450 lines
23 KiB
C#
450 lines
23 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.Generic;
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using libsecondlife;
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using OpenSim.Framework;
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using OpenSim.Region.Environment.Modules.Avatar.Currency.SampleMoney;
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using OpenSim.Region.Environment;
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using OpenSim.Region.Interfaces;
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using OpenSim.Region;
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using OpenSim.Region.Environment.Scenes;
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using OpenSim.Region.Environment.Interfaces;
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namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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{
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/// <summary>
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/// Prepares events so they can be directly executed upon a script by EventQueueManager, then queues it.
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/// </summary>
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[Serializable]
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public class EventManager : ScriptServerInterfaces.RemoteEvents, iScriptEngineFunctionModule
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{
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//
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// Class is instanced in "ScriptEngine" and Uses "EventQueueManager" that is also instanced in "ScriptEngine".
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// This class needs a bit of explaining:
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//
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// This class it the link between an event inside OpenSim and the corresponding event in a user script being executed.
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//
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// For example when an user touches an object then the "myScriptEngine.World.EventManager.OnObjectGrab" event is fired inside OpenSim.
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// We hook up to this event and queue a touch_start in EventQueueManager with the proper LSL parameters.
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// It will then be delivered to the script by EventQueueManager.
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//
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// You can check debug C# dump of an LSL script if you need to verify what exact parameters are needed.
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//
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private ScriptEngine myScriptEngine;
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//public IScriptHost TEMP_OBJECT_ID;
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public EventManager(ScriptEngine _ScriptEngine, bool performHookUp)
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{
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myScriptEngine = _ScriptEngine;
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ReadConfig();
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// Hook up to events from OpenSim
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// We may not want to do it because someone is controlling us and will deliver events to us
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if (performHookUp)
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{
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myScriptEngine.Log.Info("[" + myScriptEngine.ScriptEngineName + "]: Hooking up to server events");
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myScriptEngine.World.EventManager.OnObjectGrab += touch_start;
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myScriptEngine.World.EventManager.OnObjectDeGrab += touch_end;
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myScriptEngine.World.EventManager.OnRezScript += OnRezScript;
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myScriptEngine.World.EventManager.OnRemoveScript += OnRemoveScript;
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myScriptEngine.World.EventManager.OnScriptChangedEvent += changed;
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myScriptEngine.World.EventManager.OnScriptAtTargetEvent += at_target;
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myScriptEngine.World.EventManager.OnScriptNotAtTargetEvent += not_at_target;
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myScriptEngine.World.EventManager.OnScriptControlEvent += control;
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myScriptEngine.World.EventManager.OnScriptColliderStart += collision_start;
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myScriptEngine.World.EventManager.OnScriptColliding += collision;
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myScriptEngine.World.EventManager.OnScriptCollidingEnd += collision_end;
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// TODO: HOOK ALL EVENTS UP TO SERVER!
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IMoneyModule money=myScriptEngine.World.RequestModuleInterface<IMoneyModule>();
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if (money != null)
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{
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money.OnObjectPaid+=HandleObjectPaid;
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}
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}
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}
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public void ReadConfig()
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{
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}
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private void HandleObjectPaid(LLUUID objectID, LLUUID agentID, int amount)
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{
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SceneObjectPart part=myScriptEngine.World.GetSceneObjectPart(objectID);
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if (part != null)
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{
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money(part.LocalId, agentID, amount);
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}
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}
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public void changed(uint localID, uint change)
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{
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// Add to queue for all scripts in localID, Object pass change.
