OpenSimMirror/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs

263 lines
9.5 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.Remoting.Lifetime;
using System.Text;
using System.Threading;
using Nini.Config;
using OpenMetaverse;
using OpenMetaverse.Packets;
using OpenSim.Framework;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Region.Environment;
using OpenSim.Region.Interfaces;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Modules.Avatar.Currency.SampleMoney;
using OpenSim.Region.Environment.Modules.World.Land;
using OpenSim.Region.Environment.Scenes;
using OpenSim.Region.Physics.Manager;
using OpenSim.Region.ScriptEngine.Common.ScriptEngineBase;
using OpenSim.Region.ScriptEngine.Shared;
using OpenSim.Region.ScriptEngine.Shared.Api;
using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
using LSL_Key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
namespace OpenSim.Region.ScriptEngine.Common
{
/// <summary>
/// Contains all LSL ll-functions. This class will be in Default AppDomain.
/// </summary>
public class LSL_BuiltIn_Commands : LSL_Api_Base, LSL_BuiltIn_Commands_Interface
{
// private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
internal ScriptEngineBase.ScriptEngine m_ScriptEngineDirect;
public LSL_BuiltIn_Commands(ScriptEngineBase.ScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID)
{
m_ScriptEngineDirect = ScriptEngine;
m_ScriptEngine = ScriptEngine;
m_host = host;
m_localID = localID;
m_itemID = itemID;
AsyncCommands = new AsyncCommandManager(m_ScriptEngine);
//m_log.Info(ScriptEngineName, "LSL_BaseClass.Start() called. Hosted by [" + m_host.Name + ":" + m_host.UUID + "@" + m_host.AbsolutePosition + "]");
IConfigSource config = new IniConfigSource(Application.iniFilePath);
if (config.Configs["LL-Functions"] == null)
config.AddConfig("LL-Functions");
m_ScriptDelayFactor = config.Configs["LL-Functions"].GetFloat("ScriptDelayFactor", 1.0f);
m_ScriptDistanceFactor = config.Configs["LL-Functions"].GetFloat("ScriptDistanceLimitFactor", 1.0f);
}
private string m_state = "default";
protected void ScriptSleep(int delay)
{
delay = (int)((float)delay * m_ScriptDelayFactor);
if (delay == 0)
return;
System.Threading.Thread.Sleep(delay);
}
// Object never expires
public override Object InitializeLifetimeService()
{
ILease lease = (ILease)base.InitializeLifetimeService();
if (lease.CurrentState == LeaseState.Initial)
{
lease.InitialLeaseTime = TimeSpan.Zero;
}
return lease;
}
public string State
{
get { return m_state; }
set {
// Set it if it changed
if (m_state != value)
{
try
{
m_ScriptEngineDirect.m_EventManager.state_exit(m_localID);
}
catch (AppDomainUnloadedException)
{
Console.WriteLine("[SCRIPT]: state change called when script was unloaded. Nothing to worry about, but noting the occurance");
}
m_state = value;
try
{
int eventFlags = m_ScriptEngineDirect.m_ScriptManager.GetStateEventFlags(m_localID, m_itemID);
m_host.SetScriptEvents(m_itemID, eventFlags);
m_ScriptEngineDirect.m_EventManager.state_entry(m_localID);
}
catch (AppDomainUnloadedException)
{
Console.WriteLine("[SCRIPT]: state change called when script was unloaded. Nothing to worry about, but noting the occurance");
}
}
}
}
// Extension commands use this:
public ICommander GetCommander(string name)
{
return World.GetCommander(name);
}
public LSL_Integer llGetScriptState(string name)
{
UUID item;
ScriptManager sm;
IScript script = null;
m_host.AddScriptLPS(1);
// These functions are supposed to be robust,
// so get the state one step at a time.
if ((item = ScriptByName(name)) != UUID.Zero)
{
if ((sm = m_ScriptEngineDirect.m_ScriptManager) != null)
{
if ((script = sm.GetScript(m_localID, item)) != null)
{
return script.Exec.Running?1:0;
}
}
}
// Required by SL
if (script == null)
ShoutError("llGetScriptState: script "+name+" not found");
// If we didn't find it, then it's safe to
// assume it is not running.
return 0;
}
public void llResetOtherScript(string name)
{
UUID item;
ScriptManager sm;
IScript script = null;
m_host.AddScriptLPS(8000);
// These functions are supposed to be robust,
// so get the state one step at a time.
if ((item = ScriptByName(name)) != UUID.Zero)
if ((sm = m_ScriptEngineDirect.m_ScriptManager) != null)
sm.ResetScript(m_localID, item);
// Required by SL
if (script == null)
ShoutError("llResetOtherScript: script "+name+" not found");
// If we didn't find it, then it's safe to
// assume it is not running.
}
public void llResetScript()
{
m_host.AddScriptLPS(800);
m_ScriptEngineDirect.m_ScriptManager.ResetScript(m_localID, m_itemID);
}
public void llSetScriptState(string name, int run)
{
UUID item;
ScriptManager sm;
IScript script = null;
m_host.AddScriptLPS(1);
// These functions are supposed to be robust,
// so get the state one step at a time.
if ((item = ScriptByName(name)) != UUID.Zero)
{
if ((sm = m_ScriptEngineDirect.m_ScriptManager) != null)
{
if (sm.Scripts.ContainsKey(m_localID))
{
if ((script = sm.GetScript(m_localID, item)) != null)
{
script.Exec.Running = (run==0) ? false : true;
}
}
}
}
// Required by SL
if (script == null)
ShoutError("llSetScriptState: script "+name+" not found");
// If we didn't find it, then it's safe to
// assume it is not running.
}
internal UUID ScriptByName(string name)
{
foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
{
if (item.Type == 10 && item.Name == name)
return item.ItemID;
}
return UUID.Zero;
}
internal void ShoutError(string msg)
{
llShout(ScriptBaseClass.DEBUG_CHANNEL, msg);
}
}
}