From 640d2b0d5d82166cf4332b9db21ec814049c6334 Mon Sep 17 00:00:00 2001 From: Melanie Thielker Date: Wed, 12 Nov 2014 06:51:13 +0100 Subject: Update libOMV and fix XBakes dependencies. --- bin/OpenMetaverse.Rendering.Meshmerizer.dll | Bin 24576 -> 20480 bytes bin/OpenMetaverse.StructuredData.XML | 416 +- bin/OpenMetaverse.StructuredData.dll | Bin 114688 -> 106496 bytes bin/OpenMetaverse.XML | 37274 +++++++++++++------------- bin/OpenMetaverse.dll | Bin 1925120 -> 1806336 bytes bin/OpenMetaverse.dll.config | 8 +- bin/OpenMetaverseTypes.XML | 3443 ++- bin/OpenMetaverseTypes.dll | Bin 122880 -> 110592 bytes 8 files changed, 20429 insertions(+), 20712 deletions(-) (limited to 'bin') diff --git a/bin/OpenMetaverse.Rendering.Meshmerizer.dll b/bin/OpenMetaverse.Rendering.Meshmerizer.dll index 30b9c7b..052490d 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 d6c31df..3999d99 100644 --- a/bin/OpenMetaverse.StructuredData.XML +++ b/bin/OpenMetaverse.StructuredData.XML @@ -1,377 +1,349 @@ - /home/root/libomv-0.9.1-source/bin/OpenMetaverse.StructuredData + OpenMetaverse.StructuredData - + + - - + - - + - + + Deserializes binary LLSD + Serialized data + OSD containting deserialized data - + + Deserializes binary LLSD + Stream to read the data from + OSD containting deserialized data - + + Serializes OSD to binary format. It does no prepend header + OSD to serialize + Serialized data - + + Serializes OSD to binary format + OSD to serialize + + Serialized data - + + Serializes OSD to binary format. It does no prepend header + OSD to serialize + Serialized data - + + Serializes OSD to binary format + OSD to serialize + + Serialized data - + + + - + + + + + - + + + + + - + + + + + - + + + + - + - 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 + + - + + + + - + + + + - + + + + - + + + + - + + + + - + + + + - + + + + + - + + + + - + + + + - + + + + - - - - - + + + + - + - Deserializes binary LLSD + - Serialized data - OSD containting deserialized data + + - + - Deserializes binary LLSD + - Stream to read the data from - OSD containting deserialized data + + + - + - Serializes OSD to binary format. It does no prepend header + - OSD to serialize - Serialized data + + + + - + - Serializes OSD to binary format + - OSD to serialize - - - Serialized data + + + - + - Serializes OSD to binary format. It does no prepend header + - OSD to serialize - Serialized data + + + - + - Serializes OSD to binary format + - OSD to serialize - - - Serialized data - - - - - + + - - - - - - - - - + + - - - - - - - - - + + - - - - - - - - - + + - - - - - - - + + - - - - - - - + + - - - - - - - + + - - - - - - - + + - - - - - - - + + - + + + + + + + + - - - - - + + - - - - - + + Uses reflection to create an SDMap from all of the SD + serializable types in an object - - - - - - + Class or struct containing serializable types + An SDMap holding the serialized values from the + container object - + + Uses reflection to deserialize member variables in an object from + an SDMap - - - - - - - - + Reference to an object to fill with deserialized + values + Serialized values to put in the target + object - + + - - - - - - - + + - - - - - - - + + - - - - - + + - - - - - + + - - - - - + + - - - - - + + - - - - - + + - - - - - + + - - - - - - - + + - - - - diff --git a/bin/OpenMetaverse.StructuredData.dll b/bin/OpenMetaverse.StructuredData.dll index c7216ce..ed613e7 100755 Binary files a/bin/OpenMetaverse.StructuredData.dll and b/bin/OpenMetaverse.StructuredData.dll differ diff --git a/bin/OpenMetaverse.XML b/bin/OpenMetaverse.XML index 81cc005..6e35a04 100644 --- a/bin/OpenMetaverse.XML +++ b/bin/OpenMetaverse.XML @@ -1,26422 +1,26260 @@ - /home/root/libomv-0.9.1-source/bin/OpenMetaverse + OpenMetaverse - + - Permission request flags, asked when a script wants to control an Avatar + Starts a thread that keeps the daemon running + + - - 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 + + + Stops the daemon and the thread keeping it running + - - 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 + + + This is used to get a list of audio devices that can be used for capture (input) of voice. + + - - Script wants permission to release ownership - This function is not implemented on the grid - The concept of "public" objects does not exist anymore. + + + This is used to get a list of audio devices that can be used for render (playback) of voice. + - - Script wants ability to link/delink with other prims + + + This command is used to select the render device. + + The name of the device as returned by the Aux.GetRenderDevices command. - - Script wants permission to change joints - This function is not implemented on the grid + + + This command is used to select the capture device. + + The name of the device as returned by the Aux.GetCaptureDevices command. - - Script wants permissions to change permissions - This function is not implemented on the grid + + + 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) + - - Script wants to track avatars camera position and rotation + + + This command is used to stop the audio capture process. + + - - Script wants to control your camera + + + 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) + - + - Special commands used in Instant Messages + 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) + - - Indicates a regular IM from another agent + + + 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. + + + - - Simple notification box with an OK button + + + Used to accept a call + + SessionHandle such as received from SessionNewEvent + "default" + - - You've been invited to join a group. + + + 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. + - - Inventory offer + + + This command is used to stop the audio render process. + + The fully qualified path to the sound file issued in the start render command. + - - Accepted inventory offer + + + This is used to ‘end’ an established session (i.e. hang-up or disconnect). + + Handle returned from successful Session ‘create’ request or a SessionNewEvent + - - Declined inventory offer + + + Set the combined speaking and listening position in 3D space. + + Handle returned from successful Session ‘create’ request or a SessionNewEvent + Speaking position + Listening position + - - Group vote + + + 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 + - - An object is offering its inventory + + + Start up the Voice service. + - - Accept an inventory offer from an object + + + Handle miscellaneous request status + + + + ///If something goes wrong, we log it. - - Decline an inventory offer from an object + + + Cleanup oject resources + - - Unknown + + + Request voice cap when changing regions + - - Start a session, or add users to a session + + + Handle a change in session state + - - Start a session, but don't prune offline users + + + Close a voice session + + - - Start a session with your group + + + Locate a Session context from its handle + + Creates the session context if it does not exist. - - Start a session without a calling card (finder or objects) + + + Handle completion of main voice cap request. + + + + - - Send a message to a session + + + Daemon has started so connect to it. + - - Leave a session + + + The daemon TCP connection is open. + - - Indicates that the IM is from an object + + + Handle creation of the Connector. + - - Sent an IM to a busy user, this is the auto response + + + Handle response to audio output device query + - - Shows the message in the console and chat history + + + Handle response to audio input device query + - - Send a teleport lure + + + Set voice channel for new parcel + + - - Response sent to the agent which inititiated a teleport invitation + + + Request info from a parcel capability Uri. + + - - Response sent to the agent which inititiated a teleport invitation + + + Receive parcel voice cap + + + + - - Only useful if you have Linden permissions + + + Tell Vivox where we are standing + + This has to be called when we move or turn. - - A placeholder type for future expansion, currently not - used + + + Start and stop updating out position. + + - - 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 + 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 + - - 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 + This is used to logout a user session. It should only be called with a valid AccountHandle. + Handle returned from successful Connector ‘login’ request + - - 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 + 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 + + - - Chat from the grid or simulator - - - Chat from another avatar - - - Chat from an object - - + + 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 - + - Effect type used in ViewerEffect packets + 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 - + + 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 - - Project a beam from a source to a destination, such as - the one used when editing an object + + 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 - - Create a swirl of particles around an object + + Audio Properties Events are sent after audio capture is started. These events are used to display a microphone VU meter - + + - - - + + - - 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 - + + - - - + + - - - + + - - - + + - + + Status of the last application run. + Used for error reporting to the grid login service for statistical purposes. - - - + + Application exited normally - - - + + Application froze - - Deprecated + + Application detected error and exited abnormally - - - + + Other crash - - - + + Application froze during logout - - - + + Application crashed during logout - + + Login Request Parameters - - - The action an avatar is doing when pointing at something, used in - ViewerEffect packets for the PointAt effect - + + 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 - - - Money transaction types - + + A md5 hashed password + plaintext password will be automatically hashed - - - + + The agents starting location once logged in + Either "last", "home", or a string encoded URI + containing the simulator name and x/y/z coordinates e.g: uri:hooper&128&152&17 - - - + + A string containing the client software channel information + Second Life Release - - - + + The client software version information + The official viewer uses: Second Life Release n.n.n.n + where n is replaced with the current version of the viewer - - - + + A string containing the platform information the agent is running on - - - + + A string hash of the network cards Mac Address - - - + + Unknown or deprecated - - - + + A string hash of the first disk drives ID used to identify this clients uniqueness - - - + + A string containing the viewers Software, this is not directly sent to the login server but + instead is used to generate the Version string - - - + + A string representing the software creator. This is not directly sent to the login server but + is used by the library to generate the Version information - - - + + If true, this agent agrees to the Terms of Service of the grid its connecting to - - - + + Unknown - - - + + Status of the last application run sent to the grid login server for statistical purposes - - - + + An array of string sent to the login server to enable various options - - - + + A randomly generated ID to distinguish between login attempts. This value is only used + internally in the library and is never sent over the wire - + + 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 - - - + + Maximum number of groups an agent can belong to, -1 for unlimited - - - + + Server side baking service URL - - - + + 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 (channel) + Client application name + 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 (channel) + Client application name + version + Whether the login was successful or not. On failure the + LoginErrorKey string will contain the error code and LoginMessage + will contain a description of the error - + + 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 (channel) + Starting location URI that can be built with + StartLocation() + Client application name + version + Whether the login was successful or not. On failure the + LoginErrorKey string will contain the error code and LoginMessage + will contain a description of the error - + + 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 - + + LoginParams and the initial login XmlRpcRequest were made on a remote machine. + This method now initializes libomv with the results. - + + Handles response from XML-RPC login replies - + + Handles response from XML-RPC login replies with already parsed LoginResponseData - + + 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 - + + Register an event handler for a packet. This is a low level event + interface and should only be used if you are doing something not + supported in the library + Packet type to trigger events for + Callback to fire when a packet of this type + is received + True if the callback should be ran + asynchronously. Only set this to false (synchronous for callbacks + that will always complete quickly) + If any callback for a packet type is marked as + asynchronous, all callbacks for that packet type will be fired + asynchronously - + + 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 - + - Flags sent when a script takes or releases a control + Fire an event when an event queue connects for capabilities - NOTE: (need to verify) These might be a subset of the ControlFlags enum in Movement, - - - No Flags set + Simulator the event queue is attached to - - Forward (W or up Arrow) + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Back (S or down arrow) + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Move left (shift+A or left arrow) + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Move right (shift+D or right arrow) + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Up (E or PgUp) + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Down (C or PgDown) + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Rotate left (A or left arrow) + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Rotate right (D or right arrow) + + Raised when the simulator sends us data containing + ... - - Left Mouse Button + + Called when a reply is received from the login server, the + login sequence will block until this event returns - - Left Mouse button in MouseLook + + Current state of logging in - - - Currently only used to hide your group title - + + Upon login failure, contains a short string key for the + type of login error that occurred - - No flags set + + The raw XML-RPC reply from the login server, exactly as it + was received (minus the HTTP header) - - Hide your group title + + 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 - - - Action state of the avatar, which can currently be typing and - editing - + + 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 + ... - - - Current teleport status - + + Raised when the simulator sends us data containing + ... - - Unknown status + + Raised when the simulator sends us data containing + ... - - Teleport initialized + + Raised when the simulator sends us data containing + ... - - Teleport in progress + + Raised when the simulator sends us data containing + ... - - Teleport failed + + Unique identifier associated with our connections to + simulators - - Teleport completed + + The simulator that the logged in avatar is currently + occupying - - Teleport cancelled + + 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 + + + + + + + + - - No flags set, or teleport failed + + + Explains why a simulator or the grid disconnected from us + - - Set when newbie leaves help island for first time + + 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 - - Via Lure + + Reference to the simulator that this packet came from - - Via Landmark + + Packet that needs to be processed - - Via Location + + + Holds a simulator reference and a serialized packet, these structs are put in + the packet outbox for sending + - - Via Home + + Reference to the simulator this packet is destined for - - Via Telehub + + Packet that needs to be sent - - Via Login + + Sequence number of the wrapped packet - - Linden Summoned + + Number of times this packet has been resent - - Linden Forced me + + Environment.TickCount when this packet was last sent over the wire - + + Type of the packet + + + Registers, unregisters, and fires events generated by incoming packets - - Agent Teleported Home via Script + + 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 - - forced to new location for example when avatar is banned or ejected - - - Teleport Finished via a Lure - - - Finished, Sim Changed - - - Finished, Same Sim - - + + 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 - + - Type of mute entry + Object that is passed to worker threads in the ThreadPool for + firing CAPS callbacks - - Object muted by name - - - Muted residet - - - Object muted by UUID - - - Muted group - - - Muted external entry - - - - Flags of mute entry - - - - No exceptions - - - Don't mute text chat - - - Don't mute voice chat + + Callback to fire for this packet - - Don't mute particles + + Name of the CAPS event - - Don't mute sounds + + Strongly typed decoded data - - Don't mute + + Reference to the simulator that generated this event - + - Instant Message + Represends individual HTTP Download request - - 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 + + URI of the item to fetch - - Whether this message is held for offline avatars + + Timout specified in milliseconds - - Context specific packed data + + Download progress callback - - Print the struct data as a string - A string containing the field name, and field value + + Download completed callback - - Represents muted object or resident + + Accept the following content type - - Type of the mute entry + + How many times will this request be retried - - UUID of the mute etnry + + Current fetch attempt - - Mute entry name + + Default constructor - - Mute flags + + Constructor - - Transaction detail sent with MoneyBalanceReply message + + + Manages async HTTP downloads with a limit on maximum + concurrent downloads + - - Type of the transaction + + Default constructor - - UUID of the transaction source + + Cleanup method - - Is the transaction source a group + + Setup http download request - - UUID of the transaction destination + + Check the queue for pending work - - Is transaction destination a group + + Enqueue a new HTPP download - - Transaction amount + + Maximum number of parallel downloads from a single endpoint - - Transaction description + + Client certificate - + - Manager class for our own avatar + Reads in a byte array of an Animation Asset created by the SecondLife(tm) client. - + - Constructor, setup callbacks for packets related to our avatar + Rotation Keyframe count (used internally) - A reference to the Class - + - 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 + Position Keyframe count (used internally) - - Default constructor - - + - 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 + Animation Priority - + - Default constructor + The animation length in seconds. - + + Expression set in the client. Null if [None] is selected - - The camera is a local frame of reference inside of - the larger grid space. This is where the math happens - - + + The time in seconds to start the animation - + + The time in seconds to end the animation - + + Loop the animation - + + Meta data. Ease in Seconds. - - Agent camera controls + + + Meta data. Ease out seconds. + - - Currently only used for hiding your group title + + + Meta Data for the Hand Pose + - - Action state of the avatar, which can currently be - typing and editing + + + 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 + + + + + Determines whether the specified is equal to the current . + + + true if the specified is equal to the current ; otherwise, false. + + The to compare with the current . + The parameter is null. + 2 + + + + Serves as a hash function for a particular type. + + + A hash code for the current . + + 2 - + + + A Joint and it's associated meta data and keyframes + + + + + Indicates whether this instance and a specified object are equal. + + + true if and this instance are the same type and represent the same value; otherwise, false. + + Another object to compare to. + 2 + + + + Returns the hash code for this instance. + + + A 32-bit signed integer that is the hash code for this instance. + + 2 + + + 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? - - Timer for sending AgentUpdate packets - - - Move agent positive along the X axis - - - Move agent negative along the X axis - - - Move agent positive along the Y axis - - - Move agent negative along the Y axis - - - Move agent positive along the Z axis - - - Move agent negative along the Z axis - - - - - - - - - - - - - - + + Custom application data that can be attached to a joint - + + 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. - - Causes simulator to make agent fly - - - Stop movement - - - Finish animation - - - Stand up from a sit - - - Tells simulator to sit agent on ground + + Information about agents display name - - Place agent into mouselook mode + + Agent UUID - - Nudge agent positive along the X axis + + Username - - Nudge agent negative along the X axis + + Display name - - Nudge agent positive along the Y axis + + First name (legacy) - - Nudge agent negative along the Y axis + + Last name (legacy) - - Nudge agent positive along the Z axis + + Is display name default display name - - Nudge agent negative along the Z axis + + Cache display name until - - - + + Last updated timestamp - + + Creates AgentDisplayName object from OSD + Incoming OSD data + AgentDisplayName object - - Tell simulator to mark agent as away - - + + Return object as OSD map + OSD containing agent's display name data - - - + + Full name (legacy) - + + Holds group information for Avatars such as those you might find in a profile - - - + + true of Avatar accepts group notices - - - Returns "always run" value, or changes it by sending a SetAlwaysRunPacket - + + Groups Key - - The current value of the agent control flags + + Texture Key for groups insignia - - 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 + + Name of the group - - Gets or sets whether AgentUpdate packets are sent to - the current simulator + + Powers avatar has in the group - - Reset movement controls every time we send an update + + Avatars Currently selected title - - - 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 + + true of Avatar has chosen to list this in their profile - + - Rotates the avatar body and camera toward a target position. - This will also anchor the camera position on the avatar + Contains an animation currently being played by an agent - Region coordinates to turn toward - - - Send new AgentUpdate packet to update our current camera - position and rotation - + + The ID of the animation asset - - - Send new AgentUpdate packet to update our current camera - position and rotation - - Whether to require server acknowledgement - of this packet + + 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 - - - 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 + Holds group information on an individual profile pick - - - - - - - - - - - - - - - - - - - - - - - + - Used to specify movement actions for your agent + Retrieve friend status notifications, and retrieve avatar names and + profiles - - Empty flag + + The event subscribers, null of no subscribers - - Move Forward (SL Keybinding: W/Up Arrow) + + Raises the AvatarAnimation Event + An AvatarAnimationEventArgs object containing + the data sent from the simulator - - Move Backward (SL Keybinding: S/Down Arrow) + + Thread sync lock object - - Move Left (SL Keybinding: Shift-(A/Left Arrow)) + + The event subscribers, null of no subscribers - - Move Right (SL Keybinding: Shift-(D/Right Arrow)) + + Raises the AvatarAppearance Event + A AvatarAppearanceEventArgs object containing + the data sent from the simulator - - Not Flying: Jump/Flying: Move Up (SL Keybinding: E) + + Thread sync lock object - - Not Flying: Croutch/Flying: Move Down (SL Keybinding: C) + + The event subscribers, null of no subscribers - - Unused + + Raises the UUIDNameReply Event + A UUIDNameReplyEventArgs object containing + the data sent from the simulator - - Unused + + Thread sync lock object - - Unused + + The event subscribers, null of no subscribers - - Unused + + Raises the AvatarInterestsReply Event + A AvatarInterestsReplyEventArgs object containing + the data sent from the simulator - - ORed with AGENT_CONTROL_AT_* if the keyboard is being used + + Thread sync lock object - - ORed with AGENT_CONTROL_LEFT_* if the keyboard is being used + + The event subscribers, null of no subscribers - - ORed with AGENT_CONTROL_UP_* if the keyboard is being used + + Raises the AvatarPropertiesReply Event + A AvatarPropertiesReplyEventArgs object containing + the data sent from the simulator - - Fly + + Thread sync lock object - - - + + The event subscribers, null of no subscribers - - Finish our current animation + + Raises the AvatarGroupsReply Event + A AvatarGroupsReplyEventArgs object containing + the data sent from the simulator - - Stand up from the ground or a prim seat + + Thread sync lock object - - Sit on the ground at our current location + + The event subscribers, null of no subscribers - - Whether mouselook is currently enabled + + Raises the AvatarPickerReply Event + A AvatarPickerReplyEventArgs object containing + the data sent from the simulator - - Legacy, used if a key was pressed for less than a certain amount of time + + Thread sync lock object - - Legacy, used if a key was pressed for less than a certain amount of time + + The event subscribers, null of no subscribers - - Legacy, used if a key was pressed for less than a certain amount of time + + Raises the ViewerEffectPointAt Event + A ViewerEffectPointAtEventArgs object containing + the data sent from the simulator - - Legacy, used if a key was pressed for less than a certain amount of time + + Thread sync lock object - - Legacy, used if a key was pressed for less than a certain amount of time + + The event subscribers, null of no subscribers - - Legacy, used if a key was pressed for less than a certain amount of time + + 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 - - Set when the avatar is idled or set to away. Note that the away animation is - activated separately from setting this flag + + 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 - - - Called once attachment resource usage information has been collected - - Indicates if operation was successfull - Attachment resource usage information + + The event subscribers, null of no subscribers - - The event subscribers. null if no subcribers + + Raises the PickInfoReply Event + A PickInfoReplyEventArgs object containing + the data sent from the simulator - + Thread sync lock object - - The event subscribers. null if no subcribers - - - Thread sync lock object + + The event subscribers, null of no subscribers - - The event subscribers. null if no subcribers + + Raises the AvatarClassifiedReply Event + A AvatarClassifiedReplyEventArgs object containing + the data sent from the simulator - + Thread sync lock object - - The event subscribers. null if no subcribers - - - Thread sync lock object + + The event subscribers, null of no subscribers - - The event subscribers. null if no subcribers + + Raises the ClassifiedInfoReply Event + A ClassifiedInfoReplyEventArgs object containing + the data sent from the simulator - + Thread sync lock object - - The event subscribers. null if no subcribers - - - Thread sync lock object + + The event subscribers, null of no subscribers - - The event subscribers. null if no subcribers + + Raises the DisplayNameUpdate Event + A DisplayNameUpdateEventArgs object containing + the data sent from the simulator - + Thread sync lock object - - The event subscribers. null if no subcribers + + + Represents other avatars + + - - Thread sync lock object + + Tracks the specified avatar on your map + Avatar ID to track - - The event subscribers. null if no subcribers + + + Request a single avatar name + + The avatar key to retrieve a name for - - Thread sync lock object + + + Request a list of avatar names + + The avatar keys to retrieve names for - - The event subscribers. null if no subcribers + + + Check if Display Names functionality is available + + True if Display name functionality is available - - Thread sync lock object + + + Request retrieval of display names (max 90 names per request) + + List of UUIDs to lookup + Callback to report result of the operation - - The event subscribers. null if no subcribers + + + Start a request for Avatar Properties + + - - Thread sync lock object + + + Search for an avatar (first name, last name) + + The name to search for + An ID to associate with this query - - The event subscribers. null if no subcribers + + + Start a request for Avatar Picks + + UUID of the avatar - - Thread sync lock object + + + Start a request for Avatar Classifieds + + UUID of the avatar - - The event subscribers. null if no subcribers + + + Start a request for details of a specific profile pick + + UUID of the avatar + UUID of the profile pick - - Thread sync lock object + + + Start a request for details of a specific profile classified + + UUID of the avatar + UUID of the profile classified - - 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 - - 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 - - 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 - - Thread sync lock object + + + EQ Message fired when someone nearby changes their display name + + The message key + the IMessage object containing the deserialized data sent from the simulator + The which originated the packet - - The event subscribers. null if no subcribers + + + 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 - - 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 - - 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 - - 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 - - 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 of no subscribers + + Raised when the simulator sends us data containing + an agents animation playlist - - Thread sync lock object + + Raised when the simulator sends us data containing + the appearance information for an agent - - The event subscribers. null if no subcribers + + Raised when the simulator sends us data containing + agent names/id values - - Thread sync lock object + + Raised when the simulator sends us data containing + the interests listed in an agents profile - - Reference to the GridClient instance + + Raised when the simulator sends us data containing + profile property information for an agent - - Used for movement and camera tracking + + Raised when the simulator sends us data containing + the group membership an agent is a member of - - 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 + + Raised when the simulator sends us data containing + name/id pair - - Dictionary containing current Group Chat sessions and members + + Raised when the simulator sends us data containing + the objects and effect when an agent is pointing at - - Dictionary containing mute list keyead on mute name and key + + Raised when the simulator sends us data containing + the objects and effect when an agent is looking at - - Raised when a scripted object or agent within range sends a public message + + Raised when the simulator sends us data containing + an agents viewer effect information - - Raised when a scripted object sends a dialog box containing possible - options an agent can respond to + + Raised when the simulator sends us data containing + the top picks from an agents profile - - Raised when an object requests a change in the permissions an agent has permitted + + Raised when the simulator sends us data containing + the Pick details - - Raised when a script requests an agent open the specified URL + + Raised when the simulator sends us data containing + the classified ads an agent has placed - - Raised when an agents currency balance is updated + + Raised when the simulator sends us data containing + the details of a classified ad - - Raised when a transaction occurs involving currency such as a land purchase + + Raised when the simulator sends us data containing + the details of display name change - - 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 + + + Callback giving results when fetching display names + + If the request was successful + Array of display names + Array of UUIDs that could not be fetched - - 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 + + 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); + } + } + } + + - - Raised when a simulator sends agent specific information for our avatar. + + + Construct a new instance of the AvatarAnimationEventArgs class + + The ID of the agent + The list of animations to start - - Raised when our agents animation playlist changes + + Get the ID of the agent - - Raised when an object or avatar forcefully collides with our agent + + Get the list of animations to start - - Raised when our agent crosses a region border into another region + + 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") + } + + - - Raised when our agent succeeds or fails to join a group chat session + + + 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 - - 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 + + Get the Simulator this request is from of the agent - - Raised when a script attempts to take or release specified controls for our agent + + Get the ID of the agent - - Raised when the simulator detects our agent is trying to view something - beyond its limits + + true if the agent is a trial account - - Raised when a script sensor reply is received from a simulator + + Get the default agent texture - - Raised in response to a request + + Get the agents appearance layer textures - - Raised when an avatar enters a group chat session we are participating in + + Get the for the agent - - Raised when an agent exits a group chat session we are participating in + + Version of the appearance system used. + Value greater than 0 indicates that server side baking is used - - Raised when the simulator sends us data containing - the details of display name change + + Version of the Current Outfit Folder the appearance is based on - - Raised when a scripted object or agent within range sends a public message + + Appearance flags, introduced with server side baking, currently unused - - Your (client) avatars - "client", "agent", and "avatar" all represent the same thing + + Represents the interests from the profile of an agent - - Temporary assigned to this session, used for - verifying our identity in packets + + Get the ID of the agent - - Shared secret that is never sent over the wire + + The properties of an agent - - Your (client) avatar ID, local to the current region/sim + + Get the ID of the agent - - Where the avatar started at login. Can be "last", "home" - or a login + + Get the ID of the agent - - The access level of this agent, usually M or PG + + Get the ID of the agent - - The CollisionPlane of Agent + + Get the ID of the avatar - - An representing the velocity of our agent + + + Event args class for display name notification messages + - - An representing the acceleration of our agent + + + A linkset asset, containing a parent primitive and zero or more children + - - A which specifies the angular speed, and axis about which an Avatar is rotating. + + + Base class for all Asset types + - - Position avatar client will goto when login to 'home' or during - teleport request to 'home' region. + + A byte array containing the raw asset data - - LookAt point saved/restored with HomePosition + + True if the asset it only stored on the server temporarily - - Avatar First Name (i.e. Philip) + + A unique ID - - Avatar Last Name (i.e. Linden) + + + Construct a new Asset object + - - Avatar Full Name (i.e. Philip Linden) + + + Construct a new Asset object + + A unique specific to this asset + A byte array containing the raw asset data - - Gets the health of the agent + + + Regenerates the AssetData byte array from the properties + of the derived class. + - - Gets the current balance of the agent + + + Decodes the AssetData, placing it in appropriate properties of the derived + class. + + True if the asset decoding succeeded, otherwise false - - Gets the local ID of the prim the agent is sitting on, - zero if the avatar is not currently sitting + + The assets unique ID - - Gets the of the agents active group. + + + The "type" of asset, Notecard, Animation, etc + - - Gets the Agents powers in the currently active group + + Initializes a new instance of an AssetPrim object - - Current status message for teleporting + + + Initializes a new instance of an AssetPrim object + + A unique specific to this asset + A byte array containing the raw asset data - - 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 + + Override the base classes AssetType - + - A representing the agents current rotation + Only used internally for XML serialization/deserialization - - Returns the global grid position of the avatar + + + The deserialized form of a single primitive in a linkset asset + - - Raises the ChatFromSimulator event - A ChatEventArgs object containing the - data returned from the data server + + Describes tasks returned in LandStatReply - - Raises the ScriptDialog event - A SctriptDialogEventArgs object containing the - data returned from the data server + + + Estate level administration and utilities + - - Raises the ScriptQuestion event - A ScriptQuestionEventArgs object containing the - data returned from the data server + + Textures for each of the four terrain height levels - - Raises the LoadURL event - A LoadUrlEventArgs object containing the - data returned from the data server + + Upper/lower texture boundaries for each corner of the sim - - Raises the MoneyBalance event - A BalanceEventArgs object containing the - data returned from the data server + + + Constructor for EstateTools class + + - - Raises the MoneyBalanceReply event - A MoneyBalanceReplyEventArgs object containing the - data returned from the data server + + The event subscribers. null if no subcribers - - Raises the IM event - A InstantMessageEventArgs object containing the + + Raises the TopCollidersReply event + A TopCollidersReplyEventArgs object containing the data returned from the data server - - Raises the TeleportProgress event - A TeleportEventArgs object containing the - data returned from the data server + + Thread sync lock object - - Raises the AgentDataReply event - A AgentDataReplyEventArgs object containing the - data returned from the data server + + The event subscribers. null if no subcribers - - Raises the AnimationsChanged event - A AnimationsChangedEventArgs object containing the + + Raises the TopScriptsReply event + A TopScriptsReplyEventArgs object containing the data returned from the data server - - Raises the MeanCollision event - A MeanCollisionEventArgs object containing the - data returned from the data server + + Thread sync lock object - - Raises the RegionCrossed event - A RegionCrossedEventArgs object containing the - data returned from the data server + + The event subscribers. null if no subcribers - - Raises the GroupChatJoined event - A GroupChatJoinedEventArgs object containing the + + Raises the EstateUsersReply event + A EstateUsersReplyEventArgs object containing the data returned from the data server - - Raises the AlertMessage event - A AlertMessageEventArgs object containing the - data returned from the data server + + Thread sync lock object - - Raises the ScriptControlChange event - A ScriptControlEventArgs object containing the - data returned from the data server + + The event subscribers. null if no subcribers - - Raises the CameraConstraint event - A CameraConstraintEventArgs object containing the + + Raises the EstateGroupsReply event + A EstateGroupsReplyEventArgs object containing the data returned from the data server - - Raises the ScriptSensorReply event - A ScriptSensorReplyEventArgs object containing the - data returned from the data server + + Thread sync lock object - - Raises the AvatarSitResponse event - A AvatarSitResponseEventArgs object containing the + + The event subscribers. null if no subcribers + + + Raises the EstateManagersReply event + A EstateManagersReplyEventArgs object containing the data returned from the data server - - Raises the ChatSessionMemberAdded event - A ChatSessionMemberAddedEventArgs object containing the + + 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 - - Raises the ChatSessionMemberLeft event - A ChatSessionMemberLeftEventArgs object containing the + + 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 - - Raises the SetDisplayNameReply Event - A SetDisplayNameReplyEventArgs object containing - the data sent from the simulator + + Thread sync lock object - - Raises the MuteListUpdated event - A EventArgs object containing the + + The event subscribers. null if no subcribers + + + Raises the EstateUpdateInfoReply event + A EstateUpdateInfoReplyEventArgs object containing the data returned from the data server - - - 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. + + Thread sync lock object - + - Request any instant messages sent while the client was offline to be resent. + Requests estate information such as top scripts and colliders + + + + - - - Send an Instant Message to another Avatar - - The recipients - A containing the message to send + + Requests estate settings, including estate manager and access/ban lists - - - 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) + + Requests the "Top Scripts" list for the current region - - - 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 + + Requests the "Top Colliders" list for the current region - + - Send an Instant Message + Set several estate specific configuration variables - 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 + 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 - + - Send an Instant Message to a group + Request return of objects owned by specified avatar - - of the group to send message to - Text Message being sent. + The Agents owning the primitives to return + specify the coverage and type of objects to be included in the return + true to perform return on entire estate - - - Send 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 + Used for setting and retrieving various estate panel settings - - of Group to leave + EstateOwnerMessage Method field + List of parameters to include - + - Exit a group chat session. This will stop further Group chat messages - from being sent until session is rejoined. + Kick an avatar from an estate - - of Group chat session to leave + Key of Agent to remove - + - 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 - + Ban an avatar from an estate + Key of Agent to remove + Ban user from this estate and all others owned by the estate owner - - - Accept invite for to a chatterbox session - - - of session to accept invite to + + Unban an avatar from an estate + Key of Agent to remove + /// Unban user from this estate and all others owned by the estate owner - + - Start a friends conference + Send a message dialog to everyone in an entire estate - - List of UUIDs to start a conference with - the temportary session ID returned in the callback> + Message to send all users in the estate - + - Start a particle stream between an agent and an object + Send a message dialog to everyone in a simulator - - Key of the source agent - - Key of the target object - - - The type from the enum - A unique for this effect + Message to send all users in the simulator - + - Start a particle stream between an agent and an object + Send an avatar back to their home location - - 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 + Key of avatar to send home - + - Create a particle beam between an avatar and an primitive + Begin the region restart process - 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 + Cancels a region restart - 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 + + Estate panel "Region" tab settings - - - Follows a call to to actually sit on the object - + + Estate panel "Debug" tab settings - - Stands up from sitting on a prim or the ground - true of AgentUpdate was sent + + Used for setting the region's terrain textures for its four height levels + + + + - - - Does a "ground sit" at the avatar's current position - + + Used for setting sim terrain texture heights - + + Requests the estate covenant + + - Starts or stops flying + Upload a terrain RAW file - True to start flying, false to stop flying + A byte array containing the encoded terrain data + The name of the file being uploaded + The Id of the transfer request - + - Starts or stops crouching + Teleports all users home in current Estate - True to start crouching, false to stop crouching - + - Starts a jump (begin holding the jump key) - + Remove estate manager + Key of Agent to Remove + removes manager to this estate and all others owned by the estate owner - + - 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 + Add estate manager + Key of Agent to Add + Add agent as manager to this estate and all others owned by the estate owner - + - 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 + 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 - + - 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 + Removes an agent from the estate Allowed list + Key of Agent to Remove + Removes agent as an allowed reisdent from All estates if true - - 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 + + + + 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 - - - Grabs an object - - an unsigned integer of the objects ID within the simulator - + + + + Removes a group from the estate Allowed list + Key of Group to Remove + Removes Group as an allowed Group from All estates if true - - - 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 + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - Drag an object - - - of the object to drag - Drag target in region coordinates + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - 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 + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - Release a grabbed object - - The Objects Simulator Local ID - - - + + Raised when the data server responds to a request. - - - 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 + + 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 + + - Touches an object + - an unsigned integer of the objects ID within the simulator - - + + 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 + + - Request the current L$ balance + The number of returned items in LandStatReply - + - Give Money to destination Avatar + A Dictionary of Object UUIDs to tasks returned in LandStatReply - UUID of the Target Avatar - Amount in L$ - + + 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 + + - Give Money to destination Avatar + The number of scripts returned in LandStatReply - UUID of the Target Avatar - Amount in L$ - Description that will show up in the - recipients transaction history - + - Give L$ to an object + A Dictionary of Object UUIDs to tasks returned in LandStatReply - object to give money to - amount of L$ to give - name of object - + + 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 + + - Give L$ to a group + The identifier of the estate - group to give money to - amount of L$ to give - + - Give L$ to a group + The number of returned itmes - group to give money to - amount of L$ to give - description of transaction - + - Pay texture/animation upload fee + 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 + + - Pay texture/animation upload fee + The identifier of the estate - description of the transaction - + - Give Money to destination Object or Avatar + The number of returned items - 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 + List of UUIDs of Allowed Users - Asset of the gesture - + + 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 + + - Mark gesture active + The identifier of the estate - Inventory of the gesture - Asset of the gesture - + - Mark gesture inactive + The number of returned items - Inventory of the gesture - + - Send an AgentAnimation packet that toggles a single animation on + List of UUIDs of Allowed Groups - The of the animation to start playing - Whether to ensure delivery of this packet or not - + + 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 + + - Send an AgentAnimation packet that toggles a single animation off + The identifier of the estate - 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 + The number of returned items - 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 + List of UUIDs of the Estate's Managers - true on successful teleport to home location - + + 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) + + - Teleport agent to a landmark + The Covenant - - 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 + The timestamp - 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 + The Estate name - 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 + The Estate Owner's ID (can be a GroupID) - handle of region to teleport agent to - - position in destination sim to teleport to - true on success, false on failure - This call is blocking - + + 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 + + + - Teleport agent to another region + The estate's name - 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 + The Estate Owner's ID (can be a GroupID) - handle of region to teleport agent to - - position in destination sim to teleport to - + - Request teleport to a another simulator + The identifier of the estate on the grid - 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 + Manager class for our own avatar - 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 + + The event subscribers. null if no subcribers - - - Respond to a teleport lure by either accepting it and initiating - the teleport, or denying it - - - of the avatar sending the lure - IM session of the incoming lure request - true to accept the lure, false to decline it + + Raises the ChatFromSimulator event + A ChatEventArgs object containing the + data returned from the data server - - - Update agent profile - - - struct containing updated - profile information + + Thread sync lock object - - - Update agents profile interests - - selection of interests from struct + + The event subscribers. null if no subcribers - - - 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 + + Raises the ScriptDialog event + A SctriptDialogEventArgs object containing the + data returned from the data server - - - Request the list of muted objects and avatars for this agent - + + Thread sync lock object - - - Mute an object, resident, etc. - - Mute type - Mute UUID - Mute name + + The event subscribers. null if no subcribers - - - Mute an object, resident, etc. - - Mute type - Mute UUID - Mute name - Mute flags + + Raises the ScriptQuestion event + A ScriptQuestionEventArgs object containing the + data returned from the data server - - - Unmute an object, resident, etc. - - Mute UUID - Mute name + + Thread sync lock object - - - Sets home location to agents current position - - will fire an AlertMessage () with - success or failure message + + The event subscribers. null if no subcribers - - - Move an agent in to a simulator. This packet is the last packet - needed to complete the transition in to a new simulator - - - Object + + Raises the LoadURL event + A LoadUrlEventArgs object containing the + data returned from the data server - - - Reply to script permissions request - - - Object - - of the itemID requesting permissions - - of the taskID requesting permissions - - list of permissions to allow + + Thread sync lock object - - - 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 + + The event subscribers. null if no subcribers - - - 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 + + Raises the MoneyBalance event + A BalanceEventArgs object containing the + data returned from the data server - - - 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 + + Thread sync lock object - - - Delete profile pick - - UUID of the pick to delete + + The event subscribers. null if no subcribers - - - 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 + + Raises the MoneyBalanceReply event + A MoneyBalanceReplyEventArgs object containing the + data returned from the data server - - - 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 + + Thread sync lock object - - - Delete a classified ad - - The classified ads ID + + The event subscribers. null if no subcribers - - - Fetches resource usage by agents attachmetns - - Called when the requested information is collected + + Raises the IM event + A InstantMessageEventArgs object containing the + data returned from the data server - - - Initates request to set a new display name - - Previous display name - Desired new display name + + Thread sync lock object - - - Tells the sim what UI language is used, and if it's ok to share that with scripts - - Two letter language code - Share language info with scripts + + The event subscribers. null if no subcribers - - - 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 + + Raises the TeleportProgress event + A TeleportEventArgs object containing the + data returned from the data server - - - 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 + + Thread sync lock object - - - Used for parsing llDialogs - - The sender - The EventArgs object containing the packet data + + The event subscribers. null if no subcribers - - - Used for parsing llRequestPermissions dialogs - - The sender - The EventArgs object containing the packet data + + Raises the AgentDataReply event + A AgentDataReplyEventArgs object containing the + data returned from the data server - - - Handles Script Control changes when Script with permissions releases or takes a control - - The sender - The EventArgs object containing the packet data + + Thread sync lock object - - - Used for parsing llLoadURL Dialogs - - The sender - The EventArgs object containing the packet data + + The event subscribers. null if no subcribers - - - 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 + + Raises the AnimationsChanged event + A AnimationsChangedEventArgs 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 MeanCollision event + A MeanCollisionEventArgs object containing the + data returned from the data server - - - EQ Message fired with the result of SetDisplayName request - - The message key - the IMessage object containing the deserialized data sent from the simulator - The which originated the packet + + Thread sync lock object - - - 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 + + The event subscribers. null if no subcribers - - - 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 + + Raises the RegionCrossed event + A RegionCrossedEventArgs 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 GroupChatJoined event + A GroupChatJoinedEventArgs object containing the + data returned from the data server - - - 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 + + Thread sync lock object - - 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 + + The event subscribers. null if no subcribers - - - Group Chat event handler - - The capability Key - IMessage object containing decoded data from OSD - - + + Raises the AlertMessage event + A AlertMessageEventArgs object containing the + data returned from the data server - - - Response from request to join a group chat - - - - IMessage object containing decoded data from OSD - - + + Thread sync lock object - - - Someone joined or left group chat - - - - IMessage object containing decoded data from OSD - - + + The event subscribers. null if no subcribers - - - Handle a group chat Invitation - - Caps Key - IMessage object containing decoded data from OSD - Originating Simulator + + Raises the ScriptControlChange event + A ScriptControlEventArgs object containing the + data returned from the data server - - - 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 + + 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 CameraConstraint event + A CameraConstraintEventArgs 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 - - - + + Raises the ScriptSensorReply event + A ScriptSensorReplyEventArgs object containing the + data returned from the data server - - - 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 + + Thread sync lock object - - Get the simulator sending the message + + The event subscribers. null if no subcribers - - Get the message sent + + Raises the AvatarSitResponse event + A AvatarSitResponseEventArgs object containing the + data returned from the data server - - Get the audible level of the message + + Thread sync lock object - - Get the type of message sent: whisper, shout, etc + + The event subscribers. null if no subcribers - - Get the source type of the message sender + + Raises the ChatSessionMemberAdded event + A ChatSessionMemberAddedEventArgs object containing the + data returned from the data server - - Get the name of the agent or object sending the message + + Thread sync lock object - - Get the ID of the agent or object sending the message + + The event subscribers. null if no subcribers - - Get the ID of the object owner, or the agent ID sending the message + + Raises the ChatSessionMemberLeft event + A ChatSessionMemberLeftEventArgs object containing the + data returned from the data server - - Get the position of the agent or object sending the message + + Thread sync lock object - - Contains the data sent when a primitive opens a dialog with this agent + + The event subscribers, null of no subscribers - - - 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 - UUID of the scritped object owner + + Raises the SetDisplayNameReply Event + A SetDisplayNameReplyEventArgs object containing + the data sent from the simulator - - Get the dialog message + + Thread sync lock object - - Get the name of the object that sent the dialog request + + The event subscribers. null if no subcribers - - Get the ID of the image to be displayed + + Raises the MuteListUpdated event + A EventArgs object containing the + data returned from the data server - - Get the ID of the primitive sending the dialog + + Thread sync lock object - - Get the first name of the senders owner + + Reference to the GridClient instance - - Get the last name of the senders owner + + Used for movement and camera tracking - - Get the communication channel the dialog was sent on, responses - should also send responses on this same channel + + 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 - - Get the string labels containing the options presented in this dialog + + Dictionary containing current Group Chat sessions and members - - UUID of the scritped object owner + + Dictionary containing mute list keyead on mute name and key - - Contains the data sent when a primitive requests debit or other permissions - requesting a YES or NO answer + + Various abilities and preferences sent by the grid - + - Construct a new instance of the ScriptQuestionEventArgs + Constructor, setup callbacks for packets related to our avatar - 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 + A reference to the Class - - Get the ID of the primitive containing the script making the request + + + 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. - - Get the name of the primitive making the request + + + Request any instant messages sent while the client was offline to be resent. + - - Get the name of the owner of the object making the request + + + Send an Instant Message to another Avatar + + The recipients + A containing the message to send - - Get the permissions being requested + + + 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) - - Contains the data sent when a primitive sends a request - to an agent to open the specified URL + + + 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 a new instance of the LoadUrlEventArgs + Send an Instant Message - 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 + 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 - - Get the name of the object sending the request + + + Send an Instant Message to a group + + of the group to send message to + Text Message being sent. - - Get the ID of the object sending the request + + + 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 - - Get the ID of the owner of the object sending the request + + + Send a request to join a group chat session + + of Group to leave - - True if the object is owned by a group + + + 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 - - Get the message sent with the request + + + 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 + - - Get the URL the object sent + + + Accept invite for to a chatterbox session + + of session to accept invite to - - The date received from an ImprovedInstantMessage + + + Start a friends conference + + List of UUIDs to start a conference with + the temportary session ID returned in the callback> - + - Construct a new instance of the InstantMessageEventArgs object + Start a particle stream between an agent and an object - the InstantMessage object - the simulator where the InstantMessage origniated + Key of the source agent + Key of the target object + + The type from the enum + A unique for this effect - - Get the InstantMessage object + + + 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 - - Get the simulator where the InstantMessage origniated + + + 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 + - - Contains the currency balance + + + 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 - + - Construct a new BalanceEventArgs object + Sends a request to sit on the specified object - The currenct balance + of the object to sit on + Sit at offset - + - Get the currenct balance + Follows a call to to actually sit on the object - - Contains the transaction summary when an item is purchased, - money is given, or land is purchased + + Stands up from sitting on a prim or the ground + true of AgentUpdate was sent - + - Construct a new instance of the MoneyBalanceReplyEventArgs object + Does a "ground sit" at the avatar's current position - 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 + + + Starts or stops flying + + True to start flying, false to stop flying - - Get the remaining currency balance + + + Starts or stops crouching + + True to start crouching, false to stop crouching - - Get the meters credited + + + Starts a jump (begin holding the jump key) + - - Get the meters comitted - - - Get the description of the transaction - - - Detailed transaction information - - - Data sent from the simulator containing information about your agent and active group information - - + - Construct a new instance of the AgentDataReplyEventArgs object + Use the autopilot sim function to move the avatar to a new + position. Uses double precision to get precise movements - 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 + 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 - - Data sent by the simulator to indicate the active/changed animations - applied to your agent + + + 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 a new instance of the AnimationsChangedEventArgs class + Use the autopilot sim function to move the avatar to a new position - The dictionary that contains the changed animations + 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 - - Get the dictionary that contains the changed animations + + 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 - + - Data sent from a simulator indicating a collision with your agent + Grabs an object + an unsigned integer of the objects ID within the simulator + - + - Construct a new instance of the MeanCollisionEventArgs class + Overload: Grab a simulated object - 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 + 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 - + - Construct a new instance of the RegionCrossedEventArgs class + Drag an object - 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 + of the object to drag + Drag target in region coordinates - + - Construct a new instance of the GroupChatJoinedEventArgs class + Overload: Drag an object - 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 + 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 - - True if your agent successfully joined the session + + + Release a grabbed object + + The Objects Simulator Local ID + + + - - Data sent by the simulator containing urgent messages + + + 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 - + - Construct a new instance of the AlertMessageEventArgs class + Touches an object - The alert message + an unsigned integer of the objects ID within the simulator + - - Get the alert message + + + Request the current L$ balance + - - Data sent by a script requesting to take or release specified controls to your agent + + + Give Money to destination Avatar + + UUID of the Target Avatar + Amount in L$ - + - Construct a new instance of the ScriptControlEventArgs class + Give Money to destination Avatar - 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 + UUID of the Target Avatar + Amount in L$ + Description that will show up in the + recipients transaction history - - Get the controls the script is attempting to take or release to the agent + + + Give L$ to an object + + object to give money to + amount of L$ to give + name of object - - True if the script is passing controls back to the agent + + + Give L$ to a group + + group to give money to + amount of L$ to give - - True if the script is requesting controls be released to the script + + + Give L$ to a group + + group to give money to + amount of L$ to give + description of transaction - + - Data sent from the simulator to an agent to indicate its view limits + Pay texture/animation upload fee - + - Construct a new instance of the CameraConstraintEventArgs class + Pay texture/animation upload fee - The collision plane + description of the transaction - - Get the collision plane + + + 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 - + - Data containing script sensor requests which allow an agent to know the specific details - of a primitive sending script sensor requests + Plays a gesture + Asset of the gesture - + - Construct a new instance of the ScriptSensorReplyEventArgs + Mark gesture active - 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 + Inventory of the gesture + Asset of the gesture - + - Construct a new instance of the ChatSessionMemberAddedEventArgs object + Mark gesture inactive - 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 + Inventory of the gesture - + - Construct a new instance of the ChatSessionMemberLeftEventArgs object + Send an AgentAnimation packet that toggles a single animation on - The ID of the chat session - The ID of the Agent that left - - - Get the ID of the chat session + The of the animation to start playing + Whether to ensure delivery of this packet or not - - Get the ID of the agent that left + + + 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 - - Event arguments with the result of setting display name operation + + + 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 - - Default constructor + + + Teleports agent to their stored home location + + true on successful teleport to home location - - Status code, 200 indicates settign display name was successful + + + Teleport agent to a landmark + + of the landmark to teleport agent to + true on success, false on failure - - Textual description of the status + + + 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 - - Details of the newly set display name + + + 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 - + - Throttles the network traffic for various different traffic types. - Access this class through GridClient.Throttle + 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 - + - Default constructor, uses a default high total of 1500 KBps (1536000) + 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 - + - Constructor that decodes an existing AgentThrottle packet in to - individual values + Request teleport to a another 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 + handle of region to teleport agent to + position in destination sim to teleport to - - Maximum bits per second for resending unacknowledged packets + + + 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 - - Maximum bits per second for LayerData terrain + + + Teleport agent to a landmark + + of the landmark to teleport agent to - - Maximum bits per second for LayerData wind data + + + Send a teleport lure to another avatar with default "Join me in ..." invitation message + + target avatars to lure - - Maximum bits per second for LayerData clouds + + + Send a teleport lure to another avatar with custom invitation message + + target avatars to lure + custom message to send with invitation - - Unknown, includes object data + + + Respond to a teleport lure by either accepting it and initiating + the teleport, or denying it + + of the avatar sending the lure + IM session of the incoming lure request + true to accept the lure, false to decline it - - Maximum bits per second for textures + + + Update agent profile + + struct containing updated + profile information - - Maximum bits per second for downloaded assets + + + Update agents profile interests + + selection of interests from struct - - Maximum bits per second the entire connection, divided up - between invidiual streams using default multipliers + + + 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 - + - Send an AgentThrottle packet to the current server using the - current values + Request the list of muted objects and avatars for this agent - + - Send an AgentThrottle packet to the specified server using the - current values + Mute an object, resident, etc. + Mute type + Mute UUID + Mute name - + - Convert the current throttle values to a byte array that can be put - in an AgentThrottle packet + Mute an object, resident, etc. - Byte array containing all the throttle values + Mute type + Mute UUID + Mute name + Mute flags - + - Static pre-defined animations available to all agents + Unmute an object, resident, etc. + Mute UUID + Mute name - - Agent with afraid expression on face + + + Sets home location to agents current position + + will fire an AlertMessage () with + success or failure message - - Agent aiming a bazooka (right handed) + + + Move an agent in to a simulator. This packet is the last packet + needed to complete the transition in to a new simulator + + Object - - Agent aiming a bow (left handed) + + + Reply to script permissions request + + Object + of the itemID requesting permissions + of the taskID requesting permissions + list of permissions to allow - - Agent aiming a hand gun (right handed) + + + 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 - - Agent aiming a rifle (right handed) + + + 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 - - Agent with angry expression on face + + + 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 - - Agent hunched over (away) + + + Delete profile pick + + UUID of the pick to delete - - Agent doing a backflip + + + 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 - - Agent laughing while holding belly + + + 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 - - Agent blowing a kiss + + + Delete a classified ad + + The classified ads ID - - Agent with bored expression on face + + + Fetches resource usage by agents attachmetns + + Called when the requested information is collected - - Agent bowing to audience + + + Initates request to set a new display name + + Previous display name + Desired new display name - - Agent brushing himself/herself off + + + Tells the sim what UI language is used, and if it's ok to share that with scripts + + Two letter language code + Share language info with scripts - - Agent in busy mode + + + 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 - - Agent clapping hands + + + 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 - - Agent doing a curtsey bow + + + Used for parsing llDialogs + + The sender + The EventArgs object containing the packet data - - Agent crouching + + + Used for parsing llRequestPermissions dialogs + + The sender + The EventArgs object containing the packet data - - Agent crouching while walking + + + Handles Script Control changes when Script with permissions releases or takes a control + + The sender + The EventArgs object containing the packet data - - Agent crying + + + Used for parsing llLoadURL Dialogs + + The sender + The EventArgs object containing the packet data - - Agent unanimated with arms out (e.g. setting appearance) + + + 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 - - Agent re-animated after set appearance finished + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Agent dancing + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Agent dancing + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Agent dancing + + + EQ Message fired with the result of SetDisplayName request + + The message key + the IMessage object containing the deserialized data sent from the simulator + The which originated the packet - - Agent dancing + + + 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 - - Agent dancing + + + 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 - - Agent dancing + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Agent dancing + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Agent dancing + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Agent on ground unanimated + + + 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 - - Agent boozing it up + + 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 - - Agent with embarassed expression on face + + + Group Chat event handler + + The capability Key + IMessage object containing decoded data from OSD + - - Agent with afraid expression on face + + + Response from request to join a group chat + + + IMessage object containing decoded data from OSD + - - Agent with angry expression on face + + + Someone joined or left group chat + + + IMessage object containing decoded data from OSD + - - Agent with bored expression on face + + + Handle a group chat Invitation + + Caps Key + IMessage object containing decoded data from OSD + Originating Simulator - - Agent crying + + + 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 - - Agent showing disdain (dislike) for something + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Agent with embarassed expression on face + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Agent with frowning expression on face + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Agent with kissy face + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Agent expressing laughgter + + Raised when a scripted object or agent within range sends a public message - - Agent with open mouth + + Raised when a scripted object sends a dialog box containing possible + options an agent can respond to - - Agent with repulsed expression on face + + Raised when an object requests a change in the permissions an agent has permitted - - Agent expressing sadness + + Raised when a script requests an agent open the specified URL - - Agent shrugging shoulders + + Raised when an agents currency balance is updated - - Agent with a smile + + Raised when a transaction occurs involving currency such as a land purchase - - Agent expressing surprise + + 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 - - Agent sticking tongue out + + 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 - - Agent with big toothy smile + + Raised when a simulator sends agent specific information for our avatar. - - Agent winking + + Raised when our agents animation playlist changes - - Agent expressing worry + + Raised when an object or avatar forcefully collides with our agent - - Agent falling down + + Raised when our agent crosses a region border into another region - - Agent walking (feminine version) + + Raised when our agent succeeds or fails to join a group chat session - - Agent wagging finger (disapproval) + + 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 - - I'm not sure I want to know + + Raised when a script attempts to take or release specified controls for our agent - - Agent in superman position + + Raised when the simulator detects our agent is trying to view something + beyond its limits - - Agent in superman position + + Raised when a script sensor reply is received from a simulator - - Agent greeting another + + Raised in response to a request - - Agent holding bazooka (right handed) + + Raised when an avatar enters a group chat session we are participating in - - Agent holding a bow (left handed) + + Raised when an agent exits a group chat session we are participating in - - Agent holding a handgun (right handed) + + Raised when the simulator sends us data containing + the details of display name change - - Agent holding a rifle (right handed) + + Raised when a scripted object or agent within range sends a public message - - Agent throwing an object (right handed) + + Your (client) avatars + "client", "agent", and "avatar" all represent the same thing - - Agent in static hover + + Temporary assigned to this session, used for + verifying our identity in packets - - Agent hovering downward + + Shared secret that is never sent over the wire - - Agent hovering upward + + Your (client) avatar ID, local to the current region/sim - - Agent being impatient + + Where the avatar started at login. Can be "last", "home" + or a login - - Agent jumping + + The access level of this agent, usually M or PG - - Agent jumping with fervor + + The CollisionPlane of Agent - - Agent point to lips then rear end + + An representing the velocity of our agent - - Agent landing from jump, finished flight, etc + + An representing the acceleration of our agent - - Agent laughing + + A which specifies the angular speed, and axis about which an Avatar is rotating. - - Agent landing from jump, finished flight, etc + + Position avatar client will goto when login to 'home' or during + teleport request to 'home' region. - - Agent sitting on a motorcycle + + LookAt point saved/restored with HomePosition - - - + + Avatar First Name (i.e. Philip) - - Agent moving head side to side + + Avatar Last Name (i.e. Linden) - - Agent moving head side to side with unhappy expression + + Avatar Full Name (i.e. Philip Linden) - - Agent taunting another + + Gets the health of the agent - - - + + Gets the current balance of the agent - - Agent giving peace sign + + Gets the local ID of the prim the agent is sitting on, + zero if the avatar is not currently sitting - - Agent pointing at self + + Gets the of the agents active group. - - Agent pointing at another + + Gets the Agents powers in the currently active group - - Agent preparing for jump (bending knees) + + Current status message for teleporting - - Agent punching with left hand + + Current position of the agent as a relative offset from + the simulator, or the parent object if we are sitting on something - - Agent punching with right hand + + Current rotation of the agent as a relative rotation from + the simulator, or the parent object if we are sitting on something - - Agent acting repulsed + + Current position of the agent in the simulator - - Agent trying to be Chuck Norris + + + A representing the agents current rotation + - - Rocks, Paper, Scissors 1, 2, 3 + + Returns the global grid position of the avatar - - Agent with hand flat over other hand + + + Used to specify movement actions for your agent + - - Agent with fist over other hand + + Empty flag - - Agent with two fingers spread over other hand + + Move Forward (SL Keybinding: W/Up Arrow) - - Agent running + + Move Backward (SL Keybinding: S/Down Arrow) - - Agent appearing sad + + Move Left (SL Keybinding: Shift-(A/Left Arrow)) - - Agent saluting + + Move Right (SL Keybinding: Shift-(D/Right Arrow)) - - Agent shooting bow (left handed) + + Not Flying: Jump/Flying: Move Up (SL Keybinding: E) - - Agent cupping mouth as if shouting + + Not Flying: Croutch/Flying: Move Down (SL Keybinding: C) - - Agent shrugging shoulders + + Unused - - Agent in sit position + + Unused - - Agent in sit position (feminine) + + Unused - - Agent in sit position (generic) + + Unused - - Agent sitting on ground + + ORed with AGENT_CONTROL_AT_* if the keyboard is being used - - Agent sitting on ground + + ORed with AGENT_CONTROL_LEFT_* if the keyboard is being used - - - + + ORed with AGENT_CONTROL_UP_* if the keyboard is being used - - Agent sleeping on side + + Fly - - Agent smoking + + - - Agent inhaling smoke + + Finish our current animation - - - + + Stand up from the ground or a prim seat - - Agent taking a picture + + Sit on the ground at our current location - - Agent standing + + Whether mouselook is currently enabled - - Agent standing up + + Legacy, used if a key was pressed for less than a certain amount of time - - Agent standing + + Legacy, used if a key was pressed for less than a certain amount of time - - Agent standing + + Legacy, used if a key was pressed for less than a certain amount of time - - Agent standing + + Legacy, used if a key was pressed for less than a certain amount of time - - Agent standing + + Legacy, used if a key was pressed for less than a certain amount of time - - Agent stretching + + Legacy, used if a key was pressed for less than a certain amount of time - - Agent in stride (fast walk) + + - - Agent surfing + + - - Agent acting surprised + + Set when the avatar is idled or set to away. Note that the away animation is + activated separately from setting this flag - - 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 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 turning to the left + + Agent camera controls - - Agent turning to the right + + Currently only used for hiding your group title - - Agent typing + + Action state of the avatar, which can currently be + typing and editing - - 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 + + - + + Timer for sending AgentUpdate packets + + + Default constructor + + - A dictionary containing all pre-defined animations + Send an AgentUpdate with the camera set at the current agent + position and pointing towards the heading specified - 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 + Camera rotation in radians + Whether to send the AgentUpdate reliable + or not - + - Index of TextureEntry slots for avatar appearances + 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 - + - Bake layers for avatar appearance + 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 + whether to send update or not - + - Default constructor + Send new AgentUpdate packet to update our current camera + position and rotation - A reference to our agent - + - Contains information about a wearable inventory item + Send new AgentUpdate packet to update our current camera + position and rotation + Whether to require server acknowledgement + of this packet - - Inventory ItemID of the wearable - - - AssetID of the wearable asset - - - WearableType of the wearable - - - AssetType of the wearable - - - Asset data for the wearable + + + 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 - + - Data collected from visual params for each wearable - needed for the calculation of the color + Builds an AgentUpdate packet entirely from parameters. This + will not touch the state of Self.Movement or + Self.Movement.Camera in any way + + + + + + + + + + + - + - 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 + Sends update of Field of Vision vertical angle to the simulator + Angle in radians - - A texture AssetID + + Move agent positive along the X axis - - Asset data for the texture + + Move agent negative along the X axis - - Collection of alpha masks that needs applying + + Move agent positive along the Y axis - - Tint that should be applied to the texture + + Move agent negative along the Y axis - - Where on avatar does this texture belong + + Move agent positive along the Z axis - - Maximum number of concurrent downloads for wearable assets and textures + + Move agent negative along the Z axis - - 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 + + Causes simulator to make agent fly - - Total number of baked textures on each avatar + + Stop movement - - Total number of wearables per bake layer + + Finish animation - - Mapping between BakeType and AvatarTextureIndex + + Stand up from a sit - - Map of what wearables are included in each bake + + Tells simulator to sit agent on ground - - Magic values to finalize the cache check hashes for each - bake + + Place agent into mouselook mode - - Default avatar texture, used to detect when a custom - texture is not set for a face + + Nudge agent positive along the X axis - - The event subscribers. null if no subcribers + + Nudge agent negative along the X axis - - Thread sync lock object + + Nudge agent positive along the Y axis - - The event subscribers. null if no subcribers + + Nudge agent negative along the Y axis - - Thread sync lock object + + Nudge agent positive along the Z axis - - The event subscribers. null if no subcribers + + Nudge agent negative along the Z axis - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + Tell simulator to mark agent as away - - Visual parameters last sent to the sim + + - - Textures about this client sent to the sim + + - - A cache of wearables currently being worn + + - - A cache of textures currently being worn + + - - Incrementing serial number for AgentCachedTexture packets + + + Returns "always run" value, or changes it by sending a SetAlwaysRunPacket + - - Incrementing serial number for AgentSetAppearance packets + + The current value of the agent control flags - - Indicates whether or not the appearance thread is currently - running, to prevent multiple appearance threads from running - simultaneously + + 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 - - Reference to our agent + + Gets or sets whether AgentUpdate packets are sent to + the current simulator - - - Timer used for delaying rebake on changing outfit - + + Reset movement controls every time we send an update - + - Main appearance thread + Camera controls for the agent, mostly a thin wrapper around + CoordinateFrame. This class is only responsible for state + tracking and math, it does not send any packets - - Triggered 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. - - + + The camera is a local frame of reference inside of + the larger grid space. This is where the math happens - + - Returns true if AppearanceManager is busy and trying to set or change appearance will fail + Default constructor - - Raises the AgentWearablesReply event - An AgentWearablesReplyEventArgs object containing the - data returned from the data server + + - - Raises the CachedBakesReply event - An AgentCachedBakesReplyEventArgs object containing the - data returned from the data server AgentCachedTextureResponse + + - - Raises the AppearanceSet event - An AppearanceSetEventArgs object indicating if the operatin was successfull + + - - Raises the RebakeAvatarRequested event - An RebakeAvatarTexturesEventArgs object containing the - data returned from the data server + + - + - Obsolete method for setting appearance. This function no longer does anything. - Use RequestSetAppearance() to manually start the appearance thread + Called once attachment resource usage information has been collected + Indicates if operation was successfull + Attachment resource usage information - + - Obsolete method for setting appearance. This function no longer does anything. - Use RequestSetAppearance() to manually start the appearance thread + Represents an that can be worn on an avatar + such as a Shirt, Pants, etc. - Unused parameter - + - Starts the appearance setting thread + Represents a Wearable Asset, Clothing, Hair, Skin, Etc - - - Starts the appearance setting thread - - True to force rebaking, otherwise false + + A string containing the name of the asset - - - Ask the server what textures our agent is currently wearing - + + A string containing a short description of the asset - - - Build hashes out of the texture assetIDs for each baking layer to - ask the simulator whether it has cached copies of each baked texture - + + The Assets WearableType - - - 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 + + The For-Sale status of the object - - - Add a wearable to the current outfit and set appearance - - Wearable to be added to the outfit + + An Integer representing the purchase price of the asset - - - Add a list of wearables to the current outfit and set appearance - - List of wearable inventory items to - be added to the outfit + + The of the assets creator - - - Remove a wearable from the current outfit and set appearance - - Wearable to be removed from the outfit + + The of the assets current owner - - - Removes a list of wearables from the current outfit and set appearance - - List of wearable inventory items to - be removed from the outfit + + The of the assets prior owner - - - Replace the current outfit with a list of wearables and set appearance - - List of wearable inventory items that - define a new outfit + + The of the Group this asset is set to - - - Replace the current outfit with a list of wearables and set appearance - - List of wearable inventory items that - define a new outfit - Check if we have all body parts, set this to false only - if you know what you're doing + + True if the asset is owned by a - - - 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 + + The Permissions mask of the asset - - - 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 + + A Dictionary containing Key/Value pairs of the objects parameters - - - 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 + + A Dictionary containing Key/Value pairs where the Key is the textures Index and the Value is the Textures - - - Adds a list of attachments to our agent - - A List containing the attachments to add - If true, tells simulator to remove existing attachment - first + + Initializes a new instance of an AssetWearable object - - - Attach an item to our agent at a specific attach point - - A to attach - the on the avatar - to attach the item to + + Initializes a new instance of an AssetWearable object with parameters + A unique specific to this asset + A byte array containing the raw asset data - + - Attach an item to our agent specifying attachment details + Decode an assets byte encoded data to a string - 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 + true if the asset data was decoded successfully - + - Detach an item from our agent using an object + Encode the assets string represantion into a format consumable by the asset server - An object - - - Detach an item from our agent - - The inventory itemID of the item to detach + + Initializes a new instance of an AssetScriptBinary object - - - Inform the sim which wearables are part of our current outfit - + + Initializes a new instance of an AssetScriptBinary object with parameters + A unique specific to this asset + A byte array containing the raw asset data - - - Replaces the Wearables collection with a list of new wearable items - - Wearable items to replace the Wearables collection with + + Override the base classes AssetType - + - 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 + Thrown when a packet could not be successfully deserialized - True on success, otherwise false - + - Get a list of all of the textures that need to be downloaded for a - single bake layer + Default constructor - 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 + Constructor that takes an additional error message - - - - + An error message to attach to this exception - + - Blocking method to download all of the textures needed for baking - the given bake layers + 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 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 + Convert the AckList to a byte array, used for packet serializing - True on success, otherwise false + 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 - + - 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 block of data in a packet. Packets are composed of one or more blocks, + each block containing one or more fields - 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 + 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 - + - Converts a WearableType to a bodypart or clothing WearableType + Serialize this block into a byte array - A WearableType - AssetType.Bodypart or AssetType.Clothing or AssetType.Unknown + 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 - - - Converts a BakeType to the corresponding baked texture slot in AvatarTextureIndex - - A BakeType - The AvatarTextureIndex slot that holds the given BakeType + + Current length of the data in this packet - - - Gives the layer number that is used for morph mask - - >A BakeType - Which layer number as defined in BakeTypeToTextures is used for morph mask + + A generic value, not an actual packet type - + - Converts a BakeType to a list of the texture slots that make up that bake + Attempts to convert an LLSD structure to a known Packet type - A BakeType - A list of texture slots that are inputs for the given bake + 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 - - 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 + + - - - Class that handles the local asset cache - + + - - - Default constructor - - A reference to the GridClient object + + - - - Helper class for sorting files by their last accessed time - + + - - - 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.) - + + - - - 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 + + - - - Constructs a file name of the static cached asset - - UUID of the asset - String with the file name of the static cached 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 + + - - - + + - - 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 + + - - - + + - - - + + - - - + + - - - + + - - - + + - - - - - - - - - - - + + - - - + + - - - Default constructor - - A reference to the GridClient object + + - - - 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 + + - - - A callback that fires upon the completition of the RequestMesh call - - Was the download successfull - Resulting mesh or null on problems + + - - Number of milliseconds to wait for a transfer header packet if out of order data was received + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - Texture download cache + + - - 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 + + - - Raises the XferReceived event - A XferReceivedEventArgs object containing the - data returned from the simulator + + - - Raises the AssetUploaded event - A AssetUploadedEventArgs object containing the - data returned from the simulator + + - - Raises the UploadProgress event - A UploadProgressEventArgs object containing the - data returned from the simulator + + - - Raises the InitiateDownload event - A InitiateDownloadEventArgs object containing the - data returned from the simulator + + - - Raises the ImageReceiveProgress event - A ImageReceiveProgressEventArgs object containing the - data returned 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 + + - - - 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 + + - - - Requests download of a mesh asset - - UUID of the mesh asset - Callback when the request completes + + - - - 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 + + - - 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 + + - - - Avatar profile flags - + + - - - Represents an avatar (other than your own) - + + - - - Default constructor - + + - - - 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 + + - - - + + - - - + + - - - + + - - - + + - - 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 - + + - - First name + + - - Last name + + - - Full name + + - - Active group + + - - Information about agents display name + + - - Agent UUID + + - - Username + + - - Display name + + - - First name (legacy) + + - - Last name (legacy) + + - - Is display name default display name + + - - Cache display name until + + - - Full name (legacy) + + - - - Creates AgentDisplayName object from OSD - - Incoming OSD data - AgentDisplayName object + + - - - Return object as OSD map - - OSD containing agent's display name data + + - - - 