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1 vero 1 /*
2 * Copyright (c) 2006-2014, openmetaverse.org
3 * All rights reserved.
4 *
5 * - Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 *
8 * - Redistributions of source code must retain the above copyright notice, this
9 * list of conditions and the following disclaimer.
10 * - Neither the name of the openmetaverse.org nor the names
11 * of its contributors may be used to endorse or promote products derived from
12 * this software without specific prior written permission.
13 *
14 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
15 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
16 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
17 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
18 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
19 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
20 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
21 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
22 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
23 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
24 * POSSIBILITY OF SUCH DAMAGE.
25 */
26  
27 using System;
28 using System.Collections.Generic;
29 using OpenMetaverse.Packets;
30  
31 namespace OpenMetaverse
32 {
33 /// <summary>
34 /// Class for controlling various system settings.
35 /// </summary>
36 /// <remarks>Some values are readonly because they affect things that
37 /// happen when the GridClient object is initialized, so changing them at
38 /// runtime won't do any good. Non-readonly values may affect things that
39 /// happen at login or dynamically</remarks>
40 public class Settings
41 {
42 #region Login/Networking Settings
43  
44 /// <summary>Main grid login server</summary>
45 public const string AGNI_LOGIN_SERVER = "https://login.agni.lindenlab.com/cgi-bin/login.cgi";
46  
47 /// <summary>Beta grid login server</summary>
48 public const string ADITI_LOGIN_SERVER = "https://login.aditi.lindenlab.com/cgi-bin/login.cgi";
49  
50 /// <summary>The relative directory where external resources are kept</summary>
51 public static string RESOURCE_DIR = "openmetaverse_data";
52  
53 /// <summary>Login server to connect to</summary>
54 public string LOGIN_SERVER = AGNI_LOGIN_SERVER;
55  
56 /// <summary>IP Address the client will bind to</summary>
57 public static System.Net.IPAddress BIND_ADDR = System.Net.IPAddress.Any;
58  
59 /// <summary>Use XML-RPC Login or LLSD Login, default is XML-RPC Login</summary>
60 public bool USE_LLSD_LOGIN = false;
61  
62 /// <summary>
63 /// Maximum number of HTTP connections to open to a particular endpoint.
64 /// </summary>
65 /// <remarks>
66 /// An endpoint is defined as a commbination of network address and port. This is used for Caps.
67 /// This is a static variable which applies to all instances.
68 /// </remarks>
69 public static int MAX_HTTP_CONNECTIONS = 32;
70  
71 #endregion
72  
73 #region Inventory
74  
75 /// <summary>
76 /// InventoryManager requests inventory information on login,
77 /// GridClient initializes an Inventory store for main inventory.
78 /// </summary>
79 public const bool ENABLE_INVENTORY_STORE = true;
80 /// <summary>
81 /// InventoryManager requests library information on login,
82 /// GridClient initializes an Inventory store for the library.
