/* * 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.Linq; using System.Reflection; using System.Security; using System.Security.Policy; using System.Text; using System.Threading; using System.Xml; using OpenMetaverse; using OpenMetaverse.StructuredData; using log4net; using Nini.Config; using Amib.Threading; using Mono.Addins; using OpenSim.Framework; using OpenSim.Framework.Console; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.ScriptEngine.Interfaces; using OpenSim.Region.ScriptEngine.Shared; using OpenSim.Region.ScriptEngine.Shared.CodeTools; using OpenSim.Region.ScriptEngine.Shared.Instance; using OpenSim.Region.ScriptEngine.Shared.Api; using OpenSim.Region.ScriptEngine.Shared.Api.Plugins; using OpenSim.Region.ScriptEngine.Shared.ScriptBase; using OpenSim.Region.ScriptEngine.XEngine.ScriptBase; using Timer = OpenSim.Region.ScriptEngine.Shared.Api.Plugins.Timer; using ScriptCompileQueue = OpenSim.Framework.LocklessQueue; namespace OpenSim.Region.ScriptEngine.XEngine { [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "XEngine")] public class XEngine : INonSharedRegionModule, IScriptModule, IScriptEngine { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); /// /// Control the printing of certain debug messages. /// /// /// If DebugLevel >= 1, then we log every time that a script is started. /// public int DebugLevel { get; set; } /// /// A parameter to allow us to notify the log if at least one script has a compilation that is not compatible /// with ScriptStopStrategy. /// public bool HaveNotifiedLogOfScriptStopMistmatch { get; private set; } private SmartThreadPool m_ThreadPool; private int m_MaxScriptQueue; private Scene m_Scene; private IConfig m_ScriptConfig = null; private IConfigSource m_ConfigSource = null; private ICompiler m_Compiler; private int m_MinThreads; private int m_MaxThreads; /// /// Amount of time to delay before starting. /// private int m_StartDelay; /// /// Are we stopping scripts co-operatively by inserting checks in them at C# compile time (true) or aborting /// their threads (false)? /// private bool m_coopTermination; 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; private bool m_AppDomainLoading; private bool m_CompactMemOnLoad; private Dictionary m_ScriptErrors = new Dictionary(); // 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 IXmlRpcRouter m_XmlRpcRouter; private int m_EventLimit; private bool m_KillTimedOutScripts; /// /// Number of milliseconds we will wait for a script event to complete on script stop before we forcibly abort /// its thread. /// /// /// It appears that if a script thread is aborted whilst it is holding ReaderWriterLockSlim (possibly the write /// lock) then the lock is not properly released. This causes mono 2.6, 2.10 and possibly /// later to crash, sometimes with symptoms such as a leap to 100% script usage and a vm thead dump showing /// all threads waiting on release of ReaderWriterLockSlim write thread which none of the threads listed /// actually hold. /// /// Pausing for event completion reduces the risk of this happening. However, it may be that aborting threads /// is not a mono issue per se but rather a risky activity in itself in an AppDomain that is not immediately /// shutting down. /// private int m_WaitForEventCompletionOnScriptStop = 1000; private string m_ScriptEnginesPath = null; private ExpiringCache m_runFlags = new ExpiringCache(); /// /// Is the entire simulator in the process of shutting down? /// private bool m_SimulatorShuttingDown; private static List m_ScriptEngines = new List(); // Maps the local id to the script inventory items in it private Dictionary > m_PrimObjects = new Dictionary >(); // Maps the UUID above to the script instance private Dictionary m_Scripts = new Dictionary(); // Maps the asset ID to the assembly private Dictionary m_Assemblies = new Dictionary(); private Dictionary m_AddingAssemblies = new Dictionary(); // This will list AppDomains by script asset private Dictionary m_AppDomains = new Dictionary(); // List the scripts running in each appdomain private Dictionary > m_DomainScripts = new Dictionary >(); private ScriptCompileQueue m_CompileQueue = new ScriptCompileQueue(); IWorkItemResult m_CurrentCompile = null; private Dictionary m_CompileDict = new Dictionary(); private ScriptEngineConsoleCommands m_consoleCommands; public string ScriptEngineName { get { return "XEngine"; } } public string ScriptClassName { get; private set; } public string ScriptBaseClassName { get; private set; } public ParameterInfo[] ScriptBaseClassParameters { get; private set; } public string[] ScriptReferencedAssemblies { get; private set; } public Scene World { get { return m_Scene; } } public static List ScriptEngines { get { return m_ScriptEngines; } } public IScriptModule ScriptModule { get { return this; } } // private struct RezScriptParms // { // uint LocalID; // UUID ItemID; // string Script; // } public IConfig Config { get { return m_ScriptConfig; } } public string ScriptEnginePath { get { return m_ScriptEnginesPath; } } public IConfigSource ConfigSource { get { return m_ConfigSource; } } private class ScriptCompileInfo { public List eventList = new List(); } /// /// Event fired after the script engine has finished removing a script. /// public event ScriptRemoved OnScriptRemoved; /// /// Event fired after the script engine has finished removing a script from an object. /// public event ObjectRemoved OnObjectRemoved; public void Initialise(IConfigSource configSource) { if (configSource.Configs["XEngine"] == null) return; m_ScriptConfig = configSource.Configs["XEngine"]; m_ConfigSource = configSource; string rawScriptStopStrategy = m_ScriptConfig.GetString("ScriptStopStrategy", "co-op"); m_log.InfoFormat("[XEngine]: Script stop strategy is {0}", rawScriptStopStrategy); if (rawScriptStopStrategy == "co-op") { m_coopTermination = true; ScriptClassName = "XEngineScript"; ScriptBaseClassName = typeof(XEngineScriptBase).FullName; ScriptBaseClassParameters = typeof(XEngineScriptBase).GetConstructor(new Type[] { typeof(WaitHandle) }).GetParameters(); ScriptReferencedAssemblies = new string[] { Path.GetFileName(typeof(XEngineScriptBase).Assembly.Location) }; } else { ScriptClassName = "Script"; ScriptBaseClassName = typeof(ScriptBaseClass).FullName; } // Console.WriteLine("ASSEMBLY NAME: {0}", ScriptReferencedAssemblies[0]); } public void AddRegion(Scene scene) { if (m_ScriptConfig == null) return; m_ScriptFailCount = 0; m_ScriptErrorMessage = String.Empty; m_Enabled = m_ScriptConfig.GetBoolean("Enabled", true); if (!m_Enabled) return; AppDomain.CurrentDomain.AssemblyResolve += OnAssemblyResolve; m_Scene = scene; m_log.InfoFormat("[XEngine]: