390 lines
16 KiB
C#
390 lines
16 KiB
C#
/*
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* Copyright (c) 2006-2016, openmetaverse.co
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* Copyright (c) 2021-2022, Sjofn LLC.
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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 openmetaverse.co 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 OpenMetaverse.Packets;
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namespace OpenMetaverse
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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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/// <remarks>Some values are readonly because they affect things that
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/// happen when the GridClient object is initialized, so changing them at
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/// runtime won't do any good. Non-readonly values may affect things that
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/// happen at login or dynamically</remarks>
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public class Settings
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{
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public static string USER_AGENT = "LibreMetaverse";
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#region Login/Networking Settings
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/// <summary>Main grid login server</summary>
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public const string AGNI_LOGIN_SERVER = "https://login.agni.lindenlab.com/cgi-bin/login.cgi";
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/// <summary>Beta grid login server</summary>
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public const string ADITI_LOGIN_SERVER = "https://login.aditi.lindenlab.com/cgi-bin/login.cgi";
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/// <summary>The relative directory where external resources are kept</summary>
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public static string RESOURCE_DIR = "openmetaverse_data";
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/// <summary>Login server to connect to</summary>
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public string LOGIN_SERVER = AGNI_LOGIN_SERVER;
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/// <summary>IP Address the client will bind to</summary>
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public static System.Net.IPAddress BIND_ADDR = System.Net.IPAddress.Any;
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/// <summary>Use XML-RPC Login or LLSD Login, default is XML-RPC Login</summary>
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public bool USE_LLSD_LOGIN = false;
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/// <summary>Client is Multi-Factor Authentication enabled</summary>
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public bool MFA_ENABLED = false;
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/// <summary>
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/// Maximum number of HTTP connections to open to a particular endpoint.
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/// </summary>
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/// <remarks>
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/// An endpoint is defined as a commbination of network address and port. This is used for Caps.
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/// This is a static variable which applies to all instances.
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/// </remarks>
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public static int MAX_HTTP_CONNECTIONS = 32;
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#endregion
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#region Inventory
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/// <summary>
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/// InventoryManager requests inventory information on login,
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/// GridClient initializes an Inventory store for main inventory.
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/// </summary>
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public const bool ENABLE_INVENTORY_STORE = true;
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/// <summary>
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/// InventoryManager requests library information on login,
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/// GridClient initializes an Inventory store for the library.
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/// </summary>
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public const bool ENABLE_LIBRARY_STORE = true;
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#endregion
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#region Timeouts and Intervals
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/// <summary>Number of milliseconds before an asset transfer will time
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/// out</summary>
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public int TRANSFER_TIMEOUT = 90 * 1000;
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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 int TELEPORT_TIMEOUT = 40 * 1000;
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/// <summary>Number of milliseconds before NetworkManager.Logout() will
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/// time out</summary>
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public int LOGOUT_TIMEOUT = 5 * 1000;
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/// <summary>Number of milliseconds before a CAPS call will time out</summary>
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/// <remarks>Setting this too low will cause web requests time out and
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/// possibly retry repeatedly</remarks>
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public int CAPS_TIMEOUT = 60 * 1000;
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/// <summary>Number of milliseconds for xml-rpc to timeout</summary>
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public int LOGIN_TIMEOUT = 60 * 1000;
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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 = 30 * 1000;
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/// <summary>Milliseconds to wait for a simulator info request through
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/// the grid interface</summary>
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public int MAP_REQUEST_TIMEOUT = 5 * 1000;
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/// <summary>Number of milliseconds between sending pings to each sim</summary>
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public const int PING_INTERVAL = 2200;
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/// <summary>Number of milliseconds between sending camera updates</summary>
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public int DEFAULT_AGENT_UPDATE_INTERVAL = 500;
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/// <summary>Number of milliseconds between updating the current
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/// positions of moving, non-accelerating and non-colliding objects</summary>
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public int INTERPOLATION_INTERVAL = 250;
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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 const int NETWORK_TICK_INTERVAL = 500;
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#endregion
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#region Sizes
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/// <summary>Maximum size of packet that we want to send over the wire</summary>
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public const int MAX_PACKET_SIZE = 1200;
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/// <summary>The maximum value of a packet sequence number before it
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/// rolls over back to one</summary>
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public const int MAX_SEQUENCE = 0xFFFFFF;
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/// <summary>The maximum size of the sequence number archive, used to
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/// check for resent and/or duplicate packets</summary>
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public static int PACKET_ARCHIVE_SIZE = 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>Network stats queue length (seconds)</summary>