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myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "changed", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLInteger(change) });
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}
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public void state_entry(uint localID)
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{
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// Add to queue for all scripts in ObjectID object
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myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "state_entry", EventQueueManager.llDetectNull, new object[] { });
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}
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public void touch_start(uint localID, LLVector3 offsetPos, IClientAPI remoteClient)
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{
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// Add to queue for all scripts in ObjectID object
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EventQueueManager.Queue_llDetectParams_Struct detstruct = new EventQueueManager.Queue_llDetectParams_Struct();
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detstruct._key = new LSL_Types.key[1];
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detstruct._key2 = new LSL_Types.key[1];
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detstruct._string = new string[1];
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detstruct._Vector3 = new LSL_Types.Vector3[1];
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detstruct._Vector32 = new LSL_Types.Vector3[1];
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detstruct._Quaternion = new LSL_Types.Quaternion[1];
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detstruct._int = new int[1];
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ScenePresence av = myScriptEngine.World.GetScenePresence(remoteClient.AgentId);
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if (av != null)
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{
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detstruct._key[0] = new LSL_Types.key(remoteClient.AgentId.ToString());
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detstruct._key2[0] = new LSL_Types.key(remoteClient.AgentId.ToString());
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detstruct._string[0] = remoteClient.Name;
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detstruct._int[0] = 0;
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detstruct._Quaternion[0] = new LSL_Types.Quaternion(av.Rotation.x,av.Rotation.y,av.Rotation.z,av.Rotation.w);
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detstruct._Vector3[0] = new LSL_Types.Vector3(av.AbsolutePosition.X,av.AbsolutePosition.Y,av.AbsolutePosition.Z);
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detstruct._Vector32[0] = new LSL_Types.Vector3(av.Velocity.X,av.Velocity.Y,av.Velocity.Z);
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}
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else
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{
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detstruct._key[0] = new LSL_Types.key(remoteClient.AgentId.ToString());
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detstruct._key2[0] = new LSL_Types.key(remoteClient.AgentId.ToString());
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detstruct._string[0] = remoteClient.Name;
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detstruct._int[0] = 0;
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detstruct._Quaternion[0] = new LSL_Types.Quaternion(0, 0, 0, 1);
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detstruct._Vector3[0] = new LSL_Types.Vector3(0, 0, 0);
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detstruct._Vector32[0] = new LSL_Types.Vector3(0, 0, 0);
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}
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myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "touch_start", detstruct, new object[] { new LSL_Types.LSLInteger(1) });
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}
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public void touch_end(uint localID, IClientAPI remoteClient)
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{
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// Add to queue for all scripts in ObjectID object
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EventQueueManager.Queue_llDetectParams_Struct detstruct = new EventQueueManager.Queue_llDetectParams_Struct();
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detstruct._key = new LSL_Types.key[1];
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detstruct._key2 = new LSL_Types.key[1];
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detstruct._string = new string[1];
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detstruct._Vector3 = new LSL_Types.Vector3[1];
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detstruct._Vector32 = new LSL_Types.Vector3[1];
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detstruct._Quaternion = new LSL_Types.Quaternion[1];
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detstruct._int = new int[1];
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ScenePresence av = myScriptEngine.World.GetScenePresence(remoteClient.AgentId);
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if (av != null)
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{
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detstruct._key[0] = new LSL_Types.key(remoteClient.AgentId.ToString());
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detstruct._key2[0] = new LSL_Types.key(remoteClient.AgentId.ToString());
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detstruct._string[0] = remoteClient.Name;
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detstruct._int[0] = 0;
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detstruct._Quaternion[0] = new LSL_Types.Quaternion(av.Rotation.x, av.Rotation.y, av.Rotation.z, av.Rotation.w);
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detstruct._Vector3[0] = new LSL_Types.Vector3(av.AbsolutePosition.X, av.AbsolutePosition.Y, av.AbsolutePosition.Z);
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detstruct._Vector32[0] = new LSL_Types.Vector3(av.Velocity.X, av.Velocity.Y, av.Velocity.Z);
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}
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else
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{
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detstruct._key[0] = new LSL_Types.key(remoteClient.AgentId.ToString());
