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message_template.msg
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message_template.msg
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// Linden Lab development message templates
version 2.0
// The Version 2.0 template requires preservation of message
// numbers. Each message must be numbered relative to the
// other messages of that type. The current highest number
// for each type is listed below:
// Low: 430
// Medium: 18
// High: 32
// PLEASE UPDATE THIS WHEN YOU ADD A NEW MESSAGE!
// *************************************************************************
// Test Message
// *************************************************************************
// Test Message
{
TestMessage Low 1 NotTrusted Zerocoded
{
TestBlock1 Single
{ Test1 U32 }
}
{
NeighborBlock Multiple 4
{ Test0 U32 }
{ Test1 U32 }
{ Test2 U32 }
}
}
// *************************************************************************
// Messaging Internal Data Management Message
// *************************************************************************
// *************************
// List fixed messages first
// *************************
// Packet Ack - Ack a list of packets sent reliable
{
PacketAck Fixed 0xFFFFFFFB NotTrusted Unencoded
{
Packets Variable
{ ID U32 }
}
}
// OpenCircuit - Tells the recipient's messaging system to open the descibed circuit
{
OpenCircuit Fixed 0xFFFFFFFC NotTrusted Unencoded UDPBlackListed
{
CircuitInfo Single
{ IP IPADDR }
{ Port IPPORT }
}
}
// CloseCircuit - Tells the recipient's messaging system to close the descibed circuit
{
CloseCircuit Fixed 0xFFFFFFFD NotTrusted Unencoded
}
// ******************
// End fixed messages
// ******************
// StartPingCheck - used to measure circuit ping times
// PingID is used to determine how backlogged the ping was that was
// returned (or how hosed the other side is)
{
StartPingCheck High 1 NotTrusted Unencoded
{
PingID Single
{ PingID U8 }
{ OldestUnacked U32 } // Current oldest "unacked" packet on the sender side
}
}
// CompletePingCheck - used to measure circuit ping times
{
CompletePingCheck High 2 NotTrusted Unencoded
{
PingID Single
{ PingID U8 }
}
}
// space->sim
// sim->sim
// AddCircuitCode - Tells the recipient's messaging system that this code
// is for a legal circuit
{
AddCircuitCode Low 2 Trusted Unencoded
{
CircuitCode Single
{ Code U32 }
{ SessionID LLUUID }
{ AgentID LLUUID } // WARNING - may be null in valid message
}
}
// viewer->sim
// UseCircuitCode - Attempts to provide the recipient with IP and Port
// info. In the case of viewers, the id is the session id. For other
// machines it may be null. The session id will always be the session
// id of the process, which every server will generate on startup and
// the viewer will be handed after login.
{
UseCircuitCode Low 3 NotTrusted Unencoded
{
CircuitCode Single
{ Code U32 }
{ SessionID LLUUID }
{ ID LLUUID } // agent id
}
}
// *************************************************************************
// SpaceServer to Simulator Messages
// ************************************************************************
// Neighbor List - Passed anytime neighbors change
{
NeighborList High 3 Trusted Unencoded
{
NeighborBlock Multiple 4
{ IP IPADDR }
{ Port IPPORT }
{ PublicIP IPADDR }
{ PublicPort IPPORT }
{ RegionID LLUUID }
{ Name Variable 1 } // string
{ SimAccess U8 }
}
}
// AvatarTextureUpdate
// simulator -> dataserver
// reliable
{
AvatarTextureUpdate Low 4 Trusted Zerocoded
{
AgentData Single
{ AgentID LLUUID }
{ TexturesChanged BOOL }
}
{
WearableData Variable
{ CacheID LLUUID }
{ TextureIndex U8 }
{ HostName Variable 1 }
}
{
TextureData Variable
{ TextureID LLUUID }
}
}
// SimulatorMapUpdate
// simulator -> dataserver
// reliable
{
SimulatorMapUpdate Low 5 Trusted Unencoded
{
MapData Single
{ Flags U32 }
}
}
// SimulatorSetMap
// simulator -> dataserver
// reliable
// Used to upload a map image into the database (currently used only for Land For Sale)
{
SimulatorSetMap Low 6 Trusted Unencoded
{
MapData Single
{ RegionHandle U64 }
{ Type S32 }
{ MapImage LLUUID }
}
}
// SubscribeLoad
// spaceserver -> simulator
// reliable
{
SubscribeLoad Low 7 Trusted Unencoded
}
// UnsubscribeLoad
// spaceserver -> simulator
// reliable
{
UnsubscribeLoad Low 8 Trusted Unencoded
}
// ************************************************************************
// Simulator to SpaceServer Messages
// ************************************************************************
// SimulatorReady - indicates the sim has finished loading its state
// and is ready to receive updates from others
{
SimulatorReady Low 9 Trusted Zerocoded
{
SimulatorBlock Single
{ SimName Variable 1 }
{ SimAccess U8 }
{ RegionFlags U32 }
{ RegionID LLUUID }
{ EstateID U32 }
{ ParentEstateID U32 }
}
{
TelehubBlock Single
{ HasTelehub BOOL }
{ TelehubPos LLVector3 }
}
}
// TelehubInfo - fill in the UI for telehub creation floater.
