diff options
Diffstat (limited to 'OpenSim/Region/ScriptEngine')
-rw-r--r-- | OpenSim/Region/ScriptEngine/DotNetEngine/ScriptEngine.cs | 264 |
1 files changed, 132 insertions, 132 deletions
diff --git a/OpenSim/Region/ScriptEngine/DotNetEngine/ScriptEngine.cs b/OpenSim/Region/ScriptEngine/DotNetEngine/ScriptEngine.cs index c57e56a..d89a8ad 100644 --- a/OpenSim/Region/ScriptEngine/DotNetEngine/ScriptEngine.cs +++ b/OpenSim/Region/ScriptEngine/DotNetEngine/ScriptEngine.cs | |||
@@ -1,132 +1,132 @@ | |||
1 | /* | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ | 2 | * Copyright (c) Contributors, http://opensimulator.org/ |
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | 3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
4 | * | 4 | * |
5 | * Redistribution and use in source and binary forms, with or without | 5 | * Redistribution and use in source and binary forms, with or without |
6 | * modification, are permitted provided that the following conditions are met: | 6 | * modification, are permitted provided that the following conditions are met: |
7 | * * Redistributions of source code must retain the above copyright | 7 | * * Redistributions of source code must retain the above copyright |
8 | * notice, this list of conditions and the following disclaimer. | 8 | * notice, this list of conditions and the following disclaimer. |
9 | * * Redistributions in binary form must reproduce the above copyright | 9 | * * Redistributions in binary form must reproduce the above copyright |
10 | * notice, this list of conditions and the following disclaimer in the | 10 | * notice, this list of conditions and the following disclaimer in the |
11 | * documentation and/or other materials provided with the distribution. | 11 | * documentation and/or other materials provided with the distribution. |
12 | * * Neither the name of the OpenSim Project nor the | 12 | * * Neither the name of the OpenSim Project nor the |
13 | * names of its contributors may be used to endorse or promote products | 13 | * names of its contributors may be used to endorse or promote products |
14 | * derived from this software without specific prior written permission. | 14 | * derived from this software without specific prior written permission. |
15 | * | 15 | * |
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY | 16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY |
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | 17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | 18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | 19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | 20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | 21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | 22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | 23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | 24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | * | 26 | * |
27 | */ | 27 | */ |
28 | /* Original code: Tedd Hansen */ | 28 | /* Original code: Tedd Hansen */ |
29 | using System; | 29 | using System; |
30 | using System.Collections.Generic; | 30 | using System.Collections.Generic; |
31 | using System.Text; | 31 | using System.Text; |
32 | using OpenSim.Framework.Console; | 32 | using OpenSim.Framework.Console; |
33 | using OpenSim.Region.Environment.Scenes; | 33 | using OpenSim.Region.Environment.Scenes; |
34 | using OpenSim.Region.Environment.Scenes.Scripting; | 34 | using OpenSim.Region.Environment.Scenes.Scripting; |
35 | using OpenSim.Region.Environment.Interfaces; | 35 | using OpenSim.Region.Environment.Interfaces; |
36 | using libsecondlife; | 36 | using libsecondlife; |
37 | 37 | ||
38 | namespace OpenSim.Region.ScriptEngine.DotNetEngine | 38 | namespace OpenSim.Region.ScriptEngine.DotNetEngine |
39 | { | 39 | { |
40 | /// <summary> | 40 | /// <summary> |
41 | /// This is the root object for ScriptEngine | 41 | /// This is the root object for ScriptEngine |
42 | /// </summary> | 42 | /// </summary> |
43 | [Serializable] | 43 | [Serializable] |
44 | public class ScriptEngine :IRegionModule | 44 | public class ScriptEngine :IRegionModule |
45 | { | 45 | { |
46 | 46 | ||
47 | internal OpenSim.Region.Environment.Scenes.Scene World; | 47 | internal OpenSim.Region.Environment.Scenes.Scene World; |
48 | internal EventManager m_EventManager; // Handles and queues incoming events from OpenSim | 48 | internal EventManager m_EventManager; // Handles and queues incoming events from OpenSim |
49 | internal EventQueueManager m_EventQueueManager; // Executes events | 49 | internal EventQueueManager m_EventQueueManager; // Executes events |
