From 5a86fd2c31ce0ede9825657c969ccaa1ef423d5c Mon Sep 17 00:00:00 2001 From: Tedd Hansen Date: Wed, 22 Aug 2007 18:09:38 +0000 Subject: (Untested) Scripts are individually loaded into objects (on rez), and event fired likewise. Bugfixes coming in next commit. --- OpenSim/Region/Application/OpenSimMain.cs | 2 - .../Scenes/Scripting/ScriptEngineInterface.cs | 2 +- .../ScriptEngine/DotNetEngine/AppDomainManager.cs | 1 + .../DotNetEngine/Compiler/LSL/Compiler.cs | 44 ++++--- .../ScriptEngine/DotNetEngine/EventManager.cs | 38 +++++- .../ScriptEngine/DotNetEngine/EventQueueManager.cs | 55 +++++---- .../ScriptEngine/DotNetEngine/ScriptEngine.cs | 32 +++--- .../ScriptEngine/DotNetEngine/ScriptManager.cs | 128 +++++++++------------ 8 files changed, 161 insertions(+), 141 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Application/OpenSimMain.cs b/OpenSim/Region/Application/OpenSimMain.cs index b301bf2..867f16f 100644 --- a/OpenSim/Region/Application/OpenSimMain.cs +++ b/OpenSim/Region/Application/OpenSimMain.cs @@ -183,8 +183,6 @@ namespace OpenSim OpenSim.Region.Environment.Scenes.Scripting.ScriptEngineInterface ScriptEngine = ScriptEngineLoader.LoadScriptEngine("DotNetEngine"); scene.AddScriptEngine(ScriptEngine, m_log); - // TODO: TEMP load default script - ScriptEngine.StartScript(Path.Combine("ScriptEngines", "Default.lsl"), new OpenSim.Region.Environment.Scenes.Scripting.NullScriptHost()); //Server side object editing permissions checking if (m_permissions) diff --git a/OpenSim/Region/Environment/Scenes/Scripting/ScriptEngineInterface.cs b/OpenSim/Region/Environment/Scenes/Scripting/ScriptEngineInterface.cs index 33021ee..5970fac 100644 --- a/OpenSim/Region/Environment/Scenes/Scripting/ScriptEngineInterface.cs +++ b/OpenSim/Region/Environment/Scenes/Scripting/ScriptEngineInterface.cs @@ -38,6 +38,6 @@ namespace OpenSim.Region.Environment.Scenes.Scripting { void InitializeEngine(OpenSim.Region.Environment.Scenes.Scene Sceneworld, OpenSim.Framework.Console.LogBase logger); void Shutdown(); - void StartScript(string ScriptID, IScriptHost ObjectID); +// void StartScript(string ScriptID, IScriptHost ObjectID); } } diff --git a/OpenSim/Region/ScriptEngine/DotNetEngine/AppDomainManager.cs b/OpenSim/Region/ScriptEngine/DotNetEngine/AppDomainManager.cs index 2898bee..49f6712 100644 --- a/OpenSim/Region/ScriptEngine/DotNetEngine/AppDomainManager.cs +++ b/OpenSim/Region/ScriptEngine/DotNetEngine/AppDomainManager.cs @@ -9,6 +9,7 @@ using OpenSim.Region.Environment.Scenes; using OpenSim.Region.Environment.Scenes.Scripting; using OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL; using OpenSim.Region.ScriptEngine.Common; +using libsecondlife; namespace OpenSim.Region.ScriptEngine.DotNetEngine { diff --git a/OpenSim/Region/ScriptEngine/DotNetEngine/Compiler/LSL/Compiler.cs b/OpenSim/Region/ScriptEngine/DotNetEngine/Compiler/LSL/Compiler.cs index ad2717c..9dd274e 100644 --- a/OpenSim/Region/ScriptEngine/DotNetEngine/Compiler/LSL/Compiler.cs +++ b/OpenSim/Region/ScriptEngine/DotNetEngine/Compiler/LSL/Compiler.cs @@ -13,39 +13,51 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL { private LSL2CSConverter LSL_Converter = new LSL2CSConverter(); private CSharpCodeProvider codeProvider = new CSharpCodeProvider(); + private int ScriptCompileCounter = 0; //private ICodeCompiler icc = codeProvider.CreateCompiler(); - public string Compile(string LSOFileName) + public string CompileFromFile(string LSOFileName) { - - - // Output assembly name - string OutFile = Path.Combine("ScriptEngines", Path.GetFileNameWithoutExtension(LSOFileName) + ".dll"); - //string