Files
libremetaverse/libsecondlife-cs/examples/sldump/sldump.cs
John Hurliman c17074a645 primexport:
* Supports libprims and prim.blender output formats now
* Less noisy output, doesn't warn about missing parent prims for attachments
libsecondlife:
* Cleaned up the AgentThrottle class, it's now accessible through SecondLife.Throttle
* Fixed PrimObject null members
* Fixed PrimFlexibleData invalid XML
* Fixed invalid TextureAnimation XML
* Speckled documentation here and there

git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@632 52acb1d6-8a22-11de-b505-999d5b087335
2006-11-25 20:25:02 +00:00

144 lines
4.6 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 System.Threading;
using libsecondlife;
using libsecondlife.Packets;
namespace sldump
{
class sldump
{
// Default packet handler, registered for all packet types
public static void DefaultHandler(Packet packet, Simulator simulator)
{
Console.WriteLine(packet.ToString());
}
public static void DisconnectHandler(NetworkManager.DisconnectType type, string message)
{
if (type == NetworkManager.DisconnectType.NetworkTimeout)
{
Console.WriteLine("Network connection timed out, disconnected");
}
else if (type == NetworkManager.DisconnectType.ServerInitiated)
{
Console.WriteLine("Server disconnected us: " + message);
}
}
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main(string[] args)
{
SecondLife client;
if (args.Length == 0 || (args.Length < 4 && args[0] != "--printmap"))
{
Console.WriteLine("Usage: sldump [--printmap] [--decrypt] [inputfile] [outputfile] "
+ "[--protocol] [firstname] [lastname] [password] [seconds (0 for infinite)]");
return;
}
if (args[0] == "--decrypt")
{
try
{
ProtocolManager.DecodeMapFile(args[1], args[2]);
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
return;
}
client = new SecondLife();
if (args[0] == "--printmap")
{
ProtocolManager protocol;
try
{
protocol = new ProtocolManager("message_template.msg", client);
}
catch (Exception e)
{
// Error initializing the client, probably missing file(s)
Console.WriteLine(e.ToString());
return;
}
protocol.PrintMap();
return;
}
// Setup the packet callback and disconnect event handler
client.Network.RegisterCallback(PacketType.Default, new NetworkManager.PacketCallback(DefaultHandler));
client.Network.OnDisconnected += new NetworkManager.DisconnectCallback(DisconnectHandler);
if (!client.Network.Login(args[0], args[1], args[2], "sldump", "contact@libsecondlife.org"))
{
// Login failed
Console.WriteLine("Error logging in: " + client.Network.LoginError);
return;
}
// Login was successful
Console.WriteLine("Message of the day: " + client.Network.LoginValues["message"]);
// Throttle packets that we don't want all the way down
client.Throttle.Land = 0;
client.Throttle.Wind = 0;
client.Throttle.Cloud = 0;
client.Throttle.Texture = 0;
client.Throttle.Set();
int start = Environment.TickCount;
int milliseconds = Int32.Parse(args[3]) * 1000;
bool forever = (milliseconds > 0) ? false : true;
while (true)
{
System.Threading.Thread.Sleep(100);
if (!forever && Environment.TickCount - start > milliseconds)
{
break;
}
}
client.Network.Logout();
}
}
}