public InventoryManager(GridClient client, NetworkManager network, AgentManager agents) { _Client = client; _Network = network; _Agents = agents; _Network.RegisterCallback(PacketType.UpdateCreateInventoryItem, new NetworkManager.PacketCallback(UpdateCreateInventoryItemHandler)); _Network.RegisterCallback(PacketType.SaveAssetIntoInventory, new NetworkManager.PacketCallback(SaveAssetIntoInventoryHandler)); _Network.RegisterCallback(PacketType.BulkUpdateInventory, new NetworkManager.PacketCallback(BulkUpdateInventoryHandler)); _Network.RegisterCallback(PacketType.InventoryDescendents, new NetworkManager.PacketCallback(InventoryDescendentsHandler)); _Network.RegisterCallback(PacketType.FetchInventoryReply, new NetworkManager.PacketCallback(FetchInventoryReplyHandler)); _Network.RegisterCallback(PacketType.ReplyTaskInventory, new NetworkManager.PacketCallback(ReplyTaskInventoryHandler)); // Watch for inventory given to us through instant message _Agents.OnInstantMessage += new AgentManager.InstantMessageCallback(Self_OnInstantMessage); // Register extra parameters with login and parse the inventory data that comes back List<string> options = new List<string>(5); if (Settings.ENABLE_INVENTORY_STORE) { options.Add("inventory-root"); options.Add("inventory-skeleton"); } if (Settings.ENABLE_LIBRARY_STORE) { options.Add("inventory-lib-root"); options.Add("inventory-lib-owner"); options.Add("inventory-skel-lib"); } if (Settings.ENABLE_INVENTORY_STORE || Settings.ENABLE_LIBRARY_STORE) { // Register extra parameters with login and parse the inventory data that comes back _Network.RegisterLoginResponseCallback( new NetworkManager.LoginResponseCallback(Network_OnLoginResponse), options.ToArray()); } }
/// <summary> /// Internal constructor /// </summary> /// <param name="client">A reference to the GridClient Object</param> internal FriendsManager(LoggerInstance log, NetworkManager network, InventoryManager inventory, AgentManager self, AvatarManager avatars) { Log = log; Network = network; Inventory = inventory; Self = self; Avatars = avatars; Network.OnConnected += new NetworkManager.ConnectedCallback(Network_OnConnect); Avatars.OnAvatarNames += new AvatarManager.AvatarNamesCallback(Avatars_OnAvatarNames); Self.OnInstantMessage += new AgentManager.InstantMessageCallback(MainAvatar_InstantMessage); Network.RegisterCallback(PacketType.OnlineNotification, OnlineNotificationHandler); Network.RegisterCallback(PacketType.OfflineNotification, OfflineNotificationHandler); Network.RegisterCallback(PacketType.ChangeUserRights, ChangeUserRightsHandler); Network.RegisterCallback(PacketType.TerminateFriendship, TerminateFriendshipHandler); Network.RegisterCallback(PacketType.FindAgent, OnFindAgentReplyHandler); Network.RegisterLoginResponseCallback(new NetworkManager.LoginResponseCallback(Network_OnLoginResponse), new string[] { "buddy-list" }); }
/// <summary> /// Default constructor /// </summary> /// <param name="client">Reference to the GridClient object</param> public InventoryManager(LoggerInstance log, NetworkManager network, AgentManager self, AssetManager assets) { _Log = log; _Network = network; _Assets = assets; _Self = self; _Network.RegisterCallback(PacketType.UpdateCreateInventoryItem, new NetworkManager.PacketCallback(UpdateCreateInventoryItemHandler)); _Network.RegisterCallback(PacketType.SaveAssetIntoInventory, new NetworkManager.PacketCallback(SaveAssetIntoInventoryHandler)); _Network.RegisterCallback(PacketType.BulkUpdateInventory, new NetworkManager.PacketCallback(BulkUpdateInventoryHandler)); _Network.RegisterCallback(PacketType.MoveInventoryItem, new NetworkManager.PacketCallback(MoveInventoryItemHandler)); _Network.RegisterCallback(PacketType.InventoryDescendents, new