Files
libremetaverse/libsecondlife/MainAvatarStatus.cs
John Hurliman 975637b2a1 * Switched LLObject to using the Permissions struct
* Added CoordinateFrame class for camera management
* Added NetworkManager.OnSimConnecting that blocks before connecting to a new sim
* CurrentSim no longer goes null in between teleports
* Applied jradford's patch to fix the DeedObject patch
* UDP socket Bind() is used instead of Connect() now and sender verification is done in PacketReceived() to fix an apparent compatibility problem
* Added Helpers.VecCross() for vector cross products
* TextureEntryFace and TextureEntry now implement ICloneable

git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@1384 52acb1d6-8a22-11de-b505-999d5b087335
2007-09-01 07:52:55 +00:00

543 lines
25 KiB
C#

/*
* Copyright (c) 2006-2007, Second Life Reverse Engineering Team
* All rights reserved.
*
* - Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* - Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* - Neither the name of the Second Life Reverse Engineering Team nor the names
* of its contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Timers;
using libsecondlife;
using libsecondlife.Packets;
namespace libsecondlife
{
public partial class MainAvatar
{
#region Enums
/// <summary>
/// Used to specify movement actions for your agent
/// </summary>
[Flags]
public enum ControlFlags
{
/// <summary>Empty flag</summary>
NONE = 0,
/// <summary>Move Forward (SL Keybinding: W/Up Arrow)</summary>
AGENT_CONTROL_AT_POS = 0x1 << CONTROL_AT_POS_INDEX,
/// <summary>Move Backward (SL Keybinding: S/Down Arrow)</summary>
AGENT_CONTROL_AT_NEG = 0x1 << CONTROL_AT_NEG_INDEX,
/// <summary>Move Left (SL Keybinding: Shift-(A/Left Arrow))</summary>
AGENT_CONTROL_LEFT_POS = 0x1 << CONTROL_LEFT_POS_INDEX,
/// <summary>Move Right (SL Keybinding: Shift-(D/Right Arrow))</summary>
AGENT_CONTROL_LEFT_NEG = 0x1 << CONTROL_LEFT_NEG_INDEX,
/// <summary>Not Flying: Jump/Flying: Move Up (SL Keybinding: E)</summary>
AGENT_CONTROL_UP_POS = 0x1 << CONTROL_UP_POS_INDEX,
/// <summary>Not Flying: Croutch/Flying: Move Down (SL Keybinding: C)</summary>
AGENT_CONTROL_UP_NEG = 0x1 << CONTROL_UP_NEG_INDEX,
/// <summary>Unused</summary>
AGENT_CONTROL_PITCH_POS = 0x1 << CONTROL_PITCH_POS_INDEX,
/// <summary>Unused</summary>
AGENT_CONTROL_PITCH_NEG = 0x1 << CONTROL_PITCH_NEG_INDEX,
/// <summary>Unused</summary>
AGENT_CONTROL_YAW_POS = 0x1 << CONTROL_YAW_POS_INDEX,
/// <summary>Unused</summary>
AGENT_CONTROL_YAW_NEG = 0x1 << CONTROL_YAW_NEG_INDEX,
/// <summary>ORed with AGENT_CONTROL_AT_* if the keyboard is being used</summary>
AGENT_CONTROL_FAST_AT = 0x1 << CONTROL_FAST_AT_INDEX,
/// <summary>ORed with AGENT_CONTROL_LEFT_* if the keyboard is being used</summary>
AGENT_CONTROL_FAST_LEFT = 0x1 << CONTROL_FAST_LEFT_INDEX,
/// <summary>ORed with AGENT_CONTROL_UP_* if the keyboard is being used</summary>
AGENT_CONTROL_FAST_UP = 0x1 << CONTROL_FAST_UP_INDEX,
/// <summary>Fly</summary>
AGENT_CONTROL_FLY = 0x1 << CONTROL_FLY_INDEX,
/// <summary></summary>
AGENT_CONTROL_STOP = 0x1 << CONTROL_STOP_INDEX,
/// <summary>Finish our current animation</summary>
AGENT_CONTROL_FINISH_ANIM = 0x1 << CONTROL_FINISH_ANIM_INDEX,
/// <summary>Stand up from the ground or a prim seat</summary>
AGENT_CONTROL_STAND_UP = 0x1 << CONTROL_STAND_UP_INDEX,
/// <summary>Sit on the ground at our current location</summary>
AGENT_CONTROL_SIT_ON_GROUND = 0x1 << CONTROL_SIT_ON_GROUND_INDEX,
/// <summary>Whether mouselook is currently enabled</summary>
AGENT_CONTROL_MOUSELOOK = 0x1 << CONTROL_MOUSELOOK_INDEX,
/// <summary>Legacy, used if a key was pressed for less than a certain amount of time</summary>
AGENT_CONTROL_NUDGE_AT_POS = 0x1 << CONTROL_NUDGE_AT_POS_INDEX,
/// <summary>Legacy, used if a key was pressed for less than a certain amount of time</summary>
AGENT_CONTROL_NUDGE_AT_NEG = 0x1 << CONTROL_NUDGE_AT_NEG_INDEX,
/// <summary>Legacy, used if a key was pressed for less than a certain amount of time</summary>
AGENT_CONTROL_NUDGE_LEFT_POS = 0x1 << CONTROL_NUDGE_LEFT_POS_INDEX,
/// <summary>Legacy, used if a key was pressed for less than a certain amount of time</summary>
AGENT_CONTROL_NUDGE_LEFT_NEG = 0x1 << CONTROL_NUDGE_LEFT_NEG_INDEX,
/// <summary>Legacy, used if a key was pressed for less than a certain amount of time</summary>
AGENT_CONTROL_NUDGE_UP_POS = 0x1 << CONTROL_NUDGE_UP_POS_INDEX,
/// <summary>Legacy, used if a key was pressed for less than a certain amount of time</summary>
AGENT_CONTROL_NUDGE_UP_NEG = 0x1 << CONTROL_NUDGE_UP_NEG_INDEX,
