From eb0cde7959a03ccbf3551b725cd6b559071857fb Mon Sep 17 00:00:00 2001
From: Diva Canto
Date: Sun, 3 Oct 2010 17:08:09 -0700
Subject: Replaced OpenMetaverse dlls with ones compiled in Windows.
---
bin/OpenMetaverse.StructuredData.XML | 398 +-
bin/OpenMetaverse.StructuredData.dll | Bin 95232 -> 102400 bytes
bin/OpenMetaverse.XML | 36118 ++++++++++++++++-----------------
bin/OpenMetaverse.dll | Bin 1768960 -> 1712128 bytes
bin/OpenMetaverse.dll.config | 14 +-
bin/OpenMetaverseTypes.XML | 3191 ++-
bin/OpenMetaverseTypes.dll | Bin 105984 -> 114688 bytes
7 files changed, 19424 insertions(+), 20297 deletions(-)
(limited to 'bin')
diff --git a/bin/OpenMetaverse.StructuredData.XML b/bin/OpenMetaverse.StructuredData.XML
index 927e960..a8e314f 100644
--- a/bin/OpenMetaverse.StructuredData.XML
+++ b/bin/OpenMetaverse.StructuredData.XML
@@ -1,363 +1,333 @@
- /home/root/libopenmetaverse/bin/OpenMetaverse.StructuredData
+ OpenMetaverse.StructuredData
-
+
+
-
-
+
-
-
+
-
+
+
+
+
-
+
+
+
+
-
+
+
+
+
-
+
+
+
+
-
+
+
+
-
+
+
+
+
+
-
+
+
+
+
+
-
+
+
+
+
+
-
+
+
+
+
-
+
+
+
+
-
+
+
+
+
-
+
- Uses reflection to create an SDMap from all of the SD
- serializable types in an object
+
- Class or struct containing serializable types
- An SDMap holding the serialized values from the
- container object
+
+
-
+
- Uses reflection to deserialize member variables in an object from
- an SDMap
+
- Reference to an object to fill with deserialized
- values
- Serialized values to put in the target
- object
+
+
-
+
+
+
+
-
+
+
+
+
-
+
+
+
+
-
+
+
+
+
-
+
+
+
+
+
-
+
+
+
+
-
+
+
+
+
-
+
+
+
+
-
+
+
+
+
-
+
+
+
+
-
-
-
-
-
+
+
+
+
+
-
+
+
-
-
-
-
+
+
+
+
-
+
+
-
-
-
-
+
+
+
-
+
+
-
-
-
-
+
+
+
-
+
+
-
-
-
-
-
-
-
-
-
+
+
-
-
-
-
-
-
-
-
-
+
+
-
-
-
-
-
-
-
-
-
+
+
-
-
-
-
-
-
-
-
-
+
+
-
-
-
-
-
-
-
+
+
-
-
-
-
-
-
-
+
+
-
-
-
-
-
-
-
+
+
-
-
-
-
-
-
-
+
+
-
-
-
-
-
-
-
+
+
-
+
+
+
+
+
+
+
+
-
-
-
-
-
+
+
-
-
-
-
-
+
+ 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 27ccfbc..45a72ec 100644
Binary files a/bin/OpenMetaverse.StructuredData.dll and b/bin/OpenMetaverse.StructuredData.dll differ
diff --git a/bin/OpenMetaverse.XML b/bin/OpenMetaverse.XML
index fa1057a..639bc20 100644
--- a/bin/OpenMetaverse.XML
+++ b/bin/OpenMetaverse.XML
@@ -1,25794 +1,25026 @@
- /home/root/libopenmetaverse/bin/OpenMetaverse
+ OpenMetaverse
-
+
- Permission request flags, asked when a script wants to control an Avatar
+ Represents an LSL Text object containing a string of UTF encoded characters
-
- Placeholder for empty values, shouldn't ever see this
+
+
+ Base class for all Asset types
+
-
- Script wants ability to take money from you
+
+ A byte array containing the raw asset data
-
- Script wants to take camera controls for you
+
+ True if the asset it only stored on the server temporarily
-
- Script wants to remap avatars controls
+
+ A unique ID
-
- Script wants to trigger avatar animations
- This function is not implemented on the grid
+
+
+ Construct a new Asset object
+
-
- Script wants to attach or detach the prim or primset to your avatar
+
+
+ Construct a new Asset object
+
+ A unique specific to this asset
+ A byte array containing the raw asset data
-
- Script wants permission to release ownership
- This function is not implemented on the grid
- The concept of "public" objects does not exist anymore.
