Merge branch 'master' into careminster

Conflicts:
	OpenSim/Framework/RegionInfo.cs
	OpenSim/Region/Framework/Scenes/ScenePresence.cs
avinationmerge
Melanie 2011-12-12 11:42:22 +00:00
commit 52a4dbccbe
10 changed files with 189 additions and 271 deletions

View File

@ -143,6 +143,8 @@ namespace OpenSim.Framework
public string RemotingAddress;
public UUID ScopeID = UUID.Zero;
private Dictionary<String, String> m_otherSettings = new Dictionary<string, string>();
// Apparently, we're applying the same estatesettings regardless of whether it's local or remote.
@ -445,6 +447,18 @@ namespace OpenSim.Framework
m_internalEndPoint = tmpEPE;
}
public string GetOtherSetting(string key)
{
string val;
m_otherSettings.TryGetValue(key, out val);
return val;
}
public void SetOtherSetting(string key, string value)
{
m_otherSettings[key] = value;
}
private void ReadNiniConfig(IConfigSource source, string name)
{
// bool creatingNew = false;
@ -473,30 +487,39 @@ namespace OpenSim.Framework
if (source.Configs[name] == null)
{
source.AddConfig(name);
// creatingNew = true;
}
RegionName = name;
IConfig config = source.Configs[name];
// UUID
//
string regionUUID = config.GetString("RegionUUID", string.Empty);
// Track all of the keys in this config and remove as they are processed
// The remaining keys will be added to generic key-value storage for
// whoever might need it
HashSet<String> allKeys = new HashSet<String>();
foreach (string s in config.GetKeys())
{
allKeys.Add(s.ToLower());
}
// RegionUUID
//
allKeys.Remove(("RegionUUID").ToLower());
string regionUUID = config.GetString("RegionUUID", string.Empty);
if (regionUUID == String.Empty)
{
UUID newID = UUID.Random();
regionUUID = MainConsole.Instance.CmdPrompt("Region UUID", newID.ToString());
regionUUID = MainConsole.Instance.CmdPrompt("RegionUUID", newID.ToString());
config.Set("RegionUUID", regionUUID);
}
RegionID = new UUID(regionUUID);
originRegionID = RegionID; // What IS this?!
originRegionID = RegionID; // What IS this?! (Needed for RegionCombinerModule?)
RegionName = name;
// Location
//
allKeys.Remove(("Location").ToLower());
string location = config.GetString("Location", String.Empty);
if (location == String.Empty)
{
location = MainConsole.Instance.CmdPrompt("Region Location", "1000,1000");
@ -508,13 +531,10 @@ namespace OpenSim.Framework
m_regionLocX = Convert.ToUInt32(locationElements[0]);
m_regionLocY = Convert.ToUInt32(locationElements[1]);
// Datastore (is this implemented? Omitted from example!)
