/* * 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.Timers; using System.Net; using System.Collections.Generic; using libsecondlife.Packets; namespace libsecondlife { /// /// Class to hold Client Avatar's data /// public partial class MainAvatar { /// /// Current teleport status /// public enum TeleportStatus { /// None, /// Teleport Start Start, /// Teleport in Progress Progress, /// Teleport Failed Failed, /// Teleport Completed Finished } /// /// Special commands used in Instant Messages /// public enum InstantMessageDialog { /// Indicates a regular IM from another agent MessageFromAgent = 0, /// Simple notification box with an OK button. MessageBox = 1, /// You've been invited to join a group. GroupInvitation = 3, /// Indicates that someone has given the user an object /// Soon to be deprecated GiveInventory = 4, /// Inventory offer InventoryOffered = 4, /// An avatar has accepted your inventory offer InventoryAccepted = 5, /// An avatar has declined your inventory offer InventoryDeclined = 6, /// Group vote GroupVote = 7, /// Indicates that someone has given us a notecard GiveNotecard = 9, /// Unknown TaskInventoryOffered = 9, /// Unknown TaskInventoryAccepted = 10, /// Unknown TaskInventoryDeclined = 11, /// Unknown NewUserDefault = 12, /// Start a session, or add users to a session SessionAdd = 13, /// Start a session, but don't prune offline users SessionOfflineAdd = 14, /// Start a session with your group SessionGroupStart = 15, /// Start a session without a calling card (finder or objects) SessionCardlessStart = 16, /// Send a message to a session SessionSend = 17, /// Leave a session SessionDrop = 18, /// Indicates that the IM is from an object MessageFromObject = 19, /// sent an IM to a busy user, this is the auto response BusyAutoResponse = 20, /// Shows the message in the console and chat history ConsoleAndChatHistory = 21, /// IM Types used for luring your friends RequestTeleport = 22, /// Response sent to the agent which inititiated a teleport invitation AcceptTeleport = 23, /// Response sent to the agent which inititiated a teleport invitation DenyTeleport = 24, /// Only useful if you have Linden permissions GodLikeRequestTeleport = 25, /// IM to tell the user to go to an URL GotoUrl = 28, /// IM for help Session911Start = 29, /// IM sent automatically on call for help, sends a lure /// to each Helper reached Lure911 = 30, /// Like an IM but won't go to email FromTaskAsAlert = 31, /// IM from a group officer to all group members GroupNotice = 32, /// Unknown GroupNoticeInventoryAccepted = 33, /// Unknown GroupNoticeInventoryDeclined = 34, /// Accept a group invitation GroupInvitationAccept = 35, /// Decline a group invitation GroupInvitationDecline = 36, /// Unknown GroupNoticeRequested = 37, /// An avatar is offering you friendship FriendshipOffered = 38, /// An avatar has accepted your friendship offer FriendshipAccepted = 39, /// An avatar has declined your friendship offer FriendshipDeclined = 40, /// Indicates that a user has started typing StartTyping = 41, /// Indicates that a user has stopped typing StopTyping = 42 } /// /// Conversion type to denote Chat Packet types in an easier-to-understand format /// public enum ChatType { /// Whispers (5m radius) Whisper = 0, /// Normal chat (10/20m radius), what the official viewer typically sends Normal = 1, /// Shouting! (100m radius) Shout = 2, /// Say chat (10/20m radius) - The official viewer will /// print "[4:15] You say, hey" instead of "[4:15] You: hey" Say = 3, /// Event message when an Avatar has begun to type StartTyping = 4, /// Event message when an Avatar has stopped typing StopTyping = 5 } /// /// Triggered on incoming chat messages /// /// Text of chat message /// Is this normal audible chat or not. /// Type of chat (whisper,shout,status,etc) /// Type of source (Agent / Object / ???) /// Text name of sending Avatar/Object /// public delegate void ChatCallback(string message, byte audible, byte type, byte sourcetype, string fromName, LLUUID id, LLUUID ownerid, LLVector3 position); /// /// Triggered when a script pops up a dialog box /// /// The dialog box message /// Name of the object that sent the dialog /// Image to be displayed in the dialog /// ID of the object that sent the dialog /// First name of the object owner /// Last name of the object owner /// Chat channel that the object is communicating on /// List of button labels public delegate void ScriptDialogCallback(string message, string objectName, LLUUID imageID, LLUUID objectID, string firstName, string lastName, int chatChannel, List buttons); /// /// Triggered when the L$ account balance for this avatar changes /// /// The new account balance public delegate void BalanceCallback(int balance); /// /// Tiggered on incoming instant messages /// /// Key of sender /// Name of sender /// Key of destination Avatar /// ID of originating Estate /// Key of originating Region /// Coordinates in originating Region /// /// Group IM session toggle /// Key of IM