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Fixing SVN: Adding hopefully everything else (2.5 / 3)
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151
OpenSim/OpenSim.RegionServer/Simulator/World.Scripting.cs
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151
OpenSim/OpenSim.RegionServer/Simulator/World.Scripting.cs
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/*
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* Copyright (c) Contributors, http://www.openmetaverse.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 System.Collections.Generic;
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using System.Text;
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using System.IO;
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using System.Reflection;
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using OpenSim.Framework;
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using OpenSim.Framework.Interfaces;
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using OpenSim.Framework.Types;
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using libsecondlife;
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namespace OpenSim.RegionServer.Simulator
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{
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public partial class World
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{
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private Dictionary<string, IScriptEngine> scriptEngines = new Dictionary<string, IScriptEngine>();
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private void LoadScriptEngines()
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{
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this.LoadScriptPlugins();
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}
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public void LoadScriptPlugins()
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{
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string path = Path.Combine(System.AppDomain.CurrentDomain.BaseDirectory, "ScriptEngines");
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string[] pluginFiles = Directory.GetFiles(path, "*.dll");
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for (int i = 0; i < pluginFiles.Length; i++)
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{
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this.AddPlugin(pluginFiles[i]);
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}
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}
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private void AddPlugin(string FileName)
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{
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Assembly pluginAssembly = Assembly.LoadFrom(FileName);
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foreach (Type pluginType in pluginAssembly.GetTypes())
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{
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if (pluginType.IsPublic)
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{
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if (!pluginType.IsAbstract)
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{
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Type typeInterface = pluginType.GetInterface("IScriptEngine", true);
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if (typeInterface != null)
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{
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IScriptEngine plug = (IScriptEngine)Activator.CreateInstance(pluginAssembly.GetType(pluginType.ToString()));
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plug.Init(this);
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this.scriptEngines.Add(plug.GetName(), plug);
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}
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typeInterface = null;
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}
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}
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}
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pluginAssembly = null;
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}
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public void LoadScript(string scriptType, string scriptName, string script, Entity ent)
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{
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if(this.scriptEngines.ContainsKey(scriptType))
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{
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this.scriptEngines[scriptType].LoadScript(script, scriptName, ent.localid);
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}
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}
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#region IScriptAPI Methods
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public OSVector3 GetEntityPosition(uint localID)
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{
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OSVector3 res = new OSVector3();
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// Console.WriteLine("script- getting entity " + localID + " position");
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foreach (Entity entity in this.Entities.Values)
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{
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if (entity.localid == localID)
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{
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res.X = entity.Pos.X;
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res.Y = entity.Pos.Y;
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res.Z = entity.Pos.Z;
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}
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}
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return res;
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}
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public void SetEntityPosition(uint localID, float x , float y, float z)
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{
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foreach (Entity entity in this.Entities.Values)
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{
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if (entity.localid == localID && entity is Primitive)
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{
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LLVector3 pos = entity.Pos;
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pos.X = x;
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pos.Y = y;
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Primitive prim = entity as Primitive;
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// Of course, we really should have asked the physEngine if this is possible, and if not, returned false.
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prim.UpdatePosition(pos);
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// Console.WriteLine("script- setting entity " + localID + " positon");
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}
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}
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}
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public uint GetRandomAvatarID()
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{
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//Console.WriteLine("script- getting random avatar id");
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uint res = 0;
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foreach (Entity entity in this.Entities.Values)
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{
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if (entity is Avatar)
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{
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res = entity.localid;
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}
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}
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return res;
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}
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#endregion
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}
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}
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