/* * 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 System.Collections.Generic; using System.Text.RegularExpressions; namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL { public static class EventReaderRewriter { public static string ReWriteScriptWithPublishedEventsCS(string Script) { Dictionary state_events = new Dictionary(); // Finds out which events are in the script and writes a method call with the events in each state_entry event // Note the (?:)? block optional, and not returning a group. Less greedy then .* string[] eventmatches = new string[0]; //Regex stateevents = new Regex(@"(public void )([^_]+)(_event_)([^\(]+)[\(\)]+\s+[^\{]\{"); eventmatches = Regex.Split(Script, @"public void\s([^_]+)_event_([^\(]+)\((?:[a-zA-Z0-9\s_,\.\-]+)?\)(?:[^\{]+)?\{", RegexOptions.Compiled | RegexOptions.Multiline | RegexOptions.Singleline | RegexOptions.IgnoreCase); for (int pos = 0; pos < eventmatches.GetUpperBound(0); pos++) { pos++; // garbage string statea = eventmatches[pos]; pos++; string eventa = eventmatches[pos]; scriptEvents storedEventsForState = scriptEvents.None; if (state_events.ContainsKey(statea)) { storedEventsForState = state_events[statea]; state_events[statea] |= convertnametoFlag(eventa); } else { state_events.Add(statea, convertnametoFlag(eventa)); } Console.WriteLine("State:" + statea + ", event: " + eventa); } Console.WriteLine("Matches:" + eventmatches.GetUpperBound(0)); // Add namespace, class name and inheritance // Looking *ONLY* for state entry events string scriptCopy = ""; //Only match State_Entry events now // Note the whole regex is a group, then we have the state this entry belongs to. eventmatches = Regex.Split(Script, @"(public void\s([^_]+)_event_state_entry[\(\)](?:[^\{]+)?\{)", RegexOptions.Compiled | RegexOptions.Multiline | RegexOptions.Singleline | RegexOptions.IgnoreCase); int endloop = eventmatches.GetUpperBound(0); // Add all the states to a list of List unUsedStates = new List(); foreach (string state in state_events.Keys) { unUsedStates.Add(state); } // If endloop is 0, then there are no state entry events in the entire script. // Stick a default state entry in there. if (endloop == 0) { if (state_events.ContainsKey("default")) { scriptCopy = "public void default_event_state_entry() {osSetStateEvents((int)" + (int)state_events["default"] + "); } " + Script; unUsedStates.Remove("default"); } else { throw new Exception("You must define a default state. Compile failed. See LSL documentation for more details."); } } // Loop over state entry events and rewrite the first line to define the events the state listens for. for (int pos = 0; pos < endloop; pos++) { // Returns text before state entry match, scriptCopy += eventmatches[pos]; pos++; // Returns text of state entry match, scriptCopy += eventmatches[pos]; pos++; // Returns which state we're matching and writes a method call to the end of the above state_entry scriptCopy += "osSetStateEvents((int)" + (int)state_events[eventmatches[pos]] + ");"; //pos++; // Remove the state from the unused list. There might be more states matched then defined, so we // check if the state was defined first if (unUsedStates.Contains(eventmatches[pos])) unUsedStates.Remove(eventmatches[pos]); // adds the remainder of the script. if ((pos + 1) == endloop) { pos++; scriptCopy += eventmatches[pos++]; } } // states with missing state_entry blocks won't publish their events, // so, to fix that we write a state entry with only the event publishing method for states missing a state_entry event foreach (string state in unUsedStates) { // Write the remainder states out into a blank state entry with the event setting routine scriptCopy = "public void " + state + "_event_state_entry() {tosSetStateEvents((int)" + (int)state_events[state] + ");} " + scriptCopy; } // save modified script. unUsedStates.Clear(); state_events.Clear(); return scriptCopy; } public static string ReWriteScriptWithPublishedEventsJS(string Script) { Dictionary state_events = new Dictionary(); // Finds out which events are in the script and writes a method call with the events in each state_entry event // Note the (?:)? block optional, and not returning a group. Less greedy then .* string[] eventmatches = new string[0]; //Regex stateevents = new Regex(@"(public void )([^_]+)(_event_)([^\(]+)[\(\)]+\s+[^\{]\{"); eventmatches = Regex.Split(Script, @"function \s([^_]+)_event_([^\(]+)\((?:[a-zA-Z0-9\s_,\.\-]+)?\)(?:[^\{]+)?