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authorTedd Hansen2008-01-12 14:30:22 +0000
committerTedd Hansen2008-01-12 14:30:22 +0000
commitbacbade369a5244f9bcc611488b59f3bd4c8a564 (patch)
tree2cd909eff401066a69dba96615cbf736fdd73be5 /OpenSim/Region/ScriptEngine/Common/ScriptEngineBase
parent* Trying something to see if it helps teleports and border crossings (diff)
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Major reorganizing of DotNetEngine. Moved common script engine parts to ScriptEngine.Common, only .Net-specific code in DotNetEngine. AppDomains, event handling, event execution queue and multithreading, script load/unload queue, etc has been moved to ScriptEngine.Common.
Loads of things has been put into interfaces instead of the specific class. We are now one step closer to ScriptServer, and its very easy to implement new script languages. Just a few lines required to make them a OpenSim script module with all its glory.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/AppDomainManager.cs (renamed from OpenSim/Region/ScriptEngine/DotNetEngine/AppDomainManager.cs)474
-rw-r--r--OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/Common.cs (renamed from OpenSim/Region/ScriptEngine/DotNetEngine/Common.cs)112
-rw-r--r--OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventManager.cs (renamed from OpenSim/Region/ScriptEngine/DotNetEngine/EventManager.cs)516
-rw-r--r--OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueManager.cs (renamed from OpenSim/Region/ScriptEngine/DotNetEngine/EventQueueManager.cs)725
-rw-r--r--OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/LSLLongCmdHandler.cs (renamed from OpenSim/Region/ScriptEngine/DotNetEngine/LSLLongCmdHandler.cs)588
-rw-r--r--OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/ScriptEngine.cs131
-rw-r--r--OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/ScriptManager.cs347
7 files changed, 1685 insertions, 1208 deletions
diff --git a/OpenSim/Region/ScriptEngine/DotNetEngine/AppDomainManager.cs b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/AppDomainManager.cs
index 66153a7..4eea69a 100644
--- a/OpenSim/Region/ScriptEngine/DotNetEngine/AppDomainManager.cs
+++ b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/AppDomainManager.cs
@@ -1,238 +1,238 @@
1/* 1/*
2* Copyright (c) Contributors, http://opensimulator.org/ 2* Copyright (c) Contributors, http://opensimulator.org/
3* See CONTRIBUTORS.TXT for a full list of copyright holders. 3* See CONTRIBUTORS.TXT for a full list of copyright holders.
4* 4*
5* Redistribution and use in source and binary forms, with or without 5* Redistribution and use in source and binary forms, with or without
6* modification, are permitted provided that the following conditions are met: 6* modification, are permitted provided that the following conditions are met:
7* * Redistributions of source code must retain the above copyright 7* * Redistributions of source code must retain the above copyright
8* notice, this list of conditions and the following disclaimer. 8* notice, this list of conditions and the following disclaimer.
9* * Redistributions in binary form must reproduce the above copyright 9* * Redistributions in binary form must reproduce the above copyright
10* notice, this list of conditions and the following disclaimer in the 10* notice, this list of conditions and the following disclaimer in the
11* documentation and/or other materials provided with the distribution. 11* documentation and/or other materials provided with the distribution.
12* * Neither the name of the OpenSim Project nor the 12* * Neither the name of the OpenSim Project nor the
13* names of its contributors may be used to endorse or promote products 13* names of its contributors may be used to endorse or promote products
14* derived from this software without specific prior written permission. 14* derived from this software without specific prior written permission.
15* 15*
16* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS AS IS AND ANY 16* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS AS IS AND ANY
17* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 17* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 18* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY 19* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 20* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 21* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND 22* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 23* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26* 26*
27*/ 27*/
28 28
29using System; 29using System;
30using System.Collections; 30using System.Collections;
31using System.Collections.Generic; 31using System.Collections.Generic;
32using System.Reflection; 32using System.Reflection;
33using OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL; 33using OpenSim.Region.ScriptEngine.Common;
34 34
35namespace OpenSim.Region.ScriptEngine.DotNetEngine 35namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
36{ 36{
37 public class AppDomainManager 37 public class AppDomainManager
38 { 38 {
39 39
40 // 40 //
41 // This class does AppDomain handling and loading/unloading of scripts in it. 41 // This class does AppDomain handling and loading/unloading of scripts in it.
42 // It is instanced in "ScriptEngine" and controlled from "ScriptManager" 42 // It is instanced in "ScriptEngine" and controlled from "ScriptManager"
43 // 43 //
44 // 1. Create a new AppDomain if old one is full (or doesn't exist) 44 // 1. Create a new AppDomain if old one is full (or doesn't exist)
45 // 2. Load scripts into AppDomain 45 // 2. Load scripts into AppDomain
46 // 3. Unload scripts from AppDomain (stopping them and marking them as inactive) 46 // 3. Unload scripts from AppDomain (stopping them and marking them as inactive)
47 // 4. Unload AppDomain completely when all scripts in it has stopped 47 // 4. Unload AppDomain completely when all scripts in it has stopped
48 // 48 //
49 49
50 50
51 private int maxScriptsPerAppDomain = 1; 51 private int maxScriptsPerAppDomain = 1;
52 52
53 /// <summary> 53 /// <summary>
54 /// Internal list of all AppDomains 54 /// Internal list of all AppDomains
55 /// </summary> 55 /// </summary>
56 private List<AppDomainStructure> appDomains = new List<AppDomainStructure>(); 56 private List<AppDomainStructure> appDomains = new List<AppDomainStructure>();
57 57
58 /// <summary> 58 /// <summary>
59 /// Structure to keep track of data around AppDomain 59 /// Structure to keep track of data around AppDomain
60 /// </summary> 60 /// </summary>
61 private class AppDomainStructure 61 private class AppDomainStructure
62 { 62 {
63 /// <summary> 63 /// <summary>
64 /// The AppDomain itself 64 /// The AppDomain itself
65 /// </summary> 65 /// </summary>
66 public AppDomain CurrentAppDomain; 66 public AppDomain CurrentAppDomain;
67 67
68 /// <summary> 68 /// <summary>
69 /// Number of scripts loaded into AppDomain 69 /// Number of scripts loaded into AppDomain
70 /// </summary> 70 /// </summary>
71 public int ScriptsLoaded; 71 public int ScriptsLoaded;
72 72
73 /// <summary> 73 /// <summary>
74 /// Number of dead scripts 74 /// Number of dead scripts
75 /// </summary> 75 /// </summary>
76 public int ScriptsWaitingUnload; 76 public int ScriptsWaitingUnload;
77 } 77 }
78 78
79 /// <summary> 79 /// <summary>
80 /// Current AppDomain 80 /// Current AppDomain
81 /// </summary> 81 /// </summary>
82 private AppDomainStructure currentAD; 82 private AppDomainStructure currentAD;
83 83
84 private object getLock = new object(); // Mutex 84 private object getLock = new object(); // Mutex
85 private object freeLock = new object(); // Mutex 85 private object freeLock = new object(); // Mutex
86 86
87 //private ScriptEngine m_scriptEngine; 87 //private ScriptEngine m_scriptEngine;
88 //public AppDomainManager(ScriptEngine scriptEngine) 88 //public AppDomainManager(ScriptEngine scriptEngine)
89 public AppDomainManager() 89 public AppDomainManager()
90 { 90 {
91 //m_scriptEngine = scriptEngine; 91 //m_scriptEngine = scriptEngine;
92 } 92 }
93 93
94 /// <summary> 94 /// <summary>
95 /// Find a free AppDomain, creating one if necessary 95 /// Find a free AppDomain, creating one if necessary
96 /// </summary> 96 /// </summary>
97 /// <returns>Free AppDomain</returns> 97 /// <returns>Free AppDomain</returns>
98 private AppDomainStructure GetFreeAppDomain() 98 private AppDomainStructure GetFreeAppDomain()
99 { 99 {
100 Console.WriteLine("Finding free AppDomain"); 100 Console.WriteLine("Finding free AppDomain");
101 lock (getLock) 101 lock (getLock)
102 { 102 {
103 // Current full? 103 // Current full?
104 if (currentAD != null && currentAD.ScriptsLoaded >= maxScriptsPerAppDomain) 104 if (currentAD != null && currentAD.ScriptsLoaded >= maxScriptsPerAppDomain)
105 { 105 {
106 // Add it to AppDomains list and empty current 106 // Add it to AppDomains list and empty current
107 appDomains.Add(currentAD); 107 appDomains.Add(currentAD);
108 currentAD = null; 108 currentAD = null;
109 } 109 }
110 // No current 110 // No current
111 if (currentAD == null) 111 if (currentAD == null)
112 { 112 {
113 // Create a new current AppDomain 113 // Create a new current AppDomain
114 currentAD = new AppDomainStructure(); 114 currentAD = new AppDomainStructure();
115 currentAD.CurrentAppDomain = PrepareNewAppDomain(); 115 currentAD.CurrentAppDomain = PrepareNewAppDomain();
116 } 116 }
117 117
118 Console.WriteLine("Scripts loaded in this Appdomain: " + currentAD.ScriptsLoaded); 118 Console.WriteLine("Scripts loaded in this Appdomain: " + currentAD.ScriptsLoaded);
119 return currentAD; 119 return currentAD;
120 } // lock 120 } // lock
121 } 121 }
122 122
123 private int AppDomainNameCount; 123 private int AppDomainNameCount;
124 124
125 /// <summary> 125 /// <summary>
126 /// Create and prepare a new AppDomain for scripts 126 /// Create and prepare a new AppDomain for scripts
127 /// </summary> 127 /// </summary>
128 /// <returns>The new AppDomain</returns> 128 /// <returns>The new AppDomain</returns>
129 private AppDomain PrepareNewAppDomain() 129 private AppDomain PrepareNewAppDomain()
130 { 130 {
131 // Create and prepare a new AppDomain 131 // Create and prepare a new AppDomain
132 AppDomainNameCount++; 132 AppDomainNameCount++;
133 // TODO: Currently security match current appdomain 133 // TODO: Currently security match current appdomain
134 134
135 // Construct and initialize settings for a second AppDomain. 135 // Construct and initialize settings for a second AppDomain.
