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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.Threading;
- using System.Diagnostics;
- 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
- {
- None = -1,
- RegionStart = 0,
- NewRez = 1,
- PrimCrossing = 2,
- ScriptedRez = 3,
- AttachedRez = 4,
- Teleporting = 5
- }
- public interface IScriptWorkItem
- {
- bool Cancel();
- bool Abort();
- /// <summary>
- /// Wait for the work item to complete.
- /// </summary>
- /// <param name='t'>The number of milliseconds to wait. Must be >= -1 (Timeout.Infinite).</param>
- bool Wait(int t);
- }
- /// <summary>
- /// Interface for interaction with a particular script instance
- /// </summary>
- public interface IScriptInstance
- {
- /// <summary>
- /// Debug level for this script instance.
- /// </summary>
- /// <remarks>
- /// Level == 0, no extra data is logged.
- /// Level >= 1, state changes are logged.
- /// Level >= 2, event firing is logged.
- /// <value>
- /// The debug level.
- /// </value>
- int DebugLevel { get; set; }
- /// <summary>
- /// Is the script currently running?
- /// </summary>
- bool Running { get; set; }
- /// <summary>
- /// Is the script suspended?
- /// </summary>
- bool Suspended { get; set; }
- /// <summary>
- /// Is the script shutting down?
- /// </summary>
- bool ShuttingDown { get; set; }
- /// <summary>
- /// When stopping the script: should it remain stopped permanently (i.e., save !Running in its state)?
- /// </summary>
- bool StayStopped { get; set; }
- /// <summary>
- /// Script state
- /// </summary>
- string State { get; set; }
- /// <summary>
- /// 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).
- /// </summary>
- bool StatePersistedHere { get; }
- /// <summary>
- /// Time the script was last started
- /// </summary>
- DateTime TimeStarted { get; }
- /// <summary>
- /// Collects information about how long the script was executed.
- /// </summary>
- MetricsCollectorTime ExecutionTime { get; }
- /// <summary>
- /// Scene part in which this script instance is contained.
- /// </summary>
- SceneObjectPart Part { get; }
- IScriptEngine Engine { get; }
- UUID AppDomain { get; set; }
- string PrimName { get; }
- string ScriptName { get; }
- UUID ItemID { get; }
- UUID ObjectID { get; }
- /// <summary>
- /// UUID of the root object for the linkset that the script is in.
- /// </summary>
- UUID RootObjectID { get; }
- /// <summary>
- /// Local id of the root object for the linkset that the script is in.
- /// </summary>
- uint RootLocalID { get; }
- uint LocalID { get; }
- UUID AssetID { get; }
- /// <summary>
- /// Inventory item containing the script used.
- /// </summary>
- TaskInventoryItem ScriptTask { get; }
- Queue EventQueue { get; }
- /// <summary>
- /// Number of events queued for processing.
- /// </summary>
- long EventsQueued { get; }
- /// <summary>
- /// Number of events processed by this script instance.
- /// </summary>
- long EventsProcessed { get; }
- void ClearQueue();
- int StartParam { get; set; }
- WaitHandle CoopWaitHandle { get; }
- Stopwatch ExecutionTimer { get; }
- void RemoveState();
- void Init();
- void Start();
- /// <summary>
- /// Stop the script instance.
- /// </summary>
- /// <remarks>
- /// 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.
- /// </remarks>
- /// <param name="timeout"></param>
- /// How many milliseconds we will wait for an existing script event to finish before
- /// forcibly aborting that event.
- /// <param name="clearEventQueue">If true then the event queue is also cleared</param>
- /// <returns>true if the script was successfully stopped, false otherwise</returns>
- bool Stop(int timeout, bool clearEventQueue = false);
- void SetState(string state);
- /// <summary>
- /// Post an event to this script instance.
- /// </summary>
- /// <param name="data"></param>
- void PostEvent(EventParams data);
- void Suspend();
- void Resume();
- /// <summary>
- /// Process the next event queued for this script instance.
- /// </summary>
- /// <returns></returns>
- void EventProcessor();
- int EventTime();
- /// <summary>
- /// Reset the script.
- /// </summary>
- /// <remarks>
- /// 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.
- /// </remarks>
- /// <param name='timeout'>
- /// How many milliseconds we will wait for an existing script event to finish before
- /// forcibly aborting that event prior to script reset.
- /// </param>
- void ResetScript(int timeout);
- /// <summary>
- /// Reset the script.
- /// </summary>
- /// <remarks>
- /// 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.
- /// </remarks>
- void ApiResetScript();
- Dictionary<string, object> GetVars();
- void SetVars(Dictionary<string, object> vars);
- DetectParams GetDetectParams(int idx);
- UUID GetDetectID(int idx);
- void SaveState();
- void DestroyScriptInstance();
- IScriptApi GetApi(string name);
- Dictionary<KeyValuePair<int, int>, KeyValuePair<int, int>> LineMap
- { get; set; }
- string GetAssemblyName();
- string GetXMLState();
- double MinEventDelay { set; }
- UUID RegionID { get; }
- }
- }
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