+ Inventory, Asset and Image managers are now directly apart of the SecondLife class + Root Inventory folder has been added to MainAvatar and is set upon login + Inventory is no longer downloaded all at once, you have to request the download of individual folders + Folder downloading is available Asynchronously, and returns a object that has a ManualResetEvent that you can use to optionally block with + The code for AssetManager has been reworked some in prep for allowing Wearables to be Saved/Loaded to/from disk, and for creating new wearables. git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@742 52acb1d6-8a22-11de-b505-999d5b087335
164 lines
5.9 KiB
C#
164 lines
5.9 KiB
C#
/*
|
|
* 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
|
|
{
|
|
/// <summary>
|
|
/// Callback used for client apps to receive log messages from
|
|
/// libsecondlife
|
|
/// </summary>
|
|
/// <param name="message"></param>
|
|
/// <param name="level"></param>
|
|
public delegate void LogCallback(string message, Helpers.LogLevel level);
|
|
|
|
/// <summary>
|
|
/// Main class to expose Second Life functionality to clients. All of the
|
|
/// classes needed for sending and receiving data are accessible through
|
|
/// this class.
|
|
/// </summary>
|
|
public class SecondLife
|
|
{
|
|
/// <summary>Networking Subsystem</summary>
|
|
public NetworkManager Network;
|
|
/// <summary>Parcel (subdivided simulator lots) Subsystem</summary>
|
|
public ParcelManager Parcels;
|
|
/// <summary>'Client's Avatar' Subsystem</summary>
|
|
public MainAvatar Self;
|
|
/// <summary>Other Avatars Subsystem</summary>
|
|
public AvatarManager Avatars;
|
|
/// <summary>Grid (aka simulator group) Subsystem</summary>
|
|
public GridManager Grid;
|
|
/// <summary>Object Subsystem</summary>
|
|
public ObjectManager Objects;
|
|
/// <summary>Group Subsystem</summary>
|
|
public GroupManager Groups;
|
|
|
|
/// <summary>Asset Subsystem</summary>
|
|
public AssetManager Assets;
|
|
/// <summary>Inventory Subsystem</summary>
|
|
public InventoryManager Inventory;
|
|
/// <summary>Image Subsystem</summary>
|
|
public ImageManager Images;
|
|
|
|
/// <summary>Throttling Subsystem</summary>
|
|
public AgentThrottle Throttle;
|
|
/// <summary>Settings Subsystem</summary>
|
|
public Settings Settings;
|
|
|
|
/// <summary>Triggered whenever a message is logged.
|
|
/// If this is left null, log messages will go to
|
|
/// the console</summary>
|
|
public event LogCallback OnLogMessage;
|
|
/// <summary>Whether to log debug messages</summary>
|
|
public bool Debug = true;
|
|
|
|
/// <summary>
|
|
/// Default constructor
|
|
/// </summary>
|
|
public SecondLife()
|
|
{
|
|
Network = new NetworkManager(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);
|
|
|
|
Throttle = new AgentThrottle(this);
|
|
Settings = new Settings(this);
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <returns>Client avatar's full name</returns>
|
|
public override string ToString()
|
|
{
|
|
return Self.FirstName + " " + Self.LastName;
|
|
}
|
|
|
|
/// <summary>
|
|
/// A simple sleep function that will allow pending threads to run
|
|
/// </summary>
|
|
public void Tick()
|
|
{
|
|
System.Threading.Thread.Sleep(0);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Send a log message to the debugging output system
|
|
/// </summary>
|
|
/// <param name="message">The log message</param>
|
|
/// <param name="level">The severity of the log entry</param>
|
|
public void Log(string message, Helpers.LogLevel level)
|
|
{
|
|
if (level == Helpers.LogLevel.Debug && !Debug) return;
|
|
|
|
if (OnLogMessage != null)
|
|
{
|
|
OnLogMessage(message, level);
|
|
}
|
|
else
|
|
{
|
|
Console.WriteLine(level.ToString().ToUpper() + ": " + message);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 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
|
|
/// </summary>
|
|
/// <param name="message">The debug message</param>
|
|
[System.Diagnostics.Conditional("DEBUG")]
|
|
public void DebugLog(string message)
|
|
{
|
|
if (Debug)
|
|
{
|
|
if (OnLogMessage != null)
|
|
{
|
|
OnLogMessage(message, Helpers.LogLevel.Debug);
|
|
}
|
|
else
|
|
{
|
|
Console.WriteLine("DEBUG: " + message);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|