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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.
*/
using System;
using System.Collections.Generic;
using libsecondlife;
using OpenSim.Framework;
using OpenSim.Region.Environment.Modules.Avatar.Currency.SampleMoney;
using OpenSim.Region.Environment;
using OpenSim.Region;
using OpenSim.Region.Environment.Scenes;
using OpenSim.Region.Environment.Interfaces;
namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
{
/// <summary>
/// Prepares events so they can be directly executed upon a script by EventQueueManager, then queues it.
/// </summary>
[Serializable]
public class EventManager : ScriptServerInterfaces.RemoteEvents, iScriptEngineFunctionModule
{
//
// Class is instanced in "ScriptEngine" and Uses "EventQueueManager" that is also instanced in "ScriptEngine".
// This class needs a bit of explaining:
//
// This class it the link between an event inside OpenSim and the corresponding event in a user script being executed.
//
// For example when an user touches an object then the "myScriptEngine.World.EventManager.OnObjectGrab" event is fired inside OpenSim.
// We hook up to this event and queue a touch_start in EventQueueManager with the proper LSL parameters.
// It will then be delivered to the script by EventQueueManager.
//
// You can check debug C# dump of an LSL script if you need to verify what exact parameters are needed.
//
private ScriptEngine myScriptEngine;
//public IScriptHost TEMP_OBJECT_ID;
public EventManager(ScriptEngine _ScriptEngine, bool performHookUp)
{
myScriptEngine = _ScriptEngine;
ReadConfig();
// Hook up to events from OpenSim
// We may not want to do it because someone is controlling us and will deliver events to us
if (performHookUp)
{
myScriptEngine.Log.Info("[" + myScriptEngine.ScriptEngineName + "]: Hooking up to server events");
myScriptEngine.World.EventManager.OnObjectGrab += touch_start;
myScriptEngine.World.EventManager.OnObjectDeGrab += touch_end;
myScriptEngine.World.EventManager.OnRezScript += OnRezScript;
myScriptEngine.World.EventManager.OnRemoveScript += OnRemoveScript;
myScriptEngine.World.EventManager.OnScriptChangedEvent += changed;
myScriptEngine.World.EventManager.OnScriptAtTargetEvent += at_target;
myScriptEngine.World.EventManager.OnScriptNotAtTargetEvent += not_at_target;
myScriptEngine.World.EventManager.OnScriptControlEvent += control;
myScriptEngine.World.EventManager.OnScriptColliderStart += collision_start;
myScriptEngine.World.EventManager.OnScriptColliding += collision;
myScriptEngine.World.EventManager.OnScriptCollidingEnd += collision_end;
// TODO: HOOK ALL EVENTS UP TO SERVER!
IMoneyModule money=myScriptEngine.World.RequestModuleInterface<IMoneyModule>();
if (money != null)
{
money.OnObjectPaid+=HandleObjectPaid;
}
}
}
public void ReadConfig()
{
}
private void HandleObjectPaid(LLUUID objectID, LLUUID agentID, int amount)
{
SceneObjectPart part=myScriptEngine.World.GetSceneObjectPart(objectID);
if (part != null)
{
money(part.LocalId, agentID, amount);
}
}
public void changed(uint localID, uint change)
{
// Add to queue for all scripts in localID, Object pass change.
myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "changed", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLInteger(change) });
}
public void state_entry(uint localID)
{
// Add to queue for all scripts in ObjectID object
myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "state_entry", EventQueueManager.llDetectNull, new object[] { });
}
public void touch_start(uint localID, LLVector3 offsetPos, IClientAPI remoteClient)
{
// Add to queue for all scripts in ObjectID object
EventQueueManager.Queue_llDetectParams_Struct detstruct = new EventQueueManager.Queue_llDetectParams_Struct();
detstruct._key = new LSL_Types.key[1];
detstruct._key[0] = new LSL_Types.key(remoteClient.AgentId.ToString());
myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "touch_start", detstruct, new object[] { new LSL_Types.LSLInteger(1) });
}
public void touch_end(uint localID, IClientAPI remoteClient)
{
// Add to queue for all scripts in ObjectID object
EventQueueManager.Queue_llDetectParams_Struct detstruct = new EventQueueManager.Queue_llDetectParams_Struct();
detstruct._key = new LSL_Types.key[1];
detstruct._key[0] = new LSL_Types.key(remoteClient.AgentId.ToString());
myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "touch_end", detstruct, new object[] { new LSL_Types.LSLInteger(1) });
}
public void OnRezScript(uint localID, LLUUID itemID, string script)
{
Console.WriteLine("OnRezScript localID: " + localID + " LLUID: " + itemID.ToString() + " Size: " +
script.Length);
myScriptEngine.m_ScriptManager.StartScript(localID, itemID, script);
}
public void OnRemoveScript(uint localID, LLUUID itemID)
{
Console.WriteLine("OnRemoveScript localID: " + localID + " LLUID: " + itemID.ToString());
myScriptEngine.m_ScriptManager.StopScript(
localID,
itemID
);
}
public void money(uint localID, LLUUID agentID, int amount)
{
myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "money", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLString(agentID.ToString()), new LSL_Types.LSLInteger(amount) });
}
// TODO: Replace placeholders below
// NOTE! THE PARAMETERS FOR THESE FUNCTIONS ARE NOT CORRECT!
