Files
libremetaverse/Programs/Simian/Interfaces/IUDPProvider.cs
John Hurliman abf0c15384 [Simian]
* Completed a partial port of OpenSim's LSL API. Thank you to everyone on the OpenSim team for their hard work on this incredibly large feature
* Added Agent.GetSimulatorPosition()
* Corrected default PrimFlags for agents and prims
* Stubs for encoding/decoding prim linkset assets
* Route chat through the scene
* Stub for grid messaging (IM and email)
* Add GetTerrainHeightAt(), removed duplicate heightmap storage in Movement.cs
* Added a permissions manager stub
* Store wind speeds, added functions to get wind speed
* Make sure all of the important prim properties are set before creating an object
* Lots of new object manipulation functions in scene
* Properly clean up event queues on agent exit
* Stubbed out a space for a scripting engine
* Stubbed out task inventory
* Added ScriptingConsole, which allows you to run LSL functions from the chat console
* Added new PacketCategory, Messaging, for chat-related packets
* Fixed InventoryObject overrides
* Added a NotecardCache, useful for the scripting engine and may become generally useful later
* Added several helper functions and new members to SimulationObject

git-svn-id: http://libopenmetaverse.googlecode.com/svn/libopenmetaverse/trunk@2462 52acb1d6-8a22-11de-b505-999d5b087335
2009-03-02 23:00:28 +00:00

62 lines
2.3 KiB
C#

using System;
using System.Net;
using OpenMetaverse;
using OpenMetaverse.Packets;
namespace Simian
{
public enum PacketCategory
{
/// <summary>Any sort of transactional message, such as
/// AgentMovementComplete</summary>
Transaction = 0,
/// <summary>Chat such as intra-simulator chat or instant
/// messaging</summary>
Messaging,
/// <summary>State synchronization, such as animations or
/// object updates</summary>
State,
/// <summary>State synchronization of inventory</summary>
Inventory,
/// <summary>State synchronization of terrain, LayerData
/// packets</summary>
Terrain,
/// <summary>Asset transfer packets</summary>
Asset,
/// <summary>Texture transfer packets</summary>
Texture,
/// <summary>Protocol overhead such as PacketAck</summary>
Overhead,
}
/// <summary>
/// Coupled with RegisterCallback(), this is triggered whenever a packet
/// of a registered type is received
/// </summary>
public delegate void PacketCallback(Packet packet, Agent agent);
/// <summary>
/// Triggered whenever a packet is going to be sent out to one or more
/// clients
/// </summary>
/// <param name="packet">The packet that will be sent out</param>
/// <param name="agentID">The UUID of the agent receiving this packet. Equal
/// to UUID.Zero if this packet will be broadcast to all connected agents</param>
/// <param name="category">The specified category of the outgoing packet</param>
/// <returns>True to continue sending this packet, otherwise false</returns>
public delegate bool OutgoingPacketCallback(Packet packet, UUID agentID, PacketCategory category);
public interface IUDPProvider
{
event OutgoingPacketCallback OnOutgoingPacket;
void AddClient(Agent agent, IPEndPoint endpoint);
bool RemoveClient(Agent agent);
uint CreateCircuit(Agent agent);
void SendPacket(UUID agentID, Packet packet, PacketCategory category);
void BroadcastPacket(Packet packet, PacketCategory category);
void RegisterPacketCallback(PacketType type, PacketCallback callback);
}
}