/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.IO; using System.Threading; using System.Collections; using System.Collections.Generic; using System.Runtime.Serialization; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.CoreModules; using OpenSim.Region.Framework.Scenes; using OpenSim.Services.Interfaces; using OpenSim.Region.Framework.Interfaces; namespace OpenSim.Region.ScriptEngine.Shared { [Serializable] public class EventAbortException : Exception { public EventAbortException() { } protected EventAbortException( SerializationInfo info, StreamingContext context) { } } [Serializable] public class SelfDeleteException : Exception { public SelfDeleteException() { } protected SelfDeleteException( SerializationInfo info, StreamingContext context) { } } [Serializable] public class ScriptDeleteException : Exception { public ScriptDeleteException() { } protected ScriptDeleteException( SerializationInfo info, StreamingContext context) { } } /// /// Used to signal when the script is stopping in co-operation with the script engine /// (instead of through Thread.Abort()). /// [Serializable] public class ScriptCoopStopException : Exception { public ScriptCoopStopException() { } protected ScriptCoopStopException( SerializationInfo info, StreamingContext context) { } } public class DetectParams { public const int AGENT = 1; public const int ACTIVE = 2; public const int PASSIVE = 4; public const int SCRIPTED = 8; public const int OS_NPC = 0x01000000; public DetectParams() { Key = UUID.Zero; OffsetPos = new LSL_Types.Vector3(); LinkNum = 0; Group = UUID.Zero; Name = String.Empty; Owner = UUID.Zero; Position = new LSL_Types.Vector3(); Rotation = new LSL_Types.Quaternion(); Type = 0; Velocity = new LSL_Types.Vector3(); initializeSurfaceTouch(); } public UUID Key; public LSL_Types.Vector3 OffsetPos; public int LinkNum; public UUID Group; public string Name; public UUID Owner; public LSL_Types.Vector3 Position; public LSL_Types.Quaternion Rotation; public int Type; public LSL_Types.Vector3 Velocity; private LSL_Types.Vector3 touchST; public LSL_Types.Vector3 TouchST { get { return touchST; } } private LSL_Types.Vector3 touchNormal; public LSL_Types.Vector3 TouchNormal { get { return touchNormal; } } private LSL_Types.Vector3 touchBinormal; public LSL_Types.Vector3 TouchBinormal { get { return touchBinormal; } } private LSL_Types.Vector3 touchPos; public LSL_Types.Vector3 TouchPos { get { return touchPos; } } private LSL_Types.Vector3 touchUV; public LSL_Types.Vector3 TouchUV { get { return touchUV; } } private int touchFace; public int TouchFace { get { return touchFace; } } // This can be done in two places including the constructor // so be carefull what gets added here private void initializeSurfaceTouch() { touchST = new LSL_Types.Vector3(-1.0, -1.0, 0.0); touchNormal = new LSL_Types.Vector3(); touchBinormal = new LSL_Types.Vector3(); touchPos = new LSL_Types.Vector3(); touchUV = new LSL_Types.Vector3(-1.0, -1.0, 0.0); touchFace = -1; } /* * Set up the surface touch detected values */ public SurfaceTouchEventArgs SurfaceTouchArgs { set { if (value == null) { // Initialise to defaults if no value initializeSurfaceTouch(); } else { // Set the values from the touch data provided by the client touchST = new LSL_Types.Vector3(value.STCoord); touchUV = new LSL_Types.Vector3(value.UVCoord); touchNormal = new LSL_Types.Vector3(value.Normal); touchBinormal = new LSL_Types.Vector3(value.Binormal); touchPos = new LSL_Types.Vector3(value.Position); touchFace = value.FaceIndex; } } } public void Populate(Scene scene) { SceneObjectPart part = scene.GetSceneObjectPart(Key); if (part == null) // Avatar, maybe? { ScenePresence presence = scene.GetScenePresence(Key); if (presence == null) return; Name = presence.Firstname + " " + presence.Lastname; Owner = Key; Position = new LSL_Types.Vector3(presence.AbsolutePosition); Rotation = new LSL_Types.Quaternion( presence.Rotation.X, presence.Rotation.Y, presence.Rotation.Z, presence.Rotation.W); Velocity = new LSL_Types.Vector3(presence.Velocity); Type = 0x01; // Avatar if (presence.PresenceType == PresenceType.Npc) Type = 0x20; if (presence.Velocity != Vector3.Zero) Type |= ACTIVE; Group = presence.ControllingClient.ActiveGroupId; return; } part = part.ParentGroup.RootPart; // We detect objects only LinkNum = 0; // Not relevant Group = part.GroupID; Name = part.Name; Owner = part.OwnerID; if (part.Velocity == Vector3.Zero) Type = PASSIVE; else Type = ACTIVE; foreach (SceneObjectPart p in part.ParentGroup.Parts) { if (p.Inventory.ContainsScripts()) { Type |= SCRIPTED; // Scripted break; } } Position = new LSL_Types.Vector3(part.AbsolutePosition); Quaternion wr = part.ParentGroup.GroupRotation; Rotation = new LSL_Types.Quaternion(wr.X, wr.Y, wr.Z, wr.W); Velocity = new LSL_Types.Vector3(part.Velocity); } public void Populate(Scene scene, DetectedObject obj) { if(obj.keyUUID == UUID.Zero) // land { Position = new LSL_Types.Vector3(obj.posVector); Rotation.s = 1.0; return; } if((obj.colliderType & 0x21) != 0) // avatar or npc { ScenePresence presence = scene.GetScenePresence(obj.keyUUID); if (presence == null) return; Name = obj.nameStr; Key = obj.keyUUID; Owner = obj.ownerUUID; Group = obj.groupUUID; Position = new LSL_Types.Vector3(obj.posVector); Rotation = new LSL_Types.Quaternion(obj.rotQuat); Velocity = new LSL_Types.Vector3(obj.velVector); LinkNum = obj.linkNumber; Type = obj.colliderType; return; } SceneObjectPart part = scene.GetSceneObjectPart(obj.keyUUID); if(part == null) return; Name = obj.nameStr; Key = obj.keyUUID; Owner = obj.ownerUUID; Group = obj.groupUUID; Position = new LSL_Types.Vector3(obj.posVector); Rotation = new LSL_Types.Quaternion(obj.rotQuat); Velocity = new LSL_Types.Vector3(obj.velVector); LinkNum = obj.linkNumber; if(obj.velVector == Vector3.Zero) Type = 4; else Type = 2; part = part.ParentGroup.RootPart; foreach (SceneObjectPart p in part.ParentGroup.Parts) { if (p.Inventory.ContainsScripts()) { // at sl a physical prim is active also if has active scripts // assuming all scripts are in run state to save time if((part.Flags & PrimFlags.Physics) != 0 ) Type = 10; // script + active else Type |= SCRIPTED; // Scripted break; } } } } /// /// Holds all the data required to execute a scripting event. /// public class EventParams { public EventParams(string eventName, Object[] eventParams, DetectParams[] detectParams) { EventName = eventName; Params = eventParams; DetectParams = detectParams; } public string EventName; public Object[] Params; public DetectParams[] DetectParams; } }