Files
libremetaverse/libsecondlife/MainAvatar.cs

2143 lines
92 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.Timers;
using System.Net;
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using System.Text;
using libsecondlife.Packets;
namespace libsecondlife
{
/// <summary>
/// Class to hold Client Avatar's data
/// </summary>
public partial class MainAvatar
{
#region Enums
/// <summary>
/// Used to specify movement actions for your agent
/// </summary>
[Flags]
public enum ControlFlags
{
/// <summary>Empty flag</summary>
NONE = 0,
/// <summary>Move Forward (SL Keybinding: W/Up Arrow)</summary>
AGENT_CONTROL_AT_POS = 0x1 << CONTROL_AT_POS_INDEX,
/// <summary>Move Backward (SL Keybinding: S/Down Arrow)</summary>
AGENT_CONTROL_AT_NEG = 0x1 << CONTROL_AT_NEG_INDEX,
/// <summary>Move Left (SL Keybinding: Shift-(A/Left Arrow))</summary>
AGENT_CONTROL_LEFT_POS = 0x1 << CONTROL_LEFT_POS_INDEX,
/// <summary>Move Right (SL Keybinding: Shift-(D/Right Arrow))</summary>
AGENT_CONTROL_LEFT_NEG = 0x1 << CONTROL_LEFT_NEG_INDEX,
/// <summary>Not Flying: Jump/Flying: Move Up (SL Keybinding: E)</summary>
AGENT_CONTROL_UP_POS = 0x1 << CONTROL_UP_POS_INDEX,
/// <summary>Not Flying: Croutch/Flying: Move Down (SL Keybinding: C)</summary>
AGENT_CONTROL_UP_NEG = 0x1 << CONTROL_UP_NEG_INDEX,
/// <summary>Unused</summary>
AGENT_CONTROL_PITCH_POS = 0x1 << CONTROL_PITCH_POS_INDEX,
/// <summary>Unused</summary>
AGENT_CONTROL_PITCH_NEG = 0x1 << CONTROL_PITCH_NEG_INDEX,
/// <summary>Unused</summary>
AGENT_CONTROL_YAW_POS = 0x1 << CONTROL_YAW_POS_INDEX,
/// <summary>Unused</summary>
AGENT_CONTROL_YAW_NEG = 0x1 << CONTROL_YAW_NEG_INDEX,
/// <summary>ORed with AGENT_CONTROL_AT_* if the keyboard is being used</summary>
AGENT_CONTROL_FAST_AT = 0x1 << CONTROL_FAST_AT_INDEX,
/// <summary>ORed with AGENT_CONTROL_LEFT_* if the keyboard is being used</summary>
AGENT_CONTROL_FAST_LEFT = 0x1 << CONTROL_FAST_LEFT_INDEX,
/// <summary>ORed with AGENT_CONTROL_UP_* if the keyboard is being used</summary>
AGENT_CONTROL_FAST_UP = 0x1 << CONTROL_FAST_UP_INDEX,
/// <summary>Fly</summary>
AGENT_CONTROL_FLY = 0x1 << CONTROL_FLY_INDEX,
/// <summary></summary>
AGENT_CONTROL_STOP = 0x1 << CONTROL_STOP_INDEX,
/// <summary>Finish our current animation</summary>
AGENT_CONTROL_FINISH_ANIM = 0x1 << CONTROL_FINISH_ANIM_INDEX,
/// <summary>Stand up from the ground or a prim seat</summary>
AGENT_CONTROL_STAND_UP = 0x1 << CONTROL_STAND_UP_INDEX,
/// <summary>Sit on the ground at our current location</summary>
AGENT_CONTROL_SIT_ON_GROUND = 0x1 << CONTROL_SIT_ON_GROUND_INDEX,
/// <summary>Whether mouselook is currently enabled</summary>
AGENT_CONTROL_MOUSELOOK = 0x1 << CONTROL_MOUSELOOK_INDEX,
/// <summary>Legacy, used if a key was pressed for less than a certain amount of time</summary>
AGENT_CONTROL_NUDGE_AT_POS = 0x1 << CONTROL_NUDGE_AT_POS_INDEX,
/// <summary>Legacy, used if a key was pressed for less than a certain amount of time</summary>
AGENT_CONTROL_NUDGE_AT_NEG = 0x1 << CONTROL_NUDGE_AT_NEG_INDEX,
/// <summary>Legacy, used if a key was pressed for less than a certain amount of time</summary>
AGENT_CONTROL_NUDGE_LEFT_POS = 0x1 << CONTROL_NUDGE_LEFT_POS_INDEX,
/// <summary>Legacy, used if a key was pressed for less than a certain amount of time</summary>
AGENT_CONTROL_NUDGE_LEFT_NEG = 0x1 << CONTROL_NUDGE_LEFT_NEG_INDEX,
/// <summary>Legacy, used if a key was pressed for less than a certain amount of time</summary>
AGENT_CONTROL_NUDGE_UP_POS = 0x1 << CONTROL_NUDGE_UP_POS_INDEX,
/// <summary>Legacy, used if a key was pressed for less than a certain amount of time</summary>
AGENT_CONTROL_NUDGE_UP_NEG = 0x1 << CONTROL_NUDGE_UP_NEG_INDEX,
/// <summary></summary>
AGENT_CONTROL_TURN_LEFT = 0x1 << CONTROL_TURN_LEFT_INDEX,
/// <summary></summary>
AGENT_CONTROL_TURN_RIGHT = 0x1 << CONTROL_TURN_RIGHT_INDEX,
/// <summary>Set when the avatar is idled or set to away. Note that the away animation is
/// activated separately from setting this flag</summary>
AGENT_CONTROL_AWAY = 0x1 << CONTROL_AWAY_INDEX,
/// <summary></summary>
AGENT_CONTROL_LBUTTON_DOWN = 0x1 << CONTROL_LBUTTON_DOWN_INDEX,
/// <summary></summary>
AGENT_CONTROL_LBUTTON_UP = 0x1 << CONTROL_LBUTTON_UP_INDEX,
/// <summary></summary>
AGENT_CONTROL_ML_LBUTTON_DOWN = 0x1 << CONTROL_ML_LBUTTON_DOWN_INDEX,
/// <summary></summary>
AGENT_CONTROL_ML_LBUTTON_UP = 0x1 << CONTROL_ML_LBUTTON_UP_INDEX
}
/// <summary>
/// Currently only used to hide your group title
/// </summary>
[Flags]
public enum AgentFlags : byte
{
/// <summary>No flags set</summary>
None = 0,
/// <summary>Hide your group title</summary>
HideTitle = 0x01,
}
/// <summary>
/// Action state of the avatar, which can currently be typing and
/// editing
/// </summary>
[Flags]
public enum AgentState : byte
{
/// <summary></summary>
None = 0x00,
/// <summary></summary>
Typing = 0x04,
/// <summary></summary>
Editing = 0x10
}
/// <summary>
///
/// </summary>
[Flags]
public enum ScriptPermission : int
{
/// <summary>Placeholder for empty values, shouldn't ever see this</summary>
None = 0,
/// <summary>Script wants to take money from you</summary>
Debit = 1 << 1,
/// <summary></summary>
TakeControls = 1 << 2,
/// <summary></summary>
RemapControls = 1 << 3,
/// <summary>Script wants to trigger avatar animations</summary>
TriggerAnimation = 1 << 4,
/// <summary></summary>
Attach = 1 << 5,
/// <summary></summary>
ReleaseOwnership = 1 << 6,
/// <summary></summary>
ChangeLinks = 1 << 7,
/// <summary></summary>
ChangeJoints = 1 << 8,
/// <summary></summary>
ChangePermissions = 1 << 9,
/// <summary></summary>
TrackCamera = 1 << 10,
/// <summary>Script wants to control your camera</summary>
ControlCamera = 1 << 11
}
/// <summary>
/// Current teleport status
/// </summary>
public enum TeleportStatus
{
/// <summary>Unknown status</summary>
None,
/// <summary>Teleport initialized</summary>
Start,
/// <summary>Teleport in progress</summary>
Progress,
/// <summary>Teleport failed</summary>
Failed,
/// <summary>Teleport completed</summary>
Finished,
/// <summary>Teleport cancelled</summary>
Cancelled
}
/// <summary>
/// Special commands used in Instant Messages
/// </summary>
public enum InstantMessageDialog : byte
{
/// <summary>Indicates a regular IM from another agent</summary>
MessageFromAgent = 0,
/// <summary>Simple notification box with an OK button</summary>
MessageBox = 1,
/// <summary>Used to show a countdown notification with an OK
/// button, deprecated now</summary>
[Obsolete]
MessageBoxCountdown = 2,
/// <summary>You've been invited to join a group.</summary>
GroupInvitation = 3,
/// <summary>Inventory offer</summary>
InventoryOffered = 4,
/// <summary>Accepted inventory offer</summary>
InventoryAccepted = 5,
/// <summary>Declined inventory offer</summary>
InventoryDeclined = 6,
/// <summary>Group vote</summary>
GroupVote = 7,
/// <summary>A message to everyone in the agent's group, no longer
/// used</summary>
[Obsolete]
DeprecatedGroupMessage = 8,
/// <summary>An object is offering its inventory</summary>
TaskInventoryOffered = 9,
/// <summary>Accept an inventory offer from an object</summary>
TaskInventoryAccepted = 10,
/// <summary>Decline an inventory offer from an object</summary>
TaskInventoryDeclined = 11,
/// <summary>Unknown</summary>
NewUserDefault = 12,
/// <summary>Start a session, or add users to a session</summary>
SessionAdd = 13,
/// <summary>Start a session, but don't prune offline users</summary>
SessionOfflineAdd = 14,
/// <summary>Start a session with your group</summary>
SessionGroupStart = 15,
/// <summary>Start a session without a calling card (finder or objects)</summary>
SessionCardlessStart = 16,
/// <summary>Send a message to a session</summary>
SessionSend = 17,
/// <summary>Leave a session</summary>
SessionDrop = 18,
/// <summary>Indicates that the IM is from an object</summary>
MessageFromObject = 19,
/// <summary>sent an IM to a busy user, this is the auto response</summary>
BusyAutoResponse = 20,
/// <summary>Shows the message in the console and chat history</summary>
ConsoleAndChatHistory = 21,
/// <summary>IM Types used for luring your friends</summary>
RequestTeleport = 22,
/// <summary>Response sent to the agent which inititiated a teleport invitation</summary>
AcceptTeleport = 23,
/// <summary>Response sent to the agent which inititiated a teleport invitation</summary>
DenyTeleport = 24,
/// <summary>Only useful if you have Linden permissions</summary>
GodLikeRequestTeleport = 25,
/// <summary>A placeholder type for future expansion, currently not
/// used</summary>
CurrentlyUnused = 26,
/// <summary>Notification of a new group election, this is
/// deprecated</summary>
[Obsolete]
DeprecatedGroupElection = 27,
/// <summary>IM to tell the user to go to an URL</summary>
GotoUrl = 28,
/// <summary>IM for help</summary>
Session911Start = 29,
/// <summary>IM sent automatically on call for help, sends a lure
/// to each Helper reached</summary>
Lure911 = 30,
/// <summary>Like an IM but won't go to email</summary>
FromTaskAsAlert = 31,
