I'm no expert, but from what I can see, blocks is a hashtable (keys,
values). It seems that you store multiple blocks of data in blocks,
and you do this by having another hash with your flags and "payload"
data, then using the flags hash as your key, and the block type as
your value. It's kind of a hard structure to visualize, but if you use
the template, you shouldn't have much trouble.
Also, take a look at SLProxy's Analyzer. You can log and look at
packets on the fly from the SL client. I'm going to fool around with
it more once we come back up.
--Jesse

On 7/26/06, Michael Kron (RIT Student) <[EMAIL PROTECTED]> wrote:
Hey guys,

Started working on my animations project again, I hadn't touched it for a 
while.  When I came back though, I was getting errors when I tried to compile 
anything. VisStudio kept saying that the libsecondlife.dll was in use.  So I 
blew away the project, grabbed it again, now the library and the sample apps 
seem to work fine.

I've been thinking I will go the route of modifying/ripping the Accountant example, 
to have it fire animation packets.  But I was wondering if I might ask you some 
questions about the packets I need to send out?  There are a few places in 
frmSLAccountant where it looks like communications occur( under all the button click 
callbacks more or less >_< ), and it looks like it happens a couple different 
ways:


For connect and find, you build up the packets by filling out the hashtables "blocks" and 
"fields", then passing "blocks" onto BuildPacket().  I am a bit confused as to how these 
are built up.  I haven't used hashtables in this way before.  Particularly this --

blocks[fields] = "MoneyData";

-- sort of useage is new to me.  The hastable "fields" is being used as the key, and a name string is the value?  I'm 
guessing that "blocks" sort of a supertable, holding a number of sets of "fields", but I could use a couple 
pointers about what's going on there.  Does each set of "fields" become a unique data packet, or is this done for a 
single packet which requires many groups of "fields"?



Then for the actual money transfer call, you use the Avatar.GiveMoney(), which 
looks like it just wraps the proccess described above for ease of use.

So, when I last spoke with John, he reccommended sending out an AgentAnimation packet.  Is the type of the 
packet just determined by the string value in the "blocks" hashtable, at which "fields" 
is inserted?  I tried to figure out how that string got used exactly, and I got rather lost.  I assumed the 
packet name was parsed somewhere and converted to whatever bit value LL uses to denote various packet types, 
but I couldn't find where that happened.  I also didn't see any usage of AgentAnimation in the project 
currently, is this something that is not yet in?  Or is there a known value for these kind of packets, but 
just nothing yet to handle "fields" of that type yet?

Would anyone care to give SL Packet 101 to a n00b, or direct me towards a good 
resource?

Thanks very much,

Mike Kron




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--
--Jesse

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