Files
libremetaverse/libsecondlife/Settings.cs
John Hurliman 4e5c896c70 * InstantMessage() uses the recipient UUID as the SessionID to make IM sessions persistent by default
* Cleaning some cruft out of TestClient, attempting to fix a TestClient IM bug on Mono

git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@1542 52acb1d6-8a22-11de-b505-999d5b087335
2007-12-21 05:31:13 +00:00

214 lines
11 KiB
C#

/*
* Copyright (c) 2006-2007, 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>
/// <remarks>Some values are readonly because they affect things that
/// happen when the SecondLife object is initialized, so changing them at
/// runtime won't do any good. Non-readonly values may affect things that
/// happen at login or dynamically</remarks>
public class Settings
{
/// <summary>Main grid login server</summary>
public const string AGNI_LOGIN_SERVER = "https://login.agni.lindenlab.com/cgi-bin/login.cgi";
/// <summary>Beta grid login server</summary>
public const string ADITI_LOGIN_SERVER = "https://login.aditi.lindenlab.com/cgi-bin/login-llsd.cgi";
/// <summary>The relative directory where external resources are kept</summary>
public const string RESOURCE_DIR = "libsl_data";
/// <summary>Login server to connect to</summary>
public string LOGIN_SERVER = AGNI_LOGIN_SERVER;
// Timeouts and Intervals
/// <summary>Number of milliseconds before an asset transfer will time
/// out</summary>
public const int TRANSFER_TIMEOUT = 30 * 1000;
/// <summary>Number of milliseconds before a teleport attempt will time
/// out</summary>
public int TELEPORT_TIMEOUT = 40 * 1000;
/// <summary>Number of milliseconds before NetworkManager.Logout() will
/// time out</summary>
public int LOGOUT_TIMEOUT = 5 * 1000;
/// <summary>Number of milliseconds before a CAPS call will time out
/// and try again</summary>
/// <remarks>Setting this too low will cause web requests to repeatedly
/// time out and retry</remarks>
public int CAPS_TIMEOUT = 60 * 1000;
/// <summary>Number of milliseconds for xml-rpc to timeout</summary>
public int LOGIN_TIMEOUT = 60 * 1000;
/// <summary>Milliseconds before a packet is assumed lost and resent</summary>
public int RESEND_TIMEOUT = 4000;
/// <summary>Milliseconds without receiving a packet before the
/// connection to a simulator is assumed lost</summary>
public int SIMULATOR_TIMEOUT = 30 * 1000;
/// <summary>Milliseconds to wait for a simulator info request through
/// the grid interface</summary>
public int MAP_REQUEST_TIMEOUT = 5 * 1000;
/// <summary>Number of milliseconds between sending pings to each sim</summary>
public const int PING_INTERVAL = 2200;
/// <summary>Number of milliseconds between sending camera updates</summary>
public const int DEFAULT_AGENT_UPDATE_INTERVAL = 500;
/// <summary>Number of milliseconds between updating the current
/// positions of moving, non-accelerating and non-colliding objects</summary>
public const int INTERPOLATION_INTERVAL = 250;
/// <summary>Millisecond interval between ticks, where all ACKs are
/// sent out and the age of unACKed packets is checked</summary>
public const int NETWORK_TICK_INTERVAL = 500;
// Sizes
/// <summary>The initial size of the packet inbox, where packets are
/// stored before processing</summary>
public const int PACKET_INBOX_SIZE = 100;
/// <summary>Maximum size of packet that we want to send over the wire</summary>
public const int MAX_PACKET_SIZE = 1200;
/// <summary>The maximum value of a packet sequence number before it
/// rolls over back to one</summary>
public const int MAX_SEQUENCE = 0xFFFFFF;
/// <summary>The maximum size of the sequence number archive, used to
/// check for resent and/or duplicate packets</summary>
public const int PACKET_ARCHIVE_SIZE = 200;
/// <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>Network stats queue length (seconds)</summary>
public int STATS_QUEUE_SIZE = 5;
// Configuration options (mostly booleans)
/// <summary>Enable to process packets synchronously, where all of the
/// callbacks for each packet must return before the next packet is
/// processed</summary>
/// <remarks>This is an experimental feature and is not completely
/// reliable yet. Ideally it would reduce context switches and thread
/// overhead, but several calls currently block for a long time and
/// would need to be rewritten as asynchronous code before this is
