aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/ScriptEngine.cs
blob: 18925e026bca10ce0b93b8e36ad24da580b450ee (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
/*
 * 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.Reflection;
using log4net;
using Nini.Config;
using OpenSim.Region.Interfaces;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
using OpenSim.Region.ScriptEngine.Interfaces;
using OpenMetaverse;
using OpenSim.Region.ScriptEngine.Shared;

namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
{
    /// <summary>
    /// This is the root object for ScriptEngine. Objects access each other trough this class.
    /// </summary>
    ///
    [Serializable]
    public abstract class ScriptEngine : IRegionModule, IScriptModule, ScriptServerInterfaces.ScriptEngine, iScriptEngineFunctionModule, IEventReceiver
    {
        private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);

        public static List<ScriptEngine> ScriptEngines = new List<ScriptEngine>();
        private Scene m_Scene;
        public Scene World
        {
            get { return m_Scene; }
        }
        public EventManager m_EventManager;                         // Handles and queues incoming events from OpenSim
        public EventQueueManager m_EventQueueManager;               // Executes events, handles script threads
        public ScriptManager m_ScriptManager;                       // Load, unload and execute scripts
        public AppDomainManager m_AppDomainManager;                 // Handles loading/unloading of scripts into AppDomains
        public static MaintenanceThread m_MaintenanceThread;        // Thread that does different kinds of maintenance, for example refreshing config and killing scripts that has been running too long

        public IConfigSource ConfigSource;
        public IConfig ScriptConfigSource;
        public abstract string ScriptEngineName { get; }
        private bool m_enabled = false;
        private bool m_hookUpToServer = false;

        /// <summary>
        /// How many seconds between re-reading config-file. 0 = never. ScriptEngine will try to adjust to new config changes.
        /// </summary>
        public int RefreshConfigFileSeconds {
            get { return (int)(RefreshConfigFilens / 10000000); }
            set { RefreshConfigFilens = value * 10000000; }
        }
        public long RefreshConfigFilens;

        public ScriptManager GetScriptManager()
        {
            return _GetScriptManager();
        }

        public abstract ScriptManager _GetScriptManager();

        public ILog Log
        {
            get { return m_log; }
        }

        public ScriptEngine()
        {
            Common.mySE = this;                 // For logging, just need any instance, doesn't matter
            lock (ScriptEngines)
            {
                ScriptEngines.Add(this); // Keep a list of ScriptEngines for shared threads to process all instances
            }
        }

        public void InitializeEngine(Scene Sceneworld, IConfigSource config, bool HookUpToServer, ScriptManager newScriptManager)
        {
            m_Scene = Sceneworld;
            ConfigSource = config;
            m_hookUpToServer = HookUpToServer;

            m_log.Info("[" + ScriptEngineName + "]: ScriptEngine initializing");

            // Make sure we have config
            if (ConfigSource.Configs[ScriptEngineName] == null)
                ConfigSource.AddConfig(ScriptEngineName);
            ScriptConfigSource = ConfigSource.Configs[ScriptEngineName];

            m_enabled = ScriptConfigSource.GetBoolean("Enabled", true);
            if (!m_enabled)
                return;

            //m_log.Info("[" + ScriptEngineName + "]: InitializeEngine");

            // Create all objects we'll be using
            m_EventQueueManager = new EventQueueManager(this);
            m_EventManager = new EventManager(this, HookUpToServer);
            // We need to start it
            m_ScriptManager = newScriptManager;
            m_AppDomainManager = new AppDomainManager(this);
            if (m_MaintenanceThread == null)
                m_MaintenanceThread = new MaintenanceThread();

            m_log.Info("[" + ScriptEngineName + "]: Reading configuration from config section \"" + ScriptEngineName + "\"");
            ReadConfig();

            m_Scene.StackModuleInterface<IScriptModule>(this);
        }

        public void PostInitialise()
        {
            if (!m_enabled)
                return;

            if (m_hookUpToServer)
                m_EventManager.HookUpEvents();

            m_ScriptManager.Start();
        }

        public void Shutdown()
        {
            // We are shutting down
            lock (ScriptEngines)
            {
                ScriptEngines.Remove(this);
            }
        }

        ScriptServerInterfaces.RemoteEvents ScriptServerInterfaces.ScriptEngine.EventManager()
        {
            return this.m_EventManager;
        }

        public void ReadConfig()
        {
#if DEBUG
            //m_log.Debug("[" + ScriptEngineName + "]: Refreshing configuration for all modules");
#endif
            RefreshConfigFileSeconds = ScriptConfigSource.GetInt("RefreshConfig", 30);


        // Create a new object (probably not necessary?)
//            ScriptConfigSource = ConfigSource.Configs[ScriptEngineName];

            if (m_EventQueueManager != null) m_EventQueueManager.ReadConfig();
            if (m_EventManager != null) m_EventManager.ReadConfig();
            if (m_ScriptManager != null) m_ScriptManager.ReadConfig();
            if (m_AppDomainManager != null) m_AppDomainManager.ReadConfig();
            if (m_MaintenanceThread != null) m_MaintenanceThread.ReadConfig();
        }

        #region IRegionModule

        public abstract void Initialise(Scene scene, IConfigSource config);

        public void Close()
        {
        }

        public string Name
        {
            get { return "Common." + ScriptEngineName; }
        }

        public bool IsSharedModule
        {
            get { return false; }
        }

        public bool PostObjectEvent(uint localID, EventParams p)
        {
            return m_EventQueueManager.AddToObjectQueue(localID, p.EventName, p.DetectParams, p.Params);
        }

        public bool PostScriptEvent(UUID itemID, EventParams p)
        {
            uint localID = m_ScriptManager.GetLocalID(itemID);
            return m_EventQueueManager.AddToScriptQueue(localID, itemID, p.EventName, p.DetectParams, p.Params);
        }

        public DetectParams GetDetectParams(UUID itemID, int number)
        {
            uint localID = m_ScriptManager.GetLocalID(itemID);
            if (localID == 0)
                return null;

            IScript Script = m_ScriptManager.GetScript(localID, itemID);

            if (Script == null)
                return null;

            DetectParams[] det = m_ScriptManager.GetDetectParams(Script);

            if (number < 0 || number >= det.Length)
                return null;

            return det[number];
        }

        public int GetStartParameter(UUID itemID)
        {
            return 0;
        }
        #endregion

        public void SetState(UUID itemID, string state)
        {
        }

        public bool GetScriptState(UUID itemID)
        {
            return true;
        }

        public void SetScriptState(UUID itemID, bool state)
        {
        }

        public void ApiResetScript(UUID itemID)
        {
        }

        public void ResetScript(UUID itemID)
        {
        }
    }
}