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path: root/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/ScriptEngine.cs
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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 Nini.Config;
using OpenSim.Framework.Console;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
using OpenSim.Region.ScriptEngine.Common;
using OpenSim.Region.ScriptEngine.Common.ScriptEngineBase;

namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
{
    /// <summary>
    /// This is the root object for ScriptEngine. Objects access each other trough this class.
    /// </summary>
    /// 
    [Serializable]
    public abstract class ScriptEngine : IRegionModule, OpenSim.Region.ScriptEngine.Common.ScriptServerInterfaces.ScriptEngine
    {
        public Scene World;
        public EventManager m_EventManager; // Handles and queues incoming events from OpenSim
        public EventQueueManager m_EventQueueManager; // Executes events
        public ScriptManager m_ScriptManager; // Load, unload and execute scripts
        public AppDomainManager m_AppDomainManager;
        public LSLLongCmdHandler m_LSLLongCmdHandler;

        public IConfigSource ConfigSource;
        public IConfig ScriptConfigSource;
        public abstract string ScriptConfigSourceName { get; }

        public ScriptManager GetScriptManager()
        {
            return _GetScriptManager();
        }

        public abstract ScriptManager _GetScriptManager();

        private LogBase m_log;

        public ScriptEngine()
        {
            //Common.SendToDebug("ScriptEngine Object Initialized");
            Common.mySE = this;
        }

        public LogBase Log
        {
            get { return m_log; }
        }

        public void InitializeEngine(Scene Sceneworld, LogBase logger, bool HookUpToServer, ScriptManager newScriptManager)
        {
            World = Sceneworld;
            m_log = logger;
            ScriptConfigSource = ConfigSource.Configs[ScriptConfigSourceName];

            Log.Verbose("ScriptEngine", "DotNet & LSL ScriptEngine initializing");

            //m_logger.Status("ScriptEngine", "InitializeEngine");

            // Create all objects we'll be using
            m_EventQueueManager = new EventQueueManager(this);
            m_EventManager = new EventManager(this, HookUpToServer);
            m_ScriptManager = newScriptManager;
            //m_ScriptManager = new ScriptManager(this);
            m_AppDomainManager = new AppDomainManager();
            m_LSLLongCmdHandler = new LSLLongCmdHandler(this);

            // Should we iterate the region for scripts that needs starting?
            // Or can we assume we are loaded before anything else so we can use proper events?
        }

        public void Shutdown()
        {
            // We are shutting down
        }

        ScriptServerInterfaces.RemoteEvents ScriptServerInterfaces.ScriptEngine.EventManager()
        {
            return this.m_EventManager;
        }


        #region IRegionModule

        public abstract void Initialise(Scene scene, IConfigSource config);
        
        public void PostInitialise()
        {
        }

        public void Close()
        {
        }

        public string Name
        {
            get { return "DotNetEngine"; }
        }

        public bool IsSharedModule
        {
            get { return false; }
        }

        

        #endregion

    }
}