/*
* 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:
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* notice, this list of conditions and the following disclaimer.
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* notice, this list of conditions and the following disclaimer in the
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* 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
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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*/
using System;
using System.Collections.Generic;
using System.Reflection;
using log4net;
using Nini.Config;
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, ScriptServerInterfaces.ScriptEngine, iScriptEngineFunctionModule, IEventReceiver
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public static List ScriptEngines = new List();
public Scene World;
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 AsyncCommandManager m_ASYNCLSLCommandManager; // Asyncronous LSL commands (commands that returns with an event)
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;
///
/// 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)
{
World = 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_AppDomainManager = new AppDomainManager(this);
m_ASYNCLSLCommandManager = new AsyncCommandManager(this);
if (m_MaintenanceThread == null)
m_MaintenanceThread = new MaintenanceThread();
m_log.Info("[" + ScriptEngineName + "]: Reading configuration from config section \"" + ScriptEngineName + "\"");
ReadConfig();
// 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?
}
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);
}
}
ScriptServerInterfaces.RemoteEvents ScriptServerInterfaces.ScriptEngine.EventManager()
{
return this.m_EventManager;
}
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_ASYNCLSLCommandManager != null) m_ASYNCLSLCommandManager.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, EventQueueManager.llDetectNull, p.Params);
}
public bool PostScriptEvent(UUID itemID, EventParams p)
{
return m_EventQueueManager.AddToScriptQueue(0, itemID, p.EventName, EventQueueManager.llDetectNull, p.Params);
}
#endregion
}
}