+
+
+ Regenerates the AssetData
byte array from the properties
+ of the derived class.
+
-
- Script wants ability to link/delink with other prims
+
+
+ Decodes the AssetData, placing it in appropriate properties of the derived
+ class.
+
+ True if the asset decoding succeeded, otherwise false
-
- Script wants permission to change joints
- This function is not implemented on the grid
+
+ The assets unique ID
-
- Script wants permissions to change permissions
- This function is not implemented on the grid
+
+
+ The "type" of asset, Notecard, Animation, etc
+
-
- Script wants to track avatars camera position and rotation
+
+ A string of characters represting the script contents
-
- Script wants to control your camera
+
+ Initializes a new AssetScriptText object
-
+
- Special commands used in Instant Messages
+ Initializes a new AssetScriptText object with parameters
+ A unique specific to this asset
+ A byte array containing the raw asset data
-
- Indicates a regular IM from another agent
-
-
- Simple notification box with an OK button
+
+
+ Encode a string containing the scripts contents into byte encoded AssetData
+
-
- You've been invited to join a group.
+
+
+ Decode a byte array containing the scripts contents into a string
+
+ true if decoding is successful
-
- Inventory offer
+
+ Override the base classes AssetType
-
- Accepted inventory offer
+
+
+
+
-
- Declined inventory offer
+
+ The event subscribers, null of no subscribers
-
- Group vote
+
+ Raises the AttachedSound Event
+ A AttachedSoundEventArgs object containing
+ the data sent from the simulator
-
- An object is offering its inventory
+
+ Thread sync lock object
-
- Accept an inventory offer from an object
+
+ The event subscribers, null of no subscribers
-
- Decline an inventory offer from an object
+
+ Raises the AttachedSoundGainChange Event
+ A AttachedSoundGainChangeEventArgs object containing
+ the data sent from the simulator
-
- Unknown
+
+ Thread sync lock object
-
- Start a session, or add users to a session
+
+ The event subscribers, null of no subscribers
-
- Start a session, but don't prune offline users
+
+ Raises the SoundTrigger Event
+ A SoundTriggerEventArgs object containing
+ the data sent from the simulator
-
- Start a session with your group
+
+ Thread sync lock object
-
- Start a session without a calling card (finder or objects)
+
+ The event subscribers, null of no subscribers
-
- Send a message to a session
+
+ Raises the PreloadSound Event
+ A PreloadSoundEventArgs object containing
+ the data sent from the simulator
-
- Leave a session
+
+ Thread sync lock object
-
- Indicates that the IM is from an object
+
+
+ Construct a new instance of the SoundManager class, used for playing and receiving
+ sound assets
+
+ A reference to the current GridClient instance
-
- Sent an IM to a busy user, this is the auto response
+
+
+ Plays a sound in the current region at full volume from avatar position
+
+ UUID of the sound to be played
-
- Shows the message in the console and chat history
+
+
+ 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.
-
- Send a teleport lure
+
+
+ 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
-
- Response sent to the agent which inititiated a teleport invitation
+
+
+ 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
-
- Response sent to the agent which inititiated a teleport invitation
+
+
+ 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
-
- Only useful if you have Linden permissions
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
-
- A placeholder type for future expansion, currently not
- used
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
-
- IM to tell the user to go to an URL
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
-
- IM for help
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
-
- IM sent automatically on call for help, sends a lure
- to each Helper reached
+
+ Raised when the simulator sends us data containing
+ sound
-
- Like an IM but won't go to email
+
+ Raised when the simulator sends us data containing
+ ...
-
- IM from a group officer to all group members
+
+ Raised when the simulator sends us data containing
+ ...
-
- Unknown
+
+ Raised when the simulator sends us data containing
+ ...
-
- Unknown
+
+ 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 ...
