Beispiel #1
0
        private void SendAgentSetAppearance()
        {
            AgentSetAppearancePacket set = new AgentSetAppearancePacket();
            set.AgentData.AgentID = Client.Self.AgentID;
            set.AgentData.SessionID = Client.Self.SessionID;
            set.AgentData.SerialNum = SetAppearanceSerialNum++;
            set.VisualParam = new AgentSetAppearancePacket.VisualParamBlock[218];

            float AgentSizeVPHeight = 0.0f;
            float AgentSizeVPHeelHeight = 0.0f;
            float AgentSizeVPPlatformHeight = 0.0f;
            float AgentSizeVPHeadSize = 0.5f;
            float AgentSizeVPLegLength = 0.0f;
            float AgentSizeVPNeckLength = 0.0f;
            float AgentSizeVPHipLength = 0.0f;

            lock (Wearables.Dictionary)
            {
                // Only for debugging output
                int count = 0, vpIndex = 0;

                // Build the visual param array
                foreach (KeyValuePair<int, VisualParam> kvp in VisualParams.Params)
                {
                    VisualParam vp = kvp.Value;

                    // Only Group-0 parameters are sent in AgentSetAppearance packets
                    if (vp.Group == 0)
                    {
                        set.VisualParam[vpIndex] = new AgentSetAppearancePacket.VisualParamBlock();

                        // Try and find this value in our collection of downloaded wearables
                        foreach (WearableData data in Wearables.Dictionary.Values)
                        {
                            if (data.Asset != null && data.Asset.Params.ContainsKey(vp.ParamID))
                            {
                                set.VisualParam[vpIndex].ParamValue = Utils.FloatToByte(data.Asset.Params[vp.ParamID], vp.MinValue, vp.MaxValue);
                                count++;

                                switch (vp.ParamID)
                                {
                                    case 33:
                                        AgentSizeVPHeight = data.Asset.Params[vp.ParamID];
                                        break;
                                    case 198:
                                        AgentSizeVPHeelHeight = data.Asset.Params[vp.ParamID];
                                        break;
                                    case 503:
                                        AgentSizeVPPlatformHeight = data.Asset.Params[vp.ParamID];
                                        break;
                                    case 682:
                                        AgentSizeVPHeadSize = data.Asset.Params[vp.ParamID];
                                        break;
                                    case 692:
                                        AgentSizeVPLegLength = data.Asset.Params[vp.ParamID];
                                        break;
                                    case 756:
                                        AgentSizeVPNeckLength = data.Asset.Params[vp.ParamID];
                                        break;
                                    case 842:
                                        AgentSizeVPHipLength = data.Asset.Params[vp.ParamID];
                                        break;
                                }
                                break;
                            }
                        }

                        ++vpIndex;
                    }
                }

                // Build the texture entry for our agent
                Primitive.TextureEntry te = new Primitive.TextureEntry(DEFAULT_AVATAR_TEXTURE);

                // Put our AgentTextures array in to TextureEntry
                lock (AgentTextures)
                {
                    for (uint i = 0; i < AgentTextures.Length; i++)
                    {
                        if (AgentTextures[i] != Guid.Empty)
                        {
                            Primitive.TextureEntryFace face = te.CreateFace(i);
                            face.TextureID = AgentTextures[i];
                        }
                    }
                }

                foreach (WearableData data in Wearables.Dictionary.Values)
                {
                    if (data.Asset != null)
                    {
                        foreach (KeyValuePair<TextureIndex, Guid> texture in data.Asset.Textures)
                        {
                            Primitive.TextureEntryFace face = te.CreateFace((uint)texture.Key);
                            face.TextureID = texture.Value;

                            Logger.DebugLog("Setting agent texture " + ((TextureIndex)texture.Key).ToString() + " to " +
                                texture.Value.ToString(), Client);
                        }
                    }
                }

                // Set the packet TextureEntry
                set.ObjectData.TextureEntry = te.ToBytes();
            }

            // FIXME: Our hackish algorithm is making squished avatars. See
            // http://www.OpenMetaverse.org/wiki/Agent_Size for discussion of the correct algorithm
            //float height = Utils.ByteToFloat(set.VisualParam[33].ParamValue, VisualParams.Params[33].MinValue,
            //    VisualParams.Params[33].MaxValue);

            // Takes into account the Shoe Heel/Platform offsets but not the Head Size Offset.  But seems to work.
            double AgentSizeBase = 1.706;

            // The calculation for the Head Size scalar may be incorrect.  But seems to work.
            double AgentHeight = AgentSizeBase + (AgentSizeVPLegLength * .1918) + (AgentSizeVPHipLength * .0375) +
                (AgentSizeVPHeight * .12022) + (AgentSizeVPHeadSize * .01117) + (AgentSizeVPNeckLength * .038) +
                (AgentSizeVPHeelHeight * .08) + (AgentSizeVPPlatformHeight * .07);

            set.AgentData.Size = new Vector3f(0.45f, 0.6f, (float)AgentHeight);

            // TODO: Account for not having all the textures baked yet
            set.WearableData = new AgentSetAppearancePacket.WearableDataBlock[BAKED_TEXTURE_COUNT];

            // Build hashes for each of the bake layers from the individual components
            for (int bakedIndex = 0; bakedIndex < BAKED_TEXTURE_COUNT; bakedIndex++)
            {
                Guid hash = new Guid();

                for (int wearableIndex = 0; wearableIndex < WEARABLES_PER_LAYER; wearableIndex++)
                {
                    WearableType type = WEARABLE_BAKE_MAP[bakedIndex][wearableIndex];
                    Guid assetID = GetWearableAsset(type);

