clockwerk-opensim-stable – Blame information for rev 1
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1 | vero | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | using System; |
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29 | using OpenMetaverse; |
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30 | |||
31 | namespace OpenSim.Framework |
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32 | { |
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33 | [Serializable] |
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34 | public class GridInstantMessage |
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35 | { |
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36 | public Guid fromAgentID; |
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37 | public string fromAgentName; |
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38 | public Guid toAgentID; |
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39 | public byte dialog; |
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40 | public bool fromGroup; |
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41 | public string message; |
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42 | public Guid imSessionID; |
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43 | public byte offline; |
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44 | public Vector3 Position; |
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45 | public byte[] binaryBucket; |
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46 | |||
47 | public uint ParentEstateID; |
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48 | public Guid RegionID; |
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49 | public uint timestamp; |
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50 | |||
51 | public GridInstantMessage() |
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52 | { |
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53 | binaryBucket = new byte[0]; |
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54 | } |
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55 | |||
56 | public GridInstantMessage(GridInstantMessage im, bool addTimestamp) |
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57 | { |
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58 | fromAgentID = im.fromAgentID; |
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59 | fromAgentName = im.fromAgentName; |
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60 | toAgentID = im.toAgentID; |
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61 | dialog = im.dialog; |
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62 | fromGroup = im.fromGroup; |
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63 | message = im.message; |
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64 | imSessionID = im.imSessionID; |
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65 | offline = im.offline; |
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66 | Position = im.Position; |
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67 | binaryBucket = im.binaryBucket; |
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68 | RegionID = im.RegionID; |
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69 | |||
70 | if (addTimestamp) |
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71 | timestamp = (uint)Util.UnixTimeSinceEpoch(); |
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72 | } |
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73 | |||
74 | public GridInstantMessage(IScene scene, UUID _fromAgentID, |
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75 | string _fromAgentName, UUID _toAgentID, |
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76 | byte _dialog, bool _fromGroup, string _message, |
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77 | UUID _imSessionID, bool _offline, Vector3 _position, |
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78 | byte[] _binaryBucket, bool addTimestamp) |
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79 | { |
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80 | fromAgentID = _fromAgentID.Guid; |
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81 | fromAgentName = _fromAgentName; |
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82 | toAgentID = _toAgentID.Guid; |
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83 | dialog = _dialog; |
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84 | fromGroup = _fromGroup; |
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85 | message = _message; |
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86 | imSessionID = _imSessionID.Guid; |
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87 | if (_offline) |
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88 | offline = 1; |
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89 | else |
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90 | offline = 0; |
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91 | Position = _position; |
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92 | binaryBucket = _binaryBucket; |
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93 | |||
94 | if (scene != null) |
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95 | { |
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96 | ParentEstateID = scene.RegionInfo.EstateSettings.ParentEstateID; |
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97 | RegionID = scene.RegionInfo.RegionSettings.RegionUUID.Guid; |
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98 | } |
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99 | |||
100 | if (addTimestamp) |
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101 | timestamp = (uint)Util.UnixTimeSinceEpoch(); |
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102 | } |
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103 | |||
104 | public GridInstantMessage(IScene scene, UUID _fromAgentID, |
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105 | string _fromAgentName, UUID _toAgentID, byte _dialog, |
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106 | string _message, bool _offline, |
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107 | Vector3 _position) : this(scene, _fromAgentID, _fromAgentName, |
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108 | _toAgentID, _dialog, false, _message, |
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109 | _fromAgentID ^ _toAgentID, _offline, _position, new byte[0], true) |
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110 | { |
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111 | } |
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112 | } |
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113 | } |