From e9153e1d1aae50024d8cd05fe14a9bce34343a0e Mon Sep 17 00:00:00 2001 From: teravus Date: Thu, 15 Nov 2012 10:05:16 -0500 Subject: Revert "Merge master into teravuswork", it should have been avination, not master. This reverts commit dfac269032300872c4d0dc507f4f9062d102b0f4, reversing changes made to 619c39e5144f15aca129d6d999bcc5c34133ee64. --- OpenSim/Region/Framework/Scenes/EventManager.cs | 521 +----------------------- 1 file changed, 16 insertions(+), 505 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes/EventManager.cs') diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs index 5b1c9f4..4a19c3b 100644 --- a/OpenSim/Region/Framework/Scenes/EventManager.cs +++ b/OpenSim/Region/Framework/Scenes/EventManager.cs @@ -47,75 +47,30 @@ namespace OpenSim.Region.Framework.Scenes public delegate void OnFrameDelegate(); - /// - /// Triggered on each sim frame. - /// - /// - /// This gets triggered in - /// Core uses it for things like Sun, Wind & Clouds - /// The MRM module also uses it. - /// public event OnFrameDelegate OnFrame; public delegate void ClientMovement(ScenePresence client); - /// - /// Trigerred when an agent moves. - /// - /// - /// This gets triggered in - /// prior to - /// public event ClientMovement OnClientMovement; public delegate void OnTerrainTaintedDelegate(); - /// - /// Triggered if the terrain has been edited - /// - /// - /// This gets triggered in - /// after it determines that an update has been made. - /// public event OnTerrainTaintedDelegate OnTerrainTainted; public delegate void OnTerrainTickDelegate(); - /// - /// Triggered if the terrain has been edited - /// - /// - /// This gets triggered in - /// but is used by core solely to update the physics engine. - /// - public event OnTerrainTickDelegate OnTerrainTick; - public delegate void OnTerrainUpdateDelegate(); + public event OnTerrainTickDelegate OnTerrainTick; + public event OnTerrainUpdateDelegate OnTerrainUpdate; public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); - /// - /// Triggered when a region is backed up/persisted to storage - /// - /// - /// This gets triggered in - /// and is fired before the persistence occurs. - /// public event OnBackupDelegate OnBackup; public delegate void OnClientConnectCoreDelegate(IClientCore client); - /// - /// Triggered when a new client connects to the scene. - /// - /// - /// This gets triggered in , - /// which checks if an instance of - /// also implements and as such, - /// is not triggered by NPCs. - /// public event OnClientConnectCoreDelegate OnClientConnect; public delegate void OnNewClientDelegate(IClientAPI client); @@ -125,96 +80,33 @@ namespace OpenSim.Region.Framework.Scenes /// /// /// This is triggered for both child and root agent client connections. - /// /// Triggered before OnClientLogin. - /// - /// This is triggered under per-agent lock. So if you want to perform any long-running operations, please - /// do this on a separate thread. /// public event OnNewClientDelegate OnNewClient; /// /// Fired if the client entering this sim is doing so as a new login /// - /// - /// This is triggered under per-agent lock. So if you want to perform any long-running operations, please - /// do this on a separate thread. - /// public event Action OnClientLogin; public delegate void OnNewPresenceDelegate(ScenePresence presence); - /// - /// Triggered when a new presence is added to the scene - /// - /// - /// Triggered in which is used by both - /// users and NPCs - /// public event OnNewPresenceDelegate OnNewPresence; public delegate void OnRemovePresenceDelegate(UUID agentId); - /// - /// Triggered when a presence is removed from the scene - /// - /// - /// Triggered in which is used by both - /// users and NPCs - /// - /// Triggered under per-agent lock. So if you want to perform any long-running operations, please - /// do this on a separate thread. - /// public event OnRemovePresenceDelegate OnRemovePresence; public delegate void OnParcelPrimCountUpdateDelegate(); - /// - /// Triggered whenever the prim count may have been altered, or prior - /// to an action that requires the current prim count to be accurate. - /// - /// - /// Triggered by in - /// , - /// , - /// , - /// , - /// , - /// , - /// - /// public event OnParcelPrimCountUpdateDelegate OnParcelPrimCountUpdate; public delegate void OnParcelPrimCountAddDelegate(SceneObjectGroup obj); - /// - /// Triggered in response to for - /// objects that actually contribute to parcel prim count. - /// - /// - /// Triggered by in - /// - /// public event OnParcelPrimCountAddDelegate OnParcelPrimCountAdd; public delegate void OnPluginConsoleDelegate(string[] args); - /// - /// Triggered after - /// has been called for all - /// loaded via . - /// Handlers for this event are typically used to parse the arguments - /// from in order to process or - /// filter the arguments and pass them onto - /// - /// - /// Triggered by in - /// via - /// via - /// via - /// via - /// - /// public event OnPluginConsoleDelegate OnPluginConsole; /// @@ -229,28 +121,8 @@ namespace OpenSim.Region.Framework.Scenes public delegate void OnSetRootAgentSceneDelegate(UUID agentID, Scene scene); - /// - /// Triggered before the grunt work for adding a root agent to a - /// scene has been performed (resuming attachment scripts, physics, - /// animations etc.) - /// - /// - /// Triggered before - /// by - /// in - /// via - /// and - /// public event OnSetRootAgentSceneDelegate OnSetRootAgentScene; - /// - /// Triggered after parcel properties have been updated. - /// - /// - /// Triggered by in - /// , - /// - /// public event ParcelPropertiesUpdateRequest OnParcelPropertiesUpdateRequest; /// @@ -265,45 +137,13 @@ namespace OpenSim.Region.Framework.Scenes /// /// Fired when an object is touched/grabbed. /// - /// /// The originalID is the local ID of the part that was actually touched. The localID itself is always that of /// the root part. - /// Triggerd in response to - /// via - /// in - /// public event ObjectGrabDelegate OnObjectGrab; public delegate void ObjectGrabDelegate(uint localID, uint originalID, Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs); - /// - /// Triggered when an object is being touched/grabbed continuously. - /// - /// - /// Triggered in response to - /// via - /// in - /// public event ObjectGrabDelegate OnObjectGrabbing; - - /// - /// Triggered when an object stops being touched/grabbed. - /// - /// - /// Triggered in response to - /// via - /// in - /// public event ObjectDeGrabDelegate OnObjectDeGrab; - - /// - /// Triggered when a script resets. - /// - /// - /// Triggered by - /// in - /// via - /// via - /// public event ScriptResetDelegate OnScriptReset; public event OnPermissionErrorDelegate OnPermissionError; @@ -313,105 +153,29 @@ namespace OpenSim.Region.Framework.Scenes /// /// /// Occurs after OnNewScript. - /// Triggered by - /// in /// public event NewRezScript OnRezScript; public delegate void NewRezScript(uint localID, UUID itemID, string script, int startParam, bool postOnRez, string engine, int stateSource); public delegate void RemoveScript(uint localID, UUID itemID); - - /// - /// Triggered when a script is removed from an object. - /// - /// - /// Triggered by - /// in , - /// , - /// , - /// - /// public event RemoveScript OnRemoveScript; public delegate void StartScript(uint localID, UUID itemID); - - /// - /// Triggered when a script starts. - /// - /// - /// Triggered by - /// in - /// via , - /// via - /// public event StartScript OnStartScript; public delegate void StopScript(uint localID, UUID itemID); - - /// - /// Triggered when a script stops. - /// - /// - /// Triggered by , - /// in , - /// , - /// - /// public event StopScript OnStopScript; public delegate bool SceneGroupMoved(UUID groupID, Vector3 delta); - - /// - /// Triggered when an object is moved. - /// - /// - /// Triggered by - /// in , - /// - /// public event SceneGroupMoved OnSceneGroupMove; public delegate void SceneGroupGrabed(UUID groupID, Vector3 offset, UUID userID); - - /// - /// Triggered when an object is grabbed. - /// - /// - /// Triggered by - /// in - /// via - /// via - /// via - /// via - /// public event SceneGroupGrabed OnSceneGroupGrab; public delegate bool SceneGroupSpinStarted(UUID groupID); - - /// - /// Triggered when an object starts to spin. - /// - /// - /// Triggered by - /// in - /// via - /// via - /// via - /// public event SceneGroupSpinStarted OnSceneGroupSpinStart; public delegate bool SceneGroupSpun(UUID groupID, Quaternion rotation); - - /// - /// Triggered when an object is being spun. - /// - /// - /// Triggered by - /// in - /// via - /// via - /// via - /// public event SceneGroupSpun OnSceneGroupSpin; public delegate void LandObjectAdded(ILandObject newParcel); @@ -440,9 +204,6 @@ namespace OpenSim.Region.Framework.Scenes /// /// /// At the point of firing, the scene still contains the client's scene presence. - /// - /// This is triggered under per-agent lock. So if you want to perform any long-running operations, please - /// do this on a separate thread. /// public event ClientClosed OnClientClosed; @@ -453,9 +214,6 @@ namespace OpenSim.Region.Framework.Scenes /// /// /// Occurs before OnRezScript - /// Triggered by - /// in , - /// /// public event NewScript OnNewScript; @@ -490,12 +248,6 @@ namespace OpenSim.Region.Framework.Scenes /// /// /// Triggered after the scene receives a client's upload of an updated script and has stored it in an asset. - /// Triggered by - /// in - /// via - /// via - /// via - /// via /// public event UpdateScript OnUpdateScript; @@ -521,203 +273,48 @@ namespace OpenSim.Region.Framework.Scenes } /// - /// Triggered when some scene object properties change. - /// - /// /// ScriptChangedEvent is fired when a scene object property that a script might be interested /// in (such as color, scale or inventory) changes. Only enough information sent is for the LSL changed event. /// This is not an indication that the script has changed (see OnUpdateScript for that). /// This event is sent to a script to tell it that some property changed on /// the object the script is in. See http://lslwiki.net/lslwiki/wakka.php?wakka=changed . - /// Triggered by - /// in , - /// - /// + /// public event ScriptChangedEvent OnScriptChangedEvent; public delegate void ScriptChangedEvent(uint localID, uint change); public delegate void ScriptControlEvent(UUID item, UUID avatarID, uint held, uint changed); - - /// - /// Triggered when a script receives control input from an agent. - /// - /// - /// Triggered by - /// in - /// via - /// via - /// via - /// public event ScriptControlEvent OnScriptControlEvent; public delegate void ScriptAtTargetEvent(uint localID, uint handle, Vector3 targetpos, Vector3 atpos); - - /// - /// Triggered when an object has arrived within a tolerance distance - /// of a motion target. - /// - /// - /// Triggered by - /// in - /// via , - /// via - /// public event ScriptAtTargetEvent OnScriptAtTargetEvent; public delegate void ScriptNotAtTargetEvent(uint localID); - - /// - /// Triggered when an object has a motion target but has not arrived - /// within a tolerance distance. - /// - /// - /// Triggered by - /// in - /// via , - /// via - /// public event ScriptNotAtTargetEvent OnScriptNotAtTargetEvent; public delegate void ScriptAtRotTargetEvent(uint localID, uint handle, Quaternion targetrot, Quaternion atrot); - - /// - /// Triggered when an object has arrived within a tolerance rotation - /// of a rotation target. - /// - /// - /// Triggered by - /// in - /// via , - /// via - /// public event ScriptAtRotTargetEvent OnScriptAtRotTargetEvent; public delegate void ScriptNotAtRotTargetEvent(uint localID); - - /// - /// Triggered when an object has a rotation target but has not arrived - /// within a tolerance rotation. - /// - /// - /// Triggered by - /// in - /// via , - /// via - /// public event ScriptNotAtRotTargetEvent OnScriptNotAtRotTargetEvent; public delegate void ScriptColliding(uint localID, ColliderArgs colliders); - - /// - /// Triggered when a physical collision has started between a prim - /// and something other than the region terrain. - /// - /// - /// Triggered by - /// in - /// via - /// via - /// via - /// public event ScriptColliding OnScriptColliderStart; - - /// - /// Triggered when something that previously collided with a prim has - /// not stopped colliding with it. - /// - /// - /// - /// Triggered by - /// in - /// via - /// via - /// via - /// public event ScriptColliding OnScriptColliding; - - /// - /// Triggered when something that previously collided with a prim has - /// stopped colliding with it. - /// - /// - /// Triggered by - /// in - /// via - /// via - /// via - /// public event ScriptColliding OnScriptCollidingEnd; - - /// - /// Triggered when a physical collision has started between an object - /// and the region terrain. - /// - /// - /// Triggered by - /// in - /// via - /// via - /// via - /// public event ScriptColliding OnScriptLandColliderStart; - - /// - /// Triggered when an object that previously collided with the region - /// terrain has not yet stopped colliding with it. - /// - /// - /// Triggered by - /// in - /// via - /// via - /// via - /// public event ScriptColliding OnScriptLandColliding; - - /// - /// Triggered when an object that previously collided with the region - /// terrain has stopped colliding with it. - /// - /// - /// Triggered by - /// in - /// via - /// via - /// via - /// public event ScriptColliding OnScriptLandColliderEnd; public delegate void OnMakeChildAgentDelegate(ScenePresence presence); - - /// - /// Triggered when an agent has been made a child agent of a scene. - /// - /// - /// Triggered by - /// in - /// via , - /// , - /// - /// public event OnMakeChildAgentDelegate OnMakeChildAgent; public delegate void OnSaveNewWindlightProfileDelegate(); public delegate void OnSendNewWindlightProfileTargetedDelegate(RegionLightShareData wl, UUID user); /// - /// Triggered after the grunt work for adding a root agent to a - /// scene has been performed (resuming attachment scripts, physics, - /// animations etc.) - /// - /// /// This event is on the critical path for transferring an avatar from one region to another. Try and do /// as little work on this event as possible, or do work asynchronously. - /// Triggered after - /// by - /// in - /// via - /// and - /// + /// public event Action OnMakeRootAgent; public event OnSendNewWindlightProfileTargetedDelegate OnSendNewWindlightProfileTargeted; @@ -743,17 +340,9 @@ namespace OpenSim.Region.Framework.Scenes public event AvatarKillData OnAvatarKilled; public delegate void AvatarKillData(uint KillerLocalID, ScenePresence avatar); - /* - public delegate void ScriptTimerEvent(uint localID, double timerinterval); - /// - /// Used to be triggered when the LSL timer event fires. - /// - /// - /// Triggered by - /// via - /// - public event ScriptTimerEvent OnScriptTimerEvent; - */ +// public delegate void ScriptTimerEvent(uint localID, double timerinterval); + +// public event ScriptTimerEvent OnScriptTimerEvent; public delegate void EstateToolsSunUpdate(ulong regionHandle, bool FixedTime, bool EstateSun, float LindenHour); public delegate void GetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID); @@ -763,27 +352,12 @@ namespace OpenSim.Region.Framework.Scenes /// /// Triggered when an object is added to the scene. /// - /// - /// Triggered by - /// in , - /// , - /// - /// public event Action OnObjectAddedToScene; /// - /// Delegate for - /// - /// The object being removed from the scene - public delegate void ObjectBeingRemovedFromScene(SceneObjectGroup obj); - - /// /// Triggered when an object is removed from the scene. /// - /// - /// Triggered by - /// in - /// + public delegate void ObjectBeingRemovedFromScene(SceneObjectGroup obj); public event ObjectBeingRemovedFromScene OnObjectBeingRemovedFromScene; public delegate void NoticeNoLandDataFromStorage(); @@ -799,20 +373,6 @@ namespace OpenSim.Region.Framework.Scenes public event RequestParcelPrimCountUpdate OnRequestParcelPrimCountUpdate; public delegate void ParcelPrimCountTainted(); - - /// - /// Triggered when the parcel prim count has been altered. - /// - /// - /// Triggered by in - /// , - /// , - /// , - /// , - /// , - /// , - /// - /// public event ParcelPrimCountTainted OnParcelPrimCountTainted; public event GetScriptRunning OnGetScriptRunning; @@ -876,7 +436,7 @@ namespace OpenSim.Region.Framework.Scenes /// the scripts may not have started yet /// Message is non empty string if there were problems loading the oar file /// - public delegate void OarFileLoaded(Guid guid, List loadedScenes, string message); + public delegate void OarFileLoaded(Guid guid, string message); public event OarFileLoaded OnOarFileLoaded; /// @@ -929,13 +489,10 @@ namespace OpenSim.Region.Framework.Scenes /// /// /// True if the duplicate will immediately be in the scene, false otherwise - /// - /// Triggered in - /// public event SceneObjectPartCopyDelegate OnSceneObjectPartCopy; public delegate void SceneObjectPartCopyDelegate(SceneObjectPart copy, SceneObjectPart original, bool userExposed); - public delegate void SceneObjectPartUpdated(SceneObjectPart sop, bool full); + public delegate void SceneObjectPartUpdated(SceneObjectPart sop); public event SceneObjectPartUpdated OnSceneObjectPartUpdated; public delegate void ScenePresenceUpdated(ScenePresence sp); @@ -973,28 +530,9 @@ namespace OpenSim.Region.Framework.Scenes public event PrimsLoaded OnPrimsLoaded; public delegate void TeleportStart(IClientAPI client, GridRegion destination, GridRegion finalDestination, uint teleportFlags, bool gridLogout); - - /// - /// Triggered when a teleport starts - /// - /// - /// Triggered by - /// in - /// and - /// via - /// public event TeleportStart OnTeleportStart; public delegate void TeleportFail(IClientAPI client, bool gridLogout); - - /// - /// Trigered when a teleport fails. - /// - /// - /// Triggered by - /// in - /// via - /// public event TeleportFail OnTeleportFail; public class MoneyTransferArgs : EventArgs @@ -1002,9 +540,7 @@ namespace OpenSim.Region.Framework.Scenes public UUID sender; public UUID receiver; - /// - /// Always false. The SL protocol sucks. - /// + // Always false. The SL protocol sucks. public bool authenticated = false; public int amount; @@ -1061,29 +597,8 @@ namespace OpenSim.Region.Framework.Scenes public delegate void LandBuy(Object sender, LandBuyArgs e); - /// - /// Triggered when an attempt to transfer grid currency occurs - /// - /// - /// Triggered in - /// via - /// via - /// via - /// public event MoneyTransferEvent OnMoneyTransfer; - - /// - /// Triggered after after - /// public event LandBuy OnLandBuy; - - /// - /// Triggered to allow or prevent a real estate transaction - /// - /// - /// Triggered in - /// - /// public event LandBuy OnValidateLandBuy; public void TriggerOnAttach(uint localID, UUID itemID, UUID avatarID) @@ -2520,11 +2035,7 @@ namespace OpenSim.Region.Framework.Scenes } } - /// - /// this lets us keep track of nasty script events like timer, etc. - /// - /// - /// + // this lets us keep track of nasty script events like timer, etc. public void TriggerTimerEvent(uint objLocalID, double Interval) { throw new NotImplementedException("TriggerTimerEvent was thought to be not used anymore and the registration for the event from scene object part has been commented out due to a memory leak"); @@ -2586,7 +2097,7 @@ namespace OpenSim.Region.Framework.Scenes return 6; } - public void TriggerOarFileLoaded(Guid requestId, List loadedScenes, string message) + public void TriggerOarFileLoaded(Guid requestId, string message) { OarFileLoaded handlerOarFileLoaded = OnOarFileLoaded; if (handlerOarFileLoaded != null) @@ -2595,7 +2106,7 @@ namespace OpenSim.Region.Framework.Scenes { try { - d(requestId, loadedScenes, message); + d(requestId, message); } catch (Exception e) { @@ -2880,7 +2391,7 @@ namespace OpenSim.Region.Framework.Scenes } } - public void TriggerSceneObjectPartUpdated(SceneObjectPart sop, bool full) + public void TriggerSceneObjectPartUpdated(SceneObjectPart sop) { SceneObjectPartUpdated handler = OnSceneObjectPartUpdated; if (handler != null) @@ -2889,7 +2400,7 @@ namespace OpenSim.Region.Framework.Scenes { try { - d(sop, full); + d(sop); } catch (Exception e) { -- cgit v1.1