aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/ScriptEngine/DotNetEngine/ScriptManager.cs
blob: 56062871203bf8dcd77b0d44e8c4787c297f173f (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
/*
* 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 OpenSim.Region.Environment.Scenes;
using OpenSim.Region.Environment.Scenes.Scripting;

namespace OpenSim.Region.ScriptEngine.DotNetEngine
{
    /// <summary>
    /// Loads scripts
    /// Compiles them if necessary
    /// Execute functions for EventQueueManager
    /// </summary>
    public class ScriptManager
    {

        private ScriptEngine m_scriptEngine;
        public ScriptManager(ScriptEngine scriptEngine)
        {
            m_scriptEngine = scriptEngine;
            m_scriptEngine.Log.Verbose("ScriptEngine", "ScriptManager Start");
        }


        // Object<string, Script<string, script>>
        internal Dictionary<string, Dictionary<string, OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass>> Scripts = new Dictionary<string, Dictionary<string, OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass>>();
        public Scene World
        {
            get
            {
                return m_scriptEngine.World;
            }
        }


        internal Dictionary<string, OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass>.KeyCollection GetScriptKeys(string ObjectID)
        {
            if (Scripts.ContainsKey(ObjectID) == false)
                return null;

            Dictionary<string, OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass> Obj;
            Scripts.TryGetValue(ObjectID, out Obj);

            return Obj.Keys;

        }

        internal OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass GetScript(string ObjectID, string ScriptID)
        {
            if (Scripts.ContainsKey(ObjectID) == false)
                return null;

            Dictionary<string, OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass> Obj;
            Scripts.TryGetValue(ObjectID, out Obj);
            if (Obj.ContainsKey(ScriptID) == false)
                return null;

            // Get script
            OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass Script;
            Obj.TryGetValue(ScriptID, out Script);

            return Script;

        }
        internal void SetScript(string ObjectID, string ScriptID, OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass Script)
        {
            // Create object if it doesn't exist
            if (Scripts.ContainsKey(ObjectID) == false)
            {
                Scripts.Add(ObjectID, new Dictionary<string, OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass>());
            }

            // Delete script if it exists
            Dictionary<string, OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass> Obj;
            Scripts.TryGetValue(ObjectID, out Obj);
            if (Obj.ContainsKey(ScriptID) == true)
                Obj.Remove(ScriptID);

            // Add to object
            Obj.Add(ScriptID, Script);

        }

        /// <summary>
        /// Fetches, loads and hooks up a script to an objects events
        /// </summary>
        /// <param name="ScriptID"></param>
        /// <param name="ObjectID"></param>
        public void StartScript(string ScriptID, string ObjectID)
        {
            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);

                // * Find next available AppDomain to put it in
                AppDomain FreeAppDomain = GetFreeAppDomain();

                // * Load and start script, for now with dummy host
                
                //OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSO.LSL_BaseClass Script = LoadAndInitAssembly(FreeAppDomain, FileName);
                IScriptHost host = new NullScriptHost();
                IScriptHost root = host;
                
                OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass Script = LoadAndInitAssembly(FreeAppDomain, FileName, host, root );
                string FullScriptID = ScriptID + "." + ObjectID;                               
                // 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.
                //OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL_BuiltIn_Commands_Interface LSLB = new OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL_BuiltIn_Commands_TestImplementation(FullScriptID);

                // Start the script - giving it BuiltIns
                //myScriptEngine.m_logger.Verbose("ScriptEngine", "ScriptManager initializing script, handing over private builtin command interface");
                
                Script.Start( ScriptID );

            }
            catch (Exception e)
            {
                m_scriptEngine.Log.Error("ScriptEngine", "Exception loading script \"" + FileName + "\": " + e.ToString());
            }


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

        private AppDomain GetFreeAppDomain()
        {
            // TODO: Find an available AppDomain - if none, create one and add default security
            return Thread.GetDomain();
        }

        /// <summary>
        /// Does actual loading and initialization of script Assembly
        /// </summary>
        /// <param name="FreeAppDomain">AppDomain to load script into</param>
        /// <param name="FileName">FileName of script assembly (.dll)</param>
        /// <returns></returns>
        private OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass LoadAndInitAssembly(AppDomain FreeAppDomain, string FileName, IScriptHost host, IScriptHost root)
        {
            //myScriptEngine.m_logger.Verbose("ScriptEngine", "ScriptManager Loading Assembly " + FileName);
            // Load .Net Assembly (.dll)
            // Initialize and return it

            // TODO: Add error handling
            // Script might not follow our rules since users can upload -anything-

            Assembly a;
            //try
            //{


            // Load to default appdomain (temporary)
            a = Assembly.LoadFrom(FileName);
            // Load to specified appdomain
            // TODO: Insert security
            //a = FreeAppDomain.Load(FileName);
            //}
            //catch (Exception e)
            //{
            //}


            //foreach (Type _t in a.GetTypes())
            //{
            //    Console.WriteLine("Type: " + _t.ToString());
            //}

            Type t;
            //try
            //{
            t = a.GetType("SecondLife.Script", true);
            //}
            //catch (Exception e)
            //{
            //}

            // Create constructor arguments
            object[] args = new object[]
                {
                    this, 
                    host, 
                    root
                };
            
            return (OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass)Activator.CreateInstance(t, args );


        }

        internal void ExecuteFunction(string ObjectID, string ScriptID, string FunctionName, object[] args)
        {
            m_scriptEngine.Log.Verbose("ScriptEngine", "Executing Function ObjectID: " + ObjectID + ", ScriptID: " + ScriptID + ", FunctionName: " + FunctionName);
            OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass Script = m_scriptEngine.myScriptManager.GetScript(ObjectID, ScriptID);

            Type type = Script.GetType();


            m_scriptEngine.Log.Verbose("ScriptEngine", "Invoke: \"" + Script.State + "_event_" + FunctionName + "\"");

            try
            {
                type.InvokeMember(Script.State + "_event_" + FunctionName, BindingFlags.InvokeMethod, null, Script, args);
            }
            catch (Exception e)
            {
                m_scriptEngine.Log.Error("ScriptEngine", "Exception attempting to executing script function: " + e.ToString());
            }


            //foreach (MemberInfo mi in type.GetMembers())
            //{
            //    Common.SendToDebug("Member found: " + mi.ToString());
            //}

        }

        public string RegionName
        {
            get
            {
                return World.RegionInfo.RegionName;
            }
        }
    }
}