// These needs to be hooked up to OpenSim during init of this class
// then queued in EventQueueManager.
// When queued in EventQueueManager they need to be LSL compatible (name and params)
public void state_exit(uint localID)
{
// Add to queue for all scripts in ObjectID object
myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "state_exit", EventQueueManager.llDetectNull, new object[] { });
}
public void touch(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "touch", EventQueueManager.llDetectNull);
}
public void touch_end(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "touch_end", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLInteger(1) });
}
public void collision_start(uint localID, ColliderArgs col)
{
EventQueueManager.Queue_llDetectParams_Struct detstruct = new EventQueueManager.Queue_llDetectParams_Struct();
detstruct._string = new string[col.Colliders.Count];
detstruct._Quaternion = new LSL_Types.Quaternion[col.Colliders.Count];
detstruct._int = new int[col.Colliders.Count];
detstruct._key = new LSL_Types.key[col.Colliders.Count];
detstruct._Vector3 = new LSL_Types.Vector3[col.Colliders.Count];
detstruct._Vector32 = new LSL_Types.Vector3[col.Colliders.Count];
detstruct._bool = new bool[col.Colliders.Count];
int i = 0;
foreach (DetectedObject detobj in col.Colliders)
{
detstruct._key[i] = new LSL_Types.key(detobj.keyUUID.ToString());
detstruct._Quaternion[i] = new LSL_Types.Quaternion(detobj.rotQuat.X, detobj.rotQuat.Y, detobj.rotQuat.Z, detobj.rotQuat.W);
detstruct._string[i] = detobj.nameStr;
detstruct._int[i] = detobj.colliderType;
detstruct._Vector3[i] = new LSL_Types.Vector3(detobj.posVector.X, detobj.posVector.Y, detobj.posVector.Z);
detstruct._Vector32[i] = new LSL_Types.Vector3(detobj.velVector.X, detobj.velVector.Y, detobj.velVector.Z);
detstruct._bool[i] = true; // Apparently the script engine uses this to see if this is a valid entry...
i++;
}
myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "collision_start", detstruct, new object[] { new LSL_Types.LSLInteger(col.Colliders.Count) });
}
public void collision(uint localID, ColliderArgs col)
{
EventQueueManager.Queue_llDetectParams_Struct detstruct = new EventQueueManager.Queue_llDetectParams_Struct();
detstruct._string = new string[col.Colliders.Count];
detstruct._Quaternion = new LSL_Types.Quaternion[col.Colliders.Count];
detstruct._int = new int[col.Colliders.Count];
detstruct._key = new LSL_Types.key[col.Colliders.Count];
detstruct._Vector3 = new LSL_Types.Vector3[col.Colliders.Count];
detstruct._Vector32 = new LSL_Types.Vector3[col.Colliders.Count];
detstruct._bool = new bool[col.Colliders.Count];
int i = 0;
foreach (DetectedObject detobj in col.Colliders)
{
detstruct._key[i] = new LSL_Types.key(detobj.keyUUID.ToString());
detstruct._Quaternion[i] = new LSL_Types.Quaternion(detobj.rotQuat.X, detobj.rotQuat.Y, detobj.rotQuat.Z, detobj.rotQuat.W);
detstruct._string[i] = detobj.nameStr;
detstruct._int[i] = detobj.colliderType;
detstruct._Vector3[i] = new LSL_Types.Vector3(detobj.posVector.X, detobj.posVector.Y, detobj.posVector.Z);
detstruct._Vector32[i] = new LSL_Types.Vector3(detobj.velVector.X, detobj.velVector.Y, detobj.velVector.Z);
detstruct._bool[i] = true; // Apparently the script engine uses this to see if this is a valid entry... i++;
}
myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "collision", detstruct, new object[] { new LSL_Types.LSLInteger(col.Colliders.Count) });
}
public void collision_end(uint localID, ColliderArgs col)
{
EventQueueManager.Queue_llDetectParams_Struct detstruct = new EventQueueManager.Queue_llDetectParams_Struct();
detstruct._string = new string[col.Colliders.Count];
detstruct._Quaternion = new LSL_Types.Quaternion[col.Colliders.Count];
detstruct._int = new int[col.Colliders.Count];
detstruct._key = new LSL_Types.key[col.Colliders.Count];
detstruct._Vector3 = new LSL_Types.Vector3[col.Colliders.Count];
detstruct._Vector32 = new LSL_Types.Vector3[col.Colliders.Count];
detstruct._bool = new bool[col.Colliders.Count];
int i = 0;
foreach (DetectedObject detobj in col.Colliders)
{
detstruct._key[i] = new LSL_Types.key(detobj.keyUUID.ToString());
detstruct._Quaternion[i] = new LSL_Types.Quaternion(detobj.rotQuat.X, detobj.rotQuat.Y, detobj.rotQuat.Z, detobj.rotQuat.W);
detstruct._string[i] = detobj.nameStr;
detstruct._int[i] = detobj.colliderType;