NetworkManager.PacketCallback(InventoryDescendentsHandler)); _Network.RegisterCallback(PacketType.FetchInventoryReply, new NetworkManager.PacketCallback(FetchInventoryReplyHandler)); _Network.RegisterCallback(PacketType.ReplyTaskInventory, new NetworkManager.PacketCallback(ReplyTaskInventoryHandler)); _Network.RegisterEventCallback("ScriptRunningReply", new Caps.EventQueueCallback(ScriptRunningReplyMessageHandler)); // Watch for inventory given to us through instant message _Self.OnInstantMessage += new AgentManager.InstantMessageCallback(Self_OnInstantMessage); // Register extra parameters with login and parse the inventory data that comes back _Network.RegisterLoginResponseCallback( new NetworkManager.LoginResponseCallback(Network_OnLoginResponse), new string[] { "inventory-root", "inventory-skeleton", "inventory-lib-root", "inventory-lib-owner", "inventory-skel-lib"}); }
public SimpleClient() { Log = new LoggerInstance(); Network = new NetworkManager(Log); Throttle = new AgentThrottle(Network); Network.RegisterLoginResponseCallback( delegate(bool loginSuccess, bool redirect, string message, string reason, LoginResponseData replyData) { if (loginSuccess) Log.BotName = replyData.FirstName + " " + replyData.LastName; }); }
/// <summary> /// Default constructor /// </summary> public GridClient() { // These are order-dependant Log = new LoggerInstance(); Network = new NetworkManager(Log); Terrain = new TerrainManager(Log, Network); Parcels = new ParcelManager(Log, Network, Terrain); Self = new AgentManager(Log, Network, Grid); Avatars = new AvatarManager(Log, Network); Friends = new FriendsManager(Log, Network, Inventory, Self, Avatars); Grid = new GridManager(Log, Network); Objects = new ObjectManager(Log, Network, Self); Groups = new GroupManager(Log, Network, Self); Assets = new AssetManager(Log, Network); Estate = new EstateTools(Log, Network, Assets); Appearance = new AppearanceManager(Log, Network, Inventory, Assets, Objects, Self); Inventory = new InventoryManager(Log, Network, Self, Assets); Directory = new DirectoryManager(Log, Network); Sound = new SoundManager(Log, Network, Self); Throttle = new AgentThrottle(Network); Settings = new Settings(this); //if (Settings.ENABLE_INVENTORY_STORE) // InventoryStore = new Inventory(Inventory); //if (Settings.ENABLE_LIBRARY_STORE) // LibraryStore = new Inventory(Inventory); //Inventory.OnSkeletonsReceived += // delegate(InventoryManager manager) // { // if (Settings.ENABLE_INVENTORY_STORE) // InventoryStore.InitializeFromSkeleton(Inventory.InventorySkeleton); // if (Settings.ENABLE_LIBRARY_STORE) // LibraryStore.InitializeFromSkeleton(Inventory.LibrarySkeleton); // }; Network.RegisterLoginResponseCallback( delegate(bool loginSuccess, bool redirect, string message, string reason, LoginResponseData replyData) { if (loginSuccess) Log.BotName = replyData.FirstName + " " + replyData.LastName; }); }
/// <summary> /// Constructor, setup callbacks for packets related to our avatar /// </summary> /// <param name="client">A reference to the <seealso cref="T:OpenMetaverse.GridClient"/> Class</param> public AgentManager(LoggerInstance log, NetworkManager network, GridManager grid) { Log = log; Network = network; Grid = grid; Movement = new AgentMovement(Log, this, network); NetworkManager.PacketCallback callback; Network.OnDisconnected += new NetworkManager.DisconnectedCallback(Network_OnDisconnected); Network.OnCurrentSimChanged += new NetworkManager.CurrentSimChangedCallback(Network_OnCurrentSimChanged); // Teleport callbacks callback = new NetworkManager.PacketCallback(TeleportHandler); Network.RegisterCallback(PacketType.TeleportStart, callback); Network.RegisterCallback(PacketType.TeleportProgress, callback); Network.RegisterCallback(PacketType.TeleportFailed, callback); Network.RegisterCallback(PacketType.TeleportCancel, callback); Network.RegisterCallback(PacketType.TeleportLocal, callback); // these