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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 'OpenSim/Region/ScriptEngine/Common/ScriptEngineBase')
-rw-r--r--OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/AppDomainManager.cs238
-rw-r--r--OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/Common.cs57
-rw-r--r--OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventManager.cs259
-rw-r--r--OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueManager.cs363
-rw-r--r--OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/LSLLongCmdHandler.cs295
-rw-r--r--OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/ScriptEngine.cs131
-rw-r--r--OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/ScriptManager.cs347
7 files changed, 1690 insertions, 0 deletions
diff --git a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/AppDomainManager.cs b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/AppDomainManager.cs
new file mode 100644
index 0000000..4eea69a
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/AppDomainManager.cs
@@ -0,0 +1,238 @@
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
29using System;
30using System.Collections;
31using System.Collections.Generic;
32using System.Reflection;
33using OpenSim.Region.ScriptEngine.Common;
34
35namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
36{
37 public class AppDomainManager
38 {
39
40 //
41 // This class does AppDomain handling and loading/unloading of scripts in it.
42 // It is instanced in "ScriptEngine" and controlled from "ScriptManager"
43 //
44 // 1. Create a new AppDomain if old one is full (or doesn't exist)
45 // 2. Load scripts into AppDomain
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
48 //
49
50
51 private int maxScriptsPerAppDomain = 1;
52
53 /// <summary>
54 /// Internal list of all AppDomains
55 /// </summary>
56 private List<AppDomainStructure> appDomains = new List<AppDomainStructure>();
57
58 /// <summary>
59 /// Structure to keep track of data around AppDomain
60 /// </summary>
61 private class AppDomainStructure
62 {
63 /// <summary>
64 /// The AppDomain itself
65 /// </summary>
66 public AppDomain CurrentAppDomain;
67
68 /// <summary>
69 /// Number of scripts loaded into AppDomain
70 /// </summary>
71 public int ScriptsLoaded;
72
73 /// <summary>
74 /// Number of dead scripts
75 /// </summary>
76 public int ScriptsWaitingUnload;
77 }
78
79 /// <summary>
80 /// Current AppDomain
81 /// </summary>
82 private AppDomainStructure currentAD;
83
84 private object getLock = new object(); // Mutex
85 private object freeLock = new object(); // Mutex
86
87 //private ScriptEngine m_scriptEngine;
88 //public AppDomainManager(ScriptEngine scriptEngine)
89 public AppDomainManager()
90 {
91 //m_scriptEngine = scriptEngine;
92 }
93
94 /// <summary>
95 /// Find a free AppDomain, creating one if necessary
96 /// </summary>
97 /// <returns>Free AppDomain</returns>
98 private AppDomainStructure GetFreeAppDomain()
99 {
100 Console.WriteLine("Finding free AppDomain");
101 lock (getLock)
102 {
103 // Current full?
104 if (currentAD != null && currentAD.ScriptsLoaded >= maxScriptsPerAppDomain)
105 {
106 // Add it to AppDomains list and empty current
107 appDomains.Add(currentAD);
108 currentAD = null;
109 }
110 // No current
111 if (currentAD == null)
112 {
113 // Create a new current AppDomain
114 currentAD = new AppDomainStructure();
115 currentAD.CurrentAppDomain = PrepareNewAppDomain();
116 }
117
118 Console.WriteLine("Scripts loaded in this Appdomain: " + currentAD.ScriptsLoaded);
119 return currentAD;
120 } // lock
121 }
122
123 private int AppDomainNameCount;
124
125 /// <summary>
126 /// Create and prepare a new AppDomain for scripts
127 /// </summary>
128 /// <returns>The new AppDomain</returns>
129 private AppDomain PrepareNewAppDomain()
130 {
131 // Create and prepare a new AppDomain
132 AppDomainNameCount++;
133 // TODO: Currently security match current appdomain
134
135 // Construct and initialize settings for a second AppDomain.
