* Removed a lot of SinkFee cruft from AssetManager, the Settings class is used now * Enough sanity checks in ImageManager to keep it from constantly exploding on me * Added GivenPositive and GivenNegative to the ratings structure for Avatars * Added group lookup support for avatars. The callback format will change slightly soon * HelpCommand in TestClient is more readable * Sanity check in TestClient IM callback, may close an open bug * Committing all of my latest modifications to AvatarTracker, it's fairly useful now * Fixed the documentation of Self.SetHeightWidth(); it actually tells the server the dimensions of the viewer window, nothing to do with Avatars * Added Self.ActivateGroup() * Changed some "" to String.Empty git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@800 52acb1d6-8a22-11de-b505-999d5b087335
268 lines
13 KiB
C#
268 lines
13 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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/// Basic class to hold other Avatar's data.
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/// </summary>
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public class Avatar
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{
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/// <summary>
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///
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/// </summary>
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[Flags]
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public enum AgentUpdateFlags
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{
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/// <summary>Empty flag</summary>
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NONE = 0,
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/// <summary>Move Forward (SL Keybinding: W/Up Arrow)</summary>
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AGENT_CONTROL_AT_POS = 0x1 << CONTROL_AT_POS_INDEX,
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/// <summary>Move Backward (SL Keybinding: S/Down Arrow)</summary>
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AGENT_CONTROL_AT_NEG = 0x1 << CONTROL_AT_NEG_INDEX,
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/// <summary>Move Left (SL Keybinding: Shift-(A/Left Arrow))</summary>
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AGENT_CONTROL_LEFT_POS = 0x1 << CONTROL_LEFT_POS_INDEX,
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/// <summary>Move Right (SL Keybinding: Shift-(D/Right Arrow))</summary>
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AGENT_CONTROL_LEFT_NEG = 0x1 << CONTROL_LEFT_NEG_INDEX,
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/// <summary>Not Flying: Jump/Flying: Move Up (SL Keybinding: E)</summary>
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AGENT_CONTROL_UP_POS = 0x1 << CONTROL_UP_POS_INDEX,
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/// <summary>Not Flying: Croutch/Flying: Move Down (SL Keybinding: C)</summary>
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AGENT_CONTROL_UP_NEG = 0x1 << CONTROL_UP_NEG_INDEX,
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/// <summary>Unused</summary>
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AGENT_CONTROL_PITCH_POS = 0x1 << CONTROL_PITCH_POS_INDEX,
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/// <summary>Unused</summary>
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AGENT_CONTROL_PITCH_NEG = 0x1 << CONTROL_PITCH_NEG_INDEX,
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/// <summary>Unused</summary>
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AGENT_CONTROL_YAW_POS = 0x1 << CONTROL_YAW_POS_INDEX,
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/// <summary>Unused</summary>
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AGENT_CONTROL_YAW_NEG = 0x1 << CONTROL_YAW_NEG_INDEX,
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/// <summary>ORed with AGENT_CONTROL_AT_* if the keyboard is being used</summary>
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AGENT_CONTROL_FAST_AT = 0x1 << CONTROL_FAST_AT_INDEX,
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/// <summary>ORed with AGENT_CONTROL_LEFT_* if the keyboard is being used</summary>
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AGENT_CONTROL_FAST_LEFT = 0x1 << CONTROL_FAST_LEFT_INDEX,
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/// <summary>ORed with AGENT_CONTROL_UP_* if the keyboard is being used</summary>
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AGENT_CONTROL_FAST_UP = 0x1 << CONTROL_FAST_UP_INDEX,
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/// <summary>Fly</summary>
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AGENT_CONTROL_FLY = 0x1 << CONTROL_FLY_INDEX,
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/// <summary></summary>
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AGENT_CONTROL_STOP = 0x1 << CONTROL_STOP_INDEX,
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/// <summary>Finish our current animation</summary>
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AGENT_CONTROL_FINISH_ANIM = 0x1 << CONTROL_FINISH_ANIM_INDEX,
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/// <summary>Stand up from the ground or a prim seat</summary>
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AGENT_CONTROL_STAND_UP = 0x1 << CONTROL_STAND_UP_INDEX,
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/// <summary>Sit on the ground at our current location</summary>
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AGENT_CONTROL_SIT_ON_GROUND = 0x1 << CONTROL_SIT_ON_GROUND_INDEX,
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/// <summary>Whether mouselook is currently enabled</summary>
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AGENT_CONTROL_MOUSELOOK = 0x1 << CONTROL_MOUSELOOK_INDEX,
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/// <summary>Legacy, used if a key was pressed for less than a certain amount of time</summary>
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AGENT_CONTROL_NUDGE_AT_POS = 0x1 << CONTROL_NUDGE_AT_POS_INDEX,
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/// <summary>Legacy, used if a key was pressed for less than a certain amount of time</summary>
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AGENT_CONTROL_NUDGE_AT_NEG = 0x1 << CONTROL_NUDGE_AT_NEG_INDEX,
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/// <summary>Legacy, used if a key was pressed for less than a certain amount of time</summary>
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AGENT_CONTROL_NUDGE_LEFT_POS = 0x1 << CONTROL_NUDGE_LEFT_POS_INDEX,
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/// <summary>Legacy, used if a key was pressed for less than a certain amount of time</summary>
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AGENT_CONTROL_NUDGE_LEFT_NEG = 0x1 << CONTROL_NUDGE_LEFT_NEG_INDEX,
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/// <summary>Legacy, used if a key was pressed for less than a certain amount of time</summary>
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AGENT_CONTROL_NUDGE_UP_POS = 0x1 << CONTROL_NUDGE_UP_POS_INDEX,
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/// <summary>Legacy, used if a key was pressed for less than a certain amount of time</summary>
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AGENT_CONTROL_NUDGE_UP_NEG = 0x1 << CONTROL_NUDGE_UP_NEG_INDEX,
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/// <summary></summary>