come in via the EventQueue Network.RegisterEventCallback("TeleportFailed", new Caps.EventQueueCallback(TeleportFailedEventHandler)); Network.RegisterEventCallback("TeleportFinish", new Caps.EventQueueCallback(TeleportFinishEventHandler)); // Upload cost callback: Network.RegisterCallback(Packets.PacketType.EconomyData, new NetworkManager.PacketCallback(EconomyDataHandler)); // Instant message callback Network.RegisterCallback(PacketType.ImprovedInstantMessage, new NetworkManager.PacketCallback(InstantMessageHandler)); // Chat callback Network.RegisterCallback(PacketType.ChatFromSimulator, new NetworkManager.PacketCallback(ChatHandler)); // Script dialog callback Network.RegisterCallback(PacketType.ScriptDialog, new NetworkManager.PacketCallback(ScriptDialogHandler)); // Script question callback Network.RegisterCallback(PacketType.ScriptQuestion, new NetworkManager.PacketCallback(ScriptQuestionHandler)); // Script URL callback Network.RegisterCallback(PacketType.LoadURL, new NetworkManager.PacketCallback(LoadURLHandler)); // Movement complete callback Network.RegisterCallback(PacketType.AgentMovementComplete, new NetworkManager.PacketCallback(MovementCompleteHandler)); // Health callback Network.RegisterCallback(PacketType.HealthMessage, new NetworkManager.PacketCallback(HealthHandler)); // Money callback Network.RegisterCallback(PacketType.MoneyBalanceReply, new NetworkManager.PacketCallback(BalanceHandler)); //Agent update callback Network.RegisterCallback(PacketType.AgentDataUpdate, new NetworkManager.PacketCallback(AgentDataUpdateHandler)); // Animation callback Network.RegisterCallback(PacketType.AvatarAnimation, new NetworkManager.PacketCallback(AvatarAnimationHandler)); // Object colliding into our agent callback Network.RegisterCallback(PacketType.MeanCollisionAlert, new NetworkManager.PacketCallback(MeanCollisionAlertHandler)); // Region Crossing Network.RegisterCallback(PacketType.CrossedRegion, new NetworkManager.PacketCallback(CrossedRegionHandler)); Network.RegisterEventCallback("CrossedRegion", new Caps.EventQueueCallback(CrossedRegionEventHandler)); // CAPS callbacks Network.RegisterEventCallback("EstablishAgentCommunication", new Caps.EventQueueCallback(EstablishAgentCommunicationEventHandler)); // Incoming Group Chat Network.RegisterEventCallback("ChatterBoxInvitation", new Caps.EventQueueCallback(ChatterBoxInvitationEventHandler)); // Outgoing Group Chat Reply Network.RegisterEventCallback("ChatterBoxSessionEventReply", new Caps.EventQueueCallback(ChatterBoxSessionEventReplyEventHandler)); Network.RegisterEventCallback("ChatterBoxSessionStartReply", new Caps.EventQueueCallback(ChatterBoxSessionStartReplyEventHandler)); Network.RegisterEventCallback("ChatterBoxSessionAgentListUpdates", new Caps.EventQueueCallback(ChatterBoxSessionAgentListUpdatesEventHandler)); // Login Network.RegisterLoginResponseCallback(new NetworkManager.LoginResponseCallback(Network_OnLoginResponse)); // Alert Messages Network.RegisterCallback(PacketType.AlertMessage, new NetworkManager.PacketCallback(AlertMessageHandler)); // script control change messages, ie: when an in-world LSL script wants to take control of your agent. Network.RegisterCallback(PacketType.ScriptControlChange, new NetworkManager.PacketCallback(ScriptControlChangeHandler)); // Camera Constraint (probably needs to move to AgentManagerCamera TODO: Network.RegisterCallback(PacketType.CameraConstraint, new NetworkManager.PacketCallback(CameraConstraintHandler)); Network.RegisterCallback(PacketType.ScriptSensorReply, new NetworkManager.PacketCallback(ScriptSensorReplyHandler)); Network.RegisterCallback(PacketType.AvatarSitResponse, new NetworkManager.PacketCallback(AvatarSitResponseHandler)); }