OpenSimMirror/OpenSim/Region/ScriptEngine/XEngine/EventManager.cs

446 lines
18 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 OpenSimulator 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.Reflection;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.ScriptEngine.Shared;
using OpenSim.Region.ScriptEngine.Interfaces;
using log4net;
namespace OpenSim.Region.ScriptEngine.XEngine
{
/// <summary>
/// Prepares events so they can be directly executed upon a script by EventQueueManager, then queues it.
/// </summary>
public class EventManager
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private XEngine myScriptEngine;
public EventManager(XEngine _ScriptEngine)
{
myScriptEngine = _ScriptEngine;
// m_log.Info("[XEngine] Hooking up to server events");
myScriptEngine.World.EventManager.OnAttach += attach;
myScriptEngine.World.EventManager.OnObjectGrab += touch_start;
myScriptEngine.World.EventManager.OnObjectGrabbing += touch;
myScriptEngine.World.EventManager.OnObjectDeGrab += touch_end;
myScriptEngine.World.EventManager.OnScriptChangedEvent += changed;
myScriptEngine.World.EventManager.OnScriptAtTargetEvent += at_target;
myScriptEngine.World.EventManager.OnScriptNotAtTargetEvent += not_at_target;
myScriptEngine.World.EventManager.OnScriptAtRotTargetEvent += at_rot_target;
myScriptEngine.World.EventManager.OnScriptNotAtRotTargetEvent += not_at_rot_target;
myScriptEngine.World.EventManager.OnScriptMovingStartEvent += moving_start;
myScriptEngine.World.EventManager.OnScriptMovingEndEvent += moving_end;
myScriptEngine.World.EventManager.OnScriptControlEvent += control;
myScriptEngine.World.EventManager.OnScriptColliderStart += collision_start;
myScriptEngine.World.EventManager.OnScriptColliding += collision;
myScriptEngine.World.EventManager.OnScriptCollidingEnd += collision_end;
myScriptEngine.World.EventManager.OnScriptLandColliderStart += land_collision_start;
myScriptEngine.World.EventManager.OnScriptLandColliding += land_collision;
myScriptEngine.World.EventManager.OnScriptLandColliderEnd += land_collision_end;
IMoneyModule money = myScriptEngine.World.RequestModuleInterface<IMoneyModule>();
if (money != null)
{
money.OnObjectPaid+=HandleObjectPaid;
}
}
/// <summary>
/// When an object gets paid by an avatar and generates the paid event,
/// this will pipe it to the script engine
/// </summary>
/// <param name="objectID">Object ID that got paid</param>
/// <param name="agentID">Agent Id that did the paying</param>
/// <param name="amount">Amount paid</param>
private void HandleObjectPaid(UUID objectID, UUID agentID,
int amount)
{
// Since this is an event from a shared module, all scenes will
// get it. But only one has the object in question. The others
// just ignore it.
//
SceneObjectPart part =
myScriptEngine.World.GetSceneObjectPart(objectID);
if (part == null)
return;
if ((part.ScriptEvents & scriptEvents.money) == 0)
part = part.ParentGroup.RootPart;
m_log.Debug("Paid: " + objectID + " from " + agentID + ", amount " + amount);
// part = part.ParentGroup.RootPart;
money(part.LocalId, agentID, amount);
}
/// <summary>
/// Handles piping the proper stuff to The script engine for touching
/// Including DetectedParams
/// </summary>
/// <param name="localID"></param>
/// <param name="originalID"></param>
/// <param name="offsetPos"></param>
/// <param name="remoteClient"></param>
/// <param name="surfaceArgs"></param>
public void touch_start(uint localID, uint originalID, Vector3 offsetPos,
IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs)
{
// Add to queue for all scripts in ObjectID object
DetectParams[] det = new DetectParams[1];
det[0] = new DetectParams();
det[0].Key = remoteClient.AgentId;
det[0].Populate(myScriptEngine.World);
if (originalID == 0)
{
SceneObjectPart part = myScriptEngine.World.GetSceneObjectPart(localID);
if (part == null)
return;
det[0].LinkNum = part.LinkNum;
}