OutFile = Path.Combine("ScriptEngines", "SecondLife.Script.dll"); - - Common.SendToDebug("Reading source code into memory"); - // TODO: Add error handling string CS_Code; switch (System.IO.Path.GetExtension(LSOFileName).ToLower()) { case ".txt": case ".lsl": Common.SendToDebug("Source code is LSL, converting to CS"); - CS_Code = LSL_Converter.Convert(File.ReadAllText(LSOFileName)); - break; + return CompileFromLSLText(File.ReadAllText(LSOFileName)); case ".cs": Common.SendToDebug("Source code is CS"); - CS_Code = File.ReadAllText(LSOFileName); - break; + return CompileFromCSText(File.ReadAllText(LSOFileName)); default: throw new Exception("Unknown script type."); } + } + /// + /// Converts script from LSL to CS and calls CompileFromCSText + /// + /// LSL script + /// Filename to .dll assembly + public string CompileFromLSLText(string Script) + { + return CompileFromCSText(LSL_Converter.Convert(Script)); + } + /// + /// Compile CS script to .Net assembly (.dll) + /// + /// CS script + /// Filename to .dll assembly + public string CompileFromCSText(string Script) + { - Common.SendToDebug("Compiling"); + + // Output assembly name + ScriptCompileCounter++; + string OutFile = Path.Combine("ScriptEngines", "Script_" + ScriptCompileCounter + ".dll"); + //string OutFile = Path.Combine("ScriptEngines", "SecondLife.Script.dll"); // DEBUG - write source to disk try { - File.WriteAllText(Path.Combine("ScriptEngines", "debug_" + Path.GetFileNameWithoutExtension(LSOFileName) + ".cs"), CS_Code); + File.WriteAllText(Path.Combine("ScriptEngines", "debug_" + Path.GetFileNameWithoutExtension(OutFile) + ".cs"), Script); } catch { } @@ -68,7 +80,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL //parameters.ReferencedAssemblies.Add("OpenSim.Region.Environment"); parameters.GenerateExecutable = false; parameters.OutputAssembly = OutFile; - CompilerResults results = codeProvider.CompileAssemblyFromSource(parameters, CS_Code); + CompilerResults results = codeProvider.CompileAssemblyFromSource(parameters, Script); // Go through errors // TODO: Return errors to user somehow diff --git a/OpenSim/Region/ScriptEngine/DotNetEngine/EventManager.cs b/OpenSim/Region/ScriptEngine/DotNetEngine/EventManager.cs index 32353ce..92afcf3 100644 --- a/OpenSim/Region/ScriptEngine/DotNetEngine/EventManager.cs +++ b/OpenSim/Region/ScriptEngine/DotNetEngine/EventManager.cs @@ -42,7 +42,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine class EventManager { private ScriptEngine myScriptEngine; - public IScriptHost TEMP_OBJECT_ID; + //public IScriptHost TEMP_OBJECT_ID; public EventManager(ScriptEngine _ScriptEngine) { myScriptEngine = _ScriptEngine; @@ -51,19 +51,47 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine // TODO: ADD SERVER HOOK TO LOAD A SCRIPT THROUGH myScriptEngine.ScriptManager // Hook up a test event to our test form - myScriptEngine.Log.Verbose("ScriptEngine", "EventManager Hooking up dummy-event: touch_start"); - // TODO: REPLACE THIS WITH A REAL TOUCH_START EVENT IN SERVER + //myScriptEngine.Log.Verbose("ScriptEngine", "EventManager Hooking up to server events"); myScriptEngine.World.EventManager.OnObjectGrab += new OpenSim.Region.Environment.Scenes.EventManager.ObjectGrabDelegate(touch_start); - //myScriptEngine.World.touch_start += new TempWorldInterfaceEventDelegates.touch_start(touch_start); + myScriptEngine.World.EventManager.OnRezScript += new OpenSim.Region.Environment.Scenes.EventManager.NewRezScript(OnRezScript); + } public void touch_start(uint localID, LLVector3 