/* * 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; using System.Collections.Generic; using System.Reflection; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.ScriptEngine.Shared; using OpenSim.Region.ScriptEngine.Interfaces; 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 { /// /// Prepares events so they can be directly executed upon a script by EventQueueManager, then queues it. /// public partial class Yengine { public static readonly object[] zeroObjectArray = new object[0]; public static readonly object[] oneObjectArrayOne = new object[1] { 1 }; private void InitEvents() { m_log.Info("[YEngine] Hooking up to server events"); this.World.EventManager.OnAttach += attach; this.World.EventManager.OnObjectGrab += touch_start; this.World.EventManager.OnObjectGrabbing += touch; this.World.EventManager.OnObjectDeGrab += touch_end; this.World.EventManager.OnScriptChangedEvent += changed; this.World.EventManager.OnScriptAtTargetEvent += at_target; this.World.EventManager.OnScriptNotAtTargetEvent += not_at_target; this.World.EventManager.OnScriptAtRotTargetEvent += at_rot_target; this.World.EventManager.OnScriptNotAtRotTargetEvent += not_at_rot_target; this.World.EventManager.OnScriptMovingStartEvent += moving_start; this.World.EventManager.OnScriptMovingEndEvent += moving_end; this.World.EventManager.OnScriptControlEvent += control; this.World.EventManager.OnScriptColliderStart += collision_start; this.World.EventManager.OnScriptColliding += collision; this.World.EventManager.OnScriptCollidingEnd += collision_end; this.World.EventManager.OnScriptLandColliderStart += land_collision_start; this.World.EventManager.OnScriptLandColliding += land_collision; this.World.EventManager.OnScriptLandColliderEnd += land_collision_end; IMoneyModule money = this.World.RequestModuleInterface(); if(money != null) { money.OnObjectPaid += HandleObjectPaid; } } /// /// When an object gets paid by an avatar and generates the paid event, /// this will pipe it to the script engine /// /// Object ID that got paid /// Agent Id that did the paying /// Amount paid private void HandleObjectPaid(UUID objectID, UUID agentID, int amount) { // Add to queue for all scripts in ObjectID object DetectParams[] det = new DetectParams[1]; det[0] = new DetectParams(); det[0].Key = agentID; det[0].Populate(this.World); // Since this is an event from a shared module, all scenes will // get it. But only one has the object in question. The others // just ignore it. // SceneObjectPart part = this.World.GetSceneObjectPart(objectID); if(part == null) return; if((part.ScriptEvents & scriptEvents.money) == 0) part = part.ParentGroup.RootPart; Verbose("Paid: " + objectID + " from " + agentID + ", amount " + amount); if(part != null) { money(part.LocalId, agentID, amount, det); } } /// /// Handles piping the proper stuff to The script engine for touching /// Including DetectedParams /// /// /// /// /// /// public void touch_start(uint localID, uint originalID, Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs) { touches(localID, originalID, offsetPos, remoteClient, surfaceArgs, "touch_start"); } public void touch(uint localID, uint originalID, Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs) { touches(localID, originalID, offsetPos, remoteClient, surfaceArgs, "touch"); } private static Vector3 zeroVec3 = new Vector3(0, 0, 0); public void touch_end(uint localID, uint originalID, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs) { touches(localID, originalID, zeroVec3, remoteClient, surfaceArgs, "touch_end"); } private void touches(uint localID, uint originalID, Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs, string eventname) { SceneObjectPart part; if(originalID == 0) { part = this.World.GetSceneObjectPart(localID); if(part == null) return; } else { part = this.World.GetSceneObjectPart(originalID); } DetectParams det = new DetectParams(); det.Key = remoteClient.AgentId; det.Populate(this.World); det.OffsetPos = new LSL_Vector(offsetPos.X, offsetPos.Y, offsetPos.Z); det.LinkNum = part.LinkNum; if(surfaceArgs != null) { det.SurfaceTouchArgs = surfaceArgs; } // Add to queue for all scripts in ObjectID object this.PostObjectEvent(localID, new EventParams( eventname, oneObjectArrayOne, new