// // The line above should be left blank to avoid script errors in OpenSim. // Sloodle Demo object (for Sloodle 0.4) // Part of the SLOODLE project (www.sloodle.org) // // Note: all language output in this script SHOULD use translation requests, but it doesn't yet! // // Copyright (c) 2009 Sloodle // Released under the GNU GPL // // Contributors: // Peter R. Bloomfield // // These are common constants integer SLOODLE_CHANNEL_OBJECT_DIALOG = -3857343; integer SLOODLE_CHANNEL_AVATAR_DIALOG = 1001; string SLOODLE_EOF = "sloodleeof"; integer SLOODLE_OBJECT_ACCESS_LEVEL_PUBLIC = 0; integer SLOODLE_OBJECT_ACCESS_LEVEL_OWNER = 1; integer SLOODLE_OBJECT_ACCESS_LEVEL_GROUP = 2; // This variable identifies the type of object this is string SLOODLE_OBJECT_TYPE = "demo-1.0"; // This string identifies the location of the linker script relative to this Moodle root string SLOODLE_DEMO_LINKER = "/mod/sloodle/mod/demo-1.0/linker.php"; // These are common configuration settings string sloodleserverroot = ""; string sloodlepwd = ""; integer sloodlecontrollerid = 0; integer sloodlemoduleid = 0; integer sloodleobjectaccessleveluse = 0; // Who can use this object? integer sloodleobjectaccesslevelctrl = 0; // Who can control this object? integer sloodleserveraccesslevel = 0; // Who can use the server resource? (Value passed straight back to Moodle) integer sloodleautodeactivate = 1; // Should the WebIntercom auto-deactivate when not in use? // These are object-specific configuration settings string sloodlerandomtext = ""; integer sloodleshowhovertext = 1; // TODO: add other object-specific configuration settings... // These are used when receiving configuration so we know when to move on integer isconfigured = FALSE; // Do we have all the configuration data we need? integer eof = FALSE; // Have we reached the end of the configuration data? // TODO: add other data your script needs key http = NULL_KEY; ///// TRANSLATION ///// // This is common translation code. // Leave it alone! But feel free to copy it to other scripts. // Link message channels integer SLOODLE_CHANNEL_TRANSLATION_REQUEST = -1928374651; integer SLOODLE_CHANNEL_TRANSLATION_RESPONSE = -1928374652; // Translation output methods string SLOODLE_TRANSLATE_LINK = "link"; // No output parameters - simply returns the translation on SLOODLE_TRANSLATION_RESPONSE link message channel string SLOODLE_TRANSLATE_SAY = "say"; // 1 output parameter: chat channel number string SLOODLE_TRANSLATE_WHISPER = "whisper"; // 1 output parameter: chat channel number string SLOODLE_TRANSLATE_SHOUT = "shout"; // 1 output parameter: chat channel number string SLOODLE_TRANSLATE_REGION_SAY = "regionsay"; // 1 output parameter: chat channel number string SLOODLE_TRANSLATE_OWNER_SAY = "ownersay"; // No output parameters string SLOODLE_TRANSLATE_DIALOG = "dialog"; // Recipient avatar should be identified in link message keyval. At least 2 output parameters: first the channel number for the dialog, and then 1 to 12 button label strings. string SLOODLE_TRANSLATE_LOAD_URL = "loadurl"; // Recipient avatar should be identified in link message keyval. 1 output parameter giving URL to load. string SLOODLE_TRANSLATE_HOVER_TEXT = "hovertext"; // 2 output parameters: colour , and alpha value string SLOODLE_TRANSLATE_IM = "instantmessage"; // Recipient avatar should be identified in link message keyval. No output parameters. // Send a translation request link message sloodle_translation_request(string output_method, list output_params, string string_name, list string_params, key keyval, string batch) { llMessageLinked(LINK_THIS, SLOODLE_CHANNEL_TRANSLATION_REQUEST, output_method + "|" + llList2CSV(output_params) + "|" + string_name + "|" + llList2CSV(string_params) + "|" + batch, keyval); } ///// ----------- ///// ///// FUNCTIONS ///// // Common SLOODLE debug output sloodle_debug(string msg) { llMessageLinked(LINK_THIS, DEBUG_CHANNEL, msg, NULL_KEY); } // Configure by receiving a linked message from another script in the object. // Returns TRUE if the object has all the data it needs. // Copy the basic structure for other objects, but add/remove specific configuration settings as necessary. integer sloodle_handle_command(string str) { list bits = llParseString2List(str,["|"],[]); integer numbits = llGetListLength(bits); string name = llList2String(bits,0); string value1 = ""; string value2 = ""; if (numbits > 1) value1 = llList2String(bits,1); if (numbits > 2) value2 = llList2String(bits,2); if (name == "set:sloodleserverroot") sloodleserverroot = value1; else if (name == "set:sloodlepwd") { // The password may be a single prim password, or a UUID and a password if (value2 != "") sloodlepwd = value1 + "|" + value2; else sloodlepwd = value1; } else if (name == "set:sloodlecontrollerid") sloodlecontrollerid = (integer)value1; else if (name == "set:sloodlemoduleid") sloodlemoduleid = (integer)value1; else if (name == "set:sloodleobjectaccessleveluse") sloodleobjectaccessleveluse = (integer)value1; else if (name == "set:sloodleobjectaccesslevelctrl") sloodleobjectaccesslevelctrl = (integer)value1; else if (name == "set:sloodleserveraccesslevel") sloodleserveraccesslevel = (integer)value1; else if (name == "set:sloodlerandomtext") sloodlerandomtext = value1; else if (name == "set:sloodleshowhovertext") sloodleshowhovertext = (integer)value1; // TODO: Add additional configuration parameters here else if (name == SLOODLE_EOF) eof = TRUE; // This line figures out if we have all the core data we need. // TODO: If you absolutely need any other core data in the configuration, then add it to this condition. return (sloodleserverroot != "" && sloodlepwd != "" && sloodlecontrollerid > 0 && sloodlemoduleid > 0); } // Checks if the given agent is permitted to control this object. // Returns TRUE if so, or FALSE if not. // You can leave this out if you don't need to check for control authority. integer sloodle_check_access_ctrl(key id) { // Check the access mode if (sloodleobjectaccesslevelctrl == SLOODLE_OBJECT_ACCESS_LEVEL_GROUP) { return llSameGroup(id); } else if (sloodleobjectaccesslevelctrl == SLOODLE_OBJECT_ACCESS_LEVEL_PUBLIC) { return TRUE; } // Assume it's owner mode return (id == llGetOwner()); } // Checks if the given agent is permitted to user this object. // Returns TRUE if so, or FALSE if not. // You can leave this out if you don't need to check for usage authority. integer sloodle_check_access_use(key id) { // Check the access mode if (sloodleobjectaccessleveluse == SLOODLE_OBJECT_ACCESS_LEVEL_GROUP) { return llSameGroup(id); } else if (sloodleobjectaccessleveluse == SLOODLE_OBJECT_ACCESS_LEVEL_PUBLIC) { return TRUE; } // Assume it's owner mode return (id == llGetOwner()); } // TODO: add other functions your script might need ///// STATES ///// // Default state - waiting for configuration. // The first state of your main script should ALWAYS be something like this. // However, you'll need to tweak it for each object. default { state_entry() { // Starting again with a new configuration llSetText("", <0.0,0.0,0.0>, 0.0); isconfigured = FALSE; eof = FALSE; // Reset our data sloodleserverroot = ""; sloodlepwd = ""; sloodlecontrollerid = 0; sloodlemoduleid = 0; sloodleobjectaccessleveluse = 0; sloodleobjectaccesslevelctrl = 0; sloodleserveraccesslevel = 0; sloodlerandomtext = ""; sloodleshowhovertext = 0; // TODO: Add other custom reset stuff here... } link_message( integer