Session /// Timestamp of message /// Text of message /// /// public delegate void InstantMessageCallback(LLUUID fromAgentID, string fromAgentName, LLUUID toAgentID, uint parentEstateID, LLUUID regionID, LLVector3 position, byte dialog, bool groupIM, LLUUID imSessionID, DateTime timestamp, string message, byte offline, byte[] binaryBucket); /// /// Triggered for any status updates of a teleport (progress, failed, succeeded) /// /// The simulator the avatar is currently residing in /// A message about the current teleport status /// The current status of the teleport public delegate void TeleportCallback(Simulator currentSim, string message, TeleportStatus status); /// /// Reply to a request to join a group, informs whether it was successful or not /// /// The group we attempted to join /// Whether we joined the group or not public delegate void JoinGroupCallback(LLUUID groupID, bool success); /// /// Reply to a request to leave a group, informs whether it was successful or not /// /// The group we attempted to leave /// Whether we left the group or not public delegate void LeaveGroupCallback(LLUUID groupID, bool success); /// /// Informs the avatar that it is no longer a member of a group /// /// The group we are no longer a member of public delegate void GroupDroppedCallback(LLUUID groupID); /// Callback for incoming chat packets public event ChatCallback OnChat; /// Callback for pop-up dialogs from scripts public event ScriptDialogCallback OnScriptDialog; /// Callback for incoming IMs public event InstantMessageCallback OnInstantMessage; /// Callback for Teleport request update public event TeleportCallback OnTeleport; /// Callback for incoming change in L$ balance public event BalanceCallback OnBalanceUpdated; /// Callback reply for an attempt to join a group public event JoinGroupCallback OnJoinGroup; /// Callback reply for an attempt to leave a group public event LeaveGroupCallback OnLeaveGroup; /// Callback for informing the avatar that it is no longer a member of a group public event GroupDroppedCallback OnGroupDropped; /// Your (client) Avatar UUID, asset server public LLUUID ID = LLUUID.Zero; /// Your (client) Avatar ID, local to Region/sim public uint LocalID; /// Avatar First Name (i.e. Philip) public string FirstName = String.Empty; /// Avatar Last Name (i.e. Linden) public string LastName = String.Empty; /// Positive and negative ratings /// This information is read-only and any changes will not be /// reflected on the server public Avatar.Statistics ProfileStatistics = new Avatar.Statistics(); /// Avatar properties including about text, profile URL, image IDs and /// publishing settings /// If you change fields in this struct, the changes will not /// be reflected on the server until you call SetAvatarInformation public Avatar.Properties ProfileProperties = new Avatar.Properties(); /// Avatar interests including spoken languages, skills, and "want to" /// choices /// If you change fields in this struct, the changes will not /// be reflected on the server until you call SetAvatarInformation public Avatar.Interests ProfileInterests = new Avatar.Interests(); /// Current position of avatar public LLVector3 Position = LLVector3.Zero; /// Current rotation of avatar public LLQuaternion Rotation = LLQuaternion.Identity; /// The point the avatar is currently looking at /// (may not stay updated) public LLVector3 LookAt = LLVector3.Zero; /// Position avatar client will goto when login to 'home' or during /// teleport request to 'home' region. public LLVector3 HomePosition = LLVector3.Zero; /// LookAt point saved/restored with HomePosition public LLVector3 HomeLookAt = LLVector3.Zero; /// Used for camera and control key state tracking public MainAvatarStatus Status; /// The UUID of your root inventory folder public LLUUID InventoryRootFolderUUID; /// Gets the health of the agent public float Health { get { return health; } } /// Gets the current balance of the agent public int Balance { get { return balance; } } /// Gets the local ID of the prim the avatar is sitting on, /// zero if the avatar is not currently sitting public uint SittingOn { get { return sittingOn; } } internal uint sittingOn = 0; internal string teleportMessage = String.Empty; private SecondLife Client; private TeleportCallback OnBeginTeleport; private TeleportStatus TeleportStat; private Timer TeleportTimer; private bool TeleportTimeout; private uint HeightWidthGenCounter; private float health = 0.0f; private int balance = 0; /// /// Constructor, setup callbacks for packets related to our avatar /// /// public MainAvatar(SecondLife client) { NetworkManager.PacketCallback callback; Client = client; Status = new MainAvatarStatus(Client); // Coarse location callback Client.Network.RegisterCallback(PacketType.CoarseLocationUpdate, new NetworkManager.PacketCallback(CoarseLocationHandler)); // Teleport callbacks callback = new