/* * 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; using System.Collections.Generic; using System.Runtime.Remoting.Lifetime; using System.Text; using System.Threading; using Nini.Config; using OpenMetaverse; using OpenMetaverse.Packets; using OpenSim; using OpenSim.Framework; using OpenSim.Framework.Communications.Cache; using OpenSim.Region.Environment; using OpenSim.Region.Interfaces; using OpenSim.Region.Environment.Interfaces; using OpenSim.Region.Environment.Modules.Avatar.Currency.SampleMoney; using OpenSim.Region.Environment.Modules.World.Land; using OpenSim.Region.Environment.Scenes; using OpenSim.Region.Physics.Manager; using OpenSim.Region.ScriptEngine.Shared; using OpenSim.Region.ScriptEngine.Shared.Api.Plugins; using OpenSim.Region.ScriptEngine.Shared.ScriptBase; using OpenSim.Region.ScriptEngine.Interfaces; using OpenSim.Region.ScriptEngine.Shared.Api.Interfaces; using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat; using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger; using LSL_Key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString; using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list; using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion; using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString; using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3; namespace OpenSim.Region.ScriptEngine.Shared.Api { /// /// Contains all LSL ll-functions. This class will be in Default AppDomain. /// public class LSL_Api : LSL_Api_Base, ILSL_Api, IScriptApi { private IScriptEngine m_ScriptEngineDirect; //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID) { m_ScriptEngine = ScriptEngine; m_ScriptEngineDirect = ScriptEngine; m_host = host; m_localID = localID; m_itemID = itemID; IConfigSource config = new IniConfigSource(Application.iniFilePath); if (config.Configs["XEngine"] == null) config.AddConfig("XEngine"); m_ScriptDelayFactor = config.Configs["XEngine"]. GetFloat("ScriptDelayFactor", 1.0f); m_ScriptDistanceFactor = config.Configs["XEngine"]. GetFloat("ScriptDistanceLimitFactor", 1.0f); AsyncCommands = new AsyncCommandManager(ScriptEngine); } private DateTime m_timer = DateTime.Now; private bool m_waitingForScriptAnswer=false; protected void ScriptSleep(int delay) { delay = (int)((float)delay * m_ScriptDelayFactor); if (delay == 0) return; System.Threading.Thread.Sleep(delay); } // Object never expires public override Object InitializeLifetimeService() { ILease lease = (ILease)base.InitializeLifetimeService(); if (lease.CurrentState == LeaseState.Initial) { lease.InitialLeaseTime = TimeSpan.Zero; } return lease; } public void state(string newState) { m_ScriptEngineDirect.SetState(m_itemID, newState); throw new EventAbortException(); } // Extension commands use this: public ICommander GetCommander(string name) { return World.GetCommander(name); } public LSL_Integer llGetScriptState(string name) { UUID item; m_host.AddScriptLPS(1); if ((item = ScriptByName(name)) != UUID.Zero) { return m_ScriptEngineDirect.GetScriptState(item) ?1:0; } ShoutError("llGetScriptState: script "+name+" not found"); // If we didn't find it, then it's safe to // assume it is not running. return 0; } public void llResetOtherScript(string name) { UUID item; m_host.AddScriptLPS(1); if ((item = ScriptByName(name)) != UUID.Zero) m_ScriptEngineDirect.ResetScript(item); else ShoutError("llResetOtherScript: script "+name+" not found"); } public void llResetScript() { m_host.AddScriptLPS(1); m_ScriptEngineDirect.ApiResetScript(m_itemID); throw new EventAbortException(); } public void llSetScriptState(string name, int run) { UUID item; m_host.AddScriptLPS(1); // These functions are supposed to be robust, // so get the state one step at a time. if ((item = ScriptByName(name)) != UUID.Zero) { m_ScriptEngineDirect.SetScriptState(item, run == 0 ? false : true); } else { ShoutError("llSetScriptState: script "+name+" not found"); } } } }