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detstruct._key2[0] = new LSL_Types.key(remoteClient.AgentId.ToString());
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detstruct._string[0] = remoteClient.Name;
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detstruct._int[0] = 0;
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detstruct._Quaternion[0] = new LSL_Types.Quaternion(0, 0, 0, 1);
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detstruct._Vector3[0] = new LSL_Types.Vector3(0, 0, 0);
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detstruct._Vector32[0] = new LSL_Types.Vector3(0, 0, 0);
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}
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myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "touch_end", detstruct, new object[] { new LSL_Types.LSLInteger(1) });
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}
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public void OnRezScript(uint localID, LLUUID itemID, string script, int startParam, bool postOnRez)
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{
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myScriptEngine.Log.Debug("OnRezScript localID: " + localID + " LLUID: " + itemID.ToString() + " Size: " +
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script.Length);
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myScriptEngine.m_ScriptManager.StartScript(localID, itemID, script, startParam, postOnRez);
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}
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public void OnRemoveScript(uint localID, LLUUID itemID)
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{
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myScriptEngine.Log.Debug("OnRemoveScript localID: " + localID + " LLUID: " + itemID.ToString());
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myScriptEngine.m_ScriptManager.StopScript(
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localID,
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itemID
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);
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}
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public void money(uint localID, LLUUID agentID, int amount)
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{
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myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "money", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLString(agentID.ToString()), new LSL_Types.LSLInteger(amount) });
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}
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// TODO: Replace placeholders below
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// NOTE! THE PARAMETERS FOR THESE FUNCTIONS ARE NOT CORRECT!
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// These needs to be hooked up to OpenSim during init of this class
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// then queued in EventQueueManager.
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// When queued in EventQueueManager they need to be LSL compatible (name and params)
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public void state_exit(uint localID)
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{
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// Add to queue for all scripts in ObjectID object
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myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "state_exit", EventQueueManager.llDetectNull, new object[] { });
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}
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public void touch(uint localID, LLUUID itemID)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "touch", EventQueueManager.llDetectNull);
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}
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public void touch_end(uint localID, LLUUID itemID)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "touch_end", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLInteger(1) });
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}
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public void collision_start(uint localID, ColliderArgs col)
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{
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EventQueueManager.Queue_llDetectParams_Struct detstruct = new EventQueueManager.Queue_llDetectParams_Struct();
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detstruct._string = new string[col.Colliders.Count];
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detstruct._Quaternion = new LSL_Types.Quaternion[col.Colliders.Count];
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detstruct._int = new int[col.Colliders.Count];
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detstruct._key = new LSL_Types.key[col.Colliders.Count];
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detstruct._key2 = new LSL_Types.key[col.Colliders.Count];
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detstruct._Vector3 = new LSL_Types.Vector3[col.Colliders.Count];
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detstruct._Vector32 = new LSL_Types.Vector3[col.Colliders.Count];
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detstruct._bool = new bool[col.Colliders.Count];
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int i = 0;
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foreach (DetectedObject detobj in col.Colliders)
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{
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detstruct._key[i] = new LSL_Types.key(detobj.keyUUID.ToString());
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detstruct._key2[i] = new LSL_Types.key(detobj.ownerUUID.ToString());
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detstruct._Quaternion[i] = new LSL_Types.Quaternion(detobj.rotQuat.X, detobj.rotQuat.Y, detobj.rotQuat.Z, detobj.rotQuat.W);
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detstruct._string[i] = detobj.nameStr;
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detstruct._int[i] = detobj.colliderType;
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detstruct._Vector3[i] = new LSL_Types.Vector3(detobj.posVector.X, detobj.posVector.Y, detobj.posVector.Z);
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detstruct._Vector32[i] = new LSL_Types.Vector3(detobj.velVector.X, detobj.velVector.Y, detobj.velVector.Z);
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detstruct._bool[i] = true; // Apparently the script engine uses this to see if this is a valid entry...
