/*
* 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;
using System.Threading;
using libsecondlife.Packets;
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";
///
public NetworkManager Network;
///
public ParcelManager Parcels;
///
public MainAvatar Avatar;
///
public Hashtable Avatars;
///
public Mutex AvatarsMutex;
///
public GridManager Grid;
///
public ObjectManager Objects;
///
public GroupManager Groups;
///
public LogCallback OnLogMessage;
///
public bool Debug;
///
///
///
public SecondLife()
{
Network = new NetworkManager(this);
Parcels = new ParcelManager(this);
Avatar = new MainAvatar(this);
Avatars = new Hashtable();
AvatarsMutex = new Mutex(false, "AvatarsMutex");
Grid = new GridManager(this);
Objects = new ObjectManager(this);
Groups = new GroupManager(this);
Debug = true;
Network.RegisterCallback(PacketType.UUIDNameReply, new PacketCallback(GetAgentNameHandler));
}
///
///
///
///
public override string ToString()
{
return Avatar.FirstName + " " + Avatar.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
/// From the LogLevel enum, either Info, Warning, or Error
public void Log(string message, Helpers.LogLevel level)
{
if (OnLogMessage != null)
{
;
}
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)
{
;
}
else
{
Console.WriteLine("DEBUG: " + message);
}
}
}
///
///
///
///
public void AddAvatar(LLUUID AgentID)
{
// Quick sanity check
if (Avatars.ContainsKey(AgentID))
{
return;
}
GetAgentDetails(AgentID);
AvatarsMutex.WaitOne();
Avatars[AgentID] = new Avatar();
AvatarsMutex.ReleaseMutex();
}
///
///
///
///
public void AddAvatar(Avatar avatar)
{
AvatarsMutex.WaitOne();
Avatars[avatar.ID] = avatar;
AvatarsMutex.ReleaseMutex();
}
///
///
///
///
private void GetAgentDetails(LLUUID AgentID)
{
//FIXME:
//Packet packet = Packets.Communication.UUIDNameRequest(Protocol, AgentID);
//Network.SendPacket(packet);
//// TODO: Shouldn't this function block?
}
///
///
///
///
///
private void GetAgentNameHandler(Packet packet, Simulator simulator)
{
if (packet.Type == PacketType.UUIDNameReply)
{
UUIDNameReplyPacket reply = (UUIDNameReplyPacket)packet;
#region AvatarsMutex
AvatarsMutex.WaitOne();
foreach (UUIDNameReplyPacket.UUIDNameBlockBlock block in reply.UUIDNameBlock)
{
((Avatar)Avatars[block.ID]).Name = Helpers.FieldToString(block.FirstName) +
" " + Helpers.FieldToString(block.LastName);
}
AvatarsMutex.ReleaseMutex();
#endregion AvatarsMutex
}
}
}
///
/// Static helper functions and global variables
///
public class Helpers
{
///
public readonly static string VERSION = "libsecondlife 0.0.9";
/// This header flag signals that ACKs are appended to the packet
public const byte MSG_APPENDED_ACKS = 0x10;
/// This header flag signals that this packet has been sent before
public const byte MSG_RESENT = 0x20;
/// This header flags signals that an ACK is expected for this packet
public const byte MSG_RELIABLE = 0x40;
/// This header flag signals that the message is compressed using zerocoding
public const byte MSG_ZEROCODED = 0x80;
///
/// Passed to SecondLife.Log() to identify the severity of a log entry
///
public enum LogLevel
{
/// Non-noisy useful information, may be helpful in
/// debugging a problem
Info,
/// A non-critical error occurred. A warning will not
/// prevent the rest of libsecondlife from operating as usual,
/// although it may be indicative of an underlying issue
Warning,
/// A critical error has occurred. Generally this will
/// be followed by the network layer shutting down, although the
/// stability of libsecondlife after an error is uncertain
Error
};
///
/// Packs to 32-bit unsigned integers in to a 64-bit unsigned integer
///
/// The left-hand (or X) value
/// The right-hand (or Y) value
/// A 64-bit integer containing the two 32-bit input values
public static ulong UIntsToLong(uint a, uint b)
{
return (ulong)(((ulong)a << 32) + (ulong)b);
}
///
/// Unpacks two 32-bit unsigned integers from a 64-bit unsigned integer
///
/// The 64-bit input integer
/// The left-hand (or X) output value
/// The right-hand (or Y) output value
public static void LongToUInts(ulong a, out uint b, out uint c)
{
b = (uint)(a >> 32);
c = (uint)(a & 0x00000000FFFFFFFF);
}
///
/// Convert a variable length field (byte array) to a string.
