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using System;
using System.Collections.Generic;
using System.Text;
using System.IO;
using System.Reflection;
using OpenSim.Framework;
using OpenSim.Framework.Interfaces;
using OpenSim.Framework.Types;
using libsecondlife;
namespace OpenSim.world
{
public partial class World
{
private Dictionary<string, IScriptEngine> scriptEngines = new Dictionary<string, IScriptEngine>();
/// <summary>
///
/// </summary>
private void LoadScriptEngines()
{
this.LoadScriptPlugins();
}
/// <summary>
///
/// </summary>
public void LoadScriptPlugins()
{
string path = Path.Combine(System.AppDomain.CurrentDomain.BaseDirectory, "ScriptEngines");
string[] pluginFiles = Directory.GetFiles(path, "*.dll");
for (int i = 0; i < pluginFiles.Length; i++)
{
this.AddPlugin(pluginFiles[i]);
}
}
/// <summary>
///
/// </summary>
/// <param name="FileName"></param>
private void AddPlugin(string FileName)
{
Assembly pluginAssembly = Assembly.LoadFrom(FileName);
foreach (Type pluginType in pluginAssembly.GetTypes())
{
if (pluginType.IsPublic)
{
if (!pluginType.IsAbstract)
{
Type typeInterface = pluginType.GetInterface("IScriptEngine", true);
if (typeInterface != null)
{
IScriptEngine plug = (IScriptEngine)Activator.CreateInstance(pluginAssembly.GetType(pluginType.ToString()));
plug.Init(this);
this.scriptEngines.Add(plug.GetName(), plug);
}
typeInterface = null;
}
}
}
pluginAssembly = null;
}
/// <summary>
///
/// </summary>
/// <param name="scriptType"></param>
/// <param name="scriptName"></param>
/// <param name="script"></param>
/// <param name="ent"></param>
public void LoadScript(string scriptType, string scriptName, string script, Entity ent)
{
if(this.scriptEngines.ContainsKey(scriptType))
{
this.scriptEngines[scriptType].LoadScript(script, scriptName, ent.localid);
}
}
#region IScriptAPI Methods
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <returns></returns>
public OSVector3 GetEntityPosition(uint localID)
{
OSVector3 res = new OSVector3();
// Console.WriteLine("script- getting entity " + localID + " position");
foreach (Entity entity in this.Entities.Values)
{
if (entity.localid == localID)
{
res.X = entity.Pos.X;
res.Y = entity.Pos.Y;
res.Z = entity.Pos.Z;
}
}
return res;
}
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <param name="x"></param>
/// <param name="y"></param>
/// <param name="z"></param>
public void SetEntityPosition(uint localID, float x , float y, float z)
{
foreach (Entity entity in this.Entities.Values)
{
if (entity.localid == localID && entity is Primitive)
{
LLVector3 pos = entity.Pos;
pos.X = x;
pos.Y = y;
Primitive prim = entity as Primitive;
// Of course, we really should have asked the physEngine if this is possible, and if not, returned false.
//prim.UpdatePosition(pos);
// Console.WriteLine("script- setting entity " + localID + " positon");
}
}
}
/// <summary>
///
/// </summary>
/// <returns></returns>
public uint GetRandomAvatarID()
{
//Console.WriteLine("script- getting random avatar id");
uint res = 0;
foreach (Entity entity in this.Entities.Values)
{
if (entity is Avatar)
{
res = entity.localid;
}
}
return res;
}
#endregion
}
}
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