.Region.Framework.Scenes.Serialization foreach (XmlNode aPrimNode in rootNode.ChildNodes) { // There is only ever one prim. This oddity should be removeable post 0.5.9 - return SceneObjectSerializer.FromXml2Format(aPrimNode.OuterXml); + //return SceneObjectSerializer.FromXml2Format(aPrimNode.OuterXml); + using (reader = new XmlTextReader(new StringReader(aPrimNode.OuterXml))) + { + SceneObjectGroup obj = new SceneObjectGroup(); + if (SceneObjectSerializer.Xml2ToSOG(reader, obj)) + return obj; + + return null; + } } return null; } else { - return SceneObjectSerializer.FromXml2Format(rootNode.OuterXml); + //return SceneObjectSerializer.FromXml2Format(rootNode.OuterXml); + using (reader = new XmlTextReader(new StringReader(rootNode.OuterXml))) + { + SceneObjectGroup obj = new SceneObjectGroup(); + if (SceneObjectSerializer.Xml2ToSOG(reader, obj)) + return obj; + + return null; + } } } @@ -193,12 +209,17 @@ namespace OpenSim.Region.Framework.Scenes.Serialization /// The scene object created. null if the scene object already existed protected static SceneObjectGroup CreatePrimFromXml2(Scene scene, string xmlData) { - SceneObjectGroup obj = SceneObjectSerializer.FromXml2Format(xmlData); + //SceneObjectGroup obj = SceneObjectSerializer.FromXml2Format(xmlData); + using (XmlTextReader reader = new XmlTextReader(new StringReader(xmlData))) + { + SceneObjectGroup obj = new SceneObjectGroup(); + SceneObjectSerializer.Xml2ToSOG(reader, obj); - if (scene.AddRestoredSceneObject(obj, true, false)) - return obj; - else - return null; + if (scene.AddRestoredSceneObject(obj, true, false)) + return obj; + else + return null; + } } public static void SavePrimsToXml2(Scene scene, string fileName) -- cgit v1.1 From b4c718f93b780ae919423ec4eb3485380437c1db Mon Sep 17 00:00:00 2001 From: Melanie Date: Wed, 13 Oct 2010 17:07:13 +0100 Subject: Remove carriage returns from OpenSimDefaults.ini. Correct one typo. Change .ini.example ";;" format to normal ini format, since the defaults file is not parsed that way. --- bin/OpenSimDefaults.ini | 17 ++++++++--------- 1 file changed, 8 insertions(+), 9 deletions(-) diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini index 53d8ab7..05358c4 100644 --- a/bin/OpenSimDefaults.ini +++ b/bin/OpenSimDefaults.ini @@ -136,17 +136,16 @@ meshing = Meshmerizer ;meshing = ZeroMesher - ;; Path to decoded sculpty maps - ;; Defaults to "j2kDecodeCache + ; Path to decoded sculpty maps + ; Defaults to "j2kDecodeCache ;DecodedSculptMapPath = "j2kDecodeCache" - ;# {CacheSculptMaps} {Cache decoded sculpt maps?} {true false} true - ;; if you use Meshmerizer and want sculpt map collisions, setting this to - ;; to true will store decoded sculpt maps in a special folder in your bin - ;; folder, which can reduce startup times by reducing asset requests. Some - ;; versions of mono dont work well when reading the cache files, so set this - ;; to false if you have compatability problems. - ; CacheSculptMaps = true + ; if you use Meshmerizer and want sculpt map collisions, setting this to + ; to true will store decoded sculpt maps in a special folder in your bin + ; folder, which can reduce startup times by reducing asset requests. Some + ; versions of mono dont work well when reading the cache files, so set this + ; to false if you have compatibility problems. + ;CacheSculptMaps = true ; Choose one of the physics engines below ; OpenDynamicsEngine is by some distance the most developed physics engine -- cgit v1.1 From 14a0f4fe9b132c6d8912e7a8c4ffe52539f2d6aa Mon Sep 17 00:00:00 2001 From: Teravus Ovares (Dan Olivares) Date: Wed, 13 Oct 2010 12:40:21 -0400 Subject: *typical non-effectual commit to trigger a build --- README.txt | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/README.txt b/README.txt index 18784be..391a659 100644 --- a/README.txt +++ b/README.txt @@ -1,8 +1,8 @@ Welcome to OpenSim! -================ -=== OVERVIEW === -================ +================== +==== OVERVIEW ==== +================== OpenSim is a BSD Licensed Open Source project to develop a functioning virtual worlds server platform capable of supporting multiple clients -- cgit v1.1 From d890390ecf693acf85e8115b859ca852824085d9 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Wed, 13 Oct 2010 10:38:34 -0700 Subject: Comment a debug message so that it doesn't spew the console upon encountering unknown xml elements. --- OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs index 2c6d999..3fd61da 100644 --- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs +++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs @@ -1533,7 +1533,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization } else { - m_log.DebugFormat("[SceneObjectSerializer]: caught unknown element {0}", nodeName); + //m_log.DebugFormat("[SceneObjectSerializer]: caught unknown element {0}", nodeName); reader.ReadOuterXml(); // ignore } -- cgit v1.1 From 01728fb19e1c23e878197753cb788f94883e5838 Mon Sep 17 00:00:00 2001 From: Melanie Thielker Date: Mon, 21 Jun 2010 17:06:05 +0200 Subject: Ensure no UUID.Zero region ID is ever written to presence. Add a Migration to add a LastSeen field of type "Timestamp" to Presence for MySQL --- OpenSim/Data/MySQL/MySQLPresenceData.cs | 4 +++- OpenSim/Data/MySQL/Resources/Presence.migrations | 8 ++++++++ 2 files changed, 11 insertions(+), 1 deletion(-) diff --git a/OpenSim/Data/MySQL/MySQLPresenceData.cs b/OpenSim/Data/MySQL/MySQLPresenceData.cs index 71caa1a..7b0016b 100644 --- a/OpenSim/Data/MySQL/MySQLPresenceData.cs +++ b/OpenSim/Data/MySQL/MySQLPresenceData.cs @@ -78,6 +78,9 @@ namespace OpenSim.Data.MySQL if (pd.Length == 0) return false; + if (regionID == UUID.Zero) + return; + MySqlCommand cmd = new MySqlCommand(); cmd.CommandText = String.Format("update {0} set RegionID=?RegionID where `SessionID`=?SessionID", m_Realm); @@ -90,6 +93,5 @@ namespace OpenSim.Data.MySQL return true; } - } } diff --git a/OpenSim/Data/MySQL/Resources/Presence.migrations b/OpenSim/Data/MySQL/Resources/Presence.migrations index 91f7de5..1075a15 100644 --- a/OpenSim/Data/MySQL/Resources/Presence.migrations +++ b/OpenSim/Data/MySQL/Resources/Presence.migrations @@ -13,3 +13,11 @@ CREATE UNIQUE INDEX SessionID ON Presence(SessionID); CREATE INDEX UserID ON Presence(UserID); COMMIT; + +:VERSION 1 # -------------------------- + +BEGIN; + +ALTER TABLE `Presence` ADD COLUMN LastSeen timestamp; + +COMMIT; -- cgit v1.1 From ccd5610997020df4ba1aafd73b6717bafecb025b Mon Sep 17 00:00:00 2001 From: Melanie Thielker Date: Mon, 21 Jun 2010 23:26:27 +0200 Subject: Correctly update the LastSeen field --- OpenSim/Data/MySQL/MySQLPresenceData.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/OpenSim/Data/MySQL/MySQLPresenceData.cs b/OpenSim/Data/MySQL/MySQLPresenceData.cs index 7b0016b..81a48a8 100644 --- a/OpenSim/Data/MySQL/MySQLPresenceData.cs +++ b/OpenSim/Data/MySQL/MySQLPresenceData.cs @@ -83,7 +83,7 @@ namespace OpenSim.Data.MySQL MySqlCommand cmd = new MySqlCommand(); - cmd.CommandText = String.Format("update {0} set RegionID=?RegionID where `SessionID`=?SessionID", m_Realm); + cmd.CommandText = String.Format("update {0} set RegionID=?RegionID, LastSeen=NOW() where `SessionID`=?SessionID", m_Realm); cmd.Parameters.AddWithValue("?SessionID", sessionID.ToString()); cmd.Parameters.AddWithValue("?RegionID", regionID.ToString()); -- cgit v1.1 From aa60c4b129c386ed7518f948435613296cbe65c0 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 13 Oct 2010 22:18:57 +0100 Subject: fix build break --- OpenSim/Data/MySQL/MySQLPresenceData.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/OpenSim/Data/MySQL/MySQLPresenceData.cs b/OpenSim/Data/MySQL/MySQLPresenceData.cs index 81a48a8..2390feb 100644 --- a/OpenSim/Data/MySQL/MySQLPresenceData.cs +++ b/OpenSim/Data/MySQL/MySQLPresenceData.cs @@ -79,7 +79,7 @@ namespace OpenSim.Data.MySQL return false; if (regionID == UUID.Zero) - return; + return false; MySqlCommand cmd = new MySqlCommand(); -- cgit v1.1 From 45e0cdfcada82e0771e559614d798438d87b6ad3 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Wed, 13 Oct 2010 15:44:25 -0700 Subject: Added SOP.MediaUrl and Shape.Media to the deserialization --- .../Scenes/Serialization/SceneObjectSerializer.cs | 218 ++------------------- 1 file changed, 14 insertions(+), 204 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs index 3fd61da..efd5a8e 100644 --- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs +++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs @@ -361,6 +361,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization m_SOPXmlProcessors.Add("Flags", ProcessFlags); m_SOPXmlProcessors.Add("CollisionSound", ProcessCollisionSound); m_SOPXmlProcessors.Add("CollisionSoundVolume", ProcessCollisionSoundVolume); + m_SOPXmlProcessors.Add("MediaUrl", ProcessMediaUrl); #endregion #region TaskInventoryXmlProcessors initialization @@ -436,6 +437,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization m_ShapeXmlProcessors.Add("FlexiEntry", ProcessShpFlexiEntry); m_ShapeXmlProcessors.Add("LightEntry", ProcessShpLightEntry); m_ShapeXmlProcessors.Add("SculptEntry", ProcessShpSculptEntry); + m_ShapeXmlProcessors.Add("Media", ProcessShpMedia); #endregion } @@ -703,6 +705,11 @@ namespace OpenSim.Region.Framework.Scenes.Serialization { obj.CollisionSoundVolume = reader.ReadElementContentAsFloat("CollisionSoundVolume", String.Empty); } + + private static void ProcessMediaUrl(SceneObjectPart obj, XmlTextReader reader) + { + obj.MediaUrl = reader.ReadElementContentAsString("MediaUrl", String.Empty); + } #endregion #region TaskInventoryXmlProcessors @@ -1063,6 +1070,13 @@ namespace OpenSim.Region.Framework.Scenes.Serialization shp.SculptEntry = reader.ReadElementContentAsBoolean("SculptEntry", String.Empty); } + private static void ProcessShpMedia(PrimitiveBaseShape shp, XmlTextReader reader) + { + string value = reader.ReadElementContentAsString("Media", String.Empty); + shp.Media = PrimitiveBaseShape.MediaList.FromXml(value); + } + + #endregion ////////// Write ///////// @@ -1305,210 +1319,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization return true; } - public static SceneObjectPart Xml2ToSOPPull(XmlTextReader reader) - { - SceneObjectPart obj = new SceneObjectPart(); - - reader.ReadStartElement("SceneObjectPart"); - - if (reader.Name == "AllowedDrop") - obj.AllowedDrop = reader.ReadElementContentAsBoolean("AllowedDrop", String.Empty); - else - obj.AllowedDrop = true; - - obj.CreatorID = ReadUUID(reader, "CreatorID"); - obj.FolderID = ReadUUID(reader, "FolderID"); - obj.InventorySerial = (uint)reader.ReadElementContentAsInt("InventorySerial", String.Empty); - - #region Task Inventory - - obj.TaskInventory = new TaskInventoryDictionary(); - //List invItems = new List(); - - reader.ReadStartElement("TaskInventory", String.Empty); - while (reader.Name == "TaskInventoryItem") - { - TaskInventoryItem item = new TaskInventoryItem(); - reader.ReadStartElement("TaskInventoryItem", String.Empty); - - item.AssetID = ReadUUID(reader, "AssetID"); - item.BasePermissions = (uint)reader.ReadElementContentAsInt("BasePermissions", String.Empty); - item.CreationDate = (uint)reader.ReadElementContentAsInt("CreationDate", String.Empty); - item.CreatorID = ReadUUID(reader, "CreatorID"); - item.Description = reader.ReadElementContentAsString("Description", String.Empty); - item.EveryonePermissions = (uint)reader.ReadElementContentAsInt("EveryonePermissions", String.Empty); - item.Flags = (uint)reader.ReadElementContentAsInt("Flags", String.Empty); - item.GroupID = ReadUUID(reader, "GroupID"); - item.GroupPermissions = (uint)reader.ReadElementContentAsInt("GroupPermissions", String.Empty); - item.InvType = reader.ReadElementContentAsInt("InvType", String.Empty); - item.ItemID = ReadUUID(reader, "ItemID"); - UUID oldItemID = ReadUUID(reader, "OldItemID"); // TODO: Is this useful? - item.LastOwnerID = ReadUUID(reader, "LastOwnerID"); - item.Name = reader.ReadElementContentAsString("Name", String.Empty); - item.NextPermissions = (uint)reader.ReadElementContentAsInt("NextPermissions", String.Empty); - item.OwnerID = ReadUUID(reader, "OwnerID"); - item.CurrentPermissions = (uint)reader.ReadElementContentAsInt("CurrentPermissions", String.Empty); - UUID parentID = ReadUUID(reader, "ParentID"); - UUID parentPartID = ReadUUID(reader, "ParentPartID"); - item.PermsGranter = ReadUUID(reader, "PermsGranter"); - item.PermsMask = reader.ReadElementContentAsInt("PermsMask", String.Empty); - item.Type = reader.ReadElementContentAsInt("Type", String.Empty); - - reader.ReadEndElement(); - obj.TaskInventory.Add(item.ItemID, item); - } - if (reader.NodeType == XmlNodeType.EndElement) - reader.ReadEndElement(); - - #endregion Task Inventory - - obj.Flags = (PrimFlags)reader.ReadElementContentAsInt("ObjectFlags", String.Empty); - - obj.UUID = ReadUUID(reader, "UUID"); - obj.LocalId = (uint)reader.ReadElementContentAsLong("LocalId", String.Empty); - obj.Name = reader.ReadElementString("Name"); - obj.Material = (byte)reader.ReadElementContentAsInt("Material", String.Empty); - - if (reader.Name == "PassTouches") - obj.PassTouches = reader.ReadElementContentAsBoolean("PassTouches", String.Empty); - else - obj.PassTouches = false; - - obj.RegionHandle = (ulong)reader.ReadElementContentAsLong("RegionHandle", String.Empty); - obj.ScriptAccessPin = reader.ReadElementContentAsInt("ScriptAccessPin", String.Empty); - - if (reader.Name == "PlaySoundSlavePrims") - reader.ReadInnerXml(); - if (reader.Name == "LoopSoundSlavePrims") - reader.ReadInnerXml(); - - Vector3 groupPosition = ReadVector(reader, "GroupPosition"); - Vector3 offsetPosition = ReadVector(reader, "OffsetPosition"); - obj.RotationOffset = ReadQuaternion(reader, "RotationOffset"); - obj.Velocity = ReadVector(reader, "Velocity"); - if (reader.Name == "RotationalVelocity") - ReadVector(reader, "RotationalVelocity"); - obj.AngularVelocity = ReadVector(reader, "AngularVelocity"); - obj.Acceleration = ReadVector(reader, "Acceleration"); - obj.Description = reader.ReadElementString("Description"); - reader.ReadStartElement("Color"); - if (reader.Name == "R") - { - obj.Color = Color.FromArgb((int)reader.ReadElementContentAsFloat("A", String.Empty), - (int)reader.ReadElementContentAsFloat("R", String.Empty), - (int)reader.ReadElementContentAsFloat("G", String.Empty), - (int)reader.ReadElementContentAsFloat("B", String.Empty)); - reader.ReadEndElement(); - } - obj.Text = reader.ReadElementString("Text", String.Empty); - obj.SitName = reader.ReadElementString("SitName", String.Empty); - obj.TouchName = reader.ReadElementString("TouchName", String.Empty); - - obj.LinkNum = reader.ReadElementContentAsInt("LinkNum", String.Empty); - obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty); - - reader.ReadStartElement("Shape"); - obj.Shape.ProfileCurve = (byte)reader.ReadElementContentAsInt("ProfileCurve", String.Empty); - - byte[] teData = Convert.FromBase64String(reader.ReadElementString("TextureEntry")); - obj.Shape.Textures = new Primitive.TextureEntry(teData, 0, teData.Length); - - reader.ReadInnerXml(); // ExtraParams - - obj.Shape.PathBegin = (ushort)reader.ReadElementContentAsInt("PathBegin", String.Empty); - obj.Shape.PathCurve = (byte)reader.ReadElementContentAsInt("PathCurve", String.Empty); - obj.Shape.PathEnd = (ushort)reader.ReadElementContentAsInt("PathEnd", String.Empty); - obj.Shape.PathRadiusOffset = (sbyte)reader.ReadElementContentAsInt("PathRadiusOffset", String.Empty); - obj.Shape.PathRevolutions = (byte)reader.ReadElementContentAsInt("PathRevolutions", String.Empty); - obj.Shape.PathScaleX = (byte)reader.ReadElementContentAsInt("PathScaleX", String.Empty); - obj.Shape.PathScaleY = (byte)reader.ReadElementContentAsInt("PathScaleY", String.Empty); - obj.Shape.PathShearX = (byte)reader.ReadElementContentAsInt("PathShearX", String.Empty); - obj.Shape.PathShearY = (byte)reader.ReadElementContentAsInt("PathShearY", String.Empty); - obj.Shape.PathSkew = (sbyte)reader.ReadElementContentAsInt("PathSkew", String.Empty); - obj.Shape.PathTaperX = (sbyte)reader.ReadElementContentAsInt("PathTaperX", String.Empty); - obj.Shape.PathTaperY = (sbyte)reader.ReadElementContentAsInt("PathTaperY", String.Empty); - obj.Shape.PathTwist = (sbyte)reader.ReadElementContentAsInt("PathTwist", String.Empty); - obj.Shape.PathTwistBegin = (sbyte)reader.ReadElementContentAsInt("PathTwistBegin", String.Empty); - obj.Shape.PCode = (byte)reader.ReadElementContentAsInt("PCode", String.Empty); - obj.Shape.ProfileBegin = (ushort)reader.ReadElementContentAsInt("ProfileBegin", String.Empty); - obj.Shape.ProfileEnd = (ushort)reader.ReadElementContentAsInt("ProfileEnd", String.Empty); - obj.Shape.ProfileHollow = (ushort)reader.ReadElementContentAsInt("ProfileHollow", String.Empty); - obj.Scale = ReadVector(reader, "Scale"); - obj.Shape.State = (byte)reader.ReadElementContentAsInt("State", String.Empty); - - obj.Shape.ProfileCurve = (byte)reader.ReadElementContentAsInt("ProfileCurve", String.Empty); - obj.Shape.ProfileShape = (ProfileShape)reader.ReadElementContentAsInt("ProfileShape", String.Empty); - obj.Shape.HollowShape = (HollowShape)reader.ReadElementContentAsInt("HollowShape", String.Empty); - - UUID sculptTexture = ReadUUID(reader, "SculptTexture"); - SculptType sculptType = (SculptType)reader.ReadElementContentAsInt("SculptType", String.Empty); - if (sculptTexture != UUID.Zero) - { - obj.Shape.SculptTexture = sculptTexture; - obj.Shape.SculptType = (byte)sculptType; - } - - reader.ReadInnerXml(); // SculptData - - obj.Shape.FlexiSoftness = reader.ReadElementContentAsInt("FlexiSoftness", String.Empty); - obj.Shape.FlexiTension = reader.ReadElementContentAsFloat("FlexiTension", String.Empty); - obj.Shape.FlexiDrag = reader.ReadElementContentAsFloat("FlexiDrag", String.Empty); - obj.Shape.FlexiGravity = reader.ReadElementContentAsFloat("FlexiGravity", String.Empty); - obj.Shape.FlexiWind = reader.ReadElementContentAsFloat("FlexiWind", String.Empty); - obj.Shape.FlexiForceX = reader.ReadElementContentAsFloat("FlexiForceX", String.Empty); - obj.Shape.FlexiForceY = reader.ReadElementContentAsFloat("FlexiForceY", String.Empty); - obj.Shape.FlexiForceZ = reader.ReadElementContentAsFloat("FlexiForceZ", String.Empty); - - obj.Shape.LightColorR = reader.ReadElementContentAsFloat("LightColorR", String.Empty); - obj.Shape.LightColorG = reader.ReadElementContentAsFloat("LightColorG", String.Empty); - obj.Shape.LightColorB = reader.ReadElementContentAsFloat("LightColorB", String.Empty); - obj.Shape.LightColorA = reader.ReadElementContentAsFloat("LightColorA", String.Empty); - obj.Shape.LightRadius = reader.ReadElementContentAsFloat("LightRadius", String.Empty); - obj.Shape.LightCutoff = reader.ReadElementContentAsFloat("LightCutoff", String.Empty); - obj.Shape.LightFalloff = reader.ReadElementContentAsFloat("LightFalloff", String.Empty); - obj.Shape.LightIntensity = reader.ReadElementContentAsFloat("LightIntensity", String.Empty); - - bool hasFlexi = reader.ReadElementContentAsBoolean("FlexiEntry", String.Empty); - bool hasLight = reader.ReadElementContentAsBoolean("LightEntry", String.Empty); - reader.ReadInnerXml(); // SculptEntry - - reader.ReadEndElement(); - - obj.Scale = ReadVector(reader, "Scale"); // Yes, again - obj.UpdateFlag = (byte)reader.ReadElementContentAsInt("UpdateFlag", String.Empty); // UpdateFlag - - obj.SitTargetOrientation = ReadQuaternion(reader, "SitTargetOrientation"); - obj.SitTargetPosition = ReadVector(reader, "SitTargetPosition"); - obj.SitTargetPositionLL = ReadVector(reader, "SitTargetPositionLL"); - obj.SitTargetOrientationLL = ReadQuaternion(reader, "SitTargetOrientationLL"); - obj.ParentID = (uint)reader.ReadElementContentAsLong("ParentID", String.Empty); - obj.CreationDate = reader.ReadElementContentAsInt("CreationDate", String.Empty); - int category = reader.ReadElementContentAsInt("Category", String.Empty); - obj.SalePrice = reader.ReadElementContentAsInt("SalePrice", String.Empty); - obj.ObjectSaleType = (byte)reader.ReadElementContentAsInt("ObjectSaleType", String.Empty); - int ownershipCost = reader.ReadElementContentAsInt("OwnershipCost", String.Empty); - obj.GroupID = ReadUUID(reader, "GroupID"); - obj.OwnerID = ReadUUID(reader, "OwnerID"); - obj.LastOwnerID = ReadUUID(reader, "LastOwnerID"); - obj.BaseMask = (uint)reader.ReadElementContentAsInt("BaseMask", String.Empty); - obj.OwnerMask = (uint)reader.ReadElementContentAsInt("OwnerMask", String.Empty); - obj.GroupMask = (uint)reader.ReadElementContentAsInt("GroupMask", String.Empty); - obj.EveryoneMask = (uint)reader.ReadElementContentAsInt("EveryoneMask", String.Empty); - obj.NextOwnerMask = (uint)reader.ReadElementContentAsInt("NextOwnerMask", String.Empty); - - obj.Flags = (PrimFlags)reader.ReadElementContentAsInt("Flags", String.Empty); - - obj.CollisionSound = ReadUUID(reader, "CollisionSound"); - obj.CollisionSoundVolume = reader.ReadElementContentAsFloat("CollisionSoundVolume", String.Empty); - - reader.ReadEndElement(); - - obj.GroupPosition = groupPosition; - obj.OffsetPosition = offsetPosition; - - return obj; - } - public static SceneObjectPart Xml2ToSOP(XmlTextReader reader) { SceneObjectPart obj = new SceneObjectPart(); -- cgit v1.1 From 1a57c658107c4a0a079f74e3efe1cdd44c36d06d Mon Sep 17 00:00:00 2001 From: Teravus Ovares (Dan Olivares) Date: Wed, 13 Oct 2010 20:26:46 -0400 Subject: * Normalizing endlines so git stops complaining about them being inconsistent. * People will hate me for updating OpenSimDefaults.. but meh. Gotta be done or git is unhappy. --- bin/OpenMetaverse.StructuredData.XML | 666 +- bin/OpenMetaverse.XML | 49902 ++++++++++++++++----------------- bin/OpenMetaverse.dll.config | 14 +- bin/OpenMetaverseTypes.XML | 5192 ++-- bin/OpenSimDefaults.ini | 12 +- 5 files changed, 27893 insertions(+), 27893 deletions(-) diff --git a/bin/OpenMetaverse.StructuredData.XML b/bin/OpenMetaverse.StructuredData.XML index 31f9d60..b74c053 100644 --- a/bin/OpenMetaverse.StructuredData.XML +++ b/bin/OpenMetaverse.StructuredData.XML @@ -1,333 +1,333 @@ - - - - OpenMetaverse.StructuredData - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Uses reflection to create an SDMap from all of the SD - serializable types in an object - - Class or struct containing serializable types - An SDMap holding the serialized values from the - container object - - - - Uses reflection to deserialize member variables in an object from - an SDMap - - Reference to an object to fill with deserialized - values - Serialized values to put in the target - object - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + + + + OpenMetaverse.StructuredData + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Uses reflection to create an SDMap from all of the SD + serializable types in an object + + Class or struct containing serializable types + An SDMap holding the serialized values from the + container object + + + + Uses reflection to deserialize member variables in an object from + an SDMap + + Reference to an object to fill with deserialized + values + Serialized values to put in the target + object + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/bin/OpenMetaverse.XML b/bin/OpenMetaverse.XML index 8968bef..05efd83 100644 --- a/bin/OpenMetaverse.XML +++ b/bin/OpenMetaverse.XML @@ -1,24951 +1,24951 @@ - - - - OpenMetaverse - - - - - 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 - - - - Type of return to use when returning objects from a parcel - - - - - - - Return objects owned by parcel owner - - - Return objects set to group - - - Return objects not owned by parcel owner or set to group - - - Return a specific list of objects on parcel - - - Return objects that are marked for-sale - - - - Blacklist/Whitelist flags used in parcels Access List - - - - Agent is denied access - - - Agent is granted access - - - - The result of a request for parcel properties - - - - No matches were found for the request - - - Request matched a single parcel - - - Request matched multiple parcels - - - - Flags used in the ParcelAccessListRequest packet to specify whether - we want the access list (whitelist), ban list (blacklist), or both - - - - Request the access list - - - Request the ban list - - - Request both White and Black lists - - - - Sequence ID in ParcelPropertiesReply packets (sent when avatar - tries to cross a parcel border) - - - - Parcel is currently selected - - - Parcel restricted to a group the avatar is not a - member of - - - Avatar is banned from the parcel - - - Parcel is restricted to an access list that the - avatar is not on - - - Response to hovering over a parcel - - - - The tool to use when modifying terrain levels - - - - Level the terrain - - - Raise the terrain - - - Lower the terrain - - - Smooth the terrain - - - Add random noise to the terrain - - - Revert terrain to simulator default - - - - The tool size to use when changing terrain levels - - - - Small - - - Medium - - - Large - - - - Reasons agent is denied access to a parcel on the simulator - - - - Agent is not denied, access is granted - - - Agent is not a member of the group set for the parcel, or which owns the parcel - - - Agent is not on the parcels specific allow list - - - Agent is on the parcels ban list - - - Unknown - - - Agent is not age verified and parcel settings deny access to non age verified avatars - - - - Parcel overlay type. This is used primarily for highlighting and - coloring which is why it is a single integer instead of a set of - flags - - These values seem to be poorly thought out. The first three - bits represent a single value, not flags. For example Auction (0x05) is - not a combination of OwnedByOther (0x01) and ForSale(0x04). However, - the BorderWest and BorderSouth values are bit flags that get attached - to the value stored in the first three bits. Bits four, five, and six - are unused - - - Public land - - - Land is owned by another avatar - - - Land is owned by a group - - - Land is owned by the current avatar - - - Land is for sale - - - Land is being auctioned - - - To the west of this area is a parcel border - - - To the south of this area is a parcel border - - - - Various parcel properties - - - - No flags set - - - Allow avatars to fly (a client-side only restriction) - - - Allow foreign scripts to run - - - This parcel is for sale - - - Allow avatars to create a landmark on this parcel - - - Allows all avatars to edit the terrain on this parcel - - - Avatars have health and can take damage on this parcel. - If set, avatars can be killed and sent home here - - - Foreign avatars can create objects here - - - All objects on this parcel can be purchased - - - Access is restricted to a group - - - Access is restricted to a whitelist - - - Ban blacklist is enabled - - - Unknown - - - List this parcel in the search directory - - - Allow personally owned parcels to be deeded to group - - - If Deeded, owner contributes required tier to group parcel is deeded to - - - Restrict sounds originating on this parcel to the - parcel boundaries - - - Objects on this parcel are sold when the land is - purchsaed - - - Allow this parcel to be published on the web - - - The information for this parcel is mature content - - - The media URL is an HTML page - - - The media URL is a raw HTML string - - - Restrict foreign object pushes - - - Ban all non identified/transacted avatars - - - Allow group-owned scripts to run - - - Allow object creation by group members or group - objects - - - Allow all objects to enter this parcel - - - Only allow group and owner objects to enter this parcel - - - Voice Enabled on this parcel - - - Use Estate Voice channel for Voice on this parcel - - - Deny Age Unverified Users - - - - Parcel ownership status - - - - Placeholder - - - Parcel is leased (owned) by an avatar or group - - - Parcel is in process of being leased (purchased) by an avatar or group - - - Parcel has been abandoned back to Governor Linden - - - - Category parcel is listed in under search - - - - No assigned category - - - Linden Infohub or public area - - - Adult themed area - - - Arts and Culture - - - Business - - - Educational - - - Gaming - - - Hangout or Club - - - Newcomer friendly - - - Parks and Nature - - - Residential - - - Shopping - - - Not Used? - - - Other - - - Not an actual category, only used for queries - - - - Type of teleport landing for a parcel - - - - Unset, simulator default - - - Specific landing point set for this parcel - - - No landing point set, direct teleports enabled for - this parcel - - - - Parcel Media Command used in ParcelMediaCommandMessage - - - - Stop the media stream and go back to the first frame - - - Pause the media stream (stop playing but stay on current frame) - - - Start the current media stream playing and stop when the end is reached - - - Start the current media stream playing, - loop to the beginning when the end is reached and continue to play - - - Specifies the texture to replace with video - If passing the key of a texture, it must be explicitly typecast as a key, - not just passed within double quotes. - - - Specifies the movie URL (254 characters max) - - - Specifies the time index at which to begin playing - - - Specifies a single agent to apply the media command to - - - Unloads the stream. While the stop command sets the texture to the first frame of the movie, - unload resets it to the real texture that the movie was replacing. - - - Turn on/off the auto align feature, similar to the auto align checkbox in the parcel media properties - (NOT to be confused with the "align" function in the textures view of the editor!) Takes TRUE or FALSE as parameter. - - - Allows a Web page or image to be placed on a prim (1.19.1 RC0 and later only). - Use "text/html" for HTML. - - - Resizes a Web page to fit on x, y pixels (1.19.1 RC0 and later only). - This might still not be working - - - Sets a description for the media being displayed (1.19.1 RC0 and later only). - - - - Some information about a parcel of land returned from a DirectoryManager search - - - - Global Key of record - - - Parcel Owners - - - Name field of parcel, limited to 128 characters - - - Description field of parcel, limited to 256 characters - - - Total Square meters of parcel - - - Total area billable as Tier, for group owned land this will be 10% less than ActualArea - - - True of parcel is in Mature simulator - - - Grid global X position of parcel - - - Grid global Y position of parcel - - - Grid global Z position of parcel (not used) - - - Name of simulator parcel is located in - - - Texture of parcels display picture - - - Float representing calculated traffic based on time spent on parcel by avatars - - - Sale price of parcel (not used) - - - Auction ID of parcel - - - - Parcel Media Information - - - - A byte, if 0x1 viewer should auto scale media to fit object - - - A boolean, if true the viewer should loop the media - - - The Asset UUID of the Texture which when applied to a - primitive will display the media - - - A URL which points to any Quicktime supported media type - - - A description of the media - - - An Integer which represents the height of the media - - - An integer which represents the width of the media - - - A string which contains the mime type of the media - - - - Parcel of land, a portion of virtual real estate in a simulator - - - - The total number of contiguous 4x4 meter blocks your agent owns within this parcel - - - The total number of contiguous 4x4 meter blocks contained in this parcel owned by a group or agent other than your own - - - Deprecated, Value appears to always be 0 - - - Simulator-local ID of this parcel - - - UUID of the owner of this parcel - - - Whether the land is deeded to a group or not - - - - - - Date land was claimed - - - Appears to always be zero - - - This field is no longer used - - - Minimum corner of the axis-aligned bounding box for this - parcel - - - Maximum corner of the axis-aligned bounding box for this - parcel - - - Bitmap describing land layout in 4x4m squares across the - entire region - - - Total parcel land area - - - - - - Maximum primitives across the entire simulator owned by the same agent or group that owns this parcel that can be used - - - Total primitives across the entire simulator calculated by combining the allowed prim counts for each parcel - owned by the agent or group that owns this parcel - - - Maximum number of primitives this parcel supports - - - Total number of primitives on this parcel - - - For group-owned parcels this indicates the total number of prims deeded to the group, - for parcels owned by an individual this inicates the number of prims owned by the individual - - - Total number of primitives owned by the parcel group on - this parcel, or for parcels owned by an individual with a group set the - total number of prims set to that group. - - - Total number of prims owned by other avatars that are not set to group, or not the parcel owner - - - A bonus multiplier which allows parcel prim counts to go over times this amount, this does not affect - the max prims per simulator. e.g: 117 prim parcel limit x 1.5 bonus = 175 allowed - - - Autoreturn value in minutes for others' objects - - - - - - Sale price of the parcel, only useful if ForSale is set - The SalePrice will remain the same after an ownership - transfer (sale), so it can be used to see the purchase price after - a sale if the new owner has not changed it - - - Parcel Name - - - Parcel Description - - - URL For Music Stream - - - - - - Price for a temporary pass - - - How long is pass valid for - - - - - - Key of authorized buyer - - - Key of parcel snapshot - - - The landing point location - - - The landing point LookAt - - - The type of landing enforced from the enum - - - - - - - - - - - - Access list of who is whitelisted on this - parcel - - - Access list of who is blacklisted on this - parcel - - - TRUE of region denies access to age unverified users - - - true to obscure (hide) media url - - - true to obscure (hide) music url - - - A struct containing media details - - - - Displays a parcel object in string format - - string containing key=value pairs of a parcel object - - - - Defalt constructor - - Local ID of this parcel - - - - Update the simulator with any local changes to this Parcel object - - Simulator to send updates to - Whether we want the simulator to confirm - the update with a reply packet or not - - - - Set Autoreturn time - - Simulator to send the update to - - - - Parcel (subdivided simulator lots) subsystem - - - - The event subscribers. null if no subcribers - - - Raises the ParcelDwellReply event - A ParcelDwellReplyEventArgs object containing the - data returned from the simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the ParcelInfoReply event - A ParcelInfoReplyEventArgs object containing the - data returned from the simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the ParcelProperties event - A ParcelPropertiesEventArgs object containing the - data returned from the simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the ParcelAccessListReply event - A ParcelAccessListReplyEventArgs object containing the - data returned from the simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the ParcelObjectOwnersReply event - A ParcelObjectOwnersReplyEventArgs object containing the - data returned from the simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the SimParcelsDownloaded event - A SimParcelsDownloadedEventArgs object containing the - data returned from the simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the ForceSelectObjectsReply event - A ForceSelectObjectsReplyEventArgs object containing the - data returned from the simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the ParcelMediaUpdateReply event - A ParcelMediaUpdateReplyEventArgs object containing the - data returned from the simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the ParcelMediaCommand event - A ParcelMediaCommandEventArgs object containing the - data returned from the simulator - - - Thread sync lock object - - - - Default constructor - - A reference to the GridClient object - - - - Request basic information for a single parcel - - Simulator-local ID of the parcel - - - - Request properties of a single parcel - - Simulator containing the parcel - Simulator-local ID of the parcel - An arbitrary integer that will be returned - with the ParcelProperties reply, useful for distinguishing between - multiple simultaneous requests - - - - Request the access list for a single parcel - - Simulator containing the parcel - Simulator-local ID of the parcel - An arbitrary integer that will be returned - with the ParcelAccessList reply, useful for distinguishing between - multiple simultaneous requests - - - - - Request properties of parcels using a bounding box selection - - Simulator containing the parcel - Northern boundary of the parcel selection - Eastern boundary of the parcel selection - Southern boundary of the parcel selection - Western boundary of the parcel selection - An arbitrary integer that will be returned - with the ParcelProperties reply, useful for distinguishing between - different types of parcel property requests - A boolean that is returned with the - ParcelProperties reply, useful for snapping focus to a single - parcel - - - - Request all simulator parcel properties (used for populating the Simulator.Parcels - dictionary) - - Simulator to request parcels from (must be connected) - - - - Request all simulator parcel properties (used for populating the Simulator.Parcels - dictionary) - - Simulator to request parcels from (must be connected) - If TRUE, will force a full refresh - Number of milliseconds to pause in between each request - - - - Request the dwell value for a parcel - - Simulator containing the parcel - Simulator-local ID of the parcel - - - - Send a request to Purchase a parcel of land - - The Simulator the parcel is located in - The parcels region specific local ID - true if this parcel is being purchased by a group - The groups - true to remove tier contribution if purchase is successful - The parcels size - The purchase price of the parcel - - - - - Reclaim a parcel of land - - The simulator the parcel is in - The parcels region specific local ID - - - - Deed a parcel to a group - - The simulator the parcel is in - The parcels region specific local ID - The groups - - - - Request prim owners of a parcel of land. - - Simulator parcel is in - The parcels region specific local ID - - - - Return objects from a parcel - - Simulator parcel is in - The parcels region specific local ID - the type of objects to return, - A list containing object owners s to return - - - - Subdivide (split) a parcel - - - - - - - - - - Join two parcels of land creating a single parcel - - - - - - - - - - Get a parcels LocalID - - Simulator parcel is in - Vector3 position in simulator (Z not used) - 0 on failure, or parcel LocalID on success. - A call to Parcels.RequestAllSimParcels is required to populate map and - dictionary. - - - - Terraform (raise, lower, etc) an area or whole parcel of land - - Simulator land area is in. - LocalID of parcel, or -1 if using bounding box - From Enum, Raise, Lower, Level, Smooth, Etc. - Size of area to modify - true on successful request sent. - Settings.STORE_LAND_PATCHES must be true, - Parcel information must be downloaded using RequestAllSimParcels() - - - - Terraform (raise, lower, etc) an area or whole parcel of land - - Simulator land area is in. - west border of area to modify - south border of area to modify - east border of area to modify - north border of area to modify - From Enum, Raise, Lower, Level, Smooth, Etc. - Size of area to modify - true on successful request sent. - Settings.STORE_LAND_PATCHES must be true, - Parcel information must be downloaded using RequestAllSimParcels() - - - - Terraform (raise, lower, etc) an area or whole parcel of land - - Simulator land area is in. - LocalID of parcel, or -1 if using bounding box - west border of area to modify - south border of area to modify - east border of area to modify - north border of area to modify - From Enum, Raise, Lower, Level, Smooth, Etc. - Size of area to modify - How many meters + or - to lower, 1 = 1 meter - true on successful request sent. - Settings.STORE_LAND_PATCHES must be true, - Parcel information must be downloaded using RequestAllSimParcels() - - - - Terraform (raise, lower, etc) an area or whole parcel of land - - Simulator land area is in. - LocalID of parcel, or -1 if using bounding box - west border of area to modify - south border of area to modify - east border of area to modify - north border of area to modify - From Enum, Raise, Lower, Level, Smooth, Etc. - Size of area to modify - How many meters + or - to lower, 1 = 1 meter - Height at which the terraform operation is acting at - - - - Sends a request to the simulator to return a list of objects owned by specific owners - - Simulator local ID of parcel - Owners, Others, Etc - List containing keys of avatars objects to select; - if List is null will return Objects of type selectType - Response data is returned in the event - - - - Eject and optionally ban a user from a parcel - - target key of avatar to eject - true to also ban target - - - - Freeze or unfreeze an avatar over your land - - target key to freeze - true to freeze, false to unfreeze - - - - Abandon a parcel of land - - Simulator parcel is in - Simulator local ID of parcel - - - - Requests the UUID of the parcel in a remote region at a specified location - - Location of the parcel in the remote region - Remote region handle - Remote region UUID - If successful UUID of the remote parcel, UUID.Zero otherwise - - - - Retrieves information on resources used by the parcel - - UUID of the parcel - Should per object resource usage be requested - Callback invoked when the request is complete - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - Raises the event - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - Raises the event - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - Raises the event - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - Raises the event - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - Raises the event - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - Raises the event - - - Raised when the simulator responds to a request - - - Raised when the simulator responds to a request - - - Raised when the simulator responds to a request - - - Raised when the simulator responds to a request - - - Raised when the simulator responds to a request - - - Raised when the simulator responds to a request - - - Raised when the simulator responds to a request - - - Raised when the simulator responds to a Parcel Update request - - - Raised when the parcel your agent is located sends a ParcelMediaCommand - - - - Parcel Accesslist - - - - Agents - - - - - - Flags for specific entry in white/black lists - - - - Owners of primitives on parcel - - - - Prim Owners - - - True of owner is group - - - Total count of prims owned by OwnerID - - - true of OwnerID is currently online and is not a group - - - The date of the most recent prim left by OwnerID - - - - Called once parcel resource usage information has been collected - - Indicates if operation was successfull - Parcel resource usage information - - - Contains a parcels dwell data returned from the simulator in response to an - - - - Construct a new instance of the ParcelDwellReplyEventArgs class - - The global ID of the parcel - The simulator specific ID of the parcel - The calculated dwell for the parcel - - - Get the global ID of the parcel - - - Get the simulator specific ID of the parcel - - - Get the calculated dwell - - - Contains basic parcel information data returned from the - simulator in response to an request - - - - Construct a new instance of the ParcelInfoReplyEventArgs class - - The object containing basic parcel info - - - Get the object containing basic parcel info - - - Contains basic parcel information data returned from the simulator in response to an request - - - - Construct a new instance of the ParcelPropertiesEventArgs class - - The object containing the details - The object containing the details - The result of the request - The number of primitieves your agent is - currently selecting and or sitting on in this parcel - The user assigned ID used to correlate a request with - these results - TODO: - - - Get the simulator the parcel is located in - - - Get the object containing the details - If Result is NoData, this object will not contain valid data - - - Get the result of the request - - - Get the number of primitieves your agent is - currently selecting and or sitting on in this parcel - - - Get the user assigned ID used to correlate a request with - these results - - - TODO: - - - Contains blacklist and whitelist data returned from the simulator in response to an request - - - - Construct a new instance of the ParcelAccessListReplyEventArgs class - - The simulator the parcel is located in - The user assigned ID used to correlate a request with - these results - The simulator specific ID of the parcel - TODO: - The list containing the white/blacklisted agents for the parcel - - - Get the simulator the parcel is located in - - - Get the user assigned ID used to correlate a request with - these results - - - Get the simulator specific ID of the parcel - - - TODO: - - - Get the list containing the white/blacklisted agents for the parcel - - - Contains blacklist and whitelist data returned from the - simulator in response to an request - - - - Construct a new instance of the ParcelObjectOwnersReplyEventArgs class - - The simulator the parcel is located in - The list containing prim ownership counts - - - Get the simulator the parcel is located in - - - Get the list containing prim ownership counts - - - Contains the data returned when all parcel data has been retrieved from a simulator - - - - Construct a new instance of the SimParcelsDownloadedEventArgs class - - The simulator the parcel data was retrieved from - The dictionary containing the parcel data - The multidimensional array containing a x,y grid mapped - to each 64x64 parcel's LocalID. - - - Get the simulator the parcel data was retrieved from - - - A dictionary containing the parcel data where the key correlates to the ParcelMap entry - - - Get the multidimensional array containing a x,y grid mapped - to each 64x64 parcel's LocalID. - - - Contains the data returned when a request - - - - Construct a new instance of the ForceSelectObjectsReplyEventArgs class - - The simulator the parcel data was retrieved from - The list of primitive IDs - true if the list is clean and contains the information - only for a given request - - - Get the simulator the parcel data was retrieved from - - - Get the list of primitive IDs - - - true if the list is clean and contains the information - only for a given request - - - Contains data when the media data for a parcel the avatar is on changes - - - - Construct a new instance of the ParcelMediaUpdateReplyEventArgs class - - the simulator the parcel media data was updated in - The updated media information - - - Get the simulator the parcel media data was updated in - - - Get the updated media information - - - Contains the media command for a parcel the agent is currently on - - - - Construct a new instance of the ParcelMediaCommandEventArgs class - - The simulator the parcel media command was issued in - - - The media command that was sent - - - - Get the simulator the parcel media command was issued in - - - - - - - - - Get the media command that was sent - - - - - - - Represents an Animation - - - - - 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 - - - - Default Constructor - - - - Construct an Asset object of type Animation - - A unique specific to this asset - A byte array containing the raw asset data - - - Override the base classes AssetType - - - - Operation to apply when applying color to texture - - - - - Information needed to translate visual param value to RGBA color - - - - - Construct VisualColorParam - - Operation to apply when applying color to texture - Colors - - - - Represents alpha blending and bump infor for a visual parameter - such as sleive length - - - - Stregth of the alpha to apply - - - File containing the alpha channel - - - Skip blending if parameter value is 0 - - - Use miltiply insted of alpha blending - - - - Create new alhpa information for a visual param - - Stregth of the alpha to apply - File containing the alpha channel - Skip blending if parameter value is 0 - Use miltiply insted of alpha blending - - - - A single visual characteristic of an avatar mesh, such as eyebrow height - - - - Index of this visual param - - - Internal name - - - Group ID this parameter belongs to - - - Name of the wearable this parameter belongs to - - - Displayable label of this characteristic - - - Displayable label for the minimum value of this characteristic - - - Displayable label for the maximum value of this characteristic - - - Default value - - - Minimum value - - - Maximum value - - - Is this param used for creation of bump layer? - - - Alpha blending/bump info - - - Color information - - - Array of param IDs that are drivers for this parameter - - - - Set all the values through the constructor - - Index of this visual param - Internal name - - - Displayable label of this characteristic - Displayable label for the minimum value of this characteristic - Displayable label for the maximum value of this characteristic - Default value - Minimum value - Maximum value - Is this param used for creation of bump layer? - Array of param IDs that are drivers for this parameter - Alpha blending/bump info - Color information - - - - Holds the Params array of all the avatar appearance parameters - - - - - - - - - OK - - - Transfer completed - - - - - - - - - Unknown error occurred - - - Equivalent to a 404 error - - - Client does not have permission for that resource - - - Unknown status - - - - - - - - - - - Unknown - - - Virtually all asset transfers use this channel - - - - - - - - - - - Asset from the asset server - - - Inventory item - - - Estate asset, such as an estate covenant - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Image file format - - - - - - - - - Number of milliseconds passed since the last transfer - packet was received - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Number of milliseconds to wait for a transfer header packet if out of order data was received - - - The event subscribers. null if no subcribers - - - Raises the XferReceived event - A XferReceivedEventArgs object containing the - data returned from the simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the AssetUploaded event - A AssetUploadedEventArgs object containing the - data returned from the simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the UploadProgress event - A UploadProgressEventArgs object containing the - data returned from the simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the InitiateDownload event - A InitiateDownloadEventArgs object containing the - data returned from the simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the ImageReceiveProgress event - A ImageReceiveProgressEventArgs object containing the - data returned from the simulator - - - Thread sync lock object - - - Texture download cache - - - - Default constructor - - A reference to the GridClient object - - - - Request an asset download - - Asset UUID - Asset type, must be correct for the transfer to succeed - Whether to give this transfer an elevated priority - The callback to fire when the simulator responds with the asset data - - - - Request an asset download - - Asset UUID - Asset type, must be correct for the transfer to succeed - Whether to give this transfer an elevated priority - Source location of the requested asset - The callback to fire when the simulator responds with the asset data - - - - Request an asset download - - Asset UUID - Asset type, must be correct for the transfer to succeed - Whether to give this transfer an elevated priority - Source location of the requested asset - UUID of the transaction - The callback to fire when the simulator responds with the asset data - - - - Request an asset download through the almost deprecated Xfer system - - Filename of the asset to request - Whether or not to delete the asset - off the server after it is retrieved - Use large transfer packets or not - UUID of the file to request, if filename is - left empty - Asset type of vFileID, or - AssetType.Unknown if filename is not empty - Sets the FilePath in the request to Cache - (4) if true, otherwise Unknown (0) is used - - - - - - - Use UUID.Zero if you do not have the - asset ID but have all the necessary permissions - The item ID of this asset in the inventory - Use UUID.Zero if you are not requesting an - asset from an object inventory - The owner of this asset - Asset type - Whether to prioritize this asset download or not - - - - - Used to force asset data into the PendingUpload property, ie: for raw terrain uploads - - An AssetUpload object containing the data to upload to the simulator - - - - Request an asset be uploaded to the simulator - - The Object containing the asset data - If True, the asset once uploaded will be stored on the simulator - in which the client was connected in addition to being stored on the asset server - The of the transfer, can be used to correlate the upload with - events being fired - - - - Request an asset be uploaded to the simulator - - The of the asset being uploaded - A byte array containing the encoded asset data - If True, the asset once uploaded will be stored on the simulator - in which the client was connected in addition to being stored on the asset server - The of the transfer, can be used to correlate the upload with - events being fired - - - - Request an asset be uploaded to the simulator - - - Asset type to upload this data as - A byte array containing the encoded asset data - If True, the asset once uploaded will be stored on the simulator - in which the client was connected in addition to being stored on the asset server - The of the transfer, can be used to correlate the upload with - events being fired - - - - Initiate an asset upload - - The ID this asset will have if the - upload succeeds - Asset type to upload this data as - Raw asset data to upload - Whether to store this asset on the local - simulator or the grid-wide asset server - The tranaction id for the upload - The transaction ID of this transfer - - - - Request a texture asset from the simulator using the system to - manage the requests and re-assemble the image from the packets received from the simulator - - The of the texture asset to download - The of the texture asset. - Use for most textures, or for baked layer texture assets - A float indicating the requested priority for the transfer. Higher priority values tell the simulator - to prioritize the request before lower valued requests. An image already being transferred using the can have - its priority changed by resending the request with the new priority value - Number of quality layers to discard. - This controls the end marker of the data sent. Sending with value -1 combined with priority of 0 cancels an in-progress - transfer. - A bug exists in the Linden Simulator where a -1 will occasionally be sent with a non-zero priority - indicating an off-by-one error. - The packet number to begin the request at. A value of 0 begins the request - from the start of the asset texture - The callback to fire when the image is retrieved. The callback - will contain the result of the request and the texture asset data - If true, the callback will be fired for each chunk of the downloaded image. - The callback asset parameter will contain all previously received chunks of the texture asset starting - from the beginning of the request - - Request an image and fire a callback when the request is complete - - Client.Assets.RequestImage(UUID.Parse("c307629f-e3a1-4487-5e88-0d96ac9d4965"), ImageType.Normal, TextureDownloader_OnDownloadFinished); - - private void TextureDownloader_OnDownloadFinished(TextureRequestState state, AssetTexture asset) - { - if(state == TextureRequestState.Finished) - { - Console.WriteLine("Texture {0} ({1} bytes) has been successfully downloaded", - asset.AssetID, - asset.AssetData.Length); - } - } - - Request an image and use an inline anonymous method to handle the downloaded texture data - - Client.Assets.RequestImage(UUID.Parse("c307629f-e3a1-4487-5e88-0d96ac9d4965"), ImageType.Normal, delegate(TextureRequestState state, AssetTexture asset) - { - if(state == TextureRequestState.Finished) - { - Console.WriteLine("Texture {0} ({1} bytes) has been successfully downloaded", - asset.AssetID, - asset.AssetData.Length); - } - } - ); - - Request a texture, decode the texture to a bitmap image and apply it to a imagebox - - Client.Assets.RequestImage(UUID.Parse("c307629f-e3a1-4487-5e88-0d96ac9d4965"), ImageType.Normal, TextureDownloader_OnDownloadFinished); - - private void TextureDownloader_OnDownloadFinished(TextureRequestState state, AssetTexture asset) - { - if(state == TextureRequestState.Finished) - { - ManagedImage imgData; - Image bitmap; - - if (state == TextureRequestState.Finished) - { - OpenJPEG.DecodeToImage(assetTexture.AssetData, out imgData, out bitmap); - picInsignia.Image = bitmap; - } - } - } - - - - - - Overload: Request a texture asset from the simulator using the system to - manage the requests and re-assemble the image from the packets received from the simulator - - The of the texture asset to download - The callback to fire when the image is retrieved. The callback - will contain the result of the request and the texture asset data - - - - Overload: Request a texture asset from the simulator using the system to - manage the requests and re-assemble the image from the packets received from the simulator - - The of the texture asset to download - The of the texture asset. - Use for most textures, or for baked layer texture assets - The callback to fire when the image is retrieved. The callback - will contain the result of the request and the texture asset data - - - - Overload: Request a texture asset from the simulator using the system to - manage the requests and re-assemble the image from the packets received from the simulator - - The of the texture asset to download - The of the texture asset. - Use for most textures, or for baked layer texture assets - The callback to fire when the image is retrieved. The callback - will contain the result of the request and the texture asset data - If true, the callback will be fired for each chunk of the downloaded image. - The callback asset parameter will contain all previously received chunks of the texture asset starting - from the beginning of the request - - - - Cancel a texture request - - The texture assets - - - - Lets TexturePipeline class fire the progress event - - The texture ID currently being downloaded - the number of bytes transferred - the total number of bytes expected - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Raised when the simulator responds sends - - - Raised during upload completes - - - Raised during upload with progres update - - - Fired when the simulator sends an InitiateDownloadPacket, used to download terrain .raw files - - - Fired when a texture is in the process of being downloaded by the TexturePipeline class - - - - Callback used for various asset download requests - - Transfer information - Downloaded asset, null on fail - - - - Callback used upon competition of baked texture upload - - Asset UUID of the newly uploaded baked texture - - - Xfer data - - - Upload data - - - Filename used on the simulator - - - Filename used by the client - - - UUID of the image that is in progress - - - Number of bytes received so far - - - Image size in bytes - - - - This is used to get a list of audio devices that can be used for capture (input) of voice. - - - - - - This is used to get a list of audio devices that can be used for render (playback) of voice. - - - - - This command is used to select the render device. - - The name of the device as returned by the Aux.GetRenderDevices command. - - - - This command is used to select the capture device. - - The name of the device as returned by the Aux.GetCaptureDevices command. - - - - This command is used to start the audio capture process which will cause - AuxAudioProperty Events to be raised. These events can be used to display a - microphone VU meter for the currently selected capture device. This command - should not be issued if the user is on a call. - - (unused but required) - - - - - This command is used to stop the audio capture process. - - - - - - This command is used to set the mic volume while in the audio tuning process. - Once an acceptable mic level is attained, the application must issue a - connector set mic volume command to have that level be used while on voice - calls. - - the microphone volume (-100 to 100 inclusive) - - - - - This command is used to set the speaker volume while in the audio tuning - process. Once an acceptable speaker level is attained, the application must - issue a connector set speaker volume command to have that level be used while - on voice calls. - - the speaker volume (-100 to 100 inclusive) - - - - - Starts a thread that keeps the daemon running - - - - - - - Stops the daemon and the thread keeping it running - - - - - - - - - - - - - Create a Session - Sessions typically represent a connection to a media session with one or more - participants. This is used to generate an ‘outbound’ call to another user or - channel. The specifics depend on the media types involved. A session handle is - required to control the local user functions within the session (or remote - users if the current account has rights to do so). Currently creating a - session automatically connects to the audio media, there is no need to call - Session.Connect at this time, this is reserved for future use. - - Handle returned from successful Connector ‘create’ request - This is the URI of the terminating point of the session (ie who/what is being called) - This is the display name of the entity being called (user or channel) - Only needs to be supplied when the target URI is password protected - This indicates the format of the password as passed in. This can either be - “ClearText” or “SHA1UserName”. If this element does not exist, it is assumed to be “ClearText”. If it is - “SHA1UserName”, the password as passed in is the SHA1 hash of the password and username concatenated together, - then base64 encoded, with the final “=” character stripped off. - - - - - - - Used to accept a call - - SessionHandle such as received from SessionNewEvent - "default" - - - - - This command is used to start the audio render process, which will then play - the passed in file through the selected audio render device. This command - should not be issued if the user is on a call. - - The fully qualified path to the sound file. - True if the file is to be played continuously and false if it is should be played once. - - - - - This command is used to stop the audio render process. - - The fully qualified path to the sound file issued in the start render command. - - - - - This is used to ‘end’ an established session (i.e. hang-up or disconnect). - - Handle returned from successful Session ‘create’ request or a SessionNewEvent - - - - - Set the combined speaking and listening position in 3D space. - - Handle returned from successful Session ‘create’ request or a SessionNewEvent - Speaking position - Listening position - - - - - Set User Volume for a particular user. Does not affect how other users hear that user. - - Handle returned from successful Session ‘create’ request or a SessionNewEvent - - The level of the audio, a number between -100 and 100 where 0 represents ‘normal’ speaking volume - - - - - Start up the Voice service. - - - - - Handle miscellaneous request status - - - - ///If something goes wrong, we log it. - - - - Cleanup oject resources - - - - - Request voice cap when changing regions - - - - - Handle a change in session state - - - - - Close a voice session - - - - - - Locate a Session context from its handle - - Creates the session context if it does not exist. - - - - Handle completion of main voice cap request. - - - - - - - - Daemon has started so connect to it. - - - - - The daemon TCP connection is open. - - - - - Handle creation of the Connector. - - - - - Handle response to audio output device query - - - - - Handle response to audio input device query - - - - - Set voice channel for new parcel - - - - - - Request info from a parcel capability Uri. - - - - - - Receive parcel voice cap - - - - - - - - Tell Vivox where we are standing - - This has to be called when we move or turn. - - - - Start and stop updating out position. - - - - - - This is used to initialize and stop the Connector as a whole. The Connector - Create call must be completed successfully before any other requests are made - (typically during application initialization). The shutdown should be called - when the application is shutting down to gracefully release resources - - A string value indicting the Application name - URL for the management server - LoggingSettings - - - - - - Shutdown Connector -- Should be called when the application is shutting down - to gracefully release resources - - Handle returned from successful Connector ‘create’ request - - - - Mute or unmute the microphone - - Handle returned from successful Connector ‘create’ request - true (mute) or false (unmute) - - - - Mute or unmute the speaker - - Handle returned from successful Connector ‘create’ request - true (mute) or false (unmute) - - - - Set microphone volume - - Handle returned from successful Connector ‘create’ request - The level of the audio, a number between -100 and 100 where - 0 represents ‘normal’ speaking volume - - - - Set local speaker volume - - Handle returned from successful Connector ‘create’ request - The level of the audio, a number between -100 and 100 where - 0 represents ‘normal’ speaking volume - - - - This is used to login a specific user account(s). It may only be called after - Connector initialization has completed successfully - - Handle returned from successful Connector ‘create’ request - User's account name - User's account password - Values may be “AutoAnswer” or “VerifyAnswer” - "" - This is an integer that specifies how often - the daemon will send participant property events while in a channel. If this is not set - the default will be “on state change”, which means that the events will be sent when - the participant starts talking, stops talking, is muted, is unmuted. - The valid values are: - 0 – Never - 5 – 10 times per second - 10 – 5 times per second - 50 – 1 time per second - 100 – on participant state change (this is the default) - false - - - - - This is used to logout a user session. It should only be called with a valid AccountHandle. - - Handle returned from successful Connector ‘login’ request - - - - - Event for most mundane request reposnses. - - - - Response to Connector.Create request - - - Response to Aux.GetCaptureDevices request - - - Response to Aux.GetRenderDevices request - - - Audio Properties Events are sent after audio capture is started. - These events are used to display a microphone VU meter - - - Response to Account.Login request - - - This event message is sent whenever the login state of the - particular Account has transitioned from one value to another - - - - List of audio input devices - - - - - List of audio output devices - - - - - Set audio test mode - - - - Enable logging - - - The folder where any logs will be created - - - This will be prepended to beginning of each log file - - - The suffix or extension to be appended to each log file - - - - 0: NONE - No logging - 1: ERROR - Log errors only - 2: WARNING - Log errors and warnings - 3: INFO - Log errors, warnings and info - 4: DEBUG - Log errors, warnings, info and debug - - - - - Constructor for default logging settings - - - - Audio Properties Events are sent after audio capture is started. These events are used to display a microphone VU meter - - - - The current status of a texture request as it moves through the pipeline or final result of a texture request. - - - - The initial state given to a request. Requests in this state - are waiting for an available slot in the pipeline - - - A request that has been added to the pipeline and the request packet - has been sent to the simulator - - - A request that has received one or more packets back from the simulator - - - A request that has received all packets back from the simulator - - - A request that has taken longer than - to download OR the initial packet containing the packet information was never received - - - The texture request was aborted by request of the agent - - - The simulator replied to the request that it was not able to find the requested texture - - - - A callback fired to indicate the status or final state of the requested texture. For progressive - downloads this will fire each time new asset data is returned from the simulator. - - The indicating either Progress for textures not fully downloaded, - or the final result of the request after it has been processed through the TexturePipeline - The object containing the Assets ID, raw data - and other information. For progressive rendering the will contain - the data from the beginning of the file. For failed, aborted and timed out requests it will contain - an empty byte array. - - - - Texture request download handler, allows a configurable number of download slots which manage multiple - concurrent texture downloads from the - - This class makes full use of the internal - system for full texture downloads. - - - A dictionary containing all pending and in-process transfer requests where the Key is both the RequestID - and also the Asset Texture ID, and the value is an object containing the current state of the request and also - the asset data as it is being re-assembled - - - Holds the reference to the client object - - - Maximum concurrent texture requests allowed at a time - - - An array of objects used to manage worker request threads - - - An array of worker slots which shows the availablity status of the slot - - - The primary thread which manages the requests. - - - true if the TexturePipeline is currently running - - - A synchronization object used by the primary thread - - - A refresh timer used to increase the priority of stalled requests - - - - Default constructor, Instantiates a new copy of the TexturePipeline class - - Reference to the instantiated object - - - - Initialize callbacks required for the TexturePipeline to operate - - - - - Shutdown the TexturePipeline and cleanup any callbacks or transfers - - - - - Request a texture asset from the simulator using the system to - manage the requests and re-assemble the image from the packets received from the simulator - - The of the texture asset to download - The of the texture asset. - Use for most textures, or for baked layer texture assets - A float indicating the requested priority for the transfer. Higher priority values tell the simulator - to prioritize the request before lower valued requests. An image already being transferred using the can have - its priority changed by resending the request with the new priority value - Number of quality layers to discard. - This controls the end marker of the data sent - The packet number to begin the request at. A value of 0 begins the request - from the start of the asset texture - The callback to fire when the image is retrieved. The callback - will contain the result of the request and the texture asset data - If true, the callback will be fired for each chunk of the downloaded image. - The callback asset parameter will contain all previously received chunks of the texture asset starting - from the beginning of the request - - - - Sends the actual request packet to the simulator - - The image to download - Type of the image to download, either a baked - avatar texture or a normal texture - Priority level of the download. Default is - 1,013,000.0f - Number of quality layers to discard. - This controls the end marker of the data sent - Packet number to start the download at. - This controls the start marker of the data sent - Sending a priority of 0 and a discardlevel of -1 aborts - download - - - - Cancel a pending or in process texture request - - The texture assets unique ID - - - - Master Download Thread, Queues up downloads in the threadpool - - - - - The worker thread that sends the request and handles timeouts - - A object containing the request details - - - - Handle responses from the simulator that tell us a texture we have requested is unable to be located - or no longer exists. This will remove the request from the pipeline and free up a slot if one is in use - - The sender - The EventArgs object containing the packet data - - - - Handles the remaining Image data that did not fit in the initial ImageData packet - - The sender - The EventArgs object containing the packet data - - - - Handle the initial ImageDataPacket sent from the simulator - - The sender - The EventArgs object containing the packet data - - - Current number of pending and in-process transfers - - - - A request task containing information and status of a request as it is processed through the - - - - The current which identifies the current status of the request - - - The Unique Request ID, This is also the Asset ID of the texture being requested - - - The slot this request is occupying in the threadpoolSlots array - - - The ImageType of the request. - - - The callback to fire when the request is complete, will include - the and the - object containing the result data - - - If true, indicates the callback will be fired whenever new data is returned from the simulator. - This is used to progressively render textures as portions of the texture are received. - - - An object that maintains the data of an request thats in-process. - - - - - - - - The event subscribers, null of no subscribers - - - Raises the AttachedSound Event - A AttachedSoundEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the AttachedSoundGainChange Event - A AttachedSoundGainChangeEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the SoundTrigger Event - A SoundTriggerEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the PreloadSound Event - A PreloadSoundEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - - Construct a new instance of the SoundManager class, used for playing and receiving - sound assets - - A reference to the current GridClient instance - - - - Plays a sound in the current region at full volume from avatar position - - UUID of the sound to be played - - - - Plays a sound in the current region at full volume - - UUID of the sound to be played. - position for the sound to be played at. Normally the avatar. - - - - Plays a sound in the current region - - UUID of the sound to be played. - position for the sound to be played at. Normally the avatar. - volume of the sound, from 0.0 to 1.0 - - - - Plays a sound in the specified sim - - UUID of the sound to be played. - UUID of the sound to be played. - position for the sound to be played at. Normally the avatar. - volume of the sound, from 0.0 to 1.0 - - - - Play a sound asset - - UUID of the sound to be played. - handle id for the sim to be played in. - position for the sound to be played at. Normally the avatar. - volume of the sound, from 0.0 to 1.0 - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Raised when the simulator sends us data containing - sound - - - Raised when the simulator sends us data containing - ... - - - Raised when the simulator sends us data containing - ... - - - Raised when the simulator sends us data containing - ... - - - Provides data for the event - The event occurs when the simulator sends - the sound data which emits from an agents attachment - - The following code example shows the process to subscribe to the event - and a stub to handle the data passed from the simulator - - // Subscribe to the AttachedSound event - Client.Sound.AttachedSound += Sound_AttachedSound; - - // process the data raised in the event here - private void Sound_AttachedSound(object sender, AttachedSoundEventArgs e) - { - // ... Process AttachedSoundEventArgs here ... - } - - - - - - Construct a new instance of the SoundTriggerEventArgs class - - Simulator where the event originated - The sound asset id - The ID of the owner - The ID of the object - The volume level - The - - - Simulator where the event originated - - - Get the sound asset id - - - Get the ID of the owner - - - Get the ID of the Object - - - Get the volume level - - - Get the - - - Provides data for the event - The event occurs when an attached sound - changes its volume level - - - - Construct a new instance of the AttachedSoundGainChangedEventArgs class - - Simulator where the event originated - The ID of the Object - The new volume level - - - Simulator where the event originated - - - Get the ID of the Object - - - Get the volume level - - - Provides data for the event - The event occurs when the simulator forwards - a request made by yourself or another agent to play either an asset sound or a built in sound - - Requests to play sounds where the is not one of the built-in - will require sending a request to download the sound asset before it can be played - - - The following code example uses the , - and - properties to display some information on a sound request on the window. - - // subscribe to the event - Client.Sound.SoundTrigger += Sound_SoundTrigger; - - // play the pre-defined BELL_TING sound - Client.Sound.SendSoundTrigger(Sounds.BELL_TING); - - // handle the response data - private void Sound_SoundTrigger(object sender, SoundTriggerEventArgs e) - { - Console.WriteLine("{0} played the sound {1} at volume {2}", - e.OwnerID, e.SoundID, e.Gain); - } - - - - - - Construct a new instance of the SoundTriggerEventArgs class - - Simulator where the event originated - The sound asset id - The ID of the owner - The ID of the object - The ID of the objects parent - The volume level - The regionhandle - The source position - - - Simulator where the event originated - - - Get the sound asset id - - - Get the ID of the owner - - - Get the ID of the Object - - - Get the ID of the objects parent - - - Get the volume level - - - Get the regionhandle - - - Get the source position - - - Provides data for the event - The event occurs when the simulator sends - the appearance data for an avatar - - The following code example uses the and - properties to display the selected shape of an avatar on the window. - - // subscribe to the event - Client.Avatars.AvatarAppearance += Avatars_AvatarAppearance; - - // handle the data when the event is raised - void Avatars_AvatarAppearance(object sender, AvatarAppearanceEventArgs e) - { - Console.WriteLine("The Agent {0} is using a {1} shape.", e.AvatarID, (e.VisualParams[31] > 0) : "male" ? "female") - } - - - - - - Construct a new instance of the PreloadSoundEventArgs class - - Simulator where the event originated - The sound asset id - The ID of the owner - The ID of the object - - - Simulator where the event originated - - - Get the sound asset id - - - Get the ID of the owner - - - Get the ID of the Object - - - - Avatar profile flags - - - - - Represents an avatar (other than your own) - - - - - Particle system specific enumerators, flags and methods. - - - - - - - - - - - - - - Current version of the media data for the prim - - - - - Array of media entries indexed by face number - - - - - - - - - - - - - - - - - - - - - - Foliage type for this primitive. Only applicable if this - primitive is foliage - - - Unknown - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Identifies the owner if audio or a particle system is - active - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Default constructor - - - - - Packs PathTwist, PathTwistBegin, PathRadiusOffset, and PathSkew - parameters in to signed eight bit values - - Floating point parameter to pack - Signed eight bit value containing the packed parameter - - - - Unpacks PathTwist, PathTwistBegin, PathRadiusOffset, and PathSkew - parameters from signed eight bit integers to floating point values - - Signed eight bit value to unpack - Unpacked floating point value - - - Uses basic heuristics to estimate the primitive shape - - - - Texture animation mode - - - - Disable texture animation - - - Enable texture animation - - - Loop when animating textures - - - Animate in reverse direction - - - Animate forward then reverse - - - Slide texture smoothly instead of frame-stepping - - - Rotate texture instead of using frames - - - Scale texture instead of using frames - - - - A single textured face. Don't instantiate this class yourself, use the - methods in TextureEntry - - - - - Contains the definition for individual faces - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - In the future this will specify whether a webpage is - attached to this face - - - - - - - Represents all of the texturable faces for an object - - Grid objects have infinite faces, with each face - using the properties of the default face unless set otherwise. So if - you have a TextureEntry with a default texture uuid of X, and face 18 - has a texture UUID of Y, every face would be textured with X except for - face 18 that uses Y. In practice however, primitives utilize a maximum - of nine faces - - - - - - - - - - Constructor that takes a default texture UUID - - Texture UUID to use as the default texture - - - - Constructor that takes a TextureEntryFace for the - default face - - Face to use as the default face - - - - Constructor that creates the TextureEntry class from a byte array - - Byte array containing the TextureEntry field - Starting position of the TextureEntry field in - the byte array - Length of the TextureEntry field, in bytes - - - - This will either create a new face if a custom face for the given - index is not defined, or return the custom face for that index if - it already exists - - The index number of the face to create or - retrieve - A TextureEntryFace containing all the properties for that - face - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Controls the texture animation of a particular prim - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Complete structure for the particle system - - - - Particle Flags - There appears to be more data packed in to this area - for many particle systems. It doesn't appear to be flag values - and serialization breaks unless there is a flag for every - possible bit so it is left as an unsigned integer - - - pattern of particles - - - A representing the maximimum age (in seconds) particle will be displayed - Maximum value is 30 seconds - - - A representing the number of seconds, - from when the particle source comes into view, - or the particle system's creation, that the object will emits particles; - after this time period no more particles are emitted - - - A in radians that specifies where particles will not be created - - - A in radians that specifies where particles will be created - - - A representing the number of seconds between burts. - - - A representing the number of meters - around the center of the source where particles will be created. - - - A representing in seconds, the minimum speed between bursts of new particles - being emitted - - - A representing in seconds the maximum speed of new particles being emitted. - - - A representing the maximum number of particles emitted per burst - - - A which represents the velocity (speed) from the source which particles are emitted - - - A which represents the Acceleration from the source which particles are emitted - - - The Key of the texture displayed on the particle - - - The Key of the specified target object or avatar particles will follow - - - Flags of particle from - - - Max Age particle system will emit particles for - - - The the particle has at the beginning of its lifecycle - - - The the particle has at the ending of its lifecycle - - - A that represents the starting X size of the particle - Minimum value is 0, maximum value is 4 - - - A that represents the starting Y size of the particle - Minimum value is 0, maximum value is 4 - - - A that represents the ending X size of the particle - Minimum value is 0, maximum value is 4 - - - A that represents the ending Y size of the particle - Minimum value is 0, maximum value is 4 - - - - Decodes a byte[] array into a ParticleSystem Object - - ParticleSystem object - Start position for BitPacker - - - - Generate byte[] array from particle data - - Byte array - - - - Particle source pattern - - - - None - - - Drop particles from source position with no force - - - "Explode" particles in all directions - - - Particles shoot across a 2D area - - - Particles shoot across a 3D Cone - - - Inverse of AngleCone (shoot particles everywhere except the 3D cone defined - - - - Particle Data Flags - - - - None - - - Interpolate color and alpha from start to end - - - Interpolate scale from start to end - - - Bounce particles off particle sources Z height - - - velocity of particles is dampened toward the simulators wind - - - Particles follow the source - - - Particles point towards the direction of source's velocity - - - Target of the particles - - - Particles are sent in a straight line - - - Particles emit a glow - - - used for point/grab/touch - - - - Particle Flags Enum - - - - None - - - Acceleration and velocity for particles are - relative to the object rotation - - - Particles use new 'correct' angle parameters - - - - Parameters used to construct a visual representation of a primitive - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Attachment point to an avatar - - - - - - - - - - - - - - - - Information on the flexible properties of a primitive - - - - - - - - - - - - - - - - - - - - - - - Default constructor - - - - - - - - - - - - - - - - - - - - - - - - Information on the light properties of a primitive - - - - - - - - - - - - - - - - - - - - Default constructor - - - - - - - - - - - - - - - - - - - - - - - - Information on the sculpt properties of a sculpted primitive - - - - - Default constructor - - - - - - - - - - - - Render inside out (inverts the normals). - - - - - Render an X axis mirror of the sculpty. - - - - - Extended properties to describe an object - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Default constructor - - - - - Set the properties that are set in an ObjectPropertiesFamily packet - - that has - been partially filled by an ObjectPropertiesFamily packet - - - Groups that this avatar is a member of - - - Positive and negative ratings - - - Avatar properties including about text, profile URL, image IDs and - publishing settings - - - Avatar interests including spoken languages, skills, and "want to" - choices - - - Movement control flags for avatars. Typically not set or used by - clients. To move your avatar, use Client.Self.Movement instead - - - - Contains the visual parameters describing the deformation of the avatar - - - - - Default constructor - - - - First name - - - Last name - - - Full name - - - Active group - - - - Positive and negative ratings - - - - Positive ratings for Behavior - - - Negative ratings for Behavior - - - Positive ratings for Appearance - - - Negative ratings for Appearance - - - Positive ratings for Building - - - Negative ratings for Building - - - Positive ratings given by this avatar - - - Negative ratings given by this avatar - - - - Avatar properties including about text, profile URL, image IDs and - publishing settings - - - - First Life about text - - - First Life image ID - - - - - - - - - - - - - - - Profile image ID - - - Flags of the profile - - - Web URL for this profile - - - Should this profile be published on the web - - - Avatar Online Status - - - Is this a mature profile - - - - - - - - - - Avatar interests including spoken languages, skills, and "want to" - choices - - - - Languages profile field - - - - - - - - - - - - - - - - Manager class for our own avatar - - - - The event subscribers. null if no subcribers - - - Raises the ChatFromSimulator event - A ChatEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the ScriptDialog event - A SctriptDialogEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the ScriptQuestion event - A ScriptQuestionEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the LoadURL event - A LoadUrlEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the MoneyBalance event - A BalanceEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the MoneyBalanceReply event - A MoneyBalanceReplyEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the IM event - A InstantMessageEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the TeleportProgress event - A TeleportEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the AgentDataReply event - A AgentDataReplyEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the AnimationsChanged event - A AnimationsChangedEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the MeanCollision event - A MeanCollisionEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the RegionCrossed event - A RegionCrossedEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the GroupChatJoined event - A GroupChatJoinedEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the AlertMessage event - A AlertMessageEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the ScriptControlChange event - A ScriptControlEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the CameraConstraint event - A CameraConstraintEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the ScriptSensorReply event - A ScriptSensorReplyEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the AvatarSitResponse event - A AvatarSitResponseEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the ChatSessionMemberAdded event - A ChatSessionMemberAddedEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the ChatSessionMemberLeft event - A ChatSessionMemberLeftEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - Reference to the GridClient instance - - - Used for movement and camera tracking - - - Currently playing animations for the agent. Can be used to - check the current movement status such as walking, hovering, aiming, - etc. by checking against system animations found in the Animations class - - - Dictionary containing current Group Chat sessions and members - - - - Constructor, setup callbacks for packets related to our avatar - - A reference to the Class - - - - Send a text message from the Agent to the Simulator - - A containing the message - The channel to send the message on, 0 is the public channel. Channels above 0 - can be used however only scripts listening on the specified channel will see the message - Denotes the type of message being sent, shout, whisper, etc. - - - - Request any instant messages sent while the client was offline to be resent. - - - - - Send an Instant Message to another Avatar - - The recipients - A containing the message to send - - - - Send an Instant Message to an existing group chat or conference chat - - The recipients - A containing the message to send - IM session ID (to differentiate between IM windows) - - - - Send an Instant Message - - The name this IM will show up as being from - Key of Avatar - Text message being sent - IM session ID (to differentiate between IM windows) - IDs of sessions for a conference - - - - Send an Instant Message - - The name this IM will show up as being from - Key of Avatar - Text message being sent - IM session ID (to differentiate between IM windows) - Type of instant message to send - Whether to IM offline avatars as well - Senders Position - RegionID Sender is In - Packed binary data that is specific to - the dialog type - - - - Send an Instant Message to a group - - of the group to send message to - Text Message being sent. - - - - Send an Instant Message to a group the agent is a member of - - The name this IM will show up as being from - of the group to send message to - Text message being sent - - - - Send a request to join a group chat session - - of Group to leave - - - - Exit a group chat session. This will stop further Group chat messages - from being sent until session is rejoined. - - of Group chat session to leave - - - - Reply to script dialog questions. - - Channel initial request came on - Index of button you're "clicking" - Label of button you're "clicking" - of Object that sent the dialog request - - - - - Accept invite for to a chatterbox session - - of session to accept invite to - - - - Start a friends conference - - List of UUIDs to start a conference with - the temportary session ID returned in the callback> - - - - Start a particle stream between an agent and an object - - Key of the source agent - Key of the target object - - The type from the enum - A unique for this effect - - - - Start a particle stream between an agent and an object - - Key of the source agent - Key of the target object - A representing the beams offset from the source - A which sets the avatars lookat animation - of the Effect - - - - Create a particle beam between an avatar and an primitive - - The ID of source avatar - The ID of the target primitive - global offset - A object containing the combined red, green, blue and alpha - color values of particle beam - a float representing the duration the parcicle beam will last - A Unique ID for the beam - - - - - Create a particle swirl around a target position using a packet - - global offset - A object containing the combined red, green, blue and alpha - color values of particle beam - a float representing the duration the parcicle beam will last - A Unique ID for the beam - - - - Sends a request to sit on the specified object - - of the object to sit on - Sit at offset - - - - Follows a call to to actually sit on the object - - - - Stands up from sitting on a prim or the ground - true of AgentUpdate was sent - - - - Does a "ground sit" at the avatar's current position - - - - - Starts or stops flying - - True to start flying, false to stop flying - - - - Starts or stops crouching - - True to start crouching, false to stop crouching - - - - Starts a jump (begin holding the jump key) - - - - - Use the autopilot sim function to move the avatar to a new - position. Uses double precision to get precise movements - - The z value is currently not handled properly by the simulator - Global X coordinate to move to - Global Y coordinate to move to - Z coordinate to move to - - - - Use the autopilot sim function to move the avatar to a new position - - The z value is currently not handled properly by the simulator - Integer value for the global X coordinate to move to - Integer value for the global Y coordinate to move to - Floating-point value for the Z coordinate to move to - - - - Use the autopilot sim function to move the avatar to a new position - - The z value is currently not handled properly by the simulator - Integer value for the local X coordinate to move to - Integer value for the local Y coordinate to move to - Floating-point value for the Z coordinate to move to - - - Macro to cancel autopilot sim function - Not certain if this is how it is really done - true if control flags were set and AgentUpdate was sent to the simulator - - - - Grabs an object - - an unsigned integer of the objects ID within the simulator - - - - - Overload: Grab a simulated object - - an unsigned integer of the objects ID within the simulator - - The texture coordinates to grab - The surface coordinates to grab - The face of the position to grab - The region coordinates of the position to grab - The surface normal of the position to grab (A normal is a vector perpindicular to the surface) - The surface binormal of the position to grab (A binormal is a vector tangen to the surface - pointing along the U direction of the tangent space - - - - Drag an object - - of the object to drag - Drag target in region coordinates - - - - Overload: Drag an object - - of the object to drag - Drag target in region coordinates - - The texture coordinates to grab - The surface coordinates to grab - The face of the position to grab - The region coordinates of the position to grab - The surface normal of the position to grab (A normal is a vector perpindicular to the surface) - The surface binormal of the position to grab (A binormal is a vector tangen to the surface - pointing along the U direction of the tangent space - - - - Release a grabbed object - - The Objects Simulator Local ID - - - - - - - Release a grabbed object - - The Objects Simulator Local ID - The texture coordinates to grab - The surface coordinates to grab - The face of the position to grab - The region coordinates of the position to grab - The surface normal of the position to grab (A normal is a vector perpindicular to the surface) - The surface binormal of the position to grab (A binormal is a vector tangen to the surface - pointing along the U direction of the tangent space - - - - Touches an object - - an unsigned integer of the objects ID within the simulator - - - - - Request the current L$ balance - - - - - Give Money to destination Avatar - - UUID of the Target Avatar - Amount in L$ - - - - Give Money to destination Avatar - - UUID of the Target Avatar - Amount in L$ - Description that will show up in the - recipients transaction history - - - - Give L$ to an object - - object to give money to - amount of L$ to give - name of object - - - - Give L$ to a group - - group to give money to - amount of L$ to give - - - - Give L$ to a group - - group to give money to - amount of L$ to give - description of transaction - - - - Pay texture/animation upload fee - - - - - Pay texture/animation upload fee - - description of the transaction - - - - Give Money to destination Object or Avatar - - UUID of the Target Object/Avatar - Amount in L$ - Reason (Optional normally) - The type of transaction - Transaction flags, mostly for identifying group - transactions - - - - Plays a gesture - - Asset of the gesture - - - - Mark gesture active - - Inventory of the gesture - Asset of the gesture - - - - Mark gesture inactive - - Inventory of the gesture - - - - Send an AgentAnimation packet that toggles a single animation on - - The of the animation to start playing - Whether to ensure delivery of this packet or not - - - - Send an AgentAnimation packet that toggles a single animation off - - The of a - currently playing animation to stop playing - Whether to ensure delivery of this packet or not - - - - Send an AgentAnimation packet that will toggle animations on or off - - A list of animation s, and whether to - turn that animation on or off - Whether to ensure delivery of this packet or not - - - - Teleports agent to their stored home location - - true on successful teleport to home location - - - - Teleport agent to a landmark - - of the landmark to teleport agent to - true on success, false on failure - - - - Attempt to look up a simulator name and teleport to the discovered - destination - - Region name to look up - Position to teleport to - True if the lookup and teleport were successful, otherwise - false - - - - Attempt to look up a simulator name and teleport to the discovered - destination - - Region name to look up - Position to teleport to - Target to look at - True if the lookup and teleport were successful, otherwise - false - - - - Teleport agent to another region - - handle of region to teleport agent to - position in destination sim to teleport to - true on success, false on failure - This call is blocking - - - - Teleport agent to another region - - handle of region to teleport agent to - position in destination sim to teleport to - direction in destination sim agent will look at - true on success, false on failure - This call is blocking - - - - Request teleport to a another simulator - - handle of region to teleport agent to - position in destination sim to teleport to - - - - Request teleport to a another simulator - - handle of region to teleport agent to - position in destination sim to teleport to - direction in destination sim agent will look at - - - - Teleport agent to a landmark - - of the landmark to teleport agent to - - - - Send a teleport lure to another avatar with default "Join me in ..." invitation message - - target avatars to lure - - - - Send a teleport lure to another avatar with custom invitation message - - target avatars to lure - custom message to send with invitation - - - - Respond to a teleport lure by either accepting it and initiating - the teleport, or denying it - - of the avatar sending the lure - true to accept the lure, false to decline it - - - - Update agent profile - - struct containing updated - profile information - - - - Update agents profile interests - - selection of interests from struct - - - - Set the height and the width of the client window. This is used - by the server to build a virtual camera frustum for our avatar - - New height of the viewer window - New width of the viewer window - - - - Request the list of muted objects and avatars for this agent - - - - - Sets home location to agents current position - - will fire an AlertMessage () with - success or failure message - - - - Move an agent in to a simulator. This packet is the last packet - needed to complete the transition in to a new simulator - - Object - - - - Reply to script permissions request - - Object - of the itemID requesting permissions - of the taskID requesting permissions - list of permissions to allow - - - - Respond to a group invitation by either accepting or denying it - - UUID of the group (sent in the AgentID field of the invite message) - IM Session ID from the group invitation message - Accept the group invitation or deny it - - - - Requests script detection of objects and avatars - - name of the object/avatar to search for - UUID of the object or avatar to search for - Type of search from ScriptSensorTypeFlags - range of scan (96 max?) - the arc in radians to search within - an user generated ID to correlate replies with - Simulator to perform search in - - - - Create or update profile pick - - UUID of the pick to update, or random UUID to create a new pick - Is this a top pick? (typically false) - UUID of the parcel (UUID.Zero for the current parcel) - Name of the pick - Global position of the pick landmark - UUID of the image displayed with the pick - Long description of the pick - - - - Delete profile pick - - UUID of the pick to delete - - - - Create or update profile Classified - - UUID of the classified to update, or random UUID to create a new classified - Defines what catagory the classified is in - UUID of the image displayed with the classified - Price that the classified will cost to place for a week - Global position of the classified landmark - Name of the classified - Long description of the classified - if true, auto renew classified after expiration - - - - Create or update profile Classified - - UUID of the classified to update, or random UUID to create a new classified - Defines what catagory the classified is in - UUID of the image displayed with the classified - Price that the classified will cost to place for a week - Name of the classified - Long description of the classified - if true, auto renew classified after expiration - - - - Delete a classified ad - - The classified ads ID - - - - Fetches resource usage by agents attachmetns - - Called when the requested information is collected - - - - Take an incoming ImprovedInstantMessage packet, auto-parse, and if - OnInstantMessage is defined call that with the appropriate arguments - - The sender - The EventArgs object containing the packet data - - - - Take an incoming Chat packet, auto-parse, and if OnChat is defined call - that with the appropriate arguments. - - The sender - The EventArgs object containing the packet data - - - - Used for parsing llDialogs - - The sender - The EventArgs object containing the packet data - - - - Used for parsing llRequestPermissions dialogs - - The sender - The EventArgs object containing the packet data - - - - Handles Script Control changes when Script with permissions releases or takes a control - - The sender - The EventArgs object containing the packet data - - - - Used for parsing llLoadURL Dialogs - - The sender - The EventArgs object containing the packet data - - - - Update client's Position, LookAt and region handle from incoming packet - - The sender - The EventArgs object containing the packet data - This occurs when after an avatar moves into a new sim - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - - Process TeleportFailed message sent via EventQueue, informs agent its last teleport has failed and why. - - The Message Key - An IMessage object Deserialized from the recieved message event - The simulator originating the event message - - - - Process TeleportFinish from Event Queue and pass it onto our TeleportHandler - - The message system key for this event - IMessage object containing decoded data from OSD - The simulator originating the event message - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - - Crossed region handler for message that comes across the EventQueue. Sent to an agent - when the agent crosses a sim border into a new region. - - The message key - the IMessage object containing the deserialized data sent from the simulator - The which originated the packet - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - This packet is now being sent via the EventQueue - - - - Group Chat event handler - - The capability Key - IMessage object containing decoded data from OSD - - - - - Response from request to join a group chat - - - IMessage object containing decoded data from OSD - - - - - Someone joined or left group chat - - - IMessage object containing decoded data from OSD - - - - - Handle a group chat Invitation - - Caps Key - IMessage object containing decoded data from OSD - Originating Simulator - - - - Moderate a chat session - - the of the session to moderate, for group chats this will be the groups UUID - the of the avatar to moderate - Either "voice" to moderate users voice, or "text" to moderate users text session - true to moderate (silence user), false to allow avatar to speak - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Raised when a scripted object or agent within range sends a public message - - - Raised when a scripted object sends a dialog box containing possible - options an agent can respond to - - - Raised when an object requests a change in the permissions an agent has permitted - - - Raised when a script requests an agent open the specified URL - - - Raised when an agents currency balance is updated - - - Raised when a transaction occurs involving currency such as a land purchase - - - Raised when an ImprovedInstantMessage packet is recieved from the simulator, this is used for everything from - private messaging to friendship offers. The Dialog field defines what type of message has arrived - - - Raised when an agent has requested a teleport to another location, or when responding to a lure. Raised multiple times - for each teleport indicating the progress of the request - - - Raised when a simulator sends agent specific information for our avatar. - - - Raised when our agents animation playlist changes - - - Raised when an object or avatar forcefully collides with our agent - - - Raised when our agent crosses a region border into another region - - - Raised when our agent succeeds or fails to join a group chat session - - - Raised when a simulator sends an urgent message usually indication the recent failure of - another action we have attempted to take such as an attempt to enter a parcel where we are denied access - - - Raised when a script attempts to take or release specified controls for our agent - - - Raised when the simulator detects our agent is trying to view something - beyond its limits - - - Raised when a script sensor reply is received from a simulator - - - Raised in response to a request - - - Raised when an avatar enters a group chat session we are participating in - - - Raised when an agent exits a group chat session we are participating in - - - Your (client) avatars - "client", "agent", and "avatar" all represent the same thing - - - Temporary assigned to this session, used for - verifying our identity in packets - - - Shared secret that is never sent over the wire - - - Your (client) avatar ID, local to the current region/sim - - - Where the avatar started at login. Can be "last", "home" - or a login - - - The access level of this agent, usually M or PG - - - The CollisionPlane of Agent - - - An representing the velocity of our agent - - - An representing the acceleration of our agent - - - A which specifies the angular speed, and axis about which an Avatar is rotating. - - - Position avatar client will goto when login to 'home' or during - teleport request to 'home' region. - - - LookAt point saved/restored with HomePosition - - - Avatar First Name (i.e. Philip) - - - Avatar Last Name (i.e. Linden) - - - Avatar Full Name (i.e. Philip Linden) - - - Gets the health of the agent - - - Gets the current balance of the agent - - - Gets the local ID of the prim the agent is sitting on, - zero if the avatar is not currently sitting - - - Gets the of the agents active group. - - - Gets the Agents powers in the currently active group - - - Current status message for teleporting - - - Current position of the agent as a relative offset from - the simulator, or the parent object if we are sitting on something - - - Current rotation of the agent as a relative rotation from - the simulator, or the parent object if we are sitting on something - - - Current position of the agent in the simulator - - - - A representing the agents current rotation - - - - Returns the global grid position of the avatar - - - - Used to specify movement actions for your agent - - - - Empty flag - - - Move Forward (SL Keybinding: W/Up Arrow) - - - Move Backward (SL Keybinding: S/Down Arrow) - - - Move Left (SL Keybinding: Shift-(A/Left Arrow)) - - - Move Right (SL Keybinding: Shift-(D/Right Arrow)) - - - Not Flying: Jump/Flying: Move Up (SL Keybinding: E) - - - Not Flying: Croutch/Flying: Move Down (SL Keybinding: C) - - - Unused - - - Unused - - - Unused - - - Unused - - - ORed with AGENT_CONTROL_AT_* if the keyboard is being used - - - ORed with AGENT_CONTROL_LEFT_* if the keyboard is being used - - - ORed with AGENT_CONTROL_UP_* if the keyboard is being used - - - Fly - - - - - - Finish our current animation - - - Stand up from the ground or a prim seat - - - Sit on the ground at our current location - - - Whether mouselook is currently enabled - - - Legacy, used if a key was pressed for less than a certain amount of time - - - Legacy, used if a key was pressed for less than a certain amount of time - - - Legacy, used if a key was pressed for less than a certain amount of time - - - Legacy, used if a key was pressed for less than a certain amount of time - - - Legacy, used if a key was pressed for less than a certain amount of time - - - Legacy, used if a key was pressed for less than a certain amount of time - - - - - - - - - Set when the avatar is idled or set to away. Note that the away animation is - activated separately from setting this flag - - - - - - - - - - - - - - - - Agent movement and camera control - - Agent movement is controlled by setting specific - After the control flags are set, An AgentUpdate is required to update the simulator of the specified flags - This is most easily accomplished by setting one or more of the AgentMovement properties - - Movement of an avatar is always based on a compass direction, for example AtPos will move the - agent from West to East or forward on the X Axis, AtNeg will of course move agent from - East to West or backward on the X Axis, LeftPos will be South to North or forward on the Y Axis - The Z axis is Up, finer grained control of movements can be done using the Nudge properties - - - - Agent camera controls - - - Currently only used for hiding your group title - - - Action state of the avatar, which can currently be - typing and editing - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Timer for sending AgentUpdate packets - - - Default constructor - - - - Send an AgentUpdate with the camera set at the current agent - position and pointing towards the heading specified - - Camera rotation in radians - Whether to send the AgentUpdate reliable - or not - - - - Rotates the avatar body and camera toward a target position. - This will also anchor the camera position on the avatar - - Region coordinates to turn toward - - - - Send new AgentUpdate packet to update our current camera - position and rotation - - - - - Send new AgentUpdate packet to update our current camera - position and rotation - - Whether to require server acknowledgement - of this packet - - - - Send new AgentUpdate packet to update our current camera - position and rotation - - Whether to require server acknowledgement - of this packet - Simulator to send the update to - - - - Builds an AgentUpdate packet entirely from parameters. This - will not touch the state of Self.Movement or - Self.Movement.Camera in any way - - - - - - - - - - - - - - - Move agent positive along the X axis - - - Move agent negative along the X axis - - - Move agent positive along the Y axis - - - Move agent negative along the Y axis - - - Move agent positive along the Z axis - - - Move agent negative along the Z axis - - - - - - - - - - - - - - - - - - - - - - - - Causes simulator to make agent fly - - - Stop movement - - - Finish animation - - - Stand up from a sit - - - Tells simulator to sit agent on ground - - - Place agent into mouselook mode - - - Nudge agent positive along the X axis - - - Nudge agent negative along the X axis - - - Nudge agent positive along the Y axis - - - Nudge agent negative along the Y axis - - - Nudge agent positive along the Z axis - - - Nudge agent negative along the Z axis - - - - - - - - - Tell simulator to mark agent as away - - - - - - - - - - - - - - - - Returns "always run" value, or changes it by sending a SetAlwaysRunPacket - - - - The current value of the agent control flags - - - Gets or sets the interval in milliseconds at which - AgentUpdate packets are sent to the current simulator. Setting - this to a non-zero value will also enable the packet sending if - it was previously off, and setting it to zero will disable - - - Gets or sets whether AgentUpdate packets are sent to - the current simulator - - - Reset movement controls every time we send an update - - - - Camera controls for the agent, mostly a thin wrapper around - CoordinateFrame. This class is only responsible for state - tracking and math, it does not send any packets - - - - - - - The camera is a local frame of reference inside of - the larger grid space. This is where the math happens - - - - Default constructor - - - - - - - - - - - - - - - - - Called once attachment resource usage information has been collected - - Indicates if operation was successfull - Attachment resource usage information - - - - A linkset asset, containing a parent primitive and zero or more children - - - - Initializes a new instance of an AssetPrim object - - - - - - - - - - - - - - Override the base classes AssetType - - - - Only used internally for XML serialization/deserialization - - - - - The deserialized form of a single primitive in a linkset asset - - - - - Type of gesture step - - - - - Base class for gesture steps - - - - - Retururns what kind of gesture step this is - - - - - Describes animation step of a gesture - - - - - If true, this step represents start of animation, otherwise animation stop - - - - - Animation asset - - - - - Animation inventory name - - - - - Returns what kind of gesture step this is - - - - - Describes sound step of a gesture - - - - - Sound asset - - - - - Sound inventory name - - - - - Returns what kind of gesture step this is - - - - - Describes sound step of a gesture - - - - - Text to output in chat - - - - - Returns what kind of gesture step this is - - - - - Describes sound step of a gesture - - - - - If true in this step we wait for all animations to finish - - - - - If true gesture player should wait for the specified amount of time - - - - - Time in seconds to wait if WaitForAnimation is false - - - - - Returns what kind of gesture step this is - - - - - Describes the final step of a gesture - - - - - Returns what kind of gesture step this is - - - - - Represents a sequence of animations, sounds, and chat actions - - - - - Keyboard key that triggers the gestyre - - - - - Modifier to the trigger key - - - - - String that triggers playing of the gesture sequence - - - - - Text that replaces trigger in chat once gesture is triggered - - - - - Sequence of gesture steps - - - - - Constructs guesture asset - - - - - Constructs guesture asset - - A unique specific to this asset - A byte array containing the raw asset data - - - - Encodes gesture asset suitable for uplaod - - - - - Decodes gesture assset into play sequence - - true if the asset data was decoded successfully - - - - Returns asset type - - - - - Simulator (region) properties - - - - No flags set - - - Agents can take damage and be killed - - - Landmarks can be created here - - - Home position can be set in this sim - - - Home position is reset when an agent teleports away - - - Sun does not move - - - No object, land, etc. taxes - - - Disable heightmap alterations (agents can still plant - foliage) - - - Land cannot be released, sold, or purchased - - - All content is wiped nightly - - - Unknown: Related to the availability of an overview world map tile.(Think mainland images when zoomed out.) - - - Unknown: Related to region debug flags. Possibly to skip processing of agent interaction with world. - - - Region does not update agent prim interest lists. Internal debugging option. - - - No collision detection for non-agent objects - - - No scripts are ran - - - All physics processing is turned off - - - Region can be seen from other regions on world map. (Legacy world map option?) - - - Region can be seen from mainland on world map. (Legacy world map option?) - - - Agents not explicitly on the access list can visit the region. - - - Traffic calculations are not run across entire region, overrides parcel settings. - - - Flight is disabled (not currently enforced by the sim) - - - Allow direct (p2p) teleporting - - - Estate owner has temporarily disabled scripting - - - Restricts the usage of the LSL llPushObject function, applies to whole region. - - - Deny agents with no payment info on file - - - Deny agents with payment info on file - - - Deny agents who have made a monetary transaction - - - Parcels within the region may be joined or divided by anyone, not just estate owners/managers. - - - Abuse reports sent from within this region are sent to the estate owner defined email. - - - Region is Voice Enabled - - - Removes the ability from parcel owners to set their parcels to show in search. - - - Deny agents who have not been age verified from entering the region. - - - - Access level for a simulator - - - - Minimum access level, no additional checks - - - Trial accounts allowed - - - PG rating - - - Mature rating - - - Adult rating - - - Simulator is offline - - - Simulator does not exist - - - - - - - - - - - - - - Initialize the UDP packet handler in server mode - - Port to listening for incoming UDP packets on - - - - Initialize the UDP packet handler in client mode - - Remote UDP server to connect to - - - - - - - - - - - - - - - - - - A public reference to the client that this Simulator object - is attached to - - - A Unique Cache identifier for this simulator - - - The capabilities for this simulator - - - - - - The current version of software this simulator is running - - - - - - A 64x64 grid of parcel coloring values. The values stored - in this array are of the type - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - true if your agent has Estate Manager rights on this region - - - - - - - - - - - - Statistics information for this simulator and the - connection to the simulator, calculated by the simulator itself - and the library - - - The regions Unique ID - - - The physical data center the simulator is located - Known values are: - - Dallas - Chandler - SF - - - - - The CPU Class of the simulator - Most full mainland/estate sims appear to be 5, - Homesteads and Openspace appear to be 501 - - - The number of regions sharing the same CPU as this one - "Full Sims" appear to be 1, Homesteads appear to be 4 - - - The billing product name - Known values are: - - Mainland / Full Region (Sku: 023) - Estate / Full Region (Sku: 024) - Estate / Openspace (Sku: 027) - Estate / Homestead (Sku: 029) - Mainland / Homestead (Sku: 129) (Linden Owned) - Mainland / Linden Homes (Sku: 131) - - - - - The billing product SKU - Known values are: - - 023 Mainland / Full Region - 024 Estate / Full Region - 027 Estate / Openspace - 029 Estate / Homestead - 129 Mainland / Homestead (Linden Owned) - 131 Linden Homes / Full Region - - - - - The current sequence number for packets sent to this - simulator. Must be Interlocked before modifying. Only - useful for applications manipulating sequence numbers - - - - A thread-safe dictionary containing avatars in a simulator - - - - - A thread-safe dictionary containing primitives in a simulator - - - - - 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 - - - Indicates if UDP connection to the sim is fully established - - - - - - Reference to the GridClient object - IPEndPoint of the simulator - handle of the simulator - - - - Called when this Simulator object is being destroyed - - - - - Attempt to connect to this simulator - - Whether to move our agent in to this sim or not - True if the connection succeeded or connection status is - unknown, false if there was a failure - - - - Initiates connection to the simulator - - - - - Disconnect from this simulator - - - - - Instructs the simulator to stop sending update (and possibly other) packets - - - - - Instructs the simulator to resume sending update packets (unpause) - - - - - Retrieve the terrain height at a given coordinate - - Sim X coordinate, valid range is from 0 to 255 - Sim Y coordinate, valid range is from 0 to 255 - The terrain height at the given point if the - lookup was successful, otherwise 0.0f - True if the lookup was successful, otherwise false - - - - Sends a packet - - Packet to be sent - - - - - - - - - Returns Simulator Name as a String - - - - - - - - - - - - - - - - - - - Sends out pending acknowledgements - - - - - Resend unacknowledged packets - - - - - Provides access to an internal thread-safe multidimensional array containing a x,y grid mapped - to each 64x64 parcel's LocalID. - - - - The IP address and port of the server - - - Whether there is a working connection to the simulator or - not - - - Coarse locations of avatars in this simulator - - - AvatarPositions key representing TrackAgent target - - - Indicates if UDP connection to the sim is fully established - - - - Simulator Statistics - - - - Total number of packets sent by this simulator to this agent - - - Total number of packets received by this simulator to this agent - - - Total number of bytes sent by this simulator to this agent - - - Total number of bytes received by this simulator to this agent - - - Time in seconds agent has been connected to simulator - - - Total number of packets that have been resent - - - Total number of resent packets recieved - - - Total number of pings sent to this simulator by this agent - - - Total number of ping replies sent to this agent by this simulator - - - - Incoming bytes per second - - It would be nice to have this claculated on the fly, but - this is far, far easier - - - - Outgoing bytes per second - - It would be nice to have this claculated on the fly, but - this is far, far easier - - - Time last ping was sent - - - ID of last Ping sent - - - - - - - - - Current time dilation of this simulator - - - Current Frames per second of simulator - - - Current Physics frames per second of simulator - - - - - - - - - - - - - - - - - - - - - - - - - - - Total number of objects Simulator is simulating - - - Total number of Active (Scripted) objects running - - - Number of agents currently in this simulator - - - Number of agents in neighbor simulators - - - Number of Active scripts running in this simulator - - - - - - - - - - - - Number of downloads pending - - - Number of uploads pending - - - - - - - - - Number of local uploads pending - - - Unacknowledged bytes in queue - - - - Exception class to identify inventory exceptions - - - - - Responsible for maintaining inventory structure. Inventory constructs nodes - and manages node children as is necessary to maintain a coherant hirarchy. - Other classes should not manipulate or create InventoryNodes explicitly. When - A node's parent changes (when a folder is moved, for example) simply pass - Inventory the updated InventoryFolder and it will make the appropriate changes - to its internal representation. - - - - The event subscribers, null of no subscribers - - - Raises the InventoryObjectUpdated Event - A InventoryObjectUpdatedEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the InventoryObjectRemoved Event - A InventoryObjectRemovedEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the InventoryObjectAdded Event - A InventoryObjectAddedEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - - Returns the contents of the specified folder - - A folder's UUID - The contents of the folder corresponding to folder - When folder does not exist in the inventory - - - - Updates the state of the InventoryNode and inventory data structure that - is responsible for the InventoryObject. If the item was previously not added to inventory, - it adds the item, and updates structure accordingly. If it was, it updates the - InventoryNode, changing the parent node if item.parentUUID does - not match node.Parent.Data.UUID. - - You can not set the inventory root folder using this method - - The InventoryObject to store - - - - Removes the InventoryObject and all related node data from Inventory. - - The InventoryObject to remove. - - - - Used to find out if Inventory contains the InventoryObject - specified by uuid. - - The UUID to check. - true if inventory contains uuid, false otherwise - - - - Saves the current inventory structure to a cache file - - Name of the cache file to save to - - - - Loads in inventory cache file into the inventory structure. Note only valid to call after login has been successful. - - Name of the cache file to load - The number of inventory items sucessfully reconstructed into the inventory node tree - - - Raised when the simulator sends us data containing - ... - - - Raised when the simulator sends us data containing - ... - - - Raised when the simulator sends us data containing - ... - - - - The root folder of this avatars inventory - - - - - The default shared library folder - - - - - The root node of the avatars inventory - - - - - The root node of the default shared library - - - - - By using the bracket operator on this class, the program can get the - InventoryObject designated by the specified uuid. If the value for the corresponding - UUID is null, the call is equivelant to a call to RemoveNodeFor(this[uuid]). - If the value is non-null, it is equivelant to a call to UpdateNodeFor(value), - the uuid parameter is ignored. - - The UUID of the InventoryObject to get or set, ignored if set to non-null value. - The InventoryObject corresponding to uuid. - - - - 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 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Image width - - - - - Image height - - - - - Image channel flags - - - - - Red channel data - - - - - Green channel data - - - - - Blue channel data - - - - - Alpha channel data - - - - - Bump channel data - - - - - Create a new blank image - - width - height - channel flags - - - - - - - - - - Convert the channels in the image. Channels are created or destroyed as required. - - new channel flags - - - - Resize or stretch the image using nearest neighbor (ugly) resampling - - new width - new height - - - - Create a byte array containing 32-bit RGBA data with a bottom-left - origin, suitable for feeding directly into OpenGL - - A byte array containing raw texture data - - - - Represents a Landmark with RegionID and Position vector - - - - UUID of the Landmark target region - - - Local position of the target - - - Construct an Asset of type Landmark - - - - Construct an Asset object of type Landmark - - A unique specific to this asset - A byte array containing the raw asset data - - - - Constuct an asset of type Landmark - - UUID of the target region - Local position of landmark - - - - Encode the raw contents of a string with the specific Landmark format - - - - - Decode the raw asset data, populating the RegionID and Position - - true if the AssetData was successfully decoded to a UUID and Vector - - - Override the base classes AssetType - - - - Represents an that can be worn on an avatar - such as a Shirt, Pants, etc. - - - - - Represents a Wearable Asset, Clothing, Hair, Skin, Etc - - - - A string containing the name of the asset - - - A string containing a short description of the asset - - - The Assets WearableType - - - The For-Sale status of the object - - - An Integer representing the purchase price of the asset - - - The of the assets creator - - - The of the assets current owner - - - The of the assets prior owner - - - The of the Group this asset is set to - - - True if the asset is owned by a - - - The Permissions mask of the asset - - - A Dictionary containing Key/Value pairs of the objects parameters - - - A Dictionary containing Key/Value pairs where the Key is the textures Index and the Value is the Textures - - - Initializes a new instance of an AssetWearable object - - - Initializes a new instance of an AssetWearable object with parameters - A unique specific to this asset - A byte array containing the raw asset data - - - Initializes a new instance of an AssetWearable object with parameters - A string containing the asset parameters - - - - Decode an assets byte encoded data to a string - - true if the asset data was decoded successfully - - - - Encode the assets string represantion into a format consumable by the asset server - - - - Initializes a new instance of an AssetScriptBinary object - - - Initializes a new instance of an AssetScriptBinary object with parameters - A unique specific to this asset - A byte array containing the raw asset data - - - Initializes a new instance of an AssetScriptBinary object with parameters - A string containing the Clothings data - - - Override the base classes AssetType - - - - pre-defined built in sounds - - - - - - - - - - - - - - - - - - - - - - - - - - - - coins - - - cash register bell - - - - - - - - - rubber - - - plastic - - - flesh - - - wood splintering? - - - glass break - - - metal clunk - - - whoosh - - - shake - - - - - - ding - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - A dictionary containing all pre-defined sounds - - A dictionary containing the pre-defined sounds, - where the key is the sounds ID, and the value is a string - containing a name to identify the purpose of the sound - - - - - - - - The avatar has no rights - - - The avatar can see the online status of the target avatar - - - The avatar can see the location of the target avatar on the map - - - The avatar can modify the ojects of the target avatar - - - - This class holds information about an avatar in the friends list. There are two ways - to interface to this class. The first is through the set of boolean properties. This is the typical - way clients of this class will use it. The second interface is through two bitflag properties, - TheirFriendsRights and MyFriendsRights - - - - - Used internally when building the initial list of friends at login time - - System ID of the avatar being prepesented - Rights the friend has to see you online and to modify your objects - Rights you have to see your friend online and to modify their objects - - - - FriendInfo represented as a string - - A string reprentation of both my rights and my friends rights - - - - System ID of the avatar - - - - - full name of the avatar - - - - - True if the avatar is online - - - - - True if the friend can see if I am online - - - - - True if the friend can see me on the map - - - - - True if the freind can modify my objects - - - - - True if I can see if my friend is online - - - - - True if I can see if my friend is on the map - - - - - True if I can modify my friend's objects - - - - - My friend's rights represented as bitmapped flags - - - - - My rights represented as bitmapped flags - - - - - This class is used to add and remove avatars from your friends list and to manage their permission. - - - - The event subscribers. null if no subcribers - - - Raises the FriendOnline event - A FriendInfoEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the FriendOffline event - A FriendInfoEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the FriendRightsUpdate event - A FriendInfoEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the FriendNames event - A FriendNamesEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the FriendshipOffered event - A FriendshipOfferedEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the FriendshipResponse event - A FriendshipResponseEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the FriendshipTerminated event - A FriendshipTerminatedEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the FriendFoundReply event - A FriendFoundReplyEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - - A dictionary of key/value pairs containing known friends of this avatar. - - The Key is the of the friend, the value is a - object that contains detailed information including permissions you have and have given to the friend - - - - - A Dictionary of key/value pairs containing current pending frienship offers. - - The key is the of the avatar making the request, - the value is the of the request which is used to accept - or decline the friendship offer - - - - - Internal constructor - - A reference to the GridClient Object - - - - Accept a friendship request - - agentID of avatatar to form friendship with - imSessionID of the friendship request message - - - - Decline a friendship request - - of friend - imSessionID of the friendship request message - - - - Overload: Offer friendship to an avatar. - - System ID of the avatar you are offering friendship to - - - - Offer friendship to an avatar. - - System ID of the avatar you are offering friendship to - A message to send with the request - - - - Terminate a friendship with an avatar - - System ID of the avatar you are terminating the friendship with - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - - Change the rights of a friend avatar. - - the of the friend - the new rights to give the friend - This method will implicitly set the rights to those passed in the rights parameter. - - - - Use to map a friends location on the grid. - - Friends UUID to find - - - - - Use to track a friends movement on the grid - - Friends Key - - - - Ask for a notification of friend's online status - - Friend's UUID - - - - This handles the asynchronous response of a RequestAvatarNames call. - - - names cooresponding to the the list of IDs sent the the RequestAvatarNames call. - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - - Populate FriendList with data from the login reply - - true if login was successful - true if login request is requiring a redirect - A string containing the response to the login request - A string containing the reason for the request - A object containing the decoded - reply from the login server - - - Raised when the simulator sends notification one of the members in our friends list comes online - - - Raised when the simulator sends notification one of the members in our friends list goes offline - - - Raised when the simulator sends notification one of the members in our friends list grants or revokes permissions - - - Raised when the simulator sends us the names on our friends list - - - Raised when the simulator sends notification another agent is offering us friendship - - - Raised when a request we sent to friend another agent is accepted or declined - - - Raised when the simulator sends notification one of the members in our friends list has terminated - our friendship - - - Raised when the simulator sends the location of a friend we have - requested map location info for - - - Contains information on a member of our friends list - - - - Construct a new instance of the FriendInfoEventArgs class - - The FriendInfo - - - Get the FriendInfo - - - Contains Friend Names - - - - Construct a new instance of the FriendNamesEventArgs class - - A dictionary where the Key is the ID of the Agent, - and the Value is a string containing their name - - - A dictionary where the Key is the ID of the Agent, - and the Value is a string containing their name - - - Sent when another agent requests a friendship with our agent - - - - Construct a new instance of the FriendshipOfferedEventArgs class - - The ID of the agent requesting friendship - The name of the agent requesting friendship - The ID of the session, used in accepting or declining the - friendship offer - - - Get the ID of the agent requesting friendship - - - Get the name of the agent requesting friendship - - - Get the ID of the session, used in accepting or declining the - friendship offer - - - A response containing the results of our request to form a friendship with another agent - - - - Construct a new instance of the FriendShipResponseEventArgs class - - The ID of the agent we requested a friendship with - The name of the agent we requested a friendship with - true if the agent accepted our friendship offer - - - Get the ID of the agent we requested a friendship with - - - Get the name of the agent we requested a friendship with - - - true if the agent accepted our friendship offer - - - Contains data sent when a friend terminates a friendship with us - - - - Construct a new instance of the FrindshipTerminatedEventArgs class - - The ID of the friend who terminated the friendship with us - The name of the friend who terminated the friendship with us - - - Get the ID of the agent that terminated the friendship with us - - - Get the name of the agent that terminated the friendship with us - - - - Data sent in response to a request which contains the information to allow us to map the friends location - - - - - Construct a new instance of the FriendFoundReplyEventArgs class - - The ID of the agent we have requested location information for - The region handle where our friend is located - The simulator local position our friend is located - - - Get the ID of the agent we have received location information for - - - Get the region handle where our mapped friend is located - - - Get the simulator local position where our friend is located - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Map layer request type - - - - Objects and terrain are shown - - - Only the terrain is shown, no objects - - - Overlay showing land for sale and for auction - - - - Type of grid item, such as telehub, event, populator location, etc. - - - - Telehub - - - PG rated event - - - Mature rated event - - - Popular location - - - Locations of avatar groups in a region - - - Land for sale - - - Classified ad - - - Adult rated event - - - Adult land for sale - - - - Information about a region on the grid map - - - - Sim X position on World Map - - - Sim Y position on World Map - - - Sim Name (NOTE: In lowercase!) - - - - - - Appears to always be zero (None) - - - Sim's defined Water Height - - - - - - UUID of the World Map image - - - Unique identifier for this region, a combination of the X - and Y position - - - - - - - - - - - - - - - - - - - - - - - Visual chunk of the grid map - - - - - Base class for Map Items - - - - The Global X position of the item - - - The Global Y position of the item - - - Get the Local X position of the item - - - Get the Local Y position of the item - - - Get the Handle of the region - - - - Represents an agent or group of agents location - - - - - Represents a Telehub location - - - - - Represents a non-adult parcel of land for sale - - - - - Represents an Adult parcel of land for sale - - - - - Represents a PG Event - - - - - Represents a Mature event - - - - - Represents an Adult event - - - - - Manages grid-wide tasks such as the world map - - - - The event subscribers. null if no subcribers - - - Raises the CoarseLocationUpdate event - A CoarseLocationUpdateEventArgs object containing the - data sent by simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the GridRegion event - A GridRegionEventArgs object containing the - data sent by simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the GridLayer event - A GridLayerEventArgs object containing the - data sent by simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the GridItems event - A GridItemEventArgs object containing the - data sent by simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the RegionHandleReply event - A RegionHandleReplyEventArgs object containing the - data sent by simulator - - - Thread sync lock object - - - A dictionary of all the regions, indexed by region name - - - A dictionary of all the regions, indexed by region handle - - - - Constructor - - Instance of GridClient object to associate with this GridManager instance - - - - - - - - - - Request a map layer - - The name of the region - The type of layer - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Request data for all mainland (Linden managed) simulators - - - - - Request the region handle for the specified region UUID - - UUID of the region to look up - - - - Get grid region information using the region name, this function - will block until it can find the region or gives up - - Name of sim you're looking for - Layer that you are requesting - Will contain a GridRegion for the sim you're - looking for if successful, otherwise an empty structure - True if the GridRegion was successfully fetched, otherwise - false - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Raised when the simulator sends a - containing the location of agents in the simulator - - - Raised when the simulator sends a Region Data in response to - a Map request - - - Raised when the simulator sends GridLayer object containing - a map tile coordinates and texture information - - - Raised when the simulator sends GridItems object containing - details on events, land sales at a specific location - - - Raised in response to a Region lookup - - - Unknown - - - Current direction of the sun - - - Current angular velocity of the sun - - - Current world time - - - - Permissions for control of object media - - - - - Style of cotrols that shold be displayed to the user - - - - - Class representing media data for a single face - - - - Is display of the alternative image enabled - - - Should media auto loop - - - Shoule media be auto played - - - Auto scale media to prim face - - - Should viewer automatically zoom in on the face when clicked - - - Should viewer interpret first click as interaction with the media - or when false should the first click be treated as zoom in commadn - - - Style of controls viewer should display when - viewer media on this face - - - Starting URL for the media - - - Currently navigated URL - - - Media height in pixes - - - Media width in pixels - - - Who can controls the media - - - Who can interact with the media - - - Is URL whitelist enabled - - - Array of URLs that are whitelisted - - - - Serialize to OSD - - OSDMap with the serialized data - - - - Deserialize from OSD data - - Serialized OSD data - Deserialized object - - - - 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 - - - The event subscribers. null if no subcribers - - - Raises the LandPatchReceived event - A LandPatchReceivedEventArgs object containing the - data returned from the simulator - - - Thread sync lock object - - - - Default constructor - - - - - Raised when the simulator responds sends - - - Simulator from that sent tha data - - - Sim coordinate of the patch - - - Sim coordinate of the patch - - - Size of tha patch - - - Heightmap for the patch - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Login Request Parameters - - - - The URL of the Login Server - - - The number of milliseconds to wait before a login is considered - failed due to timeout - - - The request method - login_to_simulator is currently the only supported method - - - The Agents First name - - - The Agents Last name - - - A md5 hashed password - plaintext password will be automatically hashed - - - The agents starting location once logged in - Either "last", "home", or a string encoded URI - containing the simulator name and x/y/z coordinates e.g: uri:hooper&128&152&17 - - - A string containing the client software channel information - Second Life Release - - - The client software version information - The official viewer uses: Second Life Release n.n.n.n - where n is replaced with the current version of the viewer - - - A string containing the platform information the agent is running on - - - A string hash of the network cards Mac Address - - - Unknown or deprecated - - - A string hash of the first disk drives ID used to identify this clients uniqueness - - - A string containing the viewers Software, this is not directly sent to the login server but - instead is used to generate the Version string - - - A string representing the software creator. This is not directly sent to the login server but - is used by the library to generate the Version information - - - If true, this agent agrees to the Terms of Service of the grid its connecting to - - - Unknown - - - An array of string sent to the login server to enable various options - - - A randomly generated ID to distinguish between login attempts. This value is only used - internally in the library and is never sent over the wire - - - - Default constuctor, initializes sane default values - - - - - Instantiates new LoginParams object and fills in the values - - Instance of GridClient to read settings from - Login first name - Login last name - Password - Login channnel (application name) - Client version, should be application name + version number - - - - Instantiates new LoginParams object and fills in the values - - Instance of GridClient to read settings from - Login first name - Login last name - Password - Login channnel (application name) - Client version, should be application name + version number - URI of the login server - - - - 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 - - - - Login Routines - - - NetworkManager is responsible for managing the network layer of - OpenMetaverse. It tracks all the server connections, serializes - outgoing traffic and deserializes incoming traffic, and provides - instances of delegates for network-related events. - - - - The event subscribers, null of no subscribers - - - Raises the LoginProgress Event - A LoginProgressEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - Seed CAPS URL returned from the login server - - - A list of packets obtained during the login process which - networkmanager will log but not process - - - - Generate sane default values for a login request - - Account first name - Account last name - Account password - Client application name - Client application version - A populated struct containing - sane defaults - - - - Simplified login that takes the most common and required fields - - Account first name - Account last name - Account password - Client application name - Client application version - Whether the login was successful or not. On failure the - LoginErrorKey string will contain the error code and LoginMessage - will contain a description of the error - - - - Simplified login that takes the most common fields along with a - starting location URI, and can accept an MD5 string instead of a - plaintext password - - Account first name - Account last name - Account password or MD5 hash of the password - such as $1$1682a1e45e9f957dcdf0bb56eb43319c - Client application name - Starting location URI that can be built with - StartLocation() - Client application version - Whether the login was successful or not. On failure the - LoginErrorKey string will contain the error code and LoginMessage - will contain a description of the error - - - - Login that takes a struct of all the values that will be passed to - the login server - - The values that will be passed to the login - server, all fields must be set even if they are String.Empty - Whether the login was successful or not. On failure the - LoginErrorKey string will contain the error code and LoginMessage - will contain a description of the error - - - - Build a start location URI for passing to the Login function - - Name of the simulator to start in - X coordinate to start at - Y coordinate to start at - Z coordinate to start at - String with a URI that can be used to login to a specified - location - - - - Handles response from XML-RPC login replies - - - - - Handle response from LLSD login replies - - - - - - - - Get current OS - - Either "Win" or "Linux" - - - - Get clients default Mac Address - - A string containing the first found Mac Address - - - The event subscribers, null of no subscribers - - - Raises the PacketSent Event - A PacketSentEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the LoggedOut Event - A LoggedOutEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the SimConnecting Event - A SimConnectingEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the SimConnected Event - A SimConnectedEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the SimDisconnected Event - A SimDisconnectedEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the Disconnected Event - A DisconnectedEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the SimChanged Event - A SimChangedEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the EventQueueRunning Event - A EventQueueRunningEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - All of the simulators we are currently connected to - - - Handlers for incoming capability events - - - Handlers for incoming packets - - - Incoming packets that are awaiting handling - - - Outgoing packets that are awaiting handling - - - - Default constructor - - Reference to the GridClient object - - - - Register an event handler for a packet. This is a low level event - interface and should only be used if you are doing something not - supported in the library - - Packet type to trigger events for - Callback to fire when a packet of this type - is received - - - - Unregister an event handler for a packet. This is a low level event - interface and should only be used if you are doing something not - supported in the library - - Packet type this callback is registered with - Callback to stop firing events for - - - - Register a CAPS event handler. This is a low level event interface - and should only be used if you are doing something not supported in - the library - - Name of the CAPS event to register a handler for - Callback to fire when a CAPS event is received - - - - Unregister a CAPS event handler. This is a low level event interface - and should only be used if you are doing something not supported in - the library - - Name of the CAPS event this callback is - registered with - Callback to stop firing events for - - - - Send a packet to the simulator the avatar is currently occupying - - Packet to send - - - - Send a packet to a specified simulator - - Packet to send - Simulator to send the packet to - - - - Connect to a simulator - - IP address to connect to - Port to connect to - Handle for this simulator, to identify its - location in the grid - Whether to set CurrentSim to this new - connection, use this if the avatar is moving in to this simulator - URL of the capabilities server to use for - this sim connection - A Simulator object on success, otherwise null - - - - Connect to a simulator - - IP address and port to connect to - Handle for this simulator, to identify its - location in the grid - Whether to set CurrentSim to this new - connection, use this if the avatar is moving in to this simulator - URL of the capabilities server to use for - this sim connection - A Simulator object on success, otherwise null - - - - Initiate a blocking logout request. This will return when the logout - handshake has completed or when Settings.LOGOUT_TIMEOUT - has expired and the network layer is manually shut down - - - - - Initiate the logout process. Check if logout succeeded with the - OnLogoutReply event, and if this does not fire the - Shutdown() function needs to be manually called - - - - - Close a connection to the given simulator - - - - - - - Shutdown will disconnect all the sims except for the current sim - first, and then kill the connection to CurrentSim. This should only - be called if the logout process times out on RequestLogout - - Type of shutdown - - - - Shutdown will disconnect all the sims except for the current sim - first, and then kill the connection to CurrentSim. This should only - be called if the logout process times out on RequestLogout - - Type of shutdown - Shutdown message - - - - Searches through the list of currently connected simulators to find - one attached to the given IPEndPoint - - IPEndPoint of the Simulator to search for - A Simulator reference on success, otherwise null - - - - Fire an event when an event queue connects for capabilities - - Simulator the event queue is attached to - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Raised when the simulator sends us data containing - ... - - - Called when a reply is received from the login server, the - login sequence will block until this event returns - - - Current state of logging in - - - Upon login failure, contains a short string key for the - type of login error that occurred - - - The raw XML-RPC reply from the login server, exactly as it - was received (minus the HTTP header) - - - During login this contains a descriptive version of - LoginStatusCode. After a successful login this will contain the - message of the day, and after a failed login a descriptive error - message will be returned - - - Raised when the simulator sends us data containing - ... - - - Raised when the simulator sends us data containing - ... - - - Raised when the simulator sends us data containing - ... - - - Raised when the simulator sends us data containing - ... - - - Raised when the simulator sends us data containing - ... - - - Raised when the simulator sends us data containing - ... - - - Raised when the simulator sends us data containing - ... - - - Raised when the simulator sends us data containing - ... - - - Unique identifier associated with our connections to - simulators - - - The simulator that the logged in avatar is currently - occupying - - - Shows whether the network layer is logged in to the - grid or not - - - Number of packets in the incoming queue - - - Number of packets in the outgoing queue - - - - - - - - - - - - - - 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 - - - - 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 - - - - Permission request flags, asked when a script wants to control an Avatar - - - - Placeholder for empty values, shouldn't ever see this - - - Script wants ability to take money from you - - - Script wants to take camera controls for you - - - Script wants to remap avatars controls - - - Script wants to trigger avatar animations - This function is not implemented on the grid - - - Script wants to attach or detach the prim or primset to your avatar - - - Script wants permission to release ownership - This function is not implemented on the grid - The concept of "public" objects does not exist anymore. - - - Script wants ability to link/delink with other prims - - - Script wants permission to change joints - This function is not implemented on the grid - - - Script wants permissions to change permissions - This function is not implemented on the grid - - - Script wants to track avatars camera position and rotation - - - Script wants to control your camera - - - - Special commands used in Instant Messages - - - - Indicates a regular IM from another agent - - - Simple notification box with an OK button - - - You've been invited to join a group. - - - Inventory offer - - - Accepted inventory offer - - - Declined inventory offer - - - Group vote - - - An object is offering its inventory - - - Accept an inventory offer from an object - - - Decline an inventory offer from an object - - - Unknown - - - Start a session, or add users to a session - - - Start a session, but don't prune offline users - - - Start a session with your group - - - Start a session without a calling card (finder or objects) - - - Send a message to a session - - - Leave a session - - - Indicates that the IM is from an object - - - Sent an IM to a busy user, this is the auto response - - - Shows the message in the console and chat history - - - Send a teleport lure - - - Response sent to the agent which inititiated a teleport invitation - - - Response sent to the agent which inititiated a teleport invitation - - - Only useful if you have Linden permissions - - - A placeholder type for future expansion, currently not - used - - - IM to tell the user to go to an URL - - - IM for help - - - IM sent automatically on call for help, sends a lure - to each Helper reached - - - Like an IM but won't go to email - - - IM from a group officer to all group members - - - Unknown - - - Unknown - - - Accept a group invitation - - - Decline a group invitation - - - Unknown - - - An avatar is offering you friendship - - - An avatar has accepted your friendship offer - - - An avatar has declined your friendship offer - - - Indicates that a user has started typing - - - Indicates that a user has stopped typing - - - - Flag in Instant Messages, whether the IM should be delivered to - offline avatars as well - - - - Only deliver to online avatars - - - If the avatar is offline the message will be held until - they login next, and possibly forwarded to their e-mail account - - - - Conversion type to denote Chat Packet types in an easier-to-understand format - - - - Whisper (5m radius) - - - Normal chat (10/20m radius), what the official viewer typically sends - - - Shouting! (100m radius) - - - Event message when an Avatar has begun to type - - - Event message when an Avatar has stopped typing - - - Send the message to the debug channel - - - Event message when an object uses llOwnerSay - - - Special value to support llRegionSay, never sent to the client - - - - Identifies the source of a chat message - - - - Chat from the grid or simulator - - - Chat from another avatar - - - Chat from an object - - - - - - - - - - - - - - - - - - Effect type used in ViewerEffect packets - - - - - - - - - - - - - - - - - - - - - - - - - Project a beam from a source to a destination, such as - the one used when editing an object - - - - - - - - - - - - Create a swirl of particles around an object - - - - - - - - - Cause an avatar to look at an object - - - Cause an avatar to point at an object - - - - The action an avatar is doing when looking at something, used in - ViewerEffect packets for the LookAt effect - - - - - - - - - - - - - - - - - - - - - - Deprecated - - - - - - - - - - - - - - - - The action an avatar is doing when pointing at something, used in - ViewerEffect packets for the PointAt effect - - - - - - - - - - - - - - - - - Money transaction types - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Flags sent when a script takes or releases a control - - NOTE: (need to verify) These might be a subset of the ControlFlags enum in Movement, - - - No Flags set - - - Forward (W or up Arrow) - - - Back (S or down arrow) - - - Move left (shift+A or left arrow) - - - Move right (shift+D or right arrow) - - - Up (E or PgUp) - - - Down (C or PgDown) - - - Rotate left (A or left arrow) - - - Rotate right (D or right arrow) - - - Left Mouse Button - - - Left Mouse button in MouseLook - - - - Currently only used to hide your group title - - - - No flags set - - - Hide your group title - - - - Action state of the avatar, which can currently be typing and - editing - - - - - - - - - - - - - - Current teleport status - - - - Unknown status - - - Teleport initialized - - - Teleport in progress - - - Teleport failed - - - Teleport completed - - - Teleport cancelled - - - - - - - - No flags set, or teleport failed - - - Set when newbie leaves help island for first time - - - - - - Via Lure - - - Via Landmark - - - Via Location - - - Via Home - - - Via Telehub - - - Via Login - - - Linden Summoned - - - Linden Forced me - - - - - - Agent Teleported Home via Script - - - - - - - - - - - - forced to new location for example when avatar is banned or ejected - - - Teleport Finished via a Lure - - - Finished, Sim Changed - - - Finished, Same Sim - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Instant Message - - - - Key of sender - - - Name of sender - - - Key of destination avatar - - - ID of originating estate - - - Key of originating region - - - Coordinates in originating region - - - Instant message type - - - Group IM session toggle - - - Key of IM session, for Group Messages, the groups UUID - - - Timestamp of the instant message - - - Instant message text - - - Whether this message is held for offline avatars - - - Context specific packed data - - - Print the struct data as a string - A string containing the field name, and field value - - - - - - - - - Construct a new instance of the ChatEventArgs object - - Sim from which the message originates - The message sent - The audible level of the message - The type of message sent: whisper, shout, etc - The source type of the message sender - The name of the agent or object sending the message - The ID of the agent or object sending the message - The ID of the object owner, or the agent ID sending the message - The position of the agent or object sending the message - - - Get the simulator sending the message - - - Get the message sent - - - Get the audible level of the message - - - Get the type of message sent: whisper, shout, etc - - - Get the source type of the message sender - - - Get the name of the agent or object sending the message - - - Get the ID of the agent or object sending the message - - - Get the ID of the object owner, or the agent ID sending the message - - - Get the position of the agent or object sending the message - - - Contains the data sent when a primitive opens a dialog with this agent - - - - Construct a new instance of the ScriptDialogEventArgs - - The dialog message - The name of the object that sent the dialog request - The ID of the image to be displayed - The ID of the primitive sending the dialog - The first name of the senders owner - The last name of the senders owner - The communication channel the dialog was sent on - The string labels containing the options presented in this dialog - - - Get the dialog message - - - Get the name of the object that sent the dialog request - - - Get the ID of the image to be displayed - - - Get the ID of the primitive sending the dialog - - - Get the first name of the senders owner - - - Get the last name of the senders owner - - - Get the communication channel the dialog was sent on, responses - should also send responses on this same channel - - - Get the string labels containing the options presented in this dialog - - - Contains the data sent when a primitive requests debit or other permissions - requesting a YES or NO answer - - - - Construct a new instance of the ScriptQuestionEventArgs - - The simulator containing the object sending the request - The ID of the script making the request - The ID of the primitive containing the script making the request - The name of the primitive making the request - The name of the owner of the object making the request - The permissions being requested - - - Get the simulator containing the object sending the request - - - Get the ID of the script making the request - - - Get the ID of the primitive containing the script making the request - - - Get the name of the primitive making the request - - - Get the name of the owner of the object making the request - - - Get the permissions being requested - - - Contains the data sent when a primitive sends a request - to an agent to open the specified URL - - - - Construct a new instance of the LoadUrlEventArgs - - The name of the object sending the request - The ID of the object sending the request - The ID of the owner of the object sending the request - True if the object is owned by a group - The message sent with the request - The URL the object sent - - - Get the name of the object sending the request - - - Get the ID of the object sending the request - - - Get the ID of the owner of the object sending the request - - - True if the object is owned by a group - - - Get the message sent with the request - - - Get the URL the object sent - - - The date received from an ImprovedInstantMessage - - - - Construct a new instance of the InstantMessageEventArgs object - - the InstantMessage object - the simulator where the InstantMessage origniated - - - Get the InstantMessage object - - - Get the simulator where the InstantMessage origniated - - - Contains the currency balance - - - - Construct a new BalanceEventArgs object - - The currenct balance - - - - Get the currenct balance - - - - Contains the transaction summary when an item is purchased, - money is given, or land is purchased - - - - Construct a new instance of the MoneyBalanceReplyEventArgs object - - The ID of the transaction - True of the transaction was successful - The current currency balance - The meters credited - The meters comitted - A brief description of the transaction - - - Get the ID of the transaction - - - True of the transaction was successful - - - Get the remaining currency balance - - - Get the meters credited - - - Get the meters comitted - - - Get the description of the transaction - - - Data sent from the simulator containing information about your agent and active group information - - - - Construct a new instance of the AgentDataReplyEventArgs object - - The agents first name - The agents last name - The agents active group ID - The group title of the agents active group - The combined group powers the agent has in the active group - The name of the group the agent has currently active - - - Get the agents first name - - - Get the agents last name - - - Get the active group ID of your agent - - - Get the active groups title of your agent - - - Get the combined group powers of your agent - - - Get the active group name of your agent - - - Data sent by the simulator to indicate the active/changed animations - applied to your agent - - - - Construct a new instance of the AnimationsChangedEventArgs class - - The dictionary that contains the changed animations - - - Get the dictionary that contains the changed animations - - - - Data sent from a simulator indicating a collision with your agent - - - - - Construct a new instance of the MeanCollisionEventArgs class - - The type of collision that occurred - The ID of the agent or object that perpetrated the agression - The ID of the Victim - The strength of the collision - The Time the collision occurred - - - Get the Type of collision - - - Get the ID of the agent or object that collided with your agent - - - Get the ID of the agent that was attacked - - - A value indicating the strength of the collision - - - Get the time the collision occurred - - - Data sent to your agent when it crosses region boundaries - - - - Construct a new instance of the RegionCrossedEventArgs class - - The simulator your agent just left - The simulator your agent is now in - - - Get the simulator your agent just left - - - Get the simulator your agent is now in - - - Data sent from the simulator when your agent joins a group chat session - - - - Construct a new instance of the GroupChatJoinedEventArgs class - - The ID of the session - The name of the session - A temporary session id used for establishing new sessions - True of your agent successfully joined the session - - - Get the ID of the group chat session - - - Get the name of the session - - - Get the temporary session ID used for establishing new sessions - - - True if your agent successfully joined the session - - - Data sent by the simulator containing urgent messages - - - - Construct a new instance of the AlertMessageEventArgs class - - The alert message - - - Get the alert message - - - Data sent by a script requesting to take or release specified controls to your agent - - - - Construct a new instance of the ScriptControlEventArgs class - - The controls the script is attempting to take or release to the agent - True if the script is passing controls back to the agent - True if the script is requesting controls be released to the script - - - Get the controls the script is attempting to take or release to the agent - - - True if the script is passing controls back to the agent - - - True if the script is requesting controls be released to the script - - - - Data sent from the simulator to an agent to indicate its view limits - - - - - Construct a new instance of the CameraConstraintEventArgs class - - The collision plane - - - Get the collision plane - - - - Data containing script sensor requests which allow an agent to know the specific details - of a primitive sending script sensor requests - - - - - Construct a new instance of the ScriptSensorReplyEventArgs - - The ID of the primitive sending the sensor - The ID of the group associated with the primitive - The name of the primitive sending the sensor - The ID of the primitive sending the sensor - The ID of the owner of the primitive sending the sensor - The position of the primitive sending the sensor - The range the primitive specified to scan - The rotation of the primitive sending the sensor - The type of sensor the primitive sent - The velocity of the primitive sending the sensor - - - Get the ID of the primitive sending the sensor - - - Get the ID of the group associated with the primitive - - - Get the name of the primitive sending the sensor - - - Get the ID of the primitive sending the sensor - - - Get the ID of the owner of the primitive sending the sensor - - - Get the position of the primitive sending the sensor - - - Get the range the primitive specified to scan - - - Get the rotation of the primitive sending the sensor - - - Get the type of sensor the primitive sent - - - Get the velocity of the primitive sending the sensor - - - Contains the response data returned from the simulator in response to a - - - Construct a new instance of the AvatarSitResponseEventArgs object - - - Get the ID of the primitive the agent will be sitting on - - - True if the simulator Autopilot functions were involved - - - Get the camera offset of the agent when seated - - - Get the camera eye offset of the agent when seated - - - True of the agent will be in mouselook mode when seated - - - Get the position of the agent when seated - - - Get the rotation of the agent when seated - - - Data sent when an agent joins a chat session your agent is currently participating in - - - - Construct a new instance of the ChatSessionMemberAddedEventArgs object - - The ID of the chat session - The ID of the agent joining - - - Get the ID of the chat session - - - Get the ID of the agent that joined - - - Data sent when an agent exits a chat session your agent is currently participating in - - - - Construct a new instance of the ChatSessionMemberLeftEventArgs object - - The ID of the chat session - The ID of the Agent that left - - - Get the ID of the chat session - - - Get the ID of the agent that left - - - - Extract the avatar UUID encoded in a SIP URI - - - - - - - Represents a Sound Asset - - - - Initializes a new instance of an AssetSound object - - - Initializes a new instance of an AssetSound object with parameters - A unique specific to this asset - A byte array containing the raw asset data - - - - TODO: Encodes a sound file - - - - - TODO: Decode a sound file - - true - - - Override the base classes AssetType - - - - Represents an LSL Text object containing a string of UTF encoded characters - - - - A string of characters represting the script contents - - - Initializes a new AssetScriptText object - - - - Initializes a new AssetScriptText object with parameters - - A unique specific to this asset - A byte array containing the raw asset data - - - - Initializes a new AssetScriptText object with parameters - - A string containing the scripts contents - - - - Encode a string containing the scripts contents into byte encoded AssetData - - - - - Decode a byte array containing the scripts contents into a string - - true if decoding is successful - - - Override the base classes AssetType - - - - - - - - No report - - - Unknown report type - - - Bug report - - - Complaint report - - - Customer service report - - - - Bitflag field for ObjectUpdateCompressed data blocks, describing - which options are present for each object - - - - Unknown - - - Whether the object has a TreeSpecies - - - Whether the object has floating text ala llSetText - - - Whether the object has an active particle system - - - Whether the object has sound attached to it - - - Whether the object is attached to a root object or not - - - Whether the object has texture animation settings - - - Whether the object has an angular velocity - - - Whether the object has a name value pairs string - - - Whether the object has a Media URL set - - - - Specific Flags for MultipleObjectUpdate requests - - - - None - - - Change position of prims - - - Change rotation of prims - - - Change size of prims - - - Perform operation on link set - - - Scale prims uniformly, same as selecing ctrl+shift in the - viewer. Used in conjunction with Scale - - - - Special values in PayPriceReply. If the price is not one of these - literal value of the price should be use - - - - - Indicates that this pay option should be hidden - - - - - Indicates that this pay option should have the default value - - - - - Contains the variables sent in an object update packet for objects. - Used to track position and movement of prims and avatars - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Handles all network traffic related to prims and avatar positions and - movement. - - - - The event subscribers, null of no subscribers - - - Raises the ObjectUpdate Event - A ObjectUpdateEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the ObjectProperties Event - A ObjectPropertiesEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the ObjectPropertiesUpdated Event - A ObjectPropertiesUpdatedEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the ObjectPropertiesFamily Event - A ObjectPropertiesFamilyEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the AvatarUpdate Event - A AvatarUpdateEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the TerseObjectUpdate Event - A TerseObjectUpdateEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the ObjectDataBlockUpdate Event - A ObjectDataBlockUpdateEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the KillObject Event - A KillObjectEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the AvatarSitChanged Event - A AvatarSitChangedEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the PayPriceReply Event - A PayPriceReplyEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - Reference to the GridClient object - - - Does periodic dead reckoning calculation to convert - velocity and acceleration to new positions for objects - - - - Construct a new instance of the ObjectManager class - - A reference to the instance - - - - Request information for a single object from a - you are currently connected to - - The the object is located - The Local ID of the object - - - - Request information for multiple objects contained in - the same simulator - - The the objects are located - An array containing the Local IDs of the objects - - - - Attempt to purchase an original object, a copy, or the contents of - an object - - The the object is located - The Local ID of the object - Whether the original, a copy, or the object - contents are on sale. This is used for verification, if the this - sale type is not valid for the object the purchase will fail - Price of the object. This is used for - verification, if it does not match the actual price the purchase - will fail - Group ID that will be associated with the new - purchase - Inventory folder UUID where the object or objects - purchased should be placed - - - BuyObject(Client.Network.CurrentSim, 500, SaleType.Copy, - 100, UUID.Zero, Client.Self.InventoryRootFolderUUID); - - - - - - Request prices that should be displayed in pay dialog. This will triggger the simulator - to send us back a PayPriceReply which can be handled by OnPayPriceReply event - - The the object is located - The ID of the object - The result is raised in the event - - - - Select a single object. This will cause the to send us - an which will raise the event - - The the object is located - The Local ID of the object - - - - - Select a single object. This will cause the to send us - an which will raise the event - - The the object is located - The Local ID of the object - if true, a call to is - made immediately following the request - - - - - Select multiple objects. This will cause the to send us - an which will raise the event - - The the objects are located - An array containing the Local IDs of the objects - Should objects be deselected immediately after selection - - - - - Select multiple objects. This will cause the to send us - an which will raise the event - - The the objects are located - An array containing the Local IDs of the objects - - - - - Update the properties of an object - - The the object is located - The Local ID of the object - true to turn the objects physical property on - true to turn the objects temporary property on - true to turn the objects phantom property on - true to turn the objects cast shadows property on - - - - Sets the sale properties of a single object - - The the object is located - The Local ID of the object - One of the options from the enum - The price of the object - - - - Sets the sale properties of multiple objects - - The the objects are located - An array containing the Local IDs of the objects - One of the options from the enum - The price of the object - - - - Deselect a single object - - The the object is located - The Local ID of the object - - - - Deselect multiple objects. - - The the objects are located - An array containing the Local IDs of the objects - - - - Perform a click action on an object - - The the object is located - The Local ID of the object - - - - Perform a click action (Grab) on a single object - - The the object is located - The Local ID of the object - The texture coordinates to touch - The surface coordinates to touch - The face of the position to touch - The region coordinates of the position to touch - The surface normal of the position to touch (A normal is a vector perpindicular to the surface) - The surface binormal of the position to touch (A binormal is a vector tangen to the surface - pointing along the U direction of the tangent space - - - - Create (rez) a new prim object in a simulator - - A reference to the object to place the object in - Data describing the prim object to rez - Group ID that this prim will be set to, or UUID.Zero if you - do not want the object to be associated with a specific group - An approximation of the position at which to rez the prim - Scale vector to size this prim - Rotation quaternion to rotate this prim - Due to the way client prim rezzing is done on the server, - the requested position for an object is only close to where the prim - actually ends up. If you desire exact placement you'll need to - follow up by moving the object after it has been created. This - function will not set textures, light and flexible data, or other - extended primitive properties - - - - Create (rez) a new prim object in a simulator - - A reference to the object to place the object in - Data describing the prim object to rez - Group ID that this prim will be set to, or UUID.Zero if you - do not want the object to be associated with a specific group - An approximation of the position at which to rez the prim - Scale vector to size this prim - Rotation quaternion to rotate this prim - Specify the - Due to the way client prim rezzing is done on the server, - the requested position for an object is only close to where the prim - actually ends up. If you desire exact placement you'll need to - follow up by moving the object after it has been created. This - function will not set textures, light and flexible data, or other - extended primitive properties - - - - Rez a Linden tree - - A reference to the object where the object resides - The size of the tree - The rotation of the tree - The position of the tree - The Type of tree - The of the group to set the tree to, - or UUID.Zero if no group is to be set - true to use the "new" Linden trees, false to use the old - - - - Rez grass and ground cover - - A reference to the object where the object resides - The size of the grass - The rotation of the grass - The position of the grass - The type of grass from the enum - The of the group to set the tree to, - or UUID.Zero if no group is to be set - - - - Set the textures to apply to the faces of an object - - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - The texture data to apply - - - - Set the textures to apply to the faces of an object - - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - The texture data to apply - A media URL (not used) - - - - Set the Light data on an object - - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - A object containing the data to set - - - - Set the flexible data on an object - - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - A object containing the data to set - - - - Set the sculptie texture and data on an object - - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - A object containing the data to set - - - - Unset additional primitive parameters on an object - - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - The extra parameters to set - - - - Link multiple prims into a linkset - - A reference to the object where the objects reside - An array which contains the IDs of the objects to link - The last object in the array will be the root object of the linkset TODO: Is this true? - - - - Delink/Unlink multiple prims from a linkset - - A reference to the object where the objects reside - An array which contains the IDs of the objects to delink - - - - Change the rotation of an object - - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - The new rotation of the object - - - - Set the name of an object - - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - A string containing the new name of the object - - - - Set the name of multiple objects - - A reference to the object where the objects reside - An array which contains the IDs of the objects to change the name of - An array which contains the new names of the objects - - - - Set the description of an object - - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - A string containing the new description of the object - - - - Set the descriptions of multiple objects - - A reference to the object where the objects reside - An array which contains the IDs of the objects to change the description of - An array which contains the new descriptions of the objects - - - - Attach an object to this avatar - - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - The point on the avatar the object will be attached - The rotation of the attached object - - - - Drop an attached object from this avatar - - A reference to the - object where the objects reside. This will always be the simulator the avatar is currently in - - The object's ID which is local to the simulator the object is in - - - - Detach an object from yourself - - A reference to the - object where the objects reside - - This will always be the simulator the avatar is currently in - - An array which contains the IDs of the objects to detach - - - - Change the position of an object, Will change position of entire linkset - - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - The new position of the object - - - - Change the position of an object - - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - The new position of the object - if true, will change position of (this) child prim only, not entire linkset - - - - Change the Scale (size) of an object - - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - The new scale of the object - If true, will change scale of this prim only, not entire linkset - True to resize prims uniformly - - - - Change the Rotation of an object that is either a child or a whole linkset - - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - The new scale of the object - If true, will change rotation of this prim only, not entire linkset - - - - Send a Multiple Object Update packet to change the size, scale or rotation of a primitive - - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - The new rotation, size, or position of the target object - The flags from the Enum - - - - Deed an object (prim) to a group, Object must be shared with group which - can be accomplished with SetPermissions() - - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - The of the group to deed the object to - - - - Deed multiple objects (prims) to a group, Objects must be shared with group which - can be accomplished with SetPermissions() - - A reference to the object where the object resides - An array which contains the IDs of the objects to deed - The of the group to deed the object to - - - - Set the permissions on multiple objects - - A reference to the object where the objects reside - An array which contains the IDs of the objects to set the permissions on - The new Who mask to set - The new Permissions mark to set - TODO: What does this do? - - - - Request additional properties for an object - - A reference to the object where the object resides - - - - - Request additional properties for an object - - A reference to the object where the object resides - Absolute UUID of the object - Whether to require server acknowledgement of this request - - - - Set the ownership of a list of objects to the specified group - - A reference to the object where the objects reside - An array which contains the IDs of the objects to set the group id on - The Groups ID - - - - Update current URL of the previously set prim media - - UUID of the prim - Set current URL to this - Prim face number - Simulator in which prim is located - - - - Set object media - - UUID of the prim - Array the length of prims number of faces. Null on face indexes where there is - no media, on faces which contain the media - Simulatior in which prim is located - - - - Retrieve information about object media - - UUID of the primitive - Simulator where prim is located - Call this callback when done - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - - A terse object update, used when a transformation matrix or - velocity/acceleration for an object changes but nothing else - (scale/position/rotation/acceleration/velocity) - - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - - Setup construction data for a basic primitive shape - - Primitive shape to construct - Construction data that can be plugged into a - - - - - - - - - - - - - - - - - - - - Set the Shape data of an object - - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - Data describing the prim shape - - - - Set the Material data of an object - - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - The new material of the object - - - - - - - - - - - - - - - - - - - - - Raised when the simulator sends us data containing - A , Foliage or Attachment - - - - - Raised when the simulator sends us data containing - additional information - - - - - Raised when the simulator sends us data containing - Primitive.ObjectProperties for an object we are currently tracking - - - Raised when the simulator sends us data containing - additional and details - - - - Raised when the simulator sends us data containing - updated information for an - - - Raised when the simulator sends us data containing - and movement changes - - - Raised when the simulator sends us data containing - updates to an Objects DataBlock - - - Raised when the simulator informs us an - or is no longer within view - - - Raised when the simulator sends us data containing - updated sit information for our - - - Raised when the simulator sends us data containing - purchase price information for a - - - - Callback for getting object media data via CAP - - Indicates if the operation was succesfull - Object media version string - Array indexed on prim face of media entry data - - - Provides data for the event - The event occurs when the simulator sends - an containing a Primitive, Foliage or Attachment data - Note 1: The event will not be raised when the object is an Avatar - Note 2: It is possible for the to be - raised twice for the same object if for example the primitive moved to a new simulator, then returned to the current simulator or - if an Avatar crosses the border into a new simulator and returns to the current simulator - - - The following code example uses the , , and - properties to display new Primitives and Attachments on the window. - - // Subscribe to the event that gives us prim and foliage information - Client.Objects.ObjectUpdate += Objects_ObjectUpdate; - - - private void Objects_ObjectUpdate(object sender, PrimEventArgs e) - { - Console.WriteLine("Primitive {0} {1} in {2} is an attachment {3}", e.Prim.ID, e.Prim.LocalID, e.Simulator.Name, e.IsAttachment); - } - - - - - - - - - Construct a new instance of the PrimEventArgs class - - The simulator the object originated from - The Primitive - The simulator time dilation - The prim was not in the dictionary before this update - true if the primitive represents an attachment to an agent - - - Get the simulator the originated from - - - Get the details - - - true if the did not exist in the dictionary before this update (always true if object tracking has been disabled) - - - true if the is attached to an - - - Get the simulator Time Dilation - - - Provides data for the event - The event occurs when the simulator sends - an containing Avatar data - Note 1: The event will not be raised when the object is an Avatar - Note 2: It is possible for the to be - raised twice for the same avatar if for example the avatar moved to a new simulator, then returned to the current simulator - - - The following code example uses the property to make a request for the top picks - using the method in the class to display the names - of our own agents picks listings on the window. - - // subscribe to the AvatarUpdate event to get our information - Client.Objects.AvatarUpdate += Objects_AvatarUpdate; - Client.Avatars.AvatarPicksReply += Avatars_AvatarPicksReply; - - private void Objects_AvatarUpdate(object sender, AvatarUpdateEventArgs e) - { - // we only want our own data - if (e.Avatar.LocalID == Client.Self.LocalID) - { - // Unsubscribe from the avatar update event to prevent a loop - // where we continually request the picks every time we get an update for ourselves - Client.Objects.AvatarUpdate -= Objects_AvatarUpdate; - // make the top picks request through AvatarManager - Client.Avatars.RequestAvatarPicks(e.Avatar.ID); - } - } - - private void Avatars_AvatarPicksReply(object sender, AvatarPicksReplyEventArgs e) - { - // we'll unsubscribe from the AvatarPicksReply event since we now have the data - // we were looking for - Client.Avatars.AvatarPicksReply -= Avatars_AvatarPicksReply; - // loop through the dictionary and extract the names of the top picks from our profile - foreach (var pickName in e.Picks.Values) - { - Console.WriteLine(pickName); - } - } - - - - - - - - Construct a new instance of the AvatarUpdateEventArgs class - - The simulator the packet originated from - The data - The simulator time dilation - The avatar was not in the dictionary before this update - - - Get the simulator the object originated from - - - Get the data - - - Get the simulator time dilation - - - true if the did not exist in the dictionary before this update (always true if avatar tracking has been disabled) - - - Provides additional primitive data for the event - The event occurs when the simulator sends - an containing additional details for a Primitive, Foliage data or Attachment data - The event is also raised when a request is - made. - - - The following code example uses the , and - - properties to display new attachments and send a request for additional properties containing the name of the - attachment then display it on the window. - - // Subscribe to the event that provides additional primitive details - Client.Objects.ObjectProperties += Objects_ObjectProperties; - - // handle the properties data that arrives - private void Objects_ObjectProperties(object sender, ObjectPropertiesEventArgs e) - { - Console.WriteLine("Primitive Properties: {0} Name is {1}", e.Properties.ObjectID, e.Properties.Name); - } - - - - - - Construct a new instance of the ObjectPropertiesEventArgs class - - The simulator the object is located - The primitive Properties - - - Get the simulator the object is located - - - Get the primitive properties - - - Provides additional primitive data for the event - The event occurs when the simulator sends - an containing additional details for a Primitive or Foliage data that is currently - being tracked in the dictionary - The event is also raised when a request is - made and is enabled - - - - - Construct a new instance of the ObjectPropertiesUpdatedEvenrArgs class - - The simulator the object is located - The Primitive - The primitive Properties - - - Get