Initializing scripts in region {0}", m_Scene.RegionInfo.RegionName); 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_StartDelay = m_ScriptConfig.GetInt("StartDelay", 15000); m_MaxScriptQueue = m_ScriptConfig.GetInt("MaxScriptEventQueue",300); m_StackSize = m_ScriptConfig.GetInt("ThreadStackSize", 262144); m_SleepTime = m_ScriptConfig.GetInt("MaintenanceInterval", 10) * 1000; m_AppDomainLoading = m_ScriptConfig.GetBoolean("AppDomainLoading", false); m_CompactMemOnLoad = m_ScriptConfig.GetBoolean("CompactMemOnLoad", false); m_EventLimit = m_ScriptConfig.GetInt("EventLimit", 30); m_KillTimedOutScripts = m_ScriptConfig.GetBoolean("KillTimedOutScripts", false); m_SaveTime = m_ScriptConfig.GetInt("SaveInterval", 120) * 1000; m_WaitForEventCompletionOnScriptStop = m_ScriptConfig.GetInt("WaitForEventCompletionOnScriptStop", m_WaitForEventCompletionOnScriptStop); m_ScriptEnginesPath = m_ScriptConfig.GetString("ScriptEnginesPath", "ScriptEngines"); 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(this); m_XmlRpcRouter = m_Scene.RequestModuleInterface(); if (m_XmlRpcRouter != null) { OnScriptRemoved += m_XmlRpcRouter.ScriptRemoved; OnObjectRemoved += m_XmlRpcRouter.ObjectRemoved; } m_consoleCommands = new ScriptEngineConsoleCommands(this); m_consoleCommands.RegisterCommands(); MainConsole.Instance.Commands.AddCommand( "Scripts", false, "xengine status", "xengine status", "Show status information", "Show status information on the script engine.", HandleShowStatus); MainConsole.Instance.Commands.AddCommand( "Scripts", false, "scripts show", "scripts show [+]", "Show script information", "Show information on all scripts known to the script engine.\n" + "If one or more s are given then only information on that script will be shown.", HandleShowScripts); MainConsole.Instance.Commands.AddCommand( "Scripts", false, "show scripts", "show scripts [+]", "Show script information", "Synonym for scripts show command", HandleShowScripts); MainConsole.Instance.Commands.AddCommand( "Scripts", false, "scripts suspend", "scripts suspend [+]", "Suspends all running scripts", "Suspends all currently running scripts. This only suspends event delivery, it will not suspend a" + " script that is currently processing an event.\n" + "Suspended scripts will continue to accumulate events but won't process them.\n" + "If one or more s are given then only that script will be suspended. Otherwise, all suitable scripts are suspended.", (module, cmdparams) => HandleScriptsAction(cmdparams, HandleSuspendScript)); MainConsole.Instance.Commands.AddCommand( "Scripts", false, "scripts resume", "scripts resume [+]", "Resumes all suspended scripts", "Resumes all currently suspended scripts.\n" + "Resumed scripts will process all events accumulated whilst suspended.\n" + "If one or more s are given then only that script will be resumed. Otherwise, all suitable scripts are resumed.", (module, cmdparams) => HandleScriptsAction(cmdparams, HandleResumeScript)); MainConsole.Instance.Commands.AddCommand( "Scripts", false, "scripts stop", "scripts stop [+]", "Stops all running scripts", "Stops all running scripts.\n" + "If one or more s are given then only that script will be stopped. Otherwise, all suitable scripts are stopped.", (module, cmdparams) => HandleScriptsAction(cmdparams, HandleStopScript)); MainConsole.Instance.Commands.AddCommand( "Scripts", false, "scripts start", "scripts start [+]", "Starts all stopped scripts", "Starts all stopped scripts.\n" + "If one or more s are given then only that script will be started. Otherwise, all suitable scripts are started.", (module, cmdparams) => HandleScriptsAction(cmdparams, HandleStartScript)); MainConsole.Instance.Commands.AddCommand( "Debug", false, "debug scripts log", "debug scripts log ", "Extra debug logging for a particular script.", "Activates or deactivates extra debug logging for the given script.\n" + "Level == 0, deactivate extra debug logging.\n" + "Level >= 1, log state changes.\n" + "Level >= 2, log event invocations.\n", HandleDebugScriptLogCommand); MainConsole.Instance.Commands.AddCommand( "Debug", false, "debug xengine log", "debug xengine log []", "Turn on detailed xengine debugging.", "If level <= 0, then no extra logging is done.\n" + "If level >= 1, then we log every time that a script is started.", HandleDebugLevelCommand); } private void HandleDebugScriptLogCommand(string module, string[] args) { if (!(MainConsole.Instance.ConsoleScene == null || MainConsole.Instance.ConsoleScene == m_Scene)) return; if (args.Length != 5) { MainConsole.Instance.Output("Usage: debug script log "); return; } UUID itemId; if (!ConsoleUtil.TryParseConsoleUuid(MainConsole.Instance, args[3], out itemId)) return; int newLevel; if (!ConsoleUtil.TryParseConsoleInt(MainConsole.Instance, args[4], out newLevel)) return; IScriptInstance si; lock (m_Scripts) { // XXX: We can't give the user feedback on a bad item id because this may apply to a different script // engine if (!m_Scripts.TryGetValue(itemId, out si)) return; } si.DebugLevel = newLevel; MainConsole.Instance.OutputFormat("Set debug level of {0} {1} to {2}", si.ScriptName, si.ItemID, newLevel); } /// /// Change debug level /// /// /// private void HandleDebugLevelCommand(string module, string[] args) { if (args.Length >= 4) { int newDebug; if (ConsoleUtil.TryParseConsoleNaturalInt(MainConsole.Instance, args[3], out newDebug)) { DebugLevel = newDebug; MainConsole.Instance.OutputFormat("Debug level set to {0} in XEngine for region {1}", newDebug, m_Scene.Name); } } else if (args.Length == 3) { MainConsole.Instance.OutputFormat("Current debug level is {0}", DebugLevel); } else { MainConsole.Instance.Output("Usage: debug xengine log "); } } /// /// Parse the raw item id into a script instance from the command params if it's present. /// /// /// /// Basis on which to sort output. Can be null if no sort needs to take place private void HandleScriptsAction(string[] cmdparams, Action action) { HandleScriptsAction(cmdparams, action, null); } /// /// Parse the raw item id into a script instance from the command params if it's present. /// /// /// /// Basis on which to sort output. Can be null if no sort needs to take place private void HandleScriptsAction( string[] cmdparams, Action action, System.Func keySelector) { if (!