/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
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* modification, are permitted provided that the following conditions are met:
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* notice, this list of conditions and the following disclaimer in the
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* 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
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*/
using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using System.Runtime.Serialization.Formatters.Binary;
using System.Threading;
using libsecondlife;
using OpenSim.Framework;
using OpenSim.Region.Environment.Scenes;
using OpenSim.Region.ScriptEngine.Common;
namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
{
///
/// Loads scripts
/// Compiles them if necessary
/// Execute functions for EventQueueManager (Sends them to script on other AppDomain for execution)
///
///
// This class is as close as you get to the script without being inside script class. It handles all the dirty work for other classes.
// * Keeps track of running scripts
// * Compiles script if necessary (through "Compiler")
// * Loads script (through "AppDomainManager" called from for example "EventQueueManager")
// * Executes functions inside script (called from for example "EventQueueManager" class)
// * Unloads script (through "AppDomainManager" called from for example "EventQueueManager")
// * Dedicated load/unload thread, and queues loading/unloading.
// This so that scripts starting or stopping will not slow down other theads or whole system.
//
[Serializable]
public abstract class ScriptManager : iScriptEngineFunctionModule
{
#region Declares
private Thread scriptLoadUnloadThread;
private int scriptLoadUnloadThread_IdleSleepms;
private Queue LUQueue = new Queue();
// Load/Unload structure
private struct LUStruct
{
public uint localID;
public LLUUID itemID;
public string script;
public LUType Action;
}
private enum LUType
{
Unknown = 0,
Load = 1,
Unload = 2
}
// Object>
// IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory.
// Instead use RuntimeTypeHandle, RuntimeFieldHandle and RunTimeHandle (IntPtr) instead!
public Dictionary> Scripts =
new Dictionary>();
public Scene World
{
get { return m_scriptEngine.World; }
}
#endregion
public void ReadConfig()
{
scriptLoadUnloadThread_IdleSleepms = m_scriptEngine.ScriptConfigSource.GetInt("ScriptLoadUnloadLoopms", 30);
}
#region Object init/shutdown
public ScriptEngineBase.ScriptEngine m_scriptEngine;
public ScriptManager(ScriptEngineBase.ScriptEngine scriptEngine)
{
m_scriptEngine = scriptEngine;
ReadConfig();
AppDomain.CurrentDomain.AssemblyResolve += new ResolveEventHandler(CurrentDomain_AssemblyResolve);
scriptLoadUnloadThread = new Thread(ScriptLoadUnloadThreadLoop);
scriptLoadUnloadThread.Name = "ScriptLoadUnloadThread";
scriptLoadUnloadThread.IsBackground = true;
scriptLoadUnloadThread.Priority = ThreadPriority.BelowNormal;
scriptLoadUnloadThread.Start();
}
~ScriptManager()
{
// Abort load/unload thread
try
{
if (scriptLoadUnloadThread != null)
{
if (scriptLoadUnloadThread.IsAlive == true)
{
scriptLoadUnloadThread.Abort();
scriptLoadUnloadThread.Join();
}
}
}
catch
{
}
}
#endregion
#region Load / Unload scripts (Thread loop)
private void ScriptLoadUnloadThreadLoop()
{
try
{
while (true)
{
if (LUQueue.Count == 0)
Thread.Sleep(scriptLoadUnloadThread_IdleSleepms);
if (LUQueue.Count > 0)
{
LUStruct item = LUQueue.Dequeue();
lock (startStopLock) // Lock so we have only 1 thread working on loading/unloading of scripts
{
if (item.Action == LUType.Unload)
{
_StopScript(item.localID, item.itemID);
}
if (item.Action == LUType.Load)
{
_StartScript(item.localID, item.itemID, item.script);
}
}
}
}
}
catch (ThreadAbortException tae)
{
string a = tae.ToString();
a = String.Empty;
// Expected
}
}
#endregion
#region Helper functions
private static Assembly CurrentDomain_AssemblyResolve(object sender, ResolveEventArgs args)
{
//Console.WriteLine("ScriptManager.CurrentDomain_AssemblyResolve: " + args.Name);
