Files
libremetaverse/libsecondlife-cs/ObjectManager.cs
2007-01-11 20:44:16 +00:00

1492 lines
65 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 System.Xml.Serialization;
using System.Text;
using libsecondlife.Packets;
namespace libsecondlife
{
/// <summary>
/// Contains all of the variables sent in an object update packet for a
/// prim object. Used to track position and movement of prims.
/// </summary>
public struct PrimUpdate
{
/// <summary></summary>
public uint LocalID;
/// <summary></summary>
public byte State;
/// <summary></summary>
public LLVector3 Position;
/// <summary></summary>
public LLVector3 Velocity;
/// <summary></summary>
public LLVector3 Acceleration;
/// <summary></summary>
public LLQuaternion Rotation;
/// <summary></summary>
public LLVector3 RotationVelocity;
/// <summary></summary>
public TextureEntry Textures;
}
/// <summary>
/// Contains all of the variables sent in an object update packet for an
/// avatar. Used to track position and movement of avatars.
/// </summary>
public struct AvatarUpdate
{
/// <summary></summary>
public uint LocalID;
/// <summary></summary>
public byte State;
/// <summary></summary>
public LLVector4 CollisionPlane;
/// <summary></summary>
public LLVector3 Position;
/// <summary></summary>
public LLVector3 Velocity;
/// <summary></summary>
public LLVector3 Acceleration;
/// <summary></summary>
public LLQuaternion Rotation;
/// <summary></summary>
public LLVector3 RotationVelocity;
/// <summary></summary>
public TextureEntry Textures;
}
/// <summary>
/// Handles all network traffic related to prims and avatar positions and
/// movement.
/// </summary>
public class ObjectManager
{
/// <summary>
///
/// </summary>
/// <param name="simulator"></param>
/// <param name="prim"></param>
/// <param name="regionHandle"></param>
/// <param name="timeDilation"></param>
public delegate void NewPrimCallback(Simulator simulator, PrimObject prim, ulong regionHandle,
ushort timeDilation);
/// <summary>
///
/// </summary>
/// <param name="simulator"></param>
/// <param name="prim"></param>
/// <param name="regionHandle"></param>
/// <param name="timeDilation"></param>
public delegate void NewAttachmentCallback(Simulator simulator, PrimObject prim, ulong regionHandle,
ushort timeDilation);
/// <summary>
///
/// </summary>
/// <param name="simulator"></param>
/// <param name="properties"></param>
public delegate void ObjectPropertiesFamilyCallback(Simulator simulator, ObjectProperties properties);
/// <summary>
///
/// </summary>
/// <param name="simulator"></param>
/// <param name="avatar"></param>
/// <param name="regionHandle"></param>
/// <param name="timeDilation"></param>
public delegate void NewAvatarCallback(Simulator simulator, Avatar avatar, ulong regionHandle,
ushort timeDilation);
/// <summary>
///
/// </summary>
/// <param name="simulator"></param>
/// <param name="prim"></param>
/// <param name="regionHandle"></param>
/// <param name="timeDilation"></param>
public delegate void NewFoliageCallback(Simulator simulator, PrimObject foliage, ulong regionHandle,
ushort timeDilation);
/// <summary>
///
/// </summary>
/// <param name="simulator"></param>
/// <param name="prim"></param>
/// <param name="regionHandle"></param>
/// <param name="timeDilation"></param>
public delegate void PrimMovedCallback(Simulator simulator, PrimUpdate prim, ulong regionHandle,
ushort timeDilation);
/// <summary>
///
/// </summary>
/// <param name="simulator"></param>
/// <param name="avatar"></param>
/// <param name="regionHandle"></param>
/// <param name="timeDilation"></param>
public delegate void AvatarMovedCallback(Simulator simulator, AvatarUpdate avatar, ulong regionHandle,
ushort timeDilation);
/// <summary>
///
/// </summary>
/// <param name="simulator"></param>
/// <param name="objectID"></param>
public delegate void KillObjectCallback(Simulator simulator, uint objectID);
/// <summary>
/// Called whenever the client avatar sits down or stands up
/// </summary>
/// <param name="simulator">Simulator the packet was received from</param>
/// <param name="sittingOn">The local ID of the object that is being sat
/// on. If this is zero the avatar is not sitting on an object</param>
public delegate void AvatarSitChanged(Simulator simulator, uint sittingOn);
/// <summary>
///
/// </summary>
public enum PCode
{
/// <summary></summary>
Prim = 9,
/// <summary></summary>
Avatar = 47,
/// <summary></summary>
Grass = 95,
/// <summary></summary>
NewTree = 111,
/// <summary></summary>
ParticleSystem = 143,
/// <summary></summary>
Tree = 255
}
/// <summary>
///
/// </summary>
public enum AttachmentPoint
{
/// <summary></summary>
Default = 0,
/// <summary></summary>
Chest = 1,
/// <summary></summary>
Skull,
/// <summary></summary>
LeftShoulder,
/// <summary></summary>
RightShoulder,
/// <summary></summary>
LeftHand,
/// <summary></summary>
RightHand,
/// <summary></summary>
LeftFoot,
/// <summary></summary>
RightFoot,
/// <summary></summary>
Spine,
/// <summary></summary>
Pelvis,
/// <summary></summary>
Mouth,
/// <summary></summary>
Chin,
/// <summary></summary>
LeftEar,
/// <summary></summary>
RightEar,
/// <summary></summary>
LeftEyeball,
/// <summary></summary>
RightEyeball,
/// <summary></summary>
Nose,
/// <summary></summary>
RightUpperArm,
/// <summary></summary>
RightForearm,
/// <summary></summary>