(MainConsole.Instance.ConsoleScene == null || MainConsole.Instance.ConsoleScene == m_Scene)) return; lock (m_Scripts) { string rawItemId; UUID itemId = UUID.Zero; if (cmdparams.Length == 2) { IEnumerable scripts = m_Scripts.Values; if (keySelector != null) scripts = scripts.OrderBy(keySelector); foreach (IScriptInstance instance in scripts) action(instance); return; } for (int i = 2; i < cmdparams.Length; i++) { rawItemId = cmdparams[i]; if (!UUID.TryParse(rawItemId, out itemId)) { MainConsole.Instance.OutputFormat("ERROR: {0} is not a valid UUID", rawItemId); continue; } if (itemId != UUID.Zero) { IScriptInstance instance = GetInstance(itemId); if (instance == null) { // Commented out for now since this will cause false reports on simulators with more than // one scene where the current command line set region is 'root' (which causes commands to // go to both regions... (sigh) // MainConsole.Instance.OutputFormat("Error - No item found with id {0}", itemId); continue; } else { action(instance); } } } } } private void HandleShowStatus(string module, string[] cmdparams) { if (!(MainConsole.Instance.ConsoleScene == null || MainConsole.Instance.ConsoleScene == m_Scene)) return; MainConsole.Instance.Output(GetStatusReport()); } public string GetStatusReport() { StringBuilder sb = new StringBuilder(); sb.AppendFormat("Status of XEngine instance for {0}\n", m_Scene.RegionInfo.RegionName); long scriptsLoaded, eventsQueued = 0, eventsProcessed = 0; lock (m_Scripts) { scriptsLoaded = m_Scripts.Count; foreach (IScriptInstance si in m_Scripts.Values) { eventsQueued += si.EventsQueued; eventsProcessed += si.EventsProcessed; } } sb.AppendFormat("Scripts loaded : {0}\n", scriptsLoaded); sb.AppendFormat("Scripts waiting for load : {0}\n", m_CompileQueue.Count); sb.AppendFormat("Max threads : {0}\n", m_ThreadPool.MaxThreads); sb.AppendFormat("Min threads : {0}\n", m_ThreadPool.MinThreads); sb.AppendFormat("Allocated threads : {0}\n", m_ThreadPool.ActiveThreads); sb.AppendFormat("In use threads : {0}\n", m_ThreadPool.InUseThreads); sb.AppendFormat("Work items waiting : {0}\n", m_ThreadPool.WaitingCallbacks); // sb.AppendFormat("Assemblies loaded : {0}\n", m_Assemblies.Count); sb.AppendFormat("Events queued : {0}\n", eventsQueued); sb.AppendFormat("Events processed : {0}\n", eventsProcessed); SensorRepeat sr = AsyncCommandManager.GetSensorRepeatPlugin(this); sb.AppendFormat("Sensors : {0}\n", sr != null ? sr.SensorsCount : 0); Dataserver ds = AsyncCommandManager.GetDataserverPlugin(this); sb.AppendFormat("Dataserver requests : {0}\n", ds != null ? ds.DataserverRequestsCount : 0); Timer t = AsyncCommandManager.GetTimerPlugin(this); sb.AppendFormat("Timers : {0}\n", t != null ? t.TimersCount : 0); Listener l = AsyncCommandManager.GetListenerPlugin(this); sb.AppendFormat("Listeners : {0}\n", l != null ? l.ListenerCount : 0); return sb.ToString(); } public void HandleShowScripts(string module, string[] cmdparams) { if (!(MainConsole.Instance.ConsoleScene == null || MainConsole.Instance.ConsoleScene == m_Scene)) return; if (cmdparams.Length == 2) { lock (m_Scripts) { MainConsole.Instance.OutputFormat( "Showing {0} scripts in {1}", m_Scripts.Count, m_Scene.RegionInfo.RegionName); } } HandleScriptsAction(cmdparams, HandleShowScript, si => si.EventsProcessed); } private void HandleShowScript(IScriptInstance instance) { SceneObjectPart sop = m_Scene.GetSceneObjectPart(instance.ObjectID); string status; if (instance.ShuttingDown) { status = "shutting down"; } else if (instance.Suspended) { status = "suspended"; } else if (!instance.Running) { status = "stopped"; } else { status = "running"; } StringBuilder sb = new StringBuilder(); sb.AppendFormat("Script name : {0}\n", instance.ScriptName); sb.AppendFormat("Status : {0}\n", status); sb.AppendFormat("Queued events : {0}\n", instance.EventsQueued); sb.AppendFormat("Processed events : {0}\n", instance.EventsProcessed); sb.AppendFormat("Item UUID : {0}\n", instance.ItemID); sb.AppendFormat("Asset UUID : {0}\n", instance.AssetID); sb.AppendFormat("Containing part name: {0}\n", instance.PrimName); sb.AppendFormat("Containing part UUID: {0}\n", instance.ObjectID); sb.AppendFormat("Position : {0}\n", sop.AbsolutePosition); MainConsole.Instance.Output(sb.ToString()); } private void HandleSuspendScript(IScriptInstance instance) { if (!instance.Suspended) { instance.Suspend(); SceneObjectPart sop = m_Scene.GetSceneObjectPart(instance.ObjectID); MainConsole.Instance.OutputFormat( "Suspended {0}.{1}, item UUID {2}, prim UUID {3} @ {4}", instance.PrimName, instance.ScriptName, instance.ItemID, instance.ObjectID, sop.AbsolutePosition); } } private void HandleResumeScript(IScriptInstance instance) { if (instance.Suspended) { instance.Resume(); SceneObjectPart sop = m_Scene.GetSceneObjectPart(instance.ObjectID); MainConsole.Instance.OutputFormat( "Resumed {0}.{1}, item UUID {2}, prim UUID {3} @ {4}", instance.PrimName, instance.ScriptName, instance.ItemID, instance.ObjectID, sop.AbsolutePosition); } } private void HandleStartScript(IScriptInstance instance) { if (!instance.Running) { instance.Start(); SceneObjectPart sop = m_Scene.GetSceneObjectPart(instance.ObjectID); MainConsole.Instance.OutputFormat( "Started {0}.{1}, item UUID {2}, prim UUID {3} @ {4}", instance.PrimName, instance.ScriptName, instance.ItemID, instance.ObjectID, sop.AbsolutePosition); } } private void HandleStopScript(IScriptInstance instance) { if (instance.Running) { instance.StayStopped = true; // the script was stopped explicitly instance.Stop(0); SceneObjectPart sop = m_Scene.GetSceneObjectPart(instance.ObjectID); MainConsole.Instance.OutputFormat( "Stopped {0}.{1}, item UUID {2}, prim UUID {3} @ {4}", instance.PrimName, instance.ScriptName, instance.ItemID, instance.ObjectID, sop.AbsolutePosition); } } public void RemoveRegion(Scene scene) { if (!m_Enabled) return; lock (m_Scripts) { m_log.InfoFormat( "[XEngine]: Shutting down {0} scripts in {1}", m_Scripts.Count, m_Scene.RegionInfo.RegionName); foreach (IScriptInstance instance in m_Scripts.Values) { // Force a final state save // try { if (instance.StatePersistedHere) instance.SaveState(); } catch (Exception e) { m_log.Error( string.Format( "[XEngine]: Failed final state save for script {0}.