detstruct._Vector3[i] = new LSL_Types.Vector3(detobj.posVector.X, detobj.posVector.Y, detobj.posVector.Z);
detstruct._Vector32[i] = new LSL_Types.Vector3(detobj.velVector.X, detobj.velVector.Y, detobj.velVector.Z);
detstruct._bool[i] = true; // Apparently the script engine uses this to see if this is a valid entry...
i++;
}
myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "collision_end", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLInteger(col.Colliders.Count) });
}
public void land_collision_start(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "land_collision_start", EventQueueManager.llDetectNull);
}
public void land_collision(uint localID, ColliderArgs col)
{
myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "land_collision", EventQueueManager.llDetectNull);
}
public void land_collision_end(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "land_collision_end", EventQueueManager.llDetectNull);
}
// Handled by long commands
public void timer(uint localID, LLUUID itemID)
{
//myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, String.Empty);
}
public void listen(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "listen", EventQueueManager.llDetectNull);
}
public void on_rez(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "on_rez", EventQueueManager.llDetectNull);
}
public void sensor(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "sensor", EventQueueManager.llDetectNull);
}
public void no_sensor(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "no_sensor", EventQueueManager.llDetectNull);
}
public void control(uint localID, LLUUID itemID, LLUUID agentID, uint held, uint change)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "control", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLString(agentID.ToString()), new LSL_Types.LSLInteger(held), new LSL_Types.LSLInteger(change)});
}
public void email(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "email", EventQueueManager.llDetectNull);
}
public void at_target(uint localID, uint handle, LLVector3 targetpos, LLVector3 atpos)
{
myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "at_target", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLInteger(handle), new LSL_Types.Vector3(targetpos.X,targetpos.Y,targetpos.Z), new LSL_Types.Vector3(atpos.X,atpos.Y,atpos.Z) });
}
public void not_at_target(uint localID)
{
myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "not_at_target", EventQueueManager.llDetectNull);
}
public void at_rot_target(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "at_rot_target", EventQueueManager.llDetectNull);
}
public void not_at_rot_target(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "not_at_rot_target", EventQueueManager.llDetectNull);
}
public void run_time_permissions(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "run_time_permissions", EventQueueManager.llDetectNull);
}
public void changed(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "changed", EventQueueManager.llDetectNull);
}
public void attach(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "attach", EventQueueManager.llDetectNull);
}
public void dataserver(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "dataserver", EventQueueManager.llDetectNull);
}
public void link_message(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "link_message", EventQueueManager.llDetectNull);
}
public void moving_start(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "moving_start", EventQueueManager.llDetectNull);
}
public void moving_end(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "moving_end", EventQueueManager.llDetectNull);
}
public void object_rez(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "object_rez", EventQueueManager.llDetectNull);
}
public void remote_data(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "remote_data", EventQueueManager.llDetectNull);
}
// Handled by long commands
public void http_response(uint localID, LLUUID itemID)
{
// myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "http_response", EventQueueManager.llDetectNull);
}
/// <summary>
/// If set to true then threads and stuff should try to make a graceful exit
/// </summary>
public bool PleaseShutdown
{
get { return _PleaseShutdown; }
set { _PleaseShutdown = value; }
}
private bool _PleaseShutdown = false;
}
}
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