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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 OpenSimulator 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.Globalization;
- using System.IO;
- using System.Linq;
- using System.Reflection;
- using System.Security;
- using System.Security.Policy;
- using System.Text;
- using System.Threading;
- using System.Xml;
- using OpenMetaverse;
- using OpenMetaverse.StructuredData;
- using log4net;
- using Nini.Config;
- using Amib.Threading;
- using Mono.Addins;
- using OpenSim.Framework;
- using OpenSim.Framework.Console;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.ScriptEngine.Interfaces;
- using OpenSim.Region.ScriptEngine.Shared;
- using OpenSim.Region.ScriptEngine.Shared.CodeTools;
- using OpenSim.Region.ScriptEngine.Shared.Instance;
- using OpenSim.Region.ScriptEngine.Shared.Api;
- using OpenSim.Region.ScriptEngine.Shared.Api.Plugins;
- using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
- using OpenSim.Region.ScriptEngine.XEngine.ScriptBase;
- using Timer = OpenSim.Region.ScriptEngine.Shared.Api.Plugins.Timer;
- using ScriptCompileQueue = OpenSim.Framework.LocklessQueue<object[]>;
- namespace OpenSim.Region.ScriptEngine.XEngine
- {
- [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "XEngine")]
- public class XEngine : INonSharedRegionModule, IScriptModule, IScriptEngine
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- /// <summary>
- /// Control the printing of certain debug messages.
- /// </summary>
- /// <remarks>
- /// If DebugLevel >= 1, then we log every time that a script is started.
- /// </remarks>
- public int DebugLevel { get; set; }
- /// <summary>
- /// A parameter to allow us to notify the log if at least one script has a compilation that is not compatible
- /// with ScriptStopStrategy.
- /// </summary>
- public bool HaveNotifiedLogOfScriptStopMistmatch { get; private set; }
- private SmartThreadPool m_ThreadPool;
- private int m_MaxScriptQueue;
- private Scene m_Scene;
- private IConfig m_ScriptConfig = null;
- private IConfigSource m_ConfigSource = null;
- private ICompiler m_Compiler;
- private int m_MinThreads;
- private int m_MaxThreads;
- /// <summary>
- /// Amount of time to delay before starting.
- /// </summary>
- private int m_StartDelay;
- /// <summary>
- /// Are we stopping scripts co-operatively by inserting checks in them at C# compile time (true) or aborting
- /// their threads (false)?
- /// </summary>
- private bool m_coopTermination;
- private int m_IdleTimeout;
- private int m_StackSize;
- private int m_SleepTime;
- private int m_SaveTime;
- private ThreadPriority m_Prio;
- private bool m_Enabled = false;
- private bool m_InitialStartup = true;
- private int m_ScriptFailCount; // Number of script fails since compile queue was last empty
- private string m_ScriptErrorMessage;
- private bool m_AppDomainLoading;
- private Dictionary<UUID,ArrayList> m_ScriptErrors =
- new Dictionary<UUID,ArrayList>();
- // disable warning: need to keep a reference to XEngine.EventManager
- // alive to avoid it being garbage collected
- #pragma warning disable 414
- private EventManager m_EventManager;
- #pragma warning restore 414
- private IXmlRpcRouter m_XmlRpcRouter;
- private int m_EventLimit;
- private bool m_KillTimedOutScripts;
- /// <summary>
- /// Number of milliseconds we will wait for a script event to complete on script stop before we forcibly abort
- /// its thread.
- /// </summary>
- /// <remarks>
- /// It appears that if a script thread is aborted whilst it is holding ReaderWriterLockSlim (possibly the write
- /// lock) then the lock is not properly released. This causes mono 2.6, 2.10 and possibly
- /// later to crash, sometimes with symptoms such as a leap to 100% script usage and a vm thead dump showing
- /// all threads waiting on release of ReaderWriterLockSlim write thread which none of the threads listed
- /// actually hold.
- ///
- /// Pausing for event completion reduces the risk of this happening. However, it may be that aborting threads
- /// is not a mono issue per se but rather a risky activity in itself in an AppDomain that is not immediately
- /// shutting down.
- /// </remarks>
- private int m_WaitForEventCompletionOnScriptStop = 1000;
- private string m_ScriptEnginesPath = null;
- private ExpiringCache<UUID, bool> m_runFlags = new ExpiringCache<UUID, bool>();
- /// <summary>
- /// Is the entire simulator in the process of shutting down?
- /// </summary>
- private bool m_SimulatorShuttingDown;
- private static List<XEngine> m_ScriptEngines =
- new List<XEngine>();
- // Maps the local id to the script inventory items in it
- private Dictionary<uint, List<UUID> > m_PrimObjects =
- new Dictionary<uint, List<UUID> >();
- // Maps the UUID above to the script instance
- private Dictionary<UUID, IScriptInstance> m_Scripts =
- new Dictionary<UUID, IScriptInstance>();
- // Maps the asset ID to the assembly
- private Dictionary<UUID, string> m_Assemblies =
- new Dictionary<UUID, string>();
- private Dictionary<string, int> m_AddingAssemblies =
- new Dictionary<string, int>();
- // This will list AppDomains by script asset
- private Dictionary<UUID, AppDomain> m_AppDomains =
- new Dictionary<UUID, AppDomain>();
- // List the scripts running in each appdomain
- private Dictionary<UUID, List<UUID> > m_DomainScripts =
- new Dictionary<UUID, List<UUID> >();
- private ScriptCompileQueue m_CompileQueue = new ScriptCompileQueue();
- IWorkItemResult m_CurrentCompile = null;
- private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>();
- private ScriptEngineConsoleCommands m_consoleCommands;
- public string ScriptEngineName
- {
- get { return "XEngine"; }
- }
- public string ScriptClassName { get; private set; }
- public string ScriptBaseClassName { get; private set; }
- public ParameterInfo[] ScriptBaseClassParameters { get; private set; }
- public string[] ScriptReferencedAssemblies { get; private set; }
- public Scene World
- {
- get { return m_Scene; }
- }
- public static List<XEngine> ScriptEngines
- {
- get { return m_ScriptEngines; }
- }
- public IScriptModule ScriptModule
- {
- get { return this; }
- }
- // private struct RezScriptParms
- // {
- // uint LocalID;
- // UUID ItemID;
- // string Script;
- // }
- public IConfig Config
- {
- get { return m_ScriptConfig; }
- }
- public string ScriptEnginePath
- {
- get { return m_ScriptEnginesPath; }
- }
- public IConfigSource ConfigSource
- {
- get { return m_ConfigSource; }
- }
- /// <summary>
- /// Event fired after the script engine has finished removing a script.
- /// </summary>
- public event ScriptRemoved OnScriptRemoved;
- /// <summary>
- /// Event fired after the script engine has finished removing a script from an object.