///
/// If the byte array has unprintable characters in it, a
/// hex dump will be put in the string instead
/// The byte array to convert to a string
/// A UTF8 string, minus the null terminator
public static string FieldToString(byte[] bytes)
{
return FieldToString(bytes, "");
}
///
/// Convert a variable length field (byte array) to a string, with a
/// field name prepended to each line of the output.
///
/// If the byte array has unprintable characters in it, a
/// hex dump will be put in the string instead
/// The byte array to convert to a string
/// A field name to prepend to each line of output
/// A UTF8 string, minus the null terminator
public static string FieldToString(byte[] bytes, string fieldName)
{
string output = "";
bool printable = true;
for (int i = 0; i < bytes.Length; ++i)
{
// Check if there are any unprintable characters in the array
if ((bytes[i] < 0x20 || bytes[i] > 0x7E) && bytes[i] != 0x09
&& bytes[i] != 0x0D && bytes[i] != 0x0A && bytes[i] != 0x00)
{
printable = false;
break;
}
}
if (printable)
{
if (fieldName.Length > 0)
{
output += fieldName + ": ";
}
output += System.Text.Encoding.UTF8.GetString(bytes).Replace("\0", "");
}
else
{
for (int i = 0; i < bytes.Length; i += 16)
{
if (i != 0) { output += "\n"; }
if (fieldName != "") { output += fieldName + ": "; }
for (int j = 0; j < 16; j++)
{
if ((i + j) < bytes.Length)
{
string s = String.Format("{0:X} ", bytes[i + j]);
if (s.Length == 2)
{
s = "0" + s;
}
output += s;
}
else
{
output += " ";
}
}
for (int j = 0; j < 16 && (i + j) < bytes.Length; j++)
{
if (bytes[i + j] >= 0x20 && bytes[i + j] < 0x7E)
{
output += (char)bytes[i + j];
}
else
{
output += ".";
}
}
}
}
return output;
}
///
/// Convert a UTF8 string to a byte array
///
/// The string to convert to a byte array
/// A null-terminated byte array
public static byte[] StringToField(string str)
{
if (!str.EndsWith("\0")) { str += "\0"; }
return System.Text.UTF8Encoding.UTF8.GetBytes(str);
}
public static uint GetUnixTime()
{
TimeSpan ts = (DateTime.UtcNow - new DateTime(1970, 1, 1, 0, 0, 0));
return (uint)ts.TotalSeconds;
}
///
/// Decode a zerocoded byte array, used to decompress packets marked
/// with the zerocoded flag
///
/// Any time a zero is encountered, the next byte is a count
/// of how many zeroes to expand. One zero is encoded with 0x00 0x01,
/// two zeroes is 0x00 0x02, three zeroes is 0x00 0x03, etc. The
/// first four bytes are copied directly to the output buffer.
///
/// The byte array to decode
/// The length of the byte array to decode
/// The output byte array to decode to
/// The length of the output buffer
public static int ZeroDecode(byte[] src, int srclen, byte[] dest)
{
uint zerolen = 0;
Array.Copy(src, 0, dest, 0, 4);
zerolen += 4;
//int bodylen;
//if ((src[0] & MSG_APPENDED_ACKS) == 0)
//{
// bodylen = srclen;
//}
//else
//{
// bodylen = srclen - src[srclen - 1] * 4 - 1;
//}
int bodylen = srclen;
uint i;
for (i = zerolen; i < bodylen; i++)
{
if (src[i] == 0x00)
{
for (byte j = 0; j < src[i + 1]; j++)
{
dest[zerolen++] = 0x00;
}
i++;
}
else
{
dest[zerolen++] = src[i];
}
}
// HACK: Fix truncated zerocoded messages
for (uint j = zerolen; j < zerolen + 16; j++)
{
dest[j] = 0;
}
zerolen += 16;
// copy appended ACKs
for (; i < srclen; i++)
{
dest[zerolen++] = src[i];
}
return (int)zerolen;
}
///
/// Decode enough of a byte array to get the packet ID. Data before and
/// after the packet ID is undefined.