the simulator the object is located - - - Get the primitive details - - - Get the primitive properties - - - Provides additional primitive data, permissions and sale info for the event - The event occurs when the simulator sends - an containing additional details for a Primitive, Foliage data or Attachment. This includes - Permissions, Sale info, and other basic details on an object - The event is also raised when a request is - made, the viewer equivalent is hovering the mouse cursor over an object - - - - Get the simulator the object is located - - - - - - - - - Provides primitive data containing updated location, velocity, rotation, textures for the event - The event occurs when the simulator sends updated location, velocity, rotation, etc - - - - Get the simulator the object is located - - - Get the primitive details - - - - - - - - - - - - - - Get the simulator the object is located - - - Get the primitive details - - - - - - - - - - - - - - - Provides notification when an Avatar, Object or Attachment is DeRezzed or moves out of the avatars view for the - event - - - Get the simulator the object is located - - - The LocalID of the object - - - - Provides updates sit position data - - - - Get the simulator the object is located - - - - - - - - - - - - - - - - - Get the simulator the object is located - - - - - - - - - - - - - Indicates if the operation was successful - - - - - Media version string - - - - - Array of media entries indexed by face number - - - - - - - - - - - - - - - - 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 - - - - 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 - - - - 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 - - - - Indicates inventory item is a link - - True if inventory item is a link to another inventory item - - - - - - - - - - - - - - - - Generates a number corresponding to the value of the object to support the use of a hash table. - Suitable for use in hashing algorithms and data structures such as a hash table - - A Hashcode of all the combined InventoryItem fields - - - - Compares an object - - The object to compare - true if comparison object matches - - - - Determine whether the specified object is equal to the current object - - The object to compare against - true if objects are the same - - - - Determine whether the specified object is equal to the current object - - The object to compare against - true if objects are the same - - - - InventoryTexture Class representing a graphical image - - - - - - Construct an InventoryTexture object - - A which becomes the - objects AssetUUID - - - - Construct an InventoryTexture object from a serialization stream - - - - - InventorySound Class representing a playable sound - - - - - Construct an InventorySound object - - A which becomes the - objects AssetUUID - - - - Construct an InventorySound object from a serialization stream - - - - - InventoryCallingCard Class, contains information on another avatar - - - - - Construct an InventoryCallingCard object - - A which becomes the - objects AssetUUID - - - - Construct an InventoryCallingCard object from a serialization stream - - - - - InventoryLandmark Class, contains details on a specific location - - - - - Construct an InventoryLandmark object - - A which becomes the - objects AssetUUID - - - - Construct an InventoryLandmark object from a serialization stream - - - - - Landmarks use the InventoryItemFlags struct and will have a flag of 1 set if they have been visited - - - - - InventoryObject Class contains details on a primitive or coalesced set of primitives - - - - - Construct an InventoryObject object - - A which becomes the - objects AssetUUID - - - - Construct an InventoryObject object from a serialization stream - - - - - Gets or sets the upper byte of the Flags value - - - - - Gets or sets the object attachment point, the lower byte of the Flags value - - - - - InventoryNotecard Class, contains details on an encoded text document - - - - - Construct an InventoryNotecard object - - A which becomes the - objects AssetUUID - - - - Construct an InventoryNotecard object from a serialization stream - - - - - InventoryCategory Class - - TODO: Is this even used for anything? - - - - Construct an InventoryCategory object - - A which becomes the - objects AssetUUID - - - - Construct an InventoryCategory object from a serialization stream - - - - - InventoryLSL Class, represents a Linden Scripting Language object - - - - - Construct an InventoryLSL object - - A which becomes the - objects AssetUUID - - - - Construct an InventoryLSL object from a serialization stream - - - - - InventorySnapshot Class, an image taken with the viewer - - - - - Construct an InventorySnapshot object - - A which becomes the - objects AssetUUID - - - - Construct an InventorySnapshot object from a serialization stream - - - - - InventoryAttachment Class, contains details on an attachable object - - - - - Construct an InventoryAttachment object - - A which becomes the - objects AssetUUID - - - - Construct an InventoryAttachment object from a serialization stream - - - - - Get the last AttachmentPoint this object was attached to - - - - - InventoryWearable Class, details on a clothing item or body part - - - - - Construct an InventoryWearable object - - A which becomes the - objects AssetUUID - - - - Construct an InventoryWearable object from a serialization stream - - - - - The , Skin, Shape, Skirt, Etc - - - - - InventoryAnimation Class, A bvh encoded object which animates an avatar - - - - - Construct an InventoryAnimation object - - A which becomes the - objects AssetUUID - - - - Construct an InventoryAnimation object from a serialization stream - - - - - InventoryGesture Class, details on a series of animations, sounds, and actions - - - - - Construct an InventoryGesture object - - A which becomes the - objects AssetUUID - - - - Construct an InventoryGesture object from a serialization stream - - - - - A folder contains s and has certain attributes specific - to itself - - - - The Preferred for a folder. - - - The Version of this folder - - - Number of child items this folder contains. - - - - Constructor - - UUID of the folder - - - - - - - - - - Get Serilization data for this InventoryFolder object - - - - - Construct an InventoryFolder object from a serialization stream - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Tools for dealing with agents inventory - - - - Used for converting shadow_id to asset_id - - - The event subscribers, null of no subscribers - - - Raises the ItemReceived Event - A ItemReceivedEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the FolderUpdated Event - A FolderUpdatedEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the InventoryObjectOffered Event - A InventoryObjectOfferedEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the TaskItemReceived Event - A TaskItemReceivedEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the FindObjectByPath Event - A FindObjectByPathEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the TaskInventoryReply Event - A TaskInventoryReplyEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the SaveAssetToInventory Event - A SaveAssetToInventoryEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the ScriptRunningReply Event - A ScriptRunningReplyEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - Partial mapping of AssetTypes to folder names - - - - Default constructor - - Reference to the GridClient object - - - - Fetch an inventory item from the dataserver - - The items - The item Owners - a integer representing the number of milliseconds to wait for results - An object on success, or null if no item was found - Items will also be sent to the event - - - - Request A single inventory item - - The items - The item Owners - - - - - Request inventory items - - Inventory items to request - Owners of the inventory items - - - - - Get contents of a folder - - The of the folder to search - The of the folders owner - true to retrieve folders - true to retrieve items - sort order to return results in - a integer representing the number of milliseconds to wait for results - A list of inventory items matching search criteria within folder - - InventoryFolder.DescendentCount will only be accurate if both folders and items are - requested - - - - Request the contents of an inventory folder - - The folder to search - The folder owners - true to return s contained in folder - true to return s containd in folder - the sort order to return items in - - - - - Returns the UUID of the folder (category) that defaults to - containing 'type'. The folder is not necessarily only for that - type - - This will return the root folder if one does not exist - - The UUID of the desired folder if found, the UUID of the RootFolder - if not found, or UUID.Zero on failure - - - - Find an object in inventory using a specific path to search - - The folder to begin the search in - The object owners - A string path to search - milliseconds to wait for a reply - Found items or if - timeout occurs or item is not found - - - - Find inventory items by path - - The folder to begin the search in - The object owners - A string path to search, folders/objects separated by a '/' - Results are sent to the event - - - - Search inventory Store object for an item or folder - - The folder to begin the search in - An array which creates a path to search - Number of levels below baseFolder to conduct searches - if True, will stop searching after first match is found - A list of inventory items found - - - - Move an inventory item or folder to a new location - - The item or folder to move - The to move item or folder to - - - - Move an inventory item or folder to a new location and change its name - - The item or folder to move - The to move item or folder to - The name to change the item or folder to - - - - Move and rename a folder - - The source folders - The destination folders - The name to change the folder to - - - - Update folder properties - - of the folder to update - Sets folder's parent to - Folder name - Folder type - - - - Move a folder - - The source folders - The destination folders - - - - Move multiple folders, the keys in the Dictionary parameter, - to a new parents, the value of that folder's key. - - A Dictionary containing the - of the source as the key, and the - of the destination as the value - - - - Move an inventory item to a new folder - - The of the source item to move - The of the destination folder - - - - Move and rename an inventory item - - The of the source item to move - The of the destination folder - The name to change the folder to - - - - Move multiple inventory items to new locations - - A Dictionary containing the - of the source item as the key, and the - of the destination folder as the value - - - - Remove descendants of a folder - - The of the folder - - - - Remove a single item from inventory - - The of the inventory item to remove - - - - Remove a folder from inventory - - The of the folder to remove - - - - Remove multiple items or folders from inventory - - A List containing the s of items to remove - A List containing the s of the folders to remove - - - - Empty the Lost and Found folder - - - - - Empty the Trash folder - - - - - - - - - - - Proper use is to upload the inventory's asset first, then provide the Asset's TransactionID here. - - - - - - - - - - - - - Proper use is to upload the inventory's asset first, then provide the Asset's TransactionID here. - - - - - - - - Creates a new inventory folder - - ID of the folder to put this folder in - Name of the folder to create - The UUID of the newly created folder - - - - Creates a new inventory folder - - ID of the folder to put this folder in - Name of the folder to create - Sets this folder as the default folder - for new assets of the specified type. Use AssetType.Unknown - to create a normal folder, otherwise it will likely create a - duplicate of an existing folder type - The UUID of the newly created folder - If you specify a preferred type of AsseType.Folder - it will create a new root folder which may likely cause all sorts - of strange problems - - - - Create an inventory item and upload asset data - - Asset data - Inventory item name - Inventory item description - Asset type - Inventory type - Put newly created inventory in this folder - Delegate that will receive feedback on success or failure - - - - Create an inventory item and upload asset data - - Asset data - Inventory item name - Inventory item description - Asset type - Inventory type - Put newly created inventory in this folder - Permission of the newly created item - (EveryoneMask, GroupMask, and NextOwnerMask of Permissions struct are supported) - Delegate that will receive feedback on success or failure - - - - Creates inventory link to another inventory item or folder - - Put newly created link in folder with this UUID - Inventory item or folder - Method to call upon creation of the link - - - - Creates inventory link to another inventory item - - Put newly created link in folder with this UUID - Original inventory item - Method to call upon creation of the link - - - - Creates inventory link to another inventory folder - - Put newly created link in folder with this UUID - Original inventory folder - Method to call upon creation of the link - - - - Creates inventory link to another inventory item or folder - - Put newly created link in folder with this UUID - Original item's UUID - Name - Description - Asset Type - Inventory Type - Transaction UUID - Method to call upon creation of the link - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Request a copy of an asset embedded within a notecard - - Usually UUID.Zero for copying an asset from a notecard - UUID of the notecard to request an asset from - Target folder for asset to go to in your inventory - UUID of the embedded asset - callback to run when item is copied to inventory - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Save changes to notecard embedded in object contents - - Encoded notecard asset data - Notecard UUID - Object's UUID - Called upon finish of the upload with status information - - - - Upload new gesture asset for an inventory gesture item - - Encoded gesture asset - Gesture inventory UUID - Callback whick will be called when upload is complete - - - - Update an existing script in an agents Inventory - - A byte[] array containing the encoded scripts contents - the itemID of the script - if true, sets the script content to run on the mono interpreter - - - - - Update an existing script in an task Inventory - - A byte[] array containing the encoded scripts contents - the itemID of the script - UUID of the prim containting the script - if true, sets the script content to run on the mono interpreter - if true, sets the script to running - - - - - Rez an object from inventory - - Simulator to place object in - Rotation of the object when rezzed - Vector of where to place object - InventoryItem object containing item details - - - - Rez an object from inventory - - Simulator to place object in - Rotation of the object when rezzed - Vector of where to place object - InventoryItem object containing item details - UUID of group to own the object - - - - Rez an object from inventory - - Simulator to place object in - Rotation of the object when rezzed - Vector of where to place object - InventoryItem object containing item details - UUID of group to own the object - User defined queryID to correlate replies - If set to true, the CreateSelected flag - will be set on the rezzed object - - - - DeRez an object from the simulator to the agents Objects folder in the agents Inventory - - The simulator Local ID of the object - If objectLocalID is a child primitive in a linkset, the entire linkset will be derezzed - - - - DeRez an object from the simulator and return to inventory - - The simulator Local ID of the object - The type of destination from the enum - The destination inventory folders -or- - if DeRezzing object to a tasks Inventory, the Tasks - The transaction ID for this request which - can be used to correlate this request with other packets - If objectLocalID is a child primitive in a linkset, the entire linkset will be derezzed - - - - Rez an item from inventory to its previous simulator location - - - - - - - - - Give an inventory item to another avatar - - The of the item to give - The name of the item - The type of the item from the enum - The of the recipient - true to generate a beameffect during transfer - - - - Give an inventory Folder with contents to another avatar - - The of the Folder to give - The name of the folder - The type of the item from the enum - The of the recipient - true to generate a beameffect during transfer - - - - Copy or move an from agent inventory to a task (primitive) inventory - - The target object - The item to copy or move from inventory - - For items with copy permissions a copy of the item is placed in the tasks inventory, - for no-copy items the object is moved to the tasks inventory - - - - Retrieve a listing of the items contained in a task (Primitive) - - The tasks - The tasks simulator local ID - milliseconds to wait for reply from simulator - A list containing the inventory items inside the task or null - if a timeout occurs - This request blocks until the response from the simulator arrives - or timeoutMS is exceeded - - - - Request the contents of a tasks (primitives) inventory from the - current simulator - - The LocalID of the object - - - - - Request the contents of a tasks (primitives) inventory - - The simulator Local ID of the object - A reference to the simulator object that contains the object - - - - - Move an item from a tasks (Primitive) inventory to the specified folder in the avatars inventory - - LocalID of the object in the simulator - UUID of the task item to move - The ID of the destination folder in this agents inventory - Simulator Object - Raises the event - - - - Remove an item from an objects (Prim) Inventory - - LocalID of the object in the simulator - UUID of the task item to remove - Simulator Object - You can confirm the removal by comparing the tasks inventory serial before and after the - request with the request combined with - the event - - - - Copy an InventoryScript item from the Agents Inventory into a primitives task inventory - - An unsigned integer representing a primitive being simulated - An which represents a script object from the agents inventory - true to set the scripts running state to enabled - A Unique Transaction ID - - The following example shows the basic steps necessary to copy a script from the agents inventory into a tasks inventory - and assumes the script exists in the agents inventory. - - uint primID = 95899503; // Fake prim ID - UUID scriptID = UUID.Parse("92a7fe8a-e949-dd39-a8d8-1681d8673232"); // Fake Script UUID in Inventory - - Client.Inventory.FolderContents(Client.Inventory.FindFolderForType(AssetType.LSLText), Client.Self.AgentID, - false, true, InventorySortOrder.ByName, 10000); - - Client.Inventory.RezScript(primID, (InventoryItem)Client.Inventory.Store[scriptID]); - - - - - - Request the running status of a script contained in a task (primitive) inventory - - The ID of the primitive containing the script - The ID of the script - The event can be used to obtain the results of the - request - - - - - Send a request to set the running state of a script contained in a task (primitive) inventory - - The ID of the primitive containing the script - The ID of the script - true to set the script running, false to stop a running script - To verify the change you can use the method combined - with the event - - - - Create a CRC from an InventoryItem - - The source InventoryItem - A uint representing the source InventoryItem as a CRC - - - - Reverses a cheesy XORing with a fixed UUID to convert a shadow_id to an asset_id - - Obfuscated shadow_id value - Deobfuscated asset_id value - - - - Does a cheesy XORing with a fixed UUID to convert an asset_id to a shadow_id - - asset_id value to obfuscate - Obfuscated shadow_id value - - - - Wrapper for creating a new object - - The type of item from the enum - The of the newly created object - An object with the type and id passed - - - - Parse the results of a RequestTaskInventory() response - - A string which contains the data from the task reply - A List containing the items contained within the tasks inventory - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - - UpdateCreateInventoryItem packets are received when a new inventory item - is created. This may occur when an object that's rezzed in world is - taken into inventory, when an item is created using the CreateInventoryItem - packet, or when an object is purchased - - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Raised when the simulator sends us data containing - ... - - - Raised when the simulator sends us data containing - ... - - - Raised when the simulator sends us data containing - an inventory object sent by another avatar or primitive - - - Raised when the simulator sends us data containing - ... - - - Raised when the simulator sends us data containing - ... - - - Raised when the simulator sends us data containing - ... - - - Raised when the simulator sends us data containing - ... - - - Raised when the simulator sends us data containing - ... - - - - Get this agents Inventory data - - - - - Callback for inventory item creation finishing - - Whether the request to create an inventory - item succeeded or not - Inventory item being created. If success is - false this will be null - - - - Callback for an inventory item being create from an uploaded asset - - true if inventory item creation was successful - - - - - - - - - - - - - Reply received when uploading an inventory asset - - Has upload been successful - Error message if upload failed - Inventory asset UUID - New asset UUID - - - - Delegate that is invoked when script upload is completed - - Has upload succeded (note, there still might be compile errors) - Upload status message - Is compilation successful - If compilation failed, list of error messages, null on compilation success - Script inventory UUID - Script's new asset UUID - - - Set to true to accept offer, false to decline it - - - The folder to accept the inventory into, if null default folder for will be used - - - - Callback when an inventory object is accepted and received from a - task inventory. This is the callback in which you actually get - the ItemID, as in ObjectOfferedCallback it is null when received - from a task. - - - - - Avatar group management - - - - Key of Group Member - - - Total land contribution - - - Online status information - - - Abilities that the Group Member has - - - Current group title - - - Is a group owner - - - - Role manager for a group - - - - Key of the group - - - Key of Role - - - Name of Role - - - Group Title associated with Role - - - Description of Role - - - Abilities Associated with Role - - - Returns the role's title - The role's title - - - - Class to represent Group Title - - - - Key of the group - - - ID of the role title belongs to - - - Group Title - - - Whether title is Active - - - Returns group title - - - - Represents a group on the grid - - - - Key of Group - - - Key of Group Insignia - - - Key of Group Founder - - - Key of Group Role for Owners - - - Name of Group - - - Text of Group Charter - - - Title of "everyone" role - - - Is the group open for enrolement to everyone - - - Will group show up in search - - - - - - - - - - - - Is the group Mature - - - Cost of group membership - - - - - - - - - The total number of current members this group has - - - The number of roles this group has configured - - - Show this group in agent's profile - - - Returns the name of the group - A string containing the name of the group - - - - A group Vote - - - - Key of Avatar who created Vote - - - Text of the Vote proposal - - - Total number of votes - - - - A group proposal - - - - The Text of the proposal - - - The minimum number of members that must vote before proposal passes or failes - - - The required ration of yes/no votes required for vote to pass - The three options are Simple Majority, 2/3 Majority, and Unanimous - TODO: this should be an enum - - - The duration in days votes are accepted - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Struct representing a group notice - - - - - - - - - - - - - - - - - - - - - - - Struct representing a group notice list entry - - - - Notice ID - - - Creation timestamp of notice - - - Agent name who created notice - - - Notice subject - - - Is there an attachment? - - - Attachment Type - - - - Struct representing a member of a group chat session and their settings - - - - The of the Avatar - - - True if user has voice chat enabled - - - True of Avatar has moderator abilities - - - True if a moderator has muted this avatars chat - - - True if a moderator has muted this avatars voice - - - - Role update flags - - - - - - - - - - - - - - - - - - - - - - - - - Can send invitations to groups default role - - - Can eject members from group - - - Can toggle 'Open Enrollment' and change 'Signup fee' - - - Member is visible in the public member list - - - Can create new roles - - - Can delete existing roles - - - Can change Role names, titles and descriptions - - - Can assign other members to assigners role - - - Can assign other members to any role - - - Can remove members from roles - - - Can assign and remove abilities in roles - - - Can change group Charter, Insignia, 'Publish on the web' and which - members are publicly visible in group member listings - - - Can buy land or deed land to group - - - Can abandon group owned land to Governor Linden on mainland, or Estate owner for - private estates - - - Can set land for-sale information on group owned parcels - - - Can subdivide and join parcels - - - Can join group chat sessions - - - Can use voice chat in Group Chat sessions - - - Can moderate group chat sessions - - - Can toggle "Show in Find Places" and set search category - - - Can change parcel name, description, and 'Publish on web' settings - - - Can set the landing point and teleport routing on group land - - - Can change music and media settings - - - Can toggle 'Edit Terrain' option in Land settings - - - Can toggle various About Land > Options settings - - - Can always terraform land, even if parcel settings have it turned off - - - Can always fly while over group owned land - - - Can always rez objects on group owned land - - - Can always create landmarks for group owned parcels - - - Can set home location on any group owned parcel - - - Can modify public access settings for group owned parcels - - - Can manager parcel ban lists on group owned land - - - Can manage pass list sales information - - - Can eject and freeze other avatars on group owned land - - - Can return objects set to group - - - Can return non-group owned/set objects - - - Can return group owned objects - - - Can landscape using Linden plants - - - Can deed objects to group - - - Can move group owned objects - - - Can set group owned objects for-sale - - - Pay group liabilities and receive group dividends - - - Can send group notices - - - Can receive group notices - - - Can create group proposals - - - Can vote on group proposals - - - - Handles all network traffic related to reading and writing group - information - - - - The event subscribers. null if no subcribers - - - Raises the CurrentGroups event - A CurrentGroupsEventArgs object containing the - data sent from the simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the GroupNamesReply event - A GroupNamesEventArgs object containing the - data response from the simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the GroupProfile event - An GroupProfileEventArgs object containing the - data returned from the simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the GroupMembers event - A GroupMembersEventArgs object containing the - data returned from the simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the GroupRolesDataReply event - A GroupRolesDataReplyEventArgs object containing the - data returned from the simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the GroupRoleMembersReply event - A GroupRolesRoleMembersReplyEventArgs object containing the - data returned from the simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the GroupTitlesReply event - A GroupTitlesReplyEventArgs object containing the - data returned from the simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the GroupAccountSummary event - A GroupAccountSummaryReplyEventArgs object containing the - data returned from the simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the GroupCreated event - An GroupCreatedEventArgs object containing the - data returned from the simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the GroupJoined event - A GroupOperationEventArgs object containing the - result of the operation returned from the simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the GroupLeft event - A GroupOperationEventArgs object containing the - result of the operation returned from the simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the GroupDropped event - An GroupDroppedEventArgs object containing the - the group your agent left - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the GroupMemberEjected event - An GroupMemberEjectedEventArgs object containing the - data returned from the simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the GroupNoticesListReply event - An GroupNoticesListReplyEventArgs object containing the - data returned from the simulator - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the GroupInvitation event - An GroupInvitationEventArgs object containing the - data returned from the simulator - - - Thread sync lock object - - - A reference to the current instance - - - Currently-active group members requests - - - Currently-active group roles requests - - - Currently-active group role-member requests - - - Dictionary keeping group members while request is in progress - - - Dictionary keeping mebmer/role mapping while request is in progress - - - Dictionary keeping GroupRole information while request is in progress - - - Caches group name lookups - - - - Construct a new instance of the GroupManager class - - A reference to the current instance - - - - Request a current list of groups the avatar is a member of. - - CAPS Event Queue must be running for this to work since the results - come across CAPS. - - - - Lookup name of group based on groupID - - groupID of group to lookup name for. - - - - Request lookup of multiple group names - - List of group IDs to request. - - - Lookup group profile data such as name, enrollment, founder, logo, etc - Subscribe to OnGroupProfile event to receive the results. - group ID (UUID) - - - Request a list of group members. - Subscribe to OnGroupMembers event to receive the results. - group ID (UUID) - UUID of the request, use to index into cache - - - Request group roles - Subscribe to OnGroupRoles event to receive the results. - group ID (UUID) - UUID of the request, use to index into cache - - - Request members (members,role) role mapping for a group. - Subscribe to OnGroupRolesMembers event to receive the results. - group ID (UUID) - UUID of the request, use to index into cache - - - Request a groups Titles - Subscribe to OnGroupTitles event to receive the results. - group ID (UUID) - UUID of the request, use to index into cache - - - Begin to get the group account summary - Subscribe to the OnGroupAccountSummary event to receive the results. - group ID (UUID) - How long of an interval - Which interval (0 for current, 1 for last) - - - Invites a user to a group - The group to invite to - A list of roles to invite a person to - Key of person to invite - - - Set a group as the current active group - group ID (UUID) - - - Change the role that determines your active title - Group ID to use - Role ID to change to - - - Set this avatar's tier contribution - Group ID to change tier in - amount of tier to donate - - - - Save wheather agent wants to accept group notices and list this group in their profile - - Group - Accept notices from this group - List this group in the profile - - - Request to join a group - Subscribe to OnGroupJoined event for confirmation. - group ID (UUID) to join. - - - - Request to create a new group. If the group is successfully - created, L$100 will automatically be deducted - - Subscribe to OnGroupCreated event to receive confirmation. - Group struct containing the new group info - - - Update a group's profile and other information - Groups ID (UUID) to update. - Group struct to update. - - - Eject a user from a group - Group ID to eject the user from - Avatar's key to eject - - - Update role information - Modified role to be updated - - - Create a new group role - Group ID to update - Role to create - - - Delete a group role - Group ID to update - Role to delete - - - Remove an avatar from a role - Group ID to update - Role ID to be removed from - Avatar's Key to remove - - - Assign an avatar to a role - Group ID to update - Role ID to assign to - Avatar's ID to assign to role - - - Request the group notices list - Group ID to fetch notices for - - - Request a group notice by key - ID of group notice - - - Send out a group notice - Group ID to update - GroupNotice structure containing notice data - - - Start a group proposal (vote) - The Group ID to send proposal to - GroupProposal structure containing the proposal - - - Request to leave a group - Subscribe to OnGroupLeft event to receive confirmation - The group to leave - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Raised when the simulator sends us data containing - our current group membership - - - Raised when the simulator responds to a RequestGroupName - or RequestGroupNames request - - - Raised when the simulator responds to a request - - - Raised when the simulator responds to a request - - - Raised when the simulator responds to a request - - - Raised when the simulator responds to a request - - - Raised when the simulator responds to a request - - - Raised when a response to a RequestGroupAccountSummary is returned - by the simulator - - - Raised when a request to create a group is successful - - - Raised when a request to join a group either - fails or succeeds - - - Raised when a request to leave a group either - fails or succeeds - - - Raised when A group is removed from the group server - - - Raised when a request to eject a member from a group either - fails or succeeds - - - Raised when the simulator sends us group notices - - - - Raised when another agent invites our avatar to join a group - - - Contains the current groups your agent is a member of - - - Construct a new instance of the CurrentGroupsEventArgs class - The current groups your agent is a member of - - - Get the current groups your agent is a member of - - - A Dictionary of group names, where the Key is the groups ID and the value is the groups name - - - Construct a new instance of the GroupNamesEventArgs class - The Group names dictionary - - - Get the Group Names dictionary - - - Represents the members of a group - - - - Construct a new instance of the GroupMembersReplyEventArgs class - - The ID of the request - The ID of the group - The membership list of the group - - - Get the ID as returned by the request to correlate - this result set and the request - - - Get the ID of the group - - - Get the dictionary of members - - - Represents the roles associated with a group - - - Construct a new instance of the GroupRolesDataReplyEventArgs class - The ID as returned by the request to correlate - this result set and the request - The ID of the group - The dictionary containing the roles - - - Get the ID as returned by the request to correlate - this result set and the request - - - Get the ID of the group - - - Get the dictionary containing the roles - - - Represents the Role to Member mappings for a group - - - Construct a new instance of the GroupRolesMembersReplyEventArgs class - The ID as returned by the request to correlate - this result set and the request - The ID of the group - The member to roles map - - - Get the ID as returned by the request to correlate - this result set and the request - - - Get the ID of the group - - - Get the member to roles map - - - Represents the titles for a group - - - Construct a new instance of the GroupTitlesReplyEventArgs class - The ID as returned by the request to correlate - this result set and the request - The ID of the group - The titles - - - Get the ID as returned by the request to correlate - this result set and the request - - - Get the ID of the group - - - Get the titles - - - Represents the summary data for a group - - - Construct a new instance of the GroupAccountSummaryReplyEventArgs class - The ID of the group - The summary data - - - Get the ID of the group - - - Get the summary data - - - A response to a group create request - - - Construct a new instance of the GroupCreatedReplyEventArgs class - The ID of the group - the success or faulure of the request - A string containing additional information - - - Get the ID of the group - - - true of the group was created successfully - - - A string containing the message - - - Represents a response to a request - - - Construct a new instance of the GroupOperationEventArgs class - The ID of the group - true of the request was successful - - - Get the ID of the group - - - true of the request was successful - - - Represents your agent leaving a group - - - Construct a new instance of the GroupDroppedEventArgs class - The ID of the group - - - Get the ID of the group - - - Represents a list of active group notices - - - Construct a new instance of the GroupNoticesListReplyEventArgs class - The ID of the group - The list containing active notices - - - Get the ID of the group - - - Get the notices list - - - Represents the profile of a group - - - Construct a new instance of the GroupProfileEventArgs class - The group profile - - - Get the group profile - - - - Provides notification of a group invitation request sent by another Avatar - - The invitation is raised when another avatar makes an offer for our avatar - to join a group. - - - The ID of the Avatar sending the group invitation - - - The name of the Avatar sending the group invitation - - - A message containing the request information which includes - the name of the group, the groups charter and the fee to join details - - - The Simulator - - - Set to true to accept invitation, false to decline - - - Describes tasks returned in LandStatReply - - - - Estate level administration and utilities - - - - Textures for each of the four terrain height levels - - - Upper/lower texture boundaries for each corner of the sim - - - - Constructor for EstateTools class - - - - - The event subscribers. null if no subcribers - - - Raises the TopCollidersReply event - A TopCollidersReplyEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the TopScriptsReply event - A TopScriptsReplyEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the EstateUsersReply event - A EstateUsersReplyEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the EstateGroupsReply event - A EstateGroupsReplyEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the EstateManagersReply event - A EstateManagersReplyEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the EstateBansReply event - A EstateBansReplyEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the EstateCovenantReply event - A EstateCovenantReplyEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the EstateUpdateInfoReply event - A EstateUpdateInfoReplyEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - - Requests estate information such as top scripts and colliders - - - - - - - - Requests estate settings, including estate manager and access/ban lists - - - Requests the "Top Scripts" list for the current region - - - Requests the "Top Colliders" list for the current region - - - - Set several estate specific configuration variables - - The Height of the waterlevel over the entire estate. Defaults to 20 - The maximum height change allowed above the baked terrain. Defaults to 4 - The minimum height change allowed below the baked terrain. Defaults to -4 - true to use - if True forces the sun position to the position in SunPosition - The current position of the sun on the estate, or when FixedSun is true the static position - the sun will remain. 6.0 = Sunrise, 30.0 = Sunset - - - - Request return of objects owned by specified avatar - - The Agents owning the primitives to return - specify the coverage and type of objects to be included in the return - true to perform return on entire estate - - - - - - - - - Used for setting and retrieving various estate panel settings - - EstateOwnerMessage Method field - List of parameters to include - - - - Kick an avatar from an estate - - Key of Agent to remove - - - - Ban an avatar from an estate - Key of Agent to remove - Ban user from this estate and all others owned by the estate owner - - - Unban an avatar from an estate - Key of Agent to remove - /// Unban user from this estate and all others owned by the estate owner - - - - Send a message dialog to everyone in an entire estate - - Message to send all users in the estate - - - - Send a message dialog to everyone in a simulator - - Message to send all users in the simulator - - - - Send an avatar back to their home location - - Key of avatar to send home - - - - Begin the region restart process - - - - - Cancels a region restart - - - - Estate panel "Region" tab settings - - - Estate panel "Debug" tab settings - - - Used for setting the region's terrain textures for its four height levels - - - - - - - Used for setting sim terrain texture heights - - - Requests the estate covenant - - - - Upload a terrain RAW file - - A byte array containing the encoded terrain data - The name of the file being uploaded - The Id of the transfer request - - - - Teleports all users home in current Estate - - - - - Remove estate manager - Key of Agent to Remove - removes manager to this estate and all others owned by the estate owner - - - - Add estate manager - Key of Agent to Add - Add agent as manager to this estate and all others owned by the estate owner - - - - Add's an agent to the estate Allowed list - Key of Agent to Add - Add agent as an allowed reisdent to All estates if true - - - - Removes an agent from the estate Allowed list - Key of Agent to Remove - Removes agent as an allowed reisdent from All estates if true - - - - - Add's a group to the estate Allowed list - Key of Group to Add - Add Group as an allowed group to All estates if true - - - - - Removes a group from the estate Allowed list - Key of Group to Remove - Removes Group as an allowed Group from All estates if true - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Raised when the data server responds to a request. - - - Raised when the data server responds to a request. - - - Raised when the data server responds to a request. - - - Raised when the data server responds to a request. - - - Raised when the data server responds to a request. - - - Raised when the data server responds to a request. - - - Raised when the data server responds to a request. - - - Raised when the data server responds to a request. - - - Used in the ReportType field of a LandStatRequest - - - Used by EstateOwnerMessage packets - - - Used by EstateOwnerMessage packets - - - - - - - - No flags set - - - Only return targets scripted objects - - - Only return targets objects if on others land - - - Returns target's scripted objects and objects on other parcels - - - Ground texture settings for each corner of the region - - - Used by GroundTextureHeightSettings - - - The high and low texture thresholds for each corner of the sim - - - Raised on LandStatReply when the report type is for "top colliders" - - - Construct a new instance of the TopCollidersReplyEventArgs class - The number of returned items in LandStatReply - Dictionary of Object UUIDs to tasks returned in LandStatReply - - - - The number of returned items in LandStatReply - - - - - A Dictionary of Object UUIDs to tasks returned in LandStatReply - - - - Raised on LandStatReply when the report type is for "top Scripts" - - - Construct a new instance of the TopScriptsReplyEventArgs class - The number of returned items in LandStatReply - Dictionary of Object UUIDs to tasks returned in LandStatReply - - - - The number of scripts returned in LandStatReply - - - - - A Dictionary of Object UUIDs to tasks returned in LandStatReply - - - - Returned, along with other info, upon a successful .RequestInfo() - - - Construct a new instance of the EstateBansReplyEventArgs class - The estate's identifier on the grid - The number of returned items in LandStatReply - User UUIDs banned - - - - The identifier of the estate - - - - - The number of returned itmes - - - - - List of UUIDs of Banned Users - - - - Returned, along with other info, upon a successful .RequestInfo() - - - Construct a new instance of the EstateUsersReplyEventArgs class - The estate's identifier on the grid - The number of users - Allowed users UUIDs - - - - The identifier of the estate - - - - - The number of returned items - - - - - List of UUIDs of Allowed Users - - - - Returned, along with other info, upon a successful .RequestInfo() - - - Construct a new instance of the EstateGroupsReplyEventArgs class - The estate's identifier on the grid - The number of Groups - Allowed Groups UUIDs - - - - The identifier of the estate - - - - - The number of returned items - - - - - List of UUIDs of Allowed Groups - - - - Returned, along with other info, upon a successful .RequestInfo() - - - Construct a new instance of the EstateManagersReplyEventArgs class - The estate's identifier on the grid - The number of Managers - Managers UUIDs - - - - The identifier of the estate - - - - - The number of returned items - - - - - List of UUIDs of the Estate's Managers - - - - Returned, along with other info, upon a successful .RequestInfo() - - - Construct a new instance of the EstateCovenantReplyEventArgs class - The Covenant ID - The timestamp - The estate's name - The Estate Owner's ID (can be a GroupID) - - - - The Covenant - - - - - The timestamp - - - - - The Estate name - - - - - The Estate Owner's ID (can be a GroupID) - - - - Returned, along with other info, upon a successful .RequestInfo() - - - Construct a new instance of the EstateUpdateInfoReplyEventArgs class - The estate's name - The Estate Owners ID (can be a GroupID) - The estate's identifier on the grid - - - - - The estate's name - - - - - The Estate Owner's ID (can be a GroupID) - - - - - The identifier of the estate on the grid - - - - - - - - Capabilities is the name of the bi-directional HTTP REST protocol - used to communicate non real-time transactions such as teleporting or - group messaging - - - - Reference to the simulator this system is connected to - - - - Default constructor - - - - - - - Request the URI of a named capability - - Name of the capability to request - The URI of the requested capability, or String.Empty if - the capability does not exist - - - - Process any incoming events, check to see if we have a message created for the event, - - - - - - Capabilities URI this system was initialized with - - - Whether the capabilities event queue is connected and - listening for incoming events - - - - Triggered when an event is received via the EventQueueGet - capability - - Event name - Decoded event data - The simulator that generated the event - - - - Level of Detail mesh - - - - = - - - Number of times we've received an unknown CAPS exception in series. - - - For exponential backoff on error. - - - - - - - - - - - - - - - - - - Thrown when a packet could not be successfully deserialized - - - - - Default constructor - - - - - Constructor that takes an additional error message - - An error message to attach to this exception - - - - The header of a message template packet. Holds packet flags, sequence - number, packet ID, and any ACKs that will be appended at the end of - the packet - - - - - Convert the AckList to a byte array, used for packet serializing - - Reference to the target byte array - Beginning position to start writing to in the byte - array, will be updated with the ending position of the ACK list - - - - - - - - - - - - - - - - - - - - - A block of data in a packet. Packets are composed of one or more blocks, - each block containing one or more fields - - - - - Create a block from a byte array - - Byte array containing the serialized block - Starting position of the block in the byte array. - This will point to the data after the end of the block when the - call returns - - - - Serialize this block into a byte array - - Byte array to serialize this block into - Starting position in the byte array to serialize to. - This will point to the position directly after the end of the - serialized block when the call returns - - - Current length of the data in this packet - - - A generic value, not an actual packet type - - - - 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 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - A set of textures that are layered on texture of each other and "baked" - in to a single texture, for avatar appearances - - - - Final baked texture - - - Component layers - - - Width of the final baked image and scratchpad - - - Height of the final baked image and scratchpad - - - Bake type - - - - Default constructor - - Bake type - - - - Adds layer for baking - - TexturaData struct that contains texture and its params - - - - Converts avatar texture index (face) to Bake type - - Face number (AvatarTextureIndex) - BakeType, layer to which this texture belongs to - - - - Make sure images exist, resize source if needed to match the destination - - Destination image - Source image - Sanitization was succefull - - - - Fills a baked layer as a solid *appearing* color. The colors are - subtly dithered on a 16x16 grid to prevent the JPEG2000 stage from - compressing it too far since it seems to cause upload failures if - the image is a pure solid color - - Color of the base of this layer - - - - Fills a baked layer as a solid *appearing* color. The colors are - subtly dithered on a 16x16 grid to prevent the JPEG2000 stage from - compressing it too far since it seems to cause upload failures if - the image is a pure solid color - - Red value - Green value - Blue value - - - Final baked texture - - - Component layers - - - Width of the final baked image and scratchpad - - - Height of the final baked image and scratchpad - - - Bake type - - - Is this one of the 3 skin bakes - - - - Singleton logging class for the entire library - - - - log4net logging engine - - - - Default constructor - - - - - Send a log message to the logging engine - - The log message - The severity of the log entry - - - - Send a log message to the logging engine - - The log message - The severity of the log entry - Instance of the client - - - - Send a log message to the logging engine - - The log message - The severity of the log entry - Exception that was raised - - - - Send a log message to the logging engine - - The log message - The severity of the log entry - Instance of the client - Exception that was raised - - - - If the library is compiled with DEBUG defined, an event will be - fired if an OnLogMessage handler is registered and the - message will be sent to the logging engine - - The message to log at the DEBUG level to the - current logging engine - - - - If the library is compiled with DEBUG defined and - GridClient.Settings.DEBUG is true, an event will be - fired if an OnLogMessage handler is registered and the - message will be sent to the logging engine - - The message to log at the DEBUG level to the - current logging engine - Instance of the client - - - Triggered whenever a message is logged. If this is left - null, log messages will go to the console - - - - Callback used for client apps to receive log messages from - the library - - Data being logged - The severity of the log entry from - - - - Main class to expose grid functionality to clients. All of the - classes needed for sending and receiving data are accessible through - this class. - - - - // Example minimum code required to instantiate class and - // connect to a simulator. - using System; - using System.Collections.Generic; - using System.Text; - using OpenMetaverse; - - namespace FirstBot - { - class Bot - { - public static GridClient Client; - static void Main(string[] args) - { - Client = new GridClient(); // instantiates the GridClient class - // to the global Client object - // Login to Simulator - Client.Network.Login("FirstName", "LastName", "Password", "FirstBot", "1.0"); - // Wait for a Keypress - Console.ReadLine(); - // Logout of simulator - Client.Network.Logout(); - } - } - } - - - - - Networking subsystem - - - Settings class including constant values and changeable - parameters for everything - - - Parcel (subdivided simulator lots) subsystem - - - Our own avatars subsystem - - - Other avatars subsystem - - - Estate subsystem - - - Friends list subsystem - - - Grid (aka simulator group) subsystem - - - Object subsystem - - - Group subsystem - - - Asset subsystem - - - Appearance subsystem - - - Inventory subsystem - - - Directory searches including classifieds, people, land - sales, etc - - - Handles land, wind, and cloud heightmaps - - - Handles sound-related networking - - - Throttling total bandwidth usage, or allocating bandwidth - for specific data stream types - - - - Default constructor - - - - - Return the full name of this instance - - Client avatars full name - - - - Class that handles the local asset cache - - - - - Default constructor - - A reference to the GridClient object - - - - Disposes cleanup timer - - - - - Only create timer when needed - - - - - Return bytes read from the local asset cache, null if it does not exist - - UUID of the asset we want to get - Raw bytes of the asset, or null on failure - - - - Returns ImageDownload object of the - image from the local image cache, null if it does not exist - - UUID of the image we want to get - ImageDownload object containing the image, or null on failure - - - - Constructs a file name of the cached asset - - UUID of the asset - String with the file name of the cahced asset - - - - Saves an asset to the local cache - - UUID of the asset - Raw bytes the asset consists of - Weather the operation was successfull - - - - Get the file name of the asset stored with gived UUID - - UUID of the asset - Null if we don't have that UUID cached on disk, file name if found in the cache folder - - - - Checks if the asset exists in the local cache - - UUID of the asset - True is the asset is stored in the cache, otherwise false - - - - Wipes out entire cache - - - - - Brings cache size to the 90% of the max size - - - - - Asynchronously brings cache size to the 90% of the max size - - - - - Adds up file sizes passes in a FileInfo array - - - - - Checks whether caching is enabled - - - - - Periodically prune the cache - - - - - Nicely formats file sizes - - Byte size we want to output - String with humanly readable file size - - - - Allows setting weather to periodicale prune the cache if it grows too big - Default is enabled, when caching is enabled - - - - - How long (in ms) between cache checks (default is 5 min.) - - - - - Helper class for sorting files by their last accessed time - - - - - Index of TextureEntry slots for avatar appearances - - - - - Bake layers for avatar appearance - - - - Maximum number of concurrent downloads for wearable assets and textures - - - Maximum number of concurrent uploads for baked textures - - - Timeout for fetching inventory listings - - - Timeout for fetching a single wearable, or receiving a single packet response - - - Timeout for fetching a single texture - - - Timeout for uploading a single baked texture - - - Number of times to retry bake upload - - - When changing outfit, kick off rebake after - 20 seconds has passed since the last change - - - Total number of wearables for each avatar - - - Total number of baked textures on each avatar - - - Total number of wearables per bake layer - - - Total number of textures on an avatar, baked or not - - - Mapping between BakeType and AvatarTextureIndex - - - Map of what wearables are included in each bake - - - Magic values to finalize the cache check hashes for each - bake - - - Default avatar texture, used to detect when a custom - texture is not set for a face - - - The event subscribers. null if no subcribers - - - Raises the AgentWearablesReply event - An AgentWearablesReplyEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the CachedBakesReply event - An AgentCachedBakesReplyEventArgs object containing the - data returned from the data server AgentCachedTextureResponse - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the AppearanceSet event - An AppearanceSetEventArgs object indicating if the operatin was successfull - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the RebakeAvatarRequested event - An RebakeAvatarTexturesEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - A cache of wearables currently being worn - - - A cache of textures currently being worn - - - Incrementing serial number for AgentCachedTexture packets - - - Incrementing serial number for AgentSetAppearance packets - - - Indicates whether or not the appearance thread is currently - running, to prevent multiple appearance threads from running - simultaneously - - - Reference to our agent - - - - Timer used for delaying rebake on changing outfit - - - - - Main appearance thread - - - - - Default constructor - - A reference to our agent - - - - Obsolete method for setting appearance. This function no longer does anything. - Use RequestSetAppearance() to manually start the appearance thread - - - - - Obsolete method for setting appearance. This function no longer does anything. - Use RequestSetAppearance() to manually start the appearance thread - - Unused parameter - - - - Starts the appearance setting thread - - - - - Starts the appearance setting thread - - True to force rebaking, otherwise false - - - - Ask the server what textures our agent is currently wearing - - - - - Build hashes out of the texture assetIDs for each baking layer to - ask the simulator whether it has cached copies of each baked texture - - - - - Returns the AssetID of the asset that is currently being worn in a - given WearableType slot - - WearableType slot to get the AssetID for - The UUID of the asset being worn in the given slot, or - UUID.Zero if no wearable is attached to the given slot or wearables - have not been downloaded yet - - - - Add a wearable to the current outfit and set appearance - - Wearable to be added to the outfit - - - - Add a list of wearables to the current outfit and set appearance - - List of wearable inventory items to - be added to the outfit - - - - Remove a wearable from the current outfit and set appearance - - Wearable to be removed from the outfit - - - - Removes a list of wearables from the current outfit and set appearance - - List of wearable inventory items to - be removed from the outfit - - - - Replace the current outfit with a list of wearables and set appearance - - List of wearable inventory items that - define a new outfit - - - - Checks if an inventory item is currently being worn - - The inventory item to check against the agent - wearables - The WearableType slot that the item is being worn in, - or WearbleType.Invalid if it is not currently being worn - - - - Returns a copy of the agents currently worn wearables - - A copy of the agents currently worn wearables - Avoid calling this function multiple times as it will make - a copy of all of the wearable data each time - - - - Calls either or - depending on the value of - replaceItems - - List of wearable inventory items to add - to the outfit or become a new outfit - True to replace existing items with the - new list of items, false to add these items to the existing outfit - - - - Adds a list of attachments to our agent - - A List containing the attachments to add - If true, tells simulator to remove existing attachment - first - - - - Attach an item to our agent at a specific attach point - - A to attach - the on the avatar - to attach the item to - - - - Attach an item to our agent specifying attachment details - - The of the item to attach - The attachments owner - The name of the attachment - The description of the attahment - The to apply when attached - The of the attachment - The on the agent - to attach the item to - - - - Detach an item from our agent using an object - - An object - - - - Detach an item from our agent - - The inventory itemID of the item to detach - - - - Inform the sim which wearables are part of our current outfit - - - - - Replaces the Wearables collection with a list of new wearable items - - Wearable items to replace the Wearables collection with - - - - Calculates base color/tint for a specific wearable - based on its params - - All the color info gathered from wearable's VisualParams - passed as list of ColorParamInfo tuples - Base color/tint for the wearable - - - - Blocking method to populate the Wearables dictionary - - True on success, otherwise false - - - - Blocking method to populate the Textures array with cached bakes - - True on success, otherwise false - - - - Populates textures and visual params from a decoded asset - - Wearable to decode - - - - Blocking method to download and parse currently worn wearable assets - - True on success, otherwise false - - - - Get a list of all of the textures that need to be downloaded for a - single bake layer - - Bake layer to get texture AssetIDs for - A list of texture AssetIDs to download - - - - Helper method to lookup the TextureID for a single layer and add it - to a list if it is not already present - - - - - - - Blocking method to download all of the textures needed for baking - the given bake layers - - A list of layers that need baking - No return value is given because the baking will happen - whether or not all textures are successfully downloaded - - - - Blocking method to create and upload baked textures for all of the - missing bakes - - True on success, otherwise false - - - - Blocking method to create and upload a baked texture for a single - bake layer - - Layer to bake - True on success, otherwise false - - - - Blocking method to upload a baked texture - - Five channel JPEG2000 texture data to upload - UUID of the newly created asset on success, otherwise UUID.Zero - - - - Creates a dictionary of visual param values from the downloaded wearables - - A dictionary of visual param indices mapping to visual param - values for our agent that can be fed to the Baker class - - - - Create an AgentSetAppearance packet from Wearables data and the - Textures array and send it - - - - - Converts a WearableType to a bodypart or clothing WearableType - - A WearableType - AssetType.Bodypart or AssetType.Clothing or AssetType.Unknown - - - - Converts a BakeType to the corresponding baked texture slot in AvatarTextureIndex - - A BakeType - The AvatarTextureIndex slot that holds the given BakeType - - - - Gives the layer number that is used for morph mask - - >A BakeType - Which layer number as defined in BakeTypeToTextures is used for morph mask - - - - Converts a BakeType to a list of the texture slots that make up that bake - - A BakeType - A list of texture slots that are inputs for the given bake - - - Triggered when an AgentWearablesUpdate packet is received, - telling us what our avatar is currently wearing - request. - - - Raised when an AgentCachedTextureResponse packet is - received, giving a list of cached bakes that were found on the - simulator - request. - - - - Raised when appearance data is sent to the simulator, also indicates - the main appearance thread is finished. - - request. - - - - Triggered when the simulator requests the agent rebake its appearance. - - - - - - Returns true if AppearanceManager is busy and trying to set or change appearance will fail - - - - - Contains information about a wearable inventory item - - - - Inventory ItemID of the wearable - - - AssetID of the wearable asset - - - WearableType of the wearable - - - AssetType of the wearable - - - Asset data for the wearable - - - - Data collected from visual params for each wearable - needed for the calculation of the color - - - - - Holds a texture assetID and the data needed to bake this layer into - an outfit texture. Used to keep track of currently worn textures - and baking data - - - - A texture AssetID - - - Asset data for the texture - - - Collection of alpha masks that needs applying - - - Tint that should be applied to the texture - - - Contains the Event data returned from the data server from an AgentWearablesRequest - - - Construct a new instance of the AgentWearablesReplyEventArgs class - - - Contains the Event data returned from the data server from an AgentCachedTextureResponse - - - Construct a new instance of the AgentCachedBakesReplyEventArgs class - - - Contains the Event data returned from an AppearanceSetRequest - - - - Triggered when appearance data is sent to the sim and - the main appearance thread is done. - Indicates whether appearance setting was successful - - - Indicates whether appearance setting was successful - - - Contains the Event data returned from the data server from an RebakeAvatarTextures - - - - Triggered when the simulator sends a request for this agent to rebake - its appearance - - The ID of the Texture Layer to bake - - - The ID of the Texture Layer to bake - - - - Sent to the client to indicate a teleport request has completed - - - - - Interface requirements for Messaging system - - - - The of the agent - - - - - - The simulators handle the agent teleported to - - - A Uri which contains a list of Capabilities the simulator supports - - - Indicates the level of access required - to access the simulator, or the content rating, or the simulators - map status - - - The IP Address of the simulator - - - The UDP Port the simulator will listen for UDP traffic on - - - Status flags indicating the state of the Agent upon arrival, Flying, etc. - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - Sent to the viewer when a neighboring simulator is requesting the agent make a connection to it. - - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - A message sent to the client which indicates a teleport request has failed - and contains some information on why it failed - - - - - - - A string key of the reason the teleport failed e.g. CouldntTPCloser - Which could be used to look up a value in a dictionary or enum - - - The of the Agent - - - A string human readable message containing the reason - An example: Could not teleport closer to destination - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - Contains a list of prim owner information for a specific parcel in a simulator - - - A Simulator will always return at least 1 entry - If agent does not have proper permission the OwnerID will be UUID.Zero - If agent does not have proper permission OR there are no primitives on parcel - the DataBlocksExtended map will not be sent from the simulator - - - - An Array of objects - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - Prim ownership information for a specified owner on a single parcel - - - - The of the prim owner, - UUID.Zero if agent has no permission to view prim owner information - - - The total number of prims - - - True if the OwnerID is a - - - True if the owner is online - This is no longer used by the LL Simulators - - - The date the most recent prim was rezzed - - - - The details of a single parcel in a region, also contains some regionwide globals - - - - Simulator-local ID of this parcel - - - Maximum corner of the axis-aligned bounding box for this - parcel - - - Minimum corner of the axis-aligned bounding box for this - parcel - - - Total parcel land area - - - - - - Key of authorized buyer - - - Bitmap describing land layout in 4x4m squares across the - entire region - - - - - - Date land was claimed - - - Appears to always be zero - - - Parcel Description - - - - - - - - - Total number of primitives owned by the parcel group on - this parcel - - - Whether the land is deeded to a group or not - - - - - - Maximum number of primitives this parcel supports - - - The Asset UUID of the Texture which when applied to a - primitive will display the media - - - A URL which points to any Quicktime supported media type - - - A byte, if 0x1 viewer should auto scale media to fit object - - - URL For Music Stream - - - Parcel Name - - - Autoreturn value in minutes for others' objects - - - - - - Total number of other primitives on this parcel - - - UUID of the owner of this parcel - - - Total number of primitives owned by the parcel owner on - this parcel - - - - - - How long is pass valid for - - - Price for a temporary pass - - - - - - - - - - - - This field is no longer used - - - The result of a request for parcel properties - - - Sale price of the parcel, only useful if ForSale is set - The SalePrice will remain the same after an ownership - transfer (sale), so it can be used to see the purchase price after - a sale if the new owner has not changed it - - - - Number of primitives your avatar is currently - selecting and sitting on in this parcel - - - - - - - - A number which increments by 1, starting at 0 for each ParcelProperties request. - Can be overriden by specifying the sequenceID with the ParcelPropertiesRequest being sent. - a Negative number indicates the action in has occurred. - - - - Maximum primitives across the entire simulator - - - Total primitives across the entire simulator - - - - - - Key of parcel snapshot - - - Parcel ownership status - - - Total number of primitives on this parcel - - - - - - - - - TRUE of region denies access to age unverified users - - - A description of the media - - - An Integer which represents the height of the media - - - An integer which represents the width of the media - - - A boolean, if true the viewer should loop the media - - - A string which contains the mime type of the media - - - true to obscure (hide) media url - - - true to obscure (hide) music url - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - A message sent from the viewer to the simulator to updated a specific parcels settings - - - The of the agent authorized to purchase this - parcel of land or a NULL if the sale is authorized to anyone - - - true to enable auto scaling of the parcel media - - - The category of this parcel used when search is enabled to restrict - search results - - - A string containing the description to set - - - The of the which allows for additional - powers and restrictions. - - - The which specifies how avatars which teleport - to this parcel are handled - - - The LocalID of the parcel to update settings on - - - A string containing the description of the media which can be played - to visitors - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Deserialize the message - - An containing the data - - - - Serialize the object - - An containing the objects data - - - Base class used for the RemoteParcelRequest message - - - - A message sent from the viewer to the simulator to request information - on a remote parcel - - - - Local sim position of the parcel we are looking up - - - Region handle of the parcel we are looking up - - - Region of the parcel we are looking up - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - A message sent from the simulator to the viewer in response to a - which will contain parcel information - - - - The grid-wide unique parcel ID - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - A message containing a request for a remote parcel from a viewer, or a response - from the simulator to that request - - - - The request or response details block - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - A message sent from the simulator to an agent which contains - the groups the agent is in - - - - The Agent receiving the message - - - An array containing information - for each the agent is a member of - - - An array containing information - for each the agent is a member of - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - Group Details specific to the agent - - - true of the agent accepts group notices - - - The agents tier contribution to the group - - - The Groups - - - The of the groups insignia - - - The name of the group - - - The aggregate permissions the agent has in the group for all roles the agent - is assigned - - - An optional block containing additional agent specific information - - - true of the agent allows this group to be - listed in their profile - - - - A message sent from the viewer to the simulator which - specifies the language and permissions for others to detect - the language specified - - - - A string containng the default language - to use for the agent - - - true of others are allowed to - know the language setting - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - An EventQueue message sent from the simulator to an agent when the agent - leaves a group - - - - - An Array containing the AgentID and GroupID - - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - An object containing the Agents UUID, and the Groups UUID - - - The ID of the Agent leaving the group - - - The GroupID the Agent is leaving - - - Base class for Asset uploads/results via Capabilities - - - - The request state - - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - A message sent from the viewer to the simulator to request a temporary upload capability - which allows an asset to be uploaded - - - - The Capability URL sent by the simulator to upload the baked texture to - - - - A message sent from the simulator that will inform the agent the upload is complete, - and the UUID of the uploaded asset - - - - The uploaded texture asset ID - - - - A message sent from the viewer to the simulator to request a temporary - capability URI which is used to upload an agents baked appearance textures - - - - Object containing request or response - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - A message sent from the simulator which indicates the minimum version required for - using voice chat - - - - Major Version Required - - - Minor version required - - - The name of the region sending the version requrements - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - A message sent from the simulator to the viewer containing the - voice server URI - - - - The Parcel ID which the voice server URI applies - - - The name of the region - - - A uri containing the server/channel information - which the viewer can utilize to participate in voice conversations - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - - - - - - - - - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - A message sent by the viewer to the simulator to request a temporary - capability for a script contained with in a Tasks inventory to be updated - - - - Object containing request or response - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - A message sent from the simulator to the viewer to indicate - a Tasks scripts status. - - - - The Asset ID of the script - - - True of the script is compiled/ran using the mono interpreter, false indicates it - uses the older less efficient lsl2 interprter - - - The Task containing the scripts - - - true of the script is in a running state - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - A message containing the request/response used for updating a gesture - contained with an agents inventory - - - - Object containing request or response - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - A message request/response which is used to update a notecard contained within - a tasks inventory - - - - The of the Task containing the notecard asset to update - - - The notecard assets contained in the tasks inventory - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - A reusable class containing a message sent from the viewer to the simulator to request a temporary uploader capability - which is used to update an asset in an agents inventory - - - - - The Notecard AssetID to replace - - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - A message containing the request/response used for updating a notecard - contained with an agents inventory - - - - Object containing request or response - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - A message sent from the simulator to the viewer which indicates - an error occurred while attempting to update a script in an agents or tasks - inventory - - - - true of the script was successfully compiled by the simulator - - - A string containing the error which occured while trying - to update the script - - - A new AssetID assigned to the script - - - - A message sent from the viewer to the simulator - requesting the update of an existing script contained - within a tasks inventory - - - - if true, set the script mode to running - - - The scripts InventoryItem ItemID to update - - - A lowercase string containing either "mono" or "lsl2" which - specifies the script is compiled and ran on the mono runtime, or the older - lsl runtime - - - The tasks which contains the script to update - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - A message containing either the request or response used in updating a script inside - a tasks inventory - - - - Object containing request or response - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - Response from the simulator to notify the viewer the upload is completed, and - the UUID of the script asset and its compiled status - - - - The uploaded texture asset ID - - - true of the script was compiled successfully - - - - A message sent from a viewer to the simulator requesting a temporary uploader capability - used to update a script contained in an agents inventory - - - - The existing asset if of the script in the agents inventory to replace - - - The language of the script - Defaults to lsl version 2, "mono" might be another possible option - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - A message containing either the request or response used in updating a script inside - an agents inventory - - - - Object containing request or response - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - Base class for Map Layers via Capabilities - - - - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - Sent by an agent to the capabilities server to request map layers - - - - - A message sent from the simulator to the viewer which contains an array of map images and their grid coordinates - - - - An array containing LayerData items - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - An object containing map location details - - - - The Asset ID of the regions tile overlay - - - The grid location of the southern border of the map tile - - - The grid location of the western border of the map tile - - - The grid location of the eastern border of the map tile - - - The grid location of the northern border of the map tile - - - Object containing request or response - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - New as of 1.23 RC1, no details yet. - - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - A string containing the method used - - - - A request sent from an agent to the Simulator to begin a new conference. - Contains a list of Agents which will be included in the conference - - - - An array containing the of the agents invited to this conference - - - The conferences Session ID - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - A moderation request sent from a conference moderator - Contains an agent and an optional action to take - - - - The Session ID - - - - - - A list containing Key/Value pairs, known valid values: - key: text value: true/false - allow/disallow specified agents ability to use text in session - key: voice value: true/false - allow/disallow specified agents ability to use voice in session - - "text" or "voice" - - - - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - A message sent from the agent to the simulator which tells the - simulator we've accepted a conference invitation - - - - The conference SessionID - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - Key of sender - - - Name of sender - - - Key of destination avatar - - - ID of originating estate - - - Key of originating region - - - Coordinates in originating region - - - Instant message type - - - Group IM session toggle - - - Key of IM session, for Group Messages, the groups UUID - - - Timestamp of the instant message - - - Instant message text - - - Whether this message is held for offline avatars - - - Context specific packed data - - - Is this invitation for voice group/conference chat - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - Sent from the simulator to the viewer. - - When an agent initially joins a session the AgentUpdatesBlock object will contain a list of session members including - a boolean indicating they can use voice chat in this session, a boolean indicating they are allowed to moderate - this session, and lastly a string which indicates another agent is entering the session with the Transition set to "ENTER" - - During the session lifetime updates on individuals are sent. During the update the booleans sent during the initial join are - excluded with the exception of the Transition field. This indicates a new user entering or exiting the session with - the string "ENTER" or "LEAVE" respectively. - - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - An EventQueue message sent when the agent is forcibly removed from a chatterbox session - - - - - A string containing the reason the agent was removed - - - - - The ChatterBoxSession's SessionID - - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - - - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - - A message sent from the viewer to the simulator which - specifies that the user has changed current URL - of the specific media on a prim face - - - - - New URL - - - - - Prim UUID where navigation occured - - - - - Face index - - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - Base class used for the ObjectMedia message - - - - Message used to retrive prim media data - - - - - Prim UUID - - - - - Requested operation, either GET or UPDATE - - - - - Serialize object - - Serialized object as OSDMap - - - - Deserialize the message - - An containing the data - - - - Message used to update prim media data - - - - - Prim UUID - - - - - Array of media entries indexed by face number - - - - - Media version string - - - - - Serialize object - - Serialized object as OSDMap - - - - Deserialize the message - - An containing the data - - - - Message used to update prim media data - - - - - Prim UUID - - - - - Array of media entries indexed by face number - - - - - Requested operation, either GET or UPDATE - - - - - Serialize object - - Serialized object as OSDMap - - - - Deserialize the message - - An containing the data - - - - Message for setting or getting per face MediaEntry - - - - The request or response details block - - - - Serialize the object - - An containing the objects data - - - - Deserialize the message - - An containing the data - - - Details about object resource usage - - - Object UUID - - - Object name - - - Indicates if object is group owned - - - Locatio of the object - - - Object owner - - - Resource usage, keys are resource names, values are resource usage for that specific resource - - - - Deserializes object from OSD - - An containing the data - - - - Makes an instance based on deserialized data - - serialized data - Instance containg deserialized data - - - Details about parcel resource usage - - - Parcel UUID - - - Parcel local ID - - - Parcel name - - - Indicates if parcel is group owned - - - Parcel owner - - - Array of containing per object resource usage - - - - Deserializes object from OSD - - An containing the data - - - - Makes an instance based on deserialized data - - serialized data - Instance containg deserialized data - - - Resource usage base class, both agent and parcel resource - usage contains summary information - - - Summary of available resources, keys are resource names, - values are resource usage for that specific resource - - - Summary resource usage, keys are resource names, - values are resource usage for that specific resource - - - - Serializes object - - serialized data - - - - Deserializes object from OSD - - An containing the data - - - Agent resource usage - - - Per attachment point object resource usage - - - - Deserializes object from OSD - - An containing the data - - - - Makes an instance based on deserialized data - - serialized data - Instance containg deserialized data - - - - Detects which class handles deserialization of this message - - An containing the data - Object capable of decoding this message - - - Request message for parcel resource usage - - - UUID of the parel to request resource usage info - - - - Serializes object - - serialized data - - - - Deserializes object from OSD - - An containing the data - - - Response message for parcel resource usage - - - URL where parcel resource usage details can be retrieved - - - URL where parcel resource usage summary can be retrieved - - - - Serializes object - - serialized data - - - - Deserializes object from OSD - - An containing the data - - - - Detects which class handles deserialization of this message - - An containing the data - Object capable of decoding this message - - - Parcel resource usage - - - Array of containing per percal resource usage - - - - Deserializes object from OSD - - An containing the data - - - - Access to the data server which allows searching for land, events, people, etc - - - - The event subscribers. null if no subcribers - - - Raises the EventInfoReply event - An EventInfoReplyEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the DirEventsReply event - An DirEventsReplyEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the PlacesReply event - A PlacesReplyEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the DirPlacesReply event - A DirPlacesReplyEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the DirClassifiedsReply event - A DirClassifiedsReplyEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the DirGroupsReply event - A DirGroupsReplyEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the DirPeopleReply event - A DirPeopleReplyEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - The event subscribers. null if no subcribers - - - Raises the DirLandReply event - A DirLandReplyEventArgs object containing the - data returned from the data server - - - Thread sync lock object - - - - Constructs a new instance of the DirectoryManager class - - An instance of GridClient - - - - Query the data server for a list of classified ads containing the specified string. - Defaults to searching for classified placed in any category, and includes PG, Adult and Mature - results. - - Responses are sent 16 per response packet, there is no way to know how many results a query reply will contain however assuming - the reply packets arrived ordered, a response with less than 16 entries would indicate all results have been received - - The event is raised when a response is received from the simulator - - A string containing a list of keywords to search for - A UUID to correlate the results when the event is raised - - - - Query the data server for a list of classified ads which contain specified keywords (Overload) - - The event is raised when a response is received from the simulator - - A string containing a list of keywords to search for - The category to search - A set of flags which can be ORed to modify query options - such as classified maturity rating. - A UUID to correlate the results when the event is raised - - Search classified ads containing the key words "foo" and "bar" in the "Any" category that are either PG or Mature - - UUID searchID = StartClassifiedSearch("foo bar", ClassifiedCategories.Any, ClassifiedQueryFlags.PG | ClassifiedQueryFlags.Mature); - - - - Responses are sent 16 at a time, there is no way to know how many results a query reply will contain however assuming - the reply packets arrived ordered, a response with less than 16 entries would indicate all results have been received - - - - - Starts search for places (Overloaded) - - The event is raised when a response is received from the simulator - - Search text - Each request is limited to 100 places - being returned. To get the first 100 result entries of a request use 0, - from 100-199 use 1, 200-299 use 2, etc. - A UUID to correlate the results when the event is raised - - - - Queries the dataserver for parcels of land which are flagged to be shown in search - - The event is raised when a response is received from the simulator - - A string containing a list of keywords to search for separated by a space character - A set of flags which can be ORed to modify query options - such as classified maturity rating. - The category to search - Each request is limited to 100 places - being returned. To get the first 100 result entries of a request use 0, - from 100-199 use 1, 200-299 use 2, etc. - A UUID to correlate the results when the event is raised - - Search places containing the key words "foo" and "bar" in the "Any" category that are either PG or Adult - - UUID searchID = StartDirPlacesSearch("foo bar", DirFindFlags.DwellSort | DirFindFlags.IncludePG | DirFindFlags.IncludeAdult, ParcelCategory.Any, 0); - - - - Additional information on the results can be obtained by using the ParcelManager.InfoRequest method - - - - - Starts a search for land sales using the directory - - The event is raised when a response is received from the simulator - - What type of land to search for. Auction, - estate, mainland, "first land", etc - The OnDirLandReply event handler must be registered before - calling this function. There is no way to determine how many - results will be returned, or how many times the callback will be - fired other than you won't get more than 100 total parcels from - each query. - - - - Starts a search for land sales using the directory - - The event is raised when a response is received from the simulator - - What type of land to search for. Auction, - estate, mainland, "first land", etc - Maximum price to search for - Maximum area to search for - Each request is limited to 100 parcels - being returned. To get the first 100 parcels of a request use 0, - from 100-199 use 1, 200-299 use 2, etc. - The OnDirLandReply event handler must be registered before - calling this function. There is no way to determine how many - results will be returned, or how many times the callback will be - fired other than you won't get more than 100 total parcels from - each query. - - - - Send a request to the data server for land sales listings - - - Flags sent to specify query options - - Available flags: - Specify the parcel rating with one or more of the following: - IncludePG IncludeMature IncludeAdult - - Specify the field to pre sort the results with ONLY ONE of the following: - PerMeterSort NameSort AreaSort PricesSort - - Specify the order the results are returned in, if not specified the results are pre sorted in a Descending Order - SortAsc - - Specify additional filters to limit the results with one or both of the following: - LimitByPrice LimitByArea - - Flags can be combined by separating them with the | (pipe) character - - Additional details can be found in - - What type of land to search for. Auction, - Estate or Mainland - Maximum price to search for when the - DirFindFlags.LimitByPrice flag is specified in findFlags - Maximum area to search for when the - DirFindFlags.LimitByArea flag is specified in findFlags - Each request is limited to 100 parcels - being returned. To get the first 100 parcels of a request use 0, - from 100-199 use 100, 200-299 use 200, etc. - The event will be raised with the response from the simulator - - There is no way to determine how many results will be returned, or how many times the callback will be - fired other than you won't get more than 100 total parcels from - each reply. - - Any land set for sale to either anybody or specific to the connected agent will be included in the - results if the land is included in the query - - - // request all mainland, any maturity rating that is larger than 512 sq.m - StartLandSearch(DirFindFlags.SortAsc | DirFindFlags.PerMeterSort | DirFindFlags.LimitByArea | DirFindFlags.IncludePG | DirFindFlags.IncludeMature | DirFindFlags.IncludeAdult, SearchTypeFlags.Mainland, 0, 512, 0); - - - - - Search for Groups - - The name or portion of the name of the group you wish to search for - Start from the match number - - - - - Search for Groups - - The name or portion of the name of the group you wish to search for - Start from the match number - Search flags - - - - - Search the People directory for other avatars - - The name or portion of the name of the avatar you wish to search for - - - - - - Search Places for parcels of land you personally own - - - - - Searches Places for land owned by the specified group - - ID of the group you want to recieve land list for (You must be a member of the group) - Transaction (Query) ID which can be associated with results from your request. - - - - Search the Places directory for parcels that are listed in search and contain the specified keywords - - A string containing the keywords to search for - Transaction (Query) ID which can be associated with results from your request. - - - - Search Places - All Options - - One of the Values from the DirFindFlags struct, ie: AgentOwned, GroupOwned, etc. - One of the values from the SearchCategory Struct, ie: Any, Linden, Newcomer - A string containing a list of keywords to search for separated by a space character - String Simulator Name to search in - LLUID of group you want to recieve results for - Transaction (Query) ID which can be associated with results from your request. - Transaction (Query) ID which can be associated with results from your request. - - - - Search All Events with specifid searchText in all categories, includes PG, Mature and Adult - - A string containing a list of keywords to search for separated by a space character - Each request is limited to 100 entries - being returned. To get the first group of entries of a request use 0, - from 100-199 use 100, 200-299 use 200, etc. - UUID of query to correlate results in callback. - - - - Search Events - - A string containing a list of keywords to search for separated by a space character - One or more of the following flags: DateEvents, IncludePG, IncludeMature, IncludeAdult - from the Enum - - Multiple flags can be combined by separating the flags with the | (pipe) character - "u" for in-progress and upcoming events, -or- number of days since/until event is scheduled - For example "0" = Today, "1" = tomorrow, "2" = following day, "-1" = yesterday, etc. - Each request is limited to 100 entries - being returned. To get the first group of entries of a request use 0, - from 100-199 use 100, 200-299 use 200, etc. - EventCategory event is listed under. - UUID of query to correlate results in callback. - - - Requests Event Details - ID of Event returned from the method - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming event message - The Unique Capabilities Key - The event message containing the data - The simulator the message originated from - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming event message - The Unique Capabilities Key - The event message containing the data - The simulator the message originated from - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Raised when the data server responds to a request. - - - Raised when the data server responds to a request. - - - Raised when the data server responds to a request. - - - Raised when the data server responds to a request. - - - Raised when the data server responds to a request. - - - Raised when the data server responds to a request. - - - Raised when the data server responds to a request. - - - Raised when the data server responds to a request. - - - Classified Ad categories - - - Classified is listed in the Any category - - - Classified is shopping related - - - Classified is - - - - - - - - - - - - - - - - - - - - - - - - Event Categories - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Query Flags used in many of the DirectoryManager methods to specify which query to execute and how to return the results. - - Flags can be combined using the | (pipe) character, not all flags are available in all queries - - - - Query the People database - - - - - - - - - Query the Groups database - - - Query the Events database - - - Query the land holdings database for land owned by the currently connected agent - - - - - - Query the land holdings database for land which is owned by a Group - - - Specifies the query should pre sort the results based upon traffic - when searching the Places database - - - - - - - - - - - - - - - Specifies the query should pre sort the results in an ascending order when searching the land sales database. - This flag is only used when searching the land sales database - - - Specifies the query should pre sort the results using the SalePrice field when searching the land sales database. - This flag is only used when searching the land sales database - - - Specifies the query should pre sort the results by calculating the average price/sq.m (SalePrice / Area) when searching the land sales database. - This flag is only used when searching the land sales database - - - Specifies the query should pre sort the results using the ParcelSize field when searching the land sales database. - This flag is only used when searching the land sales database - - - Specifies the query should pre sort the results using the Name field when searching the land sales database. - This flag is only used when searching the land sales database - - - When set, only parcels less than the specified Price will be included when searching the land sales database. - This flag is only used when searching the land sales database - - - When set, only parcels greater than the specified Size will be included when searching the land sales database. - This flag is only used when searching the land sales database - - - - - - - - - Include PG land in results. This flag is used when searching both the Groups, Events and Land sales databases - - - Include Mature land in results. This flag is used when searching both the Groups, Events and Land sales databases - - - Include Adult land in results. This flag is used when searching both the Groups, Events and Land sales databases - - - - - - - Land types to search dataserver for - - - - Search Auction, Mainland and Estate - - - Land which is currently up for auction - - - Parcels which are on the mainland (Linden owned) continents - - - Parcels which are on privately owned simulators - - - - The content rating of the event - - - - Event is PG - - - Event is Mature - - - Event is Adult - - - - Classified Ad Options - - There appear to be two formats the flags are packed in. - This set of flags is for the newer style - - - - - - - - - - - - - - - - - - - Classified ad query options - - - - Include all ads in results - - - Include PG ads in results - - - Include Mature ads in results - - - Include Adult ads in results - - - - The For Sale flag in PlacesReplyData - - - - Parcel is not listed for sale - - - Parcel is For Sale - - - - A classified ad on the grid - - - - UUID for this ad, useful for looking up detailed - information about it - - - The title of this classified ad - - - Flags that show certain options applied to the classified - - - Creation date of the ad - - - Expiration date of the ad - - - Price that was paid for this ad - - - Print the struct data as a string - A string containing the field name, and field value - - - - A parcel retrieved from the dataserver such as results from the - "For-Sale" listings or "Places" Search - - - - The unique dataserver parcel ID - This id is used to obtain additional information from the entry - by using the method - - - A string containing the name of the parcel - - - The size of the parcel - This field is not returned for Places searches - - - The price of the parcel - This field is not returned for Places searches - - - If True, this parcel is flagged to be auctioned - - - If true, this parcel is currently set for sale - - - Parcel traffic - - - Print the struct data as a string - A string containing the field name, and field value - - - - An Avatar returned from the dataserver - - - - Online status of agent - This field appears to be obsolete and always returns false - - - The agents first name - - - The agents last name - - - The agents - - - Print the struct data as a string - A string containing the field name, and field value - - - - Response to a "Groups" Search - - - - The Group ID - - - The name of the group - - - The current number of members - - - Print the struct data as a string - A string containing the field name, and field value - - - - Parcel information returned from a request - - Represents one of the following: - A parcel of land on the grid that has its Show In Search flag set - A parcel of land owned by the agent making the request - A parcel of land owned by a group the agent making the request is a member of - - - In a request for Group Land, the First record will contain an empty record - - Note: This is not the same as searching the land for sale data source - - - - The ID of the Agent of Group that owns the parcel - - - The name - - - The description - - - The Size of the parcel - - - The billable Size of the parcel, for mainland - parcels this will match the ActualArea field. For Group owned land this will be 10 percent smaller - than the ActualArea. For Estate land this will always be 0 - - - Indicates the ForSale status of the parcel - - - The Gridwide X position - - - The Gridwide Y position - - - The Z position of the parcel, or 0 if no landing point set - - - The name of the Region the parcel is located in - - - The Asset ID of the parcels Snapshot texture - - - The calculated visitor traffic - - - The billing product SKU - Known values are: - - 023Mainland / Full Region - 024Estate / Full Region - 027Estate / Openspace - 029Estate / Homestead - 129Mainland / Homestead (Linden Owned) - - - - - No longer used, will always be 0 - - - Get a SL URL for the parcel - A string, containing a standard SLURL - - - Print the struct data as a string - A string containing the field name, and field value - - - - An "Event" Listing summary - - - - The ID of the event creator - - - The name of the event - - - The events ID - - - A string containing the short date/time the event will begin - - - The event start time in Unixtime (seconds since epoch) - - - The events maturity rating - - - Print the struct data as a string - A string containing the field name, and field value - - - - The details of an "Event" - - - - The events ID - - - The ID of the event creator - - - The name of the event - - - The category - - - The events description - - - The short date/time the event will begin - - - The event start time in Unixtime (seconds since epoch) UTC adjusted - - - The length of the event in minutes - - - 0 if no cover charge applies - - - The cover charge amount in L$ if applicable - - - The name of the region where the event is being held - - - The gridwide location of the event - - - The maturity rating - - - Get a SL URL for the parcel where the event is hosted - A string, containing a standard SLURL - - - Print the struct data as a string - A string containing the field name, and field value - - - Contains the Event data returned from the data server from an EventInfoRequest - - - Construct a new instance of the EventInfoReplyEventArgs class - A single EventInfo object containing the details of an event - - - - A single EventInfo object containing the details of an event - - - - Contains the "Event" detail data returned from the data server - - - Construct a new instance of the DirEventsReplyEventArgs class - The ID of the query returned by the data server. - This will correlate to the ID returned by the method - A list containing the "Events" returned by the search query - - - The ID returned by - - - A list of "Events" returned by the data server - - - Contains the "Event" list data returned from the data server - - - Construct a new instance of PlacesReplyEventArgs class - The ID of the query returned by the data server. - This will correlate to the ID returned by the method - A list containing the "Places" returned by the data server query - - - The ID returned by - - - A list of "Places" returned by the data server - - - Contains the places data returned from the data server - - - Construct a new instance of the DirPlacesReplyEventArgs class - The ID of the query returned by the data server. - This will correlate to the ID returned by the method - A list containing land data returned by the data server - - - The ID returned by - - - A list containing Places data returned by the data server - - - Contains the classified data returned from the data server - - - Construct a new instance of the DirClassifiedsReplyEventArgs class - A list of classified ad data returned from the data server - - - A list containing Classified Ads returned by the data server - - - Contains the group data returned from the data server - - - Construct a new instance of the DirGroupsReplyEventArgs class - The ID of the query returned by the data server. - This will correlate to the ID returned by the method - A list of groups data returned by the data server - - - The ID returned by - - - A list containing Groups data returned by the data server - - - Contains the people data returned from the data server - - - Construct a new instance of the DirPeopleReplyEventArgs class - The ID of the query returned by the data server. - This will correlate to the ID returned by the method - A list of people data returned by the data server - - - The ID returned by - - - A list containing People data returned by the data server - - - Contains the land sales data returned from the data server - - - Construct a new instance of the DirLandReplyEventArgs class - A list of parcels for sale returned by the data server - - - A list containing land forsale data returned by the data server - - - - Reads in a byte array of an Animation Asset created by the SecondLife(tm) client. - - - - - Rotation Keyframe count (used internally) - - - - - Position Keyframe count (used internally) - - - - - Animation Priority - - - - - The animation length in seconds. - - - - - Expression set in the client. Null if [None] is selected - - - - - The time in seconds to start the animation - - - - - The time in seconds to end the animation - - - - - Loop the animation - - - - - Meta data. Ease in Seconds. - - - - - Meta data. Ease out seconds. - - - - - Meta Data for the Hand Pose - - - - - Number of joints defined in the animation - - - - - Contains an array of joints - - - - - Searialize an animation asset into it's joints/keyframes/meta data - - - - - - Variable length strings seem to be null terminated in the animation asset.. but.. - use with caution, home grown. - advances the index. - - The animation asset byte array - The offset to start reading - a string - - - - Read in a Joint from an animation asset byte array - Variable length Joint fields, yay! - Advances the index - - animation asset byte array - Byte Offset of the start of the joint - The Joint data serialized into the binBVHJoint structure - - - - Read Keyframes of a certain type - advance i - - Animation Byte array - Offset in the Byte Array. Will be advanced - Number of Keyframes - Scaling Min to pass to the Uint16ToFloat method - Scaling Max to pass to the Uint16ToFloat method - - - - - A Joint and it's associated meta data and keyframes - - - - - Name of the Joint. Matches the avatar_skeleton.xml in client distros - - - - - Joint Animation Override? Was the same as the Priority in testing.. - - - - - Array of Rotation Keyframes in order from earliest to latest - - - - - Array of Position Keyframes in order from earliest to latest - This seems to only be for the Pelvis? - - - - - A Joint Keyframe. This is either a position or a rotation. - - - - - Either a Vector3 position or a Vector3 Euler rotation - - - - - Poses set in the animation metadata for the hands. - - - - - Capability to load TGAs to Bitmap - - - - - Archives assets - - - - - Archive assets - - - - - Archive the assets given to this archiver to the given archive. - - - - - - Write an assets metadata file to the given archive - - - - - - Write asset data files to the given archive - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Static helper functions and global variables - - - - This header flag signals that ACKs are appended to the packet - - - This header flag signals that this packet has been sent before - - - This header flags signals that an ACK is expected for this packet - - - This header flag signals that the message is compressed using zerocoding - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Given an X/Y location in absolute (grid-relative) terms, a region - handle is returned along with the local X/Y location in that region - - The absolute X location, a number such as - 255360.35 - The absolute Y location, a number such as - 255360.35 - The sim-local X position of the global X - position, a value from 0.0 to 256.0 - The sim-local Y position of the global Y - position, a value from 0.0 to 256.0 - A 64-bit region handle that can be used to teleport to - - - - Converts a floating point number to a terse string format used for - transmitting numbers in wearable asset files - - Floating point number to convert to a string - A terse string representation of the input number - - - - Convert a variable length field (byte array) to a string, with a - field name prepended to each line of the output - - If the byte array has unprintable characters in it, a - hex dump will be written instead - The StringBuilder object to write to - The byte array to convert to a string - A field name to prepend to each line of output - - - - Decode a zerocoded byte array, used to decompress packets marked - with the zerocoded flag - - Any time a zero is encountered, the next byte is a count - of how many zeroes to expand. One zero is encoded with 0x00 0x01, - two zeroes is 0x00 0x02, three zeroes is 0x00 0x03, etc. The - first four bytes are copied directly to the output buffer. - - The byte array to decode - The length of the byte array to decode. This - would be the length of the packet up to (but not including) any - appended ACKs - The output byte array to decode to - The length of the output buffer - - - - Encode a byte array with zerocoding. Used to compress packets marked - with the zerocoded flag. Any zeroes in the array are compressed down - to a single zero byte followed by a count of how many zeroes to expand - out. A single zero becomes 0x00 0x01, two zeroes becomes 0x00 0x02, - three zeroes becomes 0x00 0x03, etc. The first four bytes are copied - directly to the output buffer. - - The byte array to encode - The length of the byte array to encode - The output byte array to encode to - The length of the output buffer - - - - Calculates the CRC (cyclic redundancy check) needed to upload inventory. - - Creation date - Sale type - Inventory type - Type - Asset ID - Group ID - Sale price - Owner ID - Creator ID - Item ID - Folder ID - Everyone mask (permissions) - Flags - Next owner mask (permissions) - Group mask (permissions) - Owner mask (permissions) - The calculated CRC - - - - Attempts to load a file embedded in the assembly - - The filename of the resource to load - A Stream for the requested file, or null if the resource - was not successfully loaded - - - - Attempts to load a file either embedded in the assembly or found in - a given search path - - The filename of the resource to load - An optional path that will be searched if - the asset is not found embedded in the assembly - A Stream for the requested file, or null if the resource - was not successfully loaded - - - - Converts a list of primitives to an object that can be serialized - with the LLSD system - - Primitives to convert to a serializable object - An object that can be serialized with LLSD - - - - Deserializes OSD in to a list of primitives - - Structure holding the serialized primitive list, - must be of the SDMap type - A list of deserialized primitives - - - - Converts a struct or class object containing fields only into a key value separated string - - The struct object - A string containing the struct fields as the keys, and the field value as the value separated - - - // Add the following code to any struct or class containing only fields to override the ToString() - // method to display the values of the passed object - - /// Print the struct data as a string - ///A string containing the field name, and field value - public override string ToString() - { - return Helpers.StructToString(this); - } - - - - - - Passed to Logger.Log() to identify the severity of a log entry - - - - No logging information will be output - - - Non-noisy useful information, may be helpful in - debugging a problem - - - A non-critical error occurred. A warning will not - prevent the rest of the library from operating as usual, - although it may be indicative of an underlying issue - - - A critical error has occurred. Generally this will - be followed by the network layer shutting down, although the - stability of the library after an error is uncertain - - - Used for internal testing, this logging level can - generate very noisy (long and/or repetitive) messages. Don't - pass this to the Log() function, use DebugLog() instead. - - - - - Holds group information for Avatars such as those you might find in a profile - - - - true of Avatar accepts group notices - - - Groups Key - - - Texture Key for groups insignia - - - Name of the group - - - Powers avatar has in the group - - - Avatars Currently selected title - - - true of Avatar has chosen to list this in their profile - - - - Contains an animation currently being played by an agent - - - - The ID of the animation asset - - - A number to indicate start order of currently playing animations - On Linden Grids this number is unique per region, with OpenSim it is per client - - - - - - - Holds group information on an individual profile pick - - - - - Retrieve friend status notifications, and retrieve avatar names and - profiles - - - - The event subscribers, null of no subscribers - - - Raises the AvatarAnimation Event - An AvatarAnimationEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the AvatarAppearance Event - A AvatarAppearanceEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the UUIDNameReply Event - A UUIDNameReplyEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the AvatarInterestsReply Event - A AvatarInterestsReplyEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the AvatarPropertiesReply Event - A AvatarPropertiesReplyEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the AvatarGroupsReply Event - A AvatarGroupsReplyEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the AvatarPickerReply Event - A AvatarPickerReplyEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the ViewerEffectPointAt Event - A ViewerEffectPointAtEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the ViewerEffectLookAt Event - A ViewerEffectLookAtEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the ViewerEffect Event - A ViewerEffectEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the AvatarPicksReply Event - A AvatarPicksReplyEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the PickInfoReply Event - A PickInfoReplyEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the AvatarClassifiedReply Event - A AvatarClassifiedReplyEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the ClassifiedInfoReply Event - A ClassifiedInfoReplyEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - - Represents other avatars - - - - - Tracks the specified avatar on your map - Avatar ID to track - - - - Request a single avatar name - - The avatar key to retrieve a name for - - - - Request a list of avatar names - - The avatar keys to retrieve names for - - - - Start a request for Avatar Properties - - - - - - Search for an avatar (first name, last name) - - The name to search for - An ID to associate with this query - - - - Start a request for Avatar Picks - - UUID of the avatar - - - - Start a request for Avatar Classifieds - - UUID of the avatar - - - - Start a request for details of a specific profile pick - - UUID of the avatar - UUID of the profile pick - - - - Start a request for details of a specific profile classified - - UUID of the avatar - UUID of the profile classified - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - - Crossed region handler for message that comes across the EventQueue. Sent to an agent - when the agent crosses a sim border into a new region. - - The message key - the IMessage object containing the deserialized data sent from the simulator - The which originated the packet - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Raised when the simulator sends us data containing - an agents animation playlist - - - Raised when the simulator sends us data containing - the appearance information for an agent - - - Raised when the simulator sends us data containing - agent names/id values - - - Raised when the simulator sends us data containing - the interests listed in an agents profile - - - Raised when the simulator sends us data containing - profile property information for an agent - - - Raised when the simulator sends us data containing - the group membership an agent is a member of - - - Raised when the simulator sends us data containing - name/id pair - - - Raised when the simulator sends us data containing - the objects and effect when an agent is pointing at - - - Raised when the simulator sends us data containing - the objects and effect when an agent is looking at - - - Raised when the simulator sends us data containing - an agents viewer effect information - - - Raised when the simulator sends us data containing - the top picks from an agents profile - - - Raised when the simulator sends us data containing - the Pick details - - - Raised when the simulator sends us data containing - the classified ads an agent has placed - - - Raised when the simulator sends us data containing - the details of a classified ad - - - Provides data for the event - The event occurs when the simulator sends - the animation playlist for an agent - - The following code example uses the and - properties to display the animation playlist of an avatar on the window. - - // subscribe to the event - Client.Avatars.AvatarAnimation += Avatars_AvatarAnimation; - - private void Avatars_AvatarAnimation(object sender, AvatarAnimationEventArgs e) - { - // create a dictionary of "known" animations from the Animations class using System.Reflection - Dictionary<UUID, string> systemAnimations = new Dictionary<UUID, string>(); - Type type = typeof(Animations); - System.Reflection.FieldInfo[] fields = type.GetFields(System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Static); - foreach (System.Reflection.FieldInfo field in fields) - { - systemAnimations.Add((UUID)field.GetValue(type), field.Name); - } - - // find out which animations being played are known animations and which are assets - foreach (Animation animation in e.Animations) - { - if (systemAnimations.ContainsKey(animation.AnimationID)) - { - Console.WriteLine("{0} is playing {1} ({2}) sequence {3}", e.AvatarID, - systemAnimations[animation.AnimationID], animation.AnimationSequence); - } - else - { - Console.WriteLine("{0} is playing {1} (Asset) sequence {2}", e.AvatarID, - animation.AnimationID, animation.AnimationSequence); - } - } - } - - - - - - Construct a new instance of the AvatarAnimationEventArgs class - - The ID of the agent - The list of animations to start - - - Get the ID of the agent - - - Get the list of animations to start - - - Provides data for the event - The event occurs when the simulator sends - the appearance data for an avatar - - The following code example uses the and - properties to display the selected shape of an avatar on the window. - - // subscribe to the event - Client.Avatars.AvatarAppearance += Avatars_AvatarAppearance; - - // handle the data when the event is raised - void Avatars_AvatarAppearance(object sender, AvatarAppearanceEventArgs e) - { - Console.WriteLine("The Agent {0} is using a {1} shape.", e.AvatarID, (e.VisualParams[31] > 0) : "male" ? "female") - } - - - - - - Construct a new instance of the AvatarAppearanceEventArgs class - - The simulator request was from - The ID of the agent - true of the agent is a trial account - The default agent texture - The agents appearance layer textures - The for the agent - - - Get the Simulator this request is from of the agent - - - Get the ID of the agent - - - true if the agent is a trial account - - - Get the default agent texture - - - Get the agents appearance layer textures - - - Get the for the agent - - - Represents the interests from the profile of an agent - - - Get the ID of the agent - - - The properties of an agent - - - Get the ID of the agent - - - Get the ID of the agent - - - Get the ID of the agent - - - Get the ID of the avatar - - - - 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 - - - - Represents a texture - - - - A object containing image data - - - - - - - - - Initializes a new instance of an AssetTexture object - - - - Initializes a new instance of an AssetTexture object - - A unique specific to this asset - A byte array containing the raw asset data - - - - Initializes a new instance of an AssetTexture object - - A object containing texture data - - - - Populates the byte array with a JPEG2000 - encoded image created from the data in - - - - - Decodes the JPEG2000 data in AssetData to the - object - - True if the decoding was successful, otherwise false - - - - Decodes the begin and end byte positions for each quality layer in - the image - - - - - Override the base classes AssetType - - - - Represents an that represents an avatars body ie: Hair, Etc. - - - - Initializes a new instance of an AssetBodyPart object - - - Initializes a new instance of an AssetBodyPart object with parameters - A unique specific to this asset - A byte array containing the raw asset data - - - Initializes a new instance of an AssetBodyPart object with parameters - A string representing the values of the Bodypart - - - Override the base classes AssetType - - - X position of this patch - - - Y position of this patch - - - A 16x16 array of floats holding decompressed layer data - - - - Creates a LayerData packet for compressed land data given a full - simulator heightmap and an array of indices of patches to compress - - A 256 * 256 array of floating point values - specifying the height at each meter in the simulator - Array of indexes in the 16x16 grid of patches - for this simulator. For example if 1 and 17 are specified, patches - x=1,y=0 and x=1,y=1 are sent - - - - - Add a patch of terrain to a BitPacker - - BitPacker to write the patch to - Heightmap of the simulator, must be a 256 * - 256 float array - X offset of the patch to create, valid values are - from 0 to 15 - Y offset of the patch to create, valid values are - from 0 to 15 - - - - Add a custom decoder callback - - The key of the field to decode - The custom decode handler - - - - Remove a custom decoder callback - - The key of the field to decode - The custom decode handler - - - - Creates a formatted string containing the values of a Packet - - The Packet - A formatted string of values of the nested items in the Packet object - - - - Decode an IMessage object into a beautifully formatted string - - The IMessage object - Recursion level (used for indenting) - A formatted string containing the names and values of the source object - - - - A custom decoder callback - - The key of the object - the data to decode - A string represending the fieldData - - - - A Name Value pair with additional settings, used in the protocol - primarily to transmit avatar names and active group in object packets - - - - - - - - - - - - - - - - - - - - Constructor that takes all the fields as parameters - - - - - - - - - - Constructor that takes a single line from a NameValue field - - - - - Type of the value - - - Unknown - - - String value - - - - - - - - - - - - - - - Deprecated - - - String value, but designated as an asset - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Wrapper around a byte array that allows bit to be packed and unpacked - one at a time or by a variable amount. Useful for very tightly packed - data like LayerData packets - - - - - - - - Default constructor, initialize the bit packer / bit unpacker - with a byte array and starting position - - Byte array to pack bits in to or unpack from - Starting position in the byte array - - - - Pack a floating point value in to the data - - Floating point value to pack - - - - Pack part or all of an integer in to the data - - Integer containing the data to pack - Number of bits of the integer to pack - - - - Pack part or all of an unsigned integer in to the data - - Unsigned integer containing the data to pack - Number of bits of the integer to pack - - - - - - - - - - - - - - - - - - - - - - - - - Unpacking a floating point value from the data - - Unpacked floating point value - - - - Unpack a variable number of bits from the data in to integer format - - Number of bits to unpack - An integer containing the unpacked bits - This function is only useful up to 32 bits - - - - Unpack a variable number of bits from the data in to unsigned - integer format - - Number of bits to unpack - An unsigned integer containing the unpacked bits - This function is only useful up to 32 bits - - - - Unpack a 16-bit signed integer - - 16-bit signed integer - - - - Unpack a 16-bit unsigned integer - - 16-bit unsigned integer - - - - Unpack a 32-bit signed integer - - 32-bit signed integer - - - - Unpack a 32-bit unsigned integer - - 32-bit unsigned integer - - - - - - - - - - Represents a single Voice Session to the Vivox service. - - - - - Close this session. - - - - - Look up an existing Participants in this session - - - - - - - A Wrapper around openjpeg to encode and decode images to and from byte arrays - - - - TGA Header size - - - OpenJPEG is not threadsafe, so this object is used to lock - during calls into unmanaged code - - - - Encode a object into a byte array - - The object to encode - true to enable lossless conversion, only useful for small images ie: sculptmaps - A byte array containing the encoded Image object - - - - Encode a object into a byte array - - The object to encode - a byte array of the encoded image - - - - Decode JPEG2000 data to an and - - - JPEG2000 encoded data - ManagedImage object to decode to - Image object to decode to - True if the decode succeeds, otherwise false - - - - - - - - - - - - - - - - - - - - - Encode a object into a byte array - - The source object to encode - true to enable lossless decoding - A byte array containing the source Bitmap object - - - - Defines the beginning and ending file positions of a layer in an - LRCP-progression JPEG2000 file - - - - - This structure is used to marshal both encoded and decoded images. - MUST MATCH THE STRUCT IN dotnet.h! - - - - - Information about a single packet in a JPEG2000 stream - - - - Packet start position - - - Packet header end position - - - Packet end position - - - - Represents a string of characters encoded with specific formatting properties - - - - A text string containing main text of the notecard - - - List of s embedded on the notecard - - - Construct an Asset of type Notecard - - - - Construct an Asset object of type Notecard - - A unique specific to this asset - A byte array containing the raw asset data - - - - Construct an Asset object of type Notecard - - A text string containing the main body text of the notecard - - - - Encode the raw contents of a string with the specific Linden Text properties - - - - - Decode the raw asset data including the Linden Text properties - - true if the AssetData was successfully decoded - - - Override the base classes AssetType - - - - - - - - - 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 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The ObservableDictionary class is used for storing key/value pairs. It has methods for firing - events to subscribers when items are added, removed, or changed. - - Key - Value - - - - A dictionary of callbacks to fire when specified action occurs - - - - - Register a callback to be fired when an action occurs - - The action - The callback to fire - - - - Unregister a callback - - The action - The callback to fire - - - - - - - - - - Internal dictionary that this class wraps around. Do not - modify or enumerate the contents of this dictionary without locking - - - - Initializes a new instance of the Class - with the specified key/value, has the default initial capacity. - - - - // initialize a new ObservableDictionary named testDict with a string as the key and an int as the value. - public ObservableDictionary<string, int> testDict = new ObservableDictionary<string, int>(); - - - - - - Initializes a new instance of the Class - with the specified key/value, With its initial capacity specified. - - Initial size of dictionary - - - // initialize a new ObservableDictionary named testDict with a string as the key and an int as the value, - // initially allocated room for 10 entries. - public ObservableDictionary<string, int> testDict = new ObservableDictionary<string, int>(10); - - - - - - Try to get entry from the with specified key - - Key to use for lookup - Value returned - if specified key exists, if not found - - - // find your avatar using the Simulator.ObjectsAvatars ObservableDictionary: - Avatar av; - if (Client.Network.CurrentSim.ObjectsAvatars.TryGetValue(Client.Self.AgentID, out av)) - Console.WriteLine("Found Avatar {0}", av.Name); - - - - - - - Finds the specified match. - - The match. - Matched value - - - // use a delegate to find a prim in the ObjectsPrimitives ObservableDictionary - // with the ID 95683496 - uint findID = 95683496; - Primitive findPrim = sim.ObjectsPrimitives.Find( - delegate(Primitive prim) { return prim.ID == findID; }); - - - - - Find All items in an - return matching items. - a containing found items. - - Find All prims within 20 meters and store them in a List - - int radius = 20; - List<Primitive> prims = Client.Network.CurrentSim.ObjectsPrimitives.FindAll( - delegate(Primitive prim) { - Vector3 pos = prim.Position; - return ((prim.ParentID == 0) && (pos != Vector3.Zero) && (Vector3.Distance(pos, location) < radius)); - } - ); - - - - - Find All items in an - return matching keys. - a containing found keys. - - Find All keys which also exist in another dictionary - - List<UUID> matches = myDict.FindAll( - delegate(UUID id) { - return myOtherDict.ContainsKey(id); - } - ); - - - - - Check if Key exists in Dictionary - Key to check for - if found, otherwise - - - Check if Value exists in Dictionary - Value to check for - if found, otherwise - - - - Adds the specified key to the dictionary, dictionary locking is not performed, - - - The key - The value - - - - Removes the specified key, dictionary locking is not performed - - The key. - if successful, otherwise - - - - Clear the contents of the dictionary - - - - - Enumerator for iterating dictionary entries - - - - - - Gets the number of Key/Value pairs contained in the - - - - - Indexer for the dictionary - - The key - The value - - - Size of the byte array used to store raw packet data - - - Raw packet data buffer - - - Length of the data to transmit - - - EndPoint of the remote host - - - - Create an allocated UDP packet buffer for receiving a packet - - - - - Create an allocated UDP packet buffer for sending a packet - - EndPoint of the remote host - - - - Create an allocated UDP packet buffer for sending a packet - - EndPoint of the remote host - Size of the buffer to allocate for packet data - - - - Object pool for packet buffers. This is used to allocate memory for all - incoming and outgoing packets, and zerocoding buffers for those packets - - - - - Creates a new instance of the ObjectPoolBase class. Initialize MUST be called - after using this constructor. - - - - - Creates a new instance of the ObjectPool Base class. - - The object pool is composed of segments, which - are allocated whenever the size of the pool is exceeded. The number of items - in a segment should be large enough that allocating a new segmeng is a rare - thing. For example, on a server that will have 10k people logged in at once, - the receive buffer object pool should have segment sizes of at least 1000 - byte arrays per segment. - - The minimun number of segments that may exist. - Perform a full GC.Collect whenever a segment is allocated, and then again after allocation to compact the heap. - The frequency which segments are checked to see if they're eligible for cleanup. - - - - Forces the segment cleanup algorithm to be run. This method is intended - primarly for use from the Unit Test libraries. - - - - - Responsible for allocate 1 instance of an object that will be stored in a segment. - - An instance of whatever objec the pool is pooling. - - - - Checks in an instance of T owned by the object pool. This method is only intended to be called - by the WrappedObject class. - - The segment from which the instance is checked out. - The instance of T to check back into the segment. - - - - Checks an instance of T from the pool. If the pool is not sufficient to - allow the checkout, a new segment is created. - - A WrappedObject around the instance of T. To check - the instance back into the segment, be sureto dispose the WrappedObject - when finished. - - - - The total number of segments created. Intended to be used by the Unit Tests. - - - - - The number of items that are in a segment. Items in a segment - are all allocated at the same time, and are hopefully close to - each other in the managed heap. - - - - - The minimum number of segments. When segments are reclaimed, - this number of segments will always be left alone. These - segments are allocated at startup. - - - - - The age a segment must be before it's eligible for cleanup. - This is used to prevent thrash, and typical values are in - the 5 minute range. - - - - - The frequence which the cleanup thread runs. This is typically - expected to be in the 5 minute range. - - - - - Initialize the object pool in client mode - - Server to connect to - - - - - - Initialize the object pool in server mode - - - - - - - Returns a packet buffer with EndPoint set if the buffer is in - client mode, or with EndPoint set to null in server mode - - Initialized UDPPacketBuffer object - - - - Default constructor - - - - - Check a packet buffer out of the pool - - A packet buffer object - - - - - - 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 - - - - Static pre-defined animations available to all agents - - - - Agent with afraid expression on face - - - Agent aiming a bazooka (right handed) - - - Agent aiming a bow (left handed) - - - Agent aiming a hand gun (right handed) - - - Agent aiming a rifle (right handed) - - - Agent with angry expression on face - - - Agent hunched over (away) - - - Agent doing a backflip - - - Agent laughing while holding belly - - - Agent blowing a kiss - - - Agent with bored expression on face - - - Agent bowing to audience - - - Agent brushing himself/herself off - - - Agent in busy mode - - - Agent clapping hands - - - Agent doing a curtsey bow - - - Agent crouching - - - Agent crouching while walking - - - Agent crying - - - Agent unanimated with arms out (e.g. setting appearance) - - - Agent re-animated after set appearance finished - - - Agent dancing - - - Agent dancing - - - Agent dancing - - - Agent dancing - - - Agent dancing - - - Agent dancing - - - Agent dancing - - - Agent dancing - - - Agent on ground unanimated - - - Agent boozing it up - - - Agent with embarassed expression on face - - - Agent with afraid expression on face - - - Agent with angry expression on face - - - Agent with bored expression on face - - - Agent crying - - - Agent showing disdain (dislike) for something - - - Agent with embarassed expression on face - - - Agent with frowning expression on face - - - Agent with kissy face - - - Agent expressing laughgter - - - Agent with open mouth - - - Agent with repulsed expression on face - - - Agent expressing sadness - - - Agent shrugging shoulders - - - Agent with a smile - - - Agent expressing surprise - - - Agent sticking tongue out - - - Agent with big toothy smile - - - Agent winking - - - Agent expressing worry - - - Agent falling down - - - Agent walking (feminine version) - - - Agent wagging finger (disapproval) - - - I'm not sure I want to know - - - Agent in superman position - - - Agent in superman position - - - Agent greeting another - - - Agent holding bazooka (right handed) - - - Agent holding a bow (left handed) - - - Agent holding a handgun (right handed) - - - Agent holding a rifle (right handed) - - - Agent throwing an object (right handed) - - - Agent in static hover - - - Agent hovering downward - - - Agent hovering upward - - - Agent being impatient - - - Agent jumping - - - Agent jumping with fervor - - - Agent point to lips then rear end - - - Agent landing from jump, finished flight, etc - - - Agent laughing - - - Agent landing from jump, finished flight, etc - - - Agent sitting on a motorcycle - - - - - - Agent moving head side to side - - - Agent moving head side to side with unhappy expression - - - Agent taunting another - - - - - - Agent giving peace sign - - - Agent pointing at self - - - Agent pointing at another - - - Agent preparing for jump (bending knees) - - - Agent punching with left hand - - - Agent punching with right hand - - - Agent acting repulsed - - - Agent trying to be Chuck Norris - - - Rocks, Paper, Scissors 1, 2, 3 - - - Agent with hand flat over other hand - - - Agent with fist over other hand - - - Agent with two fingers spread over other hand - - - Agent running - - - Agent appearing sad - - - Agent saluting - - - Agent shooting bow (left handed) - - - Agent cupping mouth as if shouting - - - Agent shrugging shoulders - - - Agent in sit position - - - Agent in sit position (feminine) - - - Agent in sit position (generic) - - - Agent sitting on ground - - - Agent sitting on ground - - - - - - Agent sleeping on side - - - Agent smoking - - - Agent inhaling smoke - - - - - - Agent taking a picture - - - Agent standing - - - Agent standing up - - - Agent standing - - - Agent standing - - - Agent standing - - - Agent standing - - - Agent stretching - - - Agent in stride (fast walk) - - - Agent surfing - - - Agent acting surprised - - - Agent striking with a sword - - - Agent talking (lips moving) - - - Agent throwing a tantrum - - - Agent throwing an object (right handed) - - - Agent trying on a shirt - - - Agent turning to the left - - - Agent turning to the right - - - Agent typing - - - Agent walking - - - Agent whispering - - - Agent whispering with fingers in mouth - - - Agent winking - - - Agent winking - - - Agent worried - - - Agent nodding yes - - - Agent nodding yes with happy face - - - Agent floating with legs and arms crossed - - - - A dictionary containing all pre-defined animations - - A dictionary containing the pre-defined animations, - where the key is the animations ID, and the value is a string - containing a name to identify the purpose of the animation - - - - Throttles the network traffic for various different traffic types. - Access this class through GridClient.Throttle - - - - - Default constructor, uses a default high total of 1500 KBps (1536000) - - - - - Constructor that decodes an existing AgentThrottle packet in to - individual values - - Reference to the throttle data in an AgentThrottle - packet - Offset position to start reading at in the - throttle data - This is generally not needed in clients as the server will - never send a throttle packet to the client - - - - Send an AgentThrottle packet to the current server using the - current values - - - - - Send an AgentThrottle packet to the specified server using the - current values - - - - - Convert the current throttle values to a byte array that can be put - in an AgentThrottle packet - - Byte array containing all the throttle values - - - Maximum bits per second for resending unacknowledged packets - - - Maximum bits per second for LayerData terrain - - - Maximum bits per second for LayerData wind data - - - Maximum bits per second for LayerData clouds - - - Unknown, includes object data - - - Maximum bits per second for textures - - - Maximum bits per second for downloaded assets - - - Maximum bits per second the entire connection, divided up - between invidiual streams using default multipliers - - - - Constants for the archiving module - - - - - The location of the archive control file - - - - - Path for the assets held in an archive - - - - - Path for the prims file - - - - - Path for terrains. Technically these may be assets, but I think it's quite nice to split them out. - - - - - Path for region settings. - - - - - The character the separates the uuid from extension information in an archived asset filename - - - - - Extensions used for asset types in the archive - - - - - Checks the instance back into the object pool - - - - - Returns an instance of the class that has been checked out of the Object Pool. - - - - - Class for controlling various system settings. - - Some values are readonly because they affect things that - happen when the GridClient object is initialized, so changing them at - runtime won't do any good. Non-readonly values may affect things that - happen at login or dynamically - - - Main grid login server - - - Beta grid login server - - - - InventoryManager requests inventory information on login, - GridClient initializes an Inventory store for main inventory. - - - - - InventoryManager requests library information on login, - GridClient initializes an Inventory store for the library. - - - - Number of milliseconds between sending pings to each sim - - - Number of milliseconds between sending camera updates - - - Number of milliseconds between updating the current - positions of moving, non-accelerating and non-colliding objects - - - Millisecond interval between ticks, where all ACKs are - sent out and the age of unACKed packets is checked - - - The initial size of the packet inbox, where packets are - stored before processing - - - Maximum size of packet that we want to send over the wire - - - The maximum value of a packet sequence number before it - rolls over back to one - - - The maximum size of the sequence number archive, used to - check for resent and/or duplicate packets - - - The relative directory where external resources are kept - - - Login server to connect to - - - IP Address the client will bind to - - - Use XML-RPC Login or LLSD Login, default is XML-RPC Login - - - Number of milliseconds before an asset transfer will time - out - - - Number of milliseconds before a teleport attempt will time - out - - - Number of milliseconds before NetworkManager.Logout() will - time out - - - Number of milliseconds before a CAPS call will time out - Setting this too low will cause web requests time out and - possibly retry repeatedly - - - Number of milliseconds for xml-rpc to timeout - - - Milliseconds before a packet is assumed lost and resent - - - Milliseconds without receiving a packet before the - connection to a simulator is assumed lost - - - Milliseconds to wait for a simulator info request through - the grid interface - - - Maximum number of queued ACKs to be sent before SendAcks() - is forced - - - Network stats queue length (seconds) - - - Enable to process packets synchronously, where all of the - callbacks for each packet must return before the next packet is - processed - This is an experimental feature and is not completely - reliable yet. Ideally it would reduce context switches and thread - overhead, but several calls currently block for a long time and - would need to be rewritten as asynchronous code before this is - feasible - - - Enable/disable storing terrain heightmaps in the - TerrainManager - - - Enable/disable sending periodic camera updates - - - Enable/disable automatically setting agent appearance at - login and after sim crossing - - - Enable/disable automatically setting the bandwidth throttle - after connecting to each simulator - The default throttle uses the equivalent of the maximum - bandwidth setting in the official client. If you do not set a - throttle your connection will by default be throttled well below - the minimum values and you may experience connection problems - - - Enable/disable the sending of pings to monitor lag and - packet loss - - - Should we connect to multiple sims? This will allow - viewing in to neighboring simulators and sim crossings - (Experimental) - - - If true, all object update packets will be decoded in to - native objects. If false, only updates for our own agent will be - decoded. Registering an event handler will force objects for that - type to always be decoded. If this is disabled the object tracking - will have missing or partial prim and avatar information - - - If true, when a cached object check is received from the - server the full object info will automatically be requested - - - Whether to establish connections to HTTP capabilities - servers for simulators - - - Whether to decode sim stats - - - The capabilities servers are currently designed to - periodically return a 502 error which signals for the client to - re-establish a connection. Set this to true to log those 502 errors - - - If true, any reference received for a folder or item - the library is not aware of will automatically be fetched - - - If true, and SEND_AGENT_UPDATES is true, - AgentUpdate packets will continuously be sent out to give the bot - smoother movement and autopiloting - - - If true, currently visible avatars will be stored - in dictionaries inside Simulator.ObjectAvatars. - If false, a new Avatar or Primitive object will be created - each time an object update packet is received - - - If true, currently visible avatars will be stored - in dictionaries inside Simulator.ObjectPrimitives. - If false, a new Avatar or Primitive object will be created - each time an object update packet is received - - - If true, position and velocity will periodically be - interpolated (extrapolated, technically) for objects and - avatars that are being tracked by the library. This is - necessary to increase the accuracy of speed and position - estimates for simulated objects - - - - If true, utilization statistics will be tracked. There is a minor penalty - in CPU time for enabling this option. - - - - If true, parcel details will be stored in the - Simulator.Parcels dictionary as they are received - - - - If true, an incoming parcel properties reply will automatically send - a request for the parcel access list - - - - - if true, an incoming parcel properties reply will automatically send - a request for the traffic count. - - - - - If true, images, and other assets downloaded from the server - will be cached in a local directory - - - - Path to store cached texture data - - - Maximum size cached files are allowed to take on disk (bytes) - - - Default color used for viewer particle effects - - - Maximum number of times to resend a failed packet - - - Throttle outgoing packet rate - - - UUID of a texture used by some viewers to indentify type of client used - - - The maximum number of concurrent texture downloads allowed - Increasing this number will not necessarily increase texture retrieval times due to - simulator throttles - - - - The Refresh timer inteval is used to set the delay between checks for stalled texture downloads - - This is a static variable which applies to all instances - - - - Textures taking longer than this value will be flagged as timed out and removed from the pipeline - - - - - Get or set the minimum log level to output to the console by default - - If the library is not compiled with DEBUG defined and this level is set to DEBUG - You will get no output on the console. This behavior can be overriden by creating - a logger configuration file for log4net - - - - Attach avatar names to log messages - - - Log packet retransmission info - - - Constructor - Reference to a GridClient object - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Cost of uploading an asset - Read-only since this value is dynamically fetched at login - - - - 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 - - - + + + + OpenMetaverse + + + + + 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 + + + + Type of return to use when returning objects from a parcel + + + + + + + Return objects owned by parcel owner + + + Return objects set to group + + + Return objects not owned by parcel owner or set to group + + + Return a specific list of objects on parcel + + + Return objects that are marked for-sale + + + + Blacklist/Whitelist flags used in parcels Access List + + + + Agent is denied access + + + Agent is granted access + + + + The result of a request for parcel properties + + + + No matches were found for the request + + + Request matched a single parcel + + + Request matched multiple parcels + + + + Flags used in the ParcelAccessListRequest packet to specify whether + we want the access list (whitelist), ban list (blacklist), or both + + + + Request the access list + + + Request the ban list + + + Request both White and Black lists + + + + Sequence ID in ParcelPropertiesReply packets (sent when avatar + tries to cross a parcel border) + + + + Parcel is currently selected + + + Parcel restricted to a group the avatar is not a + member of + + + Avatar is banned from the parcel + + + Parcel is restricted to an access list that the + avatar is not on + + + Response to hovering over a parcel + + + + The tool to use when modifying terrain levels + + + + Level the terrain + + + Raise the terrain + + + Lower the terrain + + + Smooth the terrain + + + Add random noise to the terrain + + + Revert terrain to simulator default + + + + The tool size to use when changing terrain levels + + + + Small + + + Medium + + + Large + + + + Reasons agent is denied access to a parcel on the simulator + + + + Agent is not denied, access is granted + + + Agent is not a member of the group set for the parcel, or which owns the parcel + + + Agent is not on the parcels specific allow list + + + Agent is on the parcels ban list + + + Unknown + + + Agent is not age verified and parcel settings deny access to non age verified avatars + + + + Parcel overlay type. This is used primarily for highlighting and + coloring which is why it is a single integer instead of a set of + flags + + These values seem to be poorly thought out. The first three + bits represent a single value, not flags. For example Auction (0x05) is + not a combination of OwnedByOther (0x01) and ForSale(0x04). However, + the BorderWest and BorderSouth values are bit flags that get attached + to the value stored in the first three bits. Bits four, five, and six + are unused + + + Public land + + + Land is owned by another avatar + + + Land is owned by a group + + + Land is owned by the current avatar + + + Land is for sale + + + Land is being auctioned + + + To the west of this area is a parcel border + + + To the south of this area is a parcel border + + + + Various parcel properties + + + + No flags set + + + Allow avatars to fly (a client-side only restriction) + + + Allow foreign scripts to run + + + This parcel is for sale + + + Allow avatars to create a landmark on this parcel + + + Allows all avatars to edit the terrain on this parcel + + + Avatars have health and can take damage on this parcel. + If set, avatars can be killed and sent home here + + + Foreign avatars can create objects here + + + All objects on this parcel can be purchased + + + Access is restricted to a group + + + Access is restricted to a whitelist + + + Ban blacklist is enabled + + + Unknown + + + List this parcel in the search directory + + + Allow personally owned parcels to be deeded to group + + + If Deeded, owner contributes required tier to group parcel is deeded to + + + Restrict sounds originating on this parcel to the + parcel boundaries + + + Objects on this parcel are sold when the land is + purchsaed + + + Allow this parcel to be published on the web + + + The information for this parcel is mature content + + + The media URL is an HTML page + + + The media URL is a raw HTML string + + + Restrict foreign object pushes + + + Ban all non identified/transacted avatars + + + Allow group-owned scripts to run + + + Allow object creation by group members or group + objects + + + Allow all objects to enter this parcel + + + Only allow group and owner objects to enter this parcel + + + Voice Enabled on this parcel + + + Use Estate Voice channel for Voice on this parcel + + + Deny Age Unverified Users + + + + Parcel ownership status + + + + Placeholder + + + Parcel is leased (owned) by an avatar or group + + + Parcel is in process of being leased (purchased) by an avatar or group + + + Parcel has been abandoned back to Governor Linden + + + + Category parcel is listed in under search + + + + No assigned category + + + Linden Infohub or public area + + + Adult themed area + + + Arts and Culture + + + Business + + + Educational + + + Gaming + + + Hangout or Club + + + Newcomer friendly + + + Parks and Nature + + + Residential + + + Shopping + + + Not Used? + + + Other + + + Not an actual category, only used for queries + + + + Type of teleport landing for a parcel + + + + Unset, simulator default + + + Specific landing point set for this parcel + + + No landing point set, direct teleports enabled for + this parcel + + + + Parcel Media Command used in ParcelMediaCommandMessage + + + + Stop the media stream and go back to the first frame + + + Pause the media stream (stop playing but stay on current frame) + + + Start the current media stream playing and stop when the end is reached + + + Start the current media stream playing, + loop to the beginning when the end is reached and continue to play + + + Specifies the texture to replace with video + If passing the key of a texture, it must be explicitly typecast as a key, + not just passed within double quotes. + + + Specifies the movie URL (254 characters max) + + + Specifies the time index at which to begin playing + + + Specifies a single agent to apply the media command to + + + Unloads the stream. While the stop command sets the texture to the first frame of the movie, + unload resets it to the real texture that the movie was replacing. + + + Turn on/off the auto align feature, similar to the auto align checkbox in the parcel media properties + (NOT to be confused with the "align" function in the textures view of the editor!) Takes TRUE or FALSE as parameter. + + + Allows a Web page or image to be placed on a prim (1.19.1 RC0 and later only). + Use "text/html" for HTML. + + + Resizes a Web page to fit on x, y pixels (1.19.1 RC0 and later only). + This might still not be working + + + Sets a description for the media being displayed (1.19.1 RC0 and later only). + + + + Some information about a parcel of land returned from a DirectoryManager search + + + + Global Key of record + + + Parcel Owners + + + Name field of parcel, limited to 128 characters + + + Description field of parcel, limited to 256 characters + + + Total Square meters of parcel + + + Total area billable as Tier, for group owned land this will be 10% less than ActualArea + + + True of parcel is in Mature simulator + + + Grid global X position of parcel + + + Grid global Y position of parcel + + + Grid global Z position of parcel (not used) + + + Name of simulator parcel is located in + + + Texture of parcels display picture + + + Float representing calculated traffic based on time spent on parcel by avatars + + + Sale price of parcel (not used) + + + Auction ID of parcel + + + + Parcel Media Information + + + + A byte, if 0x1 viewer should auto scale media to fit object + + + A boolean, if true the viewer should loop the media + + + The Asset UUID of the Texture which when applied to a + primitive will display the media + + + A URL which points to any Quicktime supported media type + + + A description of the media + + + An Integer which represents the height of the media + + + An integer which represents the width of the media + + + A string which contains the mime type of the media + + + + Parcel of land, a portion of virtual real estate in a simulator + + + + The total number of contiguous 4x4 meter blocks your agent owns within this parcel + + + The total number of contiguous 4x4 meter blocks contained in this parcel owned by a group or agent other than your own + + + Deprecated, Value appears to always be 0 + + + Simulator-local ID of this parcel + + + UUID of the owner of this parcel + + + Whether the land is deeded to a group or not + + + + + + Date land was claimed + + + Appears to always be zero + + + This field is no longer used + + + Minimum corner of the axis-aligned bounding box for this + parcel + + + Maximum corner of the axis-aligned bounding box for this + parcel + + + Bitmap describing land layout in 4x4m squares across the + entire region + + + Total parcel land area + + + + + + Maximum primitives across the entire simulator owned by the same agent or group that owns this parcel that can be used + + + Total primitives across the entire simulator calculated by combining the allowed prim counts for each parcel + owned by the agent or group that owns this parcel + + + Maximum number of primitives this parcel supports + + + Total number of primitives on this parcel + + + For group-owned parcels this indicates the total number of prims deeded to the group, + for parcels owned by an individual this inicates the number of prims owned by the individual + + + Total number of primitives owned by the parcel group on + this parcel, or for parcels owned by an individual with a group set the + total number of prims set to that group. + + + Total number of prims owned by other avatars that are not set to group, or not the parcel owner + + + A bonus multiplier which allows parcel prim counts to go over times this amount, this does not affect + the max prims per simulator. e.g: 117 prim parcel limit x 1.5 bonus = 175 allowed + + + Autoreturn value in minutes for others' objects + + + + + + Sale price of the parcel, only useful if ForSale is set + The SalePrice will remain the same after an ownership + transfer (sale), so it can be used to see the purchase price after + a sale if the new owner has not changed it + + + Parcel Name + + + Parcel Description + + + URL For Music Stream + + + + + + Price for a temporary pass + + + How long is pass valid for + + + + + + Key of authorized buyer + + + Key of parcel snapshot + + + The landing point location + + + The landing point LookAt + + + The type of landing enforced from the enum + + + + + + + + + + + + Access list of who is whitelisted on this + parcel + + + Access list of who is blacklisted on this + parcel + + + TRUE of region denies access to age unverified users + + + true to obscure (hide) media url + + + true to obscure (hide) music url + + + A struct containing media details + + + + Displays a parcel object in string format + + string containing key=value pairs of a parcel object + + + + Defalt constructor + + Local ID of this parcel + + + + Update the simulator with any local changes to this Parcel object + + Simulator to send updates to + Whether we want the simulator to confirm + the update with a reply packet or not + + + + Set Autoreturn time + + Simulator to send the update to + + + + Parcel (subdivided simulator lots) subsystem + + + + The event subscribers. null if no subcribers + + + Raises the ParcelDwellReply event + A ParcelDwellReplyEventArgs object containing the + data returned from the simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the ParcelInfoReply event + A ParcelInfoReplyEventArgs object containing the + data returned from the simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the ParcelProperties event + A ParcelPropertiesEventArgs object containing the + data returned from the simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the ParcelAccessListReply event + A ParcelAccessListReplyEventArgs object containing the + data returned from the simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the ParcelObjectOwnersReply event + A ParcelObjectOwnersReplyEventArgs object containing the + data returned from the simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the SimParcelsDownloaded event + A SimParcelsDownloadedEventArgs object containing the + data returned from the simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the ForceSelectObjectsReply event + A ForceSelectObjectsReplyEventArgs object containing the + data returned from the simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the ParcelMediaUpdateReply event + A ParcelMediaUpdateReplyEventArgs object containing the + data returned from the simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the ParcelMediaCommand event + A ParcelMediaCommandEventArgs object containing the + data returned from the simulator + + + Thread sync lock object + + + + Default constructor + + A reference to the GridClient object + + + + Request basic information for a single parcel + + Simulator-local ID of the parcel + + + + Request properties of a single parcel + + Simulator containing the parcel + Simulator-local ID of the parcel + An arbitrary integer that will be returned + with the ParcelProperties reply, useful for distinguishing between + multiple simultaneous requests + + + + Request the access list for a single parcel + + Simulator containing the parcel + Simulator-local ID of the parcel + An arbitrary integer that will be returned + with the ParcelAccessList reply, useful for distinguishing between + multiple simultaneous requests + + + + + Request properties of parcels using a bounding box selection + + Simulator containing the parcel + Northern boundary of the parcel selection + Eastern boundary of the parcel selection + Southern boundary of the parcel selection + Western boundary of the parcel selection + An arbitrary integer that will be returned + with the ParcelProperties reply, useful for distinguishing between + different types of parcel property requests + A boolean that is returned with the + ParcelProperties reply, useful for snapping focus to a single + parcel + + + + Request all simulator parcel properties (used for populating the Simulator.Parcels + dictionary) + + Simulator to request parcels from (must be connected) + + + + Request all simulator parcel properties (used for populating the Simulator.Parcels + dictionary) + + Simulator to request parcels from (must be connected) + If TRUE, will force a full refresh + Number of milliseconds to pause in between each request + + + + Request the dwell value for a parcel + + Simulator containing the parcel + Simulator-local ID of the parcel + + + + Send a request to Purchase a parcel of land + + The Simulator the parcel is located in + The parcels region specific local ID + true if this parcel is being purchased by a group + The groups + true to remove tier contribution if purchase is successful + The parcels size + The purchase price of the parcel + + + + + Reclaim a parcel of land + + The simulator the parcel is in + The parcels region specific local ID + + + + Deed a parcel to a group + + The simulator the parcel is in + The parcels region specific local ID + The groups + + + + Request prim owners of a parcel of land. + + Simulator parcel is in + The parcels region specific local ID + + + + Return objects from a parcel + + Simulator parcel is in + The parcels region specific local ID + the type of objects to return, + A list containing object owners s to return + + + + Subdivide (split) a parcel + + + + + + + + + + Join two parcels of land creating a single parcel + + + + + + + + + + Get a parcels LocalID + + Simulator parcel is in + Vector3 position in simulator (Z not used) + 0 on failure, or parcel LocalID on success. + A call to Parcels.RequestAllSimParcels is required to populate map and + dictionary. + + + + Terraform (raise, lower, etc) an area or whole parcel of land + + Simulator land area is in. + LocalID of parcel, or -1 if using bounding box + From Enum, Raise, Lower, Level, Smooth, Etc. + Size of area to modify + true on successful request sent. + Settings.STORE_LAND_PATCHES must be true, + Parcel information must be downloaded using RequestAllSimParcels() + + + + Terraform (raise, lower, etc) an area or whole parcel of land + + Simulator land area is in. + west border of area to modify + south border of area to modify + east border of area to modify + north border of area to modify + From Enum, Raise, Lower, Level, Smooth, Etc. + Size of area to modify + true on successful request sent. + Settings.STORE_LAND_PATCHES must be true, + Parcel information must be downloaded using RequestAllSimParcels() + + + + Terraform (raise, lower, etc) an area or whole parcel of land + + Simulator land area is in. + LocalID of parcel, or -1 if using bounding box + west border of area to modify + south border of area to modify + east border of area to modify + north border of area to modify + From Enum, Raise, Lower, Level, Smooth, Etc. + Size of area to modify + How many meters + or - to lower, 1 = 1 meter + true on successful request sent. + Settings.STORE_LAND_PATCHES must be true, + Parcel information must be downloaded using RequestAllSimParcels() + + + + Terraform (raise, lower, etc) an area or whole parcel of land + + Simulator land area is in. + LocalID of parcel, or -1 if using bounding box + west border of area to modify + south border of area to modify + east border of area to modify + north border of area to modify + From Enum, Raise, Lower, Level, Smooth, Etc. + Size of area to modify + How many meters + or - to lower, 1 = 1 meter + Height at which the terraform operation is acting at + + + + Sends a request to the simulator to return a list of objects owned by specific owners + + Simulator local ID of parcel + Owners, Others, Etc + List containing keys of avatars objects to select; + if List is null will return Objects of type selectType + Response data is returned in the event + + + + Eject and optionally ban a user from a parcel + + target key of avatar to eject + true to also ban target + + + + Freeze or unfreeze an avatar over your land + + target key to freeze + true to freeze, false to unfreeze + + + + Abandon a parcel of land + + Simulator parcel is in + Simulator local ID of parcel + + + + Requests the UUID of the parcel in a remote region at a specified location + + Location of the parcel in the remote region + Remote region handle + Remote region UUID + If successful UUID of the remote parcel, UUID.Zero otherwise + + + + Retrieves information on resources used by the parcel + + UUID of the parcel + Should per object resource usage be requested + Callback invoked when the request is complete + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + Raises the event + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + Raises the event + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + Raises the event + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + Raises the event + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + Raises the event + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + Raises the event + + + Raised when the simulator responds to a request + + + Raised when the simulator responds to a request + + + Raised when the simulator responds to a request + + + Raised when the simulator responds to a request + + + Raised when the simulator responds to a request + + + Raised when the simulator responds to a request + + + Raised when the simulator responds to a request + + + Raised when the simulator responds to a Parcel Update request + + + Raised when the parcel your agent is located sends a ParcelMediaCommand + + + + Parcel Accesslist + + + + Agents + + + + + + Flags for specific entry in white/black lists + + + + Owners of primitives on parcel + + + + Prim Owners + + + True of owner is group + + + Total count of prims owned by OwnerID + + + true of OwnerID is currently online and is not a group + + + The date of the most recent prim left by OwnerID + + + + Called once parcel resource usage information has been collected + + Indicates if operation was successfull + Parcel resource usage information + + + Contains a parcels dwell data returned from the simulator in response to an + + + + Construct a new instance of the ParcelDwellReplyEventArgs class + + The global ID of the parcel + The simulator specific ID of the parcel + The calculated dwell for the parcel + + + Get the global ID of the parcel + + + Get the simulator specific ID of the parcel + + + Get the calculated dwell + + + Contains basic parcel information data returned from the + simulator in response to an request + + + + Construct a new instance of the ParcelInfoReplyEventArgs class + + The object containing basic parcel info + + + Get the object containing basic parcel info + + + Contains basic parcel information data returned from the simulator in response to an request + + + + Construct a new instance of the ParcelPropertiesEventArgs class + + The object containing the details + The object containing the details + The result of the request + The number of primitieves your agent is + currently selecting and or sitting on in this parcel + The user assigned ID used to correlate a request with + these results + TODO: + + + Get the simulator the parcel is located in + + + Get the object containing the details + If Result is NoData, this object will not contain valid data + + + Get the result of the request + + + Get the number of primitieves your agent is + currently selecting and or sitting on in this parcel + + + Get the user assigned ID used to correlate a request with + these results + + + TODO: + + + Contains blacklist and whitelist data returned from the simulator in response to an request + + + + Construct a new instance of the ParcelAccessListReplyEventArgs class + + The simulator the parcel is located in + The user assigned ID used to correlate a request with + these results + The simulator specific ID of the parcel + TODO: + The list containing the white/blacklisted agents for the parcel + + + Get the simulator the parcel is located in + + + Get the user assigned ID used to correlate a request with + these results + + + Get the simulator specific ID of the parcel + + + TODO: + + + Get the list containing the white/blacklisted agents for the parcel + + + Contains blacklist and whitelist data returned from the + simulator in response to an request + + + + Construct a new instance of the ParcelObjectOwnersReplyEventArgs class + + The simulator the parcel is located in + The list containing prim ownership counts + + + Get the simulator the parcel is located in + + + Get the list containing prim ownership counts + + + Contains the data returned when all parcel data has been retrieved from a simulator + + + + Construct a new instance of the SimParcelsDownloadedEventArgs class + + The simulator the parcel data was retrieved from + The dictionary containing the parcel data + The multidimensional array containing a x,y grid mapped + to each 64x64 parcel's LocalID. + + + Get the simulator the parcel data was retrieved from + + + A dictionary containing the parcel data where the key correlates to the ParcelMap entry + + + Get the multidimensional array containing a x,y grid mapped + to each 64x64 parcel's LocalID. + + + Contains the data returned when a request + + + + Construct a new instance of the ForceSelectObjectsReplyEventArgs class + + The simulator the parcel data was retrieved from + The list of primitive IDs + true if the list is clean and contains the information + only for a given request + + + Get the simulator the parcel data was retrieved from + + + Get the list of primitive IDs + + + true if the list is clean and contains the information + only for a given request + + + Contains data when the media data for a parcel the avatar is on changes + + + + Construct a new instance of the ParcelMediaUpdateReplyEventArgs class + + the simulator the parcel media data was updated in + The updated media information + + + Get the simulator the parcel media data was updated in + + + Get the updated media information + + + Contains the media command for a parcel the agent is currently on + + + + Construct a new instance of the ParcelMediaCommandEventArgs class + + The simulator the parcel media command was issued in + + + The media command that was sent + + + + Get the simulator the parcel media command was issued in + + + + + + + + + Get the media command that was sent + + + + + + + Represents an Animation + + + + + 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 + + + + Default Constructor + + + + Construct an Asset object of type Animation + + A unique specific to this asset + A byte array containing the raw asset data + + + Override the base classes AssetType + + + + Operation to apply when applying color to texture + + + + + Information needed to translate visual param value to RGBA color + + + + + Construct VisualColorParam + + Operation to apply when applying color to texture + Colors + + + + Represents alpha blending and bump infor for a visual parameter + such as sleive length + + + + Stregth of the alpha to apply + + + File containing the alpha channel + + + Skip blending if parameter value is 0 + + + Use miltiply insted of alpha blending + + + + Create new alhpa information for a visual param + + Stregth of the alpha to apply + File containing the alpha channel + Skip blending if parameter value is 0 + Use miltiply insted of alpha blending + + + + A single visual characteristic of an avatar mesh, such as eyebrow height + + + + Index of this visual param + + + Internal name + + + Group ID this parameter belongs to + + + Name of the wearable this parameter belongs to + + + Displayable label of this characteristic + + + Displayable label for the minimum value of this characteristic + + + Displayable label for the maximum value of this characteristic + + + Default value + + + Minimum value + + + Maximum value + + + Is this param used for creation of bump layer? + + + Alpha blending/bump info + + + Color information + + + Array of param IDs that are drivers for this parameter + + + + Set all the values through the constructor + + Index of this visual param + Internal name + + + Displayable label of this characteristic + Displayable label for the minimum value of this characteristic + Displayable label for the maximum value of this characteristic + Default value + Minimum value + Maximum value + Is this param used for creation of bump layer? + Array of param IDs that are drivers for this parameter + Alpha blending/bump info + Color information + + + + Holds the Params array of all the avatar appearance parameters + + + + + + + + + OK + + + Transfer completed + + + + + + + + + Unknown error occurred + + + Equivalent to a 404 error + + + Client does not have permission for that resource + + + Unknown status + + + + + + + + + + + Unknown + + + Virtually all asset transfers use this channel + + + + + + + + + + + Asset from the asset server + + + Inventory item + + + Estate asset, such as an estate covenant + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Image file format + + + + + + + + + Number of milliseconds passed since the last transfer + packet was received + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Number of milliseconds to wait for a transfer header packet if out of order data was received + + + The event subscribers. null if no subcribers + + + Raises the XferReceived event + A XferReceivedEventArgs object containing the + data returned from the simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the AssetUploaded event + A AssetUploadedEventArgs object containing the + data returned from the simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the UploadProgress event + A UploadProgressEventArgs object containing the + data returned from the simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the InitiateDownload event + A InitiateDownloadEventArgs object containing the + data returned from the simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the ImageReceiveProgress event + A ImageReceiveProgressEventArgs object containing the + data returned from the simulator + + + Thread sync lock object + + + Texture download cache + + + + Default constructor + + A reference to the GridClient object + + + + Request an asset download + + Asset UUID + Asset type, must be correct for the transfer to succeed + Whether to give this transfer an elevated priority + The callback to fire when the simulator responds with the asset data + + + + Request an asset download + + Asset UUID + Asset type, must be correct for the transfer to succeed + Whether to give this transfer an elevated priority + Source location of the requested asset + The callback to fire when the simulator responds with the asset data + + + + Request an asset download + + Asset UUID + Asset type, must be correct for the transfer to succeed + Whether to give this transfer an elevated priority + Source location of the requested asset + UUID of the transaction + The callback to fire when the simulator responds with the asset data + + + + Request an asset download through the almost deprecated Xfer system + + Filename of the asset to request + Whether or not to delete the asset + off the server after it is retrieved + Use large transfer packets or not + UUID of the file to request, if filename is + left empty + Asset type of vFileID, or + AssetType.Unknown if filename is not empty + Sets the FilePath in the request to Cache + (4) if true, otherwise Unknown (0) is used + + + + + + + Use UUID.Zero if you do not have the + asset ID but have all the necessary permissions + The item ID of this asset in the inventory + Use UUID.Zero if you are not requesting an + asset from an object inventory + The owner of this asset + Asset type + Whether to prioritize this asset download or not + + + + + Used to force asset data into the PendingUpload property, ie: for raw terrain uploads + + An AssetUpload object containing the data to upload to the simulator + + + + Request an asset be uploaded to the simulator + + The Object containing the asset data + If True, the asset once uploaded will be stored on the simulator + in which the client was connected in addition to being stored on the asset server + The of the transfer, can be used to correlate the upload with + events being fired + + + + Request an asset be uploaded to the simulator + + The of the asset being uploaded + A byte array containing the encoded asset data + If True, the asset once uploaded will be stored on the simulator + in which the client was connected in addition to being stored on the asset server + The of the transfer, can be used to correlate the upload with + events being fired + + + + Request an asset be uploaded to the simulator + + + Asset type to upload this data as + A byte array containing the encoded asset data + If True, the asset once uploaded will be stored on the simulator + in which the client was connected in addition to being stored on the asset server + The of the transfer, can be used to correlate the upload with + events being fired + + + + Initiate an asset upload + + The ID this asset will have if the + upload succeeds + Asset type to upload this data as + Raw asset data to upload + Whether to store this asset on the local + simulator or the grid-wide asset server + The tranaction id for the upload + The transaction ID of this transfer + + + + Request a texture asset from the simulator using the system to + manage the requests and re-assemble the image from the packets received from the simulator + + The of the texture asset to download + The of the texture asset. + Use for most textures, or for baked layer texture assets + A float indicating the requested priority for the transfer. Higher priority values tell the simulator + to prioritize the request before lower valued requests. An image already being transferred using the can have + its priority changed by resending the request with the new priority value + Number of quality layers to discard. + This controls the end marker of the data sent. Sending with value -1 combined with priority of 0 cancels an in-progress + transfer. + A bug exists in the Linden Simulator where a -1 will occasionally be sent with a non-zero priority + indicating an off-by-one error. + The packet number to begin the request at. A value of 0 begins the request + from the start of the asset texture + The callback to fire when the image is retrieved. The callback + will contain the result of the request and the texture asset data + If true, the callback will be fired for each chunk of the downloaded image. + The callback asset parameter will contain all previously received chunks of the texture asset starting + from the beginning of the request + + Request an image and fire a callback when the request is complete + + Client.Assets.RequestImage(UUID.Parse("c307629f-e3a1-4487-5e88-0d96ac9d4965"), ImageType.Normal, TextureDownloader_OnDownloadFinished); + + private void TextureDownloader_OnDownloadFinished(TextureRequestState state, AssetTexture asset) + { + if(state == TextureRequestState.Finished) + { + Console.WriteLine("Texture {0} ({1} bytes) has been successfully downloaded", + asset.AssetID, + asset.AssetData.Length); + } + } + + Request an image and use an inline anonymous method to handle the downloaded texture data + + Client.Assets.RequestImage(UUID.Parse("c307629f-e3a1-4487-5e88-0d96ac9d4965"), ImageType.Normal, delegate(TextureRequestState state, AssetTexture asset) + { + if(state == TextureRequestState.Finished) + { + Console.WriteLine("Texture {0} ({1} bytes) has been successfully downloaded", + asset.AssetID, + asset.AssetData.Length); + } + } + ); + + Request a texture, decode the texture to a bitmap image and apply it to a imagebox + + Client.Assets.RequestImage(UUID.Parse("c307629f-e3a1-4487-5e88-0d96ac9d4965"), ImageType.Normal, TextureDownloader_OnDownloadFinished); + + private void TextureDownloader_OnDownloadFinished(TextureRequestState state, AssetTexture asset) + { + if(state == TextureRequestState.Finished) + { + ManagedImage imgData; + Image bitmap; + + if (state == TextureRequestState.Finished) + { + OpenJPEG.DecodeToImage(assetTexture.AssetData, out imgData, out bitmap); + picInsignia.Image = bitmap; + } + } + } + + + + + + Overload: Request a texture asset from the simulator using the system to + manage the requests and re-assemble the image from the packets received from the simulator + + The of the texture asset to download + The callback to fire when the image is retrieved. The callback + will contain the result of the request and the texture asset data + + + + Overload: Request a texture asset from the simulator using the system to + manage the requests and re-assemble the image from the packets received from the simulator + + The of the texture asset to download + The of the texture asset. + Use for most textures, or for baked layer texture assets + The callback to fire when the image is retrieved. The callback + will contain the result of the request and the texture asset data + + + + Overload: Request a texture asset from the simulator using the system to + manage the requests and re-assemble the image from the packets received from the simulator + + The of the texture asset to download + The of the texture asset. + Use for most textures, or for baked layer texture assets + The callback to fire when the image is retrieved. The callback + will contain the result of the request and the texture asset data + If true, the callback will be fired for each chunk of the downloaded image. + The callback asset parameter will contain all previously received chunks of the texture asset starting + from the beginning of the request + + + + Cancel a texture request + + The texture assets + + + + Lets TexturePipeline class fire the progress event + + The texture ID currently being downloaded + the number of bytes transferred + the total number of bytes expected + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Raised when the simulator responds sends + + + Raised during upload completes + + + Raised during upload with progres update + + + Fired when the simulator sends an InitiateDownloadPacket, used to download terrain .raw files + + + Fired when a texture is in the process of being downloaded by the TexturePipeline class + + + + Callback used for various asset download requests + + Transfer information + Downloaded asset, null on fail + + + + Callback used upon competition of baked texture upload + + Asset UUID of the newly uploaded baked texture + + + Xfer data + + + Upload data + + + Filename used on the simulator + + + Filename used by the client + + + UUID of the image that is in progress + + + Number of bytes received so far + + + Image size in bytes + + + + This is used to get a list of audio devices that can be used for capture (input) of voice. + + + + + + This is used to get a list of audio devices that can be used for render (playback) of voice. + + + + + This command is used to select the render device. + + The name of the device as returned by the Aux.GetRenderDevices command. + + + + This command is used to select the capture device. + + The name of the device as returned by the Aux.GetCaptureDevices command. + + + + This command is used to start the audio capture process which will cause + AuxAudioProperty Events to be raised. These events can be used to display a + microphone VU meter for the currently selected capture device. This command + should not be issued if the user is on a call. + + (unused but required) + + + + + This command is used to stop the audio capture process. + + + + + + This command is used to set the mic volume while in the audio tuning process. + Once an acceptable mic level is attained, the application must issue a + connector set mic volume command to have that level be used while on voice + calls. + + the microphone volume (-100 to 100 inclusive) + + + + + This command is used to set the speaker volume while in the audio tuning + process. Once an acceptable speaker level is attained, the application must + issue a connector set speaker volume command to have that level be used while + on voice calls. + + the speaker volume (-100 to 100 inclusive) + + + + + Starts a thread that keeps the daemon running + + + + + + + Stops the daemon and the thread keeping it running + + + + + + + + + + + + + Create a Session + Sessions typically represent a connection to a media session with one or more + participants. This is used to generate an ‘outbound’ call to another user or + channel. The specifics depend on the media types involved. A session handle is + required to control the local user functions within the session (or remote + users if the current account has rights to do so). Currently creating a + session automatically connects to the audio media, there is no need to call + Session.Connect at this time, this is reserved for future use. + + Handle returned from successful Connector ‘create’ request + This is the URI of the terminating point of the session (ie who/what is being called) + This is the display name of the entity being called (user or channel) + Only needs to be supplied when the target URI is password protected + This indicates the format of the password as passed in. This can either be + “ClearText” or “SHA1UserName”. If this element does not exist, it is assumed to be “ClearText”. If it is + “SHA1UserName”, the password as passed in is the SHA1 hash of the password and username concatenated together, + then base64 encoded, with the final “=” character stripped off. + + + + + + + Used to accept a call + + SessionHandle such as received from SessionNewEvent + "default" + + + + + This command is used to start the audio render process, which will then play + the passed in file through the selected audio render device. This command + should not be issued if the user is on a call. + + The fully qualified path to the sound file. + True if the file is to be played continuously and false if it is should be played once. + + + + + This command is used to stop the audio render process. + + The fully qualified path to the sound file issued in the start render command. + + + + + This is used to ‘end’ an established session (i.e. hang-up or disconnect). + + Handle returned from successful Session ‘create’ request or a SessionNewEvent + + + + + Set the combined speaking and listening position in 3D space. + + Handle returned from successful Session ‘create’ request or a SessionNewEvent + Speaking position + Listening position + + + + + Set User Volume for a particular user. Does not affect how other users hear that user. + + Handle returned from successful Session ‘create’ request or a SessionNewEvent + + The level of the audio, a number between -100 and 100 where 0 represents ‘normal’ speaking volume + + + + + Start up the Voice service. + + + + + Handle miscellaneous request status + + + + ///If something goes wrong, we log it. + + + + Cleanup oject resources + + + + + Request voice cap when changing regions + + + + + Handle a change in session state + + + + + Close a voice session + + + + + + Locate a Session context from its handle + + Creates the session context if it does not exist. + + + + Handle completion of main voice cap request. + + + + + + + + Daemon has started so connect to it. + + + + + The daemon TCP connection is open. + + + + + Handle creation of the Connector. + + + + + Handle response to audio output device query + + + + + Handle response to audio input device query + + + + + Set voice channel for new parcel + + + + + + Request info from a parcel capability Uri. + + + + + + Receive parcel voice cap + + + + + + + + Tell Vivox where we are standing + + This has to be called when we move or turn. + + + + Start and stop updating out position. + + + + + + This is used to initialize and stop the Connector as a whole. The Connector + Create call must be completed successfully before any other requests are made + (typically during application initialization). The shutdown should be called + when the application is shutting down to gracefully release resources + + A string value indicting the Application name + URL for the management server + LoggingSettings + + + + + + Shutdown Connector -- Should be called when the application is shutting down + to gracefully release resources + + Handle returned from successful Connector ‘create’ request + + + + Mute or unmute the microphone + + Handle returned from successful Connector ‘create’ request + true (mute) or false (unmute) + + + + Mute or unmute the speaker + + Handle returned from successful Connector ‘create’ request + true (mute) or false (unmute) + + + + Set microphone volume + + Handle returned from successful Connector ‘create’ request + The level of the audio, a number between -100 and 100 where + 0 represents ‘normal’ speaking volume + + + + Set local speaker volume + + Handle returned from successful Connector ‘create’ request + The level of the audio, a number between -100 and 100 where + 0 represents ‘normal’ speaking volume + + + + This is used to login a specific user account(s). It may only be called after + Connector initialization has completed successfully + + Handle returned from successful Connector ‘create’ request + User's account name + User's account password + Values may be “AutoAnswer” or “VerifyAnswer” + "" + This is an integer that specifies how often + the daemon will send participant property events while in a channel. If this is not set + the default will be “on state change”, which means that the events will be sent when + the participant starts talking, stops talking, is muted, is unmuted. + The valid values are: + 0 – Never + 5 – 10 times per second + 10 – 5 times per second + 50 – 1 time per second + 100 – on participant state change (this is the default) + false + + + + + This is used to logout a user session. It should only be called with a valid AccountHandle. + + Handle returned from successful Connector ‘login’ request + + + + + Event for most mundane request reposnses. + + + + Response to Connector.Create request + + + Response to Aux.GetCaptureDevices request + + + Response to Aux.GetRenderDevices request + + + Audio Properties Events are sent after audio capture is started. + These events are used to display a microphone VU meter + + + Response to Account.Login request + + + This event message is sent whenever the login state of the + particular Account has transitioned from one value to another + + + + List of audio input devices + + + + + List of audio output devices + + + + + Set audio test mode + + + + Enable logging + + + The folder where any logs will be created + + + This will be prepended to beginning of each log file + + + The suffix or extension to be appended to each log file + + + + 0: NONE - No logging + 1: ERROR - Log errors only + 2: WARNING - Log errors and warnings + 3: INFO - Log errors, warnings and info + 4: DEBUG - Log errors, warnings, info and debug + + + + + Constructor for default logging settings + + + + Audio Properties Events are sent after audio capture is started. These events are used to display a microphone VU meter + + + + The current status of a texture request as it moves through the pipeline or final result of a texture request. + + + + The initial state given to a request. Requests in this state + are waiting for an