489 lines
21 KiB
C#
489 lines
21 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;
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using System.Collections.Generic;
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using System.Text.RegularExpressions;
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namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL
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{
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public static class EventReaderRewriter
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{
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public static string ReWriteScriptWithPublishedEventsCS(string Script)
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{
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Dictionary<string, scriptEvents> state_events = new Dictionary<string, scriptEvents>();
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// Finds out which events are in the script and writes a method call with the events in each state_entry event
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// Note the (?:)? block optional, and not returning a group. Less greedy then .*
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string[] eventmatches = new string[0];
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//Regex stateevents = new Regex(@"(public void )([^_]+)(_event_)([^\(]+)[\(\)]+\s+[^\{]\{");
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eventmatches = Regex.Split(Script, @"public void\s([^_]+)_event_([^\(]+)\((?:[a-zA-Z0-9\s_,\.\-]+)?\)(?:[^\{]+)?\{", RegexOptions.Compiled | RegexOptions.Multiline | RegexOptions.Singleline | RegexOptions.IgnoreCase);
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for (int pos = 0; pos < eventmatches.GetUpperBound(0); pos++)
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{
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pos++; // garbage
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string statea = eventmatches[pos]; pos++;
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string eventa = eventmatches[pos];
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scriptEvents storedEventsForState = scriptEvents.None;
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if (state_events.ContainsKey(statea))
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{
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storedEventsForState = state_events[statea];
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state_events[statea] |= convertnametoFlag(eventa);
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}
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else
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{
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state_events.Add(statea, convertnametoFlag(eventa));
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}
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Console.WriteLine("State:" + statea + ", event: " + eventa);
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}
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Console.WriteLine("Matches:" + eventmatches.GetUpperBound(0));
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// Add namespace, class name and inheritance
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// Looking *ONLY* for state entry events
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string scriptCopy = "";
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//Only match State_Entry events now
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// Note the whole regex is a group, then we have the state this entry belongs to.
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eventmatches = Regex.Split(Script, @"(public void\s([^_]+)_event_state_entry[\(\)](?:[^\{]+)?\{)", RegexOptions.Compiled | RegexOptions.Multiline | RegexOptions.Singleline | RegexOptions.IgnoreCase);
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int endloop = eventmatches.GetUpperBound(0);
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// Add all the states to a list of
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List<string> unUsedStates = new List<string>();
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foreach (string state in state_events.Keys)
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{
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unUsedStates.Add(state);
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}
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// If endloop is 0, then there are no state entry events in the entire script.
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// Stick a default state entry in there.
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if (endloop == 0)
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{
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if (state_events.ContainsKey("default"))
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{
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scriptCopy = "public void default_event_state_entry() {osSetStateEvents((int)" + (int)state_events["default"] + "); } " + Script;
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unUsedStates.Remove("default");
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}
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else
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{
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throw new Exception("You must define a default state. Compile failed. See LSL documentation for more details.");
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}
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}
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// Loop over state entry events and rewrite the first line to define the events the state listens for.
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for (int pos = 0; pos < endloop; pos++)
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{
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// Returns text before state entry match,
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scriptCopy += eventmatches[pos]; pos++;
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// Returns text of state entry match,
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scriptCopy += eventmatches[pos]; pos++;
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// Returns which state we're matching and writes a method call to the end of the above state_entry
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scriptCopy += "osSetStateEvents((int)" + (int)state_events[eventmatches[pos]] + ");"; //pos++;
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// Remove the state from the unused list. There might be more states matched then defined, so we
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// check if the state was defined first
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if (unUsedStates.Contains(eventmatches[pos]))
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unUsedStates.Remove(eventmatches[pos]);
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// adds the remainder of the script.
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if ((pos + 1) == endloop)
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{
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pos++;
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scriptCopy += eventmatches[pos++];
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}
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}
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// states with missing state_entry blocks won't publish their events,
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// so, to fix that we write a state entry with only the event publishing method for states missing a state_entry event
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foreach (string state in unUsedStates)
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{
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// Write the remainder states out into a blank state entry with the event setting routine
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scriptCopy = "public void " + state + "_event_state_entry() {tosSetStateEvents((int)" + (int)state_events[state] + ");} " + scriptCopy;
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}
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// save modified script.