LeftUpperArm,
/// <summary></summary>
LeftForearm,
/// <summary></summary>
RightHip,
/// <summary></summary>
RightUpperLeg,
/// <summary></summary>
RightLowerLeg,
/// <summary></summary>
LeftHip,
/// <summary></summary>
LeftUpperLeg,
/// <summary></summary>
LeftLowerLeg,
/// <summary></summary>
Stomach,
/// <summary></summary>
LeftPec,
/// <summary></summary>
RightPec
}
/// <summary>
/// Bitflag field for ObjectUpdateCompressed data blocks, describing
/// which options are present for each object
/// </summary>
[Flags]
public enum CompressedFlags
{
/// <summary>Hasn't been spotted in the wild yet</summary>
Unknown1 = 0x01,
/// <summary>This may be incorrect</summary>
Tree = 0x02,
/// <summary>Whether the object has floating text ala llSetText</summary>
HasText = 0x04,
/// <summary>Whether the object has an active particle system</summary>
HasParticles = 0x08,
/// <summary>Whether the object has sound attached to it</summary>
HasSound = 0x10,
/// <summary>Whether the object is attached to a root object or not</summary>
HasParent = 0x20,
/// <summary>Semi-common flag, currently unknown</summary>
Unknown2 = 0x40,
/// <summary>Whether the object has an angular velocity</summary>
HasAngularVelocity = 0x80,
/// <summary>Whether the object is an attachment or not</summary>
Attachment = 0x100
}
/// <summary>
///
/// </summary>
public enum Tree
{
/// <summary></summary>
Pine1 = 0,
/// <summary></summary>
Oak,
/// <summary></summary>
TropicalBush1,
/// <summary></summary>
Palm1,
/// <summary></summary>
Dogwood,
/// <summary></summary>
TropicalBush2,
/// <summary></summary>
Palm2,
/// <summary></summary>
Cypress1,
/// <summary></summary>
Cypress2,
/// <summary></summary>
Pine2,
/// <summary></summary>
Plumeria,
/// <summary></summary>
WinterPine1,
/// <summary></summary>
WinterAspen,
/// <summary></summary>
WinterPine2,
/// <summary></summary>
Eucalyptus,
/// <summary></summary>
Fern,
/// <summary></summary>
Eelgrass,
/// <summary></summary>
SeaSword,
/// <summary></summary>
Kelp1,
/// <summary></summary>
BeachGrass1,
/// <summary></summary>
Kelp2
}
/// <summary>
///
/// </summary>
public enum Grass
{
/// <summary></summary>
Grass0 = 0,
/// <summary></summary>
Grass1,
/// <summary></summary>
Grass2,
/// <summary></summary>
Grass3,
/// <summary></summary>
Grass4,
/// <summary></summary>
undergrowth_1
}
/// <summary>
/// This event will be raised for every ObjectUpdate block that
/// contains a prim that isn't attached to an avatar.
/// </summary>
/// <remarks>Depending on the circumstances a client could
/// receive two or more of these events for the same object, if you
/// or the object left the current sim and returned for example. Client
/// applications are responsible for tracking and storing objects.
/// </remarks>
public event NewPrimCallback OnNewPrim;
/// <summary>
/// This event will be raised for every ObjectUpdate block that
/// contains an avatar attachment.
/// </summary>
/// <remarks>Depending on the circumstances a client could
/// receive two or more of these events for the same object, if you
/// or the object left the current sim and returned for example. Client
/// applications are responsible for tracking and storing objects.
/// </remarks>
public event NewAttachmentCallback OnNewAttachment;
/// <summary>
/// This event will be raised for every ObjectUpdate block that
/// contains a new avatar.
/// </summary>
/// <remarks>Depending on the circumstances a client
/// could receive two or more of these events for the same avatar, if
/// you or the other avatar left the current sim and returned for
/// example. Client applications are responsible for tracking and
/// storing objects.
/// </remarks>
public event NewAvatarCallback OnNewAvatar;
/// <summary>
/// This event will be raised for every ObjectUpdate block that
/// contains a new tree or grass patch.
/// </summary>
/// <remarks>Depending on the circumstances a client could
/// receive two or more of these events for the same object, if you
/// or the object left the current sim and returned for example. Client
/// applications are responsible for tracking and storing objects.
/// </remarks>
public event NewFoliageCallback OnNewFoliage;
/// <summary>
/// This event will be raised when a prim movement packet is received,
/// containing the updated position, rotation, and movement-related
/// vectors.
/// </summary>
public event PrimMovedCallback OnPrimMoved;
/// <summary>
/// This event will be raised when an avatar movement packet is
/// received, containing the updated position, rotation, and
/// movement-related vectors.
/// </summary>
public event AvatarMovedCallback OnAvatarMoved;
/// <summary>
/// This event will be raised when the main avatar sits on an
/// object or stands up, with a local ID of the current seat or
/// zero.
/// </summary>
public event AvatarSitChanged OnAvatarSitChanged;
/// <summary>
/// This event will be raised when an object is removed from a
/// simulator.
/// </summary>
public event KillObjectCallback OnObjectKilled;
/// <summary>
/// Thie event will be raised when an object's properties are recieved
/// from the simulator
/// </summary>
public event ObjectPropertiesFamilyCallback OnObjectProperties;
/// <summary>
/// If true, when a cached object check is received from the server
/// the full object info will automatically be requested.
