/* * 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 OpenSimulator 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; using System.Collections.Generic; using System.Globalization; using System.IO; using System.Reflection; using System.Runtime.Remoting; using System.Runtime.Remoting.Lifetime; using System.Security.Policy; using System.Text; using System.Threading; using System.Xml; using OpenMetaverse; using log4net; using Nini.Config; using Amib.Threading; using OpenSim.Framework; using OpenSim.Region.CoreModules; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.ScriptEngine.Shared; using OpenSim.Region.ScriptEngine.Shared.Api; using OpenSim.Region.ScriptEngine.Shared.Api.Runtime; using OpenSim.Region.ScriptEngine.Shared.ScriptBase; using OpenSim.Region.ScriptEngine.Shared.CodeTools; using OpenSim.Region.ScriptEngine.Interfaces; using System.Diagnostics; //for [DebuggerNonUserCode] namespace OpenSim.Region.ScriptEngine.Shared.Instance { public class ScriptInstance : MarshalByRefObject, IScriptInstance { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); public bool StatePersistedHere { get { return m_AttachedAvatar == UUID.Zero; } } /// /// The current work item if an event for this script is running or waiting to run, /// /// /// Null if there is no running or waiting to run event. Must be changed only under an EventQueue lock. /// private IScriptWorkItem m_CurrentWorkItem; private IScript m_Script; private DetectParams[] m_DetectParams; private bool m_TimerQueued; private DateTime m_EventStart; private bool m_InEvent; private string m_assemblyPath; private string m_dataPath; private string m_CurrentEvent = String.Empty; private bool m_InSelfDelete; private int m_MaxScriptQueue; private bool m_SaveState; private int m_ControlEventsInQueue; private int m_LastControlLevel; private bool m_CollisionInQueue; private bool m_StateChangeInProgress; // The following is for setting a minimum delay between events private double m_minEventDelay; private long m_eventDelayTicks; private long m_nextEventTimeTicks; private bool m_startOnInit = true; private UUID m_AttachedAvatar; private StateSource m_stateSource; private bool m_postOnRez; private bool m_startedFromSavedState; private UUID m_CurrentStateHash; private UUID m_RegionID; public int DebugLevel { get; set; } public WaitHandle CoopWaitHandle { get; private set; } public Stopwatch ExecutionTimer { get; private set; } public Dictionary, KeyValuePair> LineMap { get; set; } private Dictionary m_Apis = new Dictionary(); public Object[] PluginData = new Object[0]; /// /// Used by llMinEventDelay to suppress events happening any faster than this speed. /// This currently restricts all events in one go. Not sure if each event type has /// its own check so take the simple route first. /// public double MinEventDelay { get { return m_minEventDelay; } set { if (value > 0.001) m_minEventDelay = value; else m_minEventDelay = 0.0; m_eventDelayTicks = (long)(m_minEventDelay * 10000000L); m_nextEventTimeTicks = DateTime.Now.Ticks; } } public bool Running { get { return m_running; } set { m_running = value; if (m_running) StayStopped = false; } } private bool m_running; public bool Suspended { get { return m_Suspended; } set { // Need to do this inside a lock in order to avoid races with EventProcessor() lock (m_Script) { bool wasSuspended = m_Suspended; m_Suspended = value; if (wasSuspended && !m_Suspended) { lock (EventQueue) { // Need to place ourselves back in a work item if there are events to process if (EventQueue.Count > 0 && Running && !ShuttingDown) m_CurrentWorkItem = Engine.QueueEventHandler(this); } } } } } private bool m_Suspended; public bool ShuttingDown { get; set; } public string State { get; set; } public bool