* Added NetworkManager.SecureSessionID * Added a missing SendPacket function for raw payloads to non-current sims * Documented a few things in NetworkManager git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@910 52acb1d6-8a22-11de-b505-999d5b087335
103 lines
4.7 KiB
C#
103 lines
4.7 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.Generic;
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using libsecondlife.Packets;
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namespace libsecondlife
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{
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/// <summary>
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/// Class for controlling various system settings.
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/// </summary>
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public class Settings
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{
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/// <summary>The version of libsecondlife (not the SL protocol itself)</summary>
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public string VERSION = "libsecondlife 0.0.9";
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/// <summary>XML-RPC login server to connect to</summary>
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public string LOGIN_SERVER = "https://login.agni.lindenlab.com/cgi-bin/login.cgi";
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/// <summary>Millisecond interval between ticks, where all ACKs are
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/// sent out and the age of unACKed packets is checked</summary>
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public readonly int NETWORK_TICK_LENGTH = 500;
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/// <summary>The maximum value of a packet sequence number. After that
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/// we assume the sequence number just rolls over? Or maybe the
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/// protocol isn't able to sustain a connection past that</summary>
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public readonly int MAX_SEQUENCE = 0xFFFFFF;
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/// <summary>Number of milliseconds before a teleport attempt will time
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/// out</summary>
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public readonly int TELEPORT_TIMEOUT = 18 * 1000;
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/// <summary>Number of milliseconds before NetworkManager.Logout() will time out</summary>
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public int LOGOUT_TIMEOUT = 5 * 1000;
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/// <summary>Number of milliseconds for xml-rpc to timeout</summary>
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public int LOGIN_TIMEOUT = 30 * 1000;
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/// <summary>The maximum size of the sequence number inbox, used to
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/// check for resent and/or duplicate packets</summary>
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public int INBOX_SIZE = 100;
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/// <summary>Milliseconds before a packet is assumed lost and resent</summary>
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public int RESEND_TIMEOUT = 4000;
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/// <summary>Milliseconds without receiving a packet before the
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/// connection to a simulator is assumed lost</summary>
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public int SIMULATOR_TIMEOUT = 15 * 1000;
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/// <summary>Maximum number of queued ACKs to be sent before SendAcks()
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/// is forced</summary>
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public int MAX_PENDING_ACKS = 10;
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/// <summary>Maximum number of ACKs to append to a packet</summary>
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public int MAX_APPENDED_ACKS = 10;
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/// <summary>Cost of uploading an asset</summary>
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public int UPLOAD_COST { get { return priceUpload; } }
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/// <summary>Enable/disable debugging log messages</summary>
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public bool DEBUG = true;
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private SecondLife Client;
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private int priceUpload = 0;
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/// <summary>
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/// Constructor
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/// </summary>
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/// <param name="client">Client connection Object to use</param>
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public Settings(SecondLife client)
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{
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Client = client;
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Client.Network.RegisterCallback(Packets.PacketType.EconomyData, new NetworkManager.PacketCallback(EconomyDataHandler));
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}
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/// <summary>
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/// Presumably for outputting asset upload costs.
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/// </summary>
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/// <param name="packet"></param>
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/// <param name="simulator"></param>
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private void EconomyDataHandler(Packet packet, Simulator simulator)
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{
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EconomyDataPacket econ = (EconomyDataPacket)packet;
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priceUpload = econ.Info.PriceUpload;
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}
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}
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}
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