aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Grid/ScriptEngine/DotNetEngine/ScriptManager.cs
blob: 85e9a9c5747704afbef8af5b42ce6d2a4cf4bf11 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
/*
* 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.
* 
*/
/* Original code: Tedd Hansen */
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.Framework;
using OpenSim.Grid.ScriptEngine.DotNetEngine.Compiler;
using OpenSim.Grid.ScriptEngine.DotNetEngine.Compiler.LSL;
using OpenSim.Region.Environment.Scenes;

namespace OpenSim.Grid.ScriptEngine.DotNetEngine
{
    /// <summary>
    /// Loads scripts
    /// Compiles them if necessary
    /// Execute functions for EventQueueManager (Sends them to script on other AppDomain for execution)
    /// </summary>
    [Serializable]
    public class ScriptManager
    {
        #region Declares

        private Thread scriptLoadUnloadThread;
        private int scriptLoadUnloadThread_IdleSleepms = 100;
        private Queue<LoadStruct> loadQueue = new Queue<LoadStruct>();
        private Queue<UnloadStruct> unloadQueue = new Queue<UnloadStruct>();

        private struct LoadStruct
        {
            public uint localID;
            public LLUUID itemID;
            public string script;
        }

        private struct UnloadStruct
        {
            public uint localID;
            public LLUUID itemID;
        }

        // Object<string, Script<string, script>>
        // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory.
        // Instead use RuntimeTypeHandle, RuntimeFieldHandle and RunTimeHandle (IntPtr) instead!
        internal Dictionary<uint, Dictionary<LLUUID, LSL_BaseClass>> Scripts =
            new Dictionary<uint, Dictionary<LLUUID, LSL_BaseClass>>();

        public Scene World
        {
            get { return m_scriptEngine.World; }
        }

        #endregion

        #region Object init/shutdown

        private ScriptEngine m_scriptEngine;

        public ScriptManager(ScriptEngine scriptEngine)
        {
            m_scriptEngine = scriptEngine;
            AppDomain.CurrentDomain.AssemblyResolve += new ResolveEventHandler(CurrentDomain_AssemblyResolve);
            scriptLoadUnloadThread = new Thread(ScriptLoadUnloadThreadLoop);
            scriptLoadUnloadThread.Name = "ScriptLoadUnloadThread";
            scriptLoadUnloadThread.IsBackground = true;
            scriptLoadUnloadThread.Priority = ThreadPriority.BelowNormal;
            scriptLoadUnloadThread.Start();
        }

        ~ScriptManager()
        {
            // Abort load/unload thread
            try
            {
                if (scriptLoadUnloadThread != null)
                {
                    if (scriptLoadUnloadThread.IsAlive == true)
                    {
                        scriptLoadUnloadThread.Abort();
                        scriptLoadUnloadThread.Join();
                    }
                }
            }
            catch
            {
            }
        }

        #endregion

        #region Load / Unload scripts (Thread loop)

        private void ScriptLoadUnloadThreadLoop()
        {
            try
            {
                while (true)
                {
                    if (loadQueue.Count == 0 && unloadQueue.Count == 0)
                        Thread.Sleep(scriptLoadUnloadThread_IdleSleepms);

                    if (loadQueue.Count > 0)
                    {
                        LoadStruct item = loadQueue.Dequeue();
                        _StartScript(item.localID, item.itemID, item.script);
                    }

                    if (unloadQueue.Count > 0)
                    {
                        UnloadStruct item = unloadQueue.Dequeue();
                        _StopScript(item.localID, item.itemID);
                    }
                }
            }
            catch (ThreadAbortException tae)
            {
                string a = tae.ToString();
                a = "";
                // Expected
            }
        }

        #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 Internal functions to keep track of script

        internal Dictionary<LLUUID, LSL_BaseClass>.KeyCollection GetScriptKeys(uint localID)
        {
            if (Scripts.ContainsKey(localID) == false)
                return null;

            Dictionary<LLUUID, LSL_BaseClass> 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<LLUUID, LSL_BaseClass> 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<LLUUID, LSL_BaseClass>());
            }

            // Delete script if it exists
            Dictionary<LLUUID, LSL_BaseClass> 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<LLUUID, LSL_BaseClass> Obj;
            Scripts.TryGetValue(localID, out Obj);
            if (Obj.ContainsKey(itemID) == true)
                Obj.Remove(itemID);
        }