available slot in the pipeline + + + A request that has been added to the pipeline and the request packet + has been sent to the simulator + + + A request that has received one or more packets back from the simulator + + + A request that has received all packets back from the simulator + + + A request that has taken longer than + to download OR the initial packet containing the packet information was never received + + + The texture request was aborted by request of the agent + + + The simulator replied to the request that it was not able to find the requested texture + + + + A callback fired to indicate the status or final state of the requested texture. For progressive + downloads this will fire each time new asset data is returned from the simulator. + + The indicating either Progress for textures not fully downloaded, + or the final result of the request after it has been processed through the TexturePipeline + The object containing the Assets ID, raw data + and other information. For progressive rendering the will contain + the data from the beginning of the file. For failed, aborted and timed out requests it will contain + an empty byte array. + + + + Texture request download handler, allows a configurable number of download slots which manage multiple + concurrent texture downloads from the + + This class makes full use of the internal + system for full texture downloads. + + + A dictionary containing all pending and in-process transfer requests where the Key is both the RequestID + and also the Asset Texture ID, and the value is an object containing the current state of the request and also + the asset data as it is being re-assembled + + + Holds the reference to the client object + + + Maximum concurrent texture requests allowed at a time + + + An array of objects used to manage worker request threads + + + An array of worker slots which shows the availablity status of the slot + + + The primary thread which manages the requests. + + + true if the TexturePipeline is currently running + + + A synchronization object used by the primary thread + + + A refresh timer used to increase the priority of stalled requests + + + + Default constructor, Instantiates a new copy of the TexturePipeline class + + Reference to the instantiated object + + + + Initialize callbacks required for the TexturePipeline to operate + + + + + Shutdown the TexturePipeline and cleanup any callbacks or transfers + + + + + Request a texture asset from the simulator using the system to + manage the requests and re-assemble the image from the packets received from the simulator + + The of the texture asset to download + The of the texture asset. + Use for most textures, or for baked layer texture assets + A float indicating the requested priority for the transfer. Higher priority values tell the simulator + to prioritize the request before lower valued requests. An image already being transferred using the can have + its priority changed by resending the request with the new priority value + Number of quality layers to discard. + This controls the end marker of the data sent + The packet number to begin the request at. A value of 0 begins the request + from the start of the asset texture + The callback to fire when the image is retrieved. The callback + will contain the result of the request and the texture asset data + If true, the callback will be fired for each chunk of the downloaded image. + The callback asset parameter will contain all previously received chunks of the texture asset starting + from the beginning of the request + + + + Sends the actual request packet to the simulator + + The image to download + Type of the image to download, either a baked + avatar texture or a normal texture + Priority level of the download. Default is + 1,013,000.0f + Number of quality layers to discard. + This controls the end marker of the data sent + Packet number to start the download at. + This controls the start marker of the data sent + Sending a priority of 0 and a discardlevel of -1 aborts + download + + + + Cancel a pending or in process texture request + + The texture assets unique ID + + + + Master Download Thread, Queues up downloads in the threadpool + + + + + The worker thread that sends the request and handles timeouts + + A object containing the request details + + + + Handle responses from the simulator that tell us a texture we have requested is unable to be located + or no longer exists. This will remove the request from the pipeline and free up a slot if one is in use + + The sender + The EventArgs object containing the packet data + + + + Handles the remaining Image data that did not fit in the initial ImageData packet + + The sender + The EventArgs object containing the packet data + + + + Handle the initial ImageDataPacket sent from the simulator + + The sender + The EventArgs object containing the packet data + + + Current number of pending and in-process transfers + + + + A request task containing information and status of a request as it is processed through the + + + + The current which identifies the current status of the request + + + The Unique Request ID, This is also the Asset ID of the texture being requested + + + The slot this request is occupying in the threadpoolSlots array + + + The ImageType of the request. + + + The callback to fire when the request is complete, will include + the and the + object containing the result data + + + If true, indicates the callback will be fired whenever new data is returned from the simulator. + This is used to progressively render textures as portions of the texture are received. + + + An object that maintains the data of an request thats in-process. + + + + + + + + The event subscribers, null of no subscribers + + + Raises the AttachedSound Event + A AttachedSoundEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the AttachedSoundGainChange Event + A AttachedSoundGainChangeEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the SoundTrigger Event + A SoundTriggerEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the PreloadSound Event + A PreloadSoundEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + + Construct a new instance of the SoundManager class, used for playing and receiving + sound assets + + A reference to the current GridClient instance + + + + Plays a sound in the current region at full volume from avatar position + + UUID of the sound to be played + + + + Plays a sound in the current region at full volume + + UUID of the sound to be played. + position for the sound to be played at. Normally the avatar. + + + + Plays a sound in the current region + + UUID of the sound to be played. + position for the sound to be played at. Normally the avatar. + volume of the sound, from 0.0 to 1.0 + + + + Plays a sound in the specified sim + + UUID of the sound to be played. + UUID of the sound to be played. + position for the sound to be played at. Normally the avatar. + volume of the sound, from 0.0 to 1.0 + + + + Play a sound asset + + UUID of the sound to be played. + handle id for the sim to be played in. + position for the sound to be played at. Normally the avatar. + volume of the sound, from 0.0 to 1.0 + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Raised when the simulator sends us data containing + sound + + + Raised when the simulator sends us data containing + ... + + + Raised when the simulator sends us data containing + ... + + + Raised when the simulator sends us data containing + ... + + + Provides data for the event + The event occurs when the simulator sends + the sound data which emits from an agents attachment + + The following code example shows the process to subscribe to the event + and a stub to handle the data passed from the simulator + + // Subscribe to the AttachedSound event + Client.Sound.AttachedSound += Sound_AttachedSound; + + // process the data raised in the event here + private void Sound_AttachedSound(object sender, AttachedSoundEventArgs e) + { + // ... Process AttachedSoundEventArgs here ... + } + + + + + + Construct a new instance of the SoundTriggerEventArgs class + + Simulator where the event originated + The sound asset id + The ID of the owner + The ID of the object + The volume level + The + + + Simulator where the event originated + + + Get the sound asset id + + + Get the ID of the owner + + + Get the ID of the Object + + + Get the volume level + + + Get the + + + Provides data for the event + The event occurs when an attached sound + changes its volume level + + + + Construct a new instance of the AttachedSoundGainChangedEventArgs class + + Simulator where the event originated + The ID of the Object + The new volume level + + + Simulator where the event originated + + + Get the ID of the Object + + + Get the volume level + + + Provides data for the event + The event occurs when the simulator forwards + a request made by yourself or another agent to play either an asset sound or a built in sound + + Requests to play sounds where the is not one of the built-in + will require sending a request to download the sound asset before it can be played + + + The following code example uses the , + and + properties to display some information on a sound request on the window. + + // subscribe to the event + Client.Sound.SoundTrigger += Sound_SoundTrigger; + + // play the pre-defined BELL_TING sound + Client.Sound.SendSoundTrigger(Sounds.BELL_TING); + + // handle the response data + private void Sound_SoundTrigger(object sender, SoundTriggerEventArgs e) + { + Console.WriteLine("{0} played the sound {1} at volume {2}", + e.OwnerID, e.SoundID, e.Gain); + } + + + + + + Construct a new instance of the SoundTriggerEventArgs class + + Simulator where the event originated + The sound asset id + The ID of the owner + The ID of the object + The ID of the objects parent + The volume level + The regionhandle + The source position + + + Simulator where the event originated + + + Get the sound asset id + + + Get the ID of the owner + + + Get the ID of the Object + + + Get the ID of the objects parent + + + Get the volume level + + + Get the regionhandle + + + Get the source position + + + Provides data for the event + The event occurs when the simulator sends + the appearance data for an avatar + + The following code example uses the and + properties to display the selected shape of an avatar on the window. + + // subscribe to the event + Client.Avatars.AvatarAppearance += Avatars_AvatarAppearance; + + // handle the data when the event is raised + void Avatars_AvatarAppearance(object sender, AvatarAppearanceEventArgs e) + { + Console.WriteLine("The Agent {0} is using a {1} shape.", e.AvatarID, (e.VisualParams[31] > 0) : "male" ? "female") + } + + + + + + Construct a new instance of the PreloadSoundEventArgs class + + Simulator where the event originated + The sound asset id + The ID of the owner + The ID of the object + + + Simulator where the event originated + + + Get the sound asset id + + + Get the ID of the owner + + + Get the ID of the Object + + + + Avatar profile flags + + + + + Represents an avatar (other than your own) + + + + + Particle system specific enumerators, flags and methods. + + + + + + + + + + + + + + Current version of the media data for the prim + + + + + Array of media entries indexed by face number + + + + + + + + + + + + + + + + + + + + + + Foliage type for this primitive. Only applicable if this + primitive is foliage + + + Unknown + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Identifies the owner if audio or a particle system is + active + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Default constructor + + + + + Packs PathTwist, PathTwistBegin, PathRadiusOffset, and PathSkew + parameters in to signed eight bit values + + Floating point parameter to pack + Signed eight bit value containing the packed parameter + + + + Unpacks PathTwist, PathTwistBegin, PathRadiusOffset, and PathSkew + parameters from signed eight bit integers to floating point values + + Signed eight bit value to unpack + Unpacked floating point value + + + Uses basic heuristics to estimate the primitive shape + + + + Texture animation mode + + + + Disable texture animation + + + Enable texture animation + + + Loop when animating textures + + + Animate in reverse direction + + + Animate forward then reverse + + + Slide texture smoothly instead of frame-stepping + + + Rotate texture instead of using frames + + + Scale texture instead of using frames + + + + A single textured face. Don't instantiate this class yourself, use the + methods in TextureEntry + + + + + Contains the definition for individual faces + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + In the future this will specify whether a webpage is + attached to this face + + + + + + + Represents all of the texturable faces for an object + + Grid objects have infinite faces, with each face + using the properties of the default face unless set otherwise. So if + you have a TextureEntry with a default texture uuid of X, and face 18 + has a texture UUID of Y, every face would be textured with X except for + face 18 that uses Y. In practice however, primitives utilize a maximum + of nine faces + + + + + + + + + + Constructor that takes a default texture UUID + + Texture UUID to use as the default texture + + + + Constructor that takes a TextureEntryFace for the + default face + + Face to use as the default face + + + + Constructor that creates the TextureEntry class from a byte array + + Byte array containing the TextureEntry field + Starting position of the TextureEntry field in + the byte array + Length of the TextureEntry field, in bytes + + + + This will either create a new face if a custom face for the given + index is not defined, or return the custom face for that index if + it already exists + + The index number of the face to create or + retrieve + A TextureEntryFace containing all the properties for that + face + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Controls the texture animation of a particular prim + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Complete structure for the particle system + + + + Particle Flags + There appears to be more data packed in to this area + for many particle systems. It doesn't appear to be flag values + and serialization breaks unless there is a flag for every + possible bit so it is left as an unsigned integer + + + pattern of particles + + + A representing the maximimum age (in seconds) particle will be displayed + Maximum value is 30 seconds + + + A representing the number of seconds, + from when the particle source comes into view, + or the particle system's creation, that the object will emits particles; + after this time period no more particles are emitted + + + A in radians that specifies where particles will not be created + + + A in radians that specifies where particles will be created + + + A representing the number of seconds between burts. + + + A representing the number of meters + around the center of the source where particles will be created. + + + A representing in seconds, the minimum speed between bursts of new particles + being emitted + + + A representing in seconds the maximum speed of new particles being emitted. + + + A representing the maximum number of particles emitted per burst + + + A which represents the velocity (speed) from the source which particles are emitted + + + A which represents the Acceleration from the source which particles are emitted + + + The Key of the texture displayed on the particle + + + The Key of the specified target object or avatar particles will follow + + + Flags of particle from + + + Max Age particle system will emit particles for + + + The the particle has at the beginning of its lifecycle + + + The the particle has at the ending of its lifecycle + + + A that represents the starting X size of the particle + Minimum value is 0, maximum value is 4 + + + A that represents the starting Y size of the particle + Minimum value is 0, maximum value is 4 + + + A that represents the ending X size of the particle + Minimum value is 0, maximum value is 4 + + + A that represents the ending Y size of the particle + Minimum value is 0, maximum value is 4 + + + + Decodes a byte[] array into a ParticleSystem Object + + ParticleSystem object + Start position for BitPacker + + + + Generate byte[] array from particle data + + Byte array + + + + Particle source pattern + + + + None + + + Drop particles from source position with no force + + + "Explode" particles in all directions + + + Particles shoot across a 2D area + + + Particles shoot across a 3D Cone + + + Inverse of AngleCone (shoot particles everywhere except the 3D cone defined + + + + Particle Data Flags + + + + None + + + Interpolate color and alpha from start to end + + + Interpolate scale from start to end + + + Bounce particles off particle sources Z height + + + velocity of particles is dampened toward the simulators wind + + + Particles follow the source + + + Particles point towards the direction of source's velocity + + + Target of the particles + + + Particles are sent in a straight line + + + Particles emit a glow + + + used for point/grab/touch + + + + Particle Flags Enum + + + + None + + + Acceleration and velocity for particles are + relative to the object rotation + + + Particles use new 'correct' angle parameters + + + + Parameters used to construct a visual representation of a primitive + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Attachment point to an avatar + + + + + + + + + + + + + + + + Information on the flexible properties of a primitive + + + + + + + + + + + + + + + + + + + + + + + Default constructor + + + + + + + + + + + + + + + + + + + + + + + + Information on the light properties of a primitive + + + + + + + + + + + + + + + + + + + + Default constructor + + + + + + + + + + + + + + + + + + + + + + + + Information on the sculpt properties of a sculpted primitive + + + + + Default constructor + + + + + + + + + + + + Render inside out (inverts the normals). + + + + + Render an X axis mirror of the sculpty. + + + + + Extended properties to describe an object + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Default constructor + + + + + Set the properties that are set in an ObjectPropertiesFamily packet + + that has + been partially filled by an ObjectPropertiesFamily packet + + + Groups that this avatar is a member of + + + Positive and negative ratings + + + Avatar properties including about text, profile URL, image IDs and + publishing settings + + + Avatar interests including spoken languages, skills, and "want to" + choices + + + Movement control flags for avatars. Typically not set or used by + clients. To move your avatar, use Client.Self.Movement instead + + + + Contains the visual parameters describing the deformation of the avatar + + + + + Default constructor + + + + First name + + + Last name + + + Full name + + + Active group + + + + Positive and negative ratings + + + + Positive ratings for Behavior + + + Negative ratings for Behavior + + + Positive ratings for Appearance + + + Negative ratings for Appearance + + + Positive ratings for Building + + + Negative ratings for Building + + + Positive ratings given by this avatar + + + Negative ratings given by this avatar + + + + Avatar properties including about text, profile URL, image IDs and + publishing settings + + + + First Life about text + + + First Life image ID + + + + + + + + + + + + + + + Profile image ID + + + Flags of the profile + + + Web URL for this profile + + + Should this profile be published on the web + + + Avatar Online Status + + + Is this a mature profile + + + + + + + + + + Avatar interests including spoken languages, skills, and "want to" + choices + + + + Languages profile field + + + + + + + + + + + + + + + + Manager class for our own avatar + + + + The event subscribers. null if no subcribers + + + Raises the ChatFromSimulator event + A ChatEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the ScriptDialog event + A SctriptDialogEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the ScriptQuestion event + A ScriptQuestionEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the LoadURL event + A LoadUrlEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the MoneyBalance event + A BalanceEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the MoneyBalanceReply event + A MoneyBalanceReplyEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the IM event + A InstantMessageEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the TeleportProgress event + A TeleportEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the AgentDataReply event + A AgentDataReplyEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the AnimationsChanged event + A AnimationsChangedEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the MeanCollision event + A MeanCollisionEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the RegionCrossed event + A RegionCrossedEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the GroupChatJoined event + A GroupChatJoinedEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the AlertMessage event + A AlertMessageEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the ScriptControlChange event + A ScriptControlEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the CameraConstraint event + A CameraConstraintEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the ScriptSensorReply event + A ScriptSensorReplyEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the AvatarSitResponse event + A AvatarSitResponseEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the ChatSessionMemberAdded event + A ChatSessionMemberAddedEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the ChatSessionMemberLeft event + A ChatSessionMemberLeftEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + Reference to the GridClient instance + + + Used for movement and camera tracking + + + Currently playing animations for the agent. Can be used to + check the current movement status such as walking, hovering, aiming, + etc. by checking against system animations found in the Animations class + + + Dictionary containing current Group Chat sessions and members + + + + Constructor, setup callbacks for packets related to our avatar + + A reference to the Class + + + + Send a text message from the Agent to the Simulator + + A containing the message + The channel to send the message on, 0 is the public channel. Channels above 0 + can be used however only scripts listening on the specified channel will see the message + Denotes the type of message being sent, shout, whisper, etc. + + + + Request any instant messages sent while the client was offline to be resent. + + + + + Send an Instant Message to another Avatar + + The recipients + A containing the message to send + + + + Send an Instant Message to an existing group chat or conference chat + + The recipients + A containing the message to send + IM session ID (to differentiate between IM windows) + + + + Send an Instant Message + + The name this IM will show up as being from + Key of Avatar + Text message being sent + IM session ID (to differentiate between IM windows) + IDs of sessions for a conference + + + + Send an Instant Message + + The name this IM will show up as being from + Key of Avatar + Text message being sent + IM session ID (to differentiate between IM windows) + Type of instant message to send + Whether to IM offline avatars as well + Senders Position + RegionID Sender is In + Packed binary data that is specific to + the dialog type + + + + Send an Instant Message to a group + + of the group to send message to + Text Message being sent. + + + + Send an Instant Message to a group the agent is a member of + + The name this IM will show up as being from + of the group to send message to + Text message being sent + + + + Send a request to join a group chat session + + of Group to leave + + + + Exit a group chat session. This will stop further Group chat messages + from being sent until session is rejoined. + + of Group chat session to leave + + + + Reply to script dialog questions. + + Channel initial request came on + Index of button you're "clicking" + Label of button you're "clicking" + of Object that sent the dialog request + + + + + Accept invite for to a chatterbox session + + of session to accept invite to + + + + Start a friends conference + + List of UUIDs to start a conference with + the temportary session ID returned in the callback> + + + + Start a particle stream between an agent and an object + + Key of the source agent + Key of the target object + + The type from the enum + A unique for this effect + + + + Start a particle stream between an agent and an object + + Key of the source agent + Key of the target object + A representing the beams offset from the source + A which sets the avatars lookat animation + of the Effect + + + + Create a particle beam between an avatar and an primitive + + The ID of source avatar + The ID of the target primitive + global offset + A object containing the combined red, green, blue and alpha + color values of particle beam + a float representing the duration the parcicle beam will last + A Unique ID for the beam + + + + + Create a particle swirl around a target position using a packet + + global offset + A object containing the combined red, green, blue and alpha + color values of particle beam + a float representing the duration the parcicle beam will last + A Unique ID for the beam + + + + Sends a request to sit on the specified object + + of the object to sit on + Sit at offset + + + + Follows a call to to actually sit on the object + + + + Stands up from sitting on a prim or the ground + true of AgentUpdate was sent + + + + Does a "ground sit" at the avatar's current position + + + + + Starts or stops flying + + True to start flying, false to stop flying + + + + Starts or stops crouching + + True to start crouching, false to stop crouching + + + + Starts a jump (begin holding the jump key) + + + + + Use the autopilot sim function to move the avatar to a new + position. Uses double precision to get precise movements + + The z value is currently not handled properly by the simulator + Global X coordinate to move to + Global Y coordinate to move to + Z coordinate to move to + + + + Use the autopilot sim function to move the avatar to a new position + + The z value is currently not handled properly by the simulator + Integer value for the global X coordinate to move to + Integer value for the global Y coordinate to move to + Floating-point value for the Z coordinate to move to + + + + Use the autopilot sim function to move the avatar to a new position + + The z value is currently not handled properly by the simulator + Integer value for the local X coordinate to move to + Integer value for the local Y coordinate to move to + Floating-point value for the Z coordinate to move to + + + Macro to cancel autopilot sim function + Not certain if this is how it is really done + true if control flags were set and AgentUpdate was sent to the simulator + + + + Grabs an object + + an unsigned integer of the objects ID within the simulator + + + + + Overload: Grab a simulated object + + an unsigned integer of the objects ID within the simulator + + The texture coordinates to grab + The surface coordinates to grab + The face of the position to grab + The region coordinates of the position to grab + The surface normal of the position to grab (A normal is a vector perpindicular to the surface) + The surface binormal of the position to grab (A binormal is a vector tangen to the surface + pointing along the U direction of the tangent space + + + + Drag an object + + of the object to drag + Drag target in region coordinates + + + + Overload: Drag an object + + of the object to drag + Drag target in region coordinates + + The texture coordinates to grab + The surface coordinates to grab + The face of the position to grab + The region coordinates of the position to grab + The surface normal of the position to grab (A normal is a vector perpindicular to the surface) + The surface binormal of the position to grab (A binormal is a vector tangen to the surface + pointing along the U direction of the tangent space + + + + Release a grabbed object + + The Objects Simulator Local ID + + + + + + + Release a grabbed object + + The Objects Simulator Local ID + The texture coordinates to grab + The surface coordinates to grab + The face of the position to grab + The region coordinates of the position to grab + The surface normal of the position to grab (A normal is a vector perpindicular to the surface) + The surface binormal of the position to grab (A binormal is a vector tangen to the surface + pointing along the U direction of the tangent space + + + + Touches an object + + an unsigned integer of the objects ID within the simulator + + + + + Request the current L$ balance + + + + + Give Money to destination Avatar + + UUID of the Target Avatar + Amount in L$ + + + + Give Money to destination Avatar + + UUID of the Target Avatar + Amount in L$ + Description that will show up in the + recipients transaction history + + + + Give L$ to an object + + object to give money to + amount of L$ to give + name of object + + + + Give L$ to a group + + group to give money to + amount of L$ to give + + + + Give L$ to a group + + group to give money to + amount of L$ to give + description of transaction + + + + Pay texture/animation upload fee + + + + + Pay texture/animation upload fee + + description of the transaction + + + + Give Money to destination Object or Avatar + + UUID of the Target Object/Avatar + Amount in L$ + Reason (Optional normally) + The type of transaction + Transaction flags, mostly for identifying group + transactions + + + + Plays a gesture + + Asset of the gesture + + + + Mark gesture active + + Inventory of the gesture + Asset of the gesture + + + + Mark gesture inactive + + Inventory of the gesture + + + + Send an AgentAnimation packet that toggles a single animation on + + The of the animation to start playing + Whether to ensure delivery of this packet or not + + + + Send an AgentAnimation packet that toggles a single animation off + + The of a + currently playing animation to stop playing + Whether to ensure delivery of this packet or not + + + + Send an AgentAnimation packet that will toggle animations on or off + + A list of animation s, and whether to + turn that animation on or off + Whether to ensure delivery of this packet or not + + + + Teleports agent to their stored home location + + true on successful teleport to home location + + + + Teleport agent to a landmark + + of the landmark to teleport agent to + true on success, false on failure + + + + Attempt to look up a simulator name and teleport to the discovered + destination + + Region name to look up + Position to teleport to + True if the lookup and teleport were successful, otherwise + false + + + + Attempt to look up a simulator name and teleport to the discovered + destination + + Region name to look up + Position to teleport to + Target to look at + True if the lookup and teleport were successful, otherwise + false + + + + Teleport agent to another region + + handle of region to teleport agent to + position in destination sim to teleport to + true on success, false on failure + This call is blocking + + + + Teleport agent to another region + + handle of region to teleport agent to + position in destination sim to teleport to + direction in destination sim agent will look at + true on success, false on failure + This call is blocking + + + + Request teleport to a another simulator + + handle of region to teleport agent to + position in destination sim to teleport to + + + + Request teleport to a another simulator + + handle of region to teleport agent to + position in destination sim to teleport to + direction in destination sim agent will look at + + + + Teleport agent to a landmark + + of the landmark to teleport agent to + + + + Send a teleport lure to another avatar with default "Join me in ..." invitation message + + target avatars to lure + + + + Send a teleport lure to another avatar with custom invitation message + + target avatars to lure + custom message to send with invitation + + + + Respond to a teleport lure by either accepting it and initiating + the teleport, or denying it + + of the avatar sending the lure + true to accept the lure, false to decline it + + + + Update agent profile + + struct containing updated + profile information + + + + Update agents profile interests + + selection of interests from struct + + + + Set the height and the width of the client window. This is used + by the server to build a virtual camera frustum for our avatar + + New height of the viewer window + New width of the viewer window + + + + Request the list of muted objects and avatars for this agent + + + + + Sets home location to agents current position + + will fire an AlertMessage () with + success or failure message + + + + Move an agent in to a simulator. This packet is the last packet + needed to complete the transition in to a new simulator + + Object + + + + Reply to script permissions request + + Object + of the itemID requesting permissions + of the taskID requesting permissions + list of permissions to allow + + + + Respond to a group invitation by either accepting or denying it + + UUID of the group (sent in the AgentID field of the invite message) + IM Session ID from the group invitation message + Accept the group invitation or deny it + + + + Requests script detection of objects and avatars + + name of the object/avatar to search for + UUID of the object or avatar to search for + Type of search from ScriptSensorTypeFlags + range of scan (96 max?) + the arc in radians to search within + an user generated ID to correlate replies with + Simulator to perform search in + + + + Create or update profile pick + + UUID of the pick to update, or random UUID to create a new pick + Is this a top pick? (typically false) + UUID of the parcel (UUID.Zero for the current parcel) + Name of the pick + Global position of the pick landmark + UUID of the image displayed with the pick + Long description of the pick + + + + Delete profile pick + + UUID of the pick to delete + + + + Create or update profile Classified + + UUID of the classified to update, or random UUID to create a new classified + Defines what catagory the classified is in + UUID of the image displayed with the classified + Price that the classified will cost to place for a week + Global position of the classified landmark + Name of the classified + Long description of the classified + if true, auto renew classified after expiration + + + + Create or update profile Classified + + UUID of the classified to update, or random UUID to create a new classified + Defines what catagory the classified is in + UUID of the image displayed with the classified + Price that the classified will cost to place for a week + Name of the classified + Long description of the classified + if true, auto renew classified after expiration + + + + Delete a classified ad + + The classified ads ID + + + + Fetches resource usage by agents attachmetns + + Called when the requested information is collected + + + + Take an incoming ImprovedInstantMessage packet, auto-parse, and if + OnInstantMessage is defined call that with the appropriate arguments + + The sender + The EventArgs object containing the packet data + + + + Take an incoming Chat packet, auto-parse, and if OnChat is defined call + that with the appropriate arguments. + + The sender + The EventArgs object containing the packet data + + + + Used for parsing llDialogs + + The sender + The EventArgs object containing the packet data + + + + Used for parsing llRequestPermissions dialogs + + The sender + The EventArgs object containing the packet data + + + + Handles Script Control changes when Script with permissions releases or takes a control + + The sender + The EventArgs object containing the packet data + + + + Used for parsing llLoadURL Dialogs + + The sender + The EventArgs object containing the packet data + + + + Update client's Position, LookAt and region handle from incoming packet + + The sender + The EventArgs object containing the packet data + This occurs when after an avatar moves into a new sim + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + + Process TeleportFailed message sent via EventQueue, informs agent its last teleport has failed and why. + + The Message Key + An IMessage object Deserialized from the recieved message event + The simulator originating the event message + + + + Process TeleportFinish from Event Queue and pass it onto our TeleportHandler + + The message system key for this event + IMessage object containing decoded data from OSD + The simulator originating the event message + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + + Crossed region handler for message that comes across the EventQueue. Sent to an agent + when the agent crosses a sim border into a new region. + + The message key + the IMessage object containing the deserialized data sent from the simulator + The which originated the packet + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + This packet is now being sent via the EventQueue + + + + Group Chat event handler + + The capability Key + IMessage object containing decoded data from OSD + + + + + Response from request to join a group chat + + + IMessage object containing decoded data from OSD + + + + + Someone joined or left group chat + + + IMessage object containing decoded data from OSD + + + + + Handle a group chat Invitation + + Caps Key + IMessage object containing decoded data from OSD + Originating Simulator + + + + Moderate a chat session + + the of the session to moderate, for group chats this will be the groups UUID + the of the avatar to moderate + Either "voice" to moderate users voice, or "text" to moderate users text session + true to moderate (silence user), false to allow avatar to speak + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Raised when a scripted object or agent within range sends a public message + + + Raised when a scripted object sends a dialog box containing possible + options an agent can respond to + + + Raised when an object requests a change in the permissions an agent has permitted + + + Raised when a script requests an agent open the specified URL + + + Raised when an agents currency balance is updated + + + Raised when a transaction occurs involving currency such as a land purchase + + + Raised when an ImprovedInstantMessage packet is recieved from the simulator, this is used for everything from + private messaging to friendship offers. The Dialog field defines what type of message has arrived + + + Raised when an agent has requested a teleport to another location, or when responding to a lure. Raised multiple times + for each teleport indicating the progress of the request + + + Raised when a simulator sends agent specific information for our avatar. + + + Raised when our agents animation playlist changes + + + Raised when an object or avatar forcefully collides with our agent + + + Raised when our agent crosses a region border into another region + + + Raised when our agent succeeds or fails to join a group chat session + + + Raised when a simulator sends an urgent message usually indication the recent failure of + another action we have attempted to take such as an attempt to enter a parcel where we are denied access + + + Raised when a script attempts to take or release specified controls for our agent + + + Raised when the simulator detects our agent is trying to view something + beyond its limits + + + Raised when a script sensor reply is received from a simulator + + + Raised in response to a request + + + Raised when an avatar enters a group chat session we are participating in + + + Raised when an agent exits a group chat session we are participating in + + + Your (client) avatars + "client", "agent", and "avatar" all represent the same thing + + + Temporary assigned to this session, used for + verifying our identity in packets + + + Shared secret that is never sent over the wire + + + Your (client) avatar ID, local to the current region/sim + + + Where the avatar started at login. Can be "last", "home" + or a login + + + The access level of this agent, usually M or PG + + + The CollisionPlane of Agent + + + An representing the velocity of our agent + + + An representing the acceleration of our agent + + + A which specifies the angular speed, and axis about which an Avatar is rotating. + + + Position avatar client will goto when login to 'home' or during + teleport request to 'home' region. + + + LookAt point saved/restored with HomePosition + + + Avatar First Name (i.e. Philip) + + + Avatar Last Name (i.e. Linden) + + + Avatar Full Name (i.e. Philip Linden) + + + Gets the health of the agent + + + Gets the current balance of the agent + + + Gets the local ID of the prim the agent is sitting on, + zero if the avatar is not currently sitting + + + Gets the of the agents active group. + + + Gets the Agents powers in the currently active group + + + Current status message for teleporting + + + Current position of the agent as a relative offset from + the simulator, or the parent object if we are sitting on something + + + Current rotation of the agent as a relative rotation from + the simulator, or the parent object if we are sitting on something + + + Current position of the agent in the simulator + + + + A representing the agents current rotation + + + + Returns the global grid position of the avatar + + + + Used to specify movement actions for your agent + + + + Empty flag + + + Move Forward (SL Keybinding: W/Up Arrow) + + + Move Backward (SL Keybinding: S/Down Arrow) + + + Move Left (SL Keybinding: Shift-(A/Left Arrow)) + + + Move Right (SL Keybinding: Shift-(D/Right Arrow)) + + + Not Flying: Jump/Flying: Move Up (SL Keybinding: E) + + + Not Flying: Croutch/Flying: Move Down (SL Keybinding: C) + + + Unused + + + Unused + + + Unused + + + Unused + + + ORed with AGENT_CONTROL_AT_* if the keyboard is being used + + + ORed with AGENT_CONTROL_LEFT_* if the keyboard is being used + + + ORed with AGENT_CONTROL_UP_* if the keyboard is being used + + + Fly + + + + + + Finish our current animation + + + Stand up from the ground or a prim seat + + + Sit on the ground at our current location + + + Whether mouselook is currently enabled + + + Legacy, used if a key was pressed for less than a certain amount of time + + + Legacy, used if a key was pressed for less than a certain amount of time + + + Legacy, used if a key was pressed for less than a certain amount of time + + + Legacy, used if a key was pressed for less than a certain amount of time + + + Legacy, used if a key was pressed for less than a certain amount of time + + + Legacy, used if a key was pressed for less than a certain amount of time + + + + + + + + + Set when the avatar is idled or set to away. Note that the away animation is + activated separately from setting this flag + + + + + + + + + + + + + + + + Agent movement and camera control + + Agent movement is controlled by setting specific + After the control flags are set, An AgentUpdate is required to update the simulator of the specified flags + This is most easily accomplished by setting one or more of the AgentMovement properties + + Movement of an avatar is always based on a compass direction, for example AtPos will move the + agent from West to East or forward on the X Axis, AtNeg will of course move agent from + East to West or backward on the X Axis, LeftPos will be South to North or forward on the Y Axis + The Z axis is Up, finer grained control of movements can be done using the Nudge properties + + + + Agent camera controls + + + Currently only used for hiding your group title + + + Action state of the avatar, which can currently be + typing and editing + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Timer for sending AgentUpdate packets + + + Default constructor + + + + Send an AgentUpdate with the camera set at the current agent + position and pointing towards the heading specified + + Camera rotation in radians + Whether to send the AgentUpdate reliable + or not + + + + Rotates the avatar body and camera toward a target position. + This will also anchor the camera position on the avatar + + Region coordinates to turn toward + + + + Send new AgentUpdate packet to update our current camera + position and rotation + + + + + Send new AgentUpdate packet to update our current camera + position and rotation + + Whether to require server acknowledgement + of this packet + + + + Send new AgentUpdate packet to update our current camera + position and rotation + + Whether to require server acknowledgement + of this packet + Simulator to send the update to + + + + Builds an AgentUpdate packet entirely from parameters. This + will not touch the state of Self.Movement or + Self.Movement.Camera in any way + + + + + + + + + + + + + + + Move agent positive along the X axis + + + Move agent negative along the X axis + + + Move agent positive along the Y axis + + + Move agent negative along the Y axis + + + Move agent positive along the Z axis + + + Move agent negative along the Z axis + + + + + + + + + + + + + + + + + + + + + + + + Causes simulator to make agent fly + + + Stop movement + + + Finish animation + + + Stand up from a sit + + + Tells simulator to sit agent on ground + + + Place agent into mouselook mode + + + Nudge agent positive along the X axis + + + Nudge agent negative along the X axis + + + Nudge agent positive along the Y axis + + + Nudge agent negative along the Y axis + + + Nudge agent positive along the Z axis + + + Nudge agent negative along the Z axis + + + + + + + + + Tell simulator to mark agent as away + + + + + + + + + + + + + + + + Returns "always run" value, or changes it by sending a SetAlwaysRunPacket + + + + The current value of the agent control flags + + + Gets or sets the interval in milliseconds at which + AgentUpdate packets are sent to the current simulator. Setting + this to a non-zero value will also enable the packet sending if + it was previously off, and setting it to zero will disable + + + Gets or sets whether AgentUpdate packets are sent to + the current simulator + + + Reset movement controls every time we send an update + + + + Camera controls for the agent, mostly a thin wrapper around + CoordinateFrame. This class is only responsible for state + tracking and math, it does not send any packets + + + + + + + The camera is a local frame of reference inside of + the larger grid space. This is where the math happens + + + + Default constructor + + + + + + + + + + + + + + + + + Called once attachment resource usage information has been collected + + Indicates if operation was successfull + Attachment resource usage information + + + + A linkset asset, containing a parent primitive and zero or more children + + + + Initializes a new instance of an AssetPrim object + + + + + + + + + + + + + + Override the base classes AssetType + + + + Only used internally for XML serialization/deserialization + + + + + The deserialized form of a single primitive in a linkset asset + + + + + Type of gesture step + + + + + Base class for gesture steps + + + + + Retururns what kind of gesture step this is + + + + + Describes animation step of a gesture + + + + + If true, this step represents start of animation, otherwise animation stop + + + + + Animation asset + + + + + Animation inventory name + + + + + Returns what kind of gesture step this is + + + + + Describes sound step of a gesture + + + + + Sound asset + + + + + Sound inventory name + + + + + Returns what kind of gesture step this is + + + + + Describes sound step of a gesture + + + + + Text to output in chat + + + + + Returns what kind of gesture step this is + + + + + Describes sound step of a gesture + + + + + If true in this step we wait for all animations to finish + + + + + If true gesture player should wait for the specified amount of time + + + + + Time in seconds to wait if WaitForAnimation is false + + + + + Returns what kind of gesture step this is + + + + + Describes the final step of a gesture + + + + + Returns what kind of gesture step this is + + + + + Represents a sequence of animations, sounds, and chat actions + + + + + Keyboard key that triggers the gestyre + + + + + Modifier to the trigger key + + + + + String that triggers playing of the gesture sequence + + + + + Text that replaces trigger in chat once gesture is triggered + + + + + Sequence of gesture steps + + + + + Constructs guesture asset + + + + + Constructs guesture asset + + A unique specific to this asset + A byte array containing the raw asset data + + + + Encodes gesture asset suitable for uplaod + + + + + Decodes gesture assset into play sequence + + true if the asset data was decoded successfully + + + + Returns asset type + + + + + Simulator (region) properties + + + + No flags set + + + Agents can take damage and be killed + + + Landmarks can be created here + + + Home position can be set in this sim + + + Home position is reset when an agent teleports away + + + Sun does not move + + + No object, land, etc. taxes + + + Disable heightmap alterations (agents can still plant + foliage) + + + Land cannot be released, sold, or purchased + + + All content is wiped nightly + + + Unknown: Related to the availability of an overview world map tile.(Think mainland images when zoomed out.) + + + Unknown: Related to region debug flags. Possibly to skip processing of agent interaction with world. + + + Region does not update agent prim interest lists. Internal debugging option. + + + No collision detection for non-agent objects + + + No scripts are ran + + + All physics processing is turned off + + + Region can be seen from other regions on world map. (Legacy world map option?) + + + Region can be seen from mainland on world map. (Legacy world map option?) + + + Agents not explicitly on the access list can visit the region. + + + Traffic calculations are not run across entire region, overrides parcel settings. + + + Flight is disabled (not currently enforced by the sim) + + + Allow direct (p2p) teleporting + + + Estate owner has temporarily disabled scripting + + + Restricts the usage of the LSL llPushObject function, applies to whole region. + + + Deny agents with no payment info on file + + + Deny agents with payment info on file + + + Deny agents who have made a monetary transaction + + + Parcels within the region may be joined or divided by anyone, not just estate owners/managers. + + + Abuse reports sent from within this region are sent to the estate owner defined email. + + + Region is Voice Enabled + + + Removes the ability from parcel owners to set their parcels to show in search. + + + Deny agents who have not been age verified from entering the region. + + + + Access level for a simulator + + + + Minimum access level, no additional checks + + + Trial accounts allowed + + + PG rating + + + Mature rating + + + Adult rating + + + Simulator is offline + + + Simulator does not exist + + + + + + + + + + + + + + Initialize the UDP packet handler in server mode + + Port to listening for incoming UDP packets on + + + + Initialize the UDP packet handler in client mode + + Remote UDP server to connect to + + + + + + + + + + + + + + + + + + A public reference to the client that this Simulator object + is attached to + + + A Unique Cache identifier for this simulator + + + The capabilities for this simulator + + + + + + The current version of software this simulator is running + + + + + + A 64x64 grid of parcel coloring values. The values stored + in this array are of the type + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + true if your agent has Estate Manager rights on this region + + + + + + + + + + + + Statistics information for this simulator and the + connection to the simulator, calculated by the simulator itself + and the library + + + The regions Unique ID + + + The physical data center the simulator is located + Known values are: + + Dallas + Chandler + SF + + + + + The CPU Class of the simulator + Most full mainland/estate sims appear to be 5, + Homesteads and Openspace appear to be 501 + + + The number of regions sharing the same CPU as this one + "Full Sims" appear to be 1, Homesteads appear to be 4 + + + The billing product name + Known values are: + + Mainland / Full Region (Sku: 023) + Estate / Full Region (Sku: 024) + Estate / Openspace (Sku: 027) + Estate / Homestead (Sku: 029) + Mainland / Homestead (Sku: 129) (Linden Owned) + Mainland / Linden Homes (Sku: 131) + + + + + The billing product SKU + Known values are: + + 023 Mainland / Full Region + 024 Estate / Full Region + 027 Estate / Openspace + 029 Estate / Homestead + 129 Mainland / Homestead (Linden Owned) + 131 Linden Homes / Full Region + + + + + The current sequence number for packets sent to this + simulator. Must be Interlocked before modifying. Only + useful for applications manipulating sequence numbers + + + + A thread-safe dictionary containing avatars in a simulator + + + + + A thread-safe dictionary containing primitives in a simulator + + + + + 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 + + + Indicates if UDP connection to the sim is fully established + + + + + + Reference to the GridClient object + IPEndPoint of the simulator + handle of the simulator + + + + Called when this Simulator object is being destroyed + + + + + Attempt to connect to this simulator + + Whether to move our agent in to this sim or not + True if the connection succeeded or connection status is + unknown, false if there was a failure + + + + Initiates connection to the simulator + + + + + Disconnect from this simulator + + + + + Instructs the simulator to stop sending update (and possibly other) packets + + + + + Instructs the simulator to resume sending update packets (unpause) + + + + + Retrieve the terrain height at a given coordinate + + Sim X coordinate, valid range is from 0 to 255 + Sim Y coordinate, valid range is from 0 to 255 + The terrain height at the given point if the + lookup was successful, otherwise 0.0f + True if the lookup was successful, otherwise false + + + + Sends a packet + + Packet to be sent + + + + + + + + + Returns Simulator Name as a String + + + + + + + + + + + + + + + + + + + Sends out pending acknowledgements + + + + + Resend unacknowledged packets + + + + + Provides access to an internal thread-safe multidimensional array containing a x,y grid mapped + to each 64x64 parcel's LocalID. + + + + The IP address and port of the server + + + Whether there is a working connection to the simulator or + not + + + Coarse locations of avatars in this simulator + + + AvatarPositions key representing TrackAgent target + + + Indicates if UDP connection to the sim is fully established + + + + Simulator Statistics + + + + Total number of packets sent by this simulator to this agent + + + Total number of packets received by this simulator to this agent + + + Total number of bytes sent by this simulator to this agent + + + Total number of bytes received by this simulator to this agent + + + Time in seconds agent has been connected to simulator + + + Total number of packets that have been resent + + + Total number of resent packets recieved + + + Total number of pings sent to this simulator by this agent + + + Total number of ping replies sent to this agent by this simulator + + + + Incoming bytes per second + + It would be nice to have this claculated on the fly, but + this is far, far easier + + + + Outgoing bytes per second + + It would be nice to have this claculated on the fly, but + this is far, far easier + + + Time last ping was sent + + + ID of last Ping sent + + + + + + + + + Current time dilation of this simulator + + + Current Frames per second of simulator + + + Current Physics frames per second of simulator + + + + + + + + + + + + + + + + + + + + + + + + + + + Total number of objects Simulator is simulating + + + Total number of Active (Scripted) objects running + + + Number of agents currently in this simulator + + + Number of agents in neighbor simulators + + + Number of Active scripts running in this simulator + + + + + + + + + + + + Number of downloads pending + + + Number of uploads pending + + + + + + + + + Number of local uploads pending + + + Unacknowledged bytes in queue + + + + Exception class to identify inventory exceptions + + + + + Responsible for maintaining inventory structure. Inventory constructs nodes + and manages node children as is necessary to maintain a coherant hirarchy. + Other classes should not manipulate or create InventoryNodes explicitly. When + A node's parent changes (when a folder is moved, for example) simply pass + Inventory the updated InventoryFolder and it will make the appropriate changes + to its internal representation. + + + + The event subscribers, null of no subscribers + + + Raises the InventoryObjectUpdated Event + A InventoryObjectUpdatedEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the InventoryObjectRemoved Event + A InventoryObjectRemovedEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the InventoryObjectAdded Event + A InventoryObjectAddedEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + + Returns the contents of the specified folder + + A folder's UUID + The contents of the folder corresponding to folder + When folder does not exist in the inventory + + + + Updates the state of the InventoryNode and inventory data structure that + is responsible for the InventoryObject. If the item was previously not added to inventory, + it adds the item, and updates structure accordingly. If it was, it updates the + InventoryNode, changing the parent node if item.parentUUID does + not match node.Parent.Data.UUID. + + You can not set the inventory root folder using this method + + The InventoryObject to store + + + + Removes the InventoryObject and all related node data from Inventory. + + The InventoryObject to remove. + + + + Used to find out if Inventory contains the InventoryObject + specified by uuid. + + The UUID to check. + true if inventory contains uuid, false otherwise + + + + Saves the current inventory structure to a cache file + + Name of the cache file to save to + + + + Loads in inventory cache file into the inventory structure. Note only valid to call after login has been successful. + + Name of the cache file to load + The number of inventory items sucessfully reconstructed into the inventory node tree + + + Raised when the simulator sends us data containing + ... + + + Raised when the simulator sends us data containing + ... + + + Raised when the simulator sends us data containing + ... + + + + The root folder of this avatars inventory + + + + + The default shared library folder + + + + + The root node of the avatars inventory + + + + + The root node of the default shared library + + + + + By using the bracket operator on this class, the program can get the + InventoryObject designated by the specified uuid. If the value for the corresponding + UUID is null, the call is equivelant to a call to RemoveNodeFor(this[uuid]). + If the value is non-null, it is equivelant to a call to UpdateNodeFor(value), + the uuid parameter is ignored. + + The UUID of the InventoryObject to get or set, ignored if set to non-null value. + The InventoryObject corresponding to uuid. + + + + 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 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Image width + + + + + Image height + + + + + Image channel flags + + + + + Red channel data + + + + + Green channel data + + + + + Blue channel data + + + + + Alpha channel data + + + + + Bump channel data + + + + + Create a new blank image + + width + height + channel flags + + + + + + + + + + Convert the channels in the image. Channels are created or destroyed as required. + + new channel flags + + + + Resize or stretch the image using nearest neighbor (ugly) resampling + + new width + new height + + + + Create a byte array containing 32-bit RGBA data with a bottom-left + origin, suitable for feeding directly into OpenGL + + A byte array containing raw texture data + + + + Represents a Landmark with RegionID and Position vector + + + + UUID of the Landmark target region + + + Local position of the target + + + Construct an Asset of type Landmark + + + + Construct an Asset object of type Landmark + + A unique specific to this asset + A byte array containing the raw asset data + + + + Constuct an asset of type Landmark + + UUID of the target region + Local position of landmark + + + + Encode the raw contents of a string with the specific Landmark format + + + + + Decode the raw asset data, populating the RegionID and Position + + true if the AssetData was successfully decoded to a UUID and Vector + + + Override the base classes AssetType + + + + Represents an that can be worn on an avatar + such as a Shirt, Pants, etc. + + + + + Represents a Wearable Asset, Clothing, Hair, Skin, Etc + + + + A string containing the name of the asset + + + A string containing a short description of the asset + + + The Assets WearableType + + + The For-Sale status of the object + + + An Integer representing the purchase price of the asset + + + The of the assets creator + + + The of the assets current owner + + + The of the assets prior owner + + + The of the Group this asset is set to + + + True if the asset is owned by a + + + The Permissions mask of the asset + + + A Dictionary containing Key/Value pairs of the objects parameters + + + A Dictionary containing Key/Value pairs where the Key is the textures Index and the Value is the Textures + + + Initializes a new instance of an AssetWearable object + + + Initializes a new instance of an AssetWearable object with parameters + A unique specific to this asset + A byte array containing the raw asset data + + + Initializes a new instance of an AssetWearable object with parameters + A string containing the asset parameters + + + + Decode an assets byte encoded data to a string + + true if the asset data was decoded successfully + + + + Encode the assets string represantion into a format consumable by the asset server + + + + Initializes a new instance of an AssetScriptBinary object + + + Initializes a new instance of an AssetScriptBinary object with parameters + A unique specific to this asset + A byte array containing the raw asset data + + + Initializes a new instance of an AssetScriptBinary object with parameters + A string containing the Clothings data + + + Override the base classes AssetType + + + + pre-defined built in sounds + + + + + + + + + + + + + + + + + + + + + + + + + + + + coins + + + cash register bell + + + + + + + + + rubber + + + plastic + + + flesh + + + wood splintering? + + + glass break + + + metal clunk + + + whoosh + + + shake + + + + + + ding + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + A dictionary containing all pre-defined sounds + + A dictionary containing the pre-defined sounds, + where the key is the sounds ID, and the value is a string + containing a name to identify the purpose of the sound + + + + + + + + The avatar has no rights + + + The avatar can see the online status of the target avatar + + + The avatar can see the location of the target avatar on the map + + + The avatar can modify the ojects of the target avatar + + + + This class holds information about an avatar in the friends list. There are two ways + to interface to this class. The first is through the set of boolean properties. This is the typical + way clients of this class will use it. The second interface is through two bitflag properties, + TheirFriendsRights and MyFriendsRights + + + + + Used internally when building the initial list of friends at login time + + System ID of the avatar being prepesented + Rights the friend has to see you online and to modify your objects + Rights you have to see your friend online and to modify their objects + + + + FriendInfo represented as a string + + A string reprentation of both my rights and my friends rights + + + + System ID of the avatar + + + + + full name of the avatar + + + + + True if the avatar is online + + + + + True if the friend can see if I am online + + + + + True if the friend can see me on the map + + + + + True if the freind can modify my objects + + + + + True if I can see if my friend is online + + + + + True if I can see if my friend is on the map + + + + + True if I can modify my friend's objects + + + + + My friend's rights represented as bitmapped flags + + + + + My rights represented as bitmapped flags + + + + + This class is used to add and remove avatars from your friends list and to manage their permission. + + + + The event subscribers. null if no subcribers + + + Raises the FriendOnline event + A FriendInfoEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the FriendOffline event + A FriendInfoEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the FriendRightsUpdate event + A FriendInfoEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the FriendNames event + A FriendNamesEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the FriendshipOffered event + A FriendshipOfferedEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the FriendshipResponse event + A FriendshipResponseEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the FriendshipTerminated event + A FriendshipTerminatedEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the FriendFoundReply event + A FriendFoundReplyEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + + A dictionary of key/value pairs containing known friends of this avatar. + + The Key is the of the friend, the value is a + object that contains detailed information including permissions you have and have given to the friend + + + + + A Dictionary of key/value pairs containing current pending frienship offers. + + The key is the of the avatar making the request, + the value is the of the request which is used to accept + or decline the friendship offer + + + + + Internal constructor + + A reference to the GridClient Object + + + + Accept a friendship request + + agentID of avatatar to form friendship with + imSessionID of the friendship request message + + + + Decline a friendship request + + of friend + imSessionID of the friendship request message + + + + Overload: Offer friendship to an avatar. + + System ID of the avatar you are offering friendship to + + + + Offer friendship to an avatar. + + System ID of the avatar you are offering friendship to + A message to send with the request + + + + Terminate a friendship with an avatar + + System ID of the avatar you are terminating the friendship with + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + + Change the rights of a friend avatar. + + the of the friend + the new rights to give the friend + This method will implicitly set the rights to those passed in the rights parameter. + + + + Use to map a friends location on the grid. + + Friends UUID to find + + + + + Use to track a friends movement on the grid + + Friends Key + + + + Ask for a notification of friend's online status + + Friend's UUID + + + + This handles the asynchronous response of a RequestAvatarNames call. + + + names cooresponding to the the list of IDs sent the the RequestAvatarNames call. + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + + Populate FriendList with data from the login reply + + true if login was successful + true if login request is requiring a redirect + A string containing the response to the login request + A string containing the reason for the request + A object containing the decoded + reply from the login server + + + Raised when the simulator sends notification one of the members in our friends list comes online + + + Raised when the simulator sends notification one of the members in our friends list goes offline + + + Raised when the simulator sends notification one of the members in our friends list grants or revokes permissions + + + Raised when the simulator sends us the names on our friends list + + + Raised when the simulator sends notification another agent is offering us friendship + + + Raised when a request we sent to friend another agent is accepted or declined + + + Raised when the simulator sends notification one of the members in our friends list has terminated + our friendship + + + Raised when the simulator sends the location of a friend we have + requested map location info for + + + Contains information on a member of our friends list + + + + Construct a new instance of the FriendInfoEventArgs class + + The FriendInfo + + + Get the FriendInfo + + + Contains Friend Names + + + + Construct a new instance of the FriendNamesEventArgs class + + A dictionary where the Key is the ID of the Agent, + and the Value is a string containing their name + + + A dictionary where the Key is the ID of the Agent, + and the Value is a string containing their name + + + Sent when another agent requests a friendship with our agent + + + + Construct a new instance of the FriendshipOfferedEventArgs class + + The ID of the agent requesting friendship + The name of the agent requesting friendship + The ID of the session, used in accepting or declining the + friendship offer + + + Get the ID of the agent requesting friendship + + + Get the name of the agent requesting friendship + + + Get the ID of the session, used in accepting or declining the + friendship offer + + + A response containing the results of our request to form a friendship with another agent + + + + Construct a new instance of the FriendShipResponseEventArgs class + + The ID of the agent we requested a friendship with + The name of the agent we requested a friendship with + true if the agent accepted our friendship offer + + + Get the ID of the agent we requested a friendship with + + + Get the name of the agent we requested a friendship with + + + true if the agent accepted our friendship offer + + + Contains data sent when a friend terminates a friendship with us + + + + Construct a new instance of the FrindshipTerminatedEventArgs class + + The ID of the friend who terminated the friendship with us + The name of the friend who terminated the friendship with us + + + Get the ID of the agent that terminated the friendship with us + + + Get the name of the agent that terminated the friendship with us + + + + Data sent in response to a request which contains the information to allow us to map the friends location + + + + + Construct a new instance of the FriendFoundReplyEventArgs class + + The ID of the agent we have requested location information for + The region handle where our friend is located + The simulator local position our friend is located + + + Get the ID of the agent we have received location information for + + + Get the region handle where our mapped friend is located + + + Get the simulator local position where our friend is located + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Map layer request type + + + + Objects and terrain are shown + + + Only the terrain is shown, no objects + + + Overlay showing land for sale and for auction + + + + Type of grid item, such as telehub, event, populator location, etc. + + + + Telehub + + + PG rated event + + + Mature rated event + + + Popular location + + + Locations of avatar groups in a region + + + Land for sale + + + Classified ad + + + Adult rated event + + + Adult land for sale + + + + Information about a region on the grid map + + + + Sim X position on World Map + + + Sim Y position on World Map + + + Sim Name (NOTE: In lowercase!) + + + + + + Appears to always be zero (None) + + + Sim's defined Water Height + + + + + + UUID of the World Map image + + + Unique identifier for this region, a combination of the X + and Y position + + + + + + + + + + + + + + + + + + + + + + + Visual chunk of the grid map + + + + + Base class for Map Items + + + + The Global X position of the item + + + The Global Y position of the item + + + Get the Local X position of the item + + + Get the Local Y position of the item + + + Get the Handle of the region + + + + Represents an agent or group of agents location + + + + + Represents a Telehub location + + + + + Represents a non-adult parcel of land for sale + + + + + Represents an Adult parcel of land for sale + + + + + Represents a PG Event + + + + + Represents a Mature event + + + + + Represents an Adult event + + + + + Manages grid-wide tasks such as the world map + + + + The event subscribers. null if no subcribers + + + Raises the CoarseLocationUpdate event + A CoarseLocationUpdateEventArgs object containing the + data sent by simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the GridRegion event + A GridRegionEventArgs object containing the + data sent by simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the GridLayer event + A GridLayerEventArgs object containing the + data sent by simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the GridItems event + A GridItemEventArgs object containing the + data sent by simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the RegionHandleReply event + A RegionHandleReplyEventArgs object containing the + data sent by simulator + + + Thread sync lock object + + + A dictionary of all the regions, indexed by region name + + + A dictionary of all the regions, indexed by region handle + + + + Constructor + + Instance of GridClient object to associate with this GridManager instance + + + + + + + + + + Request a map layer + + The name of the region + The type of layer + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Request data for all mainland (Linden managed) simulators + + + + + Request the region handle for the specified region UUID + + UUID of the region to look up + + + + Get grid region information using the region name, this function + will block until it can find the region or gives up + + Name of sim you're looking for + Layer that you are requesting + Will contain a GridRegion for the sim you're + looking for if successful, otherwise an empty structure + True if the GridRegion was successfully fetched, otherwise + false + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Raised when the simulator sends a + containing the location of agents in the simulator + + + Raised when the simulator sends a Region Data in response to + a Map request + + + Raised when the simulator sends GridLayer object containing + a map tile coordinates and texture information + + + Raised when the simulator sends GridItems object containing + details on events, land sales at a specific location + + + Raised in response to a Region lookup + + + Unknown + + + Current direction of the sun + + + Current angular velocity of the sun + + + Current world time + + + + Permissions for control of object media + + + + + Style of cotrols that shold be displayed to the user + + + + + Class representing media data for a single face + + + + Is display of the alternative image enabled + + + Should media auto loop + + + Shoule media be auto played + + + Auto scale media to prim face + + + Should viewer automatically zoom in on the face when clicked + + + Should viewer interpret first click as interaction with the media + or when false should the first click be treated as zoom in commadn + + + Style of controls viewer should display when + viewer media on this face + + + Starting URL for the media + + + Currently navigated URL + + + Media height in pixes + + + Media width in pixels + + + Who can controls the media + + + Who can interact with the media + + + Is URL whitelist enabled + + + Array of URLs that are whitelisted + + + + Serialize to OSD + + OSDMap with the serialized data + + + + Deserialize from OSD data + + Serialized OSD data + Deserialized object + + + + 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 + + + The event subscribers. null if no subcribers + + + Raises the LandPatchReceived event + A LandPatchReceivedEventArgs object containing the + data returned from the simulator + + + Thread sync lock object + + + + Default constructor + + + + + Raised when the simulator responds sends + + + Simulator from that sent tha data + + + Sim coordinate of the patch + + + Sim coordinate of the patch + + + Size of tha patch + + + Heightmap for the patch + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Login Request Parameters + + + + The URL of the Login Server + + + The number of milliseconds to wait before a login is considered + failed due to timeout + + + The request method + login_to_simulator is currently the only supported method + + + The Agents First name + + + The Agents Last name + + + A md5 hashed password + plaintext password will be automatically hashed + + + The agents starting location once logged in + Either "last", "home", or a string encoded URI + containing the simulator name and x/y/z coordinates e.g: uri:hooper&128&152&17 + + + A string containing the client software channel information + Second Life Release + + + The client software version information + The official viewer uses: Second Life Release n.n.n.n + where n is replaced with the current version of the viewer + + + A string containing the platform information the agent is running on + + + A string hash of the network cards Mac Address + + + Unknown or deprecated + + + A string hash of the first disk drives ID used to identify this clients uniqueness + + + A string containing the viewers Software, this is not directly sent to the login server but + instead is used to generate the Version string + + + A string representing the software creator. This is not directly sent to the login server but + is used by the library to generate the Version information + + + If true, this agent agrees to the Terms of Service of the grid its connecting to + + + Unknown + + + An array of string sent to the login server to enable various options + + + A randomly generated ID to distinguish between login attempts. This value is only used + internally in the library and is never sent over the wire + + + + Default constuctor, initializes sane default values + + + + + Instantiates new LoginParams object and fills in the values + + Instance of GridClient to read settings from + Login first name + Login last name + Password + Login channnel (application name) + Client version, should be application name + version number + + + + Instantiates new LoginParams object and fills in the values + + Instance of GridClient to read settings from + Login first name + Login last name + Password + Login channnel (application name) + Client version, should be application name + version number + URI of the login server + + + + 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 + + + + Login Routines + + + NetworkManager is responsible for managing the network layer of + OpenMetaverse. It tracks all the server connections, serializes + outgoing traffic and deserializes incoming traffic, and provides + instances of delegates for network-related events. + + + + The event subscribers, null of no subscribers + + + Raises the LoginProgress Event + A LoginProgressEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + Seed CAPS URL returned from the login server + + + A list of packets obtained during the login process which + networkmanager will log but not process + + + + Generate sane default values for a login request + + Account first name + Account last name + Account password + Client application name + Client application version + A populated struct containing + sane defaults + + + + Simplified login that takes the most common and required fields + + Account first name + Account last name + Account password + Client application name + Client application version + Whether the login was successful or not. On failure the + LoginErrorKey string will contain the error code and LoginMessage + will contain a description of the error + + + + Simplified login that takes the most common fields along with a + starting location URI, and can accept an MD5 string instead of a + plaintext password + + Account first name + Account last name + Account password or MD5 hash of the password + such as $1$1682a1e45e9f957dcdf0bb56eb43319c + Client application name + Starting location URI that can be built with + StartLocation() + Client application version + Whether the login was successful or not. On failure the + LoginErrorKey string will contain the error code and LoginMessage + will contain a description of the error + + + + Login that takes a struct of all the values that will be passed to + the login server + + The values that will be passed to the login + server, all fields must be set even if they are String.Empty + Whether the login was successful or not. On failure the + LoginErrorKey string will contain the error code and LoginMessage + will contain a description of the error + + + + Build a start location URI for passing to the Login function + + Name of the simulator to start in + X coordinate to start at + Y coordinate to start at + Z coordinate to start at + String with a URI that can be used to login to a specified + location + + + + Handles response from XML-RPC login replies + + + + + Handle response from LLSD login replies + + + + + + + + Get current OS + + Either "Win" or "Linux" + + + + Get clients default Mac Address + + A string containing the first found Mac Address + + + The event subscribers, null of no subscribers + + + Raises the PacketSent Event + A PacketSentEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the LoggedOut Event + A LoggedOutEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the SimConnecting Event + A SimConnectingEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the SimConnected Event + A SimConnectedEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the SimDisconnected Event + A SimDisconnectedEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the Disconnected Event + A DisconnectedEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the SimChanged Event + A SimChangedEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the EventQueueRunning Event + A EventQueueRunningEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + All of the simulators we are currently connected to + + + Handlers for incoming capability events + + + Handlers for incoming packets + + + Incoming packets that are awaiting handling + + + Outgoing packets that are awaiting handling + + + + Default constructor + + Reference to the GridClient object + + + + Register an event handler for a packet. This is a low level event + interface and should only be used if you are doing something not + supported in the library + + Packet type to trigger events for + Callback to fire when a packet of this type + is received + + + + Unregister an event handler for a packet. This is a low level event + interface and should only be used if you are doing something not + supported in the library + + Packet type this callback is registered with + Callback to stop firing events for + + + + Register a CAPS event handler. This is a low level event interface + and should only be used if you are doing something not supported in + the library + + Name of the CAPS event to register a handler for + Callback to fire when a CAPS event is received + + + + Unregister a CAPS event handler. This is a low level event interface + and should only be used if you are doing something not supported in + the library + + Name of the CAPS event this callback is + registered with + Callback to stop firing events for + + + + Send a packet to the simulator the avatar is currently occupying + + Packet to send + + + + Send a packet to a specified simulator + + Packet to send + Simulator to send the packet to + + + + Connect to a simulator + + IP address to connect to + Port to connect to + Handle for this simulator, to identify its + location in the grid + Whether to set CurrentSim to this new + connection, use this if the avatar is moving in to this simulator + URL of the capabilities server to use for + this sim connection + A Simulator object on success, otherwise null + + + + Connect to a simulator + + IP address and port to connect to + Handle for this simulator, to identify its + location in the grid + Whether to set CurrentSim to this new + connection, use this if the avatar is moving in to this simulator + URL of the capabilities server to use for + this sim connection + A Simulator object on success, otherwise null + + + + Initiate a blocking logout request. This will return when the logout + handshake has completed or when Settings.LOGOUT_TIMEOUT + has expired and the network layer is manually shut down + + + + + Initiate the logout process. Check if logout succeeded with the + OnLogoutReply event, and if this does not fire the + Shutdown() function needs to be manually called + + + + + Close a connection to the given simulator + + + + + + + Shutdown will disconnect all the sims except for the current sim + first, and then kill the connection to CurrentSim. This should only + be called if the logout process times out on RequestLogout + + Type of shutdown + + + + Shutdown will disconnect all the sims except for the current sim + first, and then kill the connection to CurrentSim. This should only + be called if the logout process times out on RequestLogout + + Type of shutdown + Shutdown message + + + + Searches through the list of currently connected simulators to find + one attached to the given IPEndPoint + + IPEndPoint of the Simulator to search for + A Simulator reference on success, otherwise null + + + + Fire an event when an event queue connects for capabilities + + Simulator the event queue is attached to + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Raised when the simulator sends us data containing + ... + + + Called when a reply is received from the login server, the + login sequence will block until this event returns + + + Current state of logging in + + + Upon login failure, contains a short string key for the + type of login error that occurred + + + The raw XML-RPC reply from the login server, exactly as it + was received (minus the HTTP header) + + + During login this contains a descriptive version of + LoginStatusCode. After a successful login this will contain the + message of the day, and after a failed login a descriptive error + message will be returned + + + Raised when the simulator sends us data containing + ... + + + Raised when the simulator sends us data containing + ... + + + Raised when the simulator sends us data containing + ... + + + Raised when the simulator sends us data containing + ... + + + Raised when the simulator sends us data containing + ... + + + Raised when the simulator sends us data containing + ... + + + Raised when the simulator sends us data containing + ... + + + Raised when the simulator sends us data containing + ... + + + Unique identifier associated with our connections to + simulators + + + The simulator that the logged in avatar is currently + occupying + + + Shows whether the network layer is logged in to the + grid or not + + + Number of packets in the incoming queue + + + Number of packets in the outgoing queue + + + + + + + + + + + + + + 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 + + + + 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 + + + + Permission request flags, asked when a script wants to control an Avatar + + + + Placeholder for empty values, shouldn't ever see this + + + Script wants ability to take money from you + + + Script wants to take camera controls for you + + + Script wants to remap avatars controls + + + Script wants to trigger avatar animations + This function is not implemented on the grid + + + Script wants to attach or detach the prim or primset to your avatar + + + Script wants permission to release ownership + This function is not implemented on the grid + The concept of "public" objects does not exist anymore. + + + Script wants ability to link/delink with other prims + + + Script wants permission to change joints + This function is not implemented on the grid + + + Script wants permissions to change permissions + This function is not implemented on the grid + + + Script wants to track avatars camera position and rotation + + + Script wants to control your camera + + + + Special commands used in Instant Messages + + + + Indicates a regular IM from another agent + + + Simple notification box with an OK button + + + You've been invited to join a group. + + + Inventory offer + + + Accepted inventory offer + + + Declined inventory offer + + + Group vote + + + An object is offering its inventory + + + Accept an inventory offer from an object + + + Decline an inventory offer from an object + + + Unknown + + + Start a session, or add users to a session + + + Start a session, but don't prune offline users + + + Start a session with your group + + + Start a session without a calling card (finder or objects) + + + Send a message to a session + + + Leave a session + + + Indicates that the IM is from an object + + + Sent an IM to a busy user, this is the auto response + + + Shows the message in the console and chat history + + + Send a teleport lure + + + Response sent to the agent which inititiated a teleport invitation + + + Response sent to the agent which inititiated a teleport invitation + + + Only useful if you have Linden permissions + + + A placeholder type for future expansion, currently not + used + + + IM to tell the user to go to an URL + + + IM for help + + + IM sent automatically on call for help, sends a lure + to each Helper reached + + + Like an IM but won't go to email + + + IM from a group officer to all group members + + + Unknown + + + Unknown + + + Accept a group invitation + + + Decline a group invitation + + + Unknown + + + An avatar is offering you friendship + + + An avatar has accepted your friendship offer + + + An avatar has declined your friendship offer + + + Indicates that a user has started typing + + + Indicates that a user has stopped typing + + + + Flag in Instant Messages, whether the IM should be delivered to + offline avatars as well + + + + Only deliver to online avatars + + + If the avatar is offline the message will be held until + they login next, and possibly forwarded to their e-mail account + + + + Conversion type to denote Chat Packet types in an easier-to-understand format + + + + Whisper (5m radius) + + + Normal chat (10/20m radius), what the official viewer typically sends + + + Shouting! (100m radius) + + + Event message when an Avatar has begun to type + + + Event message when an Avatar has stopped typing + + + Send the message to the debug channel + + + Event message when an object uses llOwnerSay + + + Special value to support llRegionSay, never sent to the client + + + + Identifies the source of a chat message + + + + Chat from the grid or simulator + + + Chat from another avatar + + + Chat from an object + + + + + + + + + + + + + + + + + + Effect type used in ViewerEffect packets + + + + + + + + + + + + + + + + + + + + + + + + + Project a beam from a source to a destination, such as + the one used when editing an object + + + + + + + + + + + + Create a swirl of particles around an object + + + + + + + + + Cause an avatar to look at an object + + + Cause an avatar to point at an object + + + + The action an avatar is doing when looking at something, used in + ViewerEffect packets for the LookAt effect + + + + + + + + + + + + + + + + + + + + + + Deprecated + + + + + + + + + + + + + + + + The action an avatar is doing when pointing at something, used in + ViewerEffect packets for the PointAt effect + + + + + + + + + + + + + + + + + Money transaction types + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Flags sent when a script takes or releases a control + + NOTE: (need to verify) These might be a subset of the ControlFlags enum in Movement, + + + No Flags set + + + Forward (W or up Arrow) + + + Back (S or down arrow) + + + Move left (shift+A or left arrow) + + + Move right (shift+D or right arrow) + + + Up (E or PgUp) + + + Down (C or PgDown) + + + Rotate left (A or left arrow) + + + Rotate right (D or right arrow) + + + Left Mouse Button + + + Left Mouse button in MouseLook + + + + Currently only used to hide your group title + + + + No flags set + + + Hide your group title + + + + Action state of the avatar, which can currently be typing and + editing + + + + + + + + + + + + + + Current teleport status + + + + Unknown status + + + Teleport initialized + + + Teleport in progress + + + Teleport failed + + + Teleport completed + + + Teleport cancelled + + + + + + + + No flags set, or teleport failed + + + Set when newbie leaves help island for first time + + + + + + Via Lure + + + Via Landmark + + + Via Location + + + Via Home + + + Via Telehub + + + Via Login + + + Linden Summoned + + + Linden Forced me + + + + + + Agent Teleported Home via Script + + + + + + + + + + + + forced to new location for example when avatar is banned or ejected + + + Teleport Finished via a Lure + + + Finished, Sim Changed + + + Finished, Same Sim + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Instant Message + + + + Key of sender + + + Name of sender + + + Key of destination avatar + + + ID of originating estate + + + Key of originating region + + + Coordinates in originating region + + + Instant message type + + + Group IM session toggle + + + Key of IM session, for Group Messages, the groups UUID + + + Timestamp of the instant message + + + Instant message text + + + Whether this message is held for offline avatars + + + Context specific packed data + + + Print the struct data as a string + A string containing the field name, and field value + + + + + + + + + Construct a new instance of the ChatEventArgs object + + Sim from which the message originates + The message sent + The audible level of the message + The type of message sent: whisper, shout, etc + The source type of the message sender + The name of the agent or object sending the message + The ID of the agent or object sending the message + The ID of the object owner, or the agent ID sending the message + The position of the agent or object sending the message + + + Get the simulator sending the message + + + Get the message sent + + + Get the audible level of the message + + + Get the type of message sent: whisper, shout, etc + + + Get the source type of the message sender + + + Get the name of the agent or object sending the message + + + Get the ID of the agent or object sending the message + + + Get the ID of the object owner, or the agent ID sending the message + + + Get the position of the agent or object sending the message + + + Contains the data sent when a primitive opens a dialog with this agent + + + + Construct a new instance of the ScriptDialogEventArgs + + The dialog message + The name of the object that sent the dialog request + The ID of the image to be displayed + The ID of the primitive sending the dialog + The first name of the senders owner + The last name of the senders owner + The communication channel the dialog was sent on + The string labels containing the options presented in this dialog + + + Get the dialog message + + + Get the name of the object that sent the dialog request + + + Get the ID of the image to be displayed + + + Get the ID of the primitive sending the dialog + + + Get the first name of the senders owner + + + Get the last name of the senders owner + + + Get the communication channel the dialog was sent on, responses + should also send responses on this same channel + + + Get the string labels containing the options presented in this dialog + + + Contains the data sent when a primitive requests debit or other permissions + requesting a YES or NO answer + + + + Construct a new instance of the ScriptQuestionEventArgs + + The simulator containing the object sending the request + The ID of the script making the request + The ID of the primitive containing the script making the request + The name of the primitive making the request + The name of the owner of the object making the request + The permissions being requested + + + Get the simulator containing the object sending the request + + + Get the ID of the script making the request + + + Get the ID of the primitive containing the script making the request + + + Get the name of the primitive making the request + + + Get the name of the owner of the object making the request + + + Get the permissions being requested + + + Contains the data sent when a primitive sends a request + to an agent to open the specified URL + + + + Construct a new instance of the LoadUrlEventArgs + + The name of the object sending the request + The ID of the object sending the request + The ID of the owner of the object sending the request + True if the object is owned by a group + The message sent with the request + The URL the object sent + + + Get the name of the object sending the request + + + Get the ID of the object sending the request + + + Get the ID of the owner of the object sending the request + + + True if the object is owned by a group + + + Get the message sent with the request + + + Get the URL the object sent + + + The date received from an ImprovedInstantMessage + + + + Construct a new instance of the InstantMessageEventArgs object + + the InstantMessage object + the simulator where the InstantMessage origniated + + + Get the InstantMessage object + + + Get the simulator where the InstantMessage origniated + + + Contains the currency balance + + + + Construct a new BalanceEventArgs object + + The currenct balance + + + + Get the currenct balance + + + + Contains the transaction summary when an item is purchased, + money is given, or land is purchased + + + + Construct a new instance of the MoneyBalanceReplyEventArgs object + + The ID of the transaction + True of the transaction was successful + The current currency balance + The meters credited + The meters comitted + A brief description of the transaction + + + Get the ID of the transaction + + + True of the transaction was successful + + + Get the remaining currency balance + + + Get the meters credited + + + Get the meters comitted + + + Get the description of the transaction + + + Data sent from the simulator containing information about your agent and active group information + + + + Construct a new instance of the AgentDataReplyEventArgs object + + The agents first name + The agents last name + The agents active group ID + The group title of the agents active group + The combined group powers the agent has in the active group + The name of the group the agent has currently active + + + Get the agents first name + + + Get the agents last name + + + Get the active group ID of your agent + + + Get the active groups title of your agent + + + Get the combined group powers of your agent + + + Get the active group name of your agent + + + Data sent by the simulator to indicate the active/changed animations + applied to your agent + + + + Construct a new instance of the AnimationsChangedEventArgs class + + The dictionary that contains the changed animations + + + Get the dictionary that contains the changed animations + + + + Data sent from a simulator indicating a collision with your agent + + + + + Construct a new instance of the MeanCollisionEventArgs class + + The type of collision that occurred + The ID of the agent or object that perpetrated the agression + The ID of the Victim + The strength of the collision + The Time the collision occurred + + + Get the Type of collision + + + Get the ID of the agent or object that collided with your agent + + + Get the ID of the agent that was attacked + + + A value indicating the strength of the collision + + + Get the time the collision occurred + + + Data sent to your agent when it crosses region boundaries + + + + Construct a new instance of the RegionCrossedEventArgs class + + The simulator your agent just left + The simulator your agent is now in + + + Get the simulator your agent just left + + + Get the simulator your agent is now in + + + Data sent from the simulator when your agent joins a group chat session + + + + Construct a new instance of the GroupChatJoinedEventArgs class + + The ID of the session + The name of the session + A temporary session id used for establishing new sessions + True of your agent successfully joined the session + + + Get the ID of the group chat session + + + Get the name of the session + + + Get the temporary session ID used for establishing new sessions + + + True if your agent successfully joined the session + + + Data sent by the simulator containing urgent messages + + + + Construct a new instance of the AlertMessageEventArgs class + + The alert message + + + Get the alert message + + + Data sent by a script requesting to take or release specified controls to your agent + + + + Construct a new instance of the ScriptControlEventArgs class + + The controls the script is attempting to take or release to the agent + True if the script is passing controls back to the agent + True if the script is requesting controls be released to the script + + + Get the controls the script is attempting to take or release to the agent + + + True if the script is passing controls back to the agent + + + True if the script is requesting controls be released to the script + + + + Data sent from the simulator to an agent to indicate its view limits + + + + + Construct a new instance of the CameraConstraintEventArgs class + + The collision plane + + + Get the collision plane + + + + Data containing script sensor requests which allow an agent to know the specific details + of a primitive sending script sensor requests + + + + + Construct a new instance of the ScriptSensorReplyEventArgs + + The ID of the primitive sending the sensor + The ID of the group associated with the primitive + The name of the primitive sending the sensor + The ID of the primitive sending the sensor + The ID of the owner of the primitive sending the sensor + The position of the primitive sending the sensor + The range the primitive specified to scan + The rotation of the primitive sending the sensor + The type of sensor the primitive sent + The velocity of the primitive sending the sensor + + + Get the ID of the primitive sending the sensor + + + Get the ID of the group associated with the primitive + + + Get the name of the primitive sending the sensor + + + Get the ID of the primitive sending the sensor + + + Get the ID of the owner of the primitive sending the sensor + + + Get the position of the primitive sending the sensor + + + Get the range the primitive specified to scan + + + Get the rotation of the primitive sending the sensor + + + Get the type of sensor the primitive sent + + + Get the velocity of the primitive sending the sensor + + + Contains the response data returned from the simulator in response to a + + + Construct a new instance of the AvatarSitResponseEventArgs object + + + Get the ID of the primitive the agent will be sitting on + + + True if the simulator Autopilot functions were involved + + + Get the camera offset of the agent when seated + + + Get the camera eye offset of the agent when seated + + + True of the agent will be in mouselook mode when seated + + + Get the position of the agent when seated + + + Get the rotation of the agent when seated + + + Data sent when an agent joins a chat session your agent is currently participating in + + + + Construct a new instance of the ChatSessionMemberAddedEventArgs object + + The ID of the chat session + The ID of the agent joining + + + Get the ID of the chat session + + + Get the ID of the agent that joined + + + Data sent when an agent exits a chat session your agent is currently participating in + + + + Construct a new instance of the ChatSessionMemberLeftEventArgs object + + The ID of the chat session + The ID of the Agent that left + + + Get the ID of the chat session + + + Get the ID of the agent that left + + + + Extract the avatar UUID encoded in a SIP URI + + + + + + + Represents a Sound Asset + + + + Initializes a new instance of an AssetSound object + + + Initializes a new instance of an AssetSound object with parameters + A unique specific to this asset + A byte array containing the raw asset data + + + + TODO: Encodes a sound file + + + + + TODO: Decode a sound file + + true + + + Override the base classes AssetType + + + + Represents an LSL Text object containing a string of UTF encoded characters + + + + A string of characters represting the script contents + + + Initializes a new AssetScriptText object + + + + Initializes a new AssetScriptText object with parameters + + A unique specific to this asset + A byte array containing the raw asset data + + + + Initializes a new AssetScriptText object with parameters + + A string containing the scripts contents + + + + Encode a string containing the scripts contents into byte encoded AssetData + + + + + Decode a byte array containing the scripts contents into a string + + true if decoding is successful + + + Override the base classes AssetType + + + + + + + + No report + + + Unknown report type + + + Bug report + + + Complaint report + + + Customer service report + + + + Bitflag field for ObjectUpdateCompressed data blocks, describing + which options are present for each object + + + + Unknown + + + Whether the object has a TreeSpecies + + + Whether the object has floating text ala llSetText + + + Whether the object has an active particle system + + + Whether the object has sound attached to it + + + Whether the object is attached to a root object or not + + + Whether the object has texture animation settings + + + Whether the object has an angular velocity + + + Whether the object has a name value pairs string + + + Whether the object has a Media URL set + + + + Specific Flags for MultipleObjectUpdate requests + + + + None + + + Change position of prims + + + Change rotation of prims + + + Change size of prims + + + Perform operation on link set + + + Scale prims uniformly, same as selecing ctrl+shift in the + viewer. Used in conjunction with Scale + + + + Special values in PayPriceReply. If the price is not one of these + literal value of the price should be use + + + + + Indicates that this pay option should be hidden + + + + + Indicates that this pay option should have the default value + + + + + Contains the variables sent in an object update packet for objects. + Used to track position and movement of prims and avatars + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Handles all network traffic related to prims and avatar positions and + movement. + + + + The event subscribers, null of no subscribers + + + Raises the ObjectUpdate Event + A ObjectUpdateEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the ObjectProperties Event + A ObjectPropertiesEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the ObjectPropertiesUpdated Event + A ObjectPropertiesUpdatedEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the ObjectPropertiesFamily Event + A ObjectPropertiesFamilyEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the AvatarUpdate Event + A AvatarUpdateEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the TerseObjectUpdate Event + A TerseObjectUpdateEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the ObjectDataBlockUpdate Event + A ObjectDataBlockUpdateEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the KillObject Event + A KillObjectEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the AvatarSitChanged Event + A AvatarSitChangedEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the PayPriceReply Event + A PayPriceReplyEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + Reference to the GridClient object + + + Does periodic dead reckoning calculation to convert + velocity and acceleration to new positions for objects + + + + Construct a new instance of the ObjectManager class + + A reference to the instance + + + + Request information for a single object from a + you are currently connected to + + The the object is located + The Local ID of the object + + + + Request information for multiple objects contained in + the same simulator + + The the objects are located + An array containing the Local IDs of the objects + + + + Attempt to purchase an original object, a copy, or the contents of + an object + + The the object is located + The Local ID of the object + Whether the original, a copy, or the object + contents are on sale. This is used for verification, if the this + sale type is not valid for the object the purchase will fail + Price of the object. This is used for + verification, if it does not match the actual price the purchase + will fail + Group ID that will be associated with the new + purchase + Inventory folder UUID where the object or objects + purchased should be placed + + + BuyObject(Client.Network.CurrentSim, 500, SaleType.Copy, + 100, UUID.Zero, Client.Self.InventoryRootFolderUUID); + + + + + + Request prices that should be displayed in pay dialog. This will triggger the simulator + to send us back a PayPriceReply which can be handled by OnPayPriceReply event + + The the object is located + The ID of the object + The result is raised in the event + + + + Select a single object. This will cause the to send us + an which will raise the event + + The the object is located + The Local ID of the object + + + + + Select a single object. This will cause the to send us + an which will raise the event + + The the object is located + The Local ID of the object + if true, a call to is + made immediately following the request + + + + + Select multiple objects. This will cause the to send us + an which will raise the event + + The the objects are located + An array containing the Local IDs of the objects + Should objects be deselected immediately after selection + + + + + Select multiple objects. This will cause the to send us + an which will raise the event + + The the objects are located + An array containing the Local IDs of the objects + + + + + Update the properties of an object + + The the object is located + The Local ID of the object + true to turn the objects physical property on + true to turn the objects temporary property on + true to turn the objects phantom property on + true to turn the objects cast shadows property on + + + + Sets the sale properties of a single object + + The the object is located + The Local ID of the object + One of the options from the enum + The price of the object + + + + Sets the sale properties of multiple objects + + The the objects are located + An array containing the Local IDs of the objects + One of the options from the enum + The price of the object + + + + Deselect a single object + + The the object is located + The Local ID of the object + + + + Deselect multiple objects. + + The the objects are located + An array containing the Local IDs of the objects + + + + Perform a click action on an object + + The the object is located + The Local ID of the object + + + + Perform a click action (Grab) on a single object + + The the object is located + The Local ID of the object + The texture coordinates to touch + The surface coordinates to touch + The face of the position to touch + The region coordinates of the position to touch + The surface normal of the position to touch (A normal is a vector perpindicular to the surface) + The surface binormal of the position to touch (A binormal is a vector tangen to the surface + pointing along the U direction of the tangent space + + + + Create (rez) a new prim object in a simulator + + A reference to the object to place the object in + Data describing the prim object to rez + Group ID that this prim will be set to, or UUID.Zero if you + do not want the object to be associated with a specific group + An approximation of the position at which to rez the prim + Scale vector to size this prim + Rotation quaternion to rotate this prim + Due to the way client prim rezzing is done on the server, + the requested position for an object is only close to where the prim + actually ends up. If you desire exact placement you'll need to + follow up by moving the object after it has been created. This + function will not set textures, light and flexible data, or other + extended primitive properties + + + + Create (rez) a new prim object in a simulator + + A reference to the object to place the object in + Data describing the prim object to rez + Group ID that this prim will be set to, or UUID.Zero if you + do not want the object to be associated with a specific group + An approximation of the position at which to rez the prim + Scale vector to size this prim + Rotation quaternion to rotate this prim + Specify the + Due to the way client prim rezzing is done on the server, + the requested position for an object is only close to where the prim + actually ends up. If you desire exact placement you'll need to + follow up by moving the object after it has been created. This + function will not set textures, light and flexible data, or other + extended primitive properties + + + + Rez a Linden tree + + A reference to the object where the object resides + The size of the tree + The rotation of the tree + The position of the tree + The Type of tree + The of the group to set the tree to, + or UUID.Zero if no group is to be set + true to use the "new" Linden trees, false to use the old + + + + Rez grass and ground cover + + A reference to the object where the object resides + The size of the grass + The rotation of the grass + The position of the grass + The type of grass from the enum + The of the group to set the tree to, + or UUID.Zero if no group is to be set + + + + Set the textures to apply to the faces of an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + The texture data to apply + + + + Set the textures to apply to the faces of an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + The texture data to apply + A media URL (not used) + + + + Set the Light data on an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + A object containing the data to set + + + + Set the flexible data on an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + A object containing the data to set + + + + Set the sculptie texture and data on an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + A object containing the data to set + + + + Unset additional primitive parameters on an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + The extra parameters to set + + + + Link multiple prims into a linkset + + A reference to the object where the objects reside + An array which contains the IDs of the objects to link + The last object in the array will be the root object of the linkset TODO: Is this true? + + + + Delink/Unlink multiple prims from a linkset + + A reference to the object where the objects reside + An array which contains the IDs of the objects to delink + + + + Change the rotation of an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + The new rotation of the object + + + + Set the name of an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + A string containing the new name of the object + + + + Set the name of multiple objects + + A reference to the object where the objects reside + An array which contains the IDs of the objects to change the name of + An array which contains the new names of the objects + + + + Set the description of an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + A string containing the new description of the object + + + + Set the descriptions of multiple objects + + A reference to the object where the objects reside + An array which contains the IDs of the objects to change the description of + An array which contains the new descriptions of the objects + + + + Attach an object to this avatar + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + The point on the avatar the object will be attached + The rotation of the attached object + + + + Drop an attached object from this avatar + + A reference to the + object where the objects reside. This will always be the simulator the avatar is currently in + + The object's ID which is local to the simulator the object is in + + + + Detach an object from yourself + + A reference to the + object where the objects reside + + This will always be the simulator the avatar is currently in + + An array which contains the IDs of the objects to detach + + + + Change the position of an object, Will change position of entire linkset + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + The new position of the object + + + + Change the position of an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + The new position of the object + if true, will change position of (this) child prim only, not entire linkset + + + + Change the Scale (size) of an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + The new scale of the object + If true, will change scale of this prim only, not entire linkset + True to resize prims uniformly + + + + Change the Rotation of an object that is either a child or a whole linkset + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + The new scale of the object + If true, will change rotation of this prim only, not entire linkset + + + + Send a Multiple Object Update packet to change the size, scale or rotation of a primitive + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + The new rotation, size, or position of the target object + The flags from the Enum + + + + Deed an object (prim) to a group, Object must be shared with group which + can be accomplished with SetPermissions() + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + The of the group to deed the object to + + + + Deed multiple objects (prims) to a group, Objects must be shared with group which + can be accomplished with SetPermissions() + + A reference to the object where the object resides + An array which contains the IDs of the objects to deed + The of the group to deed the object to + + + + Set the permissions on multiple objects + + A reference to the object where the objects reside + An array which contains the IDs of the objects to set the permissions on + The new Who mask to set + The new Permissions mark to set + TODO: What does this do? + + + + Request additional properties for an object + + A reference to the object where the object resides + + + + + Request additional properties for an object + + A reference to the object where the object resides + Absolute UUID of the object + Whether to require server acknowledgement of this request + + + + Set the ownership of a list of objects to the specified group + + A reference to the object where the objects reside + An array which contains the IDs of the objects to set the group id on + The Groups ID + + + + Update current URL of the previously set prim media + + UUID of the prim + Set current URL to this + Prim face number + Simulator in which prim is located + + + + Set object media + + UUID of the prim + Array the length of prims number of faces. Null on face indexes where there is + no media, on faces which contain the media + Simulatior in which prim is located + + + + Retrieve information about object media + + UUID of the primitive + Simulator where prim is located + Call this callback when done + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + + A terse object update, used when a transformation matrix or + velocity/acceleration for an object changes but nothing else + (scale/position/rotation/acceleration/velocity) + + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + + Setup construction data for a basic primitive shape + + Primitive shape to construct + Construction data that can be plugged into a + + + + + + + + + + + + + + + + + + + + Set the Shape data of an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + Data describing the prim shape + + + + Set the Material data of an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + The new material of the object + + + + + + + + + + + + + + + + + + + + + Raised when the simulator sends us data containing + A , Foliage or Attachment + + + + + Raised when the simulator sends us data containing + additional information + + + + + Raised when the simulator sends us data containing + Primitive.ObjectProperties for an object we are currently tracking + + + Raised when the simulator sends us data containing + additional and details + + + + Raised when the simulator sends us data containing + updated information for an + + + Raised when the simulator sends us data containing + and movement changes + + + Raised when the simulator sends us data containing + updates to an Objects DataBlock + + + Raised when the simulator informs us an + or is no longer within view + + + Raised when the simulator sends us data containing + updated sit information for our + + + Raised when the simulator sends us data containing + purchase price information for a + + + + Callback for getting object media data via CAP + + Indicates if the operation was succesfull + Object media version string + Array indexed on prim face of media entry data + + + Provides data for the event + The event occurs when the simulator sends + an containing a Primitive, Foliage or Attachment data + Note 1: The event will not be raised when the object is an Avatar + Note 2: It is possible for the to be + raised twice for the same object if for example the primitive moved to a new simulator, then returned to the current simulator or + if an Avatar crosses the border into a new simulator and returns to the current simulator + + + The following code example uses the , , and + properties to display new Primitives and Attachments on the window. + + // Subscribe to the event that gives us prim and foliage information + Client.Objects.ObjectUpdate += Objects_ObjectUpdate; + + + private void Objects_ObjectUpdate(object sender, PrimEventArgs e) + { + Console.WriteLine("Primitive {0} {1} in {2} is an attachment {3}", e.Prim.ID, e.Prim.LocalID, e.Simulator.Name, e.IsAttachment); + } + + + + + + + + + Construct a new instance of the PrimEventArgs class + + The simulator the object originated from + The Primitive + The simulator time dilation + The prim was not in the dictionary before this update + true if the primitive represents an attachment to an agent + + + Get the simulator the originated from + + + Get the details + + + true if the did not exist in the dictionary before this update (always true if object tracking has been disabled) + + + true if the is attached to an + + + Get the simulator Time Dilation + + + Provides data for the event + The event occurs when the simulator sends + an containing Avatar data + Note 1: The event will not be raised when the object is an Avatar + Note 2: It is possible for the to be + raised twice for the same avatar if for example the avatar moved to a new simulator, then returned to the current simulator + + + The following code example uses the property to make a request for the top picks + using the method in the class to display the names + of our own agents picks listings on the window. + + // subscribe to the AvatarUpdate event to get our information + Client.Objects.AvatarUpdate += Objects_AvatarUpdate; + Client.Avatars.AvatarPicksReply += Avatars_AvatarPicksReply; + + private void Objects_AvatarUpdate(object sender, AvatarUpdateEventArgs e) + { + // we only want our own data + if (e.Avatar.LocalID == Client.Self.LocalID) + { + // Unsubscribe from the avatar update event to prevent a loop + // where we continually request the picks every time we get an update for ourselves + Client.Objects.AvatarUpdate -= Objects_AvatarUpdate; + // make the top picks request through AvatarManager + Client.Avatars.RequestAvatarPicks(e.Avatar.ID); + } + } + + private void Avatars_AvatarPicksReply(object sender, AvatarPicksReplyEventArgs e) + { + // we'll unsubscribe from the AvatarPicksReply event since we now have the data + // we were looking for + Client.Avatars.AvatarPicksReply -= Avatars_AvatarPicksReply; + // loop through the dictionary and extract the names of the top picks from our profile + foreach (var pickName in e.Picks.Values) + { + Console.WriteLine(pickName); + } + } + + + + + + + + Construct a new instance of the AvatarUpdateEventArgs class + + The simulator the packet originated from + The data + The simulator time dilation + The avatar was not in the dictionary before this update + + + Get the simulator the object originated from + + + Get the data + + + Get the simulator time dilation + + + true if the did not exist in the dictionary before this update (always true if avatar tracking has been disabled) + + + Provides additional primitive data for the event + The event occurs when the simulator sends + an containing additional details for a Primitive, Foliage data or Attachment data + The event is also raised when a request is + made. + + + The following code example uses the , and + + properties to display new attachments and send a request for additional properties containing the name of the + attachment then display it on the window. + + // Subscribe to the event that provides additional primitive details + Client.Objects.ObjectProperties += Objects_ObjectProperties; + + // handle the properties data that arrives + private void Objects_ObjectProperties(object sender, ObjectPropertiesEventArgs e) + { + Console.WriteLine("Primitive Properties: {0} Name is {1}", e.Properties.ObjectID, e.Properties.Name); + } + + + + + + Construct a new instance of the ObjectPropertiesEventArgs class + + The simulator the object is located + The primitive Properties + + + Get the simulator the object is located + + + Get the primitive properties + + + Provides additional primitive data for the event + The event occurs when the simulator sends + an containing additional details for a Primitive or Foliage data that is currently + being tracked in the dictionary + The event is also raised when a request is + made and is enabled + + + + + Construct a new instance of the ObjectPropertiesUpdatedEvenrArgs class + + The simulator the object is located + The Primitive + The primitive Properties + + + Get the simulator the object is located + + + Get the primitive details + + + Get the primitive properties + + + Provides additional primitive data, permissions and sale info for the event + The event occurs when the simulator sends + an containing additional details for a Primitive, Foliage data or Attachment. This includes + Permissions, Sale info, and other basic details on an object + The event is also raised when a request is + made, the viewer equivalent is hovering the mouse cursor over an object + + + + Get the simulator the object is located + + + + + + + + + Provides primitive data containing updated location, velocity, rotation, textures for the event + The event occurs when the simulator sends updated location, velocity, rotation, etc + + + + Get the simulator the object is located + + + Get the primitive details + + + + + + + + + + + + + + Get the simulator the object is located + + + Get the primitive details + + + + + + + + + + + + + + + Provides notification when an Avatar, Object or Attachment is DeRezzed or moves out of the avatars view for the + event + + + Get the simulator the object is located + + + The LocalID of the object + + + + Provides updates sit position data + + + + Get the simulator the object is located + + + + + + + + + + + + + + + + + Get the simulator the object is located + + + + + + + + + + + + + Indicates if the operation was successful + + + + + Media version string + + + + + Array of media entries indexed by face number + + + + + + + + + + + + + + + + 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 + + + + 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 + + + + 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 + + + + Indicates inventory item is a link + + True if inventory item is a link to another inventory item + + + + + + + + + + + + + + + + Generates a number corresponding to the value of the object to support the use of a hash table. + Suitable for use in hashing algorithms and data structures such as a hash table + + A Hashcode of all the combined InventoryItem fields + + + + Compares an object + + The object to compare + true if comparison object matches + + + + Determine whether the specified object is equal to the current object + + The object to compare against + true if objects are the same + + + + Determine whether the specified object is equal to the current object + + The object to compare against + true if objects are the same + + + + InventoryTexture Class representing a graphical image + + + + + + Construct an InventoryTexture object + + A which becomes the + objects AssetUUID + + + + Construct an InventoryTexture object from a serialization stream + + + + + InventorySound Class representing a playable sound + + + + + Construct an InventorySound object + + A which becomes the + objects AssetUUID + + + + Construct an InventorySound object from a serialization stream + + + + + InventoryCallingCard Class, contains information on another avatar + + + + + Construct an InventoryCallingCard object + + A which becomes the + objects AssetUUID + + + + Construct an InventoryCallingCard object from a serialization stream + + + + + InventoryLandmark Class, contains details on a specific location + + + + + Construct an InventoryLandmark object + + A which becomes the + objects AssetUUID + + + + Construct an InventoryLandmark object from a serialization stream + + + + + Landmarks use the InventoryItemFlags struct and will have a flag of 1 set if they have been visited + + + + + InventoryObject Class contains details on a primitive or coalesced set of primitives + + + + + Construct an InventoryObject object + + A which becomes the + objects AssetUUID + + + + Construct an InventoryObject object from a serialization stream + + + + + Gets or sets the upper byte of the Flags value + + + + + Gets or sets the object attachment point, the lower byte of the Flags value + + + + + InventoryNotecard Class, contains details on an encoded text document + + + + + Construct an InventoryNotecard object + + A which becomes the + objects AssetUUID + + + + Construct an InventoryNotecard object from a serialization stream + + + + + InventoryCategory Class + + TODO: Is this even used for anything? + + + + Construct an InventoryCategory object + + A which becomes the + objects AssetUUID + + + + Construct an InventoryCategory object from a serialization stream + + + + + InventoryLSL Class, represents a Linden Scripting Language object + + + + + Construct an InventoryLSL object + + A which becomes the + objects AssetUUID + + + + Construct an InventoryLSL object from a serialization stream + + + + + InventorySnapshot Class, an image taken with the viewer + + + + + Construct an InventorySnapshot object + + A which becomes the + objects AssetUUID + + + + Construct an InventorySnapshot object from a serialization stream + + + + + InventoryAttachment Class, contains details on an attachable object + + + + + Construct an InventoryAttachment object + + A which becomes the + objects AssetUUID + + + + Construct an InventoryAttachment object from a serialization stream + + + + + Get the last AttachmentPoint this object was attached to + + + + + InventoryWearable Class, details on a clothing item or body part + + + + + Construct an InventoryWearable object + + A which becomes the + objects AssetUUID + + + + Construct an InventoryWearable object from a serialization stream + + + + + The , Skin, Shape, Skirt, Etc + + + + + InventoryAnimation Class, A bvh encoded object which animates an avatar + + + + + Construct an InventoryAnimation object + + A which becomes the + objects AssetUUID + + + + Construct an InventoryAnimation object from a serialization stream + + + + + InventoryGesture Class, details on a series of animations, sounds, and actions + + + + + Construct an InventoryGesture object + + A which becomes the + objects AssetUUID + + + + Construct an InventoryGesture object from a serialization stream + + + + + A folder contains s and has certain attributes specific + to itself + + + + The Preferred for a folder. + + + The Version of this folder + + + Number of child items this folder contains. + + + + Constructor + + UUID of the folder + + + + + + + + + + Get Serilization data for this InventoryFolder object + + + + + Construct an InventoryFolder object from a serialization stream + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Tools for dealing with agents inventory + + + + Used for converting shadow_id to asset_id + + + The event subscribers, null of no subscribers + + + Raises the ItemReceived Event + A ItemReceivedEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the FolderUpdated Event + A FolderUpdatedEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the InventoryObjectOffered Event + A InventoryObjectOfferedEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the TaskItemReceived Event + A TaskItemReceivedEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the FindObjectByPath Event + A FindObjectByPathEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the TaskInventoryReply Event + A TaskInventoryReplyEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the SaveAssetToInventory Event + A SaveAssetToInventoryEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the ScriptRunningReply Event + A ScriptRunningReplyEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + Partial mapping of AssetTypes to folder names + + + + Default constructor + + Reference to the GridClient object + + + + Fetch an inventory item from the dataserver + + The items + The item Owners + a integer representing the number of milliseconds to wait for results + An object on success, or null if no item was found + Items will also be sent to the event + + + + Request A single inventory item + + The items + The item Owners + + + + + Request inventory items + + Inventory items to request + Owners of the inventory items + + + + + Get contents of a folder + + The of the folder to search + The of the folders owner + true to retrieve folders + true to retrieve items + sort order to return results in + a integer representing the number of milliseconds to wait for results + A list of inventory items matching search criteria within folder + + InventoryFolder.DescendentCount will only be accurate if both folders and items are + requested + + + + Request the contents of an inventory folder + + The folder to search + The folder owners + true to return s contained in folder + true to return s containd in folder + the sort order to return items in + + + + + Returns the UUID of the folder (category) that defaults to + containing 'type'. The folder is not necessarily only for that + type + + This will return the root folder if one does not exist + + The UUID of the desired folder if found, the UUID of the RootFolder + if not found, or UUID.Zero on failure + + + + Find an object in inventory using a specific path to search + + The folder to begin the search in + The object owners + A string path to search + milliseconds to wait for a reply + Found items or if + timeout occurs or item is not found + + + + Find inventory items by path + + The folder to begin the search in + The object owners + A string path to search, folders/objects separated by a '/' + Results are sent to the event + + + + Search inventory Store object for an item or folder + + The folder to begin the search in + An array which creates a path to search + Number of levels below baseFolder to conduct searches + if True, will stop searching after first match is found + A list of inventory items found + + + + Move an inventory item or folder to a new location + + The item or folder to move + The to move item or folder to + + + + Move an inventory item or folder to a new location and change its name + + The item or folder to move + The to move item or folder to + The name to change the item or folder to + + + + Move and rename a folder + + The source folders + The destination folders + The name to change the folder to + + + + Update folder properties + + of the folder to update + Sets folder's parent to + Folder name + Folder type + + + + Move a folder + + The source folders + The destination folders + + + + Move multiple folders, the keys in the Dictionary parameter, + to a new parents, the value of that folder's key. + + A Dictionary containing the + of the source as the key, and the + of the destination as the value + + + + Move an inventory item to a new folder + + The of the source item to move + The of the destination folder + + + + Move and rename an inventory item + + The of the source item to move + The of the destination folder + The name to change the folder to + + + + Move multiple inventory items to new locations + + A Dictionary containing the + of the source item as the key, and the + of the destination folder as the value + + + + Remove descendants of a folder + + The of the folder + + + + Remove a single item from inventory + + The of the inventory item to remove + + + + Remove a folder from inventory + + The of the folder to remove + + + + Remove multiple items or folders from inventory + + A List containing the s of items to remove + A List containing the s of the folders to remove + + + + Empty the Lost and Found folder + + + + + Empty the Trash folder + + + + + + + + + + + Proper use is to upload the inventory's asset first, then provide the Asset's TransactionID here. + + + + + + + + + + + + + Proper use is to upload the inventory's asset first, then provide the Asset's TransactionID here. + + + + + + + + Creates a new inventory folder + + ID of the folder to put this folder in + Name of the folder to create + The UUID of the newly created folder + + + + Creates a new inventory folder + + ID of the folder to put this folder in + Name of the folder to create + Sets this folder as the default folder + for new assets of the specified type. Use AssetType.Unknown + to create a normal folder, otherwise it will likely create a + duplicate of an existing folder type + The UUID of the newly created folder + If you specify a preferred type of AsseType.Folder + it will create a new root folder which may likely cause all sorts + of strange problems + + + + Create an inventory item and upload asset data + + Asset data + Inventory item name + Inventory item description + Asset type + Inventory type + Put newly created inventory in this folder + Delegate that will receive feedback on success or failure + + + + Create an inventory item and upload asset data + + Asset data + Inventory item name + Inventory item description + Asset type + Inventory type + Put newly created inventory in this folder + Permission of the newly created item + (EveryoneMask, GroupMask, and NextOwnerMask of Permissions struct are supported) + Delegate that will receive feedback on success or failure + + + + Creates inventory link to another inventory item or folder + + Put newly created link in folder with this UUID + Inventory item or folder + Method to call upon creation of the link + + + + Creates inventory link to another inventory item + + Put newly created link in folder with this UUID + Original inventory item + Method to call upon creation of the link + + + + Creates inventory link to another inventory folder + + Put newly created link in folder with this UUID + Original inventory folder + Method to call upon creation of the link + + + + Creates inventory link to another inventory item or folder + + Put newly created link in folder with this UUID + Original item's UUID + Name + Description + Asset Type + Inventory Type + Transaction UUID + Method to call upon creation of the link + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Request a copy of an asset embedded within a notecard + + Usually UUID.Zero for copying an asset from a notecard + UUID of the notecard to request an asset from + Target folder for asset to go to in your inventory + UUID of the embedded asset + callback to run when item is copied to inventory + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Save changes to notecard embedded in object contents + + Encoded notecard asset data + Notecard UUID + Object's UUID + Called upon finish of the upload with status information + + + + Upload new gesture asset for an inventory gesture item + + Encoded gesture asset + Gesture inventory UUID + Callback whick will be called when upload is complete + + + + Update an existing script in an agents Inventory + + A byte[] array containing the encoded scripts contents + the itemID of the script + if true, sets the script content to run on the mono interpreter + + + + + Update an existing script in an task Inventory + + A byte[] array containing the encoded scripts contents + the itemID of the script + UUID of the prim containting the script + if true, sets the script content to run on the mono interpreter + if true, sets the script to running + + + + + Rez an object from inventory + + Simulator to place object in + Rotation of the object when rezzed + Vector of where to place object + InventoryItem object containing item details + + + + Rez an object from inventory + + Simulator to place object in + Rotation of the object when rezzed + Vector of where to place object + InventoryItem object containing item details + UUID of group to own the object + + + + Rez an object from inventory + + Simulator to place object in + Rotation of the object when rezzed + Vector of where to place object + InventoryItem object containing item details + UUID of group to own the object + User defined queryID to correlate replies + If set to true, the CreateSelected flag + will be set on the rezzed object + + + + DeRez an object from the simulator to the agents Objects folder in the agents Inventory + + The simulator Local ID of the object + If objectLocalID is a child primitive in a linkset, the entire linkset will be derezzed + + + + DeRez an object from the simulator and return to inventory + + The simulator Local ID of the object + The type of destination from the enum + The destination inventory folders -or- + if DeRezzing object to a tasks Inventory, the Tasks + The transaction ID for this request which + can be used to correlate this request with other packets + If objectLocalID is a child primitive in a linkset, the entire linkset will be derezzed + + + + Rez an item from inventory to its previous simulator location + + + + + + + + + Give an inventory item to another avatar + + The of the item to give + The name of the item + The type of the item from the enum + The of the recipient + true to generate a beameffect during transfer + + + + Give an inventory Folder with contents to another avatar + + The of the Folder to give + The name of the folder + The type of the item from the enum + The of the recipient + true to generate a beameffect during transfer + + + + Copy or move an from agent inventory to a task (primitive) inventory + + The target object + The item to copy or move from inventory + + For items with copy permissions a copy of the item is placed in the tasks inventory, + for no-copy items the object is moved to the tasks inventory + + + + Retrieve a listing of the items contained in a task (Primitive) + + The tasks + The tasks simulator local ID + milliseconds to wait for reply from simulator + A list containing the inventory items inside the task or null + if a timeout occurs + This request blocks until the response from the simulator arrives + or timeoutMS is exceeded + + + + Request the contents of a tasks (primitives) inventory from the + current simulator + + The LocalID of the object + + + + + Request the contents of a tasks (primitives) inventory + + The simulator Local ID of the object + A reference to the simulator object that contains the object + + + + + Move an item from a tasks (Primitive) inventory to the specified folder in the avatars inventory + + LocalID of the object in the simulator + UUID of the task item to move + The ID of the destination folder in this agents inventory + Simulator Object + Raises the event + + + + Remove an item from an objects (Prim) Inventory + + LocalID of the object in the simulator + UUID of the task item to remove + Simulator Object + You can confirm the removal by comparing the tasks inventory serial before and after the + request with the request combined with + the event + + + + Copy an InventoryScript item from the Agents Inventory into a primitives task inventory + + An unsigned integer representing a primitive being simulated + An which represents a script object from the agents inventory + true to set the scripts running state to enabled + A Unique Transaction ID + + The following example shows the basic steps necessary to copy a script from the agents inventory into a tasks inventory + and assumes the script exists in the agents inventory. + + uint primID = 95899503; // Fake prim ID + UUID scriptID = UUID.Parse("92a7fe8a-e949-dd39-a8d8-1681d8673232"); // Fake Script UUID in Inventory + + Client.Inventory.FolderContents(Client.Inventory.FindFolderForType(AssetType.LSLText), Client.Self.AgentID, + false, true, InventorySortOrder.ByName, 10000); + + Client.Inventory.RezScript(primID, (InventoryItem)Client.Inventory.Store[scriptID]); + + + + + + Request the running status of a script contained in a task (primitive) inventory + + The ID of the primitive containing the script + The ID of the script + The event can be used to obtain the results of the + request + + + + + Send a request to set the running state of a script contained in a task (primitive) inventory + + The ID of the primitive containing the script + The ID of the script + true to set the script running, false to stop a running script + To verify the change you can use the method combined + with the event + + + + Create a CRC from an InventoryItem + + The source InventoryItem + A uint representing the source InventoryItem as a CRC + + + + Reverses a cheesy XORing with a fixed UUID to convert a shadow_id to an asset_id + + Obfuscated shadow_id value + Deobfuscated asset_id value + + + + Does a cheesy XORing with a fixed UUID to convert an asset_id to a shadow_id + + asset_id value to obfuscate + Obfuscated shadow_id value + + + + Wrapper for creating a new object + + The type of item from the enum + The of the newly created object + An object with the type and id passed + + + + Parse the results of a RequestTaskInventory() response + + A string which contains the data from the task reply + A List containing the items contained within the tasks inventory + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + + UpdateCreateInventoryItem packets are received when a new inventory item + is created. This may occur when an object that's rezzed in world is + taken into inventory, when an item is created using the CreateInventoryItem + packet, or when an object is purchased + + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Raised when the simulator sends us data containing + ... + + + Raised when the simulator sends us data containing + ... + + + Raised when the simulator sends us data containing + an inventory object sent by another avatar or primitive + + + Raised when the simulator sends us data containing + ... + + + Raised when the simulator sends us data containing + ... + + + Raised when the simulator sends us data containing + ... + + + Raised when the simulator sends us data containing + ... + + + Raised when the simulator sends us data containing + ... + + + + Get this agents Inventory data + + + + + Callback for inventory item creation finishing + + Whether the request to create an inventory + item succeeded or not + Inventory item being created. If success is + false this will be null + + + + Callback for an inventory item being create from an uploaded asset + + true if inventory item creation was successful + + + + + + + + + + + + + Reply received when uploading an inventory asset + + Has upload been successful + Error message if upload failed + Inventory asset UUID + New asset UUID + + + + Delegate that is invoked when script upload is completed + + Has upload succeded (note, there still might be compile errors) + Upload status message + Is compilation successful + If compilation failed, list of error messages, null on compilation success + Script inventory UUID + Script's new asset UUID + + + Set to true to accept offer, false to decline it + + + The folder to accept the inventory into, if null default folder for will be used + + + + Callback when an inventory object is accepted and received from a + task inventory. This is the callback in which you actually get + the ItemID, as in ObjectOfferedCallback it is null when received + from a task. + + + + + Avatar group management + + + + Key of Group Member + + + Total land contribution + + + Online status information + + + Abilities that the Group Member has + + + Current group title + + + Is a group owner + + + + Role manager for a group + + + + Key of the group + + + Key of Role + + + Name of Role + + + Group Title associated with Role + + + Description of Role + + + Abilities Associated with Role + + + Returns the role's title + The role's title + + + + Class to represent Group Title + + + + Key of the group + + + ID of the role title belongs to + + + Group Title + + + Whether title is Active + + + Returns group title + + + + Represents a group on the grid + + + + Key of Group + + + Key of Group Insignia + + + Key of Group Founder + + + Key of Group Role for Owners + + + Name of Group + + + Text of Group Charter + + + Title of "everyone" role + + + Is the group open for enrolement to everyone + + + Will group show up in search + + + + + + + + + + + + Is the group Mature + + + Cost of group membership + + + + + + + + + The total number of current members this group has + + + The number of roles this group has configured + + + Show this group in agent's profile + + + Returns the name of the group + A string containing the name of the group + + + + A group Vote + + + + Key of Avatar who created Vote + + + Text of the Vote proposal + + + Total number of votes + + + + A group proposal + + + + The Text of the proposal + + + The minimum number of members that must vote before proposal passes or failes + + + The required ration of yes/no votes required for vote to pass + The three options are Simple Majority, 2/3 Majority, and Unanimous + TODO: this should be an enum + + + The duration in days votes are accepted + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Struct representing a group notice + + + + + + + + + + + + + + + + + + + + + + + Struct representing a group notice list entry + + + + Notice ID + + + Creation timestamp of notice + + + Agent name who created notice + + + Notice subject + + + Is there an attachment? + + + Attachment Type + + + + Struct representing a member of a group chat session and their settings + + + + The of the Avatar + + + True if user has voice chat enabled + + + True of Avatar has moderator abilities + + + True if a moderator has muted this avatars chat + + + True if a moderator has muted this avatars voice + + + + Role update flags + + + + + + + + + + + + + + + + + + + + + + + + + Can send invitations to groups default role + + + Can eject members from group + + + Can toggle 'Open Enrollment' and change 'Signup fee' + + + Member is visible in the public member list + + + Can create new roles + + + Can delete existing roles + + + Can change Role names, titles and descriptions + + + Can assign other members to assigners role + + + Can assign other members to any role + + + Can remove members from roles + + + Can assign and remove abilities in roles + + + Can change group Charter, Insignia, 'Publish on the web' and which + members are publicly visible in group member listings + + + Can buy land or deed land to group + + + Can abandon group owned land to Governor Linden on mainland, or Estate owner for + private estates + + + Can set land for-sale information on group owned parcels + + + Can subdivide and join parcels + + + Can join group chat sessions + + + Can use voice chat in Group Chat sessions + + + Can moderate group chat sessions + + + Can toggle "Show in Find Places" and set search category + + + Can change parcel name, description, and 'Publish on web' settings + + + Can set the landing point and teleport routing on group land + + + Can change music and media settings + + + Can toggle 'Edit Terrain' option in Land settings + + + Can toggle various About Land > Options settings + + + Can always terraform land, even if parcel settings have it turned off + + + Can always fly while over group owned land + + + Can always rez objects on group owned land + + + Can always create landmarks for group owned parcels + + + Can set home location on any group owned parcel + + + Can modify public access settings for group owned parcels + + + Can manager parcel ban lists on group owned land + + + Can manage pass list sales information + + + Can eject and freeze other avatars on group owned land + + + Can return objects set to group + + + Can return non-group owned/set objects + + + Can return group owned objects + + + Can landscape using Linden plants + + + Can deed objects to group + + + Can move group owned objects + + + Can set group owned objects for-sale + + + Pay group liabilities and receive group dividends + + + Can send group notices + + + Can receive group notices + + + Can create group proposals + + + Can vote on group proposals + + + + Handles all network traffic related to reading and writing group + information + + + + The event subscribers. null if no subcribers + + + Raises the CurrentGroups event + A CurrentGroupsEventArgs object containing the + data sent from the simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the GroupNamesReply event + A GroupNamesEventArgs object containing the + data response from the simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the GroupProfile event + An GroupProfileEventArgs object containing the + data returned from the simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the GroupMembers event + A GroupMembersEventArgs object containing the + data returned from the simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the GroupRolesDataReply event + A GroupRolesDataReplyEventArgs object containing the + data returned from the simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the GroupRoleMembersReply event + A GroupRolesRoleMembersReplyEventArgs object containing the + data returned from the simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the GroupTitlesReply event + A GroupTitlesReplyEventArgs object containing the + data returned from the simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the GroupAccountSummary event + A GroupAccountSummaryReplyEventArgs object containing the + data returned from the simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the GroupCreated event + An GroupCreatedEventArgs object containing the + data returned from the simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the GroupJoined event + A GroupOperationEventArgs object containing the + result of the operation returned from the simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the GroupLeft event + A GroupOperationEventArgs object containing the + result of the operation returned from the simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the GroupDropped event + An GroupDroppedEventArgs object containing the + the group your agent left + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the GroupMemberEjected event + An GroupMemberEjectedEventArgs object containing the + data returned from the simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the GroupNoticesListReply event + An GroupNoticesListReplyEventArgs object containing the + data returned from the simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the GroupInvitation event + An GroupInvitationEventArgs object containing the + data returned from the simulator + + + Thread sync lock object + + + A reference to the current instance + + + Currently-active group members requests + + + Currently-active group roles requests + + + Currently-active group role-member requests + + + Dictionary keeping group members while request is in progress + + + Dictionary keeping mebmer/role mapping while request is in progress + + + Dictionary keeping GroupRole information while request is in progress + + + Caches group name lookups + + + + Construct a new instance of the GroupManager class + + A reference to the current instance + + + + Request a current list of groups the avatar is a member of. + + CAPS Event Queue must be running for this to work since the results + come across CAPS. + + + + Lookup name of group based on groupID + + groupID of group to lookup name for. + + + + Request lookup of multiple group names + + List of group IDs to request. + + + Lookup group profile data such as name, enrollment, founder, logo, etc + Subscribe to OnGroupProfile event to receive the results. + group ID (UUID) + + + Request a list of group members. + Subscribe to OnGroupMembers event to receive the results. + group ID (UUID) + UUID of the request, use to index into cache + + + Request group roles + Subscribe to OnGroupRoles event to receive the results. + group ID (UUID) + UUID of the request, use to index into cache + + + Request members (members,role) role mapping for a group. + Subscribe to OnGroupRolesMembers event to receive the results. + group ID (UUID) + UUID of the request, use to index into cache + + + Request a groups Titles + Subscribe to OnGroupTitles event to receive the results. + group ID (UUID) + UUID of the request, use to index into cache + + + Begin to get the group account summary + Subscribe to the OnGroupAccountSummary event to receive the results. + group ID (UUID) + How long of an interval + Which interval (0 for current, 1 for last) + + + Invites a user to a group + The group to invite to + A list of roles to invite a person to + Key of person to invite + + + Set a group as the current active group + group ID (UUID) + + + Change the role that determines your active title + Group ID to use + Role ID to change to + + + Set this avatar's tier contribution + Group ID to change tier in + amount of tier to donate + + + + Save wheather agent wants to accept group notices and list this group in their profile + + Group + Accept notices from this group + List this group in the profile + + + Request to join a group + Subscribe to OnGroupJoined event for confirmation. + group ID (UUID) to join. + + + + Request to create a new group. If the group is successfully + created, L$100 will automatically be deducted + + Subscribe to OnGroupCreated event to receive confirmation. + Group struct containing the new group info + + + Update a group's profile and other information + Groups ID (UUID) to update. + Group struct to update. + + + Eject a user from a group + Group ID to eject the user from + Avatar's key to eject + + + Update role information + Modified role to be updated + + + Create a new group role + Group ID to update + Role to create + + + Delete a group role + Group ID to update + Role to delete + + + Remove an avatar from a role + Group ID to update + Role ID to be removed from + Avatar's Key to remove + + + Assign an avatar to a role + Group ID to update + Role ID to assign to + Avatar's ID to assign to role + + + Request the group notices list + Group ID to fetch notices for + + + Request a group notice by key + ID of group notice + + + Send out a group notice + Group ID to update + GroupNotice structure containing notice data + + + Start a group proposal (vote) + The Group ID to send proposal to + GroupProposal structure containing the proposal + + + Request to leave a group + Subscribe to OnGroupLeft event to receive confirmation + The group to leave + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Raised when the simulator sends us data containing + our current group membership + + + Raised when the simulator responds to a RequestGroupName + or RequestGroupNames request + + + Raised when the simulator responds to a request + + + Raised when the simulator responds to a request + + + Raised when the simulator responds to a request + + + Raised when the simulator responds to a request + + + Raised when the simulator responds to a request + + + Raised when a response to a RequestGroupAccountSummary is returned + by the simulator + + + Raised when a request to create a group is successful + + + Raised when a request to join a group either + fails or succeeds + + + Raised when a request to leave a group either + fails or succeeds + + + Raised when A group is removed from the group server + + + Raised when a request to eject a member from a group either + fails or succeeds + + + Raised when the simulator sends us group notices + + + + Raised when another agent invites our avatar to join a group + + + Contains the current groups your agent is a member of + + + Construct a new instance of the CurrentGroupsEventArgs class + The current groups your agent is a member of + + + Get the current groups your agent is a member of + + + A Dictionary of group names, where the Key is the groups ID and the value is the groups name + + + Construct a new instance of the GroupNamesEventArgs class + The Group names dictionary + + + Get the Group Names dictionary + + + Represents the members of a group + + + + Construct a new instance of the GroupMembersReplyEventArgs class + + The ID of the request + The ID of the group + The membership list of the group + + + Get the ID as returned by the request to correlate + this result set and the request + + + Get the ID of the group + + + Get the dictionary of members + + + Represents the roles associated with a group + + + Construct a new instance of the GroupRolesDataReplyEventArgs class + The ID as returned by the request to correlate + this result set and the request + The ID of the group + The dictionary containing the roles + + + Get the ID as returned by the request to correlate + this result set and the request + + + Get the ID of the group + + + Get the dictionary containing the roles + + + Represents the Role to Member mappings for a group + + + Construct a new instance of the GroupRolesMembersReplyEventArgs class + The ID as returned by the request to correlate + this result set and the request + The ID of the group + The member to roles map + + + Get the ID as returned by the request to correlate + this result set and the request + + + Get the ID of the group + + + Get the member to roles map + + + Represents the titles for a group + + + Construct a new instance of the GroupTitlesReplyEventArgs class + The ID as returned by the request to correlate + this result set and the request + The ID of the group + The titles + + + Get the ID as returned by the request to correlate + this result set and the request + + + Get the ID of the group + + + Get the titles + + + Represents the summary data for a group + + + Construct a new instance of the GroupAccountSummaryReplyEventArgs class + The ID of the group + The summary data + + + Get the ID of the group + + + Get the summary data + + + A response to a group create request + + + Construct a new instance of the GroupCreatedReplyEventArgs class + The ID of the group + the success or faulure of the request + A string containing additional information + + + Get the ID of the group + + + true of the group was created successfully + + + A string containing the message + + + Represents a response to a request + + + Construct a new instance of the GroupOperationEventArgs class + The ID of the group + true of the request was successful + + + Get the ID of the group + + + true of the request was successful + + + Represents your agent leaving a group + + + Construct a new instance of the GroupDroppedEventArgs class + The ID of the group + + + Get the ID of the group + + + Represents a list of active group notices + + + Construct a new instance of the GroupNoticesListReplyEventArgs class + The ID of the group + The list containing active notices + + + Get the ID of the group + + + Get the notices list + + + Represents the profile of a group + + + Construct a new instance of the GroupProfileEventArgs class + The group profile + + + Get the group profile + + + + Provides notification of a group invitation request sent by another Avatar + + The invitation is raised when another avatar makes an offer for our avatar + to join a group. + + + The ID of the Avatar sending the group invitation + + + The name of the Avatar sending the group invitation + + + A message containing the request information which includes + the name of the group, the groups charter and the fee to join details + + + The Simulator + + + Set to true to accept invitation, false to decline + + + Describes tasks returned in LandStatReply + + + + Estate level administration and utilities + + + + Textures for each of the four terrain height levels + + + Upper/lower texture boundaries for each corner of the sim + + + + Constructor for EstateTools class + + + + + The event subscribers. null if no subcribers + + + Raises the TopCollidersReply event + A TopCollidersReplyEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the TopScriptsReply event + A TopScriptsReplyEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the EstateUsersReply event + A EstateUsersReplyEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the EstateGroupsReply event + A EstateGroupsReplyEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the EstateManagersReply event + A EstateManagersReplyEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the EstateBansReply event + A EstateBansReplyEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the EstateCovenantReply event + A EstateCovenantReplyEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the EstateUpdateInfoReply event + A EstateUpdateInfoReplyEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + + Requests estate information such as top scripts and colliders + + + + + + + + Requests estate settings, including estate manager and access/ban lists + + + Requests the "Top Scripts" list for the current region + + + Requests the "Top Colliders" list for the current region + + + + Set several estate specific configuration variables + + The Height of the waterlevel over the entire estate. Defaults to 20 + The maximum height change allowed above the baked terrain. Defaults to 4 + The minimum height change allowed below the baked terrain. Defaults to -4 + true to use + if True forces the sun position to the position in SunPosition + The current position of the sun on the estate, or when FixedSun is true the static position + the sun will remain. 