136 AppDomainSetup ads = new AppDomainSetup();
137 ads.ApplicationBase = AppDomain.CurrentDomain.BaseDirectory;
138 ads.DisallowBindingRedirects = false;
139 ads.DisallowCodeDownload = true;
140 ads.LoaderOptimization = LoaderOptimization.MultiDomain; // Sounds good ;)
141 ads.ShadowCopyFiles = "true"; // Enabled shadowing
142 ads.ConfigurationFile = AppDomain.CurrentDomain.SetupInformation.ConfigurationFile;
143
144 AppDomain AD = AppDomain.CreateDomain("ScriptAppDomain_" + AppDomainNameCount, null, ads);
145 Console.WriteLine("Loading: " +
146 AssemblyName.GetAssemblyName("OpenSim.Region.ScriptEngine.Common.dll").ToString());
147 AD.Load(AssemblyName.GetAssemblyName("OpenSim.Region.ScriptEngine.Common.dll"));
148
149 // Return the new AppDomain
150 return AD;
151 }
152
153 /// <summary>
154 /// Unload appdomains that are full and have only dead scripts
155 /// </summary>
156 private void UnloadAppDomains()
157 {
158 lock (freeLock)
159 {
160 // Go through all
161 foreach (AppDomainStructure ads in new ArrayList(appDomains))
162 {
163 // Don't process current AppDomain
164 if (ads.CurrentAppDomain != currentAD.CurrentAppDomain)
165 {
166 // Not current AppDomain
167 // Is number of unloaded bigger or equal to number of loaded?
168 if (ads.ScriptsLoaded <= ads.ScriptsWaitingUnload)
169 {
170 Console.WriteLine("Found empty AppDomain, unloading");
171 // Remove from internal list
172 appDomains.Remove(ads);
173#if DEBUG
174 long m = GC.GetTotalMemory(true);
175#endif
176 // Unload
177 AppDomain.Unload(ads.CurrentAppDomain);
178#if DEBUG
179 Console.WriteLine("AppDomain unload freed " + (m - GC.GetTotalMemory(true)) +
180 " bytes of memory");
181#endif
182 }
183 }
184 } // foreach
185 } // lock
186 }
187
188
189 public IScript LoadScript(string FileName)
190 {
191 // Find next available AppDomain to put it in
192 AppDomainStructure FreeAppDomain = GetFreeAppDomain();
193
194 Console.WriteLine("Loading into AppDomain: " + FileName);
195 IScript mbrt =
196 (IScript)
197 FreeAppDomain.CurrentAppDomain.CreateInstanceFromAndUnwrap(FileName, "SecondLife.Script");
198 //Console.WriteLine("ScriptEngine AppDomainManager: is proxy={0}", RemotingServices.IsTransparentProxy(mbrt));
199 FreeAppDomain.ScriptsLoaded++;
200
201 return mbrt;
202 }
203
204
205 /// <summary>
206 /// Increase "dead script" counter for an AppDomain
207 /// </summary>
208 /// <param name="ad"></param>
209 //[Obsolete("Needs fixing, needs a real purpose in life!!!")]
210 public void StopScript(AppDomain ad)
211 {
212 lock (freeLock)
213 {
214 Console.WriteLine("Stopping script in AppDomain");
215 // Check if it is current AppDomain
216 if (currentAD.CurrentAppDomain == ad)
217 {
218 // Yes - increase
219 currentAD.ScriptsWaitingUnload++;
220 return;
221 }
222
223 // Lopp through all AppDomains
224 foreach (AppDomainStructure ads in new ArrayList(appDomains))
225 {
226 if (ads.CurrentAppDomain == ad)
227 {
228 // Found it
229 ads.ScriptsWaitingUnload++;
230 break;
231 }
232 } // foreach
233 } // lock
234
235 UnloadAppDomains(); // Outsite lock, has its own GetLock
236 }
237 }
238} \ No newline at end of file
diff --git a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/Common.cs b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/Common.cs
new file mode 100644
index 0000000..00ea078
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/Common.cs
@@ -0,0 +1,57 @@
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 */
29namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
30{
31 public static class Common
32 {
33 public static bool debug = true;
34 public static ScriptEngine mySE;
35
36 // This class just contains some static log stuff used for debugging.
