From 824283ca3c2ab54868ed61fdb0a329221d69e5fa Mon Sep 17 00:00:00 2001 From: Melanie Thielker Date: Fri, 26 Sep 2008 13:16:11 +0000 Subject: 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. --- .../Common/ScriptEngineBase/ScriptEngine.cs | 317 --------------------- 1 file changed, 317 deletions(-) delete mode 100644 OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/ScriptEngine.cs (limited to 'OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/ScriptEngine.cs') diff --git a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/ScriptEngine.cs b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/ScriptEngine.cs deleted file mode 100644 index f259ec1..0000000 --- a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/ScriptEngine.cs +++ /dev/null @@ -1,317 +0,0 @@ -/* - * Copyright (c) Contributors, http://opensimulator.org/ - * See CONTRIBUTORS.TXT for a full list of copyright holders. - * - * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions are met: - * * Redistributions of source code must retain the above copyright - * notice, this list of conditions and the following disclaimer. - * * Redistributions in binary form must reproduce the above copyright - * notice, this list of conditions and the following disclaimer in the - * documentation and/or other materials provided with the distribution. - * * Neither the name of the OpenSim Project nor the - * names of its contributors may be used to endorse or promote products - * derived from this software without specific prior written permission. - * - * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY - * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED - * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE - * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY - * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES - * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; - * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND - * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS - * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - */ - -using System; -using System.Collections.Generic; -using System.Reflection; -using log4net; -using Nini.Config; -using OpenSim.Region.Interfaces; -using OpenSim.Region.Environment.Interfaces; -using OpenSim.Region.Environment.Scenes; -using OpenSim.Region.ScriptEngine.Interfaces; -using OpenMetaverse; -using OpenSim.Region.ScriptEngine.Shared; - -namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase -{ - /// - /// This is the root object for ScriptEngine. Objects access each other trough this class. - /// - /// - [Serializable] - public abstract class ScriptEngine : IRegionModule, IScriptModule, iScriptEngineFunctionModule, IEventReceiver - { - private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); - - public static List ScriptEngines = new List(); - private Scene m_Scene; - public Scene World - { - get { return m_Scene; } - } - public EventManager m_EventManager; // Handles and queues incoming events from OpenSim - public EventQueueManager m_EventQueueManager; // Executes events, handles script threads - public ScriptManager m_ScriptManager; // Load, unload and execute scripts - public AppDomainManager m_AppDomainManager; // Handles loading/unloading of scripts into AppDomains - 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 - - public IConfigSource ConfigSource; - public IConfig ScriptConfigSource; - public abstract string ScriptEngineName { get; } - private bool m_enabled = false; - private bool m_hookUpToServer = false; - - public IConfig Config - { - get { return ScriptConfigSource; } - } - - /// - /// How many seconds between re-reading config-file. 0 = never. ScriptEngine will try to adjust to new config changes. - /// - public int RefreshConfigFileSeconds { - get { return (int)(RefreshConfigFilens / 10000000); } - set { RefreshConfigFilens = value * 10000000; } - } - public long RefreshConfigFilens; - - public ScriptManager GetScriptManager() - { - return _GetScriptManager(); - } - - public abstract ScriptManager _GetScriptManager(); - - public ILog Log - { - get { return m_log; } - } - - public ScriptEngine() - { - Common.mySE = this; // For logging, just need any instance, doesn't matter - lock (ScriptEngines) - { - ScriptEngines.Add(this); // Keep a list of ScriptEngines for shared threads to process all instances - } - } - - public void InitializeEngine(Scene Sceneworld, IConfigSource config, bool HookUpToServer, ScriptManager newScriptManager) - { - m_Scene = Sceneworld; - ConfigSource = config; - m_hookUpToServer = HookUpToServer; - - m_log.Info("[" + ScriptEngineName + "]: ScriptEngine initializing"); - - // Make sure we have config - if (ConfigSource.Configs[ScriptEngineName] == null) - ConfigSource.AddConfig(ScriptEngineName); - ScriptConfigSource = ConfigSource.Configs[ScriptEngineName]; - - m_enabled = ScriptConfigSource.GetBoolean("Enabled", true); - if (!m_enabled) - return; - - //m_log.Info("[" + ScriptEngineName + "]: InitializeEngine"); - - // Create all objects we'll be using - m_EventQueueManager = new EventQueueManager(this); - m_EventManager = new EventManager(this, HookUpToServer); - // We need to start it - m_ScriptManager = newScriptManager; - m_ScriptManager.Setup(); - m_AppDomainManager = new AppDomainManager(this); - if (m_MaintenanceThread == null) - m_MaintenanceThread = new MaintenanceThread(); - - m_log.Info("[" + ScriptEngineName + "]: Reading configuration from config section \"" + ScriptEngineName + "\""); - ReadConfig(); - - m_Scene.StackModuleInterface(this); - } - - public void PostInitialise() - { - if (!m_enabled) - return; - - if (m_hookUpToServer) - m_EventManager.HookUpEvents(); - - m_ScriptManager.Start(); - } - - public void Shutdown() - { - // We are shutting down - lock (ScriptEngines) - { - ScriptEngines.Remove(this); - } - } - - public void ReadConfig() - { -#if DEBUG - //m_log.Debug("[" + ScriptEngineName + "]: Refreshing configuration for all modules"); -#endif - RefreshConfigFileSeconds = ScriptConfigSource.GetInt("RefreshConfig", 30); - - - // Create a new object (probably not necessary?) -// ScriptConfigSource = ConfigSource.Configs[ScriptEngineName]; - - if (m_EventQueueManager != null) m_EventQueueManager.ReadConfig(); - if (m_EventManager != null) m_EventManager.ReadConfig(); - if (m_ScriptManager != null) m_ScriptManager.ReadConfig(); - if (m_AppDomainManager != null) m_AppDomainManager.ReadConfig(); - if (m_MaintenanceThread != null) m_MaintenanceThread.ReadConfig(); - } - - #region IRegionModule - - public abstract void Initialise(Scene scene, IConfigSource config); - - public void Close() - { - } - - public string Name - { - get { return "Common." + ScriptEngineName; } - } - - public bool IsSharedModule - { - get { return false; } - } - - public bool PostObjectEvent(uint localID, EventParams p) - { - return m_EventQueueManager.AddToObjectQueue(localID, p.EventName, p.DetectParams, p.Params); - } - - public bool PostScriptEvent(UUID itemID, EventParams p) - { - uint localID = m_ScriptManager.GetLocalID(itemID); - return m_EventQueueManager.AddToScriptQueue(localID, itemID, p.EventName, p.DetectParams, p.Params); - } - - public DetectParams GetDetectParams(UUID itemID, int number) - { - uint localID = m_ScriptManager.GetLocalID(itemID); - if (localID == 0) - return null; - - IScript Script = m_ScriptManager.GetScript(localID, itemID); - - if (Script == null) - return null; - - DetectParams[] det = m_ScriptManager.GetDetectParams(Script); - - if (number < 0 || number >= det.Length) - return null; - - return det[number]; - } - - public int GetStartParameter(UUID itemID) - { - return 0; - } - #endregion - - public void SetState(UUID itemID, string state) - { - uint localID = m_ScriptManager.GetLocalID(itemID); - if (localID == 0) - return; - - IScript Script = m_ScriptManager.GetScript(localID, itemID); - - if (Script == null) - return; - - string currentState = Script.State; - - if (currentState != state) - { - try - { - m_EventManager.state_exit(localID); - - } - catch (AppDomainUnloadedException) - { - Console.WriteLine("[SCRIPT]: state change called when script was unloaded. Nothing to worry about, but noting the occurance"); - } - - Script.State = state; - - try - { - int eventFlags = m_ScriptManager.GetStateEventFlags(localID, itemID); - SceneObjectPart part = m_Scene.GetSceneObjectPart(itemID); - if (part != null) - part.SetScriptEvents(itemID, eventFlags); - m_EventManager.state_entry(localID); - } - catch (AppDomainUnloadedException) - { - Console.WriteLine("[SCRIPT]: state change called when script was unloaded. Nothing to worry about, but noting the occurance"); - } - } - } - - public bool GetScriptState(UUID itemID) - { - uint localID = m_ScriptManager.GetLocalID(itemID); - if (localID == 0) - return false; - - IScript script = m_ScriptManager.GetScript(localID, itemID); - if (script == null) - return false; - - return script.Exec.Running?true:false; - } - - public void SetScriptState(UUID itemID, bool state) - { - uint localID = m_ScriptManager.GetLocalID(itemID); - if (localID == 0) - return; - - IScript script = m_ScriptManager.GetScript(localID, itemID); - if (script == null) - return; - - script.Exec.Running = state; - } - - public void ApiResetScript(UUID itemID) - { - uint localID = m_ScriptManager.GetLocalID(itemID); - if (localID == 0) - return; - - m_ScriptManager.ResetScript(localID, itemID); - } - - public void ResetScript(UUID itemID) - { - uint localID = m_ScriptManager.GetLocalID(itemID); - if (localID == 0) - return; - - m_ScriptManager.ResetScript(localID, itemID); - } - } -} -- cgit v1.1