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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.Threading;
using System.Reflection;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.Remoting.Lifetime;
using System.Security.Policy;
using System.IO;
using System.Xml;
using System.Text;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.ScriptEngine.Interfaces;
using OpenSim.Region.ScriptEngine.Shared;
using OpenSim.Region.ScriptEngine.Shared.Api;
using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
using OpenSim.Region.ScriptEngine.XMREngine;
using OpenSim.Region.Framework.Scenes;
using log4net;
using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
using LSL_Key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
// This class exists in the main app domain
//
namespace OpenSim.Region.ScriptEngine.XMREngine
{
/**
* @brief Which queue it is in as far as running is concerned,
* ie, m_StartQueue, m_YieldQueue, m_SleepQueue, etc.
* Allowed transitions:
* Starts in CONSTRUCT when constructed
* CONSTRUCT->ONSTARTQ : only by thread that constructed and compiled it
* IDLE->ONSTARTQ,RESETTING : by any thread but must have m_QueueLock when transitioning
* ONSTARTQ->RUNNING,RESETTING : only by thread that removed it from m_StartQueue
* ONYIELDQ->RUNNING,RESETTING : only by thread that removed it from m_YieldQueue
* ONSLEEPQ->REMDFROMSLPQ : by any thread but must have m_SleepQueue when transitioning
* REMDFROMSLPQ->ONYIELDQ,RESETTING : only by thread that removed it from m_SleepQueue
* RUNNING->whatever1 : only by thread that transitioned it to RUNNING
* whatever1 = IDLE,ONSLEEPQ,ONYIELDQ,ONSTARTQ,SUSPENDED,FINISHED
* FINSHED->whatever2 : only by thread that transitioned it to FINISHED
* whatever2 = IDLE,ONSTARTQ,DISPOSED
* SUSPENDED->ONSTARTQ : by any thread (NOT YET IMPLEMENTED, should be under some kind of lock?)
* RESETTING->ONSTARTQ : only by the thread that transitioned it to RESETTING
*/
public enum XMRInstState {
CONSTRUCT, // it is being constructed
IDLE, // nothing happening (finished last event and m_EventQueue is empty)
ONSTARTQ, // inserted on m_Engine.m_StartQueue
RUNNING, // currently being executed by RunOne()
ONSLEEPQ, // inserted on m_Engine.m_SleepQueue
REMDFROMSLPQ, // removed from m_SleepQueue but not yet on m_YieldQueue
ONYIELDQ, // inserted on m_Engine.m_YieldQueue
FINISHED, // just finished handling an event
SUSPENDED, // m_SuspendCount > 0
RESETTING, // being reset via external call
DISPOSED // has been disposed
}
public partial class XMRInstance : XMRInstAbstract, IDisposable
{
/******************************************************************\
* This module contains the instance variables for XMRInstance. *
\******************************************************************/
public const int MAXEVENTQUEUE = 64;
public static readonly DetectParams[] zeroDetectParams = new DetectParams[0];
public static readonly object[] zeroObjectArray = new object[0];
public static readonly ILog m_log =
LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
// For a given m_Item.AssetID, do we have the compiled object code and where
// is it?
public static object m_CompileLock = new object();
private static Dictionary<string,ScriptObjCode> m_CompiledScriptObjCode = new Dictionary<string,ScriptObjCode>();
public XMRInstance m_NextInst; // used by XMRInstQueue
public XMRInstance m_PrevInst;
public XMRInstState m_IState;
public bool m_ForceRecomp = false;
public SceneObjectPart m_Part = null;
public uint m_LocalID = 0;
public TaskInventoryItem m_Item = null;
public UUID m_ItemID;
public UUID m_PartUUID;
private string m_CameFrom;
private string m_ScriptObjCodeKey;
private XMREngine m_Engine = null;
private string m_ScriptBasePath;
private string m_StateFileName;
public string m_SourceCode;
public bool m_PostOnRez;
private DetectParams[] m_DetectParams = null;
public int m_StartParam = 0;
public StateSource m_StateSource;
public string m_DescName;
private bool[] m_HaveEventHandlers;
public int m_StackSize;
public int m_HeapSize;
private ArrayList m_CompilerErrors;
private DateTime m_LastRanAt = DateTime.MinValue;
private string m_RunOnePhase = "hasn't run";
private string m_CheckRunPhase = "hasn't checked";
public int m_InstEHEvent = 0; // number of events dequeued (StartEventHandler called)
public int m_InstEHSlice = 0; // number of times handler timesliced (ResumeEx called)
public double m_CPUTime = 0; // accumulated CPU time (milliseconds)
public double m_SliceStart = 0; // when did current exec start
// If code needs to have both m_QueueLock and m_RunLock,
// be sure to lock m_RunLock first then m_QueueLock, as
// that is the order used in RunOne().
// These locks are currently separated to allow the script
// to call API routines that queue events back to the script.
// If we just had one lock, then the queuing would deadlock.
// guards m_DetachQuantum, m_EventQueue, m_EventCounts, m_Running, m_Suspended
public Object m_QueueLock = new Object();
// true iff allowed to accept new events
public bool m_Running = true;
// queue of events that haven't been acted upon yet
public LinkedList<EventParams> m_EventQueue = new LinkedList<EventParams> ();
// number of events of each code currently in m_EventQueue.
private int[] m_EventCounts = new int[(int)ScriptEventCode.Size];
// locked whilst running on the microthread stack (or about to run on it or just ran on it)
private Object m_RunLock = new Object();
// script won't step while > 0. bus-atomic updates only.
private int m_SuspendCount = 0;
// don't run any of script until this time
// or until one of these events are queued
public DateTime m_SleepUntil = DateTime.MinValue;
public int m_SleepEventMask1 = 0;
public int m_SleepEventMask2 = 0;
private XMRLSL_Api m_XMRLSLApi;
/*
* We will use this microthread to run the scripts event handlers.
*/
private IScriptUThread microthread;
/*
* Set to perform migration.
*/
public bool stackFramesRestored; // set true by CheckRun() when stack has been
// restored and is about to suspend the microthread
public bool captureStackFrames; // set true to tell CheckRun() to throw a
// StackCaptureException() causing it to capture a
// snapshot of the script's stack
/*
* Makes sure migration data version is same on both ends.
*/
public static byte migrationVersion = 10;
// Incremented each time script gets reset.
public int m_ResetCount = 0;
// Scripts start suspended now. This means that event queues will
// accept events, but will not actually run them until the core
// tells it it's OK. This is needed to prevent loss of link messages
// in complex objects, where no event can be allowed to run until
// all possible link message receivers' queues are established.
// Guarded by m_QueueLock.
public bool m_Suspended = true;
// We really don't want to save state for a script that hasn't had
// a chance to run, because it's state will be blank. That would
// cause attachment state loss.
public bool m_HasRun = false;
// When llDie is executed within the attach(NULL_KEY) event of
// a script being detached to inventory, the DeleteSceneObject call
// it causes will delete the script instances before their state can
// be saved. Therefore, the instance needs to know that it's being
// detached to inventory, rather than to ground.
// Also, the attach(NULL_KEY) event needs to run with priority, and
// it also needs to have a limited quantum.
// If this is nonzero, we're detaching to inventory.
// Guarded by m_QueueLock.
private int m_DetachQuantum = 0;
// Finally, we need to wait until the quantum is done, or the script
// suspends itself. This should be efficient, so we use an event
// for it instead of spinning busy.
// It's born ready, but will be reset when the detach is posted.
// It will then be set again on suspend/completion
private ManualResetEvent m_DetachReady = new ManualResetEvent(true);
}
}
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