EventManager.cs 18 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Collections;
  29. using System.Collections.Generic;
  30. using System.Reflection;
  31. using OpenMetaverse;
  32. using OpenSim.Framework;
  33. using OpenSim.Region.Framework.Scenes;
  34. using OpenSim.Region.Framework.Interfaces;
  35. using OpenSim.Region.ScriptEngine.Shared;
  36. using OpenSim.Region.ScriptEngine.Interfaces;
  37. using log4net;
  38. namespace OpenSim.Region.ScriptEngine.XEngine
  39. {
  40. /// <summary>
  41. /// Prepares events so they can be directly executed upon a script by EventQueueManager, then queues it.
  42. /// </summary>
  43. public class EventManager
  44. {
  45. private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
  46. private XEngine myScriptEngine;
  47. public EventManager(XEngine _ScriptEngine)
  48. {
  49. myScriptEngine = _ScriptEngine;
  50. // m_log.Info("[XEngine] Hooking up to server events");
  51. myScriptEngine.World.EventManager.OnAttach += attach;
  52. myScriptEngine.World.EventManager.OnObjectGrab += touch_start;
  53. myScriptEngine.World.EventManager.OnObjectGrabbing += touch;
  54. myScriptEngine.World.EventManager.OnObjectDeGrab += touch_end;
  55. myScriptEngine.World.EventManager.OnScriptChangedEvent += changed;
  56. myScriptEngine.World.EventManager.OnScriptAtTargetEvent += at_target;
  57. myScriptEngine.World.EventManager.OnScriptNotAtTargetEvent += not_at_target;
  58. myScriptEngine.World.EventManager.OnScriptAtRotTargetEvent += at_rot_target;
  59. myScriptEngine.World.EventManager.OnScriptNotAtRotTargetEvent += not_at_rot_target;
  60. myScriptEngine.World.EventManager.OnScriptMovingStartEvent += moving_start;
  61. myScriptEngine.World.EventManager.OnScriptMovingEndEvent += moving_end;
  62. myScriptEngine.World.EventManager.OnScriptControlEvent += control;
  63. myScriptEngine.World.EventManager.OnScriptColliderStart += collision_start;
  64. myScriptEngine.World.EventManager.OnScriptColliding += collision;
  65. myScriptEngine.World.EventManager.OnScriptCollidingEnd += collision_end;
  66. myScriptEngine.World.EventManager.OnScriptLandColliderStart += land_collision_start;
  67. myScriptEngine.World.EventManager.OnScriptLandColliding += land_collision;
  68. myScriptEngine.World.EventManager.OnScriptLandColliderEnd += land_collision_end;
  69. IMoneyModule money = myScriptEngine.World.RequestModuleInterface<IMoneyModule>();
  70. if (money != null)
  71. {
  72. money.OnObjectPaid+=HandleObjectPaid;
  73. }
  74. }
  75. /// <summary>
  76. /// When an object gets paid by an avatar and generates the paid event,
  77. /// this will pipe it to the script engine
  78. /// </summary>
  79. /// <param name="objectID">Object ID that got paid</param>
  80. /// <param name="agentID">Agent Id that did the paying</param>
  81. /// <param name="amount">Amount paid</param>
  82. private void HandleObjectPaid(UUID objectID, UUID agentID,
  83. int amount)
  84. {
  85. // Since this is an event from a shared module, all scenes will
  86. // get it. But only one has the object in question. The others
  87. // just ignore it.