NetworkManager.PacketCallback(TeleportHandler); Client.Network.RegisterCallback(PacketType.TeleportStart, callback); Client.Network.RegisterCallback(PacketType.TeleportProgress, callback); Client.Network.RegisterCallback(PacketType.TeleportFailed, callback); Client.Network.RegisterCallback(PacketType.TeleportFinish, callback); // Instant Message callback Client.Network.RegisterCallback(PacketType.ImprovedInstantMessage, new NetworkManager.PacketCallback(InstantMessageHandler)); // Chat callback Client.Network.RegisterCallback(PacketType.ChatFromSimulator, new NetworkManager.PacketCallback(ChatHandler)); // Script dialog callback Client.Network.RegisterCallback(PacketType.ScriptDialog, new NetworkManager.PacketCallback(ScriptDialogHandler)); // Teleport timeout timer TeleportTimer = new Timer(Client.Settings.TELEPORT_TIMEOUT); TeleportTimer.Elapsed += new ElapsedEventHandler(TeleportTimerEvent); TeleportTimeout = false; // Movement complete callback Client.Network.RegisterCallback(PacketType.AgentMovementComplete, new NetworkManager.PacketCallback(MovementCompleteHandler)); // Health callback Client.Network.RegisterCallback(PacketType.HealthMessage, new NetworkManager.PacketCallback(HealthHandler)); // Money callbacks callback = new NetworkManager.PacketCallback(BalanceHandler); Client.Network.RegisterCallback(PacketType.MoneyBalanceReply, callback); Client.Network.RegisterCallback(PacketType.MoneySummaryReply, callback); Client.Network.RegisterCallback(PacketType.AdjustBalance, callback); // Group callbacks Client.Network.RegisterCallback(PacketType.JoinGroupReply, new NetworkManager.PacketCallback(JoinGroupHandler)); Client.Network.RegisterCallback(PacketType.LeaveGroupReply, new NetworkManager.PacketCallback(LeaveGroupHandler)); Client.Network.RegisterCallback(PacketType.AgentDropGroup, new NetworkManager.PacketCallback(DropGroupHandler)); } /// /// Send an Instant Message /// /// Key of Avatar /// Text Message being sent. public void InstantMessage(LLUUID target, string message) { InstantMessage(FirstName + " " + LastName, LLUUID.Random(), target, message, null, LLUUID.Random()); } /// /// Send an Instant Message, used for dialog responses. /// /// Key of Avatar /// Dialog code to be sent. public void InstantMessage(LLUUID target, InstantMessageDialog dialog) { InstantMessage(FirstName + " " + LastName, LLUUID.Random(), target, String.Empty, null, LLUUID.Random(), dialog); } /// /// Send an Instant Message /// /// Key of Avatar /// Text Message being sent. /// IM Session ID public void InstantMessage(LLUUID target, string message, LLUUID IMSessionID) { InstantMessage(FirstName + " " + LastName, LLUUID.Random(), target, message, null, IMSessionID); } /// /// Send an Instant Message /// /// Client's Avatar /// SessionID of current connection to grid /// Key of Avatar /// Text Message being sent. /// public void InstantMessage(string fromName, LLUUID sessionID, LLUUID target, string message, LLUUID[] conferenceIDs) { InstantMessage(fromName, sessionID, target, message, conferenceIDs, LLUUID.Random()); } /// /// Send an Instant Message /// /// The name this IM will show up as being from /// Session ID of current connection to grid /// Key of Avatar /// Text message being sent /// /// IM session ID (to differentiate between IM windows) public void InstantMessage(string fromName, LLUUID sessionID, LLUUID target, string message, LLUUID[] conferenceIDs, LLUUID IMSessionID) { InstantMessage(fromName, sessionID, target, message, conferenceIDs, IMSessionID, InstantMessageDialog.MessageFromAgent); } /// /// Send an Instant Message /// /// The name this IM will show up as being from /// Session ID of current connection to grid /// Key of Avatar /// Text message being sent /// /// IM session ID (to differentiate between IM windows) public void InstantMessage(string fromName, LLUUID sessionID, LLUUID target, string message, LLUUID[] conferenceIDs, LLUUID IMSessionID, InstantMessageDialog dialog) { ImprovedInstantMessagePacket im = new ImprovedInstantMessagePacket(); im.AgentData.AgentID = this.ID; im.AgentData.SessionID = Client.Network.SessionID; im.MessageBlock.Dialog = (byte)dialog; im.MessageBlock.FromAgentName = Helpers.StringToField(fromName); im.MessageBlock.FromGroup = false; im.MessageBlock.ID = IMSessionID; im.MessageBlock.Message = Helpers.StringToField(message); im.MessageBlock.Offline = 1; im.MessageBlock.ToAgentID = target; if (conferenceIDs != null && conferenceIDs.Length > 0) { im.MessageBlock.BinaryBucket = new byte[16 * conferenceIDs.Length]; for (int i = 0; i < conferenceIDs.Length; ++i) { Array.Copy(conferenceIDs[i].Data, 0, im.MessageBlock.BinaryBucket, i * 16, 16); } } else { im.MessageBlock.BinaryBucket = new byte[0]; } // These fields are mandatory, even if we don't have valid values for them im.MessageBlock.Position = LLVector3.Zero; //TODO: Allow region id to be correctly set by caller or fetched from Client.