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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.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<object[]>;
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);
/// <summary>
/// Control the printing of certain debug messages.
/// </summary>
/// <remarks>
/// If DebugLevel >= 1, then we log every time that a script is started.
/// </remarks>
public int DebugLevel { get; 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;
/// <summary>
/// Amount of time to delay before starting.
/// </summary>
private int m_StartDelay;
/// <summary>
/// Are we stopping scripts co-operatively by inserting checks in them at C# compile time (true) or aborting
/// their threads (false)?
/// </summary>
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 Dictionary<UUID,ArrayList> m_ScriptErrors =
new Dictionary<UUID,ArrayList>();
// 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;
/// <summary>
/// Number of milliseconds we will wait for a script event to complete on script stop before we forcibly abort
/// its thread.
/// </summary>
/// <remarks>
/// 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.
/// </remarks>
private int m_WaitForEventCompletionOnScriptStop = 1000;
private string m_ScriptEnginesPath = null;
private ExpiringCache<UUID, bool> m_runFlags = new ExpiringCache<UUID, bool>();
/// <summary>
/// Is the entire simulator in the process of shutting down?
/// </summary>
private bool m_SimulatorShuttingDown;
private static List<XEngine> m_ScriptEngines =
new List<XEngine>();
// Maps the local id to the script inventory items in it
private Dictionary<uint, List<UUID> > m_PrimObjects =
new Dictionary<uint, List<UUID> >();
// Maps the UUID above to the script instance
private Dictionary<UUID, IScriptInstance> m_Scripts =
new Dictionary<UUID, IScriptInstance>();
// Maps the asset ID to the assembly
private Dictionary<UUID, string> m_Assemblies =
new Dictionary<UUID, string>();
private Dictionary<string, int> m_AddingAssemblies =
new Dictionary<string, int>();
// This will list AppDomains by script asset
private Dictionary<UUID, AppDomain> m_AppDomains =
new Dictionary<UUID, AppDomain>();
// List the scripts running in each appdomain
private Dictionary<UUID, List<UUID> > m_DomainScripts =
new Dictionary<UUID, List<UUID> >();
private ScriptCompileQueue m_CompileQueue = new ScriptCompileQueue();
IWorkItemResult m_CurrentCompile = null;
private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>();
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<XEngine> 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; }
}
/// <summary>
/// Event fired after the script engine has finished removing a script.
/// </summary>
public event ScriptRemoved OnScriptRemoved;
/// <summary>
/// Event fired after the script engine has finished removing a script from an object.
/// </summary>
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", "coop");
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", true);
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<IScriptModule>(this);
m_XmlRpcRouter = m_Scene.RequestModuleInterface<IXmlRpcRouter>();
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 [<script-item-uuid>+]", "Show script information",
"Show information on all scripts known to the script engine.\n"
+ "If one or more <script-item-uuid>s are given then only information on that script will be shown.",
HandleShowScripts);
MainConsole.Instance.Commands.AddCommand(
"Scripts", false, "show scripts", "show scripts [<script-item-uuid>+]", "Show script information",
"Synonym for scripts show command", HandleShowScripts);
MainConsole.Instance.Commands.AddCommand(
"Scripts", false, "scripts suspend", "scripts suspend [<script-item-uuid>+]", "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 <script-item-uuid>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 [<script-item-uuid>+]", "Resumes all suspended scripts",
"Resumes all currently suspended scripts.\n"
+ "Resumed scripts will process all events accumulated whilst suspended.\n"
+ "If one or more <script-item-uuid>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 [<script-item-uuid>+]", "Stops all running scripts",
"Stops all running scripts.\n"
+ "If one or more <script-item-uuid>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 [<script-item-uuid>+]", "Starts all stopped scripts",
"Starts all stopped scripts.\n"
+ "If one or more <script-item-uuid>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 <item-id> <log-level>", "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 [<level>]",
"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 <item-id> <log-level>");
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);
}
/// <summary>
/// Change debug level
/// </summary>
/// <param name="module"></param>
/// <param name="args"></param>
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 <level>");
}
}
/// <summary>
/// Parse the raw item id into a script instance from the command params if it's present.
/// </summary>
/// <param name="cmdparams"></param>
/// <param name="instance"></param>
/// <param name="comparer">Basis on which to sort output. Can be null if no sort needs to take place</param>
private void HandleScriptsAction(string[] cmdparams, Action<IScriptInstance> action)
{
HandleScriptsAction<object>(cmdparams, action, null);
}
/// <summary>
/// Parse the raw item id into a script instance from the command params if it's present.