- /// </summary>
- public event ObjectRemoved OnObjectRemoved;
- public void Initialise(IConfigSource configSource)
- {
- if (configSource.Configs["XEngine"] == null)
- return;
- m_ScriptConfig = configSource.Configs["XEngine"];
- m_ConfigSource = configSource;
- string rawScriptStopStrategy = m_ScriptConfig.GetString("ScriptStopStrategy", "co-op");
- m_log.InfoFormat("[XEngine]: Script stop strategy is {0}", rawScriptStopStrategy);
- if (rawScriptStopStrategy == "co-op")
- {
- m_coopTermination = true;
- ScriptClassName = "XEngineScript";
- ScriptBaseClassName = typeof(XEngineScriptBase).FullName;
- ScriptBaseClassParameters = typeof(XEngineScriptBase).GetConstructor(new Type[] { typeof(WaitHandle) }).GetParameters();
- ScriptReferencedAssemblies = new string[] { Path.GetFileName(typeof(XEngineScriptBase).Assembly.Location) };
- }
- else
- {
- ScriptClassName = "Script";
- ScriptBaseClassName = typeof(ScriptBaseClass).FullName;
- }
- // Console.WriteLine("ASSEMBLY NAME: {0}", ScriptReferencedAssemblies[0]);
- }
- public void AddRegion(Scene scene)
- {
- if (m_ScriptConfig == null)
- return;
- m_ScriptFailCount = 0;
- m_ScriptErrorMessage = String.Empty;
- m_Enabled = m_ScriptConfig.GetBoolean("Enabled", true);
- if (!m_Enabled)
- return;
- AppDomain.CurrentDomain.AssemblyResolve +=
- OnAssemblyResolve;
- m_Scene = scene;
- m_log.InfoFormat("[XEngine]: Initializing scripts in region {0}", m_Scene.RegionInfo.RegionName);
- m_MinThreads = m_ScriptConfig.GetInt("MinThreads", 2);
- m_MaxThreads = m_ScriptConfig.GetInt("MaxThreads", 100);
- m_IdleTimeout = m_ScriptConfig.GetInt("IdleTimeout", 60);
- string priority = m_ScriptConfig.GetString("Priority", "BelowNormal");
- m_StartDelay = m_ScriptConfig.GetInt("StartDelay", 15000);
- m_MaxScriptQueue = m_ScriptConfig.GetInt("MaxScriptEventQueue",300);
- m_StackSize = m_ScriptConfig.GetInt("ThreadStackSize", 262144);
- m_SleepTime = m_ScriptConfig.GetInt("MaintenanceInterval", 10) * 1000;
- m_AppDomainLoading = m_ScriptConfig.GetBoolean("AppDomainLoading", true);
- m_EventLimit = m_ScriptConfig.GetInt("EventLimit", 30);
- m_KillTimedOutScripts = m_ScriptConfig.GetBoolean("KillTimedOutScripts", false);
- m_SaveTime = m_ScriptConfig.GetInt("SaveInterval", 120) * 1000;
- m_WaitForEventCompletionOnScriptStop
- = m_ScriptConfig.GetInt("WaitForEventCompletionOnScriptStop", m_WaitForEventCompletionOnScriptStop);
- m_ScriptEnginesPath = m_ScriptConfig.GetString("ScriptEnginesPath", "ScriptEngines");
- m_Prio = ThreadPriority.BelowNormal;
- switch (priority)
- {
- case "Lowest":
- m_Prio = ThreadPriority.Lowest;
- break;
- case "BelowNormal":
- m_Prio = ThreadPriority.BelowNormal;
- break;
- case "Normal":
- m_Prio = ThreadPriority.Normal;
- break;
- case "AboveNormal":
- m_Prio = ThreadPriority.AboveNormal;
- break;
- case "Highest":
- m_Prio = ThreadPriority.Highest;
- break;
- default:
- m_log.ErrorFormat("[XEngine] Invalid thread priority: '{0}'. Assuming BelowNormal", priority);
- break;
- }
- lock (m_ScriptEngines)
- {
- m_ScriptEngines.Add(this);
- }
- // Needs to be here so we can queue the scripts that need starting
- //
- m_Scene.EventManager.OnRezScript += OnRezScript;
- // Complete basic setup of the thread pool
- //
- SetupEngine(m_MinThreads, m_MaxThreads, m_IdleTimeout, m_Prio,
- m_MaxScriptQueue, m_StackSize);
- m_Scene.StackModuleInterface<IScriptModule>(this);
- m_XmlRpcRouter = m_Scene.RequestModuleInterface<IXmlRpcRouter>();
- if (m_XmlRpcRouter != null)
- {
- OnScriptRemoved += m_XmlRpcRouter.ScriptRemoved;
- OnObjectRemoved += m_XmlRpcRouter.ObjectRemoved;
- }
- m_consoleCommands = new ScriptEngineConsoleCommands(this);
- m_consoleCommands.RegisterCommands();
- MainConsole.Instance.Commands.AddCommand(
- "Scripts", false, "xengine status", "xengine status", "Show status information",
- "Show status information on the script engine.",
- HandleShowStatus);
- MainConsole.Instance.Commands.AddCommand(
- "Scripts", false, "scripts show", "scripts show [<script-item-uuid>+]", "Show script information",
- "Show information on all scripts known to the script engine.\n"
- + "If one or more <script-item-uuid>s are given then only information on that script will be shown.",
- HandleShowScripts);
- MainConsole.Instance.Commands.AddCommand(
- "Scripts", false, "show scripts", "show scripts [<script-item-uuid>+]", "Show script information",
- "Synonym for scripts show command", HandleShowScripts);
- MainConsole.Instance.Commands.AddCommand(
- "Scripts", false, "scripts suspend", "scripts suspend [<script-item-uuid>+]", "Suspends all running scripts",
- "Suspends all currently running scripts. This only suspends event delivery, it will not suspend a"
- + " script that is currently processing an event.\n"
- + "Suspended scripts will continue to accumulate events but won't process them.\n"
- + "If one or more <script-item-uuid>s are given then only that script will be suspended. Otherwise, all suitable scripts are suspended.",
- (module, cmdparams) => HandleScriptsAction(cmdparams, HandleSuspendScript));
- MainConsole.Instance.Commands.AddCommand(
- "Scripts", false, "scripts resume", "scripts resume [<script-item-uuid>+]", "Resumes all suspended scripts",
- "Resumes all currently suspended scripts.\n"
- + "Resumed scripts will process all events accumulated whilst suspended.\n"
- + "If one or more <script-item-uuid>s are given then only that script will be resumed. Otherwise, all suitable scripts are resumed.",
- (module, cmdparams) => HandleScriptsAction(cmdparams, HandleResumeScript));
- MainConsole.Instance.Commands.AddCommand(
- "Scripts", false, "scripts stop", "scripts stop [<script-item-uuid>+]", "Stops all running scripts",
- "Stops all running scripts.\n"
- + "If one or more <script-item-uuid>s are given then only that script will be stopped. Otherwise, all suitable scripts are stopped.",
- (module, cmdparams) => HandleScriptsAction(cmdparams, HandleStopScript));
- MainConsole.Instance.Commands.AddCommand(
- "Scripts", false, "scripts start", "scripts start [<script-item-uuid>+]", "Starts all stopped scripts",
- "Starts all stopped scripts.\n"
- + "If one or more <script-item-uuid>s are given then only that script will be started. Otherwise, all suitable scripts are started.",
- (module, cmdparams) => HandleScriptsAction(cmdparams, HandleStartScript));
- MainConsole.Instance.Commands.AddCommand(
- "Debug", false, "debug scripts log", "debug scripts log <item-id> <log-level>", "Extra debug logging for a particular script.",
- "Activates or deactivates extra debug logging for the given script.\n"
- + "Level == 0, deactivate extra debug logging.\n"
- + "Level >= 1, log state changes.\n"
- + "Level >= 2, log event invocations.\n",
- HandleDebugScriptLogCommand);
- MainConsole.Instance.Commands.AddCommand(
- "Debug", false, "debug xengine log", "debug xengine log [<level>]",
- "Turn on detailed xengine debugging.",
- "If level <= 0, then no extra logging is done.\n"
- + "If level >= 1, then we log every time that a script is started.",
- HandleDebugLevelCommand);
- }
- private void HandleDebugScriptLogCommand(string module, string[] args)
- {
- if (!(MainConsole.Instance.ConsoleScene == null || MainConsole.Instance.ConsoleScene == m_Scene))
- return;
- if (args.Length != 5)
- {
- MainConsole.Instance.Output("Usage: debug script log <item-id> <log-level>");
- return;
- }
- UUID itemId;
- if (!ConsoleUtil.TryParseConsoleUuid(MainConsole.Instance, args[3], out itemId))
- return;
- int newLevel;
- if (!ConsoleUtil.TryParseConsoleInt(MainConsole.Instance, args[4], out newLevel))
- return;
- IScriptInstance si;
- lock (m_Scripts)
- {
- // XXX: We can't give the user feedback on a bad item id because this may apply to a different script
- // engine
- if (!m_Scripts.TryGetValue(itemId, out si))
- return;
- }
- si.DebugLevel = newLevel;
- MainConsole.Instance.OutputFormat("Set debug level of {0} {1} to {2}", si.ScriptName, si.ItemID, newLevel);
- }
- /// <summary>
- /// Change debug level
- /// </summary>
- /// <param name="module"></param>
- /// <param name="args"></param>
- private void HandleDebugLevelCommand(string module, string[] args)
- {
- if (args.Length >= 4)
- {
- int newDebug;
- if (ConsoleUtil.TryParseConsoleNaturalInt(MainConsole.Instance, args[3], out newDebug))
- {
- DebugLevel = newDebug;
- MainConsole.Instance.OutputFormat("Debug level set to {0} in XEngine for region {1}", newDebug, m_Scene.Name);
- }
- }
- else if (args.Length == 3)
- {
- MainConsole.Instance.OutputFormat("Current debug level is {0}", DebugLevel);
- }
- else
- {
- MainConsole.Instance.Output("Usage: debug xengine log <level>");
- }
- }
- /// <summary>
- /// Parse the raw item id into a script instance from the command params if it's present.