else
{
SceneObjectPart originalPart = myScriptEngine.World.GetSceneObjectPart(originalID);
det[0].LinkNum = originalPart.LinkNum;
}
if (surfaceArgs != null)
{
det[0].SurfaceTouchArgs = surfaceArgs;
}
myScriptEngine.PostObjectEvent(localID, new EventParams(
"touch_start", new Object[] { new LSL_Types.LSLInteger(1) },
det));
}
public void touch(uint localID, uint originalID, Vector3 offsetPos,
IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs)
{
// Add to queue for all scripts in ObjectID object
DetectParams[] det = new DetectParams[1];
det[0] = new DetectParams();
det[0].Key = remoteClient.AgentId;
det[0].Populate(myScriptEngine.World);
det[0].OffsetPos = offsetPos;
if (originalID == 0)
{
SceneObjectPart part = myScriptEngine.World.GetSceneObjectPart(localID);
if (part == null)
return;
det[0].LinkNum = part.LinkNum;
}
else
{
SceneObjectPart originalPart = myScriptEngine.World.GetSceneObjectPart(originalID);
det[0].LinkNum = originalPart.LinkNum;
}
if (surfaceArgs != null)
{
det[0].SurfaceTouchArgs = surfaceArgs;
}
myScriptEngine.PostObjectEvent(localID, new EventParams(
"touch", new Object[] { new LSL_Types.LSLInteger(1) },
det));
}
public void touch_end(uint localID, uint originalID, IClientAPI remoteClient,
SurfaceTouchEventArgs surfaceArgs)
{
// Add to queue for all scripts in ObjectID object
DetectParams[] det = new DetectParams[1];
det[0] = new DetectParams();
det[0].Key = remoteClient.AgentId;
det[0].Populate(myScriptEngine.World);
if (originalID == 0)
{
SceneObjectPart part = myScriptEngine.World.GetSceneObjectPart(localID);
if (part == null)
return;
det[0].LinkNum = part.LinkNum;
}
else
{
SceneObjectPart originalPart = myScriptEngine.World.GetSceneObjectPart(originalID);
det[0].LinkNum = originalPart.LinkNum;
}
if (surfaceArgs != null)
{
det[0].SurfaceTouchArgs = surfaceArgs;
}
myScriptEngine.PostObjectEvent(localID, new EventParams(
"touch_end", new Object[] { new LSL_Types.LSLInteger(1) },
det));
}
public void changed(uint localID, uint change)
{
// Add to queue for all scripts in localID, Object pass change.
myScriptEngine.PostObjectEvent(localID, new EventParams(
"changed",new object[] { new LSL_Types.LSLInteger(change) },
new DetectParams[0]));
}
// state_entry: not processed here
// state_exit: not processed here
public void money(uint localID, UUID agentID, int amount)
{
myScriptEngine.PostObjectEvent(localID, new EventParams(
"money", new object[] {
new LSL_Types.key(agentID),
new LSL_Types.LSLInteger(amount) },
new DetectParams[0]));
}
public void collision_start(uint localID, ColliderArgs col)
{
// Add to queue for all scripts in ObjectID object
List<DetectParams> det = new List<DetectParams>();
foreach (DetectedObject detobj in col.Colliders)
{
DetectParams d = new DetectParams();
d.Key =detobj.keyUUID;
d.Populate(myScriptEngine.World, detobj);
d.LinkNum = detobj.linkNumber; // do it here since currently linknum is collided part
det.Add(d);
}
if (det.Count > 0)
myScriptEngine.PostObjectEvent(localID, new EventParams(
"collision_start",
new Object[] { new LSL_Types.LSLInteger(det.Count) },
det.ToArray()));
}
public void collision(uint localID, ColliderArgs col)
{
// Add to queue for all scripts in ObjectID object
List<DetectParams> det = new List<DetectParams>();
foreach (DetectedObject detobj in col.Colliders)
{
DetectParams d = new DetectParams();
d.Populate(myScriptEngine.World, detobj);
det.Add(d);
}
if (det.Count > 0)
myScriptEngine.PostObjectEvent(localID, new EventParams(
"collision", new Object[] { new LSL_Types.LSLInteger(det.Count) },
det.ToArray()));
}
public void collision_end(uint localID, ColliderArgs col)
{
// Add to queue for all scripts in ObjectID object
List<DetectParams> det = new List<DetectParams>();
foreach (DetectedObject detobj in col.Colliders)
{
DetectParams d = new DetectParams();
d.Populate(myScriptEngine.World, detobj);
det.Add(d);
}
if (det.Count > 0)
