/* * 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.Reflection; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.CoreModules; using OpenSim.Region; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.ScriptEngine.Shared; using log4net; namespace OpenSim.Region.ScriptEngine.DotNetEngine { /// /// Prepares events so they can be directly executed upon a script by EventQueueManager, then queues it. /// [Serializable] public 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 static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private ScriptEngine myScriptEngine; public EventManager(ScriptEngine _ScriptEngine, bool performHookUp) { myScriptEngine = _ScriptEngine; ReadConfig(); if (performHookUp) { myScriptEngine.World.EventManager.OnRezScript += OnRezScript; } } public void HookUpEvents() { m_log.Info("[" + myScriptEngine.ScriptEngineName + "]: Hooking up to server events"); myScriptEngine.World.EventManager.OnObjectGrab += touch_start; myScriptEngine.World.EventManager.OnObjectDeGrab += touch_end; myScriptEngine.World.EventManager.OnRemoveScript += OnRemoveScript; myScriptEngine.World.EventManager.OnScriptChangedEvent += changed; myScriptEngine.World.EventManager.OnScriptAtTargetEvent += at_target; myScriptEngine.World.EventManager.OnScriptNotAtTargetEvent += not_at_target; myScriptEngine.World.EventManager.OnScriptControlEvent += control; myScriptEngine.World.EventManager.OnScriptColliderStart += collision_start; myScriptEngine.World.EventManager.OnScriptColliding += collision; myScriptEngine.World.EventManager.OnScriptCollidingEnd += collision_end; IMoneyModule money = myScriptEngine.World.RequestModuleInterface(); if (money != null) money.OnObjectPaid+=HandleObjectPaid; } public void ReadConfig() { } private void HandleObjectPaid(UUID objectID, UUID agentID, int amount) { SceneObjectPart part = myScriptEngine.World.GetSceneObjectPart(objectID); if (part != null) { money(part.LocalId, agentID, amount); } } public void changed(uint localID, uint change) { // Add to queue for all scripts in localID, Object pass change. myScriptEngine.PostObjectEvent(localID, new EventParams( "changed",new object[] { new LSL_Types.LSLInteger(change) }, new DetectParams[0])); } public void state_entry(uint localID) { // Add to queue for all scripts in ObjectID object myScriptEngine.PostObjectEvent(localID, new EventParams( "state_entry",new object[] { }, new DetectParams[0])); } public void touch_start(uint localID, uint originalID, Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs) { // Add to queue for all scripts in ObjectID object DetectParams[] det = new DetectParams[1]; det[0] = new DetectParams(); det[0].Key = remoteClient.AgentId; det[0].Populate(myScriptEngine.World); if (originalID == 0) { SceneObjectPart part = myScriptEngine.World.GetSceneObjectPart(localID); if (part == null) return; det[0].LinkNum = part.LinkNum; } else { SceneObjectPart originalPart = myScriptEngine.World.GetSceneObjectPart(originalID); det[0].LinkNum = originalPart.LinkNum; } if (surfaceArgs != null) { det[0].SurfaceTouchArgs = surfaceArgs; } myScriptEngine.PostObjectEvent(localID, new EventParams( "touch_start", new Object[] { new LSL_Types.LSLInteger(1) }, det)); } public void touch(uint localID, uint originalID, Vector3 offsetPos, IClientAPI remoteClient) { // Add to queue for all scripts in ObjectID object DetectParams[] det = new DetectParams[1]; det[0] = new DetectParams(); det[0].Key = remoteClient.AgentId; det[0].Populate(myScriptEngine.World); det[0].OffsetPos = new LSL_Types.Vector3(offsetPos.X, offsetPos.Y, offsetPos.Z); if (originalID == 0) { SceneObjectPart part = myScriptEngine.World.GetSceneObjectPart(localID); if (part == null) return; det[0].LinkNum = part.LinkNum; } else { SceneObjectPart originalPart = myScriptEngine.World.GetSceneObjectPart(originalID); det[0].LinkNum = originalPart.LinkNum; } myScriptEngine.PostObjectEvent(localID, new EventParams( "touch", new Object[] { new LSL_Types.LSLInteger(1) }, det)); } public void touch_end(uint localID, uint originalID, IClientAPI remoteClient) { // Add to queue for all scripts in ObjectID object DetectParams[] det = new DetectParams[1]; det[0] = new DetectParams(); det[0].Key = remoteClient.AgentId; det[0].Populate(myScriptEngine.World); if (originalID == 0) { SceneObjectPart part = myScriptEngine.World.GetSceneObjectPart(localID); if (part == null) return; det[0].LinkNum = part.LinkNum; } else { SceneObjectPart originalPart = myScriptEngine.World.GetSceneObjectPart(originalID); det[0].LinkNum = originalPart.LinkNum; } myScriptEngine.PostObjectEvent(localID, new EventParams( "touch_end", new Object[] { new LSL_Types.LSLInteger(1) }, det)); } public void OnRezScript(uint localID, UUID itemID, string script, int startParam, bool postOnRez, string engine, int stateSource) { if (script.StartsWith("//MRM:")) return; List engines = new List( myScriptEngine.World.RequestModuleInterfaces()); List names = new List(); foreach (IScriptModule m in engines) names.Add(m.ScriptEngineName); int lineEnd = script.IndexOf('\n'); if (lineEnd > 1) { string firstline = script.Substring(0, lineEnd).Trim(); int colon = firstline.IndexOf(':'); if (firstline.Length > 2 && firstline.Substring(0, 2) == "//" && colon != -1) { string engineName = firstline.Substring(2, colon-2); if (names.Contains(engineName)) { engine = engineName; script = "//" + script.Substring(script.IndexOf(':')+1); } else { if (engine == myScriptEngine.ScriptEngineName) { SceneObjectPart part = myScriptEngine.World.GetSceneObjectPart( localID); TaskInventoryItem item = part.Inventory.GetInventoryItem(itemID); ScenePresence presence = myScriptEngine.World.GetScenePresence( item.OwnerID); if (presence != null) { presence.ControllingClient.SendAgentAlertMessage( "Selected engine unavailable. "+ "Running script on "+ myScriptEngine.ScriptEngineName, false); } } } } } if (engine != myScriptEngine.ScriptEngineName) return; m_log.Debug("OnRezScript localID: " + localID + " LLUID: " + itemID.ToString() + " Size: " + script.Length); myScriptEngine.m_ScriptManager.StartScript(localID, itemID, script, startParam, postOnRez); } public void OnRemoveScript(uint localID, UUID itemID) { m_log.Debug("OnRemoveScript localID: " + localID + " LLUID: " + itemID.ToString()); myScriptEngine.m_ScriptManager.StopScript( localID, itemID ); } public void money(uint localID, UUID agentID, int amount) { myScriptEngine.PostObjectEvent(localID, new EventParams( "money", new object[] { new LSL_Types.LSLString(agentID.ToString()), new LSL_Types.LSLInteger(amount) }, new DetectParams[0])); } // 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) { myScriptEngine.PostObjectEvent(localID, new EventParams( "state_exit", new object[] { }, new DetectParams[0])); } public void collision_start(uint localID, ColliderArgs col) { // Add to queue for all scripts in ObjectID object List det = new List(); foreach (DetectedObject detobj in col.Colliders) { DetectParams d = new DetectParams(); d.Key =detobj.keyUUID; d.Populate(myScriptEngine.World); det.Add(d); } if (det.Count > 0) myScriptEngine.PostObjectEvent(localID, new EventParams( "collision_start", new Object[] { new LSL_Types.LSLInteger(det.Count) }, det.ToArray())); } public void collision(uint localID, ColliderArgs col) { // Add to queue for all scripts in ObjectID object List det = new List(); foreach (DetectedObject detobj in col.Colliders) { DetectParams d = new DetectParams(); d.Key =detobj.keyUUID; d.Populate(myScriptEngine.World); det.Add(d); } if (det.Count > 0) myScriptEngine.PostObjectEvent(localID, new