- /// </summary>
- /// <param name="cmdparams"></param>
- /// <param name="instance"></param>
- /// <param name="comparer">Basis on which to sort output. Can be null if no sort needs to take place</param>
- private void HandleScriptsAction(string[] cmdparams, Action<IScriptInstance> action)
- {
- HandleScriptsAction<object>(cmdparams, action, null);
- }
- /// <summary>
- /// Parse the raw item id into a script instance from the command params if it's present.
- /// </summary>
- /// <param name="cmdparams"></param>
- /// <param name="instance"></param>
- /// <param name="keySelector">Basis on which to sort output. Can be null if no sort needs to take place</param>
- private void HandleScriptsAction<TKey>(
- string[] cmdparams, Action<IScriptInstance> action, System.Func<IScriptInstance, TKey> keySelector)
- {
- if (!(MainConsole.Instance.ConsoleScene == null || MainConsole.Instance.ConsoleScene == m_Scene))
- return;
- lock (m_Scripts)
- {
- string rawItemId;
- UUID itemId = UUID.Zero;
-
- if (cmdparams.Length == 2)
- {
- IEnumerable<IScriptInstance> scripts = m_Scripts.Values;
- if (keySelector != null)
- scripts = scripts.OrderBy<IScriptInstance, TKey>(keySelector);
- foreach (IScriptInstance instance in scripts)
- action(instance);
- return;
- }
-
- for (int i = 2; i < cmdparams.Length; i++)
- {
- rawItemId = cmdparams[i];
-
- if (!UUID.TryParse(rawItemId, out itemId))
- {
- MainConsole.Instance.OutputFormat("ERROR: {0} is not a valid UUID", rawItemId);
- continue;
- }
-
- if (itemId != UUID.Zero)
- {
- IScriptInstance instance = GetInstance(itemId);
- if (instance == null)
- {
- // Commented out for now since this will cause false reports on simulators with more than
- // one scene where the current command line set region is 'root' (which causes commands to
- // go to both regions... (sigh)
- // MainConsole.Instance.OutputFormat("Error - No item found with id {0}", itemId);
- continue;
- }
- else
- {
- action(instance);
- }
- }
- }
- }
- }
- private void HandleShowStatus(string module, string[] cmdparams)
- {
- if (!(MainConsole.Instance.ConsoleScene == null || MainConsole.Instance.ConsoleScene == m_Scene))
- return;
- MainConsole.Instance.Output(GetStatusReport());
- }
- public string GetStatusReport()
- {
- StringBuilder sb = new StringBuilder();
- sb.AppendFormat("Status of XEngine instance for {0}\n", m_Scene.RegionInfo.RegionName);
- long scriptsLoaded, eventsQueued = 0, eventsProcessed = 0;
- lock (m_Scripts)
- {
- scriptsLoaded = m_Scripts.Count;
- foreach (IScriptInstance si in m_Scripts.Values)
- {
- eventsQueued += si.EventsQueued;
- eventsProcessed += si.EventsProcessed;
- }
- }
- sb.AppendFormat("Scripts loaded : {0}\n", scriptsLoaded);
- sb.AppendFormat("Scripts waiting for load : {0}\n", m_CompileQueue.Count);
- sb.AppendFormat("Max threads : {0}\n", m_ThreadPool.MaxThreads);
- sb.AppendFormat("Min threads : {0}\n", m_ThreadPool.MinThreads);
- sb.AppendFormat("Allocated threads : {0}\n", m_ThreadPool.ActiveThreads);
- sb.AppendFormat("In use threads : {0}\n", m_ThreadPool.InUseThreads);
- sb.AppendFormat("Work items waiting : {0}\n", m_ThreadPool.WaitingCallbacks);
- // sb.AppendFormat("Assemblies loaded : {0}\n", m_Assemblies.Count);
- sb.AppendFormat("Events queued : {0}\n", eventsQueued);
- sb.AppendFormat("Events processed : {0}\n", eventsProcessed);
- SensorRepeat sr = AsyncCommandManager.GetSensorRepeatPlugin(this);
- sb.AppendFormat("Sensors : {0}\n", sr != null ? sr.SensorsCount : 0);
- Dataserver ds = AsyncCommandManager.GetDataserverPlugin(this);
- sb.AppendFormat("Dataserver requests : {0}\n", ds != null ? ds.DataserverRequestsCount : 0);
- Timer t = AsyncCommandManager.GetTimerPlugin(this);
- sb.AppendFormat("Timers : {0}\n", t != null ? t.TimersCount : 0);
- Listener l = AsyncCommandManager.GetListenerPlugin(this);
- sb.AppendFormat("Listeners : {0}\n", l != null ? l.ListenerCount : 0);
- return sb.ToString();
- }
- public void HandleShowScripts(string module, string[] cmdparams)
- {
- if (!(MainConsole.Instance.ConsoleScene == null || MainConsole.Instance.ConsoleScene == m_Scene))
- return;
- if (cmdparams.Length == 2)
- {
- lock (m_Scripts)
- {
- MainConsole.Instance.OutputFormat(
- "Showing {0} scripts in {1}", m_Scripts.Count, m_Scene.RegionInfo.RegionName);
- }
- }
- HandleScriptsAction<long>(cmdparams, HandleShowScript, si => si.EventsProcessed);
- }
- private void HandleShowScript(IScriptInstance instance)
- {
- SceneObjectPart sop = m_Scene.GetSceneObjectPart(instance.ObjectID);
- string status;
- if (instance.ShuttingDown)
- {
- status = "shutting down";
- }
- else if (instance.Suspended)
- {
- status = "suspended";
- }
- else if (!instance.Running)
- {
- status = "stopped";
- }
- else
- {
- status = "running";
- }
- StringBuilder sb = new StringBuilder();
- sb.AppendFormat("Script name : {0}\n", instance.ScriptName);
- sb.AppendFormat("Status : {0}\n", status);
- sb.AppendFormat("Queued events : {0}\n", instance.EventsQueued);
- sb.AppendFormat("Processed events : {0}\n", instance.EventsProcessed);
- sb.AppendFormat("Item UUID : {0}\n", instance.ItemID);
- sb.AppendFormat("Asset UUID : {0}\n", instance.AssetID);
- sb.AppendFormat("Containing part name: {0}\n", instance.PrimName);
- sb.AppendFormat("Containing part UUID: {0}\n", instance.ObjectID);
- sb.AppendFormat("Position : {0}\n", sop.AbsolutePosition);
- MainConsole.Instance.Output(sb.ToString());
- }
- private void HandleSuspendScript(IScriptInstance instance)
- {
- if (!instance.Suspended)
- {
- instance.Suspend();
- SceneObjectPart sop = m_Scene.GetSceneObjectPart(instance.ObjectID);
- MainConsole.Instance.OutputFormat(
- "Suspended {0}.{1}, item UUID {2}, prim UUID {3} @ {4}",
- instance.PrimName, instance.ScriptName, instance.ItemID, instance.ObjectID, sop.AbsolutePosition);
- }
- }
- private void HandleResumeScript(IScriptInstance instance)
- {
- if (instance.Suspended)
- {
- instance.Resume();
- SceneObjectPart sop = m_Scene.GetSceneObjectPart(instance.ObjectID);
- MainConsole.Instance.OutputFormat(
- "Resumed {0}.{1}, item UUID {2}, prim UUID {3} @ {4}",
- instance.PrimName, instance.ScriptName, instance.ItemID, instance.ObjectID, sop.AbsolutePosition);
- }
- }
- private void HandleStartScript(IScriptInstance instance)
- {
- if (!instance.Running)
- {
- instance.Start();
- SceneObjectPart sop = m_Scene.GetSceneObjectPart(instance.ObjectID);
- MainConsole.Instance.OutputFormat(
- "Started {0}.{1}, item UUID {2}, prim UUID {3} @ {4}",
- instance.PrimName, instance.ScriptName, instance.ItemID, instance.ObjectID, sop.AbsolutePosition);
- }
- }
- private void HandleStopScript(IScriptInstance instance)
- {
- if (instance.Running)
- {
- instance.StayStopped = true; // the script was stopped explicitly
- instance.Stop(0);
- SceneObjectPart sop = m_Scene.GetSceneObjectPart(instance.ObjectID);
- MainConsole.Instance.OutputFormat(
- "Stopped {0}.{1}, item UUID {2}, prim UUID {3} @ {4}",
- instance.PrimName, instance.ScriptName, instance.ItemID, instance.ObjectID, sop.AbsolutePosition);
- }
- }
- public void RemoveRegion(Scene scene)
- {
- if (!m_Enabled)
- return;
- lock (m_Scripts)
- {
- m_log.InfoFormat(
- "[XEngine]: Shutting down {0} scripts in {1}", m_Scripts.Count, m_Scene.RegionInfo.RegionName);
- foreach (IScriptInstance instance in m_Scripts.Values)
- {
- // Force a final state save
- //
- try
- {
- if (instance.StatePersistedHere)
- instance.SaveState();
- }
- catch (Exception e)
- {
- m_log.Error(
- string.Format(
- "[XEngine]: Failed final state save for script {0}.{1}, item UUID {2}, prim UUID {3} in {4}. Exception ",
- instance.PrimName, instance.ScriptName, instance.ItemID, instance.ObjectID, World.Name)
- , e);
- }
- // Clear the event queue and abort the instance thread
- //
- instance.Stop(0, true);
- // Release events, timer, etc
- //
- instance.DestroyScriptInstance();
- // Unload scripts and app domains.
