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path: root/OpenSim/Grid/ScriptEngine/DotNetEngine/ScriptEngine.cs
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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
    {
        private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);

        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;


        public ScriptEngine()
        {
            //Common.SendToDebug("ScriptEngine Object Initialized");
            Common.mySE = this;
        }

        public void InitializeEngine(Scene Sceneworld)
        {
            World = Sceneworld;

            m_log.Info("[ScriptEngine]: DotNet & LSL ScriptEngine initializing");

            //m_log.Info("[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;
        //    m_log.Info("[ScriptEngine]: DEBUG FUNCTION: StartScript: " + ScriptID);
        //    myScriptManager.StartScript(ScriptID, ObjectID);
        //}

        #region IRegionModule

        public void Initialise(Scene scene, IConfigSource config)
        {
            InitializeEngine(scene);
        }

        public void PostInitialise()
        {
        }

        public void Close()
        {
        }

        public string Name
        {
            get { return "LSLScriptingModule"; }
        }

        public bool IsSharedModule
        {
            get { return false; }
        }

        #endregion
    }
}