                    // Build a hash of all the texture asset IDs in this baking layer
                    if (assetID != Guid.Empty) hash.Xor(assetID);
                }

                if (hash != Guid.Empty)
                {
                    // Hash with our secret value for this baked layer
                    hash.Xor(BAKED_TEXTURE_HASH[bakedIndex]);
                }

                // Tell the server what cached texture assetID to use for each bake layer
                set.WearableData[bakedIndex] = new AgentSetAppearancePacket.WearableDataBlock();
                set.WearableData[bakedIndex].TextureIndex = (byte)bakedIndex;
                set.WearableData[bakedIndex].CacheID = hash;
            }

            // Finally, send the packet
            Client.Network.SendPacket(set);
        }
Beispiel #2
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="dialog">Type of instant message to send</param>
        /// <param name="offline">Whether to IM offline avatars as well</param>
        /// <param name="position">Senders Position</param>
        /// <param name="regionID">RegionID Sender is In</param>
        /// <param name="binaryBucket">Packed binary data that is specific to
        /// the dialog type</param>
        public void InstantMessage(string fromName, Guid target, string message, Guid imSessionID,
            InstantMessageDialog dialog, InstantMessageOnline offline, Vector3f position, Guid regionID,
            byte[] binaryBucket)
        {
            if (target != Guid.Empty)
            {
                ImprovedInstantMessagePacket im = new ImprovedInstantMessagePacket();

                if (imSessionID.Equals(Guid.Empty) || imSessionID.Equals(AgentID))
                {
                    if (AgentID == target)
                    {
                        imSessionID = AgentID;
                    }
                    else
                    {
                        imSessionID = target;
                        imSessionID.Xor(AgentID);
                    }
                }

                im.AgentData.AgentID = Client.Self.AgentID;
                im.AgentData.SessionID = Client.Self.SessionID;

                im.MessageBlock.Dialog = (byte)dialog;
                im.MessageBlock.FromAgentName = Utils.StringToBytes(fromName);
                im.MessageBlock.FromGroup = false;
                im.MessageBlock.ID = imSessionID;
                im.MessageBlock.Message = Utils.StringToBytes(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 = Vector3f.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
            {
                Logger.Log(String.Format("Suppressing instant message \"{0}\" to Guid.Empty", message),
                    Helpers.LogLevel.Error, Client);
            }
        }
Beispiel #3
0
        /// <summary>
        /// Build hashes out of the texture assetIDs for each baking layer to
        /// ask the simulator whether it has cached copies of each baked texture
        /// </summary>
        public void RequestCachedBakes()
        {
            Logger.DebugLog("RequestCachedBakes()", Client);
            
            List<KeyValuePair<int, Guid>> hashes = new List<KeyValuePair<int,Guid>>();

            AgentCachedTexturePacket cache = new AgentCachedTexturePacket();
            cache.AgentData.AgentID = Client.Self.AgentID;
            cache.AgentData.SessionID = Client.Self.SessionID;
            cache.AgentData.SerialNum = CacheCheckSerialNum;

            // Build hashes for each of the bake layers from the individual components
            for (int bakedIndex = 0; bakedIndex < BAKED_TEXTURE_COUNT; bakedIndex++)
            {
                // Don't do a cache request for a skirt bake if we're not wearing a skirt
                if (bakedIndex == (int)BakeType.Skirt && 
                    (!Wearables.ContainsKey(WearableType.Skirt) || Wearables.Dictionary[WearableType.Skirt].Asset.AssetID == Guid.Empty))
                    continue;

                Guid hash = new Guid();

                for (int wearableIndex = 0; wearableIndex < WEARABLES_PER_LAYER; wearableIndex++)
                {
                    WearableType type = WEARABLE_BAKE_MAP[bakedIndex][wearableIndex];
                    Guid assetID = GetWearableAsset(type);

                    // Build a hash of all the texture asset IDs in this baking layer
                    if (assetID != Guid.Empty) hash.Xor(assetID);
                }

                if (hash != Guid.Empty)
                {
                    // Hash with our secret value for this baked layer
                    hash.Xor(BAKED_TEXTURE_HASH[bakedIndex]);

                    // Add this to the list of hashes to send out
                    hashes.Add(new KeyValuePair<int, Guid>(bakedIndex, hash));
                }
            }

            // Only send the packet out if there's something to check
            if (hashes.Count > 0)
            {
                cache.WearableData = new AgentCachedTexturePacket.WearableDataBlock[hashes.Count];

                for (int i = 0; i < hashes.Count; i++)
                {
                    cache.WearableData[i] = new AgentCachedTexturePacket.WearableDataBlock();
                    cache.WearableData[i].TextureIndex = (byte)hashes[i].Key;
                    cache.WearableData[i].ID = hashes[i].Value;

                    Logger.DebugLog("Checking cache for index " + cache.WearableData[i].TextureIndex +
                        ", ID: " + cache.WearableData[i].ID, Client);
                }

                // Increment our serial number for this packet
                CacheCheckSerialNum++;

                // Send it out
                Client.Network.SendPacket(cache);
            }
        }
Beispiel #4
0
        /// <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(Guid target, string message)
        {
            Guid id;
            if (AgentID == target)
            {
                id = AgentID;
            }
            else
            {
                id = target;
                id.Xor(AgentID);
            }

            InstantMessage(Name, target, message, id, InstantMessageDialog.MessageFromAgent,
                InstantMessageOnline.Offline, this.SimPosition, Guid.Empty, new byte[0]);
        }