corrade-vassal – Rev 16
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/*
* Copyright (c) 2006-2014, openmetaverse.org
* All rights reserved.
*
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* modification, are permitted provided that the following conditions are met:
*
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* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Net;
using System.Text;
using System.Text.RegularExpressions;
using System.Threading;
using System.Reflection;
using System.Collections.Generic;
using OpenMetaverse.StructuredData;
using OpenMetaverse.Http;
using OpenMetaverse.Assets;
using OpenMetaverse.Packets;
using OpenMetaverse.Interfaces;
using OpenMetaverse.Messages.Linden;
namespace OpenMetaverse
{
#region Enums
/// <summary>
/// Permission request flags, asked when a script wants to control an Avatar
/// </summary>
[Flags]
public enum ScriptPermission : int
{
/// <summary>Placeholder for empty values, shouldn't ever see this</summary>
None = 0,
/// <summary>Script wants ability to take money from you</summary>
Debit = 1 << 1,
/// <summary>Script wants to take camera controls for you</summary>
TakeControls = 1 << 2,
/// <summary>Script wants to remap avatars controls</summary>
RemapControls = 1 << 3,
/// <summary>Script wants to trigger avatar animations</summary>
/// <remarks>This function is not implemented on the grid</remarks>
TriggerAnimation = 1 << 4,
/// <summary>Script wants to attach or detach the prim or primset to your avatar</summary>
Attach = 1 << 5,
/// <summary>Script wants permission to release ownership</summary>
/// <remarks>This function is not implemented on the grid
/// The concept of "public" objects does not exist anymore.</remarks>
ReleaseOwnership = 1 << 6,
/// <summary>Script wants ability to link/delink with other prims</summary>
ChangeLinks = 1 << 7,
/// <summary>Script wants permission to change joints</summary>
/// <remarks>This function is not implemented on the grid</remarks>
ChangeJoints = 1 << 8,
/// <summary>Script wants permissions to change permissions</summary>
/// <remarks>This function is not implemented on the grid</remarks>
ChangePermissions = 1 << 9,
/// <summary>Script wants to track avatars camera position and rotation </summary>
TrackCamera = 1 << 10,
/// <summary>Script wants to control your camera</summary>
ControlCamera = 1 << 11,
/// <summary>Script wants the ability to teleport you</summary>
Teleport = 1 << 12
}
/// <summary>
/// Special commands used in Instant Messages
/// </summary>
public enum InstantMessageDialog : byte
{
/// <summary>Indicates a regular IM from another agent</summary>
MessageFromAgent = 0,
/// <summary>Simple notification box with an OK button</summary>
MessageBox = 1,
// <summary>Used to show a countdown notification with an OK
// button, deprecated now</summary>
//[Obsolete]
//MessageBoxCountdown = 2,
/// <summary>You've been invited to join a group.</summary>
GroupInvitation = 3,
/// <summary>Inventory offer</summary>
InventoryOffered = 4,
/// <summary>Accepted inventory offer</summary>
InventoryAccepted = 5,
/// <summary>Declined inventory offer</summary>
InventoryDeclined = 6,
/// <summary>Group vote</summary>
GroupVote = 7,
// <summary>A message to everyone in the agent's group, no longer
// used</summary>
//[Obsolete]
//DeprecatedGroupMessage = 8,
/// <summary>An object is offering its inventory</summary>
TaskInventoryOffered = 9,
/// <summary>Accept an inventory offer from an object</summary>
TaskInventoryAccepted = 10,
/// <summary>Decline an inventory offer from an object</summary>
TaskInventoryDeclined = 11,
/// <summary>Unknown</summary>
NewUserDefault = 12,
/// <summary>Start a session, or add users to a session</summary>
SessionAdd = 13,
/// <summary>Start a session, but don't prune offline users</summary>
SessionOfflineAdd = 14,
/// <summary>Start a session with your group</summary>
SessionGroupStart = 15,
/// <summary>Start a session without a calling card (finder or objects)</summary>
SessionCardlessStart = 16,
/// <summary>Send a message to a session</summary>
SessionSend = 17,
/// <summary>Leave a session</summary>
SessionDrop = 18,
/// <summary>Indicates that the IM is from an object</summary>
MessageFromObject = 19,
/// <summary>Sent an IM to a busy user, this is the auto response</summary>
BusyAutoResponse = 20,
/// <summary>Shows the message in the console and chat history</summary>
ConsoleAndChatHistory = 21,
/// <summary>Send a teleport lure</summary>
RequestTeleport = 22,
/// <summary>Response sent to the agent which inititiated a teleport invitation</summary>
AcceptTeleport = 23,
/// <summary>Response sent to the agent which inititiated a teleport invitation</summary>
DenyTeleport = 24,
/// <summary>Only useful if you have Linden permissions</summary>
GodLikeRequestTeleport = 25,
/// <summary>Request a teleport lure</summary>
RequestLure = 26,
// <summary>Notification of a new group election, this is
// deprecated</summary>
//[Obsolete]
//DeprecatedGroupElection = 27,
/// <summary>IM to tell the user to go to an URL</summary>
GotoUrl = 28,
/// <summary>IM for help</summary>
Session911Start = 29,
/// <summary>IM sent automatically on call for help, sends a lure
/// to each Helper reached</summary>
Lure911 = 30,
/// <summary>Like an IM but won't go to email</summary>
FromTaskAsAlert = 31,
/// <summary>IM from a group officer to all group members</summary>
GroupNotice = 32,
/// <summary>Unknown</summary>
GroupNoticeInventoryAccepted = 33,
/// <summary>Unknown</summary>
GroupNoticeInventoryDeclined = 34,
/// <summary>Accept a group invitation</summary>
GroupInvitationAccept = 35,
/// <summary>Decline a group invitation</summary>
GroupInvitationDecline = 36,
/// <summary>Unknown</summary>
GroupNoticeRequested = 37,
/// <summary>An avatar is offering you friendship</summary>
FriendshipOffered = 38,
/// <summary>An avatar has accepted your friendship offer</summary>
FriendshipAccepted = 39,
/// <summary>An avatar has declined your friendship offer</summary>
FriendshipDeclined = 40,
/// <summary>Indicates that a user has started typing</summary>
StartTyping = 41,
/// <summary>Indicates that a user has stopped typing</summary>
StopTyping = 42
}
/// <summary>
/// Flag in Instant Messages, whether the IM should be delivered to
/// offline avatars as well
/// </summary>
public enum InstantMessageOnline
{
/// <summary>Only deliver to online avatars</summary>
Online = 0,
/// <summary>If the avatar is offline the message will be held until
/// they login next, and possibly forwarded to their e-mail account</summary>
Offline = 1
}
/// <summary>
/// Conversion type to denote Chat Packet types in an easier-to-understand format
/// </summary>
public enum ChatType : byte
{
/// <summary>Whisper (5m radius)</summary>
Whisper = 0,
/// <summary>Normal chat (10/20m radius), what the official viewer typically sends</summary>
Normal = 1,
/// <summary>Shouting! (100m radius)</summary>
Shout = 2,
// <summary>Say chat (10/20m radius) - The official viewer will
// print "[4:15] You say, hey" instead of "[4:15] You: hey"</summary>
//[Obsolete]
//Say = 3,
/// <summary>Event message when an Avatar has begun to type</summary>
StartTyping = 4,
/// <summary>Event message when an Avatar has stopped typing</summary>
StopTyping = 5,
/// <summary>Send the message to the debug channel</summary>
Debug = 6,
/// <summary>Event message when an object uses llOwnerSay</summary>
OwnerSay = 8,
/// <summary>Event message when an object uses llRegionSayTo</summary>
RegionSayTo = 9,
/// <summary>Special value to support llRegionSay, never sent to the client</summary>
RegionSay = Byte.MaxValue,
}
/// <summary>
/// Identifies the source of a chat message
/// </summary>
public enum ChatSourceType : byte
{
/// <summary>Chat from the grid or simulator</summary>
System = 0,
/// <summary>Chat from another avatar</summary>
Agent = 1,
/// <summary>Chat from an object</summary>
Object = 2
}
/// <summary>
///
/// </summary>
public enum ChatAudibleLevel : sbyte
{
/// <summary></summary>
Not = -1,
/// <summary></summary>
Barely = 0,
/// <summary></summary>
Fully = 1
}
/// <summary>
/// Effect type used in ViewerEffect packets
/// </summary>
public enum EffectType : byte
{
/// <summary></summary>
Text = 0,
/// <summary></summary>
Icon,
/// <summary></summary>
Connector,
/// <summary></summary>
FlexibleObject,
/// <summary></summary>
AnimalControls,
/// <summary></summary>
AnimationObject,
/// <summary></summary>
Cloth,
/// <summary>Project a beam from a source to a destination, such as
/// the one used when editing an object</summary>
Beam,
/// <summary></summary>
Glow,
/// <summary></summary>
Point,
/// <summary></summary>
Trail,
/// <summary>Create a swirl of particles around an object</summary>
Sphere,
/// <summary></summary>
Spiral,
/// <summary></summary>
Edit,
/// <summary>Cause an avatar to look at an object</summary>
LookAt,
/// <summary>Cause an avatar to point at an object</summary>
PointAt
}
/// <summary>
/// The action an avatar is doing when looking at something, used in
/// ViewerEffect packets for the LookAt effect
/// </summary>
public enum LookAtType : byte
{
/// <summary></summary>
None,
/// <summary></summary>
Idle,
/// <summary></summary>
AutoListen,
/// <summary></summary>
FreeLook,
/// <summary></summary>
Respond,
/// <summary></summary>
Hover,
/// <summary>Deprecated</summary>
[Obsolete]
Conversation,
/// <summary></summary>
Select,
/// <summary></summary>
Focus,
/// <summary></summary>
Mouselook,
/// <summary></summary>
Clear
}
/// <summary>
/// The action an avatar is doing when pointing at something, used in
/// ViewerEffect packets for the PointAt effect
/// </summary>
public enum PointAtType : byte
{
/// <summary></summary>
None,
/// <summary></summary>
Select,
/// <summary></summary>
Grab,
/// <summary></summary>
Clear
}
/// <summary>
/// Money transaction types
/// </summary>
public enum MoneyTransactionType : int
{
/// <summary></summary>
None = 0,
/// <summary></summary>
FailSimulatorTimeout = 1,
/// <summary></summary>
FailDataserverTimeout = 2,
/// <summary></summary>
ObjectClaim = 1000,
/// <summary></summary>
LandClaim = 1001,
/// <summary></summary>
GroupCreate = 1002,
/// <summary></summary>
ObjectPublicClaim = 1003,
/// <summary></summary>
GroupJoin = 1004,
/// <summary></summary>
TeleportCharge = 1100,
/// <summary></summary>
UploadCharge = 1101,
/// <summary></summary>
LandAuction = 1102,
/// <summary></summary>
ClassifiedCharge = 1103,
/// <summary></summary>
ObjectTax = 2000,
/// <summary></summary>
LandTax = 2001,
/// <summary></summary>
LightTax = 2002,
/// <summary></summary>
ParcelDirFee = 2003,
/// <summary></summary>
GroupTax = 2004,
/// <summary></summary>
ClassifiedRenew = 2005,
/// <summary></summary>
GiveInventory = 3000,
/// <summary></summary>
ObjectSale = 5000,
/// <summary></summary>
Gift = 5001,
/// <summary></summary>
LandSale = 5002,
/// <summary></summary>
ReferBonus = 5003,
/// <summary></summary>
InventorySale = 5004,
/// <summary></summary>
RefundPurchase = 5005,
/// <summary></summary>
LandPassSale = 5006,
/// <summary></summary>
DwellBonus = 5007,
/// <summary></summary>
PayObject = 5008,
/// <summary></summary>
ObjectPays = 5009,
/// <summary></summary>
GroupLandDeed = 6001,
/// <summary></summary>
GroupObjectDeed = 6002,
/// <summary></summary>
GroupLiability = 6003,
/// <summary></summary>
GroupDividend = 6004,
/// <summary></summary>
GroupMembershipDues = 6005,
/// <summary></summary>
ObjectRelease = 8000,
/// <summary></summary>
LandRelease = 8001,
/// <summary></summary>
ObjectDelete = 8002,
/// <summary></summary>
ObjectPublicDecay = 8003,
/// <summary></summary>
ObjectPublicDelete = 8004,
/// <summary></summary>
LindenAdjustment = 9000,
/// <summary></summary>
LindenGrant = 9001,
/// <summary></summary>
LindenPenalty = 9002,
/// <summary></summary>
EventFee = 9003,
/// <summary></summary>
EventPrize = 9004,
/// <summary></summary>
StipendBasic = 10000,
/// <summary></summary>
StipendDeveloper = 10001,
/// <summary></summary>
StipendAlways = 10002,
/// <summary></summary>
StipendDaily = 10003,
/// <summary></summary>
StipendRating = 10004,
/// <summary></summary>
StipendDelta = 10005
}
/// <summary>
///
/// </summary>
[Flags]
public enum TransactionFlags : byte
{
/// <summary></summary>
None = 0,
/// <summary></summary>
SourceGroup = 1,
/// <summary></summary>
DestGroup = 2,
/// <summary></summary>
OwnerGroup = 4,
/// <summary></summary>
SimultaneousContribution = 8,
/// <summary></summary>
ContributionRemoval = 16
}
/// <summary>
///
/// </summary>
public enum MeanCollisionType : byte
{
/// <summary></summary>
None,
/// <summary></summary>
Bump,
/// <summary></summary>
LLPushObject,
/// <summary></summary>
SelectedObjectCollide,
/// <summary></summary>
ScriptedObjectCollide,
/// <summary></summary>
PhysicalObjectCollide
}
/// <summary>
/// Flags sent when a script takes or releases a control
/// </summary>
/// <remarks>NOTE: (need to verify) These might be a subset of the ControlFlags enum in Movement,</remarks>
[Flags]
public enum ScriptControlChange : uint
{
/// <summary>No Flags set</summary>
None = 0,
/// <summary>Forward (W or up Arrow)</summary>
Forward = 1,
/// <summary>Back (S or down arrow)</summary>
Back = 2,
/// <summary>Move left (shift+A or left arrow)</summary>
Left = 4,
/// <summary>Move right (shift+D or right arrow)</summary>
Right = 8,
/// <summary>Up (E or PgUp)</summary>
Up = 16,
/// <summary>Down (C or PgDown)</summary>
Down = 32,
/// <summary>Rotate left (A or left arrow)</summary>
RotateLeft = 256,
/// <summary>Rotate right (D or right arrow)</summary>
RotateRight = 512,
/// <summary>Left Mouse Button</summary>
LeftButton = 268435456,
/// <summary>Left Mouse button in MouseLook</summary>
MouseLookLeftButton = 1073741824
}
/// <summary>
/// Currently only used to hide your group title
/// </summary>
[Flags]
public enum AgentFlags : byte
{
/// <summary>No flags set</summary>
None = 0,
/// <summary>Hide your group title</summary>
HideTitle = 0x01,
}
/// <summary>
/// Action state of the avatar, which can currently be typing and
/// editing
/// </summary>
[Flags]
public enum AgentState : byte
{
/// <summary></summary>
None = 0x00,
/// <summary></summary>
Typing = 0x04,
/// <summary></summary>
Editing = 0x10
}
/// <summary>
/// Current teleport status
/// </summary>
public enum TeleportStatus
{
/// <summary>Unknown status</summary>
None,
/// <summary>Teleport initialized</summary>
Start,
/// <summary>Teleport in progress</summary>
Progress,
/// <summary>Teleport failed</summary>
Failed,
/// <summary>Teleport completed</summary>
Finished,
/// <summary>Teleport cancelled</summary>
Cancelled
}
/// <summary>
///
/// </summary>
[Flags]
public enum TeleportFlags : uint
{
/// <summary>No flags set, or teleport failed</summary>
Default = 0,
/// <summary>Set when newbie leaves help island for first time</summary>
SetHomeToTarget = 1 << 0,
/// <summary></summary>
SetLastToTarget = 1 << 1,
/// <summary>Via Lure</summary>
ViaLure = 1 << 2,
/// <summary>Via Landmark</summary>
ViaLandmark = 1 << 3,
/// <summary>Via Location</summary>
ViaLocation = 1 << 4,
/// <summary>Via Home</summary>
ViaHome = 1 << 5,
/// <summary>Via Telehub</summary>
ViaTelehub = 1 << 6,
/// <summary>Via Login</summary>
ViaLogin = 1 << 7,
/// <summary>Linden Summoned</summary>
ViaGodlikeLure = 1 << 8,
/// <summary>Linden Forced me</summary>
Godlike = 1 << 9,
/// <summary></summary>
NineOneOne = 1 << 10,
/// <summary>Agent Teleported Home via Script</summary>
DisableCancel = 1 << 11,
/// <summary></summary>
ViaRegionID = 1 << 12,
/// <summary></summary>
IsFlying = 1 << 13,
/// <summary></summary>
ResetHome = 1 << 14,
/// <summary>forced to new location for example when avatar is banned or ejected</summary>
ForceRedirect = 1 << 15,
/// <summary>Teleport Finished via a Lure</summary>
FinishedViaLure = 1 << 26,
/// <summary>Finished, Sim Changed</summary>
FinishedViaNewSim = 1 << 28,
/// <summary>Finished, Same Sim</summary>
FinishedViaSameSim = 1 << 29
}
/// <summary>
///
/// </summary>
[Flags]
public enum TeleportLureFlags
{
/// <summary></summary>
NormalLure = 0,
/// <summary></summary>
GodlikeLure = 1,
/// <summary></summary>
GodlikePursuit = 2
}
/// <summary>
///
/// </summary>
[Flags]
public enum ScriptSensorTypeFlags
{
/// <summary></summary>
Agent = 1,
/// <summary></summary>
Active = 2,
/// <summary></summary>
Passive = 4,
/// <summary></summary>
Scripted = 8,
}
/// <summary>
/// Type of mute entry
/// </summary>
public enum MuteType
{
/// <summary>Object muted by name</summary>
ByName = 0,
/// <summary>Muted residet</summary>
Resident = 1,
/// <summary>Object muted by UUID</summary>
Object = 2,
/// <summary>Muted group</summary>
Group = 3,
/// <summary>Muted external entry</summary>
External = 4
}
/// <summary>
/// Flags of mute entry
/// </summary>
[Flags]
public enum MuteFlags : int
{
/// <summary>No exceptions</summary>
Default = 0x0,
/// <summary>Don't mute text chat</summary>
TextChat = 0x1,
/// <summary>Don't mute voice chat</summary>
VoiceChat = 0x2,
/// <summary>Don't mute particles</summary>
Particles = 0x4,
/// <summary>Don't mute sounds</summary>
ObjectSounds = 0x8,
/// <summary>Don't mute</summary>
All = 0xf
}
#endregion Enums
#region Structs
/// <summary>
/// Instant Message
/// </summary>
public struct InstantMessage
{
/// <summary>Key of sender</summary>
public UUID FromAgentID;
/// <summary>Name of sender</summary>
public string FromAgentName;
/// <summary>Key of destination avatar</summary>
public UUID ToAgentID;
/// <summary>ID of originating estate</summary>
public uint ParentEstateID;
/// <summary>Key of originating region</summary>
public UUID RegionID;
/// <summary>Coordinates in originating region</summary>
public Vector3 Position;
/// <summary>Instant message type</summary>
public InstantMessageDialog Dialog;
/// <summary>Group IM session toggle</summary>
public bool GroupIM;
/// <summary>Key of IM session, for Group Messages, the groups UUID</summary>
public UUID IMSessionID;
/// <summary>Timestamp of the instant message</summary>
public DateTime Timestamp;
/// <summary>Instant message text</summary>
public string Message;
/// <summary>Whether this message is held for offline avatars</summary>
public InstantMessageOnline Offline;
/// <summary>Context specific packed data</summary>
public byte[] BinaryBucket;
/// <summary>Print the struct data as a string</summary>
/// <returns>A string containing the field name, and field value</returns>
public override string ToString()
{
return Helpers.StructToString(this);
}
}
/// <summary>Represents muted object or resident</summary>
public class MuteEntry
{
/// <summary>Type of the mute entry</summary>
public MuteType Type;
/// <summary>UUID of the mute etnry</summary>
public UUID ID;
/// <summary>Mute entry name</summary>
public string Name;
/// <summary>Mute flags</summary>
public MuteFlags Flags;
}
/// <summary>Transaction detail sent with MoneyBalanceReply message</summary>
public class TransactionInfo
{
/// <summary>Type of the transaction</summary>
public int TransactionType; // FIXME: this should be an enum
/// <summary>UUID of the transaction source</summary>
public UUID SourceID;
/// <summary>Is the transaction source a group</summary>
public bool IsSourceGroup;
/// <summary>UUID of the transaction destination</summary>
public UUID DestID;
/// <summary>Is transaction destination a group</summary>
public bool IsDestGroup;
/// <summary>Transaction amount</summary>
public int Amount;
/// <summary>Transaction description</summary>
public string ItemDescription;
}
#endregion Structs
/// <summary>
/// Manager class for our own avatar
/// </summary>
public partial class AgentManager
{
#region Delegates
/// <summary>
/// Called once attachment resource usage information has been collected
/// </summary>
/// <param name="success">Indicates if operation was successfull</param>
/// <param name="info">Attachment resource usage information</param>
public delegate void AttachmentResourcesCallback(bool success, AttachmentResourcesMessage info);
#endregion Delegates
#region Event Delegates
/// <summary>The event subscribers. null if no subcribers</summary>
private EventHandler<ChatEventArgs> m_Chat;
/// <summary>Raises the ChatFromSimulator event</summary>
/// <param name="e">A ChatEventArgs object containing the
/// data returned from the data server</param>
protected virtual void OnChat(ChatEventArgs e)
{
EventHandler<ChatEventArgs> handler = m_Chat;
if (handler != null)
handler(this, e);
}
/// <summary>Thread sync lock object</summary>
private readonly object m_ChatLock = new object();
/// <summary>Raised when a scripted object or agent within range sends a public message</summary>
public event EventHandler<ChatEventArgs> ChatFromSimulator
{
add { lock (m_ChatLock) { m_Chat += value; } }
remove { lock (m_ChatLock) { m_Chat -= value; } }
}
/// <summary>The event subscribers. null if no subcribers</summary>
private EventHandler<ScriptDialogEventArgs> m_ScriptDialog;
/// <summary>Raises the ScriptDialog event</summary>
/// <param name="e">A SctriptDialogEventArgs object containing the
/// data returned from the data server</param>
protected virtual void OnScriptDialog(ScriptDialogEventArgs e)
{
EventHandler<ScriptDialogEventArgs> handler = m_ScriptDialog;
if (handler != null)
handler(this, e);
}
/// <summary>Thread sync lock object</summary>
private readonly object m_ScriptDialogLock = new object();
/// <summary>Raised when a scripted object sends a dialog box containing possible
/// options an agent can respond to</summary>
public event EventHandler<ScriptDialogEventArgs> ScriptDialog
{
add { lock (m_ScriptDialogLock) { m_ScriptDialog += value; } }
remove { lock (m_ScriptDialogLock) { m_ScriptDialog -= value; } }
}
/// <summary>The event subscribers. null if no subcribers</summary>
private EventHandler<ScriptQuestionEventArgs> m_ScriptQuestion;
/// <summary>Raises the ScriptQuestion event</summary>
/// <param name="e">A ScriptQuestionEventArgs object containing the
/// data returned from the data server</param>
protected virtual void OnScriptQuestion(ScriptQuestionEventArgs e)
{
EventHandler<ScriptQuestionEventArgs> handler = m_ScriptQuestion;
if (handler != null)
handler(this, e);
}
/// <summary>Thread sync lock object</summary>
private readonly object m_ScriptQuestionLock = new object();
/// <summary>Raised when an object requests a change in the permissions an agent has permitted</summary>
public event EventHandler<ScriptQuestionEventArgs> ScriptQuestion
{
add { lock (m_ScriptQuestionLock) { m_ScriptQuestion += value; } }
remove { lock (m_ScriptQuestionLock) { m_ScriptQuestion -= value; } }
}
/// <summary>The event subscribers. null if no subcribers</summary>
private EventHandler<LoadUrlEventArgs> m_LoadURL;
/// <summary>Raises the LoadURL event</summary>
/// <param name="e">A LoadUrlEventArgs object containing the
/// data returned from the data server</param>
protected virtual void OnLoadURL(LoadUrlEventArgs e)
{
EventHandler<LoadUrlEventArgs> handler = m_LoadURL;
if (handler != null)
handler(this, e);
}
/// <summary>Thread sync lock object</summary>
private readonly object m_LoadUrlLock = new object();
/// <summary>Raised when a script requests an agent open the specified URL</summary>
public event EventHandler<LoadUrlEventArgs> LoadURL
{
add { lock (m_LoadUrlLock) { m_LoadURL += value; } }
remove { lock (m_LoadUrlLock) { m_LoadURL -= value; } }
}
/// <summary>The event subscribers. null if no subcribers</summary>
private EventHandler<BalanceEventArgs> m_Balance;
/// <summary>Raises the MoneyBalance event</summary>
/// <param name="e">A BalanceEventArgs object containing the
/// data returned from the data server</param>
protected virtual void OnBalance(BalanceEventArgs e)
{
EventHandler<BalanceEventArgs> handler = m_Balance;
if (handler != null)
handler(this, e);
}
/// <summary>Thread sync lock object</summary>
private readonly object m_BalanceLock = new object();
/// <summary>Raised when an agents currency balance is updated</summary>
public event EventHandler<BalanceEventArgs> MoneyBalance
{
add { lock (m_BalanceLock) { m_Balance += value; } }
remove { lock (m_BalanceLock) { m_Balance -= value; } }
}
/// <summary>The event subscribers. null if no subcribers</summary>
private EventHandler<MoneyBalanceReplyEventArgs> m_MoneyBalance;
/// <summary>Raises the MoneyBalanceReply event</summary>
/// <param name="e">A MoneyBalanceReplyEventArgs object containing the
/// data returned from the data server</param>
protected virtual void OnMoneyBalanceReply(MoneyBalanceReplyEventArgs e)
{
EventHandler<MoneyBalanceReplyEventArgs> handler = m_MoneyBalance;
if (handler != null)
handler(this, e);
}
/// <summary>Thread sync lock object</summary>
private readonly object m_MoneyBalanceReplyLock = new object();
/// <summary>Raised when a transaction occurs involving currency such as a land purchase</summary>
public event EventHandler<MoneyBalanceReplyEventArgs> MoneyBalanceReply
{
add { lock (m_MoneyBalanceReplyLock) { m_MoneyBalance += value; } }
remove { lock (m_MoneyBalanceReplyLock) { m_MoneyBalance -= value; } }
}
/// <summary>The event subscribers. null if no subcribers</summary>
private EventHandler<InstantMessageEventArgs> m_InstantMessage;
/// <summary>Raises the IM event</summary>
/// <param name="e">A InstantMessageEventArgs object containing the
/// data returned from the data server</param>
protected virtual void OnInstantMessage(InstantMessageEventArgs e)
{
EventHandler<InstantMessageEventArgs> handler = m_InstantMessage;
if (handler != null)
handler(this, e);
}
/// <summary>Thread sync lock object</summary>
private readonly object m_InstantMessageLock = new object();
