Files
libremetaverse/libsecondlife/AgentManager.cs

2467 lines
98 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.Net;
using System.Collections.Generic;
using System.Threading;
using System.Text;
using System.Reflection;
using libsecondlife.StructuredData;
using libsecondlife.Capabilities;
using libsecondlife.Packets;
namespace libsecondlife
{
#region Enums
/// <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>
/// 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>Send a teleport lure</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></summary>
Text = 0,
/// <summary></summary>
Icon,
/// <summary></summary>
Connector,
/// <summary></summary>
FlexibleObject,
/// <summary></summary>
AnimalControls,
/// <summary></summary>
AnimationObject,
/// <summary></summary>
Cloth,
/// <summary>Project a beam from a source to a destination, such as
/// the one used when editing an object</summary>
Beam,
/// <summary></summary>
Glow,
/// <summary></summary>
Point,
/// <summary></summary>
Trail,
/// <summary>Create a swirl of particles around an object</summary>
Sphere,
/// <summary></summary>
Spiral,
/// <summary></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>
[Obsolete]
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
}
public enum MoneyTransactionType : int
{
None = 0,
FailSimulatorTimeout = 1,
FailDataserverTimeout = 2,
ObjectClaim = 1000,
LandClaim = 1001,
GroupCreate = 1002,
ObjectPublicClaim = 1003,
GroupJoin = 1004,
TeleportCharge = 1100,
UploadCharge = 1101,
LandAuction = 1102,
ClassifiedCharge = 1103,
ObjectTax = 2000,
LandTax = 2001,
LightTax = 2002,
ParcelDirFee = 2003,
GroupTax = 2004,
ClassifiedRenew = 2005,
GiveInventory = 3000,
ObjectSale = 5000,
Gift = 5001,
LandSale = 5002,
ReferBonus = 5003,
InventorySale = 5004,
RefundPurchase = 5005,
LandPassSale = 5006,
DwellBonus = 5007,
PayObject = 5008,
ObjectPays = 5009,
GroupLandDeed = 6001,
GroupObjectDeed = 6002,
GroupLiability = 6003,
GroupDividend = 6004,
GroupMembershipDues = 6005,
ObjectRelease = 8000,
LandRelease = 8001,
ObjectDelete = 8002,
ObjectPublicDecay = 8003,
ObjectPublicDelete = 8004,
LindenAdjustment = 9000,
LindenGrant = 9001,
LindenPenalty = 9002,
EventFee = 9003,
EventPrize = 9004,
StipendBasic = 10000,
StipendDeveloper = 10001,
StipendAlways = 10002,
StipendDaily = 10003,
StipendRating = 10004,
StipendDelta = 10005
}
[Flags]
public enum TransactionFlags : byte
{
None = 0,
SourceGroup = 1,
DestGroup = 2,
OwnerGroup = 4,
SimultaneousContribution = 8,
ContributionRemoval = 16
}
public enum MeanCollisionType : byte
{
None,
Bump,
LLPushObject,
SelectedObjectCollide,
ScriptedObjectCollide,
PhysicalObjectCollide
}
#endregion Enums
#region Structs
/// <summary>
/// Instant Message
/// </summary>
public struct InstantMessage
{
/// <summary>Key of sender</summary>
public LLUUID FromAgentID;
/// <summary>Name of sender</summary>
public string FromAgentName;
/// <summary>Key of destination avatar</summary>
public LLUUID ToAgentID;
/// <summary>ID of originating estate</summary>
public uint ParentEstateID;
/// <summary>Key of originating region</summary>
public LLUUID RegionID;
/// <summary>Coordinates in originating region</summary>
public LLVector3 Position;
/// <summary>Instant message type</summary>
public InstantMessageDialog Dialog;
/// <summary>Group IM session toggle</summary>
public bool GroupIM;
/// <summary>Key of IM session</summary>
public LLUUID IMSessionID;
/// <summary>Timestamp of the instant message</summary>
public DateTime Timestamp;
/// <summary>Instant message text</summary>
public string Message;
/// <summary>Whether this message is held for offline avatars</summary>
public InstantMessageOnline Offline;
/// <summary>Context specific packed data</summary>
public byte[] BinaryBucket;
//Print the contents of a message
public override string ToString(){
string result="";
Type imType = this.GetType();
FieldInfo[] fields = imType.GetFields();
foreach (FieldInfo field in fields){
result += (field.Name + " = " + field.GetValue(this) );
}
return result;
}
}
#endregion Structs
/// <summary>
/// Manager class for our own avatar
/// </summary>
public partial class AgentManager
{
#region Enums
/// <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>
/// 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>
///
/// </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(Simulator simulator, 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="im">Instant message data structure</param>
/// <param name="simulator">Simulator where this IM was received from</param>
public delegate void InstantMessageCallback(InstantMessage im, 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>
