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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.Collections;
- using System.Collections.Generic;
- using System.Reflection;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.ScriptEngine.Shared;
- using OpenSim.Region.ScriptEngine.Interfaces;
- using log4net;
- namespace OpenSim.Region.ScriptEngine.XEngine
- {
- /// <summary>
- /// Prepares events so they can be directly executed upon a script by EventQueueManager, then queues it.
- /// </summary>
- public class EventManager
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- private XEngine myScriptEngine;
- public EventManager(XEngine _ScriptEngine)
- {
- myScriptEngine = _ScriptEngine;
- m_log.Info("[XEngine] Hooking up to server events");
- myScriptEngine.World.EventManager.OnAttach += attach;
- myScriptEngine.World.EventManager.OnObjectGrab += touch_start;
- myScriptEngine.World.EventManager.OnObjectDeGrab += touch_end;
- myScriptEngine.World.EventManager.OnScriptChangedEvent += changed;
- myScriptEngine.World.EventManager.OnScriptAtTargetEvent += at_target;
- myScriptEngine.World.EventManager.OnScriptNotAtTargetEvent += not_at_target;
- myScriptEngine.World.EventManager.OnScriptControlEvent += control;
- myScriptEngine.World.EventManager.OnScriptColliderStart += collision_start;
- myScriptEngine.World.EventManager.OnScriptColliding += collision;
- myScriptEngine.World.EventManager.OnScriptCollidingEnd += collision_end;
- IMoneyModule money=myScriptEngine.World.RequestModuleInterface<IMoneyModule>();
- if (money != null)
- {
- money.OnObjectPaid+=HandleObjectPaid;
- }
- }
- /// <summary>
- /// When an object gets paid by an avatar and generates the paid event,
- /// this will pipe it to the script engine
- /// </summary>
- /// <param name="objectID">Object ID that got paid</param>
- /// <param name="agentID">Agent Id that did the paying</param>
- /// <param name="amount">Amount paid</param>
- private void HandleObjectPaid(UUID objectID, UUID agentID,
- int amount)
- {
- // Since this is an event from a shared module, all scenes will
- // get it. But only one has the object in question. The others
- // just ignore it.
- //
- SceneObjectPart part =
- myScriptEngine.World.GetSceneObjectPart(objectID);
- if (part == null)
- return;
- m_log.Debug("Paid: " + objectID + " from " + agentID + ", amount " + amount);
- if (part.ParentGroup != null)
- part = part.ParentGroup.RootPart;
- if (part != null)
- {
- money(part.LocalId, agentID, amount);
- }
- }
- /// <summary>
- /// Handles piping the proper stuff to The script engine for touching
- /// Including DetectedParams
- /// </summary>
- /// <param name="localID"></param>
- /// <param name="originalID"></param>
- /// <param name="offsetPos"></param>
- /// <param name="remoteClient"></param>
- /// <param name="surfaceArgs"></param>
- public void touch_start(uint localID, uint originalID, Vector3 offsetPos,
- IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs)
- {
- // Add to queue for all scripts in ObjectID object
- DetectParams[] det = new DetectParams[1];
- det[0] = new DetectParams();
- det[0].Key = remoteClient.AgentId;
- det[0].Populate(myScriptEngine.World);
- if (originalID == 0)
- {
- SceneObjectPart part = myScriptEngine.World.GetSceneObjectPart(localID);
- if (part == null)
- return;
- det[0].LinkNum = part.LinkNum;
- }
- else
- {
- SceneObjectPart originalPart = myScriptEngine.World.GetSceneObjectPart(originalID);
- det[0].LinkNum = originalPart.LinkNum;
- }
- if (surfaceArgs != null)
- {
- det[0].SurfaceTouchArgs = surfaceArgs;
