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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.Collections.Generic;
using System.Text;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.ScriptEngine.Shared;
using OpenSim.Region.ScriptEngine.Shared.Api;
using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
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;
namespace OpenSim.Region.ScriptEngine.Yengine
{
public partial class XMRInstance
{
/************************************************************************************\
* This module contains these externally useful methods: *
* PostEvent() - queues an event to script and wakes script thread to process it *
* RunOne() - runs script for a time slice or until it volunteers to give up cpu *
* CallSEH() - runs in the microthread to call the event handler *
\************************************************************************************/
/**
* @brief This can be called in any thread (including the script thread itself)
* to queue event to script for processing.
*/
public void PostEvent(EventParams evt)
{
ScriptEventCode evc = (ScriptEventCode)Enum.Parse(typeof(ScriptEventCode), evt.EventName);
// Put event on end of event queue.
bool startIt = false;
bool wakeIt = false;
lock(m_QueueLock)
{
bool construct = (m_IState == XMRInstState.CONSTRUCT);
// Ignore event if we don't even have such an handler in any state.
// We can't be state-specific here because state might be different
// by the time this event is dequeued and delivered to the script.
if(!construct && // make sure m_HaveEventHandlers is filled in
((uint)evc < (uint)m_HaveEventHandlers.Length) &&
!m_HaveEventHandlers[(int)evc]) // don't bother if we don't have such a handler in any state
return;
// Not running means we ignore any incoming events.
// But queue if still constructing because m_Running is not yet valid.
if(!m_Running && !construct)
return;
if(m_minEventDelay != 0)
{
switch (evc)
{
// ignore some events by time set by llMinEventDelay
case ScriptEventCode.collision:
case ScriptEventCode.land_collision:
case ScriptEventCode.listen:
case ScriptEventCode.not_at_target:
case ScriptEventCode.not_at_rot_target:
case ScriptEventCode.no_sensor:
case ScriptEventCode.sensor:
case ScriptEventCode.timer:
case ScriptEventCode.touch:
{
double now = Util.GetTimeStamp();
if (now < m_nextEventTime)
return;
m_nextEventTime = now + m_minEventDelay;
break;
}
default:
break;
}
}
// Only so many of each event type allowed to queue.
if((uint)evc < (uint)m_EventCounts.Length)
{
if(evc == ScriptEventCode.timer)
{
if(m_EventCounts[(int)evc] >= 1)
return;
}
else if(m_EventCounts[(int)evc] >= MAXEVENTQUEUE)
return;
m_EventCounts[(int)evc]++;
}
// Put event on end of instance's event queue.
LinkedListNode<EventParams> lln = new LinkedListNode<EventParams>(evt);
switch(evc)
{
// These need to go first. The only time we manually
// queue them is for the default state_entry() and we
// need to make sure they go before any attach() events
// so the heapLimit value gets properly initialized.
case ScriptEventCode.state_entry:
m_EventQueue.AddFirst(lln);
break;
// The attach event sneaks to the front of the queue.
// This is needed for quantum limiting to work because
// we want the attach(NULL_KEY) event to come in front
// of all others so the m_DetachQuantum won't run out
// before attach(NULL_KEY) is executed.
case ScriptEventCode.attach:
if(evt.Params[0].ToString() == UUID.Zero.ToString())
{
LinkedListNode<EventParams> lln2 = null;
for(lln2 = m_EventQueue.First; lln2 != null; lln2 = lln2.Next)
{
EventParams evt2 = lln2.Value;
ScriptEventCode evc2 = (ScriptEventCode)Enum.Parse(typeof(ScriptEventCode), evt2.EventName);
if((evc2 != ScriptEventCode.state_entry) && (evc2 != ScriptEventCode.attach))
break;
}
if(lln2 == null)
m_EventQueue.AddLast(lln);
else
m_EventQueue.AddBefore(lln2, lln);
// If we're detaching, limit the qantum. This will also
// cause the script to self-suspend after running this
// event
m_DetachReady.Reset();
m_DetachQuantum = 100;
}
else
m_EventQueue.AddLast(lln);
break;
// All others just go on end in the order queued.
default:
m_EventQueue.AddLast(lln);
break;
}
// If instance is idle (ie, not running or waiting to run),
// flag it to be on m_StartQueue as we are about to do so.
