From 1996eb93b99a566a30a8ed447b3740697c18fc4d Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 27 Jul 2010 21:52:50 +0100
Subject: Update OpenMetaverse libraries to r3287 + r3294 (removal of
OpenMetaverse.Http.dll dependency) + r3378 (treat MediaPermission as a
bitfield)
As far as I can determine, r3287 + r3294 patch was the previous update to the OpenMetaverse libraries
This change just adds r3378 to overcome problems storing media textures with certain permission combinations in inventory
This is a limited change in order to isolate moap from any other possible libomv update issues
An update to the forthcoming libomv 0.8.3 is expected in due course to replace this
This commit also deletes OpenMetaverse.Utilities.* as it's unused (on the advice of jhurliman).
---
bin/OpenMetaverseTypes.XML | 3809 +++++++++++++++++++++++---------------------
1 file changed, 1957 insertions(+), 1852 deletions(-)
(limited to 'bin/OpenMetaverseTypes.XML')
diff --git a/bin/OpenMetaverseTypes.XML b/bin/OpenMetaverseTypes.XML
index 2dc28ae..df1853a 100644
--- a/bin/OpenMetaverseTypes.XML
+++ b/bin/OpenMetaverseTypes.XML
@@ -1,1852 +1,1957 @@
-
-
-
- OpenMetaverseTypes
-
-
-
-
- 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
-
-
-
-
- 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.
-
-
-
-
- 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
-
-
-
- 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
-
-
-
- Create an RGB color from a hue, saturation, value combination
-
- Hue
- Saturation
- Value
- An fully opaque RGB color (alpha is 1.0)
-
-
- 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)
-
-
- 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 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
-
-
- For thread safety
-
-
- For thread safety
-
-
-
- Purges expired objects from the cache. Called automatically by the purge timer.
-
-
-
-
- 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
-
-
-
- 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
-
-
- 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
-
-
-
- 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
-
-
-
- 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/
-
-
-
- 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.
-
-
-
- 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
-
-
-
- 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
-
-
-
- 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
-
-
- Invalid wearable asset
-
-
-
- Copy constructor
-
- Circular queue to copy
-
-
-
- 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
-
-
-
+
+
+
+ OpenMetaverseTypes
+
+
+
+
+ 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
+
+
+
+ X value
+
+
+ Y value
+
+
+ Z value
+
+
+ W value
+
+
+
+ Build a quaternion from normalized float values
+
+ X value from -1.0 to 1.0
+ Y value from -1.0 to 1.0
+ Z value from -1.0 to 1.0
+
+
+
+ Constructor, builds a quaternion object from a byte array
+
+ Byte array containing four four-byte floats
+ Offset in the byte array to start reading at
+ Whether the source data is normalized or
+ not. If this is true 12 bytes will be read, otherwise 16 bytes will
+ be read.
+
+
+
+ Normalizes the quaternion
+
+
+
+
+ Builds a quaternion object from a byte array
+
+ The source byte array
+ Offset in the byte array to start reading at
+ Whether the source data is normalized or
+ not. If this is true 12 bytes will be read, otherwise 16 bytes will
+ be read.
+
+
+
+ Normalize this quaternion and serialize it to a byte array
+
+ A 12 byte array containing normalized X, Y, and Z floating
+ point values in order using little endian byte ordering
+
+
+
+ Writes the raw bytes for this quaternion to a byte array
+
+ Destination byte array
+ Position in the destination array to start
+ writing. Must be at least 12 bytes before the end of the array
+
+
+
+ Convert this quaternion to euler angles
+
+ X euler angle
+ Y euler angle
+ Z euler angle
+
+
+
+ Convert this quaternion to an angle around an axis
+
+ Unit vector describing the axis
+ Angle around the axis, in radians
+
+
+
+ Returns the conjugate (spatial inverse) of a quaternion
+
+
+
+
+ Build a quaternion from an axis and an angle of rotation around
+ that axis
+
+
+
+
+ Build a quaternion from an axis and an angle of rotation around
+ that axis
+
+ Axis of rotation
+ Angle of rotation
+
+
+
+ Creates a quaternion from a vector containing roll, pitch, and yaw
+ in radians
+
+ Vector representation of the euler angles in
+ radians
+ Quaternion representation of the euler angles
+
+
+
+ Creates a quaternion from roll, pitch, and yaw euler angles in
+ radians
+
+ X angle in radians
+ Y angle in radians
+ Z angle in radians
+ Quaternion representation of the euler angles
+
+
+
+ Conjugates and renormalizes a vector
+
+
+
+
+ Spherical linear interpolation between two quaternions
+
+
+
+
+ Get a string representation of the quaternion elements with up to three
+ decimal digits and separated by spaces only
+
+ Raw string representation of the quaternion
+
+
+ A quaternion with a value of 0,0,0,1
+
+
+
+ Same as Queue except Dequeue function blocks until there is an object to return.
+ Note: This class does not need to be synchronized
+
+
+
+
+ Create new BlockingQueue.
+
+ 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.
+
+
+
+ Used for converting degrees to radians
+
+
+ Used for converting radians to degrees
+
+
+ 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
+
+
+
+ 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
+
+
+
+ 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
+
+
+
+ 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
+
+
+
+ Operating system
+
+
+
+ Unknown
+
+
+ Microsoft Windows
+
+
+ Microsoft Windows CE
+
+
+ Linux
+
+
+ Apple OSX
+
+
+
+ Runtime platform
+
+
+
+ .NET runtime
+
+
+ Mono runtime: http://www.mono-project.com/
+
+
+
+ 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
+
+
+ For thread safety
+
+
+ For thread safety
+
+
+
+ Purges expired objects from the cache. Called automatically by the purge timer.
+
+
+
+ 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
+
+
+
+ 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
+
+
+
+ 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
+
+
+
+ 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
+
+
+
+ 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
+
+
+
+ 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)
+
+
+
+ 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 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
+
+
+
+ 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.
+
+
+
+
+ Copy constructor
+
+ Circular queue to copy
+
+
+
--
cgit v1.1