+ 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
134 lines
4.6 KiB
C#
134 lines
4.6 KiB
C#
/*
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* Copyright (c) 2006, Second Life Reverse Engineering Team
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* All rights reserved.
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*
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* - Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* - Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* - Neither the name of the Second Life Reverse Engineering Team nor the names
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* of its contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Threading;
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using libsecondlife;
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using libsecondlife.InventorySystem;
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namespace IA_SimpleInventory
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{
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/// <summary>
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/// A simple base application for building console applications that access SL Inventory
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/// </summary>
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public class SimpleInventory
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{
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private SecondLife client;
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private ManualResetEvent ConnectedSignal = new ManualResetEvent(false);
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public static void Main(string[] args)
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{
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if (args.Length < 3)
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{
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Console.WriteLine("Usage: SimpleInventory [loginfirstname] [loginlastname] [password]");
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return;
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}
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SimpleInventory simple = new SimpleInventory();
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if (simple.Connect(args[0], args[1], args[2]))
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{
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if (simple.ConnectedSignal.WaitOne(TimeSpan.FromMinutes(1), false))
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{
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simple.doStuff();
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simple.Disconnect();
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}
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}
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}
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protected SimpleInventory()
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{
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try
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{
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client = new SecondLife();
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client.Network.OnConnected += new NetworkManager.ConnectedCallback(Network_OnConnected);
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}
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catch (Exception e)
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{
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// Error initializing the client
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Console.WriteLine();
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Console.WriteLine(e.ToString());
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}
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}
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void Network_OnConnected(object sender)
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{
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ConnectedSignal.Set();
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}
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protected bool Connect(string FirstName, string LastName, string Password)
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{
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Console.WriteLine("Attempting to connect and login to SecondLife.");
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// Setup Login to Second Life
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Dictionary<string, object> loginReply = new Dictionary<string, object>();
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// Login
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if (!client.Network.Login(FirstName, LastName, Password, "IA_SimpleInventory", "static.sprocket@gmail.com"))
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{
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// Login failed
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Console.WriteLine("Error logging in: " + client.Network.LoginError);
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return false;
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}
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// Login was successful
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Console.WriteLine("Login was successful.");
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Console.WriteLine("AgentID: " + client.Network.AgentID);
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Console.WriteLine("SessionID: " + client.Network.SessionID);
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return true;
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}
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protected void Disconnect()
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{
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// Logout of Second Life
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Console.WriteLine("Request logout");
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client.Network.Logout();
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}
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protected void doStuff()
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{
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// and request an inventory download
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Console.WriteLine("Downloading Inventory.");
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client.Inventory.DownloadInventory();
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Console.WriteLine("Dumping a copy of " + client.Self.FirstName + "'s inventory to the console.");
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Console.WriteLine();
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InventoryFolder root = client.Inventory.getRootFolder();
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if (root != null)
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{
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Console.WriteLine(root.toXML(false));
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}
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}
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}
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}
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