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unUsedStates.Clear();
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state_events.Clear();
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return scriptCopy;
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}
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public static string ReWriteScriptWithPublishedEventsJS(string Script)
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{
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Dictionary<string, scriptEvents> state_events = new Dictionary<string, scriptEvents>();
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// Finds out which events are in the script and writes a method call with the events in each state_entry event
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// Note the (?:)? block optional, and not returning a group. Less greedy then .*
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string[] eventmatches = new string[0];
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//Regex stateevents = new Regex(@"(public void )([^_]+)(_event_)([^\(]+)[\(\)]+\s+[^\{]\{");
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eventmatches = Regex.Split(Script, @"function \s([^_]+)_event_([^\(]+)\((?:[a-zA-Z0-9\s_,\.\-]+)?\)(?:[^\{]+)?\{", RegexOptions.Compiled | RegexOptions.Multiline | RegexOptions.Singleline | RegexOptions.IgnoreCase);
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for (int pos = 0; pos < eventmatches.GetUpperBound(0); pos++)
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{
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pos++; // garbage
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string statea = eventmatches[pos]; pos++;
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string eventa = eventmatches[pos];
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scriptEvents storedEventsForState = scriptEvents.None;
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if (state_events.ContainsKey(statea))
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{
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storedEventsForState = state_events[statea];
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state_events[statea] |= convertnametoFlag(eventa);
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}
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else
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{
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state_events.Add(statea, convertnametoFlag(eventa));
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}
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Console.WriteLine("State:" + statea + ", event: " + eventa);
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}
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Console.WriteLine("Matches:" + eventmatches.GetUpperBound(0));
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// Add namespace, class name and inheritance
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// Looking *ONLY* for state entry events
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string scriptCopy = "";
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//Only match State_Entry events now
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// Note the whole regex is a group, then we have the state this entry belongs to.
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eventmatches = Regex.Split(Script, @"(function \s([^_]+)_event_state_entry[\(\)](?:[^\{]+)?\{)", RegexOptions.Compiled | RegexOptions.Multiline | RegexOptions.Singleline | RegexOptions.IgnoreCase);
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int endloop = eventmatches.GetUpperBound(0);
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// Add all the states to a list of
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List<string> unUsedStates = new List<string>();
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foreach (string state in state_events.Keys)
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{
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unUsedStates.Add(state);
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}
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// If endloop is 0, then there are no state entry events in the entire script.
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// Stick a default state entry in there.
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if (endloop == 0)
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{
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if (state_events.ContainsKey("default"))
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{
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scriptCopy = "function default_event_state_entry() {osSetStateEvents(" + (int)state_events["default"] + "); } " + Script;
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unUsedStates.Remove("default");
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}
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else
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{
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throw new Exception("You must define a default state. Compile failed. See LSL documentation for more details.");
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}
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}
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// Loop over state entry events and rewrite the first line to define the events the state listens for.
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for (int pos = 0; pos < endloop; pos++)
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{
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// Returns text before state entry match,
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scriptCopy += eventmatches[pos]; pos++;
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// Returns text of state entry match,
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scriptCopy += eventmatches[pos]; pos++;
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// Returns which state we're matching and writes a method call to the end of the above state_entry
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scriptCopy += "osSetStateEvents(" + (int)state_events[eventmatches[pos]] + ");"; //pos++;
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// Remove the state from the unused list. There might be more states matched then defined, so we
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// check if the state was defined first
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if (unUsedStates.Contains(eventmatches[pos]))
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unUsedStates.Remove(eventmatches[pos]);
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// adds the remainder of the script.