///
/// </summary>
/// <param name="firstName"></param>
/// <param name="lastName"></param>
/// <param name="activeGroupID"></param>
/// <param name="groupTitle"></param>
/// <param name="groupPowers"></param>
/// <param name="groupName"></param>
public delegate void AgentDataCallback(string firstName, string lastName, LLUUID activeGroupID,
string groupTitle, GroupPowers groupPowers, string groupName);
/// <summary>
/// Triggered when the current agent animations change
/// </summary>
/// <param name="agentAnimations">A convenience reference to the
/// SignaledAnimations collection</param>
public delegate void AnimationsChangedCallback(SafeDictionary<LLUUID, int> agentAnimations);
/// <summary>
/// Triggered when an object or avatar forcefully collides with our
/// agent
/// </summary>
/// <param name="type">Collision type</param>
/// <param name="perp">Colliding object or avatar ID</param>
/// <param name="victim">Victim ID, should be our own AgentID</param>
/// <param name="magnitude">Velocity or total force of the collision</param>
/// <param name="time">Time the collision occurred</param>
public delegate void MeanCollisionCallback(MeanCollisionType type, LLUUID perp, LLUUID victim,
float magnitude, DateTime time);
/// <summary>
/// Triggered when the agent physically moves in to a neighboring region
/// </summary>
/// <param name="oldSim">Simulator agent was previously occupying</param>
/// <param name="newSim">Simulator agent is now currently occupying</param>
public delegate void RegionCrossedCallback(Simulator oldSim, Simulator newSim);
/// <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 for agent data updates, such as the active
/// group changing</summary>
public event AgentDataCallback OnAgentDataUpdated;
/// <summary>Callback for the current agent animations changing</summary>
public event AnimationsChangedCallback OnAnimationsChanged;
/// <summary>Callback for an object or avatar forcefully colliding
/// with the agent</summary>
public event MeanCollisionCallback OnMeanCollision;
/// <summary>Callback for the agent moving in to a neighboring sim</summary>
public event RegionCrossedCallback OnRegionCrossed;
#endregion
/// <summary>Reference to the SecondLife client object</summary>
public readonly SecondLife Client;
/// <summary>Used for movement and camera tracking</summary>
public readonly AgentMovement Movement;
/// <summary>Currently playing animations for the agent. Can be used to
/// check the current movement status such as walking, hovering, aiming,
/// etc. by checking for system animations in the <code>Animations</code>
/// class</summary>
public SafeDictionary<LLUUID, int> SignaledAnimations = new SafeDictionary<LLUUID, int>();
#region Properties
/// <summary>Your (client) avatar UUID</summary>
public LLUUID AgentID { get { return id; } }
/// <summary>Temporary UUID assigned to this session, used for
/// verifying our identity in packets</summary>
public LLUUID SessionID { get { return sessionID; } }
/// <summary>Shared secret UUID that is never sent over the wire</summary>
public LLUUID SecureSessionID { get { return secureSessionID; } }
/// <summary>Your (client) avatar ID, local to the current region/sim</summary>
public uint LocalID { get { return localID; } }
/// <summary>Where the avatar started at login. Can be "last", "home"
/// or a login URI</summary>
public string StartLocation { get { return startLocation; } }
/// <summary>The access level of this agent, usually M or PG</summary>
public string AgentAccess { get { return agentAccess; } }
/// <summary></summary>
public LLVector4 CollisionPlane { get { return collisionPlane; } }
/// <summary></summary>
public LLVector3 Velocity { get { return velocity; } }
/// <summary></summary>
public LLVector3 Acceleration { get { return acceleration; } }
/// <summary></summary>
public LLVector3 AngularVelocity { get { return angularVelocity; } }
/// <summary>Position avatar client will goto when login to 'home' or during
/// teleport request to 'home' region.</summary>
public LLVector3 HomePosition { get { return homePosition; } }
/// <summary>LookAt point saved/restored with HomePosition</summary>
public LLVector3 HomeLookAt { get { return homeLookAt; } }
/// <summary>Avatar First Name (i.e. Philip)</summary>
public string FirstName { get { return firstName; } }
/// <summary>Avatar Last Name (i.e. Linden)</summary>
public string LastName { get { return lastName; } }
/// <summary>Avatar Full Name (i.e. Philip Linden)</summary>
public string Name
{
get
{
// This is a fairly common request, so assume the name doesn't
// change mid-session and cache the result
if (fullName == null)