136 AppDomainSetup ads = new AppDomainSetup(); 136 AppDomainSetup ads = new AppDomainSetup();
137 ads.ApplicationBase = AppDomain.CurrentDomain.BaseDirectory; 137 ads.ApplicationBase = AppDomain.CurrentDomain.BaseDirectory;
138 ads.DisallowBindingRedirects = false; 138 ads.DisallowBindingRedirects = false;
139 ads.DisallowCodeDownload = true; 139 ads.DisallowCodeDownload = true;
140 ads.LoaderOptimization = LoaderOptimization.MultiDomain; // Sounds good ;) 140 ads.LoaderOptimization = LoaderOptimization.MultiDomain; // Sounds good ;)
141 ads.ShadowCopyFiles = "true"; // Enabled shadowing 141 ads.ShadowCopyFiles = "true"; // Enabled shadowing
142 ads.ConfigurationFile = AppDomain.CurrentDomain.SetupInformation.ConfigurationFile; 142 ads.ConfigurationFile = AppDomain.CurrentDomain.SetupInformation.ConfigurationFile;
143 143
144 AppDomain AD = AppDomain.CreateDomain("ScriptAppDomain_" + AppDomainNameCount, null, ads); 144 AppDomain AD = AppDomain.CreateDomain("ScriptAppDomain_" + AppDomainNameCount, null, ads);
145 Console.WriteLine("Loading: " + 145 Console.WriteLine("Loading: " +
146 AssemblyName.GetAssemblyName("OpenSim.Region.ScriptEngine.Common.dll").ToString()); 146 AssemblyName.GetAssemblyName("OpenSim.Region.ScriptEngine.Common.dll").ToString());
147 AD.Load(AssemblyName.GetAssemblyName("OpenSim.Region.ScriptEngine.Common.dll")); 147 AD.Load(AssemblyName.GetAssemblyName("OpenSim.Region.ScriptEngine.Common.dll"));
148 148
149 // Return the new AppDomain 149 // Return the new AppDomain
150 return AD; 150 return AD;
151 } 151 }
152 152
153 /// <summary> 153 /// <summary>
154 /// Unload appdomains that are full and have only dead scripts 154 /// Unload appdomains that are full and have only dead scripts
155 /// </summary> 155 /// </summary>
156 private void UnloadAppDomains() 156 private void UnloadAppDomains()
157 { 157 {
158 lock (freeLock) 158 lock (freeLock)
159 { 159 {
160 // Go through all 160 // Go through all
161 foreach (AppDomainStructure ads in new ArrayList(appDomains)) 161 foreach (AppDomainStructure ads in new ArrayList(appDomains))
162 { 162 {
163 // Don't process current AppDomain 163 // Don't process current AppDomain
164 if (ads.CurrentAppDomain != currentAD.CurrentAppDomain) 164 if (ads.CurrentAppDomain != currentAD.CurrentAppDomain)
165 { 165 {
166 // Not current AppDomain 166 // Not current AppDomain
167 // Is number of unloaded bigger or equal to number of loaded? 167 // Is number of unloaded bigger or equal to number of loaded?
168 if (ads.ScriptsLoaded <= ads.ScriptsWaitingUnload) 168 if (ads.ScriptsLoaded <= ads.ScriptsWaitingUnload)
169 { 169 {
170 Console.WriteLine("Found empty AppDomain, unloading"); 170 Console.WriteLine("Found empty AppDomain, unloading");
171 // Remove from internal list 171 // Remove from internal list
172 appDomains.Remove(ads); 172 appDomains.Remove(ads);
173#if DEBUG 173#if DEBUG
174 long m = GC.GetTotalMemory(true); 174 long m = GC.GetTotalMemory(true);
175#endif 175#endif
176 // Unload 176 // Unload
177 AppDomain.Unload(ads.CurrentAppDomain); 177 AppDomain.Unload(ads.CurrentAppDomain);
178#if DEBUG 178#if DEBUG
179 Console.WriteLine("AppDomain unload freed " + (m - GC.GetTotalMemory(true)) + 179 Console.WriteLine("AppDomain unload freed " + (m - GC.GetTotalMemory(true)) +
180 " bytes of memory"); 180 " bytes of memory");
181#endif 181#endif
182 } 182 }
183 } 183 }
184 } // foreach 184 } // foreach
185 } // lock 185 } // lock
186 } 186 }
187 187
188 188
189 public LSL_BaseClass LoadScript(string FileName) 189 public IScript LoadScript(string FileName)
190 { 190 {
191 // Find next available AppDomain to put it in 191 // Find next available AppDomain to put it in
192 AppDomainStructure FreeAppDomain = GetFreeAppDomain(); 192 AppDomainStructure FreeAppDomain = GetFreeAppDomain();
193 193
194 Console.WriteLine("Loading into AppDomain: " + FileName); 194 Console.WriteLine("Loading into AppDomain: " + FileName);
195 LSL_BaseClass mbrt = 195 IScript mbrt =
196 (LSL_BaseClass) 196 (IScript)
197 FreeAppDomain.CurrentAppDomain.CreateInstanceFromAndUnwrap(FileName, "SecondLife.Script"); 197 FreeAppDomain.CurrentAppDomain.CreateInstanceFromAndUnwrap(FileName, "SecondLife.Script");
198 //Console.WriteLine("ScriptEngine AppDomainManager: is proxy={0}", RemotingServices.IsTransparentProxy(mbrt)); 198 //Console.WriteLine("ScriptEngine AppDomainManager: is proxy={0}", RemotingServices.IsTransparentProxy(mbrt));
199 FreeAppDomain.ScriptsLoaded++; 199 FreeAppDomain.ScriptsLoaded++;
200 200
201 return mbrt; 201 return mbrt;
202 } 202 }
203 203
204 204
205 /// <summary> 205 /// <summary>
206 /// Increase "dead script" counter for an AppDomain 206 /// Increase "dead script" counter for an AppDomain
207 /// </summary> 207 /// </summary>
208 /// <param name="ad"></param> 208 /// <param name="ad"></param>
209 //[Obsolete("Needs fixing, needs a real purpose in life!!!")] 209 //[Obsolete("Needs fixing, needs a real purpose in life!!!")]
210 public void StopScript(AppDomain ad) 210 public void StopScript(AppDomain ad)
211 { 211 {
212 lock (freeLock) 212 lock (freeLock)
213 { 213 {
214 Console.WriteLine("Stopping script in AppDomain"); 214 Console.WriteLine("Stopping script in AppDomain");
215 // Check if it is current AppDomain 215 // Check if it is current AppDomain
216 if (currentAD.CurrentAppDomain == ad) 216 if (currentAD.CurrentAppDomain == ad)
217 { 217 {
218 // Yes - increase 218 // Yes - increase
219 currentAD.ScriptsWaitingUnload++; 219 currentAD.ScriptsWaitingUnload++;
220 return; 220 return;
221 } 221 }
222 222
223 // Lopp through all AppDomains 223 // Lopp through all AppDomains
224 foreach (AppDomainStructure ads in new ArrayList(appDomains)) 224 foreach (AppDomainStructure ads in new ArrayList(appDomains))
225 { 225 {
226 if (ads.CurrentAppDomain == ad) 226 if (ads.CurrentAppDomain == ad)
227 { 227 {
228 // Found it 228 // Found it
229 ads.ScriptsWaitingUnload++; 229 ads.ScriptsWaitingUnload++;
230 break; 230 break;
231 } 231 }
232 } // foreach 232 } // foreach
233 } // lock 233 } // lock
234 234
235 UnloadAppDomains(); // Outsite lock, has its own GetLock 235 UnloadAppDomains(); // Outsite lock, has its own GetLock
236 } 236 }
237 } 237 }
238} \ No newline at end of file 238} \ No newline at end of file
diff --git a/OpenSim/Region/ScriptEngine/DotNetEngine/Common.cs b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/Common.cs
index db9a535..00ea078 100644
--- a/OpenSim/Region/ScriptEngine/DotNetEngine/Common.cs
+++ b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/Common.cs
@@ -1,57 +1,57 @@
1/* 1/*
2* Copyright (c) Contributors, http://opensimulator.org/ 2* Copyright (c) Contributors, http://opensimulator.org/
3* See CONTRIBUTORS.TXT for a full list of copyright holders. 3* See CONTRIBUTORS.TXT for a full list of copyright holders.
4* 4*
5* Redistribution and use in source and binary forms, with or without 5* Redistribution and use in source and binary forms, with or without
6* modification, are permitted provided that the following conditions are met: 6* modification, are permitted provided that the following conditions are met:
7* * Redistributions of source code must retain the above copyright 7* * Redistributions of source code must retain the above copyright
8* notice, this list of conditions and the following disclaimer. 8* notice, this list of conditions and the following disclaimer.
9* * Redistributions in binary form must reproduce the above copyright 9* * Redistributions in binary form must reproduce the above copyright
10* notice, this list of conditions and the following disclaimer in the 10* notice, this list of conditions and the following disclaimer in the
11* documentation and/or other materials provided with the distribution. 11* documentation and/or other materials provided with the distribution.
12* * Neither the name of the OpenSim Project nor the 12* * Neither the name of the OpenSim Project nor the
13* names of its contributors may be used to endorse or promote products 13* names of its contributors may be used to endorse or promote products
14* derived from this software without specific prior written permission. 14* derived from this software without specific prior written permission.
15* 15*
16* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY 16* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 17* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 18* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY 19* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 20* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 21* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND 22* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 23* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26* 26*
27*/ 27*/
28/* Original code: Tedd Hansen */ 28/* Original code: Tedd Hansen */
29namespace OpenSim.Region.ScriptEngine.DotNetEngine 29namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
30{ 30{
31 public static class Common 31 public static class Common
32 { 32 {
33 public static bool debug = true; 33 public static bool debug = true;
34 public static ScriptEngine mySE; 34 public static ScriptEngine mySE;
35 35
36 // This class just contains some static log stuff used for debugging. 36 // This class just contains some static log stuff used for debugging.
37 37
38 //public delegate void SendToDebugEventDelegate(string Message); 38 //public delegate void SendToDebugEventDelegate(string Message);
39 //public delegate void SendToLogEventDelegate(string Message); 39 //public delegate void SendToLogEventDelegate(string Message);
40 //static public event SendToDebugEventDelegate SendToDebugEvent; 40 //static public event SendToDebugEventDelegate SendToDebugEvent;
41 //static public event SendToLogEventDelegate SendToLogEvent; 41 //static public event SendToLogEventDelegate SendToLogEvent;
42 42
43 public static void SendToDebug(string Message) 43 public static void SendToDebug(string Message)
44 { 44 {
45 //if (Debug == true) 45 //if (Debug == true)
46 mySE.Log.Verbose("ScriptEngine", "Debug: " + Message); 46 mySE.Log.Verbose("ScriptEngine", "Debug: " + Message);
47 //SendToDebugEvent("\r\n" + DateTime.Now.ToString("[HH:mm:ss] ") + Message); 47 //SendToDebugEvent("\r\n" + DateTime.Now.ToString("[HH:mm:ss] ") + Message);
48 } 48 }
49 49
50 public static void SendToLog(string Message) 50 public static void SendToLog(string Message)
51 { 51 {
52 //if (Debug == true) 52 //if (Debug == true)
53 mySE.Log.Verbose("ScriptEngine", "LOG: " + Message); 53 mySE.Log.Verbose("ScriptEngine", "LOG: " + Message);
54 //SendToLogEvent("\r\n" + DateTime.Now.ToString("[HH:mm:ss] ") + Message); 54 //SendToLogEvent("\r\n" + DateTime.Now.ToString("[HH:mm:ss] ") + Message);
55 } 55 }
56 } 56 }
57} \ No newline at end of file 57} \ No newline at end of file
diff --git a/OpenSim/Region/ScriptEngine/DotNetEngine/EventManager.cs b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventManager.cs
index a36691d..a5ad911 100644
--- a/OpenSim/Region/ScriptEngine/DotNetEngine/EventManager.cs
+++ b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventManager.cs
@@ -1,259 +1,259 @@
1/* 1/*
2* Copyright (c) Contributors, http://opensimulator.org/ 2* Copyright (c) Contributors, http://opensimulator.org/
3* See CONTRIBUTORS.TXT for a full list of copyright holders. 3* See CONTRIBUTORS.TXT for a full list of copyright holders.
4* 4*
5* Redistribution and use in source and binary forms, with or without 5* Redistribution and use in source and binary forms, with or without
6* modification, are permitted provided that the following conditions are met: 6* modification, are permitted provided that the following conditions are met:
7* * Redistributions of source code must retain the above copyright 7* * Redistributions of source code must retain the above copyright
8* notice, this list of conditions and the following disclaimer. 8* notice, this list of conditions and the following disclaimer.
9* * Redistributions in binary form must reproduce the above copyright 9* * Redistributions in binary form must reproduce the above copyright
10* notice, this list of conditions and the following disclaimer in the 10* notice, this list of conditions and the following disclaimer in the
11* documentation and/or other materials provided with the distribution. 11* documentation and/or other materials provided with the distribution.
