/* * 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.Generic; using System.Text; using OpenMetaverse; using OpenSim.ScriptEngine.Components.DotNetEngine.Events; using OpenSim.ScriptEngine.Shared; namespace OpenSim.ScriptEngine.Engines.DotNetEngine { public partial class DotNetEngine { //internal Dictionary<int, IScriptScheduler> ScriptMapping = new Dictionary<int, IScriptScheduler>(); // // HANDLE EVENTS FROM SCRIPTS // We will handle script add, change and remove events outside of command pipeline // #region Script Add/Change/Remove void Events_RezScript(uint localID, UUID itemID, string script, int startParam, bool postOnRez, string engine) { // ### // # New script created // ### m_log.DebugFormat( "[{0}] NEW SCRIPT: localID: {1}, itemID: {2}, startParam: {3}, postOnRez: {4}, engine: {5}", Name, localID, itemID, startParam, postOnRez, engine); // Make a script object ScriptStructure scriptObject = new ScriptStructure(); scriptObject.RegionInfo = RegionInfo; scriptObject.LocalID = localID; scriptObject.ItemID = itemID; scriptObject.Source = script; // // Get MetaData from script header // ScriptMetaData scriptMetaData = ScriptMetaData.Extract(ref script); scriptObject.ScriptMetaData = scriptMetaData; foreach (string key in scriptObject.ScriptMetaData.Keys) { m_log.DebugFormat("[{0}] Script metadata: Key: \"{1}\", Value: \"{2}\".", Name, key, scriptObject.ScriptMetaData[key]); } // // Load this assembly // // TODO: Use Executor to send a command instead? m_log.DebugFormat("[{0}] Adding script to scheduler", Name); RegionInfo.FindScheduler(scriptObject.ScriptMetaData).AddScript(scriptObject); // Add to our internal mapping //ScriptMapping.Add(itemID, Schedulers[scheduler]); } private void Events_RemoveScript(uint localID, UUID itemID) { // Tell all schedulers to remove this item foreach (IScriptScheduler scheduler in RegionInfo.Schedulers.Values) { scheduler.Removecript(localID, itemID); } } #endregion } }