Merge branch 'master' into careminster

avinationmerge
Melanie 2010-02-03 00:16:02 +00:00
commit 0f1a3f8ed2
4 changed files with 60 additions and 20 deletions

View File

@ -49,10 +49,49 @@ namespace OpenSim.Region.Framework.Interfaces
public interface IWorldComm public interface IWorldComm
{ {
/// <summary>
/// Create a listen event callback with the specified filters.
/// The parameters localID,itemID are needed to uniquely identify
/// the script during 'peek' time. Parameter hostID is needed to
/// determine the position of the script.
/// </summary>
/// <param name="localID">localID of the script engine</param>
/// <param name="itemID">UUID of the script engine</param>
/// <param name="hostID">UUID of the SceneObjectPart</param>
/// <param name="channel">channel to listen on</param>
/// <param name="name">name to filter on</param>
/// <param name="id">key to filter on (user given, could be totally faked)</param>
/// <param name="msg">msg to filter on</param>
/// <returns>number of the scripts handle</returns>
int Listen(uint LocalID, UUID itemID, UUID hostID, int channel, string name, UUID id, string msg); int Listen(uint LocalID, UUID itemID, UUID hostID, int channel, string name, UUID id, string msg);
/// <summary>
/// This method scans over the objects which registered an interest in listen callbacks.
/// For everyone it finds, it checks if it fits the given filter. If it does, then
/// enqueue the message for delivery to the objects listen event handler.
/// The enqueued ListenerInfo no longer has filter values, but the actually trigged values.
/// Objects that do an llSay have their messages delivered here and for nearby avatars,
/// the OnChatFromClient event is used.
/// </summary>
/// <param name="type">type of delvery (whisper,say,shout or regionwide)</param>
/// <param name="channel">channel to sent on</param>
/// <param name="name">name of sender (object or avatar)</param>
/// <param name="id">key of sender (object or avatar)</param>
/// <param name="msg">msg to sent</param>
void DeliverMessage(ChatTypeEnum type, int channel, string name, UUID id, string msg); void DeliverMessage(ChatTypeEnum type, int channel, string name, UUID id, string msg);
/// <summary>
/// Are there any listen events ready to be dispatched?
/// </summary>
/// <returns>boolean indication</returns>
bool HasMessages(); bool HasMessages();
/// <summary>
/// Pop the first availlable listen event from the queue
/// </summary>
/// <returns>ListenerInfo with filter filled in</returns>
IWorldCommListenerInfo GetNextMessage(); IWorldCommListenerInfo GetNextMessage();
void ListenControl(UUID itemID, int handle, int active); void ListenControl(UUID itemID, int handle, int active);
void ListenRemove(UUID itemID, int handle); void ListenRemove(UUID itemID, int handle);
void DeleteListener(UUID itemID); void DeleteListener(UUID itemID);

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@ -93,7 +93,6 @@ namespace OpenSim.Region.Framework.Scenes
public event OnShutdownDelegate OnShutdown; public event OnShutdownDelegate OnShutdown;
public delegate void ObjectGrabDelegate(uint localID, uint originalID, Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs);
public delegate void ObjectDeGrabDelegate(uint localID, uint originalID, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs); public delegate void ObjectDeGrabDelegate(uint localID, uint originalID, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs);
public delegate void ScriptResetDelegate(uint localID, UUID itemID); public delegate void ScriptResetDelegate(uint localID, UUID itemID);
@ -103,7 +102,14 @@ namespace OpenSim.Region.Framework.Scenes
public event OnSetRootAgentSceneDelegate OnSetRootAgentScene; public event OnSetRootAgentSceneDelegate OnSetRootAgentScene;
/// <summary>
/// Called when an object is touched/grabbed.
/// </summary>
/// The originalID is the local ID of the part that was actually touched. The localID itself is always that of
/// the root part.
public delegate void ObjectGrabDelegate(uint localID, uint originalID, Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs);
public event ObjectGrabDelegate OnObjectGrab; public event ObjectGrabDelegate OnObjectGrab;
public event ObjectGrabDelegate OnObjectGrabbing; public event ObjectGrabDelegate OnObjectGrabbing;
public event ObjectDeGrabDelegate OnObjectDeGrab; public event ObjectDeGrabDelegate OnObjectDeGrab;
public event ScriptResetDelegate OnScriptReset; public event ScriptResetDelegate OnScriptReset;
@ -111,55 +117,42 @@ namespace OpenSim.Region.Framework.Scenes
public event OnPermissionErrorDelegate OnPermissionError; public event OnPermissionErrorDelegate OnPermissionError;
public delegate void NewRezScript(uint localID, UUID itemID, string script, int startParam, bool postOnRez, string engine, int stateSource); public delegate void NewRezScript(uint localID, UUID itemID, string script, int startParam, bool postOnRez, string engine, int stateSource);
public event NewRezScript OnRezScript; public event NewRezScript OnRezScript;
public delegate void RemoveScript(uint localID, UUID itemID); public delegate void RemoveScript(uint localID, UUID itemID);
public event RemoveScript OnRemoveScript; public event RemoveScript OnRemoveScript;
public delegate void StartScript(uint localID, UUID itemID); public delegate void StartScript(uint localID, UUID itemID);
public event StartScript OnStartScript; public event StartScript OnStartScript;
public delegate void StopScript(uint localID, UUID itemID); public delegate void StopScript(uint localID, UUID itemID);
public event StopScript OnStopScript; public event StopScript OnStopScript;
public delegate bool SceneGroupMoved(UUID groupID, Vector3 delta); public delegate bool SceneGroupMoved(UUID groupID, Vector3 delta);
public event SceneGroupMoved OnSceneGroupMove; public event SceneGroupMoved OnSceneGroupMove;
public delegate void SceneGroupGrabed(UUID groupID, Vector3 offset, UUID userID); public delegate void SceneGroupGrabed(UUID groupID, Vector3 offset, UUID userID);
public event SceneGroupGrabed OnSceneGroupGrab; public event SceneGroupGrabed OnSceneGroupGrab;
public delegate bool SceneGroupSpinStarted(UUID groupID); public delegate bool SceneGroupSpinStarted(UUID groupID);
public event SceneGroupSpinStarted OnSceneGroupSpinStart; public event SceneGroupSpinStarted OnSceneGroupSpinStart;
public delegate bool SceneGroupSpun(UUID groupID, Quaternion rotation); public delegate bool SceneGroupSpun(UUID groupID, Quaternion rotation);
public event SceneGroupSpun OnSceneGroupSpin; public event SceneGroupSpun OnSceneGroupSpin;
public delegate void LandObjectAdded(ILandObject newParcel); public delegate void LandObjectAdded(ILandObject newParcel);
public event LandObjectAdded OnLandObjectAdded; public event LandObjectAdded OnLandObjectAdded;
public delegate void LandObjectRemoved(UUID globalID); public delegate void LandObjectRemoved(UUID globalID);
public event LandObjectRemoved OnLandObjectRemoved; public event LandObjectRemoved OnLandObjectRemoved;
public delegate void AvatarEnteringNewParcel(ScenePresence avatar, int localLandID, UUID regionID); public delegate void AvatarEnteringNewParcel(ScenePresence avatar, int localLandID, UUID regionID);
public event AvatarEnteringNewParcel OnAvatarEnteringNewParcel; public event AvatarEnteringNewParcel OnAvatarEnteringNewParcel;
public delegate void SignificantClientMovement(IClientAPI remote_client); public delegate void SignificantClientMovement(IClientAPI remote_client);
public event SignificantClientMovement OnSignificantClientMovement; public event SignificantClientMovement OnSignificantClientMovement;
public delegate void IncomingInstantMessage(GridInstantMessage message); public delegate void IncomingInstantMessage(GridInstantMessage message);
public event IncomingInstantMessage OnIncomingInstantMessage; public event IncomingInstantMessage OnIncomingInstantMessage;
public event IncomingInstantMessage OnUnhandledInstantMessage; public event IncomingInstantMessage OnUnhandledInstantMessage;