offsetPos, IClientAPI remoteClient) { // Add to queue for all scripts in ObjectID object //myScriptEngine.m_logger.Verbose("ScriptEngine", "EventManager Event: touch_start"); - myScriptEngine.myEventQueueManager.AddToObjectQueue(TEMP_OBJECT_ID, "touch_start", new object[] { (int)0 }); + myScriptEngine.myEventQueueManager.AddToObjectQueue(localID, "touch_start", new object[] { (int)1 }); } + public void OnRezScript(uint localID, LLUUID itemID, string script) + { + // TODO: Add code to compile script and wire up script to object + // Either the script is a stand-alone entity with a reference to public host, + // Or the host has a reference to the script because it was in its inventory. + //myScriptEngine.myScriptManager.StartScript( + // Path.Combine("ScriptEngines", "Default.lsl"), + // new OpenSim.Region.Environment.Scenes.Scripting.NullScriptHost() + //); + myScriptEngine.myScriptManager.StartScript( + localID, + itemID, + script + ); + + } + public void OnDeRezScript(uint localID, LLUUID itemID) + { + //myScriptEngine.myScriptManager.StartScript( + // Path.Combine("ScriptEngines", "Default.lsl"), + // new OpenSim.Region.Environment.Scenes.Scripting.NullScriptHost() + //); + myScriptEngine.myScriptManager.StopScript( + localID, + itemID + ); + + } // TODO: Replace placeholders below // These needs to be hooked up to OpenSim during init of this class diff --git a/OpenSim/Region/ScriptEngine/DotNetEngine/EventQueueManager.cs b/OpenSim/Region/ScriptEngine/DotNetEngine/EventQueueManager.cs index c2a4b88..3ef21db 100644 --- a/OpenSim/Region/ScriptEngine/DotNetEngine/EventQueueManager.cs +++ b/OpenSim/Region/ScriptEngine/DotNetEngine/EventQueueManager.cs @@ -32,6 +32,7 @@ using System.Text; using System.Threading; using System.Reflection; using OpenSim.Region.Environment.Scenes.Scripting; +using libsecondlife; namespace OpenSim.Region.ScriptEngine.DotNetEngine { @@ -64,16 +65,16 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine /// private struct QueueItemStruct { - public IScriptHost ObjectID; - public string ScriptID; + public uint localID; + public LLUUID itemID; public string FunctionName; public object[] param; } /// - /// List of ObjectID locks for mutex processing of script events + /// List of localID locks for mutex processing of script events /// - private List ObjectLocks = new List(); + private List ObjectLocks = new List(); private object TryLockLock = new object(); // Mutex lock object private ScriptEngine myScriptEngine; @@ -140,7 +141,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine else { // Something in queue, process - //myScriptEngine.m_logger.Verbose("ScriptEngine", "Processing event for ObjectID: " + QIS.ObjectID + ", ScriptID: " + QIS.ScriptID + ", FunctionName: " + QIS.FunctionName); + //myScriptEngine.m_logger.Verbose("ScriptEngine", "Processing event for localID: " + QIS.localID + ", itemID: " + QIS.itemID + ", FunctionName: " + QIS.FunctionName); // OBJECT BASED LOCK - TWO THREADS WORKING ON SAME OBJECT IS NOT GOOD lock (QueueLock) @@ -152,7 +153,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine QIS = EventQueue.Dequeue(); // Check if object is being processed by someone else - if (TryLock(QIS.ObjectID) == false) + if (TryLock(QIS.localID) == false) { // Object is already being processed, requeue it EventQueue.Enqueue(QIS); @@ -169,8 +170,14 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine if (GotItem == true) { // Execute function - myScriptEngine.myScriptManager.ExecuteEvent(QIS.ObjectID, QIS.ScriptID, QIS.FunctionName, QIS.param); - ReleaseLock(QIS.ObjectID); + try + { + myScriptEngine.myScriptManager.ExecuteEvent(QIS.localID, QIS.itemID, QIS.FunctionName, QIS.param); + } + finally + { + ReleaseLock(QIS.localID); + } } } // Something in queue @@ -183,37 +190,37 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine } /// - /// Try to get a mutex lock on ObjectID + /// Try to get a mutex lock on localID /// - /// + /// /// - private bool TryLock(IScriptHost ObjectID) + private bool TryLock(uint localID) { lock (TryLockLock) { - if (ObjectLocks.Contains(ObjectID) == true) + if (ObjectLocks.Contains(localID) == true) { return false; } else { - ObjectLocks.Add(ObjectID); + ObjectLocks.Add(localID); return true; } } } /// - /// Release mutex lock on ObjectID + /// Release mutex lock on localID /// - /// - private void ReleaseLock(IScriptHost ObjectID) + /// + private void ReleaseLock(uint localID) { lock (TryLockLock) { - if (ObjectLocks.Contains(ObjectID) == true) + if (ObjectLocks.Contains(localID) == true) { - ObjectLocks.Remove(ObjectID); + ObjectLocks.Remove(localID); } } } @@ -221,26 +228,26 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine /// /// Add event to event execution queue /// - /// + /// /// Name of the function, will be state + "_event_" + FunctionName /// Array of parameters to match event mask - public void AddToObjectQueue(IScriptHost ObjectID, string FunctionName, object[] param) + public void AddToObjectQueue(uint localID, string FunctionName, object[] param) { // Determine all scripts in Object and add to their queue - //myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Adding ObjectID: " + ObjectID + ", FunctionName: " + FunctionName); + //myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Adding localID: " + localID + ", FunctionName: " + FunctionName); lock (QueueLock) { - foreach (string ScriptID in myScriptEngine.myScriptManager.GetScriptKeys(ObjectID)) + foreach (LLUUID itemID in myScriptEngine.myScriptManager.GetScriptKeys(localID)) { // Add to each script in that object // TODO: Some scripts may not subscribe to this event. Should we NOT add it? Does it matter? // Create a structure and add data QueueItemStruct QIS = new QueueItemStruct(); - QIS.ObjectID = ObjectID; - QIS.ScriptID = ScriptID; + QIS.localID = localID; + QIS.itemID = itemID; QIS.FunctionName = FunctionName; QIS.param = param; diff --git a/OpenSim/Region/ScriptEngine/DotNetEngine/ScriptEngine.cs b/OpenSim/Region/ScriptEngine/DotNetEngine/ScriptEngine.cs index 2786943..77bd409 100644 --- a/OpenSim/Region/ScriptEngine/DotNetEngine/ScriptEngine.cs +++ b/OpenSim/Region/ScriptEngine/DotNetEngine/ScriptEngine.cs @@ -64,9 +64,12 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine public void InitializeEngine(OpenSim.Region.Environment.Scenes.Scene Sceneworld, OpenSim.Framework.Console.LogBase logger) { + World = Sceneworld; m_log = logger; - + + Log.Verbose("ScriptEngine", "DotNet & LSL ScriptEngine initializing"); + //m_logger.Status("ScriptEngine", "InitializeEngine"); // Create all objects we'll be using @@ -78,30 +81,21 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine // Should we iterate the region for scripts that needs starting? // Or can we assume we are loaded before anything else so we can use proper events? - // Event hook for when scripts are dragged to script inventory - World.EventManager.OnRezScript += NewRezScriptHandler; } - - private void NewRezScriptHandler(uint localID, LLUUID itemID, string script) - { - // TODO: Add code to compile script and wire up script to object - // Either the script is a stand-alone entity with a