Files
opensim/OpenSim/Region/ScriptEngine/Interfaces/IScriptEngine.cs
Melanie Thielker c53f732163 Change the IScriptApi back to it's original form, removing XEngine
specific additions that should not have been there in the first place.
Sleeping and time measurement are now completely internal to XEngine
2015-08-17 21:46:30 +02:00

117 lines
4.4 KiB
C#

/*
* 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
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*/
using System;
using System.Reflection;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.ScriptEngine.Interfaces;
using OpenSim.Region.ScriptEngine.Shared;
using Amib.Threading;
using log4net;
using Nini.Config;
using OpenMetaverse;
namespace OpenSim.Region.ScriptEngine.Interfaces
{
/// <summary>
/// An interface for a script API module to communicate with
/// the engine it's running under
/// </summary>
public interface IScriptEngine
{
/// <summary>
/// Queue an event for execution
/// </summary>
IScriptWorkItem QueueEventHandler(object parms);
Scene World { get; }
IScriptModule ScriptModule { get; }
/// <summary>
/// Post an event to a single script
/// </summary>
bool PostScriptEvent(UUID itemID, EventParams parms);
/// <summary>
/// Post event to an entire prim
/// </summary>
bool PostObjectEvent(uint localID, EventParams parms);
DetectParams GetDetectParams(UUID item, int number);
void SetMinEventDelay(UUID itemID, double delay);
int GetStartParameter(UUID itemID);
void SetScriptState(UUID itemID, bool state);
bool GetScriptState(UUID itemID);
void SetState(UUID itemID, string newState);
void ApiResetScript(UUID itemID);
void ResetScript(UUID itemID);
IConfig Config { get; }
IConfigSource ConfigSource { get; }
string ScriptEngineName { get; }
string ScriptEnginePath { get; }
/// <summary>
/// Return the name of the class that will be used for all running scripts.
/// </summary>
/// <remarks>
/// Each class goes in its own assembly so we don't need to otherwise distinguish the class name.
/// </remarks>
string ScriptClassName { get; }
/// <summary>
/// Return the name of the base class that will be used for all running scripts.
/// </summary>
string ScriptBaseClassName { get; }
/// <summary>
/// Assemblies that need to be referenced when compiling scripts.
/// </summary>
/// <remarks>
/// These are currently additional to those always referenced by the compiler, BUT THIS MAY CHANGE IN THE
/// FUTURE.
/// This can be null if there are no additional assemblies.
/// </remarks>
string[] ScriptReferencedAssemblies { get; }
/// <summary>
/// Parameters for the generated script's constructor.
/// </summary>
/// <remarks>
/// Can be null if there are no parameters
/// </remarks>
ParameterInfo[] ScriptBaseClassParameters { get; }
IScriptApi GetApi(UUID itemID, string name);
void SleepScript(UUID itemID, int delay);
}
}