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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.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
- {
- /// <summary>
- /// An interface for a script API module to communicate with
- /// the engine it's running under
- /// </summary>
- public interface IScriptEngine
- {
- /// <summary>
- /// Queue an event for execution
- /// </summary>
- IScriptWorkItem QueueEventHandler(object parms);
- Scene World { get; }
- IScriptModule ScriptModule { get; }
- /// <summary>
- /// Post an event to a single script
- /// </summary>
- bool PostScriptEvent(UUID itemID, EventParams parms);
-
- /// <summary>
- /// Post event to an entire prim
- /// </summary>
- 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 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; }
- /// <summary>
- /// Return the name of the class that will be used for all running scripts.
- /// </summary>
- /// <remarks>
- /// Each class goes in its own assembly so we don't need to otherwise distinguish the class name.
- /// </remarks>
- string ScriptClassName { get; }
- /// <summary>
- /// Return the name of the base class that will be used for all running scripts.
- /// </summary>
- string ScriptBaseClassName { get; }
- /// <summary>
- /// Assemblies that need to be referenced when compiling scripts.
- /// </summary>
- /// <remarks>
- /// 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.
- /// </remarks>
- string[] ScriptReferencedAssemblies { get; }
- /// <summary>
- /// Parameters for the generated script's constructor.
- /// </summary>
- /// <remarks>
- /// Can be null if there are no parameters
- /// </remarks>
- ParameterInfo[] ScriptBaseClassParameters { get; }
- IScriptApi GetApi(UUID itemID, string name);
- void SleepScript(UUID itemID, int delay);
- }
- }
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