/* * Copyright (c) Contributors, http://www.openmetaverse.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. * */ /* Original code: Tedd Hansen */ using System; using System.Collections.Generic; using System.Text; using System.Threading; using System.Reflection; namespace OpenSim.Region.ScriptEngine.DotNetEngine { class ScriptManager { private ScriptEngine myScriptEngine; public ScriptManager(ScriptEngine _ScriptEngine) { myScriptEngine = _ScriptEngine; myScriptEngine.m_logger.Verbose("ScriptEngine", "ScriptManager Start"); } // Object> internal Dictionary> Scripts = new Dictionary>(); internal Dictionary.KeyCollection GetScriptKeys(string ObjectID) { if (Scripts.ContainsKey(ObjectID) == false) return null; Dictionary Obj; Scripts.TryGetValue(ObjectID, out Obj); return Obj.Keys; } internal OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass GetScript(string ObjectID, string ScriptID) { if (Scripts.ContainsKey(ObjectID) == false) return null; Dictionary Obj; Scripts.TryGetValue(ObjectID, out Obj); if (Obj.ContainsKey(ScriptID) == false) return null; // Get script OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass Script; Obj.TryGetValue(ScriptID, out Script); return Script; } internal void SetScript(string ObjectID, string ScriptID, OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass Script) { // Create object if it doesn't exist if (Scripts.ContainsKey(ObjectID) == false) Scripts.Add(ObjectID, new Dictionary()); // Delete script if it exists Dictionary Obj; Scripts.TryGetValue(ObjectID, out Obj); if (Obj.ContainsKey(ScriptID) == true) Obj.Remove(ScriptID); // Add to object Obj.Add(ScriptID, Script); } /// /// Fetches, loads and hooks up a script to an objects events /// /// /// public void StartScript(string ScriptID, string ObjectID) { myScriptEngine.m_logger.Verbose("ScriptEngine", "ScriptManager StartScript: ScriptID: " + ScriptID + ", ObjectID: " + ObjectID); // We will initialize and start the script. // It will be up to the script itself to hook up the correct events. string FileName; // * Fetch script from server // DEBUG - ScriptID is an actual filename during debug // (therefore we can also check type by looking at extension) FileName = ScriptID; // * Does script need compile? Send it to LSL compiler first. (TODO: Use (and clean) compiler cache) //myScriptEngine.m_logger.Verbose("ScriptEngine", "ScriptManager Script extension: " + System.IO.Path.GetExtension(FileName).ToLower()); switch (System.IO.Path.GetExtension(FileName).ToLower()) { case ".txt": case ".lsl": case ".cs": myScriptEngine.m_logger.Verbose("ScriptEngine", "ScriptManager Script is CS/LSL, compiling to .Net Assembly"); // 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 FileName = LSLCompiler.Compile(FileName); break; default: throw new Exception("Unknown script type."); } myScriptEngine.m_logger.Verbose("ScriptEngine", "Compilation done"); // * Insert yield into code FileName = ProcessYield(FileName); // * Find next available AppDomain to put it in AppDomain FreeAppDomain = GetFreeAppDomain(); // * Load and start script //OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSO.LSL_BaseClass Script = LoadAndInitAssembly(FreeAppDomain, FileName); OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass Script = LoadAndInitAssembly(FreeAppDomain, FileName); string FullScriptID = ScriptID + "." + ObjectID; // Add it to our temporary active script keeper //Scripts.Add(FullScriptID, Script); SetScript(ObjectID, ScriptID, Script); // We need to give (untrusted) assembly a private instance of BuiltIns // this private copy will contain Read-Only FullScriptID so that it can bring that on to the server whenever needed. //OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL_BuiltIn_Commands_Interface LSLB = new OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL_BuiltIn_Commands_TestImplementation(FullScriptID); // Start the script - giving it BuiltIns myScriptEngine.m_logger.Verbose("ScriptEngine", "ScriptManager initializing script, handing over private builtin command interface"); Script.Start(myScriptEngine.World, ScriptID); } private string ProcessYield(string FileName) { // TODO: Create a new assembly and copy old but insert Yield Code return FileName; } private AppDomain GetFreeAppDomain() { // TODO: Find an available AppDomain - if none, create one and add default security return Thread.GetDomain(); } /// /// Does actual loading and initialization of script Assembly /// /// AppDomain to load script into /// FileName of script assembly (.dll) /// private OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass LoadAndInitAssembly(AppDomain FreeAppDomain, string FileName) { //myScriptEngine.m_logger.Verbose("ScriptEngine", "ScriptManager Loading Assembly " + FileName); // Load .Net Assembly (.dll) // Initialize and return it // TODO: Add error handling // Script might not follow our rules since users can upload -anything- Assembly a; //try //{ // Load to default appdomain (temporary) a = Assembly.LoadFrom(FileName); // Load to specified appdomain // TODO: Insert security //a = FreeAppDomain.Load(FileName); //} //catch (Exception e) //{ //} //foreach (Type _t in a.GetTypes()) //{ // Console.WriteLine("Type: " + _t.ToString()); //} Type t; //try //{ t = a.GetType("SecondLife.Script", true); //} //catch (Exception e) //{ //} return (OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass)Activator.CreateInstance(t); } internal void ExecuteFunction(string ObjectID, string ScriptID, string FunctionName, object[] args) { myScriptEngine.m_logger.Verbose("ScriptEngine", "Executing Function ObjectID: " + ObjectID + ", ScriptID: " + ScriptID + ", FunctionName: " + FunctionName); OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass Script = myScriptEngine.myScriptManager.GetScript(ObjectID, ScriptID); Type type = Script.GetType(); //object o = (object)Script; //System.Collections.Generic.List Functions = (System.Collections.Generic.List) //Type type = typeof(OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSO.LSL_BaseClass); myScriptEngine.m_logger.Verbose("ScriptEngine", "Invoke: \"" + Script.State + "_event_" + FunctionName + "\""); type.InvokeMember(Script.State + "_event_" + FunctionName, BindingFlags.InvokeMethod, null, Script, args); //System.Collections.Generic.List Functions = (System.Collections.Generic.List)type.InvokeMember("GetFunctions", BindingFlags.InvokeMethod, null, Script, null); //foreach (MemberInfo mi in type.GetMembers()) //{ // Common.SendToDebug("Member found: " + mi.ToString()); //} } } }