EventParams( "collision", new Object[] { new LSL_Types.LSLInteger(det.Count) }, det.ToArray())); } public void collision_end(uint localID, ColliderArgs col) { // Add to queue for all scripts in ObjectID object List det = new List(); foreach (DetectedObject detobj in col.Colliders) { DetectParams d = new DetectParams(); d.Key =detobj.keyUUID; d.Populate(myScriptEngine.World); det.Add(d); } if (det.Count > 0) myScriptEngine.PostObjectEvent(localID, new EventParams( "collision_end", new Object[] { new LSL_Types.LSLInteger(det.Count) }, det.ToArray())); } public void land_collision_start(uint localID, UUID itemID) { myScriptEngine.PostObjectEvent(localID, new EventParams( "land_collision_start", new object[0], new DetectParams[0])); } public void land_collision(uint localID, UUID itemID) { myScriptEngine.PostObjectEvent(localID, new EventParams( "land_collision", new object[0], new DetectParams[0])); } public void land_collision_end(uint localID, UUID itemID) { myScriptEngine.PostObjectEvent(localID, new EventParams( "land_collision_end", new object[0], new DetectParams[0])); } // Handled by long commands public void timer(uint localID, UUID itemID) { } public void listen(uint localID, UUID itemID) { } public void control(uint localID, UUID itemID, UUID agentID, uint held, uint change) { if ((change == 0) && (myScriptEngine.m_EventQueueManager.CheckEeventQueueForEvent(localID,"control"))) return; myScriptEngine.PostObjectEvent(localID, new EventParams( "control",new object[] { new LSL_Types.LSLString(agentID.ToString()), new LSL_Types.LSLInteger(held), new LSL_Types.LSLInteger(change)}, new DetectParams[0])); } public void email(uint localID, UUID itemID, string timeSent, string address, string subject, string message, int numLeft) { myScriptEngine.PostObjectEvent(localID, new EventParams( "email",new object[] { new LSL_Types.LSLString(timeSent), new LSL_Types.LSLString(address), new LSL_Types.LSLString(subject), new LSL_Types.LSLString(message), new LSL_Types.LSLInteger(numLeft)}, new DetectParams[0])); } public void at_target(uint localID, uint handle, Vector3 targetpos, Vector3 atpos) { myScriptEngine.PostObjectEvent(localID, new EventParams( "at_target", new object[] { new LSL_Types.LSLInteger(handle), new LSL_Types.Vector3(targetpos.X,targetpos.Y,targetpos.Z), new LSL_Types.Vector3(atpos.X,atpos.Y,atpos.Z) }, new DetectParams[0])); } public void not_at_target(uint localID) { myScriptEngine.PostObjectEvent(localID, new EventParams( "not_at_target",new object[0], new DetectParams[0])); } public void at_rot_target(uint localID, UUID itemID) { myScriptEngine.PostObjectEvent(localID, new EventParams( "at_rot_target",new object[0], new DetectParams[0])); } public void not_at_rot_target(uint localID, UUID itemID) { myScriptEngine.PostObjectEvent(localID, new EventParams( "not_at_rot_target",new object[0], new DetectParams[0])); } public void attach(uint localID, UUID itemID) { } public void dataserver(uint localID, UUID itemID) { } public void link_message(uint localID, UUID itemID) { } public void moving_start(uint localID, UUID itemID) { myScriptEngine.PostObjectEvent(localID, new EventParams( "moving_start",new object[0], new DetectParams[0])); } public void moving_end(uint localID, UUID itemID) { myScriptEngine.PostObjectEvent(localID, new EventParams( "moving_end",new object[0], new DetectParams[0])); } public void object_rez(uint localID, UUID itemID) { } public void remote_data(uint localID, UUID itemID) { } // Handled by long commands public void http_response(uint localID, UUID itemID) { } /// /// If set to true then threads and stuff should try to make a graceful exit /// public bool PleaseShutdown { get { return _PleaseShutdown; } set { _PleaseShutdown = value; } } private bool _PleaseShutdown = false; } }