/* * 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.IO; using System.Threading; using System.Collections; using System.Collections.Generic; using System.Security; using System.Security.Policy; using System.Reflection; using System.Globalization; using System.Xml; using OpenMetaverse; using OpenMetaverse.StructuredData; using log4net; using Nini.Config; using Amib.Threading; using OpenSim.Framework; using OpenSim.Region.CoreModules.Framework.EventQueue; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.ScriptEngine.Shared; using OpenSim.Region.ScriptEngine.Shared.ScriptBase; using OpenSim.Region.ScriptEngine.Shared.CodeTools; using OpenSim.Region.ScriptEngine.Shared.Instance; using OpenSim.Region.ScriptEngine.Interfaces; namespace OpenSim.Region.ScriptEngine.XEngine { public class XEngine : IRegionModule, IScriptModule, IScriptEngine { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private SmartThreadPool m_ThreadPool; private int m_MaxScriptQueue; private Scene m_Scene; private IConfig m_ScriptConfig; private ICompiler m_Compiler; private int m_MinThreads; private int m_MaxThreads ; private int m_IdleTimeout; private int m_StackSize; private int m_SleepTime; private int m_SaveTime; private ThreadPriority m_Prio; private bool m_Enabled = false; private bool m_InitialStartup = true; private int m_ScriptFailCount; // Number of script fails since compile queue was last empty private string m_ScriptErrorMessage; // disable warning: need to keep a reference to XEngine.EventManager // alive to avoid it being garbage collected #pragma warning disable 414 private EventManager m_EventManager; #pragma warning restore 414 private int m_EventLimit; private bool m_KillTimedOutScripts; private static List<XEngine> m_ScriptEngines = new List<XEngine>(); // Maps the local id to the script inventory items in it private Dictionary<uint, List<UUID> > m_PrimObjects = new Dictionary<uint, List<UUID> >(); // Maps the UUID above to the script instance private Dictionary<UUID, IScriptInstance> m_Scripts = new Dictionary<UUID, IScriptInstance>(); // Maps the asset ID to the assembly private Dictionary<UUID, string> m_Assemblies = new Dictionary<UUID, string>(); private Dictionary<string, int> m_AddingAssemblies = new Dictionary<string, int>(); // This will list AppDomains by script asset private Dictionary<UUID, AppDomain> m_AppDomains = new Dictionary<UUID, AppDomain>(); // List the scripts running in each appdomain private Dictionary<UUID, List<UUID> > m_DomainScripts = new Dictionary<UUID, List<UUID> >(); private Queue m_CompileQueue = new Queue(100); IWorkItemResult m_CurrentCompile = null; public string ScriptEngineName { get { return "XEngine"; } } public Scene World { get { return m_Scene; } } public static List<XEngine> ScriptEngines { get { return m_ScriptEngines; } } // private struct RezScriptParms // { // uint LocalID; // UUID ItemID; // string Script; // } public IConfig Config { get { return m_ScriptConfig; } } // // IRegionModule functions // public void Initialise(Scene scene, IConfigSource configSource) { m_ScriptConfig = configSource.Configs["XEngine"]; m_ScriptFailCount = 0; m_ScriptErrorMessage = String.Empty; if (m_ScriptConfig == null) { // m_log.ErrorFormat("[XEngine] No script configuration found. Scripts disabled"); return; } m_Enabled = m_ScriptConfig.GetBoolean("Enabled", true); if (!m_Enabled) return; AppDomain.CurrentDomain.AssemblyResolve += OnAssemblyResolve; m_log.InfoFormat("[XEngine] Initializing scripts in region {0}", scene.RegionInfo.RegionName); m_Scene = scene; m_MinThreads = m_ScriptConfig.GetInt("MinThreads", 2); m_MaxThreads = m_ScriptConfig.GetInt("MaxThreads", 100); m_IdleTimeout = m_ScriptConfig.GetInt("IdleTimeout", 60); string priority = m_ScriptConfig.GetString("Priority", "BelowNormal"); m_MaxScriptQueue = m_ScriptConfig.GetInt("MaxScriptEventQueue",300); m_StackSize = m_ScriptConfig.GetInt("ThreadStackSize", 262144); m_SleepTime = m_ScriptConfig.GetInt("MaintenanceInterval", 10) * 1000; m_EventLimit = m_ScriptConfig.GetInt("EventLimit", 30); m_KillTimedOutScripts = m_ScriptConfig.GetBoolean("KillTimedOutScripts", false); m_SaveTime = m_ScriptConfig.GetInt("SaveInterval", 120) * 1000; m_Prio = ThreadPriority.BelowNormal; switch (priority) { case "Lowest": m_Prio = ThreadPriority.Lowest; break; case "BelowNormal": m_Prio = ThreadPriority.BelowNormal; break; case "Normal": m_Prio = ThreadPriority.Normal; break; case "AboveNormal": m_Prio = ThreadPriority.AboveNormal; break; case "Highest": m_Prio = ThreadPriority.Highest; break; default: m_log.ErrorFormat("[XEngine] Invalid thread priority: '{0}'. Assuming BelowNormal", priority); break; } lock (m_ScriptEngines) { m_ScriptEngines.Add(this); } // Needs to be here so we can queue the scripts that need starting // m_Scene.EventManager.OnRezScript += OnRezScript; // Complete basic setup of the thread pool // SetupEngine(m_MinThreads, m_MaxThreads, m_IdleTimeout, m_Prio, m_MaxScriptQueue, m_StackSize); m_Scene.StackModuleInterface<IScriptModule>(this); } public void PostInitialise() { if (!m_Enabled) return; m_EventManager = new EventManager(this); m_Compiler = new Compiler(this); m_Scene.EventManager.OnRemoveScript += OnRemoveScript; m_Scene.EventManager.OnScriptReset += OnScriptReset; m_Scene.EventManager.OnStartScript += OnStartScript; m_Scene.EventManager.OnStopScript += OnStopScript; m_Scene.EventManager.OnGetScriptRunning += OnGetScriptRunning; m_Scene.EventManager.OnShutdown += OnShutdown; if (m_SleepTime > 0) { m_ThreadPool.QueueWorkItem(new WorkItemCallback(this.DoMaintenance), new Object[]{ m_SleepTime }); } if (m_SaveTime > 0) { m_ThreadPool.QueueWorkItem(new WorkItemCallback(this.DoBackup), new Object[] { m_SaveTime }); } m_ThreadPool.Start(); } public void Close() { lock (m_ScriptEngines) { if (m_ScriptEngines.Contains(this)) m_ScriptEngines.Remove(this); } } public object DoBackup(object o) { Object[] p = (Object[])o; int saveTime = (int)p[0]; if (saveTime > 0) System.Threading.Thread.Sleep(saveTime); // m_log.Debug("[XEngine] Backing up script states"); List<IScriptInstance> instances = new List<IScriptInstance>(); lock (m_Scripts) { foreach (IScriptInstance instance in m_Scripts.Values) instances.Add(instance); } foreach (IScriptInstance i in instances) { string assembly = String.Empty; lock (m_Scripts) { if (!m_Assemblies.ContainsKey(i.AssetID)) continue; assembly = m_Assemblies[i.AssetID]; } i.SaveState(assembly); } instances.Clear(); if (saveTime > 0) m_ThreadPool.QueueWorkItem(new WorkItemCallback(this.DoBackup), new Object[] { saveTime }); return 0; } public object DoMaintenance(object p) { object[] parms = (object[])p; int sleepTime = (int)parms[0]; foreach (IScriptInstance inst in m_Scripts.Values) { if (inst.EventTime() > m_EventLimit) { inst.Stop(100); if (!m_KillTimedOutScripts) inst.Start(); } } System.Threading.Thread.Sleep(sleepTime); m_ThreadPool.QueueWorkItem(new WorkItemCallback(this.DoMaintenance), new Object[]{ sleepTime }); return 0; } public string Name { get { return "XEngine"; } } public bool IsSharedModule { get { return false; } } public void OnRezScript(uint localID, UUID itemID, string script, int startParam, bool postOnRez, string engine, int stateSource) { List<IScriptModule> engines = new List<IScriptModule>(m_Scene.RequestModuleInterfaces<IScriptModule>()); List<string> names = new List<string>(); foreach (IScriptModule m in engines) names.Add(m.ScriptEngineName); int lineEnd = script.IndexOf('\n'); if (lineEnd > 1) { string firstline = script.Substring(0, lineEnd).Trim(); int colon = firstline.IndexOf(':'); if (firstline.Length > 2 && firstline.Substring(0, 2) == "//" && colon != -1) { string engineName = firstline.Substring(2, colon-2); if (names.Contains(engineName)) { engine = engineName; script = "//" + script.Substring(script.IndexOf(':')+1); } else { if (engine == ScriptEngineName) { SceneObjectPart