aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs
blob: f695eba8a7770b38d347368e5606fc2222ec6faa (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
/*
 * 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>
        /// If true then the engine is responsible for persisted state.  If false then some other component may 
        /// persist state (e.g. attachments persisting in assets).
        /// </summary>
        bool StatePersistedHere { get; }

        /// <summary>
        /// Time the script was last started
        /// </summary>
        DateTime TimeStarted { get; }

        /// <summary>
        /// Collects information about how long the script was executed.
        /// </summary>
        MetricsCollectorTime ExecutionTime { 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.
        /// <param name="clearEventQueue">If true then the event queue is also cleared</param>
        /// <returns>true if the script was successfully stopped, false otherwise</returns>
        bool Stop(int timeout, bool clearEventQueue = false);

        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();
        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; }
    }
}