Put EventArg classes in main OpenMetavarse name space.

Better name for AppearanceSet event, since we are actually not waiting for any reply from the server.

git-svn-id: http://libopenmetaverse.googlecode.com/svn/libopenmetaverse/trunk@3195 52acb1d6-8a22-11de-b505-999d5b087335
This commit is contained in:
Latif Khalifa
2009-10-30 08:03:14 +00:00
parent 78b16f20b4
commit 459b8a4a84

View File

@@ -258,14 +258,13 @@ namespace OpenMetaverse
}
/// <summary>The event subscribers. null if no subcribers</summary>
private EventHandler<AppearanceSetReplyEventArgs> m_AppearanceSetReply;
private EventHandler<AppearanceSetEventArgs> m_AppearanceSet;
/// <summary>Raises the AgentSetAppearanceReply event</summary>
/// <param name="e">An AppearanceSetReplyEventArgs object containing the
/// data returned from the data server</param>
protected virtual void OnAppearanceSet(AppearanceSetReplyEventArgs e)
/// <summary>Raises the AppearanceSet event</summary>
/// <param name="e">An AppearanceSetEventArgs object indicating if the operatin was successfull</param>
protected virtual void OnAppearanceSet(AppearanceSetEventArgs e)
{
EventHandler<AppearanceSetReplyEventArgs> handler = m_AppearanceSetReply;
EventHandler<AppearanceSetEventArgs> handler = m_AppearanceSet;
if (handler != null)
handler(this, e);
}
@@ -274,14 +273,14 @@ namespace OpenMetaverse
private readonly object m_AppearanceSetLock = new object();
/// <summary>
/// Raosed when appearance data is sent to the simulator, also indicates
/// Raised when appearance data is sent to the simulator, also indicates
/// the main appearance thread is finished.
/// </summary>
/// <seealso cref="RequestAgentSetAppearance"/> request.
public event EventHandler<AppearanceSetReplyEventArgs> AgentSetAppearanceReply
public event EventHandler<AppearanceSetEventArgs> AppearanceSet
{
add { lock (m_AppearanceSetLock) { m_AppearanceSetReply += value; } }
remove { lock (m_AppearanceSetLock) { m_AppearanceSetReply -= value; } }
add { lock (m_AppearanceSetLock) { m_AppearanceSet += value; } }
remove { lock (m_AppearanceSetLock) { m_AppearanceSet -= value; } }
}
@@ -482,7 +481,7 @@ namespace OpenMetaverse
{
AppearanceThreadRunning = 0;
OnAppearanceSet(new AppearanceSetReplyEventArgs(success));
OnAppearanceSet(new AppearanceSetEventArgs(success));
}
}
);
@@ -1129,7 +1128,7 @@ namespace OpenMetaverse
bool GetAgentWearables()
{
AutoResetEvent wearablesEvent = new AutoResetEvent(false);
EventHandler<AgentWearablesReplyEventArgs> wearablesCallback = ((s,e) => wearablesEvent.Set());
EventHandler<AgentWearablesReplyEventArgs> wearablesCallback = ((s, e) => wearablesEvent.Set());
AgentWearablesReply += wearablesCallback;
@@ -1277,7 +1276,7 @@ namespace OpenMetaverse
for (int i = 0; i < Textures.Length; i++)
{
bool isBake = false;
for (int j=0; j<BakeIndexToTextureIndex.Length; j++)
for (int j = 0; j < BakeIndexToTextureIndex.Length; j++)
{
if (BakeIndexToTextureIndex[j] == i)
{
@@ -2128,63 +2127,63 @@ namespace OpenMetaverse
}
#endregion Static Helpers
#region AppearanceManager EventArgs Classes
/// <summary>Contains the Event data returned from the data server from an AgentWearablesRequest</summary>
public class AgentWearablesReplyEventArgs : EventArgs
{
/// <summary>Construct a new instance of the AgentWearablesReplyEventArgs class</summary>
public AgentWearablesReplyEventArgs()
{
}
}
/// <summary>Contains the Event data returned from the data server from an AgentCachedTextureResponse</summary>
public class AgentCachedBakesReplyEventArgs : EventArgs
{
/// <summary>Construct a new instance of the AgentCachedBakesReplyEventArgs class</summary>
public AgentCachedBakesReplyEventArgs()
{
}
}
/// <summary>Contains the Event data returned from the data server from an AppearanceSetRequest</summary>
public class AppearanceSetReplyEventArgs : EventArgs
{
private readonly bool m_success;
/// <summary>Indicates whether appearance setting was successful</summary>
public bool Success { get { return m_success; } }
/// <summary>
/// Triggered when appearance data is sent to the sim and
/// the main appearance thread is done.</summary>
/// <param name="success">Indicates whether appearance setting was successful</param>
public AppearanceSetReplyEventArgs(bool success)
{
this.m_success = success;
}
}
/// <summary>Contains the Event data returned from the data server from an RebakeAvatarTextures</summary>
public class RebakeAvatarTexturesEventArgs : EventArgs
{
private readonly UUID m_textureID;
/// <summary>The ID of the Texture Layer to bake</summary>
public UUID TextureID { get { return m_textureID; } }
/// <summary>
/// Triggered when the simulator sends a request for this agent to rebake
/// its appearance
/// </summary>
/// <param name="textureID">The ID of the Texture Layer to bake</param>
public RebakeAvatarTexturesEventArgs(UUID textureID)
{
this.m_textureID = textureID;
}
}
#endregion
}
#region AppearanceManager EventArgs Classes
/// <summary>Contains the Event data returned from the data server from an AgentWearablesRequest</summary>
public class AgentWearablesReplyEventArgs : EventArgs
{
/// <summary>Construct a new instance of the AgentWearablesReplyEventArgs class</summary>
public AgentWearablesReplyEventArgs()
{
}
}
/// <summary>Contains the Event data returned from the data server from an AgentCachedTextureResponse</summary>
public class AgentCachedBakesReplyEventArgs : EventArgs
{
/// <summary>Construct a new instance of the AgentCachedBakesReplyEventArgs class</summary>
public AgentCachedBakesReplyEventArgs()
{
}
}
/// <summary>Contains the Event data returned from an AppearanceSetRequest</summary>
public class AppearanceSetEventArgs : EventArgs
{
private readonly bool m_success;
/// <summary>Indicates whether appearance setting was successful</summary>
public bool Success { get { return m_success; } }
/// <summary>
/// Triggered when appearance data is sent to the sim and
/// the main appearance thread is done.</summary>
/// <param name="success">Indicates whether appearance setting was successful</param>
public AppearanceSetEventArgs(bool success)
{
this.m_success = success;
}
}
/// <summary>Contains the Event data returned from the data server from an RebakeAvatarTextures</summary>
public class RebakeAvatarTexturesEventArgs : EventArgs
{
private readonly UUID m_textureID;
/// <summary>The ID of the Texture Layer to bake</summary>
public UUID TextureID { get { return m_textureID; } }
/// <summary>
/// Triggered when the simulator sends a request for this agent to rebake
/// its appearance
/// </summary>
/// <param name="textureID">The ID of the Texture Layer to bake</param>
public RebakeAvatarTexturesEventArgs(UUID textureID)
{
this.m_textureID = textureID;
}
}
#endregion
}