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public int STATS_QUEUE_SIZE = 5;
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#endregion
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#region Experimental options
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/// <summary>
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/// Primitives will be reused when falling in/out of interest list (and shared between clients)
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/// prims returning to interest list do not need re-requested
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/// Helps also in not re-requesting prim.Properties for code that checks for a Properties == null per client
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/// </summary>
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public bool CACHE_PRIMITIVES = false;
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/// <summary>
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/// Pool parcel data between clients (saves on requesting multiple times when all clients may need it)
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/// </summary>
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public bool POOL_PARCEL_DATA = false;
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/// <summary>
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/// How long to preserve cached data when no client is connected to a simulator
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/// The reason for setting it to something like 2 minutes is in case a client
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/// is running back and forth between region edges or a sim is comming and going
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/// </summary>
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public static int SIMULATOR_POOL_TIMEOUT = 2 * 60 * 1000;
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#endregion
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#region Configuration options (mostly booleans)
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/// <summary>Enable/disable storing terrain heightmaps in the
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/// TerrainManager</summary>
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public bool STORE_LAND_PATCHES = false;
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/// <summary>Enable/disable sending agent updates</summary>
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public bool SEND_AGENT_UPDATES = true;
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/// <summary>Enable/disable sending periodic agent updates</summary>
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public bool SEND_AGENT_UPDATES_REGULARLY = true;
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/// <summary>Enable/disable automatically setting agent appearance at
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/// login and after sim crossing</summary>
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public bool SEND_AGENT_APPEARANCE = true;
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/// <summary>Enable/disable automatically setting the bandwidth throttle
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/// after connecting to each simulator</summary>
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/// <remarks>The default throttle uses the equivalent of the maximum
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/// bandwidth setting in the official client. If you do not set a
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/// throttle your connection will by default be throttled well below
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/// the minimum values and you may experience connection problems</remarks>
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public bool SEND_AGENT_THROTTLE = true;
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/// <summary>Enable/disable the sending of pings to monitor lag and
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/// packet loss</summary>
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public bool SEND_PINGS = true;
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/// <summary>Should we connect to multiple sims? This will allow
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/// viewing into neighboring simulators and sim crossings
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/// (Experimental)</summary>
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public bool MULTIPLE_SIMS = false;
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/// <summary>If true, all object update packets will be decoded in to
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/// native objects. If false, only updates for our own agent will be
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/// decoded. Registering an event handler will force objects for that
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/// type to always be decoded. If this is disabled the object tracking
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/// will have missing or partial prim and avatar information</summary>
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public bool ALWAYS_DECODE_OBJECTS = true;
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/// <summary>If true, when a cached object check is received from the
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/// server the full object info will automatically be requested</summary>
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public bool ALWAYS_REQUEST_OBJECTS = true;
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/// <summary>Whether to decode sim stats</summary>
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public bool ENABLE_SIMSTATS = true;
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/// <summary>The capabilities servers are currently designed to
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/// periodically return a 502 error which signals for the client to
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/// re-establish a connection. Set this to true to log those 502 errors</summary>
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public bool LOG_ALL_CAPS_ERRORS = false;
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/// <summary>If true, and <see cref="SEND_AGENT_UPDATES"/> is true,
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/// AgentUpdate packets will continuously be sent out to give the bot
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/// smoother movement and autopiloting</summary>
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public bool DISABLE_AGENT_UPDATE_DUPLICATE_CHECK = true;
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/// <summary>If true, currently visible avatars will be stored
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/// in dictionaries inside <see cref="Simulator.ObjectAvatars"/>.
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/// If false, a new Avatar or Primitive object will be created
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/// each time an object update packet is received</summary>
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public bool AVATAR_TRACKING = true;
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/// <summary>If true, currently visible avatars will be stored
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/// in dictionaries inside <see cref="Simulator.ObjectPrimitives"/>.
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/// If false, a new Avatar or Primitive object will be created
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/// each time an object update packet is received</summary>
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public bool OBJECT_TRACKING = true;
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/// <summary>If true, position and velocity will periodically be
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/// interpolated (extrapolated, technically) for objects and
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/// avatars that are being tracked by the library. This is
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/// necessary to increase the accuracy of speed and position
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/// estimates for simulated objects</summary>
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public bool USE_INTERPOLATION_TIMER = true;
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/// <summary>
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/// If true, utilization statistics will be tracked. There is a minor penalty
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/// in CPU time for enabling this option.