StayStopped { get; set; } public IScriptEngine Engine { get; private set; } public UUID AppDomain { get; set; } public SceneObjectPart Part { get; private set; } public string PrimName { get; private set; } public string ScriptName { get; private set; } public UUID ItemID { get; private set; } public UUID ObjectID { get { return Part.UUID; } } public uint LocalID { get { return Part.LocalId; } } public UUID RootObjectID { get { return Part.ParentGroup.UUID; } } public uint RootLocalID { get { return Part.ParentGroup.LocalId; } } public UUID AssetID { get; private set; } public Queue EventQueue { get; private set; } public long EventsQueued { get { lock (EventQueue) return EventQueue.Count; } } public long EventsProcessed { get; private set; } public int StartParam { get; set; } public TaskInventoryItem ScriptTask { get; private set; } public DateTime TimeStarted { get; private set; } public MetricsCollectorTime ExecutionTime { get; private set; } private static readonly int MeasurementWindow = 30 * 1000; // show the *recent* time used by the script, to find currently active scripts private bool m_coopTermination; private EventWaitHandle m_coopSleepHandle; public void ClearQueue() { m_TimerQueued = false; m_StateChangeInProgress = false; EventQueue.Clear(); } public ScriptInstance( IScriptEngine engine, SceneObjectPart part, TaskInventoryItem item, int startParam, bool postOnRez, int maxScriptQueue) { State = "default"; EventQueue = new Queue(32); ExecutionTimer = new Stopwatch(); Engine = engine; Part = part; ScriptTask = item; // This is currently only here to allow regression tests to get away without specifying any inventory // item when they are testing script logic that doesn't require an item. if (ScriptTask != null) { ScriptName = ScriptTask.Name; ItemID = ScriptTask.ItemID; AssetID = ScriptTask.AssetID; } PrimName = part.ParentGroup.Name; StartParam = startParam; m_MaxScriptQueue = maxScriptQueue; m_postOnRez = postOnRez; m_AttachedAvatar = part.ParentGroup.AttachedAvatar; m_RegionID = part.ParentGroup.Scene.RegionInfo.RegionID; m_SaveState = StatePersistedHere; ExecutionTime = new MetricsCollectorTime(MeasurementWindow, 10); // m_log.DebugFormat( // "[SCRIPT INSTANCE]: Instantiated script instance {0} (id {1}) in part {2} (id {3}) in object {4} attached avatar {5} in {6}", // ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, m_AttachedAvatar, Engine.World.Name); } /// /// Load the script from an assembly into an AppDomain. /// /// /// /// /// Path for all script associated data (state, etc.). In a multi-region set up /// with all scripts loading into the same AppDomain this may not be the same place as the DLL itself. /// /// /// false if load failed, true if suceeded public bool Load( IScript script, EventWaitHandle coopSleepHandle, string assemblyPath, string dataPath, StateSource stateSource, bool coopTermination) { m_Script = script; m_coopSleepHandle = coopSleepHandle; m_assemblyPath = assemblyPath; m_dataPath = dataPath; m_stateSource = stateSource; m_coopTermination = coopTermination; if (m_coopTermination) CoopWaitHandle = coopSleepHandle; else CoopWaitHandle = null; ApiManager am = new ApiManager(); foreach (string api in am.GetApis()) { m_Apis[api] = am.CreateApi(api); m_Apis[api].Initialize(Engine, Part, ScriptTask); } try { foreach (KeyValuePair kv in m_Apis) { m_Script.InitApi(kv.Key, kv.Value); } // // m_log.Debug("[Script] Script instance created"); Part.SetScriptEvents(ItemID, (int)m_Script.GetStateEventFlags(State)); } catch (Exception e) { m_log.ErrorFormat( "[SCRIPT INSTANCE]: Not starting script {0} (id {1}) in part {2} (id {3}) in object {4} in {5}. Error initializing script instance. Exception {6}{7}", ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, Engine.World.Name, e.Message, e.StackTrace); return false; } // For attachments, XEngine saves the state into a .state file when XEngine.SetXMLState() is called. string savedState = Path.Combine(m_dataPath, ItemID.ToString() + ".state"); if (File.Exists(savedState)) { // m_log.DebugFormat( // "[SCRIPT INSTANCE]: Found state for script {0} for {1} ({2}) at {3} in {4}", // ItemID, savedState, Part.Name, Part.ParentGroup.Name, Part.ParentGroup.Scene.Name); string xml = String.Empty; try { FileInfo fi = new FileInfo(savedState); int size = (int)fi.Length; if (size < 512000) { using (FileStream fs = File.Open(savedState, FileMode.Open, FileAccess.Read, FileShare.None)) { Byte[] data = new Byte[size]; fs.Read(data, 0, size); xml = Encoding.UTF8.GetString(data); ScriptSerializer.Deserialize(xml, this); AsyncCommandManager.CreateFromData(Engine, LocalID, ItemID, ObjectID, PluginData); // m_log.DebugFormat("[Script] Successfully retrieved state for script {0}.{1}", PrimName, m_ScriptName); Part.SetScriptEvents(ItemID, (int)m_Script.GetStateEventFlags(State)); if (!Running) m_startOnInit = false; Running = false; // we get new rez events on sim restart, too // but if there is state, then we fire the change // event // We loaded state, don't force a re-save m_SaveState = false; m_startedFromSavedState = true; } // If this script is in an attachment then we no longer need the state file. if (!StatePersistedHere) RemoveState(); } // else // { // m_log.WarnFormat( // "[SCRIPT INSTANCE]: Not starting script {0} (id {1}) in part {2} (id {3}) in object {4} in {5}. Unable to load script state file {6}. Memory limit exceeded.", // ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, Engine.World.Name, savedState); // } } catch (Exception e) { m_log.ErrorFormat( "[SCRIPT INSTANCE]: Not starting script {0} (id {1}) in part {2} (id {3}) in object {4} in {5}. Unable to load script state file {6}. XML is {7}. Exception {8}{9}", ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, Engine.World.Name, savedState, xml, e.Message, e.StackTrace); } } // else // { // m_log.DebugFormat( // "[SCRIPT INSTANCE]: Did not find state for script {0} for {1} ({2}) at {3} in {4}", // ItemID, savedState, Part.Name, Part.ParentGroup.Name, Part.ParentGroup.Scene.Name); // } return true; } public void Init() { if (ShuttingDown) return; if (m_startedFromSavedState) { if (m_startOnInit) Start(); if (m_postOnRez) { PostEvent(new EventParams("on_rez", new Object[] {new LSL_Types.LSLInteger(StartParam)}, new DetectParams[0])); } if (m_stateSource == StateSource.AttachedRez) { PostEvent(new EventParams("attach", new object[] { new LSL_Types.LSLString(m_AttachedAvatar.ToString()) }, new DetectParams[0])); } else if (m_stateSource == StateSource.RegionStart) { //m_log.Debug("[Script] Posted changed(CHANGED_REGION_RESTART) to script"); PostEvent(new EventParams("changed", new Object[] { new LSL_Types.LSLInteger((int)Changed.REGION_RESTART) }, new DetectParams[0])); } else if (m_stateSource == StateSource.PrimCrossing || m_stateSource == StateSource.Teleporting) { // CHANGED_REGION PostEvent(new EventParams("changed", new Object[] { new LSL_Types.LSLInteger((int)Changed.REGION) }, new DetectParams[0])); // CHANGED_TELEPORT if (m_stateSource == StateSource.Teleporting) PostEvent(new EventParams("changed", new Object[] { new LSL_Types.LSLInteger((int)Changed.TELEPORT) }, new DetectParams[0])); } } else { if (m_startOnInit) Start(); PostEvent(new EventParams("state_entry", new Object[0], new DetectParams[0])); if (m_postOnRez) { PostEvent(new EventParams("on_rez", new Object[] {new LSL_Types.LSLInteger(StartParam)}, new DetectParams[0])); } if (m_stateSource == StateSource.AttachedRez) { PostEvent(new EventParams("attach", new