/// <summary>IM from a group officer to all group members</summary>
GroupNotice = 32,
/// <summary>Unknown</summary>
GroupNoticeInventoryAccepted = 33,
/// <summary>Unknown</summary>
GroupNoticeInventoryDeclined = 34,
/// <summary>Accept a group invitation</summary>
GroupInvitationAccept = 35,
/// <summary>Decline a group invitation</summary>
GroupInvitationDecline = 36,
/// <summary>Unknown</summary>
GroupNoticeRequested = 37,
/// <summary>An avatar is offering you friendship</summary>
FriendshipOffered = 38,
/// <summary>An avatar has accepted your friendship offer</summary>
FriendshipAccepted = 39,
/// <summary>An avatar has declined your friendship offer</summary>
FriendshipDeclined = 40,
/// <summary>Indicates that a user has started typing</summary>
StartTyping = 41,
/// <summary>Indicates that a user has stopped typing</summary>
StopTyping = 42
}
/// <summary>
/// Flag in Instant Messages, whether the IM should be delivered to
/// offline avatars as well
/// </summary>
public enum InstantMessageOnline
{
/// <summary>Only deliver to online avatars</summary>
Online = 0,
/// <summary>If the avatar is offline the message will be held until
/// they login next, and possibly forwarded to their e-mail account</summary>
Offline = 1
}
/// <summary>
/// Conversion type to denote Chat Packet types in an easier-to-understand format
/// </summary>
public enum ChatType : byte
{
/// <summary>Whisper (5m radius)</summary>
Whisper = 0,
/// <summary>Normal chat (10/20m radius), what the official viewer typically sends</summary>
Normal = 1,
/// <summary>Shouting! (100m radius)</summary>
Shout = 2,
/// <summary>Say chat (10/20m radius) - The official viewer will
/// print "[4:15] You say, hey" instead of "[4:15] You: hey"</summary>
[Obsolete]
Say = 3,
/// <summary>Event message when an Avatar has begun to type</summary>
StartTyping = 4,
/// <summary>Event message when an Avatar has stopped typing</summary>
StopTyping = 5,
/// <summary>Unknown</summary>
Debug = 6
}
/// <summary>
/// Identifies the source of a chat message
/// </summary>
public enum ChatSourceType : byte
{
/// <summary>Chat from the grid or simulator</summary>
System = 0,
/// <summary>Chat from another avatar</summary>
Agent = 1,
/// <summary>Chat from an object</summary>
Object = 2
}
/// <summary>
///
/// </summary>
public enum ChatAudibleLevel : sbyte
{
/// <summary></summary>
Not = -1,
/// <summary></summary>
Barely = 0,
/// <summary></summary>
Fully = 1
}
/// <summary>
/// Effect type used in ViewerEffect packets
/// </summary>
public enum EffectType : byte
{
/// <summary>Place floating text above an object</summary>
Text = 0,
/// <summary>Unknown, probably places an icon above an object</summary>
Icon,
/// <summary>Unknown</summary>
Connector,
/// <summary>Unknown</summary>
FlexibleObject,
/// <summary>Unknown</summary>
AnimalControls,
/// <summary>Unknown</summary>
AnimationObject,
/// <summary>Unknown</summary>
Cloth,
/// <summary>Project a beam from a source to a destination, such as
/// the one used when editing an object</summary>
Beam,
/// <summary>Not implemented yet</summary>
Glow,
/// <summary>Unknown</summary>
Point,
/// <summary>Unknown</summary>
Trail,
/// <summary>Create a swirl of particles around an object</summary>
Sphere,
/// <summary>Unknown</summary>
Spiral,
/// <summary>Unknown</summary>
Edit,
/// <summary>Cause an avatar to look at an object</summary>
LookAt,
/// <summary>Cause an avatar to point at an object</summary>
PointAt
}
/// <summary>
/// The action an avatar is doing when looking at something, used in
/// ViewerEffect packets for the LookAt effect
/// </summary>
public enum LookAtType : byte
{
/// <summary></summary>
None,
/// <summary></summary>
Idle,
/// <summary></summary>
AutoListen,
/// <summary></summary>
FreeLook,
/// <summary></summary>
Respond,
/// <summary></summary>
Hover,
/// <summary>Deprecated</summary>
Conversation,
/// <summary></summary>
Select,
/// <summary></summary>
Focus,
/// <summary></summary>
Mouselook,
/// <summary></summary>
Clear
}
/// <summary>
/// The action an avatar is doing when pointing at something, used in
/// ViewerEffect packets for the PointAt effect
/// </summary>
public enum PointAtType : byte
{
/// <summary></summary>
None,
/// <summary></summary>
Select,
/// <summary></summary>
Grab,
/// <summary></summary>
Clear
}
/// <summary>
///
/// </summary>
[Flags]
public enum TeleportFlags : uint
{
/// <summary></summary>
Default = 0,
/// <summary></summary>
SetHomeToTarget = 1 << 0,
/// <summary></summary>
SetLastToTarget = 1 << 1,
/// <summary></summary>
ViaLure = 1 << 2,
/// <summary></summary>
ViaLandmark = 1 << 3,
/// <summary></summary>
ViaLocation = 1 << 4,
/// <summary></summary>
ViaHome = 1 << 5,
/// <summary></summary>
ViaTelehub = 1 << 6,
/// <summary></summary>
ViaLogin = 1 << 7,
/// <summary></summary>
ViaGodlikeLure = 1 << 8,
/// <summary></summary>
Godlike = 1 << 9,
/// <summary></summary>
NineOneOne = 1 << 10,
/// <summary></summary>
DisableCancel = 1 << 11,
/// <summary></summary>
ViaRegionID = 1 << 12,
/// <summary></summary>
IsFlying = 1 << 13
}
/// <summary>
///
/// </summary>
[Flags]
public enum TeleportLureFlags
{
/// <summary></summary>
NormalLure = 0,
/// <summary></summary>
GodlikeLure = 1,
/// <summary></summary>
GodlikePursuit = 2
}
#endregion
#region Callbacks & Events
/// <summary>
/// Triggered on incoming chat messages
/// </summary>
/// <param name="message">Text of chat message</param>
/// <param name="audible">Audible level of this chat message</param>
/// <param name="type">Type of chat (whisper, shout, status, etc.)</param>
/// <param name="sourceType">Source of the chat message</param>
/// <param name="fromName">Name of the sending object</param>
/// <param name="id"></param>
/// <param name="ownerid"></param>
/// <param name="position"></param>
public delegate void ChatCallback(string message, ChatAudibleLevel audible, ChatType type,
ChatSourceType sourceType, string fromName, LLUUID id, LLUUID ownerid, LLVector3 position);
/// <summary>
/// Triggered when a script pops up a dialog box
/// </summary>
/// <param name="message">The dialog box message</param>
/// <param name="objectName">Name of the object that sent the dialog</param>
/// <param name="imageID">Image to be displayed in the dialog</param>
/// <param name="objectID">ID of the object that sent the dialog</param>
/// <param name="firstName">First name of the object owner</param>
/// <param name="lastName">Last name of the object owner</param>
/// <param name="chatChannel">Chat channel that the object is communicating on</param>
/// <param name="buttons">List of button labels</param>
public delegate void ScriptDialogCallback(string message, string objectName, LLUUID imageID,
LLUUID objectID, string firstName, string lastName, int chatChannel, List<string> buttons);
/// <summary>
/// Triggered when a script asks for permissions
/// </summary>
/// <param name="taskID">Task ID of the script requesting permissions</param>
/// <param name="itemID">ID of the object containing the script</param>
/// <param name="objectName">Name of the object containing the script</param>
/// <param name="objectOwner">Name of the object's owner</param>
/// <param name="questions">Bitwise value representing the requested permissions</param>
public delegate void ScriptQuestionCallback(LLUUID taskID, LLUUID itemID, string objectName, string objectOwner, ScriptPermission questions);
/// <summary>
/// Triggered when the L$ account balance for this avatar changes
/// </summary>
/// <param name="balance">The new account balance</param>
public delegate void BalanceCallback(int balance);
/// <summary>
/// Triggered on Money Balance Reply
/// </summary>
/// <param name="transactionID">ID provided in Request Money Balance, or auto-generated by system events</param>
/// <param name="transactionSuccess">Was the transaction successful</param>
/// <param name="balance">Current balance</param>
/// <param name="metersCredit"></param>
/// <param name="metersCommitted"></param>
/// <param name="description"></param>
public delegate void MoneyBalanceReplyCallback(LLUUID transactionID, bool transactionSuccess, int balance, int metersCredit, int metersCommitted, string description);
/// <summary>
/// Triggered on incoming instant messages
/// </summary>
/// <param name="fromAgentID">Key of sender</param>
/// <param name="fromAgentName">Name of sender</param>
/// <param name="toAgentID">Key of destination Avatar</param>
/// <param name="parentEstateID">ID of originating Estate</param>
/// <param name="regionID">Key of originating Region</param>
/// <param name="position">Coordinates in originating Region</param>
/// <param name="dialog"></param>
/// <param name="groupIM">Group IM session toggle</param>
/// <param name="imSessionID">Key of IM Session</param>
/// <param name="timestamp">Timestamp of message</param>
/// <param name="message">Text of message</param>
/// <param name="offline">Enum of whether this message is held for
/// offline avatars</param>
