263 lines
		
	
	
		
			9.5 KiB
		
	
	
	
		
			C#
		
	
	
			
		
		
	
	
			263 lines
		
	
	
		
			9.5 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;
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| using System.Collections.Generic;
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| using System.Runtime.Remoting.Lifetime;
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| using System.Text;
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| using System.Threading;
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| using Nini.Config;
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| using OpenMetaverse;
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| using OpenMetaverse.Packets;
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| using OpenSim.Framework;
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| using OpenSim.Framework.Communications.Cache;
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| using OpenSim.Region.Environment;
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| using OpenSim.Region.Interfaces;
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| using OpenSim.Region.Environment.Interfaces;
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| using OpenSim.Region.Environment.Modules.Avatar.Currency.SampleMoney;
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| using OpenSim.Region.Environment.Modules.World.Land;
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| using OpenSim.Region.Environment.Scenes;
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| using OpenSim.Region.Physics.Manager;
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| using OpenSim.Region.ScriptEngine.Common.ScriptEngineBase;
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| using OpenSim.Region.ScriptEngine.Shared;
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| using OpenSim.Region.ScriptEngine.Shared.Api;
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| 
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| using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
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| using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
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| using LSL_Key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
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| using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
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| using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
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| using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
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| using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
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| 
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| namespace OpenSim.Region.ScriptEngine.Common
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| {
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|     /// <summary>
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|     /// Contains all LSL ll-functions. This class will be in Default AppDomain.
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|     /// </summary>
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|     public class LSL_BuiltIn_Commands : LSL_Api_Base, LSL_BuiltIn_Commands_Interface
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|     {
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| //        private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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| 
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|         internal ScriptEngineBase.ScriptEngine m_ScriptEngineDirect;
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| 
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|         public LSL_BuiltIn_Commands(ScriptEngineBase.ScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID)
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|         {
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|             m_ScriptEngineDirect = ScriptEngine;
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|             m_ScriptEngine = ScriptEngine;
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|             m_host = host;
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|             m_localID = localID;
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|             m_itemID = itemID;
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| 
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|             AsyncCommands = new AsyncCommandManager(m_ScriptEngine);
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| 
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|             //m_log.Info(ScriptEngineName, "LSL_BaseClass.Start() called. Hosted by [" + m_host.Name + ":" + m_host.UUID + "@" + m_host.AbsolutePosition + "]");
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| 
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| 
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|             IConfigSource config = new IniConfigSource(Application.iniFilePath);
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|             if (config.Configs["LL-Functions"] == null)
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|                 config.AddConfig("LL-Functions");
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| 
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|             m_ScriptDelayFactor = config.Configs["LL-Functions"].GetFloat("ScriptDelayFactor", 1.0f);
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|             m_ScriptDistanceFactor = config.Configs["LL-Functions"].GetFloat("ScriptDistanceLimitFactor", 1.0f);
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| 
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|         }
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| 
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|         private string m_state = "default";
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| 
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|         protected void ScriptSleep(int delay)
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|         {
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|             delay = (int)((float)delay * m_ScriptDelayFactor);
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|             if (delay == 0)
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|                 return;
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|             System.Threading.Thread.Sleep(delay);
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|         }
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| 
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|         // Object never expires
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|         public override Object InitializeLifetimeService()
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|         {
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|             ILease lease = (ILease)base.InitializeLifetimeService();
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| 
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|             if (lease.CurrentState == LeaseState.Initial)
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|             {
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|                 lease.InitialLeaseTime = TimeSpan.Zero;
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|             }
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|             return lease;
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|         }
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| 
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|         public string State
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|         {
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|             get { return m_state; }
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|             set {
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|                 // Set it if it changed
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|                 if (m_state != value)
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|                 {
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|                     try
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|                     {
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|                         m_ScriptEngineDirect.m_EventManager.state_exit(m_localID);
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| 
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|                     }
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|                     catch (AppDomainUnloadedException)
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|                     {
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|                         Console.WriteLine("[SCRIPT]: state change called when script was unloaded.  Nothing to worry about, but noting the occurance");
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|                     }
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|                     m_state = value;
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|                     try
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|                     {
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|                         int eventFlags = m_ScriptEngineDirect.m_ScriptManager.GetStateEventFlags(m_localID, m_itemID);
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|                         m_host.SetScriptEvents(m_itemID, eventFlags);
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|                         m_ScriptEngineDirect.m_EventManager.state_entry(m_localID);
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|                     }
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|                     catch (AppDomainUnloadedException)
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|                     {
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|                         Console.WriteLine("[SCRIPT]: state change called when script was unloaded.  Nothing to worry about, but noting the occurance");
