From 9c26c8c8da01da987d459f41524386af5dd55fdc Mon Sep 17 00:00:00 2001
From: Melanie Thielker
Date: Fri, 26 Sep 2008 13:46:46 +0000
Subject: And another file
---
.../ScriptEngine/DotNetEngine/EventManager.cs | 479 +++++++++++++++++++++
1 file changed, 479 insertions(+)
create mode 100644 OpenSim/Region/ScriptEngine/DotNetEngine/EventManager.cs
diff --git a/OpenSim/Region/ScriptEngine/DotNetEngine/EventManager.cs b/OpenSim/Region/ScriptEngine/DotNetEngine/EventManager.cs
new file mode 100644
index 0000000..934d981
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/DotNetEngine/EventManager.cs
@@ -0,0 +1,479 @@
+/*
+ * 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.Generic;
+using OpenMetaverse;
+using OpenSim.Framework;
+using OpenSim.Region.Environment.Modules.Avatar.Currency.SampleMoney;
+using OpenSim.Region.Environment;
+using OpenSim.Region.Interfaces;
+using OpenSim.Region;
+using OpenSim.Region.Environment.Scenes;
+using OpenSim.Region.Environment.Interfaces;
+using OpenSim.Region.ScriptEngine.Shared;
+
+namespace OpenSim.Region.ScriptEngine.DotNetEngine
+{
+ ///
+ /// Prepares events so they can be directly executed upon a script by EventQueueManager, then queues it.
+ ///
+ [Serializable]
+ public class EventManager : iScriptEngineFunctionModule
+ {
+ //
+ // Class is instanced in "ScriptEngine" and Uses "EventQueueManager" that is also instanced in "ScriptEngine".
+ // This class needs a bit of explaining:
+ //
+ // This class it the link between an event inside OpenSim and the corresponding event in a user script being executed.
+ //
+ // For example when an user touches an object then the "myScriptEngine.World.EventManager.OnObjectGrab" event is fired inside OpenSim.
+ // We hook up to this event and queue a touch_start in EventQueueManager with the proper LSL parameters.
+ // It will then be delivered to the script by EventQueueManager.
+ //
+ // You can check debug C# dump of an LSL script if you need to verify what exact parameters are needed.
+ //
+
+
+ private ScriptEngine myScriptEngine;
+ //public IScriptHost TEMP_OBJECT_ID;
+ public EventManager(ScriptEngine _ScriptEngine, bool performHookUp)
+ {
+ myScriptEngine = _ScriptEngine;
+ ReadConfig();
+
+ if (performHookUp)
+ {
+ myScriptEngine.World.EventManager.OnRezScript += OnRezScript;
+ }
+ }
+
+ public void HookUpEvents()
+ {
+ // Hook up to events from OpenSim
+ // We may not want to do it because someone is controlling us and will deliver events to us
+
+ myScriptEngine.Log.Info("[" + myScriptEngine.ScriptEngineName + "]: Hooking up to server events");
+ myScriptEngine.World.EventManager.OnObjectGrab += touch_start;
+ myScriptEngine.World.EventManager.OnObjectDeGrab += touch_end;
+ myScriptEngine.World.EventManager.OnRemoveScript += OnRemoveScript;
+ myScriptEngine.World.EventManager.OnScriptChangedEvent += changed;
+ myScriptEngine.World.EventManager.OnScriptAtTargetEvent += at_target;
+ myScriptEngine.World.EventManager.OnScriptNotAtTargetEvent += not_at_target;
+ myScriptEngine.World.EventManager.OnScriptControlEvent += control;
+ myScriptEngine.World.EventManager.OnScriptColliderStart += collision_start;
+ myScriptEngine.World.EventManager.OnScriptColliding += collision;
+ myScriptEngine.World.EventManager.OnScriptCollidingEnd += collision_end;
+
+ // TODO: HOOK ALL EVENTS UP TO SERVER!