- // Must be done explicitly because they have infinite
- // lifetime.
- // However, don't bother to do this if the simulator is shutting
- // down since it takes a long time with many scripts.
- if (!m_SimulatorShuttingDown)
- {
- m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
- if (m_DomainScripts[instance.AppDomain].Count == 0)
- {
- m_DomainScripts.Remove(instance.AppDomain);
- UnloadAppDomain(instance.AppDomain);
- }
- }
- }
- m_Scripts.Clear();
- m_PrimObjects.Clear();
- m_Assemblies.Clear();
- m_DomainScripts.Clear();
- }
- lock (m_ScriptEngines)
- {
- m_ScriptEngines.Remove(this);
- }
- }
- public void RegionLoaded(Scene scene)
- {
- if (!m_Enabled)
- return;
- m_EventManager = new EventManager(this);
- m_Compiler = new Compiler(this);
- m_Scene.EventManager.OnRemoveScript += OnRemoveScript;
- m_Scene.EventManager.OnScriptReset += OnScriptReset;
- m_Scene.EventManager.OnStartScript += OnStartScript;
- m_Scene.EventManager.OnStopScript += OnStopScript;
- m_Scene.EventManager.OnGetScriptRunning += OnGetScriptRunning;
- m_Scene.EventManager.OnShutdown += OnShutdown;
- // If region ready has been triggered, then the region had no scripts to compile and completed its other
- // work.
- m_Scene.EventManager.OnRegionReadyStatusChange += s => { if (s.Ready) m_InitialStartup = false; };
- if (m_SleepTime > 0)
- {
- m_ThreadPool.QueueWorkItem(new WorkItemCallback(this.DoMaintenance),
- new Object[]{ m_SleepTime });
- }
- if (m_SaveTime > 0)
- {
- m_ThreadPool.QueueWorkItem(new WorkItemCallback(this.DoBackup),
- new Object[] { m_SaveTime });
- }
- }
- public void StartProcessing()
- {
- m_ThreadPool.Start();
- }
- public void Close()
- {
- if (!m_Enabled)
- return;
-
- lock (m_ScriptEngines)
- {
- if (m_ScriptEngines.Contains(this))
- m_ScriptEngines.Remove(this);
- }
- }
- public object DoBackup(object o)
- {
- Object[] p = (Object[])o;
- int saveTime = (int)p[0];
- if (saveTime > 0)
- System.Threading.Thread.Sleep(saveTime);
- // m_log.Debug("[XEngine] Backing up script states");
- List<IScriptInstance> instances = new List<IScriptInstance>();
- lock (m_Scripts)
- {
- foreach (IScriptInstance instance in m_Scripts.Values)
- {
- if (instance.StatePersistedHere)
- {
- // m_log.DebugFormat(
- // "[XEngine]: Adding script {0}.{1}, item UUID {2}, prim UUID {3} in {4} for state persistence",
- // instance.PrimName, instance.ScriptName, instance.ItemID, instance.ObjectID, World.Name);
- instances.Add(instance);
- }
- }
- }
- foreach (IScriptInstance i in instances)
- {
- try
- {
- i.SaveState();
- }
- catch (Exception e)
- {
- m_log.Error(
- string.Format(
- "[XEngine]: Failed to save state of script {0}.{1}, item UUID {2}, prim UUID {3} in {4}. Exception ",
- i.PrimName, i.ScriptName, i.ItemID, i.ObjectID, World.Name)
- , e);
- }
- }
- if (saveTime > 0)
- m_ThreadPool.QueueWorkItem(new WorkItemCallback(this.DoBackup),
- new Object[] { saveTime });
- return 0;
- }
- public void SaveAllState()
- {
- DoBackup(new object[] { 0 });
- }
- public object DoMaintenance(object p)
- {
- object[] parms = (object[])p;
- int sleepTime = (int)parms[0];
- foreach (IScriptInstance inst in m_Scripts.Values)
- {
- if (inst.EventTime() > m_EventLimit)
- {
- inst.Stop(100);
- if (!m_KillTimedOutScripts)
- inst.Start();
- }
- }
- System.Threading.Thread.Sleep(sleepTime);
- m_ThreadPool.QueueWorkItem(new WorkItemCallback(this.DoMaintenance),
- new Object[]{ sleepTime });
- return 0;
- }
- public Type ReplaceableInterface
- {
- get { return null; }
- }
- public string Name
- {
- get { return "XEngine"; }
- }
- public void OnRezScript(uint localID, UUID itemID, string script, int startParam, bool postOnRez, string engine, int stateSource)
- {
- // m_log.DebugFormat(
- // "[XEngine]: OnRezScript event triggered for script {0}, startParam {1}, postOnRez {2}, engine {3}, stateSource {4}, script\n{5}",
- // itemID, startParam, postOnRez, engine, stateSource, script);
- if (script.StartsWith("//MRM:"))
- return;
- List<IScriptModule> engines = new List<IScriptModule>(m_Scene.RequestModuleInterfaces<IScriptModule>());
- List<string> names = new List<string>();
- foreach (IScriptModule m in engines)
- names.Add(m.ScriptEngineName);
- int lineEnd = script.IndexOf('\n');
- if (lineEnd > 1)
- {
- string firstline = script.Substring(0, lineEnd).Trim();
- int colon = firstline.IndexOf(':');
- if (firstline.Length > 2 && firstline.Substring(0, 2) == "//" && colon != -1)
- {
- string engineName = firstline.Substring(2, colon - 2);
- if (names.Contains(engineName))
- {
- engine = engineName;
- script = "//" + script.Substring(colon + 1);
- }
- else
- {
- if (engine == ScriptEngineName)
- {
- // If we are falling back on XEngine as the default engine, then only complain to the user
- // if a script language has been explicitly set and it's one that we recognize or there are
- // no non-whitespace characters after the colon.
- //
- // If the script is
- // explicitly not allowed or the script is not in LSL then the user will be informed by a later compiler message.
- //
- // If the colon ends the line then we'll risk the false positive as this is more likely
- // to signal a real scriptengine line where the user wants to use the default compile language.
- //
- // This avoids the overwhelming number of false positives where we're in this code because
- // there's a colon in a comment in the first line of a script for entirely
- // unrelated reasons (e.g. vim settings).
- //
- // TODO: A better fix would be to deprecate simple : detection and look for some less likely
- // string to begin the comment (like #! in unix shell scripts).
