/* * 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; using System.Collections.Generic; using System.Reflection; namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase { public class AppDomainManager : iScriptEngineFunctionModule { // // This class does AppDomain handling and loading/unloading of scripts in it. // It is instanced in "ScriptEngine" and controlled from "ScriptManager" // // 1. Create a new AppDomain if old one is full (or doesn't exist) // 2. Load scripts into AppDomain // 3. Unload scripts from AppDomain (stopping them and marking them as inactive) // 4. Unload AppDomain completely when all scripts in it has stopped // private int maxScriptsPerAppDomain = 1; /// /// Internal list of all AppDomains /// private List appDomains = new List(); /// /// Structure to keep track of data around AppDomain /// private class AppDomainStructure { /// /// The AppDomain itself /// public AppDomain CurrentAppDomain; /// /// Number of scripts loaded into AppDomain /// public int ScriptsLoaded; /// /// Number of dead scripts /// public int ScriptsWaitingUnload; } /// /// Current AppDomain /// private AppDomainStructure currentAD; private object getLock = new object(); // Mutex private object freeLock = new object(); // Mutex private ScriptEngine m_scriptEngine; //public AppDomainManager(ScriptEngine scriptEngine) public AppDomainManager(ScriptEngine scriptEngine) { m_scriptEngine = scriptEngine; ReadConfig(); } public void ReadConfig() { maxScriptsPerAppDomain = m_scriptEngine.ScriptConfigSource.GetInt("ScriptsPerAppDomain", 1); } /// /// Find a free AppDomain, creating one if necessary /// /// Free AppDomain private AppDomainStructure GetFreeAppDomain() { // Console.WriteLine("Finding free AppDomain"); lock (getLock) { // Current full? if (currentAD != null && currentAD.ScriptsLoaded >= maxScriptsPerAppDomain) { // Add it to AppDomains list and empty current appDomains.Add(currentAD); currentAD = null; } // No current if (currentAD == null) { // Create a new current AppDomain currentAD = new AppDomainStructure(); currentAD.CurrentAppDomain = PrepareNewAppDomain(); } // Console.WriteLine("Scripts loaded in this Appdomain: " + currentAD.ScriptsLoaded); return currentAD; } } private int AppDomainNameCount; /// /// Create and prepare a new AppDomain for scripts /// /// The new AppDomain private AppDomain PrepareNewAppDomain() { // Create and prepare a new AppDomain AppDomainNameCount++; // TODO: Currently security match current appdomain // Construct and initialize settings for a second AppDomain. AppDomainSetup ads = new AppDomainSetup(); ads.ApplicationBase = AppDomain.CurrentDomain.BaseDirectory; ads.DisallowBindingRedirects = true; ads.DisallowCodeDownload = true; ads.LoaderOptimization = LoaderOptimization.MultiDomainHost; ads.ShadowCopyFiles = "false"; // Disable shadowing ads.ConfigurationFile = AppDomain.CurrentDomain.SetupInformation.ConfigurationFile; AppDomain AD = AppDomain.CreateDomain("ScriptAppDomain_" + AppDomainNameCount, null, ads); m_scriptEngine.Log.Info("[" + m_scriptEngine.ScriptEngineName + "]: AppDomain Loading: " + AssemblyName.GetAssemblyName("OpenSim.Region.ScriptEngine.Common.dll").ToString()); AD.Load(AssemblyName.GetAssemblyName("OpenSim.Region.ScriptEngine.Common.dll")); // Return the new AppDomain return AD; } /// /// Unload appdomains that are full and have only dead scripts /// private void UnloadAppDomains() { lock (freeLock) { // Go through all foreach (AppDomainStructure ads in new ArrayList(appDomains)) { // Don't process current AppDomain if (ads.CurrentAppDomain != currentAD.CurrentAppDomain) { // Not current AppDomain // Is number of unloaded bigger or equal to number of loaded? if (ads.ScriptsLoaded <= ads.ScriptsWaitingUnload) { // Remove from internal list appDomains.Remove(ads); //#if DEBUG //Console.WriteLine("Found empty AppDomain, unloading"); //long m = GC.GetTotalMemory(true); // This force a garbage collect that freezes some windows plateforms //#endif // Unload AppDomain.Unload(ads.CurrentAppDomain); //#if DEBUG //m_scriptEngine.Log.Info("[" + m_scriptEngine.ScriptEngineName + "]: AppDomain unload freed " + (m - GC.GetTotalMemory(true)) + " bytes of memory"); //#endif } } } } } public IScript LoadScript(string FileName) { // Find next available AppDomain to put it in AppDomainStructure FreeAppDomain = GetFreeAppDomain(); #if DEBUG m_scriptEngine.Log.Info("[" + m_scriptEngine.ScriptEngineName + "]: Loading into AppDomain: " + FileName); #endif IScript mbrt = (IScript) FreeAppDomain.CurrentAppDomain.CreateInstanceFromAndUnwrap(FileName, "SecondLife.Script"); //Console.WriteLine("ScriptEngine AppDomainManager: is proxy={0}", RemotingServices.IsTransparentProxy(mbrt)); FreeAppDomain.ScriptsLoaded++; return mbrt; } /// /// Increase "dead script" counter for an AppDomain /// /// //[Obsolete("Needs fixing, needs a real purpose in life!!!")] public void StopScript(AppDomain ad) { lock (freeLock) { #if DEBUG m_scriptEngine.Log.Info("[" + m_scriptEngine.ScriptEngineName + "]: Stopping script in AppDomain"); #endif // Check if it is current AppDomain if (currentAD.CurrentAppDomain == ad) { // Yes - increase currentAD.ScriptsWaitingUnload++; return; } // Lopp through all AppDomains foreach (AppDomainStructure ads in new ArrayList(appDomains)) { if (ads.CurrentAppDomain == ad) { // Found it ads.ScriptsWaitingUnload++; break; } } } UnloadAppDomains(); // Outsite lock, has its own GetLock } /// /// If set to true then threads and stuff should try to make a graceful exit /// public bool PleaseShutdown { get { return _PleaseShutdown; } set { _PleaseShutdown = value; } } private bool _PleaseShutdown = false; } }