// Flag it now before unlocking so another thread won't try
// to do the same thing right now.
// Dont' flag it if it's still suspended!
if((m_IState == XMRInstState.IDLE) && !m_Suspended)
{
m_IState = XMRInstState.ONSTARTQ;
startIt = true;
}
// If instance is sleeping (ie, possibly in xmrEventDequeue),
// wake it up if event is in the mask.
if((m_SleepUntil > DateTime.UtcNow) && !m_Suspended)
{
int evc1 = (int)evc;
int evc2 = evc1 - 32;
if((((uint)evc1 < (uint)32) && (((m_SleepEventMask1 >> evc1) & 1) != 0)) ||
(((uint)evc2 < (uint)32) && (((m_SleepEventMask2 >> evc2) & 1) != 0)))
wakeIt = true;
}
}
// If transitioned from IDLE->ONSTARTQ, actually go insert it
// on m_StartQueue and give the RunScriptThread() a wake-up.
if(startIt)
m_Engine.QueueToStart(this);
// Likewise, if the event mask triggered a wake, wake it up.
if(wakeIt)
{
m_SleepUntil = DateTime.MinValue;
m_Engine.WakeFromSleep(this);
}
}
// This is called in the script thread to step script until it calls
// CheckRun(). It returns what the instance's next state should be,
// ONSLEEPQ, ONYIELDQ, SUSPENDED or FINISHED.
public XMRInstState RunOne()
{
DateTime now = DateTime.UtcNow;
m_SliceStart = Util.GetTimeStampMS();
// If script has called llSleep(), don't do any more until time is up.
m_RunOnePhase = "check m_SleepUntil";
if(m_SleepUntil > now)
{
m_RunOnePhase = "return is sleeping";
return XMRInstState.ONSLEEPQ;
}
// Also, someone may have called Suspend().
m_RunOnePhase = "check m_SuspendCount";
if(m_SuspendCount > 0)
{
m_RunOnePhase = "return is suspended";
return XMRInstState.SUSPENDED;
}
// Make sure we aren't being migrated in or out and prevent that
// whilst we are in here. If migration has it locked, don't call
// back right away, delay a bit so we don't get in infinite loop.
m_RunOnePhase = "lock m_RunLock";
if(!Monitor.TryEnter(m_RunLock))
{
m_SleepUntil = now.AddMilliseconds(3);
m_RunOnePhase = "return was locked";
return XMRInstState.ONSLEEPQ;
}
try
{
m_RunOnePhase = "check entry invariants";
CheckRunLockInvariants(true);
Exception e = null;
// Maybe it has been Disposed()
if(m_Part == null)
{
m_RunOnePhase = "runone saw it disposed";
return XMRInstState.DISPOSED;
}
// Do some more of the last event if it didn't finish.
if(this.eventCode != ScriptEventCode.None)
{
lock(m_QueueLock)
{
if(m_DetachQuantum > 0 && --m_DetachQuantum == 0)
{
m_Suspended = true;
m_DetachReady.Set();
m_RunOnePhase = "detach quantum went zero";
CheckRunLockInvariants(true);
return XMRInstState.FINISHED;
}
}
m_RunOnePhase = "resume old event handler";
m_LastRanAt = now;
m_InstEHSlice++;
callMode = CallMode_NORMAL;
e = ResumeEx();
}
// Otherwise, maybe we can dequeue a new event and start
// processing it.
else
{
m_RunOnePhase = "lock event queue";
EventParams evt = null;
ScriptEventCode evc = ScriptEventCode.None;
lock(m_QueueLock)
{
// We can't get here unless the script has been resumed
// after creation, then suspended again, and then had
// an event posted to it. We just pretend there is no
// event int he queue and let the normal mechanics
// carry out the suspension. A Resume will handle the
// restarting gracefully. This is taking the easy way
// out and may be improved in the future.