- bool warnRunningInXEngine = false;
- string restOfFirstLine = firstline.Substring(colon + 1);
- // FIXME: These are hardcoded because they are currently hardcoded in Compiler.cs
- if (restOfFirstLine.StartsWith("c#")
- || restOfFirstLine.StartsWith("vb")
- || restOfFirstLine.StartsWith("lsl")
- || restOfFirstLine.Length == 0)
- warnRunningInXEngine = true;
- if (warnRunningInXEngine)
- {
- SceneObjectPart part =
- m_Scene.GetSceneObjectPart(
- localID);
-
- TaskInventoryItem item =
- part.Inventory.GetInventoryItem(itemID);
-
- ScenePresence presence =
- m_Scene.GetScenePresence(
- item.OwnerID);
-
- if (presence != null)
- {
- presence.ControllingClient.SendAgentAlertMessage(
- "Selected engine unavailable. "+
- "Running script on "+
- ScriptEngineName,
- false);
- }
- }
- }
- }
- }
- }
- if (engine != ScriptEngineName)
- return;
- Object[] parms = new Object[]{localID, itemID, script, startParam, postOnRez, (StateSource)stateSource};
- if (stateSource == (int)StateSource.ScriptedRez)
- {
- lock (m_CompileDict)
- {
- m_CompileDict[itemID] = 0;
- }
- DoOnRezScript(parms);
- }
- else
- {
- lock (m_CompileDict)
- m_CompileDict[itemID] = 0;
- // This must occur after the m_CompileDict so that an existing compile thread cannot hit the check
- // in DoOnRezScript() before m_CompileDict has been updated.
- m_CompileQueue.Enqueue(parms);
- // m_log.DebugFormat("[XEngine]: Added script {0} to compile queue", itemID);
- if (m_CurrentCompile == null)
- {
- // NOTE: Although we use a lockless queue, the lock here
- // is required. It ensures that there are never two
- // compile threads running, which, due to a race
- // conndition, might otherwise happen
- //
- lock (m_CompileQueue)
- {
- if (m_CurrentCompile == null)
- m_CurrentCompile = m_ThreadPool.QueueWorkItem(DoOnRezScriptQueue, null);
- }
- }
- }
- }
- public Object DoOnRezScriptQueue(Object dummy)
- {
- try
- {
- if (m_InitialStartup)
- {
- // This delay exists to stop mono problems where script compilation and startup would stop the sim
- // working properly for the session.
- System.Threading.Thread.Sleep(m_StartDelay);
- m_log.InfoFormat("[XEngine]: Performing initial script startup on {0}", m_Scene.Name);
- }
- object[] o;
- int scriptsStarted = 0;
- while (m_CompileQueue.Dequeue(out o))
- {
- try
- {
- if (DoOnRezScript(o))
- {
- scriptsStarted++;
- if (m_InitialStartup)
- if (scriptsStarted % 50 == 0)
- m_log.InfoFormat(
- "[XEngine]: Started {0} scripts in {1}", scriptsStarted, m_Scene.Name);
- }
- }
- catch (Exception e)
- {
- m_log.Error(
- string.Format(
- "[XEngine]: Failure in DoOnRezScriptQueue() for item {0} in {1}. Continuing. Exception ",
- o[1], m_Scene.Name),
- e);
- }
- }
- if (m_InitialStartup)
- m_log.InfoFormat(
- "[XEngine]: Completed starting {0} scripts on {1}", scriptsStarted, m_Scene.Name);
- }
- catch (Exception e)
- {
- m_log.Error(
- string.Format("[XEngine]: Failure in DoOnRezScriptQueue() in {0}. Exception ", m_Scene.Name), e);
- }
- finally
- {
- // FIXME: On failure we must trigger this even if the compile queue is not actually empty so that the
- // RegionReadyModule is not forever waiting. This event really needs a different name.
- m_Scene.EventManager.TriggerEmptyScriptCompileQueue(m_ScriptFailCount,
- m_ScriptErrorMessage);
- m_ScriptFailCount = 0;
- m_InitialStartup = false;
- // NOTE: Despite having a lockless queue, this lock is required
- // to make sure there is never no compile thread while there
- // are still scripts to compile. This could otherwise happen
- // due to a race condition
- //
- lock (m_CompileQueue)
- {
- m_CurrentCompile = null;
- // This is to avoid a situation where the m_CompileQueue while loop above could complete but
- // OnRezScript() place a new script on the queue and check m_CurrentCompile = null before we hit
- // this section.
- if (m_CompileQueue.Count > 0)
- m_CurrentCompile = m_ThreadPool.QueueWorkItem(DoOnRezScriptQueue, null);
- }
- }
- return null;
- }
- private bool DoOnRezScript(object[] parms)
- {
- Object[] p = parms;
- uint localID = (uint)p[0];
- UUID itemID = (UUID)p[1];
- string script =(string)p[2];
- int startParam = (int)p[3];
- bool postOnRez = (bool)p[4];
- StateSource stateSource = (StateSource)p[5];
- // m_log.DebugFormat("[XEngine]: DoOnRezScript called for script {0}", itemID);
- lock (m_CompileDict)
- {
- if (!m_CompileDict.ContainsKey(itemID))
- return false;
- m_CompileDict.Remove(itemID);
- }
- // Get the asset ID of the script, so we can check if we
- // already have it.
- // We must look for the part outside the m_Scripts lock because GetSceneObjectPart later triggers the
- // m_parts lock on SOG. At the same time, a scene object that is being deleted will take the m_parts lock
- // and then later on try to take the m_scripts lock in this class when it calls OnRemoveScript()
- SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
- if (part == null)
- {
- m_log.ErrorFormat("[Script]: SceneObjectPart with localID {0} unavailable. Script NOT started.", localID);
- m_ScriptErrorMessage += "SceneObjectPart unavailable. Script NOT started.\n";
- m_ScriptFailCount++;
- return false;
- }
- TaskInventoryItem item = part.Inventory.GetInventoryItem(itemID);
- if (item == null)
- {
- m_ScriptErrorMessage += "Can't find script inventory item.\n";
- m_ScriptFailCount++;
- return false;
- }
- if (DebugLevel > 0)
- m_log.DebugFormat(
- "[XEngine]: Loading script {0}.{1}, item UUID {2}, prim UUID {3} @ {4}.{5}",
- part.ParentGroup.RootPart.Name, item.Name, itemID, part.UUID,
- part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
- UUID assetID = item.AssetID;
- ScenePresence presence = m_Scene.GetScenePresence(item.OwnerID);
- string assemblyPath = "";
- Culture.SetCurrentCulture();
- Dictionary<KeyValuePair<int, int>, KeyValuePair<int, int>> linemap;
- lock (m_ScriptErrors)
- {
- try
- {
- lock (m_AddingAssemblies)
- {
- m_Compiler.PerformScriptCompile(script, assetID.ToString(), item.OwnerID, out assemblyPath, out linemap);
- // m_log.DebugFormat(
- // "[XENGINE]: Found assembly path {0} onrez {1} in {2}",
- // assemblyPath, item.ItemID, World.Name);
- if (!m_AddingAssemblies.ContainsKey(assemblyPath)) {
- m_AddingAssemblies[assemblyPath] = 1;
- } else {
- m_AddingAssemblies[assemblyPath]++;
- }
- }
- string[] warnings = m_Compiler.GetWarnings();
- if (warnings != null && warnings.Length != 0)
- {
- foreach (string warning in warnings)
- {
- if (!m_ScriptErrors.ContainsKey(itemID))
- m_ScriptErrors[itemID] = new ArrayList();
- m_ScriptErrors[itemID].Add(warning);
- // try
- // {
- // // DISPLAY WARNING INWORLD
- // string text = "Warning:\n" + warning;
- // if (text.Length > 1000)
- // text = text.Substring(0, 1000);
- // if (!ShowScriptSaveResponse(item.OwnerID,
- // assetID, text, true))
- // {
- // if (presence != null && (!postOnRez))
- // presence.ControllingClient.SendAgentAlertMessage("Script saved with warnings, check debug window!", false);
- //
- // World.SimChat(Utils.StringToBytes(text),
- // ChatTypeEnum.DebugChannel, 2147483647,
- // part.AbsolutePosition,
- // part.Name, part.UUID, false);
- // }
- // }
- // catch (Exception e2) // LEGIT: User Scripting
- // {
- // m_log.Error("[XEngine]: " +
- // "Error displaying warning in-world: " +
- // e2.ToString());
- // m_log.Error("[XEngine]: " +
- // "Warning:\r\n" +
- // warning);
- // }
- }
- }
- }
- catch (Exception e)
- {
- // m_log.ErrorFormat(
- // "[XEngine]: Exception when rezzing script with item ID {0}, {1}{2}",
- // itemID, e.Message, e.StackTrace);
- // try
- // {
- if (!m_ScriptErrors.ContainsKey(itemID))
- m_ScriptErrors[itemID] = new ArrayList();