+ IMoneyModule money=myScriptEngine.World.RequestModuleInterface();
+ if (money != null)
+ {
+ money.OnObjectPaid+=HandleObjectPaid;
+ }
+
+ }
+
+ public void ReadConfig()
+ {
+ }
+
+ private void HandleObjectPaid(UUID objectID, UUID agentID, int amount)
+ {
+ SceneObjectPart part=myScriptEngine.World.GetSceneObjectPart(objectID);
+ if (part != null)
+ {
+ money(part.LocalId, agentID, amount);
+ }
+ }
+
+ 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]));
+ }
+
+ public void state_entry(uint localID)
+ {
+ // Add to queue for all scripts in ObjectID object
+ myScriptEngine.PostObjectEvent(localID, new EventParams(
+ "state_entry",new object[] { },
+ new DetectParams[0]));
+ }
+
+ public void touch_start(uint localID, uint originalID, Vector3 offsetPos,
+ IClientAPI remoteClient)
+ {
+ // 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;
+ }
+
+ 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)
+ {
+ // 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 = new LSL_Types.Vector3(offsetPos.X,
+ offsetPos.Y,
+ offsetPos.Z);
+
+ 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;
+ }
+
+ myScriptEngine.PostObjectEvent(localID, new EventParams(
+ "touch", new Object[] { new LSL_Types.LSLInteger(1) },
+ det));
+ }
+
+ public void touch_end(uint localID, uint originalID, IClientAPI remoteClient)
+ {
+ // 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;
+ }
+
+ myScriptEngine.PostObjectEvent(localID, new EventParams(
+ "touch_end", new Object[] { new LSL_Types.LSLInteger(1) },
+ det));
+ }
+
+ public void OnRezScript(uint localID, UUID itemID, string script, int startParam, bool postOnRez, string engine)
+ {
+ List engines = new List(myScriptEngine.World.RequestModuleInterfaces());
+
+ List names = new List();
+ foreach (IScriptModule m in engines)
+ names.Add(m.ScriptEngineName);
+
+ int lineEnd = script.IndexOf('\n');
+
+ if (lineEnd != 1)
+ {
+ string firstline = script.Substring(0, lineEnd).Trim();
+
+ int colon = firstline.IndexOf(':');
+ if (firstline.Length > 2 && firstline.Substring(0, 2) == "//" && colon != -1)
+ {
+ string engineName = firstline.Substring(2, colon-2);
+
+ if (names.Contains(engineName))
+ {
+ engine = engineName;
+ script = "//" + script.Substring(script.IndexOf(':')+1);
+ }
+ }
+ }
+
+ if (engine != myScriptEngine.ScriptEngineName)
+ return;
+
+ myScriptEngine.Log.Debug("OnRezScript localID: " + localID + " LLUID: " + itemID.ToString() + " Size: " +
+ script.Length);
+ myScriptEngine.m_ScriptManager.StartScript(localID, itemID, script, startParam, postOnRez);
+ }
+
+ public void OnRemoveScript(uint localID, UUID itemID)
+ {
+ myScriptEngine.Log.Debug("OnRemoveScript localID: " + localID + " LLUID: " + itemID.ToString());
+ myScriptEngine.m_ScriptManager.StopScript(
+ localID,
+ itemID
+ );
+ }
+
+ public void money(uint localID, UUID agentID, int amount)
+ {
+ myScriptEngine.PostObjectEvent(localID, new EventParams(
+ "money", new object[] {
+ new LSL_Types.LSLString(agentID.ToString()),
+ new LSL_Types.LSLInteger(amount) },
+ new DetectParams[0]));
+ }
+
+ // TODO: Replace placeholders below
+ // NOTE! THE PARAMETERS FOR THESE FUNCTIONS ARE NOT CORRECT!
+ // These needs to be hooked up to OpenSim during init of this class
+ // then queued in EventQueueManager.