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 - + + - - - Represents other avatars - - - + + - - - Callback giving results when fetching display names - - If the request was successful - Array of display names - Array of UUIDs that could not be fetched + + - - The event subscribers, null of no subscribers + + - - Thread sync lock object + + - - The event subscribers, null of no subscribers + + - - Thread sync lock object + + - - The event subscribers, null of no subscribers + + - - Thread sync lock object + + - - The event subscribers, null of no subscribers + + - - Thread sync lock object + + - - The event subscribers, null of no subscribers + + - - Thread sync lock object + + - - The event subscribers, null of no subscribers + + - - Thread sync lock object + + - - The event subscribers, null of no subscribers + + - - Thread sync lock object + + - - The event subscribers, null of no subscribers + + - - Thread sync lock object + + - - The event subscribers, null of no subscribers + + - - Thread sync lock object + + - - The event subscribers, null of no subscribers + + - - Thread sync lock object + + - - The event subscribers, null of no subscribers + + - - Thread sync lock object + + - - The event subscribers, null of no subscribers + + - - Thread sync lock object + + - - The event subscribers, null of no subscribers + + - - Thread sync lock object + + - - The event subscribers, null of no subscribers + + - - Thread sync lock object + + - - The event subscribers, null of no subscribers + + - - Thread sync lock object + + - - 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 + + - - Raised when the simulator sends us data containing - the details of display name change + + - - Raises the AvatarAnimation Event - An AvatarAnimationEventArgs object containing - the data sent from the simulator + + - - Raises the AvatarAppearance Event - A AvatarAppearanceEventArgs object containing - the data sent from the simulator + + - - Raises the UUIDNameReply Event - A UUIDNameReplyEventArgs object containing - the data sent from the simulator + + - - Raises the AvatarInterestsReply Event - A AvatarInterestsReplyEventArgs object containing - the data sent from the simulator + + - - Raises the AvatarPropertiesReply Event - A AvatarPropertiesReplyEventArgs object containing - the data sent from the simulator + + - - Raises the AvatarGroupsReply Event - A AvatarGroupsReplyEventArgs object containing - the data sent from the simulator + + - - Raises the AvatarPickerReply Event - A AvatarPickerReplyEventArgs object containing - the data sent from the simulator + + - - Raises the ViewerEffectPointAt Event - A ViewerEffectPointAtEventArgs object containing - the data sent from the simulator + + - - Raises the ViewerEffectLookAt Event - A ViewerEffectLookAtEventArgs object containing - the data sent from the simulator + + - - Raises the ViewerEffect Event - A ViewerEffectEventArgs object containing - the data sent from the simulator + + - - Raises the AvatarPicksReply Event - A AvatarPicksReplyEventArgs object containing - the data sent from the simulator + + - - Raises the PickInfoReply Event - A PickInfoReplyEventArgs object containing - the data sent from the simulator + + - - Raises the AvatarClassifiedReply Event - A AvatarClassifiedReplyEventArgs object containing - the data sent from the simulator + + - - Raises the ClassifiedInfoReply Event - A ClassifiedInfoReplyEventArgs object containing - the data sent from the simulator + + - - Raises the DisplayNameUpdate Event - A DisplayNameUpdateEventArgs object containing - the data sent from the simulator + + - - 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 + + - - - Check if Display Names functionality is available - - True if Display name functionality is available + + - - - Request retrieval of display names (max 90 names per request) - - List of UUIDs to lookup - Callback to report result of the operation + + - - - 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 + + - - - EQ Message fired when someone nearby changes their display name - - The message key - the IMessage object containing the deserialized data sent from the simulator - The which originated the packet + + - - - 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 + + - - 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 + + - - - Event args class for display name notification messages - + + - - - Reads in a byte array of an Animation Asset created by the SecondLife(tm) client. - + + - - - Searialize an animation asset into it's joints/keyframes/meta data - - - + + - - - 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 - + + - - - 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? - + + - - - Custom application data that can be attached to a joint - + + - - - 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. - + + - - - 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 + + - - - Pack a single bit in to the data - - Bit 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 + + - - - Capabilities is the name of the bi-directional HTTP REST protocol - used to communicate non real-time transactions such as teleporting or - group messaging - + + - - - Default constructor - - - - - + + - - - Triggered when an event is received via the EventQueueGet - capability - - Event name - Decoded event data - The simulator that generated the event + + - - Reference to the simulator this system is connected to + + - - Capabilities URI this system was initialized with + + - - Whether the capabilities event queue is connected and - listening for incoming events + + - - - 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, - - - - - + + - - - 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 + + - - 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 + + - - - - 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 + + - - - Access to the data server which allows searching for land, events, people, etc - + + - - - Constructs a new instance of the DirectoryManager class - - An instance of GridClient + + - - 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 Region024Estate / Full Region027Estate / Openspace029Estate / Homestead129Mainland / 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 + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - 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. + + - - Raises the EventInfoReply event - An EventInfoReplyEventArgs object containing the - data returned from the data server + + - - Raises the DirEventsReply event - An DirEventsReplyEventArgs object containing the - data returned from the data server + + - - Raises the PlacesReply event - A PlacesReplyEventArgs object containing the - data returned from the data server + + - - Raises the DirPlacesReply event - A DirPlacesReplyEventArgs object containing the - data returned from the data server + + - - Raises the DirClassifiedsReply event - A DirClassifiedsReplyEventArgs object containing the - data returned from the data server + + - - Raises the DirGroupsReply event - A DirGroupsReplyEventArgs object containing the - data returned from the data server + + - - Raises the DirPeopleReply event - A DirPeopleReplyEventArgs object containing the - data returned from the data server + + - - Raises the DirLandReply event - A DirLandReplyEventArgs object containing the - data returned from the data server + + - - - 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 + + - - 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 + + - - - Represends individual HTTP Download request - + + - - Default constructor + + - - Constructor + + - - URI of the item to fetch + + - - Timout specified in milliseconds + + - - Download progress callback + + - - Download completed callback + + - - Accept the following content type + + - - - Manages async HTTP downloads with a limit on maximum - concurrent downloads - + + - - Default constructor + + - - Maximum number of parallel downloads from a single endpoint + + - - Client certificate + + - - Cleanup method + + - - Setup http download request + + - - Check the queue for pending work + + - - Enqueue a new HTPP download + + - - Describes tasks returned in LandStatReply + + - - - Estate level administration and utilities - + + - - - Constructor for EstateTools class - - - + + - - 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 + + - - Textures for each of the four terrain height levels + + - - Upper/lower texture boundaries for each corner of the sim + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - 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. + + - - Raises the TopCollidersReply event - A TopCollidersReplyEventArgs object containing the - data returned from the data server + + - - Raises the TopScriptsReply event - A TopScriptsReplyEventArgs object containing the - data returned from the data server + + - - Raises the EstateUsersReply event - A EstateUsersReplyEventArgs object containing the - data returned from the data server + + - - Raises the EstateGroupsReply event - A EstateGroupsReplyEventArgs object containing the - data returned from the data server + + - - Raises the EstateManagersReply event - A EstateManagersReplyEventArgs object containing the - data returned from the data server + + - - Raises the EstateBansReply event - A EstateBansReplyEventArgs object containing the - data returned from the data server + + - - Raises the EstateCovenantReply event - A EstateCovenantReplyEventArgs object containing the - data returned from the data server + + - - Raises the EstateUpdateInfoReply event - A EstateUpdateInfoReplyEventArgs object containing the - data returned from the data server + + - - - 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 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 - + + - - - + + - - - Registers, unregisters, and fires events generated by incoming packets - + + - - - Default constructor - - - + + - - - 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 + + - - Reference to the GridClient object + + - - - 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 + + - - - Registers, unregisters, and fires events generated by the Capabilities - event queue - + + - - - Default constructor - - Reference to the GridClient object + + - - - 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 + + - - 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 + + - - - + + - - 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 + + - - - 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 - + + - - - FriendInfo represented as a string - - A string reprentation of both my rights and my friends rights + + - - - This class is used to add and remove avatars from your friends list and to manage their permission. - + + - - - Internal constructor - - A reference to the GridClient Object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - 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 - + + - - 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 + + - - Raises the FriendOnline event - A FriendInfoEventArgs object containing the - data returned from the data server + + - - Raises the FriendOffline event - A FriendInfoEventArgs object containing the - data returned from the data server + + - - Raises the FriendRightsUpdate event - A FriendInfoEventArgs object containing the - data returned from the data server + + - - Raises the FriendNames event - A FriendNamesEventArgs object containing the - data returned from the data server + + - - Raises the FriendshipOffered event - A FriendshipOfferedEventArgs object containing the - data returned from the data server + + - - Raises the FriendshipResponse event - A FriendshipResponseEventArgs object containing the - data returned from the data server + + - - Raises the FriendshipTerminated event - A FriendshipTerminatedEventArgs object containing the - data returned from the data server + + - - Raises the FriendFoundReply event - A FriendFoundReplyEventArgs object containing the - data returned from the data server + + - - - 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 + + - - 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 + + - - - 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(); - } - } - } - - + + - - - Default constructor - + + - - 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 + + - - - Return the full name of this instance - - Client avatars full name + + - - - 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 - + + - - - Constructor - - Instance of GridClient object to associate with this GridManager instance + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - A dictionary of all the regions, indexed by region name + + - - A dictionary of all the regions, indexed by region handle + + - - 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 + + - - Microseconds since the start of SL 4-hour day + + - - Raises the CoarseLocationUpdate event - A CoarseLocationUpdateEventArgs object containing the - data sent by simulator + + - - Raises the GridRegion event - A GridRegionEventArgs object containing the - data sent by simulator + + - - Raises the GridLayer event - A GridLayerEventArgs object containing the - data sent by simulator + + - - Raises the GridItems event - A GridItemEventArgs object containing the - data sent by simulator + + - - Raises the RegionHandleReply event - A RegionHandleReplyEventArgs object containing the - data sent by simulator + + - - - - - + + - - - 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 + + - - - 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 - + + - - - Construct a new instance of the GroupManager class - - A reference to the current instance + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - The event subscribers. null if no subcribers + + - - 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 + + - - 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 + + + Add a custom decoder callback + + The key of the field to decode + The custom decode handler - - Raised when a request to join a group either - fails or succeeds + + + Remove a custom decoder callback + + The key of the field to decode + The custom decode handler - - Raised when a request to leave a group either - fails or succeeds + + + 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 - - Raised when A group is removed from the group server + + + 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 - - Raised when a request to eject a member from a group either - fails or succeeds + + + A custom decoder callback + + The key of the object + the data to decode + A string represending the fieldData - - Raised when the simulator sends us group notices - + + + Access to the data server which allows searching for land, events, people, etc + - - Raised when another agent invites our avatar to join a group + + The event subscribers. null if no subcribers - - Raises the CurrentGroups event - A CurrentGroupsEventArgs object containing the - data sent from the simulator + + Raises the EventInfoReply event + An EventInfoReplyEventArgs object containing the + data returned from the data server - - Raises the GroupNamesReply event - A GroupNamesEventArgs object containing the - data response from the simulator + + Thread sync lock object - - Raises the GroupProfile event - An GroupProfileEventArgs object containing the - data returned from the simulator + + The event subscribers. null if no subcribers - - Raises the GroupMembers event - A GroupMembersEventArgs object containing the - data returned from the simulator + + Raises the DirEventsReply event + An DirEventsReplyEventArgs object containing the + data returned from the data server - - Raises the GroupRolesDataReply event - A GroupRolesDataReplyEventArgs object containing the - data returned from the simulator + + Thread sync lock object - - Raises the GroupRoleMembersReply event - A GroupRolesRoleMembersReplyEventArgs object containing the - data returned from the simulator + + The event subscribers. null if no subcribers - - Raises the GroupTitlesReply event - A GroupTitlesReplyEventArgs object containing the - data returned from the simulator + + Raises the PlacesReply event + A PlacesReplyEventArgs object containing the + data returned from the data server - - Raises the GroupAccountSummary event - A GroupAccountSummaryReplyEventArgs object containing the - data returned from the simulator - - - Raises the GroupCreated event - An GroupCreatedEventArgs object containing the - data returned from the simulator - - - Raises the GroupJoined event - A GroupOperationEventArgs object containing the - result of the operation returned from the simulator - - - Raises the GroupLeft event - A GroupOperationEventArgs object containing the - result of the operation returned from the simulator - - - Raises the GroupDropped event - An GroupDroppedEventArgs object containing the - the group your agent left - - - Raises the GroupMemberEjected event - An GroupMemberEjectedEventArgs object containing the - data returned from the simulator + + Thread sync lock object - - Raises the GroupNoticesListReply event - An GroupNoticesListReplyEventArgs object containing the - data returned from the simulator + + The event subscribers. null if no subcribers - - Raises the GroupInvitation event - An GroupInvitationEventArgs object containing the - data returned from the simulator + + Raises the DirPlacesReply event + A DirPlacesReplyEventArgs object containing the + data returned from the data server - - - 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. + + Thread sync lock object - - - Lookup name of group based on groupID - - groupID of group to lookup name for. + + The event subscribers. null if no subcribers - - - Request lookup of multiple group names - - List of group IDs to request. + + Raises the DirClassifiedsReply event + A DirClassifiedsReplyEventArgs object containing the + data returned from the data server - - Lookup group profile data such as name, enrollment, founder, logo, etc - Subscribe to OnGroupProfile event to receive the results. - group ID (UUID) + + Thread sync lock object - - 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 + + The event subscribers. null if no subcribers - - Request group roles - Subscribe to OnGroupRoles event to receive the results. - group ID (UUID) - UUID of the request, use to index into cache + + Raises the DirGroupsReply event + A DirGroupsReplyEventArgs object containing the + data returned from the data server - - 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 + + Thread sync lock object - - Request a groups Titles - Subscribe to OnGroupTitles event to receive the results. - group ID (UUID) - UUID of the request, use to index into cache + + The event subscribers. null if no subcribers - - 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) + + Raises the DirPeopleReply event + A DirPeopleReplyEventArgs object containing the + data returned from the data server - - 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 + + Thread sync lock object - - Set a group as the current active group - group ID (UUID) + + The event subscribers. null if no subcribers - - Change the role that determines your active title - Group ID to use - Role ID to change to + + Raises the DirLandReply event + A DirLandReplyEventArgs object containing the + data returned from the data server - - Set this avatar's tier contribution - Group ID to change tier in - amount of tier to donate + + Thread sync lock object - + - Save wheather agent wants to accept group notices and list this group in their profile + Constructs a new instance of the DirectoryManager class - 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. + An instance of GridClient - + - Request to create a new group. If the group is successfully - created, L$100 will automatically be deducted + 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 - 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. + A string containing a list of keywords to search for + A UUID to correlate the results when the event is raised - - Eject a user from a group - Group ID to eject the user from - Avatar's key to eject + + + 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 + - - Update role information - Modified role to be updated + + + 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 - - Create a new group role - Group ID to update - Role to create + + + 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 + - - Delete a group role - Group ID to update - Role to delete + + + 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. - - Remove an avatar from a role - Group ID to update - Role ID to be removed from - Avatar's Key to remove + + + 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. - - Assign an avatar to a role - Group ID to update - Role ID to assign to - Avatar's ID to assign to role + + + 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); + - - Request the group notices list - Group ID to fetch notices for + + + Search for Groups + + The name or portion of the name of the group you wish to search for + Start from the match number + - - Request a group notice by key - ID of group notice + + + 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 + - - Send out a group notice - Group ID to update - - GroupNotice structure containing notice data + + + Search the People directory for other avatars + + The name or portion of the name of the avatar you wish to search for + + - - Start a group proposal (vote) - The Group ID to send proposal to - - GroupProposal structure containing the proposal + + + Search Places for parcels of land you personally own + - - Request to leave a group - Subscribe to OnGroupLeft event to receive confirmation - The group to leave + + + 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. - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + + 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. - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + + 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. - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + + 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. - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + + 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. - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + 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 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 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 - - 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 + + Raised when the data server responds to a request. - - Get the ID of the group + + Raised when the data server responds to a request. - - Represents a list of active group notices + + Raised when the data server responds to a request. - - Construct a new instance of the GroupNoticesListReplyEventArgs class - The ID of the group - The list containing active notices + + Raised when the data server responds to a request. - - Get the ID of the group + + Raised when the data server responds to a request. - - Get the notices list + + Raised when the data server responds to a request. - - Represents the profile of a group + + Raised when the data server responds to a request. - - Construct a new instance of the GroupProfileEventArgs class - The group profile + + Raised when the data server responds to a request. - - Get the group profile + + Classified Ad categories - - - 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. + + Classified is listed in the Any category - - The ID of the Avatar sending the group invitation + + Classified is shopping related - - The name of the Avatar sending the group invitation + + Classified is - - 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 + + - - - Static helper functions and global variables - + + - - - 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 + + Event Categories - - 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. - + + - - 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 + 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 - 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 + + Query the People database - - - 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 + + Query the Groups database - - - 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 + + Query the Events database - - - 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 + + Query the land holdings database for land owned by the currently connected agent - - - 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); - } - - + + Query the land holdings database for land which is owned by a Group - - - 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 + + Specifies the query should pre sort the results based upon traffic + when searching the Places database - - - 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); - - + + - - Internal dictionary that this class wraps around. Do not - modify or enumerate the contents of this dictionary without locking - on this member + + - - - Indexer for the dictionary - - The key - The 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 - - - Gets the number of Key/Value pairs contained in the + + 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 - - - 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); - - - + + 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 - - - 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; }); - - + + 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 - - 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)); - } - ); - + + 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 - - 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); - } - ); - + + 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 - - 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); - } - }); - - + + 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 - - 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 + + Include PG land in results. This flag is used when searching both the Groups, Events and Land sales databases - - Check if Value exists in Dictionary - Value to check for - - if found, otherwise + + Include Mature land in results. This flag is used when searching both the Groups, Events and Land sales databases - - - Adds the specified key to the dictionary, dictionary locking is not performed, - - The key - The value + + Include Adult land in results. This flag is used when searching both the Groups, Events and Land sales databases - - - Removes the specified key, dictionary locking is not performed - - The key. - - if successful, otherwise + + - + - Exception class to identify inventory exceptions + 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 + + - 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 content rating of the event - - The event subscribers, null of no subscribers + + Event is PG - - Thread sync lock object + + Event is Mature - - The event subscribers, null of no subscribers + + Event is Adult - - Thread sync lock object + + + Classified Ad Options + + There appear to be two formats the flags are packed in. + This set of flags is for the newer style - - The event subscribers, null of no subscribers + + - - Thread sync lock object + + - - Raised when the simulator sends us data containing - ... + + - - Raised when the simulator sends us data containing - ... + + - - Raised when the simulator sends us data containing - ... + + - + - 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. + Classified ad query options - The UUID of the InventoryObject to get or set, ignored if set to non-null value. - The InventoryObject corresponding to uuid. - - - The root folder of this avatars inventory - + + Include all ads in results - - - The default shared library folder - + + Include PG ads in results - + + Include Mature ads in results + + + Include Adult ads in results + + - The root node of the avatars inventory + The For Sale flag in PlacesReplyData - + + Parcel is not listed for sale + + + Parcel is For Sale + + - The root node of the default shared library + A classified ad on the grid - - Raises the InventoryObjectUpdated Event - A InventoryObjectUpdatedEventArgs object containing - the data sent from the simulator + + UUID for this ad, useful for looking up detailed + information about it - - Raises the InventoryObjectRemoved Event - A InventoryObjectRemovedEventArgs object containing - the data sent from the simulator + + The title of this classified ad - - Raises the InventoryObjectAdded Event - A InventoryObjectAddedEventArgs object containing - the data sent from the simulator + + Flags that show certain options applied to the classified - - - 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 + + Creation date of the ad - - - 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 + + Expiration date of the ad - - - Removes the InventoryObject and all related node data from Inventory. - - The InventoryObject to remove. + + Price that was paid for this ad - - - Used to find out if Inventory contains the InventoryObject - specified by uuid. - - The UUID to check. - true if inventory contains uuid, false otherwise + + Print the struct data as a string + A string containing the field name, and field value - + - Saves the current inventory structure to a cache file + A parcel retrieved from the dataserver such as results from the + "For-Sale" listings or "Places" Search - Name of the cache file to save to - + + 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 + + - Loads in inventory cache file into the inventory structure. Note only valid to call after login has been successful. + An Avatar returned from the dataserver - Name of the cache file to load - The number of inventory items sucessfully reconstructed into the inventory node tree - - Sort by name + + Online status of agent + This field appears to be obsolete and always returns false - - Sort by date + + The agents first name - - Sort folders by name, regardless of whether items are - sorted by name or date + + The agents last name - - Place system folders at the top + + The agents - - - Possible destinations for DeRezObject request - + + Print the struct data as a string + A string containing the field name, and field value - + + Response to a "Groups" Search - - Copy from in-world to agent inventory + + The Group ID - - Derez to TaskInventory + + The name of the group - - - + + The current number of members - - Take Object + + 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 - - Delete Object + + The ID of the Agent of Group that owns the parcel - - Put an avatar attachment into agent inventory + + The name - - - + + The description - - Return an object back to the owner's inventory + + The Size of the parcel - - Return a deeded object back to the last owner's inventory + + 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 - - - Upper half of the Flags field for inventory items - + + Indicates the ForSale status of the parcel - - 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 + + The Gridwide X position - - Indicates that the object sale information has been - changed + + The Gridwide Y position - - If set, and a slam bit is set, indicates BaseMask will be overwritten on Rez + + The Z position of the parcel, or 0 if no landing point set - - If set, and a slam bit is set, indicates OwnerMask will be overwritten on Rez + + The name of the Region the parcel is located in - - If set, and a slam bit is set, indicates GroupMask will be overwritten on Rez + + The Asset ID of the parcels Snapshot texture - - If set, and a slam bit is set, indicates EveryoneMask will be overwritten on Rez + + The calculated visitor traffic - - If set, and a slam bit is set, indicates NextOwnerMask will be overwritten on Rez + + The billing product SKU + Known values are: + + 023Mainland / Full Region + 024Estate / Full Region + 027Estate / Openspace + 029Estate / Homestead + 129Mainland / Homestead (Linden Owned) + + - - Indicates whether this object is composed of multiple - items or not + + No longer used, will always be 0 - - 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 + + Get a SL URL for the parcel + A string, containing a standard SLURL - - - Base Class for Inventory Items - + + Print the struct data as a string + A string containing the field name, and field value - + - Constructor, takes an itemID as a parameter + An "Event" Listing summary - The of the item - - - - - + + The ID of the event creator - - - of item/folder + + The name of the event - - - of parent folder + + The events ID - - Name of item/folder + + A string containing the short date/time the event will begin - - Item/Folder Owners + + The event start time in Unixtime (seconds since epoch) - - - - - + + The events maturity rating - - - 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 + + Print the struct data as a string + A string containing the field name, and field value - + - Determine whether the specified object is equal to the current object + The details of an "Event" - 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 + + The events ID - - - An Item in Inventory - + + The ID of the event creator - - - Construct a new InventoryItem object - - The of the item + + The name of the event - - - Construct a new InventoryItem object of a specific Type - - The type of item from - - of the item + + The category - - - - - + + The events description - - The of this item + + The short date/time the event will begin - - The combined of this item + + The event start time in Unixtime (seconds since epoch) UTC adjusted - - The type of item from + + The length of the event in minutes - - The type of item from the enum + + 0 if no cover charge applies - - The of the creator of this item + + The cover charge amount in L$ if applicable - - A Description of this item + + The name of the region where the event is being held - - The s this item is set to or owned by + + The gridwide location of the event - - If true, item is owned by a group + + The maturity rating - - The price this item can be purchased for + + Get a SL URL for the parcel where the event is hosted + A string, containing a standard SLURL - - The type of sale from the enum + + Print the struct data as a string + A string containing the field name, and field value - - Combined flags from + + Contains the Event data returned from the data server from an EventInfoRequest - - Time and date this inventory item was created, stored as - UTC (Coordinated Universal Time) + + 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 - - Used to update the AssetID in requests sent to the 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 of the previous owner of the item + + The ID returned by - - - Indicates inventory item is a link - - True if inventory item is a link to another inventory item + + A list of "Places" returned by the data server - - - - - + + Contains the places 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 + + 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 - - - Compares an object - - The object to compare - true if comparison object matches + + The ID returned by - - - Determine whether the specified object is equal to the current object - - The object to compare against - true if objects are the same + + A list containing Places data returned by 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 + + Contains the classified data returned from the data server - - - InventoryTexture Class representing a graphical image - - + + Construct a new instance of the DirClassifiedsReplyEventArgs class + A list of classified ad data returned from the data server - - - Construct an InventoryTexture object - - A which becomes the - objects AssetUUID + + A list containing Classified Ads returned by the data server - - - Construct an InventoryTexture object from a serialization stream - + + Contains the group data returned from the data server - - - InventorySound Class representing a playable sound - + + 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 - - - Construct an InventorySound object - - A which becomes the - objects AssetUUID + + The ID returned by - - - Construct an InventorySound object from a serialization stream - + + A list containing Groups data returned by the data server - - - InventoryCallingCard Class, contains information on another avatar - + + Contains the people data returned from the data server - - - Construct an InventoryCallingCard object - - A which becomes the - objects AssetUUID + + 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 - - - Construct an InventoryCallingCard object from a serialization stream - + + The ID returned by - - - InventoryLandmark Class, contains details on a specific location - + + A list containing People data returned by the data server - - - Construct an InventoryLandmark object - - A which becomes the - objects AssetUUID + + Contains the land sales data returned from the data server - - - Construct an InventoryLandmark object from a serialization stream - + + Construct a new instance of the DirLandReplyEventArgs class + A list of parcels for sale returned by the data server - - - Landmarks use the InventoryItemFlags struct and will have a flag of 1 set if they have been visited - + + A list containing land forsale data returned by the data server - + - InventoryObject Class contains details on a primitive or coalesced set of primitives + Interface requirements for Messaging system - + - Construct an InventoryObject object + Image width - A which becomes the - objects AssetUUID - + - Construct an InventoryObject object from a serialization stream + Image height - + - Gets or sets the upper byte of the Flags value + Image channel flags - + - Gets or sets the object attachment point, the lower byte of the Flags value + Red channel data - + - InventoryNotecard Class, contains details on an encoded text document + Green channel data - + - Construct an InventoryNotecard object + Blue channel data - A which becomes the - objects AssetUUID - + - Construct an InventoryNotecard object from a serialization stream + Alpha channel data - + - InventoryCategory Class + Bump channel data - TODO: Is this even used for anything? - + - Construct an InventoryCategory object + Create a new blank image - A which becomes the - objects AssetUUID + width + height + channel flags - + - Construct an InventoryCategory object from a serialization stream + + - + - InventoryLSL Class, represents a Linden Scripting Language object + Convert the channels in the image. Channels are created or destroyed as required. + new channel flags - + - Construct an InventoryLSL object + Resize or stretch the image using nearest neighbor (ugly) resampling - A which becomes the - objects AssetUUID + new width + new height - + - Construct an InventoryLSL object from a serialization stream + 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 - + - InventorySnapshot Class, an image taken with the viewer + 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 - + - Construct an InventorySnapshot object + Represents an Animation - A which becomes the - objects AssetUUID - - - Construct an InventorySnapshot object from a serialization stream - + + Default Constructor - + - InventoryAttachment Class, contains details on an attachable object + Construct an Asset object of type Animation + Asset type + A unique specific to this asset + A byte array containing the raw asset data - - - Construct an InventoryAttachment object - - A which becomes the - objects AssetUUID + + Override the base classes AssetType - + - Construct an InventoryAttachment object from a serialization stream + Represents a Landmark with RegionID and Position vector - - - Get the last AttachmentPoint this object was attached to - + + UUID of the Landmark target region - - - InventoryWearable Class, details on a clothing item or body part - + + Local position of the target - - - Construct an InventoryWearable object - - A which becomes the - objects AssetUUID + + Construct an Asset of type Landmark - + - Construct an InventoryWearable object from a serialization stream + Construct an Asset object of type Landmark + A unique specific to this asset + A byte array containing the raw asset data - + - The , Skin, Shape, Skirt, Etc + Encode the raw contents of a string with the specific Landmark format - + - InventoryAnimation Class, A bvh encoded object which animates an avatar + 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 + + - Construct an InventoryAnimation object + - A which becomes the - objects AssetUUID - + - Construct an InventoryAnimation object from a serialization stream + An instance of DelegateWrapper which calls InvokeWrappedDelegate, + which in turn calls the DynamicInvoke method of the wrapped + delegate - + - InventoryGesture Class, details on a series of animations, sounds, and actions + Callback used to call EndInvoke on the asynchronously + invoked DelegateWrapper - + - Construct an InventoryGesture object + Executes the specified delegate with the specified arguments + asynchronously on a thread pool thread - A which becomes the - objects AssetUUID + + - + - Construct an InventoryGesture object from a serialization stream + Invokes the wrapped delegate synchronously + + - + - A folder contains s and has certain attributes specific - to itself + Calls EndInvoke on the wrapper and Close on the resulting WaitHandle + to prevent resource leaks + - + - Constructor + Delegate to wrap another delegate and its arguments - UUID of the folder + + - + - Construct an InventoryFolder object from a serialization stream + The current status of a texture request as it moves through the pipeline or final result of a texture request. - - The Preferred for a folder. + + The initial state given to a request. Requests in this state + are waiting for an available slot in the pipeline - - The Version of this folder + + A request that has been added to the pipeline and the request packet + has been sent to the simulator - - Number of child items this folder contains. + + 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. - + - Get Serilization data for this InventoryFolder object + 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 - + - Tools for dealing with agents inventory + 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 - + - Default constructor + Cancel a pending or in process texture request - Reference to the GridClient object + The texture assets unique ID - + - Callback for inventory item creation finishing + Master Download Thread, Queues up downloads in the threadpool - 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 + The worker thread that sends the request and handles timeouts - true if inventory item creation was successful - - - - - - + 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 - + - Reply received when uploading an inventory asset + Handles the remaining Image data that did not fit in the initial ImageData packet - Has upload been successful - Error message if upload failed - Inventory asset UUID - New asset UUID + The sender + The EventArgs object containing the packet data - + - Delegate that is invoked when script upload is completed + Handle the initial ImageDataPacket sent from the simulator - 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 - - - Used for converting shadow_id to asset_id - - - The event subscribers, null of no subscribers - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Thread sync lock object - - - The event subscribers, null of no subscribers + The sender + The EventArgs object containing the packet data - - Thread sync lock object + + Current number of pending and in-process transfers - - The event subscribers, null of no subscribers + + + A request task containing information and status of a request as it is processed through the + - - Thread sync lock object + + The current which identifies the current status of the request - - The event subscribers, null of no subscribers + + The Unique Request ID, This is also the Asset ID of the texture being requested - - Thread sync lock object + + The slot this request is occupying in the threadpoolSlots array - - The event subscribers, null of no subscribers + + The ImageType of the request. - - Thread sync lock object + + The callback to fire when the request is complete, will include + the and the + object containing the result data - - Partial mapping of AssetTypes to folder names + + 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. - - Raised when the simulator sends us data containing - ... + + An object that maintains the data of an request thats in-process. - - Raised when the simulator sends us data containing - ... + + Size of the byte array used to store raw packet data - - Raised when the simulator sends us data containing - an inventory object sent by another avatar or primitive + + Raw packet data buffer - - Raised when the simulator sends us data containing - ... + + Length of the data to transmit - - Raised when the simulator sends us data containing - ... + + EndPoint of the remote host - - Raised when the simulator sends us data containing - ... + + + Create an allocated UDP packet buffer for receiving a packet + - - Raised when the simulator sends us data containing - ... + + + Create an allocated UDP packet buffer for sending a packet + + EndPoint of the remote host - - Raised when the simulator sends us data containing - ... + + + Create an allocated UDP packet buffer for sending a packet + + EndPoint of the remote host + Size of the buffer to allocate for packet data - + - Get this agents Inventory data + Object pool for packet buffers. This is used to allocate memory for all + incoming and outgoing packets, and zerocoding buffers for those packets - - Raises the ItemReceived Event - A ItemReceivedEventArgs object containing - the data sent from the simulator + + + Creates a new instance of the ObjectPoolBase class. Initialize MUST be called + after using this constructor. + - - Raises the FolderUpdated Event - A FolderUpdatedEventArgs object containing - the data sent from the simulator + + + 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. - - Raises the InventoryObjectOffered Event - A InventoryObjectOfferedEventArgs object containing - the data sent from the simulator + + + Forces the segment cleanup algorithm to be run. This method is intended + primarly for use from the Unit Test libraries. + - - Raises the TaskItemReceived Event - A TaskItemReceivedEventArgs object containing - the data sent from the simulator + + + Responsible for allocate 1 instance of an object that will be stored in a segment. + + An instance of whatever objec the pool is pooling. - - Raises the FindObjectByPath Event - A FindObjectByPathEventArgs object containing - the data sent from the simulator + + + 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. - - Raises the TaskInventoryReply Event - A TaskInventoryReplyEventArgs object containing - the data sent from the simulator + + + 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. - - Raises the SaveAssetToInventory Event - A SaveAssetToInventoryEventArgs object containing - the data sent from the simulator + + + The total number of segments created. Intended to be used by the Unit Tests. + - - Raises the ScriptRunningReply Event - A ScriptRunningReplyEventArgs object containing - the data sent from the simulator + + + 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. + - + - Fetch an inventory item from the dataserver + 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 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 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 items - The item Owners - - + - Request inventory items + The frequence which the cleanup thread runs. This is typically + expected to be in the 5 minute range. - Inventory items to request - Owners of the inventory items - - + - Get contents of a folder + Initialize the object pool in client mode - 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 + Server to connect to + + - + - Request the contents of an inventory folder + Initialize the object pool in server mode - 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 - + + - + - Request the contents of an inventory folder using HTTP capabilities + Returns a packet buffer with EndPoint set if the buffer is in + client mode, or with EndPoint set to null in server mode - 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 - + Initialized UDPPacketBuffer object - + - Returns