* im.MessageBlock.RegionID = LLUUID.Zero; // Send the message Client.Network.SendPacket(im); } /// /// Synchronize the local profile and interests information to the server /// public void SetAvatarInformation() { // Basic profile properties AvatarPropertiesUpdatePacket apup = new AvatarPropertiesUpdatePacket(); apup.AgentData.AgentID = this.ID; apup.AgentData.SessionID = Client.Network.SessionID; apup.PropertiesData.AboutText = Helpers.StringToField(this.ProfileProperties.AboutText); apup.PropertiesData.AllowPublish = this.ProfileProperties.AllowPublish; apup.PropertiesData.FLAboutText = Helpers.StringToField(this.ProfileProperties.FirstLifeText); apup.PropertiesData.FLImageID = this.ProfileProperties.FirstLifeImage; apup.PropertiesData.ImageID = this.ProfileProperties.ProfileImage; apup.PropertiesData.MaturePublish = this.ProfileProperties.MaturePublish; apup.PropertiesData.ProfileURL = Helpers.StringToField(this.ProfileProperties.ProfileURL); // Interests AvatarInterestsUpdatePacket aiup = new AvatarInterestsUpdatePacket(); aiup.AgentData.AgentID = this.ID; aiup.AgentData.SessionID = Client.Network.SessionID; aiup.PropertiesData.LanguagesText = Helpers.StringToField(this.ProfileInterests.LanguagesText); aiup.PropertiesData.SkillsMask = this.ProfileInterests.SkillsMask; aiup.PropertiesData.SkillsText = Helpers.StringToField(this.ProfileInterests.SkillsText); aiup.PropertiesData.WantToMask = this.ProfileInterests.WantToMask; aiup.PropertiesData.WantToText = Helpers.StringToField(this.ProfileInterests.WantToText); //Send packets Client.Network.SendPacket(apup); Client.Network.SendPacket(aiup); } /// /// Send a chat message /// /// The Message you're sending out. /// Channel number (0 would be default 'Say' message, other numbers /// denote the equivalent of /# in normal client). /// Chat Type, see above. public void Chat(string message, int channel, ChatType type) { ChatFromViewerPacket chat = new ChatFromViewerPacket(); chat.AgentData.AgentID = this.ID; chat.AgentData.SessionID = Client.Network.SessionID; chat.ChatData.Channel = channel; chat.ChatData.Message = Helpers.StringToField(message); chat.ChatData.Type = (byte)type; Client.Network.SendPacket(chat); } /// /// Set the height and the width of the client window. This is used /// by the server to build a virtual camera frustum for our avatar /// /// New height of the viewer window /// New width of the viewer window public void SetHeightWidth(ushort height, ushort width) { AgentHeightWidthPacket heightwidth = new AgentHeightWidthPacket(); heightwidth.AgentData.AgentID = Client.Network.AgentID; heightwidth.AgentData.SessionID = Client.Network.SessionID; heightwidth.AgentData.CircuitCode = Client.Network.CurrentSim.CircuitCode; heightwidth.HeightWidthBlock.Height = height; heightwidth.HeightWidthBlock.Width = width; heightwidth.HeightWidthBlock.GenCounter = HeightWidthGenCounter++; Client.Network.SendPacket(heightwidth); } /// /// Sends a request to sit on the specified object /// /// LLUUID of the object to sit on /// Sit at offset public void RequestSit(LLUUID targetID, LLVector3 offset) { AgentRequestSitPacket requestSit = new AgentRequestSitPacket(); requestSit.AgentData.AgentID = Client.Network.AgentID; requestSit.AgentData.SessionID = Client.Network.SessionID; requestSit.TargetObject.TargetID = targetID; requestSit.TargetObject.Offset = offset; Client.Network.SendPacket(requestSit); } /// /// Request the list of muted things for this avatar /// public void RequestMuteList() { MuteListRequestPacket mute = new MuteListRequestPacket(); mute.AgentData.AgentID = Client.Network.AgentID; mute.AgentData.SessionID = Client.Network.SessionID; mute.MuteData.MuteCRC = 0; Client.Network.SendPacket(mute); } /// /// Request the current L$ balance /// public void RequestBalance() { MoneyBalanceRequestPacket money = new MoneyBalanceRequestPacket(); money.AgentData.AgentID = Client.Network.AgentID; money.AgentData.SessionID = Client.Network.SessionID; money.MoneyData.TransactionID = LLUUID.Zero; Client.Network.SendPacket(money); } /// /// Set the always running toggle on the server /// /// Whether the avatar should always run or not public void SetAlwaysRun(bool alwaysRun) { SetAlwaysRunPacket run = new SetAlwaysRunPacket(); run.AgentData.AgentID = Client.Network.AgentID; run.AgentData.SessionID = Client.Network.SessionID; run.AgentData.AlwaysRun = alwaysRun; Client.Network.SendPacket(run); } /// /// Follows a call to RequestSit() to actually sit on the object /// public void Sit() { AgentSitPacket sit = new AgentSitPacket(); sit.AgentData.AgentID = Client.Network.AgentID; sit.AgentData.SessionID = Client.Network.SessionID; Client.Network.SendPacket(sit); } /// /// Give Money to destination Avatar /// /// UUID of the Target Avatar /// Amount in L$ /// Reason (optional normally) public void GiveMoney(LLUUID target, int amount, string description) { // 5001 - transaction type for av to av money transfers if (amount > 0) GiveMoney(target, amount, description, 5001); else Client.Log("Attempted to pay zero or negative value " + amount, Helpers.LogLevel.Warning); } /// /// Give Money to destionation Object or Avatar /// /// UUID of the Target