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path: root/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventManager.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.
 */

using System;
using System.Collections.Generic;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Environment.Modules.Avatar.Currency.SampleMoney;
using OpenSim.Region.Environment;
using OpenSim.Region.Interfaces;
using OpenSim.Region;
using OpenSim.Region.Environment.Scenes;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.ScriptEngine.Shared;

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 : 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();

            if (performHookUp)
            {
                myScriptEngine.World.EventManager.OnRezScript += OnRezScript;
            }
        }
        
        public void HookUpEvents()
        {
            // Hook up to events from OpenSim
            // We may not want to do it because someone is controlling us and will deliver events to us

            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.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(UUID objectID, UUID 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.PostObjectEvent(localID, new EventParams(
                    "changed",new object[] { new LSL_Types.LSLInteger(change) },
                    new DetectParams[0]));
        }

        public void state_entry(uint localID)
        {
            // Add to queue for all scripts in ObjectID object
            myScriptEngine.PostObjectEvent(localID, new EventParams(
                    "state_entry",new object[] { },
                    new DetectParams[0]));
        }

        public void touch_start(uint localID, uint originalID, Vector3 offsetPos,
                IClientAPI remoteClient)
        {
            // Add to queue for all scripts in ObjectID object
            DetectParams[] det = new DetectParams[1];
            det[0] = new DetectParams();
            det[0].Key = remoteClient.AgentId;
            det[0].Populate(myScriptEngine.World);

            if (originalID == 0)
            {
                SceneObjectPart part = myScriptEngine.World.GetSceneObjectPart(localID);
                if (part == null)
                    return;

                det[0].LinkNum = part.LinkNum;
            }
            else
            {
                SceneObjectPart originalPart = myScriptEngine.World.GetSceneObjectPart(originalID);
                det[0].LinkNum = originalPart.LinkNum;
            }

            myScriptEngine.PostObjectEvent(localID, new EventParams(
                    "touch_start", new Object[] { new LSL_Types.LSLInteger(1) },
                    det));
        }

        public void touch(uint localID, uint originalID, Vector3 offsetPos,
                IClientAPI remoteClient)
        {
            // Add to queue for all scripts in ObjectID object
            DetectParams[] det = new DetectParams[1];
            det[0] = new DetectParams();
            det[0].Key = remoteClient.AgentId;
            det[0].Populate(myScriptEngine.World);
            det[0].OffsetPos = new LSL_Types.Vector3(offsetPos.X,
                                                     offsetPos.Y,
                                                     offsetPos.Z);

            if (originalID == 0)
            {
                SceneObjectPart part = myScriptEngine.World.GetSceneObjectPart(localID);
                if (part == null)
                    return;

                det[0].LinkNum = part.LinkNum;
            }
            else
            {
                SceneObjectPart originalPart = myScriptEngine.World.GetSceneObjectPart(originalID);
                det[0].LinkNum = originalPart.LinkNum;
            }

            myScriptEngine.PostObjectEvent(localID, new EventParams(
                    "touch", new Object[] { new LSL_Types.LSLInteger(1) },
                    det));
        }

        public void touch_end(uint localID, uint originalID, IClientAPI remoteClient)
        {
            // Add to queue for all scripts in ObjectID object
            DetectParams[] det = new DetectParams[1];
            det[0] = new DetectParams();
            det[0].Key = remoteClient.AgentId;
            det[0].Populate(myScriptEngine.World);

            if (originalID == 0)
            {
                SceneObjectPart part = myScriptEngine.World.GetSceneObjectPart(localID);
                if (part == null)
                    return;

                det[0].LinkNum = part.LinkNum;
            }
            else
            {
                SceneObjectPart originalPart = myScriptEngine.World.GetSceneObjectPart(originalID);
                det[0].LinkNum = originalPart.LinkNum;
            }

            myScriptEngine.PostObjectEvent(localID, new EventParams(
                    "touch_end", new Object[] { new LSL_Types.LSLInteger(1) },
                    det));
        }

        public void OnRezScript(uint localID, UUID itemID, string script, int startParam, bool postOnRez, string engine)
        {
            List<IScriptModule> engines = new List<IScriptModule>(myScriptEngine.World.RequestModuleInterfaces<IScriptModule>());

            List<string> names = new List<string>();
            foreach (IScriptModule m in engines)
                names.Add(m.ScriptEngineName);

            int lineEnd = script.IndexOf('\n');

            if (lineEnd != 1)
            {
                string firstline = script.Substring(0, lineEnd).Trim();

                int colon = firstline.IndexOf(':');
                if (firstline.Length > 2 && firstline.Substring(0, 2) == "//" && colon != -1)
                {
                    string engineName = firstline.Substring(2, colon-2);

                    if (names.Contains(engineName))
                    {
                        engine = engineName;
                        script = "//" + script.Substring(script.IndexOf(':')+1);
                    }
                }
            }

            if (engine != myScriptEngine.ScriptEngineName)
                return;

            myScriptEngine.Log.Debug("OnRezScript localID: " + localID + " LLUID: " + itemID.ToString() + " Size: " +
                              script.Length);
            myScriptEngine.m_ScriptManager.StartScript(localID, itemID, script, startParam, postOnRez);
        }

        public void OnRemoveScript(uint localID, UUID itemID)
        {
            myScriptEngine.Log.Debug("OnRemoveScript localID: " + localID + " LLUID: " + itemID.ToString());
            myScriptEngine.m_ScriptManager.StopScript(
                localID,
                itemID
                );
        }

        public void money(uint localID, UUID agentID, int amount)
        {
            myScriptEngine.PostObjectEvent(localID, new EventParams(
                    "money", new object[] {
                    new LSL_Types.LSLString(agentID.ToString()),
                    new LSL_Types.LSLInteger(amount) },
                    new DetectParams[0]));
        }