/// <param name="binaryBucket">Context specific packed data</param>
/// <param name="simulator">Simulator where this IM was received from</param>
public delegate void InstantMessageCallback(LLUUID fromAgentID, string fromAgentName,
LLUUID toAgentID, uint parentEstateID, LLUUID regionID, LLVector3 position,
InstantMessageDialog dialog, bool groupIM, LLUUID imSessionID, DateTime timestamp, string message,
InstantMessageOnline offline, byte[] binaryBucket, Simulator simulator);
/// <summary>
/// Triggered for any status updates of a teleport (progress, failed, succeeded)
/// </summary>
/// <param name="message">A message about the current teleport status</param>
/// <param name="status">The current status of the teleport</param>
/// <param name="flags">Various flags describing the teleport</param>
public delegate void TeleportCallback(string message, TeleportStatus status, TeleportFlags flags);
/// <summary>
/// Reply to a request to join a group, informs whether it was successful or not
/// </summary>
/// <param name="groupID">The group we attempted to join</param>
/// <param name="success">Whether we joined the group or not</param>
public delegate void JoinGroupCallback(LLUUID groupID, bool success);
/// <summary>
/// Reply to a request to leave a group, informs whether it was successful or not
/// </summary>
/// <param name="groupID">The group we attempted to leave</param>
/// <param name="success">Whether we left the group or not</param>
public delegate void LeaveGroupCallback(LLUUID groupID, bool success);
/// <summary>
/// Informs the avatar that it is no longer a member of a group
/// </summary>
/// <param name="groupID">The group we are no longer a member of</param>
public delegate void GroupDroppedCallback(LLUUID groupID);
/// <summary>
/// Informs the avatar that the active group has changed
/// </summary>
/// <param name="groupID">The group that is now the active group</param>
public delegate void ActiveGroupChangedCallback(LLUUID groupID);
/// <summary>Callback for incoming chat packets</summary>
public event ChatCallback OnChat;
/// <summary>Callback for pop-up dialogs from scripts</summary>
public event ScriptDialogCallback OnScriptDialog;
/// <summary>Callback for pop-up dialogs regarding permissions</summary>
public event ScriptQuestionCallback OnScriptQuestion;
/// <summary>Callback for incoming IMs</summary>
public event InstantMessageCallback OnInstantMessage;
/// <summary>Callback for Teleport request update</summary>
public event TeleportCallback OnTeleport;
/// <summary>Callback for incoming change in L$ balance</summary>
public event BalanceCallback OnBalanceUpdated;
/// <summary>Callback for incoming Money Balance Replies</summary>
public event MoneyBalanceReplyCallback OnMoneyBalanceReplyReceived;
/// <summary>Callback reply for an attempt to join a group</summary>
public event JoinGroupCallback OnJoinGroup;
/// <summary>Callback reply for an attempt to leave a group</summary>
public event LeaveGroupCallback OnLeaveGroup;
/// <summary>Callback for informing the avatar that it is no longer a member of a group</summary>
public event GroupDroppedCallback OnGroupDropped;
/// <summary>Callback reply for the current group changing</summary>
public event ActiveGroupChangedCallback OnActiveGroupChanged;
#endregion
#region Public Members
/// <summary>Your (client) avatar UUID</summary>
public LLUUID ID = LLUUID.Zero;
/// <summary>Your (client) avatar ID, local to the current region/sim</summary>
public uint LocalID = 0;
/// <summary>Avatar First Name (i.e. Philip)</summary>
public string FirstName = String.Empty;
/// <summary>Avatar Last Name (i.e. Linden)</summary>
public string LastName = String.Empty;
/// <summary>Where the avatar started at login. Can be "last", "home"
/// or a login URI</summary>
public string StartLocation = String.Empty;
/// <summary>The access level of this agent, usually M or PG</summary>
public string AgentAccess = String.Empty;
/// <summary>Positive and negative ratings</summary>
/// <remarks>This information is read-only and any changes will not be
/// reflected on the server</remarks>
public Avatar.Statistics ProfileStatistics = new Avatar.Statistics();
/// <summary>Avatar properties including about text, profile URL, image IDs and
/// publishing settings</summary>
/// <remarks>If you change fields in this struct, the changes will not
/// be reflected on the server until you call SetAvatarInformation</remarks>
public Avatar.AvatarProperties ProfileProperties = new Avatar.AvatarProperties();
/// <summary>Avatar interests including spoken languages, skills, and "want to"
/// choices</summary>
/// <remarks>If you change fields in this struct, the changes will not
/// be reflected on the server until you call SetAvatarInformation</remarks>
public Avatar.Interests ProfileInterests = new Avatar.Interests();
/// <summary>Current position of avatar</summary>
public LLVector3 Position = LLVector3.Zero;
/// <summary>Current rotation of avatar</summary>
public LLQuaternion Rotation = LLQuaternion.Identity;
/// <summary></summary>
public LLVector4 CollisionPlane = LLVector4.Zero;
/// <summary></summary>
public LLVector3 Velocity = LLVector3.Zero;
/// <summary></summary>
public LLVector3 Acceleration = LLVector3.Zero;
/// <summary></summary>
public LLVector3 AngularVelocity = LLVector3.Zero;
/// <summary>The point the avatar is currently looking at
/// (may not stay updated)</summary>
public LLVector3 LookAt = LLVector3.Zero;
/// <summary>Position avatar client will goto when login to 'home' or during
/// teleport request to 'home' region.</summary>
public LLVector3 HomePosition = LLVector3.Zero;
/// <summary>LookAt point saved/restored with HomePosition</summary>
public LLVector3 HomeLookAt = LLVector3.Zero;
/// <summary>Used for camera and control key state tracking</summary>
public MainAvatarStatus Status;
/// <summary>The UUID of your root inventory folder</summary>
public LLUUID InventoryRootFolderUUID = LLUUID.Zero;
/// <summary>Gets the health of the agent</summary>
public float Health { get { return health; } }
/// <summary>Gets the current balance of the agent</summary>
public int Balance { get { return balance; } }
/// <summary>Gets the local ID of the prim the avatar is sitting on,
/// zero if the avatar is not currently sitting</summary>
public uint SittingOn { get { return sittingOn; } }
/// <summary>Gets the UUID of the active group.</summary>
public LLUUID ActiveGroup { get { return activeGroup; } }
/// <summary>Current status message for teleporting</summary>
public string TeleportMessage { get { return teleportMessage; } }
#endregion Public Members
internal string teleportMessage = String.Empty;
internal uint sittingOn = 0;
internal DateTime lastInterpolation;
private SecondLife Client;
private TeleportStatus TeleportStat = TeleportStatus.None;
private ManualResetEvent TeleportEvent = new ManualResetEvent(false);
private uint HeightWidthGenCounter = 0;
private float health = 0.0f;
private int balance = 0;
private LLUUID activeGroup = LLUUID.Zero;
#region AgentUpdate Constants
private const int CONTROL_AT_POS_INDEX = 0;
private const int CONTROL_AT_NEG_INDEX = 1;
private const int CONTROL_LEFT_POS_INDEX = 2;
private const int CONTROL_LEFT_NEG_INDEX = 3;
private const int CONTROL_UP_POS_INDEX = 4;
private const int CONTROL_UP_NEG_INDEX = 5;
private const int CONTROL_PITCH_POS_INDEX = 6;
private const int CONTROL_PITCH_NEG_INDEX = 7;
private const int CONTROL_YAW_POS_INDEX = 8;
private const int CONTROL_YAW_NEG_INDEX = 9;
private const int CONTROL_FAST_AT_INDEX = 10;
private const int CONTROL_FAST_LEFT_INDEX = 11;
private const int CONTROL_FAST_UP_INDEX = 12;
private const int CONTROL_FLY_INDEX = 13;
private const int CONTROL_STOP_INDEX = 14;
private const int CONTROL_FINISH_ANIM_INDEX = 15;
private const int CONTROL_STAND_UP_INDEX = 16;
private const int CONTROL_SIT_ON_GROUND_INDEX = 17;
private const int CONTROL_MOUSELOOK_INDEX = 18;
private const int CONTROL_NUDGE_AT_POS_INDEX = 19;
private const int CONTROL_NUDGE_AT_NEG_INDEX = 20;
private const int CONTROL_NUDGE_LEFT_POS_INDEX = 21;
private const int CONTROL_NUDGE_LEFT_NEG_INDEX = 22;
private const int CONTROL_NUDGE_UP_POS_INDEX = 23;
private const int CONTROL_NUDGE_UP_NEG_INDEX = 24;
private const int CONTROL_TURN_LEFT_INDEX = 25;
private const int CONTROL_TURN_RIGHT_INDEX = 26;
private const int CONTROL_AWAY_INDEX = 27;
private const int CONTROL_LBUTTON_DOWN_INDEX = 28;
private const int CONTROL_LBUTTON_UP_INDEX = 29;
private const int CONTROL_ML_LBUTTON_DOWN_INDEX = 30;
private const int CONTROL_ML_LBUTTON_UP_INDEX = 31;
private const int TOTAL_CONTROLS = 32;
#endregion AgentUpdate Constants
/// <summary>
/// Constructor, setup callbacks for packets related to our avatar
/// </summary>
/// <param name="client"></param>
public MainAvatar(SecondLife client)
{
Client = client;
Status = new MainAvatarStatus(Client);
NetworkManager.PacketCallback callback;
// Teleport callbacks
callback = new NetworkManager.PacketCallback(TeleportHandler);
