diff options
Diffstat (limited to 'LuaSL')
-rw-r--r-- | LuaSL/src/LuaSL_main.c | 117 |
1 files changed, 117 insertions, 0 deletions
diff --git a/LuaSL/src/LuaSL_main.c b/LuaSL/src/LuaSL_main.c index 1056535..d25457d 100644 --- a/LuaSL/src/LuaSL_main.c +++ b/LuaSL/src/LuaSL_main.c | |||
@@ -313,6 +313,123 @@ void runLuaFile(gameGlobals *game, const char *filename) | |||
313 | * There is also an asset UUID (the one printed out on the console at script startup time) that points to the source code in the prim. | 313 | * There is also an asset UUID (the one printed out on the console at script startup time) that points to the source code in the prim. |
314 | * Which will be identical to the asset UUID for the multiple copies of the same script. | 314 | * Which will be identical to the asset UUID for the multiple copies of the same script. |
315 | * | 315 | * |
316 | * script assetID | ||
317 | * UUID of the script source in the grids asset database, also the script source in the prim. | ||
318 | * | ||
319 | * script itemID | ||
320 | * UUID of this instance of the running script. | ||
321 | * UUID of the scripts binary in the prims inventory. | ||
322 | * This is the one used to identify the running script. | ||
323 | * | ||
324 | * prim uint localID | ||
325 | * Some sort of number representing the prim the script is running in. | ||
326 | * Events are sometimes sent to this. | ||
327 | * | ||
328 | * path/filename | ||
329 | * An invention of LuaSL, coz we store stuff as files. | ||
330 | * | ||
331 | * OpenSim says "compile this assetID for this itemID, in this prim uint" | ||
332 | * Current infrastructure does not allow easy sending of the script source, but we don't have ROBUST code to get it either. | ||
333 | * ROBUST is the way to go though, coz we can sneakily start to suck other stuff, like prim contents across when needed. | ||
334 | * Though that sort of thing needs access to the local sim databases to lookup the prim and it's other contents. sigh | ||
335 | * I think that new script and notecard contents get new assetIDs anyway, so keeping an eye on assets.create_time or asset_access_time wont help much. | ||
336 | * | ||
337 | * OpenSim says "start / stop this itemID" | ||
338 | * Already catered for. | ||
339 | * | ||
340 | * What does OpenSim REALLY do? | ||
341 | * | ||
342 | * Region/Framework/Scenes/Scene.Inventory.cs - CapsUpdateTaskInventoryScriptAsset(IClientAPI remoteClient, UUID itemId, UUID primId, bool isScriptRunning, byte[] data) | ||
343 | * remoteClient | ||
344 | * itemID - UUID of the script source. | ||
345 | * primID - UUID of the prim it is in. | ||
346 | * isScriptRunning | ||
347 | * data - the script source code. | ||
348 | * Called when a user saves the script. itemID stays the same, but we get a new assetID, for the new asset. | ||
349 | * Looks up the item in the prim. | ||
350 | * AssetBase asset = CreateAsset(item.Name, item.Description, (sbyte)AssetType.LSLText, data, remoteClient.AgentId); | ||
351 | * AssetService.Store(asset); | ||
352 | * stashes the new assetID in the item | ||
353 | * updates the item in the prim | ||
354 | * if (isScriptRunning) | ||
355 | * part.Inventory.RemoveScriptInstance(item.ItemID, false); | ||
356 | * part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); | ||
357 | * errors = part.Inventory.GetScriptErrors(item.ItemID); | ||
358 | * | ||
359 | * CreateScriptInstance() is generally called to start scripts, part.ParentGroup.ResumeScripts(); is usually called after CreateScriptInstance() | ||
360 | * | ||
361 | * Region/Framework/Scenes/SceneObjectPartInventory.cs - CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) | ||
362 | * looks up the itemID, then calls the real one - | ||
363 | * Region/Framework/Scenes/SceneObjectPartInventory.cs - CreateScriptInstance(TaskInventoryItem item, int startParam, bool postOnRez, string engine, int stateSource) | ||
364 | * get the asset from the asset database using the items assetID | ||
365 | * restores script state if needed | ||
366 | * converts asset.data to a string called script | ||
367 | * m_part.ParentGroup.Scene.EventManager.TriggerRezScript(m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); | ||
368 | * QUIRK - if it's a sim border crossing, TriggerRezScript() gets called with empty script source. | ||
369 | * | ||
370 | * Region/ScriptEngine/XEngine/XEngine.cs - AddRegion(Scene scene) | ||
371 | * m_log.InfoFormat("[XEngine] Initializing scripts in region {0}", scene.RegionInfo.RegionName); | ||
372 | * gets the script config info, which is the same damn stuff for each sim. Pffft | ||