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/// </summary>
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public bool TRACK_UTILIZATION = false;
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#endregion
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#region Parcel Tracking
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/// <summary>If true, parcel details will be stored in the
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/// <see cref="Simulator.Parcels" /> dictionary as they are received</summary>
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public bool PARCEL_TRACKING = true;
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/// <summary>
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/// If true, an incoming parcel properties reply will automatically send
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/// a request for the parcel access list
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/// </summary>
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public bool ALWAYS_REQUEST_PARCEL_ACL = true;
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/// <summary>
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/// if true, an incoming parcel properties reply will automatically send
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/// a request for the traffic count.
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/// </summary>
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public bool ALWAYS_REQUEST_PARCEL_DWELL = true;
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#endregion
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#region Asset Cache
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/// <summary>
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/// If true, images, and other assets downloaded from the server
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/// will be cached in a local directory
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/// </summary>
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public bool USE_ASSET_CACHE = true;
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/// <summary>Path to store cached texture data</summary>
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public string ASSET_CACHE_DIR = RESOURCE_DIR + "/cache";
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/// <summary>Maximum size cached files are allowed to take on disk (bytes)</summary>
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public long ASSET_CACHE_MAX_SIZE = 1024 * 1024 * 1024; // 1GB
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#endregion
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#region Misc
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/// <summary>Default color used for viewer particle effects</summary>
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public Color4 DEFAULT_EFFECT_COLOR = new Color4(255, 0, 0, 255);
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/// <summary>Cost of uploading an asset</summary>
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/// <remarks>Read-only since this value is dynamically fetched at login</remarks>
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public int UPLOAD_COST { get; private set; } = 0;
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/// <summary>Maximum number of times to resend a failed packet</summary>
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public int MAX_RESEND_COUNT = 3;
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/// <summary>Throttle outgoing packet rate</summary>
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public bool THROTTLE_OUTGOING_PACKETS = true;
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#endregion
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#region Texture Pipeline
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/// <summary>
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/// Enable texture pipeline, will use a thread.
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/// </summary>
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public bool USE_TEXTURE_PIPELINE = true;
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/// <summary>
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/// Download textures using GetTexture capability when available
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/// </summary>
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public bool USE_HTTP_TEXTURES = true;
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/// <summary>The maximum number of concurrent texture downloads allowed</summary>
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/// <remarks>Increasing this number will not necessarily increase texture retrieval times due to
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/// simulator throttles</remarks>
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public int MAX_CONCURRENT_TEXTURE_DOWNLOADS = 4;
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/// <summary>
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/// The Refresh timer inteval is used to set the delay between checks for stalled texture downloads
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/// </summary>
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/// <remarks>This is a static variable which applies to all instances</remarks>
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public static float PIPELINE_REFRESH_INTERVAL = 500.0f;
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/// <summary>
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/// Textures taking longer than this value will be flagged as timed out and removed from the pipeline
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/// </summary>
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public int PIPELINE_REQUEST_TIMEOUT = 45*1000;
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#endregion
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#region Logging Configuration
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/// <summary>
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/// Get or set the minimum log level to output to the console by default
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///
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/// If the library is not compiled with DEBUG defined and this level is set to DEBUG
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/// You will get no output on the console. This behavior can be overriden by creating
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/// a logger configuration file for log4net
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/// </summary>
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public static Helpers.LogLevel LOG_LEVEL = Helpers.LogLevel.Debug;
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/// <summary>Attach avatar names to log messages</summary>
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public bool LOG_NAMES = true;
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/// <summary>Log packet retransmission info</summary>
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public bool LOG_RESENDS = true;
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/// <summary>Log disk cache misses and other info</summary>
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public bool LOG_DISKCACHE = true;
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#endregion
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#region Private Fields
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private GridClient Client;
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public static bool SORT_INVENTORY = false;
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/// <summary>Constructor</summary>
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/// <param name="client">Reference to a GridClient object</param>
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public Settings(GridClient client)
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{
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Client = client;
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Client.Network.RegisterCallback(PacketType.EconomyData, EconomyDataHandler);
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}
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#endregion
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#region Packet Callbacks
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/// <summary>Process an incoming packet and raise the appropriate events</summary>
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/// <param name="sender">The sender</param>
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/// <param name="e">The EventArgs object containing the packet data</param>
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protected void EconomyDataHandler(object sender, PacketReceivedEventArgs e)
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{
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EconomyDataPacket econ = (EconomyDataPacket)e.Packet;
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UPLOAD_COST = econ.Info.PriceUpload;
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}
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#endregion
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}
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}
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