/* * 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.Threading; using System.Collections.Generic; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.ScriptEngine.Shared; using OpenSim.Region.ScriptEngine.Shared.Api; using log4net; using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat; using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger; using LSL_Key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString; using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list; using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion; using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString; using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3; namespace OpenSim.Region.ScriptEngine.Yengine { /****************************************************\ * This file contains routines called by scripts. * \****************************************************/ public class XMRLSL_Api: LSL_Api { public AsyncCommandManager acm; private XMRInstance inst; public void InitXMRLSLApi(XMRInstance i) { acm = AsyncCommands; inst = i; } protected override void ScriptSleep(int ms) { ms = (int)(ms * m_ScriptDelayFactor); if (ms < 10) return; inst.Sleep(ms); } public override void llSleep(double sec) { inst.Sleep((int)(sec * 1000.0)); } public override void llDie() { inst.Die(); } /** * @brief Seat avatar on prim. * @param owner = true: owner of prim script is running in * false: avatar that has given ANIMATION permission on the prim * @returns 0: successful * -1: no permission to animate * -2: no av granted perms * -3: av not in region */ /* engines should not have own API public int xmrSeatAvatar (bool owner) { // Get avatar to be seated and make sure they have given us ANIMATION permission UUID avuuid; if (owner) { avuuid = inst.m_Part.OwnerID; } else { if ((m_item.PermsMask & ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION) == 0) { return -1; } avuuid = m_item.PermsGranter; } if (avuuid == UUID.Zero) { return -2; } ScenePresence presence = World.GetScenePresence (avuuid); if (presence == null) { return -3; } // remoteClient = not used by ScenePresence.HandleAgentRequestSit() // agentID = not used by ScenePresence.HandleAgentRequestSit() // targetID = UUID of prim to sit on // offset = offset of sitting position presence.HandleAgentRequestSit (null, UUID.Zero, m_host.UUID, OpenMetaverse.Vector3.Zero); return 0; } */ /** * @brief llTeleportAgent() is broken in that if you pass it a landmark, * it still subjects the position to spawn points, as it always * calls RequestTeleportLocation() with TeleportFlags.ViaLocation. * See llTeleportAgent() and CheckAndAdjustTelehub(). * * @param agent = what agent to teleport * @param landmark = inventory name or UUID of a landmark object * @param lookat = looking direction after teleport */ /* engines should not have own API public void xmrTeleportAgent2Landmark (string agent, string landmark, LSL_Vector lookat) { // find out about agent to be teleported UUID agentId; if (!UUID.TryParse (agent, out agentId)) throw new ApplicationException ("bad agent uuid"); ScenePresence presence = World.GetScenePresence (agentId); if (presence == null) throw new ApplicationException ("agent not present in scene"); if (presence.IsNPC) throw new ApplicationException ("agent is an NPC"); if (presence.IsGod) throw new ApplicationException ("agent is a god"); // prim must be owned by land owner or prim must be attached to agent if (m_host.ParentGroup.AttachmentPoint == 0) { if (m_host.OwnerID != World.LandChannel.GetLandObject (presence.AbsolutePosition).LandData.OwnerID) { throw new ApplicationException ("prim not owned by land's owner"); } } else { if (m_host.OwnerID != presence.UUID) throw new ApplicationException ("prim not attached to agent"); } // find