/* * 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.Reflection; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.ScriptEngine.Shared; using OpenSim.Region.ScriptEngine.Interfaces; using log4net; namespace OpenSim.Region.ScriptEngine.XEngine { /// <summary> /// Prepares events so they can be directly executed upon a script by EventQueueManager, then queues it. /// </summary> public class EventManager { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private XEngine myScriptEngine; public EventManager(XEngine _ScriptEngine) { myScriptEngine = _ScriptEngine; m_log.Info("[XEngine] Hooking up to server events"); myScriptEngine.World.EventManager.OnAttach += attach; myScriptEngine.World.EventManager.OnObjectGrab += touch_start; myScriptEngine.World.EventManager.OnObjectGrabbing += touch; myScriptEngine.World.EventManager.OnObjectDeGrab += touch_end; myScriptEngine.World.EventManager.OnScriptChangedEvent += changed; myScriptEngine.World.EventManager.OnScriptAtTargetEvent += at_target; myScriptEngine.World.EventManager.OnScriptNotAtTargetEvent += not_at_target; myScriptEngine.World.EventManager.OnScriptAtRotTargetEvent += at_rot_target; myScriptEngine.World.EventManager.OnScriptNotAtRotTargetEvent += not_at_rot_target; myScriptEngine.World.EventManager.OnScriptControlEvent += control; myScriptEngine.World.EventManager.OnScriptColliderStart += collision_start; myScriptEngine.World.EventManager.OnScriptColliding += collision; myScriptEngine.World.EventManager.OnScriptCollidingEnd += collision_end; myScriptEngine.World.EventManager.OnScriptLandColliderStart += land_collision_start; myScriptEngine.World.EventManager.OnScriptLandColliding += land_collision; myScriptEngine.World.EventManager.OnScriptLandColliderEnd += land_collision_end; IMoneyModule money=myScriptEngine.World.RequestModuleInterface<IMoneyModule>(); if (money != null) { money.OnObjectPaid+=HandleObjectPaid; } } /// <summary> /// When an object gets paid by an avatar and generates the paid event, /// this will pipe it to the script engine /// </summary> /// <param name="objectID">Object ID that got paid</param> /// <param name="agentID">Agent Id that did the paying</param> /// <param name="amount">Amount paid</param> private void HandleObjectPaid(UUID objectID, UUID agentID, int amount) { // Since this is an event from a shared module, all scenes will // get it. But only one has the object in question. The others // just ignore it. // SceneObjectPart part = myScriptEngine.World.GetSceneObjectPart(objectID); if (part == null) return; m_log.Debug("Paid: " + objectID + " from " + agentID + ", amount " + amount); if (part.ParentGroup != null) part = part.ParentGroup.RootPart; if (part != null) { money(part.LocalId, agentID, amount); } } /// <summary> /// Handles piping the proper stuff to The script engine for touching /// Including DetectedParams /// </summary> /// <param name="localID"></param> /// <param name="originalID"></param> /// <param name="offsetPos"></param> /// <param name="remoteClient"></param> /// <param name="surfaceArgs"></param> public void touch_start(uint localID, uint originalID, Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs) { // 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; } if (surfaceArgs != null) { det[0].SurfaceTouchArgs = surfaceArgs; } 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, SurfaceTouchEventArgs surfaceArgs) { // 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; } if (surfaceArgs != null) { det[0].SurfaceTouchArgs = surfaceArgs; } myScriptEngine.PostObjectEvent(localID, new EventParams( "touch", new Object[] { new LSL_Types.LSLInteger(1) }, det)); } public void touch_end(uint localID, uint originalID, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs) { // 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; } if (surfaceArgs != null) { det[0].SurfaceTouchArgs = surfaceArgs; } myScriptEngine.PostObjectEvent(localID, new EventParams( "touch_end", new Object[] { new LSL_Types.LSLInteger(1) }, det)); } 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])); } // state_entry: not processed here // state_exit: not processed here 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])); } public void collision_start(uint localID, ColliderArgs col) { // Add to queue for all scripts in ObjectID object List<DetectParams> det = new List<DetectParams>(); 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<DetectParams> det = new List<DetectParams>(); 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<DetectParams> det = new List<DetectParams>(); 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, ColliderArgs col) { List<DetectParams> det = new List<DetectParams>(); foreach (DetectedObject detobj in col.Colliders) { DetectParams d = new DetectParams(); d.Position = new LSL_Types.Vector3(detobj.posVector.X, detobj.posVector.Y, detobj.posVector.Z); d.Populate(myScriptEngine.World); det.Add(d); myScriptEngine.PostObjectEvent(localID, new EventParams( "land_collision_start", new Object[] { new LSL_Types.Vector3(d.Position) }, det.ToArray())); } } public void land_collision(uint localID, ColliderArgs col) { List<DetectParams> det = new List<DetectParams>(); foreach (DetectedObject detobj in col.Colliders) { DetectParams d = new DetectParams(); d.Position = new LSL_Types.Vector3(detobj.posVector.X, detobj.posVector.Y, detobj.posVector.Z); d.Populate(myScriptEngine.World); det.Add(d); myScriptEngine.PostObjectEvent(localID, new EventParams( "land_collision", new Object[] { new LSL_Types.Vector3(d.Position) }, det.ToArray())); } } public void land_collision_end(uint localID, ColliderArgs col) { List<DetectParams> det = new List<DetectParams>(); foreach (DetectedObject detobj in col.Colliders) { DetectParams d = new DetectParams(); d.Position = new LSL_Types.Vector3(detobj.posVector.X, detobj.posVector.Y, detobj.posVector.Z); d.Populate(myScriptEngine.World); det.Add(d); myScriptEngine.PostObjectEvent(localID, new EventParams( "land_collision_end", new Object[] { new LSL_Types.Vector3(d.Position) }, det.ToArray())); } } // timer: not handled here // listen: not handled here public void control(UUID itemID, UUID agentID, uint held, uint change) { myScriptEngine.PostScriptEvent(itemID, 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, uint handle, Quaternion targetrot, Quaternion atrot) { myScriptEngine.PostObjectEvent(localID, new EventParams( "at_rot_target", new object[] { new LSL_Types.LSLInteger(handle), new LSL_Types.Quaternion(targetrot.X,targetrot.Y,targetrot.Z,targetrot.W), new LSL_Types.Quaternion(atrot.X,atrot.Y,atrot.Z,atrot.W) }, new DetectParams[0])); } public void not_at_rot_target(uint localID) { myScriptEngine.PostObjectEvent(localID, new EventParams( "not_at_rot_target",new object[0], new DetectParams[0])); } // run_time_permissions: not handled here public void attach(uint localID, UUID itemID, UUID avatar) { myScriptEngine.PostObjectEvent(localID, new EventParams( "attach",new object[] { new LSL_Types.LSLString(avatar.ToString()) }, new DetectParams[0])); } // dataserver: not handled here // link_message: not handled here 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])); } // object_rez: not handled here // remote_data: not handled here // http_response: not handled here } }