37
38 //public delegate void SendToDebugEventDelegate(string Message);
39 //public delegate void SendToLogEventDelegate(string Message);
40 //static public event SendToDebugEventDelegate SendToDebugEvent;
41 //static public event SendToLogEventDelegate SendToLogEvent;
42
43 public static void SendToDebug(string Message)
44 {
45 //if (Debug == true)
46 mySE.Log.Verbose("ScriptEngine", "Debug: " + Message);
47 //SendToDebugEvent("\r\n" + DateTime.Now.ToString("[HH:mm:ss] ") + Message);
48 }
49
50 public static void SendToLog(string Message)
51 {
52 //if (Debug == true)
53 mySE.Log.Verbose("ScriptEngine", "LOG: " + Message);
54 //SendToLogEvent("\r\n" + DateTime.Now.ToString("[HH:mm:ss] ") + Message);
55 }
56 }
57} \ No newline at end of file
diff --git a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventManager.cs b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventManager.cs
new file mode 100644
index 0000000..a5ad911
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventManager.cs
@@ -0,0 +1,259 @@
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 libsecondlife;
31using OpenSim.Framework;
32
33namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
34{
35 /// <summary>
36 /// Prepares events so they can be directly executed upon a script by EventQueueManager, then queues it.
37 /// </summary>
38 [Serializable]
39 public class EventManager : OpenSim.Region.ScriptEngine.Common.ScriptServerInterfaces.RemoteEvents
40 {
41
42 //
43 // Class is instanced in "ScriptEngine" and Uses "EventQueueManager" that is also instanced in "ScriptEngine".
44 // This class needs a bit of explaining:
45 //
46 // This class it the link between an event inside OpenSim and the corresponding event in a user script being executed.
47 //
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.
50 // It will then be delivered to the script by EventQueueManager.
51 //
52 // You can check debug C# dump of an LSL script if you need to verify what exact parameters are needed.
53 //
54
55
56 private ScriptEngine myScriptEngine;
57 //public IScriptHost TEMP_OBJECT_ID;
58 public EventManager(ScriptEngine _ScriptEngine, bool performHookUp)
59 {
60 myScriptEngine = _ScriptEngine;
61
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
64 if (performHookUp)
65 {
66 myScriptEngine.Log.Verbose("ScriptEngine", "Hooking up to server events");
67 myScriptEngine.World.EventManager.OnObjectGrab += touch_start;
68 myScriptEngine.World.EventManager.OnRezScript += OnRezScript;
69 myScriptEngine.World.EventManager.OnRemoveScript += OnRemoveScript;
70 // TODO: HOOK ALL EVENTS UP TO SERVER!
71 }
72 }
73
74 public void touch_start(uint localID, LLVector3 offsetPos, IClientAPI remoteClient)
75 {
76 // Add to queue for all scripts in ObjectID object
77 myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "touch_start", new object[] {(int) 1});
78 }
79
80 public void OnRezScript(uint localID, LLUUID itemID, string script)
81 {
82 Console.WriteLine("OnRezScript localID: " + localID + " LLUID: " + itemID.ToString() + " Size: " +
83 script.Length);
84 myScriptEngine.m_ScriptManager.StartScript(localID, itemID, script);
85 }
86
87 public void OnRemoveScript(uint localID, LLUUID itemID)
88 {
89 Console.WriteLine("OnRemoveScript localID: " + localID + " LLUID: " + itemID.ToString());
90 myScriptEngine.m_ScriptManager.StopScript(
91 localID,
92 itemID
93 );
94 }
95
96 // TODO: Replace placeholders below
97 // NOTE! THE PARAMETERS FOR THESE FUNCTIONS ARE NOT CORRECT!
98 // These needs to be hooked up to OpenSim during init of this class
99 // then queued in EventQueueManager.
