git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@170 52acb1d6-8a22-11de-b505-999d5b087335
374 lines
16 KiB
C#
374 lines
16 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.Threading;
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namespace libsecondlife
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{
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/// <summary>
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/// Main class to expose Second Life functionality to clients. All of the
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/// classes are accessible through this class.
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/// </summary>
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public class SecondLife
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{
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public ProtocolManager Protocol;
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public NetworkManager Network;
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public ParcelManager Parcels;
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public MainAvatar Avatar;
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public Hashtable Avatars;
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public Mutex AvatarsMutex;
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public Inventory Inventory;
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public Region CurrentRegion;
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public GridManager Grid;
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public SecondLife(string keywordFile, string mapFile)
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{
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Protocol = new ProtocolManager(keywordFile, mapFile);
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Network = new NetworkManager(this, Protocol);
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Parcels = new ParcelManager(this);
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Avatar = new MainAvatar(this);
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Avatars = new Hashtable();
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AvatarsMutex = new Mutex(false, "AvatarsMutex");
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Inventory = new Inventory(this);
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Grid = new GridManager(this);
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CurrentRegion = null;
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}
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public override string ToString()
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{
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return Avatar.FirstName + " " + Avatar.LastName;
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}
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public void Tick()
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{
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System.Threading.Thread.Sleep(0);
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}
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public void AddAvatar(LLUUID AgentID)
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{
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// Quick sanity check
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if(Avatars.ContainsKey(AgentID))
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{
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return;
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}
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GetAgentDetails(AgentID);
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AvatarsMutex.WaitOne();
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Avatars[AgentID] = new Avatar();
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AvatarsMutex.ReleaseMutex();
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return;
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}
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private void GetAgentDetails(LLUUID AgentID)
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{
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PacketCallback callback = new PacketCallback(GetAgentNameHandler);
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Network.RegisterCallback("UUIDNameReply", callback);
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Packet packet = Packets.Communication.UUIDNameRequest(Protocol, AgentID);
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Network.SendPacket(packet);
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}
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private void GetAgentNameHandler(Packet packet, Simulator simulator)
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{
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if (packet.Layout.Name == "UUIDNameReply")
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{
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LLUUID ID = new LLUUID();
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string Firstname = "";
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string Lastname = "";
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ArrayList blocks;
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blocks = packet.Blocks();
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foreach (Block block in blocks)
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{
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foreach (Field field in block.Fields)
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{
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if(field.Layout.Name == "ID")
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{
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ID = (LLUUID)field.Data;
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}
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else if(field.Layout.Name == "FirstName")
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{
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Firstname = System.Text.Encoding.UTF8.GetString((byte[])field.Data).Replace("\0", "");
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}
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else if(field.Layout.Name == "LastName")
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{
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Lastname = System.Text.Encoding.UTF8.GetString((byte[])field.Data).Replace("\0", "");
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}
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}
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}
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AvatarsMutex.WaitOne();
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((Avatar)Avatars[ID]).Name = Firstname + " " + Lastname;
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AvatarsMutex.ReleaseMutex();
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}
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}
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}
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/// <summary>
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/// Static helper functions and global variables
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/// </summary>
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public class Helpers
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{
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public readonly static string VERSION = "libsecondlife-cs 0.0.5";
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public const byte MSG_APPENDED_ACKS = 0x10;
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public const byte MSG_RESENT = 0x20;
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public const byte MSG_RELIABLE = 0x40;
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public const byte MSG_ZEROCODED = 0x80;
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public const ushort MSG_FREQ_HIGH = 0x0000;
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public const ushort MSG_FREQ_MED = 0xFF00;
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public const ushort MSG_FREQ_LOW = 0xFFFF;
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public enum LogLevel
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{
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Info,
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Warning,
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Error
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};
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/// <summary>
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/// Send a log message to the debugging output system
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/// </summary>
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/// <param name="message">The log message</param>
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/// <param name="level">From the LogLevel enum, either Info, Warning, or Error</param>
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public static void Log(string message, LogLevel level)
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{
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Console.WriteLine(level.ToString() + ": " + message);
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}
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/// <summary>
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/// Converting a variable length field (byte array) to a string
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/// </summary>
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/// <param name="data">The Data member of the Field class you are converting</param>
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public static string FieldToString(object data)
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{
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byte[] byteArray;
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try
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{
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byteArray = (byte[])data;
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}
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catch (Exception e)
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{
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Helpers.Log(e.ToString(), Helpers.LogLevel.Warning);
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return "";
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}
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return System.Text.Encoding.ASCII.GetString(byteArray).Replace("\0", "");
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}
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/// <summary>
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/// Takes a quantized value and its quantization range and returns a float
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/// representation of the continuous value. For example, a value of 32767
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/// and a range of -128.0 to 128.0 would return approx. -0.0019531548028
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/// </summary>
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/// <param name="value">The 16-bit quantized value</param>
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/// <param name="lower">The lower quantization range</param>
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/// <param name="upper">The upper quantization range</param>
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/// <returns></returns>
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public static float Dequantize(uint value, float lower, float upper)
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{
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decimal QV = (decimal)value;
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decimal range = (decimal)(upper - lower);
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decimal QF = (range) / 65535.0m;
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return (float)(QV * QF - (0.5m * range));
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}
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/// <summary>
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/// Decode a zerocoded byte array. Used to decompress packets marked
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/// with the zerocoded flag. Any time a zero is encountered, the
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/// next byte is a count of how many zeroes to expand. One zero is
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/// encoded with 0x00 0x01, two zeroes is 0x00 0x02, three zeroes is
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/// 0x00 0x03, etc. The first four bytes are copied directly to the
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/// output buffer.