fullName = String.Format("{0} {1}", firstName, lastName);
return fullName;
}
}
/// <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; } }
/// <summary>Current position of the agent as a relative offset from
/// the simulator, or the parent object if we are sitting on something</summary>
public LLVector3 RelativePosition { get { return relativePosition; } }
/// <summary>Current rotation of the agent as a relative rotation from
/// the simulator, or the parent object if we are sitting on something</summary>
public LLQuaternion RelativeRotation { get { return relativeRotation; } }
public LLVector3 SimPosition
{
get
{
if (sittingOn != 0)
{
Primitive parent;
if (Client.Network.CurrentSim != null && Client.Network.CurrentSim.Objects.TryGetPrimitive(sittingOn, out parent))
{
return parent.Position + relativePosition;
}
else
{
Client.Log("Currently sitting on object " + sittingOn + " which is not tracked, SimPosition will be inaccurate",
Helpers.LogLevel.Warning);
return relativePosition;
}
}
else
{
return relativePosition;
}
}
}
public LLQuaternion SimRotation
{
get
{
if (sittingOn != 0)
{
Primitive parent;
if (Client.Network.CurrentSim != null && Client.Network.CurrentSim.Objects.TryGetPrimitive(sittingOn, out parent))
{
return relativeRotation * parent.Rotation;
}
else
{
Client.Log("Currently sitting on object " + sittingOn + " which is not tracked, SimRotation will be inaccurate",
Helpers.LogLevel.Warning);
return relativeRotation;
}
}
else
{
return relativeRotation;
}
}
}
/// <summary>Returns the global grid position of the avatar</summary>
public LLVector3d GlobalPosition
{
get
{
if (Client.Network.CurrentSim != null)
{
uint globalX, globalY;
Helpers.LongToUInts(Client.Network.CurrentSim.Handle, out globalX, out globalY);
LLVector3 pos = SimPosition;
return new LLVector3d(
(double)globalX + (double)pos.X,
(double)globalY + (double)pos.Y,
(double)pos.Z);
}
else
return LLVector3d.Zero;
}
}
[Obsolete("Position has been replaced by RelativePosition, SimPosition, and GlobalPosition")]
public LLVector3 Position { get { return SimPosition; } }
[Obsolete("Rotation has been replaced by RelativeRotation and SimRotation")]
public LLQuaternion Rotation { get { return SimRotation; } }
#endregion Properties
internal uint localID;
internal LLVector3 relativePosition;
internal LLQuaternion relativeRotation = LLQuaternion.Identity;
internal LLVector4 collisionPlane;
internal LLVector3 velocity;
internal LLVector3 acceleration;
internal LLVector3 angularVelocity;
internal uint sittingOn;
internal int lastInterpolation;
#region Private Members
private LLUUID id;
private LLUUID sessionID;
private LLUUID secureSessionID;
private string startLocation = String.Empty;
private string agentAccess = String.Empty;
private LLVector3 homePosition;
private LLVector3 homeLookAt;
private string firstName = String.Empty;
private string lastName = String.Empty;
private string fullName;
private string teleportMessage = String.Empty;
private TeleportStatus teleportStat = TeleportStatus.None;
private ManualResetEvent teleportEvent = new ManualResetEvent(false);
private uint heightWidthGenCounter;
private float health;
private int balance;
private LLUUID activeGroup;
#endregion Private Members
/// <summary>
/// Constructor, setup callbacks for packets related to our avatar
/// </summary>
/// <param name="client"></param>
public AgentManager(SecondLife client)
{
Client = client;
Movement = new AgentMovement(Client);
NetworkManager.PacketCallback callback;
Client.Network.OnDisconnected += new NetworkManager.DisconnectedCallback(Network_OnDisconnected);
// 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 callback
Client.Network.RegisterCallback(PacketType.MoneyBalanceReply, new NetworkManager.PacketCallback(BalanceHandler));
//Agent update callback
Client.Network.RegisterCallback(PacketType.AgentDataUpdate, new NetworkManager.PacketCallback(AgentDataUpdateHandler));
// Animation callback
Client.Network.RegisterCallback(PacketType.AvatarAnimation, new NetworkManager.PacketCallback(AvatarAnimationHandler));
// Object colliding into our agent callback
Client.Network.RegisterCallback(PacketType.MeanCollisionAlert, new NetworkManager.PacketCallback(MeanCollisionAlertHandler));
// Region Crossing
Client.Network.RegisterCallback(PacketType.CrossedRegion, new NetworkManager.PacketCallback(CrossedRegionHandler));
// CAPS callbacks
Client.Network.RegisterEventCallback("EstablishAgentCommunication", new Caps.EventQueueCallback(EstablishAgentCommunicationEventHandler));
// Login
Client.Network.RegisterLoginResponseCallback(new NetworkManager.LoginResponseCallback(Network_OnLoginResponse));
}
#region Chat and instant messages
