/* * 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; 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; 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; m_scriptEngine.Log.Verbose("ScriptEngine", "ScriptManager Start"); AppDomain.CurrentDomain.AssemblyResolve += new ResolveEventHandler(CurrentDomain_AssemblyResolve); } private static Assembly CurrentDomain_AssemblyResolve(object sender, ResolveEventArgs args) { //Console.WriteLine("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(IScriptHost ObjectID) { if (Scripts.ContainsKey(ObjectID) == false) return null; Dictionary Obj; Scripts.TryGetValue(ObjectID, out Obj); return Obj.Keys; } internal LSL_BaseClass GetScript(IScriptHost 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 LSL_BaseClass Script; Obj.TryGetValue(ScriptID, out Script); return Script; } internal void SetScript(IScriptHost ObjectID, string ScriptID, 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); } internal void RemoveScript(IScriptHost ObjectID, string ScriptID) { // Don't have that object? if (Scripts.ContainsKey(ObjectID) == false) return; // Delete script if it exists Dictionary Obj; Scripts.TryGetValue(ObjectID, out Obj); if (Obj.ContainsKey(ScriptID) == true) Obj.Remove(ScriptID); } /// /// Fetches, loads and hooks up a script to an objects events /// /// /// public void StartScript(string ScriptID, IScriptHost ObjectID) { //IScriptHost root = host.GetRoot(); m_scriptEngine.Log.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 = ""; try { // * 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": m_scriptEngine.Log.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."); } m_scriptEngine.Log.Verbose("ScriptEngine", "Compilation 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, ObjectID); long before; before = GC.GetTotalMemory(true); LSL_BaseClass 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); //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(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. LSL_BuiltIn_Commands LSLB = new LSL_BuiltIn_Commands(this, ObjectID); // Start the script - giving it BuiltIns Script.Start(LSLB); } catch (Exception e) { m_scriptEngine.Log.Error("ScriptEngine", "Exception loading script \"" + FileName + "\": " + e.ToString()); } } public void StopScript(string ScriptID, IScriptHost ObjectID) { // Stop script // Get AppDomain AppDomain ad = GetScript(ObjectID, ScriptID).Exec.GetAppDomain(); // Tell script not to accept new requests GetScript(ObjectID, ScriptID).Exec.StopScript(); // Remove from internal structure RemoveScript(ObjectID, ScriptID); // 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(IScriptHost ObjectID, string ScriptID, string FunctionName, object[] args) { // Execute a function in the script m_scriptEngine.Log.Verbose("ScriptEngine", "Executing Function ObjectID: " + ObjectID + ", ScriptID: " + ScriptID + ", FunctionName: " + FunctionName); LSL_BaseClass Script = m_scriptEngine.myScriptManager.GetScript(ObjectID, ScriptID); // 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; } } } }