+ }
+
+
-
- Accept a group invitation
+
+
+ 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
-
- Decline a group invitation
+
+ Simulator where the event originated
-
- Unknown
+
+ Get the sound asset id
-
- An avatar is offering you friendship
+
+ Get the ID of the owner
-
- An avatar has accepted your friendship offer
+
+ Get the ID of the Object
-
- An avatar has declined your friendship offer
+
+ Get the volume level
-
- Indicates that a user has started typing
+
+ Get the
-
- Indicates that a user has stopped typing
+
+ Provides data for the event
+ The event occurs when an attached sound
+ changes its volume level
-
+
- Flag in Instant Messages, whether the IM should be delivered to
- offline avatars as well
+ Construct a new instance of the AttachedSoundGainChangedEventArgs class
+ Simulator where the event originated
+ The ID of the Object
+ The new volume level
-
- Only deliver to online avatars
+
+ Simulator where the event originated
-
- If the avatar is offline the message will be held until
- they login next, and possibly forwarded to their e-mail account
+
+ Get the ID of the Object
-
+
+ Get the volume level
+
+
+ Provides data for the event
+ The event occurs when the simulator forwards
+ a request made by yourself or another agent to play either an asset sound or a built in sound
+
+ Requests to play sounds where the is not one of the built-in
+ will require sending a request to download the sound asset before it can be played
+
+
+ The following code example uses the ,
+ and
+ properties to display some information on a sound request on the window.
+
+ // subscribe to the event
+ Client.Sound.SoundTrigger += Sound_SoundTrigger;
+
+ // play the pre-defined BELL_TING sound
+ Client.Sound.SendSoundTrigger(Sounds.BELL_TING);
+
+ // handle the response data
+ private void Sound_SoundTrigger(object sender, SoundTriggerEventArgs e)
+ {
+ Console.WriteLine("{0} played the sound {1} at volume {2}",
+ e.OwnerID, e.SoundID, e.Gain);
+ }
+
+
+
+
- Conversion type to denote Chat Packet types in an easier-to-understand format
+ 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
-
- Whisper (5m radius)
+
+ Simulator where the event originated
-
- Normal chat (10/20m radius), what the official viewer typically sends
+
+ Get the sound asset id
-
- Shouting! (100m radius)
+
+ Get the ID of the owner
-
- Event message when an Avatar has begun to type
+
+ Get the ID of the Object
-
- Event message when an Avatar has stopped typing
+
+ Get the ID of the objects parent
-
- Send the message to the debug channel
+
+ Get the volume level
-
- Event message when an object uses llOwnerSay
+
+ Get the regionhandle
-
- Special value to support llRegionSay, never sent to the client
+
+ Get the source position
-
+
+ Provides data for the event
+ The event occurs when the simulator sends
+ the appearance data for an avatar
+
+ The following code example uses the and
+ properties to display the selected shape of an avatar on the window.
+
+ // subscribe to the event
+ Client.Avatars.AvatarAppearance += Avatars_AvatarAppearance;
+
+ // handle the data when the event is raised
+ void Avatars_AvatarAppearance(object sender, AvatarAppearanceEventArgs e)
+ {
+ Console.WriteLine("The Agent {0} is using a {1} shape.", e.AvatarID, (e.VisualParams[31] > 0) : "male" ? "female")
+ }
+
+
+
+
- Identifies the source of a chat message
+ 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
-
- Chat from the grid or simulator
+
+ Simulator where the event originated
-
- Chat from another avatar
+
+ Get the sound asset id
-
- Chat from an object
+
+ Get the ID of the owner
-
-
-
+
+ Get the ID of the Object
-
-
-
+
+ Sort by name
-
+
+ Sort by date
+
+
+ Sort folders by name, regardless of whether items are
+ sorted by name or date
+
+
+ Place system folders at the top
+
+
+ Possible destinations for DeRezObject request
-
+
+
+
+
+ Copy from in-world to agent inventory
+
+
+ Derez to TaskInventory
+
+
+
+
+
+ Take Object
+
+
+
+
+
+ Delete Object
+
+
+ Put an avatar attachment into agent inventory
+
+
+
+
+
+ Return an object back to the owner's inventory
+
+
+ Return a deeded object back to the last owner's inventory
+
+
+ Upper half of the Flags field for inventory items
-
+
+ Indicates that the NextOwner permission will be set to the
+ most restrictive set of permissions found in the object set
+ (including linkset items and object inventory items) on next rez
+
+
+ Indicates that the object sale information has been
+ changed
+
+
+ If set, and a slam bit is set, indicates BaseMask will be overwritten on Rez
+
+
+ If set, and a slam bit is set, indicates OwnerMask will be overwritten on Rez
+
+
+ If set, and a slam bit is set, indicates GroupMask will be overwritten on Rez
+
+
+ If set, and a slam bit is set, indicates EveryoneMask will be overwritten on Rez