{1}, item UUID {2}, prim UUID {3} in {4}. Exception ", instance.PrimName, instance.ScriptName, instance.ItemID, instance.ObjectID, World.Name) , e); } // Clear the event queue and abort the instance thread // instance.Stop(0, true); // Release events, timer, etc // instance.DestroyScriptInstance(); // Unload scripts and app domains. // Must be done explicitly because they have infinite // lifetime. // However, don't bother to do this if the simulator is shutting // down since it takes a long time with many scripts. if (!m_SimulatorShuttingDown) { m_DomainScripts[instance.AppDomain].Remove(instance.ItemID); if (m_DomainScripts[instance.AppDomain].Count == 0) { m_DomainScripts.Remove(instance.AppDomain); UnloadAppDomain(instance.AppDomain); } } } m_Scripts.Clear(); m_PrimObjects.Clear(); m_Assemblies.Clear(); m_DomainScripts.Clear(); } lock (m_ScriptEngines) { m_ScriptEngines.Remove(this); } } public void RegionLoaded(Scene scene) { 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 region ready has been triggered, then the region had no scripts to compile and completed its other // work. m_Scene.EventManager.OnRegionReadyStatusChange += s => { if (s.Ready) m_InitialStartup = false; }; 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 }); } } public void StartProcessing() { m_ThreadPool.Start(); } public void Close() { if (!m_Enabled) return; lock (m_ScriptEngines) { if (m_ScriptEngines.Contains(this)) m_ScriptEngines.Remove(this); } lock(m_Scripts) m_ThreadPool.Shutdown(); } 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 instances = new List(); lock (m_Scripts) { foreach (IScriptInstance instance in m_Scripts.Values) { if (instance.StatePersistedHere) { // m_log.DebugFormat( // "[XEngine]: Adding script {0}.{1}, item UUID {2}, prim UUID {3} in {4} for state persistence", // instance.PrimName, instance.ScriptName, instance.ItemID, instance.ObjectID, World.Name); instances.Add(instance); } } } foreach (IScriptInstance i in instances) { try { i.SaveState(); } catch (Exception e) { m_log.Error( string.Format( "[XEngine]: Failed to save state of script {0}.{1}, item UUID {2}, prim UUID {3} in {4}. Exception ", i.PrimName, i.ScriptName, i.ItemID, i.ObjectID, World.Name) , e); } } if (saveTime > 0) m_ThreadPool.QueueWorkItem(new WorkItemCallback(this.DoBackup), new Object[] { saveTime }); return 0; } public void SaveAllState() { DoBackup(new object[] { 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 Type ReplaceableInterface { get { return null; } } public string Name { get { return "XEngine"; } } public void OnRezScript(uint localID, UUID itemID, string script, int startParam, bool postOnRez, string engine, int stateSource) { // m_log.DebugFormat( // "[XEngine]: OnRezScript event triggered for script {0}, startParam {1}, postOnRez {2}, engine {3}, stateSource {4}, script\n{5}", // itemID, startParam, postOnRez, engine, stateSource, script); if (script.StartsWith("//MRM:")) return; List engines = new List(m_Scene.RequestModuleInterfaces()); List names = new List(); 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(colon + 1); } else { if (engine == ScriptEngineName) { // If we are falling back on XEngine as the default engine, then only complain to the user // if a script language has been explicitly set and it's one that we recognize or there are // no non-whitespace characters after the colon. // // If the script is // explicitly not allowed or the script is not in LSL then the user will be informed by a later compiler message. // // If the colon ends the line then we'll risk the false positive as this is more likely // to signal a real scriptengine line where the user wants to use the default compile language. // // This avoids the overwhelming number of false positives where we're in this code because // there's a colon in a comment in the first line of a script for entirely // unrelated reasons (e.g. vim settings). // // TODO: A better fix would be to deprecate simple : detection and look for some less likely // string to begin the comment (like #! in unix shell scripts). bool warnRunningInXEngine = false; string restOfFirstLine = firstline.Substring(colon + 1); // FIXME: These are hardcoded because they are currently hardcoded in Compiler.cs if (restOfFirstLine.StartsWith("c#") || restOfFirstLine.StartsWith("vb") || restOfFirstLine.StartsWith("lsl") || restOfFirstLine.Length == 0) warnRunningInXEngine = true; if (warnRunningInXEngine) { 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) { lock (m_CompileDict) { // m_log.DebugFormat("[XENGINE]: Set compile dict for {0}", itemID); m_CompileDict[itemID] = new ScriptCompileInfo(); } DoOnRezScript(parms); } else { lock (m_CompileDict) m_CompileDict[itemID] = new ScriptCompileInfo(); // m_log.DebugFormat("[XENGINE]: Set compile dict for {0} delayed", itemID); // This must occur after the m_CompileDict so that an existing compile thread cannot hit the check // in DoOnRezScript() before m_CompileDict has been updated. m_CompileQueue.Enqueue(parms); // m_log.DebugFormat("[XEngine]: Added script {0} to compile queue", itemID); // NOTE: Although we use a lockless queue, the lock here // is required. It ensures that there are never two // compile threads running, which, due to a race // conndition, might otherwise happen // lock (m_CompileQueue) { if (m_CurrentCompile == null) m_CurrentCompile = m_ThreadPool.QueueWorkItem(DoOnRezScriptQueue, null); } } } public Object DoOnRezScriptQueue(Object dummy) { try { if (m_InitialStartup) { // This delay exists to stop mono problems where script compilation and startup would stop the sim // working properly for the session. System.Threading.Thread.Sleep(m_StartDelay); m_log.InfoFormat("[XEngine]: Performing initial script startup on {0}", m_Scene.Name); } object[] o; int scriptsStarted = 0; while (m_CompileQueue.Dequeue(out o)) { try { if (DoOnRezScript(o)) { scriptsStarted++; if (m_InitialStartup) if (scriptsStarted % 50 == 0) m_log.InfoFormat( "[XEngine]: Started {0} scripts in {1}", scriptsStarted, m_Scene.Name); } } catch (System.Threading.ThreadAbortException) { } catch (Exception e) { m_log.Error( string.Format( "[XEngine]: Failure in DoOnRezScriptQueue() for item {0} in {1}. Continuing. Exception ", o[1], m_Scene.Name), e); } } if (m_InitialStartup) m_log.InfoFormat( "[XEngine]: Completed starting {0} scripts on {1}", scriptsStarted, m_Scene.Name); } catch (Exception e) { m_log.Error( string.Format("[XEngine]: Failure in DoOnRezScriptQueue() in {0}. Exception ", m_Scene.Name), e); } finally { // FIXME: On failure we must trigger this even if the compile queue is not actually empty so that the // RegionReadyModule is not forever waiting. This event really needs a different name. m_Scene.EventManager.TriggerEmptyScriptCompileQueue(m_ScriptFailCount, m_ScriptErrorMessage); m_ScriptFailCount = 0; m_InitialStartup = false; // NOTE: Despite having a lockless queue, this lock is required // to make sure there is never no compile thread while there // are still scripts to compile. This could otherwise happen // due to a race condition // lock (m_CompileQueue) { m_CurrentCompile = null; // This is to avoid a situation where the m_CompileQueue while loop above could complete but // OnRezScript() place a new script on the queue and check m_CurrentCompile = null before we hit // this section. if (m_CompileQueue.Count > 0) m_CurrentCompile = m_ThreadPool.QueueWorkItem(DoOnRezScriptQueue, null); } } return null; } private bool DoOnRezScript(object[] parms) { Object[] p = parms; 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]; // m_log.DebugFormat("[XEngine]: DoOnRezScript called for script {0}", itemID); lock (m_CompileDict) { if (!m_CompileDict.ContainsKey(itemID)) return false; } // 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.ErrorFormat("[Script]: SceneObjectPart with localID {0} unavailable. Script NOT started.", localID); m_ScriptErrorMessage += "SceneObjectPart unavailable. Script NOT started.