12* * Neither the name of the OpenSim Project nor the 12* * Neither the name of the OpenSim Project nor the
13* names of its contributors may be used to endorse or promote products 13* names of its contributors may be used to endorse or promote products
14* derived from this software without specific prior written permission. 14* derived from this software without specific prior written permission.
15* 15*
16* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY 16* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 17* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 18* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY 19* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 20* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 21* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND 22* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 23* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26* 26*
27*/ 27*/
28/* Original code: Tedd Hansen */ 28/* Original code: Tedd Hansen */
29using System; 29using System;
30using libsecondlife; 30using libsecondlife;
31using OpenSim.Framework; 31using OpenSim.Framework;
32 32
33namespace OpenSim.Region.ScriptEngine.DotNetEngine 33namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
34{ 34{
35 /// <summary> 35 /// <summary>
36 /// Prepares events so they can be directly executed upon a script by EventQueueManager, then queues it. 36 /// Prepares events so they can be directly executed upon a script by EventQueueManager, then queues it.
37 /// </summary> 37 /// </summary>
38 [Serializable] 38 [Serializable]
39 public class EventManager : OpenSim.Region.ScriptEngine.Common.ScriptServerInterfaces.RemoteEvents 39 public class EventManager : OpenSim.Region.ScriptEngine.Common.ScriptServerInterfaces.RemoteEvents
40 { 40 {
41 41
42 // 42 //
43 // Class is instanced in "ScriptEngine" and Uses "EventQueueManager" that is also instanced in "ScriptEngine". 43 // Class is instanced in "ScriptEngine" and Uses "EventQueueManager" that is also instanced in "ScriptEngine".
44 // This class needs a bit of explaining: 44 // This class needs a bit of explaining:
45 // 45 //
46 // This class it the link between an event inside OpenSim and the corresponding event in a user script being executed. 46 // This class it the link between an event inside OpenSim and the corresponding event in a user script being executed.
47 // 47 //
48 // For example when an user touches an object then the "myScriptEngine.World.EventManager.OnObjectGrab" event is fired inside OpenSim. 48 // For example when an user touches an object then the "myScriptEngine.World.EventManager.OnObjectGrab" event is fired inside OpenSim.
49 // We hook up to this event and queue a touch_start in EventQueueManager with the proper LSL parameters. 49 // We hook up to this event and queue a touch_start in EventQueueManager with the proper LSL parameters.
50 // It will then be delivered to the script by EventQueueManager. 50 // It will then be delivered to the script by EventQueueManager.
51 // 51 //
52 // You can check debug C# dump of an LSL script if you need to verify what exact parameters are needed. 52 // You can check debug C# dump of an LSL script if you need to verify what exact parameters are needed.
53 // 53 //
54 54
55 55
56 private ScriptEngine myScriptEngine; 56 private ScriptEngine myScriptEngine;
57 //public IScriptHost TEMP_OBJECT_ID; 57 //public IScriptHost TEMP_OBJECT_ID;
58 public EventManager(ScriptEngine _ScriptEngine, bool performHookUp) 58 public EventManager(ScriptEngine _ScriptEngine, bool performHookUp)
59 { 59 {
60 myScriptEngine = _ScriptEngine; 60 myScriptEngine = _ScriptEngine;
61 61
62 // Hook up to events from OpenSim 62 // Hook up to events from OpenSim
63 // We may not want to do it because someone is controlling us and will deliver events to us 63 // We may not want to do it because someone is controlling us and will deliver events to us
64 if (performHookUp) 64 if (performHookUp)
65 { 65 {
66 myScriptEngine.Log.Verbose("ScriptEngine", "Hooking up to server events"); 66 myScriptEngine.Log.Verbose("ScriptEngine", "Hooking up to server events");
67 myScriptEngine.World.EventManager.OnObjectGrab += touch_start; 67 myScriptEngine.World.EventManager.OnObjectGrab += touch_start;
68 myScriptEngine.World.EventManager.OnRezScript += OnRezScript; 68 myScriptEngine.World.EventManager.OnRezScript += OnRezScript;
69 myScriptEngine.World.EventManager.OnRemoveScript += OnRemoveScript; 69 myScriptEngine.World.EventManager.OnRemoveScript += OnRemoveScript;
70 // TODO: HOOK ALL EVENTS UP TO SERVER! 70 // TODO: HOOK ALL EVENTS UP TO SERVER!
71 } 71 }
72 } 72 }
73 73
74 public void touch_start(uint localID, LLVector3 offsetPos, IClientAPI remoteClient) 74 public void touch_start(uint localID, LLVector3 offsetPos, IClientAPI remoteClient)
75 { 75 {
76 // Add to queue for all scripts in ObjectID object 76 // Add to queue for all scripts in ObjectID object
77 myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "touch_start", new object[] {(int) 1}); 77 myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "touch_start", new object[] {(int) 1});
78 } 78 }
79 79
80 public void OnRezScript(uint localID, LLUUID itemID, string script) 80 public void OnRezScript(uint localID, LLUUID itemID, string script)
81 { 81 {
82 Console.WriteLine("OnRezScript localID: " + localID + " LLUID: " + itemID.ToString() + " Size: " + 82 Console.WriteLine("OnRezScript localID: " + localID + " LLUID: " + itemID.ToString() + " Size: " +
83 script.Length); 83 script.Length);
84 myScriptEngine.m_ScriptManager.StartScript(localID, itemID, script); 84 myScriptEngine.m_ScriptManager.StartScript(localID, itemID, script);
85 } 85 }
86 86
87 public void OnRemoveScript(uint localID, LLUUID itemID) 87 public void OnRemoveScript(uint localID, LLUUID itemID)
88 { 88 {
89 Console.WriteLine("OnRemoveScript localID: " + localID + " LLUID: " + itemID.ToString()); 89 Console.WriteLine("OnRemoveScript localID: " + localID + " LLUID: " + itemID.ToString());
90 myScriptEngine.m_ScriptManager.StopScript( 90 myScriptEngine.m_ScriptManager.StopScript(
91 localID, 91 localID,
92 itemID 92 itemID
93 ); 93 );
94 } 94 }
95 95
96 // TODO: Replace placeholders below 96 // TODO: Replace placeholders below
97 // NOTE! THE PARAMETERS FOR THESE FUNCTIONS ARE NOT CORRECT! 97 // NOTE! THE PARAMETERS FOR THESE FUNCTIONS ARE NOT CORRECT!
98 // These needs to be hooked up to OpenSim during init of this class 98 // These needs to be hooked up to OpenSim during init of this class
99 // then queued in EventQueueManager. 99 // then queued in EventQueueManager.
100 // When queued in EventQueueManager they need to be LSL compatible (name and params) 100 // When queued in EventQueueManager they need to be LSL compatible (name and params)
101 101
102 public void state_exit(uint localID, LLUUID itemID) 102 public void state_exit(uint localID, LLUUID itemID)
103 { 103 {
104 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "state_exit"); 104 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "state_exit");
105 } 105 }
106 106
107 public void touch(uint localID, LLUUID itemID) 107 public void touch(uint localID, LLUUID itemID)
108 { 108 {
109 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "touch"); 109 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "touch");
110 } 110 }
111 111
112 public void touch_end(uint localID, LLUUID itemID) 112 public void touch_end(uint localID, LLUUID itemID)
113 { 113 {
114 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "touch_end"); 114 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "touch_end");
115 } 115 }
116 116
117 public void collision_start(uint localID, LLUUID itemID) 117 public void collision_start(uint localID, LLUUID itemID)
118 { 118 {
119 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "collision_start"); 119 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "collision_start");
120 } 120 }
121 121
122 public void collision(uint localID, LLUUID itemID) 122 public void collision(uint localID, LLUUID itemID)
123 { 123 {
124 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "collision"); 124 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "collision");
125 } 125 }
126 126
127 public void collision_end(uint localID, LLUUID itemID) 127 public void collision_end(uint localID, LLUUID itemID)
128 { 128 {
129 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "collision_end"); 129 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "collision_end");
130 } 130 }
131 131
132 public void land_collision_start(uint localID, LLUUID itemID) 132 public void land_collision_start(uint localID, LLUUID itemID)
133 { 133 {
134 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "land_collision_start"); 134 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "land_collision_start");
135 } 135 }
136 136
137 public void land_collision(uint localID, LLUUID itemID) 137 public void land_collision(uint localID, LLUUID itemID)
138 { 138 {
139 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "land_collision"); 139 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "land_collision");
140 } 140 }
141 141
142 public void land_collision_end(uint localID, LLUUID itemID) 142 public void land_collision_end(uint localID, LLUUID itemID)
143 { 143 {
144 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "land_collision_end"); 144 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "land_collision_end");
145 } 145 }
146 146
147 // Handled by long commands 147 // Handled by long commands
148 public void timer(uint localID, LLUUID itemID) 148 public void timer(uint localID, LLUUID itemID)
149 { 149 {
150 //myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, ""); 150 //myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "");
151 } 151 }
152 152
153 public void listen(uint localID, LLUUID itemID) 153 public void listen(uint localID, LLUUID itemID)
154 { 154 {
155 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "listen"); 155 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "listen");
156 } 156 }
157 157
158 public void on_rez(uint localID, LLUUID itemID) 158 public void on_rez(uint localID, LLUUID itemID)
159 { 159 {
160 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "on_rez"); 160 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "on_rez");
161 } 161 }
162 162
163 public void sensor(uint localID, LLUUID itemID) 163 public void sensor(uint localID, LLUUID itemID)
164 { 164 {
165 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "sensor"); 165 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "sensor");
166 } 166 }
167 167
168 public void no_sensor(uint localID, LLUUID itemID) 168 public void no_sensor(uint localID, LLUUID itemID)
169 { 169 {
170 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "no_sensor"); 170 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "no_sensor");
171 } 171 }
172 172
173 public void control(uint localID, LLUUID itemID) 173 public void control(uint localID, LLUUID itemID)
174 { 174 {
175 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "control"); 175 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "control");
176 } 176 }
177 177
178 public void money(uint localID, LLUUID itemID) 178 public void money(uint localID, LLUUID itemID)
179 { 179 {
180 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "money"); 180 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "money");
181 } 181 }
182 182
183 public void email(uint localID, LLUUID itemID) 183 public void email(uint localID, LLUUID itemID)
184 { 184 {
185 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "email"); 185 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "email");
186 } 186 }
187 187
188 public void at_target(uint localID, LLUUID itemID) 188 public void at_target(uint localID, LLUUID itemID)
189 { 189 {
190 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "at_target"); 190 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "at_target");
191 } 191 }
192 192
193 public void not_at_target(uint localID, LLUUID itemID) 193 public void not_at_target(uint localID, LLUUID itemID)
194 { 194 {
195 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "not_at_target"); 195 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "not_at_target");
196 } 196 }
197 197
198 public void at_rot_target(uint localID, LLUUID itemID) 198 public void at_rot_target(uint localID, LLUUID itemID)
199 { 199 {
200 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "at_rot_target"); 200 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "at_rot_target");
201 } 201 }
202 202
203 public void not_at_rot_target(uint localID, LLUUID itemID) 203 public void not_at_rot_target(uint localID, LLUUID itemID)
204 { 204 {
205 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "not_at_rot_target"); 205 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "not_at_rot_target");
206 } 206 }
207 207
208 public void run_time_permissions(uint localID, LLUUID itemID) 208 public void run_time_permissions(uint localID, LLUUID itemID)
209 { 209 {
210 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "run_time_permissions"); 210 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "run_time_permissions");
211 } 211 }
212 212
213 public void changed(uint localID, LLUUID itemID) 213 public void changed(uint localID, LLUUID itemID)
214 { 214 {
215 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "changed"); 215 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "changed");
216 } 216 }
217 217
218 public void attach(uint localID, LLUUID itemID) 218 public void attach(uint localID, LLUUID itemID)
219 { 219 {
220 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "attach"); 220 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "attach");
221 } 221 }
222 222
223 public void dataserver(uint localID, LLUUID itemID) 223 public void dataserver(uint localID, LLUUID itemID)
224 { 224 {
225 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "dataserver"); 225 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "dataserver");
226 } 226 }
227 227
228 public void link_message(uint localID, LLUUID itemID) 228 public void link_message(uint localID, LLUUID itemID)
229 { 229 {
230 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "link_message"); 230 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "link_message");
231 } 231 }
232 232
233 public void moving_start(uint localID, LLUUID itemID) 233 public void moving_start(uint localID, LLUUID itemID)
234 { 234 {
235 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "moving_start"); 235 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "moving_start");
236 } 236 }
237 237
238 public void moving_end(uint localID, LLUUID itemID) 238 public void moving_end(uint localID, LLUUID itemID)
239 { 239 {
240 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "moving_end"); 240 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "moving_end");
241 } 241 }
242 242
243 public void object_rez(uint localID, LLUUID itemID) 243 public void object_rez(uint localID, LLUUID itemID)
244 { 244 {
245 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "object_rez"); 245 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "object_rez");
246 } 246 }
247 247
248 public void remote_data(uint localID, LLUUID itemID) 248 public void remote_data(uint localID, LLUUID itemID)
249 { 249 {
250 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "remote_data"); 250 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "remote_data");
251 } 251 }
252 252
253 // Handled by long commands 253 // Handled by long commands
254 public void http_response(uint localID, LLUUID itemID) 254 public void http_response(uint localID, LLUUID itemID)
255 { 255 {
256 // myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "http_response"); 256 // myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "http_response");
257 } 257 }
258 } 258 }
259} \ No newline at end of file 259} \ No newline at end of file
diff --git a/OpenSim/Region/ScriptEngine/DotNetEngine/EventQueueManager.cs b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueManager.cs
index e7cb489..62194df 100644
--- a/OpenSim/Region/ScriptEngine/DotNetEngine/EventQueueManager.cs
+++ b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueManager.cs
@@ -1,364 +1,363 @@
1/* 1/*
2* Copyright (c) Contributors, http://opensimulator.org/ 2* Copyright (c) Contributors, http://opensimulator.org/
3* See CONTRIBUTORS.TXT for a full list of copyright holders. 3* See CONTRIBUTORS.TXT for a full list of copyright holders.
