/*
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* modification, are permitted provided that the following conditions are met:
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* 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
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*
*/
/* Original code: Tedd Hansen */
using System;
using System.Collections.Generic;
using System.Text;
using System.Threading;
using System.Reflection;
using System.Runtime.Remoting;
using OpenSim.Region.Environment.Scenes;
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
{
///
/// Loads scripts
/// Compiles them if necessary
/// Execute functions for EventQueueManager (Sends them to script on other AppDomain for execution)
///
[Serializable]
public class ScriptManager
{
private ScriptEngine m_scriptEngine;
public ScriptManager(ScriptEngine scriptEngine)
{
m_scriptEngine = scriptEngine;
AppDomain.CurrentDomain.AssemblyResolve += new ResolveEventHandler(CurrentDomain_AssemblyResolve);
}
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;
}
// 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>();
public Scene World
{
get
{
return m_scriptEngine.World;
}
}
internal Dictionary.KeyCollection GetScriptKeys(uint localID)
{
if (Scripts.ContainsKey(localID) == false)
return null;
Dictionary Obj;
Scripts.TryGetValue(localID, out Obj);
return Obj.Keys;
}
internal LSL_BaseClass GetScript(uint localID, LLUUID itemID)
{
if (Scripts.ContainsKey(localID) == false)
return null;
Dictionary Obj;
Scripts.TryGetValue(localID, out Obj);
if (Obj.ContainsKey(itemID) == false)
return null;
// Get script
LSL_BaseClass Script;
Obj.TryGetValue(itemID, out Script);
return Script;
}
internal void SetScript(uint localID, LLUUID itemID, LSL_BaseClass Script)
{
// 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);
}
internal 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);
}
///
/// Fetches, loads and hooks up a script to an objects events
///
///
///
public void StartScript(uint localID, LLUUID itemID, string Script)
{
//IScriptHost root = host.GetRoot();
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.
string FileName = "";
try
{
// 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, localID);
//long before;
//before = GC.GetTotalMemory(true);
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);
//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(FullitemID, Script);
SetScript(localID, itemID, CompiledScript);
// We need to give (untrusted) assembly a private instance of BuiltIns
// 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
CompiledScript.Start(LSLB);
}
catch (Exception e)
{
m_scriptEngine.Log.Error("ScriptEngine", "Exception loading script \"" + FileName + "\": " + e.ToString());
}
}
public void StopScript(uint localID, LLUUID itemID)
{
// Stop script
// Get AppDomain
AppDomain ad = GetScript(localID, itemID).Exec.GetAppDomain();
// Tell script not to accept new requests
GetScript(localID, itemID).Exec.StopScript();
// Remove from internal structure
RemoveScript(localID, itemID);
// Tell AppDomain that we have stopped script
m_scriptEngine.myAppDomainManager.StopScript(ad);
}
private string ProcessYield(string FileName)
{
// TODO: Create a new assembly and copy old but insert Yield Code
//return TempDotNetMicroThreadingCodeInjector.TestFix(FileName);
return FileName;
}
///
/// 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, object[] args)
{
// Execute a function in the script
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);
}
public string RegionName
{
get
{
return World.RegionInfo.RegionName;
}
}
}
}