aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/ScriptManager.cs
blob: 684d13385b31304435ad48f6d5dfe76c7bb514f6 (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
420
421
422
423
424
425
426
427
428
429
430
431
432
/*
* 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.IO;
using System.Reflection;
using System.Runtime.Serialization.Formatters.Binary;
using System.Threading;
using libsecondlife;
using OpenSim.Framework;
using OpenSim.Region.Environment.Scenes;
using OpenSim.Region.ScriptEngine.Common;

namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
{
    /// <summary>
    /// Loads scripts
    /// Compiles them if necessary
    /// Execute functions for EventQueueManager (Sends them to script on other AppDomain for execution)
    /// </summary>
    /// 

    // This class is as close as you get to the script without being inside script class. It handles all the dirty work for other classes.
    // * Keeps track of running scripts
    // * Compiles script if necessary (through "Compiler")
    // * Loads script (through "AppDomainManager" called from for example "EventQueueManager")
    // * Executes functions inside script (called from for example "EventQueueManager" class)
    // * Unloads script (through "AppDomainManager" called from for example "EventQueueManager")
    // * Dedicated load/unload thread, and queues loading/unloading.
    //   This so that scripts starting or stopping will not slow down other theads or whole system.
    //
    [Serializable]
    public abstract class ScriptManager : iScriptEngineFunctionModule
    {
        #region Declares

        private Thread scriptLoadUnloadThread;
        private static Thread staticScriptLoadUnloadThread;
        private int scriptLoadUnloadThread_IdleSleepms;
        private Queue<LUStruct> LUQueue = new Queue<LUStruct>();
        private static bool PrivateThread;
        private int LoadUnloadMaxQueueSize;
        private Object scriptLock = new Object();

        // Load/Unload structure
        private struct LUStruct
        {
            public uint localID;
            public LLUUID itemID;
            public string script;
            public LUType Action;
        }

        private enum LUType
        {
            Unknown = 0,
            Load = 1,
            Unload = 2
        }

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

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

        #endregion

        public void ReadConfig()
        {
            scriptLoadUnloadThread_IdleSleepms = m_scriptEngine.ScriptConfigSource.GetInt("ScriptLoadUnloadLoopms", 30);
            // TODO: Requires sharing of all ScriptManagers to single thread
            PrivateThread = true; // m_scriptEngine.ScriptConfigSource.GetBoolean("PrivateScriptLoadUnloadThread", false);
            LoadUnloadMaxQueueSize = m_scriptEngine.ScriptConfigSource.GetInt("LoadUnloadMaxQueueSize", 100);
        }

        #region Object init/shutdown

        public ScriptEngineBase.ScriptEngine m_scriptEngine;

        public ScriptManager(ScriptEngineBase.ScriptEngine scriptEngine)
        {
            m_scriptEngine = scriptEngine;
        }
        public abstract void Initialize();
        public void Start()
        {
            ReadConfig();
            Initialize();

            AppDomain.CurrentDomain.AssemblyResolve += new ResolveEventHandler(CurrentDomain_AssemblyResolve);

            //
            // CREATE THREAD
            // Private or shared
            //
            if (PrivateThread)
            {
                // Assign one thread per region
                scriptLoadUnloadThread = StartScriptLoadUnloadThread();
            }
            else
            {
                // Shared thread - make sure one exist, then assign it to the private
                if (staticScriptLoadUnloadThread == null)
                {
                    staticScriptLoadUnloadThread = StartScriptLoadUnloadThread();
                }
                scriptLoadUnloadThread = staticScriptLoadUnloadThread;
            }
        }

        private static int privateThreadCount = 0;
        private Thread StartScriptLoadUnloadThread()
        {
            Thread t = new Thread(ScriptLoadUnloadThreadLoop);
            string name = "ScriptLoadUnloadThread:";
            if (PrivateThread)
            {
                name += "Private:" + privateThreadCount;
                privateThreadCount++;
            }
            else
            {
                name += "Shared";
            }
            t.Name = name;
            t.IsBackground = true;
            t.Priority = ThreadPriority.Normal;
            t.Start();
            OpenSim.Framework.ThreadTracker.Add(t);
            return t;
        }

