/*
* 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;
namespace libsecondlife
{
///
/// Class for controlling various system settings.
///
/// Some values are readonly because they affect things that
/// happen when the SecondLife 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
public class Settings
{
/// The version of libsecondlife (not the SL protocol itself)
public string VERSION = "libsecondlife 0.0.9";
/// XML-RPC login server to connect to
public string LOGIN_SERVER = "https://login.agni.lindenlab.com/cgi-bin/login.cgi";
/// The initial size of the packet inbox, where packets are
/// stored before processing
public const int PACKET_INBOX_SIZE = 100;
/// Maximum size of packet that we want to send over the wire
public readonly int MAX_PACKET_SIZE = 1200;
/// Millisecond interval between ticks, where all ACKs are
/// sent out and the age of unACKed packets is checked
public readonly int NETWORK_TICK_LENGTH = 500;
/// The maximum value of a packet sequence number before it
/// rolls over back to one
public readonly int MAX_SEQUENCE = 0xFFFFFF;
/// The maximum size of the sequence number archive, used to
/// check for resent and/or duplicate packets
public readonly int PACKET_ARCHIVE_SIZE = 50;
/// Number of milliseconds between sending pings to each sim
public readonly int PING_INTERVAL = 2200;
/// Number of milliseconds before a teleport attempt will time
/// out
public int TELEPORT_TIMEOUT = 25 * 1000;
/// Number of milliseconds before NetworkManager.Logout() will
/// time out
public int LOGOUT_TIMEOUT = 5 * 1000;
/// Number of milliseconds before a CAPS call will time out
/// and try again
/// Setting this too low will cause web requests to repeatedly
/// time out and retry. Too high of a setting may cause the library to
/// block for a long time during network shutdown
public int CAPS_TIMEOUT = 20 * 1000;
/// Number of milliseconds for xml-rpc to timeout
public int LOGIN_TIMEOUT = 60 * 1000;
/// Milliseconds before a packet is assumed lost and resent
public int RESEND_TIMEOUT = 4000;
/// Milliseconds without receiving a packet before the
/// connection to a simulator is assumed lost
public int SIMULATOR_TIMEOUT = 15 * 1000;
/// Maximum number of queued ACKs to be sent before SendAcks()
/// is forced
public int MAX_PENDING_ACKS = 10;
/// Maximum number of ACKs to append to a packet
public int MAX_APPENDED_ACKS = 10;
/// Enable/disable debugging log messages
public bool DEBUG = true;
/// Attach avatar names to log messages
public bool LOG_NAMES = true;
/// Enable/disable storing terrain heightmaps in the
/// TerrainManager
public bool STORE_LAND_PATCHES = false;
/// Enable/disable sending periodic camera updates
public bool SEND_AGENT_UPDATES = true;
/// Number of milliseconds between sending camera updates
public int AGENT_UPDATE_INTERVAL = 500;
/// Enable/disable libsecondlife automatically setting the
/// bandwidth throttle after connecting to each simulator
/// The default libsecondlife 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
public bool SEND_AGENT_THROTTLE = true;
///
public bool OUTBOUND_THROTTLE = false;
/// Maximum outgoing bytes/sec, per sim
public int OUTBOUND_THROTTLE_RATE = 1500;
/// Network stats queue length (seconds)
public int STATS_QUEUE_SIZE = 5;
/// Enable/disable the sending of pings to monitor lag and
/// packet loss
public bool SEND_PINGS = false;
/// If this is true, connection will be killed if we stop
/// receiving pongs
//public bool USE_WATCHDOG = false;
/// Number of seconds to wait for pong before killing
//public int WATCHDOG_SECONDS = 10;
/// Should we connect to multiple sims? This will allow
/// viewing in to neighboring simulators and sim crossings
/// (Experimental)
public bool MULTIPLE_SIMS = true;
/// Milliseconds to wait for a simulator info request through
/// the grid interface
public int MAP_REQUEST_TIMEOUT = 5 * 1000;
/// Used to flag if Object updates should always be decoded,
/// even if no object event listeners/callbacks are registered
public bool ALWAYS_DECODE_OBJECTS = false;
/// If true, when a cached object check is received from the
/// server the full object info will automatically be requested
public bool ALWAYS_REQUEST_OBJECTS = false;
/// Cost of uploading an asset
/// Read-only since this value is dynamically fetched at login
public int UPLOAD_COST { get { return priceUpload; } }
private SecondLife Client;
private int priceUpload = 0;
///
/// Constructor
///
/// Client connection Object to use
public Settings(SecondLife client)
{
Client = client;
Client.Network.RegisterCallback(Packets.PacketType.EconomyData, new NetworkManager.PacketCallback(EconomyDataHandler));
}
///
/// Presumably for outputting asset upload costs.
///
///
///
private void EconomyDataHandler(Packet packet, Simulator simulator)
{
EconomyDataPacket econ = (EconomyDataPacket)packet;
priceUpload = econ.Info.PriceUpload;
}
}
}