Documenting LSL script-related events
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@ -460,36 +460,170 @@ namespace OpenSim.Region.Framework.Scenes
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}
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/// <summary>
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/// Triggered when some scene object properties change.
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/// </summary>
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/// <remarks>
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/// ScriptChangedEvent is fired when a scene object property that a script might be interested
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/// in (such as color, scale or inventory) changes. Only enough information sent is for the LSL changed event.
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/// This is not an indication that the script has changed (see OnUpdateScript for that).
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/// This event is sent to a script to tell it that some property changed on
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/// the object the script is in. See http://lslwiki.net/lslwiki/wakka.php?wakka=changed .
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/// </summary>
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/// Triggered by <see cref="TriggerOnScriptChangedEvent"/>
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/// in <see cref="OpenSim.Region.CoreModules.Framework.EntityTransfer.EntityTransferModule.TeleportAgentWithinRegion"/>,
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/// <see cref="SceneObjectPart.TriggerScriptChangedEvent"/>
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/// </remarks>
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public event ScriptChangedEvent OnScriptChangedEvent;
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public delegate void ScriptChangedEvent(uint localID, uint change);
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public delegate void ScriptControlEvent(UUID item, UUID avatarID, uint held, uint changed);
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/// <summary>
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/// Triggered when a script receives control input from an agent.
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/// </summary>
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/// <remarks>
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/// Triggered by <see cref="TriggerControlEvent"/>
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/// in <see cref="ScenePresence.SendControlsToScripts"/>
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/// via <see cref="ScenePresence.HandleAgentUpdate"/>
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/// via <see cref="OpenSim.Framework.IClientAPI.OnAgentUpdate"/>
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/// via <see cref="OpenSim.Region.ClientStack.LindenUDP.LLClientView.HandleAgentUpdate"/>
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/// </remarks>
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public event ScriptControlEvent OnScriptControlEvent;
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public delegate void ScriptAtTargetEvent(uint localID, uint handle, Vector3 targetpos, Vector3 atpos);
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/// <summary>
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/// Triggered when an object has arrived within a tolerance distance
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/// of a motion target.
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/// </summary>
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/// <remarks>
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/// Triggered by <see cref="TriggerAtTargetEvent"/>
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/// in <see cref="SceneObjectGroup.checkAtTargets"/>
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/// via <see cref="SceneObjectGroup.ScheduleGroupForFullUpdate"/>,
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/// <see cref="Scene.CheckAtTargets"/> via <see cref="Scene.Update"/>
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/// </remarks>
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public event ScriptAtTargetEvent OnScriptAtTargetEvent;
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public delegate void ScriptNotAtTargetEvent(uint localID);
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/// <summary>
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/// Triggered when an object has a motion target but has not arrived
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/// within a tolerance distance.
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/// </summary>
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/// <remarks>
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/// Triggered by <see cref="TriggerNotAtTargetEvent"/>
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/// in <see cref="SceneObjectGroup.checkAtTargets"/>
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/// via <see cref="SceneObjectGroup.ScheduleGroupForFullUpdate"/>,
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/// <see cref="Scene.CheckAtTargets"/> via <see cref="Scene.Update"/>
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/// </remarks>
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public event ScriptNotAtTargetEvent OnScriptNotAtTargetEvent;
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public delegate void ScriptAtRotTargetEvent(uint localID, uint handle, Quaternion targetrot, Quaternion atrot);
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/// <summary>
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/// Triggered when an object has arrived within a tolerance rotation
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/// of a rotation target.
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/// </summary>
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/// <remarks>
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/// Triggered by <see cref="TriggerAtRotTargetEvent"/>
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/// in <see cref="SceneObjectGroup.checkAtTargets"/>
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/// via <see cref="SceneObjectGroup.ScheduleGroupForFullUpdate"/>,
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/// <see cref="Scene.CheckAtTargets"/> via <see cref="Scene.Update"/>
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/// </remarks>
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public event ScriptAtRotTargetEvent OnScriptAtRotTargetEvent;
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public delegate void ScriptNotAtRotTargetEvent(uint localID);
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/// <summary>
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/// Triggered when an object has a rotation target but has not arrived
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/// within a tolerance rotation.
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/// </summary>
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/// <remarks>
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/// Triggered by <see cref="TriggerNotAtRotTargetEvent"/>
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/// in <see cref="SceneObjectGroup.checkAtTargets"/>
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/// via <see cref="SceneObjectGroup.ScheduleGroupForFullUpdate"/>,
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/// <see cref="Scene.CheckAtTargets"/> via <see cref="Scene.Update"/>
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/// </remarks>
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public event ScriptNotAtRotTargetEvent OnScriptNotAtRotTargetEvent;
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public delegate void ScriptColliding(uint localID, ColliderArgs colliders);
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/// <summary>
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/// Triggered when a physical collision has started between a prim
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/// and something other than the region terrain.