+ // When queued in EventQueueManager they need to be LSL compatible (name and params)
+
+ public void state_exit(uint localID)
+ {
+ myScriptEngine.PostObjectEvent(localID, new EventParams(
+ "state_exit", new object[] { },
+ new DetectParams[0]));
+ }
+
+ public void collision_start(uint localID, ColliderArgs col)
+ {
+ // Add to queue for all scripts in ObjectID object
+ List det = new List();
+
+ foreach (DetectedObject detobj in col.Colliders)
+ {
+ DetectParams d = new DetectParams();
+ d.Key =detobj.keyUUID;
+ d.Populate(myScriptEngine.World);
+ 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 det = new List();
+
+ foreach (DetectedObject detobj in col.Colliders)
+ {
+ DetectParams d = new DetectParams();
+ d.Key =detobj.keyUUID;
+ d.Populate(myScriptEngine.World);
+ 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 det = new List();
+
+ foreach (DetectedObject detobj in col.Colliders)
+ {
+ DetectParams d = new DetectParams();
+ d.Key =detobj.keyUUID;
+ d.Populate(myScriptEngine.World);
+ 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, UUID itemID)
+ {
+ myScriptEngine.PostObjectEvent(localID, new EventParams(
+ "land_collision_start",
+ new object[0],
+ new DetectParams[0]));
+ }
+
+ public void land_collision(uint localID, UUID itemID)
+ {
+ myScriptEngine.PostObjectEvent(localID, new EventParams(
+ "land_collision",
+ new object[0],
+ new DetectParams[0]));
+ }
+
+ public void land_collision_end(uint localID, UUID itemID)
+ {
+ myScriptEngine.PostObjectEvent(localID, new EventParams(
+ "land_collision_end",
+ new object[0],
+ new DetectParams[0]));
+ }
+
+ // Handled by long commands
+ public void timer(uint localID, UUID itemID)
+ {
+ }
+
+ public void listen(uint localID, UUID itemID)
+ {
+ }
+
+ public void control(uint localID, UUID itemID, UUID agentID, uint held, uint change)
+ {
+ if ((change == 0) && (myScriptEngine.m_EventQueueManager.CheckEeventQueueForEvent(localID,"control"))) return;
+ myScriptEngine.PostObjectEvent(localID, new EventParams(
+ "control",new object[] {
+ new LSL_Types.LSLString(agentID.ToString()),
+ 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.X,targetpos.Y,targetpos.Z),
+ new LSL_Types.Vector3(atpos.X,atpos.Y,atpos.Z) },
+ 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, UUID itemID)
+ {
+ myScriptEngine.PostObjectEvent(localID, new EventParams(
+ "at_rot_target",new object[0],
+ new DetectParams[0]));
+ }
+
+ public void not_at_rot_target(uint localID, UUID itemID)
+ {
+ myScriptEngine.PostObjectEvent(localID, new EventParams(
+ "not_at_rot_target",new object[0],
+ new DetectParams[0]));
+ }
+
+ public void attach(uint localID, UUID itemID)
+ {
+ }
+
+ public void dataserver(uint localID, UUID itemID)
+ {
+ }
+
+ public void link_message(uint localID, UUID itemID)
+ {
+ }
+
+ public void moving_start(uint localID, UUID itemID)
+ {
+ myScriptEngine.PostObjectEvent(localID, new EventParams(
+ "moving_start",new object[0],
+ new DetectParams[0]));
+ }
+
+ public void moving_end(uint localID, UUID itemID)
+ {
+ myScriptEngine.PostObjectEvent(localID, new EventParams(
+ "moving_end",new object[0],
+ new DetectParams[0]));
+ }
+
+ public void object_rez(uint localID, UUID itemID)
+ {
+ }
+
+ public void remote_data(uint localID, UUID itemID)
+ {
+ }
+
+ // Handled by long commands
+ public void http_response(uint localID, UUID itemID)
+ {
+ }
+
+ ///
+ /// If set to true then threads and stuff should try to make a graceful exit
+ ///
+ public bool PleaseShutdown
+ {
+ get { return _PleaseShutdown; }
+ set { _PleaseShutdown = value; }
+ }
+ private bool _PleaseShutdown = false;
+ }
+}
--
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