- // DISPLAY ERROR INWORLD
- // m_ScriptErrorMessage += "Failed to compile script in object: '" + part.ParentGroup.RootPart.Name + "' Script name: '" + item.Name + "' Error message: " + e.Message.ToString();
- //
- m_ScriptFailCount++;
- m_ScriptErrors[itemID].Add(e.Message.ToString());
- // string text = "Error compiling script '" + item.Name + "':\n" + e.Message.ToString();
- // if (text.Length > 1000)
- // text = text.Substring(0, 1000);
- // if (!ShowScriptSaveResponse(item.OwnerID,
- // assetID, text, false))
- // {
- // if (presence != null && (!postOnRez))
- // presence.ControllingClient.SendAgentAlertMessage("Script saved with errors, check debug window!", false);
- // World.SimChat(Utils.StringToBytes(text),
- // ChatTypeEnum.DebugChannel, 2147483647,
- // part.AbsolutePosition,
- // part.Name, part.UUID, false);
- // }
- // }
- // catch (Exception e2) // LEGIT: User Scripting
- // {
- // m_log.Error("[XEngine]: "+
- // "Error displaying error in-world: " +
- // e2.ToString());
- // m_log.Error("[XEngine]: " +
- // "Errormessage: Error compiling script:\r\n" +
- // e.Message.ToString());
- // }
- return false;
- }
- }
- ScriptInstance instance = null;
- lock (m_Scripts)
- {
- // Create the object record
- if ((!m_Scripts.ContainsKey(itemID)) ||
- (m_Scripts[itemID].AssetID != assetID))
- {
- UUID appDomain = assetID;
- if (part.ParentGroup.IsAttachment)
- appDomain = part.ParentGroup.RootPart.UUID;
- if (!m_AppDomains.ContainsKey(appDomain))
- {
- try
- {
- AppDomainSetup appSetup = new AppDomainSetup();
- appSetup.PrivateBinPath = Path.Combine(
- m_ScriptEnginesPath,
- m_Scene.RegionInfo.RegionID.ToString());
- Evidence baseEvidence = AppDomain.CurrentDomain.Evidence;
- Evidence evidence = new Evidence(baseEvidence);
- AppDomain sandbox;
- if (m_AppDomainLoading)
- {
- sandbox = AppDomain.CreateDomain(
- m_Scene.RegionInfo.RegionID.ToString(),
- evidence, appSetup);
- sandbox.AssemblyResolve +=
- new ResolveEventHandler(
- AssemblyResolver.OnAssemblyResolve);
- }
- else
- {
- sandbox = AppDomain.CurrentDomain;
- }
-
- //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
- //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
- //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
- //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
- //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
- //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
- //sandbox.SetAppDomainPolicy(sandboxPolicy);
-
- m_AppDomains[appDomain] = sandbox;
- m_DomainScripts[appDomain] = new List<UUID>();
- }
- catch (Exception e)
- {
- m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
- m_ScriptErrorMessage += "Exception creating app domain:\n";
- m_ScriptFailCount++;
- lock (m_AddingAssemblies)
- {
- m_AddingAssemblies[assemblyPath]--;
- }
- return false;
- }
- }
- m_DomainScripts[appDomain].Add(itemID);
- IScript scriptObj = null;
- EventWaitHandle coopSleepHandle;
- bool coopTerminationForThisScript;
- // Set up assembly name to point to the appropriate scriptEngines directory
- AssemblyName assemblyName = new AssemblyName(Path.GetFileNameWithoutExtension(assemblyPath));
- assemblyName.CodeBase = Path.GetDirectoryName(assemblyPath);
- if (m_coopTermination)
- {
- try
- {
- coopSleepHandle = new XEngineEventWaitHandle(false, EventResetMode.AutoReset);
- scriptObj
- = (IScript)m_AppDomains[appDomain].CreateInstanceAndUnwrap(
- assemblyName.FullName,
- "SecondLife.XEngineScript",
- false,
- BindingFlags.Default,
- null,
- new object[] { coopSleepHandle },
- null,
- null);
- coopTerminationForThisScript = true;
- }
- catch (TypeLoadException)
- {
- coopSleepHandle = null;
- try
- {
- scriptObj
- = (IScript)m_AppDomains[appDomain].CreateInstanceAndUnwrap(
- assemblyName.FullName,
- "SecondLife.Script",
- false,
- BindingFlags.Default,
- null,
- null,
- null,
- null);
- }
- catch (Exception e2)
- {
- m_log.Error(
- string.Format(
- "[XENGINE]: Could not load previous SecondLife.Script from assembly {0} in {1}. Not starting. Exception ",
- assemblyName.FullName, World.Name),
- e2);
- return false;
- }
- coopTerminationForThisScript = false;
- }
- }
- else
- {
- try
- {
- scriptObj
- = (IScript)m_AppDomains[appDomain].CreateInstanceAndUnwrap(
- assemblyName.FullName,
- "SecondLife.Script",
- false,
- BindingFlags.Default,
- null,
- null,
- null,
- null);
- coopSleepHandle = null;
- coopTerminationForThisScript = false;
- }
- catch (TypeLoadException)
- {
- coopSleepHandle = new XEngineEventWaitHandle(false, EventResetMode.AutoReset);
- try
- {
- scriptObj
- = (IScript)m_AppDomains[appDomain].CreateInstanceAndUnwrap(
- assemblyName.FullName,
- "SecondLife.XEngineScript",
- false,
- BindingFlags.Default,
- null,
- new object[] { coopSleepHandle },
- null,
- null);
- }
- catch (Exception e2)
- {
- m_log.Error(
- string.Format(
- "[XENGINE]: Could not load previous SecondLife.XEngineScript from assembly {0} in {1}. Not starting. Exception ",
- assemblyName.FullName, World.Name),
- e2);
- return false;
- }
- coopTerminationForThisScript = true;
- }
- }
- if (m_coopTermination != coopTerminationForThisScript && !HaveNotifiedLogOfScriptStopMistmatch)
- {
- // Notify the log that there is at least one script compile that doesn't match the
- // ScriptStopStrategy. Operator has to manually delete old DLLs - we can't do this on Windows
- // once the assembly has been loaded evne if the instantiation of a class was unsuccessful.
- m_log.WarnFormat(
- "[XEngine]: At least one existing compiled script DLL in {0} has {1} as ScriptStopStrategy whereas config setting is {2}."
- + "\nContinuing with script compiled strategy but to remove this message please set [XEngine] DeleteScriptsOnStartup = true for one simulator session to remove old script DLLs (script state will not be lost).",
- World.Name, coopTerminationForThisScript ? "co-op" : "abort", m_coopTermination ? "co-op" : "abort");
- HaveNotifiedLogOfScriptStopMistmatch = true;
- }
- instance = new ScriptInstance(this, part,
- item,
- startParam, postOnRez,
- m_MaxScriptQueue);
- if (
- !instance.Load(
- scriptObj, coopSleepHandle, assemblyPath,
- Path.Combine(ScriptEnginePath, World.RegionInfo.RegionID.ToString()), stateSource, coopTerminationForThisScript))
- return false;
- // if (DebugLevel >= 1)
- // m_log.DebugFormat(
- // "[XEngine] Loaded script {0}.{1}, item UUID {2}, prim UUID {3} @ {4}.{5}",
- // part.ParentGroup.RootPart.Name, item.Name, itemID, part.UUID,
- // part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
- if (presence != null)
- {
- ShowScriptSaveResponse(item.OwnerID,
- assetID, "Compile successful", true);
- }
- instance.AppDomain = appDomain;
- instance.LineMap = linemap;
- m_Scripts[itemID] = instance;
- }
- }
- lock (m_PrimObjects)
- {
- if (!m_PrimObjects.ContainsKey(localID))
- m_PrimObjects[localID] = new List<UUID>();
- if (!m_PrimObjects[localID].Contains(itemID))
- m_PrimObjects[localID].Add(itemID);
- }
- if (!m_Assemblies.ContainsKey(assetID))
- m_Assemblies[assetID] = assemblyPath;
- lock (m_AddingAssemblies)
- {
- m_AddingAssemblies[assemblyPath]--;
- }
- if (instance != null)
- instance.Init();
- bool runIt;
- if (m_runFlags.TryGetValue(itemID, out runIt))
- {
- if (!runIt)
- StopScript(itemID);
- m_runFlags.Remove(itemID);
- }
- return true;
- }
- public void OnRemoveScript(uint localID, UUID itemID)
- {
- // If it's not yet been compiled, make sure we don't try
- lock (m_CompileDict)
- {
- if (m_CompileDict.ContainsKey(itemID))
- m_CompileDict.Remove(itemID);
- }
- IScriptInstance instance = null;
- lock (m_Scripts)
- {
- // Do we even have it?