100 // When queued in EventQueueManager they need to be LSL compatible (name and params)
101
102 public void state_exit(uint localID, LLUUID itemID)
103 {
104 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "state_exit");
105 }
106
107 public void touch(uint localID, LLUUID itemID)
108 {
109 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "touch");
110 }
111
112 public void touch_end(uint localID, LLUUID itemID)
113 {
114 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "touch_end");
115 }
116
117 public void collision_start(uint localID, LLUUID itemID)
118 {
119 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "collision_start");
120 }
121
122 public void collision(uint localID, LLUUID itemID)
123 {
124 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "collision");
125 }
126
127 public void collision_end(uint localID, LLUUID itemID)
128 {
129 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "collision_end");
130 }
131
132 public void land_collision_start(uint localID, LLUUID itemID)
133 {
134 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "land_collision_start");
135 }
136
137 public void land_collision(uint localID, LLUUID itemID)
138 {
139 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "land_collision");
140 }
141
142 public void land_collision_end(uint localID, LLUUID itemID)
143 {
144 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "land_collision_end");
145 }
146
147 // Handled by long commands
148 public void timer(uint localID, LLUUID itemID)
149 {
150 //myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "");
151 }
152
153 public void listen(uint localID, LLUUID itemID)
154 {
155 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "listen");
156 }
157
158 public void on_rez(uint localID, LLUUID itemID)
159 {
160 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "on_rez");
161 }
162
163 public void sensor(uint localID, LLUUID itemID)
164 {
165 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "sensor");
166 }
167
168 public void no_sensor(uint localID, LLUUID itemID)
169 {
170 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "no_sensor");
171 }
172
173 public void control(uint localID, LLUUID itemID)
174 {
175 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "control");
176 }
177
178 public void money(uint localID, LLUUID itemID)
179 {
180 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "money");
181 }
182
183 public void email(uint localID, LLUUID itemID)
184 {
185 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "email");
186 }
187
188 public void at_target(uint localID, LLUUID itemID)
189 {
190 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "at_target");
191 }
192
193 public void not_at_target(uint localID, LLUUID itemID)
194 {
195 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "not_at_target");
196 }
197
198 public void at_rot_target(uint localID, LLUUID itemID)
199 {
200 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "at_rot_target");
201 }
202
203 public void not_at_rot_target(uint localID, LLUUID itemID)
204 {
205 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "not_at_rot_target");
206 }
207
208 public void run_time_permissions(uint localID, LLUUID itemID)
209 {
210 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "run_time_permissions");
211 }
212
213 public void changed(uint localID, LLUUID itemID)
214 {
215 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "changed");
216 }
217
218 public void attach(uint localID, LLUUID itemID)
219 {
220 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "attach");
221 }
222
223 public void dataserver(uint localID, LLUUID itemID)
224 {
225 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "dataserver");
226 }
227
228 public void link_message(uint localID, LLUUID itemID)
229 {
230 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "link_message");
231 }
232
233 public void moving_start(uint localID, LLUUID itemID)
234 {
235 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "moving_start");
236 }
237
238 public void moving_end(uint localID, LLUUID itemID)
239 {
240 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "moving_end");
241 }
242
243 public void object_rez(uint localID, LLUUID itemID)
244 {
245 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "object_rez");
246 }
247
248 public void remote_data(uint localID, LLUUID itemID)
249 {
250 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "remote_data");
251 }
252
253 // Handled by long commands
254 public void http_response(uint localID, LLUUID itemID)
255 {
256 // myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "http_response");
257 }
258 }
259} \ No newline at end of file
diff --git a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueManager.cs b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueManager.cs
new file mode 100644
index 0000000..62194df
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueManager.cs
@@ -0,0 +1,363 @@
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;
31using System.Collections.Generic;
32using System.Threading;
33using libsecondlife;
34using OpenSim.Framework;
35using OpenSim.Region.Environment.Scenes.Scripting;
36
37namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
38{
39 /// <summary>
40 /// EventQueueManager handles event queues
41 /// Events are queued and executed in separate thread
42 /// </summary>
43 [Serializable]
44 public class EventQueueManager
45 {
46
47 //
48 // Class is instanced in "ScriptEngine" and used by "EventManager" also instanced in "ScriptEngine".