        // 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)
        {
            myScriptEngine.PostObjectEvent(localID, new EventParams(
                    "state_exit", new object[] { },
                    new DetectParams[0]));
        }

        public void collision_start(uint localID, ColliderArgs col)
        {
            // Add to queue for all scripts in ObjectID object
            List<DetectParams> det = new List<DetectParams>();

            foreach (DetectedObject detobj in col.Colliders)
            {
                DetectParams d = new DetectParams();
                d.Key =detobj.keyUUID;
                d.Populate(myScriptEngine.World);
                det.Add(d);
            }

            if (det.Count > 0)
                myScriptEngine.PostObjectEvent(localID, new EventParams(
                        "collision_start",
                        new Object[] { new LSL_Types.LSLInteger(det.Count) },
                        det.ToArray()));
        }

        public void collision(uint localID, ColliderArgs col)
        {
            // Add to queue for all scripts in ObjectID object
            List<DetectParams> det = new List<DetectParams>();

            foreach (DetectedObject detobj in col.Colliders)
            {
                DetectParams d = new DetectParams();
                d.Key =detobj.keyUUID;
                d.Populate(myScriptEngine.World);
                det.Add(d);
            }

            if (det.Count > 0)
                myScriptEngine.PostObjectEvent(localID, new EventParams(
                        "collision", new Object[] { new LSL_Types.LSLInteger(det.Count) },
                        det.ToArray()));
        }

        public void collision_end(uint localID, ColliderArgs col)
        {
            // Add to queue for all scripts in ObjectID object
            List<DetectParams> det = new List<DetectParams>();

            foreach (DetectedObject detobj in col.Colliders)
            {
                DetectParams d = new DetectParams();
                d.Key =detobj.keyUUID;
                d.Populate(myScriptEngine.World);
                det.Add(d);
            }

            if (det.Count > 0)
                myScriptEngine.PostObjectEvent(localID, new EventParams(
                        "collision_end",
                        new Object[] { new LSL_Types.LSLInteger(det.Count) },
                        det.ToArray()));
        }

        public void land_collision_start(uint localID, UUID itemID)
        {
            myScriptEngine.PostObjectEvent(localID, new EventParams(
                    "land_collision_start",
                    new object[0],
                    new DetectParams[0]));
        }

        public void land_collision(uint localID, UUID itemID)
        {
            myScriptEngine.PostObjectEvent(localID, new EventParams(
                    "land_collision",
                    new object[0],
                    new DetectParams[0]));
        }

        public void land_collision_end(uint localID, UUID itemID)
        {
            myScriptEngine.PostObjectEvent(localID, new EventParams(
                    "land_collision_end",
                    new object[0],
                    new DetectParams[0]));
        }

        // Handled by long commands
        public void timer(uint localID, UUID itemID)
        {
        }

        public void listen(uint localID, UUID itemID)
        {
        }

        public void control(uint localID, UUID itemID, UUID agentID, uint held, uint change)
        {
            if ((change == 0) && (myScriptEngine.m_EventQueueManager.CheckEeventQueueForEvent(localID,"control"))) return;
            myScriptEngine.PostObjectEvent(localID, new EventParams(
                    "control",new object[] {
                    new LSL_Types.LSLString(agentID.ToString()),
                    new LSL_Types.LSLInteger(held),
                    new LSL_Types.LSLInteger(change)},
                    new DetectParams[0]));
        }

        public void email(uint localID, UUID itemID, string timeSent,
                string address, string subject, string message, int numLeft)
        {
            myScriptEngine.PostObjectEvent(localID, new EventParams(
                    "email",new object[] {
                    new LSL_Types.LSLString(timeSent),
                    new LSL_Types.LSLString(address),
                    new LSL_Types.LSLString(subject),
                    new LSL_Types.LSLString(message),
                    new LSL_Types.LSLInteger(numLeft)},
                    new DetectParams[0]));
        }

        public void at_target(uint localID, uint handle, Vector3 targetpos,
                Vector3 atpos)
        {
            myScriptEngine.PostObjectEvent(localID, new EventParams(
                    "at_target", 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) },
                    new DetectParams[0]));
        }

        public void not_at_target(uint localID)
        {
            myScriptEngine.PostObjectEvent(localID, new EventParams(
                    "not_at_target",new object[0],
                    new DetectParams[0]));
        }

        public void at_rot_target(uint localID, UUID itemID)
        {
            myScriptEngine.PostObjectEvent(localID, new EventParams(
                    "at_rot_target",new object[0],
                    new DetectParams[0]));
        }

        public void not_at_rot_target(uint localID, UUID itemID)
        {
            myScriptEngine.PostObjectEvent(localID, new EventParams(
                    "not_at_rot_target",new object[0],
                    new DetectParams[0]));
        }

        public void attach(uint localID, UUID itemID)
        {
        }

        public void dataserver(uint localID, UUID itemID)
        {
        }

        public void link_message(uint localID, UUID itemID)
        {
        }

        public void moving_start(uint localID, UUID itemID)
        {
            myScriptEngine.PostObjectEvent(localID, new EventParams(
                    "moving_start",new object[0],
                    new DetectParams[0]));
        }

        public void moving_end(uint localID, UUID itemID)
        {
            myScriptEngine.PostObjectEvent(localID, new EventParams(
                    "moving_end",new object[0],
                    new DetectParams[0]));
        }

        public void object_rez(uint localID, UUID itemID)
        {
        }

        public void remote_data(uint localID, UUID itemID)
        {
        }

        // Handled by long commands
        public void http_response(uint localID, UUID itemID)
        {
        }

        /// <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;
    }
}