From 824283ca3c2ab54868ed61fdb0a329221d69e5fa Mon Sep 17 00:00:00 2001 From: Melanie Thielker Date: Fri, 26 Sep 2008 13:16:11 +0000 Subject: Remove all the subclassing complexity and script server interfaces from DNE and move all of DNE into the DotNetEngine directory. Remove references that would cause the script runtime to load the entire engine + scene into each script appdomain. This might help DNE memory consumption. --- .../ScriptEngine/DotNetEngine/ScriptEngine.cs | 268 ++++++++++++++++++++- 1 file changed, 260 insertions(+), 8 deletions(-) (limited to 'OpenSim/Region/ScriptEngine/DotNetEngine/ScriptEngine.cs') diff --git a/OpenSim/Region/ScriptEngine/DotNetEngine/ScriptEngine.cs b/OpenSim/Region/ScriptEngine/DotNetEngine/ScriptEngine.cs index e785cc0..7ec71c2 100644 --- a/OpenSim/Region/ScriptEngine/DotNetEngine/ScriptEngine.cs +++ b/OpenSim/Region/ScriptEngine/DotNetEngine/ScriptEngine.cs @@ -26,29 +26,281 @@ */ using System; +using System.Collections.Generic; +using System.Reflection; +using log4net; using Nini.Config; +using OpenSim.Region.Interfaces; +using OpenSim.Region.Environment.Interfaces; using OpenSim.Region.Environment.Scenes; +using OpenSim.Region.ScriptEngine.Interfaces; +using OpenMetaverse; +using OpenSim.Region.ScriptEngine.Shared; +using OpenSim.Region.ScriptEngine.Common; namespace OpenSim.Region.ScriptEngine.DotNetEngine { [Serializable] - public class ScriptEngine : Common.ScriptEngineBase.ScriptEngine + public class ScriptEngine : IRegionModule, IEventReceiver, IScriptModule { - // We need to override a few things for our DotNetEngine - public override void Initialise(Scene scene, IConfigSource config) + private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + + public static List ScriptEngines = new List(); + private Scene m_Scene; + public Scene World { - ConfigSource = config; - InitializeEngine(scene, config, true, GetScriptManager()); + get { return m_Scene; } } + public EventManager m_EventManager; // Handles and queues incoming events from OpenSim + public EventQueueManager m_EventQueueManager; // Executes events, handles script threads + public ScriptManager m_ScriptManager; // Load, unload and execute scripts + public AppDomainManager m_AppDomainManager; // Handles loading/unloading of scripts into AppDomains + public static MaintenanceThread m_MaintenanceThread; // Thread that does different kinds of maintenance, for example refreshing config and killing scripts that has been running too long + + public IConfigSource ConfigSource; + public IConfig ScriptConfigSource; + private bool m_enabled = false; - public override Common.ScriptEngineBase.ScriptManager _GetScriptManager() + public IConfig Config { - return new ScriptManager(this); + get { return ScriptConfigSource; } } - public override string ScriptEngineName + /// + /// How many seconds between re-reading config-file. 0 = never. ScriptEngine will try to adjust to new config changes. + /// + public int RefreshConfigFileSeconds { + get { return (int)(RefreshConfigFilens / 10000000); } + set { RefreshConfigFilens = value * 10000000; } + } + public long RefreshConfigFilens; + + public string ScriptEngineName { get { return "ScriptEngine.DotNetEngine"; } } + + public ILog Log + { + get { return m_log; } + } + + public ScriptEngine() + { + Common.mySE = this; // For logging, just need any instance, doesn't matter + lock (ScriptEngines) + { + ScriptEngines.Add(this); // Keep a list of ScriptEngines for shared threads to process all instances + } + } + + public void Initialise(Scene Sceneworld, IConfigSource config) + { + m_log.Info("[" + ScriptEngineName + "]: ScriptEngine initializing"); + + ConfigSource = config; + m_Scene = Sceneworld; + + // Make sure we have config + if (ConfigSource.Configs[ScriptEngineName] == null) + ConfigSource.AddConfig(ScriptEngineName); + ScriptConfigSource = ConfigSource.Configs[ScriptEngineName]; + + m_enabled = ScriptConfigSource.GetBoolean("Enabled", true); + if (!m_enabled) + return; + + //m_log.Info("[" + ScriptEngineName + "]: InitializeEngine"); + + // Create all objects we'll be using + m_EventQueueManager = new EventQueueManager(this); + m_EventManager = new EventManager(this, true); + // We need to start it + m_ScriptManager = new ScriptManager(this); + m_ScriptManager.Setup(); + m_AppDomainManager = new AppDomainManager(this); + if (m_MaintenanceThread == null) + m_MaintenanceThread = new MaintenanceThread(); + + m_log.Info("[" + ScriptEngineName + "]: Reading configuration from config section \"" + ScriptEngineName + "\""); + ReadConfig(); + + m_Scene.StackModuleInterface(this); + } + + public void PostInitialise() + { + if (!m_enabled) + return; + + m_EventManager.HookUpEvents(); + + m_ScriptManager.Start(); + } + + public void Shutdown() + { + // We are shutting down + lock (ScriptEngines) + { + ScriptEngines.Remove(this); + } + } + + public void ReadConfig() + { +#if DEBUG + //m_log.Debug("[" + ScriptEngineName + "]: Refreshing configuration for all modules"); +#endif + RefreshConfigFileSeconds = ScriptConfigSource.GetInt("RefreshConfig", 30); + + + // Create a new object (probably not necessary?) +// ScriptConfigSource = ConfigSource.Configs[ScriptEngineName]; + + if (m_EventQueueManager != null) m_EventQueueManager.ReadConfig(); + if (m_EventManager != null) m_EventManager.ReadConfig(); + if (m_ScriptManager != null) m_ScriptManager.ReadConfig(); + if (m_AppDomainManager != null) m_AppDomainManager.ReadConfig(); + if (m_MaintenanceThread != null) m_MaintenanceThread.ReadConfig(); + } + + #region IRegionModule + + public void Close() + { + } + + public string Name + { + get { return "Common." + ScriptEngineName; } + } + + public bool IsSharedModule + { + get { return false; } + } + + public bool PostObjectEvent(uint localID, EventParams p) + { + return m_EventQueueManager.AddToObjectQueue(localID, p.EventName, p.DetectParams, p.Params); + } + + public bool PostScriptEvent(UUID itemID, EventParams p) + { + uint localID = m_ScriptManager.GetLocalID(itemID); + return m_EventQueueManager.AddToScriptQueue(localID, itemID, p.EventName, p.DetectParams, p.Params); + } + + public DetectParams GetDetectParams(UUID itemID, int number) + { + uint localID = m_ScriptManager.GetLocalID(itemID); + if (localID == 0) + return null; + + IScript Script = m_ScriptManager.GetScript(localID, itemID); + + if (Script == null) + return null; + + DetectParams[] det = m_ScriptManager.GetDetectParams(Script); + + if (number < 0 || number >= det.Length) + return null; + + return det[number]; + } + + public int GetStartParameter(UUID itemID) + { + return 0; + } + #endregion + + public void SetState(UUID itemID, string state) + { + uint localID = m_ScriptManager.GetLocalID(itemID); + if (localID == 0) + return; + + IScript Script = m_ScriptManager.GetScript(localID, itemID); + + if (Script == null) + return; + + string currentState = Script.State; + + if (currentState != state) + { + try + { + m_EventManager.state_exit(localID); + + } + catch (AppDomainUnloadedException) + { + Console.WriteLine("[SCRIPT]: state change called when script was unloaded. Nothing to worry about, but noting the occurance"); + } + + Script.State = state; + + try + { + int eventFlags = m_ScriptManager.GetStateEventFlags(localID, itemID); + SceneObjectPart part = m_Scene.GetSceneObjectPart(itemID); + if (part != null) + part.SetScriptEvents(itemID, eventFlags); + m_EventManager.state_entry(localID); + } + catch (AppDomainUnloadedException) + { + Console.WriteLine("[SCRIPT]: state change called when script was unloaded. Nothing to worry about, but noting the occurance"); + } + } + } + + public bool GetScriptState(UUID itemID) + { + uint localID = m_ScriptManager.GetLocalID(itemID); + if (localID == 0) + return false; + + IScript script = m_ScriptManager.GetScript(localID, itemID); + if (script == null) + return false; + + return script.Exec.Running?true:false; + } + + public void SetScriptState(UUID itemID, bool state) + { + uint localID = m_ScriptManager.GetLocalID(itemID); + if (localID == 0) + return; + + IScript script = m_ScriptManager.GetScript(localID, itemID); + if (script == null) + return; + + script.Exec.Running = state; + } + + public void ApiResetScript(UUID itemID) + { + uint localID = m_ScriptManager.GetLocalID(itemID); + if (localID == 0) + return; + + m_ScriptManager.ResetScript(localID, itemID); + } + + public void ResetScript(UUID itemID) + { + uint localID = m_ScriptManager.GetLocalID(itemID); + if (localID == 0) + return; + + m_ScriptManager.ResetScript(localID, itemID); + } } } -- cgit v1.1