/* * Copyright (c) Contributors, http://www.openmetaverse.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 System.Collections.Generic; using System.Text; namespace OpenSim.Region.ScriptEngine.DotNetEngine { public class ScriptEngine : ScriptEngineInterface { // // This is the root object for ScriptEngine // internal TempWorldInterface World; internal EventManager myEventManager; // Handles and queues incoming events from OpenSim internal EventQueueManager myEventQueueManager; // Executes events internal ScriptManager myScriptManager; // Load, unload and execute scripts public ScriptEngine() { Common.SendToDebug("ScriptEngine Object Initialized"); } public void InitializeEngine(TempWorldInterface Sceneworld) { World = Sceneworld; Common.SendToDebug("ScriptEngine InitializeEngine()"); // Create all objects we'll be using myEventQueueManager = new EventQueueManager(this); myEventManager = new EventManager(this); myScriptManager = new ScriptManager(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, string ObjectID) { Common.SendToDebug("ScriptEngine DEBUG: StartScript: " + ScriptID); myScriptManager.StartScript(ScriptID, ObjectID); } } }