49 //
50 // 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 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 //
55 // 1. Hold an execution queue for scripts
56 // 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 //
59 //
60 // Notes:
61 // * 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 // * 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 //
66
67
68 /// <summary>
69 /// List of threads processing event queue
70 /// </summary>
71 private List<Thread> eventQueueThreads = new List<Thread>();
72
73 private object queueLock = new object(); // Mutex lock object
74
75 /// <summary>
76 /// How many ms to sleep if queue is empty
77 /// </summary>
78 private int nothingToDoSleepms = 50;
79
80 /// <summary>
81 /// How many threads to process queue with
82 /// </summary>
83 private int numberOfThreads = 2;
84
85 /// <summary>
86 /// Queue containing events waiting to be executed
87 /// </summary>
88 private Queue<QueueItemStruct> eventQueue = new Queue<QueueItemStruct>();
89
90 /// <summary>
91 /// Queue item structure
92 /// </summary>
93 private struct QueueItemStruct
94 {
95 public uint localID;
96 public LLUUID itemID;
97 public string functionName;
98 public object[] param;
99 }
100
101 /// <summary>
102 /// List of localID locks for mutex processing of script events
103 /// </summary>
104 private List<uint> objectLocks = new List<uint>();
105
106 private object tryLockLock = new object(); // Mutex lock object
107
108 private ScriptEngine m_ScriptEngine;
109
110 public EventQueueManager(ScriptEngine _ScriptEngine)
111 {
112 m_ScriptEngine = _ScriptEngine;
113
114 //
115 // Start event queue processing threads (worker threads)
116 //
117 for (int ThreadCount = 0; ThreadCount <= numberOfThreads; ThreadCount++)
118 {
119 Thread EventQueueThread = new Thread(EventQueueThreadLoop);
120 eventQueueThreads.Add(EventQueueThread);
121 EventQueueThread.IsBackground = true;
122 EventQueueThread.Priority = ThreadPriority.BelowNormal;
123 EventQueueThread.Name = "EventQueueManagerThread_" + ThreadCount;
124 EventQueueThread.Start();
125 }
126 }
127
128 ~EventQueueManager()
129 {
130 // Kill worker threads
131 foreach (Thread EventQueueThread in new ArrayList(eventQueueThreads))
132 {
133 if (EventQueueThread != null && EventQueueThread.IsAlive == true)
134 {
135 try
136 {
137 EventQueueThread.Abort();
138 EventQueueThread.Join();
139 }
140 catch (Exception)
141 {
142 //myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Exception killing worker thread: " + e.ToString());
143 }
144 }
145 }
146 eventQueueThreads.Clear();
147 // Todo: Clean up our queues
148 eventQueue.Clear();
149 }
150
151 /// <summary>
152 /// Queue processing thread loop
153 /// </summary>
154 private void EventQueueThreadLoop()
155 {
156 //myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Worker thread spawned");
157 try
158 {
159 QueueItemStruct BlankQIS = new QueueItemStruct();
160 while (true)
161 {
162 try
163 {
164 QueueItemStruct QIS = BlankQIS;
165 bool GotItem = false;
166
167 if (eventQueue.Count == 0)
168 {
169 // Nothing to do? Sleep a bit waiting for something to do
170 Thread.Sleep(nothingToDoSleepms);
171 }
172 else
173 {
174 // Something in queue, process
175 //myScriptEngine.m_logger.Verbose("ScriptEngine", "Processing event for localID: " + QIS.localID + ", itemID: " + QIS.itemID + ", FunctionName: " + QIS.FunctionName);
176
177 // OBJECT BASED LOCK - TWO THREADS WORKING ON SAME OBJECT IS NOT GOOD
178 lock (queueLock)
179 {
180 GotItem = false;
181 for (int qc = 0; qc < eventQueue.Count; qc++)
182 {
183 // Get queue item
184 QIS = eventQueue.Dequeue();
185
186 // Check if object is being processed by someone else
187 if (TryLock(QIS.localID) == false)
188 {
189 // Object is already being processed, requeue it
190 eventQueue.Enqueue(QIS);
191 }
192 else
193 {
194 // We have lock on an object and can process it
195 GotItem = true;
196 break;
197 }
198 } // go through queue
199 } // lock
200
201 if (GotItem == true)
202 {
203 // Execute function
204 try
205 {
206#if DEBUG
207 m_ScriptEngine.Log.Debug("ScriptEngine", "Executing event:\r\n"
208 + "QIS.localID: " + QIS.localID
209 + ", QIS.itemID: " + QIS.itemID
210 + ", QIS.functionName: " + QIS.functionName);
211#endif
212 m_ScriptEngine.m_ScriptManager.ExecuteEvent(QIS.localID, QIS.itemID,
213 QIS.functionName, QIS.param);
214 }
215 catch (Exception e)
216 {
217 // DISPLAY ERROR INWORLD
