C# Class OpenSim.Region.CoreModules.Scripting.WorldComm.WorldCommModule

Inheritance: IWorldComm, INonSharedRegionModule
Datei anzeigen Open project: openmetaversefoundation/fortis-opensim Class Usage Examples

Protected Properties

Property Type Description
CenterOfRegion System.Vector3

Public Methods

Method Description
Close ( ) : void
CreateFromData ( uint localID, UUID itemID, UUID hostID, Object data ) : void
DeleteListener ( UUID itemID ) : void

Removes all listen event callbacks for the given itemID (script engine)

DeliverMessage ( ChatTypeEnum type, int channel, string name, UUID id, string msg ) : void
DeliverMessage ( ChatTypeEnum type, int channel, string name, UUID id, string msg, System.Vector3 position ) : void

This method scans over the objects which registered an interest in listen callbacks. For everyone it finds, it checks if it fits the given filter. If it does, then enqueue the message for delivery to the objects listen event handler. The enqueued ListenerInfo no longer has filter values, but the actually trigged values. Objects that do an llSay have their messages delivered here and for nearby avatars, the OnChatFromClient event is used.

GetNextMessage ( ) : IWorldCommListenerInfo

Pop the first availlable listen event from the queue

GetSerializationData ( UUID itemID ) : Object[]
HasMessages ( ) : bool

Are there any listen events ready to be dispatched?

Initialise ( Scene scene, IConfigSource config ) : void
Listen ( uint localID, UUID itemID, UUID hostID, int channel, string name, UUID id, string msg ) : int

Create a listen event callback with the specified filters. The parameters localID,itemID are needed to uniquely identify the script during 'peek' time. Parameter hostID is needed to determine the position of the script.

ListenControl ( UUID itemID, int handle, int active ) : void

Sets the listen event with handle as active (active = TRUE) or inactive (active = FALSE). The handle used is returned from Listen()

ListenRemove ( UUID itemID, int handle ) : void

Removes the listen event callback with handle

PostInitialise ( ) : void

Protected Methods

Method Description
QueueMessage ( ListenerInfo li ) : void

Private Methods

Method Description
DeliverClientMessage ( Object sender, OpenSim.Framework.OSChatMessage e ) : void

Method Details

Close() public method

public Close ( ) : void
return void

CreateFromData() public method

public CreateFromData ( uint localID, UUID itemID, UUID hostID, Object data ) : void
localID uint
itemID UUID
hostID UUID
data Object
return void

DeleteListener() public method

Removes all listen event callbacks for the given itemID (script engine)
public DeleteListener ( UUID itemID ) : void
itemID UUID UUID of the script engine
return void

DeliverMessage() public method

public DeliverMessage ( ChatTypeEnum type, int channel, string name, UUID id, string msg ) : void
type ChatTypeEnum
channel int
name string
id UUID
msg string
return void

DeliverMessage() public method

This method scans over the objects which registered an interest in listen callbacks. For everyone it finds, it checks if it fits the given filter. If it does, then enqueue the message for delivery to the objects listen event handler. The enqueued ListenerInfo no longer has filter values, but the actually trigged values. Objects that do an llSay have their messages delivered here and for nearby avatars, the OnChatFromClient event is used.
public DeliverMessage ( ChatTypeEnum type, int channel, string name, UUID id, string msg, System.Vector3 position ) : void
type ChatTypeEnum type of delvery (whisper,say,shout or regionwide)
channel int channel to sent on
name string name of sender (object or avatar)
id UUID key of sender (object or avatar)
msg string msg to sent
position System.Vector3
return void

GetNextMessage() public method

Pop the first availlable listen event from the queue
public GetNextMessage ( ) : IWorldCommListenerInfo
return IWorldCommListenerInfo

GetSerializationData() public method

public GetSerializationData ( UUID itemID ) : Object[]
itemID UUID
return Object[]

HasMessages() public method

Are there any listen events ready to be dispatched?
public HasMessages ( ) : bool
return bool

Initialise() public method

public Initialise ( Scene scene, IConfigSource config ) : void
scene OpenSim.Region.Framework.Scenes.Scene
config IConfigSource
return void

Listen() public method

Create a listen event callback with the specified filters. The parameters localID,itemID are needed to uniquely identify the script during 'peek' time. Parameter hostID is needed to determine the position of the script.
public Listen ( uint localID, UUID itemID, UUID hostID, int channel, string name, UUID id, string msg ) : int
localID uint localID of the script engine
itemID UUID UUID of the script engine
hostID UUID UUID of the SceneObjectPart
channel int channel to listen on
name string name to filter on
id UUID key to filter on (user given, could be totally faked)
msg string msg to filter on
return int

ListenControl() public method

Sets the listen event with handle as active (active = TRUE) or inactive (active = FALSE). The handle used is returned from Listen()
public ListenControl ( UUID itemID, int handle, int active ) : void
itemID UUID UUID of the script engine
handle int handle returned by Listen()
active int temp. activate or deactivate the Listen()
return void

ListenRemove() public method

Removes the listen event callback with handle
public ListenRemove ( UUID itemID, int handle ) : void
itemID UUID UUID of the script engine
handle int handle returned by Listen()
return void

PostInitialise() public method

public PostInitialise ( ) : void
return void

QueueMessage() protected method

protected QueueMessage ( ListenerInfo li ) : void
li ListenerInfo
return void

Property Details

CenterOfRegion protected_oe static_oe property

protected static Vector3,System CenterOfRegion
return System.Vector3