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authorTedd Hansen2008-01-12 14:45:59 +0000
committerTedd Hansen2008-01-12 14:45:59 +0000
commit0081c060d0bb66e842a381e1a15a6cf01c0bd793 (patch)
tree19a02716e74838a6a7856a265cdc2319feb136b7 /OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/ScriptEngine.cs
parentAdded license to new files (diff)
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Diffstat (limited to 'OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/ScriptEngine.cs')
-rw-r--r--OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/ScriptEngine.cs262
1 files changed, 131 insertions, 131 deletions
diff --git a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/ScriptEngine.cs b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/ScriptEngine.cs
index 39d0bc3..da0baba 100644
--- a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/ScriptEngine.cs
+++ b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/ScriptEngine.cs
@@ -1,132 +1,132 @@
1/* 1/*
2* Copyright (c) Contributors, http://opensimulator.org/ 2* Copyright (c) Contributors, http://opensimulator.org/
3* See CONTRIBUTORS.TXT for a full list of copyright holders. 3* See CONTRIBUTORS.TXT for a full list of copyright holders.
4* 4*
5* Redistribution and use in source and binary forms, with or without 5* Redistribution and use in source and binary forms, with or without
6* modification, are permitted provided that the following conditions are met: 6* modification, are permitted provided that the following conditions are met:
7* * Redistributions of source code must retain the above copyright 7* * Redistributions of source code must retain the above copyright
8* notice, this list of conditions and the following disclaimer. 8* notice, this list of conditions and the following disclaimer.
9* * Redistributions in binary form must reproduce the above copyright 9* * Redistributions in binary form must reproduce the above copyright
10* notice, this list of conditions and the following disclaimer in the 10* notice, this list of conditions and the following disclaimer in the
11* documentation and/or other materials provided with the distribution. 11* documentation and/or other materials provided with the distribution.
12* * Neither the name of the OpenSim Project nor the 12* * Neither the name of the OpenSim Project nor the
13* names of its contributors may be used to endorse or promote products 13* names of its contributors may be used to endorse or promote products
14* derived from this software without specific prior written permission. 14* derived from this software without specific prior written permission.
15* 15*
16* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS AS IS AND ANY 16* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS AS IS AND ANY
17* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 17* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 18* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY 19* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 20* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 21* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND 22* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 23* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26* 26*
27*/ 27*/
28 28
29 29
30using System; 30using System;
31using Nini.Config; 31using Nini.Config;
32using OpenSim.Framework.Console; 32using OpenSim.Framework.Console;
33using OpenSim.Region.Environment.Interfaces; 33using OpenSim.Region.Environment.Interfaces;
34using OpenSim.Region.Environment.Scenes; 34using OpenSim.Region.Environment.Scenes;
35using OpenSim.Region.ScriptEngine.Common; 35using OpenSim.Region.ScriptEngine.Common;
36using OpenSim.Region.ScriptEngine.Common.ScriptEngineBase; 36using OpenSim.Region.ScriptEngine.Common.ScriptEngineBase;
37 37
38namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase 38namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
39{ 39{
40 /// <summary> 40 /// <summary>
41 /// This is the root object for ScriptEngine. Objects access each other trough this class. 41 /// This is the root object for ScriptEngine. Objects access each other trough this class.