+
+
+ If set, and a slam bit is set, indicates NextOwnerMask will be overwritten on Rez
+
+
+ Indicates whether this object is composed of multiple
+ items or not
+
+
+ Indicates that the asset is only referenced by this
+ inventory item. If this item is deleted or updated to reference a
+ new assetID, the asset can be deleted
+
+
- Effect type used in ViewerEffect packets
+ Base Class for Inventory Items
-
+
+ of item/folder
+
+
+ of parent folder
+
+
+ Name of item/folder
+
+
+ Item/Folder Owners
+
+
+ Constructor, takes an itemID as a parameter
+ The of the item
-
+
+
+
-
+
+
+
-
+
+ Generates a number corresponding to the value of the object to support the use of a hash table,
+ suitable for use in hashing algorithms and data structures such as a hash table
+ A Hashcode of all the combined InventoryBase fields
-
+
+ Determine whether the specified object is equal to the current object
+ InventoryBase object to compare against
+ true if objects are the same
-
+
+ Determine whether the specified object is equal to the current object
+ InventoryBase object to compare against
+ true if objects are the same
-
+
+ An Item in Inventory
-
- Project a beam from a source to a destination, such as
- the one used when editing an object
+
+ The of this item
-
-
-
+
+ The combined of this item
-
-
-
+
+ The type of item from
-
-
-
+
+ The type of item from the enum
-
- Create a swirl of particles around an object
+
+ The of the creator of this item
-
-
-
+
+ A Description of this item
-
-
-
+
+ The s this item is set to or owned by
-
- Cause an avatar to look at an object
+
+ If true, item is owned by a group
-
- Cause an avatar to point at an object
+
+ The price this item can be purchased for
-
-
- The action an avatar is doing when looking at something, used in
- ViewerEffect packets for the LookAt effect
-
+
+ The type of sale from the enum
-
-
-
+
+ Combined flags from
-
-
-
+
+ Time and date this inventory item was created, stored as
+ UTC (Coordinated Universal Time)
-
+
+ Used to update the AssetID in requests sent to the server
+
+
+ The of the previous owner of the item
+
+
+ Construct a new InventoryItem object
+ The of the item
-
+
+ Construct a new InventoryItem object of a specific Type
+ The type of item from
+ of the item
-
+
+ Indicates inventory item is a link
+ True if inventory item is a link to another inventory item
-
+
+
+
-
- Deprecated
-
-
+
+
+
-
+
+ Generates a number corresponding to the value of the object to support the use of a hash table.
+ Suitable for use in hashing algorithms and data structures such as a hash table
+ A Hashcode of all the combined InventoryItem fields
-
+
+ Compares an object
+ The object to compare
+ true if comparison object matches
-
+
+ Determine whether the specified object is equal to the current object
+ The object to compare against
+ true if objects are the same
-
+
- The action an avatar is doing when pointing at something, used in
- ViewerEffect packets for the PointAt effect
+ Determine whether the specified object is equal to the current object
+ The object to compare against
+ true if objects are the same
-
+
+ InventoryTexture Class representing a graphical image
+
-
+
+ Construct an InventoryTexture object
+ A which becomes the
+ objects AssetUUID
-
+
+ Construct an InventoryTexture object from a serialization stream
-
+
+ InventorySound Class representing a playable sound
-
+
- Money transaction types
+ Construct an InventorySound object
+ A which becomes the
+ objects AssetUUID
-
+
+ Construct an InventorySound object from a serialization stream
-
+
+ InventoryCallingCard Class, contains information on another avatar
-
+
+ Construct an InventoryCallingCard object
+ A which becomes the
+ objects AssetUUID
-
+
+ Construct an InventoryCallingCard object from a serialization stream
-
+
+ InventoryLandmark Class, contains details on a specific location
-
+
+ Construct an InventoryLandmark object
+ A which becomes the
+ objects AssetUUID
-
+
+ Construct an InventoryLandmark object from a serialization stream
-
+
+ Landmarks use the InventoryItemFlags struct and will have a flag of 1 set if they have been visited
-
+
+ InventoryObject Class contains details on a primitive or coalesced set of primitives
-
+
+ Construct an InventoryObject object
+ A which becomes the
+ objects AssetUUID
-
+
+ Construct an InventoryObject object from a serialization stream
-
+
+ Gets or sets the upper byte of the Flags value
-
+
+ Gets or sets the object attachment point, the lower byte of the Flags value
-
+
+ InventoryNotecard Class, contains details on an encoded text document
-
+
+ Construct an InventoryNotecard object
+ A which becomes the
+ objects AssetUUID
-
+
+ Construct an InventoryNotecard object from a serialization stream
-
+
+ InventoryCategory Class
+ TODO: Is this even used for anything?