  88. //
  89. SceneObjectPart part =
  90. myScriptEngine.World.GetSceneObjectPart(objectID);
  91. if (part == null)
  92. return;
  93. if ((part.ScriptEvents & scriptEvents.money) == 0)
  94. part = part.ParentGroup.RootPart;
  95. m_log.Debug("Paid: " + objectID + " from " + agentID + ", amount " + amount);
  96. // part = part.ParentGroup.RootPart;
  97. money(part.LocalId, agentID, amount);
  98. }
  99. /// <summary>
  100. /// Handles piping the proper stuff to The script engine for touching
  101. /// Including DetectedParams
  102. /// </summary>
  103. /// <param name="localID"></param>
  104. /// <param name="originalID"></param>
  105. /// <param name="offsetPos"></param>
  106. /// <param name="remoteClient"></param>
  107. /// <param name="surfaceArgs"></param>
  108. public void touch_start(uint localID, uint originalID, Vector3 offsetPos,
  109. IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs)
  110. {
  111. // Add to queue for all scripts in ObjectID object
  112. DetectParams[] det = new DetectParams[1];
  113. det[0] = new DetectParams();
  114. det[0].Key = remoteClient.AgentId;
  115. det[0].Populate(myScriptEngine.World);
  116. if (originalID == 0)
  117. {
  118. SceneObjectPart part = myScriptEngine.World.GetSceneObjectPart(localID);
  119. if (part == null)
  120. return;
  121. det[0].LinkNum = part.LinkNum;
  122. }
  123. else
  124. {
  125. SceneObjectPart originalPart = myScriptEngine.World.GetSceneObjectPart(originalID);
  126. det[0].LinkNum = originalPart.LinkNum;
  127. }
  128. if (surfaceArgs != null)
  129. {
  130. det[0].SurfaceTouchArgs = surfaceArgs;
  131. }
  132. myScriptEngine.PostObjectEvent(localID, new EventParams(
  133. "touch_start", new Object[] { new LSL_Types.LSLInteger(1) },
  134. det));
  135. }
  136. public void touch(uint localID, uint originalID, Vector3 offsetPos,
  137. IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs)
  138. {
  139. // Add to queue for all scripts in ObjectID object
  140. DetectParams[] det = new DetectParams[1];
  141. det[0] = new DetectParams();
  142. det[0].Key = remoteClient.AgentId;
  143. det[0].Populate(myScriptEngine.World);
  144. det[0].OffsetPos = offsetPos;
  145. if (originalID == 0)
  146. {
  147. SceneObjectPart part = myScriptEngine.World.GetSceneObjectPart(localID);
  148. if (part == null)
  149. return;
  150. det[0].LinkNum = part.LinkNum;
  151. }
  152. else
  153. {
  154. SceneObjectPart originalPart = myScriptEngine.World.GetSceneObjectPart(originalID);
  155. det[0].LinkNum = originalPart.LinkNum;
  156. }
  157. if (surfaceArgs != null)
  158. {
  159. det[0].SurfaceTouchArgs = surfaceArgs;
  160. }
  161. myScriptEngine.PostObjectEvent(localID, new EventParams(
  162. "touch", new Object[] { new LSL_Types.LSLInteger(1) },
  163. det));
  164. }
  165. public void touch_end(uint localID, uint originalID, IClientAPI remoteClient,
  166. SurfaceTouchEventArgs surfaceArgs)
  167. {
  168. // Add to queue for all scripts in ObjectID object
  169. DetectParams[] det = new DetectParams[1];
  170. det[0] = new DetectParams();
  171. det[0].Key = remoteClient.AgentId;
  172. det[0].Populate(myScriptEngine.World);
  173. if (originalID == 0)
  174. {
  175. SceneObjectPart part = myScriptEngine.World.GetSceneObjectPart(localID);
  176. if (part == null)
  177. return;
  178. det[0].LinkNum = part.LinkNum;
  179. }
  180. else
  181. {
  182. SceneObjectPart originalPart = myScriptEngine.World.GetSceneObjectPart(originalID);
  183. det[0].LinkNum = originalPart.LinkNum;
  184. }
  185. if (surfaceArgs != null)
  186. {
  187. det[0].SurfaceTouchArgs = surfaceArgs;
  188. }
  189. myScriptEngine.PostObjectEvent(localID, new EventParams(
  190. "touch_end", new Object[] { new LSL_Types.LSLInteger(1) },
  191. det));
  192. }
  193. public void changed(uint localID, uint change)
  194. {
  195. // Add to queue for all scripts in localID, Object pass change.
