Hmm. Yes, I think figuring out what the exactly packet flow of a gesture being performed is gonna be pretty crucial. Registering for Outgoing sounds like a good idea, thanks much. Maybe I'll just spit em all out to a file, and see what it looks like when I /wave. Speaking of which though... if I'm just trying to inject a packet to the server with the animation I'd like to perform, I wonder if I would ever actually see that on my client? I mean, suppose the usual sequence is, play the animation on the client, send out a message to the server to play the animation on all nearby clients. If I just inject that packet, maybe it doesn't bother sending me the trigger you're referring to, because it assumed I already performed it. Maybe I need to watch incoming too... but I imagine that gets pretty nuts.
________________________________ From: [EMAIL PROTECTED] on behalf of Jesse Nesbitt Sent: Sat 7/29/2006 2:45 PM To: Development list for libsecondlife Subject: Re: [libsecondlife-dev] Animations and packets... You can register a callback with Direction.Outgoing to watch what's coming out of the client. Also, AFAIK, the "ChatFromViewer" packet will let you peek into outgoing chat. Take a look at godmode.cs for a use of said packet. That being said, I think gesture triggers are intercepted viewer-side and changed into animations, etc. at that point. On 7/29/06, Michael Kron (RIT Student) <[EMAIL PROTECTED]> wrote: > Hmm... I don't have much of an opinion about proper email reply decorum, but > I would like to flagrantly /bump this question. > > Btw, is it possible to peek at incoming packets from the client with SLProxy? > Maybe I could figure out how to build the packet if I could watch what comes > accross with a manual /wave. Or another app perhaps? > > ________________________________ > > From: [EMAIL PROTECTED] on behalf of Michael Kron (RIT Student) > Sent: Fri 7/28/2006 2:04 PM > To: Development list for libsecondlife > Subject: RE: [libsecondlife-dev] Animations and packets... > > > I found another way to get the LLUUID for a gesture, though I can't be sure > its correct. If you go to the properties of the gesture in your inventory, > there is a "copy ID" option, or somethign along those lines. If you do that > and then paste it somewhere, it prints it out as a string like > "04608b19-1668-399c-5790-b7df8d9dc9cf". > > I took a look at the LLUUID constructor that takes a string, and it looks > like that ID should be valid. Buuuuut, I tried injecting a packet with that > in it, and I am not yet getting any animations fired =( > > I filled out the packet like so: > > Sender > -ID- ( the sessionInformation.agentID ) > > AnimationList Variable > -AnimID- ( the ID I got from copy/pasting ) > -StartAnim- ( true ) > > I then sent it to the builder with AgentAnimation as the name, and injected > it. No dice. I should note though, that I'm doing this from an edited > ChatConsole project, within the ReadFromConsole() method. I just wanted to > see if I could get a wave to follow the chat message. > > I noticed though, that the animation I'm using is technically a gesture. Is > there a difference between gestures and animations? Can I only fire > animations with this packet? There's another save/load gesture section > further down in the protocall, with an ActivateGestures packet, but somehow > I'm guessing that isn't what I want... Anyone see anything patently silly > about the way I'm trying to do this? > > Thanks again, > Mike > > ________________________________ > > From: [EMAIL PROTECTED] on behalf of John Hurliman > Sent: Thu 7/27/2006 2:33 PM > To: Development list for libsecondlife > Subject: Re: [libsecondlife-dev] Animations and packets... > > > > Michael Kron (RIT Student) wrote: > > > > Hello again, > > > > So I thought I'd take John's advice and start looking into SLProxy, as that > > does seem like what would be simplest for this project. After some inital > > trouble, I got it going and I found the ReadFromConsole() method in the > > ChatConsole project. I also found the protocol.txt. > > > > I took a look at the chatpacket blocks being built. And I took a look at > > the ChatFromViewer packet format. And I let out a big "OOOOooooohhhh." > > Now the organization of blocks and fields makes sense to me. > > > > So I'm finally seeing how I might do this. But I do have a couple > > questions, if anyone has a moment. In AgentAnimation, there are a couple > > LLUUIDs, one for the sender, and one for the AnimID. I'm not sure what the > > sender represents, is this for cases when someone or something in the world > > forces you to perform an animation? Since there's no "target" field or > > anything like that, I can't quite complete the picture of how this packet > > would do that... But I'd guess that I'd want the sender to be myself, so > > maybe "sessionInformation.agentID" would be an appropritate fill in for > > that field? As for the animID, how does one find the LLUUID's for the > > default gestures? > > > > Thanks again for all the advice! > > > > > > > > ------------------------------------------------------------------------ > Yes, you want to put your own AgentID in that field. A lot of packets > from the viewer to the sim require you to put your AgentID in them, I > don't know exactly how the sim code works so I can't say why but it's a > common occurrence in the protocol. To get the gesture uuids from your > inventory you will need to parse through your inventory at login and > store a list of all the inventory items that are gestures. Someone else > could probably explain how to do this in detail better than myself. > > John > > _______________________________________________ > libsecondlife-dev mailing list > libsecondlife-dev@gna.org > https://mail.gna.org/listinfo/libsecondlife-dev > > > > _______________________________________________ > libsecondlife-dev mailing list > libsecondlife-dev@gna.org > https://mail.gna.org/listinfo/libsecondlife-dev > > > -- --Jesse _______________________________________________ libsecondlife-dev mailing list libsecondlife-dev@gna.org https://mail.gna.org/listinfo/libsecondlife-dev
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