\n"; m_ScriptFailCount++; lock (m_CompileDict) m_CompileDict.Remove(itemID); return false; } TaskInventoryItem item = part.Inventory.GetInventoryItem(itemID); if (item == null) { m_ScriptErrorMessage += "Can't find script inventory item.\n"; m_ScriptFailCount++; lock (m_CompileDict) m_CompileDict.Remove(itemID); return false; } if (DebugLevel > 0) m_log.DebugFormat( "[XEngine]: Loading script {0}.{1}, item UUID {2}, prim UUID {3} @ {4}.{5}", part.ParentGroup.RootPart.Name, item.Name, itemID, part.UUID, part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName); UUID assetID = item.AssetID; ScenePresence presence = m_Scene.GetScenePresence(item.OwnerID); string assemblyPath = ""; Culture.SetCurrentCulture(); Dictionary, KeyValuePair> linemap; lock (m_ScriptErrors) { try { lock (m_AddingAssemblies) { m_Compiler.PerformScriptCompile(script, assetID.ToString(), item.OwnerID, out assemblyPath, out linemap); // m_log.DebugFormat( // "[XENGINE]: Found assembly path {0} onrez {1} in {2}", // assemblyPath, item.ItemID, World.Name); if (!m_AddingAssemblies.ContainsKey(assemblyPath)) { m_AddingAssemblies[assemblyPath] = 1; } else { m_AddingAssemblies[assemblyPath]++; } } string[] warnings = m_Compiler.GetWarnings(); if (warnings != null && warnings.Length != 0) { foreach (string warning in warnings) { if (!m_ScriptErrors.ContainsKey(itemID)) m_ScriptErrors[itemID] = new ArrayList(); m_ScriptErrors[itemID].Add(warning); // try // { // // DISPLAY WARNING INWORLD // string text = "Warning:\n" + warning; // if (text.Length > 1000) // text = text.Substring(0, 1000); // if (!ShowScriptSaveResponse(item.OwnerID, // assetID, text, true)) // { // if (presence != null && (!postOnRez)) // presence.ControllingClient.SendAgentAlertMessage("Script saved with warnings, check debug window!", false); // // 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) { // m_log.ErrorFormat( // "[XEngine]: Exception when rezzing script with item ID {0}, {1}{2}", // itemID, e.Message, e.StackTrace); // try // { if (!m_ScriptErrors.ContainsKey(itemID)) m_ScriptErrors[itemID] = new ArrayList(); // DISPLAY ERROR INWORLD // m_ScriptErrorMessage += "Failed to compile script in object: '" + part.ParentGroup.RootPart.Name + "' Script name: '" + item.Name + "' Error message: " + e.Message.ToString(); // m_ScriptFailCount++; m_ScriptErrors[itemID].Add(e.Message.ToString()); // string text = "Error compiling script '" + item.Name + "':\n" + e.Message.ToString(); // if (text.Length > 1000) // text = text.Substring(0, 1000); // if (!ShowScriptSaveResponse(item.OwnerID, // assetID, text, false)) // { // if (presence != null && (!postOnRez)) // presence.ControllingClient.SendAgentAlertMessage("Script saved with errors, check debug window!", false); // 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()); // } lock (m_CompileDict) m_CompileDict.Remove(itemID); return false; } } // optionaly do not load a assembly on top of a lot of to release memory // only if logins disable since causes a lot of rubber banding if(m_CompactMemOnLoad && !m_Scene.LoginsEnabled) GC.Collect(2); ScriptInstance instance = null; lock (m_Scripts) { // 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; UUID appDomain = part.ParentGroup.RootPart.UUID; if (!m_AppDomains.ContainsKey(appDomain)) { try { AppDomain sandbox; if (m_AppDomainLoading) { AppDomainSetup appSetup = new AppDomainSetup(); appSetup.PrivateBinPath = Path.Combine( m_ScriptEnginesPath, m_Scene.RegionInfo.RegionID.ToString()); Evidence baseEvidence = AppDomain.CurrentDomain.Evidence; Evidence evidence = new Evidence(baseEvidence); sandbox = AppDomain.CreateDomain( m_Scene.RegionInfo.RegionID.ToString(), evidence, appSetup); sandbox.AssemblyResolve += new ResolveEventHandler( AssemblyResolver.OnAssemblyResolve); } else { sandbox = AppDomain.CurrentDomain; } //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_DomainScripts[appDomain] = new List(); } 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[assemblyPath]--; } lock (m_CompileDict) m_CompileDict.Remove(itemID); return false; } } m_DomainScripts[appDomain].Add(itemID); IScript scriptObj = null; EventWaitHandle coopSleepHandle; bool coopTerminationForThisScript; // Set up assembly name to point to the appropriate scriptEngines directory AssemblyName assemblyName = new AssemblyName(Path.GetFileNameWithoutExtension(assemblyPath)); assemblyName.CodeBase = Path.GetDirectoryName(assemblyPath); if (m_coopTermination) { try { coopSleepHandle = new XEngineEventWaitHandle(false, EventResetMode.AutoReset); scriptObj = (IScript)m_AppDomains[appDomain].CreateInstanceAndUnwrap( assemblyName.FullName, "SecondLife.XEngineScript", false, BindingFlags.Default, null, new object[] { coopSleepHandle }, null, null); coopTerminationForThisScript = true; } catch (TypeLoadException) { coopSleepHandle = null; try { scriptObj = (IScript)m_AppDomains[appDomain].CreateInstanceAndUnwrap( assemblyName.FullName, "SecondLife.Script", false, BindingFlags.Default, null, null, null, null); } catch (Exception e2) { m_log.Error( string.Format( "[XENGINE]: Could not load previous SecondLife.Script from assembly {0} in {1}. Not starting. Exception ", assemblyName.FullName, World.Name), e2); lock (m_CompileDict) m_CompileDict.Remove(itemID); return false; } coopTerminationForThisScript = false; } } else { try { scriptObj = (IScript)m_AppDomains[appDomain].CreateInstanceAndUnwrap( assemblyName.FullName, "SecondLife.Script", false, BindingFlags.Default, null, null, null, null); coopSleepHandle = null; coopTerminationForThisScript = false; } catch (TypeLoadException) { coopSleepHandle = new XEngineEventWaitHandle(false, EventResetMode.AutoReset); try { scriptObj = (IScript)m_AppDomains[appDomain].CreateInstanceAndUnwrap( assemblyName.FullName, "SecondLife.XEngineScript", false, BindingFlags.Default, null, new object[] { coopSleepHandle }, null, null); } catch (Exception e2) { m_log.Error( string.Format( "[XENGINE]: Could not load previous SecondLife.XEngineScript from assembly {0} in {1}. Not starting. Exception ", assemblyName.FullName, World.Name), e2); lock (m_CompileDict) m_CompileDict.Remove(itemID); return false; } coopTerminationForThisScript = true; } } if (m_coopTermination != coopTerminationForThisScript && !HaveNotifiedLogOfScriptStopMistmatch) { // Notify the log that there is at least one script compile that doesn't match the // ScriptStopStrategy. Operator has to manually delete old DLLs - we can't do this on Windows // once the assembly has been loaded evne if the instantiation of a class was unsuccessful. m_log.WarnFormat( "[XEngine]: At least one existing compiled script DLL in {0} has {1} as ScriptStopStrategy whereas config setting is {2}." + "\nContinuing with script compiled strategy but to remove this message please set [XEngine] DeleteScriptsOnStartup = true for one simulator session to remove old script DLLs (script state will not be lost).", World.Name, coopTerminationForThisScript ? "co-op" : "abort", m_coopTermination ? "co-op" : "abort"); HaveNotifiedLogOfScriptStopMistmatch = true; } instance = new ScriptInstance(this, part, item, startParam, postOnRez, m_MaxScriptQueue); if(!instance.Load(scriptObj, coopSleepHandle, assemblyPath, Path.Combine(ScriptEnginePath, World.RegionInfo.RegionID.ToString()), stateSource, coopTerminationForThisScript)) { lock (m_CompileDict) m_CompileDict.Remove(itemID); return false; } // if (DebugLevel >= 1) // m_log.DebugFormat( // "[XEngine] Loaded script {0}.{1}, item UUID {2}, prim UUID {3} @ {4}.{5}", // part.ParentGroup.RootPart.Name, item.Name, itemID, part.UUID, // part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName); if (presence != null) { ShowScriptSaveResponse(item.OwnerID, assetID, "Compile successful", true); } instance.AppDomain = appDomain; instance.LineMap = linemap; m_Scripts[itemID] = instance; } } lock (m_PrimObjects) { if (!m_PrimObjects.ContainsKey(localID)) m_PrimObjects[localID] = new List(); if (!m_PrimObjects[localID].Contains(itemID)) m_PrimObjects[localID].Add(itemID); } lock (m_AddingAssemblies) { if (!m_Assemblies.ContainsKey(assetID)) m_Assemblies[assetID] = assemblyPath; m_AddingAssemblies[assemblyPath]--; } if (instance != null) { instance.Init(); lock (m_CompileDict) { foreach (EventParams pp in m_CompileDict[itemID].eventList) instance.PostEvent(pp); } } lock (m_CompileDict) m_CompileDict.Remove(itemID); bool runIt; if (m_runFlags.TryGetValue(itemID, out runIt)) { if (!runIt) StopScript(itemID); m_runFlags.Remove(itemID); } return true; } public void OnRemoveScript(uint localID, UUID itemID) { // If it's not yet been compiled, make sure we don't try lock (m_CompileDict) { if (m_CompileDict.ContainsKey(itemID)) m_CompileDict.Remove(itemID); } IScriptInstance instance = null; lock (m_Scripts) { // Do we even have it? if (!m_Scripts.ContainsKey(itemID)) return; instance = m_Scripts[itemID]; m_Scripts.Remove(itemID); } instance.Stop(m_WaitForEventCompletionOnScriptStop, true); 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); } } if (instance.StatePersistedHere) instance.RemoveState(); instance.DestroyScriptInstance(); m_DomainScripts[instance.AppDomain].Remove(instance.ItemID); if (m_DomainScripts[instance.AppDomain].Count == 0) { m_DomainScripts.Remove(instance.AppDomain); UnloadAppDomain(instance.AppDomain); } ObjectRemoved handlerObjectRemoved = OnObjectRemoved; if (handlerObjectRemoved != null) handlerObjectRemoved(instance.ObjectID); ScriptRemoved handlerScriptRemoved = OnScriptRemoved; if (handlerScriptRemoved != null) handlerScriptRemoved(itemID); } 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 assetIDList = new List(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"); if (File.Exists(m_Assemblies[assetID]+".map")) File.Delete(m_Assemblies[assetID]+".map"); } 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); if (domain != AppDomain.CurrentDomain) 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.ThreadPoolName = "XEngine"; startInfo.IdleTimeout = idleTimeout * 1000; // convert to seconds as stated in .ini startInfo.MaxWorkerThreads = maxThreads; startInfo.MinWorkerThreads = minThreads; startInfo.ThreadPriority = threadPriority;; startInfo.MaxStackSize = 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)); } /// /// Process a previously posted script event. /// /// /// private object ProcessEventHandler(object parms) { Culture.SetCurrentCulture(); IScriptInstance instance = (ScriptInstance) parms; // m_log.DebugFormat("[XEngine]: Processing event for {0}", instance); return instance.EventProcessor(); } /// /// Post event to an entire prim /// /// /// /// public bool PostObjectEvent(uint localID, EventParams p) { bool result = false; List uuids = null; lock (m_PrimObjects) { if (!m_PrimObjects.ContainsKey(localID)) return false; uuids = m_PrimObjects[localID]; foreach (UUID itemID in uuids) { IScriptInstance instance = null; try { if (m_Scripts.ContainsKey(itemID)) instance = m_Scripts[itemID]; } catch { /* ignore race conditions */ } if (instance != null) { instance.PostEvent(p); result = true; } else { lock (m_CompileDict) { if (m_CompileDict.ContainsKey(itemID)) { m_CompileDict[itemID].eventList.Add(p); result = true; } } } } } return result; } /// /// Post an event to a single script /// /// /// /// 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; } lock (m_CompileDict) { if (m_CompileDict.ContainsKey(itemID)) { m_CompileDict[itemID].eventList.Add(p); return true; } } return false; } public bool PostScriptEvent(UUID itemID, string name, Object[] p) { Object[] lsl_p = new Object[p.Length]; for (int i = 0; i < p.Length ; i++) { if (p[i] is int) lsl_p[i] = new LSL_Types.LSLInteger((int)p[i]); else if (p[i] is string) lsl_p[i] = new LSL_Types.LSLString((string)p[i]); else if (p[i] is Vector3) lsl_p[i] = new LSL_Types.Vector3((Vector3)p[i]); else if (p[i] is Quaternion) lsl_p[i] = new LSL_Types.Quaternion((Quaternion)p[i]); else if (p[i] is float) lsl_p[i] = new LSL_Types.LSLFloat((float)p[i]); else lsl_p[i] = p[i]; } return PostScriptEvent(itemID, new EventParams(name, lsl_p, new DetectParams[0])); } public bool PostObjectEvent(UUID itemID, string name, Object[] p) { SceneObjectPart part = m_Scene.GetSceneObjectPart(itemID); if (part == null) return false; Object[] lsl_p = new Object[p.Length]; for (int i = 0; i < p.Length ; i++) { if (p[i] is int) lsl_p[i] = new LSL_Types.LSLInteger((int)p[i]); else if (p[i] is string) lsl_p[i] = new LSL_Types.LSLString((string)p[i]); else if (p[i] is Vector3) lsl_p[i] = new LSL_Types.Vector3((Vector3)p[i]); else if (p[i] is Quaternion) lsl_p[i] = new LSL_Types.Quaternion((Quaternion)p[i]); else if (p[i] is float) lsl_p[i] = new LSL_Types.LSLFloat((float)p[i]); else lsl_p[i] = p[i]; } return PostObjectEvent(part.LocalId, new EventParams(name, lsl_p, new DetectParams[0])); } public Assembly OnAssemblyResolve(object sender, ResolveEventArgs args) { if (!