the UUID of the folder (category) that defaults to - containing 'type'. The folder is not necessarily only for that - type + Default constructor - 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 + Check a packet buffer out of the pool - 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 + A packet buffer object - + - Find inventory items by path + Singleton logging class for the entire library - 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 - + + log4net logging engine + + - Search inventory Store object for an item or folder + Default constructor - 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 + Send a log message to the logging engine - The item or folder to move - The to move item or folder to + The log message + The severity of the log entry - + - Move an inventory item or folder to a new location and change its name + Send a log message to the logging engine - The item or folder to move - The to move item or folder to - The name to change the item or folder to + The log message + The severity of the log entry + Instance of the client - + - Move and rename a folder + Send a log message to the logging engine - The source folders - The destination folders - The name to change the folder to + The log message + The severity of the log entry + Exception that was raised - + - Update folder properties + Send a log message to the logging engine - - of the folder to update - Sets folder's parent to - Folder name - Folder type + The log message + The severity of the log entry + Instance of the client + Exception that was raised - + - Move a folder + 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 source folders - The destination folders + The message to log at the DEBUG level to the + current logging engine - + - Move multiple folders, the keys in the Dictionary parameter, - to a new parents, the value of that folder's key. + 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 - A Dictionary containing the - of the source as the key, and the - of the destination as the value + 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 + + - Move an inventory item to a new folder + Callback used for client apps to receive log messages from + the library - The of the source item to move - The of the destination folder + Data being logged + The severity of the log entry from - + - 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 - + + 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 + + - Move multiple inventory items to new locations + 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 - 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 + Used internally when building the initial list of friends at login time - The of the folder + 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 - + - Remove a single item from inventory + FriendInfo represented as a string - The of the inventory item to remove + A string reprentation of both my rights and my friends rights - + - Remove a folder from inventory + System ID of the avatar - The of the folder to remove - + - Remove multiple items or folders from inventory + full name of the avatar - 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 + True if the avatar is online - + - Empty the Trash folder + True if the friend can see if I am online - + + True if the friend can see me on the map - - - - - - - - - Proper use is to upload the inventory's asset first, then provide the Asset's TransactionID here. - - - - - - - + + True if the freind can modify my objects - - - - - - - - - Proper use is to upload the inventory's asset first, then provide the Asset's TransactionID here. - - - - - - - - - + - Creates a new inventory folder + True if I can see if my friend is online - 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 + True if I can see if my friend is on the map - 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 + True if I can modify my friend's objects - 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 + My friend's rights represented as bitmapped flags - 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 + My rights represented as bitmapped flags - 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 + This class is used to add and remove avatars from your friends list and to manage their permission. - 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 + + The event subscribers. null if no subcribers - - - 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 + + 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 - - - 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 + + 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 - - - - - - - + - Save changes to notecard embedded in object contents + 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 - 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 + Internal constructor - Encoded gesture asset - Gesture inventory UUID - Callback whick will be called when upload is complete + A reference to the GridClient Object - + - Update an existing script in an agents Inventory + Accept a friendship request - 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 - - + agentID of avatatar to form friendship with + imSessionID of the friendship request message - + - Update an existing script in an task Inventory + Decline a friendship request - 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 - - + of friend + imSessionID of the friendship request message - + - Rez an object from inventory + Overload: Offer friendship to an avatar. - Simulator to place object in - Rotation of the object when rezzed - Vector of where to place object - InventoryItem object containing item details + System ID of the avatar you are offering friendship to - + - Rez an object from inventory + Offer friendship to an avatar. - 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 + System ID of the avatar you are offering friendship to + A message to send with the request - + - Rez an object from inventory + Terminate a friendship with an avatar - 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 + System ID of the avatar you are terminating the friendship with - - - 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 + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - + - DeRez an object from the simulator and return to inventory + Change the rights of a friend avatar. - The simulator Local ID of the object - The type of destination from the enum - The destination inventory folders -or- - if DeRezzing object to a tasks Inventory, the Tasks - The transaction ID for this request which - can be used to correlate this request with other packets - If objectLocalID is a child primitive in a linkset, the entire linkset will be derezzed + the of the friend + the new rights to give the friend + This method will implicitly set the rights to those passed in the rights parameter. - + - Rez an item from inventory to its previous simulator location + Use to map a friends location on the grid. - - - - - - - - + Friends UUID to find + - + - Give an inventory item to another avatar + Use to track a friends movement on the grid - 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 + Friends Key - + - Give an inventory Folder with contents to another avatar + Ask for a notification of friend's online status - 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 + Friend's UUID - + - Copy or move an from agent inventory to a task (primitive) inventory + This handles the asynchronous response of a RequestAvatarNames call. - 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 + + names cooresponding to the the list of IDs sent the the RequestAvatarNames call. - - - 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 + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - Request the contents of a tasks (primitives) inventory from the - current simulator - - The LocalID of the object - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - 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 - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - 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 + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - + - Remove an item from an objects (Prim) Inventory + Populate FriendList with data from the login reply - 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 + 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 - - - 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]); - + + Raised when the simulator sends notification one of the members in our friends list comes online - - - 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 - + + Raised when the simulator sends notification one of the members in our friends list goes offline - - - 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 + + Raised when the simulator sends notification one of the members in our friends list grants or revokes permissions - - - Create a CRC from an InventoryItem - - The source InventoryItem - A uint representing the source InventoryItem as a CRC + + 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 + + - Reverses a cheesy XORing with a fixed UUID to convert a shadow_id to an asset_id + Construct a new instance of the FriendInfoEventArgs class - Obfuscated shadow_id value - Deobfuscated asset_id value + The FriendInfo - + + Get the FriendInfo + + + Contains Friend Names + + - Does a cheesy XORing with a fixed UUID to convert an asset_id to a shadow_id + Construct a new instance of the FriendNamesEventArgs class - asset_id value to obfuscate - Obfuscated shadow_id value + 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 - + - Wrapper for creating a new object + Construct a new instance of the FriendshipOfferedEventArgs class - The type of item from the enum - The of the newly created object - An object with the type and id passed + 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 - - - 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 + + Get the ID of the agent requesting friendship - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Get the name of the agent requesting friendship - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + 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 + + - 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 + Construct a new instance of the FriendShipResponseEventArgs class - 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 + 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 - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Get the ID of the agent we requested a friendship with - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Get the name of the agent we requested a friendship with - - Set to true to accept offer, false to decline it + + true if the agent accepted our friendship offer - - The folder to accept the inventory into, if null default folder for will be used + + Contains data sent when a friend terminates a friendship with us - + - 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. + 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 - + - De-serialization constructor for the InventoryNode Class + Data sent in response to a request which contains the information to allow us to map the friends location - + - De-serialization handler for the InventoryNode Class + 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 - + + Static pre-defined animations available to all agents - - - For inventory folder nodes specifies weather the folder needs to be - refreshed from the server - + + Agent with afraid expression on face - - - Serialization handler for the InventoryNode Class - + + Agent aiming a bazooka (right handed) - - - - - + + Agent aiming a bow (left handed) - - - Singleton logging class for the entire library - + + Agent aiming a hand gun (right handed) - - - Default constructor - + + Agent aiming a rifle (right handed) - - - Callback used for client apps to receive log messages from - the library - - Data being logged - The severity of the log entry from + + Agent with angry expression on face - - log4net logging engine + + Agent hunched over (away) - - Triggered whenever a message is logged. If this is left - null, log messages will go to the console + + Agent doing a backflip - - - Send a log message to the logging engine - - The log message - The severity of the log entry + + Agent laughing while holding belly - - - Send a log message to the logging engine - - The log message - The severity of the log entry - Instance of the client + + Agent blowing a kiss - - - Send a log message to the logging engine - - The log message - The severity of the log entry - Exception that was raised + + Agent with bored expression on face - - - 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 + + Agent bowing to audience - - - 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 + + Agent brushing himself/herself off - - - 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 + + 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 - - - Login Request Parameters - + + Agent with bored expression on face - - - Default constuctor, initializes sane default values - + + Agent crying - - - 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 + + Agent showing disdain (dislike) for something - - - 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 + + Agent with embarassed expression on face - - The URL of the Login Server + + Agent with frowning expression on face - - The number of milliseconds to wait before a login is considered - failed due to timeout + + Agent with kissy face - - The request method - login_to_simulator is currently the only supported method + + Agent expressing laughgter - - The Agents First name + + Agent with open mouth - - The Agents Last name + + Agent with repulsed expression on face - - A md5 hashed password - plaintext password will be automatically hashed + + Agent expressing sadness - - 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 + + Agent shrugging shoulders - - A string containing the client software channel information - Second Life Release + + Agent with a smile - - 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 + + Agent expressing surprise - - A string containing the platform information the agent is running on + + Agent sticking tongue out - - A string hash of the network cards Mac Address + + Agent with big toothy smile - - Unknown or deprecated + + Agent winking - - A string hash of the first disk drives ID used to identify this clients uniqueness + + Agent expressing worry - - A string containing the viewers Software, this is not directly sent to the login server but - instead is used to generate the Version string + + Agent falling down - - 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 + + Agent walking (feminine version) - - If true, this agent agrees to the Terms of Service of the grid its connecting to + + Agent wagging finger (disapproval) - - Unknown + + I'm not sure I want to know - - An array of string sent to the login server to enable various options + + Agent in superman position - - 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 + + Agent in superman position - - - The decoded data returned from the login server after a successful login - + + Agent greeting another - - true, false, indeterminate + + Agent holding bazooka (right handed) - - Login message of the day + + Agent holding a bow (left handed) - - M or PG, also agent_region_access and agent_access_max + + Agent holding a handgun (right handed) - - - 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 + + Agent holding a rifle (right handed) - - - 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. - + + Agent throwing an object (right handed) - - - Default constructor - - Reference to the GridClient object + + Agent in static hover - - - Explains why a simulator or the grid disconnected from us - + + Agent hovering downward - - The client requested the logout or simulator disconnect + + Agent hovering upward - - The server notified us that it is disconnecting + + Agent being impatient - - Either a socket was closed or network traffic timed out + + Agent jumping - - The last active simulator shut down + + Agent jumping with fervor - - - Holds a simulator reference and a decoded packet, these structs are put in - the packet inbox for event handling - + + Agent point to lips then rear end - - Reference to the simulator that this packet came from + + Agent landing from jump, finished flight, etc - - Packet that needs to be processed + + Agent laughing - - - Holds a simulator reference and a serialized packet, these structs are put in - the packet outbox for sending - + + Agent landing from jump, finished flight, etc + + + Agent sitting on a motorcycle + + + + + + Agent moving head side to side - - Reference to the simulator this packet is destined for + + Agent moving head side to side with unhappy expression - - Packet that needs to be sent + + Agent taunting another - - Sequence number of the wrapped packet + + - - Number of times this packet has been resent + + Agent giving peace sign - - Environment.TickCount when this packet was last sent over the wire + + Agent pointing at self - - Type of the packet + + Agent pointing at another - - - - - - - - - - - - - + + Agent preparing for jump (bending knees) - - The event subscribers, null of no subscribers + + Agent punching with left hand - - Thread sync lock object + + Agent punching with right hand - - Seed CAPS URL returned from the login server + + Agent acting repulsed - - Maximum number of groups an agent can belong to, -1 for unlimited + + Agent trying to be Chuck Norris - - XMPP server to connect to for Group chat and IM services + + Rocks, Paper, Scissors 1, 2, 3 - - A list of packets obtained during the login process which - networkmanager will log but not process + + Agent with hand flat over other hand - - The event subscribers, null of no subscribers + + Agent with fist over other hand - - Thread sync lock object + + Agent with two fingers spread over other hand - - The event subscribers, null of no subscribers + + Agent running - - Thread sync lock object + + Agent appearing sad - - The event subscribers, null of no subscribers + + Agent saluting - - Thread sync lock object + + Agent shooting bow (left handed) - - The event subscribers, null of no subscribers + + Agent cupping mouth as if shouting - - Thread sync lock object + + Agent shrugging shoulders - - The event subscribers, null of no subscribers + + Agent in sit position - - Thread sync lock object + + Agent in sit position (feminine) - - The event subscribers, null of no subscribers + + Agent in sit position (generic) - - Thread sync lock object + + Agent sitting on ground - - The event subscribers, null of no subscribers + + Agent sitting on ground - - Thread sync lock object + + - - The event subscribers, null of no subscribers + + Agent sleeping on side - - Thread sync lock object + + Agent smoking - - All of the simulators we are currently connected to + + Agent inhaling smoke - - Handlers for incoming capability events + + - - Handlers for incoming packets + + Agent taking a picture - - Incoming packets that are awaiting handling + + Agent standing - - Outgoing packets that are awaiting handling + + Agent standing up - - Raised when the simulator sends us data containing - ... + + Agent standing - - Called when a reply is received from the login server, the - login sequence will block until this event returns + + Agent standing - - Raised when the simulator sends us data containing - ... + + Agent standing - - Raised when the simulator sends us data containing - ... + + Agent standing - - Raised when the simulator sends us data containing - ... + + Agent stretching - - Raised when the simulator sends us data containing - ... + + Agent in stride (fast walk) - - Raised when the simulator sends us data containing - ... + + Agent surfing - - Raised when the simulator sends us data containing - ... + + Agent acting surprised - - Raised when the simulator sends us data containing - ... + + Agent striking with a sword - - Raised when the simulator sends us data containing - ... + + Agent talking (lips moving) - - Current state of logging in + + Agent throwing a tantrum - - Upon login failure, contains a short string key for the - type of login error that occurred + + Agent throwing an object (right handed) - - The raw XML-RPC reply from the login server, exactly as it - was received (minus the HTTP header) + + Agent trying on a shirt - - 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 + + Agent turning to the left - - Unique identifier associated with our connections to - simulators + + Agent turning to the right - - The simulator that the logged in avatar is currently - occupying + + Agent typing - - Shows whether the network layer is logged in to the - grid or not + + Agent walking - - Number of packets in the incoming queue + + Agent whispering - - Number of packets in the outgoing queue + + Agent whispering with fingers in mouth - - Raises the LoginProgress Event - A LoginProgressEventArgs object containing - the data sent from the simulator + + Agent winking - - - 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 + + Agent winking - - - 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 + + Agent worried + + + Agent nodding yes - - - 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 + + Agent nodding yes with happy face - - - 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 + + Agent floating with legs and arms crossed - + - Build a start location URI for passing to the Login function + A dictionary containing all pre-defined animations - 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 + 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 - + - LoginParams and the initial login XmlRpcRequest were made on a remote machine. - This method now initializes libomv with the results. + Throttles the network traffic for various different traffic types. + Access this class through GridClient.Throttle - + - Handles response from XML-RPC login replies + Default constructor, uses a default high total of 1500 KBps (1536000) - + - Handles response from XML-RPC login replies with already parsed LoginResponseData + 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 - + - Handle response from LLSD login replies + Send an AgentThrottle packet to the current server using the + current values - - - - - - - + - Get current OS + Send an AgentThrottle packet to the specified server using the + current values - Either "Win" or "Linux" - + - Get clients default Mac Address + Convert the current throttle values to a byte array that can be put + in an AgentThrottle packet - A string containing the first found Mac Address + Byte array containing all the throttle values - - Raises the PacketSent Event - A PacketSentEventArgs object containing - the data sent from the simulator + + Maximum bits per second for resending unacknowledged packets - - Raises the LoggedOut Event - A LoggedOutEventArgs object containing - the data sent from the simulator + + Maximum bits per second for LayerData terrain - - Raises the SimConnecting Event - A SimConnectingEventArgs object containing - the data sent from the simulator + + Maximum bits per second for LayerData wind data - - Raises the SimConnected Event - A SimConnectedEventArgs object containing - the data sent from the simulator + + Maximum bits per second for LayerData clouds - - Raises the SimDisconnected Event - A SimDisconnectedEventArgs object containing - the data sent from the simulator + + Unknown, includes object data - - Raises the Disconnected Event - A DisconnectedEventArgs object containing - the data sent from the simulator + + Maximum bits per second for textures - - Raises the SimChanged Event - A SimChangedEventArgs object containing - the data sent from the simulator + + Maximum bits per second for downloaded assets - - Raises the EventQueueRunning Event - A EventQueueRunningEventArgs object containing - the data sent from the simulator + + Maximum bits per second the entire connection, divided up + between invidiual streams using default multipliers - + - 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 + Represents a single Voice Session to the Vivox service. - Packet type to trigger events for - Callback to fire when a packet of this type - is received - + - 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 + Close this session. - 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 - + - 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 + Look up an existing Participants in this session - 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 + Extract the avatar UUID encoded in a SIP URI - 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 + Permissions for control of object media - 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 + Style of cotrols that shold be displayed to the user - Packet to send - + - Send a packet to a specified simulator + Class representing media data for a single face - 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 + + Is display of the alternative image enabled - - - 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 + + Should media auto loop - - - 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 - + + Shoule media be auto played - - - 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 - + + 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 + + - Close a connection to the given simulator + Serialize to OSD - - - - + OSDMap with the serialized data - + - 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 + Deserialize from OSD data + + Serialized OSD data + Deserialized 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 - Type of shutdown - Shutdown message + Particle system specific enumerators, flags and methods. + - + - Searches through the list of currently connected simulators to find - one attached to the given IPEndPoint + Current version of the media data for the prim - IPEndPoint of the Simulator to search for - A Simulator reference on success, otherwise null - + - Fire an event when an event queue connects for capabilities + Array of media entries indexed by face number - 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 + + - - - 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 - - - - - - - - - - - + + Foliage type for this primitive. Only applicable if this + primitive is foliage - - - Constructor that takes a single line from a NameValue field - - - + + Unknown - - Type of the value + + - - Unknown + + - - String value + + - - - + + - - - + + - - - + + - - - + + - - Deprecated + + - - String value, but designated as an asset + + - - - + + - - - + + - - - + + - - - + + - - - + + Identifies the owner if audio or a particle system is + active - - - + + - - - + + - - - + + - - - + + - - - + + - - - + + - - - + + - - - + + - - - + + - - - + + - + + + + + + + + Objects physics engine propertis + + + Extra data about primitive + + + Indicates if prim is attached to an avatar + + + Number of clients referencing this prim + + + 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 - - No report - - - Unknown report type - - - Bug report - - - Complaint report + + - - Customer service report + + Uses basic heuristics to estimate the primitive shape - + - Bitflag field for ObjectUpdateCompressed data blocks, describing - which options are present for each object + Texture animation mode - - Unknown + + Disable texture animation - - Whether the object has a TreeSpecies + + Enable texture animation - - Whether the object has floating text ala llSetText + + Loop when animating textures - - Whether the object has an active particle system + + Animate in reverse direction - - Whether the object has sound attached to it + + Animate forward then reverse - - Whether the object is attached to a root object or not + + Slide texture smoothly instead of frame-stepping - - Whether the object has texture animation settings + + Rotate texture instead of using frames - - Whether the object has an angular velocity + + Scale texture instead of using frames - - Whether the object has a name value pairs string + + + A single textured face. Don't instantiate this class yourself, use the + methods in TextureEntry + - - Whether the object has a Media URL set + + + Contains the definition for individual faces + + - + - 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 - + + - - - + + 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 - + + + + - + + + - + - Handles all network traffic related to prims and avatar positions and - movement. + + - + - Construct a new instance of the ObjectManager class + - A reference to the instance + - + - Callback for getting object media data via CAP + Controls the texture animation of a particular prim - Indicates if the operation was succesfull - Object media version string - Array indexed on prim face of media entry data - - - The event subscribers, null of no subscribers - - Thread sync lock object + + - - The event subscribers, null of no subscribers + + - - Thread sync lock object + + - - The event subscribers, null of no subscribers + + - - Thread sync lock object + + - - The event subscribers, null of no subscribers + + - - Thread sync lock object + + - - The event subscribers, null of no subscribers + + + + + + - - Thread sync lock object + + + + + - - The event subscribers, null of no subscribers + + + Parameters used to construct a visual representation of a primitive + - - Thread sync lock object + + - - The event subscribers, null of no subscribers + + - - Thread sync lock object + + - - The event subscribers, null of no subscribers + + - - Thread sync lock object + + - - The event subscribers, null of no subscribers + + - - Thread sync lock object + + - - The event subscribers, null of no subscribers + + - - Thread sync lock object + + - - The event subscribers, null of no subscribers + + - - Thread sync lock object + + - - Reference to the GridClient object + + - - Does periodic dead reckoning calculation to convert - velocity and acceleration to new positions for objects + + - - 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 + + + Calculdates hash code for prim construction data + + The has - - Raised when the simulator sends us data containing - purchase price information for a + + Attachment point to an avatar - - Raised when the simulator sends us data containing - additional information - - + + - - Raises the ObjectProperties Event - A ObjectPropertiesEventArgs object containing - the data sent from the simulator + + - - Raises the ObjectPropertiesUpdated Event - A ObjectPropertiesUpdatedEventArgs object containing - the data sent from the simulator + + - - Raises the ObjectPropertiesFamily Event - A ObjectPropertiesFamilyEventArgs object containing - the data sent from the simulator + + - - Raises the AvatarUpdate Event - A AvatarUpdateEventArgs object containing - the data sent from the simulator + + + Information on the flexible properties of a primitive + - - Raises the ObjectDataBlockUpdate Event - A ObjectDataBlockUpdateEventArgs object containing - the data sent from the simulator + + - - Raises the KillObject Event - A KillObjectEventArgs object containing - the data sent from the simulator + + - - Raises the AvatarSitChanged Event - A AvatarSitChangedEventArgs object containing - the data sent from the simulator + + - - Raises the PayPriceReply Event - A PayPriceReplyEventArgs object containing - the data sent from the simulator + + - - Raises the PhysicsProperties Event - A PhysicsPropertiesEventArgs object containing - the data sent from the simulator + + - - - 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 + Default constructor - 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 + Information on the light properties of a primitive - 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 + + - - - 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 - Type of the represetnation prim will have in the physics engine - Density - normal value 1000 - Friction - normal value 0.6 - Restitution - standard value 0.5 - Gravity multiplier - standar value 1.0 + + - - - 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 + Default constructor - 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 + Information on the light properties of a primitive as texture map - 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 + Default constructor - 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 + Information on the sculpt properties of a sculpted primitive - 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 + Default constructor - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - A 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 + Render inside out (inverts the normals). - 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 + Render an X axis mirror of the sculpty. - 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 + Extended properties to describe an object - 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 + Default constructor - A reference to the object where the object resides - The objects ID which is local to the simulator the object is in - A string containing the new description of the object - + - Set the descriptions of multiple objects + Set the properties that are set in an ObjectPropertiesFamily packet - 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 + that has + been partially filled by an ObjectPropertiesFamily packet - + - Attach an object to this avatar + Describes physics attributes of the prim - 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 + + Primitive's local ID - - - 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 + + Density (1000 for normal density) - - - 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 + + Friction - - - 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 + + Gravity multiplier (1 for normal gravity) - - - 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 + + Type of physics representation of this primitive in the simulator - - - 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 + + Restitution - + - Send a Multiple Object Update packet to change the size, scale or rotation of a primitive + Creates PhysicsProperties from OSD - 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 + OSDMap with incoming data + Deserialized PhysicsProperties object - + - Deed an object (prim) to a group, Object must be shared with group which - can be accomplished with SetPermissions() + Serializes PhysicsProperties to OSD - 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 + OSDMap with serialized PhysicsProperties data - + - Deed multiple objects (prims) to a group, Objects must be shared with group which - can be accomplished with SetPermissions() + Complete structure for the particle system - 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 - Which permission to modify - The new state of permission + + 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 - - - Request additional properties for an object - - A reference to the object where the object resides - - + + 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 + + + A that represents the start glow value + Minimum value is 0, maximum value is 1 + + + A that represents the end glow value + Minimum value is 0, maximum value is 1 + + + OpenGL blend function to use at particle source + + + OpenGL blend function to use at particle destination + + - Request additional properties for an object + Can this particle system be packed in a legacy compatible way - A reference to the object where the object resides - Absolute UUID of the object - Whether to require server acknowledgement of this request + True if the particle system doesn't use new particle system features - + - Set the ownership of a list of objects to the specified group + Decodes a byte[] array into a ParticleSystem Object - 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 + ParticleSystem object + Start position for BitPacker - + - Update current URL of the previously set prim media + Generate byte[] array from particle data - UUID of the prim - Set current URL to this - Prim face number - Simulator in which prim is located + Byte array - + - Set object media + Particle source pattern - 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 - + + 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 + + - Retrieve information about object media + Particle Data Flags - 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 + + 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 - - - 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 + + Target of the particles - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Particles are sent in a straight line - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Particles emit a glow - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + used for point/grab/touch - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + continuous ribbon particle - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + particle data contains glow - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + particle data contains blend functions - + + Particle Flags Enum - - - - - - - + + None + + + Acceleration and velocity for particles are + relative to the object rotation + + + Particles use new 'correct' angle parameters + + - Setup construction data for a basic primitive shape + Return a decoded capabilities message as a strongly typed object - Primitive shape to construct - Construction data that can be plugged into a + 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 - + + 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 - + - Set the Shape data of an object + Encode a object into a byte array - 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 + The object to encode + a byte array of the encoded image - + - Set the Material data of an object + Decode JPEG2000 data to an and + - 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 + JPEG2000 encoded data + ManagedImage object to decode to + Image object to decode to + True if the decode succeeds, otherwise false - + + - - - - - - - - + + + - + + - - - - - - - - - - - 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 + Encode a object into a byte array - 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); - } - } - - - + The source object to encode + true to enable lossless decoding + A byte array containing the source Bitmap object - + - Construct a new instance of the AvatarUpdateEventArgs class + Defines the beginning and ending file positions of a layer in an + LRCP-progression JPEG2000 file - 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 + + + This structure is used to marshal both encoded and decoded images. + MUST MATCH THE STRUCT IN dotnet.h! + - - Get the simulator time dilation + + + Information about a single packet in a JPEG2000 stream + - - true if the did not exist in the dictionary before this update (always true if avatar tracking has been disabled) + + Packet start position - - 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); - } - + + Packet header end position - - - Construct a new instance of the ObjectPropertiesEventArgs class - - The simulator the object is located - The primitive Properties + + Packet end position - - Get the simulator the object is located + + The event subscribers. null if no subcribers - - Get the primitive properties + + Raises the LandPatchReceived event + A LandPatchReceivedEventArgs object containing the + data returned from the simulator - - 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 - + + Thread sync lock object - + - Construct a new instance of the ObjectPropertiesUpdatedEvenrArgs class + Default constructor - The simulator the object is located - The Primitive - The primitive Properties + - - Get the simulator the object is located + + Raised when the simulator responds sends - - Get the primitive details + + Simulator from that sent tha data - - Get the primitive properties + + Sim coordinate of the patch - - 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 - + + Sim coordinate of the patch - - Get the simulator the object is located + + Size of tha patch - - - + + Heightmap for the patch - + + Capabilities is the name of the bi-directional HTTP REST protocol + used to communicate non real-time transactions such as teleporting or + group messaging - - 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 + + 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, + + - - Get the simulator the object is located + + Capabilities URI this system was initialized with - - Get the primitive details + + 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 - + + - - - + + OK - - - + + Transfer completed - - 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 + + Unknown error occurred - - - Provides updates sit position data - + + Equivalent to a 404 error - - Get the simulator the object is located + + Client does not have permission for that resource - - - + + Unknown status - + + - - - + + - - - + + Unknown - - Get the simulator the object is located + + Virtually all asset transfers use this channel - + + - - - + + - - - + + Asset from the asset server - - - Indicates if the operation was successful - + + Inventory item - - - Media version string - + + Estate asset, such as an estate covenant - + - Array of media entries indexed by face number + - - - Set when simulator sends us infomation on primitive's physical properties - + + - + + + + + + + - Constructor + When requesting image download, type of the image requested - Simulator where the message originated - Updated physical properties - - Simulator where the message originated + + Normal in-world object texture - - Updated physical properties + + Avatar texture - - - Create an allocated UDP packet buffer for receiving a packet - + + Server baked avatar texture - + - Create an allocated UDP packet buffer for sending a packet + Image file format - 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 - - - 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 + + Number of milliseconds passed since the last transfer + packet was received - + - Object pool for packet buffers. This is used to allocate memory for all - incoming and outgoing packets, and zerocoding buffers for those packets + - + - 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 + + + + - + - Returns an instance of the class that has been checked out of the Object Pool. + - - - Checks the instance back into the object pool - + + Number of milliseconds to wait for a transfer header packet if out of order data was received - - - Creates a new instance of the ObjectPoolBase class. Initialize MUST be called - after using this constructor. - + + The event subscribers. null if no subcribers - - - 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. + + Raises the XferReceived event + A XferReceivedEventArgs object containing the + data returned from the simulator - - - The total number of segments created. Intended to be used by the Unit Tests. - + + Thread sync lock object - - - 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 event subscribers. null if no subcribers - - - The minimum number of segments. When segments are reclaimed, - this number of segments will always be left alone. These - segments are allocated at startup. - + + Raises the AssetUploaded event + A AssetUploadedEventArgs object containing the + data returned from the simulator - - - 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. - + + Thread sync lock object - - - The frequence which the cleanup thread runs. This is typically - expected to be in the 5 minute range. - + + The event subscribers. null if no subcribers + + + Raises the UploadProgress event + A UploadProgressEventArgs object containing the + data returned from the simulator - - - Forces the segment cleanup algorithm to be run. This method is intended - primarly for use from the Unit Test libraries. - + + Thread sync lock object - - - Responsible for allocate 1 instance of an object that will be stored in a segment. - - An instance of whatever objec the pool is pooling. + + The event subscribers. null if no subcribers - - - 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. + + Raises the InitiateDownload event + A InitiateDownloadEventArgs object containing the + data returned from the simulator - - - 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. + + 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 - + - 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. + Default constructor - Key - Value + A reference to the GridClient object - + - Initializes a new instance of the Class - with the specified key/value, has the default initial capacity. + Request an asset download - - - // 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>(); - - + 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 - + - Initializes a new instance of the Class - with the specified key/value, With its initial capacity specified. + Request an asset download - 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); - - + 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 - + - A dictionary of callbacks to fire when specified action occurs + 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 - - Internal dictionary that this class wraps around. Do not - modify or enumerate the contents of this dictionary without locking - - + - Indexer for the dictionary + Request an asset download - The key - The value - - - - Gets the number of Key/Value pairs contained in the + 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 - + - Register a callback to be fired when an action occurs + Request an asset download through the almost deprecated Xfer system - The action - The callback to fire + 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 + - + - Unregister a callback + - The action - The callback to fire + 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 - + - Try to get entry from the with specified key + Request an asset be uploaded to the simulator - 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); - - - + 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 - + - Finds the specified match. + Request an asset be uploaded to the simulator - 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 + 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 - + - Removes the specified key, dictionary locking is not performed + Request an asset be uploaded to the simulator - The key. - - if successful, otherwise + + 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 - + - Clear the contents of the dictionary + 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 - - - Enumerator for iterating dictionary entries - - - + + + 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; + } + } + } + + - + - A custom decoder callback + 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 key of the object - the data to decode - A string represending the fieldData + 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 - + - Add a custom decoder callback + 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 key of the field to decode - The custom decode handler + 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 - + - Remove a custom decoder callback + 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 key of the field to decode - The custom decode handler + 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 - + - Creates a formatted string containing the values of a Packet + Cancel a texture request - The Packet - A formatted string of values of the nested items in the Packet object + The texture assets - + - Decode an IMessage object into a beautifully formatted string + Requests download of a mesh asset - The IMessage object - Recursion level (used for indenting) - A formatted string containing the names and values of the source object + UUID of the mesh asset + Callback when the request completes - + - Type of return to use when returning objects from a parcel + Fetach avatar texture on a grid capable of server side baking + ID of the avatar + ID of the texture + Name of the part of the avatar texture applies to + Callback invoked on operation completion - + + Lets TexturePipeline class fire the progress event + The texture ID currently being downloaded + the number of bytes transferred + the total number of bytes expected - - Return objects owned by parcel owner + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Return