I propose you use Analyst, and have it dump to a file. AgentAnimation
is a good packet, and I recomend a good spelunking through
protocol.txt. It's got comments now, so it should be kinda easy to
follow.

On 7/29/06, Michael Kron (RIT Student) <[EMAIL PROTECTED]> wrote:
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
>
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>
>
>
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>
>
>


--
--Jesse

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--Jesse

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