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/// </summary>
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/// <param name="src">The byte array to decode</param>
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/// <param name="srclen">The length of the byte array to decode</param>
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/// <param name="dest">The output byte array to decode to</param>
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/// <returns>The length of the output buffer</returns>
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public static int ZeroDecode(byte[] src, int srclen, byte[] dest)
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{
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uint zerolen = 0;
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try
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{
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Array.Copy(src, 0, dest, 0, 4);
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zerolen += 4;
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int bodylen;
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if ((src[0] & MSG_APPENDED_ACKS) == 0)
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{
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bodylen = srclen;
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}
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else
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{
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bodylen = srclen - src[srclen - 1] * 4 - 1;
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}
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uint i;
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for (i = zerolen; i < bodylen; i++)
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{
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if (src[i] == 0x00)
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{
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for (byte j = 0; j < src[i + 1]; j++)
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{
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dest[zerolen++] = 0x00;
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}
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i++;
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}
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else
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{
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dest[zerolen++] = src[i];
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}
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}
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// HACK: Fix truncated zerocoded messages
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for (uint j = zerolen; j < zerolen + 16; j++)
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{
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dest[j] = 0;
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}
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zerolen += 16;
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// copy appended ACKs
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for (; i < srclen; i++)
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{
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dest[zerolen++] = src[i];
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}
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}
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catch (Exception e)
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{
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Helpers.Log(e.ToString(), Helpers.LogLevel.Error);
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}
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return (int)zerolen;
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}
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/// <summary>
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/// Decode enough of a byte array to get the packet ID. Data before and
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/// after the packet ID is undefined.
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/// </summary>
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/// <param name="src">The byte array to decode</param>
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/// <param name="dest">The output byte array to encode to</param>
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public static void ZeroDecodeCommand(byte[] src, byte[] dest)
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{
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for (int srcPos = 4, destPos = 4; destPos < 8; ++srcPos)
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{
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if (src[srcPos] == 0x00)
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{
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for (byte j = 0; j < src[srcPos + 1]; ++j)
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{
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dest[destPos++] = 0x00;
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}
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++srcPos;
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}
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else
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{
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dest[destPos++] = src[srcPos];
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}
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}
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}
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/// <summary>
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/// Encode a byte array with zerocoding. Used to compress packets marked
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/// with the zerocoded flag. Any zeroes in the array are compressed down
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/// to a single zero byte followed by a count of how many zeroes to expand
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/// out. A single zero becomes 0x00 0x01, two zeroes becomes 0x00 0x02,
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/// three zeroes becomes 0x00 0x03, etc. The first four bytes are copied
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/// directly to the output buffer.
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/// </summary>
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/// <param name="src">The byte array to encode</param>
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/// <param name="srclen">The length of the byte array to encode</param>
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/// <param name="dest">The output byte array to encode to</param>
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/// <returns>The length of the output buffer</returns>
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public static int ZeroEncode(byte[] src, int srclen, byte[] dest)
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{
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uint zerolen = 0;
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byte zerocount = 0;
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Array.Copy(src, 0, dest, 0, 4);
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zerolen += 4;
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int bodylen;
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if ((src[0] & MSG_APPENDED_ACKS) == 0)
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{
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bodylen = srclen;
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}
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else
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{
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bodylen = srclen - src[srclen - 1] * 4 - 1;
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}
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uint i;
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for (i = zerolen; i < bodylen; i++)
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{
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if (src[i] == 0x00)
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{
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zerocount++;
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if (zerocount == 0)
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{
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dest[zerolen++] = 0x00;
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dest[zerolen++] = 0xff;
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zerocount++;
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}
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}
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else
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{
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if (zerocount != 0)
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{
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dest[zerolen++] = 0x00;
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dest[zerolen++] = (byte)zerocount;
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zerocount = 0;
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}
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dest[zerolen++] = src[i];
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}
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}
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if (zerocount != 0)
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{
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dest[zerolen++] = 0x00;
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dest[zerolen++] = (byte)zerocount;
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}
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// copy appended ACKs
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for (; i < srclen; i++)
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{
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dest[zerolen++] = src[i];
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}
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return (int)zerolen;
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}
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}
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}
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