Added ScriptEngine.RemoteServer module
parent
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commit
c084c54fb5
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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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*/
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/* Original code: Tedd Hansen */
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namespace OpenSim.Region.ScriptEngine.RemoteServer
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{
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public static class Common
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{
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public static bool debug = true;
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public static ScriptEngine mySE;
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// This class just contains some static log stuff used for debugging.
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//public delegate void SendToDebugEventDelegate(string Message);
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//public delegate void SendToLogEventDelegate(string Message);
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//static public event SendToDebugEventDelegate SendToDebugEvent;
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//static public event SendToLogEventDelegate SendToLogEvent;
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public static void SendToDebug(string Message)
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{
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//if (Debug == true)
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mySE.Log.Verbose("ScriptEngine", "Debug: " + Message);
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//SendToDebugEvent("\r\n" + DateTime.Now.ToString("[HH:mm:ss] ") + Message);
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}
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public static void SendToLog(string Message)
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{
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//if (Debug == true)
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mySE.Log.Verbose("ScriptEngine", "LOG: " + Message);
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//SendToLogEvent("\r\n" + DateTime.Now.ToString("[HH:mm:ss] ") + Message);
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}
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}
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}
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@ -0,0 +1,226 @@
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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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*/
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/* Original code: Tedd Hansen */
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using System;
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using libsecondlife;
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using OpenSim.Framework;
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namespace OpenSim.Region.ScriptEngine.RemoteServer
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{
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/// <summary>
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/// </summary>
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[Serializable]
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internal class EventManager
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{
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System.Collections.Generic.Dictionary<uint, EventManager> remoteScript = new System.Collections.Generic.Dictionary<uint, EventManager>();
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private ScriptEngine myScriptEngine;
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public EventManager(ScriptEngine _ScriptEngine)
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{
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myScriptEngine = _ScriptEngine;
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myScriptEngine.Log.Verbose("RemoteEngine", "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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}
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public void touch_start(uint localID, LLVector3 offsetPos, IClientAPI remoteClient)
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{
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remoteScript[localID].touch_start(localID, offsetPos, remoteClient);
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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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remoteScript[localID].OnRezScript(localID, itemID, script);
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}
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public void OnRemoveScript(uint localID, LLUUID itemID)
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{
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remoteScript[localID].OnRemoveScript(localID, itemID);
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}
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public void state_exit(uint localID, LLUUID itemID)
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{
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remoteScript[localID].state_exit(localID, itemID);
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}
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public void touch(uint localID, LLUUID itemID)
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{
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remoteScript[localID].touch(localID, itemID);
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}
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public void touch_end(uint localID, LLUUID itemID)
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{
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remoteScript[localID].touch_end(localID, itemID);
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}
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public void collision_start(uint localID, LLUUID itemID)
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{
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remoteScript[localID].collision_start(localID, itemID);
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}
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public void collision(uint localID, LLUUID itemID)
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{
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remoteScript[localID].collision(localID, itemID);
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}
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public void collision_end(uint localID, LLUUID itemID)
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{
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remoteScript[localID].collision_end(localID, itemID);
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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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remoteScript[localID].land_collision_start(localID, itemID);
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}
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public void land_collision(uint localID, LLUUID itemID)
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{
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remoteScript[localID].land_collision(localID, itemID);
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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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remoteScript[localID].land_collision_end(localID, itemID);
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}
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public void timer(uint localID, LLUUID itemID)
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{
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remoteScript[localID].timer(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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remoteScript[localID].listen(localID, itemID);
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}
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public void on_rez(uint localID, LLUUID itemID)
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{
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remoteScript[localID].on_rez(localID, itemID);
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}
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public void sensor(uint localID, LLUUID itemID)
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{
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remoteScript[localID].sensor(localID, itemID);
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}
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public void no_sensor(uint localID, LLUUID itemID)
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{
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remoteScript[localID].no_sensor(localID, itemID);
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}
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public void control(uint localID, LLUUID itemID)
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{
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remoteScript[localID].control(localID, itemID);
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}
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public void money(uint localID, LLUUID itemID)
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{
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remoteScript[localID].money(localID, itemID);
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}
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public void email(uint localID, LLUUID itemID)
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{
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remoteScript[localID].email(localID, itemID);
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}
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public void at_target(uint localID, LLUUID itemID)
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{
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remoteScript[localID].at_target(localID, itemID);
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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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remoteScript[localID].not_at_target(localID, itemID);
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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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remoteScript[localID].at_rot_target(localID, itemID);
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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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remoteScript[localID].not_at_rot_target(localID, itemID);
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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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remoteScript[localID].run_time_permissions(localID, itemID);
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}
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public void changed(uint localID, LLUUID itemID)
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{
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remoteScript[localID].changed(localID, itemID);
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}
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public void attach(uint localID, LLUUID itemID)
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{
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remoteScript[localID].attach(localID, itemID);
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}
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public void dataserver(uint localID, LLUUID itemID)
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{
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remoteScript[localID].dataserver(localID, itemID);
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}
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public void link_message(uint localID, LLUUID itemID)
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{
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remoteScript[localID].link_message(localID, itemID);
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}
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public void moving_start(uint localID, LLUUID itemID)
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{
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remoteScript[localID].moving_start(localID, itemID);
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}
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public void moving_end(uint localID, LLUUID itemID)
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{
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remoteScript[localID].moving_end(localID, itemID);
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}
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public void object_rez(uint localID, LLUUID itemID)
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{
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remoteScript[localID].object_rez(localID, itemID);
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}
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public void remote_data(uint localID, LLUUID itemID)
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{
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remoteScript[localID].remote_data(localID, itemID);
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}
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public void http_response(uint localID, LLUUID itemID)
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{
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remoteScript[localID].http_response(localID, itemID);
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}
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}
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}
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using System.Reflection;
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using System.Runtime.InteropServices;
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// General Information about an assembly is controlled through the following
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// set of attributes. Change these attribute values to modify the information
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// associated with an assembly.