if(m_Suspended)
{
m_RunOnePhase = "m_Suspended is set";
CheckRunLockInvariants(true);
return XMRInstState.FINISHED;
}
m_RunOnePhase = "dequeue event";
if(m_EventQueue.First != null)
{
evt = m_EventQueue.First.Value;
if(m_DetachQuantum > 0)
{
evc = (ScriptEventCode)Enum.Parse(typeof(ScriptEventCode),
evt.EventName);
if(evc != ScriptEventCode.attach)
{
// This is the case where the attach event
// has completed and another event is queued
// Stop it from running and suspend
m_Suspended = true;
m_DetachReady.Set();
m_DetachQuantum = 0;
m_RunOnePhase = "nothing to do #3";
CheckRunLockInvariants(true);
return XMRInstState.FINISHED;
}
}
m_EventQueue.RemoveFirst();
evc = (ScriptEventCode)Enum.Parse(typeof(ScriptEventCode),
evt.EventName);
if((int)evc >= 0)
m_EventCounts[(int)evc]--;
}
// If there is no event to dequeue, don't run this script
// until another event gets queued.
if(evt == null)
{
if(m_DetachQuantum > 0)
{
// This will happen if the attach event has run
// and exited with time slice left.
m_Suspended = true;
m_DetachReady.Set();
m_DetachQuantum = 0;
}
m_RunOnePhase = "nothing to do #4";
CheckRunLockInvariants(true);
return XMRInstState.FINISHED;
}
}
// Dequeued an event, so start it going until it either
// finishes or it calls CheckRun().
m_RunOnePhase = "start event handler";
m_DetectParams = evt.DetectParams;
m_LastRanAt = now;
m_InstEHEvent++;
e = StartEventHandler(evc, evt.Params);
}
m_RunOnePhase = "done running";
m_CPUTime += DateTime.UtcNow.Subtract(now).TotalMilliseconds;
// Maybe it puqued.
if(e != null)
{
m_RunOnePhase = "handling exception " + e.Message;
HandleScriptException(e);
m_RunOnePhase = "return had exception " + e.Message;
CheckRunLockInvariants(true);
return XMRInstState.FINISHED;
}
// If event handler completed, get rid of detect params.
if(this.eventCode == ScriptEventCode.None)
m_DetectParams = null;
}
finally
{
m_RunOnePhase += "; checking exit invariants and unlocking";
CheckRunLockInvariants(false);
Monitor.Exit(m_RunLock);
}
// Cycle script through the yield queue and call it back asap.
m_RunOnePhase = "last return";
return XMRInstState.ONYIELDQ;
}
/**
* @brief Immediately after taking m_RunLock or just before releasing it, check invariants.
*/
private ScriptEventCode lastEventCode = ScriptEventCode.None;
private bool lastActive = false;
private string lastRunPhase = "";
public void CheckRunLockInvariants(bool throwIt)
{
// If not executing any event handler, there shouldn't be any saved stack frames.
// If executing an event handler, there should be some saved stack frames.
bool active = (stackFrames != null);
ScriptEventCode ec = this.eventCode;
if(((ec == ScriptEventCode.None) && active) ||
((ec != ScriptEventCode.None) && !active))
{
m_log.Error("CheckRunLockInvariants: script=" + m_DescName);
m_log.Error("CheckRunLockInvariants: eventcode=" + ec.ToString() + ", active=" + active.ToString());
m_log.Error("CheckRunLockInvariants: m_RunOnePhase=" + m_RunOnePhase);
m_log.Error("CheckRunLockInvariants: lastec=" + lastEventCode + ", lastAct=" + lastActive + ", lastPhase=" + lastRunPhase);
if(throwIt)
throw new Exception("CheckRunLockInvariants: eventcode=" + ec.ToString() + ", active=" + active.ToString());
}
lastEventCode = ec;
lastActive = active;
lastRunPhase = m_RunOnePhase;
}
/*
* Start event handler.