/// </summary>
///
public bool RequestAllObjects = false;
private SecondLife Client;
/// <summary>
/// Instantiates a new ObjectManager class. This class should only be accessed
/// through SecondLife.Objects, client applications should never create their own
/// </summary>
/// <param name="client">A reference to the client</param>
public ObjectManager(SecondLife client)
{
Client = client;
Client.Network.RegisterCallback(PacketType.ObjectUpdate, new NetworkManager.PacketCallback(UpdateHandler));
Client.Network.RegisterCallback(PacketType.ImprovedTerseObjectUpdate, new NetworkManager.PacketCallback(TerseUpdateHandler));
Client.Network.RegisterCallback(PacketType.ObjectUpdateCompressed, new NetworkManager.PacketCallback(CompressedUpdateHandler));
Client.Network.RegisterCallback(PacketType.ObjectUpdateCached, new NetworkManager.PacketCallback(CachedUpdateHandler));
Client.Network.RegisterCallback(PacketType.KillObject, new NetworkManager.PacketCallback(KillObjectHandler));
Client.Network.RegisterCallback(PacketType.ObjectPropertiesFamily, new NetworkManager.PacketCallback(ObjectPropertiesFamilyHandler));
}
/// <summary>
/// Request object information from the sim, primarily used for stale
/// or missing cache entries
/// </summary>
/// <param name="simulator">The simulator containing the object you're
/// looking for</param>
/// <param name="localID">The local ID of the object</param>
public void RequestObject(Simulator simulator, uint localID)
{
RequestMultipleObjectsPacket request = new RequestMultipleObjectsPacket();
request.AgentData.AgentID = Client.Network.AgentID;
request.AgentData.SessionID = Client.Network.SessionID;
request.ObjectData = new RequestMultipleObjectsPacket.ObjectDataBlock[1];
request.ObjectData[0] = new RequestMultipleObjectsPacket.ObjectDataBlock();
request.ObjectData[0].ID = localID;
request.ObjectData[0].CacheMissType = 0;
Client.Network.SendPacket(request, simulator);
}
/// <summary>
/// Request object information for multiple objects all contained in
/// the same sim, primarily used for stale or missing cache entries
/// </summary>
/// <param name="simulator">The simulator containing the object you're
/// looking for</param>
/// <param name="localIDs">A list of local IDs of the objects</param>
public void RequestObjects(Simulator simulator, List<uint> localIDs)
{
int i = 0;
RequestMultipleObjectsPacket request = new RequestMultipleObjectsPacket();
request.AgentData.AgentID = Client.Network.AgentID;
request.AgentData.SessionID = Client.Network.SessionID;
request.ObjectData = new RequestMultipleObjectsPacket.ObjectDataBlock[localIDs.Count];
foreach (uint localID in localIDs)
{
request.ObjectData[i] = new RequestMultipleObjectsPacket.ObjectDataBlock();
request.ObjectData[i].ID = localID;
request.ObjectData[i].CacheMissType = 0;
i++;
}
Client.Network.SendPacket(request, simulator);
}
/// <summary>
/// Create, or "rez" a new prim object in a simulator
/// </summary>
/// <param name="simulator">The target simulator</param>
/// <param name="prim">The prim object to rez</param>
/// <param name="position">An approximation of the position at which to rez the prim</param>
/// <remarks>Due to the way client prim rezzing is done on the server,
/// the requested position for an object is only close to where the prim
/// actually ends up. If you desire exact placement you'll need to
/// follow up by moving the object after it has been created.</remarks>
public void AddPrim(Simulator simulator, PrimObject prim, LLVector3 position)
{
ObjectAddPacket packet = new ObjectAddPacket();
packet.AgentData.AgentID = Client.Network.AgentID;
packet.AgentData.SessionID = Client.Network.SessionID;
packet.AgentData.GroupID = prim.GroupID;
packet.ObjectData.State = (byte)prim.State;
packet.ObjectData.AddFlags = (uint)ObjectFlags.CreateSelected;
packet.ObjectData.PCode = (byte)PCode.Prim;
packet.ObjectData.Material = (byte)prim.Material;
packet.ObjectData.Scale = prim.Scale;
packet.ObjectData.Rotation = prim.Rotation;
packet.ObjectData.PathBegin = PrimObject.PathBeginByte(prim.PathBegin);
packet.ObjectData.PathCurve = (byte)prim.PathCurve;
packet.ObjectData.PathEnd = PrimObject.PathEndByte(prim.PathEnd);
packet.ObjectData.PathRadiusOffset = PrimObject.PathRadiusOffsetByte(prim.PathRadiusOffset);
packet.ObjectData.PathRevolutions = PrimObject.PathRevolutionsByte(prim.PathRevolutions);
packet.ObjectData.PathScaleX = PrimObject.PathScaleByte(prim.PathScaleX);
packet.ObjectData.PathScaleY = PrimObject.PathScaleByte(prim.PathScaleY);
packet.ObjectData.PathShearX = PrimObject.PathShearByte(prim.PathShearX);
packet.ObjectData.PathShearY = PrimObject.PathShearByte(prim.PathShearY);
packet.ObjectData.PathSkew = PrimObject.PathSkewByte(prim.PathSkew);
packet.ObjectData.PathTaperX = PrimObject.PathTaperByte(prim.PathTaperX);
packet.ObjectData.PathTaperY = PrimObject.PathTaperByte(prim.PathTaperY);
packet.ObjectData.PathTwist = (sbyte)prim.PathTwist;
packet.ObjectData.PathTwistBegin = (sbyte)prim.PathTwistBegin;
packet.ObjectData.ProfileCurve = (byte)prim.ProfileCurve;
packet.ObjectData.ProfileBegin = PrimObject.ProfileBeginByte(prim.ProfileBegin);
packet.ObjectData.ProfileEnd = PrimObject.ProfileEndByte(prim.ProfileEnd);
packet.ObjectData.ProfileHollow = (byte)prim.ProfileHollow;
packet.ObjectData.RayStart = position;
packet.ObjectData.RayEnd = position;
packet.ObjectData.RayEndIsIntersection = 0;
packet.ObjectData.RayTargetID = LLUUID.Zero;
packet.ObjectData.BypassRaycast = 1;
// TODO: This is no longer a field in ObjectAdd. Detect if there actually is
// texture information for this prim and send an ObjectUpdate
//packet.ObjectData.TextureEntry = prim.Textures.GetBytes();
Client.Network.SendPacket(packet, simulator);
}
/// <summary>
///
/// </summary>
/// <param name="simulator"></param>
/// <param name="scale"></param>
/// <param name="rotation"></param>
/// <param name="position"></param>
/// <param name="treeType"></param>
/// <param name="groupOwner"></param>
/// <param name="newTree"></param>
public void AddTree(Simulator simulator, LLVector3 scale, LLQuaternion rotation, LLVector3 position,
Tree treeType, LLUUID groupOwner, bool newTree)
{
ObjectAddPacket add = new ObjectAddPacket();
add.AgentData.AgentID = Client.Network.AgentID;