(sender is System.AppDomain)) return null; string[] pathList = new string[] {"bin", m_ScriptEnginesPath, Path.Combine(m_ScriptEnginesPath, 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"; // Console.WriteLine("[XEngine]: Trying to resolve {0}", path); 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, bool self) { IScriptInstance instance = GetInstance(itemID); if (instance != null) { if (running) instance.Start(); else { if(self) { instance.Running = false; throw new EventAbortException(); } else instance.Stop(100); } } } public bool GetScriptState(UUID itemID) { IScriptInstance instance = GetInstance(itemID); return instance != null && instance.Running; } public void ApiResetScript(UUID itemID) { IScriptInstance instance = GetInstance(itemID); if (instance != null) instance.ApiResetScript(); // Send the new number of threads that are in use by the thread // pool, I believe that by adding them to the locations where the // script is changing states that I will catch all changes to the // thread pool m_Scene.setThreadCount(m_ThreadPool.InUseThreads); } public void ResetScript(UUID itemID) { IScriptInstance instance = GetInstance(itemID); if (instance != null) instance.ResetScript(m_WaitForEventCompletionOnScriptStop); // Send the new number of threads that are in use by the thread // pool, I believe that by adding them to the locations where the // script is changing states that I will catch all changes to the // thread pool m_Scene.setThreadCount(m_ThreadPool.InUseThreads); } public void StartScript(UUID itemID) { IScriptInstance instance = GetInstance(itemID); if (instance != null) instance.Start(); else m_runFlags.AddOrUpdate(itemID, true, 240); // Send the new number of threads that are in use by the thread // pool, I believe that by adding them to the locations where the // script is changing states that I will catch all changes to the // thread pool m_Scene.setThreadCount(m_ThreadPool.InUseThreads); } public void StopScript(UUID itemID) { IScriptInstance instance = GetInstance(itemID); if (instance != null) { lock (instance.EventQueue) instance.StayStopped = true; // the script was stopped explicitly instance.Stop(m_WaitForEventCompletionOnScriptStop); } else { // m_log.DebugFormat("[XENGINE]: Could not find script with ID {0} to stop in {1}", itemID, World.Name); m_runFlags.AddOrUpdate(itemID, false, 240); } // Send the new number of threads that are in use by the thread // pool, I believe that by adding them to the locations where the // script is changing states that I will catch all changes to the // thread pool m_Scene.setThreadCount(m_ThreadPool.InUseThreads); } public DetectParams GetDetectParams(UUID itemID, int idx) { IScriptInstance instance = GetInstance(itemID); return instance != null ? instance.GetDetectParams(idx) : 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); return instance != null ? instance.GetDetectID(idx) : UUID.Zero; } public void SetState(UUID itemID, string newState) { IScriptInstance instance = GetInstance(itemID); if (instance == null) return; instance.SetState(newState); } public int GetStartParameter(UUID itemID) { IScriptInstance instance = GetInstance(itemID); return instance == null ? 0 : instance.StartParam; } public void OnShutdown() { m_SimulatorShuttingDown = true; List instances = new List(); 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); return instance == null ? null : instance.GetApi(name); } public void OnGetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID) { IScriptInstance instance = GetInstance(itemID); if (instance == null) return; IEventQueue eq = World.RequestModuleInterface(); if (eq == null) { controllingClient.SendScriptRunningReply(objectID, itemID, GetScriptState(itemID)); } else { eq.Enqueue(eq.ScriptRunningEvent(objectID, itemID, GetScriptState(itemID), true), controllingClient.AgentId); } } public string GetXMLState(UUID itemID) { // m_log.DebugFormat("[XEngine]: Getting XML state for script instance {0}", itemID); IScriptInstance instance = GetInstance(itemID); if (instance == null) { // m_log.DebugFormat("[XEngine]: Found no script instance for {0}, returning empty string", itemID); return ""; } string xml = instance.GetXMLState(); XmlDocument sdoc = new XmlDocument(); bool loadedState = true; try { sdoc.LoadXml(xml); } catch (System.Xml.XmlException) { loadedState = false; } XmlNodeList rootL = null; XmlNode rootNode = null; if (loadedState) { rootL = sdoc.GetElementsByTagName("ScriptState"); rootNode = rootL[0]; } // Create XmlDocument doc = new XmlDocument(); XmlElement stateData = doc.CreateElement("", "State", ""); XmlAttribute stateID = doc.CreateAttribute("", "UUID", ""); stateID.Value = itemID.ToString(); stateData.Attributes.Append(stateID); XmlAttribute assetID = doc.CreateAttribute("", "Asset", ""); assetID.Value = instance.AssetID.ToString(); stateData.Attributes.Append(assetID); XmlAttribute engineName = doc.CreateAttribute("", "Engine", ""); engineName.Value = ScriptEngineName; stateData.Attributes.Append(engineName); doc.AppendChild(stateData); XmlNode xmlstate = null; // Add ... if (loadedState) { xmlstate = doc.ImportNode(rootNode, true); } else { xmlstate = doc.CreateElement("", "ScriptState", ""); } stateData.AppendChild(xmlstate); string assemName = instance.GetAssemblyName(); string fn = Path.GetFileName(assemName); string assem = String.Empty; if (File.Exists(assemName + ".text")) { FileInfo tfi = new FileInfo(assemName + ".text"); if (tfi != null) { Byte[] tdata = new Byte[tfi.Length]; try { using (FileStream tfs = File.Open(assemName + ".text", FileMode.Open, FileAccess.Read)) { tfs.Read(tdata, 0, tdata.Length); } assem = Encoding.ASCII.GetString(tdata); } catch (Exception e) { m_log.ErrorFormat( "[XEngine]: Unable to open script textfile {0}{1}, reason: {2}", assemName, ".text", e.Message); } } } else { FileInfo fi = new FileInfo(assemName); if (fi != null) { Byte[] data = new Byte[fi.Length]; try { using (FileStream fs = File.Open(assemName, FileMode.Open, FileAccess.Read)) { fs.Read(data, 0, data.Length); } assem = System.Convert.ToBase64String(data); } catch (Exception e) { m_log.ErrorFormat( "[XEngine]: Unable to open script assembly {0}, reason: {1}", assemName, e.Message); } } } string map = String.Empty; if (File.Exists(fn + ".map")) { using (FileStream mfs = File.Open(fn + ".map", FileMode.Open, FileAccess.Read)) { using (StreamReader msr = new StreamReader(mfs)) { map = msr.ReadToEnd(); } } } XmlElement assemblyData = doc.CreateElement("", "Assembly", ""); XmlAttribute assemblyName = doc.CreateAttribute("", "Filename", ""); assemblyName.Value = fn; assemblyData.Attributes.Append(assemblyName); assemblyData.InnerText = assem; stateData.AppendChild(assemblyData); XmlElement mapData = doc.CreateElement("", "LineMap", ""); XmlAttribute