Btw, do I need to build out a copy of libsecondlife before I can run those examples? Is it expected to be some place in particular? I apologize, I'm still new to usage/creation of .dll's and whatnot, if that's how the code is made available to those apps. If not, maybe I just need to fix my references section...
________________________________ From: [EMAIL PROTECTED] on behalf of Michael Kron (RIT Student) Sent: Wed 7/19/2006 10:24 AM To: Development list for libsecondlife Subject: RE: [libsecondlife-dev] Hello folks! (libSL questions) Alright, so should I begin writing a client using slaccountant or one of the other apps in example as a guide? I assume they're good resources for using libsecondlife to log in and get set up. ________________________________ From: [EMAIL PROTECTED] on behalf of John Hurliman Sent: Tue 7/18/2006 7:24 PM To: Development list for libsecondlife Subject: Re: [libsecondlife-dev] Hello folks! (libSL questions) Michael Kron (RIT Student) wrote: > I am new to the Second Life library, and to reverse engineering in > general( is that what this is? ). I am familiar with both C++ and C# > though, which it sounds like libsecondlife is being developed in. > John mentioned that animations are fired with an AgentAnimation > packet, which sounds like exactly what I want to do. But I assume > that there is a whole lot of setup that comes first, such as logging > in to their servers, and perhaps some handshaking? I noticed that > there are a couple sample apps in the repository, but I am unfamilar > with the proccess that they go through. Would anyone mind giving me > an overview of the event flow, or just point me towards a good section > to read over? > > A couple more questions: does your code actually create a > simplified Second Life client? And does this mean, if you run one of > the apps using libsecondlife, you cannot run the actual game logged > into the same user? > > Sorry for being so long-winded, I've just been running all over trying > to find someone who knew about all this. I'm really happy to find you > guys =) Thanks very much for help you can offer, I would surely > appreciate it. And let me know if you need any more information from me. > > Mike Kron A quick overview: The libsecondlife project was born out of several independent reverse engineerings of the Second Life network protocol, and became a collaborative project to build one united library. The code aims to be a full implementation of the protocol, and currently is a skeleton framework that is slowly being filled in as more information about each action in SL is understood. There are two ways of communicating with the SL servers. You can attach to the official client and intercept, modify, and inject packets going both directions in the network stream; this is the approach that our debugging tool named snowcrash uses. The second approach is to write a standalone client that logs in, communicates, and disconnects by itself, which is what libsecondlife does. The active codebase is actually libsecondlife-cs, the C# version, but it's referred to as libsecondlife or libsl for short as the C++ version is currently not being developed. The sample programs are all independent clients; they login, do some action or print out information, and either disconnect or continue running. So you couldn't login to the same avatar using the official client and a libsl client at the same time. For your program to be completed, you will need to login (already done), set your avatar appearance (already done, loading a preset appearance from a file is coming within a few days), fetch a list of available animations (code just recently committed to svn), and send AgentAnimation packets. It might instead be AvatarAnimation packets, we'll need to generate a snowcrash log and check it out, and write in support for this. That shouldn't take long at all though. John Hurliman _______________________________________________ libsecondlife-dev mailing list libsecondlife-dev@gna.org https://mail.gna.org/listinfo/libsecondlife-dev
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