42 /// </summary> 42 /// </summary>
43 /// 43 ///
44 [Serializable] 44 [Serializable]
45 public abstract class ScriptEngine : IRegionModule, OpenSim.Region.ScriptEngine.Common.ScriptServerInterfaces.ScriptEngine 45 public abstract class ScriptEngine : IRegionModule, OpenSim.Region.ScriptEngine.Common.ScriptServerInterfaces.ScriptEngine
46 { 46 {
47 public Scene World; 47 public Scene World;
48 public EventManager m_EventManager; // Handles and queues incoming events from OpenSim 48 public EventManager m_EventManager; // Handles and queues incoming events from OpenSim
49 public EventQueueManager m_EventQueueManager; // Executes events 49 public EventQueueManager m_EventQueueManager; // Executes events
50 public ScriptManager m_ScriptManager; // Load, unload and execute scripts 50 public ScriptManager m_ScriptManager; // Load, unload and execute scripts
51 public AppDomainManager m_AppDomainManager; 51 public AppDomainManager m_AppDomainManager;
52 public LSLLongCmdHandler m_LSLLongCmdHandler; 52 public LSLLongCmdHandler m_LSLLongCmdHandler;
53 53
54 public ScriptManager GetScriptManager() 54 public ScriptManager GetScriptManager()
55 { 55 {
56 return _GetScriptManager(); 56 return _GetScriptManager();
57 } 57 }
58 public abstract ScriptManager _GetScriptManager(); 58 public abstract ScriptManager _GetScriptManager();
59 59
60 private LogBase m_log; 60 private LogBase m_log;
61 61
62 public ScriptEngine() 62 public ScriptEngine()
63 { 63 {
64 //Common.SendToDebug("ScriptEngine Object Initialized"); 64 //Common.SendToDebug("ScriptEngine Object Initialized");
65 Common.mySE = this; 65 Common.mySE = this;
66 } 66 }
67 67
68 public LogBase Log 68 public LogBase Log
69 { 69 {
70 get { return m_log; } 70 get { return m_log; }
71 } 71 }
72 72
73 public void InitializeEngine(Scene Sceneworld, LogBase logger, bool HookUpToServer, ScriptManager newScriptManager) 73 public void InitializeEngine(Scene Sceneworld, LogBase logger, bool HookUpToServer, ScriptManager newScriptManager)
74 { 74 {
75 World = Sceneworld; 75 World = Sceneworld;
76 m_log = logger; 76 m_log = logger;
77 77
78 Log.Verbose("ScriptEngine", "DotNet & LSL ScriptEngine initializing"); 78 Log.Verbose("ScriptEngine", "DotNet & LSL ScriptEngine initializing");
79 79
80 //m_logger.Status("ScriptEngine", "InitializeEngine"); 80 //m_logger.Status("ScriptEngine", "InitializeEngine");
81 81
82 // Create all objects we'll be using 82 // Create all objects we'll be using
83 m_EventQueueManager = new EventQueueManager(this); 83 m_EventQueueManager = new EventQueueManager(this);
84 m_EventManager = new EventManager(this, HookUpToServer); 84 m_EventManager = new EventManager(this, HookUpToServer);
85 m_ScriptManager = newScriptManager; 85 m_ScriptManager = newScriptManager;
86 //m_ScriptManager = new ScriptManager(this); 86 //m_ScriptManager = new ScriptManager(this);
87 m_AppDomainManager = new AppDomainManager(); 87 m_AppDomainManager = new AppDomainManager();
88 m_LSLLongCmdHandler = new LSLLongCmdHandler(this); 88 m_LSLLongCmdHandler = new LSLLongCmdHandler(this);
89 89
90 // Should we iterate the region for scripts that needs starting? 90 // Should we iterate the region for scripts that needs starting?
91 // Or can we assume we are loaded before anything else so we can use proper events? 91 // Or can we assume we are loaded before anything else so we can use proper events?
92 } 92 }
93 93
94 public void Shutdown() 94 public void Shutdown()
95 { 95 {
96 // We are shutting down 96 // We are shutting down
97 } 97 }
98 98
99 ScriptServerInterfaces.RemoteEvents ScriptServerInterfaces.ScriptEngine.EventManager() 99 ScriptServerInterfaces.RemoteEvents ScriptServerInterfaces.ScriptEngine.EventManager()
100 { 100 {
101 return this.m_EventManager; 101 return this.m_EventManager;
102 } 102 }
103 103
104 104
105 #region IRegionModule 105 #region IRegionModule
106 106
107 public abstract void Initialise(Scene scene, IConfigSource config); 107 public abstract void Initialise(Scene scene, IConfigSource config);
108 108
109 public void PostInitialise() 109 public void PostInitialise()
110 { 110 {
111 } 111 }
112 112
113 public void Close() 113 public void Close()
114 { 114 {
115 } 115 }
116 116
117 public string Name 117 public string Name
118 { 118 {
119 get { return "DotNetEngine"; } 119 get { return "DotNetEngine"; }
120 } 120 }
121 121
122 public bool IsSharedModule 122 public bool IsSharedModule
123 { 123 {
124 get { return false; } 124 get { return false; }
125 } 125 }
126 126
127 127
128 128
129 #endregion 129 #endregion
130 130
131 } 131 }
132} \ No newline at end of file 132} \ No newline at end of file