Convergence is almost complete. This brings the diff between the API to < 10k

and makes it use a common set of types in both engine. Fixes the issues with
running both engines and HTTP requests / listens / timers etc..
Also fixes a couple of minor Scene issues and a CTB by nullref.
This commit is contained in:
Melanie Thielker
2008-09-25 05:13:44 +00:00
parent 5edaddce6d
commit f3c8963c86
30 changed files with 388 additions and 1721 deletions

View File

@@ -114,83 +114,103 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
public void changed(uint localID, uint change)
{
// Add to queue for all scripts in localID, Object pass change.
myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "changed", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLInteger(change) });
myScriptEngine.PostObjectEvent(localID, new EventParams(
"changed",new object[] { new LSL_Types.LSLInteger(change) },
new DetectParams[0]));
}
public void state_entry(uint localID)
{
// Add to queue for all scripts in ObjectID object
myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "state_entry", EventQueueManager.llDetectNull, new object[] { });
myScriptEngine.PostObjectEvent(localID, new EventParams(
"state_entry",new object[] { },
new DetectParams[0]));
}
public void touch_start(uint localID, uint originalID, Vector3 offsetPos, IClientAPI remoteClient)
public void touch_start(uint localID, uint originalID, Vector3 offsetPos,
IClientAPI remoteClient)
{
// Add to queue for all scripts in ObjectID object
EventQueueManager.Queue_llDetectParams_Struct detstruct = new EventQueueManager.Queue_llDetectParams_Struct();
detstruct._key = new LSL_Types.key[1];
detstruct._key2 = new LSL_Types.key[1];
detstruct._string = new string[1];
detstruct._Vector3 = new LSL_Types.Vector3[1];
detstruct._Vector32 = new LSL_Types.Vector3[1];
detstruct._Quaternion = new LSL_Types.Quaternion[1];
detstruct._int = new int[1];
ScenePresence av = myScriptEngine.World.GetScenePresence(remoteClient.AgentId);
if (av != null)
DetectParams[] det = new DetectParams[1];
det[0] = new DetectParams();
det[0].Key = remoteClient.AgentId;
det[0].Populate(myScriptEngine.World);
if (originalID == 0)
{
detstruct._key[0] = new LSL_Types.key(remoteClient.AgentId.ToString());
detstruct._key2[0] = new LSL_Types.key(remoteClient.AgentId.ToString());
detstruct._string[0] = remoteClient.Name;
detstruct._int[0] = 0;
detstruct._Quaternion[0] = new LSL_Types.Quaternion(av.Rotation.X,av.Rotation.Y,av.Rotation.Z,av.Rotation.W);
detstruct._Vector3[0] = new LSL_Types.Vector3(av.AbsolutePosition.X,av.AbsolutePosition.Y,av.AbsolutePosition.Z);
detstruct._Vector32[0] = new LSL_Types.Vector3(av.Velocity.X,av.Velocity.Y,av.Velocity.Z);
SceneObjectPart part = myScriptEngine.World.GetSceneObjectPart(localID);
if (part == null)
return;
det[0].LinkNum = part.LinkNum;
}
else
{
detstruct._key[0] = new LSL_Types.key(remoteClient.AgentId.ToString());
detstruct._key2[0] = new LSL_Types.key(remoteClient.AgentId.ToString());
detstruct._string[0] = remoteClient.Name;
detstruct._int[0] = 0;
detstruct._Quaternion[0] = new LSL_Types.Quaternion(0, 0, 0, 1);
detstruct._Vector3[0] = new LSL_Types.Vector3(0, 0, 0);
detstruct._Vector32[0] = new LSL_Types.Vector3(0, 0, 0);
SceneObjectPart originalPart = myScriptEngine.World.GetSceneObjectPart(originalID);
det[0].LinkNum = originalPart.LinkNum;
}
myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "touch_start", detstruct, new object[] { new LSL_Types.LSLInteger(1) });
myScriptEngine.PostObjectEvent(localID, new EventParams(
"touch_start", new Object[] { new LSL_Types.LSLInteger(1) },
det));
}
public void touch(uint localID, uint originalID, Vector3 offsetPos,
IClientAPI remoteClient)
{
// Add to queue for all scripts in ObjectID object
DetectParams[] det = new DetectParams[1];
det[0] = new DetectParams();
det[0].Key = remoteClient.AgentId;
det[0].Populate(myScriptEngine.World);