/// <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.Self.SessionID;
chat.ChatData.Channel = channel;
chat.ChatData.Message = Helpers.StringToField(message);
chat.ChatData.Type = (byte)type;
Client.Network.SendPacket(chat);
}
/// <summary>Requests missed/offline messages</summary>
public void RetrieveInstantMessages()
{
RetrieveInstantMessagesPacket p = new RetrieveInstantMessagesPacket();
p.AgentData.AgentID = Client.Self.AgentID;
p.AgentData.SessionID = Client.Self.SessionID;
Client.Network.SendPacket(p);
}
/// <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(Name, target, message, target,
InstantMessageDialog.MessageFromAgent, InstantMessageOnline.Offline, this.SimPosition,
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(Name, target, message, imSessionID,
InstantMessageDialog.MessageFromAgent, InstantMessageOnline.Offline, this.SimPosition,
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].GetBytes(), 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)
{
if (target != LLUUID.Zero)
{
ImprovedInstantMessagePacket im = new ImprovedInstantMessagePacket();
im.AgentData.AgentID = Client.Self.AgentID;
im.AgentData.SessionID = Client.Self.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);
}
else
{
Client.Log(String.Format("Suppressing instant message \"{0}\" to LLUUID.Zero", message),
Helpers.LogLevel.Error);
}
}
/// <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(Name, 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.Self.AgentID;
im.AgentData.SessionID = Client.Self.SessionID;
im.MessageBlock.Dialog = (byte)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);
}
#endregion Chat and instant messages
#region Viewer Effects
/// <summary>
///
/// </summary>
/// <param name="sourceAvatar"></param>
/// <param name="targetObject"></param>
/// <param name="globalOffset"></param>
/// <param name="type"></param>
/// <param name="effectID"></param>
public void PointAtEffect(LLUUID sourceAvatar, LLUUID targetObject, LLVector3d globalOffset, PointAtType type,
LLUUID effectID)
{
ViewerEffectPacket effect = new ViewerEffectPacket();
effect.AgentData.AgentID = Client.Self.AgentID;
effect.AgentData.SessionID = Client.Self.SessionID;
effect.Effect = new ViewerEffectPacket.EffectBlock[1];
effect.Effect[0] = new ViewerEffectPacket.EffectBlock();
effect.Effect[0].AgentID = Client.Self.AgentID;
effect.Effect[0].Color = new byte[4];
effect.Effect[0].Duration = (type == PointAtType.Clear) ? 0.0f : Single.MaxValue / 4.0f;
effect.Effect[0].ID = effectID;
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>
/// <param name="effectID"></param>
public void LookAtEffect(LLUUID sourceAvatar, LLUUID targetObject, LLVector3d globalOffset, LookAtType type,
LLUUID effectID)
{
ViewerEffectPacket effect = new ViewerEffectPacket();
effect.AgentData.AgentID = Client.Self.AgentID;
effect.AgentData.SessionID = Client.Self.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.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.Self.AgentID;
effect.Effect[0].Color = new byte[4];
effect.Effect[0].Duration = duration;
effect.Effect[0].ID = effectID;
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>
/// <param name="effectID"></param>
public void BeamEffect(LLUUID sourceAvatar, LLUUID targetObject, LLVector3d globalOffset, LLColor color,
float duration, LLUUID effectID)
{
ViewerEffectPacket effect = new ViewerEffectPacket();
effect.AgentData.AgentID = Client.Self.AgentID;
effect.AgentData.SessionID = Client.Self.SessionID;
effect.Effect = new ViewerEffectPacket.EffectBlock[1];
effect.Effect[0] = new ViewerEffectPacket.EffectBlock();
effect.Effect[0].AgentID = Client.Self.AgentID;
effect.Effect[0].Color = color.GetFloatBytes();
effect.Effect[0].Duration = duration;
effect.Effect[0].ID = effectID;
effect.Effect[0].Type = (byte)EffectType.Beam;
byte[] typeData = new byte[56];
Buffer.BlockCopy(sourceAvatar.GetBytes(), 0, typeData, 0, 16);
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);
}
#endregion Viewer Effects
#region Movement Actions
/// <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.Self.AgentID;
requestSit.AgentData.SessionID = Client.Self.SessionID;
requestSit.TargetObject.TargetID = targetID;
requestSit.TargetObject.Offset = offset;
Client.Network.SendPacket(requestSit);
}
/// <summary>
/// Follows a call to RequestSit() to actually sit on the object
/// </summary>
public void Sit()
{
AgentSitPacket sit = new AgentSitPacket();
sit.AgentData.AgentID = Client.Self.AgentID;
sit.AgentData.SessionID = Client.Self.SessionID;
Client.Network.SendPacket(sit);
}
/// <summary>Stands up from sitting on a prim or the ground</summary>
public bool Stand()
{
