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authorMelanie Thielker2008-09-26 13:16:11 +0000
committerMelanie Thielker2008-09-26 13:16:11 +0000
commit824283ca3c2ab54868ed61fdb0a329221d69e5fa (patch)
tree9013892fa2afa579bffe8bdcd6a46e2242ed085c /OpenSim/Region/ScriptEngine/DotNetEngine/ScriptEngine.cs
parent* Wind updates. Still random.. but in 4 directions instead of two! (diff)
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Remove all the subclassing complexity and script server interfaces from
DNE and move all of DNE into the DotNetEngine directory. Remove references that would cause the script runtime to load the entire engine + scene into each script appdomain. This might help DNE memory consumption.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/ScriptEngine/DotNetEngine/ScriptEngine.cs268
1 files changed, 260 insertions, 8 deletions
diff --git a/OpenSim/Region/ScriptEngine/DotNetEngine/ScriptEngine.cs b/OpenSim/Region/ScriptEngine/DotNetEngine/ScriptEngine.cs
index e785cc0..7ec71c2 100644
--- a/OpenSim/Region/ScriptEngine/DotNetEngine/ScriptEngine.cs
+++ b/OpenSim/Region/ScriptEngine/DotNetEngine/ScriptEngine.cs
@@ -26,29 +26,281 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using log4net;
29using Nini.Config; 32using Nini.Config;
33using OpenSim.Region.Interfaces;
34using OpenSim.Region.Environment.Interfaces;
30using OpenSim.Region.Environment.Scenes; 35using OpenSim.Region.Environment.Scenes;
36using OpenSim.Region.ScriptEngine.Interfaces;
37using OpenMetaverse;
38using OpenSim.Region.ScriptEngine.Shared;
39using OpenSim.Region.ScriptEngine.Common;
31 40
32namespace OpenSim.Region.ScriptEngine.DotNetEngine 41namespace OpenSim.Region.ScriptEngine.DotNetEngine
33{ 42{
34 [Serializable] 43 [Serializable]
35 public class ScriptEngine : Common.ScriptEngineBase.ScriptEngine 44 public class ScriptEngine : IRegionModule, IEventReceiver, IScriptModule
36 { 45 {
37 // We need to override a few things for our DotNetEngine 46 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
38 public override void Initialise(Scene scene, IConfigSource config) 47
48 public static List<ScriptEngine> ScriptEngines = new List<ScriptEngine>();
49 private Scene m_Scene;
50 public Scene World
39 { 51 {
40 ConfigSource = config; 52 get { return m_Scene; }
41 InitializeEngine(scene, config, true, GetScriptManager());
42 } 53 }
54 public EventManager m_EventManager; // Handles and queues incoming events from OpenSim
55 public EventQueueManager m_EventQueueManager; // Executes events, handles script threads
56 public ScriptManager m_ScriptManager; // Load, unload and execute scripts
57 public AppDomainManager m_AppDomainManager; // Handles loading/unloading of scripts into AppDomains
58 public static MaintenanceThread m_MaintenanceThread; // Thread that does different kinds of maintenance, for example refreshing config and killing scripts that has been running too long
59
60 public IConfigSource ConfigSource;
61 public IConfig ScriptConfigSource;
62 private bool m_enabled = false;
43 63
44 public override Common.ScriptEngineBase.ScriptManager _GetScriptManager() 64 public IConfig Config
45 { 65 {
46 return new ScriptManager(this); 66 get { return ScriptConfigSource; }
47 } 67 }
48 68
49 public override string ScriptEngineName 69 /// <summary>
70 /// How many seconds between re-reading config-file. 0 = never. ScriptEngine will try to adjust to new config changes.
71 /// </summary>
72 public int RefreshConfigFileSeconds {
73 get { return (int)(RefreshConfigFilens / 10000000); }
74 set { RefreshConfigFilens = value * 10000000; }
75 }
76 public long RefreshConfigFilens;
77
78 public string ScriptEngineName
50 { 79 {
51 get { return "ScriptEngine.DotNetEngine"; } 80 get { return "ScriptEngine.DotNetEngine"; }
52 } 81 }
82
83 public ILog Log
84 {
85 get { return m_log; }
86 }
87
88 public ScriptEngine()
89 {
90 Common.mySE = this; // For logging, just need any instance, doesn't matter
91 lock (ScriptEngines)
92 {
93 ScriptEngines.Add(this); // Keep a list of ScriptEngines for shared threads to process all instances
94 }
95 }
96
97 public void Initialise(Scene Sceneworld, IConfigSource config)
98 {
99 m_log.Info("[" + ScriptEngineName + "]: ScriptEngine initializing");
100
101 ConfigSource = config;
102 m_Scene = Sceneworld;
103
104 // Make sure we have config
105 if (ConfigSource.Configs[ScriptEngineName] == null)
106 ConfigSource.AddConfig(ScriptEngineName);
107 ScriptConfigSource = ConfigSource.Configs[ScriptEngineName];
108
109 m_enabled = ScriptConfigSource.GetBoolean("Enabled", true);
110 if (!m_enabled)
111 return;
112
113 //m_log.Info("[" + ScriptEngineName + "]: InitializeEngine");
114
115 // Create all objects we'll be using
116 m_EventQueueManager = new EventQueueManager(this);
117 m_EventManager = new EventManager(this, true);
118 // We need to start it
119 m_ScriptManager = new ScriptManager(this);
120 m_ScriptManager.Setup();
121 m_AppDomainManager = new AppDomainManager(this);
122 if (m_MaintenanceThread == null)
123 m_MaintenanceThread = new MaintenanceThread();
124
125 m_log.Info("[" + ScriptEngineName + "]: Reading configuration from config section \"" + ScriptEngineName + "\"");
126 ReadConfig();
127
128 m_Scene.StackModuleInterface<IScriptModule>(this);
129 }
130
131 public void PostInitialise()
132 {
133 if (!m_enabled)
134 return;
135
136 m_EventManager.HookUpEvents();
137
138 m_ScriptManager.Start();
139 }
140
141 public void Shutdown()
142 {
143 // We are shutting down
144 lock (ScriptEngines)
145 {
146 ScriptEngines.Remove(this);
147 }
148 }
149
150 public void ReadConfig()
151 {
152#if DEBUG
153 //m_log.Debug("[" + ScriptEngineName + "]: Refreshing configuration for all modules");
154#endif
155 RefreshConfigFileSeconds = ScriptConfigSource.GetInt("RefreshConfig", 30);
156
157
158 // Create a new object (probably not necessary?)
