/*
* 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;
using libsecondlife.InventorySystem;
namespace libsecondlife
{
///
/// 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
{
///
/// Callback used for client apps to receive log messages from
/// libsecondlife
///
///
///
public delegate void LogCallback(string message, Helpers.LogLevel level);
/// 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;
/// Asset Subsystem
public AssetManager Assets;
/// Inventory Subsystem
public InventoryManager Inventory;
/// Image Subsystem
public ImageManager Images;
/// Directory searches including classifieds, people, land
/// sales, etc
public DirectoryManager Directory;
/// Handles land, wind, and cloud heightmaps
public TerrainManager Terrain;
/// Throttling total bandwidth usage, or allocating bandwidth
/// for specific data stream types
public AgentThrottle Throttle;
/// Settings class including constant values and changeable
/// parameters for everything
public Settings Settings;
/// Triggered whenever a message is logged.
/// If this is left null, log messages will go to
/// the console
public event LogCallback OnLogMessage;
///
/// Default constructor
///
public SecondLife()
{
// These are order-dependant
Network = new NetworkManager(this);
Settings = new Settings(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);
Assets = new AssetManager(this);
Images = new ImageManager(this);
Inventory = new InventoryManager(this);
Directory = new DirectoryManager(this);
Terrain = new TerrainManager(this);
Throttle = new AgentThrottle(this);
}
///
/// Return the full name of this instance
///
/// Client avatars full name
public override string ToString()
{
return Self.FirstName + " " + Self.LastName;
}
///
/// 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 && !Settings.DEBUG) return;
if (OnLogMessage != null)
{
try { OnLogMessage(message, level); }
catch (Exception e) { Console.WriteLine(e.ToString()); }
}
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 (Settings.DEBUG)
{
if (OnLogMessage != null)
{
try { OnLogMessage(message, Helpers.LogLevel.Debug); }
catch (Exception e) { Console.WriteLine(e.ToString()); }
}
else
{
Console.WriteLine("DEBUG: " + message);
}
}
}
}
}