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i++;
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}
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myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "collision_start", detstruct, new object[] { new LSL_Types.LSLInteger(col.Colliders.Count) });
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}
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public void collision(uint localID, ColliderArgs col)
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{
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EventQueueManager.Queue_llDetectParams_Struct detstruct = new EventQueueManager.Queue_llDetectParams_Struct();
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detstruct._string = new string[col.Colliders.Count];
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detstruct._Quaternion = new LSL_Types.Quaternion[col.Colliders.Count];
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detstruct._int = new int[col.Colliders.Count];
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detstruct._key = new LSL_Types.key[col.Colliders.Count];
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detstruct._key2 = new LSL_Types.key[col.Colliders.Count];
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detstruct._Vector3 = new LSL_Types.Vector3[col.Colliders.Count];
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detstruct._Vector32 = new LSL_Types.Vector3[col.Colliders.Count];
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detstruct._bool = new bool[col.Colliders.Count];
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int i = 0;
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foreach (DetectedObject detobj in col.Colliders)
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{
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detstruct._key[i] = new LSL_Types.key(detobj.keyUUID.ToString());
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detstruct._key2[i] = new LSL_Types.key(detobj.ownerUUID.ToString());
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detstruct._Quaternion[i] = new LSL_Types.Quaternion(detobj.rotQuat.X, detobj.rotQuat.Y, detobj.rotQuat.Z, detobj.rotQuat.W);
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detstruct._string[i] = detobj.nameStr;
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detstruct._int[i] = detobj.colliderType;
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detstruct._Vector3[i] = new LSL_Types.Vector3(detobj.posVector.X, detobj.posVector.Y, detobj.posVector.Z);
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detstruct._Vector32[i] = new LSL_Types.Vector3(detobj.velVector.X, detobj.velVector.Y, detobj.velVector.Z);
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detstruct._bool[i] = true; // Apparently the script engine uses this to see if this is a valid entry... i++;
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}
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myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "collision", detstruct, new object[] { new LSL_Types.LSLInteger(col.Colliders.Count) });
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}
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public void collision_end(uint localID, ColliderArgs col)
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{
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EventQueueManager.Queue_llDetectParams_Struct detstruct = new EventQueueManager.Queue_llDetectParams_Struct();
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detstruct._string = new string[col.Colliders.Count];
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detstruct._Quaternion = new LSL_Types.Quaternion[col.Colliders.Count];
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detstruct._int = new int[col.Colliders.Count];
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detstruct._key = new LSL_Types.key[col.Colliders.Count];
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detstruct._key2 = new LSL_Types.key[col.Colliders.Count];
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detstruct._Vector3 = new LSL_Types.Vector3[col.Colliders.Count];
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detstruct._Vector32 = new LSL_Types.Vector3[col.Colliders.Count];
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detstruct._bool = new bool[col.Colliders.Count];
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int i = 0;
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foreach (DetectedObject detobj in col.Colliders)
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{
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detstruct._key[i] = new LSL_Types.key(detobj.keyUUID.ToString());
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detstruct._key2[i] = new LSL_Types.key(detobj.ownerUUID.ToString());
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detstruct._Quaternion[i] = new LSL_Types.Quaternion(detobj.rotQuat.X, detobj.rotQuat.Y, detobj.rotQuat.Z, detobj.rotQuat.W);
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detstruct._string[i] = detobj.nameStr;
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detstruct._int[i] = detobj.colliderType;
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detstruct._Vector3[i] = new LSL_Types.Vector3(detobj.posVector.X, detobj.posVector.Y, detobj.posVector.Z);
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detstruct._Vector32[i] = new LSL_Types.Vector3(detobj.velVector.X, detobj.velVector.Y, detobj.velVector.Z);
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detstruct._bool[i] = true; // Apparently the script engine uses this to see if this is a valid entry...