add.AgentData.SessionID = Client.Network.SessionID;
add.AgentData.GroupID = groupOwner;
add.ObjectData.BypassRaycast = 1;
add.ObjectData.Material = 3;
add.ObjectData.PathCurve = 16;
add.ObjectData.PCode = newTree ? (byte)PCode.NewTree : (byte)PCode.Tree;
add.ObjectData.RayEnd = position;
add.ObjectData.RayStart = position;
add.ObjectData.RayTargetID = LLUUID.Zero;
add.ObjectData.Rotation = rotation;
add.ObjectData.Scale = scale;
add.ObjectData.State = (byte)treeType;
Client.Network.SendPacket(add, simulator);
}
/// <summary>
///
/// </summary>
/// <param name="simulator"></param>
/// <param name="scale"></param>
/// <param name="rotation"></param>
/// <param name="position"></param>
/// <param name="grassType"></param>
/// <param name="groupOwner"></param>
public void AddGrass(Simulator simulator, LLVector3 scale, LLQuaternion rotation, LLVector3 position,
Grass grassType, LLUUID groupOwner)
{
ObjectAddPacket add = new ObjectAddPacket();
add.AgentData.AgentID = Client.Network.AgentID;
add.AgentData.SessionID = Client.Network.SessionID;
add.AgentData.GroupID = groupOwner;
add.ObjectData.BypassRaycast = 1;
add.ObjectData.Material = 3;
add.ObjectData.PathCurve = 16;
add.ObjectData.PCode = (byte)PCode.Grass;
add.ObjectData.RayEnd = position;
add.ObjectData.RayStart = position;
add.ObjectData.RayTargetID = LLUUID.Zero;
add.ObjectData.Rotation = rotation;
add.ObjectData.Scale = scale;
add.ObjectData.State = (byte)grassType;
Client.Network.SendPacket(add, simulator);
}
/// <summary>
///
/// </summary>
/// <param name="simulator"></param>
/// <param name="localID"></param>
/// <param name="textures"></param>
public void SetTextures(Simulator simulator, uint localID, TextureEntry textures)
{
SetTextures(simulator, localID, textures, String.Empty);
}
/// <summary>
///
/// </summary>
/// <param name="simulator"></param>
/// <param name="localID"></param>
/// <param name="textures"></param>
/// <param name="mediaUrl"></param>
public void SetTextures(Simulator simulator, uint localID, TextureEntry textures, string mediaUrl)
{
ObjectImagePacket image = new ObjectImagePacket();
image.AgentData.AgentID = Client.Network.AgentID;
image.AgentData.SessionID = Client.Network.SessionID;
image.ObjectData = new ObjectImagePacket.ObjectDataBlock[1];
image.ObjectData[0] = new ObjectImagePacket.ObjectDataBlock();
image.ObjectData[0].ObjectLocalID = localID;
image.ObjectData[0].TextureEntry = textures.ToBytes();
image.ObjectData[0].MediaURL = Helpers.StringToField(mediaUrl);
Client.Network.SendPacket(image, simulator);
}
/// <summary>
///
/// </summary>
/// <param name="simulator"></param>
/// <param name="localID"></param>
/// <param name="light"></param>
public void SetLight(Simulator simulator, uint localID, PrimLightData light)
{
ObjectExtraParamsPacket extra = new ObjectExtraParamsPacket();
extra.AgentData.AgentID = Client.Network.AgentID;
extra.AgentData.SessionID = Client.Network.SessionID;
extra.ObjectData = new ObjectExtraParamsPacket.ObjectDataBlock[1];
extra.ObjectData[0] = new ObjectExtraParamsPacket.ObjectDataBlock();
extra.ObjectData[0].ObjectLocalID = localID;
extra.ObjectData[0].ParamType = (byte)ExtraParamType.Light;
if (light == null)
{
extra.ObjectData[0].ParamInUse = false;
extra.ObjectData[0].ParamData = new byte[0];
}
else
{
extra.ObjectData[0].ParamInUse = true;
extra.ObjectData[0].ParamData = light.GetBytes();
}
extra.ObjectData[0].ParamSize = (uint)extra.ObjectData[0].ParamData.Length;
Client.Network.SendPacket(extra, simulator);
}
/// <summary>
///
/// </summary>
/// <param name="simulator"></param>
/// <param name="localID"></param>
/// <param name="flexible"></param>
public void SetFlexible(Simulator simulator, uint localID, PrimFlexibleData flexible)
{
ObjectExtraParamsPacket extra = new ObjectExtraParamsPacket();
extra.AgentData.AgentID = Client.Network.AgentID;
extra.AgentData.SessionID = Client.Network.SessionID;
extra.ObjectData = new ObjectExtraParamsPacket.ObjectDataBlock[1];
extra.ObjectData[0] = new ObjectExtraParamsPacket.ObjectDataBlock();
extra.ObjectData[0].ObjectLocalID = localID;
extra.ObjectData[0].ParamType = (byte)ExtraParamType.Flexible;
if (flexible == null)
{
extra.ObjectData[0].ParamInUse = false;
extra.ObjectData[0].ParamData = new byte[0];
}
else
{
extra.ObjectData[0].ParamInUse = true;
extra.ObjectData[0].ParamData = flexible.GetBytes();
}
extra.ObjectData[0].ParamSize = (uint)extra.ObjectData[0].ParamData.Length;
Client.Network.SendPacket(extra, simulator);
}
/// <summary>
///
/// </summary>
/// <param name="simulator"></param>
/// <param name="localIDs"></param>
public void LinkPrims(Simulator simulator, List<uint> localIDs)
{
ObjectLinkPacket packet = new ObjectLinkPacket();
packet.AgentData.AgentID = Client.Network.AgentID;
packet.AgentData.SessionID = Client.Network.SessionID;
packet.ObjectData = new ObjectLinkPacket.ObjectDataBlock[localIDs.Count];
int i = 0;
foreach (uint localID in localIDs)
{
packet.ObjectData[i] = new ObjectLinkPacket.ObjectDataBlock();
packet.ObjectData[i].ObjectLocalID = localID;
i++;
}
Client.Network.SendPacket(packet, simulator);
}
/// <summary>
///
/// </summary>
/// <param name="simulator"></param>
/// <param name="localID"></param>
/// <param name="rotation"></param>
public void SetRotation(Simulator simulator, uint localID, LLQuaternion rotation)
{
ObjectRotationPacket objRotPacket = new ObjectRotationPacket();
objRotPacket.AgentData.AgentID = Client.Network.AgentID;
objRotPacket.AgentData.SessionID = Client.Network.SessionID;
objRotPacket.ObjectData = new ObjectRotationPacket.ObjectDataBlock[1];
objRotPacket.ObjectData[0] = new ObjectRotationPacket.ObjectDataBlock();
objRotPacket.ObjectData[0].ObjectLocalID = localID;
objRotPacket.ObjectData[0].Rotation = rotation;
Client.Network.SendPacket(objRotPacket, simulator);
}
/// <summary>
///
/// </summary>
/// <param name="simulator"></param>
/// <param name="localID"></param>
/// <param name="attachPoint"></param>
/// <param name="rotation"></param>
public void AttachObject(Simulator simulator, uint localID, AttachmentPoint attachPoint, LLQuaternion rotation)
{
ObjectAttachPacket attach = new ObjectAttachPacket();
attach.AgentData.AgentID = Client.Network.AgentID;
attach.AgentData.SessionID = Client.Network.SessionID;