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if ((pos + 1) == endloop)
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{
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pos++;
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scriptCopy += eventmatches[pos++];
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}
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}
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// states with missing state_entry blocks won't publish their events,
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// so, to fix that we write a state entry with only the event publishing method for states missing a state_entry event
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foreach (string state in unUsedStates)
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{
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// Write the remainder states out into a blank state entry with the event setting routine
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scriptCopy = "function " + state + "_event_state_entry() {tosSetStateEvents(" + (int)state_events[state] + ");} " + scriptCopy;
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}
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// save modified script.
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unUsedStates.Clear();
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state_events.Clear();
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return scriptCopy;
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}
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public static string ReWriteScriptWithPublishedEventsVB(string Script)
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{
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Dictionary<string, scriptEvents> state_events = new Dictionary<string, scriptEvents>();
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// Finds out which events are in the script and writes a method call with the events in each state_entry event
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// Note the (?:)? block optional, and not returning a group. Less greedy then .*
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string[] eventmatches = new string[0];
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//Regex stateevents = new Regex(@"(public void )([^_]+)(_event_)([^\(]+)[\(\)]+\s+[^\{]\{");
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eventmatches = Regex.Split(Script, @"Public Sub\s([^_]+)_event_([^\(]+)\((?:[a-zA-Z0-9\s_,\.\-]+)?\)(?:[^()])", RegexOptions.Compiled | RegexOptions.Multiline | RegexOptions.Singleline | RegexOptions.IgnoreCase);
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for (int pos = 0; pos < eventmatches.GetUpperBound(0); pos++)
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{
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pos++; // garbage
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string statea = eventmatches[pos]; pos++;
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string eventa = eventmatches[pos];
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scriptEvents storedEventsForState = scriptEvents.None;
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if (state_events.ContainsKey(statea))
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{
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storedEventsForState = state_events[statea];
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state_events[statea] |= convertnametoFlag(eventa);
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}
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else
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{
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state_events.Add(statea, convertnametoFlag(eventa));
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}
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Console.WriteLine("State:" + statea + ", event: " + eventa);
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}
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Console.WriteLine("Matches:" + eventmatches.GetUpperBound(0));
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// Add namespace, class name and inheritance
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// Looking *ONLY* for state entry events
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string scriptCopy = "";
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//Only match State_Entry events now
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// Note the whole regex is a group, then we have the state this entry belongs to.
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eventmatches = Regex.Split(Script, @"(Public Sub\s([^_]+)_event_state_entry(?:\s+)?\(\))", RegexOptions.Compiled | RegexOptions.Multiline | RegexOptions.Singleline | RegexOptions.IgnoreCase);
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int endloop = eventmatches.GetUpperBound(0);
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// Add all the states to a list of
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List<string> unUsedStates = new List<string>();
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foreach (string state in state_events.Keys)
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{
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unUsedStates.Add(state);
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}
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// If endloop is 0, then there are no state entry events in the entire script.
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// Stick a default state entry in there.
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if (endloop == 0)
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{
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if (state_events.ContainsKey("default"))
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{
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scriptCopy = "function default_event_state_entry() {osSetStateEvents(" + (int)state_events["default"] + "); } " + Script;
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unUsedStates.Remove("default");
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}
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else
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{
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throw new Exception("You must define a default state. Compile failed. See LSL documentation for more details.");
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}
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}
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// Loop over state entry events and rewrite the first line to define the events the state listens for.
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for (int pos = 0; pos < endloop; pos++)
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{
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// Returns text before state entry match,
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scriptCopy += eventmatches[pos]; pos++;
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// Returns text of state entry match,
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scriptCopy += eventmatches[pos]; pos++;
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// Returns which state we're matching and writes a method call to the end of the above state_entry
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scriptCopy += "osSetStateEvents(" + (int)state_events[eventmatches[pos]] + ");"; //pos++;
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// Remove the state from the unused list. There might be more states matched then defined, so we
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// check if the state was defined first
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if (unUsedStates.Contains(eventmatches[pos]))
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unUsedStates.Remove(eventmatches[pos]);
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// adds the remainder of the script.