if (Client.Settings.SEND_AGENT_UPDATES)
{
Movement.StandUp = true;
Movement.SendUpdate();
return true;
}
else
{
Client.Log("Attempted Stand but agent updates are disabled", Helpers.LogLevel.Warning);
return false;
}
}
/// <summary>
/// Does a "ground sit" at the avatar's current position
/// </summary>
public void SitOnGround()
{
Movement.SitOnGround = true;
Movement.SendUpdate(true);
}
/// <summary>
/// Starts or stops flying
/// </summary>
/// <param name="start">True to start flying, false to stop flying</param>
public void Fly(bool start)
{
if (start)
Movement.Fly = true;
else
Movement.Fly = false;
Movement.SendUpdate(true);
}
/// <summary>
/// Starts or stops crouching
/// </summary>
/// <param name="start">True to start crouching, false to stop crouching</param>
public void Crouch(bool start)
{
if (start)
Movement.UpNeg = true;
else
Movement.UpNeg = false;
Movement.SendUpdate(true);
}
/// <summary>
/// Starts a jump (begin holding the jump key)
/// </summary>
public void Jump()
{
Movement.UpPos = true;
Movement.FastUp = true;
Movement.SendUpdate(true);
}
/// <summary>
/// Use the autopilot sim function to move the avatar to a new
/// position. Uses double precision to get precise movements
/// </summary>
/// <remarks>The z value is currently not handled properly by the simulator</remarks>
/// <param name="globalX">Global X coordinate to move to</param>
/// <param name="globalY">Global Y coordinate to move to</param>
/// <param name="z">Z coordinate to move to</param>
public void AutoPilot(double globalX, double globalY, double z)
{
GenericMessagePacket autopilot = new GenericMessagePacket();
autopilot.AgentData.AgentID = Client.Self.AgentID;
autopilot.AgentData.SessionID = Client.Self.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();
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="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>
public void AutoPilot(ulong globalX, ulong globalY, float z)
{
GenericMessagePacket autopilot = new GenericMessagePacket();
autopilot.AgentData.AgentID = Client.Self.AgentID;
autopilot.AgentData.SessionID = Client.Self.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();
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>Cancels autopilot sim function</summary>
/// <remarks>Not certain if this is how it is really done</remarks>
public bool AutoPilotCancel()
{
if (Client.Settings.SEND_AGENT_UPDATES)
{
Movement.AtPos = true;
Movement.SendUpdate();
Movement.AtPos = false;
Movement.SendUpdate();
return true;
}
else
{
Client.Log("Attempted AutoPilotCancel but agent updates are disabled", Helpers.LogLevel.Warning);
return false;
}
}
#endregion Movement actions
#region Touch and grab
/// <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.Self.AgentID;
grab.AgentData.SessionID = Client.Self.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">LLUUID of the object to drag</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.Self.AgentID;
grab.AgentData.SessionID = Client.Self.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.Self.AgentID;
degrab.AgentData.SessionID = Client.Self.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);
}
#endregion Touch and grab
#region Money
/// <summary>
/// Request the current L$ balance
/// </summary>
public void RequestBalance()
{
MoneyBalanceRequestPacket money = new MoneyBalanceRequestPacket();
money.AgentData.AgentID = Client.Self.AgentID;
money.AgentData.SessionID = Client.Self.SessionID;
money.MoneyData.TransactionID = LLUUID.Zero;
Client.Network.SendPacket(money);
}
/// <summary>
/// Give Money to destination Avatar
/// </summary>
/// <param name="target">UUID of the Target Avatar</param>
/// <param name="amount">Amount in L$</param>
public void GiveAvatarMoney(LLUUID target, int amount)
{
GiveMoney(target, amount, String.Empty, MoneyTransactionType.Gift, TransactionFlags.None);
}
/// <summary>
/// Give Money to destination Avatar
/// </summary>
/// <param name="target">UUID of the Target Avatar</param>
/// <param name="amount">Amount in L$</param>
/// <param name="description">Description that will show up in the
/// recipients transaction history</param>
public void GiveAvatarMoney(LLUUID target, int amount, string description)
{
GiveMoney(target, amount, description, MoneyTransactionType.Gift, TransactionFlags.None);
}
/// <summary>
///
/// </summary>
/// <param name="target"></param>
/// <param name="amount"></param>
/// <param name="objectName"></param>
public void GiveObjectMoney(LLUUID target, int amount, string objectName)
{
GiveMoney(target, amount, objectName, MoneyTransactionType.PayObject, TransactionFlags.None);
}
/// <summary>
///
/// </summary>
