/*
* 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.Threading;
using OpenMetaverse;
using log4net;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.ScriptEngine.Shared;
using OpenSim.Region.ScriptEngine.Interfaces;
namespace OpenSim.Region.ScriptEngine.Interfaces
{
public enum StateSource
{
RegionStart = 0,
NewRez = 1,
PrimCrossing = 2,
ScriptedRez = 3,
AttachedRez = 4,
Teleporting = 5
}
public interface IScriptWorkItem
{
bool Cancel();
bool Abort();
///
/// Wait for the work item to complete.
///
/// The number of milliseconds to wait. Must be >= -1 (Timeout.Infinite).
bool Wait(int t);
}
///
/// Interface for interaction with a particular script instance
///
public interface IScriptInstance
{
///
/// Debug level for this script instance.
///
///
/// Level == 0, no extra data is logged.
/// Level >= 1, state changes are logged.
/// Level >= 2, event firing is logged.
///
/// The debug level.
///
int DebugLevel { get; set; }
///
/// Is the script currently running?
///
bool Running { get; set; }
///
/// Is the script suspended?
///
bool Suspended { get; set; }
///
/// Is the script shutting down?
///
bool ShuttingDown { get; set; }
///
/// Script state
///
string State { get; set; }
///
/// If true then the engine is responsible for persisted state. If false then some other component may
/// persist state (e.g. attachments persisting in assets).
///
bool StatePersistedHere { get; }
///
/// Time the script was last started
///
DateTime TimeStarted { get; }
///
/// Tick the last measurement period was started.
///
long MeasurementPeriodTickStart { get; }
///
/// Ticks spent executing in the last measurement period.
///
long MeasurementPeriodExecutionTime { get; }
///
/// Scene part in which this script instance is contained.
///
SceneObjectPart Part { get; }
IScriptEngine Engine { get; }
UUID AppDomain { get; set; }
string PrimName { get; }
string ScriptName { get; }
UUID ItemID { get; }
UUID ObjectID { get; }
///
/// UUID of the root object for the linkset that the script is in.
///
UUID RootObjectID { get; }
///
/// Local id of the root object for the linkset that the script is in.
///
uint RootLocalID { get; }
uint LocalID { get; }
UUID AssetID { get; }
///
/// Inventory item containing the script used.
///
TaskInventoryItem ScriptTask { get; }
Queue EventQueue { get; }
///
/// Number of events queued for processing.
///
long EventsQueued { get; }
///
/// Number of events processed by this script instance.
///
long EventsProcessed { get; }
void ClearQueue();
int StartParam { get; set; }
void RemoveState();
void Init();
void Start();
///
/// Stop the script instance.
///
///
/// This must not be called by a thread that is in the process of handling an event for this script. Otherwise
/// there is a danger that it will self-abort and not complete the reset.
///
///
/// How many milliseconds we will wait for an existing script event to finish before
/// forcibly aborting that event.
/// If true then the event queue is also cleared
/// true if the script was successfully stopped, false otherwise
bool Stop(int timeout, bool clearEventQueue = false);
void SetState(string state);
///
/// Post an event to this script instance.
///
///
void PostEvent(EventParams data);
void Suspend();
void Resume();
///
/// Process the next event queued for this script instance.
///
///
object EventProcessor();
int EventTime();
///
/// Reset the script.
///
///
/// This must not be called by a thread that is in the process of handling an event for this script. Otherwise
/// there is a danger that it will self-abort and not complete the reset. Such a thread must call
/// ApiResetScript() instead.
///
///
/// How many milliseconds we will wait for an existing script event to finish before
/// forcibly aborting that event prior to script reset.
///
void ResetScript(int timeout);
///
/// Reset the script.
///
///
/// This must not be called by any thread other than the one executing the scripts current event. This is
/// because there is no wait or abort logic if another thread is in the middle of processing a script event.
/// Such an external thread should use ResetScript() instead.
///
void ApiResetScript();
Dictionary GetVars();
void SetVars(Dictionary vars);
DetectParams GetDetectParams(int idx);
UUID GetDetectID(int idx);
void SaveState();
void DestroyScriptInstance();
IScriptApi GetApi(string name);
Dictionary, KeyValuePair> LineMap
{ get; set; }
string GetAssemblyName();
string GetXMLState();
double MinEventDelay { set; }
UUID RegionID { get; }
}
}