///
/// The byte array to decode
/// The output byte array to encode to
public static void ZeroDecodeCommand(byte[] src, byte[] dest)
{
for (int srcPos = 4, destPos = 4; destPos < 8; ++srcPos)
{
if (src[srcPos] == 0x00)
{
for (byte j = 0; j < src[srcPos + 1]; ++j)
{
dest[destPos++] = 0x00;
}
++srcPos;
}
else
{
dest[destPos++] = src[srcPos];
}
}
}
///
/// Encode a byte array with zerocoding. Used to compress packets marked
/// with the zerocoded flag. Any zeroes in the array are compressed down
/// to a single zero byte followed by a count of how many zeroes to expand
/// out. A single zero becomes 0x00 0x01, two zeroes becomes 0x00 0x02,
/// three zeroes becomes 0x00 0x03, etc. The first four bytes are copied
/// directly to the output buffer.
///
/// The byte array to encode
/// The length of the byte array to encode
/// The output byte array to encode to
/// The length of the output buffer
public static int ZeroEncode(byte[] src, int srclen, byte[] dest)
{
uint zerolen = 0;
byte zerocount = 0;
Array.Copy(src, 0, dest, 0, 4);
zerolen += 4;
int bodylen;
if ((src[0] & MSG_APPENDED_ACKS) == 0)
{
bodylen = srclen;
}
else
{
bodylen = srclen - src[srclen - 1] * 4 - 1;
}
uint i;
for (i = zerolen; i < bodylen; i++)
{
if (src[i] == 0x00)
{
zerocount++;
if (zerocount == 0)
{
dest[zerolen++] = 0x00;
dest[zerolen++] = 0xff;
zerocount++;
}
}
else
{
if (zerocount != 0)
{
dest[zerolen++] = 0x00;
dest[zerolen++] = (byte)zerocount;
zerocount = 0;
}
dest[zerolen++] = src[i];
}
}
if (zerocount != 0)
{
dest[zerolen++] = 0x00;
dest[zerolen++] = (byte)zerocount;
}
// copy appended ACKs
for (; i < srclen; i++)
{
dest[zerolen++] = src[i];
}
return (int)zerolen;
}
///
/// Calculates the CRC (cyclic redundancy check) needed to upload inventory.
///
/// Creation date
/// Sale type
/// Inventory type
/// Type
/// Asset ID
/// Group ID
/// Sale price
/// Owner ID
/// Creator ID
/// Item ID
/// Folder ID
/// Everyone mask (permissions)
/// Flags
/// Next owner mask (permissions)
/// Group mask (permissions)
/// Owner mask (permisions)
/// The calculated CRC
public static uint InventoryCRC(int creationDate, byte saleType, sbyte invType, sbyte type,
LLUUID assetID, LLUUID groupID, int salePrice, LLUUID ownerID, LLUUID creatorID,
LLUUID itemID, LLUUID folderID, uint everyoneMask, uint flags, uint nextOwnerMask,
uint groupMask, uint ownerMask)
{
uint CRC = 0;
// IDs
CRC += assetID.CRC(); // AssetID
CRC += folderID.CRC(); // FolderID
CRC += itemID.CRC(); // ItemID
// Permission stuff
CRC += creatorID.CRC(); // CreatorID
CRC += ownerID.CRC(); // OwnerID
CRC += groupID.CRC(); // GroupID
// CRC += another 4 words which always seem to be zero -- unclear if this is a LLUUID or what
CRC += ownerMask;
CRC += nextOwnerMask;
CRC += everyoneMask;
CRC += groupMask;
// The rest of the CRC fields
CRC += flags; // Flags
CRC += (uint)invType; // InvType
CRC += (uint)type; // Type
CRC += (uint)creationDate; // CreationDate
CRC += (uint)salePrice; // SalePrice
CRC += (uint)((uint)saleType * 0x07073096); // SaleType
return CRC;
}
}
}