objects set to group + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Return objects not owned by parcel owner or set to group + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Return a specific list of objects on parcel + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Return objects that are marked for-sale + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - Blacklist/Whitelist flags used in parcels Access List - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Agent is denied access + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Agent is granted access + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - The result of a request for parcel properties - + + Raised when the simulator responds sends - - No matches were found for the request + + Raised during upload completes - - Request matched a single parcel + + Raised during upload with progres update - - Request matched multiple parcels + + 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 + + - Flags used in the ParcelAccessListRequest packet to specify whether - we want the access list (whitelist), ban list (blacklist), or both + Callback used for various asset download requests + Transfer information + Downloaded asset, null on fail - - 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) + Callback used upon competition of baked texture upload + Asset UUID of the newly uploaded baked texture - - 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 + A callback that fires upon the completition of the RequestMesh call + Was the download successfull + Resulting mesh or null on problems - - Level the terrain + + Xfer data - - Raise the terrain + + Upload data - - Lower the terrain + + Filename used on the simulator - - Smooth the terrain + + Filename used by the client - - Add random noise to the terrain + + UUID of the image that is in progress - - Revert terrain to simulator default + + Number of bytes received so far - + + Image size in bytes + + - The tool size to use when changing terrain levels + Represents an LSL Text object containing a string of UTF encoded characters - - Small - - - Medium + + A string of characters represting the script contents - - Large + + Initializes a new AssetScriptText object - + - Reasons agent is denied access to a parcel on the simulator + Initializes a new AssetScriptText object with parameters + A unique specific to this asset + A byte array containing the raw asset data - - 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 + + + Encode a string containing the scripts contents into byte encoded AssetData + - - Unknown + + + Decode a byte array containing the scripts contents into a string + + true if decoding is successful - - Agent is not age verified and parcel settings deny access to non age verified avatars + + Override the base classes AssetType - + - 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 + Represents an AssetScriptBinary object containing the + LSO compiled bytecode of an LSL script - 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 + + Initializes a new instance of an AssetScriptBinary object - - Land is owned by another avatar + + Initializes a new instance of an AssetScriptBinary object with parameters + A unique specific to this asset + A byte array containing the raw asset data - - Land is owned by a group + + + TODO: Encodes a scripts contents into a LSO Bytecode file + - - Land is owned by the current avatar + + + TODO: Decode LSO Bytecode into a string + + true - - Land is for sale + + Override the base classes AssetType - - Land is being auctioned + + + Represents a Callingcard with AvatarID and Position vector + - - Land is private + + UUID of the Callingcard target avatar - - To the west of this area is a parcel border + + Construct an Asset of type Callingcard - - To the south of this area is a parcel border + + + Construct an Asset object of type Callingcard + + A unique specific to this asset + A byte array containing the raw asset data - + - Various parcel properties + Constuct an asset of type Callingcard + UUID of the target avatar - - No flags set + + + Encode the raw contents of a string with the specific Callingcard format + - - Allow avatars to fly (a client-side only restriction) + + + Decode the raw asset data, populating the AvatarID and Position + + true if the AssetData was successfully decoded to a UUID and Vector - - Allow foreign scripts to run + + Override the base classes AssetType - - This parcel is for sale + + + + - - Allow avatars to create a landmark on this parcel + + The event subscribers, null of no subscribers - - Allows all avatars to edit the terrain on this parcel + + Raises the AttachedSound Event + A AttachedSoundEventArgs object containing + the data sent from the simulator - - Avatars have health and can take damage on this parcel. - If set, avatars can be killed and sent home here + + Thread sync lock object - - Foreign avatars can create objects here + + The event subscribers, null of no subscribers - - All objects on this parcel can be purchased + + Raises the AttachedSoundGainChange Event + A AttachedSoundGainChangeEventArgs object containing + the data sent from the simulator - - Access is restricted to a group + + Thread sync lock object - - Access is restricted to a whitelist + + The event subscribers, null of no subscribers - - Ban blacklist is enabled + + Raises the SoundTrigger Event + A SoundTriggerEventArgs object containing + the data sent from the simulator - - Unknown + + Thread sync lock object - - List this parcel in the search directory + + The event subscribers, null of no subscribers - - Allow personally owned parcels to be deeded to group + + Raises the PreloadSound Event + A PreloadSoundEventArgs object containing + the data sent from the simulator - - If Deeded, owner contributes required tier to group parcel is deeded to + + Thread sync lock object - - Restrict sounds originating on this parcel to the - parcel boundaries + + + Construct a new instance of the SoundManager class, used for playing and receiving + sound assets + + A reference to the current GridClient instance - - Objects on this parcel are sold when the land is - purchsaed + + + Plays a sound in the current region at full volume from avatar position + + UUID of the sound to be played - - Allow this parcel to be published on the web + + + 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. - - The information for this parcel is mature content + + + 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 - - The media URL is an HTML page + + + 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 - - The media URL is a raw HTML string + + + 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 - - Restrict foreign object pushes + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Ban all non identified/transacted avatars + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Allow group-owned scripts to run + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Allow object creation by group members or group - objects + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Allow all objects to enter this parcel + + Raised when the simulator sends us data containing + sound - - Only allow group and owner objects to enter this parcel + + Raised when the simulator sends us data containing + ... - - Voice Enabled on this parcel + + Raised when the simulator sends us data containing + ... - - Use Estate Voice channel for Voice on this parcel + + Raised when the simulator sends us data containing + ... - - Deny Age Unverified Users + + 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 ... + } + + - + - Parcel ownership status + 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 - - Placeholder + + Simulator where the event originated - - Parcel is leased (owned) by an avatar or group + + Get the sound asset id - - Parcel is in process of being leased (purchased) by an avatar or group + + Get the ID of the owner - - Parcel has been abandoned back to Governor Linden + + 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 + + - Category parcel is listed in under search + Construct a new instance of the AttachedSoundGainChangedEventArgs class + Simulator where the event originated + The ID of the Object + The new volume level - - No assigned category - - - Linden Infohub or public area + + Simulator where the event originated - - Adult themed area + + Get the ID of the Object - - Arts and Culture + + Get the volume level - - Business + + 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); + } + + - - Educational + + + 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 - - Gaming + + Simulator where the event originated - - Hangout or Club + + Get the sound asset id - - Newcomer friendly + + Get the ID of the owner - - Parks and Nature + + Get the ID of the Object - - Residential + + Get the ID of the objects parent - - Shopping + + Get the volume level - - Not Used? + + Get the regionhandle - - Other + + Get the source position - - Not an actual category, only used for queries + + 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") + } + + - + - Type of teleport landing for a parcel + 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 - - Unset, simulator default + + Simulator where the event originated - - Specific landing point set for this parcel + + Get the sound asset id - - No landing point set, direct teleports enabled for - this parcel + + Get the ID of the owner - - - Parcel Media Command used in ParcelMediaCommandMessage - + + Get the ID of the Object - - Stop the media stream and go back to the first frame + + Positional vector of the users position - - Pause the media stream (stop playing but stay on current frame) + + Velocity vector of the position - - Start the current media stream playing and stop when the end is reached + + At Orientation (X axis) of the position - - Start the current media stream playing, - loop to the beginning when the end is reached and continue to play + + Up Orientation (Y axis) of the position - - 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. + + Left Orientation (Z axis) of the position - - Specifies the movie URL (254 characters max) + + + Contains all mesh faces that belong to a prim + - - Specifies the time index at which to begin playing + + List of primitive faces - - Specifies a single agent to apply the media command to + + + Decodes mesh asset into FacetedMesh + + Mesh primitive + Asset retrieved from the asset server + Level of detail + Resulting decoded FacetedMesh + True if mesh asset decoding was successful - - 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. + + + Type of gesture step + - - 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. + + + Base class for gesture steps + - - Allows a Web page or image to be placed on a prim (1.19.1 RC0 and later only). - Use "text/html" for HTML. + + + Retururns what kind of gesture step this is + - - Resizes a Web page to fit on x, y pixels (1.19.1 RC0 and later only). - This might still not be working + + + Describes animation step of a gesture + - - Sets a description for the media being displayed (1.19.1 RC0 and later only). + + + If true, this step represents start of animation, otherwise animation stop + - + - Some information about a parcel of land returned from a DirectoryManager search + Animation asset - - Global Key of record + + + Animation inventory name + - - Parcel Owners + + + Returns what kind of gesture step this is + - - Name field of parcel, limited to 128 characters + + + Describes sound step of a gesture + - - Description field of parcel, limited to 256 characters + + + Sound asset + - - Total Square meters of parcel + + + Sound inventory name + - - Total area billable as Tier, for group owned land this will be 10% less than ActualArea + + + Returns what kind of gesture step this is + - - True of parcel is in Mature simulator + + + Describes sound step of a gesture + - - Grid global X position of parcel + + + Text to output in chat + - - Grid global Y position of parcel + + + Returns what kind of gesture step this is + - - Grid global Z position of parcel (not used) + + + Describes sound step of a gesture + - - Name of simulator parcel is located in + + + If true in this step we wait for all animations to finish + - - Texture of parcels display picture + + + If true gesture player should wait for the specified amount of time + - - Float representing calculated traffic based on time spent on parcel by avatars + + + Time in seconds to wait if WaitForAnimation is false + - - Sale price of parcel (not used) + + + Returns what kind of gesture step this is + - - Auction ID of parcel + + + Describes the final step of a gesture + - + - Parcel Media Information + Returns what kind of gesture step this is - - A byte, if 0x1 viewer should auto scale media to fit object + + + Represents a sequence of animations, sounds, and chat actions + - - A boolean, if true the viewer should loop the media + + + Keyboard key that triggers the gestyre + - - The Asset UUID of the Texture which when applied to a - primitive will display the media + + + Modifier to the trigger key + - - A URL which points to any Quicktime supported media type + + + String that triggers playing of the gesture sequence + + + + + Text that replaces trigger in chat once gesture is triggered + + + + + Sequence of gesture steps + - - A description of the media + + + Constructs guesture asset + - - An Integer which represents the height of the media + + + Constructs guesture asset + + A unique specific to this asset + A byte array containing the raw asset data - - An integer which represents the width of the media + + + Encodes gesture asset suitable for uplaod + - - A string which contains the mime type of the media + + + Decodes gesture assset into play sequence + + true if the asset data was decoded successfully - + - Parcel of land, a portion of virtual real estate in a simulator + Returns asset type - + - Defalt constructor + Type of return to use when returning objects from a parcel - Local ID of this parcel - - 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 + + Return objects owned by parcel owner - - Deprecated, Value appears to always be 0 + + Return objects set to group - - Simulator-local ID of this parcel + + Return objects not owned by parcel owner or set to group - - UUID of the owner of this parcel + + Return a specific list of objects on parcel - - Whether the land is deeded to a group or not + + Return objects that are marked for-sale - + + Blacklist/Whitelist flags used in parcels Access List - - Date land was claimed - - - Appears to always be zero + + Agent is denied access - - This field is no longer used + + Agent is granted access - - Minimum corner of the axis-aligned bounding box for this - parcel + + + The result of a request for parcel properties + - - Maximum corner of the axis-aligned bounding box for this - parcel + + No matches were found for the request - - Bitmap describing land layout in 4x4m squares across the - entire region + + Request matched a single parcel - - Total parcel land area + + Request matched multiple parcels - + + Flags used in the ParcelAccessListRequest packet to specify whether + we want the access list (whitelist), ban list (blacklist), or both - - Maximum primitives across the entire simulator owned by the same agent or group that owns this parcel that can be used + + Request the access list - - 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 + + Request the ban list - - Maximum number of primitives this parcel supports + + Request both White and Black lists - - Total number of primitives on this parcel + + + Sequence ID in ParcelPropertiesReply packets (sent when avatar + tries to cross a parcel border) + - - 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 + + Parcel is currently selected - - 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. + + Parcel restricted to a group the avatar is not a + member of - - Total number of prims owned by other avatars that are not set to group, or not the parcel owner + + Avatar is banned from the parcel - - 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 + + Parcel is restricted to an access list that the + avatar is not on - - Autoreturn value in minutes for others' objects + + Response to hovering over a parcel - + + The tool to use when modifying terrain levels - - 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 + + Level the terrain - - Parcel Name + + Raise the terrain - - Parcel Description + + Lower the terrain - - URL For Music Stream + + Smooth the terrain - + + Add random noise to the terrain + + + Revert terrain to simulator default + + + The tool size to use when changing terrain levels - - Price for a temporary pass + + Small - - How long is pass valid for + + Medium - + + Large + + + Reasons agent is denied access to a parcel on the simulator - - Key of authorized buyer + + Agent is not denied, access is granted - - Key of parcel snapshot + + Agent is not a member of the group set for the parcel, or which owns the parcel - - The landing point location + + Agent is not on the parcels specific allow list - - The landing point LookAt + + Agent is on the parcels ban list - - The type of landing enforced from the enum + + 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 - - Access list of who is whitelisted on this - parcel + + Land is owned by another avatar - - Access list of who is blacklisted on this - parcel + + Land is owned by a group - - TRUE of region denies access to age unverified users + + Land is owned by the current avatar - - true to obscure (hide) media url + + Land is for sale - - true to obscure (hide) music url + + Land is being auctioned + + + Land is private + + + To the west of this area is a parcel border - - A struct containing media details + + To the south of this area is a parcel border - + - Displays a parcel object in string format + Various parcel properties - string containing key=value pairs of a parcel object - - - 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 + + No flags set - - - Set Autoreturn time - - Simulator to send the update to + + Allow avatars to fly (a client-side only restriction) - - - Parcel (subdivided simulator lots) subsystem - + + Allow foreign scripts to run - - - Default constructor - - A reference to the GridClient object + + This parcel is for sale - - - Parcel Accesslist - + + Allow avatars to create a landmark on this parcel - - Agents + + 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 - - Flags for specific entry in white/black lists + + Foreign avatars can create objects here - - - Owners of primitives on parcel - + + All objects on this parcel can be purchased - - Prim Owners + + Access is restricted to a group - - True of owner is group + + Access is restricted to a whitelist - - Total count of prims owned by OwnerID + + Ban blacklist is enabled - - true of OwnerID is currently online and is not a group + + Unknown - - The date of the most recent prim left by OwnerID + + List this parcel in the search directory - - - Called once parcel resource usage information has been collected - - Indicates if operation was successfull - Parcel resource usage information + + Allow personally owned parcels to be deeded to group - - The event subscribers. null if no subcribers + + If Deeded, owner contributes required tier to group parcel is deeded to - - Thread sync lock object + + Restrict sounds originating on this parcel to the + parcel boundaries - - The event subscribers. null if no subcribers + + Objects on this parcel are sold when the land is + purchsaed - - Thread sync lock object + + Allow this parcel to be published on the web - - The event subscribers. null if no subcribers + + The information for this parcel is mature content - - Thread sync lock object + + The media URL is an HTML page - - The event subscribers. null if no subcribers + + The media URL is a raw HTML string - - Thread sync lock object + + Restrict foreign object pushes - - The event subscribers. null if no subcribers + + Ban all non identified/transacted avatars - - Thread sync lock object + + Allow group-owned scripts to run - - The event subscribers. null if no subcribers + + Allow object creation by group members or group + objects - - Thread sync lock object + + Allow all objects to enter this parcel - - The event subscribers. null if no subcribers + + Only allow group and owner objects to enter this parcel - - Thread sync lock object + + Voice Enabled on this parcel - - The event subscribers. null if no subcribers + + Use Estate Voice channel for Voice on this parcel - - Thread sync lock object + + Deny Age Unverified Users - - The event subscribers. null if no subcribers + + + Parcel ownership status + - - Thread sync lock object + + Placeholder - - Raised when the simulator responds to a request + + Parcel is leased (owned) by an avatar or group - - Raised when the simulator responds to a request + + Parcel is in process of being leased (purchased) by an avatar or group - - Raised when the simulator responds to a request + + Parcel has been abandoned back to Governor Linden - - Raised when the simulator responds to a request + + + Category parcel is listed in under search + - - Raised when the simulator responds to a request + + No assigned category - - Raised when the simulator responds to a request + + Linden Infohub or public area - - Raised when the simulator responds to a request + + Adult themed area - - Raised when the simulator responds to a Parcel Update request + + Arts and Culture - - Raised when the parcel your agent is located sends a ParcelMediaCommand + + Business - - Raises the ParcelDwellReply event - A ParcelDwellReplyEventArgs object containing the - data returned from the simulator + + Educational - - Raises the ParcelInfoReply event - A ParcelInfoReplyEventArgs object containing the - data returned from the simulator + + Gaming - - Raises the ParcelProperties event - A ParcelPropertiesEventArgs object containing the - data returned from the simulator + + Hangout or Club - - Raises the ParcelAccessListReply event - A ParcelAccessListReplyEventArgs object containing the - data returned from the simulator + + Newcomer friendly - - Raises the ParcelObjectOwnersReply event - A ParcelObjectOwnersReplyEventArgs object containing the - data returned from the simulator + + Parks and Nature - - Raises the SimParcelsDownloaded event - A SimParcelsDownloadedEventArgs object containing the - data returned from the simulator + + Residential - - Raises the ForceSelectObjectsReply event - A ForceSelectObjectsReplyEventArgs object containing the - data returned from the simulator + + Shopping - - Raises the ParcelMediaUpdateReply event - A ParcelMediaUpdateReplyEventArgs object containing the - data returned from the simulator + + Not Used? - - Raises the ParcelMediaCommand event - A ParcelMediaCommandEventArgs object containing the - data returned from the simulator + + Other - - - Request basic information for a single parcel - - Simulator-local ID of the parcel + + Not an actual category, only used for queries - + - Request properties of a single parcel + Type of teleport landing for a 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 - - + + Unset, simulator default - - - 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 + + Specific landing point set for this parcel - - - Request all simulator parcel properties (used for populating the Simulator.Parcels - dictionary) - - Simulator to request parcels from (must be connected) + + No landing point set, direct teleports enabled for + this parcel - + - Request all simulator parcel properties (used for populating the Simulator.Parcels - dictionary) + Parcel Media Command used in ParcelMediaCommandMessage - 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 + + Stop the media stream and go back to the first frame - - - 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 - - + + Pause the media stream (stop playing but stay on current frame) - - - Reclaim a parcel of land - - The simulator the parcel is in - The parcels region specific local ID + + Start the current media stream playing and stop when the end is reached - - - Deed a parcel to a group - - The simulator the parcel is in - The parcels region specific local ID - The groups + + Start the current media stream playing, + loop to the beginning when the end is reached and continue to play - - - Request prim owners of a parcel of land. - - Simulator parcel is in - The parcels region specific local ID + + 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. - - - 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 + + Specifies the movie URL (254 characters max) - - - Subdivide (split) a parcel - - - - - - - - - - - + + Specifies the time index at which to begin playing - - - Join two parcels of land creating a single parcel - - - - - - - - - - - + + Specifies a single agent to apply the media command to - - - 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. + + 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. - - - 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() + + 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. - - - 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() + + Allows a Web page or image to be placed on a prim (1.19.1 RC0 and later only). + Use "text/html" for HTML. - - - 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() + + Resizes a Web page to fit on x, y pixels (1.19.1 RC0 and later only). + This might still not be working - - - 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 + + Sets a description for the media being displayed (1.19.1 RC0 and later only). - + - Sends a request to the simulator to return a list of objects owned by specific owners + Some information about a parcel of land returned from a DirectoryManager search - 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 + + Global Key of record - - - Freeze or unfreeze an avatar over your land - - target key to freeze - true to freeze, false to unfreeze + + Parcel Owners - - - Abandon a parcel of land - - Simulator parcel is in - Simulator local ID of parcel + + Name field of parcel, limited to 128 characters - - - 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 + + Description field of parcel, limited to 256 characters - - - 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 + + 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 - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - Raises the event + + Grid global X position of parcel - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - Raises the event + + Grid global Y position of parcel - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - Raises the event + + Grid global Z position of parcel (not used) - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - Raises the event + + Name of simulator parcel is located in - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - Raises the event + + Texture of parcels display picture - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Float representing calculated traffic based on time spent on parcel by avatars - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data - Raises the event + + Sale price of parcel (not used) - - Contains a parcels dwell data returned from the simulator in response to an + + Auction ID of parcel - + - Construct a new instance of the ParcelDwellReplyEventArgs class + Parcel Media Information - 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 + + A byte, if 0x1 viewer should auto scale media to fit object - - Get the simulator specific ID of the parcel + + A boolean, if true the viewer should loop the media - - Get the calculated dwell + + The Asset UUID of the Texture which when applied to a + primitive will display the media - - Contains basic parcel information data returned from the - simulator in response to an request + + A URL which points to any Quicktime supported media type - - - Construct a new instance of the ParcelInfoReplyEventArgs class - - The object containing basic parcel info + + A description of the media - - Get the object containing basic parcel info + + An Integer which represents the height of the media - - Contains basic parcel information data returned from the simulator in response to an request + + An integer which represents the width of the media - + + A string which contains the mime type of the media + + - Construct a new instance of the ParcelPropertiesEventArgs class + Parcel of land, a portion of virtual real estate in a simulator - 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 + + The total number of contiguous 4x4 meter blocks your agent owns within this parcel - - Get the object containing the details - If Result is NoData, this object will not contain valid data + + The total number of contiguous 4x4 meter blocks contained in this parcel owned by a group or agent other than your own - - Get the result of the request + + Deprecated, Value appears to always be 0 - - Get the number of primitieves your agent is - currently selecting and or sitting on in this parcel + + Simulator-local ID of this parcel - - Get the user assigned ID used to correlate a request with - these results + + UUID of the owner of this parcel - - TODO: + + Whether the land is deeded to a group or not - - 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 + + Date land was claimed - - Get the simulator the parcel is located in + + Appears to always be zero - - Get the user assigned ID used to correlate a request with - these results + + This field is no longer used - - Get the simulator specific ID of the parcel + + Minimum corner of the axis-aligned bounding box for this + parcel - - TODO: + + Maximum corner of the axis-aligned bounding box for this + parcel - - Get the list containing the white/blacklisted agents for the parcel + + Bitmap describing land layout in 4x4m squares across the + entire region - - Contains blacklist and whitelist data returned from the - simulator in response to an request + + Total parcel land area - - - 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 + + Maximum primitives across the entire simulator owned by the same agent or group that owns this parcel that can be used - - Get the list containing prim ownership counts + + 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 - - Contains the data returned when all parcel data has been retrieved from a simulator + + Maximum number of primitives this parcel supports - - - 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. + + Total number of primitives on this parcel - - Get the simulator the parcel data was retrieved from + + 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 - - A dictionary containing the parcel data where the key correlates to the ParcelMap entry + + 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. - - Get the multidimensional array containing a x,y grid mapped - to each 64x64 parcel's LocalID. + + Total number of prims owned by other avatars that are not set to group, or not the parcel owner - - Contains the data returned when a request + + 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 - - - 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 + + Autoreturn value in minutes for others' objects - - Get the simulator the parcel data was retrieved from + + - - Get the list of primitive IDs + + 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 - - true if the list is clean and contains the information - only for a given request + + Parcel Name - - Contains data when the media data for a parcel the avatar is on changes + + Parcel Description - - - Construct a new instance of the ParcelMediaUpdateReplyEventArgs class - - the simulator the parcel media data was updated in - The updated media information + + URL For Music Stream - - Get the simulator the parcel media data was updated in + + + + + Price for a temporary pass + + + How long is pass valid for + + + + + + Key of authorized buyer + + + Key of parcel snapshot - - Get the updated media information + + The landing point location - - Contains the media command for a parcel the agent is currently on + + The landing point LookAt - - - Construct a new instance of the ParcelMediaCommandEventArgs class - - The simulator the parcel media command was issued in - - - - - The media command that was sent - - + + The type of landing enforced from the enum - - Get the simulator the parcel media command was issued in + + - - - + + - - - + + - - Get the media command that was sent + + 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 - - - 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 + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + Raises the event - - Constructor - Reference to a GridClient object + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + Raises the event - - Main grid login server + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Beta grid login server + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data + Raises the event - - - InventoryManager requests inventory information on login, - GridClient initializes an Inventory store for main inventory. - + + Raised when the simulator responds to a request - - - InventoryManager requests library information on login, - GridClient initializes an Inventory store for the library. - + + Raised when the simulator responds to a request - - Number of milliseconds between sending pings to each sim + + Raised when the simulator responds to a request - - Number of milliseconds between sending camera updates + + Raised when the simulator responds to a request - - Number of milliseconds between updating the current - positions of moving, non-accelerating and non-colliding objects + + Raised when the simulator responds to a request - - Millisecond interval between ticks, where all ACKs are - sent out and the age of unACKed packets is checked + + Raised when the simulator responds to a request - - The initial size of the packet inbox, where packets are - stored before processing + + 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 + - - Maximum size of packet that we want to send over the wire + + Agents - - 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 + + Flags for specific entry in white/black lists - - The relative directory where external resources are kept + + + Owners of primitives on parcel + - - Login server to connect to + + Prim Owners - - IP Address the client will bind to + + True of owner is group - - Use XML-RPC Login or LLSD Login, default is XML-RPC Login + + Total count of prims owned by OwnerID - - Number of milliseconds before an asset transfer will time - out + + true of OwnerID is currently online and is not a group - - Number of milliseconds before a teleport attempt will time - out + + The date of the most recent prim left by OwnerID - - Number of milliseconds before NetworkManager.Logout() will - time out + + + Called once parcel resource usage information has been collected + + Indicates if operation was successfull + Parcel resource usage information - - Number of milliseconds before a CAPS call will time out - Setting this too low will cause web requests time out and - possibly retry repeatedly + + Contains a parcels dwell data returned from the simulator in response to an - - Number of milliseconds for xml-rpc to timeout + + + 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 - - Milliseconds before a packet is assumed lost and resent + + Get the global ID of the parcel - - Milliseconds without receiving a packet before the - connection to a simulator is assumed lost + + Get the simulator specific ID of the parcel - - Milliseconds to wait for a simulator info request through - the grid interface + + Get the calculated dwell - - Maximum number of queued ACKs to be sent before SendAcks() - is forced + + Contains basic parcel information data returned from the + simulator in response to an request - - Network stats queue length (seconds) + + + Construct a new instance of the ParcelInfoReplyEventArgs class + + The object containing basic parcel info - - Enable/disable storing terrain heightmaps in the - TerrainManager + + Get the object containing basic parcel info - - Enable/disable sending periodic camera updates + + Contains basic parcel information data returned from the simulator in response to an request - - Enable/disable automatically setting agent appearance at - login and after sim crossing + + + 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: - - 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 + + Get the simulator the parcel is located in - - Enable/disable the sending of pings to monitor lag and - packet loss + + Get the object containing the details + If Result is NoData, this object will not contain valid data - - Should we connect to multiple sims? This will allow - viewing in to neighboring simulators and sim crossings - (Experimental) + + Get the result of the request - - 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 + + Get the number of primitieves your agent is + currently selecting and or sitting on in this parcel - - If true, when a cached object check is received from the - server the full object info will automatically be requested + + Get the user assigned ID used to correlate a request with + these results - - Whether to establish connections to HTTP capabilities - servers for simulators + + TODO: - - Whether to decode sim stats + + Contains blacklist and whitelist data returned from the simulator in response to an request - - 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 + + + 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 - - If true, any reference received for a folder or item - the library is not aware of will automatically be fetched + + Get the simulator the parcel is located in - - If true, and SEND_AGENT_UPDATES is true, - AgentUpdate packets will continuously be sent out to give the bot - smoother movement and autopiloting + + Get the user assigned ID used to correlate a request with + these results - - 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 + + Get the simulator specific ID of the parcel - - 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 + + TODO: - - 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 + + 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 + + - If true, utilization statistics will be tracked. There is a minor penalty - in CPU time for enabling this option. + Construct a new instance of the ParcelObjectOwnersReplyEventArgs class + The simulator the parcel is located in + The list containing prim ownership counts - - If true, parcel details will be stored in the - Simulator.Parcels dictionary as they are received + + Get the simulator the parcel is located in - - - If true, an incoming parcel properties reply will automatically send - a request for the parcel access list - + + Get the list containing prim ownership counts - - - if true, an incoming parcel properties reply will automatically send - a request for the traffic count. - + + Contains the data returned when all parcel data has been retrieved from a simulator - + - If true, images, and other assets downloaded from the server - will be cached in a local directory + 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. - - Path to store cached texture data + + Get the simulator the parcel data was retrieved from - - Maximum size cached files are allowed to take on disk (bytes) + + A dictionary containing the parcel data where the key correlates to the ParcelMap entry - - Default color used for viewer particle effects + + Get the multidimensional array containing a x,y grid mapped + to each 64x64 parcel's LocalID. - - Maximum number of times to resend a failed packet + + 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 - - Throttle outgoing packet rate + + true if the list is clean and contains the information + only for a given request - - UUID of a texture used by some viewers to indentify type of client used + + Contains data when the media data for a parcel the avatar is on changes - + - Download textures using GetTexture capability when available + Construct a new instance of the ParcelMediaUpdateReplyEventArgs class + the simulator the parcel media data was updated in + The updated media information - - The maximum number of concurrent texture downloads allowed - Increasing this number will not necessarily increase texture retrieval times due to - simulator throttles + + Get the simulator the parcel media data was updated in - - - 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 + + Get the updated media information - - - Textures taking longer than this value will be flagged as timed out and removed from the pipeline - + + Contains the media command for a parcel the agent is currently on - + - 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 + Construct a new instance of the ParcelMediaCommandEventArgs class + The simulator the parcel media command was issued in + + + The media command that was sent + - - Attach avatar names to log messages + + Get the simulator the parcel media command was issued in - - Log packet retransmission info + + - - Cost of uploading an asset - Read-only since this value is dynamically fetched at login + + - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Get the media command that was sent - + + + + - Simulator (region) properties + A Name Value pair with additional settings, used in the protocol + primarily to transmit avatar names and active group in object packets - - 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 + + + Constructor that takes all the fields as parameters + + + + + + - - No object, land, etc. taxes + + + Constructor that takes a single line from a NameValue field + + - - Disable heightmap alterations (agents can still plant - foliage) + + Type of the value - - Land cannot be released, sold, or purchased + + Unknown - - All content is wiped nightly + + String value - - 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 + + Deprecated - - All physics processing is turned off + + String value, but designated as an asset - - 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. + + + Level of Detail mesh + - - Region is Voice Enabled + + + Temporary code to produce a tar archive in tar v7 format + - - Removes the ability from parcel owners to set their parcels to show in search. + + + Binary writer for the underlying stream + - - Deny agents who have not been age verified from entering the region. + + + Write a directory entry to the tar archive. We can only handle one path level right now! + + - + - Access level for a simulator + Write a file to the tar archive + + - - Unknown or invalid access level + + + Write a file to the tar archive + + + - - Trial accounts allowed + + + Finish writing the raw tar archive data to a stream. The stream will be closed on completion. + - - PG rating + + + Write a particular entry + + + + - - Mature rating + + + Temporary code to do the bare minimum required to read a tar archive for our purposes + - - Adult rating + + + Binary reader for the underlying stream + - - Simulator is offline + + + Used to trim off null chars + - - Simulator does not exist + + + 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 - Reference to the GridClient object - IPEndPoint of the simulator - handle of the simulator + + + + - + - Simulator Statistics + Operation to apply when applying color to texture - - 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 + + + Information needed to translate visual param value to RGBA color + - - Total number of bytes received by this simulator to this agent + + + Construct VisualColorParam + + Operation to apply when applying color to texture + Colors - - Time in seconds agent has been connected to simulator + + + Represents alpha blending and bump infor for a visual parameter + such as sleive length + - - Total number of packets that have been resent + + Stregth of the alpha to apply - - Total number of resent packets recieved + + File containing the alpha channel - - Total number of pings sent to this simulator by this agent + + Skip blending if parameter value is 0 - - Total number of ping replies sent to this agent by this simulator + + Use miltiply insted of alpha blending - + - Incoming bytes per second + Create new alhpa information for a visual param - It would be nice to have this claculated on the fly, but - this is far, far easier + Stregth of the alpha to apply + File containing the alpha channel + Skip blending if parameter value is 0 + Use miltiply insted of alpha blending - + - Outgoing bytes per second + A single visual characteristic of an avatar mesh, such as eyebrow height - It would be nice to have this claculated on the fly, but - this is far, far easier - - Time last ping was sent + + Index of this visual param - - ID of last Ping sent + + Internal name - - - + + Group ID this parameter belongs to - - - + + Name of the wearable this parameter belongs to - - Current time dilation of this simulator + + Displayable label of this characteristic - - Current Frames per second of simulator + + Displayable label for the minimum value of this characteristic - - Current Physics frames per second of simulator + + 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 - + + - + + 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 - + + - + + - + + - - Total number of objects Simulator is simulating + + + Static helper functions and global variables + - - Total number of Active (Scripted) objects running + + This header flag signals that ACKs are appended to the packet - - Number of agents currently in this simulator + + This header flag signals that this packet has been sent before - - Number of agents in neighbor simulators + + This header flags signals that an ACK is expected for this packet - - Number of Active scripts running in this simulator + + This header flag signals that the message is compressed using zerocoding - + + + + - + + + + + - + + + + - - Number of downloads pending - - - Number of uploads pending - - + + + + + - + + 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 - - Number of local uploads pending - - - Unacknowledged bytes in queue - - - 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 - - + + 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 - - The current version of software this simulator is running - - + + 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 - - A 64x64 grid of parcel coloring values. The values stored - in this array are of the type + + + 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. - - - + + = - - - + + Number of times we've received an unknown CAPS exception in series. - - - + + For exponential backoff on error. - + + The type of bump-mapping applied to a face - - - + + - - - + + - - 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: - DallasChandlerSF + + - - 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 Region024 Estate / Full Region027 Estate / Openspace029 Estate / Homestead129 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 - + + - + + + + - Is it safe to send agent updates to this sim - AgentMovementComplete message received + The level of shininess applied to a face - - 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 + + + The texture mapping style used for a face + - - 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 + + - + - Provides access to an internal thread-safe multidimensional array containing a x,y grid mapped - to each 64x64 parcel's LocalID. + Flags in the TextureEntry block that describe which properties are + set - - 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 + + - - - Checks simulator parcel map to make sure it has downloaded all data successfully - - true if map is full (contains no 0's) + + - - - 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 + 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 - Should we block until ack for this packet is recieved - - - Disconnect from this simulator - + + - + - Instructs the simulator to stop sending update (and possibly other) 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 - + - Instructs the simulator to resume sending update packets (unpause) + Pack a floating point value in to the data + Floating point value to pack - + - Retrieve the terrain height at a given coordinate + Pack part or all of an integer