/// <summary>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</summary>
public event EventHandler<InstantMessageEventArgs> IM
{
add { lock (m_InstantMessageLock) { m_InstantMessage += value; } }
remove { lock (m_InstantMessageLock) { m_InstantMessage -= value; } }
}
/// <summary>The event subscribers. null if no subcribers</summary>
private EventHandler<TeleportEventArgs> m_Teleport;
/// <summary>Raises the TeleportProgress event</summary>
/// <param name="e">A TeleportEventArgs object containing the
/// data returned from the data server</param>
protected virtual void OnTeleport(TeleportEventArgs e)
{
EventHandler<TeleportEventArgs> handler = m_Teleport;
if (handler != null)
handler(this, e);
}
/// <summary>Thread sync lock object</summary>
private readonly object m_TeleportLock = new object();
/// <summary>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</summary>
public event EventHandler<TeleportEventArgs> TeleportProgress
{
add { lock (m_TeleportLock) { m_Teleport += value; } }
remove { lock (m_TeleportLock) { m_Teleport += value; } }
}
/// <summary>The event subscribers. null if no subcribers</summary>
private EventHandler<AgentDataReplyEventArgs> m_AgentData;
/// <summary>Raises the AgentDataReply event</summary>
/// <param name="e">A AgentDataReplyEventArgs object containing the
/// data returned from the data server</param>
protected virtual void OnAgentData(AgentDataReplyEventArgs e)
{
EventHandler<AgentDataReplyEventArgs> handler = m_AgentData;
if (handler != null)
handler(this, e);
}
/// <summary>Thread sync lock object</summary>
private readonly object m_AgentDataLock = new object();
/// <summary>Raised when a simulator sends agent specific information for our avatar.</summary>
public event EventHandler<AgentDataReplyEventArgs> AgentDataReply
{
add { lock (m_AgentDataLock) { m_AgentData += value; } }
remove { lock (m_AgentDataLock) { m_AgentData -= value; } }
}
/// <summary>The event subscribers. null if no subcribers</summary>
private EventHandler<AnimationsChangedEventArgs> m_AnimationsChanged;
/// <summary>Raises the AnimationsChanged event</summary>
/// <param name="e">A AnimationsChangedEventArgs object containing the
/// data returned from the data server</param>
protected virtual void OnAnimationsChanged(AnimationsChangedEventArgs e)
{
EventHandler<AnimationsChangedEventArgs> handler = m_AnimationsChanged;
if (handler != null)
handler(this, e);
}
/// <summary>Thread sync lock object</summary>
private readonly object m_AnimationsChangedLock = new object();
/// <summary>Raised when our agents animation playlist changes</summary>
public event EventHandler<AnimationsChangedEventArgs> AnimationsChanged
{
add { lock (m_AnimationsChangedLock) { m_AnimationsChanged += value; } }
remove { lock (m_AnimationsChangedLock) { m_AnimationsChanged -= value; } }
}
/// <summary>The event subscribers. null if no subcribers</summary>
private EventHandler<MeanCollisionEventArgs> m_MeanCollision;
/// <summary>Raises the MeanCollision event</summary>
/// <param name="e">A MeanCollisionEventArgs object containing the
/// data returned from the data server</param>
protected virtual void OnMeanCollision(MeanCollisionEventArgs e)
{
EventHandler<MeanCollisionEventArgs> handler = m_MeanCollision;
if (handler != null)
handler(this, e);
}
/// <summary>Thread sync lock object</summary>
private readonly object m_MeanCollisionLock = new object();
/// <summary>Raised when an object or avatar forcefully collides with our agent</summary>
public event EventHandler<MeanCollisionEventArgs> MeanCollision
{
add { lock (m_MeanCollisionLock) { m_MeanCollision += value; } }
remove { lock (m_MeanCollisionLock) { m_MeanCollision -= value; } }
}
/// <summary>The event subscribers. null if no subcribers</summary>
private EventHandler<RegionCrossedEventArgs> m_RegionCrossed;
/// <summary>Raises the RegionCrossed event</summary>
/// <param name="e">A RegionCrossedEventArgs object containing the
/// data returned from the data server</param>
protected virtual void OnRegionCrossed(RegionCrossedEventArgs e)
{
EventHandler<RegionCrossedEventArgs> handler = m_RegionCrossed;
if (handler != null)
handler(this, e);
}
/// <summary>Thread sync lock object</summary>
private readonly object m_RegionCrossedLock = new object();
/// <summary>Raised when our agent crosses a region border into another region</summary>
public event EventHandler<RegionCrossedEventArgs> RegionCrossed
{
add { lock (m_RegionCrossedLock) { m_RegionCrossed += value; } }
remove { lock (m_RegionCrossedLock) { m_RegionCrossed -= value; } }
}
/// <summary>The event subscribers. null if no subcribers</summary>
private EventHandler<GroupChatJoinedEventArgs> m_GroupChatJoined;
/// <summary>Raises the GroupChatJoined event</summary>
/// <param name="e">A GroupChatJoinedEventArgs object containing the
/// data returned from the data server</param>
protected virtual void OnGroupChatJoined(GroupChatJoinedEventArgs e)
{
EventHandler<GroupChatJoinedEventArgs> handler = m_GroupChatJoined;
if (handler != null)
handler(this, e);
}
/// <summary>Thread sync lock object</summary>
private readonly object m_GroupChatJoinedLock = new object();
/// <summary>Raised when our agent succeeds or fails to join a group chat session</summary>
public event EventHandler<GroupChatJoinedEventArgs> GroupChatJoined
{
add { lock (m_GroupChatJoinedLock) { m_GroupChatJoined += value; } }
remove { lock (m_GroupChatJoinedLock) { m_GroupChatJoined -= value; } }
}
/// <summary>The event subscribers. null if no subcribers</summary>
private EventHandler<AlertMessageEventArgs> m_AlertMessage;
/// <summary>Raises the AlertMessage event</summary>
/// <param name="e">A AlertMessageEventArgs object containing the
/// data returned from the data server</param>
protected virtual void OnAlertMessage(AlertMessageEventArgs e)
{
EventHandler<AlertMessageEventArgs> handler = m_AlertMessage;
if (handler != null)
handler(this, e);
}
/// <summary>Thread sync lock object</summary>
private readonly object m_AlertMessageLock = new object();
/// <summary>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</summary>
public event EventHandler<AlertMessageEventArgs> AlertMessage
{
add { lock (m_AlertMessageLock) { m_AlertMessage += value; } }
remove { lock (m_AlertMessageLock) { m_AlertMessage -= value; } }
}
/// <summary>The event subscribers. null if no subcribers</summary>
private EventHandler<ScriptControlEventArgs> m_ScriptControl;
/// <summary>Raises the ScriptControlChange event</summary>
/// <param name="e">A ScriptControlEventArgs object containing the
/// data returned from the data server</param>
protected virtual void OnScriptControlChange(ScriptControlEventArgs e)
{
EventHandler<ScriptControlEventArgs> handler = m_ScriptControl;
if (handler != null)
handler(this, e);
}
/// <summary>Thread sync lock object</summary>
private readonly object m_ScriptControlLock = new object();
/// <summary>Raised when a script attempts to take or release specified controls for our agent</summary>
public event EventHandler<ScriptControlEventArgs> ScriptControlChange
{
add { lock (m_ScriptControlLock) { m_ScriptControl += value; } }
remove { lock (m_ScriptControlLock) { m_ScriptControl -= value; } }
}
/// <summary>The event subscribers. null if no subcribers</summary>
private EventHandler<CameraConstraintEventArgs> m_CameraConstraint;
/// <summary>Raises the CameraConstraint event</summary>
/// <param name="e">A CameraConstraintEventArgs object containing the
/// data returned from the data server</param>
protected virtual void OnCameraConstraint(CameraConstraintEventArgs e)
{
EventHandler<CameraConstraintEventArgs> handler = m_CameraConstraint;
if (handler != null)
handler(this, e);
}
/// <summary>Thread sync lock object</summary>
private readonly object m_CameraConstraintLock = new object();
/// <summary>Raised when the simulator detects our agent is trying to view something
/// beyond its limits</summary>
public event EventHandler<CameraConstraintEventArgs> CameraConstraint
{
add { lock (m_CameraConstraintLock) { m_CameraConstraint += value; } }
remove { lock (m_CameraConstraintLock) { m_CameraConstraint -= value; } }
}
/// <summary>The event subscribers. null if no subcribers</summary>
private EventHandler<ScriptSensorReplyEventArgs> m_ScriptSensorReply;
/// <summary>Raises the ScriptSensorReply event</summary>
/// <param name="e">A ScriptSensorReplyEventArgs object containing the
/// data returned from the data server</param>
protected virtual void OnScriptSensorReply(ScriptSensorReplyEventArgs e)
{
EventHandler<ScriptSensorReplyEventArgs> handler = m_ScriptSensorReply;
if (handler != null)
handler(this, e);
}
/// <summary>Thread sync lock object</summary>
private readonly object m_ScriptSensorReplyLock = new object();
/// <summary>Raised when a script sensor reply is received from a simulator</summary>
public event EventHandler<ScriptSensorReplyEventArgs> ScriptSensorReply
{
add { lock (m_ScriptSensorReplyLock) { m_ScriptSensorReply += value; } }
remove { lock (m_ScriptSensorReplyLock) { m_ScriptSensorReply -= value; } }
}
/// <summary>The event subscribers. null if no subcribers</summary>
private EventHandler<AvatarSitResponseEventArgs> m_AvatarSitResponse;
/// <summary>Raises the AvatarSitResponse event</summary>
/// <param name="e">A AvatarSitResponseEventArgs object containing the
/// data returned from the data server</param>
protected virtual void OnAvatarSitResponse(AvatarSitResponseEventArgs e)
{
EventHandler<AvatarSitResponseEventArgs> handler = m_AvatarSitResponse;
if (handler != null)
handler(this, e);
}
/// <summary>Thread sync lock object</summary>
private readonly object m_AvatarSitResponseLock = new object();
/// <summary>Raised in response to a <see cref="RequestSit"/> request</summary>
public event EventHandler<AvatarSitResponseEventArgs> AvatarSitResponse
{
add { lock (m_AvatarSitResponseLock) { m_AvatarSitResponse += value; } }
remove { lock (m_AvatarSitResponseLock) { m_AvatarSitResponse -= value; } }
}
/// <summary>The event subscribers. null if no subcribers</summary>
private EventHandler<ChatSessionMemberAddedEventArgs> m_ChatSessionMemberAdded;
/// <summary>Raises the ChatSessionMemberAdded event</summary>
/// <param name="e">A ChatSessionMemberAddedEventArgs object containing the
/// data returned from the data server</param>
protected virtual void OnChatSessionMemberAdded(ChatSessionMemberAddedEventArgs e)
{
EventHandler<ChatSessionMemberAddedEventArgs> handler = m_ChatSessionMemberAdded;
if (handler != null)
handler(this, e);
}
/// <summary>Thread sync lock object</summary>
private readonly object m_ChatSessionMemberAddedLock = new object();
/// <summary>Raised when an avatar enters a group chat session we are participating in</summary>
public event EventHandler<ChatSessionMemberAddedEventArgs> ChatSessionMemberAdded
{
add { lock (m_ChatSessionMemberAddedLock) { m_ChatSessionMemberAdded += value; } }
remove { lock (m_ChatSessionMemberAddedLock) { m_ChatSessionMemberAdded -= value; } }
}
/// <summary>The event subscribers. null if no subcribers</summary>
private EventHandler<ChatSessionMemberLeftEventArgs> m_ChatSessionMemberLeft;
/// <summary>Raises the ChatSessionMemberLeft event</summary>
/// <param name="e">A ChatSessionMemberLeftEventArgs object containing the
/// data returned from the data server</param>
protected virtual void OnChatSessionMemberLeft(ChatSessionMemberLeftEventArgs e)
{
EventHandler<ChatSessionMemberLeftEventArgs> handler = m_ChatSessionMemberLeft;
if (handler != null)
handler(this, e);
}
/// <summary>Thread sync lock object</summary>
private readonly object m_ChatSessionMemberLeftLock = new object();
/// <summary>Raised when an agent exits a group chat session we are participating in</summary>
public event EventHandler<ChatSessionMemberLeftEventArgs> ChatSessionMemberLeft
{
add { lock (m_ChatSessionMemberLeftLock) { m_ChatSessionMemberLeft += value; } }
remove { lock (m_ChatSessionMemberLeftLock) { m_ChatSessionMemberLeft -= value; } }
}
/// <summary>The event subscribers, null of no subscribers</summary>
private EventHandler<SetDisplayNameReplyEventArgs> m_SetDisplayNameReply;
///<summary>Raises the SetDisplayNameReply Event</summary>
/// <param name="e">A SetDisplayNameReplyEventArgs object containing
/// the data sent from the simulator</param>
protected virtual void OnSetDisplayNameReply(SetDisplayNameReplyEventArgs e)
{
EventHandler<SetDisplayNameReplyEventArgs> handler = m_SetDisplayNameReply;
if (handler != null)
handler(this, e);
}
/// <summary>Thread sync lock object</summary>
private readonly object m_SetDisplayNameReplyLock = new object();
/// <summary>Raised when the simulator sends us data containing
/// the details of display name change</summary>
public event EventHandler<SetDisplayNameReplyEventArgs> SetDisplayNameReply
{
add { lock (m_SetDisplayNameReplyLock) { m_SetDisplayNameReply += value; } }
remove { lock (m_SetDisplayNameReplyLock) { m_SetDisplayNameReply -= value; } }
}
/// <summary>The event subscribers. null if no subcribers</summary>
private EventHandler<EventArgs> m_MuteListUpdated;
/// <summary>Raises the MuteListUpdated event</summary>
/// <param name="e">A EventArgs object containing the
/// data returned from the data server</param>
protected virtual void OnMuteListUpdated(EventArgs e)
{
EventHandler<EventArgs> handler = m_MuteListUpdated;
if (handler != null)
handler(this, e);
}
/// <summary>Thread sync lock object</summary>
private readonly object m_MuteListUpdatedLock = new object();
/// <summary>Raised when a scripted object or agent within range sends a public message</summary>
public event EventHandler<EventArgs> MuteListUpdated
{
add { lock (m_MuteListUpdatedLock) { m_MuteListUpdated += value; } }
remove { lock (m_MuteListUpdatedLock) { m_MuteListUpdated -= value; } }
}
#endregion Callbacks
/// <summary>Reference to the GridClient instance</summary>
private readonly GridClient Client;
/// <summary>Used for movement and camera tracking</summary>
public readonly AgentMovement Movement;
/// <summary>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</summary>
public InternalDictionary<UUID, int> SignaledAnimations = new InternalDictionary<UUID, int>();
/// <summary>Dictionary containing current Group Chat sessions and members</summary>
public InternalDictionary<UUID, List<ChatSessionMember>> GroupChatSessions = new InternalDictionary<UUID, List<ChatSessionMember>>();
/// <summary>Dictionary containing mute list keyead on mute name and key</summary>
public InternalDictionary<string, MuteEntry> MuteList = new InternalDictionary<string, MuteEntry>();
#region Properties
/// <summary>Your (client) avatars <see cref="UUID"/></summary>
/// <remarks>"client", "agent", and "avatar" all represent the same thing</remarks>
public UUID AgentID { get { return id; } }
/// <summary>Temporary <seealso cref="UUID"/> assigned to this session, used for
/// verifying our identity in packets</summary>
public UUID SessionID { get { return sessionID; } }
/// <summary>Shared secret <seealso cref="UUID"/> that is never sent over the wire</summary>
public UUID SecureSessionID { get { return secureSessionID; } }
/// <summary>Your (client) avatar ID, local to the current region/sim</summary>
public uint LocalID { get { return localID; } }
/// <summary>Where the avatar started at login. Can be "last", "home"
/// or a login <seealso cref="T:OpenMetaverse.URI"/></summary>
public string StartLocation { get { return startLocation; } }
/// <summary>The access level of this agent, usually M, PG or A</summary>
public string AgentAccess { get { return agentAccess; } }
/// <summary>The CollisionPlane of Agent</summary>
public Vector4 CollisionPlane { get { return collisionPlane; } }
/// <summary>An <seealso cref="Vector3"/> representing the velocity of our agent</summary>
public Vector3 Velocity { get { return velocity; } }
/// <summary>An <seealso cref="Vector3"/> representing the acceleration of our agent</summary>
public Vector3 Acceleration { get { return acceleration; } }
/// <summary>A <seealso cref="Vector3"/> which specifies the angular speed, and axis about which an Avatar is rotating.</summary>
public Vector3 AngularVelocity { get { return angularVelocity; } }
/// <summary>Position avatar client will goto when login to 'home' or during
/// teleport request to 'home' region.</summary>
public Vector3 HomePosition { get { return homePosition; } }
/// <summary>LookAt point saved/restored with HomePosition</summary>
public Vector3 HomeLookAt { get { return homeLookAt; } }
/// <summary>Avatar First Name (i.e. Philip)</summary>
public string FirstName { get { return firstName; } }
/// <summary>Avatar Last Name (i.e. Linden)</summary>
public string LastName { get { return lastName; } }
/// <summary>LookAt point received with the login response message</summary>
public Vector3 LookAt { get { return lookAt; } }
/// <summary>Avatar Full Name (i.e. Philip Linden)</summary>
public string Name
{
get
{
// This is a fairly common request, so assume the name doesn't
// change mid-session and cache the result
if (fullName == null || fullName.Length < 2)
fullName = String.Format("{0} {1}", firstName, lastName);
return fullName;
}
}
/// <summary>Gets the health of the agent</summary>
public float Health { get { return health; } }
/// <summary>Gets the current balance of the agent</summary>
public int Balance { get { return balance; } }
/// <summary>Gets the local ID of the prim the agent is sitting on,
/// zero if the avatar is not currently sitting</summary>
public uint SittingOn { get { return sittingOn; } }
/// <summary>Gets the <seealso cref="UUID"/> of the agents active group.</summary>
public UUID ActiveGroup { get { return activeGroup; } }
/// <summary>Gets the Agents powers in the currently active group</summary>
public GroupPowers ActiveGroupPowers { get { return activeGroupPowers; } }
/// <summary>Current status message for teleporting</summary>
public string TeleportMessage { get { return teleportMessage; } }
/// <summary>Current position of the agent as a relative offset from
/// the simulator, or the parent object if we are sitting on something</summary>
public Vector3 RelativePosition { get { return relativePosition; } set { relativePosition = value; } }
/// <summary>Current rotation of the agent as a relative rotation from
/// the simulator, or the parent object if we are sitting on something</summary>
public Quaternion RelativeRotation { get { return relativeRotation; } set { relativeRotation = value; } }
/// <summary>Current position of the agent in the simulator</summary>
public Vector3 SimPosition
{
get
{
// simple case, agent not seated
if (sittingOn == 0)
{
return relativePosition;
}
// a bit more complicatated, agent sitting on a prim
Primitive p = null;
Vector3 fullPosition = relativePosition;
if (Client.Network.CurrentSim.ObjectsPrimitives.TryGetValue(sittingOn, out p))
{
fullPosition = p.Position + relativePosition * p.Rotation;
}
// go up the hiearchy trying to find the root prim
while (p != null && p.ParentID != 0)
{
Avatar av;
if (Client.Network.CurrentSim.ObjectsAvatars.TryGetValue(p.ParentID, out av))
{
p = av;
fullPosition += p.Position;
}
else
{
if (Client.Network.CurrentSim.ObjectsPrimitives.TryGetValue(p.ParentID, out p))
{
fullPosition += p.Position;
}
}
}
if (p != null) // we found the root prim
{
return fullPosition;
}
// Didn't find the seat's root prim, try returning coarse loaction
if (Client.Network.CurrentSim.avatarPositions.TryGetValue(AgentID, out fullPosition))
{
return fullPosition;
}
Logger.Log("Failed to determine agents sim position", Helpers.LogLevel.Warning, Client);
return relativePosition;
}
}
/// <summary>
/// A <seealso cref="Quaternion"/> representing the agents current rotation
/// </summary>
public Quaternion SimRotation
{
get
{
if (sittingOn != 0)
{
Primitive parent;
if (Client.Network.CurrentSim != null && Client.Network.CurrentSim.ObjectsPrimitives.TryGetValue(sittingOn, out parent))
{
return relativeRotation * parent.Rotation;
}
else
{
Logger.Log("Currently sitting on object " + sittingOn + " which is not tracked, SimRotation will be inaccurate",
Helpers.LogLevel.Warning, Client);
return relativeRotation;
}
}
else
{
return relativeRotation;
}
}
}
/// <summary>Returns the global grid position of the avatar</summary>
public Vector3d GlobalPosition
{
get
{
if (Client.Network.CurrentSim != null)
{
uint globalX, globalY;
Utils.LongToUInts(Client.Network.CurrentSim.Handle, out globalX, out globalY);
Vector3 pos = SimPosition;
return new Vector3d(
(double)globalX + (double)pos.X,
(double)globalY + (double)pos.Y,
(double)pos.Z);
}
else
return Vector3d.Zero;
}
}
/// <summary>Various abilities and preferences sent by the grid</summary>
public AgentStateUpdateMessage AgentStateStatus;
#endregion Properties
internal uint localID;
internal Vector3 relativePosition;
internal Quaternion relativeRotation = Quaternion.Identity;
internal Vector4 collisionPlane;
internal Vector3 velocity;
internal Vector3 acceleration;
internal Vector3 angularVelocity;
internal uint sittingOn;
internal int lastInterpolation;
#region Private Members
private UUID id;
private UUID sessionID;
private UUID secureSessionID;
private string startLocation = String.Empty;
private string agentAccess = String.Empty;
private Vector3 homePosition;
private Vector3 homeLookAt;
private Vector3 lookAt;
private string firstName = String.Empty;
private string lastName = String.Empty;
private string fullName;
private string teleportMessage = String.Empty;
private TeleportStatus teleportStat = TeleportStatus.None;
private ManualResetEvent teleportEvent = new ManualResetEvent(false);
private uint heightWidthGenCounter;
private float health;
private int balance;
private UUID activeGroup;
private GroupPowers activeGroupPowers;
private Dictionary<UUID, AssetGesture> gestureCache = new Dictionary<UUID, AssetGesture>();
#endregion Private Members
/// <summary>
/// Constructor, setup callbacks for packets related to our avatar
/// </summary>
/// <param name="client">A reference to the <seealso cref="T:OpenMetaverse.GridClient"/> Class</param>
public AgentManager(GridClient client)
{
Client = client;
Movement = new AgentMovement(Client);
Client.Network.Disconnected += Network_OnDisconnected;
// Teleport callbacks
Client.Network.RegisterCallback(PacketType.TeleportStart, TeleportHandler);
Client.Network.RegisterCallback(PacketType.TeleportProgress, TeleportHandler);
Client.Network.RegisterCallback(PacketType.TeleportFailed, TeleportHandler);
Client.Network.RegisterCallback(PacketType.TeleportCancel, TeleportHandler);
Client.Network.RegisterCallback(PacketType.TeleportLocal, TeleportHandler);
// these come in via the EventQueue
Client.Network.RegisterEventCallback("TeleportFailed", new Caps.EventQueueCallback(TeleportFailedEventHandler));
Client.Network.RegisterEventCallback("TeleportFinish", new Caps.EventQueueCallback(TeleportFinishEventHandler));
// Instant message callback
Client.Network.RegisterCallback(PacketType.ImprovedInstantMessage, InstantMessageHandler);
// Chat callback
Client.Network.RegisterCallback(PacketType.ChatFromSimulator, ChatHandler);
// Script dialog callback
Client.Network.RegisterCallback(PacketType.ScriptDialog, ScriptDialogHandler);
// Script question callback
Client.Network.RegisterCallback(PacketType.ScriptQuestion, ScriptQuestionHandler);
// Script URL callback
Client.Network.RegisterCallback(PacketType.LoadURL, LoadURLHandler);
// Movement complete callback
Client.Network.RegisterCallback(PacketType.AgentMovementComplete, MovementCompleteHandler);
// Health callback
Client.Network.RegisterCallback(PacketType.HealthMessage, HealthHandler);
// Money callback
Client.Network.RegisterCallback(PacketType.MoneyBalanceReply, MoneyBalanceReplyHandler);
//Agent update callback
Client.Network.RegisterCallback(PacketType.AgentDataUpdate, AgentDataUpdateHandler);
// Animation callback
Client.Network.RegisterCallback(PacketType.AvatarAnimation, AvatarAnimationHandler, false);
// Object colliding into our agent callback
Client.Network.RegisterCallback(PacketType.MeanCollisionAlert, MeanCollisionAlertHandler);
// Region Crossing
Client.Network.RegisterCallback(PacketType.CrossedRegion, CrossedRegionHandler);
Client.Network.RegisterEventCallback("CrossedRegion", new Caps.EventQueueCallback(CrossedRegionEventHandler));
// CAPS callbacks
Client.Network.RegisterEventCallback("EstablishAgentCommunication", new Caps.EventQueueCallback(EstablishAgentCommunicationEventHandler));
Client.Network.RegisterEventCallback("SetDisplayNameReply", new Caps.EventQueueCallback(SetDisplayNameReplyEventHandler));
Client.Network.RegisterEventCallback("AgentStateUpdate", new Caps.EventQueueCallback(AgentStateUpdateEventHandler));
// Incoming Group Chat
Client.Network.RegisterEventCallback("ChatterBoxInvitation", new Caps.EventQueueCallback(ChatterBoxInvitationEventHandler));
// Outgoing Group Chat Reply
Client.Network.RegisterEventCallback("ChatterBoxSessionEventReply", new Caps.EventQueueCallback(ChatterBoxSessionEventReplyEventHandler));
Client.Network.RegisterEventCallback("ChatterBoxSessionStartReply", new Caps.EventQueueCallback(ChatterBoxSessionStartReplyEventHandler));
Client.Network.RegisterEventCallback("ChatterBoxSessionAgentListUpdates", new Caps.EventQueueCallback(ChatterBoxSessionAgentListUpdatesEventHandler));
// Login
Client.Network.RegisterLoginResponseCallback(new NetworkManager.LoginResponseCallback(Network_OnLoginResponse));
// Alert Messages
Client.Network.RegisterCallback(PacketType.AlertMessage, AlertMessageHandler);
// script control change messages, ie: when an in-world LSL script wants to take control of your agent.
