And another file
parent
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Environment.Modules.Avatar.Currency.SampleMoney;
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using OpenSim.Region.Environment;
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using OpenSim.Region.Interfaces;
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using OpenSim.Region;
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using OpenSim.Region.Environment.Scenes;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.ScriptEngine.Shared;
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namespace OpenSim.Region.ScriptEngine.DotNetEngine
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{
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/// <summary>
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/// Prepares events so they can be directly executed upon a script by EventQueueManager, then queues it.
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/// </summary>
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[Serializable]
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public class EventManager : iScriptEngineFunctionModule
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{
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//
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// Class is instanced in "ScriptEngine" and Uses "EventQueueManager" that is also instanced in "ScriptEngine".
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// This class needs a bit of explaining:
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//
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// This class it the link between an event inside OpenSim and the corresponding event in a user script being executed.
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//
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// For example when an user touches an object then the "myScriptEngine.World.EventManager.OnObjectGrab" event is fired inside OpenSim.
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// We hook up to this event and queue a touch_start in EventQueueManager with the proper LSL parameters.
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// It will then be delivered to the script by EventQueueManager.
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//
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// You can check debug C# dump of an LSL script if you need to verify what exact parameters are needed.
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//
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private ScriptEngine myScriptEngine;
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//public IScriptHost TEMP_OBJECT_ID;
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public EventManager(ScriptEngine _ScriptEngine, bool performHookUp)
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{
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myScriptEngine = _ScriptEngine;
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ReadConfig();
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if (performHookUp)
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{
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myScriptEngine.World.EventManager.OnRezScript += OnRezScript;
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}
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}
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public void HookUpEvents()
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{
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// Hook up to events from OpenSim
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// We may not want to do it because someone is controlling us and will deliver events to us
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myScriptEngine.Log.Info("[" + myScriptEngine.ScriptEngineName + "]: Hooking up to server events");
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myScriptEngine.World.EventManager.OnObjectGrab += touch_start;
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myScriptEngine.World.EventManager.OnObjectDeGrab += touch_end;
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myScriptEngine.World.EventManager.OnRemoveScript += OnRemoveScript;
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myScriptEngine.World.EventManager.OnScriptChangedEvent += changed;
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myScriptEngine.World.EventManager.OnScriptAtTargetEvent += at_target;
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myScriptEngine.World.EventManager.OnScriptNotAtTargetEvent += not_at_target;
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myScriptEngine.World.EventManager.OnScriptControlEvent += control;
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myScriptEngine.World.EventManager.OnScriptColliderStart += collision_start;
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myScriptEngine.World.EventManager.OnScriptColliding += collision;
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myScriptEngine.World.EventManager.OnScriptCollidingEnd += collision_end;
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// TODO: HOOK ALL EVENTS UP TO SERVER!
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IMoneyModule money=myScriptEngine.World.RequestModuleInterface<IMoneyModule>();
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if (money != null)
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{
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money.OnObjectPaid+=HandleObjectPaid;
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}
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}
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public void ReadConfig()
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{
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}
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private void HandleObjectPaid(UUID objectID, UUID agentID, int amount)
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{
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SceneObjectPart part=myScriptEngine.World.GetSceneObjectPart(objectID);
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if (part != null)
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{
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money(part.LocalId, agentID, amount);
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}
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}
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public void changed(uint localID, uint change)
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{
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// Add to queue for all scripts in localID, Object pass change.
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myScriptEngine.PostObjectEvent(localID, new EventParams(
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"changed",new object[] { new LSL_Types.LSLInteger(change) },
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new DetectParams[0]));
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}
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public void state_entry(uint localID)
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{
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// Add to queue for all scripts in ObjectID object
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myScriptEngine.PostObjectEvent(localID, new EventParams(
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"state_entry",new object[] { },
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new DetectParams[0]));
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}
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public void touch_start(uint localID, uint originalID, Vector3 offsetPos,
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IClientAPI remoteClient)
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{
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// Add to queue for all scripts in ObjectID object
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DetectParams[] det = new DetectParams[1];
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det[0] = new DetectParams();
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det[0].Key = remoteClient.AgentId;
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det[0].Populate(myScriptEngine.World);
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if (originalID == 0)
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{
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SceneObjectPart part = myScriptEngine.World.GetSceneObjectPart(localID);
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if (part == null)
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return;
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det[0].LinkNum = part.LinkNum;
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}