/// feasible</remarks>
public bool SYNC_PACKETCALLBACKS = false;
/// <summary>Enable/disable debugging log messages</summary>
public bool DEBUG = true;
/// <summary>Attach avatar names to log messages</summary>
public bool LOG_NAMES = true;
/// <summary>Log packet retransmission info</summary>
public bool LOG_RESENDS = true;
/// <summary>Enable/disable storing terrain heightmaps in the
/// TerrainManager</summary>
public bool STORE_LAND_PATCHES = false;
/// <summary>Enable/disable sending periodic camera updates</summary>
public bool SEND_AGENT_UPDATES = true;
/// <summary>Enable/disable libsecondlife automatically setting the
/// bandwidth throttle after connecting to each simulator</summary>
/// <remarks>The default libsecondlife throttle uses the equivalent of
/// the maximum bandwidth setting in the official client. If you do not
/// set a throttle your connection will by default be throttled well
/// below the minimum values and you may experience connection problems</remarks>
public bool SEND_AGENT_THROTTLE = true;
/// <summary>Enable/disable the sending of pings to monitor lag and
/// packet loss</summary>
public bool SEND_PINGS = false;
/// <summary>Should we connect to multiple sims? This will allow
/// viewing in to neighboring simulators and sim crossings
/// (Experimental)</summary>
public bool MULTIPLE_SIMS = true;
/// <summary>If true, all object update packets will be decoded in to
/// native objects. If false, only updates for our own agent will be
/// decoded. Registering an event handler will force objects for that
/// type to always be decoded. If this is disabled the object tracking
/// will have missing or partial prim and avatar information</summary>
public bool ALWAYS_DECODE_OBJECTS = true;
/// <summary>If true, when a cached object check is received from the
/// server the full object info will automatically be requested</summary>
public bool ALWAYS_REQUEST_OBJECTS = false;
/// <summary>Whether to establish connections to HTTP capabilities
/// servers for simulators</summary>
public bool ENABLE_CAPS = true;
/// <summary>Whether to decode sim stats</summary>
public bool ENABLE_SIMSTATS = true;
/// <summary>The capabilities servers are currently designed to
/// periodically return a 502 error which signals for the client to
/// re-establish a connection. Set this to true to log those 502 errors</summary>
public bool LOG_ALL_CAPS_ERRORS = false;
/// <summary>If true, any reference received for a folder or item
/// libsecondlife is not aware of will automatically be fetched.</summary>
public bool FETCH_MISSING_INVENTORY = true;
/// <summary>If true, and <code>SEND_AGENT_UPDATES</code> is true,
/// AgentUpdate packets will continuously be sent out to give the bot
/// smoother movement and autopiloting</summary>
public bool CONTINUOUS_AGENT_UPDATES = true;
/// <summary>If true, currently visible primitives and avatars will be
/// stored in dictionaries inside <code>Simulator.Objects</code>. If
/// false, a new Avatar or Primitive object will be created each time
/// an object update packet is received</summary>
public bool OBJECT_TRACKING = true;
/// <summary>If true, parcel details will be stored in the
/// <code>Simulator.Parcels</code> dictionary as they are received</summary>
public bool PARCEL_TRACKING = true;
// Misc
/// <summary>Default color used for viewer particle effects</summary>
public LLColor DEFAULT_EFFECT_COLOR = new LLColor(255, 0, 0, 255);
/// <summary>Cost of uploading an asset</summary>
/// <remarks>Read-only since this value is dynamically fetched at login</remarks>
public int UPLOAD_COST { get { return priceUpload; } }
private SecondLife Client;
private int priceUpload = 0;
/// <summary>Constructor</summary>
/// <param name="client">Reference to a SecondLife client object</param>
public Settings(SecondLife client)
{
Client = client;
Client.Network.RegisterCallback(Packets.PacketType.EconomyData, new NetworkManager.PacketCallback(EconomyDataHandler));
}
/// <summary>
/// Gets the cost of uploading an asset to the grid
/// </summary>
/// <param name="packet"></param>
/// <param name="simulator"></param>
private void EconomyDataHandler(Packet packet, Simulator simulator)
{
EconomyDataPacket econ = (EconomyDataPacket)packet;
priceUpload = econ.Info.PriceUpload;
}
}
}