/* * 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.Generic; using System.Reflection; using log4net; using Mono.Addins; using Nini.Config; using OpenMetaverse; using OpenMetaverse.Packets; using OpenMetaverse.StructuredData; using OpenSim.Framework; using OpenSim.Region.Framework; using OpenSim.Region.CoreModules.Framework.DynamicAttributes.DAExampleModule; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; namespace OpenSim.Region.Framework.DynamicAttributes.DOExampleModule { /// /// Example module for experimenting with and demonstrating dynamic object ideas. /// [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "DOExampleModule")] public class DOExampleModule : INonSharedRegionModule { public class MyObject { public int Moves { get; set; } public MyObject(int moves) { Moves = moves; } } private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private static readonly bool ENABLED = false; // enable for testing private Scene m_scene; private IDialogModule m_dialogMod; public string Name { get { return "DO"; } } public Type ReplaceableInterface { get { return null; } } public void Initialise(IConfigSource source) {} public void AddRegion(Scene scene) { if (ENABLED) { m_scene = scene; m_scene.EventManager.OnObjectAddedToScene += OnObjectAddedToScene; m_scene.EventManager.OnSceneGroupMove += OnSceneGroupMove; m_dialogMod = m_scene.RequestModuleInterface(); } } public void RemoveRegion(Scene scene) { if (ENABLED) { m_scene.EventManager.OnSceneGroupMove -= OnSceneGroupMove; } } public void RegionLoaded(Scene scene) {} public void Close() { RemoveRegion(m_scene); } private void OnObjectAddedToScene(SceneObjectGroup so) { SceneObjectPart rootPart = so.RootPart; OSDMap attrs; int movesSoFar = 0; // Console.WriteLine("Here for {0}", so.Name); if (rootPart.DynAttrs.TryGetStore(DAExampleModule.Namespace, DAExampleModule.StoreName, out attrs)) { movesSoFar = attrs["moves"].AsInteger(); m_log.DebugFormat( "[DO EXAMPLE MODULE]: Found saved moves {0} for {1} in {2}", movesSoFar, so.Name, m_scene.Name); } rootPart.DynObjs.Add(DAExampleModule.Namespace, Name, new MyObject(movesSoFar)); } private bool OnSceneGroupMove(UUID groupId, Vector3 delta) { SceneObjectGroup so = m_scene.GetSceneObjectGroup(groupId); if (so == null) return true; object rawObj = so.RootPart.DynObjs.Get(Name); if (rawObj != null) { MyObject myObj = (MyObject)rawObj; m_dialogMod.SendGeneralAlert(string.Format("{0} {1} moved {2} times", so.Name, so.UUID, ++myObj.Moves)); } return true; } } }