*
* Input:
* newEventCode = code of event to be processed
* newEhArgs = arguments for the event handler
*
* Caution:
* It is up to the caller to make sure ehArgs[] is correct for
* the particular event handler being called. The first thing
* a script event handler method does is to unmarshall the args
* from ehArgs[] and will throw an array bounds or cast exception
* if it can't.
*/
private Exception StartEventHandler(ScriptEventCode newEventCode, object[] newEhArgs)
{
// We use this.eventCode == ScriptEventCode.None to indicate we are idle.
// So trying to execute ScriptEventCode.None might make a mess.
if(newEventCode == ScriptEventCode.None)
return new Exception("Can't process ScriptEventCode.None");
// Silly to even try if there is no handler defined for this event.
if(((int)newEventCode >= 0) && (m_ObjCode.scriptEventHandlerTable[this.stateCode, (int)newEventCode] == null))
return null;
// The microthread shouldn't be processing any event code.
// These are assert checks so we throw them directly as exceptions.
if(this.eventCode != ScriptEventCode.None)
throw new Exception("still processing event " + this.eventCode.ToString());
// Save eventCode so we know what event handler to run in the microthread.
// And it also marks us busy so we can't be started again and this event lost.
this.eventCode = newEventCode;
this.ehArgs = newEhArgs;
// This calls ScriptUThread.Main() directly, and returns when Main() [indirectly]
// calls Suspend() or when Main() returns, whichever occurs first.
// Setting stackFrames = null means run the event handler from the beginning
// without doing any stack frame restores first.
this.stackFrames = null;
return StartEx();
}
/**
* @brief There was an exception whilst starting/running a script event handler.
* Maybe we handle it directly or just print an error message.
*/
private void HandleScriptException(Exception e)
{
// The script threw some kind of exception that was not caught at
// script level, so the script is no longer running an event handler.
ScriptEventCode curevent = eventCode;
eventCode = ScriptEventCode.None;
stackFrames = null;
if (e is ScriptDeleteException)
{
// Script did something like llRemoveInventory(llGetScriptName());
// ... to delete itself from the object.
m_SleepUntil = DateTime.MaxValue;
Verbose("[YEngine]: script self-delete {0}", m_ItemID);
m_Part.Inventory.RemoveInventoryItem(m_ItemID);
}
else if(e is ScriptDieException)
{
// Script did an llDie()
m_RunOnePhase = "dying...";
m_SleepUntil = DateTime.MaxValue;
m_Engine.World.DeleteSceneObject(m_Part.ParentGroup, false);
}
else if (e is ScriptResetException)
{
// Script did an llResetScript().
m_RunOnePhase = "resetting...";
ResetLocked("HandleScriptResetException");
}
else if (e is ScriptException)
{
// Some general script error.
SendScriptErrorMessage(e, curevent);
}
else
{
// Some general script error.
SendErrorMessage(e);
}
}
private void SendScriptErrorMessage(Exception e, ScriptEventCode ev)
{
StringBuilder msg = new StringBuilder();
msg.Append("YEngine: ");
if (e.Message != null)
msg.Append(e.Message);
msg.Append(" (script: ");
msg.Append(m_Item.Name);
msg.Append(" event: ");
msg.Append(ev.ToString());
msg.Append(" primID: ");
msg.Append(m_Part.UUID.ToString());
msg.Append(" at: <");
Vector3 pos = m_Part.AbsolutePosition;
msg.Append((int)Math.Floor(pos.X));
msg.Append(',');
msg.Append((int)Math.Floor(pos.Y));
msg.Append(',');
msg.Append((int)Math.Floor(pos.Z));
msg.Append(">) Script must be Reset to re-enable.\n");
string msgst = msg.ToString();
if (msgst.Length > 1000)
msgst = msgst.Substring(0, 1000);
m_Engine.World.SimChat(Utils.StringToBytes(msgst),
ChatTypeEnum.DebugChannel, 2147483647,
m_Part.AbsolutePosition,
m_Part.Name, m_Part.UUID, false);
m_log.Debug(string.Format(
"[SCRIPT ERROR]: {0} (at event {1}, part {2} {3} at {4} in {5}",
(e.Message == null)? "" : e.Message,
ev.ToString(),
m_Part.Name,
m_Part.UUID,
m_Part.AbsolutePosition,
m_Part.ParentGroup.Scene.Name));
m_SleepUntil = DateTime.MaxValue;
}
/**
* @brief There was an exception running script event handler.
