/* * 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 libsecondlife; using OpenSim.Framework; using OpenSim.Region.Environment.Modules.Avatar.Currency.SampleMoney; using OpenSim.Region.Environment; using OpenSim.Region; using OpenSim.Region.Environment.Scenes; using OpenSim.Region.Environment.Interfaces; 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 : ScriptServerInterfaces.RemoteEvents, 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(); // Hook up to events from OpenSim // We may not want to do it because someone is controlling us and will deliver events to us if (performHookUp) { 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.OnRezScript += OnRezScript; 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(LLUUID objectID, LLUUID 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.m_EventQueueManager.AddToObjectQueue(localID, "changed", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLInteger(change) }); } public void state_entry(uint localID) { // Add to queue for all scripts in ObjectID object myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "state_entry", EventQueueManager.llDetectNull, new object[] { }); } public void touch_start(uint localID, LLVector3 offsetPos, IClientAPI remoteClient) { // Add to queue for all scripts in ObjectID object EventQueueManager.Queue_llDetectParams_Struct detstruct = new EventQueueManager.Queue_llDetectParams_Struct(); detstruct._key = new LSL_Types.key[1]; detstruct._key2 = new LSL_Types.key[1]; detstruct._string = new string[1]; detstruct._Vector3 = new LSL_Types.Vector3[1]; detstruct._Vector32 = new LSL_Types.Vector3[1]; detstruct._Quaternion = new LSL_Types.Quaternion[1]; detstruct._int = new int[1]; ScenePresence av = myScriptEngine.World.GetScenePresence(remoteClient.AgentId); if (av != null) { detstruct._key[0] = new LSL_Types.key(remoteClient.AgentId.ToString()); detstruct._key2[0] = new LSL_Types.key(remoteClient.AgentId.ToString()); detstruct._string[0] = remoteClient.Name; detstruct._int[0] = 0; detstruct._Quaternion[0] = new LSL_Types.Quaternion(av.Rotation.x,av.Rotation.y,av.Rotation.z,av.Rotation.w); detstruct._Vector3[0] = new LSL_Types.Vector3(av.AbsolutePosition.X,av.AbsolutePosition.Y,av.AbsolutePosition.Z); detstruct._Vector32[0] = new LSL_Types.Vector3(av.Velocity.X,av.Velocity.Y,av.Velocity.Z); } else { detstruct._key[0] = new LSL_Types.key(remoteClient.AgentId.ToString()); detstruct._key2[0] = new LSL_Types.key(remoteClient.AgentId.ToString()); detstruct._string[0] = remoteClient.Name; detstruct._int[0] = 0; detstruct._Quaternion[0] = new LSL_Types.Quaternion(0, 0, 0, 1); detstruct._Vector3[0] = new LSL_Types.Vector3(0, 0, 0); detstruct._Vector32[0] = new LSL_Types.Vector3(0, 0, 0); } myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "touch_start", detstruct, new object[] { new LSL_Types.LSLInteger(1) }); } public void touch_end(uint localID, IClientAPI remoteClient) { // Add to queue for all scripts in ObjectID object EventQueueManager.Queue_llDetectParams_Struct detstruct = new EventQueueManager.Queue_llDetectParams_Struct(); detstruct._key = new LSL_Types.key[1]; detstruct._key2 = new LSL_Types.key[1]; detstruct._string = new string[1]; detstruct._Vector3 = new LSL_Types.Vector3[1]; detstruct._Vector32 = new LSL_Types.Vector3[1]; detstruct._Quaternion = new LSL_Types.Quaternion[1]; detstruct._int = new int[1]; ScenePresence av = myScriptEngine.World.GetScenePresence(remoteClient.AgentId); if (av != null) { detstruct._key[0] = new LSL_Types.key(remoteClient.AgentId.ToString()); detstruct._key2[0] = new LSL_Types.key(remoteClient.AgentId.ToString()); detstruct._string[0] = remoteClient.Name; detstruct._int[0] = 0; detstruct._Quaternion[0] = new LSL_Types.Quaternion(av.Rotation.x, av.Rotation.y, av.Rotation.z, av.Rotation.w); detstruct._Vector3[0] = new LSL_Types.Vector3(av.AbsolutePosition.X, av.AbsolutePosition.Y, av.AbsolutePosition.Z); detstruct._Vector32[0] = new LSL_Types.Vector3(av.Velocity.X, av.Velocity.Y, av.Velocity.Z); } else { detstruct._key[0] = new LSL_Types.key(remoteClient.AgentId.ToString()); detstruct._key2[0] = new LSL_Types.key(remoteClient.AgentId.ToString()); detstruct._string[0] = remoteClient.Name; detstruct._int[0] = 0; detstruct._Quaternion[0] = new LSL_Types.Quaternion(0, 0, 0, 1); detstruct._Vector3[0] = new LSL_Types.Vector3(0, 0, 0); detstruct._Vector32[0] = new LSL_Types.Vector3(0, 0, 0); } myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "touch_end", detstruct, new object[] { new LSL_Types.LSLInteger(1) }); } public void OnRezScript(uint localID, LLUUID itemID, string script, int startParam, bool