attach.AgentData.AttachmentPoint = (byte)attachPoint;
attach.ObjectData = new ObjectAttachPacket.ObjectDataBlock[1];
attach.ObjectData[0] = new ObjectAttachPacket.ObjectDataBlock();
attach.ObjectData[0].ObjectLocalID = localID;
attach.ObjectData[0].Rotation = rotation;
Client.Network.SendPacket(attach, simulator);
}
/// <summary>
///
/// </summary>
/// <param name="simulator"></param>
/// <param name="localIDs"></param>
public void DetachObjects(Simulator simulator, List<uint> localIDs)
{
ObjectDetachPacket detach = new ObjectDetachPacket();
detach.AgentData.AgentID = Client.Network.AgentID;
detach.AgentData.SessionID = Client.Network.SessionID;
detach.ObjectData = new ObjectDetachPacket.ObjectDataBlock[localIDs.Count];
int i = 0;
foreach (uint localid in localIDs)
{
detach.ObjectData[i] = new ObjectDetachPacket.ObjectDataBlock();
detach.ObjectData[i].ObjectLocalID = localid;
i++;
}
Client.Network.SendPacket(detach, simulator);
}
/// <summary>
///
/// </summary>
/// <param name="simulator"></param>
/// <param name="localID"></param>
/// <param name="position"></param>
public void SetPosition(Simulator simulator, uint localID, LLVector3 position)
{
ObjectPositionPacket objPosPacket = new ObjectPositionPacket();
objPosPacket.AgentData.AgentID = Client.Self.ID;
objPosPacket.AgentData.SessionID = Client.Network.SessionID;
objPosPacket.ObjectData = new ObjectPositionPacket.ObjectDataBlock[1];
objPosPacket.ObjectData[0] = new ObjectPositionPacket.ObjectDataBlock();
objPosPacket.ObjectData[0].ObjectLocalID = localID;
objPosPacket.ObjectData[0].Position = position;
Client.Network.SendPacket(objPosPacket, simulator);
}
/// <summary>
///
/// </summary>
/// <param name="simulator"></param>
/// <param name="localIDs"></param>
/// <param name="who"></param>
/// <param name="permissions"></param>
/// <param name="set"></param>
public void SetPermissions(Simulator simulator, List<uint> localIDs, Helpers.PermissionWho who,
Helpers.PermissionType permissions, bool set)
{
ObjectPermissionsPacket packet = new ObjectPermissionsPacket();
packet.AgentData.AgentID = Client.Network.AgentID;
packet.AgentData.SessionID = Client.Network.SessionID;
packet.HeaderData.Override = false;
packet.ObjectData = new ObjectPermissionsPacket.ObjectDataBlock[localIDs.Count];
int i = 0;
foreach (uint localID in localIDs)
{
packet.ObjectData[i] = new ObjectPermissionsPacket.ObjectDataBlock();
packet.ObjectData[i].ObjectLocalID = localID;
packet.ObjectData[i].Field = (byte)who;
packet.ObjectData[i].Mask = (uint)permissions;
packet.ObjectData[i].Set = Convert.ToByte(set);
i++;
}
Client.Network.SendPacket(packet, simulator);
}
/// <summary>
/// Request additional properties for an object
/// </summary>
/// <param name="simulator"></param>
/// <param name="objectID"></param>
public void RequestObjectPropertiesFamily(Simulator simulator, LLUUID objectID)
{
RequestObjectPropertiesFamilyPacket properties = new RequestObjectPropertiesFamilyPacket();
properties.AgentData.AgentID = Client.Network.AgentID;
properties.AgentData.SessionID = Client.Network.SessionID;
properties.ObjectData.ObjectID = objectID;
properties.ObjectData.RequestFlags = 0;
Client.Network.SendPacket(properties, simulator);
}
private void ParseAvName(string name, ref string firstName, ref string lastName, ref string groupName)
{
// FIXME: This needs to be reworked completely. It fails on anything containing unicode
// (which would break FieldToString as well), or name strings that don't contain the
// most common attributes which is all we handle right now.
string[] lines = name.Split('\n');
foreach (string line in lines)
{
if (line.Substring(0, 19) == "Title STRING RW SV ")
{
groupName = line.Substring(19);
}
else if (line.Substring(0, 23) == "FirstName STRING RW SV ")
{
firstName = line.Substring(23);
}
else if (line.Substring(0, 22) == "LastName STRING RW SV ")
{
lastName = line.Substring(22);
}
else
{
Client.Log("Unhandled line in an avatar name: " + line, Helpers.LogLevel.Warning);
}
}
}
private void UpdateHandler(Packet packet, Simulator simulator)
{
if (OnNewPrim != null || OnNewAttachment != null || OnNewAvatar != null || OnNewFoliage != null)
{
ObjectUpdatePacket update = (ObjectUpdatePacket)packet;
foreach (ObjectUpdatePacket.ObjectDataBlock block in update.ObjectData)
{
byte pcode = block.PCode;
switch (pcode)
{
case (byte)PCode.Grass:
case (byte)PCode.Tree:
case (byte)PCode.Prim:
string name = Helpers.FieldToString(block.NameValue);
// New prim spotted
PrimObject prim = new PrimObject();
prim.Name = name;
prim.RegionHandle = update.RegionData.RegionHandle;
prim.Position = new LLVector3(block.ObjectData, 0);
prim.Rotation = new LLQuaternion(block.ObjectData, 36, true);
// TODO: Parse the rest of the ObjectData byte array fields
prim.LocalID = block.ID;
prim.State = block.State;
prim.ID = block.FullID;
prim.ParentID = block.ParentID;
//block.OwnerID Sound-related
prim.Material = block.Material;
prim.PathCurve = block.PathCurve;
prim.ProfileCurve = block.ProfileCurve;
prim.PathBegin = PrimObject.PathBeginFloat(block.PathBegin);
prim.PathEnd = PrimObject.PathEndFloat(block.PathEnd);
prim.PathScaleX = PrimObject.PathScaleFloat(block.PathScaleX);
prim.PathScaleY = PrimObject.PathScaleFloat(block.PathScaleY);
prim.PathShearX = PrimObject.PathShearFloat(block.PathShearX);
prim.PathShearY = PrimObject.PathShearFloat(block.PathShearY);
prim.PathTwist = block.PathTwist;
prim.PathTwistBegin = block.PathTwistBegin;
prim.PathRadiusOffset = PrimObject.PathRadiusOffsetFloat(block.PathRadiusOffset);
prim.PathTaperX = PrimObject.PathTaperFloat(block.PathTaperX);
prim.PathTaperY = PrimObject.PathTaperFloat(block.PathTaperY);
prim.PathRevolutions = PrimObject.PathRevolutionsFloat(block.PathRevolutions);
prim.PathSkew = PrimObject.PathSkewFloat(block.PathSkew);
prim.ProfileBegin = PrimObject.ProfileBeginFloat(block.ProfileBegin);
prim.ProfileEnd = PrimObject.ProfileEndFloat(block.ProfileEnd);
prim.ProfileHollow = block.ProfileHollow;
//block.Data ?
prim.Text = ASCIIEncoding.ASCII.GetString(block.Text);
//block.TextColor LLColor4U of the hovering text
//block.MediaURL Quicktime stream
prim.Textures = new TextureEntry(block.TextureEntry, 0, block.TextureEntry.Length);
prim.TextureAnim = new TextureAnimation(block.TextureAnim, 0);
//block.JointType ?