218 string text = "Error executing script function \"" + QIS.functionName + "\":\r\n";
219 //if (e.InnerException != null)
220 //{
221 // Send inner exception
222 text += e.InnerException.Message.ToString();
223 //}
224 //else
225 //{
226 text += "\r\n";
227 // Send normal
228 text += e.Message.ToString();
229 //}
230 try
231 {
232 if (text.Length > 1500)
233 text = text.Substring(0, 1500);
234 IScriptHost m_host = m_ScriptEngine.World.GetSceneObjectPart(QIS.localID);
235 //if (m_host != null)
236 //{
237 m_ScriptEngine.World.SimChat(Helpers.StringToField(text), ChatTypeEnum.Say, 0,
238 m_host.AbsolutePosition, m_host.Name, m_host.UUID);
239 }
240 catch
241 {
242 //}
243 //else
244 //{
245 // T oconsole
246 m_ScriptEngine.Log.Error("ScriptEngine",
247 "Unable to send text in-world:\r\n" + text);
248 }
249 }
250 finally
251 {
252 ReleaseLock(QIS.localID);
253 }
254 }
255 } // Something in queue
256 }
257 catch (ThreadAbortException tae)
258 {
259 throw tae;
260 }
261 catch (Exception e)
262 {
263 m_ScriptEngine.Log.Error("ScriptEngine", "Exception in EventQueueThreadLoop: " + e.ToString());
264 }
265 } // while
266 } // try
267 catch (ThreadAbortException)
268 {
269 //myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Worker thread killed: " + tae.Message);
270 }
271 }
272
273 /// <summary>
274 /// Try to get a mutex lock on localID
275 /// </summary>
276 /// <param name="localID"></param>
277 /// <returns></returns>
278 private bool TryLock(uint localID)
279 {
280 lock (tryLockLock)
281 {
282 if (objectLocks.Contains(localID) == true)
283 {
284 return false;
285 }
286 else
287 {
288 objectLocks.Add(localID);
289 return true;
290 }
291 }
292 }
293
294 /// <summary>
295 /// Release mutex lock on localID
296 /// </summary>
297 /// <param name="localID"></param>
298 private void ReleaseLock(uint localID)
299 {
300 lock (tryLockLock)
301 {
302 if (objectLocks.Contains(localID) == true)
303 {
304 objectLocks.Remove(localID);
305 }
306 }
307 }
308
309
310 /// <summary>
311 /// Add event to event execution queue
312 /// </summary>
313 /// <param name="localID"></param>
314 /// <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 public void AddToObjectQueue(uint localID, string FunctionName, params object[] param)
317 {
318 // Determine all scripts in Object and add to their queue
319 //myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Adding localID: " + localID + ", FunctionName: " + FunctionName);
320
321
322 // Do we have any scripts in this object at all? If not, return
323 if (m_ScriptEngine.m_ScriptManager.Scripts.ContainsKey(localID) == false)
324 {
325 //Console.WriteLine("Event \"" + FunctionName + "\" for localID: " + localID + ". No scripts found on this localID.");
326 return;
327 }
328
329 Dictionary<LLUUID, IScript>.KeyCollection scriptKeys =
330 m_ScriptEngine.m_ScriptManager.GetScriptKeys(localID);
331
332 foreach (LLUUID itemID in scriptKeys)
333 {
334 // 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 AddToScriptQueue(localID, itemID, FunctionName, param);
337 }
338 }
339
340 /// <summary>
341 /// Add event to event execution queue
342 /// </summary>
343 /// <param name="localID"></param>
344 /// <param name="itemID"></param>
345 /// <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 public void AddToScriptQueue(uint localID, LLUUID itemID, string FunctionName, params object[] param)
348 {
349 lock (queueLock)
350 {
351 // Create a structure and add data
352 QueueItemStruct QIS = new QueueItemStruct();
353 QIS.localID = localID;
354 QIS.itemID = itemID;
355 QIS.functionName = FunctionName;
356 QIS.param = param;
357
358 // Add it to queue
359 eventQueue.Enqueue(QIS);
360 }
361 }
362 }
363} \ No newline at end of file
diff --git a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/LSLLongCmdHandler.cs b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/LSLLongCmdHandler.cs
new file mode 100644
index 0000000..94241eb
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/LSLLongCmdHandler.cs
@@ -0,0 +1,295 @@
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
29using System;
30using System.Collections.Generic;
31using System.Threading;
32using libsecondlife;
33using OpenSim.Region.Environment.Interfaces;
34using OpenSim.Region.Environment.Modules;
35
36namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
37{
38 /// <summary>
39 /// Handles LSL commands that takes long time and returns an event, for example timers, HTTP requests, etc.
