OpenSimMirror/OpenSim/Region/ScriptEngine/DotNetEngine/Compiler/LSL/EventReaderRewriter.cs

489 lines
21 KiB
C#

/*
* 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 OpenSim 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.Collections.Generic;
using System.Text.RegularExpressions;
namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL
{
public static class EventReaderRewriter
{
public static string ReWriteScriptWithPublishedEventsCS(string Script)
{
Dictionary<string, scriptEvents> state_events = new Dictionary<string, scriptEvents>();
// Finds out which events are in the script and writes a method call with the events in each state_entry event
// Note the (?:)? block optional, and not returning a group. Less greedy then .*
string[] eventmatches = new string[0];
//Regex stateevents = new Regex(@"(public void )([^_]+)(_event_)([^\(]+)[\(\)]+\s+[^\{]\{");
eventmatches = Regex.Split(Script, @"public void\s([^_]+)_event_([^\(]+)\((?:[a-zA-Z0-9\s_,\.\-]+)?\)(?:[^\{]+)?\{", RegexOptions.Compiled | RegexOptions.Multiline | RegexOptions.Singleline | RegexOptions.IgnoreCase);
for (int pos = 0; pos < eventmatches.GetUpperBound(0); pos++)
{
pos++; // garbage
string statea = eventmatches[pos]; pos++;
string eventa = eventmatches[pos];
scriptEvents storedEventsForState = scriptEvents.None;
if (state_events.ContainsKey(statea))
{
storedEventsForState = state_events[statea];
state_events[statea] |= convertnametoFlag(eventa);
}
else
{
state_events.Add(statea, convertnametoFlag(eventa));
}
Console.WriteLine("State:" + statea + ", event: " + eventa);
}
Console.WriteLine("Matches:" + eventmatches.GetUpperBound(0));
// Add namespace, class name and inheritance
// Looking *ONLY* for state entry events
string scriptCopy = "";
//Only match State_Entry events now
// Note the whole regex is a group, then we have the state this entry belongs to.
eventmatches = Regex.Split(Script, @"(public void\s([^_]+)_event_state_entry[\(\)](?:[^\{]+)?\{)", RegexOptions.Compiled | RegexOptions.Multiline | RegexOptions.Singleline | RegexOptions.IgnoreCase);
int endloop = eventmatches.GetUpperBound(0);
// Add all the states to a list of
List<string> unUsedStates = new List<string>();
foreach (string state in state_events.Keys)
{
unUsedStates.Add(state);
}
// If endloop is 0, then there are no state entry events in the entire script.
// Stick a default state entry in there.
if (endloop == 0)
{
if (state_events.ContainsKey("default"))
{
scriptCopy = "public void default_event_state_entry() {osSetStateEvents((int)" + (int)state_events["default"] + "); } " + Script;
unUsedStates.Remove("default");
}
else
{
throw new Exception("You must define a default state. Compile failed. See LSL documentation for more details.");
}
}
// Loop over state entry events and rewrite the first line to define the events the state listens for.
for (int pos = 0; pos < endloop; pos++)
{
// Returns text before state entry match,
scriptCopy += eventmatches[pos]; pos++;
// Returns text of state entry match,
scriptCopy += eventmatches[pos]; pos++;
// Returns which state we're matching and writes a method call to the end of the above state_entry
scriptCopy += "osSetStateEvents((int)" + (int)state_events[eventmatches[pos]] + ");"; //pos++;
// Remove the state from the unused list. There might be more states matched then defined, so we
// check if the state was defined first
if (unUsedStates.Contains(eventmatches[pos]))
unUsedStates.Remove(eventmatches[pos]);
// adds the remainder of the script.
if ((pos + 1) == endloop)
{
pos++;
scriptCopy += eventmatches[pos++];
}
}
// states with missing state_entry blocks won't publish their events,
// so, to fix that we write a state entry with only the event publishing method for states missing a state_entry event
foreach (string state in unUsedStates)
{
// Write the remainder states out into a blank state entry with the event setting routine
scriptCopy = "public void " + state + "_event_state_entry() {tosSetStateEvents((int)" + (int)state_events[state] + ");} " + scriptCopy;
}
// save modified script.