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if ((pos + 1) == endloop)
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{
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pos++;
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scriptCopy += eventmatches[pos++];
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}
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}
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// states with missing state_entry blocks won't publish their events,
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// so, to fix that we write a state entry with only the event publishing method for states missing a state_entry event
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foreach (string state in unUsedStates)
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{
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// Write the remainder states out into a blank state entry with the event setting routine
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scriptCopy = "function " + state + "_event_state_entry() {tosSetStateEvents(" + (int)state_events[state] + ");} " + scriptCopy;
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}
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// save modified script.
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unUsedStates.Clear();
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state_events.Clear();
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return scriptCopy;
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}
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private static scriptEvents convertnametoFlag(string eventname)
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{
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switch (eventname)
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{
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case "attach":
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return scriptEvents.attach;
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//break;
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// case "at_rot_target":
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//return (long)scriptEvents.at_rot_target;
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//break;
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case "at_target":
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return scriptEvents.at_target;
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//break;
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//case "changed":
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//return (long)scriptEvents.changed;
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//break;
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case "collision":
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return scriptEvents.collision;
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// break;
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case "collision_end":
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return scriptEvents.collision_end;
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//break;
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case "collision_start":
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return scriptEvents.collision_start;
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// break;
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case "control":
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return scriptEvents.control;
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//break;
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case "dataserver":
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return scriptEvents.dataserver;
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// break;
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case "email":
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return scriptEvents.email;
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// break;
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case "http_response":
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return scriptEvents.http_response;
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// break;
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case "land_collision":
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return scriptEvents.land_collision;
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// break;
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case "land_collision_end":
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return scriptEvents.land_collision_end;
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// break;
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case "land_collision_start":
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return scriptEvents.land_collision_start;
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// break;
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//case "link_message":
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//return scriptEvents.link_message;
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// break;
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case "listen":
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return scriptEvents.listen;
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// break;
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case "money":
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return scriptEvents.money;
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// break;
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case "moving_end":
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return scriptEvents.moving_end;
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// break;
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case "moving_start":
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return scriptEvents.moving_start;
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// break;
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case "not_at_rot_target":
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return scriptEvents.not_at_rot_target;
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// break;
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case "not_at_target":
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return scriptEvents.not_at_target;
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// break;
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// case "no_sensor":
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//return (long)scriptEvents.no_sensor;
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//break;
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//case "on_rez":
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//return (long)scriptEvents.on_rez;
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// break;
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case "remote_data":
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return scriptEvents.remote_data;
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// break;
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case "run_time_permissions":
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return scriptEvents.run_time_permissions;
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// break;
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//case "sensor":
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//return (long)scriptEvents.sensor;
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// break;
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case "state_entry":
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return scriptEvents.state_entry;
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// break;
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case "state_exit":
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return scriptEvents.state_exit;
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// break;
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case "timer":
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return scriptEvents.timer;
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// break;
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case "touch":
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return scriptEvents.touch;
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// break;
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case "touch_end":
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return scriptEvents.touch_end;
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// break;
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case "touch_start":
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return scriptEvents.touch_start;
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// break;
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case "object_rez":
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return scriptEvents.object_rez;
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default:
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return 0;
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//break;
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}
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//return 0;
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}
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}
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[Flags]
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public enum scriptEvents : int
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{
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None = 0,
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attach = 1,
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collision = 15,
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collision_end = 32,
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collision_start = 64,
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control = 128,
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dataserver = 256,
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email = 512,
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http_response = 1024,
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land_collision = 2048,
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land_collision_end = 4096,
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land_collision_start = 8192,
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at_target = 16384,
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listen = 32768,
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money = 65536,
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moving_end = 131072,
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moving_start = 262144,
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not_at_rot_target = 524288,
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not_at_target = 1048576,
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remote_data = 8388608,
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run_time_permissions = 268435456,
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state_entry = 1073741824,
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state_exit = 2,
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timer = 4,
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touch = 8,
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touch_end = 536870912,
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touch_start = 2097152,
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object_rez = 4194304
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}
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}
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