git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@1303 52acb1d6-8a22-11de-b505-999d5b087335
192 lines
9.6 KiB
C#
192 lines
9.6 KiB
C#
/*
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* Copyright (c) 2006-2007, 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.Packets;
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namespace libsecondlife
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{
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/// <summary>
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/// Class for controlling various system settings.
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/// </summary>
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/// <remarks>Some values are readonly because they affect things that
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/// happen when the SecondLife object is initialized, so changing them at
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/// runtime won't do any good. Non-readonly values may affect things that
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/// happen at login or dynamically</remarks>
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public class Settings
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{
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/// <summary>The version of libsecondlife (not the SL protocol itself)</summary>
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public string VERSION = "libsecondlife 0.0.9";
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/// <summary>XML-RPC login server to connect to</summary>
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public string LOGIN_SERVER = "https://login.agni.lindenlab.com/cgi-bin/login.cgi";
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// Timeouts
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/// <summary>Number of milliseconds before a teleport attempt will time
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/// out</summary>
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public int TELEPORT_TIMEOUT = 40 * 1000;
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/// <summary>Number of milliseconds before NetworkManager.Logout() will
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/// time out</summary>
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public int LOGOUT_TIMEOUT = 5 * 1000;
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/// <summary>Number of milliseconds before a CAPS call will time out
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/// and try again</summary>
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/// <remarks>Setting this too low will cause web requests to repeatedly
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/// time out and retry</remarks>
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public int CAPS_TIMEOUT = 60 * 1000;
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/// <summary>Number of milliseconds for xml-rpc to timeout</summary>
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public int LOGIN_TIMEOUT = 60 * 1000;
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/// <summary>Milliseconds before a packet is assumed lost and resent</summary>
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public int RESEND_TIMEOUT = 4000;
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/// <summary>Milliseconds without receiving a packet before the
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/// connection to a simulator is assumed lost</summary>
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public int SIMULATOR_TIMEOUT = 15 * 1000;
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/// <summary>Milliseconds to wait for a simulator info request through
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/// the grid interface</summary>
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public int MAP_REQUEST_TIMEOUT = 5 * 1000;
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// Sizes
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/// <summary>The initial size of the packet inbox, where packets are
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/// stored before processing</summary>
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public const int PACKET_INBOX_SIZE = 100;
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/// <summary>Maximum size of packet that we want to send over the wire</summary>
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public const int MAX_PACKET_SIZE = 1200;
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/// <summary>Millisecond interval between ticks, where all ACKs are
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/// sent out and the age of unACKed packets is checked</summary>
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public const int NETWORK_TICK_LENGTH = 500;
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/// <summary>The maximum value of a packet sequence number before it
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/// rolls over back to one</summary>
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public const int MAX_SEQUENCE = 0xFFFFFF;
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/// <summary>The maximum size of the sequence number archive, used to
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/// check for resent and/or duplicate packets</summary>
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public const int PACKET_ARCHIVE_SIZE = 50;
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/// <summary>Number of milliseconds between sending pings to each sim</summary>
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public const int PING_INTERVAL = 2200;
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/// <summary>Number of milliseconds between sending camera updates</summary>
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public const int AGENT_UPDATE_INTERVAL = 500;
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/// <summary>Number of milliseconds between updating the current
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/// positions of moving, non-accelerating and non-colliding objects</summary>
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public const int INTERPOLATION_UPDATE = 250;
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/// <summary>Maximum number of queued ACKs to be sent before SendAcks()
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/// is forced</summary>
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public int MAX_PENDING_ACKS = 10;
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/// <summary>Maximum number of ACKs to append to a packet</summary>
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public int MAX_APPENDED_ACKS = 10;
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/// <summary>Network stats queue length (seconds)</summary>
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public int STATS_QUEUE_SIZE = 5;
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// Configuration options (mostly booleans)
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/// <summary>Enable to process packets synchronously, where all of the
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/// callbacks for each packet must return before the next packet is
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/// processed</summary>
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/// <remarks>This is an experimental feature and is not completely
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/// reliable yet. Ideally it would reduce context switches and thread