landmark in inventory or by UUID UUID assetID = ScriptUtils.GetAssetIdFromKeyOrItemName (m_host, landmark); if (assetID == UUID.Zero) throw new ApplicationException ("no such landmark"); // read it in and make sure it is a landmark AssetBase lma = World.AssetService.Get (assetID.ToString ()); if ((lma == null) || (lma.Type != (sbyte)AssetType.Landmark)) throw new ApplicationException ("not a landmark"); // parse the record AssetLandmark lm = new AssetLandmark (lma); // the regionhandle (based on region's world X,Y) might be out of date // re-read the handle so we can pass it to RequestTeleportLocation() var region = World.GridService.GetRegionByUUID (World.RegionInfo.ScopeID, lm.RegionID); if (region == null) throw new ApplicationException ("no such region"); // finally ready to teleport World.RequestTeleportLocation (presence.ControllingClient, region.RegionHandle, lm.Position, lookat, (uint)TeleportFlags.ViaLandmark); } */ /** * @brief Allow any member of group given by config SetParcelMusicURLGroup to set music URL. * Code modelled after llSetParcelMusicURL(). * @param newurl = new URL to set (or "" to leave it alone) * @returns previous URL string */ /* engines should not have own API public string xmrSetParcelMusicURLGroup (string newurl) { string groupname = m_ScriptEngine.Config.GetString ("SetParcelMusicURLGroup", ""); if (groupname == "") throw new ApplicationException ("no SetParcelMusicURLGroup config param set"); IGroupsModule igm = World.RequestModuleInterface (); if (igm == null) throw new ApplicationException ("no GroupsModule loaded"); GroupRecord grouprec = igm.GetGroupRecord (groupname); if (grouprec == null) throw new ApplicationException ("no such group " + groupname); GroupMembershipData gmd = igm.GetMembershipData (grouprec.GroupID, m_host.OwnerID); if (gmd == null) throw new ApplicationException ("not a member of group " + groupname); ILandObject land = World.LandChannel.GetLandObject (m_host.AbsolutePosition); if (land == null) throw new ApplicationException ("no land at " + m_host.AbsolutePosition.ToString ()); string oldurl = land.GetMusicUrl (); if (oldurl == null) oldurl = ""; if ((newurl != null) && (newurl != "")) land.SetMusicUrl (newurl); return oldurl; } */ } public partial class XMRInstance { /** * @brief The script is calling llReset(). * We throw an exception to unwind the script out to its main * causing all the finally's to execute and it will also set * eventCode = None to indicate event handler has completed. */ public void ApiReset() { // do not do llResetScript on entry if(eventCode == ScriptEventCode.state_entry && stateCode == 0) return; // do clear the events queue on reset ClearQueue(); //ClearQueueExceptLinkMessages(); throw new ScriptResetException(); } /** * @brief The script is calling one of the llDetected...(int number) * functions. Return corresponding DetectParams pointer. */ public DetectParams GetDetectParams(int number) { DetectParams dp = null; if((number >= 0) && (m_DetectParams != null) && (number < m_DetectParams.Length)) dp = m_DetectParams[number]; return dp; } /** * @brief Script is calling llDie, so flag the run loop to delete script * once we are off the microthread stack, and throw an exception * to unwind the stack asap. */ public void Die() { // llDie doesn't work in attachments! if(m_Part.ParentGroup.IsAttachment || m_DetachQuantum > 0) return; throw new ScriptDieException(); } /** * @brief Called by script to sleep for the given number of milliseconds. */ public void Sleep(int ms) { lock(m_QueueLock) { // Say how long to sleep. m_SleepUntil = DateTime.UtcNow + TimeSpan.FromMilliseconds(ms); // Don't wake on any events. m_SleepEventMask1 = 0; m_SleepEventMask2 = 0; } // The compiler follows all calls to llSleep() with a call