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/*
* Copyright (c) Contributors, http://www.openmetaverse.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 System.Collections.Generic;
using System.Text;
using OpenSim.Framework.Console;
//using OpenSim.Region.Environment.Scenes;
using OpenSim.Region.Environment.Scenes.Scripting;
using libsecondlife;
namespace OpenSim.Region.ScriptEngine.DotNetEngine
{
/// <summary>
/// This is the root object for ScriptEngine
/// </summary>
[Serializable]
public class ScriptEngine : OpenSim.Region.Environment.Scenes.Scripting.ScriptEngineInterface
{
internal OpenSim.Region.Environment.Scenes.Scene World;
internal EventManager myEventManager; // Handles and queues incoming events from OpenSim
internal EventQueueManager myEventQueueManager; // Executes events
internal ScriptManager myScriptManager; // Load, unload and execute scripts
internal AppDomainManager myAppDomainManager;
private OpenSim.Framework.Console.LogBase m_log;
public ScriptEngine()
{
//Common.SendToDebug("ScriptEngine Object Initialized");
Common.mySE = this;
}
public LogBase Log
{
get { return m_log; }
}
public void InitializeEngine(OpenSim.Region.Environment.Scenes.Scene Sceneworld, OpenSim.Framework.Console.LogBase logger)
{
World = Sceneworld;
m_log = logger;
//m_logger.Status("ScriptEngine", "InitializeEngine");
// Create all objects we'll be using
myEventQueueManager = new EventQueueManager(this);
myEventManager = new EventManager(this);
myScriptManager = new ScriptManager(this);
myAppDomainManager = new AppDomainManager();
// 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?
// Event hook for when scripts are dragged to script inventory
World.EventManager.OnRezScript += NewRezScriptHandler;
}
private void NewRezScriptHandler(uint localID, LLUUID itemID, string script)
{
// TODO: Add code to compile script and wire up script to object
// Either the script is a stand-alone entity with a reference to public host,
// Or the host has a reference to the script because it was in its inventory.
}
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);
}
}
}
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