From 824283ca3c2ab54868ed61fdb0a329221d69e5fa Mon Sep 17 00:00:00 2001 From: Melanie Thielker Date: Fri, 26 Sep 2008 13:16:11 +0000 Subject: Remove all the subclassing complexity and script server interfaces from DNE and move all of DNE into the DotNetEngine directory. Remove references that would cause the script runtime to load the entire engine + scene into each script appdomain. This might help DNE memory consumption. --- .../Common/ScriptEngineBase/EventManager.cs | 479 --------------------- 1 file changed, 479 deletions(-) delete mode 100644 OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventManager.cs (limited to 'OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventManager.cs') diff --git a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventManager.cs b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventManager.cs deleted file mode 100644 index 8293fae..0000000 --- a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventManager.cs +++ /dev/null @@ -1,479 +0,0 @@ -/* - * 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.Common.ScriptEngineBase -{ - /// - /// 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; - } -} -- cgit v1.1