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|
/*
* 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.Diagnostics; //for [DebuggerNonUserCode]
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;
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; } }
/// <summary>
/// The current work item if an event for this script is running or waiting to run,
/// </summary>
/// <remarks>
/// Null if there is no running or waiting to run event. Must be changed only under an EventQueue lock.
/// </remarks>
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<int, int>, KeyValuePair<int, int>> LineMap { get; set; }
private Dictionary<string,IScriptApi> m_Apis = new Dictionary<string,IScriptApi>();
public Object[] PluginData = new Object[0];
/// <summary>
/// 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.
/// </summary>
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; private set; }
public uint LocalID { get; private set; }
public UUID RootObjectID { get; private set; }
public uint RootLocalID { get; private set; }
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;
}
LocalID = part.LocalId;
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);
}
/// <summary>
/// Load the script from an assembly into an AppDomain.
/// </summary>
/// <param name='dom'></param>
/// <param name='assembly'></param>
/// <param name='dataPath'>
/// 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.
/// </param>
/// <param name='stateSource'></param>
/// <returns>false if load failed, true if suceeded</returns>
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<string,IScriptApi> 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<string, object> vars)
{
// m_log.Info("Variable dump for script "+ ItemID.ToString());
// foreach (KeyValuePair<string, object> 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();
}
/// <summary>
/// Post an event to this script instance.
/// </summary>
/// <remarks>
/// The request to run the event is sent
/// </remarks>
/// <param name="data"></param>
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);
}
}
}
/// <summary>
/// Process the next event queued for this script
/// </summary>
/// <returns></returns>
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<string, object> GetVars()
{
return m_Script.GetVars();
}
public void SetVars(Dictionary<string, object> vars)
{
// foreach (KeyValuePair<string, object> 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<int, int> 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;
}
}
/// <summary>
/// Xengine event wait handle.
/// </summary>
/// <remarks>
/// 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.
/// </remarks>
public class XEngineEventWaitHandle : EventWaitHandle
{
public XEngineEventWaitHandle(bool initialState, EventResetMode mode) : base(initialState, mode) {}
public override Object InitializeLifetimeService()
{
return null;
}
}
}
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