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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.Reflection;
- using log4net;
- using Nini.Config;
- using OpenSim.Region.Environment.Interfaces;
- using OpenSim.Region.Environment.Scenes;
- 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, ScriptServerInterfaces.ScriptEngine, iScriptEngineFunctionModule
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- public static List<ScriptEngine> ScriptEngines = new List<ScriptEngine>();
- public Scene World;
- 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 AsyncCommandManager m_ASYNCLSLCommandManager; // Asyncronous LSL commands (commands that returns with an event)
- 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; }
- /// <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)
- {
- World = Sceneworld;
- ConfigSource = config;
- m_log.Info("[" + ScriptEngineName + "]: ScriptEngine initializing");
- // Make sure we have config
- if (ConfigSource.Configs[ScriptEngineName] == null)
- ConfigSource.AddConfig(ScriptEngineName);
- ScriptConfigSource = ConfigSource.Configs[ScriptEngineName];
- //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
- newScriptManager.Start();
- m_ScriptManager = newScriptManager;
- m_AppDomainManager = new AppDomainManager(this);
- m_ASYNCLSLCommandManager = new AsyncCommandManager(this);
- if (m_MaintenanceThread == null)
- m_MaintenanceThread = new MaintenanceThread();
- m_log.Info("[" + ScriptEngineName + "]: Reading configuration from config section \"" + ScriptEngineName + "\"");
- ReadConfig();
- // Should we iterate the region for scripts that needs starting?
- // Or can we assume we are loaded before anything else so we can use proper events?
- }
- 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_ASYNCLSLCommandManager != null) m_ASYNCLSLCommandManager.ReadConfig();
- if (m_MaintenanceThread != null) m_MaintenanceThread.ReadConfig();
- }
- #region IRegionModule
- public abstract void Initialise(Scene scene, IConfigSource config);
- public void PostInitialise()
- {
- }
- public void Close()
- {
- }
- public string Name
- {
- get { return "Common." + ScriptEngineName; }
- }
- public bool IsSharedModule
- {
- get { return false; }
- }
- #endregion
- }
- }
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