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else
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{
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SceneObjectPart originalPart = myScriptEngine.World.GetSceneObjectPart(originalID);
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det[0].LinkNum = originalPart.LinkNum;
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}
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myScriptEngine.PostObjectEvent(localID, new EventParams(
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"touch_start", new Object[] { new LSL_Types.LSLInteger(1) },
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det));
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}
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public void touch(uint localID, uint originalID, Vector3 offsetPos,
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IClientAPI remoteClient)
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{
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// Add to queue for all scripts in ObjectID object
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DetectParams[] det = new DetectParams[1];
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det[0] = new DetectParams();
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det[0].Key = remoteClient.AgentId;
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det[0].Populate(myScriptEngine.World);
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det[0].OffsetPos = new LSL_Types.Vector3(offsetPos.X,
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offsetPos.Y,
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offsetPos.Z);
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if (originalID == 0)
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{
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SceneObjectPart part = myScriptEngine.World.GetSceneObjectPart(localID);
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if (part == null)
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return;
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det[0].LinkNum = part.LinkNum;
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}
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else
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{
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SceneObjectPart originalPart = myScriptEngine.World.GetSceneObjectPart(originalID);
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det[0].LinkNum = originalPart.LinkNum;
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}
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myScriptEngine.PostObjectEvent(localID, new EventParams(
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"touch", new Object[] { new LSL_Types.LSLInteger(1) },
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det));
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}
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public void touch_end(uint localID, uint originalID, IClientAPI remoteClient)
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{
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// Add to queue for all scripts in ObjectID object
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DetectParams[] det = new DetectParams[1];
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det[0] = new DetectParams();
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det[0].Key = remoteClient.AgentId;
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det[0].Populate(myScriptEngine.World);
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if (originalID == 0)
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{
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SceneObjectPart part = myScriptEngine.World.GetSceneObjectPart(localID);
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if (part == null)
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return;
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det[0].LinkNum = part.LinkNum;
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}
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else
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{
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SceneObjectPart originalPart = myScriptEngine.World.GetSceneObjectPart(originalID);
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det[0].LinkNum = originalPart.LinkNum;
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}
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myScriptEngine.PostObjectEvent(localID, new EventParams(
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"touch_end", new Object[] { new LSL_Types.LSLInteger(1) },
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det));
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}
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public void OnRezScript(uint localID, UUID itemID, string script, int startParam, bool postOnRez, string engine)
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{
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List<IScriptModule> engines = new List<IScriptModule>(myScriptEngine.World.RequestModuleInterfaces<IScriptModule>());
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List<string> names = new List<string>();
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foreach (IScriptModule m in engines)
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names.Add(m.ScriptEngineName);
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int lineEnd = script.IndexOf('\n');
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if (lineEnd != 1)
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{
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string firstline = script.Substring(0, lineEnd).Trim();
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int colon = firstline.IndexOf(':');
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if (firstline.Length > 2 && firstline.Substring(0, 2) == "//" && colon != -1)
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{
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string engineName = firstline.Substring(2, colon-2);
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if (names.Contains(engineName))
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{
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engine = engineName;
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script = "//" + script.Substring(script.IndexOf(':')+1);
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}
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}
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}
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if (engine != myScriptEngine.ScriptEngineName)
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return;
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myScriptEngine.Log.Debug("OnRezScript localID: " + localID + " LLUID: " + itemID.ToString() + " Size: " +
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script.Length);
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myScriptEngine.m_ScriptManager.StartScript(localID, itemID, script, startParam, postOnRez);
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}
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public void OnRemoveScript(uint localID, UUID itemID)
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{
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myScriptEngine.Log.Debug("OnRemoveScript localID: " + localID + " LLUID: " + itemID.ToString());
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myScriptEngine.m_ScriptManager.StopScript(
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localID,
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itemID
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);
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}
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public void money(uint localID, UUID agentID, int amount)
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{
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myScriptEngine.PostObjectEvent(localID, new EventParams(
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"money", new object[] {
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new LSL_Types.LSLString(agentID.ToString()),
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new LSL_Types.LSLInteger(amount) },
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new DetectParams[0]));
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}
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// TODO: Replace placeholders below
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// NOTE! THE PARAMETERS FOR THESE FUNCTIONS ARE NOT CORRECT!
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// These needs to be hooked up to OpenSim during init of this class
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// then queued in EventQueueManager.