part = m_Scene.GetSceneObjectPart( localID); TaskInventoryItem item = part.Inventory.GetInventoryItem(itemID); ScenePresence presence = m_Scene.GetScenePresence( item.OwnerID); if (presence != null) { presence.ControllingClient.SendAgentAlertMessage( "Selected engine unavailable. "+ "Running script on "+ ScriptEngineName, false); } } } } } if (engine != ScriptEngineName) return; Object[] parms = new Object[]{localID, itemID, script, startParam, postOnRez, (StateSource)stateSource}; if (stateSource == (int)StateSource.ScriptedRez) { DoOnRezScript(parms); } else { lock (m_CompileQueue) { m_CompileQueue.Enqueue(parms); if (m_CurrentCompile == null) { m_CurrentCompile = m_ThreadPool.QueueWorkItem( new WorkItemCallback(this.DoOnRezScriptQueue), new Object[0]); } } } } public Object DoOnRezScriptQueue(Object dummy) { if (m_InitialStartup) { m_InitialStartup = false; System.Threading.Thread.Sleep(15000); lock (m_CompileQueue) { if (m_CompileQueue.Count==0) // No scripts on region, so won't get triggered later // by the queue becoming empty so we trigger it here m_Scene.EventManager.TriggerEmptyScriptCompileQueue(0, String.Empty); } } Object o; lock (m_CompileQueue) { o = m_CompileQueue.Dequeue(); if (o == null) { m_CurrentCompile = null; return null; } } DoOnRezScript(o); lock (m_CompileQueue) { if (m_CompileQueue.Count > 0) { m_CurrentCompile = m_ThreadPool.QueueWorkItem( new WorkItemCallback(this.DoOnRezScriptQueue), new Object[0]); } else { m_CurrentCompile = null; m_Scene.EventManager.TriggerEmptyScriptCompileQueue(m_ScriptFailCount, m_ScriptErrorMessage); m_ScriptFailCount = 0; } } return null; } private bool DoOnRezScript(object parm) { Object[] p = (Object[])parm; uint localID = (uint)p[0]; UUID itemID = (UUID)p[1]; string script =(string)p[2]; int startParam = (int)p[3]; bool postOnRez = (bool)p[4]; StateSource stateSource = (StateSource)p[5]; // Get the asset ID of the script, so we can check if we // already have it. // We must look for the part outside the m_Scripts lock because GetSceneObjectPart later triggers the // m_parts lock on SOG. At the same time, a scene object that is being deleted will take the m_parts lock // and then later on try to take the m_scripts lock in this class when it calls OnRemoveScript() SceneObjectPart part = m_Scene.GetSceneObjectPart(localID); if (part == null) { m_log.Error("[Script] SceneObjectPart unavailable. Script NOT started."); m_ScriptErrorMessage += "SceneObjectPart unavailable. Script NOT started.\n"; m_ScriptFailCount++; return false; } TaskInventoryItem item = part.Inventory.GetInventoryItem(itemID); if (item == null) { m_ScriptErrorMessage += "Can't find script inventory item.\n"; m_ScriptFailCount++; return false; } UUID assetID = item.AssetID; // m_log.DebugFormat("[XEngine] Compiling script {0} ({1})", // item.Name, itemID.ToString()); ScenePresence presence = m_Scene.GetScenePresence(item.OwnerID); string assembly = ""; CultureInfo USCulture = new CultureInfo("en-US"); Thread.CurrentThread.CurrentCulture = USCulture; try { lock (m_AddingAssemblies) { assembly = m_Compiler.PerformScriptCompile(script, assetID.ToString()); if (!m_AddingAssemblies.ContainsKey(assembly)) { m_AddingAssemblies[assembly] = 1; } else { m_AddingAssemblies[assembly]++; } } string[] warnings = m_Compiler.GetWarnings(); if (warnings != null && warnings.Length != 0) { if (presence != null && (!postOnRez)) presence.ControllingClient.SendAgentAlertMessage("Script saved with warnings, check debug window!", false); foreach (string warning in warnings) { try { // DISPLAY WARNING INWORLD string text = "Warning:\n" + warning; if (text.Length > 1000) text = text.Substring(0, 1000); World.SimChat(Utils.StringToBytes(text), ChatTypeEnum.DebugChannel, 2147483647, part.AbsolutePosition, part.Name, part.UUID, false); } catch (Exception e2) // LEGIT: User Scripting { m_log.Error("[XEngine]: " + "Error displaying warning in-world: " + e2.ToString()); m_log.Error("[XEngine]: " + "Warning:\r\n" + warning); } } } } catch (Exception e) { if (presence != null && (!postOnRez)) presence.ControllingClient.SendAgentAlertMessage("Script saved with errors, check debug window!", false); try { // DISPLAY ERROR INWORLD m_ScriptErrorMessage += "Failed to compile: " + e.Message.ToString(); m_ScriptFailCount++; string text = "Error compiling script:\n" + e.Message.ToString(); if (text.Length > 1000) text = text.Substring(0, 1000); World.SimChat(Utils.StringToBytes(text), ChatTypeEnum.DebugChannel, 2147483647, part.AbsolutePosition, part.Name, part.UUID, false); } catch (Exception e2) // LEGIT: User Scripting { m_log.Error("[XEngine]: "+ "Error displaying error in-world: " + e2.ToString()); m_log.Error("[XEngine]: " + "Errormessage: Error compiling script:\r\n" + e.Message.ToString()); } return false; } lock (m_Scripts) { ScriptInstance instance = null; // Create the object record if ((!m_Scripts.ContainsKey(itemID)) || (m_Scripts[itemID].AssetID != assetID)) { UUID appDomain = assetID; if (part.ParentGroup.IsAttachment) appDomain = part.ParentGroup.RootPart.UUID; if (!m_AppDomains.ContainsKey(appDomain)) { try { AppDomainSetup appSetup = new AppDomainSetup(); // appSetup.ApplicationBase = Path.Combine( // "ScriptEngines", // m_Scene.RegionInfo.RegionID.ToString()); Evidence baseEvidence = AppDomain.CurrentDomain.Evidence; Evidence evidence = new Evidence(baseEvidence); AppDomain sandbox = AppDomain.CreateDomain( m_Scene.RegionInfo.RegionID.ToString(), evidence, appSetup); /* PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel(); AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition(); PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet"); PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet); CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement); sandboxPolicy.RootCodeGroup = sandboxCodeGroup; sandbox.SetAppDomainPolicy(sandboxPolicy); */ m_AppDomains[appDomain] = sandbox; m_AppDomains[appDomain].AssemblyResolve += new ResolveEventHandler( AssemblyResolver.OnAssemblyResolve); m_DomainScripts[appDomain] = new List<UUID>(); } catch (Exception e) { m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString()); m_ScriptErrorMessage += "Exception creating app domain:\n"; m_ScriptFailCount++; lock (m_AddingAssemblies) { m_AddingAssemblies[assembly]--; } return false; } } m_DomainScripts[appDomain].Add(itemID); instance = new ScriptInstance(this, part, itemID, assetID, assembly, m_AppDomains[appDomain], part.ParentGroup.RootPart.Name, item.Name, startParam, postOnRez, stateSource, m_MaxScriptQueue); m_log.DebugFormat("[XEngine] Loaded script {0}.{1}", part.ParentGroup.RootPart.Name, item.Name); instance.AppDomain = appDomain; instance.LineMap = m_Compiler.LineMap(); m_Scripts[itemID] = instance; } lock (m_PrimObjects) { if (!m_PrimObjects.ContainsKey(localID)) m_PrimObjects[localID] = new List<UUID>(); if (!m_PrimObjects[localID].Contains(itemID)) m_PrimObjects[localID].Add(itemID); } if (!m_Assemblies.ContainsKey(assetID)) m_Assemblies[assetID] = assembly; lock (m_AddingAssemblies) { m_AddingAssemblies[assembly]--; } if (instance!=null) instance.Init(); } return true; } public void OnRemoveScript(uint localID, UUID itemID) { lock (m_Scripts) { // Do we even have it? if (!m_Scripts.ContainsKey(itemID)) return; IScriptInstance instance=m_Scripts[itemID]; m_Scripts.Remove(itemID); instance.ClearQueue(); instance.Stop(0); SceneObjectPart part = m_Scene.GetSceneObjectPart(localID); if (part != null) part.RemoveScriptEvents(itemID); lock (m_PrimObjects) { // Remove the script from it's prim if (m_PrimObjects.ContainsKey(localID)) { // Remove inventory item record if (m_PrimObjects[localID].Contains(itemID)) m_PrimObjects[localID].Remove(itemID); // If there are no more scripts, remove prim if (m_PrimObjects[localID].Count == 0) { m_PrimObjects.Remove(localID); } } } m_DomainScripts[instance.AppDomain].Remove(instance.ItemID); if (m_DomainScripts[instance.AppDomain].Count == 0) { m_DomainScripts.Remove(instance.AppDomain); UnloadAppDomain(instance.AppDomain); } instance.RemoveState(); instance.DestroyScriptInstance(); instance = null; CleanAssemblies(); } } public void OnScriptReset(uint localID, UUID itemID) { ResetScript(itemID); } public void OnStartScript(uint localID, UUID itemID) { StartScript(itemID); } public void OnStopScript(uint localID, UUID itemID) { StopScript(itemID); } private void CleanAssemblies() { List<UUID> assetIDList = new List<UUID>(m_Assemblies.Keys); foreach (IScriptInstance i in m_Scripts.Values) { if (assetIDList.Contains(i.AssetID)) assetIDList.Remove(i.AssetID); } lock (m_AddingAssemblies) { foreach (UUID assetID in assetIDList) { // Do not remove assembly files if another instance of the script // is currently initialising if (!m_AddingAssemblies.ContainsKey(m_Assemblies[assetID]) || m_AddingAssemblies[m_Assemblies[assetID]] == 0) { // m_log.DebugFormat("[XEngine] Removing unreferenced assembly {0}", m_Assemblies[assetID]); try { if (File.Exists(m_Assemblies[assetID])) File.Delete(m_Assemblies[assetID]); if (File.Exists(m_Assemblies[assetID]+".text")) File.Delete(m_Assemblies[assetID]+".text"); if (File.Exists(m_Assemblies[assetID]+".mdb")) File.Delete(m_Assemblies[assetID]+".mdb"); } catch (Exception) { } m_Assemblies.Remove(assetID); } } } } private void UnloadAppDomain(UUID id) { if (m_AppDomains.ContainsKey(id)) { AppDomain domain = m_AppDomains[id]; m_AppDomains.Remove(id); AppDomain.Unload(domain); domain = null; // m_log.DebugFormat("[XEngine] Unloaded app domain {0}", id.ToString()); } } // // Start processing // private void SetupEngine(int minThreads, int maxThreads, int idleTimeout, ThreadPriority threadPriority, int maxScriptQueue, int stackSize) { m_MaxScriptQueue = maxScriptQueue; STPStartInfo startInfo = new STPStartInfo(); startInfo.IdleTimeout = idleTimeout; startInfo.MaxWorkerThreads = maxThreads; startInfo.MinWorkerThreads = minThreads; startInfo.ThreadPriority = threadPriority; startInfo.StackSize = stackSize; startInfo.StartSuspended = true; m_ThreadPool = new SmartThreadPool(startInfo); } // // Used by script instances to queue event handler jobs // public IScriptWorkItem QueueEventHandler(object parms) { return new XWorkItem(m_ThreadPool.QueueWorkItem( new WorkItemCallback(this.ProcessEventHandler), parms)); } /// <summary> /// Process a previously posted script event. /// </summary> /// <param name="parms"></param> /// <returns></returns> private object ProcessEventHandler(object parms) { CultureInfo USCulture = new CultureInfo("en-US"); Thread.CurrentThread.CurrentCulture = USCulture; IScriptInstance instance = (ScriptInstance) parms; //m_log.DebugFormat("[XENGINE]: Processing event for {0}", instance); return instance.EventProcessor(); } /// <summary> /// Post event to an entire prim /// </summary> /// <param name="localID"></param> /// <param name="p"></param> /// <returns></returns> public bool PostObjectEvent(uint localID, EventParams p) { bool result = false; lock (m_PrimObjects) { if (!m_PrimObjects.ContainsKey(localID)) return false; foreach (UUID itemID in m_PrimObjects[localID]) { if (m_Scripts.ContainsKey(itemID)) { IScriptInstance instance = m_Scripts[itemID]; if (instance != null) { instance.PostEvent(p); result = true; } } } } return result; } /// <summary> /// Post an event to a single script /// </summary> /// <param name="itemID"></param> /// <param name="p"></param> /// <returns></returns> public bool PostScriptEvent(UUID itemID, EventParams p) { if (m_Scripts.ContainsKey(itemID)) { IScriptInstance instance = m_Scripts[itemID]; if (instance != null) instance.PostEvent(p); return true; } return false; } public Assembly OnAssemblyResolve(object sender, ResolveEventArgs args) { if (!