DataStore = config.GetString("Datastore", String.Empty);
// Internal IP
// InternalAddress
//
IPAddress address;
allKeys.Remove(("InternalAddress").ToLower());
if (config.Contains("InternalAddress"))
{
address = IPAddress.Parse(config.GetString("InternalAddress", String.Empty));
@ -525,8 +545,10 @@ namespace OpenSim.Framework
config.Set("InternalAddress", address.ToString());
}
// InternalPort
//
int port;
allKeys.Remove(("InternalPort").ToLower());
if (config.Contains("InternalPort"))
{
port = config.GetInt("InternalPort", 9000);
@ -536,9 +558,11 @@ namespace OpenSim.Framework
port = Convert.ToInt32(MainConsole.Instance.CmdPrompt("Internal port", "9000"));
config.Set("InternalPort", port);
}
m_internalEndPoint = new IPEndPoint(address, port);
// AllowAlternatePorts
//
allKeys.Remove(("AllowAlternatePorts").ToLower());
if (config.Contains("AllowAlternatePorts"))
{
m_allow_alternate_ports = config.GetBoolean("AllowAlternatePorts", true);
@ -550,10 +574,10 @@ namespace OpenSim.Framework
config.Set("AllowAlternatePorts", m_allow_alternate_ports.ToString());
}
// External IP
// ExternalHostName
//
allKeys.Remove(("ExternalHostName").ToLower());
string externalName;
if (config.Contains("ExternalHostName"))
{
externalName = config.GetString("ExternalHostName", "SYSTEMIP");
@ -563,7 +587,6 @@ namespace OpenSim.Framework
externalName = MainConsole.Instance.CmdPrompt("External host name", "SYSTEMIP");
config.Set("ExternalHostName", externalName);
}
if (externalName == "SYSTEMIP")
{
m_externalHostName = Util.GetLocalHost().ToString();
@ -576,24 +599,32 @@ namespace OpenSim.Framework
m_externalHostName = externalName;
}
// RegionType
m_regionType = config.GetString("RegionType", String.Empty);
allKeys.Remove(("RegionType").ToLower());
// Prim stuff
//
m_nonphysPrimMax = config.GetInt("NonphysicalPrimMax", 256);
allKeys.Remove(("NonphysicalPrimMax").ToLower());
m_physPrimMax = config.GetInt("PhysicalPrimMax", 10);
allKeys.Remove(("PhysicalPrimMax").ToLower());
m_clampPrimSize = config.GetBoolean("ClampPrimSize", false);
allKeys.Remove(("ClampPrimSize").ToLower());
m_objectCapacity = config.GetInt("MaxPrims", 15000);
allKeys.Remove(("MaxPrims").ToLower());
m_agentCapacity = config.GetInt("MaxAgents", 100);
allKeys.Remove(("MaxAgents").ToLower());
// Multi-tenancy
//
ScopeID = new UUID(config.GetString("ScopeID", UUID.Zero.ToString()));
allKeys.Remove(("ScopeID").ToLower());
foreach (String s in allKeys)
{
m_otherSettings.Add(s, config.GetString(s));
}
}
private void WriteNiniConfig(IConfigSource source)

