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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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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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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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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internal ScriptEngineBase.ScriptEngine m_ScriptEngineDirect;
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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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AsyncCommands = new AsyncCommandManager(m_ScriptEngine);
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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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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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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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private string m_state = "default";
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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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// 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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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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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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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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// 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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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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m_host.AddScriptLPS(1);
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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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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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// Required by SL
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if (script == null)
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ShoutError("llGetScriptState: script "+name+" not found");
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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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return 0;
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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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m_host.AddScriptLPS(8000);
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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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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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// Required by SL
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if (script == null)
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ShoutError("llResetOtherScript: script "+name+" not found");
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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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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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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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m_host.AddScriptLPS(1);
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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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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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// Required by SL
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if (script == null)
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ShoutError("llSetScriptState: script "+name+" not found");
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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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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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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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