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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;
- using System.Collections.Generic;
- using System.Reflection;
- namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
- {
- public class AppDomainManager : iScriptEngineFunctionModule
- {
- //
- // This class does AppDomain handling and loading/unloading of scripts in it.
- // It is instanced in "ScriptEngine" and controlled from "ScriptManager"
- //
- // 1. Create a new AppDomain if old one is full (or doesn't exist)
- // 2. Load scripts into AppDomain
- // 3. Unload scripts from AppDomain (stopping them and marking them as inactive)
- // 4. Unload AppDomain completely when all scripts in it has stopped
- //
- private int maxScriptsPerAppDomain = 1;
- /// <summary>
- /// Internal list of all AppDomains
- /// </summary>
- private List<AppDomainStructure> appDomains = new List<AppDomainStructure>();
- /// <summary>
- /// Structure to keep track of data around AppDomain
- /// </summary>
- private class AppDomainStructure
- {
- /// <summary>
- /// The AppDomain itself
- /// </summary>
- public AppDomain CurrentAppDomain;
- /// <summary>
- /// Number of scripts loaded into AppDomain
- /// </summary>
- public int ScriptsLoaded;
- /// <summary>
- /// Number of dead scripts
- /// </summary>
- public int ScriptsWaitingUnload;
- }
- /// <summary>
- /// Current AppDomain
- /// </summary>
- private AppDomainStructure currentAD;
- private object getLock = new object(); // Mutex
- private object freeLock = new object(); // Mutex
- private ScriptEngine m_scriptEngine;
- //public AppDomainManager(ScriptEngine scriptEngine)
- public AppDomainManager(ScriptEngine scriptEngine)
- {
- m_scriptEngine = scriptEngine;
- ReadConfig();
- }
- public void ReadConfig()
- {
- maxScriptsPerAppDomain = m_scriptEngine.ScriptConfigSource.GetInt("ScriptsPerAppDomain", 1);
- }
- /// <summary>
- /// Find a free AppDomain, creating one if necessary
- /// </summary>
- /// <returns>Free AppDomain</returns>
- private AppDomainStructure GetFreeAppDomain()
- {
- // Console.WriteLine("Finding free AppDomain");
- lock (getLock)
- {
- // Current full?
- if (currentAD != null && currentAD.ScriptsLoaded >= maxScriptsPerAppDomain)
- {
- // Add it to AppDomains list and empty current
- appDomains.Add(currentAD);
- currentAD = null;
- }
- // No current
- if (currentAD == null)
- {
- // Create a new current AppDomain
- currentAD = new AppDomainStructure();
- currentAD.CurrentAppDomain = PrepareNewAppDomain();
- }
- // Console.WriteLine("Scripts loaded in this Appdomain: " + currentAD.ScriptsLoaded);
- return currentAD;
- }
- }
- private int AppDomainNameCount;
- /// <summary>
- /// Create and prepare a new AppDomain for scripts
- /// </summary>
- /// <returns>The new AppDomain</returns>
- private AppDomain PrepareNewAppDomain()
- {
- // Create and prepare a new AppDomain
- AppDomainNameCount++;
- // TODO: Currently security match current appdomain
- // Construct and initialize settings for a second AppDomain.
- AppDomainSetup ads = new AppDomainSetup();
- ads.ApplicationBase = AppDomain.CurrentDomain.BaseDirectory;
- ads.DisallowBindingRedirects = true;
- ads.DisallowCodeDownload = true;
- ads.LoaderOptimization = LoaderOptimization.MultiDomainHost;
- ads.ShadowCopyFiles = "false"; // Disable shadowing
- ads.ConfigurationFile = AppDomain.CurrentDomain.SetupInformation.ConfigurationFile;
- AppDomain AD = AppDomain.CreateDomain("ScriptAppDomain_" + AppDomainNameCount, null, ads);
- m_scriptEngine.Log.Info("[" + m_scriptEngine.ScriptEngineName + "]: AppDomain Loading: " +
- AssemblyName.GetAssemblyName("OpenSim.Region.ScriptEngine.Common.dll").ToString());
- AD.Load(AssemblyName.GetAssemblyName("OpenSim.Region.ScriptEngine.Common.dll"));
- // Return the new AppDomain
- return AD;
- }
- /// <summary>
- /// Unload appdomains that are full and have only dead scripts
- /// </summary>
- private void UnloadAppDomains()
- {
- lock (freeLock)
- {
- // Go through all
- foreach (AppDomainStructure ads in new ArrayList(appDomains))
- {
- // Don't process current AppDomain
- if (ads.CurrentAppDomain != currentAD.CurrentAppDomain)
- {
- // Not current AppDomain
- // Is number of unloaded bigger or equal to number of loaded?
- if (ads.ScriptsLoaded <= ads.ScriptsWaitingUnload)
- {
- // Remove from internal list
- appDomains.Remove(ads);
- //#if DEBUG
- //Console.WriteLine("Found empty AppDomain, unloading");
- //long m = GC.GetTotalMemory(true); // This force a garbage collect that freezes some windows plateforms
- //#endif
- // Unload
- AppDomain.Unload(ads.CurrentAppDomain);
- //#if DEBUG
- //m_scriptEngine.Log.Info("[" + m_scriptEngine.ScriptEngineName + "]: AppDomain unload freed " + (m - GC.GetTotalMemory(true)) + " bytes of memory");
- //#endif
- }
- }
- }
- }
- }
- public IScript LoadScript(string FileName)
- {
- // Find next available AppDomain to put it in
- AppDomainStructure FreeAppDomain = GetFreeAppDomain();
- #if DEBUG
- m_scriptEngine.Log.Info("[" + m_scriptEngine.ScriptEngineName + "]: Loading into AppDomain: " + FileName);
- #endif
- IScript mbrt =
- (IScript)
- FreeAppDomain.CurrentAppDomain.CreateInstanceFromAndUnwrap(FileName, "SecondLife.Script");
- //Console.WriteLine("ScriptEngine AppDomainManager: is proxy={0}", RemotingServices.IsTransparentProxy(mbrt));
- FreeAppDomain.ScriptsLoaded++;
- return mbrt;
- }
- /// <summary>
- /// Increase "dead script" counter for an AppDomain
- /// </summary>
- /// <param name="ad"></param>
- //[Obsolete("Needs fixing, needs a real purpose in life!!!")]
- public void StopScript(AppDomain ad)
- {
- lock (freeLock)
- {
- #if DEBUG
- m_scriptEngine.Log.Info("[" + m_scriptEngine.ScriptEngineName + "]: Stopping script in AppDomain");
- #endif
- // Check if it is current AppDomain
- if (currentAD.CurrentAppDomain == ad)
- {
- // Yes - increase
- currentAD.ScriptsWaitingUnload++;
- return;
- }
- // Lopp through all AppDomains
- foreach (AppDomainStructure ads in new ArrayList(appDomains))
- {
- if (ads.CurrentAppDomain == ad)
- {
- // Found it
- ads.ScriptsWaitingUnload++;
- break;
- }
- }
- }
- UnloadAppDomains(); // Outsite lock, has its own GetLock
- }
- /// <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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