4* 4*
5* Redistribution and use in source and binary forms, with or without 5* Redistribution and use in source and binary forms, with or without
6* modification, are permitted provided that the following conditions are met: 6* modification, are permitted provided that the following conditions are met:
7* * Redistributions of source code must retain the above copyright 7* * Redistributions of source code must retain the above copyright
8* notice, this list of conditions and the following disclaimer. 8* notice, this list of conditions and the following disclaimer.
9* * Redistributions in binary form must reproduce the above copyright 9* * Redistributions in binary form must reproduce the above copyright
10* notice, this list of conditions and the following disclaimer in the 10* notice, this list of conditions and the following disclaimer in the
11* documentation and/or other materials provided with the distribution. 11* documentation and/or other materials provided with the distribution.
12* * Neither the name of the OpenSim Project nor the 12* * Neither the name of the OpenSim Project nor the
13* names of its contributors may be used to endorse or promote products 13* names of its contributors may be used to endorse or promote products
14* derived from this software without specific prior written permission. 14* derived from this software without specific prior written permission.
15* 15*
16* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY 16* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 17* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 18* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY 19* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 20* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 21* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND 22* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 23* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26* 26*
27*/ 27*/
28/* Original code: Tedd Hansen */ 28/* Original code: Tedd Hansen */
29using System; 29using System;
30using System.Collections; 30using System.Collections;
31using System.Collections.Generic; 31using System.Collections.Generic;
32using System.Threading; 32using System.Threading;
33using libsecondlife; 33using libsecondlife;
34using OpenSim.Framework; 34using OpenSim.Framework;
35using OpenSim.Region.Environment.Scenes.Scripting; 35using OpenSim.Region.Environment.Scenes.Scripting;
36using OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL; 36
37 37namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
38namespace OpenSim.Region.ScriptEngine.DotNetEngine 38{
39{ 39 /// <summary>
40 /// <summary> 40 /// EventQueueManager handles event queues
41 /// EventQueueManager handles event queues 41 /// Events are queued and executed in separate thread
42 /// Events are queued and executed in separate thread 42 /// </summary>
43 /// </summary> 43 [Serializable]
44 [Serializable] 44 public class EventQueueManager
45 internal class EventQueueManager 45 {
46 { 46
47 47 //
48 // 48 // Class is instanced in "ScriptEngine" and used by "EventManager" also instanced in "ScriptEngine".
49 // Class is instanced in "ScriptEngine" and used by "EventManager" also instanced in "ScriptEngine". 49 //
50 // 50 // Class purpose is to queue and execute functions that are received by "EventManager":
51 // Class purpose is to queue and execute functions that are received by "EventManager": 51 // - allowing "EventManager" to release its event thread immediately, thus not interrupting server execution.
52 // - allowing "EventManager" to release its event thread immediately, thus not interrupting server execution. 52 // - allowing us to prioritize and control execution of script functions.
53 // - allowing us to prioritize and control execution of script functions. 53 // Class can use multiple threads for simultaneous execution. Mutexes are used for thread safety.
54 // Class can use multiple threads for simultaneous execution. Mutexes are used for thread safety. 54 //
55 // 55 // 1. Hold an execution queue for scripts
56 // 1. Hold an execution queue for scripts 56 // 2. Use threads to process queue, each thread executes one script function on each pass.
57 // 2. Use threads to process queue, each thread executes one script function on each pass. 57 // 3. Catch any script error and process it
58 // 3. Catch any script error and process it 58 //
59 // 59 //
60 // 60 // Notes:
61 // Notes: 61 // * Current execution load balancing is optimized for 1 thread, and can cause unfair execute balancing between scripts.
62 // * Current execution load balancing is optimized for 1 thread, and can cause unfair execute balancing between scripts. 62 // Not noticeable unless server is under high load.
63 // Not noticeable unless server is under high load. 63 // * This class contains the number of threads used for script executions. Since we are not microthreading scripts yet,
64 // * This class contains the number of threads used for script executions. Since we are not microthreading scripts yet, 64 // increase number of threads to allow more concurrent script executions in OpenSim.
65 // increase number of threads to allow more concurrent script executions in OpenSim. 65 //
66 // 66
67 67
68 68 /// <summary>
69 /// <summary> 69 /// List of threads processing event queue
70 /// List of threads processing event queue 70 /// </summary>
71 /// </summary> 71 private List<Thread> eventQueueThreads = new List<Thread>();
72 private List<Thread> eventQueueThreads = new List<Thread>(); 72
73 73 private object queueLock = new object(); // Mutex lock object
74 private object queueLock = new object(); // Mutex lock object 74
75 75 /// <summary>
76 /// <summary> 76 /// How many ms to sleep if queue is empty
77 /// How many ms to sleep if queue is empty 77 /// </summary>
78 /// </summary> 78 private int nothingToDoSleepms = 50;
79 private int nothingToDoSleepms = 50; 79
80 80 /// <summary>
81 /// <summary> 81 /// How many threads to process queue with
82 /// How many threads to process queue with 82 /// </summary>
83 /// </summary> 83 private int numberOfThreads = 2;
84 private int numberOfThreads = 2; 84
85 85 /// <summary>
86 /// <summary> 86 /// Queue containing events waiting to be executed
87 /// Queue containing events waiting to be executed 87 /// </summary>
88 /// </summary> 88 private Queue<QueueItemStruct> eventQueue = new Queue<QueueItemStruct>();
89 private Queue<QueueItemStruct> eventQueue = new Queue<QueueItemStruct>(); 89
90 90 /// <summary>
91 /// <summary> 91 /// Queue item structure
92 /// Queue item structure 92 /// </summary>
93 /// </summary> 93 private struct QueueItemStruct
94 private struct QueueItemStruct 94 {
95 { 95 public uint localID;
96 public uint localID; 96 public LLUUID itemID;
97 public LLUUID itemID; 97 public string functionName;
98 public string functionName; 98 public object[] param;
99 public object[] param; 99 }
100 } 100
101 101 /// <summary>
102 /// <summary> 102 /// List of localID locks for mutex processing of script events
103 /// List of localID locks for mutex processing of script events 103 /// </summary>
104 /// </summary> 104 private List<uint> objectLocks = new List<uint>();
105 private List<uint> objectLocks = new List<uint>(); 105
106 106 private object tryLockLock = new object(); // Mutex lock object
107 private object tryLockLock = new object(); // Mutex lock object 107
108 108 private ScriptEngine m_ScriptEngine;
109 private ScriptEngine m_ScriptEngine; 109
110 110 public EventQueueManager(ScriptEngine _ScriptEngine)
111 public EventQueueManager(ScriptEngine _ScriptEngine) 111 {
112 { 112 m_ScriptEngine = _ScriptEngine;
113 m_ScriptEngine = _ScriptEngine; 113
114 114 //
115 // 115 // Start event queue processing threads (worker threads)
116 // Start event queue processing threads (worker threads) 116 //
117 // 117 for (int ThreadCount = 0; ThreadCount <= numberOfThreads; ThreadCount++)
118 for (int ThreadCount = 0; ThreadCount <= numberOfThreads; ThreadCount++) 118 {
119 { 119 Thread EventQueueThread = new Thread(EventQueueThreadLoop);
120 Thread EventQueueThread = new Thread(EventQueueThreadLoop); 120 eventQueueThreads.Add(EventQueueThread);
121 eventQueueThreads.Add(EventQueueThread); 121 EventQueueThread.IsBackground = true;
122 EventQueueThread.IsBackground = true; 122 EventQueueThread.Priority = ThreadPriority.BelowNormal;
123 EventQueueThread.Priority = ThreadPriority.BelowNormal; 123 EventQueueThread.Name = "EventQueueManagerThread_" + ThreadCount;
124 EventQueueThread.Name = "EventQueueManagerThread_" + ThreadCount; 124 EventQueueThread.Start();
125 EventQueueThread.Start(); 125 }
126 } 126 }
127 } 127
128 128 ~EventQueueManager()
129 ~EventQueueManager() 129 {
130 { 130 // Kill worker threads
131 // Kill worker threads 131 foreach (Thread EventQueueThread in new ArrayList(eventQueueThreads))
132 foreach (Thread EventQueueThread in new ArrayList(eventQueueThreads)) 132 {
133 { 133 if (EventQueueThread != null && EventQueueThread.IsAlive == true)
134 if (EventQueueThread != null && EventQueueThread.IsAlive == true) 134 {
135 { 135 try
136 try 136 {
137 { 137 EventQueueThread.Abort();
138 EventQueueThread.Abort(); 138 EventQueueThread.Join();
139 EventQueueThread.Join(); 139 }
140 } 140 catch (Exception)
141 catch (Exception) 141 {
142 { 142 //myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Exception killing worker thread: " + e.ToString());
143 //myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Exception killing worker thread: " + e.ToString()); 143 }
144 } 144 }
145 } 145 }
146 } 146 eventQueueThreads.Clear();
147 eventQueueThreads.Clear(); 147 // Todo: Clean up our queues
148 // Todo: Clean up our queues 148 eventQueue.Clear();
149 eventQueue.Clear(); 149 }
150 } 150
151 151 /// <summary>
