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/*
* 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 OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Environment.Modules.Avatar.Currency.SampleMoney;
using OpenSim.Region.Environment;
using OpenSim.Region.Interfaces;
using OpenSim.Region;
using OpenSim.Region.Environment.Scenes;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.ScriptEngine.Shared;
namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
{
/// <summary>
/// Prepares events so they can be directly executed upon a script by EventQueueManager, then queues it.
/// </summary>
[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();
if (performHookUp)
{
myScriptEngine.World.EventManager.OnRezScript += OnRezScript;
}
}
public void HookUpEvents()
{
// Hook up to events from OpenSim
// We may not want to do it because someone is controlling us and will deliver events to us
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.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<IMoneyModule>();
if (money != null)
{
money.OnObjectPaid+=HandleObjectPaid;
}
}
public void ReadConfig()
{
}
private void HandleObjectPaid(UUID objectID, UUID 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.PostObjectEvent(localID, new EventParams(
"changed",new object[] { new LSL_Types.LSLInteger(change) },
new DetectParams[0]));
}
public void state_entry(uint localID)
{
// Add to queue for all scripts in ObjectID object
myScriptEngine.PostObjectEvent(localID, new EventParams(
"state_entry",new object[] { },
new DetectParams[0]));
}
public void touch_start(uint localID, uint originalID, Vector3 offsetPos,
IClientAPI remoteClient)
{
// 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;
}
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)
{
// 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;
}
myScriptEngine.PostObjectEvent(localID, new EventParams(
"touch", new Object[] { new LSL_Types.LSLInteger(1) },
det));
}
public void touch_end(uint localID, uint originalID, IClientAPI remoteClient)
{
// 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;
}
myScriptEngine.PostObjectEvent(localID, new EventParams(
"touch_end", new Object[] { new LSL_Types.LSLInteger(1) },
det));
}
public void OnRezScript(uint localID, UUID itemID, string script, int startParam, bool postOnRez, string engine)
{
List<IScriptModule> engines = new List<IScriptModule>(myScriptEngine.World.RequestModuleInterfaces<IScriptModule>());
List<string> names = new List<string>();
foreach (IScriptModule m in engines)
names.Add(m.ScriptEngineName);
int lineEnd = script.IndexOf('\n');
if (lineEnd != 1)
{
string firstline = script.Substring(0, lineEnd).Trim();
int colon = firstline.IndexOf(':');
if (firstline.Length > 2 && firstline.Substring(0, 2) == "//" && colon != -1)
{
string engineName = firstline.Substring(2, colon-2);
if (names.Contains(engineName))
{
engine = engineName;
script = "//" + script.Substring(script.IndexOf(':')+1);
}
}
}
if (engine != myScriptEngine.ScriptEngineName)
return;
myScriptEngine.Log.Debug("OnRezScript localID: " + localID + " LLUID: " + itemID.ToString() + " Size: " +
script.Length);
myScriptEngine.m_ScriptManager.StartScript(localID, itemID, script, startParam, postOnRez);
}
public void OnRemoveScript(uint localID, UUID itemID)
{
myScriptEngine.Log.Debug("OnRemoveScript localID: " + localID + " LLUID: " + itemID.ToString());
myScriptEngine.m_ScriptManager.StopScript(
localID,
itemID
);
}
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]));
}
// 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)
{
myScriptEngine.PostObjectEvent(localID, new EventParams(
"state_exit", new object[] { },
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, UUID itemID)
{
myScriptEngine.PostObjectEvent(localID, new EventParams(
"land_collision_start",
new object[0],
new DetectParams[0]));
}
public void land_collision(uint localID, UUID itemID)
{
myScriptEngine.PostObjectEvent(localID, new EventParams(
"land_collision",
new object[0],
new DetectParams[0]));
}
public void land_collision_end(uint localID, UUID itemID)
{
myScriptEngine.PostObjectEvent(localID, new EventParams(
"land_collision_end",
new object[0],
new DetectParams[0]));
}
// Handled by long commands
public void timer(uint localID, UUID itemID)
{
}
public void listen(uint localID, UUID itemID)
{
}
public void control(uint localID, UUID itemID, UUID agentID, uint held, uint change)
{
if ((change == 0) && (myScriptEngine.m_EventQueueManager.CheckEeventQueueForEvent(localID,"control"))) return;
myScriptEngine.PostObjectEvent(localID, 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, UUID itemID)
{
myScriptEngine.PostObjectEvent(localID, new EventParams(
"at_rot_target",new object[0],
new DetectParams[0]));
}
public void not_at_rot_target(uint localID, UUID itemID)
{
myScriptEngine.PostObjectEvent(localID, new EventParams(
"not_at_rot_target",new object[0],
new DetectParams[0]));
}
public void attach(uint localID, UUID itemID)
{
}
public void dataserver(uint localID, UUID itemID)
{
}
public void link_message(uint localID, UUID itemID)
{
}
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]));
}
public void object_rez(uint localID, UUID itemID)
{
}
public void remote_data(uint localID, UUID itemID)
{
}
// Handled by long commands
public void http_response(uint localID, UUID itemID)
{
}
/// <summary>
/// If set to true then threads and stuff should try to make a graceful exit
/// </summary>
public bool PleaseShutdown
{
get { return _PleaseShutdown; }
set { _PleaseShutdown = value; }
}
private bool _PleaseShutdown = false;
}
}
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