Files
libremetaverse/libsecondlife-cs/SecondLife.cs
John Hurliman c7179c17ac Separated Helpers in to it's own code file
git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@525 52acb1d6-8a22-11de-b505-999d5b087335
2006-11-07 22:36:58 +00:00

166 lines
5.6 KiB
C#

/*
* Copyright (c) 2006, Second Life Reverse Engineering Team
* All rights reserved.
*
* - Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* - Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* - Neither the name of the Second Life Reverse Engineering Team nor the names
* of its contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using libsecondlife.Packets;
using libsecondlife.AssetSystem;
namespace libsecondlife
{
/// <summary>
/// Callback used for client apps to receive log messages from
/// libsecondlife
/// </summary>
/// <param name="message"></param>
/// <param name="level"></param>
public delegate void LogCallback(string message, Helpers.LogLevel level);
/// <summary>
/// Main class to expose Second Life functionality to clients. All of the
/// classes needed for sending and receiving data are accessible through
/// this class.
/// </summary>
public class SecondLife
{
public const string LOGIN_SERVER = "https://login.agni.lindenlab.com/cgi-bin/login.cgi";
/// <summary>Networking Subsystem</summary>
public NetworkManager Network;
/// <summary>Parcel (subdivided simulator lots) Subsystem</summary>
public ParcelManager Parcels;
/// <summary>'Client's Avatar' Subsystem</summary>
public MainAvatar Self;
/// <summary>Other Avatars Subsystem</summary>
public AvatarManager Avatars;
/// <summary>Grid (aka simulator group) Subsystem</summary>
public GridManager Grid;
/// <summary>Object Subsystem</summary>
public ObjectManager Objects;
/// <summary>Group Subsystem</summary>
public GroupManager Groups;
/// <summary>Image Subsystem</summary>
private ImageManager _ImageManager;
public ImageManager Images
{
get
{
if (_ImageManager == null)
{
_ImageManager = new ImageManager(this);
return _ImageManager;
}
else
{
return _ImageManager;
}
}
set
{
_ImageManager = value;
}
}
/// <summary></summary>
public event LogCallback OnLogMessage;
/// <summary>Debug flag</summary>
public bool Debug;
/// <summary>
/// Constructor.
/// </summary>
public SecondLife()
{
Network = new NetworkManager(this);
Parcels = new ParcelManager(this);
Self = new MainAvatar(this);
Avatars = new AvatarManager(this);
Grid = new GridManager(this);
Objects = new ObjectManager(this);
Groups = new GroupManager(this);
Debug = true;
}
/// <summary>
///
/// </summary>
/// <returns>Client Avatar's Full Name</returns>
public override string ToString()
{
return Self.FirstName + " " + Self.LastName;
}
/// <summary>
/// A simple sleep function that will allow pending threads to run
/// </summary>
public void Tick()
{
System.Threading.Thread.Sleep(0);
}
/// <summary>
/// Send a log message to the debugging output system
/// </summary>
/// <param name="message">The log message</param>
/// <param name="level">From the LogLevel enum, either Info, Warning, or Error</param>
public void Log(string message, Helpers.LogLevel level)
{
if (OnLogMessage != null)
{
OnLogMessage(message, level);
}
else
{
Console.WriteLine(level.ToString().ToUpper() + ": " + message);
}
}
/// <summary>
/// If the library is compiled with DEBUG defined, and SecondLife.Debug
/// is true, either an event will be fired for the debug message or
/// it will be written to the console
/// </summary>
/// <param name="message">The debug message</param>
[System.Diagnostics.Conditional("DEBUG")]
public void DebugLog(string message)
{
if (Debug)
{
if (OnLogMessage != null)
{
OnLogMessage(message, Helpers.LogLevel.Debug);
}
else
{
Console.WriteLine("DEBUG: " + message);
}
}
}
}
}