66 lines
2.7 KiB
C#
66 lines
2.7 KiB
C#
/*
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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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using System.Collections.Generic;
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using OpenSim.Framework.Console;
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namespace OpenSim.Grid.ScriptServer
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{
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internal class ScriptEngineManager
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{
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private LogBase m_log;
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private ScriptEngineLoader ScriptEngineLoader;
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private List<ScriptEngineInterface> scriptEngines = new List<ScriptEngineInterface>();
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private ScriptServerMain m_ScriptServerMain;
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// Initialize
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public ScriptEngineManager(ScriptServerMain scm, LogBase logger)
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{
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m_ScriptServerMain = scm;
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m_log = logger;
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ScriptEngineLoader = new ScriptEngineLoader(m_log);
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// Temp - we should not load during initialize... Loading should be done later.
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LoadEngine("DotNetScriptEngine");
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}
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~ScriptEngineManager()
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{
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}
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public void LoadEngine(string engineName)
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{
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// Load and add to list of ScriptEngines
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ScriptEngineInterface sei = ScriptEngineLoader.LoadScriptEngine(engineName);
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if (sei != null)
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{
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scriptEngines.Add(sei);
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}
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}
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}
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} |