reference to public host, - // Or the host has a reference to the script because it was in its inventory. - } - + public void Shutdown() { // We are shutting down } - // !!!FOR DEBUGGING ONLY!!! (for executing script directly from test app) - [Obsolete("!!!FOR DEBUGGING ONLY!!!")] - public void StartScript(string ScriptID, IScriptHost ObjectID) - { - this.myEventManager.TEMP_OBJECT_ID = ObjectID; - Log.Status("ScriptEngine", "DEBUG FUNCTION: StartScript: " + ScriptID); - myScriptManager.StartScript(ScriptID, ObjectID); - } + //// !!!FOR DEBUGGING ONLY!!! (for executing script directly from test app) + //[Obsolete("!!!FOR DEBUGGING ONLY!!!")] + //public void StartScript(string ScriptID, IScriptHost ObjectID) + //{ + // this.myEventManager.TEMP_OBJECT_ID = ObjectID; + // Log.Status("ScriptEngine", "DEBUG FUNCTION: StartScript: " + ScriptID); + // myScriptManager.StartScript(ScriptID, ObjectID); + //} } } diff --git a/OpenSim/Region/ScriptEngine/DotNetEngine/ScriptManager.cs b/OpenSim/Region/ScriptEngine/DotNetEngine/ScriptManager.cs index 2be65e3..b7a4aca 100644 --- a/OpenSim/Region/ScriptEngine/DotNetEngine/ScriptManager.cs +++ b/OpenSim/Region/ScriptEngine/DotNetEngine/ScriptManager.cs @@ -37,6 +37,7 @@ using OpenSim.Region.Environment.Scenes.Scripting; using OpenSim.Region.ScriptEngine.DotNetEngine.Compiler; using OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL; using OpenSim.Region.ScriptEngine.Common; +using libsecondlife; namespace OpenSim.Region.ScriptEngine.DotNetEngine { @@ -53,7 +54,6 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine public ScriptManager(ScriptEngine scriptEngine) { m_scriptEngine = scriptEngine; - m_scriptEngine.Log.Verbose("ScriptEngine", "ScriptManager Start"); AppDomain.CurrentDomain.AssemblyResolve += new ResolveEventHandler(CurrentDomain_AssemblyResolve); } @@ -69,7 +69,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine // Object> // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory. // Instead use RuntimeTypeHandle, RuntimeFieldHandle and RunTimeHandle (IntPtr) instead! - internal Dictionary> Scripts = new Dictionary>(); + internal Dictionary> Scripts = new Dictionary>(); public Scene World { get @@ -79,75 +79,75 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine } - internal Dictionary.KeyCollection GetScriptKeys(IScriptHost ObjectID) + internal Dictionary.KeyCollection GetScriptKeys(uint localID) { - if (Scripts.ContainsKey(ObjectID) == false) + if (Scripts.ContainsKey(localID) == false) return null; - Dictionary Obj; - Scripts.TryGetValue(ObjectID, out Obj); + Dictionary Obj; + Scripts.TryGetValue(localID, out Obj); return Obj.Keys; } - internal LSL_BaseClass GetScript(IScriptHost ObjectID, string ScriptID) + internal LSL_BaseClass GetScript(uint localID, LLUUID itemID) { - if (Scripts.ContainsKey(ObjectID) == false) + if (Scripts.ContainsKey(localID) == false) return null; - Dictionary Obj; - Scripts.TryGetValue(ObjectID, out Obj); - if (Obj.ContainsKey(ScriptID) == false) + Dictionary Obj; + Scripts.TryGetValue(localID, out Obj); + if (Obj.ContainsKey(itemID) == false) return null; // Get script LSL_BaseClass Script; - Obj.TryGetValue(ScriptID, out Script); + Obj.TryGetValue(itemID, out Script); return Script; } - internal void SetScript(IScriptHost ObjectID, string ScriptID, LSL_BaseClass Script) + internal void SetScript(uint localID, LLUUID itemID, LSL_BaseClass Script) { // Create object if it doesn't exist - if (Scripts.ContainsKey(ObjectID) == false) + if (Scripts.ContainsKey(localID) == false) { - Scripts.Add(ObjectID, new