(sender is System.AppDomain)) return null; string[] pathList = new string[] {"bin", "ScriptEngines", Path.Combine("ScriptEngines", m_Scene.RegionInfo.RegionID.ToString())}; string assemblyName = args.Name; if (assemblyName.IndexOf(",") != -1) assemblyName = args.Name.Substring(0, args.Name.IndexOf(",")); foreach (string s in pathList) { string path = Path.Combine(Directory.GetCurrentDirectory(), Path.Combine(s, assemblyName))+".dll"; if (File.Exists(path)) return Assembly.LoadFrom(path); } return null; } private IScriptInstance GetInstance(UUID itemID) { IScriptInstance instance; lock (m_Scripts) { if (!m_Scripts.ContainsKey(itemID)) return null; instance = m_Scripts[itemID]; } return instance; } public void SetScriptState(UUID itemID, bool running) { IScriptInstance instance = GetInstance(itemID); if (instance != null) { if (running) instance.Start(); else instance.Stop(100); } } public bool GetScriptState(UUID itemID) { IScriptInstance instance = GetInstance(itemID); if (instance != null) return instance.Running; return false; } public void ApiResetScript(UUID itemID) { IScriptInstance instance = GetInstance(itemID); if (instance != null) instance.ApiResetScript(); } public void ResetScript(UUID itemID) { IScriptInstance instance = GetInstance(itemID); if (instance != null) instance.ResetScript(); } public void StartScript(UUID itemID) { IScriptInstance instance = GetInstance(itemID); if (instance != null) instance.Start(); } public void StopScript(UUID itemID) { IScriptInstance instance = GetInstance(itemID); if (instance != null) instance.Stop(0); } public DetectParams GetDetectParams(UUID itemID, int idx) { IScriptInstance instance = GetInstance(itemID); if (instance != null) return instance.GetDetectParams(idx); return null; } public void SetMinEventDelay(UUID itemID, double delay) { IScriptInstance instance = GetInstance(itemID); if (instance != null) instance.MinEventDelay = delay; } public UUID GetDetectID(UUID itemID, int idx) { IScriptInstance instance = GetInstance(itemID); if (instance != null) return instance.GetDetectID(idx); return UUID.Zero; } public void SetState(UUID itemID, string newState) { IScriptInstance instance = GetInstance(itemID); if (instance == null) return; instance.SetState(newState); } public string GetState(UUID itemID) { IScriptInstance instance = GetInstance(itemID); if (instance == null) return "default"; return instance.State; } public int GetStartParameter(UUID itemID) { IScriptInstance instance = GetInstance(itemID); if (instance == null) return 0; return instance.StartParam; } public void OnShutdown() { List<IScriptInstance> instances = new List<IScriptInstance>(); lock (m_Scripts) { foreach (IScriptInstance instance in m_Scripts.Values) instances.Add(instance); } foreach (IScriptInstance i in instances) { // Stop the script, even forcibly if needed. Then flag // it as shutting down and restore the previous run state // for serialization, so the scripts don't come back // dead after region restart // bool prevRunning = i.Running; i.Stop(50); i.ShuttingDown = true; i.Running = prevRunning; } DoBackup(new Object[] {0}); } public IScriptApi GetApi(UUID itemID, string name) { IScriptInstance instance = GetInstance(itemID); if (instance == null) return null; return instance.GetApi(name); } public void OnGetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID) { IScriptInstance instance = GetInstance(itemID); if (instance == null) return; IEventQueue eq = World.RequestModuleInterface<IEventQueue>(); if (eq == null) { controllingClient.SendScriptRunningReply(objectID, itemID, GetScriptState(itemID)); } else { eq.Enqueue(EventQueueHelper.ScriptRunningReplyEvent(objectID, itemID, GetScriptState(itemID), true), controllingClient.AgentId); } } public string GetAssemblyName(UUID itemID) { IScriptInstance instance = GetInstance(itemID); if (instance == null) return ""; return instance.GetAssemblyName(); } public string GetXMLState(UUID itemID) { IScriptInstance instance = GetInstance(itemID); if (instance == null) return ""; return instance.GetXMLState(); } } }