det[0].OffsetPos = new LSL_Types.Vector3(offsetPos.X,
offsetPos.Y,
offsetPos.Z);
if (originalID == 0)
{
SceneObjectPart part = myScriptEngine.World.GetSceneObjectPart(localID);
if (part == null)
return;
det[0].LinkNum = part.LinkNum;
}
else
{
SceneObjectPart originalPart = myScriptEngine.World.GetSceneObjectPart(originalID);
det[0].LinkNum = originalPart.LinkNum;
}
myScriptEngine.PostObjectEvent(localID, new EventParams(
"touch", new Object[] { new LSL_Types.LSLInteger(1) },
det));
}
public void touch_end(uint localID, uint originalID, IClientAPI remoteClient)
{
// Add to queue for all scripts in ObjectID object
EventQueueManager.Queue_llDetectParams_Struct detstruct = new EventQueueManager.Queue_llDetectParams_Struct();
detstruct._key = new LSL_Types.key[1];
detstruct._key2 = new LSL_Types.key[1];
detstruct._string = new string[1];
detstruct._Vector3 = new LSL_Types.Vector3[1];
detstruct._Vector32 = new LSL_Types.Vector3[1];
detstruct._Quaternion = new LSL_Types.Quaternion[1];
detstruct._int = new int[1];
ScenePresence av = myScriptEngine.World.GetScenePresence(remoteClient.AgentId);
if (av != null)
DetectParams[] det = new DetectParams[1];
det[0] = new DetectParams();
det[0].Key = remoteClient.AgentId;
det[0].Populate(myScriptEngine.World);
if (originalID == 0)
{
detstruct._key[0] = new LSL_Types.key(remoteClient.AgentId.ToString());
detstruct._key2[0] = new LSL_Types.key(remoteClient.AgentId.ToString());
detstruct._string[0] = remoteClient.Name;
detstruct._int[0] = 0;
detstruct._Quaternion[0] = new LSL_Types.Quaternion(av.Rotation.X, av.Rotation.Y, av.Rotation.Z, av.Rotation.W);
detstruct._Vector3[0] = new LSL_Types.Vector3(av.AbsolutePosition.X, av.AbsolutePosition.Y, av.AbsolutePosition.Z);
detstruct._Vector32[0] = new LSL_Types.Vector3(av.Velocity.X, av.Velocity.Y, av.Velocity.Z);
SceneObjectPart part = myScriptEngine.World.GetSceneObjectPart(localID);
if (part == null)
return;
det[0].LinkNum = part.LinkNum;
}
else
{
detstruct._key[0] = new LSL_Types.key(remoteClient.AgentId.ToString());
detstruct._key2[0] = new LSL_Types.key(remoteClient.AgentId.ToString());
detstruct._string[0] = remoteClient.Name;
detstruct._int[0] = 0;
detstruct._Quaternion[0] = new LSL_Types.Quaternion(0, 0, 0, 1);
detstruct._Vector3[0] = new LSL_Types.Vector3(0, 0, 0);
detstruct._Vector32[0] = new LSL_Types.Vector3(0, 0, 0);
SceneObjectPart originalPart = myScriptEngine.World.GetSceneObjectPart(originalID);
det[0].LinkNum = originalPart.LinkNum;
}
myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "touch_end", detstruct, new object[] { new LSL_Types.LSLInteger(1) });
myScriptEngine.PostObjectEvent(localID, new EventParams(
"touch_end", new Object[] { new LSL_Types.LSLInteger(1) },
det));
}
public void OnRezScript(uint localID, UUID itemID, string script, int startParam, bool postOnRez, string engine)
@@ -228,7 +248,11 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
public void money(uint localID, UUID agentID, int amount)
{
myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "money", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLString(agentID.ToString()), new LSL_Types.LSLInteger(amount) });
myScriptEngine.PostObjectEvent(localID, new EventParams(
"money", new object[] {
new LSL_Types.LSLString(agentID.ToString()),
new LSL_Types.LSLInteger(amount) },
new DetectParams[0]));
}
// TODO: Replace placeholders below
@@ -239,225 +263,196 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
public void state_exit(uint localID)
{
// Add to queue for all scripts in ObjectID object
myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "state_exit", EventQueueManager.llDetectNull, new object[] { });
}
public void touch(uint localID, uint originalID, UUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "touch", EventQueueManager.llDetectNull);
}
public void touch_end(uint localID, uint originalID, UUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "touch_end", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLInteger(1) });