/// <summary></summary>
AGENT_CONTROL_TURN_LEFT = 0x1 << CONTROL_TURN_LEFT_INDEX,
/// <summary></summary>
AGENT_CONTROL_TURN_RIGHT = 0x1 << CONTROL_TURN_RIGHT_INDEX,
/// <summary>Set when the avatar is idled or set to away. Note that the away animation is
/// activated separately from setting this flag</summary>
AGENT_CONTROL_AWAY = 0x1 << CONTROL_AWAY_INDEX,
/// <summary></summary>
AGENT_CONTROL_LBUTTON_DOWN = 0x1 << CONTROL_LBUTTON_DOWN_INDEX,
/// <summary></summary>
AGENT_CONTROL_LBUTTON_UP = 0x1 << CONTROL_LBUTTON_UP_INDEX,
/// <summary></summary>
AGENT_CONTROL_ML_LBUTTON_DOWN = 0x1 << CONTROL_ML_LBUTTON_DOWN_INDEX,
/// <summary></summary>
AGENT_CONTROL_ML_LBUTTON_UP = 0x1 << CONTROL_ML_LBUTTON_UP_INDEX
}
#endregion Enums
/// <summary>
/// Holds current camera and control key status
/// </summary>
public class MainAvatarStatus
{
#region Structs
/// <summary>
///
/// </summary>
public struct CameraStatus
{
/// <summary></summary>
public LLQuaternion BodyRotation;
/// <summary></summary>
public LLQuaternion HeadRotation;
/// <summary></summary>
public LLVector3 CameraAtAxis;
/// <summary></summary>
public LLVector3 CameraCenter;
/// <summary></summary>
public LLVector3 CameraLeftAxis;
/// <summary></summary>
public LLVector3 CameraUpAxis;
/// <summary></summary>
public float Far;
/// <summary></summary>
internal LLQuaternion LastBodyRotation;
/// <summary></summary>
internal LLQuaternion LastHeadRotation;
/// <summary></summary>
internal LLVector3 LastCameraAtAxis;
/// <summary></summary>
internal LLVector3 LastCameraCenter;
/// <summary></summary>
internal LLVector3 LastCameraLeftAxis;
/// <summary></summary>
internal LLVector3 LastCameraUpAxis;
/// <summary></summary>
internal float LastFar;
}
#endregion Structs
#region Properties
/// <summary></summary>
public bool AtPos
{
get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_AT_POS); }
set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_AT_POS, value); }
}
/// <summary></summary>
public bool AtNeg
{
get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_AT_NEG); }
set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_AT_NEG, value); }
}
/// <summary></summary>
public bool LeftPos
{
get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_LEFT_POS); }
set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_LEFT_POS, value); }
}
/// <summary></summary>
public bool LeftNeg
{
get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_LEFT_NEG); }
set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_LEFT_NEG, value); }
}
/// <summary></summary>
public bool UpPos
{
get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_UP_POS); }
set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_UP_POS, value); }
}
/// <summary></summary>
public bool UpNeg
{
get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_UP_NEG); }
set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_UP_NEG, value); }
}
/// <summary></summary>
public bool PitchPos
{
get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_PITCH_POS); }
set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_PITCH_POS, value); }
}
/// <summary></summary>
public bool PitchNeg
{
get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_PITCH_NEG); }
set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_PITCH_NEG, value); }
}
/// <summary></summary>
public bool YawPos
{
get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_YAW_POS); }
set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_YAW_POS, value); }
}
/// <summary></summary>
public bool YawNeg
{
get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_YAW_NEG); }
set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_YAW_NEG, value); }
}
/// <summary></summary>
public bool FastAt
{
get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_FAST_AT); }
set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_FAST_AT, value); }
}
/// <summary></summary>
public bool FastLeft
{
get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_FAST_LEFT); }
set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_FAST_LEFT, value); }
}
/// <summary></summary>
public bool FastUp
{
get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_FAST_UP); }
set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_FAST_UP, value); }
}
/// <summary></summary>
public bool Fly
{
get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_FLY); }
set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_FLY, value); }
}
/// <summary></summary>