mapName = doc.CreateAttribute("", "Filename", ""); mapName.Value = fn + ".map"; mapData.Attributes.Append(mapName); mapData.InnerText = map; stateData.AppendChild(mapData); // m_log.DebugFormat("[XEngine]: Got XML state for {0}", itemID); return doc.InnerXml; } private bool ShowScriptSaveResponse(UUID ownerID, UUID assetID, string text, bool compiled) { return false; } public bool SetXMLState(UUID itemID, string xml) { // m_log.DebugFormat("[XEngine]: Writing state for script item with ID {0}", itemID); if (xml == String.Empty) return false; XmlDocument doc = new XmlDocument(); try { doc.LoadXml(xml); } catch (Exception) { m_log.Error("[XEngine]: Exception decoding XML data from region transfer"); return false; } XmlNodeList rootL = doc.GetElementsByTagName("State"); if (rootL.Count < 1) return false; XmlElement rootE = (XmlElement)rootL[0]; if (rootE.GetAttribute("Engine") != ScriptEngineName) return false; // On rez from inventory, that ID will have changed. It was only // advisory anyway. So we don't check it anymore. // // if (rootE.GetAttribute("UUID") != itemID.ToString()) // return; XmlNodeList stateL = rootE.GetElementsByTagName("ScriptState"); if (stateL.Count != 1) return false; XmlElement stateE = (XmlElement)stateL[0]; if (World.m_trustBinaries) { XmlNodeList assemL = rootE.GetElementsByTagName("Assembly"); if (assemL.Count != 1) return false; XmlElement assemE = (XmlElement)assemL[0]; string fn = assemE.GetAttribute("Filename"); string base64 = assemE.InnerText; string path = Path.Combine(m_ScriptEnginesPath, World.RegionInfo.RegionID.ToString()); path = Path.Combine(path, fn); if (!File.Exists(path)) { Byte[] filedata = Convert.FromBase64String(base64); try { using (FileStream fs = File.Create(path)) { // m_log.DebugFormat("[XEngine]: Writing assembly file {0}", path); fs.Write(filedata, 0, filedata.Length); } } catch (IOException ex) { // if there already exists a file at that location, it may be locked. m_log.ErrorFormat("[XEngine]: Error whilst writing assembly file {0}, {1}", path, ex.Message); } string textpath = path + ".text"; try { using (FileStream fs = File.Create(textpath)) { using (StreamWriter sw = new StreamWriter(fs)) { // m_log.DebugFormat("[XEngine]: Writing .text file {0}", textpath); sw.Write(base64); } } } catch (IOException ex) { // if there already exists a file at that location, it may be locked. m_log.ErrorFormat("[XEngine]: Error whilst writing .text file {0}, {1}", textpath, ex.Message); } } XmlNodeList mapL = rootE.GetElementsByTagName("LineMap"); if (mapL.Count > 0) { XmlElement mapE = (XmlElement)mapL[0]; string mappath = Path.Combine(m_ScriptEnginesPath, World.RegionInfo.RegionID.ToString()); mappath = Path.Combine(mappath, mapE.GetAttribute("Filename")); try { using (FileStream mfs = File.Create(mappath)) { using (StreamWriter msw = new StreamWriter(mfs)) { // m_log.DebugFormat("[XEngine]: Writing linemap file {0}", mappath); msw.Write(mapE.InnerText); } } } catch (IOException ex) { // if there already exists a file at that location, it may be locked. m_log.Error( string.Format("[XEngine]: Linemap file {0} could not be written. Exception ", mappath), ex); } } } string statepath = Path.Combine(m_ScriptEnginesPath, World.RegionInfo.RegionID.ToString()); statepath = Path.Combine(statepath, itemID.ToString() + ".state"); try { using (FileStream sfs = File.Create(statepath)) { using (StreamWriter ssw = new StreamWriter(sfs)) { // m_log.DebugFormat("[XEngine]: Writing state file {0}", statepath); ssw.Write(stateE.OuterXml); } } } catch (IOException ex) { // if there already exists a file at that location, it may be locked. m_log.ErrorFormat("[XEngine]: Error whilst writing state file {0}, {1}", statepath, ex.Message); } // m_log.DebugFormat( // "[XEngine]: Wrote state for script item with ID {0} at {1} in {2}", itemID, statepath, m_Scene.Name); return true; } public ArrayList GetScriptErrors(UUID itemID) { System.Threading.Thread.Sleep(1000); lock (m_ScriptErrors) { if (m_ScriptErrors.ContainsKey(itemID)) { ArrayList ret = m_ScriptErrors[itemID]; m_ScriptErrors.Remove(itemID); return ret; } return new ArrayList(); } } public Dictionary GetObjectScriptsExecutionTimes() { Dictionary topScripts = new Dictionary(); lock (m_Scripts) { foreach (IScriptInstance si in m_Scripts.Values) { if (!topScripts.ContainsKey(si.LocalID)) topScripts[si.RootLocalID] = 0; topScripts[si.RootLocalID] += GetExectionTime(si); } } return topScripts; } public float GetScriptExecutionTime(List itemIDs) { if (itemIDs == null|| itemIDs.Count == 0) { return 0.0f; } float time = 0.0f; IScriptInstance si; // Calculate the time for all scripts that this engine is executing // Ignore any others foreach (UUID id in itemIDs) { si = GetInstance(id); if (si != null && si.Running) { time += GetExectionTime(si); } } return time; } private float GetExectionTime(IScriptInstance si) { return (float)si.ExecutionTime.GetSumTime().TotalMilliseconds; } public void SuspendScript(UUID itemID) { // m_log.DebugFormat("[XEngine]: Received request to suspend script with ID {0}", itemID); IScriptInstance instance = GetInstance(itemID); if (instance != null) instance.Suspend(); // else // m_log.DebugFormat("[XEngine]: Could not find script with ID {0} to resume", itemID); // Send the new number of threads that are in use by the thread // pool, I believe that by adding them to the locations where the // script is changing states that I will catch all changes to the // thread pool m_Scene.setThreadCount(m_ThreadPool.InUseThreads); } public void ResumeScript(UUID itemID) { // m_log.DebugFormat("[XEngine]: Received request to resume script with ID {0}", itemID); IScriptInstance instance = GetInstance(itemID); if (instance != null) instance.Resume(); // else // m_log.DebugFormat("[XEngine]: Could not find script with ID {0} to resume", itemID); // Send the new number of threads that are in use by the thread // pool, I believe that by adding them to the locations where the // script is changing states that I will catch all changes to the // thread pool m_Scene.setThreadCount(m_ThreadPool.InUseThreads); } public bool HasScript(UUID itemID, out bool running) { running = true; IScriptInstance instance = GetInstance(itemID); if (instance == null) return false; running = instance.Running; return true; } public void SleepScript(UUID itemID, int delay) { IScriptInstance instance = GetInstance(itemID); if (instance == null) return; instance.ExecutionTimer.Stop(); try { if (instance.CoopWaitHandle != null) { if (instance.CoopWaitHandle.WaitOne(delay)) throw new ScriptCoopStopException(); } else { Thread.Sleep(delay); } } finally { instance.ExecutionTimer.Start(); } } } }