/// <param name="target"></param>
/// <param name="amount"></param>
public void GiveGroupMoney(LLUUID target, int amount)
{
GiveMoney(target, amount, String.Empty, MoneyTransactionType.Gift, TransactionFlags.DestGroup);
}
/// <summary>
///
/// </summary>
/// <param name="target"></param>
/// <param name="amount"></param>
/// <param name="description"></param>
public void GiveGroupMoney(LLUUID target, int amount, string description)
{
GiveMoney(target, amount, description, MoneyTransactionType.Gift, TransactionFlags.DestGroup);
}
/// <summary>
///
/// </summary>
public void PayUploadFee()
{
GiveMoney(LLUUID.Zero, Client.Settings.UPLOAD_COST, String.Empty, MoneyTransactionType.UploadCharge,
TransactionFlags.None);
}
/// <summary>
///
/// </summary>
/// <param name="description"></param>
public void PayUploadFee(string description)
{
GiveMoney(LLUUID.Zero, Client.Settings.UPLOAD_COST, description, MoneyTransactionType.UploadCharge,
TransactionFlags.None);
}
/// <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="type">The type of transaction</param>
/// <param name="flags">Transaction flags, mostly for identifying group
/// transactions</param>
public void GiveMoney(LLUUID target, int amount, string description, MoneyTransactionType type, TransactionFlags flags)
{
MoneyTransferRequestPacket money = new MoneyTransferRequestPacket();
money.AgentData.AgentID = this.id;
money.AgentData.SessionID = Client.Self.SessionID;
money.MoneyData.Description = Helpers.StringToField(description);
money.MoneyData.DestID = target;
money.MoneyData.SourceID = this.id;
money.MoneyData.TransactionType = (int)type;
money.MoneyData.AggregatePermInventory = 0; // This is weird, apparently always set to zero though
money.MoneyData.AggregatePermNextOwner = 0; // This is weird, apparently always set to zero though
money.MoneyData.Flags = (byte)flags;
money.MoneyData.Amount = amount;
Client.Network.SendPacket(money);
}
#endregion Money
#region Animations
/// <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.Self.AgentID;
animate.AgentData.SessionID = Client.Self.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);
}
#endregion Animations
#region Teleporting
/// <summary>
/// Teleports the avatar home
/// </summary>
public bool GoHome()
{
return Teleport(LLUUID.Zero);
}
/// <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.Self.AgentID;
p.Info.SessionID = Client.Self.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, GridLayerType.Objects, 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.Caps != null &&
Client.Network.CurrentSim.Caps.IsEventQueueRunning)
{
TeleportLocationRequestPacket teleport = new TeleportLocationRequestPacket();
teleport.AgentData.AgentID = Client.Self.AgentID;
teleport.AgentData.SessionID = Client.Self.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.Self.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(Name, requesterID, String.Empty, LLUUID.Random(),
accept ? InstantMessageDialog.AcceptTeleport : InstantMessageDialog.DenyTeleport,
InstantMessageOnline.Offline, this.SimPosition, LLUUID.Zero, new byte[0]);
if (accept)
{
TeleportLureRequestPacket lure = new TeleportLureRequestPacket();
lure.Info.AgentID = Client.Self.AgentID;
lure.Info.SessionID = Client.Self.SessionID;
lure.Info.LureID = Client.Self.AgentID;
lure.Info.TeleportFlags = (uint)TeleportFlags.ViaLure;
Client.Network.SendPacket(lure);
}
}
#endregion Teleporting
#region Misc
/// <summary>
///
/// </summary>
/// <param name="profile"></param>
public void UpdateProfile(Avatar.AvatarProperties profile)
{
AvatarPropertiesUpdatePacket apup = new AvatarPropertiesUpdatePacket();
apup.AgentData.AgentID = id;
apup.AgentData.SessionID = sessionID;
apup.PropertiesData.AboutText = Helpers.StringToField(profile.AboutText);
apup.PropertiesData.AllowPublish = profile.AllowPublish;
apup.PropertiesData.FLAboutText = Helpers.StringToField(profile.FirstLifeText);
apup.PropertiesData.FLImageID = profile.FirstLifeImage;
apup.PropertiesData.ImageID = profile.ProfileImage;
apup.PropertiesData.MaturePublish = profile.MaturePublish;
apup.PropertiesData.ProfileURL = Helpers.StringToField(profile.ProfileURL);
Client.Network.SendPacket(apup);
}
/// <summary>
///
/// </summary>
/// <param name="interests"></param>
public void UpdateInterests(Avatar.Interests interests)
{
AvatarInterestsUpdatePacket aiup = new AvatarInterestsUpdatePacket();
aiup.AgentData.AgentID = id;
aiup.AgentData.SessionID = sessionID;
aiup.PropertiesData.LanguagesText = Helpers.StringToField(interests.LanguagesText);
aiup.PropertiesData.SkillsMask = interests.SkillsMask;
aiup.PropertiesData.SkillsText = Helpers.StringToField(interests.SkillsText);