- if (!m_Scripts.ContainsKey(itemID))
- return;
- instance = m_Scripts[itemID];
- m_Scripts.Remove(itemID);
- }
- instance.Stop(m_WaitForEventCompletionOnScriptStop, true);
- lock (m_PrimObjects)
- {
- // Remove the script from it's prim
- if (m_PrimObjects.ContainsKey(localID))
- {
- // Remove inventory item record
- if (m_PrimObjects[localID].Contains(itemID))
- m_PrimObjects[localID].Remove(itemID);
- // If there are no more scripts, remove prim
- if (m_PrimObjects[localID].Count == 0)
- m_PrimObjects.Remove(localID);
- }
- }
- if (instance.StatePersistedHere)
- instance.RemoveState();
- instance.DestroyScriptInstance();
- m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
- if (m_DomainScripts[instance.AppDomain].Count == 0)
- {
- m_DomainScripts.Remove(instance.AppDomain);
- UnloadAppDomain(instance.AppDomain);
- }
- ObjectRemoved handlerObjectRemoved = OnObjectRemoved;
- if (handlerObjectRemoved != null)
- handlerObjectRemoved(instance.ObjectID);
- ScriptRemoved handlerScriptRemoved = OnScriptRemoved;
- if (handlerScriptRemoved != null)
- handlerScriptRemoved(itemID);
- }
- public void OnScriptReset(uint localID, UUID itemID)
- {
- ResetScript(itemID);
- }
- public void OnStartScript(uint localID, UUID itemID)
- {
- StartScript(itemID);
- }
- public void OnStopScript(uint localID, UUID itemID)
- {
- StopScript(itemID);
- }
- private void CleanAssemblies()
- {
- List<UUID> assetIDList = new List<UUID>(m_Assemblies.Keys);
- foreach (IScriptInstance i in m_Scripts.Values)
- {
- if (assetIDList.Contains(i.AssetID))
- assetIDList.Remove(i.AssetID);
- }
- lock (m_AddingAssemblies)
- {
- foreach (UUID assetID in assetIDList)
- {
- // Do not remove assembly files if another instance of the script
- // is currently initialising
- if (!m_AddingAssemblies.ContainsKey(m_Assemblies[assetID])
- || m_AddingAssemblies[m_Assemblies[assetID]] == 0)
- {
- // m_log.DebugFormat("[XEngine] Removing unreferenced assembly {0}", m_Assemblies[assetID]);
- try
- {
- if (File.Exists(m_Assemblies[assetID]))
- File.Delete(m_Assemblies[assetID]);
-
- if (File.Exists(m_Assemblies[assetID]+".text"))
- File.Delete(m_Assemblies[assetID]+".text");
-
- if (File.Exists(m_Assemblies[assetID]+".mdb"))
- File.Delete(m_Assemblies[assetID]+".mdb");
-
- if (File.Exists(m_Assemblies[assetID]+".map"))
- File.Delete(m_Assemblies[assetID]+".map");
- }
- catch (Exception)
- {
- }
- m_Assemblies.Remove(assetID);
- }
- }
- }
- }
- private void UnloadAppDomain(UUID id)
- {
- if (m_AppDomains.ContainsKey(id))
- {
- AppDomain domain = m_AppDomains[id];
- m_AppDomains.Remove(id);
- if (domain != AppDomain.CurrentDomain)
- AppDomain.Unload(domain);
- domain = null;
- // m_log.DebugFormat("[XEngine] Unloaded app domain {0}", id.ToString());
- }
- }
- //
- // Start processing
- //
- private void SetupEngine(int minThreads, int maxThreads,
- int idleTimeout, ThreadPriority threadPriority,
- int maxScriptQueue, int stackSize)
- {
- m_MaxScriptQueue = maxScriptQueue;
- STPStartInfo startInfo = new STPStartInfo();
- startInfo.ThreadPoolName = "XEngine";
- startInfo.IdleTimeout = idleTimeout * 1000; // convert to seconds as stated in .ini
- startInfo.MaxWorkerThreads = maxThreads;
- startInfo.MinWorkerThreads = minThreads;
- startInfo.ThreadPriority = threadPriority;;
- startInfo.MaxStackSize = stackSize;
- startInfo.StartSuspended = true;
- m_ThreadPool = new SmartThreadPool(startInfo);
- }
- //
- // Used by script instances to queue event handler jobs
- //
- public IScriptWorkItem QueueEventHandler(object parms)
- {
- return new XWorkItem(m_ThreadPool.QueueWorkItem(
- new WorkItemCallback(this.ProcessEventHandler),
- parms));
- }
-
- /// <summary>
- /// Process a previously posted script event.
- /// </summary>
- /// <param name="parms"></param>
- /// <returns></returns>
- private object ProcessEventHandler(object parms)
- {
- Culture.SetCurrentCulture();
- IScriptInstance instance = (ScriptInstance) parms;
-
- // m_log.DebugFormat("[XEngine]: Processing event for {0}", instance);
- return instance.EventProcessor();
- }
- /// <summary>
- /// Post event to an entire prim
- /// </summary>
- /// <param name="localID"></param>
- /// <param name="p"></param>
- /// <returns></returns>
- public bool PostObjectEvent(uint localID, EventParams p)
- {
- bool result = false;
- List<UUID> uuids = null;
- lock (m_PrimObjects)
- {
- if (!m_PrimObjects.ContainsKey(localID))
- return false;
- uuids = m_PrimObjects[localID];
- foreach (UUID itemID in uuids)
- {
- IScriptInstance instance = null;
- try
- {
- if (m_Scripts.ContainsKey(itemID))
- instance = m_Scripts[itemID];
- }
- catch { /* ignore race conditions */ }
-
- if (instance != null)
- {
- instance.PostEvent(p);
- result = true;
- }
- }
- }
-
- return result;
- }
- /// <summary>
- /// Post an event to a single script
- /// </summary>
- /// <param name="itemID"></param>
- /// <param name="p"></param>
- /// <returns></returns>
- public bool PostScriptEvent(UUID itemID, EventParams p)
- {
- if (m_Scripts.ContainsKey(itemID))
- {
- IScriptInstance instance = m_Scripts[itemID];
- if (instance != null)
- instance.PostEvent(p);
- return true;
- }
- return false;
- }
- public bool PostScriptEvent(UUID itemID, string name, Object[] p)
- {
- Object[] lsl_p = new Object[p.Length];
- for (int i = 0; i < p.Length ; i++)
- {
- if (p[i] is int)
- lsl_p[i] = new LSL_Types.LSLInteger((int)p[i]);
- else if (p[i] is string)
- lsl_p[i] = new LSL_Types.LSLString((string)p[i]);
- else if (p[i] is Vector3)
- lsl_p[i] = new LSL_Types.Vector3((Vector3)p[i]);
- else if (p[i] is Quaternion)
- lsl_p[i] = new LSL_Types.Quaternion((Quaternion)p[i]);
- else if (p[i] is float)
- lsl_p[i] = new LSL_Types.LSLFloat((float)p[i]);
- else
- lsl_p[i] = p[i];
- }
- return PostScriptEvent(itemID, new EventParams(name, lsl_p, new DetectParams[0]));
- }
- public bool PostObjectEvent(UUID itemID, string name, Object[] p)
- {
- SceneObjectPart part = m_Scene.GetSceneObjectPart(itemID);
- if (part == null)
- return false;
- Object[] lsl_p = new Object[p.Length];
- for (int i = 0; i < p.Length ; i++)
- {
- if (p[i] is int)
- lsl_p[i] = new LSL_Types.LSLInteger((int)p[i]);
- else if (p[i] is string)
- lsl_p[i] = new LSL_Types.LSLString((string)p[i]);
- else if (p[i] is Vector3)
- lsl_p[i] = new LSL_Types.Vector3((Vector3)p[i]);
- else if (p[i] is Quaternion)
- lsl_p[i] = new LSL_Types.Quaternion((Quaternion)p[i]);
- else if (p[i] is float)
- lsl_p[i] = new LSL_Types.LSLFloat((float)p[i]);
- else
- lsl_p[i] = p[i];
- }
- return PostObjectEvent(part.LocalId, new EventParams(name, lsl_p, new DetectParams[0]));
- }
- public Assembly OnAssemblyResolve(object sender,
- ResolveEventArgs args)
- {
- if (!(sender is System.AppDomain))
- return null;
- string[] pathList = new string[] {"bin", m_ScriptEnginesPath,
- Path.Combine(m_ScriptEnginesPath,
- m_Scene.RegionInfo.RegionID.ToString())};
- string assemblyName = args.Name;
- if (assemblyName.IndexOf(",") != -1)
- assemblyName = args.Name.Substring(0, args.Name.IndexOf(","));
- foreach (string s in pathList)