Client.Network.RegisterCallback(PacketType.TeleportStart, callback);
Client.Network.RegisterCallback(PacketType.TeleportProgress, callback);
Client.Network.RegisterCallback(PacketType.TeleportFailed, callback);
Client.Network.RegisterCallback(PacketType.TeleportFinish, callback);
Client.Network.RegisterCallback(PacketType.TeleportCancel, callback);
Client.Network.RegisterCallback(PacketType.TeleportLocal, callback);
// Instant Message callback
Client.Network.RegisterCallback(PacketType.ImprovedInstantMessage, new NetworkManager.PacketCallback(InstantMessageHandler));
// Chat callback
Client.Network.RegisterCallback(PacketType.ChatFromSimulator, new NetworkManager.PacketCallback(ChatHandler));
// Script dialog callback
Client.Network.RegisterCallback(PacketType.ScriptDialog, new NetworkManager.PacketCallback(ScriptDialogHandler));
// Script question callback
Client.Network.RegisterCallback(PacketType.ScriptQuestion, new NetworkManager.PacketCallback(ScriptQuestionHandler));
// Movement complete callback
Client.Network.RegisterCallback(PacketType.AgentMovementComplete, new NetworkManager.PacketCallback(MovementCompleteHandler));
// Health callback
Client.Network.RegisterCallback(PacketType.HealthMessage, new NetworkManager.PacketCallback(HealthHandler));
// Money callbacks
callback = new NetworkManager.PacketCallback(BalanceHandler);
Client.Network.RegisterCallback(PacketType.MoneyBalanceReply, callback);
// Group callbacks
Client.Network.RegisterCallback(PacketType.JoinGroupReply, new NetworkManager.PacketCallback(JoinGroupHandler));
Client.Network.RegisterCallback(PacketType.LeaveGroupReply, new NetworkManager.PacketCallback(LeaveGroupHandler));
Client.Network.RegisterCallback(PacketType.AgentDropGroup, new NetworkManager.PacketCallback(DropGroupHandler));
//Agent Update Callback
Client.Network.RegisterCallback(PacketType.AgentDataUpdate, new NetworkManager.PacketCallback(AgentDataUpdateHandler));
// Event queue callback (used for Caps teleports currently)
Client.Network.RegisterEventCallback(new Caps.EventQueueCallback(EventQueueHandler));
}
/// <summary>
/// Send an Instant Message
/// </summary>
/// <param name="target">Target of the Instant Message</param>
/// <param name="message">Text message being sent</param>
public void InstantMessage(LLUUID target, string message)
{
InstantMessage(Client.ToString(), target, message, LLUUID.Random(),
InstantMessageDialog.MessageFromAgent, InstantMessageOnline.Offline, this.Position,
LLUUID.Zero, new byte[0]);
}
/// <summary>
/// Send an Instant Message
/// </summary>
/// <param name="target">Target of the Instant Message</param>
/// <param name="message">Text message being sent</param>
/// <param name="imSessionID">IM session ID (to differentiate between IM windows)</param>
public void InstantMessage(LLUUID target, string message, LLUUID imSessionID)
{
InstantMessage(Client.ToString(), target, message, imSessionID,
InstantMessageDialog.MessageFromAgent, InstantMessageOnline.Offline, this.Position,
LLUUID.Zero, new byte[0]);
}
/// <summary>
/// Send an Instant Message
/// </summary>
/// <param name="fromName">The name this IM will show up as being from</param>
/// <param name="target">Key of Avatar</param>
/// <param name="message">Text message being sent</param>
/// <param name="imSessionID">IM session ID (to differentiate between IM windows)</param>
/// <param name="conferenceIDs"></param>
public void InstantMessage(string fromName, LLUUID target, string message, LLUUID imSessionID,
LLUUID[] conferenceIDs)
{
byte[] binaryBucket;
if (conferenceIDs != null && conferenceIDs.Length > 0)
{
binaryBucket = new byte[16 * conferenceIDs.Length];
for (int i = 0; i < conferenceIDs.Length; ++i)
Buffer.BlockCopy(conferenceIDs[i].Data, 0, binaryBucket, i * 16, 16);
}
else
{
binaryBucket = new byte[0];
}
InstantMessage(fromName, target, message, imSessionID, InstantMessageDialog.MessageFromAgent,
InstantMessageOnline.Offline, LLVector3.Zero, LLUUID.Zero, binaryBucket);
}
/// <summary>
/// Send an Instant Message
/// </summary>
/// <param name="fromName">The name this IM will show up as being from</param>
/// <param name="target">Key of Avatar</param>
/// <param name="message">Text message being sent</param>
/// <param name="imSessionID">IM session ID (to differentiate between IM windows)</param>
/// <param name="dialog">Type of instant message to send</param>
/// <param name="offline">Whether to IM offline avatars as well</param>
/// <param name="position"></param>
/// <param name="regionID"></param>
/// <param name="binaryBucket">Packed binary data that is specific to
/// the dialog type</param>
public void InstantMessage(string fromName, LLUUID target, string message, LLUUID imSessionID,
InstantMessageDialog dialog, InstantMessageOnline offline, LLVector3 position, LLUUID regionID,
byte[] binaryBucket)
{
ImprovedInstantMessagePacket im = new ImprovedInstantMessagePacket();
im.AgentData.AgentID = Client.Network.AgentID;
im.AgentData.SessionID = Client.Network.SessionID;
im.MessageBlock.Dialog = (byte)dialog;
im.MessageBlock.FromAgentName = Helpers.StringToField(fromName);
im.MessageBlock.FromGroup = false;
im.MessageBlock.ID = imSessionID;
im.MessageBlock.Message = Helpers.StringToField(message);
im.MessageBlock.Offline = (byte)offline;
im.MessageBlock.ToAgentID = target;
if (binaryBucket != null)
im.MessageBlock.BinaryBucket = binaryBucket;
else
im.MessageBlock.BinaryBucket = new byte[0];
// These fields are mandatory, even if we don't have valid values for them
im.MessageBlock.Position = LLVector3.Zero;
//TODO: Allow region id to be correctly set by caller or fetched from Client.*
im.MessageBlock.RegionID = regionID;
// Send the message
Client.Network.SendPacket(im);
}
/// <summary>
/// Send an Instant Message to a group
/// </summary>
/// <param name="groupUUID">Key of Group</param>
/// <param name="message">Text Message being sent.</param>
public void InstantMessageGroup(LLUUID groupUUID, string message)
{
InstantMessageGroup(Client.ToString(), groupUUID, message);
}
/// <summary>
/// Send an Instant Message to a group
/// </summary>
/// <param name="fromName">The name this IM will show up as being from</param>
/// <param name="groupUUID">Key of the group</param>
/// <param name="message">Text message being sent</param>
/// <remarks>This does not appear to function with groups the agent is not in</remarks>
public void InstantMessageGroup(string fromName, LLUUID groupUUID, string message)
{
ImprovedInstantMessagePacket im = new ImprovedInstantMessagePacket();
im.AgentData.AgentID = Client.Network.AgentID;
im.AgentData.SessionID = Client.Network.SessionID;
im.MessageBlock.Dialog = (byte)MainAvatar.InstantMessageDialog.SessionSend;
im.MessageBlock.FromAgentName = Helpers.StringToField(fromName);
im.MessageBlock.FromGroup = false;
im.MessageBlock.Message = Helpers.StringToField(message);
im.MessageBlock.Offline = 0;
im.MessageBlock.ID = groupUUID;
im.MessageBlock.ToAgentID = groupUUID;
im.MessageBlock.BinaryBucket = new byte[0];
im.MessageBlock.Position = LLVector3.Zero;
im.MessageBlock.RegionID = LLUUID.Zero;
// Send the message
Client.Network.SendPacket(im);
}
/// <summary>
///
/// </summary>
/// <param name="sourceAvatar"></param>
/// <param name="targetObject"></param>
/// <param name="globalOffset"></param>
/// <param name="type"></param>
public void PointAtEffect(LLUUID sourceAvatar, LLUUID targetObject, LLVector3d globalOffset, PointAtType type)
{
ViewerEffectPacket effect = new ViewerEffectPacket();
effect.AgentData.AgentID = Client.Network.AgentID;
effect.AgentData.SessionID = Client.Network.SessionID;
effect.Effect = new ViewerEffectPacket.EffectBlock[1];
effect.Effect[0] = new ViewerEffectPacket.EffectBlock();
effect.Effect[0].AgentID = Client.Network.AgentID;
effect.Effect[0].Color = LLColor.Black.GetBytes();
effect.Effect[0].Duration = (type == PointAtType.Clear) ? 0.0f : Single.MaxValue / 4.0f;
effect.Effect[0].ID = LLUUID.Random();
effect.Effect[0].Type = (byte)EffectType.PointAt;
byte[] typeData = new byte[57];
if (sourceAvatar != null)
Buffer.BlockCopy(sourceAvatar.GetBytes(), 0, typeData, 0, 16);
if (targetObject != null)
Buffer.BlockCopy(targetObject.GetBytes(), 0, typeData, 16, 16);
Buffer.BlockCopy(globalOffset.GetBytes(), 0, typeData, 32, 24);
typeData[56] = (byte)type;
effect.Effect[0].TypeData = typeData;
Client.Network.SendPacket(effect);
}
/// <summary>
///
/// </summary>
/// <param name="sourceAvatar"></param>
/// <param name="targetObject"></param>
/// <param name="globalOffset"></param>
/// <param name="type"></param>
public void LookAtEffect(LLUUID sourceAvatar, LLUUID targetObject, LLVector3d globalOffset, LookAtType type)
{
ViewerEffectPacket effect = new ViewerEffectPacket();
effect.AgentData.AgentID = Client.Network.AgentID;
effect.AgentData.SessionID = Client.Network.SessionID;
float duration;
switch (type)
{
case LookAtType.Clear:
duration = 0.0f;
break;
case LookAtType.Hover:
duration = 1.0f;
break;
case LookAtType.FreeLook:
duration = 2.0f;