  196. myScriptEngine.PostObjectEvent(localID, new EventParams(
  197. "changed",new object[] { new LSL_Types.LSLInteger(change) },
  198. new DetectParams[0]));
  199. }
  200. // state_entry: not processed here
  201. // state_exit: not processed here
  202. public void money(uint localID, UUID agentID, int amount)
  203. {
  204. myScriptEngine.PostObjectEvent(localID, new EventParams(
  205. "money", new object[] {
  206. new LSL_Types.LSLString(agentID.ToString()),
  207. new LSL_Types.LSLInteger(amount) },
  208. new DetectParams[0]));
  209. }
  210. public void collision_start(uint localID, ColliderArgs col)
  211. {
  212. // Add to queue for all scripts in ObjectID object
  213. List<DetectParams> det = new List<DetectParams>();
  214. foreach (DetectedObject detobj in col.Colliders)
  215. {
  216. DetectParams d = new DetectParams();
  217. d.Key =detobj.keyUUID;
  218. d.Populate(myScriptEngine.World, detobj);
  219. d.LinkNum = detobj.linkNumber; // do it here since currently linknum is collided part
  220. det.Add(d);
  221. }
  222. if (det.Count > 0)
  223. myScriptEngine.PostObjectEvent(localID, new EventParams(
  224. "collision_start",
  225. new Object[] { new LSL_Types.LSLInteger(det.Count) },
  226. det.ToArray()));
  227. }
  228. public void collision(uint localID, ColliderArgs col)
  229. {
  230. // Add to queue for all scripts in ObjectID object
  231. List<DetectParams> det = new List<DetectParams>();
  232. foreach (DetectedObject detobj in col.Colliders)
  233. {
  234. DetectParams d = new DetectParams();
  235. d.Populate(myScriptEngine.World, detobj);
  236. det.Add(d);
  237. }
  238. if (det.Count > 0)
  239. myScriptEngine.PostObjectEvent(localID, new EventParams(
  240. "collision", new Object[] { new LSL_Types.LSLInteger(det.Count) },
  241. det.ToArray()));
  242. }
  243. public void collision_end(uint localID, ColliderArgs col)
  244. {
  245. // Add to queue for all scripts in ObjectID object
  246. List<DetectParams> det = new List<DetectParams>();
  247. foreach (DetectedObject detobj in col.Colliders)
  248. {
  249. DetectParams d = new DetectParams();
  250. d.Populate(myScriptEngine.World, detobj);
  251. det.Add(d);
  252. }
  253. if (det.Count > 0)
  254. myScriptEngine.PostObjectEvent(localID, new EventParams(
  255. "collision_end",
  256. new Object[] { new LSL_Types.LSLInteger(det.Count) },
  257. det.ToArray()));
  258. }
  259. public void land_collision_start(uint localID, ColliderArgs col)
  260. {
  261. List<DetectParams> det = new List<DetectParams>();
  262. foreach (DetectedObject detobj in col.Colliders)
  263. {
  264. DetectParams d = new DetectParams();
  265. d.Populate(myScriptEngine.World, detobj);
  266. det.Add(d);
  267. myScriptEngine.PostObjectEvent(localID, new EventParams(
  268. "land_collision_start",
  269. new Object[] { new LSL_Types.Vector3(d.Position) },
  270. det.ToArray()));
  271. }
  272. }
  273. public void land_collision(uint localID, ColliderArgs col)
  274. {
  275. List<DetectParams> det = new List<DetectParams>();
  276. foreach (DetectedObject detobj in col.Colliders)
  277. {
  278. DetectParams d = new DetectParams();
  279. d.Populate(myScriptEngine.World,detobj);
  280. det.Add(d);
  281. myScriptEngine.PostObjectEvent(localID, new EventParams(
  282. "land_collision",
  283. new Object[] { new LSL_Types.Vector3(d.Position) },
  284. det.ToArray()));
  285. }
  286. }
  287. public void land_collision_end(uint localID, ColliderArgs col)
  288. {
  289. List<DetectParams> det = new List<DetectParams>();