// sim -> viewer
// reliable
{
TelehubInfo Low 10 Trusted Unencoded
{
TelehubBlock Single
{ ObjectID LLUUID } // null if no telehub
{ ObjectName Variable 1 } // string
{ TelehubPos LLVector3 } // fallback if viewer can't find object
{ TelehubRot LLQuaternion }
}
{
SpawnPointBlock Variable
{ SpawnPointPos LLVector3 } // relative to telehub position
}
}
// SimulatorPresentAtLocation - indicates that the sim is present at a grid
// location and passes what it believes its neighbors are
{
SimulatorPresentAtLocation Low 11 Trusted Unencoded
{
SimulatorPublicHostBlock Single
{ Port IPPORT }
{ SimulatorIP IPADDR }
{ GridX U32 }
{ GridY U32 }
}
{
NeighborBlock Multiple 4
{ IP IPADDR }
{ Port IPPORT }
}
{
SimulatorBlock Single
{ SimName Variable 1 }
{ SimAccess U8 }
{ RegionFlags U32 }
{ RegionID LLUUID }
{ EstateID U32 }
{ ParentEstateID U32 }
}
{
TelehubBlock Variable
{ HasTelehub BOOL }
{ TelehubPos LLVector3 }
}
}
// SimulatorLoad
// simulator -> spaceserver
// reliable
{
SimulatorLoad Low 12 Trusted Unencoded
{
SimulatorLoad Single
{ TimeDilation F32 }
{ AgentCount S32 }
{ CanAcceptAgents BOOL }
}
{
AgentList Variable
{ CircuitCode U32 }
{ X U8 }
{ Y U8 }
}
}
// Simulator Shutdown Request - Tells spaceserver that a simulator is trying to shutdown
{
SimulatorShutdownRequest Low 13 Trusted Unencoded
}
// ****************************************************************************
// Presense messages
// ****************************************************************************
// sim -> dataserver
{
RegionPresenceRequestByRegionID Low 14 Trusted Unencoded
{
RegionData Variable
{ RegionID LLUUID }
}
}
// sim -> dataserver
{
RegionPresenceRequestByHandle Low 15 Trusted Unencoded
{
RegionData Variable
{ RegionHandle U64 }
}
}
// dataserver -> sim
{
RegionPresenceResponse Low 16 Trusted Zerocoded
{
RegionData Variable
{ RegionID LLUUID }
{ RegionHandle U64 }
{ InternalRegionIP IPADDR }
{ ExternalRegionIP IPADDR }
{ RegionPort IPPORT }
{ ValidUntil F64 }
{ Message Variable 1 }
}
}
// ****************************************************************************
// Simulator to dataserver messages
// ****************************************************************************
// Updates SimName, EstateID and SimAccess using RegionID as a key
{
UpdateSimulator Low 17 Trusted Unencoded
{
SimulatorInfo Single
{ RegionID LLUUID }
{ SimName Variable 1 }
{ EstateID U32 }
{ SimAccess U8 }
}
}
// record dwell time.
{
LogDwellTime Low 18 Trusted Unencoded
{
DwellInfo Single
{ AgentID LLUUID }
{ SessionID LLUUID }
{ Duration F32 }
{ SimName Variable 1 }
{ RegionX U32 }
{ RegionY U32 }
{ AvgAgentsInView U8 }
{ AvgViewerFPS U8 }
}
}
// Disabled feature response message
{
FeatureDisabled Low 19 Trusted Unencoded
{
FailureInfo Single
{ ErrorMessage Variable 1 }
{ AgentID LLUUID }
{ TransactionID LLUUID }
}
}
// record lost money transactions. This message could be generated
// from either the simulator or the dataserver, depending on how
// the transaction failed.