159// ScriptConfigSource = ConfigSource.Configs[ScriptEngineName];
160
161 if (m_EventQueueManager != null) m_EventQueueManager.ReadConfig();
162 if (m_EventManager != null) m_EventManager.ReadConfig();
163 if (m_ScriptManager != null) m_ScriptManager.ReadConfig();
164 if (m_AppDomainManager != null) m_AppDomainManager.ReadConfig();
165 if (m_MaintenanceThread != null) m_MaintenanceThread.ReadConfig();
166 }
167
168 #region IRegionModule
169
170 public void Close()
171 {
172 }
173
174 public string Name
175 {
176 get { return "Common." + ScriptEngineName; }
177 }
178
179 public bool IsSharedModule
180 {
181 get { return false; }
182 }
183
184 public bool PostObjectEvent(uint localID, EventParams p)
185 {
186 return m_EventQueueManager.AddToObjectQueue(localID, p.EventName, p.DetectParams, p.Params);
187 }
188
189 public bool PostScriptEvent(UUID itemID, EventParams p)
190 {
191 uint localID = m_ScriptManager.GetLocalID(itemID);
192 return m_EventQueueManager.AddToScriptQueue(localID, itemID, p.EventName, p.DetectParams, p.Params);
193 }
194
195 public DetectParams GetDetectParams(UUID itemID, int number)
196 {
197 uint localID = m_ScriptManager.GetLocalID(itemID);
198 if (localID == 0)
199 return null;
200
201 IScript Script = m_ScriptManager.GetScript(localID, itemID);
202
203 if (Script == null)
204 return null;
205
206 DetectParams[] det = m_ScriptManager.GetDetectParams(Script);
207
208 if (number < 0 || number >= det.Length)
209 return null;
210
211 return det[number];
212 }
213
214 public int GetStartParameter(UUID itemID)
215 {
216 return 0;
217 }
218 #endregion
219
220 public void SetState(UUID itemID, string state)
221 {
222 uint localID = m_ScriptManager.GetLocalID(itemID);
223 if (localID == 0)
224 return;
225
226 IScript Script = m_ScriptManager.GetScript(localID, itemID);
227
228 if (Script == null)
229 return;
230
231 string currentState = Script.State;
232
233 if (currentState != state)
234 {
235 try
236 {
237 m_EventManager.state_exit(localID);
238
239 }
240 catch (AppDomainUnloadedException)
241 {
242 Console.WriteLine("[SCRIPT]: state change called when script was unloaded. Nothing to worry about, but noting the occurance");
243 }
244
245 Script.State = state;
246
247 try
248 {
249 int eventFlags = m_ScriptManager.GetStateEventFlags(localID, itemID);
250 SceneObjectPart part = m_Scene.GetSceneObjectPart(itemID);
251 if (part != null)
252 part.SetScriptEvents(itemID, eventFlags);
253 m_EventManager.state_entry(localID);
254 }
255 catch (AppDomainUnloadedException)
256 {
257 Console.WriteLine("[SCRIPT]: state change called when script was unloaded. Nothing to worry about, but noting the occurance");
258 }
259 }
260 }
261
262 public bool GetScriptState(UUID itemID)
263 {
264 uint localID = m_ScriptManager.GetLocalID(itemID);
265 if (localID == 0)
266 return false;
267
268 IScript script = m_ScriptManager.GetScript(localID, itemID);
269 if (script == null)
270 return false;
271
272 return script.Exec.Running?true:false;
273 }
274
275 public void SetScriptState(UUID itemID, bool state)
276 {
277 uint localID = m_ScriptManager.GetLocalID(itemID);
278 if (localID == 0)
279 return;
280
281 IScript script = m_ScriptManager.GetScript(localID, itemID);
282 if (script == null)
283 return;
284
285 script.Exec.Running = state;
286 }
287
288 public void ApiResetScript(UUID itemID)
289 {
290 uint localID = m_ScriptManager.GetLocalID(itemID);
291 if (localID == 0)
292 return;
293
294 m_ScriptManager.ResetScript(localID, itemID);
295 }
296
297 public void ResetScript(UUID itemID)
298 {
299 uint localID = m_ScriptManager.GetLocalID(itemID);
300 if (localID == 0)
301 return;
302
303 m_ScriptManager.ResetScript(localID, itemID);
304 }
53 } 305 }
54} 306}