/// </summary>
/// <param name="cmdparams"></param>
/// <param name="instance"></param>
/// <param name="keySelector">Basis on which to sort output. Can be null if no sort needs to take place</param>
private void HandleScriptsAction<TKey>(
string[] cmdparams, Action<IScriptInstance> action, System.Func<IScriptInstance, TKey> 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<IScriptInstance> scripts = m_Scripts.Values;
if (keySelector != null)
scripts = scripts.OrderBy<IScriptInstance, TKey>(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<long>(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.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);
}
}
public object DoBackup(object o)
{
Object[] p = (Object[])o;
int saveTime = (int)p[0];
if (saveTime > 0)
System.Threading.Thread.Sleep(saveTime);
// m_log.Debug("[XEngine] Backing up script states");
List<IScriptInstance> instances = new List<IScriptInstance>();
lock (m_Scripts)
{
foreach (IScriptInstance instance in m_Scripts.Values)
{
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<IScriptModule> engines = new List<IScriptModule>(m_Scene.RequestModuleInterfaces<IScriptModule>());
List<string> names = new List<string>();
foreach (IScriptModule m in engines)
names.Add(m.ScriptEngineName);
int lineEnd = script.IndexOf('\n');
if (lineEnd > 1)
{
string firstline = script.Substring(0, lineEnd).Trim();
int colon = firstline.IndexOf(':');
if (firstline.Length > 2 && firstline.Substring(0, 2) == "//" && colon != -1)
{
string engineName = firstline.Substring(2, colon - 2);
if (names.Contains(engineName))
{
engine = engineName;
script = "//" + script.Substring(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_CompileDict[itemID] = 0;
}
DoOnRezScript(parms);
}
else
{
lock (m_CompileDict)
m_CompileDict[itemID] = 0;
// 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);
if (m_CurrentCompile == null)
{
// 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))
{
if (DoOnRezScript(o))
{
scriptsStarted++;
if (m_InitialStartup)
if (scriptsStarted % 50 == 0)
m_log.InfoFormat(
"[XEngine]: Started {0} scripts in {1}", scriptsStarted, m_Scene.Name);
}
}
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;
m_CompileDict.Remove(itemID);
}
// 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++;
return false;
}
TaskInventoryItem item = part.Inventory.GetInventoryItem(itemID);
if (item == null)
{
m_ScriptErrorMessage += "Can't find script inventory item.\n";
m_ScriptFailCount++;
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<int, int>, KeyValuePair<int, int>> 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());
// }
return false;
}
}
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;
if (!m_AppDomains.ContainsKey(appDomain))
{
try
{
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);
AppDomain sandbox;
if (m_AppDomainLoading)
{
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<UUID>();
}
catch (Exception e)
{
m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
m_ScriptErrorMessage += "Exception creating app domain:\n";
m_ScriptFailCount++;
lock (m_AddingAssemblies)
{
m_AddingAssemblies[assemblyPath]--;
}
return false;
}
}
m_DomainScripts[appDomain].Add(itemID);
Assembly scriptAssembly = m_AppDomains[appDomain].Load(Path.GetFileNameWithoutExtension(assemblyPath));
bool recompile = false;
if (m_coopTermination)
{
Type scriptType = scriptAssembly.GetType("SecondLife.XEngineScript");
if (scriptType == null)
recompile = true;
}
else
{
Type scriptType = scriptAssembly.GetType("SecondLife.Script");
if (scriptType == null)
recompile = true;
}
// If we are loading all scripts into the same AppDomain, then we can't reload the DLL in this
// simulator session if the script halt strategy has been changed. Instead, we'll continue with
// the existing DLL and the new one will be used in the next simulator session.
if (recompile)
{
m_log.DebugFormat(
"[XEngine]: Recompiling script {0}.{1}, item UUID {2}, prim UUID {3} @ {4}.{5} to switch it to {6} termination. Will be active on next restart.",
part.ParentGroup.RootPart.Name, item.Name, itemID, part.UUID,
part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.Name,
m_coopTermination ? "co-op" : "abort");
m_Compiler.PerformScriptCompile(script, assetID.ToString(), item.OwnerID, true, out assemblyPath, out linemap);
}
instance = new ScriptInstance(this, part,
item,
startParam, postOnRez,
m_MaxScriptQueue);
if (!instance.Load(
m_AppDomains[appDomain], scriptAssembly,
Path.Combine(ScriptEnginePath, World.RegionInfo.RegionID.ToString()), stateSource))
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<UUID>();
if (!m_PrimObjects[localID].Contains(itemID))
m_PrimObjects[localID].Add(itemID);
}
if (!m_Assemblies.ContainsKey(assetID))
m_Assemblies[assetID] = assemblyPath;
lock (m_AddingAssemblies)
{
m_AddingAssemblies[assemblyPath]--;
}
if (instance != null)
instance.Init();
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<UUID> assetIDList = new List<UUID>(m_Assemblies.Keys);
foreach (IScriptInstance i in m_Scripts.Values)
{
if (assetIDList.Contains(i.AssetID))
assetIDList.Remove(i.AssetID);
}
lock (m_AddingAssemblies)
{
foreach (UUID assetID in assetIDList)
{
// Do not remove assembly files if another instance of the script
// is currently initialising
if (!m_AddingAssemblies.ContainsKey(m_Assemblies[assetID])
|| m_AddingAssemblies[m_Assemblies[assetID]] == 0)
{
// m_log.DebugFormat("[XEngine] Removing unreferenced assembly {0}", m_Assemblies[assetID]);
try
{
if (File.Exists(m_Assemblies[assetID]))
File.Delete(m_Assemblies[assetID]);
if (File.Exists(m_Assemblies[assetID]+".text"))
File.Delete(m_Assemblies[assetID]+".text");
if (File.Exists(m_Assemblies[assetID]+".mdb"))
File.Delete(m_Assemblies[assetID]+".mdb");
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));
}
/// <summary>
/// Process a previously posted script event.