152 /// <summary> 152 /// Queue processing thread loop
153 /// Queue processing thread loop 153 /// </summary>
154 /// </summary> 154 private void EventQueueThreadLoop()
155 private void EventQueueThreadLoop() 155 {
156 { 156 //myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Worker thread spawned");
157 //myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Worker thread spawned"); 157 try
158 try 158 {
159 { 159 QueueItemStruct BlankQIS = new QueueItemStruct();
160 QueueItemStruct BlankQIS = new QueueItemStruct(); 160 while (true)
161 while (true) 161 {
162 { 162 try
163 try 163 {
164 { 164 QueueItemStruct QIS = BlankQIS;
165 QueueItemStruct QIS = BlankQIS; 165 bool GotItem = false;
166 bool GotItem = false; 166
167 167 if (eventQueue.Count == 0)
168 if (eventQueue.Count == 0) 168 {
169 { 169 // Nothing to do? Sleep a bit waiting for something to do
170 // Nothing to do? Sleep a bit waiting for something to do 170 Thread.Sleep(nothingToDoSleepms);
171 Thread.Sleep(nothingToDoSleepms); 171 }
172 } 172 else
173 else 173 {
174 { 174 // Something in queue, process
175 // Something in queue, process 175 //myScriptEngine.m_logger.Verbose("ScriptEngine", "Processing event for localID: " + QIS.localID + ", itemID: " + QIS.itemID + ", FunctionName: " + QIS.FunctionName);
176 //myScriptEngine.m_logger.Verbose("ScriptEngine", "Processing event for localID: " + QIS.localID + ", itemID: " + QIS.itemID + ", FunctionName: " + QIS.FunctionName); 176
177 177 // OBJECT BASED LOCK - TWO THREADS WORKING ON SAME OBJECT IS NOT GOOD
178 // OBJECT BASED LOCK - TWO THREADS WORKING ON SAME OBJECT IS NOT GOOD 178 lock (queueLock)
179 lock (queueLock) 179 {
180 { 180 GotItem = false;
181 GotItem = false; 181 for (int qc = 0; qc < eventQueue.Count; qc++)
182 for (int qc = 0; qc < eventQueue.Count; qc++) 182 {
183 { 183 // Get queue item
184 // Get queue item 184 QIS = eventQueue.Dequeue();
185 QIS = eventQueue.Dequeue(); 185
186 186 // Check if object is being processed by someone else
187 // Check if object is being processed by someone else 187 if (TryLock(QIS.localID) == false)
188 if (TryLock(QIS.localID) == false) 188 {
189 { 189 // Object is already being processed, requeue it
190 // Object is already being processed, requeue it 190 eventQueue.Enqueue(QIS);
191 eventQueue.Enqueue(QIS); 191 }
192 } 192 else
193 else 193 {
194 { 194 // We have lock on an object and can process it
195 // We have lock on an object and can process it 195 GotItem = true;
196 GotItem = true; 196 break;
197 break; 197 }
198 } 198 } // go through queue
199 } // go through queue 199 } // lock
200 } // lock 200
201 201 if (GotItem == true)
202 if (GotItem == true) 202 {
203 { 203 // Execute function
204 // Execute function 204 try
205 try 205 {
206 { 206#if DEBUG
207#if DEBUG 207 m_ScriptEngine.Log.Debug("ScriptEngine", "Executing event:\r\n"
208 m_ScriptEngine.Log.Debug("ScriptEngine", "Executing event:\r\n" 208 + "QIS.localID: " + QIS.localID
209 + "QIS.localID: " + QIS.localID 209 + ", QIS.itemID: " + QIS.itemID
210 + ", QIS.itemID: " + QIS.itemID 210 + ", QIS.functionName: " + QIS.functionName);
211 + ", QIS.functionName: " + QIS.functionName); 211#endif
212#endif 212 m_ScriptEngine.m_ScriptManager.ExecuteEvent(QIS.localID, QIS.itemID,
213 m_ScriptEngine.m_ScriptManager.ExecuteEvent(QIS.localID, QIS.itemID, 213 QIS.functionName, QIS.param);
214 QIS.functionName, QIS.param); 214 }
215 } 215 catch (Exception e)
216 catch (Exception e) 216 {
217 { 217 // DISPLAY ERROR INWORLD
218 // DISPLAY ERROR INWORLD 218 string text = "Error executing script function \"" + QIS.functionName + "\":\r\n";
219 string text = "Error executing script function \"" + QIS.functionName + "\":\r\n"; 219 //if (e.InnerException != null)
220 //if (e.InnerException != null) 220 //{
221 //{ 221 // Send inner exception
222 // Send inner exception 222 text += e.InnerException.Message.ToString();
223 text += e.InnerException.Message.ToString(); 223 //}
224 //} 224 //else
225 //else 225 //{
226 //{ 226 text += "\r\n";
227 text += "\r\n"; 227 // Send normal
228 // Send normal 228 text += e.Message.ToString();
229 text += e.Message.ToString(); 229 //}
230 //} 230 try
231 try 231 {
232 { 232 if (text.Length > 1500)
233 if (text.Length > 1500) 233 text = text.Substring(0, 1500);
234 text = text.Substring(0, 1500); 234 IScriptHost m_host = m_ScriptEngine.World.GetSceneObjectPart(QIS.localID);
235 IScriptHost m_host = m_ScriptEngine.World.GetSceneObjectPart(QIS.localID); 235 //if (m_host != null)
236 //if (m_host != null) 236 //{
237 //{ 237 m_ScriptEngine.World.SimChat(Helpers.StringToField(text), ChatTypeEnum.Say, 0,
238 m_ScriptEngine.World.SimChat(Helpers.StringToField(text), ChatTypeEnum.Say, 0, 238 m_host.AbsolutePosition, m_host.Name, m_host.UUID);
239 m_host.AbsolutePosition, m_host.Name, m_host.UUID); 239 }
240 } 240 catch
241 catch 241 {
242 { 242 //}
243 //} 243 //else
244 //else 244 //{
245 //{ 245 // T oconsole
246 // T oconsole 246 m_ScriptEngine.Log.Error("ScriptEngine",
247 m_ScriptEngine.Log.Error("ScriptEngine", 247 "Unable to send text in-world:\r\n" + text);
248 "Unable to send text in-world:\r\n" + text); 248 }
249 } 249 }
250 } 250 finally
251 finally 251 {
252 { 252 ReleaseLock(QIS.localID);
253 ReleaseLock(QIS.localID); 253 }
254 } 254 }
255 } 255 } // Something in queue
256 } // Something in queue 256 }
257 } 257 catch (ThreadAbortException tae)
258 catch (ThreadAbortException tae) 258 {
259 { 259 throw tae;
260 throw tae; 260 }
261 } 261 catch (Exception e)
262 catch (Exception e) 262 {
263 { 263 m_ScriptEngine.Log.Error("ScriptEngine", "Exception in EventQueueThreadLoop: " + e.ToString());
264 m_ScriptEngine.Log.Error("ScriptEngine", "Exception in EventQueueThreadLoop: " + e.ToString()); 264 }
265 } 265 } // while
266 } // while 266 } // try
267 } // try 267 catch (ThreadAbortException)
268 catch (ThreadAbortException) 268 {
269 { 269 //myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Worker thread killed: " + tae.Message);
270 //myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Worker thread killed: " + tae.Message); 270 }
271 } 271 }
272 } 272
273 273 /// <summary>
274 /// <summary> 274 /// Try to get a mutex lock on localID
275 /// Try to get a mutex lock on localID 275 /// </summary>
276 /// </summary> 276 /// <param name="localID"></param>
277 /// <param name="localID"></param> 277 /// <returns></returns>
278 /// <returns></returns> 278 private bool TryLock(uint localID)
279 private bool TryLock(uint localID) 279 {
280 { 280 lock (tryLockLock)
281 lock (tryLockLock) 281 {
282 { 282 if (objectLocks.Contains(localID) == true)
283 if (objectLocks.Contains(localID) == true) 283 {
284 { 284 return false;
285 return false; 285 }
286 } 286 else
287 else 287 {
288 { 288 objectLocks.Add(localID);
289 objectLocks.Add(localID); 289 return true;
290 return true; 290 }
291 } 291 }
292 } 292 }
293 } 293
294 294 /// <summary>
295 /// <summary> 295 /// Release mutex lock on localID
296 /// Release mutex lock on localID 296 /// </summary>
297 /// </summary> 297 /// <param name="localID"></param>
298 /// <param name="localID"></param> 298 private void ReleaseLock(uint localID)
299 private void ReleaseLock(uint localID) 299 {
300 { 300 lock (tryLockLock)
301 lock (tryLockLock) 301 {
302 { 302 if (objectLocks.Contains(localID) == true)
303 if (objectLocks.Contains(localID) == true) 303 {
304 { 304 objectLocks.Remove(localID);
305 objectLocks.Remove(localID); 305 }
306 } 306 }
307 } 307 }
308 } 308
309 309
310 310 /// <summary>
311 /// <summary> 311 /// Add event to event execution queue
312 /// Add event to event execution queue 312 /// </summary>
313 /// </summary> 313 /// <param name="localID"></param>
314 /// <param name="localID"></param> 314 /// <param name="FunctionName">Name of the function, will be state + "_event_" + FunctionName</param>
315 /// <param name="FunctionName">Name of the function, will be state + "_event_" + FunctionName</param> 315 /// <param name="param">Array of parameters to match event mask</param>
316 /// <param name="param">Array of parameters to match event mask</param> 316 public void AddToObjectQueue(uint localID, string FunctionName, params object[] param)
317 public void AddToObjectQueue(uint localID, string FunctionName, params object[] param) 317 {
318 { 318 // Determine all scripts in Object and add to their queue
319 // Determine all scripts in Object and add to their queue 319 //myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Adding localID: " + localID + ", FunctionName: " + FunctionName);
320 //myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Adding localID: " + localID + ", FunctionName: " + FunctionName); 320
321 321
322 322 // Do we have any scripts in this object at all? If not, return
323 // Do we have any scripts in this object at all? If not, return 323 if (m_ScriptEngine.m_ScriptManager.Scripts.ContainsKey(localID) == false)
324 if (m_ScriptEngine.m_ScriptManager.Scripts.ContainsKey(localID) == false) 324 {
325 { 325 //Console.WriteLine("Event \"" + FunctionName + "\" for localID: " + localID + ". No scripts found on this localID.");
326 //Console.WriteLine("Event \"" + FunctionName + "\" for localID: " + localID + ". No scripts found on this localID."); 326 return;
327 return; 327 }
328 } 328
329 329 Dictionary<LLUUID, IScript>.KeyCollection scriptKeys =
330 Dictionary<LLUUID, LSL_BaseClass>.KeyCollection scriptKeys = 330 m_ScriptEngine.m_ScriptManager.GetScriptKeys(localID);
331 m_ScriptEngine.m_ScriptManager.GetScriptKeys(localID); 331
332 332 foreach (LLUUID itemID in scriptKeys)
333 foreach (LLUUID itemID in scriptKeys) 333 {
334 { 334 // Add to each script in that object
335 // Add to each script in that object 335 // TODO: Some scripts may not subscribe to this event. Should we NOT add it? Does it matter?