Dictionary()); + Scripts.Add(localID, new Dictionary()); } // Delete script if it exists - Dictionary Obj; - Scripts.TryGetValue(ObjectID, out Obj); - if (Obj.ContainsKey(ScriptID) == true) - Obj.Remove(ScriptID); + Dictionary Obj; + Scripts.TryGetValue(localID, out Obj); + if (Obj.ContainsKey(itemID) == true) + Obj.Remove(itemID); // Add to object - Obj.Add(ScriptID, Script); + Obj.Add(itemID, Script); } - internal void RemoveScript(IScriptHost ObjectID, string ScriptID) + internal void RemoveScript(uint localID, LLUUID itemID) { // Don't have that object? - if (Scripts.ContainsKey(ObjectID) == false) + if (Scripts.ContainsKey(localID) == false) return; // Delete script if it exists - Dictionary Obj; - Scripts.TryGetValue(ObjectID, out Obj); - if (Obj.ContainsKey(ScriptID) == true) - Obj.Remove(ScriptID); + Dictionary Obj; + Scripts.TryGetValue(localID, out Obj); + if (Obj.ContainsKey(itemID) == true) + Obj.Remove(itemID); } /// /// Fetches, loads and hooks up a script to an objects events /// - /// - /// - public void StartScript(string ScriptID, IScriptHost ObjectID) + /// + /// + public void StartScript(uint localID, LLUUID itemID, string Script) { //IScriptHost root = host.GetRoot(); - m_scriptEngine.Log.Verbose("ScriptEngine", "ScriptManager StartScript: ScriptID: " + ScriptID + ", ObjectID: " + ObjectID); + m_scriptEngine.Log.Verbose("ScriptEngine", "ScriptManager StartScript: localID: " + localID + ", itemID: " + itemID); // We will initialize and start the script. // It will be up to the script itself to hook up the correct events. @@ -157,59 +157,39 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine { - // * Fetch script from server - // DEBUG - ScriptID is an actual filename during debug - // (therefore we can also check type by looking at extension) - FileName = ScriptID; - - // * Does script need compile? Send it to LSL compiler first. (TODO: Use (and clean) compiler cache) - //myScriptEngine.m_logger.Verbose("ScriptEngine", "ScriptManager Script extension: " + System.IO.Path.GetExtension(FileName).ToLower()); - switch (System.IO.Path.GetExtension(FileName).ToLower()) - { - case ".txt": - case ".lsl": - case ".cs": - m_scriptEngine.Log.Verbose("ScriptEngine", "ScriptManager Script is CS/LSL, compiling to .Net Assembly"); - // Create a new instance of the compiler (currently we don't want reuse) - OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.Compiler LSLCompiler = new OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.Compiler(); - // Compile - FileName = LSLCompiler.Compile(FileName); - break; - default: - throw new Exception("Unknown script type."); - } - - - - m_scriptEngine.Log.Verbose("ScriptEngine", "Compilation done"); + // Create a new instance of the compiler (currently we don't want reuse) + OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.Compiler LSLCompiler = new OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.Compiler(); + // Compile (We assume LSL) + FileName = LSLCompiler.CompileFromLSLText(Script); + m_scriptEngine.Log.Verbose("ScriptEngine", "Compilation of " + FileName + " done"); // * Insert yield into code FileName = ProcessYield(FileName); //OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSO.LSL_BaseClass Script = LoadAndInitAssembly(FreeAppDomain, FileName); - //OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass Script = LoadAndInitAssembly(FreeAppDomain, FileName, ObjectID); + //OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass Script = LoadAndInitAssembly(FreeAppDomain, FileName, localID); long before; before = GC.GetTotalMemory(true); - LSL_BaseClass Script = m_scriptEngine.myAppDomainManager.LoadScript(FileName); - Console.WriteLine("Script occupies {0} bytes", GC.GetTotalMemory(true) - before); + LSL_BaseClass CompiledScript = m_scriptEngine.myAppDomainManager.LoadScript(FileName); + Console.WriteLine("Script " + itemID + " occupies {0} bytes", GC.GetTotalMemory(true) - before); before = GC.GetTotalMemory(true); - Script = m_scriptEngine.myAppDomainManager.LoadScript(FileName); - Console.WriteLine("Script occupies {0} bytes", GC.GetTotalMemory(true) - before); + //Script = m_scriptEngine.myAppDomainManager.LoadScript(FileName); + //Console.WriteLine("Script occupies {0} bytes", GC.GetTotalMemory(true) - before); //before = GC.GetTotalMemory(true); //Script = m_scriptEngine.myAppDomainManager.LoadScript(FileName); //Console.WriteLine("Script occupies {0} bytes", GC.GetTotalMemory(true) - before); // Add it to our temporary active script keeper - //Scripts.Add(FullScriptID, Script); - SetScript(ObjectID, ScriptID, Script); + //Scripts.Add(FullitemID, Script); + SetScript(localID, itemID, CompiledScript); // We need to give (untrusted) assembly a private instance of BuiltIns - // this private copy will contain Read-Only FullScriptID so that it can bring that on to the server whenever needed. - LSL_BuiltIn_Commands LSLB = new LSL_BuiltIn_Commands(this, ObjectID); + // this private copy will contain Read-Only FullitemID so that it can bring that on to the server whenever needed. + LSL_BuiltIn_Commands LSLB = new LSL_BuiltIn_Commands(this, World.GetSceneObjectPart(localID)); // Start the script - giving it BuiltIns - Script.Start(LSLB); + CompiledScript.Start(LSLB); } catch (Exception e) @@ -219,16 +199,16 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine } - public void StopScript(string ScriptID, IScriptHost ObjectID) + public void StopScript(uint localID, LLUUID itemID) { // Stop script // Get AppDomain - AppDomain ad = GetScript(ObjectID, ScriptID).Exec.GetAppDomain(); + AppDomain ad = GetScript(localID, itemID).Exec.GetAppDomain(); // Tell script not to accept new requests - GetScript(ObjectID, ScriptID).Exec.StopScript(); + GetScript(localID, itemID).Exec.StopScript(); // Remove from internal structure - RemoveScript(ObjectID, ScriptID); + RemoveScript(localID, itemID); // Tell AppDomain that we have stopped script m_scriptEngine.myAppDomainManager.StopScript(ad); } @@ -244,16 +224,16 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine /// /// Execute a LL-event-function in Script /// - /// Object the script is located in - /// Script ID + /// Object the script is located in + /// Script ID /// Name of function /// Arguments to pass to function - internal void ExecuteEvent(IScriptHost ObjectID, string ScriptID, string FunctionName, object[] args) + internal void ExecuteEvent(uint localID, LLUUID itemID, string FunctionName, object[] args) { // Execute a function in the script - m_scriptEngine.Log.Verbose("ScriptEngine", "Executing Function ObjectID: " + ObjectID + ", ScriptID: " + ScriptID + ", FunctionName: " + FunctionName); - LSL_BaseClass Script = m_scriptEngine.myScriptManager.GetScript(ObjectID, ScriptID); + m_scriptEngine.Log.Verbose("ScriptEngine", "Executing Function localID: " + localID + ", itemID: " + itemID + ", FunctionName: " + FunctionName); + LSL_BaseClass Script = m_scriptEngine.myScriptManager.GetScript(localID, itemID); // Must be done in correct AppDomain, so leaving it up to the script itself Script.Exec.ExecuteEvent(FunctionName, args); 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