Exemplo n.º 1
0
        public frmGroupInfo(Group group, SecondLife client)
        {
            InitializeComponent();

            while (!IsHandleCreated)
            {
                // Force handle creation
                IntPtr temp = Handle;
            }

            GroupProfileCallback = new GroupManager.GroupProfileCallback(GroupProfileHandler);
            GroupMembersCallback = new GroupManager.GroupMembersCallback(GroupMembersHandler);
            GroupTitlesCallback = new GroupManager.GroupTitlesCallback(GroupTitlesHandler);
            AvatarNamesCallback = new AvatarManager.AvatarNamesCallback(AvatarNamesHandler);

            Group = group;
            Client = client;
            Assets = new AssetManager(Client);
            Assets.OnImageReceived += new AssetManager.ImageReceivedCallback(Assets_OnImageReceived);

            // Register the callbacks for this form
            Client.Groups.OnGroupProfile += GroupProfileCallback;
            Client.Groups.OnGroupMembers += GroupMembersCallback;
            Client.Groups.OnGroupTitles += GroupTitlesCallback;
            Client.Avatars.OnAvatarNames += AvatarNamesCallback;

            // Request the group information
            Client.Groups.BeginGetGroupProfile(Group.ID);
            Client.Groups.BeginGetGroupMembers(Group.ID);
            Client.Groups.BeginGetGroupTitles(Group.ID);
        }
Exemplo n.º 2
0
 /// <summary>
 /// Default constructor
 /// </summary>
 public SecondLife()
 {
     // These are order-dependant
     Network = new NetworkManager(this);
     Settings = new Settings(this);
     Parcels = new ParcelManager(this);
     Self = new AgentManager(this);
     Avatars = new AvatarManager(this);
     Friends = new FriendsManager(this);
     Grid = new GridManager(this);
     Objects = new ObjectManager(this);
     Groups = new GroupManager(this);
     Assets = new AssetManager(this);
     Appearance = new AppearanceManager(this, Assets);
     Inventory = new InventoryManager(this);
     Directory = new DirectoryManager(this);
     Terrain = new TerrainManager(this);
     Sound = new SoundManager(this);
     Throttle = new AgentThrottle(this);
 }
Exemplo n.º 3
0
        static void Main(string[] args)
        {
            if (args.Length != 8)
            {
                Console.WriteLine("Usage: importprimscript.exe [firstname] [lastname] [password] " +
                    "[Simulator] [x] [y] [z] [input.primscript]" +
                    Environment.NewLine + "Example: importprimscript.exe My Bot password " + 
                    "Hooper 128 128 40 maya-export" + Path.DirectorySeparatorChar + "ant.primscript");
                Environment.Exit(-1);
            }

            // Strip quotes from any arguments
            for (int i = 0; i < args.Length; i++)
                args[i] = args[i].Trim(new char[] { '"' });

            // Parse the primscript file
            string error;
            List<Sculpt> sculpties = ParsePrimscript(args[7], out error);

            // Check for parsing errors
            if (error != String.Empty)
            {
                Console.WriteLine("An error was encountered reading the input file: " + error);
                Environment.Exit(-2);
            }
            else if (sculpties.Count == 0)
            {
                Console.WriteLine("No primitives were read from the input file");
                Environment.Exit(-3);
            }

            // Initialize libsecondlife
            Client = new SecondLife();
            Assets = new AssetManager(Client);

            // Add callback handlers for asset uploads finishing. new prims spotted, and logging
            Assets.OnAssetUploaded += new AssetManager.AssetUploadedCallback(Assets_OnAssetUploaded);
            Client.Objects.OnNewPrim += new ObjectManager.NewPrimCallback(Objects_OnNewPrim);
            Client.OnLogMessage += new SecondLife.LogCallback(Client_OnLogMessage);

            // Optimize the connection for our purposes
            Client.Self.Status.Camera.Far = 32.0f;
            Client.Settings.MULTIPLE_SIMS = false;
            Client.Settings.SEND_AGENT_UPDATES = true;
            Client.Settings.ENABLE_CAPS = false;
            Client.Settings.DEBUG = false;
            Client.Settings.ENABLE_SIMSTATS = false;
            Client.Settings.ALWAYS_REQUEST_OBJECTS = true;
            Client.Settings.ALWAYS_DECODE_OBJECTS = true;
            Client.Throttle.Land = 0;
            Client.Throttle.Wind = 0;
            Client.Throttle.Cloud = 0;
            // Not sure if Asset or Texture will help with uploads, but it won't hurt
            Client.Throttle.Asset = 220000.0f;
            Client.Throttle.Texture = 446000.0f;
            Client.Throttle.Task = 446000.0f;

            int x = Int32.Parse(args[4]);
            int y = Int32.Parse(args[5]);
            int z = Int32.Parse(args[6]);
            string start = NetworkManager.StartLocation(args[3], x, y, z);

            // Attempt to login
            if (!Client.Network.Login(args[0], args[1], args[2], "importprimscript 1.0.0", start,
                "John Hurliman <*****@*****.**>"))
            {
                Console.WriteLine("Login failed: " + Client.Network.LoginMessage);
                Environment.Exit(-4);
            }