Object/Avatar /// Amount in L$ /// Reason (Optional normally) /// The type of transaction. Currently only 5001 is /// documented for Av->Av money transfers. public void GiveMoney(LLUUID target, int amount, string description, int transactiontype) { MoneyTransferRequestPacket money = new MoneyTransferRequestPacket(); money.AgentData.AgentID = this.ID; money.AgentData.SessionID = Client.Network.SessionID; money.MoneyData.Description = Helpers.StringToField(description); money.MoneyData.DestID = target; money.MoneyData.SourceID = this.ID; money.MoneyData.TransactionType = transactiontype; money.MoneyData.AggregatePermInventory = 0; //TODO: whats this? money.MoneyData.AggregatePermNextOwner = 0; //TODO: whats this? money.MoneyData.Flags = 0; //TODO: whats this? money.MoneyData.Amount = amount; Client.Network.SendPacket(money); } /// /// Send an AgentAnimation packet that toggles a single animation on /// /// The animation to start playing public void AnimationStart(LLUUID animation) { Dictionary animations = new Dictionary(); animations[animation] = true; Animate(animations); } /// /// Send an AgentAnimation packet that toggles a single animation off /// /// The animation to stop playing public void AnimationStop(LLUUID animation) { Dictionary animations = new Dictionary(); animations[animation] = false; Animate(animations); } /// /// Send an AgentAnimation packet that will toggle animations on or off /// /// A list of animation UUIDs, and whether to /// turn that animation on or off public void Animate(Dictionary animations) { AgentAnimationPacket animate = new AgentAnimationPacket(); animate.AgentData.AgentID = Client.Network.AgentID; animate.AgentData.SessionID = Client.Network.SessionID; animate.AnimationList = new AgentAnimationPacket.AnimationListBlock[animations.Count]; int i = 0; foreach (KeyValuePair animation in animations) { animate.AnimationList[i] = new AgentAnimationPacket.AnimationListBlock(); animate.AnimationList[i].AnimID = animation.Key; animate.AnimationList[i].StartAnim = animation.Value; i++; } Client.Network.SendPacket(animate); } /// /// Use the autopilot sim function to move the avatar to a new position /// /// The z value is currently not handled properly by the simulator /// Integer value for the global X coordinate to move to /// Integer value for the global Y coordinate to move to /// Floating-point value for the Z coordinate to move to /// AutoPilot(252620, 247078, 20.2674); public void AutoPilot(ulong globalX, ulong globalY, float z) { GenericMessagePacket autopilot = new GenericMessagePacket(); autopilot.AgentData.AgentID = Client.Network.AgentID; autopilot.AgentData.SessionID = Client.Network.SessionID; autopilot.MethodData.Invoice = LLUUID.Zero; autopilot.MethodData.Method = Helpers.StringToField("autopilot"); autopilot.ParamList = new GenericMessagePacket.ParamListBlock[3]; autopilot.ParamList[0] = new GenericMessagePacket.ParamListBlock(); autopilot.ParamList[0].Parameter = Helpers.StringToField(globalX.ToString()); autopilot.ParamList[1] = new GenericMessagePacket.ParamListBlock(); autopilot.ParamList[1].Parameter = Helpers.StringToField(globalY.ToString()); autopilot.ParamList[2] = new GenericMessagePacket.ParamListBlock(); // TODO: Do we need to prevent z coordinates from being sent in 1.4827e-18 notation? autopilot.ParamList[2].Parameter = Helpers.StringToField(z.ToString()); Client.Network.SendPacket(autopilot); } /// /// Use the autopilot sim function to move the avatar to a new position /// /// The z value is currently not handled properly by the simulator /// Integer value for the local X coordinate to move to /// Integer value for the local Y coordinate to move to /// Floating-point value for the Z coordinate to move to /// AutoPilot(252620, 247078, 20.2674); public void AutoPilotLocal(int localX, int localY, float z) { uint x, y; Helpers.LongToUInts(Client.Network.CurrentSim.Region.Handle, out x, out y); AutoPilot((ulong)(x + localX), (ulong)(y + localY), z); } /// /// Start a teleport process /// /// /// Position for Teleport /// Callback ID public void BeginTeleport(ulong regionHandle, LLVector3 position, TeleportCallback tc) { BeginTeleport(regionHandle, position, new LLVector3(position.X + 1.0f, position.Y, position.Z), tc); } /// /// Start a teleport process /// /// /// Position for Teleport /// Target to look at /// Callback ID public void BeginTeleport(ulong regionHandle, LLVector3 position, LLVector3 lookAt, TeleportCallback tc) { OnBeginTeleport = tc; TeleportLocationRequestPacket teleport = new TeleportLocationRequestPacket(); teleport.AgentData.AgentID = Client.Network.AgentID; teleport.AgentData.SessionID = Client.Network.SessionID; teleport.Info.LookAt = lookAt; teleport.Info.Position = position; teleport.Info.RegionHandle = regionHandle; Client.Log("Teleporting to region " + regionHandle.ToString(), Helpers.LogLevel.Info); Client.Network.SendPacket(teleport); } /// /// Start a teleport process /// /// /// Position for Teleport /// public bool