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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* - Redistributions of source code must retain the above copyright notice, this
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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
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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using System;
using System.Collections.Generic;
using OpenMetaverse.Packets;
namespace OpenMetaverse
{
/// <summary>
/// Class for controlling various system settings.
/// </summary>
/// <remarks>Some values are readonly because they affect things that
/// happen when the GridClient object is initialized, so changing them at
/// runtime won't do any good. Non-readonly values may affect things that
/// happen at login or dynamically</remarks>
public class Settings
{
#region Login/Networking Settings
/// <summary>Main grid login server</summary>
public const string AGNI_LOGIN_SERVER = "https://login.agni.lindenlab.com/cgi-bin/login.cgi";
/// <summary>Beta grid login server</summary>
public const string ADITI_LOGIN_SERVER = "https://login.aditi.lindenlab.com/cgi-bin/login.cgi";
/// <summary>The relative directory where external resources are kept</summary>
public static string RESOURCE_DIR = "openmetaverse_data";
/// <summary>Login server to connect to</summary>
public string LOGIN_SERVER = AGNI_LOGIN_SERVER;
/// <summary>IP Address the client will bind to</summary>
public static System.Net.IPAddress BIND_ADDR = System.Net.IPAddress.Any;
/// <summary>Use XML-RPC Login or LLSD Login, default is XML-RPC Login</summary>
public bool USE_LLSD_LOGIN = false;
/// <summary>
/// Maximum number of HTTP connections to open to a particular endpoint.
/// </summary>
/// <remarks>
/// An endpoint is defined as a commbination of network address and port. This is used for Caps.
/// This is a static variable which applies to all instances.
/// </remarks>
public static int MAX_HTTP_CONNECTIONS = 32;
#endregion
#region Inventory
/// <summary>
/// InventoryManager requests inventory information on login,
/// GridClient initializes an Inventory store for main inventory.
/// </summary>
public const bool ENABLE_INVENTORY_STORE = true;
/// <summary>
/// InventoryManager requests library information on login,
/// GridClient initializes an Inventory store for the library.
/// </summary>
public const bool ENABLE_LIBRARY_STORE = true;
/// <summary>
/// Use Caps for fetching inventory where available
/// </summary>
public bool HTTP_INVENTORY = true;
#endregion
#region Timeouts and Intervals
/// <summary>Number of milliseconds before an asset transfer will time
/// out</summary>
public int TRANSFER_TIMEOUT = 90 * 1000;
/// <summary>Number of milliseconds before a teleport attempt will time
/// out</summary>
public int TELEPORT_TIMEOUT = 40 * 1000;
/// <summary>Number of milliseconds before NetworkManager.Logout() will
/// time out</summary>
public int LOGOUT_TIMEOUT = 5 * 1000;
/// <summary>Number of milliseconds before a CAPS call will time out</summary>
/// <remarks>Setting this too low will cause web requests time out and
/// possibly retry repeatedly</remarks>
public int CAPS_TIMEOUT = 60 * 1000;
/// <summary>Number of milliseconds for xml-rpc to timeout</summary>
public int LOGIN_TIMEOUT = 60 * 1000;
/// <summary>Milliseconds before a packet is assumed lost and resent</summary>
public int RESEND_TIMEOUT = 4000;
/// <summary>Milliseconds without receiving a packet before the
/// connection to a simulator is assumed lost</summary>
public int SIMULATOR_TIMEOUT = 30 * 1000;
/// <summary>Milliseconds to wait for a simulator info request through
/// the grid interface</summary>
public int MAP_REQUEST_TIMEOUT = 5 * 1000;
/// <summary>Number of milliseconds between sending pings to each sim</summary>
public const int PING_INTERVAL = 2200;
/// <summary>Number of milliseconds between sending camera updates</summary>
public const int DEFAULT_AGENT_UPDATE_INTERVAL = 500;
/// <summary>Number of milliseconds between updating the current
/// positions of moving, non-accelerating and non-colliding objects</summary>
public const int INTERPOLATION_INTERVAL = 250;
/// <summary>Millisecond interval between ticks, where all ACKs are
/// sent out and the age of unACKed packets is checked</summary>
public const int NETWORK_TICK_INTERVAL = 500;
#endregion
#region Sizes
/// <summary>The initial size of the packet inbox, where packets are
/// stored before processing</summary>
public const int PACKET_INBOX_SIZE = 100;
/// <summary>Maximum size of packet that we want to send over the wire</summary>
