/*
* 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 OpenSimulator 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.Reflection;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.ScriptEngine.Interfaces;
using OpenSim.Region.ScriptEngine.Shared;
using Amib.Threading;
using log4net;
using Nini.Config;
using OpenMetaverse;
namespace OpenSim.Region.ScriptEngine.Interfaces
{
///
/// An interface for a script API module to communicate with
/// the engine it's running under
///
public interface IScriptEngine
{
///
/// Queue an event for execution
///
IScriptWorkItem QueueEventHandler(object parms);
Scene World { get; }
IScriptModule ScriptModule { get; }
///
/// Post an event to a single script
///
bool PostScriptEvent(UUID itemID, EventParams parms);
///
/// Post event to an entire prim
///
bool PostObjectEvent(uint localID, EventParams parms);
DetectParams GetDetectParams(UUID item, int number);
void SetMinEventDelay(UUID itemID, double delay);
int GetStartParameter(UUID itemID);
void SetScriptState(UUID itemID, bool state, bool self);
bool GetScriptState(UUID itemID);
void SetState(UUID itemID, string newState);
void ApiResetScript(UUID itemID);
void ResetScript(UUID itemID);
IConfig Config { get; }
IConfigSource ConfigSource { get; }
string ScriptEngineName { get; }
string ScriptEnginePath { get; }
///
/// Return the name of the class that will be used for all running scripts.
///
///
/// Each class goes in its own assembly so we don't need to otherwise distinguish the class name.
///
string ScriptClassName { get; }
///
/// Return the name of the base class that will be used for all running scripts.
///
string ScriptBaseClassName { get; }
///
/// Assemblies that need to be referenced when compiling scripts.
///
///
/// These are currently additional to those always referenced by the compiler, BUT THIS MAY CHANGE IN THE
/// FUTURE.
/// This can be null if there are no additional assemblies.
///
string[] ScriptReferencedAssemblies { get; }
///
/// Parameters for the generated script's constructor.
///
///
/// Can be null if there are no parameters
///
ParameterInfo[] ScriptBaseClassParameters { get; }
IScriptApi GetApi(UUID itemID, string name);
void SleepScript(UUID itemID, int delay);
}
}