ScriptServer communication is ok. Script is creatd on onrez. But since it can not access Scene it sort of crashes right away ;)
Added some sample placeholders for implementing rest of LSL events.ThreadPoolClientBranch
parent
011abad053
commit
a993d0d335
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@ -49,8 +49,8 @@ namespace OpenSim.Grid.ScriptServer
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Console.WriteLine("APPLICATION EXCEPTION DETECTED");
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Console.WriteLine("");
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Console.WriteLine("Application is terminating: " + e.IsTerminating.ToString());
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Console.WriteLine("Exception:");
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Console.WriteLine(e.ExceptionObject.ToString());
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//Console.WriteLine("Exception:");
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//Console.WriteLine(e.ExceptionObject.ToString());
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}
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}
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}
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@ -27,6 +27,7 @@
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*/
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using System.IO;
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using libsecondlife;
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using OpenSim.Framework;
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using OpenSim.Framework.Console;
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using OpenSim.Grid.ScriptServer.ScriptServer;
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@ -46,6 +47,7 @@ namespace OpenSim.Grid.ScriptServer
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// TEMP
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public static ScriptServerInterfaces.ScriptEngine Engine;
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//public static FakeScene m_Scene = new FakeScene(null,null,null,null,null,null,null,null,null,false, false, false);
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// Objects we use
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internal RegionCommManager RegionScriptDaemon; // Listen for incoming from region
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@ -64,6 +66,8 @@ namespace OpenSim.Grid.ScriptServer
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// Load DotNetEngine
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Engine = ScriptEngines.LoadEngine("DotNetEngine");
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Engine.InitializeEngine(null, m_log, false);
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// Set up server
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//m_RemotingServer = new RemotingServer(listenPort, "DotNetEngine");
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@ -85,6 +89,11 @@ namespace OpenSim.Grid.ScriptServer
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m_log.Notice("SERVER", "Param " + i + ": " + p[i].ToString());
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}
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}
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if (Command == "OnRezScript")
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{
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Engine.EventManager().OnRezScript((uint)p[0], new LLUUID((string)p[1]), (string)p[2]);
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}
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}
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~ScriptServerMain()
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@ -1,5 +1,7 @@
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using libsecondlife;
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using OpenSim.Framework;
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using OpenSim.Framework.Console;
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using OpenSim.Region.Environment.Scenes;
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namespace OpenSim.Region.ScriptEngine.Common
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{
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@ -50,6 +52,7 @@ namespace OpenSim.Region.ScriptEngine.Common
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public interface ScriptEngine
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{
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RemoteEvents EventManager();
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void InitializeEngine(Scene Sceneworld, LogBase logger, bool DontHookUp);
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}
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}
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@ -2,6 +2,7 @@
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Text;
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using libsecondlife;
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using OpenSim.Region.ScriptEngine.Common.TRPC;
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namespace OpenSim.Region.ScriptEngine.Common
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@ -22,7 +23,11 @@ namespace OpenSim.Region.ScriptEngine.Common
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typeof(System.Int64),
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typeof(System.Double),
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typeof(System.Decimal),
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typeof(System.Array)
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typeof(System.Array),
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typeof(LLUUID),
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typeof(System.UInt16),
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typeof(System.UInt32),
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typeof(System.UInt64)
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};
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// TODO: Maybe we should move queue into TCPSocket so we won't have to keep one queue instance per connection
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@ -55,34 +55,30 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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private ScriptEngine myScriptEngine;
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//public IScriptHost TEMP_OBJECT_ID;
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public EventManager(ScriptEngine _ScriptEngine)
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public EventManager(ScriptEngine _ScriptEngine, bool performHookUp)
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{
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myScriptEngine = _ScriptEngine;
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// TODO: HOOK EVENTS UP TO SERVER!
