/* * 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; using libsecondlife.Packets; namespace name2key { class name2key { static bool waiting = true; public static void QueryHandler(Packet packet, Simulator simulator) { DirPeopleReplyPacket reply = (DirPeopleReplyPacket)packet; if (reply.QueryReplies.Length < 1) { Console.WriteLine("ERROR: Got an empty reply"); } else { if (reply.QueryReplies.Length > 1) { Console.WriteLine("ERROR: Ambiguous name. Returning first match"); } Console.WriteLine("UUID: " + reply.QueryReplies[0].AgentID.ToString()); } waiting = false; } /// /// The main entry point for the application. /// [STAThread] static void Main(string[] args) { SecondLife client; if (args.Length < 5) { Console.WriteLine("Usage: name2key [loginfirstname] [loginlastname] [password] [firstname] [lastname]"); return; } client = new SecondLife(); // Setup the callback // FIXME: Rewrite this code as soon as people searching is added to DirectoryManager client.Network.RegisterCallback(PacketType.DirPeopleReply, new NetworkManager.PacketCallback(QueryHandler)); if (!client.Network.Login(args[0], args[1], args[2], "name2key", "jhurliman@wsu.edu")) { // Login failed Console.WriteLine("ERROR: " + client.Network.LoginError); return; } // Send the Query DirFindQueryPacket find = new DirFindQueryPacket(); find.AgentData.AgentID = client.Network.AgentID; find.AgentData.SessionID = client.Network.SessionID; find.QueryData.QueryFlags = 1; find.QueryData.QueryText = Helpers.StringToField(args[3] + " " + args[4]); find.QueryData.QueryID = new LLUUID("00000000000000000000000000000001"); find.QueryData.QueryStart = 0; client.Network.SendPacket((Packet)find); while (waiting) { // FIXME: Sleeping while loops are a poor example, this is supposed to be // model code. Replace this with a ManualResetEvent System.Threading.Thread.Sleep(500); } client.Network.Logout(); } } }