Files
libremetaverse/libsecondlife/SecondLife.cs
John Hurliman 88e7d9397c * Fixed up the Baker example for bushing's experiments
* Removed the ThreadPool checks, it's a lost cause on Mono right now
* Moved ObjectManager RequestAllObjects and AlwaysDecode to the Settings class as ALWAYS_REQUEST_OBJECTS and ALWAYS_DECODE_OBJECTS
* TestClient uses the new Settings variables for object management
* Increased the CAPS timeout, we need to get the initial connection async quickly
* Added a post-build step for openjpegnet MSVC project to copy openjpeg.dll to the bin/ directory

git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@1090 52acb1d6-8a22-11de-b505-999d5b087335
2007-04-01 09:52:13 +00:00

169 lines
6.7 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.Threading;
using libsecondlife.Packets;
using libsecondlife.AssetSystem;
using libsecondlife.InventorySystem;
namespace libsecondlife
{
/// <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
{
/// <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>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>Asset Subsystem</summary>
public AssetManager Assets;
/// <summary>Inventory Subsystem</summary>
public InventoryManager Inventory;
/// <summary>Image Subsystem</summary>
public ImageManager Images;
/// <summary>Directory searches including classifieds, people, land
/// sales, etc</summary>
public DirectoryManager Directory;
/// <summary>Handles land, wind, and cloud heightmaps</summary>
public TerrainManager Terrain;
/// <summary>Throttling total bandwidth usage, or allocating bandwidth
/// for specific data stream types</summary>
public AgentThrottle Throttle;
/// <summary>Settings class including constant values and changeable
/// parameters for everything</summary>
public Settings Settings;
/// <summary>Triggered whenever a message is logged.
/// If this is left null, log messages will go to
/// the console</summary>
public event LogCallback OnLogMessage;
/// <summary>
/// Default constructor
/// </summary>
public SecondLife()
{
// These are order-dependant
Network = new NetworkManager(this);
Settings = new Settings(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);
Assets = new AssetManager(this);
Images = new ImageManager(this);
Inventory = new InventoryManager(this);
Directory = new DirectoryManager(this);
Terrain = new TerrainManager(this);
Throttle = new AgentThrottle(this);
}
/// <summary>
/// Return the full name of this instance
/// </summary>
/// <returns>Client avatars full name</returns>
public override string ToString()
{
return Self.FirstName + " " + Self.LastName;
}
/// <summary>
/// Send a log message to the debugging output system
/// </summary>
/// <param name="message">The log message</param>
/// <param name="level">The severity of the log entry</param>
public void Log(string message, Helpers.LogLevel level)
{
if (level == Helpers.LogLevel.Debug && !Settings.DEBUG) return;
if (OnLogMessage != null)
{
try { OnLogMessage(message, level); }
catch (Exception e) { Console.WriteLine(e.ToString()); }
}
else
{
if (Settings.LOG_NAMES)
Console.WriteLine("{0} [{1} {2}]: {3}", level.ToString().ToUpper(), Self.FirstName, Self.LastName, message);
else
Console.WriteLine("{0}: {1}", 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 (Settings.DEBUG)
{
if (OnLogMessage != null)
{
try { OnLogMessage(message, Helpers.LogLevel.Debug); }
catch (Exception e) { Console.WriteLine(e.ToString()); }
}
else
{
if (Settings.LOG_NAMES)
Console.WriteLine("DEBUG [{0} {1}]: {2}", Self.FirstName, Self.LastName, message);
else
Console.WriteLine("DEBUG: {0}", message);
}
}
}
}
}