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// When queued in EventQueueManager they need to be LSL compatible (name and params)
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public void state_exit(uint localID)
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{
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myScriptEngine.PostObjectEvent(localID, new EventParams(
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"state_exit", new object[] { },
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new DetectParams[0]));
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}
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public void collision_start(uint localID, ColliderArgs col)
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{
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// Add to queue for all scripts in ObjectID object
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List<DetectParams> det = new List<DetectParams>();
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foreach (DetectedObject detobj in col.Colliders)
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{
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DetectParams d = new DetectParams();
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d.Key =detobj.keyUUID;
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d.Populate(myScriptEngine.World);
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det.Add(d);
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}
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if (det.Count > 0)
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myScriptEngine.PostObjectEvent(localID, new EventParams(
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"collision_start",
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new Object[] { new LSL_Types.LSLInteger(det.Count) },
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det.ToArray()));
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}
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public void collision(uint localID, ColliderArgs col)
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{
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// Add to queue for all scripts in ObjectID object
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List<DetectParams> det = new List<DetectParams>();
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foreach (DetectedObject detobj in col.Colliders)
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{
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DetectParams d = new DetectParams();
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d.Key =detobj.keyUUID;
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d.Populate(myScriptEngine.World);
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det.Add(d);
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}
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if (det.Count > 0)
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myScriptEngine.PostObjectEvent(localID, new EventParams(
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"collision", new Object[] { new LSL_Types.LSLInteger(det.Count) },
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det.ToArray()));
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}
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public void collision_end(uint localID, ColliderArgs col)
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{
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// Add to queue for all scripts in ObjectID object
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List<DetectParams> det = new List<DetectParams>();
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foreach (DetectedObject detobj in col.Colliders)
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{
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DetectParams d = new DetectParams();
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d.Key =detobj.keyUUID;
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d.Populate(myScriptEngine.World);
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det.Add(d);
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}
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if (det.Count > 0)
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myScriptEngine.PostObjectEvent(localID, new EventParams(
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"collision_end",
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new Object[] { new LSL_Types.LSLInteger(det.Count) },
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det.ToArray()));
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}
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public void land_collision_start(uint localID, UUID itemID)
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{
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myScriptEngine.PostObjectEvent(localID, new EventParams(
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"land_collision_start",
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new object[0],
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new DetectParams[0]));
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}
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public void land_collision(uint localID, UUID itemID)
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{
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myScriptEngine.PostObjectEvent(localID, new EventParams(
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"land_collision",
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new object[0],
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new DetectParams[0]));
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}
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public void land_collision_end(uint localID, UUID itemID)
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{
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myScriptEngine.PostObjectEvent(localID, new EventParams(
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"land_collision_end",
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new object[0],
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new DetectParams[0]));
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}
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// Handled by long commands
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public void timer(uint localID, UUID itemID)
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{
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}
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public void listen(uint localID, UUID itemID)
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{
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}
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public void control(uint localID, UUID itemID, UUID agentID, uint held, uint change)
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{
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if ((change == 0) && (myScriptEngine.m_EventQueueManager.CheckEeventQueueForEvent(localID,"control"))) return;
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myScriptEngine.PostObjectEvent(localID, new EventParams(
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"control",new object[] {
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new LSL_Types.LSLString(agentID.ToString()),
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new LSL_Types.LSLInteger(held),
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new LSL_Types.LSLInteger(change)},
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new DetectParams[0]));
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}
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public void email(uint localID, UUID itemID, string timeSent,
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string address, string subject, string message, int numLeft)
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{
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myScriptEngine.PostObjectEvent(localID, new EventParams(
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"email",new object[] {
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new LSL_Types.LSLString(timeSent),
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new LSL_Types.LSLString(address),
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new LSL_Types.LSLString(subject),
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new LSL_Types.LSLString(message),
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new LSL_Types.LSLInteger(numLeft)},
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new DetectParams[0]));
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}
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public void at_target(uint localID, uint handle, Vector3 targetpos,
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Vector3 atpos)
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{
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myScriptEngine.PostObjectEvent(localID, new EventParams(
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"at_target", new object[] {
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new LSL_Types.LSLInteger(handle),
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new LSL_Types.Vector3(targetpos.X,targetpos.Y,targetpos.Z),
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new LSL_Types.Vector3(atpos.X,atpos.Y,atpos.Z) },
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new DetectParams[0]));
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}
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public void not_at_target(uint localID)
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{
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myScriptEngine.PostObjectEvent(localID, new EventParams(
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"not_at_target",new object[0],
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new DetectParams[0]));
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}
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public void at_rot_target(uint localID, UUID itemID)
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{
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myScriptEngine.PostObjectEvent(localID, new EventParams(
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"at_rot_target",new object[0],
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new DetectParams[0]));
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}
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public void not_at_rot_target(uint localID, UUID itemID)
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{
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myScriptEngine.PostObjectEvent(localID, new EventParams(
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"not_at_rot_target",new object[0],
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new DetectParams[0]));
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}
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public void attach(uint localID, UUID itemID)
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{
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}
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public void dataserver(uint localID, UUID itemID)
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{
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}
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public void link_message(uint localID, UUID itemID)
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{
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}
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public void moving_start(uint localID, UUID itemID)
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{
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myScriptEngine.PostObjectEvent(localID, new EventParams(
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"moving_start",new object[0],
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new DetectParams[0]));
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}
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public void moving_end(uint localID, UUID itemID)
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{
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myScriptEngine.PostObjectEvent(localID, new EventParams(
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"moving_end",new object[0],
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new DetectParams[0]));
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}
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public void object_rez(uint localID, UUID itemID)
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{
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}
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public void remote_data(uint localID, UUID itemID)
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{
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}
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// Handled by long commands
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public void http_response(uint localID, UUID itemID)
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{
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}
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/// <summary>
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/// If set to true then threads and stuff should try to make a graceful exit
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/// </summary>
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public bool PleaseShutdown
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{
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get { return _PleaseShutdown; }
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set { _PleaseShutdown = value; }
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}
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private bool _PleaseShutdown = false;
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}
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}
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Loading…
Reference in New Issue