Client.Network.RegisterCallback(PacketType.ScriptControlChange, ScriptControlChangeHandler);
// Camera Constraint (probably needs to move to AgentManagerCamera TODO:
Client.Network.RegisterCallback(PacketType.CameraConstraint, CameraConstraintHandler);
Client.Network.RegisterCallback(PacketType.ScriptSensorReply, ScriptSensorReplyHandler);
Client.Network.RegisterCallback(PacketType.AvatarSitResponse, AvatarSitResponseHandler);
// Process mute list update message
Client.Network.RegisterCallback(PacketType.MuteListUpdate, MuteListUpdateHander);
}
#region Chat and instant messages
/// <summary>
/// Send a text message from the Agent to the Simulator
/// </summary>
/// <param name="message">A <see cref="string"/> containing the message</param>
/// <param name="channel">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</param>
/// <param name="type">Denotes the type of message being sent, shout, whisper, etc.</param>
public void Chat(string message, int channel, ChatType type)
{
ChatFromViewerPacket chat = new ChatFromViewerPacket();
chat.AgentData.AgentID = this.id;
chat.AgentData.SessionID = Client.Self.SessionID;
chat.ChatData.Channel = channel;
chat.ChatData.Message = Utils.StringToBytes(message);
chat.ChatData.Type = (byte)type;
Client.Network.SendPacket(chat);
}
/// <summary>
/// Request any instant messages sent while the client was offline to be resent.
/// </summary>
public void RetrieveInstantMessages()
{
RetrieveInstantMessagesPacket p = new RetrieveInstantMessagesPacket();
p.AgentData.AgentID = Client.Self.AgentID;
p.AgentData.SessionID = Client.Self.SessionID;
Client.Network.SendPacket(p);
}
/// <summary>
/// Send an Instant Message to another Avatar
/// </summary>
/// <param name="target">The recipients <see cref="UUID"/></param>
/// <param name="message">A <see cref="string"/> containing the message to send</param>
public void InstantMessage(UUID target, string message)
{
InstantMessage(Name, target, message, AgentID.Equals(target) ? AgentID : target ^ AgentID,
InstantMessageDialog.MessageFromAgent, InstantMessageOnline.Offline, this.SimPosition,
UUID.Zero, Utils.EmptyBytes);
}
/// <summary>
/// Send an Instant Message to an existing group chat or conference chat
/// </summary>
/// <param name="target">The recipients <see cref="UUID"/></param>
/// <param name="message">A <see cref="string"/> containing the message to send</param>
/// <param name="imSessionID">IM session ID (to differentiate between IM windows)</param>
public void InstantMessage(UUID target, string message, UUID imSessionID)
{
InstantMessage(Name, target, message, imSessionID,
InstantMessageDialog.MessageFromAgent, InstantMessageOnline.Offline, this.SimPosition,
UUID.Zero, Utils.EmptyBytes);
}
/// <summary>
/// Send an Instant Message
/// </summary>
/// <param name="fromName">The name this IM will show up as being from</param>
/// <param name="target">Key of Avatar</param>
/// <param name="message">Text message being sent</param>
/// <param name="imSessionID">IM session ID (to differentiate between IM windows)</param>
/// <param name="conferenceIDs">IDs of sessions for a conference</param>
public void InstantMessage(string fromName, UUID target, string message, UUID imSessionID,
UUID[] conferenceIDs)
{
byte[] binaryBucket;
if (conferenceIDs != null && conferenceIDs.Length > 0)
{
binaryBucket = new byte[16 * conferenceIDs.Length];
for (int i = 0; i < conferenceIDs.Length; ++i)
Buffer.BlockCopy(conferenceIDs[i].GetBytes(), 0, binaryBucket, i * 16, 16);
}
else
{
binaryBucket = Utils.EmptyBytes;
}
InstantMessage(fromName, target, message, imSessionID, InstantMessageDialog.MessageFromAgent,
InstantMessageOnline.Offline, Vector3.Zero, UUID.Zero, binaryBucket);
}
/// <summary>
/// Send an Instant Message
/// </summary>
/// <param name="fromName">The name this IM will show up as being from</param>
/// <param name="target">Key of Avatar</param>
/// <param name="message">Text message being sent</param>
/// <param name="imSessionID">IM session ID (to differentiate between IM windows)</param>
/// <param name="dialog">Type of instant message to send</param>
/// <param name="offline">Whether to IM offline avatars as well</param>
/// <param name="position">Senders Position</param>
/// <param name="regionID">RegionID Sender is In</param>
/// <param name="binaryBucket">Packed binary data that is specific to
/// the dialog type</param>
public void InstantMessage(string fromName, UUID target, string message, UUID imSessionID,
InstantMessageDialog dialog, InstantMessageOnline offline, Vector3 position, UUID regionID,
byte[] binaryBucket)
{
if (target != UUID.Zero)
{
ImprovedInstantMessagePacket im = new ImprovedInstantMessagePacket();
if (imSessionID.Equals(UUID.Zero) || imSessionID.Equals(AgentID))
imSessionID = AgentID.Equals(target) ? AgentID : target ^ AgentID;
im.AgentData.AgentID = Client.Self.AgentID;
im.AgentData.SessionID = Client.Self.SessionID;
im.MessageBlock.Dialog = (byte)dialog;
im.MessageBlock.FromAgentName = Utils.StringToBytes(fromName);
im.MessageBlock.FromGroup = false;
im.MessageBlock.ID = imSessionID;
im.MessageBlock.Message = Utils.StringToBytes(message);
im.MessageBlock.Offline = (byte)offline;
im.MessageBlock.ToAgentID = target;
if (binaryBucket != null)
im.MessageBlock.BinaryBucket = binaryBucket;
else
im.MessageBlock.BinaryBucket = Utils.EmptyBytes;
// These fields are mandatory, even if we don't have valid values for them
im.MessageBlock.Position = Vector3.Zero;
//TODO: Allow region id to be correctly set by caller or fetched from Client.*
im.MessageBlock.RegionID = regionID;
// Send the message
Client.Network.SendPacket(im);
}
else
{
Logger.Log(String.Format("Suppressing instant message \"{0}\" to UUID.Zero", message),
Helpers.LogLevel.Error, Client);
}
}
/// <summary>
/// Send an Instant Message to a group
/// </summary>
/// <param name="groupID"><seealso cref="UUID"/> of the group to send message to</param>
/// <param name="message">Text Message being sent.</param>
public void InstantMessageGroup(UUID groupID, string message)
{
InstantMessageGroup(Name, groupID, message);
}
/// <summary>
/// Send an Instant Message to a group the agent is a member of
/// </summary>
/// <param name="fromName">The name this IM will show up as being from</param>
/// <param name="groupID"><seealso cref="UUID"/> of the group to send message to</param>
/// <param name="message">Text message being sent</param>
public void InstantMessageGroup(string fromName, UUID groupID, string message)
{
lock (GroupChatSessions.Dictionary)
if (GroupChatSessions.ContainsKey(groupID))
{
ImprovedInstantMessagePacket im = new ImprovedInstantMessagePacket();
im.AgentData.AgentID = Client.Self.AgentID;
im.AgentData.SessionID = Client.Self.SessionID;
im.MessageBlock.Dialog = (byte)InstantMessageDialog.SessionSend;
im.MessageBlock.FromAgentName = Utils.StringToBytes(fromName);
im.MessageBlock.FromGroup = false;
im.MessageBlock.Message = Utils.StringToBytes(message);
im.MessageBlock.Offline = 0;
im.MessageBlock.ID = groupID;
im.MessageBlock.ToAgentID = groupID;
im.MessageBlock.Position = Vector3.Zero;
im.MessageBlock.RegionID = UUID.Zero;
im.MessageBlock.BinaryBucket = Utils.StringToBytes("\0");
Client.Network.SendPacket(im);
}
else
{
Logger.Log("No Active group chat session appears to exist, use RequestJoinGroupChat() to join one",
Helpers.LogLevel.Error, Client);
}
}
/// <summary>
/// Send a request to join a group chat session
/// </summary>
/// <param name="groupID"><seealso cref="UUID"/> of Group to leave</param>
public void RequestJoinGroupChat(UUID groupID)
{
ImprovedInstantMessagePacket im = new ImprovedInstantMessagePacket();
im.AgentData.AgentID = Client.Self.AgentID;
im.AgentData.SessionID = Client.Self.SessionID;
im.MessageBlock.Dialog = (byte)InstantMessageDialog.SessionGroupStart;
im.MessageBlock.FromAgentName = Utils.StringToBytes(Client.Self.Name);
im.MessageBlock.FromGroup = false;
im.MessageBlock.Message = Utils.EmptyBytes;
im.MessageBlock.ParentEstateID = 0;
im.MessageBlock.Offline = 0;
im.MessageBlock.ID = groupID;
im.MessageBlock.ToAgentID = groupID;
im.MessageBlock.BinaryBucket = Utils.EmptyBytes;
im.MessageBlock.Position = Client.Self.SimPosition;
im.MessageBlock.RegionID = UUID.Zero;
Client.Network.SendPacket(im);
}
/// <summary>
/// Exit a group chat session. This will stop further Group chat messages
/// from being sent until session is rejoined.
/// </summary>
/// <param name="groupID"><seealso cref="UUID"/> of Group chat session to leave</param>
public void RequestLeaveGroupChat(UUID groupID)
{
ImprovedInstantMessagePacket im = new ImprovedInstantMessagePacket();
im.AgentData.AgentID = Client.Self.AgentID;
im.AgentData.SessionID = Client.Self.SessionID;
im.MessageBlock.Dialog = (byte)InstantMessageDialog.SessionDrop;
im.MessageBlock.FromAgentName = Utils.StringToBytes(Client.Self.Name);
im.MessageBlock.FromGroup = false;
im.MessageBlock.Message = Utils.EmptyBytes;
im.MessageBlock.Offline = 0;
im.MessageBlock.ID = groupID;
im.MessageBlock.ToAgentID = groupID;
im.MessageBlock.BinaryBucket = Utils.EmptyBytes;
im.MessageBlock.Position = Vector3.Zero;
im.MessageBlock.RegionID = UUID.Zero;
Client.Network.SendPacket(im);
lock (GroupChatSessions.Dictionary)
if (GroupChatSessions.ContainsKey(groupID))
GroupChatSessions.Remove(groupID);
}
/// <summary>
/// Reply to script dialog questions.
/// </summary>
/// <param name="channel">Channel initial request came on</param>
/// <param name="buttonIndex">Index of button you're "clicking"</param>
/// <param name="buttonlabel">Label of button you're "clicking"</param>
/// <param name="objectID"><seealso cref="UUID"/> of Object that sent the dialog request</param>
/// <seealso cref="OnScriptDialog"/>
public void ReplyToScriptDialog(int channel, int buttonIndex, string buttonlabel, UUID objectID)
{
ScriptDialogReplyPacket reply = new ScriptDialogReplyPacket();
reply.AgentData.AgentID = Client.Self.AgentID;
reply.AgentData.SessionID = Client.Self.SessionID;
reply.Data.ButtonIndex = buttonIndex;
reply.Data.ButtonLabel = Utils.StringToBytes(buttonlabel);
reply.Data.ChatChannel = channel;
reply.Data.ObjectID = objectID;
Client.Network.SendPacket(reply);
}
/// <summary>
/// Accept invite for to a chatterbox session
/// </summary>
/// <param name="session_id"><seealso cref="UUID"/> of session to accept invite to</param>
public void ChatterBoxAcceptInvite(UUID session_id)
{
if (Client.Network.CurrentSim == null || Client.Network.CurrentSim.Caps == null)
throw new Exception("ChatSessionRequest capability is not currently available");
Uri url = Client.Network.CurrentSim.Caps.CapabilityURI("ChatSessionRequest");
if (url != null)
{
ChatSessionAcceptInvitation acceptInvite = new ChatSessionAcceptInvitation();
acceptInvite.SessionID = session_id;
CapsClient request = new CapsClient(url);
request.BeginGetResponse(acceptInvite.Serialize(), OSDFormat.Xml, Client.Settings.CAPS_TIMEOUT);
lock (GroupChatSessions.Dictionary)
if (!GroupChatSessions.ContainsKey(session_id))
GroupChatSessions.Add(session_id, new List<ChatSessionMember>());
}
else
{
throw new Exception("ChatSessionRequest capability is not currently available");
}
}
/// <summary>
/// Start a friends conference
/// </summary>
/// <param name="participants"><seealso cref="UUID"/> List of UUIDs to start a conference with</param>
/// <param name="tmp_session_id">the temportary session ID returned in the <see cref="OnJoinedGroupChat"/> callback></param>
public void StartIMConference(List<UUID> participants, UUID tmp_session_id)
{
if (Client.Network.CurrentSim == null || Client.Network.CurrentSim.Caps == null)
throw new Exception("ChatSessionRequest capability is not currently available");
Uri url = Client.Network.CurrentSim.Caps.CapabilityURI("ChatSessionRequest");
if (url != null)
{
ChatSessionRequestStartConference startConference = new ChatSessionRequestStartConference();
startConference.AgentsBlock = new UUID[participants.Count];
for (int i = 0; i < participants.Count; i++)
startConference.AgentsBlock[i] = participants[i];
startConference.SessionID = tmp_session_id;
CapsClient request = new CapsClient(url);
request.BeginGetResponse(startConference.Serialize(), OSDFormat.Xml, Client.Settings.CAPS_TIMEOUT);
}
else
{
throw new Exception("ChatSessionRequest capability is not currently available");
}
}
#endregion Chat and instant messages
#region Viewer Effects
/// <summary>
/// Start a particle stream between an agent and an object
/// </summary>
/// <param name="sourceAvatar"><seealso cref="UUID"/> Key of the source agent</param>
/// <param name="targetObject"><seealso cref="UUID"/> Key of the target object</param>
/// <param name="globalOffset"></param>
/// <param name="type">The type from the <seealso cref="T:PointAtType"/> enum</param>
/// <param name="effectID">A unique <seealso cref="UUID"/> for this effect</param>
public void PointAtEffect(UUID sourceAvatar, UUID targetObject, Vector3d globalOffset, PointAtType type,
UUID effectID)
{
ViewerEffectPacket effect = new ViewerEffectPacket();
effect.AgentData.AgentID = Client.Self.AgentID;
effect.AgentData.SessionID = Client.Self.SessionID;
effect.Effect = new ViewerEffectPacket.EffectBlock[1];
effect.Effect[0] = new ViewerEffectPacket.EffectBlock();
effect.Effect[0].AgentID = Client.Self.AgentID;
effect.Effect[0].Color = new byte[4];
effect.Effect[0].Duration = (type == PointAtType.Clear) ? 0.0f : Single.MaxValue / 4.0f;
effect.Effect[0].ID = effectID;
effect.Effect[0].Type = (byte)EffectType.PointAt;
byte[] typeData = new byte[57];
if (sourceAvatar != UUID.Zero)
Buffer.BlockCopy(sourceAvatar.GetBytes(), 0, typeData, 0, 16);
if (targetObject != UUID.Zero)
Buffer.BlockCopy(targetObject.GetBytes(), 0, typeData, 16, 16);
Buffer.BlockCopy(globalOffset.GetBytes(), 0, typeData, 32, 24);
typeData[56] = (byte)type;
effect.Effect[0].TypeData = typeData;
Client.Network.SendPacket(effect);
}
/// <summary>
/// Start a particle stream between an agent and an object
/// </summary>
/// <param name="sourceAvatar"><seealso cref="UUID"/> Key of the source agent</param>
/// <param name="targetObject"><seealso cref="UUID"/> Key of the target object</param>
/// <param name="globalOffset">A <seealso cref="Vector3d"/> representing the beams offset from the source</param>
/// <param name="type">A <seealso cref="T:PointAtType"/> which sets the avatars lookat animation</param>
/// <param name="effectID"><seealso cref="UUID"/> of the Effect</param>
public void LookAtEffect(UUID sourceAvatar, UUID targetObject, Vector3d globalOffset, LookAtType type,
UUID effectID)
{
ViewerEffectPacket effect = new ViewerEffectPacket();
effect.AgentData.AgentID = Client.Self.AgentID;
effect.AgentData.SessionID = Client.Self.SessionID;
float duration;
switch (type)
{
case LookAtType.Clear:
duration = 2.0f;
break;
case LookAtType.Hover:
duration = 1.0f;
break;
case LookAtType.FreeLook:
duration = 2.0f;
break;
case LookAtType.Idle:
duration = 3.0f;
break;
case LookAtType.AutoListen:
case LookAtType.Respond:
duration = 4.0f;
break;
case LookAtType.None:
case LookAtType.Select:
case LookAtType.Focus:
case LookAtType.Mouselook:
duration = Single.MaxValue / 2.0f;
break;
default:
duration = 0.0f;
break;
}
effect.Effect = new ViewerEffectPacket.EffectBlock[1];
effect.Effect[0] = new ViewerEffectPacket.EffectBlock();
effect.Effect[0].AgentID = Client.Self.AgentID;
effect.Effect[0].Color = new byte[4];
effect.Effect[0].Duration = duration;
effect.Effect[0].ID = effectID;
effect.Effect[0].Type = (byte)EffectType.LookAt;
byte[] typeData = new byte[57];
Buffer.BlockCopy(sourceAvatar.GetBytes(), 0, typeData, 0, 16);
Buffer.BlockCopy(targetObject.GetBytes(), 0, typeData, 16, 16);
Buffer.BlockCopy(globalOffset.GetBytes(), 0, typeData, 32, 24);
typeData[56] = (byte)type;
effect.Effect[0].TypeData = typeData;
Client.Network.SendPacket(effect);
}
/// <summary>
/// Create a particle beam between an avatar and an primitive
/// </summary>
/// <param name="sourceAvatar">The ID of source avatar</param>
/// <param name="targetObject">The ID of the target primitive</param>
/// <param name="globalOffset">global offset</param>
/// <param name="color">A <see cref="Color4"/> object containing the combined red, green, blue and alpha
/// color values of particle beam</param>
/// <param name="duration">a float representing the duration the parcicle beam will last</param>
/// <param name="effectID">A Unique ID for the beam</param>
/// <seealso cref="ViewerEffectPacket"/>
public void BeamEffect(UUID sourceAvatar, UUID targetObject, Vector3d globalOffset, Color4 color,
float duration, UUID effectID)
{
ViewerEffectPacket effect = new ViewerEffectPacket();
effect.AgentData.AgentID = Client.Self.AgentID;
effect.AgentData.SessionID = Client.Self.SessionID;
effect.Effect = new ViewerEffectPacket.EffectBlock[1];
effect.Effect[0] = new ViewerEffectPacket.EffectBlock();
effect.Effect[0].AgentID = Client.Self.AgentID;
effect.Effect[0].Color = color.GetBytes();
effect.Effect[0].Duration = duration;
effect.Effect[0].ID = effectID;
effect.Effect[0].Type = (byte)EffectType.Beam;
byte[] typeData = new byte[56];
Buffer.BlockCopy(sourceAvatar.GetBytes(), 0, typeData, 0, 16);
Buffer.BlockCopy(targetObject.GetBytes(), 0, typeData, 16, 16);
Buffer.BlockCopy(globalOffset.GetBytes(), 0, typeData, 32, 24);
effect.Effect[0].TypeData = typeData;
Client.Network.SendPacket(effect);
}
/// <summary>
/// Create a particle swirl around a target position using a <seealso cref="ViewerEffectPacket"/> packet
/// </summary>
/// <param name="globalOffset">global offset</param>
/// <param name="color">A <see cref="Color4"/> object containing the combined red, green, blue and alpha
/// color values of particle beam</param>
/// <param name="duration">a float representing the duration the parcicle beam will last</param>
/// <param name="effectID">A Unique ID for the beam</param>
public void SphereEffect(Vector3d globalOffset, Color4 color, float duration, UUID effectID)
{
ViewerEffectPacket effect = new ViewerEffectPacket();
effect.AgentData.AgentID = Client.Self.AgentID;
effect.AgentData.SessionID = Client.Self.SessionID;
effect.Effect = new ViewerEffectPacket.EffectBlock[1];
effect.Effect[0] = new ViewerEffectPacket.EffectBlock();
effect.Effect[0].AgentID = Client.Self.AgentID;
effect.Effect[0].Color = color.GetBytes();
effect.Effect[0].Duration = duration;
effect.Effect[0].ID = effectID;
effect.Effect[0].Type = (byte)EffectType.Sphere;
byte[] typeData = new byte[56];
Buffer.BlockCopy(UUID.Zero.GetBytes(), 0, typeData, 0, 16);
Buffer.BlockCopy(UUID.Zero.GetBytes(), 0, typeData, 16, 16);
Buffer.BlockCopy(globalOffset.GetBytes(), 0, typeData, 32, 24);
effect.Effect[0].TypeData = typeData;
Client.Network.SendPacket(effect);
}
#endregion Viewer Effects
#region Movement Actions
/// <summary>
/// Sends a request to sit on the specified object
/// </summary>
/// <param name="targetID"><seealso cref="UUID"/> of the object to sit on</param>
/// <param name="offset">Sit at offset</param>
public void RequestSit(UUID targetID, Vector3 offset)
{
AgentRequestSitPacket requestSit = new AgentRequestSitPacket();
requestSit.AgentData.AgentID = Client.Self.AgentID;