{
LogFailedMoneyTransaction Low 20 Trusted Unencoded
{
TransactionData Single
{ TransactionID LLUUID }
{ TransactionTime U32 } // utc seconds since epoch
{ TransactionType S32 } // see lltransactiontypes.h
{ SourceID LLUUID }
{ DestID LLUUID } // destination of the transfer
{ Flags U8 }
{ Amount S32 }
{ SimulatorIP IPADDR } // U32 encoded IP
{ GridX U32 }
{ GridY U32 }
{ FailureType U8 }
}
}
// complaint/bug-report - sim -> dataserver. see UserReport for details.
// reliable
{
UserReportInternal Low 21 Trusted Zerocoded
{
ReportData Single
{ ReportType U8 }
{ Category U8 }
{ ReporterID LLUUID }
{ ViewerPosition LLVector3 }
{ AgentPosition LLVector3 }
{ ScreenshotID LLUUID }
{ ObjectID LLUUID }
{ OwnerID LLUUID }
{ LastOwnerID LLUUID }
{ CreatorID LLUUID }
{ RegionID LLUUID }
{ AbuserID LLUUID }
{ AbuseRegionName Variable 1 }
{ AbuseRegionID LLUUID }
{ Summary Variable 1 }
{ Details Variable 2 }
{ VersionString Variable 1 }
}
}
// SetSimStatusInDatabase
// alters the "simulator" table in the database
// sim -> dataserver
// reliable
{
SetSimStatusInDatabase Low 22 Trusted Unencoded
{
Data Single
{ RegionID LLUUID }
{ HostName Variable 1 }
{ X S32 }
{ Y S32 }
{ PID S32 }
{ AgentCount S32 }
{ TimeToLive S32 } // in seconds
{ Status Variable 1 }
}
}
// SetSimPresenceInDatabase
// updates the "presence" table in the database to ensure
// that a given simulator is present and valid for a set amount of
// time
{
SetSimPresenceInDatabase Low 23 Trusted Unencoded UDPDeprecated
{
SimData Single
{ RegionID LLUUID }
{ HostName Variable 1 }
{ GridX U32 }
{ GridY U32 }
{ PID S32 }
{ AgentCount S32 }
{ TimeToLive S32 } // in seconds
{ Status Variable 1 }
}
}
// ***************************************************************************
// Economy messages
// ***************************************************************************
// once we use local stats, this will include a region handle
{
EconomyDataRequest Low 24 NotTrusted Unencoded
}
// dataserver to sim, response w/ econ data
{
EconomyData Low 25 Trusted Zerocoded
{
Info Single
{ ObjectCapacity S32 }
{ ObjectCount S32 }
{ PriceEnergyUnit S32 }
{ PriceObjectClaim S32 }
{ PricePublicObjectDecay S32 }
{ PricePublicObjectDelete S32 }
{ PriceParcelClaim S32 }
{ PriceParcelClaimFactor F32 }
{ PriceUpload S32 }
{ PriceRentLight S32 }
{ TeleportMinPrice S32 }
{ TeleportPriceExponent F32 }
{ EnergyEfficiency F32 }
{ PriceObjectRent F32 }
{ PriceObjectScaleFactor F32 }
{ PriceParcelRent S32 }
{ PriceGroupCreate S32 }
}
}
// ***************************************************************************
// Search messages
// ***************************************************************************
// AvatarPickerRequest
// Get a list of names to select a person
// viewer -> sim -> data
// reliable
{
AvatarPickerRequest Low 26 NotTrusted Unencoded
{
AgentData Single
{ AgentID LLUUID }
{ SessionID LLUUID }
{ QueryID LLUUID }
}
{
Data Single
{ Name Variable 1 }
}
}
// backend implementation which tracks if the user is a god.
{
AvatarPickerRequestBackend Low 27 Trusted Unencoded
{
AgentData Single
{ AgentID LLUUID }
{ SessionID LLUUID }
{ QueryID LLUUID }
{ GodLevel U8 }
}
{
Data Single
{ Name Variable 1 }
}
}
// AvatarPickerReply
// List of names to select a person
// reliable
{
AvatarPickerReply Low 28 Trusted Unencoded
{
AgentData Single
{ AgentID LLUUID }
{ QueryID LLUUID }
}
{
Data Variable
{ AvatarID LLUUID }
{ FirstName Variable 1 }
{ LastName Variable 1 }
}
}
// PlacesQuery
// Used for getting a list of places for the group land panel
// and the user land holdings panel. NOT for the directory.
{
PlacesQuery Low 29 NotTrusted Zerocoded
{
AgentData Single
{ AgentID LLUUID }
{ SessionID LLUUID }
{ QueryID LLUUID }
}
{
TransactionData Single
{ TransactionID LLUUID }
}
{
QueryData Single
{ QueryText Variable 1 }
{ QueryFlags U32 }
{ Category S8 }
{ SimName Variable 1 }
}
}
// PlacesReply
// dataserver -> simulator -> viewer
// If the user has specified a location, use that to compute
// global x,y,z. Otherwise, use center of the AABB.
