From 7ef09a12020f1665bcd4e99fd420d411d5f4d95d Mon Sep 17 00:00:00 2001 From: Tedd Hansen Date: Sun, 30 Dec 2007 16:32:29 +0000 Subject: Added comments to ScriptEngine classes that explains what their purpose is --- OpenSim/Region/ScriptEngine/DotNetEngine/EventManager.cs | 13 +++++++++++++ 1 file changed, 13 insertions(+) (limited to 'OpenSim/Region/ScriptEngine/DotNetEngine/EventManager.cs') diff --git a/OpenSim/Region/ScriptEngine/DotNetEngine/EventManager.cs b/OpenSim/Region/ScriptEngine/DotNetEngine/EventManager.cs index 8dfd908..ced5025 100644 --- a/OpenSim/Region/ScriptEngine/DotNetEngine/EventManager.cs +++ b/OpenSim/Region/ScriptEngine/DotNetEngine/EventManager.cs @@ -38,6 +38,19 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine [Serializable] internal class EventManager { + + // + // 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) -- cgit v1.1