object[] { new LSL_Types.LSLString(m_AttachedAvatar.ToString()) }, new DetectParams[0])); } } } private void ReleaseControls() { SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID); if (part != null) { int permsMask; UUID permsGranter; part.TaskInventory.LockItemsForRead(true); if (!part.TaskInventory.ContainsKey(ItemID)) { part.TaskInventory.LockItemsForRead(false); return; } permsGranter = part.TaskInventory[ItemID].PermsGranter; permsMask = part.TaskInventory[ItemID].PermsMask; part.TaskInventory.LockItemsForRead(false); if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0) { ScenePresence presence = Engine.World.GetScenePresence(permsGranter); if (presence != null) presence.UnRegisterControlEventsToScript(LocalID, ItemID); } } } public void DestroyScriptInstance() { ReleaseControls(); AsyncCommandManager.RemoveScript(Engine, LocalID, ItemID); } public void RemoveState() { string savedState = Path.Combine(m_dataPath, ItemID.ToString() + ".state"); // m_log.DebugFormat( // "[SCRIPT INSTANCE]: Deleting state {0} for script {1} (id {2}) in part {3} (id {4}) in object {5} in {6}.", // savedState, ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, Engine.World.Name); try { File.Delete(savedState); } catch (Exception e) { m_log.Warn( string.Format( "[SCRIPT INSTANCE]: Could not delete script state {0} for script {1} (id {2}) in part {3} (id {4}) in object {5} in {6}. Exception ", savedState, ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, Engine.World.Name), e); } } public void VarDump(Dictionary vars) { // m_log.Info("Variable dump for script "+ ItemID.ToString()); // foreach (KeyValuePair v in vars) // { // m_log.Info("Variable: "+v.Key+" = "+v.Value.ToString()); // } } public void Start() { lock (EventQueue) { if (Running) return; Running = true; TimeStarted = DateTime.Now; // Note: we don't reset ExecutionTime. The reason is that runaway scripts are stopped and restarted // automatically, and we *do* want to show that they had high CPU in that case. If we had reset // ExecutionTime here then runaway scripts, paradoxically, would never show up in the "Top Scripts" dialog. if (EventQueue.Count > 0) { if (m_CurrentWorkItem == null) m_CurrentWorkItem = Engine.QueueEventHandler(this); // else // m_log.Error("[Script] Tried to start a script that was already queued"); } } } public bool Stop(int timeout, bool clearEventQueue = false) { if (DebugLevel >= 1) m_log.DebugFormat( "[SCRIPT INSTANCE]: Stopping script {0} {1} in {2} {3} with timeout {4} {5} {6}", ScriptName, ItemID, PrimName, ObjectID, timeout, m_InSelfDelete, DateTime.Now.Ticks); IScriptWorkItem workItem; lock (EventQueue) { if (clearEventQueue) ClearQueue(); if (!Running) return true; // If we're not running or waiting to run an event then we can safely stop. if (m_CurrentWorkItem == null) { Running = false; return true; } // If we are waiting to run an event then we can try to cancel it. if (m_CurrentWorkItem.Cancel()) { m_CurrentWorkItem = null; Running = false; return true; } workItem = m_CurrentWorkItem; Running = false; } // Wait for the current event to complete. if (!m_InSelfDelete) { if (!m_coopTermination) { // If we're not co-operative terminating then try and wait for the event to complete before stopping if (workItem.Wait(timeout)) return true; } else { if (DebugLevel >= 1) m_log.DebugFormat( "[SCRIPT INSTANCE]: Co-operatively stopping script {0} {1} in {2} {3}", ScriptName, ItemID, PrimName, ObjectID); // This will terminate the event on next handle check by the script. m_coopSleepHandle.Set(); // For now, we will wait forever since the event should always cleanly terminate once LSL loop // checking is implemented. May want to allow a shorter timeout option later. if (workItem.Wait(Timeout.Infinite)) { if (DebugLevel >= 1) m_log.DebugFormat( "[SCRIPT INSTANCE]: Co-operatively stopped script {0} {1} in {2} {3}", ScriptName, ItemID, PrimName, ObjectID); return true; } } } lock (EventQueue) { workItem = m_CurrentWorkItem; } if (workItem == null) return true; // If the event still hasn't stopped and we the stop isn't the result of script or object removal, then // forcibly abort the work item (this aborts the underlying thread). // Co-operative termination should never reach this point. if (!m_InSelfDelete) { m_log.DebugFormat( "[SCRIPT INSTANCE]: Aborting unstopped script {0} {1} in prim {2}, localID {3}, timeout was {4} ms", ScriptName, ItemID, PrimName, LocalID, timeout); workItem.Abort(); } lock (EventQueue) { m_CurrentWorkItem = null; } return true; } [DebuggerNonUserCode] //Prevents the debugger from farting in this function public void SetState(string state) { if (state == State) return; EventParams lastTimerEv = null; lock (EventQueue) { // Remove all queued events, remembering the last timer event while (EventQueue.Count > 0) { EventParams tempv = (EventParams)EventQueue.Dequeue(); if (tempv.EventName == "timer") lastTimerEv = tempv; } // Post events PostEvent(new EventParams("state_exit", new Object[0], new DetectParams[0])); PostEvent(new EventParams("state", new Object[] { state }, new DetectParams[0])); PostEvent(new EventParams("state_entry", new Object[0], new DetectParams[0])); // Requeue the timer event after the state changing events if (lastTimerEv != null) EventQueue.Enqueue(lastTimerEv); // This will stop events from being queued and processed // until the new state is started m_StateChangeInProgress = true; } throw new EventAbortException(); } /// /// Post an event to this script instance. /// /// /// The request to run the event is sent /// /// public void PostEvent(EventParams data) { // m_log.DebugFormat("[Script] Posted event {2} in state {3} to {0}.{1}", // PrimName, ScriptName, data.EventName, State); if (!Running) return; // If min event delay is set then ignore any events untill the time has expired // This currently only allows 1 event of any type in the given time period. // This may need extending to allow for a time for each individual event type. if (m_eventDelayTicks != 0) { if (DateTime.Now.Ticks < m_nextEventTimeTicks) return; m_nextEventTimeTicks = DateTime.Now.Ticks + m_eventDelayTicks; } lock (EventQueue) { // The only events that persist across state changes are timers if (m_StateChangeInProgress && data.EventName != "timer") return; if (EventQueue.Count >= m_MaxScriptQueue) return; if (data.EventName == "timer") { if (m_TimerQueued) return; m_TimerQueued = true; } if (data.EventName == "control") { int held = ((LSL_Types.LSLInteger)data.Params[1]).value; // int changed = ((LSL_Types.LSLInteger)data.Params[2]).value; // If the last message was a 0 (nothing held) // and this one is also nothing held, drop it // if (m_LastControlLevel == held && held == 0) return; // If there is one or more queued, then queue // only changed ones, else queue unconditionally // if (m_ControlEventsInQueue > 0) { if (m_LastControlLevel == held) return; } m_LastControlLevel = held; m_ControlEventsInQueue++; } if (data.EventName == "collision") { if (m_CollisionInQueue) return; if (data.DetectParams == null) return; m_CollisionInQueue = true; } EventQueue.Enqueue(data); if (m_CurrentWorkItem == null) { m_CurrentWorkItem = Engine.QueueEventHandler(this); } } } /// /// Process the next event queued for this script /// /// public object EventProcessor() { EventParams data = null; // We check here as the thread stopping this instance from running may itself hold the m_Script lock. if (!Running) return 0; lock (m_Script) { // m_log.DebugFormat("[XEngine]: EventProcessor() invoked for {0}.