requestSit.AgentData.SessionID = Client.Self.SessionID;
requestSit.TargetObject.TargetID = targetID;
requestSit.TargetObject.Offset = offset;
Client.Network.SendPacket(requestSit);
}
/// <summary>
/// Follows a call to <seealso cref="RequestSit"/> to actually sit on the object
/// </summary>
public void Sit()
{
AgentSitPacket sit = new AgentSitPacket();
sit.AgentData.AgentID = Client.Self.AgentID;
sit.AgentData.SessionID = Client.Self.SessionID;
Client.Network.SendPacket(sit);
}
/// <summary>Stands up from sitting on a prim or the ground</summary>
/// <returns>true of AgentUpdate was sent</returns>
public bool Stand()
{
if (Client.Settings.SEND_AGENT_UPDATES)
{
Movement.SitOnGround = false;
Movement.StandUp = true;
Movement.SendUpdate();
Movement.StandUp = false;
Movement.SendUpdate();
return true;
}
else
{
Logger.Log("Attempted to Stand() but agent updates are disabled", Helpers.LogLevel.Warning, Client);
return false;
}
}
/// <summary>
/// Does a "ground sit" at the avatar's current position
/// </summary>
public void SitOnGround()
{
Movement.SitOnGround = true;
Movement.SendUpdate(true);
}
/// <summary>
/// Starts or stops flying
/// </summary>
/// <param name="start">True to start flying, false to stop flying</param>
public void Fly(bool start)
{
if (start)
Movement.Fly = true;
else
Movement.Fly = false;
Movement.SendUpdate(true);
}
/// <summary>
/// Starts or stops crouching
/// </summary>
/// <param name="crouching">True to start crouching, false to stop crouching</param>
public void Crouch(bool crouching)
{
Movement.UpNeg = crouching;
Movement.SendUpdate(true);
}
/// <summary>
/// Starts a jump (begin holding the jump key)
/// </summary>
public void Jump(bool jumping)
{
Movement.UpPos = jumping;
Movement.FastUp = jumping;
Movement.SendUpdate(true);
}
/// <summary>
/// Use the autopilot sim function to move the avatar to a new
/// position. Uses double precision to get precise movements
/// </summary>
/// <remarks>The z value is currently not handled properly by the simulator</remarks>
/// <param name="globalX">Global X coordinate to move to</param>
/// <param name="globalY">Global Y coordinate to move to</param>
/// <param name="z">Z coordinate to move to</param>
public void AutoPilot(double globalX, double globalY, double z)
{
GenericMessagePacket autopilot = new GenericMessagePacket();
autopilot.AgentData.AgentID = Client.Self.AgentID;
autopilot.AgentData.SessionID = Client.Self.SessionID;
autopilot.AgentData.TransactionID = UUID.Zero;
autopilot.MethodData.Invoice = UUID.Zero;
autopilot.MethodData.Method = Utils.StringToBytes("autopilot");
autopilot.ParamList = new GenericMessagePacket.ParamListBlock[3];
autopilot.ParamList[0] = new GenericMessagePacket.ParamListBlock();
autopilot.ParamList[0].Parameter = Utils.StringToBytes(globalX.ToString());
autopilot.ParamList[1] = new GenericMessagePacket.ParamListBlock();
autopilot.ParamList[1].Parameter = Utils.StringToBytes(globalY.ToString());
autopilot.ParamList[2] = new GenericMessagePacket.ParamListBlock();
autopilot.ParamList[2].Parameter = Utils.StringToBytes(z.ToString());
Client.Network.SendPacket(autopilot);
}
/// <summary>
/// Use the autopilot sim function to move the avatar to a new position
/// </summary>
/// <remarks>The z value is currently not handled properly by the simulator</remarks>
/// <param name="globalX">Integer value for the global X coordinate to move to</param>
/// <param name="globalY">Integer value for the global Y coordinate to move to</param>
/// <param name="z">Floating-point value for the Z coordinate to move to</param>
public void AutoPilot(ulong globalX, ulong globalY, float z)
{
GenericMessagePacket autopilot = new GenericMessagePacket();
autopilot.AgentData.AgentID = Client.Self.AgentID;
autopilot.AgentData.SessionID = Client.Self.SessionID;
autopilot.AgentData.TransactionID = UUID.Zero;
autopilot.MethodData.Invoice = UUID.Zero;
autopilot.MethodData.Method = Utils.StringToBytes("autopilot");
autopilot.ParamList = new GenericMessagePacket.ParamListBlock[3];
autopilot.ParamList[0] = new GenericMessagePacket.ParamListBlock();
autopilot.ParamList[0].Parameter = Utils.StringToBytes(globalX.ToString());
autopilot.ParamList[1] = new GenericMessagePacket.ParamListBlock();
autopilot.ParamList[1].Parameter = Utils.StringToBytes(globalY.ToString());
autopilot.ParamList[2] = new GenericMessagePacket.ParamListBlock();
autopilot.ParamList[2].Parameter = Utils.StringToBytes(z.ToString());
Client.Network.SendPacket(autopilot);
}
/// <summary>
/// Use the autopilot sim function to move the avatar to a new position
/// </summary>
/// <remarks>The z value is currently not handled properly by the simulator</remarks>
/// <param name="localX">Integer value for the local X coordinate to move to</param>
/// <param name="localY">Integer value for the local Y coordinate to move to</param>
/// <param name="z">Floating-point value for the Z coordinate to move to</param>
public void AutoPilotLocal(int localX, int localY, float z)
{
uint x, y;
Utils.LongToUInts(Client.Network.CurrentSim.Handle, out x, out y);
AutoPilot((ulong)(x + localX), (ulong)(y + localY), z);
}
/// <summary>Macro to cancel autopilot sim function</summary>
/// <remarks>Not certain if this is how it is really done</remarks>
/// <returns>true if control flags were set and AgentUpdate was sent to the simulator</returns>
public bool AutoPilotCancel()
{
if (Client.Settings.SEND_AGENT_UPDATES)
{
Movement.AtPos = true;
Movement.SendUpdate();
Movement.AtPos = false;
Movement.SendUpdate();
return true;
}
else
{
Logger.Log("Attempted to AutoPilotCancel() but agent updates are disabled", Helpers.LogLevel.Warning, Client);
return false;
}
}
#endregion Movement actions
#region Touch and grab
/// <summary>
/// Grabs an object
/// </summary>
/// <param name="objectLocalID">an unsigned integer of the objects ID within the simulator</param>
/// <seealso cref="Simulator.ObjectsPrimitives"/>
public void Grab(uint objectLocalID)
{
Grab(objectLocalID, Vector3.Zero, Vector3.Zero, Vector3.Zero, 0, Vector3.Zero, Vector3.Zero, Vector3.Zero);
}
/// <summary>
/// Overload: Grab a simulated object
/// </summary>
/// <param name="objectLocalID">an unsigned integer of the objects ID within the simulator</param>
/// <param name="grabOffset"></param>
/// <param name="uvCoord">The texture coordinates to grab</param>
/// <param name="stCoord">The surface coordinates to grab</param>
/// <param name="faceIndex">The face of the position to grab</param>
/// <param name="position">The region coordinates of the position to grab</param>
/// <param name="normal">The surface normal of the position to grab (A normal is a vector perpindicular to the surface)</param>
/// <param name="binormal">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</param>
public void Grab(uint objectLocalID, Vector3 grabOffset, Vector3 uvCoord, Vector3 stCoord, int faceIndex, Vector3 position,
Vector3 normal, Vector3 binormal)
{
ObjectGrabPacket grab = new ObjectGrabPacket();
grab.AgentData.AgentID = Client.Self.AgentID;
grab.AgentData.SessionID = Client.Self.SessionID;
grab.ObjectData.LocalID = objectLocalID;
grab.ObjectData.GrabOffset = grabOffset;
grab.SurfaceInfo = new ObjectGrabPacket.SurfaceInfoBlock[1];
grab.SurfaceInfo[0] = new ObjectGrabPacket.SurfaceInfoBlock();
grab.SurfaceInfo[0].UVCoord = uvCoord;
grab.SurfaceInfo[0].STCoord = stCoord;
grab.SurfaceInfo[0].FaceIndex = faceIndex;
grab.SurfaceInfo[0].Position = position;
grab.SurfaceInfo[0].Normal = normal;
grab.SurfaceInfo[0].Binormal = binormal;
Client.Network.SendPacket(grab);
}
/// <summary>
/// Drag an object
/// </summary>
/// <param name="objectID"><seealso cref="UUID"/> of the object to drag</param>
/// <param name="grabPosition">Drag target in region coordinates</param>
public void GrabUpdate(UUID objectID, Vector3 grabPosition)
{
GrabUpdate(objectID, grabPosition, Vector3.Zero, Vector3.Zero, Vector3.Zero, 0, Vector3.Zero, Vector3.Zero, Vector3.Zero);
}
/// <summary>
/// Overload: Drag an object
/// </summary>
/// <param name="objectID"><seealso cref="UUID"/> of the object to drag</param>
/// <param name="grabPosition">Drag target in region coordinates</param>
/// <param name="grabOffset"></param>
/// <param name="uvCoord">The texture coordinates to grab</param>
/// <param name="stCoord">The surface coordinates to grab</param>
/// <param name="faceIndex">The face of the position to grab</param>
/// <param name="position">The region coordinates of the position to grab</param>
/// <param name="normal">The surface normal of the position to grab (A normal is a vector perpindicular to the surface)</param>
/// <param name="binormal">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</param>
public void GrabUpdate(UUID objectID, Vector3 grabPosition, Vector3 grabOffset, Vector3 uvCoord, Vector3 stCoord, int faceIndex, Vector3 position,
Vector3 normal, Vector3 binormal)
{
ObjectGrabUpdatePacket grab = new ObjectGrabUpdatePacket();
grab.AgentData.AgentID = Client.Self.AgentID;
grab.AgentData.SessionID = Client.Self.SessionID;
grab.ObjectData.ObjectID = objectID;
grab.ObjectData.GrabOffsetInitial = grabOffset;
grab.ObjectData.GrabPosition = grabPosition;
grab.ObjectData.TimeSinceLast = 0;
grab.SurfaceInfo = new ObjectGrabUpdatePacket.SurfaceInfoBlock[1];
grab.SurfaceInfo[0] = new ObjectGrabUpdatePacket.SurfaceInfoBlock();
grab.SurfaceInfo[0].UVCoord = uvCoord;
grab.SurfaceInfo[0].STCoord = stCoord;
grab.SurfaceInfo[0].FaceIndex = faceIndex;
grab.SurfaceInfo[0].Position = position;
grab.SurfaceInfo[0].Normal = normal;
grab.SurfaceInfo[0].Binormal = binormal;
Client.Network.SendPacket(grab);
}
/// <summary>
/// Release a grabbed object
/// </summary>
/// <param name="objectLocalID">The Objects Simulator Local ID</param>
/// <seealso cref="Simulator.ObjectsPrimitives"/>
/// <seealso cref="Grab"/>
/// <seealso cref="GrabUpdate"/>
public void DeGrab(uint objectLocalID)
{
DeGrab(objectLocalID, Vector3.Zero, Vector3.Zero, 0, Vector3.Zero, Vector3.Zero, Vector3.Zero);
}
/// <summary>
/// Release a grabbed object
/// </summary>
/// <param name="objectLocalID">The Objects Simulator Local ID</param>
/// <param name="uvCoord">The texture coordinates to grab</param>
/// <param name="stCoord">The surface coordinates to grab</param>
/// <param name="faceIndex">The face of the position to grab</param>
/// <param name="position">The region coordinates of the position to grab</param>
/// <param name="normal">The surface normal of the position to grab (A normal is a vector perpindicular to the surface)</param>
/// <param name="binormal">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</param>
public void DeGrab(uint objectLocalID, Vector3 uvCoord, Vector3 stCoord, int faceIndex, Vector3 position,
Vector3 normal, Vector3 binormal)
{
ObjectDeGrabPacket degrab = new ObjectDeGrabPacket();
degrab.AgentData.AgentID = Client.Self.AgentID;
degrab.AgentData.SessionID = Client.Self.SessionID;
degrab.ObjectData.LocalID = objectLocalID;
degrab.SurfaceInfo = new ObjectDeGrabPacket.SurfaceInfoBlock[1];
degrab.SurfaceInfo[0] = new ObjectDeGrabPacket.SurfaceInfoBlock();
degrab.SurfaceInfo[0].UVCoord = uvCoord;
degrab.SurfaceInfo[0].STCoord = stCoord;
degrab.SurfaceInfo[0].FaceIndex = faceIndex;
degrab.SurfaceInfo[0].Position = position;
degrab.SurfaceInfo[0].Normal = normal;
degrab.SurfaceInfo[0].Binormal = binormal;
Client.Network.SendPacket(degrab);
}
/// <summary>
/// Touches an object
/// </summary>
/// <param name="objectLocalID">an unsigned integer of the objects ID within the simulator</param>
/// <seealso cref="Simulator.ObjectsPrimitives"/>
public void Touch(uint objectLocalID)
{
Client.Self.Grab(objectLocalID);
Client.Self.DeGrab(objectLocalID);
}
#endregion Touch and grab
#region Money
/// <summary>
/// Request the current L$ balance
/// </summary>
public void RequestBalance()
{
MoneyBalanceRequestPacket money = new MoneyBalanceRequestPacket();
money.AgentData.AgentID = Client.Self.AgentID;
money.AgentData.SessionID = Client.Self.SessionID;
money.MoneyData.TransactionID = UUID.Zero;
Client.Network.SendPacket(money);
}
/// <summary>
/// Give Money to destination Avatar
/// </summary>
/// <param name="target">UUID of the Target Avatar</param>
/// <param name="amount">Amount in L$</param>
public void GiveAvatarMoney(UUID target, int amount)
{
GiveMoney(target, amount, String.Empty, MoneyTransactionType.Gift, TransactionFlags.None);
}
/// <summary>
/// Give Money to destination Avatar
/// </summary>
/// <param name="target">UUID of the Target Avatar</param>
/// <param name="amount">Amount in L$</param>
/// <param name="description">Description that will show up in the
/// recipients transaction history</param>
public void GiveAvatarMoney(UUID target, int amount, string description)
{
GiveMoney(target, amount, description, MoneyTransactionType.Gift, TransactionFlags.None);
}
/// <summary>
/// Give L$ to an object
/// </summary>
/// <param name="target">object <seealso cref="UUID"/> to give money to</param>
/// <param name="amount">amount of L$ to give</param>
/// <param name="objectName">name of object</param>
public void GiveObjectMoney(UUID target, int amount, string objectName)
{
GiveMoney(target, amount, objectName, MoneyTransactionType.PayObject, TransactionFlags.None);
}
/// <summary>
/// Give L$ to a group
/// </summary>
/// <param name="target">group <seealso cref="UUID"/> to give money to</param>
/// <param name="amount">amount of L$ to give</param>
public void GiveGroupMoney(UUID target, int amount)
{
GiveMoney(target, amount, String.Empty, MoneyTransactionType.Gift, TransactionFlags.DestGroup);
}
/// <summary>
/// Give L$ to a group
/// </summary>
/// <param name="target">group <seealso cref="UUID"/> to give money to</param>
/// <param name="amount">amount of L$ to give</param>
/// <param name="description">description of transaction</param>
public void GiveGroupMoney(UUID target, int amount, string description)
{
GiveMoney(target, amount, description, MoneyTransactionType.Gift, TransactionFlags.DestGroup);
}
/// <summary>
/// Pay texture/animation upload fee
/// </summary>
public void PayUploadFee()
{
GiveMoney(UUID.Zero, Client.Settings.UPLOAD_COST, String.Empty, MoneyTransactionType.UploadCharge,
TransactionFlags.None);
}
/// <summary>
/// Pay texture/animation upload fee
/// </summary>
/// <param name="description">description of the transaction</param>
public void PayUploadFee(string description)
{
GiveMoney(UUID.Zero, Client.Settings.UPLOAD_COST, description, MoneyTransactionType.UploadCharge,
TransactionFlags.None);
}
/// <summary>
/// Give Money to destination Object or Avatar
/// </summary>
/// <param name="target">UUID of the Target Object/Avatar</param>
/// <param name="amount">Amount in L$</param>
/// <param name="description">Reason (Optional normally)</param>
/// <param name="type">The type of transaction</param>
/// <param name="flags">Transaction flags, mostly for identifying group
/// transactions</param>
public void GiveMoney(UUID target, int amount, string description, MoneyTransactionType type, TransactionFlags flags)
{
MoneyTransferRequestPacket money = new MoneyTransferRequestPacket();
money.AgentData.AgentID = this.id;
money.AgentData.SessionID = Client.Self.SessionID;
money.MoneyData.Description = Utils.StringToBytes(description);
money.MoneyData.DestID = target;
money.MoneyData.SourceID = this.id;
money.MoneyData.TransactionType = (int)type;
money.MoneyData.AggregatePermInventory = 0; // This is weird, apparently always set to zero though
money.MoneyData.AggregatePermNextOwner = 0; // This is weird, apparently always set to zero though
money.MoneyData.Flags = (byte)flags;
money.MoneyData.Amount = amount;
Client.Network.SendPacket(money);
}
#endregion Money
#region Gestures
/// <summary>
/// Plays a gesture
/// </summary>
/// <param name="gestureID">Asset <seealso cref="UUID"/> of the gesture</param>
public void PlayGesture(UUID gestureID)
{
Thread t = new Thread(new ThreadStart(delegate()
{
// First fetch the guesture
AssetGesture gesture = null;
if (gestureCache.ContainsKey(gestureID))
{
gesture = gestureCache[gestureID];
}
else
{
AutoResetEvent gotAsset = new AutoResetEvent(false);
Client.Assets.RequestAsset(gestureID, AssetType.Gesture, true,
delegate(AssetDownload transfer, Asset asset)
{
if (transfer.Success)
{
gesture = (AssetGesture)asset;
}
gotAsset.Set();
}
);
gotAsset.WaitOne(30 * 1000, false);
if (gesture != null && gesture.Decode())
{
lock (gestureCache)
{
if (!gestureCache.ContainsKey(gestureID))
{
gestureCache[gestureID] = gesture;
}
}
}
}
// We got it, now we play it
if (gesture != null)
{
for (int i = 0; i < gesture.Sequence.Count; i++)
{
GestureStep step = gesture.Sequence[i];
switch (step.GestureStepType)
{
case GestureStepType.Chat:
Chat(((GestureStepChat)step).Text, 0, ChatType.Normal);
break;
case GestureStepType.Animation:
GestureStepAnimation anim = (GestureStepAnimation)step;
if (anim.AnimationStart)
{
if (SignaledAnimations.ContainsKey(anim.ID))
{
AnimationStop(anim.ID, true);
}
AnimationStart(anim.ID, true);
}
else
{
AnimationStop(anim.ID, true);
}
break;
case GestureStepType.Sound:
Client.Sound.PlaySound(((GestureStepSound)step).ID);
break;
case GestureStepType.Wait:
GestureStepWait wait = (GestureStepWait)step;
if (wait.WaitForTime)
{
Thread.Sleep((int)(1000f * wait.WaitTime));
}
if (wait.WaitForAnimation)
{
// TODO: implement waiting for all animations to end that were triggered
// during playing of this guesture sequence
}
break;
}
}
}
}));
t.IsBackground = true;
t.Name = "Gesture thread: " + gestureID;
t.Start();
}
/// <summary>
/// Mark gesture active
/// </summary>
/// <param name="invID">Inventory <seealso cref="UUID"/> of the gesture</param>
/// <param name="assetID">Asset <seealso cref="UUID"/> of the gesture</param>
public void ActivateGesture(UUID invID, UUID assetID)
{
ActivateGesturesPacket p = new ActivateGesturesPacket();
p.AgentData.AgentID = AgentID;
p.AgentData.SessionID = SessionID;
p.AgentData.Flags = 0x00;
ActivateGesturesPacket.DataBlock b = new ActivateGesturesPacket.DataBlock();
b.ItemID = invID;
b.AssetID = assetID;
b.GestureFlags = 0x00;
p.Data = new ActivateGesturesPacket.DataBlock[1];
p.Data[0] = b;
Client.Network.SendPacket(p);
}
/// <summary>
/// Mark gesture inactive
/// </summary>
/// <param name="invID">Inventory <seealso cref="UUID"/> of the gesture</param>
public void DeactivateGesture(UUID invID)
{
DeactivateGesturesPacket p = new DeactivateGesturesPacket();
p.AgentData.AgentID = AgentID;
p.AgentData.SessionID = SessionID;
p.AgentData.Flags = 0x00;
DeactivateGesturesPacket.DataBlock b = new DeactivateGesturesPacket.DataBlock();
b.ItemID = invID;
b.GestureFlags = 0x00;
p.Data = new DeactivateGesturesPacket.DataBlock[1];
p.Data[0] = b;
Client.Network.SendPacket(p);
}
#endregion
#region Animations
/// <summary>
/// Send an AgentAnimation packet that toggles a single animation on
/// </summary>
/// <param name="animation">The <seealso cref="UUID"/> of the animation to start playing</param>
/// <param name="reliable">Whether to ensure delivery of this packet or not</param>