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//myScriptEngine.m_logger.Verbose("ScriptEngine", "EventManager Start");
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// TODO: ADD SERVER HOOK TO LOAD A SCRIPT THROUGH myScriptEngine.ScriptManager
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// Hook up a test event to our test form
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myScriptEngine.Log.Verbose("ScriptEngine", "Hooking up to server events");
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myScriptEngine.World.EventManager.OnObjectGrab += touch_start;
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myScriptEngine.World.EventManager.OnRezScript += OnRezScript;
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myScriptEngine.World.EventManager.OnRemoveScript += OnRemoveScript;
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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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if (performHookUp)
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{
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myScriptEngine.Log.Verbose("ScriptEngine", "Hooking up to server events");
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myScriptEngine.World.EventManager.OnObjectGrab += touch_start;
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myScriptEngine.World.EventManager.OnRezScript += OnRezScript;
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myScriptEngine.World.EventManager.OnRemoveScript += OnRemoveScript;
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// TODO: HOOK ALL EVENTS UP TO SERVER!
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}
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}
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public void touch_start(uint localID, LLVector3 offsetPos, IClientAPI remoteClient)
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{
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// Add to queue for all scripts in ObjectID object
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//myScriptEngine.m_logger.Verbose("ScriptEngine", "EventManager Event: touch_start");
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//Console.WriteLine("touch_start localID: " + localID);
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myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "touch_start", new object[] {(int) 1});
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}
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public void OnRezScript(uint localID, LLUUID itemID, string script)
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{
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//myScriptEngine.myScriptManager.StartScript(
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// Path.Combine("ScriptEngines", "Default.lsl"),
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// new OpenSim.Region.Environment.Scenes.Scripting.NullScriptHost()
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//);
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Console.WriteLine("OnRezScript localID: " + localID + " LLUID: " + itemID.ToString() + " Size: " +
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script.Length);
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myScriptEngine.m_ScriptManager.StartScript(localID, itemID, script);
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@ -90,10 +86,6 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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public void OnRemoveScript(uint localID, LLUUID itemID)
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{
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//myScriptEngine.myScriptManager.StartScript(
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// Path.Combine("ScriptEngines", "Default.lsl"),
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// new OpenSim.Region.Environment.Scenes.Scripting.NullScriptHost()
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//);
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Console.WriteLine("OnRemoveScript localID: " + localID + " LLUID: " + itemID.ToString());
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myScriptEngine.m_ScriptManager.StopScript(
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localID,
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@ -102,134 +94,166 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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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_entry() { } //
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public void state_exit(uint localID, LLUUID itemID)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "state_exit");
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}
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//public void touch_start(uint localID, LLUUID itemID) { }
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public void touch(uint localID, LLUUID itemID)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "touch");
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}
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public void touch_end(uint localID, LLUUID itemID)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "touch_end");
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}
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public void collision_start(uint localID, LLUUID itemID)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "collision_start");
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}
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public void collision(uint localID, LLUUID itemID)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "collision");
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}
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public void collision_end(uint localID, LLUUID itemID)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "collision_end");
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}
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public void land_collision_start(uint localID, LLUUID itemID)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "land_collision_start");
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}
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public void land_collision(uint localID, LLUUID itemID)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "land_collision");
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}
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public void land_collision_end(uint localID, LLUUID itemID)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "land_collision_end");
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}
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// Handled by long commands
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public void timer(uint localID, LLUUID itemID)
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{
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//myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "");
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}
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public void listen(uint localID, LLUUID itemID)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "listen");
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}
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public void on_rez(uint localID, LLUUID itemID)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "on_rez");
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}
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public void sensor(uint localID, LLUUID itemID)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "sensor");
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}
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public void no_sensor(uint localID, LLUUID itemID)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "no_sensor");
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}
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public void control(uint localID, LLUUID itemID)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "control");
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}
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public void money(uint localID, LLUUID itemID)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "money");
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}
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public void email(uint localID, LLUUID itemID)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "email");
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}
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public void at_target(uint localID, LLUUID itemID)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "at_target");
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}
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public void not_at_target(uint localID, LLUUID itemID)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "not_at_target");
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}
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public void at_rot_target(uint localID, LLUUID itemID)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "at_rot_target");
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}
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public void not_at_rot_target(uint localID, LLUUID itemID)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "not_at_rot_target");