336 // TODO: Some scripts may not subscribe to this event. Should we NOT add it? Does it matter? 336 AddToScriptQueue(localID, itemID, FunctionName, param);
337 AddToScriptQueue(localID, itemID, FunctionName, param); 337 }
338 } 338 }
339 } 339
340 340 /// <summary>
341 /// <summary> 341 /// Add event to event execution queue
342 /// Add event to event execution queue 342 /// </summary>
343 /// </summary> 343 /// <param name="localID"></param>
344 /// <param name="localID"></param> 344 /// <param name="itemID"></param>
345 /// <param name="itemID"></param> 345 /// <param name="FunctionName">Name of the function, will be state + "_event_" + FunctionName</param>
346 /// <param name="FunctionName">Name of the function, will be state + "_event_" + FunctionName</param> 346 /// <param name="param">Array of parameters to match event mask</param>
347 /// <param name="param">Array of parameters to match event mask</param> 347 public void AddToScriptQueue(uint localID, LLUUID itemID, string FunctionName, params object[] param)
348 public void AddToScriptQueue(uint localID, LLUUID itemID, string FunctionName, params object[] param) 348 {
349 { 349 lock (queueLock)
350 lock (queueLock) 350 {
351 { 351 // Create a structure and add data
352 // Create a structure and add data 352 QueueItemStruct QIS = new QueueItemStruct();
353 QueueItemStruct QIS = new QueueItemStruct(); 353 QIS.localID = localID;
354 QIS.localID = localID; 354 QIS.itemID = itemID;
355 QIS.itemID = itemID; 355 QIS.functionName = FunctionName;
356 QIS.functionName = FunctionName; 356 QIS.param = param;
357 QIS.param = param; 357
358 358 // Add it to queue
359 // Add it to queue 359 eventQueue.Enqueue(QIS);
360 eventQueue.Enqueue(QIS); 360 }
361 } 361 }
362 } 362 }
363 }
364} \ No newline at end of file 363} \ No newline at end of file
diff --git a/OpenSim/Region/ScriptEngine/DotNetEngine/LSLLongCmdHandler.cs b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/LSLLongCmdHandler.cs
index 1e4dc99..94241eb 100644
--- a/OpenSim/Region/ScriptEngine/DotNetEngine/LSLLongCmdHandler.cs
+++ b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/LSLLongCmdHandler.cs
@@ -1,295 +1,295 @@
1/* 1/*
2* Copyright (c) Contributors, http://opensimulator.org/ 2* Copyright (c) Contributors, http://opensimulator.org/
3* See CONTRIBUTORS.TXT for a full list of copyright holders. 3* See CONTRIBUTORS.TXT for a full list of copyright holders.
4* 4*
5* Redistribution and use in source and binary forms, with or without 5* Redistribution and use in source and binary forms, with or without
6* modification, are permitted provided that the following conditions are met: 6* modification, are permitted provided that the following conditions are met:
7* * Redistributions of source code must retain the above copyright 7* * Redistributions of source code must retain the above copyright
8* notice, this list of conditions and the following disclaimer. 8* notice, this list of conditions and the following disclaimer.
9* * Redistributions in binary form must reproduce the above copyright 9* * Redistributions in binary form must reproduce the above copyright
10* notice, this list of conditions and the following disclaimer in the 10* notice, this list of conditions and the following disclaimer in the
11* documentation and/or other materials provided with the distribution. 11* documentation and/or other materials provided with the distribution.
12* * Neither the name of the OpenSim Project nor the 12* * Neither the name of the OpenSim Project nor the
13* names of its contributors may be used to endorse or promote products 13* names of its contributors may be used to endorse or promote products
14* derived from this software without specific prior written permission. 14* derived from this software without specific prior written permission.
15* 15*
16* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS AS IS AND ANY 16* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS AS IS AND ANY
17* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 17* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 18* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY 19* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 20* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 21* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND 22* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 23* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26* 26*
27*/ 27*/
28 28
29using System; 29using System;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Threading; 31using System.Threading;
32using libsecondlife; 32using libsecondlife;
33using OpenSim.Region.Environment.Interfaces; 33using OpenSim.Region.Environment.Interfaces;
34using OpenSim.Region.Environment.Modules; 34using OpenSim.Region.Environment.Modules;
35 35
36namespace OpenSim.Region.ScriptEngine.DotNetEngine 36namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
37{ 37{
38 /// <summary> 38 /// <summary>
39 /// Handles LSL commands that takes long time and returns an event, for example timers, HTTP requests, etc. 39 /// Handles LSL commands that takes long time and returns an event, for example timers, HTTP requests, etc.
40 /// </summary> 40 /// </summary>
41 internal class LSLLongCmdHandler 41 public class LSLLongCmdHandler
42 { 42 {
43 private Thread cmdHandlerThread; 43 private Thread cmdHandlerThread;
44 private int cmdHandlerThreadCycleSleepms = 100; 44 private int cmdHandlerThreadCycleSleepms = 100;
45 45
46 private ScriptEngine m_ScriptEngine; 46 private ScriptEngine m_ScriptEngine;
47 47
48 public LSLLongCmdHandler(ScriptEngine _ScriptEngine) 48 public LSLLongCmdHandler(ScriptEngine _ScriptEngine)
49 { 49 {
50 m_ScriptEngine = _ScriptEngine; 50 m_ScriptEngine = _ScriptEngine;
51 51
52 // Start the thread that will be doing the work 52 // Start the thread that will be doing the work
53 cmdHandlerThread = new Thread(CmdHandlerThreadLoop); 53 cmdHandlerThread = new Thread(CmdHandlerThreadLoop);
54 cmdHandlerThread.Name = "CmdHandlerThread"; 54 cmdHandlerThread.Name = "CmdHandlerThread";
55 cmdHandlerThread.Priority = ThreadPriority.BelowNormal; 55 cmdHandlerThread.Priority = ThreadPriority.BelowNormal;
56 cmdHandlerThread.IsBackground = true; 56 cmdHandlerThread.IsBackground = true;
57 cmdHandlerThread.Start(); 57 cmdHandlerThread.Start();
58 } 58 }
59 59
60 ~LSLLongCmdHandler() 60 ~LSLLongCmdHandler()
61 { 61 {
62 // Shut down thread 62 // Shut down thread
63 try 63 try
64 { 64 {
65 if (cmdHandlerThread != null) 65 if (cmdHandlerThread != null)
66 { 66 {
67 if (cmdHandlerThread.IsAlive == true) 67 if (cmdHandlerThread.IsAlive == true)
68 { 68 {
69 cmdHandlerThread.Abort(); 69 cmdHandlerThread.Abort();
70 cmdHandlerThread.Join(); 70 cmdHandlerThread.Join();
71 } 71 }
72 } 72 }
73 } 73 }
74 catch 74 catch
75 { 75 {
76 } 76 }
77 } 77 }
78 78
79 private void CmdHandlerThreadLoop() 79 private void CmdHandlerThreadLoop()
80 { 80 {
81 while (true) 81 while (true)
82 { 82 {
83 // Check timers 83 // Check timers
84 CheckTimerEvents(); 84 CheckTimerEvents();
85 Thread.Sleep(25); 85 Thread.Sleep(25);
86 // Check HttpRequests 86 // Check HttpRequests
87 CheckHttpRequests(); 87 CheckHttpRequests();
88 Thread.Sleep(25); 88 Thread.Sleep(25);
89 // Check XMLRPCRequests 89 // Check XMLRPCRequests
90 CheckXMLRPCRequests(); 90 CheckXMLRPCRequests();
91 Thread.Sleep(25); 91 Thread.Sleep(25);
92 // Check Listeners 92 // Check Listeners
93 CheckListeners(); 93 CheckListeners();
94 Thread.Sleep(25); 94 Thread.Sleep(25);
95 95
96 // Sleep before next cycle 96 // Sleep before next cycle
97 //Thread.Sleep(cmdHandlerThreadCycleSleepms); 97 //Thread.Sleep(cmdHandlerThreadCycleSleepms);
98 } 98 }
99 } 99 }
100 100
101 /// <summary> 101 /// <summary>
102 /// Remove a specific script (and all its pending commands) 102 /// Remove a specific script (and all its pending commands)
103 /// </summary> 103 /// </summary>
104 /// <param name="m_localID"></param> 104 /// <param name="m_localID"></param>
105 /// <param name="m_itemID"></param> 105 /// <param name="m_itemID"></param>
106 public void RemoveScript(uint localID, LLUUID itemID) 106 public void RemoveScript(uint localID, LLUUID itemID)
107 { 107 {
108 // Remove a specific script 108 // Remove a specific script
109 109
110 // Remove from: Timers 110 // Remove from: Timers
111 UnSetTimerEvents(localID, itemID); 111 UnSetTimerEvents(localID, itemID);
112 // Remove from: HttpRequest 112 // Remove from: HttpRequest
113 IHttpRequests iHttpReq = 113 IHttpRequests iHttpReq =
114 m_ScriptEngine.World.RequestModuleInterface<IHttpRequests>(); 114 m_ScriptEngine.World.RequestModuleInterface<IHttpRequests>();
115 iHttpReq.StopHttpRequest(localID, itemID); 115 iHttpReq.StopHttpRequest(localID, itemID);
116 } 116 }
117 117
118 #region TIMER 118 #region TIMER
119 119
120 // 120 //
121 // TIMER 121 // TIMER
122 // 122 //
123 private class TimerClass 123 private class TimerClass
124 { 124 {
125 public uint localID; 125 public uint localID;
126 public LLUUID itemID; 126 public LLUUID itemID;
127 public double interval; 127 public double interval;
128 public DateTime next; 128 public DateTime next;
129 } 129 }
130 130
131 private List<TimerClass> Timers = new List<TimerClass>(); 131 private List<TimerClass> Timers = new List<TimerClass>();
132 private object TimerListLock = new object(); 132 private object TimerListLock = new object();
133 133
134 public void SetTimerEvent(uint m_localID, LLUUID m_itemID, double sec) 134 public void SetTimerEvent(uint m_localID, LLUUID m_itemID, double sec)
135 { 135 {
136 Console.WriteLine("SetTimerEvent"); 136 Console.WriteLine("SetTimerEvent");
137 137
138 // Always remove first, in case this is a re-set 138 // Always remove first, in case this is a re-set
139 UnSetTimerEvents(m_localID, m_itemID); 139 UnSetTimerEvents(m_localID, m_itemID);
140 if (sec == 0) // Disabling timer 140 if (sec == 0) // Disabling timer
141 return; 141 return;
142 142
143 // Add to timer 143 // Add to timer
144 TimerClass ts = new TimerClass(); 144 TimerClass ts = new TimerClass();
145 ts.localID = m_localID; 145 ts.localID = m_localID;
146 ts.itemID = m_itemID; 146 ts.itemID = m_itemID;
147 ts.interval = sec; 147 ts.interval = sec;
148 ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval); 148 ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
149 lock (TimerListLock) 149 lock (TimerListLock)
150 { 150 {
151 Timers.Add(ts); 151 Timers.Add(ts);
152 } 152 }
153 } 153 }
154 154
155 public void UnSetTimerEvents(uint m_localID, LLUUID m_itemID) 155 public void UnSetTimerEvents(uint m_localID, LLUUID m_itemID)
156 { 156 {
157 // Remove from timer 157 // Remove from timer
158 lock (TimerListLock) 158 lock (TimerListLock)
159 { 159 {
160 List<TimerClass> NewTimers = new List<TimerClass>(); 160 List<TimerClass> NewTimers = new List<TimerClass>();
161 foreach (TimerClass ts in Timers) 161 foreach (TimerClass ts in Timers)
162 { 162 {
163 if (ts.localID != m_localID && ts.itemID != m_itemID) 163 if (ts.localID != m_localID && ts.itemID != m_itemID)
164 { 164 {
165 NewTimers.Add(ts); 165 NewTimers.Add(ts);
166 } 166 }
167 } 167 }
168 Timers.Clear(); 168 Timers.Clear();
169 Timers = NewTimers; 169 Timers = NewTimers;
170 } 170 }
171 } 171 }
172 172
173 public void CheckTimerEvents() 173 public void CheckTimerEvents()
174 { 174 {
175 // Nothing to do here? 175 // Nothing to do here?