public void AnimationStart(UUID animation, bool reliable)
{
Dictionary<UUID, bool> animations = new Dictionary<UUID, bool>();
animations[animation] = true;
Animate(animations, reliable);
}
/// <summary>
/// Send an AgentAnimation packet that toggles a single animation off
/// </summary>
/// <param name="animation">The <seealso cref="UUID"/> of a
/// currently playing animation to stop playing</param>
/// <param name="reliable">Whether to ensure delivery of this packet or not</param>
public void AnimationStop(UUID animation, bool reliable)
{
Dictionary<UUID, bool> animations = new Dictionary<UUID, bool>();
animations[animation] = false;
Animate(animations, reliable);
}
/// <summary>
/// Send an AgentAnimation packet that will toggle animations on or off
/// </summary>
/// <param name="animations">A list of animation <seealso cref="UUID"/>s, and whether to
/// turn that animation on or off</param>
/// <param name="reliable">Whether to ensure delivery of this packet or not</param>
public void Animate(Dictionary<UUID, bool> animations, bool reliable)
{
AgentAnimationPacket animate = new AgentAnimationPacket();
animate.Header.Reliable = reliable;
animate.AgentData.AgentID = Client.Self.AgentID;
animate.AgentData.SessionID = Client.Self.SessionID;
animate.AnimationList = new AgentAnimationPacket.AnimationListBlock[animations.Count];
int i = 0;
foreach (KeyValuePair<UUID, bool> animation in animations)
{
animate.AnimationList[i] = new AgentAnimationPacket.AnimationListBlock();
animate.AnimationList[i].AnimID = animation.Key;
animate.AnimationList[i].StartAnim = animation.Value;
i++;
}
// TODO: Implement support for this
animate.PhysicalAvatarEventList = new AgentAnimationPacket.PhysicalAvatarEventListBlock[0];
Client.Network.SendPacket(animate);
}
#endregion Animations
#region Teleporting
/// <summary>
/// Teleports agent to their stored home location
/// </summary>
/// <returns>true on successful teleport to home location</returns>
public bool GoHome()
{
return Teleport(UUID.Zero);
}
/// <summary>
/// Teleport agent to a landmark
/// </summary>
/// <param name="landmark"><seealso cref="UUID"/> of the landmark to teleport agent to</param>
/// <returns>true on success, false on failure</returns>
public bool Teleport(UUID landmark)
{
teleportStat = TeleportStatus.None;
teleportEvent.Reset();
TeleportLandmarkRequestPacket p = new TeleportLandmarkRequestPacket();
p.Info = new TeleportLandmarkRequestPacket.InfoBlock();
p.Info.AgentID = Client.Self.AgentID;
p.Info.SessionID = Client.Self.SessionID;
p.Info.LandmarkID = landmark;
Client.Network.SendPacket(p);
teleportEvent.WaitOne(Client.Settings.TELEPORT_TIMEOUT, false);
if (teleportStat == TeleportStatus.None ||
teleportStat == TeleportStatus.Start ||
teleportStat == TeleportStatus.Progress)
{
teleportMessage = "Teleport timed out.";
teleportStat = TeleportStatus.Failed;
}
return (teleportStat == TeleportStatus.Finished);
}
/// <summary>
/// Attempt to look up a simulator name and teleport to the discovered
/// destination
/// </summary>
/// <param name="simName">Region name to look up</param>
/// <param name="position">Position to teleport to</param>
/// <returns>True if the lookup and teleport were successful, otherwise
/// false</returns>
public bool Teleport(string simName, Vector3 position)
{
return Teleport(simName, position, new Vector3(0, 1.0f, 0));
}
/// <summary>
/// Attempt to look up a simulator name and teleport to the discovered
/// destination
/// </summary>
/// <param name="simName">Region name to look up</param>
/// <param name="position">Position to teleport to</param>
/// <param name="lookAt">Target to look at</param>
/// <returns>True if the lookup and teleport were successful, otherwise
/// false</returns>
public bool Teleport(string simName, Vector3 position, Vector3 lookAt)
{
if (Client.Network.CurrentSim == null)
return false;
teleportStat = TeleportStatus.None;
if (simName != Client.Network.CurrentSim.Name)
{
// Teleporting to a foreign sim
GridRegion region;
if (Client.Grid.GetGridRegion(simName, GridLayerType.Objects, out region))
{
return Teleport(region.RegionHandle, position, lookAt);
}
else
{
teleportMessage = "Unable to resolve name: " + simName;
teleportStat = TeleportStatus.Failed;
return false;
}
}
else
{
// Teleporting to the sim we're already in
return Teleport(Client.Network.CurrentSim.Handle, position, lookAt);
}
}
/// <summary>
/// Teleport agent to another region
/// </summary>
/// <param name="regionHandle">handle of region to teleport agent to</param>
/// <param name="position"><seealso cref="Vector3"/> position in destination sim to teleport to</param>
/// <returns>true on success, false on failure</returns>
/// <remarks>This call is blocking</remarks>
public bool Teleport(ulong regionHandle, Vector3 position)
{
return Teleport(regionHandle, position, new Vector3(0.0f, 1.0f, 0.0f));
}
/// <summary>
/// Teleport agent to another region
/// </summary>
/// <param name="regionHandle">handle of region to teleport agent to</param>
/// <param name="position"><seealso cref="Vector3"/> position in destination sim to teleport to</param>
/// <param name="lookAt"><seealso cref="Vector3"/> direction in destination sim agent will look at</param>
/// <returns>true on success, false on failure</returns>
/// <remarks>This call is blocking</remarks>
public bool Teleport(ulong regionHandle, Vector3 position, Vector3 lookAt)
{
if (Client.Network.CurrentSim == null ||
Client.Network.CurrentSim.Caps == null ||
!Client.Network.CurrentSim.Caps.IsEventQueueRunning)
{
// Wait a bit to see if the event queue comes online
AutoResetEvent queueEvent = new AutoResetEvent(false);
EventHandler<EventQueueRunningEventArgs> queueCallback =
delegate(object sender, EventQueueRunningEventArgs e)
{
if (e.Simulator == Client.Network.CurrentSim)
queueEvent.Set();
};
Client.Network.EventQueueRunning += queueCallback;
queueEvent.WaitOne(10 * 1000, false);
Client.Network.EventQueueRunning -= queueCallback;
}
teleportStat = TeleportStatus.None;
teleportEvent.Reset();
RequestTeleport(regionHandle, position, lookAt);
teleportEvent.WaitOne(Client.Settings.TELEPORT_TIMEOUT, false);
if (teleportStat == TeleportStatus.None ||
teleportStat == TeleportStatus.Start ||
teleportStat == TeleportStatus.Progress)
{
teleportMessage = "Teleport timed out.";
teleportStat = TeleportStatus.Failed;
}
return (teleportStat == TeleportStatus.Finished);
}
/// <summary>
/// Request teleport to a another simulator
/// </summary>
/// <param name="regionHandle">handle of region to teleport agent to</param>
/// <param name="position"><seealso cref="Vector3"/> position in destination sim to teleport to</param>
public void RequestTeleport(ulong regionHandle, Vector3 position)
{
RequestTeleport(regionHandle, position, new Vector3(0.0f, 1.0f, 0.0f));
}
/// <summary>
/// Request teleport to a another simulator
/// </summary>
/// <param name="regionHandle">handle of region to teleport agent to</param>
/// <param name="position"><seealso cref="Vector3"/> position in destination sim to teleport to</param>
/// <param name="lookAt"><seealso cref="Vector3"/> direction in destination sim agent will look at</param>
public void RequestTeleport(ulong regionHandle, Vector3 position, Vector3 lookAt)
{
if (Client.Network.CurrentSim != null &&
Client.Network.CurrentSim.Caps != null &&
Client.Network.CurrentSim.Caps.IsEventQueueRunning)
{
TeleportLocationRequestPacket teleport = new TeleportLocationRequestPacket();
teleport.AgentData.AgentID = Client.Self.AgentID;
teleport.AgentData.SessionID = Client.Self.SessionID;
teleport.Info.LookAt = lookAt;
teleport.Info.Position = position;
teleport.Info.RegionHandle = regionHandle;
Logger.Log("Requesting teleport to region handle " + regionHandle.ToString(), Helpers.LogLevel.Info, Client);
Client.Network.SendPacket(teleport);
}
else
{
teleportMessage = "CAPS event queue is not running";
teleportEvent.Set();
teleportStat = TeleportStatus.Failed;
}
}
/// <summary>
/// Teleport agent to a landmark
/// </summary>
/// <param name="landmark"><seealso cref="UUID"/> of the landmark to teleport agent to</param>
public void RequestTeleport(UUID landmark)
{
TeleportLandmarkRequestPacket p = new TeleportLandmarkRequestPacket();
p.Info = new TeleportLandmarkRequestPacket.InfoBlock();
p.Info.AgentID = Client.Self.AgentID;
p.Info.SessionID = Client.Self.SessionID;
p.Info.LandmarkID = landmark;
Client.Network.SendPacket(p);
}
/// <summary>
/// Send a teleport lure to another avatar with default "Join me in ..." invitation message
/// </summary>
/// <param name="targetID">target avatars <seealso cref="UUID"/> to lure</param>
public void SendTeleportLure(UUID targetID)
{
SendTeleportLure(targetID, "Join me in " + Client.Network.CurrentSim.Name + "!");
}
/// <summary>
/// Send a teleport lure to another avatar with custom invitation message
/// </summary>
/// <param name="targetID">target avatars <seealso cref="UUID"/> to lure</param>
/// <param name="message">custom message to send with invitation</param>
public void SendTeleportLure(UUID targetID, string message)
{
StartLurePacket p = new StartLurePacket();
p.AgentData.AgentID = Client.Self.id;
p.AgentData.SessionID = Client.Self.SessionID;
p.Info.LureType = 0;
p.Info.Message = Utils.StringToBytes(message);
p.TargetData = new StartLurePacket.TargetDataBlock[] { new StartLurePacket.TargetDataBlock() };
p.TargetData[0].TargetID = targetID;
Client.Network.SendPacket(p);
}
/// <summary>
/// Respond to a teleport lure by either accepting it and initiating
/// the teleport, or denying it
/// </summary>
/// <param name="requesterID"><seealso cref="UUID"/> of the avatar sending the lure</param>
/// <param name="sessionID">IM session <seealso cref="UUID"/> of the incoming lure request</param>
/// <param name="accept">true to accept the lure, false to decline it</param>
public void TeleportLureRespond(UUID requesterID, UUID sessionID, bool accept)
{
if (accept)
{
TeleportLureRequestPacket lure = new TeleportLureRequestPacket();
lure.Info.AgentID = Client.Self.AgentID;
lure.Info.SessionID = Client.Self.SessionID;
lure.Info.LureID = sessionID;
lure.Info.TeleportFlags = (uint)TeleportFlags.ViaLure;
Client.Network.SendPacket(lure);
}
else
{
InstantMessage(Name, requesterID, String.Empty, sessionID,
accept ? InstantMessageDialog.AcceptTeleport : InstantMessageDialog.DenyTeleport,
InstantMessageOnline.Offline, this.SimPosition, UUID.Zero, Utils.EmptyBytes);
}
}
#endregion Teleporting
#region Misc
/// <summary>
/// Update agent profile
/// </summary>
/// <param name="profile"><seealso cref="OpenMetaverse.Avatar.AvatarProperties"/> struct containing updated
/// profile information</param>
public void UpdateProfile(Avatar.AvatarProperties profile)
{
AvatarPropertiesUpdatePacket apup = new AvatarPropertiesUpdatePacket();
apup.AgentData.AgentID = id;
apup.AgentData.SessionID = sessionID;
apup.PropertiesData.AboutText = Utils.StringToBytes(profile.AboutText);
apup.PropertiesData.AllowPublish = profile.AllowPublish;
apup.PropertiesData.FLAboutText = Utils.StringToBytes(profile.FirstLifeText);
apup.PropertiesData.FLImageID = profile.FirstLifeImage;
apup.PropertiesData.ImageID = profile.ProfileImage;
apup.PropertiesData.MaturePublish = profile.MaturePublish;
apup.PropertiesData.ProfileURL = Utils.StringToBytes(profile.ProfileURL);
Client.Network.SendPacket(apup);
}
/// <summary>
/// Update agents profile interests
/// </summary>
/// <param name="interests">selection of interests from <seealso cref="T:OpenMetaverse.Avatar.Interests"/> struct</param>
public void UpdateInterests(Avatar.Interests interests)
{
AvatarInterestsUpdatePacket aiup = new AvatarInterestsUpdatePacket();
aiup.AgentData.AgentID = id;
aiup.AgentData.SessionID = sessionID;
aiup.PropertiesData.LanguagesText = Utils.StringToBytes(interests.LanguagesText);
aiup.PropertiesData.SkillsMask = interests.SkillsMask;
aiup.PropertiesData.SkillsText = Utils.StringToBytes(interests.SkillsText);
aiup.PropertiesData.WantToMask = interests.WantToMask;
aiup.PropertiesData.WantToText = Utils.StringToBytes(interests.WantToText);
Client.Network.SendPacket(aiup);
}
/// <summary>
/// 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
/// </summary>
/// <param name="height">New height of the viewer window</param>
/// <param name="width">New width of the viewer window</param>
public void SetHeightWidth(ushort height, ushort width)
{
AgentHeightWidthPacket heightwidth = new AgentHeightWidthPacket();
heightwidth.AgentData.AgentID = Client.Self.AgentID;
heightwidth.AgentData.SessionID = Client.Self.SessionID;
heightwidth.AgentData.CircuitCode = Client.Network.CircuitCode;
heightwidth.HeightWidthBlock.Height = height;
heightwidth.HeightWidthBlock.Width = width;
heightwidth.HeightWidthBlock.GenCounter = heightWidthGenCounter++;
Client.Network.SendPacket(heightwidth);
}
/// <summary>
/// Request the list of muted objects and avatars for this agent
/// </summary>
public void RequestMuteList()
{
MuteListRequestPacket mute = new MuteListRequestPacket();
mute.AgentData.AgentID = Client.Self.AgentID;
mute.AgentData.SessionID = Client.Self.SessionID;
mute.MuteData.MuteCRC = 0;
Client.Network.SendPacket(mute);
}
/// <summary>
/// Mute an object, resident, etc.
/// </summary>
/// <param name="type">Mute type</param>
/// <param name="id">Mute UUID</param>
/// <param name="name">Mute name</param>
public void UpdateMuteListEntry(MuteType type, UUID id, string name)
{
UpdateMuteListEntry(type, id, name, MuteFlags.Default);
}
/// <summary>
/// Mute an object, resident, etc.
/// </summary>
/// <param name="type">Mute type</param>
/// <param name="id">Mute UUID</param>
/// <param name="name">Mute name</param>
/// <param name="flags">Mute flags</param>
public void UpdateMuteListEntry(MuteType type, UUID id, string name, MuteFlags flags)
{
UpdateMuteListEntryPacket p = new UpdateMuteListEntryPacket();
p.AgentData.AgentID = Client.Self.AgentID;
p.AgentData.SessionID = Client.Self.SessionID;
p.MuteData.MuteType = (int)type;
p.MuteData.MuteID = id;
p.MuteData.MuteName = Utils.StringToBytes(name);
p.MuteData.MuteFlags = (uint)flags;
Client.Network.SendPacket(p);
MuteEntry me = new MuteEntry();
me.Type = type;
me.ID = id;
me.Name = name;
me.Flags = flags;
lock (MuteList.Dictionary)
{
MuteList[string.Format("{0}|{1}", me.ID, me.Name)] = me;
}
OnMuteListUpdated(EventArgs.Empty);
}
/// <summary>
/// Unmute an object, resident, etc.
/// </summary>
/// <param name="id">Mute UUID</param>
/// <param name="name">Mute name</param>
public void RemoveMuteListEntry(UUID id, string name)
{
RemoveMuteListEntryPacket p = new RemoveMuteListEntryPacket();
p.AgentData.AgentID = Client.Self.AgentID;
p.AgentData.SessionID = Client.Self.SessionID;
p.MuteData.MuteID = id;
p.MuteData.MuteName = Utils.StringToBytes(name);
Client.Network.SendPacket(p);
string listKey = string.Format("{0}|{1}", id, name);
if (MuteList.ContainsKey(listKey))
{
lock (MuteList.Dictionary)
{
MuteList.Remove(listKey);
}
OnMuteListUpdated(EventArgs.Empty);
}
}
/// <summary>
/// Sets home location to agents current position
/// </summary>
/// <remarks>will fire an AlertMessage (<seealso cref="E:OpenMetaverse.AgentManager.OnAlertMessage"/>) with
/// success or failure message</remarks>
public void SetHome()
{
SetStartLocationRequestPacket s = new SetStartLocationRequestPacket();
s.AgentData = new SetStartLocationRequestPacket.AgentDataBlock();
s.AgentData.AgentID = Client.Self.AgentID;
s.AgentData.SessionID = Client.Self.SessionID;
s.StartLocationData = new SetStartLocationRequestPacket.StartLocationDataBlock();
s.StartLocationData.LocationPos = Client.Self.SimPosition;
s.StartLocationData.LocationID = 1;
s.StartLocationData.SimName = Utils.StringToBytes(String.Empty);
s.StartLocationData.LocationLookAt = Movement.Camera.AtAxis;
Client.Network.SendPacket(s);
}
/// <summary>
/// Move an agent in to a simulator. This packet is the last packet
/// needed to complete the transition in to a new simulator
/// </summary>
/// <param name="simulator"><seealso cref="T:OpenMetaverse.Simulator"/> Object</param>
public void CompleteAgentMovement(Simulator simulator)
{
CompleteAgentMovementPacket move = new CompleteAgentMovementPacket();
move.AgentData.AgentID = Client.Self.AgentID;
move.AgentData.SessionID = Client.Self.SessionID;
move.AgentData.CircuitCode = Client.Network.CircuitCode;
Client.Network.SendPacket(move, simulator);
}
/// <summary>
/// Reply to script permissions request
/// </summary>
/// <param name="simulator"><seealso cref="T:OpenMetaverse.Simulator"/> Object</param>
/// <param name="itemID"><seealso cref="UUID"/> of the itemID requesting permissions</param>
/// <param name="taskID"><seealso cref="UUID"/> of the taskID requesting permissions</param>
/// <param name="permissions"><seealso cref="OpenMetaverse.ScriptPermission"/> list of permissions to allow</param>
public void ScriptQuestionReply(Simulator simulator, UUID itemID, UUID taskID, ScriptPermission permissions)
{
ScriptAnswerYesPacket yes = new ScriptAnswerYesPacket();
yes.AgentData.AgentID = Client.Self.AgentID;
yes.AgentData.SessionID = Client.Self.SessionID;
yes.Data.ItemID = itemID;
yes.Data.TaskID = taskID;
yes.Data.Questions = (int)permissions;
Client.Network.SendPacket(yes, simulator);
}
/// <summary>
/// Respond to a group invitation by either accepting or denying it
/// </summary>
/// <param name="groupID">UUID of the group (sent in the AgentID field of the invite message)</param>
/// <param name="imSessionID">IM Session ID from the group invitation message</param>
/// <param name="accept">Accept the group invitation or deny it</param>
public void GroupInviteRespond(UUID groupID, UUID imSessionID, bool accept)
{
InstantMessage(Name, groupID, String.Empty, imSessionID,
accept ? InstantMessageDialog.GroupInvitationAccept : InstantMessageDialog.GroupInvitationDecline,
InstantMessageOnline.Offline, Vector3.Zero, UUID.Zero, Utils.EmptyBytes);
}
/// <summary>
/// Requests script detection of objects and avatars
/// </summary>
/// <param name="name">name of the object/avatar to search for</param>
/// <param name="searchID">UUID of the object or avatar to search for</param>
/// <param name="type">Type of search from ScriptSensorTypeFlags</param>
/// <param name="range">range of scan (96 max?)</param>
/// <param name="arc">the arc in radians to search within</param>
/// <param name="requestID">an user generated ID to correlate replies with</param>
/// <param name="sim">Simulator to perform search in</param>
public void RequestScriptSensor(string name, UUID searchID, ScriptSensorTypeFlags type, float range, float arc, UUID requestID, Simulator sim)
{
ScriptSensorRequestPacket request = new ScriptSensorRequestPacket();
request.Requester.Arc = arc;
request.Requester.Range = range;
request.Requester.RegionHandle = sim.Handle;
request.Requester.RequestID = requestID;
request.Requester.SearchDir = Quaternion.Identity; // TODO: this needs to be tested
request.Requester.SearchID = searchID;
request.Requester.SearchName = Utils.StringToBytes(name);
request.Requester.SearchPos = Vector3.Zero;
request.Requester.SearchRegions = 0; // TODO: ?
