/* * 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.IO; using System.Reflection; using System.Runtime.Serialization.Formatters.Binary; using System.Threading; using libsecondlife; using OpenSim.Region.Environment.Scenes; namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase { /// /// Loads scripts /// Compiles them if necessary /// Execute functions for EventQueueManager (Sends them to script on other AppDomain for execution) /// /// // This class is as close as you get to the script without being inside script class. It handles all the dirty work for other classes. // * Keeps track of running scripts // * Compiles script if necessary (through "Compiler") // * Loads script (through "AppDomainManager" called from for example "EventQueueManager") // * Executes functions inside script (called from for example "EventQueueManager" class) // * Unloads script (through "AppDomainManager" called from for example "EventQueueManager") // * Dedicated load/unload thread, and queues loading/unloading. // This so that scripts starting or stopping will not slow down other theads or whole system. // [Serializable] public abstract class ScriptManager : iScriptEngineFunctionModule { #region Declares private Thread scriptLoadUnloadThread; private static Thread staticScriptLoadUnloadThread; private int scriptLoadUnloadThread_IdleSleepms; private Queue LUQueue = new Queue(); private static bool PrivateThread; private int LoadUnloadMaxQueueSize; private Object scriptLock = new Object(); // Load/Unload structure private struct LUStruct { public uint localID; public LLUUID itemID; public string script; public LUType Action; } private enum LUType { Unknown = 0, Load = 1, Unload = 2 } // Xantor 20080525: Keep a list of compiled scripts this session for reuse public Dictionary scriptList = new Dictionary(); // Object> // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory. // Instead use RuntimeTypeHandle, RuntimeFieldHandle and RunTimeHandle (IntPtr) instead! public Dictionary> Scripts = new Dictionary>(); public Scene World { get { return m_scriptEngine.World; } } #endregion public void ReadConfig() { scriptLoadUnloadThread_IdleSleepms = m_scriptEngine.ScriptConfigSource.GetInt("ScriptLoadUnloadLoopms", 30); // TODO: Requires sharing of all ScriptManagers to single thread PrivateThread = true; // m_scriptEngine.ScriptConfigSource.GetBoolean("PrivateScriptLoadUnloadThread", false); LoadUnloadMaxQueueSize = m_scriptEngine.ScriptConfigSource.GetInt("LoadUnloadMaxQueueSize", 100); } #region Object init/shutdown public ScriptEngine m_scriptEngine; public ScriptManager(ScriptEngine scriptEngine) { m_scriptEngine = scriptEngine; } public abstract void Initialize(); public void Start() { ReadConfig(); Initialize(); AppDomain.CurrentDomain.AssemblyResolve += new ResolveEventHandler(CurrentDomain_AssemblyResolve); // // CREATE THREAD // Private or shared // if (PrivateThread) { // Assign one thread per region //scriptLoadUnloadThread = StartScriptLoadUnloadThread(); } else { // Shared thread - make sure one exist, then assign it to the private if (staticScriptLoadUnloadThread == null) { //staticScriptLoadUnloadThread = StartScriptLoadUnloadThread(); } scriptLoadUnloadThread = staticScriptLoadUnloadThread; } } // TODO: unused // private static int privateThreadCount = 0; // private Thread StartScriptLoadUnloadThread() // { // Thread t = new Thread(ScriptLoadUnloadThreadLoop); // string name = "ScriptLoadUnloadThread:"; // if (PrivateThread) // { // name += "Private:" + privateThreadCount; // privateThreadCount++; // } // else // { // name += "Shared"; // } // t.Name = name; // t.IsBackground = true; // t.Priority = ThreadPriority.Normal; // t.Start(); // OpenSim.Framework.ThreadTracker.Add(t); // return t; // } ~ScriptManager() { // Abort load/unload thread try { //PleaseShutdown = true; //Thread.Sleep(100); if (scriptLoadUnloadThread != null && scriptLoadUnloadThread.IsAlive == true) { scriptLoadUnloadThread.Abort(); //scriptLoadUnloadThread.Join(); } } catch { } } #endregion #region Load / Unload scripts (Thread loop) // TODO: unused // private void ScriptLoadUnloadThreadLoop() // { // try // { // while (true) // { // if (LUQueue.Count == 0) // Thread.Sleep(scriptLoadUnloadThread_IdleSleepms); // //if (PleaseShutdown) // // return; // DoScriptLoadUnload(); // } // } // catch (ThreadAbortException tae) // { // string a = tae.ToString(); // a = String.Empty; // // Expected // } // } public void DoScriptLoadUnload() { lock (LUQueue) { if (LUQueue.Count > 0) { LUStruct item = LUQueue.Dequeue(); if (item.Action == LUType.Unload) { _StopScript(item.localID, item.itemID); } else if (item.Action == LUType.Load) { _StartScript(item.localID, item.itemID, item.script); } } } } #endregion #region Helper functions private static Assembly CurrentDomain_AssemblyResolve(object sender, ResolveEventArgs args) { //Console.WriteLine("ScriptManager.CurrentDomain_AssemblyResolve: " + args.Name); return Assembly.GetExecutingAssembly().FullName == args.Name ? Assembly.GetExecutingAssembly() : null; } #endregion #region Start/Stop/Reset script private readonly Object startStopLock = new Object(); /// /// Fetches, loads and hooks up a script to an objects events /// /// /// public void StartScript(uint localID, LLUUID itemID, string Script) { lock (LUQueue) { if (LUQueue.Count >= LoadUnloadMaxQueueSize) { m_scriptEngine.Log.Error("[" + m_scriptEngine.ScriptEngineName + "]: ERROR: Load/unload queue item count is at " + LUQueue.Count + ". Config variable \"LoadUnloadMaxQueueSize\" is set to " + LoadUnloadMaxQueueSize + ", so ignoring new script."); return; } LUStruct ls = new LUStruct(); ls.localID = localID; ls.itemID = itemID; ls.script = Script; ls.Action = LUType.Load; LUQueue.Enqueue(ls); } } /// /// Disables and unloads a script /// /// /// public void StopScript(uint localID, LLUUID itemID) { LUStruct ls = new LUStruct(); ls.localID = localID; ls.itemID = itemID; ls.Action = LUType.Unload; lock (LUQueue) { LUQueue.Enqueue(ls); } } // Create a new instance of the compiler (reuse) //private Compiler.LSL.Compiler LSLCompiler = new Compiler.LSL.Compiler(); public abstract void _StartScript(uint localID, LLUUID itemID, string Script); public abstract void _StopScript(uint localID, LLUUID itemID); #endregion #region Perform event execution in script /// /// Execute a LL-event-function in Script /// /// Object the script is located in /// Script ID /// Name of function /// Arguments to pass to function internal void ExecuteEvent(uint localID, LLUUID itemID, string FunctionName, EventQueueManager.Queue_llDetectParams_Struct qParams, object[] args) { //cfk 2-7-08 dont need this right now and the default Linux build has DEBUG defined ///#if DEBUG /// Console.WriteLine("ScriptEngine: Inside ExecuteEvent for event " + FunctionName); ///#endif // Execute a function in the script //m_scriptEngine.Log.Info("[" + ScriptEngineName + "]: Executing Function localID: " + localID + ", itemID: " + itemID + ", FunctionName: " + FunctionName); //ScriptBaseInterface Script = (ScriptBaseInterface)GetScript(localID, itemID); IScript Script = GetScript(localID, itemID); if (Script == null) { return; } //cfk 2-7-08 dont need this right now and the default Linux build has DEBUG defined ///#if DEBUG /// Console.WriteLine("ScriptEngine: Executing event: " + FunctionName); ///#endif // Must be done in correct AppDomain, so leaving it up to the script itself Script.llDetectParams = qParams; Script.Exec.ExecuteEvent(FunctionName, args); } public int GetStateEventFlags(uint localID, LLUUID itemID) { // Console.WriteLine("GetStateEventFlags for <" + localID + "," + itemID + ">"); try { IScript Script = GetScript(localID, itemID); if (Script == null) { return 0; } ExecutorBase.scriptEvents evflags = Script.Exec.GetStateEventFlags(); return (int)evflags; } catch (Exception) { } return 0; } #endregion #region Internal functions to keep track of script public Dictionary.KeyCollection GetScriptKeys(uint localID) { if (Scripts.ContainsKey(localID) == false) return null; Dictionary Obj; Scripts.TryGetValue(localID, out Obj); return Obj.Keys; } public IScript GetScript(uint localID, LLUUID itemID) { lock (scriptLock) { if (Scripts.ContainsKey(localID) == false) return null; Dictionary Obj; Scripts.TryGetValue(localID, out Obj); if (Obj.ContainsKey(itemID) == false) return null; // Get script IScript Script; Obj.TryGetValue(itemID, out Script); return Script; } } public void SetScript(uint localID, LLUUID itemID, IScript Script) { lock (scriptLock) { // Create object if it doesn't exist if (Scripts.ContainsKey(localID) == false) { Scripts.Add(localID, new Dictionary()); } // Delete script if it exists Dictionary Obj; Scripts.TryGetValue(localID, out Obj); if (Obj.ContainsKey(itemID) == true) Obj.Remove(itemID); // Add to object Obj.Add(itemID, Script); } } public void RemoveScript(uint localID, LLUUID itemID) { // Don't have that object? if (Scripts.ContainsKey(localID) == false) return; // Delete script if it exists Dictionary Obj; Scripts.TryGetValue(localID, out Obj); if (Obj.ContainsKey(itemID) == true) Obj.Remove(itemID); } #endregion public void ResetScript(uint localID, LLUUID itemID) { string script = GetScript(localID, itemID).Source; StopScript(localID, itemID); StartScript(localID, itemID, script); } #region Script serialization/deserialization public void GetSerializedScript(uint localID, LLUUID itemID) { // Serialize the script and return it // Should not be a problem FileStream fs = File.Create("SERIALIZED_SCRIPT_" + itemID); BinaryFormatter b = new BinaryFormatter(); b.Serialize(fs, GetScript(localID, itemID)); fs.Close(); } public void PutSerializedScript(uint localID, LLUUID itemID) { // Deserialize the script and inject it into an AppDomain // How to inject into an AppDomain? } #endregion ///// ///// 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; } }