/* * 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 libsecondlife; using OpenSim.Framework; namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase { /// /// Prepares events so they can be directly executed upon a script by EventQueueManager, then queues it. /// [Serializable] public class EventManager : OpenSim.Region.ScriptEngine.Common.ScriptServerInterfaces.RemoteEvents { // // 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, bool performHookUp) { myScriptEngine = _ScriptEngine; // Hook up to events from OpenSim // We may not want to do it because someone is controlling us and will deliver events to us if (performHookUp) { myScriptEngine.Log.Verbose("ScriptEngine", "Hooking up to server events"); myScriptEngine.World.EventManager.OnObjectGrab += touch_start; myScriptEngine.World.EventManager.OnRezScript += OnRezScript; myScriptEngine.World.EventManager.OnRemoveScript += OnRemoveScript; // TODO: HOOK ALL EVENTS UP TO SERVER! } } public void touch_start(uint localID, LLVector3 offsetPos, IClientAPI remoteClient) { // Add to queue for all scripts in ObjectID object myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "touch_start", new object[] {(int) 1}); } public void OnRezScript(uint localID, LLUUID itemID, string script) { Console.WriteLine("OnRezScript localID: " + localID + " LLUID: " + itemID.ToString() + " Size: " + script.Length); myScriptEngine.m_ScriptManager.StartScript(localID, itemID, script); } public void OnRemoveScript(uint localID, LLUUID itemID) { Console.WriteLine("OnRemoveScript localID: " + localID + " LLUID: " + itemID.ToString()); myScriptEngine.m_ScriptManager.StopScript( localID, itemID ); } // TODO: Replace placeholders below // NOTE! THE PARAMETERS FOR THESE FUNCTIONS ARE NOT CORRECT! // These needs to be hooked up to OpenSim during init of this class // then queued in EventQueueManager. // When queued in EventQueueManager they need to be LSL compatible (name and params) public void state_exit(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "state_exit"); } public void touch(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "touch"); } public void touch_end(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "touch_end"); } public void collision_start(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "collision_start"); } public void collision(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "collision"); } public void collision_end(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "collision_end"); } public void land_collision_start(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "land_collision_start"); } public void land_collision(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "land_collision"); } public void land_collision_end(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "land_collision_end"); } // Handled by long commands public void timer(uint localID, LLUUID itemID) { //myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, ""); } public void listen(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "listen"); } public void on_rez(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "on_rez"); } public void sensor(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "sensor"); } public void no_sensor(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "no_sensor"); } public void control(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "control"); } public void money(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "money"); } public void email(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "email"); } public void at_target(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "at_target"); } public void not_at_target(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "not_at_target"); } public void at_rot_target(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "at_rot_target"); } public void not_at_rot_target(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "not_at_rot_target"); } public void run_time_permissions(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "run_time_permissions"); } public void changed(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "changed"); } public void attach(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "attach"); } public void dataserver(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "dataserver"); } public void link_message(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "link_message"); } public void moving_start(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "moving_start"); } public void moving_end(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "moving_end"); } public void object_rez(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "object_rez"); } public void remote_data(uint localID, LLUUID itemID) { myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "remote_data"); } // Handled by long commands public void http_response(uint localID, LLUUID itemID) { // myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "http_response"); } } }