83 /// </summary>
84 public const bool ENABLE_LIBRARY_STORE = true;
85 /// <summary>
86 /// Use Caps for fetching inventory where available
87 /// </summary>
88 public bool HTTP_INVENTORY = true;
89  
90 #endregion
91  
92 #region Timeouts and Intervals
93  
94 /// <summary>Number of milliseconds before an asset transfer will time
95 /// out</summary>
96 public int TRANSFER_TIMEOUT = 90 * 1000;
97  
98 /// <summary>Number of milliseconds before a teleport attempt will time
99 /// out</summary>
100 public int TELEPORT_TIMEOUT = 40 * 1000;
101  
102 /// <summary>Number of milliseconds before NetworkManager.Logout() will
103 /// time out</summary>
104 public int LOGOUT_TIMEOUT = 5 * 1000;
105  
106 /// <summary>Number of milliseconds before a CAPS call will time out</summary>
107 /// <remarks>Setting this too low will cause web requests time out and
108 /// possibly retry repeatedly</remarks>
109 public int CAPS_TIMEOUT = 60 * 1000;
110  
111 /// <summary>Number of milliseconds for xml-rpc to timeout</summary>
112 public int LOGIN_TIMEOUT = 60 * 1000;
113  
114 /// <summary>Milliseconds before a packet is assumed lost and resent</summary>
115 public int RESEND_TIMEOUT = 4000;
116  
117 /// <summary>Milliseconds without receiving a packet before the
118 /// connection to a simulator is assumed lost</summary>
119 public int SIMULATOR_TIMEOUT = 30 * 1000;
120  
121 /// <summary>Milliseconds to wait for a simulator info request through
122 /// the grid interface</summary>
123 public int MAP_REQUEST_TIMEOUT = 5 * 1000;
124  
125 /// <summary>Number of milliseconds between sending pings to each sim</summary>
126 public const int PING_INTERVAL = 2200;
127  
128 /// <summary>Number of milliseconds between sending camera updates</summary>
129 public const int DEFAULT_AGENT_UPDATE_INTERVAL = 500;
130  
131 /// <summary>Number of milliseconds between updating the current
132 /// positions of moving, non-accelerating and non-colliding objects</summary>
133 public const int INTERPOLATION_INTERVAL = 250;
134  
135 /// <summary>Millisecond interval between ticks, where all ACKs are
136 /// sent out and the age of unACKed packets is checked</summary>
137 public const int NETWORK_TICK_INTERVAL = 500;
138  
139 #endregion
140 #region Sizes
141  
142 /// <summary>The initial size of the packet inbox, where packets are
143 /// stored before processing</summary>
144 public const int PACKET_INBOX_SIZE = 100;
145 /// <summary>Maximum size of packet that we want to send over the wire</summary>
146 public const int MAX_PACKET_SIZE = 1200;
147 /// <summary>The maximum value of a packet sequence number before it
148 /// rolls over back to one</summary>
149 public const int MAX_SEQUENCE = 0xFFFFFF;
150 /// <summary>The maximum size of the sequence number archive, used to
151 /// check for resent and/or duplicate packets</summary>
152 public static int PACKET_ARCHIVE_SIZE = 1000;
153 /// <summary>Maximum number of queued ACKs to be sent before SendAcks()
154 /// is forced</summary>
155 public int MAX_PENDING_ACKS = 10;
156 /// <summary>Network stats queue length (seconds)</summary>
157 public int STATS_QUEUE_SIZE = 5;
158  
159 #endregion
160  
161 #region Experimental options
162  
163 /// <summary>
164 /// Primitives will be reused when falling in/out of interest list (and shared between clients)
165 /// prims returning to interest list do not need re-requested
166 /// Helps also in not re-requesting prim.Properties for code that checks for a Properties == null per client
167 /// </summary>
168 public bool CACHE_PRIMITIVES = false;
169 /// <summary>
170 /// Pool parcel data between clients (saves on requesting multiple times when all clients may need it)
171 /// </summary>
172 public bool POOL_PARCEL_DATA = false;
173 /// <summary>
174 /// How long to preserve cached data when no client is connected to a simulator
175 /// The reason for setting it to something like 2 minutes is in case a client
176 /// is running back and forth between region edges or a sim is comming and going
177 /// </summary>
178 public static int SIMULATOR_POOL_TIMEOUT = 2 * 60 * 1000;
179  
180 #endregion
181  
182 #region Configuration options (mostly booleans)
183  
184 /// <summary>Enable/disable storing terrain heightmaps in the
185 /// TerrainManager</summary>
186 public bool STORE_LAND_PATCHES = false;
187  
188 /// <summary>Enable/disable sending periodic camera updates</summary>
189 public bool SEND_AGENT_UPDATES = true;