postOnRez) { Console.WriteLine("OnRezScript localID: " + localID + " LLUID: " + itemID.ToString() + " Size: " + script.Length); myScriptEngine.m_ScriptManager.StartScript(localID, itemID, script); } public void OnRemoveScript(uint localID, LLUUID itemID) { Console.WriteLine("OnRemoveScript localID: " + localID + " LLUID: " + itemID.ToString()); myScriptEngine.m_ScriptManager.StopScript( localID, itemID ); } public void money(uint localID, LLUUID agentID, int amount) { myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "money", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLString(agentID.ToString()), new LSL_Types.LSLInteger(amount) }); } // 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) { // Add to queue for all scripts in ObjectID object myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "state_exit", EventQueueManager.llDetectNull, new object[] { }); } public void touch(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "touch", EventQueueManager.llDetectNull); } public void touch_end(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "touch_end", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLInteger(1) }); } public void collision_start(uint localID, ColliderArgs col) { EventQueueManager.Queue_llDetectParams_Struct detstruct = new EventQueueManager.Queue_llDetectParams_Struct(); detstruct._string = new string[col.Colliders.Count]; detstruct._Quaternion = new LSL_Types.Quaternion[col.Colliders.Count]; detstruct._int = new int[col.Colliders.Count]; detstruct._key = new LSL_Types.key[col.Colliders.Count]; detstruct._key2 = new LSL_Types.key[col.Colliders.Count]; detstruct._Vector3 = new LSL_Types.Vector3[col.Colliders.Count]; detstruct._Vector32 = new LSL_Types.Vector3[col.Colliders.Count]; detstruct._bool = new bool[col.Colliders.Count]; int i = 0; foreach (DetectedObject detobj in col.Colliders) { detstruct._key[i] = new LSL_Types.key(detobj.keyUUID.ToString()); detstruct._key2[i] = new LSL_Types.key(detobj.ownerUUID.ToString()); detstruct._Quaternion[i] = new LSL_Types.Quaternion(detobj.rotQuat.X, detobj.rotQuat.Y, detobj.rotQuat.Z, detobj.rotQuat.W); detstruct._string[i] = detobj.nameStr; detstruct._int[i] = detobj.colliderType; detstruct._Vector3[i] = new LSL_Types.Vector3(detobj.posVector.X, detobj.posVector.Y, detobj.posVector.Z); detstruct._Vector32[i] = new LSL_Types.Vector3(detobj.velVector.X, detobj.velVector.Y, detobj.velVector.Z); detstruct._bool[i] = true; // Apparently the script engine uses this to see if this is a valid entry... i++; } myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "collision_start", detstruct, new object[] { new LSL_Types.LSLInteger(col.Colliders.Count) }); } public void collision(uint localID, ColliderArgs col) { EventQueueManager.Queue_llDetectParams_Struct detstruct = new EventQueueManager.Queue_llDetectParams_Struct(); detstruct._string = new string[col.Colliders.Count]; detstruct._Quaternion = new LSL_Types.Quaternion[col.Colliders.Count]; detstruct._int = new int[col.Colliders.Count]; detstruct._key = new LSL_Types.key[col.Colliders.Count]; detstruct._key2 = new LSL_Types.key[col.Colliders.Count]; detstruct._Vector3 = new LSL_Types.Vector3[col.Colliders.Count]; detstruct._Vector32 = new LSL_Types.Vector3[col.Colliders.Count]; detstruct._bool = new bool[col.Colliders.Count]; int i = 0; foreach (DetectedObject detobj in col.Colliders) { detstruct._key[i] = new LSL_Types.key(detobj.keyUUID.ToString()); detstruct._key2[i] = new LSL_Types.key(detobj.ownerUUID.ToString()); detstruct._Quaternion[i] = new LSL_Types.Quaternion(detobj.rotQuat.X, detobj.rotQuat.Y, detobj.rotQuat.Z, detobj.rotQuat.W); detstruct._string[i] = detobj.nameStr; detstruct._int[i] = detobj.colliderType; detstruct._Vector3[i] = new LSL_Types.Vector3(detobj.posVector.X, detobj.posVector.Y, detobj.posVector.Z); detstruct._Vector32[i] = new LSL_Types.Vector3(detobj.velVector.X, detobj.velVector.Y, detobj.velVector.Z); detstruct._bool[i] = true; // Apparently the script engine uses this to see if this is a valid entry... i++; } myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "collision", detstruct, new object[] { new LSL_Types.LSLInteger(col.Colliders.Count) }); } public void collision_end(uint localID, ColliderArgs col) { EventQueueManager.Queue_llDetectParams_Struct detstruct = new EventQueueManager.Queue_llDetectParams_Struct(); detstruct._string = new string[col.Colliders.Count]; detstruct._Quaternion = new LSL_Types.Quaternion[col.Colliders.Count]; detstruct._int = new int[col.Colliders.Count]; detstruct._key = new LSL_Types.key[col.Colliders.Count]; detstruct._key2 = new LSL_Types.key[col.Colliders.Count]; detstruct._Vector3 = new LSL_Types.Vector3[col.Colliders.Count]; detstruct._Vector32 = new LSL_Types.Vector3[col.Colliders.Count]; detstruct._bool = new bool[col.Colliders.Count]; int i = 0; foreach (DetectedObject detobj in col.Colliders) { detstruct._key[i] = new LSL_Types.key(detobj.keyUUID.ToString()); detstruct._key2[i] = new LSL_Types.key(detobj.ownerUUID.ToString()); detstruct._Quaternion[i] = new LSL_Types.Quaternion(detobj.rotQuat.X, detobj.rotQuat.Y, detobj.rotQuat.Z, detobj.rotQuat.W); detstruct._string[i] = detobj.nameStr; detstruct._int[i] = detobj.colliderType; detstruct._Vector3[i] = new LSL_Types.Vector3(detobj.posVector.X, detobj.posVector.Y, detobj.posVector.Z); detstruct._Vector32[i] = new LSL_Types.Vector3(detobj.velVector.X, detobj.velVector.Y, detobj.velVector.Z); detstruct._bool[i] = true; // Apparently the script engine uses this to see if this is a valid entry... i++; } myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "collision_end", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLInteger(col.Colliders.Count) }); } public void land_collision_start(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "land_collision_start", EventQueueManager.llDetectNull); } public void land_collision(uint localID, ColliderArgs col) { myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "land_collision", EventQueueManager.llDetectNull); } public void land_collision_end(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "land_collision_end", EventQueueManager.llDetectNull); } // Handled by long commands public void timer(uint localID, LLUUID itemID) { //myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, String.Empty); } public void listen(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "listen", EventQueueManager.llDetectNull); } public void on_rez(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "on_rez", EventQueueManager.llDetectNull); } public void sensor(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "sensor", EventQueueManager.llDetectNull); } public void no_sensor(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "no_sensor", EventQueueManager.llDetectNull); } public void control(uint localID, LLUUID itemID, LLUUID agentID, uint held, uint change) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "control", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLString(agentID.ToString()), new LSL_Types.LSLInteger(held), new LSL_Types.LSLInteger(change)}); } public void email(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "email", EventQueueManager.llDetectNull); } public void at_target(uint localID, uint handle, LLVector3 targetpos, LLVector3 atpos) { myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "at_target", EventQueueManager.llDetectNull, 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) }); } public void not_at_target(uint localID) { myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "not_at_target", EventQueueManager.llDetectNull); } public void at_rot_target(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "at_rot_target", EventQueueManager.llDetectNull); } public void not_at_rot_target(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "not_at_rot_target", EventQueueManager.llDetectNull); } public void run_time_permissions(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "run_time_permissions", EventQueueManager.llDetectNull); } public void changed(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "changed", EventQueueManager.llDetectNull); } public void attach(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "attach", EventQueueManager.llDetectNull); } public void dataserver(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "dataserver", EventQueueManager.llDetectNull); } public void link_message(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "link_message", EventQueueManager.llDetectNull); } public void moving_start(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "moving_start", EventQueueManager.llDetectNull); } public void moving_end(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "moving_end", EventQueueManager.llDetectNull); } public void object_rez(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "object_rez", EventQueueManager.llDetectNull); } public void remote_data(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "remote_data", EventQueueManager.llDetectNull); } // Handled by long commands public void http_response(uint localID, LLUUID itemID) { // myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "http_response", EventQueueManager.llDetectNull); } /// /// 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; } }