request.Requester.SourceID = Client.Self.AgentID;
request.Requester.Type = (int)type;
Client.Network.SendPacket(request, sim);
}
/// <summary>
/// Create or update profile pick
/// </summary>
/// <param name="pickID">UUID of the pick to update, or random UUID to create a new pick</param>
/// <param name="topPick">Is this a top pick? (typically false)</param>
/// <param name="parcelID">UUID of the parcel (UUID.Zero for the current parcel)</param>
/// <param name="name">Name of the pick</param>
/// <param name="globalPosition">Global position of the pick landmark</param>
/// <param name="textureID">UUID of the image displayed with the pick</param>
/// <param name="description">Long description of the pick</param>
public void PickInfoUpdate(UUID pickID, bool topPick, UUID parcelID, string name, Vector3d globalPosition, UUID textureID, string description)
{
PickInfoUpdatePacket pick = new PickInfoUpdatePacket();
pick.AgentData.AgentID = Client.Self.AgentID;
pick.AgentData.SessionID = Client.Self.SessionID;
pick.Data.PickID = pickID;
pick.Data.Desc = Utils.StringToBytes(description);
pick.Data.CreatorID = Client.Self.AgentID;
pick.Data.TopPick = topPick;
pick.Data.ParcelID = parcelID;
pick.Data.Name = Utils.StringToBytes(name);
pick.Data.SnapshotID = textureID;
pick.Data.PosGlobal = globalPosition;
pick.Data.SortOrder = 0;
pick.Data.Enabled = false;
Client.Network.SendPacket(pick);
}
/// <summary>
/// Delete profile pick
/// </summary>
/// <param name="pickID">UUID of the pick to delete</param>
public void PickDelete(UUID pickID)
{
PickDeletePacket delete = new PickDeletePacket();
delete.AgentData.AgentID = Client.Self.AgentID;
delete.AgentData.SessionID = Client.Self.sessionID;
delete.Data.PickID = pickID;
Client.Network.SendPacket(delete);
}
/// <summary>
/// Create or update profile Classified
/// </summary>
/// <param name="classifiedID">UUID of the classified to update, or random UUID to create a new classified</param>
/// <param name="category">Defines what catagory the classified is in</param>
/// <param name="snapshotID">UUID of the image displayed with the classified</param>
/// <param name="price">Price that the classified will cost to place for a week</param>
/// <param name="position">Global position of the classified landmark</param>
/// <param name="name">Name of the classified</param>
/// <param name="desc">Long description of the classified</param>
/// <param name="autoRenew">if true, auto renew classified after expiration</param>
public void UpdateClassifiedInfo(UUID classifiedID, DirectoryManager.ClassifiedCategories category,
UUID snapshotID, int price, Vector3d position, string name, string desc, bool autoRenew)
{
ClassifiedInfoUpdatePacket classified = new ClassifiedInfoUpdatePacket();
classified.AgentData.AgentID = Client.Self.AgentID;
classified.AgentData.SessionID = Client.Self.SessionID;
classified.Data.ClassifiedID = classifiedID;
classified.Data.Category = (uint)category;
classified.Data.ParcelID = UUID.Zero;
// TODO: verify/fix ^
classified.Data.ParentEstate = 0;
// TODO: verify/fix ^
classified.Data.SnapshotID = snapshotID;
classified.Data.PosGlobal = position;
classified.Data.ClassifiedFlags = autoRenew ? (byte)32 : (byte)0;
// TODO: verify/fix ^
classified.Data.PriceForListing = price;
classified.Data.Name = Utils.StringToBytes(name);
classified.Data.Desc = Utils.StringToBytes(desc);
Client.Network.SendPacket(classified);
}
/// <summary>
/// Create or update profile Classified
/// </summary>
/// <param name="classifiedID">UUID of the classified to update, or random UUID to create a new classified</param>
/// <param name="category">Defines what catagory the classified is in</param>
/// <param name="snapshotID">UUID of the image displayed with the classified</param>
/// <param name="price">Price that the classified will cost to place for a week</param>
/// <param name="name">Name of the classified</param>
/// <param name="desc">Long description of the classified</param>
/// <param name="autoRenew">if true, auto renew classified after expiration</param>
public void UpdateClassifiedInfo(UUID classifiedID, DirectoryManager.ClassifiedCategories category, UUID snapshotID, int price, string name, string desc, bool autoRenew)
{
UpdateClassifiedInfo(classifiedID, category, snapshotID, price, Client.Self.GlobalPosition, name, desc, autoRenew);
}
/// <summary>
/// Delete a classified ad
/// </summary>
/// <param name="classifiedID">The classified ads ID</param>
public void DeleteClassfied(UUID classifiedID)
{
ClassifiedDeletePacket classified = new ClassifiedDeletePacket();
classified.AgentData.AgentID = Client.Self.AgentID;
classified.AgentData.SessionID = Client.Self.SessionID;
classified.Data.ClassifiedID = classifiedID;
Client.Network.SendPacket(classified);
}
/// <summary>
/// Fetches resource usage by agents attachmetns
/// </summary>
/// <param name="callback">Called when the requested information is collected</param>
public void GetAttachmentResources(AttachmentResourcesCallback callback)
{
try
{
Uri url = Client.Network.CurrentSim.Caps.CapabilityURI("AttachmentResources");
CapsClient request = new CapsClient(url);
request.OnComplete += delegate(CapsClient client, OSD result, Exception error)
{
try
{
if (result == null || error != null)
{
callback(false, null);
}
AttachmentResourcesMessage info = AttachmentResourcesMessage.FromOSD(result);
callback(true, info);
}
catch (Exception ex)
{
Logger.Log("Failed fetching AttachmentResources", Helpers.LogLevel.Error, Client, ex);
callback(false, null);
}
};
request.BeginGetResponse(Client.Settings.CAPS_TIMEOUT);
}
catch (Exception ex)
{
Logger.Log("Failed fetching AttachmentResources", Helpers.LogLevel.Error, Client, ex);
callback(false, null);
}
}
/// <summary>
/// Initates request to set a new display name
/// </summary>
/// <param name="oldName">Previous display name</param>
/// <param name="newName">Desired new display name</param>
public void SetDisplayName(string oldName, string newName)
{
Uri uri;
if (Client.Network.CurrentSim == null ||
Client.Network.CurrentSim.Caps == null ||
(uri = Client.Network.CurrentSim.Caps.CapabilityURI("SetDisplayName")) == null)
{
Logger.Log("Unable to invoke SetDisplyName capability at this time", Helpers.LogLevel.Warning, Client);
return;
}
SetDisplayNameMessage msg = new SetDisplayNameMessage();
msg.OldDisplayName = oldName;
msg.NewDisplayName = newName;
CapsClient cap = new CapsClient(uri);
cap.BeginGetResponse(msg.Serialize(), OSDFormat.Xml, Client.Settings.CAPS_TIMEOUT);
}
/// <summary>
/// Tells the sim what UI language is used, and if it's ok to share that with scripts
/// </summary>
/// <param name="language">Two letter language code</param>
/// <param name="isPublic">Share language info with scripts</param>
public void UpdateAgentLanguage(string language, bool isPublic)
{
try
{
UpdateAgentLanguageMessage msg = new UpdateAgentLanguageMessage();
msg.Language = language;
msg.LanguagePublic = isPublic;
Uri url = Client.Network.CurrentSim.Caps.CapabilityURI("UpdateAgentLanguage");
if (url != null)
{
CapsClient request = new CapsClient(url);
request.BeginGetResponse(msg.Serialize(), OSDFormat.Xml, Client.Settings.CAPS_TIMEOUT);
}
}
catch (Exception ex)
{
Logger.Log("Failes to update agent language", Helpers.LogLevel.Error, Client, ex);
}
}
public delegate void AgentAccessCallback(AgentAccessEventArgs e);
/// <summary>
/// Sets agents maturity access level
/// </summary>
/// <param name="access">PG, M or A</param>
public void SetAgentAccess(string access)
{
SetAgentAccess(access, null);
}
/// <summary>
/// Sets agents maturity access level
/// </summary>
/// <param name="access">PG, M or A</param>
/// <param name="callback">Callback function</param>
public void SetAgentAccess(string access, AgentAccessCallback callback)
{
if (Client == null || !Client.Network.Connected || Client.Network.CurrentSim.Caps == null) return;
Uri url = Client.Network.CurrentSim.Caps.CapabilityURI("UpdateAgentInformation");
if (url == null) return;
CapsClient request = new CapsClient(url);
request.OnComplete += (client, result, error) =>
{
bool success = true;
if (error == null && result is OSDMap)
{
var map = ((OSDMap)result)["access_prefs"];
agentAccess = ((OSDMap)map)["max"];
Logger.Log("Max maturity access set to " + agentAccess, Helpers.LogLevel.Info, Client );
}
else if (error == null)
{
Logger.Log("Max maturity unchanged at " + agentAccess, Helpers.LogLevel.Info, Client);
}
else
{
Logger.Log("Failed setting max maturity access.", Helpers.LogLevel.Warning, Client);
success = false;
}
if (callback != null)
{
try { callback(new AgentAccessEventArgs(success, agentAccess)); }
catch { }
}
};
OSDMap req = new OSDMap();
OSDMap prefs = new OSDMap();
prefs["max"] = access;
req["access_prefs"] = prefs;
request.BeginGetResponse(req, OSDFormat.Xml, Client.Settings.CAPS_TIMEOUT);
}
#endregion Misc
#region Packet Handlers
/// <summary>
/// Take an incoming ImprovedInstantMessage packet, auto-parse, and if
/// OnInstantMessage is defined call that with the appropriate arguments
/// </summary>
/// <param name="sender">The sender</param>
/// <param name="e">The EventArgs object containing the packet data</param>
protected void InstantMessageHandler(object sender, PacketReceivedEventArgs e)
{
Packet packet = e.Packet;
Simulator simulator = e.Simulator;
if (packet.Type == PacketType.ImprovedInstantMessage)
{
ImprovedInstantMessagePacket im = (ImprovedInstantMessagePacket)packet;
if (m_InstantMessage != null)
{
InstantMessage message;
message.FromAgentID = im.AgentData.AgentID;
message.FromAgentName = Utils.BytesToString(im.MessageBlock.FromAgentName);
message.ToAgentID = im.MessageBlock.ToAgentID;
message.ParentEstateID = im.MessageBlock.ParentEstateID;
message.RegionID = im.MessageBlock.RegionID;
message.Position = im.MessageBlock.Position;
message.Dialog = (InstantMessageDialog)im.MessageBlock.Dialog;
message.GroupIM = im.MessageBlock.FromGroup;
message.IMSessionID = im.MessageBlock.ID;
message.Timestamp = new DateTime(im.MessageBlock.Timestamp);
message.Message = Utils.BytesToString(im.MessageBlock.Message);
message.Offline = (InstantMessageOnline)im.MessageBlock.Offline;
message.BinaryBucket = im.MessageBlock.BinaryBucket;
OnInstantMessage(new InstantMessageEventArgs(message, simulator));
}
}
}
/// <summary>
/// Take an incoming Chat packet, auto-parse, and if OnChat is defined call
/// that with the appropriate arguments.
/// </summary>
/// <param name="sender">The sender</param>
/// <param name="e">The EventArgs object containing the packet data</param>
protected void ChatHandler(object sender, PacketReceivedEventArgs e)
{
if (m_Chat != null)
{
Packet packet = e.Packet;
ChatFromSimulatorPacket chat = (ChatFromSimulatorPacket)packet;
OnChat(new ChatEventArgs(e.Simulator, Utils.BytesToString(chat.ChatData.Message),
(ChatAudibleLevel)chat.ChatData.Audible,
(ChatType)chat.ChatData.ChatType,
(ChatSourceType)chat.ChatData.SourceType,
Utils.BytesToString(chat.ChatData.FromName),
chat.ChatData.SourceID,
chat.ChatData.OwnerID,
chat.ChatData.Position));
}
}
/// <summary>
/// Used for parsing llDialogs
/// </summary>
/// <param name="sender">The sender</param>
/// <param name="e">The EventArgs object containing the packet data</param>
protected void ScriptDialogHandler(object sender, PacketReceivedEventArgs e)
{
if (m_ScriptDialog != null)
{
Packet packet = e.Packet;
ScriptDialogPacket dialog = (ScriptDialogPacket)packet;
List<string> buttons = new List<string>();
foreach (ScriptDialogPacket.ButtonsBlock button in dialog.Buttons)
{
buttons.Add(Utils.BytesToString(button.ButtonLabel));
}
UUID ownerID = UUID.Zero;
if (dialog.OwnerData != null && dialog.OwnerData.Length > 0)
{
ownerID = dialog.OwnerData[0].OwnerID;
}
OnScriptDialog(new ScriptDialogEventArgs(Utils.BytesToString(dialog.Data.Message),
Utils.BytesToString(dialog.Data.ObjectName),
dialog.Data.ImageID,
dialog.Data.ObjectID,
Utils.BytesToString(dialog.Data.FirstName),
Utils.BytesToString(dialog.Data.LastName),
dialog.Data.ChatChannel,
buttons,
ownerID));
}
}
/// <summary>
/// Used for parsing llRequestPermissions dialogs
/// </summary>
/// <param name="sender">The sender</param>
/// <param name="e">The EventArgs object containing the packet data</param>
protected void ScriptQuestionHandler(object sender, PacketReceivedEventArgs e)
{
if (m_ScriptQuestion != null)
{
Packet packet = e.Packet;
Simulator simulator = e.Simulator;
ScriptQuestionPacket question = (ScriptQuestionPacket)packet;
OnScriptQuestion(new ScriptQuestionEventArgs(simulator,
question.Data.TaskID,
question.Data.ItemID,
Utils.BytesToString(question.Data.ObjectName),
Utils.BytesToString(question.Data.ObjectOwner),
(ScriptPermission)question.Data.Questions));
}
}
/// <summary>
/// Handles Script Control changes when Script with permissions releases or takes a control
/// </summary>
/// <param name="sender">The sender</param>
/// <param name="e">The EventArgs object containing the packet data</param>
private void ScriptControlChangeHandler(object sender, PacketReceivedEventArgs e)
{
if (m_ScriptControl != null)
{
Packet packet = e.Packet;
ScriptControlChangePacket change = (ScriptControlChangePacket)packet;
for (int i = 0; i < change.Data.Length; i++)
{
OnScriptControlChange(new ScriptControlEventArgs((ScriptControlChange)change.Data[i].Controls,
change.Data[i].PassToAgent,
change.Data[i].TakeControls));
}
}
}
/// <summary>
/// Used for parsing llLoadURL Dialogs
/// </summary>
/// <param name="sender">The sender</param>
/// <param name="e">The EventArgs object containing the packet data</param>
protected void LoadURLHandler(object sender, PacketReceivedEventArgs e)
{
if (m_LoadURL != null)
{
Packet packet = e.Packet;
LoadURLPacket loadURL = (LoadURLPacket)packet;
OnLoadURL(new LoadUrlEventArgs(
Utils.BytesToString(loadURL.Data.ObjectName),
loadURL.Data.ObjectID,
loadURL.Data.OwnerID,
loadURL.Data.OwnerIsGroup,
Utils.BytesToString(loadURL.Data.Message),
Utils.BytesToString(loadURL.Data.URL)
));
}
}
/// <summary>
/// Update client's Position, LookAt and region handle from incoming packet
/// </summary>
/// <param name="sender">The sender</param>
/// <param name="e">The EventArgs object containing the packet data</param>
/// <remarks>This occurs when after an avatar moves into a new sim</remarks>
private void MovementCompleteHandler(object sender, PacketReceivedEventArgs e)
{
Packet packet = e.Packet;
Simulator simulator = e.Simulator;
AgentMovementCompletePacket movement = (AgentMovementCompletePacket)packet;
relativePosition = movement.Data.Position;
Movement.Camera.LookDirection(movement.Data.LookAt);
simulator.Handle = movement.Data.RegionHandle;
simulator.SimVersion = Utils.BytesToString(movement.SimData.ChannelVersion);
simulator.AgentMovementComplete = true;
}
/// <summary>Process an incoming packet and raise the appropriate events</summary>
/// <param name="sender">The sender</param>
/// <param name="e">The EventArgs object containing the packet data</param>
protected void HealthHandler(object sender, PacketReceivedEventArgs e)
{
Packet packet = e.Packet;
health = ((HealthMessagePacket)packet).HealthData.Health;
}
/// <summary>Process an incoming packet and raise the appropriate events</summary>
/// <param name="sender">The sender</param>
/// <param name="e">The EventArgs object containing the packet data</param>
protected void AgentDataUpdateHandler(object sender, PacketReceivedEventArgs e)
{
Packet packet = e.Packet;
Simulator simulator = e.Simulator;
AgentDataUpdatePacket p = (AgentDataUpdatePacket)packet;
if (p.AgentData.AgentID == simulator.Client.Self.AgentID)
{
firstName = Utils.BytesToString(p.AgentData.FirstName);
lastName = Utils.BytesToString(p.AgentData.LastName);
activeGroup = p.AgentData.ActiveGroupID;
activeGroupPowers = (GroupPowers)p.AgentData.GroupPowers;
if (m_AgentData != null)
{
string groupTitle = Utils.BytesToString(p.AgentData.GroupTitle);
string groupName = Utils.BytesToString(p.AgentData.GroupName);
OnAgentData(new AgentDataReplyEventArgs(firstName, lastName, activeGroup, groupTitle, activeGroupPowers, groupName));
}
}
else
{
Logger.Log("Got an AgentDataUpdate packet for avatar " + p.AgentData.AgentID.ToString() +
" instead of " + Client.Self.AgentID.ToString() + ", this shouldn't happen", Helpers.LogLevel.Error, Client);
}
}
/// <summary>Process an incoming packet and raise the appropriate events</summary>
/// <param name="sender">The sender</param>
/// <param name="e">The EventArgs object containing the packet data</param>
protected void MoneyBalanceReplyHandler(object sender, PacketReceivedEventArgs e)
{
Packet packet = e.Packet;
if (packet.Type == PacketType.MoneyBalanceReply)
{
MoneyBalanceReplyPacket reply = (MoneyBalanceReplyPacket)packet;
this.balance = reply.MoneyData.MoneyBalance;
if (m_MoneyBalance != null)
{
TransactionInfo transactionInfo = new TransactionInfo();
transactionInfo.TransactionType = reply.TransactionInfo.TransactionType;
transactionInfo.SourceID = reply.TransactionInfo.SourceID;
transactionInfo.IsSourceGroup = reply.TransactionInfo.IsSourceGroup;
transactionInfo.DestID = reply.TransactionInfo.DestID;
transactionInfo.IsDestGroup = reply.TransactionInfo.IsDestGroup;
transactionInfo.Amount = reply.TransactionInfo.Amount;
transactionInfo.ItemDescription = Utils.BytesToString(reply.TransactionInfo.ItemDescription);
OnMoneyBalanceReply(new MoneyBalanceReplyEventArgs(reply.MoneyData.TransactionID,
reply.MoneyData.TransactionSuccess,
reply.MoneyData.MoneyBalance,
reply.MoneyData.SquareMetersCredit,
reply.MoneyData.SquareMetersCommitted,
Utils.BytesToString(reply.MoneyData.Description),
transactionInfo));
}
}
if (m_Balance != null)
{
OnBalance(new BalanceEventArgs(balance));
}
}
/// <summary>
/// EQ Message fired with the result of SetDisplayName request
/// </summary>
/// <param name="capsKey">The message key</param>
/// <param name="message">the IMessage object containing the deserialized data sent from the simulator</param>
/// <param name="simulator">The <see cref="Simulator"/> which originated the packet</param>
protected void SetDisplayNameReplyEventHandler(string capsKey, IMessage message, Simulator simulator)
{
if (m_SetDisplayNameReply != null)
{
SetDisplayNameReplyMessage msg = (SetDisplayNameReplyMessage)message;
OnSetDisplayNameReply(new SetDisplayNameReplyEventArgs(msg.Status, msg.Reason, msg.DisplayName));
}
}
protected void AgentStateUpdateEventHandler(string capsKey, IMessage message, Simulator simulator)
{
if (message is AgentStateUpdateMessage)
{
AgentStateStatus = (AgentStateUpdateMessage)message;
}
}
protected void EstablishAgentCommunicationEventHandler(string capsKey, IMessage message, Simulator simulator)
{
EstablishAgentCommunicationMessage msg = (EstablishAgentCommunicationMessage)message;
if (Client.Settings.MULTIPLE_SIMS)
{
IPEndPoint endPoint = new IPEndPoint(msg.Address, msg.Port);
Simulator sim = Client.Network.FindSimulator(endPoint);
if (sim == null)
{
Logger.Log("Got EstablishAgentCommunication for unknown sim " + msg.Address + ":" + msg.Port,
Helpers.LogLevel.Error, Client);
// FIXME: Should we use this opportunity to connect to the simulator?
}
else
{
Logger.Log("Got EstablishAgentCommunication for " + sim.ToString(),
Helpers.LogLevel.Info, Client);
sim.SetSeedCaps(msg.SeedCapability.ToString());
}
}
}
/// <summary>
/// Process TeleportFailed message sent via EventQueue, informs agent its last teleport has failed and why.
/// </summary>
/// <param name="messageKey">The Message Key</param>
/// <param name="message">An IMessage object Deserialized from the recieved message event</param>
/// <param name="simulator">The simulator originating the event message</param>
public void TeleportFailedEventHandler(string messageKey, IMessage message, Simulator simulator)
{
TeleportFailedMessage msg = (TeleportFailedMessage)message;
TeleportFailedPacket failedPacket = new TeleportFailedPacket();
failedPacket.Info.AgentID = msg.AgentID;
failedPacket.Info.Reason = Utils.StringToBytes(msg.Reason);
TeleportHandler(this, new PacketReceivedEventArgs(failedPacket, simulator));
}
/// <summary>
/// Process TeleportFinish from Event Queue and pass it onto our TeleportHandler
/// </summary>
/// <param name="capsKey">The message system key for this event</param>
/// <param name="message">IMessage object containing decoded data from OSD</param>
/// <param name="simulator">The simulator originating the event message</param>
private void TeleportFinishEventHandler(string capsKey, IMessage message, Simulator simulator)
{
TeleportFinishMessage msg = (TeleportFinishMessage)message;
TeleportFinishPacket p = new TeleportFinishPacket();
p.Info.AgentID = msg.AgentID;
p.Info.LocationID = (uint)msg.LocationID;
p.Info.RegionHandle = msg.RegionHandle;
p.Info.SeedCapability = Utils.StringToBytes(msg.SeedCapability.ToString()); // FIXME: Check This
p.Info.SimAccess = (byte)msg.SimAccess;
p.Info.SimIP = Utils.IPToUInt(msg.IP);
p.Info.SimPort = (ushort)msg.Port;
p.Info.TeleportFlags = (uint)msg.Flags;
// pass the packet onto the teleport handler
TeleportHandler(this, new PacketReceivedEventArgs(p, simulator));
}
/// <summary>Process an incoming packet and raise the appropriate events</summary>
/// <param name="sender">The sender</param>
/// <param name="e">The EventArgs object containing the packet data</param>
protected void TeleportHandler(object sender, PacketReceivedEventArgs e)
{
Packet packet = e.Packet;
Simulator simulator = e.Simulator;
bool finished = false;
TeleportFlags flags = TeleportFlags.Default;
if (packet.Type == PacketType.TeleportStart)
{
TeleportStartPacket start = (TeleportStartPacket)packet;
teleportMessage = "Teleport started";
flags = (TeleportFlags)start.Info.TeleportFlags;
teleportStat = TeleportStatus.Start;
Logger.DebugLog("TeleportStart received, Flags: " + flags.ToString(), Client);
}
else if (packet.Type == PacketType.TeleportProgress)
{
TeleportProgressPacket progress = (TeleportProgressPacket)packet;
teleportMessage = Utils.BytesToString(progress.Info.Message);
flags = (TeleportFlags)progress.Info.TeleportFlags;
teleportStat = TeleportStatus.Progress;
Logger.DebugLog("TeleportProgress received, Message: " + teleportMessage + ", Flags: " + flags.ToString(), Client);
}
else if (packet.Type == PacketType.TeleportFailed)
{
TeleportFailedPacket failed = (TeleportFailedPacket)packet;
teleportMessage = Utils.BytesToString(failed.Info.Reason);
teleportStat = TeleportStatus.Failed;
finished = true;
Logger.DebugLog("TeleportFailed received, Reason: " + teleportMessage, Client);
}
else if (packet.Type == PacketType.TeleportFinish)
{
TeleportFinishPacket finish = (TeleportFinishPacket)packet;
flags = (TeleportFlags)finish.Info.TeleportFlags;
string seedcaps = Utils.BytesToString(finish.Info.SeedCapability);
finished = true;
Logger.DebugLog("TeleportFinish received, Flags: " + flags.ToString(), Client);
// Connect to the new sim
Client.Network.CurrentSim.AgentMovementComplete = false; // we're not there anymore
Simulator newSimulator = Client.Network.Connect(new IPAddress(finish.Info.SimIP),
finish.Info.SimPort, finish.Info.RegionHandle, true, seedcaps);
if (newSimulator != null)
{
teleportMessage = "Teleport finished";
teleportStat = TeleportStatus.Finished;
Logger.Log("Moved to new sim " + newSimulator.ToString(), Helpers.LogLevel.Info, Client);
}
else
{
teleportMessage = "Failed to connect to the new sim after a teleport";
teleportStat = TeleportStatus.Failed;
// We're going to get disconnected now
Logger.Log(teleportMessage, Helpers.LogLevel.Error, Client);
}
}
else if (packet.Type == PacketType.TeleportCancel)
{
//TeleportCancelPacket cancel = (TeleportCancelPacket)packet;
teleportMessage = "Cancelled";
teleportStat = TeleportStatus.Cancelled;
finished = true;
Logger.DebugLog("TeleportCancel received from " + simulator.ToString(), Client);
}
else if (packet.Type == PacketType.TeleportLocal)
{
TeleportLocalPacket local = (TeleportLocalPacket)packet;
teleportMessage = "Teleport finished";
flags = (TeleportFlags)local.Info.TeleportFlags;
teleportStat = TeleportStatus.Finished;
relativePosition = local.Info.Position;
Movement.Camera.LookDirection(local.Info.LookAt);
// This field is apparently not used for anything
//local.Info.LocationID;
finished = true;
Logger.DebugLog("TeleportLocal received, Flags: " + flags.ToString(), Client);
}
if (m_Teleport != null)
{
OnTeleport(new TeleportEventArgs(teleportMessage, teleportStat, flags));
}
if (finished) teleportEvent.Set();
}
/// <summary>Process an incoming packet and raise the appropriate events</summary>
/// <param name="sender">The sender</param>
/// <param name="e">The EventArgs object containing the packet data</param>
protected void AvatarAnimationHandler(object sender, PacketReceivedEventArgs e)
{
Packet packet = e.Packet;
AvatarAnimationPacket animation = (AvatarAnimationPacket)packet;
if (animation.Sender.ID == Client.Self.AgentID)
{
lock (SignaledAnimations.Dictionary)
{
// Reset the signaled animation list
SignaledAnimations.Dictionary.Clear();
for (int i = 0; i < animation.AnimationList.Length; i++)
{
UUID animID = animation.AnimationList[i].AnimID;
int sequenceID = animation.AnimationList[i].AnimSequenceID;
// Add this animation to the list of currently signaled animations
SignaledAnimations.Dictionary[animID] = sequenceID;
if (i < animation.AnimationSourceList.Length)
{
// FIXME: The server tells us which objects triggered our animations,
// we should store this info
//animation.AnimationSourceList[i].ObjectID
}
if (i < animation.PhysicalAvatarEventList.Length)
{
// FIXME: What is this?
