diff options
Diffstat (limited to 'OpenSim/Region/ScriptEngine/Common/ScriptEngineBase')
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 | |||
29 | using System; | ||
30 | using System.Collections; | ||
31 | using System.Collections.Generic; | ||
32 | using System.Reflection; | ||
33 | using OpenSim.Region.ScriptEngine.Common; | ||
34 | |||
35 | namespace 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 */ | ||
29 | namespace 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 */ | ||
29 | using System; | ||
30 | using libsecondlife; | ||
31 | using OpenSim.Framework; | ||
32 | |||
33 | namespace 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 */ | ||
29 | using System; | ||
30 | using System.Collections; | ||
31 | using System.Collections.Generic; | ||
32 | using System.Threading; | ||
33 | using libsecondlife; | ||
34 | using OpenSim.Framework; | ||
35 | using OpenSim.Region.Environment.Scenes.Scripting; | ||
36 | |||
37 | namespace 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 | |||
29 | using System; | ||
30 | using System.Collections.Generic; | ||
31 | using System.Threading; | ||
32 | using libsecondlife; | ||
33 | using OpenSim.Region.Environment.Interfaces; | ||
34 | using OpenSim.Region.Environment.Modules; | ||
35 | |||
36 | namespace 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 */ | ||
29 | using System; | ||
30 | using Nini.Config; | ||
31 | using OpenSim.Framework.Console; | ||
32 | using OpenSim.Region.Environment.Interfaces; | ||
33 | using OpenSim.Region.Environment.Scenes; | ||
34 | using OpenSim.Region.ScriptEngine.Common; | ||
35 | using OpenSim.Region.ScriptEngine.Common.ScriptEngineBase; | ||
36 | |||
37 | namespace 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 */ | ||
29 | using System; | ||
30 | using System.Collections.Generic; | ||
31 | using System.IO; | ||
32 | using System.Reflection; | ||
33 | using System.Runtime.Serialization.Formatters.Binary; | ||
34 | using System.Threading; | ||
35 | using libsecondlife; | ||
36 | using OpenSim.Framework; | ||
37 | using OpenSim.Region.Environment.Scenes; | ||
38 | using OpenSim.Region.ScriptEngine.Common; | ||
39 | |||
40 | namespace 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 | ||