aiup.PropertiesData.WantToMask = interests.WantToMask;
aiup.PropertiesData.WantToText = Helpers.StringToField(interests.WantToText);
Client.Network.SendPacket(aiup);
}
/// <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.Self.AgentID;
heightwidth.AgentData.SessionID = Client.Self.SessionID;
heightwidth.AgentData.CircuitCode = Client.Network.CircuitCode;
heightwidth.HeightWidthBlock.Height = height;
heightwidth.HeightWidthBlock.Width = width;
heightwidth.HeightWidthBlock.GenCounter = heightWidthGenCounter++;
Client.Network.SendPacket(heightwidth);
}
/// <summary>
/// Request the list of muted things for this avatar
/// </summary>
public void RequestMuteList()
{
MuteListRequestPacket mute = new MuteListRequestPacket();
mute.AgentData.AgentID = Client.Self.AgentID;
mute.AgentData.SessionID = Client.Self.SessionID;
mute.MuteData.MuteCRC = 0;
Client.Network.SendPacket(mute);
}
/// <summary>
/// Sets home location
/// </summary>
public void SetHome()
{
SetStartLocationRequestPacket s = new SetStartLocationRequestPacket();
s.AgentData = new SetStartLocationRequestPacket.AgentDataBlock();
s.AgentData.AgentID = Client.Self.AgentID;
s.AgentData.SessionID = Client.Self.SessionID;
s.StartLocationData = new SetStartLocationRequestPacket.StartLocationDataBlock();
s.StartLocationData.LocationPos = Client.Self.SimPosition;
s.StartLocationData.LocationID = 1;
s.StartLocationData.SimName = Helpers.StringToField(String.Empty);
s.StartLocationData.LocationLookAt = Movement.Camera.AtAxis;
Client.Network.SendPacket(s);
}
/// <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.Self.AgentID;
move.AgentData.SessionID = Client.Self.SessionID;
move.AgentData.CircuitCode = Client.Network.CircuitCode;
Client.Network.SendPacket(move, simulator);
}
/// <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.Self.AgentID;
yes.AgentData.SessionID = Client.Self.SessionID;
yes.Data.ItemID = itemID;
yes.Data.TaskID = taskID;
yes.Data.Questions = (int)permissions;
Client.Network.SendPacket(yes, simulator);
}
#endregion Misc
#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)
{
InstantMessage message;
message.FromAgentID = im.AgentData.AgentID;
message.FromAgentName = Helpers.FieldToUTF8String(im.MessageBlock.FromAgentName);
message.ToAgentID = im.MessageBlock.ToAgentID;
message.ParentEstateID = im.MessageBlock.ParentEstateID;
message.RegionID = im.MessageBlock.RegionID;
message.Position = im.MessageBlock.Position;
message.Dialog = (InstantMessageDialog)im.MessageBlock.Dialog;
message.GroupIM = im.MessageBlock.FromGroup;
message.IMSessionID = im.MessageBlock.ID;
message.Timestamp = new DateTime(im.MessageBlock.Timestamp);
message.Message = Helpers.FieldToUTF8String(im.MessageBlock.Message);
message.Offline = (InstantMessageOnline)im.MessageBlock.Offline;
message.BinaryBucket = im.MessageBlock.BinaryBucket;
try { OnInstantMessage(message, simulator); }
catch (Exception e) { Client.Log(e.ToString(), Helpers.LogLevel.Error); }
}
}
}
/// <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 llDialogs
/// </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(simulator,
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;
relativePosition = movement.Data.Position;
Movement.Camera.LookDirection(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 AgentDataUpdateHandler(Packet packet, Simulator simulator)
{
AgentDataUpdatePacket p = (AgentDataUpdatePacket)packet;
if (p.AgentData.AgentID == simulator.Client.Self.AgentID)
{
firstName = Helpers.FieldToUTF8String(p.AgentData.FirstName);
lastName = Helpers.FieldToUTF8String(p.AgentData.LastName);
activeGroup = p.AgentData.ActiveGroupID;
if (OnAgentDataUpdated != null)
{
string groupTitle = Helpers.FieldToUTF8String(p.AgentData.GroupTitle);
string groupName = Helpers.FieldToUTF8String(p.AgentData.GroupName);
try { OnAgentDataUpdated(firstName, lastName, activeGroup, groupTitle, (GroupPowers)p.AgentData.GroupPowers, groupName); }
catch (Exception e) { Client.Log(e.ToString(), Helpers.LogLevel.Error); }
}
}
else
{
Client.Log("Got an AgentDataUpdate packet for avatar " + p.AgentData.AgentID.ToString() +
" instead of " + Client.Self.AgentID.ToString() + ", this shouldn't happen", Helpers.LogLevel.Error);
}
}
/// <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 EstablishAgentCommunicationEventHandler(string message, LLSD llsd, Simulator simulator)
{
StructuredData.LLSDMap body = (StructuredData.LLSDMap)llsd;
if (Client.Settings.MULTIPLE_SIMS && body.ContainsKey("sim-ip-and-port"))
{
string ipAndPort = body["sim-ip-and-port"].AsString();
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);
// FIXME: Should we use this opportunity to connect to the simulator?