-
+
+ Construct an InventoryCategory object
+ A which becomes the
+ objects AssetUUID
-
+
+ Construct an InventoryCategory object from a serialization stream
-
+
+ InventoryLSL Class, represents a Linden Scripting Language object
-
+
+ Construct an InventoryLSL object
+ A which becomes the
+ objects AssetUUID
-
+
+ Construct an InventoryLSL object from a serialization stream
-
+
+ InventorySnapshot Class, an image taken with the viewer
-
+
+ Construct an InventorySnapshot object
+ A which becomes the
+ objects AssetUUID
-
+
+ Construct an InventorySnapshot object from a serialization stream
-
+
+ InventoryAttachment Class, contains details on an attachable object
-
+
+ Construct an InventoryAttachment object
+ A which becomes the
+ objects AssetUUID
-
+
+ Construct an InventoryAttachment object from a serialization stream
-
+
+ Get the last AttachmentPoint this object was attached to
-
+
+ InventoryWearable Class, details on a clothing item or body part
-
+
+ Construct an InventoryWearable object
+ A which becomes the
+ objects AssetUUID
-
+
+ Construct an InventoryWearable object from a serialization stream
-
+
+ The , Skin, Shape, Skirt, Etc
-
+
+ InventoryAnimation Class, A bvh encoded object which animates an avatar
-
+
+ Construct an InventoryAnimation object
+ A which becomes the
+ objects AssetUUID
-
+
+ Construct an InventoryAnimation object from a serialization stream
-
+
+ InventoryGesture Class, details on a series of animations, sounds, and actions
-
+
+ Construct an InventoryGesture object
+ A which becomes the
+ objects AssetUUID
-
+
+ Construct an InventoryGesture object from a serialization stream
-
+
+ A folder contains s and has certain attributes specific
+ to itself
-
+
+ The Preferred for a folder.
+
+
+ The Version of this folder
+
+
+ Number of child items this folder contains.
+
+
+ Constructor
+ UUID of the folder
-
+
+
+
-
+
+ Get Serilization data for this InventoryFolder object
-
+
+ Construct an InventoryFolder object from a serialization stream
-
+
+
+
-
+
+
+
+
-
+
+
+
+
-
+
+
+
+
-
+
+ Tools for dealing with agents inventory
-
+
+ Used for converting shadow_id to asset_id
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the ItemReceived Event
+ A ItemReceivedEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the FolderUpdated Event
+ A FolderUpdatedEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the InventoryObjectOffered Event
+ A InventoryObjectOfferedEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the TaskItemReceived Event
+ A TaskItemReceivedEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the FindObjectByPath Event
+ A FindObjectByPathEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the TaskInventoryReply Event
+ A TaskInventoryReplyEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the SaveAssetToInventory Event
+ A SaveAssetToInventoryEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ The event subscribers, null of no subscribers
+
+
+ Raises the ScriptRunningReply Event
+ A ScriptRunningReplyEventArgs object containing
+ the data sent from the simulator
+
+
+ Thread sync lock object
+
+
+ Partial mapping of AssetTypes to folder names
+
+
+ Default constructor
+ Reference to the GridClient object
-
+
+ Fetch an inventory item from the dataserver
+ The items
+ The item Owners
+ a integer representing the number of milliseconds to wait for results
+ An object on success, or null if no item was found
+ Items will also be sent to the event
-
+
+ Request A single inventory item
+ The items
+ The item Owners
+
-
+
+ Request inventory items
+ Inventory items to request
+ Owners of the inventory items
+
-
+
+ Get contents of a folder
+ The of the folder to search
+ The of the folders owner
