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/*
* 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 OpenMetaverse;
using OpenSim.Region.Environment.Scenes;
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 UUID itemID;
public string script;
public LUType Action;
public int startParam;
public bool postOnRez;
}
private enum LUType
{
Unknown = 0,
Load = 1,
Unload = 2
}
// Xantor 20080525: Keep a list of compiled scripts this session for reuse
public Dictionary<UUID, String> scriptList = new Dictionary<UUID, string>();
// 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<UUID, IScript>> Scripts =
new Dictionary<uint, Dictionary<UUID, 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 ScriptEngine m_scriptEngine;
public ScriptManager(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;
}
}
// TODO: unused
// 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 && scriptLoadUnloadThread.IsAlive == true)
{
scriptLoadUnloadThread.Abort();
//scriptLoadUnloadThread.Join();
}
}
catch
{
}
}
#endregion
#region Load / Unload scripts (Thread loop)
// TODO: unused
// private void ScriptLoadUnloadThreadLoop()
// {
// try
// {
// while (true)
// {
// if (LUQueue.Count == 0)
// Thread.Sleep(scriptLoadUnloadThread_IdleSleepms);
// //if (PleaseShutdown)
// // return;
// DoScriptLoadUnload();
// }
// }
// catch (ThreadAbortException tae)
// {
// string a = tae.ToString();
// a = String.Empty;
// // Expected
// }
// }
public void DoScriptLoadUnload()
{
lock (LUQueue)
{
if (LUQueue.Count > 0)
{
LUStruct item = LUQueue.Dequeue();
if (item.Action == LUType.Unload)
{
_StopScript(item.localID, item.itemID);
}
else if (item.Action == LUType.Load)
{
_StartScript(item.localID, item.itemID, item.script, item.startParam, item.postOnRez);
}
}
}
}
#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, UUID itemID, string Script, int startParam, bool postOnRez)
{
lock (LUQueue)
{
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;
ls.startParam = startParam;
ls.postOnRez = postOnRez;
LUQueue.Enqueue(ls);
}
}
/// <summary>
/// Disables and unloads a script
/// </summary>
/// <param name="localID"></param>
/// <param name="itemID"></param>
public void StopScript(uint localID, UUID itemID)
{
LUStruct ls = new LUStruct();
ls.localID = localID;
ls.itemID = itemID;
ls.Action = LUType.Unload;
ls.startParam = 0;
ls.postOnRez = false;
lock (LUQueue)
{
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, UUID itemID, string Script, int startParam, bool postOnRez);
public abstract void _StopScript(uint localID, UUID 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, UUID 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);
}
public int GetStateEventFlags(uint localID, UUID itemID)
{
// Console.WriteLine("GetStateEventFlags for <" + localID + "," + itemID + ">");
try
{
IScript Script = GetScript(localID, itemID);
if (Script == null)
{
return 0;
}
ExecutorBase.scriptEvents evflags = Script.Exec.GetStateEventFlags();
return (int)evflags;
}
catch (Exception)
{
}
return 0;
}
#endregion
#region Internal functions to keep track of script
public Dictionary<UUID, IScript>.KeyCollection GetScriptKeys(uint localID)
{
if (Scripts.ContainsKey(localID) == false)
return null;
Dictionary<UUID, IScript> Obj;
Scripts.TryGetValue(localID, out Obj);
return Obj.Keys;
}
public IScript GetScript(uint localID, UUID itemID)
{
lock (scriptLock)
{
if (Scripts.ContainsKey(localID) == false)
return null;
Dictionary<UUID, 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, UUID itemID, IScript Script)
{
lock (scriptLock)
{
// Create object if it doesn't exist
if (Scripts.ContainsKey(localID) == false)
{
Scripts.Add(localID, new Dictionary<UUID, IScript>());
}
// Delete script if it exists
Dictionary<UUID, 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, UUID itemID)
{
// Don't have that object?
if (Scripts.ContainsKey(localID) == false)
return;
// Delete script if it exists
Dictionary<UUID, IScript> Obj;
Scripts.TryGetValue(localID, out Obj);
if (Obj.ContainsKey(itemID) == true)
Obj.Remove(itemID);
}
#endregion
public void ResetScript(uint localID, UUID itemID)
{
IScript s = GetScript(localID, itemID);
string script = s.Source;
StopScript(localID, itemID);
SceneObjectPart part = World.GetSceneObjectPart(localID);
part.GetInventoryItem(itemID).PermsMask = 0;
part.GetInventoryItem(itemID).PermsGranter = UUID.Zero;
StartScript(localID, itemID, script, s.StartParam, false);
}
#region Script serialization/deserialization
public void GetSerializedScript(uint localID, UUID 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, UUID 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;
}
}
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