Begining major rework of Asset/Inventory code. Doing a lot of refectoing. What's in here so far?
+ Inventory, Asset and Image managers are now directly apart of the SecondLife class + Root Inventory folder has been added to MainAvatar and is set upon login + Inventory is no longer downloaded all at once, you have to request the download of individual folders + Folder downloading is available Asynchronously, and returns a object that has a ManualResetEvent that you can use to optionally block with + The code for AssetManager has been reworked some in prep for allowing Wearables to be Saved/Loaded to/from disk, and for creating new wearables. git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@742 52acb1d6-8a22-11de-b505-999d5b087335
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@@ -1,6 +1,7 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Threading;
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using IA_SimpleInventory;
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using IA_ImageTool;
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@@ -11,11 +12,14 @@ using libsecondlife.AssetSystem;
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namespace IA_MultiImageUpload
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{
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class MultiImageUpload : SimpleInventory
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class MultiImageUpload
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{
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private SecondLife _Client;
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private ManualResetEvent ConnectedSignal = new ManualResetEvent(false);
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protected string ImageDirectory;
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static new void Main(string[] args)
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static void Main(string[] args)
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{
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if (args.Length < 4)
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{
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@@ -32,14 +36,31 @@ namespace IA_MultiImageUpload
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}
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MultiImageUpload app = new MultiImageUpload( fullpath );
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app.Connect(args[0], args[1], args[2]);
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app.doStuff();
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app.Disconnect();
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if (app.Connect(args[0], args[1], args[2]))
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{
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if (app.ConnectedSignal.WaitOne(TimeSpan.FromMinutes(1), false))
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{
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app.doStuff();
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app.Disconnect();
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}
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}
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}
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public MultiImageUpload(string dir)
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{
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ImageDirectory = dir;
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try
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{
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_Client = new SecondLife();
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_Client.Network.OnConnected += new NetworkManager.ConnectedCallback(Network_OnConnected);
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}
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catch (Exception e)
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{
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// Error initializing the client
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Console.WriteLine();
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Console.WriteLine(e.ToString());
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}
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}
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public static void Usage()
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@@ -47,9 +68,9 @@ namespace IA_MultiImageUpload
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System.Console.WriteLine("MultiImageUpload [FirstName] [LastName] [Password] [Directory]");
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}
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protected new void doStuff()
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protected void doStuff()
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{
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InventoryFolder iFolder = AgentInventory.getFolder("Textures");
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InventoryFolder iFolder = _Client.Inventory.getFolder("Textures");
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iFolder = iFolder.CreateFolder(Helpers.GetUnixTime().ToString());
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Console.WriteLine("Uploading images:");
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@@ -79,5 +100,39 @@ namespace IA_MultiImageUpload
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}
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}
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}
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void Network_OnConnected(object sender)
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{
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ConnectedSignal.Set();
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}
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protected bool Connect(string FirstName, string LastName, string Password)
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{
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Console.WriteLine("Attempting to connect and login to SecondLife.");
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// Setup Login to Second Life
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Dictionary<string, object> loginReply = new Dictionary<string, object>();
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// Login
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if (!_Client.Network.Login(FirstName, LastName, Password, "MultiImageUpload", "static.sprocket@gmail.com"))
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{
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// Login failed
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Console.WriteLine("Error logging in: " + _Client.Network.LoginError);
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return false;
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}
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// Login was successful
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Console.WriteLine("Login was successful.");
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Console.WriteLine("AgentID: " + _Client.Network.AgentID);
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Console.WriteLine("SessionID: " + _Client.Network.SessionID);
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return true;
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}
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protected void Disconnect()
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{
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// Logout of Second Life
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Console.WriteLine("Request logout");
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_Client.Network.Logout();
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}
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}
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}
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