+ true to retrieve folders
+ true to retrieve items
+ sort order to return results in
+ a integer representing the number of milliseconds to wait for results
+ A list of inventory items matching search criteria within folder
+
+ InventoryFolder.DescendentCount will only be accurate if both folders and items are
+ requested
-
+
+ Request the contents of an inventory folder
+ The folder to search
+ The folder owners
+ true to return s contained in folder
+ true to return s containd in folder
+ the sort order to return items in
+
-
+
+ Returns the UUID of the folder (category) that defaults to
+ containing 'type'. The folder is not necessarily only for that
+ type
+ This will return the root folder if one does not exist
+
+ The UUID of the desired folder if found, the UUID of the RootFolder
+ if not found, or UUID.Zero on failure
-
+
+ Find an object in inventory using a specific path to search
+ The folder to begin the search in
+ The object owners
+ A string path to search
+ milliseconds to wait for a reply
+ Found items or if
+ timeout occurs or item is not found
-
+
+ Find inventory items by path
+ The folder to begin the search in
+ The object owners
+ A string path to search, folders/objects separated by a '/'
+ Results are sent to the event
-
+
+ Search inventory Store object for an item or folder
+ The folder to begin the search in
+ An array which creates a path to search
+ Number of levels below baseFolder to conduct searches
+ if True, will stop searching after first match is found
+ A list of inventory items found
-
+
+ Move an inventory item or folder to a new location
+ The item or folder to move
+ The to move item or folder to
-
+
+ Move an inventory item or folder to a new location and change its name
+ The item or folder to move
+ The to move item or folder to
+ The name to change the item or folder to
-
+
+ Move and rename a folder
+ The source folders
+ The destination folders
+ The name to change the folder to
-
+
+ Update folder properties
+ of the folder to update
+ Sets folder's parent to
+ Folder name
+ Folder type
-
+
+ Move a folder
+ The source folders
+ The destination folders
-
+
- Flags sent when a script takes or releases a control
+ Move multiple folders, the keys in the Dictionary parameter,
+ to a new parents, the value of that folder's key.
- 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
+ A Dictionary containing the
+ of the source as the key, and the
+ of the destination as the value
-
- Left Mouse button in MouseLook
-
-
+
- Currently only used to hide your group title
+ Move an inventory item to a new folder
+ The of the source item to move
+ The of the destination folder
-
- No flags set
-
-
- Hide your group title
-
-
+
- Action state of the avatar, which can currently be typing and
- editing
+ 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
-
+
- Current teleport status
+ Remove a folder from inventory
+ The of the folder to remove
-
- Unknown status
-
-
- Teleport initialized
-
-
- Teleport in progress
-
-
- Teleport failed
-
-
- Teleport completed
-
-
- Teleport cancelled
-
-
+
+ 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
-
- No flags set, or teleport failed
-
-
- Set when newbie leaves help island for first time
-
-
+
+ Empty the Lost and Found folder
-
- Via Lure
-
-
- Via Landmark
-
-
- Via Location
-
-
- Via Home
-
-
- Via Telehub
-
-
- Via Login
-
-
- Linden Summoned
-
-
- Linden Forced me
-
-
+
+ Empty the Trash folder
-
- Agent Teleported Home via Script
-
-
+
+
+
+
+
+
+ Proper use is to upload the inventory's asset first, then provide the Asset's TransactionID here.
+
+
+
-
+
+
+
+
+
+
+ Proper use is to upload the inventory's asset first, then provide the Asset's TransactionID here.
