/* * 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 System.Collections; using System.Collections.Generic; using System.Threading; using OpenMetaverse; using log4net; using OpenSim.Framework; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.ScriptEngine.Shared; using OpenSim.Region.ScriptEngine.Interfaces; namespace OpenSim.Region.ScriptEngine.Interfaces { public enum StateSource { RegionStart = 0, NewRez = 1, PrimCrossing = 2, ScriptedRez = 3, AttachedRez = 4, Teleporting = 5 } public interface IScriptWorkItem { bool Cancel(); bool Abort(); /// <summary> /// Wait for the work item to complete. /// </summary> /// <param name='t'>The number of milliseconds to wait. Must be >= -1 (Timeout.Infinite).</param> bool Wait(int t); } /// <summary> /// Interface for interaction with a particular script instance /// </summary> public interface IScriptInstance { /// <summary> /// Debug level for this script instance. /// </summary> /// <remarks> /// Level == 0, no extra data is logged. /// Level >= 1, state changes are logged. /// Level >= 2, event firing is logged. /// <value> /// The debug level. /// </value> int DebugLevel { get; set; } /// <summary> /// Is the script currently running? /// </summary> bool Running { get; set; } /// <summary> /// Is the script suspended? /// </summary> bool Suspended { get; set; } /// <summary> /// Is the script shutting down? /// </summary> bool ShuttingDown { get; set; } /// <summary> /// Script state /// </summary> string State { get; set; } /// <summary> /// Time the script was last started /// </summary> DateTime TimeStarted { get; } /// <summary> /// Tick the last measurement period was started. /// </summary> long MeasurementPeriodTickStart { get; } /// <summary> /// Ticks spent executing in the last measurement period. /// </summary> long MeasurementPeriodExecutionTime { get; } /// <summary> /// Scene part in which this script instance is contained. /// </summary> SceneObjectPart Part { get; } IScriptEngine Engine { get; } UUID AppDomain { get; set; } string PrimName { get; } string ScriptName { get; } UUID ItemID { get; } UUID ObjectID { get; } /// <summary> /// UUID of the root object for the linkset that the script is in. /// </summary> UUID RootObjectID { get; } /// <summary> /// Local id of the root object for the linkset that the script is in. /// </summary> uint RootLocalID { get; } uint LocalID { get; } UUID AssetID { get; } /// <summary> /// Inventory item containing the script used. /// </summary> TaskInventoryItem ScriptTask { get; } Queue EventQueue { get; } /// <summary> /// Number of events queued for processing. /// </summary> long EventsQueued { get; } /// <summary> /// Number of events processed by this script instance. /// </summary> long EventsProcessed { get; } void ClearQueue(); int StartParam { get; set; } void RemoveState(); void Init(); void Start(); /// <summary> /// Stop the script instance. /// </summary> /// <remarks> /// This must not be called by a thread that is in the process of handling an event for this script. Otherwise /// there is a danger that it will self-abort and not complete the reset. /// </remarks> /// <param name="timeout"></param> /// How many milliseconds we will wait for an existing script event to finish before /// forcibly aborting that event. /// <returns>true if the script was successfully stopped, false otherwise</returns> bool Stop(int timeout); void SetState(string state); /// <summary> /// Post an event to this script instance. /// </summary> /// <param name="data"></param> void PostEvent(EventParams data); void Suspend(); void Resume(); /// <summary> /// Process the next event queued for this script instance. /// </summary> /// <returns></returns> object EventProcessor(); int EventTime(); /// <summary> /// Reset the script. /// </summary> /// <remarks> /// This must not be called by a thread that is in the process of handling an event for this script. Otherwise /// there is a danger that it will self-abort and not complete the reset. Such a thread must call /// ApiResetScript() instead. /// </remarks> /// <param name='timeout'> /// How many milliseconds we will wait for an existing script event to finish before /// forcibly aborting that event prior to script reset. /// </param> void ResetScript(int timeout); /// <summary> /// Reset the script. /// </summary> /// <remarks> /// This must not be called by any thread other than the one executing the scripts current event. This is /// because there is no wait or abort logic if another thread is in the middle of processing a script event. /// Such an external thread should use ResetScript() instead. /// </remarks> void ApiResetScript(); Dictionary<string, object> GetVars(); void SetVars(Dictionary<string, object> vars); DetectParams GetDetectParams(int idx); UUID GetDetectID(int idx); void SaveState(string assembly); void DestroyScriptInstance(); IScriptApi GetApi(string name); Dictionary<KeyValuePair<int, int>, KeyValuePair<int, int>> LineMap { get; set; } string GetAssemblyName(); string GetXMLState(); double MinEventDelay { set; } UUID RegionID { get; } } }