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@@ -1,132 +1,132 @@
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/*
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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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*/
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using System;
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using Nini.Config;
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using OpenSim.Framework.Console;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Scenes;
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using OpenSim.Region.ScriptEngine.Common;
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using OpenSim.Region.ScriptEngine.Common.ScriptEngineBase;
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namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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{
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/// <summary>
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/// This is the root object for ScriptEngine. Objects access each other trough this class.
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/// </summary>
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///
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[Serializable]
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public abstract class ScriptEngine : IRegionModule, OpenSim.Region.ScriptEngine.Common.ScriptServerInterfaces.ScriptEngine
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{
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public Scene World;
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public EventManager m_EventManager; // Handles and queues incoming events from OpenSim
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public EventQueueManager m_EventQueueManager; // Executes events
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public ScriptManager m_ScriptManager; // Load, unload and execute scripts
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public AppDomainManager m_AppDomainManager;
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public LSLLongCmdHandler m_LSLLongCmdHandler;
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public ScriptManager GetScriptManager()
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{
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return _GetScriptManager();
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}
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public abstract ScriptManager _GetScriptManager();
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private LogBase m_log;
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public ScriptEngine()
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{
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//Common.SendToDebug("ScriptEngine Object Initialized");
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Common.mySE = this;
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}
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public LogBase Log
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{
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get { return m_log; }
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}
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public void InitializeEngine(Scene Sceneworld, LogBase logger, bool HookUpToServer, ScriptManager newScriptManager)
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{
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World = Sceneworld;
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m_log = logger;
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Log.Verbose("ScriptEngine", "DotNet & LSL ScriptEngine initializing");
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//m_logger.Status("ScriptEngine", "InitializeEngine");
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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, HookUpToServer);
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m_ScriptManager = newScriptManager;
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//m_ScriptManager = new ScriptManager(this);
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m_AppDomainManager = new AppDomainManager();
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m_LSLLongCmdHandler = new LSLLongCmdHandler(this);
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// Should we iterate the region for scripts that needs starting?
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// Or can we assume we are loaded before anything else so we can use proper events?
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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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}
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ScriptServerInterfaces.RemoteEvents ScriptServerInterfaces.ScriptEngine.EventManager()
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{
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return this.m_EventManager;
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}
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#region IRegionModule
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public abstract void Initialise(Scene scene, IConfigSource config);
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public void PostInitialise()
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{
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}
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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 "DotNetEngine"; }
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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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#endregion
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}
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/*
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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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*/
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using System;
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using Nini.Config;
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using OpenSim.Framework.Console;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Scenes;
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using OpenSim.Region.ScriptEngine.Common;
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using OpenSim.Region.ScriptEngine.Common.ScriptEngineBase;
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namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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{
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/// <summary>
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/// This is the root object for ScriptEngine. Objects access each other trough this class.
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/// </summary>
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///
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[Serializable]
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public abstract class ScriptEngine : IRegionModule, OpenSim.Region.ScriptEngine.Common.ScriptServerInterfaces.ScriptEngine
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{
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public Scene World;
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public EventManager m_EventManager; // Handles and queues incoming events from OpenSim
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public EventQueueManager m_EventQueueManager; // Executes events
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public ScriptManager m_ScriptManager; // Load, unload and execute scripts
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public AppDomainManager m_AppDomainManager;
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public LSLLongCmdHandler m_LSLLongCmdHandler;
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public ScriptManager GetScriptManager()
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{
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return _GetScriptManager();
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}
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public abstract ScriptManager _GetScriptManager();
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private LogBase m_log;
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public ScriptEngine()
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{
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//Common.SendToDebug("ScriptEngine Object Initialized");
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Common.mySE = this;
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}
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public LogBase Log
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{
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get { return m_log; }
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}
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public void InitializeEngine(Scene Sceneworld, LogBase logger, bool HookUpToServer, ScriptManager newScriptManager)
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{
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World = Sceneworld;
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m_log = logger;
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Log.Verbose("ScriptEngine", "DotNet & LSL ScriptEngine initializing");
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//m_logger.Status("ScriptEngine", "InitializeEngine");
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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, HookUpToServer);
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m_ScriptManager = newScriptManager;
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//m_ScriptManager = new ScriptManager(this);
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m_AppDomainManager = new AppDomainManager();
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m_LSLLongCmdHandler = new LSLLongCmdHandler(this);
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// Should we iterate the region for scripts that needs starting?
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// Or can we assume we are loaded before anything else so we can use proper events?
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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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}
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ScriptServerInterfaces.RemoteEvents ScriptServerInterfaces.ScriptEngine.EventManager()
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{
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return this.m_EventManager;
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}
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#region IRegionModule
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public abstract void Initialise(Scene scene, IConfigSource config);
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public void PostInitialise()
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{
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}
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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 "DotNetEngine"; }
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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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#endregion
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}
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}
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