public bool Stop
{
get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_STOP); }
set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_STOP, value); }
}
/// <summary></summary>
public bool FinishAnim
{
get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_FINISH_ANIM); }
set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_FINISH_ANIM, value); }
}
/// <summary></summary>
public bool StandUp
{
get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_STAND_UP); }
set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_STAND_UP, value); }
}
/// <summary></summary>
public bool SitOnGround
{
get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND); }
set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND, value); }
}
/// <summary></summary>
public bool Mouselook
{
get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_MOUSELOOK); }
set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_MOUSELOOK, value); }
}
/// <summary></summary>
public bool NudgeAtPos
{
get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS); }
set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, value); }
}
/// <summary></summary>
public bool NudgeAtNeg
{
get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG); }
set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, value); }
}
/// <summary></summary>
public bool NudgeLeftPos
{
get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS); }
set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS, value); }
}
/// <summary></summary>
public bool NudgeLeftNeg
{
get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG); }
set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG, value); }
}
/// <summary></summary>
public bool NudgeUpPos
{
get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS); }
set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS, value); }
}
/// <summary></summary>
public bool NudgeUpNeg
{
get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG); }
set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG, value); }
}
/// <summary></summary>
public bool TurnLeft
{
get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_TURN_LEFT); }
set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_TURN_LEFT, value); }
}
/// <summary></summary>
public bool TurnRight
{
get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_TURN_RIGHT); }
set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_TURN_RIGHT, value); }
}
/// <summary></summary>
public bool Away
{
get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_AWAY); }
set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_AWAY, value); }
}
/// <summary></summary>
public bool LButtonDown
{
get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN); }
set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN, value); }
}
/// <summary></summary>
public bool LButtonUp
{
get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_LBUTTON_UP); }
set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_LBUTTON_UP, value); }
}
/// <summary></summary>
public bool MLButtonDown
{
get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN); }
set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN, value); }
}
/// <summary></summary>
public bool MLButtonUp
{
get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_ML_LBUTTON_UP); }
set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_ML_LBUTTON_UP, value); }
}
/// <summary>
/// Returns "always run" value, or changes it by sending a SetAlwaysRunPacket
/// </summary>
public bool AlwaysRun
{
get
{
return alwaysRun;
}
set
{
alwaysRun = value;
SetAlwaysRunPacket run = new SetAlwaysRunPacket();
run.AgentData.AgentID = Client.Network.AgentID;
run.AgentData.SessionID = Client.Network.SessionID;
run.AgentData.AlwaysRun = alwaysRun;
Client.Network.SendPacket(run);
}
}
/// <summary>The current value of the agent control flags</summary>
public uint AgentControls
{
get
{
return agentControls;
}
}
#endregion Properties
/// <summary>Timer for sending AgentUpdate packets</summary>
public Timer UpdateTimer;
/// <summary>Holds camera flags</summary>
public CameraStatus Camera;
/// <summary>Currently only used for hiding your group title</summary>
public AgentFlags Flags = AgentFlags.None;
/// <summary>Action state of the avatar, which can currently be
/// typing and editing</summary>
public AgentState State = AgentState.None;
private bool alwaysRun = false;
private SecondLife Client;
private uint agentControls;
private int duplicateCount = 0;
private AgentState lastState;
