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https://github.com/opensim/opensim.git
synced 2026-08-07 17:55:48 +08:00
* Updates LSL2CS converter
* All objects are not touchable by default now * When a script listens for one of the touch events in the state, an object becomes touchable. * All LSL scripts report which events they consume now ** This uses semi-complicated Regex to discover the events, stick them in a dictionary, and then write a method call into each script state's state_entry() event. ** Tedd may figure out a better way to do this in the future. For now, this works for LSL.
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@@ -41,6 +41,40 @@ using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.Environment.Scenes
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{
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[Flags]
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public enum scriptEvents : int
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{
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None = 0,
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attach = 1,
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collision = 15,
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collision_end = 32,
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collision_start = 64,
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control = 128,
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dataserver = 256,
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email = 512,
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http_response = 1024,
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land_collision = 2048,
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land_collision_end = 4096,
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land_collision_start = 8192,
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link_message = 16384,
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listen = 32768,
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money = 65536,
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moving_end = 131072,
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moving_start = 262144,
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not_at_rot_target = 524288,
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not_at_target = 1048576,
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remote_data = 8388608,
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run_time_permissions = 268435456,
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state_entry = 1073741824,
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state_exit = 2,
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timer = 4,
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touch = 8,
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touch_end = 536870912,
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touch_start = 2097152,
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object_rez = 4194304
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}
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public delegate void PrimCountTaintedDelegate();
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public partial class SceneObjectGroup : EntityBase
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@@ -67,6 +101,9 @@ namespace OpenSim.Region.Environment.Scenes
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private LLVector3 lastPhysGroupPos;
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private LLQuaternion lastPhysGroupRot;
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private Dictionary<LLUUID, scriptEvents> m_scriptEvents = new Dictionary<LLUUID, scriptEvents>();
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private scriptEvents m_aggregateScriptEvents = scriptEvents.None;
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#region Properties
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/// <summary>
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@@ -2042,6 +2079,104 @@ namespace OpenSim.Region.Environment.Scenes
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d.AddActiveScripts(count);
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}
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public void RemoveScriptEvents(LLUUID scriptid)
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{
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lock (m_scriptEvents)
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{
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if (m_scriptEvents.ContainsKey(scriptid))
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{
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scriptEvents oldparts = scriptEvents.None;
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oldparts = (scriptEvents)m_scriptEvents[scriptid];
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// remove values from aggregated script events
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m_aggregateScriptEvents &= ~oldparts;
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m_scriptEvents.Remove(scriptid);
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}
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}
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aggregateScriptEvents();
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}
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public void SetScriptEvents(LLUUID scriptid, int events)
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{
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scriptEvents oldparts = scriptEvents.None;
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lock (m_scriptEvents)
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{
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if (m_scriptEvents.ContainsKey(scriptid))
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{
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oldparts = (scriptEvents)m_scriptEvents[scriptid];
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// remove values from aggregated script events
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m_aggregateScriptEvents &= ~oldparts;
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m_scriptEvents[scriptid] = (scriptEvents)events;
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}
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else
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{
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m_scriptEvents.Add(scriptid, (scriptEvents)events);
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}
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}
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aggregateScriptEvents();
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}
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public void aggregateScriptEvents()
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{
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// Aggregate script events
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lock (m_scriptEvents)
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{
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foreach (scriptEvents s in m_scriptEvents.Values)
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{
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m_aggregateScriptEvents |= s;
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}
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}
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uint objectflagupdate = m_rootPart.ObjectFlags;
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if (
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((m_aggregateScriptEvents & scriptEvents.touch) != 0) ||
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((m_aggregateScriptEvents & scriptEvents.touch_end) != 0) ||
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((m_aggregateScriptEvents & scriptEvents.touch_start) != 0)
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)
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{
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objectflagupdate |= (uint)LLObject.ObjectFlags.Touch;
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}
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else
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{
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objectflagupdate &= ~(uint)LLObject.ObjectFlags.Touch;
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}
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if ((m_aggregateScriptEvents & scriptEvents.money) != 0)
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{
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objectflagupdate |= (uint)LLObject.ObjectFlags.Money;
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}
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else
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{
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objectflagupdate &= ~(uint)LLObject.ObjectFlags.Money;
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}
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if (
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((m_aggregateScriptEvents & scriptEvents.collision) != 0) ||
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((m_aggregateScriptEvents & scriptEvents.collision_end) != 0) ||
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((m_aggregateScriptEvents & scriptEvents.collision_start) != 0)
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)
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{
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// subscribe to physics updates.
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}
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else
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{
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// unsubscribe to physics updates.
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}
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lock (m_parts)
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{
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foreach (SceneObjectPart part in m_parts.Values)
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{
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part.ObjectFlags = objectflagupdate;
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}
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}
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ScheduleGroupForFullUpdate();
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}
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public override void SetText(string text, Vector3 color, double alpha)
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{
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Color = Color.FromArgb(0xff - (int) (alpha*0xff),
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