Michael Cortez wrote:
ChatFromViewerPacket p = new ChatFromViewerPacket();
p.AgentData.AgentID = myAgentID;
p.AgentData.SessionID = mySessionID;
p.ChatData.Message = "hello, simulator"
p.ChatData.Type = 1;
p.ChatData.Channel = 0;
I'm curious how the packets that have 0=>* fields would work, like
InventoryDescendants.
p.Items[x].Name ?
and if we had to construct such a packet
p.Items = new p.Items[y]; ???
I think that looks good, the only suggestion I would have is that blocks
that have more than one instance but a known quantity (like "Multiple
4") could be initialized in the pre-generated constructor like
NeighborBlock = new NeighborBlockBlock[4]; whereas variable blocks are
either left null (and the ToBytes functions can handle null) or
initialized like FolderData = new FolderDataBlock[0]; and the client app
can reinitialize to the size it wishes before sending.
John
_______________________________________________
libsecondlife-dev mailing list
[email protected]
https://mail.gna.org/listinfo/libsecondlife-dev
http://www.libsecondlife.org/