/// <summary> /// Non-blocking async request of wearables, construction and sending of AgentSetAppearance /// </summary> public void BeginAgentSendAppearance() { AgentWearablesSignal.Reset(); AgentWearablesRequestPacket p = new AgentWearablesRequestPacket(); p.AgentData.AgentID = Client.Network.AgentID; p.AgentData.SessionID = Client.Network.SessionID; Client.Network.SendPacket(p); }
public AgentWearablesUpdatePacket.WearableDataBlock[] GetWearables() { AgentWearablesSignal = new ManualResetEvent(false); AgentWearablesRequestPacket p = new AgentWearablesRequestPacket(); p.AgentData.AgentID = Client.Network.AgentID; p.AgentData.SessionID = Client.Network.SessionID; Client.Network.SendPacket(p); AgentWearablesSignal.WaitOne(); return(AgentWearablesData); }
/// <summary> /// Ask the server what textures our agent is currently wearing /// </summary> public void RequestAgentWearables() { AgentWearablesRequestPacket request = new AgentWearablesRequestPacket(); request.AgentData.AgentID = Client.Self.AgentID; request.AgentData.SessionID = Client.Self.SessionID; Client.Network.SendPacket(request); }
/// <summary> /// Ask the server what textures our avatar is currently wearing /// </summary> public void SendAgentWearablesRequest() { AgentWearablesRequestPacket request = new AgentWearablesRequestPacket(); request.AgentData.AgentID = Network.AgentID; request.AgentData.SessionID = Network.SessionID; Network.SendPacket(request); }
public AgentWearablesUpdatePacket.WearableDataBlock[] GetWearables() { AgentWearablesSignal = new ManualResetEvent(false); AgentWearablesRequestPacket p = new AgentWearablesRequestPacket(); p.AgentData.AgentID = Client.Network.AgentID; p.AgentData.SessionID = Client.Network.SessionID; Client.Network.SendPacket(p); AgentWearablesSignal.WaitOne(); return AgentWearablesData; }