Files
libremetaverse/libsecondlife-cs/Settings.cs
John Hurliman c7732280ae * Cleaned up the Logout code (it works for me now)
* Added the skeleton for the ViewerEffect system and implemented the PointAt effect
* Fixed a critical bug when region handle was not being set for the current Region
* Added the LLColor type, a four byte value made up of R,G,B,A
* Tweaked the Settings values for login and logout
* Switched ImageTool.exe to use libsecondlife.Utilities.ImageManager so that it works (switch it back to the main system when it works again)
* Fixed the build patch in a couple project files

git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@845 52acb1d6-8a22-11de-b505-999d5b087335
2007-01-14 21:21:05 +00:00

101 lines
4.4 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;
namespace libsecondlife
{
/// <summary>
/// Class for controlling various system settings.
/// </summary>
public class Settings
{
/// <summary>The version of libsecondlife (not the SL protocol itself)</summary>
public string VERSION = "libsecondlife 0.0.9";
/// <summary>XML-RPC login server to connect to</summary>
public string LOGIN_SERVER = "https://login.agni.lindenlab.com/cgi-bin/login.cgi";
/// <summary>Millisecond interval between ticks, where all ACKs are
/// sent out and the age of unACKed packets is checked</summary>
public readonly int NETWORK_TICK_LENGTH = 500;
/// <summary>The maximum value of a packet sequence number. After that
/// we assume the sequence number just rolls over? Or maybe the
/// protocol isn't able to sustain a connection past that</summary>
public readonly int MAX_SEQUENCE = 0xFFFFFF;
/// <summary>Number of milliseconds before a teleport attempt will time
/// out</summary>
public readonly int TELEPORT_TIMEOUT = 18 * 1000;
/// <summary>Number of milliseconds before NetworkManager.Logout() will time out</summary>
public int LOGOUT_TIMEOUT = 5 * 1000;
/// <summary>Number of milliseconds for xml-rpc to timeout</summary>
public int LOGIN_TIMEOUT = 30 * 1000;
/// <summary>The maximum size of the sequence number inbox, used to
/// check for resent and/or duplicate packets</summary>
public int INBOX_SIZE = 100;
/// <summary>Milliseconds before a packet is assumed lost and resent</summary>
public int RESEND_TIMEOUT = 4000;
/// <summary>Milliseconds before the connection to a simulator is
/// assumed lost</summary>
public int SIMULATOR_TIMEOUT = 15000;
/// <summary>Maximum number of queued ACKs to be sent before SendAcks()
/// is forced</summary>
public int MAX_PENDING_ACKS = 10;
/// <summary>Maximum number of ACKs to append to a packet</summary>
public int MAX_APPENDED_ACKS = 10;
/// <summary>Cost of uploading an asset</summary>
public int UPLOAD_COST { get { return priceUpload; } }
private SecondLife Client;
private int priceUpload = 0;
/// <summary>
/// Constructor
/// </summary>
/// <param name="client">Client connection Object to use</param>
public Settings(SecondLife client)
{
Client = client;
Client.Network.RegisterCallback(Packets.PacketType.EconomyData, new NetworkManager.PacketCallback(EconomyDataHandler));
}
/// <summary>
/// Presumably for outputting asset upload costs.
/// </summary>
/// <param name="packet"></param>
/// <param name="simulator"></param>
private void EconomyDataHandler(Packet packet, Simulator simulator)
{
EconomyDataPacket econ = (EconomyDataPacket)packet;
priceUpload = econ.Info.PriceUpload;
}
}
}