// reliable
{
PlacesReply Low 30 Trusted Zerocoded UDPDeprecated
{
AgentData Single
{ AgentID LLUUID }
{ QueryID LLUUID }
}
{
TransactionData Single
{ TransactionID LLUUID }
}
{
QueryData Variable
{ OwnerID LLUUID }
{ Name Variable 1 }
{ Desc Variable 1 }
{ ActualArea S32 }
{ BillableArea S32 }
{ Flags U8 }
{ GlobalX F32 } // meters
{ GlobalY F32 } // meters
{ GlobalZ F32 } // meters
{ SimName Variable 1 }
{ SnapshotID LLUUID }
{ Dwell F32 }
{ Price S32 }
//{ ProductSKU Variable 1 }
}
}
// DirFindQuery viewer->sim
// Message to start asking questions for the directory
{
DirFindQuery Low 31 NotTrusted Zerocoded
{
AgentData Single
{ AgentID LLUUID }
{ SessionID LLUUID }
}
{
QueryData Single
{ QueryID LLUUID }
{ QueryText Variable 1 }
{ QueryFlags U32 }
{ QueryStart S32 } // prev/next page support
}
}
// DirFindQueryBackend sim->data
// Trusted message generated by receipt of DirFindQuery to sim.
{
DirFindQueryBackend Low 32 Trusted Zerocoded
{
AgentData Single
{ AgentID LLUUID }
}
{
QueryData Single
{ QueryID LLUUID }
{ QueryText Variable 1 }
{ QueryFlags U32 }
{ QueryStart S32 } // prev/next page support
{ EstateID U32 }
{ Godlike BOOL }
}
}
// DirPlacesQuery viewer->sim
// Used for the Find directory of places
{
DirPlacesQuery Low 33 NotTrusted Zerocoded
{
AgentData Single
{ AgentID LLUUID }
{ SessionID LLUUID }
}
{
QueryData Single
{ QueryID LLUUID }
{ QueryText Variable 1 }
{ QueryFlags U32 }
{ Category S8 }
{ SimName Variable 1 }
{ QueryStart S32 }
}
}
// DirPlacesQueryBackend sim->dataserver
// Used for the Find directory of places.
{
DirPlacesQueryBackend Low 34 Trusted Zerocoded
{
AgentData Single
{ AgentID LLUUID }
}
{
QueryData Single
{ QueryID LLUUID }
{ QueryText Variable 1 }
{ QueryFlags U32 }
{ Category S8 }
{ SimName Variable 1 }
{ EstateID U32 }
{ Godlike BOOL }
{ QueryStart S32 }
}
}
// DirPlacesReply dataserver->sim->viewer
// If the user has specified a location, use that to compute
// global x,y,z. Otherwise, use center of the AABB.
// reliable
{
DirPlacesReply Low 35 Trusted Zerocoded
{
AgentData Single
{ AgentID LLUUID }
}
{
QueryData Variable
{ QueryID LLUUID }
}
{
QueryReplies Variable
{ ParcelID LLUUID }
{ Name Variable 1 }
{ ForSale BOOL }
{ Auction BOOL }
{ Dwell F32 }
}
{
StatusData Variable
{ Status U32 }
}
}
// DirPeopleReply
{
DirPeopleReply Low 36 Trusted Zerocoded
{
AgentData Single
{ AgentID LLUUID }
}
{
QueryData Single
{ QueryID LLUUID }
}
{
QueryReplies Variable
{ AgentID LLUUID }
{ FirstName Variable 1 }
{ LastName Variable 1 }
{ Group Variable 1 }
{ Online BOOL }
{ Reputation S32 }
}
}
// DirEventsReply
{
DirEventsReply Low 37 Trusted Zerocoded
{
AgentData Single
{ AgentID LLUUID }
}
{
QueryData Single
{ QueryID LLUUID }
}
{
QueryReplies Variable
{ OwnerID LLUUID }
{ Name Variable 1 }
{ EventID U32 }
{ Date Variable 1 }
{ UnixTime U32 }
{ EventFlags U32 }
}
{
StatusData Variable
{ Status U32 }
}
}
// DirGroupsReply
// dataserver -> userserver -> viewer
// reliable
{
DirGroupsReply Low 38 Trusted Zerocoded
{
AgentData Single
{ AgentID LLUUID }
}
{
QueryData Single
{ QueryID LLUUID }
}
{
QueryReplies Variable
{ GroupID LLUUID }
{ GroupName Variable 1 } // string
{ Members S32 }
{ SearchOrder F32 }
}
}
