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.OnScriptControlEvent += control;
  61. myScriptEngine.World.EventManager.OnScriptColliderStart += collision_start;
  62. myScriptEngine.World.EventManager.OnScriptColliding += collision;
  63. myScriptEngine.World.EventManager.OnScriptCollidingEnd += collision_end;
  64. myScriptEngine.World.EventManager.OnScriptLandColliderStart += land_collision_start;
  65. myScriptEngine.World.EventManager.OnScriptLandColliding += land_collision;
  66. myScriptEngine.World.EventManager.OnScriptLandColliderEnd += land_collision_end;
  67. IMoneyModule money=myScriptEngine.World.RequestModuleInterface<IMoneyModule>();
  68. if (money != null)
  69. {
  70. money.OnObjectPaid+=HandleObjectPaid;
  71. }
  72. }
  73. /// <summary>
  74. /// When an object gets paid by an avatar and generates the paid event,
  75. /// this will pipe it to the script engine
  76. /// </summary>
  77. /// <param name="objectID">Object ID that got paid</param>
  78. /// <param name="agentID">Agent Id that did the paying</param>
  79. /// <param name="amount">Amount paid</param>
  80. private void HandleObjectPaid(UUID objectID, UUID agentID,
  81. int amount)
  82. {
  83. // Since this is an event from a shared module, all scenes will
  84. // get it. But only one has the object in question. The others
  85. // just ignore it.
  86. //
  87. SceneObjectPart part =
  88. myScriptEngine.World.GetSceneObjectPart(objectID);
  89. if (part == null)
  90. return;
  91. m_log.Debug("Paid: " + objectID + " from " + agentID + ", amount " + amount);
  92. if (part.ParentGroup != null)
  93. part = part.ParentGroup.RootPart;
  94. if (part != null)
  95. {
  96. money(part.LocalId, agentID, amount);
  97. }
  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 = new LSL_Types.Vector3(offsetPos.X,
  145. offsetPos.Y,
  146. offsetPos.Z);
  147. if (originalID == 0)
  148. {
  149. SceneObjectPart part = myScriptEngine.World.GetSceneObjectPart(localID);
  150. if (part == null)
  151. return;
  152. det[0].LinkNum = part.LinkNum;
  153. }
  154. else
  155. {
  156. SceneObjectPart originalPart = myScriptEngine.World.GetSceneObjectPart(originalID);
  157. det[0].LinkNum = originalPart.LinkNum;
  158. }
  159. if (surfaceArgs != null)
  160. {
  161. det[0].SurfaceTouchArgs = surfaceArgs;
  162. }
  163. myScriptEngine.PostObjectEvent(localID, new EventParams(
  164. "touch", new Object[] { new LSL_Types.LSLInteger(1) },
  165. det));
  166. }
  167. public void touch_end(uint localID, uint originalID, IClientAPI remoteClient,
  168. SurfaceTouchEventArgs surfaceArgs)
  169. {
  170. // Add to queue for all scripts in ObjectID object
  171. DetectParams[] det = new DetectParams[1];
  172. det[0] = new DetectParams();
  173. det[0].Key = remoteClient.AgentId;
  174. det[0].Populate(myScriptEngine.World);
  175. if (originalID == 0)
  176. {
  177. SceneObjectPart part = myScriptEngine.World.GetSceneObjectPart(localID);
  178. if (part == null)
  179. return;
  180. det[0].LinkNum = part.LinkNum;
  181. }
  182. else
  183. {
  184. SceneObjectPart originalPart = myScriptEngine.World.GetSceneObjectPart(originalID);
  185. det[0].LinkNum = originalPart.LinkNum;
  186. }
  187. if (surfaceArgs != null)
  188. {
  189. det[0].SurfaceTouchArgs = surfaceArgs;
  190. }
  191. myScriptEngine.PostObjectEvent(localID, new EventParams(
  192. "touch_end", new Object[] { new LSL_Types.LSLInteger(1) },
  193. det));
  194. }
  195. public void changed(uint localID, uint change)
  196. {
  197. // Add to queue for all scripts in localID, Object pass change.