in to the data - 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 + Integer containing the data to pack + Number of bits of the integer to pack - + - Sends a packet + Pack part or all of an unsigned integer in to the data - Packet to be sent + Unsigned integer containing the data to pack + Number of bits of the integer to pack - + + Pack a single bit in to the data + Bit to pack - + - Returns Simulator Name as a String + - - + + + + - + + - - + - + + - - - - + - + - Sends out pending acknowledgements + Unpacking a floating point value from the data - Number of ACKs sent + Unpacked floating point value - + - Resend unacknowledged packets + 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 - + - Construct a new instance of the SoundManager class, used for playing and receiving - sound assets + Unpack a 16-bit signed integer - A reference to the current GridClient instance - - - The event subscribers, null of no subscribers - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Thread sync lock object - - - The event subscribers, null of no subscribers - - - Thread sync lock object - - - 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 - ... - - - Raises the AttachedSound Event - A AttachedSoundEventArgs object containing - the data sent from the simulator - - - Raises the AttachedSoundGainChange Event - A AttachedSoundGainChangeEventArgs object containing - the data sent from the simulator - - - Raises the SoundTrigger Event - A SoundTriggerEventArgs object containing - the data sent from the simulator - - - Raises the PreloadSound Event - A PreloadSoundEventArgs object containing - the data sent from the simulator + 16-bit signed integer - + - Plays a sound in the current region at full volume from avatar position + Unpack a 16-bit unsigned integer - UUID of the sound to be played + 16-bit unsigned integer - + - Plays a sound in the current region at full volume + Unpack a 32-bit signed integer - UUID of the sound to be played. - position for the sound to be played at. Normally the avatar. + 32-bit signed integer - + - Plays a sound in the current region + Unpack a 32-bit unsigned integer - 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 + 32-bit unsigned integer - - - 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 + Permission request flags, asked when a script wants to control 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 - - - 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 + + Placeholder for empty values, shouldn't ever see this - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Script wants ability to take money from you - - Process an incoming packet and raise the appropriate events - The sender - The EventArgs object containing the packet data + + Script wants to take camera controls for you - - 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 ... - } - + + Script wants to remap avatars controls - - - 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 + + Script wants to trigger avatar animations + This function is not implemented on the grid - - Simulator where the event originated + + Script wants to attach or detach the prim or primset to your avatar - - Get the sound asset id + + Script wants permission to release ownership + This function is not implemented on the grid + The concept of "public" objects does not exist anymore. - - Get the ID of the owner + + Script wants ability to link/delink with other prims - - Get the ID of the Object + + Script wants permission to change joints + This function is not implemented on the grid - - Get the volume level + + Script wants permissions to change permissions + This function is not implemented on the grid - - Get the + + Script wants to track avatars camera position and rotation - - Provides data for the event - The event occurs when an attached sound - changes its volume level + + Script wants to control your camera - + + Script wants the ability to teleport you + + - Construct a new instance of the AttachedSoundGainChangedEventArgs class + Special commands used in Instant Messages - Simulator where the event originated - The ID of the Object - The new volume level - - Simulator where the event originated + + Indicates a regular IM from another agent - - Get the ID of the Object + + Simple notification box with an OK button - - Get the volume level + + You've been invited to join a group. - - 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); - } - + + Inventory offer - - - 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 + + Accepted inventory offer - - Simulator where the event originated + + Declined inventory offer - - Get the sound asset id + + Group vote - - Get the ID of the owner + + An object is offering its inventory - - Get the ID of the Object + + Accept an inventory offer from an object - - Get the ID of the objects parent + + Decline an inventory offer from an object - - Get the volume level + + Unknown - - Get the regionhandle + + Start a session, or add users to a session - - Get the source position + + Start a session, but don't prune offline users - - 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") - } - + + Start a session with your group - - - 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 + + Start a session without a calling card (finder or objects) - - Simulator where the event originated + + Send a message to a session - - Get the sound asset id + + Leave a session - - Get the ID of the owner + + Indicates that the IM is from an object - - Get the ID of the Object + + Sent an IM to a busy user, this is the auto response - - - pre-defined built in sounds - + + 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 - - - + + Request a teleport lure - - - + + 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 - - coins + + Like an IM but won't go to email - - cash register bell + + IM from a group officer to all group members - - - + + Unknown - - - + + Unknown - - rubber + + Accept a group invitation - - plastic + + Decline a group invitation - - flesh + + Unknown - - wood splintering? + + An avatar is offering you friendship - - glass break + + An avatar has accepted your friendship offer - - metal clunk + + An avatar has declined your friendship offer - - whoosh + + Indicates that a user has started typing - - shake + + Indicates that a user has stopped typing - + + Flag in Instant Messages, whether the IM should be delivered to + offline avatars as well - - ding - - - - + + 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 + + - 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 - - 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 + Effect type used in ViewerEffect packets - 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 + + - - - Default constructor - - - + + - - The event subscribers. null if no subcribers + + - - Thread sync lock object + + - - Raised when the simulator responds sends + + - - Raises the LandPatchReceived event - A LandPatchReceivedEventArgs object containing the - data returned from the simulator + + - - Simulator from that sent tha data + + - - Sim coordinate of the patch + + Project a beam from a source to a destination, such as + the one used when editing an object - - Sim coordinate of the patch + + - - Size of tha patch + + - - Heightmap for the patch + + - - - The current status of a texture request as it moves through the pipeline or final result of a texture request. - + + Create a swirl of particles around an object - - 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 + + Cause an avatar to look at an object - - A request that has received all packets back from the simulator + + Cause an avatar to point at an object - - A request that has taken longer than - to download OR the initial packet containing the packet information was never received + + + The action an avatar is doing when looking at something, used in + ViewerEffect packets for the LookAt effect + - - 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 + + - - - 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. + + - - - Default constructor, Instantiates a new copy of the TexturePipeline class - - Reference to the instantiated object + + - - - 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 + + Deprecated - - 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 action an avatar is doing when pointing at something, used in + ViewerEffect packets for the PointAt effect + - - 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 + + + Money transaction types + - - 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 + + - - Current number of pending and in-process transfers + + - - - 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 + + - - - + + - - - Delegate to wrap another delegate and its arguments - - - - - + + - - - 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 - - - + + - - - + + - - - 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 + + - - - + + - - - + + - - - + + - - - + + - - - + + - - - + + - - - + + - - - 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 - + + - - Current length of the data in this packet + + - - - 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 + + - - A generic value, not an actual packet type + + - - + + - - + + - - + + - - + + - - + + - - + + + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + + 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 - - + + + + - - + + - - + + - - + + - - + + + + - - + + - - + + - - + + - - + + - - + + + Type of mute entry + - - + + Object muted by name - - + + Muted residet - - + + Object muted by UUID - - + + Muted group - - + + Muted external entry - - + + + Flags of mute entry + - - + + No exceptions - - + + Don't mute text chat - - + + Don't mute voice chat - - + + Don't mute particles - - + + Don't mute sounds - - + + Don't mute - - + + + 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 - - + + Represents muted object or resident - - + + Type of the mute entry - - + + UUID of the mute etnry - - + + Mute entry name - - + + Mute flags - - + + Transaction detail sent with MoneyBalanceReply message - - + + Type of the transaction - - + + UUID of the transaction source - - + + Is the transaction source a group - - + + UUID of the transaction destination - - + + Is transaction destination a group - - + + Transaction amount - - + + Transaction description - - + + + + - - + + + 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 + UUID of the scritped object owner - - + + 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 - - + + UUID of the scritped object owner - - + + 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 + Transaction info - - + + 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 - - + + Detailed transaction information - - + + 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 - - + + Event arguments with the result of setting display name operation - - + + Default constructor - - + + Status code, 200 indicates settign display name was successful - - + + Textual description of the status - - + + Details of the newly set display name - - + + + 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 + Scale of the prim - - + + + Represents Mesh asset + - - + + + Decoded mesh data + - - + + 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 Collada file into LLMesh format + - - + + + Decodes mesh asset. See + to furter decode it for rendering + true - - + + Override the base classes AssetType - - + + + 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 - - + + List and Host group events - - + + 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 - - + + + 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 - - + + + 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 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 - - + + Override the base classes AssetType - - + + + 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 + - - + + + Appearance version. Value greater than 0 indicates using server side baking + - - + + + Version of the Current Outfit Folder that the appearance is based on + - - + + + Appearance flags. Introduced with server side baking, currently unused. + - - + + + List of current avatar animations + - - + + + 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 - - + + - - + + - - + + - - + + - - + + + Index of TextureEntry slots for avatar appearances + - - + + + Bake layers for avatar appearance + - - + + + Appearance Flags, introdued with server side baking, currently unused + - - + + 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 - - + + Mask for multiple attachments - - + + 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 - - + + Visual parameters last sent to the sim - - + + Textures about this client sent to the sim - - + + 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 if WearablesRequest succeeded - - + + 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 + - - + + + Is server baking complete. It needs doing only once + - - + + + 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 - - + + + Check if current region supports server side baking + + True if server side baking support is detected - - + + + 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 wearable to the current outfit and set appearance + + Wearable to be added to the outfit + Should existing item on the same point or of the same type be replaced - - + + + Add a list of wearables to the current outfit and set appearance + + List of wearable inventory items to + be added to the outfit + Should existing item on the same point or of the same type be replaced - - + + + Add a list of wearables to the current outfit and set appearance + + List of wearable inventory items to + be added to the outfit + Should existing item on the same point or of the same type be replaced - - + + + 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 - - + + + Replace the current outfit with a list of wearables and set appearance + + List of wearable inventory items that + define a new outfit + Check if we have all body parts, set this to false only + if you know what you're doing - - + + + 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 - - + + + Adds a list of attachments to our agent + + A List containing the attachments to add + If true, tells simulator to remove existing attachment + If true replace existing attachment on this attachment point, otherwise add to it (multi-attachments) + 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 at a specific attach point + + A to attach + the on the avatar + If true replace existing attachment on this attachment point, otherwise add to it (multi-attachments) + 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 - - + + + 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 + If true replace existing attachment on this attachment point, otherwise add to it (multi-attachments) + 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 + + 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 - - + + + Initate server baking process + + True if the server baking was successful - - + + + Get the latest version of COF + + Current Outfit Folder (or null if getting the data failed) - - + + + 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 - - + + Where on avatar does this texture belong - - + + 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 - - + + + Represents an Animation + - - + + Default Constructor - - + + + Construct an Asset object of type Animation + + A unique specific to this asset + A byte array containing the raw asset data - - + + Override the base classes AssetType - - + + + + - - + + + + - - + + + + - - + + + + - - + + + + + + - - + + + 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 - - + + + + - - + + + + + - - + + + De-serialization constructor for the InventoryNode Class + - - + + + Serialization handler for the InventoryNode Class + - - + + + De-serialization handler for the InventoryNode Class + - - + + + + + - - + + - - + + User data - - + + - - + + - - + + - - + + + For inventory folder nodes specifies weather the folder needs to be + refreshed from the server + - - + + + Capability to load TGAs to Bitmap + - - + + + 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 - - + + + 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 - - + + + 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. - - + + + Region protocol flags + - - + + Nothing special - - + + Region supports Server side Appearance - - + + Viewer supports Server side Appearance - - + + + Access level for a simulator + - - + + Unknown or invalid access level - - + + Trial accounts allowed - - + + PG rating - - + + Mature rating - - + + Adult rating - - + + Simulator is offline - - + + Simulator does not exist - - + + + + - - + + A public reference to the client that this Simulator object + is attached to - - + + A Unique Cache identifier for this simulator - - + + The capabilities for this simulator - - + + - - + + The current version of software this simulator is running - - + + - - + + A 64x64 grid of parcel coloring values. The values stored + in this array are of the type - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + true if your agent has Estate Manager rights on this region - - + + - - + + - - + + - - + + Statistics information for this simulator and the + connection to the simulator, calculated by the simulator itself + and the library - - + + The regions Unique ID - - + + The physical data center the simulator is located + Known values are: + + Dallas + Chandler + SF + + - - + + The CPU Class of the simulator + Most full mainland/estate sims appear to be 5, + Homesteads and Openspace appear to be 501 - - + + The number of regions sharing the same CPU as this one + "Full Sims" appear to be 1, Homesteads appear to be 4 - - + + The billing product name + Known values are: + + Mainland / Full Region (Sku: 023) + Estate / Full Region (Sku: 024) + Estate / Openspace (Sku: 027) + Estate / Homestead (Sku: 029) + Mainland / Homestead (Sku: 129) (Linden Owned) + 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 + + - - + + + Flags indicating which protocols this region supports + - - + + 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 + - - + + + Checks simulator parcel map to make sure it has downloaded all data successfully + + true if map is full (contains no 0's) - - + + + Is it safe to send agent updates to this sim + AgentMovementComplete message received + - - + + 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 + + Should we block until ack for this packet is recieved - - + + + 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 + + Number of ACKs sent - - + + + Resend unacknowledged packets + - - + + + Provides access to an internal thread-safe dictionary containing parcel + information found in this simulator + - - + + + 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 - - + + + Simulator handle + - - + + + Number of GridClients using this datapool + - - + + + Time that the last client disconnected from the simulator + - - + + + The cache of prims used and unused in this simulator + - - + + + Shared parcel info only when POOL_PARCEL_DATA == true + - - + + + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + + + - - + + - - + + - - + + - - + + - - + + + + + + - - + + + + - - + + - - + + - - + + - - + + - - + + + + + + - - + + + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + + + - - + + - - + + - - + + - - + + - - + + - - + + + + + + - - + + + + + + - - + + + + + + - - + + + + + + + - - + + + + - - + + + + + + - - + + + + + + - - + + + + + - - + + + + - - + + 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 - - + + 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 - - + + 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 KillObjects Event + A KillObjectsEventArgs 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 - - + + The event subscribers, null of no subscribers - - + + Raises the PhysicsProperties Event + A PhysicsPropertiesEventArgs 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 - - + + + 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 + Type of the represetnation prim will have in the physics engine + Density - normal value 1000 + Friction - normal value 0.6 + Restitution - standard value 0.5 + Gravity multiplier - standar value 1.0 - - + + + 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 - + - Operation to apply when applying color to texture + 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 - + - Information needed to translate visual param value to RGBA color + 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 - + - Construct VisualColorParam + Rez grass and ground cover - Operation to apply when applying color to texture - Colors + 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 - + - Represents alpha blending and bump infor for a visual parameter - such as sleive length + 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 - + - Create new alhpa information for a visual param + Set the textures to apply to the faces of an object - Stregth of the alpha to apply - File containing the alpha channel - Skip blending if parameter value is 0 - Use miltiply insted of alpha blending - - - 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 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) - + - A single visual characteristic of an avatar mesh, such as eyebrow height + 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 all the values through the constructor + Set the flexible data on an object - 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 - - - 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 + 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 - - Displayable label for the maximum value of this characteristic + + + 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 - - Default value + + + 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 - - Minimum value + + + 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? - - Maximum value + + + 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 - - Is this param used for creation of bump layer? + + + 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 - - Alpha blending/bump info + + + 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 - - Color information + + + 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 - - Array of param IDs that are drivers for this parameter + + + 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 - + - Holds the Params array of all the avatar appearance parameters + 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 - + - Base class for all Asset types + 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 - + - Construct a new Asset 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 - + - Construct a new Asset object + Detach an object from yourself - A unique specific to this asset - A byte array containing the raw asset data + 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 - - A byte array containing the raw asset data + + + 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 - - True if the asset it only stored on the server temporarily + + + 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 - - A unique ID + + + 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 - - The assets unique ID + + + 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 - + - The "type" of asset, Notecard, Animation, etc + 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 - + - Regenerates the AssetData byte array from the properties - of the derived class. + 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 - + - Decodes the AssetData, placing it in appropriate properties of the derived - class. + Deed multiple objects (prims) to a group, Objects must be shared with group which + can be accomplished with SetPermissions() - True if the asset decoding succeeded, otherwise false + 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 - + - Constants for the archiving module + 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 + Which permission to modify + The new state of permission - + - The location of the archive control file + Request additional properties for an object + A reference to the object where the object resides + - + - Path for the assets held in an archive + 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 - + - Path for the prims file + 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 - + - Path for terrains. Technically these may be assets, but I think it's quite nice to split them out. + 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 - + - Path for region settings. + 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 - + - The character the separates the uuid from extension information in an archived asset filename + 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 + + - Extensions used for asset types in the archive + 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 + + - Archives assets + + + + - + - Archive assets + Setup construction data for a basic primitive shape + Primitive shape to construct + Construction data that can be plugged into a - + - 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 + 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 - + - Temporary code to do the bare minimum required to read a tar archive for our purposes + 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 - + - Generate a tar reader which reads from the given stream. + - - + + + + - + - Binary reader for the underlying stream + + + + + + - + - Used to trim off null chars + + + + + - + + 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 informs us when a group of + 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 + + + Raised when the simulator sends us data containing + additional information + + + + - Used to trim off space chars + 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); + } + + + + + + + - Read the next entry in the tar file. + Construct a new instance of the PrimEventArgs class - - - - - the data for the entry. Returns null if there are no more entries + 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); + } + } + + + + + + - Read the next 512 byte chunk of data as a tar header. + Construct a new instance of the AvatarUpdateEventArgs class - A tar header struct. null if we have reached the end of the archive. + 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); + } + + + + - Read data following a header + 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 + + + - Convert octal bytes to a decimal representation - - - - - - - - - + Construct a new instance of the ObjectPropertiesUpdatedEvenrArgs class + + The simulator the object is located + The Primitive + The primitive Properties + + + Get the primitive details - - - Temporary code to produce a tar archive in tar v7 format - + + 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 + - - - Binary writer for the underlying stream - + + Get the simulator the object is located - - - 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 - - - - - + + Provides primitive data containing updated location, velocity, rotation, textures for the event + The event occurs when the simulator sends updated location, velocity, rotation, etc + - - - Finish writing the raw tar archive data to a stream. The stream will be closed on completion. - + + Get the simulator the object is located - - - Write a particular entry - - - - - - - + + Get the primitive details - - - Represents an Animation - + + - - Default Constructor + + - + - Construct an Asset object of type Animation + - A unique specific to this asset - A byte array containing the raw asset data - - Override the base classes AssetType + + Get the simulator the object is located - - - Represents an that represents an avatars body ie: Hair, Etc. - + + Get the primitive details - - 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 + + - - - Represents an that can be worn on an avatar - such as a Shirt, Pants, etc. - + + - - Initializes a new instance of an AssetScriptBinary object + + Provides notification when an Avatar, Object or Attachment is DeRezzed or moves out of the avatars view for the + event - - Initializes a new instance of an AssetScriptBinary object with parameters - A unique specific to this asset - A byte array containing the raw asset data + + Get the simulator the object is located - - Override the base classes AssetType + + The LocalID of the object - - - Type of gesture step - + + Provides notification when an Avatar, Object or Attachment is DeRezzed or moves out of the avatars view for the + event - - - Base class for gesture steps - + + Get the simulator the object is located - - - Retururns what kind of gesture step this is - + + The LocalID of the object - + - Describes animation step of a gesture + Provides updates sit position data - - - If true, this step represents start of animation, otherwise animation stop - + + Get the simulator the object is located - - - Animation asset + + - - - Animation inventory name - + + - - - Returns what kind of gesture step this is - + + - + - Describes sound step of a gesture + - - - Sound asset - - - - Sound inventory name - + + Get the simulator the object is located - - - 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 + Indicates if the operation was successful - + - Describes sound step of a gesture + Media version string - + - If true in this step we wait for all animations to finish + Array of media entries indexed by face number - + - If true gesture player should wait for the specified amount of time + Set when simulator sends us infomation on primitive's physical properties - - - Time in seconds to wait if WaitForAnimation is false - + + Simulator where the message originated - - - Returns what kind of gesture step this is - + + Updated physical properties - + - Describes the final step of a gesture + Constructor + Simulator where the message originated + Updated physical properties - + - Returns what kind of gesture step this is + Exception class to identify inventory exceptions - + - Represents a sequence of animations, sounds, and chat actions + 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. - - - Constructs guesture asset - + + The event subscribers, null of no subscribers - - - Constructs guesture asset - - A unique specific to this asset - A byte array containing the raw asset data + + Raises the InventoryObjectUpdated Event + A InventoryObjectUpdatedEventArgs object containing + the data sent from the simulator - - - Keyboard key that triggers the gestyre - + + Thread sync lock object - - - Modifier to the trigger key - + + The event subscribers, null of no subscribers - - - String that triggers playing of the gesture sequence - + + Raises the InventoryObjectRemoved Event + A InventoryObjectRemovedEventArgs object containing + the data sent from the simulator - - - Text that replaces trigger in chat once gesture is triggered - + + Thread sync lock object - - - Sequence of gesture steps - + + The event subscribers, null of no subscribers - - - Returns asset type - + + Raises the InventoryObjectAdded Event + A InventoryObjectAddedEventArgs object containing + the data sent from the simulator - - - Encodes gesture asset suitable for uplaod - + + Thread sync lock object - + - Decodes gesture assset into play sequence + Returns the contents of the specified folder - true if the asset data was decoded successfully + A folder's UUID + The contents of the folder corresponding to folder + When folder does not exist in the inventory - + - Represents a Landmark with RegionID and Position vector + 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 - - Construct an Asset of type Landmark - - + - Construct an Asset object of type Landmark + Removes the InventoryObject and all related node data from Inventory. - A unique specific to this asset - A byte array containing the raw asset data - - - UUID of the Landmark target region - - - Local position of the target - - - Override the base classes AssetType + The InventoryObject to remove. - + - Encode the raw contents of a string with the specific Landmark format + Used to find out if Inventory contains the InventoryObject + specified by uuid. + The UUID to check. + true if inventory contains uuid, false otherwise - + - Decode the raw asset data, populating the RegionID and Position + Saves the current inventory structure to a cache file - true if the AssetData was successfully decoded to a UUID and Vector + Name of the cache file to save to - + - Represents Mesh asset + 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 - - 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 + + Raised when the simulator sends us data containing + ... - - - Decoded mesh data - + + Raised when the simulator sends us data containing + ... - - Override the base classes AssetType + + Raised when the simulator sends us data containing + ... - + - TODO: Encodes Collada file into LLMesh format + The root folder of this avatars inventory - - - Decodes mesh asset. See - to furter decode it for rendering - true - - + - Represents a string of characters encoded with specific formatting properties + The default shared library folder - - Construct an Asset of type Notecard - - + - Construct an Asset object of type Notecard + The root node of the avatars inventory - A unique specific to this asset - A byte array containing the raw asset data - - - A text string containing main text of the notecard - - - List of s embedded on the notecard - - Override the base classes AssetType - - + - Encode the raw contents of a string with the specific Linden Text properties + The root node of the default shared library - + - Decode the raw asset data including the Linden Text properties + 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. - true if the AssetData was successfully decoded + The UUID of the InventoryObject to get or set, ignored if set to non-null value. + The InventoryObject corresponding to uuid. - + - A linkset asset, containing a parent primitive and zero or more children + 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 - - Initializes a new instance of an AssetPrim object + + 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 an AssetPrim object + Initializes a new instance of the Class + with the specified key/value, has the default initial capacity. - A unique specific to this asset - A byte array containing the raw asset data + + + // 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>(); + + - + - Only used internally for XML serialization/deserialization + 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); + + - - Override the base classes AssetType - - + + 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); + + + - + - The deserialized form of a single primitive in a linkset asset + 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; }); + + - - - Represents an AssetScriptBinary object containing the - LSO compiled bytecode of an LSL script - + + 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)); + } + ); + + - - Initializes a new instance of an AssetScriptBinary object + + 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); + } + ); + + - - Initializes a new instance of an AssetScriptBinary object with parameters - A unique specific to this asset - A byte array containing the raw asset data + + 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); + } + }); + + - - Override the base classes AssetType + + Perform an on each key of an + to perform - + - TODO: Encodes a scripts contents into a LSO Bytecode file + Perform an on each KeyValuePair of an + to perform - - - TODO: Decode LSO Bytecode into a string - - true + + 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 + + - Represents an LSL Text object containing a string of UTF encoded characters + Adds the specified key to the dictionary, dictionary locking is not performed, + + The key + The value - - Initializes a new AssetScriptText object - - + - Initializes a new AssetScriptText object with parameters + Removes the specified key, dictionary locking is not performed - A unique specific to this asset - A byte array containing the raw asset data - - - A string of characters represting the script contents - - - Override the base classes AssetType + The key. + if successful, otherwise - + - Encode a string containing the scripts contents into byte encoded AssetData + Gets the number of Key/Value pairs contained in the - + - Decode a byte array containing the scripts contents into a string + Indexer for the dictionary - true if decoding is successful + The key + The value - + - Represents a Sound Asset + Constants for the archiving module - - 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 - - - Override the base classes AssetType + + + Path for region settings. + - + - TODO: Encodes a sound file + The location of the archive control file - + - TODO: Decode a sound file + Path for the assets held in an archive - true - + - Represents a texture + Path for the prims file - - Initializes a new instance of an AssetTexture object - - + - Initializes a new instance of an AssetTexture object + Path for terrains. Technically these may be assets, but I think it's quite nice to split them out. - A unique specific to this asset - A byte array containing the raw asset data - + - Initializes a new instance of an AssetTexture object + Path for region settings. - A object containing texture data - - A object containing image data - - + + The character the separates the uuid from extension information in an archived asset filename - + + Extensions used for asset types in the archive - - Override the base classes AssetType + + X position of this patch - - - Populates the byte array with a JPEG2000 - encoded image created from the data in + + Y position of this patch - + + A 16x16 array of floats holding decompressed layer data + + - Decodes the JPEG2000 data in AssetData to the - object - True if the decoding was successful, otherwise false + 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 + - + - Decodes the begin and end byte positions for each quality layer in - the image + 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 - + - Represents a Wearable Asset, Clothing, Hair, Skin, Etc + pre-defined built in sounds - - 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 + + - - 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 + + coins - - The of the assets prior owner + + cash register bell - - The of the Group this asset is set to + + - - True if the asset is owned by a + + - - The Permissions mask of the asset + + rubber - - A Dictionary containing Key/Value pairs of the objects parameters + + plastic - - A Dictionary containing Key/Value pairs where the Key is the textures Index and the Value is the Textures + + flesh - + + wood splintering? + + + glass break + + + metal clunk + + + whoosh + + + shake + + + + + + ding + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + - Decode an assets byte encoded data to a string + A dictionary containing all pre-defined sounds - true if the asset data was decoded successfully + 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 - + - Encode the assets string represantion into a format consumable by the asset server + - - = + + + + - - Number of times we've received an unknown CAPS exception in series. + + - - For exponential backoff on error. + + - + + + + + + + + + + + + + - A set of textures that are layered on texture of each other and "baked" - in to a single texture, for avatar appearances + - + - Default constructor + Checks the instance back into the object pool - Bake type - - Final baked texture + + + Returns an instance of the class that has been checked out of the Object Pool. + - - Component layers + + + Sent to the client to indicate a teleport request has completed + - - Width of the final baked image and scratchpad + + The of the agent - - Height of the final baked image and scratchpad + + - - Bake type + + 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 + + An containing the objects data - + - Adds layer for baking + Deserialize the message - TexturaData struct that contains texture and its params + An containing the data - + - Converts avatar texture index (face) to Bake type + Sent to the viewer when a neighboring simulator is requesting the agent make a connection to it. - Face number (AvatarTextureIndex) - BakeType, layer to which this texture belongs to - + - Make sure images exist, resize source if needed to match the destination + Serialize the object - Destination image - Source image - Sanitization was succefull + An containing the objects data - + - 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 + Deserialize the message - Color of the base of this layer + An containing the data - + - 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 + Serialize the object - Red value - Green value - Blue value + An containing the objects data - + - Create a new blank image + Deserialize the message - width - height - channel flags + An containing the data - + + Serialize the object - - + An containing the objects data - + - Image width + Deserialize the message + An containing the data - + - Image height + 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 + + - Image channel flags + Serialize the object + An containing the objects data - + - Red channel data + Deserialize the message + An containing the data - + - Green channel data + Serialize the object + An containing the objects data - + - Blue channel data + Deserialize the message + An containing the data - + - Alpha channel 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 + + - Bump channel data + Serialize the object + An containing the objects data - + - Convert the channels in the image. Channels are created or destroyed as required. + Deserialize the message - new channel flags + An containing the data - + - Resize or stretch the image using nearest neighbor (ugly) resampling + Prim ownership information for a specified owner on a single parcel - new width - new height - + + 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 + + - Create a byte array containing 32-bit RGBA data with a bottom-left - origin, suitable for feeding directly into OpenGL + The details of a single parcel in a region, also contains some regionwide globals - A byte array containing raw texture data - + + 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 + + + + + + Disallows people outside the parcel from being able to see in + + + + + + + + + + + + True if the region denies access to age unverified users + + + + + + 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 + + - A Wrapper around openjpeg to encode and decode images to and from byte arrays + Number of primitives your avatar is currently + selecting and sitting on in this parcel - - - 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! + 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. - - - Information about a single packet in a JPEG2000 stream - + + Maximum primitives across the entire simulator - - Packet start position + + Total primitives across the entire simulator - - Packet header end position + + - - Packet end position + + Key of parcel snapshot - - TGA Header size + + Parcel ownership status - - OpenJPEG is not threadsafe, so this object is used to lock - during calls into unmanaged code + + Total number of primitives on this parcel - - - 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 + + A description of the media - - - - - - - - - + + An Integer which represents the height of the media - - - - - - - - - - - + + An integer which represents the width of the media - - - 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 + + A boolean, if true the viewer should loop the media - - - Capability to load TGAs to Bitmap - + + A string which contains the mime type of the media - - - Interface requirements for Messaging system - + + true to obscure (hide) media url - - - Abstract base for rendering plugins - + + true to obscure (hide) music url - + - Generates a basic mesh structure from a primitive + Serialize the object - Primitive to generate the mesh from - Level of detail to generate the mesh at - The generated mesh + An containing the objects data - + - Generates a basic mesh structure from a sculpted primitive and - texture + Deserialize the message - Sculpted primitive to generate the mesh from - Sculpt texture - Level of detail to generate the mesh at - The generated mesh + An containing the data - - - 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 + + A message sent from the viewer to the simulator to updated a specific parcels settings - - - 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 + + The of the agent authorized to purchase this + parcel of land or a NULL if the sale is authorized to anyone - - - 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 - Scale of the prim + + true to enable auto scaling of the parcel media - - - Sent to the client to indicate a teleport request has completed - + + The category of this parcel used when search is enabled to restrict + search results - - The of the agent + + A string containing the description to set - - - + + The of the which allows for additional + powers and restrictions. - - The simulators handle the agent teleported to + + The which specifies how avatars which teleport + to this parcel are handled - - A Uri which contains a list of Capabilities the simulator supports + + The LocalID of the parcel to update settings on - - Indicates the level of access required - to access the simulator, or the content rating, or the simulators - map status + + A string containing the description of the media which can be played + to visitors - - 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. + Deserialize the message + An containing the data - + Serialize the object - An containing the objects data + An containing the objects data - + + Base class used for the RemoteParcelRequest message + + - Deserialize the message + A message sent from the viewer to the simulator to request information + on a remote parcel - An containing the data - + + 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 + An containing the objects data - + Deserialize the message - An containing the data + An containing the data - + - Serialize the object + A message sent from the simulator to the viewer in response to a + which will contain parcel information - An containing the objects data - + + The grid-wide unique parcel ID + + - Deserialize the message + Serialize the object - An containing the data + An containing the objects data - + - A message sent to the client which indicates a teleport request has failed - and contains some information on why it failed + 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 - - 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 + + The request or response details block - + Serialize the object - An containing the objects data + An containing the objects data - + Deserialize the message - An containing the data + An containing the data - + Serialize the object - An containing the objects data + An containing the objects data - + Deserialize the message - An containing the data + An containing the data - + - Contains a list of prim owner information for a specific parcel in a simulator + Serialize the object - - 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 containing the objects data - + - Prim ownership information for a specified owner on a single parcel + Deserialize the message + An containing the data - - 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 + + + A message sent from the simulator to an agent which contains + the groups the agent is in + - - True if the owner is online - This is no longer used by the LL Simulators + + The Agent receiving the message - - The date the most recent prim was rezzed + + An array containing information + for each the agent is a member of - - An Array of objects + + An array containing information + for each the agent is a member of - + Serialize the object - An containing the objects data + An containing the objects data - + Deserialize the message - An containing the data + An containing the data - - - The details of a single parcel in a region, also contains some regionwide globals - + + Group Details specific to the agent - - Simulator-local ID of this parcel + + true of the agent accepts group notices - - Maximum corner of the axis-aligned