6.0 = Sunrise, 30.0 = Sunset + + + + Request return of objects owned by specified avatar + + The Agents owning the primitives to return + specify the coverage and type of objects to be included in the return + true to perform return on entire estate + + + + + + + + + Used for setting and retrieving various estate panel settings + + EstateOwnerMessage Method field + List of parameters to include + + + + Kick an avatar from an estate + + Key of Agent to remove + + + + Ban an avatar from an estate + Key of Agent to remove + Ban user from this estate and all others owned by the estate owner + + + Unban an avatar from an estate + Key of Agent to remove + /// Unban user from this estate and all others owned by the estate owner + + + + Send a message dialog to everyone in an entire estate + + Message to send all users in the estate + + + + Send a message dialog to everyone in a simulator + + Message to send all users in the simulator + + + + Send an avatar back to their home location + + Key of avatar to send home + + + + Begin the region restart process + + + + + Cancels a region restart + + + + Estate panel "Region" tab settings + + + Estate panel "Debug" tab settings + + + Used for setting the region's terrain textures for its four height levels + + + + + + + Used for setting sim terrain texture heights + + + Requests the estate covenant + + + + Upload a terrain RAW file + + A byte array containing the encoded terrain data + The name of the file being uploaded + The Id of the transfer request + + + + Teleports all users home in current Estate + + + + + Remove estate manager + Key of Agent to Remove + removes manager to this estate and all others owned by the estate owner + + + + Add estate manager + Key of Agent to Add + Add agent as manager to this estate and all others owned by the estate owner + + + + Add's an agent to the estate Allowed list + Key of Agent to Add + Add agent as an allowed reisdent to All estates if true + + + + Removes an agent from the estate Allowed list + Key of Agent to Remove + Removes agent as an allowed reisdent from All estates if true + + + + + Add's a group to the estate Allowed list + Key of Group to Add + Add Group as an allowed group to All estates if true + + + + + Removes a group from the estate Allowed list + Key of Group to Remove + Removes Group as an allowed Group from All estates if true + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Raised when the data server responds to a request. + + + Raised when the data server responds to a request. + + + Raised when the data server responds to a request. + + + Raised when the data server responds to a request. + + + Raised when the data server responds to a request. + + + Raised when the data server responds to a request. + + + Raised when the data server responds to a request. + + + Raised when the data server responds to a request. + + + Used in the ReportType field of a LandStatRequest + + + Used by EstateOwnerMessage packets + + + Used by EstateOwnerMessage packets + + + + + + + + No flags set + + + Only return targets scripted objects + + + Only return targets objects if on others land + + + Returns target's scripted objects and objects on other parcels + + + Ground texture settings for each corner of the region + + + Used by GroundTextureHeightSettings + + + The high and low texture thresholds for each corner of the sim + + + Raised on LandStatReply when the report type is for "top colliders" + + + Construct a new instance of the TopCollidersReplyEventArgs class + The number of returned items in LandStatReply + Dictionary of Object UUIDs to tasks returned in LandStatReply + + + + The number of returned items in LandStatReply + + + + + A Dictionary of Object UUIDs to tasks returned in LandStatReply + + + + Raised on LandStatReply when the report type is for "top Scripts" + + + Construct a new instance of the TopScriptsReplyEventArgs class + The number of returned items in LandStatReply + Dictionary of Object UUIDs to tasks returned in LandStatReply + + + + The number of scripts returned in LandStatReply + + + + + A Dictionary of Object UUIDs to tasks returned in LandStatReply + + + + Returned, along with other info, upon a successful .RequestInfo() + + + Construct a new instance of the EstateBansReplyEventArgs class + The estate's identifier on the grid + The number of returned items in LandStatReply + User UUIDs banned + + + + The identifier of the estate + + + + + The number of returned itmes + + + + + List of UUIDs of Banned Users + + + + Returned, along with other info, upon a successful .RequestInfo() + + + Construct a new instance of the EstateUsersReplyEventArgs class + The estate's identifier on the grid + The number of users + Allowed users UUIDs + + + + The identifier of the estate + + + + + The number of returned items + + + + + List of UUIDs of Allowed Users + + + + Returned, along with other info, upon a successful .RequestInfo() + + + Construct a new instance of the EstateGroupsReplyEventArgs class + The estate's identifier on the grid + The number of Groups + Allowed Groups UUIDs + + + + The identifier of the estate + + + + + The number of returned items + + + + + List of UUIDs of Allowed Groups + + + + Returned, along with other info, upon a successful .RequestInfo() + + + Construct a new instance of the EstateManagersReplyEventArgs class + The estate's identifier on the grid + The number of Managers + Managers UUIDs + + + + The identifier of the estate + + + + + The number of returned items + + + + + List of UUIDs of the Estate's Managers + + + + Returned, along with other info, upon a successful .RequestInfo() + + + Construct a new instance of the EstateCovenantReplyEventArgs class + The Covenant ID + The timestamp + The estate's name + The Estate Owner's ID (can be a GroupID) + + + + The Covenant + + + + + The timestamp + + + + + The Estate name + + + + + The Estate Owner's ID (can be a GroupID) + + + + Returned, along with other info, upon a successful .RequestInfo() + + + Construct a new instance of the EstateUpdateInfoReplyEventArgs class + The estate's name + The Estate Owners ID (can be a GroupID) + The estate's identifier on the grid + + + + + The estate's name + + + + + The Estate Owner's ID (can be a GroupID) + + + + + The identifier of the estate on the grid + + + + + + + + Capabilities is the name of the bi-directional HTTP REST protocol + used to communicate non real-time transactions such as teleporting or + group messaging + + + + Reference to the simulator this system is connected to + + + + Default constructor + + + + + + + Request the URI of a named capability + + Name of the capability to request + The URI of the requested capability, or String.Empty if + the capability does not exist + + + + Process any incoming events, check to see if we have a message created for the event, + + + + + + Capabilities URI this system was initialized with + + + Whether the capabilities event queue is connected and + listening for incoming events + + + + Triggered when an event is received via the EventQueueGet + capability + + Event name + Decoded event data + The simulator that generated the event + + + + Level of Detail mesh + + + + = + + + Number of times we've received an unknown CAPS exception in series. + + + For exponential backoff on error. + + + + + + + + + + + + + + + + + + Thrown when a packet could not be successfully deserialized + + + + + Default constructor + + + + + Constructor that takes an additional error message + + An error message to attach to this exception + + + + The header of a message template packet. Holds packet flags, sequence + number, packet ID, and any ACKs that will be appended at the end of + the packet + + + + + Convert the AckList to a byte array, used for packet serializing + + Reference to the target byte array + Beginning position to start writing to in the byte + array, will be updated with the ending position of the ACK list + + + + + + + + + + + + + + + + + + + + + A block of data in a packet. Packets are composed of one or more blocks, + each block containing one or more fields + + + + + Create a block from a byte array + + Byte array containing the serialized block + Starting position of the block in the byte array. + This will point to the data after the end of the block when the + call returns + + + + Serialize this block into a byte array + + Byte array to serialize this block into + Starting position in the byte array to serialize to. + This will point to the position directly after the end of the + serialized block when the call returns + + + Current length of the data in this packet + + + A generic value, not an actual packet type + + + + 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 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 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+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + A set of textures that are layered on texture of each other and "baked" + in to a single texture, for avatar appearances + + + + Final baked texture + + + Component layers + + + Width of the final baked image and scratchpad + + + Height of the final baked image and scratchpad + + + Bake type + + + + Default constructor + + Bake type + + + + Adds layer for baking + + TexturaData struct that contains texture and its params + + + + Converts avatar texture index (face) to Bake type + + Face number (AvatarTextureIndex) + BakeType, layer to which this texture belongs to + + + + Make sure images exist, resize source if needed to match the destination + + Destination image + Source image + Sanitization was succefull + + + + Fills a baked layer as a solid *appearing* color. The colors are + subtly dithered on a 16x16 grid to prevent the JPEG2000 stage from + compressing it too far since it seems to cause upload failures if + the image is a pure solid color + + Color of the base of this layer + + + + Fills a baked layer as a solid *appearing* color. The colors are + subtly dithered on a 16x16 grid to prevent the JPEG2000 stage from + compressing it too far since it seems to cause upload failures if + the image is a pure solid color + + Red value + Green value + Blue value + + + Final baked texture + + + Component layers + + + Width of the final baked image and scratchpad + + + Height of the final baked image and scratchpad + + + Bake type + + + Is this one of the 3 skin bakes + + + + Singleton logging class for the entire library + + + + log4net logging engine + + + + Default constructor + + + + + Send a log message to the logging engine + + The log message + The severity of the log entry + + + + Send a log message to the logging engine + + The log message + The severity of the log entry + Instance of the client + + + + Send a log message to the logging engine + + The log message + The severity of the log entry + Exception that was raised + + + + Send a log message to the logging engine + + The log message + The severity of the log entry + Instance of the client + Exception that was raised + + + + If the library is compiled with DEBUG defined, an event will be + fired if an OnLogMessage handler is registered and the + message will be sent to the logging engine + + The message to log at the DEBUG level to the + current logging engine + + + + If the library is compiled with DEBUG defined and + GridClient.Settings.DEBUG is true, an event will be + fired if an OnLogMessage handler is registered and the + message will be sent to the logging engine + + The message to log at the DEBUG level to the + current logging engine + Instance of the client + + + Triggered whenever a message is logged. If this is left + null, log messages will go to the console + + + + Callback used for client apps to receive log messages from + the library + + Data being logged + The severity of the log entry from + + + + Main class to expose grid functionality to clients. All of the + classes needed for sending and receiving data are accessible through + this class. + + + + // Example minimum code required to instantiate class and + // connect to a simulator. + using System; + using System.Collections.Generic; + using System.Text; + using OpenMetaverse; + + namespace FirstBot + { + class Bot + { + public static GridClient Client; + static void Main(string[] args) + { + Client = new GridClient(); // instantiates the GridClient class + // to the global Client object + // Login to Simulator + Client.Network.Login("FirstName", "LastName", "Password", "FirstBot", "1.0"); + // Wait for a Keypress + Console.ReadLine(); + // Logout of simulator + Client.Network.Logout(); + } + } + } + + + + + Networking subsystem + + + Settings class including constant values and changeable + parameters for everything + + + Parcel (subdivided simulator lots) subsystem + + + Our own avatars subsystem + + + Other avatars subsystem + + + Estate subsystem + + + Friends list subsystem + + + Grid (aka simulator group) subsystem + + + Object subsystem + + + Group subsystem + + + Asset subsystem + + + Appearance subsystem + + + Inventory subsystem + + + Directory searches including classifieds, people, land + sales, etc + + + Handles land, wind, and cloud heightmaps + + + Handles sound-related networking + + + Throttling total bandwidth usage, or allocating bandwidth + for specific data stream types + + + + Default constructor + + + + + Return the full name of this instance + + Client avatars full name + + + + Class that handles the local asset cache + + + + + Default constructor + + A reference to the GridClient object + + + + Disposes cleanup timer + + + + + Only create timer when needed + + + + + Return bytes read from the local asset cache, null if it does not exist + + UUID of the asset we want to get + Raw bytes of the asset, or null on failure + + + + Returns ImageDownload object of the + image from the local image cache, null if it does not exist + + UUID of the image we want to get + ImageDownload object containing the image, or null on failure + + + + Constructs a file name of the cached asset + + UUID of the asset + String with the file name of the cahced asset + + + + Saves an asset to the local cache + + UUID of the asset + Raw bytes the asset consists of + Weather the operation was successfull + + + + Get the file name of the asset stored with gived UUID + + UUID of the asset + Null if we don't have that UUID cached on disk, file name if found in the cache folder + + + + Checks if the asset exists in the local cache + + UUID of the asset + True is the asset is stored in the cache, otherwise false + + + + Wipes out entire cache + + + + + Brings cache size to the 90% of the max size + + + + + Asynchronously brings cache size to the 90% of the max size + + + + + Adds up file sizes passes in a FileInfo array + + + + + Checks whether caching is enabled + + + + + Periodically prune the cache + + + + + Nicely formats file sizes + + Byte size we want to output + String with humanly readable file size + + + + Allows setting weather to periodicale prune the cache if it grows too big + Default is enabled, when caching is enabled + + + + + How long (in ms) between cache checks (default is 5 min.) + + + + + Helper class for sorting files by their last accessed time + + + + + Index of TextureEntry slots for avatar appearances + + + + + Bake layers for avatar appearance + + + + Maximum number of concurrent downloads for wearable assets and textures + + + Maximum number of concurrent uploads for baked textures + + + Timeout for fetching inventory listings + + + Timeout for fetching a single wearable, or receiving a single packet response + + + Timeout for fetching a single texture + + + Timeout for uploading a single baked texture + + + Number of times to retry bake upload + + + When changing outfit, kick off rebake after + 20 seconds has passed since the last change + + + Total number of wearables for each avatar + + + Total number of baked textures on each avatar + + + Total number of wearables per bake layer + + + Total number of textures on an avatar, baked or not + + + Mapping between BakeType and AvatarTextureIndex + + + Map of what wearables are included in each bake + + + Magic values to finalize the cache check hashes for each + bake + + + Default avatar texture, used to detect when a custom + texture is not set for a face + + + The event subscribers. null if no subcribers + + + Raises the AgentWearablesReply event + An AgentWearablesReplyEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the CachedBakesReply event + An AgentCachedBakesReplyEventArgs object containing the + data returned from the data server AgentCachedTextureResponse + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the AppearanceSet event + An AppearanceSetEventArgs object indicating if the operatin was successfull + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the RebakeAvatarRequested event + An RebakeAvatarTexturesEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + A cache of wearables currently being worn + + + A cache of textures currently being worn + + + Incrementing serial number for AgentCachedTexture packets + + + Incrementing serial number for AgentSetAppearance packets + + + Indicates whether or not the appearance thread is currently + running, to prevent multiple appearance threads from running + simultaneously + + + Reference to our agent + + + + Timer used for delaying rebake on changing outfit + + + + + Main appearance thread + + + + + Default constructor + + A reference to our agent + + + + Obsolete method for setting appearance. This function no longer does anything. + Use RequestSetAppearance() to manually start the appearance thread + + + + + Obsolete method for setting appearance. This function no longer does anything. + Use RequestSetAppearance() to manually start the appearance thread + + Unused parameter + + + + Starts the appearance setting thread + + + + + Starts the appearance setting thread + + True to force rebaking, otherwise false + + + + Ask the server what textures our agent is currently wearing + + + + + Build hashes out of the texture assetIDs for each baking layer to + ask the simulator whether it has cached copies of each baked texture + + + + + Returns the AssetID of the asset that is currently being worn in a + given WearableType slot + + WearableType slot to get the AssetID for + The UUID of the asset being worn in the given slot, or + UUID.Zero if no wearable is attached to the given slot or wearables + have not been downloaded yet + + + + Add a wearable to the current outfit and set appearance + + Wearable to be added to the outfit + + + + Add a list of wearables to the current outfit and set appearance + + List of wearable inventory items to + be added to the outfit + + + + Remove a wearable from the current outfit and set appearance + + Wearable to be removed from the outfit + + + + Removes a list of wearables from the current outfit and set appearance + + List of wearable inventory items to + be removed from the outfit + + + + Replace the current outfit with a list of wearables and set appearance + + List of wearable inventory items that + define a new outfit + + + + Checks if an inventory item is currently being worn + + The inventory item to check against the agent + wearables + The WearableType slot that the item is being worn in, + or WearbleType.Invalid if it is not currently being worn + + + + Returns a copy of the agents currently worn wearables + + A copy of the agents currently worn wearables + Avoid calling this function multiple times as it will make + a copy of all of the wearable data each time + + + + Calls either or + depending on the value of + replaceItems + + List of wearable inventory items to add + to the outfit or become a new outfit + True to replace existing items with the + new list of items, false to add these items to the existing outfit + + + + Adds a list of attachments to our agent + + A List containing the attachments to add + If true, tells simulator to remove existing attachment + first + + + + Attach an item to our agent at a specific attach point + + A to attach + the on the avatar + to attach the item to + + + + Attach an item to our agent specifying attachment details + + The of the item to attach + The attachments owner + The name of the attachment + The description of the attahment + The to apply when attached + The of the attachment + The on the agent + to attach the item to + + + + Detach an item from our agent using an object + + An object + + + + Detach an item from our agent + + The inventory itemID of the item to detach + + + + Inform the sim which wearables are part of our current outfit + + + + + Replaces the Wearables collection with a list of new wearable items + + Wearable items to replace the Wearables collection with + + + + Calculates base color/tint for a specific wearable + based on its params + + All the color info gathered from wearable's VisualParams + passed as list of ColorParamInfo tuples + Base color/tint for the wearable + + + + Blocking method to populate the Wearables dictionary + + True on success, otherwise false + + + + Blocking method to populate the Textures array with cached bakes + + True on success, otherwise false + + + + Populates textures and visual params from a decoded asset + + Wearable to decode + + + + Blocking method to download and parse currently worn wearable assets + + True on success, otherwise false + + + + Get a list of all of the textures that need to be downloaded for a + single bake layer + + Bake layer to get texture AssetIDs for + A list of texture AssetIDs to download + + + + Helper method to lookup the TextureID for a single layer and add it + to a list if it is not already present + + + + + + + Blocking method to download all of the textures needed for baking + the given bake layers + + A list of layers that need baking + No return value is given because the baking will happen + whether or not all textures are successfully downloaded + + + + Blocking method to create and upload baked textures for all of the + missing bakes + + True on success, otherwise false + + + + Blocking method to create and upload a baked texture for a single + bake layer + + Layer to bake + True on success, otherwise false + + + + Blocking method to upload a baked texture + + Five channel JPEG2000 texture data to upload + UUID of the newly created asset on success, otherwise UUID.Zero + + + + Creates a dictionary of visual param values from the downloaded wearables + + A dictionary of visual param indices mapping to visual param + values for our agent that can be fed to the Baker class + + + + Create an AgentSetAppearance packet from Wearables data and the + Textures array and send it + + + + + Converts a WearableType to a bodypart or clothing WearableType + + A WearableType + AssetType.Bodypart or AssetType.Clothing or AssetType.Unknown + + + + Converts a BakeType to the corresponding baked texture slot in AvatarTextureIndex + + A BakeType + The AvatarTextureIndex slot that holds the given BakeType + + + + Gives the layer number that is used for morph mask + + >A BakeType + Which layer number as defined in BakeTypeToTextures is used for morph mask + + + + Converts a BakeType to a list of the texture slots that make up that bake + + A BakeType + A list of texture slots that are inputs for the given bake + + + Triggered when an AgentWearablesUpdate packet is received, + telling us what our avatar is currently wearing + request. + + + Raised when an AgentCachedTextureResponse packet is + received, giving a list of cached bakes that were found on the + simulator + request. + + + + Raised when appearance data is sent to the simulator, also indicates + the main appearance thread is finished. + + request. + + + + Triggered when the simulator requests the agent rebake its appearance. + + + + + + Returns true if AppearanceManager is busy and trying to set or change appearance will fail + + + + + Contains information about a wearable inventory item + + + + Inventory ItemID of the wearable + + + AssetID of the wearable asset + + + WearableType of the wearable + + + AssetType of the wearable + + + Asset data for the wearable + + + + Data collected from visual params for each wearable + needed for the calculation of the color + + + + + Holds a texture assetID and the data needed to bake this layer into + an outfit texture. Used to keep track of currently worn textures + and baking data + + + + A texture AssetID + + + Asset data for the texture + + + Collection of alpha masks that needs applying + + + Tint that should be applied to the texture + + + Contains the Event data returned from the data server from an AgentWearablesRequest + + + Construct a new instance of the AgentWearablesReplyEventArgs class + + + Contains the Event data returned from the data server from an AgentCachedTextureResponse + + + Construct a new instance of the AgentCachedBakesReplyEventArgs class + + + Contains the Event data returned from an AppearanceSetRequest + + + + Triggered when appearance data is sent to the sim and + the main appearance thread is done. + Indicates whether appearance setting was successful + + + Indicates whether appearance setting was successful + + + Contains the Event data returned from the data server from an RebakeAvatarTextures + + + + Triggered when the simulator sends a request for this agent to rebake + its appearance + + The ID of the Texture Layer to bake + + + The ID of the Texture Layer to bake + + + + Sent to the client to indicate a teleport request has completed + + + + + Interface requirements for Messaging system + + + + The of the agent + + + + + + The simulators handle the agent teleported to + + + A Uri which contains a list of Capabilities the simulator supports + + + Indicates the level of access required + to access the simulator, or the content rating, or the simulators + map status + + + The IP Address of the simulator + + + The UDP Port the simulator will listen for UDP traffic on + + + Status flags indicating the state of the Agent upon arrival, Flying, etc. + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + Sent to the viewer when a neighboring simulator is requesting the agent make a connection to it. + + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + A message sent to the client which indicates a teleport request has failed + and contains some information on why it failed + + + + + + + A string key of the reason the teleport failed e.g. CouldntTPCloser + Which could be used to look up a value in a dictionary or enum + + + The of the Agent + + + A string human readable message containing the reason + An example: Could not teleport closer to destination + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + Contains a list of prim owner information for a specific parcel in a simulator + + + A Simulator will always return at least 1 entry + If agent does not have proper permission the OwnerID will be UUID.Zero + If agent does not have proper permission OR there are no primitives on parcel + the DataBlocksExtended map will not be sent from the simulator + + + + An Array of objects + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + Prim ownership information for a specified owner on a single parcel + + + + The of the prim owner, + UUID.Zero if agent has no permission to view prim owner information + + + The total number of prims + + + True if the OwnerID is a + + + True if the owner is online + This is no longer used by the LL Simulators + + + The date the most recent prim was rezzed + + + + The details of a single parcel in a region, also contains some regionwide globals + + + + Simulator-local ID of this parcel + + + Maximum corner of the axis-aligned bounding box for this + parcel + + + Minimum corner of the axis-aligned bounding box for this + parcel + + + Total parcel land area + + + + + + Key of authorized buyer + + + Bitmap describing land layout in 4x4m squares across the + entire region + + + + + + Date land was claimed + + + Appears to always be zero + + + Parcel Description + + + + + + + + + Total number of primitives owned by the parcel group on + this parcel + + + Whether the land is deeded to a group or not + + + + + + Maximum number of primitives this parcel supports + + + The Asset UUID of the Texture which when applied to a + primitive will display the media + + + A URL which points to any Quicktime supported media type + + + A byte, if 0x1 viewer should auto scale media to fit object + + + URL For Music Stream + + + Parcel Name + + + Autoreturn value in minutes for others' objects + + + + + + Total number of other primitives on this parcel + + + UUID of the owner of this parcel + + + Total number of primitives owned by the parcel owner on + this parcel + + + + + + How long is pass valid for + + + Price for a temporary pass + + + + + + + + + + + + This field is no longer used + + + The result of a request for parcel properties + + + Sale price of the parcel, only useful if ForSale is set + The SalePrice will remain the same after an ownership + transfer (sale), so it can be used to see the purchase price after + a sale if the new owner has not changed it + + + + Number of primitives your avatar is currently + selecting and sitting on in this parcel + + + + + + + + A number which increments by 1, starting at 0 for each ParcelProperties request. + Can be overriden by specifying the sequenceID with the ParcelPropertiesRequest being sent. + a Negative number indicates the action in has occurred. + + + + Maximum primitives across the entire simulator + + + Total primitives across the entire simulator + + + + + + Key of parcel snapshot + + + Parcel ownership status + + + Total number of primitives on this parcel + + + + + + + + + TRUE of region denies access to age unverified users + + + A description of the media + + + An Integer which represents the height of the media + + + An integer which represents the width of the media + + + A boolean, if true the viewer should loop the media + + + A string which contains the mime type of the media + + + true to obscure (hide) media url + + + true to obscure (hide) music url + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + A message sent from the viewer to the simulator to updated a specific parcels settings + + + The of the agent authorized to purchase this + parcel of land or a NULL if the sale is authorized to anyone + + + true to enable auto scaling of the parcel media + + + The category of this parcel used when search is enabled to restrict + search results + + + A string containing the description to set + + + The of the which allows for additional + powers and restrictions. + + + The which specifies how avatars which teleport + to this parcel are handled + + + The LocalID of the parcel to update settings on + + + A string containing the description of the media which can be played + to visitors + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Deserialize the message + + An containing the data + + + + Serialize the object + + An containing the objects data + + + Base class used for the RemoteParcelRequest message + + + + A message sent from the viewer to the simulator to request information + on a remote parcel + + + + Local sim position of the parcel we are looking up + + + Region handle of the parcel we are looking up + + + Region of the parcel we are looking up + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + A message sent from the simulator to the viewer in response to a + which will contain parcel information + + + + The grid-wide unique parcel ID + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + A message containing a request for a remote parcel from a viewer, or a response + from the simulator to that request + + + + The request or response details block + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + A message sent from the simulator to an agent which contains + the groups the agent is in + + + + The Agent receiving the message + + + An array containing information + for each the agent is a member of + + + An array containing information + for each the agent is a member of + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + Group Details specific to the agent + + + true of the agent accepts group notices + + + The agents tier contribution to the group + + + The Groups + + + The of the groups insignia + + + The name of the group + + + The aggregate permissions the agent has in the group for all roles the agent + is assigned + + + An optional block containing additional agent specific information + + + true of the agent allows this group to be + listed in their profile + + + + A message sent from the viewer to the simulator which + specifies the language and permissions for others to detect + the language specified + + + + A string containng the default language + to use for the agent + + + true of others are allowed to + know the language setting + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + An EventQueue message sent from the simulator to an agent when the agent + leaves a group + + + + + An Array containing the AgentID and GroupID + + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + An object containing the Agents UUID, and the Groups UUID + + + The ID of the Agent leaving the group + + + The GroupID the Agent is leaving + + + Base class for Asset uploads/results via Capabilities + + + + The request state + + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + A message sent from the viewer to the simulator to request a temporary upload capability + which allows an asset to be uploaded + + + + The Capability URL sent by the simulator to upload the baked texture to + + + + A message sent from the simulator that will inform the agent the upload is complete, + and the UUID of the uploaded asset + + + + The uploaded texture asset ID + + + + A message sent from the viewer to the simulator to request a temporary + capability URI which is used to upload an agents baked appearance textures + + + + Object containing request or response + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + A message sent from the simulator which indicates the minimum version required for + using voice chat + + + + Major Version Required + + + Minor version required + + + The name of the region sending the version requrements + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + A message sent from the simulator to the viewer containing the + voice server URI + + + + The Parcel ID which the voice server URI applies + + + The name of the region + + + A uri containing the server/channel information + which the viewer can utilize to participate in voice conversations + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + + + + + + + + + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + A message sent by the viewer to the simulator to request a temporary + capability for a script contained with in a Tasks inventory to be updated + + + + Object containing request or response + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + A message sent from the simulator to the viewer to indicate + a Tasks scripts status. + + + + The Asset ID of the script + + + True of the script is compiled/ran using the mono interpreter, false indicates it + uses the older less efficient lsl2 interprter + + + The Task containing the scripts + + + true of the script is in a running state + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + A message containing the request/response used for updating a gesture + contained with an agents inventory + + + + Object containing request or response + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + A message request/response which is used to update a notecard contained within + a tasks inventory + + + + The of the Task containing the notecard asset to update + + + The notecard assets contained in the tasks inventory + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + A reusable class containing a message sent from the viewer to the simulator to request a temporary uploader capability + which is used to update an asset in an agents inventory + + + + + The Notecard AssetID to replace + + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + A message containing the request/response used for updating a notecard + contained with an agents inventory + + + + Object containing request or response + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + A message sent from the simulator to the viewer which indicates + an error occurred while attempting to update a script in an agents or tasks + inventory + + + + true of the script was successfully compiled by the simulator + + + A string containing the error which occured while trying + to update the script + + + A new AssetID assigned to the script + + + + A message sent from the viewer to the simulator + requesting the update of an existing script contained + within a tasks inventory + + + + if true, set the script mode to running + + + The scripts InventoryItem ItemID to update + + + A lowercase string containing either "mono" or "lsl2" which + specifies the script is compiled and ran on the mono runtime, or the older + lsl runtime + + + The tasks which contains the script to update + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + A message containing either the request or response used in updating a script inside + a tasks inventory + + + + Object containing request or response + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + Response from the simulator to notify the viewer the upload is completed, and + the UUID of the script asset and its compiled status + + + + The uploaded texture asset ID + + + true of the script was compiled successfully + + + + A message sent from a viewer to the simulator requesting a temporary uploader capability + used to update a script contained in an agents inventory + + + + The existing asset if of the script in the agents inventory to replace + + + The language of the script + Defaults to lsl version 2, "mono" might be another possible option + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + A message containing either the request or response used in updating a script inside + an agents inventory + + + + Object containing request or response + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + Base class for Map Layers via Capabilities + + + + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + Sent by an agent to the capabilities server to request map layers + + + + + A message sent from the simulator to the viewer which contains an array of map images and their grid coordinates + + + + An array containing LayerData items + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + An object containing map location details + + + + The Asset ID of the regions tile overlay + + + The grid location of the southern border of the map tile + + + The grid location of the western border of the map tile + + + The grid location of the eastern border of the map tile + + + The grid location of the northern border of the map tile + + + Object containing request or response + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + New as of 1.23 RC1, no details yet. + + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + A string containing the method used + + + + A request sent from an agent to the Simulator to begin a new conference. + Contains a list of Agents which will be included in the conference + + + + An array containing the of the agents invited to this conference + + + The conferences Session ID + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + A moderation request sent from a conference moderator + Contains an agent and an optional action to take + + + + The Session ID + + + + + + A list containing Key/Value pairs, known valid values: + key: text value: true/false - allow/disallow specified agents ability to use text in session + key: voice value: true/false - allow/disallow specified agents ability to use voice in session + + "text" or "voice" + + + + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + A message sent from the agent to the simulator which tells the + simulator we've accepted a conference invitation + + + + The conference SessionID + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + Key of sender + + + Name of sender + + + Key of destination avatar + + + ID of originating estate + + + Key of originating region + + + Coordinates in originating region + + + Instant message type + + + Group IM session toggle + + + Key of IM session, for Group Messages, the groups UUID + + + Timestamp of the instant message + + + Instant message text + + + Whether this message is held for offline avatars + + + Context specific packed data + + + Is this invitation for voice group/conference chat + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + Sent from the simulator to the viewer. + + When an agent initially joins a session the AgentUpdatesBlock object will contain a list of session members including + a boolean indicating they can use voice chat in this session, a boolean indicating they are allowed to moderate + this session, and lastly a string which indicates another agent is entering the session with the Transition set to "ENTER" + + During the session lifetime updates on individuals are sent. During the update the booleans sent during the initial join are + excluded with the exception of the Transition field. This indicates a new user entering or exiting the session with + the string "ENTER" or "LEAVE" respectively. + + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + An EventQueue message sent when the agent is forcibly removed from a chatterbox session + + + + + A string containing the reason the agent was removed + + + + + The ChatterBoxSession's SessionID + + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + + + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + + A message sent from the viewer to the simulator which + specifies that the user has changed current URL + of the specific media on a prim face + + + + + New URL + + + + + Prim UUID where navigation occured + + + + + Face index + + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + Base class used for the ObjectMedia message + + + + Message used to retrive prim media data + + + + + Prim UUID + + + + + Requested operation, either GET or UPDATE + + + + + Serialize object + + Serialized object as OSDMap + + + + Deserialize the message + + An containing the data + + + + Message used to update prim media data + + + + + Prim UUID + + + + + Array of media entries indexed by face number + + + + + Media version string + + + + + Serialize object + + Serialized object as OSDMap + + + + Deserialize the message + + An containing the data + + + + Message used to update prim media data + + + + + Prim UUID + + + + + Array of media entries indexed by face number + + + + + Requested operation, either GET or UPDATE + + + + + Serialize object + + Serialized object as OSDMap + + + + Deserialize the message + + An containing the data + + + + Message for setting or getting per face MediaEntry + + + + The request or response details block + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + Details about object resource usage + + + Object UUID + + + Object name + + + Indicates if object is group owned + + + Locatio of the object + + + Object owner + + + Resource usage, keys are resource names, values are resource usage for that specific resource + + + + Deserializes object from OSD + + An containing the data + + + + Makes an instance based on deserialized data + + serialized data + Instance containg deserialized data + + + Details about parcel resource usage + + + Parcel UUID + + + Parcel local ID + + + Parcel name + + + Indicates if parcel is group owned + + + Parcel owner + + + Array of containing per object resource usage + + + + Deserializes object from OSD + + An containing the data + + + + Makes an instance based on deserialized data + + serialized data + Instance containg deserialized data + + + Resource usage base class, both agent and parcel resource + usage contains summary information + + + Summary of available resources, keys are resource names, + values are resource usage for that specific resource + + + Summary resource usage, keys are resource names, + values are resource usage for that specific resource + + + + Serializes object + + serialized data + + + + Deserializes object from OSD + + An containing the data + + + Agent resource usage + + + Per attachment point object resource usage + + + + Deserializes object from OSD + + An containing the data + + + + Makes an instance based on deserialized data + + serialized data + Instance containg deserialized data + + + + Detects which class handles deserialization of this message + + An containing the data + Object capable of decoding this message + + + Request message for parcel resource usage + + + UUID of the parel to request resource usage info + + + + Serializes object + + serialized data + + + + Deserializes object from OSD + + An containing the data + + + Response message for parcel resource usage + + + URL where parcel resource usage details can be retrieved + + + URL where parcel resource usage summary can be retrieved + + + + Serializes object + + serialized data + + + + Deserializes object from OSD + + An containing the data + + + + Detects which class handles deserialization of this message + + An containing the data + Object capable of decoding this message + + + Parcel resource usage + + + Array of containing per percal resource usage + + + + Deserializes object from OSD + + An containing the data + + + + Access to the data server which allows searching for land, events, people, etc + + + + The event subscribers. null if no subcribers + + + Raises the EventInfoReply event + An EventInfoReplyEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the DirEventsReply event + An DirEventsReplyEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the PlacesReply event + A PlacesReplyEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the DirPlacesReply event + A DirPlacesReplyEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the DirClassifiedsReply event + A DirClassifiedsReplyEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the DirGroupsReply event + A DirGroupsReplyEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the DirPeopleReply event + A DirPeopleReplyEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the DirLandReply event + A DirLandReplyEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + + Constructs a new instance of the DirectoryManager class + + An instance of GridClient + + + + Query the data server for a list of classified ads containing the specified string. + Defaults to searching for classified placed in any category, and includes PG, Adult and Mature + results. + + Responses are sent 16 per response packet, there is no way to know how many results a query reply will contain however assuming + the reply packets arrived ordered, a response with less than 16 entries would indicate all results have been received + + The event is raised when a response is received from the simulator + + A string containing a list of keywords to search for + A UUID to correlate the results when the event is raised + + + + Query the data server for a list of classified ads which contain specified keywords (Overload) + + The event is raised when a response is received from the simulator + + A string containing a list of keywords to search for + The category to search + A set of flags which can be ORed to modify query options + such as classified maturity rating. + A UUID to correlate the results when the event is raised + + Search classified ads containing the key words "foo" and "bar" in the "Any" category that are either PG or Mature + + UUID searchID = StartClassifiedSearch("foo bar", ClassifiedCategories.Any, ClassifiedQueryFlags.PG | ClassifiedQueryFlags.Mature); + + + + Responses are sent 16 at a time, there is no way to know how many results a query reply will contain however assuming + the reply packets arrived ordered, a response with less than 16 entries would indicate all results have been received + + + + + Starts search for places (Overloaded) + + The event is raised when a response is received from the simulator + + Search text + Each request is limited to 100 places + being returned. To get the first 100 result entries of a request use 0, + from 100-199 use 1, 200-299 use 2, etc. + A UUID to correlate the results when the event is raised + + + + Queries the dataserver for parcels of land which are flagged to be shown in search + + The event is raised when a response is received from the simulator + + A string containing a list of keywords to search for separated by a space character + A set of flags which can be ORed to modify query options + such as classified maturity rating. + The category to search + Each request is limited to 100 places + being returned. To get the first 100 result entries of a request use 0, + from 100-199 use 1, 200-299 use 2, etc. + A UUID to correlate the results when the event is raised + + Search places containing the key words "foo" and "bar" in the "Any" category that are either PG or Adult + + UUID searchID = StartDirPlacesSearch("foo bar", DirFindFlags.DwellSort | DirFindFlags.IncludePG | DirFindFlags.IncludeAdult, ParcelCategory.Any, 0); + + + + Additional information on the results can be obtained by using the ParcelManager.InfoRequest method + + + + + Starts a search for land sales using the directory + + The event is raised when a response is received from the simulator + + What type of land to search for. Auction, + estate, mainland, "first land", etc + The OnDirLandReply event handler must be registered before + calling this function. There is no way to determine how many + results will be returned, or how many times the callback will be + fired other than you won't get more than 100 total parcels from + each query. + + + + Starts a search for land sales using the directory + + The event is raised when a response is received from the simulator + + What type of land to search for. Auction, + estate, mainland, "first land", etc + Maximum price to search for + Maximum area to search for + Each request is limited to 100 parcels + being returned. To get the first 100 parcels of a request use 0, + from 100-199 use 1, 200-299 use 2, etc. + The OnDirLandReply event handler must be registered before + calling this function. There is no way to determine how many + results will be returned, or how many times the callback will be + fired other than you won't get more than 100 total parcels from + each query. + + + + Send a request to the data server for land sales listings + + + Flags sent to specify query options + + Available flags: + Specify the parcel rating with one or more of the following: + IncludePG IncludeMature IncludeAdult + + Specify the field to pre sort the results with ONLY ONE of the following: + PerMeterSort NameSort AreaSort PricesSort + + Specify the order the results are returned in, if not specified the results are pre sorted in a Descending Order + SortAsc + + Specify additional filters to limit the results with one or both of the following: + LimitByPrice LimitByArea + + Flags can be combined by separating them with the | (pipe) character + + Additional details can be found in + + What type of land to search for. Auction, + Estate or Mainland + Maximum price to search for when the + DirFindFlags.LimitByPrice flag is specified in findFlags + Maximum area to search for when the + DirFindFlags.LimitByArea flag is specified in findFlags + Each request is limited to 100 parcels + being returned. To get the first 100 parcels of a request use 0, + from 100-199 use 100, 200-299 use 200, etc. + The event will be raised with the response from the simulator + + There is no way to determine how many results will be returned, or how many times the callback will be + fired other than you won't get more than 100 total parcels from + each reply. + + Any land set for sale to either anybody or specific to the connected agent will be included in the + results if the land is included in the query + + + // request all mainland, any maturity rating that is larger than 512 sq.m + StartLandSearch(DirFindFlags.SortAsc | DirFindFlags.PerMeterSort | DirFindFlags.LimitByArea | DirFindFlags.IncludePG | DirFindFlags.IncludeMature | DirFindFlags.IncludeAdult, SearchTypeFlags.Mainland, 0, 512, 0); + + + + + Search for Groups + + The name or portion of the name of the group you wish to search for + Start from the match number + + + + + Search for Groups + + The name or portion of the name of the group you wish to search for + Start from the match number + Search flags + + + + + Search the People directory for other avatars + + The name or portion of the name of the avatar you wish to search for + + + + + + Search Places for parcels of land you personally own + + + + + Searches Places for land owned by the specified group + + ID of the group you want to recieve land list for (You must be a member of the group) + Transaction (Query) ID which can be associated with results from your request. + + + + Search the Places directory for parcels that are listed in search and contain the specified keywords + + A string containing the keywords to search for + Transaction (Query) ID which can be associated with results from your request. + + + + Search Places - All Options + + One of the Values from the DirFindFlags struct, ie: AgentOwned, GroupOwned, etc. + One of the values from the SearchCategory Struct, ie: Any, Linden, Newcomer + A string containing a list of keywords to search for separated by a space character + String Simulator Name to search in + LLUID of group you want to recieve results for + Transaction (Query) ID which can be associated with results from your request. + Transaction (Query) ID which can be associated with results from your request. + + + + Search All Events with specifid searchText in all categories, includes PG, Mature and Adult + + A string containing a list of keywords to search for separated by a space character + Each request is limited to 100 entries + being returned. To get the first group of entries of a request use 0, + from 100-199 use 100, 200-299 use 200, etc. + UUID of query to correlate results in callback. + + + + Search Events + + A string containing a list of keywords to search for separated by a space character + One or more of the following flags: DateEvents, IncludePG, IncludeMature, IncludeAdult + from the Enum + + Multiple flags can be combined by separating the flags with the | (pipe) character + "u" for in-progress and upcoming events, -or- number of days since/until event is scheduled + For example "0" = Today, "1" = tomorrow, "2" = following day, "-1" = yesterday, etc. + Each request is limited to 100 entries + being returned. To get the first group of entries of a request use 0, + from 100-199 use 100, 200-299 use 200, etc. + EventCategory event is listed under. + UUID of query to correlate results in callback. + + + Requests Event Details + ID of Event returned from the method + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming event message + The Unique Capabilities Key + The event message containing the data + The simulator the message originated from + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming event message + The Unique Capabilities Key + The event message containing the data + The simulator the message originated from + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Raised when the data server responds to a request. + + + Raised when the data server responds to a request. + + + Raised when the data server responds to a request. + + + Raised when the data server responds to a request. + + + Raised when the data server responds to a request. + + + Raised when the data server responds to a request. + + + Raised when the data server responds to a request. + + + Raised when the data server responds to a request. + + + Classified Ad categories + + + Classified is listed in the Any category + + + Classified is shopping related + + + Classified is + + + + + + + + + + + + + + + + + + + + + + + + Event Categories + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Query Flags used in many of the DirectoryManager methods to specify which query to execute and how to return the results. + + Flags can be combined using the | (pipe) character, not all flags are available in all queries + + + + Query the People database + + + + + + + + + Query the Groups database + + + Query the Events database + + + Query the land holdings database for land owned by the currently connected agent + + + + + + Query the land holdings database for land which is owned by a Group + + + Specifies the query should pre sort the results based upon traffic + when searching the Places database + + + + + + + + + + + + + + + Specifies the query should pre sort the results in an ascending order when searching the land sales database. + This flag is only used when searching the land sales database + + + Specifies the query should pre sort the results using the SalePrice field when searching the land sales database. + This flag is only used when searching the land sales database + + + Specifies the query should pre sort the results by calculating the average price/sq.m (SalePrice / Area) when searching the land sales database. + This flag is only used when searching the land sales database + + + Specifies the query should pre sort the results using the ParcelSize field when searching the land sales database. + This flag is only used when searching the land sales database + + + Specifies the query should pre sort the results using the Name field when searching the land sales database. + This flag is only used when searching the land sales database + + + When set, only parcels less than the specified Price will be included when searching the land sales database. + This flag is only used when searching the land sales database + + + When set, only parcels greater than the specified Size will be included when searching the land sales database. + This flag is only used when searching the land sales database + + + + + + + + + Include PG land in results. This flag is used when searching both the Groups, Events and Land sales databases + + + Include Mature land in results. This flag is used when searching both the Groups, Events and Land sales databases + + + Include Adult land in results. This flag is used when searching both the Groups, Events and Land sales databases + + + + + + + Land types to search dataserver for + + + + Search Auction, Mainland and Estate + + + Land which is currently up for auction + + + Parcels which are on the mainland (Linden owned) continents + + + Parcels which are on privately owned simulators + + + + The content rating of the event + + + + Event is PG + + + Event is Mature + + + Event is Adult + + + + Classified Ad Options + + There appear to be two formats the flags are packed in. + This set of flags is for the newer style + + + + + + + + + + + + + + + + + + + Classified ad query options + + + + Include all ads in results + + + Include PG ads in results + + + Include Mature ads in results + + + Include Adult ads in results + + + + The For Sale flag in PlacesReplyData + + + + Parcel is not listed for sale + + + Parcel is For Sale + + + + A classified ad on the grid + + + + UUID for this ad, useful for looking up detailed + information about it + + + The title of this classified ad + + + Flags that show certain options applied to the classified + + + Creation date of the ad + + + Expiration date of the ad + + + Price that was paid for this ad + + + Print the struct data as a string + A string containing the field name, and field value + + + + A parcel retrieved from the dataserver such as results from the + "For-Sale" listings or "Places" Search + + + + The unique dataserver parcel ID + This id is used to obtain additional information from the entry + by using the method + + + A string containing the name of the parcel + + + The size of the parcel + This field is not returned for Places searches + + + The price of the parcel + This field is not returned for Places searches + + + If True, this parcel is flagged to be auctioned + + + If true, this parcel is currently set for sale + + + Parcel traffic + + + Print the struct data as a string + A string containing the field name, and field value + + + + An Avatar returned from the dataserver + + + + Online status of agent + This field appears to be obsolete and always returns false + + + The agents first name + + + The agents last name + + + The agents + + + Print the struct data as a string + A string containing the field name, and field value + + + + Response to a "Groups" Search + + + + The Group ID + + + The name of the group + + + The current number of members + + + Print the struct data as a string + A string containing the field name, and field value + + + + Parcel information returned from a request + + Represents one of the following: + A parcel of land on the grid that has its Show In Search flag set + A parcel of land owned by the agent making the request + A parcel of land owned by a group the agent making the request is a member of + + + In a request for Group Land, the First record will contain an empty record + + Note: This is not the same as searching the land for sale data source + + + + The ID of the Agent of Group that owns the parcel + + + The name + + + The description + + + The Size of the parcel + + + The billable Size of the parcel, for mainland + parcels this will match the ActualArea field. For Group owned land this will be 10 percent smaller + than the ActualArea. For Estate land this will always be 0 + + + Indicates the ForSale status of the parcel + + + The Gridwide X position + + + The Gridwide Y position + + + The Z position of the parcel, or 0 if no landing point set + + + The name of the Region the parcel is located in + + + The Asset ID of the parcels Snapshot texture + + + The calculated visitor traffic + + + The billing product SKU + Known values are: + + 023Mainland / Full Region + 024Estate / Full Region + 027Estate / Openspace + 029Estate / Homestead + 129Mainland / Homestead (Linden Owned) + + + + + No longer used, will always be 0 + + + Get a SL URL for the parcel + A string, containing a standard SLURL + + + Print the struct data as a string + A string containing the field name, and field value + + + + An "Event" Listing summary + + + + The ID of the event creator + + + The name of the event + + + The events ID + + + A string containing the short date/time the event will begin + + + The event start time in Unixtime (seconds since epoch) + + + The events maturity rating + + + Print the struct data as a string + A string containing the field name, and field value + + + + The details of an "Event" + + + + The events ID + + + The ID of the event creator + + + The name of the event + + + The category + + + The events description + + + The short date/time the event will begin + + + The event start time in Unixtime (seconds since epoch) UTC adjusted + + + The length of the event in minutes + + + 0 if no cover charge applies + + + The cover charge amount in L$ if applicable + + + The name of the region where the event is being held + + + The gridwide location of the event + + + The maturity rating + + + Get a SL URL for the parcel where the event is hosted + A string, containing a standard SLURL + + + Print the struct data as a string + A string containing the field name, and field value + + + Contains the Event data returned from the data server from an EventInfoRequest + + + Construct a new instance of the EventInfoReplyEventArgs class + A single EventInfo object containing the details of an event + + + + A single EventInfo object containing the details of an event + + + + Contains the "Event" detail data returned from the data server + + + Construct a new instance of the DirEventsReplyEventArgs class + The ID of the query returned by the data server. + This will correlate to the ID returned by the method + A list containing the "Events" returned by the search query + + + The ID returned by + + + A list of "Events" returned by the data server + + + Contains the "Event" list data returned from the data server + + + Construct a new instance of PlacesReplyEventArgs class + The ID of the query returned by the data server. + This will correlate to the ID returned by the method + A list containing the "Places" returned by the data server query + + + The ID returned by + + + A list of "Places" returned by the data server + + + Contains the places data returned from the data server + + + Construct a new instance of the DirPlacesReplyEventArgs class + The ID of the query returned by the data server. + This will correlate to the ID returned by the method + A list containing land data returned by the data server + + + The ID returned by + + + A list containing Places data returned by the data server + + + Contains the classified data returned from the data server + + + Construct a new instance of the DirClassifiedsReplyEventArgs class + A list of classified ad data returned from the data server + + + A list containing Classified Ads returned by the data server + + + Contains the group data returned from the data server + + + Construct a new instance of the DirGroupsReplyEventArgs class + The ID of the query returned by the data server. + This will correlate to the ID returned by the method + A list of groups data returned by the data server + + + The ID returned by + + + A list containing Groups data returned by the data server + + + Contains the people data returned from the data server + + + Construct a new instance of the DirPeopleReplyEventArgs class + The ID of the query returned by the data server. + This will correlate to the ID returned by the method + A list of people data returned by the data server + + + The ID returned by + + + A list containing People data returned by the data server + + + Contains the land sales data returned from the data server + + + Construct a new instance of the DirLandReplyEventArgs class + A list of parcels for sale returned by the data server + + + A list containing land forsale data returned by the data server + + + + Reads in a byte array of an Animation Asset created by the SecondLife(tm) client. + + + + + Rotation Keyframe count (used internally) + + + + + Position Keyframe count (used internally) + + + + + Animation Priority + + + + + The animation length in seconds. + + + + + Expression set in the client. Null if [None] is selected + + + + + The time in seconds to start the animation + + + + + The time in seconds to end the animation + + + + + Loop the animation + + + + + Meta data. Ease in Seconds. + + + + + Meta data. Ease out seconds. + + + + + Meta Data for the Hand Pose + + + + + Number of joints defined in the animation + + + + + Contains an array of joints + + + + + Searialize an animation asset into it's joints/keyframes/meta data + + + + + + Variable length strings seem to be null terminated in the animation asset.. but.. + use with caution, home grown. + advances the index. + + The animation asset byte array + The offset to start reading + a string + + + + Read in a Joint from an animation asset byte array + Variable length Joint fields, yay! + Advances the index + + animation asset byte array + Byte Offset of the start of the joint + The Joint data serialized into the binBVHJoint structure + + + + Read Keyframes of a certain type + advance i + + Animation Byte array + Offset in the Byte Array. Will be advanced + Number of Keyframes + Scaling Min to pass to the Uint16ToFloat method + Scaling Max to pass to the Uint16ToFloat method + + + + + A Joint and it's associated meta data and keyframes + + + + + Name of the Joint. Matches the avatar_skeleton.xml in client distros + + + + + Joint Animation Override? Was the same as the Priority in testing.. + + + + + Array of Rotation Keyframes in order from earliest to latest + + + + + Array of Position Keyframes in order from earliest to latest + This seems to only be for the Pelvis? + + + + + A Joint Keyframe. This is either a position or a rotation. + + + + + Either a Vector3 position or a Vector3 Euler rotation + + + + + Poses set in the animation metadata for the hands. + + + + + Capability to load TGAs to Bitmap + + + + + Archives assets + + + + + Archive assets + + + + + Archive the assets given to this archiver to the given archive. + + + + + + Write an assets metadata file to the given archive + + + + + + Write asset data files to the given archive + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Static helper functions and global variables + + + + This header flag signals that ACKs are appended to the packet + + + This header flag signals that this packet has been sent before + + + This header flags signals that an ACK is expected for this packet + + + This header flag signals that the message is compressed using zerocoding + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Given an X/Y location in absolute (grid-relative) terms, a region + handle is returned along with the local X/Y location in that region + + The absolute X location, a number such as + 255360.35 + The absolute Y location, a number such as + 255360.35 + The sim-local X position of the global X + position, a value from 0.0 to 256.0 + The sim-local Y position of the global Y + position, a value from 0.0 to 256.0 + A 64-bit region handle that can be used to teleport to + + + + Converts a floating point number to a terse string format used for + transmitting numbers in wearable asset files + + Floating point number to convert to a string + A terse string representation of the input number + + + + Convert a variable length field (byte array) to a string, with a + field name prepended to each line of the output + + If the byte array has unprintable characters in it, a + hex dump will be written instead + The StringBuilder object to write to + The byte array to convert to a string + A field name to prepend to each line of output + + + + Decode a zerocoded byte array, used to decompress packets marked + with the zerocoded flag + + Any time a zero is encountered, the next byte is a count + of how many zeroes to expand. One zero is encoded with 0x00 0x01, + two zeroes is 0x00 0x02, three zeroes is 0x00 0x03, etc. The + first four bytes are copied directly to the output buffer. + + The byte array to decode + The length of the byte array to decode. This + would be the length of the packet up to (but not including) any + appended ACKs + The output byte array to decode to + The length of the output buffer + + + + Encode a byte array with zerocoding. Used to compress packets marked + with the zerocoded flag. Any zeroes in the array are compressed down + to a single zero byte followed by a count of how many zeroes to expand + out. A single zero becomes 0x00 0x01, two zeroes becomes 0x00 0x02, + three zeroes becomes 0x00 0x03, etc. The first four bytes are copied + directly to the output buffer. + + The byte array to encode + The length of the byte array to encode + The output byte array to encode to + The length of the output buffer + + + + Calculates the CRC (cyclic redundancy check) needed to upload inventory. + + Creation date + Sale type + Inventory type + Type + Asset ID + Group ID + Sale price + Owner ID + Creator ID + Item ID + Folder ID + Everyone mask (permissions) + Flags + Next owner mask (permissions) + Group mask (permissions) + Owner mask (permissions) + The calculated CRC + + + + Attempts to load a file embedded in the assembly + + The filename of the resource to load + A Stream for the requested file, or null if the resource + was not successfully loaded + + + + Attempts to load a file either embedded in the assembly or found in + a given search path + + The filename of the resource to load + An optional path that will be searched if + the asset is not found embedded in the assembly + A Stream for the requested file, or null if the resource + was not successfully loaded + + + + Converts a list of primitives to an object that can be serialized + with the LLSD system + + Primitives to convert to a serializable object + An object that can be serialized with LLSD + + + + Deserializes OSD in to a list of primitives + + Structure holding the serialized primitive list, + must be of the SDMap type + A list of deserialized primitives + + + + Converts a struct or class object containing fields only into a key value separated string + + The struct object + A string containing the struct fields as the keys, and the field value as the value separated + + + // Add the following code to any struct or class containing only fields to override the ToString() + // method to display the values of the passed object + + /// Print the struct data as a string + ///A string containing the field name, and field value + public override string ToString() + { + return Helpers.StructToString(this); + } + + + + + + Passed to Logger.Log() to identify the severity of a log entry + + + + No logging information will be output + + + Non-noisy useful information, may be helpful in + debugging a problem + + + A non-critical error occurred. A warning will not + prevent the rest of the library from operating as usual, + although it may be indicative of an underlying issue + + + A critical error has occurred. Generally this will + be followed by the network layer shutting down, although the + stability of the library after an error is uncertain + + + Used for internal testing, this logging level can + generate very noisy (long and/or repetitive) messages. Don't + pass this to the Log() function, use DebugLog() instead. + + + + + Holds group information for Avatars such as those you might find in a profile + + + + true of Avatar accepts group notices + + + Groups Key + + + Texture Key for groups insignia + + + Name of the group + + + Powers avatar has in the group + + + Avatars Currently selected title + + + true of Avatar has chosen to list this in their profile + + + + Contains an animation currently being played by an agent + + + + The ID of the animation asset + + + A number to indicate start order of currently playing animations + On Linden Grids this number is unique per region, with OpenSim it is per client + + + + + + + Holds group information on an individual profile pick + + + + + Retrieve friend status notifications, and retrieve avatar names and + profiles + + + + The event subscribers, null of no subscribers + + + Raises the AvatarAnimation Event + An AvatarAnimationEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the AvatarAppearance Event + A AvatarAppearanceEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the UUIDNameReply Event + A UUIDNameReplyEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the AvatarInterestsReply Event + A AvatarInterestsReplyEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the AvatarPropertiesReply Event + A AvatarPropertiesReplyEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the AvatarGroupsReply Event + A AvatarGroupsReplyEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the AvatarPickerReply Event + A AvatarPickerReplyEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the ViewerEffectPointAt Event + A ViewerEffectPointAtEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the ViewerEffectLookAt Event + A ViewerEffectLookAtEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the ViewerEffect Event + A ViewerEffectEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the AvatarPicksReply Event + A AvatarPicksReplyEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the PickInfoReply Event + A PickInfoReplyEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the AvatarClassifiedReply Event + A AvatarClassifiedReplyEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + The event subscribers, null of no subscribers + + + Raises the ClassifiedInfoReply Event + A ClassifiedInfoReplyEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + + + Represents other avatars + + + + + Tracks the specified avatar on your map + Avatar ID to track + + + + Request a single avatar name + + The avatar key to retrieve a name for + + + + Request a list of avatar names + + The avatar keys to retrieve names for + + + + Start a request for Avatar Properties + + + + + + Search for an avatar (first name, last name) + + The name to search for + An ID to associate with this query + + + + Start a request for Avatar Picks + + UUID of the avatar + + + + Start a request for Avatar Classifieds + + UUID of the avatar + + + + Start a request for details of a specific profile pick + + UUID of the avatar + UUID of the profile pick + + + + Start a request for details of a specific profile classified + + UUID of the avatar + UUID of the profile classified + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + + Crossed region handler for message that comes across the EventQueue. Sent to an agent + when the agent crosses a sim border into a new region. + + The message key + the IMessage object containing the deserialized data sent from the simulator + The which originated the packet + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Raised when the simulator sends us data containing + an agents animation playlist + + + Raised when the simulator sends us data containing + the appearance information for an agent + + + Raised when the simulator sends us data containing + agent names/id values + + + Raised when the simulator sends us data containing + the interests listed in an agents profile + + + Raised when the simulator sends us data containing + profile property information for an agent + + + Raised when the simulator sends us data containing + the group membership an agent is a member of + + + Raised when the simulator sends us data containing + name/id pair + + + Raised when the simulator sends us data containing + the objects and effect when an agent is pointing at + + + Raised when the simulator sends us data containing + the objects and effect when an agent is looking at + + + Raised when the simulator sends us data containing + an agents viewer effect information + + + Raised when the simulator sends us data containing + the top picks from an agents profile + + + Raised when the simulator sends us data containing + the Pick details + + + Raised when the simulator sends us data containing + the classified ads an agent has placed + + + Raised when the simulator sends us data containing + the details of a classified ad + + + Provides data for the event + The event occurs when the simulator sends + the animation playlist for an agent + + The following code example uses the and + properties to display the animation playlist of an avatar on the window. + + // subscribe to the event + Client.Avatars.AvatarAnimation += Avatars_AvatarAnimation; + + private void Avatars_AvatarAnimation(object sender, AvatarAnimationEventArgs e) + { + // create a dictionary of "known" animations from the Animations class using System.Reflection + Dictionary<UUID, string> systemAnimations = new Dictionary<UUID, string>(); + Type type = typeof(Animations); + System.Reflection.FieldInfo[] fields = type.GetFields(System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Static); + foreach (System.Reflection.FieldInfo field in fields) + { + systemAnimations.Add((UUID)field.GetValue(type), field.Name); + } + + // find out which animations being played are known animations and which are assets + foreach (Animation animation in e.Animations) + { + if (systemAnimations.ContainsKey(animation.AnimationID)) + { + Console.WriteLine("{0} is playing {1} ({2}) sequence {3}", e.AvatarID, + systemAnimations[animation.AnimationID], animation.AnimationSequence); + } + else + { + Console.WriteLine("{0} is playing {1} (Asset) sequence {2}", e.AvatarID, + animation.AnimationID, animation.AnimationSequence); + } + } + } + + + + + + Construct a new instance of the AvatarAnimationEventArgs class + + The ID of the agent + The list of animations to start + + + Get the ID of the agent + + + Get the list of animations to start + + + Provides data for the event + The event occurs when the simulator sends + the appearance data for an avatar + + The following code example uses the and + properties to display the selected shape of an avatar on the window. + + // subscribe to the event + Client.Avatars.AvatarAppearance += Avatars_AvatarAppearance; + + // handle the data when the event is raised + void Avatars_AvatarAppearance(object sender, AvatarAppearanceEventArgs e) + { + Console.WriteLine("The Agent {0} is using a {1} shape.", e.AvatarID, (e.VisualParams[31] > 0) : "male" ? "female") + } + + + + + + Construct a new instance of the AvatarAppearanceEventArgs class + + The simulator request was from + The ID of the agent + true of the agent is a trial account + The default agent texture + The agents appearance layer textures + The for the agent + + + Get the Simulator this request is from of the agent + + + Get the ID of the agent + + + true if the agent is a trial account + + + Get the default agent texture + + + Get the agents appearance layer textures + + + Get the for the agent + + + Represents the interests from the profile of an agent + + + Get the ID of the agent + + + The properties of an agent + + + Get the ID of the agent + + + Get the ID of the agent + + + Get the ID of the agent + + + Get the ID of the avatar + + + + 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 + + + + Represents a texture + + + + A object containing image data + + + + + + + + + Initializes a new instance of an AssetTexture object + + + + Initializes a new instance of an AssetTexture object + + A unique specific to this asset + A byte array containing the raw asset data + + + + Initializes a new instance of an AssetTexture object + + A object containing texture data + + + + Populates the byte array with a JPEG2000 + encoded image created from the data in + + + + + Decodes the JPEG2000 data in AssetData to the + object + + True if the decoding was successful, otherwise false + + + + Decodes the begin and end byte positions for each quality layer in + the image + + + + + Override the base classes AssetType + + + + Represents an that represents an avatars body ie: Hair, Etc. + + + + Initializes a new instance of an AssetBodyPart object + + + Initializes a new instance of an AssetBodyPart object with parameters + A unique specific to this asset + A byte array containing the raw asset data + + + Initializes a new instance of an AssetBodyPart object with parameters + A string representing the values of the Bodypart + + + Override the base classes AssetType + + + X position of this patch + + + Y position of this patch + + + A 16x16 array of floats holding decompressed layer data + + + + Creates a LayerData packet for compressed land data given a full + simulator heightmap and an array of indices of patches to compress + + A 256 * 256 array of floating point values + specifying the height at each meter in the simulator + Array of indexes in the 16x16 grid of patches + for this simulator. For example if 1 and 17 are specified, patches + x=1,y=0 and x=1,y=1 are sent + + + + + Add a patch of terrain to a BitPacker + + BitPacker to write the patch to + Heightmap of the simulator, must be a 256 * + 256 float array + X offset of the patch to create, valid values are + from 0 to 15 + Y offset of the patch to create, valid values are + from 0 to 15 + + + + Add a custom decoder callback + + The key of the field to decode + The custom decode handler + + + + Remove a custom decoder callback + + The key of the field to decode + The custom decode handler + + + + Creates a formatted string containing the values of a Packet + + The Packet + A formatted string of values of the nested items in the Packet object + + + + Decode an IMessage object into a beautifully formatted string + + The IMessage object + Recursion level (used for indenting) + A formatted string containing the names and values of the source object + + + + A custom decoder callback + + The key of the object + the data to decode + A string represending the fieldData + + + + A Name Value pair with additional settings, used in the protocol + primarily to transmit avatar names and active group in object packets + + + + + + + + + + + + + + + + + + + + Constructor that takes all the fields as parameters + + + + + + + + + + Constructor that takes a single line from a NameValue field + + + + + Type of the value + + + Unknown + + + String value + + + + + + + + + + + + + + + Deprecated + + + String value, but designated as an asset + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Wrapper around a byte array that allows bit to be packed and unpacked + one at a time or by a variable amount. Useful for very tightly packed + data like LayerData packets + + + + + + + + Default constructor, initialize the bit packer / bit unpacker + with a byte array and starting position + + Byte array to pack bits in to or unpack from + Starting position in the byte array + + + + Pack a floating point value in to the data + + Floating point value to pack + + + + Pack part or all of an integer in to the data + + Integer containing the data to pack + Number of bits of the integer to pack + + + + Pack part or all of an unsigned integer in to the data + + Unsigned integer containing the data to pack + Number of bits of the integer to pack + + + + + + + + + + + + + + + + + + + + + + + + + Unpacking a floating point value from the data + + Unpacked floating point value + + + + Unpack a variable number of bits from the data in to integer format + + Number of bits to unpack + An integer containing the unpacked bits + This function is only useful up to 32 bits + + + + Unpack a variable number of bits from the data in to unsigned + integer format + + Number of bits to unpack + An unsigned integer containing the unpacked bits + This function is only useful up to 32 bits + + + + Unpack a 16-bit signed integer + + 16-bit signed integer + + + + Unpack a 16-bit unsigned integer + + 16-bit unsigned integer + + + + Unpack a 32-bit signed integer + + 32-bit signed integer + + + + Unpack a 32-bit unsigned integer + + 32-bit unsigned integer + + + + + + + + + + Represents a single Voice Session to the Vivox service. + + + + + Close this session. + + + + + Look up an existing Participants in this session + + + + + + + A Wrapper around openjpeg to encode and decode images to and from byte arrays + + + + TGA Header size + + + OpenJPEG is not threadsafe, so this object is used to lock + during calls into unmanaged code + + + + Encode a object into a byte array + + The object to encode + true to enable lossless conversion, only useful for small images ie: sculptmaps + A byte array containing the encoded Image object + + + + Encode a object into a byte array + + The object to encode + a byte array of the encoded image + + + + Decode JPEG2000 data to an and + + + JPEG2000 encoded data + ManagedImage object to decode to + Image object to decode to + True if the decode succeeds, otherwise false + + + + + + + + + + + + + + + + + + + + + Encode a object into a byte array + + The source object to encode + true to enable lossless decoding + A byte array containing the source Bitmap object + + + + Defines the beginning and ending file positions of a layer in an + LRCP-progression JPEG2000 file + + + + + This structure is used to marshal both encoded and decoded images. + MUST MATCH THE STRUCT IN dotnet.h! + + + + + Information about a single packet in a JPEG2000 stream + + + + Packet start position + + + Packet header end position + + + Packet end position + + + + Represents a string of characters encoded with specific formatting properties + + + + A text string containing main text of the notecard + + + List of s embedded on the notecard + + + Construct an Asset of type Notecard + + + + Construct an Asset object of type Notecard + + A unique specific to this asset + A byte array containing the raw asset data + + + + Construct an Asset object of type Notecard + + A text string containing the main body text of the notecard + + + + Encode the raw contents of a string with the specific Linden Text properties + + + + + Decode the raw asset data including the Linden Text properties + + true if the AssetData was successfully decoded + + + Override the base classes AssetType + + + + + + + + + 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 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + The ObservableDictionary class is used for storing key/value pairs. It has methods for firing + events to subscribers when items are added, removed, or changed. + + Key + Value + + + + A dictionary of callbacks to fire when specified action occurs + + + + + Register a callback to be fired when an action occurs + + The action + The callback to fire + + + + Unregister a callback + + The action + The callback to fire + + + + + + + + + + Internal dictionary that this class wraps around. Do not + modify or enumerate the contents of this dictionary without locking + + + + Initializes a new instance of the Class + with the specified key/value, has the default initial capacity. + + + + // initialize a new ObservableDictionary named testDict with a string as the key and an int as the value. + public ObservableDictionary<string, int> testDict = new ObservableDictionary<string, int>(); + + + + + + Initializes a new instance of the Class + with the specified key/value, With its initial capacity specified. + + Initial size of dictionary + + + // initialize a new ObservableDictionary named testDict with a string as the key and an int as the value, + // initially allocated room for 10 entries. + public ObservableDictionary<string, int> testDict = new ObservableDictionary<string, int>(10); + + + + + + Try to get entry from the with specified key + + Key to use for lookup + Value returned + if specified key exists, if not found + + + // find your avatar using the Simulator.ObjectsAvatars ObservableDictionary: + Avatar av; + if (Client.Network.CurrentSim.ObjectsAvatars.TryGetValue(Client.Self.AgentID, out av)) + Console.WriteLine("Found Avatar {0}", av.Name); + + + + + + + Finds the specified match. + + The match. + Matched value + + + // use a delegate to find a prim in the ObjectsPrimitives ObservableDictionary + // with the ID 95683496 + uint findID = 95683496; + Primitive findPrim = sim.ObjectsPrimitives.Find( + delegate(Primitive prim) { return prim.ID == findID; }); + + + + + Find All items in an + return matching items. + a containing found items. + + Find All prims within 20 meters and store them in a List + + int radius = 20; + List<Primitive> prims = Client.Network.CurrentSim.ObjectsPrimitives.FindAll( + delegate(Primitive prim) { + Vector3 pos = prim.Position; + return ((prim.ParentID == 0) && (pos != Vector3.Zero) && (Vector3.Distance(pos, location) < radius)); + } + ); + + + + + Find All items in an + return matching keys. + a containing found keys. + + Find All keys which also exist in another dictionary + + List<UUID> matches = myDict.FindAll( + delegate(UUID id) { + return myOtherDict.ContainsKey(id); + } + ); + + + + + Check if Key exists in Dictionary + Key to check for + if found, otherwise + + + Check if Value exists in Dictionary + Value to check for + if found, otherwise + + + + Adds the specified key to the dictionary, dictionary locking is not performed, + + + The key + The value + + + + Removes the specified key, dictionary locking is not performed + + The key. + if successful, otherwise + + + + Clear the contents of the dictionary + + + + + Enumerator for iterating dictionary entries + + + + + + Gets the number of Key/Value pairs contained in the + + + + + Indexer for the dictionary + + The key + The value + + + Size of the byte array used to store raw packet data + + + Raw packet data buffer + + + Length of the data to transmit + + + EndPoint of the remote host + + + + Create an allocated UDP packet buffer for receiving a packet + + + + + Create an allocated UDP packet buffer for sending a packet + + EndPoint of the remote host + + + + Create an allocated UDP packet buffer for sending a packet + + EndPoint of the remote host + Size of the buffer to allocate for packet data + + + + Object pool for packet buffers. This is used to allocate memory for all + incoming and outgoing packets, and zerocoding buffers for those packets + + + + + Creates a new instance of the ObjectPoolBase class. Initialize MUST be called + after using this constructor. + + + + + Creates a new instance of the ObjectPool Base class. + + The object pool is composed of segments, which + are allocated whenever the size of the pool is exceeded. The number of items + in a segment should be large enough that allocating a new segmeng is a rare + thing. For example, on a server that will have 10k people logged in at once, + the receive buffer object pool should have segment sizes of at least 1000 + byte arrays per segment. + + The minimun number of segments that may exist. + Perform a full GC.Collect whenever a segment is allocated, and then again after allocation to compact the heap. + The frequency which segments are checked to see if they're eligible for cleanup. + + + + Forces the segment cleanup algorithm to be run. This method is intended + primarly for use from the Unit Test libraries. + + + + + Responsible for allocate 1 instance of an object that will be stored in a segment. + + An instance of whatever objec the pool is pooling. + + + + Checks in an instance of T owned by the object pool. This method is only intended to be called + by the WrappedObject class. + + The segment from which the instance is checked out. + The instance of T to check back into the segment. + + + + Checks an instance of T from the pool. If the pool is not sufficient to + allow the checkout, a new segment is created. + + A WrappedObject around the instance of T. To check + the instance back into the segment, be sureto dispose the WrappedObject + when finished. + + + + The total number of segments created. Intended to be used by the Unit Tests. + + + + + The number of items that are in a segment. Items in a segment + are all allocated at the same time, and are hopefully close to + each other in the managed heap. + + + + + The minimum number of segments. When segments are reclaimed, + this number of segments will always be left alone. These + segments are allocated at startup. + + + + + The age a segment must be before it's eligible for cleanup. + This is used to prevent thrash, and typical values are in + the 5 minute range. + + + + + The frequence which the cleanup thread runs. This is typically + expected to be in the 5 minute range. + + + + + Initialize the object pool in client mode + + Server to connect to + + + + + + Initialize the object pool in server mode + + + + + + + Returns a packet buffer with EndPoint set if the buffer is in + client mode, or with EndPoint set to null in server mode + + Initialized UDPPacketBuffer object + + + + Default constructor + + + + + Check a packet buffer out of the pool + + A packet buffer object + + + + + + 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 + + + + Static pre-defined animations available to all agents + + + + Agent with afraid expression on face + + + Agent aiming a bazooka (right handed) + + + Agent aiming a bow (left handed) + + + Agent aiming a hand gun (right handed) + + + Agent aiming a rifle (right handed) + + + Agent with angry expression on face + + + Agent hunched over (away) + + + Agent doing a backflip + + + Agent laughing while holding belly + + + Agent blowing a kiss + + + Agent with bored expression on face + + + Agent bowing to audience + + + Agent brushing himself/herself off + + + Agent in busy mode + + + Agent clapping hands + + + Agent doing a curtsey bow + + + Agent crouching + + + Agent crouching while walking + + + Agent crying + + + Agent unanimated with arms out (e.g. setting appearance) + + + Agent re-animated after set appearance finished + + + Agent dancing + + + Agent dancing + + + Agent dancing + + + Agent dancing + + + Agent dancing + + + Agent dancing + + + Agent dancing + + + Agent dancing + + + Agent on ground unanimated + + + Agent boozing it up + + + Agent with embarassed expression on face + + + Agent with afraid expression on face + + + Agent with angry expression on face + + + Agent with bored expression on face + + + Agent crying + + + Agent showing disdain (dislike) for something + + + Agent with embarassed expression on face + + + Agent with frowning expression on face + + + Agent with kissy face + + + Agent expressing laughgter + + + Agent with open mouth + + + Agent with repulsed expression on face + + + Agent expressing sadness + + + Agent shrugging shoulders + + + Agent with a smile + + + Agent expressing surprise + + + Agent sticking tongue out + + + Agent with big toothy smile + + + Agent winking + + + Agent expressing worry + + + Agent falling down + + + Agent walking (feminine version) + + + Agent wagging finger (disapproval) + + + I'm not sure I want to know + + + Agent in superman position + + + Agent in superman position + + + Agent greeting another + + + Agent holding bazooka (right handed) + + + Agent holding a bow (left handed) + + + Agent holding a handgun (right handed) + + + Agent holding a rifle (right handed) + + + Agent throwing an object (right handed) + + + Agent in static hover + + + Agent hovering downward + + + Agent hovering upward + + + Agent being impatient + + + Agent jumping + + + Agent jumping with fervor + + + Agent point to lips then rear end + + + Agent landing from jump, finished flight, etc + + + Agent laughing + + + Agent landing from jump, finished flight, etc + + + Agent sitting on a motorcycle + + + + + + Agent moving head side to side + + + Agent moving head side to side with unhappy expression + + + Agent taunting another + + + + + + Agent giving peace sign + + + Agent pointing at self + + + Agent pointing at another + + + Agent preparing for jump (bending knees) + + + Agent punching with left hand + + + Agent punching with right hand + + + Agent acting repulsed + + + Agent trying to be Chuck Norris + + + Rocks, Paper, Scissors 1, 2, 3 + + + Agent with hand flat over other hand + + + Agent with fist over other hand + + + Agent with two fingers spread over other hand + + + Agent running + + + Agent appearing sad + + + Agent saluting + + + Agent shooting bow (left handed) + + + Agent cupping mouth as if shouting + + + Agent shrugging shoulders + + + Agent in sit position + + + Agent in sit position (feminine) + + + Agent in sit position (generic) + + + Agent sitting on ground + + + Agent sitting on ground + + + + + + Agent sleeping on side + + + Agent smoking + + + Agent inhaling smoke + + + + + + Agent taking a picture + + + Agent standing + + + Agent standing up + + + Agent standing + + + Agent standing + + + Agent standing + + + Agent standing + + + Agent stretching + + + Agent in stride (fast walk) + + + Agent surfing + + + Agent acting surprised + + + Agent striking with a sword + + + Agent talking (lips moving) + + + Agent throwing a tantrum + + + Agent throwing an object (right handed) + + + Agent trying on a shirt + + + Agent turning to the left + + + Agent turning to the right + + + Agent typing + + + Agent walking + + + Agent whispering + + + Agent whispering with fingers in mouth + + + Agent winking + + + Agent winking + + + Agent worried + + + Agent nodding yes + + + Agent nodding yes with happy face + + + Agent floating with legs and arms crossed + + + + A dictionary containing all pre-defined animations + + A dictionary containing the pre-defined animations, + where the key is the animations ID, and the value is a string + containing a name to identify the purpose of the animation + + + + Throttles the network traffic for various different traffic types. + Access this class through GridClient.Throttle + + + + + Default constructor, uses a default high total of 1500 KBps (1536000) + + + + + Constructor that decodes an existing AgentThrottle packet in to + individual values + + Reference to the throttle data in an AgentThrottle + packet + Offset position to start reading at in the + throttle data + This is generally not needed in clients as the server will + never send a throttle packet to the client + + + + Send an AgentThrottle packet to the current server using the + current values + + + + + Send an AgentThrottle packet to the specified server using the + current values + + + + + Convert the current throttle values to a byte array that can be put + in an AgentThrottle packet + + Byte array containing all the throttle values + + + Maximum bits per second for resending unacknowledged packets + + + Maximum bits per second for LayerData terrain + + + Maximum bits per second for LayerData wind data + + + Maximum bits per second for LayerData clouds + + + Unknown, includes object data + + + Maximum bits per second for textures + + + Maximum bits per second for downloaded assets + + + Maximum bits per second the entire connection, divided up + between invidiual streams using default multipliers + + + + Constants for the archiving module + + + + + The location of the archive control file + + + + + Path for the assets held in an archive + + + + + Path for the prims file + + + + + Path for terrains. Technically these may be assets, but I think it's quite nice to split them out. + + + + + Path for region settings. + + + + + The character the separates the uuid from extension information in an archived asset filename + + + + + Extensions used for asset types in the archive + + + + + Checks the instance back into the object pool + + + + + Returns an instance of the class that has been checked out of the Object Pool. + + + + + Class for controlling various system settings. + + Some values are readonly because they affect things that + happen when the GridClient object is initialized, so changing them at + runtime won't do any good. Non-readonly values may affect things that + happen at login or dynamically + + + Main grid login server + + + Beta grid login server + + + + InventoryManager requests inventory information on login, + GridClient initializes an Inventory store for main inventory. + + + + + InventoryManager requests library information on login, + GridClient initializes an Inventory store for the library. + + + + Number of milliseconds between sending pings to each sim + + + Number of milliseconds between sending camera updates + + + Number of milliseconds between updating the current + positions of moving, non-accelerating and non-colliding objects + + + Millisecond interval between ticks, where all ACKs are + sent out and the age of unACKed packets is checked + + + The initial size of the packet inbox, where packets are + stored before processing + + + Maximum size of packet that we want to send over the wire + + + The maximum value of a packet sequence number before it + rolls over back to one + + + The maximum size of the sequence number archive, used to + check for resent and/or duplicate packets + + + The relative directory where external resources are kept + + + Login server to connect to + + + IP Address the client will bind to + + + Use XML-RPC Login or LLSD Login, default is XML-RPC Login + + + Number of milliseconds before an asset transfer will time + out + + + Number of milliseconds before a teleport attempt will time + out + + + Number of milliseconds before NetworkManager.Logout() will + time out + + + Number of milliseconds before a CAPS call will time out + Setting this too low will cause web requests time out and + possibly retry repeatedly + + + Number of milliseconds for xml-rpc to timeout + + + Milliseconds before a packet is assumed lost and resent + + + Milliseconds without receiving a packet before the + connection to a simulator is assumed lost + + + Milliseconds to wait for a simulator info request through + the grid interface + + + Maximum number of queued ACKs to be sent before SendAcks() + is forced + + + Network stats queue length (seconds) + + + Enable to process packets synchronously, where all of the + callbacks for each packet must return before the next packet is + processed + This is an experimental feature and is not completely + reliable yet. Ideally it would reduce context switches and thread + overhead, but several calls currently block for a long time and + would need to be rewritten as asynchronous code before this is + feasible + + + Enable/disable storing terrain heightmaps in the + TerrainManager + + + Enable/disable sending periodic camera updates + + + Enable/disable automatically setting agent appearance at + login and after sim crossing + + + Enable/disable automatically setting the bandwidth throttle + after connecting to each simulator + The default throttle uses the equivalent of the maximum + bandwidth setting in the official client. If you do not set a + throttle your connection will by default be throttled well below + the minimum values and you may experience connection problems + + + Enable/disable the sending of pings to monitor lag and + packet loss + + + Should we connect to multiple sims? This will allow + viewing in to neighboring simulators and sim crossings + (Experimental) + + + If true, all object update packets will be decoded in to + native objects. If false, only updates for our own agent will be + decoded. Registering an event handler will force objects for that + type to always be decoded. If this is disabled the object tracking + will have missing or partial prim and avatar information + + + If true, when a cached object check is received from the + server the full object info will automatically be requested + + + Whether to establish connections to HTTP capabilities + servers for simulators + + + Whether to decode sim stats + + + The capabilities servers are currently designed to + periodically return a 502 error which signals for the client to + re-establish a connection. Set this to true to log those 502 errors + + + If true, any reference received for a folder or item + the library is not aware of will automatically be fetched + + + If true, and SEND_AGENT_UPDATES is true, + AgentUpdate packets will continuously be sent out to give the bot + smoother movement and autopiloting + + + If true, currently visible avatars will be stored + in dictionaries inside Simulator.ObjectAvatars. + If false, a new Avatar or Primitive object will be created + each time an object update packet is received + + + If true, currently visible avatars will be stored + in dictionaries inside Simulator.ObjectPrimitives. + If false, a new Avatar or Primitive object will be created + each time an object update packet is received + + + If true, position and velocity will periodically be + interpolated (extrapolated, technically) for objects and + avatars that are being tracked by the library. This is + necessary to increase the accuracy of speed and position + estimates for simulated objects + + + + If true, utilization statistics will be tracked. There is a minor penalty + in CPU time for enabling this option. + + + + If true, parcel details will be stored in the + Simulator.Parcels dictionary as they are received + + + + If true, an incoming parcel properties reply will automatically send + a request for the parcel access list + + + + + if true, an incoming parcel properties reply will automatically send + a request for the traffic count. + + + + + If true, images, and other assets downloaded from the server + will be cached in a local directory + + + + Path to store cached texture data + + + Maximum size cached files are allowed to take on disk (bytes) + + + Default color used for viewer particle effects + + + Maximum number of times to resend a failed packet + + + Throttle outgoing packet rate + + + UUID of a texture used by some viewers to indentify type of client used + + + The maximum number of concurrent texture downloads allowed + Increasing this number will not necessarily increase texture retrieval times due to + simulator throttles + + + + The Refresh timer inteval is used to set the delay between checks for stalled texture downloads + + This is a static variable which applies to all instances + + + + Textures taking longer than this value will be flagged as timed out and removed from the pipeline + + + + + Get or set the minimum log level to output to the console by default + + If the library is not compiled with DEBUG defined and this level is set to DEBUG + You will get no output on the console. This behavior can be overriden by creating + a logger configuration file for log4net + + + + Attach avatar names to log messages + + + Log packet retransmission info + + + Constructor + Reference to a GridClient object + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Cost of uploading an asset + Read-only since this value is dynamically fetched at login + + + + 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 + + + diff --git a/bin/OpenMetaverse.dll.config b/bin/OpenMetaverse.dll.config index dc36a45..13fdc11 100644 --- a/bin/OpenMetaverse.dll.config +++ b/bin/OpenMetaverse.dll.config @@ -1,7 +1,7 @@ - - - - - - - + + + + + + + diff --git a/bin/OpenMetaverseTypes.XML b/bin/OpenMetaverseTypes.XML index 137b39b..2b428ef 100644 --- a/bin/OpenMetaverseTypes.XML +++ b/bin/OpenMetaverseTypes.XML @@ -1,2596 +1,2596 @@ - - - - OpenMetaverseTypes - - - - X value - - - Y value - - - Z value - - - W value - - - - Constructor, builds a vector from a byte array - - Byte array containing four four-byte floats - Beginning position in the byte array - - - - Test if this vector is equal to another vector, within a given - tolerance range - - Vector to test against - The acceptable magnitude of difference - between the two vectors - True if the magnitude of difference between the two vectors - is less than the given tolerance, otherwise false - - - - IComparable.CompareTo implementation - - - - - Test if this vector is composed of all finite numbers - - - - - Builds a vector from a byte array - - Byte array containing a 16 byte vector - Beginning position in the byte array - - - - Returns the raw bytes for this vector - - A 16 byte array containing X, Y, Z, and W - - - - Writes the raw bytes for this vector to a byte array - - Destination byte array - Position in the destination array to start - writing. Must be at least 16 bytes before the end of the array - - - - Get a string representation of the vector elements with up to three - decimal digits and separated by spaces only - - Raw string representation of the vector - - - A vector with a value of 0,0,0,0 - - - A vector with a value of 1,1,1,1 - - - A vector with a value of 1,0,0,0 - - - A vector with a value of 0,1,0,0 - - - A vector with a value of 0,0,1,0 - - - A vector with a value of 0,0,0,1 - - - - A three-dimensional vector with floating-point values - - - - X value - - - Y value - - - Z value - - - - Constructor, builds a vector from a byte array - - Byte array containing three four-byte floats - Beginning position in the byte array - - - - Test if this vector is equal to another vector, within a given - tolerance range - - Vector to test against - The acceptable magnitude of difference - between the two vectors - True if the magnitude of difference between the two vectors - is less than the given tolerance, otherwise false - - - - IComparable.CompareTo implementation - - - - - Test if this vector is composed of all finite numbers - - - - - Builds a vector from a byte array - - Byte array containing a 12 byte vector - Beginning position in the byte array - - - - Returns the raw bytes for this vector - - A 12 byte array containing X, Y, and Z - - - - Writes the raw bytes for this vector to a byte array - - Destination byte array - Position in the destination array to start - writing. Must be at least 12 bytes before the end of the array - - - - Parse a vector from a string - - A string representation of a 3D vector, enclosed - in arrow brackets and separated by commas - - - - Calculate the rotation between two vectors - - Normalized directional vector (such as 1,0,0 for forward facing) - Normalized target vector - - - - Interpolates between two vectors using a cubic equation - - - - - Get a formatted string representation of the vector - - A string representation of the vector - - - - Get a string representation of the vector elements with up to three - decimal digits and separated by spaces only - - Raw string representation of the vector - - - - Cross product between two vectors - - - - A vector with a value of 0,0,0 - - - A vector with a value of 1,1,1 - - - A unit vector facing forward (X axis), value 1,0,0 - - - A unit vector facing left (Y axis), value 0,1,0 - - - A unit vector facing up (Z axis), value 0,0,1 - - - - Attribute class that allows extra attributes to be attached to ENUMs - - - - Text used when presenting ENUM to user - - - Default initializer - - - Text used when presenting ENUM to user - - - - The different types of grid assets - - - - Unknown asset type - - - Texture asset, stores in JPEG2000 J2C stream format - - - Sound asset - - - Calling card for another avatar - - - Link to a location in world - - - Collection of textures and parameters that can be - worn by an avatar - - - Primitive that can contain textures, sounds, - scripts and more - - - Notecard asset - - - Holds a collection of inventory items - - - Root inventory folder - - - Linden scripting language script - - - LSO bytecode for a script - - - Uncompressed TGA texture - - - Collection of textures and shape parameters that can - be worn - - - Trash folder - - - Snapshot folder - - - Lost and found folder - - - Uncompressed sound - - - Uncompressed TGA non-square image, not to be used as a - texture - - - Compressed JPEG non-square image, not to be used as a - texture - - - Animation - - - Sequence of animations, sounds, chat, and pauses - - - Simstate file - - - Contains landmarks for favorites - - - Asset is a link to another inventory item - - - Asset is a link to another inventory folder - - - Beginning of the range reserved for ensembles - - - End of the range reserved for ensembles - - - Folder containing inventory links to wearables and attachments - that are part of the current outfit - - - Folder containing inventory items or links to - inventory items of wearables and attachments - together make a full outfit - - - Root folder for the folders of type OutfitFolder - - - - - - - Inventory Item Types, eg Script, Notecard, Folder, etc - - - - Unknown - - - Texture - - - Sound - - - Calling Card - - - Landmark - - - Notecard - - - - - - Folder - - - - - - an LSL Script - - - - - - - - - - - - - - - - - - - Item Sale Status - - - - Not for sale - - - The original is for sale - - - Copies are for sale - - - The contents of the object are for sale - - - - Types of wearable assets - - - - Body shape - - - Skin textures and attributes - - - Hair - - - Eyes - - - Shirt - - - Pants - - - Shoes - - - Socks - - - Jacket - - - Gloves - - - Undershirt - - - Underpants - - - Skirt - - - Alpha mask to hide parts of the avatar - - - Tattoo - - - Invalid wearable asset - - - - A two-dimensional vector with floating-point values - - - - X value - - - Y value - - - - Test if this vector is equal to another vector, within a given - tolerance range - - Vector to test against - The acceptable magnitude of difference - between the two vectors - True if the magnitude of difference between the two vectors - is less than the given tolerance, otherwise false - - - - Test if this vector is composed of all finite numbers - - - - - IComparable.CompareTo implementation - - - - - Builds a vector from a byte array - - Byte array containing two four-byte floats - Beginning position in the byte array - - - - Returns the raw bytes for this vector - - An eight-byte array containing X and Y - - - - Writes the raw bytes for this vector to a byte array - - Destination byte array - Position in the destination array to start - writing. Must be at least 8 bytes before the end of the array - - - - Parse a vector from a string - - A string representation of a 2D vector, enclosed - in arrow brackets and separated by commas - - - - Interpolates between two vectors using a cubic equation - - - - - Get a formatted string representation of the vector - - A string representation of the vector - - - - Get a string representation of the vector elements with up to three - decimal digits and separated by spaces only - - Raw string representation of the vector - - - A vector with a value of 0,0 - - - A vector with a value of 1,1 - - - A vector with a value of 1,0 - - - A vector with a value of 0,1 - - - - A 128-bit Universally Unique Identifier, used throughout the Second - Life networking protocol - - - - The System.Guid object this struct wraps around - - - - Constructor that takes a string UUID representation - - A string representation of a UUID, case - insensitive and can either be hyphenated or non-hyphenated - UUID("11f8aa9c-b071-4242-836b-13b7abe0d489") - - - - Constructor that takes a System.Guid object - - A Guid object that contains the unique identifier - to be represented by this UUID - - - - Constructor that takes a byte array containing a UUID - - Byte array containing a 16 byte UUID - Beginning offset in the array - - - - Constructor that takes an unsigned 64-bit unsigned integer to - convert to a UUID - - 64-bit unsigned integer to convert to a UUID - - - - Copy constructor - - UUID to copy - - - - IComparable.CompareTo implementation - - - - - Assigns this UUID from 16 bytes out of a byte array - - Byte array containing the UUID to assign this UUID to - Starting position of the UUID in the byte array - - - - Returns a copy of the raw bytes for this UUID - - A 16 byte array containing this UUID - - - - Writes the raw bytes for this UUID to a byte array - - Destination byte array - Position in the destination array to start - writing. Must be at least 16 bytes before the end of the array - - - - Calculate an LLCRC (cyclic redundancy check) for this UUID - - The CRC checksum for this UUID - - - - Create a 64-bit integer representation from the second half of this UUID - - An integer created from the last eight bytes of this UUID - - - - Generate a UUID from a string - - A string representation of a UUID, case - insensitive and can either be hyphenated or non-hyphenated - UUID.Parse("11f8aa9c-b071-4242-836b-13b7abe0d489") - - - - Generate a UUID from a string - - A string representation of a UUID, case - insensitive and can either be hyphenated or non-hyphenated - Will contain the parsed UUID if successful, - otherwise null - True if the string was successfully parse, otherwise false - UUID.TryParse("11f8aa9c-b071-4242-836b-13b7abe0d489", result) - - - - Combine two UUIDs together by taking the MD5 hash of a byte array - containing both UUIDs - - First UUID to combine - Second UUID to combine - The UUID product of the combination - - - - - - - - - - Return a hash code for this UUID, used by .NET for hash tables - - An integer composed of all the UUID bytes XORed together - - - - Comparison function - - An object to compare to this UUID - True if the object is a UUID and both UUIDs are equal - - - - Comparison function - - UUID to compare to - True if the UUIDs are equal, otherwise false - - - - Get a hyphenated string representation of this UUID - - A string representation of this UUID, lowercase and - with hyphens - 11f8aa9c-b071-4242-836b-13b7abe0d489 - - - - Equals operator - - First UUID for comparison - Second UUID for comparison - True if the UUIDs are byte for byte equal, otherwise false - - - - Not equals operator - - First UUID for comparison - Second UUID for comparison - True if the UUIDs are not equal, otherwise true - - - - XOR operator - - First UUID - Second UUID - A UUID that is a XOR combination of the two input UUIDs - - - - String typecasting operator - - A UUID in string form. Case insensitive, - hyphenated or non-hyphenated - A UUID built from the string representation - - - An UUID with a value of all zeroes - - - A cache of UUID.Zero as a string to optimize a common path - - - X value - - - Y value - - - Z value - - - W value - - - - Build a quaternion from normalized float values - - X value from -1.0 to 1.0 - Y value from -1.0 to 1.0 - Z value from -1.0 to 1.0 - - - - Constructor, builds a quaternion object from a byte array - - Byte array containing four four-byte floats - Offset in the byte array to start reading at - Whether the source data is normalized or - not. If this is true 12 bytes will be read, otherwise 16 bytes will - be read. - - - - Normalizes the quaternion - - - - - Builds a quaternion object from a byte array - - The source byte array - Offset in the byte array to start reading at - Whether the source data is normalized or - not. If this is true 12 bytes will be read, otherwise 16 bytes will - be read. - - - - Normalize this quaternion and serialize it to a byte array - - A 12 byte array containing normalized X, Y, and Z floating - point values in order using little endian byte ordering - - - - Writes the raw bytes for this quaternion to a byte array - - Destination byte array - Position in the destination array to start - writing. Must be at least 12 bytes before the end of the array - - - - Convert this quaternion to euler angles - - X euler angle - Y euler angle - Z euler angle - - - - Convert this quaternion to an angle around an axis - - Unit vector describing the axis - Angle around the axis, in radians - - - - Returns the conjugate (spatial inverse) of a quaternion - - - - - Build a quaternion from an axis and an angle of rotation around - that axis - - - - - Build a quaternion from an axis and an angle of rotation around - that axis - - Axis of rotation - Angle of rotation - - - - Creates a quaternion from a vector containing roll, pitch, and yaw - in radians - - Vector representation of the euler angles in - radians - Quaternion representation of the euler angles - - - - Creates a quaternion from roll, pitch, and yaw euler angles in - radians - - X angle in radians - Y angle in radians - Z angle in radians - Quaternion representation of the euler angles - - - - Conjugates and renormalizes a vector - - - - - Spherical linear interpolation between two quaternions - - - - - Get a string representation of the quaternion elements with up to three - decimal digits and separated by spaces only - - Raw string representation of the quaternion - - - A quaternion with a value of 0,0,0,1 - - - - A thread-safe lockless queue that supports multiple readers and - multiple writers - - - - Queue head - - - Queue tail - - - Queue item count - - - - Constructor - - - - - Enqueue an item - - Item to enqeue - - - - Try to dequeue an item - - Dequeued item if the dequeue was successful - True if an item was successfully deqeued, otherwise false - - - Gets the current number of items in the queue. Since this - is a lockless collection this value should be treated as a close - estimate - - - - Provides a node container for data in a singly linked list - - - - Pointer to the next node in list - - - The data contained by the node - - - - Constructor - - - - - Constructor - - - - Used for converting degrees to radians - - - Used for converting radians to degrees - - - - Convert the first two bytes starting in the byte array in - little endian ordering to a signed short integer - - An array two bytes or longer - A signed short integer, will be zero if a short can't be - read at the given position - - - - Convert the first two bytes starting at the given position in - little endian ordering to a signed short integer - - An array two bytes or longer - Position in the array to start reading - A signed short integer, will be zero if a short can't be - read at the given position - - - - Convert the first four bytes starting at the given position in - little endian ordering to a signed integer - - An array four bytes or longer - Position to start reading the int from - A signed integer, will be zero if an int can't be read - at the given position - - - - Convert the first four bytes of the given array in little endian - ordering to a signed integer - - An array four bytes or longer - A signed integer, will be zero if the array contains - less than four bytes - - - - Convert the first eight bytes of the given array in little endian - ordering to a signed long integer - - An array eight bytes or longer - A signed long integer, will be zero if the array contains - less than eight bytes - - - - Convert the first eight bytes starting at the given position in - little endian ordering to a signed long integer - - An array eight bytes or longer - Position to start reading the long from - A signed long integer, will be zero if a long can't be read - at the given position - - - - Convert the first two bytes starting at the given position in - little endian ordering to an unsigned short - - Byte array containing the ushort - Position to start reading the ushort from - An unsigned short, will be zero if a ushort can't be read - at the given position - - - - Convert two bytes in little endian ordering to an unsigned short - - Byte array containing the ushort - An unsigned short, will be zero if a ushort can't be - read - - - - Convert the first four bytes starting at the given position in - little endian ordering to an unsigned integer - - Byte array containing the uint - Position to start reading the uint from - An unsigned integer, will be zero if a uint can't be read - at the given position - - - - Convert the first four bytes of the given array in little endian - ordering to an unsigned integer - - An array four bytes or longer - An unsigned integer, will be zero if the array contains - less than four bytes - - - - Convert the first eight bytes of the given array in little endian - ordering to an unsigned 64-bit integer - - An array eight bytes or longer - An unsigned 64-bit integer, will be zero if the array - contains less than eight bytes - - - - Convert four bytes in little endian ordering to a floating point - value - - Byte array containing a little ending floating - point value - Starting position of the floating point value in - the byte array - Single precision value - - - - Convert an integer to a byte array in little endian format - - The integer to convert - A four byte little endian array - - - - Convert an integer to a byte array in big endian format - - The integer to convert - A four byte big endian array - - - - Convert a 64-bit integer to a byte array in little endian format - - The value to convert - An 8 byte little endian array - - - - Convert a 64-bit unsigned integer to a byte array in little endian - format - - The value to convert - An 8 byte little endian array - - - - Convert a floating point value to four bytes in little endian - ordering - - A floating point value - A four byte array containing the value in little endian - ordering - - - - Converts an unsigned integer to a hexadecimal string - - An unsigned integer to convert to a string - A hexadecimal string 10 characters long - 0x7fffffff - - - - Convert a variable length UTF8 byte array to a string - - The UTF8 encoded byte array to convert - The decoded string - - - - Converts a byte array to a string containing hexadecimal characters - - The byte array to convert to a string - The name of the field to prepend to each - line of the string - A string containing hexadecimal characters on multiple - lines. Each line is prepended with the field name - - - - Converts a byte array to a string containing hexadecimal characters - - The byte array to convert to a string - Number of bytes in the array to parse - A string to prepend to each line of the hex - dump - A string containing hexadecimal characters on multiple - lines. Each line is prepended with the field name - - - - Convert a string to a UTF8 encoded byte array - - The string to convert - A null-terminated UTF8 byte array - - - - Converts a string containing hexadecimal characters to a byte array - - String containing hexadecimal characters - If true, gracefully handles null, empty and - uneven strings as well as stripping unconvertable characters - The converted byte array - - - - Returns true is c is a hexadecimal digit (A-F, a-f, 0-9) - - Character to test - true if hex digit, false if not - - - - Converts 1 or 2 character string into equivalant byte value - - 1 or 2 character string - byte - - - - Convert a float value to a byte given a minimum and maximum range - - Value to convert to a byte - Minimum value range - Maximum value range - A single byte representing the original float value - - - - Convert a byte to a float value given a minimum and maximum range - - Byte array to get the byte from - Position in the byte array the desired byte is at - Minimum value range - Maximum value range - A float value inclusively between lower and upper - - - - Convert a byte to a float value given a minimum and maximum range - - Byte to convert to a float value - Minimum value range - Maximum value range - A float value inclusively between lower and upper - - - - Attempts to parse a floating point value from a string, using an - EN-US number format - - String to parse - Resulting floating point number - True if the parse was successful, otherwise false - - - - Attempts to parse a floating point value from a string, using an - EN-US number format - - String to parse - Resulting floating point number - True if the parse was successful, otherwise false - - - - Tries to parse an unsigned 32-bit integer from a hexadecimal string - - String to parse - Resulting integer - True if the parse was successful, otherwise false - - - - Returns text specified in EnumInfo attribute of the enumerator - To add the text use [EnumInfo(Text = "Some nice text here")] before declaration - of enum values - - Enum value - Text representation of the enum - - - - Takes an AssetType and returns the string representation - - The source - The string version of the AssetType - - - - Translate a string name of an AssetType into the proper Type - - A string containing the AssetType name - The AssetType which matches the string name, or AssetType.Unknown if no match was found - - - - Convert an InventoryType to a string - - The to convert - A string representation of the source - - - - Convert a string into a valid InventoryType - - A string representation of the InventoryType to convert - A InventoryType object which matched the type - - - - Convert a SaleType to a string - - The to convert - A string representation of the source - - - - Convert a string into a valid SaleType - - A string representation of the SaleType to convert - A SaleType object which matched the type - - - - Converts a string used in LLSD to AttachmentPoint type - - String representation of AttachmentPoint to convert - AttachmentPoint enum - - - - Copy a byte array - - Byte array to copy - A copy of the given byte array - - - - Packs to 32-bit unsigned integers in to a 64-bit unsigned integer - - The left-hand (or X) value - The right-hand (or Y) value - A 64-bit integer containing the two 32-bit input values - - - - Unpacks two 32-bit unsigned integers from a 64-bit unsigned integer - - The 64-bit input integer - The left-hand (or X) output value - The right-hand (or Y) output value - - - - Convert an IP address object to an unsigned 32-bit integer - - IP address to convert - 32-bit unsigned integer holding the IP address bits - - - - Gets a unix timestamp for the current time - - An unsigned integer representing a unix timestamp for now - - - - Convert a UNIX timestamp to a native DateTime object - - An unsigned integer representing a UNIX - timestamp - A DateTime object containing the same time specified in - the given timestamp - - - - Convert a UNIX timestamp to a native DateTime object - - A signed integer representing a UNIX - timestamp - A DateTime object containing the same time specified in - the given timestamp - - - - Convert a native DateTime object to a UNIX timestamp - - A DateTime object you want to convert to a - timestamp - An unsigned integer representing a UNIX timestamp - - - - Swap two values - - Type of the values to swap - First value - Second value - - - - Try to parse an enumeration value from a string - - Enumeration type - String value to parse - Enumeration value on success - True if the parsing succeeded, otherwise false - - - - Swaps the high and low words in a byte. Converts aaaabbbb to bbbbaaaa - - Byte to swap the words in - Byte value with the words swapped - - - - Attempts to convert a string representation of a hostname or IP - address to a - - Hostname to convert to an IPAddress - Converted IP address object, or null if the conversion - failed - - - Provide a single instance of the CultureInfo class to - help parsing in situations where the grid assumes an en-us - culture - - - UNIX epoch in DateTime format - - - Provide a single instance of the MD5 class to avoid making - duplicate copies and handle thread safety - - - Provide a single instance of the SHA-1 class to avoid - making duplicate copies and handle thread safety - - - Provide a single instance of a random number generator - to avoid making duplicate copies and handle thread safety - - - - Clamp a given value between a range - - Value to clamp - Minimum allowable value - Maximum allowable value - A value inclusively between lower and upper - - - - Clamp a given value between a range - - Value to clamp - Minimum allowable value - Maximum allowable value - A value inclusively between lower and upper - - - - Clamp a given value between a range - - Value to clamp - Minimum allowable value - Maximum allowable value - A value inclusively between lower and upper - - - - Round a floating-point value to the nearest integer - - Floating point number to round - Integer - - - - Test if a single precision float is a finite number - - - - - Test if a double precision float is a finite number - - - - - Get the distance between two floating-point values - - First value - Second value - The distance between the two values - - - - Compute the MD5 hash for a byte array - - Byte array to compute the hash for - MD5 hash of the input data - - - - Compute the SHA1 hash for a byte array - - Byte array to compute the hash for - SHA1 hash of the input data - - - - Calculate the SHA1 hash of a given string - - The string to hash - The SHA1 hash as a string - - - - Compute the SHA256 hash for a byte array - - Byte array to compute the hash for - SHA256 hash of the input data - - - - Calculate the SHA256 hash of a given string - - The string to hash - The SHA256 hash as a string - - - - Calculate the MD5 hash of a given string - - The password to hash - An MD5 hash in string format, with $1$ prepended - - - - Calculate the MD5 hash of a given string - - The string to hash - The MD5 hash as a string - - - - Generate a random double precision floating point value - - Random value of type double - - - - Get the current running platform - - Enumeration of the current platform we are running on - - - - Get the current running runtime - - Enumeration of the current runtime we are running on - - - - Operating system - - - - Unknown - - - Microsoft Windows - - - Microsoft Windows CE - - - Linux - - - Apple OSX - - - - Runtime platform - - - - .NET runtime - - - Mono runtime: http://www.mono-project.com/ - - - - Copy constructor - - Circular queue to copy - - - - Determines the appropriate events to set, leaves the locks, and sets the events. - - - - - A routine for lazily creating a event outside the lock (so if errors - happen they are outside the lock and that we don't do much work - while holding a spin lock). If all goes well, reenter the lock and - set 'waitEvent' - - - - - Waits on 'waitEvent' with a timeout of 'millisceondsTimeout. - Before the wait 'numWaiters' is incremented and is restored before leaving this routine. - - - - - Provides helper methods for parallelizing loops - - - - - Executes a for loop in which iterations may run in parallel - - The loop will be started at this index - The loop will be terminated before this index is reached - Method body to run for each iteration of the loop - - - - Executes a for loop in which iterations may run in parallel - - The number of concurrent execution threads to run - The loop will be started at this index - The loop will be terminated before this index is reached - Method body to run for each iteration of the loop - - - - Executes a foreach loop in which iterations may run in parallel - - Object type that the collection wraps - An enumerable collection to iterate over - Method body to run for each object in the collection - - - - Executes a foreach loop in which iterations may run in parallel - - Object type that the collection wraps - The number of concurrent execution threads to run - An enumerable collection to iterate over - Method body to run for each object in the collection - - - - Executes a series of tasks in parallel - - A series of method bodies to execute - - - - Executes a series of tasks in parallel - - The number of concurrent execution threads to run - A series of method bodies to execute - - - - An 8-bit color structure including an alpha channel - - - - Red - - - Green - - - Blue - - - Alpha - - - - - - - - - - - - - Builds a color from a byte array - - Byte array containing a 16 byte color - Beginning position in the byte array - True if the byte array stores inverted values, - otherwise false. For example the color black (fully opaque) inverted - would be 0xFF 0xFF 0xFF 0x00 - - - - Returns the raw bytes for this vector - - Byte array containing a 16 byte color - Beginning position in the byte array - True if the byte array stores inverted values, - otherwise false. For example the color black (fully opaque) inverted - would be 0xFF 0xFF 0xFF 0x00 - True if the alpha value is inverted in - addition to whatever the inverted parameter is. Setting inverted true - and alphaInverted true will flip the alpha value back to non-inverted, - but keep the other color bytes inverted - A 16 byte array containing R, G, B, and A - - - - Copy constructor - - Color to copy - - - - IComparable.CompareTo implementation - - Sorting ends up like this: |--Grayscale--||--Color--|. - Alpha is only used when the colors are otherwise equivalent - - - - Builds a color from a byte array - - Byte array containing a 16 byte color - Beginning position in the byte array - True if the byte array stores inverted values, - otherwise false. For example the color black (fully opaque) inverted - would be 0xFF 0xFF 0xFF 0x00 - True if the alpha value is inverted in - addition to whatever the inverted parameter is. Setting inverted true - and alphaInverted true will flip the alpha value back to non-inverted, - but keep the other color bytes inverted - - - - Writes the raw bytes for this color to a byte array - - Destination byte array - Position in the destination array to start - writing. Must be at least 16 bytes before the end of the array - - - - Serializes this color into four bytes in a byte array - - Destination byte array - Position in the destination array to start - writing. Must be at least 4 bytes before the end of the array - True to invert the output (1.0 becomes 0 - instead of 255) - - - - Writes the raw bytes for this color to a byte array - - Destination byte array - Position in the destination array to start - writing. Must be at least 16 bytes before the end of the array - - - - Ensures that values are in range 0-1 - - - - - Create an RGB color from a hue, saturation, value combination - - Hue - Saturation - Value - An fully opaque RGB color (alpha is 1.0) - - - - Performs linear interpolation between two colors - - Color to start at - Color to end at - Amount to interpolate - The interpolated color - - - A Color4 with zero RGB values and fully opaque (alpha 1.0) - - - A Color4 with full RGB values (1.0) and fully opaque (alpha 1.0) - - - - Same as Queue except Dequeue function blocks until there is an object to return. - Note: This class does not need to be synchronized - - - - - Create new BlockingQueue. - - The System.Collections.ICollection to copy elements from - - - - Create new BlockingQueue. - - The initial number of elements that the queue can contain - - - - Create new BlockingQueue. - - - - - BlockingQueue Destructor (Close queue, resume any waiting thread). - - - - - Remove all objects from the Queue. - - - - - Remove all objects from the Queue, resume all dequeue threads. - - - - - Removes and returns the object at the beginning of the Queue. - - Object in queue. - - - - Removes and returns the object at the beginning of the Queue. - - time to wait before returning - Object in queue. - - - - Removes and returns the object at the beginning of the Queue. - - time to wait before returning (in milliseconds) - Object in queue. - - - - Adds an object to the end of the Queue - - Object to put in queue - - - - Open Queue. - - - - - Gets flag indicating if queue has been closed. - - - - - A three-dimensional vector with doubleing-point values - - - - X value - - - Y value - - - Z value - - - - Constructor, builds a vector from a byte array - - Byte array containing three eight-byte doubles - Beginning position in the byte array - - - - Test if this vector is equal to another vector, within a given - tolerance range - - Vector to test against - The acceptable magnitude of difference - between the two vectors - True if the magnitude of difference between the two vectors - is less than the given tolerance, otherwise false - - - - IComparable.CompareTo implementation - - - - - Test if this vector is composed of all finite numbers - - - - - Builds a vector from a byte array - - Byte array containing a 24 byte vector - Beginning position in the byte array - - - - Returns the raw bytes for this vector - - A 24 byte array containing X, Y, and Z - - - - Writes the raw bytes for this vector to a byte array - - Destination byte array - Position in the destination array to start - writing. Must be at least 24 bytes before the end of the array - - - - Parse a vector from a string - - A string representation of a 3D vector, enclosed - in arrow brackets and separated by commas - - - - Interpolates between two vectors using a cubic equation - - - - - Get a formatted string representation of the vector - - A string representation of the vector - - - - Get a string representation of the vector elements with up to three - decimal digits and separated by spaces only - - Raw string representation of the vector - - - - Cross product between two vectors - - - - A vector with a value of 0,0,0 - - - A vector with a value of 1,1,1 - - - A unit vector facing forward (X axis), value of 1,0,0 - - - A unit vector facing left (Y axis), value of 0,1,0 - - - A unit vector facing up (Z axis), value of 0,0,1 - - - - A hierarchical token bucket for bandwidth throttling. See - http://en.wikipedia.org/wiki/Token_bucket for more information - - - - Parent bucket to this bucket, or null if this is a root - bucket - - - Size of the bucket in bytes. If zero, the bucket has - infinite capacity - - - Rate that the bucket fills, in bytes per millisecond. If - zero, the bucket always remains full - - - Number of tokens currently in the bucket - - - Time of the last drip, in system ticks - - - - Default constructor - - Parent bucket if this is a child bucket, or - null if this is a root bucket - Maximum size of the bucket in bytes, or - zero if this bucket has no maximum capacity - Rate that the bucket fills, in bytes per - second. If zero, the bucket always remains full - - - - Remove a given number of tokens from the bucket - - Number of tokens to remove from the bucket - True if the requested number of tokens were removed from - the bucket, otherwise false - - - - Remove a given number of tokens from the bucket - - Number of tokens to remove from the bucket - True if tokens were added to the bucket - during this call, otherwise false - True if the requested number of tokens were removed from - the bucket, otherwise false - - - - Add tokens to the bucket over time. The number of tokens added each - call depends on the length of time that has passed since the last - call to Drip - - True if tokens were added to the bucket, otherwise false - - - - The parent bucket of this bucket, or null if this bucket has no - parent. The parent bucket will limit the aggregate bandwidth of all - of its children buckets - - - - - Maximum burst rate in bytes per second. This is the maximum number - of tokens that can accumulate in the bucket at any one time - - - - - The speed limit of this bucket in bytes per second. This is the - number of tokens that are added to the bucket per second - - Tokens are added to the bucket any time - is called, at the granularity of - the system tick interval (typically around 15-22ms) - - - - The number of bytes that can be sent at this moment. This is the - current number of tokens in the bucket - If this bucket has a parent bucket that does not have - enough tokens for a request, will - return false regardless of the content of this bucket - - - - For thread safety - - - For thread safety - - - - Purges expired objects from the cache. Called automatically by the purge timer. - - - - - Convert this matrix to euler rotations - - X euler angle - Y euler angle - Z euler angle - - - - Convert this matrix to a quaternion rotation - - A quaternion representation of this rotation matrix - - - - Construct a matrix from euler rotation values in radians - - X euler angle in radians - Y euler angle in radians - Z euler angle in radians - - - - Get a formatted string representation of the vector - - A string representation of the vector - - - A 4x4 matrix containing all zeroes - - - A 4x4 identity matrix - - - - 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 - - - + + + + OpenMetaverseTypes + + + + X value + + + Y value + + + Z value + + + W value + + + + Constructor, builds a vector from a byte array + + Byte array containing four four-byte floats + Beginning position in the byte array + + + + Test if this vector is equal to another vector, within a given + tolerance range + + Vector to test against + The acceptable magnitude of difference + between the two vectors + True if the magnitude of difference between the two vectors + is less than the given tolerance, otherwise false + + + + IComparable.CompareTo implementation + + + + + Test if this vector is composed of all finite numbers + + + + + Builds a vector from a byte array + + Byte array containing a 16 byte vector + Beginning position in the byte array + + + + Returns the raw bytes for this vector + + A 16 byte array containing X, Y, Z, and W + + + + Writes the raw bytes for this vector to a byte array + + Destination byte array + Position in the destination array to start + writing. Must be at least 16 bytes before the end of the array + + + + Get a string representation of the vector elements with up to three + decimal digits and separated by spaces only + + Raw string representation of the vector + + + A vector with a value of 0,0,0,0 + + + A vector with a value of 1,1,1,1 + + + A vector with a value of 1,0,0,0 + + + A vector with a value of 0,1,0,0 + + + A vector with a value of 0,0,1,0 + + + A vector with a value of 0,0,0,1 + + + + A three-dimensional vector with floating-point values + + + + X value + + + Y value + + + Z value + + + + Constructor, builds a vector from a byte array + + Byte array containing three four-byte floats + Beginning position in the byte array + + + + Test if this vector is equal to another vector, within a given + tolerance range + + Vector to test against + The acceptable magnitude of difference + between the two vectors + True if the magnitude of difference between the two vectors + is less than the given tolerance, otherwise false + + + + IComparable.CompareTo implementation + + + + + Test if this vector is composed of all finite numbers + + + + + Builds a vector from a byte array + + Byte array containing a 12 byte vector + Beginning position in the byte array + + + + Returns the raw bytes for this vector + + A 12 byte array containing X, Y, and Z + + + + Writes the raw bytes for this vector to a byte array + + Destination byte array + Position in the destination array to start + writing. Must be at least 12 bytes before the end of the array + + + + Parse a vector from a string + + A string representation of a 3D vector, enclosed + in arrow brackets and separated by commas + + + + Calculate the rotation between two vectors + + Normalized directional vector (such as 1,0,0 for forward facing) + Normalized target vector + + + + Interpolates between two vectors using a cubic equation + + + + + Get a formatted string representation of the vector + + A string representation of the vector + + + + Get a string representation of the vector elements with up to three + decimal digits and separated by spaces only + + Raw string representation of the vector + + + + Cross product between two vectors + + + + A vector with a value of 0,0,0 + + + A vector with a value of 1,1,1 + + + A unit vector facing forward (X axis), value 1,0,0 + + + A unit vector facing left (Y axis), value 0,1,0 + + + A unit vector facing up (Z axis), value 0,0,1 + + + + Attribute class that allows extra attributes to be attached to ENUMs + + + + Text used when presenting ENUM to user + + + Default initializer + + + Text used when presenting ENUM to user + + + + The different types of grid assets + + + + Unknown asset type + + + Texture asset, stores in JPEG2000 J2C stream format + + + Sound asset + + + Calling card for another avatar + + + Link to a location in world + + + Collection of textures and parameters that can be + worn by an avatar + + + Primitive that can contain textures, sounds, + scripts and more + + + Notecard asset + + + Holds a collection of inventory items + + + Root inventory folder + + + Linden scripting language script + + + LSO bytecode for a script + + + Uncompressed TGA texture + + + Collection of textures and shape parameters that can + be worn + + + Trash folder + + + Snapshot folder + + + Lost and found folder + + + Uncompressed sound + + + Uncompressed TGA non-square image, not to be used as a + texture + + + Compressed JPEG non-square image, not to be used as a + texture + + + Animation + + + Sequence of animations, sounds, chat, and pauses + + + Simstate file + + + Contains landmarks for favorites + + + Asset is a link to another inventory item + + + Asset is a link to another inventory folder + + + Beginning of the range reserved for ensembles + + + End of the range reserved for ensembles + + + Folder containing inventory links to wearables and attachments + that are part of the current outfit + + + Folder containing inventory items or links to + inventory items of wearables and attachments + together make a full outfit + + + Root folder for the folders of type OutfitFolder + + + + + + + Inventory Item Types, eg Script, Notecard, Folder, etc + + + + Unknown + + + Texture + + + Sound + + + Calling Card + + + Landmark + + + Notecard + + + + + + Folder + + + + + + an LSL Script + + + + + + + + + + + + + + + + + + + Item Sale Status + + + + Not for sale + + + The original is for sale + + + Copies are for sale + + + The contents of the object are for sale + + + + Types of wearable assets + + + + Body shape + + + Skin textures and attributes + + + Hair + + + Eyes + + + Shirt + + + Pants + + + Shoes + + + Socks + + + Jacket + + + Gloves + + + Undershirt + + + Underpants + + + Skirt + + + Alpha mask to hide parts of the avatar + + + Tattoo + + + Invalid wearable asset + + + + A two-dimensional vector with floating-point values + + + + X value + + + Y value + + + + Test if this vector is equal to another vector, within a given + tolerance range + + Vector to test against + The acceptable magnitude of difference + between the two vectors + True if the magnitude of difference between the two vectors + is less than the given tolerance, otherwise false + + + + Test if this vector is composed of all finite numbers + + + + + IComparable.CompareTo implementation + + + + + Builds a vector from a byte array + + Byte array containing two four-byte floats + Beginning position in the byte array + + + + Returns the raw bytes for this vector + + An eight-byte array containing X and Y + + + + Writes the raw bytes for this vector to a byte array + + Destination byte array + Position in the destination array to start + writing. Must be at least 8 bytes before the end of the array + + + + Parse a vector from a string + + A string representation of a 2D vector, enclosed + in arrow brackets and separated by commas + + + + Interpolates between two vectors using a cubic equation + + + + + Get a formatted string representation of the vector + + A string representation of the vector + + + + Get a string representation of the vector elements with up to three + decimal digits and separated by spaces only + + Raw string representation of the vector + + + A vector with a value of 0,0 + + + A vector with a value of 1,1 + + + A vector with a value of 1,0 + + + A vector with a value of 0,1 + + + + A 128-bit Universally Unique Identifier, used throughout the Second + Life networking protocol + + + + The System.Guid object this struct wraps around + + + + Constructor that takes a string UUID representation + + A string representation of a UUID, case + insensitive and can either be hyphenated or non-hyphenated + UUID("11f8aa9c-b071-4242-836b-13b7abe0d489") + + + + Constructor that takes a System.Guid object + + A Guid object that contains the unique identifier + to be represented by this UUID + + + + Constructor that takes a byte array containing a UUID + + Byte array containing a 16 byte UUID + Beginning offset in the array + + + + Constructor that takes an unsigned 64-bit unsigned integer to + convert to a UUID + + 64-bit unsigned integer to convert to a UUID + + + + Copy constructor + + UUID to copy + + + + IComparable.CompareTo implementation + + + + + Assigns this UUID from 16 bytes out of a byte array + + Byte array containing the UUID to assign this UUID to + Starting position of the UUID in the byte array + + + + Returns a copy of the raw bytes for this UUID + + A 16 byte array containing this UUID + + + + Writes the raw bytes for this UUID to a byte array + + Destination byte array + Position in the destination array to start + writing. Must be at least 16 bytes before the end of the array + + + + Calculate an LLCRC (cyclic redundancy check) for this UUID + + The CRC checksum for this UUID + + + + Create a 64-bit integer representation from the second half of this UUID + + An integer created from the last eight bytes of this UUID + + + + Generate a UUID from a string + + A string representation of a UUID, case + insensitive and can either be hyphenated or non-hyphenated + UUID.Parse("11f8aa9c-b071-4242-836b-13b7abe0d489") + + + + Generate a UUID from a string + + A string representation of a UUID, case + insensitive and can either be hyphenated or non-hyphenated + Will contain the parsed UUID if successful, + otherwise null + True if the string was successfully parse, otherwise false + UUID.TryParse("11f8aa9c-b071-4242-836b-13b7abe0d489", result) + + + + Combine two UUIDs together by taking the MD5 hash of a byte array + containing both UUIDs + + First UUID to combine + Second UUID to combine + The UUID product of the combination + + + + + + + + + + Return a hash code for this UUID, used by .NET for hash tables + + An integer composed of all the UUID bytes XORed together + + + + Comparison function + + An object to compare to this UUID + True if the object is a UUID and both UUIDs are equal + + + + Comparison function + + UUID to compare to + True if the UUIDs are equal, otherwise false + + + + Get a hyphenated string representation of this UUID + + A string representation of this UUID, lowercase and + with hyphens + 11f8aa9c-b071-4242-836b-13b7abe0d489 + + + + Equals operator + + First UUID for comparison + Second UUID for comparison + True if the UUIDs are byte for byte equal, otherwise false + + + + Not equals operator + + First UUID for comparison + Second UUID for comparison + True if the UUIDs are not equal, otherwise true + + + + XOR operator + + First UUID + Second UUID + A UUID that is a XOR combination of the two input UUIDs + + + + String typecasting operator + + A UUID in string form. Case insensitive, + hyphenated or non-hyphenated + A UUID built from the string representation + + + An UUID with a value of all zeroes + + + A cache of UUID.Zero as a string to optimize a common path + + + X value + + + Y value + + + Z value + + + W value + + + + Build a quaternion from normalized float values + + X value from -1.0 to 1.0 + Y value from -1.0 to 1.0 + Z value from -1.0 to 1.0 + + + + Constructor, builds a quaternion object from a byte array + + Byte array containing four four-byte floats + Offset in the byte array to start reading at + Whether the source data is normalized or + not. If this is true 12 bytes will be read, otherwise 16 bytes will + be read. + + + + Normalizes the quaternion + + + + + Builds a quaternion object from a byte array + + The source byte array + Offset in the byte array to start reading at + Whether the source data is normalized or + not. If this is true 12 bytes will be read, otherwise 16 bytes will + be read. + + + + Normalize this quaternion and serialize it to a byte array + + A 12 byte array containing normalized X, Y, and Z floating + point values in order using little endian byte ordering + + + + Writes the raw bytes for this quaternion to a byte array + + Destination byte array + Position in the destination array to start + writing. Must be at least 12 bytes before the end of the array + + + + Convert this quaternion to euler angles + + X euler angle + Y euler angle + Z euler angle + + + + Convert this quaternion to an angle around an axis + + Unit vector describing the axis + Angle around the axis, in radians + + + + Returns the conjugate (spatial inverse) of a quaternion + + + + + Build a quaternion from an axis and an angle of rotation around + that axis + + + + + Build a quaternion from an axis and an angle of rotation around + that axis + + Axis of rotation + Angle of rotation + + + + Creates a quaternion from a vector containing roll, pitch, and yaw + in radians + + Vector representation of the euler angles in + radians + Quaternion representation of the euler angles + + + + Creates a quaternion from roll, pitch, and yaw euler angles in + radians + + X angle in radians + Y angle in radians + Z angle in radians + Quaternion representation of the euler angles + + + + Conjugates and renormalizes a vector + + + + + Spherical linear interpolation between two quaternions + + + + + Get a string representation of the quaternion elements with up to three + decimal digits and separated by spaces only + + Raw string representation of the quaternion + + + A quaternion with a value of 0,0,0,1 + + + + A thread-safe lockless queue that supports multiple readers and + multiple writers + + + + Queue head + + + Queue tail + + + Queue item count + + + + Constructor + + + + + Enqueue an item + + Item to enqeue + + + + Try to dequeue an item + + Dequeued item if the dequeue was successful + True if an item was successfully deqeued, otherwise false + + + Gets the current number of items in the queue. Since this + is a lockless collection this value should be treated as a close + estimate + + + + Provides a node container for data in a singly linked list + + + + Pointer to the next node in list + + + The data contained by the node + + + + Constructor + + + + + Constructor + + + + Used for converting degrees to radians + + + Used for converting radians to degrees + + + + Convert the first two bytes starting in the byte array in + little endian ordering to a signed short integer + + An array two bytes or longer + A signed short integer, will be zero if a short can't be + read at the given position + + + + Convert the first two bytes starting at the given position in + little endian ordering to a signed short integer + + An array two bytes or longer + Position in the array to start reading + A signed short integer, will be zero if a short can't be + read at the given position + + + + Convert the first four bytes starting at the given position in + little endian ordering to a signed integer + + An array four bytes or longer + Position to start reading the int from + A signed integer, will be zero if an int can't be read + at the given position + + + + Convert the first four bytes of the given array in little endian + ordering to a signed integer + + An array four bytes or longer + A signed integer, will be zero if the array contains + less than four bytes + + + + Convert the first eight bytes of the given array in little endian + ordering to a signed long integer + + An array eight bytes or longer + A signed long integer, will be zero if the array contains + less than eight bytes + + + + Convert the first eight bytes starting at the given position in + little endian ordering to a signed long integer + + An array eight bytes or longer + Position to start reading the long from + A signed long integer, will be zero if a long can't be read + at the given position + + + + Convert the first two bytes starting at the given position in + little endian ordering to an unsigned short + + Byte array containing the ushort + Position to start reading the ushort from + An unsigned short, will be zero if a ushort can't be read + at the given position + + + + Convert two bytes in little endian ordering to an unsigned short + + Byte array containing the ushort + An unsigned short, will be zero if a ushort can't be + read + + + + Convert the first four bytes starting at the given position in + little endian ordering to an unsigned integer + + Byte array containing the uint + Position to start reading the uint from + An unsigned integer, will be zero if a uint can't be read + at the given position + + + + Convert the first four bytes of the given array in little endian + ordering to an unsigned integer + + An array four bytes or longer + An unsigned integer, will be zero if the array contains + less than four bytes + + + + Convert the first eight bytes of the given array in little endian + ordering to an unsigned 64-bit integer + + An array eight bytes or longer + An unsigned 64-bit integer, will be zero if the array + contains less than eight bytes + + + + Convert four bytes in little endian ordering to a floating point + value + + Byte array containing a little ending floating + point value + Starting position of the floating point value in + the byte array + Single precision value + + + + Convert an integer to a byte array in little endian format + + The integer to convert + A four byte little endian array + + + + Convert an integer to a byte array in big endian format + + The integer to convert + A four byte big endian array + + + + Convert a 64-bit integer to a byte array in little endian format + + The value to convert + An 8 byte little endian array + + + + Convert a 64-bit unsigned integer to a byte array in little endian + format + + The value to convert + An 8 byte little endian array + + + + Convert a floating point value to four bytes in little endian + ordering + + A floating point value + A four byte array containing the value in little endian + ordering + + + + Converts an unsigned integer to a hexadecimal string + + An unsigned integer to convert to a string + A hexadecimal string 10 characters long + 0x7fffffff + + + + Convert a variable length UTF8 byte array to a string + + The UTF8 encoded byte array to convert + The decoded string + + + + Converts a byte array to a string containing hexadecimal characters + + The byte array to convert to a string + The name of the field to prepend to each + line of the string + A string containing hexadecimal characters on multiple + lines. Each line is prepended with the field name + + + + Converts a byte array to a string containing hexadecimal characters + + The byte array to convert to a string + Number of bytes in the array to parse + A string to prepend to each line of the hex + dump + A string containing hexadecimal characters on multiple + lines. Each line is prepended with the field name + + + + Convert a string to a UTF8 encoded byte array + + The string to convert + A null-terminated UTF8 byte array + + + + Converts a string containing hexadecimal characters to a byte array + + String containing hexadecimal characters + If true, gracefully handles null, empty and + uneven strings as well as stripping unconvertable characters + The converted byte array + + + + Returns true is c is a hexadecimal digit (A-F, a-f, 0-9) + + Character to test + true if hex digit, false if not + + + + Converts 1 or 2 character string into equivalant byte value + + 1 or 2 character string + byte + + + + Convert a float value to a byte given a minimum and maximum range + + Value to convert to a byte + Minimum value range + Maximum value range + A single byte representing the original float value + + + + Convert a byte to a float value given a minimum and maximum range + + Byte array to get the byte from + Position in the byte array the desired byte is at + Minimum value range + Maximum value range + A float value inclusively between lower and upper + + + + Convert a byte to a float value given a minimum and maximum range + + Byte to convert to a float value + Minimum value range + Maximum value range + A float value inclusively between lower and upper + + + + Attempts to parse a floating point value from a string, using an + EN-US number format + + String to parse + Resulting floating point number + True if the parse was successful, otherwise false + + + + Attempts to parse a floating point value from a string, using an + EN-US number format + + String to parse + Resulting floating point number + True if the parse was successful, otherwise false + + + + Tries to parse an unsigned 32-bit integer from a hexadecimal string + + String to parse + Resulting integer + True if the parse was successful, otherwise false + + + + Returns text specified in EnumInfo attribute of the enumerator + To add the text use [EnumInfo(Text = "Some nice text here")] before declaration + of enum values + + Enum value + Text representation of the enum + + + + Takes an AssetType and returns the string representation + + The source + The string version of the AssetType + + + + Translate a string name of an AssetType into the proper Type + + A string containing the AssetType name + The AssetType which matches the string name, or AssetType.Unknown if no match was found + + + + Convert an InventoryType to a string + + The to convert + A string representation of the source + + + + Convert a string into a valid InventoryType + + A string representation of the InventoryType to convert + A InventoryType object which matched the type + + + + Convert a SaleType to a string + + The to convert + A string representation of the source + + + + Convert a string into a valid SaleType + + A string representation of the SaleType to convert + A SaleType object which matched the type + + + + Converts a string used in LLSD to AttachmentPoint type + + String representation of AttachmentPoint to convert + AttachmentPoint enum + + + + Copy a byte array + + Byte array to copy + A copy of the given byte array + + + + Packs to 32-bit unsigned integers in to a 64-bit unsigned integer + + The left-hand (or X) value + The right-hand (or Y) value + A 64-bit integer containing the two 32-bit input values + + + + Unpacks two 32-bit unsigned integers from a 64-bit unsigned integer + + The 64-bit input integer + The left-hand (or X) output value + The right-hand (or Y) output value + + + + Convert an IP address object to an unsigned 32-bit integer + + IP address to convert + 32-bit unsigned integer holding the IP address bits + + + + Gets a unix timestamp for the current time + + An unsigned integer representing a unix timestamp for now + + + + Convert a UNIX timestamp to a native DateTime object + + An unsigned integer representing a UNIX + timestamp + A DateTime object containing the same time specified in + the given timestamp + + + + Convert a UNIX timestamp to a native DateTime object + + A signed integer representing a UNIX + timestamp + A DateTime object containing the same time specified in + the given timestamp + + + + Convert a native DateTime object to a UNIX timestamp + + A DateTime object you want to convert to a + timestamp + An unsigned integer representing a UNIX timestamp + + + + Swap two values + + Type of the values to swap + First value + Second value + + + + Try to parse an enumeration value from a string + + Enumeration type + String value to parse + Enumeration value on success + True if the parsing succeeded, otherwise false + + + + Swaps the high and low words in a byte. Converts aaaabbbb to bbbbaaaa + + Byte to swap the words in + Byte value with the words swapped + + + + Attempts to convert a string representation of a hostname or IP + address to a + + Hostname to convert to an IPAddress + Converted IP address object, or null if the conversion + failed + + + Provide a single instance of the CultureInfo class to + help parsing in situations where the grid assumes an en-us + culture + + + UNIX epoch in DateTime format + + + Provide a single instance of the MD5 class to avoid making + duplicate copies and handle thread safety + + + Provide a single instance of the SHA-1 class to avoid + making duplicate copies and handle thread safety + + + Provide a single instance of a random number generator + to avoid making duplicate copies and handle thread safety + + + + Clamp a given value between a range + + Value to clamp + Minimum allowable value + Maximum allowable value + A value inclusively between lower and upper + + + + Clamp a given value between a range + + Value to clamp + Minimum allowable value + Maximum allowable value + A value inclusively between lower and upper + + + + Clamp a given value between a range + + Value to clamp + Minimum allowable value + Maximum allowable value + A value inclusively between lower and upper + + + + Round a floating-point value to the nearest integer + + Floating point number to round + Integer + + + + Test if a single precision float is a finite number + + + + + Test if a double precision float is a finite number + + + + + Get the distance between two floating-point values + + First value + Second value + The distance between the two values + + + + Compute the MD5 hash for a byte array + + Byte array to compute the hash for + MD5 hash of the input data + + + + Compute the SHA1 hash for a byte array + + Byte array to compute the hash for + SHA1 hash of the input data + + + + Calculate the SHA1 hash of a given string + + The string to hash + The SHA1 hash as a string + + + + Compute the SHA256 hash for a byte array + + Byte array to compute the hash for + SHA256 hash of the input data + + + + Calculate the SHA256 hash of a given string + + The string to hash + The SHA256 hash as a string + + + + Calculate the MD5 hash of a given string + + The password to hash + An MD5 hash in string format, with $1$ prepended + + + + Calculate the MD5 hash of a given string + + The string to hash + The MD5 hash as a string + + + + Generate a random double precision floating point value + + Random value of type double + + + + Get the current running platform + + Enumeration of the current platform we are running on + + + + Get the current running runtime + + Enumeration of the current runtime we are running on + + + + Operating system + + + + Unknown + + + Microsoft Windows + + + Microsoft Windows CE + + + Linux + + + Apple OSX + + + + Runtime platform + + + + .NET runtime + + + Mono runtime: http://www.mono-project.com/ + + + + Copy constructor + + Circular queue to copy + + + + Determines the appropriate events to set, leaves the locks, and sets the events. + + + + + A routine for lazily creating a event outside the lock (so if errors + happen they are outside the lock and that we don't do much work + while holding a spin lock). If all goes well, reenter the lock and + set 'waitEvent' + + + + + Waits on 'waitEvent' with a timeout of 'millisceondsTimeout. + Before the wait 'numWaiters' is incremented and is restored before leaving this routine. + + + + + Provides helper methods for parallelizing loops + + + + + Executes a for loop in which iterations may run in parallel + + The loop will be started at this index + The loop will be terminated before this index is reached + Method body to run for each iteration of the loop + + + + Executes a for loop in which iterations may run in parallel + + The number of concurrent execution threads to run + The loop will be started at this index + The loop will be terminated before this index is reached + Method body to run for each iteration of the loop + + + + Executes a foreach loop in which iterations may run in parallel + + Object type that the collection wraps + An enumerable collection to iterate over + Method body to run for each object in the collection + + + + Executes a foreach loop in which iterations may run in parallel + + Object type that the collection wraps + The number of concurrent execution threads to run + An enumerable collection to iterate over + Method body to run for each object in the collection + + + + Executes a series of tasks in parallel + + A series of method bodies to execute + + + + Executes a series of tasks in parallel + + The number of concurrent execution threads to run + A series of method bodies to execute + + + + An 8-bit color structure including an alpha channel + + + + Red + + + Green + + + Blue + + + Alpha + + + + + + + + + + + + + Builds a color from a byte array + + Byte array containing a 16 byte color + Beginning position in the byte array + True if the byte array stores inverted values, + otherwise false. For example the color black (fully opaque) inverted + would be 0xFF 0xFF 0xFF 0x00 + + + + Returns the raw bytes for this vector + + Byte array containing a 16 byte color + Beginning position in the byte array + True if the byte array stores inverted values, + otherwise false. For example the color black (fully opaque) inverted + would be 0xFF 0xFF 0xFF 0x00 + True if the alpha value is inverted in + addition to whatever the inverted parameter is. Setting inverted true + and alphaInverted true will flip the alpha value back to non-inverted, + but keep the other color bytes inverted + A 16 byte array containing R, G, B, and A + + + + Copy constructor + + Color to copy + + + + IComparable.CompareTo implementation + + Sorting ends up like this: |--Grayscale--||--Color--|. + Alpha is only used when the colors are otherwise equivalent + + + + Builds a color from a byte array + + Byte array containing a 16 byte color + Beginning position in the byte array + True if the byte array stores inverted values, + otherwise false. For example the color black (fully opaque) inverted + would be 0xFF 0xFF 0xFF 0x00 + True if the alpha value is inverted in + addition to whatever the inverted parameter is. Setting inverted true + and alphaInverted true will flip the alpha value back to non-inverted, + but keep the other color bytes inverted + + + + Writes the raw bytes for this color to a byte array + + Destination byte array + Position in the destination array to start + writing. Must be at least 16 bytes before the end of the array + + + + Serializes this color into four bytes in a byte array + + Destination byte array + Position in the destination array to start + writing. Must be at least 4 bytes before the end of the array + True to invert the output (1.0 becomes 0 + instead of 255) + + + + Writes the raw bytes for this color to a byte array + + Destination byte array + Position in the destination array to start + writing. Must be at least 16 bytes before the end of the array + + + + Ensures that values are in range 0-1 + + + + + Create an RGB color from a hue, saturation, value combination + + Hue + Saturation + Value + An fully opaque RGB color (alpha is 1.0) + + + + Performs linear interpolation between two colors + + Color to start at + Color to end at + Amount to interpolate + The interpolated color + + + A Color4 with zero RGB values and fully opaque (alpha 1.0) + + + A Color4 with full RGB values (1.0) and fully opaque (alpha 1.0) + + + + Same as Queue except Dequeue function blocks until there is an object to return. + Note: This class does not need to be synchronized + + + + + Create new BlockingQueue. + + The System.Collections.ICollection to copy elements from + + + + Create new BlockingQueue. + + The initial number of elements that the queue can contain + + + + Create new BlockingQueue. + + + + + BlockingQueue Destructor (Close queue, resume any waiting thread). + + + + + Remove all objects from the Queue. + + + + + Remove all objects from the Queue, resume all dequeue threads. + + + + + Removes and returns the object at the beginning of the Queue. + + Object in queue. + + + + Removes and returns the object at the beginning of the Queue. + + time to wait before returning + Object in queue. + + + + Removes and returns the object at the beginning of the Queue. + + time to wait before returning (in milliseconds) + Object in queue. + + + + Adds an object to the end of the Queue + + Object to put in queue + + + + Open Queue. + + + + + Gets flag indicating if queue has been closed. + + + + + A three-dimensional vector with doubleing-point values + + + + X value + + + Y value + + + Z value + + + + Constructor, builds a vector from a byte array + + Byte array containing three eight-byte doubles + Beginning position in the byte array + + + + Test if this vector is equal to another vector, within a given + tolerance range + + Vector to test against + The acceptable magnitude of difference + between the two vectors + True if the magnitude of difference between the two vectors + is less than the given tolerance, otherwise false + + + + IComparable.CompareTo implementation + + + + + Test if this vector is composed of all finite numbers + + + + + Builds a vector from a byte array + + Byte array containing a 24 byte vector + Beginning position in the byte array + + + + Returns the raw bytes for this vector + + A 24 byte array containing X, Y, and Z + + + + Writes the raw bytes for this vector to a byte array + + Destination byte array + Position in the destination array to start + writing. Must be at least 24 bytes before the end of the array + + + + Parse a vector from a string + + A string representation of a 3D vector, enclosed + in arrow brackets and separated by commas + + + + Interpolates between two vectors using a cubic equation + + + + + Get a formatted string representation of the vector + + A string representation of the vector + + + + Get a string representation of the vector elements with up to three + decimal digits and separated by spaces only + + Raw string representation of the vector + + + + Cross product between two vectors + + + + A vector with a value of 0,0,0 + + + A vector with a value of 1,1,1 + + + A unit vector facing forward (X axis), value of 1,0,0 + + + A unit vector facing left (Y axis), value of 0,1,0 + + + A unit vector facing up (Z axis), value of 0,0,1 + + + + A hierarchical token bucket for bandwidth throttling. See + http://en.wikipedia.org/wiki/Token_bucket for more information + + + + Parent bucket to this bucket, or null if this is a root + bucket + + + Size of the bucket in bytes. If zero, the bucket has + infinite capacity + + + Rate that the bucket fills, in bytes per millisecond. If + zero, the bucket always remains full + + + Number of tokens currently in the bucket + + + Time of the last drip, in system ticks + + + + Default constructor + + Parent bucket if this is a child bucket, or + null if this is a root bucket + Maximum size of the bucket in bytes, or + zero if this bucket has no maximum capacity + Rate that the bucket fills, in bytes per + second. If zero, the bucket always remains full + + + + Remove a given number of tokens from the bucket + + Number of tokens to remove from the bucket + True if the requested number of tokens were removed from + the bucket, otherwise false + + + + Remove a given number of tokens from the bucket + + Number of tokens to remove from the bucket + True if tokens were added to the bucket + during this call, otherwise false + True if the requested number of tokens were removed from + the bucket, otherwise false + + + + Add tokens to the bucket over time. The number of tokens added each + call depends on the length of time that has passed since the last + call to Drip + + True if tokens were added to the bucket, otherwise false + + + + The parent bucket of this bucket, or null if this bucket has no + parent. The parent bucket will limit the aggregate bandwidth of all + of its children buckets + + + + + Maximum burst rate in bytes per second. This is the maximum number + of tokens that can accumulate in the bucket at any one time + + + + + The speed limit of this bucket in bytes per second. This is the + number of tokens that are added to the bucket per second + + Tokens are added to the bucket any time + is called, at the granularity of + the system tick interval (typically around 15-22ms) + + + + The number of bytes that can be sent at this moment. This is the + current number of tokens in the bucket + If this bucket has a parent bucket that does not have + enough tokens for a request, will + return false regardless of the content of this bucket + + + + For thread safety + + + For thread safety + + + + Purges expired objects from the cache. Called automatically by the purge timer. + + + + + Convert this matrix to euler rotations + + X euler angle + Y euler angle + Z euler angle + + + + Convert this matrix to a quaternion rotation + + A quaternion representation of this rotation matrix + + + + Construct a matrix from euler rotation values in radians + + X euler angle in radians + Y euler angle in radians + Z euler angle in radians + + + + Get a formatted string representation of the vector + + A string representation of the vector + + + A 4x4 matrix containing all zeroes + + + A 4x4 identity matrix + + + + 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 + + + diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini index 53d8ab7..9c63118 100644 --- a/bin/OpenSimDefaults.ini +++ b/bin/OpenSimDefaults.ini @@ -140,12 +140,12 @@ ;; Defaults to "j2kDecodeCache ;DecodedSculptMapPath = "j2kDecodeCache" - ;# {CacheSculptMaps} {Cache decoded sculpt maps?} {true false} true - ;; if you use Meshmerizer and want sculpt map collisions, setting this to - ;; to true will store decoded sculpt maps in a special folder in your bin - ;; folder, which can reduce startup times by reducing asset requests. Some - ;; versions of mono dont work well when reading the cache files, so set this - ;; to false if you have compatability problems. + ;# {CacheSculptMaps} {Cache decoded sculpt maps?} {true false} true + ;; if you use Meshmerizer and want sculpt map collisions, setting this to + ;; to true will store decoded sculpt maps in a special folder in your bin + ;; folder, which can reduce startup times by reducing asset requests. Some + ;; versions of mono dont work well when reading the cache files, so set this + ;; to false if you have compatability problems. ; CacheSculptMaps = true ; Choose one of the physics engines below -- cgit v1.1 From 3384f643ebbc377ecbaae885941a08484bf259f5 Mon Sep 17 00:00:00 2001 From: Teravus Ovares (Dan Olivares) Date: Thu, 14 Oct 2010 02:19:42 -0400 Subject: * Partially complete stuff for Mesh support that Melanie wanted to see before it was done. * Shouldn't break the build. * Doesn't work yet either. --- .../Framework/Servers/HttpServer/BaseHttpServer.cs | 3 +- .../CoreModules/Avatar/Assets/GetMeshModule.cs | 201 +++++++++++++++++ .../Avatar/Assets/UploadObjectAssetModule.cs | 248 +++++++++++++++++++++ 3 files changed, 451 insertions(+), 1 deletion(-) create mode 100644 OpenSim/Region/CoreModules/Avatar/Assets/GetMeshModule.cs create mode 100644 OpenSim/Region/CoreModules/Avatar/Assets/UploadObjectAssetModule.cs diff --git a/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs b/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs index 452df38..ba8c194 100644 --- a/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs +++ b/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs @@ -1474,7 +1474,8 @@ namespace OpenSim.Framework.Servers.HttpServer if (!(contentType.Contains("image") || contentType.Contains("x-shockwave-flash") - || contentType.Contains("application/x-oar"))) + || contentType.Contains("application/x-oar") + || contentType.Contains("application/vnd.ll.mesh"))) { // Text buffer = Encoding.UTF8.GetBytes(responseString); diff --git a/OpenSim/Region/CoreModules/Avatar/Assets/GetMeshModule.cs b/OpenSim/Region/CoreModules/Avatar/Assets/GetMeshModule.cs new file mode 100644 index 0000000..c1e9891 --- /dev/null +++ b/OpenSim/Region/CoreModules/Avatar/Assets/GetMeshModule.cs @@ -0,0 +1,201 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +using System; +using System.Collections; +using System.Collections.Specialized; +using System.Reflection; +using System.IO; +using System.Web; +using Mono.Addins; +using log4net; +using Nini.Config; +using OpenMetaverse; +using OpenMetaverse.StructuredData; +using OpenSim.Framework; +using OpenSim.Framework.Servers; +using OpenSim.Framework.Servers.HttpServer; +using OpenSim.Region.Framework.Interfaces; +using OpenSim.Region.Framework.Scenes; +using OpenSim.Services.Interfaces; +using Caps = OpenSim.Framework.Capabilities.Caps; + +namespace OpenSim.Region.CoreModules.Avatar.Assets +{ + [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")] + public class GetMeshModule : INonSharedRegionModule + { + private static readonly ILog m_log = + LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + private Scene m_scene; + private IAssetService m_assetService; + + #region IRegionModuleBase Members + + + public Type ReplaceableInterface + { + get { return null; } + } + + public void Initialise(IConfigSource source) + { + + } + + public void AddRegion(Scene pScene) + { + m_scene = pScene; + } + + public void RemoveRegion(Scene scene) + { + + m_scene.EventManager.OnRegisterCaps -= RegisterCaps; + m_scene = null; + } + + public void RegionLoaded(Scene scene) + { + + m_assetService = m_scene.RequestModuleInterface(); + m_scene.EventManager.OnRegisterCaps += RegisterCaps; + } + + #endregion + + + #region IRegionModule Members + + + + public void Close() { } + + public string Name { get { return "GetMeshModule"; } } + + + public void RegisterCaps(UUID agentID, Caps caps) + { + UUID capID = UUID.Random(); + + m_log.Info("[GETMESH]: /CAPS/" + capID); + caps.RegisterHandler("GetMesh", + new RestHTTPHandler("POST", "/CAPS/" + capID + "/", + delegate(Hashtable m_dhttpMethod) + { + return ProcessGetMesh(m_dhttpMethod, agentID, caps); + })); + + } + + #endregion + public Hashtable ProcessGetMesh(Hashtable request, UUID AgentId, Caps cap) + { + + Hashtable responsedata = new Hashtable(); + responsedata["int_response_code"] = 400; //501; //410; //404; + responsedata["content_type"] = "text/plain"; + responsedata["keepalive"] = false; + responsedata["str_response_string"] = "Request wasn't what was expected"; + + string meshStr = string.Empty; + + if (request.ContainsKey("mesh_id")) + meshStr = request["mesh_id"].ToString(); + + + UUID meshID = UUID.Zero; + if (!String.IsNullOrEmpty(meshStr) && UUID.TryParse(meshStr, out meshID)) + { + if (m_assetService == null) + { + responsedata["int_response_code"] = 404; //501; //410; //404; + responsedata["content_type"] = "text/plain"; + responsedata["keepalive"] = false; + responsedata["str_response_string"] = "The asset service is unavailable. So is your mesh."; + return responsedata; + } + + AssetBase mesh; + // Only try to fetch locally cached textures. Misses are redirected + mesh = m_assetService.GetCached(meshID.ToString()); + if (mesh != null) + { + if (mesh.Type == (sbyte)45) //TODO: Change to AssetType.Mesh when libomv gets updated! + { + responsedata["str_response_string"] = Convert.ToBase64String(mesh.Data); + responsedata["content_type"] = "application/vnd.ll.mesh"; + responsedata["int_response_code"] = 200; + } + // Optionally add additional mesh types here + else + { + responsedata["int_response_code"] = 404; //501; //410; //404; + responsedata["content_type"] = "text/plain"; + responsedata["keepalive"] = false; + responsedata["str_response_string"] = "Unfortunately, this asset isn't a mesh."; + return responsedata; + } + } + else + { + mesh = m_assetService.Get(meshID.ToString()); + if (mesh != null) + { + if (mesh.Type == (sbyte)45) //TODO: Change to AssetType.Mesh when libomv gets updated! + { + responsedata["str_response_string"] = Convert.ToBase64String(mesh.Data); + responsedata["content_type"] = "application/vnd.ll.mesh"; + responsedata["int_response_code"] = 200; + } + // Optionally add additional mesh types here + else + { + responsedata["int_response_code"] = 404; //501; //410; //404; + responsedata["content_type"] = "text/plain"; + responsedata["keepalive"] = false; + responsedata["str_response_string"] = "Unfortunately, this asset isn't a mesh."; + return responsedata; + } + } + + else + { + responsedata["int_response_code"] = 404; //501; //410; //404; + responsedata["content_type"] = "text/plain"; + responsedata["keepalive"] = false; + responsedata["str_response_string"] = "Your Mesh wasn't found. Sorry!"; + return responsedata; + } + } + + } + + return responsedata; + } + } +} diff --git a/OpenSim/Region/CoreModules/Avatar/Assets/UploadObjectAssetModule.cs b/OpenSim/Region/CoreModules/Avatar/Assets/UploadObjectAssetModule.cs new file mode 100644 index 0000000..2600506 --- /dev/null +++ b/OpenSim/Region/CoreModules/Avatar/Assets/UploadObjectAssetModule.cs @@ -0,0 +1,248 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +using System; +using System.Collections; +using System.Collections.Specialized; +using System.Reflection; +using System.IO; +using System.Web; +using Mono.Addins; +using log4net; +using Nini.Config; +using OpenMetaverse; +using OpenMetaverse.StructuredData; +using OpenSim.Framework; +using OpenSim.Framework.Servers; +using OpenSim.Framework.Servers.HttpServer; +using OpenSim.Region.Framework.Interfaces; +using OpenSim.Region.Framework.Scenes; +using OpenSim.Services.Interfaces; +using Caps = OpenSim.Framework.Capabilities.Caps; +using OpenSim.Framework.Capabilities; + +namespace OpenSim.Region.CoreModules.Avatar.Assets +{ + [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")] + public class UploadObjectAssetModule : INonSharedRegionModule + { + private static readonly ILog m_log = + LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + private Scene m_scene; + private IAssetService m_assetService; + private bool m_dumpAssetsToFile = false; + + #region IRegionModuleBase Members + + + public Type ReplaceableInterface + { + get { return null; } + } + + public void Initialise(IConfigSource source) + { + + } + + public void AddRegion(Scene pScene) + { + m_scene = pScene; + } + + public void RemoveRegion(Scene scene) + { + + m_scene.EventManager.OnRegisterCaps -= RegisterCaps; + m_scene = null; + } + + public void RegionLoaded(Scene scene) + { + + m_assetService = m_scene.RequestModuleInterface(); + m_scene.EventManager.OnRegisterCaps += RegisterCaps; + } + + #endregion + + + #region IRegionModule Members + + + + public void Close() { } + + public string Name { get { return "UploadObjectAssetModule"; } } + + + public void RegisterCaps(UUID agentID, Caps caps) + { + UUID capID = UUID.Random(); + + m_log.Info("[GETMESH]: /CAPS/" + capID); + caps.RegisterHandler("UploadObjectAsset", + + new LLSDStreamhandler("POST", + "/CAPS/" + capID.ToString(), + delegate(LLSDAssetUploadRequest req) + { + return NewAgentInventoryRequest(req,agentID); + })); + + } + + #endregion + + public LLSDAssetUploadResponse NewAgentInventoryRequest(LLSDAssetUploadRequest llsdRequest, UUID agentID) + { + //if (llsdRequest.asset_type == "texture" || + // llsdRequest.asset_type == "animation" || + // llsdRequest.asset_type == "sound") + // { + IClientAPI client = null; + + + IMoneyModule mm = m_scene.RequestModuleInterface(); + + if (mm != null) + { + if (m_scene.TryGetClient(agentID, out client)) + { + if (!mm.UploadCovered(client, mm.UploadCharge)) + { + if (client != null) + client.SendAgentAlertMessage("Unable to upload asset. Insufficient funds.", false); + + LLSDAssetUploadResponse errorResponse = new LLSDAssetUploadResponse(); + errorResponse.uploader = ""; + errorResponse.state = "error"; + return errorResponse; + } + } + } + // } + + + + string assetName = llsdRequest.name; + string assetDes = llsdRequest.description; + string capsBase = "/CAPS/UploadObjectAsset/"; + UUID newAsset = UUID.Random(); + UUID newInvItem = UUID.Random(); + UUID parentFolder = llsdRequest.folder_id; + string uploaderPath = Util.RandomClass.Next(5000, 8000).ToString("0000"); + + Caps.AssetUploader uploader = + new Caps.AssetUploader(assetName, assetDes, newAsset, newInvItem, parentFolder, llsdRequest.inventory_type, + llsdRequest.asset_type, capsBase + uploaderPath, MainServer.Instance, m_dumpAssetsToFile); + MainServer.Instance.AddStreamHandler( + new BinaryStreamHandler("POST", capsBase + uploaderPath, uploader.uploaderCaps)); + + string protocol = "http://"; + + if (MainServer.Instance.UseSSL) + protocol = "https://"; + + string uploaderURL = protocol + m_scene.RegionInfo.ExternalHostName + ":" + MainServer.Instance.Port.ToString() + capsBase + + uploaderPath; + + LLSDAssetUploadResponse uploadResponse = new LLSDAssetUploadResponse(); + uploadResponse.uploader = uploaderURL; + uploadResponse.state = "upload"; + + uploader.OnUpLoad += delegate( + string passetName, string passetDescription, UUID passetID, + UUID pinventoryItem, UUID pparentFolder, byte[] pdata, string pinventoryType, + string passetType) + { + UploadCompleteHandler(passetName, passetDescription, passetID, + pinventoryItem, pparentFolder, pdata, pinventoryType, + passetType,agentID); + }; + return uploadResponse; + } + + + public void UploadCompleteHandler(string assetName, string assetDescription, UUID assetID, + UUID inventoryItem, UUID parentFolder, byte[] data, string inventoryType, + string assetType,UUID AgentID) + { + sbyte assType = 0; + sbyte inType = 0; + + if (inventoryType == "sound") + { + inType = 1; + assType = 1; + } + else if (inventoryType == "animation") + { + inType = 19; + assType = 20; + } + else if (inventoryType == "wearable") + { + inType = 18; + switch (assetType) + { + case "bodypart": + assType = 13; + break; + case "clothing": + assType = 5; + break; + } + } + + AssetBase asset; + asset = new AssetBase(assetID, assetName, assType, AgentID.ToString()); + asset.Data = data; + + if (m_scene.AssetService != null) + m_scene.AssetService.Store(asset); + + InventoryItemBase item = new InventoryItemBase(); + item.Owner = AgentID; + item.CreatorId = AgentID.ToString(); + item.ID = inventoryItem; + item.AssetID = asset.FullID; + item.Description = assetDescription; + item.Name = assetName; + item.AssetType = assType; + item.InvType = inType; + item.Folder = parentFolder; + item.CurrentPermissions = 2147483647; + item.BasePermissions = 2147483647; + item.EveryOnePermissions = 0; + item.NextPermissions = 2147483647; + item.CreationDate = Util.UnixTimeSinceEpoch(); + m_scene.AddInventoryItem(item); + + } + } +} -- cgit v1.1 From 6ac6ca057d087c7563ab1660881011d711f30911 Mon Sep 17 00:00:00 2001 From: Melanie Date: Thu, 14 Oct 2010 07:28:20 +0100 Subject: Kill some magic numbers in the caps module --- OpenSim/Framework/Capabilities/Caps.cs | 6 +++--- prebuild.xml | 1 + 2 files changed, 4 insertions(+), 3 deletions(-) diff --git a/OpenSim/Framework/Capabilities/Caps.cs b/OpenSim/Framework/Capabilities/Caps.cs index 6f32adf..72283de 100644 --- a/OpenSim/Framework/Capabilities/Caps.cs +++ b/OpenSim/Framework/Capabilities/Caps.cs @@ -962,10 +962,10 @@ namespace OpenSim.Framework.Capabilities item.AssetType = assType; item.InvType = inType; item.Folder = parentFolder; - item.CurrentPermissions = 2147483647; - item.BasePermissions = 2147483647; + item.CurrentPermissions = (uint)PermissionMask.All; + item.BasePermissions = (uint)PermissionMask.All; item.EveryOnePermissions = 0; - item.NextPermissions = 2147483647; + item.NextPermissions = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer); item.CreationDate = Util.UnixTimeSinceEpoch(); if (AddNewInventoryItem != null) diff --git a/prebuild.xml b/prebuild.xml index 24a3e61..abe6934 100644 --- a/prebuild.xml +++ b/prebuild.xml @@ -679,6 +679,7 @@ + -- cgit v1.1 From b4a5ce148cf209b1bc0a1ca302275f44abf1040f Mon Sep 17 00:00:00 2001 From: Teravus Ovares (Dan Olivares) Date: Thu, 14 Oct 2010 03:22:14 -0400 Subject: Rename file + more testing and tweaking --- .../NewFileAgentInventoryVariablePriceModule.cs | 256 +++++++++++++++++++++ .../Avatar/Assets/UploadObjectAssetModule.cs | 248 -------------------- 2 files changed, 256 insertions(+), 248 deletions(-) create mode 100644 OpenSim/Region/CoreModules/Avatar/Assets/NewFileAgentInventoryVariablePriceModule.cs delete mode 100644 OpenSim/Region/CoreModules/Avatar/Assets/UploadObjectAssetModule.cs diff --git a/OpenSim/Region/CoreModules/Avatar/Assets/NewFileAgentInventoryVariablePriceModule.cs b/OpenSim/Region/CoreModules/Avatar/Assets/NewFileAgentInventoryVariablePriceModule.cs new file mode 100644 index 0000000..0bba7d4 --- /dev/null +++ b/OpenSim/Region/CoreModules/Avatar/Assets/NewFileAgentInventoryVariablePriceModule.cs @@ -0,0 +1,256 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +using System; +using System.Collections; +using System.Collections.Specialized; +using System.Reflection; +using System.IO; +using System.Web; +using Mono.Addins; +using log4net; +using Nini.Config; +using OpenMetaverse; +using OpenMetaverse.StructuredData; +using OpenSim.Framework; +using OpenSim.Framework.Servers; +using OpenSim.Framework.Servers.HttpServer; +using OpenSim.Region.Framework.Interfaces; +using OpenSim.Region.Framework.Scenes; +using OpenSim.Services.Interfaces; +using Caps = OpenSim.Framework.Capabilities.Caps; +using OpenSim.Framework.Capabilities; + +namespace OpenSim.Region.CoreModules.Avatar.Assets +{ + [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")] + public class NewFileAgentInventoryVariablePriceModule : INonSharedRegionModule + { + private static readonly ILog m_log = + LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + private Scene m_scene; + private IAssetService m_assetService; + private bool m_dumpAssetsToFile = false; + + #region IRegionModuleBase Members + + + public Type ReplaceableInterface + { + get { return null; } + } + + public void Initialise(IConfigSource source) + { + + } + + public void AddRegion(Scene pScene) + { + m_scene = pScene; + } + + public void RemoveRegion(Scene scene) + { + + m_scene.EventManager.OnRegisterCaps -= RegisterCaps; + m_scene = null; + } + + public void RegionLoaded(Scene scene) + { + + m_assetService = m_scene.RequestModuleInterface(); + m_scene.EventManager.OnRegisterCaps += RegisterCaps; + } + + #endregion + + + #region IRegionModule Members + + + + public void Close() { } + + public string Name { get { return "NewFileAgentInventoryVariablePriceModule"; } } + + + public void RegisterCaps(UUID agentID, Caps caps) + { + UUID capID = UUID.Random(); + + m_log.Info("[GETMESH]: /CAPS/" + capID); + caps.RegisterHandler("NewFileAgentInventoryVariablePrice", + + new LLSDStreamhandler("POST", + "/CAPS/" + capID.ToString(), + delegate(LLSDAssetUploadRequest req) + { + return NewAgentInventoryRequest(req,agentID); + })); + + } + + #endregion + + public LLSDAssetUploadResponse NewAgentInventoryRequest(LLSDAssetUploadRequest llsdRequest, UUID agentID) + { + //if (llsdRequest.asset_type == "texture" || + // llsdRequest.asset_type == "animation" || + // llsdRequest.asset_type == "sound") + // { + IClientAPI client = null; + + + IMoneyModule mm = m_scene.RequestModuleInterface(); + + if (mm != null) + { + if (m_scene.TryGetClient(agentID, out client)) + { + if (!mm.UploadCovered(client, mm.UploadCharge)) + { + if (client != null) + client.SendAgentAlertMessage("Unable to upload asset. Insufficient funds.", false); + + LLSDAssetUploadResponse errorResponse = new LLSDAssetUploadResponse(); + errorResponse.uploader = ""; + errorResponse.state = "error"; + return errorResponse; + } + } + } + // } + + + + string assetName = llsdRequest.name; + string assetDes = llsdRequest.description; + string capsBase = "/CAPS/NewFileAgentInventoryVariablePrice/"; + UUID newAsset = UUID.Random(); + UUID newInvItem = UUID.Random(); + UUID parentFolder = llsdRequest.folder_id; + string uploaderPath = Util.RandomClass.Next(5000, 8000).ToString("0000") + "/"; + + Caps.AssetUploader uploader = + new Caps.AssetUploader(assetName, assetDes, newAsset, newInvItem, parentFolder, llsdRequest.inventory_type, + llsdRequest.asset_type, capsBase + uploaderPath, MainServer.Instance, m_dumpAssetsToFile); + MainServer.Instance.AddStreamHandler( + new BinaryStreamHandler("POST", capsBase + uploaderPath, uploader.uploaderCaps)); + + string protocol = "http://"; + + if (MainServer.Instance.UseSSL) + protocol = "https://"; + + string uploaderURL = protocol + m_scene.RegionInfo.ExternalHostName + ":" + MainServer.Instance.Port.ToString() + capsBase + + uploaderPath; + + LLSDAssetUploadResponse uploadResponse = new LLSDAssetUploadResponse(); + uploadResponse.uploader = uploaderURL; + uploadResponse.state = "upload"; + + uploader.OnUpLoad += UploadCompleteHandler; + + /*delegate( + string passetName, string passetDescription, UUID passetID, + UUID pinventoryItem, UUID pparentFolder, byte[] pdata, string pinventoryType, + string passetType) + { + UploadCompleteHandler(passetName, passetDescription, passetID, + pinventoryItem, pparentFolder, pdata, pinventoryType, + passetType,agentID); + };*/ + return uploadResponse; + } + + + public void UploadCompleteHandler(string assetName, string assetDescription, UUID assetID, + UUID inventoryItem, UUID parentFolder, byte[] data, string inventoryType, + string assetType) + { + UUID AgentID = UUID.Zero; + sbyte assType = 0; + sbyte inType = 0; + + if (inventoryType == "sound") + { + inType = 1; + assType = 1; + } + else if (inventoryType == "animation") + { + inType = 19; + assType = 20; + } + else if (inventoryType == "wearable") + { + inType = 18; + switch (assetType) + { + case "bodypart": + assType = 13; + break; + case "clothing": + assType = 5; + break; + } + } + else if (inventoryType == "mesh") + { + inType = 45; // TODO: Replace with appropriate type + assType = 45;// TODO: Replace with appropriate type + } + + AssetBase asset; + asset = new AssetBase(assetID, assetName, assType, AgentID.ToString()); + asset.Data = data; + + if (m_scene.AssetService != null) + m_scene.AssetService.Store(asset); + + InventoryItemBase item = new InventoryItemBase(); + item.Owner = AgentID; + item.CreatorId = AgentID.ToString(); + item.ID = inventoryItem; + item.AssetID = asset.FullID; + item.Description = assetDescription; + item.Name = assetName; + item.AssetType = assType; + item.InvType = inType; + item.Folder = parentFolder; + item.CurrentPermissions = 2147483647; + item.BasePermissions = 2147483647; + item.EveryOnePermissions = 0; + item.NextPermissions = 2147483647; + item.CreationDate = Util.UnixTimeSinceEpoch(); + m_scene.AddInventoryItem(item); + + } + } +} diff --git a/OpenSim/Region/CoreModules/Avatar/Assets/UploadObjectAssetModule.cs b/OpenSim/Region/CoreModules/Avatar/Assets/UploadObjectAssetModule.cs deleted file mode 100644 index 2600506..0000000 --- a/OpenSim/Region/CoreModules/Avatar/Assets/UploadObjectAssetModule.cs +++ /dev/null @@ -1,248 +0,0 @@ -/* - * Copyright (c) Contributors, http://opensimulator.org/ - * See CONTRIBUTORS.TXT for a full list of copyright holders. - * - * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions are met: - * * Redistributions of source code must retain the above copyright - * notice, this list of conditions and the following disclaimer. - * * Redistributions in binary form must reproduce the above copyright - * notice, this list of conditions and the following disclaimer in the - * documentation and/or other materials provided with the distribution. - * * Neither the name of the OpenSimulator Project nor the - * names of its contributors may be used to endorse or promote products - * derived from this software without specific prior written permission. - * - * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY - * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED - * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE - * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY - * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES - * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; - * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND - * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS - * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - */ - -using System; -using System.Collections; -using System.Collections.Specialized; -using System.Reflection; -using System.IO; -using System.Web; -using Mono.Addins; -using log4net; -using Nini.Config; -using OpenMetaverse; -using OpenMetaverse.StructuredData; -using OpenSim.Framework; -using OpenSim.Framework.Servers; -using OpenSim.Framework.Servers.HttpServer; -using OpenSim.Region.Framework.Interfaces; -using OpenSim.Region.Framework.Scenes; -using OpenSim.Services.Interfaces; -using Caps = OpenSim.Framework.Capabilities.Caps; -using OpenSim.Framework.Capabilities; - -namespace OpenSim.Region.CoreModules.Avatar.Assets -{ - [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")] - public class UploadObjectAssetModule : INonSharedRegionModule - { - private static readonly ILog m_log = - LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); - private Scene m_scene; - private IAssetService m_assetService; - private bool m_dumpAssetsToFile = false; - - #region IRegionModuleBase Members - - - public Type ReplaceableInterface - { - get { return null; } - } - - public void Initialise(IConfigSource source) - { - - } - - public void AddRegion(Scene pScene) - { - m_scene = pScene; - } - - public void RemoveRegion(Scene scene) - { - - m_scene.EventManager.OnRegisterCaps -= RegisterCaps; - m_scene = null; - } - - public void RegionLoaded(Scene scene) - { - - m_assetService = m_scene.RequestModuleInterface(); - m_scene.EventManager.OnRegisterCaps += RegisterCaps; - } - - #endregion - - - #region IRegionModule Members - - - - public void Close() { } - - public string Name { get { return "UploadObjectAssetModule"; } } - - - public void RegisterCaps(UUID agentID, Caps caps) - { - UUID capID = UUID.Random(); - - m_log.Info("[GETMESH]: /CAPS/" + capID); - caps.RegisterHandler("UploadObjectAsset", - - new LLSDStreamhandler("POST", - "/CAPS/" + capID.ToString(), - delegate(LLSDAssetUploadRequest req) - { - return NewAgentInventoryRequest(req,agentID); - })); - - } - - #endregion - - public LLSDAssetUploadResponse NewAgentInventoryRequest(LLSDAssetUploadRequest llsdRequest, UUID agentID) - { - //if (llsdRequest.asset_type == "texture" || - // llsdRequest.asset_type == "animation" || - // llsdRequest.asset_type == "sound") - // { - IClientAPI client = null; - - - IMoneyModule mm = m_scene.RequestModuleInterface(); - - if (mm != null) - { - if (m_scene.TryGetClient(agentID, out client)) - { - if (!mm.UploadCovered(client, mm.UploadCharge)) - { - if (client != null) - client.SendAgentAlertMessage("Unable to upload asset. Insufficient funds.", false); - - LLSDAssetUploadResponse errorResponse = new LLSDAssetUploadResponse(); - errorResponse.uploader = ""; - errorResponse.state = "error"; - return errorResponse; - } - } - } - // } - - - - string assetName = llsdRequest.name; - string assetDes = llsdRequest.description; - string capsBase = "/CAPS/UploadObjectAsset/"; - UUID newAsset = UUID.Random(); - UUID newInvItem = UUID.Random(); - UUID parentFolder = llsdRequest.folder_id; - string uploaderPath = Util.RandomClass.Next(5000, 8000).ToString("0000"); - - Caps.AssetUploader uploader = - new Caps.AssetUploader(assetName, assetDes, newAsset, newInvItem, parentFolder, llsdRequest.inventory_type, - llsdRequest.asset_type, capsBase + uploaderPath, MainServer.Instance, m_dumpAssetsToFile); - MainServer.Instance.AddStreamHandler( - new BinaryStreamHandler("POST", capsBase + uploaderPath, uploader.uploaderCaps)); - - string protocol = "http://"; - - if (MainServer.Instance.UseSSL) - protocol = "https://"; - - string uploaderURL = protocol + m_scene.RegionInfo.ExternalHostName + ":" + MainServer.Instance.Port.ToString() + capsBase + - uploaderPath; - - LLSDAssetUploadResponse uploadResponse = new LLSDAssetUploadResponse(); - uploadResponse.uploader = uploaderURL; - uploadResponse.state = "upload"; - - uploader.OnUpLoad += delegate( - string passetName, string passetDescription, UUID passetID, - UUID pinventoryItem, UUID pparentFolder, byte[] pdata, string pinventoryType, - string passetType) - { - UploadCompleteHandler(passetName, passetDescription, passetID, - pinventoryItem, pparentFolder, pdata, pinventoryType, - passetType,agentID); - }; - return uploadResponse; - } - - - public void UploadCompleteHandler(string assetName, string assetDescription, UUID assetID, - UUID inventoryItem, UUID parentFolder, byte[] data, string inventoryType, - string assetType,UUID AgentID) - { - sbyte assType = 0; - sbyte inType = 0; - - if (inventoryType == "sound") - { - inType = 1; - assType = 1; - } - else if (inventoryType == "animation") - { - inType = 19; - assType = 20; - } - else if (inventoryType == "wearable") - { - inType = 18; - switch (assetType) - { - case "bodypart": - assType = 13; - break; - case "clothing": - assType = 5; - break; - } - } - - AssetBase asset; - asset = new AssetBase(assetID, assetName, assType, AgentID.ToString()); - asset.Data = data; - - if (m_scene.AssetService != null) - m_scene.AssetService.Store(asset); - - InventoryItemBase item = new InventoryItemBase(); - item.Owner = AgentID; - item.CreatorId = AgentID.ToString(); - item.ID = inventoryItem; - item.AssetID = asset.FullID; - item.Description = assetDescription; - item.Name = assetName; - item.AssetType = assType; - item.InvType = inType; - item.Folder = parentFolder; - item.CurrentPermissions = 2147483647; - item.BasePermissions = 2147483647; - item.EveryOnePermissions = 0; - item.NextPermissions = 2147483647; - item.CreationDate = Util.UnixTimeSinceEpoch(); - m_scene.AddInventoryItem(item); - - } - } -} -- cgit v1.1 From 7e363b79c7894b8c393ec38ae60ea19f8cb65d5e Mon Sep 17 00:00:00 2001 From: Teravus Ovares (Dan Olivares) Date: Thu, 14 Oct 2010 09:24:15 -0400 Subject: * Tweaked the upload response and now at least uploading the mesh works. * Binary error on downloading the mesh though.. so still not yet working. --- .../Capabilities/LLSDAssetUploadResponse.cs | 14 +++++++++ .../CoreModules/Avatar/Assets/GetMeshModule.cs | 4 +-- .../NewFileAgentInventoryVariablePriceModule.cs | 33 +++++++++++++--------- 3 files changed, 35 insertions(+), 16 deletions(-) diff --git a/OpenSim/Framework/Capabilities/LLSDAssetUploadResponse.cs b/OpenSim/Framework/Capabilities/LLSDAssetUploadResponse.cs index 08f14e3..0d6f7f9 100644 --- a/OpenSim/Framework/Capabilities/LLSDAssetUploadResponse.cs +++ b/OpenSim/Framework/Capabilities/LLSDAssetUploadResponse.cs @@ -39,4 +39,18 @@ namespace OpenSim.Framework.Capabilities { } } + + [OSDMap] + public class LLSDNewFileAngentInventoryVariablePriceReplyResponse + { + public int resource_cost; + public string state; + public int upload_price; + public string rsvp; + + public LLSDNewFileAngentInventoryVariablePriceReplyResponse() + { + state = "confirm_upload"; + } + } } \ No newline at end of file diff --git a/OpenSim/Region/CoreModules/Avatar/Assets/GetMeshModule.cs b/OpenSim/Region/CoreModules/Avatar/Assets/GetMeshModule.cs index c1e9891..bae108c 100644 --- a/OpenSim/Region/CoreModules/Avatar/Assets/GetMeshModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Assets/GetMeshModule.cs @@ -145,7 +145,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Assets mesh = m_assetService.GetCached(meshID.ToString()); if (mesh != null) { - if (mesh.Type == (sbyte)45) //TODO: Change to AssetType.Mesh when libomv gets updated! + if (mesh.Type == (sbyte)49) //TODO: Change to AssetType.Mesh when libomv gets updated! { responsedata["str_response_string"] = Convert.ToBase64String(mesh.Data); responsedata["content_type"] = "application/vnd.ll.mesh"; @@ -166,7 +166,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Assets mesh = m_assetService.Get(meshID.ToString()); if (mesh != null) { - if (mesh.Type == (sbyte)45) //TODO: Change to AssetType.Mesh when libomv gets updated! + if (mesh.Type == (sbyte)49) //TODO: Change to AssetType.Mesh when libomv gets updated! { responsedata["str_response_string"] = Convert.ToBase64String(mesh.Data); responsedata["content_type"] = "application/vnd.ll.mesh"; diff --git a/OpenSim/Region/CoreModules/Avatar/Assets/NewFileAgentInventoryVariablePriceModule.cs b/OpenSim/Region/CoreModules/Avatar/Assets/NewFileAgentInventoryVariablePriceModule.cs index 0bba7d4..9029f58 100644 --- a/OpenSim/Region/CoreModules/Avatar/Assets/NewFileAgentInventoryVariablePriceModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Assets/NewFileAgentInventoryVariablePriceModule.cs @@ -107,7 +107,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Assets m_log.Info("[GETMESH]: /CAPS/" + capID); caps.RegisterHandler("NewFileAgentInventoryVariablePrice", - new LLSDStreamhandler("POST", + new LLSDStreamhandler("POST", "/CAPS/" + capID.ToString(), delegate(LLSDAssetUploadRequest req) { @@ -117,8 +117,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Assets } #endregion - - public LLSDAssetUploadResponse NewAgentInventoryRequest(LLSDAssetUploadRequest llsdRequest, UUID agentID) + + public LLSDNewFileAngentInventoryVariablePriceReplyResponse NewAgentInventoryRequest(LLSDAssetUploadRequest llsdRequest, UUID agentID) { //if (llsdRequest.asset_type == "texture" || // llsdRequest.asset_type == "animation" || @@ -138,8 +138,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Assets if (client != null) client.SendAgentAlertMessage("Unable to upload asset. Insufficient funds.", false); - LLSDAssetUploadResponse errorResponse = new LLSDAssetUploadResponse(); - errorResponse.uploader = ""; + LLSDNewFileAngentInventoryVariablePriceReplyResponse errorResponse = new LLSDNewFileAngentInventoryVariablePriceReplyResponse(); + errorResponse.rsvp = ""; errorResponse.state = "error"; return errorResponse; } @@ -170,14 +170,19 @@ namespace OpenSim.Region.CoreModules.Avatar.Assets string uploaderURL = protocol + m_scene.RegionInfo.ExternalHostName + ":" + MainServer.Instance.Port.ToString() + capsBase + uploaderPath; + - LLSDAssetUploadResponse uploadResponse = new LLSDAssetUploadResponse(); - uploadResponse.uploader = uploaderURL; + LLSDNewFileAngentInventoryVariablePriceReplyResponse uploadResponse = new LLSDNewFileAngentInventoryVariablePriceReplyResponse(); + + + uploadResponse.rsvp = uploaderURL; uploadResponse.state = "upload"; + uploadResponse.resource_cost = 0; + uploadResponse.upload_price = 0; - uploader.OnUpLoad += UploadCompleteHandler; + uploader.OnUpLoad += //UploadCompleteHandler; - /*delegate( + delegate( string passetName, string passetDescription, UUID passetID, UUID pinventoryItem, UUID pparentFolder, byte[] pdata, string pinventoryType, string passetType) @@ -185,16 +190,16 @@ namespace OpenSim.Region.CoreModules.Avatar.Assets UploadCompleteHandler(passetName, passetDescription, passetID, pinventoryItem, pparentFolder, pdata, pinventoryType, passetType,agentID); - };*/ + }; return uploadResponse; } public void UploadCompleteHandler(string assetName, string assetDescription, UUID assetID, UUID inventoryItem, UUID parentFolder, byte[] data, string inventoryType, - string assetType) + string assetType,UUID AgentID) { - UUID AgentID = UUID.Zero; + sbyte assType = 0; sbyte inType = 0; @@ -223,8 +228,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Assets } else if (inventoryType == "mesh") { - inType = 45; // TODO: Replace with appropriate type - assType = 45;// TODO: Replace with appropriate type + inType = 22; // TODO: Replace with appropriate type + assType = 49;// TODO: Replace with appropriate type } AssetBase asset; -- cgit v1.1 From 6d99f0c627d9f1eefd14b7488cce34b1e2e7d933 Mon Sep 17 00:00:00 2001 From: Teravus Ovares (Dan Olivares) Date: Thu, 14 Oct 2010 09:34:37 -0400 Subject: * Whoops, That was supposed to use the HTTP VERB 'GET' not 'POST' * At this point. Visually, Mesh works OK. Remember peeps, this is still highly experimental from the viewer side as well as the Simulator side. There are known problems with the new beta viewers and attachment breaking so be careful until that's fixed. Additionally there some new properties in the Mesh Viewer that determine physics settings that are non-functional. More work will be done on that. --- OpenSim/Region/CoreModules/Avatar/Assets/GetMeshModule.