{1}", PrimName, ScriptName); if (Suspended) return 0; ExecutionTimer.Restart(); try { return EventProcessorInt(); } finally { ExecutionTimer.Stop(); ExecutionTime.AddSample(ExecutionTimer); Part.ParentGroup.Scene.AddScriptExecutionTime(ExecutionTimer.ElapsedTicks); } } } private object EventProcessorInt() { EventParams data = null; lock (EventQueue) { data = (EventParams)EventQueue.Dequeue(); if (data == null) // Shouldn't happen { if (EventQueue.Count > 0 && Running && !ShuttingDown) { m_CurrentWorkItem = Engine.QueueEventHandler(this); } else { m_CurrentWorkItem = null; } return 0; } if (data.EventName == "timer") m_TimerQueued = false; if (data.EventName == "control") { if (m_ControlEventsInQueue > 0) m_ControlEventsInQueue--; } if (data.EventName == "collision") m_CollisionInQueue = false; } if (DebugLevel >= 2) m_log.DebugFormat( "[SCRIPT INSTANCE]: Processing event {0} for {1}/{2}({3})/{4}({5}) @ {6}/{7}", data.EventName, ScriptName, Part.Name, Part.LocalId, Part.ParentGroup.Name, Part.ParentGroup.UUID, Part.AbsolutePosition, Part.ParentGroup.Scene.Name); m_DetectParams = data.DetectParams; if (data.EventName == "state") // Hardcoded state change { State = data.Params[0].ToString(); if (DebugLevel >= 1) m_log.DebugFormat( "[SCRIPT INSTANCE]: Changing state to {0} for {1}/{2}({3})/{4}({5}) @ {6}/{7}", State, ScriptName, Part.Name, Part.LocalId, Part.ParentGroup.Name, Part.ParentGroup.UUID, Part.AbsolutePosition, Part.ParentGroup.Scene.Name); AsyncCommandManager.StateChange(Engine, LocalID, ItemID); // we are effectively in the new state now, so we can resume queueing // and processing other non-timer events m_StateChangeInProgress = false; Part.SetScriptEvents(ItemID, (int)m_Script.GetStateEventFlags(State)); } else { if (Engine.World.PipeEventsForScript(LocalID) || data.EventName == "control") // Don't freeze avies! { // m_log.DebugFormat("[Script] Delivered event {2} in state {3} to {0}.{1}", // PrimName, ScriptName, data.EventName, State); try { m_CurrentEvent = data.EventName; m_EventStart = DateTime.Now; m_InEvent = true; try { m_Script.ExecuteEvent(State, data.EventName, data.Params); } finally { m_InEvent = false; m_CurrentEvent = String.Empty; } if (m_SaveState) { // This will be the very first event we deliver // (state_entry) in default state // SaveState(); m_SaveState = false; } } catch (Exception e) { // m_log.DebugFormat( // "[SCRIPT] Exception in script {0} {1}: {2}{3}", // ScriptName, ItemID, e.Message, e.StackTrace); if ((!(e is TargetInvocationException) || (!(e.InnerException is SelfDeleteException) && !(e.InnerException is ScriptDeleteException) && !(e.InnerException is ScriptCoopStopException))) && !(e is ThreadAbortException)) { try { // DISPLAY ERROR INWORLD string text = FormatException(e); if (text.Length > 1000) text = text.Substring(0, 1000); Engine.World.SimChat(Utils.StringToBytes(text), ChatTypeEnum.DebugChannel, 2147483647, Part.AbsolutePosition, Part.Name, Part.UUID, false); m_log.Debug(string.Format( "[SCRIPT INSTANCE]: Runtime error in script {0} (event {1}), part {2} {3} at {4} in {5} ", ScriptName, data.EventName, PrimName, Part.UUID, Part.AbsolutePosition, Part.ParentGroup.Scene.Name), e); } catch (Exception) { } } else if ((e is TargetInvocationException) && (e.InnerException is SelfDeleteException)) { m_InSelfDelete = true; Engine.World.DeleteSceneObject(Part.ParentGroup, false); } else if ((e is TargetInvocationException) && (e.InnerException is ScriptDeleteException)) { m_InSelfDelete = true; Part.Inventory.RemoveInventoryItem(ItemID); } else if ((e is TargetInvocationException) && (e.InnerException is ScriptCoopStopException)) { if (DebugLevel >= 1) m_log.DebugFormat( "[SCRIPT INSTANCE]: Script {0}.