to CheckRun(). // So tell CheckRun() to suspend the microthread. suspendOnCheckRunTemp = true; } /** * Block script execution until an event is queued or a timeout is reached. * @param timeout = maximum number of seconds to wait * @param returnMask = if event is queued that matches these mask bits, * the script is woken, that event is dequeued and * returned to the caller. The event handler is not * executed. * @param backgroundMask = if any of these events are queued while waiting, * execute their event handlers. When any such event * handler exits, continue waiting for events or the * timeout. * @returns empty list: no event was queued that matched returnMask and the timeout was reached * or a background event handler changed state (eg, via 'state' statement) * else: list giving parameters of the event: * [0] = event code (integer) * [1..n] = call parameters to the event, if any * Notes: * 1) Scrips should use XMREVENTMASKn_ symbols for the mask arguments, * where n is 1 or 2 for mask1 or mask2 arguments. * The list[0] return argument can be decoded by using XMREVENTCODE_ symbols. * 2) If all masks are zero, the call ends up acting like llSleep. * 3) If an event is enabled in both returnMask and backgroundMask, the returnMask bit * action takes precedence, ie, the event is returned. This allows a simple specification * of -1 for both backgroundMask arguments to indicate that all events not listed in * the returnMask argumetns should be handled in the background. * 4) Any events not listed in either returnMask or backgroundMask arguments will be * queued for later processing (subject to normal queue limits). * 5) Background event handlers execute as calls from within xmrEventDequeue, they do * not execute as separate threads. Thus any background event handlers must return * before the call to xmrEventDequeue will return. * 6) If a background event handler changes state (eg, via 'state' statement), the state * is immediately changed and the script-level xmrEventDequeue call does not return. * 7) For returned events, the detect parameters are overwritten by the returned event. * For background events, the detect parameters are saved and restored. * 8) Scripts must contain dummy event handler definitions for any event types that may * be returned by xmrEventDequeue, to let the runtime know that the script is capable * of processing that event type. Otherwise, the event may not be queued to the script. */ private static LSL_List emptyList = new LSL_List(new object[0]); public override LSL_List xmrEventDequeue(double timeout, int returnMask1, int returnMask2, int backgroundMask1, int backgroundMask2) { DateTime sleepUntil = DateTime.UtcNow + TimeSpan.FromMilliseconds(timeout * 1000.0); EventParams evt = null; int callNo, evc2; int evc1 = 0; int mask1 = returnMask1 | backgroundMask1; // codes 00..31 int mask2 = returnMask2 | backgroundMask2; // codes 32..63 LinkedListNode lln = null; object[] sv; ScriptEventCode evc = ScriptEventCode.None; callNo = -1; try { if(callMode == CallMode_NORMAL) goto findevent; // Stack frame is being restored as saved via CheckRun...(). // Restore necessary values then jump to __call label to resume processing. sv = RestoreStackFrame("xmrEventDequeue", out callNo); sleepUntil = DateTime.Parse((string)sv[0]); returnMask1 = (int)sv[1]; returnMask2 = (int)sv[2]; mask1 = (int)sv[3]; mask2 = (int)sv[4]; switch(callNo) { case 0: goto __call0; case 1: { evc1 = (int)sv[5]; evc = (ScriptEventCode)(int)sv[6]; DetectParams[] detprms = ObjArrToDetPrms((object[])sv[7]); object[] ehargs = (object[])sv[8]; evt = new EventParams(evc.ToString(), ehargs, detprms); goto __call1; } } throw new ScriptBadCallNoException(callNo); // Find first event that matches either the return or background