bounding box for this - parcel + + The agents tier contribution to the group - - Minimum corner of the axis-aligned bounding box for this - parcel + + The Groups - - Total parcel land area + + The of the groups insignia - - - + + The name of the group - - Key of authorized buyer + + The aggregate permissions the agent has in the group for all roles the agent + is assigned - - Bitmap describing land layout in 4x4m squares across the - entire region + + 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 - - Date land was claimed + + A string containng the default language + to use for the agent - - Appears to always be zero + + true of others are allowed to + know the language setting - - Parcel Description + + + 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 - - Total number of primitives owned by the parcel group on - this parcel + + + An Array containing the AgentID and GroupID + - - Whether the land is deeded to a group or not + + + Serialize the object + + An containing the objects data - + + Deserialize the message + An containing the data - - Maximum number of primitives this parcel supports + + An object containing the Agents UUID, and the Groups UUID - - The Asset UUID of the Texture which when applied to a - primitive will display the media + + The ID of the Agent leaving the group - - A URL which points to any Quicktime supported media type + + The GroupID the Agent is leaving - - A byte, if 0x1 viewer should auto scale media to fit object + + Base class for Asset uploads/results via Capabilities - - URL For Music Stream + + + The request state + - - Parcel Name + + + Serialize the object + + An containing the objects data - - Autoreturn value in minutes for others' objects + + + 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 - - Total number of other primitives on this parcel + + The Capability URL sent by the simulator to upload the baked texture to - - UUID of the owner of this parcel + + + A message sent from the simulator that will inform the agent the upload is complete, + and the UUID of the uploaded asset + - - Total number of primitives owned by the parcel owner on - this parcel + + 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 - - How long is pass valid for - - - Price for a temporary pass + + Object containing request or response - + + Serialize the object + An containing the objects data - - Disallows people outside the parcel from being able to see in - - + + 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 - - True if the region denies access to age unverified users + + + Deserialize the message + + An containing the data - + + A message sent from the simulator to the viewer containing the + voice server URI - - This field is no longer used + + The Parcel ID which the voice server URI applies - - 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 + + The name of the region - + + A uri containing the server/channel information + which the viewer can utilize to participate in voice conversations + + - Number of primitives your avatar is currently - selecting and sitting on in this parcel + Serialize the object + An containing the objects data - + + Deserialize the message + An containing the data - + - 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 + + - + + Serialize the object + An containing the objects data - - Key of parcel snapshot - - - Parcel ownership status - - - Total number of primitives on this parcel - - + + 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 - - 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 + + Object containing request or response - + Serialize the object - An containing the objects data + 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 + An containing the data - - A string containing the description to set + + + A message sent from the simulator to the viewer to indicate + a Tasks scripts status. + - - The of the which allows for additional - powers and restrictions. + + The Asset ID of the script - - The which specifies how avatars which teleport - to this parcel are handled + + True of the script is compiled/ran using the mono interpreter, false indicates it + uses the older less efficient lsl2 interprter - - The LocalID of the parcel to update settings on + + The Task containing the scripts - - A string containing the description of the media which can be played - to visitors + + 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 + An containing the data - + - Serialize the object + 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 - An containing the objects data - - Base class used for the RemoteParcelRequest message + + 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 to request information - on a remote parcel + A message sent from the viewer to the simulator + requesting the update of an existing script contained + within a tasks inventory - - Local sim position of the parcel we are looking up + + if true, set the script mode to running - - Region handle of the parcel we are looking up + + The scripts InventoryItem ItemID to update - - Region of the parcel we are looking up + + 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 + An containing the objects data - + Deserialize the message - An containing the data + An containing the data - + - A message sent from the simulator to the viewer in response to a - which will contain parcel information + A message containing either the request or response used in updating a script inside + a tasks inventory - - The grid-wide unique parcel ID + + Object containing request or response - + Serialize the object - An containing the objects data + An containing the objects data - + Deserialize the message - An containing the data + 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 + Response from the simulator to notify the viewer the upload is completed, and + the UUID of the script asset and its compiled status - - The request or response details block + + 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 + An containing the objects data - + Deserialize the message - An containing the data + 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 + An containing the objects data - + Deserialize the message - An containing the data + An containing the data - + Serialize the object - An containing the objects data + 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 - - - - 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 + An containing the data - - 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 - - - The Agent receiving the message - - - An array containing information - for each the agent is a member of + + Base class for Map Layers via Capabilities - - An array containing information - for each the agent is a member of + + - + Serialize the object - An containing the objects data + An containing the objects data - + Deserialize the message - An containing the data + An containing the data - + - A message sent from the viewer to the simulator which - specifies the language and permissions for others to detect - the language specified + Sent by an agent to the capabilities server to request map layers - - A string containng the default language - to use for the agent + + + A message sent from the simulator to the viewer which contains an array of map images and their grid coordinates + - - true of others are allowed to - know the language setting + + An array containing LayerData items - + Serialize the object - An containing the objects data + An containing the objects data - + Deserialize the message - An containing the data + An containing the data - + - An EventQueue message sent from the simulator to an agent when the agent - leaves a group + An object containing map location details - - An object containing the Agents UUID, and the Groups UUID + + The Asset ID of the regions tile overlay - - The ID of the Agent leaving the group + + The grid location of the southern border of the map tile - - The GroupID the Agent is leaving + + The grid location of the western border of the map tile - - - An Array containing the AgentID and GroupID - + + 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 + An containing the objects data - + Deserialize the message - An containing the data - - - Base class for Asset uploads/results via Capabilities + An containing the data - + - The request state + New as of 1.23 RC1, no details yet. - + Serialize the object - An containing the objects data + An containing the objects data - + Deserialize the message - An containing the data + 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 + Serialize the object + An containing the objects data - - 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 + Deserialize the message + An containing the data - - The uploaded texture asset ID + + A string containing the method used - + - 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 - + 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 + - - Object containing request or response + + An array containing the of the agents invited to this conference - + + The conferences Session ID + + Serialize the object - An containing the objects data + An containing the objects data - + Deserialize the message - An containing the data + An containing the data - + - A message sent from the simulator which indicates the minimum version required for - using voice chat - + A moderation request sent from a conference moderator + Contains an agent and an optional action to take + - - Major Version Required + + The Session ID - - Minor version required + + - - The name of the region sending the version requrements + + 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 + An containing the objects data - + Deserialize the message - An containing the data + An containing the data - + - A message sent from the simulator to the viewer containing the - voice server URI + A message sent from the agent to the simulator which tells the + simulator we've accepted a conference invitation - - 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 + + The conference SessionID - + Serialize the object - An containing the objects data + An containing the objects data - + Deserialize the message - An containing the data - - - - + 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 + 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 + An containing the data - + Serialize the object - An containing the objects data + An containing the objects data - + Deserialize the message - An containing the data + An containing the data - - - A message sent from the simulator to the viewer to indicate - a Tasks scripts status. - + + 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 - - The Asset ID of the script + + Key of IM session, for Group Messages, the groups UUID - - True of the script is compiled/ran using the mono interpreter, false indicates it - uses the older less efficient lsl2 interprter + + Timestamp of the instant message - - The Task containing the scripts + + Instant message text - - true of the script is in a running state + + 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 + An containing the objects data - + Deserialize the message - An containing the data + An containing the data - + - A message containing the request/response used for updating a gesture - contained with an agents inventory + 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. - - Object containing request or response - - + Serialize the object - An containing the objects data + An containing the objects data - + Deserialize the message - An containing the data + An containing the data - + - A message request/response which is used to update a notecard contained within - a tasks inventory + An EventQueue message sent when the agent is forcibly removed from a chatterbox session - - The of the Task containing the notecard asset to update - - - The notecard assets contained in the tasks inventory - - + - Serialize the object + A string containing the reason the agent was removed - An containing the objects data - + - Deserialize the message + The ChatterBoxSession's SessionID - 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 + Serialize the object + An containing the objects data - + - The Notecard AssetID to replace + Deserialize the message + An containing the data - + Serialize the object - An containing the objects data + 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 + An containing the data - + Serialize the object - An containing the objects data + An containing the objects data - + Deserialize the message - An containing the data + An containing the data - + Serialize the object - An containing the objects data + An containing the objects data - + Deserialize the message - An containing the data + 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 + Serialize the object + An containing the objects data - - 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 + Deserialize the message + An containing the data - - 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 + An containing the objects data - + Deserialize the message - An containing the data + An containing the data - + - A message containing either the request or response used in updating a script inside - a tasks inventory + Serialize the object + An containing the objects data - - Object containing request or response + + + Deserialize the message + + An containing the data - + Serialize the object - An containing the objects data + An containing the objects data - + Deserialize the message - An containing the data + 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 + Event Queue message describing physics engine attributes of a list of objects + Sim sends these when object is selected - - The uploaded texture asset ID - - - true of the script was compiled successfully + + Array with the list of physics properties - + - A message sent from a viewer to the simulator requesting a temporary uploader capability - used to update a script contained in an agents inventory + Serializes the message + Serialized OSD - - 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 + Deseializes the message - An containing the objects data + Incoming data to deserialize - + - Deserialize the message + 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 - An containing the data - + - A message containing either the request or response used in updating a script inside - an agents inventory + New URL - - Object containing request or response - - + - Serialize the object + Prim UUID where navigation occured - An containing the objects data - + - Deserialize the message + Face index - An containing the data - + Serialize the object - An containing the objects data + An containing the objects data - + Deserialize the message - An containing the data + An containing the data - - Base class for Map Layers via Capabilities + + Base class used for the ObjectMedia message - + + Message used to retrive prim media data - + - Serialize the object + Prim UUID - An containing the objects data - + - Deserialize the message + Requested operation, either GET or UPDATE - An containing the data - + - Sent by an agent to the capabilities server to request map layers + Serialize object + Serialized object as OSDMap - + - A message sent from the simulator to the viewer which contains an array of map images and their grid coordinates + Deserialize the message + An containing the data - + - An object containing map location details + Message used to update prim media data - - 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 - - - An array containing LayerData items + + + Prim UUID + - + - Serialize the object + Array of media entries indexed by face number - An containing the objects data - + - Deserialize the message + Media version string - An containing the data - - Object containing request or response - - + - Serialize the object + Serialize object - An containing the objects data + Serialized object as OSDMap - + Deserialize the message - An containing the data + An containing the data - + - New as of 1.23 RC1, no details yet. + Message used to update prim media data - + - Serialize the object + Prim UUID - An containing the objects data - + - Deserialize the message + Array of media entries indexed by face number - An containing the data - + - Serialize the object + Requested operation, either GET or UPDATE - An containing the objects data - + - Deserialize the message + Serialize object - An containing the data - - - A string containing the method used + Serialized object as OSDMap - + - 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 + Deserialize the message + An containing the data - - An array containing the of the agents invited to this conference + + + Message for setting or getting per face MediaEntry + - - The conferences Session ID + + The request or response details block - + Serialize the object - An containing the objects data + An containing the objects data - + Deserialize the message - An containing the data + An containing the data - - - A moderation request sent from a conference moderator - Contains an agent and an optional action to take - + + Details about object resource usage - - The Session ID + + Object UUID - - - + + Object name - - 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" + + 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 - + - Serialize the object + Makes an instance based on deserialized data - An containing the objects 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 + + - Deserialize the message + Deserializes object from OSD - An containing the data + An containing the data - + - A message sent from the agent to the simulator which tells the - simulator we've accepted a conference invitation + Makes an instance based on deserialized data + serialized data + Instance containg deserialized data - - The conference SessionID + + Resource usage base class, both agent and parcel resource + usage contains summary information - - - Serialize the object - - An containing the objects data + + 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 + + - Deserialize the message + Serializes object - An containing the data + serialized data - + - Serialize the object + Deserializes object from OSD - An containing the objects data + An containing the data - + + Agent resource usage + + + Per attachment point object resource usage + + - Deserialize the message + Deserializes object from OSD - An containing the data + An containing the data - + - Serialize the object + Makes an instance based on deserialized data - An containing the objects data + serialized data + Instance containg deserialized data - + - Deserialize the message + Detects which class handles deserialization of this message - An containing the data + 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 + + - Serialize the object + Serializes object - An containing the objects data + serialized data - + - Deserialize the message + Deserializes object from OSD - An containing the data + An containing the data - - Key of sender - - - Name of sender + + Response message for parcel resource usage - - Key of destination avatar + + URL where parcel resource usage details can be retrieved - - ID of originating estate + + URL where parcel resource usage summary can be retrieved - - Key of originating region + + + Serializes object + + serialized data - - Coordinates in originating region + + + Deserializes object from OSD + + An containing the data - - Instant message type + + + Detects which class handles deserialization of this message + + An containing the data + Object capable of decoding this message - - Group IM session toggle + + Parcel resource usage - - Key of IM session, for Group Messages, the groups UUID + + Array of containing per percal resource usage - - Timestamp of the instant message + + + Deserializes object from OSD + + An containing the data - - Instant message text + + + Reply to request for bunch if display names + - - Whether this message is held for offline avatars + + Current display name - - Context specific packed data + + Following UUIDs failed to return a valid display name - - Is this invitation for voice group/conference chat + + + Serializes the message + + OSD containting the messaage - + - Serialize the object + Message sent when requesting change of the display name - An containing the objects data - + + Current display name + + + Desired new display name + + - Deserialize the message + Serializes the message - An containing the data + OSD containting the messaage - + - 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. + Message recieved in response to request to change display name - - - Serialize the object - - An containing the objects data + + New display name - + + String message indicating the result of the operation + + + Numerical code of the result, 200 indicates success + + - Deserialize the message + Serializes the message - An containing the data + OSD containting the messaage - + - An EventQueue message sent when the agent is forcibly removed from a chatterbox session + Message recieved when someone nearby changes their display name - + + Previous display name, empty string if default + + + New display name + + - A string containing the reason the agent was removed + Serializes the message + OSD containting the messaage - + - The ChatterBoxSession's SessionID + Provides helper methods for parallelizing loops - + - Serialize the object + Executes a for loop in which iterations may run in parallel - An containing the objects data + 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 - + - Deserialize the message + Executes a for loop in which iterations may run in parallel - An containing the data + 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 - + - Serialize the object + Executes a foreach loop in which iterations may run in parallel - An containing the objects data + Object type that the collection wraps + An enumerable collection to iterate over + Method body to run for each object in the collection - + - Deserialize the message + Executes a foreach loop in which iterations may run in parallel - An containing the data + 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 - + - Serialize the object + Executes a series of tasks in parallel - An containing the objects data + A series of method bodies to execute - + - Deserialize the message + Executes a series of tasks in parallel - An containing the data + The number of concurrent execution threads to run + A series of method bodies to execute - + + 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 + + - Serialize the object + Possible destinations for DeRezObject request - An containing the objects data - + + + + + 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 + + - Deserialize the message + Upper half of the Flags field for inventory items - An containing the data - + + 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 + + - Serialize the object + Base Class for Inventory Items - An containing the objects data - + + of item/folder + + + of parent folder + + + Name of item/folder + + + Item/Folder Owners + + - Deserialize the message + Constructor, takes an itemID as a parameter - An containing the data + The of the item - + + + - + - Serialize the object + - An containing the objects data + - + - Deserialize the message + 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 - An containing the data + A Hashcode of all the combined InventoryBase fields - + - Serialize the object + Determine whether the specified object is equal to the current object - An containing the objects data + InventoryBase object to compare against + true if objects are the same - + - Deserialize the message + Determine whether the specified object is equal to the current object - An containing the data + InventoryBase object to compare against + true if objects are the same - + - Serialize the object + Convert inventory to OSD - An containing the objects data + OSD representation - + - Deserialize the message + An Item in Inventory - An containing the data - + + 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 + + - Event Queue message describing physics engine attributes of a list of objects - Sim sends these when object is selected + Construct a new InventoryItem object + The of the item - - Array with the list of physics properties - - + - Serializes the message + Construct a new InventoryItem object of a specific Type - Serialized OSD + The type of item from + of the item - + - Deseializes the message + Indicates inventory item is a link - Incoming data to deserialize + True if inventory item is a link to another inventory item - + - 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 + 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 - + - Face index + Compares an object + The object to compare + true if comparison object matches - + - Serialize the object + Determine whether the specified object is equal to the current object - An containing the objects data + The object to compare against + true if objects are the same - + - Deserialize the message + Determine whether the specified object is equal to the current object - An containing the data - - - Base class used for the ObjectMedia message + The object to compare against + true if objects are the same - + - Message used to retrive prim media data + Create InventoryItem from OSD + OSD Data that makes up InventoryItem + Inventory item created - + - Prim UUID + Convert InventoryItem to OSD + OSD representation of InventoryItem - + - Requested operation, either GET or UPDATE + InventoryTexture Class representing a graphical image + - + - Serialize object + Construct an InventoryTexture object - Serialized object as OSDMap + A which becomes the + objects AssetUUID - + - Deserialize the message + Construct an InventoryTexture object from a serialization stream - An containing the data - + - Message used to update prim media data + InventorySound Class representing a playable sound - + - Prim UUID + Construct an InventorySound object + A which becomes the + objects AssetUUID - + - Array of media entries indexed by face number + Construct an InventorySound object from a serialization stream - + - Media version string + InventoryCallingCard Class, contains information on another avatar - + - Serialize object + Construct an InventoryCallingCard object - Serialized object as OSDMap + A which becomes the + objects AssetUUID - + - Deserialize the message + Construct an InventoryCallingCard object from a serialization stream - An containing the data - + - Message used to update prim media data + InventoryLandmark Class, contains details on a specific location - + - Prim UUID + Construct an InventoryLandmark object + A which becomes the + objects AssetUUID - + - Array of media entries indexed by face number + Construct an InventoryLandmark object from a serialization stream - + - Requested operation, either GET or UPDATE + Landmarks use the InventoryItemFlags struct and will have a flag of 1 set if they have been visited - + - Serialize object + InventoryObject Class contains details on a primitive or coalesced set of primitives - Serialized object as OSDMap - + - Deserialize the message + Construct an InventoryObject object - An containing the data + A which becomes the + objects AssetUUID - + - Message for setting or getting per face MediaEntry + Construct an InventoryObject object from a serialization stream - - The request or response details block - - + - Serialize the object + Gets or sets the upper byte of the Flags value - An containing the objects data - + - Deserialize the message + Gets or sets the object attachment point, the lower byte of the Flags value - 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 + InventoryNotecard Class, contains details on an encoded text document - An containing the data - + - Makes an instance based on deserialized data + Construct an InventoryNotecard object - - 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 + A which becomes the + objects AssetUUID - + - Deserializes object from OSD + Construct an InventoryNotecard object from a serialization stream - An containing the data - + - Makes an instance based on deserialized data + InventoryCategory Class - - 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 + TODO: Is this even used for anything? - + - Serializes object + Construct an InventoryCategory object - - serialized data + A which becomes the + objects AssetUUID - + - Deserializes object from OSD + Construct an InventoryCategory object from a serialization stream - An containing the data - - - Agent resource usage - - Per attachment point object resource usage - - + - Deserializes object from OSD + InventoryLSL Class, represents a Linden Scripting Language object - An containing the data - + - Makes an instance based on deserialized data + Construct an InventoryLSL object - - serialized data - Instance containg deserialized data + A which becomes the + objects AssetUUID - + - Detects which class handles deserialization of this message + Construct an InventoryLSL object from a serialization stream - 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 + InventorySnapshot Class, an image taken with the viewer - - serialized data - + - Deserializes object from OSD + Construct an InventorySnapshot object - 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 + A which becomes the + objects AssetUUID - + - Serializes object + Construct an InventorySnapshot object from a serialization stream - - serialized data - + - Deserializes object from OSD + InventoryAttachment Class, contains details on an attachable object - An containing the data - + - Detects which class handles deserialization of this message + Construct an InventoryAttachment object - An containing the data - Object capable of decoding this message - - - Parcel resource usage + A which becomes the + objects AssetUUID - - Array of containing per percal resource usage - - + - Deserializes object from OSD + Construct an InventoryAttachment object from a serialization stream - An containing the data - + - Reply to request for bunch if display names + Get the last AttachmentPoint this object was attached to - - Current display name - - - Following UUIDs failed to return a valid display name - - + - Serializes the message + InventoryWearable Class, details on a clothing item or body part - OSD containting the messaage - + - Message sent when requesting change of the display name + Construct an InventoryWearable object + A which becomes the + objects AssetUUID - - Current display name - - - Desired new display name - - + - Serializes the message + Construct an InventoryWearable object from a serialization stream - OSD containting the messaage - + - Message recieved in response to request to change display name + The , Skin, Shape, Skirt, Etc - - New display name - - - String message indicating the result of the operation - - - Numerical code of the result, 200 indicates success - - + - Serializes the message + InventoryAnimation Class, A bvh encoded object which animates an avatar - OSD containting the messaage - + - Message recieved when someone nearby changes their display name + Construct an InventoryAnimation object + A which becomes the + objects AssetUUID - - Previous display name, empty string if default - - - New display name - - + - Serializes the message + Construct an InventoryAnimation object from a serialization stream - OSD containting the messaage - + - Return a decoded capabilities message as a strongly typed object + InventoryGesture Class, details on a series of animations, sounds, and actions - 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 - + - Permissions for control of object media + Construct an InventoryGesture object + A which becomes the + objects AssetUUID - + - Style of cotrols that shold be displayed to the user + Construct an InventoryGesture object from a serialization stream - + - Class representing media data for a single face + A folder contains s and has certain attributes specific + to itself - - 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 + + The Preferred for a folder. - - Is URL whitelist enabled + + The Version of this folder - - Array of URLs that are whitelisted + + Number of child items this folder contains. - + - Serialize to OSD + Constructor - OSDMap with the serialized data + UUID of the folder - + - Deserialize from OSD data + - Serialized OSD data - Deserialized object + - + - Particle system specific enumerators, flags and methods. + Get Serilization data for this InventoryFolder object - + - Default constructor + Construct an InventoryFolder object from a serialization stream - + - Complete structure for the particle system + + - + - Decodes a byte[] array into a ParticleSystem Object + - ParticleSystem object - Start position for BitPacker + + - + - 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 + Create InventoryFolder from OSD + OSD Data that makes up InventoryFolder + Inventory folder created - - None - - - Acceleration and velocity for particles are - relative to the object rotation - - - Particles use new 'correct' angle parameters - - - 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 + Convert InventoryItem to OSD + + OSD representation of InventoryItem - - A representing the number of seconds between burts. + + + Tools for dealing with agents inventory + - - A representing the number of meters - around the center of the source where particles will be created. + + Used for converting shadow_id to asset_id - - A representing in seconds, the minimum speed between bursts of new particles - being emitted + + The event subscribers, null of no subscribers - - A representing in seconds the maximum speed of new particles being emitted. + + Raises the ItemReceived Event + A ItemReceivedEventArgs object containing + the data sent from the simulator - - A representing the maximum number of particles emitted per burst + + Thread sync lock object - - A which represents the velocity (speed) from the source which particles are emitted + + The event subscribers, null of no subscribers - - A which represents the Acceleration from the source which particles are emitted + + Raises the FolderUpdated Event + A FolderUpdatedEventArgs object containing + the data sent from the simulator - - The Key of the texture displayed on the particle + + Thread sync lock object - - The Key of the specified target object or avatar particles will follow + + The event subscribers, null of no subscribers - - Flags of particle from + + Raises the InventoryObjectOffered Event + A InventoryObjectOfferedEventArgs object containing + the data sent from the simulator - - Max Age particle system will emit particles for + + Thread sync lock object - - The the particle has at the beginning of its lifecycle + + The event subscribers, null of no subscribers - - The the particle has at the ending of its lifecycle + + Raises the TaskItemReceived Event + A TaskItemReceivedEventArgs object containing + the data sent from the simulator - - A that represents the starting X size of the particle - Minimum value is 0, maximum value is 4 + + Thread sync lock object - - A that represents the starting Y size of the particle - Minimum value is 0, maximum value is 4 + + The event subscribers, null of no subscribers - - A that represents the ending X size of the particle - Minimum value is 0, maximum value is 4 + + Raises the FindObjectByPath Event + A FindObjectByPathEventArgs object containing + the data sent from the simulator - - A that represents the ending Y size of the particle - Minimum value is 0, maximum value is 4 + + Thread sync lock object - - - Generate byte[] array from particle data - - Byte array + + The event subscribers, null of no subscribers - - - Parameters used to construct a visual representation of a primitive - + + 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 + - + + Request inventory items via Capabilities + 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 + - + + Request the contents of an inventory folder using HTTP capabilities + 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 - - Attachment point to an avatar - - + + 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 - + - Calculdates hash code for prim construction data + Move multiple folders, the keys in the Dictionary parameter, + to a new parents, the value of that folder's key. - The has + A Dictionary containing the + of the source as the key, and the + of the destination as the value - + - Information on the flexible properties of a primitive + Move an inventory item to a new folder + The of the source item to move + The of the destination folder - + - Default constructor + 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. + + + + - + - Information on the light properties of a primitive + 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 - + - Default constructor + 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 - + + - - + + + + - + + - - + + + + + - + - Information on the sculpt properties of a sculpted primitive + + + + + + - + - Default constructor + 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 - + + - - - - + - + - Render inside out (inverts the normals). + + - + - Render an X axis mirror of the sculpty. + + + - + - Extended properties to describe an object + + + + - + - Default constructor + 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 - + + Rez an object from inventory + Simulator to place object in + TaskID object when rezzed + 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 - + - Set the properties that are set in an ObjectPropertiesFamily packet + Wrapper for creating a new object - - that has - been partially filled by an ObjectPropertiesFamily packet + The type of item from the enum + The of the newly created object + An object with the type and id passed - + - Describes physics attributes of the prim + 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 - - Primitive's local ID - - - Density (1000 for normal density) - - - Friction - - - Gravity multiplier (1 for normal gravity) - - - Type of physics representation of this primitive in the simulator - - - Restitution + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - Creates PhysicsProperties from OSD - - OSDMap with incoming data - Deserialized PhysicsProperties object + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - + - Serializes PhysicsProperties to OSD + 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 - OSDMap with serialized PhysicsProperties data + The sender + The EventArgs object containing the packet data - - - Texture animation mode - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Disable texture animation + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Enable texture animation + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Loop when animating textures + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - Animate in reverse direction + + Raised when the simulator sends us data containing + ... - - Animate forward then reverse + + Raised when the simulator sends us data containing + ... - - Slide texture smoothly instead of frame-stepping + + Raised when the simulator sends us data containing + an inventory object sent by another avatar or primitive - - Rotate texture instead of using frames + + Raised when the simulator sends us data containing + ... - - Scale texture instead of using frames + + Raised when the simulator sends us data containing + ... - - - A single textured face. Don't instantiate this class yourself, use the - methods in TextureEntry - + + Raised when the simulator sends us data containing + ... - - - Contains the definition for individual faces - - - + + 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. - + + Map layer request type - - In the future this will specify whether a webpage is - attached to this face + + Objects and terrain are shown - - - + + Only the terrain is shown, no objects - - - - - + + Overlay showing land for sale and for auction - + - Represents all of the texturable faces for an object + Type of grid item, such as telehub, event, populator location, etc. - 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 + + Telehub - - - Constructor that takes a TextureEntryFace for the - default face - - Face to use as the default face + + PG rated event - - - 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 + + Mature rated event - - - + + Popular location - - - + + Locations of avatar groups in a region - - - 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 + + Land for sale - - - - - - - + + Classified ad - - - - - + + Adult rated event - - - - - + + Adult land for sale - + + Information about a region on the grid map - - - - - Controls the texture animation of a particular prim - + + 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 - - - Current version of the media data for the prim - + + 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 + + - Array of media entries indexed by face number + 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 - - Foliage type for this primitive. Only applicable if this - primitive is foliage + + The event subscribers. null if no subcribers - - Unknown + + 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 - - Identifies the owner if audio or a particle system is - active + + 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 + + + Microseconds since the start of SL 4-hour day + + + + 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 - + + Represents a texture - - - + + A object containing image data - - Objects physics engine propertis + + - - Extra data about primitive + + - - Indicates if prim is attached to an avatar + + 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 - - Uses basic heuristics to estimate the primitive shape - - + - Packs PathTwist, PathTwistBegin, PathRadiusOffset, and PathSkew - parameters in to signed eight bit values + Populates the byte array with a JPEG2000 + encoded image created from the data in - 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 + Decodes the JPEG2000 data in AssetData to the + object - Signed eight bit value to unpack - Unpacked floating point value + True if the decoding was successful, otherwise false - + - The type of bump-mapping applied to a face + Decodes the begin and end byte positions for each quality layer in + the image + - - - + + Override the base classes AssetType - + + 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 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 - + + Use Caps for fetching inventory where available - - - The level of shininess applied to a face - + + 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 - - - The texture mapping style used for a face - + + 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 - - - + + The maximum size of the sequence number archive, used to + check for resent and/or duplicate packets - - - + + Maximum number of queued ACKs to be sent before SendAcks() + is forced - - - Flags in the TextureEntry block that describe which properties are - set - + + Network stats queue length (seconds) - + + Primitives will be reused when falling in/out of interest list (and shared between clients) + prims returning to interest list do not need re-requested + Helps also in not re-requesting prim.Properties for code that checks for a Properties == null per client - + + Pool parcel data between clients (saves on requesting multiple times when all clients may need it) - + + How long to preserve cached data when no client is connected to a simulator + The reason for setting it to something like 2 minutes is in case a client + is running back and forth between region edges or a sim is comming and going - - - + + 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 - - - Level of Detail mesh - + + 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 - - - Contains all mesh faces that belong to a prim - + + 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 - - List of primitive faces + + 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 - + - Decodes mesh asset into FacetedMesh + If true, utilization statistics will be tracked. There is a minor penalty + in CPU time for enabling this option. - Mesh primitive - Asset retrieved from the asset server - Level of detail - Resulting decoded FacetedMesh - True if mesh asset decoding was successful - + + If true, parcel details will be stored in the + Simulator.Parcels dictionary as they are received + + - Constructor for default logging settings + If true, an incoming parcel properties reply will automatically send + a request for the parcel access list - - 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 + if true, an incoming parcel properties reply will automatically send + a request for the traffic count. - - Audio Properties Events are sent after audio capture is started. These events are used to display a microphone VU meter - + - Event for most mundane request reposnses. + If true, images, and other assets downloaded from the server + will be cached in a local directory - - Response to Connector.Create request + + Path to store cached texture data - - Response to Aux.GetCaptureDevices request + + Maximum size cached files are allowed to take on disk (bytes) - - Response to Aux.GetRenderDevices request + + Default color used for viewer particle effects - - Audio Properties Events are sent after audio capture is started. - These events are used to display a microphone VU meter + + Maximum number of times to resend a failed packet - - Response to Account.Login request + + Throttle outgoing packet rate - - This event message is sent whenever the login state of the - particular Account has transitioned from one value to another + + UUID of a texture used by some viewers to indentify type of client used - + - List of audio input devices + Download textures using GetTexture capability when available - - - List of audio output devices - + + The maximum number of concurrent texture downloads allowed + Increasing this number will not necessarily increase texture retrieval times due to + simulator throttles - + - Set audio test mode + 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 - + - This is used to login a specific user account(s). It may only be called after - Connector initialization has completed successfully + Textures taking longer than this value will be flagged as timed out and removed from the pipeline - 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. + 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 - Handle returned from successful Connector �login� request - - - - - This is used to get a list of audio devices that can be used for capture (input) of voice. - - - + + Attach avatar names to log messages - - - This is used to get a list of audio devices that can be used for render (playback) of voice. - + + Log packet retransmission info - - - This command is used to select the render device. - - The name of the device as returned by the Aux.GetRenderDevices command. + + Log disk cache misses and other info - - - This command is used to select the capture device. - - The name of the device as returned by the Aux.GetCaptureDevices command. + + Constructor + Reference to a GridClient object - - - 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) - - + + Process an incoming packet and raise the appropriate events + The sender + The EventArgs object containing the packet data - - - This command is used to stop the audio capture process. - - - + + Cost of uploading an asset + Read-only since this value is dynamically fetched at login - + - 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. + Main class to expose grid functionality to clients. All of the + classes needed for sending and receiving data are accessible through + this class. - the microphone volume (-100 to 100 inclusive) - - + + + // 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(); + } + } + } + + - - - 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) - - + + Networking subsystem - - - 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 - - - - + + Settings class including constant values and changeable + parameters for everything - - - Shutdown Connector -- Should be called when the application is shutting down - to gracefully release resources - - Handle returned from successful Connector �create� request + + Parcel (subdivided