break;
case LookAtType.Idle:
duration = 3.0f;
break;
case LookAtType.AutoListen:
case LookAtType.Respond:
duration = 4.0f;
break;
case LookAtType.None:
case LookAtType.Conversation:
case LookAtType.Select:
case LookAtType.Focus:
case LookAtType.Mouselook:
duration = Single.MaxValue / 2.0f;
break;
default:
duration = 0.0f;
break;
}
effect.Effect = new ViewerEffectPacket.EffectBlock[1];
effect.Effect[0] = new ViewerEffectPacket.EffectBlock();
effect.Effect[0].AgentID = Client.Network.AgentID;
effect.Effect[0].Color = LLColor.Black.GetBytes();
effect.Effect[0].Duration = duration;
effect.Effect[0].ID = LLUUID.Random();
effect.Effect[0].Type = (byte)EffectType.LookAt;
byte[] typeData = new byte[57];
if (sourceAvatar != null)
Buffer.BlockCopy(sourceAvatar.GetBytes(), 0, typeData, 0, 16);
if (targetObject != null)
Buffer.BlockCopy(targetObject.GetBytes(), 0, typeData, 16, 16);
typeData[56] = (byte)type;
effect.Effect[0].TypeData = typeData;
Client.Network.SendPacket(effect);
}
/// <summary>
///
/// </summary>
/// <param name="sourceAvatar"></param>
/// <param name="targetObject"></param>
/// <param name="globalOffset"></param>
/// <param name="color"></param>
/// <param name="duration"></param>
public void BeamEffect(LLUUID sourceAvatar, LLUUID targetObject, LLVector3d globalOffset, LLColor color,
float duration)
{
ViewerEffectPacket effect = new ViewerEffectPacket();
effect.AgentData.AgentID = Client.Network.AgentID;
effect.AgentData.SessionID = Client.Network.SessionID;
effect.Effect = new ViewerEffectPacket.EffectBlock[1];
effect.Effect[0] = new ViewerEffectPacket.EffectBlock();
effect.Effect[0].AgentID = Client.Network.AgentID;
effect.Effect[0].Color = color.GetBytes();
effect.Effect[0].Duration = duration;
effect.Effect[0].ID = LLUUID.Random();
effect.Effect[0].Type = (byte)EffectType.Beam;
byte[] typeData = new byte[56];
if (sourceAvatar != null)
Buffer.BlockCopy(sourceAvatar.GetBytes(), 0, typeData, 0, 16);
if (targetObject != null)
Buffer.BlockCopy(targetObject.GetBytes(), 0, typeData, 16, 16);
Buffer.BlockCopy(globalOffset.GetBytes(), 0, typeData, 32, 24);
effect.Effect[0].TypeData = typeData;
Client.Network.SendPacket(effect);
}
/// <summary>
/// Synchronize the local profile and interests information to the server
/// </summary>
public void SetAvatarInformation()
{
// Basic profile properties
AvatarPropertiesUpdatePacket apup = new AvatarPropertiesUpdatePacket();
apup.AgentData.AgentID = this.ID;
apup.AgentData.SessionID = Client.Network.SessionID;
apup.PropertiesData.AboutText = Helpers.StringToField(this.ProfileProperties.AboutText);
apup.PropertiesData.AllowPublish = this.ProfileProperties.AllowPublish;
apup.PropertiesData.FLAboutText = Helpers.StringToField(this.ProfileProperties.FirstLifeText);
apup.PropertiesData.FLImageID = this.ProfileProperties.FirstLifeImage;
apup.PropertiesData.ImageID = this.ProfileProperties.ProfileImage;
apup.PropertiesData.MaturePublish = this.ProfileProperties.MaturePublish;
apup.PropertiesData.ProfileURL = Helpers.StringToField(this.ProfileProperties.ProfileURL);
Client.Network.SendPacket(apup);
// Interests
AvatarInterestsUpdatePacket aiup = new AvatarInterestsUpdatePacket();
aiup.AgentData.AgentID = this.ID;
aiup.AgentData.SessionID = Client.Network.SessionID;
aiup.PropertiesData.LanguagesText = Helpers.StringToField(this.ProfileInterests.LanguagesText);
aiup.PropertiesData.SkillsMask = this.ProfileInterests.SkillsMask;
aiup.PropertiesData.SkillsText = Helpers.StringToField(this.ProfileInterests.SkillsText);
aiup.PropertiesData.WantToMask = this.ProfileInterests.WantToMask;
aiup.PropertiesData.WantToText = Helpers.StringToField(this.ProfileInterests.WantToText);
Client.Network.SendPacket(aiup);
}
/// <summary>
/// Send a chat message
/// </summary>
/// <param name="message">The Message you're sending out.</param>
/// <param name="channel">Channel number (0 would be default 'Say' message, other numbers
/// denote the equivalent of /# in normal client).</param>
/// <param name="type">Chat Type, see above.</param>
public void Chat(string message, int channel, ChatType type)
{
ChatFromViewerPacket chat = new ChatFromViewerPacket();
chat.AgentData.AgentID = this.ID;
chat.AgentData.SessionID = Client.Network.SessionID;
chat.ChatData.Channel = channel;
chat.ChatData.Message = Helpers.StringToField(message);
chat.ChatData.Type = (byte)type;
Client.Network.SendPacket(chat);
}
/// <summary>
/// Set the height and the width of the client window. This is used
/// by the server to build a virtual camera frustum for our avatar
/// </summary>
/// <param name="height">New height of the viewer window</param>
/// <param name="width">New width of the viewer window</param>
public void SetHeightWidth(ushort height, ushort width)
{
AgentHeightWidthPacket heightwidth = new AgentHeightWidthPacket();
heightwidth.AgentData.AgentID = Client.Network.AgentID;
heightwidth.AgentData.SessionID = Client.Network.SessionID;
heightwidth.AgentData.CircuitCode = Client.Network.CircuitCode;
heightwidth.HeightWidthBlock.Height = height;
heightwidth.HeightWidthBlock.Width = width;
heightwidth.HeightWidthBlock.GenCounter = HeightWidthGenCounter++;
Client.Network.SendPacket(heightwidth);
}
/// <summary>
/// Sends a request to sit on the specified object
/// </summary>
/// <param name="targetID">LLUUID of the object to sit on</param>
/// <param name="offset">Sit at offset</param>
public void RequestSit(LLUUID targetID, LLVector3 offset)
{
AgentRequestSitPacket requestSit = new AgentRequestSitPacket();
requestSit.AgentData.AgentID = Client.Network.AgentID;
requestSit.AgentData.SessionID = Client.Network.SessionID;
requestSit.TargetObject.TargetID = targetID;
requestSit.TargetObject.Offset = offset;
Client.Network.SendPacket(requestSit);
}
/// <summary>
/// Request the list of muted things for this avatar
/// </summary>
public void RequestMuteList()
{
MuteListRequestPacket mute = new MuteListRequestPacket();
mute.AgentData.AgentID = Client.Network.AgentID;
mute.AgentData.SessionID = Client.Network.SessionID;
mute.MuteData.MuteCRC = 0;
Client.Network.SendPacket(mute);
}
/// <summary>
/// Request the current L$ balance
/// </summary>
public void RequestBalance()
{
MoneyBalanceRequestPacket money = new MoneyBalanceRequestPacket();
money.AgentData.AgentID = Client.Network.AgentID;
money.AgentData.SessionID = Client.Network.SessionID;
money.MoneyData.TransactionID = LLUUID.Zero;
Client.Network.SendPacket(money);
}
/// <summary>
/// Sets home location
/// </summary>
public void SetHome()
{
SetStartLocationRequestPacket s = new SetStartLocationRequestPacket();
s.AgentData = new SetStartLocationRequestPacket.AgentDataBlock();
s.AgentData.AgentID = Client.Network.AgentID;
s.AgentData.SessionID = Client.Network.SessionID;
s.StartLocationData = new SetStartLocationRequestPacket.StartLocationDataBlock();
s.StartLocationData.LocationPos = Client.Self.Position;
s.StartLocationData.LocationID = 1;
s.StartLocationData.SimName = Helpers.StringToField("");
s.StartLocationData.LocationLookAt = Client.Self.LookAt;
Client.Network.SendPacket(s);
}
/// <summary>
/// Teleports the avatar home
/// </summary>
public bool GoHome()
{
return Teleport(new LLUUID());
}
/// <summary>
/// Follows a call to RequestSit() to actually sit on the object
/// </summary>
public void Sit()
{
AgentSitPacket sit = new AgentSitPacket();
sit.AgentData.AgentID = Client.Network.AgentID;
sit.AgentData.SessionID = Client.Network.SessionID;
Client.Network.SendPacket(sit);
}
/// <summary>
/// Give Money to destination Avatar
/// </summary>
/// <param name="target">UUID of the Target Avatar</param>
/// <param name="amount">Amount in L$</param>
/// <param name="description">Reason (optional normally)</param>
public void GiveMoney(LLUUID target, int amount, string description)
{
// 5001 - transaction type for av to av money transfers
if (amount > 0)
GiveMoney(target, amount, description, 5001);
else
Client.Log("Attempted to pay zero or negative value " + amount, Helpers.LogLevel.Warning);
}
/// <summary>
/// Give Money to destionation Object or Avatar
/// </summary>
/// <param name="target">UUID of the Target Object/Avatar</param>
/// <param name="amount">Amount in L$</param>
/// <param name="description">Reason (Optional normally)</param>
/// <param name="transactiontype">The type of transaction. Currently only 5001 is
/// documented for Av->Av money transfers.</param>
public void GiveMoney(LLUUID target, int amount, string description, int transactiontype)
{
MoneyTransferRequestPacket money = new MoneyTransferRequestPacket();
money.AgentData.AgentID = this.ID;
money.AgentData.SessionID = Client.Network.SessionID;
money.MoneyData.Description = Helpers.StringToField(description);
money.MoneyData.DestID = target;
money.MoneyData.SourceID = this.ID;
money.MoneyData.TransactionType = transactiontype;
money.MoneyData.AggregatePermInventory = 0; //TODO: whats this?
money.MoneyData.AggregatePermNextOwner = 0; //TODO: whats this?
money.MoneyData.Flags = 0; //TODO: whats this?
