Add documentation to make more explicit the difference between OnRezScript and OnNewScript in the event manager
OnNewScript fires when a script is added to a scene OnRezScript fires when the script actually runs (i.e. after permission checks, state retrieval, etc.)0.7.4.1
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@ -138,8 +138,11 @@ namespace OpenSim.Region.Framework.Scenes
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public event OnPermissionErrorDelegate OnPermissionError;
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public event OnPermissionErrorDelegate OnPermissionError;
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/// <summary>
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/// <summary>
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/// Fired when a new script is created.
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/// Fired when a script is run.
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/// </summary>
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/// </summary>
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/// <remarks>
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/// Occurs after OnNewScript.
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/// </remarks>
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public event NewRezScript OnRezScript;
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public event NewRezScript OnRezScript;
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public delegate void NewRezScript(uint localID, UUID itemID, string script, int startParam, bool postOnRez, string engine, int stateSource);
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public delegate void NewRezScript(uint localID, UUID itemID, string script, int startParam, bool postOnRez, string engine, int stateSource);
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@ -187,10 +190,16 @@ namespace OpenSim.Region.Framework.Scenes
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public event ClientClosed OnClientClosed;
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public event ClientClosed OnClientClosed;
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// Fired when a script is created
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// The indication that a new script exists in this region.
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public delegate void NewScript(UUID clientID, SceneObjectPart part, UUID itemID);
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public delegate void NewScript(UUID clientID, SceneObjectPart part, UUID itemID);
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/// <summary>
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/// Fired when a script is created.
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/// </summary>
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/// <remarks>
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/// Occurs before OnRezScript
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/// </remarks>
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public event NewScript OnNewScript;
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public event NewScript OnNewScript;
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public virtual void TriggerNewScript(UUID clientID, SceneObjectPart part, UUID itemID)
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public virtual void TriggerNewScript(UUID clientID, SceneObjectPart part, UUID itemID)
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{
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{
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NewScript handlerNewScript = OnNewScript;
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NewScript handlerNewScript = OnNewScript;
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@ -212,10 +221,16 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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}
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//TriggerUpdateScript: triggered after Scene receives client's upload of updated script and stores it as asset
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// An indication that the script has changed.
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public delegate void UpdateScript(UUID clientID, UUID itemId, UUID primId, bool isScriptRunning, UUID newAssetID);
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public delegate void UpdateScript(UUID clientID, UUID itemId, UUID primId, bool isScriptRunning, UUID newAssetID);
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/// <summary>
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/// An indication that the script has changed.
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/// </summary>
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/// <remarks>
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/// Triggered after the scene receives a client's upload of an updated script and has stored it in an asset.
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/// </remarks>
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public event UpdateScript OnUpdateScript;
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public event UpdateScript OnUpdateScript;
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public virtual void TriggerUpdateScript(UUID clientId, UUID itemId, UUID primId, bool isScriptRunning, UUID newAssetID)
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public virtual void TriggerUpdateScript(UUID clientId, UUID itemId, UUID primId, bool isScriptRunning, UUID newAssetID)
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{
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{
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UpdateScript handlerUpdateScript = OnUpdateScript;
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UpdateScript handlerUpdateScript = OnUpdateScript;
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