/// </summary>
/// <param name="parms"></param>
/// <returns></returns>
private object ProcessEventHandler(object parms)
{
Culture.SetCurrentCulture();
IScriptInstance instance = (ScriptInstance) parms;
// m_log.DebugFormat("[XEngine]: Processing event for {0}", instance);
return instance.EventProcessor();
}
/// <summary>
/// Post event to an entire prim
/// </summary>
/// <param name="localID"></param>
/// <param name="p"></param>
/// <returns></returns>
public bool PostObjectEvent(uint localID, EventParams p)
{
bool result = false;
List<UUID> 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;
}
}
}
return result;
}
/// <summary>
/// Post an event to a single script
/// </summary>
/// <param name="itemID"></param>
/// <param name="p"></param>
/// <returns></returns>
public bool PostScriptEvent(UUID itemID, EventParams p)
{
if (m_Scripts.ContainsKey(itemID))
{
IScriptInstance instance = m_Scripts[itemID];
if (instance != null)
instance.PostEvent(p);
return true;
}
return false;
}
public 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)
{
IScriptInstance instance = GetInstance(itemID);
if (instance != null)
{
if (running)
instance.Start();
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();
}
public void ResetScript(UUID itemID)
{
IScriptInstance instance = GetInstance(itemID);
if (instance != null)
instance.ResetScript(m_WaitForEventCompletionOnScriptStop);
}
public void StartScript(UUID itemID)
{
IScriptInstance instance = GetInstance(itemID);
if (instance != null)
instance.Start();
else
m_runFlags.AddOrUpdate(itemID, true, 240);
}
public void StopScript(UUID itemID)
{
IScriptInstance instance = GetInstance(itemID);
if (instance != null)
{
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);
}
}
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<IScriptInstance> instances = new List<IScriptInstance>();
lock (m_Scripts)
{
foreach (IScriptInstance instance in m_Scripts.Values)
instances.Add(instance);
}
foreach (IScriptInstance i in instances)
{
// Stop the script, even forcibly if needed. Then flag
// it as shutting down and restore the previous run state
// for serialization, so the scripts don't come back
// dead after region restart
//
bool prevRunning = i.Running;
i.Stop(50);
i.ShuttingDown = true;
i.Running = prevRunning;
}
DoBackup(new Object[] {0});
}
public IScriptApi GetApi(UUID itemID, string name)
{
IScriptInstance instance = GetInstance(itemID);
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<IEventQueue>();
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 <State UUID="xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx">
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 <ScriptState>...</ScriptState>
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<uint, float> GetObjectScriptsExecutionTimes()
{
long tickNow = Util.EnvironmentTickCount();
Dictionary<uint, float> topScripts = new Dictionary<uint, float>();
lock (m_Scripts)
{
foreach (IScriptInstance si in m_Scripts.Values)
{
if (!topScripts.ContainsKey(si.LocalID))
topScripts[si.RootLocalID] = 0;
topScripts[si.RootLocalID] += CalculateAdjustedExectionTime(si, tickNow);
}
}
return topScripts;
}
public float GetScriptExecutionTime(List<UUID> itemIDs)
{
if (itemIDs == null|| itemIDs.Count == 0)
{
return 0.0f;
}
float time = 0.0f;
long tickNow = Util.EnvironmentTickCount();
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 += CalculateAdjustedExectionTime(si, tickNow);
}
}
return time;
}
private float CalculateAdjustedExectionTime(IScriptInstance si, long tickNow)
{
long ticksElapsed = tickNow - si.MeasurementPeriodTickStart;
// Avoid divide by zero
if (ticksElapsed == 0)
ticksElapsed = 1;
// Scale execution time to the ideal 55 fps frame time for these reasons.
//
// 1) XEngine does not execute scripts per frame, unlike other script engines. Hence, there is no
// 'script execution time per frame', which is the original purpose of this value.
//
// 2) Giving the raw execution times is misleading since scripts start at different times, making
// it impossible to compare scripts.
//
// 3) Scaling the raw execution time to the time that the script has been running is better but
// is still misleading since a script that has just been rezzed may appear to have been running
// for much longer.
//
// 4) Hence, we scale execution time to an idealised frame time (55 fps). This is also not perfect
// since the figure does not represent actual execution time and very hard running scripts will
// never exceed 18ms (though this is a very high number for script execution so is a warning sign).
return ((float)si.MeasurementPeriodExecutionTime / ticksElapsed) * 18.1818f;
}
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);
}
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);
}
public bool HasScript(UUID itemID, out bool running)
{
running = true;
IScriptInstance instance = GetInstance(itemID);
if (instance == null)
return false;
running = instance.Running;
return true;
}
}
}
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