/* * 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.Reflection; using OpenSim.Framework; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.ScriptEngine.Interfaces; using OpenSim.Region.ScriptEngine.Shared; using Amib.Threading; using log4net; using Nini.Config; using OpenMetaverse; namespace OpenSim.Region.ScriptEngine.Interfaces { /// /// An interface for a script API module to communicate with /// the engine it's running under /// public interface IScriptEngine { /// /// Queue an event for execution /// IScriptWorkItem QueueEventHandler(object parms); Scene World { get; } IScriptModule ScriptModule { get; } void CancelScriptEvent(UUID itemID, string eventName); /// /// Post an event to a single script /// bool PostScriptEvent(UUID itemID, EventParams parms); /// /// Post event to an entire prim /// bool PostObjectEvent(uint localID, EventParams parms); DetectParams GetDetectParams(UUID item, int number); void SetMinEventDelay(UUID itemID, double delay); int GetStartParameter(UUID itemID); void SetScriptState(UUID itemID, bool state, bool self); bool GetScriptState(UUID itemID); void SetState(UUID itemID, string newState); void ApiResetScript(UUID itemID); void ResetScript(UUID itemID); IConfig Config { get; } IConfigSource ConfigSource { get; } string ScriptEngineName { get; } string ScriptEnginePath { get; } /// /// Return the name of the class that will be used for all running scripts. /// /// /// Each class goes in its own assembly so we don't need to otherwise distinguish the class name. /// string ScriptClassName { get; } /// /// Return the name of the base class that will be used for all running scripts. /// string ScriptBaseClassName { get; } /// /// Assemblies that need to be referenced when compiling scripts. /// /// /// These are currently additional to those always referenced by the compiler, BUT THIS MAY CHANGE IN THE /// FUTURE. /// This can be null if there are no additional assemblies. /// string[] ScriptReferencedAssemblies { get; } /// /// Parameters for the generated script's constructor. /// /// /// Can be null if there are no parameters /// ParameterInfo[] ScriptBaseClassParameters { get; } IScriptApi GetApi(UUID itemID, string name); void SleepScript(UUID itemID, int delay); } }