* Display error message and disable script (in a way
* that the script can be reset to be restarted).
*/
private void SendErrorMessage(Exception e)
{
StringBuilder msg = new StringBuilder();
msg.Append("[YEngine]: Exception while running ");
msg.Append(m_ItemID);
msg.Append('\n');
// Add exception message.
string des = e.Message;
des = (des == null) ? "" : (": " + des);
msg.Append(e.GetType().Name + des + "\n");
// Tell script owner what to do.
msg.Append("Prim: <");
msg.Append(m_Part.Name);
msg.Append(">, Script: <");
msg.Append(m_Item.Name);
msg.Append(">, Location: ");
msg.Append(m_Engine.World.RegionInfo.RegionName);
msg.Append(" <");
Vector3 pos = m_Part.AbsolutePosition;
msg.Append((int)Math.Floor(pos.X));
msg.Append(',');
msg.Append((int)Math.Floor(pos.Y));
msg.Append(',');
msg.Append((int)Math.Floor(pos.Z));
msg.Append(">\nScript must be Reset to re-enable.\n");
// Display full exception message in log.
m_log.Info(msg.ToString() + XMRExceptionStackString(e), e);
// Give script owner the stack dump.
msg.Append(XMRExceptionStackString(e));
// Send error message to owner.
// Suppress internal code stack trace lines.
string msgst = msg.ToString();
if(!msgst.EndsWith("\n"))
msgst += '\n';
int j = 0;
StringBuilder imstr = new StringBuilder();
for(int i = 0; (i = msgst.IndexOf('\n', i)) >= 0; j = ++i)
{
string line = msgst.Substring(j, i - j);
if(line.StartsWith("at "))
{
if(line.StartsWith("at (wrapper"))
continue; // at (wrapper ...
int k = line.LastIndexOf(".cs:"); // ... .cs:linenumber
if(Int32.TryParse(line.Substring(k + 4), out k))
continue;
}
this.llOwnerSay(line);
}
// Say script is sleeping for a very long time.
// Reset() is able to cancel this sleeping.
m_SleepUntil = DateTime.MaxValue;
}
/**
* @brief The user clicked the Reset Script button.
* We want to reset the script to a never-has-ever-run-before state.
*/
public void Reset()
{
checkstate:
XMRInstState iState = m_IState;
switch(iState)
{
// If it's really being constructed now, that's about as reset as we get.
case XMRInstState.CONSTRUCT:
return;
// If it's idle, that means it is ready to receive a new event.
// So we lock the event queue to prevent another thread from taking
// it out of idle, verify that it is still in idle then transition
// it to resetting so no other thread will touch it.
case XMRInstState.IDLE:
lock(m_QueueLock)
{
if(m_IState == XMRInstState.IDLE)
{
m_IState = XMRInstState.RESETTING;
break;
}
}
goto checkstate;
// If it's on the start queue, that means it is about to dequeue an
// event and start processing it. So we lock the start queue so it
// can't be started and transition it to resetting so no other thread
// will touch it.
case XMRInstState.ONSTARTQ:
lock(m_Engine.m_StartQueue)
{
if(m_IState == XMRInstState.ONSTARTQ)
{
m_Engine.m_StartQueue.Remove(this);
m_IState = XMRInstState.RESETTING;
break;
}
}
goto checkstate;
// If it's running, tell CheckRun() to suspend the thread then go back
// to see what it got transitioned to.
case XMRInstState.RUNNING:
suspendOnCheckRunHold = true;
lock(m_QueueLock)
{
}
goto checkstate;
// If it's sleeping, remove it from sleep queue and transition it to
// resetting so no other thread will touch it.
case XMRInstState.ONSLEEPQ:
lock(m_Engine.m_SleepQueue)
{
if(m_IState == XMRInstState.ONSLEEPQ)
{
m_Engine.m_SleepQueue.Remove(this);
m_IState = XMRInstState.RESETTING;
break;
}
}
goto checkstate;
// It was just removed from the sleep queue and is about to be put
// on the yield queue (ie, is being woken up).