myScriptEngine.PostObjectEvent(localID, new EventParams(
"state_exit", new object[] { },
new DetectParams[0]));
}
public void collision_start(uint localID, ColliderArgs col)
{
EventQueueManager.Queue_llDetectParams_Struct detstruct = new EventQueueManager.Queue_llDetectParams_Struct();
detstruct._string = new string[col.Colliders.Count];
detstruct._Quaternion = new LSL_Types.Quaternion[col.Colliders.Count];
detstruct._int = new int[col.Colliders.Count];
detstruct._key = new LSL_Types.key[col.Colliders.Count];
detstruct._key2 = new LSL_Types.key[col.Colliders.Count];
detstruct._Vector3 = new LSL_Types.Vector3[col.Colliders.Count];
detstruct._Vector32 = new LSL_Types.Vector3[col.Colliders.Count];
detstruct._bool = new bool[col.Colliders.Count];
// Add to queue for all scripts in ObjectID object
List<DetectParams> det = new List<DetectParams>();
int i = 0;
foreach (DetectedObject detobj in col.Colliders)
{
detstruct._key[i] = new LSL_Types.key(detobj.keyUUID.ToString());
detstruct._key2[i] = new LSL_Types.key(detobj.ownerUUID.ToString());
detstruct._Quaternion[i] = new LSL_Types.Quaternion(detobj.rotQuat.X, detobj.rotQuat.Y, detobj.rotQuat.Z, detobj.rotQuat.W);
detstruct._string[i] = detobj.nameStr;
detstruct._int[i] = detobj.colliderType;
detstruct._Vector3[i] = new LSL_Types.Vector3(detobj.posVector.X, detobj.posVector.Y, detobj.posVector.Z);
detstruct._Vector32[i] = new LSL_Types.Vector3(detobj.velVector.X, detobj.velVector.Y, detobj.velVector.Z);
detstruct._bool[i] = true; // Apparently the script engine uses this to see if this is a valid entry...
i++;
DetectParams d = new DetectParams();
d.Key =detobj.keyUUID;
d.Populate(myScriptEngine.World);
det.Add(d);
}
myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "collision_start", detstruct, new object[] { new LSL_Types.LSLInteger(col.Colliders.Count) });
if (det.Count > 0)
myScriptEngine.PostObjectEvent(localID, new EventParams(
"collision_start",
new Object[] { new LSL_Types.LSLInteger(det.Count) },
det.ToArray()));
}
public void collision(uint localID, ColliderArgs col)
{
EventQueueManager.Queue_llDetectParams_Struct detstruct = new EventQueueManager.Queue_llDetectParams_Struct();
detstruct._string = new string[col.Colliders.Count];
detstruct._Quaternion = new LSL_Types.Quaternion[col.Colliders.Count];
detstruct._int = new int[col.Colliders.Count];
detstruct._key = new LSL_Types.key[col.Colliders.Count];
detstruct._key2 = new LSL_Types.key[col.Colliders.Count];
detstruct._Vector3 = new LSL_Types.Vector3[col.Colliders.Count];
detstruct._Vector32 = new LSL_Types.Vector3[col.Colliders.Count];
detstruct._bool = new bool[col.Colliders.Count];
// Add to queue for all scripts in ObjectID object
List<DetectParams> det = new List<DetectParams>();
int i = 0;
foreach (DetectedObject detobj in col.Colliders)
{
detstruct._key[i] = new LSL_Types.key(detobj.keyUUID.ToString());
detstruct._key2[i] = new LSL_Types.key(detobj.ownerUUID.ToString());
detstruct._Quaternion[i] = new LSL_Types.Quaternion(detobj.rotQuat.X, detobj.rotQuat.Y, detobj.rotQuat.Z, detobj.rotQuat.W);
detstruct._string[i] = detobj.nameStr;
detstruct._int[i] = detobj.colliderType;
detstruct._Vector3[i] = new LSL_Types.Vector3(detobj.posVector.X, detobj.posVector.Y, detobj.posVector.Z);
detstruct._Vector32[i] = new LSL_Types.Vector3(detobj.velVector.X, detobj.velVector.Y, detobj.velVector.Z);
detstruct._bool[i] = true; // Apparently the script engine uses this to see if this is a valid entry... i++;
DetectParams d = new DetectParams();
d.Key =detobj.keyUUID;
d.Populate(myScriptEngine.World);
det.Add(d);
}
myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "collision", detstruct, new object[] { new LSL_Types.LSLInteger(col.Colliders.Count) });
if (det.Count > 0)
myScriptEngine.PostObjectEvent(localID, new EventParams(
"collision", new Object[] { new LSL_Types.LSLInteger(det.Count) },