View File

@ -5417,7 +5417,7 @@ namespace OpenSim.Region.Framework.Scenes
presence.AbsolutePosition = presence.MoveToPositionTarget;
presence.ResetMoveToTarget();
if (presence.PhysicsActor.Flying)
if (presence.Flying)
{
// A horrible hack to stop the avatar dead in its tracks rather than having them overshoot
// the target if flying.
@ -5425,16 +5425,16 @@ namespace OpenSim.Region.Framework.Scenes
// least be able to set collision status once, rather than 5 times to give it enough
// weighting so that that PhysicsActor thinks it really is colliding.
for (int i = 0; i < 5; i++)
presence.PhysicsActor.IsColliding = true;
presence.IsColliding = true;
if (presence.LandAtTarget)
presence.PhysicsActor.Flying = false;
presence.Flying = false;
// Vector3 targetPos = presence.MoveToPositionTarget;
// float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y];
// if (targetPos.Z - terrainHeight < 0.2)
// {
// presence.PhysicsActor.Flying = false;
// presence.Flying = false;
// }
}

View File

@ -142,12 +142,27 @@ namespace OpenSim.Region.Framework.Scenes
{
get { return m_userFlags; }
}
private bool m_flyingOld; // add for fly velocity control
// Flying
public bool Flying
{
get { return PhysicsActor != null && PhysicsActor.Flying; }
set { PhysicsActor.Flying = value; }
}
// add for fly velocity control
private bool FlyingOld {get; set;}
public bool WasFlying
{
get { return m_wasFlying; }
get; private set;
}
public bool IsColliding
{
get { return PhysicsActor != null && PhysicsActor.IsColliding; }
// We would expect setting IsColliding to be private but it's used by a hack in Scene
set { PhysicsActor.IsColliding = value; }
}
private bool m_wasFlying; // add for fly velocity control
// private int m_lastColCount = -1; //KF: Look for Collision chnages
// private int m_updateCount = 0; //KF: Update Anims for a while
@ -697,9 +712,9 @@ namespace OpenSim.Region.Framework.Scenes
set {
if(value)
{
if ((PhysicsActor != null) && PhysicsActor.Flying)
if (Flying)
m_AgentControlFlags |= AgentManager.ControlFlags.AGENT_CONTROL_FLY;
else if ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0)
else
m_AgentControlFlags &= ~AgentManager.ControlFlags.AGENT_CONTROL_FLY;
}
m_inTransit = value;
@ -925,11 +940,11 @@ namespace OpenSim.Region.Framework.Scenes
if (ForceFly)
{
PhysicsActor.Flying = true;
Flying = true;
}
else if (FlyDisabled)
{
PhysicsActor.Flying = false;
Flying = false;
}
// Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
@ -1054,11 +1069,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="pos"></param>
public void Teleport(Vector3 pos)
{
bool isFlying = false;
if (PhysicsActor != null)
isFlying = PhysicsActor.Flying;
m_log.DebugFormat("[SCENE PRESENCCE]: Local teleport, flying = {0}", isFlying);
bool isFlying = Flying;
RemoveFromPhysicalScene();
Velocity = Vector3.Zero;
CheckLandingPoint(ref pos);
@ -1070,10 +1081,7 @@ namespace OpenSim.Region.Framework.Scenes
public void TeleportWithMomentum(Vector3 pos)
{
bool isFlying = false;
if (PhysicsActor != null)
isFlying = PhysicsActor.Flying;
bool isFlying = Flying;
RemoveFromPhysicalScene();
CheckLandingPoint(ref pos);
AbsolutePosition = pos;
@ -1208,8 +1216,8 @@ namespace OpenSim.Region.Framework.Scenes
AbsolutePosition = pos;
}
bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
MakeRootAgent(AbsolutePosition, m_flying);
bool flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
MakeRootAgent(AbsolutePosition, flying);
if ((m_callbackURI != null) && !m_callbackURI.Equals(""))
{
@ -1434,7 +1442,7 @@ namespace OpenSim.Region.Framework.Scenes
bool DCFlagKeyPressed = false;
Vector3 agent_control_v3 = Vector3.Zero;
bool oldflying = PhysicsActor.Flying;
bool oldflying = Flying;
if (ForceFly)
actor.Flying = true;
@ -1454,7 +1462,7 @@ namespace OpenSim.Region.Framework.Scenes
// use camera up angle when in mouselook and not flying or when holding the left mouse button down and not flying
// this prevents 'jumping' in inappropriate situations.