}
if (Client.Settings.SEND_AGENT_UPDATES)
{
// We have to manually tell the server to stop playing some animations
if (animID == Animations.STANDUP ||
animID == Animations.PRE_JUMP ||
animID == Animations.LAND ||
animID == Animations.MEDIUM_LAND)
{
Movement.FinishAnim = true;
Movement.SendUpdate(true);
Movement.FinishAnim = false;
}
}
}
}
}
if (m_AnimationsChanged != null)
{
WorkPool.QueueUserWorkItem(delegate(object o)
{ OnAnimationsChanged(new AnimationsChangedEventArgs(this.SignaledAnimations)); });
}
}
/// <summary>Process an incoming packet and raise the appropriate events</summary>
/// <param name="sender">The sender</param>
/// <param name="e">The EventArgs object containing the packet data</param>
protected void MeanCollisionAlertHandler(object sender, PacketReceivedEventArgs e)
{
if (m_MeanCollision != null)
{
Packet packet = e.Packet;
MeanCollisionAlertPacket collision = (MeanCollisionAlertPacket)packet;
for (int i = 0; i < collision.MeanCollision.Length; i++)
{
MeanCollisionAlertPacket.MeanCollisionBlock block = collision.MeanCollision[i];
DateTime time = Utils.UnixTimeToDateTime(block.Time);
MeanCollisionType type = (MeanCollisionType)block.Type;
OnMeanCollision(new MeanCollisionEventArgs(type, block.Perp, block.Victim, block.Mag, time));
}
}
}
private void Network_OnLoginResponse(bool loginSuccess, bool redirect, string message, string reason,
LoginResponseData reply)
{
id = reply.AgentID;
sessionID = reply.SessionID;
secureSessionID = reply.SecureSessionID;
firstName = reply.FirstName;
lastName = reply.LastName;
startLocation = reply.StartLocation;
agentAccess = reply.AgentAccess;
Movement.Camera.LookDirection(reply.LookAt);
homePosition = reply.HomePosition;
homeLookAt = reply.HomeLookAt;
lookAt = reply.LookAt;
}
private void Network_OnDisconnected(object sender, DisconnectedEventArgs e)
{
// Null out the cached fullName since it can change after logging
// in again (with a different account name or different login
// server but using the same GridClient object
fullName = null;
}
/// <summary>
/// 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.
/// </summary>
/// <param name="capsKey">The message key</param>
/// <param name="message">the IMessage object containing the deserialized data sent from the simulator</param>
/// <param name="simulator">The <see cref="Simulator"/> which originated the packet</param>
private void CrossedRegionEventHandler(string capsKey, IMessage message, Simulator simulator)
{
CrossedRegionMessage crossed = (CrossedRegionMessage)message;
IPEndPoint endPoint = new IPEndPoint(crossed.IP, crossed.Port);
Logger.DebugLog("Crossed in to new region area, attempting to connect to " + endPoint.ToString(), Client);
Simulator oldSim = Client.Network.CurrentSim;
Simulator newSim = Client.Network.Connect(endPoint, crossed.RegionHandle, true, crossed.SeedCapability.ToString());
if (newSim != null)
{
Logger.Log("Finished crossing over in to region " + newSim.ToString(), Helpers.LogLevel.Info, Client);
oldSim.AgentMovementComplete = false; // We're no longer there
if (m_RegionCrossed != null)
{
OnRegionCrossed(new RegionCrossedEventArgs(oldSim, newSim));
}
}
else
{
// The old simulator will (poorly) handle our movement still, so the connection isn't
// completely shot yet
Logger.Log("Failed to connect to new region " + endPoint.ToString() + " after crossing over",
Helpers.LogLevel.Warning, Client);
}
}
/// <summary>Process an incoming packet and raise the appropriate events</summary>
/// <param name="sender">The sender</param>
/// <param name="e">The EventArgs object containing the packet data</param>
/// <remarks>This packet is now being sent via the EventQueue</remarks>
protected void CrossedRegionHandler(object sender, PacketReceivedEventArgs e)
{
Packet packet = e.Packet;
CrossedRegionPacket crossing = (CrossedRegionPacket)packet;
string seedCap = Utils.BytesToString(crossing.RegionData.SeedCapability);
IPEndPoint endPoint = new IPEndPoint(crossing.RegionData.SimIP, crossing.RegionData.SimPort);
Logger.DebugLog("Crossed in to new region area, attempting to connect to " + endPoint.ToString(), Client);
Simulator oldSim = Client.Network.CurrentSim;
Simulator newSim = Client.Network.Connect(endPoint, crossing.RegionData.RegionHandle, true, seedCap);
if (newSim != null)
{
Logger.Log("Finished crossing over in to region " + newSim.ToString(), Helpers.LogLevel.Info, Client);
if (m_RegionCrossed != null)
{
OnRegionCrossed(new RegionCrossedEventArgs(oldSim, newSim));
}
}
else
{
// The old simulator will (poorly) handle our movement still, so the connection isn't
// completely shot yet
Logger.Log("Failed to connect to new region " + endPoint.ToString() + " after crossing over",
Helpers.LogLevel.Warning, Client);
}
}
/// <summary>
/// Group Chat event handler
/// </summary>
/// <param name="capsKey">The capability Key</param>
/// <param name="message">IMessage object containing decoded data from OSD</param>
/// <param name="simulator"></param>
protected void ChatterBoxSessionEventReplyEventHandler(string capsKey, IMessage message, Simulator simulator)
{
ChatterboxSessionEventReplyMessage msg = (ChatterboxSessionEventReplyMessage)message;
if (!msg.Success)
{
RequestJoinGroupChat(msg.SessionID);
Logger.Log("Attempt to send group chat to non-existant session for group " + msg.SessionID,
Helpers.LogLevel.Info, Client);
}
}
/// <summary>
/// Response from request to join a group chat
/// </summary>
/// <param name="capsKey"></param>
/// <param name="message">IMessage object containing decoded data from OSD</param>
/// <param name="simulator"></param>
protected void ChatterBoxSessionStartReplyEventHandler(string capsKey, IMessage message, Simulator simulator)
{
ChatterBoxSessionStartReplyMessage msg = (ChatterBoxSessionStartReplyMessage)message;
if (msg.Success)
{
lock (GroupChatSessions.Dictionary)
if (!GroupChatSessions.ContainsKey(msg.SessionID))
GroupChatSessions.Add(msg.SessionID, new List<ChatSessionMember>());
}
OnGroupChatJoined(new GroupChatJoinedEventArgs(msg.SessionID, msg.SessionName, msg.TempSessionID, msg.Success));
}
/// <summary>
/// Someone joined or left group chat
/// </summary>
/// <param name="capsKey"></param>
/// <param name="message">IMessage object containing decoded data from OSD</param>
/// <param name="simulator"></param>
private void ChatterBoxSessionAgentListUpdatesEventHandler(string capsKey, IMessage message, Simulator simulator)
{
ChatterBoxSessionAgentListUpdatesMessage msg = (ChatterBoxSessionAgentListUpdatesMessage)message;
lock (GroupChatSessions.Dictionary)
if (!GroupChatSessions.ContainsKey(msg.SessionID))
GroupChatSessions.Add(msg.SessionID, new List<ChatSessionMember>());
for (int i = 0; i < msg.Updates.Length; i++)
{
ChatSessionMember fndMbr;
lock (GroupChatSessions.Dictionary)
{
fndMbr = GroupChatSessions[msg.SessionID].Find(delegate(ChatSessionMember member)
{
return member.AvatarKey == msg.Updates[i].AgentID;
});
}
if (msg.Updates[i].Transition != null)
{
if (msg.Updates[i].Transition.Equals("ENTER"))
{
if (fndMbr.AvatarKey == UUID.Zero)
{
fndMbr = new ChatSessionMember();
fndMbr.AvatarKey = msg.Updates[i].AgentID;
lock (GroupChatSessions.Dictionary)
GroupChatSessions[msg.SessionID].Add(fndMbr);
if (m_ChatSessionMemberAdded != null)
{
OnChatSessionMemberAdded(new ChatSessionMemberAddedEventArgs(msg.SessionID, fndMbr.AvatarKey));
}
}
}
else if (msg.Updates[i].Transition.Equals("LEAVE"))
{
if (fndMbr.AvatarKey != UUID.Zero)
lock (GroupChatSessions.Dictionary)
GroupChatSessions[msg.SessionID].Remove(fndMbr);
if (m_ChatSessionMemberLeft != null)
{
OnChatSessionMemberLeft(new ChatSessionMemberLeftEventArgs(msg.SessionID, msg.Updates[i].AgentID));
}
}
}
// handle updates
ChatSessionMember update_member = GroupChatSessions.Dictionary[msg.SessionID].Find(delegate(ChatSessionMember m)
{
return m.AvatarKey == msg.Updates[i].AgentID;
});
update_member.MuteText = msg.Updates[i].MuteText;
update_member.MuteVoice = msg.Updates[i].MuteVoice;
update_member.CanVoiceChat = msg.Updates[i].CanVoiceChat;
update_member.IsModerator = msg.Updates[i].IsModerator;
// replace existing member record
lock (GroupChatSessions.Dictionary)
{
int found = GroupChatSessions.Dictionary[msg.SessionID].FindIndex(delegate(ChatSessionMember m)
{
return m.AvatarKey == msg.Updates[i].AgentID;
});
if (found >= 0)
GroupChatSessions.Dictionary[msg.SessionID][found] = update_member;
}
}
}
/// <summary>
/// Handle a group chat Invitation
/// </summary>
/// <param name="capsKey">Caps Key</param>
/// <param name="message">IMessage object containing decoded data from OSD</param>
/// <param name="simulator">Originating Simulator</param>
private void ChatterBoxInvitationEventHandler(string capsKey, IMessage message, Simulator simulator)
{
if (m_InstantMessage != null)
{
ChatterBoxInvitationMessage msg = (ChatterBoxInvitationMessage)message;
//TODO: do something about invitations to voice group chat/friends conference
//Skip for now
if (msg.Voice) return;
InstantMessage im = new InstantMessage();
im.FromAgentID = msg.FromAgentID;
im.FromAgentName = msg.FromAgentName;
im.ToAgentID = msg.ToAgentID;
im.ParentEstateID = (uint)msg.ParentEstateID;
im.RegionID = msg.RegionID;
im.Position = msg.Position;
im.Dialog = msg.Dialog;
im.GroupIM = msg.GroupIM;
im.IMSessionID = msg.IMSessionID;
im.Timestamp = msg.Timestamp;
im.Message = msg.Message;
im.Offline = msg.Offline;
im.BinaryBucket = msg.BinaryBucket;
try
{
ChatterBoxAcceptInvite(msg.IMSessionID);
}
catch (Exception ex)
{
Logger.Log("Failed joining IM:", Helpers.LogLevel.Warning, Client, ex);
}
OnInstantMessage(new InstantMessageEventArgs(im, simulator));
}
}
/// <summary>
/// Moderate a chat session
/// </summary>
/// <param name="sessionID">the <see cref="UUID"/> of the session to moderate, for group chats this will be the groups UUID</param>
/// <param name="memberID">the <see cref="UUID"/> of the avatar to moderate</param>
/// <param name="key">Either "voice" to moderate users voice, or "text" to moderate users text session</param>
/// <param name="moderate">true to moderate (silence user), false to allow avatar to speak</param>
public void ModerateChatSessions(UUID sessionID, UUID memberID, string key, bool moderate)
{
if (Client.Network.CurrentSim == null || Client.Network.CurrentSim.Caps == null)
throw new Exception("ChatSessionRequest capability is not currently available");
Uri url = Client.Network.CurrentSim.Caps.CapabilityURI("ChatSessionRequest");
if (url != null)
{
ChatSessionRequestMuteUpdate req = new ChatSessionRequestMuteUpdate();
req.RequestKey = key;
req.RequestValue = moderate;
req.SessionID = sessionID;
req.AgentID = memberID;
CapsClient request = new CapsClient(url);
request.BeginGetResponse(req.Serialize(), OSDFormat.Xml, Client.Settings.CAPS_TIMEOUT);
}
else
{
throw new Exception("ChatSessionRequest capability is not currently available");
}
}
/// <summary>Process an incoming packet and raise the appropriate events</summary>
/// <param name="sender">The sender</param>
/// <param name="e">The EventArgs object containing the packet data</param>
protected void AlertMessageHandler(object sender, PacketReceivedEventArgs e)
{
if (m_AlertMessage != null)
{
Packet packet = e.Packet;
AlertMessagePacket alert = (AlertMessagePacket)packet;
OnAlertMessage(new AlertMessageEventArgs(Utils.BytesToString(alert.AlertData.Message)));
}
}
/// <summary>Process an incoming packet and raise the appropriate events</summary>
/// <param name="sender">The sender</param>
/// <param name="e">The EventArgs object containing the packet data</param>
protected void CameraConstraintHandler(object sender, PacketReceivedEventArgs e)
{
if (m_CameraConstraint != null)
{
Packet packet = e.Packet;
CameraConstraintPacket camera = (CameraConstraintPacket)packet;
OnCameraConstraint(new CameraConstraintEventArgs(camera.CameraCollidePlane.Plane));
}
}
/// <summary>Process an incoming packet and raise the appropriate events</summary>
/// <param name="sender">The sender</param>
/// <param name="e">The EventArgs object containing the packet data</param>
protected void ScriptSensorReplyHandler(object sender, PacketReceivedEventArgs e)
{
if (m_ScriptSensorReply != null)
{
Packet packet = e.Packet;
ScriptSensorReplyPacket reply = (ScriptSensorReplyPacket)packet;
for (int i = 0; i < reply.SensedData.Length; i++)
{
ScriptSensorReplyPacket.SensedDataBlock block = reply.SensedData[i];
ScriptSensorReplyPacket.RequesterBlock requestor = reply.Requester;
OnScriptSensorReply(new ScriptSensorReplyEventArgs(requestor.SourceID, block.GroupID, Utils.BytesToString(block.Name),
block.ObjectID, block.OwnerID, block.Position, block.Range, block.Rotation, (ScriptSensorTypeFlags)block.Type, block.Velocity));
}
}
}
/// <summary>Process an incoming packet and raise the appropriate events</summary>
/// <param name="sender">The sender</param>
/// <param name="e">The EventArgs object containing the packet data</param>
protected void AvatarSitResponseHandler(object sender, PacketReceivedEventArgs e)
{
if (m_AvatarSitResponse != null)
{
Packet packet = e.Packet;
AvatarSitResponsePacket sit = (AvatarSitResponsePacket)packet;
OnAvatarSitResponse(new AvatarSitResponseEventArgs(sit.SitObject.ID, sit.SitTransform.AutoPilot, sit.SitTransform.CameraAtOffset,
sit.SitTransform.CameraEyeOffset, sit.SitTransform.ForceMouselook, sit.SitTransform.SitPosition,
sit.SitTransform.SitRotation));
}
}
protected void MuteListUpdateHander(object sender, PacketReceivedEventArgs e)
{
MuteListUpdatePacket packet = (MuteListUpdatePacket)e.Packet;
if (packet.MuteData.AgentID != Client.Self.AgentID)
{
return;
}
WorkPool.QueueUserWorkItem(sync =>
{
using (AutoResetEvent gotMuteList = new AutoResetEvent(false))
{
string fileName = Utils.BytesToString(packet.MuteData.Filename);
string muteList = string.Empty;
ulong xferID = 0;
byte[] assetData = null;
EventHandler<XferReceivedEventArgs> xferCallback = (object xsender, XferReceivedEventArgs xe) =>
{
if (xe.Xfer.XferID == xferID)
{
assetData = xe.Xfer.AssetData;
gotMuteList.Set();
}
};
Client.Assets.XferReceived += xferCallback;
xferID = Client.Assets.RequestAssetXfer(fileName, true, false, UUID.Zero, AssetType.Unknown, true);
if (gotMuteList.WaitOne(60 * 1000, false))
{
muteList = Utils.BytesToString(assetData);
lock (MuteList.Dictionary)
{
MuteList.Dictionary.Clear();
foreach (var line in muteList.Split('\n'))
{
if (line.Trim() == string.Empty) continue;
try
{
Match m;
if ((m = Regex.Match(line, @"(?<MyteType>\d+)\s+(?<Key>[a-zA-Z0-9-]+)\s+(?<Name>[^|]+)|(?<Flags>.+)", RegexOptions.CultureInvariant)).Success)
{
MuteEntry me = new MuteEntry();
me.Type = (MuteType)int.Parse(m.Groups["MyteType"].Value);
me.ID = new UUID(m.Groups["Key"].Value);
me.Name = m.Groups["Name"].Value;
int flags = 0;
int.TryParse(m.Groups["Flags"].Value, out flags);
me.Flags = (MuteFlags)flags;
MuteList[string.Format("{0}|{1}", me.ID, me.Name)] = me;
}
else
{
throw new ArgumentException("Invalid mutelist entry line");
}
}
catch (Exception ex)
{
Logger.Log("Failed to parse the mute list line: " + line, Helpers.LogLevel.Warning, Client, ex);
}
}
}
OnMuteListUpdated(EventArgs.Empty);
}
else
{
Logger.Log("Timed out waiting for mute list download", Helpers.LogLevel.Warning, Client);
}
Client.Assets.XferReceived -= xferCallback;
}
});
}
#endregion Packet Handlers
}
#region Event Argument Classes
/// <summary>
/// Class for sending info on the success of the opration
/// of setting the maturity access level
/// </summary>
public class AgentAccessEventArgs : EventArgs
{
readonly string mNewLevel;
readonly bool mSuccess;
/// <summary>
/// New maturity accesss level returned from the sim
/// </summary>
public string NewLevel { get { return mNewLevel; } }
/// <summary>
/// True if setting the new maturity access level has succedded
/// </summary>
public bool Success { get { return mSuccess; } }
/// <summary>
/// Creates new instance of the EventArgs class
/// </summary>
/// <param name="success">Has setting new maturty access level succeeded</param>
/// <param name="newLevel">New maturity access level as returned by the simulator</param>
public AgentAccessEventArgs(bool success, string newLevel)
{
mNewLevel = newLevel;
mSuccess = success;
}
}
/// <summary>
///
/// </summary>
public class ChatEventArgs : EventArgs
{
private readonly Simulator m_Simulator;
private readonly string m_Message;
private readonly ChatAudibleLevel m_AudibleLevel;
private readonly ChatType m_Type;
private readonly ChatSourceType m_SourceType;
private readonly string m_FromName;
private readonly UUID m_SourceID;
private readonly UUID m_OwnerID;
private readonly Vector3 m_Position;
/// <summary>Get the simulator sending the message</summary>
public Simulator Simulator { get { return m_Simulator; } }
/// <summary>Get the message sent</summary>
public string Message { get { return m_Message; } }
/// <summary>Get the audible level of the message</summary>
public ChatAudibleLevel AudibleLevel { get { return m_AudibleLevel; } }
/// <summary>Get the type of message sent: whisper, shout, etc</summary>
public ChatType Type { get { return m_Type; } }
/// <summary>Get the source type of the message sender</summary>
public ChatSourceType SourceType { get { return m_SourceType; } }
/// <summary>Get the name of the agent or object sending the message</summary>
public string FromName { get { return m_FromName; } }
/// <summary>Get the ID of the agent or object sending the message</summary>
public UUID SourceID { get { return m_SourceID; } }
/// <summary>Get the ID of the object owner, or the agent ID sending the message</summary>
public UUID OwnerID { get { return m_OwnerID; } }
/// <summary>Get the position of the agent or object sending the message</summary>
public Vector3 Position { get { return m_Position; } }
/// <summary>
/// Construct a new instance of the ChatEventArgs object
/// </summary>
/// <param name="simulator">Sim from which the message originates</param>
/// <param name="message">The message sent</param>
/// <param name="audible">The audible level of the message</param>
/// <param name="type">The type of message sent: whisper, shout, etc</param>
/// <param name="sourceType">The source type of the message sender</param>
/// <param name="fromName">The name of the agent or object sending the message</param>
/// <param name="sourceId">The ID of the agent or object sending the message</param>
/// <param name="ownerid">The ID of the object owner, or the agent ID sending the message</param>
/// <param name="position">The position of the agent or object sending the message</param>
public ChatEventArgs(Simulator simulator, string message, ChatAudibleLevel audible, ChatType type,
ChatSourceType sourceType, string fromName, UUID sourceId, UUID ownerid, Vector3 position)
{
this.m_Simulator = simulator;
this.m_Message = message;
this.m_AudibleLevel = audible;
this.m_Type = type;
this.m_SourceType = sourceType;
this.m_FromName = fromName;
this.m_SourceID = sourceId;
this.m_Position = position;
this.m_OwnerID = ownerid;
}
}
/// <summary>Contains the data sent when a primitive opens a dialog with this agent</summary>
public class ScriptDialogEventArgs : EventArgs
{
private readonly string m_Message;
private readonly string m_ObjectName;
private readonly UUID m_ImageID;
private readonly UUID m_ObjectID;
private readonly string m_FirstName;
private readonly string m_LastName;
private readonly int m_Channel;
private readonly List<string> m_ButtonLabels;
private readonly UUID m_OwnerID;
/// <summary>Get the dialog message</summary>
public string Message { get { return m_Message; } }
/// <summary>Get the name of the object that sent the dialog request</summary>
public string ObjectName { get { return m_ObjectName; } }
/// <summary>Get the ID of the image to be displayed</summary>
public UUID ImageID { get { return m_ImageID; } }
/// <summary>Get the ID of the primitive sending the dialog</summary>
public UUID ObjectID { get { return m_ObjectID; } }
/// <summary>Get the first name of the senders owner</summary>
public string FirstName { get { return m_FirstName; } }
/// <summary>Get the last name of the senders owner</summary>
public string LastName { get { return m_LastName; } }
/// <summary>Get the communication channel the dialog was sent on, responses
/// should also send responses on this same channel</summary>
public int Channel { get { return m_Channel; } }
/// <summary>Get the string labels containing the options presented in this dialog</summary>
public List<string> ButtonLabels { get { return m_ButtonLabels; } }
/// <summary>UUID of the scritped object owner</summary>
public UUID OwnerID { get { return m_OwnerID; } }
/// <summary>
/// Construct a new instance of the ScriptDialogEventArgs
/// </summary>
/// <param name="message">The dialog message</param>
/// <param name="objectName">The name of the object that sent the dialog request</param>
/// <param name="imageID">The ID of the image to be displayed</param>
/// <param name="objectID">The ID of the primitive sending the dialog</param>
/// <param name="firstName">The first name of the senders owner</param>
/// <param name="lastName">The last name of the senders owner</param>
/// <param name="chatChannel">The communication channel the dialog was sent on</param>
/// <param name="buttons">The string labels containing the options presented in this dialog</param>
/// <param name="ownerID">UUID of the scritped object owner</param>
public ScriptDialogEventArgs(string message, string objectName, UUID imageID,
UUID objectID, string firstName, string lastName, int chatChannel, List<string> buttons, UUID ownerID)
{
this.m_Message = message;
this.m_ObjectName = objectName;
this.m_ImageID = imageID;
this.m_ObjectID = objectID;
this.m_FirstName = firstName;
this.m_LastName = lastName;
this.m_Channel = chatChannel;
this.m_ButtonLabels = buttons;
this.m_OwnerID = ownerID;
}
}
/// <summary>Contains the data sent when a primitive requests debit or other permissions
/// requesting a YES or NO answer</summary>
public class ScriptQuestionEventArgs : EventArgs
{
private readonly Simulator m_Simulator;
private readonly UUID m_TaskID;
private readonly UUID m_ItemID;
private readonly string m_ObjectName;
private readonly string m_ObjectOwnerName;
private readonly ScriptPermission m_Questions;
/// <summary>Get the simulator containing the object sending the request</summary>
public Simulator Simulator { get { return m_Simulator; } }
/// <summary>Get the ID of the script making the request</summary>
public UUID TaskID { get { return m_TaskID; } }
/// <summary>Get the ID of the primitive containing the script making the request</summary>
public UUID ItemID { get { return m_ItemID; } }
/// <summary>Get the name of the primitive making the request</summary>
public string ObjectName { get { return m_ObjectName; } }
/// <summary>Get the name of the owner of the object making the request</summary>
public string ObjectOwnerName { get { return m_ObjectOwnerName; } }
/// <summary>Get the permissions being requested</summary>
public ScriptPermission Questions { get { return m_Questions; } }
/// <summary>
/// Construct a new instance of the ScriptQuestionEventArgs
/// </summary>
/// <param name="simulator">The simulator containing the object sending the request</param>