myScriptEngine.PostObjectEvent(localID, new EventParams(
"collision_end",
new Object[] { new LSL_Types.LSLInteger(det.Count) },
det.ToArray()));
}
public void land_collision_start(uint localID, ColliderArgs col)
{
List<DetectParams> det = new List<DetectParams>();
foreach (DetectedObject detobj in col.Colliders)
{
DetectParams d = new DetectParams();
d.Populate(myScriptEngine.World, detobj);
det.Add(d);
myScriptEngine.PostObjectEvent(localID, new EventParams(
"land_collision_start",
new Object[] { new LSL_Types.Vector3(d.Position) },
det.ToArray()));
}
}
public void land_collision(uint localID, ColliderArgs col)
{
List<DetectParams> det = new List<DetectParams>();
foreach (DetectedObject detobj in col.Colliders)
{
DetectParams d = new DetectParams();
d.Populate(myScriptEngine.World,detobj);
det.Add(d);
myScriptEngine.PostObjectEvent(localID, new EventParams(
"land_collision",
new Object[] { new LSL_Types.Vector3(d.Position) },
det.ToArray()));
}
}
public void land_collision_end(uint localID, ColliderArgs col)
{
List<DetectParams> det = new List<DetectParams>();
foreach (DetectedObject detobj in col.Colliders)
{
DetectParams d = new DetectParams();
d.Populate(myScriptEngine.World,detobj);
det.Add(d);
myScriptEngine.PostObjectEvent(localID, new EventParams(
"land_collision_end",
new Object[] { new LSL_Types.Vector3(d.Position) },
det.ToArray()));
}
}
// timer: not handled here
// listen: not handled here
public void control(UUID itemID, UUID agentID, uint held, uint change)
{
myScriptEngine.PostScriptEvent(itemID, new EventParams(
"control",new object[] {
new LSL_Types.key(agentID),
new LSL_Types.LSLInteger(held),
new LSL_Types.LSLInteger(change)},
new DetectParams[0]));
}
public void email(uint localID, UUID itemID, string timeSent,
string address, string subject, string message, int numLeft)
{
myScriptEngine.PostObjectEvent(localID, new EventParams(
"email",new object[] {
new LSL_Types.LSLString(timeSent),
new LSL_Types.LSLString(address),
new LSL_Types.LSLString(subject),
new LSL_Types.LSLString(message),
new LSL_Types.LSLInteger(numLeft)},
new DetectParams[0]));
}
public void at_target(uint localID, uint handle, Vector3 targetpos,
Vector3 atpos)
{
myScriptEngine.PostObjectEvent(localID, new EventParams(
"at_target", new object[] {
new LSL_Types.LSLInteger(handle),
new LSL_Types.Vector3(targetpos),
new LSL_Types.Vector3(atpos) },
new DetectParams[0]));
}
public void not_at_target(uint localID)
{
myScriptEngine.PostObjectEvent(localID, new EventParams(
"not_at_target",new object[0],
new DetectParams[0]));
}
public void at_rot_target(uint localID, uint handle, Quaternion targetrot,
Quaternion atrot)
{
myScriptEngine.PostObjectEvent(localID, new EventParams(
"at_rot_target", new object[] {
new LSL_Types.LSLInteger(handle),
new LSL_Types.Quaternion(targetrot),
new LSL_Types.Quaternion(atrot) },
new DetectParams[0]));
}
public void not_at_rot_target(uint localID)
{
myScriptEngine.PostObjectEvent(localID, new EventParams(
"not_at_rot_target",new object[0],
new DetectParams[0]));
}
// run_time_permissions: not handled here
public void attach(uint localID, UUID itemID, UUID avatar)
{
SceneObjectGroup grp = myScriptEngine.World.GetSceneObjectGroup(localID);
if(grp == null)
return;
foreach(SceneObjectPart part in grp.Parts)
{
myScriptEngine.PostObjectEvent(part.LocalId, new EventParams(
"attach",new object[] {
new LSL_Types.key(avatar) },
new DetectParams[0]));
}
}
// dataserver: not handled here
// link_message: not handled here
public void moving_start(uint localID)
{
myScriptEngine.PostObjectEvent(localID, new EventParams(
"moving_start",new object[0],
new DetectParams[0]));
}
public void moving_end(uint localID)
{
myScriptEngine.PostObjectEvent(localID, new EventParams(
"moving_end",new object[0],
new DetectParams[0]));
}
// object_rez: not handled here
// remote_data: not handled here
// http_response: not handled here
}
}