/* * 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.Environment.Interfaces; using OpenSim.Region.Environment.Scenes; 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 { 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; } /// /// 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_log.Info("[" + ScriptEngineName + "]: ScriptEngine initializing"); // Make sure we have config if (ConfigSource.Configs[ScriptEngineName] == null) ConfigSource.AddConfig(ScriptEngineName); ScriptConfigSource = ConfigSource.Configs[ScriptEngineName]; //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 newScriptManager.Start(); 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 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 PostInitialise() { } public void Close() { } public string Name { get { return "Common." + ScriptEngineName; } } public bool IsSharedModule { get { return false; } } #endregion } }