/// <param name="taskID">The ID of the script making the request</param>
/// <param name="itemID">The ID of the primitive containing the script making the request</param>
/// <param name="objectName">The name of the primitive making the request</param>
/// <param name="objectOwner">The name of the owner of the object making the request</param>
/// <param name="questions">The permissions being requested</param>
public ScriptQuestionEventArgs(Simulator simulator, UUID taskID, UUID itemID, string objectName, string objectOwner, ScriptPermission questions)
{
this.m_Simulator = simulator;
this.m_TaskID = taskID;
this.m_ItemID = itemID;
this.m_ObjectName = objectName;
this.m_ObjectOwnerName = objectOwner;
this.m_Questions = questions;
}
}
/// <summary>Contains the data sent when a primitive sends a request
/// to an agent to open the specified URL</summary>
public class LoadUrlEventArgs : EventArgs
{
private readonly string m_ObjectName;
private readonly UUID m_ObjectID;
private readonly UUID m_OwnerID;
private readonly bool m_OwnerIsGroup;
private readonly string m_Message;
private readonly string m_URL;
/// <summary>Get the name of the object sending the request</summary>
public string ObjectName { get { return m_ObjectName; } }
/// <summary>Get the ID of the object sending the request</summary>
public UUID ObjectID { get { return m_ObjectID; } }
/// <summary>Get the ID of the owner of the object sending the request</summary>
public UUID OwnerID { get { return m_OwnerID; } }
/// <summary>True if the object is owned by a group</summary>
public bool OwnerIsGroup { get { return m_OwnerIsGroup; } }
/// <summary>Get the message sent with the request</summary>
public string Message { get { return m_Message; } }
/// <summary>Get the URL the object sent</summary>
public string URL { get { return m_URL; } }
/// <summary>
/// Construct a new instance of the LoadUrlEventArgs
/// </summary>
/// <param name="objectName">The name of the object sending the request</param>
/// <param name="objectID">The ID of the object sending the request</param>
/// <param name="ownerID">The ID of the owner of the object sending the request</param>
/// <param name="ownerIsGroup">True if the object is owned by a group</param>
/// <param name="message">The message sent with the request</param>
/// <param name="URL">The URL the object sent</param>
public LoadUrlEventArgs(string objectName, UUID objectID, UUID ownerID, bool ownerIsGroup, string message, string URL)
{
this.m_ObjectName = objectName;
this.m_ObjectID = objectID;
this.m_OwnerID = ownerID;
this.m_OwnerIsGroup = ownerIsGroup;
this.m_Message = message;
this.m_URL = URL;
}
}
/// <summary>The date received from an ImprovedInstantMessage</summary>
public class InstantMessageEventArgs : EventArgs
{
private readonly InstantMessage m_IM;
private readonly Simulator m_Simulator;
/// <summary>Get the InstantMessage object</summary>
public InstantMessage IM { get { return m_IM; } }
/// <summary>Get the simulator where the InstantMessage origniated</summary>
public Simulator Simulator { get { return m_Simulator; } }
/// <summary>
/// Construct a new instance of the InstantMessageEventArgs object
/// </summary>
/// <param name="im">the InstantMessage object</param>
/// <param name="simulator">the simulator where the InstantMessage origniated</param>
public InstantMessageEventArgs(InstantMessage im, Simulator simulator)
{
this.m_IM = im;
this.m_Simulator = simulator;
}
}
/// <summary>Contains the currency balance</summary>
public class BalanceEventArgs : EventArgs
{
private readonly int m_Balance;
/// <summary>
/// Get the currenct balance
/// </summary>
public int Balance { get { return m_Balance; } }
/// <summary>
/// Construct a new BalanceEventArgs object
/// </summary>
/// <param name="balance">The currenct balance</param>
public BalanceEventArgs(int balance)
{
this.m_Balance = balance;
}
}
/// <summary>Contains the transaction summary when an item is purchased,
/// money is given, or land is purchased</summary>
public class MoneyBalanceReplyEventArgs : EventArgs
{
private readonly UUID m_TransactionID;
private readonly bool m_Success;
private readonly int m_Balance;
private readonly int m_MetersCredit;
private readonly int m_MetersCommitted;
private readonly string m_Description;
private TransactionInfo m_TransactionInfo;
/// <summary>Get the ID of the transaction</summary>
public UUID TransactionID { get { return m_TransactionID; } }
/// <summary>True of the transaction was successful</summary>
public bool Success { get { return m_Success; } }
/// <summary>Get the remaining currency balance</summary>
public int Balance { get { return m_Balance; } }
/// <summary>Get the meters credited</summary>
public int MetersCredit { get { return m_MetersCredit; } }
/// <summary>Get the meters comitted</summary>
public int MetersCommitted { get { return m_MetersCommitted; } }
/// <summary>Get the description of the transaction</summary>
public string Description { get { return m_Description; } }
/// <summary>Detailed transaction information</summary>
public TransactionInfo TransactionInfo { get { return m_TransactionInfo; } }
/// <summary>
/// Construct a new instance of the MoneyBalanceReplyEventArgs object
/// </summary>
/// <param name="transactionID">The ID of the transaction</param>
/// <param name="transactionSuccess">True of the transaction was successful</param>
/// <param name="balance">The current currency balance</param>
/// <param name="metersCredit">The meters credited</param>
/// <param name="metersCommitted">The meters comitted</param>
/// <param name="description">A brief description of the transaction</param>
/// <param name="transactionInfo">Transaction info</param>
public MoneyBalanceReplyEventArgs(UUID transactionID, bool transactionSuccess, int balance, int metersCredit, int metersCommitted, string description, TransactionInfo transactionInfo)
{
this.m_TransactionID = transactionID;
this.m_Success = transactionSuccess;
this.m_Balance = balance;
this.m_MetersCredit = metersCredit;
this.m_MetersCommitted = metersCommitted;
this.m_Description = description;
this.m_TransactionInfo = transactionInfo;
}
}
// string message, TeleportStatus status, TeleportFlags flags
public class TeleportEventArgs : EventArgs
{
private readonly string m_Message;
private readonly TeleportStatus m_Status;
private readonly TeleportFlags m_Flags;
public string Message { get { return m_Message; } }
public TeleportStatus Status { get { return m_Status; } }
public TeleportFlags Flags { get { return m_Flags; } }
public TeleportEventArgs(string message, TeleportStatus status, TeleportFlags flags)
{
this.m_Message = message;
this.m_Status = status;
this.m_Flags = flags;
}
}
/// <summary>Data sent from the simulator containing information about your agent and active group information</summary>
public class AgentDataReplyEventArgs : EventArgs
{
private readonly string m_FirstName;
private readonly string m_LastName;
private readonly UUID m_ActiveGroupID;
private readonly string m_GroupTitle;
private readonly GroupPowers m_GroupPowers;
private readonly string m_GroupName;
/// <summary>Get the agents first name</summary>
public string FirstName { get { return m_FirstName; } }
/// <summary>Get the agents last name</summary>
public string LastName { get { return m_LastName; } }
/// <summary>Get the active group ID of your agent</summary>
public UUID ActiveGroupID { get { return m_ActiveGroupID; } }
/// <summary>Get the active groups title of your agent</summary>
public string GroupTitle { get { return m_GroupTitle; } }
/// <summary>Get the combined group powers of your agent</summary>
public GroupPowers GroupPowers { get { return m_GroupPowers; } }
/// <summary>Get the active group name of your agent</summary>
public string GroupName { get { return m_GroupName; } }
/// <summary>
/// Construct a new instance of the AgentDataReplyEventArgs object
/// </summary>
/// <param name="firstName">The agents first name</param>
/// <param name="lastName">The agents last name</param>
/// <param name="activeGroupID">The agents active group ID</param>
/// <param name="groupTitle">The group title of the agents active group</param>
/// <param name="groupPowers">The combined group powers the agent has in the active group</param>
/// <param name="groupName">The name of the group the agent has currently active</param>
public AgentDataReplyEventArgs(string firstName, string lastName, UUID activeGroupID,
string groupTitle, GroupPowers groupPowers, string groupName)
{
this.m_FirstName = firstName;
this.m_LastName = lastName;
this.m_ActiveGroupID = activeGroupID;
this.m_GroupTitle = groupTitle;
this.m_GroupPowers = groupPowers;
this.m_GroupName = groupName;
}
}
/// <summary>Data sent by the simulator to indicate the active/changed animations
/// applied to your agent</summary>
public class AnimationsChangedEventArgs : EventArgs
{
private readonly InternalDictionary<UUID, int> m_Animations;
/// <summary>Get the dictionary that contains the changed animations</summary>
public InternalDictionary<UUID, int> Animations { get { return m_Animations; } }
/// <summary>
/// Construct a new instance of the AnimationsChangedEventArgs class
/// </summary>
/// <param name="agentAnimations">The dictionary that contains the changed animations</param>
public AnimationsChangedEventArgs(InternalDictionary<UUID, int> agentAnimations)
{
this.m_Animations = agentAnimations;
}
}
/// <summary>
/// Data sent from a simulator indicating a collision with your agent
/// </summary>
public class MeanCollisionEventArgs : EventArgs
{
private readonly MeanCollisionType m_Type;
private readonly UUID m_Aggressor;
private readonly UUID m_Victim;
private readonly float m_Magnitude;
private readonly DateTime m_Time;
/// <summary>Get the Type of collision</summary>
public MeanCollisionType Type { get { return m_Type; } }
/// <summary>Get the ID of the agent or object that collided with your agent</summary>
public UUID Aggressor { get { return m_Aggressor; } }
/// <summary>Get the ID of the agent that was attacked</summary>
public UUID Victim { get { return m_Victim; } }
/// <summary>A value indicating the strength of the collision</summary>
public float Magnitude { get { return m_Magnitude; } }
/// <summary>Get the time the collision occurred</summary>
public DateTime Time { get { return m_Time; } }
/// <summary>
/// Construct a new instance of the MeanCollisionEventArgs class
/// </summary>
/// <param name="type">The type of collision that occurred</param>
/// <param name="perp">The ID of the agent or object that perpetrated the agression</param>
/// <param name="victim">The ID of the Victim</param>
/// <param name="magnitude">The strength of the collision</param>
/// <param name="time">The Time the collision occurred</param>
public MeanCollisionEventArgs(MeanCollisionType type, UUID perp, UUID victim,
float magnitude, DateTime time)
{
this.m_Type = type;
this.m_Aggressor = perp;
this.m_Victim = victim;
this.m_Magnitude = magnitude;
this.m_Time = time;
}
}
/// <summary>Data sent to your agent when it crosses region boundaries</summary>
public class RegionCrossedEventArgs : EventArgs
{
private readonly Simulator m_OldSimulator;
private readonly Simulator m_NewSimulator;
/// <summary>Get the simulator your agent just left</summary>
public Simulator OldSimulator { get { return m_OldSimulator; } }
/// <summary>Get the simulator your agent is now in</summary>
public Simulator NewSimulator { get { return m_NewSimulator; } }
/// <summary>
/// Construct a new instance of the RegionCrossedEventArgs class
/// </summary>
/// <param name="oldSim">The simulator your agent just left</param>
/// <param name="newSim">The simulator your agent is now in</param>
public RegionCrossedEventArgs(Simulator oldSim, Simulator newSim)
{
this.m_OldSimulator = oldSim;
this.m_NewSimulator = newSim;
}
}
/// <summary>Data sent from the simulator when your agent joins a group chat session</summary>
public class GroupChatJoinedEventArgs : EventArgs
{
private readonly UUID m_SessionID;
private readonly string m_SessionName;
private readonly UUID m_TmpSessionID;
private readonly bool m_Success;
/// <summary>Get the ID of the group chat session</summary>
public UUID SessionID { get { return m_SessionID; } }
/// <summary>Get the name of the session</summary>
public string SessionName { get { return m_SessionName; } }
/// <summary>Get the temporary session ID used for establishing new sessions</summary>
public UUID TmpSessionID { get { return m_TmpSessionID; } }
/// <summary>True if your agent successfully joined the session</summary>
public bool Success { get { return m_Success; } }
/// <summary>
/// Construct a new instance of the GroupChatJoinedEventArgs class
/// </summary>
/// <param name="groupChatSessionID">The ID of the session</param>
/// <param name="sessionName">The name of the session</param>
/// <param name="tmpSessionID">A temporary session id used for establishing new sessions</param>
/// <param name="success">True of your agent successfully joined the session</param>
public GroupChatJoinedEventArgs(UUID groupChatSessionID, string sessionName, UUID tmpSessionID, bool success)
{
this.m_SessionID = groupChatSessionID;
this.m_SessionName = sessionName;
this.m_TmpSessionID = tmpSessionID;
this.m_Success = success;
}
}
/// <summary>Data sent by the simulator containing urgent messages</summary>
public class AlertMessageEventArgs : EventArgs
{
private readonly string m_Message;
/// <summary>Get the alert message</summary>
public string Message { get { return m_Message; } }
/// <summary>
/// Construct a new instance of the AlertMessageEventArgs class
/// </summary>
/// <param name="message">The alert message</param>
public AlertMessageEventArgs(string message)
{
this.m_Message = message;
}
}
/// <summary>Data sent by a script requesting to take or release specified controls to your agent</summary>
public class ScriptControlEventArgs : EventArgs
{
private readonly ScriptControlChange m_Controls;
private readonly bool m_Pass;
private readonly bool m_Take;
/// <summary>Get the controls the script is attempting to take or release to the agent</summary>
public ScriptControlChange Controls { get { return m_Controls; } }
/// <summary>True if the script is passing controls back to the agent</summary>
public bool Pass { get { return m_Pass; } }
/// <summary>True if the script is requesting controls be released to the script</summary>
public bool Take { get { return m_Take; } }
/// <summary>
/// Construct a new instance of the ScriptControlEventArgs class
/// </summary>
/// <param name="controls">The controls the script is attempting to take or release to the agent</param>
/// <param name="pass">True if the script is passing controls back to the agent</param>
/// <param name="take">True if the script is requesting controls be released to the script</param>
public ScriptControlEventArgs(ScriptControlChange controls, bool pass, bool take)
{
m_Controls = controls;
m_Pass = pass;
m_Take = take;
}
}
/// <summary>
/// Data sent from the simulator to an agent to indicate its view limits
/// </summary>
public class CameraConstraintEventArgs : EventArgs
{
private readonly Vector4 m_CollidePlane;
/// <summary>Get the collision plane</summary>
public Vector4 CollidePlane { get { return m_CollidePlane; } }
/// <summary>
/// Construct a new instance of the CameraConstraintEventArgs class
/// </summary>
/// <param name="collidePlane">The collision plane</param>
public CameraConstraintEventArgs(Vector4 collidePlane)
{
m_CollidePlane = collidePlane;
}
}
/// <summary>
/// Data containing script sensor requests which allow an agent to know the specific details
/// of a primitive sending script sensor requests
/// </summary>
public class ScriptSensorReplyEventArgs : EventArgs
{
private readonly UUID m_RequestorID;
private readonly UUID m_GroupID;
private readonly string m_Name;
private readonly UUID m_ObjectID;
private readonly UUID m_OwnerID;
private readonly Vector3 m_Position;
private readonly float m_Range;
private readonly Quaternion m_Rotation;
private readonly ScriptSensorTypeFlags m_Type;
private readonly Vector3 m_Velocity;
/// <summary>Get the ID of the primitive sending the sensor</summary>
public UUID RequestorID { get { return m_RequestorID; } }
/// <summary>Get the ID of the group associated with the primitive</summary>
public UUID GroupID { get { return m_GroupID; } }
/// <summary>Get the name of the primitive sending the sensor</summary>
public string Name { get { return m_Name; } }
/// <summary>Get the ID of the primitive sending the sensor</summary>
public UUID ObjectID { get { return m_ObjectID; } }
/// <summary>Get the ID of the owner of the primitive sending the sensor</summary>
public UUID OwnerID { get { return m_OwnerID; } }
/// <summary>Get the position of the primitive sending the sensor</summary>
public Vector3 Position { get { return m_Position; } }
/// <summary>Get the range the primitive specified to scan</summary>
public float Range { get { return m_Range; } }
/// <summary>Get the rotation of the primitive sending the sensor</summary>
public Quaternion Rotation { get { return m_Rotation; } }
/// <summary>Get the type of sensor the primitive sent</summary>
public ScriptSensorTypeFlags Type { get { return m_Type; } }
/// <summary>Get the velocity of the primitive sending the sensor</summary>
public Vector3 Velocity { get { return m_Velocity; } }
/// <summary>
/// Construct a new instance of the ScriptSensorReplyEventArgs
/// </summary>
/// <param name="requestorID">The ID of the primitive sending the sensor</param>
/// <param name="groupID">The ID of the group associated with the primitive</param>
/// <param name="name">The name of the primitive sending the sensor</param>
/// <param name="objectID">The ID of the primitive sending the sensor</param>
/// <param name="ownerID">The ID of the owner of the primitive sending the sensor</param>
/// <param name="position">The position of the primitive sending the sensor</param>
/// <param name="range">The range the primitive specified to scan</param>
/// <param name="rotation">The rotation of the primitive sending the sensor</param>
/// <param name="type">The type of sensor the primitive sent</param>
/// <param name="velocity">The velocity of the primitive sending the sensor</param>
public ScriptSensorReplyEventArgs(UUID requestorID, UUID groupID, string name,
UUID objectID, UUID ownerID, Vector3 position, float range, Quaternion rotation,
ScriptSensorTypeFlags type, Vector3 velocity)
{
this.m_RequestorID = requestorID;
this.m_GroupID = groupID;
this.m_Name = name;
this.m_ObjectID = objectID;
this.m_OwnerID = ownerID;
this.m_Position = position;
this.m_Range = range;
this.m_Rotation = rotation;
this.m_Type = type;
this.m_Velocity = velocity;
}
}
/// <summary>Contains the response data returned from the simulator in response to a <see cref="RequestSit"/></summary>
public class AvatarSitResponseEventArgs : EventArgs
{
private readonly UUID m_ObjectID;
private readonly bool m_Autopilot;
private readonly Vector3 m_CameraAtOffset;
private readonly Vector3 m_CameraEyeOffset;
private readonly bool m_ForceMouselook;
private readonly Vector3 m_SitPosition;
private readonly Quaternion m_SitRotation;
/// <summary>Get the ID of the primitive the agent will be sitting on</summary>
public UUID ObjectID { get { return m_ObjectID; } }
/// <summary>True if the simulator Autopilot functions were involved</summary>
public bool Autopilot { get { return m_Autopilot; } }
/// <summary>Get the camera offset of the agent when seated</summary>
public Vector3 CameraAtOffset { get { return m_CameraAtOffset; } }
/// <summary>Get the camera eye offset of the agent when seated</summary>
public Vector3 CameraEyeOffset { get { return m_CameraEyeOffset; } }
/// <summary>True of the agent will be in mouselook mode when seated</summary>
public bool ForceMouselook { get { return m_ForceMouselook; } }
/// <summary>Get the position of the agent when seated</summary>
public Vector3 SitPosition { get { return m_SitPosition; } }
/// <summary>Get the rotation of the agent when seated</summary>
public Quaternion SitRotation { get { return m_SitRotation; } }
/// <summary>Construct a new instance of the AvatarSitResponseEventArgs object</summary>
public AvatarSitResponseEventArgs(UUID objectID, bool autoPilot, Vector3 cameraAtOffset,
Vector3 cameraEyeOffset, bool forceMouselook, Vector3 sitPosition, Quaternion sitRotation)
{
this.m_ObjectID = objectID;
this.m_Autopilot = autoPilot;
this.m_CameraAtOffset = cameraAtOffset;
this.m_CameraEyeOffset = cameraEyeOffset;
this.m_ForceMouselook = forceMouselook;
this.m_SitPosition = sitPosition;
this.m_SitRotation = sitRotation;
}
}
/// <summary>Data sent when an agent joins a chat session your agent is currently participating in</summary>
public class ChatSessionMemberAddedEventArgs : EventArgs
{
private readonly UUID m_SessionID;
private readonly UUID m_AgentID;
/// <summary>Get the ID of the chat session</summary>
public UUID SessionID { get { return m_SessionID; } }
/// <summary>Get the ID of the agent that joined</summary>
public UUID AgentID { get { return m_AgentID; } }
/// <summary>
/// Construct a new instance of the ChatSessionMemberAddedEventArgs object
/// </summary>
/// <param name="sessionID">The ID of the chat session</param>
/// <param name="agentID">The ID of the agent joining</param>
public ChatSessionMemberAddedEventArgs(UUID sessionID, UUID agentID)
{
this.m_SessionID = sessionID;
this.m_AgentID = agentID;
}
}
/// <summary>Data sent when an agent exits a chat session your agent is currently participating in</summary>
public class ChatSessionMemberLeftEventArgs : EventArgs
{
private readonly UUID m_SessionID;
private readonly UUID m_AgentID;
/// <summary>Get the ID of the chat session</summary>
public UUID SessionID { get { return m_SessionID; } }
/// <summary>Get the ID of the agent that left</summary>
public UUID AgentID { get { return m_AgentID; } }
/// <summary>
/// Construct a new instance of the ChatSessionMemberLeftEventArgs object
/// </summary>
/// <param name="sessionID">The ID of the chat session</param>
/// <param name="agentID">The ID of the Agent that left</param>
public ChatSessionMemberLeftEventArgs(UUID sessionID, UUID agentID)
{
this.m_SessionID = sessionID;
this.m_AgentID = agentID;
}
}
/// <summary>Event arguments with the result of setting display name operation</summary>
public class SetDisplayNameReplyEventArgs : EventArgs
{
private readonly int m_Status;
private readonly string m_Reason;
private readonly AgentDisplayName m_DisplayName;
/// <summary>Status code, 200 indicates settign display name was successful</summary>
public int Status { get { return m_Status; } }
/// <summary>Textual description of the status</summary>
public string Reason { get { return m_Reason; } }
/// <summary>Details of the newly set display name</summary>
public AgentDisplayName DisplayName { get { return m_DisplayName; } }
/// <summary>Default constructor</summary>
public SetDisplayNameReplyEventArgs(int status, string reason, AgentDisplayName displayName)
{
m_Status = status;
m_Reason = reason;
m_DisplayName = displayName;
}
}
#endregion
}