/* * 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 OpenSimulator 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 OpenMetaverse; namespace OpenSim.Region.Framework.Interfaces { public delegate void ScriptCommand(UUID script, string id, string module, string command, string k); /// <summary> /// Interface for communication between OpenSim modules and in-world scripts /// </summary> /// /// See OpenSim.Region.ScriptEngine.Shared.Api.MOD_Api.modSendCommand() for information on receiving messages /// from scripts in OpenSim modules. public interface IScriptModuleComms { /// <summary> /// Modules can subscribe to this event to receive command invocations from in-world scripts /// </summary> event ScriptCommand OnScriptCommand; /// <summary> /// Send a link_message event to an in-world script /// </summary> /// <param name="scriptId"></param> /// <param name="code"></param> /// <param name="text"></param> /// <param name="key"></param> void DispatchReply(UUID scriptId, int code, string text, string key); // For use ONLY by the script API void RaiseEvent(UUID script, string id, string module, string command, string key); } }