NOTHING has been deleted or moved off to forge at this point. what
has happened is that OpenSim.Region.Environment.Modules has been split
in two:
- OpenSim.Region.CoreModules: all those modules that are either
directly or indirectly referenced from other OpenSim packages, or
that provide functionality that the OpenSim developer community
considers core functionality:
CoreModules/Agent/AssetTransaction
CoreModules/Agent/Capabilities
CoreModules/Agent/TextureDownload
CoreModules/Agent/TextureSender
CoreModules/Agent/TextureSender/Tests
CoreModules/Agent/Xfer
CoreModules/Avatar/AvatarFactory
CoreModules/Avatar/Chat/ChatModule
CoreModules/Avatar/Combat
CoreModules/Avatar/Currency/SampleMoney
CoreModules/Avatar/Dialog
CoreModules/Avatar/Friends
CoreModules/Avatar/Gestures
CoreModules/Avatar/Groups
CoreModules/Avatar/InstantMessage
CoreModules/Avatar/Inventory
CoreModules/Avatar/Inventory/Archiver
CoreModules/Avatar/Inventory/Transfer
CoreModules/Avatar/Lure
CoreModules/Avatar/ObjectCaps
CoreModules/Avatar/Profiles
CoreModules/Communications/Local
CoreModules/Communications/REST
CoreModules/Framework/EventQueue
CoreModules/Framework/InterfaceCommander
CoreModules/Hypergrid
CoreModules/InterGrid
CoreModules/Scripting/DynamicTexture
CoreModules/Scripting/EMailModules
CoreModules/Scripting/HttpRequest
CoreModules/Scripting/LoadImageURL
CoreModules/Scripting/VectorRender
CoreModules/Scripting/WorldComm
CoreModules/Scripting/XMLRPC
CoreModules/World/Archiver
CoreModules/World/Archiver/Tests
CoreModules/World/Estate
CoreModules/World/Land
CoreModules/World/Permissions
CoreModules/World/Serialiser
CoreModules/World/Sound
CoreModules/World/Sun
CoreModules/World/Terrain
CoreModules/World/Terrain/DefaultEffects
CoreModules/World/Terrain/DefaultEffects/bin
CoreModules/World/Terrain/DefaultEffects/bin/Debug
CoreModules/World/Terrain/Effects
CoreModules/World/Terrain/FileLoaders
CoreModules/World/Terrain/FloodBrushes
CoreModules/World/Terrain/PaintBrushes
CoreModules/World/Terrain/Tests
CoreModules/World/Vegetation
CoreModules/World/Wind
CoreModules/World/WorldMap
- OpenSim.Region.OptionalModules: all those modules that are not core
modules:
OptionalModules/Avatar/Chat/IRC-stuff
OptionalModules/Avatar/Concierge
OptionalModules/Avatar/Voice/AsterixVoice
OptionalModules/Avatar/Voice/SIPVoice
OptionalModules/ContentManagementSystem
OptionalModules/Grid/Interregion
OptionalModules/Python
OptionalModules/SvnSerialiser
OptionalModules/World/NPC
OptionalModules/World/TreePopulator
414 lines
13 KiB
C#
414 lines
13 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 =
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LogManager.GetLogger(
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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 ILog Log
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{
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get { return m_log; }
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}
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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", 30);
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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 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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Console.WriteLine("[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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Console.WriteLine("[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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