det.ToArray()));
}
public void collision_end(uint localID, ColliderArgs col)
{
EventQueueManager.Queue_llDetectParams_Struct detstruct = new EventQueueManager.Queue_llDetectParams_Struct();
detstruct._string = new string[col.Colliders.Count];
detstruct._Quaternion = new LSL_Types.Quaternion[col.Colliders.Count];
detstruct._int = new int[col.Colliders.Count];
detstruct._key = new LSL_Types.key[col.Colliders.Count];
detstruct._key2 = new LSL_Types.key[col.Colliders.Count];
detstruct._Vector3 = new LSL_Types.Vector3[col.Colliders.Count];
detstruct._Vector32 = new LSL_Types.Vector3[col.Colliders.Count];
detstruct._bool = new bool[col.Colliders.Count];
// Add to queue for all scripts in ObjectID object
List<DetectParams> det = new List<DetectParams>();
int i = 0;
foreach (DetectedObject detobj in col.Colliders)
{
detstruct._key[i] = new LSL_Types.key(detobj.keyUUID.ToString());
detstruct._key2[i] = new LSL_Types.key(detobj.ownerUUID.ToString());
detstruct._Quaternion[i] = new LSL_Types.Quaternion(detobj.rotQuat.X, detobj.rotQuat.Y, detobj.rotQuat.Z, detobj.rotQuat.W);
detstruct._string[i] = detobj.nameStr;
detstruct._int[i] = detobj.colliderType;
detstruct._Vector3[i] = new LSL_Types.Vector3(detobj.posVector.X, detobj.posVector.Y, detobj.posVector.Z);
detstruct._Vector32[i] = new LSL_Types.Vector3(detobj.velVector.X, detobj.velVector.Y, detobj.velVector.Z);
detstruct._bool[i] = true; // Apparently the script engine uses this to see if this is a valid entry...
i++;
DetectParams d = new DetectParams();
d.Key =detobj.keyUUID;
d.Populate(myScriptEngine.World);
det.Add(d);
}
myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "collision_end", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLInteger(col.Colliders.Count) });
if (det.Count > 0)
myScriptEngine.PostObjectEvent(localID, new EventParams(
"collision_end",
new Object[] { new LSL_Types.LSLInteger(det.Count) },
det.ToArray()));
}
public void land_collision_start(uint localID, UUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "land_collision_start", EventQueueManager.llDetectNull);
myScriptEngine.PostObjectEvent(localID, new EventParams(
"land_collision_start",
new object[0],
new DetectParams[0]));
}
public void land_collision(uint localID, ColliderArgs col)
public void land_collision(uint localID, UUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "land_collision", EventQueueManager.llDetectNull);
myScriptEngine.PostObjectEvent(localID, new EventParams(
"land_collision",
new object[0],
new DetectParams[0]));
}
public void land_collision_end(uint localID, UUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "land_collision_end", EventQueueManager.llDetectNull);
myScriptEngine.PostObjectEvent(localID, new EventParams(
"land_collision_end",
new object[0],
new DetectParams[0]));
}
// Handled by long commands
public void timer(uint localID, UUID itemID)
{
//myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, String.Empty);
}
public void listen(uint localID, UUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "listen", EventQueueManager.llDetectNull);
}
public void on_rez(uint localID, UUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "on_rez", EventQueueManager.llDetectNull);
}
public void sensor(uint localID, UUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "sensor", EventQueueManager.llDetectNull);
}
public void no_sensor(uint localID, UUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "no_sensor", EventQueueManager.llDetectNull);
}
public void control(uint localID, UUID itemID, UUID agentID, uint held, uint change)
{
if ((change == 0) && (myScriptEngine.m_EventQueueManager.CheckEeventQueueForEvent(localID,"control"))) return;
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "control", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLString(agentID.ToString()), new LSL_Types.LSLInteger(held), new LSL_Types.LSLInteger(change)});