\{", RegexOptions.Compiled | RegexOptions.Multiline | RegexOptions.Singleline | RegexOptions.IgnoreCase); for (int pos = 0; pos < eventmatches.GetUpperBound(0); pos++) { pos++; // garbage string statea = eventmatches[pos]; pos++; string eventa = eventmatches[pos]; scriptEvents storedEventsForState = scriptEvents.None; if (state_events.ContainsKey(statea)) { storedEventsForState = state_events[statea]; state_events[statea] |= convertnametoFlag(eventa); } else { state_events.Add(statea, convertnametoFlag(eventa)); } Console.WriteLine("State:" + statea + ", event: " + eventa); } Console.WriteLine("Matches:" + eventmatches.GetUpperBound(0)); // Add namespace, class name and inheritance // Looking *ONLY* for state entry events string scriptCopy = ""; //Only match State_Entry events now // Note the whole regex is a group, then we have the state this entry belongs to. eventmatches = Regex.Split(Script, @"(function \s([^_]+)_event_state_entry[\(\)](?:[^\{]+)?\{)", RegexOptions.Compiled | RegexOptions.Multiline | RegexOptions.Singleline | RegexOptions.IgnoreCase); int endloop = eventmatches.GetUpperBound(0); // Add all the states to a list of List unUsedStates = new List(); foreach (string state in state_events.Keys) { unUsedStates.Add(state); } // If endloop is 0, then there are no state entry events in the entire script. // Stick a default state entry in there. if (endloop == 0) { if (state_events.ContainsKey("default")) { scriptCopy = "function default_event_state_entry() {osSetStateEvents(" + (int)state_events["default"] + "); } " + Script; unUsedStates.Remove("default"); } else { throw new Exception("You must define a default state. Compile failed. See LSL documentation for more details."); } } // Loop over state entry events and rewrite the first line to define the events the state listens for. for (int pos = 0; pos < endloop; pos++) { // Returns text before state entry match, scriptCopy += eventmatches[pos]; pos++; // Returns text of state entry match, scriptCopy += eventmatches[pos]; pos++; // Returns which state we're matching and writes a method call to the end of the above state_entry scriptCopy += "osSetStateEvents(" + (int)state_events[eventmatches[pos]] + ");"; //pos++; // Remove the state from the unused list. There might be more states matched then defined, so we // check if the state was defined first if (unUsedStates.Contains(eventmatches[pos])) unUsedStates.Remove(eventmatches[pos]); // adds the remainder of the script. if ((pos + 1) == endloop) { pos++; scriptCopy += eventmatches[pos++]; } } // states with missing state_entry blocks won't publish their events, // so, to fix that we write a state entry with only the event publishing method for states missing a state_entry event foreach (string state in unUsedStates) { // Write the remainder states out into a blank state entry with the event setting routine scriptCopy = "function " + state + "_event_state_entry() {tosSetStateEvents(" + (int)state_events[state] + ");} " + scriptCopy; } // save modified script. unUsedStates.Clear(); state_events.Clear(); return scriptCopy; } public static string ReWriteScriptWithPublishedEventsVB(string Script) { Dictionary state_events = new Dictionary(); // Finds out which events are in the script and writes a method call with the events in each state_entry event // Note the (?:)? block optional, and not returning a group. Less greedy then .* string[] eventmatches = new string[0]; //Regex stateevents = new Regex(@"(public void )([^_]+)(_event_)([^\(]+)[\(\)]+\s+[^\{]\{"); eventmatches = Regex.Split(Script, @"Public Sub\s([^_]+)_event_([^\(]+)\((?:[a-zA-Z0-9\s_,\.\-]+)?\)(?:[^()])", RegexOptions.Compiled | RegexOptions.Multiline | RegexOptions.Singleline | RegexOptions.IgnoreCase); for (int pos = 0; pos < eventmatches.GetUpperBound(0); pos++) { pos++; // garbage string statea = eventmatches[pos]; pos++; string eventa = eventmatches[pos]; scriptEvents storedEventsForState = scriptEvents.None; if (state_events.ContainsKey(statea)) { storedEventsForState = state_events[statea]; state_events[statea] |= convertnametoFlag(eventa); } else { state_events.Add(statea, convertnametoFlag(eventa)); } Console.WriteLine("State:" + statea + ", event: " + eventa); } Console.WriteLine("Matches:" + eventmatches.GetUpperBound(0)); // Add namespace, class name and inheritance // Looking *ONLY* for state entry events string scriptCopy = ""; //Only match State_Entry events now // Note the whole regex is a group, then we have the state this entry belongs to. eventmatches = Regex.Split(Script, @"(Public Sub\s([^_]+)_event_state_entry(?:\s+)?