Documenting LSL script-related events

connector_plugin
SignpostMarv 2012-09-22 17:44:48 +01:00 committed by Justin Clark-Casey (justincc)
parent a6f7328216
commit 1cfd63d0b4
1 changed files with 147 additions and 2 deletions

View File

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