if ((m_mouseLook && !PhysicsActor.Flying) || (m_leftButtonDown && !PhysicsActor.Flying))
if (!Flying && (m_mouseLook || m_leftButtonDown))
dirVectors = GetWalkDirectionVectors();
else
dirVectors = Dir_Vectors;
@ -1541,7 +1549,7 @@ namespace OpenSim.Region.Framework.Scenes
// with something with the down arrow pressed.
// Only do this if we're flying
if (PhysicsActor != null && PhysicsActor.Flying && !ForceFly)
if (Flying && !ForceFly)
{
// Landing detection code
@ -1549,7 +1557,7 @@ namespace OpenSim.Region.Framework.Scenes
bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) ||
((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
if (PhysicsActor.Flying && PhysicsActor.IsColliding && controlland)
if (Flying && IsColliding && controlland)
{
// nesting this check because LengthSquared() is expensive and we don't
// want to do it every step when flying.
@ -1762,9 +1770,9 @@ namespace OpenSim.Region.Framework.Scenes
Name, pos, terrainHeight, m_scene.RegionInfo.RegionName);
if (noFly)
PhysicsActor.Flying = false;
Flying = false;
else if (pos.Z > terrainHeight)
PhysicsActor.Flying = true;
Flying = true;
LandAtTarget = landAtTarget;
MovingToTarget = true;
@ -2330,42 +2338,42 @@ namespace OpenSim.Region.Framework.Scenes
Vector3 direc = vec * Rotation;
direc.Normalize();
if (PhysicsActor.Flying != m_flyingOld) // add for fly velocity control
if (Flying != FlyingOld) // add for fly velocity control
{
m_flyingOld = PhysicsActor.Flying; // add for fly velocity control
if (!PhysicsActor.Flying)
m_wasFlying = true; // add for fly velocity control
FlyingOld = Flying; // add for fly velocity control
if (!Flying)
WasFlying = true; // add for fly velocity control
}
if (PhysicsActor.IsColliding == true)
m_wasFlying = false; // add for fly velocity control
if (IsColliding)
WasFlying = false; // add for fly velocity control
if ((vec.Z == 0f) && !PhysicsActor.Flying)
if ((vec.Z == 0f) && !Flying)
direc.Z = 0f; // Prevent camera WASD up.
direc *= 0.03f * 128f * SpeedModifier;
if (PhysicsActor != null)
{
if (PhysicsActor.Flying)
if (Flying)
{
direc *= 4.0f;
//bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
//if (controlland)
// m_log.Info("[AGENT]: landCommand");
//if (PhysicsActor.IsColliding)
//if (IsColliding)
// m_log.Info("[AGENT]: colliding");
//if (PhysicsActor.Flying && PhysicsActor.IsColliding && controlland)
//if (Flying && IsColliding && controlland)
//{
// StopFlying();
// m_log.Info("[AGENT]: Stop Flying");
//}
}
if (Animator.Falling && m_wasFlying) // if falling from flying, disable motion add
if (Animator.Falling && WasFlying) // if falling from flying, disable motion add
{
direc *= 0.0f;
}
else if (!PhysicsActor.Flying && PhysicsActor.IsColliding)
else if (!Flying && IsColliding)
{
if (direc.Z > 2.0f)
{
@ -2835,7 +2843,7 @@ namespace OpenSim.Region.Framework.Scenes
{
if (m_requestedSitTargetUUID == UUID.Zero)
{
bool isFlying = PhysicsActor.Flying;
bool isFlying = Flying;
RemoveFromPhysicalScene();
Vector3 pos = AbsolutePosition;
@ -2862,7 +2870,7 @@ namespace OpenSim.Region.Framework.Scenes
{
if (m_requestedSitTargetUUID == UUID.Zero)
{
bool isFlying = PhysicsActor.Flying;
bool isFlying = Flying;
RemoveFromPhysicalScene();
Vector3 pos = AbsolutePosition;
@ -2912,7 +2920,7 @@ namespace OpenSim.Region.Framework.Scenes
{
try
{
return m_scene.CrossAgentToNewRegion(this, PhysicsActor.Flying);
return m_scene.CrossAgentToNewRegion(this, Flying);
}
catch
{
@ -3188,7 +3196,7 @@ namespace OpenSim.Region.Framework.Scenes
Appearance = new AvatarAppearance(cAgent.Appearance);
if (PhysicsActor != null)
{
bool isFlying = PhysicsActor.Flying;
bool isFlying = Flying;
RemoveFromPhysicalScene();
AddToPhysicalScene(isFlying);
}
@ -3291,7 +3299,7 @@ namespace OpenSim.Region.Framework.Scenes
private void OutOfBoundsCall(Vector3 pos)
{
//bool flying = PhysicsActor.Flying;
//bool flying = Flying;
//RemoveFromPhysicalScene();
//AddToPhysicalScene(flying);