176 if (Timers.Count == 0) 176 if (Timers.Count == 0)
177 return; 177 return;
178 178
179 lock (TimerListLock) 179 lock (TimerListLock)
180 { 180 {
181 // Go through all timers 181 // Go through all timers
182 foreach (TimerClass ts in Timers) 182 foreach (TimerClass ts in Timers)
183 { 183 {
184 // Time has passed? 184 // Time has passed?
185 if (ts.next.ToUniversalTime() < DateTime.Now.ToUniversalTime()) 185 if (ts.next.ToUniversalTime() < DateTime.Now.ToUniversalTime())
186 { 186 {
187 // Add it to queue 187 // Add it to queue
188 m_ScriptEngine.m_EventQueueManager.AddToScriptQueue(ts.localID, ts.itemID, "timer", 188 m_ScriptEngine.m_EventQueueManager.AddToScriptQueue(ts.localID, ts.itemID, "timer",
189 new object[] {}); 189 new object[] {});
190 // set next interval 190 // set next interval
191 191
192 192
193 ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval); 193 ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
194 } 194 }
195 } 195 }
196 } // lock 196 } // lock
197 } 197 }
198 198
199 #endregion 199 #endregion
200 200
201 #region HTTP REQUEST 201 #region HTTP REQUEST
202 202
203 public void CheckHttpRequests() 203 public void CheckHttpRequests()
204 { 204 {
205 if (m_ScriptEngine.World == null) 205 if (m_ScriptEngine.World == null)
206 return; 206 return;
207 207
208 IHttpRequests iHttpReq = 208 IHttpRequests iHttpReq =
209 m_ScriptEngine.World.RequestModuleInterface<IHttpRequests>(); 209 m_ScriptEngine.World.RequestModuleInterface<IHttpRequests>();
210 210
211 HttpRequestClass httpInfo = null; 211 HttpRequestClass httpInfo = null;
212 212
213 if (iHttpReq != null) 213 if (iHttpReq != null)
214 httpInfo = iHttpReq.GetNextCompletedRequest(); 214 httpInfo = iHttpReq.GetNextCompletedRequest();
215 215
216 while (httpInfo != null) 216 while (httpInfo != null)
217 { 217 {
218 //Console.WriteLine("PICKED HTTP REQ:" + httpInfo.response_body + httpInfo.status); 218 //Console.WriteLine("PICKED HTTP REQ:" + httpInfo.response_body + httpInfo.status);
219 219
220 // Deliver data to prim's remote_data handler 220 // Deliver data to prim's remote_data handler
221 // 221 //
222 // TODO: Returning null for metadata, since the lsl function 222 // TODO: Returning null for metadata, since the lsl function
223 // only returns the byte for HTTP_BODY_TRUNCATED, which is not 223 // only returns the byte for HTTP_BODY_TRUNCATED, which is not
224 // implemented here yet anyway. Should be fixed if/when maxsize 224 // implemented here yet anyway. Should be fixed if/when maxsize
225 // is supported 225 // is supported
226 226
227 object[] resobj = new object[] 227 object[] resobj = new object[]
228 { 228 {
229 httpInfo.reqID.ToString(), httpInfo.status, null, httpInfo.response_body 229 httpInfo.reqID.ToString(), httpInfo.status, null, httpInfo.response_body
230 }; 230 };
231 231
232 m_ScriptEngine.m_EventQueueManager.AddToScriptQueue( 232 m_ScriptEngine.m_EventQueueManager.AddToScriptQueue(
233 httpInfo.localID, httpInfo.itemID, "http_response", resobj 233 httpInfo.localID, httpInfo.itemID, "http_response", resobj
234 ); 234 );
235 235
236 httpInfo.Stop(); 236 httpInfo.Stop();
237 httpInfo = null; 237 httpInfo = null;
238 238
239 httpInfo = iHttpReq.GetNextCompletedRequest(); 239 httpInfo = iHttpReq.GetNextCompletedRequest();
240 } 240 }
241 } 241 }
242 242
243 #endregion 243 #endregion
244 244
245 public void CheckXMLRPCRequests() 245 public void CheckXMLRPCRequests()
246 { 246 {
247 if (m_ScriptEngine.World == null) 247 if (m_ScriptEngine.World == null)
248 return; 248 return;
249 249
250 IXMLRPC xmlrpc = m_ScriptEngine.World.RequestModuleInterface<IXMLRPC>(); 250 IXMLRPC xmlrpc = m_ScriptEngine.World.RequestModuleInterface<IXMLRPC>();
251 251
252 if (xmlrpc != null) 252 if (xmlrpc != null)
253 { 253 {
254 while (xmlrpc.hasRequests()) 254 while (xmlrpc.hasRequests())
255 { 255 {
256 RPCRequestInfo rInfo = xmlrpc.GetNextRequest(); 256 RPCRequestInfo rInfo = xmlrpc.GetNextRequest();
257 //Console.WriteLine("PICKED REQUEST"); 257 //Console.WriteLine("PICKED REQUEST");
258 258
259 //Deliver data to prim's remote_data handler 259 //Deliver data to prim's remote_data handler
260 object[] resobj = new object[] 260 object[] resobj = new object[]
261 { 261 {
262 2, rInfo.GetChannelKey().ToString(), rInfo.GetMessageID().ToString(), "", 262 2, rInfo.GetChannelKey().ToString(), rInfo.GetMessageID().ToString(), "",
263 rInfo.GetIntValue(), 263 rInfo.GetIntValue(),
264 rInfo.GetStrVal() 264 rInfo.GetStrVal()
265 }; 265 };
266 m_ScriptEngine.m_EventQueueManager.AddToScriptQueue( 266 m_ScriptEngine.m_EventQueueManager.AddToScriptQueue(
267 rInfo.GetLocalID(), rInfo.GetItemID(), "remote_data", resobj 267 rInfo.GetLocalID(), rInfo.GetItemID(), "remote_data", resobj
268 ); 268 );
269 } 269 }
270 } 270 }
271 } 271 }
272 272
273 public void CheckListeners() 273 public void CheckListeners()
274 { 274 {
275 if (m_ScriptEngine.World == null) 275 if (m_ScriptEngine.World == null)
276 return; 276 return;
277 IWorldComm comms = m_ScriptEngine.World.RequestModuleInterface<IWorldComm>(); 277 IWorldComm comms = m_ScriptEngine.World.RequestModuleInterface<IWorldComm>();
278 278
279 while (comms.HasMessages()) 279 while (comms.HasMessages())
280 { 280 {
281 ListenerInfo lInfo = comms.GetNextMessage(); 281 ListenerInfo lInfo = comms.GetNextMessage();
282 282
283 //Deliver data to prim's listen handler 283 //Deliver data to prim's listen handler
284 object[] resobj = new object[] 284 object[] resobj = new object[]
285 { 285 {
286 lInfo.GetChannel(), lInfo.GetName(), lInfo.GetID().ToString(), lInfo.GetMessage() 286 lInfo.GetChannel(), lInfo.GetName(), lInfo.GetID().ToString(), lInfo.GetMessage()
287 }; 287 };
288 288
289 m_ScriptEngine.m_EventQueueManager.AddToScriptQueue( 289 m_ScriptEngine.m_EventQueueManager.AddToScriptQueue(
290 lInfo.GetLocalID(), lInfo.GetItemID(), "listen", resobj 290 lInfo.GetLocalID(), lInfo.GetItemID(), "listen", resobj
291 ); 291 );
292 } 292 }
293 } 293 }
294 } 294 }
295} \ No newline at end of file 295} \ No newline at end of file
diff --git a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/ScriptEngine.cs b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/ScriptEngine.cs
new file mode 100644
index 0000000..9637252
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/ScriptEngine.cs
@@ -0,0 +1,131 @@
1/*
2* Copyright (c) Contributors, http://opensimulator.org/
3* See CONTRIBUTORS.TXT for a full list of copyright holders.
4*
5* Redistribution and use in source and binary forms, with or without
6* modification, are permitted provided that the following conditions are met:
7* * Redistributions of source code must retain the above copyright
8* notice, this list of conditions and the following disclaimer.
9* * Redistributions in binary form must reproduce the above copyright
10* notice, this list of conditions and the following disclaimer in the
11* documentation and/or other materials provided with the distribution.
12* * Neither the name of the OpenSim Project nor the
13* names of its contributors may be used to endorse or promote products
14* derived from this software without specific prior written permission.
15*
16* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26*
27*/
28/* Original code: Tedd Hansen */
29using System;
30using Nini.Config;
31using OpenSim.Framework.Console;
32using OpenSim.Region.Environment.Interfaces;
33using OpenSim.Region.Environment.Scenes;
34using OpenSim.Region.ScriptEngine.Common;
35using OpenSim.Region.ScriptEngine.Common.ScriptEngineBase;
36
37namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
38{
39 /// <summary>
40 /// This is the root object for ScriptEngine. Objects access each other trough this class.
41 /// </summary>
42 ///
43 [Serializable]
44 public abstract class ScriptEngine : IRegionModule, OpenSim.Region.ScriptEngine.Common.ScriptServerInterfaces.ScriptEngine
45 {
46 public Scene World;
47 public EventManager m_EventManager; // Handles and queues incoming events from OpenSim
48 public EventQueueManager m_EventQueueManager; // Executes events
49 public ScriptManager m_ScriptManager; // Load, unload and execute scripts
50 public AppDomainManager m_AppDomainManager;
51 public LSLLongCmdHandler m_LSLLongCmdHandler;
52
53 public ScriptManager GetScriptManager()
54 {
55 return _GetScriptManager();
56 }
57 public abstract ScriptManager _GetScriptManager();
58
59 private LogBase m_log;
60
61 public ScriptEngine()
62 {
63 //Common.SendToDebug("ScriptEngine Object Initialized");
64 Common.mySE = this;
65 }
66
67 public LogBase Log
68 {
69 get { return m_log; }
70 }
71
72 public void InitializeEngine(Scene Sceneworld, LogBase logger, bool HookUpToServer, ScriptManager newScriptManager)
73 {
74 World = Sceneworld;
75 m_log = logger;
76
77 Log.Verbose("ScriptEngine", "DotNet & LSL ScriptEngine initializing");
78
79 //m_logger.Status("ScriptEngine", "InitializeEngine");
80
81 // Create all objects we'll be using
82 m_EventQueueManager = new EventQueueManager(this);
83 m_EventManager = new EventManager(this, HookUpToServer);
84 m_ScriptManager = newScriptManager;
85 //m_ScriptManager = new ScriptManager(this);
86 m_AppDomainManager = new AppDomainManager();
87 m_LSLLongCmdHandler = new LSLLongCmdHandler(this);
88
89 // Should we iterate the region for scripts that needs starting?
90 // Or can we assume we are loaded before anything else so we can use proper events?
