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/*
* 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.Grid.ScriptEngine.DotNetEngine
{
/// <summary>
/// This is the root object for ScriptEngine
/// </summary>
[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
}
}
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