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[assembly : AssemblyTitle("OpenSim.Region.ScriptEngine.RemoteServer")]
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[assembly : AssemblyDescription("")]
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[assembly : AssemblyConfiguration("")]
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[assembly : AssemblyCompany("")]
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[assembly : AssemblyProduct("OpenSim.Region.ScriptEngine.RemoteServer")]
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[assembly : AssemblyCopyright("Copyright © 2007")]
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[assembly : AssemblyTrademark("")]
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[assembly : AssemblyCulture("")]
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// Setting ComVisible to false makes the types in this assembly not visible
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// to COM components. If you need to access a type in this assembly from
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// COM, set the ComVisible attribute to true on that type.
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[assembly : ComVisible(false)]
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// The following GUID is for the ID of the typelib if this project is exposed to COM
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[assembly : Guid("2842257e-6fde-4460-9368-4cde57fa9cc4")]
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// Version information for an assembly consists of the following four values:
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//
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// Major Version
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// Minor Version
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// Build Number
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// Revision
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//
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// You can specify all the values or you can default the Revision and Build Numbers
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// by using the '*' as shown below:
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[assembly : AssemblyVersion("1.0.0.0")]
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[assembly : AssemblyFileVersion("1.0.0.0")]
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@ -0,0 +1,103 @@
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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
|
||||
* 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
|
||||
* 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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*/
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/* Original code: Tedd Hansen */
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using System;
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using Nini.Config;
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using OpenSim.Framework.Console;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Scenes;
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namespace OpenSim.Region.ScriptEngine.RemoteServer
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{
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/// <summary>
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/// This is the root object for ScriptEngine. Objects access each other trough this class.
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/// </summary>
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///
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[Serializable]
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public class ScriptEngine : IRegionModule
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{
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internal Scene World;
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internal EventManager m_EventManager; // Handles and queues incoming events from OpenSim
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private LogBase m_log;
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public ScriptEngine()
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{
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Common.mySE = this;
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}
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public LogBase Log
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{
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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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{
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World = Sceneworld;
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m_log = logger;
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Log.Verbose("ScriptEngine", "RemoteEngine (Remote Script Server) initializing");
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// Create all objects we'll be using
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m_EventManager = new EventManager(this);
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}
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public void Shutdown()
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{
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// We are shutting down
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}
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#region IRegionModule
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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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}
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public void PostInitialise()
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{
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}
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public void Close()
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{
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}
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public string Name
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{
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get { return "LSLScriptingModule"; }
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}
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public bool IsSharedModule
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{
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get { return false; }
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}
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#endregion
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}
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}
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prebuild.xml
33
prebuild.xml
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</Files>
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</Project>
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<Project name="OpenSim.Region.ScriptEngine.RemoteServer" path="OpenSim/Region/ScriptEngine/RemoteServer" type="Library">
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<Configuration name="Debug">
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<Options>
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<OutputPath>../../../../bin/ScriptEngines/</OutputPath>
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</Options>
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</Configuration>
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<Configuration name="Release">
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<Options>
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<OutputPath>../../../../bin/ScriptEngines/</OutputPath>
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</Options>
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</Configuration>
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<ReferencePath>../../../../bin/</ReferencePath>
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<ReferencePath>../../../../bin/ScriptEngines/</ReferencePath>
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<Reference name="System" localCopy="false"/>
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<Reference name="System.Data" localCopy="false"/>
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<Reference name="System.Xml" localCopy="false"/>
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<Reference name="System.Runtime.Remoting" localCopy="false"/>
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<Reference name="OpenSim.Region.Environment" />
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<Reference name="libsecondlife.dll"/>
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<Reference name="RAIL.dll"/>
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<Reference name="OpenSim.Framework"/>
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<Reference name="OpenSim.Framework.Console"/>
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<Reference name="OpenSim.Region.ScriptEngine.Common"/>
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<Reference name="OpenSim.Region.Terrain.BasicTerrain"/>
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<Reference name="Axiom.MathLib.dll" localCopy="false"/>
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<Reference name="Nini.dll" />
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<Files>
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<Match pattern="*.cs" recurse="true"/>
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</Files>
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</Project>
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<Project name="OpenSim.Grid.ScriptServer" path="OpenSim/Grid/ScriptServer" type="Exe">
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