money.MoneyData.Amount = amount;
Client.Network.SendPacket(money);
}
/// <summary>
/// Send an AgentAnimation packet that toggles a single animation on
/// </summary>
/// <param name="animation">The animation to start playing</param>
public void AnimationStart(LLUUID animation)
{
Dictionary<LLUUID, bool> animations = new Dictionary<LLUUID, bool>();
animations[animation] = true;
Animate(animations);
}
/// <summary>
/// Send an AgentAnimation packet that toggles a single animation off
/// </summary>
/// <param name="animation">The animation to stop playing</param>
public void AnimationStop(LLUUID animation)
{
Dictionary<LLUUID, bool> animations = new Dictionary<LLUUID, bool>();
animations[animation] = false;
Animate(animations);
}
/// <summary>
/// Send an AgentAnimation packet that will toggle animations on or off
/// </summary>
/// <param name="animations">A list of animation UUIDs, and whether to
/// turn that animation on or off</param>
public void Animate(Dictionary<LLUUID, bool> animations)
{
AgentAnimationPacket animate = new AgentAnimationPacket();
animate.AgentData.AgentID = Client.Network.AgentID;
animate.AgentData.SessionID = Client.Network.SessionID;
animate.AnimationList = new AgentAnimationPacket.AnimationListBlock[animations.Count];
int i = 0;
foreach (KeyValuePair<LLUUID, bool> animation in animations)
{
animate.AnimationList[i] = new AgentAnimationPacket.AnimationListBlock();
animate.AnimationList[i].AnimID = animation.Key;
animate.AnimationList[i].StartAnim = animation.Value;
i++;
}
Client.Network.SendPacket(animate);
}
/// <summary>
/// Use the autopilot sim function to move the avatar to a new position
/// </summary>
/// <remarks>The z value is currently not handled properly by the simulator</remarks>
/// <param name="globalX">Integer value for the global X coordinate to move to</param>
/// <param name="globalY">Integer value for the global Y coordinate to move to</param>
/// <param name="z">Floating-point value for the Z coordinate to move to</param>
/// <example>AutoPilot(252620, 247078, 20.2674);</example>
public void AutoPilot(ulong globalX, ulong globalY, float z)
{
GenericMessagePacket autopilot = new GenericMessagePacket();
autopilot.AgentData.AgentID = Client.Network.AgentID;
autopilot.AgentData.SessionID = Client.Network.SessionID;
autopilot.AgentData.TransactionID = LLUUID.Zero;
autopilot.MethodData.Invoice = LLUUID.Zero;
autopilot.MethodData.Method = Helpers.StringToField("autopilot");
autopilot.ParamList = new GenericMessagePacket.ParamListBlock[3];
autopilot.ParamList[0] = new GenericMessagePacket.ParamListBlock();
autopilot.ParamList[0].Parameter = Helpers.StringToField(globalX.ToString());
autopilot.ParamList[1] = new GenericMessagePacket.ParamListBlock();
autopilot.ParamList[1].Parameter = Helpers.StringToField(globalY.ToString());
autopilot.ParamList[2] = new GenericMessagePacket.ParamListBlock();
// TODO: Do we need to prevent z coordinates from being sent in 1.4827e-18 notation?
autopilot.ParamList[2].Parameter = Helpers.StringToField(z.ToString());
Client.Network.SendPacket(autopilot);
}
/// <summary>
/// Use the autopilot sim function to move the avatar to a new position
/// </summary>
/// <remarks>The z value is currently not handled properly by the simulator</remarks>
/// <param name="localX">Integer value for the local X coordinate to move to</param>
/// <param name="localY">Integer value for the local Y coordinate to move to</param>
/// <param name="z">Floating-point value for the Z coordinate to move to</param>
public void AutoPilotLocal(int localX, int localY, float z)
{
uint x, y;
Helpers.LongToUInts(Client.Network.CurrentSim.Handle, out x, out y);
AutoPilot((ulong)(x + localX), (ulong)(y + localY), z);
}
/// <summary>Attempt teleport to specified LLUUID</summary>
public bool Teleport(LLUUID landmark)
{
TeleportStat = TeleportStatus.None;
TeleportEvent.Reset();
TeleportLandmarkRequestPacket p = new TeleportLandmarkRequestPacket();
p.Info = new TeleportLandmarkRequestPacket.InfoBlock();
p.Info.AgentID = Client.Network.AgentID;
p.Info.SessionID = Client.Network.SessionID;
p.Info.LandmarkID = landmark;
Client.Network.SendPacket(p);
TeleportEvent.WaitOne(Client.Settings.TELEPORT_TIMEOUT, false);
if (TeleportStat == TeleportStatus.None ||
TeleportStat == TeleportStatus.Start ||
TeleportStat == TeleportStatus.Progress)
{
teleportMessage = "Teleport timed out.";
TeleportStat = TeleportStatus.Failed;
}
return (TeleportStat == TeleportStatus.Finished);
}
/// <summary>
/// Attempt to look up a simulator name and teleport to the discovered
/// destination
/// </summary>
/// <param name="simName">Region name to look up</param>
/// <param name="position">Position to teleport to</param>
/// <returns>True if the lookup and teleport were successful, otherwise
/// false</returns>
public bool Teleport(string simName, LLVector3 position)
{
return Teleport(simName, position, new LLVector3(0, 1.0f, 0));
}
/// <summary>
/// Attempt to look up a simulator name and teleport to the discovered
/// destination
/// </summary>
/// <param name="simName">Region name to look up</param>
/// <param name="position">Position to teleport to</param>
/// <param name="lookAt">Target to look at</param>
/// <returns>True if the lookup and teleport were successful, otherwise
/// false</returns>
public bool Teleport(string simName, LLVector3 position, LLVector3 lookAt)
{
TeleportStat = TeleportStatus.None;
simName = simName.ToLower();
if (simName != Client.Network.CurrentSim.Name.ToLower())
{
// Teleporting to a foreign sim
GridRegion region;
if (Client.Grid.GetGridRegion(simName, out region))
{
return Teleport(region.RegionHandle, position, lookAt);
}
else
{
teleportMessage = "Unable to resolve name: " + simName;
TeleportStat = TeleportStatus.Failed;
return false;
}
}
else
{
// Teleporting to the sim we're already in
return Teleport(Client.Network.CurrentSim.Handle, position, lookAt);
}
}
/// <summary>
/// Start a teleport process
/// </summary>
/// <param name="regionHandle"></param>
/// <param name="position">Position for Teleport</param>
/// <returns></returns>
public bool Teleport(ulong regionHandle, LLVector3 position)
{
return Teleport(regionHandle, position, new LLVector3(0.0f, 1.0f, 0.0f));
}
/// <summary>
/// Start a teleport process
/// </summary>
/// <param name="regionHandle"></param>
/// <param name="position">Position for Teleport</param>
/// <param name="lookAt">Target to look at</param>
/// <returns></returns>
public bool Teleport(ulong regionHandle, LLVector3 position, LLVector3 lookAt)
{
TeleportStat = TeleportStatus.None;
TeleportEvent.Reset();
RequestTeleport(regionHandle, position, lookAt);
TeleportEvent.WaitOne(Client.Settings.TELEPORT_TIMEOUT, false);
if (TeleportStat == TeleportStatus.None ||
TeleportStat == TeleportStatus.Start ||
TeleportStat == TeleportStatus.Progress)
{
teleportMessage = "Teleport timed out.";
TeleportStat = TeleportStatus.Failed;
}
return (TeleportStat == TeleportStatus.Finished);
}
/// <summary>
/// Start a teleport process
/// </summary>
/// <param name="regionHandle"></param>
/// <param name="position">Position for Teleport</param>
public void RequestTeleport(ulong regionHandle, LLVector3 position)
{
RequestTeleport(regionHandle, position, new LLVector3(0.0f, 1.0f, 0.0f));
}
/// <summary>
/// Start a teleport process
/// </summary>
/// <param name="regionHandle"></param>
/// <param name="position">Position for Teleport</param>
/// <param name="lookAt">Target to look at</param>
public void RequestTeleport(ulong regionHandle, LLVector3 position, LLVector3 lookAt)
{
if (Client.Network.CurrentSim != null && Client.Network.CurrentSim.SimCaps != null && Client.Network.CurrentSim.SimCaps.IsEventQueueRunning)
{
TeleportLocationRequestPacket teleport = new TeleportLocationRequestPacket();
teleport.AgentData.AgentID = Client.Network.AgentID;
teleport.AgentData.SessionID = Client.Network.SessionID;
teleport.Info.LookAt = lookAt;
teleport.Info.Position = position;
teleport.Info.RegionHandle = regionHandle;
Client.Log("Requesting teleport to region handle " + regionHandle.ToString(), Helpers.LogLevel.Info);
Client.Network.SendPacket(teleport);
}
else
{
teleportMessage = "CAPS event queue is not running";
TeleportEvent.Set();
TeleportStat = TeleportStatus.Failed;
}
}
public void SendTeleportLure(LLUUID targetID)
{
SendTeleportLure(targetID, "Join me in " + Client.Network.CurrentSim.Name + "!");
}
public void SendTeleportLure(LLUUID targetID, string message)
{
StartLurePacket p = new StartLurePacket();
p.AgentData.AgentID = Client.Self.ID;
p.AgentData.SessionID = Client.Network.SessionID;
p.Info.LureType = 0;
p.Info.Message = Helpers.StringToField(message);
p.TargetData = new StartLurePacket.TargetDataBlock[] { new StartLurePacket.TargetDataBlock() };
p.TargetData[0].TargetID = targetID;
Client.Network.SendPacket(p);
}
/// <summary>
/// Respond to a teleport lure by either accepting it and initiating
/// the teleport, or denying it
/// </summary>