sender_num, integer num, string str, key id) { // Received a link message possibly containing configuration data. // Split it up and process it. // Check the channel if (num == SLOODLE_CHANNEL_OBJECT_DIALOG) { // Split the message into lines list lines = llParseString2List(str, ["\n"], []); integer numlines = llGetListLength(lines); integer i = 0; for (i=0; i < numlines; i++) { isconfigured = sloodle_handle_command(llList2String(lines, i)); } // If we've got all our data AND reached the end of the configuration data, then move on if (eof == TRUE) { if (isconfigured == TRUE) { sloodle_translation_request(SLOODLE_TRANSLATE_SAY, [0], "configurationreceived", [], NULL_KEY, ""); // TODO: customize the state change if you need to state ready; return; } else { // Go all configuration but, it's not complete... request reconfiguration sloodle_translation_request(SLOODLE_TRANSLATE_SAY, [0], "configdatamissing", [], NULL_KEY, ""); llMessageLinked(LINK_THIS, SLOODLE_CHANNEL_OBJECT_DIALOG, "do:reconfigure", NULL_KEY); eof = FALSE; } } } } touch_start(integer num_detected) { // Attempt to request a reconfiguration. if (llDetectedKey(0) == llGetOwner()) { llMessageLinked(LINK_THIS, SLOODLE_CHANNEL_OBJECT_DIALOG, "do:requestconfig", NULL_KEY); } } } // TODO: from this point on, the structure of the script is largely up to you! // Common name for the primary state in which the tool operates. state ready { on_rez( integer param) { state default; } state_entry() { // Should we show hover text? // (This is set in object configuration) if (sloodleshowhovertext) { llSetText("Random text:\n" + sloodlerandomtext, <1.0, 0.0, 0.0>, 1.0); } else { llSay(0, ""); } } state_exit() { llSetTimerEvent(0.0); } touch_start( integer total_number) { // Check to see if the user has permission to control or use this object. if (sloodle_check_access_ctrl(llDetectedKey(0))) { llSay(0, llDetectedName(0) + " has permission to control this object."); } else if (sloodle_check_access_use(llDetectedKey(0))) { llSay(0, llDetectedName(0) + " has permission to use this object."); } else { // No permission llSay(0, llDetectedName(0) + " does not have permission to control or use this object."); } // We want to communicate with the linker script. // Construct the body of the request, and then send it all as POST parameters. // First, we will pass the configuration data that needs to be passed: string body = "sloodlecontrollerid=" + (string)sloodlecontrollerid; body += "&sloodlepwd=" + (string)sloodlepwd; body += "&sloodlemoduleid=" + (string)sloodlemoduleid; body += "&sloodleserveraccesslevel=" + (string)sloodleserveraccesslevel; // Add our other data body += "&sloodleavname=" + llEscapeURL(llDetectedName(0)); body += "&sloodleuuid=" + (string)llDetectedKey(0); body += "&message=testing"; body += "&anothermessage=testing_some_more"; // Now send the data http = llHTTPRequest(sloodleserverroot + SLOODLE_DEMO_LINKER, [HTTP_METHOD, "POST", HTTP_MIMETYPE, "application/x-www-form-urlencoded"], body); llSetTimerEvent(10.0); } http_response(key id, integer status, list meta, string body) { // An HTTP response has been received. // Ignore anything that's not expected. if (id != http) return; http = NULL_KEY; llSetTimerEvent(0.0); // Check the status code if (status != 200) { // An error occurred llSay(0, "HTTP request failed with status code " + (string)status); return; } // Output the whole response llSay(0, "HTTP response:\n\n" + body); } timer() { llSetTimerEvent(0.0); llSay(0, "HTTP Timeout"); } } // Please leave the following line intact to show where the script lives in Git: // SLOODLE LSL Script Git Location: mod/demo-1.0/objects/default/assets/sloodle_mod_demo-1.0.lslp