View File

@ -61,7 +61,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
TestScene scene = SceneHelpers.SetupScene();
ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
sp.PhysicsActor.Flying = true;
sp.Flying = true;
sp.PhysicsCollisionUpdate(new CollisionEventUpdate());
Assert.That(sp.Animator.CurrentMovementAnimation, Is.EqualTo("HOVER"));

View File

@ -79,7 +79,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
// Vector3 startPos = new Vector3(128, 128, 30);
// For now, we'll make the scene presence fly to simplify this test, but this needs to change.
sp.PhysicsActor.Flying = true;
sp.Flying = true;
m_scene.Update();
Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos));

View File

@ -175,7 +175,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
// For now, we'll make the scene presence fly to simplify this test, but this needs to change.
npc.PhysicsActor.Flying = true;
npc.Flying = true;
scene.Update();
Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));

View File

@ -5984,9 +5984,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
// note: this may need some tweaking when walking downhill. you "fall down" for a brief instant
// and don't collide when walking downhill, which instantly registers as in-air, briefly. should
// there be some minimum non-collision threshold time before claiming the avatar is in-air?
if ((flags & ScriptBaseClass.AGENT_WALKING) == 0 &&
agent.PhysicsActor != null &&
!agent.PhysicsActor.IsColliding)
if ((flags & ScriptBaseClass.AGENT_WALKING) == 0 && !agent.IsColliding )
{
flags |= ScriptBaseClass.AGENT_IN_AIR;
}

View File

@ -1559,209 +1559,83 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return m_ScriptEngine.World.GetSimulatorVersion();
}
private Hashtable osdToHashtable(OSDMap map)
{
Hashtable result = new Hashtable();
foreach (KeyValuePair<string, OSD> item in map) {
result.Add(item.Key, osdToObject(item.Value));
}
return result;
}
private ArrayList osdToArray(OSDArray list)
{
ArrayList result = new ArrayList();
foreach ( OSD item in list ) {
result.Add(osdToObject(item));
}
return result;
}
private Object osdToObject(OSD decoded)
{
if ( decoded is OSDString ) {
return (string) decoded.AsString();
} else if ( decoded is OSDInteger ) {
return (int) decoded.AsInteger();
} else if ( decoded is OSDReal ) {
return (float) decoded.AsReal();
} else if ( decoded is OSDBoolean ) {
return (bool) decoded.AsBoolean();
} else if ( decoded is OSDMap ) {
return osdToHashtable((OSDMap) decoded);
} else if ( decoded is OSDArray ) {
return osdToArray((OSDArray) decoded);
} else {
return null;
}
}
public Object osParseJSONNew(string JSON)
{
CheckThreatLevel(ThreatLevel.None, "osParseJSON");
m_host.AddScriptLPS(1);
try
{
OSD decoded = OSDParser.DeserializeJson(JSON);
return osdToObject(decoded);
}
catch(Exception e)
{
OSSLError("osParseJSONNew: Problems decoding JSON string " + JSON + " : " + e.Message) ;
return null;
}
}
public Hashtable osParseJSON(string JSON)
{
CheckThreatLevel(ThreatLevel.None, "osParseJSON");
m_host.AddScriptLPS(1);
// see http://www.json.org/ for more details on JSON
string currentKey = null;
Stack objectStack = new Stack(); // objects in JSON can be nested so we need to keep a track of this
Hashtable jsondata = new Hashtable(); // the hashtable to be returned
int i = 0;
try
{
// iterate through the serialised stream of tokens and store at the right depth in the hashtable
// the top level hashtable may contain more nested hashtables within it each containing an objects representation
for (i = 0; i < JSON.Length; i++)
{
// m_log.Debug(""+JSON[i]);
switch (JSON[i])
{
case '{':
// create hashtable and add it to the stack or array if we are populating one, we can have a lot of nested objects in JSON
Hashtable currentObject = new Hashtable();
if (objectStack.Count == 0) // the stack should only be empty for the first outer object
{
objectStack.Push(jsondata);
}
else if (objectStack.Peek().ToString() == "System.Collections.ArrayList")
{
// add it to the parent array
((ArrayList)objectStack.Peek()).Add(currentObject);
objectStack.Push(currentObject);
}
else
{
// add it to the parent hashtable
((Hashtable)objectStack.Peek()).Add(currentKey,currentObject);
objectStack.Push(currentObject);
}
// clear the key
currentKey = null;
break;
case '}':
// pop the hashtable off the stack
objectStack.Pop();