Teleport(ulong regionHandle, LLVector3 position) { return Teleport(regionHandle, position, new LLVector3(position.X + 1.0f, position.Y, position.Z)); } /// /// Start a teleport process /// /// /// Position for Teleport /// Target to look at /// public bool Teleport(ulong regionHandle, LLVector3 position, LLVector3 lookAt) { TeleportStat = TeleportStatus.None; TeleportLocationRequestPacket teleport = new TeleportLocationRequestPacket(); teleport.AgentData.AgentID = Client.Network.AgentID; teleport.AgentData.SessionID = Client.Network.SessionID; teleport.Info.LookAt = lookAt; teleport.Info.Position = position; teleport.Info.RegionHandle = regionHandle; Client.Log("Teleporting to region " + regionHandle.ToString(), Helpers.LogLevel.Info); // Start the timeout check TeleportTimeout = false; TeleportTimer.Start(); Client.Network.SendPacket(teleport); // FIXME: Use a ManualResetEvent, Client.Tick() is bad while (TeleportStat != TeleportStatus.Failed && TeleportStat != TeleportStatus.Finished && !TeleportTimeout) { Client.Tick(); } TeleportTimer.Stop(); if (TeleportTimeout) { teleportMessage = "Teleport timed out."; TeleportStat = TeleportStatus.Failed; if (OnTeleport != null) { OnTeleport(Client.Network.CurrentSim, teleportMessage, TeleportStat); } } else { if (OnTeleport != null) { OnTeleport(Client.Network.CurrentSim, teleportMessage, TeleportStat); } } return (TeleportStat == TeleportStatus.Finished); } /// /// Generic Teleport Function /// /// Region name /// Position for Teleport /// public bool Teleport(string simName, LLVector3 position) { //position.Z = 0; //why was this here? return Teleport(simName, position, new LLVector3(0, 1.0F, 0)); } /// /// Teleport Function /// /// Region name /// Position for Teleport /// Target to look at /// public bool Teleport(string simName, LLVector3 position, LLVector3 lookAt) { int attempts = 0; TeleportStat = TeleportStatus.None; simName = simName.ToLower(); GridRegion region = Client.Grid.GetGridRegion(simName); if (region != null) { return Teleport(region.RegionHandle, position, lookAt); } else { while (attempts++ < 5) { region = Client.Grid.GetGridRegion(simName); if (region != null) { return Teleport(region.RegionHandle, position, lookAt); } else { // Request the region info again Client.Grid.AddSim(simName); System.Threading.Thread.Sleep(1000); } } } if (OnTeleport != null) { teleportMessage = "Unable to resolve name: " + simName; TeleportStat = TeleportStatus.Failed; OnTeleport(Client.Network.CurrentSim, teleportMessage, TeleportStat); } return false; } /// /// Respond to a teleport lure by either accepting it and initiating /// the teleport, or denying it /// /// UUID of the avatar requesting the teleport /// Accept the teleport request or deny it public void TeleportLureRespond(LLUUID requesterID, bool accept) { InstantMessage(requesterID, accept ? InstantMessageDialog.AcceptTeleport : InstantMessageDialog.DenyTeleport); if (accept) { TeleportLureRequestPacket lure = new TeleportLureRequestPacket(); lure.Info.AgentID = Client.Network.AgentID; lure.Info.SessionID = Client.Network.SessionID; lure.Info.LureID = Client.Network.AgentID; lure.Info.TeleportFlags = 4; // TODO: What does this mean? Client.Network.SendPacket(lure); } } /// /// Grabs an object /// /// Local ID of Object to grab public void Grab(uint objectLocalID) { ObjectGrabPacket grab = new ObjectGrabPacket(); grab.AgentData.AgentID = Client.Network.AgentID; grab.AgentData.SessionID = Client.Network.SessionID; grab.ObjectData.LocalID = objectLocalID; grab.ObjectData.GrabOffset = new LLVector3(0, 0, 0); Client.Network.SendPacket(grab); } /// /// Drags on an object /// /// Strangely, LLUID instead of local ID /// Drag target in region coordinates public void GrabUpdate(LLUUID objectID, LLVector3 grabPosition) { ObjectGrabUpdatePacket grab = new ObjectGrabUpdatePacket(); grab.AgentData.AgentID = Client.Network.AgentID; grab.AgentData.SessionID = Client.Network.SessionID; grab.ObjectData.ObjectID = objectID; grab.ObjectData.GrabOffsetInitial = new LLVector3(0, 0, 0); grab.ObjectData.GrabPosition = grabPosition; grab.ObjectData.TimeSinceLast = 0; Client.Network.SendPacket(grab); } /// /// Releases a grabbed object /// public void DeGrab(uint objectLocalID) { ObjectDeGrabPacket degrab = new ObjectDeGrabPacket(); degrab.AgentData.AgentID = Client.Network.AgentID; degrab.AgentData.SessionID = Client.Network.SessionID; degrab.ObjectData.LocalID = objectLocalID; Client.Network.SendPacket(degrab); } /// /// Touches an object /// public void Touch(uint objectLocalID) { Client.Self.Grab(objectLocalID); Client.Self.DeGrab(objectLocalID); } /// /// Request to join a group. If there is an enrollment fee it will /// automatically be deducted from your balance /// /// The group to attempt to join public void RequestJoinGroup(LLUUID groupID) { JoinGroupRequestPacket join = new JoinGroupRequestPacket(); join.AgentData.AgentID = Client.Network.AgentID; join.AgentData.SessionID = Client.Network.SessionID; join.GroupData.GroupID = groupID; Client.Network.SendPacket(join); } /// /// Request to leave a group /// /// The group to attempt to leave public void RequestLeaveGroup(LLUUID groupID) { LeaveGroupRequestPacket leave = new LeaveGroupRequestPacket(); leave.AgentData.AgentID = Client.Network.AgentID; leave.AgentData.SessionID = Client.Network.SessionID; leave.GroupData.GroupID = groupID; Client.Network.SendPacket(leave); } /// /// Set our current active group /// /// The group we are a member of that we want to /// activate public void ActivateGroup(LLUUID groupID) { ActivateGroupPacket activate = new ActivateGroupPacket(); activate.AgentData.AgentID = Client.Network.AgentID; activate.AgentData.SessionID = Client.Network.SessionID; activate.AgentData.GroupID = groupID; Client.Network.SendPacket(activate); } /// /// Move an agent in to a simulator. This packet is the last packet /// needed to complete the transition in to a new simulator /// /// public void CompleteAgentMovement(Simulator simulator) { CompleteAgentMovementPacket move = new CompleteAgentMovementPacket(); move.AgentData.AgentID = Client.Network.AgentID; move.AgentData.SessionID = Client.Network.SessionID; move.AgentData.CircuitCode = simulator.CircuitCode; Client.Network.SendPacket(move, simulator); } /// /// Sends camera and action updates to the server including the /// position and orientation of our camera, and a ControlFlags field /// specifying our current movement actions /// /// Whether to ensure this packet makes it to the server public void UpdateCamera(Avatar.AgentUpdateFlags controlFlags, LLVector3 position, LLVector3 forwardAxis, LLVector3 leftAxis, LLVector3 upAxis, LLQuaternion bodyRotation, LLQuaternion headRotation, float farClip, bool reliable) { AgentUpdatePacket update = new AgentUpdatePacket(); update.AgentData.AgentID = Client.Network.AgentID; update.AgentData.SessionID = Client.Network.SessionID; update.AgentData.State = 0; update.AgentData.BodyRotation = bodyRotation; update.AgentData.HeadRotation = headRotation; update.AgentData.CameraCenter = position; update.AgentData.CameraAtAxis = forwardAxis; update.AgentData.CameraLeftAxis = leftAxis; update.AgentData.CameraUpAxis = upAxis; update.AgentData.Far = farClip; update.AgentData.ControlFlags = (uint)controlFlags; update.AgentData.Flags = 0; update.Header.Reliable = reliable; Client.Network.SendPacket(update); } /// /// [UNUSED - for now] /// /// /// private void CoarseLocationHandler(Packet packet, Simulator simulator) { if (packet.Type == PacketType.CoarseLocationUpdate) { CoarseLocationUpdatePacket p = (CoarseLocationUpdatePacket) packet; if (p.Index.You < 0 || p.Index.You >= p.Location.Length) return; /* 1.5 and 6 represent a 50% fudge factor (hysteresis) -- bushing */ if (Math.Abs(Position.X-p.Location[p.Index.You].X) > 1.5) Position.X=p.Location[p.Index.You].X; if (Math.Abs(Position.Y-p.Location[p.Index.You].Y) > 1.5) Position.Y=p.Location[p.Index.You].Y; if (Math.Abs(Position.Z-(p.Location[p.Index.You].Z*4)) > 6) Position.Z=p.Location[p.Index.You].Z*4; } } /// /// Take an incoming ImprovedInstantMessage packet, auto-parse, and if /// OnInstantMessage is defined call that with the appropriate arguments. /// /// Incoming ImprovedInstantMessagePacket /// Unused private void InstantMessageHandler(Packet packet, Simulator simulator) { if (packet.Type == PacketType.ImprovedInstantMessage) { ImprovedInstantMessagePacket im = (ImprovedInstantMessagePacket)packet; if (OnInstantMessage != null) { OnInstantMessage( im.AgentData.AgentID , Helpers.FieldToString(im.MessageBlock.FromAgentName), im.MessageBlock.ToAgentID , im.MessageBlock.ParentEstateID , im.MessageBlock.RegionID , im.MessageBlock.Position , im.MessageBlock.Dialog , im.MessageBlock.FromGroup , im.MessageBlock.ID , new DateTime(im.MessageBlock.Timestamp) , Helpers.FieldToString(im.MessageBlock.Message) , im.MessageBlock.Offline , im.MessageBlock.BinaryBucket ); } } } /// /// Take an incoming Chat packet, auto-parse, and if OnChat is defined call /// that with the appropriate arguments. /// /// Incoming ChatFromSimulatorPacket /// Unused private void ChatHandler(Packet packet, Simulator simulator) { if (OnChat != null) { ChatFromSimulatorPacket chat = (ChatFromSimulatorPacket)packet; OnChat(Helpers.FieldToFilteredString(chat.ChatData.Message, new char()) , chat.ChatData.Audible , chat.ChatData.ChatType , chat.ChatData.SourceType , Helpers.FieldToString(chat.ChatData.FromName) , chat.ChatData.SourceID , chat.ChatData.OwnerID , chat.ChatData.Position ); } } /// /// Used for parsing llDialog's /// /// Incoming ScriptDialog packet /// Unused private void ScriptDialogHandler(Packet packet, Simulator simulator) { if (OnScriptDialog != null) { ScriptDialogPacket dialog = (ScriptDialogPacket)packet; List buttons = new List(); foreach (ScriptDialogPacket.ButtonsBlock button in