OSSL Script Library/ModInvoke
From OpenSimulator
m (→The In-world Script) |
m (→The Region Module) |
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Here's the region module that implements several functions to be provided to scripts in the region. | Here's the region module that implements several functions to be provided to scripts in the region. | ||
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using Mono.Addins; | using Mono.Addins; | ||
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} | } | ||
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The module registers functions through the IScriptModuleComms RegisterScriptInvocation() method. This method takes the name of the function, an invocation delegate, an array of types used to validate parameters to the function, and a return type. | The module registers functions through the IScriptModuleComms RegisterScriptInvocation() method. This method takes the name of the function, an invocation delegate, an array of types used to validate parameters to the function, and a return type. |
Revision as of 18:31, 15 March 2012
You can invoke functions defined in a region module from a script using the modInvoke() family of functions.
Enabling modInvoke()
The first thing is to enable modSendCommand() in OpenSim.ini. Make sure the line
AllowMODFunctions = true
is set to true and uncommented.
The Region Module
Here's the region module that implements several functions to be provided to scripts in the region.
using Mono.Addins; using System; using System.Reflection; using System.Threading; using System.Text; using log4net; using Nini.Config; using OpenSim.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using System.Collections.Generic; [assembly: Addin("ModInvokeTest", "0.1")] [assembly: AddinDependency("OpenSim", "0.5")] namespace ModInvokeTest { [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")] public class ModInvokeTestModule : INonSharedRegionModule { private Scene m_scene = null; private IScriptModuleComms m_comms; #region IRegionModule Members public string Name { get { return this.GetType().Name; } } public void Initialise(IConfigSource config) {} public void PostInitialise(){} public void Close(){} public void AddRegion(Scene scene){} public void RemoveRegion(Scene scene){} public void RegionLoaded(Scene scene) { m_scene = scene; m_comms = m_scene.RequestModuleInterface<IScriptModuleComms>(); m_comms.RegisterScriptInvocation("ModTest0",SI_ModTest0,new Type[] { }, typeof(string)); m_comms.RegisterScriptInvocation("ModTest1",SI_ModTest1,new Type[] { typeof(string) }, typeof(string)); m_comms.RegisterScriptInvocation("ModTest2",SI_ModTest2,new Type[] { typeof(int) }, typeof(int)); m_comms.RegisterScriptInvocation("ModTest3",SI_ModTest3,new Type[] { typeof(float) }, typeof(float)); } public Type ReplaceableInterface { get { return null; } } #endregion #region ScriptInvocationInteface protected object SI_ModTest0(UUID scriptID, object[] parray) { return ""; } protected object SI_ModTest1(UUID scriptID, object[] parray) { string value = (string)parray[0]; return value; } protected object SI_ModTest2(UUID scriptID, object[] parray) { int value = (int)parray[0]; return value; } protected object SI_ModTest3(UUID scriptID, object[] parray) { float value = (float)parray[0]; return value; } #endregion } }
The module registers functions through the IScriptModuleComms RegisterScriptInvocation() method. This method takes the name of the function, an invocation delegate, an array of types used to validate parameters to the function, and a return type.
The functions in the region module can assume that the parameters passed through the argument array match the signature that was registered. That is, the function in the region module does not need to perform any kind of type checking.
The In-world Script
Here's the in-world script that calls the functions defined in the region module.
default { state_entry() { llSay(0, "Script running"); llOwnerSay("ModTest0: " + ModTest0()); llOwnerSay("ModTest1: " + ModTest1("one")); integer v2 = ModTest2(2) + 2; llOwnerSay("ModTest2: " + (string)v2); float v3 = ModTest3(3.14) + 4.56; llOwnerSay("ModTest3: " + (string)v3); } }