+
+
+
+
-
+
+ Creates a new inventory folder
+ ID of the folder to put this folder in
+ Name of the folder to create
+ The UUID of the newly created folder
-
- forced to new location for example when avatar is banned or ejected
-
-
- Teleport Finished via a Lure
-
-
- Finished, Sim Changed
-
-
- Finished, Same Sim
-
-
+
+ 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
-
+
+
+
+
+
+
-
+
+
+
+
+
+
+
-
+
- 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
-
-
+
- Manager class for our own avatar
+ 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
-
+
- Constructor, setup callbacks for packets related to our avatar
+
- 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
+
+
-
- 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
+
+
+
-
+
- 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
-
- The camera is a local frame of reference inside of
- the larger grid space. This is where the math happens
-
-
+
+ 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
-
- Agent camera controls
-
-
- Currently only used for hiding your group title
-
-
- Action state of the avatar, which can currently be
- typing and editing
-
-
+
+ Rez an object from inventory
+ Simulator to place object in
+ Rotation of the object when rezzed
+ Vector of where to place object
+ InventoryItem object containing item details
+ UUID of group to own the object
-
+
+ Rez an object from inventory
-
-
+ Simulator to place object in
+ Rotation of the object when rezzed
+ Vector of where to place object
+ InventoryItem object containing item details
+ UUID of group to own the object
+ User defined queryID to correlate replies
+ If set to true, the CreateSelected flag
+ will be set on the rezzed object
+
+
+ DeRez an object from the simulator to the agents Objects folder in the agents Inventory
+ The simulator Local ID of the object
+ If objectLocalID is a child primitive in a linkset, the entire linkset will be derezzed
-
+
+ DeRez an object from the simulator and return to inventory
+ The simulator Local ID of the object
+ The type of destination from the enum
+ The destination inventory folders -or-
+ if DeRezzing object to a tasks Inventory, the Tasks
+ The transaction ID for this request which
+ can be used to correlate this request with other packets
+ If objectLocalID is a child primitive in a linkset, the entire linkset will be derezzed
-
+
+ Rez an item from inventory to its previous simulator location
+
+
+
+
-
+
+ Give an inventory item to another avatar
+ The of the item to give
+ The name of the item
+ The type of the item from the enum
+ The of the recipient
+ true to generate a beameffect during transfer
-
+
+ Give an inventory Folder with contents to another avatar
+ The of the Folder to give
+ The name of the folder
+ The type of the item from the enum
+ The of the recipient
+ true to generate a beameffect during transfer
-
+
+ Copy or move an from agent inventory to a task (primitive) inventory
+ The target object
+ The item to copy or move from inventory
+
+ For items with copy permissions a copy of the item is placed in the tasks inventory,
+ for no-copy items the object is moved to the tasks inventory
-
+
+ Retrieve a listing of the items contained in a task (Primitive)
+ The tasks
+ The tasks simulator local ID
+ milliseconds to wait for reply from simulator
+ A list containing the inventory items inside the task or null
+ if a timeout occurs
+ This request blocks until the response from the simulator arrives
+ or timeoutMS is exceeded
-
- Timer for sending AgentUpdate packets
-
-
- Move agent positive along the X axis
+
+
+ Request the contents of a tasks (primitives) inventory from the
+ current simulator
+
+ The LocalID of the object
+
-
- Move agent negative along the X axis
+
+
+ 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 agent positive along the Y axis
+
+
+ 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
-
- Move agent negative along the Y axis
+
+
+ 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
-
- Move agent positive along the Z axis
+
+
+ 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]);
+
+
-
- Move agent negative along the Z axis
+
+
+ Request the running status of a script contained in a task (primitive) inventory
+
+ The ID of the primitive containing the script
+ The ID of the script
+ The event can be used to obtain the results of the
+ request
+
-
+
+ Send a request to set the running state of a script contained in a task (primitive) inventory
+ The ID of the primitive containing the script
+ The ID of the script
+ true to set the script running, false to stop a running script
+ To verify the change you can use the method combined
+ with the event
-
+
+ Create a CRC from an InventoryItem
+ The source InventoryItem
+ A uint representing the source InventoryItem as a CRC
-
+
+ Reverses a cheesy XORing with a fixed UUID to convert a shadow_id to an asset_id
+ Obfuscated shadow_id value
+ Deobfuscated asset_id value
-
+
+ Does a cheesy XORing with a fixed UUID to convert an asset_id to a shadow_id
+ asset_id value to obfuscate
+ Obfuscated shadow_id value
-
+
+ Wrapper for creating a new object
+ The type of item from the enum
+ The of the newly created object
+ An object with the type and id passed
-
+
+ Parse the results of a RequestTaskInventory() response
+ A string which contains the data from the task reply
+ A List containing the items contained within the tasks inventory
-
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
+
+
+ UpdateCreateInventoryItem packets are received when a new inventory item
+ is created. This may occur when an object that's rezzed in world is
+ taken into inventory, when an item is created using the CreateInventoryItem
+ packet, or when an object is purchased
+ The sender
+ The EventArgs object containing the packet data
-
- Causes simulator to make agent fly
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
-
- Stop movement
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
-
- Finish animation
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
-
- Stand up from a sit
+
+ Process an incoming packet and raise the appropriate events
+ The sender
+ The EventArgs object containing the packet data
-
- Tells simulator to sit agent on ground
+
+ Raised when the simulator sends us data containing
+ ...