// DirClassifiedQuery viewer->sim
// reliable
{
DirClassifiedQuery Low 39 NotTrusted Zerocoded
{
AgentData Single
{ AgentID LLUUID }
{ SessionID LLUUID }
}
{
QueryData Single
{ QueryID LLUUID }
{ QueryText Variable 1 }
{ QueryFlags U32 }
{ Category U32 }
{ QueryStart S32 }
}
}
// DirClassifiedQueryBackend sim->dataserver
// reliable
{
DirClassifiedQueryBackend Low 40 Trusted Zerocoded
{
AgentData Single
{ AgentID LLUUID }
}
{
QueryData Single
{ QueryID LLUUID }
{ QueryText Variable 1 }
{ QueryFlags U32 }
{ Category U32 }
{ EstateID U32 }
{ Godlike BOOL }
{ QueryStart S32 }
}
}
// DirClassifiedReply dataserver->sim->viewer
// reliable
{
DirClassifiedReply Low 41 Trusted Zerocoded
{
AgentData Single
{ AgentID LLUUID }
}
{
QueryData Single
{ QueryID LLUUID }
}
{
QueryReplies Variable
{ ClassifiedID LLUUID }
{ Name Variable 1 }
{ ClassifiedFlags U8 }
{ CreationDate U32 }
{ ExpirationDate U32 }
{ PriceForListing S32 }
}
{
StatusData Variable
{ Status U32 }
}
}
// AvatarClassifiedReply
// dataserver -> simulator -> viewer
// Send the header information for this avatar's classifieds
// This fills in the tabs of the Classifieds panel.
// reliable
{
AvatarClassifiedReply Low 42 Trusted Unencoded
{
AgentData Single
{ AgentID LLUUID }
{ TargetID LLUUID }
}
{
Data Variable
{ ClassifiedID LLUUID }
{ Name Variable 1 }
}
}
// ClassifiedInfoRequest
// viewer -> simulator
// simulator -> dataserver
// reliable
{
ClassifiedInfoRequest Low 43 NotTrusted Zerocoded
{
AgentData Single
{ AgentID LLUUID }
{ SessionID LLUUID }
}
{
Data Single
{ ClassifiedID LLUUID }
}
}
// ClassifiedInfoReply
// dataserver -> simulator
// simulator -> viewer
// reliable
{
ClassifiedInfoReply Low 44 Trusted Unencoded
{
AgentData Single
{ AgentID LLUUID }
}
{
Data Single
{ ClassifiedID LLUUID }
{ CreatorID LLUUID }
{ CreationDate U32 }
{ ExpirationDate U32 }
{ Category U32 }
{ Name Variable 1 }
{ Desc Variable 2 }
{ ParcelID LLUUID }
{ ParentEstate U32 }
{ SnapshotID LLUUID }
{ SimName Variable 1 }
{ PosGlobal LLVector3d }
{ ParcelName Variable 1 }
{ ClassifiedFlags U8 }
{ PriceForListing S32 }
}
}
// ClassifiedInfoUpdate
// Update a classified. ParcelID and EstateID are set
// on the simulator as the message passes through.
// viewer -> simulator -> dataserver
// reliable
{
ClassifiedInfoUpdate Low 45 NotTrusted Unencoded
{
AgentData Single
{ AgentID LLUUID }
{ SessionID LLUUID }
}
{
Data Single
{ ClassifiedID LLUUID }
{ Category U32 }
{ Name Variable 1 }
{ Desc Variable 2 }
{ ParcelID LLUUID }
{ ParentEstate U32 }
{ SnapshotID LLUUID }
{ PosGlobal LLVector3d }
{ ClassifiedFlags U8 }
{ PriceForListing S32 }
}
}
// ClassifiedDelete
// Delete a classified from the database.
// viewer -> simulator -> dataserver
// reliable
{
ClassifiedDelete Low 46 NotTrusted Unencoded
{
AgentData Single
{ AgentID LLUUID }
{ SessionID LLUUID }
}
{
Data Single
{ ClassifiedID LLUUID }
}
}
// ClassifiedGodDelete
// Delete a classified from the database.
// QueryID is needed so database can send a repeat list of
// classified.
// viewer -> simulator -> dataserver
// reliable
{
ClassifiedGodDelete Low 47 NotTrusted Unencoded
{
AgentData Single
{ AgentID LLUUID }
{ SessionID LLUUID }
}
{
Data Single
{ ClassifiedID LLUUID }