/// <summary>Constructor for class MainAvatarStatus</summary>
public MainAvatarStatus(SecondLife client)
{
Client = client;
// Lets set some default camera values
Camera.BodyRotation = LLQuaternion.Identity;
Camera.HeadRotation = LLQuaternion.Identity;
Camera.CameraCenter = new LLVector3(128,128,20);
Camera.CameraAtAxis = new LLVector3(0, 0.9999f, 0);
Camera.CameraLeftAxis = new LLVector3(0.9999f, 0, 0);
Camera.CameraUpAxis = new LLVector3(0, 0, 0.9999f);
Camera.Far = 128.0f;
UpdateTimer = new Timer(Settings.AGENT_UPDATE_INTERVAL);
UpdateTimer.Elapsed += new ElapsedEventHandler(UpdateTimer_Elapsed);
UpdateTimer.Start();
}
/// <summary>
/// Send an AgentUpdate with the camera set at the current agent
/// position and pointing towards the heading specified
/// </summary>
/// <param name="heading">Camera rotation in radians</param>
/// <param name="reliable">Whether to send the AgentUpdate reliable
/// or not</param>
public void UpdateFromHeading(double heading, bool reliable)
{
Camera.CameraCenter = Client.Self.Position;
Camera.CameraAtAxis.X = (float)Math.Cos(heading);
Camera.CameraAtAxis.Y = (float)Math.Sin(heading);
Camera.CameraLeftAxis.X = (float)-Math.Sin(heading);
Camera.CameraLeftAxis.Y = (float)Math.Cos(heading);
Camera.BodyRotation.Z = (float)Math.Sin(heading / 2.0d);
Camera.BodyRotation.W = (float)Math.Cos(heading / 2.0d);
Camera.HeadRotation = Client.Self.Status.Camera.BodyRotation;
Client.Self.Status.SendUpdate(reliable);
}
/// <summary>
/// Send new AgentUpdate packet to update our current camera
/// position and rotation
/// </summary>
public void SendUpdate()
{
SendUpdate(false, Client.Network.CurrentSim);
}
/// <summary>
/// Send new AgentUpdate packet to update our current camera
/// position and rotation
/// </summary>
/// <param name="reliable">Whether to require server acknowledgement
/// of this packet</param>
public void SendUpdate(bool reliable)
{
SendUpdate(reliable, Client.Network.CurrentSim);
}
/// <summary>
/// Send new AgentUpdate packet to update our current camera
/// position and rotation
/// </summary>
/// <param name="reliable">Whether to require server acknowledgement
/// of this packet</param>
/// <param name="simulator">Simulator to send the update to</param>
public void SendUpdate(bool reliable, Simulator simulator)
{
// Attempted to sort these in a rough order of how often they might change
if (agentControls == 0 &&
Camera.CameraAtAxis == Camera.LastCameraAtAxis &&
Camera.CameraCenter == Camera.LastCameraCenter &&
State == lastState &&
Camera.HeadRotation == Camera.LastHeadRotation &&
Camera.BodyRotation == Camera.LastBodyRotation &&
Camera.CameraLeftAxis == Camera.LastCameraLeftAxis &&
Camera.Far == Camera.LastFar &&
Camera.CameraUpAxis == Camera.LastCameraUpAxis)
{
++duplicateCount;
}
else
{
duplicateCount = 0;
}
if (Client.Settings.CONTINUOUS_AGENT_UPDATES || duplicateCount < 10)
{
// Store the current state to do duplicate checking in the future
Camera.LastHeadRotation = Camera.HeadRotation;
Camera.LastBodyRotation = Camera.BodyRotation;
Camera.LastCameraAtAxis = Camera.CameraAtAxis;
Camera.LastCameraCenter = Camera.CameraCenter;
Camera.LastCameraLeftAxis = Camera.CameraLeftAxis;
Camera.LastCameraUpAxis = Camera.CameraUpAxis;
Camera.LastFar = Camera.Far;
lastState = State;
// Build the AgentUpdate packet and send it
AgentUpdatePacket update = new AgentUpdatePacket();
update.Header.Reliable = reliable;
update.AgentData.AgentID = Client.Network.AgentID;
update.AgentData.SessionID = Client.Network.SessionID;
update.AgentData.HeadRotation = Camera.HeadRotation;
update.AgentData.BodyRotation = Camera.BodyRotation;
update.AgentData.CameraAtAxis = Camera.CameraAtAxis;
update.AgentData.CameraCenter = Camera.CameraCenter;
update.AgentData.CameraLeftAxis = Camera.CameraLeftAxis;
update.AgentData.CameraUpAxis = Camera.CameraUpAxis;
update.AgentData.Far = Camera.Far;
update.AgentData.State = (byte)State;
update.AgentData.ControlFlags = agentControls;
update.AgentData.Flags = (byte)Flags;
Client.Network.SendPacket(update, simulator);
}
}
private bool GetControlFlag(MainAvatar.ControlFlags flag)
{
return (agentControls & (uint)flag) != 0;
}
private void SetControlFlag(MainAvatar.ControlFlags flag, bool value)
{
if (value) agentControls |= (uint)flag;
else agentControls &= ~((uint)flag);
}
private void UpdateTimer_Elapsed(object sender, ElapsedEventArgs e)
{
if (Client.Network.Connected && Client.Settings.SEND_AGENT_UPDATES)
{
//Send an AgentUpdate packet
SendUpdate();
}
}
}
}
}