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|                     }
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|                 }
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|             }
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|         }
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| 
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|         // Extension commands use this:
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|         public ICommander GetCommander(string name)
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|         {
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|             return World.GetCommander(name);
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|         }
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| 
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|         public LSL_Integer llGetScriptState(string name)
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|         {
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|             UUID item;
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|             ScriptManager sm;
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|             IScript script = null;
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| 
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|             m_host.AddScriptLPS(1);
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| 
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|             // These functions are supposed to be robust,
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|             // so get the state one step at a time.
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| 
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|             if ((item = ScriptByName(name)) != UUID.Zero)
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|             {
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|                 if ((sm = m_ScriptEngineDirect.m_ScriptManager) != null)
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|                 {
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|                     if ((script = sm.GetScript(m_localID, item)) != null)
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|                     {
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|                         return script.Exec.Running?1:0;
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|                     }
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|                 }
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|             }
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| 
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|             // Required by SL
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| 
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|             if (script == null)
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|                 ShoutError("llGetScriptState: script "+name+" not found");
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| 
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|             // If we didn't find it, then it's safe to
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|             // assume it is not running.
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| 
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|             return 0;
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|         }
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| 
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|         public void llResetOtherScript(string name)
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|         {
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|             UUID item;
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|             ScriptManager sm;
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|             IScript script = null;
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| 
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|             m_host.AddScriptLPS(8000);
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| 
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|             // These functions are supposed to be robust,
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|             // so get the state one step at a time.
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| 
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|             if ((item = ScriptByName(name)) != UUID.Zero)
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|                 if ((sm = m_ScriptEngineDirect.m_ScriptManager) != null)
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|                     sm.ResetScript(m_localID, item);
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| 
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|             // Required by SL
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| 
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|             if (script == null)
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|                 ShoutError("llResetOtherScript: script "+name+" not found");
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| 
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|             // If we didn't find it, then it's safe to
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|             // assume it is not running.
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|         }
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| 
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|         public void llResetScript()
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|         {
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|             m_host.AddScriptLPS(800);
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|             m_ScriptEngineDirect.m_ScriptManager.ResetScript(m_localID, m_itemID);
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|         }
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| 
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|         public void llSetScriptState(string name, int run)
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|         {
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|             UUID item;
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|             ScriptManager sm;
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|             IScript script = null;
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| 
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|             m_host.AddScriptLPS(1);
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| 
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|             // These functions are supposed to be robust,
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|             // so get the state one step at a time.
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| 
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|             if ((item = ScriptByName(name)) != UUID.Zero)
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|             {
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|                 if ((sm = m_ScriptEngineDirect.m_ScriptManager) != null)
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|                 {
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|                     if (sm.Scripts.ContainsKey(m_localID))
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|                     {
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|                         if ((script = sm.GetScript(m_localID, item)) != null)
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|                         {
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|                             script.Exec.Running = (run==0) ? false : true;
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|                         }
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|                     }
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|                 }
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|             }
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| 
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|             // Required by SL
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| 
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|             if (script == null)
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|                 ShoutError("llSetScriptState: script "+name+" not found");
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| 
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|             // If we didn't find it, then it's safe to
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|             // assume it is not running.
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|         }
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| 
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|         internal UUID ScriptByName(string name)
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|         {
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|             foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
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|             {
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|                 if (item.Type == 10 && item.Name == name)
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|                     return item.ItemID;
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|             }
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|             return UUID.Zero;
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|         }
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| 
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|         internal void ShoutError(string msg)
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|         {
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|             llShout(ScriptBaseClass.DEBUG_CHANNEL, msg);
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|         }
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|     }
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| }
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