// Let that thread complete transition and try again.
case XMRInstState.REMDFROMSLPQ:
Sleep(10);
goto checkstate;
// If it's yielding, remove it from yield queue and transition it to
// resetting so no other thread will touch it.
case XMRInstState.ONYIELDQ:
lock(m_Engine.m_YieldQueue)
{
if(m_IState == XMRInstState.ONYIELDQ)
{
m_Engine.m_YieldQueue.Remove(this);
m_IState = XMRInstState.RESETTING;
break;
}
}
goto checkstate;
// If it just finished running something, let that thread transition it
// to its next state then check again.
case XMRInstState.FINISHED:
Sleep(10);
goto checkstate;
// If it's disposed, that's about as reset as it gets.
case XMRInstState.DISPOSED:
return;
// Some other thread is already resetting it, let it finish.
case XMRInstState.RESETTING:
return;
default:
throw new Exception("bad state");
}
// This thread transitioned the instance to RESETTING so reset it.
lock(m_RunLock)
{
CheckRunLockInvariants(true);
// No other thread should have transitioned it from RESETTING.
if(m_IState != XMRInstState.RESETTING)
throw new Exception("bad state");
// Mark it idle now so it can get queued to process new stuff.
m_IState = XMRInstState.IDLE;
// Reset everything and queue up default's start_entry() event.
ClearQueue();
ResetLocked("external Reset");
CheckRunLockInvariants(true);
}
}
private void ClearQueueExceptLinkMessages()
{
lock(m_QueueLock)
{
EventParams[] linkMessages = new EventParams[m_EventQueue.Count];
int n = 0;
foreach(EventParams evt2 in m_EventQueue)
{
if(evt2.EventName == "link_message")
linkMessages[n++] = evt2;
}
m_EventQueue.Clear();
for(int i = m_EventCounts.Length; --i >= 0;)
m_EventCounts[i] = 0;
for(int i = 0; i < n; i++)
m_EventQueue.AddLast(linkMessages[i]);
m_EventCounts[(int)ScriptEventCode.link_message] = n;
}
}
private void ClearQueue()
{
lock(m_QueueLock)
{
m_EventQueue.Clear(); // no events queued
for(int i = m_EventCounts.Length; --i >= 0;)
m_EventCounts[i] = 0;
}
}
/**
* @brief The script called llResetScript() while it was running and
* has suspended. We want to reset the script to a never-has-
* ever-run-before state.
*
* Caller must have m_RunLock locked so we know script isn't
* running.
*/
private void ResetLocked(string from)
{
m_RunOnePhase = "ResetLocked: releasing controls";
ReleaseControls();
m_RunOnePhase = "ResetLocked: removing script";
m_Part.Inventory.GetInventoryItem(m_ItemID).PermsMask = 0;
m_Part.Inventory.GetInventoryItem(m_ItemID).PermsGranter = UUID.Zero;
IUrlModule urlModule = m_Engine.World.RequestModuleInterface<IUrlModule>();
if(urlModule != null)
urlModule.ScriptRemoved(m_ItemID);
AsyncCommandManager.RemoveScript(m_Engine, m_LocalID, m_ItemID);
m_RunOnePhase = "ResetLocked: clearing current event";
this.eventCode = ScriptEventCode.None; // not processing an event
m_DetectParams = null; // not processing an event
m_SleepUntil = DateTime.MinValue; // not doing llSleep()
m_ResetCount++; // has been reset once more
// Tell next call to 'default state_entry()' to reset all global
// vars to their initial values.
doGblInit = true;
// Throw away all its stack frames.