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AGENT_CONTROL_TURN_LEFT = 0x1 << CONTROL_TURN_LEFT_INDEX,
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/// <summary></summary>
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AGENT_CONTROL_TURN_RIGHT = 0x1 << CONTROL_TURN_RIGHT_INDEX,
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/// <summary>Set when the avatar is idled or set to away. Note that the away animation is
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/// activated separately from setting this flag</summary>
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AGENT_CONTROL_AWAY = 0x1 << CONTROL_AWAY_INDEX,
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/// <summary></summary>
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AGENT_CONTROL_LBUTTON_DOWN = 0x1 << CONTROL_LBUTTON_DOWN_INDEX,
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/// <summary></summary>
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AGENT_CONTROL_LBUTTON_UP = 0x1 << CONTROL_LBUTTON_UP_INDEX,
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/// <summary></summary>
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AGENT_CONTROL_ML_LBUTTON_DOWN = 0x1 << CONTROL_ML_LBUTTON_DOWN_INDEX,
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/// <summary></summary>
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AGENT_CONTROL_ML_LBUTTON_UP = 0x1 << CONTROL_ML_LBUTTON_UP_INDEX
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}
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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 Properties
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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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/// <summary>UUID for this avatar</summary>
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public LLUUID ID = LLUUID.Zero;
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/// <summary>Temporary ID for this avatar, local to the current region</summary>
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public uint LocalID = 0;
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/// <summary>Full name</summary>
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public string Name = String.Empty;
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/// <summary>Active group</summary>
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public string GroupName = String.Empty;
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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 Properties ProfileProperties = new Properties();
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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>Local location, relative to the sim or what the avatar is
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/// sitting on</summary>
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public LLVector3 Position = LLVector3.Zero;
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/// <summary>Rotational position, relative to the sim or what the avatar
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/// is sitting on</summary>
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public LLQuaternion Rotation = LLQuaternion.Identity;
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/// <summary>Region the avatar is in</summary>
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public Region CurrentRegion = null;
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/// <summary>Textures for this avatars clothing</summary>
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public TextureEntry Textures = new TextureEntry();
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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
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{
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get { return sittingOn; }
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}
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internal uint sittingOn = 0;
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private const int CONTROL_AT_POS_INDEX = 0;
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private const int CONTROL_AT_NEG_INDEX = 1;
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private const int CONTROL_LEFT_POS_INDEX = 2;
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private const int CONTROL_LEFT_NEG_INDEX = 3;
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private const int CONTROL_UP_POS_INDEX = 4;
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private const int CONTROL_UP_NEG_INDEX = 5;
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private const int CONTROL_PITCH_POS_INDEX = 6;
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private const int CONTROL_PITCH_NEG_INDEX = 7;
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private const int CONTROL_YAW_POS_INDEX = 8;
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private const int CONTROL_YAW_NEG_INDEX = 9;
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private const int CONTROL_FAST_AT_INDEX = 10;
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private const int CONTROL_FAST_LEFT_INDEX = 11;
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private const int CONTROL_FAST_UP_INDEX = 12;
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private const int CONTROL_FLY_INDEX = 13;
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private const int CONTROL_STOP_INDEX = 14;
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private const int CONTROL_FINISH_ANIM_INDEX = 15;
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private const int CONTROL_STAND_UP_INDEX = 16;
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private const int CONTROL_SIT_ON_GROUND_INDEX = 17;
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private const int CONTROL_MOUSELOOK_INDEX = 18;
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private const int CONTROL_NUDGE_AT_POS_INDEX = 19;
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private const int CONTROL_NUDGE_AT_NEG_INDEX = 20;
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private const int CONTROL_NUDGE_LEFT_POS_INDEX = 21;
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private const int CONTROL_NUDGE_LEFT_NEG_INDEX = 22;
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private const int CONTROL_NUDGE_UP_POS_INDEX = 23;
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private const int CONTROL_NUDGE_UP_NEG_INDEX = 24;
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private const int CONTROL_TURN_LEFT_INDEX = 25;
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private const int CONTROL_TURN_RIGHT_INDEX = 26;
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private const int CONTROL_AWAY_INDEX = 27;
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private const int CONTROL_LBUTTON_DOWN_INDEX = 28;
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private const int CONTROL_LBUTTON_UP_INDEX = 29;
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private const int CONTROL_ML_LBUTTON_DOWN_INDEX = 30;
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private const int CONTROL_ML_LBUTTON_UP_INDEX = 31;
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private const int TOTAL_CONTROLS = 32;
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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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