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/// overhead, but several calls currently block for a long time and
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/// would need to be rewritten as asynchronous code before this is
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/// feasible</remarks>
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public bool SYNC_PACKETCALLBACKS = false;
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/// <summary>Enable/disable debugging log messages</summary>
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public bool DEBUG = true;
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/// <summary>Attach avatar names to log messages</summary>
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public bool LOG_NAMES = true;
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/// <summary>Log packet retransmission info</summary>
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public bool LOG_RESENDS = true;
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/// <summary>Enable/disable storing terrain heightmaps in the
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/// TerrainManager</summary>
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public bool STORE_LAND_PATCHES = false;
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/// <summary>Enable/disable sending periodic camera updates</summary>
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public bool SEND_AGENT_UPDATES = true;
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/// <summary>Enable/disable libsecondlife automatically setting the
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/// bandwidth throttle after connecting to each simulator</summary>
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/// <remarks>The default libsecondlife throttle uses the equivalent of
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/// the maximum bandwidth setting in the official client. If you do not
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/// set a throttle your connection will by default be throttled well
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/// below the minimum values and you may experience connection problems</remarks>
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public bool SEND_AGENT_THROTTLE = true;
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/// <summary></summary>
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public bool OUTBOUND_THROTTLE = false;
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/// <summary>Maximum outgoing bytes/sec, per sim</summary>
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public int OUTBOUND_THROTTLE_RATE = 1500;
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/// <summary>Enable/disable the sending of pings to monitor lag and
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/// packet loss</summary>
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public bool SEND_PINGS = false;
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/// <summary>Should we connect to multiple sims? This will allow
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/// viewing in to neighboring simulators and sim crossings
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/// (Experimental)</summary>
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public bool MULTIPLE_SIMS = true;
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/// <summary>If true, all object update packets will be decoded in to
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/// native objects. If false, only updates for our own agent will be
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/// decoded. Registering an event handler will force objects for that
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/// type to always be decoded</summary>
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public bool ALWAYS_DECODE_OBJECTS = false;
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/// <summary>If true, when a cached object check is received from the
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/// server the full object info will automatically be requested</summary>
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public bool ALWAYS_REQUEST_OBJECTS = false;
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/// <summary>Whether to establish connections to HTTP capabilities
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/// servers for simulators</summary>
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public bool ENABLE_CAPS = true;
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/// <summary>Whether to decode sim stats</summary>
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public bool ENABLE_SIMSTATS = true;
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/// <summary>The capabilities servers are currently designed to
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/// periodically return a 502 error which signals for the client to
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/// re-establish a connection. Set this to true to log those 502 errors</summary>
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public bool LOG_ALL_CAPS_ERRORS = false;
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/// <summary>If true, any reference received for a folder or item
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/// libsecondlife is not aware of will automatically be fetched.</summary>
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public bool FETCH_MISSING_INVENTORY = true;
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/// <summary>Cost of uploading an asset</summary>
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/// <remarks>Read-only since this value is dynamically fetched at login</remarks>
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public int UPLOAD_COST { get { return priceUpload; } }
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private SecondLife Client;
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private int priceUpload = 0;
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/// <summary>Constructor</summary>
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/// <param name="client">Client connection Object to use</param>
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public Settings(SecondLife client)
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{
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Client = client;
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Client.Network.RegisterCallback(Packets.PacketType.EconomyData, new NetworkManager.PacketCallback(EconomyDataHandler));
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}
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/// <summary>
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/// Presumably for outputting asset upload costs.
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/// </summary>
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/// <param name="packet"></param>
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/// <param name="simulator"></param>
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private void EconomyDataHandler(Packet packet, Simulator simulator)
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{
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EconomyDataPacket econ = (EconomyDataPacket)packet;
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priceUpload = econ.Info.PriceUpload;
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}
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}
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}
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