Yes, there is the template which describes the UDP packages pretty nicely.
As suggested, one way to start looking at the messages is from the
Opensim server side code that handles them. A place to start that is:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
In viewgit:
Thanks for the links, Marcus. It is very surprising to me that there is
not one file or directory that says in code explicitly what viewer <->
server commands and responses are supported or required. Surely this
cannot be the case. I have seen such docs for server -> grid services
There's a file that is part of the viewer distribution:
message_template.msg which defines the UDP packet layouts. There's some
minimal documentation on the SL wiki at
http://wiki.secondlife.com/wiki/Protocol
libopenmetaverse has a protocol analysis tool: wingridproxy.exe which can
intercept,
On Thu, Jan 17, 2019, at 7:40 PM, Adam Frisby wrote:
> The first was the packet acknowledgement system, it relies on a lot of
> arcane timing for it to work correctly,
I think this explains well over half the bugs I've ever seen in Second Life,
OpenSim, and InWorldz altogether! I always knew
Perhaps it will be more obvious starting from server side.
On Thu, Jan 17, 2019 at 12:31 PM Serendipity Seraph
wrote:
> Thanks for the links, Marcus. It is very surprising to me that there is
> not one file or directory that says in code explicitly what viewer <->
> server commands and
Hi
(what arcane timing ?? go see a tcp stack...)
viewers<->regions protocol have a LLUPD part (that is not just UDP) and
a http part.
LLUDP is described on a file present in all viewers: message_template.msg
opensim c# code maybe easierĀ to read (?) than viewers c++
llupd packets