public const int MAX_PACKET_SIZE = 1200;
/// <summary>The maximum value of a packet sequence number before it
/// rolls over back to one</summary>
public const int MAX_SEQUENCE = 0xFFFFFF;
/// <summary>The maximum size of the sequence number archive, used to
/// check for resent and/or duplicate packets</summary>
public static int PACKET_ARCHIVE_SIZE = 1000;
/// <summary>Maximum number of queued ACKs to be sent before SendAcks()
/// is forced</summary>
public int MAX_PENDING_ACKS = 10;
/// <summary>Network stats queue length (seconds)</summary>
public int STATS_QUEUE_SIZE = 5;
#endregion
#region Experimental options
/// <summary>
/// Primitives will be reused when falling in/out of interest list (and shared between clients)
/// prims returning to interest list do not need re-requested
/// Helps also in not re-requesting prim.Properties for code that checks for a Properties == null per client
/// </summary>
public bool CACHE_PRIMITIVES = false;
/// <summary>
/// Pool parcel data between clients (saves on requesting multiple times when all clients may need it)
/// </summary>
public bool POOL_PARCEL_DATA = false;
/// <summary>
/// How long to preserve cached data when no client is connected to a simulator
/// The reason for setting it to something like 2 minutes is in case a client
/// is running back and forth between region edges or a sim is comming and going
/// </summary>
public static int SIMULATOR_POOL_TIMEOUT = 2 * 60 * 1000;
#endregion
#region Configuration options (mostly booleans)
/// <summary>Enable/disable storing terrain heightmaps in the
/// TerrainManager</summary>
public bool STORE_LAND_PATCHES = false;
/// <summary>Enable/disable sending periodic camera updates</summary>
public bool SEND_AGENT_UPDATES = true;
/// <summary>Enable/disable automatically setting agent appearance at
/// login and after sim crossing</summary>
public bool SEND_AGENT_APPEARANCE = true;
/// <summary>Enable/disable automatically setting the bandwidth throttle
/// after connecting to each simulator</summary>
/// <remarks>The default throttle uses the equivalent of the maximum
/// bandwidth setting in the official client. If you do not set a
/// throttle your connection will by default be throttled well below
/// the minimum values and you may experience connection problems</remarks>
public bool SEND_AGENT_THROTTLE = true;
/// <summary>Enable/disable the sending of pings to monitor lag and
/// packet loss</summary>
public bool SEND_PINGS = true;
/// <summary>Should we connect to multiple sims? This will allow
/// viewing in to neighboring simulators and sim crossings
/// (Experimental)</summary>
public bool MULTIPLE_SIMS = true;
/// <summary>If true, all object update packets will be decoded in to
/// native objects. If false, only updates for our own agent will be
/// decoded. Registering an event handler will force objects for that
/// type to always be decoded. If this is disabled the object tracking
/// will have missing or partial prim and avatar information</summary>
public bool ALWAYS_DECODE_OBJECTS = true;
/// <summary>If true, when a cached object check is received from the
/// server the full object info will automatically be requested</summary>
public bool ALWAYS_REQUEST_OBJECTS = true;
/// <summary>Whether to establish connections to HTTP capabilities
/// servers for simulators</summary>
public bool ENABLE_CAPS = true;
/// <summary>Whether to decode sim stats</summary>
public bool ENABLE_SIMSTATS = true;
/// <summary>The capabilities servers are currently designed to
/// periodically return a 502 error which signals for the client to
/// re-establish a connection. Set this to true to log those 502 errors</summary>
public bool LOG_ALL_CAPS_ERRORS = false;
/// <summary>If true, any reference received for a folder or item
/// the library is not aware of will automatically be fetched</summary>
public bool FETCH_MISSING_INVENTORY = true;
/// <summary>If true, and <code>SEND_AGENT_UPDATES</code> is true,
/// AgentUpdate packets will continuously be sent out to give the bot
/// smoother movement and autopiloting</summary>
public bool DISABLE_AGENT_UPDATE_DUPLICATE_CHECK = true;
/// <summary>If true, currently visible avatars will be stored
/// in dictionaries inside <code>Simulator.ObjectAvatars</code>.
/// If false, a new Avatar or Primitive object will be created
/// each time an object update packet is received</summary>
public bool AVATAR_TRACKING = true;
/// <summary>If true, currently visible avatars will be stored
/// in dictionaries inside <code>Simulator.ObjectPrimitives</code>.