unUsedStates.Clear();
state_events.Clear();
return scriptCopy;
}
public static string ReWriteScriptWithPublishedEventsJS(string Script)
{
Dictionary<string, scriptEvents> state_events = new Dictionary<string, scriptEvents>();
// Finds out which events are in the script and writes a method call with the events in each state_entry event
// Note the (?:)? block optional, and not returning a group. Less greedy then .*
string[] eventmatches = new string[0];
//Regex stateevents = new Regex(@"(public void )([^_]+)(_event_)([^\(]+)[\(\)]+\s+[^\{]\{");
eventmatches = Regex.Split(Script, @"function \s([^_]+)_event_([^\(]+)\((?:[a-zA-Z0-9\s_,\.\-]+)?\)(?:[^\{]+)?\{", RegexOptions.Compiled | RegexOptions.Multiline | RegexOptions.Singleline | RegexOptions.IgnoreCase);
for (int pos = 0; pos < eventmatches.GetUpperBound(0); pos++)
{
pos++; // garbage
string statea = eventmatches[pos]; pos++;
string eventa = eventmatches[pos];
scriptEvents storedEventsForState = scriptEvents.None;
if (state_events.ContainsKey(statea))
{
storedEventsForState = state_events[statea];
state_events[statea] |= convertnametoFlag(eventa);
}
else
{
state_events.Add(statea, convertnametoFlag(eventa));
}
Console.WriteLine("State:" + statea + ", event: " + eventa);
}
Console.WriteLine("Matches:" + eventmatches.GetUpperBound(0));
// Add namespace, class name and inheritance
// Looking *ONLY* for state entry events
string scriptCopy = "";
//Only match State_Entry events now
// Note the whole regex is a group, then we have the state this entry belongs to.
eventmatches = Regex.Split(Script, @"(function \s([^_]+)_event_state_entry[\(\)](?:[^\{]+)?\{)", RegexOptions.Compiled | RegexOptions.Multiline | RegexOptions.Singleline | RegexOptions.IgnoreCase);
int endloop = eventmatches.GetUpperBound(0);
// Add all the states to a list of
List<string> unUsedStates = new List<string>();
foreach (string state in state_events.Keys)
{
unUsedStates.Add(state);
}
// If endloop is 0, then there are no state entry events in the entire script.
// Stick a default state entry in there.
if (endloop == 0)
{
if (state_events.ContainsKey("default"))
{
scriptCopy = "function default_event_state_entry() {osSetStateEvents(" + (int)state_events["default"] + "); } " + Script;
unUsedStates.Remove("default");
}
else
{
throw new Exception("You must define a default state. Compile failed. See LSL documentation for more details.");
}
}
// Loop over state entry events and rewrite the first line to define the events the state listens for.
for (int pos = 0; pos < endloop; pos++)
{
// Returns text before state entry match,
scriptCopy += eventmatches[pos]; pos++;
// Returns text of state entry match,
scriptCopy += eventmatches[pos]; pos++;
// Returns which state we're matching and writes a method call to the end of the above state_entry
scriptCopy += "osSetStateEvents(" + (int)state_events[eventmatches[pos]] + ");"; //pos++;
// Remove the state from the unused list. There might be more states matched then defined, so we
// check if the state was defined first
if (unUsedStates.Contains(eventmatches[pos]))
unUsedStates.Remove(eventmatches[pos]);
// adds the remainder of the script.
if ((pos + 1) == endloop)
{
pos++;
scriptCopy += eventmatches[pos++];
}
}
// states with missing state_entry blocks won't publish their events,
// so, to fix that we write a state entry with only the event publishing method for states missing a state_entry event
foreach (string state in unUsedStates)
{
// Write the remainder states out into a blank state entry with the event setting routine
scriptCopy = "function " + state + "_event_state_entry() {tosSetStateEvents(" + (int)state_events[state] + ");} " + scriptCopy;
}
// save modified script.
unUsedStates.Clear();
state_events.Clear();
return scriptCopy;
}
public static string ReWriteScriptWithPublishedEventsVB(string Script)
{
Dictionary<string, scriptEvents> state_events = new Dictionary<string, scriptEvents>();
// Finds out which events are in the script and writes a method call with the events in each state_entry event
// Note the (?:)? block optional, and not returning a group. Less greedy then .*
string[] eventmatches = new string[0];
//Regex stateevents = new Regex(@"(public void )([^_]+)(_event_)([^\(]+)[\(\)]+\s+[^\{]\{");
eventmatches = Regex.Split(Script, @"Public Sub\s([^_]+)_event_([^\(]+)\((?:[a-zA-Z0-9\s_,\.\-]+)?\)(?:[^()])", RegexOptions.Compiled | RegexOptions.Multiline | RegexOptions.Singleline | RegexOptions.IgnoreCase);
for (int pos = 0; pos < eventmatches.GetUpperBound(0); pos++)
{
pos++; // garbage
string statea = eventmatches[pos]; pos++;
string eventa = eventmatches[pos];
scriptEvents storedEventsForState = scriptEvents.None;
if (state_events.ContainsKey(statea))
{
storedEventsForState = state_events[statea];
state_events[statea] |= convertnametoFlag(eventa);
}
else
{
state_events.Add(statea, convertnametoFlag(eventa));
}
Console.WriteLine("State:" + statea + ", event: " + eventa);
}
Console.WriteLine("Matches:" + eventmatches.GetUpperBound(0));
// Add namespace, class name and inheritance
// Looking *ONLY* for state entry events
string scriptCopy = "";
//Only match State_Entry events now
// Note the whole regex is a group, then we have the state this entry belongs to.
eventmatches = Regex.Split(Script, @"(Public Sub\s([^_]+)_event_state_entry(?:\s+)?\(\))", RegexOptions.Compiled | RegexOptions.Multiline | RegexOptions.Singleline | RegexOptions.IgnoreCase);
int endloop = eventmatches.GetUpperBound(0);
// Add all the states to a list of
List<string> unUsedStates = new List<string>();
foreach (string state in state_events.Keys)
{
unUsedStates.Add(state);
}
// If endloop is 0, then there are no state entry events in the entire script.