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/// </summary>
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/// <remarks>
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/// Triggered by <see cref="TriggerScriptCollidingStart"/>
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/// in <see cref="SceneObjectPart.SendCollisionEvent"/>
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/// via <see cref="SceneObjectPart.PhysicsCollision"/>
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/// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.OnCollisionUpdate"/>
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/// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.SendCollisionUpdate"/>
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/// </remarks>
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public event ScriptColliding OnScriptColliderStart;
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/// <summary>
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/// Triggered when something that previously collided with a prim has
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/// not stopped colliding with it.
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/// </summary>
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/// <remarks>
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/// <seealso cref="OnScriptColliderStart"/>
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/// Triggered by <see cref="TriggerScriptColliding"/>
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/// in <see cref="SceneObjectPart.SendCollisionEvent"/>
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/// via <see cref="SceneObjectPart.PhysicsCollision"/>
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/// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.OnCollisionUpdate"/>
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/// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.SendCollisionUpdate"/>
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/// </remarks>
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public event ScriptColliding OnScriptColliding;
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/// <summary>
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/// Triggered when something that previously collided with a prim has
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/// stopped colliding with it.
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/// </summary>
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/// <remarks>
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/// Triggered by <see cref="TriggerScriptCollidingEnd"/>
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/// in <see cref="SceneObjectPart.SendCollisionEvent"/>
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/// via <see cref="SceneObjectPart.PhysicsCollision"/>
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/// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.OnCollisionUpdate"/>
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/// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.SendCollisionUpdate"/>
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/// </remarks>
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public event ScriptColliding OnScriptCollidingEnd;
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/// <summary>
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/// Triggered when a physical collision has started between an object
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/// and the region terrain.
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/// </summary>
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/// <remarks>
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/// Triggered by <see cref="TriggerScriptLandCollidingStart"/>
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/// in <see cref="SceneObjectPart.SendLandCollisionEvent"/>
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/// via <see cref="SceneObjectPart.PhysicsCollision"/>
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/// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.OnCollisionUpdate"/>
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/// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.SendCollisionUpdate"/>
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/// </remarks>
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public event ScriptColliding OnScriptLandColliderStart;
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/// <summary>
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/// Triggered when an object that previously collided with the region
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/// terrain has not yet stopped colliding with it.
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/// </summary>
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/// <remarks>
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/// Triggered by <see cref="TriggerScriptLandColliding"/>
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/// in <see cref="SceneObjectPart.SendLandCollisionEvent"/>
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/// via <see cref="SceneObjectPart.PhysicsCollision"/>
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/// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.OnCollisionUpdate"/>
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/// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.SendCollisionUpdate"/>
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/// </remarks>
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public event ScriptColliding OnScriptLandColliding;
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/// <summary>
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/// Triggered when an object that previously collided with the region
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/// terrain has stopped colliding with it.
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/// </summary>
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/// <remarks>
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/// Triggered by <see cref="TriggerScriptLandCollidingEnd"/>
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/// in <see cref="SceneObjectPart.SendLandCollisionEvent"/>
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/// via <see cref="SceneObjectPart.PhysicsCollision"/>
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/// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.OnCollisionUpdate"/>
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/// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.SendCollisionUpdate"/>
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/// </remarks>
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public event ScriptColliding OnScriptLandColliderEnd;
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public delegate void OnMakeChildAgentDelegate(ScenePresence presence);
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@ -550,6 +684,13 @@ namespace OpenSim.Region.Framework.Scenes
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/*
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public delegate void ScriptTimerEvent(uint localID, double timerinterval);
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/// <summary>
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/// Used to be triggered when the LSL timer event fires.
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/// </summary>
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/// <remarks>
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/// Triggered by <see cref="TriggerTimerEvent"/>
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/// via <see cref="SceneObjectPart.handleTimerAccounting"/>
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/// </remarks>
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public event ScriptTimerEvent OnScriptTimerEvent;
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*/
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@ -2293,7 +2434,11 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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// this lets us keep track of nasty script events like timer, etc.
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/// <summary>
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/// this lets us keep track of nasty script events like timer, etc.
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/// </summary>
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/// <param name="objLocalID"></param>
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/// <param name="Interval"></param>
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public void TriggerTimerEvent(uint objLocalID, double Interval)
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{
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throw new NotImplementedException("TriggerTimerEvent was thought to be not used anymore and the registration for the event from scene object part has been commented out due to a memory leak");
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