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@ -301,6 +301,9 @@ namespace OpenSim.Region.Framework.Scenes
set { m_rootPart.GroupID = value; } set { m_rootPart.GroupID = value; }
} }
/// <value>
/// The parts of this scene object group. You must lock this property before using it.
/// </value>
public Dictionary<UUID, SceneObjectPart> Children public Dictionary<UUID, SceneObjectPart> Children
{ {
get { return m_parts; } get { return m_parts; }
@ -2239,7 +2242,7 @@ namespace OpenSim.Region.Framework.Scenes
} }
/// <summary> /// <summary>
/// Get a child part with a given UUID /// Get a part with a given UUID
/// </summary> /// </summary>
/// <param name="primID"></param> /// <param name="primID"></param>
/// <returns>null if a child part with the primID was not found</returns> /// <returns>null if a child part with the primID was not found</returns>
@ -2254,7 +2257,7 @@ namespace OpenSim.Region.Framework.Scenes
} }
/// <summary> /// <summary>
/// Get a child part with a given local ID /// Get a part with a given local ID
/// </summary> /// </summary>
/// <param name="localID"></param> /// <param name="localID"></param>
/// <returns>null if a child part with the local ID was not found</returns> /// <returns>null if a child part with the local ID was not found</returns>

View File

@ -1930,7 +1930,7 @@ namespace OpenSim.Region.Framework.Scenes
foreach (uint localId in startedColliders) foreach (uint localId in startedColliders)
{ {
if (localId == 0) if (localId == 0)
return; continue;
// always running this check because if the user deletes the object it would return a null reference. // always running this check because if the user deletes the object it would return a null reference.
if (m_parentGroup == null) if (m_parentGroup == null)
return; return;
@ -2066,7 +2066,7 @@ namespace OpenSim.Region.Framework.Scenes
{ {
// always running this check because if the user deletes the object it would return a null reference. // always running this check because if the user deletes the object it would return a null reference.
if (localId == 0) if (localId == 0)
return; continue;
if (m_parentGroup == null) if (m_parentGroup == null)
return; return;
@ -2198,7 +2198,7 @@ namespace OpenSim.Region.Framework.Scenes
foreach (uint localId in endedColliders) foreach (uint localId in endedColliders)
{ {
if (localId == 0) if (localId == 0)
return; continue;
// always running this check because if the user deletes the object it would return a null reference. // always running this check because if the user deletes the object it would return a null reference.
if (m_parentGroup == null) if (m_parentGroup == null)
@ -3205,6 +3205,11 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
/// <summary>
/// Set the events that this part will pass on to listeners.
/// </summary>
/// <param name="scriptid"></param>
/// <param name="events"></param>
public void SetScriptEvents(UUID scriptid, int events) public void SetScriptEvents(UUID scriptid, int events)
{ {
// scriptEvents oldparts; // scriptEvents oldparts;