/// <param name="requesterID">UUID of the avatar requesting the teleport</param>
/// <param name="accept">Accept the teleport request or deny it</param>
public void TeleportLureRespond(LLUUID requesterID, bool accept)
{
InstantMessage(Client.ToString(), requesterID, String.Empty, LLUUID.Random(),
accept ? InstantMessageDialog.AcceptTeleport : InstantMessageDialog.DenyTeleport,
InstantMessageOnline.Offline, this.Position, LLUUID.Zero, new byte[0]);
if (accept)
{
TeleportLureRequestPacket lure = new TeleportLureRequestPacket();
lure.Info.AgentID = Client.Network.AgentID;
lure.Info.SessionID = Client.Network.SessionID;
lure.Info.LureID = Client.Network.AgentID;
lure.Info.TeleportFlags = (uint)TeleportFlags.ViaLure;
Client.Network.SendPacket(lure);
}
}
/// <summary>
/// Grabs an object
/// </summary>
/// <param name="objectLocalID">Local ID of Object to grab</param>
public void Grab(uint objectLocalID)
{
ObjectGrabPacket grab = new ObjectGrabPacket();
grab.AgentData.AgentID = Client.Network.AgentID;
grab.AgentData.SessionID = Client.Network.SessionID;
grab.ObjectData.LocalID = objectLocalID;
grab.ObjectData.GrabOffset = new LLVector3(0, 0, 0);
Client.Network.SendPacket(grab);
}
/// <summary>
/// Drags on an object
/// </summary>
/// <param name="objectID">Strangely, LLUID instead of local ID</param>
/// <param name="grabPosition">Drag target in region coordinates</param>
public void GrabUpdate(LLUUID objectID, LLVector3 grabPosition)
{
ObjectGrabUpdatePacket grab = new ObjectGrabUpdatePacket();
grab.AgentData.AgentID = Client.Network.AgentID;
grab.AgentData.SessionID = Client.Network.SessionID;
grab.ObjectData.ObjectID = objectID;
grab.ObjectData.GrabOffsetInitial = new LLVector3(0, 0, 0);
grab.ObjectData.GrabPosition = grabPosition;
grab.ObjectData.TimeSinceLast = 0;
Client.Network.SendPacket(grab);
}
/// <summary>
/// Releases a grabbed object
/// </summary>
public void DeGrab(uint objectLocalID)
{
ObjectDeGrabPacket degrab = new ObjectDeGrabPacket();
degrab.AgentData.AgentID = Client.Network.AgentID;
degrab.AgentData.SessionID = Client.Network.SessionID;
degrab.ObjectData.LocalID = objectLocalID;
Client.Network.SendPacket(degrab);
}
/// <summary>
/// Touches an object
/// </summary>
public void Touch(uint objectLocalID)
{
Client.Self.Grab(objectLocalID);
Client.Self.DeGrab(objectLocalID);
}
/// <summary>
/// Rotates body toward target position
/// </summary>
/// <param name="target">Region coordinates to turn toward</param>
public bool TurnToward(LLVector3 target)
{
if (Client.Settings.SEND_AGENT_UPDATES)
{
LLQuaternion newRot = Helpers.RotBetween(new LLVector3(1, 0, 0), Helpers.VecNorm(target - Client.Self.Position));
Client.Self.Status.Camera.BodyRotation = newRot;
Client.Self.Status.SendUpdate();
return true;
}
else
{
Client.Log("Attempted TurnToward but agent updates are disabled", Helpers.LogLevel.Warning);
return false;
}
}
/// <summary>
/// Request to join a group. If there is an enrollment fee it will
/// automatically be deducted from your balance
/// </summary>
/// <param name="groupID">The group to attempt to join</param>
public void RequestJoinGroup(LLUUID groupID)
{
JoinGroupRequestPacket join = new JoinGroupRequestPacket();
join.AgentData.AgentID = Client.Network.AgentID;
join.AgentData.SessionID = Client.Network.SessionID;
join.GroupData.GroupID = groupID;
Client.Network.SendPacket(join);
}
/// <summary>
/// Request to leave a group
/// </summary>
/// <param name="groupID">The group to attempt to leave</param>
public void RequestLeaveGroup(LLUUID groupID)
{
LeaveGroupRequestPacket leave = new LeaveGroupRequestPacket();
leave.AgentData.AgentID = Client.Network.AgentID;
leave.AgentData.SessionID = Client.Network.SessionID;
leave.GroupData.GroupID = groupID;
Client.Network.SendPacket(leave);
}
/// <summary>
/// Set our current active group
/// </summary>
/// <param name="groupID">The group we are a member of that we want to
/// activate</param>
public void ActivateGroup(LLUUID groupID)
{
ActivateGroupPacket activate = new ActivateGroupPacket();
activate.AgentData.AgentID = Client.Network.AgentID;
activate.AgentData.SessionID = Client.Network.SessionID;
activate.AgentData.GroupID = groupID;
Client.Network.SendPacket(activate);
}
/// <summary>
/// Move an agent in to a simulator. This packet is the last packet
/// needed to complete the transition in to a new simulator
/// </summary>
/// <param name="simulator"></param>
public void CompleteAgentMovement(Simulator simulator)
{
CompleteAgentMovementPacket move = new CompleteAgentMovementPacket();
move.AgentData.AgentID = Client.Network.AgentID;
move.AgentData.SessionID = Client.Network.SessionID;
move.AgentData.CircuitCode = Client.Network.CircuitCode;
Client.Network.SendPacket(move, simulator);
}
/// <summary>
/// Set this avatar's tier contribution
/// </summary>
/// <param name="group">Group to change tier in</param>
/// <param name="contribution">amount of tier to donate</param>
public void SetGroupContribution(LLUUID group, int contribution)
{
libsecondlife.Packets.SetGroupContributionPacket sgp = new SetGroupContributionPacket();
sgp.AgentData.AgentID = Client.Network.AgentID;
sgp.AgentData.SessionID = Client.Network.SessionID;
sgp.Data.GroupID = group;
sgp.Data.Contribution = contribution;
Client.Network.SendPacket(sgp);
}
/// <summary>
/// Change the role that determines your active title
/// </summary>
/// <param name="group">Group to use</param>
/// <param name="role">Role to change to</param>
public void ChangeTitle(LLUUID group, LLUUID role)
{
libsecondlife.Packets.GroupTitleUpdatePacket gtu = new GroupTitleUpdatePacket();
gtu.AgentData.AgentID = Client.Network.AgentID;
gtu.AgentData.SessionID = Client.Network.SessionID;
gtu.AgentData.TitleRoleID = role;
gtu.AgentData.GroupID = group;
Client.Network.SendPacket(gtu);
}
/// <summary>
/// Sends camera and action updates to the server including the
/// position and orientation of our camera, and a ControlFlags field
/// specifying our current movement actions
/// </summary>
/// <param name="controlFlags"></param>
/// <param name="position"></param>
/// <param name="forwardAxis"></param>
/// <param name="leftAxis"></param>
/// <param name="upAxis"></param>
/// <param name="bodyRotation"></param>
/// <param name="headRotation"></param>
/// <param name="farClip"></param>
/// <param name="reliable"></param>
public void UpdateCamera(MainAvatar.ControlFlags controlFlags, LLVector3 position, LLVector3 forwardAxis,
LLVector3 leftAxis, LLVector3 upAxis, LLQuaternion bodyRotation, LLQuaternion headRotation, float farClip,
AgentFlags flags, AgentState state, bool reliable)
{
AgentUpdatePacket update = new AgentUpdatePacket();
update.AgentData.AgentID = Client.Network.AgentID;
update.AgentData.SessionID = Client.Network.SessionID;
update.AgentData.BodyRotation = bodyRotation;
update.AgentData.HeadRotation = headRotation;
update.AgentData.CameraCenter = position;
update.AgentData.CameraAtAxis = forwardAxis;
update.AgentData.CameraLeftAxis = leftAxis;
update.AgentData.CameraUpAxis = upAxis;
update.AgentData.Far = farClip;
update.AgentData.ControlFlags = (uint)controlFlags;
update.AgentData.Flags = (byte)flags;
update.AgentData.State = (byte)state;
update.Header.Reliable = reliable;
Client.Network.SendPacket(update);
}
/// <summary>
///
/// </summary>
/// <param name="simulator"></param>
/// <param name="itemID"></param>
/// <param name="taskID"></param>
/// <param name="permissions"></param>
public void ScriptQuestionReply(Simulator simulator, LLUUID itemID, LLUUID taskID, ScriptPermission permissions)
{
ScriptAnswerYesPacket yes = new ScriptAnswerYesPacket();
yes.AgentData.AgentID = Client.Network.AgentID;
yes.AgentData.SessionID = Client.Network.SessionID;
yes.Data.ItemID = itemID;
yes.Data.TaskID = taskID;
yes.Data.Questions = (int)permissions;
Client.Network.SendPacket(yes, simulator);
}
#region Packet Handlers
/// <summary>
/// Take an incoming ImprovedInstantMessage packet, auto-parse, and if
/// OnInstantMessage is defined call that with the appropriate arguments
/// </summary>
/// <param name="packet">Incoming ImprovedInstantMessagePacket</param>
/// <param name="simulator">Unused</param>
private void InstantMessageHandler(Packet packet, Simulator simulator)
{
if (packet.Type == PacketType.ImprovedInstantMessage)
{
ImprovedInstantMessagePacket im = (ImprovedInstantMessagePacket)packet;
if (OnInstantMessage != null)
{
OnInstantMessage(
im.AgentData.AgentID
, Helpers.FieldToUTF8String(im.MessageBlock.FromAgentName),
im.MessageBlock.ToAgentID
, im.MessageBlock.ParentEstateID
, im.MessageBlock.RegionID
, im.MessageBlock.Position
, (InstantMessageDialog)im.MessageBlock.Dialog
, im.MessageBlock.FromGroup
, im.MessageBlock.ID
, new DateTime(im.MessageBlock.Timestamp)
, Helpers.FieldToUTF8String(im.MessageBlock.Message)
, (InstantMessageOnline)im.MessageBlock.Offline
, im.MessageBlock.BinaryBucket
, simulator
);
}
}
}
/// <summary>
/// Take an incoming Chat packet, auto-parse, and if OnChat is defined call
/// that with the appropriate arguments.