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i++;
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}
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myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "collision_end", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLInteger(col.Colliders.Count) });
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}
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public void land_collision_start(uint localID, LLUUID itemID)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "land_collision_start", EventQueueManager.llDetectNull);
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}
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public void land_collision(uint localID, ColliderArgs col)
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{
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myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "land_collision", EventQueueManager.llDetectNull);
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}
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public void land_collision_end(uint localID, LLUUID itemID)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "land_collision_end", EventQueueManager.llDetectNull);
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}
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// Handled by long commands
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public void timer(uint localID, LLUUID itemID)
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{
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//myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, String.Empty);
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}
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public void listen(uint localID, LLUUID itemID)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "listen", EventQueueManager.llDetectNull);
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}
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public void on_rez(uint localID, LLUUID itemID)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "on_rez", EventQueueManager.llDetectNull);
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}
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public void sensor(uint localID, LLUUID itemID)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "sensor", EventQueueManager.llDetectNull);
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}
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public void no_sensor(uint localID, LLUUID itemID)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "no_sensor", EventQueueManager.llDetectNull);
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}
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public void control(uint localID, LLUUID itemID, LLUUID agentID, uint held, uint change)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "control", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLString(agentID.ToString()), new LSL_Types.LSLInteger(held), new LSL_Types.LSLInteger(change)});
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}
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public void email(uint localID, LLUUID itemID)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "email", EventQueueManager.llDetectNull);
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}
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public void at_target(uint localID, uint handle, LLVector3 targetpos, LLVector3 atpos)
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{
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myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "at_target", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLInteger(handle), new LSL_Types.Vector3(targetpos.X,targetpos.Y,targetpos.Z), new LSL_Types.Vector3(atpos.X,atpos.Y,atpos.Z) });
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}
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public void not_at_target(uint localID)
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{
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myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "not_at_target", EventQueueManager.llDetectNull);
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}
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public void at_rot_target(uint localID, LLUUID itemID)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "at_rot_target", EventQueueManager.llDetectNull);
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}
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public void not_at_rot_target(uint localID, LLUUID itemID)
|
|
{
|
|
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "not_at_rot_target", EventQueueManager.llDetectNull);
|
|
}
|
|
|
|
public void run_time_permissions(uint localID, LLUUID itemID)
|
|
{
|
|
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "run_time_permissions", EventQueueManager.llDetectNull);
|
|
}
|
|
|
|
public void changed(uint localID, LLUUID itemID)
|
|
{
|
|
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "changed", EventQueueManager.llDetectNull);
|
|
}
|
|
|
|
public void attach(uint localID, LLUUID itemID)
|
|
{
|
|
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "attach", EventQueueManager.llDetectNull);
|
|
}
|
|
|
|
public void dataserver(uint localID, LLUUID itemID)
|
|
{
|
|
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "dataserver", EventQueueManager.llDetectNull);
|
|
}
|
|
|
|
public void link_message(uint localID, LLUUID itemID)
|
|
{
|
|
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "link_message", EventQueueManager.llDetectNull);
|
|
}
|
|
|
|
public void moving_start(uint localID, LLUUID itemID)
|
|
{
|
|
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "moving_start", EventQueueManager.llDetectNull);
|
|
}
|
|
|
|
public void moving_end(uint localID, LLUUID itemID)
|
|
{
|
|
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "moving_end", EventQueueManager.llDetectNull);
|
|
}
|
|
|
|
public void object_rez(uint localID, LLUUID itemID)
|
|
{
|
|
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "object_rez", EventQueueManager.llDetectNull);
|
|
}
|
|
|
|
public void remote_data(uint localID, LLUUID itemID)
|
|
{
|
|
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "remote_data", EventQueueManager.llDetectNull);
|
|
}
|
|
|
|
// Handled by long commands
|
|
public void http_response(uint localID, LLUUID itemID)
|
|
{
|
|
// myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "http_response", EventQueueManager.llDetectNull);
|
|
}
|
|
|
|
/// <summary>
|
|
/// If set to true then threads and stuff should try to make a graceful exit
|
|
/// </summary>
|
|
public bool PleaseShutdown
|
|
{
|
|
get { return _PleaseShutdown; }
|
|
set { _PleaseShutdown = value; }
|
|
}
|
|
private bool _PleaseShutdown = false;
|
|
}
|
|
}
|