masks. findevent: Monitor.Enter(m_QueueLock); for(lln = m_EventQueue.First; lln != null; lln = lln.Next) { evt = lln.Value; evc = (ScriptEventCode)Enum.Parse(typeof(ScriptEventCode), evt.EventName); evc1 = (int)evc; evc2 = evc1 - 32; if((((uint)evc1 < (uint)32) && (((mask1 >> evc1) & 1) != 0)) || (((uint)evc2 < (uint)32) && (((mask2 >> evc2) & 1) != 0))) goto remfromq; } // Nothing found, sleep while one comes in. m_SleepUntil = sleepUntil; m_SleepEventMask1 = mask1; m_SleepEventMask2 = mask2; Monitor.Exit(m_QueueLock); suspendOnCheckRunTemp = true; callNo = 0; __call0: CheckRunQuick(); goto checktmo; // Found one, remove it from queue. remfromq: m_EventQueue.Remove(lln); if((uint)evc1 < (uint)m_EventCounts.Length) m_EventCounts[evc1]--; Monitor.Exit(m_QueueLock); m_InstEHEvent++; // See if returnable or background event. if((((uint)evc1 < (uint)32) && (((returnMask1 >> evc1) & 1) != 0)) || (((uint)evc2 < (uint)32) && (((returnMask2 >> evc2) & 1) != 0))) { // Returnable event, return its parameters in a list. // Also set the detect parameters to what the event has. int plen = evt.Params.Length; object[] plist = new object[plen + 1]; plist[0] = (LSL_Integer)evc1; for(int i = 0; i < plen;) { object ob = evt.Params[i]; if(ob is int) ob = (LSL_Integer)(int)ob; else if(ob is double) ob = (LSL_Float)(double)ob; else if(ob is string) ob = (LSL_String)(string)ob; plist[++i] = ob; } m_DetectParams = evt.DetectParams; return new LSL_List(plist); } // It is a background event, simply call its event handler, // then check event queue again. callNo = 1; __call1: ScriptEventHandler seh = m_ObjCode.scriptEventHandlerTable[stateCode, evc1]; if(seh == null) goto checktmo; DetectParams[] saveDetParams = this.m_DetectParams; object[] saveEHArgs = this.ehArgs; ScriptEventCode saveEventCode = this.eventCode; m_DetectParams = evt.DetectParams; ehArgs = evt.Params; eventCode = evc; try { seh(this); } finally { m_DetectParams = saveDetParams; ehArgs = saveEHArgs; eventCode = saveEventCode; } // Keep waiting until we find a returnable event or timeout. checktmo: if(DateTime.UtcNow < sleepUntil) goto findevent; // We timed out, return an empty list. return emptyList; } finally { if(callMode != CallMode_NORMAL) { // Stack frame is being saved by CheckRun...(). // Save everything we need at the __call labels so we can restore it // when we need to. sv = CaptureStackFrame("xmrEventDequeue", callNo, 9); sv[0] = sleepUntil.ToString(); // needed at __call0,__call1 sv[1] = returnMask1; // needed at __call0,__call1 sv[2] = returnMask2; // needed at __call0,__call1 sv[3] = mask1; // needed at __call0,__call1 sv[4] = mask2; // needed at __call0,__call1 if(callNo == 1) { sv[5] = evc1; // needed at __call1 sv[6] = (int)evc; // needed at __call1 sv[7] = DetPrmsToObjArr(evt.DetectParams); // needed at __call1 sv[8] = evt.Params; // needed at __call1 } } } } /** * @brief Enqueue an event * @param ev = as returned by xmrEventDequeue saying which event type to queue * and what argument list to pass to it. The llDetect...() parameters * are as currently set for the script (use xmrEventLoadDets to set how * you want them to be different). */ public override void xmrEventEnqueue(LSL_List ev) { object[] data = ev.Data; ScriptEventCode evc = (ScriptEventCode)ListInt(data[0]); int nargs = data.Length - 1; object[] args = new object[nargs]; Array.Copy(data, 1, args, 0, nargs); PostEvent(new EventParams(evc.ToString(), args, m_DetectParams)); } /** * @brief Save current detect params into a list * @returns a list containing current detect param values */ private const int saveDPVer = 1; public override LSL_List xmrEventSaveDets() { object[] obs = DetPrmsToObjArr(m_DetectParams); return new LSL_List(obs); } private static object[] DetPrmsToObjArr(DetectParams[] dps) { int