/// </summary>
/// <param name="packet">Incoming ChatFromSimulatorPacket</param>
/// <param name="simulator">Unused</param>
private void ChatHandler(Packet packet, Simulator simulator)
{
if (OnChat != null)
{
ChatFromSimulatorPacket chat = (ChatFromSimulatorPacket)packet;
OnChat(Helpers.FieldToUTF8String(chat.ChatData.Message)
, (ChatAudibleLevel)chat.ChatData.Audible
, (ChatType)chat.ChatData.ChatType
, (ChatSourceType)chat.ChatData.SourceType
, Helpers.FieldToUTF8String(chat.ChatData.FromName)
, chat.ChatData.SourceID
, chat.ChatData.OwnerID
, chat.ChatData.Position
);
}
}
/// <summary>
/// Used for parsing llDialog's
/// </summary>
/// <param name="packet">Incoming ScriptDialog packet</param>
/// <param name="simulator">Unused</param>
private void ScriptDialogHandler(Packet packet, Simulator simulator)
{
if (OnScriptDialog != null)
{
ScriptDialogPacket dialog = (ScriptDialogPacket)packet;
List<string> buttons = new List<string>();
foreach (ScriptDialogPacket.ButtonsBlock button in dialog.Buttons)
{
buttons.Add(Helpers.FieldToUTF8String(button.ButtonLabel));
}
OnScriptDialog(Helpers.FieldToUTF8String(dialog.Data.Message),
Helpers.FieldToUTF8String(dialog.Data.ObjectName),
dialog.Data.ImageID,
dialog.Data.ObjectID,
Helpers.FieldToUTF8String(dialog.Data.FirstName),
Helpers.FieldToUTF8String(dialog.Data.LastName),
dialog.Data.ChatChannel,
buttons);
}
}
/// <summary>
/// Used for parsing llRequestPermissions dialogs
/// </summary>
/// <param name="packet">Incoming ScriptDialog packet</param>
/// <param name="simulator">Unused</param>
private void ScriptQuestionHandler(Packet packet, Simulator simulator)
{
if (OnScriptQuestion != null)
{
ScriptQuestionPacket question = (ScriptQuestionPacket)packet;
try
{
OnScriptQuestion(question.Data.TaskID,
question.Data.ItemID,
Helpers.FieldToUTF8String(question.Data.ObjectName),
Helpers.FieldToUTF8String(question.Data.ObjectOwner),
(ScriptPermission)question.Data.Questions);
}
catch (Exception e) { Client.Log(e.ToString(), Helpers.LogLevel.Error); }
}
}
/// <summary>
/// Update client's Position, LookAt and region handle from incoming packet
/// </summary>
/// <param name="packet">Incoming AgentMovementCompletePacket</param>
/// <param name="simulator">Unused</param>
private void MovementCompleteHandler(Packet packet, Simulator simulator)
{
AgentMovementCompletePacket movement = (AgentMovementCompletePacket)packet;
this.Position = movement.Data.Position;
this.LookAt = movement.Data.LookAt;
simulator.Handle = movement.Data.RegionHandle;
}
/// <summary>
/// Update Client Avatar's health via incoming packet
/// </summary>
/// <param name="packet">Incoming HealthMessagePacket</param>
/// <param name="simulator">Unused</param>
private void HealthHandler(Packet packet, Simulator simulator)
{
health = ((HealthMessagePacket)packet).HealthData.Health;
}
private void JoinGroupHandler(Packet packet, Simulator simulator)
{
if (OnJoinGroup != null)
{
JoinGroupReplyPacket reply = (JoinGroupReplyPacket)packet;
OnJoinGroup(reply.GroupData.GroupID, reply.GroupData.Success);
}
}
private void LeaveGroupHandler(Packet packet, Simulator simulator)
{
if (OnLeaveGroup != null)
{
LeaveGroupReplyPacket reply = (LeaveGroupReplyPacket)packet;
OnLeaveGroup(reply.GroupData.GroupID, reply.GroupData.Success);
}
}
public void AgentDataUpdateHandler(Packet packet, Simulator simulator)
{
AgentDataUpdatePacket p = (AgentDataUpdatePacket)packet;
if (p.AgentData.AgentID == simulator.Client.Network.AgentID) {
if (activeGroup != p.AgentData.ActiveGroupID)
{
activeGroup = p.AgentData.ActiveGroupID;
if (OnActiveGroupChanged != null)
OnActiveGroupChanged(activeGroup);
}
}
}
private void DropGroupHandler(Packet packet, Simulator simulator)
{
if (OnGroupDropped != null)
{
OnGroupDropped(((AgentDropGroupPacket)packet).AgentData.GroupID);
}
}
/// <summary>
/// Update Client Avatar's L$ balance from incoming packet
/// </summary>
/// <param name="packet">Incoming MoneyBalanceReplyPacket</param>
/// <param name="simulator">Unused</param>
private void BalanceHandler(Packet packet, Simulator simulator)
{
if (packet.Type == PacketType.MoneyBalanceReply)
{
MoneyBalanceReplyPacket mbrp = (MoneyBalanceReplyPacket)packet;
balance = mbrp.MoneyData.MoneyBalance;
if (OnMoneyBalanceReplyReceived != null)
{
try { OnMoneyBalanceReplyReceived(mbrp.MoneyData.TransactionID,
mbrp.MoneyData.TransactionSuccess, mbrp.MoneyData.MoneyBalance,
mbrp.MoneyData.SquareMetersCredit, mbrp.MoneyData.SquareMetersCommitted,
Helpers.FieldToUTF8String(mbrp.MoneyData.Description)); }
catch (Exception e) { Client.Log(e.ToString(), Helpers.LogLevel.Error); }
}
}
if (OnBalanceUpdated != null)
{
try { OnBalanceUpdated(balance); }
catch (Exception e) { Client.Log(e.ToString(), Helpers.LogLevel.Error); }
}
}
private void EventQueueHandler(string message, Hashtable body, Caps caps)
{
if (message == "TeleportFinish" && body.ContainsKey("Info"))
{
ArrayList infoList = (ArrayList)body["Info"];
Hashtable info = (Hashtable)infoList[0];
// Backwards compatibility hack
TeleportFinishPacket packet = new TeleportFinishPacket();
packet.Info.SimIP = Helpers.BytesToUIntBig((byte[])info["SimIP"]);
packet.Info.LocationID = Helpers.BytesToUInt((byte[])info["LocationID"]);
packet.Info.TeleportFlags = Helpers.BytesToUInt((byte[])info["TeleportFlags"]);
packet.Info.AgentID = (LLUUID)info["AgentID"];
packet.Info.RegionHandle = Helpers.BytesToUInt64((byte[])info["RegionHandle"]);
packet.Info.SeedCapability = Helpers.StringToField((string)info["SeedCapability"]);
packet.Info.SimPort = (ushort)(int)info["SimPort"];
packet.Info.SimAccess = (byte)(int)info["SimAccess"];
Client.DebugLog(String.Format(
"Received a TeleportFinish event from {0}, SimIP: {1}, Location: {2}, RegionHandle: {3}",
caps.Simulator.ToString(), packet.Info.SimIP, packet.Info.LocationID, packet.Info.RegionHandle));
TeleportHandler(packet, Client.Network.CurrentSim);
}
else if(message == "EstablishAgentCommunication" && Client.Settings.MULTIPLE_SIMS)
{
string ipAndPort = (string)body["sim-ip-and-port"];
string[] pieces = ipAndPort.Split(':');
IPEndPoint endPoint = new IPEndPoint(IPAddress.Parse(pieces[0]), Convert.ToInt32(pieces[1]));
Simulator sim = Client.Network.FindSimulator(endPoint);
if(sim == null) {
Client.Log("Got EstablishAgentCommunication for unknown sim "
+ ipAndPort, Helpers.LogLevel.Error);
}
else
{
Client.Log("Got EstablishAgentCommunication for sim "
+ ipAndPort + ", seed cap " + (string)body["seed-capability"], Helpers.LogLevel.Info);
sim.SetSeedCaps((string)body["seed-capability"]);
}
}
else
{
Client.Log("Received unhandled event " + message + " in the EventQueueHandler",
Helpers.LogLevel.Warning);
}
}
/// <summary>
/// Handler for teleport Requests
/// </summary>
/// <param name="packet">Incoming TeleportHandler packet</param>
/// <param name="simulator">Simulator sending teleport information</param>
private void TeleportHandler(Packet packet, Simulator simulator)
{
bool finished = false;
TeleportFlags flags = TeleportFlags.Default;
if (packet.Type == PacketType.TeleportStart)
{
TeleportStartPacket start = (TeleportStartPacket)packet;
teleportMessage = "Teleport started";
flags = (TeleportFlags)start.Info.TeleportFlags;
TeleportStat = TeleportStatus.Start;
Client.DebugLog("TeleportStart received from " + simulator.ToString() + ", Flags: " + flags.ToString());
}
else if (packet.Type == PacketType.TeleportProgress)
{
TeleportProgressPacket progress = (TeleportProgressPacket)packet;
teleportMessage = Helpers.FieldToUTF8String(progress.Info.Message);
flags = (TeleportFlags)progress.Info.TeleportFlags;
TeleportStat = TeleportStatus.Progress;
Client.DebugLog("TeleportProgress received from " + simulator.ToString() + "Message: " +
teleportMessage + ", Flags: " + flags.ToString());
}
else if (packet.Type == PacketType.TeleportFailed)
{
TeleportFailedPacket failed = (TeleportFailedPacket)packet;
teleportMessage = Helpers.FieldToUTF8String(failed.Info.Reason);
TeleportStat = TeleportStatus.Failed;
finished = true;
Client.DebugLog("TeleportFailed received from " + simulator.ToString() + ", Reason: " + teleportMessage);
}
else if (packet.Type == PacketType.TeleportFinish)
{
TeleportFinishPacket finish = (TeleportFinishPacket)packet;
flags = (TeleportFlags)finish.Info.TeleportFlags;
string seedcaps = Helpers.FieldToUTF8String(finish.Info.SeedCapability);
finished = true;
Client.DebugLog("TeleportFinish received from " + simulator.ToString() + ", Flags: " + flags.ToString());
// Connect to the new sim
Simulator newSimulator = Client.Network.Connect(new IPAddress(finish.Info.SimIP),
finish.Info.SimPort, finish.Info.RegionHandle, true, seedcaps);
if (newSimulator != null)
{
teleportMessage = "Teleport finished";
TeleportStat = TeleportStatus.Finished;
// Disconnect from the previous sim
Client.Network.DisconnectSim(simulator);
Client.Log("Moved to new sim " + newSimulator.ToString(), Helpers.LogLevel.Info);
}
else
{
teleportMessage = "Failed to connect to the new sim after a teleport";
TeleportStat = TeleportStatus.Failed;
// We're going to get disconnected now
Client.Log(teleportMessage, Helpers.LogLevel.Error);
}
}
else if (packet.Type == PacketType.TeleportCancel)
{
//TeleportCancelPacket cancel = (TeleportCancelPacket)packet;
teleportMessage = "Cancelled";
TeleportStat = TeleportStatus.Cancelled;
finished = true;
Client.DebugLog("TeleportCancel received from " + simulator.ToString());
}
else if (packet.Type == PacketType.TeleportLocal)
{
TeleportLocalPacket local = (TeleportLocalPacket)packet;
teleportMessage = "Teleport finished";
flags = (TeleportFlags)local.Info.TeleportFlags;
TeleportStat = TeleportStatus.Finished;
LookAt = local.Info.LookAt;
Position = local.Info.Position;
// This field is apparently not used for anything
//local.Info.LocationID;
finished = true;
Client.DebugLog("TeleportLocal received from " + simulator.ToString() + ", Flags: " + flags.ToString());
}
if (OnTeleport != null)
{
try { OnTeleport(teleportMessage, TeleportStat, flags); }
catch (Exception e) { Client.Log(e.ToString(), Helpers.LogLevel.Error); }
}
if (finished) TeleportEvent.Set();
}
}
#endregion Packet Handlers
}