DetectParams[] { det })); } public void changed(uint localID, uint change) { int ch = (int)change; // Add to queue for all scripts in localID, Object pass change. this.PostObjectEvent(localID, new EventParams( "changed", new object[] { ch }, zeroDetectParams)); } // state_entry: not processed here // state_exit: not processed here public void money(uint localID, UUID agentID, int amount, DetectParams[] det) { this.PostObjectEvent(localID, new EventParams( "money", new object[] { agentID.ToString(), amount }, det)); } public void collision_start(uint localID, ColliderArgs col) { collisions(localID, col, "collision_start"); } public void collision(uint localID, ColliderArgs col) { collisions(localID, col, "collision"); } public void collision_end(uint localID, ColliderArgs col) { collisions(localID, col, "collision_end"); } private void collisions(uint localID, ColliderArgs col, string eventname) { int dc = col.Colliders.Count; if(dc > 0) { DetectParams[] det = new DetectParams[dc]; int i = 0; foreach(DetectedObject detobj in col.Colliders) { DetectParams d = new DetectParams(); det[i++] = d; d.Key = detobj.keyUUID; d.Populate(this.World); /* not done by XEngine... d.Position = detobj.posVector; d.Rotation = detobj.rotQuat; d.Velocity = detobj.velVector; ... */ } this.PostObjectEvent(localID, new EventParams( eventname, new Object[] { dc }, det)); } } public void land_collision_start(uint localID, ColliderArgs col) { land_collisions(localID, col, "land_collision_start"); } public void land_collision(uint localID, ColliderArgs col) { land_collisions(localID, col, "land_collision"); } public void land_collision_end(uint localID, ColliderArgs col) { land_collisions(localID, col, "land_collision_end"); } private void land_collisions(uint localID, ColliderArgs col, string eventname) { foreach(DetectedObject detobj in col.Colliders) { LSL_Vector vec = new LSL_Vector(detobj.posVector.X, detobj.posVector.Y, detobj.posVector.Z); EventParams eps = new EventParams(eventname, new Object[] { vec }, zeroDetectParams); this.PostObjectEvent(localID, eps); } } // timer: not handled here // listen: not handled here public void control(UUID itemID, UUID agentID, uint held, uint change) { this.PostScriptEvent(itemID, new EventParams( "control", new object[] { agentID.ToString(), (int)held, (int)change}, zeroDetectParams)); } public void email(uint localID, UUID itemID, string timeSent, string address, string subject, string message, int numLeft) { this.PostObjectEvent(localID, new EventParams( "email", new object[] { timeSent, address, subject, message, numLeft}, zeroDetectParams)); } public void at_target(uint localID, uint handle, Vector3 targetpos, Vector3 atpos) { this.PostObjectEvent(localID, new EventParams( "at_target", new object[] { (int)handle, new LSL_Vector(targetpos.X,targetpos.Y,targetpos.Z), new LSL_Vector(atpos.X,atpos.Y,atpos.Z) }, zeroDetectParams)); } public void not_at_target(uint localID) { this.PostObjectEvent(localID, new EventParams( "not_at_target", zeroObjectArray, zeroDetectParams)); } public void at_rot_target(uint localID, uint handle, OpenMetaverse.Quaternion targetrot, OpenMetaverse.Quaternion atrot) { this.PostObjectEvent( localID, new EventParams( "at_rot_target", new object[] { new LSL_Integer(handle), new LSL_Rotation(targetrot.X, targetrot.Y, targetrot.Z, targetrot.W), new LSL_Rotation(atrot.X, atrot.Y, atrot.Z, atrot.W) }, zeroDetectParams ) ); } public void not_at_rot_target(uint localID) { this.PostObjectEvent(localID, new EventParams( "not_at_rot_target", zeroObjectArray, zeroDetectParams)); } // run_time_permissions: not handled here public void attach(uint localID, UUID itemID, UUID avatar) { this.PostObjectEvent(localID, new EventParams( "attach", new object[] { avatar.ToString() }, zeroDetectParams)); } // dataserver: not handled here // link_message: not handled here public void moving_start(uint localID) { this.PostObjectEvent(localID, new EventParams( "moving_start", zeroObjectArray, zeroDetectParams)); } public void moving_end(uint localID) { this.PostObjectEvent(localID, new EventParams( "moving_end", zeroObjectArray, zeroDetectParams)); } // object_rez: not handled here // remote_data: not handled here // http_response: not handled here } }