OpenSim.Region.ScriptEngine.DotNetEngine
From OpenSimulator
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== DotNetEngine ==  | == DotNetEngine ==  | ||
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| + | '''Note: [[XEngine]] became the default scripting engine in OpenSimulator 0.6.8.  In later versions of OpenSimulator, DotNetEngine was removed entirely.  These notes are kept for historical purposes.'''  | ||
Namespace: OpenSim.Region.ScriptEngine.DotNetEngine  | Namespace: OpenSim.Region.ScriptEngine.DotNetEngine  | ||
Revision as of 11:27, 9 April 2013
DotNetEngine
Note: XEngine became the default scripting engine in OpenSimulator 0.6.8. In later versions of OpenSimulator, DotNetEngine was removed entirely. These notes are kept for historical purposes.
Namespace: OpenSim.Region.ScriptEngine.DotNetEngine
DotNetEngine is a ScriptEngine that executes LSL scripts contained within objects.
Core development blog 
To look at the LSL command implementation status, go to LSL Status.
How it works
-  Create instance of ScriptEngine(scene).
 -  ScriptEngine will create instances of:
 
EventManager EventQueueManager ScriptManager AppDomainManager LSLLongCmdHandler
-  EventManager will hook up all necessary events. (all possible script events, script rez, script derez, etc)
 -  When events are received, they are processed inside EventManager.
 
For example: Event for loading a script will be processed and EventManager will tell ScriptManager to load the script. Event such as touch_start is received in EventManager then sent to EventQueueManager that will tell SCriptManager to execute the touch_start function in the script.
Note! If event is for a particular object, EventQueueManager will queue event for all scripts inside that object.
-  If it is a script rez then OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL will compile the script to .Net Assembly.
 -  This assembly is loaded into an AppDomain created by AppDomainManager.
 -  EventQueueManager has a separate thread running to process its event queue. Events are actually functions inside the script .dll that is called "<state>_event_<event_name>" for example "default_event_touch_start". State is read from a global variable in the script .dll.
 -  Some commands require more time before returning, processing these is done in LSLLongCmdHandler.
 -  Every script receives a private instance of LSL_BuiltIn_Commands. This is their only way of manipulating anything outside themselves.
 
Places to extend script support
- LSL_BuiltIn_Commands.cs
 
These are the functions script can use to manipulate the scene. Commonly known as ll-functions. They are LSL functions such as llSay, llWhisper, etc. LSL Status contains up to date status on what functions have been implemented. Anyone who wants to contribute can implement a command and put a patch on the [http://www.opensimulator.org/mantis bug tracker}.
- EventManager.cs
 
This is where events are coming from server and being queued for scripts. All 16 or so LSL events needs to be implemented here.
This image is a bit (not much) outdated, but gives you an idea of the path script events/functions go through.