/*
* 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.IO;
using System.Threading;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.Serialization;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.CoreModules;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
using OpenSim.Region.Framework.Interfaces;
namespace OpenSim.Region.ScriptEngine.Shared
{
[Serializable]
public class EventAbortException : Exception
{
public EventAbortException()
{
}
protected EventAbortException(
SerializationInfo info,
StreamingContext context)
{
}
}
[Serializable]
public class SelfDeleteException : Exception
{
public SelfDeleteException()
{
}
protected SelfDeleteException(
SerializationInfo info,
StreamingContext context)
{
}
}
[Serializable]
public class ScriptDeleteException : Exception
{
public ScriptDeleteException()
{
}
protected ScriptDeleteException(
SerializationInfo info,
StreamingContext context)
{
}
}
///
/// Used to signal when the script is stopping in co-operation with the script engine
/// (instead of through Thread.Abort()).
///
[Serializable]
public class ScriptCoopStopException : Exception
{
public ScriptCoopStopException()
{
}
protected ScriptCoopStopException(
SerializationInfo info,
StreamingContext context)
{
}
}
public class DetectParams
{
public const int AGENT = 1;
public const int ACTIVE = 2;
public const int PASSIVE = 4;
public const int SCRIPTED = 8;
public const int OS_NPC = 0x01000000;
public DetectParams()
{
Key = UUID.Zero;
OffsetPos = new LSL_Types.Vector3();
LinkNum = 0;
Group = UUID.Zero;
Name = String.Empty;
Owner = UUID.Zero;
Position = new LSL_Types.Vector3();
Rotation = new LSL_Types.Quaternion();
Type = 0;
Velocity = new LSL_Types.Vector3();
initializeSurfaceTouch();
}
public UUID Key;
public LSL_Types.Vector3 OffsetPos;
public int LinkNum;
public UUID Group;
public string Name;
public UUID Owner;
public LSL_Types.Vector3 Position;
public LSL_Types.Quaternion Rotation;
public int Type;
public LSL_Types.Vector3 Velocity;
private LSL_Types.Vector3 touchST;
public LSL_Types.Vector3 TouchST { get { return touchST; } }
private LSL_Types.Vector3 touchNormal;
public LSL_Types.Vector3 TouchNormal { get { return touchNormal; } }
private LSL_Types.Vector3 touchBinormal;
public LSL_Types.Vector3 TouchBinormal { get { return touchBinormal; } }
private LSL_Types.Vector3 touchPos;
public LSL_Types.Vector3 TouchPos { get { return touchPos; } }
private LSL_Types.Vector3 touchUV;
public LSL_Types.Vector3 TouchUV { get { return touchUV; } }
private int touchFace;
public int TouchFace { get { return touchFace; } }
// This can be done in two places including the constructor
// so be carefull what gets added here
private void initializeSurfaceTouch()
{
touchST = new LSL_Types.Vector3(-1.0, -1.0, 0.0);
touchNormal = new LSL_Types.Vector3();
touchBinormal = new LSL_Types.Vector3();
touchPos = new LSL_Types.Vector3();
touchUV = new LSL_Types.Vector3(-1.0, -1.0, 0.0);
touchFace = -1;
}
/*
* Set up the surface touch detected values
*/
public SurfaceTouchEventArgs SurfaceTouchArgs
{
set
{
if (value == null)
{
// Initialise to defaults if no value
initializeSurfaceTouch();
}
else
{
// Set the values from the touch data provided by the client
touchST = new LSL_Types.Vector3(value.STCoord);
touchUV = new LSL_Types.Vector3(value.UVCoord);
touchNormal = new LSL_Types.Vector3(value.Normal);
touchBinormal = new LSL_Types.Vector3(value.Binormal);
touchPos = new LSL_Types.Vector3(value.Position);
touchFace = value.FaceIndex;
}
}
}
public void Populate(Scene scene)
{
SceneObjectPart part = scene.GetSceneObjectPart(Key);
if (part == null) // Avatar, maybe?
{
ScenePresence presence = scene.GetScenePresence(Key);
if (presence == null)
return;
Name = presence.Firstname + " " + presence.Lastname;
Owner = Key;
Position = new LSL_Types.Vector3(presence.AbsolutePosition);
Rotation = new LSL_Types.Quaternion(
presence.Rotation.X,
presence.Rotation.Y,
presence.Rotation.Z,
presence.Rotation.W);
Velocity = new LSL_Types.Vector3(presence.Velocity);
Type = 0x01; // Avatar
if (presence.PresenceType == PresenceType.Npc)
Type = 0x20;
if (presence.Velocity != Vector3.Zero)
Type |= ACTIVE;
Group = presence.ControllingClient.ActiveGroupId;
return;
}
part = part.ParentGroup.RootPart; // We detect objects only
LinkNum = 0; // Not relevant
Group = part.GroupID;
Name = part.Name;
Owner = part.OwnerID;
if (part.Velocity == Vector3.Zero)
Type = PASSIVE;
else
Type = ACTIVE;
foreach (SceneObjectPart p in part.ParentGroup.Parts)
{
if (p.Inventory.ContainsScripts())
{
Type |= SCRIPTED; // Scripted
break;
}
}
Position = new LSL_Types.Vector3(part.AbsolutePosition);
Quaternion wr = part.ParentGroup.GroupRotation;
Rotation = new LSL_Types.Quaternion(wr.X, wr.Y, wr.Z, wr.W);
Velocity = new LSL_Types.Vector3(part.Velocity);
}
public void Populate(Scene scene, DetectedObject obj)
{
if(obj.keyUUID == UUID.Zero) // land
{
Position = new LSL_Types.Vector3(obj.posVector);
Rotation.s = 1.0;
return;
}
if((obj.colliderType & 0x21) != 0) // avatar or npc
{
ScenePresence presence = scene.GetScenePresence(obj.keyUUID);
if (presence == null)
return;
Name = obj.nameStr;
Key = obj.keyUUID;
Owner = obj.ownerUUID;
Group = obj.groupUUID;
Position = new LSL_Types.Vector3(obj.posVector);
Rotation = new LSL_Types.Quaternion(obj.rotQuat);
Velocity = new LSL_Types.Vector3(obj.velVector);
LinkNum = obj.linkNumber;
Type = obj.colliderType;
return;
}
SceneObjectPart part = scene.GetSceneObjectPart(obj.keyUUID);
if(part == null)
return;
Name = obj.nameStr;
Key = obj.keyUUID;
Owner = obj.ownerUUID;
Group = obj.groupUUID;
Position = new LSL_Types.Vector3(obj.posVector);
Rotation = new LSL_Types.Quaternion(obj.rotQuat);
Velocity = new LSL_Types.Vector3(obj.velVector);
LinkNum = obj.linkNumber;
if(obj.velVector == Vector3.Zero)
Type = 4;
else
Type = 2;
part = part.ParentGroup.RootPart;
foreach (SceneObjectPart p in part.ParentGroup.Parts)
{
if (p.Inventory.ContainsScripts())
{
// at sl a physical prim is active also if has active scripts
// assuming all scripts are in run state to save time
if((part.Flags & PrimFlags.Physics) != 0 )
Type = 10; // script + active
else
Type |= SCRIPTED; // Scripted
break;
}
}
}
}
///
/// Holds all the data required to execute a scripting event.
///
public class EventParams
{
public EventParams(string eventName, Object[] eventParams, DetectParams[] detectParams)
{
EventName = eventName;
Params = eventParams;
DetectParams = detectParams;
}
public string EventName;
public Object[] Params;
public DetectParams[] DetectParams;
}
}