{1} in event {2}, state {3} stopped co-operatively.", PrimName, ScriptName, data.EventName, State); } } } } // If there are more events and we are currently running and not shutting down, then ask the // script engine to run the next event. lock (EventQueue) { // Increase processed events counter and prevent wrap; if (++EventsProcessed == 1000000) EventsProcessed = 100000; if ((EventsProcessed % 100000) == 0 && DebugLevel > 0) { m_log.DebugFormat("[SCRIPT INSTANCE]: Script \"{0}\" (Object \"{1}\" {2} @ {3}.{4}, Item ID {5}, Asset {6}) in event {7}: processed {8:n0} script events", ScriptTask.Name, Part.ParentGroup.Name, Part.ParentGroup.UUID, Part.ParentGroup.AbsolutePosition, Part.ParentGroup.Scene.Name, ScriptTask.ItemID, ScriptTask.AssetID, data.EventName, EventsProcessed); } if (EventQueue.Count > 0 && Running && !ShuttingDown) { m_CurrentWorkItem = Engine.QueueEventHandler(this); } else { m_CurrentWorkItem = null; } } m_DetectParams = null; return 0; } public int EventTime() { if (!m_InEvent) return 0; return (DateTime.Now - m_EventStart).Seconds; } public void ResetScript(int timeout) { if (m_Script == null) return; bool running = Running; RemoveState(); ReleaseControls(); Stop(timeout); SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID); part.Inventory.GetInventoryItem(ItemID).PermsMask = 0; part.Inventory.GetInventoryItem(ItemID).PermsGranter = UUID.Zero; part.CollisionSound = UUID.Zero; AsyncCommandManager.RemoveScript(Engine, LocalID, ItemID); EventQueue.Clear(); m_Script.ResetVars(); StartParam = 0; State = "default"; part.SetScriptEvents(ItemID, (int)m_Script.GetStateEventFlags(State)); if (running) Start(); m_SaveState = StatePersistedHere; PostEvent(new EventParams("state_entry", new Object[0], new DetectParams[0])); } [DebuggerNonUserCode] //Stops the VS debugger from farting in this function public void ApiResetScript() { // bool running = Running; RemoveState(); ReleaseControls(); m_Script.ResetVars(); SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID); part.Inventory.GetInventoryItem(ItemID).PermsMask = 0; part.Inventory.GetInventoryItem(ItemID).PermsGranter = UUID.Zero; part.CollisionSound = UUID.Zero; AsyncCommandManager.RemoveScript(Engine, LocalID, ItemID); EventQueue.Clear(); m_Script.ResetVars(); string oldState = State; StartParam = 0; State = "default"; part.SetScriptEvents(ItemID, (int)m_Script.GetStateEventFlags(State)); if (m_CurrentEvent != "state_entry" || oldState != "default") { m_SaveState = StatePersistedHere; PostEvent(new EventParams("state_entry", new Object[0], new DetectParams[0])); throw new EventAbortException(); } } public Dictionary GetVars() { if (m_Script != null) return m_Script.GetVars(); else return new Dictionary(); } public void SetVars(Dictionary vars) { // foreach (KeyValuePair kvp in vars) // m_log.DebugFormat("[SCRIPT INSTANCE]: Setting var {0}={1}", kvp.Key, kvp.Value); m_Script.SetVars(vars); } public DetectParams GetDetectParams(int idx) { if (m_DetectParams == null) return null; if (idx < 0 || idx >= m_DetectParams.Length) return null; return m_DetectParams[idx]; } public UUID GetDetectID(int idx) { if (m_DetectParams == null) return UUID.Zero; if (idx < 0 || idx >= m_DetectParams.Length) return UUID.Zero; return m_DetectParams[idx].Key; } public void SaveState() { if (!Running && !StayStopped) return; // We cannot call this inside the EventQueue lock since it will currently take AsyncCommandManager.staticLock. // This may already be held by AsyncCommandManager.DoOneCmdHandlerPass() which in turn can take EventQueue // lock via ScriptInstance.PostEvent(). PluginData = AsyncCommandManager.GetSerializationData(Engine, ItemID); // We need to lock here to avoid any race with a thread that is removing this