        ~ScriptManager()
        {
            // Abort load/unload thread
            try
            {
                PleaseShutdown = true;
                Thread.Sleep(100);
                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 (LUQueue.Count == 0)
                        Thread.Sleep(scriptLoadUnloadThread_IdleSleepms);
                    if (PleaseShutdown)
                        return;
                    if (LUQueue.Count > 0)
                    {
                        LUStruct item = LUQueue.Dequeue();
                        lock (startStopLock)        // Lock so we have only 1 thread working on loading/unloading of scripts
                        {
                            if (item.Action == LUType.Unload)
                            {
                                _StopScript(item.localID, item.itemID);
                            }
                            if (item.Action == LUType.Load)
                            {
                                _StartScript(item.localID, item.itemID, item.script);
                            }
                        }
                    }
                }
            }
            catch (ThreadAbortException tae)
            {
                string a = tae.ToString();
                a = String.Empty;
                // 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 Start/Stop/Reset script

        private readonly Object startStopLock = new Object();

        /// <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)
        {
            if (LUQueue.Count >= LoadUnloadMaxQueueSize)
            {
                m_scriptEngine.Log.Error("[" + m_scriptEngine.ScriptEngineName + "]: ERROR: Load/unload queue item count is at " + LUQueue.Count + ". Config variable \"LoadUnloadMaxQueueSize\" is set to " + LoadUnloadMaxQueueSize + ", so ignoring new script.");
                return;
            }

            LUStruct ls = new LUStruct();
            ls.localID = localID;
            ls.itemID = itemID;
            ls.script = Script;
            ls.Action = LUType.Load;
            LUQueue.Enqueue(ls);
        }

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

        // Create a new instance of the compiler (reuse)
        //private Compiler.LSL.Compiler LSLCompiler = new Compiler.LSL.Compiler();

        public abstract void _StartScript(uint localID, LLUUID itemID, string Script);
        public abstract void _StopScript(uint localID, LLUUID itemID);
        

        #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, EventQueueManager.Queue_llDetectParams_Struct qParams, object[] args)
        {
//cfk 2-7-08 dont need this right now and the default Linux build has DEBUG defined
///#if DEBUG
///            Console.WriteLine("ScriptEngine: Inside ExecuteEvent for event " + FunctionName);
///#endif
            // Execute a function in the script
            //m_scriptEngine.Log.Info("[" + ScriptEngineName + "]: Executing Function localID: " + localID + ", itemID: " + itemID + ", FunctionName: " + FunctionName);
            //ScriptBaseInterface Script = (ScriptBaseInterface)GetScript(localID, itemID);
            IScript Script = GetScript(localID, itemID);
            if (Script == null)
            {
                return;
            }
//cfk 2-7-08 dont need this right now and the default Linux build has DEBUG defined
///#if DEBUG
///            Console.WriteLine("ScriptEngine: Executing event: " + FunctionName);
///#endif
            // Must be done in correct AppDomain, so leaving it up to the script itself
            Script.llDetectParams = qParams;
            Script.Exec.ExecuteEvent(FunctionName, args);
        }

        #endregion

        #region Internal functions to keep track of script

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

            Dictionary<LLUUID, IScript> Obj;
            Scripts.TryGetValue(localID, out Obj);

            return Obj.Keys;
        }

        public IScript GetScript(uint localID, LLUUID itemID)
        {
            lock (scriptLock)
            {
                if (Scripts.ContainsKey(localID) == false)
                    return null;

                Dictionary<LLUUID, IScript> Obj;
                Scripts.TryGetValue(localID, out Obj);
                if (Obj.ContainsKey(itemID) == false)
                    return null;

                // Get script
                IScript Script;
                Obj.TryGetValue(itemID, out Script);
                return Script;
            }
        }

        public void SetScript(uint localID, LLUUID itemID, IScript Script)
        {
            lock (scriptLock)
            {
                // Create object if it doesn't exist
                if (Scripts.ContainsKey(localID) == false)
                {
                    Scripts.Add(localID, new Dictionary<LLUUID, IScript>());
                }

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

                // Add to object
                Obj.Add(itemID, Script);
            }
        }

        public void RemoveScript(uint localID, LLUUID itemID)
        {
            // Don't have that object?
            if (Scripts.ContainsKey(localID) == false)
                return;

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

        #endregion


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


        #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

        /// <summary>
        /// If set to true then threads and stuff should try to make a graceful exit
        /// </summary>
        public bool PleaseShutdown
        {
            get { return _PleaseShutdown; }
            set { _PleaseShutdown = value; }
        }
        private bool _PleaseShutdown = false;

    }
}