            // Wait a moment for the initial flood of packets to die down
            Console.WriteLine("Login succeeded, pausing for a moment...");
            System.Threading.Thread.Sleep(1000 * 10);

            // Set the root position for the import
            RootPosition = Client.Self.Position;
            RootPosition.Z += 3.0f;

            for (int i = 0; i < sculpties.Count; i++)
            {
                // Upload the sculpt map and texture
                sculpties[i].SculptID = UploadImage(sculpties[i].SculptFile, true);
                sculpties[i].TextureID = UploadImage(sculpties[i].TextureFile, false);

                // Check for failed uploads
                if (sculpties[i].SculptID == LLUUID.Zero)
                {
                    Client.Log("Sculpt map " + sculpties[i].SculptFile + 
                        " failed to upload, skipping " + sculpties[i].Name, Helpers.LogLevel.Warning);
                    continue;
                }
                else if (sculpties[i].TextureID == LLUUID.Zero)
                {
                    Client.Log("Texture " + sculpties[i].TextureFile +
                        " failed to upload, skipping " + sculpties[i].Name, Helpers.LogLevel.Warning);
                    continue;
                }

                LLObject.ObjectData prim = new LLObject.ObjectData();
                prim.PCode = ObjectManager.PCode.Prim;
                prim.Material = LLObject.MaterialType.Wood;
                prim.PathScaleY = 0.5f;
                prim.PathCurve = 32;

                // Rez this prim
                CurrentSculpt = sculpties[i];
                Client.Objects.AddPrim(Client.Network.CurrentSim, prim, LLUUID.Zero,
                    RootPosition + CurrentSculpt.Offset, CurrentSculpt.Scale,
                    LLQuaternion.Identity);

                // Wait for the prim to rez and the properties be set for it
                if (!RezzedEvent.WaitOne(1000 * 10, false))
                {
                    Console.WriteLine("Timed out waiting for prim " + CurrentSculpt.Name + " to rez, skipping");
                    continue;
                }
            }

            CurrentSculpt = null;

            lock (RezzedPrims)
            {
                // Set the permissions
                Client.Objects.SetPermissions(Client.Network.CurrentSim, RezzedPrims, PermissionWho.All,
                    PermissionMask.All, true);

                // Link the object together
                Client.Objects.LinkPrims(Client.Network.CurrentSim, RezzedPrims);
            }

            Console.WriteLine("Rezzed, textured, and linked " + RezzedPrims.Count + " sculpted prims, logging out...");

            Client.Network.Logout();
        }
Exemplo n.º 4
0
        static void Main(string[] args)
        {
            if (args.Length != 8)
            {
                Console.WriteLine("Usage: importprimscript.exe [firstname] [lastname] [password] " +
                    "[Simulator] [x] [y] [z] [input.primscript]" +
                    Environment.NewLine + "Example: importprimscript.exe My Bot password " + 
                    "Hooper 128 128 40 maya-export" + Path.DirectorySeparatorChar + "ant.primscript");
                Environment.Exit(-1);
            }

            // Strip quotes from any arguments
            for (int i = 0; i < args.Length; i++)
                args[i] = args[i].Trim(new char[] { '"' });

            // Parse the primscript file
            string scriptfilename = args[7];
            string error;
            List<Sculpt> sculpties = ParsePrimscript(scriptfilename, out error);
            scriptfilename = Path.GetFileNameWithoutExtension(scriptfilename);

            // Check for parsing errors
            if (error != String.Empty)
            {
                Console.WriteLine("An error was encountered reading the input file: " + error);
                Environment.Exit(-2);
            }
            else if (sculpties.Count == 0)
            {
                Console.WriteLine("No primitives were read from the input file");
                Environment.Exit(-3);
            }

            // Initialize libsecondlife
            Client = new SecondLife();
            Assets = new AssetManager(Client);

            // Add callback handlers for asset uploads finishing. new prims spotted, and logging
            Client.Objects.OnNewPrim += new ObjectManager.NewPrimCallback(Objects_OnNewPrim);
            Client.OnLogMessage += new SecondLife.LogCallback(Client_OnLogMessage);

            // Optimize the connection for our purposes
            Client.Self.Movement.Camera.Far = 64f;
            Client.Settings.MULTIPLE_SIMS = false;
            Client.Settings.SEND_AGENT_UPDATES = true;
            Client.Settings.CONTINUOUS_AGENT_UPDATES = true;
            Client.Settings.DEBUG = false;
            Client.Settings.ALWAYS_REQUEST_OBJECTS = true;
            Client.Settings.ALWAYS_DECODE_OBJECTS = true;
            Client.Throttle.Land = 0;
            Client.Throttle.Wind = 0;
            Client.Throttle.Cloud = 0;
            // Not sure if Asset or Texture will help with uploads, but it won't hurt
            Client.Throttle.Asset = 220000.0f;
            Client.Throttle.Texture = 446000.0f;
            Client.Throttle.Task = 446000.0f;