script. lock (EventQueue) { // Check again to avoid a race with a thread in Stop() if (!Running && !StayStopped) return; // If we're currently in an event, just tell it to save upon return // if (m_InEvent) { m_SaveState = true; return; } // m_log.DebugFormat( // "[SCRIPT INSTANCE]: Saving state for script {0} (id {1}) in part {2} (id {3}) in object {4} in {5}", // ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, Engine.World.Name); string xml = ScriptSerializer.Serialize(this); // Compare hash of the state we just just created with the state last written to disk // If the state is different, update the disk file. UUID hash = UUID.Parse(Utils.MD5String(xml)); if (hash != m_CurrentStateHash) { try { using (FileStream fs = File.Create(Path.Combine(m_dataPath, ItemID.ToString() + ".state"))) { Byte[] buf = Util.UTF8NoBomEncoding.GetBytes(xml); fs.Write(buf, 0, buf.Length); } } catch(Exception) { // m_log.Error("Unable to save xml\n"+e.ToString()); } //if (!File.Exists(Path.Combine(Path.GetDirectoryName(assembly), ItemID.ToString() + ".state"))) //{ // throw new Exception("Completed persistence save, but no file was created"); //} m_CurrentStateHash = hash; } StayStopped = false; } } public IScriptApi GetApi(string name) { if (m_Apis.ContainsKey(name)) { // m_log.DebugFormat("[SCRIPT INSTANCE]: Found api {0} in {1}@{2}", name, ScriptName, PrimName); return m_Apis[name]; } // m_log.DebugFormat("[SCRIPT INSTANCE]: Did not find api {0} in {1}@{2}", name, ScriptName, PrimName); return null; } public override string ToString() { return String.Format("{0} {1} on {2}", ScriptName, ItemID, PrimName); } string FormatException(Exception e) { if (e.InnerException == null) // Not a normal runtime error return e.ToString(); string message = "Runtime error:\n" + e.InnerException.StackTrace; string[] lines = message.Split(new char[] {'\n'}); foreach (string line in lines) { if (line.Contains("SecondLife.Script")) { int idx = line.IndexOf(':'); if (idx != -1) { string val = line.Substring(idx+1); int lineNum = 0; if (int.TryParse(val, out lineNum)) { KeyValuePair pos = Compiler.FindErrorPosition( lineNum, 0, LineMap); int scriptLine = pos.Key; int col = pos.Value; if (scriptLine == 0) scriptLine++; if (col == 0) col++; message = string.Format("Runtime error:\n" + "({0}): {1}", scriptLine - 1, e.InnerException.Message); return message; } } } } // m_log.ErrorFormat("Scripting exception:"); // m_log.ErrorFormat(e.ToString()); return e.ToString(); } public string GetAssemblyName() { return m_assemblyPath; } public string GetXMLState() { bool run = Running; Stop(100); Running = run; // We should not be doing this, but since we are about to // dispose this, it really doesn't make a difference // This is meant to work around a Windows only race // m_InEvent = false; // Force an update of the in-memory plugin data // PluginData = AsyncCommandManager.GetSerializationData(Engine, ItemID); return ScriptSerializer.Serialize(this); } public UUID RegionID { get { return m_RegionID; } } public void Suspend() { Suspended = true; } public void Resume() { Suspended = false; } } /// /// Xengine event wait handle. /// /// /// This class exists becase XEngineScriptBase gets a reference to this wait handle. We need to make sure that /// when scripts are running in different AppDomains the lease does not expire. /// FIXME: Like LSL_Api, etc., this effectively leaks memory since the GC will never collect it. To avoid this, /// proper remoting sponsorship needs to be implemented across the board. /// public class XEngineEventWaitHandle : EventWaitHandle { public XEngineEventWaitHandle(bool initialState, EventResetMode mode) : base(initialState, mode) {} public override Object InitializeLifetimeService() { return null; } } }