* Simplified the login call in some of the samples * Converted OnChat to use enums instead of bytes * TestClient uses MainAvatar.Status instead of sending it's own AgentUpdate packets now * Slight cleanups to MainAvatarStatus * Consolidated the DefaultLoginValues functions and added another Login override * Converted two foreach loops in NetworkManager to for loops for performance * Duplicate and resent packets are logged at Debug level now git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@984 52acb1d6-8a22-11de-b505-999d5b087335
108 lines
3.7 KiB
C#
108 lines
3.7 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.Collections.Generic;
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using libsecondlife;
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using libsecondlife.Packets;
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namespace name2key
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{
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class name2key
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{
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static bool waiting = true;
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public static void QueryHandler(Packet packet, Simulator simulator)
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{
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DirPeopleReplyPacket reply = (DirPeopleReplyPacket)packet;
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if (reply.QueryReplies.Length < 1)
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{
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Console.WriteLine("ERROR: Got an empty reply");
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}
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else
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{
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if (reply.QueryReplies.Length > 1)
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{
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Console.WriteLine("ERROR: Ambiguous name. Returning first match");
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}
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Console.WriteLine("UUID: " + reply.QueryReplies[0].AgentID.ToString());
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}
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waiting = false;
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}
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/// <summary>
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/// The main entry point for the application.
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/// </summary>
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[STAThread]
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static void Main(string[] args)
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{
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SecondLife client;
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if (args.Length < 5)
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{
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Console.WriteLine("Usage: name2key [loginfirstname] [loginlastname] [password] [firstname] [lastname]");
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return;
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}
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client = new SecondLife();
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// Setup the callback
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// FIXME: Rewrite this code as soon as people searching is added to DirectoryManager
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client.Network.RegisterCallback(PacketType.DirPeopleReply, new NetworkManager.PacketCallback(QueryHandler));
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if (!client.Network.Login(args[0], args[1], args[2], "name2key", "jhurliman@wsu.edu"))
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{
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// Login failed
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Console.WriteLine("ERROR: " + client.Network.LoginError);
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return;
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}
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// Send the Query
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DirFindQueryPacket find = new DirFindQueryPacket();
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find.AgentData.AgentID = client.Network.AgentID;
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find.AgentData.SessionID = client.Network.SessionID;
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find.QueryData.QueryFlags = 1;
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find.QueryData.QueryText = Helpers.StringToField(args[3] + " " + args[4]);
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find.QueryData.QueryID = new LLUUID("00000000000000000000000000000001");
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find.QueryData.QueryStart = 0;
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client.Network.SendPacket((Packet)find);
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while (waiting)
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{
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// FIXME: Sleeping while loops are a poor example, this is supposed to be
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// model code. Replace this with a ManualResetEvent
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System.Threading.Thread.Sleep(500);
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}
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client.Network.Logout();
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}
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}
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}
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