}
else
{
Client.Log("Got EstablishAgentCommunication for " + sim.ToString(),
Helpers.LogLevel.Info);
sim.SetSeedCaps(body["seed-capability"].AsString());
}
}
}
/// <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, 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, 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, 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, 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, true);
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;
relativePosition = local.Info.Position;
Movement.Camera.LookDirection(local.Info.LookAt);
// This field is apparently not used for anything
//local.Info.LocationID;
finished = true;
Client.DebugLog("TeleportLocal received, 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();
}
/// <summary>
///
/// </summary>
/// <param name="packet"></param>
/// <param name="sim"></param>
private void AvatarAnimationHandler(Packet packet, Simulator sim)
{
AvatarAnimationPacket animation = (AvatarAnimationPacket)packet;
if (animation.Sender.ID == Client.Self.AgentID)
{
lock (SignaledAnimations.Dictionary)
{
// Reset the signaled animation list
SignaledAnimations.Dictionary.Clear();
for (int i = 0; i < animation.AnimationList.Length; i++)
{
LLUUID animID = animation.AnimationList[i].AnimID;
int sequenceID = animation.AnimationList[i].AnimSequenceID;
// Add this animation to the list of currently signaled animations
SignaledAnimations.Dictionary[animID] = sequenceID;
if (i < animation.AnimationSourceList.Length)
{
// FIXME: The server tells us which objects triggered our animations,
// we should store this info
//animation.AnimationSourceList[i].ObjectID
}
if (i < animation.PhysicalAvatarEventList.Length)
{
// FIXME: What is this?
}
if (Client.Settings.SEND_AGENT_UPDATES)
{
// We have to manually tell the server to stop playing some animations
if (animID == Animations.STANDUP ||
animID == Animations.PRE_JUMP ||
animID == Animations.LAND ||
animID == Animations.MEDIUM_LAND)
{
Movement.FinishAnim = true;
Movement.SendUpdate(true);
}
}
}
}
if (OnAnimationsChanged != null)
{
try { OnAnimationsChanged(SignaledAnimations); }
catch (Exception e) { Client.Log(e.ToString(), Helpers.LogLevel.Error); }
}
}
}
private void MeanCollisionAlertHandler(Packet packet, Simulator sim)
{
if (OnMeanCollision != null)
{
MeanCollisionAlertPacket collision = (MeanCollisionAlertPacket)packet;
for (int i = 0; i < collision.MeanCollision.Length; i++)
{
MeanCollisionAlertPacket.MeanCollisionBlock block = collision.MeanCollision[i];
DateTime time = Helpers.UnixTimeToDateTime(block.Time);
MeanCollisionType type = (MeanCollisionType)block.Type;
try { OnMeanCollision(type, block.Perp, block.Victim, block.Mag, time); }
catch (Exception e) { Client.Log(e.ToString(), Helpers.LogLevel.Error); }
}
}
}
private void Network_OnLoginResponse(bool loginSuccess, bool redirect, string message, string reason,
LoginResponseData reply)
{
id = reply.AgentID;
sessionID = reply.SessionID;
secureSessionID = reply.SecureSessionID;
firstName = reply.FirstName;
lastName = reply.LastName;
startLocation = reply.StartLocation;
agentAccess = reply.AgentAccess;
Movement.Camera.LookDirection(reply.LookAt);
homePosition = reply.HomePosition;
homeLookAt = reply.HomeLookAt;
}
private void Network_OnDisconnected(NetworkManager.DisconnectType reason, string message)
{
// Null out the cached fullName since it can change after logging
// in again (with a different account name or different login
// server but using the same SecondLife object
fullName = null;
}
/// <summary>
/// Allows agent to cross over (walk, fly, vehicle) in to neighboring
/// simulators
/// </summary>
private void CrossedRegionHandler(Packet packet, Simulator sim)
{
CrossedRegionPacket crossing = (CrossedRegionPacket)packet;
string seedCap = Helpers.FieldToUTF8String(crossing.RegionData.SeedCapability);
IPEndPoint endPoint = new IPEndPoint(crossing.RegionData.SimIP, crossing.RegionData.SimPort);
Client.DebugLog("Crossed in to new region area, attempting to connect to " + endPoint.ToString());
Simulator oldSim = Client.Network.CurrentSim;
Simulator newSim = Client.Network.Connect(endPoint, crossing.RegionData.RegionHandle, true, seedCap);
if (newSim != null)
{
Client.Log("Finished crossing over in to region " + newSim.ToString(), Helpers.LogLevel.Info);
if (OnRegionCrossed != null)
{
try { OnRegionCrossed(oldSim, newSim); }
catch (Exception e) { Client.Log(e.ToString(), Helpers.LogLevel.Error); }
}
}
else
{
// The old simulator will (poorly) handle our movement still, so the connection isn't
// completely shot yet
Client.Log("Failed to connect to new region " + endPoint.ToString() + " after crossing over",
Helpers.LogLevel.Warning);
}
}
#endregion Packet Handlers
}
}