// If the script is resetting itself, there shouldn't be any stack frames.
// If the script is being reset by something else, we throw them away cuz we want to start from the beginning of an event handler.
stackFrames = null;
// Set script to 'default' state and queue call to its
// 'state_entry()' event handler.
m_RunOnePhase = "ResetLocked: posting default:state_entry() event";
stateCode = 0;
m_Part.SetScriptEvents(m_ItemID, GetStateEventFlags(0));
PostEvent(new EventParams("state_entry",
zeroObjectArray,
zeroDetectParams));
// Tell CheckRun() to let script run.
suspendOnCheckRunHold = false;
suspendOnCheckRunTemp = false;
m_RunOnePhase = "ResetLocked: reset complete";
}
private void ReleaseControls()
{
if(m_Part != null)
{
bool found;
int permsMask;
UUID permsGranter;
try
{
permsGranter = m_Part.TaskInventory[m_ItemID].PermsGranter;
permsMask = m_Part.TaskInventory[m_ItemID].PermsMask;
found = true;
}
catch
{
permsGranter = UUID.Zero;
permsMask = 0;
found = false;
}
if(found && ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0))
{
ScenePresence presence = m_Engine.World.GetScenePresence(permsGranter);
if(presence != null)
presence.UnRegisterControlEventsToScript(m_LocalID, m_ItemID);
}
}
}
/**
* @brief The script code should call this routine whenever it is
* convenient to perform a migation or switch microthreads.
*/
public override void CheckRunWork()
{
if(!suspendOnCheckRunHold && !suspendOnCheckRunTemp)
{
if(Util.GetTimeStampMS() - m_SliceStart < 60.0)
return;
suspendOnCheckRunTemp = true;
}
m_CheckRunPhase = "entered";
// Stay stuck in this loop as long as something wants us suspended.
while(suspendOnCheckRunHold || suspendOnCheckRunTemp)
{
m_CheckRunPhase = "top of while";
suspendOnCheckRunTemp = false;
switch(this.callMode)
{
// Now we are ready to suspend or resume.
case CallMode_NORMAL:
m_CheckRunPhase = "suspending";
callMode = XMRInstance.CallMode_SAVE;
stackFrames = null;
throw new StackHibernateException(); // does not return
// We get here when the script state has been read in by MigrateInEventHandler().
// Since the stack is completely restored at this point, any subsequent calls
// within the functions should do their normal processing instead of trying to
// restore their state.
// the stack has been restored as a result of calling ResumeEx()
// tell script code to process calls normally
case CallMode_RESTORE:
this.callMode = CallMode_NORMAL;
break;
default:
throw new Exception("callMode=" + callMode);
}
m_CheckRunPhase = "resumed";
}
m_CheckRunPhase = "returning";
// Upon return from CheckRun() it should always be the case that the script is
// going to process calls normally, neither saving nor restoring stack frame state.
if(callMode != CallMode_NORMAL)
throw new Exception("bad callMode " + callMode);
}
/**
* @brief Allow script to dequeue events.
*/
public void ResumeIt()
{
lock(m_QueueLock)
{
m_Suspended = false;
if((m_EventQueue != null) &&
(m_EventQueue.First != null) &&
(m_IState == XMRInstState.IDLE))
{
m_IState = XMRInstState.ONSTARTQ;
m_Engine.QueueToStart(this);
}
m_HasRun = true;
}
}
/**
* @brief Block script from dequeuing events.
*/
public void SuspendIt()
{
lock(m_QueueLock)
{
m_Suspended = true;
}
}
}
/**
* @brief Thrown by CheckRun() to unwind the script stack, capturing frames to
* instance.stackFrames as it unwinds. We don't want scripts to be able
* to intercept this exception as it would block the stack capture
* functionality.
*/
public class StackCaptureException: Exception, IXMRUncatchable
{
}
}
|