91 }
92
93 public void Shutdown()
94 {
95 // We are shutting down
96 }
97
98 ScriptServerInterfaces.RemoteEvents ScriptServerInterfaces.ScriptEngine.EventManager()
99 {
100 return this.m_EventManager;
101 }
102
103
104 #region IRegionModule
105
106 public abstract void Initialise(Scene scene, IConfigSource config);
107
108 public void PostInitialise()
109 {
110 }
111
112 public void Close()
113 {
114 }
115
116 public string Name
117 {
118 get { return "DotNetEngine"; }
119 }
120
121 public bool IsSharedModule
122 {
123 get { return false; }
124 }
125
126
127
128 #endregion
129
130 }
131} \ No newline at end of file
diff --git a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/ScriptManager.cs b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/ScriptManager.cs
new file mode 100644
index 0000000..55c9545
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/ScriptManager.cs
@@ -0,0 +1,347 @@
1/*
2* Copyright (c) Contributors, http://opensimulator.org/
3* See CONTRIBUTORS.TXT for a full list of copyright holders.
4*
5* Redistribution and use in source and binary forms, with or without
6* modification, are permitted provided that the following conditions are met:
7* * Redistributions of source code must retain the above copyright
8* notice, this list of conditions and the following disclaimer.
9* * Redistributions in binary form must reproduce the above copyright
10* notice, this list of conditions and the following disclaimer in the
11* documentation and/or other materials provided with the distribution.
12* * Neither the name of the OpenSim Project nor the
13* names of its contributors may be used to endorse or promote products
14* derived from this software without specific prior written permission.
15*
16* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26*
27*/
28/* Original code: Tedd Hansen */
29using System;
30using System.Collections.Generic;
31using System.IO;
32using System.Reflection;
33using System.Runtime.Serialization.Formatters.Binary;
34using System.Threading;
35using libsecondlife;
36using OpenSim.Framework;
37using OpenSim.Region.Environment.Scenes;
38using OpenSim.Region.ScriptEngine.Common;
39
40namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
41{
42 /// <summary>
43 /// Loads scripts
44 /// Compiles them if necessary
45 /// Execute functions for EventQueueManager (Sends them to script on other AppDomain for execution)
46 /// </summary>
47 ///
48
49 // This class is as close as you get to the script without being inside script class. It handles all the dirty work for other classes.
50 // * Keeps track of running scripts
51 // * Compiles script if necessary (through "Compiler")
52 // * Loads script (through "AppDomainManager" called from for example "EventQueueManager")
53 // * Executes functions inside script (called from for example "EventQueueManager" class)
54 // * Unloads script (through "AppDomainManager" called from for example "EventQueueManager")
55 // * Dedicated load/unload thread, and queues loading/unloading.
56 // This so that scripts starting or stopping will not slow down other theads or whole system.
57 //
58 [Serializable]
59 public abstract class ScriptManager
60 {
61 #region Declares
62
63 private Thread scriptLoadUnloadThread;
64 private int scriptLoadUnloadThread_IdleSleepms = 100;
65 private Queue<LUStruct> LUQueue = new Queue<LUStruct>();
66
67
68 // Load/Unload structure
69 private struct LUStruct
70 {
71 public uint localID;
72 public LLUUID itemID;
73 public string script;
74 public LUType Action;
75 }
76
77 private enum LUType
78 {
79 Unknown = 0,
80 Load = 1,
81 Unload = 2
82 }
83
84 // Object<string, Script<string, script>>
85 // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory.
86 // Instead use RuntimeTypeHandle, RuntimeFieldHandle and RunTimeHandle (IntPtr) instead!
87 public Dictionary<uint, Dictionary<LLUUID, IScript>> Scripts =
88 new Dictionary<uint, Dictionary<LLUUID, IScript>>();
89
90 public Scene World
91 {
92 get { return m_scriptEngine.World; }
93 }
94
95 #endregion
96
97 #region Object init/shutdown
98
99 public ScriptEngineBase.ScriptEngine m_scriptEngine;
100
101 public ScriptManager(ScriptEngineBase.ScriptEngine scriptEngine)
102 {
103 m_scriptEngine = scriptEngine;
104 AppDomain.CurrentDomain.AssemblyResolve += new ResolveEventHandler(CurrentDomain_AssemblyResolve);
105 scriptLoadUnloadThread = new Thread(ScriptLoadUnloadThreadLoop);
106 scriptLoadUnloadThread.Name = "ScriptLoadUnloadThread";
107 scriptLoadUnloadThread.IsBackground = true;
108 scriptLoadUnloadThread.Priority = ThreadPriority.BelowNormal;
109 scriptLoadUnloadThread.Start();
110 }
111
112 ~ScriptManager()
113 {
114 // Abort load/unload thread
115 try
116 {
117 if (scriptLoadUnloadThread != null)
118 {
119 if (scriptLoadUnloadThread.IsAlive == true)
120 {
121 scriptLoadUnloadThread.Abort();
122 scriptLoadUnloadThread.Join();
123 }
124 }
125 }
126 catch
127 {
128 }
129 }
130
131 #endregion
132
133 #region Load / Unload scripts (Thread loop)
134
135 private void ScriptLoadUnloadThreadLoop()
136 {
137 try
138 {
139 while (true)
140 {
141 if (LUQueue.Count == 0)
142 Thread.Sleep(scriptLoadUnloadThread_IdleSleepms);
143 if (LUQueue.Count > 0)
144 {
145 LUStruct item = LUQueue.Dequeue();
146 lock (startStopLock) // Lock so we have only 1 thread working on loading/unloading of scripts
147 {
148 if (item.Action == LUType.Unload)
149 {
150 _StopScript(item.localID, item.itemID);
151 }
152 if (item.Action == LUType.Load)
153 {
154 _StartScript(item.localID, item.itemID, item.script);
155 }
156 }
157 }
158 }
159 }
160 catch (ThreadAbortException tae)
161 {
162 string a = tae.ToString();
163 a = "";
164 // Expected
165 }
166 }
167
168 #endregion
169
170 #region Helper functions
171
172 private static Assembly CurrentDomain_AssemblyResolve(object sender, ResolveEventArgs args)
173 {
174 //Console.WriteLine("ScriptManager.CurrentDomain_AssemblyResolve: " + args.Name);
175 return Assembly.GetExecutingAssembly().FullName == args.Name ? Assembly.GetExecutingAssembly() : null;
176 }
177
178 #endregion
179
180
181
182 #region Start/Stop/Reset script
183
184 private readonly Object startStopLock = new Object();
185
186 /// <summary>
187 /// Fetches, loads and hooks up a script to an objects events
188 /// </summary>
189 /// <param name="itemID"></param>
190 /// <param name="localID"></param>
191 public void StartScript(uint localID, LLUUID itemID, string Script)
192 {
193 LUStruct ls = new LUStruct();
194 ls.localID = localID;
195 ls.itemID = itemID;
196 ls.script = Script;
197 ls.Action = LUType.Load;
198 LUQueue.Enqueue(ls);
199 }
200
201 /// <summary>
202 /// Disables and unloads a script
203 /// </summary>
204 /// <param name="localID"></param>
205 /// <param name="itemID"></param>
206 public void StopScript(uint localID, LLUUID itemID)
207 {
208 LUStruct ls = new LUStruct();
209 ls.localID = localID;
210 ls.itemID = itemID;
211 ls.Action = LUType.Unload;
212 LUQueue.Enqueue(ls);
213 }
214
215 // Create a new instance of the compiler (reuse)
216 //private Compiler.LSL.Compiler LSLCompiler = new Compiler.LSL.Compiler();
217
218 public abstract void _StartScript(uint localID, LLUUID itemID, string Script);
219
220 public abstract void _StopScript(uint localID, LLUUID itemID);
221
222
223 #endregion
224
225 #region Perform event execution in script
226
227 /// <summary>
228 /// Execute a LL-event-function in Script
229 /// </summary>
230 /// <param name="localID">Object the script is located in</param>
231 /// <param name="itemID">Script ID</param>
232 /// <param name="FunctionName">Name of function</param>
233 /// <param name="args">Arguments to pass to function</param>
234 internal void ExecuteEvent(uint localID, LLUUID itemID, string FunctionName, object[] args)
235 {
236#if DEBUG
237 Console.WriteLine("ScriptEngine: Inside ExecuteEvent for event " + FunctionName);
238#endif
239 // Execute a function in the script
240 //m_scriptEngine.Log.Verbose("ScriptEngine", "Executing Function localID: " + localID + ", itemID: " + itemID + ", FunctionName: " + FunctionName);
241 //ScriptBaseInterface Script = (ScriptBaseInterface)GetScript(localID, itemID);
242 IScript Script = GetScript(localID, itemID);
243 if (Script == null)
244 return;
245#if DEBUG
246 Console.WriteLine("ScriptEngine: Executing event: " + FunctionName);
247#endif
248 // Must be done in correct AppDomain, so leaving it up to the script itself
249 Script.Exec.ExecuteEvent(FunctionName, args);
250 }
251
252 #endregion
253
254 #region Internal functions to keep track of script
255
256 public Dictionary<LLUUID, IScript>.KeyCollection GetScriptKeys(uint localID)
257 {
258 if (Scripts.ContainsKey(localID) == false)
259 return null;
260
261 Dictionary<LLUUID, IScript> Obj;
262 Scripts.TryGetValue(localID, out Obj);
263
264 return Obj.Keys;
265 }
266
267 public IScript GetScript(uint localID, LLUUID itemID)
268 {
269 if (Scripts.ContainsKey(localID) == false)
270 return null;
271
272 Dictionary<LLUUID, IScript> Obj;
273 Scripts.TryGetValue(localID, out Obj);
274 if (Obj.ContainsKey(itemID) == false)
275 return null;
276
277 // Get script
278 IScript Script;
279 Obj.TryGetValue(itemID, out Script);
280
281 return Script;
282 }
283
284 public void SetScript(uint localID, LLUUID itemID, IScript Script)
285 {
286 // Create object if it doesn't exist
287 if (Scripts.ContainsKey(localID) == false)
288 {
289 Scripts.Add(localID, new Dictionary<LLUUID, IScript>());
290 }
291
292 // Delete script if it exists
293 Dictionary<LLUUID, IScript> Obj;
294 Scripts.TryGetValue(localID, out Obj);
295 if (Obj.ContainsKey(itemID) == true)
296 Obj.Remove(itemID);
297
298 // Add to object
299 Obj.Add(itemID, Script);
300 }
301
302 public void RemoveScript(uint localID, LLUUID itemID)
303 {
304 // Don't have that object?
305 if (Scripts.ContainsKey(localID) == false)
306 return;
307
308 // Delete script if it exists
309 Dictionary<LLUUID, IScript> Obj;
310 Scripts.TryGetValue(localID, out Obj);
311 if (Obj.ContainsKey(itemID) == true)
312 Obj.Remove(itemID);
313 }
314
315 #endregion
316
317
318 public void ResetScript(uint localID, LLUUID itemID)
319 {
320 string script = GetScript(localID, itemID).Source;
321 StopScript(localID, itemID);
322 StartScript(localID, itemID, script);
323 }
324
325
326 #region Script serialization/deserialization
327
328 public void GetSerializedScript(uint localID, LLUUID itemID)
329 {
330 // Serialize the script and return it
331 // Should not be a problem
332 FileStream fs = File.Create("SERIALIZED_SCRIPT_" + itemID);
333 BinaryFormatter b = new BinaryFormatter();
334 b.Serialize(fs, GetScript(localID, itemID));
335 fs.Close();
336 }
337
338 public void PutSerializedScript(uint localID, LLUUID itemID)
339 {
340 // Deserialize the script and inject it into an AppDomain
341
342 // How to inject into an AppDomain?
343 }
344
345 #endregion
346 }
347} \ No newline at end of file