Add new and updated script events
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0e16e0fb6a
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6baa13ab7a
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@ -184,10 +184,62 @@ namespace OpenSim.Region.Framework.Scenes
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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 event NewScript OnNewScript;
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public virtual void TriggerNewScript(UUID clientID, SceneObjectPart part, UUID itemID)
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{
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NewScript handlerNewScript = OnNewScript;
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if (handlerNewScript != null)
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{
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foreach (NewScript d in handlerNewScript.GetInvocationList())
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{
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try
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{
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d(clientID, part, itemID);
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}
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catch (Exception e)
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{
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m_log.ErrorFormat(
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"[EVENT MANAGER]: Delegate for TriggerNewScript failed - continuing. {0} {1}",
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e.Message, e.StackTrace);
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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 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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{
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UpdateScript handlerUpdateScript = OnUpdateScript;
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if (handlerUpdateScript != null)
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{
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foreach (UpdateScript d in handlerUpdateScript.GetInvocationList())
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{
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try
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{
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d(clientId, itemId, primId, isScriptRunning, newAssetID);
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}
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catch (Exception e)
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{
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m_log.ErrorFormat(
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"[EVENT MANAGER]: Delegate for TriggerUpdateScript failed - continuing. {0} {1}",
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e.Message, e.StackTrace);
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}
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}
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}
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}
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/// <summary>
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/// This is fired when a scene object property that a script might be interested in (such as color, scale or
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/// inventory) changes. Only enough information is sent for the LSL changed event
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/// (see http://lslwiki.net/lslwiki/wakka.php?wakka=changed)
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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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public event ScriptChangedEvent OnScriptChangedEvent;
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public delegate void ScriptChangedEvent(uint localID, uint change);
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@ -283,6 +283,10 @@ namespace OpenSim.Region.Framework.Scenes
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{
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remoteClient.SendAgentAlertMessage("Script saved", false);
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}
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// Tell anyone managing scripts that a script has been reloaded/changed
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EventManager.TriggerUpdateScript(remoteClient.AgentId, itemId, primId, isScriptRunning, item.AssetID);
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part.ParentGroup.ResumeScripts();
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return errors;
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}
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@ -1624,9 +1628,13 @@ namespace OpenSim.Region.Framework.Scenes
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// have state in inventory
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part.Inventory.CreateScriptInstance(copyID, 0, false, DefaultScriptEngine, 0);
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// tell anyone watching that there is a new script in town
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EventManager.TriggerNewScript(agentID, part, copyID);
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// m_log.InfoFormat("[PRIMINVENTORY]: " +
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// "Rezzed script {0} into prim local ID {1} for user {2}",
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// item.inventoryName, localID, remoteClient.Name);
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part.ParentGroup.ResumeScripts();
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return part;
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@ -1707,6 +1715,10 @@ namespace OpenSim.Region.Framework.Scenes
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part.Inventory.AddInventoryItem(taskItem, false);
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part.Inventory.CreateScriptInstance(taskItem, 0, false, DefaultScriptEngine, 0);
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// tell anyone managing scripts that a new script exists
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EventManager.TriggerNewScript(agentID, part, taskItem.ItemID);
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part.ParentGroup.ResumeScripts();
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return part;
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