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}
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public void run_time_permissions(uint localID, LLUUID itemID)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "run_time_permissions");
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}
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public void changed(uint localID, LLUUID itemID)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "changed");
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}
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public void attach(uint localID, LLUUID itemID)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "attach");
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}
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public void dataserver(uint localID, LLUUID itemID)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "dataserver");
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}
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public void link_message(uint localID, LLUUID itemID)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "link_message");
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}
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public void moving_start(uint localID, LLUUID itemID)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "moving_start");
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}
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public void moving_end(uint localID, LLUUID itemID)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "moving_end");
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}
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public void object_rez(uint localID, LLUUID itemID)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "object_rez");
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}
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public void remote_data(uint localID, LLUUID itemID)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "remote_data");
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}
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// Handled by long commands
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public void http_response(uint localID, LLUUID itemID)
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{
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// myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "http_response");
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}
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}
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}
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@ -314,7 +314,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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/// <param name="localID"></param>
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/// <param name="FunctionName">Name of the function, will be state + "_event_" + FunctionName</param>
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/// <param name="param">Array of parameters to match event mask</param>
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public void AddToObjectQueue(uint localID, string FunctionName, object[] param)
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public void AddToObjectQueue(uint localID, string FunctionName, params object[] param)
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{
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// Determine all scripts in Object and add to their queue
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//myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Adding localID: " + localID + ", FunctionName: " + FunctionName);
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/// <param name="itemID"></param>
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/// <param name="FunctionName">Name of the function, will be state + "_event_" + FunctionName</param>
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/// <param name="param">Array of parameters to match event mask</param>
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public void AddToScriptQueue(uint localID, LLUUID itemID, string FunctionName, object[] param)
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public void AddToScriptQueue(uint localID, LLUUID itemID, string FunctionName, params object[] param)
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{
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lock (queueLock)
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{
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@ -202,6 +202,9 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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public void CheckHttpRequests()
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{
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if (m_ScriptEngine.World == null)
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return;
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IHttpRequests iHttpReq =
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m_ScriptEngine.World.RequestModuleInterface<IHttpRequests>();
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public void CheckXMLRPCRequests()
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{
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if (m_ScriptEngine.World == null)
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return;
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IXMLRPC xmlrpc = m_ScriptEngine.World.RequestModuleInterface<IXMLRPC>();
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if (xmlrpc != null)
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public void CheckListeners()
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{
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if (m_ScriptEngine.World == null)
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return;
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IWorldComm comms = m_ScriptEngine.World.RequestModuleInterface<IWorldComm>();
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while (comms.HasMessages())
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@ -62,7 +62,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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get { return m_log; }
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}
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public void InitializeEngine(Scene Sceneworld, LogBase logger)
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public void InitializeEngine(Scene Sceneworld, LogBase logger, bool HookUpToServer)
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{
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World = Sceneworld;
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m_log = logger;
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// Create all objects we'll be using
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m_EventQueueManager = new EventQueueManager(this);
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m_EventManager = new EventManager(this);
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m_EventManager = new EventManager(this, HookUpToServer);
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m_ScriptManager = new ScriptManager(this);
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m_AppDomainManager = new AppDomainManager();
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m_LSLLongCmdHandler = new LSLLongCmdHandler(this);
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public void Initialise(Scene scene, IConfigSource config)
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{
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InitializeEngine(scene, MainLog.Instance);
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InitializeEngine(scene, MainLog.Instance, true);
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}
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public void PostInitialise()
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@ -87,7 +87,7 @@ namespace OpenSim.Region.ScriptEngine.RemoteServer
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myScriptEngine.Log.Verbose("RemoteEngine", "Creating new script (with connection)");
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// Temp for now: We have one connection only - this is hardcoded in myScriptServerID
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RPC.SendCommand(myScriptServerID, "OnRezScript", script);
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RPC.SendCommand(myScriptServerID, "OnRezScript", localID, itemID.ToString(), script);
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//ScriptServerInterfaces.ServerRemotingObject obj = myScriptEngine.m_RemoteServer.Connect("localhost", 1234);
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//remoteScript.Add(localID, obj);
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public void touch_start(uint localID, LLVector3 offsetPos, IClientAPI remoteClient)
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{
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//remoteScript[localID].Events.touch_start(localID, offsetPos, remoteClient);
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RPC.SendCommand(myScriptServerID, "touch_start", offsetPos, "How to transfer IClientAPI?");
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}
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