  198. myScriptEngine.PostObjectEvent(localID, new EventParams(
  199. "changed",new object[] { new LSL_Types.LSLInteger(change) },
  200. new DetectParams[0]));
  201. }
  202. // state_entry: not processed here
  203. // state_exit: not processed here
  204. public void money(uint localID, UUID agentID, int amount)
  205. {
  206. myScriptEngine.PostObjectEvent(localID, new EventParams(
  207. "money", new object[] {
  208. new LSL_Types.LSLString(agentID.ToString()),
  209. new LSL_Types.LSLInteger(amount) },
  210. new DetectParams[0]));
  211. }
  212. public void collision_start(uint localID, ColliderArgs col)
  213. {
  214. // Add to queue for all scripts in ObjectID object
  215. List<DetectParams> det = new List<DetectParams>();
  216. foreach (DetectedObject detobj in col.Colliders)
  217. {
  218. DetectParams d = new DetectParams();
  219. d.Key =detobj.keyUUID;
  220. d.Populate(myScriptEngine.World);
  221. det.Add(d);
  222. }
  223. if (det.Count > 0)
  224. myScriptEngine.PostObjectEvent(localID, new EventParams(
  225. "collision_start",
  226. new Object[] { new LSL_Types.LSLInteger(det.Count) },
  227. det.ToArray()));
  228. }
  229. public void collision(uint localID, ColliderArgs col)
  230. {
  231. // Add to queue for all scripts in ObjectID object
  232. List<DetectParams> det = new List<DetectParams>();
  233. foreach (DetectedObject detobj in col.Colliders)
  234. {
  235. DetectParams d = new DetectParams();
  236. d.Key =detobj.keyUUID;
  237. d.Populate(myScriptEngine.World);
  238. det.Add(d);
  239. }
  240. if (det.Count > 0)
  241. myScriptEngine.PostObjectEvent(localID, new EventParams(
  242. "collision", new Object[] { new LSL_Types.LSLInteger(det.Count) },
  243. det.ToArray()));
  244. }
  245. public void collision_end(uint localID, ColliderArgs col)
  246. {
  247. // Add to queue for all scripts in ObjectID object
  248. List<DetectParams> det = new List<DetectParams>();
  249. foreach (DetectedObject detobj in col.Colliders)
  250. {
  251. DetectParams d = new DetectParams();
  252. d.Key =detobj.keyUUID;
  253. d.Populate(myScriptEngine.World);
  254. det.Add(d);
  255. }
  256. if (det.Count > 0)
  257. myScriptEngine.PostObjectEvent(localID, new EventParams(
  258. "collision_end",
  259. new Object[] { new LSL_Types.LSLInteger(det.Count) },
  260. det.ToArray()));
  261. }
  262. public void land_collision_start(uint localID, ColliderArgs col)
  263. {
  264. List<DetectParams> det = new List<DetectParams>();
  265. foreach (DetectedObject detobj in col.Colliders)
  266. {
  267. DetectParams d = new DetectParams();
  268. d.Position = new LSL_Types.Vector3(detobj.posVector.X,
  269. detobj.posVector.Y,
  270. detobj.posVector.Z);
  271. d.Populate(myScriptEngine.World);
  272. det.Add(d);
  273. myScriptEngine.PostObjectEvent(localID, new EventParams(
  274. "land_collision_start",
  275. new Object[] { new LSL_Types.Vector3(d.Position) },
  276. det.ToArray()));
  277. }
  278. }
  279. public void land_collision(uint localID, ColliderArgs col)
  280. {
  281. List<DetectParams> det = new List<DetectParams>();
  282. foreach (DetectedObject detobj in col.Colliders)
  283. {
  284. DetectParams d = new DetectParams();
  285. d.Position = new LSL_Types.Vector3(detobj.posVector.X,
  286. detobj.posVector.Y,
  287. detobj.posVector.Z);
  288. d.Populate(myScriptEngine.World);
  289. det.Add(d);
  290. myScriptEngine.PostObjectEvent(localID, new EventParams(
  291. "land_collision",
  292. new Object[] { new LSL_Types.Vector3(d.Position) },
  293. det.ToArray()));
  294. }
  295. }
  296. public void land_collision_end(uint localID, ColliderArgs col)
