/* * Copyright (c) 2006, Second Life Reverse Engineering Team * All rights reserved. * * - Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * - Redistributions of source code must retain the above copyright notice, this * list of conditions and the following disclaimer. * - Neither the name of the Second Life Reverse Engineering Team nor the names * of its contributors may be used to endorse or promote products derived from * 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 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections.Generic; using libsecondlife.Packets; using libsecondlife.AssetSystem; namespace libsecondlife { /// /// Callback used for client apps to receive log messages from /// libsecondlife /// /// /// public delegate void LogCallback(string message, Helpers.LogLevel level); /// /// Main class to expose Second Life functionality to clients. All of the /// classes needed for sending and receiving data are accessible through /// this class. /// public class SecondLife { public const string LOGIN_SERVER = "https://login.agni.lindenlab.com/cgi-bin/login.cgi"; /// Networking Subsystem public NetworkManager Network; /// Parcel (subdivided simulator lots) Subsystem public ParcelManager Parcels; /// 'Client's Avatar' Subsystem public MainAvatar Self; /// Other Avatars Subsystem public AvatarManager Avatars; /// Grid (aka simulator group) Subsystem public GridManager Grid; /// Object Subsystem public ObjectManager Objects; /// Group Subsystem public GroupManager Groups; /// Throttling Subsystem public AgentThrottle Throttle; private ImageManager _ImageManager; /// Image Subsystem public ImageManager Images { get { if (_ImageManager == null) { _ImageManager = new ImageManager(this); return _ImageManager; } else { return _ImageManager; } } set { _ImageManager = value; } } /// Triggered whenever a message is logged. /// If this is left null, log messages will go to /// the console public event LogCallback OnLogMessage; /// Whether to log debug messages public bool Debug = true; /// /// Default constructor /// public SecondLife() { Network = new NetworkManager(this); Parcels = new ParcelManager(this); Self = new MainAvatar(this); Avatars = new AvatarManager(this); Grid = new GridManager(this); Objects = new ObjectManager(this); Groups = new GroupManager(this); Throttle = new AgentThrottle(this); } /// /// /// /// Client avatar's full name public override string ToString() { return Self.FirstName + " " + Self.LastName; } /// /// A simple sleep function that will allow pending threads to run /// public void Tick() { System.Threading.Thread.Sleep(0); } /// /// Send a log message to the debugging output system /// /// The log message /// The severity of the log entry public void Log(string message, Helpers.LogLevel level) { if (level == Helpers.LogLevel.Debug && !Debug) return; if (OnLogMessage != null) { OnLogMessage(message, level); } else { Console.WriteLine(level.ToString().ToUpper() + ": " + message); } } /// /// If the library is compiled with DEBUG defined, and SecondLife.Debug /// is true, either an event will be fired for the debug message or /// it will be written to the console /// /// The debug message [System.Diagnostics.Conditional("DEBUG")] public void DebugLog(string message) { if (Debug) { if (OnLogMessage != null) { OnLogMessage(message, Helpers.LogLevel.Debug); } else { Console.WriteLine("DEBUG: " + message); } } } } }