len = dps.Length; object[] obs = new object[len * 16 + 1]; int j = 0; obs[j++] = (LSL_Integer)saveDPVer; for(int i = 0; i < len; i++) { DetectParams dp = dps[i]; obs[j++] = (LSL_String)dp.Key.ToString(); // UUID obs[j++] = dp.OffsetPos; // vector obs[j++] = (LSL_Integer)dp.LinkNum; // integer obs[j++] = (LSL_String)dp.Group.ToString(); // UUID obs[j++] = (LSL_String)dp.Name; // string obs[j++] = (LSL_String)dp.Owner.ToString(); // UUID obs[j++] = dp.Position; // vector obs[j++] = dp.Rotation; // rotation obs[j++] = (LSL_Integer)dp.Type; // integer obs[j++] = dp.Velocity; // vector obs[j++] = dp.TouchST; // vector obs[j++] = dp.TouchNormal; // vector obs[j++] = dp.TouchBinormal; // vector obs[j++] = dp.TouchPos; // vector obs[j++] = dp.TouchUV; // vector obs[j++] = (LSL_Integer)dp.TouchFace; // integer } return obs; } /** * @brief Load current detect params from a list * @param dpList = as returned by xmrEventSaveDets() */ public override void xmrEventLoadDets(LSL_List dpList) { m_DetectParams = ObjArrToDetPrms(dpList.Data); } private static DetectParams[] ObjArrToDetPrms(object[] objs) { int j = 0; if((objs.Length % 16 != 1) || (ListInt(objs[j++]) != saveDPVer)) throw new Exception("invalid detect param format"); int len = objs.Length / 16; DetectParams[] dps = new DetectParams[len]; for(int i = 0; i < len; i++) { DetectParams dp = new DetectParams(); dp.Key = new UUID(ListStr(objs[j++])); dp.OffsetPos = (LSL_Vector)objs[j++]; dp.LinkNum = ListInt(objs[j++]); dp.Group = new UUID(ListStr(objs[j++])); dp.Name = ListStr(objs[j++]); dp.Owner = new UUID(ListStr(objs[j++])); dp.Position = (LSL_Vector)objs[j++]; dp.Rotation = (LSL_Rotation)objs[j++]; dp.Type = ListInt(objs[j++]); dp.Velocity = (LSL_Vector)objs[j++]; SurfaceTouchEventArgs stea = new SurfaceTouchEventArgs(); stea.STCoord = LSLVec2OMVec((LSL_Vector)objs[j++]); stea.Normal = LSLVec2OMVec((LSL_Vector)objs[j++]); stea.Binormal = LSLVec2OMVec((LSL_Vector)objs[j++]); stea.Position = LSLVec2OMVec((LSL_Vector)objs[j++]); stea.UVCoord = LSLVec2OMVec((LSL_Vector)objs[j++]); stea.FaceIndex = ListInt(objs[j++]); dp.SurfaceTouchArgs = stea; dps[i] = dp; } return dps; } /** * @brief The script is executing a 'state ;' command. * Tell outer layers to cancel any event triggers, like llListen(), * then tell outer layers which events the new state has handlers for. * We also clear the event queue as per http://wiki.secondlife.com/wiki/State * old scripts may want linked messages, but that is not as SL does now */ public override void StateChange() { // Cancel any llListen()s etc. // But llSetTimerEvent() should persist. object[] timers = m_XMRLSLApi.acm.TimerPlugin.GetSerializationData(m_ItemID); AsyncCommandManager.RemoveScript(m_Engine, m_LocalID, m_ItemID); m_XMRLSLApi.acm.TimerPlugin.CreateFromData(m_LocalID, m_ItemID, UUID.Zero, timers); // Tell whoever cares which event handlers the new state has. m_Part.SetScriptEvents(m_ItemID, GetStateEventFlags(stateCode)); // keep link messages //ClearQueueExceptLinkMessages(); // or Clear out all old events from the queue. lock(m_QueueLock) { m_EventQueue.Clear(); for(int i = m_EventCounts.Length; --i >= 0;) m_EventCounts[i] = 0; } } } /** * @brief Thrown by things like llResetScript() to unconditionally * unwind as script and reset it to the default state_entry * handler. We don't want script-level try/catch to intercept * these so scripts can't interfere with the behavior. */ public class ScriptResetException: Exception, IXMRUncatchable { } /** * @brief Thrown by things like llDie() to unconditionally unwind as * script. We don't want script-level try/catch to intercept * these so scripts can't interfere with the behavior. */ public class ScriptDieException: Exception, IXMRUncatchable { } }