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/OpenSim/Region/CoreModules/Avatar/Assets/GetMeshModule.cs b/OpenSim/Region/CoreModules/Avatar/Assets/GetMeshModule.cs index bae108c..a090c0c 100644 --- a/OpenSim/Region/CoreModules/Avatar/Assets/GetMeshModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Assets/GetMeshModule.cs @@ -104,7 +104,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Assets m_log.Info("[GETMESH]: /CAPS/" + capID); caps.RegisterHandler("GetMesh", - new RestHTTPHandler("POST", "/CAPS/" + capID + "/", + new RestHTTPHandler("GET", "/CAPS/" + capID, delegate(Hashtable m_dhttpMethod) { return ProcessGetMesh(m_dhttpMethod, agentID, caps); -- cgit v1.1 From 69dbfe2a691c8cdd05696c48f503a9ab7491a5f5 Mon Sep 17 00:00:00 2001 From: Latif Khalifa Date: Thu, 14 Oct 2010 15:43:42 +0200 Subject: Updated to libomv-opensim r3449 --- bin/OpenMetaverse.Rendering.Meshmerizer.dll | Bin 65536 -> 20480 bytes bin/OpenMetaverse.StructuredData.XML | 2 +- bin/OpenMetaverse.StructuredData.dll | Bin 102400 -> 102400 bytes bin/OpenMetaverse.XML | 35673 +++++++++++++------------- bin/OpenMetaverse.dll | Bin 1695744 -> 1712128 bytes bin/OpenMetaverseTypes.XML | 3582 +-- bin/OpenMetaverseTypes.dll | Bin 114688 -> 114688 bytes 7 files changed, 19669 insertions(+), 19588 deletions(-) diff --git a/bin/OpenMetaverse.Rendering.Meshmerizer.dll b/bin/OpenMetaverse.Rendering.Meshmerizer.dll index 20f53d6..f66a3dc 100755 Binary files a/bin/OpenMetaverse.Rendering.Meshmerizer.dll and b/bin/OpenMetaverse.Rendering.Meshmerizer.dll differ diff --git a/bin/OpenMetaverse.StructuredData.XML b/bin/OpenMetaverse.StructuredData.XML index b74c053..2a0426c 100644 --- a/bin/OpenMetaverse.StructuredData.XML +++ b/bin/OpenMetaverse.StructuredData.XML @@ -175,7 +175,7 @@ - + diff --git a/bin/OpenMetaverse.StructuredData.dll b/bin/OpenMetaverse.StructuredData.dll index 31f34fa..57a595c 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 05efd83..e8299fd 100644 --- a/bin/OpenMetaverse.XML +++ b/bin/OpenMetaverse.XML @@ -4,23441 +4,23294 @@ OpenMetaverse - + - Return a decoded capabilities message as a strongly typed object + Singleton logging class for the entire library - 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 - + + log4net logging engine + + - Type of return to use when returning objects from a parcel + Default constructor - - - - - 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 + Send a log message to the logging engine + The log message + The severity of the log entry - - Agent is denied access - - - Agent is granted access - - + - The result of a request for parcel properties + Send a log message to the logging engine + The log message + The severity of the log entry + Instance of the client - - No matches were found for the request - - - Request matched a single parcel - - - Request matched multiple parcels + + + Send a log message to the logging engine + + The log message + The severity of the log entry + Exception that was raised - + - Flags used in the ParcelAccessListRequest packet to specify whether - we want the access list (whitelist), ban list (blacklist), or both + 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 - - Request the access list + + + 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 - - Request the ban list + + + 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 - - Request both White and Black lists + + Triggered whenever a message is logged. If this is left + null, log messages will go to the console - + - Sequence ID in ParcelPropertiesReply packets (sent when avatar - tries to cross a parcel border) + Callback used for client apps to receive log messages from + the library + Data being logged + The severity of the log entry from - - Parcel is currently selected - - - Parcel restricted to a group the avatar is not a - member of + + + This is used to get a list of audio devices that can be used for capture (input) of voice. + + - - Avatar is banned from the parcel + + + This is used to get a list of audio devices that can be used for render (playback) of voice. + - - Parcel is restricted to an access list that the - avatar is not on + + + This command is used to select the render device. + + The name of the device as returned by the Aux.GetRenderDevices command. - - Response to hovering over a parcel + + + This command is used to select the capture device. + + The name of the device as returned by the Aux.GetCaptureDevices command. - + - The tool to use when modifying terrain levels + 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) + - - Level the terrain + + + This command is used to stop the audio capture process. + + - - Raise the terrain + + + 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) + - - Lower the terrain + + + 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) + - - Smooth the terrain + + + 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 + + - - Add random noise to the terrain + + + Shutdown Connector -- Should be called when the application is shutting down + to gracefully release resources + + Handle returned from successful Connector ‘create’ request - - Revert terrain to simulator default + + + Mute or unmute the microphone + + Handle returned from successful Connector ‘create’ request + true (mute) or false (unmute) - + - The tool size to use when changing terrain levels + Mute or unmute the speaker + Handle returned from successful Connector ‘create’ request + true (mute) or false (unmute) - - Small + + + 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 - - Medium + + + 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 - - Large + + + Starts a thread that keeps the daemon running + + + - + - Reasons agent is denied access to a parcel on the simulator + Stops the daemon and the thread keeping it running - - Agent is not denied, access is granted + + + + + + + - - Agent is not a member of the group set for the parcel, or which owns the parcel + + + 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. + + + - - Agent is not on the parcels specific allow list + + + Used to accept a call + + SessionHandle such as received from SessionNewEvent + "default" + - - Agent is on the parcels ban list + + + 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. + - - Unknown + + + This command is used to stop the audio render process. + + The fully qualified path to the sound file issued in the start render command. + - - Agent is not age verified and parcel settings deny access to non age verified avatars + + + This is used to ‘end’ an established session (i.e. hang-up or disconnect). + + Handle returned from successful Session ‘create’ request or a SessionNewEvent + - + - 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 + Set the combined speaking and listening position in 3D space. - 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 + Handle returned from successful Session ‘create’ request or a SessionNewEvent + Speaking position + Listening position + - - Public land + + + 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 + - - Land is owned by another avatar + + + Start up the Voice service. + - - Land is owned by a group + + + Handle miscellaneous request status + + + + ///If something goes wrong, we log it. - - Land is owned by the current avatar + + + Cleanup oject resources + - - Land is for sale + + + Request voice cap when changing regions + - - Land is being auctioned + + + Handle a change in session state + - - To the west of this area is a parcel border + + + Close a voice session + + - - To the south of this area is a parcel border + + + Locate a Session context from its handle + + Creates the session context if it does not exist. - + - Various parcel properties + Handle completion of main voice cap request. + + + - - No flags set + + + Daemon has started so connect to it. + - - Allow avatars to fly (a client-side only restriction) + + + The daemon TCP connection is open. + - - Allow foreign scripts to run + + + Handle creation of the Connector. + - - This parcel is for sale + + + Handle response to audio output device query + - - Allow avatars to create a landmark on this parcel + + + Handle response to audio input device query + - - Allows all avatars to edit the terrain on this parcel + + + Set voice channel for new parcel + + - - Avatars have health and can take damage on this parcel. - If set, avatars can be killed and sent home here + + + Request info from a parcel capability Uri. + + - - Foreign avatars can create objects here + + + Receive parcel voice cap + + + + - - All objects on this parcel can be purchased + + + Tell Vivox where we are standing + + This has to be called when we move or turn. - - Access is restricted to a group + + + Start and stop updating out position. + + - - Access is restricted to a whitelist + + + 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 + - - Ban blacklist is enabled + + + This is used to logout a user session. It should only be called with a valid AccountHandle. + + Handle returned from successful Connector ‘login’ request + - - Unknown + + + Event for most mundane request reposnses. + - - List this parcel in the search directory + + Response to Connector.Create request - - Allow personally owned parcels to be deeded to group + + Response to Aux.GetCaptureDevices request - - 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 + + Response to Aux.GetRenderDevices request - - The media URL is an HTML page + + Audio Properties Events are sent after audio capture is started. + These events are used to display a microphone VU meter - - The media URL is a raw HTML string + + Response to Account.Login request - - Restrict foreign object pushes + + This event message is sent whenever the login state of the + particular Account has transitioned from one value to another - - Ban all non identified/transacted avatars + + + List of audio input devices + - - Allow group-owned scripts to run + + + List of audio output devices + - - Allow object creation by group members or group - objects + + + Set audio test mode + - - Allow all objects to enter this parcel + + Enable logging - - Only allow group and owner objects to enter this parcel + + The folder where any logs will be created - - Voice Enabled on this parcel + + This will be prepended to beginning of each log file - - Use Estate Voice channel for Voice on this parcel + + The suffix or extension to be appended to each log file - - Deny Age Unverified Users + + + 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 + - + - Parcel ownership status + Constructor for default logging settings - - Placeholder + + Audio Properties Events are sent after audio capture is started. These events are used to display a microphone VU meter - - Parcel is leased (owned) by an avatar or group + + Positional vector of the users position - - Parcel is in process of being leased (purchased) by an avatar or group + + Velocity vector of the position - - Parcel has been abandoned back to Governor Linden + + At Orientation (X axis) of the position - + + Up Orientation (Y axis) of the position + + + Left Orientation (Z axis) of the position + + - Category parcel is listed in under search + The type of bump-mapping applied to a face - - 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 + The level of shininess applied to a face - - 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 + The texture mapping style used for a face - - 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. + + + Flags in the TextureEntry block that describe which properties are + set + - - 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 + + + Particle system specific enumerators, flags and methods. + - - 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) + + Foliage type for this primitive. Only applicable if this + primitive is foliage - - Auction ID of parcel + + Unknown - - - Parcel Media Information - + + - - A byte, if 0x1 viewer should auto scale media to fit object + + - - A boolean, if true the viewer should loop the media + + - - The Asset UUID of the Texture which when applied to a - primitive will display the media + + - - A URL which points to any Quicktime supported media type + + - - A description of the media + + - - An Integer which represents the height of the media + + - - An integer which represents the width of the media + + - - A string which contains the mime type of the media + + - - - Parcel of land, a portion of virtual real estate in a simulator - + + - - The total number of contiguous 4x4 meter blocks your agent owns within this parcel + + - - The total number of contiguous 4x4 meter blocks contained in this parcel owned by a group or agent other than your own + + - - Deprecated, Value appears to always be 0 + + Identifies the owner if audio or a particle system is + active - - Simulator-local ID of this parcel + + - - UUID of the owner of this parcel + + - - Whether the land is deeded to a group or not + + - + - - Date land was claimed + + - - Appears to always be zero + + - - This field is no longer used + + - - Minimum corner of the axis-aligned bounding box for this - parcel + + - - Maximum corner of the axis-aligned bounding box for this - parcel + + - - Bitmap describing land layout in 4x4m squares across the - entire region + + - - Total parcel land area + + - + - - Maximum primitives across the entire simulator owned by the same agent or group that owns this parcel that can be used + + + Default constructor + - - Total primitives across the entire simulator calculated by combining the allowed prim counts for each parcel - owned by the agent or group that owns this parcel + + + 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 - - Maximum number of primitives this parcel supports + + + Unpacks PathTwist, PathTwistBegin, PathRadiusOffset, and PathSkew + parameters from signed eight bit integers to floating point values + + Signed eight bit value to unpack + Unpacked floating point value - - Total number of primitives on this parcel + + + Current version of the media data for the prim + - - For group-owned parcels this indicates the total number of prims deeded to the group, - for parcels owned by an individual this inicates the number of prims owned by the individual + + + Array of media entries indexed by face number + - - Total number of primitives owned by the parcel group on - this parcel, or for parcels owned by an individual with a group set the - total number of prims set to that group. + + Uses basic heuristics to estimate the primitive shape - - Total number of prims owned by other avatars that are not set to group, or not the parcel owner + + + Texture animation mode + - - A bonus multiplier which allows parcel prim counts to go over times this amount, this does not affect - the max prims per simulator. e.g: 117 prim parcel limit x 1.5 bonus = 175 allowed + + Disable texture animation - - Autoreturn value in minutes for others' objects + + Enable texture animation - - + + Loop when animating textures - - 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 + + Animate in reverse direction - - Parcel Name + + Animate forward then reverse - - Parcel Description + + Slide texture smoothly instead of frame-stepping - - URL For Music Stream + + Rotate texture instead of using frames - - + + Scale texture instead of using frames - - Price for a temporary pass + + + A single textured face. Don't instantiate this class yourself, use the + methods in TextureEntry + - - How long is pass valid for + + + Contains the definition for individual faces + + - + + + + + + + - - Key of authorized buyer + + - - Key of parcel snapshot + + - - The landing point location + + - - The landing point LookAt + + - - The type of landing enforced from the enum + + - + - + - + - - Access list of who is whitelisted on this - parcel + + - - Access list of who is blacklisted on this - parcel + + In the future this will specify whether a webpage is + attached to this face - - TRUE of region denies access to age unverified users + + - - true to obscure (hide) media url + + + 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 - - true to obscure (hide) music url + + - - A struct containing media details + + - + - Displays a parcel object in string format + Constructor that takes a default texture UUID - string containing key=value pairs of a parcel object + Texture UUID to use as the default texture - + - Defalt constructor + Constructor that takes a TextureEntryFace for the + default face - Local ID of this parcel + Face to use as the default face - + - Update the simulator with any local changes to this Parcel object + Constructor that creates the TextureEntry class from a byte array - Simulator to send updates to - Whether we want the simulator to confirm - the update with a reply packet or not + Byte array containing the TextureEntry field + Starting position of the TextureEntry field in + the byte array + Length of the TextureEntry field, in bytes - + - Set Autoreturn time + 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 - Simulator to send the update to + The index number of the face to create or + retrieve + A TextureEntryFace containing all the properties for that + face - + - Parcel (subdivided simulator lots) subsystem + + + - - The event subscribers. null if no subcribers + + + + + - - Raises the ParcelDwellReply event - A ParcelDwellReplyEventArgs object containing the - data returned from the simulator + + + + + - - Thread sync lock object + + + + + - - The event subscribers. null if no subcribers + + + Controls the texture animation of a particular prim + - - Raises the ParcelInfoReply event - A ParcelInfoReplyEventArgs object containing the - data returned from the simulator + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Raises the ParcelProperties event - A ParcelPropertiesEventArgs object containing the - data returned from the simulator + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Raises the ParcelAccessListReply event - A ParcelAccessListReplyEventArgs object containing the - data returned from the simulator + + - - Thread sync lock object + + + + + + - - The event subscribers. null if no subcribers + + + + + - - Raises the ParcelObjectOwnersReply event - A ParcelObjectOwnersReplyEventArgs object containing the - data returned from the simulator + + + Complete structure for the particle system + - - Thread sync lock object + + 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 - - The event subscribers. null if no subcribers + + pattern of particles - - Raises the SimParcelsDownloaded event - A SimParcelsDownloadedEventArgs object containing the - data returned from the simulator + + A representing the maximimum age (in seconds) particle will be displayed + Maximum value is 30 seconds - - Thread sync lock object + + 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 event subscribers. null if no subcribers + + A in radians that specifies where particles will not be created - - Raises the ForceSelectObjectsReply event - A ForceSelectObjectsReplyEventArgs object containing the - data returned from the simulator + + A in radians that specifies where particles will be created - - Thread sync lock object + + A representing the number of seconds between burts. - - The event subscribers. null if no subcribers + + A representing the number of meters + around the center of the source where particles will be created. - - Raises the ParcelMediaUpdateReply event - A ParcelMediaUpdateReplyEventArgs object containing the - data returned from the simulator + + A representing in seconds, the minimum speed between bursts of new particles + being emitted - - Thread sync lock object + + A representing in seconds the maximum speed of new particles being emitted. - - The event subscribers. null if no subcribers + + A representing the maximum number of particles emitted per burst - - Raises the ParcelMediaCommand event - A ParcelMediaCommandEventArgs object containing the - data returned from the simulator + + A which represents the velocity (speed) from the source which particles are emitted - - Thread sync lock object + + A which represents the Acceleration from the source which particles are emitted - - - Default constructor - - A reference to the GridClient object + + The Key of the texture displayed on the particle - - - Request basic information for a single parcel - - Simulator-local ID of the parcel + + The Key of the specified target object or avatar particles will follow - - - 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 + + Flags of particle from - - - 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 - + + Max Age particle system will emit particles for - - - 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 + + The the particle has at the beginning of its lifecycle - - - Request all simulator parcel properties (used for populating the Simulator.Parcels - dictionary) - - Simulator to request parcels from (must be connected) + + The the particle has at the ending of its lifecycle - - - 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 + + A that represents the starting X size of the particle + Minimum value is 0, maximum value is 4 - - - Request the dwell value for a parcel - - Simulator containing the parcel - Simulator-local ID of the parcel + + A that represents the starting Y size of the particle + Minimum value is 0, maximum value is 4 - - - 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 - + + A that represents the ending X size of the particle + Minimum value is 0, maximum value is 4 - - - Reclaim a parcel of land - - The simulator the parcel is in - The parcels region specific local ID + + A that represents the ending Y size of the particle + Minimum value is 0, maximum value is 4 - + - Deed a parcel to a group + Decodes a byte[] array into a ParticleSystem Object - The simulator the parcel is in - The parcels region specific local ID - The groups + ParticleSystem object + Start position for BitPacker - + - Request prim owners of a parcel of land. + Generate byte[] array from particle data - Simulator parcel is in - The parcels region specific local ID + Byte array - + - Return objects from a parcel + Particle source pattern - 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 - - - - - - + + None - - - Join two parcels of land creating a single parcel - - - - - - + + Drop particles from source position with no force - - - 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. + + "Explode" particles in all directions - - - 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() + + Particles shoot across a 2D area - - - 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() + + Particles shoot across a 3D Cone - - - 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() + + Inverse of AngleCone (shoot particles everywhere except the 3D cone defined - + - Terraform (raise, lower, etc) an area or whole parcel of land + Particle Data Flags - 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 + + None - - - Eject and optionally ban a user from a parcel - - target key of avatar to eject - true to also ban target + + Interpolate color and alpha from start to end - - - Freeze or unfreeze an avatar over your land - - target key to freeze - true to freeze, false to unfreeze + + Interpolate scale from start to end - - - Abandon a parcel of land - - Simulator parcel is in - Simulator local ID of parcel + + 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 + + - Requests the UUID of the parcel in a remote region at a specified location + Particle Flags Enum - Location of the parcel in the remote region - Remote region handle - Remote region UUID - If successful UUID of the remote parcel, UUID.Zero otherwise - + + None + + + Acceleration and velocity for particles are + relative to the object rotation + + + Particles use new 'correct' angle parameters + + - Retrieves information on resources used by the parcel + Parameters used to construct a visual representation of a primitive - UUID of the parcel - Should per object resource usage be requested - Callback invoked when the request is complete - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - Raises the event + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - Raises the event + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - Raises the event + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - Raises the event + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - Raises the event + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - Raises the event + + - - Raised when the simulator responds to a request + + - - Raised when the simulator responds to a request + + - - Raised when the simulator responds to a request + + - - Raised when the simulator responds to a request + + - - Raised when the simulator responds to a request + + - - Raised when the simulator responds to a request + + - - Raised when the simulator responds to a request + + - - Raised when the simulator responds to a Parcel Update request + + - - Raised when the parcel your agent is located sends a ParcelMediaCommand + + - - - Parcel Accesslist - + + - - Agents + + - + - - Flags for specific entry in white/black lists + + - - - Owners of primitives on parcel - + + - - Prim Owners + + Attachment point to an avatar - - 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 + + - + - Called once parcel resource usage information has been collected + Information on the flexible properties of a primitive - Indicates if operation was successfull - Parcel resource usage information - - Contains a parcels dwell data returned from the simulator in response to an + + - - - Construct a new instance of the ParcelDwellReplyEventArgs class - - The global ID of the parcel - The simulator specific ID of the parcel - The calculated dwell for the parcel + + - - Get the global ID of the parcel + + - - Get the simulator specific ID of the parcel + + - - Get the calculated dwell + + - - Contains basic parcel information data returned from the - simulator in response to an request + + - + - Construct a new instance of the ParcelInfoReplyEventArgs class + Default constructor - The object containing basic parcel info - - - Get the object containing basic parcel info - - - Contains basic parcel information data returned from the simulator in response to an request - + - Construct a new instance of the ParcelPropertiesEventArgs class + - The object containing the details - The object containing the details - The result of the request - The number of primitieves your agent is - currently selecting and or sitting on in this parcel - The user assigned ID used to correlate a request with - these results - TODO: + + - - Get the simulator the parcel is located in + + + + + - - Get the object containing the details - If Result is NoData, this object will not contain valid data + + + + + - - Get the result of the request + + + Information on the light properties of a primitive + - - Get the number of primitieves your agent is - currently selecting and or sitting on in this parcel + + - - Get the user assigned ID used to correlate a request with - these results + + - - TODO: + + - - Contains blacklist and whitelist data returned from the simulator in response to an request + + - + + + + - Construct a new instance of the ParcelAccessListReplyEventArgs class + Default constructor - The simulator the parcel is located in - The user assigned ID used to correlate a request with - these results - The simulator specific ID of the parcel - TODO: - The list containing the white/blacklisted agents for the parcel - - - Get the simulator the parcel is located in - - - Get the user assigned ID used to correlate a request with - these results - - - Get the simulator specific ID of the parcel - - TODO: + + + + + + - - Get the list containing the white/blacklisted agents for the parcel + + + + + - - Contains blacklist and whitelist data returned from the - simulator in response to an request + + + + + - + - Construct a new instance of the ParcelObjectOwnersReplyEventArgs class + Information on the sculpt properties of a sculpted primitive - The simulator the parcel is located in - The list containing prim ownership counts - - Get the simulator the parcel is located in + + + Default constructor + - - Get the list containing prim ownership counts + + + + + + - - Contains the data returned when all parcel data has been retrieved from a simulator + + + Render inside out (inverts the normals). + - + - Construct a new instance of the SimParcelsDownloadedEventArgs class + Render an X axis mirror of the sculpty. - The simulator the parcel data was retrieved from - The dictionary containing the parcel data - The multidimensional array containing a x,y grid mapped - to each 64x64 parcel's LocalID. - - Get the simulator the parcel data was retrieved from + + + Extended properties to describe an object + - - A dictionary containing the parcel data where the key correlates to the ParcelMap entry + + - - Get the multidimensional array containing a x,y grid mapped - to each 64x64 parcel's LocalID. + + - - Contains the data returned when a request + + - - - Construct a new instance of the ForceSelectObjectsReplyEventArgs class - - The simulator the parcel data was retrieved from - The list of primitive IDs - true if the list is clean and contains the information - only for a given request + + - - Get the simulator the parcel data was retrieved from + + - - Get the list of primitive IDs + + - - true if the list is clean and contains the information - only for a given request + + - - Contains data when the media data for a parcel the avatar is on changes + + - - - Construct a new instance of the ParcelMediaUpdateReplyEventArgs class - - the simulator the parcel media data was updated in - The updated media information + + - - Get the simulator the parcel media data was updated in + + - - Get the updated media information + + - - Contains the media command for a parcel the agent is currently on + + - - - Construct a new instance of the ParcelMediaCommandEventArgs class - - The simulator the parcel media command was issued in - - - The media command that was sent - + + - - Get the simulator the parcel media command was issued in + + - + - + - - Get the media command that was sent + + - + - - - Represents an Animation - + + - - - 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 + Default constructor - + - Construct a new Asset object + Set the properties that are set in an ObjectPropertiesFamily packet - A unique specific to this asset - A byte array containing the raw asset data + that has + been partially filled by an ObjectPropertiesFamily packet - + - 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 + - - Default Constructor - - + - Construct an Asset object of type Animation + - A unique specific to this asset - A byte array containing the raw asset data - - - Override the base classes AssetType - + - Operation to apply when applying color to texture + + + - + - Information needed to translate visual param value to RGBA color + The ObservableDictionary class is used for storing key/value pairs. It has methods for firing + events to subscribers when items are added, removed, or changed. + Key + Value - + - Construct VisualColorParam + A dictionary of callbacks to fire when specified action occurs - Operation to apply when applying color to texture - Colors - + - Represents alpha blending and bump infor for a visual parameter - such as sleive length + Register a callback to be fired when an action occurs + The action + The callback to fire - - Stregth of the alpha to apply - - - File containing the alpha channel - - - Skip blending if parameter value is 0 - - - Use miltiply insted of alpha blending - - + - Create new alhpa information for a visual param + Unregister a callback - Stregth of the alpha to apply - File containing the alpha channel - Skip blending if parameter value is 0 - Use miltiply insted of alpha blending + The action + The callback to fire - + - 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 + + Internal dictionary that this class wraps around. Do not + modify or enumerate the contents of this dictionary without locking - - Name of the wearable this parameter belongs to + + + Initializes a new instance of the Class + with the specified key/value, has the default initial capacity. + + + + // initialize a new ObservableDictionary named testDict with a string as the key and an int as the value. + public ObservableDictionary<string, int> testDict = new ObservableDictionary<string, int>(); + + - - Displayable label of this characteristic + + + Initializes a new instance of the Class + with the specified key/value, With its initial capacity specified. + + Initial size of dictionary + + + // initialize a new ObservableDictionary named testDict with a string as the key and an int as the value, + // initially allocated room for 10 entries. + public ObservableDictionary<string, int> testDict = new ObservableDictionary<string, int>(10); + + - - Displayable label for the minimum value of this characteristic + + + Try to get entry from the with specified key + + Key to use for lookup + Value returned + if specified key exists, if not found + + + // find your avatar using the Simulator.ObjectsAvatars ObservableDictionary: + Avatar av; + if (Client.Network.CurrentSim.ObjectsAvatars.TryGetValue(Client.Self.AgentID, out av)) + Console.WriteLine("Found Avatar {0}", av.Name); + + + - - Displayable label for the maximum value of this characteristic + + + Finds the specified match. + + The match. + Matched value + + + // use a delegate to find a prim in the ObjectsPrimitives ObservableDictionary + // with the ID 95683496 + uint findID = 95683496; + Primitive findPrim = sim.ObjectsPrimitives.Find( + delegate(Primitive prim) { return prim.ID == findID; }); + + - - Default value + + 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)); + } + ); + + - - Minimum value + + 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); + } + ); + + - - Maximum value + + Check if Key exists in Dictionary + Key to check for + if found, otherwise - - Is this param used for creation of bump layer? + + Check if Value exists in Dictionary + Value to check for + if found, otherwise - - Alpha blending/bump info + + + Adds the specified key to the dictionary, dictionary locking is not performed, + + + The key + The value - - Color information + + + Removes the specified key, dictionary locking is not performed + + The key. + if successful, otherwise - - Array of param IDs that are drivers for this parameter + + + Clear the contents of the dictionary + - + - Set all the values through the constructor + Enumerator for iterating dictionary entries - Index of this visual param - Internal name - - - Displayable label of this characteristic - Displayable label for the minimum value of this characteristic - Displayable label for the maximum value of this characteristic - Default value - Minimum value - Maximum value - Is this param used for creation of bump layer? - Array of param IDs that are drivers for this parameter - Alpha blending/bump info - Color information + - + - Holds the Params array of all the avatar appearance parameters + Gets the number of Key/Value pairs contained in the - + - + Indexer for the dictionary + The key + The value - - OK + + + Holds group information for Avatars such as those you might find in a profile + - - Transfer completed + + true of Avatar accepts group notices - - + + Groups Key - - + + Texture Key for groups insignia - - Unknown error occurred + + Name of the group - - Equivalent to a 404 error + + Powers avatar has in the group - - Client does not have permission for that resource + + Avatars Currently selected title - - Unknown status + + true of Avatar has chosen to list this in their profile - + - + Contains an animation currently being played by an agent - - + + The ID of the animation asset - - Unknown + + A number to indicate start order of currently playing animations + On Linden Grids this number is unique per region, with OpenSim it is per client - - Virtually all asset transfers use this channel + + - + - + Holds group information on an individual profile pick - - - - - Asset from the asset server - - - Inventory item - - - Estate asset, such as an estate covenant - - + - + Retrieve friend status notifications, and retrieve avatar names and + profiles - - + + The event subscribers, null of no subscribers - - + + Raises the AvatarAnimation Event + An AvatarAnimationEventArgs object containing + the data sent from the simulator - - + + Thread sync lock object - - - - + + The event subscribers, null of no subscribers - - + + Raises the AvatarAppearance Event + A AvatarAppearanceEventArgs object containing + the data sent from the simulator - - + + Thread sync lock object - - - Image file format - + + The event subscribers, null of no subscribers - - - - + + Raises the UUIDNameReply Event + A UUIDNameReplyEventArgs object containing + the data sent from the simulator - - Number of milliseconds passed since the last transfer - packet was received + + Thread sync lock object - - - - + + The event subscribers, null of no subscribers - - - - + + Raises the AvatarInterestsReply Event + A AvatarInterestsReplyEventArgs object containing + the data sent from the simulator - - - - + + Thread sync lock object - - - - + + The event subscribers, null of no subscribers - - - - + + Raises the AvatarPropertiesReply Event + A AvatarPropertiesReplyEventArgs object containing + the data sent from the simulator - - - - - - - - + + Thread sync lock object - - - - + + The event subscribers, null of no subscribers - - Number of milliseconds to wait for a transfer header packet if out of order data was received + + Raises the AvatarGroupsReply Event + A AvatarGroupsReplyEventArgs object containing + the data sent from the simulator - - The event subscribers. null if no subcribers + + Thread sync lock object - - Raises the XferReceived event - A XferReceivedEventArgs object containing the - data returned from the simulator + + The event subscribers, null of no subscribers - + + Raises the AvatarPickerReply Event + A AvatarPickerReplyEventArgs object containing + the data sent from the simulator + + Thread sync lock object - - The event subscribers. null if no subcribers + + The event subscribers, null of no subscribers - - Raises the AssetUploaded event - A AssetUploadedEventArgs object containing the - data returned from the simulator + + Raises the ViewerEffectPointAt Event + A ViewerEffectPointAtEventArgs object containing + the data sent from the simulator - + Thread sync lock object - - The event subscribers. null if no subcribers + + The event subscribers, null of no subscribers - - Raises the UploadProgress event - A UploadProgressEventArgs object containing the - data returned from the simulator + + Raises the ViewerEffectLookAt Event + A ViewerEffectLookAtEventArgs object containing + the data sent from the simulator - + Thread sync lock object - - The event subscribers. null if no subcribers + + The event subscribers, null of no subscribers - - Raises the InitiateDownload event - A InitiateDownloadEventArgs object containing the - data returned from the simulator + + Raises the ViewerEffect Event + A ViewerEffectEventArgs object containing + the data sent from the simulator - + Thread sync lock object - - The event subscribers. null if no subcribers + + The event subscribers, null of no subscribers - - Raises the ImageReceiveProgress event - A ImageReceiveProgressEventArgs object containing the - data returned from the simulator + + Raises the AvatarPicksReply Event + A AvatarPicksReplyEventArgs object containing + the data sent from the simulator - + Thread sync lock object - - Texture download cache + + The event subscribers, null of no subscribers - - - Default constructor - - A reference to the GridClient object + + Raises the PickInfoReply Event + A PickInfoReplyEventArgs object containing + the data sent from the simulator - - - 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 + + Thread sync lock object - - - Request an asset download - - Asset UUID - Asset type, must be correct for the transfer to succeed - Whether to give this transfer an elevated priority - Source location of the requested asset - The callback to fire when the simulator responds with the asset data + + The event subscribers, null of no subscribers - - - Request an asset download - - Asset UUID - Asset type, must be correct for the transfer to succeed - Whether to give this transfer an elevated priority - Source location of the requested asset - UUID of the transaction - The callback to fire when the simulator responds with the asset data + + Raises the AvatarClassifiedReply Event + A AvatarClassifiedReplyEventArgs object containing + the data sent from the simulator - - - 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 - + + Thread sync lock object - - - - - 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 - + + The event subscribers, null of no subscribers - - - 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 + + Raises the ClassifiedInfoReply Event + A ClassifiedInfoReplyEventArgs object containing + the data sent from the simulator - + + Thread sync lock object + + - Request an asset be uploaded to the simulator + Represents other avatars - 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 + - + + Tracks the specified avatar on your map + Avatar ID to track + + - Request an asset be uploaded to the simulator + Request a single avatar name - 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 + The avatar key to retrieve a name for - + - Request an asset be uploaded to the simulator + Request a list of avatar names - - 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 + The avatar keys to retrieve names for - + - Initiate an asset upload + Start a request for Avatar Properties - The ID this asset will have if the - upload succeeds - Asset type to upload this data as - Raw asset data to upload - Whether to store this asset on the local - simulator or the grid-wide asset server - The tranaction id for the upload - The transaction ID of this transfer - - - - Request a texture asset from the simulator using the system to - manage the requests and re-assemble the image from the packets received from the simulator - - The of the texture asset to download - The of the texture asset. - Use for most textures, or for baked layer texture assets - A float indicating the requested priority for the transfer. Higher priority values tell the simulator - to prioritize the request before lower valued requests. An image already being transferred using the can have - its priority changed by resending the request with the new priority value - Number of quality layers to discard. - This controls the end marker of the data sent. Sending with value -1 combined with priority of 0 cancels an in-progress - transfer. - A bug exists in the Linden Simulator where a -1 will occasionally be sent with a non-zero priority - indicating an off-by-one error. - The packet number to begin the request at. A value of 0 begins the request - from the start of the asset texture - The callback to fire when the image is retrieved. The callback - will contain the result of the request and the texture asset data - If true, the callback will be fired for each chunk of the downloaded image. - The callback asset parameter will contain all previously received chunks of the texture asset starting - from the beginning of the request - - Request an image and fire a callback when the request is complete - - Client.Assets.RequestImage(UUID.Parse("c307629f-e3a1-4487-5e88-0d96ac9d4965"), ImageType.Normal, TextureDownloader_OnDownloadFinished); - - private void TextureDownloader_OnDownloadFinished(TextureRequestState state, AssetTexture asset) - { - if(state == TextureRequestState.Finished) - { - Console.WriteLine("Texture {0} ({1} bytes) has been successfully downloaded", - asset.AssetID, - asset.AssetData.Length); - } - } - - Request an image and use an inline anonymous method to handle the downloaded texture data - - Client.Assets.RequestImage(UUID.Parse("c307629f-e3a1-4487-5e88-0d96ac9d4965"), ImageType.Normal, delegate(TextureRequestState state, AssetTexture asset) - { - if(state == TextureRequestState.Finished) - { - Console.WriteLine("Texture {0} ({1} bytes) has been successfully downloaded", - asset.AssetID, - asset.AssetData.Length); - } - } - ); - - Request a texture, decode the texture to a bitmap image and apply it to a imagebox - - Client.Assets.RequestImage(UUID.Parse("c307629f-e3a1-4487-5e88-0d96ac9d4965"), ImageType.Normal, TextureDownloader_OnDownloadFinished); - - private void TextureDownloader_OnDownloadFinished(TextureRequestState state, AssetTexture asset) - { - if(state == TextureRequestState.Finished) - { - ManagedImage imgData; - Image bitmap; - - if (state == TextureRequestState.Finished) - { - OpenJPEG.DecodeToImage(assetTexture.AssetData, out imgData, out bitmap); - picInsignia.Image = bitmap; - } - } - } - - + - + - Overload: Request a texture asset from the simulator using the system to - manage the requests and re-assemble the image from the packets received from the simulator + Search for an avatar (first name, last name) - 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 + The name to search for + An ID to associate with this query - + - 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 + Start a request for Avatar Picks - 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 + UUID of the avatar - + - 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 + Start a request for Avatar Classifieds - 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 + UUID of the avatar - + - Cancel a texture request + Start a request for details of a specific profile pick - The texture assets + UUID of the avatar + UUID of the profile pick - + - Lets TexturePipeline class fire the progress event + Start a request for details of a specific profile classified - The texture ID currently being downloaded - the number of bytes transferred - the total number of bytes expected + UUID of the avatar + UUID of the profile classified - + Process an incoming packet and raise the appropriate events The sender The EventArgs object containing the packet data - + Process an incoming packet and raise the appropriate events The sender The EventArgs object containing the packet data - + Process an incoming packet and raise the appropriate events The sender The EventArgs object containing the packet data - + Process an incoming packet and raise the appropriate events The sender The EventArgs object containing the packet data - + Process an incoming packet and raise the appropriate events The sender The EventArgs object containing the packet data - + + + Crossed region handler for message that comes across the EventQueue. Sent to an agent + when the agent crosses a sim border into a new region. + + The message key + the IMessage object containing the deserialized data sent from the simulator + The which originated the packet + + Process an incoming packet and raise the appropriate events The sender The EventArgs object containing the packet data - + Process an incoming packet and raise the appropriate events The sender The EventArgs object containing the packet data - + Process an incoming packet and raise the appropriate events The sender The EventArgs object containing the packet data - - Raised when the simulator responds sends + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Raised during upload completes + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Raised during upload with progres update + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Fired when the simulator sends an InitiateDownloadPacket, used to download terrain .raw files + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Fired when a texture is in the process of being downloaded by the TexturePipeline class + + Raised when the simulator sends us data containing + an agents animation playlist - - - Callback used for various asset download requests - - Transfer information - Downloaded asset, null on fail + + Raised when the simulator sends us data containing + the appearance information for an agent - - - Callback used upon competition of baked texture upload - - Asset UUID of the newly uploaded baked texture + + Raised when the simulator sends us data containing + agent names/id values - - Xfer data + + Raised when the simulator sends us data containing + the interests listed in an agents profile - - Upload data + + Raised when the simulator sends us data containing + profile property information for an agent - - Filename used on the simulator + + Raised when the simulator sends us data containing + the group membership an agent is a member of - - Filename used by the client + + Raised when the simulator sends us data containing + name/id pair - - UUID of the image that is in progress + + Raised when the simulator sends us data containing + the objects and effect when an agent is pointing at - - Number of bytes received so far + + Raised when the simulator sends us data containing + the objects and effect when an agent is looking at - - Image size in bytes + + Raised when the simulator sends us data containing + an agents viewer effect information - - - This is used to get a list of audio devices that can be used for capture (input) of voice. - - + + Raised when the simulator sends us data containing + the top picks from an agents profile - - - This is used to get a list of audio devices that can be used for render (playback) of voice. - + + Raised when the simulator sends us data containing + the Pick details - - - This command is used to select the render device. - - The name of the device as returned by the Aux.GetRenderDevices command. + + Raised when the simulator sends us data containing + the classified ads an agent has placed - - - This command is used to select the capture device. - - The name of the device as returned by the Aux.GetCaptureDevices command. + + Raised when the simulator sends us data containing + the details of a classified ad - - - 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) - + + Provides data for the event + The event occurs when the simulator sends + the animation playlist for an agent + + The following code example uses the and + properties to display the animation playlist of an avatar on the window. + + // subscribe to the event + Client.Avatars.AvatarAnimation += Avatars_AvatarAnimation; + + private void Avatars_AvatarAnimation(object sender, AvatarAnimationEventArgs e) + { + // create a dictionary of "known" animations from the Animations class using System.Reflection + Dictionary<UUID, string> systemAnimations = new Dictionary<UUID, string>(); + Type type = typeof(Animations); + System.Reflection.FieldInfo[] fields = type.GetFields(System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Static); + foreach (System.Reflection.FieldInfo field in fields) + { + systemAnimations.Add((UUID)field.GetValue(type), field.Name); + } + + // find out which animations being played are known animations and which are assets + foreach (Animation animation in e.Animations) + { + if (systemAnimations.ContainsKey(animation.AnimationID)) + { + Console.WriteLine("{0} is playing {1} ({2}) sequence {3}", e.AvatarID, + systemAnimations[animation.AnimationID], animation.AnimationSequence); + } + else + { + Console.WriteLine("{0} is playing {1} (Asset) sequence {2}", e.AvatarID, + animation.AnimationID, animation.AnimationSequence); + } + } + } + + - + - This command is used to stop the audio capture process. + Construct a new instance of the AvatarAnimationEventArgs class - + The ID of the agent + The list of animations to start - - - 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) - + + Get the ID of the agent - - - 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) - + + Get the list of animations to start - - - Starts a thread that keeps the daemon running - - - + + Provides data for the event + The event occurs when the simulator sends + the appearance data for an avatar + + The following code example uses the and + properties to display the selected shape of an avatar on the window. + + // subscribe to the event + Client.Avatars.AvatarAppearance += Avatars_AvatarAppearance; + + // handle the data when the event is raised + void Avatars_AvatarAppearance(object sender, AvatarAppearanceEventArgs e) + { + Console.WriteLine("The Agent {0} is using a {1} shape.", e.AvatarID, (e.VisualParams[31] > 0) : "male" ? "female") + } + + - + - Stops the daemon and the thread keeping it running + Construct a new instance of the AvatarAppearanceEventArgs class + The simulator request was from + The ID of the agent + true of the agent is a trial account + The default agent texture + The agents appearance layer textures + The for the agent - - - - - - - + + Get the Simulator this request is from of the agent - + + Get the ID of the agent + + + true if the agent is a trial account + + + Get the default agent texture + + + Get the agents appearance layer textures + + + Get the for the agent + + + Represents the interests from the profile of an agent + + + Get the ID of the agent + + + The properties of an agent + + + Get the ID of the agent + + + Get the ID of the agent + + + Get the ID of the agent + + + Get the ID of the avatar + + - 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. + Represents an that can be worn on an avatar + such as a Shirt, Pants, etc. - 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 + Represents a Wearable Asset, Clothing, Hair, Skin, Etc - 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. + Base class for all Asset types - The fully qualified path to the sound file. - True if the file is to be played continuously and false if it is should be played once. - - + + A byte array containing the raw asset data + + + True if the asset it only stored on the server temporarily + + + A unique ID + + - This command is used to stop the audio render process. + Construct a new Asset object - 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). + Construct a new Asset object - Handle returned from successful Session ‘create’ request or a SessionNewEvent - + A unique specific to this asset + A byte array containing the raw asset data - + - Set the combined speaking and listening position in 3D space. + Regenerates the AssetData byte array from the properties + of the derived class. - 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. + Decodes the AssetData, placing it in appropriate properties of the derived + class. - 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 - + True if the asset decoding succeeded, otherwise false - + + The assets unique ID + + - Start up the Voice service. + The "type" of asset, Notecard, Animation, 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 + + - Handle miscellaneous request status + Decode an assets byte encoded data to a string - - - ///If something goes wrong, we log it. + true if the asset data was decoded successfully - + - Cleanup oject resources + Encode the assets string represantion into a format consumable by the asset server - + + Initializes a new instance of an AssetScriptBinary object + + + Initializes a new instance of an AssetScriptBinary object with parameters + A unique specific to this asset + A byte array containing the raw asset data + + + Override the base classes AssetType + + - Request voice cap when changing regions + Add a custom decoder callback + The key of the field to decode + The custom decode handler - + - Handle a change in session state + Remove a custom decoder callback + The key of the field to decode + The custom decode handler - + - Close a voice session + 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 - + - Locate a Session context from its handle + Decode an IMessage object into a beautifully formatted string - Creates the session context if it does not exist. + The IMessage object + Recursion level (used for indenting) + A formatted string containing the names and values of the source object - + - Handle completion of main voice cap request. + A custom decoder callback - - - + The key of the object + the data to decode + A string represending the fieldData - + - Daemon has started so connect to it. + Class that handles the local asset cache - + - The daemon TCP connection is open. + Default constructor + A reference to the GridClient object - + - Handle creation of the Connector. + Disposes cleanup timer - + - Handle response to audio output device query + Only create timer when needed - + - Handle response to audio input device query + 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 - - - Set voice channel for new parcel - - - - + - Request info from a parcel capability Uri. + 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 - + - Receive parcel voice cap + Constructs a file name of the cached asset - - - + UUID of the asset + String with the file name of the cahced asset - + - Tell Vivox where we are standing + Saves an asset to the local cache - This has to be called when we move or turn. + UUID of the asset + Raw bytes the asset consists of + Weather the operation was successfull - + - Start and stop updating out position. + Get the file name of the asset stored with gived UUID - + UUID of the asset + Null if we don't have that UUID cached on disk, file name if found in the cache folder - + - 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 + Checks if the asset exists in the local cache - A string value indicting the Application name - URL for the management server - LoggingSettings - - + UUID of the asset + True is the asset is stored in the cache, otherwise false - + - Shutdown Connector -- Should be called when the application is shutting down - to gracefully release resources + Wipes out entire cache - Handle returned from successful Connector ‘create’ request - + - Mute or unmute the microphone + Brings cache size to the 90% of the max size - Handle returned from successful Connector ‘create’ request - true (mute) or false (unmute) - + - Mute or unmute the speaker + Asynchronously brings cache size to the 90% of the max size - Handle returned from successful Connector ‘create’ request - true (mute) or false (unmute) - + - Set microphone volume + Adds up file sizes passes in a FileInfo array - 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 + Checks whether caching is enabled - Handle returned from successful Connector ‘create’ request - The level of the audio, a number between -100 and 100 where - 0 represents ‘normal’ speaking volume - + - This is used to login a specific user account(s). It may only be called after - Connector initialization has completed successfully + Periodically prune the cache - 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. + Nicely formats file sizes - Handle returned from successful Connector ‘login’ request - + Byte size we want to output + String with humanly readable file size - + - Event for most mundane request reposnses. + Allows setting weather to periodicale prune the cache if it grows too big + Default is enabled, when caching is enabled - - Response to Connector.Create request - - - Response to Aux.GetCaptureDevices request - - - Response to Aux.GetRenderDevices request - - - Audio Properties Events are sent after audio capture is started. - These events are used to display a microphone VU meter - - - Response to Account.Login request - - - This event message is sent whenever the login state of the - particular Account has transitioned from one value to another - - + - List of audio input devices + How long (in ms) between cache checks (default is 5 min.) - + - List of audio output devices + Helper class for sorting files by their last accessed time - + - Set audio test mode + A linkset asset, containing a parent primitive and zero or more children - - 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 + + Initializes a new instance of an AssetPrim object - + - 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 + Initializes a new instance of an AssetPrim object + A unique specific to this asset + A byte array containing the raw asset data - + - Constructor for default logging settings + - - Audio Properties Events are sent after audio capture is started. These events are used to display a microphone VU meter - - + - 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 + + Override the base classes AssetType - - A request that has been added to the pipeline and the request packet - has been sent to the simulator + + + Only used internally for XML serialization/deserialization + - - A request that has received one or more packets back from the simulator + + + The deserialized form of a single primitive in a linkset asset + - - A request that has received all packets back from the simulator + + + Represents a Landmark with RegionID and Position vector + - - A request that has taken longer than - to download OR the initial packet containing the packet information was never received + + UUID of the Landmark target region - - The texture request was aborted by request of the agent + + Local position of the target - - The simulator replied to the request that it was not able to find the requested texture + + Construct an Asset of type Landmark - + - 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. + Construct an Asset object of type Landmark - 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 unique specific to this asset + A byte array containing the raw asset data - + - Texture request download handler, allows a configurable number of download slots which manage multiple - concurrent texture downloads from the + Encode the raw contents of a string with the specific Landmark format - 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 + + + Decode the raw asset data, populating the RegionID and Position + + true if the AssetData was successfully decoded to a UUID and Vector - - Holds the reference to the client object + + Override the base classes AssetType - - Maximum concurrent texture requests allowed at a time + + + Main class to expose grid functionality to clients. All of the + classes needed for sending and receiving data are accessible through + this class. + + + + // Example minimum code required to instantiate class and + // connect to a simulator. + using System; + using System.Collections.Generic; + using System.Text; + using OpenMetaverse; + + namespace FirstBot + { + class Bot + { + public static GridClient Client; + static void Main(string[] args) + { + Client = new GridClient(); // instantiates the GridClient class + // to the global Client object + // Login to Simulator + Client.Network.Login("FirstName", "LastName", "Password", "FirstBot", "1.0"); + // Wait for a Keypress + Console.ReadLine(); + // Logout of simulator + Client.Network.Logout(); + } + } + } + + - - An array of objects used to manage worker request threads + + Networking subsystem - - An array of worker slots which shows the availablity status of the slot + + Settings class including constant values and changeable + parameters for everything - - The primary thread which manages the requests. + + Parcel (subdivided simulator lots) subsystem - - true if the TexturePipeline is currently running + + Our own avatars subsystem - - A synchronization object used by the primary thread + + Other avatars subsystem - - A refresh timer used to increase the priority of stalled requests + + Estate subsystem - + + Friends list subsystem + + + Grid (aka simulator group) subsystem + + + Object subsystem + + + Group subsystem + + + Asset subsystem + + + Appearance subsystem + + + Inventory subsystem + + + Directory searches including classifieds, people, land + sales, etc + + + Handles land, wind, and cloud heightmaps + + + Handles sound-related networking + + + Throttling total bandwidth usage, or allocating bandwidth + for specific data stream types + + - Default constructor, Instantiates a new copy of the TexturePipeline class + Default constructor - Reference to the instantiated object - + - Initialize callbacks required for the TexturePipeline to operate + Return the full name of this instance + Client avatars full name - + - Shutdown the TexturePipeline and cleanup any callbacks or transfers + - + + The avatar has no rights + + + The avatar can see the online status of the target avatar + + + The avatar can see the location of the target avatar on the map + + + The avatar can modify the ojects of the target avatar + + - 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 + 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 - 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 + Used internally when building the initial list of friends at login time - 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 + 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 - + - Cancel a pending or in process texture request + FriendInfo represented as a string - The texture assets unique ID + A string reprentation of both my rights and my friends rights - + - Master Download Thread, Queues up downloads in the threadpool + System ID of the avatar - + - The worker thread that sends the request and handles timeouts + full name of the avatar - 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 + True if the avatar is online - The sender - The EventArgs object containing the packet data - + - Handles the remaining Image data that did not fit in the initial ImageData packet + True if the friend can see if I am online - The sender - The EventArgs object containing the packet data - + - Handle the initial ImageDataPacket sent from the simulator + True if the friend can see me on the map - The sender - The EventArgs object containing the packet data - - - Current number of pending and in-process transfers - + - A request task containing information and status of a request as it is processed through the + True if the freind can modify my objects - - 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 + + + True if I can see if my friend is online + - - The ImageType of the request. + + + True if I can see if my friend is on the map + - - The callback to fire when the request is complete, will include - the and the - object containing the result data + + + True if I can modify my friend's objects + - - 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. + + + My friend's rights represented as bitmapped flags + - - An object that maintains the data of an request thats in-process. + + + My rights represented as bitmapped flags + - + - + This class is used to add and remove avatars from your friends list and to manage their permission. - - The event subscribers, null of no subscribers + + The event subscribers. null if no subcribers - - Raises the AttachedSound Event - A AttachedSoundEventArgs object containing - the data sent from the simulator + + Raises the FriendOnline event + A FriendInfoEventArgs object containing the + data returned from the data server - + Thread sync lock object - - The event subscribers, null of no subscribers + + The event subscribers. null if no subcribers - - Raises the AttachedSoundGainChange Event - A AttachedSoundGainChangeEventArgs object containing - the data sent from the simulator + + Raises the FriendOffline event + A FriendInfoEventArgs object containing the + data returned from the data server - + Thread sync lock object - - The event subscribers, null of no subscribers + + The event subscribers. null if no subcribers - - Raises the SoundTrigger Event - A SoundTriggerEventArgs object containing - the data sent from the simulator + + Raises the FriendRightsUpdate event + A FriendInfoEventArgs object containing the + data returned from the data server - + Thread sync lock object - - The event subscribers, null of no subscribers + + The event subscribers. null if no subcribers - - Raises the PreloadSound Event - A PreloadSoundEventArgs object containing - the data sent from the simulator + + Raises the FriendNames event + A FriendNamesEventArgs object containing the + data returned from the data server - + Thread sync lock object - + + The event subscribers. null if no subcribers + + + Raises the FriendshipOffered event + A FriendshipOfferedEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the FriendshipResponse event + A FriendshipResponseEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the FriendshipTerminated event + A FriendshipTerminatedEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the FriendFoundReply event + A FriendFoundReplyEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + - Construct a new instance of the SoundManager class, used for playing and receiving - sound assets + A dictionary of key/value pairs containing known friends of this avatar. + + The Key is the of the friend, the value is a + object that contains detailed information including permissions you have and have given to the friend - A reference to the current GridClient instance - + - Plays a sound in the current region at full volume from avatar position + A Dictionary of key/value pairs containing current pending frienship offers. + + The key is the of the avatar making the request, + the value is the of the request which is used to accept + or decline the friendship offer - UUID of the sound to be played - + - Plays a sound in the current region at full volume + Internal constructor - UUID of the sound to be played. - position for the sound to be played at. Normally the avatar. + A reference to the GridClient Object - + - Plays a sound in the current region + Accept a friendship request - 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 + agentID of avatatar to form friendship with + imSessionID of the friendship request message - + - Plays a sound in the specified sim + Decline a friendship request - 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 + of friend + imSessionID of the friendship request message - + - Play a sound asset + Overload: Offer friendship to an avatar. - 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 + System ID of the avatar you are offering friendship to - + + + Offer friendship to an avatar. + + System ID of the avatar you are offering friendship to + A message to send with the request + + + + Terminate a friendship with an avatar + + System ID of the avatar you are terminating the friendship with + + Process an incoming packet and raise the appropriate events The sender The EventArgs object containing the packet data - + + + Change the rights of a friend avatar. + + the of the friend + the new rights to give the friend + This method will implicitly set the rights to those passed in the rights parameter. + + + + Use to map a friends location on the grid. + + Friends UUID to find + + + + + Use to track a friends movement on the grid + + Friends Key + + + + Ask for a notification of friend's online status + + Friend's UUID + + + + This handles the asynchronous response of a RequestAvatarNames call. + + + names cooresponding to the the list of IDs sent the the RequestAvatarNames call. + + Process an incoming packet and raise the appropriate events The sender The EventArgs object containing the packet data - + Process an incoming packet and raise the appropriate events The sender The EventArgs object containing the packet data - + Process an incoming packet and raise the appropriate events The sender The EventArgs object containing the packet data - - Raised when the simulator sends us data containing - sound + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Raised when the simulator sends us data containing - ... + + + Populate FriendList with data from the login reply + + true if login was successful + true if login request is requiring a redirect + A string containing the response to the login request + A string containing the reason for the request + A object containing the decoded + reply from the login server - - Raised when the simulator sends us data containing - ... + + Raised when the simulator sends notification one of the members in our friends list comes online - - Raised when the simulator sends us data containing - ... + + Raised when the simulator sends notification one of the members in our friends list goes offline - - Provides data for the event - The event occurs when the simulator sends - the sound data which emits from an agents attachment - - The following code example shows the process to subscribe to the event - and a stub to handle the data passed from the simulator - - // Subscribe to the AttachedSound event - Client.Sound.AttachedSound += Sound_AttachedSound; - - // process the data raised in the event here - private void Sound_AttachedSound(object sender, AttachedSoundEventArgs e) - { - // ... Process AttachedSoundEventArgs here ... - } - - + + Raised when the simulator sends notification one of the members in our friends list grants or revokes permissions - - - Construct a new instance of the SoundTriggerEventArgs class - - Simulator where the event originated - The sound asset id - The ID of the owner - The ID of the object - The volume level - The - - - Simulator where the event originated - - - Get the sound asset id + + Raised when the simulator sends us the names on our friends list - - Get the ID of the owner + + Raised when the simulator sends notification another agent is offering us friendship - - Get the ID of the Object + + Raised when a request we sent to friend another agent is accepted or declined - - Get the volume level + + Raised when the simulator sends notification one of the members in our friends list has terminated + our friendship - - Get the + + Raised when the simulator sends the location of a friend we have + requested map location info for - - Provides data for the event - The event occurs when an attached sound - changes its volume level + + Contains information on a member of our friends list - + - Construct a new instance of the AttachedSoundGainChangedEventArgs class + Construct a new instance of the FriendInfoEventArgs class - Simulator where the event originated - The ID of the Object - The new volume level - - - Simulator where the event originated - - - Get the ID of the Object + The FriendInfo - - Get the volume level + + Get the FriendInfo - - Provides data for the event - The event occurs when the simulator forwards - a request made by yourself or another agent to play either an asset sound or a built in sound - - Requests to play sounds where the is not one of the built-in - will require sending a request to download the sound asset before it can be played - - - The following code example uses the , - and - properties to display some information on a sound request on the window. - - // subscribe to the event - Client.Sound.SoundTrigger += Sound_SoundTrigger; - - // play the pre-defined BELL_TING sound - Client.Sound.SendSoundTrigger(Sounds.BELL_TING); - - // handle the response data - private void Sound_SoundTrigger(object sender, SoundTriggerEventArgs e) - { - Console.WriteLine("{0} played the sound {1} at volume {2}", - e.OwnerID, e.SoundID, e.Gain); - } - - + + Contains Friend Names - + - Construct a new instance of the SoundTriggerEventArgs class + Construct a new instance of the FriendNamesEventArgs class - Simulator where the event originated - The sound asset id - The ID of the owner - The ID of the object - The ID of the objects parent - The volume level - The regionhandle - The source position - - - Simulator where the event originated - - - Get the sound asset id + A dictionary where the Key is the ID of the Agent, + and the Value is a string containing their name - - Get the ID of the owner + + A dictionary where the Key is the ID of the Agent, + and the Value is a string containing their name - - Get the ID of the Object + + Sent when another agent requests a friendship with our agent - - Get the ID of the objects parent + + + Construct a new instance of the FriendshipOfferedEventArgs class + + The ID of the agent requesting friendship + The name of the agent requesting friendship + The ID of the session, used in accepting or declining the + friendship offer - - Get the volume level + + Get the ID of the agent requesting friendship - - Get the regionhandle + + Get the name of the agent requesting friendship - - Get the source position + + Get the ID of the session, used in accepting or declining the + friendship offer - - Provides data for the event - The event occurs when the simulator sends - the appearance data for an avatar - - The following code example uses the and - properties to display the selected shape of an avatar on the window. - - // subscribe to the event - Client.Avatars.AvatarAppearance += Avatars_AvatarAppearance; - - // handle the data when the event is raised - void Avatars_AvatarAppearance(object sender, AvatarAppearanceEventArgs e) - { - Console.WriteLine("The Agent {0} is using a {1} shape.", e.AvatarID, (e.VisualParams[31] > 0) : "male" ? "female") - } - - + + A response containing the results of our request to form a friendship with another agent - + - Construct a new instance of the PreloadSoundEventArgs class + Construct a new instance of the FriendShipResponseEventArgs class - Simulator where the event originated - The sound asset id - The ID of the owner - The ID of the object + The ID of the agent we requested a friendship with + The name of the agent we requested a friendship with + true if the agent accepted our friendship offer - - Simulator where the event originated + + Get the ID of the agent we requested a friendship with - - Get the sound asset id + + Get the name of the agent we requested a friendship with - - Get the ID of the owner + + true if the agent accepted our friendship offer - - Get the ID of the Object + + Contains data sent when a friend terminates a friendship with us - + - Avatar profile flags + Construct a new instance of the FrindshipTerminatedEventArgs class + The ID of the friend who terminated the friendship with us + The name of the friend who terminated the friendship with us - + + Get the ID of the agent that terminated the friendship with us + + + Get the name of the agent that terminated the friendship with us + + - Represents an avatar (other than your own) + Data sent in response to a request which contains the information to allow us to map the friends location - + - Particle system specific enumerators, flags and methods. + Construct a new instance of the FriendFoundReplyEventArgs class + The ID of the agent we have requested location information for + The region handle where our friend is located + The simulator local position our friend is located - - - - - + + Get the ID of the agent we have received location information for - - + + Get the region handle where our mapped friend is located - - - Current version of the media data for the prim - + + Get the simulator local position where our friend is located - + - Array of media entries indexed by face number + - - + + OK - - + + Transfer completed - + - + - - + + Unknown error occurred - - + + Equivalent to a 404 error - - Foliage type for this primitive. Only applicable if this - primitive is foliage + + Client does not have permission for that resource - - Unknown + + Unknown status - - - - - - - - - - - - - - - - - - - - + + + + - + - - + + Unknown - - + + Virtually all asset transfers use this channel - - + + + + - + - - Identifies the owner if audio or a particle system is - active + + Asset from the asset server - - + + Inventory item - - + + Estate asset, such as an estate covenant - - + + + + - + - + - + - - + + + + - + - + - - + + + Image file format + - - + + + + - - + + Number of milliseconds passed since the last transfer + packet was received - + - 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 + - + + + + - + - - - + + Number of milliseconds to wait for a transfer header packet if out of order data was received - - + + The event subscribers. null if no subcribers - - + + Raises the XferReceived event + A XferReceivedEventArgs object containing the + data returned from the simulator - - + + Thread sync lock object - - + + The event subscribers. null if no subcribers - - + + Raises the AssetUploaded event + A AssetUploadedEventArgs object containing the + data returned from the simulator - - + + Thread sync lock object - - + + The event subscribers. null if no subcribers - - + + Raises the UploadProgress event + A UploadProgressEventArgs object containing the + data returned from the simulator - - + + Thread sync lock object - - In the future this will specify whether a webpage is - attached to this face + + The event subscribers. null if no subcribers - - + + Raises the InitiateDownload event + A InitiateDownloadEventArgs object containing the + data returned from the simulator - - - 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 + + Thread sync lock object - - + + The event subscribers. null if no subcribers - - + + Raises the ImageReceiveProgress event + A ImageReceiveProgressEventArgs object containing the + data returned from the simulator - + + Thread sync lock object + + + Texture download cache + + - Constructor that takes a default texture UUID + Default constructor - Texture UUID to use as the default texture + A reference to the GridClient object - + - Constructor that takes a TextureEntryFace for the - default face + Request an asset download - Face to use as the default face + 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 - + - Constructor that creates the TextureEntry class from a byte array + Request an asset download - Byte array containing the TextureEntry field - Starting position of the TextureEntry field in - the byte array - Length of the TextureEntry field, in bytes + 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 - + - 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 + Request an asset download - The index number of the face to create or - retrieve - A TextureEntryFace containing all the properties for that - face + Asset UUID + Asset type, must be correct for the transfer to succeed + Whether to give this transfer an elevated priority + Source location of the requested asset + UUID of the transaction + The callback to fire when the simulator responds with the asset data - + - + Request an asset download through the almost deprecated Xfer system - + Filename of the asset to request + Whether or not to delete the asset + off the server after it is retrieved + Use large transfer packets or not + UUID of the file to request, if filename is + left empty + Asset type of vFileID, or + AssetType.Unknown if filename is not empty + Sets the FilePath in the request to Cache + (4) if true, otherwise Unknown (0) is used - + - + Use UUID.Zero if you do not have the + asset ID but have all the necessary permissions + The item ID of this asset in the inventory + Use UUID.Zero if you are not requesting an + asset from an object inventory + The owner of this asset + Asset type + Whether to prioritize this asset download or not + - + - + Used to force asset data into the PendingUpload property, ie: for raw terrain uploads - + An AssetUpload object containing the data to upload to the simulator - + - + Request an asset be uploaded to the simulator - + The Object containing the asset data + If True, the asset once uploaded will be stored on the simulator + in which the client was connected in addition to being stored on the asset server + The of the transfer, can be used to correlate the upload with + events being fired - + - Controls the texture animation of a particular prim + Request an asset be uploaded to the simulator + The of the asset being uploaded + A byte array containing the encoded asset data + If True, the asset once uploaded will be stored on the simulator + in which the client was connected in addition to being stored on the asset server + The of the transfer, can be used to correlate the upload with + events being fired - - - - - - - - - - - + + + Request an asset be uploaded to the simulator + + + Asset type to upload this data as + A byte array containing the encoded asset data + If True, the asset once uploaded will be stored on the simulator + in which the client was connected in addition to being stored on the asset server + The of the transfer, can be used to correlate the upload with + events being fired - - + + + Initiate an asset upload + + The ID this asset will have if the + upload succeeds + Asset type to upload this data as + Raw asset data to upload + Whether to store this asset on the local + simulator or the grid-wide asset server + The tranaction id for the upload + The transaction ID of this transfer - - + + + Request a texture asset from the simulator using the system to + manage the requests and re-assemble the image from the packets received from the simulator + + The of the texture asset to download + The of the texture asset. + Use for most textures, or for baked layer texture assets + A float indicating the requested priority for the transfer. Higher priority values tell the simulator + to prioritize the request before lower valued requests. An image already being transferred using the can have + its priority changed by resending the request with the new priority value + Number of quality layers to discard. + This controls the end marker of the data sent. Sending with value -1 combined with priority of 0 cancels an in-progress + transfer. + A bug exists in the Linden Simulator where a -1 will occasionally be sent with a non-zero priority + indicating an off-by-one error. + The packet number to begin the request at. A value of 0 begins the request + from the start of the asset texture + The callback to fire when the image is retrieved. The callback + will contain the result of the request and the texture asset data + If true, the callback will be fired for each chunk of the downloaded image. + The callback asset parameter will contain all previously received chunks of the texture asset starting + from the beginning of the request + + Request an image and fire a callback when the request is complete + + Client.Assets.RequestImage(UUID.Parse("c307629f-e3a1-4487-5e88-0d96ac9d4965"), ImageType.Normal, TextureDownloader_OnDownloadFinished); + + private void TextureDownloader_OnDownloadFinished(TextureRequestState state, AssetTexture asset) + { + if(state == TextureRequestState.Finished) + { + Console.WriteLine("Texture {0} ({1} bytes) has been successfully downloaded", + asset.AssetID, + asset.AssetData.Length); + } + } + + Request an image and use an inline anonymous method to handle the downloaded texture data + + Client.Assets.RequestImage(UUID.Parse("c307629f-e3a1-4487-5e88-0d96ac9d4965"), ImageType.Normal, delegate(TextureRequestState state, AssetTexture asset) + { + if(state == TextureRequestState.Finished) + { + Console.WriteLine("Texture {0} ({1} bytes) has been successfully downloaded", + asset.AssetID, + asset.AssetData.Length); + } + } + ); + + Request a texture, decode the texture to a bitmap image and apply it to a imagebox + + Client.Assets.RequestImage(UUID.Parse("c307629f-e3a1-4487-5e88-0d96ac9d4965"), ImageType.Normal, TextureDownloader_OnDownloadFinished); + + private void TextureDownloader_OnDownloadFinished(TextureRequestState state, AssetTexture asset) + { + if(state == TextureRequestState.Finished) + { + ManagedImage imgData; + Image bitmap; + + if (state == TextureRequestState.Finished) + { + OpenJPEG.DecodeToImage(assetTexture.AssetData, out imgData, out bitmap); + picInsignia.Image = bitmap; + } + } + } + + - - + + + Overload: Request a texture asset from the simulator using the system to + manage the requests and re-assemble the image from the packets received from the simulator + + The of the texture asset to download + The callback to fire when the image is retrieved. The callback + will contain the result of the request and the texture asset data - + - + Overload: Request a texture asset from the simulator using the system to + manage the requests and re-assemble the image from the packets received from the simulator - - + The of the texture asset to download + The of the texture asset. + Use for most textures, or for baked layer texture assets + The callback to fire when the image is retrieved. The callback + will contain the result of the request and the texture asset data - + - + Overload: Request a texture asset from the simulator using the system to + manage the requests and re-assemble the image from the packets received from the simulator - + The of the texture asset to download + The of the texture asset. + Use for most textures, or for baked layer texture assets + The callback to fire when the image is retrieved. The callback + will contain the result of the request and the texture asset data + If true, the callback will be fired for each chunk of the downloaded image. + The callback asset parameter will contain all previously received chunks of the texture asset starting + from the beginning of the request - + - Complete structure for the particle system + Cancel a texture request + The texture assets - - 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 + + + Lets TexturePipeline class fire the progress event + + The texture ID currently being downloaded + the number of bytes transferred + the total number of bytes expected - - pattern of particles + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - A representing the maximimum age (in seconds) particle will be displayed - Maximum value is 30 seconds + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - 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 + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - A in radians that specifies where particles will not be created + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - A in radians that specifies where particles will be created + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - A representing the number of seconds between burts. + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - A representing the number of meters - around the center of the source where particles will be created. + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - A representing in seconds, the minimum speed between bursts of new particles - being emitted + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - A representing in seconds the maximum speed of new particles being emitted. + + Raised when the simulator responds sends - - A representing the maximum number of particles emitted per burst + + Raised during upload completes - - A which represents the velocity (speed) from the source which particles are emitted + + Raised during upload with progres update - - A which represents the Acceleration from the source which particles are emitted + + Fired when the simulator sends an InitiateDownloadPacket, used to download terrain .raw files - - The Key of the texture displayed on the particle + + Fired when a texture is in the process of being downloaded by the TexturePipeline class - - The Key of the specified target object or avatar particles will follow + + + Callback used for various asset download requests + + Transfer information + Downloaded asset, null on fail - - Flags of particle from + + + Callback used upon competition of baked texture upload + + Asset UUID of the newly uploaded baked texture - - Max Age particle system will emit particles for + + Xfer data - - The the particle has at the beginning of its lifecycle + + Upload data - - The the particle has at the ending of its lifecycle + + Filename used on the simulator - - A that represents the starting X size of the particle - Minimum value is 0, maximum value is 4 + + Filename used by the client - - A that represents the starting Y size of the particle - Minimum value is 0, maximum value is 4 + + UUID of the image that is in progress - - A that represents the ending X size of the particle - Minimum value is 0, maximum value is 4 + + Number of bytes received so far - - A that represents the ending Y size of the particle - Minimum value is 0, maximum value is 4 + + Image size in bytes - + - Decodes a byte[] array into a ParticleSystem Object + Throttles the network traffic for various different traffic types. + Access this class through GridClient.Throttle - ParticleSystem object - Start position for BitPacker - + - Generate byte[] array from particle data + Default constructor, uses a default high total of 1500 KBps (1536000) - Byte array - + - Particle source pattern + Constructor that decodes an existing AgentThrottle packet in to + individual values + Reference to the throttle data in an AgentThrottle + packet + Offset position to start reading at in the + throttle data + This is generally not needed in clients as the server will + never send a throttle packet to the client - - 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 + + + Send an AgentThrottle packet to the current server using the + current values + - - Inverse of AngleCone (shoot particles everywhere except the 3D cone defined + + + Send an AgentThrottle packet to the specified server using the + current values + - + - Particle Data Flags + Convert the current throttle values to a byte array that can be put + in an AgentThrottle packet + Byte array containing all the throttle values - - None + + Maximum bits per second for resending unacknowledged packets - - Interpolate color and alpha from start to end + + Maximum bits per second for LayerData terrain - - Interpolate scale from start to end + + Maximum bits per second for LayerData wind data - - Bounce particles off particle sources Z height + + Maximum bits per second for LayerData clouds - - velocity of particles is dampened toward the simulators wind + + Unknown, includes object data - - Particles follow the source + + Maximum bits per second for textures - - Particles point towards the direction of source's velocity + + Maximum bits per second for downloaded assets - - Target of the particles + + Maximum bits per second the entire connection, divided up + between invidiual streams using default multipliers - - Particles are sent in a straight line + + + Represents an LSL Text object containing a string of UTF encoded characters + - - Particles emit a glow + + A string of characters represting the script contents - - used for point/grab/touch + + Initializes a new AssetScriptText object - + - Particle Flags Enum + Initializes a new AssetScriptText object with parameters + A unique specific to this asset + A byte array containing the raw asset data - - None + + + Encode a string containing the scripts contents into byte encoded AssetData + - - Acceleration and velocity for particles are - relative to the object rotation + + + Decode a byte array containing the scripts contents into a string + + true if decoding is successful - - Particles use new 'correct' angle parameters + + Override the base classes AssetType - + - 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. + Reads in a byte array of an Animation Asset created by the SecondLife(tm) client. - + - Extended properties to describe an object + Rotation Keyframe count (used internally) - - + + + Position Keyframe count (used internally) + - - + + + Animation Priority + - - + + + The animation length in seconds. + - - + + + Expression set in the client. Null if [None] is selected + - - + + + The time in seconds to start the animation + - - + + + The time in seconds to end the animation + - - + + + Loop the animation + - - + + + Meta data. Ease in Seconds. + - - + + + Meta data. Ease out seconds. + - - + + + Meta Data for the Hand Pose + - - + + + Number of joints defined in the animation + - - + + + Contains an array of joints + - - + + + Searialize an animation asset into it's joints/keyframes/meta data + + - - + + + Variable length strings seem to be null terminated in the animation asset.. but.. + use with caution, home grown. + advances the index. + + The animation asset byte array + The offset to start reading + a string - - - - - - - - - - - - - - - - - - - - - - - - - - - - + - Default constructor + 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 - + - Set the properties that are set in an ObjectPropertiesFamily packet + Read Keyframes of a certain type + advance i - that has - been partially filled by an ObjectPropertiesFamily packet - - - 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 + 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 + - + - Contains the visual parameters describing the deformation of the avatar + A Joint and it's associated meta data and keyframes - + - Default constructor + Name of the Joint. Matches the avatar_skeleton.xml in client distros - - First name - - - Last name - - - Full name - - - Active group - - + - Positive and negative ratings + Joint Animation Override? Was the same as the Priority in testing.. - - Positive ratings for Behavior - - - Negative ratings for Behavior - - - Positive ratings for Appearance - - - Negative ratings for Appearance - - - Positive ratings for Building - - - Negative ratings for Building + + + Array of Rotation Keyframes in order from earliest to latest + - - Positive ratings given by this avatar + + + Array of Position Keyframes in order from earliest to latest + This seems to only be for the Pelvis? + - - Negative ratings given by this avatar + + + A Joint Keyframe. This is either a position or a rotation. + - + - Avatar properties including about text, profile URL, image IDs and - publishing settings + Either a Vector3 position or a Vector3 Euler rotation - - First Life about text + + + Poses set in the animation metadata for the hands. + - - First Life image ID + + + Interface requirements for Messaging system + - - + + + Represents a texture + - - + + A object containing image data - + - + - - Profile image ID - - - Flags of the profile + + Initializes a new instance of an AssetTexture object - - Web URL for this profile + + + Initializes a new instance of an AssetTexture object + + A unique specific to this asset + A byte array containing the raw asset data - - Should this profile be published on the web + + + Initializes a new instance of an AssetTexture object + + A object containing texture data - - Avatar Online Status + + + Populates the byte array with a JPEG2000 + encoded image created from the data in + - - Is this a mature profile + + + Decodes the JPEG2000 data in AssetData to the + object + + True if the decoding was successful, otherwise false - - + + + Decodes the begin and end byte positions for each quality layer in + the image + + - - + + Override the base classes AssetType - + - Avatar interests including spoken languages, skills, and "want to" - choices + - - Languages profile field - - + - + - + - - + + + Thrown when a packet could not be successfully deserialized + - + - Manager class for our own avatar + Default constructor - - The event subscribers. null if no subcribers + + + Constructor that takes an additional error message + + An error message to attach to this exception - - Raises the ChatFromSimulator event - A ChatEventArgs object containing the - data returned from the data server + + + 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 + - - Thread sync lock object + + + 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 - - The event subscribers. null if no subcribers + + + + + + + + - - Raises the ScriptDialog event - A SctriptDialogEventArgs object containing the - data returned from the data server + + + + + + + - - Thread sync lock object + + + A block of data in a packet. Packets are composed of one or more blocks, + each block containing one or more fields + - - The event subscribers. null if no subcribers + + + 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 - - Raises the ScriptQuestion event - A ScriptQuestionEventArgs object containing the - data returned from the data server + + + 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 - - Thread sync lock object + + Current length of the data in this packet - - The event subscribers. null if no subcribers + + A generic value, not an actual packet type - - Raises the LoadURL event - A LoadUrlEventArgs object containing the - data returned from the data server + + + 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 - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Raises the MoneyBalance event - A BalanceEventArgs object containing the - data returned from the data server + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Raises the MoneyBalanceReply event - A MoneyBalanceReplyEventArgs object containing the - data returned from the data server + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Raises the IM event - A InstantMessageEventArgs object containing the - data returned from the data server + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Raises the TeleportProgress event - A TeleportEventArgs object containing the - data returned from the data server + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Raises the AgentDataReply event - A AgentDataReplyEventArgs object containing the - data returned from the data server + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Raises the AnimationsChanged event - A AnimationsChangedEventArgs object containing the - data returned from the data server + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Raises the MeanCollision event - A MeanCollisionEventArgs object containing the - data returned from the data server + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Raises the RegionCrossed event - A RegionCrossedEventArgs object containing the - data returned from the data server + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Raises the GroupChatJoined event - A GroupChatJoinedEventArgs object containing the - data returned from the data server + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Raises the AlertMessage event - A AlertMessageEventArgs object containing the - data returned from the data server + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Raises the ScriptControlChange event - A ScriptControlEventArgs object containing the - data returned from the data server + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Raises the CameraConstraint event - A CameraConstraintEventArgs object containing the - data returned from the data server + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Raises the ScriptSensorReply event - A ScriptSensorReplyEventArgs object containing the - data returned from the data server + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Raises the AvatarSitResponse event - A AvatarSitResponseEventArgs object containing the - data returned from the data server + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Raises the ChatSessionMemberAdded event - A ChatSessionMemberAddedEventArgs object containing the - data returned from the data server + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Raises the ChatSessionMemberLeft event - A ChatSessionMemberLeftEventArgs object containing the - data returned from the data server + + - - Thread sync lock object + + - - Reference to the GridClient instance + + - - Used for movement and camera tracking + + - - Currently playing animations for the agent. Can be used to - check the current movement status such as walking, hovering, aiming, - etc. by checking against system animations found in the Animations class + + - - Dictionary containing current Group Chat sessions and members + + - - - Constructor, setup callbacks for packets related to our avatar - - A reference to the Class + + - - - Send a text message from the Agent to the Simulator - - A containing the message - The channel to send the message on, 0 is the public channel. Channels above 0 - can be used however only scripts listening on the specified channel will see the message - Denotes the type of message being sent, shout, whisper, etc. + + - - - Request any instant messages sent while the client was offline to be resent. - + + - - - Send an Instant Message to another Avatar - - The recipients - A containing the message to send + + - - - Send an Instant Message to an existing group chat or conference chat - - The recipients - A containing the message to send - IM session ID (to differentiate between IM windows) + + - - - Send an Instant Message - - The name this IM will show up as being from - Key of Avatar - Text message being sent - IM session ID (to differentiate between IM windows) - IDs of sessions for a conference + + - - - Send an Instant Message - - The name this IM will show up as being from - Key of Avatar - Text message being sent - IM session ID (to differentiate between IM windows) - Type of instant message to send - Whether to IM offline avatars as well - Senders Position - RegionID Sender is In - Packed binary data that is specific to - the dialog type + + - - - Send an Instant Message to a group - - of the group to send message to - Text Message being sent. + + - - - Send an Instant Message to a group the agent is a member of - - The name this IM will show up as being from - of the group to send message to - Text message being sent + + - - - Send a request to join a group chat session - - of Group to leave + + - - - Exit a group chat session. This will stop further Group chat messages - from being sent until session is rejoined. - - of Group chat session to leave + + - - - Reply to script dialog questions. - - Channel initial request came on - Index of button you're "clicking" - Label of button you're "clicking" - of Object that sent the dialog request - + + - - - Accept invite for to a chatterbox session - - of session to accept invite to + + - - - Start a friends conference - - List of UUIDs to start a conference with - the temportary session ID returned in the callback> + + - - - Start a particle stream between an agent and an object - - Key of the source agent - Key of the target object - - The type from the enum - A unique for this effect + + - - - Start a particle stream between an agent and an object - - Key of the source agent - Key of the target object - A representing the beams offset from the source - A which sets the avatars lookat animation - of the Effect + + - - - Create a particle beam between an avatar and an primitive - - The ID of source avatar - The ID of the target primitive - global offset - A object containing the combined red, green, blue and alpha - color values of particle beam - a float representing the duration the parcicle beam will last - A Unique ID for the beam - + + - - - Create a particle swirl around a target position using a packet - - global offset - A object containing the combined red, green, blue and alpha - color values of particle beam - a float representing the duration the parcicle beam will last - A Unique ID for the beam + + - - - Sends a request to sit on the specified object - - of the object to sit on - Sit at offset + + - - - Follows a call to to actually sit on the object - + + - - Stands up from sitting on a prim or the ground - true of AgentUpdate was sent + + - - - Does a "ground sit" at the avatar's current position - + + - - - Starts or stops flying - - True to start flying, false to stop flying + + - - - Starts or stops crouching - - True to start crouching, false to stop crouching + + - - - Starts a jump (begin holding the jump key) - + + - - - Use the autopilot sim function to move the avatar to a new - position. Uses double precision to get precise movements - - The z value is currently not handled properly by the simulator - Global X coordinate to move to - Global Y coordinate to move to - Z coordinate to move to + + - - - Use the autopilot sim function to move the avatar to a new position - - The z value is currently not handled properly by the simulator - Integer value for the global X coordinate to move to - Integer value for the global Y coordinate to move to - Floating-point value for the Z coordinate to move to + + - - - Use the autopilot sim function to move the avatar to a new position - - The z value is currently not handled properly by the simulator - Integer value for the local X coordinate to move to - Integer value for the local Y coordinate to move to - Floating-point value for the Z coordinate to move to + + - - Macro to cancel autopilot sim function - Not certain if this is how it is really done - true if control flags were set and AgentUpdate was sent to the simulator + + - - - Grabs an object - - an unsigned integer of the objects ID within the simulator - + + - - - Overload: Grab a simulated object - - an unsigned integer of the objects ID within the simulator - - The texture coordinates to grab - The surface coordinates to grab - The face of the position to grab - The region coordinates of the position to grab - The surface normal of the position to grab (A normal is a vector perpindicular to the surface) - The surface binormal of the position to grab (A binormal is a vector tangen to the surface - pointing along the U direction of the tangent space + + - - - Drag an object - - of the object to drag - Drag target in region coordinates + + - - - Overload: Drag an object - - of the object to drag - Drag target in region coordinates - - The texture coordinates to grab - The surface coordinates to grab - The face of the position to grab - The region coordinates of the position to grab - The surface normal of the position to grab (A normal is a vector perpindicular to the surface) - The surface binormal of the position to grab (A binormal is a vector tangen to the surface - pointing along the U direction of the tangent space + + - - - Release a grabbed object - - The Objects Simulator Local ID - - - + + - - - Release a grabbed object - - The Objects Simulator Local ID - The texture coordinates to grab - The surface coordinates to grab - The face of the position to grab - The region coordinates of the position to grab - The surface normal of the position to grab (A normal is a vector perpindicular to the surface) - The surface binormal of the position to grab (A binormal is a vector tangen to the surface - pointing along the U direction of the tangent space + + - - - Touches an object - - an unsigned integer of the objects ID within the simulator - + + - - - Request the current L$ balance - + + - - - Give Money to destination Avatar - - UUID of the Target Avatar - Amount in L$ + + - - - Give Money to destination Avatar - - UUID of the Target Avatar - Amount in L$ - Description that will show up in the - recipients transaction history + + - - - Give L$ to an object - - object to give money to - amount of L$ to give - name of object + + - - - Give L$ to a group - - group to give money to - amount of L$ to give + + - - - Give L$ to a group - - group to give money to - amount of L$ to give - description of transaction + + - - - Pay texture/animation upload fee - + + - - - Pay texture/animation upload fee - - description of the transaction + + - - - Give Money to destination Object or Avatar - - UUID of the Target Object/Avatar - Amount in L$ - Reason (Optional normally) - The type of transaction - Transaction flags, mostly for identifying group - transactions + + - - - Plays a gesture - - Asset of the gesture + + - - - Mark gesture active - - Inventory of the gesture - Asset of the gesture + + - - - Mark gesture inactive - - Inventory of the gesture + + - - - Send an AgentAnimation packet that toggles a single animation on - - The of the animation to start playing - Whether to ensure delivery of this packet or not + + - - - Send an AgentAnimation packet that toggles a single animation off - - The of a - currently playing animation to stop playing - Whether to ensure delivery of this packet or not + + - - - Send an AgentAnimation packet that will toggle animations on or off - - A list of animation s, and whether to - turn that animation on or off - Whether to ensure delivery of this packet or not - - - - Teleports agent to their stored home location - - true on successful teleport to home location + + - - - Teleport agent to a landmark - - of the landmark to teleport agent to - true on success, false on failure + + - - - Attempt to look up a simulator name and teleport to the discovered - destination - - Region name to look up - Position to teleport to - True if the lookup and teleport were successful, otherwise - false + + - - - Attempt to look up a simulator name and teleport to the discovered - destination - - Region name to look up - Position to teleport to - Target to look at - True if the lookup and teleport were successful, otherwise - false + + - - - Teleport agent to another region - - handle of region to teleport agent to - position in destination sim to teleport to - true on success, false on failure - This call is blocking + + - - - Teleport agent to another region - - handle of region to teleport agent to - position in destination sim to teleport to - direction in destination sim agent will look at - true on success, false on failure - This call is blocking + + - - - Request teleport to a another simulator - - handle of region to teleport agent to - position in destination sim to teleport to + + - - - Request teleport to a another simulator - - handle of region to teleport agent to - position in destination sim to teleport to - direction in destination sim agent will look at + + - - - Teleport agent to a landmark - - of the landmark to teleport agent to + + - - - Send a teleport lure to another avatar with default "Join me in ..." invitation message - - target avatars to lure + + - - - Send a teleport lure to another avatar with custom invitation message - - target avatars to lure - custom message to send with invitation + + - - - Respond to a teleport lure by either accepting it and initiating - the teleport, or denying it - - of the avatar sending the lure - true to accept the lure, false to decline it + + - - - Update agent profile - - struct containing updated - profile information + + - - - Update agents profile interests - - selection of interests from struct + + - - - Set the height and the width of the client window. This is used - by the server to build a virtual camera frustum for our avatar - - New height of the viewer window - New width of the viewer window + + - - - Request the list of muted objects and avatars for this agent - + + - - - Sets home location to agents current position - - will fire an AlertMessage () with - success or failure message + + - - - Move an agent in to a simulator. This packet is the last packet - needed to complete the transition in to a new simulator - - Object + + - - - Reply to script permissions request - - Object - of the itemID requesting permissions - of the taskID requesting permissions - list of permissions to allow + + - - - Respond to a group invitation by either accepting or denying it - - UUID of the group (sent in the AgentID field of the invite message) - IM Session ID from the group invitation message - Accept the group invitation or deny it + + - - - Requests script detection of objects and avatars - - name of the object/avatar to search for - UUID of the object or avatar to search for - Type of search from ScriptSensorTypeFlags - range of scan (96 max?) - the arc in radians to search within - an user generated ID to correlate replies with - Simulator to perform search in + + - - - Create or update profile pick - - UUID of the pick to update, or random UUID to create a new pick - Is this a top pick? (typically false) - UUID of the parcel (UUID.Zero for the current parcel) - Name of the pick - Global position of the pick landmark - UUID of the image displayed with the pick - Long description of the pick + + - - - Delete profile pick - - UUID of the pick to delete + + - - - Create or update profile Classified - - UUID of the classified to update, or random UUID to create a new classified - Defines what catagory the classified is in - UUID of the image displayed with the classified - Price that the classified will cost to place for a week - Global position of the classified landmark - Name of the classified - Long description of the classified - if true, auto renew classified after expiration + + - - - Create or update profile Classified - - UUID of the classified to update, or random UUID to create a new classified - Defines what catagory the classified is in - UUID of the image displayed with the classified - Price that the classified will cost to place for a week - Name of the classified - Long description of the classified - if true, auto renew classified after expiration + + - - - Delete a classified ad - - The classified ads ID + + - - - Fetches resource usage by agents attachmetns - - Called when the requested information is collected + + - - - Take an incoming ImprovedInstantMessage packet, auto-parse, and if - OnInstantMessage is defined call that with the appropriate arguments - - The sender - The EventArgs object containing the packet data + + - - - Take an incoming Chat packet, auto-parse, and if OnChat is defined call - that with the appropriate arguments. - - The sender - The EventArgs object containing the packet data + + - - - Used for parsing llDialogs - - The sender - The EventArgs object containing the packet data + + - - - Used for parsing llRequestPermissions dialogs - - The sender - The EventArgs object containing the packet data + + - - - Handles Script Control changes when Script with permissions releases or takes a control - - The sender - The EventArgs object containing the packet data + + - - - Used for parsing llLoadURL Dialogs - - The sender - The EventArgs object containing the packet data + + - - - Update client's Position, LookAt and region handle from incoming packet - - The sender - The EventArgs object containing the packet data - This occurs when after an avatar moves into a new sim + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + - - - Process TeleportFailed message sent via EventQueue, informs agent its last teleport has failed and why. - - The Message Key - An IMessage object Deserialized from the recieved message event - The simulator originating the event message + + - - - Process TeleportFinish from Event Queue and pass it onto our TeleportHandler - - The message system key for this event - IMessage object containing decoded data from OSD - The simulator originating the event message + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + - - - Crossed region handler for message that comes across the EventQueue. Sent to an agent - when the agent crosses a sim border into a new region. - - The message key - the IMessage object containing the deserialized data sent from the simulator - The which originated the packet + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - This packet is now being sent via the EventQueue + + - - - Group Chat event handler - - The capability Key - IMessage object containing decoded data from OSD - + + - - - Response from request to join a group chat - - - IMessage object containing decoded data from OSD - + + - - - Someone joined or left group chat - - - IMessage object containing decoded data from OSD - + + - - - Handle a group chat Invitation - - Caps Key - IMessage object containing decoded data from OSD - Originating Simulator + + - - - Moderate a chat session - - the of the session to moderate, for group chats this will be the groups UUID - the of the avatar to moderate - Either "voice" to moderate users voice, or "text" to moderate users text session - true to moderate (silence user), false to allow avatar to speak + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + - - Raised when a scripted object or agent within range sends a public message + + - - Raised when a scripted object sends a dialog box containing possible - options an agent can respond to + + - - Raised when an object requests a change in the permissions an agent has permitted + + - - Raised when a script requests an agent open the specified URL + + - - Raised when an agents currency balance is updated + + - - Raised when a transaction occurs involving currency such as a land purchase + + - - Raised when an ImprovedInstantMessage packet is recieved from the simulator, this is used for everything from - private messaging to friendship offers. The Dialog field defines what type of message has arrived + + - - Raised when an agent has requested a teleport to another location, or when responding to a lure. Raised multiple times - for each teleport indicating the progress of the request + + - - Raised when a simulator sends agent specific information for our avatar. + + - - Raised when our agents animation playlist changes + + - - Raised when an object or avatar forcefully collides with our agent + + - - Raised when our agent crosses a region border into another region + + - - Raised when our agent succeeds or fails to join a group chat session + + - - Raised when a simulator sends an urgent message usually indication the recent failure of - another action we have attempted to take such as an attempt to enter a parcel where we are denied access + + - - Raised when a script attempts to take or release specified controls for our agent + + - - Raised when the simulator detects our agent is trying to view something - beyond its limits + + - - Raised when a script sensor reply is received from a simulator + + - - Raised in response to a request + + - - Raised when an avatar enters a group chat session we are participating in + + - - Raised when an agent exits a group chat session we are participating in + + - - Your (client) avatars - "client", "agent", and "avatar" all represent the same thing + + - - Temporary assigned to this session, used for - verifying our identity in packets + + - - Shared secret that is never sent over the wire + + - - Your (client) avatar ID, local to the current region/sim + + - - Where the avatar started at login. Can be "last", "home" - or a login + + - - The access level of this agent, usually M or PG + + - - The CollisionPlane of Agent + + - - An representing the velocity of our agent + + - - An representing the acceleration of our agent + + - - A which specifies the angular speed, and axis about which an Avatar is rotating. + + - - Position avatar client will goto when login to 'home' or during - teleport request to 'home' region. + + - - LookAt point saved/restored with HomePosition + + - - Avatar First Name (i.e. Philip) + + - - Avatar Last Name (i.e. Linden) + + - - Avatar Full Name (i.e. Philip Linden) + + - - Gets the health of the agent + + - - Gets the current balance of the agent + + - - Gets the local ID of the prim the agent is sitting on, - zero if the avatar is not currently sitting + + - - Gets the of the agents active group. + + - - Gets the Agents powers in the currently active group + + - - Current status message for teleporting + + - - Current position of the agent as a relative offset from - the simulator, or the parent object if we are sitting on something + + - - Current rotation of the agent as a relative rotation from - the simulator, or the parent object if we are sitting on something + + - - Current position of the agent in the simulator + + - - - A representing the agents current rotation - + + - - Returns the global grid position of the avatar + + - - - Used to specify movement actions for your agent - + + - - Empty flag + + - - Move Forward (SL Keybinding: W/Up Arrow) + + - - Move Backward (SL Keybinding: S/Down Arrow) + + - - Move Left (SL Keybinding: Shift-(A/Left Arrow)) + + - - Move Right (SL Keybinding: Shift-(D/Right Arrow)) + + - - Not Flying: Jump/Flying: Move Up (SL Keybinding: E) + + - - Not Flying: Croutch/Flying: Move Down (SL Keybinding: C) + + - - Unused + + - - Unused + + - - Unused + + - - Unused + + - - ORed with AGENT_CONTROL_AT_* if the keyboard is being used + + - - ORed with AGENT_CONTROL_LEFT_* if the keyboard is being used + + - - ORed with AGENT_CONTROL_UP_* if the keyboard is being used + + - - Fly + + - - + + - - Finish our current animation + + - - Stand up from the ground or a prim seat + + - - Sit on the ground at our current location + + - - Whether mouselook is currently enabled + + - - Legacy, used if a key was pressed for less than a certain amount of time + + - - Legacy, used if a key was pressed for less than a certain amount of time + + - - Legacy, used if a key was pressed for less than a certain amount of time + + - - Legacy, used if a key was pressed for less than a certain amount of time + + - - Legacy, used if a key was pressed for less than a certain amount of time + + - - Legacy, used if a key was pressed for less than a certain amount of time + + - - + + - - + + - - Set when the avatar is idled or set to away. Note that the away animation is - activated separately from setting this flag + + - - + + - - + + - - + + - - + + - - - Agent movement and camera control - - Agent movement is controlled by setting specific - After the control flags are set, An AgentUpdate is required to update the simulator of the specified flags - This is most easily accomplished by setting one or more of the AgentMovement properties - - Movement of an avatar is always based on a compass direction, for example AtPos will move the - agent from West to East or forward on the X Axis, AtNeg will of course move agent from - East to West or backward on the X Axis, LeftPos will be South to North or forward on the Y Axis - The Z axis is Up, finer grained control of movements can be done using the Nudge properties - + + - - Agent camera controls + + - - Currently only used for hiding your group title + + - - Action state of the avatar, which can currently be - typing and editing + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - Timer for sending AgentUpdate packets + + - - Default constructor + + - - - Send an AgentUpdate with the camera set at the current agent - position and pointing towards the heading specified - - Camera rotation in radians - Whether to send the AgentUpdate reliable - or not + + - - - Rotates the avatar body and camera toward a target position. - This will also anchor the camera position on the avatar - - Region coordinates to turn toward + + - - - Send new AgentUpdate packet to update our current camera - position and rotation - + + - - - Send new AgentUpdate packet to update our current camera - position and rotation - - Whether to require server acknowledgement - of this packet + + - - - Send new AgentUpdate packet to update our current camera - position and rotation - - Whether to require server acknowledgement - of this packet - Simulator to send the update to + + - - - Builds an AgentUpdate packet entirely from parameters. This - will not touch the state of Self.Movement or - Self.Movement.Camera in any way - - - - - - - - - - - - + + - - Move agent positive along the X axis + + - - Move agent negative along the X axis + + - - Move agent positive along the Y axis + + - - Move agent negative along the Y axis + + - - Move agent positive along the Z axis + + - - Move agent negative along the Z axis + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - Causes simulator to make agent fly + + - - Stop movement + + - - Finish animation + + - - Stand up from a sit + + - - Tells simulator to sit agent on ground + + - - Place agent into mouselook mode + + - - Nudge agent positive along the X axis + + - - Nudge agent negative along the X axis + + - - Nudge agent positive along the Y axis + + - - Nudge agent negative along the Y axis + + - - Nudge agent positive along the Z axis + + - - Nudge agent negative along the Z axis + + - - + + - - + + - - Tell simulator to mark agent as away + + - - + + - - + + - - + + - - + + - - - Returns "always run" value, or changes it by sending a SetAlwaysRunPacket - + + - - The current value of the agent control flags + + - - Gets or sets the interval in milliseconds at which - AgentUpdate packets are sent to the current simulator. Setting - this to a non-zero value will also enable the packet sending if - it was previously off, and setting it to zero will disable + + - - Gets or sets whether AgentUpdate packets are sent to - the current simulator + + - - Reset movement controls every time we send an update + + - - - Camera controls for the agent, mostly a thin wrapper around - CoordinateFrame. This class is only responsible for state - tracking and math, it does not send any packets - + + - - + + - - The camera is a local frame of reference inside of - the larger grid space. This is where the math happens + + - - - Default constructor - + + - - + + - - + + - - + + - - + + - - - Called once attachment resource usage information has been collected - - Indicates if operation was successfull - Attachment resource usage information + + - - - A linkset asset, containing a parent primitive and zero or more children - + + - - Initializes a new instance of an AssetPrim object + + - - - - + + - - - - - + + - - Override the base classes AssetType + + - - - Only used internally for XML serialization/deserialization - + + - - - The deserialized form of a single primitive in a linkset asset - + + - - - Type of gesture step - + + - - - Base class for gesture steps - + + - - - Retururns what kind of gesture step this is - + + - - - Describes animation step of a gesture - + + - - - If true, this step represents start of animation, otherwise animation stop - + + - - - Animation asset - + + - - - Animation inventory name - + + - - - Returns what kind of gesture step this is - + + - - - Describes sound step of a gesture - + + - - - Sound asset - + + - - - Sound inventory name - + + - - - Returns what kind of gesture step this is - + + - - - Describes sound step of a gesture - + + - - - Text to output in chat - + + - - - Returns what kind of gesture step this is - + + - - - Describes sound step of a gesture - + + - - - If true in this step we wait for all animations to finish - + + - - - If true gesture player should wait for the specified amount of time - + + - - - Time in seconds to wait if WaitForAnimation is false - + + - - - Returns what kind of gesture step this is - + + - - - Describes the final step of a gesture - + + - - - Returns what kind of gesture step this is - + + - - - Represents a sequence of animations, sounds, and chat actions - + + - - - Keyboard key that triggers the gestyre - + + - - - Modifier to the trigger key - + + - - - String that triggers playing of the gesture sequence - + + - - - Text that replaces trigger in chat once gesture is triggered - + + - - - Sequence of gesture steps - + + - - - Constructs guesture asset - + + - - - Constructs guesture asset - - A unique specific to this asset - A byte array containing the raw asset data + + - - - Encodes gesture asset suitable for uplaod - + + - - - Decodes gesture assset into play sequence - - true if the asset data was decoded successfully + + - - - Returns asset type - + + - - - Simulator (region) properties - + + - - No flags set + + - - Agents can take damage and be killed + + - - Landmarks can be created here + + - - Home position can be set in this sim + + - - Home position is reset when an agent teleports away + + - - Sun does not move + + - - No object, land, etc. taxes + + - - Disable heightmap alterations (agents can still plant - foliage) + + - - Land cannot be released, sold, or purchased + + - - All content is wiped nightly + + - - Unknown: Related to the availability of an overview world map tile.(Think mainland images when zoomed out.) + + - - Unknown: Related to region debug flags. Possibly to skip processing of agent interaction with world. + + - - Region does not update agent prim interest lists. Internal debugging option. + + - - No collision detection for non-agent objects + + - - No scripts are ran + + - - All physics processing is turned off + + - - Region can be seen from other regions on world map. (Legacy world map option?) + + - - Region can be seen from mainland on world map. (Legacy world map option?) + + - - Agents not explicitly on the access list can visit the region. + + - - Traffic calculations are not run across entire region, overrides parcel settings. + + - - Flight is disabled (not currently enforced by the sim) + + - - Allow direct (p2p) teleporting + + - - Estate owner has temporarily disabled scripting + + - - Restricts the usage of the LSL llPushObject function, applies to whole region. + + - - Deny agents with no payment info on file + + - - Deny agents with payment info on file + + - - Deny agents who have made a monetary transaction + + - - Parcels within the region may be joined or divided by anyone, not just estate owners/managers. + + - - Abuse reports sent from within this region are sent to the estate owner defined email. + + - - Region is Voice Enabled + + - - Removes the ability from parcel owners to set their parcels to show in search. + + - - Deny agents who have not been age verified from entering the region. + + - - - Access level for a simulator - + + - - Minimum access level, no additional checks + + - - Trial accounts allowed + + - - PG rating + + - - Mature rating + + - - Adult rating + + - - Simulator is offline + + - - Simulator does not exist + + - - - - + + - - - - + + - - - Initialize the UDP packet handler in server mode - - Port to listening for incoming UDP packets on + + - - - Initialize the UDP packet handler in client mode - - Remote UDP server to connect to + + - - - - + + - - - - + + - - - - + + - - A public reference to the client that this Simulator object - is attached to + + - - A Unique Cache identifier for this simulator + + - - The capabilities for this simulator + + - - + + - - The current version of software this simulator is running + + - - + + - - A 64x64 grid of parcel coloring values. The values stored - in this array are of the type + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - true if your agent has Estate Manager rights on this region + + - - + + - - + + - - + + - - Statistics information for this simulator and the - connection to the simulator, calculated by the simulator itself - and the library + + - - The regions Unique ID + + - - The physical data center the simulator is located - Known values are: - - Dallas - Chandler - SF - - + + - - The CPU Class of the simulator - Most full mainland/estate sims appear to be 5, - Homesteads and Openspace appear to be 501 + + - - The number of regions sharing the same CPU as this one - "Full Sims" appear to be 1, Homesteads appear to be 4 + + - - The billing product name - Known values are: - - Mainland / Full Region (Sku: 023) - Estate / Full Region (Sku: 024) - Estate / Openspace (Sku: 027) - Estate / Homestead (Sku: 029) - Mainland / Homestead (Sku: 129) (Linden Owned) - Mainland / Linden Homes (Sku: 131) - - + + - - The billing product SKU - Known values are: - - 023 Mainland / Full Region - 024 Estate / Full Region - 027 Estate / Openspace - 029 Estate / Homestead - 129 Mainland / Homestead (Linden Owned) - 131 Linden Homes / Full Region - - + + - - The current sequence number for packets sent to this - simulator. Must be Interlocked before modifying. Only - useful for applications manipulating sequence numbers + + - - - A thread-safe dictionary containing avatars in a simulator - + + - - - A thread-safe dictionary containing primitives in a simulator - + + - - - 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 + + - - Indicates if UDP connection to the sim is fully established + + - - - - - Reference to the GridClient object - IPEndPoint of the simulator - handle of the simulator + + - - - Called when this Simulator object is being destroyed - + + - - - Attempt to connect to this simulator - - Whether to move our agent in to this sim or not - True if the connection succeeded or connection status is - unknown, false if there was a failure + + - - - Initiates connection to the simulator - + + - - - Disconnect from this simulator - + + - - - Instructs the simulator to stop sending update (and possibly other) packets - + + - - - Instructs the simulator to resume sending update packets (unpause) - + + - - - Retrieve the terrain height at a given coordinate - - Sim X coordinate, valid range is from 0 to 255 - Sim Y coordinate, valid range is from 0 to 255 - The terrain height at the given point if the - lookup was successful, otherwise 0.0f - True if the lookup was successful, otherwise false + + - - - Sends a packet - - Packet to be sent + + - - - - + + - - - Returns Simulator Name as a String - - + + - - - - - + + - - - - - - + + - - - Sends out pending acknowledgements - + + - - - Resend unacknowledged packets - + + - - - Provides access to an internal thread-safe multidimensional array containing a x,y grid mapped - to each 64x64 parcel's LocalID. - + + - - The IP address and port of the server + + - - Whether there is a working connection to the simulator or - not + + - - Coarse locations of avatars in this simulator + + - - AvatarPositions key representing TrackAgent target + + - - Indicates if UDP connection to the sim is fully established + + - - - Simulator Statistics - + + - - Total number of packets sent by this simulator to this agent + + - - Total number of packets received by this simulator to this agent + + - - Total number of bytes sent by this simulator to this agent + + - - Total number of bytes received by this simulator to this agent + + - - Time in seconds agent has been connected to simulator + + - - Total number of packets that have been resent + + - - Total number of resent packets recieved + + - - Total number of pings sent to this simulator by this agent + + - - Total number of ping replies sent to this agent by this simulator + + - - - Incoming bytes per second - - It would be nice to have this claculated on the fly, but - this is far, far easier + + - - - Outgoing bytes per second - - It would be nice to have this claculated on the fly, but - this is far, far easier + + - - Time last ping was sent + + - - ID of last Ping sent + + - - + + - - + + - - Current time dilation of this simulator + + - - Current Frames per second of simulator + + - - Current Physics frames per second of simulator + + - - + + - - - - - + + - - + + - - + + - - + + - - + + - - + + - - Total number of objects Simulator is simulating + + - - Total number of Active (Scripted) objects running + + - - Number of agents currently in this simulator + + - - Number of agents in neighbor simulators + + - - Number of Active scripts running in this simulator + + - - + + - - + + - - + + - - Number of downloads pending + + - - Number of uploads pending + + - - + + - - + + - - Number of local uploads pending + + - - Unacknowledged bytes in queue + + - - - Exception class to identify inventory exceptions - + + - - - Responsible for maintaining inventory structure. Inventory constructs nodes - and manages node children as is necessary to maintain a coherant hirarchy. - Other classes should not manipulate or create InventoryNodes explicitly. When - A node's parent changes (when a folder is moved, for example) simply pass - Inventory the updated InventoryFolder and it will make the appropriate changes - to its internal representation. - + + - - The event subscribers, null of no subscribers + + - - Raises the InventoryObjectUpdated Event - A InventoryObjectUpdatedEventArgs object containing - the data sent from the simulator + + - - Thread sync lock object + + - - The event subscribers, null of no subscribers + + - - Raises the InventoryObjectRemoved Event - A InventoryObjectRemovedEventArgs object containing - the data sent from the simulator + + - - Thread sync lock object + + - - The event subscribers, null of no subscribers + + - - Raises the InventoryObjectAdded Event - A InventoryObjectAddedEventArgs object containing - the data sent from the simulator + + - - Thread sync lock object + + - - - Returns the contents of the specified folder - - A folder's UUID - The contents of the folder corresponding to folder - When folder does not exist in the inventory + + - - - Updates the state of the InventoryNode and inventory data structure that - is responsible for the InventoryObject. If the item was previously not added to inventory, - it adds the item, and updates structure accordingly. If it was, it updates the - InventoryNode, changing the parent node if item.parentUUID does - not match node.Parent.Data.UUID. - - You can not set the inventory root folder using this method - - The InventoryObject to store + + - - - Removes the InventoryObject and all related node data from Inventory. - - The InventoryObject to remove. + + - - - Used to find out if Inventory contains the InventoryObject - specified by uuid. - - The UUID to check. - true if inventory contains uuid, false otherwise + + - - - Saves the current inventory structure to a cache file - - Name of the cache file to save to + + - - - Loads in inventory cache file into the inventory structure. Note only valid to call after login has been successful. - - Name of the cache file to load - The number of inventory items sucessfully reconstructed into the inventory node tree + + - - Raised when the simulator sends us data containing - ... + + - - Raised when the simulator sends us data containing - ... + + - - Raised when the simulator sends us data containing - ... + + - - - The root folder of this avatars inventory - + + - - - The default shared library folder - + + - - - The root node of the avatars inventory - + + - - - The root node of the default shared library - + + - - - By using the bracket operator on this class, the program can get the - InventoryObject designated by the specified uuid. If the value for the corresponding - UUID is null, the call is equivelant to a call to RemoveNodeFor(this[uuid]). - If the value is non-null, it is equivelant to a call to UpdateNodeFor(value), - the uuid parameter is ignored. - - The UUID of the InventoryObject to get or set, ignored if set to non-null value. - The InventoryObject corresponding to uuid. + + - - - 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 - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - - Image width - + + - - - Image height - + + - - - Image channel flags - + + - - - Red channel data - + + - - - Green channel data - + + - - - Blue channel data - + + - - - Alpha channel data - + + - - - Bump channel data - + + - - - Create a new blank image - - width - height - channel flags + + - - - - - + + - - - Convert the channels in the image. Channels are created or destroyed as required. - - new channel flags + + - - - Resize or stretch the image using nearest neighbor (ugly) resampling - - new width - new height + + - - - Create a byte array containing 32-bit RGBA data with a bottom-left - origin, suitable for feeding directly into OpenGL - - A byte array containing raw texture data + + - - - Represents a Landmark with RegionID and Position vector - + + - - UUID of the Landmark target region + + - - Local position of the target + + - - Construct an Asset of type Landmark + + - - - Construct an Asset object of type Landmark - - A unique specific to this asset - A byte array containing the raw asset data + + - - - Constuct an asset of type Landmark - - UUID of the target region - Local position of landmark + + - - - Encode the raw contents of a string with the specific Landmark format - + + - - - Decode the raw asset data, populating the RegionID and Position - - true if the AssetData was successfully decoded to a UUID and Vector + + - - Override the base classes AssetType + + - - - Represents an that can be worn on an avatar - such as a Shirt, Pants, etc. - + + - - - Represents a Wearable Asset, Clothing, Hair, Skin, Etc - + + - - A string containing the name of the asset + + - - A string containing a short description of the asset + + - - The Assets WearableType + + - - The For-Sale status of the object + + - - An Integer representing the purchase price of the asset + + - - The of the assets creator + + - - The of the assets current owner + + - - The of the assets prior owner + + - - The of the Group this asset is set to + + - - True if the asset is owned by a + + - - The Permissions mask of the asset + + - - A Dictionary containing Key/Value pairs of the objects parameters + + - - A Dictionary containing Key/Value pairs where the Key is the textures Index and the Value is the Textures + + - - Initializes a new instance of an AssetWearable object + + - - Initializes a new instance of an AssetWearable object with parameters - A unique specific to this asset - A byte array containing the raw asset data + + - - Initializes a new instance of an AssetWearable object with parameters - A string containing the asset parameters + + - - - Decode an assets byte encoded data to a string - - true if the asset data was decoded successfully + + - - - Encode the assets string represantion into a format consumable by the asset server - + + - - Initializes a new instance of an AssetScriptBinary object + + - - Initializes a new instance of an AssetScriptBinary object with parameters - A unique specific to this asset - A byte array containing the raw asset data + + - - Initializes a new instance of an AssetScriptBinary object with parameters - A string containing the Clothings data + + - - Override the base classes AssetType + + - - - pre-defined built in sounds - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - coins + + - - cash register bell + + - - + + - - + + - - rubber + + - - plastic + + - - flesh + + - - wood splintering? + + - - glass break + + - - metal clunk + + - - whoosh + + - - shake + + - - + + - - ding + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - - A dictionary containing all pre-defined sounds - - A dictionary containing the pre-defined sounds, - where the key is the sounds ID, and the value is a string - containing a name to identify the purpose of the sound + + - - - - + + - - The avatar has no rights + + - - The avatar can see the online status of the target avatar + + - - The avatar can see the location of the target avatar on the map + + - - The avatar can modify the ojects of the target avatar + + - - - This class holds information about an avatar in the friends list. There are two ways - to interface to this class. The first is through the set of boolean properties. This is the typical - way clients of this class will use it. The second interface is through two bitflag properties, - TheirFriendsRights and MyFriendsRights - + + - - - Used internally when building the initial list of friends at login time - - System ID of the avatar being prepesented - Rights the friend has to see you online and to modify your objects - Rights you have to see your friend online and to modify their objects + + - - - FriendInfo represented as a string - - A string reprentation of both my rights and my friends rights + + - - - System ID of the avatar - + + - - - full name of the avatar - + + - - - True if the avatar is online - + + - - - True if the friend can see if I am online - + + - - - True if the friend can see me on the map - + + - - - True if the freind can modify my objects - + + - - - True if I can see if my friend is online - + + - - - True if I can see if my friend is on the map - + + - - - True if I can modify my friend's objects - + + - - - My friend's rights represented as bitmapped flags - + + - - - My rights represented as bitmapped flags - + + - - - This class is used to add and remove avatars from your friends list and to manage their permission. - + + - - The event subscribers. null if no subcribers + + - - Raises the FriendOnline event - A FriendInfoEventArgs object containing the - data returned from the data server + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Raises the FriendOffline event - A FriendInfoEventArgs object containing the - data returned from the data server + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Raises the FriendRightsUpdate event - A FriendInfoEventArgs object containing the - data returned from the data server + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Raises the FriendNames event - A FriendNamesEventArgs object containing the - data returned from the data server + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Raises the FriendshipOffered event - A FriendshipOfferedEventArgs object containing the - data returned from the data server + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Raises the FriendshipResponse event - A FriendshipResponseEventArgs object containing the - data returned from the data server + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Raises the FriendshipTerminated event - A FriendshipTerminatedEventArgs object containing the - data returned from the data server + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Raises the FriendFoundReply event - A FriendFoundReplyEventArgs object containing the - data returned from the data server + + - - Thread sync lock object + + - - - A dictionary of key/value pairs containing known friends of this avatar. - - The Key is the of the friend, the value is a - object that contains detailed information including permissions you have and have given to the friend - + + - - - A Dictionary of key/value pairs containing current pending frienship offers. - - The key is the of the avatar making the request, - the value is the of the request which is used to accept - or decline the friendship offer - + + - - - Internal constructor - - A reference to the GridClient Object + + - - - Accept a friendship request - - agentID of avatatar to form friendship with - imSessionID of the friendship request message + + - - - Decline a friendship request - - of friend - imSessionID of the friendship request message + + - - - Overload: Offer friendship to an avatar. - - System ID of the avatar you are offering friendship to + + - - - Offer friendship to an avatar. - - System ID of the avatar you are offering friendship to - A message to send with the request + + - - - Terminate a friendship with an avatar - - System ID of the avatar you are terminating the friendship with + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + - - - Change the rights of a friend avatar. - - the of the friend - the new rights to give the friend - This method will implicitly set the rights to those passed in the rights parameter. + + - - - Use to map a friends location on the grid. - - Friends UUID to find - + + - - - Use to track a friends movement on the grid - - Friends Key + + - - - Ask for a notification of friend's online status - - Friend's UUID + + - - - This handles the asynchronous response of a RequestAvatarNames call. - - - names cooresponding to the the list of IDs sent the the RequestAvatarNames call. + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + - - - Populate FriendList with data from the login reply - - true if login was successful - true if login request is requiring a redirect - A string containing the response to the login request - A string containing the reason for the request - A object containing the decoded - reply from the login server + + - - Raised when the simulator sends notification one of the members in our friends list comes online + + - - Raised when the simulator sends notification one of the members in our friends list goes offline + + - - Raised when the simulator sends notification one of the members in our friends list grants or revokes permissions + + - - Raised when the simulator sends us the names on our friends list + + - - Raised when the simulator sends notification another agent is offering us friendship + + - - Raised when a request we sent to friend another agent is accepted or declined + + - - Raised when the simulator sends notification one of the members in our friends list has terminated - our friendship + + - - Raised when the simulator sends the location of a friend we have - requested map location info for + + - - Contains information on a member of our friends list + + - - - Construct a new instance of the FriendInfoEventArgs class - - The FriendInfo + + - - Get the FriendInfo + + - - Contains Friend Names + + - - - Construct a new instance of the FriendNamesEventArgs class - - A dictionary where the Key is the ID of the Agent, - and the Value is a string containing their name + + - - A dictionary where the Key is the ID of the Agent, - and the Value is a string containing their name + + - - Sent when another agent requests a friendship with our agent + + - - - Construct a new instance of the FriendshipOfferedEventArgs class - - The ID of the agent requesting friendship - The name of the agent requesting friendship - The ID of the session, used in accepting or declining the - friendship offer + + - - Get the ID of the agent requesting friendship + + - - Get the name of the agent requesting friendship + + - - Get the ID of the session, used in accepting or declining the - friendship offer + + - - A response containing the results of our request to form a friendship with another agent + + - - - Construct a new instance of the FriendShipResponseEventArgs class - - The ID of the agent we requested a friendship with - The name of the agent we requested a friendship with - true if the agent accepted our friendship offer + + - - Get the ID of the agent we requested a friendship with + + - - Get the name of the agent we requested a friendship with + + - - true if the agent accepted our friendship offer + + - - Contains data sent when a friend terminates a friendship with us + + - - - Construct a new instance of the FrindshipTerminatedEventArgs class - - The ID of the friend who terminated the friendship with us - The name of the friend who terminated the friendship with us + + - - Get the ID of the agent that terminated the friendship with us + + - - Get the name of the agent that terminated the friendship with us + + - - - Data sent in response to a request which contains the information to allow us to map the friends location - + + - - - Construct a new instance of the FriendFoundReplyEventArgs class - - The ID of the agent we have requested location information for - The region handle where our friend is located - The simulator local position our friend is located + + - - Get the ID of the agent we have received location information for + + - - Get the region handle where our mapped friend is located + + - - Get the simulator local position where our friend is located + + - - - - + + - - - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - - - + + - - - Map layer request type - + + - - Objects and terrain are shown + + - - Only the terrain is shown, no objects + + - - Overlay showing land for sale and for auction + + - - - Type of grid item, such as telehub, event, populator location, etc. - + + - - Telehub + + - - PG rated event + + - - Mature rated event + + - - Popular location + + - - Locations of avatar groups in a region + + - - Land for sale + + - - Classified ad + + - - Adult rated event + + - - Adult land for sale + + - - - Information about a region on the grid map - + + - - Sim X position on World Map + + - - Sim Y position on World Map + + - - Sim Name (NOTE: In lowercase!) + + - - + + - - Appears to always be zero (None) + + - - Sim's defined Water Height + + - - + + - - UUID of the World Map image + + - - Unique identifier for this region, a combination of the X - and Y position + + - - - - - + + - - - - - + + - - - - - - + + - - - Visual chunk of the grid map - + + - - - Base class for Map Items - + + - - The Global X position of the item + + - - The Global Y position of the item + + - - Get the Local X position of the item + + - - Get the Local Y position of the item + + - - Get the Handle of the region + + - - - Represents an agent or group of agents location - + + - - - Represents a Telehub location - + + - - - Represents a non-adult parcel of land for sale - + + - - - Represents an Adult parcel of land for sale - + + - - - Represents a PG Event - + + - - - Represents a Mature event - + + - - - Represents an Adult event - + + - - - Manages grid-wide tasks such as the world map - + + - - The event subscribers. null if no subcribers + + - - Raises the CoarseLocationUpdate event - A CoarseLocationUpdateEventArgs object containing the - data sent by simulator + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Raises the GridRegion event - A GridRegionEventArgs object containing the - data sent by simulator + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Raises the GridLayer event - A GridLayerEventArgs object containing the - data sent by simulator + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Raises the GridItems event - A GridItemEventArgs object containing the - data sent by simulator + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Raises the RegionHandleReply event - A RegionHandleReplyEventArgs object containing the - data sent by simulator + + - - Thread sync lock object + + - - A dictionary of all the regions, indexed by region name + + - - A dictionary of all the regions, indexed by region handle + + - - - Constructor - - Instance of GridClient object to associate with this GridManager instance + + - - - - - + + - - - Request a map layer - - The name of the region - The type of layer + + - - - - - - - - - - + + - - - - - - - - - + + - - - - - - - + + - - - Request data for all mainland (Linden managed) simulators - + + - - - Request the region handle for the specified region UUID - - UUID of the region to look up + + - - - Get grid region information using the region name, this function - will block until it can find the region or gives up - - Name of sim you're looking for - Layer that you are requesting - Will contain a GridRegion for the sim you're - looking for if successful, otherwise an empty structure - True if the GridRegion was successfully fetched, otherwise - false + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + - - Raised when the simulator sends a - containing the location of agents in the simulator + + - - Raised when the simulator sends a Region Data in response to - a Map request + + - - Raised when the simulator sends GridLayer object containing - a map tile coordinates and texture information + + - - Raised when the simulator sends GridItems object containing - details on events, land sales at a specific location + + - - Raised in response to a Region lookup + + - - Unknown + + - - Current direction of the sun + + - - Current angular velocity of the sun + + - - Current world time + + - - - Permissions for control of object media - + + - - - Style of cotrols that shold be displayed to the user - + + - - - Class representing media data for a single face - + + - - Is display of the alternative image enabled + + - - Should media auto loop + + - - Shoule media be auto played + + - - Auto scale media to prim face + + - - Should viewer automatically zoom in on the face when clicked + + - - Should viewer interpret first click as interaction with the media - or when false should the first click be treated as zoom in commadn + + - - Style of controls viewer should display when - viewer media on this face + + - - Starting URL for the media + + - - Currently navigated URL + + - - Media height in pixes + + - - Media width in pixels + + - - Who can controls the media + + - - Who can interact with the media + + - - Is URL whitelist enabled + + - - Array of URLs that are whitelisted + + - - - Serialize to OSD - - OSDMap with the serialized data + + - - - Deserialize from OSD data - - Serialized OSD data - Deserialized object + + - - - 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 + + - - The event subscribers. null if no subcribers + + - - Raises the LandPatchReceived event - A LandPatchReceivedEventArgs object containing the - data returned from the simulator + + - - Thread sync lock object + + - - - Default constructor - - + + - - Raised when the simulator responds sends + + - - Simulator from that sent tha data + + - - Sim coordinate of the patch + + - - Sim coordinate of the patch + + - - Size of tha patch + + - - Heightmap for the patch + + - - - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - - Login Request Parameters - + + - - The URL of the Login Server + + - - The number of milliseconds to wait before a login is considered - failed due to timeout + + - - The request method - login_to_simulator is currently the only supported method + + - - The Agents First name + + - - The Agents Last name + + - - A md5 hashed password - plaintext password will be automatically hashed + + - - The agents starting location once logged in - Either "last", "home", or a string encoded URI - containing the simulator name and x/y/z coordinates e.g: uri:hooper&128&152&17 + + - - A string containing the client software channel information - Second Life Release + + - - The client software version information - The official viewer uses: Second Life Release n.n.n.n - where n is replaced with the current version of the viewer + + - - A string containing the platform information the agent is running on + + - - A string hash of the network cards Mac Address + + - - Unknown or deprecated + + - - A string hash of the first disk drives ID used to identify this clients uniqueness + + - - A string containing the viewers Software, this is not directly sent to the login server but - instead is used to generate the Version string + + - - A string representing the software creator. This is not directly sent to the login server but - is used by the library to generate the Version information + + - - If true, this agent agrees to the Terms of Service of the grid its connecting to + + - - Unknown + + - - An array of string sent to the login server to enable various options + + - - A randomly generated ID to distinguish between login attempts. This value is only used - internally in the library and is never sent over the wire + + - - - Default constuctor, initializes sane default values - + + - - - Instantiates new LoginParams object and fills in the values - - Instance of GridClient to read settings from - Login first name - Login last name - Password - Login channnel (application name) - Client version, should be application name + version number + + - - - Instantiates new LoginParams object and fills in the values - - Instance of GridClient to read settings from - Login first name - Login last name - Password - Login channnel (application name) - Client version, should be application name + version number - URI of the login server + + - - - 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 + + - - - Login Routines - - - NetworkManager is responsible for managing the network layer of - OpenMetaverse. It tracks all the server connections, serializes - outgoing traffic and deserializes incoming traffic, and provides - instances of delegates for network-related events. - + + - - The event subscribers, null of no subscribers + + - - Raises the LoginProgress Event - A LoginProgressEventArgs object containing - the data sent from the simulator + + - - Thread sync lock object + + - - Seed CAPS URL returned from the login server + + - - A list of packets obtained during the login process which - networkmanager will log but not process + + - - - Generate sane default values for a login request - - Account first name - Account last name - Account password - Client application name - Client application version - A populated struct containing - sane defaults + + - - - Simplified login that takes the most common and required fields - - Account first name - Account last name - Account password - Client application name - Client application version - Whether the login was successful or not. On failure the - LoginErrorKey string will contain the error code and LoginMessage - will contain a description of the error + + - - - Simplified login that takes the most common fields along with a - starting location URI, and can accept an MD5 string instead of a - plaintext password - - Account first name - Account last name - Account password or MD5 hash of the password - such as $1$1682a1e45e9f957dcdf0bb56eb43319c - Client application name - Starting location URI that can be built with - StartLocation() - Client application version - Whether the login was successful or not. On failure the - LoginErrorKey string will contain the error code and LoginMessage - will contain a description of the error + + - - - Login that takes a struct of all the values that will be passed to - the login server - - The values that will be passed to the login - server, all fields must be set even if they are String.Empty - Whether the login was successful or not. On failure the - LoginErrorKey string will contain the error code and LoginMessage - will contain a description of the error + + - - - Build a start location URI for passing to the Login function - - Name of the simulator to start in - X coordinate to start at - Y coordinate to start at - Z coordinate to start at - String with a URI that can be used to login to a specified - location + + - - - Handles response from XML-RPC login replies - + + - - - Handle response from LLSD login replies - - - - + + - - - Get current OS - - Either "Win" or "Linux" + + - - - Get clients default Mac Address - - A string containing the first found Mac Address + + - - The event subscribers, null of no subscribers + + - - Raises the PacketSent Event - A PacketSentEventArgs object containing - the data sent from the simulator + + - - Thread sync lock object + + - - The event subscribers, null of no subscribers + + - - Raises the LoggedOut Event - A LoggedOutEventArgs object containing - the data sent from the simulator + + - - Thread sync lock object + + - - The event subscribers, null of no subscribers + + - - Raises the SimConnecting Event - A SimConnectingEventArgs object containing - the data sent from the simulator + + - - Thread sync lock object + + - - The event subscribers, null of no subscribers + + - - Raises the SimConnected Event - A SimConnectedEventArgs object containing - the data sent from the simulator + + - - Thread sync lock object + + - - The event subscribers, null of no subscribers + + - - Raises the SimDisconnected Event - A SimDisconnectedEventArgs object containing - the data sent from the simulator + + - - Thread sync lock object + + - - The event subscribers, null of no subscribers + + - - Raises the Disconnected Event - A DisconnectedEventArgs object containing - the data sent from the simulator + + - - Thread sync lock object + + - - The event subscribers, null of no subscribers + + - - Raises the SimChanged Event - A SimChangedEventArgs object containing - the data sent from the simulator + + - - Thread sync lock object + + - - The event subscribers, null of no subscribers + + - - Raises the EventQueueRunning Event - A EventQueueRunningEventArgs object containing - the data sent from the simulator + + - - Thread sync lock object + + - - All of the simulators we are currently connected to + + - - Handlers for incoming capability events + + - - Handlers for incoming packets + + - - Incoming packets that are awaiting handling + + - - Outgoing packets that are awaiting handling + + - - - Default constructor - - Reference to the GridClient object + + - - - Register an event handler for a packet. This is a low level event - interface and should only be used if you are doing something not - supported in the library - - Packet type to trigger events for - Callback to fire when a packet of this type - is received + + - - - Unregister an event handler for a packet. This is a low level event - interface and should only be used if you are doing something not - supported in the library - - Packet type this callback is registered with - Callback to stop firing events for + + - - - Register a CAPS event handler. This is a low level event interface - and should only be used if you are doing something not supported in - the library - - Name of the CAPS event to register a handler for - Callback to fire when a CAPS event is received + + - - - Unregister a CAPS event handler. This is a low level event interface - and should only be used if you are doing something not supported in - the library - - Name of the CAPS event this callback is - registered with - Callback to stop firing events for + + - - - Send a packet to the simulator the avatar is currently occupying - - Packet to send + + - - - Send a packet to a specified simulator - - Packet to send - Simulator to send the packet to + + - - - Connect to a simulator - - IP address to connect to - Port to connect to - Handle for this simulator, to identify its - location in the grid - Whether to set CurrentSim to this new - connection, use this if the avatar is moving in to this simulator - URL of the capabilities server to use for - this sim connection - A Simulator object on success, otherwise null + + - - - Connect to a simulator - - IP address and port to connect to - Handle for this simulator, to identify its - location in the grid - Whether to set CurrentSim to this new - connection, use this if the avatar is moving in to this simulator - URL of the capabilities server to use for - this sim connection - A Simulator object on success, otherwise null + + - - - Initiate a blocking logout request. This will return when the logout - handshake has completed or when Settings.LOGOUT_TIMEOUT - has expired and the network layer is manually shut down - + + - - - Initiate the logout process. Check if logout succeeded with the - OnLogoutReply event, and if this does not fire the - Shutdown() function needs to be manually called - - - - - Close a connection to the given simulator - - - + + - - - Shutdown will disconnect all the sims except for the current sim - first, and then kill the connection to CurrentSim. This should only - be called if the logout process times out on RequestLogout - - Type of shutdown + + - - - Shutdown will disconnect all the sims except for the current sim - first, and then kill the connection to CurrentSim. This should only - be called if the logout process times out on RequestLogout - - Type of shutdown - Shutdown message + + - - - Searches through the list of currently connected simulators to find - one attached to the given IPEndPoint - - IPEndPoint of the Simulator to search for - A Simulator reference on success, otherwise null + + - - - Fire an event when an event queue connects for capabilities - - Simulator the event queue is attached to + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + - - Raised when the simulator sends us data containing - ... + + - - Called when a reply is received from the login server, the - login sequence will block until this event returns + + - - Current state of logging in + + - - Upon login failure, contains a short string key for the - type of login error that occurred + + - - The raw XML-RPC reply from the login server, exactly as it - was received (minus the HTTP header) + + - - During login this contains a descriptive version of - LoginStatusCode. After a successful login this will contain the - message of the day, and after a failed login a descriptive error - message will be returned + + - - Raised when the simulator sends us data containing - ... + + - - Raised when the simulator sends us data containing - ... + + - - Raised when the simulator sends us data containing - ... + + - - Raised when the simulator sends us data containing - ... + + - - Raised when the simulator sends us data containing - ... + + - - Raised when the simulator sends us data containing - ... + + - - Raised when the simulator sends us data containing - ... + + - - Raised when the simulator sends us data containing - ... + + - - Unique identifier associated with our connections to - simulators + + - - The simulator that the logged in avatar is currently - occupying + + - - Shows whether the network layer is logged in to the - grid or not + + - - Number of packets in the incoming queue + + - - Number of packets in the outgoing queue + + - - - - - - - - - + + - - - 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 + + - - - 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 + + - - - Permission request flags, asked when a script wants to control an Avatar - + + - - Placeholder for empty values, shouldn't ever see this + + - - Script wants ability to take money from you + + - - Script wants to take camera controls for you + + - - Script wants to remap avatars controls + + - - Script wants to trigger avatar animations - This function is not implemented on the grid + + - - Script wants to attach or detach the prim or primset to your avatar + + - - Script wants permission to release ownership - This function is not implemented on the grid - The concept of "public" objects does not exist anymore. + + - - Script wants ability to link/delink with other prims + + - - Script wants permission to change joints - This function is not implemented on the grid + + - - Script wants permissions to change permissions - This function is not implemented on the grid + + - - Script wants to track avatars camera position and rotation + + - - Script wants to control your camera + + - - - Special commands used in Instant Messages - + + - - Indicates a regular IM from another agent + + - - Simple notification box with an OK button + + - - You've been invited to join a group. + + - - Inventory offer + + - - Accepted inventory offer + + - - Declined inventory offer + + - - Group vote + + - - An object is offering its inventory + + - - Accept an inventory offer from an object + + - - Decline an inventory offer from an object + + - - Unknown + + - - Start a session, or add users to a session + + - - Start a session, but don't prune offline users + + - - Start a session with your group + + - - Start a session without a calling card (finder or objects) + + - - Send a message to a session + + - - Leave a session + + - - Indicates that the IM is from an object + + - - Sent an IM to a busy user, this is the auto response + + - - Shows the message in the console and chat history + + - - Send a teleport lure + + - - Response sent to the agent which inititiated a teleport invitation + + - - Response sent to the agent which inititiated a teleport invitation + + - - Only useful if you have Linden permissions + + - - A placeholder type for future expansion, currently not - used + + - - IM to tell the user to go to an URL + + - - IM for help + + - - IM sent automatically on call for help, sends a lure - to each Helper reached + + - - Like an IM but won't go to email + + - - IM from a group officer to all group members + + - - Unknown + + - - Unknown + + - - Accept a group invitation + + - - Decline a group invitation + + - - Unknown + + - - An avatar is offering you friendship + + - - An avatar has accepted your friendship offer + + - - An avatar has declined your friendship offer + + - - Indicates that a user has started typing + + - - Indicates that a user has stopped typing + + - - - Flag in Instant Messages, whether the IM should be delivered to - offline avatars as well - + + - - Only deliver to online avatars + + - - If the avatar is offline the message will be held until - they login next, and possibly forwarded to their e-mail account + + - - - Conversion type to denote Chat Packet types in an easier-to-understand format - + + - - Whisper (5m radius) + + - - Normal chat (10/20m radius), what the official viewer typically sends + + - - Shouting! (100m radius) + + - - Event message when an Avatar has begun to type + + - - Event message when an Avatar has stopped typing + + - - Send the message to the debug channel + + - - Event message when an object uses llOwnerSay + + - - Special value to support llRegionSay, never sent to the client + + - - - Identifies the source of a chat message - + + - - Chat from the grid or simulator + + - - Chat from another avatar + + - - Chat from an object + + - - - - + + - - + + - - + + - - + + - - - Effect type used in ViewerEffect packets - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - Project a beam from a source to a destination, such as - the one used when editing an object + + - - + + - - + + - - + + - - Create a swirl of particles around an object + + - - + + - - + + - - Cause an avatar to look at an object + + - - Cause an avatar to point at an object + + - - - The action an avatar is doing when looking at something, used in - ViewerEffect packets for the LookAt effect - + + - - + + - - + + - - + + - - + + - - + + - - + + - - Deprecated + + - - + + - - + + The event subscribers. null if no subcribers - - + + Raises the LandPatchReceived event + A LandPatchReceivedEventArgs object containing the + data returned from the simulator - - + + Thread sync lock object - + - The action an avatar is doing when pointing at something, used in - ViewerEffect packets for the PointAt effect + Default constructor + - - + + Raised when the simulator responds sends - - + + Simulator from that sent tha data - - + + Sim coordinate of the patch - - + + Sim coordinate of the patch - - - Money transaction types - + + Size of tha patch - - + + Heightmap for the patch - - + + + + - - + + The event subscribers, null of no subscribers - - + + Raises the AttachedSound Event + A AttachedSoundEventArgs object containing + the data sent from the simulator - - + + Thread sync lock object - - + + The event subscribers, null of no subscribers - - + + Raises the AttachedSoundGainChange Event + A AttachedSoundGainChangeEventArgs object containing + the data sent from the simulator - - + + Thread sync lock object - - + + The event subscribers, null of no subscribers - - + + Raises the SoundTrigger Event + A SoundTriggerEventArgs object containing + the data sent from the simulator - - + + Thread sync lock object - - + + The event subscribers, null of no subscribers - - + + Raises the PreloadSound Event + A PreloadSoundEventArgs object containing + the data sent from the simulator - - + + Thread sync lock object - - + + + Construct a new instance of the SoundManager class, used for playing and receiving + sound assets + + A reference to the current GridClient instance - - + + + Plays a sound in the current region at full volume from avatar position + + UUID of the sound to be played - - - - - - - - - - - - - - - - - - - - - - - - - - + + + Plays a sound in the current region at full volume + + UUID of the sound to be played. + position for the sound to be played at. Normally the avatar. - - + + + Plays a sound in the current region + + UUID of the sound to be played. + position for the sound to be played at. Normally the avatar. + volume of the sound, from 0.0 to 1.0 - - + + + Plays a sound in the specified sim + + UUID of the sound to be played. + UUID of the sound to be played. + position for the sound to be played at. Normally the avatar. + volume of the sound, from 0.0 to 1.0 - - + + + Play a sound asset + + UUID of the sound to be played. + handle id for the sim to be played in. + position for the sound to be played at. Normally the avatar. + volume of the sound, from 0.0 to 1.0 - - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - + + Raised when the simulator sends us data containing + sound - - + + Raised when the simulator sends us data containing + ... - - + + Raised when the simulator sends us data containing + ... - - + + Raised when the simulator sends us data containing + ... - - + + Provides data for the event + The event occurs when the simulator sends + the sound data which emits from an agents attachment + + The following code example shows the process to subscribe to the event + and a stub to handle the data passed from the simulator + + // Subscribe to the AttachedSound event + Client.Sound.AttachedSound += Sound_AttachedSound; + + // process the data raised in the event here + private void Sound_AttachedSound(object sender, AttachedSoundEventArgs e) + { + // ... Process AttachedSoundEventArgs here ... + } + + - - + + + Construct a new instance of the SoundTriggerEventArgs class + + Simulator where the event originated + The sound asset id + The ID of the owner + The ID of the object + The volume level + The - - + + Simulator where the event originated - - + + Get the sound asset id - - + + Get the ID of the owner - - + + Get the ID of the Object - - + + Get the volume level - - + + Get the - - + + Provides data for the event + The event occurs when an attached sound + changes its volume level - - + + + Construct a new instance of the AttachedSoundGainChangedEventArgs class + + Simulator where the event originated + The ID of the Object + The new volume level - - + + Simulator where the event originated - - + + Get the ID of the Object - - + + Get the volume level - - + + Provides data for the event + The event occurs when the simulator forwards + a request made by yourself or another agent to play either an asset sound or a built in sound + + Requests to play sounds where the is not one of the built-in + will require sending a request to download the sound asset before it can be played + + + The following code example uses the , + and + properties to display some information on a sound request on the window. + + // subscribe to the event + Client.Sound.SoundTrigger += Sound_SoundTrigger; + + // play the pre-defined BELL_TING sound + Client.Sound.SendSoundTrigger(Sounds.BELL_TING); + + // handle the response data + private void Sound_SoundTrigger(object sender, SoundTriggerEventArgs e) + { + Console.WriteLine("{0} played the sound {1} at volume {2}", + e.OwnerID, e.SoundID, e.Gain); + } + + - + - + Construct a new instance of the SoundTriggerEventArgs class + Simulator where the event originated + The sound asset id + The ID of the owner + The ID of the object + The ID of the objects parent + The volume level + The regionhandle + The source position - - + + Simulator where the event originated - - + + Get the sound asset id - - + + Get the ID of the owner - - + + Get the ID of the Object - - + + Get the ID of the objects parent - - + + Get the volume level - - - - + + Get the regionhandle - - + + Get the source position - - + + Provides data for the event + The event occurs when the simulator sends + the appearance data for an avatar + + The following code example uses the and + properties to display the selected shape of an avatar on the window. + + // subscribe to the event + Client.Avatars.AvatarAppearance += Avatars_AvatarAppearance; + + // handle the data when the event is raised + void Avatars_AvatarAppearance(object sender, AvatarAppearanceEventArgs e) + { + Console.WriteLine("The Agent {0} is using a {1} shape.", e.AvatarID, (e.VisualParams[31] > 0) : "male" ? "female") + } + + - - + + + Construct a new instance of the PreloadSoundEventArgs class + + Simulator where the event originated + The sound asset id + The ID of the owner + The ID of the object - - + + Simulator where the event originated - - + + Get the sound asset id - - + + Get the ID of the owner - + + Get the ID of the Object + + - Flags sent when a script takes or releases a control + Temporary code to produce a tar archive in tar v7 format - 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) + + + Binary writer for the underlying stream + - - Move right (shift+D or right arrow) + + + Write a directory entry to the tar archive. We can only handle one path level right now! + + - - Up (E or PgUp) + + + Write a file to the tar archive + + + - - Down (C or PgDown) + + + Write a file to the tar archive + + + - - Rotate left (A or left arrow) + + + Finish writing the raw tar archive data to a stream. The stream will be closed on completion. + - - Rotate right (D or right arrow) + + + Write a particular entry + + + + - - Left Mouse Button + + + Temporary code to do the bare minimum required to read a tar archive for our purposes + - - Left Mouse button in MouseLook + + + Binary reader for the underlying stream + - + - Currently only used to hide your group title + Used to trim off null chars - - No flags set + + + Used to trim off space chars + - - Hide your group title + + + Generate a tar reader which reads from the given stream. + + - + - Action state of the avatar, which can currently be typing and - editing + 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 + + + + + - + - Current teleport status + Type of return to use when returning objects from a parcel - - Unknown status + + - - Teleport initialized + + Return objects owned by parcel owner - - Teleport in progress + + Return objects set to group - - Teleport failed + + Return objects not owned by parcel owner or set to group - - Teleport completed + + Return a specific list of objects on parcel - - Teleport cancelled + + Return objects that are marked for-sale - + - + Blacklist/Whitelist flags used in parcels Access List - - No flags set, or teleport failed + + Agent is denied access - - Set when newbie leaves help island for first time + + Agent is granted access - - + + + The result of a request for parcel properties + - - Via Lure + + No matches were found for the request - - Via Landmark + + Request matched a single parcel - - Via Location + + Request matched multiple parcels - - Via Home + + + Flags used in the ParcelAccessListRequest packet to specify whether + we want the access list (whitelist), ban list (blacklist), or both + - - Via Telehub + + Request the access list - - Via Login + + Request the ban list - - Linden Summoned + + Request both White and Black lists - - Linden Forced me + + + Sequence ID in ParcelPropertiesReply packets (sent when avatar + tries to cross a parcel border) + - - - - - Agent Teleported Home via Script + + 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 - - forced to new location for example when avatar is banned or ejected + + Response to hovering over a parcel - - Teleport Finished via a Lure + + + The tool to use when modifying terrain levels + - - Finished, Sim Changed + + Level the terrain - - Finished, Same Sim + + Raise the terrain - - - - + + Lower the terrain - - + + Smooth the terrain - - + + Add random noise to the terrain - - + + Revert terrain to simulator default - + - + The tool size to use when changing terrain levels - - - - - + + Small - - + + Medium - - + + Large - + - Instant Message + Reasons agent is denied access to a parcel on the simulator - - Key of sender + + Agent is not denied, access is granted - - Name of sender + + Agent is not a member of the group set for the parcel, or which owns the parcel - - Key of destination avatar + + Agent is not on the parcels specific allow list - - ID of originating estate + + Agent is on the parcels ban list - - Key of originating region + + Unknown - - Coordinates in originating region + + Agent is not age verified and parcel settings deny access to non age verified avatars - - Instant message type + + + 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 - - Group IM session toggle + + Public land - - Key of IM session, for Group Messages, the groups UUID + + Land is owned by another avatar - - Timestamp of the instant message + + Land is owned by a group - - Instant message text + + Land is owned by the current avatar - - Whether this message is held for offline avatars + + Land is for sale - - Context specific packed data + + Land is being auctioned - - Print the struct data as a string - A string containing the field name, and field value + + To the west of this area is a parcel border - - - - + + To the south of this area is a parcel border - + - Construct a new instance of the ChatEventArgs object + Various parcel properties - Sim from which the message originates - The message sent - The audible level of the message - The type of message sent: whisper, shout, etc - The source type of the message sender - The name of the agent or object sending the message - The ID of the agent or object sending the message - The ID of the object owner, or the agent ID sending the message - The position of the agent or object sending the message - - Get the simulator sending the message + + No flags set - - Get the message sent + + Allow avatars to fly (a client-side only restriction) - - Get the audible level of the message + + Allow foreign scripts to run - - Get the type of message sent: whisper, shout, etc + + This parcel is for sale - - Get the source type of the message sender + + Allow avatars to create a landmark on this parcel - - Get the name of the agent or object sending the message + + Allows all avatars to edit the terrain on this parcel - - Get the ID of the agent or object sending the message + + Avatars have health and can take damage on this parcel. + If set, avatars can be killed and sent home here - - Get the ID of the object owner, or the agent ID sending the message + + Foreign avatars can create objects here - - Get the position of the agent or object sending the message + + All objects on this parcel can be purchased - - Contains the data sent when a primitive opens a dialog with this agent + + Access is restricted to a group - - - Construct a new instance of the ScriptDialogEventArgs - - The dialog message - The name of the object that sent the dialog request - The ID of the image to be displayed - The ID of the primitive sending the dialog - The first name of the senders owner - The last name of the senders owner - The communication channel the dialog was sent on - The string labels containing the options presented in this dialog + + Access is restricted to a whitelist - - Get the dialog message + + Ban blacklist is enabled - - Get the name of the object that sent the dialog request + + Unknown - - Get the ID of the image to be displayed + + List this parcel in the search directory - - Get the ID of the primitive sending the dialog + + Allow personally owned parcels to be deeded to group - - Get the first name of the senders owner + + If Deeded, owner contributes required tier to group parcel is deeded to - - Get the last name of the senders owner + + Restrict sounds originating on this parcel to the + parcel boundaries - - Get the communication channel the dialog was sent on, responses - should also send responses on this same channel + + Objects on this parcel are sold when the land is + purchsaed - - Get the string labels containing the options presented in this dialog + + Allow this parcel to be published on the web - - Contains the data sent when a primitive requests debit or other permissions - requesting a YES or NO answer - - - - Construct a new instance of the ScriptQuestionEventArgs - - The simulator containing the object sending the request - The ID of the script making the request - The ID of the primitive containing the script making the request - The name of the primitive making the request - The name of the owner of the object making the request - The permissions being requested - - - Get the simulator containing the object sending the request - - - Get the ID of the script making the request - - - Get the ID of the primitive containing the script making the request - - - Get the name of the primitive making the request + + The information for this parcel is mature content - - Get the name of the owner of the object making the request + + The media URL is an HTML page - - Get the permissions being requested + + The media URL is a raw HTML string - - Contains the data sent when a primitive sends a request - to an agent to open the specified URL + + Restrict foreign object pushes - - - Construct a new instance of the LoadUrlEventArgs - - The name of the object sending the request - The ID of the object sending the request - The ID of the owner of the object sending the request - True if the object is owned by a group - The message sent with the request - The URL the object sent + + Ban all non identified/transacted avatars - - Get the name of the object sending the request + + Allow group-owned scripts to run - - Get the ID of the object sending the request + + Allow object creation by group members or group + objects - - Get the ID of the owner of the object sending the request + + Allow all objects to enter this parcel - - True if the object is owned by a group + + Only allow group and owner objects to enter this parcel - - Get the message sent with the request + + Voice Enabled on this parcel - - Get the URL the object sent + + Use Estate Voice channel for Voice on this parcel - - The date received from an ImprovedInstantMessage + + Deny Age Unverified Users - + - Construct a new instance of the InstantMessageEventArgs object + Parcel ownership status - the InstantMessage object - the simulator where the InstantMessage origniated - - - Get the InstantMessage object - - - Get the simulator where the InstantMessage origniated - - Contains the currency balance + + Placeholder - - - Construct a new BalanceEventArgs object - - The currenct balance + + Parcel is leased (owned) by an avatar or group - - - Get the currenct balance - + + Parcel is in process of being leased (purchased) by an avatar or group - - Contains the transaction summary when an item is purchased, - money is given, or land is purchased + + Parcel has been abandoned back to Governor Linden - + - Construct a new instance of the MoneyBalanceReplyEventArgs object + Category parcel is listed in under search - The ID of the transaction - True of the transaction was successful - The current currency balance - The meters credited - The meters comitted - A brief description of the transaction - - Get the ID of the transaction + + No assigned category - - True of the transaction was successful + + Linden Infohub or public area - - Get the remaining currency balance + + Adult themed area - - Get the meters credited + + Arts and Culture - - Get the meters comitted + + Business - - Get the description of the transaction + + Educational - - Data sent from the simulator containing information about your agent and active group information + + Gaming - - - Construct a new instance of the AgentDataReplyEventArgs object - - The agents first name - The agents last name - The agents active group ID - The group title of the agents active group - The combined group powers the agent has in the active group - The name of the group the agent has currently active + + Hangout or Club - - Get the agents first name + + Newcomer friendly - - Get the agents last name + + Parks and Nature - - Get the active group ID of your agent + + Residential - - Get the active groups title of your agent + + Shopping - - Get the combined group powers of your agent + + Not Used? - - Get the active group name of your agent + + Other - - Data sent by the simulator to indicate the active/changed animations - applied to your agent + + Not an actual category, only used for queries - + - Construct a new instance of the AnimationsChangedEventArgs class + Type of teleport landing for a parcel - The dictionary that contains the changed animations - - Get the dictionary that contains the changed animations + + Unset, simulator default - - - Data sent from a simulator indicating a collision with your agent - + + Specific landing point set for this parcel - + + No landing point set, direct teleports enabled for + this parcel + + - Construct a new instance of the MeanCollisionEventArgs class + Parcel Media Command used in ParcelMediaCommandMessage - The type of collision that occurred - The ID of the agent or object that perpetrated the agression - The ID of the Victim - The strength of the collision - The Time the collision occurred - - - Get the Type of collision - - Get the ID of the agent or object that collided with your agent + + Stop the media stream and go back to the first frame - - Get the ID of the agent that was attacked + + Pause the media stream (stop playing but stay on current frame) - - A value indicating the strength of the collision + + Start the current media stream playing and stop when the end is reached - - Get the time the collision occurred + + Start the current media stream playing, + loop to the beginning when the end is reached and continue to play - - Data sent to your agent when it crosses region boundaries + + 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. - - - Construct a new instance of the RegionCrossedEventArgs class - - The simulator your agent just left - The simulator your agent is now in + + Specifies the movie URL (254 characters max) - - Get the simulator your agent just left + + Specifies the time index at which to begin playing - - Get the simulator your agent is now in + + Specifies a single agent to apply the media command to - - Data sent from the simulator when your agent joins a group chat session + + 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). + + - Construct a new instance of the GroupChatJoinedEventArgs class + Some information about a parcel of land returned from a DirectoryManager search - The ID of the session - The name of the session - A temporary session id used for establishing new sessions - True of your agent successfully joined the session - - Get the ID of the group chat session + + Global Key of record - - Get the name of the session + + Parcel Owners - - Get the temporary session ID used for establishing new sessions + + Name field of parcel, limited to 128 characters - - True if your agent successfully joined the session + + Description field of parcel, limited to 256 characters - - Data sent by the simulator containing urgent messages + + Total Square meters of parcel - - - Construct a new instance of the AlertMessageEventArgs class - - The alert message + + Total area billable as Tier, for group owned land this will be 10% less than ActualArea - - Get the alert message + + True of parcel is in Mature simulator - - Data sent by a script requesting to take or release specified controls to your agent + + Grid global X position of parcel - - - Construct a new instance of the ScriptControlEventArgs class - - The controls the script is attempting to take or release to the agent - True if the script is passing controls back to the agent - True if the script is requesting controls be released to the script + + Grid global Y position of parcel - - Get the controls the script is attempting to take or release to the agent + + Grid global Z position of parcel (not used) - - True if the script is passing controls back to the agent + + Name of simulator parcel is located in - - True if the script is requesting controls be released to the script + + Texture of parcels display picture - - - Data sent from the simulator to an agent to indicate its view limits - + + Float representing calculated traffic based on time spent on parcel by avatars - - - Construct a new instance of the CameraConstraintEventArgs class - - The collision plane + + Sale price of parcel (not used) - - Get the collision plane + + Auction ID of parcel - + - Data containing script sensor requests which allow an agent to know the specific details - of a primitive sending script sensor requests + Parcel Media Information - - - Construct a new instance of the ScriptSensorReplyEventArgs - - The ID of the primitive sending the sensor - The ID of the group associated with the primitive - The name of the primitive sending the sensor - The ID of the primitive sending the sensor - The ID of the owner of the primitive sending the sensor - The position of the primitive sending the sensor - The range the primitive specified to scan - The rotation of the primitive sending the sensor - The type of sensor the primitive sent - The velocity of the primitive sending the sensor + + A byte, if 0x1 viewer should auto scale media to fit object - - Get the ID of the primitive sending the sensor + + A boolean, if true the viewer should loop the media - - Get the ID of the group associated with the primitive + + The Asset UUID of the Texture which when applied to a + primitive will display the media - - Get the name of the primitive sending the sensor + + A URL which points to any Quicktime supported media type - - Get the ID of the primitive sending the sensor + + A description of the media - - Get the ID of the owner of the primitive sending the sensor + + An Integer which represents the height of the media - - Get the position of the primitive sending the sensor + + An integer which represents the width of the media - - Get the range the primitive specified to scan + + A string which contains the mime type of the media - - Get the rotation of the primitive sending the sensor + + + Parcel of land, a portion of virtual real estate in a simulator + - - Get the type of sensor the primitive sent + + The total number of contiguous 4x4 meter blocks your agent owns within this parcel - - Get the velocity of the primitive sending the sensor + + The total number