This is sent to all root prims of all attachments of an avatar when the animation state changes. llGetAnimation() can thenbe used to find the new movement animation. This eliminates the need for fast timers in AOs
429 lines
14 KiB
C#
429 lines
14 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using log4net;
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using Nini.Config;
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using OpenSim.Framework;
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using OpenSim.Region.CoreModules.Framework.EventQueue;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.ScriptEngine.Interfaces;
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using OpenMetaverse;
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using OpenMetaverse.StructuredData;
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using OpenSim.Region.ScriptEngine.Shared;
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using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
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namespace OpenSim.Region.ScriptEngine.DotNetEngine
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{
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[Serializable]
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public class ScriptEngine : IRegionModule, IScriptEngine, IScriptModule
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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public static List<ScriptEngine> ScriptEngines =
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new List<ScriptEngine>();
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private Scene m_Scene;
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public Scene World
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{
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get { return m_Scene; }
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}
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// Handles and queues incoming events from OpenSim
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public EventManager m_EventManager;
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// Executes events, handles script threads
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public EventQueueManager m_EventQueueManager;
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// Load, unload and execute scripts
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public ScriptManager m_ScriptManager;
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// Handles loading/unloading of scripts into AppDomains
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public AppDomainManager m_AppDomainManager;
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// Thread that does different kinds of maintenance,
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// for example refreshing config and killing scripts
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// that has been running too long
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public static MaintenanceThread m_MaintenanceThread;
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public IConfigSource ConfigSource;
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public IConfig ScriptConfigSource;
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private bool m_enabled = false;
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public IConfig Config
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{
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get { return ScriptConfigSource; }
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}
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// How many seconds between re-reading config-file.
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// 0 = never. ScriptEngine will try to adjust to new config changes.
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public int RefreshConfigFileSeconds {
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get { return (int)(RefreshConfigFilens / 10000000); }
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set { RefreshConfigFilens = value * 10000000; }
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}
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public long RefreshConfigFilens;
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public string ScriptEngineName
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{
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get { return "ScriptEngine.DotNetEngine"; }
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}
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public IScriptModule ScriptModule
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{
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get { return this; }
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}
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public event ScriptRemoved OnScriptRemoved;
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public event ObjectRemoved OnObjectRemoved;
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public ScriptEngine()
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{
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// For logging, just need any instance, doesn't matter
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Common.mySE = this;
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lock (ScriptEngines)
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{
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// Keep a list of ScriptEngines for shared threads
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// to process all instances
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ScriptEngines.Add(this);
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}
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}
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public void Initialise(Scene Sceneworld, IConfigSource config)
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{
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m_log.Info("[" + ScriptEngineName + "]: ScriptEngine initializing");
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ConfigSource = config;
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m_Scene = Sceneworld;
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// Make sure we have config
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if (ConfigSource.Configs[ScriptEngineName] == null)
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ConfigSource.AddConfig(ScriptEngineName);
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ScriptConfigSource = ConfigSource.Configs[ScriptEngineName];
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m_enabled = ScriptConfigSource.GetBoolean("Enabled", true);
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if (!m_enabled)
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return;
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// Create all objects we'll be using
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m_EventQueueManager = new EventQueueManager(this);
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m_EventManager = new EventManager(this, true);
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// We need to start it
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m_ScriptManager = new ScriptManager(this);
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m_ScriptManager.Setup();
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m_AppDomainManager = new AppDomainManager(this);
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if (m_MaintenanceThread == null)
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m_MaintenanceThread = new MaintenanceThread();
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m_log.Info("[" + ScriptEngineName + "]: Reading configuration "+
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"from config section \"" + ScriptEngineName + "\"");
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ReadConfig();
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m_Scene.StackModuleInterface<IScriptModule>(this);
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}
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public void PostInitialise()
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{
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if (!m_enabled)
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return;
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m_EventManager.HookUpEvents();
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m_Scene.EventManager.OnScriptReset += OnScriptReset;
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m_Scene.EventManager.OnGetScriptRunning += OnGetScriptRunning;
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m_Scene.EventManager.OnStartScript += OnStartScript;
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m_Scene.EventManager.OnStopScript += OnStopScript;
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m_ScriptManager.Start();
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}
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public void Shutdown()
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{
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// We are shutting down
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lock (ScriptEngines)
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{
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ScriptEngines.Remove(this);
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}
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}
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public void ReadConfig()
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{
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RefreshConfigFileSeconds = ScriptConfigSource.GetInt("RefreshConfig", 0);
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if (m_EventQueueManager != null) m_EventQueueManager.ReadConfig();
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if (m_EventManager != null) m_EventManager.ReadConfig();
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if (m_ScriptManager != null) m_ScriptManager.ReadConfig();
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if (m_AppDomainManager != null) m_AppDomainManager.ReadConfig();
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if (m_MaintenanceThread != null) m_MaintenanceThread.ReadConfig();
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}
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#region IRegionModule
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public void Close()
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{
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}
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public string Name
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{
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get { return "Common." + ScriptEngineName; }
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}
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public bool IsSharedModule
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{
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get { return false; }
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}
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public bool PostObjectEvent(uint localID, EventParams p)
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{
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return m_EventQueueManager.AddToObjectQueue(localID, p.EventName,
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p.DetectParams, p.Params);
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}
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public bool PostScriptEvent(UUID itemID, EventParams p)
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{
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uint localID = m_ScriptManager.GetLocalID(itemID);
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return m_EventQueueManager.AddToScriptQueue(localID, itemID,
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p.EventName, p.DetectParams, p.Params);
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}
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public bool PostScriptEvent(UUID itemID, string name, Object[] p)
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{
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return PostScriptEvent(itemID, new EventParams(name, p, new DetectParams[0]));
