233 lines
7.6 KiB
C#
233 lines
7.6 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 OpenSimulator 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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using System;
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using System.Collections;
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using System.Collections.Generic;
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using OpenMetaverse;
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using log4net;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.ScriptEngine.Shared;
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using OpenSim.Region.ScriptEngine.Interfaces;
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namespace OpenSim.Region.ScriptEngine.Interfaces
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{
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public enum StateSource
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{
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RegionStart = 0,
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NewRez = 1,
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PrimCrossing = 2,
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ScriptedRez = 3,
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AttachedRez = 4,
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Teleporting = 5
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}
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public interface IScriptWorkItem
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{
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bool Cancel();
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void Abort();
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bool Wait(TimeSpan t);
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}
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/// <summary>
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/// Interface for interaction with a particular script instance
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/// </summary>
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public interface IScriptInstance
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{
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/// <summary>
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/// Debug level for this script instance.
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/// </summary>
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/// <remarks>
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/// Level == 0, no extra data is logged.
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/// Level >= 1, state changes are logged.
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/// Level >= 2, event firing is logged.
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/// <value>
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/// The debug level.
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/// </value>
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int DebugLevel { get; set; }
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/// <summary>
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/// Is the script currently running?
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/// </summary>
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bool Running { get; set; }
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/// <summary>
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/// Is the script suspended?
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/// </summary>
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bool Suspended { get; set; }
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/// <summary>
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/// Is the script shutting down?
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/// </summary>
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bool ShuttingDown { get; set; }
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/// <summary>
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/// Script state
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/// </summary>
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string State { get; set; }
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/// <summary>
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/// Time the script was last started
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/// </summary>
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DateTime TimeStarted { get; }
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/// <summary>
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/// Tick the last measurement period was started.
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/// </summary>
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long MeasurementPeriodTickStart { get; }
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/// <summary>
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/// Ticks spent executing in the last measurement period.
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/// </summary>
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long MeasurementPeriodExecutionTime { get; }
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/// <summary>
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/// Scene part in which this script instance is contained.
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/// </summary>
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SceneObjectPart Part { get; }
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IScriptEngine Engine { get; }
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UUID AppDomain { get; set; }
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string PrimName { get; }
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string ScriptName { get; }
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UUID ItemID { get; }
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UUID ObjectID { get; }
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/// <summary>
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/// UUID of the root object for the linkset that the script is in.
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/// </summary>
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UUID RootObjectID { get; }
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/// <summary>
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/// Local id of the root object for the linkset that the script is in.
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/// </summary>
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uint RootLocalID { get; }
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uint LocalID { get; }
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UUID AssetID { get; }
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/// <summary>
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/// Inventory item containing the script used.
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/// </summary>
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TaskInventoryItem ScriptTask { get; }
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Queue EventQueue { get; }
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/// <summary>
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/// Number of events queued for processing.
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/// </summary>
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long EventsQueued { get; }
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/// <summary>
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/// Number of events processed by this script instance.
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/// </summary>
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long EventsProcessed { get; }
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void ClearQueue();
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int StartParam { get; set; }
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void RemoveState();
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void Init();
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void Start();
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/// <summary>
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/// Stop the script instance.
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/// </summary>
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/// <remarks>
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/// This must not be called by a thread that is in the process of handling an event for this script. Otherwise
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/// there is a danger that it will self-abort and not complete the reset.
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/// </remarks>
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/// <param name="timeout"></param>
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/// How many milliseconds we will wait for an existing script event to finish before
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/// forcibly aborting that event.
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/// <returns>true if the script was successfully stopped, false otherwise</returns>
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bool Stop(int timeout);
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void SetState(string state);
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/// <summary>
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/// Post an event to this script instance.
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/// </summary>
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/// <param name="data"></param>
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void PostEvent(EventParams data);
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void Suspend();
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void Resume();
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/// <summary>
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/// Process the next event queued for this script instance.
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/// </summary>
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/// <returns></returns>
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object EventProcessor();
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int EventTime();
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/// <summary>
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/// Reset the script.
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/// </summary>
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/// <remarks>
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/// This must not be called by a thread that is in the process of handling an event for this script. Otherwise
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/// there is a danger that it will self-abort and not complete the reset. Such a thread must call
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/// ApiResetScript() instead.
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/// </remarks>
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/// <param name='timeout'>
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/// How many milliseconds we will wait for an existing script event to finish before
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/// forcibly aborting that event prior to script reset.
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/// </param>
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void ResetScript(int timeout);
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/// <summary>
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/// Reset the script.
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/// </summary>
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/// <remarks>
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/// This must not be called by any thread other than the one executing the scripts current event. This is
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/// because there is no wait or abort logic if another thread is in the middle of processing a script event.
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/// Such an external thread should use ResetScript() instead.
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/// </remarks>
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void ApiResetScript();
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Dictionary<string, object> GetVars();
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void SetVars(Dictionary<string, object> vars);
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DetectParams GetDetectParams(int idx);
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UUID GetDetectID(int idx);
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void SaveState(string assembly);
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void DestroyScriptInstance();
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IScriptApi GetApi(string name);
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Dictionary<KeyValuePair<int, int>, KeyValuePair<int, int>> LineMap
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{ get; set; }
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string GetAssemblyName();
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string GetXMLState();
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double MinEventDelay { set; }
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UUID RegionID { get; }
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}
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}
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