190  
191 /// <summary>Enable/disable automatically setting agent appearance at
192 /// login and after sim crossing</summary>
193 public bool SEND_AGENT_APPEARANCE = true;
194  
195 /// <summary>Enable/disable automatically setting the bandwidth throttle
196 /// after connecting to each simulator</summary>
197 /// <remarks>The default throttle uses the equivalent of the maximum
198 /// bandwidth setting in the official client. If you do not set a
199 /// throttle your connection will by default be throttled well below
200 /// the minimum values and you may experience connection problems</remarks>
201 public bool SEND_AGENT_THROTTLE = true;
202  
203 /// <summary>Enable/disable the sending of pings to monitor lag and
204 /// packet loss</summary>
205 public bool SEND_PINGS = true;
206  
207 /// <summary>Should we connect to multiple sims? This will allow
208 /// viewing in to neighboring simulators and sim crossings
209 /// (Experimental)</summary>
210 public bool MULTIPLE_SIMS = true;
211  
212 /// <summary>If true, all object update packets will be decoded in to
213 /// native objects. If false, only updates for our own agent will be
214 /// decoded. Registering an event handler will force objects for that
215 /// type to always be decoded. If this is disabled the object tracking
216 /// will have missing or partial prim and avatar information</summary>
217 public bool ALWAYS_DECODE_OBJECTS = true;
218  
219 /// <summary>If true, when a cached object check is received from the
220 /// server the full object info will automatically be requested</summary>
221 public bool ALWAYS_REQUEST_OBJECTS = true;
222  
223 /// <summary>Whether to establish connections to HTTP capabilities
224 /// servers for simulators</summary>
225 public bool ENABLE_CAPS = true;
226  
227 /// <summary>Whether to decode sim stats</summary>
228 public bool ENABLE_SIMSTATS = true;
229  
230 /// <summary>The capabilities servers are currently designed to
231 /// periodically return a 502 error which signals for the client to
232 /// re-establish a connection. Set this to true to log those 502 errors</summary>
233 public bool LOG_ALL_CAPS_ERRORS = false;
234  
235 /// <summary>If true, any reference received for a folder or item
236 /// the library is not aware of will automatically be fetched</summary>
237 public bool FETCH_MISSING_INVENTORY = true;
238  
239 /// <summary>If true, and <code>SEND_AGENT_UPDATES</code> is true,
240 /// AgentUpdate packets will continuously be sent out to give the bot
241 /// smoother movement and autopiloting</summary>
242 public bool DISABLE_AGENT_UPDATE_DUPLICATE_CHECK = true;
243  
244 /// <summary>If true, currently visible avatars will be stored
245 /// in dictionaries inside <code>Simulator.ObjectAvatars</code>.
246 /// If false, a new Avatar or Primitive object will be created
247 /// each time an object update packet is received</summary>
248 public bool AVATAR_TRACKING = true;
249  
250 /// <summary>If true, currently visible avatars will be stored
251 /// in dictionaries inside <code>Simulator.ObjectPrimitives</code>.
252 /// If false, a new Avatar or Primitive object will be created
253 /// each time an object update packet is received</summary>
254 public bool OBJECT_TRACKING = true;
255  
256 /// <summary>If true, position and velocity will periodically be
257 /// interpolated (extrapolated, technically) for objects and
258 /// avatars that are being tracked by the library. This is
259 /// necessary to increase the accuracy of speed and position
260 /// estimates for simulated objects</summary>
261 public bool USE_INTERPOLATION_TIMER = true;
262  
263 /// <summary>
264 /// If true, utilization statistics will be tracked. There is a minor penalty
265 /// in CPU time for enabling this option.
266 /// </summary>
267 public bool TRACK_UTILIZATION = false;
268 #endregion
269 #region Parcel Tracking
270  
271 /// <summary>If true, parcel details will be stored in the
272 /// <code>Simulator.Parcels</code> dictionary as they are received</summary>
273 public bool PARCEL_TRACKING = true;
274  
275 /// <summary>
276 /// If true, an incoming parcel properties reply will automatically send
277 /// a request for the parcel access list
278 /// </summary>
279 public bool ALWAYS_REQUEST_PARCEL_ACL = true;
280  
281 /// <summary>
282 /// if true, an incoming parcel properties reply will automatically send
283 /// a request for the traffic count.