// Stick a default state entry in there.
if (endloop == 0)
{
if (state_events.ContainsKey("default"))
{
scriptCopy = "function default_event_state_entry() {osSetStateEvents(" + (int)state_events["default"] + "); } " + Script;
unUsedStates.Remove("default");
}
else
{
throw new Exception("You must define a default state. Compile failed. See LSL documentation for more details.");
}
}
// Loop over state entry events and rewrite the first line to define the events the state listens for.
for (int pos = 0; pos < endloop; pos++)
{
// Returns text before state entry match,
scriptCopy += eventmatches[pos]; pos++;
// Returns text of state entry match,
scriptCopy += eventmatches[pos]; pos++;
// Returns which state we're matching and writes a method call to the end of the above state_entry
scriptCopy += "osSetStateEvents(" + (int)state_events[eventmatches[pos]] + ");"; //pos++;
// Remove the state from the unused list. There might be more states matched then defined, so we
// check if the state was defined first
if (unUsedStates.Contains(eventmatches[pos]))
unUsedStates.Remove(eventmatches[pos]);
// adds the remainder of the script.
if ((pos + 1) == endloop)
{
pos++;
scriptCopy += eventmatches[pos++];
}
}
// states with missing state_entry blocks won't publish their events,
// so, to fix that we write a state entry with only the event publishing method for states missing a state_entry event
foreach (string state in unUsedStates)
{
// Write the remainder states out into a blank state entry with the event setting routine
scriptCopy = "function " + state + "_event_state_entry() {tosSetStateEvents(" + (int)state_events[state] + ");} " + scriptCopy;
}
// save modified script.
unUsedStates.Clear();
state_events.Clear();
return scriptCopy;
}
private static scriptEvents convertnametoFlag(string eventname)
{
switch (eventname)
{
case "attach":
return scriptEvents.attach;
//break;
// case "at_rot_target":
//return (long)scriptEvents.at_rot_target;
//break;
case "at_target":
return scriptEvents.at_target;
//break;
//case "changed":
//return (long)scriptEvents.changed;
//break;
case "collision":
return scriptEvents.collision;
// break;
case "collision_end":
return scriptEvents.collision_end;
//break;
case "collision_start":
return scriptEvents.collision_start;
// break;
case "control":
return scriptEvents.control;
//break;
case "dataserver":
return scriptEvents.dataserver;
// break;
case "email":
return scriptEvents.email;
// break;
case "http_response":
return scriptEvents.http_response;
// break;
case "land_collision":
return scriptEvents.land_collision;
// break;
case "land_collision_end":
return scriptEvents.land_collision_end;
// break;
case "land_collision_start":
return scriptEvents.land_collision_start;
// break;
//case "link_message":
//return scriptEvents.link_message;
// break;
case "listen":
return scriptEvents.listen;
// break;
case "money":
return scriptEvents.money;
// break;
case "moving_end":
return scriptEvents.moving_end;
// break;
case "moving_start":
return scriptEvents.moving_start;
// break;
case "not_at_rot_target":
return scriptEvents.not_at_rot_target;
// break;
case "not_at_target":
return scriptEvents.not_at_target;
// break;
// case "no_sensor":
//return (long)scriptEvents.no_sensor;
//break;
//case "on_rez":
//return (long)scriptEvents.on_rez;
// break;
case "remote_data":
return scriptEvents.remote_data;
// break;
case "run_time_permissions":
return scriptEvents.run_time_permissions;
// break;
//case "sensor":
//return (long)scriptEvents.sensor;
// break;
case "state_entry":
return scriptEvents.state_entry;
// break;
case "state_exit":
return scriptEvents.state_exit;
// break;
case "timer":
return scriptEvents.timer;
// break;
case "touch":
return scriptEvents.touch;
// break;
case "touch_end":
return scriptEvents.touch_end;
// break;
case "touch_start":
return scriptEvents.touch_start;
// break;
case "object_rez":
return scriptEvents.object_rez;
default:
return 0;
//break;
}
//return 0;
}
}
[Flags]
public enum scriptEvents : int
{
None = 0,
attach = 1,
collision = 15,
collision_end = 32,
collision_start = 64,
control = 128,
dataserver = 256,
email = 512,
http_response = 1024,
land_collision = 2048,
land_collision_end = 4096,
land_collision_start = 8192,
at_target = 16384,
listen = 32768,
money = 65536,
moving_end = 131072,
moving_start = 262144,
not_at_rot_target = 524288,
not_at_target = 1048576,
remote_data = 8388608,
run_time_permissions = 268435456,
state_entry = 1073741824,
state_exit = 2,
timer = 4,
touch = 8,
touch_end = 536870912,
touch_start = 2097152,
object_rez = 4194304
}
}