//block.JointPivot ?
//block.JointAxisOrAnchor ?
prim.ParticleSys = new ParticleSystem(block.PSBlock, 0);
prim.SetExtraParamsFromBytes(block.ExtraParams, 0);
prim.Scale = block.Scale;
//block.Flags ?
prim.Flags = (ObjectFlags)block.UpdateFlags;
//block.ClickAction ?
//block.Gain Sound-related
//block.Sound Sound-related
//block.Radius Sound-related
if (prim.Name.StartsWith("AttachItemID"))
{
if (OnNewAttachment != null)
{
OnNewAttachment(simulator, prim, update.RegionData.RegionHandle, update.RegionData.TimeDilation);
}
}
else if (block.PCode == (byte)PCode.Tree || block.PCode == (byte)PCode.Grass)
{
if (OnNewFoliage != null)
{
OnNewFoliage(simulator, prim, update.RegionData.RegionHandle, update.RegionData.TimeDilation);
}
}
else if (OnNewPrim != null)
{
OnNewPrim(simulator, prim, update.RegionData.RegionHandle, update.RegionData.TimeDilation);
}
break;
case (byte)PCode.Avatar:
// Update some internals if this is our avatar
if (block.FullID == Client.Network.AgentID)
{
// Update our current position information
Client.Self.LocalID = block.ID;
//avatar.CollisionPlane = new LLQuaternion(block.ObjectData, 0);
Client.Self.Position = new LLVector3(block.ObjectData, 16);
Client.Self.Rotation = new LLQuaternion(block.ObjectData, 52, true);
// TODO: Parse the rest of the ObjectData byte array fields
// Detect if we are sitting or standing
uint oldSittingOn = Client.Self.sittingOn;
Client.Self.sittingOn = block.ParentID;
// Fire the callback for our sitting orientation changing
if (Client.Self.sittingOn != oldSittingOn && OnAvatarSitChanged != null)
{
OnAvatarSitChanged(simulator, Client.Self.sittingOn);
}
}
if (OnNewAvatar != null)
{
Avatar avatar = new Avatar();
string FirstName = String.Empty;
string LastName = String.Empty;
string GroupName = String.Empty;
//avatar.CollisionPlane = new LLQuaternion(block.ObjectData, 0);
avatar.Position = new LLVector3(block.ObjectData, 16);
avatar.Rotation = new LLQuaternion(block.ObjectData, 52, true);
// TODO: Parse the rest of the ObjectData byte array fields
avatar.sittingOn = block.ParentID;
ParseAvName(Helpers.FieldToString(block.NameValue), ref FirstName, ref LastName, ref GroupName);
avatar.ID = block.FullID;
avatar.LocalID = block.ID;
avatar.Name = FirstName + " " + LastName;
avatar.GroupName = GroupName;
avatar.Online = true;
avatar.CurrentRegion = simulator.Region;
avatar.Textures = new TextureEntry(block.TextureEntry, 0, block.TextureEntry.Length);
if (OnNewAvatar != null)
{
OnNewAvatar(simulator, avatar, update.RegionData.RegionHandle, update.RegionData.TimeDilation);
}
}
break;
case (byte)PCode.ParticleSystem:
// FIXME: Handle ParticleSystem
Client.DebugLog("Got an ObjectUpdate block with a ParticleSystem PCode");
break;
default:
break;
}
}
}
}
private void TerseUpdateHandler(Packet packet, Simulator simulator)
{
float x, y, z, w;
uint localid;
LLVector4 CollisionPlane = LLVector4.Zero;
LLVector3 Position;
LLVector3 Velocity;
LLVector3 Acceleration;
LLQuaternion Rotation;
LLVector3 RotationVelocity;
ImprovedTerseObjectUpdatePacket update = (ImprovedTerseObjectUpdatePacket)packet;
foreach (ImprovedTerseObjectUpdatePacket.ObjectDataBlock block in update.ObjectData)
{
int i = 0;
bool avatar;
localid = (uint)(block.Data[i++] + (block.Data[i++] << 8) +
(block.Data[i++] << 16) + (block.Data[i++] << 24));
byte state = block.Data[i++];
avatar = Convert.ToBoolean(block.Data[i++]);
if (avatar)
{
if (OnAvatarMoved == null) return;
CollisionPlane = new LLVector4(block.Data, i);
i += 16;
}
else
{
if (OnPrimMoved == null) return;
}
// Position
Position = new LLVector3(block.Data, i);
i += 12;
// Velocity
x = Dequantize(block.Data, i, -128.0F, 128.0F);
i += 2;
y = Dequantize(block.Data, i, -128.0F, 128.0F);
i += 2;
z = Dequantize(block.Data, i, -128.0F, 128.0F);
i += 2;
Velocity = new LLVector3(x, y, z);
// Acceleration
x = Dequantize(block.Data, i, -64.0F, 64.0F);
i += 2;
y = Dequantize(block.Data, i, -64.0F, 64.0F);
i += 2;
z = Dequantize(block.Data, i, -64.0F, 64.0F);
i += 2;
Acceleration = new LLVector3(x, y, z);
// Rotation
x = Dequantize(block.Data, i, -1.0F, 1.0F);
i += 2;
y = Dequantize(block.Data, i, -1.0F, 1.0F);
i += 2;
z = Dequantize(block.Data, i, -1.0F, 1.0F);
i += 2;
w = Dequantize(block.Data, i, -1.0F, 1.0F);
i += 2;
Rotation = new LLQuaternion(x, y, z, w);
// Rotation velocity
x = Dequantize(block.Data, i, -64.0F, 64.0F);
i += 2;
y = Dequantize(block.Data, i, -64.0F, 64.0F);
i += 2;
z = Dequantize(block.Data, i, -64.0F, 64.0F);
i += 2;
RotationVelocity = new LLVector3(x, y, z);
if (avatar)
{
if (localid == Client.Self.LocalID)
{
Client.Self.Position = Position;
Client.Self.Rotation = Rotation;