simulator lots) subsystem - - - Mute or unmute the microphone - - Handle returned from successful Connector �create� request - true (mute) or false (unmute) + + Our own avatars subsystem - - - Mute or unmute the speaker - - Handle returned from successful Connector �create� request - true (mute) or false (unmute) + + Other avatars subsystem - - - 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 + + Estate subsystem - - - 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 + + Friends list subsystem - - - Start up the Voice service. - + + Grid (aka simulator group) subsystem - - - Handle miscellaneous request status - - - - - - ///If something goes wrong, we log it. - - - Cleanup oject resources - + + Object subsystem - - - Request voice cap when changing regions - + + Group subsystem - - - Handle a change in session state - + + Asset subsystem - - - Close a voice session - - - + + Appearance subsystem - - - Locate a Session context from its handle - - Creates the session context if it does not exist. + + Inventory subsystem - - - Handle completion of main voice cap request. - - - - - - - + + Directory searches including classifieds, people, land + sales, etc - - - Daemon has started so connect to it. - + + Handles land, wind, and cloud heightmaps - - - The daemon TCP connection is open. - + + Handles sound-related networking - - - Handle creation of the Connector. - + + Throttling total bandwidth usage, or allocating bandwidth + for specific data stream types - + - Handle response to audio output device query + Default constructor - + - Handle response to audio input device query + Return the full name of this instance + Client avatars full name - + - Set voice channel for new parcel + Class that handles the local asset cache - + - Request info from a parcel capability Uri. + Default constructor - - + A reference to the GridClient object - + - Receive parcel voice cap + Disposes cleanup timer - - - - - - - + - Tell Vivox where we are standing + Only create timer when needed - This has to be called when we move or turn. - + - Start and stop updating out position. + 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 - + - Starts a thread that keeps the daemon running + 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 - + - Stops the daemon and the thread keeping it running + Constructs a file name of the cached asset + UUID of the asset + String with the file name of the cahced asset - + + Constructs a file name of the static cached asset - - - - - - + UUID of the asset + String with the file name of the static cached asset - + - Create a Session - Sessions typically represent a connection to a media session with one or more - participants. This is used to generate an �outbound� call to another user or - channel. The specifics depend on the media types involved. A session handle is - required to control the local user functions within the session (or remote - users if the current account has rights to do so). Currently creating a - session automatically connects to the audio media, there is no need to call - Session.Connect at this time, this is reserved for future use. + Saves an asset to the local cache - 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. - - - - - - + UUID of the asset + Raw bytes the asset consists of + Weather the operation was successfull - + - Used to accept a call + Get the file name of the asset stored with gived UUID - SessionHandle such as received from SessionNewEvent - "default" - - + UUID of the asset + Null if we don't have that UUID cached on disk, file name if found in the cache folder - + - 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. + Checks if the asset exists in the local cache - 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. - - + UUID of the asset + True is the asset is stored in the cache, otherwise false - + - This command is used to stop the audio render process. + Wipes out entire cache - 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). + Brings cache size to the 90% of the max size - Handle returned from successful Session �create� request or a SessionNewEvent - - - + - Set the combined speaking and listening position in 3D space. + Asynchronously brings cache size to the 90% of the max size - 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. + Adds up file sizes passes in a FileInfo array - 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 - - - - - 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 - + - Extract the avatar UUID encoded in a SIP URI + Checks whether caching is enabled - - - - - + - Represents a single Voice Session to the Vivox service. + Periodically prune the cache - + - Close this session. + Nicely formats file sizes + Byte size we want to output + String with humanly readable file size - + - Look up an existing Participants in this session + 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.) - - - - - + - 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. + Helper class for sorting files by their last accessed time - 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. diff --git a/bin/OpenMetaverse.dll b/bin/OpenMetaverse.dll index 3e210ba..4b558e7 100755 Binary files a/bin/OpenMetaverse.dll and b/bin/OpenMetaverse.dll differ diff --git a/bin/OpenMetaverse.dll.config b/bin/OpenMetaverse.dll.config index f5423b2..6b7b999 100644 --- a/bin/OpenMetaverse.dll.config +++ b/bin/OpenMetaverse.dll.config @@ -1,5 +1,7 @@ - - - + + + + + diff --git a/bin/OpenMetaverseTypes.XML b/bin/OpenMetaverseTypes.XML index ce1298e..5280485 100644 --- a/bin/OpenMetaverseTypes.XML +++ b/bin/OpenMetaverseTypes.XML @@ -1,2298 +1,2180 @@ - /home/root/libomv-0.9.1-source/bin/OpenMetaverseTypes + OpenMetaverseTypes - + + For thread safety + + + For thread safety + + - Same as Queue except Dequeue function blocks until there is an object to return. - Note: This class does not need to be synchronized + Purges expired objects from the cache. Called automatically by the purge timer. - + - Create new BlockingQueue. + Determines the appropriate events to set, leaves the locks, and sets the events. - The System.Collections.ICollection to copy elements from - + - Create new BlockingQueue. + A routine for lazily creating a event outside the lock (so if errors + happen they are outside the lock and that we don't do much work + while holding a spin lock). If all goes well, reenter the lock and + set 'waitEvent' - The initial number of elements that the queue can contain - + - Create new BlockingQueue. + 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 + + - Gets flag indicating if queue has been closed. + 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 - + - BlockingQueue Destructor (Close queue, resume any waiting thread). + 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. - + - Remove all objects from the Queue. + Normalizes the quaternion - + - Remove all objects from the Queue, resume all dequeue threads. + 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. - + - Removes and returns the object at the beginning of the Queue. + Normalize this quaternion and serialize it to a byte array - Object in queue. + A 12 byte array containing normalized X, Y, and Z floating + point values in order using little endian byte ordering - + - Removes and returns the object at the beginning of the Queue. + Writes the raw bytes for this quaternion to a byte array - time to wait before returning - Object in queue. + Destination byte array + Position in the destination array to start + writing. Must be at least 12 bytes before the end of the array - + - Removes and returns the object at the beginning of the Queue. + Convert this quaternion to euler angles - time to wait before returning (in milliseconds) - Object in queue. + X euler angle + Y euler angle + Z euler angle - + - Adds an object to the end of the Queue + Convert this quaternion to an angle around an axis - Object to put in queue + Unit vector describing the axis + Angle around the axis, in radians - + - Open Queue. + Returns the conjugate (spatial inverse) of a quaternion - + - Copy constructor + Build a quaternion from an axis and an angle of rotation around + that axis - Circular queue to copy - + - An 8-bit color structure including an alpha channel + 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 - + - Builds a color from a byte array + Creates a quaternion from roll, pitch, and yaw euler angles in + radians - 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 + X angle in radians + Y angle in radians + Z angle in radians + Quaternion representation of the euler angles - + - Returns the raw bytes for this vector + Conjugates and renormalizes a 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 + Spherical linear interpolation between two quaternions - Color to copy - - Red + + + 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 - - Green + + A quaternion with a value of 0,0,0,1 - - Blue + + + A three-dimensional vector with doubleing-point values + - - Alpha + + X value - - A Color4 with zero RGB values and fully opaque (alpha 1.0) + + Y value - - A Color4 with full RGB values (1.0) and fully opaque (alpha 1.0) + + 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 - Sorting ends up like this: |--Grayscale--||--Color--|. - Alpha is only used when the colors are otherwise equivalent - + - Builds a color from a byte array + Test if this vector is composed of all finite numbers - 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 + Builds a vector from a byte array - Destination byte array - Position in the destination array to start - writing. Must be at least 16 bytes before the end of the array + Byte array containing a 24 byte vector + Beginning position in the byte array - + - Serializes this color into four bytes in a byte array + Returns the raw bytes for this vector - 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) + A 24 byte array containing X, Y, and Z - + - Writes the raw bytes for this color to a byte array + 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 + writing. Must be at least 24 bytes before the end of the array - + - Ensures that values are in range 0-1 + Parse a vector from a string + A string representation of a 3D vector, enclosed + in arrow brackets and separated by commas - + - Create an RGB color from a hue, saturation, value combination + Interpolates between two vectors using a cubic equation - Hue - Saturation - Value - An fully opaque RGB color (alpha is 1.0) - + - Performs linear interpolation between two colors + Get a formatted string representation of the vector - Color to start at - Color to end at - Amount to interpolate - The interpolated color + A string representation of the vector - + - Attribute class that allows extra attributes to be attached to ENUMs + 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 - - Default initializer - - - Text used when presenting ENUM to user - - - Text used when presenting ENUM to user - - + - The different types of grid assets + Cross product between two vectors - - 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 + + + Implicit casting for Vector3 > Vector3d + + + - - End of the range reserved for ensembles + + A vector with a value of 0,0,0 - - Folder containing inventory links to wearables and attachments - that are part of the current outfit + + A vector with a value of 1,1,1 - - Folder containing inventory items or links to - inventory items of wearables and attachments - together make a full outfit + + A unit vector facing forward (X axis), value of 1,0,0 - - Root folder for the folders of type OutfitFolder + + A unit vector facing left (Y axis), value of 0,1,0 - - Linden mesh format + + A unit vector facing up (Z axis), value of 0,0,1 - + - Inventory Item Types, eg Script, Notecard, Folder, etc + A thread-safe lockless queue that supports multiple readers and + multiple writers - - Unknown - - - Texture - - - Sound - - - Calling Card + + Queue head - - Landmark + + Queue tail - - Notecard + + Queue item count - + + Constructor - - Folder + + + 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 - - an LSL Script + + 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 - + + 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 - + - Item Sale Status + Get a formatted string representation of the vector + A string representation of the vector - - Not for sale + + A 4x4 matrix containing all zeroes - - The original is for sale + + A 4x4 identity matrix - - Copies are for sale + + Used for converting degrees to radians - - The contents of the object are for sale + + Used for converting radians to degrees - + - Types of wearable assets + 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 - - Body shape + + + 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 - - Skin textures and attributes - - - Hair - - - Eyes - - - Shirt - - - Pants - - - Shoes - - - Socks - - - Jacket - - - Gloves - - - Undershirt - - - Underpants - - - Skirt - - - Alpha mask to hide parts of the avatar - - - Tattoo - - - Physics - - - Invalid wearable asset - - + - Identifier code for primitive types + 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 - - 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 + 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 - - Deprecated - - - Whether physics are enabled for this object - - + + 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 - - Whether this object contains an active touch script - - + + 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 - - Whether this object can receive payments - - - Whether this object is phantom (no collisions) - - + + 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 - - Deprecated - - + + 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 - - Deprecated - - + + 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 - - 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 - - + + 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 - + - Sound flags for sounds attached to primitives + 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 - + - Material type for a primitive + 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 - + - Used in a helper function to roughly determine prim shape + Gets a unix timestamp for the current time + An unsigned integer representing a unix timestamp for now - + - Extra parameters for primitives, these flags are for features that have - been added after the original ObjectFlags that has all eight bits - reserved already + 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 - - Whether this object has flexible parameters - - - Whether this object has light parameters - - - Whether this object is a sculpted prim - - - Whether this object is a mesh - - + + 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/ + + - Attachment points for objects on avatar bodies + Identifier code for primitive types - - Both InventoryObject and InventoryAttachment types can be attached - - - Right hand if object was not previously attached + + None - - Chest + + A Primitive - - Skull + + A Avatar - - Left shoulder + + Linden grass - - Right shoulder + + Linden tree - - Left hand + + A primitive that acts as the source for a particle stream - - Right hand + + A Linden tree - - Left foot + + + Primary parameters for primitives such as Physics Enabled or Phantom + - - Right foot + + Deprecated - - Spine + + Whether physics are enabled for this object - - Pelvis + + - - Mouth + + - - Chin + + - - Left ear + + - - Right ear + + - - Left eyeball + + - - Right eyeball + + Whether this object contains an active touch script - - Nose + + - - Right upper arm + + Whether this object can receive payments - - Right forearm + + Whether this object is phantom (no collisions) - - Left upper arm + + - - Left forearm + + - - Right hip + + - - Right upper leg + + - - Right lower leg + + Deprecated - - Left hip + + - - Left upper leg + + - - Left lower leg + + - - Stomach + + Deprecated - - Left pectoral + + - - Right pectoral + + - - HUD Center position 2 + + - - HUD Top-right + + - - HUD Top + + Server flag, will not be sent to clients. Specifies that + the object is destroyed when it touches a simulator edge - - HUD Top-left + + 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 - - HUD Center + + Server flag, will not be sent to clients. - - HUD Bottom-left + + Server flag, will not be sent to client. Specifies that + the object is hovering/flying - - HUD Bottom + + - - HUD Bottom-right + + - + + + + + + + - Tree foliage types + Sound flags for sounds attached to primitives - - Pine1 tree + + - - Oak tree + + - - Tropical Bush1 + + - - Palm1 tree + + - - Dogwood tree + + - - Tropical Bush2 + + - - Palm2 tree + + - - Cypress1 tree + + + Material type for a primitive + - - 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 + 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 - - - + + Whether this object is a light image map - - - + + Whether this object is a mesh - + - 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 + + - + - Type of physics representation used for this prim in the simulator + - - Use prim physics form this object + + - - No physics, prim doesn't collide + + - - Use convex hull represantion of this prim + + - - For thread safety + + - - For thread safety + + - - - Purges expired objects from the cache. Called automatically by the purge timer. - + + - - - A thread-safe lockless queue that supports multiple readers and - multiple writers - + + - - - Constructor - + + - + - Provides a node container for data in a singly linked list + - - - Constructor - + + - - - Constructor - + + - - Pointer to the next node in list + + - - The data contained by the node + + - - Queue head + + - - Queue tail + + - - Queue item count + + - - Gets the current number of items in the queue. Since this - is a lockless collection this value should be treated as a close - estimate + + - - - 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 - - A 4x4 matrix containing all zeroes + + - - A 4x4 identity matrix + + - - - 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 + + - - - 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 + + + Attachment points for objects on avatar bodies + + + Both InventoryObject and InventoryAttachment types can be attached + - - - 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 + + Right hand if object was not previously attached - - - 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 + + Chest - - - 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 + + Skull - - - Executes a series of tasks in parallel - - A series of method bodies to execute + + Left shoulder - - - Executes a series of tasks in parallel - - The number of concurrent execution threads to run - A series of method bodies to execute + + Right shoulder - - - 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 hand - - - 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. + + Right hand - - X value + + Left foot - - Y value + + Right foot - - Z value + + Spine - - W value + + Pelvis - - A quaternion with a value of 0,0,0,1 + + Mouth - - - 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 - + + Chin - - - Build a quaternion from an axis and an angle of rotation around - that axis - + + Left ear - - - Build a quaternion from an axis and an angle of rotation around - that axis - - Axis of rotation - Angle of rotation + + Right ear - - - 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 + + Left eyeball - - - 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 + + Right eyeball - - - Conjugates and renormalizes a vector - + + Nose - - - Spherical linear interpolation between two quaternions - + + Right upper arm - - - 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 + + Right forearm - - - Determines the appropriate events to set, leaves the locks, and sets the events. - + + Left upper arm - - - 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' - + + Left forearm - - - Waits on 'waitEvent' with a timeout of 'millisceondsTimeout. - Before the wait 'numWaiters' is incremented and is restored before leaving this routine. - + + Right hip - - - A hierarchical token bucket for bandwidth throttling. See - http://en.wikipedia.org/wiki/Token_bucket for more information - + + Right upper leg - - - 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 + + Right lower leg - - Parent bucket to this bucket, or null if this is a root - bucket + + Left hip - - Size of the bucket in bytes. If zero, the bucket has - infinite capacity + + Left upper leg - - Rate that the bucket fills, in bytes per millisecond. If - zero, the bucket always remains full + + Left lower leg - - Number of tokens currently in the bucket + + Stomach - - Time of the last drip, in system ticks + + Left pectoral - - - 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 - + + Right pectoral - - - Maximum burst rate in bytes per second. This is the maximum number - of tokens that can accumulate in the bucket at any one time - + + HUD Center position 2 - - - 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) + + HUD Top-right - - - 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 + + HUD Top - - - 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 Top-left - - - 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 Center - - - 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-left - - - A 128-bit Universally Unique Identifier, used throughout the Second - Life networking protocol - + + HUD Bottom - - - 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") + + HUD Bottom-right - - - Constructor that takes a System.Guid object - - A Guid object that contains the unique identifier - to be represented by this UUID + + Neck - - - Constructor that takes a byte array containing a UUID - - Byte array containing a 16 byte UUID - Beginning offset in the array + + Avatar Center - + - Constructor that takes an unsigned 64-bit unsigned integer to - convert to a UUID + Tree foliage types - 64-bit unsigned integer to convert to a UUID - - - Copy constructor - - UUID to copy + + Pine1 tree - - The System.Guid object this struct wraps around + + Oak tree - - An UUID with a value of all zeroes + + Tropical Bush1 - - A cache of UUID.Zero as a string to optimize a common path + + Palm1 tree - - - IComparable.CompareTo implementation - + + Dogwood tree - - - 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 + + Tropical Bush2 - - - Returns a copy of the raw bytes for this UUID - - A 16 byte array containing this UUID + + Palm2 tree - - - 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 + + Cypress1 tree - - - Calculate an LLCRC (cyclic redundancy check) for this UUID - - The CRC checksum for this UUID + + Cypress2 tree - - - Create a 64-bit integer representation from the second half of this UUID - - An integer created from the last eight bytes of this UUID + + Pine2 tree - - - 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") + + Plumeria - - - 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) + + Winter pinetree1 - - - 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 + + Winter Aspen tree - - - - - + + Winter pinetree2 - - - Return a hash code for this UUID, used by .NET for hash tables - - An integer composed of all the UUID bytes XORed together + + Eucalyptus tree - - - Comparison function - - An object to compare to this UUID - True if the object is a UUID and both UUIDs are equal + + Fern - - - Comparison function - - UUID to compare to - True if the UUIDs are equal, otherwise false + + Eelgrass - - - Get a hyphenated string representation of this UUID - - A string representation of this UUID, lowercase and - with hyphens - 11f8aa9c-b071-4242-836b-13b7abe0d489 + + Sea Sword - - - Equals operator - - First UUID for comparison - Second UUID for comparison - True if the UUIDs are byte for byte equal, otherwise false + + Kelp1 plant - - - Not equals operator - - First UUID for comparison - Second UUID for comparison - True if the UUIDs are not equal, otherwise true + + Beach grass - - - XOR operator - - First UUID - Second UUID - A UUID that is a XOR combination of the two input UUIDs + + Kelp2 plant - + - String typecasting operator + Grass foliage types - A UUID in string form. Case insensitive, - hyphenated or non-hyphenated - A UUID built from the string representation - + + + + + + + + + + + + + + + + + + + - Operating system + Action associated with clicking on an object - - Unknown + + Touch object - - Microsoft Windows + + Sit on object - - Microsoft Windows CE + + Purchase object or contents - - Linux + + Pay the object - - Apple OSX + + Open task inventory - + + Play parcel media + + + Open parcel media + + - Runtime platform + Type of physics representation used for this prim in the simulator - - .NET runtime - - - Mono runtime: http://www.mono-project.com/ + + Use prim physics form this object - - Used for converting degrees to radians + + No physics, prim doesn't collide - - Used for converting radians to degrees + + Use convex hull represantion of this prim - - Provide a single instance of the CultureInfo class to - help parsing in situations where the grid assumes an en-us - culture + + X value - - UNIX epoch in DateTime format + + Y value - - Provide a single instance of the MD5 class to avoid making - duplicate copies and handle thread safety + + Z value - - Provide a single instance of the SHA-1 class to avoid - making duplicate copies and handle thread safety + + W value - - Provide a single instance of a random number generator - to avoid making duplicate copies and handle thread safety + + + Constructor, builds a vector from a byte array + + Byte array containing four four-byte floats + Beginning position in the byte array - + - Clamp a given value between a range + Test if this vector is equal to another vector, within a given + tolerance range - Value to clamp - Minimum allowable value - Maximum allowable value - A value inclusively between lower and upper + 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 - + - Clamp a given value between a range + IComparable.CompareTo implementation - Value to clamp - Minimum allowable value - Maximum allowable value - A value inclusively between lower and upper - + - Clamp a given value between a range + Test if this vector is composed of all finite numbers - 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 + Builds a vector from a byte array - Floating point number to round - Integer + Byte array containing a 16 byte vector + Beginning position in the byte array - + - Test if a single precision float is a finite number + Returns the raw bytes for this vector + A 16 byte array containing X, Y, Z, and W - + - Test if a double precision float is a finite number + 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 the distance between two floating-point values + Get a string representation of the vector elements with up to three + decimal digits and separated by spaces only - First value - Second value - The distance between the two values + 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 + + - Compute the MD5 hash for a byte array + An 8-bit color structure including an alpha channel - Byte array to compute the hash for - MD5 hash of the input data - + + Red + + + Green + + + Blue + + + Alpha + + - 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 + Builds a color from a byte array - The string to hash - The SHA1 hash as a string + 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 - + - Compute the SHA256 hash for a byte array + Returns the raw bytes for this vector - Byte array to compute the hash for - SHA256 hash of the input data + 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 - + - Calculate the SHA256 hash of a given string + Copy constructor - The string to hash - The SHA256 hash as a string + Color to copy - + - Calculate the MD5 hash of a given string + IComparable.CompareTo implementation - The password to hash - An MD5 hash in string format, with $1$ prepended + Sorting ends up like this: |--Grayscale--||--Color--|. + Alpha is only used when the colors are otherwise equivalent - + - Calculate the MD5 hash of a given string + Builds a color from a byte array - The string to hash - The MD5 hash as a string + 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 - + - Generate a random double precision floating point value + Writes the raw bytes for this color to a byte array - Random value of type double + Destination byte array + Position in the destination array to start + writing. Must be at least 16 bytes before the end of the array - + - Get the current running platform + Serializes this color into four bytes in a byte array - Enumeration of the current platform we are running on + 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) - + - Get the current running runtime + Writes the raw bytes for this color to a byte array - Enumeration of the current runtime we are running on + Destination byte array + Position in the destination array to start + writing. Must be at least 16 bytes before the end of the array - + - Convert the first two bytes starting in the byte array in - little endian ordering to a signed short integer + Ensures that values are in range 0-1 - 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 + Create an RGB color from a hue, saturation, value combination - 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 + Hue + Saturation + Value + An fully opaque RGB color (alpha is 1.0) - + - Convert the first four bytes starting at the given position in - little endian ordering to a signed integer + Performs linear interpolation between two colors - 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 + 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) + + - Convert the first four bytes of the given array in little endian - ordering to a signed integer + Copy constructor - An array four bytes or longer - A signed integer, will be zero if the array contains - less than four bytes + Circular queue to copy - + - Convert the first eight bytes of the given array in little endian - ordering to a signed long integer + A three-dimensional vector with floating-point values - An array eight bytes or longer - A signed long integer, will be zero if the array contains - less than eight bytes - + + X value + + + Y value + + + Z value + + - Convert the first eight bytes starting at the given position in - little endian ordering to a signed long integer + Constructor, builds a vector from a byte array - An array eight bytes or longer - Position to start reading the long from - A signed long integer, will be zero if a long can't be read - at the given position + Byte array containing three four-byte floats + Beginning position in the byte array - + - Convert the first two bytes starting at the given position in - little endian ordering to an unsigned short + Test if this vector is equal to another vector, within a given + tolerance range - 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 + 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 two bytes in little endian ordering to an unsigned short + IComparable.CompareTo implementation - 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 + Test if this vector is composed of all finite numbers - 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 + Builds a vector from a byte array - An array four bytes or longer - An unsigned integer, will be zero if the array contains - less than four bytes + Byte array containing a 12 byte vector + Beginning position in the byte array - + - Convert the first eight bytes of the given array in little endian - ordering to an unsigned 64-bit integer + Returns the raw bytes for this vector - An array eight bytes or longer - An unsigned 64-bit integer, will be zero if the array - contains less than eight bytes + A 12 byte array containing X, Y, and Z - + - Convert four bytes in little endian ordering to a floating point - value + Writes the raw bytes for this vector to a byte array - Byte array containing a little ending floating - point value - Starting position of the floating point value in - the byte array - Single precision value + Destination byte array + Position in the destination array to start + writing. Must be at least 12 bytes before the end of the array - + - Convert an integer to a byte array in little endian format + Parse a vector from a string - The integer to convert - A four byte little endian array + A string representation of a 3D vector, enclosed + in arrow brackets and separated by commas - + - Convert an integer to a byte array in big endian format + Calculate the rotation between two vectors - The integer to convert - A four byte big endian array + Normalized directional vector (such as 1,0,0 for forward facing) + Normalized target vector - + - Convert a 64-bit integer to a byte array in little endian format + Interpolates between two vectors using a cubic equation - The value to convert - An 8 byte little endian array - + - Convert a 64-bit unsigned integer to a byte array in little endian - format + Get a formatted string representation of the vector - The value to convert - An 8 byte little endian array + A string representation of the vector - + - Convert a floating point value to four bytes in little endian - ordering + Get a string representation of the vector elements with up to three + decimal digits and separated by spaces only - A floating point value - A four byte array containing the value in little endian - ordering + Raw string representation of the vector - + - Converts an unsigned integer to a hexadecimal string + Cross product between two vectors - 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 + Explicit casting for Vector3d > Vector3 - The UTF8 encoded byte array to convert - The decoded string + + - + + 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 + + - Converts a byte array to a string containing hexadecimal characters + A 128-bit Universally Unique Identifier, used throughout the Second + Life networking protocol - 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 System.Guid object this struct wraps around + + - Converts a byte array to a string containing hexadecimal characters + Constructor that takes a string UUID representation - 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 + 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 - + - Convert a string to a UTF8 encoded byte array + Constructor that takes a byte array containing a UUID - The string to convert - A null-terminated UTF8 byte array + Byte array containing a 16 byte UUID + Beginning offset in the array - + - Converts a string containing hexadecimal characters to a byte array + Constructor that takes an unsigned 64-bit unsigned integer to + convert to a UUID - String containing hexadecimal characters - If true, gracefully handles null, empty and - uneven strings as well as stripping unconvertable characters - The converted byte array + 64-bit unsigned integer to convert to a UUID - + - Returns true is c is a hexadecimal digit (A-F, a-f, 0-9) + Copy constructor - Character to test - true if hex digit, false if not + UUID to copy - + - Converts 1 or 2 character string into equivalant byte value + IComparable.CompareTo implementation - 1 or 2 character string - byte - + - Convert a float value to a byte given a minimum and maximum range + Assigns this UUID from 16 bytes out of a byte array - Value to convert to a byte - Minimum value range - Maximum value range - A single byte representing the original float value + Byte array containing the UUID to assign this UUID to + Starting position of the UUID in the byte array - + - Convert a byte to a float value given a minimum and maximum range + Returns a copy of the raw bytes for this UUID - 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 + A 16 byte array containing this UUID - + - Convert a byte to a float value given a minimum and maximum range + Writes the raw bytes for this UUID to a byte array - Byte to convert to a float value - Minimum value range - Maximum value range - A float value inclusively between lower and upper + Destination byte array + Position in the destination array to start + writing. Must be at least 16 bytes before the end of the array - + - Attempts to parse a floating point value from a string, using an - EN-US number format + Calculate an LLCRC (cyclic redundancy check) for this UUID - String to parse - Resulting floating point number - True if the parse was successful, otherwise false + The CRC checksum for this UUID - + - Attempts to parse a floating point value from a string, using an - EN-US number format + Create a 64-bit integer representation from the second half of this UUID - String to parse - Resulting floating point number - True if the parse was successful, otherwise false + An integer created from the last eight bytes of this UUID - + - Tries to parse an unsigned 32-bit integer from a hexadecimal string + Generate a UUID from a string - String to parse - Resulting integer - True if the parse was successful, otherwise false + A string representation of a UUID, case + insensitive and can either be hyphenated or non-hyphenated + UUID.Parse("11f8aa9c-b071-4242-836b-13b7abe0d489") - + - 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 + Generate a UUID from a string - Enum value - Text representation of the enum + 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) - + - Takes an AssetType and returns the string representation + Combine two UUIDs together by taking the MD5 hash of a byte array + containing both UUIDs - The source - The string version of the AssetType + First UUID to combine + Second UUID to combine + The UUID product of the combination - + - 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 + Return a hash code for this UUID, used by .NET for hash tables - The to convert - A string representation of the source + An integer composed of all the UUID bytes XORed together - + - Convert a string into a valid InventoryType + Comparison function - A string representation of the InventoryType to convert - A InventoryType object which matched the type + An object to compare to this UUID + True if the object is a UUID and both UUIDs are equal - + - Convert a SaleType to a string + Comparison function - The to convert - A string representation of the source + UUID to compare to + True if the UUIDs are equal, otherwise false - + - Convert a string into a valid SaleType + Get a hyphenated string representation of this UUID - A string representation of the SaleType to convert - A SaleType object which matched the type + A string representation of this UUID, lowercase and + with hyphens + 11f8aa9c-b071-4242-836b-13b7abe0d489 - + - Converts a string used in LLSD to AttachmentPoint type + Equals operator - String representation of AttachmentPoint to convert - AttachmentPoint enum + First UUID for comparison + Second UUID for comparison + True if the UUIDs are byte for byte equal, otherwise false - + - Copy a byte array + Not equals operator - Byte array to copy - A copy of the given byte array + First UUID for comparison + Second UUID for comparison + True if the UUIDs are not equal, otherwise true - + - Packs to 32-bit unsigned integers in to a 64-bit unsigned integer + XOR operator - The left-hand (or X) value - The right-hand (or Y) value - A 64-bit integer containing the two 32-bit input values + First UUID + Second UUID + A UUID that is a XOR combination of the two input UUIDs - + - Unpacks two 32-bit unsigned integers from a 64-bit unsigned integer + String typecasting operator - The 64-bit input integer - The left-hand (or X) output value - The right-hand (or Y) output value + 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 + + - Convert an IP address object to an unsigned 32-bit integer + A hierarchical token bucket for bandwidth throttling. See + http://en.wikipedia.org/wiki/Token_bucket for more information - IP address to convert - 32-bit unsigned integer holding the IP address bits - + + 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 + + - Gets a unix timestamp for the current time + Default constructor - An unsigned integer representing a unix timestamp for now + 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 - + - Convert a UNIX timestamp to a native DateTime object + Remove a given number of tokens from the bucket - An unsigned integer representing a UNIX - timestamp - A DateTime object containing the same time specified in - the given timestamp + Number of tokens to remove from the bucket + True if the requested number of tokens were removed from + the bucket, otherwise false - + - Convert a UNIX timestamp to a native DateTime object + Remove a given number of tokens from the bucket - A signed integer representing a UNIX - timestamp - A DateTime object containing the same time specified in - the given timestamp + 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 - + - Convert a native DateTime object to a UNIX timestamp + 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 - A DateTime object you want to convert to a - timestamp - An unsigned integer representing a UNIX timestamp + True if tokens were added to the bucket, otherwise false - + - Swap two values + 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 - Type of the values to swap - First value - Second value - + - Try to parse an enumeration value from a string + Maximum burst rate in bytes per second. This is the maximum number + of tokens that can accumulate in the bucket at any one time - 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 + The speed limit of this bucket in bytes per second. This is the + number of tokens that are added to the bucket per second - Byte to swap the words in - Byte value with the words swapped + Tokens are added to the bucket any time + is called, at the granularity of + the system tick interval (typically around 15-22ms) - + - 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 + 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 + @@ -2305,18 +2187,6 @@ Y value - - 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 - Test if this vector is equal to another vector, within a given @@ -2363,7 +2233,7 @@ Parse a vector from a string - A string representation of a 2D vector, enclosed + A string representation of a 2D vector, enclosed in arrow brackets and separated by commas @@ -2384,314 +2254,349 @@ 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 three-dimensional vector with floating-point values + 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 + + - Constructor, builds a vector from a byte array + The different types of grid assets - Byte array containing three four-byte floats - Beginning position in the byte array - - X value + + Unknown asset type - - Y value + + Texture asset, stores in JPEG2000 J2C stream format - - Z value + + Sound asset - - A vector with a value of 0,0,0 + + Calling card for another avatar - - A vector with a value of 1,1,1 + + Link to a location in world - - A unit vector facing forward (X axis), value 1,0,0 + + Collection of textures and parameters that can be + worn by an avatar - - A unit vector facing left (Y axis), value 0,1,0 + + Primitive that can contain textures, sounds, + scripts and more - - A unit vector facing up (Z axis), value 0,0,1 + + Notecard asset - - - 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 + + Holds a collection of inventory items - - - IComparable.CompareTo implementation - + + Root inventory folder - - - Test if this vector is composed of all finite numbers - + + Linden scripting language script - - - Builds a vector from a byte array - - Byte array containing a 12 byte vector - Beginning position in the byte array + + 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 + + + Linden mesh format + + + Marketplace direct delivery inbox ("Received Items") + + + Marketplace direct delivery outbox + + + + + - Returns the raw bytes for this vector + Inventory Item Types, eg Script, Notecard, Folder, etc - 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 + + Unknown + + + Texture + + + Sound + + + Calling Card + + + Landmark + + + Notecard + + + + + + Folder + + + + + + an LSL Script + + + + + + + + + + + + + + + - - - 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 + Item Sale Status - Normalized directional vector (such as 1,0,0 for forward facing) - Normalized target vector - - - Interpolates between two vectors using a cubic equation - + + Not for sale - - - Get a formatted string representation of the vector - - A string representation of the vector + + The original is for sale - - - 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 + + Copies are for sale - - - Cross product between two vectors - + + The contents of the object are for sale - + - A three-dimensional vector with doubleing-point values + Types of wearable assets - - - Constructor, builds a vector from a byte array - - Byte array containing three eight-byte doubles - Beginning position in the byte array + + Body shape - - X value + + Skin textures and attributes - - Y value + + Hair - - Z value + + Eyes - - A vector with a value of 0,0,0 + + Shirt - - A vector with a value of 1,1,1 + + Pants - - A unit vector facing forward (X axis), value of 1,0,0 + + Shoes - - A unit vector facing left (Y axis), value of 0,1,0 + + Socks - - A unit vector facing up (Z axis), value of 0,0,1 + + Jacket - - - 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 + + Gloves - - - IComparable.CompareTo implementation - + + Undershirt - - - Test if this vector is composed of all finite numbers - + + Underpants - - - Builds a vector from a byte array - - Byte array containing a 24 byte vector - Beginning position in the byte array + + Skirt - - - Returns the raw bytes for this vector - - A 24 byte array containing X, Y, and Z + + Alpha mask to hide parts of the avatar - - - 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 + + Tattoo - + + Physics + + + Invalid wearable asset + + - Parse a vector from a string + Same as Queue except Dequeue function blocks until there is an object to return. + Note: This class does not need to be synchronized - A string representation of a 3D vector, enclosed - in arrow brackets and separated by commas - + - Interpolates between two vectors using a cubic equation + Create new BlockingQueue. + The System.Collections.ICollection to copy elements from - + - Get a formatted string representation of the vector + Create new BlockingQueue. - A string representation of the vector + The initial number of elements that the queue can contain - + - Get a string representation of the vector elements with up to three - decimal digits and separated by spaces only + Create new BlockingQueue. - Raw string representation of the vector - + - Cross product between two vectors + BlockingQueue Destructor (Close queue, resume any waiting thread). - + - Constructor, builds a vector from a byte array + Remove all objects from the Queue. - Byte array containing four four-byte floats - Beginning position in the byte array - - - X value - - - Y value - - - Z value - - - W value - - - 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 - + - Test if this vector is equal to another vector, within a given - tolerance range + Remove all objects from the Queue, resume all dequeue threads. - 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 + Removes and returns the object at the beginning of the Queue. + Object in queue. - + - Test if this vector is composed of all finite numbers + Removes and returns the object at the beginning of the Queue. + time to wait before returning + Object in queue. - + - Builds a vector from a byte array + Removes and returns the object at the beginning of the Queue. - Byte array containing a 16 byte vector - Beginning position in the byte array + time to wait before returning (in milliseconds) + Object in queue. - + - Returns the raw bytes for this vector + Adds an object to the end of the Queue - A 16 byte array containing X, Y, Z, and W + Object to put in queue - + - Writes the raw bytes for this vector to a byte array + Open Queue. - 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 + Gets flag indicating if queue has been closed. - Raw string representation of the vector diff --git a/bin/OpenMetaverseTypes.dll b/bin/OpenMetaverseTypes.dll index 6cc4c5a..5add2f1 100755 Binary files a/bin/OpenMetaverseTypes.dll and b/bin/OpenMetaverseTypes.dll differ -- cgit v1.1