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}
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public bool PostObjectEvent(UUID itemID, string name, Object[] p)
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{
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SceneObjectPart part = m_Scene.GetSceneObjectPart(itemID);
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if (part == null)
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return false;
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return PostObjectEvent(part.LocalId, new EventParams(name, p, new DetectParams[0]));
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}
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public DetectParams GetDetectParams(UUID itemID, int number)
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{
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uint localID = m_ScriptManager.GetLocalID(itemID);
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if (localID == 0)
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return null;
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InstanceData id = m_ScriptManager.GetScript(localID, itemID);
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if (id == null)
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return null;
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DetectParams[] det = m_ScriptManager.GetDetectParams(id);
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if (number < 0 || number >= det.Length)
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return null;
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return det[number];
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}
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public int GetStartParameter(UUID itemID)
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{
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return m_ScriptManager.GetStartParameter(itemID);
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}
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public void SetMinEventDelay(UUID itemID, double delay)
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{
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// TODO in DotNet, done in XEngine
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throw new NotImplementedException();
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}
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#endregion
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public void SetState(UUID itemID, string state)
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{
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uint localID = m_ScriptManager.GetLocalID(itemID);
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if (localID == 0)
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return;
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InstanceData id = m_ScriptManager.GetScript(localID, itemID);
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if (id == null)
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return;
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string currentState = id.State;
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if (currentState != state)
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{
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try
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{
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m_EventManager.state_exit(localID);
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}
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catch (AppDomainUnloadedException)
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{
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m_log.Error("[SCRIPT]: state change called when "+
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"script was unloaded. Nothing to worry about, "+
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"but noting the occurance");
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}
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id.State = state;
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try
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{
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int eventFlags = m_ScriptManager.GetStateEventFlags(localID,
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itemID);
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SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
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if (part != null)
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part.SetScriptEvents(itemID, eventFlags);
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m_EventManager.state_entry(localID);
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}
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catch (AppDomainUnloadedException)
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{
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m_log.Error("[SCRIPT]: state change called when "+
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"script was unloaded. Nothing to worry about, but "+
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"noting the occurance");
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}
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}
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}
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public bool GetScriptState(UUID itemID)
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{
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uint localID = m_ScriptManager.GetLocalID(itemID);
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if (localID == 0)
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return false;
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InstanceData id = m_ScriptManager.GetScript(localID, itemID);
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if (id == null)
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return false;
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return id.Running;
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}
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public void SetScriptState(UUID itemID, bool state)
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{
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uint localID = m_ScriptManager.GetLocalID(itemID);
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if (localID == 0)
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return;
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InstanceData id = m_ScriptManager.GetScript(localID, itemID);
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if (id == null)
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return;
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if (!id.Disabled)
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id.Running = state;
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}
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public void ApiResetScript(UUID itemID)
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{
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uint localID = m_ScriptManager.GetLocalID(itemID);
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if (localID == 0)
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return;
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m_ScriptManager.ResetScript(localID, itemID);
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}
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public void ResetScript(UUID itemID)
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{
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uint localID = m_ScriptManager.GetLocalID(itemID);
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if (localID == 0)
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return;
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m_ScriptManager.ResetScript(localID, itemID);
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}
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public void OnScriptReset(uint localID, UUID itemID)
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{
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ResetScript(itemID);
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}
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public void OnStartScript(uint localID, UUID itemID)
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{
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InstanceData id = m_ScriptManager.GetScript(localID, itemID);
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if (id == null)
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return;
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if (!id.Disabled)
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id.Running = true;
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}
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public void OnStopScript(uint localID, UUID itemID)
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{
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InstanceData id = m_ScriptManager.GetScript(localID, itemID);
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if (id == null)
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return;
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id.Running = false;
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}
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public void OnGetScriptRunning(IClientAPI controllingClient,
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UUID objectID, UUID itemID)
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{
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uint localID = m_ScriptManager.GetLocalID(itemID);
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if (localID == 0)
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return;
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InstanceData id = m_ScriptManager.GetScript(localID, itemID);
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if (id == null)
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return;
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IEventQueue eq = World.RequestModuleInterface<IEventQueue>();
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if (eq == null)
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{
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controllingClient.SendScriptRunningReply(objectID, itemID,
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id.Running);
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}
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else
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{
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eq.Enqueue(EventQueueHelper.ScriptRunningReplyEvent(objectID, itemID, id.Running, true),
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controllingClient.AgentId);
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}
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}
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public IScriptApi GetApi(UUID itemID, string name)
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{
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return m_ScriptManager.GetApi(itemID, name);
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}
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public IScriptWorkItem QueueEventHandler(Object o)
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{
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return null;
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}
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public string GetAssemblyName(UUID itemID)
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{
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return "";
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}
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public string GetXMLState(UUID itemID)
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{
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return "";
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}
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}
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}
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