break;
case '"':// string boundary
string tokenValue = "";
i++; // move to next char
// just loop through until the next quote mark storing the string, ignore quotes with pre-ceding \
while (JSON[i] != '"')
{
tokenValue += JSON[i];
// handle escaped double quotes \"
if (JSON[i] == '\\' && JSON[i+1] == '"')
{
tokenValue += JSON[i+1];
i++;
}
i++;
}
// ok we've got a string, if we've got an array on the top of the stack then we store it
if (objectStack.Peek().ToString() == "System.Collections.ArrayList")
{
((ArrayList)objectStack.Peek()).Add(tokenValue);
}
else if (currentKey == null) // no key stored and its not an array this must be a key so store it
{
currentKey = tokenValue;
}
else
{
// we have a key so lets store this value
((Hashtable)objectStack.Peek()).Add(currentKey,tokenValue);
// now lets clear the key, we're done with it and moving on
currentKey = null;
}
break;
case ':':// key : value separator
// just ignore
break;
case ' ':// spaces
// just ignore
break;
case '[': // array start
ArrayList currentArray = new ArrayList();
if (objectStack.Peek().ToString() == "System.Collections.ArrayList")
{
((ArrayList)objectStack.Peek()).Add(currentArray);
}
else
{
((Hashtable)objectStack.Peek()).Add(currentKey,currentArray);
// clear the key
currentKey = null;
}
objectStack.Push(currentArray);
break;
case ',':// seperator
// just ignore
break;
case ']'://Array end
// pop the array off the stack
objectStack.Pop();
break;
case 't': // we've found a character start not in quotes, it must be a boolean true
if (objectStack.Peek().ToString() == "System.Collections.ArrayList")
{
((ArrayList)objectStack.Peek()).Add(true);
}
else
{
((Hashtable)objectStack.Peek()).Add(currentKey,true);
currentKey = null;
}
//advance the counter to the letter 'e'
i = i + 3;
break;
case 'f': // we've found a character start not in quotes, it must be a boolean false
if (objectStack.Peek().ToString() == "System.Collections.ArrayList")
{
((ArrayList)objectStack.Peek()).Add(false);
}
else
{
((Hashtable)objectStack.Peek()).Add(currentKey,false);
currentKey = null;
}
//advance the counter to the letter 'e'
i = i + 4;
break;
case '\n':// carriage return
// just ignore
break;
case '\r':// carriage return
// just ignore
break;
default:
// ok here we're catching all numeric types int,double,long we might want to spit these up mr accurately
// but for now we'll just do them as strings
string numberValue = "";
// just loop through until the next known marker quote mark storing the string
while (JSON[i] != '"' && JSON[i] != ',' && JSON[i] != ']' && JSON[i] != '}' && JSON[i] != ' ')
{
numberValue += "" + JSON[i++];
}
i--; // we want to process this caracter that marked the end of this string in the main loop
// ok we've got a string, if we've got an array on the top of the stack then we store it
if (objectStack.Peek().ToString() == "System.Collections.ArrayList")
{
((ArrayList)objectStack.Peek()).Add(numberValue);
}
else
{
// we have a key so lets store this value
((Hashtable)objectStack.Peek()).Add(currentKey,numberValue);
// now lets clear the key, we're done with it and moving on
currentKey = null;
}
break;
}
Object decoded = osParseJSONNew(JSON);
if ( decoded is Hashtable ) {
return (Hashtable) decoded;
} else if ( decoded is ArrayList ) {
ArrayList decoded_list = (ArrayList) decoded;
Hashtable fakearray = new Hashtable();
int i = 0;
for ( i = 0; i < decoded_list.Count ; i++ ) {
fakearray.Add(i, decoded_list[i]);
}
return fakearray;
} else {
OSSLError("osParseJSON: unable to parse JSON string " + JSON);
return null;
}
catch(Exception)
{
OSSLError("osParseJSON: The JSON string is not valid " + JSON) ;
}
return jsondata;
}
/// <summary>

View File

@ -25,6 +25,7 @@
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections;
using OpenSim.Region.ScriptEngine.Interfaces;
@ -140,6 +141,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
string osGetScriptEngineName();
string osGetSimulatorVersion();
Object osParseJSONNew(string JSON);
Hashtable osParseJSON(string JSON);
void osMessageObject(key objectUUID,string message);

View File

@ -396,6 +396,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
{
return m_OSSL_Functions.osParseJSON(JSON);
}
public Object osParseJSONNew(string JSON)
{
return m_OSSL_Functions.osParseJSONNew(JSON);
}
public void osMessageObject(key objectUUID,string message)
{