  290. foreach (DetectedObject detobj in col.Colliders)
  291. {
  292. DetectParams d = new DetectParams();
  293. d.Populate(myScriptEngine.World,detobj);
  294. det.Add(d);
  295. myScriptEngine.PostObjectEvent(localID, new EventParams(
  296. "land_collision_end",
  297. new Object[] { new LSL_Types.Vector3(d.Position) },
  298. det.ToArray()));
  299. }
  300. }
  301. // timer: not handled here
  302. // listen: not handled here
  303. public void control(UUID itemID, UUID agentID, uint held, uint change)
  304. {
  305. myScriptEngine.PostScriptEvent(itemID, new EventParams(
  306. "control",new object[] {
  307. new LSL_Types.LSLString(agentID.ToString()),
  308. new LSL_Types.LSLInteger(held),
  309. new LSL_Types.LSLInteger(change)},
  310. new DetectParams[0]));
  311. }
  312. public void email(uint localID, UUID itemID, string timeSent,
  313. string address, string subject, string message, int numLeft)
  314. {
  315. myScriptEngine.PostObjectEvent(localID, new EventParams(
  316. "email",new object[] {
  317. new LSL_Types.LSLString(timeSent),
  318. new LSL_Types.LSLString(address),
  319. new LSL_Types.LSLString(subject),
  320. new LSL_Types.LSLString(message),
  321. new LSL_Types.LSLInteger(numLeft)},
  322. new DetectParams[0]));
  323. }
  324. public void at_target(uint localID, uint handle, Vector3 targetpos,
  325. Vector3 atpos)
  326. {
  327. myScriptEngine.PostObjectEvent(localID, new EventParams(
  328. "at_target", new object[] {
  329. new LSL_Types.LSLInteger(handle),
  330. new LSL_Types.Vector3(targetpos),
  331. new LSL_Types.Vector3(atpos) },
  332. new DetectParams[0]));
  333. }
  334. public void not_at_target(uint localID)
  335. {
  336. myScriptEngine.PostObjectEvent(localID, new EventParams(
  337. "not_at_target",new object[0],
  338. new DetectParams[0]));
  339. }
  340. public void at_rot_target(uint localID, uint handle, Quaternion targetrot,
  341. Quaternion atrot)
  342. {
  343. myScriptEngine.PostObjectEvent(localID, new EventParams(
  344. "at_rot_target", new object[] {
  345. new LSL_Types.LSLInteger(handle),
  346. new LSL_Types.Quaternion(targetrot),
  347. new LSL_Types.Quaternion(atrot) },
  348. new DetectParams[0]));
  349. }
  350. public void not_at_rot_target(uint localID)
  351. {
  352. myScriptEngine.PostObjectEvent(localID, new EventParams(
  353. "not_at_rot_target",new object[0],
  354. new DetectParams[0]));
  355. }
  356. // run_time_permissions: not handled here
  357. public void attach(uint localID, UUID itemID, UUID avatar)
  358. {
  359. SceneObjectGroup grp = myScriptEngine.World.GetSceneObjectGroup(localID);
  360. if(grp == null)
  361. return;
  362. foreach(SceneObjectPart part in grp.Parts)
  363. {
  364. myScriptEngine.PostObjectEvent(part.LocalId, new EventParams(
  365. "attach",new object[] {
  366. new LSL_Types.LSLString(avatar.ToString()) },
  367. new DetectParams[0]));
  368. }
  369. }
  370. // dataserver: not handled here
  371. // link_message: not handled here
  372. public void moving_start(uint localID)
  373. {
  374. myScriptEngine.PostObjectEvent(localID, new EventParams(
  375. "moving_start",new object[0],
  376. new DetectParams[0]));
  377. }
  378. public void moving_end(uint localID)
  379. {
  380. myScriptEngine.PostObjectEvent(localID, new EventParams(
  381. "moving_end",new object[0],
  382. new DetectParams[0]));
  383. }
  384. // object_rez: not handled here
  385. // remote_data: not handled here
  386. // http_response: not handled here
  387. }
  388. }