\(\))", RegexOptions.Compiled | RegexOptions.Multiline | RegexOptions.Singleline | RegexOptions.IgnoreCase); int endloop = eventmatches.GetUpperBound(0); // Add all the states to a list of List unUsedStates = new List(); foreach (string state in state_events.Keys) { unUsedStates.Add(state); } // If endloop is 0, then there are no state entry events in the entire script. // Stick a default state entry in there. if (endloop == 0) { if (state_events.ContainsKey("default")) { scriptCopy = "function default_event_state_entry() {osSetStateEvents(" + (int)state_events["default"] + "); } " + Script; unUsedStates.Remove("default"); } else { throw new Exception("You must define a default state. Compile failed. See LSL documentation for more details."); } } // Loop over state entry events and rewrite the first line to define the events the state listens for. for (int pos = 0; pos < endloop; pos++) { // Returns text before state entry match, scriptCopy += eventmatches[pos]; pos++; // Returns text of state entry match, scriptCopy += eventmatches[pos]; pos++; // Returns which state we're matching and writes a method call to the end of the above state_entry scriptCopy += "osSetStateEvents(" + (int)state_events[eventmatches[pos]] + ");"; //pos++; // Remove the state from the unused list. There might be more states matched then defined, so we // check if the state was defined first if (unUsedStates.Contains(eventmatches[pos])) unUsedStates.Remove(eventmatches[pos]); // adds the remainder of the script. if ((pos + 1) == endloop) { pos++; scriptCopy += eventmatches[pos++]; } } // states with missing state_entry blocks won't publish their events, // so, to fix that we write a state entry with only the event publishing method for states missing a state_entry event foreach (string state in unUsedStates) { // Write the remainder states out into a blank state entry with the event setting routine scriptCopy = "function " + state + "_event_state_entry() {tosSetStateEvents(" + (int)state_events[state] + ");} " + scriptCopy; } // save modified script. unUsedStates.Clear(); state_events.Clear(); return scriptCopy; } private static scriptEvents convertnametoFlag(string eventname) { switch (eventname) { case "attach": return scriptEvents.attach; //break; // case "at_rot_target": //return (long)scriptEvents.at_rot_target; //break; case "at_target": return scriptEvents.at_target; //break; //case "changed": //return (long)scriptEvents.changed; //break; case "collision": return scriptEvents.collision; // break; case "collision_end": return scriptEvents.collision_end; //break; case "collision_start": return scriptEvents.collision_start; // break; case "control": return scriptEvents.control; //break; case "dataserver": return scriptEvents.dataserver; // break; case "email": return scriptEvents.email; // break; case "http_response": return scriptEvents.http_response; // break; case "land_collision": return scriptEvents.land_collision; // break; case "land_collision_end": return scriptEvents.land_collision_end; // break; case "land_collision_start": return scriptEvents.land_collision_start; // break; //case "link_message": //return scriptEvents.link_message; // break; case "listen": return scriptEvents.listen; // break; case "money": return scriptEvents.money; // break; case "moving_end": return scriptEvents.moving_end; // break; case "moving_start": return scriptEvents.moving_start; // break; case "not_at_rot_target": return scriptEvents.not_at_rot_target; // break; case "not_at_target": return scriptEvents.not_at_target; // break; // case "no_sensor": //return (long)scriptEvents.no_sensor; //break; //case "on_rez": //return (long)scriptEvents.on_rez; // break; case "remote_data": return scriptEvents.remote_data; // break; case "run_time_permissions": return scriptEvents.run_time_permissions; // break; //case "sensor": //return (long)scriptEvents.sensor; // break; case "state_entry": return scriptEvents.state_entry; // break; case "state_exit": return scriptEvents.state_exit; // break; case "timer": return scriptEvents.timer; // break; case "touch": return scriptEvents.touch; // break; case "touch_end": return scriptEvents.touch_end; // break; case "touch_start": return scriptEvents.touch_start; // break; case "object_rez": return scriptEvents.object_rez; default: return 0; //break; } //return 0; } } [Flags] public enum scriptEvents : int { None = 0, attach = 1, collision = 15, collision_end = 32, collision_start = 64, control = 128, dataserver = 256, email = 512, http_response = 1024, land_collision = 2048, land_collision_end = 4096, land_collision_start = 8192, at_target = 16384, listen = 32768, money = 65536, moving_end = 131072, moving_start = 262144, not_at_rot_target = 524288, not_at_target = 1048576, remote_data = 8388608, run_time_permissions = 268435456, state_entry = 1073741824, state_exit = 2, timer = 4, touch = 8, touch_end = 536870912, touch_start = 2097152, object_rez = 4194304 } }