of contiguous 4x4 meter blocks contained in this parcel owned by a group or agent other than your own - - Contains the response data returned from the simulator in response to a + + Deprecated, Value appears to always be 0 - - Construct a new instance of the AvatarSitResponseEventArgs object + + Simulator-local ID of this parcel - - Get the ID of the primitive the agent will be sitting on + + UUID of the owner of this parcel - - True if the simulator Autopilot functions were involved + + Whether the land is deeded to a group or not - - Get the camera offset of the agent when seated + + - - Get the camera eye offset of the agent when seated + + Date land was claimed - - True of the agent will be in mouselook mode when seated + + Appears to always be zero - - Get the position of the agent when seated + + This field is no longer used - - Get the rotation of the agent when seated + + Minimum corner of the axis-aligned bounding box for this + parcel - - Data sent when an agent joins a chat session your agent is currently participating in + + Maximum corner of the axis-aligned bounding box for this + parcel - - - Construct a new instance of the ChatSessionMemberAddedEventArgs object - - The ID of the chat session - The ID of the agent joining + + Bitmap describing land layout in 4x4m squares across the + entire region - - Get the ID of the chat session + + Total parcel land area - - Get the ID of the agent that joined + + - - Data sent when an agent exits a chat session your agent is currently participating in + + Maximum primitives across the entire simulator owned by the same agent or group that owns this parcel that can be used - - - Construct a new instance of the ChatSessionMemberLeftEventArgs object - - The ID of the chat session - The ID of the Agent that left + + Total primitives across the entire simulator calculated by combining the allowed prim counts for each parcel + owned by the agent or group that owns this parcel - - Get the ID of the chat session + + Maximum number of primitives this parcel supports - - Get the ID of the agent that left + + Total number of primitives on this parcel - - - Extract the avatar UUID encoded in a SIP URI - - - - - - - Represents a Sound Asset - - - - Initializes a new instance of an AssetSound object - - - Initializes a new instance of an AssetSound object with parameters - A unique specific to this asset - A byte array containing the raw asset data - - - - TODO: Encodes a sound file - + + For group-owned parcels this indicates the total number of prims deeded to the group, + for parcels owned by an individual this inicates the number of prims owned by the individual - - - TODO: Decode a sound file - - true + + Total number of primitives owned by the parcel group on + this parcel, or for parcels owned by an individual with a group set the + total number of prims set to that group. - - Override the base classes AssetType + + Total number of prims owned by other avatars that are not set to group, or not the parcel owner - - - Represents an LSL Text object containing a string of UTF encoded characters - + + A bonus multiplier which allows parcel prim counts to go over times this amount, this does not affect + the max prims per simulator. e.g: 117 prim parcel limit x 1.5 bonus = 175 allowed - - A string of characters represting the script contents + + Autoreturn value in minutes for others' objects - - 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 + + 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 - - - Initializes a new AssetScriptText object with parameters - - A string containing the scripts contents + + Parcel Name - - - Encode a string containing the scripts contents into byte encoded AssetData - + + Parcel Description - - - Decode a byte array containing the scripts contents into a string - - true if decoding is successful + + URL For Music Stream - - Override the base classes AssetType + + - - - - + + Price for a temporary pass - - No report + + How long is pass valid for - - Unknown report type + + - - Bug report + + Key of authorized buyer - - Complaint report + + Key of parcel snapshot - - Customer service report + + The landing point location - - - Bitflag field for ObjectUpdateCompressed data blocks, describing - which options are present for each object - + + The landing point LookAt - - Unknown + + The type of landing enforced from the enum - - 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 + + Access list of who is whitelisted on this + parcel - - Whether the object is attached to a root object or not + + Access list of who is blacklisted on this + parcel - - Whether the object has texture animation settings + + TRUE of region denies access to age unverified users - - Whether the object has an angular velocity + + true to obscure (hide) media url - - Whether the object has a name value pairs string + + true to obscure (hide) music url - - Whether the object has a Media URL set + + A struct containing media details - + - Specific Flags for MultipleObjectUpdate requests + Displays a parcel object in string format + string containing key=value pairs of a parcel object - - 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 + Defalt constructor + Local ID of this parcel - + - Indicates that this pay option should be hidden + 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 - + - Indicates that this pay option should have the default value + Set Autoreturn time + Simulator to send the update to - + - Contains the variables sent in an object update packet for objects. - Used to track position and movement of prims and avatars + Parcel (subdivided simulator lots) subsystem - - + + The event subscribers. null if no subcribers - - + + Raises the ParcelDwellReply event + A ParcelDwellReplyEventArgs object containing the + data returned from the simulator - - + + Thread sync lock object - - + + The event subscribers. null if no subcribers - - + + Raises the ParcelInfoReply event + A ParcelInfoReplyEventArgs object containing the + data returned from the simulator - - + + Thread sync lock object - - + + The event subscribers. null if no subcribers - - + + Raises the ParcelProperties event + A ParcelPropertiesEventArgs object containing the + data returned from the simulator - - + + Thread sync lock object - - + + The event subscribers. null if no subcribers - - - Handles all network traffic related to prims and avatar positions and - movement. - - - - The event subscribers, null of no subscribers - - - Raises the ObjectUpdate Event - A ObjectUpdateEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the ObjectProperties Event - A ObjectPropertiesEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the ObjectPropertiesUpdated Event - A ObjectPropertiesUpdatedEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the ObjectPropertiesFamily Event - A ObjectPropertiesFamilyEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the AvatarUpdate Event - A AvatarUpdateEventArgs object containing - the data sent from the simulator + + Raises the ParcelAccessListReply event + A ParcelAccessListReplyEventArgs object containing the + data returned from the simulator - + Thread sync lock object - - The event subscribers, null of no subscribers + + The event subscribers. null if no subcribers - - Raises the TerseObjectUpdate Event - A TerseObjectUpdateEventArgs object containing - the data sent from the simulator + + Raises the ParcelObjectOwnersReply event + A ParcelObjectOwnersReplyEventArgs object containing the + data returned from the simulator - + Thread sync lock object - - The event subscribers, null of no subscribers + + The event subscribers. null if no subcribers - - Raises the ObjectDataBlockUpdate Event - A ObjectDataBlockUpdateEventArgs object containing - the data sent from the simulator + + Raises the SimParcelsDownloaded event + A SimParcelsDownloadedEventArgs object containing the + data returned from the simulator - + Thread sync lock object - - The event subscribers, null of no subscribers + + The event subscribers. null if no subcribers - - Raises the KillObject Event - A KillObjectEventArgs object containing - the data sent from the simulator + + Raises the ForceSelectObjectsReply event + A ForceSelectObjectsReplyEventArgs object containing the + data returned from the simulator - + Thread sync lock object - - The event subscribers, null of no subscribers + + The event subscribers. null if no subcribers - - Raises the AvatarSitChanged Event - A AvatarSitChangedEventArgs object containing - the data sent from the simulator + + Raises the ParcelMediaUpdateReply event + A ParcelMediaUpdateReplyEventArgs object containing the + data returned from the simulator - + Thread sync lock object - - The event subscribers, null of no subscribers + + The event subscribers. null if no subcribers - - Raises the PayPriceReply Event - A PayPriceReplyEventArgs object containing - the data sent from the simulator + + Raises the ParcelMediaCommand event + A ParcelMediaCommandEventArgs object containing the + data returned from the simulator - + Thread sync lock object - - Reference to the GridClient object - - - Does periodic dead reckoning calculation to convert - velocity and acceleration to new positions for objects - - + - Construct a new instance of the ObjectManager class + Default constructor - A reference to the instance + A reference to the GridClient object - + - Request information for a single object from a - you are currently connected to + Request basic information for a single parcel - The the object is located - The Local ID of the object + Simulator-local ID of the parcel - + - Request information for multiple objects contained in - the same simulator + Request properties of a single parcel - The the objects are located - An array containing the Local IDs of the objects - - - - Attempt to purchase an original object, a copy, or the contents of - an object - - The the object is located - The Local ID of the object - Whether the original, a copy, or the object - contents are on sale. This is used for verification, if the this - sale type is not valid for the object the purchase will fail - Price of the object. This is used for - verification, if it does not match the actual price the purchase - will fail - Group ID that will be associated with the new - purchase - Inventory folder UUID where the object or objects - purchased should be placed - - - BuyObject(Client.Network.CurrentSim, 500, SaleType.Copy, - 100, UUID.Zero, Client.Self.InventoryRootFolderUUID); - - + 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 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 + Request the access list for a single parcel - The the object is located - The ID of the object - The result is raised in the event + 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 + - + - Select a single object. This will cause the to send us - an which will raise the event + Request properties of parcels using a bounding box selection - The the object is located - The Local ID of the object - + 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 - + - Select a single object. This will cause the to send us - an which will raise the event + Request all simulator parcel properties (used for populating the Simulator.Parcels + dictionary) - The the object is located - The Local ID of the object - if true, a call to is - made immediately following the request - + Simulator to request parcels from (must be connected) - + - Select multiple objects. This will cause the to send us - an which will raise the event - - The the objects are located - An array containing the Local IDs of the objects - Should objects be deselected immediately after selection - + 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 - + - Select multiple objects. This will cause the to send us - an which will raise the event - - The the objects are located - An array containing the Local IDs of the objects - + Request the dwell value for a parcel + + Simulator containing the parcel + Simulator-local ID of the parcel - + - Update the properties of an object + Send a request to Purchase a parcel of land - The the object is located - The Local ID of the object - true to turn the objects physical property on - true to turn the objects temporary property on - true to turn the objects phantom property on - true to turn the objects cast shadows property on + 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 + - + - Sets the sale properties of a single object + Reclaim a parcel of land - The the object is located - The Local ID of the object - One of the options from the enum - The price of the object - - - - Sets the sale properties of multiple objects - - The the objects are located - An array containing the Local IDs of the objects - One of the options from the enum - The price of the object + The simulator the parcel is in + The parcels region specific local ID - + - Deselect a single object + Deed a parcel to a group - The the object is located - The Local ID of the object + The simulator the parcel is in + The parcels region specific local ID + The groups - + - Deselect multiple objects. + Request prim owners of a parcel of land. - The the objects are located - An array containing the Local IDs of the objects + Simulator parcel is in + The parcels region specific local ID - + - Perform a click action on an object + Return objects from a parcel - The the object is located - The Local ID of the object + Simulator parcel is in + The parcels region specific local ID + the type of objects to return, + A list containing object owners s to return - + - Perform a click action (Grab) on a single object + Subdivide (split) a parcel - The the object is located - The Local ID of the object - The texture coordinates to touch - The surface coordinates to touch - The face of the position to touch - The region coordinates of the position to touch - The surface normal of the position to touch (A normal is a vector perpindicular to the surface) - The surface binormal of the position to touch (A binormal is a vector tangen to the surface - pointing along the U direction of the tangent space + + + + + - + - Create (rez) a new prim object in a simulator + Join two parcels of land creating a single parcel - A reference to the object to place the object in - Data describing the prim object to rez - Group ID that this prim will be set to, or UUID.Zero if you - do not want the object to be associated with a specific group - An approximation of the position at which to rez the prim - Scale vector to size this prim - Rotation quaternion to rotate this prim - Due to the way client prim rezzing is done on the server, - the requested position for an object is only close to where the prim - actually ends up. If you desire exact placement you'll need to - follow up by moving the object after it has been created. This - function will not set textures, light and flexible data, or other - extended primitive properties + + + + + - + - Create (rez) a new prim object in a simulator + Get a parcels LocalID - 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 + 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. - + - Rez a Linden tree + Terraform (raise, lower, etc) an area or whole parcel of land - 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 + 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() - + - Rez grass and ground cover + Terraform (raise, lower, etc) an area or whole parcel of land - 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 + 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() - + - Set the textures to apply to the faces of an object + Terraform (raise, lower, etc) an area or whole parcel of land - 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 + 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() - + - Set the textures to apply to the faces of an object + Terraform (raise, lower, etc) an area or whole parcel of land - 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) + 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 - + - Set the Light data on an object + Sends a request to the simulator to return a list of objects owned by specific owners - 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 + 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 - + - Set the flexible data on an object + Eject and optionally ban a user from a parcel - 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 + target key of avatar to eject + true to also ban target - + - Set the sculptie texture and data on an object + Freeze or unfreeze an avatar over your land - 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 + target key to freeze + true to freeze, false to unfreeze - + - Unset additional primitive parameters on an object + Abandon a parcel of land - 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 + Simulator parcel is in + Simulator local ID of parcel - + - Link multiple prims into a linkset + Requests the UUID of the parcel in a remote region at a specified location - 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? + Location of the parcel in the remote region + Remote region handle + Remote region UUID + If successful UUID of the remote parcel, UUID.Zero otherwise - + - Delink/Unlink multiple prims from a linkset + Retrieves information on resources used by the parcel - A reference to the object where the objects reside - An array which contains the IDs of the objects to delink - - - - Change the rotation of an object - - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - The new rotation of the object - - - - Set the name of an object - - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - A string containing the new name of the object - - - - Set the name of multiple objects - - A reference to the object where the objects reside - An array which contains the IDs of the objects to change the name of - An array which contains the new names of the objects - - - - Set the description of an object - - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - A string containing the new description of the object - - - - Set the descriptions of multiple objects - - A reference to the object where the objects reside - An array which contains the IDs of the objects to change the description of - An array which contains the new descriptions of the objects - - - - Attach an object to this avatar - - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - The point on the avatar the object will be attached - The rotation of the attached object - - - - Drop an attached object from this avatar - - A reference to the - object where the objects reside. This will always be the simulator the avatar is currently in - - The object's ID which is local to the simulator the object is in - - - - Detach an object from yourself - - A reference to the - object where the objects reside - - This will always be the simulator the avatar is currently in - - An array which contains the IDs of the objects to detach - - - - Change the position of an object, Will change position of entire linkset - - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - The new position of the object - - - - Change the position of an object - - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - The new position of the object - if true, will change position of (this) child prim only, not entire linkset - - - - Change the Scale (size) of an object - - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - The new scale of the object - If true, will change scale of this prim only, not entire linkset - True to resize prims uniformly - - - - Change the Rotation of an object that is either a child or a whole linkset - - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - The new scale of the object - If true, will change rotation of this prim only, not entire linkset - - - - Send a Multiple Object Update packet to change the size, scale or rotation of a primitive - - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - The new rotation, size, or position of the target object - The flags from the Enum - - - - Deed an object (prim) to a group, Object must be shared with group which - can be accomplished with SetPermissions() - - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - The of the group to deed the object to - - - - Deed multiple objects (prims) to a group, Objects must be shared with group which - can be accomplished with SetPermissions() - - A reference to the object where the object resides - An array which contains the IDs of the objects to deed - The of the group to deed the object to - - - - Set the permissions on multiple objects - - A reference to the object where the objects reside - An array which contains the IDs of the objects to set the permissions on - The new Who mask to set - The new Permissions mark to set - TODO: What does this do? - - - - Request additional properties for an object - - A reference to the object where the object resides - - - - - Request additional properties for an object - - A reference to the object where the object resides - Absolute UUID of the object - Whether to require server acknowledgement of this request - - - - Set the ownership of a list of objects to the specified group - - A reference to the object where the objects reside - An array which contains the IDs of the objects to set the group id on - The Groups ID - - - - Update current URL of the previously set prim media - - UUID of the prim - Set current URL to this - Prim face number - Simulator in which prim is located - - - - Set object media - - UUID of the prim - Array the length of prims number of faces. Null on face indexes where there is - no media, on faces which contain the media - Simulatior in which prim is located - - - - Retrieve information about object media - - UUID of the primitive - Simulator where prim is located - Call this callback when done + UUID of the parcel + Should per object resource usage be requested + Callback invoked when the request is complete - + Process an incoming packet and raise the appropriate events The sender The EventArgs object containing the packet data + Raises the event - - - A terse object update, used when a transformation matrix or - velocity/acceleration for an object changes but nothing else - (scale/position/rotation/acceleration/velocity) - - The sender - The EventArgs object containing the packet data - - + Process an incoming packet and raise the appropriate events The sender The EventArgs object containing the packet data + Raises the event - + Process an incoming packet and raise the appropriate events The sender The EventArgs object containing the packet data + Raises the event - + Process an incoming packet and raise the appropriate events The sender The EventArgs object containing the packet data + Raises the event - + Process an incoming packet and raise the appropriate events The sender The EventArgs object containing the packet data + Raises the event - + Process an incoming packet and raise the appropriate events The sender The EventArgs object containing the packet data - + Process an incoming packet and raise the appropriate events The sender The EventArgs object containing the packet data + Raises the event - - - Setup construction data for a basic primitive shape - - Primitive shape to construct - Construction data that can be plugged into a + + Raised when the simulator responds to a request - - - - - - - - + + Raised when the simulator responds to a request - - - - - - + + Raised when the simulator responds to a request - - - 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 + + Raised when the simulator responds to a request - - - Set the Material data of an object - - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - The new material of the object + + Raised when the simulator responds to a request - - - - - - - - + + Raised when the simulator responds to a request - + + Raised when the simulator responds to a request + + + Raised when the simulator responds to a Parcel Update request + + + Raised when the parcel your agent is located sends a ParcelMediaCommand + + - + Parcel Accesslist - - - - - - - Raised when the simulator sends us data containing - A , Foliage or Attachment - - - - Raised when the simulator sends us data containing - additional information - - + + Agents - - Raised when the simulator sends us data containing - Primitive.ObjectProperties for an object we are currently tracking + + - - Raised when the simulator sends us data containing - additional and details - + + Flags for specific entry in white/black lists - - Raised when the simulator sends us data containing - updated information for an + + + Owners of primitives on parcel + - - Raised when the simulator sends us data containing - and movement changes + + Prim Owners - - Raised when the simulator sends us data containing - updates to an Objects DataBlock + + True of owner is group - - Raised when the simulator informs us an - or is no longer within view + + Total count of prims owned by OwnerID - - Raised when the simulator sends us data containing - updated sit information for our + + true of OwnerID is currently online and is not a group - - Raised when the simulator sends us data containing - purchase price information for a + + The date of the most recent prim left by OwnerID - + - Callback for getting object media data via CAP + Called once parcel resource usage information has been collected - Indicates if the operation was succesfull - Object media version string - Array indexed on prim face of media entry data + Indicates if operation was successfull + Parcel resource usage information - - Provides data for the event - The event occurs when the simulator sends - an containing a Primitive, Foliage or Attachment data - Note 1: The event will not be raised when the object is an Avatar - Note 2: It is possible for the to be - raised twice for the same object if for example the primitive moved to a new simulator, then returned to the current simulator or - if an Avatar crosses the border into a new simulator and returns to the current simulator - - - The following code example uses the , , and - properties to display new Primitives and Attachments on the window. - - // Subscribe to the event that gives us prim and foliage information - Client.Objects.ObjectUpdate += Objects_ObjectUpdate; - - - private void Objects_ObjectUpdate(object sender, PrimEventArgs e) - { - Console.WriteLine("Primitive {0} {1} in {2} is an attachment {3}", e.Prim.ID, e.Prim.LocalID, e.Simulator.Name, e.IsAttachment); - } - - - - - + + Contains a parcels dwell data returned from the simulator in response to an - + - Construct a new instance of the PrimEventArgs class + Construct a new instance of the ParcelDwellReplyEventArgs class - The simulator the object originated from - The Primitive - The simulator time dilation - The prim was not in the dictionary before this update - true if the primitive represents an attachment to an agent + The global ID of the parcel + The simulator specific ID of the parcel + The calculated dwell for the parcel - - Get the simulator the originated from + + Get the global ID of the parcel - - Get the details + + Get the simulator specific ID of the parcel - - true if the did not exist in the dictionary before this update (always true if object tracking has been disabled) + + Get the calculated dwell - - true if the is attached to an + + Contains basic parcel information data returned from the + simulator in response to an request - - Get the simulator Time Dilation + + + Construct a new instance of the ParcelInfoReplyEventArgs class + + The object containing basic parcel info - - Provides data for the event - The event occurs when the simulator sends - an containing Avatar data - Note 1: The event will not be raised when the object is an Avatar - Note 2: It is possible for the to be - raised twice for the same avatar if for example the avatar moved to a new simulator, then returned to the current simulator - - - The following code example uses the property to make a request for the top picks - using the method in the class to display the names - of our own agents picks listings on the window. - - // subscribe to the AvatarUpdate event to get our information - Client.Objects.AvatarUpdate += Objects_AvatarUpdate; - Client.Avatars.AvatarPicksReply += Avatars_AvatarPicksReply; - - private void Objects_AvatarUpdate(object sender, AvatarUpdateEventArgs e) - { - // we only want our own data - if (e.Avatar.LocalID == Client.Self.LocalID) - { - // Unsubscribe from the avatar update event to prevent a loop - // where we continually request the picks every time we get an update for ourselves - Client.Objects.AvatarUpdate -= Objects_AvatarUpdate; - // make the top picks request through AvatarManager - Client.Avatars.RequestAvatarPicks(e.Avatar.ID); - } - } - - private void Avatars_AvatarPicksReply(object sender, AvatarPicksReplyEventArgs e) - { - // we'll unsubscribe from the AvatarPicksReply event since we now have the data - // we were looking for - Client.Avatars.AvatarPicksReply -= Avatars_AvatarPicksReply; - // loop through the dictionary and extract the names of the top picks from our profile - foreach (var pickName in e.Picks.Values) - { - Console.WriteLine(pickName); - } - } - - - - + + Get the object containing basic parcel info - + + Contains basic parcel information data returned from the simulator in response to an request + + - Construct a new instance of the AvatarUpdateEventArgs class + Construct a new instance of the ParcelPropertiesEventArgs class - The simulator the packet originated from - The data - The simulator time dilation - The avatar was not in the dictionary before this update + The object containing the details + The object containing the details + The result of the request + The number of primitieves your agent is + currently selecting and or sitting on in this parcel + The user assigned ID used to correlate a request with + these results + TODO: - - Get the simulator the object originated from + + Get the simulator the parcel is located in - - Get the data + + Get the object containing the details + If Result is NoData, this object will not contain valid data - - Get the simulator time dilation + + Get the result of the request - - true if the did not exist in the dictionary before this update (always true if avatar tracking has been disabled) + + Get the number of primitieves your agent is + currently selecting and or sitting on in this parcel - - Provides additional primitive data for the event - The event occurs when the simulator sends - an containing additional details for a Primitive, Foliage data or Attachment data - The event is also raised when a request is - made. - - - The following code example uses the , and - - properties to display new attachments and send a request for additional properties containing the name of the - attachment then display it on the window. - - // Subscribe to the event that provides additional primitive details - Client.Objects.ObjectProperties += Objects_ObjectProperties; - - // handle the properties data that arrives - private void Objects_ObjectProperties(object sender, ObjectPropertiesEventArgs e) - { - Console.WriteLine("Primitive Properties: {0} Name is {1}", e.Properties.ObjectID, e.Properties.Name); - } - - + + Get the user assigned ID used to correlate a request with + these results - + + TODO: + + + Contains blacklist and whitelist data returned from the simulator in response to an request + + - Construct a new instance of the ObjectPropertiesEventArgs class + Construct a new instance of the ParcelAccessListReplyEventArgs class - The simulator the object is located - The primitive Properties - - - Get the simulator the object is located + The simulator the parcel is located in + The user assigned ID used to correlate a request with + these results + The simulator specific ID of the parcel + TODO: + The list containing the white/blacklisted agents for the parcel - - Get the primitive properties + + Get the simulator the parcel is located in - - Provides additional primitive data for the event - The event occurs when the simulator sends - an containing additional details for a Primitive or Foliage data that is currently - being tracked in the dictionary - The event is also raised when a request is - made and is enabled - + + Get the user assigned ID used to correlate a request with + these results - - - Construct a new instance of the ObjectPropertiesUpdatedEvenrArgs class - - The simulator the object is located - The Primitive - The primitive Properties + + Get the simulator specific ID of the parcel - - Get the simulator the object is located + + TODO: - - Get the primitive details + + Get the list containing the white/blacklisted agents for the parcel - - Get the primitive properties + + Contains blacklist and whitelist data returned from the + simulator in response to an request - - Provides additional primitive data, permissions and sale info for the event - The event occurs when the simulator sends - an containing additional details for a Primitive, Foliage data or Attachment. This includes - Permissions, Sale info, and other basic details on an object - The event is also raised when a request is - made, the viewer equivalent is hovering the mouse cursor over an object - + + + Construct a new instance of the ParcelObjectOwnersReplyEventArgs class + + The simulator the parcel is located in + The list containing prim ownership counts - - Get the simulator the object is located + + Get the simulator the parcel is located in - - + + Get the list containing prim ownership counts - - + + Contains the data returned when all parcel data has been retrieved from a simulator - - Provides primitive data containing updated location, velocity, rotation, textures for the event - The event occurs when the simulator sends updated location, velocity, rotation, etc - + + + Construct a new instance of the SimParcelsDownloadedEventArgs class + + The simulator the parcel data was retrieved from + The dictionary containing the parcel data + The multidimensional array containing a x,y grid mapped + to each 64x64 parcel's LocalID. - - Get the simulator the object is located + + Get the simulator the parcel data was retrieved from - - Get the primitive details + + A dictionary containing the parcel data where the key correlates to the ParcelMap entry - - + + Get the multidimensional array containing a x,y grid mapped + to each 64x64 parcel's LocalID. - - + + Contains the data returned when a request - + - + Construct a new instance of the ForceSelectObjectsReplyEventArgs class + The simulator the parcel data was retrieved from + The list of primitive IDs + true if the list is clean and contains the information + only for a given request - - Get the simulator the object is located - - - Get the primitive details + + Get the simulator the parcel data was retrieved from - - + + Get the list of primitive IDs - - + + true if the list is clean and contains the information + only for a given request - - + + Contains data when the media data for a parcel the avatar is on changes - - + + + Construct a new instance of the ParcelMediaUpdateReplyEventArgs class + + the simulator the parcel media data was updated in + The updated media information - - Provides notification when an Avatar, Object or Attachment is DeRezzed or moves out of the avatars view for the - event + + Get the simulator the parcel media data was updated in - - Get the simulator the object is located + + Get the updated media information - - The LocalID of the object + + Contains the media command for a parcel the agent is currently on - + - Provides updates sit position data + Construct a new instance of the ParcelMediaCommandEventArgs class + The simulator the parcel media command was issued in + + + The media command that was sent + - - Get the simulator the object is located + + Get the simulator the parcel media command was issued in - + - + - - + + Get the media command that was sent - - - - + + - - Get the simulator the object is located + + 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 - + - Indicates if the operation was successful + Create an allocated UDP packet buffer for receiving a packet - + - Media version string + Create an allocated UDP packet buffer for sending a packet + EndPoint of the remote host - + - Array of media entries indexed by face number + Create an allocated UDP packet buffer for sending a packet + EndPoint of the remote host + Size of the buffer to allocate for packet data - + - + Object pool for packet buffers. This is used to allocate memory for all + incoming and outgoing packets, and zerocoding buffers for those packets - + - + Creates a new instance of the ObjectPoolBase class. Initialize MUST be called + after using this constructor. - - + - De-serialization constructor for the InventoryNode Class + 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. - + - Serialization handler for the InventoryNode Class + Forces the segment cleanup algorithm to be run. This method is intended + primarly for use from the Unit Test libraries. - + - De-serialization handler for the InventoryNode Class + Responsible for allocate 1 instance of an object that will be stored in a segment. + An instance of whatever objec the pool is pooling. - + - + Checks in an instance of T owned by the object pool. This method is only intended to be called + by the WrappedObject class. - - - - - - - - - - - - - + The segment from which the instance is checked out. + The instance of T to check back into the segment. - + - For inventory folder nodes specifies weather the folder needs to be - refreshed from the server + 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. - - 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 - - + - Temporary code to produce a tar archive in tar v7 format + The total number of segments created. Intended to be used by the Unit Tests. - + - Binary writer for the underlying stream + 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. - + - Write a directory entry to the tar archive. We can only handle one path level right now! + The minimum number of segments. When segments are reclaimed, + this number of segments will always be left alone. These + segments are allocated at startup. - - + - Write a file to the tar archive + 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. - - - + - Write a file to the tar archive + The frequence which the cleanup thread runs. This is typically + expected to be in the 5 minute range. - - - + - Finish writing the raw tar archive data to a stream. The stream will be closed on completion. + Initialize the object pool in client mode + Server to connect to + + - + - Write a particular entry + Initialize the object pool in server mode - - - + + - + - Temporary code to do the bare minimum required to read a tar archive for our purposes + 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 - + - Binary reader for the underlying stream + Default constructor - + - Used to trim off null chars + Check a packet buffer out of the pool + A packet buffer object - + - Used to trim off space chars + + Looking direction, must be a normalized vector + Up direction, must be a normalized vector - + - Generate a tar reader which reads from the given stream. + 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 - - - Read the next entry in the tar file. - - - - the data for the entry. Returns null if there are no more entries + + Origin position of this coordinate frame - - - 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. + + X axis of this coordinate frame, or Forward/At in grid terms - - - Read data following a header - - - + + Y axis of this coordinate frame, or Left in grid terms - + + Z axis of this coordinate frame, or Up in grid terms + + - Convert octal bytes to a decimal representation + Manager class for our own avatar - - - - - - Sort by name + + The event subscribers. null if no subcribers - - Sort by date + + Raises the ChatFromSimulator event + A ChatEventArgs object containing the + data returned from the data server - - Sort folders by name, regardless of whether items are - sorted by name or date + + Thread sync lock object - - Place system folders at the top + + The event subscribers. null if no subcribers - - - Possible destinations for DeRezObject request - + + Raises the ScriptDialog event + A SctriptDialogEventArgs object containing the + data returned from the data server - - + + Thread sync lock object - - Copy from in-world to agent inventory + + The event subscribers. null if no subcribers - - Derez to TaskInventory + + Raises the ScriptQuestion event + A ScriptQuestionEventArgs object containing the + data returned from the data server - - + + Thread sync lock object - - Take Object + + The event subscribers. null if no subcribers - - + + Raises the LoadURL event + A LoadUrlEventArgs object containing the + data returned from the data server - - Delete Object + + Thread sync lock object - - Put an avatar attachment into agent inventory + + The event subscribers. null if no subcribers - - + + Raises the MoneyBalance event + A BalanceEventArgs object containing the + data returned from the data server - - Return an object back to the owner's inventory + + Thread sync lock object - - Return a deeded object back to the last owner's inventory + + The event subscribers. null if no subcribers - - - 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 + + Raises the MoneyBalanceReply event + A MoneyBalanceReplyEventArgs object containing the + data returned from the data server - - Indicates that the object sale information has been - changed + + Thread sync lock object - - If set, and a slam bit is set, indicates BaseMask will be overwritten on Rez + + The event subscribers. null if no subcribers - - If set, and a slam bit is set, indicates OwnerMask will be overwritten on Rez + + Raises the IM event + A InstantMessageEventArgs object containing the + data returned from the data server - - If set, and a slam bit is set, indicates GroupMask will be overwritten on Rez + + Thread sync lock object - - If set, and a slam bit is set, indicates EveryoneMask will be overwritten on Rez + + The event subscribers. null if no subcribers - - If set, and a slam bit is set, indicates NextOwnerMask will be overwritten on Rez + + Raises the TeleportProgress event + A TeleportEventArgs object containing the + data returned from the data server - - Indicates whether this object is composed of multiple - items or not + + Thread sync lock object - - 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 + + The event subscribers. null if no subcribers - - - Base Class for Inventory Items - + + Raises the AgentDataReply event + A AgentDataReplyEventArgs object containing the + data returned from the data server - - of item/folder + + Thread sync lock object - - of parent folder + + The event subscribers. null if no subcribers - - Name of item/folder + + Raises the AnimationsChanged event + A AnimationsChangedEventArgs object containing the + data returned from the data server - - Item/Folder Owners + + Thread sync lock object - - - Constructor, takes an itemID as a parameter - - The of the item + + The event subscribers. null if no subcribers - - - - - + + Raises the MeanCollision event + A MeanCollisionEventArgs object containing the + data returned from the data server - - - - - + + Thread sync lock object - - - 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 + + The event subscribers. null if no subcribers - - - Determine whether the specified object is equal to the current object - - InventoryBase object to compare against - true if objects are the same + + Raises the RegionCrossed event + A RegionCrossedEventArgs object containing the + data returned from the data server - - - Determine whether the specified object is equal to the current object - - InventoryBase object to compare against - true if objects are the same + + Thread sync lock object - - - An Item in Inventory - + + The event subscribers. null if no subcribers - - The of this item + + Raises the GroupChatJoined event + A GroupChatJoinedEventArgs object containing the + data returned from the data server - - The combined of this item + + Thread sync lock object - - The type of item from + + The event subscribers. null if no subcribers - - The type of item from the enum + + Raises the AlertMessage event + A AlertMessageEventArgs object containing the + data returned from the data server - - The of the creator of this item + + Thread sync lock object - - A Description of this item + + The event subscribers. null if no subcribers - - The s this item is set to or owned by + + Raises the ScriptControlChange event + A ScriptControlEventArgs object containing the + data returned from the data server - - If true, item is owned by a group + + Thread sync lock object - - The price this item can be purchased for + + The event subscribers. null if no subcribers - - The type of sale from the enum + + Raises the CameraConstraint event + A CameraConstraintEventArgs object containing the + data returned from the data server - - Combined flags from + + Thread sync lock object - - Time and date this inventory item was created, stored as - UTC (Coordinated Universal Time) + + The event subscribers. null if no subcribers - - Used to update the AssetID in requests sent to the server + + Raises the ScriptSensorReply event + A ScriptSensorReplyEventArgs object containing the + data returned from the data server - - The of the previous owner of the item + + Thread sync lock object - - - Construct a new InventoryItem object - - The of the item + + The event subscribers. null if no subcribers - - - Construct a new InventoryItem object of a specific Type - - The type of item from - of the item + + Raises the AvatarSitResponse event + A AvatarSitResponseEventArgs object containing the + data returned from the data server - - - Indicates inventory item is a link - - True if inventory item is a link to another inventory item + + Thread sync lock object - - - - - + + The event subscribers. null if no subcribers - - - - - + + Raises the ChatSessionMemberAdded event + A ChatSessionMemberAddedEventArgs object containing the + data returned from the data server - - - 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 + + Thread sync lock object - - - Compares an object - - The object to compare - true if comparison object matches + + The event subscribers. null if no subcribers - - - Determine whether the specified object is equal to the current object - - The object to compare against - true if objects are the same + + Raises the ChatSessionMemberLeft event + A ChatSessionMemberLeftEventArgs object containing the + data returned from the data server - - - Determine whether the specified object is equal to the current object - - The object to compare against - true if objects are the same + + Thread sync lock object - - - InventoryTexture Class representing a graphical image - - + + Reference to the GridClient instance - - - Construct an InventoryTexture object - - A which becomes the - objects AssetUUID + + Used for movement and camera tracking - - - Construct an InventoryTexture object from a serialization stream - + + Currently playing animations for the agent. Can be used to + check the current movement status such as walking, hovering, aiming, + etc. by checking against system animations found in the Animations class - - - InventorySound Class representing a playable sound - + + Dictionary containing current Group Chat sessions and members - + - Construct an InventorySound object + Constructor, setup callbacks for packets related to our avatar - A which becomes the - objects AssetUUID + A reference to the Class - + - Construct an InventorySound object from a serialization stream + 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. - + - InventoryCallingCard Class, contains information on another avatar + Request any instant messages sent while the client was offline to be resent. - + - Construct an InventoryCallingCard object + Send an Instant Message to another Avatar - A which becomes the - objects AssetUUID + The recipients + A containing the message to send - + - Construct an InventoryCallingCard object from a serialization stream + 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) - + - InventoryLandmark Class, contains details on a specific location + 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 - + - Construct an InventoryLandmark object + Send an Instant Message - A which becomes the - objects AssetUUID + 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 - + - Construct an InventoryLandmark object from a serialization stream + Send an Instant Message to a group + of the group to send message to + Text Message being sent. - + - Landmarks use the InventoryItemFlags struct and will have a flag of 1 set if they have been visited + Send an Instant Message to a group the agent is a member of + The name this IM will show up as being from + of the group to send message to + Text message being sent - + - InventoryObject Class contains details on a primitive or coalesced set of primitives + Send a request to join a group chat session + of Group to leave - + - Construct an InventoryObject object + Exit a group chat session. This will stop further Group chat messages + from being sent until session is rejoined. - A which becomes the - objects AssetUUID + of Group chat session to leave - + - Construct an InventoryObject object from a serialization stream + Reply to script dialog questions. + Channel initial request came on + Index of button you're "clicking" + Label of button you're "clicking" + of Object that sent the dialog request + - + - Gets or sets the upper byte of the Flags value + Accept invite for to a chatterbox session + of session to accept invite to - + - Gets or sets the object attachment point, the lower byte of the Flags value + Start a friends conference + List of UUIDs to start a conference with + the temportary session ID returned in the callback> - + - InventoryNotecard Class, contains details on an encoded text document + Start a particle stream between an agent and an object + Key of the source agent + Key of the target object + + The type from the enum + A unique for this effect - + - Construct an InventoryNotecard object + Start a particle stream between an agent and an object - A which becomes the - objects AssetUUID + 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 - + - Construct an InventoryNotecard object from a serialization stream + Create a particle beam between an avatar and an primitive + The ID of source avatar + The ID of the target primitive + global offset + A object containing the combined red, green, blue and alpha + color values of particle beam + a float representing the duration the parcicle beam will last + A Unique ID for the beam + - + - InventoryCategory Class + Create a particle swirl around a target position using a packet - TODO: Is this even used for anything? + global offset + A object containing the combined red, green, blue and alpha + color values of particle beam + a float representing the duration the parcicle beam will last + A Unique ID for the beam - + - Construct an InventoryCategory object + Sends a request to sit on the specified object - A which becomes the - objects AssetUUID + of the object to sit on + Sit at offset - + - Construct an InventoryCategory object from a serialization stream + Follows a call to to actually sit on the object - - - InventoryLSL Class, represents a Linden Scripting Language object - + + Stands up from sitting on a prim or the ground + true of AgentUpdate was sent - + - Construct an InventoryLSL object + Does a "ground sit" at the avatar's current position - A which becomes the - objects AssetUUID - + - Construct an InventoryLSL object from a serialization stream + Starts or stops flying + True to start flying, false to stop flying - + - InventorySnapshot Class, an image taken with the viewer + Starts or stops crouching + True to start crouching, false to stop crouching - + - Construct an InventorySnapshot object + Starts a jump (begin holding the jump key) - A which becomes the - objects AssetUUID - + - Construct an InventorySnapshot object from a serialization stream + Use the autopilot sim function to move the avatar to a new + position. Uses double precision to get precise movements + The z value is currently not handled properly by the simulator + Global X coordinate to move to + Global Y coordinate to move to + Z coordinate to move to - + - InventoryAttachment Class, contains details on an attachable object + 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 - + - Construct an InventoryAttachment object + Use the autopilot sim function to move the avatar to a new position - A which becomes the - objects AssetUUID + The z value is currently not handled properly by the simulator + Integer value for the local X coordinate to move to + Integer value for the local Y coordinate to move to + Floating-point value for the Z coordinate to move to - + + Macro to cancel autopilot sim function + Not certain if this is how it is really done + true if control flags were set and AgentUpdate was sent to the simulator + + - Construct an InventoryAttachment object from a serialization stream + Grabs an object + an unsigned integer of the objects ID within the simulator + - + - Get the last AttachmentPoint this object was attached to + Overload: Grab a simulated object + an unsigned integer of the objects ID within the simulator + + The texture coordinates to grab + The surface coordinates to grab + The face of the position to grab + The region coordinates of the position to grab + The surface normal of the position to grab (A normal is a vector perpindicular to the surface) + The surface binormal of the position to grab (A binormal is a vector tangen to the surface + pointing along the U direction of the tangent space - + - InventoryWearable Class, details on a clothing item or body part + Drag an object + of the object to drag + Drag target in region coordinates - + - Construct an InventoryWearable object + Overload: Drag an object - A which becomes the - objects AssetUUID + of the object to drag + Drag target in region coordinates + + The texture coordinates to grab + The surface coordinates to grab + The face of the position to grab + The region coordinates of the position to grab + The surface normal of the position to grab (A normal is a vector perpindicular to the surface) + The surface binormal of the position to grab (A binormal is a vector tangen to the surface + pointing along the U direction of the tangent space - + - Construct an InventoryWearable object from a serialization stream + Release a grabbed object + The Objects Simulator Local ID + + + - + - The , Skin, Shape, Skirt, Etc + Release a grabbed object + The Objects Simulator Local ID + The texture coordinates to grab + The surface coordinates to grab + The face of the position to grab + The region coordinates of the position to grab + The surface normal of the position to grab (A normal is a vector perpindicular to the surface) + The surface binormal of the position to grab (A binormal is a vector tangen to the surface + pointing along the U direction of the tangent space - + - InventoryAnimation Class, A bvh encoded object which animates an avatar + Touches an object + an unsigned integer of the objects ID within the simulator + - + - Construct an InventoryAnimation object + Request the current L$ balance - A which becomes the - objects AssetUUID - + - Construct an InventoryAnimation object from a serialization stream + Give Money to destination Avatar + UUID of the Target Avatar + Amount in L$ - + - InventoryGesture Class, details on a series of animations, sounds, and actions + Give Money to destination Avatar + UUID of the Target Avatar + Amount in L$ + Description that will show up in the + recipients transaction history - + - Construct an InventoryGesture object + Give L$ to an object - A which becomes the - objects AssetUUID + object to give money to + amount of L$ to give + name of object - + - Construct an InventoryGesture object from a serialization stream + Give L$ to a group + group to give money to + amount of L$ to give - + - A folder contains s and has certain attributes specific - to itself + Give L$ to a group + group to give money to + amount of L$ to give + description of transaction - - The Preferred for a folder. - - - The Version of this folder + + + Pay texture/animation upload fee + - - Number of child items this folder contains. + + + Pay texture/animation upload fee + + description of the transaction - + - Constructor + Give Money to destination Object or Avatar - UUID of the folder + UUID of the Target Object/Avatar + Amount in L$ + Reason (Optional normally) + The type of transaction + Transaction flags, mostly for identifying group + transactions - + - + Plays a gesture - + Asset of the gesture - + - Get Serilization data for this InventoryFolder object + Mark gesture active + Inventory of the gesture + Asset of the gesture - + - Construct an InventoryFolder object from a serialization stream + Mark gesture inactive + Inventory of the gesture - + - + Send an AgentAnimation packet that toggles a single animation on - + The of the animation to start playing + Whether to ensure delivery of this packet or not - + - + Send an AgentAnimation packet that toggles a single animation off - - + The of a + currently playing animation to stop playing + Whether to ensure delivery of this packet or not - + - + Send an AgentAnimation packet that will toggle animations on or off - - + A list of animation s, and whether to + turn that animation on or off + Whether to ensure delivery of this packet or not - + - + Teleports agent to their stored home location - - + true on successful teleport to home location - + - Tools for dealing with agents inventory + Teleport agent to a landmark + of the landmark to teleport agent to + true on success, false on failure - - Used for converting shadow_id to asset_id + + + Attempt to look up a simulator name and teleport to the discovered + destination + + Region name to look up + Position to teleport to + True if the lookup and teleport were successful, otherwise + false - - The event subscribers, null of no subscribers + + + 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 - - Raises the ItemReceived Event - A ItemReceivedEventArgs object containing - the data sent from the simulator + + + Teleport agent to another region + + handle of region to teleport agent to + position in destination sim to teleport to + true on success, false on failure + This call is blocking - - Thread sync lock object + + + 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 - - The event subscribers, null of no subscribers + + + Request teleport to a another simulator + + handle of region to teleport agent to + position in destination sim to teleport to - - Raises the FolderUpdated Event - A FolderUpdatedEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the InventoryObjectOffered Event - A InventoryObjectOfferedEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the TaskItemReceived Event - A TaskItemReceivedEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the FindObjectByPath Event - A FindObjectByPathEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the TaskInventoryReply Event - A TaskInventoryReplyEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the SaveAssetToInventory Event - A SaveAssetToInventoryEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Raises the ScriptRunningReply Event - A ScriptRunningReplyEventArgs object containing - the data sent from the simulator - - - Thread sync lock object - - - Partial mapping of AssetTypes to folder names - - + - Default constructor + Request teleport to a another simulator - Reference to the GridClient object + handle of region to teleport agent to + position in destination sim to teleport to + direction in destination sim agent will look at - + - Fetch an inventory item from the dataserver + Teleport agent to a landmark - 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 + of the landmark to teleport agent to - + - Request A single inventory item + Send a teleport lure to another avatar with default "Join me in ..." invitation message - The items - The item Owners - + target avatars to lure - + - Request inventory items + Send a teleport lure to another avatar with custom invitation message - Inventory items to request - Owners of the inventory items - + target avatars to lure + custom message to send with invitation - + - Get contents of a folder + Respond to a teleport lure by either accepting it and initiating + the teleport, or denying it - 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 + of the avatar sending the lure + true to accept the lure, false to decline it - + - Request the contents of an inventory folder + Update agent profile - 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 - + struct containing updated + profile information - + - Returns the UUID of the folder (category) that defaults to - containing 'type'. The folder is not necessarily only for that - type + Update agents profile interests - 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 + selection of interests from struct - + - Find an object in inventory using a specific path to search + 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 - 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 + New height of the viewer window + New width of the viewer window - + - Find inventory items by path + Request the list of muted objects and avatars for this agent - 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 + Sets home location to agents current position - 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 + will fire an AlertMessage () with + success or failure message - + - Move an inventory item or folder to a new location + Move an agent in to a simulator. This packet is the last packet + needed to complete the transition in to a new simulator - The item or folder to move - The to move item or folder to + Object - + - Move an inventory item or folder to a new location and change its name + Reply to script permissions request - The item or folder to move - The to move item or folder to - The name to change the item or folder to + Object + of the itemID requesting permissions + of the taskID requesting permissions + list of permissions to allow - + - Move and rename a folder + Respond to a group invitation by either accepting or denying it - The source folders - The destination folders - The name to change the folder to + 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 - + - Update folder properties + Requests script detection of objects and avatars - of the folder to update - Sets folder's parent to - Folder name - Folder type + 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 - + - Move a folder + Create or update profile pick - The source folders - The destination folders + 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 - + - Move multiple folders, the keys in the Dictionary parameter, - to a new parents, the value of that folder's key. + Delete profile pick - A Dictionary containing the - of the source as the key, and the - of the destination as the value + UUID of the pick to delete - + - Move an inventory item to a new folder + Create or update profile Classified - The of the source item to move - The of the destination folder + 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 - + - Move and rename an inventory item + Create or update profile Classified - The of the source item to move - The of the destination folder - The name to change the folder to + UUID of the classified to update, or random UUID to create a new classified + Defines what catagory the classified is in + UUID of the image displayed with the classified + Price that the classified will cost to place for a week + Name of the classified + Long description of the classified + if true, auto renew classified after expiration - + - Move multiple inventory items to new locations + Delete a classified ad - A Dictionary containing the - of the source item as the key, and the - of the destination folder as the value + The classified ads ID - + - Remove descendants of a folder + Fetches resource usage by agents attachmetns - The of the folder + Called when the requested information is collected - + - Remove a single item from inventory + Take an incoming ImprovedInstantMessage packet, auto-parse, and if + OnInstantMessage is defined call that with the appropriate arguments - The of the inventory item to remove + The sender + The EventArgs object containing the packet data - + - Remove a folder from inventory + Take an incoming Chat packet, auto-parse, and if OnChat is defined call + that with the appropriate arguments. - The of the folder to remove + The sender + The EventArgs object containing the packet data - + - Remove multiple items or folders from inventory + Used for parsing llDialogs - A List containing the s of items to remove - A List containing the s of the folders to remove + The sender + The EventArgs object containing the packet data - + - Empty the Lost and Found folder + Used for parsing llRequestPermissions dialogs + The sender + The EventArgs object containing the packet data - + - Empty the Trash folder + Handles Script Control changes when Script with permissions releases or takes a control + The sender + The EventArgs object containing the packet data - + - + Used for parsing llLoadURL Dialogs - - - - - Proper use is to upload the inventory's asset first, then provide the Asset's TransactionID here. - - - + The sender + The EventArgs object containing the packet data - + - + Update client's Position, LookAt and region handle from incoming packet - - - - - Proper use is to upload the inventory's asset first, then provide the Asset's TransactionID here. - - - - + The sender + The EventArgs object containing the packet data + This occurs when after an avatar moves into a new sim - - - 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 + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - 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 + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - 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 + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - + - Create an inventory item and upload asset data + Process TeleportFailed message sent via EventQueue, informs agent its last teleport has failed and why. - 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 + The Message Key + An IMessage object Deserialized from the recieved message event + The simulator originating the event message - + - Creates inventory link to another inventory item or folder + Process TeleportFinish from Event Queue and pass it onto our TeleportHandler - Put newly created link in folder with this UUID - Inventory item or folder - Method to call upon creation of the link + The message system key for this event + IMessage object containing decoded data from OSD + The simulator originating the event message - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + - Creates inventory link to another inventory item + 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. - Put newly created link in folder with this UUID - Original inventory item - Method to call upon creation of the link + The message key + the IMessage object containing the deserialized data sent from the simulator + The which originated the packet - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + This packet is now being sent via the EventQueue + + - Creates inventory link to another inventory folder + Group Chat event handler - Put newly created link in folder with this UUID - Original inventory folder - Method to call upon creation of the link + The capability Key + IMessage object containing decoded data from OSD + - + - Creates inventory link to another inventory item or folder + Response from request to join a group chat - Put newly created link in folder with this UUID - Original item's UUID - Name - Description - Asset Type - Inventory Type - Transaction UUID - Method to call upon creation of the link + + IMessage object containing decoded data from OSD + - + - + Someone joined or left group chat - - - - + + IMessage object containing decoded data from OSD + - + - + Handle a group chat Invitation - - - - - + Caps Key + IMessage object containing decoded data from OSD + Originating Simulator - + - + Moderate a chat session - - - - - + the of the session to moderate, for group chats this will be the groups UUID + the of the avatar to moderate + Either "voice" to moderate users voice, or "text" to moderate users text session + true to moderate (silence user), false to allow avatar to speak - - - 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 + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - - - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - - - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - - - - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - - - - - + + Raised when a scripted object or agent within range sends a public message - - - Save changes to notecard embedded in object contents - - Encoded notecard asset data - Notecard UUID - Object's UUID - Called upon finish of the upload with status information + + Raised when a scripted object sends a dialog box containing possible + options an agent can respond to - - - Upload new gesture asset for an inventory gesture item - - Encoded gesture asset - Gesture inventory UUID - Callback whick will be called when upload is complete + + Raised when an object requests a change in the permissions an agent has permitted - - - 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 - + + Raised when a script requests an agent open the specified URL - - - Update an existing script in an task Inventory - - A byte[] array containing the encoded scripts contents - the itemID of the script - UUID of the prim containting the script - if true, sets the script content to run on the mono interpreter - if true, sets the script to running - + + Raised when an agents currency balance is updated - - - 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 + + Raised when a transaction occurs involving currency such as a land purchase - - - 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 + + Raised when an ImprovedInstantMessage packet is recieved from the simulator, this is used for everything from + private messaging to friendship offers. The Dialog field defines what type of message has arrived - - - Rez an object from inventory - - Simulator to place object in - Rotation of the object when rezzed - Vector of where to place object - InventoryItem object containing item details - UUID of group to own the object - User defined queryID to correlate replies - If set to true, the CreateSelected flag - will be set on the rezzed object + + Raised when an agent has requested a teleport to another location, or when responding to a lure. Raised multiple times + for each teleport indicating the progress of the request - - - DeRez an object from the simulator to the agents Objects folder in the agents Inventory - - The simulator Local ID of the object - If objectLocalID is a child primitive in a linkset, the entire linkset will be derezzed + + Raised when a simulator sends agent specific information for our avatar. - - - DeRez an object from the simulator and return to inventory - - The simulator Local ID of the object - The type of destination from the enum - The destination inventory folders -or- - if DeRezzing object to a tasks Inventory, the Tasks - The transaction ID for this request which - can be used to correlate this request with other packets - If objectLocalID is a child primitive in a linkset, the entire linkset will be derezzed + + Raised when our agents animation playlist changes - - - Rez an item from inventory to its previous simulator location - - - - - + + Raised when an object or avatar forcefully collides with our agent - - - 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 + + Raised when our agent crosses a region border into another region - - - 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 + + Raised when our agent succeeds or fails to join a group chat session - - - Copy or move an from agent inventory to a task (primitive) inventory - - The target object - The item to copy or move from inventory - - For items with copy permissions a copy of the item is placed in the tasks inventory, - for no-copy items the object is moved to the tasks inventory + + Raised when a simulator sends an urgent message usually indication the recent failure of + another action we have attempted to take such as an attempt to enter a parcel where we are denied access - - - Retrieve a listing of the items contained in a task (Primitive) - - The tasks - The tasks simulator local ID - milliseconds to wait for reply from simulator - A list containing the inventory items inside the task or null - if a timeout occurs - This request blocks until the response from the simulator arrives - or timeoutMS is exceeded + + Raised when a script attempts to take or release specified controls for our agent - - - Request the contents of a tasks (primitives) inventory from the - current simulator - - The LocalID of the object - + + Raised when the simulator detects our agent is trying to view something + beyond its limits - - - 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 - + + Raised when a script sensor reply is received from a simulator - + + Raised in response to a request + + + Raised when an avatar enters a group chat session we are participating in + + + Raised when an agent exits a group chat session we are participating in + + + Your (client) avatars + "client", "agent", and "avatar" all represent the same thing + + + Temporary assigned to this session, used for + verifying our identity in packets + + + Shared secret that is never sent over the wire + + + Your (client) avatar ID, local to the current region/sim + + + Where the avatar started at login. Can be "last", "home" + or a login + + + The access level of this agent, usually M or PG + + + The CollisionPlane of Agent + + + An representing the velocity of our agent + + + An representing the acceleration of our agent + + + A which specifies the angular speed, and axis about which an Avatar is rotating. + + + Position avatar client will goto when login to 'home' or during + teleport request to 'home' region. + + + LookAt point saved/restored with HomePosition + + + Avatar First Name (i.e. Philip) + + + Avatar Last Name (i.e. Linden) + + + Avatar Full Name (i.e. Philip Linden) + + + Gets the health of the agent + + + Gets the current balance of the agent + + + Gets the local ID of the prim the agent is sitting on, + zero if the avatar is not currently sitting + + + Gets the of the agents active group. + + + Gets the Agents powers in the currently active group + + + Current status message for teleporting + + + Current position of the agent as a relative offset from + the simulator, or the parent object if we are sitting on something + + + Current rotation of the agent as a relative rotation from + the simulator, or the parent object if we are sitting on something + + + Current position of the agent in the simulator + + - Move an item from a tasks (Primitive) inventory to the specified folder in the avatars inventory + A representing the agents current rotation - LocalID of the object in the simulator - UUID of the task item to move - The ID of the destination folder in this agents inventory - Simulator Object - Raises the event - + + Returns the global grid position of the avatar + + - Remove an item from an objects (Prim) Inventory + Used to specify movement actions for your agent - LocalID of the object in the simulator - UUID of the task item to remove - Simulator Object - You can confirm the removal by comparing the tasks inventory serial before and after the - request with the request combined with - the event - - - Copy an InventoryScript item from the Agents Inventory into a primitives task inventory - - An unsigned integer representing a primitive being simulated - An which represents a script object from the agents inventory - true to set the scripts running state to enabled - A Unique Transaction ID - - The following example shows the basic steps necessary to copy a script from the agents inventory into a tasks inventory - and assumes the script exists in the agents inventory. - - uint primID = 95899503; // Fake prim ID - UUID scriptID = UUID.Parse("92a7fe8a-e949-dd39-a8d8-1681d8673232"); // Fake Script UUID in Inventory - - Client.Inventory.FolderContents(Client.Inventory.FindFolderForType(AssetType.LSLText), Client.Self.AgentID, - false, true, InventorySortOrder.ByName, 10000); - - Client.Inventory.RezScript(primID, (InventoryItem)Client.Inventory.Store[scriptID]); - - + + Empty flag + + + Move Forward (SL Keybinding: W/Up Arrow) + + + Move Backward (SL Keybinding: S/Down Arrow) + + + Move Left (SL Keybinding: Shift-(A/Left Arrow)) + + + Move Right (SL Keybinding: Shift-(D/Right Arrow)) + + + Not Flying: Jump/Flying: Move Up (SL Keybinding: E) + + + Not Flying: Croutch/Flying: Move Down (SL Keybinding: C) + + + Unused + + + Unused + + + Unused + + + Unused + + + ORed with AGENT_CONTROL_AT_* if the keyboard is being used + + + ORed with AGENT_CONTROL_LEFT_* if the keyboard is being used + + + ORed with AGENT_CONTROL_UP_* if the keyboard is being used + + + Fly + + + + + + Finish our current animation + + + Stand up from the ground or a prim seat + + + Sit on the ground at our current location + + + Whether mouselook is currently enabled + + + Legacy, used if a key was pressed for less than a certain amount of time + + + Legacy, used if a key was pressed for less than a certain amount of time + + + Legacy, used if a key was pressed for less than a certain amount of time + + + Legacy, used if a key was pressed for less than a certain amount of time + + + Legacy, used if a key was pressed for less than a certain amount of time + + + Legacy, used if a key was pressed for less than a certain amount of time + + + + + + + + + Set when the avatar is idled or set to away. Note that the away animation is + activated separately from setting this flag + + + + + + + + + + + + + + + + Agent movement and camera control + + Agent movement is controlled by setting specific + After the control flags are set, An AgentUpdate is required to update the simulator of the specified flags + This is most easily accomplished by setting one or more of the AgentMovement properties + + Movement of an avatar is always based on a compass direction, for example AtPos will move the + agent from West to East or forward on the X Axis, AtNeg will of course move agent from + East to West or backward on the X Axis, LeftPos will be South to North or forward on the Y Axis + The Z axis is Up, finer grained control of movements can be done using the Nudge properties + + + + Agent camera controls + + + Currently only used for hiding your group title + + + Action state of the avatar, which can currently be + typing and editing + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Timer for sending AgentUpdate packets - - - Request the running status of a script contained in a task (primitive) inventory - - The ID of the primitive containing the script - The ID of the script - The event can be used to obtain the results of the - request - + + Default constructor - + - Send a request to set the running state of a script contained in a task (primitive) inventory + Send an AgentUpdate with the camera set at the current agent + position and pointing towards the heading specified - The ID of the primitive containing the script - The ID of the script - true to set the script running, false to stop a running script - To verify the change you can use the method combined - with the event + Camera rotation in radians + Whether to send the AgentUpdate reliable + or not - + - Create a CRC from an InventoryItem + Rotates the avatar body and camera toward a target position. + This will also anchor the camera position on the avatar - The source InventoryItem - A uint representing the source InventoryItem as a CRC + Region coordinates to turn toward - + - Reverses a cheesy XORing with a fixed UUID to convert a shadow_id to an asset_id + Send new AgentUpdate packet to update our current camera + position and rotation - Obfuscated shadow_id value - Deobfuscated asset_id value - + - Does a cheesy XORing with a fixed UUID to convert an asset_id to a shadow_id + Send new AgentUpdate packet to update our current camera + position and rotation - asset_id value to obfuscate - Obfuscated shadow_id value + Whether to require server acknowledgement + of this packet - + - Wrapper for creating a new object + Send new AgentUpdate packet to update our current camera + position and rotation - The type of item from the enum - The of the newly created object - An object with the type and id passed + Whether to require server acknowledgement + of this packet + Simulator to send the update to - + - Parse the results of a RequestTaskInventory() response + 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 which contains the data from the task reply - A List containing the items contained within the tasks inventory + + + + + + + + + + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Move agent positive along the X axis - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Move agent negative along the X axis - + + Move agent positive along the Y axis + + + Move agent negative along the Y axis + + + Move agent positive along the Z axis + + + Move agent negative along the Z axis + + + + + + + + + + + + + + + + + + + + + + + + Causes simulator to make agent fly + + + Stop movement + + + Finish animation + + + Stand up from a sit + + + Tells simulator to sit agent on ground + + + Place agent into mouselook mode + + + Nudge agent positive along the X axis + + + Nudge agent negative along the X axis + + + Nudge agent positive along the Y axis + + + Nudge agent negative along the Y axis + + + Nudge agent positive along the Z axis + + + Nudge agent negative along the Z axis + + + + + + + + + Tell simulator to mark agent as away + + + + + + + + + + + + + + - 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 + Returns "always run" value, or changes it by sending a SetAlwaysRunPacket - The sender - The EventArgs object containing the packet data - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + The current value of the agent control flags - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + 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 - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Gets or sets whether AgentUpdate packets are sent to + the current simulator - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Reset movement controls every time we send an update - - Raised when the simulator sends us data containing - ... + + + 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 + - - Raised when the simulator sends us data containing - ... + + + + + The camera is a local frame of reference inside of + the larger grid space. This is where the math happens - - Raised when the simulator sends us data containing - an inventory object sent by another avatar or primitive + + + Default constructor + - - Raised when the simulator sends us data containing - ... + + - - Raised when the simulator sends us data containing - ... + + - - Raised when the simulator sends us data containing - ... + + - - Raised when the simulator sends us data containing - ... + + - - Raised when the simulator sends us data containing - ... + + + Called once attachment resource usage information has been collected + + Indicates if operation was successfull + Attachment resource usage information - + - Get this agents Inventory data + Represents a single Voice Session to the Vivox service. - + - Callback for inventory item creation finishing + Close this session. - 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 + Look up an existing Participants in this session - true if inventory item creation was successful - - - + + - + - - + - Reply received when uploading an inventory asset + An instance of DelegateWrapper which calls InvokeWrappedDelegate, + which in turn calls the DynamicInvoke method of the wrapped + delegate - Has upload been successful - Error message if upload failed - Inventory asset UUID - New asset UUID - + - Delegate that is invoked when script upload is completed + Callback used to call EndInvoke on the asynchronously + invoked DelegateWrapper - Has upload succeded (note, there still might be compile errors) - Upload status message - Is compilation successful - If compilation failed, list of error messages, null on compilation success - Script inventory UUID - Script's new asset UUID - - - Set to true to accept offer, false to decline it - - - The folder to accept the inventory into, if null default folder for will be used - + - Callback when an inventory object is accepted and received from a - task inventory. This is the callback in which you actually get - the ItemID, as in ObjectOfferedCallback it is null when received - from a task. + Executes the specified delegate with the specified arguments + asynchronously on a thread pool thread + + - + - Avatar group management + Invokes the wrapped delegate synchronously + + - - 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 + Calls EndInvoke on the wrapper and Close on the resulting WaitHandle + to prevent resource leaks + - - 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 + Delegate to wrap another delegate and its arguments + + - - 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 + 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 - - 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 + + Main grid login server - - Will group show up in search + + Beta grid login server - - + + + InventoryManager requests inventory information on login, + GridClient initializes an Inventory store for main inventory. + - - + + + InventoryManager requests library information on login, + GridClient initializes an Inventory store for the library. + - - + + Number of milliseconds between sending pings to each sim - - Is the group Mature + + Number of milliseconds between sending camera updates - - Cost of group membership + + 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 - - The total number of current members this group has + + Maximum size of packet that we want to send over the wire - - The number of roles this group has configured + + The maximum value of a packet sequence number before it + rolls over back to one - - Show this group in agent's profile + + The maximum size of the sequence number archive, used to + check for resent and/or duplicate packets - - Returns the name of the group - A string containing the name of the group + + The relative directory where external resources are kept - - - A group Vote - + + Login server to connect to - - Key of Avatar who created Vote + + IP Address the client will bind to - - Text of the Vote proposal + + Use XML-RPC Login or LLSD Login, default is XML-RPC Login - - Total number of votes + + Number of milliseconds before an asset transfer will time + out - - - A group proposal - + + Number of milliseconds before a teleport attempt will time + out - - The Text of the proposal + + Number of milliseconds before NetworkManager.Logout() will + time out - - The minimum number of members that must vote before proposal passes or failes + + Number of milliseconds before a CAPS call will time out + Setting this too low will cause web requests time out and + possibly retry repeatedly - - 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 + + Number of milliseconds for xml-rpc to timeout - - The duration in days votes are accepted + + Milliseconds before a packet is assumed lost and resent - - - - + + Milliseconds without receiving a packet before the + connection to a simulator is assumed lost - - + + Milliseconds to wait for a simulator info request through + the grid interface - - + + Maximum number of queued ACKs to be sent before SendAcks() + is forced - - + + Network stats queue length (seconds) - - + + Enable/disable storing terrain heightmaps in the + TerrainManager - - + + Enable/disable sending periodic camera updates - - + + Enable/disable automatically setting agent appearance at + login and after sim crossing - - + + Enable/disable automatically setting the bandwidth throttle + after connecting to each simulator + The default throttle uses the equivalent of the maximum + bandwidth setting in the official client. If you do not set a + throttle your connection will by default be throttled well below + the minimum values and you may experience connection problems - - + + Enable/disable the sending of pings to monitor lag and + packet loss - - + + Should we connect to multiple sims? This will allow + viewing in to neighboring simulators and sim crossings + (Experimental) - - + + If true, all object update packets will be decoded in to + native objects. If false, only updates for our own agent will be + decoded. Registering an event handler will force objects for that + type to always be decoded. If this is disabled the object tracking + will have missing or partial prim and avatar information - - + + If true, when a cached object check is received from the + server the full object info will automatically be requested - - + + Whether to establish connections to HTTP capabilities + servers for simulators - - + + Whether to decode sim stats - - + + The capabilities servers are currently designed to + periodically return a 502 error which signals for the client to + re-establish a connection. Set this to true to log those 502 errors - - + + If true, any reference received for a folder or item + the library is not aware of will automatically be fetched - - + + If true, and SEND_AGENT_UPDATES is true, + AgentUpdate packets will continuously be sent out to give the bot + smoother movement and autopiloting - - + + If true, currently visible avatars will be stored + in dictionaries inside Simulator.ObjectAvatars. + If false, a new Avatar or Primitive object will be created + each time an object update packet is received - - + + If true, currently visible avatars will be stored + in dictionaries inside Simulator.ObjectPrimitives. + If false, a new Avatar or Primitive object will be created + each time an object update packet is received - - + + If true, position and velocity will periodically be + interpolated (extrapolated, technically) for objects and + avatars that are being tracked by the library. This is + necessary to increase the accuracy of speed and position + estimates for simulated objects - + - Struct representing a group notice + If true, utilization statistics will be tracked. There is a minor penalty + in CPU time for enabling this option. - - - - - - - - - - - + + If true, parcel details will be stored in the + Simulator.Parcels dictionary as they are received - + - + If true, an incoming parcel properties reply will automatically send + a request for the parcel access list - - + - Struct representing a group notice list entry + if true, an incoming parcel properties reply will automatically send + a request for the traffic count. - - 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 + If true, images, and other assets downloaded from the server + will be cached in a local directory - - The of the Avatar - - - True if user has voice chat enabled - - - True of Avatar has moderator abilities + + Path to store cached texture data - - True if a moderator has muted this avatars chat + + Maximum size cached files are allowed to take on disk (bytes) - - True if a moderator has muted this avatars voice + + Default color used for viewer particle effects - - - Role update flags - + + Maximum number of times to resend a failed packet - - + + Throttle outgoing packet rate - - + + UUID of a texture used by some viewers to indentify type of client used - - + + + Download textures using GetTexture capability when available + - - + + The maximum number of concurrent texture downloads allowed + Increasing this number will not necessarily increase texture retrieval times due to + simulator throttles - - + + + The Refresh timer inteval is used to set the delay between checks for stalled texture downloads + + This is a static variable which applies to all instances - - + + + Textures taking longer than this value will be flagged as timed out and removed from the pipeline + - - + + + Get or set the minimum log level to output to the console by default + + If the library is not compiled with DEBUG defined and this level is set to DEBUG + You will get no output on the console. This behavior can be overriden by creating + a logger configuration file for log4net + - - Can send invitations to groups default role + + Attach avatar names to log messages - - Can eject members from group + + Log packet retransmission info - - Can toggle 'Open Enrollment' and change 'Signup fee' + + Constructor + Reference to a GridClient object - - Member is visible in the public member list + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Can create new roles + + Cost of uploading an asset + Read-only since this value is dynamically fetched at login - - Can delete existing roles + + + Static pre-defined animations available to all agents + - - Can change Role names, titles and descriptions + + Agent with afraid expression on face - - Can assign other members to assigners role + + Agent aiming a bazooka (right handed) - - Can assign other members to any role + + Agent aiming a bow (left handed) - - Can remove members from roles + + Agent aiming a hand gun (right handed) - - Can assign and remove abilities in roles + + Agent aiming a rifle (right handed) - - Can change group Charter, Insignia, 'Publish on the web' and which - members are publicly visible in group member listings + + Agent with angry expression on face - - Can buy land or deed land to group + + Agent hunched over (away) - - Can abandon group owned land to Governor Linden on mainland, or Estate owner for - private estates + + Agent doing a backflip - - Can set land for-sale information on group owned parcels + + Agent laughing while holding belly - - Can subdivide and join parcels + + Agent blowing a kiss - - Can join group chat sessions + + Agent with bored expression on face - - Can use voice chat in Group Chat sessions + + Agent bowing to audience - - Can moderate group chat sessions + + Agent brushing himself/herself off - - Can toggle "Show in Find Places" and set search category + + Agent in busy mode - - Can change parcel name, description, and 'Publish on web' settings + + Agent clapping hands - - Can set the landing point and teleport routing on group land + + Agent doing a curtsey bow - - Can change music and media settings + + Agent crouching - - Can toggle 'Edit Terrain' option in Land settings + + Agent crouching while walking - - Can toggle various About Land > Options settings + + Agent crying - - Can always terraform land, even if parcel settings have it turned off + + Agent unanimated with arms out (e.g. setting appearance) - - Can always fly while over group owned land + + Agent re-animated after set appearance finished - - Can always rez objects on group owned land + + Agent dancing - - Can always create landmarks for group owned parcels + + Agent dancing - - Can set home location on any group owned parcel + + Agent dancing - - Can modify public access settings for group owned parcels + + Agent dancing - - Can manager parcel ban lists on group owned land + + Agent dancing - - Can manage pass list sales information + + Agent dancing - - Can eject and freeze other avatars on group owned land + + Agent dancing - - Can return objects set to group + + Agent dancing - - Can return non-group owned/set objects + + Agent on ground unanimated - - Can return group owned objects + + Agent boozing it up - - Can landscape using Linden plants + + Agent with embarassed expression on face - - Can deed objects to group + + Agent with afraid expression on face - - Can move group owned objects + + Agent with angry expression on face - - Can set group owned objects for-sale + + Agent with bored expression on face - - Pay group liabilities and receive group dividends + + Agent crying - - Can send group notices + + Agent showing disdain (dislike) for something - - Can receive group notices + + Agent with embarassed expression on face - - Can create group proposals + + Agent with frowning expression on face - - Can vote on group proposals + + Agent with kissy face - - - Handles all network traffic related to reading and writing group - information - + + Agent expressing laughgter - - The event subscribers. null if no subcribers + + Agent with open mouth - - Raises the CurrentGroups event - A CurrentGroupsEventArgs object containing the - data sent from the simulator + + Agent with repulsed expression on face - - Thread sync lock object + + Agent expressing sadness - - The event subscribers. null if no subcribers + + Agent shrugging shoulders - - Raises the GroupNamesReply event - A GroupNamesEventArgs object containing the - data response from the simulator + + Agent with a smile - - Thread sync lock object + + Agent expressing surprise - - The event subscribers. null if no subcribers + + Agent sticking tongue out - - Raises the GroupProfile event - An GroupProfileEventArgs object containing the - data returned from the simulator + + Agent with big toothy smile - - Thread sync lock object + + Agent winking - - The event subscribers. null if no subcribers + + Agent expressing worry - - Raises the GroupMembers event - A GroupMembersEventArgs object containing the - data returned from the simulator + + Agent falling down - - Thread sync lock object + + Agent walking (feminine version) - - The event subscribers. null if no subcribers + + Agent wagging finger (disapproval) - - Raises the GroupRolesDataReply event - A GroupRolesDataReplyEventArgs object containing the - data returned from the simulator + + I'm not sure I want to know - - Thread sync lock object + + Agent in superman position - - The event subscribers. null if no subcribers + + Agent in superman position - - Raises the GroupRoleMembersReply event - A GroupRolesRoleMembersReplyEventArgs object containing the - data returned from the simulator + + Agent greeting another - - Thread sync lock object + + Agent holding bazooka (right handed) - - The event subscribers. null if no subcribers + + Agent holding a bow (left handed) - - Raises the GroupTitlesReply event - A GroupTitlesReplyEventArgs object containing the - data returned from the simulator + + Agent holding a handgun (right handed) - - Thread sync lock object + + Agent holding a rifle (right handed) - - The event subscribers. null if no subcribers + + Agent throwing an object (right handed) - - Raises the GroupAccountSummary event - A GroupAccountSummaryReplyEventArgs object containing the - data returned from the simulator + + Agent in static hover - - Thread sync lock object + + Agent hovering downward - - The event subscribers. null if no subcribers + + Agent hovering upward - - Raises the GroupCreated event - An GroupCreatedEventArgs object containing the - data returned from the simulator + + Agent being impatient - - Thread sync lock object + + Agent jumping - - The event subscribers. null if no subcribers + + Agent jumping with fervor - - Raises the GroupJoined event - A GroupOperationEventArgs object containing the - result of the operation returned from the simulator + + Agent point to lips then rear end - - Thread sync lock object + + Agent landing from jump, finished flight, etc - - The event subscribers. null if no subcribers + + Agent laughing - - Raises the GroupLeft event - A GroupOperationEventArgs object containing the - result of the operation returned from the simulator + + Agent landing from jump, finished flight, etc - - Thread sync lock object + + Agent sitting on a motorcycle - - The event subscribers. null if no subcribers + + - - Raises the GroupDropped event - An GroupDroppedEventArgs object containing the - the group your agent left + + Agent moving head side to side - - Thread sync lock object + + Agent moving head side to side with unhappy expression - - The event subscribers. null if no subcribers + + Agent taunting another - - Raises the GroupMemberEjected event - An GroupMemberEjectedEventArgs object containing the - data returned from the simulator + + - - Thread sync lock object + + Agent giving peace sign - - The event subscribers. null if no subcribers + + Agent pointing at self - - Raises the GroupNoticesListReply event - An GroupNoticesListReplyEventArgs object containing the - data returned from the simulator + + Agent pointing at another - - Thread sync lock object + + Agent preparing for jump (bending knees) - - The event subscribers. null if no subcribers + + Agent punching with left hand - - Raises the GroupInvitation event - An GroupInvitationEventArgs object containing the - data returned from the simulator + + Agent punching with right hand - - Thread sync lock object + + Agent acting repulsed - - A reference to the current instance + + Agent trying to be Chuck Norris - - Currently-active group members requests + + Rocks, Paper, Scissors 1, 2, 3 - - Currently-active group roles requests + + Agent with hand flat over other hand - - Currently-active group role-member requests + + Agent with fist over other hand - - Dictionary keeping group members while request is in progress + + Agent with two fingers spread over other hand - - Dictionary keeping mebmer/role mapping while request is in progress + + Agent running - - Dictionary keeping GroupRole information while request is in progress + + Agent appearing sad - - Caches group name lookups + + Agent saluting - - - Construct a new instance of the GroupManager class - - A reference to the current instance + + Agent shooting bow (left handed) - - - 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. + + Agent cupping mouth as if shouting - - - Lookup name of group based on groupID - - groupID of group to lookup name for. + + Agent shrugging shoulders - - - Request lookup of multiple group names - - List of group IDs to request. + + Agent in sit position - - Lookup group profile data such as name, enrollment, founder, logo, etc - Subscribe to OnGroupProfile event to receive the results. - group ID (UUID) + + Agent in sit position (feminine) + + + Agent in sit position (generic) - - 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 + + Agent sitting on ground - - Request group roles - Subscribe to OnGroupRoles event to receive the results. - group ID (UUID) - UUID of the request, use to index into cache + + Agent sitting on ground - - 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 + + Agent sleeping on side - - 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) + + Agent smoking - - 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 + + Agent inhaling smoke - - 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 + + Agent taking a picture - - Set this avatar's tier contribution - Group ID to change tier in - amount of tier to donate + + Agent standing - - - 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 + + Agent standing up - - Request to join a group - Subscribe to OnGroupJoined event for confirmation. - group ID (UUID) to join. + + Agent standing - - - 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 + + Agent standing - - Update a group's profile and other information - Groups ID (UUID) to update. - Group struct to update. + + Agent standing - - Eject a user from a group - Group ID to eject the user from - Avatar's key to eject + + Agent standing - - Update role information - Modified role to be updated + + Agent stretching - - Create a new group role - Group ID to update - Role to create + + Agent in stride (fast walk) - - Delete a group role - Group ID to update - Role to delete + + Agent surfing - - Remove an avatar from a role - Group ID to update - Role ID to be removed from - Avatar's Key to remove + + Agent acting surprised - - Assign an avatar to a role - Group ID to update - Role ID to assign to - Avatar's ID to assign to role + + Agent striking with a sword - - Request the group notices list - Group ID to fetch notices for + + Agent talking (lips moving) - - Request a group notice by key - ID of group notice + + Agent throwing a tantrum - - Send out a group notice - Group ID to update - GroupNotice structure containing notice data + + Agent throwing an object (right handed) - - Start a group proposal (vote) - The Group ID to send proposal to - GroupProposal structure containing the proposal + + Agent trying on a shirt - - Request to leave a group - Subscribe to OnGroupLeft event to receive confirmation - The group to leave + + Agent turning to the left - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Agent turning to the right - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Agent typing - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Agent walking - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Agent whispering - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Agent whispering with fingers in mouth - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Agent winking - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Agent winking - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Agent worried - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Agent nodding yes - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Agent nodding yes with happy face - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Agent floating with legs and arms crossed - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + + A dictionary containing all pre-defined animations + + A dictionary containing the pre-defined animations, + where the key is the animations ID, and the value is a string + containing a name to identify the purpose of the animation - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + + Sent to the client to indicate a teleport request has completed + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + The of the agent - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + + + + The simulators handle the agent teleported to - - Raised when the simulator sends us data containing - our current group membership + + A Uri which contains a list of Capabilities the simulator supports - - Raised when the simulator responds to a RequestGroupName - or RequestGroupNames request + + Indicates the level of access required + to access the simulator, or the content rating, or the simulators + map status - - Raised when the simulator responds to a request + + The IP Address of the simulator - - Raised when the simulator responds to a request + + The UDP Port the simulator will listen for UDP traffic on - - Raised when the simulator responds to a request + + Status flags indicating the state of the Agent upon arrival, Flying, etc. - - Raised when the simulator responds to a request + + + Serialize the object + + An containing the objects data - - Raised when the simulator responds to a request + + + Deserialize the message + + An containing the data - - Raised when a response to a RequestGroupAccountSummary is returned - by the simulator + + + Sent to the viewer when a neighboring simulator is requesting the agent make a connection to it. + - - Raised when a request to create a group is successful + + + Serialize the object + + An containing the objects data - - Raised when a request to join a group either - fails or succeeds + + + Deserialize the message + + An containing the data - - Raised when a request to leave a group either - fails or succeeds + + + Serialize the object + + An containing the objects data - - Raised when A group is removed from the group server + + + Deserialize the message + + An containing the data - - Raised when a request to eject a member from a group either - fails or succeeds + + + Serialize the object + + An containing the objects data - - Raised when the simulator sends us group notices - + + + Deserialize the message + + An containing the data - - Raised when another agent invites our avatar to join a group + + + A message sent to the client which indicates a teleport request has failed + and contains some information on why it failed + - - Contains the current groups your agent is a member of + + - - Construct a new instance of the CurrentGroupsEventArgs class - The current groups your agent is a member of + + 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 - - Get the current groups your agent is a member of + + The of the Agent - - A Dictionary of group names, where the Key is the groups ID and the value is the groups name + + A string human readable message containing the reason + An example: Could not teleport closer to destination - - Construct a new instance of the GroupNamesEventArgs class - The Group names dictionary + + + Serialize the object + + An containing the objects data - - Get the Group Names dictionary + + + Deserialize the message + + An containing the data - - Represents the members of a group + + + Serialize the object + + An containing the objects data - + - Construct a new instance of the GroupMembersReplyEventArgs class + Deserialize the message - The ID of the request - The ID of the group - The membership list of the group + An containing the data - - Get the ID as returned by the request to correlate - this result set and the request + + + 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 + - - Get the ID of the group + + An Array of objects - - Get the dictionary of members + + + Serialize the object + + An containing the objects data - - Represents the roles associated with a group + + + Deserialize the message + + An containing the data - - Construct a new instance of the GroupRolesDataReplyEventArgs class - The ID as returned by the request to correlate - this result set and the request - The ID of the group - The dictionary containing the roles + + + Prim ownership information for a specified owner on a single parcel + - - Get the ID as returned by the request to correlate - this result set and the request + + The of the prim owner, + UUID.Zero if agent has no permission to view prim owner information - - Get the ID of the group + + The total number of prims - - Get the dictionary containing the roles + + True if the OwnerID is a - - Represents the Role to Member mappings for a group + + True if the owner is online + This is no longer used by the LL Simulators - - Construct a new instance of the GroupRolesMembersReplyEventArgs class - The ID as returned by the request to correlate - this result set and the request - The ID of the group - The member to roles map + + The date the most recent prim was rezzed - - Get the ID as returned by the request to correlate - this result set and the request + + + The details of a single parcel in a region, also contains some regionwide globals + - - Get the ID of the group + + Simulator-local ID of this parcel - - Get the member to roles map + + Maximum corner of the axis-aligned bounding box for this + parcel - - Represents the titles for a group + + Minimum corner of the axis-aligned bounding box for this + parcel - - Construct a new instance of the GroupTitlesReplyEventArgs class - The ID as returned by the request to correlate - this result set and the request - The ID of the group - The titles + + Total parcel land area - - Get the ID as returned by the request to correlate - this result set and the request + + + + + Key of authorized buyer + + + Bitmap describing land layout in 4x4m squares across the + entire region - - Get the ID of the group + + - - Get the titles + + Date land was claimed - - Represents the summary data for a group + + Appears to always be zero - - Construct a new instance of the GroupAccountSummaryReplyEventArgs class - The ID of the group - The summary data + + Parcel Description - - Get the ID of the group + + - - Get the summary data + + - - A response to a group create request + + Total number of primitives owned by the parcel group on + this parcel - - Construct a new instance of the GroupCreatedReplyEventArgs class - The ID of the group - the success or faulure of the request - A string containing additional information + + Whether the land is deeded to a group or not - - Get the ID of the group + + - - true of the group was created successfully + + Maximum number of primitives this parcel supports - - A string containing the message + + The Asset UUID of the Texture which when applied to a + primitive will display the media - - Represents a response to a request + + A URL which points to any Quicktime supported media type - - Construct a new instance of the GroupOperationEventArgs class - The ID of the group - true of the request was successful + + A byte, if 0x1 viewer should auto scale media to fit object - - Get the ID of the group + + URL For Music Stream - - true of the request was successful + + Parcel Name - - Represents your agent leaving a group + + Autoreturn value in minutes for others' objects - - Construct a new instance of the GroupDroppedEventArgs class - The ID of the group + + - - Get the ID of the group + + Total number of other primitives on this parcel - - Represents a list of active group notices + + UUID of the owner of this parcel - - Construct a new instance of the GroupNoticesListReplyEventArgs class - The ID of the group - The list containing active notices + + Total number of primitives owned by the parcel owner on + this parcel - - Get the ID of the group + + - - Get the notices list + + How long is pass valid for - - Represents the profile of a group + + Price for a temporary pass - - Construct a new instance of the GroupProfileEventArgs class - The group profile + + - - Get the group profile + + - - - Provides notification of a group invitation request sent by another Avatar - - The invitation is raised when another avatar makes an offer for our avatar - to join a group. + + - - The ID of the Avatar sending the group invitation + + - - The name of the Avatar sending the group invitation + + True if the region denies access to age unverified users - - A message containing the request information which includes - the name of the group, the groups charter and the fee to join details + + - - The Simulator + + This field is no longer used - - Set to true to accept invitation, false to decline + + The result of a request for parcel properties - - Describes tasks returned in LandStatReply + + 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 - + - Estate level administration and utilities + Number of primitives your avatar is currently + selecting and sitting on in this parcel - - Textures for each of the four terrain height levels - - - Upper/lower texture boundaries for each corner of the sim + + - + - Constructor for EstateTools class + 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. - - - The event subscribers. null if no subcribers + + Maximum primitives across the entire simulator - - Raises the TopCollidersReply event - A TopCollidersReplyEventArgs object containing the - data returned from the data server + + Total primitives across the entire simulator - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + Key of parcel snapshot - - Raises the TopScriptsReply event - A TopScriptsReplyEventArgs object containing the - data returned from the data server + + Parcel ownership status - - Thread sync lock object + + Total number of primitives on this parcel - - The event subscribers. null if no subcribers + + - - Raises the EstateUsersReply event - A EstateUsersReplyEventArgs object containing the - data returned from the data server + + - - Thread sync lock object + + A description of the media - - The event subscribers. null if no subcribers + + An Integer which represents the height of the media - - Raises the EstateGroupsReply event - A EstateGroupsReplyEventArgs object containing the - data returned from the data server + + An integer which represents the width of the media - - Thread sync lock object + + A boolean, if true the viewer should loop the media - - The event subscribers. null if no subcribers + + A string which contains the mime type of the media - - Raises the EstateManagersReply event - A EstateManagersReplyEventArgs object containing the - data returned from the data server + + true to obscure (hide) media url + + + true to obscure (hide) music url + + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data + + + A message sent from the viewer to the simulator to updated a specific parcels settings + + + The of the agent authorized to purchase this + parcel of land or a NULL if the sale is authorized to anyone + + + true to enable auto scaling of the parcel media - - Thread sync lock object + + The category of this parcel used when search is enabled to restrict + search results - - The event subscribers. null if no subcribers + + A string containing the description to set - - Raises the EstateBansReply event - A EstateBansReplyEventArgs object containing the - data returned from the data server + + The of the which allows for additional + powers and restrictions. - - Thread sync lock object + + The which specifies how avatars which teleport + to this parcel are handled - - The event subscribers. null if no subcribers + + The LocalID of the parcel to update settings on - - Raises the EstateCovenantReply event - A EstateCovenantReplyEventArgs object containing the - data returned from the data server + + A string containing the description of the media which can be played + to visitors - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Raises the EstateUpdateInfoReply event - A EstateUpdateInfoReplyEventArgs object containing the - data returned from the data server + + - - Thread sync lock object + + - - - Requests estate information such as top scripts and colliders - - - - - + + - - Requests estate settings, including estate manager and access/ban lists + + - - Requests the "Top Scripts" list for the current region + + - - Requests the "Top Colliders" list for the current region + + - - - Set several estate specific configuration variables - - The Height of the waterlevel over the entire estate. Defaults to 20 - The maximum height change allowed above the baked terrain. Defaults to 4 - The minimum height change allowed below the baked terrain. Defaults to -4 - true to use - if True forces the sun position to the position in SunPosition - The current position of the sun on the estate, or when FixedSun is true the static position - the sun will remain. 6.0 = Sunrise, 30.0 = Sunset + + - - - Request return of objects owned by specified avatar - - The Agents owning the primitives to return - specify the coverage and type of objects to be included in the return - true to perform return on entire estate + + - + - - - - - Used for setting and retrieving various estate panel settings - - EstateOwnerMessage Method field - List of parameters to include + + - - - Kick an avatar from an estate - - Key of Agent to remove + + - - - Ban an avatar from an estate - Key of Agent to remove - Ban user from this estate and all others owned by the estate owner + + - - Unban an avatar from an estate - Key of Agent to remove - /// Unban user from this estate and all others owned by the estate owner + + - - - Send a message dialog to everyone in an entire estate - - Message to send all users in the estate + + - - - Send a message dialog to everyone in a simulator - - Message to send all users in the simulator + + - + - Send an avatar back to their home location + Deserialize the message - Key of avatar to send home + An containing the data - + - Begin the region restart process + Serialize the object + An containing the objects data - + + Base class used for the RemoteParcelRequest message + + - Cancels a region restart + A message sent from the viewer to the simulator to request information + on a remote parcel - - Estate panel "Region" tab settings - - - Estate panel "Debug" tab settings - - - Used for setting the region's terrain textures for its four height levels - - - - + + Local sim position of the parcel we are looking up - - Used for setting sim terrain texture heights + + Region handle of the parcel we are looking up - - Requests the estate covenant + + Region of the parcel we are looking up - + - Upload a terrain RAW file + Serialize the object - A byte array containing the encoded terrain data - The name of the file being uploaded - The Id of the transfer request + An containing the objects data - + - Teleports all users home in current Estate + Deserialize the message + An containing the data - + - Remove estate manager - Key of Agent to Remove - removes manager to this estate and all others owned by the estate owner + A message sent from the simulator to the viewer in response to a + which will contain parcel information + - - - Add estate manager - Key of Agent to Add - Add agent as manager to this estate and all others owned by the estate owner + + The grid-wide unique parcel ID - + - 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 + Serialize the object + + An containing the objects data - + - Removes an agent from the estate Allowed list - Key of Agent to Remove - Removes agent as an allowed reisdent from All estates if true - - - - - Add's a group to the estate Allowed list - Key of Group to Add - Add Group as an allowed group to All estates if true - - - - - Removes a group from the estate Allowed list - Key of Group to Remove - Removes Group as an allowed Group from All estates if true - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + Deserialize the message + + An containing the data - - Raised when the data server responds to a request. + + + A message containing a request for a remote parcel from a viewer, or a response + from the simulator to that request + - - Raised when the data server responds to a request. + + The request or response details block - - Raised when the data server responds to a request. + + + Serialize the object + + An containing the objects data - - Raised when the data server responds to a request. + + + Deserialize the message + + An containing the data - - Raised when the data server responds to a request. + + + Serialize the object + + An containing the objects data - - Raised when the data server responds to a request. + + + Deserialize the message + + An containing the data - - Raised when the data server responds to a request. + + + Serialize the object + + An containing the objects data - - Raised when the data server responds to a request. + + + Deserialize the message + + An containing the data - - Used in the ReportType field of a LandStatRequest + + + A message sent from the simulator to an agent which contains + the groups the agent is in + - - Used by EstateOwnerMessage packets + + The Agent receiving the message - - Used by EstateOwnerMessage packets + + An array containing information + for each the agent is a member of - + + An array containing information + for each the agent is a member of + + - + Serialize the object + An containing the objects data - - No flags set + + + Deserialize the message + + An containing the data - - Only return targets scripted objects + + Group Details specific to the agent - - Only return targets objects if on others land + + true of the agent accepts group notices - - Returns target's scripted objects and objects on other parcels + + The agents tier contribution to the group - - Ground texture settings for each corner of the region + + The Groups - - Used by GroundTextureHeightSettings + + The of the groups insignia - - The high and low texture thresholds for each corner of the sim + + The name of the group - - Raised on LandStatReply when the report type is for "top colliders" + + The aggregate permissions the agent has in the group for all roles the agent + is assigned - - Construct a new instance of the TopCollidersReplyEventArgs class - The number of returned items in LandStatReply - Dictionary of Object UUIDs to tasks returned in LandStatReply + + An optional block containing additional agent specific information - - - The number of returned items in LandStatReply - + + true of the agent allows this group to be + listed in their profile - + - A Dictionary of Object UUIDs to tasks returned in LandStatReply + A message sent from the viewer to the simulator which + specifies the language and permissions for others to detect + the language specified - - Raised on LandStatReply when the report type is for "top Scripts" + + A string containng the default language + to use for the agent - - Construct a new instance of the TopScriptsReplyEventArgs class - The number of returned items in LandStatReply - Dictionary of Object UUIDs to tasks returned in LandStatReply + + true of others are allowed to + know the language setting - + - The number of scripts returned in LandStatReply + Serialize the object + An containing the objects data - + - A Dictionary of Object UUIDs to tasks returned in LandStatReply + Deserialize the message + An containing the data - - Returned, along with other info, upon a successful .RequestInfo() - - - Construct a new instance of the EstateBansReplyEventArgs class - The estate's identifier on the grid - The number of returned items in LandStatReply - User UUIDs banned + + + An EventQueue message sent from the simulator to an agent when the agent + leaves a group + - + - The identifier of the estate + An Array containing the AgentID and GroupID - + - The number of returned itmes + Serialize the object + An containing the objects data - + - List of UUIDs of Banned Users + Deserialize the message + An containing the data - - Returned, along with other info, upon a successful .RequestInfo() + + An object containing the Agents UUID, and the Groups UUID - - Construct a new instance of the EstateUsersReplyEventArgs class - The estate's identifier on the grid - The number of users - Allowed users UUIDs + + The ID of the Agent leaving the group - + + The GroupID the Agent is leaving + + + Base class for Asset uploads/results via Capabilities + + - The identifier of the estate + The request state - + - The number of returned items + Serialize the object + An containing the objects data - + - List of UUIDs of Allowed Users + Deserialize the message + An containing the data - - Returned, along with other info, upon a successful .RequestInfo() - - - Construct a new instance of the EstateGroupsReplyEventArgs class - The estate's identifier on the grid - The number of Groups - Allowed Groups UUIDs - - + - The identifier of the estate + A message sent from the viewer to the simulator to request a temporary upload capability + which allows an asset to be uploaded - + + The Capability URL sent by the simulator to upload the baked texture to + + - The number of returned items + A message sent from the simulator that will inform the agent the upload is complete, + and the UUID of the uploaded asset - + + The uploaded texture asset ID + + - List of UUIDs of Allowed Groups + 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 - - Returned, along with other info, upon a successful .RequestInfo() - - - Construct a new instance of the EstateManagersReplyEventArgs class - The estate's identifier on the grid - The number of Managers - Managers UUIDs + + Object containing request or response - + - The identifier of the estate + Serialize the object + An containing the objects data - + - The number of returned items + Deserialize the message + An containing the data - + - List of UUIDs of the Estate's Managers + A message sent from the simulator which indicates the minimum version required for + using voice chat - - Returned, along with other info, upon a successful .RequestInfo() + + Major Version Required - - Construct a new instance of the EstateCovenantReplyEventArgs class - The Covenant ID - The timestamp - The estate's name - The Estate Owner's ID (can be a GroupID) + + Minor version required - - - The Covenant - + + The name of the region sending the version requrements - + - The timestamp + Serialize the object + An containing the objects data - + - The Estate name + Deserialize the message + An containing the data - + - The Estate Owner's ID (can be a GroupID) + A message sent from the simulator to the viewer containing the + voice server URI - - Returned, along with other info, upon a successful .RequestInfo() + + The Parcel ID which the voice server URI applies - - Construct a new instance of the EstateUpdateInfoReplyEventArgs class - The estate's name - The Estate Owners ID (can be a GroupID) - The estate's identifier on the grid - + + The name of the region - + + A uri containing the server/channel information + which the viewer can utilize to participate in voice conversations + + - The estate's name + Serialize the object + An containing the objects data - + - The Estate Owner's ID (can be a GroupID) + Deserialize the message + An containing the data - + - The identifier of the estate on the grid + - + - - - 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 + Serialize the object - - + An containing the objects data - + - Request the URI of a named capability + Deserialize the message - Name of the capability to request - The URI of the requested capability, or String.Empty if - the capability does not exist + An containing the data - + - Process any incoming events, check to see if we have a message created for the event, + 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 - - - - Capabilities URI this system was initialized with - - - Whether the capabilities event queue is connected and - listening for incoming events + + Object containing request or response - + - Triggered when an event is received via the EventQueueGet - capability + Serialize the object - Event name - Decoded event data - The simulator that generated the event + An containing the objects data - + - Level of Detail mesh + Deserialize the message + An containing the data - - = - - - Number of times we've received an unknown CAPS exception in series. - - - For exponential backoff on error. - - + - + 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 - - - Thrown when a packet could not be successfully deserialized - + + true of the script is in a running state - + - Default constructor + Serialize the object + An containing the objects data - + - Constructor that takes an additional error message + Deserialize the message - An error message to attach to this exception + An containing the data - + - 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 + A message containing the request/response used for updating a gesture + contained with an agents inventory - - - 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 + + Object containing request or response - + - + Serialize the object - - - - + An containing the objects data - + - + Deserialize the message - - - + An containing the data - + - A block of data in a packet. Packets are composed of one or more blocks, - each block containing one or more fields + A message request/response which is used to update a notecard contained within + a tasks inventory - + + The of the Task containing the notecard asset to update + + + The notecard assets contained in the tasks inventory + + - Create a block from a byte array + Serialize the object - 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 + An containing the objects data - + - Serialize this block into a byte array + Deserialize the message - 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 + An containing the data - + - Attempts to convert an LLSD structure to a known Packet type + 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 - 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 - - + + + The Notecard AssetID to replace + - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + + A message containing the request/response used for updating a notecard + contained with an agents inventory + - - + + Object containing request or response - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + + A message sent from the simulator to the viewer which indicates + an error occurred while attempting to update a script in an agents or tasks + inventory + - - + + true of the script was successfully compiled by the simulator - - + + A string containing the error which occured while trying + to update the script - - + + A new AssetID assigned to the script - - + + + A message sent from the viewer to the simulator + requesting the update of an existing script contained + within a tasks inventory + - - + + if true, set the script mode to running - - + + The scripts InventoryItem ItemID to update - - + + A lowercase string containing either "mono" or "lsl2" which + specifies the script is compiled and ran on the mono runtime, or the older + lsl runtime - - + + The tasks which contains the script to update - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + + A message containing either the request or response used in updating a script inside + a tasks inventory + - - + + Object containing request or response - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + + Response from the simulator to notify the viewer the upload is completed, and + the UUID of the script asset and its compiled status + - - + + The uploaded texture asset ID - - + + true of the script was compiled successfully - - + + + A message sent from a viewer to the simulator requesting a temporary uploader capability + used to update a script contained in an agents inventory + - - + + The existing asset if of the script in the agents inventory to replace - - + + The language of the script + Defaults to lsl version 2, "mono" might be another possible option - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + + A message containing either the request or response used in updating a script inside + an agents inventory + - - + + Object containing request or response - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + Base class for Map Layers via Capabilities - - + + - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + + Sent by an agent to the capabilities server to request map layers + - - + + + A message sent from the simulator to the viewer which contains an array of map images and their grid coordinates + - - + + An array containing LayerData items - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + + An object containing map location details + - - + + The Asset ID of the regions tile overlay - - + + The grid location of the southern border of the map tile - - + + The grid location of the western border of the map tile - - + + The grid location of the eastern border of the map tile - - + + The grid location of the northern border of the map tile - - + + Object containing request or response - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + + New as of 1.23 RC1, no details yet. + - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + A string containing the method used - - + + + A request sent from an agent to the Simulator to begin a new conference. + Contains a list of Agents which will be included in the conference + - - + + An array containing the of the agents invited to this conference - - + + The conferences Session ID - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + + A moderation request sent from a conference moderator + Contains an agent and an optional action to take + - - + + The Session ID - - + + - - + + A list containing Key/Value pairs, known valid values: + key: text value: true/false - allow/disallow specified agents ability to use text in session + key: voice value: true/false - allow/disallow specified agents ability to use voice in session + + "text" or "voice" - - + + - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + + A message sent from the agent to the simulator which tells the + simulator we've accepted a conference invitation + - - + + The conference SessionID - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + Key of sender - - + + Name of sender - - + + Key of destination avatar - - + + ID of originating estate - - + + Key of originating region - - + + Coordinates in originating region - - + + Instant message type - - + + Group IM session toggle - - + + Key of IM session, for Group Messages, the groups UUID - - + + Timestamp of the instant message - - + + Instant message text - - + + Whether this message is held for offline avatars - - + + Context specific packed data - - + + Is this invitation for voice group/conference chat - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + + Sent from the simulator to the viewer. + + When an agent initially joins a session the AgentUpdatesBlock object will contain a list of session members including + a boolean indicating they can use voice chat in this session, a boolean indicating they are allowed to moderate + this session, and lastly a string which indicates another agent is entering the session with the Transition set to "ENTER" + + During the session lifetime updates on individuals are sent. During the update the booleans sent during the initial join are + excluded with the exception of the Transition field. This indicates a new user entering or exiting the session with + the string "ENTER" or "LEAVE" respectively. + - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + + An EventQueue message sent when the agent is forcibly removed from a chatterbox session + - - + + + A string containing the reason the agent was removed + - - + + + The ChatterBoxSession's SessionID + - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + + + - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + + A message sent from the viewer to the simulator which + specifies that the user has changed current URL + of the specific media on a prim face + - - + + + New URL + - - + + + Prim UUID where navigation occured + - - + + + Face index + - - + + + Serialize the object + + An containing the objects data + + + + Deserialize the message + + An containing the data - - + + Base class used for the ObjectMedia message - - + + + Message used to retrive prim media data + - - + + + Prim UUID + - - + + + Requested operation, either GET or UPDATE + - - + + + Serialize object + + Serialized object as OSDMap - - + + + Deserialize the message + + An containing the data - - + + + Message used to update prim media data + - - + + + Prim UUID + - - + + + Array of media entries indexed by face number + - - + + + Media version string + - - + + + Serialize object + + Serialized object as OSDMap - - + + + Deserialize the message + + An containing the data - - + + + Message used to update prim media data + - - + + + Prim UUID + - - + + + Array of media entries indexed by face number + - - + + + Requested operation, either GET or UPDATE + - - + + + Serialize object + + Serialized object as OSDMap - - + + + Deserialize the message + + An containing the data - - + + + Message for setting or getting per face MediaEntry + - - + + The request or response details block - - + + + Serialize the object + + An containing the objects data - - + + + Deserialize the message + + An containing the data - - + + Details about object resource usage - - + + Object UUID - - + + Object name - - + + Indicates if object is group owned - - + + Locatio of the object - - + + Object owner - - + + Resource usage, keys are resource names, values are resource usage for that specific resource - - + + + Deserializes object from OSD + + An containing the data - - + + + Makes an instance based on deserialized data + + serialized data + Instance containg deserialized data - - + + Details about parcel resource usage - - + + Parcel UUID - - + + Parcel local ID - - + + Parcel name - - + + Indicates if parcel is group owned - - + + Parcel owner - - + + Array of containing per object resource usage - - + + + Deserializes object from OSD + + An containing the data - - + + + Makes an instance based on deserialized data + + serialized data + Instance containg deserialized data - - + + Resource usage base class, both agent and parcel resource + usage contains summary information - - + + Summary of available resources, keys are resource names, + values are resource usage for that specific resource - - + + Summary resource usage, keys are resource names, + values are resource usage for that specific resource - - + + + Serializes object + + serialized data - - + + + Deserializes object from OSD + + An containing the data - - + + Agent resource usage - - + + Per attachment point object resource usage - - + + + Deserializes object from OSD + + An containing the data - - + + + Makes an instance based on deserialized data + + serialized data + Instance containg deserialized data - - + + + Detects which class handles deserialization of this message + + An containing the data + Object capable of decoding this message - - + + Request message for parcel resource usage - - + + UUID of the parel to request resource usage info - - + + + Serializes object + + serialized data - - + + + Deserializes object from OSD + + An containing the data - - + + Response message for parcel resource usage - - + + URL where parcel resource usage details can be retrieved - - + + URL where parcel resource usage summary can be retrieved - - + + + Serializes object + + serialized data - - + + + Deserializes object from OSD + + An containing the data - - + + + Detects which class handles deserialization of this message + + An containing the data + Object capable of decoding this message - - + + Parcel resource usage - - + + Array of containing per percal resource usage - - + + + Deserializes object from OSD + + An containing the data - - + + + Image width + - - + + + Image height + - - + + + Image channel flags + - - + + + Red channel data + - - + + + Green channel data + - - + + + Blue channel data + - - + + + Alpha channel data + - - + + + Bump channel data + - - + + + Create a new blank image + + width + height + channel flags - - + + + + + - - + + + Convert the channels in the image. Channels are created or destroyed as required. + + new channel flags - - + + + Resize or stretch the image using nearest neighbor (ugly) resampling + + new width + new height - - + + + Create a byte array containing 32-bit RGBA data with a bottom-left + origin, suitable for feeding directly into OpenGL + + A byte array containing raw texture data - - + + + Operation to apply when applying color to texture + - - + + + Information needed to translate visual param value to RGBA color + - - + + + Construct VisualColorParam + + Operation to apply when applying color to texture + Colors - - + + + Represents alpha blending and bump infor for a visual parameter + such as sleive length + - - + + Stregth of the alpha to apply - - + + File containing the alpha channel - - + + Skip blending if parameter value is 0 - - + + Use miltiply insted of alpha blending - - + + + Create new alhpa information for a visual param + + Stregth of the alpha to apply + File containing the alpha channel + Skip blending if parameter value is 0 + Use miltiply insted of alpha blending - - + + + A single visual characteristic of an avatar mesh, such as eyebrow height + - - + + Index of this visual param - - + + Internal name - - + + Group ID this parameter belongs to - - + + Name of the wearable this parameter belongs to - - + + Displayable label of this characteristic - - + + Displayable label for the minimum value of this characteristic - - + + Displayable label for the maximum value of this characteristic - - + + Default value - - + + Minimum value - - + + Maximum value - - + + Is this param used for creation of bump layer? - - + + Alpha blending/bump info - - + + Color information - - + + Array of param IDs that are drivers for this parameter - - + + + Set all the values through the constructor + + Index of this visual param + Internal name + + + Displayable label of this characteristic + Displayable label for the minimum value of this characteristic + Displayable label for the maximum value of this characteristic + Default value + Minimum value + Maximum value + Is this param used for creation of bump layer? + Array of param IDs that are drivers for this parameter + Alpha blending/bump info + Color information - - + + + Holds the Params array of all the avatar appearance parameters + - - + + Sort by name - - + + Sort by date - - + + Sort folders by name, regardless of whether items are + sorted by name or date - - + + Place system folders at the top - - + + + Possible destinations for DeRezObject request + - - + + - - + + Copy from in-world to agent inventory - - + + Derez to TaskInventory - - + + - - + + Take Object - - + + - - + + Delete Object - - + + Put an avatar attachment into agent inventory - - + + - - + + Return an object back to the owner's inventory - - + + Return a deeded object back to the last owner's inventory - - + + + Upper half of the Flags field for inventory items + - - + + Indicates that the NextOwner permission will be set to the + most restrictive set of permissions found in the object set + (including linkset items and object inventory items) on next rez - - + + Indicates that the object sale information has been + changed - - + + If set, and a slam bit is set, indicates BaseMask will be overwritten on Rez - - + + If set, and a slam bit is set, indicates OwnerMask will be overwritten on Rez - - + + If set, and a slam bit is set, indicates GroupMask will be overwritten on Rez - - + + If set, and a slam bit is set, indicates EveryoneMask will be overwritten on Rez - - + + If set, and a slam bit is set, indicates NextOwnerMask will be overwritten on Rez - - + + Indicates whether this object is composed of multiple + items or not - - + + Indicates that the asset is only referenced by this + inventory item. If this item is deleted or updated to reference a + new assetID, the asset can be deleted - - + + + Base Class for Inventory Items + - - + + of item/folder - - + + of parent folder - - + + Name of item/folder - - + + Item/Folder Owners - - + + + Constructor, takes an itemID as a parameter + + The of the item - - + + + + + - - + + + + + - - + + + Generates a number corresponding to the value of the object to support the use of a hash table, + suitable for use in hashing algorithms and data structures such as a hash table + + A Hashcode of all the combined InventoryBase fields - - + + + Determine whether the specified object is equal to the current object + + InventoryBase object to compare against + true if objects are the same - - + + + Determine whether the specified object is equal to the current object + + InventoryBase object to compare against + true if objects are the same - - + + + An Item in Inventory + - - + + The of this item - - + + The combined of this item - - + + The type of item from - - + + The type of item from the enum - - + + The of the creator of this item - - + + A Description of this item - - + + The s this item is set to or owned by - - + + If true, item is owned by a group - - + + The price this item can be purchased for - - + + The type of sale from the enum - - + + Combined flags from - - + + Time and date this inventory item was created, stored as + UTC (Coordinated Universal Time) - - + + Used to update the AssetID in requests sent to the server - - + + The of the previous owner of the item - - + + + Construct a new InventoryItem object + + The of the item - - + + + Construct a new InventoryItem object of a specific Type + + The type of item from + of the item - - + + + Indicates inventory item is a link + + True if inventory item is a link to another inventory item - - + + + + + - - + + + + + - - + + + Generates a number corresponding to the value of the object to support the use of a hash table. + Suitable for use in hashing algorithms and data structures such as a hash table + + A Hashcode of all the combined InventoryItem fields - - + + + Compares an object + + The object to compare + true if comparison object matches - - + + + Determine whether the specified object is equal to the current object + + The object to compare against + true if objects are the same - - + + + Determine whether the specified object is equal to the current object + + The object to compare against + true if objects are the same - - + + + InventoryTexture Class representing a graphical image + + - - + + + Construct an InventoryTexture object + + A which becomes the + objects AssetUUID - - + + + Construct an InventoryTexture object from a serialization stream + - - + + + InventorySound Class representing a playable sound + - - + + + Construct an InventorySound object + + A which becomes the + objects AssetUUID - - + + + Construct an InventorySound object from a serialization stream + - - + + + InventoryCallingCard Class, contains information on another avatar + - - + + + Construct an InventoryCallingCard object + + A which becomes the + objects AssetUUID - - + + + Construct an InventoryCallingCard object from a serialization stream + - - + + + InventoryLandmark Class, contains details on a specific location + - - + + + Construct an InventoryLandmark object + + A which becomes the + objects AssetUUID - - + + + Construct an InventoryLandmark object from a serialization stream + - - + + + Landmarks use the InventoryItemFlags struct and will have a flag of 1 set if they have been visited + - - + + + InventoryObject Class contains details on a primitive or coalesced set of primitives + - - + + + Construct an InventoryObject object + + A which becomes the + objects AssetUUID - - + + + Construct an InventoryObject object from a serialization stream + - - + + + Gets or sets the upper byte of the Flags value + - - + + + Gets or sets the object attachment point, the lower byte of the Flags value + - - + + + InventoryNotecard Class, contains details on an encoded text document + - - + + + Construct an InventoryNotecard object + + A which becomes the + objects AssetUUID - - + + + Construct an InventoryNotecard object from a serialization stream + - - + + + InventoryCategory Class + + TODO: Is this even used for anything? - - + + + Construct an InventoryCategory object + + A which becomes the + objects AssetUUID - - + + + Construct an InventoryCategory object from a serialization stream + - - + + + InventoryLSL Class, represents a Linden Scripting Language object + - - + + + Construct an InventoryLSL object + + A which becomes the + objects AssetUUID - - + + + Construct an InventoryLSL object from a serialization stream + - - + + + InventorySnapshot Class, an image taken with the viewer + - - + + + Construct an InventorySnapshot object + + A which becomes the + objects AssetUUID - - + + + Construct an InventorySnapshot object from a serialization stream + - - + + + InventoryAttachment Class, contains details on an attachable object + - - + + + Construct an InventoryAttachment object + + A which becomes the + objects AssetUUID - - + + + Construct an InventoryAttachment object from a serialization stream + - - + + + Get the last AttachmentPoint this object was attached to + - - + + + InventoryWearable Class, details on a clothing item or body part + - - + + + Construct an InventoryWearable object + + A which becomes the + objects AssetUUID - - + + + Construct an InventoryWearable object from a serialization stream + - - + + + The , Skin, Shape, Skirt, Etc + - - + + + InventoryAnimation Class, A bvh encoded object which animates an avatar + - - + + + Construct an InventoryAnimation object + + A which becomes the + objects AssetUUID - - + + + Construct an InventoryAnimation object from a serialization stream + - - + + + InventoryGesture Class, details on a series of animations, sounds, and actions + - - + + + Construct an InventoryGesture object + + A which becomes the + objects AssetUUID - - + + + Construct an InventoryGesture object from a serialization stream + - - + + + A folder contains s and has certain attributes specific + to itself + - - + + The Preferred for a folder. - - + + The Version of this folder - - + + Number of child items this folder contains. - - + + + Constructor + + UUID of the folder - - + + + + + - - + + + Get Serilization data for this InventoryFolder object + - - + + + Construct an InventoryFolder object from a serialization stream + - - + + + + + - - + + + + + + - - + + + + + + - - + + + + + + - - + + + Tools for dealing with agents inventory + - - + + Used for converting shadow_id to asset_id - - + + The event subscribers, null of no subscribers - - + + Raises the ItemReceived Event + A ItemReceivedEventArgs object containing + the data sent from the simulator - - + + Thread sync lock object - - + + The event subscribers, null of no subscribers - - + + Raises the FolderUpdated Event + A FolderUpdatedEventArgs object containing + the data sent from the simulator - - + + Thread sync lock object - - + + The event subscribers, null of no subscribers - - + + Raises the InventoryObjectOffered Event + A InventoryObjectOfferedEventArgs object containing + the data sent from the simulator - - + + Thread sync lock object - - + + The event subscribers, null of no subscribers - - + + Raises the TaskItemReceived Event + A TaskItemReceivedEventArgs object containing + the data sent from the simulator - - + + Thread sync lock object - - + + The event subscribers, null of no subscribers - - + + Raises the FindObjectByPath Event + A FindObjectByPathEventArgs object containing + the data sent from the simulator - - + + Thread sync lock object - - + + The event subscribers, null of no subscribers - - + + Raises the TaskInventoryReply Event + A TaskInventoryReplyEventArgs object containing + the data sent from the simulator - - + + Thread sync lock object - - + + The event subscribers, null of no subscribers - - + + Raises the SaveAssetToInventory Event + A SaveAssetToInventoryEventArgs object containing + the data sent from the simulator - - + + Thread sync lock object - - + + The event subscribers, null of no subscribers - - + + Raises the ScriptRunningReply Event + A ScriptRunningReplyEventArgs object containing + the data sent from the simulator - - + + Thread sync lock object - - + + Partial mapping of AssetTypes to folder names - - + + + Default constructor + + Reference to the GridClient object - - + + + Fetch an inventory item from the dataserver + + The items + The item Owners + a integer representing the number of milliseconds to wait for results + An object on success, or null if no item was found + Items will also be sent to the event - - + + + Request A single inventory item + + The items + The item Owners + - - + + + Request inventory items + + Inventory items to request + Owners of the inventory items + - - + + + Get contents of a folder + + The of the folder to search + The of the folders owner + true to retrieve folders + true to retrieve items + sort order to return results in + a integer representing the number of milliseconds to wait for results + A list of inventory items matching search criteria within folder + + InventoryFolder.DescendentCount will only be accurate if both folders and items are + requested - - + + + Request the contents of an inventory folder + + The folder to search + The folder owners + true to return s contained in folder + true to return s containd in folder + the sort order to return items in + - - + + + Returns the UUID of the folder (category) that defaults to + containing 'type'. The folder is not necessarily only for that + type + + This will return the root folder if one does not exist + + The UUID of the desired folder if found, the UUID of the RootFolder + if not found, or UUID.Zero on failure - - + + + Find an object in inventory using a specific path to search + + The folder to begin the search in + The object owners + A string path to search + milliseconds to wait for a reply + Found items or if + timeout occurs or item is not found - - + + + Find inventory items by path + + The folder to begin the search in + The object owners + A string path to search, folders/objects separated by a '/' + Results are sent to the event - - + + + Search inventory Store object for an item or folder + + The folder to begin the search in + An array which creates a path to search + Number of levels below baseFolder to conduct searches + if True, will stop searching after first match is found + A list of inventory items found - - + + + Move an inventory item or folder to a new location + + The item or folder to move + The to move item or folder to - - + + + Move an inventory item or folder to a new location and change its name + + The item or folder to move + The to move item or folder to + The name to change the item or folder to - - + + + Move and rename a folder + + The source folders + The destination folders + The name to change the folder to - - + + + Update folder properties + + of the folder to update + Sets folder's parent to + Folder name + Folder type - - + + + Move a folder + + The source folders + The destination folders - - + + + Move multiple folders, the keys in the Dictionary parameter, + to a new parents, the value of that folder's key. + + A Dictionary containing the + of the source as the key, and the + of the destination as the value - - + + + Move an inventory item to a new folder + + The of the source item to move + The of the destination folder - - + + + Move and rename an inventory item + + The of the source item to move + The of the destination folder + The name to change the folder to - - + + + Move multiple inventory items to new locations + + A Dictionary containing the + of the source item as the key, and the + of the destination folder as the value - - + + + Remove descendants of a folder + + The of the folder - - + + + Remove a single item from inventory + + The of the inventory item to remove - - + + + Remove a folder from inventory + + The of the folder to remove - - + + + Remove multiple items or folders from inventory + + A List containing the s of items to remove + A List containing the s of the folders to remove - - + + + Empty the Lost and Found folder + - - + + + Empty the Trash folder + - - + + + + + + + + + Proper use is to upload the inventory's asset first, then provide the Asset's TransactionID here. + + + - - + + + + + + + + + Proper use is to upload the inventory's asset first, then provide the Asset's TransactionID here. + + + + - - + + + Creates a new inventory folder + + ID of the folder to put this folder in + Name of the folder to create + The UUID of the newly created folder - - + + + Creates a new inventory folder + + ID of the folder to put this folder in + Name of the folder to create + Sets this folder as the default folder + for new assets of the specified type. Use AssetType.Unknown + to create a normal folder, otherwise it will likely create a + duplicate of an existing folder type + The UUID of the newly created folder + If you specify a preferred type of AsseType.Folder + it will create a new root folder which may likely cause all sorts + of strange problems - - + + + Create an inventory item and upload asset data + + Asset data + Inventory item name + Inventory item description + Asset type + Inventory type + Put newly created inventory in this folder + Delegate that will receive feedback on success or failure - - + + + Create an inventory item and upload asset data + + Asset data + Inventory item name + Inventory item description + Asset type + Inventory type + Put newly created inventory in this folder + Permission of the newly created item + (EveryoneMask, GroupMask, and NextOwnerMask of Permissions struct are supported) + Delegate that will receive feedback on success or failure - - + + + Creates inventory link to another inventory item or folder + + Put newly created link in folder with this UUID + Inventory item or folder + Method to call upon creation of the link - - + + + Creates inventory link to another inventory item + + Put newly created link in folder with this UUID + Original inventory item + Method to call upon creation of the link - - + + + Creates inventory link to another inventory folder + + Put newly created link in folder with this UUID + Original inventory folder + Method to call upon creation of the link - - + + + Creates inventory link to another inventory item or folder + + Put newly created link in folder with this UUID + Original item's UUID + Name + Description + Asset Type + Inventory Type + Transaction UUID + Method to call upon creation of the link - - + + + + + + + + - - + + + + + + + + + - - + + + + + + + + + - - + + + Request a copy of an asset embedded within a notecard + + Usually UUID.Zero for copying an asset from a notecard + UUID of the notecard to request an asset from + Target folder for asset to go to in your inventory + UUID of the embedded asset + callback to run when item is copied to inventory - - + + + + + - - + + + + + - - + + + + + + - - + + + + + + + - - + + + Save changes to notecard embedded in object contents + + Encoded notecard asset data + Notecard UUID + Object's UUID + Called upon finish of the upload with status information - - + + + Upload new gesture asset for an inventory gesture item + + Encoded gesture asset + Gesture inventory UUID + Callback whick will be called when upload is complete - - + + + Update an existing script in an agents Inventory + + A byte[] array containing the encoded scripts contents + the itemID of the script + if true, sets the script content to run on the mono interpreter + - - + + + Update an existing script in an task Inventory + + A byte[] array containing the encoded scripts contents + the itemID of the script + UUID of the prim containting the script + if true, sets the script content to run on the mono interpreter + if true, sets the script to running + - - + + + Rez an object from inventory + + Simulator to place object in + Rotation of the object when rezzed + Vector of where to place object + InventoryItem object containing item details - - + + + Rez an object from inventory + + Simulator to place object in + Rotation of the object when rezzed + Vector of where to place object + InventoryItem object containing item details + UUID of group to own the object - - + + + Rez an object from inventory + + Simulator to place object in + Rotation of the object when rezzed + Vector of where to place object + InventoryItem object containing item details + UUID of group to own the object + User defined queryID to correlate replies + If set to true, the CreateSelected flag + will be set on the rezzed object - - + + + DeRez an object from the simulator to the agents Objects folder in the agents Inventory + + The simulator Local ID of the object + If objectLocalID is a child primitive in a linkset, the entire linkset will be derezzed - - + + + DeRez an object from the simulator and return to inventory + + The simulator Local ID of the object + The type of destination from the enum + The destination inventory folders -or- + if DeRezzing object to a tasks Inventory, the Tasks + The transaction ID for this request which + can be used to correlate this request with other packets + If objectLocalID is a child primitive in a linkset, the entire linkset will be derezzed - - + + + Rez an item from inventory to its previous simulator location + + + + + - - + + + Give an inventory item to another avatar + + The of the item to give + The name of the item + The type of the item from the enum + The of the recipient + true to generate a beameffect during transfer - - + + + Give an inventory Folder with contents to another avatar + + The of the Folder to give + The name of the folder + The type of the item from the enum + The of the recipient + true to generate a beameffect during transfer - - + + + Copy or move an from agent inventory to a task (primitive) inventory + + The target object + The item to copy or move from inventory + + For items with copy permissions a copy of the item is placed in the tasks inventory, + for no-copy items the object is moved to the tasks inventory - - + + + Retrieve a listing of the items contained in a task (Primitive) + + The tasks + The tasks simulator local ID + milliseconds to wait for reply from simulator + A list containing the inventory items inside the task or null + if a timeout occurs + This request blocks until the response from the simulator arrives + or timeoutMS is exceeded - - + + + Request the contents of a tasks (primitives) inventory from the + current simulator + + The LocalID of the object + - - + + + Request the contents of a tasks (primitives) inventory + + The simulator Local ID of the object + A reference to the simulator object that contains the object + - - + + + Move an item from a tasks (Primitive) inventory to the specified folder in the avatars inventory + + LocalID of the object in the simulator + UUID of the task item to move + The ID of the destination folder in this agents inventory + Simulator Object + Raises the event - - + + + Remove an item from an objects (Prim) Inventory + + LocalID of the object in the simulator + UUID of the task item to remove + Simulator Object + You can confirm the removal by comparing the tasks inventory serial before and after the + request with the request combined with + the event - - + + + Copy an InventoryScript item from the Agents Inventory into a primitives task inventory + + An unsigned integer representing a primitive being simulated + An which represents a script object from the agents inventory + true to set the scripts running state to enabled + A Unique Transaction ID + + The following example shows the basic steps necessary to copy a script from the agents inventory into a tasks inventory + and assumes the script exists in the agents inventory. + + uint primID = 95899503; // Fake prim ID + UUID scriptID = UUID.Parse("92a7fe8a-e949-dd39-a8d8-1681d8673232"); // Fake Script UUID in Inventory + + Client.Inventory.FolderContents(Client.Inventory.FindFolderForType(AssetType.LSLText), Client.Self.AgentID, + false, true, InventorySortOrder.ByName, 10000); + + Client.Inventory.RezScript(primID, (InventoryItem)Client.Inventory.Store[scriptID]); + + - - + + + Request the running status of a script contained in a task (primitive) inventory + + The ID of the primitive containing the script + The ID of the script + The event can be used to obtain the results of the + request + - - + + + Send a request to set the running state of a script contained in a task (primitive) inventory + + The ID of the primitive containing the script + The ID of the script + true to set the script running, false to stop a running script + To verify the change you can use the method combined + with the event - - + + + Create a CRC from an InventoryItem + + The source InventoryItem + A uint representing the source InventoryItem as a CRC - - + + + Reverses a cheesy XORing with a fixed UUID to convert a shadow_id to an asset_id + + Obfuscated shadow_id value + Deobfuscated asset_id value - - + + + Does a cheesy XORing with a fixed UUID to convert an asset_id to a shadow_id + + asset_id value to obfuscate + Obfuscated shadow_id value - - + + + Wrapper for creating a new object + + The type of item from the enum + The of the newly created object + An object with the type and id passed - - + + + Parse the results of a RequestTaskInventory() response + + A string which contains the data from the task reply + A List containing the items contained within the tasks inventory - - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - + + + UpdateCreateInventoryItem packets are received when a new inventory item + is created. This may occur when an object that's rezzed in world is + taken into inventory, when an item is created using the CreateInventoryItem + packet, or when an object is purchased + + The sender + The EventArgs object containing the packet data - - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - + + Raised when the simulator sends us data containing + ... - - + + Raised when the simulator sends us data containing + ... - - + + Raised when the simulator sends us data containing + an inventory object sent by another avatar or primitive - - + + Raised when the simulator sends us data containing + ... - - + + Raised when the simulator sends us data containing + ... - - + + Raised when the simulator sends us data containing + ... - - + + Raised when the simulator sends us data containing + ... - - + + Raised when the simulator sends us data containing + ... - - + + + Get this agents Inventory data + - - + + + Callback for inventory item creation finishing + + Whether the request to create an inventory + item succeeded or not + Inventory item being created. If success is + false this will be null - - + + + Callback for an inventory item being create from an uploaded asset + + true if inventory item creation was successful + + + - - + + + + + - - + + + Reply received when uploading an inventory asset + + Has upload been successful + Error message if upload failed + Inventory asset UUID + New asset UUID - - + + + Delegate that is invoked when script upload is completed + + Has upload succeded (note, there still might be compile errors) + Upload status message + Is compilation successful + If compilation failed, list of error messages, null on compilation success + Script inventory UUID + Script's new asset UUID - - + + Set to true to accept offer, false to decline it - - + + The folder to accept the inventory into, if null default folder for will be used - - + + + Callback when an inventory object is accepted and received from a + task inventory. This is the callback in which you actually get + the ItemID, as in ObjectOfferedCallback it is null when received + from a task. + - - + + + 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 + True if this callback should be ran + asynchronously, false to run it synchronous - - + + + Unregister an event handler + + Packet type to unregister the handler for + Callback to be unregistered - - + + + Fire the events registered for this packet type + + 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 - - + + + Represends individual HTTP Download request + - - + + URI of the item to fetch - - + + Timout specified in milliseconds - - + + Download progress callback - - + + Download completed callback - - + + Accept the following content type - - + + Default constructor - - + + Constructor - - + + + Manages async HTTP downloads with a limit on maximum + concurrent downloads + - - + + Default constructor - - + + Cleanup method - - + + Setup http download request - - + + Check the queue for pending work - - + + Enqueue a new HTPP download - - + + Maximum number of parallel downloads from a single endpoint - - + + Client certificate - - + + + Avatar profile flags + - - + + + Represents an avatar (other than your own) + - - + + Groups that this avatar is a member of - - + + Positive and negative ratings - - + + Avatar properties including about text, profile URL, image IDs and + publishing settings - - + + Avatar interests including spoken languages, skills, and "want to" + choices - - + + Movement control flags for avatars. Typically not set or used by + clients. To move your avatar, use Client.Self.Movement instead - - + + + Contains the visual parameters describing the deformation of the avatar + - - + + + Default constructor + - - + + First name - - + + Last name - - + + Full name - - + + Active group - - + + + Positive and negative ratings + - - + + Positive ratings for Behavior - - + + Negative ratings for Behavior - - + + Positive ratings for Appearance - - + + Negative ratings for Appearance - - + + Positive ratings for Building - - + + Negative ratings for Building - - + + Positive ratings given by this avatar - - + + Negative ratings given by this avatar - - + + + Avatar properties including about text, profile URL, image IDs and + publishing settings + - - + + First Life about text - - + + First Life image ID - - + + - - + + + + + - - + + - - + + Profile image ID - - + + Flags of the profile - - + + Web URL for this profile - - + + Should this profile be published on the web - - + + Avatar Online Status - - + + Is this a mature profile - - + + - - + + - - + + + Avatar interests including spoken languages, skills, and "want to" + choices + - - + + Languages profile field - - + + - - + + - - + + - - + + - - + + + 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 - - + + + + - - + + + Initialize the UDP packet handler in server mode + + Port to listening for incoming UDP packets on - - + + + Initialize the UDP packet handler in client mode + + Remote UDP server to connect to - - + + + + - - + + + + - - + + + + - - + + + A Name Value pair with additional settings, used in the protocol + primarily to transmit avatar names and active group in object packets + - - + + - - + + - - + + - - + + - - + + - - + + + Constructor that takes all the fields as parameters + + + + + + - - + + + Constructor that takes a single line from a NameValue field + + - - + + Type of the value - - + + Unknown - - + + String value - - + + - - + + - - + + - - + + - - + + Deprecated - - + + String value, but designated as an asset - - + + - - + + + + - - + + - - + + - - + + - - + + - - + + + + - - + + - - + + - - + + - - + + - - + + - - + + + Static helper functions and global variables + - - + + This header flag signals that ACKs are appended to the packet - - + + This header flag signals that this packet has been sent before - - + + This header flags signals that an ACK is expected for this packet - - + + This header flag signals that the message is compressed using zerocoding - - + + + + + + - - + + + + + + + - - + + + + + + - - + + + + + + + - - + + + Given an X/Y location in absolute (grid-relative) terms, a region + handle is returned along with the local X/Y location in that region + + The absolute X location, a number such as + 255360.35 + The absolute Y location, a number such as + 255360.35 + The sim-local X position of the global X + position, a value from 0.0 to 256.0 + The sim-local Y position of the global Y + position, a value from 0.0 to 256.0 + A 64-bit region handle that can be used to teleport to - - + + + Converts a floating point number to a terse string format used for + transmitting numbers in wearable asset files + + Floating point number to convert to a string + A terse string representation of the input number - - + + + Convert a variable length field (byte array) to a string, with a + field name prepended to each line of the output + + If the byte array has unprintable characters in it, a + hex dump will be written instead + The StringBuilder object to write to + The byte array to convert to a string + A field name to prepend to each line of output - - + + + Decode a zerocoded byte array, used to decompress packets marked + with the zerocoded flag + + Any time a zero is encountered, the next byte is a count + of how many zeroes to expand. One zero is encoded with 0x00 0x01, + two zeroes is 0x00 0x02, three zeroes is 0x00 0x03, etc. The + first four bytes are copied directly to the output buffer. + + The byte array to decode + The length of the byte array to decode. This + would be the length of the packet up to (but not including) any + appended ACKs + The output byte array to decode to + The length of the output buffer - - + + + Encode a byte array with zerocoding. Used to compress packets marked + with the zerocoded flag. Any zeroes in the array are compressed down + to a single zero byte followed by a count of how many zeroes to expand + out. A single zero becomes 0x00 0x01, two zeroes becomes 0x00 0x02, + three zeroes becomes 0x00 0x03, etc. The first four bytes are copied + directly to the output buffer. + + The byte array to encode + The length of the byte array to encode + The output byte array to encode to + The length of the output buffer - - + + + Calculates the CRC (cyclic redundancy check) needed to upload inventory. + + Creation date + Sale type + Inventory type + Type + Asset ID + Group ID + Sale price + Owner ID + Creator ID + Item ID + Folder ID + Everyone mask (permissions) + Flags + Next owner mask (permissions) + Group mask (permissions) + Owner mask (permissions) + The calculated CRC - - + + + Attempts to load a file embedded in the assembly + + The filename of the resource to load + A Stream for the requested file, or null if the resource + was not successfully loaded - - + + + Attempts to load a file either embedded in the assembly or found in + a given search path + + The filename of the resource to load + An optional path that will be searched if + the asset is not found embedded in the assembly + A Stream for the requested file, or null if the resource + was not successfully loaded - - + + + Converts a list of primitives to an object that can be serialized + with the LLSD system + + Primitives to convert to a serializable object + An object that can be serialized with LLSD - - + + + Deserializes OSD in to a list of primitives + + Structure holding the serialized primitive list, + must be of the SDMap type + A list of deserialized primitives - - + + + Converts a struct or class object containing fields only into a key value separated string + + The struct object + A string containing the struct fields as the keys, and the field value as the value separated + + + // Add the following code to any struct or class containing only fields to override the ToString() + // method to display the values of the passed object + + /// Print the struct data as a string + ///A string containing the field name, and field value + public override string ToString() + { + return Helpers.StructToString(this); + } + + - - + + + Passed to Logger.Log() to identify the severity of a log entry + - - + + No logging information will be output - - + + Non-noisy useful information, may be helpful in + debugging a problem - - + + A non-critical error occurred. A warning will not + prevent the rest of the library from operating as usual, + although it may be indicative of an underlying issue - - + + A critical error has occurred. Generally this will + be followed by the network layer shutting down, although the + stability of the library after an error is uncertain - - + + Used for internal testing, this logging level can + generate very noisy (long and/or repetitive) messages. Don't + pass this to the Log() function, use DebugLog() instead. + - - + + + 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 - - + + + Permission request flags, asked when a script wants to control an Avatar + - - + + Placeholder for empty values, shouldn't ever see this - - + + Script wants ability to take money from you - - + + Script wants to take camera controls for you - - + + Script wants to remap avatars controls - - + + Script wants to trigger avatar animations + This function is not implemented on the grid - - + + Script wants to attach or detach the prim or primset to your avatar - - + + Script wants permission to release ownership + This function is not implemented on the grid + The concept of "public" objects does not exist anymore. - - + + Script wants ability to link/delink with other prims - - + + Script wants permission to change joints + This function is not implemented on the grid - - + + Script wants permissions to change permissions + This function is not implemented on the grid - - + + Script wants to track avatars camera position and rotation - - + + Script wants to control your camera - - + + + Special commands used in Instant Messages + - - + + Indicates a regular IM from another agent - - + + Simple notification box with an OK button - - + + You've been invited to join a group. - - + + Inventory offer - - + + Accepted inventory offer - - + + Declined inventory offer - - + + Group vote - - + + An object is offering its inventory - - + + Accept an inventory offer from an object - - + + Decline an inventory offer from an object - - + + Unknown - - + + Start a session, or add users to a session - - + + Start a session, but don't prune offline users - - + + Start a session with your group - - + + Start a session without a calling card (finder or objects) - - + + Send a message to a session - - + + Leave a session - - + + Indicates that the IM is from an object - - + + Sent an IM to a busy user, this is the auto response - - + + Shows the message in the console and chat history - - + + Send a teleport lure - - + + Response sent to the agent which inititiated a teleport invitation - - + + Response sent to the agent which inititiated a teleport invitation - - + + Only useful if you have Linden permissions - - + + A placeholder type for future expansion, currently not + used - - + + IM to tell the user to go to an URL - - + + IM for help - - + + IM sent automatically on call for help, sends a lure + to each Helper reached - - + + Like an IM but won't go to email - - + + IM from a group officer to all group members - - + + Unknown - - + + Unknown - - + + Accept a group invitation - - + + Decline a group invitation - - + + Unknown - - + + An avatar is offering you friendship - - + + An avatar has accepted your friendship offer - - + + An avatar has declined your friendship offer - - + + Indicates that a user has started typing - - + + Indicates that a user has stopped typing - - + + + Flag in Instant Messages, whether the IM should be delivered to + offline avatars as well + - - + + Only deliver to online avatars - - + + If the avatar is offline the message will be held until + they login next, and possibly forwarded to their e-mail account - - + + + Conversion type to denote Chat Packet types in an easier-to-understand format + - - + + Whisper (5m radius) - - + + Normal chat (10/20m radius), what the official viewer typically sends - - + + Shouting! (100m radius) - - + + Event message when an Avatar has begun to type - - + + Event message when an Avatar has stopped typing - - + + Send the message to the debug channel - - + + Event message when an object uses llOwnerSay - - + + Special value to support llRegionSay, never sent to the client - - + + + Identifies the source of a chat message + - - + + Chat from the grid or simulator - - + + Chat from another avatar - - + + Chat from an object - - + + + + - - + + - - + + - - + + - - + + + Effect type used in ViewerEffect packets + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + Project a beam from a source to a destination, such as + the one used when editing an object - - + + - - + + - - + + - - + + Create a swirl of particles around an object - - + + - - + + - - + + Cause an avatar to look at an object - - + + Cause an avatar to point at an object - - + + + The action an avatar is doing when looking at something, used in + ViewerEffect packets for the LookAt effect + - - + + - - + + - - + + - - + + - - + + - - + + - - + + Deprecated - - + + - - + + - - + + - - + + - - + + + The action an avatar is doing when pointing at something, used in + ViewerEffect packets for the PointAt effect + - - + + - - + + - - + + - - + + - - + + + Money transaction types + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + + Flags sent when a script takes or releases a control + + NOTE: (need to verify) These might be a subset of the ControlFlags enum in Movement, - - + + No Flags set - - + + Forward (W or up Arrow) - - + + Back (S or down arrow) - - + + Move left (shift+A or left arrow) - - + + Move right (shift+D or right arrow) - - + + Up (E or PgUp) - - + + Down (C or PgDown) - - + + Rotate left (A or left arrow) - - + + Rotate right (D or right arrow) - - + + Left Mouse Button - - + + Left Mouse button in MouseLook - - + + + Currently only used to hide your group title + - - + + No flags set - - + + Hide your group title - - + + + Action state of the avatar, which can currently be typing and + editing + - - + + - - + + - - + + - - + + + Current teleport status + - - + + Unknown status - - + + Teleport initialized - - + + Teleport in progress - - + + Teleport failed - - + + Teleport completed - - + + Teleport cancelled - - + + + + - - + + No flags set, or teleport failed - - + + Set when newbie leaves help island for first time - - + + - - + + Via Lure - - + + Via Landmark - - + + Via Location - - + + Via Home - - + + Via Telehub - - + + Via Login - - + + Linden Summoned - - + + Linden Forced me - - + + - - + + Agent Teleported Home via Script - - + + - - + + - - + + - - + + forced to new location for example when avatar is banned or ejected - - + + Teleport Finished via a Lure - - + + Finished, Sim Changed - - + + Finished, Same Sim - - + + + + - - + + - - + + - - + + - - + + + + - - + + - - + + - - + + - - + + - - + + + Instant Message + - - + + Key of sender - - + + Name of sender - - + + Key of destination avatar - - + + ID of originating estate + + + Key of originating region - - + + Coordinates in originating region - - + + Instant message type - - + + Group IM session toggle - - + + Key of IM session, for Group Messages, the groups UUID - - + + Timestamp of the instant message - - + + Instant message text - - + + Whether this message is held for offline avatars - - + + Context specific packed data - - + + Print the struct data as a string + A string containing the field name, and field value - - + + + + - - + + + Construct a new instance of the ChatEventArgs object + + Sim from which the message originates + The message sent + The audible level of the message + The type of message sent: whisper, shout, etc + The source type of the message sender + The name of the agent or object sending the message + The ID of the agent or object sending the message + The ID of the object owner, or the agent ID sending the message + The position of the agent or object sending the message - - + + Get the simulator sending the message - - + + Get the message sent - - + + Get the audible level of the message - - + + Get the type of message sent: whisper, shout, etc - - + + Get the source type of the message sender - - + + Get the name of the agent or object sending the message - - + + Get the ID of the agent or object sending the message - - + + Get the ID of the object owner, or the agent ID sending the message - - + + Get the position of the agent or object sending the message - - + + Contains the data sent when a primitive opens a dialog with this agent - - + + + Construct a new instance of the ScriptDialogEventArgs + + The dialog message + The name of the object that sent the dialog request + The ID of the image to be displayed + The ID of the primitive sending the dialog + The first name of the senders owner + The last name of the senders owner + The communication channel the dialog was sent on + The string labels containing the options presented in this dialog - - + + Get the dialog message - - + + Get the name of the object that sent the dialog request - - + + Get the ID of the image to be displayed - - + + Get the ID of the primitive sending the dialog - - + + Get the first name of the senders owner - - + + Get the last name of the senders owner - - + + Get the communication channel the dialog was sent on, responses + should also send responses on this same channel - - + + Get the string labels containing the options presented in this dialog - - + + Contains the data sent when a primitive requests debit or other permissions + requesting a YES or NO answer - - + + + Construct a new instance of the ScriptQuestionEventArgs + + The simulator containing the object sending the request + The ID of the script making the request + The ID of the primitive containing the script making the request + The name of the primitive making the request + The name of the owner of the object making the request + The permissions being requested - - + + Get the simulator containing the object sending the request - - + + Get the ID of the script making the request - - + + Get the ID of the primitive containing the script making the request - - + + Get the name of the primitive making the request - - + + Get the name of the owner of the object making the request - - + + Get the permissions being requested - - + + Contains the data sent when a primitive sends a request + to an agent to open the specified URL - - + + + Construct a new instance of the LoadUrlEventArgs + + The name of the object sending the request + The ID of the object sending the request + The ID of the owner of the object sending the request + True if the object is owned by a group + The message sent with the request + The URL the object sent - - + + Get the name of the object sending the request - - + + Get the ID of the object sending the request - - + + Get the ID of the owner of the object sending the request - - + + True if the object is owned by a group - - + + Get the message sent with the request - - + + Get the URL the object sent - - + + The date received from an ImprovedInstantMessage - - + + + Construct a new instance of the InstantMessageEventArgs object + + the InstantMessage object + the simulator where the InstantMessage origniated - - + + Get the InstantMessage object - - + + Get the simulator where the InstantMessage origniated - - + + Contains the currency balance - - + + + Construct a new BalanceEventArgs object + + The currenct balance - - + + + Get the currenct balance + - - + + Contains the transaction summary when an item is purchased, + money is given, or land is purchased - - + + + Construct a new instance of the MoneyBalanceReplyEventArgs object + + The ID of the transaction + True of the transaction was successful + The current currency balance + The meters credited + The meters comitted + A brief description of the transaction - - + + Get the ID of the transaction - - + + True of the transaction was successful - - + + Get the remaining currency balance - - + + Get the meters credited - - + + Get the meters comitted - - + + Get the description of the transaction - - + + Data sent from the simulator containing information about your agent and active group information - - + + + Construct a new instance of the AgentDataReplyEventArgs object + + The agents first name + The agents last name + The agents active group ID + The group title of the agents active group + The combined group powers the agent has in the active group + The name of the group the agent has currently active - - + + Get the agents first name - - + + Get the agents last name - - + + Get the active group ID of your agent - - + + Get the active groups title of your agent - - + + Get the combined group powers of your agent - - + + Get the active group name of your agent - - + + Data sent by the simulator to indicate the active/changed animations + applied to your agent - - + + + Construct a new instance of the AnimationsChangedEventArgs class + + The dictionary that contains the changed animations - - + + Get the dictionary that contains the changed animations - - + + + Data sent from a simulator indicating a collision with your agent + - - + + + Construct a new instance of the MeanCollisionEventArgs class + + The type of collision that occurred + The ID of the agent or object that perpetrated the agression + The ID of the Victim + The strength of the collision + The Time the collision occurred - - + + Get the Type of collision - - + + Get the ID of the agent or object that collided with your agent - - + + Get the ID of the agent that was attacked - - + + A value indicating the strength of the collision - - + + Get the time the collision occurred - - + + Data sent to your agent when it crosses region boundaries - - + + + Construct a new instance of the RegionCrossedEventArgs class + + The simulator your agent just left + The simulator your agent is now in - - + + Get the simulator your agent just left - - + + Get the simulator your agent is now in - - + + Data sent from the simulator when your agent joins a group chat session - - + + + Construct a new instance of the GroupChatJoinedEventArgs class + + The ID of the session + The name of the session + A temporary session id used for establishing new sessions + True of your agent successfully joined the session - - + + Get the ID of the group chat session - - + + Get the name of the session - - + + Get the temporary session ID used for establishing new sessions - - + + True if your agent successfully joined the session - - + + Data sent by the simulator containing urgent messages - - + + + Construct a new instance of the AlertMessageEventArgs class + + The alert message - - + + Get the alert message - - + + Data sent by a script requesting to take or release specified controls to your agent - - + + + Construct a new instance of the ScriptControlEventArgs class + + The controls the script is attempting to take or release to the agent + True if the script is passing controls back to the agent + True if the script is requesting controls be released to the script - - + + Get the controls the script is attempting to take or release to the agent - - + + True if the script is passing controls back to the agent - - + + True if the script is requesting controls be released to the script - - + + + Data sent from the simulator to an agent to indicate its view limits + - - + + + Construct a new instance of the CameraConstraintEventArgs class + + The collision plane - - + + Get the collision plane - - + + + Data containing script sensor requests which allow an agent to know the specific details + of a primitive sending script sensor requests + - - + + + Construct a new instance of the ScriptSensorReplyEventArgs + + The ID of the primitive sending the sensor + The ID of the group associated with the primitive + The name of the primitive sending the sensor + The ID of the primitive sending the sensor + The ID of the owner of the primitive sending the sensor + The position of the primitive sending the sensor + The range the primitive specified to scan + The rotation of the primitive sending the sensor + The type of sensor the primitive sent + The velocity of the primitive sending the sensor - - + + Get the ID of the primitive sending the sensor - - + + Get the ID of the group associated with the primitive - - + + Get the name of the primitive sending the sensor - - + + Get the ID of the primitive sending the sensor - - + + Get the ID of the owner of the primitive sending the sensor - - + + Get the position of the primitive sending the sensor - - + + Get the range the primitive specified to scan - - + + Get the rotation of the primitive sending the sensor - - + + Get the type of sensor the primitive sent - - + + Get the velocity of the primitive sending the sensor - - + + Contains the response data returned from the simulator in response to a - - + + Construct a new instance of the AvatarSitResponseEventArgs object - - + + Get the ID of the primitive the agent will be sitting on - - + + True if the simulator Autopilot functions were involved - - + + Get the camera offset of the agent when seated - - + + Get the camera eye offset of the agent when seated - - + + True of the agent will be in mouselook mode when seated - - + + Get the position of the agent when seated - - + + Get the rotation of the agent when seated - - + + Data sent when an agent joins a chat session your agent is currently participating in - - + + + Construct a new instance of the ChatSessionMemberAddedEventArgs object + + The ID of the chat session + The ID of the agent joining - - + + Get the ID of the chat session - - + + Get the ID of the agent that joined - - + + Data sent when an agent exits a chat session your agent is currently participating in - - + + + Construct a new instance of the ChatSessionMemberLeftEventArgs object + + The ID of the chat session + The ID of the Agent that left - - + + Get the ID of the chat session - - + + Get the ID of the agent that left - - + + + Archives assets + - - + + + Archive assets + - - + + + Archive the assets given to this archiver to the given archive. + + - - + + + Write an assets metadata file to the given archive + + - - + + + Write asset data files to the given archive + + - - + + + 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 - + - A set of textures that are layered on texture of each other and "baked" - in to a single texture, for avatar appearances + Handles all network traffic related to reading and writing group + information - - Final baked texture + + The event subscribers. null if no subcribers - - Component layers + + Raises the CurrentGroups event + A CurrentGroupsEventArgs object containing the + data sent from the simulator - - Width of the final baked image and scratchpad + + Thread sync lock object - - Height of the final baked image and scratchpad + + The event subscribers. null if no subcribers - - Bake type + + Raises the GroupNamesReply event + A GroupNamesEventArgs object containing the + data response from the simulator - - - Default constructor - - Bake type + + Thread sync lock object - - - Adds layer for baking - - TexturaData struct that contains texture and its params + + The event subscribers. null if no subcribers - - - Converts avatar texture index (face) to Bake type - - Face number (AvatarTextureIndex) - BakeType, layer to which this texture belongs to + + Raises the GroupProfile event + An GroupProfileEventArgs object containing the + data returned from the simulator - - - Make sure images exist, resize source if needed to match the destination - - Destination image - Source image - Sanitization was succefull + + Thread sync lock object - - - Fills a baked layer as a solid *appearing* color. The colors are - subtly dithered on a 16x16 grid to prevent the JPEG2000 stage from - compressing it too far since it seems to cause upload failures if - the image is a pure solid color - - Color of the base of this layer + + The event subscribers. null if no subcribers - - - 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 + + Raises the GroupMembers event + A GroupMembersEventArgs object containing the + data returned from the simulator - - Final baked texture + + Thread sync lock object - - Component layers + + The event subscribers. null if no subcribers - - Width of the final baked image and scratchpad + + Raises the GroupRolesDataReply event + A GroupRolesDataReplyEventArgs object containing the + data returned from the simulator - - Height of the final baked image and scratchpad + + Thread sync lock object - - Bake type + + The event subscribers. null if no subcribers - - Is this one of the 3 skin bakes + + Raises the GroupRoleMembersReply event + A GroupRolesRoleMembersReplyEventArgs object containing the + data returned from the simulator - - - Singleton logging class for the entire library - + + Thread sync lock object - - log4net logging engine + + The event subscribers. null if no subcribers - - - Default constructor - + + Raises the GroupTitlesReply event + A GroupTitlesReplyEventArgs object containing the + data returned from the simulator - - - Send a log message to the logging engine - - The log message - The severity of the log entry + + Thread sync lock object - - - Send a log message to the logging engine - - The log message - The severity of the log entry - Instance of the client + + The event subscribers. null if no subcribers - - - Send a log message to the logging engine - - The log message - The severity of the log entry - Exception that was raised + + Raises the GroupAccountSummary event + A GroupAccountSummaryReplyEventArgs object containing the + data returned from the simulator - - - 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 + + Thread sync lock object - - - If the library is compiled with DEBUG defined, an event will be - fired if an OnLogMessage handler is registered and the - message will be sent to the logging engine - - The message to log at the DEBUG level to the - current logging engine + + The event subscribers. null if no subcribers - - - 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 + + Raises the GroupCreated event + An GroupCreatedEventArgs object containing the + data returned from the simulator - - Triggered whenever a message is logged. If this is left - null, log messages will go to the console + + Thread sync lock object - - - Callback used for client apps to receive log messages from - the library - - Data being logged - The severity of the log entry from + + The event subscribers. null if no subcribers - - - Main class to expose grid functionality to clients. All of the - classes needed for sending and receiving data are accessible through - this class. - - - - // Example minimum code required to instantiate class and - // connect to a simulator. - using System; - using System.Collections.Generic; - using System.Text; - using OpenMetaverse; - - namespace FirstBot - { - class Bot - { - public static GridClient Client; - static void Main(string[] args) - { - Client = new GridClient(); // instantiates the GridClient class - // to the global Client object - // Login to Simulator - Client.Network.Login("FirstName", "LastName", "Password", "FirstBot", "1.0"); - // Wait for a Keypress - Console.ReadLine(); - // Logout of simulator - Client.Network.Logout(); - } - } - } - - + + Raises the GroupJoined event + A GroupOperationEventArgs object containing the + result of the operation returned from the simulator + + + Thread sync lock object - - Networking subsystem + + The event subscribers. null if no subcribers - - Settings class including constant values and changeable - parameters for everything + + Raises the GroupLeft event + A GroupOperationEventArgs object containing the + result of the operation returned from the simulator - - Parcel (subdivided simulator lots) subsystem + + Thread sync lock object - - Our own avatars subsystem + + The event subscribers. null if no subcribers - - Other avatars subsystem + + Raises the GroupDropped event + An GroupDroppedEventArgs object containing the + the group your agent left - - Estate subsystem + + Thread sync lock object - - Friends list subsystem + + The event subscribers. null if no subcribers - - Grid (aka simulator group) subsystem + + Raises the GroupMemberEjected event + An GroupMemberEjectedEventArgs object containing the + data returned from the simulator - - Object subsystem + + Thread sync lock object - - Group subsystem + + The event subscribers. null if no subcribers - - Asset subsystem + + Raises the GroupNoticesListReply event + An GroupNoticesListReplyEventArgs object containing the + data returned from the simulator - - Appearance subsystem + + Thread sync lock object - - Inventory subsystem + + The event subscribers. null if no subcribers - - Directory searches including classifieds, people, land - sales, etc + + Raises the GroupInvitation event + An GroupInvitationEventArgs object containing the + data returned from the simulator - - Handles land, wind, and cloud heightmaps + + Thread sync lock object - - Handles sound-related networking + + A reference to the current instance - - Throttling total bandwidth usage, or allocating bandwidth - for specific data stream types + + Currently-active group members requests - - - Default constructor - + + Currently-active group roles requests - - - Return the full name of this instance - - Client avatars full name + + Currently-active group role-member requests - - - Class that handles the local asset cache - + + Dictionary keeping group members while request is in progress - - - Default constructor - - A reference to the GridClient object + + Dictionary keeping mebmer/role mapping while request is in progress - - - Disposes cleanup timer - + + Dictionary keeping GroupRole information while request is in progress - - - Only create timer when needed - + + Caches group name lookups - + - Return bytes read from the local asset cache, null if it does not exist + Construct a new instance of the GroupManager class - UUID of the asset we want to get - Raw bytes of the asset, or null on failure + A reference to the current instance - + - Returns ImageDownload object of the - image from the local image cache, null if it does not exist + Request a current list of groups the avatar is a member of. - UUID of the image we want to get - ImageDownload object containing the image, or null on failure + CAPS Event Queue must be running for this to work since the results + come across CAPS. - + - Constructs a file name of the cached asset + Lookup name of group based on groupID - UUID of the asset - String with the file name of the cahced asset + groupID of group to lookup name for. - + - Saves an asset to the local cache + Request lookup of multiple group names - UUID of the asset - Raw bytes the asset consists of - Weather the operation was successfull + List of group IDs to request. - - - Get the file name of the asset stored with gived UUID - - UUID of the asset - Null if we don't have that UUID cached on disk, file name if found in the cache folder + + Lookup group profile data such as name, enrollment, founder, logo, etc + Subscribe to OnGroupProfile event to receive the results. + group ID (UUID) - - - Checks if the asset exists in the local cache - - UUID of the asset - True is the asset is stored in the cache, otherwise false + + Request 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 - - - Wipes out entire cache - + + Request group roles + Subscribe to OnGroupRoles event to receive the results. + group ID (UUID) + UUID of the request, use to index into cache - - - Brings cache size to the 90% of the max size - + + 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 - - - Asynchronously brings cache size to the 90% of the max size - + + Request a groups Titles + Subscribe to OnGroupTitles event to receive the results. + group ID (UUID) + UUID of the request, use to index into cache - - - Adds up file sizes passes in a FileInfo array - + + 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) - - - Checks whether caching is enabled - + + 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 - - - Periodically prune the cache - + + Set a group as the current active group + group ID (UUID) - - - Nicely formats file sizes - - Byte size we want to output - String with humanly readable file size + + Change the role that determines your active title + Group ID to use + Role ID to change to - - - Allows setting weather to periodicale prune the cache if it grows too big - Default is enabled, when caching is enabled - + + Set this avatar's tier contribution + Group ID to change tier in + amount of tier to donate - + - How long (in ms) between cache checks (default is 5 min.) + 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. - + - Helper class for sorting files by their last accessed time + 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 - - - Index of TextureEntry slots for avatar appearances - + + Update a group's profile and other information + Groups ID (UUID) to update. + Group struct to update. - - - Bake layers for avatar appearance - + + Eject a user from a group + Group ID to eject the user from + Avatar's key to eject - - Maximum number of concurrent downloads for wearable assets and textures + + Update role information + Modified role to be updated - - Maximum number of concurrent uploads for baked textures + + Create a new group role + Group ID to update + Role to create - - Timeout for fetching inventory listings + + Delete a group role + Group ID to update + Role to delete - - Timeout for fetching a single wearable, or receiving a single packet response + + Remove an avatar from a role + Group ID to update + Role ID to be removed from + Avatar's Key to remove - - Timeout for fetching a single texture + + Assign an avatar to a role + Group ID to update + Role ID to assign to + Avatar's ID to assign to role - - Timeout for uploading a single baked texture + + Request the group notices list + Group ID to fetch notices for - - Number of times to retry bake upload + + Request a group notice by key + ID of group notice - - When changing outfit, kick off rebake after - 20 seconds has passed since the last change + + Send out a group notice + Group ID to update + GroupNotice structure containing notice data - - Total number of wearables for each avatar + + Start a group proposal (vote) + The Group ID to send proposal to + GroupProposal structure containing the proposal - - Total number of baked textures on each avatar + + Request to leave a group + Subscribe to OnGroupLeft event to receive confirmation + The group to leave - - Total number of wearables per bake layer + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Total number of textures on an avatar, baked or not + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Mapping between BakeType and AvatarTextureIndex + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Map of what wearables are included in each bake + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Magic values to finalize the cache check hashes for each - bake + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Default avatar texture, used to detect when a custom - texture is not set for a face + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - The event subscribers. null if no subcribers + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Raises the AgentWearablesReply event - An AgentWearablesReplyEventArgs object containing the - data returned from the data server + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Thread sync lock object + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - The event subscribers. null if no subcribers + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Raises the CachedBakesReply event - An AgentCachedBakesReplyEventArgs object containing the - data returned from the data server AgentCachedTextureResponse + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Thread sync lock object + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - The event subscribers. null if no subcribers + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Raises the AppearanceSet event - An AppearanceSetEventArgs object indicating if the operatin was successfull + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Thread sync lock object + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - The event subscribers. null if no subcribers + + Raised when the simulator sends us data containing + our current group membership - - Raises the RebakeAvatarRequested event - An RebakeAvatarTexturesEventArgs object containing the - data returned from the data server + + Raised when the simulator responds to a RequestGroupName + or RequestGroupNames request - - Thread sync lock object + + Raised when the simulator responds to a request - - A cache of wearables currently being worn + + Raised when the simulator responds to a request - - A cache of textures currently being worn + + Raised when the simulator responds to a request - - Incrementing serial number for AgentCachedTexture packets + + Raised when the simulator responds to a request - - Incrementing serial number for AgentSetAppearance packets + + Raised when the simulator responds to a request - - Indicates whether or not the appearance thread is currently - running, to prevent multiple appearance threads from running - simultaneously + + Raised when a response to a RequestGroupAccountSummary is returned + by the simulator - - Reference to our agent + + Raised when a request to create a group is successful - - - Timer used for delaying rebake on changing outfit - + + Raised when a request to join a group either + fails or succeeds - - - Main appearance thread - + + Raised when a request to leave a group either + fails or succeeds - - - Default constructor - - A reference to our agent + + Raised when A group is removed from the group server - - - Obsolete method for setting appearance. This function no longer does anything. - Use RequestSetAppearance() to manually start the appearance thread - + + Raised when a request to eject a member from a group either + fails or succeeds + + + Raised when the simulator sends us group notices + - - - Obsolete method for setting appearance. This function no longer does anything. - Use RequestSetAppearance() to manually start the appearance thread - - Unused parameter + + Raised when another agent invites our avatar to join a group - - - Starts the appearance setting thread - + + Contains the current groups your agent is a member of - - - Starts the appearance setting thread - - True to force rebaking, otherwise false + + Construct a new instance of the CurrentGroupsEventArgs class + The current groups your agent is a member of - - - Ask the server what textures our agent is currently wearing - + + Get the current groups your agent is a member of - - - Build hashes out of the texture assetIDs for each baking layer to - ask the simulator whether it has cached copies of each baked texture - + + A Dictionary of group names, where the Key is the groups ID and the value is the groups name - - - Returns the AssetID of the asset that is currently being worn in a - given WearableType slot - - WearableType slot to get the AssetID for - The UUID of the asset being worn in the given slot, or - UUID.Zero if no wearable is attached to the given slot or wearables - have not been downloaded yet + + Construct a new instance of the GroupNamesEventArgs class + The Group names dictionary - - - Add a wearable to the current outfit and set appearance - - Wearable to be added to the outfit + + Get the Group Names dictionary - - - Add a list of wearables to the current outfit and set appearance - - List of wearable inventory items to - be added to the outfit + + Represents the members of a group - + - Remove a wearable from the current outfit and set appearance + Construct a new instance of the GroupMembersReplyEventArgs class - Wearable to be removed from the outfit + The ID of the request + The ID of the group + The membership list of the group - - - Removes a list of wearables from the current outfit and set appearance - - List of wearable inventory items to - be removed from the outfit + + Get the ID as returned by the request to correlate + this result set and the request - - - Replace the current outfit with a list of wearables and set appearance - - List of wearable inventory items that - define a new outfit + + Get the ID of the group - - - Checks if an inventory item is currently being worn - - The inventory item to check against the agent - wearables - The WearableType slot that the item is being worn in, - or WearbleType.Invalid if it is not currently being worn + + Get the dictionary of members - - - Returns a copy of the agents currently worn wearables - - A copy of the agents currently worn wearables - Avoid calling this function multiple times as it will make - a copy of all of the wearable data each time + + Represents the roles associated with a group - - - Calls either or - depending on the value of - replaceItems - - List of wearable inventory items to add - to the outfit or become a new outfit - True to replace existing items with the - new list of items, false to add these items to the existing outfit + + Construct a new instance of the GroupRolesDataReplyEventArgs class + The ID as returned by the request to correlate + this result set and the request + The ID of the group + The dictionary containing the roles - - - Adds a list of attachments to our agent - - A List containing the attachments to add - If true, tells simulator to remove existing attachment - first + + Get the ID as returned by the request to correlate + this result set and the request - - - Attach an item to our agent at a specific attach point - - A to attach - the on the avatar - to attach the item to + + Get the ID of the group - - - Attach an item to our agent specifying attachment details - - The of the item to attach - The attachments owner - The name of the attachment - The description of the attahment - The to apply when attached - The of the attachment - The on the agent - to attach the item to + + Get the dictionary containing the roles - - - Detach an item from our agent using an object - - An object + + Represents the Role to Member mappings for a group - - - Detach an item from our agent - - The inventory itemID of the item to detach + + Construct a new instance of the GroupRolesMembersReplyEventArgs class + The ID as returned by the request to correlate + this result set and the request + The ID of the group + The member to roles map - - - Inform the sim which wearables are part of our current outfit - + + Get the ID as returned by the request to correlate + this result set and the request - - - Replaces the Wearables collection with a list of new wearable items - - Wearable items to replace the Wearables collection with + + Get the ID of the group - - - Calculates base color/tint for a specific wearable - based on its params - - All the color info gathered from wearable's VisualParams - passed as list of ColorParamInfo tuples - Base color/tint for the wearable + + Get the member to roles map - - - Blocking method to populate the Wearables dictionary - - True on success, otherwise false + + Represents the titles for a group - - - Blocking method to populate the Textures array with cached bakes - - True on success, otherwise false + + Construct a new instance of the GroupTitlesReplyEventArgs class + The ID as returned by the request to correlate + this result set and the request + The ID of the group + The titles - - - Populates textures and visual params from a decoded asset - - Wearable to decode + + Get the ID as returned by the request to correlate + this result set and the request - - - Blocking method to download and parse currently worn wearable assets - - True on success, otherwise false + + Get the ID of the group - - - Get a list of all of the textures that need to be downloaded for a - single bake layer - - Bake layer to get texture AssetIDs for - A list of texture AssetIDs to download + + Get the titles - - - Helper method to lookup the TextureID for a single layer and add it - to a list if it is not already present - - - + + Represents the summary data for a group - - - Blocking method to download all of the textures needed for baking - the given bake layers - - A list of layers that need baking - No return value is given because the baking will happen - whether or not all textures are successfully downloaded + + Construct a new instance of the GroupAccountSummaryReplyEventArgs class + The ID of the group + The summary data - - - Blocking method to create and upload baked textures for all of the - missing bakes - - True on success, otherwise false + + Get the ID of the group - - - Blocking method to create and upload a baked texture for a single - bake layer - - Layer to bake - True on success, otherwise false + + Get the summary data - - - Blocking method to upload a baked texture - - Five channel JPEG2000 texture data to upload - UUID of the newly created asset on success, otherwise UUID.Zero + + A response to a group create request - - - Creates a dictionary of visual param values from the downloaded wearables - - A dictionary of visual param indices mapping to visual param - values for our agent that can be fed to the Baker class + + Construct a new instance of the GroupCreatedReplyEventArgs class + The ID of the group + the success or faulure of the request + A string containing additional information - - - Create an AgentSetAppearance packet from Wearables data and the - Textures array and send it - + + Get the ID of the group - - - Converts a WearableType to a bodypart or clothing WearableType - - A WearableType - AssetType.Bodypart or AssetType.Clothing or AssetType.Unknown + + true of the group was created successfully - - - Converts a BakeType to the corresponding baked texture slot in AvatarTextureIndex - - A BakeType - The AvatarTextureIndex slot that holds the given BakeType + + A string containing the message - - - Gives the layer number that is used for morph mask - - >A BakeType - Which layer number as defined in BakeTypeToTextures is used for morph mask + + Represents a response to a request - - - Converts a BakeType to a list of the texture slots that make up that bake - - A BakeType - A list of texture slots that are inputs for the given bake + + Construct a new instance of the GroupOperationEventArgs class + The ID of the group + true of the request was successful - - Triggered when an AgentWearablesUpdate packet is received, - telling us what our avatar is currently wearing - request. + + Get the ID of the group - - Raised when an AgentCachedTextureResponse packet is - received, giving a list of cached bakes that were found on the - simulator - request. + + true of the request was successful - - - Raised when appearance data is sent to the simulator, also indicates - the main appearance thread is finished. - - request. + + Represents your agent leaving a group - - - Triggered when the simulator requests the agent rebake its appearance. - - + + Construct a new instance of the GroupDroppedEventArgs class + The ID of the group - - - Returns true if AppearanceManager is busy and trying to set or change appearance will fail - + + Get the ID of the group - - - Contains information about a wearable inventory item - + + Represents a list of active group notices - - Inventory ItemID of the wearable + + Construct a new instance of the GroupNoticesListReplyEventArgs class + The ID of the group + The list containing active notices - - AssetID of the wearable asset + + Get the ID of the group - - WearableType of the wearable + + Get the notices list - - AssetType of the wearable + + Represents the profile of a group - - Asset data for the wearable + + Construct a new instance of the GroupProfileEventArgs class + The group profile - - - Data collected from visual params for each wearable - needed for the calculation of the color - + + Get the group profile - + - Holds a texture assetID and the data needed to bake this layer into - an outfit texture. Used to keep track of currently worn textures - and baking data + Provides notification of a group invitation request sent by another Avatar + The invitation is raised when another avatar makes an offer for our avatar + to join a group. - - A texture AssetID - - - Asset data for the texture + + The ID of the Avatar sending the group invitation - - Collection of alpha masks that needs applying + + The name of the Avatar sending the group invitation - - Tint that should be applied to the texture + + A message containing the request information which includes + the name of the group, the groups charter and the fee to join details - - Contains the Event data returned from the data server from an AgentWearablesRequest + + The Simulator - - Construct a new instance of the AgentWearablesReplyEventArgs class + + Set to true to accept invitation, false to decline - - Contains the Event data returned from the data server from an AgentCachedTextureResponse + + + A set of textures that are layered on texture of each other and "baked" + in to a single texture, for avatar appearances + - - Construct a new instance of the AgentCachedBakesReplyEventArgs class + + Final baked texture - - Contains the Event data returned from an AppearanceSetRequest + + Component layers - - - Triggered when appearance data is sent to the sim and - the main appearance thread is done. - Indicates whether appearance setting was successful + + Width of the final baked image and scratchpad - - Indicates whether appearance setting was successful + + Height of the final baked image and scratchpad - - Contains the Event data returned from the data server from an RebakeAvatarTextures + + Bake type - + - Triggered when the simulator sends a request for this agent to rebake - its appearance + Default constructor - The ID of the Texture Layer to bake + Bake type - - The ID of the Texture Layer to bake + + + Adds layer for baking + + TexturaData struct that contains texture and its params - + - Sent to the client to indicate a teleport request has completed + Converts avatar texture index (face) to Bake type + Face number (AvatarTextureIndex) + BakeType, layer to which this texture belongs to - + - Interface requirements for Messaging system + Make sure images exist, resize source if needed to match the destination + Destination image + Source image + Sanitization was succefull - - The of the agent + + + Fills a baked layer as a solid *appearing* color. The colors are + subtly dithered on a 16x16 grid to prevent the JPEG2000 stage from + compressing it too far since it seems to cause upload failures if + the image is a pure solid color + + Color of the base of this layer - - + + + Fills a baked layer as a solid *appearing* color. The colors are + subtly dithered on a 16x16 grid to prevent the JPEG2000 stage from + compressing it too far since it seems to cause upload failures if + the image is a pure solid color + + Red value + Green value + Blue value - - The simulators handle the agent teleported to + + Final baked texture - - A Uri which contains a list of Capabilities the simulator supports + + Component layers - - Indicates the level of access required - to access the simulator, or the content rating, or the simulators - map status + + Width of the final baked image and scratchpad - - The IP Address of the simulator + + Height of the final baked image and scratchpad - - The UDP Port the simulator will listen for UDP traffic on + + Bake type - - Status flags indicating the state of the Agent upon arrival, Flying, etc. + + Is this one of the 3 skin bakes - + - Serialize the object + Type of gesture step - An containing the objects data - + - Deserialize the message + Base class for gesture steps - An containing the data - + - Sent to the viewer when a neighboring simulator is requesting the agent make a connection to it. + Retururns what kind of gesture step this is - + - Serialize the object + Describes animation step of a gesture - An containing the objects data - + - Deserialize the message + If true, this step represents start of animation, otherwise animation stop - An containing the data - + - Serialize the object + Animation asset - An containing the objects data - + - Deserialize the message + Animation inventory name - An containing the data - + - Serialize the object + Returns what kind of gesture step this is - An containing the objects data - + - Deserialize the message + Describes sound step of a gesture - 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 + Sound asset - - - - - A string key of the reason the teleport failed e.g. CouldntTPCloser - Which could be used to look up a value in a dictionary or enum - - - The of the Agent - - - A string human readable message containing the reason - An example: Could not teleport closer to destination - - + - Serialize the object + Sound inventory name - An containing the objects data - + - Deserialize the message + Returns what kind of gesture step this is - An containing the data - + - Serialize the object + Describes sound step of a gesture - An containing the objects data - + - Deserialize the message + Text to output in chat - An containing the data - + - Contains a list of prim owner information for a specific parcel in a simulator + Returns what kind of gesture step this is - - 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 + Describes sound step of a gesture - An containing the objects data - + - Deserialize the message + If true in this step we wait for all animations to finish - An containing the data - + - Prim ownership information for a specified owner on a single parcel + If true gesture player should wait for the specified amount of time - - The of the prim owner, - UUID.Zero if agent has no permission to view prim owner information - - - The total number of prims - - - True if the OwnerID is a - - - True if the owner is online - This is no longer used by the LL Simulators - - - The date the most recent prim was rezzed - - + - The details of a single parcel in a region, also contains some regionwide globals + Time in seconds to wait if WaitForAnimation is false - - Simulator-local ID of this parcel - - - Maximum corner of the axis-aligned bounding box for this - parcel - - - Minimum corner of the axis-aligned bounding box for this - parcel - - - Total parcel land area - - - - - - Key of authorized buyer - - - Bitmap describing land layout in 4x4m squares across the - entire region - - - - - - Date land was claimed - - - Appears to always be zero - - - Parcel Description - - - - - - - - - Total number of primitives owned by the parcel group on - this parcel - - - Whether the land is deeded to a group or not - - - - - - Maximum number of primitives this parcel supports - - - The Asset UUID of the Texture which when applied to a - primitive will display the media - - - A URL which points to any Quicktime supported media type - - - A byte, if 0x1 viewer should auto scale media to fit object - - - URL For Music Stream - - - Parcel Name - - - Autoreturn value in minutes for others' objects - - - - - - Total number of other primitives on this parcel - - - UUID of the owner of this parcel + + + Returns what kind of gesture step this is + - - Total number of primitives owned by the parcel owner on - this parcel + + + Describes the final step of a gesture + - - + + + Returns what kind of gesture step this is + - - How long is pass valid for + + + Represents a sequence of animations, sounds, and chat actions + - - Price for a temporary pass + + + 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 + - - This field is no longer used + + + Sequence of gesture steps + - - The result of a request for parcel properties + + + Constructs guesture asset + - - 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 + + + Constructs guesture asset + + A unique specific to this asset + A byte array containing the raw asset data - + - Number of primitives your avatar is currently - selecting and sitting on in this parcel + Encodes gesture asset suitable for uplaod - - + + + Decodes gesture assset into play sequence + + true if the asset data was decoded successfully - + - 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. + Returns asset type - - Maximum primitives across the entire simulator + + + Represents an that represents an avatars body ie: Hair, Etc. + - - Total primitives across the entire simulator + + Initializes a new instance of an AssetBodyPart object - + + Initializes a new instance of an AssetBodyPart object with parameters + A unique specific to this asset + A byte array containing the raw asset data + + + Override the base classes AssetType + + + + pre-defined built in sounds + + + - - Key of parcel snapshot + + - - Parcel ownership status + + - - Total number of primitives on this parcel + + - + - + - - TRUE of region denies access to age unverified users + + - - A description of the media + + - - An Integer which represents the height of the media + + coins - - An integer which represents the width of the media + + cash register bell - - 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 + + rubber - - true to obscure (hide) music url + + plastic - - - Serialize the object - - An containing the objects data + + flesh - - - Deserialize the message - - An containing the data + + wood splintering? - - A message sent from the viewer to the simulator to updated a specific parcels settings + + glass break - - The of the agent authorized to purchase this - parcel of land or a NULL if the sale is authorized to anyone + + metal clunk - - true to enable auto scaling of the parcel media + + whoosh - - The category of this parcel used when search is enabled to restrict - search results + + shake - - A string containing the description to set + + - - The of the which allows for additional - powers and restrictions. + + ding - - 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 + + - + - + - + - + - + - + - + - + - + - + - + - + + + A dictionary containing all pre-defined sounds + + A dictionary containing the pre-defined sounds, + where the key is the sounds ID, and the value is a string + containing a name to identify the purpose of the sound + + + + + + + + + + + + - + - + - + - + - + - + - Deserialize the message + - An containing the data - + - Serialize the object + 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. - 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 + Login Routines - - Local sim position of the parcel we are looking up - - - Region handle of the parcel we are looking up + + The event subscribers, null of no subscribers - - Region of the parcel we are looking up + + Raises the PacketSent Event + A PacketSentEventArgs object containing + the data sent from the simulator - - - Serialize the object - - An containing the objects data + + Thread sync lock object - - - Deserialize the message - - An containing the data + + The event subscribers, null of no subscribers - - - A message sent from the simulator to the viewer in response to a - which will contain parcel information - + + Raises the LoggedOut Event + A LoggedOutEventArgs object containing + the data sent from the simulator - - The grid-wide unique parcel ID + + Thread sync lock object - - - Serialize the object - - An containing the objects data + + The event subscribers, null of no subscribers - - - Deserialize the message - - An containing the data + + Raises the SimConnecting Event + A SimConnectingEventArgs object containing + the data sent from the simulator - - - A message containing a request for a remote parcel from a viewer, or a response - from the simulator to that request - + + Thread sync lock object - - The request or response details block + + The event subscribers, null of no subscribers - - - Serialize the object - - An containing the objects data + + Raises the SimConnected Event + A SimConnectedEventArgs object containing + the data sent from the simulator - - - Deserialize the message - - An containing the data + + Thread sync lock object - - - Serialize the object - - An containing the objects data + + The event subscribers, null of no subscribers - - - Deserialize the message - - An containing the data + + Raises the SimDisconnected Event + A SimDisconnectedEventArgs object containing + the data sent from the simulator - - - A message sent from the simulator to an agent which contains - the groups the agent is in - + + Thread sync lock object - - The Agent receiving the message + + The event subscribers, null of no subscribers - - An array containing information - for each the agent is a member of + + Raises the Disconnected Event + A DisconnectedEventArgs object containing + the data sent from the simulator - - An array containing information - for each the agent is a member of + + Thread sync lock object - - - Serialize the object - - An containing the objects data + + The event subscribers, null of no subscribers - - - Deserialize the message - - An containing the data + + Raises the SimChanged Event + A SimChangedEventArgs object containing + the data sent from the simulator - - Group Details specific to the agent + + Thread sync lock object - - true of the agent accepts group notices + + The event subscribers, null of no subscribers - - The agents tier contribution to the group + + Raises the EventQueueRunning Event + A EventQueueRunningEventArgs object containing + the data sent from the simulator - - The Groups + + Thread sync lock object - - The of the groups insignia + + All of the simulators we are currently connected to - - The name of the group + + Handlers for incoming capability events - - The aggregate permissions the agent has in the group for all roles the agent - is assigned + + Handlers for incoming packets - - An optional block containing additional agent specific information + + Incoming packets that are awaiting handling - - true of the agent allows this group to be - listed in their profile + + Outgoing packets that are awaiting handling - + - A message sent from the viewer to the simulator which - specifies the language and permissions for others to detect - the language specified + Default constructor + Reference to the GridClient object - - A string containng the default language - to use for the agent - - - true of others are allowed to - know the language setting + + + 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 - + - Serialize the 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 - An containing the objects data + Packet type to trigger events for + Callback to fire when a packet of this type + is received + True if the callback should be ran + asynchronously. Only set this to false (synchronous for callbacks + that will always complete quickly) + If any callback for a packet type is marked as + asynchronous, all callbacks for that packet type will be fired + asynchronously - + - Deserialize the message + 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 - An containing the data + Packet type this callback is registered with + Callback to stop firing events for - + - An EventQueue message sent from the simulator to an agent when the agent - leaves a group + 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 - + - An Array containing the AgentID and GroupID + 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 - + - Serialize the object + Send a packet to the simulator the avatar is currently occupying - An containing the objects data + Packet to send - + - Deserialize the message + Send a packet to a specified simulator - 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 + Packet to send + Simulator to send the packet to - + - The request state + 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 - + - Serialize the object + Connect to a simulator - An containing the objects data + 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 - + - Deserialize the message + 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 - 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 + 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 - - 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 + Close a connection to the given simulator + + - - 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 + Shutdown will disconnect all the sims except for the current sim + first, and then kill the connection to CurrentSim. This should only + be called if the logout process times out on RequestLogout + Type of shutdown - - Object containing request or response - - + - Serialize the object + 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 - An containing the objects data + Type of shutdown + Shutdown message - + - Deserialize the message + Searches through the list of currently connected simulators to find + one attached to the given IPEndPoint - An containing the data + IPEndPoint of the Simulator to search for + A Simulator reference on success, otherwise null - + - A message sent from the simulator which indicates the minimum version required for - using voice chat + Fire an event when an event queue connects for capabilities + Simulator the event queue is attached to - - Major Version Required + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Minor version required + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - The name of the region sending the version requrements + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - Serialize the object - - An containing the objects data + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - Deserialize the message - - An containing the data + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - A message sent from the simulator to the viewer containing the - voice server URI - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - The Parcel ID which the voice server URI applies + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - The name of the region + + The event subscribers, null of no subscribers - - A uri containing the server/channel information - which the viewer can utilize to participate in voice conversations + + Raises the LoginProgress Event + A LoginProgressEventArgs object containing + the data sent from the simulator - + + Thread sync lock object + + + Seed CAPS URL returned from the login server + + + A list of packets obtained during the login process which + networkmanager will log but not process + + - Serialize the object + Generate sane default values for a login request - An containing the objects data + Account first name + Account last name + Account password + Client application name + Client application version + A populated struct containing + sane defaults - + - Deserialize the message + Simplified login that takes the most common and required fields - An containing the data + 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 - + - Serialize the object + Build a start location URI for passing to the Login function - An containing the objects data + 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 - + - Deserialize the message + Handles response from XML-RPC login replies - 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 + Handle response from LLSD login replies + + + - - Object containing request or response - - + - Serialize the object + Get current OS - An containing the objects data + Either "Win" or "Linux" - + - Deserialize the message + Get clients default Mac Address - An containing the data + A string containing the first found Mac Address - - - A message sent from the simulator to the viewer to indicate - a Tasks scripts status. - + + Raised when the simulator sends us data containing + ... - - The Asset ID of the script + + Raised when the simulator sends us data containing + ... - - True of the script is compiled/ran using the mono interpreter, false indicates it - uses the older less efficient lsl2 interprter + + Raised when the simulator sends us data containing + ... - - The Task containing the scripts + + Raised when the simulator sends us data containing + ... - - true of the script is in a running state + + Raised when the simulator sends us data containing + ... - - - Serialize the object - - An containing the objects data + + Raised when the simulator sends us data containing + ... - - - Deserialize the message - - An containing the data + + Raised when the simulator sends us data containing + ... - - - A message containing the request/response used for updating a gesture - contained with an agents inventory - + + Raised when the simulator sends us data containing + ... - - Object containing request or response + + Unique identifier associated with our connections to + simulators - - - Serialize the object - - An containing the objects data + + The simulator that the logged in avatar is currently + occupying - - - Deserialize the message - - An containing the data + + Shows whether the network layer is logged in to the + grid or not - - - A message request/response which is used to update a notecard contained within - a tasks inventory - + + Number of packets in the incoming queue - - The of the Task containing the notecard asset to update + + Number of packets in the outgoing queue - - The notecard assets contained in the tasks inventory + + Raised when the simulator sends us data containing + ... - - - Serialize the object - - An containing the objects data + + Called when a reply is received from the login server, the + login sequence will block until this event returns - - - Deserialize the message - - An containing the data + + Current state of logging in - - - 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 - + + Upon login failure, contains a short string key for the + type of login error that occurred - - - The Notecard AssetID to replace - + + The raw XML-RPC reply from the login server, exactly as it + was received (minus the HTTP header) - - - Serialize the object - - An containing the objects data + + 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 - + - Deserialize the message + Explains why a simulator or the grid disconnected from us - An containing the data - - - A message containing the request/response used for updating a notecard - contained with an agents inventory - + + The client requested the logout or simulator disconnect - - Object containing request or response + + The server notified us that it is disconnecting - - - Serialize the object - - An containing the objects data + + Either a socket was closed or network traffic timed out - + + The last active simulator shut down + + - Deserialize the message + Holds a simulator reference and a decoded packet, these structs are put in + the packet inbox for event handling - An containing the data - + + Reference to the simulator that this packet came from + + + Packet that needs to be processed + + - Serialize the object + Holds a simulator reference and a serialized packet, these structs are put in + the packet outbox for sending - An containing the objects data - + + 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 + + - Deserialize the message + - An containing the data + + + + + - + - A message sent from the simulator to the viewer which indicates - an error occurred while attempting to update a script in an agents or tasks - inventory + - - true of the script was successfully compiled by the simulator + + - - A string containing the error which occured while trying - to update the script + + - - A new AssetID assigned to the script + + + + + + + + + + + + + + - + - A message sent from the viewer to the simulator - requesting the update of an existing script contained - within a tasks inventory + Login Request Parameters - - if true, set the script mode to running + + The URL of the Login Server - - The scripts InventoryItem ItemID to update + + The number of milliseconds to wait before a login is considered + failed due to timeout - - 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 request method + login_to_simulator is currently the only supported method - - The tasks which contains the script to update + + The Agents First name - - - Serialize the object - - An containing the objects data + + The Agents Last name - - - Deserialize the message - - An containing the data + + A md5 hashed password + plaintext password will be automatically hashed - - - A message containing either the request or response used in updating a script inside - a tasks inventory - + + 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 - - Object containing request or response + + A string containing the client software channel information + Second Life Release - - - Serialize the object - - An containing the objects data + + 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 - - - Deserialize the message - - An containing the data + + A string containing the platform information the agent is running on - - - Response from the simulator to notify the viewer the upload is completed, and - the UUID of the script asset and its compiled status - + + A string hash of the network cards Mac Address - - The uploaded texture asset ID + + Unknown or deprecated - - true of the script was compiled successfully + + A string hash of the first disk drives ID used to identify this clients uniqueness - - - A message sent from a viewer to the simulator requesting a temporary uploader capability - used to update a script contained in an agents inventory - + + A string containing the viewers Software, this is not directly sent to the login server but + instead is used to generate the Version string - - The existing asset if of the script in the agents inventory to replace + + 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 - - The language of the script - Defaults to lsl version 2, "mono" might be another possible option + + If true, this agent agrees to the Terms of Service of the grid its connecting to - - - Serialize the object - - An containing the objects data + + 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 + + - Deserialize the message + Default constuctor, initializes sane default values - An containing the data - + - A message containing either the request or response used in updating a script inside - an agents inventory + Instantiates new LoginParams object and fills in the values + Instance of GridClient to read settings from + Login first name + Login last name + Password + Login channnel (application name) + Client version, should be application name + version number - - Object containing request or response - - + - Serialize the object + Instantiates new LoginParams object and fills in the values - An containing the objects data + Instance of GridClient to read settings from + Login first name + Login last name + Password + Login channnel (application name) + Client version, should be application name + version number + URI of the login server - + - Deserialize the message + The decoded data returned from the login server after a successful login - An containing the data - + + true, false, indeterminate + + + Login message of the day + + + M or PG, also agent_region_access and agent_access_max + + - Serialize the object + Parse LLSD Login Reply Data - An containing the objects 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 - + - Deserialize the message + 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 data - - - Base class for Map Layers via Capabilities - + - + - Serialize the object + Default constructor, initialize the bit packer / bit unpacker + with a byte array and starting position - An containing the objects data + Byte array to pack bits in to or unpack from + Starting position in the byte array - + - Deserialize the message + Pack a floating point value in to the data - An containing the data + Floating point value to pack - + - Sent by an agent to the capabilities server to request map layers + 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 - + - A message sent from the simulator to the viewer which contains an array of map images and their grid coordinates + 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 - - An array containing LayerData items - - + - Serialize the object + Pack a single bit in to the data - An containing the objects data + Bit to pack - + - Deserialize the message + - An containing the data + + + + - + - An object containing map location details + + - - The Asset ID of the regions tile overlay - - - The grid location of the southern border of the map tile - - - The grid location of the western border of the map tile - - - The grid location of the eastern border of the map tile - - - The grid location of the northern border of the map tile - - - Object containing request or response - - + - Serialize the object + - An containing the objects data + - + - Deserialize the message + Unpacking a floating point value from the data - An containing the data + Unpacked floating point value - + - New as of 1.23 RC1, no details yet. + 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 - + - Serialize the object + Unpack a variable number of bits from the data in to unsigned + integer format - An containing the objects data + Number of bits to unpack + An unsigned integer containing the unpacked bits + This function is only useful up to 32 bits - + - Deserialize the message + Unpack a 16-bit signed integer - An containing the data + 16-bit signed integer - + - Serialize the object + Unpack a 16-bit unsigned integer - An containing the objects data + 16-bit unsigned integer - + - Deserialize the message + Unpack a 32-bit signed integer - An containing the data - - - A string containing the method used + 32-bit signed integer - + - 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 - + Unpack a 32-bit unsigned integer + + 32-bit unsigned integer - - An array containing the of the agents invited to this conference + + - - The conferences Session ID + + - + - Serialize the object + Index of TextureEntry slots for avatar appearances - An containing the objects data - + - Deserialize the message + Bake layers for avatar appearance - An containing the data - - - A moderation request sent from a conference moderator - Contains an agent and an optional action to take - + + Maximum number of concurrent downloads for wearable assets and textures - - The Session ID + + Maximum number of concurrent uploads for baked textures - - + + Timeout for fetching inventory listings - - A list containing Key/Value pairs, known valid values: - key: text value: true/false - allow/disallow specified agents ability to use text in session - key: voice value: true/false - allow/disallow specified agents ability to use voice in session - - "text" or "voice" + + Timeout for fetching a single wearable, or receiving a single packet response - - + + Timeout for fetching a single texture - - - Serialize the object - - An containing the objects data + + Timeout for uploading a single baked texture - - - Deserialize the message - - An containing the data + + Number of times to retry bake upload - - - A message sent from the agent to the simulator which tells the - simulator we've accepted a conference invitation - + + When changing outfit, kick off rebake after + 20 seconds has passed since the last change - - The conference SessionID + + Total number of wearables for each avatar - - - Serialize the object - - An containing the objects data + + Total number of baked textures on each avatar - - - Deserialize the message - - An containing the data + + Total number of wearables per bake layer - - - Serialize the object - - An containing the objects data + + Total number of textures on an avatar, baked or not - - - Deserialize the message - - An containing the data + + Mapping between BakeType and AvatarTextureIndex - - - Serialize the object - - An containing the objects data + + Map of what wearables are included in each bake - - - Deserialize the message - - An containing the data + + Magic values to finalize the cache check hashes for each + bake - - - Serialize the object - - An containing the objects data + + Default avatar texture, used to detect when a custom + texture is not set for a face - - - Deserialize the message - - An containing the data + + The event subscribers. null if no subcribers - - Key of sender + + Raises the AgentWearablesReply event + An AgentWearablesReplyEventArgs object containing the + data returned from the data server - - Name of sender + + Thread sync lock object - - Key of destination avatar + + The event subscribers. null if no subcribers - - ID of originating estate + + Raises the CachedBakesReply event + An AgentCachedBakesReplyEventArgs object containing the + data returned from the data server AgentCachedTextureResponse - - Key of originating region + + Thread sync lock object - - Coordinates in originating region + + The event subscribers. null if no subcribers - - Instant message type + + Raises the AppearanceSet event + An AppearanceSetEventArgs object indicating if the operatin was successfull - - Group IM session toggle + + Thread sync lock object - - Key of IM session, for Group Messages, the groups UUID + + The event subscribers. null if no subcribers - - Timestamp of the instant message + + Raises the RebakeAvatarRequested event + An RebakeAvatarTexturesEventArgs object containing the + data returned from the data server - - Instant message text + + Thread sync lock object - - Whether this message is held for offline avatars + + A cache of wearables currently being worn - - Context specific packed data + + A cache of textures currently being worn - - Is this invitation for voice group/conference chat + + Incrementing serial number for AgentCachedTexture packets - - - Serialize the object - - An containing the objects data + + Incrementing serial number for AgentSetAppearance packets - - - Deserialize the message - - An containing the data + + Indicates whether or not the appearance thread is currently + running, to prevent multiple appearance threads from running + simultaneously - - - 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. - + + Reference to our agent - + - Serialize the object + Timer used for delaying rebake on changing outfit - An containing the objects data - + - Deserialize the message + Main appearance thread - An containing the data - + - An EventQueue message sent when the agent is forcibly removed from a chatterbox session + Default constructor + A reference to our agent - + - A string containing the reason the agent was removed + Obsolete method for setting appearance. This function no longer does anything. + Use RequestSetAppearance() to manually start the appearance thread - + - The ChatterBoxSession's SessionID + Obsolete method for setting appearance. This function no longer does anything. + Use RequestSetAppearance() to manually start the appearance thread + Unused parameter - + - Serialize the object + Starts the appearance setting thread - An containing the objects data - + - Deserialize the message + Starts the appearance setting thread - An containing the data + True to force rebaking, otherwise false - + - Serialize the object + Ask the server what textures our agent is currently wearing - An containing the objects data - + - Deserialize the message + Build hashes out of the texture assetIDs for each baking layer to + ask the simulator whether it has cached copies of each baked texture - An containing the data - + - Serialize the object + Returns the AssetID of the asset that is currently being worn in a + given WearableType slot - An containing the objects data + WearableType slot to get the AssetID for + The UUID of the asset being worn in the given slot, or + UUID.Zero if no wearable is attached to the given slot or wearables + have not been downloaded yet - + - Deserialize the message + Add a wearable to the current outfit and set appearance - An containing the data + Wearable to be added to the outfit - + - Serialize the object + Add a list of wearables to the current outfit and set appearance - An containing the objects data + List of wearable inventory items to + be added to the outfit - + - Deserialize the message + Remove a wearable from the current outfit and set appearance - An containing the data + Wearable to be removed from the outfit - + - Serialize the object + Removes a list of wearables from the current outfit and set appearance - An containing the objects data + List of wearable inventory items to + be removed from the outfit - + - Deserialize the message + Replace the current outfit with a list of wearables and set appearance - An containing the data + List of wearable inventory items that + define a new outfit - + - + Checks if an inventory item is currently being worn + The inventory item to check against the agent + wearables + The WearableType slot that the item is being worn in, + or WearbleType.Invalid if it is not currently being worn - + - Serialize the object + Returns a copy of the agents currently worn wearables - An containing the objects data + A copy of the agents currently worn wearables + Avoid calling this function multiple times as it will make + a copy of all of the wearable data each time - + - Deserialize the message + Calls either or + depending on the value of + replaceItems - An containing the data + List of wearable inventory items to add + to the outfit or become a new outfit + True to replace existing items with the + new list of items, false to add these items to the existing outfit - + - Serialize the object + Adds a list of attachments to our agent - An containing the objects data + A List containing the attachments to add + If true, tells simulator to remove existing attachment + first - + - Deserialize the message + Attach an item to our agent at a specific attach point - An containing the data + A to attach + the on the avatar + to attach the item to - + - Serialize the object + Attach an item to our agent specifying attachment details - An containing the objects data + The of the item to attach + The attachments owner + The name of the attachment + The description of the attahment + The to apply when attached + The of the attachment + The on the agent + to attach the item to - + - Deserialize the message + Detach an item from our agent using an object - An containing the data + An object - + - A message sent from the viewer to the simulator which - specifies that the user has changed current URL - of the specific media on a prim face + Detach an item from our agent + The inventory itemID of the item to detach - + - New URL + Inform the sim which wearables are part of our current outfit - + - Prim UUID where navigation occured + Replaces the Wearables collection with a list of new wearable items + Wearable items to replace the Wearables collection with - + - Face index + Calculates base color/tint for a specific wearable + based on its params + All the color info gathered from wearable's VisualParams + passed as list of ColorParamInfo tuples + Base color/tint for the wearable - + - Serialize the object + Blocking method to populate the Wearables dictionary - An containing the objects data + True on success, otherwise false - + - Deserialize the message + Blocking method to populate the Textures array with cached bakes - An containing the data - - - Base class used for the ObjectMedia message + True on success, otherwise false - + - Message used to retrive prim media data + Populates textures and visual params from a decoded asset + Wearable to decode - + - Prim UUID + Blocking method to download and parse currently worn wearable assets + True on success, otherwise false - + - Requested operation, either GET or UPDATE + Get a list of all of the textures that need to be downloaded for a + single bake layer + Bake layer to get texture AssetIDs for + A list of texture AssetIDs to download - + - Serialize object + Helper method to lookup the TextureID for a single layer and add it + to a list if it is not already present - Serialized object as OSDMap + + - + - Deserialize the message + Blocking method to download all of the textures needed for baking + the given bake layers - An containing the data + A list of layers that need baking + No return value is given because the baking will happen + whether or not all textures are successfully downloaded - + - Message used to update prim media data + Blocking method to create and upload baked textures for all of the + missing bakes + True on success, otherwise false - + - Prim UUID + Blocking method to create and upload a baked texture for a single + bake layer + Layer to bake + True on success, otherwise false - + - Array of media entries indexed by face number + Blocking method to upload a baked texture + Five channel JPEG2000 texture data to upload + UUID of the newly created asset on success, otherwise UUID.Zero - + - Media version string + Creates a dictionary of visual param values from the downloaded wearables + A dictionary of visual param indices mapping to visual param + values for our agent that can be fed to the Baker class - + - Serialize object + Create an AgentSetAppearance packet from Wearables data and the + Textures array and send it - Serialized object as OSDMap - + - Deserialize the message + Converts a WearableType to a bodypart or clothing WearableType - An containing the data + A WearableType + AssetType.Bodypart or AssetType.Clothing or AssetType.Unknown - + - Message used to update prim media data + Converts a BakeType to the corresponding baked texture slot in AvatarTextureIndex + A BakeType + The AvatarTextureIndex slot that holds the given BakeType - + - Prim UUID + Gives the layer number that is used for morph mask + >A BakeType + Which layer number as defined in BakeTypeToTextures is used for morph mask - + - Array of media entries indexed by face number + Converts a BakeType to a list of the texture slots that make up that bake + A BakeType + A list of texture slots that are inputs for the given bake - + + Triggered when an AgentWearablesUpdate packet is received, + telling us what our avatar is currently wearing + request. + + + Raised when an AgentCachedTextureResponse packet is + received, giving a list of cached bakes that were found on the + simulator + request. + + - Requested operation, either GET or UPDATE + Raised when appearance data is sent to the simulator, also indicates + the main appearance thread is finished. + request. - + - Serialize object + Triggered when the simulator requests the agent rebake its appearance. - Serialized object as OSDMap + - + - Deserialize the message + Returns true if AppearanceManager is busy and trying to set or change appearance will fail - An containing the data - + - Message for setting or getting per face MediaEntry + Contains information about a wearable inventory item - - The request or response details block + + Inventory ItemID of the wearable - + + AssetID of the wearable asset + + + WearableType of the wearable + + + AssetType of the wearable + + + Asset data for the wearable + + - Serialize the object + Data collected from visual params for each wearable + needed for the calculation of the color - An containing the objects data - + - Deserialize the message + Holds a texture assetID and the data needed to bake this layer into + an outfit texture. Used to keep track of currently worn textures + and baking data - An containing the data - - Details about object resource usage + + A texture AssetID - - Object UUID + + Asset data for the texture - - Object name + + Collection of alpha masks that needs applying - - Indicates if object is group owned + + Tint that should be applied to the texture - - Locatio of the object + + Contains the Event data returned from the data server from an AgentWearablesRequest - - Object owner + + Construct a new instance of the AgentWearablesReplyEventArgs class - - Resource usage, keys are resource names, values are resource usage for that specific resource + + Contains the Event data returned from the data server from an AgentCachedTextureResponse - + + Construct a new instance of the AgentCachedBakesReplyEventArgs class + + + Contains the Event data returned from an AppearanceSetRequest + + - Deserializes object from OSD + Triggered when appearance data is sent to the sim and + the main appearance thread is done. + Indicates whether appearance setting was successful + + + Indicates whether appearance setting was successful + + + Contains the Event data returned from the data server from an RebakeAvatarTextures + + + + Triggered when the simulator sends a request for this agent to rebake + its appearance - An containing the data + The ID of the Texture Layer to bake - + + The ID of the Texture Layer to bake + + - Makes an instance based on deserialized data + Level of Detail mesh - serialized data - Instance containg deserialized data - - Details about parcel resource usage + + + The current status of a texture request as it moves through the pipeline or final result of a texture request. + - - Parcel UUID + + The initial state given to a request. Requests in this state + are waiting for an available slot in the pipeline - - Parcel local ID + + A request that has been added to the pipeline and the request packet + has been sent to the simulator - - Parcel name + + A request that has received one or more packets back from the simulator - - Indicates if parcel is group owned + + A request that has received all packets back from the simulator - - Parcel owner + + A request that has taken longer than + to download OR the initial packet containing the packet information was never received - - Array of containing per object resource usage + + 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 + + - Deserializes object from OSD + 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. - + - Makes an instance based on deserialized data + Texture request download handler, allows a configurable number of download slots which manage multiple + concurrent texture downloads from the - serialized data - Instance containg deserialized data + This class makes full use of the internal + system for full texture downloads. - - Resource usage base class, both agent and parcel resource - usage contains summary information + + 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 - - Summary of available resources, keys are resource names, - values are resource usage for that specific resource + + Holds the reference to the client object - - Summary resource usage, keys are resource names, - values are resource usage for that specific resource + + Maximum concurrent texture requests allowed at a time + + + An array of objects used to manage worker request threads + + + An array of worker slots which shows the availablity status of the slot + + + The primary thread which manages the requests. + + + true if the TexturePipeline is currently running + + + A synchronization object used by the primary thread + + + A refresh timer used to increase the priority of stalled requests - + - Serializes object + Default constructor, Instantiates a new copy of the TexturePipeline class - serialized data + Reference to the instantiated object - + - Deserializes object from OSD + Initialize callbacks required for the TexturePipeline to operate - An containing the data - - - Agent resource usage - - Per attachment point object resource usage - - + - Deserializes object from OSD + Shutdown the TexturePipeline and cleanup any callbacks or transfers - An containing the data - + - Makes an instance based on deserialized data + 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 - serialized data - Instance containg deserialized 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 - + - Detects which class handles deserialization of this message + Sends the actual request packet to the simulator - An containing the data - Object capable of decoding this message - - - Request message for parcel resource usage - - - UUID of the parel to request resource usage info + 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 - + - Serializes object + Cancel a pending or in process texture request - serialized data + The texture assets unique ID - + - Deserializes object from OSD + Master Download Thread, Queues up downloads in the threadpool - An containing the data - - Response message for parcel resource usage - - - URL where parcel resource usage details can be retrieved + + + The worker thread that sends the request and handles timeouts + + A object containing the request details - - URL where parcel resource usage summary can be retrieved + + + Handle responses from the simulator that tell us a texture we have requested is unable to be located + or no longer exists. This will remove the request from the pipeline and free up a slot if one is in use + + The sender + The EventArgs object containing the packet data - + - Serializes object + Handles the remaining Image data that did not fit in the initial ImageData packet - serialized data + The sender + The EventArgs object containing the packet data - + - Deserializes object from OSD + Handle the initial ImageDataPacket sent from the simulator - An containing the data + The sender + The EventArgs object containing the packet data - + + Current number of pending and in-process transfers + + - Detects which class handles deserialization of this message + A request task containing information and status of a request as it is processed through the - An containing the data - Object capable of decoding this message - - Parcel resource usage + + The current which identifies the current status of the request - - Array of containing per percal resource usage + + 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. + + - Deserializes object from OSD + Map layer request type - An containing the data - + + Objects and terrain are shown + + + Only the terrain is shown, no objects + + + Overlay showing land for sale and for auction + + - Access to the data server which allows searching for land, events, people, etc + Type of grid item, such as telehub, event, populator location, etc. - - The event subscribers. null if no subcribers + + Telehub - - Raises the EventInfoReply event - An EventInfoReplyEventArgs object containing the - data returned from the data server + + PG rated event - - Thread sync lock object + + Mature rated event - - The event subscribers. null if no subcribers + + Popular location - - Raises the DirEventsReply event - An DirEventsReplyEventArgs object containing the - data returned from the data server + + Locations of avatar groups in a region - - Thread sync lock object + + Land for sale - - The event subscribers. null if no subcribers + + Classified ad - - Raises the PlacesReply event - A PlacesReplyEventArgs object containing the - data returned from the data server + + Adult rated event - - Thread sync lock object + + Adult land for sale - - The event subscribers. null if no subcribers + + + Information about a region on the grid map + - - Raises the DirPlacesReply event - A DirPlacesReplyEventArgs object containing the - data returned from the data server + + Sim X position on World Map - - Thread sync lock object + + Sim Y position on World Map - - The event subscribers. null if no subcribers + + Sim Name (NOTE: In lowercase!) - - Raises the DirClassifiedsReply event - A DirClassifiedsReplyEventArgs object containing the - data returned from the data server + + - - Thread sync lock object + + 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 + + + + + + - - The event subscribers. null if no subcribers + + + + + - - Raises the DirGroupsReply event - A DirGroupsReplyEventArgs object containing the - data returned from the data server + + + + + + - - Thread sync lock object + + + Visual chunk of the grid map + - - The event subscribers. null if no subcribers + + + Base class for Map Items + - - Raises the DirPeopleReply event - A DirPeopleReplyEventArgs object containing the - data returned from the data server + + The Global X position of the item - - Thread sync lock object + + The Global Y position of the item - - The event subscribers. null if no subcribers + + Get the Local X position of the item - - Raises the DirLandReply event - A DirLandReplyEventArgs object containing the - data returned from the data server + + Get the Local Y position of the item - - Thread sync lock object + + Get the Handle of the region - + - Constructs a new instance of the DirectoryManager class + Represents an agent or group of agents location - An instance of GridClient - + - Query the data server for a list of classified ads containing the specified string. - Defaults to searching for classified placed in any category, and includes PG, Adult and Mature - results. - - Responses are sent 16 per response packet, there is no way to know how many results a query reply will contain however assuming - the reply packets arrived ordered, a response with less than 16 entries would indicate all results have been received - - The event is raised when a response is received from the simulator + Represents a Telehub location - A string containing a list of keywords to search for - A UUID to correlate the results when the event is raised - + - Query the data server for a list of classified ads which contain specified keywords (Overload) - - The event is raised when a response is received from the simulator + Represents a non-adult parcel of land for sale - A string containing a list of keywords to search for - The category to search - A set of flags which can be ORed to modify query options - such as classified maturity rating. - A UUID to correlate the results when the event is raised - - Search classified ads containing the key words "foo" and "bar" in the "Any" category that are either PG or Mature - - UUID searchID = StartClassifiedSearch("foo bar", ClassifiedCategories.Any, ClassifiedQueryFlags.PG | ClassifiedQueryFlags.Mature); - - - - Responses are sent 16 at a time, there is no way to know how many results a query reply will contain however assuming - the reply packets arrived ordered, a response with less than 16 entries would indicate all results have been received - - + - Starts search for places (Overloaded) - - The event is raised when a response is received from the simulator + Represents an Adult parcel of land for sale - Search text - Each request is limited to 100 places - being returned. To get the first 100 result entries of a request use 0, - from 100-199 use 1, 200-299 use 2, etc. - A UUID to correlate the results when the event is raised - + - Queries the dataserver for parcels of land which are flagged to be shown in search - - The event is raised when a response is received from the simulator + Represents a PG Event - A string containing a list of keywords to search for separated by a space character - A set of flags which can be ORed to modify query options - such as classified maturity rating. - The category to search - Each request is limited to 100 places - being returned. To get the first 100 result entries of a request use 0, - from 100-199 use 1, 200-299 use 2, etc. - A UUID to correlate the results when the event is raised - - Search places containing the key words "foo" and "bar" in the "Any" category that are either PG or Adult - - UUID searchID = StartDirPlacesSearch("foo bar", DirFindFlags.DwellSort | DirFindFlags.IncludePG | DirFindFlags.IncludeAdult, ParcelCategory.Any, 0); - - - - Additional information on the results can be obtained by using the ParcelManager.InfoRequest method - - + - Starts a search for land sales using the directory - - The event is raised when a response is received from the simulator + Represents a Mature event - What type of land to search for. Auction, - estate, mainland, "first land", etc - The OnDirLandReply event handler must be registered before - calling this function. There is no way to determine how many - results will be returned, or how many times the callback will be - fired other than you won't get more than 100 total parcels from - each query. - + - Starts a search for land sales using the directory - - The event is raised when a response is received from the simulator + Represents an Adult event - What type of land to search for. Auction, - estate, mainland, "first land", etc - Maximum price to search for - Maximum area to search for - Each request is limited to 100 parcels - being returned. To get the first 100 parcels of a request use 0, - from 100-199 use 1, 200-299 use 2, etc. - The OnDirLandReply event handler must be registered before - calling this function. There is no way to determine how many - results will be returned, or how many times the callback will be - fired other than you won't get more than 100 total parcels from - each query. - + - Send a request to the data server for land sales listings + Manages grid-wide tasks such as the world map - - Flags sent to specify query options - - Available flags: - Specify the parcel rating with one or more of the following: - IncludePG IncludeMature IncludeAdult - - Specify the field to pre sort the results with ONLY ONE of the following: - PerMeterSort NameSort AreaSort PricesSort - - Specify the order the results are returned in, if not specified the results are pre sorted in a Descending Order - SortAsc - - Specify additional filters to limit the results with one or both of the following: - LimitByPrice LimitByArea - - Flags can be combined by separating them with the | (pipe) character - - Additional details can be found in - - What type of land to search for. Auction, - Estate or Mainland - Maximum price to search for when the - DirFindFlags.LimitByPrice flag is specified in findFlags - Maximum area to search for when the - DirFindFlags.LimitByArea flag is specified in findFlags - Each request is limited to 100 parcels - being returned. To get the first 100 parcels of a request use 0, - from 100-199 use 100, 200-299 use 200, etc. - The event will be raised with the response from the simulator - - There is no way to determine how many results will be returned, or how many times the callback will be - fired other than you won't get more than 100 total parcels from - each reply. - - Any land set for sale to either anybody or specific to the connected agent will be included in the - results if the land is included in the query - - - // request all mainland, any maturity rating that is larger than 512 sq.m - StartLandSearch(DirFindFlags.SortAsc | DirFindFlags.PerMeterSort | DirFindFlags.LimitByArea | DirFindFlags.IncludePG | DirFindFlags.IncludeMature | DirFindFlags.IncludeAdult, SearchTypeFlags.Mainland, 0, 512, 0); - - + + The event subscribers. null if no subcribers + + + Raises the CoarseLocationUpdate event + A CoarseLocationUpdateEventArgs object containing the + data sent by simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the GridRegion event + A GridRegionEventArgs object containing the + data sent by simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the GridLayer event + A GridLayerEventArgs object containing the + data sent by simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the GridItems event + A GridItemEventArgs object containing the + data sent by simulator + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the RegionHandleReply event + A RegionHandleReplyEventArgs object containing the + data sent by simulator + + + Thread sync lock object + + + A dictionary of all the regions, indexed by region name + + + A dictionary of all the regions, indexed by region handle + + - Search for Groups + Constructor - The name or portion of the name of the group you wish to search for - Start from the match number - + Instance of GridClient object to associate with this GridManager instance - + - Search for Groups + - The name or portion of the name of the group you wish to search for - Start from the match number - Search flags - + - + - Search the People directory for other avatars + Request a map layer - The name or portion of the name of the avatar you wish to search for - - + The name of the region + The type of layer - + - Search Places for parcels of land you personally own + + + + + + + - + - Searches Places for land owned by the specified group + - ID of the group you want to recieve land list for (You must be a member of the group) - Transaction (Query) ID which can be associated with results from your request. + + + + + - + - Search the Places directory for parcels that are listed in search and contain the specified keywords + - A string containing the keywords to search for - Transaction (Query) ID which can be associated with results from your request. + + + - + - Search Places - All Options + Request data for all mainland (Linden managed) simulators - One of the Values from the DirFindFlags struct, ie: AgentOwned, GroupOwned, etc. - One of the values from the SearchCategory Struct, ie: Any, Linden, Newcomer - A string containing a list of keywords to search for separated by a space character - String Simulator Name to search in - LLUID of group you want to recieve results for - Transaction (Query) ID which can be associated with results from your request. - Transaction (Query) ID which can be associated with results from your request. - + - Search All Events with specifid searchText in all categories, includes PG, Mature and Adult + Request the region handle for the specified region UUID - A string containing a list of keywords to search for separated by a space character - Each request is limited to 100 entries - being returned. To get the first group of entries of a request use 0, - from 100-199 use 100, 200-299 use 200, etc. - UUID of query to correlate results in callback. + UUID of the region to look up - + - Search Events + Get grid region information using the region name, this function + will block until it can find the region or gives up - A string containing a list of keywords to search for separated by a space character - One or more of the following flags: DateEvents, IncludePG, IncludeMature, IncludeAdult - from the Enum - - Multiple flags can be combined by separating the flags with the | (pipe) character - "u" for in-progress and upcoming events, -or- number of days since/until event is scheduled - For example "0" = Today, "1" = tomorrow, "2" = following day, "-1" = yesterday, etc. - Each request is limited to 100 entries - being returned. To get the first group of entries of a request use 0, - from 100-199 use 100, 200-299 use 200, etc. - EventCategory event is listed under. - UUID of query to correlate results in callback. - - - Requests Event Details - ID of Event returned from the method - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming event message - The Unique Capabilities Key - The event message containing the data - The simulator the message originated from - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + Name of sim you're looking for + Layer that you are requesting + Will contain a GridRegion for the sim you're + looking for if successful, otherwise an empty structure + True if the GridRegion was successfully fetched, otherwise + false - + Process an incoming packet and raise the appropriate events The sender The EventArgs object containing the packet data - - Process an incoming event message - The Unique Capabilities Key - The event message containing the data - The simulator the message originated from - - + Process an incoming packet and raise the appropriate events The sender The EventArgs object containing the packet data - + Process an incoming packet and raise the appropriate events The sender The EventArgs object containing the packet data - + Process an incoming packet and raise the appropriate events The sender The EventArgs object containing the packet data - + Process an incoming packet and raise the appropriate events The sender The EventArgs object containing the packet data - - Raised when the data server responds to a request. - - - Raised when the data server responds to a request. - - - Raised when the data server responds to a request. - - - Raised when the data server responds to a request. - - - Raised when the data server responds to a request. - - - Raised when the data server responds to a request. - - - Raised when the data server responds to a request. - - - Raised when the data server responds to a request. - - - Classified Ad categories - - - Classified is listed in the Any category - - - Classified is shopping related - - - Classified is - - - - - - - - - - - - - - - - - - + + Raised when the simulator sends a + containing the location of agents in the simulator - - + + Raised when the simulator sends a Region Data in response to + a Map request - - Event Categories + + Raised when the simulator sends GridLayer object containing + a map tile coordinates and texture information - - + + Raised when the simulator sends GridItems object containing + details on events, land sales at a specific location - - + + Raised in response to a Region lookup - - + + Unknown - - + + Current direction of the sun - - + + Current angular velocity of the sun - - + + Current world time - - + + + Access to the data server which allows searching for land, events, people, etc + - - + + The event subscribers. null if no subcribers - - + + Raises the EventInfoReply event + An EventInfoReplyEventArgs object containing the + data returned from the data server - - + + Thread sync lock object - - + + The event subscribers. null if no subcribers - - + + Raises the DirEventsReply event + An DirEventsReplyEventArgs object containing the + data returned from the data server - - - Query Flags used in many of the DirectoryManager methods to specify which query to execute and how to return the results. - - Flags can be combined using the | (pipe) character, not all flags are available in all queries - + + Thread sync lock object - - Query the People database + + The event subscribers. null if no subcribers - - + + Raises the PlacesReply event + A PlacesReplyEventArgs object containing the + data returned from the data server - - + + Thread sync lock object - - Query the Groups database + + The event subscribers. null if no subcribers - - Query the Events database + + Raises the DirPlacesReply event + A DirPlacesReplyEventArgs object containing the + data returned from the data server - - Query the land holdings database for land owned by the currently connected agent + + Thread sync lock object - - + + The event subscribers. null if no subcribers - - Query the land holdings database for land which is owned by a Group + + Raises the DirClassifiedsReply event + A DirClassifiedsReplyEventArgs object containing the + data returned from the data server - - Specifies the query should pre sort the results based upon traffic - when searching the Places database + + Thread sync lock object - - + + The event subscribers. null if no subcribers - - + + Raises the DirGroupsReply event + A DirGroupsReplyEventArgs object containing the + data returned from the data server - - + + Thread sync lock object - - + + The event subscribers. null if no subcribers - - Specifies the query should pre sort the results in an ascending order when searching the land sales database. - This flag is only used when searching the land sales database + + Raises the DirPeopleReply event + A DirPeopleReplyEventArgs object containing the + data returned from the data server - - Specifies the query should pre sort the results using the SalePrice field when searching the land sales database. - This flag is only used when searching the land sales database + + Thread sync lock object - - Specifies the query should pre sort the results by calculating the average price/sq.m (SalePrice / Area) when searching the land sales database. - This flag is only used when searching the land sales database + + The event subscribers. null if no subcribers - - Specifies the query should pre sort the results using the ParcelSize field when searching the land sales database. - This flag is only used when searching the land sales database + + Raises the DirLandReply event + A DirLandReplyEventArgs object containing the + data returned from the data server - - Specifies the query should pre sort the results using the Name field when searching the land sales database. - This flag is only used when searching the land sales database + + Thread sync lock object - - When set, only parcels less than the specified Price will be included when searching the land sales database. - This flag is only used when searching the land sales database + + + Constructs a new instance of the DirectoryManager class + + An instance of GridClient - - When set, only parcels greater than the specified Size will be included when searching the land sales database. - This flag is only used when searching the land sales database + + + Query the data server for a list of classified ads containing the specified string. + Defaults to searching for classified placed in any category, and includes PG, Adult and Mature + results. + + Responses are sent 16 per response packet, there is no way to know how many results a query reply will contain however assuming + the reply packets arrived ordered, a response with less than 16 entries would indicate all results have been received + + The event is raised when a response is received from the simulator + + A string containing a list of keywords to search for + A UUID to correlate the results when the event is raised - - + + + Query the data server for a list of classified ads which contain specified keywords (Overload) + + The event is raised when a response is received from the simulator + + A string containing a list of keywords to search for + The category to search + A set of flags which can be ORed to modify query options + such as classified maturity rating. + A UUID to correlate the results when the event is raised + + Search classified ads containing the key words "foo" and "bar" in the "Any" category that are either PG or Mature + + UUID searchID = StartClassifiedSearch("foo bar", ClassifiedCategories.Any, ClassifiedQueryFlags.PG | ClassifiedQueryFlags.Mature); + + + + Responses are sent 16 at a time, there is no way to know how many results a query reply will contain however assuming + the reply packets arrived ordered, a response with less than 16 entries would indicate all results have been received + - - + + + Starts search for places (Overloaded) + + The event is raised when a response is received from the simulator + + Search text + Each request is limited to 100 places + being returned. To get the first 100 result entries of a request use 0, + from 100-199 use 1, 200-299 use 2, etc. + A UUID to correlate the results when the event is raised - - Include PG land in results. This flag is used when searching both the Groups, Events and Land sales databases + + + Queries the dataserver for parcels of land which are flagged to be shown in search + + The event is raised when a response is received from the simulator + + A string containing a list of keywords to search for separated by a space character + A set of flags which can be ORed to modify query options + such as classified maturity rating. + The category to search + Each request is limited to 100 places + being returned. To get the first 100 result entries of a request use 0, + from 100-199 use 1, 200-299 use 2, etc. + A UUID to correlate the results when the event is raised + + Search places containing the key words "foo" and "bar" in the "Any" category that are either PG or Adult + + UUID searchID = StartDirPlacesSearch("foo bar", DirFindFlags.DwellSort | DirFindFlags.IncludePG | DirFindFlags.IncludeAdult, ParcelCategory.Any, 0); + + + + Additional information on the results can be obtained by using the ParcelManager.InfoRequest method + - - Include Mature land in results. This flag is used when searching both the Groups, Events and Land sales databases + + + Starts a search for land sales using the directory + + The event is raised when a response is received from the simulator + + What type of land to search for. Auction, + estate, mainland, "first land", etc + The OnDirLandReply event handler must be registered before + calling this function. There is no way to determine how many + results will be returned, or how many times the callback will be + fired other than you won't get more than 100 total parcels from + each query. - - Include Adult land in results. This flag is used when searching both the Groups, Events and Land sales databases + + + Starts a search for land sales using the directory + + The event is raised when a response is received from the simulator + + What type of land to search for. Auction, + estate, mainland, "first land", etc + Maximum price to search for + Maximum area to search for + Each request is limited to 100 parcels + being returned. To get the first 100 parcels of a request use 0, + from 100-199 use 1, 200-299 use 2, etc. + The OnDirLandReply event handler must be registered before + calling this function. There is no way to determine how many + results will be returned, or how many times the callback will be + fired other than you won't get more than 100 total parcels from + each query. - - + + + Send a request to the data server for land sales listings + + + Flags sent to specify query options + + Available flags: + Specify the parcel rating with one or more of the following: + IncludePG IncludeMature IncludeAdult + + Specify the field to pre sort the results with ONLY ONE of the following: + PerMeterSort NameSort AreaSort PricesSort + + Specify the order the results are returned in, if not specified the results are pre sorted in a Descending Order + SortAsc + + Specify additional filters to limit the results with one or both of the following: + LimitByPrice LimitByArea + + Flags can be combined by separating them with the | (pipe) character + + Additional details can be found in + + What type of land to search for. Auction, + Estate or Mainland + Maximum price to search for when the + DirFindFlags.LimitByPrice flag is specified in findFlags + Maximum area to search for when the + DirFindFlags.LimitByArea flag is specified in findFlags + Each request is limited to 100 parcels + being returned. To get the first 100 parcels of a request use 0, + from 100-199 use 100, 200-299 use 200, etc. + The event will be raised with the response from the simulator + + There is no way to determine how many results will be returned, or how many times the callback will be + fired other than you won't get more than 100 total parcels from + each reply. + + Any land set for sale to either anybody or specific to the connected agent will be included in the + results if the land is included in the query + + + // request all mainland, any maturity rating that is larger than 512 sq.m + StartLandSearch(DirFindFlags.SortAsc | DirFindFlags.PerMeterSort | DirFindFlags.LimitByArea | DirFindFlags.IncludePG | DirFindFlags.IncludeMature | DirFindFlags.IncludeAdult, SearchTypeFlags.Mainland, 0, 512, 0); + - + - Land types to search dataserver for + Search for Groups + The name or portion of the name of the group you wish to search for + Start from the match number + - - Search Auction, Mainland and Estate - - - Land which is currently up for auction + + + Search for Groups + + The name or portion of the name of the group you wish to search for + Start from the match number + Search flags + - - Parcels which are on the mainland (Linden owned) continents + + + Search the People directory for other avatars + + The name or portion of the name of the avatar you wish to search for + + - - Parcels which are on privately owned simulators + + + Search Places for parcels of land you personally own + - + - The content rating of the event + Searches Places for land owned by the specified group + ID of the group you want to recieve land list for (You must be a member of the group) + Transaction (Query) ID which can be associated with results from your request. - - Event is PG + + + Search the Places directory for parcels that are listed in search and contain the specified keywords + + A string containing the keywords to search for + Transaction (Query) ID which can be associated with results from your request. - - Event is Mature + + + Search Places - All Options + + One of the Values from the DirFindFlags struct, ie: AgentOwned, GroupOwned, etc. + One of the values from the SearchCategory Struct, ie: Any, Linden, Newcomer + A string containing a list of keywords to search for separated by a space character + String Simulator Name to search in + LLUID of group you want to recieve results for + Transaction (Query) ID which can be associated with results from your request. + Transaction (Query) ID which can be associated with results from your request. - - Event is Adult + + + Search All Events with specifid searchText in all categories, includes PG, Mature and Adult + + A string containing a list of keywords to search for separated by a space character + Each request is limited to 100 entries + being returned. To get the first group of entries of a request use 0, + from 100-199 use 100, 200-299 use 200, etc. + UUID of query to correlate results in callback. - + - Classified Ad Options + Search Events - There appear to be two formats the flags are packed in. - This set of flags is for the newer style + A string containing a list of keywords to search for separated by a space character + One or more of the following flags: DateEvents, IncludePG, IncludeMature, IncludeAdult + from the Enum + + Multiple flags can be combined by separating the flags with the | (pipe) character + "u" for in-progress and upcoming events, -or- number of days since/until event is scheduled + For example "0" = Today, "1" = tomorrow, "2" = following day, "-1" = yesterday, etc. + Each request is limited to 100 entries + being returned. To get the first group of entries of a request use 0, + from 100-199 use 100, 200-299 use 200, etc. + EventCategory event is listed under. + UUID of query to correlate results in callback. - - + + Requests Event Details + ID of Event returned from the method - - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - + + Process an incoming event message + The Unique Capabilities Key + The event message containing the data + The simulator the message originated from - - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - Classified ad query options - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Include all ads in results + + Process an incoming event message + The Unique Capabilities Key + The event message containing the data + The simulator the message originated from - - Include PG ads in results + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Include Mature ads in results + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Include Adult ads in results + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - The For Sale flag in PlacesReplyData - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Parcel is not listed for sale + + Raised when the data server responds to a request. - - Parcel is For Sale + + Raised when the data server responds to a request. - - - A classified ad on the grid - + + Raised when the data server responds to a request. - - UUID for this ad, useful for looking up detailed - information about it + + Raised when the data server responds to a request. - - The title of this classified ad + + Raised when the data server responds to a request. - - Flags that show certain options applied to the classified + + Raised when the data server responds to a request. - - Creation date of the ad + + Raised when the data server responds to a request. - - Expiration date of the ad + + Raised when the data server responds to a request. - - Price that was paid for this ad + + Classified Ad categories - - Print the struct data as a string - A string containing the field name, and field value + + Classified is listed in the Any category - - - A parcel retrieved from the dataserver such as results from the - "For-Sale" listings or "Places" Search - + + Classified is shopping related - - The unique dataserver parcel ID - This id is used to obtain additional information from the entry - by using the method + + Classified is - - A string containing the name of the parcel + + - - The size of the parcel - This field is not returned for Places searches + + + + + - - The price of the parcel - This field is not returned for Places searches + + - - If True, this parcel is flagged to be auctioned + + - - If true, this parcel is currently set for sale + + - - Parcel traffic + + - - Print the struct data as a string - A string containing the field name, and field value + + Event Categories - - - An Avatar returned from the dataserver - + + - - Online status of agent - This field appears to be obsolete and always returns false + + - - The agents first name + + - - The agents last name + + - - The agents + + - - Print the struct data as a string - A string containing the field name, and field value + + - - - Response to a "Groups" Search - + + - - The Group ID + + - - The name of the group + + - - The current number of members + + - - Print the struct data as a string - A string containing the field name, and field value + + - + + + + - Parcel information returned from a request - - Represents one of the following: - A parcel of land on the grid that has its Show In Search flag set - A parcel of land owned by the agent making the request - A parcel of land owned by a group the agent making the request is a member of - - - In a request for Group Land, the First record will contain an empty record - - Note: This is not the same as searching the land for sale data source + Query Flags used in many of the DirectoryManager methods to specify which query to execute and how to return the results. + + Flags can be combined using the | (pipe) character, not all flags are available in all queries - - The ID of the Agent of Group that owns the parcel - - - The name - - - The description + + Query the People database - - The Size of the parcel + + - - The billable Size of the parcel, for mainland - parcels this will match the ActualArea field. For Group owned land this will be 10 percent smaller - than the ActualArea. For Estate land this will always be 0 + + - - Indicates the ForSale status of the parcel + + Query the Groups database - - The Gridwide X position + + Query the Events database - - The Gridwide Y position + + Query the land holdings database for land owned by the currently connected agent - - The Z position of the parcel, or 0 if no landing point set + + - - The name of the Region the parcel is located in + + Query the land holdings database for land which is owned by a Group - - The Asset ID of the parcels Snapshot texture + + Specifies the query should pre sort the results based upon traffic + when searching the Places database - - The calculated visitor traffic + + - - The billing product SKU - Known values are: - - 023Mainland / Full Region - 024Estate / Full Region - 027Estate / Openspace - 029Estate / Homestead - 129Mainland / Homestead (Linden Owned) - - + + - - No longer used, will always be 0 + + - - Get a SL URL for the parcel - A string, containing a standard SLURL + + - - Print the struct data as a string - A string containing the field name, and field value + + Specifies the query should pre sort the results in an ascending order when searching the land sales database. + This flag is only used when searching the land sales database - - - An "Event" Listing summary - + + Specifies the query should pre sort the results using the SalePrice field when searching the land sales database. + This flag is only used when searching the land sales database - - The ID of the event creator + + Specifies the query should pre sort the results by calculating the average price/sq.m (SalePrice / Area) when searching the land sales database. + This flag is only used when searching the land sales database - - The name of the event + + Specifies the query should pre sort the results using the ParcelSize field when searching the land sales database. + This flag is only used when searching the land sales database - - The events ID + + Specifies the query should pre sort the results using the Name field when searching the land sales database. + This flag is only used when searching the land sales database - - A string containing the short date/time the event will begin + + When set, only parcels less than the specified Price will be included when searching the land sales database. + This flag is only used when searching the land sales database - - The event start time in Unixtime (seconds since epoch) + + When set, only parcels greater than the specified Size will be included when searching the land sales database. + This flag is only used when searching the land sales database - - The events maturity rating + + - - Print the struct data as a string - A string containing the field name, and field value + + - - - The details of an "Event" - + + Include PG land in results. This flag is used when searching both the Groups, Events and Land sales databases - - The events ID + + Include Mature land in results. This flag is used when searching both the Groups, Events and Land sales databases - - The ID of the event creator + + Include Adult land in results. This flag is used when searching both the Groups, Events and Land sales databases - - The name of the event + + - - The category + + + Land types to search dataserver for + - - The events description + + Search Auction, Mainland and Estate - - The short date/time the event will begin + + Land which is currently up for auction - - The event start time in Unixtime (seconds since epoch) UTC adjusted + + Parcels which are on the mainland (Linden owned) continents - - The length of the event in minutes + + Parcels which are on privately owned simulators - - 0 if no cover charge applies + + + The content rating of the event + - - The cover charge amount in L$ if applicable + + Event is PG - - The name of the region where the event is being held + + Event is Mature - - The gridwide location of the event + + Event is Adult - - The maturity rating + + + Classified Ad Options + + There appear to be two formats the flags are packed in. + This set of flags is for the newer style - - Get a SL URL for the parcel where the event is hosted - A string, containing a standard SLURL + + - - Print the struct data as a string - A string containing the field name, and field value + + - - Contains the Event data returned from the data server from an EventInfoRequest + + - - Construct a new instance of the EventInfoReplyEventArgs class - A single EventInfo object containing the details of an event + + - + + + + - A single EventInfo object containing the details of an event + Classified ad query options - - Contains the "Event" detail data returned from the data server - - - Construct a new instance of the DirEventsReplyEventArgs class - The ID of the query returned by the data server. - This will correlate to the ID returned by the method - A list containing the "Events" returned by the search query - - - The ID returned by + + Include all ads in results - - A list of "Events" returned by the data server + + Include PG ads in results - - Contains the "Event" list data returned from the data server + + Include Mature ads in results - - Construct a new instance of PlacesReplyEventArgs class - The ID of the query returned by the data server. - This will correlate to the ID returned by the method - A list containing the "Places" returned by the data server query + + Include Adult ads in results - - The ID returned by + + + The For Sale flag in PlacesReplyData + - - A list of "Places" returned by the data server + + Parcel is not listed for sale - - Contains the places data returned from the data server + + Parcel is For Sale - - Construct a new instance of the DirPlacesReplyEventArgs class - The ID of the query returned by the data server. - This will correlate to the ID returned by the method - A list containing land data returned by the data server + + + A classified ad on the grid + - - The ID returned by + + UUID for this ad, useful for looking up detailed + information about it - - A list containing Places data returned by the data server + + The title of this classified ad - - Contains the classified data returned from the data server + + Flags that show certain options applied to the classified - - Construct a new instance of the DirClassifiedsReplyEventArgs class - A list of classified ad data returned from the data server + + Creation date of the ad - - A list containing Classified Ads returned by the data server + + Expiration date of the ad - - Contains the group data returned from the data server + + Price that was paid for this ad - - Construct a new instance of the DirGroupsReplyEventArgs class - The ID of the query returned by the data server. - This will correlate to the ID returned by the method - A list of groups data returned by the data server + + Print the struct data as a string + A string containing the field name, and field value - - The ID returned by + + + A parcel retrieved from the dataserver such as results from the + "For-Sale" listings or "Places" Search + - - A list containing Groups data returned by the data server + + The unique dataserver parcel ID + This id is used to obtain additional information from the entry + by using the method - - Contains the people data returned from the data server + + A string containing the name of the parcel - - Construct a new instance of the DirPeopleReplyEventArgs class - The ID of the query returned by the data server. - This will correlate to the ID returned by the method - A list of people data returned by the data server + + The size of the parcel + This field is not returned for Places searches - - The ID returned by + + The price of the parcel + This field is not returned for Places searches - - A list containing People data returned by the data server + + If True, this parcel is flagged to be auctioned - - Contains the land sales data returned from the data server + + If true, this parcel is currently set for sale - - Construct a new instance of the DirLandReplyEventArgs class - A list of parcels for sale returned by the data server + + Parcel traffic - - A list containing land forsale data returned by the data server + + Print the struct data as a string + A string containing the field name, and field value - + - Reads in a byte array of an Animation Asset created by the SecondLife(tm) client. + An Avatar returned from the dataserver - - - Rotation Keyframe count (used internally) - + + Online status of agent + This field appears to be obsolete and always returns false - - - Position Keyframe count (used internally) - + + The agents first name - - - Animation Priority - + + The agents last name - - - The animation length in seconds. - + + The agents - - - Expression set in the client. Null if [None] is selected - + + Print the struct data as a string + A string containing the field name, and field value - + - The time in seconds to start the animation + Response to a "Groups" Search - - - The time in seconds to end the animation - + + The Group ID - - - Loop the animation - + + The name of the group - - - Meta data. Ease in Seconds. - + + The current number of members - - - Meta data. Ease out seconds. - + + Print the struct data as a string + A string containing the field name, and field value - + - Meta Data for the Hand Pose + Parcel information returned from a request + + Represents one of the following: + A parcel of land on the grid that has its Show In Search flag set + A parcel of land owned by the agent making the request + A parcel of land owned by a group the agent making the request is a member of + + + In a request for Group Land, the First record will contain an empty record + + Note: This is not the same as searching the land for sale data source - - - Number of joints defined in the animation - + + The ID of the Agent of Group that owns the parcel - - - Contains an array of joints - + + The name - - - Searialize an animation asset into it's joints/keyframes/meta data - - + + The description - - - 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 + + The Size of the parcel - - - 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 + + The billable Size of the parcel, for mainland + parcels this will match the ActualArea field. For Group owned land this will be 10 percent smaller + than the ActualArea. For Estate land this will always be 0 - - - 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 - + + Indicates the ForSale status of the parcel - - - A Joint and it's associated meta data and keyframes - + + The Gridwide X position - - - Name of the Joint. Matches the avatar_skeleton.xml in client distros - + + The Gridwide Y position - - - Joint Animation Override? Was the same as the Priority in testing.. - + + The Z position of the parcel, or 0 if no landing point set - - - Array of Rotation Keyframes in order from earliest to latest - + + The name of the Region the parcel is located in - - - Array of Position Keyframes in order from earliest to latest - This seems to only be for the Pelvis? - + + The Asset ID of the parcels Snapshot texture - - - A Joint Keyframe. This is either a position or a rotation. - + + The calculated visitor traffic - - - Either a Vector3 position or a Vector3 Euler rotation - + + The billing product SKU + Known values are: + + 023Mainland / Full Region + 024Estate / Full Region + 027Estate / Openspace + 029Estate / Homestead + 129Mainland / Homestead (Linden Owned) + + - - - Poses set in the animation metadata for the hands. - + + No longer used, will always be 0 - - - Capability to load TGAs to Bitmap - + + Get a SL URL for the parcel + A string, containing a standard SLURL - - - Archives assets - + + Print the struct data as a string + A string containing the field name, and field value - + - Archive assets + An "Event" Listing summary - - - Archive the assets given to this archiver to the given archive. - - + + The ID of the event creator - - - Write an assets metadata file to the given archive - - + + The name of the event - - - Write asset data files to the given archive - - + + The events ID - - - - + + A string containing the short date/time the event will begin - - + + The event start time in Unixtime (seconds since epoch) - - + + The events maturity rating - - + + Print the struct data as a string + A string containing the field name, and field value - - + + + The details of an "Event" + - - + + The events ID - - + + The ID of the event creator - - + + The name of the event - - + + The category - - + + The events description - - + + The short date/time the event will begin - - + + The event start time in Unixtime (seconds since epoch) UTC adjusted - - + + The length of the event in minutes - - + + 0 if no cover charge applies - - + + The cover charge amount in L$ if applicable - - + + The name of the region where the event is being held - - + + The gridwide location of the event - - + + The maturity rating - - + + Get a SL URL for the parcel where the event is hosted + A string, containing a standard SLURL - - + + Print the struct data as a string + A string containing the field name, and field value - - + + Contains the Event data returned from the data server from an EventInfoRequest - - + + Construct a new instance of the EventInfoReplyEventArgs class + A single EventInfo object containing the details of an event - + - + A single EventInfo object containing the details of an event - - + + Contains the "Event" detail data returned from the data server + + + Construct a new instance of the DirEventsReplyEventArgs class + The ID of the query returned by the data server. + This will correlate to the ID returned by the method + A list containing the "Events" returned by the search query - - + + The ID returned by - - + + A list of "Events" returned by the data server - - + + Contains the "Event" list data returned from the data server - - - - - - + + Construct a new instance of PlacesReplyEventArgs class + The ID of the query returned by the data server. + This will correlate to the ID returned by the method + A list containing the "Places" returned by the data server query - - - - + + The ID returned by - - + + A list of "Places" returned by the data server - - + + Contains the places data returned from the data server - - + + Construct a new instance of the DirPlacesReplyEventArgs class + The ID of the query returned by the data server. + This will correlate to the ID returned by the method + A list containing land data returned by the data server - - + + The ID returned by - - - - - - + + A list containing Places data returned by the data server - - - - + + Contains the classified data returned from the data server - - + + Construct a new instance of the DirClassifiedsReplyEventArgs class + A list of classified ad data returned from the data server - - + + A list containing Classified Ads returned by the data server - - + + Contains the group data returned from the data server - - + + Construct a new instance of the DirGroupsReplyEventArgs class + The ID of the query returned by the data server. + This will correlate to the ID returned by the method + A list of groups data returned by the data server - - + + The ID returned by - - + + A list containing Groups data returned by the data server - - - - + + Contains the people data returned from the data server - - + + Construct a new instance of the DirPeopleReplyEventArgs class + The ID of the query returned by the data server. + This will correlate to the ID returned by the method + A list of people data returned by the data server - - + + The ID returned by - - + + A list containing People data returned by the data server - - + + Contains the land sales data returned from the data server - - + + Construct a new instance of the DirLandReplyEventArgs class + A list of parcels for sale returned by the data server - - - - - - + + A list containing land forsale data returned by the data server - + - + 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 basic mesh structure from a sculpted primitive and + texture - - - + Sculpted primitive to generate the mesh from + Sculpt texture + Level of detail to generate the mesh at + The generated mesh - + - + Generates a series of faces, each face containing a mesh and + metadata + Primitive to generate the mesh from + Level of detail to generate the mesh at + The generated mesh - + - + Generates a series of faces for a sculpted prim, each face + containing a mesh and metadata - - + Sculpted primitive to generate the mesh from + Sculpt texture + Level of detail to generate the mesh at + The generated mesh - + - + 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 - + - + Capability to load TGAs to Bitmap - - + - Static helper functions and global variables + Represents a string of characters encoded with specific formatting properties - - This header flag signals that ACKs are appended to the packet - - - This header flag signals that this packet has been sent before + + A text string containing main text of the notecard - - This header flags signals that an ACK is expected for this packet + + List of s embedded on the notecard - - This header flag signals that the message is compressed using zerocoding + + Construct an Asset of type Notecard - + - + Construct an Asset object of type Notecard - - + A unique specific to this asset + A byte array containing the raw asset data - + - + Encode the raw contents of a string with the specific Linden Text properties - - - - + - + Decode the raw asset data including the Linden Text properties - - + true if the AssetData was successfully decoded - + + Override the base classes AssetType + + - + Represents an Animation - - - - + + Default Constructor + + - 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 + Construct an Asset object of type Animation - 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 + A unique specific to this asset + A byte array containing the raw asset data - + + Override the base classes AssetType + + - Converts a floating point number to a terse string format used for - transmitting numbers in wearable asset files + Constants for the archiving module - 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 + The location of the archive control file - 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 + Path for the assets held in an archive - 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. + Path for the prims file - The byte array to encode - The length of the byte array to encode - The output byte array to encode to - The length of the output buffer - + - Calculates the CRC (cyclic redundancy check) needed to upload inventory. + Path for terrains. Technically these may be assets, but I think it's quite nice to split them out. - Creation date - Sale type - Inventory type - Type - Asset ID - Group ID - Sale price - Owner ID - Creator ID - Item ID - Folder ID - Everyone mask (permissions) - Flags - Next owner mask (permissions) - Group mask (permissions) - Owner mask (permissions) - The calculated CRC - + - Attempts to load a file embedded in the assembly + Path for region settings. - The filename of the resource to load - A Stream for the requested file, or null if the resource - was not successfully loaded - + - Attempts to load a file either embedded in the assembly or found in - a given search path + The character the separates the uuid from extension information in an archived asset filename - 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 + Extensions used for asset types in the archive - Primitives to convert to a serializable object - An object that can be serialized with LLSD - + - Deserializes OSD in to a list of primitives + - Structure holding the serialized primitive list, - must be of the SDMap type - A list of deserialized primitives - - - Converts a struct or class object containing fields only into a key value separated string - - The struct object - A string containing the struct fields as the keys, and the field value as the value separated - - - // Add the following code to any struct or class containing only fields to override the ToString() - // method to display the values of the passed object - - /// Print the struct data as a string - ///A string containing the field name, and field value - public override string ToString() - { - return Helpers.StructToString(this); - } - - + + No report - + + Unknown report type + + + Bug report + + + Complaint report + + + Customer service report + + - Passed to Logger.Log() to identify the severity of a log entry + Bitflag field for ObjectUpdateCompressed data blocks, describing + which options are present for each object - - No logging information will be output + + Unknown - - Non-noisy useful information, may be helpful in - debugging a problem + + Whether the object has a TreeSpecies - - 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 + + Whether the object has floating text ala llSetText - - 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 + + Whether the object has an active particle system - - 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. - + + 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 + + - Holds group information for Avatars such as those you might find in a profile + Specific Flags for MultipleObjectUpdate requests - - true of Avatar accepts group notices + + None - - Groups Key + + Change position of prims - - Texture Key for groups insignia + + Change rotation of prims - - Name of the group + + Change size of prims - - Powers avatar has in the group + + Perform operation on link set - - Avatars Currently selected title + + Scale prims uniformly, same as selecing ctrl+shift in the + viewer. Used in conjunction with Scale - - true of Avatar has chosen to list this in their profile + + + Special values in PayPriceReply. If the price is not one of these + literal value of the price should be use + - + - Contains an animation currently being played by an agent + Indicates that this pay option should be hidden - - The ID of the animation asset + + + 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 + + + + + + + + + + + + + + + + + + + + + + - - A number to indicate start order of currently playing animations - On Linden Grids this number is unique per region, with OpenSim it is per client + + - + - - - Holds group information on an individual profile pick - + + - + - Retrieve friend status notifications, and retrieve avatar names and - profiles + Handles all network traffic related to prims and avatar positions and + movement. - + The event subscribers, null of no subscribers - - Raises the AvatarAnimation Event - An AvatarAnimationEventArgs object containing - the data sent from the simulator - - + Thread sync lock object - + The event subscribers, null of no subscribers - - Raises the AvatarAppearance Event - A AvatarAppearanceEventArgs object containing + + Raises the ObjectProperties Event + A ObjectPropertiesEventArgs object containing the data sent from the simulator - + Thread sync lock object - + The event subscribers, null of no subscribers - - Raises the UUIDNameReply Event - A UUIDNameReplyEventArgs object containing + + Raises the ObjectPropertiesUpdated Event + A ObjectPropertiesUpdatedEventArgs object containing the data sent from the simulator - + Thread sync lock object - + The event subscribers, null of no subscribers - - Raises the AvatarInterestsReply Event - A AvatarInterestsReplyEventArgs object containing + + Raises the ObjectPropertiesFamily Event + A ObjectPropertiesFamilyEventArgs object containing the data sent from the simulator - + Thread sync lock object - + The event subscribers, null of no subscribers - - Raises the AvatarPropertiesReply Event - A AvatarPropertiesReplyEventArgs object containing + + Raises the AvatarUpdate Event + A AvatarUpdateEventArgs object containing the data sent from the simulator - + Thread sync lock object - + The event subscribers, null of no subscribers - - Raises the AvatarGroupsReply Event - A AvatarGroupsReplyEventArgs object containing - the data sent from the simulator - - + Thread sync lock object - + The event subscribers, null of no subscribers - - Raises the AvatarPickerReply Event - A AvatarPickerReplyEventArgs object containing + + Raises the ObjectDataBlockUpdate Event + A ObjectDataBlockUpdateEventArgs object containing the data sent from the simulator - + Thread sync lock object - + The event subscribers, null of no subscribers - - Raises the ViewerEffectPointAt Event - A ViewerEffectPointAtEventArgs object containing + + Raises the KillObject Event + A KillObjectEventArgs object containing the data sent from the simulator - + Thread sync lock object - + The event subscribers, null of no subscribers - - Raises the ViewerEffectLookAt Event - A ViewerEffectLookAtEventArgs object containing + + Raises the AvatarSitChanged Event + A AvatarSitChangedEventArgs object containing the data sent from the simulator - + Thread sync lock object - + The event subscribers, null of no subscribers - - Raises the ViewerEffect Event - A ViewerEffectEventArgs object containing + + Raises the PayPriceReply Event + A PayPriceReplyEventArgs object containing the data sent from the simulator - + Thread sync lock object - - The event subscribers, null of no subscribers + + Reference to the GridClient object - - Raises the AvatarPicksReply Event - A AvatarPicksReplyEventArgs object containing - the data sent from the simulator + + Does periodic dead reckoning calculation to convert + velocity and acceleration to new positions for objects - - Thread sync lock object + + + Construct a new instance of the ObjectManager class + + A reference to the instance - - The event subscribers, null of no subscribers + + + Request information for a single object from a + you are currently connected to + + The the object is located + The Local ID of the object - - Raises the PickInfoReply Event - A PickInfoReplyEventArgs object containing - the data sent from the simulator + + + Request information for multiple objects contained in + the same simulator + + The the objects are located + An array containing the Local IDs of the objects - - Thread sync lock object + + + Attempt to purchase an original object, a copy, or the contents of + an object + + The the object is located + The Local ID of the object + Whether the original, a copy, or the object + contents are on sale. This is used for verification, if the this + sale type is not valid for the object the purchase will fail + Price of the object. This is used for + verification, if it does not match the actual price the purchase + will fail + Group ID that will be associated with the new + purchase + Inventory folder UUID where the object or objects + purchased should be placed + + + BuyObject(Client.Network.CurrentSim, 500, SaleType.Copy, + 100, UUID.Zero, Client.Self.InventoryRootFolderUUID); + + - - The event subscribers, null of no subscribers + + + Request prices that should be displayed in pay dialog. This will triggger the simulator + to send us back a PayPriceReply which can be handled by OnPayPriceReply event + + The the object is located + The ID of the object + The result is raised in the event - - Raises the AvatarClassifiedReply Event - A AvatarClassifiedReplyEventArgs object containing - the data sent from the simulator + + + Select a single object. This will cause the to send us + an which will raise the event + + The the object is located + The Local ID of the object + - - Thread sync lock object + + + Select a single object. This will cause the to send us + an which will raise the event + + The the object is located + The Local ID of the object + if true, a call to is + made immediately following the request + - - The event subscribers, null of no subscribers + + + Select multiple objects. This will cause the to send us + an which will raise the event + + The the objects are located + An array containing the Local IDs of the objects + Should objects be deselected immediately after selection + - - Raises the ClassifiedInfoReply Event - A ClassifiedInfoReplyEventArgs object containing - the data sent from the simulator + + + Select multiple objects. This will cause the to send us + an which will raise the event + + The the objects are located + An array containing the Local IDs of the objects + + + + + Update the properties of an object + + The the object is located + The Local ID of the object + true to turn the objects physical property on + true to turn the objects temporary property on + true to turn the objects phantom property on + true to turn the objects cast shadows property on + + + + Sets the sale properties of a single object + + The the object is located + The Local ID of the object + One of the options from the enum + The price of the object - - Thread sync lock object + + + Sets the sale properties of multiple objects + + The the objects are located + An array containing the Local IDs of the objects + One of the options from the enum + The price of the object - + - Represents other avatars + Deselect a single object - - - - Tracks the specified avatar on your map - Avatar ID to track + The the object is located + The Local ID of the object - + - Request a single avatar name + Deselect multiple objects. - The avatar key to retrieve a name for + The the objects are located + An array containing the Local IDs of the objects - + - Request a list of avatar names + Perform a click action on an object - The avatar keys to retrieve names for + The the object is located + The Local ID of the object - + - Start a request for Avatar Properties + Perform a click action (Grab) on a single object - + The the object is located + The Local ID of the object + The texture coordinates to touch + The surface coordinates to touch + The face of the position to touch + The region coordinates of the position to touch + The surface normal of the position to touch (A normal is a vector perpindicular to the surface) + The surface binormal of the position to touch (A binormal is a vector tangen to the surface + pointing along the U direction of the tangent space - + - Search for an avatar (first name, last name) + Create (rez) a new prim object in a simulator - The name to search for - An ID to associate with this query + 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 - + - Start a request for Avatar Picks + Create (rez) a new prim object in a simulator - UUID of the avatar + A reference to the object to place the object in + Data describing the prim object to rez + Group ID that this prim will be set to, or UUID.Zero if you + do not want the object to be associated with a specific group + An approximation of the position at which to rez the prim + Scale vector to size this prim + Rotation quaternion to rotate this prim + Specify the + Due to the way client prim rezzing is done on the server, + the requested position for an object is only close to where the prim + actually ends up. If you desire exact placement you'll need to + follow up by moving the object after it has been created. This + function will not set textures, light and flexible data, or other + extended primitive properties - + - Start a request for Avatar Classifieds + Rez a Linden tree - UUID of the avatar + A reference to the object where the object resides + The size of the tree + The rotation of the tree + The position of the tree + The Type of tree + The of the group to set the tree to, + or UUID.Zero if no group is to be set + true to use the "new" Linden trees, false to use the old - + - Start a request for details of a specific profile pick + Rez grass and ground cover - UUID of the avatar - UUID of the profile pick + 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 - + - Start a request for details of a specific profile classified + Set the textures to apply to the faces of an object - UUID of the avatar - UUID of the profile classified - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + 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 - + - 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. + Set the textures to apply to the faces of an object - The message key - the IMessage object containing the deserialized data sent from the simulator - The which originated the packet - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - - - Raised when the simulator sends us data containing - an agents animation playlist - - - Raised when the simulator sends us data containing - the appearance information for an agent - - - Raised when the simulator sends us data containing - agent names/id values - - - Raised when the simulator sends us data containing - the interests listed in an agents profile - - - Raised when the simulator sends us data containing - profile property information for an agent - - - Raised when the simulator sends us data containing - the group membership an agent is a member of - - - Raised when the simulator sends us data containing - name/id pair - - - Raised when the simulator sends us data containing - the objects and effect when an agent is pointing at - - - Raised when the simulator sends us data containing - the objects and effect when an agent is looking at + 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) - - Raised when the simulator sends us data containing - an agents viewer effect information + + + 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 - - Raised when the simulator sends us data containing - the top picks from an agents profile + + + 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 - - Raised when the simulator sends us data containing - the Pick details + + + 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 - - Raised when the simulator sends us data containing - the classified ads an agent has placed + + + Unset additional primitive parameters on an object + + A reference to the object where the object resides + The objects ID which is local to the simulator the object is in + The extra parameters to set - - Raised when the simulator sends us data containing - the details of a classified ad + + + 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? - - Provides data for the event - The event occurs when the simulator sends - the animation playlist for an agent - - The following code example uses the and - properties to display the animation playlist of an avatar on the window. - - // subscribe to the event - Client.Avatars.AvatarAnimation += Avatars_AvatarAnimation; - - private void Avatars_AvatarAnimation(object sender, AvatarAnimationEventArgs e) - { - // create a dictionary of "known" animations from the Animations class using System.Reflection - Dictionary<UUID, string> systemAnimations = new Dictionary<UUID, string>(); - Type type = typeof(Animations); - System.Reflection.FieldInfo[] fields = type.GetFields(System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Static); - foreach (System.Reflection.FieldInfo field in fields) - { - systemAnimations.Add((UUID)field.GetValue(type), field.Name); - } - - // find out which animations being played are known animations and which are assets - foreach (Animation animation in e.Animations) - { - if (systemAnimations.ContainsKey(animation.AnimationID)) - { - Console.WriteLine("{0} is playing {1} ({2}) sequence {3}", e.AvatarID, - systemAnimations[animation.AnimationID], animation.AnimationSequence); - } - else - { - Console.WriteLine("{0} is playing {1} (Asset) sequence {2}", e.AvatarID, - animation.AnimationID, animation.AnimationSequence); - } - } - } - - + + + Delink/Unlink multiple prims from a linkset + + A reference to the object where the objects reside + An array which contains the IDs of the objects to delink - + - Construct a new instance of the AvatarAnimationEventArgs class + Change the rotation of an object - The ID of the agent - The list of animations to start + 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 - - Get the ID of the agent + + + 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 - - Get the list of animations to start + + + 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 - - Provides data for the event - The event occurs when the simulator sends - the appearance data for an avatar - - The following code example uses the and - properties to display the selected shape of an avatar on the window. - - // subscribe to the event - Client.Avatars.AvatarAppearance += Avatars_AvatarAppearance; - - // handle the data when the event is raised - void Avatars_AvatarAppearance(object sender, AvatarAppearanceEventArgs e) - { - Console.WriteLine("The Agent {0} is using a {1} shape.", e.AvatarID, (e.VisualParams[31] > 0) : "male" ? "female") - } - - + + + 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 - + - Construct a new instance of the AvatarAppearanceEventArgs class + Set the descriptions of multiple objects - The simulator request was from - The ID of the agent - true of the agent is a trial account - The default agent texture - The agents appearance layer textures - The for the agent + 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 - - Get the Simulator this request is from of the agent + + + 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 - - Get the ID of the agent + + + 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 - - true if the agent is a trial account + + + 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 - - Get the default agent texture + + + 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 - - Get the agents appearance layer textures + + + 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 - - Get the for the agent + + + 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 - - Represents the interests from the profile of an agent + + + 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 - - Get the ID of the agent + + + 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 - - The properties of an agent + + + 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 - - Get the ID of the agent + + + 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 - - Get the ID of the agent + + + 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? - - Get the ID of the agent + + + Request additional properties for an object + + A reference to the object where the object resides + - - Get the ID of the avatar + + + 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 - + - Abstract base for rendering plugins + Set the ownership of a list of objects to the specified group + A reference to the object where the objects reside + An array which contains the IDs of the objects to set the group id on + The Groups ID - + - Generates a basic mesh structure from a primitive + Update current URL of the previously set prim media - Primitive to generate the mesh from - Level of detail to generate the mesh at - The generated mesh + UUID of the prim + Set current URL to this + Prim face number + Simulator in which prim is located - + - Generates a a series of faces, each face containing a mesh and - metadata + Set object media - Primitive to generate the mesh from - Level of detail to generate the mesh at - The generated mesh + UUID of the prim + Array the length of prims number of faces. Null on face indexes where there is + no media, on faces which contain the media + Simulatior in which prim is located - + - Apply texture coordinate modifications from a - to a list of vertices + Retrieve information about object media - Vertex list to modify texture coordinates for - Center-point of the face - Face texture parameters + UUID of the primitive + Simulator where prim is located + Call this callback when done - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + - Represents a texture + A terse object update, used when a transformation matrix or + velocity/acceleration for an object changes but nothing else + (scale/position/rotation/acceleration/velocity) + The sender + The EventArgs object containing the packet data - - A object containing image data + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Initializes a new instance of an AssetTexture object + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + - Initializes a new instance of an AssetTexture object + Setup construction data for a basic primitive shape - A unique specific to this asset - A byte array containing the raw asset data + Primitive shape to construct + Construction data that can be plugged into a - + - Initializes a new instance of an AssetTexture object + - A object containing texture data + + + + - + - Populates the byte array with a JPEG2000 - encoded image created from the data in + + + - + - Decodes the JPEG2000 data in AssetData to the - object + Set the Shape data of an object - True if the decoding was successful, otherwise false + 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 - + - Decodes the begin and end byte positions for each quality layer in - the image + 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 - - Override the base classes AssetType + + + + + + + + - + - Represents an that represents an avatars body ie: Hair, Etc. + + + + + - - Initializes a new instance of an AssetBodyPart object + + Raised when the simulator sends us data containing + A , Foliage or Attachment + + - - Initializes a new instance of an AssetBodyPart object with parameters - A unique specific to this asset - A byte array containing the raw asset data + + Raised when the simulator sends us data containing + additional information + + - - Initializes a new instance of an AssetBodyPart object with parameters - A string representing the values of the Bodypart + + Raised when the simulator sends us data containing + Primitive.ObjectProperties for an object we are currently tracking - - Override the base classes AssetType + + Raised when the simulator sends us data containing + additional and details + - - X position of this patch + + Raised when the simulator sends us data containing + updated information for an - - Y position of this patch + + Raised when the simulator sends us data containing + and movement changes - - A 16x16 array of floats holding decompressed layer data + + Raised when the simulator sends us data containing + updates to an Objects DataBlock - - - 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 - + + Raised when the simulator informs us an + or is no longer within view - + + Raised when the simulator sends us data containing + updated sit information for our + + + Raised when the simulator sends us data containing + purchase price information for a + + - Add a patch of terrain to a BitPacker + Callback for getting object media data via CAP - 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 + Indicates if the operation was succesfull + Object media version string + Array indexed on prim face of media entry data + + + Provides data for the event + The event occurs when the simulator sends + an containing a Primitive, Foliage or Attachment data + Note 1: The event will not be raised when the object is an Avatar + Note 2: It is possible for the to be + raised twice for the same object if for example the primitive moved to a new simulator, then returned to the current simulator or + if an Avatar crosses the border into a new simulator and returns to the current simulator + + + The following code example uses the , , and + properties to display new Primitives and Attachments on the window. + + // Subscribe to the event that gives us prim and foliage information + Client.Objects.ObjectUpdate += Objects_ObjectUpdate; + + + private void Objects_ObjectUpdate(object sender, PrimEventArgs e) + { + Console.WriteLine("Primitive {0} {1} in {2} is an attachment {3}", e.Prim.ID, e.Prim.LocalID, e.Simulator.Name, e.IsAttachment); + } + + + + + - + - Add a custom decoder callback + Construct a new instance of the PrimEventArgs class - The key of the field to decode - The custom decode handler + The simulator the object originated from + The Primitive + The simulator time dilation + The prim was not in the dictionary before this update + true if the primitive represents an attachment to an agent - - - Remove a custom decoder callback - - The key of the field to decode - The custom decode handler + + Get the simulator the originated from - - - 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 + + Get the details - - - Decode an IMessage object into a beautifully formatted string - - The IMessage object - Recursion level (used for indenting) - A formatted string containing the names and values of the source object + + true if the did not exist in the dictionary before this update (always true if object tracking has been disabled) - - - A custom decoder callback - - The key of the object - the data to decode - A string represending the fieldData + + true if the is attached to an - + + Get the simulator Time Dilation + + + Provides data for the event + The event occurs when the simulator sends + an containing Avatar data + Note 1: The event will not be raised when the object is an Avatar + Note 2: It is possible for the to be + raised twice for the same avatar if for example the avatar moved to a new simulator, then returned to the current simulator + + + The following code example uses the property to make a request for the top picks + using the method in the class to display the names + of our own agents picks listings on the window. + + // subscribe to the AvatarUpdate event to get our information + Client.Objects.AvatarUpdate += Objects_AvatarUpdate; + Client.Avatars.AvatarPicksReply += Avatars_AvatarPicksReply; + + private void Objects_AvatarUpdate(object sender, AvatarUpdateEventArgs e) + { + // we only want our own data + if (e.Avatar.LocalID == Client.Self.LocalID) + { + // Unsubscribe from the avatar update event to prevent a loop + // where we continually request the picks every time we get an update for ourselves + Client.Objects.AvatarUpdate -= Objects_AvatarUpdate; + // make the top picks request through AvatarManager + Client.Avatars.RequestAvatarPicks(e.Avatar.ID); + } + } + + private void Avatars_AvatarPicksReply(object sender, AvatarPicksReplyEventArgs e) + { + // we'll unsubscribe from the AvatarPicksReply event since we now have the data + // we were looking for + Client.Avatars.AvatarPicksReply -= Avatars_AvatarPicksReply; + // loop through the dictionary and extract the names of the top picks from our profile + foreach (var pickName in e.Picks.Values) + { + Console.WriteLine(pickName); + } + } + + + + + + - A Name Value pair with additional settings, used in the protocol - primarily to transmit avatar names and active group in object packets + Construct a new instance of the AvatarUpdateEventArgs class + The simulator the packet originated from + The data + The simulator time dilation + The avatar was not in the dictionary before this update - - + + Get the simulator the object originated from - - + + Get the data - - + + Get the simulator time dilation - - + + true if the did not exist in the dictionary before this update (always true if avatar tracking has been disabled) - - + + Provides additional primitive data for the event + The event occurs when the simulator sends + an containing additional details for a Primitive, Foliage data or Attachment data + The event is also raised when a request is + made. + + + The following code example uses the , and + + properties to display new attachments and send a request for additional properties containing the name of the + attachment then display it on the window. + + // Subscribe to the event that provides additional primitive details + Client.Objects.ObjectProperties += Objects_ObjectProperties; + + // handle the properties data that arrives + private void Objects_ObjectProperties(object sender, ObjectPropertiesEventArgs e) + { + Console.WriteLine("Primitive Properties: {0} Name is {1}", e.Properties.ObjectID, e.Properties.Name); + } + + - + - Constructor that takes all the fields as parameters + Construct a new instance of the ObjectPropertiesEventArgs class - - - - - + The simulator the object is located + The primitive Properties - + + Get the simulator the object is located + + + Get the primitive properties + + + Provides additional primitive data for the event + The event occurs when the simulator sends + an containing additional details for a Primitive or Foliage data that is currently + being tracked in the dictionary + The event is also raised when a request is + made and is enabled + + + - Constructor that takes a single line from a NameValue field - - + Construct a new instance of the ObjectPropertiesUpdatedEvenrArgs class + + The simulator the object is located + The Primitive + The primitive Properties - - Type of the value + + Get the simulator the object is located - - Unknown + + Get the primitive details - - String value + + Get the primitive properties - - + + Provides additional primitive data, permissions and sale info for the event + The event occurs when the simulator sends + an containing additional details for a Primitive, Foliage data or Attachment. This includes + Permissions, Sale info, and other basic details on an object + The event is also raised when a request is + made, the viewer equivalent is hovering the mouse cursor over an object + - - + + Get the simulator the object is located - + - + - - Deprecated + + Provides primitive data containing updated location, velocity, rotation, textures for the event + The event occurs when the simulator sends updated location, velocity, rotation, etc + - - String value, but designated as an asset + + Get the simulator the object is located - + + Get the primitive details + + - + + + + - + + Get the simulator the object is located + + + Get the primitive details + + - + - + + + + - - + + Provides notification when an Avatar, Object or Attachment is DeRezzed or moves out of the avatars view for the + event + + + Get the simulator the object is located + + + The LocalID of the object - + - + Provides updates sit position data - - - - - + + Get the simulator the object is located - + - + - + - + - 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 + - + + Get the simulator the object is located + + - - - Default constructor, initialize the bit packer / bit unpacker - with a byte array and starting position - - Byte array to pack bits in to or unpack from - Starting position in the byte array + + - - - Pack a floating point value in to the data - - Floating point value to pack + + - + - Pack part or all of an integer in to the data + Indicates if the operation was successful - Integer containing the data to pack - Number of bits of the integer to pack - + - Pack part or all of an unsigned integer in to the data + Media version string - Unsigned integer containing the data to pack - Number of bits of the integer to pack - + - + Array of media entries indexed by face number - - - - - + - - + - - - Unpacking a floating point value from the data - - Unpacked floating point value - - - - Unpack a variable number of bits from the data in to integer format - - Number of bits to unpack - An integer containing the unpacked bits - This function is only useful up to 32 bits - - - - Unpack a variable number of bits from the data in to unsigned - integer format - - Number of bits to unpack - An unsigned integer containing the unpacked bits - This function is only useful up to 32 bits - - + - Unpack a 16-bit signed integer + De-serialization constructor for the InventoryNode Class - 16-bit signed integer - + - Unpack a 16-bit unsigned integer + Serialization handler for the InventoryNode Class - 16-bit unsigned integer - + - Unpack a 32-bit signed integer + De-serialization handler for the InventoryNode Class - 32-bit signed integer - + - Unpack a 32-bit unsigned integer + - 32-bit unsigned integer + - + - + - - - Represents a single Voice Session to the Vivox service. - + + - - - Close this session. - + + - + - Look up an existing Participants in this session + For inventory folder nodes specifies weather the folder needs to be + refreshed from the server - - @@ -23528,1424 +23381,1646 @@ Packet end position - - - Represents a string of characters encoded with specific formatting properties - + + = - - A text string containing main text of the notecard + + Number of times we've received an unknown CAPS exception in series. - - List of s embedded on the notecard + + For exponential backoff on error. - - Construct an Asset of type Notecard + + X position of this patch - + + Y position of this patch + + + A 16x16 array of floats holding decompressed layer data + + - Construct an Asset object of type Notecard + Creates a LayerData packet for compressed land data given a full + simulator heightmap and an array of indices of patches to compress - A unique specific to this asset - A byte array containing the raw asset data + 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 + - + - Construct an Asset object of type Notecard + Add a patch of terrain to a BitPacker - A text string containing the main body text of the notecard + 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 - + - Encode the raw contents of a string with the specific Linden Text properties + Checks the instance back into the object pool - + - Decode the raw asset data including the Linden Text properties + Returns an instance of the class that has been checked out of the Object Pool. - true if the AssetData was successfully decoded - - Override the base classes AssetType + + Describes tasks returned in LandStatReply + + + + Estate level administration and utilities + + + + Textures for each of the four terrain height levels + + + Upper/lower texture boundaries for each corner of the sim + + + + Constructor for EstateTools class + + + + + The event subscribers. null if no subcribers + + + Raises the TopCollidersReply event + A TopCollidersReplyEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the TopScriptsReply event + A TopScriptsReplyEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the EstateUsersReply event + A EstateUsersReplyEventArgs object containing the + data returned from the data server + + + Thread sync lock object + + + The event subscribers. null if no subcribers + + + Raises the EstateGroupsReply event + A EstateGroupsReplyEventArgs object containing the + data returned from the data server + + + Thread sync lock object - - - - + + The event subscribers. null if no subcribers - - - An instance of DelegateWrapper which calls InvokeWrappedDelegate, - which in turn calls the DynamicInvoke method of the wrapped - delegate - + + Raises the EstateManagersReply event + A EstateManagersReplyEventArgs object containing the + data returned from the data server - - - Callback used to call EndInvoke on the asynchronously - invoked DelegateWrapper - + + Thread sync lock object - - - Executes the specified delegate with the specified arguments - asynchronously on a thread pool thread - - - + + The event subscribers. null if no subcribers - - - Invokes the wrapped delegate synchronously - - - + + Raises the EstateBansReply event + A EstateBansReplyEventArgs object containing the + data returned from the data server - - - Calls EndInvoke on the wrapper and Close on the resulting WaitHandle - to prevent resource leaks - - + + Thread sync lock object - - - Delegate to wrap another delegate and its arguments - - - + + The event subscribers. null if no subcribers - - - - + + Raises the EstateCovenantReply event + A EstateCovenantReplyEventArgs object containing the + data returned from the data server - - - - + + Thread sync lock object - - - - + + The event subscribers. null if no subcribers - - - - + + Raises the EstateUpdateInfoReply event + A EstateUpdateInfoReplyEventArgs object containing the + data returned from the data server - - - - - - + + Thread sync lock object - + - The ObservableDictionary class is used for storing key/value pairs. It has methods for firing - events to subscribers when items are added, removed, or changed. + Requests estate information such as top scripts and colliders - Key - Value + + + + - - - A dictionary of callbacks to fire when specified action occurs - + + Requests estate settings, including estate manager and access/ban lists - - - Register a callback to be fired when an action occurs - - The action - The callback to fire + + Requests the "Top Scripts" list for the current region - - - Unregister a callback - - The action - The callback to fire + + Requests the "Top Colliders" list for the current region - + - + Set several estate specific configuration variables - - - - - Internal dictionary that this class wraps around. Do not - modify or enumerate the contents of this dictionary without locking + 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 - + - Initializes a new instance of the Class - with the specified key/value, has the default initial capacity. + Request return of objects owned by specified 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 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 - - - Initializes a new instance of the Class - with the specified key/value, With its initial capacity specified. - - Initial size of dictionary - - - // initialize a new ObservableDictionary named testDict with a string as the key and an int as the value, - // initially allocated room for 10 entries. - public ObservableDictionary<string, int> testDict = new ObservableDictionary<string, int>(10); - - + + + + - + - Try to get entry from the with specified key + Used for setting and retrieving various estate panel settings - 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); - - - + EstateOwnerMessage Method field + List of parameters to include - + - Finds the specified match. + Kick an avatar from an estate - The match. - Matched value - - - // use a delegate to find a prim in the ObjectsPrimitives ObservableDictionary - // with the ID 95683496 - uint findID = 95683496; - Primitive findPrim = sim.ObjectsPrimitives.Find( - delegate(Primitive prim) { return prim.ID == findID; }); - - - - - Find All items in an - return matching items. - a containing found items. - - Find All prims within 20 meters and store them in a List - - int radius = 20; - List<Primitive> prims = Client.Network.CurrentSim.ObjectsPrimitives.FindAll( - delegate(Primitive prim) { - Vector3 pos = prim.Position; - return ((prim.ParentID == 0) && (pos != Vector3.Zero) && (Vector3.Distance(pos, location) < radius)); - } - ); - - - - - Find All items in an - return matching keys. - a containing found keys. - - Find All keys which also exist in another dictionary - - List<UUID> matches = myDict.FindAll( - delegate(UUID id) { - return myOtherDict.ContainsKey(id); - } - ); - - - - - Check if Key exists in Dictionary - Key to check for - if found, otherwise - - - Check if Value exists in Dictionary - Value to check for - if found, otherwise + Key of Agent to remove - + - Adds the specified key to the dictionary, dictionary locking is not performed, - - - The key - The value + 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 + + - Removes the specified key, dictionary locking is not performed + Send a message dialog to everyone in an entire estate - The key. - if successful, otherwise + Message to send all users in the estate - + - Clear the contents of the dictionary + Send a message dialog to everyone in a simulator + Message to send all users in the simulator - + - Enumerator for iterating dictionary entries + Send an avatar back to their home location - + Key of avatar to send home - + - Gets the number of Key/Value pairs contained in the + Begin the region restart process - + - Indexer for the dictionary + Cancels a region restart - The key - The value - - Size of the byte array used to store raw packet data + + Estate panel "Region" tab settings - - Raw packet data buffer + + Estate panel "Debug" tab settings - - Length of the data to transmit + + Used for setting the region's terrain textures for its four height levels + + + + - - EndPoint of the remote host + + Used for setting sim terrain texture heights - + + Requests the estate covenant + + - Create an allocated UDP packet buffer for receiving a packet + 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 - + - Create an allocated UDP packet buffer for sending a packet + Teleports all users home in current Estate - 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 + Remove estate manager + Key of Agent to Remove + removes manager to this estate and all others owned by the estate owner - + - Object pool for packet buffers. This is used to allocate memory for all - incoming and outgoing packets, and zerocoding buffers for those packets - + Add estate manager + Key of Agent to Add + Add agent as manager to this estate and all others owned by the estate owner - + - Creates a new instance of the ObjectPoolBase class. Initialize MUST be called - after using this constructor. - + 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 - + - Creates a new instance of the ObjectPool Base class. + Removes an agent from the estate Allowed list + Key of Agent to Remove + Removes agent as an allowed reisdent from All estates if true + + + + + Add's a group to the estate Allowed list + Key of Group to Add + Add Group as an allowed group to All estates if true + + + + + Removes a group from the estate Allowed list + Key of Group to Remove + Removes Group as an allowed Group from All estates if true + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + + + Raised when the data server responds to a request. + + + Raised when the data server responds to a request. + + + Raised when the data server responds to a request. + + + Raised when the data server responds to a request. + + + Raised when the data server responds to a request. + + + Raised when the data server responds to a request. + + + Raised when the data server responds to a request. + + + Raised when the data server responds to a request. + + + Used in the ReportType field of a LandStatRequest + + + Used by EstateOwnerMessage packets + + + Used by EstateOwnerMessage packets + + + + - 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. - + + No flags set + + + Only return targets scripted objects + + + Only return targets objects if on others land + + + Returns target's scripted objects and objects on other parcels + + + Ground texture settings for each corner of the region + + + Used by GroundTextureHeightSettings + + + The high and low texture thresholds for each corner of the sim + + + Raised on LandStatReply when the report type is for "top colliders" + + + Construct a new instance of the TopCollidersReplyEventArgs class + The number of returned items in LandStatReply + Dictionary of Object UUIDs to tasks returned in LandStatReply + + - Forces the segment cleanup algorithm to be run. This method is intended - primarly for use from the Unit Test libraries. + The number of returned items in LandStatReply - + - Responsible for allocate 1 instance of an object that will be stored in a segment. + A Dictionary of Object UUIDs to tasks returned in LandStatReply - An instance of whatever objec the pool is pooling. - + + Raised on LandStatReply when the report type is for "top Scripts" + + + Construct a new instance of the TopScriptsReplyEventArgs class + The number of returned items in LandStatReply + Dictionary of Object UUIDs to tasks returned in LandStatReply + + - Checks in an instance of T owned by the object pool. This method is only intended to be called - by the WrappedObject class. + The number of scripts returned in LandStatReply - The segment from which the instance is checked out. - The instance of T to check back into the segment. - + - Checks an instance of T from the pool. If the pool is not sufficient to - allow the checkout, a new segment is created. + A Dictionary of Object UUIDs to tasks returned in LandStatReply - A WrappedObject around the instance of T. To check - the instance back into the segment, be sureto dispose the WrappedObject - when finished. - + + Returned, along with other info, upon a successful .RequestInfo() + + + Construct a new instance of the EstateBansReplyEventArgs class + The estate's identifier on the grid + The number of returned items in LandStatReply + User UUIDs banned + + - The total number of segments created. Intended to be used by the Unit Tests. + The identifier of the estate - + - 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 number of returned itmes - + - The minimum number of segments. When segments are reclaimed, - this number of segments will always be left alone. These - segments are allocated at startup. + List of UUIDs of Banned Users - + + Returned, along with other info, upon a successful .RequestInfo() + + + Construct a new instance of the EstateUsersReplyEventArgs class + The estate's identifier on the grid + The number of users + Allowed users UUIDs + + - The age a segment must be before it's eligible for cleanup. - This is used to prevent thrash, and typical values are in - the 5 minute range. + The identifier of the estate - + - The frequence which the cleanup thread runs. This is typically - expected to be in the 5 minute range. + The number of returned items - + - Initialize the object pool in client mode + List of UUIDs of Allowed Users - Server to connect to - - - + + Returned, along with other info, upon a successful .RequestInfo() + + + Construct a new instance of the EstateGroupsReplyEventArgs class + The estate's identifier on the grid + The number of Groups + Allowed Groups UUIDs + + - Initialize the object pool in server mode + The identifier of the estate - - - + - Returns a packet buffer with EndPoint set if the buffer is in - client mode, or with EndPoint set to null in server mode + The number of returned items - Initialized UDPPacketBuffer object - + - Default constructor + List of UUIDs of Allowed Groups - + + Returned, along with other info, upon a successful .RequestInfo() + + + Construct a new instance of the EstateManagersReplyEventArgs class + The estate's identifier on the grid + The number of Managers + Managers UUIDs + + - Check a packet buffer out of the pool + The identifier of the estate - A packet buffer object - + - + The number of returned items - 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 + List of UUIDs of the Estate's Managers - 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 + + Returned, along with other info, upon a successful .RequestInfo() - - Z axis of this coordinate frame, or Up in grid terms + + Construct a new instance of the EstateCovenantReplyEventArgs class + The Covenant ID + The timestamp + The estate's name + The Estate Owner's ID (can be a GroupID) - + - Static pre-defined animations available to all agents + The Covenant - - Agent with afraid expression on face - - - Agent aiming a bazooka (right handed) + + + The timestamp + - - Agent aiming a bow (left handed) + + + The Estate name + - - Agent aiming a hand gun (right handed) + + + The Estate Owner's ID (can be a GroupID) + - - Agent aiming a rifle (right handed) + + Returned, along with other info, upon a successful .RequestInfo() - - Agent with angry expression on face + + Construct a new instance of the EstateUpdateInfoReplyEventArgs class + The estate's name + The Estate Owners ID (can be a GroupID) + The estate's identifier on the grid + - - Agent hunched over (away) + + + The estate's name + - - Agent doing a backflip + + + The Estate Owner's ID (can be a GroupID) + - - Agent laughing while holding belly + + + The identifier of the estate on the grid + - - Agent blowing a kiss + + - - Agent with bored expression on face + + + Extract the avatar UUID encoded in a SIP URI + + + - - Agent bowing to audience + + + Permissions for control of object media + - - Agent brushing himself/herself off + + + Style of cotrols that shold be displayed to the user + - - Agent in busy mode + + + Class representing media data for a single face + - - Agent clapping hands + + Is display of the alternative image enabled - - Agent doing a curtsey bow + + Should media auto loop - - Agent crouching + + Shoule media be auto played - - Agent crouching while walking + + Auto scale media to prim face - - Agent crying + + Should viewer automatically zoom in on the face when clicked - - Agent unanimated with arms out (e.g. setting appearance) + + Should viewer interpret first click as interaction with the media + or when false should the first click be treated as zoom in commadn - - Agent re-animated after set appearance finished + + Style of controls viewer should display when + viewer media on this face - - Agent dancing + + Starting URL for the media - - Agent dancing + + Currently navigated URL - - Agent dancing + + Media height in pixes - - Agent dancing + + Media width in pixels - - Agent dancing + + Who can controls the media - - Agent dancing + + Who can interact with the media - - Agent dancing + + Is URL whitelist enabled - - Agent dancing + + Array of URLs that are whitelisted - - Agent on ground unanimated + + + Serialize to OSD + + OSDMap with the serialized data - - Agent boozing it up + + + Deserialize from OSD data + + Serialized OSD data + Deserialized object - - Agent with embarassed expression on face + + + Represents a Sound Asset + - - Agent with afraid expression on face + + Initializes a new instance of an AssetSound object - - Agent with angry expression on face + + Initializes a new instance of an AssetSound object with parameters + A unique specific to this asset + A byte array containing the raw asset data - - Agent with bored expression on face + + + TODO: Encodes a sound file + - - Agent crying + + + TODO: Decode a sound file + + true - - Agent showing disdain (dislike) for something + + Override the base classes AssetType - - Agent with embarassed expression on face + + + Represents an AssetScriptBinary object containing the + LSO compiled bytecode of an LSL script + - - Agent with frowning expression on face + + Initializes a new instance of an AssetScriptBinary object - - Agent with kissy face + + Initializes a new instance of an AssetScriptBinary object with parameters + A unique specific to this asset + A byte array containing the raw asset data - - Agent expressing laughgter + + + TODO: Encodes a scripts contents into a LSO Bytecode file + - - Agent with open mouth + + + TODO: Decode LSO Bytecode into a string + + true - - Agent with repulsed expression on face + + Override the base classes AssetType - - Agent expressing sadness + + + Simulator (region) properties + - - Agent shrugging shoulders + + No flags set - - Agent with a smile + + Agents can take damage and be killed - - Agent expressing surprise + + Landmarks can be created here - - Agent sticking tongue out + + Home position can be set in this sim - - Agent with big toothy smile + + Home position is reset when an agent teleports away - - Agent winking + + Sun does not move - - Agent expressing worry + + No object, land, etc. taxes - - Agent falling down + + Disable heightmap alterations (agents can still plant + foliage) - - Agent walking (feminine version) + + Land cannot be released, sold, or purchased - - Agent wagging finger (disapproval) + + All content is wiped nightly - - I'm not sure I want to know + + Unknown: Related to the availability of an overview world map tile.