50 | internal ScriptManager m_ScriptManager; // Load, unload and execute scripts | 50 | internal ScriptManager m_ScriptManager; // Load, unload and execute scripts |
51 | internal AppDomainManager m_AppDomainManager; | 51 | internal AppDomainManager m_AppDomainManager; |
52 | internal LSLLongCmdHandler m_LSLLongCmdHandler; | 52 | internal LSLLongCmdHandler m_LSLLongCmdHandler; |
53 | 53 | ||
54 | private OpenSim.Framework.Console.LogBase m_log; | 54 | private OpenSim.Framework.Console.LogBase m_log; |
55 | 55 | ||
56 | public ScriptEngine() | 56 | public ScriptEngine() |
57 | { | 57 | { |
58 | //Common.SendToDebug("ScriptEngine Object Initialized"); | 58 | //Common.SendToDebug("ScriptEngine Object Initialized"); |
59 | Common.mySE = this; | 59 | Common.mySE = this; |
60 | } | 60 | } |
61 | 61 | ||
62 | public LogBase Log | 62 | public LogBase Log |
63 | { | 63 | { |
64 | get { return m_log; } | 64 | get { return m_log; } |
65 | } | 65 | } |
66 | 66 | ||
67 | public void InitializeEngine(OpenSim.Region.Environment.Scenes.Scene Sceneworld, OpenSim.Framework.Console.LogBase logger) | 67 | public void InitializeEngine(OpenSim.Region.Environment.Scenes.Scene Sceneworld, OpenSim.Framework.Console.LogBase logger) |
68 | { | 68 | { |
69 | 69 | ||
70 | World = Sceneworld; | 70 | World = Sceneworld; |
71 | m_log = logger; | 71 | m_log = logger; |
72 | 72 | ||
73 | Log.Verbose("ScriptEngine", "DotNet & LSL ScriptEngine initializing"); | 73 | Log.Verbose("ScriptEngine", "DotNet & LSL ScriptEngine initializing"); |
74 | 74 | ||
75 | //m_logger.Status("ScriptEngine", "InitializeEngine"); | 75 | //m_logger.Status("ScriptEngine", "InitializeEngine"); |
76 | 76 | ||
77 | // Create all objects we'll be using | 77 | // Create all objects we'll be using |
78 | m_EventQueueManager = new EventQueueManager(this); | 78 | m_EventQueueManager = new EventQueueManager(this); |
79 | m_EventManager = new EventManager(this); | 79 | m_EventManager = new EventManager(this); |
80 | m_ScriptManager = new ScriptManager(this); | 80 | m_ScriptManager = new ScriptManager(this); |
81 | m_AppDomainManager = new AppDomainManager(); | 81 | m_AppDomainManager = new AppDomainManager(); |
82 | m_LSLLongCmdHandler = new LSLLongCmdHandler(this); | 82 | m_LSLLongCmdHandler = new LSLLongCmdHandler(this); |
83 | 83 | ||
84 | // Should we iterate the region for scripts that needs starting? | 84 | // Should we iterate the region for scripts that needs starting? |
85 | // Or can we assume we are loaded before anything else so we can use proper events? | 85 | // Or can we assume we are loaded before anything else so we can use proper events? |
86 | 86 | ||
87 | 87 | ||
88 | } | 88 | } |
89 | 89 | ||
90 | public void Shutdown() | 90 | public void Shutdown() |
91 | { | 91 | { |
92 | // We are shutting down | 92 | // We are shutting down |
93 | } | 93 | } |
94 | 94 | ||
95 | //// !!!FOR DEBUGGING ONLY!!! (for executing script directly from test app) | 95 | //// !!!FOR DEBUGGING ONLY!!! (for executing script directly from test app) |
96 | //[Obsolete("!!!FOR DEBUGGING ONLY!!!")] | 96 | //[Obsolete("!!!FOR DEBUGGING ONLY!!!")] |
97 | //public void StartScript(string ScriptID, IScriptHost ObjectID) | 97 | //public void StartScript(string ScriptID, IScriptHost ObjectID) |
98 | //{ | 98 | //{ |
99 | // this.myEventManager.TEMP_OBJECT_ID = ObjectID; | 99 | // this.myEventManager.TEMP_OBJECT_ID = ObjectID; |
100 | // Log.Status("ScriptEngine", "DEBUG FUNCTION: StartScript: " + ScriptID); | 100 | // Log.Status("ScriptEngine", "DEBUG FUNCTION: StartScript: " + ScriptID); |
101 | // myScriptManager.StartScript(ScriptID, ObjectID); | 101 | // myScriptManager.StartScript(ScriptID, ObjectID); |
102 | //} | 102 | //} |
103 | 103 | ||
104 | #region IRegionModule | 104 | #region IRegionModule |
105 | 105 | ||
106 | public void Initialise(Scene scene) | 106 | public void Initialise(Scene scene) |
107 | { | 107 | { |
108 | this.InitializeEngine(scene, MainLog.Instance); | 108 | this.InitializeEngine(scene, MainLog.Instance); |
109 | } | 109 | } |
110 | 110 | ||
111 | public void PostInitialise() | 111 | public void PostInitialise() |
112 | { | 112 | { |
113 | 113 | ||
114 | } | 114 | } |
115 | 115 | ||
116 | public void CloseDown() | 116 | public void Close() |
117 | { | 117 | { |
118 | } | 118 | } |
119 | 119 | ||
120 | public string GetName() | 120 | public string Name |
121 | { | 121 | { |
122 | return "LSLScriptingModule"; | 122 | get { return "LSLScriptingModule"; } |
123 | } | 123 | } |
124 | 124 | ||
125 | public bool IsSharedModule() | 125 | public bool IsSharedModule |
126 | { | 126 | { |
127 | return false; | 127 | get { return false; } |
128 | } | 128 | } |
129 | 129 | ||
130 | #endregion | 130 | #endregion |
131 | } | 131 | } |
132 | } | 132 | } |