return Assembly.GetExecutingAssembly().FullName == args.Name ? Assembly.GetExecutingAssembly() : null;
}
#endregion
#region Start/Stop/Reset script
private readonly Object startStopLock = new Object();
///
/// Fetches, loads and hooks up a script to an objects events
///
///
///
public void StartScript(uint localID, LLUUID itemID, string Script)
{
LUStruct ls = new LUStruct();
ls.localID = localID;
ls.itemID = itemID;
ls.script = Script;
ls.Action = LUType.Load;
LUQueue.Enqueue(ls);
}
///
/// Disables and unloads a script
///
///
///
public void StopScript(uint localID, LLUUID itemID)
{
LUStruct ls = new LUStruct();
ls.localID = localID;
ls.itemID = itemID;
ls.Action = LUType.Unload;
LUQueue.Enqueue(ls);
}
// Create a new instance of the compiler (reuse)
//private Compiler.LSL.Compiler LSLCompiler = new Compiler.LSL.Compiler();
public abstract void _StartScript(uint localID, LLUUID itemID, string Script);
public abstract void _StopScript(uint localID, LLUUID itemID);
#endregion
#region Perform event execution in script
///
/// Execute a LL-event-function in Script
///
/// Object the script is located in
/// Script ID
/// Name of function
/// Arguments to pass to function
internal void ExecuteEvent(uint localID, LLUUID itemID, string FunctionName, EventQueueManager.Queue_llDetectParams_Struct qParams, object[] args)
{
#if DEBUG
Console.WriteLine("ScriptEngine: Inside ExecuteEvent for event " + FunctionName);
#endif
// Execute a function in the script
//m_scriptEngine.Log.Verbose(ScriptEngineName, "Executing Function localID: " + localID + ", itemID: " + itemID + ", FunctionName: " + FunctionName);
//ScriptBaseInterface Script = (ScriptBaseInterface)GetScript(localID, itemID);
IScript Script = GetScript(localID, itemID);
if (Script == null)
return;
#if DEBUG
Console.WriteLine("ScriptEngine: Executing event: " + FunctionName);
#endif
// Must be done in correct AppDomain, so leaving it up to the script itself
Script.llDetectParams = qParams;
Script.Exec.ExecuteEvent(FunctionName, args);
}
#endregion
#region Internal functions to keep track of script
public Dictionary.KeyCollection GetScriptKeys(uint localID)
{
if (Scripts.ContainsKey(localID) == false)
return null;
Dictionary Obj;
Scripts.TryGetValue(localID, out Obj);
return Obj.Keys;
}
public IScript GetScript(uint localID, LLUUID itemID)
{
if (Scripts.ContainsKey(localID) == false)
return null;
Dictionary Obj;
Scripts.TryGetValue(localID, out Obj);
if (Obj.ContainsKey(itemID) == false)
return null;
// Get script
IScript Script;
Obj.TryGetValue(itemID, out Script);
return Script;
}
public void SetScript(uint localID, LLUUID itemID, IScript Script)
{
// Create object if it doesn't exist
if (Scripts.ContainsKey(localID) == false)
{
Scripts.Add(localID, new Dictionary());
}
// Delete script if it exists
Dictionary Obj;
Scripts.TryGetValue(localID, out Obj);
if (Obj.ContainsKey(itemID) == true)
Obj.Remove(itemID);
// Add to object
Obj.Add(itemID, Script);
}
public void RemoveScript(uint localID, LLUUID itemID)
{
// Don't have that object?
if (Scripts.ContainsKey(localID) == false)
return;
// Delete script if it exists
Dictionary Obj;
Scripts.TryGetValue(localID, out Obj);
if (Obj.ContainsKey(itemID) == true)
Obj.Remove(itemID);
}
#endregion
public void ResetScript(uint localID, LLUUID itemID)
{
string script = GetScript(localID, itemID).Source;
StopScript(localID, itemID);
StartScript(localID, itemID, script);
}
#region Script serialization/deserialization
public void GetSerializedScript(uint localID, LLUUID itemID)
{
// Serialize the script and return it
// Should not be a problem
FileStream fs = File.Create("SERIALIZED_SCRIPT_" + itemID);
BinaryFormatter b = new BinaryFormatter();
b.Serialize(fs, GetScript(localID, itemID));
fs.Close();
}
public void PutSerializedScript(uint localID, LLUUID itemID)
{
// Deserialize the script and inject it into an AppDomain
// How to inject into an AppDomain?
}
#endregion
///
/// If set to true then threads and stuff should try to make a graceful exit
///
public bool PleaseShutdown
{
get { return _PleaseShutdown; }
set { _PleaseShutdown = value; }
}
private bool _PleaseShutdown = false;
}
}