(Think mainland images when zoomed out.) - - Agent in superman position + + Unknown: Related to region debug flags. Possibly to skip processing of agent interaction with world. - - Agent in superman position + + Region does not update agent prim interest lists. Internal debugging option. - - Agent greeting another + + No collision detection for non-agent objects - - Agent holding bazooka (right handed) + + No scripts are ran - - Agent holding a bow (left handed) + + All physics processing is turned off - - Agent holding a handgun (right handed) + + Region can be seen from other regions on world map. (Legacy world map option?) - - Agent holding a rifle (right handed) + + Region can be seen from mainland on world map. (Legacy world map option?) - - Agent throwing an object (right handed) + + Agents not explicitly on the access list can visit the region. - - Agent in static hover + + Traffic calculations are not run across entire region, overrides parcel settings. - - Agent hovering downward + + Flight is disabled (not currently enforced by the sim) - - Agent hovering upward + + Allow direct (p2p) teleporting - - Agent being impatient + + Estate owner has temporarily disabled scripting - - Agent jumping + + Restricts the usage of the LSL llPushObject function, applies to whole region. - - Agent jumping with fervor + + Deny agents with no payment info on file - - Agent point to lips then rear end + + Deny agents with payment info on file - - Agent landing from jump, finished flight, etc + + Deny agents who have made a monetary transaction - - Agent laughing + + Parcels within the region may be joined or divided by anyone, not just estate owners/managers. - - Agent landing from jump, finished flight, etc + + Abuse reports sent from within this region are sent to the estate owner defined email. - - Agent sitting on a motorcycle + + Region is Voice Enabled - - + + Removes the ability from parcel owners to set their parcels to show in search. - - Agent moving head side to side + + Deny agents who have not been age verified from entering the region. - - Agent moving head side to side with unhappy expression + + + Access level for a simulator + - - Agent taunting another + + Unknown or invalid access level - - + + Trial accounts allowed - - Agent giving peace sign + + PG rating - - Agent pointing at self + + Mature rating - - Agent pointing at another + + Adult rating - - Agent preparing for jump (bending knees) + + Simulator is offline - - Agent punching with left hand + + Simulator does not exist - - Agent punching with right hand + + + + - - Agent acting repulsed + + A public reference to the client that this Simulator object + is attached to - - Agent trying to be Chuck Norris + + A Unique Cache identifier for this simulator - - Rocks, Paper, Scissors 1, 2, 3 + + The capabilities for this simulator - - Agent with hand flat over other hand + + - - Agent with fist over other hand + + The current version of software this simulator is running - - Agent with two fingers spread over other hand + + - - Agent running + + A 64x64 grid of parcel coloring values. The values stored + in this array are of the type - - 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 + + true if your agent has Estate Manager rights on this region - - Agent standing + + - - Agent standing + + - - Agent stretching + + - - Agent in stride (fast walk) + + Statistics information for this simulator and the + connection to the simulator, calculated by the simulator itself + and the library - - Agent surfing + + The regions Unique ID - - Agent acting surprised + + The physical data center the simulator is located + Known values are: + + Dallas + Chandler + SF + + - - Agent striking with a sword + + The CPU Class of the simulator + Most full mainland/estate sims appear to be 5, + Homesteads and Openspace appear to be 501 - - Agent talking (lips moving) + + The number of regions sharing the same CPU as this one + "Full Sims" appear to be 1, Homesteads appear to be 4 - - Agent throwing a tantrum + + The billing product name + Known values are: + + Mainland / Full Region (Sku: 023) + Estate / Full Region (Sku: 024) + Estate / Openspace (Sku: 027) + Estate / Homestead (Sku: 029) + Mainland / Homestead (Sku: 129) (Linden Owned) + Mainland / Linden Homes (Sku: 131) + + - - Agent throwing an object (right handed) + + The billing product SKU + Known values are: + + 023 Mainland / Full Region + 024 Estate / Full Region + 027 Estate / Openspace + 029 Estate / Homestead + 129 Mainland / Homestead (Linden Owned) + 131 Linden Homes / Full Region + + - - Agent trying on a shirt + + The current sequence number for packets sent to this + simulator. Must be Interlocked before modifying. Only + useful for applications manipulating sequence numbers - - Agent turning to the left + + + A thread-safe dictionary containing avatars in a simulator + - - Agent turning to the right + + + A thread-safe dictionary containing primitives in a simulator + - - Agent typing + + + Provides access to an internal thread-safe dictionary containing parcel + information found in this simulator + - - Agent walking + + + Checks simulator parcel map to make sure it has downloaded all data successfully + + true if map is full (contains no 0's) - - Agent whispering + + Used internally to track sim disconnections - - Agent whispering with fingers in mouth + + Event that is triggered when the simulator successfully + establishes a connection - - Agent winking + + Whether this sim is currently connected or not. Hooked up + to the property Connected - - Agent winking + + Coarse locations of avatars in this simulator - - Agent worried + + AvatarPositions key representing TrackAgent target - - Agent nodding yes + + Sequence numbers of packets we've received + (for duplicate checking) - - Agent nodding yes with happy face + + Packets we sent out that need ACKs from the simulator - - Agent floating with legs and arms crossed + + Sequence number for pause/resume - - - A dictionary containing all pre-defined animations - - A dictionary containing the pre-defined animations, - where the key is the animations ID, and the value is a string - containing a name to identify the purpose of the animation + + Indicates if UDP connection to the sim is fully established - + - Throttles the network traffic for various different traffic types. - Access this class through GridClient.Throttle + + Reference to the GridClient object + IPEndPoint of the simulator + handle of the simulator - + - Default constructor, uses a default high total of 1500 KBps (1536000) + Called when this Simulator object is being destroyed - + - Constructor that decodes an existing AgentThrottle packet in to - individual values + Attempt to connect to this simulator - 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 + 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 - + - Send an AgentThrottle packet to the current server using the - current values + Initiates connection to the simulator - + - Send an AgentThrottle packet to the specified server using the - current values + Disconnect from this simulator - + - Convert the current throttle values to a byte array that can be put - in an AgentThrottle packet + Instructs the simulator to stop sending update (and possibly other) packets - 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 - - + - Constants for the archiving module + Instructs the simulator to resume sending update packets (unpause) - + - The location of the archive control file + Retrieve the terrain height at a given coordinate + Sim X coordinate, valid range is from 0 to 255 + Sim Y coordinate, valid range is from 0 to 255 + The terrain height at the given point if the + lookup was successful, otherwise 0.0f + True if the lookup was successful, otherwise false - + - Path for the assets held in an archive + Sends a packet + Packet to be sent - + - Path for the prims file + - + - Path for terrains. Technically these may be assets, but I think it's quite nice to split them out. + Returns Simulator Name as a String + - + - Path for region settings. + + - + - The character the separates the uuid from extension information in an archived asset filename + + + - + - Extensions used for asset types in the archive + Sends out pending acknowledgements + Number of ACKs sent - + - Checks the instance back into the object pool + Resend unacknowledged packets - + - Returns an instance of the class that has been checked out of the Object Pool. + Provides access to an internal thread-safe multidimensional array containing a x,y grid mapped + to each 64x64 parcel's LocalID. - - - 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 + + The IP address and port of the server - - Main grid login server + + Whether there is a working connection to the simulator or + not - - Beta grid login server + + Coarse locations of avatars in this simulator - - - InventoryManager requests inventory information on login, - GridClient initializes an Inventory store for main inventory. - + + AvatarPositions key representing TrackAgent target - + + Indicates if UDP connection to the sim is fully established + + - InventoryManager requests library information on login, - GridClient initializes an Inventory store for the library. + Simulator Statistics - - 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 + + Total number of packets sent by this simulator to this agent - - Millisecond interval between ticks, where all ACKs are - sent out and the age of unACKed packets is checked + + Total number of packets received by this simulator to this agent - - The initial size of the packet inbox, where packets are - stored before processing + + Total number of bytes sent by this simulator to this agent - - Maximum size of packet that we want to send over the wire + + Total number of bytes received by this simulator to this agent - - The maximum value of a packet sequence number before it - rolls over back to one + + Time in seconds agent has been connected to simulator - - The maximum size of the sequence number archive, used to - check for resent and/or duplicate packets + + Total number of packets that have been resent - - The relative directory where external resources are kept + + Total number of resent packets recieved - - Login server to connect to + + Total number of pings sent to this simulator by this agent - - IP Address the client will bind to + + Total number of ping replies sent to this agent by this simulator - - Use XML-RPC Login or LLSD Login, default is XML-RPC Login + + + Incoming bytes per second + + It would be nice to have this claculated on the fly, but + this is far, far easier - - Number of milliseconds before an asset transfer will time - out + + + Outgoing bytes per second + + It would be nice to have this claculated on the fly, but + this is far, far easier - - Number of milliseconds before a teleport attempt will time - out + + Time last ping was sent - - Number of milliseconds before NetworkManager.Logout() will - time out + + ID of last Ping sent - - Number of milliseconds before a CAPS call will time out - Setting this too low will cause web requests time out and - possibly retry repeatedly + + - - Number of milliseconds for xml-rpc to timeout + + - - Milliseconds before a packet is assumed lost and resent + + Current time dilation of this simulator - - Milliseconds without receiving a packet before the - connection to a simulator is assumed lost + + Current Frames per second of simulator - - Milliseconds to wait for a simulator info request through - the grid interface + + Current Physics frames per second of simulator - - Maximum number of queued ACKs to be sent before SendAcks() - is forced + + - - Network stats queue length (seconds) + + - - Enable to process packets synchronously, where all of the - callbacks for each packet must return before the next packet is - processed - This is an experimental feature and is not completely - reliable yet. Ideally it would reduce context switches and thread - overhead, but several calls currently block for a long time and - would need to be rewritten as asynchronous code before this is - feasible + + - - Enable/disable storing terrain heightmaps in the - TerrainManager + + - - Enable/disable sending periodic camera updates + + - - Enable/disable automatically setting agent appearance at - login and after sim crossing + + - - Enable/disable automatically setting the bandwidth throttle - after connecting to each simulator - The default throttle uses the equivalent of the maximum - bandwidth setting in the official client. If you do not set a - throttle your connection will by default be throttled well below - the minimum values and you may experience connection problems + + - - Enable/disable the sending of pings to monitor lag and - packet loss + + - - Should we connect to multiple sims? This will allow - viewing in to neighboring simulators and sim crossings - (Experimental) + + Total number of objects Simulator is simulating - - 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 + + Total number of Active (Scripted) objects running - - If true, when a cached object check is received from the - server the full object info will automatically be requested + + Number of agents currently in this simulator - - Whether to establish connections to HTTP capabilities - servers for simulators + + Number of agents in neighbor simulators - - Whether to decode sim stats + + Number of Active scripts running in this simulator - - 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 + + Number of downloads pending - - 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 + + Number of uploads pending - - If true, position and velocity will periodically be - interpolated (extrapolated, technically) for objects and - avatars that are being tracked by the library. This is - necessary to increase the accuracy of speed and position - estimates for simulated objects + + - - - If true, utilization statistics will be tracked. There is a minor penalty - in CPU time for enabling this option. - + + - - If true, parcel details will be stored in the - Simulator.Parcels dictionary as they are received + + Number of local uploads pending - - - If true, an incoming parcel properties reply will automatically send - a request for the parcel access list - + + Unacknowledged bytes in queue - + - if true, an incoming parcel properties reply will automatically send - a request for the traffic count. + Exception class to identify inventory exceptions - + - If true, images, and other assets downloaded from the server - will be cached in a local directory + 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. - - Path to store cached texture data + + The event subscribers, null of no subscribers - - Maximum size cached files are allowed to take on disk (bytes) + + Raises the InventoryObjectUpdated Event + A InventoryObjectUpdatedEventArgs object containing + the data sent from the simulator - - Default color used for viewer particle effects + + Thread sync lock object - - Maximum number of times to resend a failed packet + + The event subscribers, null of no subscribers - - Throttle outgoing packet rate + + Raises the InventoryObjectRemoved Event + A InventoryObjectRemovedEventArgs object containing + the data sent from the simulator - - UUID of a texture used by some viewers to indentify type of client used + + Thread sync lock object - - The maximum number of concurrent texture downloads allowed - Increasing this number will not necessarily increase texture retrieval times due to - simulator throttles + + The event subscribers, null of no subscribers - + + Raises the InventoryObjectAdded Event + A InventoryObjectAddedEventArgs object containing + the data sent from the simulator + + + Thread sync lock object + + - The Refresh timer inteval is used to set the delay between checks for stalled texture downloads + Returns the contents of the specified folder - This is a static variable which applies to all instances + A folder's UUID + The contents of the folder corresponding to folder + When folder does not exist in the inventory - + - Textures taking longer than this value will be flagged as timed out and removed from the pipeline + 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 - + - 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 + Removes the InventoryObject and all related node data from Inventory. + The InventoryObject to remove. - - Attach avatar names to log messages + + + Used to find out if Inventory contains the InventoryObject + specified by uuid. + + The UUID to check. + true if inventory contains uuid, false otherwise - - Log packet retransmission info + + + Saves the current inventory structure to a cache file + + Name of the cache file to save to - - Constructor - Reference to a GridClient object + + + 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 - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Raised when the simulator sends us data containing + ... - - Cost of uploading an asset - Read-only since this value is dynamically fetched at login + + Raised when the simulator sends us data containing + ... + + + Raised when the simulator sends us data containing + ... + + + + The root folder of this avatars inventory + + + + + The default shared library folder + - + - Registers, unregisters, and fires events generated by incoming packets + The root node of the avatars inventory - - Reference to the GridClient object + + + The root node of the default shared library + - + - Default constructor + 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. - + - Register an event handler + 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. + - Use PacketType.Default to fire this event on every - incoming packet - Packet type to register the handler for - Callback to be fired + Key + Value - + + Internal dictionary that this class wraps around. Do not + modify or enumerate the contents of this dictionary without locking + on this member + + - Unregister an event handler + Initializes a new instance of the Class + with the specified key/value, has the default initial capacity. - Packet type to unregister the handler for - Callback to be unregistered + + + // 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>(); + + - + - Fire the events registered for this packet type synchronously + Initializes a new instance of the Class + with the specified key/value, has its initial valies copied from the specified + - Incoming packet type - Incoming packet - Simulator this packet was received from + + 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); + + - + - Fire the events registered for this packet type asynchronously + Initializes a new instance of the Class + with the specified key/value, With its initial capacity specified. - Incoming packet type - Incoming packet - Simulator this packet was received from + 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); + + - + - Object that is passed to worker threads in the ThreadPool for - firing packet callbacks + 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); + + + - - Callback to fire for this packet + + + 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; }); + + - - Reference to the simulator that this packet came from + + 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)); + } + ); + + - - The packet that needs to be processed + + 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); + } + ); + + - - - Registers, unregisters, and fires events generated by the Capabilities - event queue - + + 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); + } + }); + + - - Reference to the GridClient object + + Perform an on each key of an + to perform - + - Default constructor + Perform an on each KeyValuePair of an - Reference to the GridClient object + to perform - - - 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 + + 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 + + - Unregister a previously registered capabilities handler + Adds the specified key to the dictionary, dictionary locking is not performed, + - Capability event name unregister the - handler for - Callback to unregister + The key + The value - + - Fire the events registered for this event type synchronously + Removes the specified key, dictionary locking is not performed - Capability name - Decoded event body - Reference to the simulator that - generated this event + The key. + if successful, otherwise - + - Fire the events registered for this event type asynchronously + Gets the number of Key/Value pairs contained in the - 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 + Indexer for the dictionary - - - Callback to fire for this packet - - - Name of the CAPS event - - - Strongly typed decoded data - - - Reference to the simulator that generated this event + The key + The value diff --git a/bin/OpenMetaverse.dll b/bin/OpenMetaverse.dll index 987a449..c4e4c99 100644 Binary files a/bin/OpenMetaverse.dll and b/bin/OpenMetaverse.dll differ diff --git a/bin/OpenMetaverseTypes.XML b/bin/OpenMetaverseTypes.XML index 2b428ef..c61d91a 100644 --- a/bin/OpenMetaverseTypes.XML +++ b/bin/OpenMetaverseTypes.XML @@ -4,462 +4,577 @@ OpenMetaverseTypes - - X value + + + A 128-bit Universally Unique Identifier, used throughout the Second + Life networking protocol + - - Y value + + The System.Guid object this struct wraps around - - Z value + + + Constructor that takes a string UUID representation + + A string representation of a UUID, case + insensitive and can either be hyphenated or non-hyphenated + UUID("11f8aa9c-b071-4242-836b-13b7abe0d489") - - W value + + + Constructor that takes a System.Guid object + + A Guid object that contains the unique identifier + to be represented by this UUID - + - Constructor, builds a vector from a byte array + Constructor that takes a byte array containing a UUID - Byte array containing four four-byte floats - Beginning position in the byte array + Byte array containing a 16 byte UUID + Beginning offset in the array - + - Test if this vector is equal to another vector, within a given - tolerance range + Constructor that takes an unsigned 64-bit unsigned integer to + convert to a 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 + 64-bit unsigned integer to convert to a UUID - + - IComparable.CompareTo implementation + Copy constructor + UUID to copy - + - Test if this vector is composed of all finite numbers + IComparable.CompareTo implementation - + - Builds a vector from a byte array + Assigns this UUID from 16 bytes out of a byte array - Byte array containing a 16 byte vector - Beginning position in the byte array + Byte array containing the UUID to assign this UUID to + Starting position of the UUID in the byte array - + - Returns the raw bytes for this vector + Returns a copy of the raw bytes for this UUID - A 16 byte array containing X, Y, Z, and W + A 16 byte array containing this UUID - + - Writes the raw bytes for this vector to a byte array + Writes the raw bytes for this UUID to a byte array Destination byte array Position in the destination array to start writing. Must be at least 16 bytes before the end of the array - + - Get a string representation of the vector elements with up to three - decimal digits and separated by spaces only + Calculate an LLCRC (cyclic redundancy check) for this UUID - 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 + The CRC checksum for this UUID - - A vector with a value of 0,0,1,0 + + + Create a 64-bit integer representation from the second half of this UUID + + An integer created from the last eight bytes of this UUID - - A vector with a value of 0,0,0,1 + + + Generate a UUID from a string + + A string representation of a UUID, case + insensitive and can either be hyphenated or non-hyphenated + UUID.Parse("11f8aa9c-b071-4242-836b-13b7abe0d489") - + - A three-dimensional vector with floating-point values + Generate a UUID from a string + A string representation of a UUID, case + insensitive and can either be hyphenated or non-hyphenated + Will contain the parsed UUID if successful, + otherwise null + True if the string was successfully parse, otherwise false + UUID.TryParse("11f8aa9c-b071-4242-836b-13b7abe0d489", result) - - X value + + + Combine two UUIDs together by taking the MD5 hash of a byte array + containing both UUIDs + + First UUID to combine + Second UUID to combine + The UUID product of the combination - - Y value + + + + + - - Z value + + + Return a hash code for this UUID, used by .NET for hash tables + + An integer composed of all the UUID bytes XORed together - + - Constructor, builds a vector from a byte array + Comparison function - Byte array containing three four-byte floats - Beginning position in the byte array + An object to compare to this UUID + True if the object is a UUID and both UUIDs are equal - + - Test if this vector is equal to another vector, within a given - tolerance range + Comparison function - 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 + UUID to compare to + True if the UUIDs are equal, otherwise false - + - IComparable.CompareTo implementation + Get a hyphenated string representation of this UUID + A string representation of this UUID, lowercase and + with hyphens + 11f8aa9c-b071-4242-836b-13b7abe0d489 - + - Test if this vector is composed of all finite numbers + Equals operator + First UUID for comparison + Second UUID for comparison + True if the UUIDs are byte for byte equal, otherwise false - + - Builds a vector from a byte array + Not equals operator - Byte array containing a 12 byte vector - Beginning position in the byte array + First UUID for comparison + Second UUID for comparison + True if the UUIDs are not equal, otherwise true - + - Returns the raw bytes for this vector + XOR operator - A 12 byte array containing X, Y, and Z + First UUID + Second UUID + A UUID that is a XOR combination of the two input UUIDs - + - Writes the raw bytes for this vector to a byte array + String typecasting operator - Destination byte array - Position in the destination array to start - writing. Must be at least 12 bytes before the end of the array + A UUID in string form. Case insensitive, + hyphenated or non-hyphenated + A UUID built from the string representation - + + An UUID with a value of all zeroes + + + A cache of UUID.Zero as a string to optimize a common path + + - Parse a vector from a string + Convert this matrix to euler rotations - A string representation of a 3D vector, enclosed - in arrow brackets and separated by commas + X euler angle + Y euler angle + Z euler angle - + - Calculate the rotation between two vectors + Convert this matrix to a quaternion rotation - Normalized directional vector (such as 1,0,0 for forward facing) - Normalized target vector + A quaternion representation of this rotation matrix - + - Interpolates between two vectors using a cubic equation + Construct a matrix from euler rotation values in radians + X euler angle in radians + Y euler angle in radians + Z euler angle in radians - + Get a formatted string representation of the vector A string representation of the vector - - - Get a string representation of the vector elements with up to three - decimal digits and separated by spaces only - - Raw string representation of the vector + + A 4x4 matrix containing all zeroes - + + A 4x4 identity matrix + + - Cross product between two vectors + An 8-bit color structure including an alpha channel - - A vector with a value of 0,0,0 + + Red - - A vector with a value of 1,1,1 - - - A unit vector facing forward (X axis), value 1,0,0 + + Green - - A unit vector facing left (Y axis), value 0,1,0 + + Blue - - A unit vector facing up (Z axis), value 0,0,1 + + Alpha - + - Attribute class that allows extra attributes to be attached to ENUMs + + + + + - - Text used when presenting ENUM to user + + + 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 - - Default initializer + + + 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 - - Text used when presenting ENUM to user + + + Copy constructor + + Color to copy - + - The different types of grid assets + IComparable.CompareTo implementation + Sorting ends up like this: |--Grayscale--||--Color--|. + Alpha is only used when the colors are otherwise equivalent - - Unknown asset type + + + 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 - - Texture asset, stores in JPEG2000 J2C stream format + + + 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 - - Sound asset + + + 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) - - Calling card for another avatar + + + 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 - - Link to a location in world + + + Ensures that values are in range 0-1 + - - Collection of textures and parameters that can be - worn by an avatar + + + Create an RGB color from a hue, saturation, value combination + + Hue + Saturation + Value + An fully opaque RGB color (alpha is 1.0) - - Primitive that can contain textures, sounds, - scripts and more + + + Performs linear interpolation between two colors + + Color to start at + Color to end at + Amount to interpolate + The interpolated color - - Notecard asset + + A Color4 with zero RGB values and fully opaque (alpha 1.0) - - Holds a collection of inventory items + + A Color4 with full RGB values (1.0) and fully opaque (alpha 1.0) - - Root inventory folder + + + Copy constructor + + Circular queue to copy - - Linden scripting language script + + X value - - LSO bytecode for a script + + Y value - - Uncompressed TGA texture + + Z value - - Collection of textures and shape parameters that can - be worn + + W value - - Trash folder + + + Constructor, builds a vector from a byte array + + Byte array containing four four-byte floats + Beginning position in the byte array - - Snapshot folder + + + 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 - - Lost and found folder + + + IComparable.CompareTo implementation + - - Uncompressed sound + + + Test if this vector is composed of all finite numbers + - - Uncompressed TGA non-square image, not to be used as a - texture + + + Builds a vector from a byte array + + Byte array containing a 16 byte vector + Beginning position in the byte array - - Compressed JPEG non-square image, not to be used as a - texture + + + Returns the raw bytes for this vector + + A 16 byte array containing X, Y, Z, and W - - Animation + + + 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 - - Sequence of animations, sounds, chat, and pauses + + + Get a string representation of the vector elements with up to three + decimal digits and separated by spaces only + + Raw string representation of the vector - - Simstate file + + A vector with a value of 0,0,0,0 - - Contains landmarks for favorites + + A vector with a value of 1,1,1,1 - - Asset is a link to another inventory item + + A vector with a value of 1,0,0,0 - - Asset is a link to another inventory folder + + A vector with a value of 0,1,0,0 - - Beginning of the range reserved for ensembles + + A vector with a value of 0,0,1,0 - - End of the range reserved for ensembles + + A vector with a value of 0,0,0,1 - - Folder containing inventory links to wearables and attachments - that are part of the current outfit - - - Folder containing inventory items or links to - inventory items of wearables and attachments - together make a full outfit - - - Root folder for the folders of type OutfitFolder - - - - - + - Inventory Item Types, eg Script, Notecard, Folder, etc + A three-dimensional vector with doubleing-point values - - Unknown - - - Texture - - - Sound - - - Calling Card - - - Landmark - - - Notecard - - - - - - Folder - - - - - - an LSL Script - - - - - - - - - + + X value - - + + Y value - - + + Z value - + - Item Sale Status + Constructor, builds a vector from a byte array + Byte array containing three eight-byte doubles + Beginning position in the byte array - - Not for sale - - - The original is for sale - - - Copies are for sale - - - The contents of the object are for sale - - + - Types of wearable assets + 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 - - Body shape - - - Skin textures and attributes + + + IComparable.CompareTo implementation + - - Hair + + + Test if this vector is composed of all finite numbers + - - Eyes + + + Builds a vector from a byte array + + Byte array containing a 24 byte vector + Beginning position in the byte array - - Shirt + + + Returns the raw bytes for this vector + + A 24 byte array containing X, Y, and Z - - Pants + + + Writes the raw bytes for this vector to a byte array + + Destination byte array + Position in the destination array to start + writing. Must be at least 24 bytes before the end of the array - - Shoes + + + Parse a vector from a string + + A string representation of a 3D vector, enclosed + in arrow brackets and separated by commas - - Socks + + + Interpolates between two vectors using a cubic equation + - - Jacket + + + Get a formatted string representation of the vector + + A string representation of the vector - - Gloves + + + Get a string representation of the vector elements with up to three + decimal digits and separated by spaces only + + Raw string representation of the vector - - Undershirt + + + Cross product between two vectors + - - Underpants + + A vector with a value of 0,0,0 - - Skirt + + A vector with a value of 1,1,1 - - Alpha mask to hide parts of the avatar + + A unit vector facing forward (X axis), value of 1,0,0 - - Tattoo + + A unit vector facing left (Y axis), value of 0,1,0 - - Invalid wearable asset + + A unit vector facing up (Z axis), value of 0,0,1 - + - A two-dimensional vector with floating-point values + A three-dimensional vector with floating-point values - + X value - + Y value - + + Z value + + + + Constructor, builds a vector from a byte array + + Byte array containing three four-byte floats + Beginning position in the byte array + + Test if this vector is equal to another vector, within a given tolerance range @@ -470,2127 +585,2018 @@ True if the magnitude of difference between the two vectors is less than the given tolerance, otherwise false - + - Test if this vector is composed of all finite numbers + IComparable.CompareTo implementation - + - IComparable.CompareTo implementation + Test if this vector is composed of all finite numbers - + Builds a vector from a byte array - Byte array containing two four-byte floats + Byte array containing a 12 byte vector Beginning position in the byte array - + Returns the raw bytes for this vector - An eight-byte array containing X and Y + 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 8 bytes before the end of the array + writing. Must be at least 12 bytes before the end of the array - + Parse a vector from a string - A string representation of a 2D vector, enclosed + A string representation of a 3D vector, enclosed in arrow brackets and separated by commas - + + + Calculate the rotation between two vectors + + Normalized directional vector (such as 1,0,0 for forward facing) + Normalized target vector + + Interpolates between two vectors using a cubic equation - + Get a formatted string representation of the vector A string representation of the vector - + Get a string representation of the vector elements with up to three decimal digits and separated by spaces only Raw string representation of the vector - - A vector with a value of 0,0 + + + Cross product between two vectors + - - A vector with a value of 1,1 + + A vector with a value of 0,0,0 - - A vector with a value of 1,0 + + A vector with a value of 1,1,1 - - A vector with a value of 0,1 + + A unit vector facing forward (X axis), value 1,0,0 - - - A 128-bit Universally Unique Identifier, used throughout the Second - Life networking protocol - + + A unit vector facing left (Y axis), value 0,1,0 - - The System.Guid object this struct wraps around + + A unit vector facing up (Z axis), value 0,0,1 - + + Used for converting degrees to radians + + + Used for converting radians to degrees + + - Constructor that takes a string UUID representation + Convert the first two bytes starting in the byte array in + little endian ordering to a signed short integer - A string representation of a UUID, case - insensitive and can either be hyphenated or non-hyphenated - UUID("11f8aa9c-b071-4242-836b-13b7abe0d489") + 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 that takes a System.Guid object + Convert the first two bytes starting at the given position in + little endian ordering to a signed short integer - A Guid object that contains the unique identifier - to be represented by this UUID + 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 - + - Constructor that takes a byte array containing a UUID + Convert the first four bytes starting at the given position in + little endian ordering to a signed integer - Byte array containing a 16 byte UUID - Beginning offset in the 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 - + - Constructor that takes an unsigned 64-bit unsigned integer to - convert to a UUID + Convert the first four bytes of the given array in little endian + ordering to a signed integer - 64-bit unsigned integer to convert to a UUID + An array four bytes or longer + A signed integer, will be zero if the array contains + less than four bytes - + - Copy constructor + Convert the first eight bytes of the given array in little endian + ordering to a signed long integer - UUID to copy + An array eight bytes or longer + A signed long integer, will be zero if the array contains + less than eight bytes - + - IComparable.CompareTo implementation + Convert the first eight bytes starting at the given position in + little endian ordering to a signed long integer + An array eight bytes or longer + Position to start reading the long from + A signed long integer, will be zero if a long can't be read + at the given position - + - Assigns this UUID from 16 bytes out of a byte array + Convert the first two bytes starting at the given position in + little endian ordering to an unsigned short - Byte array containing the UUID to assign this UUID to - Starting position of the UUID in the byte array + 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 - + - Returns a copy of the raw bytes for this UUID + Convert two bytes in little endian ordering to an unsigned short - A 16 byte array containing this UUID + Byte array containing the ushort + An unsigned short, will be zero if a ushort can't be + read - + - Writes the raw bytes for this UUID to a byte array + Convert the first four bytes starting at the given position in + little endian ordering to an unsigned integer - 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 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 - + - Calculate an LLCRC (cyclic redundancy check) for this UUID + Convert the first four bytes of the given array in little endian + ordering to an unsigned integer - The CRC checksum for this UUID + An array four bytes or longer + An unsigned integer, will be zero if the array contains + less than four bytes - + - Create a 64-bit integer representation from the second half of this UUID + Convert the first eight bytes of the given array in little endian + ordering to an unsigned 64-bit integer - An integer created from the last eight bytes of this UUID + An array eight bytes or longer + An unsigned 64-bit integer, will be zero if the array + contains less than eight bytes - + - Generate a UUID from a string + Convert four bytes in little endian ordering to a floating point + value - A string representation of a UUID, case - insensitive and can either be hyphenated or non-hyphenated - UUID.Parse("11f8aa9c-b071-4242-836b-13b7abe0d489") + Byte array containing a little ending floating + point value + Starting position of the floating point value in + the byte array + Single precision value - + - Generate a UUID from a string + Convert an integer to a byte array in little endian format - 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) + The integer to convert + A four byte little endian array - + - Combine two UUIDs together by taking the MD5 hash of a byte array - containing both UUIDs + Convert an integer to a byte array in big endian format - First UUID to combine - Second UUID to combine - The UUID product of the combination + 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 - + - Return a hash code for this UUID, used by .NET for hash tables + Convert a 64-bit unsigned integer to a byte array in little endian + format - An integer composed of all the UUID bytes XORed together + The value to convert + An 8 byte little endian array - + - Comparison function + Convert a floating point value to four bytes in little endian + ordering - An object to compare to this UUID - True if the object is a UUID and both UUIDs are equal + A floating point value + A four byte array containing the value in little endian + ordering - + - Comparison function + Converts an unsigned integer to a hexadecimal string - UUID to compare to - True if the UUIDs are equal, otherwise false + An unsigned integer to convert to a string + A hexadecimal string 10 characters long + 0x7fffffff - + - Get a hyphenated string representation of this UUID + Convert a variable length UTF8 byte array to a string - A string representation of this UUID, lowercase and - with hyphens - 11f8aa9c-b071-4242-836b-13b7abe0d489 + The UTF8 encoded byte array to convert + The decoded string - + - Equals operator + Converts a byte array to a string containing hexadecimal characters - First UUID for comparison - Second UUID for comparison - True if the UUIDs are byte for byte equal, otherwise false + 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 - + - Not equals operator + Converts a byte array to a string containing hexadecimal characters - First UUID for comparison - Second UUID for comparison - True if the UUIDs are not equal, otherwise true + 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 - + - XOR operator + Convert a string to a UTF8 encoded byte array - First UUID - Second UUID - A UUID that is a XOR combination of the two input UUIDs + The string to convert + A null-terminated UTF8 byte array - + - String typecasting operator + Converts a string containing hexadecimal characters to a byte array - A UUID in string form. Case insensitive, - hyphenated or non-hyphenated - A UUID built from the string representation - - - An UUID with a value of all zeroes - - - A cache of UUID.Zero as a string to optimize a common path - - - X value - - - Y value - - - Z value - - - W value + String containing hexadecimal characters + If true, gracefully handles null, empty and + uneven strings as well as stripping unconvertable characters + The converted byte array - + - Build a quaternion from normalized float values + Returns true is c is a hexadecimal digit (A-F, a-f, 0-9) - X value from -1.0 to 1.0 - Y value from -1.0 to 1.0 - Z value from -1.0 to 1.0 + Character to test + true if hex digit, false if not - + - Constructor, builds a quaternion object from a byte array + Converts 1 or 2 character string into equivalant byte value - 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. + 1 or 2 character string + byte - + - Normalizes the quaternion + Convert a float value to a byte given a minimum and maximum range + Value to convert to a byte + Minimum value range + Maximum value range + A single byte representing the original float value - + - Builds a quaternion object from a byte array + Convert a byte to a float value given a minimum and maximum range - 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. + 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 - + - Normalize this quaternion and serialize it to a byte array + Convert a byte to a float value given a minimum and maximum range - A 12 byte array containing normalized X, Y, and Z floating - point values in order using little endian byte ordering + Byte to convert to a float value + Minimum value range + Maximum value range + A float value inclusively between lower and upper - + - Writes the raw bytes for this quaternion to a byte array + Attempts to parse a floating point value from a string, using an + EN-US number format - 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 floating point number + True if the parse was successful, otherwise false - + - Convert this quaternion to euler angles + Attempts to parse a floating point value from a string, using an + EN-US number format - X euler angle - Y euler angle - Z euler angle + String to parse + Resulting floating point number + True if the parse was successful, otherwise false - + - Convert this quaternion to an angle around an axis + Tries to parse an unsigned 32-bit integer from a hexadecimal string - Unit vector describing the axis - Angle around the axis, in radians + String to parse + Resulting integer + True if the parse was successful, otherwise false - + - Returns the conjugate (spatial inverse) of a quaternion + Returns text specified in EnumInfo attribute of the enumerator + To add the text use [EnumInfo(Text = "Some nice text here")] before declaration + of enum values + Enum value + Text representation of the enum - + - Build a quaternion from an axis and an angle of rotation around - that axis + Takes an AssetType and returns the string representation + The source + The string version of the AssetType - + - Build a quaternion from an axis and an angle of rotation around - that axis + Translate a string name of an AssetType into the proper Type - Axis of rotation - Angle of rotation + A string containing the AssetType name + The AssetType which matches the string name, or AssetType.Unknown if no match was found - + - Creates a quaternion from a vector containing roll, pitch, and yaw - in radians + Convert an InventoryType to a string - Vector representation of the euler angles in - radians - Quaternion representation of the euler angles + The to convert + A string representation of the source - + - Creates a quaternion from roll, pitch, and yaw euler angles in - radians + Convert a string into a valid InventoryType - X angle in radians - Y angle in radians - Z angle in radians - Quaternion representation of the euler angles + A string representation of the InventoryType to convert + A InventoryType object which matched the type - + - Conjugates and renormalizes a vector + Convert a SaleType to a string + The to convert + A string representation of the source - + - Spherical linear interpolation between two quaternions + Convert a string into a valid SaleType + A string representation of the SaleType to convert + A SaleType object which matched the type - + - Get a string representation of the quaternion elements with up to three - decimal digits and separated by spaces only + Converts a string used in LLSD to AttachmentPoint type - Raw string representation of the quaternion - - - A quaternion with a value of 0,0,0,1 + String representation of AttachmentPoint to convert + AttachmentPoint enum - + - A thread-safe lockless queue that supports multiple readers and - multiple writers + Copy a byte array + Byte array to copy + A copy of the given byte array - - Queue head - - - Queue tail - - - Queue item count - - + - Constructor + 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 - + - Enqueue an item + Unpacks two 32-bit unsigned integers from a 64-bit unsigned integer - Item to enqeue + The 64-bit input integer + The left-hand (or X) output value + The right-hand (or Y) output value - + - Try to dequeue an item + Convert an IP address object to an unsigned 32-bit integer - Dequeued item if the dequeue was successful - True if an item was successfully deqeued, otherwise false - - - Gets the current number of items in the queue. Since this - is a lockless collection this value should be treated as a close - estimate + IP address to convert + 32-bit unsigned integer holding the IP address bits - + - Provides a node container for data in a singly linked list + Gets a unix timestamp for the current time + An unsigned integer representing a unix timestamp for now - - Pointer to the next node in list - - - The data contained by the node - - + - Constructor + 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 - + - Constructor + 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 - - Used for converting degrees to radians - - - Used for converting radians to degrees - - + - Convert the first two bytes starting in the byte array in - little endian ordering to a signed short integer + Convert a native DateTime object to a UNIX timestamp - An array two bytes or longer - A signed short integer, will be zero if a short can't be - read at the given position - - - - Convert the first two bytes starting at the given position in - little endian ordering to a signed short integer - - An array two bytes or longer - Position in the array to start reading - A signed short integer, will be zero if a short can't be - read at the given position + A DateTime object you want to convert to a + timestamp + An unsigned integer representing a UNIX timestamp - + - Convert the first four bytes starting at the given position in - little endian ordering to a signed integer + Swap two values - 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 + Type of the values to swap + First value + Second value - + - Convert the first four bytes of the given array in little endian - ordering to a signed integer + Try to parse an enumeration value from a string - An array four bytes or longer - A signed integer, will be zero if the array contains - less than four bytes + Enumeration type + String value to parse + Enumeration value on success + True if the parsing succeeded, otherwise false - + - Convert the first eight bytes of the given array in little endian - ordering to a signed long integer + Swaps the high and low words in a byte. Converts aaaabbbb to bbbbaaaa - An array eight bytes or longer - A signed long integer, will be zero if the array contains - less than eight bytes + Byte to swap the words in + Byte value with the words swapped - + - Convert the first eight bytes starting at the given position in - little endian ordering to a signed long integer + Attempts to convert a string representation of a hostname or IP + address to a - 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 + Hostname to convert to an IPAddress + Converted IP address object, or null if the conversion + failed - - - Convert the first two bytes starting at the given position in - little endian ordering to an unsigned short - - Byte array containing the ushort - Position to start reading the ushort from - An unsigned short, will be zero if a ushort can't be read - at the given position + + 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 + + - Convert two bytes in little endian ordering to an unsigned short + Clamp a given value between a range - Byte array containing the ushort - An unsigned short, will be zero if a ushort can't be - read + Value to clamp + Minimum allowable value + Maximum allowable value + A value inclusively between lower and upper - + - Convert the first four bytes starting at the given position in - little endian ordering to an unsigned integer + Clamp a given value between a range - 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 + Value to clamp + Minimum allowable value + Maximum allowable value + A value inclusively between lower and upper - + - Convert the first four bytes of the given array in little endian - ordering to an unsigned integer + Clamp a given value between a range - An array four bytes or longer - An unsigned integer, will be zero if the array contains - less than four bytes + Value to clamp + Minimum allowable value + Maximum allowable value + A value inclusively between lower and upper - + - Convert the first eight bytes of the given array in little endian - ordering to an unsigned 64-bit integer + Round a floating-point value to the nearest integer - An array eight bytes or longer - An unsigned 64-bit integer, will be zero if the array - contains less than eight bytes + Floating point number to round + Integer - + - Convert four bytes in little endian ordering to a floating point - value + Test if a single precision float is a finite number - 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 + Test if a double precision float is a finite number - The integer to convert - A four byte little endian array - + - Convert an integer to a byte array in big endian format + Get the distance between two floating-point values - The integer to convert - A four byte big endian array + First value + Second value + The distance between the two values - + - Convert a 64-bit integer to a byte array in little endian format + Compute the MD5 hash for a byte array - The value to convert - An 8 byte little endian array + Byte array to compute the hash for + MD5 hash of the input data - + - Convert a 64-bit unsigned integer to a byte array in little endian - format + Compute the SHA1 hash for a byte array - The value to convert - An 8 byte little endian array + Byte array to compute the hash for + SHA1 hash of the input data - + - Convert a floating point value to four bytes in little endian - ordering + Calculate the SHA1 hash of a given string - A floating point value - A four byte array containing the value in little endian - ordering + The string to hash + The SHA1 hash as a string - + - Converts an unsigned integer to a hexadecimal string + Compute the SHA256 hash for a byte array - An unsigned integer to convert to a string - A hexadecimal string 10 characters long - 0x7fffffff + Byte array to compute the hash for + SHA256 hash of the input data - + - Convert a variable length UTF8 byte array to a string + Calculate the SHA256 hash of a given string - The UTF8 encoded byte array to convert - The decoded string + The string to hash + The SHA256 hash as a string - + - Converts a byte array to a string containing hexadecimal characters + Calculate the MD5 hash of a given string - 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 + The password to hash + An MD5 hash in string format, with $1$ prepended - + - Converts a byte array to a string containing hexadecimal characters + Calculate the MD5 hash of a given string - 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 + The string to hash + The MD5 hash as a string - + - Convert a string to a UTF8 encoded byte array + Generate a random double precision floating point value - The string to convert - A null-terminated UTF8 byte array + Random value of type double - + - Converts a string containing hexadecimal characters to a byte array + Get the current running platform - String containing hexadecimal characters - If true, gracefully handles null, empty and - uneven strings as well as stripping unconvertable characters - The converted byte array + Enumeration of the current platform we are running on - + - Returns true is c is a hexadecimal digit (A-F, a-f, 0-9) + Get the current running runtime - Character to test - true if hex digit, false if not + Enumeration of the current runtime we are running on - + - Converts 1 or 2 character string into equivalant byte value + Operating system - 1 or 2 character string - byte - - - Convert a float value to a byte given a minimum and maximum range - - Value to convert to a byte - Minimum value range - Maximum value range - A single byte representing the original float value + + Unknown - - - 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 + + Microsoft Windows - - - 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 + + Microsoft Windows CE - - - Attempts to parse a floating point value from a string, using an - EN-US number format - - String to parse - Resulting floating point number - True if the parse was successful, otherwise false + + Linux - - - Attempts to parse a floating point value from a string, using an - EN-US number format - - String to parse - Resulting floating point number - True if the parse was successful, otherwise false + + Apple OSX - + - Tries to parse an unsigned 32-bit integer from a hexadecimal string + Runtime platform - String to parse - Resulting integer - True if the parse was successful, otherwise false - - - Returns text specified in EnumInfo attribute of the enumerator - To add the text use [EnumInfo(Text = "Some nice text here")] before declaration - of enum values - - Enum value - Text representation of the enum + + .NET runtime - - - Takes an AssetType and returns the string representation - - The source - The string version of the AssetType + + Mono runtime: http://www.mono-project.com/ - + - Translate a string name of an AssetType into the proper Type + A two-dimensional vector with floating-point values - A string containing the AssetType name - The AssetType which matches the string name, or AssetType.Unknown if no match was found - - - Convert an InventoryType to a string - - The to convert - A string representation of the source + + X value - - - Convert a string into a valid InventoryType - - A string representation of the InventoryType to convert - A InventoryType object which matched the type + + Y value - + - Convert a SaleType to a string + Test if this vector is equal to another vector, within a given + tolerance range - The to convert - A string representation of the source + 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 - + - Convert a string into a valid SaleType + Test if this vector is composed of all finite numbers - A string representation of the SaleType to convert - A SaleType object which matched the type - + - Converts a string used in LLSD to AttachmentPoint type + IComparable.CompareTo implementation - String representation of AttachmentPoint to convert - AttachmentPoint enum - + - Copy a byte array + Builds a vector from a byte array - Byte array to copy - A copy of the given byte array + Byte array containing two four-byte floats + Beginning position in the byte array - + - Packs to 32-bit unsigned integers in to a 64-bit unsigned integer + Returns the raw bytes for this vector - The left-hand (or X) value - The right-hand (or Y) value - A 64-bit integer containing the two 32-bit input values + An eight-byte array containing X and Y - + - Unpacks two 32-bit unsigned integers from a 64-bit unsigned integer + Writes the raw bytes for this vector to a byte array - The 64-bit input integer - The left-hand (or X) output value - The right-hand (or Y) output value + Destination byte array + Position in the destination array to start + writing. Must be at least 8 bytes before the end of the array - + - Convert an IP address object to an unsigned 32-bit integer + Parse a vector from a string - IP address to convert - 32-bit unsigned integer holding the IP address bits + A string representation of a 2D vector, enclosed + in arrow brackets and separated by commas - + - Gets a unix timestamp for the current time + Interpolates between two vectors using a cubic equation - An unsigned integer representing a unix timestamp for now - + - Convert a UNIX timestamp to a native DateTime object + Get a formatted string representation of the vector - An unsigned integer representing a UNIX - timestamp - A DateTime object containing the same time specified in - the given timestamp + A string representation of the vector - + - Convert a UNIX timestamp to a native DateTime object + Get a string representation of the vector elements with up to three + decimal digits and separated by spaces only - A signed integer representing a UNIX - timestamp - A DateTime object containing the same time specified in - the given timestamp + Raw string representation of the vector - - - 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 + + A vector with a value of 0,0 - - - Swap two values - - Type of the values to swap - First value - Second value + + A vector with a value of 1,1 - - - 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 + + A vector with a value of 1,0 - - - Swaps the high and low words in a byte. Converts aaaabbbb to bbbbaaaa - - Byte to swap the words in - Byte value with the words swapped + + A vector with a value of 0,1 - + - Attempts to convert a string representation of a hostname or IP - address to a + Identifier code for primitive types - 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 + + None - - UNIX epoch in DateTime format + + A Primitive - - Provide a single instance of the MD5 class to avoid making - duplicate copies and handle thread safety + + A Avatar - - Provide a single instance of the SHA-1 class to avoid - making duplicate copies and handle thread safety + + Linden grass - - Provide a single instance of a random number generator - to avoid making duplicate copies and handle thread safety + + Linden tree - + + A primitive that acts as the source for a particle stream + + + A Linden tree + + - Clamp a given value between a range + Primary parameters for primitives such as Physics Enabled or Phantom - Value to clamp - Minimum allowable value - Maximum allowable value - A value inclusively between lower and upper - - - Clamp a given value between a range - - Value to clamp - Minimum allowable value - Maximum allowable value - A value inclusively between lower and upper + + Deprecated - - - Clamp a given value between a range - - Value to clamp - Minimum allowable value - Maximum allowable value - A value inclusively between lower and upper + + Whether physics are enabled for this object - - - Round a floating-point value to the nearest integer - - Floating point number to round - Integer + + - - - Test if a single precision float is a finite number - + + - - - Test if a double precision float is a finite number - + + - - - Get the distance between two floating-point values - - First value - Second value - The distance between the two values + + - - - Compute the MD5 hash for a byte array - - Byte array to compute the hash for - MD5 hash of the input data + + - - - Compute the SHA1 hash for a byte array - - Byte array to compute the hash for - SHA1 hash of the input data + + - - - Calculate the SHA1 hash of a given string - - The string to hash - The SHA1 hash as a string + + Whether this object contains an active touch script - - - Compute the SHA256 hash for a byte array - - Byte array to compute the hash for - SHA256 hash of the input data + + - - - Calculate the SHA256 hash of a given string - - The string to hash - The SHA256 hash as a string + + Whether this object can receive payments - - - Calculate the MD5 hash of a given string - - The password to hash - An MD5 hash in string format, with $1$ prepended + + Whether this object is phantom (no collisions) - - - Calculate the MD5 hash of a given string - - The string to hash - The MD5 hash as a string + + - - - Generate a random double precision floating point value - - Random value of type double + + - - - Get the current running platform - - Enumeration of the current platform we are running on + + - - - Get the current running runtime - - Enumeration of the current runtime we are running on + + - - - Operating system - + + Deprecated - - Unknown + + - - Microsoft Windows + + - - Microsoft Windows CE + + - - Linux + + Deprecated - - Apple OSX + + - - - Runtime platform - + + - - .NET runtime + + - - Mono runtime: http://www.mono-project.com/ + + - - - Copy constructor - - Circular queue to copy + + Server flag, will not be sent to clients. Specifies that + the object is destroyed when it touches a simulator edge - - - Determines the appropriate events to set, leaves the locks, and sets the events. - + + 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 - - - 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' - + + Server flag, will not be sent to clients. - - - Waits on 'waitEvent' with a timeout of 'millisceondsTimeout. - Before the wait 'numWaiters' is incremented and is restored before leaving this routine. - + + Server flag, will not be sent to client. Specifies that + the object is hovering/flying - - - Provides helper methods for parallelizing loops - + + - - - Executes a for loop in which iterations may run in parallel - - The loop will be started at this index - The loop will be terminated before this index is reached - Method body to run for each iteration of the loop + + - - - Executes a for loop in which iterations may run in parallel - - The number of concurrent execution threads to run - The loop will be started at this index - The loop will be terminated before this index is reached - Method body to run for each iteration of the loop + + - - - Executes a foreach loop in which iterations may run in parallel - - Object type that the collection wraps - An enumerable collection to iterate over - Method body to run for each object in the collection + + - + - Executes a foreach loop in which iterations may run in parallel + Sound flags for sounds attached to primitives - Object type that the collection wraps - The number of concurrent execution threads to run - An enumerable collection to iterate over - Method body to run for each object in the collection - - - Executes a series of tasks in parallel - - A series of method bodies to execute + + - - - Executes a series of tasks in parallel - - The number of concurrent execution threads to run - A series of method bodies to execute + + - - - An 8-bit color structure including an alpha channel - + + - - Red + + - - Green + + - - Blue + + - - Alpha + + - + - + Material type for a primitive - - - - - - - Builds a color from a byte array - - Byte array containing a 16 byte color - Beginning position in the byte array - True if the byte array stores inverted values, - otherwise false. For example the color black (fully opaque) inverted - would be 0xFF 0xFF 0xFF 0x00 + + - - - Returns the raw bytes for this vector - - Byte array containing a 16 byte color - Beginning position in the byte array - True if the byte array stores inverted values, - otherwise false. For example the color black (fully opaque) inverted - would be 0xFF 0xFF 0xFF 0x00 - True if the alpha value is inverted in - addition to whatever the inverted parameter is. Setting inverted true - and alphaInverted true will flip the alpha value back to non-inverted, - but keep the other color bytes inverted - A 16 byte array containing R, G, B, and A + + - - - Copy constructor - - Color to copy + + - - - IComparable.CompareTo implementation - - Sorting ends up like this: |--Grayscale--||--Color--|. - Alpha is only used when the colors are otherwise equivalent + + - - - Builds a color from a byte array - - Byte array containing a 16 byte color - Beginning position in the byte array - True if the byte array stores inverted values, - otherwise false. For example the color black (fully opaque) inverted - would be 0xFF 0xFF 0xFF 0x00 - True if the alpha value is inverted in - addition to whatever the inverted parameter is. Setting inverted true - and alphaInverted true will flip the alpha value back to non-inverted, - but keep the other color bytes inverted + + - - - Writes the raw bytes for this color to a byte array - - Destination byte array - Position in the destination array to start - writing. Must be at least 16 bytes before the end of the array + + - - - Serializes this color into four bytes in a byte array - - Destination byte array - Position in the destination array to start - writing. Must be at least 4 bytes before the end of the array - True to invert the output (1.0 becomes 0 - instead of 255) + + - - - Writes the raw bytes for this color to a byte array - - Destination byte array - Position in the destination array to start - writing. Must be at least 16 bytes before the end of the array + + - + - Ensures that values are in range 0-1 + Used in a helper function to roughly determine prim shape - + - Create an RGB color from a hue, saturation, value combination + Extra parameters for primitives, these flags are for features that have + been added after the original ObjectFlags that has all eight bits + reserved already - Hue - Saturation - Value - An fully opaque RGB color (alpha is 1.0) - - - Performs linear interpolation between two colors - - Color to start at - Color to end at - Amount to interpolate - The interpolated color + + Whether this object has flexible parameters - - A Color4 with zero RGB values and fully opaque (alpha 1.0) + + Whether this object has light parameters - - A Color4 with full RGB values (1.0) and fully opaque (alpha 1.0) + + Whether this object is a sculpted prim - + - Same as Queue except Dequeue function blocks until there is an object to return. - Note: This class does not need to be synchronized + - + + + + + + + + + + - Create new BlockingQueue. + - The System.Collections.ICollection to copy elements from - + + + + + + + + + + + + + + + + + + + + + + + + + - Create new BlockingQueue. + - The initial number of elements that the queue can contain - + + + + + + + + + + + + + + + + + + + + + + + + + + + + - Create new BlockingQueue. + - - - BlockingQueue Destructor (Close queue, resume any waiting thread). - + + + + + + + + + + + + + + + + + + + + - - - Remove all objects from the Queue. - + + + Attachment points for objects on avatar bodies + + + Both InventoryObject and InventoryAttachment types can be attached + - - - Remove all objects from the Queue, resume all dequeue threads. - + + Right hand if object was not previously attached - - - Removes and returns the object at the beginning of the Queue. - - Object in queue. + + Chest - - - Removes and returns the object at the beginning of the Queue. - - time to wait before returning - Object in queue. + + Skull - - - Removes and returns the object at the beginning of the Queue. - - time to wait before returning (in milliseconds) - Object in queue. + + Left shoulder - - - Adds an object to the end of the Queue - - Object to put in queue + + Right shoulder - - - Open Queue. - + + Left hand - - - Gets flag indicating if queue has been closed. - + + Right hand - - - A three-dimensional vector with doubleing-point values - + + Left foot - - X value + + Right foot - - Y value + + Spine - - Z value + + Pelvis - - - Constructor, builds a vector from a byte array - - Byte array containing three eight-byte doubles - Beginning position in the byte array + + Mouth - - - 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 + + Chin - - - IComparable.CompareTo implementation - + + Left ear - - - Test if this vector is composed of all finite numbers - + + Right ear - - - Builds a vector from a byte array - - Byte array containing a 24 byte vector - Beginning position in the byte array + + Left eyeball - - - Returns the raw bytes for this vector - - A 24 byte array containing X, Y, and Z + + Right eyeball - - - Writes the raw bytes for this vector to a byte array - - Destination byte array - Position in the destination array to start - writing. Must be at least 24 bytes before the end of the array + + Nose - - - Parse a vector from a string - - A string representation of a 3D vector, enclosed - in arrow brackets and separated by commas + + Right upper arm - - - Interpolates between two vectors using a cubic equation - + + Right forearm - - - Get a formatted string representation of the vector - - A string representation of the vector + + Left upper arm - - - Get a string representation of the vector elements with up to three - decimal digits and separated by spaces only - - Raw string representation of the vector + + Left forearm - - - Cross product between two vectors - + + Right hip - - A vector with a value of 0,0,0 + + Right upper leg - - A vector with a value of 1,1,1 + + Right lower leg - - A unit vector facing forward (X axis), value of 1,0,0 + + Left hip - - A unit vector facing left (Y axis), value of 0,1,0 + + Left upper leg - - A unit vector facing up (Z axis), value of 0,0,1 + + Left lower leg - - - A hierarchical token bucket for bandwidth throttling. See - http://en.wikipedia.org/wiki/Token_bucket for more information - + + Stomach - - Parent bucket to this bucket, or null if this is a root - bucket + + Left pectoral - - Size of the bucket in bytes. If zero, the bucket has - infinite capacity + + Right pectoral - - Rate that the bucket fills, in bytes per millisecond. If - zero, the bucket always remains full + + HUD Center position 2 - - Number of tokens currently in the bucket + + HUD Top-right - - Time of the last drip, in system ticks + + HUD Top - - - Default constructor - - Parent bucket if this is a child bucket, or - null if this is a root bucket - Maximum size of the bucket in bytes, or - zero if this bucket has no maximum capacity - Rate that the bucket fills, in bytes per - second. If zero, the bucket always remains full + + HUD Top-left - - - Remove a given number of tokens from the bucket - - Number of tokens to remove from the bucket - True if the requested number of tokens were removed from - the bucket, otherwise false + + HUD Center - - - 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 + + HUD Bottom-left - - - 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 + + HUD Bottom - - - 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 - + + HUD Bottom-right - + - Maximum burst rate in bytes per second. This is the maximum number - of tokens that can accumulate in the bucket at any one time + Tree foliage types - - - The speed limit of this bucket in bytes per second. This is the - number of tokens that are added to the bucket per second - - Tokens are added to the bucket any time - is called, at the granularity of - the system tick interval (typically around 15-22ms) + + Pine1 tree - - - 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 - + + Oak tree - - For thread safety + + Tropical Bush1 - - For thread safety + + Palm1 tree - - - Purges expired objects from the cache. Called automatically by the purge timer. - + + Dogwood tree - - - Convert this matrix to euler rotations - - X euler angle - Y euler angle - Z euler angle + + Tropical Bush2 - - - Convert this matrix to a quaternion rotation - - A quaternion representation of this rotation matrix + + Palm2 tree - - - Construct a matrix from euler rotation values in radians - - X euler angle in radians - Y euler angle in radians - Z euler angle in radians + + Cypress1 tree - - - Get a formatted string representation of the vector - - A string representation of the vector + + Cypress2 tree - - A 4x4 matrix containing all zeroes + + Pine2 tree - - A 4x4 identity matrix + + Plumeria - - - Identifier code for primitive types - + + Winter pinetree1 - - None + + Winter Aspen tree - - A Primitive + + Winter pinetree2 - - A Avatar + + Eucalyptus tree - - Linden grass + + Fern - - Linden tree + + Eelgrass - - A primitive that acts as the source for a particle stream + + Sea Sword - - A Linden tree + + Kelp1 plant - - - Primary parameters for primitives such as Physics Enabled or Phantom - + + Beach grass - - Deprecated + + Kelp2 plant - - Whether physics are enabled for this object + + + Grass foliage types + - + - + - + - + - + - + - - Whether this object contains an active touch script + + + Action associated with clicking on an object + - - + + Touch object - - Whether this object can receive payments + + Sit on object - - Whether this object is phantom (no collisions) + + Purchase object or contents - - + + Pay the object - - + + Open task inventory - - + + Play parcel media - - + + Open parcel media - - Deprecated + + + Same as Queue except Dequeue function blocks until there is an object to return. + Note: This class does not need to be synchronized + - - + + + Create new BlockingQueue. + + The System.Collections.ICollection to copy elements from - - + + + Create new BlockingQueue. + + The initial number of elements that the queue can contain - - + + + Create new BlockingQueue. + - - Deprecated + + + BlockingQueue Destructor (Close queue, resume any waiting thread). + + + + + Remove all objects from the Queue. + + + + + Remove all objects from the Queue, resume all dequeue threads. + + + + + Removes and returns the object at the beginning of the Queue. + + Object in queue. + + + + Removes and returns the object at the beginning of the Queue. + + time to wait before returning + Object in queue. + + + + Removes and returns the object at the beginning of the Queue. + + time to wait before returning (in milliseconds) + Object in queue. + + + + Adds an object to the end of the Queue + + Object to put in queue - - + + + Open Queue. + - - + + + Gets flag indicating if queue has been closed. + - - + + + Determines the appropriate events to set, leaves the locks, and sets the events. + - - + + + A routine for lazily creating a event outside the lock (so if errors + happen they are outside the lock and that we don't do much work + while holding a spin lock). If all goes well, reenter the lock and + set 'waitEvent' + - - Server flag, will not be sent to clients. Specifies that - the object is destroyed when it touches a simulator edge + + + Waits on 'waitEvent' with a timeout of 'millisceondsTimeout. + Before the wait 'numWaiters' is incremented and is restored before leaving this routine. + - - 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 + + For thread safety - - Server flag, will not be sent to clients. + + For thread safety - - Server flag, will not be sent to client. Specifies that - the object is hovering/flying + + + Purges expired objects from the cache. Called automatically by the purge timer. + - - + + + Attribute class that allows extra attributes to be attached to ENUMs + - - + + Text used when presenting ENUM to user - - + + Default initializer - - + + Text used when presenting ENUM to user - + - Sound flags for sounds attached to primitives + The different types of grid assets - - - - - + + Unknown asset type - - + + Texture asset, stores in JPEG2000 J2C stream format - - + + Sound asset - - + + Calling card for another avatar - - + + Link to a location in world - - + + Collection of textures and parameters that can be + worn by an avatar - - - Material type for a primitive - + + Primitive that can contain textures, sounds, + scripts and more - - + + Notecard asset - - + + Holds a collection of inventory items - - + + Root inventory folder - - + + Linden scripting language script - - + + LSO bytecode for a script - - + + Uncompressed TGA texture - - + + Collection of textures and shape parameters that can + be worn - - + + Trash folder - - - Used in a helper function to roughly determine prim shape - + + Snapshot folder - - - Extra parameters for primitives, these flags are for features that have - been added after the original ObjectFlags that has all eight bits - reserved already - + + Lost and found folder - - Whether this object has flexible parameters + + Uncompressed sound - - Whether this object has light parameters + + Uncompressed TGA non-square image, not to be used as a + texture - - Whether this object is a sculpted prim + + Compressed JPEG non-square image, not to be used as a + texture - - - - + + Animation - - + + Sequence of animations, sounds, chat, and pauses - - + + Simstate file - - + + Contains landmarks for favorites - - - - + + Asset is a link to another inventory item - - + + Asset is a link to another inventory folder - - + + Beginning of the range reserved for ensembles - - + + End of the range reserved for ensembles - - + + Folder containing inventory links to wearables and attachments + that are part of the current outfit - - + + Folder containing inventory items or links to + inventory items of wearables and attachments + together make a full outfit - - + + Root folder for the folders of type OutfitFolder - - + + Linden mesh format - + - + Inventory Item Types, eg Script, Notecard, Folder, etc - - - - - - - - + + Unknown - - + + Texture - - + + Sound - - + + Calling Card - - + + Landmark - - + + Notecard - + - - - - + + Folder - + - + + an LSL Script + + - + - + - + - + - + - - - Attachment points for objects on avatar bodies - - - Both InventoryObject and InventoryAttachment types can be attached - + + + Item Sale Status + - - Right hand if object was not previously attached + + Not for sale - - Chest + + The original is for sale - - Skull + + Copies are for sale - - Left shoulder + + The contents of the object are for sale - - Right shoulder + + + Types of wearable assets + - - Left hand + + Body shape - - Right hand + + Skin textures and attributes - - Left foot + + Hair - - Right foot + + Eyes - - Spine + + Shirt - - Pelvis + + Pants - - Mouth + + Shoes - - Chin + + Socks - - Left ear + + Jacket - - Right ear + + Gloves - - Left eyeball + + Undershirt - - Right eyeball + + Underpants - - Nose + + Skirt - - Right upper arm + + Alpha mask to hide parts of the avatar - - Right forearm + + Tattoo - - Left upper arm + + Invalid wearable asset - - Left forearm + + X value - - Right hip + + Y value - - Right upper leg + + Z value - - Right lower leg + + W value - - Left hip + + + Build a quaternion from normalized float values + + X value from -1.0 to 1.0 + Y value from -1.0 to 1.0 + Z value from -1.0 to 1.0 - - Left upper leg + + + Constructor, builds a quaternion object from a byte array + + Byte array containing four four-byte floats + Offset in the byte array to start reading at + Whether the source data is normalized or + not. If this is true 12 bytes will be read, otherwise 16 bytes will + be read. - - Left lower leg + + + Normalizes the quaternion + - - Stomach + + + Builds a quaternion object from a byte array + + The source byte array + Offset in the byte array to start reading at + Whether the source data is normalized or + not. If this is true 12 bytes will be read, otherwise 16 bytes will + be read. - - Left pectoral + + + Normalize this quaternion and serialize it to a byte array + + A 12 byte array containing normalized X, Y, and Z floating + point values in order using little endian byte ordering - - Right pectoral + + + Writes the raw bytes for this quaternion to a byte array + + Destination byte array + Position in the destination array to start + writing. Must be at least 12 bytes before the end of the array - - HUD Center position 2 + + + Convert this quaternion to euler angles + + X euler angle + Y euler angle + Z euler angle - - HUD Top-right + + + Convert this quaternion to an angle around an axis + + Unit vector describing the axis + Angle around the axis, in radians - - HUD Top + + + Returns the conjugate (spatial inverse) of a quaternion + - - HUD Top-left + + + Build a quaternion from an axis and an angle of rotation around + that axis + - - HUD Center + + + Build a quaternion from an axis and an angle of rotation around + that axis + + Axis of rotation + Angle of rotation - - HUD Bottom-left + + + Creates a quaternion from a vector containing roll, pitch, and yaw + in radians + + Vector representation of the euler angles in + radians + Quaternion representation of the euler angles - - HUD Bottom + + + Creates a quaternion from roll, pitch, and yaw euler angles in + radians + + X angle in radians + Y angle in radians + Z angle in radians + Quaternion representation of the euler angles - - HUD Bottom-right + + + Conjugates and renormalizes a vector + - + - Tree foliage types + Spherical linear interpolation between two quaternions - - Pine1 tree + + + Get a string representation of the quaternion elements with up to three + decimal digits and separated by spaces only + + Raw string representation of the quaternion - - Oak tree + + A quaternion with a value of 0,0,0,1 - - Tropical Bush1 + + + Provides helper methods for parallelizing loops + - - Palm1 tree + + + Executes a for loop in which iterations may run in parallel + + The loop will be started at this index + The loop will be terminated before this index is reached + Method body to run for each iteration of the loop - - Dogwood tree + + + Executes a for loop in which iterations may run in parallel + + The number of concurrent execution threads to run + The loop will be started at this index + The loop will be terminated before this index is reached + Method body to run for each iteration of the loop - - Tropical Bush2 + + + Executes a foreach loop in which iterations may run in parallel + + Object type that the collection wraps + An enumerable collection to iterate over + Method body to run for each object in the collection - - Palm2 tree + + + Executes a foreach loop in which iterations may run in parallel + + Object type that the collection wraps + The number of concurrent execution threads to run + An enumerable collection to iterate over + Method body to run for each object in the collection - - Cypress1 tree + + + Executes a series of tasks in parallel + + A series of method bodies to execute - - Cypress2 tree + + + Executes a series of tasks in parallel + + The number of concurrent execution threads to run + A series of method bodies to execute - - Pine2 tree + + + A hierarchical token bucket for bandwidth throttling. See + http://en.wikipedia.org/wiki/Token_bucket for more information + - - Plumeria + + Parent bucket to this bucket, or null if this is a root + bucket - - Winter pinetree1 + + Size of the bucket in bytes. If zero, the bucket has + infinite capacity - - Winter Aspen tree + + Rate that the bucket fills, in bytes per millisecond. If + zero, the bucket always remains full - - Winter pinetree2 + + Number of tokens currently in the bucket - - Eucalyptus tree + + Time of the last drip, in system ticks - - Fern + + + Default constructor + + Parent bucket if this is a child bucket, or + null if this is a root bucket + Maximum size of the bucket in bytes, or + zero if this bucket has no maximum capacity + Rate that the bucket fills, in bytes per + second. If zero, the bucket always remains full - - Eelgrass + + + Remove a given number of tokens from the bucket + + Number of tokens to remove from the bucket + True if the requested number of tokens were removed from + the bucket, otherwise false - - Sea Sword + + + 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 - - Kelp1 plant + + + 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 - - Beach grass + + + 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 + - - Kelp2 plant + + + Maximum burst rate in bytes per second. This is the maximum number + of tokens that can accumulate in the bucket at any one time + - + - Grass foliage types + The speed limit of this bucket in bytes per second. This is the + number of tokens that are added to the bucket per second + Tokens are added to the bucket any time + is called, at the granularity of + the system tick interval (typically around 15-22ms) - - + + + The number of bytes that can be sent at this moment. This is the + current number of tokens in the bucket + If this bucket has a parent bucket that does not have + enough tokens for a request, will + return false regardless of the content of this bucket + - - + + + A thread-safe lockless queue that supports multiple readers and + multiple writers + - - + + Queue head - - + + Queue tail - - + + Queue item count - - + + + Constructor + - + - Action associated with clicking on an object + Enqueue an item + Item to enqeue - - Touch object + + + Try to dequeue an item + + Dequeued item if the dequeue was successful + True if an item was successfully deqeued, otherwise false - - Sit on object + + Gets the current number of items in the queue. Since this + is a lockless collection this value should be treated as a close + estimate - - Purchase object or contents + + + Provides a node container for data in a singly linked list + - - Pay the object + + Pointer to the next node in list - - Open task inventory + + The data contained by the node - - Play parcel media + + + Constructor + - - Open parcel media + + + Constructor + diff --git a/bin/OpenMetaverseTypes.dll b/bin/OpenMetaverseTypes.dll index b02735e..ff57567 100644 Binary files a/bin/OpenMetaverseTypes.dll and b/bin/OpenMetaverseTypes.dll differ -- cgit v1.1 From 05c4e27a30e9bfa4657aac911ddbb69cafe3c9a0 Mon Sep 17 00:00:00 2001 From: Teravus Ovares (Dan Olivares) Date: Thu, 14 Oct 2010 09:57:42 -0400 Subject: * A few additional cleanup elements * At this point, I want to make sure to thank the fabulous developers of the LibOpenMetaverse library for tirelessly keeping things updated and hammering away at the protocols and providing excellent tools to figure out where things go wrong. * Special thanks to John Hurliman and Latif Khalifa for their valuable insight. --- OpenSim/Region/CoreModules/Avatar/Assets/GetMeshModule.cs | 1 + .../Avatar/Assets/NewFileAgentInventoryVariablePriceModule.cs | 5 +++++ 2 files changed, 6 insertions(+) diff --git a/OpenSim/Region/CoreModules/Avatar/Assets/GetMeshModule.cs b/OpenSim/Region/CoreModules/Avatar/Assets/GetMeshModule.cs index a090c0c..b8aed0b 100644 --- a/OpenSim/Region/CoreModules/Avatar/Assets/GetMeshModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Assets/GetMeshModule.cs @@ -113,6 +113,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Assets } #endregion + public Hashtable ProcessGetMesh(Hashtable request, UUID AgentId, Caps cap) { diff --git a/OpenSim/Region/CoreModules/Avatar/Assets/NewFileAgentInventoryVariablePriceModule.cs b/OpenSim/Region/CoreModules/Avatar/Assets/NewFileAgentInventoryVariablePriceModule.cs index 9029f58..35f054f 100644 --- a/OpenSim/Region/CoreModules/Avatar/Assets/NewFileAgentInventoryVariablePriceModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Assets/NewFileAgentInventoryVariablePriceModule.cs @@ -120,6 +120,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Assets public LLSDNewFileAngentInventoryVariablePriceReplyResponse NewAgentInventoryRequest(LLSDAssetUploadRequest llsdRequest, UUID agentID) { + + //TODO: The Mesh uploader uploads many types of content. If you're going to implement a Money based limit + // You need to be aware of this and + + //if (llsdRequest.asset_type == "texture" || // llsdRequest.asset_type == "animation" || // llsdRequest.asset_type == "sound") -- cgit v1.1 From 41ce392d9b32c343c5239b3a9fa0ef9f83b6a96f Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Thu, 14 Oct 2010 09:05:46 -0700 Subject: Added manual xml2 serialization. Rewired only save xml2, not oars yet. Seems to be generating xml's that are successfully parsed. Needs more testing. --- .../Scenes/Serialization/SceneObjectSerializer.cs | 261 +++++++++++++-------- .../Scenes/Serialization/SceneXmlLoader.cs | 8 +- 2 files changed, 164 insertions(+), 105 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs index efd5a8e..6e3b15a 100644 --- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs +++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs @@ -316,7 +316,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization m_SOPXmlProcessors.Add("FolderID", ProcessFolderID); m_SOPXmlProcessors.Add("InventorySerial", ProcessInventorySerial); m_SOPXmlProcessors.Add("TaskInventory", ProcessTaskInventory); - m_SOPXmlProcessors.Add("ObjectFlags", ProcessObjectFlags); m_SOPXmlProcessors.Add("UUID", ProcessUUID); m_SOPXmlProcessors.Add("LocalId", ProcessLocalId); m_SOPXmlProcessors.Add("Name", ProcessName); @@ -467,11 +466,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization obj.TaskInventory = ReadTaskInventory(reader, "TaskInventory"); } - private static void ProcessObjectFlags(SceneObjectPart obj, XmlTextReader reader) - { - obj.Flags = (PrimFlags)reader.ReadElementContentAsInt("ObjectFlags", String.Empty); - } - private static void ProcessUUID(SceneObjectPart obj, XmlTextReader reader) { obj.UUID = ReadUUID(reader, "UUID"); @@ -1089,7 +1083,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization sog.ForEachPart(delegate(SceneObjectPart sop) { - SOPToXml2(writer, sop, sog.RootPart); + if (sop.UUID != sog.RootPart.UUID) + SOPToXml2(writer, sop, sog.RootPart); }); writer.WriteEndElement(); @@ -1102,19 +1097,18 @@ namespace OpenSim.Region.Framework.Scenes.Serialization writer.WriteAttributeString("xmlns:xsi", "http://www.w3.org/2001/XMLSchema-instance"); writer.WriteAttributeString("xmlns:xsd", "http://www.w3.org/2001/XMLSchema"); + writer.WriteElementString("AllowedDrop", sop.AllowedDrop.ToString().ToLower()); WriteUUID(writer, "CreatorID", sop.CreatorID); WriteUUID(writer, "FolderID", sop.FolderID); - writer.WriteElementString("InventorySerial", (sop.Inventory != null) ? sop.InventorySerial.ToString() : "0"); + writer.WriteElementString("InventorySerial", sop.InventorySerial.ToString()); - // FIXME: Task inventory - writer.WriteStartElement("TaskInventory"); writer.WriteEndElement(); - - writer.WriteElementString("ObjectFlags", ((int)sop.Flags).ToString()); + WriteTaskInventory(writer, sop.TaskInventory); WriteUUID(writer, "UUID", sop.UUID); writer.WriteElementString("LocalId", sop.LocalId.ToString()); writer.WriteElementString("Name", sop.Name); - writer.WriteElementString("Material", ((int)sop.Material).ToString()); + writer.WriteElementString("Material", sop.Material.ToString()); + writer.WriteElementString("PassTouches", sop.PassTouches.ToString().ToLower()); writer.WriteElementString("RegionHandle", sop.RegionHandle.ToString()); writer.WriteElementString("ScriptAccessPin", sop.ScriptAccessPin.ToString()); @@ -1123,115 +1117,40 @@ namespace OpenSim.Region.Framework.Scenes.Serialization WriteQuaternion(writer, "RotationOffset", sop.RotationOffset); WriteVector(writer, "Velocity", sop.Velocity); - WriteVector(writer, "RotationalVelocity", Vector3.Zero); WriteVector(writer, "AngularVelocity", sop.AngularVelocity); WriteVector(writer, "Acceleration", sop.Acceleration); writer.WriteElementString("Description", sop.Description); - writer.WriteStartElement("Color"); - writer.WriteElementString("R", sop.Color.R.ToString(Utils.EnUsCulture)); - writer.WriteElementString("G", sop.Color.G.ToString(Utils.EnUsCulture)); - writer.WriteElementString("B", sop.Color.B.ToString(Utils.EnUsCulture)); - writer.WriteElementString("A", sop.Color.G.ToString(Utils.EnUsCulture)); - writer.WriteEndElement(); + if (sop.Color != null) + { + writer.WriteStartElement("Color"); + writer.WriteElementString("R", sop.Color.R.ToString(Utils.EnUsCulture)); + writer.WriteElementString("G", sop.Color.G.ToString(Utils.EnUsCulture)); + writer.WriteElementString("B", sop.Color.B.ToString(Utils.EnUsCulture)); + writer.WriteElementString("A", sop.Color.G.ToString(Utils.EnUsCulture)); + writer.WriteEndElement(); + } + writer.WriteElementString("Text", sop.Text); writer.WriteElementString("SitName", sop.SitName); writer.WriteElementString("TouchName", sop.TouchName); writer.WriteElementString("LinkNum", sop.LinkNum.ToString()); writer.WriteElementString("ClickAction", sop.ClickAction.ToString()); - writer.WriteStartElement("Shape"); - writer.WriteElementString("ProfileCurve", sop.Shape.ProfileCurve.ToString()); - - writer.WriteStartElement("TextureEntry"); - byte[] te; - if (sop.Shape.TextureEntry != null) - te = sop.Shape.TextureEntry; - else - te = Utils.EmptyBytes; - writer.WriteBase64(te, 0, te.Length); - writer.WriteEndElement(); // TextureEntry - - writer.WriteStartElement("ExtraParams"); - byte[] ep; - if (sop.Shape.ExtraParams != null) - ep = sop.Shape.ExtraParams; - else - ep = Utils.EmptyBytes; - writer.WriteBase64(ep, 0, ep.Length); - writer.WriteEndElement(); // ExtraParams - - writer.WriteElementString("PathBegin", Primitive.PackBeginCut(sop.Shape.PathBegin).ToString()); - writer.WriteElementString("PathCurve", sop.Shape.PathCurve.ToString()); - writer.WriteElementString("PathEnd", Primitive.PackEndCut(sop.Shape.PathEnd).ToString()); - writer.WriteElementString("PathRadiusOffset", Primitive.PackPathTwist(sop.Shape.PathRadiusOffset).ToString()); - writer.WriteElementString("PathRevolutions", Primitive.PackPathRevolutions(sop.Shape.PathRevolutions).ToString()); - writer.WriteElementString("PathScaleX", Primitive.PackPathScale(sop.Shape.PathScaleX).ToString()); - writer.WriteElementString("PathScaleY", Primitive.PackPathScale(sop.Shape.PathScaleY).ToString()); - writer.WriteElementString("PathShearX", ((byte)Primitive.PackPathShear(sop.Shape.PathShearX)).ToString()); - writer.WriteElementString("PathShearY", ((byte)Primitive.PackPathShear(sop.Shape.PathShearY)).ToString()); - writer.WriteElementString("PathSkew", Primitive.PackPathTwist(sop.Shape.PathSkew).ToString()); - writer.WriteElementString("PathTaperX", Primitive.PackPathTaper(sop.Shape.PathTaperX).ToString()); - writer.WriteElementString("PathTaperY", Primitive.PackPathTaper(sop.Shape.PathTaperY).ToString()); - writer.WriteElementString("PathTwist", Primitive.PackPathTwist(sop.Shape.PathTwist).ToString()); - writer.WriteElementString("PathTwistBegin", Primitive.PackPathTwist(sop.Shape.PathTwistBegin).ToString()); - writer.WriteElementString("PCode", sop.Shape.PCode.ToString()); - writer.WriteElementString("ProfileBegin", Primitive.PackBeginCut(sop.Shape.ProfileBegin).ToString()); - writer.WriteElementString("ProfileEnd", Primitive.PackEndCut(sop.Shape.ProfileEnd).ToString()); - writer.WriteElementString("ProfileHollow", Primitive.PackProfileHollow(sop.Shape.ProfileHollow).ToString()); - WriteVector(writer, "Scale", sop.Scale); - writer.WriteElementString("State", sop.Shape.State.ToString()); - - writer.WriteElementString("ProfileShape", sop.Shape.ProfileShape.ToString()); - writer.WriteElementString("HollowShape", sop.Shape.HollowShape.ToString()); - - writer.WriteElementString("SculptTexture", sop.Shape.SculptTexture.ToString()); - writer.WriteElementString("SculptType", sop.Shape.SculptType.ToString()); - writer.WriteStartElement("SculptData"); - byte[] sd; - if (sop.Shape.SculptData != null) - sd = sop.Shape.ExtraParams; - else - sd = Utils.EmptyBytes; - writer.WriteBase64(sd, 0, sd.Length); - writer.WriteEndElement(); // SculptData - - writer.WriteElementString("FlexiSoftness", sop.Shape.FlexiSoftness.ToString()); - writer.WriteElementString("FlexiTension", sop.Shape.FlexiTension.ToString()); - writer.WriteElementString("FlexiDrag", sop.Shape.FlexiDrag.ToString()); - writer.WriteElementString("FlexiGravity", sop.Shape.FlexiGravity.ToString()); - writer.WriteElementString("FlexiWind", sop.Shape.FlexiWind.ToString()); - writer.WriteElementString("FlexiForceX", sop.Shape.FlexiForceX.ToString()); - writer.WriteElementString("FlexiForceY", sop.Shape.FlexiForceY.ToString()); - writer.WriteElementString("FlexiForceZ", sop.Shape.FlexiForceZ.ToString()); - - writer.WriteElementString("LightColorR", sop.Shape.LightColorR.ToString()); - writer.WriteElementString("LightColorG", sop.Shape.LightColorG.ToString()); - writer.WriteElementString("LightColorB", sop.Shape.LightColorB.ToString()); - writer.WriteElementString("LightColorA", sop.Shape.LightColorA.ToString()); - writer.WriteElementString("LightRadius", sop.Shape.LightRadius.ToString()); - writer.WriteElementString("LightCutoff", sop.Shape.LightCutoff.ToString()); - writer.WriteElementString("LightFalloff", sop.Shape.LightFalloff.ToString()); - writer.WriteElementString("LightIntensity", sop.Shape.LightIntensity.ToString()); - - writer.WriteElementString("FlexyEntry", sop.Shape.FlexiEntry.ToString()); - writer.WriteElementString("LightEntry", sop.Shape.LightEntry.ToString()); - writer.WriteElementString("SculptEntry", sop.Shape.SculptEntry.ToString()); - - writer.WriteEndElement(); // Shape + WriteShape(writer, sop.Shape); WriteVector(writer, "Scale", sop.Scale); - writer.WriteElementString("UpdateFlag", "0"); + writer.WriteElementString("UpdateFlag", sop.UpdateFlag.ToString()); WriteQuaternion(writer, "SitTargetOrientation", sop.SitTargetOrientation); WriteVector(writer, "SitTargetPosition", sop.SitTargetPosition); WriteVector(writer, "SitTargetPositionLL", sop.SitTargetPositionLL); WriteQuaternion(writer, "SitTargetOrientationLL", sop.SitTargetOrientationLL); writer.WriteElementString("ParentID", sop.ParentID.ToString()); writer.WriteElementString("CreationDate", sop.CreationDate.ToString()); - writer.WriteElementString("Category", "0"); + writer.WriteElementString("Category", sop.Category.ToString()); writer.WriteElementString("SalePrice", sop.SalePrice.ToString()); - writer.WriteElementString("ObjectSaleType", ((int)sop.ObjectSaleType).ToString()); - writer.WriteElementString("OwnershipCost", "0"); + writer.WriteElementString("ObjectSaleType", sop.ObjectSaleType.ToString()); + writer.WriteElementString("OwnershipCost", sop.OwnershipCost.ToString()); WriteUUID(writer, "GroupID", sop.GroupID); WriteUUID(writer, "OwnerID", sop.OwnerID); WriteUUID(writer, "LastOwnerID", sop.LastOwnerID); @@ -1243,6 +1162,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization writer.WriteElementString("Flags", sop.Flags.ToString()); WriteUUID(writer, "CollisionSound", sop.CollisionSound); writer.WriteElementString("CollisionSoundVolume", sop.CollisionSoundVolume.ToString()); + if (sop.MediaUrl != null) + writer.WriteElementString("MediaUrl", sop.MediaUrl.ToString()); writer.WriteEndElement(); } @@ -1273,6 +1194,134 @@ namespace OpenSim.Region.Framework.Scenes.Serialization writer.WriteEndElement(); } + static void WriteTaskInventory(XmlTextWriter writer, TaskInventoryDictionary tinv) + { + if (tinv.Count > 0) // otherwise skip this + { + writer.WriteStartElement("TaskInventory"); + + foreach (TaskInventoryItem item in tinv.Values) + { + writer.WriteStartElement("TaskInventoryItem"); + + WriteUUID(writer, "AssetID", item.AssetID); + writer.WriteElementString("BasePermissions", item.BasePermissions.ToString()); + writer.WriteElementString("CreationDate", item.CreationDate.ToString()); + WriteUUID(writer, "CreatorID", item.CreatorID); + writer.WriteElementString("Description", item.Description); + writer.WriteElementString("EveryonePermissions", item.EveryonePermissions.ToString()); + writer.WriteElementString("Flags", item.Flags.ToString()); + WriteUUID(writer, "GroupID", item.GroupID); + writer.WriteElementString("GroupPermissions", item.GroupPermissions.ToString()); + writer.WriteElementString("InvType", item.InvType.ToString()); + WriteUUID(writer, "ItemID", item.ItemID); + WriteUUID(writer, "OldItemID", item.OldItemID); + WriteUUID(writer, "LastOwnerID", item.LastOwnerID); + writer.WriteElementString("Name", item.Name); + writer.WriteElementString("NextPermissions", item.NextPermissions.ToString()); + WriteUUID(writer, "OwnerID", item.OwnerID); + writer.WriteElementString("CurrentPermissions", item.CurrentPermissions.ToString()); + WriteUUID(writer, "ParentID", item.ParentID); + WriteUUID(writer, "ParentPartID", item.ParentPartID); + WriteUUID(writer, "PermsGranter", item.PermsGranter); + writer.WriteElementString("PermsMask", item.PermsMask.ToString()); + writer.WriteElementString("Type", item.Type.ToString()); + + writer.WriteEndElement(); // TaskInventoryItem + } + + writer.WriteEndElement(); // TaskInventory + } + } + + static void WriteShape(XmlTextWriter writer, PrimitiveBaseShape shp) + { + if (shp != null) + { + writer.WriteStartElement("Shape"); + + writer.WriteElementString("ProfileCurve", shp.ProfileCurve.ToString()); + + writer.WriteStartElement("TextureEntry"); + byte[] te; + if (shp.TextureEntry != null) + te = shp.TextureEntry; + else + te = Utils.EmptyBytes; + writer.WriteBase64(te, 0, te.Length); + writer.WriteEndElement(); // TextureEntry + + writer.WriteStartElement("ExtraParams"); + byte[] ep; + if (shp.ExtraParams != null) + ep = shp.ExtraParams; + else + ep = Utils.EmptyBytes; + writer.WriteBase64(ep, 0, ep.Length); + writer.WriteEndElement(); // ExtraParams + + writer.WriteElementString("PathBegin", shp.PathBegin.ToString()); + writer.WriteElementString("PathCurve", shp.PathCurve.ToString()); + writer.WriteElementString("PathEnd", shp.PathEnd.ToString()); + writer.WriteElementString("PathRadiusOffset", shp.PathRadiusOffset.ToString()); + writer.WriteElementString("PathRevolutions", shp.PathRevolutions.ToString()); + writer.WriteElementString("PathScaleX", shp.PathScaleX.ToString()); + writer.WriteElementString("PathScaleY", shp.PathScaleY.ToString()); + writer.WriteElementString("PathShearX", shp.PathShearX.ToString()); + writer.WriteElementString("PathShearY", shp.PathShearY.ToString()); + writer.WriteElementString("PathSkew", shp.PathSkew.ToString()); + writer.WriteElementString("PathTaperX", shp.PathTaperX.ToString()); + writer.WriteElementString("PathTaperY", shp.PathTaperY.ToString()); + writer.WriteElementString("PathTwist", shp.PathTwist.ToString()); + writer.WriteElementString("PathTwistBegin", shp.PathTwistBegin.ToString()); + writer.WriteElementString("PCode", shp.PCode.ToString()); + writer.WriteElementString("ProfileBegin", shp.ProfileBegin.ToString()); + writer.WriteElementString("ProfileEnd", shp.ProfileEnd.ToString()); + writer.WriteElementString("ProfileHollow", shp.ProfileHollow.ToString()); + writer.WriteElementString("State", shp.State.ToString()); + + writer.WriteElementString("ProfileShape", shp.ProfileShape.ToString()); + writer.WriteElementString("HollowShape", shp.HollowShape.ToString()); + + WriteUUID(writer, "SculptTexture", shp.SculptTexture); + writer.WriteElementString("SculptType", shp.SculptType.ToString()); + writer.WriteStartElement("SculptData"); + byte[] sd; + if (shp.SculptData != null) + sd = shp.ExtraParams; + else + sd = Utils.EmptyBytes; + writer.WriteBase64(sd, 0, sd.Length); + writer.WriteEndElement(); // SculptData + + writer.WriteElementString("FlexiSoftness", shp.FlexiSoftness.ToString()); + writer.WriteElementString("FlexiTension", shp.FlexiTension.ToString()); + writer.WriteElementString("FlexiDrag", shp.FlexiDrag.ToString()); + writer.WriteElementString("FlexiGravity", shp.FlexiGravity.ToString()); + writer.WriteElementString("FlexiWind", shp.FlexiWind.ToString()); + writer.WriteElementString("FlexiForceX", shp.FlexiForceX.ToString()); + writer.WriteElementString("FlexiForceY", shp.FlexiForceY.ToString()); + writer.WriteElementString("FlexiForceZ", shp.FlexiForceZ.ToString()); + + writer.WriteElementString("LightColorR", shp.LightColorR.ToString()); + writer.WriteElementString("LightColorG", shp.LightColorG.ToString()); + writer.WriteElementString("LightColorB", shp.LightColorB.ToString()); + writer.WriteElementString("LightColorA", shp.LightColorA.ToString()); + writer.WriteElementString("LightRadius", shp.LightRadius.ToString()); + writer.WriteElementString("LightCutoff", shp.LightCutoff.ToString()); + writer.WriteElementString("LightFalloff", shp.LightFalloff.ToString()); + writer.WriteElementString("LightIntensity", shp.LightIntensity.ToString()); + + writer.WriteElementString("FlexiEntry", shp.FlexiEntry.ToString().ToLower()); + writer.WriteElementString("LightEntry", shp.LightEntry.ToString().ToLower()); + writer.WriteElementString("SculptEntry", shp.SculptEntry.ToString().ToLower()); + + if (shp.Media != null) + writer.WriteElementString("Media", shp.Media.ToXml()); + + writer.WriteEndElement(); // Shape + } + } //////// Read ///////// public static bool Xml2ToSOG(XmlTextReader reader, SceneObjectGroup sog) @@ -1332,13 +1381,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization SOPXmlProcessor p = null; if (m_SOPXmlProcessors.TryGetValue(reader.Name, out p)) { + //m_log.DebugFormat("[XXX] Processing: {0}", reader.Name); try { p(obj, reader); } catch (Exception e) { - m_log.DebugFormat("[SceneObjectSerializer]: exception while parsing {0} in {1}-{2}: {3}", nodeName, obj.Name, obj.UUID, e); + m_log.DebugFormat("[SceneObjectSerializer]: exception while parsing {0}: {1}", nodeName, e); + if (reader.NodeType == XmlNodeType.EndElement) + reader.Read(); } } else @@ -1441,6 +1493,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization while (reader.NodeType != XmlNodeType.EndElement) { + //m_log.DebugFormat("[XXX] Processing: {0}", reader.Name); ShapeXmlProcessor p = null; if (m_ShapeXmlProcessors.TryGetValue(reader.Name, out p)) p(shape, reader); diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneXmlLoader.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneXmlLoader.cs index bb67ca0..c6d4e55 100644 --- a/OpenSim/Region/Framework/Scenes/Serialization/SceneXmlLoader.cs +++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneXmlLoader.cs @@ -280,6 +280,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization public static void SavePrimListToXml2(EntityBase[] entityList, TextWriter stream, Vector3 min, Vector3 max) { + XmlTextWriter writer = new XmlTextWriter(stream); + int primCount = 0; stream.WriteLine("\n"); @@ -297,10 +299,14 @@ namespace OpenSim.Region.Framework.Scenes.Serialization continue; } - stream.WriteLine(SceneObjectSerializer.ToXml2Format(g)); + //stream.WriteLine(SceneObjectSerializer.ToXml2Format(g)); + SceneObjectSerializer.SOGToXml2(writer, (SceneObjectGroup)ent); + stream.WriteLine(); + primCount++; } } + stream.WriteLine("\n"); stream.Flush(); } -- cgit v1.1 From ba247f729d80dbc01b1cc13cc46692691b4b4cb3 Mon Sep 17 00:00:00 2001 From: Melanie Date: Thu, 14 Oct 2010 11:08:10 +0100 Subject: Kill some magic numbers in the mesh upload module and change the mesh asset type from 45 to 49 to match OMV trunk --- .../Avatar/Assets/NewFileAgentInventoryVariablePriceModule.cs | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/OpenSim/Region/CoreModules/Avatar/Assets/NewFileAgentInventoryVariablePriceModule.cs b/OpenSim/Region/CoreModules/Avatar/Assets/NewFileAgentInventoryVariablePriceModule.cs index 35f054f..d644cdd 100644 --- a/OpenSim/Region/CoreModules/Avatar/Assets/NewFileAgentInventoryVariablePriceModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Assets/NewFileAgentInventoryVariablePriceModule.cs @@ -254,10 +254,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Assets item.AssetType = assType; item.InvType = inType; item.Folder = parentFolder; - item.CurrentPermissions = 2147483647; - item.BasePermissions = 2147483647; + item.CurrentPermissions = (uint)PermissionMask.All; + item.BasePermissions = (uint)PermissionMask.All; item.EveryOnePermissions = 0; - item.NextPermissions = 2147483647; + item.NextPermissions = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer); item.CreationDate = Util.UnixTimeSinceEpoch(); m_scene.AddInventoryItem(item); -- cgit v1.1 From 405935492ba360806fd47fa2053601bc98969d0d Mon Sep 17 00:00:00 2001 From: Latif Khalifa Date: Thu, 14 Oct 2010 18:08:59 +0200 Subject: Don't distroy attachments when using viewer 2.1+, strip multiple attachment data --- OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index 457e0bb..51197d2 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -228,6 +228,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments "[ATTACHMENTS MODULE]: Rezzing attachment to point {0} from item {1} for {2}", (AttachmentPoint)AttachmentPt, itemID, remoteClient.Name); + // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should + // be removed when that functionality is implemented in opensim + AttachmentPt &= 0x7f; + SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(remoteClient, itemID, AttachmentPt); if (updateInventoryStatus) -- cgit v1.1 From c148ef25a9fcb5236731e949f6c6dbf042d07ef9 Mon Sep 17 00:00:00 2001 From: Teravus Ovares (Dan Olivares) Date: Thu, 14 Oct 2010 12:23:41 -0400 Subject: * Replacing Magic numbers with Enums --- OpenSim/Region/CoreModules/Avatar/Assets/GetMeshModule.cs | 4 ++-- .../Avatar/Assets/NewFileAgentInventoryVariablePriceModule.cs | 4 ++-- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/OpenSim/Region/CoreModules/Avatar/Assets/GetMeshModule.cs b/OpenSim/Region/CoreModules/Avatar/Assets/GetMeshModule.cs index b8aed0b..36aaab3 100644 --- a/OpenSim/Region/CoreModules/Avatar/Assets/GetMeshModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Assets/GetMeshModule.cs @@ -146,7 +146,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Assets mesh = m_assetService.GetCached(meshID.ToString()); if (mesh != null) { - if (mesh.Type == (sbyte)49) //TODO: Change to AssetType.Mesh when libomv gets updated! + if (mesh.Type == (SByte)AssetType.Mesh) { responsedata["str_response_string"] = Convert.ToBase64String(mesh.Data); responsedata["content_type"] = "application/vnd.ll.mesh"; @@ -167,7 +167,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Assets mesh = m_assetService.Get(meshID.ToString()); if (mesh != null) { - if (mesh.Type == (sbyte)49) //TODO: Change to AssetType.Mesh when libomv gets updated! + if (mesh.Type == (SByte)AssetType.Mesh) { responsedata["str_response_string"] = Convert.ToBase64String(mesh.Data); responsedata["content_type"] = "application/vnd.ll.mesh"; diff --git a/OpenSim/Region/CoreModules/Avatar/Assets/NewFileAgentInventoryVariablePriceModule.cs b/OpenSim/Region/CoreModules/Avatar/Assets/NewFileAgentInventoryVariablePriceModule.cs index 35f054f..0d26036 100644 --- a/OpenSim/Region/CoreModules/Avatar/Assets/NewFileAgentInventoryVariablePriceModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Assets/NewFileAgentInventoryVariablePriceModule.cs @@ -233,8 +233,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Assets } else if (inventoryType == "mesh") { - inType = 22; // TODO: Replace with appropriate type - assType = 49;// TODO: Replace with appropriate type + inType = (sbyte)InventoryType.Mesh; + assType = (sbyte)AssetType.Mesh; } AssetBase asset; -- cgit v1.1 From 2d88394cd59d9bf747b77c242b75bd923b0bc5af Mon Sep 17 00:00:00 2001 From: dahlia Date: Thu, 14 Oct 2010 13:10:03 -0700 Subject: laying some groundwork for mesh physics --- OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 150 ++++++++++++++------------ 1 file changed, 80 insertions(+), 70 deletions(-) diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index cf57c0a..e1203ea 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs @@ -256,102 +256,112 @@ namespace OpenSim.Region.Physics.Meshing PrimMesh primMesh; PrimMesher.SculptMesh sculptMesh; - List coords; - List faces; + List coords = new List(); + List faces = new List(); Image idata = null; string decodedSculptFileName = ""; if (primShape.SculptEntry) { - if (cacheSculptMaps && primShape.SculptTexture != UUID.Zero) + if (((OpenMetaverse.SculptType)primShape.SculptType) == SculptType.Mesh) + { + // add code for mesh physics proxy generation here + m_log.Debug("[MESH]: mesh proxy generation not implemented yet "); + return null; + + } + else { - decodedSculptFileName = System.IO.Path.Combine(decodedSculptMapPath, "smap_" + primShape.SculptTexture.ToString()); - try + if (cacheSculptMaps && primShape.SculptTexture != UUID.Zero) { - if (File.Exists(decodedSculptFileName)) + decodedSculptFileName = System.IO.Path.Combine(decodedSculptMapPath, "smap_" + primShape.SculptTexture.ToString()); + try { - idata = Image.FromFile(decodedSculptFileName); + if (File.Exists(decodedSculptFileName)) + { + idata = Image.FromFile(decodedSculptFileName); + } } - } - catch (Exception e) - { - m_log.Error("[SCULPT]: unable to load cached sculpt map " + decodedSculptFileName + " " + e.Message); + catch (Exception e) + { + m_log.Error("[SCULPT]: unable to load cached sculpt map " + decodedSculptFileName + " " + e.Message); + } + //if (idata != null) + // m_log.Debug("[SCULPT]: loaded cached map asset for map ID: " + primShape.SculptTexture.ToString()); } - //if (idata != null) - // m_log.Debug("[SCULPT]: loaded cached map asset for map ID: " + primShape.SculptTexture.ToString()); - } - if (idata == null) - { - if (primShape.SculptData == null || primShape.SculptData.Length == 0) - return null; - - try + if (idata == null) { - OpenMetaverse.Imaging.ManagedImage unusedData; - OpenMetaverse.Imaging.OpenJPEG.DecodeToImage(primShape.SculptData, out unusedData, out idata); - unusedData = null; + if (primShape.SculptData == null || primShape.SculptData.Length == 0) + return null; + + try + { + OpenMetaverse.Imaging.ManagedImage unusedData; + OpenMetaverse.Imaging.OpenJPEG.DecodeToImage(primShape.SculptData, out unusedData, out idata); + unusedData = null; - //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData); + //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData); - if (cacheSculptMaps && idata != null) + if (cacheSculptMaps && idata != null) + { + try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); } + catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); } + } + } + catch (DllNotFoundException) { - try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); } - catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); } + m_log.Error("[PHYSICS]: OpenJpeg is not installed correctly on this system. Physics Proxy generation failed. Often times this is because of an old version of GLIBC. You must have version 2.4 or above!"); + return null; + } + catch (IndexOutOfRangeException) + { + m_log.Error("[PHYSICS]: OpenJpeg was unable to decode this. Physics Proxy generation failed"); + return null; + } + catch (Exception ex) + { + m_log.Error("[PHYSICS]: Unable to generate a Sculpty physics proxy. Sculpty texture decode failed: " + ex.Message); + return null; } } - catch (DllNotFoundException) - { - m_log.Error("[PHYSICS]: OpenJpeg is not installed correctly on this system. Physics Proxy generation failed. Often times this is because of an old version of GLIBC. You must have version 2.4 or above!"); - return null; - } - catch (IndexOutOfRangeException) - { - m_log.Error("[PHYSICS]: OpenJpeg was unable to decode this. Physics Proxy generation failed"); - return null; - } - catch (Exception ex) + + PrimMesher.SculptMesh.SculptType sculptType; + switch ((OpenMetaverse.SculptType)primShape.SculptType) { - m_log.Error("[PHYSICS]: Unable to generate a Sculpty physics proxy. Sculpty texture decode failed: " + ex.Message); - return null; + case OpenMetaverse.SculptType.Cylinder: + sculptType = PrimMesher.SculptMesh.SculptType.cylinder; + break; + case OpenMetaverse.SculptType.Plane: + sculptType = PrimMesher.SculptMesh.SculptType.plane; + break; + case OpenMetaverse.SculptType.Torus: + sculptType = PrimMesher.SculptMesh.SculptType.torus; + break; + case OpenMetaverse.SculptType.Sphere: + sculptType = PrimMesher.SculptMesh.SculptType.sphere; + break; + default: + sculptType = PrimMesher.SculptMesh.SculptType.plane; + break; } - } - PrimMesher.SculptMesh.SculptType sculptType; - switch ((OpenMetaverse.SculptType)primShape.SculptType) - { - case OpenMetaverse.SculptType.Cylinder: - sculptType = PrimMesher.SculptMesh.SculptType.cylinder; - break; - case OpenMetaverse.SculptType.Plane: - sculptType = PrimMesher.SculptMesh.SculptType.plane; - break; - case OpenMetaverse.SculptType.Torus: - sculptType = PrimMesher.SculptMesh.SculptType.torus; - break; - case OpenMetaverse.SculptType.Sphere: - sculptType = PrimMesher.SculptMesh.SculptType.sphere; - break; - default: - sculptType = PrimMesher.SculptMesh.SculptType.plane; - break; - } + bool mirror = ((primShape.SculptType & 128) != 0); + bool invert = ((primShape.SculptType & 64) != 0); - bool mirror = ((primShape.SculptType & 128) != 0); - bool invert = ((primShape.SculptType & 64) != 0); + sculptMesh = new PrimMesher.SculptMesh((Bitmap)idata, sculptType, (int)lod, false, mirror, invert); + + idata.Dispose(); - sculptMesh = new PrimMesher.SculptMesh((Bitmap)idata, sculptType, (int)lod, false, mirror, invert); - - idata.Dispose(); + sculptMesh.DumpRaw(baseDir, primName, "primMesh"); - sculptMesh.DumpRaw(baseDir, primName, "primMesh"); + sculptMesh.Scale(size.X, size.Y, size.Z); - sculptMesh.Scale(size.X, size.Y, size.Z); - - coords = sculptMesh.coords; - faces = sculptMesh.faces; + coords = sculptMesh.coords; + faces = sculptMesh.faces; + } } else { -- cgit v1.1 From b4c54765d297f258e69f239a48ec0b8fdb64d86d Mon Sep 17 00:00:00 2001 From: Latif Khalifa Date: Fri, 15 Oct 2010 03:13:24 +0200 Subject: libomv update to support headerless llsd binary deserialization needed for mesh asset decoding Signed-off-by: Teravus Ovares (Dan Olivares) --- bin/OpenMetaverse.Rendering.Meshmerizer.dll | Bin 20480 -> 20480 bytes bin/OpenMetaverse.StructuredData.XML | 28 +++++++++++++++---- bin/OpenMetaverse.StructuredData.dll | Bin 102400 -> 102400 bytes bin/OpenMetaverse.XML | 41 ++++++++++++++++++++++++++++ bin/OpenMetaverse.dll | Bin 1712128 -> 1716224 bytes bin/OpenMetaverseTypes.dll | Bin 114688 -> 114688 bytes 6 files changed, 63 insertions(+), 6 deletions(-) diff --git a/bin/OpenMetaverse.Rendering.Meshmerizer.dll b/bin/OpenMetaverse.Rendering.Meshmerizer.dll index f66a3dc..0160d21 100755 Binary files a/bin/OpenMetaverse.Rendering.Meshmerizer.dll and b/bin/OpenMetaverse.Rendering.Meshmerizer.dll differ diff --git a/bin/OpenMetaverse.StructuredData.XML b/bin/OpenMetaverse.StructuredData.XML index 2a0426c..35f2864 100644 --- a/bin/OpenMetaverse.StructuredData.XML +++ b/bin/OpenMetaverse.StructuredData.XML @@ -135,17 +135,33 @@ - + Deserializes binary LLSD - - + Serialized data + OSD containting deserialized data + + + + Deserializes binary LLSD + + Serialized data + Treat LLSD binary header as optional + OSD containting deserialized data - + Deserializes binary LLSD - - + Stream to read the data from + OSD containting deserialized data + + + + Deserializes binary LLSD + + Stream to read the data from + Treat LLSD binary header as optional + OSD containting deserialized data diff --git a/bin/OpenMetaverse.StructuredData.dll b/bin/OpenMetaverse.StructuredData.dll index 57a595c..c1e54fa 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 e8299fd..56f0c87 100644 --- a/bin/OpenMetaverse.XML +++ b/bin/OpenMetaverse.XML @@ -3497,6 +3497,13 @@ The texture assets + + + Requests download of a mesh asset + + UUID of the mesh asset + Callback when the request completes + Lets TexturePipeline class fire the progress event @@ -3573,6 +3580,13 @@ Asset UUID of the newly uploaded baked texture + + + A callback that fires upon the completition of the RequestMesh call + + Was the download successfull + Resulting mesh or null on problems + Xfer data @@ -20343,6 +20357,33 @@ Level of Detail mesh + + + Represents Mesh asset + + + + Initializes a new instance of an AssetMesh object + + + Initializes a new instance of an AssetMesh object with parameters + A unique specific to this asset + A byte array containing the raw asset data + + + + TODO: Encodes a scripts contents into a LSO Bytecode file + + + + + TODO: Decode LSO Bytecode into a string + + true + + + Override the base classes AssetType + The current status of a texture request as it moves through the pipeline or final result of a texture request. diff --git a/bin/OpenMetaverse.dll b/bin/OpenMetaverse.dll index c4e4c99..a07d64f 100644 Binary files a/bin/OpenMetaverse.dll and b/bin/OpenMetaverse.dll differ diff --git a/bin/OpenMetaverseTypes.dll b/bin/OpenMetaverseTypes.dll index ff57567..2d7a372 100644 Binary files a/bin/OpenMetaverseTypes.dll and b/bin/OpenMetaverseTypes.dll differ -- cgit v1.1 From bcdd03c1cfcfab72d6ee4199bd1232ff3a748d6e Mon Sep 17 00:00:00 2001 From: dahlia Date: Thu, 14 Oct 2010 20:25:31 -0700 Subject: more work in progress on mesh physics - still non-functional --- OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 69 ++++++++++++++++++++++++++- bin/OpenMetaverse.StructuredData.XML | 28 +++-------- prebuild.xml | 2 + 3 files changed, 75 insertions(+), 24 deletions(-) diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index e1203ea..df44be3 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs @@ -30,9 +30,11 @@ using System; using System.Collections.Generic; using OpenSim.Framework; using OpenSim.Region.Physics.Manager; -using OpenMetaverse; +using OpenMetaverse; +using OpenMetaverse.StructuredData; using System.Drawing; -using System.Drawing.Imaging; +using System.Drawing.Imaging; +using System.IO.Compression; using PrimMesher; using log4net; using Nini.Config; @@ -268,6 +270,69 @@ namespace OpenSim.Region.Physics.Meshing { // add code for mesh physics proxy generation here m_log.Debug("[MESH]: mesh proxy generation not implemented yet "); + + OSD meshOsd; + + if (primShape.SculptData.Length > 0) + { + + + m_log.Debug("[MESH]: asset data length: " + primShape.SculptData.Length.ToString()); + byte[] header = Util.StringToBytes256(""); + + ////dump to debugging file + //string filename = System.IO.Path.Combine(decodedSculptMapPath, "mesh_" + primShape.SculptTexture.ToString()); + //BinaryWriter writer = new BinaryWriter(File.Open(filename, FileMode.Create)); + //writer.Write(primShape.SculptData); + //writer.Close(); + + } + else + { + m_log.Error("[MESH]: asset data is zero length"); + return null; + } + + try + { + meshOsd = OSDParser.DeserializeLLSDBinary(primShape.SculptData, true); + } + catch (Exception e) + { + m_log.Error("[MESH]: exception decoding mesh asset: " + e.ToString()); + return null; + } + + if (meshOsd is OSDMap) + { + OSDMap map = (OSDMap)meshOsd; + //foreach (string name in map.Keys) + // m_log.Debug("[MESH]: key:" + name + " value:" + map[name].AsString()); + OSDMap physicsParms = (OSDMap)map["physics_shape"]; + int physOffset = physicsParms["offset"].AsInteger(); + int physSize = physicsParms["size"].AsInteger(); + + if (physOffset < 0 || physSize == 0) + return null; // no mesh data in asset + + m_log.Debug("[MESH]: physOffset:" + physOffset.ToString() + " physSize:" + physSize.ToString()); + //MemoryStream ms = new MemoryStream(primShape.SculptData, physOffset, physSize); + //GZipStream gzStream = new GZipStream(ms, CompressionMode.Decompress); + + //int maxSize = physSize * 5; // arbitrary guess + //byte[] readBuffer = new byte[maxSize]; + + //int bytesRead = gzStream.Read(readBuffer, 0, maxSize); + + //OSD physMeshOsd = OSDParser.DeserializeLLSDBinary(readBuffer); + + + + + + } + + //just bail out for now until mesh code is finished return null; } diff --git a/bin/OpenMetaverse.StructuredData.XML b/bin/OpenMetaverse.StructuredData.XML index 35f2864..2a0426c 100644 --- a/bin/OpenMetaverse.StructuredData.XML +++ b/bin/OpenMetaverse.StructuredData.XML @@ -135,33 +135,17 @@ - Deserializes binary LLSD - - Serialized data - OSD containting deserialized data - - - - Deserializes binary LLSD + - Serialized data - Treat LLSD binary header as optional - OSD containting deserialized data + + - Deserializes binary LLSD - - Stream to read the data from - OSD containting deserialized data - - - - Deserializes binary LLSD + - Stream to read the data from - Treat LLSD binary header as optional - OSD containting deserialized data + + diff --git a/prebuild.xml b/prebuild.xml index abe6934..cc0424a 100644 --- a/prebuild.xml +++ b/prebuild.xml @@ -587,9 +587,11 @@ ../../../../bin/ + + -- cgit v1.1 From 657ff01212672d9f787763e02d376d24d9d13052 Mon Sep 17 00:00:00 2001 From: Teravus Ovares (Dan Olivares) Date: Thu, 14 Oct 2010 23:32:33 -0400 Subject: one more silly line ending thing.... *If you have problems, fetch the tree and rebase. --- OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 142 +++++++++++++------------- 1 file changed, 71 insertions(+), 71 deletions(-) diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index df44be3..3e3a0f0 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs @@ -30,10 +30,10 @@ using System; using System.Collections.Generic; using OpenSim.Framework; using OpenSim.Region.Physics.Manager; -using OpenMetaverse; +using OpenMetaverse; using OpenMetaverse.StructuredData; using System.Drawing; -using System.Drawing.Imaging; +using System.Drawing.Imaging; using System.IO.Compression; using PrimMesher; using log4net; @@ -266,75 +266,75 @@ namespace OpenSim.Region.Physics.Meshing if (primShape.SculptEntry) { - if (((OpenMetaverse.SculptType)primShape.SculptType) == SculptType.Mesh) - { - // add code for mesh physics proxy generation here - m_log.Debug("[MESH]: mesh proxy generation not implemented yet "); - - OSD meshOsd; - - if (primShape.SculptData.Length > 0) - { - - - m_log.Debug("[MESH]: asset data length: " + primShape.SculptData.Length.ToString()); - byte[] header = Util.StringToBytes256(""); - - ////dump to debugging file - //string filename = System.IO.Path.Combine(decodedSculptMapPath, "mesh_" + primShape.SculptTexture.ToString()); - //BinaryWriter writer = new BinaryWriter(File.Open(filename, FileMode.Create)); - //writer.Write(primShape.SculptData); - //writer.Close(); - - } - else - { - m_log.Error("[MESH]: asset data is zero length"); - return null; - } - - try - { - meshOsd = OSDParser.DeserializeLLSDBinary(primShape.SculptData, true); - } - catch (Exception e) - { - m_log.Error("[MESH]: exception decoding mesh asset: " + e.ToString()); - return null; - } - - if (meshOsd is OSDMap) - { - OSDMap map = (OSDMap)meshOsd; - //foreach (string name in map.Keys) - // m_log.Debug("[MESH]: key:" + name + " value:" + map[name].AsString()); - OSDMap physicsParms = (OSDMap)map["physics_shape"]; - int physOffset = physicsParms["offset"].AsInteger(); - int physSize = physicsParms["size"].AsInteger(); - - if (physOffset < 0 || physSize == 0) - return null; // no mesh data in asset - - m_log.Debug("[MESH]: physOffset:" + physOffset.ToString() + " physSize:" + physSize.ToString()); - //MemoryStream ms = new MemoryStream(primShape.SculptData, physOffset, physSize); - //GZipStream gzStream = new GZipStream(ms, CompressionMode.Decompress); - - //int maxSize = physSize * 5; // arbitrary guess - //byte[] readBuffer = new byte[maxSize]; - - //int bytesRead = gzStream.Read(readBuffer, 0, maxSize); - - //OSD physMeshOsd = OSDParser.DeserializeLLSDBinary(readBuffer); - - - - - - } - - //just bail out for now until mesh code is finished - return null; - + if (((OpenMetaverse.SculptType)primShape.SculptType) == SculptType.Mesh) + { + // add code for mesh physics proxy generation here + m_log.Debug("[MESH]: mesh proxy generation not implemented yet "); + + OSD meshOsd; + + if (primShape.SculptData.Length > 0) + { + + + m_log.Debug("[MESH]: asset data length: " + primShape.SculptData.Length.ToString()); + byte[] header = Util.StringToBytes256(""); + + ////dump to debugging file + //string filename = System.IO.Path.Combine(decodedSculptMapPath, "mesh_" + primShape.SculptTexture.ToString()); + //BinaryWriter writer = new BinaryWriter(File.Open(filename, FileMode.Create)); + //writer.Write(primShape.SculptData); + //writer.Close(); + + } + else + { + m_log.Error("[MESH]: asset data is zero length"); + return null; + } + + try + { + meshOsd = OSDParser.DeserializeLLSDBinary(primShape.SculptData, true); + } + catch (Exception e) + { + m_log.Error("[MESH]: exception decoding mesh asset: " + e.ToString()); + return null; + } + + if (meshOsd is OSDMap) + { + OSDMap map = (OSDMap)meshOsd; + //foreach (string name in map.Keys) + // m_log.Debug("[MESH]: key:" + name + " value:" + map[name].AsString()); + OSDMap physicsParms = (OSDMap)map["physics_shape"]; + int physOffset = physicsParms["offset"].AsInteger(); + int physSize = physicsParms["size"].AsInteger(); + + if (physOffset < 0 || physSize == 0) + return null; // no mesh data in asset + + m_log.Debug("[MESH]: physOffset:" + physOffset.ToString() + " physSize:" + physSize.ToString()); + //MemoryStream ms = new MemoryStream(primShape.SculptData, physOffset, physSize); + //GZipStream gzStream = new GZipStream(ms, CompressionMode.Decompress); + + //int maxSize = physSize * 5; // arbitrary guess + //byte[] readBuffer = new byte[maxSize]; + + //int bytesRead = gzStream.Read(readBuffer, 0, maxSize); + + //OSD physMeshOsd = OSDParser.DeserializeLLSDBinary(readBuffer); + + + + + + } + + //just bail out for now until mesh code is finished + return null; + } else { -- cgit v1.1 From 0308982c58c16bfa005a401d0345b2e58b759c44 Mon Sep 17 00:00:00 2001 From: Teravus Ovares (Dan Olivares) Date: Thu, 14 Oct 2010 23:32:33 -0400 Subject: one more silly line ending thing.... *If you have problems, fetch the tree and rebase. Signed-off-by: Teravus Ovares (Dan Olivares) --- OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 142 +++++++++++++------------- 1 file changed, 71 insertions(+), 71 deletions(-) diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index df44be3..3e3a0f0 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs @@ -30,10 +30,10 @@ using System; using System.Collections.Generic; using OpenSim.Framework; using OpenSim.Region.Physics.Manager; -using OpenMetaverse; +using OpenMetaverse; using OpenMetaverse.StructuredData; using System.Drawing; -using System.Drawing.Imaging; +using System.Drawing.Imaging; using System.IO.Compression; using PrimMesher; using log4net; @@ -266,75 +266,75 @@ namespace OpenSim.Region.Physics.Meshing if (primShape.SculptEntry) { - if (((OpenMetaverse.SculptType)primShape.SculptType) == SculptType.Mesh) - { - // add code for mesh physics proxy generation here - m_log.Debug("[MESH]: mesh proxy generation not implemented yet "); - - OSD meshOsd; - - if (primShape.SculptData.Length > 0) - { - - - m_log.Debug("[MESH]: asset data length: " + primShape.SculptData.Length.ToString()); - byte[] header = Util.StringToBytes256(""); - - ////dump to debugging file - //string filename = System.IO.Path.Combine(decodedSculptMapPath, "mesh_" + primShape.SculptTexture.ToString()); - //BinaryWriter writer = new BinaryWriter(File.Open(filename, FileMode.Create)); - //writer.Write(primShape.SculptData); - //writer.Close(); - - } - else - { - m_log.Error("[MESH]: asset data is zero length"); - return null; - } - - try - { - meshOsd = OSDParser.DeserializeLLSDBinary(primShape.SculptData, true); - } - catch (Exception e) - { - m_log.Error("[MESH]: exception decoding mesh asset: " + e.ToString()); - return null; - } - - if (meshOsd is OSDMap) - { - OSDMap map = (OSDMap)meshOsd; - //foreach (string name in map.Keys) - // m_log.Debug("[MESH]: key:" + name + " value:" + map[name].AsString()); - OSDMap physicsParms = (OSDMap)map["physics_shape"]; - int physOffset = physicsParms["offset"].AsInteger(); - int physSize = physicsParms["size"].AsInteger(); - - if (physOffset < 0 || physSize == 0) - return null; // no mesh data in asset - - m_log.Debug("[MESH]: physOffset:" + physOffset.ToString() + " physSize:" + physSize.ToString()); - //MemoryStream ms = new MemoryStream(primShape.SculptData, physOffset, physSize); - //GZipStream gzStream = new GZipStream(ms, CompressionMode.Decompress); - - //int maxSize = physSize * 5; // arbitrary guess - //byte[] readBuffer = new byte[maxSize]; - - //int bytesRead = gzStream.Read(readBuffer, 0, maxSize); - - //OSD physMeshOsd = OSDParser.DeserializeLLSDBinary(readBuffer); - - - - - - } - - //just bail out for now until mesh code is finished - return null; - + if (((OpenMetaverse.SculptType)primShape.SculptType) == SculptType.Mesh) + { + // add code for mesh physics proxy generation here + m_log.Debug("[MESH]: mesh proxy generation not implemented yet "); + + OSD meshOsd; + + if (primShape.SculptData.Length > 0) + { + + + m_log.Debug("[MESH]: asset data length: " + primShape.SculptData.Length.ToString()); + byte[] header = Util.StringToBytes256(""); + + ////dump to debugging file + //string filename = System.IO.Path.Combine(decodedSculptMapPath, "mesh_" + primShape.SculptTexture.ToString()); + //BinaryWriter writer = new BinaryWriter(File.Open(filename, FileMode.Create)); + //writer.Write(primShape.SculptData); + //writer.Close(); + + } + else + { + m_log.Error("[MESH]: asset data is zero length"); + return null; + } + + try + { + meshOsd = OSDParser.DeserializeLLSDBinary(primShape.SculptData, true); + } + catch (Exception e) + { + m_log.Error("[MESH]: exception decoding mesh asset: " + e.ToString()); + return null; + } + + if (meshOsd is OSDMap) + { + OSDMap map = (OSDMap)meshOsd; + //foreach (string name in map.Keys) + // m_log.Debug("[MESH]: key:" + name + " value:" + map[name].AsString()); + OSDMap physicsParms = (OSDMap)map["physics_shape"]; + int physOffset = physicsParms["offset"].AsInteger(); + int physSize = physicsParms["size"].AsInteger(); + + if (physOffset < 0 || physSize == 0) + return null; // no mesh data in asset + + m_log.Debug("[MESH]: physOffset:" + physOffset.ToString() + " physSize:" + physSize.ToString()); + //MemoryStream ms = new MemoryStream(primShape.SculptData, physOffset, physSize); + //GZipStream gzStream = new GZipStream(ms, CompressionMode.Decompress); + + //int maxSize = physSize * 5; // arbitrary guess + //byte[] readBuffer = new byte[maxSize]; + + //int bytesRead = gzStream.Read(readBuffer, 0, maxSize); + + //OSD physMeshOsd = OSDParser.DeserializeLLSDBinary(readBuffer); + + + + + + } + + //just bail out for now until mesh code is finished + return null; + } else { -- cgit v1.1 From cd4d7a7c351ad78c13805374b46ea8168568d89e Mon Sep 17 00:00:00 2001 From: Latif Khalifa Date: Fri, 15 Oct 2010 07:24:57 +0200 Subject: A couple of more ways attachment point is sent Signed-off-by: Teravus Ovares (Dan Olivares) --- .../Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs | 8 ++++++++ 1 file changed, 8 insertions(+) diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index 51197d2..2a0c0b1 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -113,6 +113,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments if (!m_scene.Permissions.CanTakeObject(part.UUID, remoteClient.AgentId)) return; + // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should + // be removed when that functionality is implemented in opensim + AttachmentPt &= 0x7f; + // Calls attach with a Zero position if (AttachObject(remoteClient, part.ParentGroup, AttachmentPt, false)) { @@ -142,6 +146,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments if (m_scene.Permissions.CanTakeObject(group.UUID, remoteClient.AgentId)) { + // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should + // be removed when that functionality is implemented in opensim + AttachmentPt &= 0x7f; + // If the attachment point isn't the same as the one previously used // set it's offset position = 0 so that it appears on the attachment point // and not in a weird location somewhere unknown. -- cgit v1.1 From dd1058e6b3f6e922712a4acd5744ef3ff0b9170d Mon Sep 17 00:00:00 2001 From: BlueWall Date: Fri, 15 Oct 2010 09:01:20 -0400 Subject: Adding projected light filters to prim propeties Requires the LL Mesh Beta viewer Signed-off-by: Teravus Ovares (Dan Olivares) --- OpenSim/Framework/PrimitiveBaseShape.cs | 80 +++++++++++++++++++++++++++++++++ 1 file changed, 80 insertions(+) diff --git a/OpenSim/Framework/PrimitiveBaseShape.cs b/OpenSim/Framework/PrimitiveBaseShape.cs index 0a81363..ff7eaef 100644 --- a/OpenSim/Framework/PrimitiveBaseShape.cs +++ b/OpenSim/Framework/PrimitiveBaseShape.cs @@ -136,6 +136,13 @@ namespace OpenSim.Framework [XmlIgnore] private bool _lightEntry; [XmlIgnore] private bool _sculptEntry; + // Light Projection Filter + [XmlIgnore] private bool _projectionEntry; + [XmlIgnore] private UUID _projectionTextureID; + [XmlIgnore] private float _projectionFOV; + [XmlIgnore] private float _projectionFocus; + [XmlIgnore] private float _projectionAmb; + public byte ProfileCurve { get { return (byte)((byte)HollowShape | (byte)ProfileShape); } @@ -800,6 +807,7 @@ namespace OpenSim.Framework ushort FlexiEP = 0x10; ushort LightEP = 0x20; ushort SculptEP = 0x30; + ushort ProjectionEP = 0x40; int i = 0; uint TotalBytesLength = 1; // ExtraParamsNum @@ -823,6 +831,12 @@ namespace OpenSim.Framework TotalBytesLength += 17;// data TotalBytesLength += 2 + 4; // type } + if (_projectionEntry) + { + ExtraParamsNum++; + TotalBytesLength += 28;// data + TotalBytesLength += 2 + 4;// type + } byte[] returnbytes = new byte[TotalBytesLength]; @@ -874,7 +888,19 @@ namespace OpenSim.Framework Array.Copy(SculptData, 0, returnbytes, i, SculptData.Length); i += SculptData.Length; } + if (_projectionEntry) + { + byte[] ProjectionData = GetProjectionBytes(); + returnbytes[i++] = (byte)(ProjectionEP % 256); + returnbytes[i++] = (byte)((ProjectionEP >> 8) % 256); + returnbytes[i++] = (byte)((ProjectionData.Length) % 256); + returnbytes[i++] = (byte)((ProjectionData.Length >> 16) % 256); + returnbytes[i++] = (byte)((ProjectionData.Length >> 20) % 256); + returnbytes[i++] = (byte)((ProjectionData.Length >> 24) % 256); + Array.Copy(ProjectionData, 0, returnbytes, i, ProjectionData.Length); + i += ProjectionData.Length; + } if (!_flexiEntry && !_lightEntry && !_sculptEntry) { byte[] returnbyte = new byte[1]; @@ -893,6 +919,7 @@ namespace OpenSim.Framework const ushort FlexiEP = 0x10; const ushort LightEP = 0x20; const ushort SculptEP = 0x30; + const ushort ProjectionEP = 0x40; switch (type) { @@ -922,6 +949,14 @@ namespace OpenSim.Framework } ReadSculptData(data, 0); break; + case ProjectionEP: + if (!inUse) + { + _projectionEntry = false; + return; + } + ReadProjectionData(data, 0); + break; } } @@ -933,10 +968,12 @@ namespace OpenSim.Framework const ushort FlexiEP = 0x10; const ushort LightEP = 0x20; const ushort SculptEP = 0x30; + const ushort ProjectionEP = 0x40; bool lGotFlexi = false; bool lGotLight = false; bool lGotSculpt = false; + bool lGotFilter = false; int i = 0; byte extraParamCount = 0; @@ -973,6 +1010,11 @@ namespace OpenSim.Framework i += 17; lGotSculpt = true; break; + case ProjectionEP: + ReadProjectionData(data, i); + i += 28; + lGotFilter = true; + break; } } @@ -982,6 +1024,8 @@ namespace OpenSim.Framework _lightEntry = false; if (!lGotSculpt) _sculptEntry = false; + if (!lGotFilter) + _projectionEntry = false; } @@ -1121,6 +1165,42 @@ namespace OpenSim.Framework return data; } + public void ReadProjectionData(byte[] data, int pos) + { + byte[] ProjectionTextureUUID = new byte[16]; + + if (data.Length - pos >= 28) + { + _projectionEntry = true; + Array.Copy(data, pos, ProjectionTextureUUID,0, 16); + _projectionTextureID = new UUID(ProjectionTextureUUID, 0); + + _projectionFocus = Utils.BytesToFloat(data, pos + 16); + _projectionFOV = Utils.BytesToFloat(data, pos + 20); + _projectionAmb = Utils.BytesToFloat(data, pos + 24); + } + else + { + _projectionEntry = false; + _projectionTextureID = UUID.Zero; + _projectionFocus = 0f; + _projectionFOV = 0f; + _projectionAmb = 0f; + } + } + + public byte[] GetProjectionBytes() + { + byte[] data = new byte[28]; + + _projectionTextureID.GetBytes().CopyTo(data, 0); + Utils.FloatToBytes(_projectionFocus).CopyTo(data, 16); + Utils.FloatToBytes(_projectionFOV).CopyTo(data, 20); + Utils.FloatToBytes(_projectionAmb).CopyTo(data, 24); + + return data; + } + /// /// Creates a OpenMetaverse.Primitive and populates it with converted PrimitiveBaseShape values -- cgit v1.1 From e039a8c8c23a6a3b2b9a5019de09f758a84c74ec Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Fri, 15 Oct 2010 15:43:06 -0700 Subject: UPdated the MySql driver to 6.2.4. Also established a much larger MySqlCommand timeout on fetching prims. --- OpenSim/Data/MySQL/MySQLSimulationData.cs | 1 + bin/MySql.Data.dll | Bin 335872 -> 360448 bytes 2 files changed, 1 insertion(+) diff --git a/OpenSim/Data/MySQL/MySQLSimulationData.cs b/OpenSim/Data/MySQL/MySQLSimulationData.cs index 3450e2f..e2b6953 100644 --- a/OpenSim/Data/MySQL/MySQLSimulationData.cs +++ b/OpenSim/Data/MySQL/MySQLSimulationData.cs @@ -424,6 +424,7 @@ namespace OpenSim.Data.MySQL cmd.CommandText = "SELECT * FROM prims LEFT JOIN primshapes ON prims.UUID = primshapes.UUID WHERE RegionUUID = ?RegionUUID"; cmd.Parameters.AddWithValue("RegionUUID", regionID.ToString()); + cmd.CommandTimeout = 3600; using (IDataReader reader = ExecuteReader(cmd)) { diff --git a/bin/MySql.Data.dll b/bin/MySql.Data.dll index 7aa95ec..c28c618 100644 Binary files a/bin/MySql.Data.dll and b/bin/MySql.Data.dll differ -- cgit v1.1 From 1499607215aab4994f933a8ed2a54ed037a1f9ba Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Fri, 15 Oct 2010 17:27:19 -0700 Subject: Made OARs use the new serialization procedure. (TPs/crossings still on the old one) Added an options argument down the pipeline. For the time being it takes --old-guids as an option to produce instead of . --- .../RemoteController/RemoteAdminPlugin.cs | 2 +- OpenSim/Region/Application/OpenSim.cs | 5 +- .../World/Archiver/ArchiveWriteRequestExecution.cs | 7 +- .../Archiver/ArchiveWriteRequestPreparation.cs | 5 +- .../CoreModules/World/Archiver/ArchiverModule.cs | 27 ++- .../World/Serialiser/SerialiserModule.cs | 4 +- .../World/Serialiser/Tests/SerialiserTests.cs | 2 +- .../Framework/Interfaces/IRegionArchiverModule.cs | 5 +- .../Interfaces/IRegionSerialiserModule.cs | 2 +- .../Scenes/Serialization/SceneObjectSerializer.cs | 61 +++--- .../Scenes/Serialization/SceneXmlLoader.cs | 212 ++++++++++++--------- 11 files changed, 189 insertions(+), 143 deletions(-) diff --git a/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs b/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs index bb0a5b5..aeed467 100644 --- a/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs +++ b/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs @@ -2284,7 +2284,7 @@ namespace OpenSim.ApplicationPlugins.RemoteController if (archiver != null) { scene.EventManager.OnOarFileSaved += RemoteAdminOarSaveCompleted; - archiver.ArchiveRegion(filename); + archiver.ArchiveRegion(filename, new Dictionary()); lock (m_saveOarLock) Monitor.Wait(m_saveOarLock,5000); scene.EventManager.OnOarFileSaved -= RemoteAdminOarSaveCompleted; } diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs index 7a0142f..0c6f476 100644 --- a/OpenSim/Region/Application/OpenSim.cs +++ b/OpenSim/Region/Application/OpenSim.cs @@ -264,10 +264,11 @@ namespace OpenSim LoadOar); m_console.Commands.AddCommand("region", false, "save oar", - "save oar []", + "save oar [--old-guids] []", "Save a region's data to an OAR archive.", "The OAR path must be a filesystem path." - + " If this is not given then the oar is saved to region.oar in the current directory.", + + " If this is not given then the oar is saved to region.oar in the current directory." + Environment.NewLine + + "--old-guids produces OARs compatible with older (pre 0.7.1) OpenSim versions.", SaveOar); m_console.Commands.AddCommand("region", false, "edit scale", diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestExecution.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestExecution.cs index 586d98e..eb9688d 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestExecution.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestExecution.cs @@ -60,6 +60,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver protected Scene m_scene; protected TarArchiveWriter m_archiveWriter; protected Guid m_requestId; + protected Dictionary m_options; public ArchiveWriteRequestExecution( List sceneObjects, @@ -67,7 +68,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver IRegionSerialiserModule serialiser, Scene scene, TarArchiveWriter archiveWriter, - Guid requestId) + Guid requestId, + Dictionary options) { m_sceneObjects = sceneObjects; m_terrainModule = terrainModule; @@ -75,6 +77,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver m_scene = scene; m_archiveWriter = archiveWriter; m_requestId = requestId; + m_options = options; } protected internal void ReceivedAllAssets( @@ -145,7 +148,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver { //m_log.DebugFormat("[ARCHIVER]: Saving {0} {1}, {2}", entity.Name, entity.UUID, entity.GetType()); - string serializedObject = m_serialiser.SerializeGroupToXml2(sceneObject); + string serializedObject = m_serialiser.SerializeGroupToXml2(sceneObject, m_options); m_archiveWriter.WriteFile(ArchiveHelpers.CreateObjectPath(sceneObject), serializedObject); } diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs index 283b33b..e9a476c 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs @@ -98,7 +98,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver /// Archive the region requested. /// /// if there was an io problem with creating the file - public void ArchiveRegion() + public void ArchiveRegion(Dictionary options) { Dictionary assetUuids = new Dictionary(); @@ -165,7 +165,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver m_scene.RequestModuleInterface(), m_scene, archiveWriter, - m_requestId); + m_requestId, + options); new AssetsRequest( new AssetsArchiver(archiveWriter), assetUuids, diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiverModule.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiverModule.cs index 82ede01..98bdcd0 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiverModule.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiverModule.cs @@ -122,37 +122,44 @@ namespace OpenSim.Region.CoreModules.World.Archiver /// public void HandleSaveOarConsoleCommand(string module, string[] cmdparams) { + Dictionary options = new Dictionary(); + + OptionSet ops = new OptionSet(); + ops.Add("old|old-guids", delegate(string v) { options["old-guids"] = (v != null); }); + + List mainParams = ops.Parse(cmdparams); + if (cmdparams.Length > 2) { - ArchiveRegion(cmdparams[2]); + ArchiveRegion(mainParams[2], options); } else { - ArchiveRegion(DEFAULT_OAR_BACKUP_FILENAME); + ArchiveRegion(DEFAULT_OAR_BACKUP_FILENAME, options); } } - public void ArchiveRegion(string savePath) + public void ArchiveRegion(string savePath, Dictionary options) { - ArchiveRegion(savePath, Guid.Empty); + ArchiveRegion(savePath, Guid.Empty, options); } - - public void ArchiveRegion(string savePath, Guid requestId) + + public void ArchiveRegion(string savePath, Guid requestId, Dictionary options) { m_log.InfoFormat( "[ARCHIVER]: Writing archive for region {0} to {1}", m_scene.RegionInfo.RegionName, savePath); - new ArchiveWriteRequestPreparation(m_scene, savePath, requestId).ArchiveRegion(); + new ArchiveWriteRequestPreparation(m_scene, savePath, requestId).ArchiveRegion(options); } - + public void ArchiveRegion(Stream saveStream) { ArchiveRegion(saveStream, Guid.Empty); } - + public void ArchiveRegion(Stream saveStream, Guid requestId) { - new ArchiveWriteRequestPreparation(m_scene, saveStream, requestId).ArchiveRegion(); + new ArchiveWriteRequestPreparation(m_scene, saveStream, requestId).ArchiveRegion(new Dictionary()); } public void DearchiveRegion(string loadPath) diff --git a/OpenSim/Region/CoreModules/World/Serialiser/SerialiserModule.cs b/OpenSim/Region/CoreModules/World/Serialiser/SerialiserModule.cs index 04062b0..ec97acd 100644 --- a/OpenSim/Region/CoreModules/World/Serialiser/SerialiserModule.cs +++ b/OpenSim/Region/CoreModules/World/Serialiser/SerialiserModule.cs @@ -160,9 +160,9 @@ namespace OpenSim.Region.CoreModules.World.Serialiser return SceneXmlLoader.DeserializeGroupFromXml2(xmlString); } - public string SerializeGroupToXml2(SceneObjectGroup grp) + public string SerializeGroupToXml2(SceneObjectGroup grp, Dictionary options) { - return SceneXmlLoader.SaveGroupToXml2(grp); + return SceneXmlLoader.SaveGroupToXml2(grp, options); } public void SavePrimListToXml2(EntityBase[] entityList, string fileName) diff --git a/OpenSim/Region/CoreModules/World/Serialiser/Tests/SerialiserTests.cs b/OpenSim/Region/CoreModules/World/Serialiser/Tests/SerialiserTests.cs index 799a448..49bd466 100644 --- a/OpenSim/Region/CoreModules/World/Serialiser/Tests/SerialiserTests.cs +++ b/OpenSim/Region/CoreModules/World/Serialiser/Tests/SerialiserTests.cs @@ -369,7 +369,7 @@ namespace OpenSim.Region.CoreModules.World.Serialiser.Tests // Need to add the object to the scene so that the request to get script state succeeds m_scene.AddSceneObject(so); - string xml2 = m_serialiserModule.SerializeGroupToXml2(so); + string xml2 = m_serialiserModule.SerializeGroupToXml2(so, new System.Collections.Generic.Dictionary()); XmlTextReader xtr = new XmlTextReader(new StringReader(xml2)); xtr.ReadStartElement("SceneObjectGroup"); diff --git a/OpenSim/Region/Framework/Interfaces/IRegionArchiverModule.cs b/OpenSim/Region/Framework/Interfaces/IRegionArchiverModule.cs index 89e59d0..d8229de 100644 --- a/OpenSim/Region/Framework/Interfaces/IRegionArchiverModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IRegionArchiverModule.cs @@ -26,6 +26,7 @@ */ using System; +using System.Collections.Generic; using System.IO; namespace OpenSim.Region.Framework.Interfaces @@ -46,7 +47,7 @@ namespace OpenSim.Region.Framework.Interfaces /// the EventManager.OnOarFileSaved event. /// /// - void ArchiveRegion(string savePath); + void ArchiveRegion(string savePath, Dictionary options); /// /// Archive the region to the given path @@ -57,7 +58,7 @@ namespace OpenSim.Region.Framework.Interfaces /// /// /// If supplied, this request Id is later returned in the saved event - void ArchiveRegion(string savePath, Guid requestId); + void ArchiveRegion(string savePath, Guid requestId, Dictionary options); /// /// Archive the region to a stream. diff --git a/OpenSim/Region/Framework/Interfaces/IRegionSerialiserModule.cs b/OpenSim/Region/Framework/Interfaces/IRegionSerialiserModule.cs index 18758c8..c5b21a8 100644 --- a/OpenSim/Region/Framework/Interfaces/IRegionSerialiserModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IRegionSerialiserModule.cs @@ -117,6 +117,6 @@ namespace OpenSim.Region.Framework.Interfaces /// /// /// - string SerializeGroupToXml2(SceneObjectGroup grp); + string SerializeGroupToXml2(SceneObjectGroup grp, Dictionary options); } } diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs index 6e3b15a..9a00bea 100644 --- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs +++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs @@ -1075,36 +1075,36 @@ namespace OpenSim.Region.Framework.Scenes.Serialization ////////// Write ///////// - public static void SOGToXml2(XmlTextWriter writer, SceneObjectGroup sog) + public static void SOGToXml2(XmlTextWriter writer, SceneObjectGroup sog, Dictionaryoptions) { writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty); - SOPToXml2(writer, sog.RootPart, null); + SOPToXml2(writer, sog.RootPart, null, options); writer.WriteStartElement(String.Empty, "OtherParts", String.Empty); sog.ForEachPart(delegate(SceneObjectPart sop) { if (sop.UUID != sog.RootPart.UUID) - SOPToXml2(writer, sop, sog.RootPart); + SOPToXml2(writer, sop, sog.RootPart, options); }); writer.WriteEndElement(); writer.WriteEndElement(); } - static void SOPToXml2(XmlTextWriter writer, SceneObjectPart sop, SceneObjectPart parent) + static void SOPToXml2(XmlTextWriter writer, SceneObjectPart sop, SceneObjectPart parent, Dictionary options) { writer.WriteStartElement("SceneObjectPart"); writer.WriteAttributeString("xmlns:xsi", "http://www.w3.org/2001/XMLSchema-instance"); writer.WriteAttributeString("xmlns:xsd", "http://www.w3.org/2001/XMLSchema"); writer.WriteElementString("AllowedDrop", sop.AllowedDrop.ToString().ToLower()); - WriteUUID(writer, "CreatorID", sop.CreatorID); - WriteUUID(writer, "FolderID", sop.FolderID); + WriteUUID(writer, "CreatorID", sop.CreatorID, options); + WriteUUID(writer, "FolderID", sop.FolderID, options); writer.WriteElementString("InventorySerial", sop.InventorySerial.ToString()); - WriteTaskInventory(writer, sop.TaskInventory); + WriteTaskInventory(writer, sop.TaskInventory, options); - WriteUUID(writer, "UUID", sop.UUID); + WriteUUID(writer, "UUID", sop.UUID, options); writer.WriteElementString("LocalId", sop.LocalId.ToString()); writer.WriteElementString("Name", sop.Name); writer.WriteElementString("Material", sop.Material.ToString()); @@ -1137,7 +1137,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization writer.WriteElementString("LinkNum", sop.LinkNum.ToString()); writer.WriteElementString("ClickAction", sop.ClickAction.ToString()); - WriteShape(writer, sop.Shape); + WriteShape(writer, sop.Shape, options); WriteVector(writer, "Scale", sop.Scale); writer.WriteElementString("UpdateFlag", sop.UpdateFlag.ToString()); @@ -1151,16 +1151,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization writer.WriteElementString("SalePrice", sop.SalePrice.ToString()); writer.WriteElementString("ObjectSaleType", sop.ObjectSaleType.ToString()); writer.WriteElementString("OwnershipCost", sop.OwnershipCost.ToString()); - WriteUUID(writer, "GroupID", sop.GroupID); - WriteUUID(writer, "OwnerID", sop.OwnerID); - WriteUUID(writer, "LastOwnerID", sop.LastOwnerID); + WriteUUID(writer, "GroupID", sop.GroupID, options); + WriteUUID(writer, "OwnerID", sop.OwnerID, options); + WriteUUID(writer, "LastOwnerID", sop.LastOwnerID, options); writer.WriteElementString("BaseMask", sop.BaseMask.ToString()); writer.WriteElementString("OwnerMask", sop.OwnerMask.ToString()); writer.WriteElementString("GroupMask", sop.GroupMask.ToString()); writer.WriteElementString("EveryoneMask", sop.EveryoneMask.ToString()); writer.WriteElementString("NextOwnerMask", sop.NextOwnerMask.ToString()); writer.WriteElementString("Flags", sop.Flags.ToString()); - WriteUUID(writer, "CollisionSound", sop.CollisionSound); + WriteUUID(writer, "CollisionSound", sop.CollisionSound, options); writer.WriteElementString("CollisionSoundVolume", sop.CollisionSoundVolume.ToString()); if (sop.MediaUrl != null) writer.WriteElementString("MediaUrl", sop.MediaUrl.ToString()); @@ -1168,10 +1168,13 @@ namespace OpenSim.Region.Framework.Scenes.Serialization writer.WriteEndElement(); } - static void WriteUUID(XmlTextWriter writer, string name, UUID id) + static void WriteUUID(XmlTextWriter writer, string name, UUID id, Dictionary options) { writer.WriteStartElement(name); - writer.WriteElementString("UUID", id.ToString()); + if (options.ContainsKey("old-guids")) + writer.WriteElementString("Guid", id.ToString()); + else + writer.WriteElementString("UUID", id.ToString()); writer.WriteEndElement(); } @@ -1194,7 +1197,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization writer.WriteEndElement(); } - static void WriteTaskInventory(XmlTextWriter writer, TaskInventoryDictionary tinv) + static void WriteTaskInventory(XmlTextWriter writer, TaskInventoryDictionary tinv, Dictionary options) { if (tinv.Count > 0) // otherwise skip this { @@ -1203,27 +1206,27 @@ namespace OpenSim.Region.Framework.Scenes.Serialization foreach (TaskInventoryItem item in tinv.Values) { writer.WriteStartElement("TaskInventoryItem"); - - WriteUUID(writer, "AssetID", item.AssetID); + + WriteUUID(writer, "AssetID", item.AssetID, options); writer.WriteElementString("BasePermissions", item.BasePermissions.ToString()); writer.WriteElementString("CreationDate", item.CreationDate.ToString()); - WriteUUID(writer, "CreatorID", item.CreatorID); + WriteUUID(writer, "CreatorID", item.CreatorID, options); writer.WriteElementString("Description", item.Description); writer.WriteElementString("EveryonePermissions", item.EveryonePermissions.ToString()); writer.WriteElementString("Flags", item.Flags.ToString()); - WriteUUID(writer, "GroupID", item.GroupID); + WriteUUID(writer, "GroupID", item.GroupID, options); writer.WriteElementString("GroupPermissions", item.GroupPermissions.ToString()); writer.WriteElementString("InvType", item.InvType.ToString()); - WriteUUID(writer, "ItemID", item.ItemID); - WriteUUID(writer, "OldItemID", item.OldItemID); - WriteUUID(writer, "LastOwnerID", item.LastOwnerID); + WriteUUID(writer, "ItemID", item.ItemID, options); + WriteUUID(writer, "OldItemID", item.OldItemID, options); + WriteUUID(writer, "LastOwnerID", item.LastOwnerID, options); writer.WriteElementString("Name", item.Name); writer.WriteElementString("NextPermissions", item.NextPermissions.ToString()); - WriteUUID(writer, "OwnerID", item.OwnerID); + WriteUUID(writer, "OwnerID", item.OwnerID, options); writer.WriteElementString("CurrentPermissions", item.CurrentPermissions.ToString()); - WriteUUID(writer, "ParentID", item.ParentID); - WriteUUID(writer, "ParentPartID", item.ParentPartID); - WriteUUID(writer, "PermsGranter", item.PermsGranter); + WriteUUID(writer, "ParentID", item.ParentID, options); + WriteUUID(writer, "ParentPartID", item.ParentPartID, options); + WriteUUID(writer, "PermsGranter", item.PermsGranter, options); writer.WriteElementString("PermsMask", item.PermsMask.ToString()); writer.WriteElementString("Type", item.Type.ToString()); @@ -1234,7 +1237,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization } } - static void WriteShape(XmlTextWriter writer, PrimitiveBaseShape shp) + static void WriteShape(XmlTextWriter writer, PrimitiveBaseShape shp, Dictionary options) { if (shp != null) { @@ -1283,7 +1286,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization writer.WriteElementString("ProfileShape", shp.ProfileShape.ToString()); writer.WriteElementString("HollowShape", shp.HollowShape.ToString()); - WriteUUID(writer, "SculptTexture", shp.SculptTexture); + WriteUUID(writer, "SculptTexture", shp.SculptTexture, options); writer.WriteElementString("SculptType", shp.SculptType.ToString()); writer.WriteStartElement("SculptData"); byte[] sd; diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneXmlLoader.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneXmlLoader.cs index c6d4e55..d214eba 100644 --- a/OpenSim/Region/Framework/Scenes/Serialization/SceneXmlLoader.cs +++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneXmlLoader.cs @@ -45,6 +45,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + #region old xml format public static void LoadPrimsFromXml(Scene scene, string fileName, bool newIDS, Vector3 loadOffset) { XmlDocument doc = new XmlDocument(); @@ -98,11 +99,128 @@ namespace OpenSim.Region.Framework.Scenes.Serialization file.Close(); } - public static string SaveGroupToXml2(SceneObjectGroup grp) + #endregion + + #region XML2 serialization + + // Called by archives (save oar) + public static string SaveGroupToXml2(SceneObjectGroup grp, Dictionary options) + { + //return SceneObjectSerializer.ToXml2Format(grp); + using (MemoryStream mem = new MemoryStream()) + { + using (XmlTextWriter writer = new XmlTextWriter(mem, System.Text.Encoding.UTF8)) + { + SceneObjectSerializer.SOGToXml2(writer, grp, options); + writer.Flush(); + + using (StreamReader reader = new StreamReader(mem)) + { + mem.Seek(0, SeekOrigin.Begin); + return reader.ReadToEnd(); + } + } + } + } + + // Called by scene serializer (save xml2) + public static void SavePrimsToXml2(Scene scene, string fileName) + { + EntityBase[] entityList = scene.GetEntities(); + SavePrimListToXml2(entityList, fileName); + } + + // Called by scene serializer (save xml2) + public static void SaveNamedPrimsToXml2(Scene scene, string primName, string fileName) + { + m_log.InfoFormat( + "[SERIALISER]: Saving prims with name {0} in xml2 format for region {1} to {2}", + primName, scene.RegionInfo.RegionName, fileName); + + EntityBase[] entityList = scene.GetEntities(); + List primList = new List(); + + foreach (EntityBase ent in entityList) + { + if (ent is SceneObjectGroup) + { + if (ent.Name == primName) + { + primList.Add(ent); + } + } + } + + SavePrimListToXml2(primList.ToArray(), fileName); + } + + // Called by REST Application plugin + public static void SavePrimsToXml2(Scene scene, TextWriter stream, Vector3 min, Vector3 max) + { + EntityBase[] entityList = scene.GetEntities(); + SavePrimListToXml2(entityList, stream, min, max); + } + + // Called here only. Should be private? + public static void SavePrimListToXml2(EntityBase[] entityList, string fileName) { - return SceneObjectSerializer.ToXml2Format(grp); + FileStream file = new FileStream(fileName, FileMode.Create); + try + { + StreamWriter stream = new StreamWriter(file); + try + { + SavePrimListToXml2(entityList, stream, Vector3.Zero, Vector3.Zero); + } + finally + { + stream.Close(); + } + } + finally + { + file.Close(); + } + } + + // Called here only. Should be private? + public static void SavePrimListToXml2(EntityBase[] entityList, TextWriter stream, Vector3 min, Vector3 max) + { + XmlTextWriter writer = new XmlTextWriter(stream); + + int primCount = 0; + stream.WriteLine("\n"); + + foreach (EntityBase ent in entityList) + { + if (ent is SceneObjectGroup) + { + SceneObjectGroup g = (SceneObjectGroup)ent; + if (!min.Equals(Vector3.Zero) || !max.Equals(Vector3.Zero)) + { + Vector3 pos = g.RootPart.GetWorldPosition(); + if (min.X > pos.X || min.Y > pos.Y || min.Z > pos.Z) + continue; + if (max.X < pos.X || max.Y < pos.Y || max.Z < pos.Z) + continue; + } + + //stream.WriteLine(SceneObjectSerializer.ToXml2Format(g)); + SceneObjectSerializer.SOGToXml2(writer, (SceneObjectGroup)ent, new Dictionary()); + stream.WriteLine(); + + primCount++; + } + } + + stream.WriteLine("\n"); + stream.Flush(); } + #endregion + + #region XML2 deserialization + public static SceneObjectGroup DeserializeGroupFromXml2(string xmlString) { XmlDocument doc = new XmlDocument(); @@ -222,94 +340,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization } } - public static void SavePrimsToXml2(Scene scene, string fileName) - { - EntityBase[] entityList = scene.GetEntities(); - SavePrimListToXml2(entityList, fileName); - } - - public static void SavePrimsToXml2(Scene scene, TextWriter stream, Vector3 min, Vector3 max) - { - EntityBase[] entityList = scene.GetEntities(); - SavePrimListToXml2(entityList, stream, min, max); - } - - public static void SaveNamedPrimsToXml2(Scene scene, string primName, string fileName) - { - m_log.InfoFormat( - "[SERIALISER]: Saving prims with name {0} in xml2 format for region {1} to {2}", - primName, scene.RegionInfo.RegionName, fileName); - - EntityBase[] entityList = scene.GetEntities(); - List primList = new List(); - - foreach (EntityBase ent in entityList) - { - if (ent is SceneObjectGroup) - { - if (ent.Name == primName) - { - primList.Add(ent); - } - } - } - - SavePrimListToXml2(primList.ToArray(), fileName); - } - - public static void SavePrimListToXml2(EntityBase[] entityList, string fileName) - { - FileStream file = new FileStream(fileName, FileMode.Create); - try - { - StreamWriter stream = new StreamWriter(file); - try - { - SavePrimListToXml2(entityList, stream, Vector3.Zero, Vector3.Zero); - } - finally - { - stream.Close(); - } - } - finally - { - file.Close(); - } - } - - public static void SavePrimListToXml2(EntityBase[] entityList, TextWriter stream, Vector3 min, Vector3 max) - { - XmlTextWriter writer = new XmlTextWriter(stream); - - int primCount = 0; - stream.WriteLine("\n"); - - foreach (EntityBase ent in entityList) - { - if (ent is SceneObjectGroup) - { - SceneObjectGroup g = (SceneObjectGroup)ent; - if (!min.Equals(Vector3.Zero) || !max.Equals(Vector3.Zero)) - { - Vector3 pos = g.RootPart.GetWorldPosition(); - if (min.X > pos.X || min.Y > pos.Y || min.Z > pos.Z) - continue; - if (max.X < pos.X || max.Y < pos.Y || max.Z < pos.Z) - continue; - } - - //stream.WriteLine(SceneObjectSerializer.ToXml2Format(g)); - SceneObjectSerializer.SOGToXml2(writer, (SceneObjectGroup)ent); - stream.WriteLine(); - - primCount++; - } - } - - stream.WriteLine("\n"); - stream.Flush(); - } - + #endregion } } -- cgit v1.1 From fe4e6ff81121bd3c5041fc3cdc6545548b192568 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 16 Oct 2010 02:38:46 +0100 Subject: Fix test break - TestSerializeXml2() still requires old-guids option --- .../Region/CoreModules/World/Serialiser/Tests/SerialiserTests.cs | 9 ++++++--- 1 file changed, 6 insertions(+), 3 deletions(-) diff --git a/OpenSim/Region/CoreModules/World/Serialiser/Tests/SerialiserTests.cs b/OpenSim/Region/CoreModules/World/Serialiser/Tests/SerialiserTests.cs index 49bd466..bac7827 100644 --- a/OpenSim/Region/CoreModules/World/Serialiser/Tests/SerialiserTests.cs +++ b/OpenSim/Region/CoreModules/World/Serialiser/Tests/SerialiserTests.cs @@ -25,6 +25,9 @@ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ +using System.Collections.Generic; +using System.IO; +using System.Xml; using log4net.Config; using NUnit.Framework; using NUnit.Framework.SyntaxHelpers; @@ -34,8 +37,6 @@ using OpenSim.Region.Framework.Scenes; using OpenSim.Region.Framework.Scenes.Serialization; using OpenSim.Tests.Common; using OpenSim.Tests.Common.Setup; -using System.IO; -using System.Xml; namespace OpenSim.Region.CoreModules.World.Serialiser.Tests { @@ -369,7 +370,9 @@ namespace OpenSim.Region.CoreModules.World.Serialiser.Tests // Need to add the object to the scene so that the request to get script state succeeds m_scene.AddSceneObject(so); - string xml2 = m_serialiserModule.SerializeGroupToXml2(so, new System.Collections.Generic.Dictionary()); + Dictionary options = new Dictionary(); + options["old-guids"] = true; + string xml2 = m_serialiserModule.SerializeGroupToXml2(so, options); XmlTextReader xtr = new XmlTextReader(new StringReader(xml2)); xtr.ReadStartElement("SceneObjectGroup"); -- cgit v1.1 From 1bd4219078b48e0e69aca65908a127bc19ca5610 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 16 Oct 2010 03:52:11 +0100 Subject: save oar control file first rather than in the middle so that it's the first thing we come accross on load this exposes a weekness with using tar where we don't control the order in which files are loaded. can't be helped for now --- .../World/Archiver/ArchiveWriteRequestExecution.cs | 37 +-------------------- .../Archiver/ArchiveWriteRequestPreparation.cs | 38 ++++++++++++++++++++++ .../World/Archiver/Tests/ArchiverTests.cs | 4 +-- 3 files changed, 41 insertions(+), 38 deletions(-) diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestExecution.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestExecution.cs index eb9688d..d1fe1f5 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestExecution.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestExecution.cs @@ -108,12 +108,6 @@ namespace OpenSim.Region.CoreModules.World.Archiver // "[ARCHIVER]: Received {0} of {1} assets requested", // assetsFoundUuids.Count, assetsFoundUuids.Count + assetsNotFoundUuids.Count); - m_log.InfoFormat("[ARCHIVER]: Creating archive file. This may take some time."); - - // Write out control file - m_archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, Create0p2ControlFile()); - m_log.InfoFormat("[ARCHIVER]: Added control file to archive."); - // Write out region settings string settingsPath = String.Format("{0}{1}.xml", ArchiveConstants.SETTINGS_PATH, m_scene.RegionInfo.RegionName); @@ -155,35 +149,6 @@ namespace OpenSim.Region.CoreModules.World.Archiver m_log.InfoFormat("[ARCHIVER]: Added scene objects to archive."); } - /// - /// Create the control file for a 0.2 version archive - /// - /// - public static string Create0p2ControlFile() - { - StringWriter sw = new StringWriter(); - XmlTextWriter xtw = new XmlTextWriter(sw); - xtw.Formatting = Formatting.Indented; - xtw.WriteStartDocument(); - xtw.WriteStartElement("archive"); - xtw.WriteAttributeString("major_version", "0"); - xtw.WriteAttributeString("minor_version", "3"); - - xtw.WriteStartElement("creation_info"); - DateTime now = DateTime.UtcNow; - TimeSpan t = now - new DateTime(1970, 1, 1); - xtw.WriteElementString("datetime", ((int)t.TotalSeconds).ToString()); - xtw.WriteElementString("id", UUID.Random().ToString()); - xtw.WriteEndElement(); - xtw.WriteEndElement(); - - xtw.Flush(); - xtw.Close(); - - String s = sw.ToString(); - sw.Close(); - - return s; - } + } } diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs index e9a476c..f867e50 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs @@ -32,6 +32,7 @@ using System.IO.Compression; using System.Reflection; using System.Text.RegularExpressions; using System.Threading; +using System.Xml; using log4net; using OpenMetaverse; using OpenSim.Framework; @@ -167,10 +168,47 @@ namespace OpenSim.Region.CoreModules.World.Archiver archiveWriter, m_requestId, options); + + m_log.InfoFormat("[ARCHIVER]: Creating archive file. This may take some time."); + + // Write out control file + archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, Create0p2ControlFile()); + m_log.InfoFormat("[ARCHIVER]: Added control file to archive."); new AssetsRequest( new AssetsArchiver(archiveWriter), assetUuids, m_scene.AssetService, awre.ReceivedAllAssets).Execute(); } + + /// + /// Create the control file for a 0.2 version archive + /// + /// + public static string Create0p2ControlFile() + { + StringWriter sw = new StringWriter(); + XmlTextWriter xtw = new XmlTextWriter(sw); + xtw.Formatting = Formatting.Indented; + xtw.WriteStartDocument(); + xtw.WriteStartElement("archive"); + xtw.WriteAttributeString("major_version", "0"); + xtw.WriteAttributeString("minor_version", "3"); + + xtw.WriteStartElement("creation_info"); + DateTime now = DateTime.UtcNow; + TimeSpan t = now - new DateTime(1970, 1, 1); + xtw.WriteElementString("datetime", ((int)t.TotalSeconds).ToString()); + xtw.WriteElementString("id", UUID.Random().ToString()); + xtw.WriteEndElement(); + xtw.WriteEndElement(); + + xtw.Flush(); + xtw.Close(); + + String s = sw.ToString(); + sw.Close(); + + return s; + } } } diff --git a/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs b/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs index 3342164..b72cd02 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs @@ -230,7 +230,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests // upset load tar.WriteDir(ArchiveConstants.TERRAINS_PATH); - tar.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, ArchiveWriteRequestExecution.Create0p2ControlFile()); + tar.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, ArchiveWriteRequestPreparation.Create0p2ControlFile()); SceneObjectPart part1 = CreateSceneObjectPart1(); SceneObjectGroup object1 = new SceneObjectGroup(part1); @@ -329,7 +329,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests TarArchiveWriter tar = new TarArchiveWriter(archiveWriteStream); tar.WriteDir(ArchiveConstants.TERRAINS_PATH); - tar.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, ArchiveWriteRequestExecution.Create0p2ControlFile()); + tar.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, ArchiveWriteRequestPreparation.Create0p2ControlFile()); RegionSettings rs = new RegionSettings(); rs.AgentLimit = 17; -- cgit v1.1 From 3df8d8ff7601f8dd1bc818ed2a13946fd0d9a91e Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 16 Oct 2010 04:59:51 +0100 Subject: Have OpenSim throw a strop if it tries to load an OAR with a major version that is too high for it to handle --- .../World/Archiver/ArchiveReadRequest.cs | 22 ++++++++++++++++++++++ .../Archiver/ArchiveWriteRequestPreparation.cs | 2 +- 2 files changed, 23 insertions(+), 1 deletion(-) diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs index 6b538f6..f1f5258 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs @@ -51,6 +51,12 @@ namespace OpenSim.Region.CoreModules.World.Archiver public class ArchiveReadRequest { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + + /// + /// The maximum major version of OAR that we can read. Minor versions shouldn't need a number since version + /// bumps here should be compatible. + /// + public static int MAX_MAJOR_VERSION = 0; protected Scene m_scene; protected Stream m_loadStream; @@ -497,6 +503,22 @@ namespace OpenSim.Region.CoreModules.World.Archiver { if (xtr.NodeType == XmlNodeType.Element) { + if (xtr.Name.ToString() == "archive") + { + int majorVersion = int.Parse(xtr["major_version"]); + int minorVersion = int.Parse(xtr["minor_version"]); + string version = string.Format("{0}.{1}", majorVersion, minorVersion); + + if (majorVersion > MAX_MAJOR_VERSION) + { + throw new Exception( + string.Format( + "The OAR you are trying to load has major version number of {0} but this version of OpenSim can only load OARs with major version number {1} and below", + majorVersion, MAX_MAJOR_VERSION)); + } + + m_log.InfoFormat("[ARCHIVER]: Loading OAR with version {0}", version); + } if (xtr.Name.ToString() == "datetime") { int value; diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs index f867e50..bae1bdd 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs @@ -181,7 +181,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver } /// - /// Create the control file for a 0.2 version archive + /// Create the control file for the most up to date archive /// /// public static string Create0p2ControlFile() -- cgit v1.1 From e41b23a1a4bef55d31f75e1227834da84cbd971a Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 16 Oct 2010 05:38:44 +0100 Subject: change --old-guids switch on the save oar command line to --version= if x is 0, then an old version 0.3 archive is saved. If it is anything else or missing, then a version 1.0 archive is saved version 1.0 archives cannot be loaded on OpenSim 0.7.0.2 and earlier also add various informational notices about what version we've saving/loading --- OpenSim/Region/Application/OpenSim.cs | 4 ++-- .../World/Archiver/ArchiveReadRequest.cs | 2 +- .../World/Archiver/ArchiveWriteRequestExecution.cs | 6 ++++- .../Archiver/ArchiveWriteRequestPreparation.cs | 26 ++++++++++++++++++---- .../CoreModules/World/Archiver/ArchiverModule.cs | 2 +- .../World/Archiver/Tests/ArchiverTests.cs | 4 ++-- 6 files changed, 33 insertions(+), 11 deletions(-) diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs index 0c6f476..66ffd76 100644 --- a/OpenSim/Region/Application/OpenSim.cs +++ b/OpenSim/Region/Application/OpenSim.cs @@ -264,11 +264,11 @@ namespace OpenSim LoadOar); m_console.Commands.AddCommand("region", false, "save oar", - "save oar [--old-guids] []", + "save oar [--version=] []", "Save a region's data to an OAR archive.", "The OAR path must be a filesystem path." + " If this is not given then the oar is saved to region.oar in the current directory." + Environment.NewLine - + "--old-guids produces OARs compatible with older (pre 0.7.1) OpenSim versions.", + + "--version=0 produces old version 0.3 OARs that are compatible with OpenSim 0.7.0.2 and earlier. Current OAR version is 1.0. This version of OpenSim can load any OAR later than version 0.3", SaveOar); m_console.Commands.AddCommand("region", false, "edit scale", diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs index f1f5258..ae6e596 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs @@ -56,7 +56,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver /// The maximum major version of OAR that we can read. Minor versions shouldn't need a number since version /// bumps here should be compatible. /// - public static int MAX_MAJOR_VERSION = 0; + public static int MAX_MAJOR_VERSION = 1; protected Scene m_scene; protected Stream m_loadStream; diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestExecution.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestExecution.cs index d1fe1f5..79bec56 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestExecution.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestExecution.cs @@ -137,12 +137,16 @@ namespace OpenSim.Region.CoreModules.World.Archiver m_log.InfoFormat("[ARCHIVER]: Added terrain information to archive."); + Dictionary serializationOptions = new Dictionary(); + if (m_options.ContainsKey("version") && (string)m_options["version"] == "0") + serializationOptions["old-guids"] = true; + // Write out scene object metadata foreach (SceneObjectGroup sceneObject in m_sceneObjects) { //m_log.DebugFormat("[ARCHIVER]: Saving {0} {1}, {2}", entity.Name, entity.UUID, entity.GetType()); - string serializedObject = m_serialiser.SerializeGroupToXml2(sceneObject, m_options); + string serializedObject = m_serialiser.SerializeGroupToXml2(sceneObject, serializationOptions); m_archiveWriter.WriteFile(ArchiveHelpers.CreateObjectPath(sceneObject), serializedObject); } diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs index bae1bdd..d21efed 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs @@ -172,7 +172,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver m_log.InfoFormat("[ARCHIVER]: Creating archive file. This may take some time."); // Write out control file - archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, Create0p2ControlFile()); + archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, Create0p2ControlFile(options)); m_log.InfoFormat("[ARCHIVER]: Added control file to archive."); new AssetsRequest( @@ -184,15 +184,33 @@ namespace OpenSim.Region.CoreModules.World.Archiver /// Create the control file for the most up to date archive /// /// - public static string Create0p2ControlFile() + public static string Create0p2ControlFile(Dictionary options) { + int majorVersion, minorVersion; + if (options.ContainsKey("version") && (string)options["version"] == "0") + { + majorVersion = 0; + minorVersion = 3; + } + else + { + majorVersion = 1; + minorVersion = 0; + } + + m_log.InfoFormat("[ARCHIVER]: Creating version {0}.{1} OAR", majorVersion, minorVersion); + if (majorVersion == 1) + { + m_log.WarnFormat("[ARCHIVER]: Please be aware that version 1.0 OARs are not compatible with OpenSim 0.7.0.2 and earlier. Please use the --version=0 option if you want to produce a compatible OAR"); + } + StringWriter sw = new StringWriter(); XmlTextWriter xtw = new XmlTextWriter(sw); xtw.Formatting = Formatting.Indented; xtw.WriteStartDocument(); xtw.WriteStartElement("archive"); - xtw.WriteAttributeString("major_version", "0"); - xtw.WriteAttributeString("minor_version", "3"); + xtw.WriteAttributeString("major_version", majorVersion.ToString()); + xtw.WriteAttributeString("minor_version", minorVersion.ToString()); xtw.WriteStartElement("creation_info"); DateTime now = DateTime.UtcNow; diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiverModule.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiverModule.cs index 98bdcd0..e0ad71e 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiverModule.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiverModule.cs @@ -125,7 +125,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver Dictionary options = new Dictionary(); OptionSet ops = new OptionSet(); - ops.Add("old|old-guids", delegate(string v) { options["old-guids"] = (v != null); }); + ops.Add("v|version=", delegate(string v) { options["version"] = v; }); List mainParams = ops.Parse(cmdparams); diff --git a/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs b/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs index b72cd02..04bdc4f 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs @@ -230,7 +230,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests // upset load tar.WriteDir(ArchiveConstants.TERRAINS_PATH); - tar.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, ArchiveWriteRequestPreparation.Create0p2ControlFile()); + tar.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, ArchiveWriteRequestPreparation.Create0p2ControlFile(new Dictionary())); SceneObjectPart part1 = CreateSceneObjectPart1(); SceneObjectGroup object1 = new SceneObjectGroup(part1); @@ -329,7 +329,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests TarArchiveWriter tar = new TarArchiveWriter(archiveWriteStream); tar.WriteDir(ArchiveConstants.TERRAINS_PATH); - tar.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, ArchiveWriteRequestPreparation.Create0p2ControlFile()); + tar.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, ArchiveWriteRequestPreparation.Create0p2ControlFile(new Dictionary())); RegionSettings rs = new RegionSettings(); rs.AgentLimit = 17; -- cgit v1.1 From edc31adf954276f00e272d1de9d162c3940ec62b Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 16 Oct 2010 07:09:13 +0100 Subject: Rip out version option since it turns out that the changed object serialization format can actually be loaded by older OpenSims after all This bumps the OAR version to 0.4 instead, signalling some change but with backwards compatability... for now. --- OpenSim/Region/Application/OpenSim.cs | 5 ++--- .../World/Archiver/ArchiveWriteRequestExecution.cs | 4 ++-- .../World/Archiver/ArchiveWriteRequestPreparation.cs | 14 +++++++++----- 3 files changed, 13 insertions(+), 10 deletions(-) diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs index 66ffd76..7a0142f 100644 --- a/OpenSim/Region/Application/OpenSim.cs +++ b/OpenSim/Region/Application/OpenSim.cs @@ -264,11 +264,10 @@ namespace OpenSim LoadOar); m_console.Commands.AddCommand("region", false, "save oar", - "save oar [--version=] []", + "save oar []", "Save a region's data to an OAR archive.", "The OAR path must be a filesystem path." - + " If this is not given then the oar is saved to region.oar in the current directory." + Environment.NewLine - + "--version=0 produces old version 0.3 OARs that are compatible with OpenSim 0.7.0.2 and earlier. Current OAR version is 1.0. This version of OpenSim can load any OAR later than version 0.3", + + " If this is not given then the oar is saved to region.oar in the current directory.", SaveOar); m_console.Commands.AddCommand("region", false, "edit scale", diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestExecution.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestExecution.cs index 79bec56..c062833 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestExecution.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestExecution.cs @@ -138,8 +138,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver m_log.InfoFormat("[ARCHIVER]: Added terrain information to archive."); Dictionary serializationOptions = new Dictionary(); - if (m_options.ContainsKey("version") && (string)m_options["version"] == "0") - serializationOptions["old-guids"] = true; +// if (m_options.ContainsKey("version") && (string)m_options["version"] == "0") +// serializationOptions["old-guids"] = true; // Write out scene object metadata foreach (SceneObjectGroup sceneObject in m_sceneObjects) diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs index d21efed..43789af 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs @@ -186,7 +186,9 @@ namespace OpenSim.Region.CoreModules.World.Archiver /// public static string Create0p2ControlFile(Dictionary options) { - int majorVersion, minorVersion; + int majorVersion = 0, minorVersion = 4; + + /* if (options.ContainsKey("version") && (string)options["version"] == "0") { majorVersion = 0; @@ -197,12 +199,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver majorVersion = 1; minorVersion = 0; } + */ m_log.InfoFormat("[ARCHIVER]: Creating version {0}.{1} OAR", majorVersion, minorVersion); - if (majorVersion == 1) - { - m_log.WarnFormat("[ARCHIVER]: Please be aware that version 1.0 OARs are not compatible with OpenSim 0.7.0.2 and earlier. Please use the --version=0 option if you want to produce a compatible OAR"); - } +// if (majorVersion == 1) +// { +// m_log.WarnFormat("[ARCHIVER]: Please be aware that version 1.0 OARs are not compatible with OpenSim 0.7.0.2 and earlier. Please use the --version=0 option if you want to produce a compatible OAR"); +// } + StringWriter sw = new StringWriter(); XmlTextWriter xtw = new XmlTextWriter(sw); -- cgit v1.1 From 06d37d06e6aa6eae313fb7bf186f3e0c7e66b115 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 16 Oct 2010 07:25:55 +0100 Subject: Drop max oar loading version back to 0 from 1 --- OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs index ae6e596..f1f5258 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs @@ -56,7 +56,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver /// The maximum major version of OAR that we can read. Minor versions shouldn't need a number since version /// bumps here should be compatible. /// - public static int MAX_MAJOR_VERSION = 1; + public static int MAX_MAJOR_VERSION = 0; protected Scene m_scene; protected Stream m_loadStream; -- cgit v1.1 From 9e421868e3685990b040dc7202fc5cc9d51ca48d Mon Sep 17 00:00:00 2001 From: BlueWall Date: Sat, 16 Oct 2010 05:03:01 -0400 Subject: Add missing check for !_projectionEntry Signed-off-by: Teravus Ovares (Dan Olivares) --- OpenSim/Framework/PrimitiveBaseShape.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/OpenSim/Framework/PrimitiveBaseShape.cs b/OpenSim/Framework/PrimitiveBaseShape.cs index ff7eaef..c5eb40b 100644 --- a/OpenSim/Framework/PrimitiveBaseShape.cs +++ b/OpenSim/Framework/PrimitiveBaseShape.cs @@ -901,7 +901,7 @@ namespace OpenSim.Framework Array.Copy(ProjectionData, 0, returnbytes, i, ProjectionData.Length); i += ProjectionData.Length; } - if (!_flexiEntry && !_lightEntry && !_sculptEntry) + if (!_flexiEntry && !_lightEntry && !_sculptEntry && !_projectionEntry) { byte[] returnbyte = new byte[1]; returnbyte[0] = 0; -- cgit v1.1 From 551d927ed5fb0198a442e57a6f3e15a763112ba3 Mon Sep 17 00:00:00 2001 From: Teravus Ovares (Dan Olivares) Date: Sat, 16 Oct 2010 21:48:15 -0400 Subject: typical non-effectual build trigger --- BUILDING.txt | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/BUILDING.txt b/BUILDING.txt index 972fe46..90a36fb 100644 --- a/BUILDING.txt +++ b/BUILDING.txt @@ -1,4 +1,4 @@ -=== Building OpenSim === +==== Building OpenSim ==== === Building on Windows === -- cgit v1.1 From 06b61b68c768b040894158199816bd11b0fd5f52 Mon Sep 17 00:00:00 2001 From: BlueWall Date: Sun, 17 Oct 2010 01:47:07 -0400 Subject: Adding osFunctions for light projection Set the projection parameters in the host prim ... osSetProjectionParam(bool Enabled, key TextureMaskUUID, float FOV, float Focus, float Ambiance); Set the projection parameters in a target prim ... osSetProjectionParam(ikey target uuid, bool Enabled, key TextureMaskUUID, float FOV, float Focus, float Ambiance); Threat Level very high Signed-off-by: Melanie --- OpenSim/Framework/PrimitiveBaseShape.cs | 55 ++++++++++++++++++++-- .../Shared/Api/Implementation/OSSL_Api.cs | 42 +++++++++++++++++ .../ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs | 3 ++ .../ScriptEngine/Shared/Api/Runtime/OSSL_Stub.cs | 10 ++++ 4 files changed, 105 insertions(+), 5 deletions(-) diff --git a/OpenSim/Framework/PrimitiveBaseShape.cs b/OpenSim/Framework/PrimitiveBaseShape.cs index c5eb40b..927415e 100644 --- a/OpenSim/Framework/PrimitiveBaseShape.cs +++ b/OpenSim/Framework/PrimitiveBaseShape.cs @@ -802,6 +802,51 @@ namespace OpenSim.Framework } } + public bool ProjectionEntry { + get { + return _projectionEntry; + } + set { + _projectionEntry = value; + } + } + + public UUID ProjectionTextureUUID { + get { + return _projectionTextureID; + } + set { + _projectionTextureID = value; + } + } + + public float ProjectionFOV { + get { + return _projectionFOV; + } + set { + _projectionFOV = value; + } + } + + public float ProjectionFocus { + get { + return _projectionFocus; + } + set { + _projectionFocus = value; + } + } + + public float ProjectionAmbiance { + get { + return _projectionAmb; + } + set { + _projectionAmb = value; + } + } + public byte[] ExtraParamsToBytes() { ushort FlexiEP = 0x10; @@ -1175,16 +1220,16 @@ namespace OpenSim.Framework Array.Copy(data, pos, ProjectionTextureUUID,0, 16); _projectionTextureID = new UUID(ProjectionTextureUUID, 0); - _projectionFocus = Utils.BytesToFloat(data, pos + 16); - _projectionFOV = Utils.BytesToFloat(data, pos + 20); + _projectionFOV = Utils.BytesToFloat(data, pos + 16); + _projectionFocus = Utils.BytesToFloat(data, pos + 20); _projectionAmb = Utils.BytesToFloat(data, pos + 24); } else { _projectionEntry = false; _projectionTextureID = UUID.Zero; - _projectionFocus = 0f; _projectionFOV = 0f; + _projectionFocus = 0f; _projectionAmb = 0f; } } @@ -1194,8 +1239,8 @@ namespace OpenSim.Framework byte[] data = new byte[28]; _projectionTextureID.GetBytes().CopyTo(data, 0); - Utils.FloatToBytes(_projectionFocus).CopyTo(data, 16); - Utils.FloatToBytes(_projectionFOV).CopyTo(data, 20); + Utils.FloatToBytes(_projectionFOV).CopyTo(data, 16); + Utils.FloatToBytes(_projectionFocus).CopyTo(data, 20); Utils.FloatToBytes(_projectionAmb).CopyTo(data, 24); return data; diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs index 477c52d..8a98be7 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs @@ -2200,6 +2200,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api m_LSL_Api.SetPrimitiveParamsEx(prim, rules); } + + /// + /// Set parameters for light projection in host prim + /// + public void osSetProjectionParams(bool projection, LSL_Key texture, double fov, double focus, double amb) + { + CheckThreatLevel(ThreatLevel.High, "osSetProjectionParams"); + + osSetProjectionParams(UUID.Zero.ToString(), projection, texture, fov, focus, amb); + } + + /// + /// Set parameters for light projection with uuid of target prim + /// + public void osSetProjectionParams(LSL_Key prim, bool projection, LSL_Key texture, double fov, double focus, double amb) + { + CheckThreatLevel(ThreatLevel.High, "osSetProjectionParams"); + m_host.AddScriptLPS(1); + + SceneObjectPart obj = null; + if (prim == UUID.Zero.ToString()) + { + obj = m_host; + } + else + { + obj = World.GetSceneObjectPart(new UUID(prim)); + if (obj == null) + return; + } + + obj.Shape.ProjectionEntry = projection; + obj.Shape.ProjectionTextureUUID = new UUID(texture); + obj.Shape.ProjectionFOV = (float)fov; + obj.Shape.ProjectionFocus = (float)focus; + obj.Shape.ProjectionAmbiance = (float)amb; + + + obj.ParentGroup.HasGroupChanged = true; + obj.ScheduleFullUpdate(); + + } /// /// Like osGetAgents but returns enough info for a radar diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs index 78ee43c..630821b 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs @@ -176,6 +176,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces void osCauseDamage(string avatar, double damage); LSL_List osGetPrimitiveParams(LSL_Key prim, LSL_List rules); void osSetPrimitiveParams(LSL_Key prim, LSL_List rules); + void osSetProjectionParams(bool projection, LSL_Key texture, double fov, double focus, double amb); + void osSetProjectionParams(LSL_Key prim, bool projection, LSL_Key texture, double fov, double focus, double amb); + LSL_List osGetAvatarList(); } diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OSSL_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OSSL_Stub.cs index 6cc5f51..e289554 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OSSL_Stub.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OSSL_Stub.cs @@ -688,6 +688,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase m_OSSL_Functions.osSetPrimitiveParams(prim, rules); } + public void osSetProjectionParams(bool projection, LSL_Key texture, double fov, double focus, double amb) + { + m_OSSL_Functions.osSetProjectionParams(projection, texture, fov, focus, amb); + } + + public void osSetProjectionParams(LSL_Key prim, bool projection, LSL_Key texture, double fov, double focus, double amb) + { + m_OSSL_Functions.osSetProjectionParams(prim, projection, texture, fov, focus, amb); + } + public LSL_List osGetAvatarList() { return m_OSSL_Functions.osGetAvatarList(); -- cgit v1.1 From 22eff055d4c03d2bb0bd44f4259a280761d90715 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sun, 17 Oct 2010 10:35:38 -0700 Subject: .NET automagical serialization of SOPs replaced by manual serialization across the board. --- .../World/Serialiser/Tests/SerialiserTests.cs | 10 +++- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 15 ++--- .../Scenes/Serialization/SceneObjectSerializer.cs | 65 +++++----------------- 3 files changed, 28 insertions(+), 62 deletions(-) diff --git a/OpenSim/Region/CoreModules/World/Serialiser/Tests/SerialiserTests.cs b/OpenSim/Region/CoreModules/World/Serialiser/Tests/SerialiserTests.cs index bac7827..f10e848 100644 --- a/OpenSim/Region/CoreModules/World/Serialiser/Tests/SerialiserTests.cs +++ b/OpenSim/Region/CoreModules/World/Serialiser/Tests/SerialiserTests.cs @@ -303,15 +303,19 @@ namespace OpenSim.Region.CoreModules.World.Serialiser.Tests { case "UUID": xtr.ReadStartElement("UUID"); - uuid = UUID.Parse(xtr.ReadElementString("Guid")); - xtr.ReadEndElement(); + try + { + uuid = UUID.Parse(xtr.ReadElementString("UUID")); + xtr.ReadEndElement(); + } + catch { } // ignore everything but ... break; case "Name": name = xtr.ReadElementContentAsString(); break; case "CreatorID": xtr.ReadStartElement("CreatorID"); - creatorId = UUID.Parse(xtr.ReadElementString("Guid")); + creatorId = UUID.Parse(xtr.ReadElementString("UUID")); xtr.ReadEndElement(); break; } diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 39b109b..bf4c55c 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -39,6 +39,7 @@ using OpenMetaverse.Packets; using OpenSim.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes.Scripting; +using OpenSim.Region.Framework.Scenes.Serialization; using OpenSim.Region.Physics.Manager; namespace OpenSim.Region.Framework.Scenes @@ -124,10 +125,6 @@ namespace OpenSim.Region.Framework.Scenes get { return ParentGroup.RootPart == this; } } - // use only one serializer to give the runtime a chance to optimize it (it won't do that if you - // use a new instance every time) - private static XmlSerializer serializer = new XmlSerializer(typeof (SceneObjectPart)); - #region Fields public bool AllowedDrop; @@ -1850,7 +1847,7 @@ namespace OpenSim.Region.Framework.Scenes /// /// /// - public static SceneObjectPart FromXml(XmlReader xmlReader) + public static SceneObjectPart FromXml(XmlTextReader xmlReader) { return FromXml(UUID.Zero, xmlReader); } @@ -1861,9 +1858,9 @@ namespace OpenSim.Region.Framework.Scenes /// The inventory id from which this part came, if applicable /// /// - public static SceneObjectPart FromXml(UUID fromUserInventoryItemId, XmlReader xmlReader) + public static SceneObjectPart FromXml(UUID fromUserInventoryItemId, XmlTextReader xmlReader) { - SceneObjectPart part = (SceneObjectPart)serializer.Deserialize(xmlReader); + SceneObjectPart part = SceneObjectSerializer.Xml2ToSOP(xmlReader); part.m_fromUserInventoryItemID = fromUserInventoryItemId; // for tempOnRez objects, we have to fix the Expire date. @@ -4058,9 +4055,9 @@ namespace OpenSim.Region.Framework.Scenes /// Serialize this part to xml. /// /// - public void ToXml(XmlWriter xmlWriter) + public void ToXml(XmlTextWriter xmlWriter) { - serializer.Serialize(xmlWriter, this); + SceneObjectSerializer.SOPToXml2(xmlWriter, this, new Dictionary()); } public void TriggerScriptChangedEvent(Changed val) diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs index 9a00bea..4897cd6 100644 --- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs +++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs @@ -67,14 +67,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization //m_log.DebugFormat("[SOG]: Starting deserialization of SOG"); //int time = System.Environment.TickCount; - // libomv.types changes UUID to Guid - xmlData = xmlData.Replace("", ""); - xmlData = xmlData.Replace("", ""); - - // Handle Nested property - xmlData = xmlData.Replace("", ""); - xmlData = xmlData.Replace("", ""); - try { StringReader sr; @@ -126,6 +118,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization } } + /// /// Serialize a scene object to the original xml format /// @@ -181,7 +174,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization protected static void ToOriginalXmlFormat(SceneObjectPart part, XmlTextWriter writer) { - part.ToXml(writer); + SOPToXml2(writer, part, new Dictionary()); } public static SceneObjectGroup FromXml2Format(string xmlData) @@ -189,14 +182,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization //m_log.DebugFormat("[SOG]: Starting deserialization of SOG"); //int time = System.Environment.TickCount; - // libomv.types changes UUID to Guid - xmlData = xmlData.Replace("", ""); - xmlData = xmlData.Replace("", ""); - - // Handle Nested property - xmlData = xmlData.Replace("", ""); - xmlData = xmlData.Replace("", ""); - try { XmlDocument doc = new XmlDocument(); @@ -261,41 +246,13 @@ namespace OpenSim.Region.Framework.Scenes.Serialization { using (XmlTextWriter writer = new XmlTextWriter(sw)) { - ToXml2Format(sceneObject, writer); + SOGToXml2(writer, sceneObject, new Dictionary()); } return sw.ToString(); } } - /// - /// Serialize a scene object to the 'xml2' format. - /// - /// - /// - public static void ToXml2Format(SceneObjectGroup sceneObject, XmlTextWriter writer) - { - //m_log.DebugFormat("[SERIALIZER]: Starting serialization of SOG {0} to XML2", Name); - //int time = System.Environment.TickCount; - - writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty); - sceneObject.RootPart.ToXml(writer); - writer.WriteStartElement(String.Empty, "OtherParts", String.Empty); - - SceneObjectPart[] parts = sceneObject.Parts; - for (int i = 0; i < parts.Length; i++) - { - SceneObjectPart part = parts[i]; - if (part.UUID != sceneObject.RootPart.UUID) - part.ToXml(writer); - } - - writer.WriteEndElement(); // End of OtherParts - sceneObject.SaveScriptedState(writer); - writer.WriteEndElement(); // End of SceneObjectGroup - - //m_log.DebugFormat("[SERIALIZER]: Finished serialization of SOG {0} to XML2, {1}ms", Name, System.Environment.TickCount - time); - } #region manual serialization @@ -386,6 +343,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization m_TaskInventoryXmlProcessors.Add("PermsGranter", ProcessTIPermsGranter); m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask); m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType); + m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged); + #endregion #region ShapeXmlProcessors initialization @@ -817,6 +776,11 @@ namespace OpenSim.Region.Framework.Scenes.Serialization item.Type = reader.ReadElementContentAsInt("Type", String.Empty); } + private static void ProcessTIOwnerChanged(TaskInventoryItem item, XmlTextReader reader) + { + item.OwnerChanged = reader.ReadElementContentAsBoolean("OwnerChanged", String.Empty); + } + #endregion #region ShapeXmlProcessors @@ -1078,20 +1042,20 @@ namespace OpenSim.Region.Framework.Scenes.Serialization public static void SOGToXml2(XmlTextWriter writer, SceneObjectGroup sog, Dictionaryoptions) { writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty); - SOPToXml2(writer, sog.RootPart, null, options); + SOPToXml2(writer, sog.RootPart, options); writer.WriteStartElement(String.Empty, "OtherParts", String.Empty); sog.ForEachPart(delegate(SceneObjectPart sop) { if (sop.UUID != sog.RootPart.UUID) - SOPToXml2(writer, sop, sog.RootPart, options); + SOPToXml2(writer, sop, options); }); writer.WriteEndElement(); writer.WriteEndElement(); } - static void SOPToXml2(XmlTextWriter writer, SceneObjectPart sop, SceneObjectPart parent, Dictionary options) + public static void SOPToXml2(XmlTextWriter writer, SceneObjectPart sop, Dictionary options) { writer.WriteStartElement("SceneObjectPart"); writer.WriteAttributeString("xmlns:xsi", "http://www.w3.org/2001/XMLSchema-instance"); @@ -1229,6 +1193,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization WriteUUID(writer, "PermsGranter", item.PermsGranter, options); writer.WriteElementString("PermsMask", item.PermsMask.ToString()); writer.WriteElementString("Type", item.Type.ToString()); + writer.WriteElementString("OwnerChanged", item.OwnerChanged.ToString().ToLower()); writer.WriteEndElement(); // TaskInventoryItem } @@ -1398,7 +1363,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization } else { - //m_log.DebugFormat("[SceneObjectSerializer]: caught unknown element {0}", nodeName); + m_log.DebugFormat("[SceneObjectSerializer]: caught unknown element {0}", nodeName); reader.ReadOuterXml(); // ignore } -- cgit v1.1 From 7038f2b40634a3f17259be52ff67a887e003cb05 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sun, 17 Oct 2010 10:41:38 -0700 Subject: Deleted all [XmlIgnore] from SOP, since those are meaningless now. --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 110 ++++++++++----------- .../Scenes/Serialization/SceneObjectSerializer.cs | 6 +- 2 files changed, 58 insertions(+), 58 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index bf4c55c..7a6449d 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -119,7 +119,7 @@ namespace OpenSim.Region.Framework.Scenes /// /// Is this sop a root part? /// - [XmlIgnore] + public bool IsRoot { get { return ParentGroup.RootPart == this; } @@ -129,26 +129,26 @@ namespace OpenSim.Region.Framework.Scenes public bool AllowedDrop; - [XmlIgnore] + public bool DIE_AT_EDGE; - [XmlIgnore] + public bool RETURN_AT_EDGE; - [XmlIgnore] + public bool BlockGrab; - [XmlIgnore] + public bool StatusSandbox; - [XmlIgnore] + public Vector3 StatusSandboxPos; // TODO: This needs to be persisted in next XML version update! - [XmlIgnore] + public readonly int[] PayPrice = {-2,-2,-2,-2,-2}; - [XmlIgnore] + public PhysicsActor PhysActor { get { return m_physActor; } @@ -163,43 +163,43 @@ namespace OpenSim.Region.Framework.Scenes // Note: This isn't persisted in the database right now, as the fields for that aren't just there yet. // Not a big problem as long as the script that sets it remains in the prim on startup. // for SL compatibility it should be persisted though (set sound / displaytext / particlesystem, kill script) - [XmlIgnore] + public UUID Sound; - [XmlIgnore] + public byte SoundFlags; - [XmlIgnore] + public double SoundGain; - [XmlIgnore] + public double SoundRadius; - [XmlIgnore] + public uint TimeStampFull; - [XmlIgnore] + public uint TimeStampLastActivity; // Will be used for AutoReturn - [XmlIgnore] + public uint TimeStampTerse; - [XmlIgnore] + public UUID FromItemID; - [XmlIgnore] + public UUID FromFolderID; - [XmlIgnore] + public int STATUS_ROTATE_X; - [XmlIgnore] + public int STATUS_ROTATE_Y; - [XmlIgnore] + public int STATUS_ROTATE_Z; - [XmlIgnore] + private Dictionary m_CollisionFilter = new Dictionary(); /// @@ -208,68 +208,68 @@ namespace OpenSim.Region.Framework.Scenes /// private UUID m_fromUserInventoryItemID; - [XmlIgnore] + public UUID FromUserInventoryItemID { get { return m_fromUserInventoryItemID; } } - [XmlIgnore] + public bool IsAttachment; - [XmlIgnore] + public scriptEvents AggregateScriptEvents; - [XmlIgnore] + public UUID AttachedAvatar; - [XmlIgnore] + public Vector3 AttachedPos; - [XmlIgnore] + public uint AttachmentPoint; - [XmlIgnore] + public Vector3 RotationAxis = Vector3.One; - [XmlIgnore] + public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this // Certainly this must be a persistant setting finally - [XmlIgnore] + public bool IsWaitingForFirstSpinUpdatePacket; - [XmlIgnore] + public Quaternion SpinOldOrientation = Quaternion.Identity; - [XmlIgnore] + public Quaternion m_APIDTarget = Quaternion.Identity; - [XmlIgnore] + public float m_APIDDamp = 0; - [XmlIgnore] + public float m_APIDStrength = 0; /// /// This part's inventory /// - [XmlIgnore] + public IEntityInventory Inventory { get { return m_inventory; } } protected SceneObjectPartInventory m_inventory; - [XmlIgnore] + public bool Undoing; - [XmlIgnore] + public bool IgnoreUndoUpdate = false; - [XmlIgnore] + private PrimFlags LocalFlags; - [XmlIgnore] + private float m_damage = -1.0f; private byte[] m_TextureAnimation; private byte m_clickAction; @@ -277,9 +277,9 @@ namespace OpenSim.Region.Framework.Scenes private string m_description = String.Empty; private readonly List m_lastColliders = new List(); private int m_linkNum; - [XmlIgnore] + private int m_scriptAccessPin; - [XmlIgnore] + private readonly Dictionary m_scriptEvents = new Dictionary(); private string m_sitName = String.Empty; private Quaternion m_sitTargetOrientation = Quaternion.Identity; @@ -545,7 +545,7 @@ namespace OpenSim.Region.Framework.Scenes } - [XmlIgnore] + public Dictionary CollisionFilter { get { return m_CollisionFilter; } @@ -555,21 +555,21 @@ namespace OpenSim.Region.Framework.Scenes } } - [XmlIgnore] + public Quaternion APIDTarget { get { return m_APIDTarget; } set { m_APIDTarget = value; } } - [XmlIgnore] + public float APIDDamp { get { return m_APIDDamp; } set { m_APIDDamp = value; } } - [XmlIgnore] + public float APIDStrength { get { return m_APIDStrength; } @@ -615,35 +615,35 @@ namespace OpenSim.Region.Framework.Scenes set { m_LoopSoundSlavePrims = value; } } - [XmlIgnore] + public Byte[] TextureAnimation { get { return m_TextureAnimation; } set { m_TextureAnimation = value; } } - [XmlIgnore] + public Byte[] ParticleSystem { get { return m_particleSystem; } set { m_particleSystem = value; } } - [XmlIgnore] + public DateTime Expires { get { return m_expires; } set { m_expires = value; } } - [XmlIgnore] + public DateTime Rezzed { get { return m_rezzed; } set { m_rezzed = value; } } - [XmlIgnore] + public float Damage { get { return m_damage; } @@ -1016,7 +1016,7 @@ namespace OpenSim.Region.Framework.Scenes } } - [XmlIgnore] + public bool CreateSelected { get { return m_createSelected; } @@ -1198,14 +1198,14 @@ namespace OpenSim.Region.Framework.Scenes } } - [XmlIgnore] + public UUID SitTargetAvatar { get { return m_sitTargetAvatar; } set { m_sitTargetAvatar = value; } } - [XmlIgnore] + public virtual UUID RegionID { get @@ -1219,7 +1219,7 @@ namespace OpenSim.Region.Framework.Scenes } private UUID _parentUUID = UUID.Zero; - [XmlIgnore] + public UUID ParentUUID { get @@ -1233,7 +1233,7 @@ namespace OpenSim.Region.Framework.Scenes set { _parentUUID = value; } } - [XmlIgnore] + public string SitAnimation { get { return m_sitAnimation; } diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs index 4897cd6..252304b 100644 --- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs +++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs @@ -149,7 +149,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty); writer.WriteStartElement(String.Empty, "RootPart", String.Empty); - ToOriginalXmlFormat(sceneObject.RootPart, writer); + ToXmlFormat(sceneObject.RootPart, writer); writer.WriteEndElement(); writer.WriteStartElement(String.Empty, "OtherParts", String.Empty); @@ -160,7 +160,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization if (part.UUID != sceneObject.RootPart.UUID) { writer.WriteStartElement(String.Empty, "Part", String.Empty); - ToOriginalXmlFormat(part, writer); + ToXmlFormat(part, writer); writer.WriteEndElement(); } } @@ -172,7 +172,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization //m_log.DebugFormat("[SERIALIZER]: Finished serialization of SOG {0}, {1}ms", Name, System.Environment.TickCount - time); } - protected static void ToOriginalXmlFormat(SceneObjectPart part, XmlTextWriter writer) + protected static void ToXmlFormat(SceneObjectPart part, XmlTextWriter writer) { SOPToXml2(writer, part, new Dictionary()); } -- cgit v1.1