dialog.Buttons) { buttons.Add(Helpers.FieldToString(button.ButtonLabel)); } OnScriptDialog(Helpers.FieldToString(dialog.Data.Message), Helpers.FieldToString(dialog.Data.ObjectName), dialog.Data.ImageID, dialog.Data.ObjectID, Helpers.FieldToString(dialog.Data.FirstName), Helpers.FieldToString(dialog.Data.LastName), dialog.Data.ChatChannel, buttons); } } /// /// Update client's Position and LookAt from incoming packet /// /// Incoming AgentMovementCompletePacket /// Unused private void MovementCompleteHandler(Packet packet, Simulator simulator) { AgentMovementCompletePacket movement = (AgentMovementCompletePacket)packet; this.Position = movement.Data.Position; this.LookAt = movement.Data.LookAt; } /// /// Update Client Avatar's health via incoming packet /// /// Incoming HealthMessagePacket /// Unused private void HealthHandler(Packet packet, Simulator simulator) { health = ((HealthMessagePacket)packet).HealthData.Health; } private void JoinGroupHandler(Packet packet, Simulator simulator) { if (OnJoinGroup != null) { JoinGroupReplyPacket reply = (JoinGroupReplyPacket)packet; OnJoinGroup(reply.GroupData.GroupID, reply.GroupData.Success); } } private void LeaveGroupHandler(Packet packet, Simulator simulator) { if (OnLeaveGroup != null) { LeaveGroupReplyPacket reply = (LeaveGroupReplyPacket)packet; OnLeaveGroup(reply.GroupData.GroupID, reply.GroupData.Success); } } private void DropGroupHandler(Packet packet, Simulator simulator) { if (OnGroupDropped != null) { OnGroupDropped(((AgentDropGroupPacket)packet).AgentData.GroupID); } } /// /// Update Client Avatar's L$ balance from incoming packet /// /// Incoming MoneyBalanceReplyPacket /// Unused private void BalanceHandler(Packet packet, Simulator simulator) { if (packet.Type == PacketType.MoneyBalanceReply) { balance = ((MoneyBalanceReplyPacket)packet).MoneyData.MoneyBalance; } else if (packet.Type == PacketType.MoneySummaryReply) { balance = ((MoneySummaryReplyPacket)packet).MoneyData.Balance; } else if (packet.Type == PacketType.AdjustBalance) { balance += ((AdjustBalancePacket)packet).AgentData.Delta; } if (OnBalanceUpdated != null) { OnBalanceUpdated(balance); } } /// /// Handler for teleport Requests /// /// Incoming TeleportHandler packet /// Simulator sending teleport information private void TeleportHandler(Packet packet, Simulator simulator) { if (packet.Type == PacketType.TeleportStart) { Client.DebugLog("TeleportStart received from " + simulator.ToString()); teleportMessage = "Teleport started"; TeleportStat = TeleportStatus.Start; if (OnBeginTeleport != null) { OnBeginTeleport(Client.Network.CurrentSim, teleportMessage, TeleportStat); } } else if (packet.Type == PacketType.TeleportProgress) { Client.DebugLog("TeleportProgress received from " + simulator.ToString()); teleportMessage = Helpers.FieldToString(((TeleportProgressPacket)packet).Info.Message); TeleportStat = TeleportStatus.Progress; if (OnBeginTeleport != null) { OnBeginTeleport(Client.Network.CurrentSim, teleportMessage, TeleportStat); } } else if (packet.Type == PacketType.TeleportFailed) { Client.DebugLog("TeleportFailed received from " + simulator.ToString()); teleportMessage = Helpers.FieldToString(((TeleportFailedPacket)packet).Info.Reason); TeleportStat = TeleportStatus.Failed; if (OnBeginTeleport != null) { OnBeginTeleport(Client.Network.CurrentSim, teleportMessage, TeleportStat); } OnBeginTeleport = null; } else if (packet.Type == PacketType.TeleportFinish) { Client.DebugLog("TeleportFinish received from " + simulator.ToString()); TeleportFinishPacket finish = (TeleportFinishPacket)packet; Simulator previousSim = Client.Network.CurrentSim; // Connect to the new sim Simulator sim = Client.Network.Connect(new IPAddress((long)finish.Info.SimIP), finish.Info.SimPort, simulator.CircuitCode, true); if (sim != null) { teleportMessage = "Teleport finished"; TeleportStat = TeleportStatus.Finished; // Move the avatar in to the new sim CompleteAgentMovementPacket move = new CompleteAgentMovementPacket(); move.AgentData.AgentID = Client.Network.AgentID; move.AgentData.SessionID = Client.Network.SessionID; move.AgentData.CircuitCode = simulator.CircuitCode; Client.Network.SendPacket(move, sim); // Disconnect from the previous sim Client.Network.DisconnectSim(previousSim); Client.Log("Moved to new sim " + sim.ToString(), Helpers.LogLevel.Info); if (OnBeginTeleport != null) { OnBeginTeleport(sim, teleportMessage, TeleportStat); } else { // Sleep a little while so we can collect parcel information // NOTE: This doesn't belong in libsecondlife // System.Threading.Thread.Sleep(1000); } } else { teleportMessage = "Failed to connect to the new sim after a teleport"; TeleportStat = TeleportStatus.Failed; // FIXME: Set the previous CurrentSim to the current simulator again Client.Log(teleportMessage, Helpers.LogLevel.Warning); if (OnBeginTeleport != null) { OnBeginTeleport(Client.Network.CurrentSim, teleportMessage, TeleportStat); } } OnBeginTeleport = null; } } /// /// Teleport Timer Event Handler. Used for enforcing timeouts. /// /// /// private void TeleportTimerEvent(object source, System.Timers.ElapsedEventArgs ea) { TeleportTimeout = true; } } }