373 | * Think it relies on the scenes event manager to call OnRezScript() - | ||
374 | * m_Scene.EventManager.OnRezScript += OnRezScript; | ||
375 | * | ||
376 | * Region/Framework/Scenes/EventManager.cs - TriggerRezScript(uint localID, UUID itemID, string script, int startParam, bool postOnRez, string engine, int stateSource) | ||
377 | * Loops through Scene.EventManager.OnRezScript calling them. | ||
378 | * | ||
379 | * Region/ScriptEngine/XEngine/XEngine.cs - OnRezScript(uint localID, UUID itemID, string script, int startParam, bool postOnRez, string engine, int stateSource) | ||
380 | * Looks at the script source to figure out if it's an XEngine script. | ||
381 | * Either queues the script for later, or does it direct. | ||
382 | * Region/ScriptEngine/XEngine/XEngine.cs - DoOnRezScript() is passed an array holding - | ||
383 | * localID is a uint that represents the containing prim in the current scene | ||
384 | * itemID is the UUID of the script in the prims contents | ||
385 | * script is the script source code. | ||
386 | * startParam is the scripts startParam | ||
387 | * postOnRez | ||
388 | * stateSource is an integer saying how we where started, used to trigger the appropriate startup events. | ||
389 | * uses localID to look up the prim in the scene, then looks inside that for the itemID to find the assetID. | ||
390 | * m_Compiler.PerformScriptCompile(script, assetID.ToString(), item.OwnerID, out assembly, out linemap); | ||
391 | * Which is in Region/ScriptEngine/Shared/CodeTools/Compiler.cs | ||
392 | * instance = new ScriptInstance(this, part, itemID, assetID, assembly, m_AppDomains[appDomain], part.ParentGroup.RootPart.Name, item.Name, startParam, postOnRez, stateSource, m_MaxScriptQueue); | ||
393 | * Region/ScriptEngine/Shared/Instance/ScriptInstance.cs - ScriptInstance(IScriptEngine engine, SceneObjectPart part, UUID itemID, UUID assetID, string assembly, AppDomain dom, string primName, string scriptName, int startParam, bool postOnRez, StateSource stateSource, int maxScriptQueue) | ||
394 | * inits all the APIs | ||
395 | * loads in any saved state if it can find one | ||
396 | * m_log.DebugFormat("[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}", part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID, part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName); | ||
397 | * | ||
398 | * Soooo, when a script is saved - | ||
399 | * the new source is saved in the asset database | ||
400 | * The script item in the prim gets the new assetID | ||
401 | * if the script is running - | ||
402 | * remove the old script instance (item.ItemID) | ||
403 | * create a new one (item.ItemID) | ||
404 | * get the source code from the asset database (item.assetID) | ||
405 | * restore script state | ||
406 | * TriggerRezOnScript() | ||
407 | * Loop through all those that are interested, incuding XEngine.onRezScript() | ||
408 | *** check the first line to see if it's an XEngine script | ||
409 | * sooner or later passes it to XEngine.DoOnRezScript() | ||
410 | * looks up localID to get the prim | ||
411 | * looks inside prim to get the script from itemID | ||
412 | * gets the assetID from the script item | ||
413 | * compiles the script | ||
414 | * creates the script instance | ||
415 | * loads up the APIs | ||
416 | * restores any script state | ||
417 | * calls instance.Init() which is Region/ScriptEngine/Shared/Instance/ScriptInstance.cs - Init() | ||
418 | * passes the usual startup events to the script. | ||
419 | * part.ParentGroup.ResumeScripts() | ||
420 | * | ||
421 | * At the *** marked point, LuaSL.onRezScript should - | ||
422 | * check the first line to see if it's an LuaSL script | ||
423 | * looks up localID to get the prim | ||
424 | * looks inside prim to get the script from itemID | ||
425 | * gets the assetID from the script item | ||
426 | * filename encode the sim name, object name, and script name | ||
427 | * replace anything less than 0x21, DEL " * / : < > ? \ | + [ ] - , . ( ) $ % # @ from - http://en.wikipedia.org/wiki/Filename plus a few more | ||
428 | * THEN reduce to 254 characters | ||
429 | * write the script to a file - /script/engine/path/sim_name/objects/object_name/script_name | ||
430 | * send the itemID.compile(/script/engine/path/sim_name/objects/object_name/script_name) message to the script engine's socket | ||
431 | * | ||
432 | * | ||
316 | * Object inventory "cache". | 433 | * Object inventory "cache". |
317 | * | 434 | * |
318 | * This code currently pretends that there is a local file based sim object store available. | 435 | * This code currently pretends that there is a local file based sim object store available. |