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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 OpenSimulator 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 System.Text;
using OpenMetaverse;
using OpenSim.ScriptEngine.Components.DotNetEngine.Events;
using OpenSim.ScriptEngine.Shared;
namespace OpenSim.ScriptEngine.Engines.DotNetEngine
{
public partial class DotNetEngine
{
//internal Dictionary<int, IScriptScheduler> ScriptMapping = new Dictionary<int, IScriptScheduler>();
//
// HANDLE EVENTS FROM SCRIPTS
// We will handle script add, change and remove events outside of command pipeline
//
#region Script Add/Change/Remove
void Events_RezScript(uint localID, UUID itemID, string script, int startParam, bool postOnRez, string engine)
{
// ###
// # New script created
// ###
m_log.DebugFormat(
"[{0}] NEW SCRIPT: localID: {1}, itemID: {2}, startParam: {3}, postOnRez: {4}, engine: {5}",
Name, localID, itemID, startParam, postOnRez, engine);
// Make a script object
ScriptStructure scriptObject = new ScriptStructure();
scriptObject.RegionInfo = RegionInfo;
scriptObject.LocalID = localID;
scriptObject.ItemID = itemID;
scriptObject.Source = script;
//
// Get MetaData from script header
//
ScriptMetaData scriptMetaData = ScriptMetaData.Extract(ref script);
scriptObject.ScriptMetaData = scriptMetaData;
foreach (string key in scriptObject.ScriptMetaData.Keys)
{
m_log.DebugFormat("[{0}] Script metadata: Key: \"{1}\", Value: \"{2}\".", Name, key, scriptObject.ScriptMetaData[key]);
}
//
// Load this assembly
//
// TODO: Use Executor to send a command instead?
m_log.DebugFormat("[{0}] Adding script to scheduler", Name);
RegionInfo.FindScheduler(scriptObject.ScriptMetaData).AddScript(scriptObject);
// Add to our internal mapping
//ScriptMapping.Add(itemID, Schedulers[scheduler]);
}
private void Events_RemoveScript(uint localID, UUID itemID)
{
// Tell all schedulers to remove this item
foreach (IScriptScheduler scheduler in RegionInfo.Schedulers.Values)
{
scheduler.Removecript(localID, itemID);
}
}
#endregion
}
}
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