/* * 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. * */ /* Original code: Tedd Hansen */ using System; using Nini.Config; using OpenSim.Framework.Console; using OpenSim.Region.Environment.Interfaces; using OpenSim.Region.Environment.Scenes; namespace OpenSim.Region.ScriptEngine.DotNetEngine { /// /// This is the root object for ScriptEngine /// [Serializable] public class ScriptEngine : IRegionModule { internal Scene World; internal EventManager m_EventManager; // Handles and queues incoming events from OpenSim internal EventQueueManager m_EventQueueManager; // Executes events internal ScriptManager m_ScriptManager; // Load, unload and execute scripts internal AppDomainManager m_AppDomainManager; internal LSLLongCmdHandler m_LSLLongCmdHandler; private LogBase m_log; public ScriptEngine() { //Common.SendToDebug("ScriptEngine Object Initialized"); Common.mySE = this; } public LogBase Log { get { return m_log; } } public void InitializeEngine(Scene Sceneworld, LogBase logger) { World = Sceneworld; m_log = logger; Log.Verbose("ScriptEngine", "DotNet & LSL ScriptEngine initializing"); //m_logger.Status("ScriptEngine", "InitializeEngine"); // Create all objects we'll be using m_EventQueueManager = new EventQueueManager(this); m_EventManager = new EventManager(this); m_ScriptManager = new ScriptManager(this); m_AppDomainManager = new AppDomainManager(); m_LSLLongCmdHandler = new LSLLongCmdHandler(this); // Should we iterate the region for scripts that needs starting? // Or can we assume we are loaded before anything else so we can use proper events? } public void Shutdown() { // We are shutting down } //// !!!FOR DEBUGGING ONLY!!! (for executing script directly from test app) //[Obsolete("!!!FOR DEBUGGING ONLY!!!")] //public void StartScript(string ScriptID, IScriptHost ObjectID) //{ // this.myEventManager.TEMP_OBJECT_ID = ObjectID; // Log.Status("ScriptEngine", "DEBUG FUNCTION: StartScript: " + ScriptID); // myScriptManager.StartScript(ScriptID, ObjectID); //} #region IRegionModule public void Initialise(Scene scene, IConfigSource config) { InitializeEngine(scene, MainLog.Instance); } public void PostInitialise() { } public void Close() { } public string Name { get { return "LSLScriptingModule"; } } public bool IsSharedModule { get { return false; } } #endregion } }