}
AvatarUpdate avupdate = new AvatarUpdate();
avupdate.LocalID = localid;
avupdate.State = state;
avupdate.Position = Position;
avupdate.CollisionPlane = CollisionPlane;
avupdate.Velocity = Velocity;
avupdate.Acceleration = Acceleration;
avupdate.Rotation = Rotation;
avupdate.RotationVelocity = RotationVelocity;
avupdate.Textures = new TextureEntry(block.TextureEntry, 4, block.TextureEntry.Length - 4);
if (OnAvatarMoved != null)
{
OnAvatarMoved(simulator, avupdate, update.RegionData.RegionHandle, update.RegionData.TimeDilation);
}
}
else
{
// TODO: Is there an easy way to distinguish prims from trees in this packet,
// or would the client have to do it's own lookup to determine whether it's a
// prim or a tree? If the latter, we should rename this update to something
// less prim specific
PrimUpdate primupdate = new PrimUpdate();
primupdate.LocalID = localid;
primupdate.State = state;
primupdate.Position = Position;
primupdate.Velocity = Velocity;
primupdate.Acceleration = Acceleration;
primupdate.Rotation = Rotation;
primupdate.RotationVelocity = RotationVelocity;
primupdate.Textures = new TextureEntry(block.TextureEntry, 4, block.TextureEntry.Length - 4);
if (OnPrimMoved != null)
{
OnPrimMoved(simulator, primupdate, update.RegionData.RegionHandle, update.RegionData.TimeDilation);
}
}
}
}
#pragma warning disable 0219 // disable "value assigned but never used" while this function is incomplete
private void CompressedUpdateHandler(Packet packet, Simulator simulator)
{
if (OnNewPrim != null || OnNewAvatar != null || OnNewAttachment != null || OnNewFoliage != null)
{
ObjectUpdateCompressedPacket update = (ObjectUpdateCompressedPacket)packet;
PrimObject prim;
foreach (ObjectUpdateCompressedPacket.ObjectDataBlock block in update.ObjectData)
{
int i = 0;
prim = new PrimObject();
prim.Flags = (ObjectFlags)block.UpdateFlags;
try
{
prim.ID = new LLUUID(block.Data, 0);
i += 16;
prim.LocalID = (uint)(block.Data[i++] + (block.Data[i++] << 8) +
(block.Data[i++] << 16) + (block.Data[i++] << 24));
byte pcode = block.Data[i++];
if (pcode == (byte)PCode.Prim)
{
#region Prim
prim.State = (uint)block.Data[i++];
i += 4; // CRC
prim.Material = (uint)block.Data[i++];
i++; // TODO: ClickAction
prim.Scale = new LLVector3(block.Data, i);
i += 12;
prim.Position = new LLVector3(block.Data, i);
i += 12;
prim.Rotation = new LLQuaternion(block.Data, i, true);
i += 12;
int flagsValue = (int)block.Data[i++] + (int)(block.Data[i++] << 8) +
(int)(block.Data[i++] << 16) + (int)(block.Data[i++] << 24);
CompressedFlags flags = (CompressedFlags)flagsValue;
if ((flags & CompressedFlags.Tree) != 0)
{
// FIXME: I don't think this is even Tree data, as it would have
// a different PCode. Figure out what this flag is and how to
// decode it
byte Unknown1 = block.Data[i++];
byte Unknown2 = block.Data[i++];
Client.DebugLog("Compressed object with Tree flag set: " + Environment.NewLine +
"Unknown byte 1: " + Unknown1 + Environment.NewLine + "Unknown byte 2: " + Unknown2);
}
if ((flags & CompressedFlags.HasParent) != 0)
{
prim.ParentID = (uint)(block.Data[i++] + (block.Data[i++] << 8) +
(block.Data[i++] << 16) + (block.Data[i++] << 24));
}
else
{
prim.ParentID = 0;
}
if ((flags & CompressedFlags.HasAngularVelocity) != 0)
{
// TODO: Use this
LLVector3 Omega = new LLVector3(block.Data, i);
i += 12;
}
if ((flags & CompressedFlags.HasText) != 0)
{
string text = String.Empty;
while (block.Data[i] != 0)
{
text += (char)block.Data[i];
i++;
}
i++;
prim.Text = text;
// TODO: Text color
i += 4;
}
else
{
prim.Text = String.Empty;
}
if ((flags & CompressedFlags.HasParticles) != 0)
{
prim.ParticleSys = new ParticleSystem(block.Data, i);
i += 86;
}
i += prim.SetExtraParamsFromBytes(block.Data, i);
//Sound data
if ((flags & CompressedFlags.HasSound) != 0)
{
//TODO: use this data
LLUUID SoundUUID = new LLUUID(block.Data, i);
i += 16;
LLUUID OwnerUUID = new LLUUID(block.Data, i);
i += 16;
if (!BitConverter.IsLittleEndian)
{
Array.Reverse(block.Data, i, 4);
Array.Reverse(block.Data, i + 5, 4);
}
float SoundGain = BitConverter.ToSingle(block.Data, i);
i += 4;
byte SoundFlags = block.Data[i++];
float SoundRadius = BitConverter.ToSingle(block.Data, i);
i += 4;
}
// Indicates that this is an attachment
if ((flags & CompressedFlags.Attachment) != 0)
{
// Get the attachment string
// Example: "AttachItemID STRING RW SV fa9a5ab8-1bad-b449-9873-cf5b803e664e"
string text = String.Empty;
while (block.Data[i] != 0)
{
text += (char)block.Data[i];
i++;
}
i++;
prim.Name = text;
}
else
{
prim.Name = String.Empty;
}
if ((flags & CompressedFlags.Unknown1) != 0)
{
// TODO: Is this even a valid flag?