            // Create a handler for the event queue connecting, so we know when
            // it is safe to start uploading
            AutoResetEvent eventQueueEvent = new AutoResetEvent(false);
            NetworkManager.EventQueueRunningCallback eventQueueCallback =
                delegate(Simulator simulator)
                {
                    if (simulator == Client.Network.CurrentSim)
                        eventQueueEvent.Set();
                };
            Client.Network.OnEventQueueRunning += eventQueueCallback;

            int x = Int32.Parse(args[4]);
            int y = Int32.Parse(args[5]);
            int z = Int32.Parse(args[6]);
            string start = NetworkManager.StartLocation(args[3], x, y, z);

            // Attempt to login
            if (!Client.Network.Login(args[0], args[1], args[2], "importprimscript 1.1.0", start,
                "John Hurliman <*****@*****.**>"))
            {
                Console.WriteLine("Login failed: " + Client.Network.LoginMessage);
                Environment.Exit(-4);
            }

            // Need to be connected to the event queue before we can upload
            Console.WriteLine("Login succeeded, waiting for the event handler to connect...");
            if (!eventQueueEvent.WaitOne(1000 * 90, false))
            {
                Console.WriteLine("Event queue connection timed out, disconnecting...");
                Client.Network.Logout();
                Environment.Exit(-5);
            }

            // Don't need this anymore
            Client.Network.OnEventQueueRunning -= eventQueueCallback;

            // Set the root position for the import
            RootPosition = Client.Self.SimPosition;
            RootPosition.Z += 3.0f;

            // TODO: Check if our account balance is high enough to upload everything
            //

            // Create a folder to hold all of our texture uploads
            UploadFolderID = Client.Inventory.CreateFolder(Client.Inventory.Store.RootFolder.UUID, AssetType.Unknown, scriptfilename);

            // Loop through each sculpty and do what we need to do
            for (int i = 0; i < sculpties.Count; i++)
            {
                // Upload the sculpt map and texture
                sculpties[i].SculptID = UploadImage(sculpties[i].SculptFile, true);
                sculpties[i].TextureID = UploadImage(sculpties[i].TextureFile, false);

                // Check for failed uploads
                if (sculpties[i].SculptID == LLUUID.Zero)
                {
                    Console.WriteLine("Sculpt map " + sculpties[i].SculptFile + " failed to upload, skipping " + sculpties[i].Name);
                    continue;
                }
                else if (sculpties[i].TextureID == LLUUID.Zero)
                {
                    Console.WriteLine("Texture " + sculpties[i].TextureFile + " failed to upload, skipping " + sculpties[i].Name);
                    continue;
                }

                // Create basic spherical volume parameters. It will be set to
                // a scultpy in the callback for new objects being created
                LLObject.ObjectData volume = new LLObject.ObjectData();
                volume.PCode = ObjectManager.PCode.Prim;
                volume.Material = LLObject.MaterialType.Wood;
                volume.PathScaleY = 0.5f;
                volume.PathCurve = LLObject.PathCurve.Circle;
                volume.ProfileCurve = LLObject.ProfileCurve.ProfileCircle;

                // Rez this prim
                CurrentSculpt = sculpties[i];
                Client.Objects.AddPrim(Client.Network.CurrentSim, volume, LLUUID.Zero, 
                    RootPosition + CurrentSculpt.Offset, CurrentSculpt.Scale, LLQuaternion.Identity);

                // Wait for the prim to rez and the properties be set for it
                if (!RezzedEvent.WaitOne(1000 * 10, false))
                {
                    Console.WriteLine("Timed out waiting for prim " + CurrentSculpt.Name + " to rez, skipping");
                    continue;
                }
            }

            CurrentSculpt = null;

            lock (RezzedPrims)
            {
                // Set full permissions for all of the objects
                Client.Objects.SetPermissions(Client.Network.CurrentSim, RezzedPrims, PermissionWho.All,
                    PermissionMask.All, true);

                // Link the entire object together
                Client.Objects.LinkPrims(Client.Network.CurrentSim, RezzedPrims);
            }

            Console.WriteLine("Rezzed, textured, and linked " + RezzedPrims.Count + " sculpted prims, logging out...");

            Client.Network.Logout();
        }
Exemplo n.º 5
0
        // FIXME: Create a class-level appearance thread so multiple threads can't be launched

        /// <summary>
        /// Default constructor
        /// </summary>
        /// <param name="client">This agents <seealso cref="libsecondlife.SecondLife"/> Object</param>
        /// <param name="assets">Reference to an AssetManager object</param>
        public AppearanceManager(SecondLife client, AssetManager assets)
        {
            Client = client;
            Assets = assets;

            // Initialize AgentTextures to zero UUIDs
            for (int i = 0; i < AgentTextures.Length; i++)
                AgentTextures[i] = LLUUID.Zero;

            Client.Network.RegisterCallback(PacketType.AgentWearablesUpdate, new NetworkManager.PacketCallback(AgentWearablesUpdateHandler));
            Client.Network.RegisterCallback(PacketType.AgentCachedTextureResponse, new NetworkManager.PacketCallback(AgentCachedTextureResponseHandler));
            Client.Network.OnDisconnected += new NetworkManager.DisconnectedCallback(Network_OnDisconnected);
        }