* The meaning of Settings.ALWAYS_DECODE_OBJECTS has changed slightly, agent updates are now always decoded regardless of this setting. Clients that are not doing object tracking and have this set to false should see less memory usage * NameValue is now a struct * LLObject.NameValues is now an array to help with performance and serialization git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@1135 52acb1d6-8a22-11de-b505-999d5b087335
211 lines
7.6 KiB
C#
211 lines
7.6 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.Timers;
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using System.Net;
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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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/// Represents an avatar in Second Life (other than your own)
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/// </summary>
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public class Avatar : LLObject
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{
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#region Avatar Structs
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/// <summary>
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/// Positive and negative ratings
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/// </summary>
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public struct Statistics
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{
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/// <summary>Positive ratings for Behavior</summary>
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public int BehaviorPositive;
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/// <summary>Negative ratings for Behavior</summary>
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public int BehaviorNegative;
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/// <summary>Positive ratings for Appearance</summary>
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public int AppearancePositive;
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/// <summary>Negative ratings for Appearance</summary>
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public int AppearanceNegative;
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/// <summary>Positive ratings for Building</summary>
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public int BuildingPositive;
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/// <summary>Negative ratings for Building</summary>
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public int BuildingNegative;
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/// <summary>Positive ratings given by this avatar</summary>
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public int GivenPositive;
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/// <summary>Negative ratings given by this avatar</summary>
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public int GivenNegative;
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}
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/// <summary>
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/// Avatar properties including about text, profile URL, image IDs and
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/// publishing settings
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/// </summary>
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public struct AvatarProperties
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{
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/// <summary>Should this profile be published on the web</summary>
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public bool AllowPublish;
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/// <summary>First Life about text</summary>
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public string FirstLifeText;
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/// <summary>First Life image ID</summary>
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public LLUUID FirstLifeImage;
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/// <summary></summary>
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public LLUUID Partner;
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/// <summary></summary>
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public string AboutText;
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/// <summary></summary>
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public string BornOn;
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/// <summary></summary>
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public string CharterMember;
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/// <summary>Profile image ID</summary>
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public LLUUID ProfileImage;
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/// <summary>Is this a mature profile</summary>
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public bool MaturePublish;
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/// <summary></summary>
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public bool Identified;
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/// <summary></summary>
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public bool Transacted;
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/// <summary>Web URL for this profile</summary>
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public string ProfileURL;
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}
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/// <summary>
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/// Avatar interests including spoken languages, skills, and "want to"
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/// choices
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/// </summary>
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public struct Interests
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{
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/// <summary>Languages profile field</summary>
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public string LanguagesText;
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/// <summary></summary>
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public uint SkillsMask;
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/// <summary></summary>
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public string SkillsText;
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/// <summary></summary>
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public uint WantToMask;
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/// <summary></summary>
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public string WantToText;
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}
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#endregion Avatar Structs
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#region Public Members
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/// <summary>Groups that this avatar is a member of</summary>
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public List<LLUUID> Groups = new List<LLUUID>();
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/// <summary>Online status</summary>
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public bool Online = false;
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/// <summary>Positive and negative ratings</summary>
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public Statistics ProfileStatistics = new Statistics();
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/// <summary>Avatar properties including about text, profile URL, image IDs and
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/// publishing settings</summary>
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public AvatarProperties ProfileProperties = new AvatarProperties();
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/// <summary>Avatar interests including spoken languages, skills, and "want to"
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/// choices</summary>
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public Interests ProfileInterests = new Interests();
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/// <summary>Simulator the avatar is in</summary>
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public Simulator CurrentSim = null;
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#endregion Public Members
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/// <summary>Full name</summary>
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public string Name
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{
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get
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{
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if (name.Length > 0)
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{
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return name;
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}
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else
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{
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string firstName = String.Empty;
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string lastName = String.Empty;
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for (int i = 0; i < NameValues.Length; i++)
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{
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if (NameValues[i].Name == "FirstName" && NameValues[i].Type == NameValue.ValueType.String)
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firstName = (string)NameValues[i].Value;
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else if (NameValues[i].Name == "LastName" && NameValues[i].Type == NameValue.ValueType.String)
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lastName = (string)NameValues[i].Value;
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}
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if (firstName != String.Empty && lastName != String.Empty)
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{
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name = String.Format("{0} {1}", firstName, lastName);
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return name;
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}
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else
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{
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return String.Empty;
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}
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}
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}
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// FIXME: Get rid of this eventually
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set { name = value; }
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}
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/// <summary>Active group</summary>
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public string GroupName
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{
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get
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{
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for (int i = 0; i < NameValues.Length; i++)
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{
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if (NameValues[i].Name == "Title" && NameValues[i].Type == NameValue.ValueType.String)
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{
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groupName = (string)NameValues[i].Value;
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break;
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}
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}
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return groupName;
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}
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}
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/// <summary>Gets the local ID of the prim the avatar is sitting on,
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/// zero if the avatar is not currently sitting</summary>
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public uint SittingOn { get { return sittingOn; } }
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internal string name = String.Empty;
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internal string groupName = String.Empty;
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internal uint sittingOn = 0;
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/// <summary>
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/// Default constructor
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/// </summary>
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public Avatar()
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{
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}
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}
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}
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