284 /// </summary>
285 public bool ALWAYS_REQUEST_PARCEL_DWELL = true;
286  
287 #endregion
288 #region Asset Cache
289  
290 /// <summary>
291 /// If true, images, and other assets downloaded from the server
292 /// will be cached in a local directory
293 /// </summary>
294 public bool USE_ASSET_CACHE = true;
295  
296 /// <summary>Path to store cached texture data</summary>
297 public string ASSET_CACHE_DIR = RESOURCE_DIR + "/cache";
298  
299 /// <summary>Maximum size cached files are allowed to take on disk (bytes)</summary>
300 public long ASSET_CACHE_MAX_SIZE = 1024 * 1024 * 1024; // 1GB
301  
302 #endregion
303 #region Misc
304  
305 /// <summary>Default color used for viewer particle effects</summary>
306 public Color4 DEFAULT_EFFECT_COLOR = new Color4(255, 0, 0, 255);
307  
308 /// <summary>Cost of uploading an asset</summary>
309 /// <remarks>Read-only since this value is dynamically fetched at login</remarks>
310 public int UPLOAD_COST { get { return priceUpload; } }
311  
312 /// <summary>Maximum number of times to resend a failed packet</summary>
313 public int MAX_RESEND_COUNT = 3;
314  
315 /// <summary>Throttle outgoing packet rate</summary>
316 public bool THROTTLE_OUTGOING_PACKETS = true;
317  
318 /// <summary>UUID of a texture used by some viewers to indentify type of client used</summary>
319 public UUID CLIENT_IDENTIFICATION_TAG = UUID.Zero;
320  
321 #endregion
322 #region Texture Pipeline
323  
324 /// <summary>
325 /// Download textures using GetTexture capability when available
326 /// </summary>
327 public bool USE_HTTP_TEXTURES = true;
328  
329 /// <summary>The maximum number of concurrent texture downloads allowed</summary>
330 /// <remarks>Increasing this number will not necessarily increase texture retrieval times due to
331 /// simulator throttles</remarks>
332 public int MAX_CONCURRENT_TEXTURE_DOWNLOADS = 4;
333  
334 /// <summary>
335 /// The Refresh timer inteval is used to set the delay between checks for stalled texture downloads
336 /// </summary>
337 /// <remarks>This is a static variable which applies to all instances</remarks>
338 public static float PIPELINE_REFRESH_INTERVAL = 500.0f;
339  
340 /// <summary>
341 /// Textures taking longer than this value will be flagged as timed out and removed from the pipeline
342 /// </summary>
343 public int PIPELINE_REQUEST_TIMEOUT = 45*1000;
344 #endregion
345  
346 #region Logging Configuration
347  
348 /// <summary>
349 /// Get or set the minimum log level to output to the console by default
350 ///
351 /// If the library is not compiled with DEBUG defined and this level is set to DEBUG
352 /// You will get no output on the console. This behavior can be overriden by creating
353 /// a logger configuration file for log4net
354 /// </summary>
355 public static Helpers.LogLevel LOG_LEVEL = Helpers.LogLevel.Debug;
356  
357 /// <summary>Attach avatar names to log messages</summary>
358 public bool LOG_NAMES = true;
359  
360 /// <summary>Log packet retransmission info</summary>
361 public bool LOG_RESENDS = true;
362  
363 /// <summary>Log disk cache misses and other info</summary>
364 public bool LOG_DISKCACHE = true;
365  
366 #endregion
367 #region Private Fields
368  
369 private GridClient Client;
370 private int priceUpload = 0;
371 public static bool SORT_INVENTORY = false;
372  
373 /// <summary>Constructor</summary>
374 /// <param name="client">Reference to a GridClient object</param>
375 public Settings(GridClient client)
376 {
377 Client = client;
378 Client.Network.RegisterCallback(Packets.PacketType.EconomyData, EconomyDataHandler);
379 }
380  
381 #endregion
382 #region Packet Callbacks
383  
384 /// <summary>Process an incoming packet and raise the appropriate events</summary>
385 /// <param name="sender">The sender</param>
386 /// <param name="e">The EventArgs object containing the packet data</param>
387 protected void EconomyDataHandler(object sender, PacketReceivedEventArgs e)
388 {
389 EconomyDataPacket econ = (EconomyDataPacket)e.Packet;
390  
391 priceUpload = econ.Info.PriceUpload;
392 }
393  
394 #endregion
395 }
396 }