/// If false, a new Avatar or Primitive object will be created
/// each time an object update packet is received</summary>
public bool OBJECT_TRACKING = true;
/// <summary>If true, position and velocity will periodically be
/// interpolated (extrapolated, technically) for objects and
/// avatars that are being tracked by the library. This is
/// necessary to increase the accuracy of speed and position
/// estimates for simulated objects</summary>
public bool USE_INTERPOLATION_TIMER = true;
/// <summary>
/// If true, utilization statistics will be tracked. There is a minor penalty
/// in CPU time for enabling this option.
/// </summary>
public bool TRACK_UTILIZATION = false;
#endregion
#region Parcel Tracking
/// <summary>If true, parcel details will be stored in the
/// <code>Simulator.Parcels</code> dictionary as they are received</summary>
public bool PARCEL_TRACKING = true;
/// <summary>
/// If true, an incoming parcel properties reply will automatically send
/// a request for the parcel access list
/// </summary>
public bool ALWAYS_REQUEST_PARCEL_ACL = true;
/// <summary>
/// if true, an incoming parcel properties reply will automatically send
/// a request for the traffic count.
/// </summary>
public bool ALWAYS_REQUEST_PARCEL_DWELL = true;
#endregion
#region Asset Cache
/// <summary>
/// If true, images, and other assets downloaded from the server
/// will be cached in a local directory
/// </summary>
public bool USE_ASSET_CACHE = true;
/// <summary>Path to store cached texture data</summary>
public string ASSET_CACHE_DIR = RESOURCE_DIR + "/cache";
/// <summary>Maximum size cached files are allowed to take on disk (bytes)</summary>
public long ASSET_CACHE_MAX_SIZE = 1024 * 1024 * 1024; // 1GB
#endregion
#region Misc
/// <summary>Default color used for viewer particle effects</summary>
public Color4 DEFAULT_EFFECT_COLOR = new Color4(255, 0, 0, 255);
/// <summary>Cost of uploading an asset</summary>
/// <remarks>Read-only since this value is dynamically fetched at login</remarks>
public int UPLOAD_COST { get { return priceUpload; } }
/// <summary>Maximum number of times to resend a failed packet</summary>
public int MAX_RESEND_COUNT = 3;
/// <summary>Throttle outgoing packet rate</summary>
public bool THROTTLE_OUTGOING_PACKETS = true;
/// <summary>UUID of a texture used by some viewers to indentify type of client used</summary>
public UUID CLIENT_IDENTIFICATION_TAG = UUID.Zero;
#endregion
#region Texture Pipeline
/// <summary>
/// Download textures using GetTexture capability when available
/// </summary>
public bool USE_HTTP_TEXTURES = true;
/// <summary>The maximum number of concurrent texture downloads allowed</summary>
/// <remarks>Increasing this number will not necessarily increase texture retrieval times due to
/// simulator throttles</remarks>
public int MAX_CONCURRENT_TEXTURE_DOWNLOADS = 4;
/// <summary>
/// The Refresh timer inteval is used to set the delay between checks for stalled texture downloads
/// </summary>
/// <remarks>This is a static variable which applies to all instances</remarks>
public static float PIPELINE_REFRESH_INTERVAL = 500.0f;
/// <summary>
/// Textures taking longer than this value will be flagged as timed out and removed from the pipeline
/// </summary>
public int PIPELINE_REQUEST_TIMEOUT = 45*1000;
#endregion
#region Logging Configuration
/// <summary>
/// Get or set the minimum log level to output to the console by default
///
/// If the library is not compiled with DEBUG defined and this level is set to DEBUG
/// You will get no output on the console. This behavior can be overriden by creating
/// a logger configuration file for log4net
/// </summary>
public static Helpers.LogLevel LOG_LEVEL = Helpers.LogLevel.Debug;
/// <summary>Attach avatar names to log messages</summary>
public bool LOG_NAMES = true;
/// <summary>Log packet retransmission info</summary>
public bool LOG_RESENDS = true;
/// <summary>Log disk cache misses and other info</summary>
public bool LOG_DISKCACHE = true;
#endregion
#region Private Fields
private GridClient Client;
private int priceUpload = 0;
public static bool SORT_INVENTORY = false;
/// <summary>Constructor</summary>
/// <param name="client">Reference to a GridClient object</param>
public Settings(GridClient client)
{
Client = client;
Client.Network.RegisterCallback(Packets.PacketType.EconomyData, EconomyDataHandler);
}
#endregion
#region Packet Callbacks
/// <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 EconomyDataHandler(object sender, PacketReceivedEventArgs e)
{
EconomyDataPacket econ = (EconomyDataPacket)e.Packet;
priceUpload = econ.Info.PriceUpload;
}
#endregion
}
}