1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
|
/*
* 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.
*/
/**
* @brief Compile a script to produce a ScriptObjCode object
*/
using System;
using System.IO;
namespace OpenSim.Region.ScriptEngine.Yengine
{
public partial class XMRInstance
{
/**
* @brief Compile a script to produce a ScriptObjCode object
* @returns object code pointer or null if compile error
* also can throw compile error exception
*/
public ScriptObjCode Compile()
{
Stream objFileStream = null;
StreamWriter asmFileWriter = null;
string sourceHash = null;
TextWriter saveSource = null;
string objFileName = GetScriptFileName (m_ScriptObjCodeKey + ".yobj");
string tmpFileName = GetScriptFileName (m_ScriptObjCodeKey + ".ytmp");
// If we already have an object file, don't bother compiling.
if (!m_ForceRecomp && File.Exists(objFileName))
{
objFileStream = File.OpenRead (objFileName);
}
else
{
// If source file empty, try to read from asset server.
if (EmptySource (m_SourceCode))
m_SourceCode = FetchSource (m_CameFrom);
// Maybe write script source to a file for debugging.
if (m_Engine.m_ScriptDebugSaveSource)
{
string lslFileName = GetScriptFileName (m_ScriptObjCodeKey + ".lsl");
// m_log.Debug ("[YEngine]: MMRScriptCompileSaveSource: saving to " + lslFileName);
saveSource = File.CreateText (lslFileName);
}
// Parse source string into tokens.
TokenBegin tokenBegin;
try
{
tokenBegin = TokenBegin.Construct(m_CameFrom, saveSource, ErrorHandler, m_SourceCode, out sourceHash);
}
finally
{
if (saveSource != null)
saveSource.Close ();
}
if (tokenBegin == null)
{
m_log.Debug ("[YEngine]: parsing errors on " + m_ScriptObjCodeKey);
return null;
}
// Create object file one way or another.
try
{
// Create abstract syntax tree from raw tokens.
TokenScript tokenScript = ScriptReduce.Reduce(tokenBegin);
if (tokenScript == null)
{
m_log.Warn ("[YEngine]: reduction errors on " + m_ScriptObjCodeKey + " (" + m_CameFrom + ")");
PrintCompilerErrors();
return null;
}
// Compile abstract syntax tree to write object file.
using(BinaryWriter objFileWriter = new BinaryWriter(File.Create(tmpFileName)))
{
bool ok = ScriptCodeGen.CodeGen(tokenScript, objFileWriter, sourceHash);
if (!ok)
{
m_log.Warn ("[YEngine]: compile error on " + m_ScriptObjCodeKey + " (" + m_CameFrom + ")");
PrintCompilerErrors ();
return null;
}
}
// File has been completely written.
// If there is an old one laying around, delete it now.
// Then re-open the new file for reading from the beginning.
if (File.Exists(objFileName))
File.Replace(tmpFileName, objFileName, null);
else
File.Move(tmpFileName, objFileName);
objFileStream = File.OpenRead(objFileName);
}
finally
{
// In case something went wrong writing temp file, delete it.
File.Delete (tmpFileName);
}
// Since we just wrote the .xmrobj file, maybe save disassembly.
if (m_Engine.m_ScriptDebugSaveIL)
{
string asmFileName = GetScriptILFileName(m_ScriptObjCodeKey + ".yasm");
// m_log.Debug ("[YEngine]: MMRScriptCompileSaveILGen: saving to " + asmFileName);
asmFileWriter = File.CreateText (asmFileName);
}
}
// Read object file to create ScriptObjCode object.
// Maybe also write disassembly to a file for debugging.
BinaryReader objFileReader = new BinaryReader (objFileStream);
ScriptObjCode scriptObjCode = null;
try
{
scriptObjCode = new ScriptObjCode (objFileReader, asmFileWriter, null);
}
finally
{
objFileReader.Close ();
if (asmFileWriter != null)
{
asmFileWriter.Flush ();
asmFileWriter.Close ();
}
}
return scriptObjCode;
}
private void PrintCompilerErrors ()
{
m_log.Info ("[YEngine]: - " + m_Part.GetWorldPosition () + " " + m_DescName);
foreach (string error in m_CompilerErrors)
{
m_log.Info ("[YEngine]: - " + error);
}
}
/**
* @brief Check for empty source, allowing for a first line of //... script engine selector.
*/
public static bool EmptySource (string source)
{
int len = source.Length;
bool skipeol = false;
for (int i = 0; i < len; i ++)
{
char c = source[i];
skipeol &= c != '\n';
skipeol |= (c == '/') && (i + 1 < len) && (source[i+1] == '/');
if ((c > ' ') && !skipeol)
return false;
}
return true;
}
}
}
|