        #endregion

        #region Start/Stop/Reset script

        /// <summary>
        /// Fetches, loads and hooks up a script to an objects events
        /// </summary>
        /// <param name="itemID"></param>
        /// <param name="localID"></param>
        public void StartScript(uint localID, LLUUID itemID, string Script)
        {
            LoadStruct ls = new LoadStruct();
            ls.localID = localID;
            ls.itemID = itemID;
            ls.script = Script;
            loadQueue.Enqueue(ls);
        }

        /// <summary>
        /// Disables and unloads a script
        /// </summary>
        /// <param name="localID"></param>
        /// <param name="itemID"></param>
        public void StopScript(uint localID, LLUUID itemID)
        {
            UnloadStruct ls = new UnloadStruct();
            ls.localID = localID;
            ls.itemID = itemID;
            unloadQueue.Enqueue(ls);
        }

        public void ResetScript(uint localID, LLUUID itemID)
        {
            string script = GetScript(localID, itemID).SourceCode;
            StopScript(localID, itemID);
            StartScript(localID, itemID, script);
        }

        private void _StartScript(uint localID, LLUUID itemID, string Script)
        {
            //IScriptHost root = host.GetRoot();
            Console.WriteLine("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 ScriptSource = "";

            SceneObjectPart m_host = World.GetSceneObjectPart(localID);

            try
            {
                // Create a new instance of the compiler (currently we don't want reuse)
                Compiler.LSL.Compiler LSLCompiler = new Compiler.LSL.Compiler();
                // Compile (We assume LSL)
                ScriptSource = LSLCompiler.CompileFromLSLText(Script);
                //Console.WriteLine("Compilation of " + FileName + " done");
                // * Insert yield into code
                ScriptSource = ProcessYield(ScriptSource);


#if DEBUG
                long before;
                before = GC.GetTotalMemory(true);
#endif

                LSL_BaseClass CompiledScript;
                CompiledScript = m_scriptEngine.m_AppDomainManager.LoadScript(ScriptSource);

#if DEBUG
                Console.WriteLine("Script " + itemID + " occupies {0} bytes", GC.GetTotalMemory(true) - before);
#endif

                CompiledScript.SourceCode = ScriptSource;
                // Add it to our script memstruct
                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(m_scriptEngine, m_host, localID, itemID);

                // Start the script - giving it BuiltIns
                CompiledScript.Start(LSLB);

                // Fire the first start-event
                m_scriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "state_entry", new object[] {});
            }
            catch (Exception e)
            {
                //m_scriptEngine.Log.Error("ScriptEngine", "Error compiling script: " + e.ToString());
                try
                {
                    // DISPLAY ERROR INWORLD
                    string text = "Error compiling script:\r\n" + e.Message.ToString();
                    if (text.Length > 1500)
                        text = text.Substring(0, 1500);
                    World.SimChat(Helpers.StringToField(text), ChatTypeEnum.Say, 0, m_host.AbsolutePosition, m_host.Name, m_host.UUID);
                }
                catch (Exception e2)
                {
                    m_scriptEngine.Log.Error("ScriptEngine", "Error displaying error in-world: " + e2.ToString());
                }
            }
        }

        private void _StopScript(uint localID, LLUUID itemID)
        {
            // Stop script
            Console.WriteLine("Stop script localID: " + localID + " LLUID: " + itemID.ToString());


            // Stop long command on script
            m_scriptEngine.m_LSLLongCmdHandler.RemoveScript(localID, itemID);

            LSL_BaseClass LSLBC = GetScript(localID, itemID);
            if (LSLBC == null)
                return;

            // TEMP: First serialize it
            //GetSerializedScript(localID, itemID);


            try
            {
                // Get AppDomain
                AppDomain ad = LSLBC.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.m_AppDomainManager.StopScript(ad);
            }
            catch (Exception e)
            {
                Console.WriteLine("Exception stopping script localID: " + localID + " LLUID: " + itemID.ToString() +
                                  ": " + e.ToString());
            }
        }

        private string ProcessYield(string FileName)
        {
            // TODO: Create a new assembly and copy old but insert Yield Code
            //return TempDotNetMicroThreadingCodeInjector.TestFix(FileName);
            return FileName;
        }

        #endregion

        #region Perform event execution in script

        /// <summary>
        /// Execute a LL-event-function in Script
        /// </summary>
        /// <param name="localID">Object the script is located in</param>
        /// <param name="itemID">Script ID</param>
        /// <param name="FunctionName">Name of function</param>
        /// <param name="args">Arguments to pass to function</param>
        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.m_ScriptManager.GetScript(localID, itemID);
            if (Script == null)
                return;

            // Must be done in correct AppDomain, so leaving it up to the script itself
            Script.Exec.ExecuteEvent(FunctionName, args);
        }

        #endregion

        #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
    }
}