- }
- myScriptEngine.PostObjectEvent(localID, new EventParams(
- "touch_start", new Object[] { new LSL_Types.LSLInteger(1) },
- det));
- }
- public void touch(uint localID, uint originalID, Vector3 offsetPos,
- IClientAPI remoteClient)
- {
- // Add to queue for all scripts in ObjectID object
- DetectParams[] det = new DetectParams[1];
- det[0] = new DetectParams();
- det[0].Key = remoteClient.AgentId;
- det[0].Populate(myScriptEngine.World);
- det[0].OffsetPos = new LSL_Types.Vector3(offsetPos.X,
- offsetPos.Y,
- offsetPos.Z);
- if (originalID == 0)
- {
- SceneObjectPart part = myScriptEngine.World.GetSceneObjectPart(localID);
- if (part == null)
- return;
- det[0].LinkNum = part.LinkNum;
- }
- else
- {
- SceneObjectPart originalPart = myScriptEngine.World.GetSceneObjectPart(originalID);
- det[0].LinkNum = originalPart.LinkNum;
- }
- myScriptEngine.PostObjectEvent(localID, new EventParams(
- "touch", new Object[] { new LSL_Types.LSLInteger(1) },
- det));
- }
- public void touch_end(uint localID, uint originalID, IClientAPI remoteClient,
- SurfaceTouchEventArgs surfaceArgs)
- {
- // Add to queue for all scripts in ObjectID object
- DetectParams[] det = new DetectParams[1];
- det[0] = new DetectParams();
- det[0].Key = remoteClient.AgentId;
- det[0].Populate(myScriptEngine.World);
- if (originalID == 0)
- {
- SceneObjectPart part = myScriptEngine.World.GetSceneObjectPart(localID);
- if (part == null)
- return;
- det[0].LinkNum = part.LinkNum;
- }
- else
- {
- SceneObjectPart originalPart = myScriptEngine.World.GetSceneObjectPart(originalID);
- det[0].LinkNum = originalPart.LinkNum;
- }
- if (surfaceArgs != null)
- {
- det[0].SurfaceTouchArgs = surfaceArgs;
- }
- myScriptEngine.PostObjectEvent(localID, new EventParams(
- "touch_end", new Object[] { new LSL_Types.LSLInteger(1) },
- det));
- }
- public void changed(uint localID, uint change)
- {
- // Add to queue for all scripts in localID, Object pass change.
- myScriptEngine.PostObjectEvent(localID, new EventParams(
- "changed",new object[] { new LSL_Types.LSLInteger(change) },
- new DetectParams[0]));
- }
- // state_entry: not processed here
- // state_exit: not processed here
- public void money(uint localID, UUID agentID, int amount)
- {
- myScriptEngine.PostObjectEvent(localID, new EventParams(
- "money", new object[] {
- new LSL_Types.LSLString(agentID.ToString()),
- new LSL_Types.LSLInteger(amount) },
- new DetectParams[0]));
- }
- public void collision_start(uint localID, ColliderArgs col)
- {
- // Add to queue for all scripts in ObjectID object
- List<DetectParams> det = new List<DetectParams>();
- foreach (DetectedObject detobj in col.Colliders)
- {
- DetectParams d = new DetectParams();
- d.Key =detobj.keyUUID;
- d.Populate(myScriptEngine.World);
- det.Add(d);
- }
- if (det.Count > 0)
- myScriptEngine.PostObjectEvent(localID, new EventParams(
- "collision_start",
- new Object[] { new LSL_Types.LSLInteger(det.Count) },
- det.ToArray()));
- }
- public void collision(uint localID, ColliderArgs col)
- {
- // Add to queue for all scripts in ObjectID object
- List<DetectParams> det = new List<DetectParams>();
- foreach (DetectedObject detobj in col.Colliders)
- {
- DetectParams d = new DetectParams();
- d.Key =detobj.keyUUID;
- d.Populate(myScriptEngine.World);
- det.Add(d);
- }
- if (det.Count > 0)
- myScriptEngine.PostObjectEvent(localID, new EventParams(
- "collision", new Object[] { new LSL_Types.LSLInteger(det.Count) },
- det.ToArray()));
- }
- public void collision_end(uint localID, ColliderArgs col)
- {
- // Add to queue for all scripts in ObjectID object