  297. {
  298. List<DetectParams> det = new List<DetectParams>();
  299. foreach (DetectedObject detobj in col.Colliders)
  300. {
  301. DetectParams d = new DetectParams();
  302. d.Position = new LSL_Types.Vector3(detobj.posVector.X,
  303. detobj.posVector.Y,
  304. detobj.posVector.Z);
  305. d.Populate(myScriptEngine.World);
  306. det.Add(d);
  307. myScriptEngine.PostObjectEvent(localID, new EventParams(
  308. "land_collision_end",
  309. new Object[] { new LSL_Types.Vector3(d.Position) },
  310. det.ToArray()));
  311. }
  312. }
  313. // timer: not handled here
  314. // listen: not handled here
  315. public void control(UUID itemID, UUID agentID, uint held, uint change)
  316. {
  317. myScriptEngine.PostScriptEvent(itemID, new EventParams(
  318. "control",new object[] {
  319. new LSL_Types.LSLString(agentID.ToString()),
  320. new LSL_Types.LSLInteger(held),
  321. new LSL_Types.LSLInteger(change)},
  322. new DetectParams[0]));
  323. }
  324. public void email(uint localID, UUID itemID, string timeSent,
  325. string address, string subject, string message, int numLeft)
  326. {
  327. myScriptEngine.PostObjectEvent(localID, new EventParams(
  328. "email",new object[] {
  329. new LSL_Types.LSLString(timeSent),
  330. new LSL_Types.LSLString(address),
  331. new LSL_Types.LSLString(subject),
  332. new LSL_Types.LSLString(message),
  333. new LSL_Types.LSLInteger(numLeft)},
  334. new DetectParams[0]));
  335. }
  336. public void at_target(uint localID, uint handle, Vector3 targetpos,
  337. Vector3 atpos)
  338. {
  339. myScriptEngine.PostObjectEvent(localID, new EventParams(
  340. "at_target", new object[] {
  341. new LSL_Types.LSLInteger(handle),
  342. new LSL_Types.Vector3(targetpos.X,targetpos.Y,targetpos.Z),
  343. new LSL_Types.Vector3(atpos.X,atpos.Y,atpos.Z) },
  344. new DetectParams[0]));
  345. }
  346. public void not_at_target(uint localID)
  347. {
  348. myScriptEngine.PostObjectEvent(localID, new EventParams(
  349. "not_at_target",new object[0],
  350. new DetectParams[0]));
  351. }
  352. public void at_rot_target(uint localID, uint handle, Quaternion targetrot,
  353. Quaternion atrot)
  354. {
  355. myScriptEngine.PostObjectEvent(localID, new EventParams(
  356. "at_rot_target", new object[] {
  357. new LSL_Types.LSLInteger(handle),
  358. new LSL_Types.Quaternion(targetrot.X,targetrot.Y,targetrot.Z,targetrot.W),
  359. new LSL_Types.Quaternion(atrot.X,atrot.Y,atrot.Z,atrot.W) },
  360. new DetectParams[0]));
  361. }
  362. public void not_at_rot_target(uint localID)
  363. {
  364. myScriptEngine.PostObjectEvent(localID, new EventParams(
  365. "not_at_rot_target",new object[0],
  366. new DetectParams[0]));
  367. }
  368. // run_time_permissions: not handled here
  369. public void attach(uint localID, UUID itemID, UUID avatar)
  370. {
  371. myScriptEngine.PostObjectEvent(localID, new EventParams(
  372. "attach",new object[] {
  373. new LSL_Types.LSLString(avatar.ToString()) },
  374. new DetectParams[0]));
  375. }
  376. // dataserver: not handled here
  377. // link_message: not handled here
  378. public void moving_start(uint localID, UUID itemID)
  379. {
  380. myScriptEngine.PostObjectEvent(localID, new EventParams(
  381. "moving_start",new object[0],
  382. new DetectParams[0]));
  383. }
  384. public void moving_end(uint localID, UUID itemID)
  385. {
  386. myScriptEngine.PostObjectEvent(localID, new EventParams(
  387. "moving_end",new object[0],
  388. new DetectParams[0]));
  389. }
  390. // object_rez: not handled here
  391. // remote_data: not handled here
  392. // http_response: not handled here
  393. }
  394. }