/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSim Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ 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; namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase { /// /// This is the root object for ScriptEngine. Objects access each other trough this class. /// /// [Serializable] public abstract class ScriptEngine : IRegionModule, IScriptModule, ScriptServerInterfaces.ScriptEngine, iScriptEngineFunctionModule, IEventReceiver { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); public static List ScriptEngines = new List(); private Scene m_Scene; public Scene World { 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; public abstract string ScriptEngineName { get; } private bool m_enabled = false; private bool m_hookUpToServer = false; public IConfig Config { get { return ScriptConfigSource; } } /// /// 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 ScriptManager GetScriptManager() { return _GetScriptManager(); } public abstract ScriptManager _GetScriptManager(); 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 InitializeEngine(Scene Sceneworld, IConfigSource config, bool HookUpToServer, ScriptManager newScriptManager) { m_Scene = Sceneworld; ConfigSource = config; m_hookUpToServer = HookUpToServer; m_log.Info("[" + ScriptEngineName + "]: ScriptEngine initializing"); // 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, HookUpToServer); // We need to start it m_ScriptManager = newScriptManager; 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; if (m_hookUpToServer) m_EventManager.HookUpEvents(); m_ScriptManager.Start(); } public void Shutdown() { // We are shutting down lock (ScriptEngines) { ScriptEngines.Remove(this); } } ScriptServerInterfaces.RemoteEvents ScriptServerInterfaces.ScriptEngine.EventManager() { return this.m_EventManager; } 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 abstract void Initialise(Scene scene, IConfigSource config); 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); } } }