-
- Place agent into mouselook mode
+
+ Raised when the simulator sends us data containing
+ ...
-
- Nudge agent positive along the X axis
+
+ Raised when the simulator sends us data containing
+ an inventory object sent by another avatar or primitive
-
- Nudge agent negative along the X axis
+
+ Raised when the simulator sends us data containing
+ ...
-
- Nudge agent positive along the Y axis
+
+ Raised when the simulator sends us data containing
+ ...
-
- Nudge agent negative along the Y axis
+
+ Raised when the simulator sends us data containing
+ ...
-
- Nudge agent positive along the Z axis
+
+ Raised when the simulator sends us data containing
+ ...
-
- Nudge agent negative along the Z axis
+
+ 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
-
- Tell simulator to mark agent as away
+
+
+ Callback for an inventory item being create from an uploaded asset
+
+ true if inventory item creation was successful
+
+
+
-
+
+
+
-
+
+ Reply received when uploading an inventory asset
+ Has upload been successful
+ Error message if upload failed
+ Inventory asset UUID
+ New asset UUID
-
+
+ Delegate that is invoked when script upload is completed
+ Has upload succeded (note, there still might be compile errors)
+ Upload status message
+ Is compilation successful
+ If compilation failed, list of error messages, null on compilation success
+ Script inventory UUID
+ Script's new asset UUID
-
+
+ Set to true to accept offer, false to decline it
+
+
+ The folder to accept the inventory into, if null default folder for will be used
+
+
+ Callback when an inventory object is accepted and received from a
+ task inventory. This is the callback in which you actually get
+ the ItemID, as in ObjectOfferedCallback it is null when received
+ from a task.
-
+
- Returns "always run" value, or changes it by sending a SetAlwaysRunPacket
+ Throttles the network traffic for various different traffic types.
+ Access this class through GridClient.Throttle
-
- The current value of the agent control flags
-
-
- Gets or sets the interval in milliseconds at which
- AgentUpdate packets are sent to the current simulator. Setting
- this to a non-zero value will also enable the packet sending if
- it was previously off, and setting it to zero will disable
-
-
- Gets or sets whether AgentUpdate packets are sent to
- the current simulator
-
-
- Reset movement controls every time we send an update
-
-
-
- Send an AgentUpdate with the camera set at the current agent
- position and pointing towards the heading specified
-
- Camera rotation in radians
- Whether to send the AgentUpdate reliable
- or not
-
-
-
- Rotates the avatar body and camera toward a target position.
- This will also anchor the camera position on the avatar
-
- Region coordinates to turn toward
-
-
+
- Send new AgentUpdate packet to update our current camera
- position and rotation
+ Default constructor, uses a default high total of 1500 KBps (1536000)
-
+
- Send new AgentUpdate packet to update our current camera
- position and rotation
+ Constructor that decodes an existing AgentThrottle packet in to
+ individual values
- Whether to require server acknowledgement
- of this packet
+ Reference to the throttle data in an AgentThrottle
+ packet
+ Offset position to start reading at in the
+ throttle data
+ This is generally not needed in clients as the server will
+ never send a throttle packet to the client
-
+
- Send new AgentUpdate packet to update our current camera
- position and rotation
+ Send an AgentThrottle packet to the current server using the
+ current values
- 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
+ Send an AgentThrottle packet to the specified server using the
+ current values
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
- Used to specify movement actions for your agent
+ Convert the current throttle values to a byte array that can be put
+ in an AgentThrottle packet
+ Byte array containing all the throttle values
-
- Empty flag
-
-
- Move Forward (SL Keybinding: W/Up Arrow)
-
-
- Move Backward (SL Keybinding: S/Down Arrow)
-
-
- Move Left (SL Keybinding: Shift-(A/Left Arrow))
-
-
- Move Right (SL Keybinding: Shift-(D/Right Arrow))
-
-
- Not Flying: Jump/Flying: Move Up (SL Keybinding: E)
-
-
- Not Flying: Croutch/Flying: Move Down (SL Keybinding: C)
+
+