Client.DebugLog("Compressed object with Unknown1 flag set: " + Environment.NewLine +
"Flags: " + flags.ToString() + Environment.NewLine +
Helpers.FieldToString(block.Data));
}
if ((flags & CompressedFlags.Unknown2) != 0)
{
// FIXME: Implement CompressedFlags.Unknown2
//Client.DebugLog("Compressed object with Unknown2 flag set: " + Environment.NewLine +
// "Flags: " + flags.ToString() + Environment.NewLine +
// Helpers.FieldToString(block.Data));
}
prim.PathCurve = (uint)block.Data[i++];
prim.PathBegin = PrimObject.PathBeginFloat(block.Data[i++]);
prim.PathEnd = PrimObject.PathEndFloat(block.Data[i++]);
prim.PathScaleX = PrimObject.PathScaleFloat(block.Data[i++]);
prim.PathScaleY = PrimObject.PathScaleFloat(block.Data[i++]);
prim.PathShearX = PrimObject.PathShearFloat(block.Data[i++]);
prim.PathShearY = PrimObject.PathShearFloat(block.Data[i++]);
prim.PathTwist = (int)block.Data[i++];
prim.PathTwistBegin = (int)block.Data[i++];
prim.PathRadiusOffset = PrimObject.PathRadiusOffsetFloat((sbyte)block.Data[i++]);
prim.PathTaperX = PrimObject.PathTaperFloat((sbyte)block.Data[i++]);
prim.PathTaperY = PrimObject.PathTaperFloat((sbyte)block.Data[i++]);
prim.PathRevolutions = PrimObject.PathRevolutionsFloat(block.Data[i++]);
prim.PathSkew = PrimObject.PathSkewFloat((sbyte)block.Data[i++]);
prim.ProfileCurve = (uint)block.Data[i++];
prim.ProfileBegin = PrimObject.ProfileBeginFloat(block.Data[i++]);
prim.ProfileEnd = PrimObject.ProfileEndFloat(block.Data[i++]);
prim.ProfileHollow = (uint)block.Data[i++];
int textureEntryLength = (int)(block.Data[i++] + (block.Data[i++] << 8) +
(block.Data[i++] << 16) + (block.Data[i++] << 24));
prim.Textures = new TextureEntry(block.Data, i, textureEntryLength);
i += textureEntryLength;
// Assume everything else is texture animation data
if (i < block.Data.Length)
{
int textureAnimLength = (int)(block.Data[i++] + (block.Data[i++] << 8) +
(block.Data[i++] << 16) + (block.Data[i++] << 24));
prim.TextureAnim = new TextureAnimation(block.Data, i);
}
// Fire the appropriate callback
if ((flags & CompressedFlags.Attachment) != 0)
{
if (OnNewAttachment != null)
{
OnNewAttachment(simulator, prim, update.RegionData.RegionHandle, update.RegionData.TimeDilation);
}
}
else if ((flags & CompressedFlags.Tree) != 0)
{
if (OnNewFoliage != null)
{
OnNewFoliage(simulator, prim, update.RegionData.RegionHandle, update.RegionData.TimeDilation);
}
}
else if (OnNewPrim != null)
{
OnNewPrim(simulator, prim, update.RegionData.RegionHandle, update.RegionData.TimeDilation);
}
#endregion Prim
}
else if (pcode == (byte)PCode.Grass || pcode == (byte)PCode.Tree || pcode == (byte)PCode.NewTree)
{
// FIXME: Implement this
//Client.DebugLog("######### Got an ObjectUpdateCompressed for grass/tree, implement this! #########");
}
else
{
Client.Log("######### Got an ObjectUpdateCompressed for PCode=" + pcode.ToString() +
", implement this! #########", Helpers.LogLevel.Debug);
}
}
catch (System.IndexOutOfRangeException e)
{
Client.Log("Had a problem decoding an ObjectUpdateCompressed packet: " +
e.ToString(), Helpers.LogLevel.Warning);
Client.Log(block.ToString(), Helpers.LogLevel.Warning);
}
}
}
}
#pragma warning restore 0219
private void CachedUpdateHandler(Packet packet, Simulator simulator)
{
if (RequestAllObjects)
{
List<uint> ids = new List<uint>();
ObjectUpdateCachedPacket update = (ObjectUpdateCachedPacket)packet;
// Assume clients aren't caching objects for now, so request updates for all of these objects
foreach (ObjectUpdateCachedPacket.ObjectDataBlock block in update.ObjectData)
{
ids.Add(block.ID);
}
RequestObjects(simulator, ids);
}
}
private void KillObjectHandler(Packet packet, Simulator simulator)
{
if (OnObjectKilled != null)
{
foreach (KillObjectPacket.ObjectDataBlock block in ((KillObjectPacket)packet).ObjectData)
{
OnObjectKilled(simulator, block.ID);
}
}
}
/// <summary>
/// Takes a quantized 16-bit value from a byte array and its range and returns
/// a float representation of the continuous value. For example, a value of
/// 32767 and a range of -128.0 to 128.0 would return 0.0. The endian conversion
/// from the 16-bit little endian to the native platform will also be handled.
/// </summary>
/// <param name="byteArray">The byte array containing the short value</param>
/// <param name="pos">The beginning position of the short (quantized) value</param>
/// <param name="lower">The lower quantization range</param>
/// <param name="upper">The upper quantization range</param>
/// <returns>A 32-bit floating point representation of the dequantized value</returns>
private float Dequantize(byte[] byteArray, int pos, float lower, float upper)
{
ushort value = (ushort)(byteArray[pos] + (byteArray[pos + 1] << 8));
float QV = (float)value;
float range = upper - lower;
float QF = range / 65536.0F;
return (float)((QV * QF - (0.5F * range)) + QF);
}
private void ObjectPropertiesFamilyHandler(Packet p, Simulator sim)
{
if (OnObjectProperties != null)
{
ObjectPropertiesFamilyPacket op = (ObjectPropertiesFamilyPacket)p;
ObjectProperties props = new ObjectProperties();
props.BaseMask = op.ObjectData.BaseMask;
props.Category = op.ObjectData.Category;
props.Description = Helpers.FieldToString(op.ObjectData.Description);
props.EveryoneMask = op.ObjectData.EveryoneMask;
props.GroupID = op.ObjectData.GroupID;
props.GroupMask = op.ObjectData.GroupMask;
props.LastOwnerID = op.ObjectData.LastOwnerID;
props.Name = Helpers.FieldToString(op.ObjectData.Name);
props.NextOwnerMask = op.ObjectData.NextOwnerMask;
props.ObjectID = op.ObjectData.ObjectID;
props.OwnerID = op.ObjectData.OwnerID;
props.OwnerMask = op.ObjectData.OwnerMask;
props.OwnershipCost = op.ObjectData.OwnershipCost;
props.SalePrice = op.ObjectData.SalePrice;
props.SaleType = op.ObjectData.SaleType;
OnObjectProperties(sim, props);
}
}
}
}