- List<DetectParams> det = new List<DetectParams>();
- foreach (DetectedObject detobj in col.Colliders)
- {
- DetectParams d = new DetectParams();
- d.Key =detobj.keyUUID;
- d.Populate(myScriptEngine.World);
- det.Add(d);
- }
- if (det.Count > 0)
- myScriptEngine.PostObjectEvent(localID, new EventParams(
- "collision_end",
- new Object[] { new LSL_Types.LSLInteger(det.Count) },
- det.ToArray()));
- }
- public void land_collision_start(uint localID, UUID itemID)
- {
- myScriptEngine.PostObjectEvent(localID, new EventParams(
- "land_collision_start",
- new object[0],
- new DetectParams[0]));
- }
- public void land_collision(uint localID, UUID itemID)
- {
- myScriptEngine.PostObjectEvent(localID, new EventParams(
- "land_collision",
- new object[0],
- new DetectParams[0]));
- }
- public void land_collision_end(uint localID, UUID itemID)
- {
- myScriptEngine.PostObjectEvent(localID, new EventParams(
- "land_collision_end",
- new object[0],
- new DetectParams[0]));
- }
- // timer: not handled here
- // listen: not handled here
- public void control(uint localID, UUID itemID, UUID agentID, uint held, uint change)
- {
- myScriptEngine.PostObjectEvent(localID, new EventParams(
- "control",new object[] {
- new LSL_Types.LSLString(agentID.ToString()),
- new LSL_Types.LSLInteger(held),
- new LSL_Types.LSLInteger(change)},
- new DetectParams[0]));
- }
- public void email(uint localID, UUID itemID, string timeSent,
- string address, string subject, string message, int numLeft)
- {
- myScriptEngine.PostObjectEvent(localID, new EventParams(
- "email",new object[] {
- new LSL_Types.LSLString(timeSent),
- new LSL_Types.LSLString(address),
- new LSL_Types.LSLString(subject),
- new LSL_Types.LSLString(message),
- new LSL_Types.LSLInteger(numLeft)},
- new DetectParams[0]));
- }
- public void at_target(uint localID, uint handle, Vector3 targetpos,
- Vector3 atpos)
- {
- myScriptEngine.PostObjectEvent(localID, new EventParams(
- "at_target", new object[] {
- new LSL_Types.LSLInteger(handle),
- new LSL_Types.Vector3(targetpos.X,targetpos.Y,targetpos.Z),
- new LSL_Types.Vector3(atpos.X,atpos.Y,atpos.Z) },
- new DetectParams[0]));
- }
- public void not_at_target(uint localID)
- {
- myScriptEngine.PostObjectEvent(localID, new EventParams(
- "not_at_target",new object[0],
- new DetectParams[0]));
- }
- public void at_rot_target(uint localID, UUID itemID)
- {
- myScriptEngine.PostObjectEvent(localID, new EventParams(
- "at_rot_target",new object[0],
- new DetectParams[0]));
- }
- public void not_at_rot_target(uint localID, UUID itemID)
- {
- myScriptEngine.PostObjectEvent(localID, new EventParams(
- "not_at_rot_target",new object[0],
- new DetectParams[0]));
- }
- // run_time_permissions: not handled here
- public void attach(uint localID, UUID itemID, UUID avatar)
- {
- myScriptEngine.PostObjectEvent(localID, new EventParams(
- "attach",new object[] {
- new LSL_Types.LSLString(avatar.ToString()) },
- new DetectParams[0]));
- }
- // dataserver: not handled here
- // link_message: not handled here
- public void moving_start(uint localID, UUID itemID)
- {
- myScriptEngine.PostObjectEvent(localID, new EventParams(
- "moving_start",new object[0],
- new DetectParams[0]));
- }
- public void moving_end(uint localID, UUID itemID)
- {
- myScriptEngine.PostObjectEvent(localID, new EventParams(
- "moving_end",new object[0],
- new DetectParams[0]));
- }
- // object_rez: not handled here
- // remote_data: not handled here
- // http_response: not handled here
- }
- }
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