myScriptEngine.PostObjectEvent(localID, new EventParams(
"control",new object[] {
new LSL_Types.LSLString(agentID.ToString()),
new LSL_Types.LSLInteger(held),
new LSL_Types.LSLInteger(change)},
new DetectParams[0]));
}
public void email(uint localID, UUID itemID)
public void email(uint localID, UUID itemID, string timeSent,
string address, string subject, string message, int numLeft)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "email", EventQueueManager.llDetectNull);
myScriptEngine.PostObjectEvent(localID, new EventParams(
"email",new object[] {
new LSL_Types.LSLString(timeSent),
new LSL_Types.LSLString(address),
new LSL_Types.LSLString(subject),
new LSL_Types.LSLString(message),
new LSL_Types.LSLInteger(numLeft)},
new DetectParams[0]));
}
public void at_target(uint localID, uint handle, Vector3 targetpos, Vector3 atpos)
public void at_target(uint localID, uint handle, Vector3 targetpos,
Vector3 atpos)
{
myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "at_target", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLInteger(handle), new LSL_Types.Vector3(targetpos.X,targetpos.Y,targetpos.Z), new LSL_Types.Vector3(atpos.X,atpos.Y,atpos.Z) });
myScriptEngine.PostObjectEvent(localID, new EventParams(
"at_target", new object[] {
new LSL_Types.LSLInteger(handle),
new LSL_Types.Vector3(targetpos.X,targetpos.Y,targetpos.Z),
new LSL_Types.Vector3(atpos.X,atpos.Y,atpos.Z) },
new DetectParams[0]));
}
public void not_at_target(uint localID)
{
myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "not_at_target", EventQueueManager.llDetectNull);
myScriptEngine.PostObjectEvent(localID, new EventParams(
"not_at_target",new object[0],
new DetectParams[0]));
}
public void at_rot_target(uint localID, UUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "at_rot_target", EventQueueManager.llDetectNull);
myScriptEngine.PostObjectEvent(localID, new EventParams(
"at_rot_target",new object[0],
new DetectParams[0]));
}
public void not_at_rot_target(uint localID, UUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "not_at_rot_target", EventQueueManager.llDetectNull);
}
public void run_time_permissions(uint localID, UUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "run_time_permissions", EventQueueManager.llDetectNull);
}
public void changed(uint localID, UUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "changed", EventQueueManager.llDetectNull);
myScriptEngine.PostObjectEvent(localID, new EventParams(
"not_at_rot_target",new object[0],
new DetectParams[0]));
}
public void attach(uint localID, UUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "attach", EventQueueManager.llDetectNull);
}
public void dataserver(uint localID, UUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "dataserver", EventQueueManager.llDetectNull);
}
public void link_message(uint localID, UUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "link_message", EventQueueManager.llDetectNull);
}
public void moving_start(uint localID, UUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "moving_start", EventQueueManager.llDetectNull);
myScriptEngine.PostObjectEvent(localID, new EventParams(
"moving_start",new object[0],
new DetectParams[0]));
}
public void moving_end(uint localID, UUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "moving_end", EventQueueManager.llDetectNull);
myScriptEngine.PostObjectEvent(localID, new EventParams(
"moving_end",new object[0],
new DetectParams[0]));
}
public void object_rez(uint localID, UUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "object_rez", EventQueueManager.llDetectNull);
}
public void remote_data(uint localID, UUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "remote_data", EventQueueManager.llDetectNull);
}
// Handled by long commands
public void http_response(uint localID, UUID itemID)
{
// myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "http_response", EventQueueManager.llDetectNull);
}
/// <summary>