40 /// </summary>
41 public class LSLLongCmdHandler
42 {
43 private Thread cmdHandlerThread;
44 private int cmdHandlerThreadCycleSleepms = 100;
45
46 private ScriptEngine m_ScriptEngine;
47
48 public LSLLongCmdHandler(ScriptEngine _ScriptEngine)
49 {
50 m_ScriptEngine = _ScriptEngine;
51
52 // Start the thread that will be doing the work
53 cmdHandlerThread = new Thread(CmdHandlerThreadLoop);
54 cmdHandlerThread.Name = "CmdHandlerThread";
55 cmdHandlerThread.Priority = ThreadPriority.BelowNormal;
56 cmdHandlerThread.IsBackground = true;
57 cmdHandlerThread.Start();
58 }
59
60 ~LSLLongCmdHandler()
61 {
62 // Shut down thread
63 try
64 {
65 if (cmdHandlerThread != null)
66 {
67 if (cmdHandlerThread.IsAlive == true)
68 {
69 cmdHandlerThread.Abort();
70 cmdHandlerThread.Join();
71 }
72 }
73 }
74 catch
75 {
76 }
77 }
78
79 private void CmdHandlerThreadLoop()
80 {
81 while (true)
82 {
83 // Check timers
84 CheckTimerEvents();
85 Thread.Sleep(25);
86 // Check HttpRequests
87 CheckHttpRequests();
88 Thread.Sleep(25);
89 // Check XMLRPCRequests
90 CheckXMLRPCRequests();
91 Thread.Sleep(25);
92 // Check Listeners
93 CheckListeners();
94 Thread.Sleep(25);
95
96 // Sleep before next cycle
97 //Thread.Sleep(cmdHandlerThreadCycleSleepms);
98 }
99 }
100
101 /// <summary>
102 /// Remove a specific script (and all its pending commands)
103 /// </summary>
104 /// <param name="m_localID"></param>
105 /// <param name="m_itemID"></param>
106 public void RemoveScript(uint localID, LLUUID itemID)
107 {
108 // Remove a specific script
109
110 // Remove from: Timers
111 UnSetTimerEvents(localID, itemID);
112 // Remove from: HttpRequest
113 IHttpRequests iHttpReq =
114 m_ScriptEngine.World.RequestModuleInterface<IHttpRequests>();
115 iHttpReq.StopHttpRequest(localID, itemID);
116 }
117
118 #region TIMER
119
120 //
121 // TIMER
122 //
123 private class TimerClass
124 {
125 public uint localID;
126 public LLUUID itemID;
127 public double interval;
128 public DateTime next;
129 }
130
131 private List<TimerClass> Timers = new List<TimerClass>();
132 private object TimerListLock = new object();
133
134 public void SetTimerEvent(uint m_localID, LLUUID m_itemID, double sec)
135 {
136 Console.WriteLine("SetTimerEvent");
137
138 // Always remove first, in case this is a re-set
139 UnSetTimerEvents(m_localID, m_itemID);
140 if (sec == 0) // Disabling timer
141 return;
142
143 // Add to timer
144 TimerClass ts = new TimerClass();
145 ts.localID = m_localID;
146 ts.itemID = m_itemID;
147 ts.interval = sec;
148 ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
149 lock (TimerListLock)
150 {
151 Timers.Add(ts);
152 }
153 }
154
155 public void UnSetTimerEvents(uint m_localID, LLUUID m_itemID)
156 {
157 // Remove from timer
158 lock (TimerListLock)
159 {
160 List<TimerClass> NewTimers = new List<TimerClass>();
161 foreach (TimerClass ts in Timers)
162 {
163 if (ts.localID != m_localID && ts.itemID != m_itemID)
164 {
165 NewTimers.Add(ts);
166 }
167 }
168 Timers.Clear();
169 Timers = NewTimers;
170 }
171 }
172
173 public void CheckTimerEvents()
174 {
175 // Nothing to do here?
176 if (Timers.Count == 0)
177 return;
178
179 lock (TimerListLock)
180 {
181 // Go through all timers
182 foreach (TimerClass ts in Timers)
183 {
184 // Time has passed?
185 if (ts.next.ToUniversalTime() < DateTime.Now.ToUniversalTime())
186 {
187 // Add it to queue
188 m_ScriptEngine.m_EventQueueManager.AddToScriptQueue(ts.localID, ts.itemID, "timer",
189 new object[] {});
190 // set next interval
191
192
193 ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
194 }
195 }
196 } // lock
197 }
198
199 #endregion
200
201 #region HTTP REQUEST
202
203 public void CheckHttpRequests()
204 {
205 if (m_ScriptEngine.World == null)
206 return;
207
208 IHttpRequests iHttpReq =
209 m_ScriptEngine.World.RequestModuleInterface<IHttpRequests>();
210
211 HttpRequestClass httpInfo = null;
212
213 if (iHttpReq != null)
214 httpInfo = iHttpReq.GetNextCompletedRequest();
215
216 while (httpInfo != null)
217 {
218 //Console.WriteLine("PICKED HTTP REQ:" + httpInfo.response_body + httpInfo.status);
219
220 // Deliver data to prim's remote_data handler
221 //
222 // TODO: Returning null for metadata, since the lsl function
223 // only returns the byte for HTTP_BODY_TRUNCATED, which is not
224 // implemented here yet anyway. Should be fixed if/when maxsize
225 // is supported
226
227 object[] resobj = new object[]
228 {
229 httpInfo.reqID.ToString(), httpInfo.status, null, httpInfo.response_body
230 };
231
232 m_ScriptEngine.m_EventQueueManager.AddToScriptQueue(
233 httpInfo.localID, httpInfo.itemID, "http_response", resobj
234 );
235
236 httpInfo.Stop();
237 httpInfo = null;
238
239 httpInfo = iHttpReq.GetNextCompletedRequest();
240 }
241 }
242
243 #endregion
244
245 public void CheckXMLRPCRequests()
246 {
247 if (m_ScriptEngine.World == null)
248 return;
249
250 IXMLRPC xmlrpc = m_ScriptEngine.World.RequestModuleInterface<IXMLRPC>();
251
252 if (xmlrpc != null)
253 {
254 while (xmlrpc.hasRequests())
255 {
256 RPCRequestInfo rInfo = xmlrpc.GetNextRequest();
257 //Console.WriteLine("PICKED REQUEST");
258
259 //Deliver data to prim's remote_data handler
260 object[] resobj = new object[]
261 {
262 2, rInfo.GetChannelKey().ToString(), rInfo.GetMessageID().ToString(), "",
263 rInfo.GetIntValue(),
264 rInfo.GetStrVal()
265 };
266 m_ScriptEngine.m_EventQueueManager.AddToScriptQueue(
267 rInfo.GetLocalID(), rInfo.GetItemID(), "remote_data", resobj
268 );
269 }
270 }
271 }
272
273 public void CheckListeners()
274 {
275 if (m_ScriptEngine.World == null)
276 return;
277 IWorldComm comms = m_ScriptEngine.World.RequestModuleInterface<IWorldComm>();
278
279 while (comms.HasMessages())
280 {
281 ListenerInfo lInfo = comms.GetNextMessage();
282
283 //Deliver data to prim's listen handler
284 object[] resobj = new object[]
285 {
286 lInfo.GetChannel(), lInfo.GetName(), lInfo.GetID().ToString(), lInfo.GetMessage()
287 };
288
289 m_ScriptEngine.m_EventQueueManager.AddToScriptQueue(
290 lInfo.GetLocalID(), lInfo.GetItemID(), "listen", resobj
291 );
292 }
293 }
294 }
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