- {
- string path = Path.Combine(Directory.GetCurrentDirectory(),
- Path.Combine(s, assemblyName))+".dll";
- // Console.WriteLine("[XEngine]: Trying to resolve {0}", path);
- if (File.Exists(path))
- return Assembly.LoadFrom(path);
- }
- return null;
- }
- private IScriptInstance GetInstance(UUID itemID)
- {
- IScriptInstance instance;
- lock (m_Scripts)
- {
- if (!m_Scripts.ContainsKey(itemID))
- return null;
- instance = m_Scripts[itemID];
- }
- return instance;
- }
- public void SetScriptState(UUID itemID, bool running)
- {
- IScriptInstance instance = GetInstance(itemID);
- if (instance != null)
- {
- if (running)
- instance.Start();
- else
- instance.Stop(100);
- }
- }
- public bool GetScriptState(UUID itemID)
- {
- IScriptInstance instance = GetInstance(itemID);
- return instance != null && instance.Running;
- }
- public void ApiResetScript(UUID itemID)
- {
- IScriptInstance instance = GetInstance(itemID);
- if (instance != null)
- instance.ApiResetScript();
- // Send the new number of threads that are in use by the thread
- // pool, I believe that by adding them to the locations where the
- // script is changing states that I will catch all changes to the
- // thread pool
- m_Scene.setThreadCount(m_ThreadPool.InUseThreads);
- }
- public void ResetScript(UUID itemID)
- {
- IScriptInstance instance = GetInstance(itemID);
- if (instance != null)
- instance.ResetScript(m_WaitForEventCompletionOnScriptStop);
- // Send the new number of threads that are in use by the thread
- // pool, I believe that by adding them to the locations where the
- // script is changing states that I will catch all changes to the
- // thread pool
- m_Scene.setThreadCount(m_ThreadPool.InUseThreads);
- }
- public void StartScript(UUID itemID)
- {
- IScriptInstance instance = GetInstance(itemID);
- if (instance != null)
- instance.Start();
- else
- m_runFlags.AddOrUpdate(itemID, true, 240);
- // Send the new number of threads that are in use by the thread
- // pool, I believe that by adding them to the locations where the
- // script is changing states that I will catch all changes to the
- // thread pool
- m_Scene.setThreadCount(m_ThreadPool.InUseThreads);
- }
- public void StopScript(UUID itemID)
- {
- IScriptInstance instance = GetInstance(itemID);
- if (instance != null)
- {
- lock (instance.EventQueue)
- instance.StayStopped = true; // the script was stopped explicitly
- instance.Stop(m_WaitForEventCompletionOnScriptStop);
- }
- else
- {
- // m_log.DebugFormat("[XENGINE]: Could not find script with ID {0} to stop in {1}", itemID, World.Name);
- m_runFlags.AddOrUpdate(itemID, false, 240);
- }
- // Send the new number of threads that are in use by the thread
- // pool, I believe that by adding them to the locations where the
- // script is changing states that I will catch all changes to the
- // thread pool
- m_Scene.setThreadCount(m_ThreadPool.InUseThreads);
- }
- public DetectParams GetDetectParams(UUID itemID, int idx)
- {
- IScriptInstance instance = GetInstance(itemID);
- return instance != null ? instance.GetDetectParams(idx) : null;
- }
- public void SetMinEventDelay(UUID itemID, double delay)
- {
- IScriptInstance instance = GetInstance(itemID);
- if (instance != null)
- instance.MinEventDelay = delay;
- }
- public UUID GetDetectID(UUID itemID, int idx)
- {
- IScriptInstance instance = GetInstance(itemID);
- return instance != null ? instance.GetDetectID(idx) : UUID.Zero;
- }
- public void SetState(UUID itemID, string newState)
- {
- IScriptInstance instance = GetInstance(itemID);
- if (instance == null)
- return;
- instance.SetState(newState);
- }
- public int GetStartParameter(UUID itemID)
- {
- IScriptInstance instance = GetInstance(itemID);
- return instance == null ? 0 : instance.StartParam;
- }
- public void OnShutdown()
- {
- m_SimulatorShuttingDown = true;
- List<IScriptInstance> instances = new List<IScriptInstance>();
- lock (m_Scripts)
- {
- foreach (IScriptInstance instance in m_Scripts.Values)
- instances.Add(instance);
- }
- foreach (IScriptInstance i in instances)
- {
- // Stop the script, even forcibly if needed. Then flag
- // it as shutting down and restore the previous run state
- // for serialization, so the scripts don't come back
- // dead after region restart
- //
- bool prevRunning = i.Running;
- i.Stop(50);
- i.ShuttingDown = true;
- i.Running = prevRunning;
- }
- DoBackup(new Object[] {0});
- }
- public IScriptApi GetApi(UUID itemID, string name)
- {
- IScriptInstance instance = GetInstance(itemID);
- return instance == null ? null : instance.GetApi(name);
- }
- public void OnGetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID)
- {
- IScriptInstance instance = GetInstance(itemID);
- if (instance == null)
- return;
- IEventQueue eq = World.RequestModuleInterface<IEventQueue>();
- if (eq == null)
- {
- controllingClient.SendScriptRunningReply(objectID, itemID,
- GetScriptState(itemID));
- }
- else
- {
- eq.Enqueue(eq.ScriptRunningEvent(objectID, itemID, GetScriptState(itemID), true),
- controllingClient.AgentId);
- }
- }
- public string GetXMLState(UUID itemID)
- {
- // m_log.DebugFormat("[XEngine]: Getting XML state for script instance {0}", itemID);
- IScriptInstance instance = GetInstance(itemID);
- if (instance == null)
- {
- // m_log.DebugFormat("[XEngine]: Found no script instance for {0}, returning empty string", itemID);
- return "";
- }
- string xml = instance.GetXMLState();
- XmlDocument sdoc = new XmlDocument();
- bool loadedState = true;
- try
- {
- sdoc.LoadXml(xml);
- }
- catch (System.Xml.XmlException)
- {
- loadedState = false;
- }
- XmlNodeList rootL = null;
- XmlNode rootNode = null;
- if (loadedState)
- {
- rootL = sdoc.GetElementsByTagName("ScriptState");
- rootNode = rootL[0];
- }
- // Create <State UUID="xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx">
- XmlDocument doc = new XmlDocument();
- XmlElement stateData = doc.CreateElement("", "State", "");
- XmlAttribute stateID = doc.CreateAttribute("", "UUID", "");
- stateID.Value = itemID.ToString();
- stateData.Attributes.Append(stateID);
- XmlAttribute assetID = doc.CreateAttribute("", "Asset", "");
- assetID.Value = instance.AssetID.ToString();
- stateData.Attributes.Append(assetID);
- XmlAttribute engineName = doc.CreateAttribute("", "Engine", "");
- engineName.Value = ScriptEngineName;
- stateData.Attributes.Append(engineName);
- doc.AppendChild(stateData);
- XmlNode xmlstate = null;
- // Add <ScriptState>...</ScriptState>
- if (loadedState)
- {
- xmlstate = doc.ImportNode(rootNode, true);
- }
- else
- {
- xmlstate = doc.CreateElement("", "ScriptState", "");
- }
- stateData.AppendChild(xmlstate);
- string assemName = instance.GetAssemblyName();
- string fn = Path.GetFileName(assemName);
- string assem = String.Empty;
- if (File.Exists(assemName + ".text"))
- {
- FileInfo tfi = new FileInfo(assemName + ".text");
- if (tfi != null)
- {
- Byte[] tdata = new Byte[tfi.Length];
- try
- {
- using (FileStream tfs = File.Open(assemName + ".text",
- FileMode.Open, FileAccess.Read))
- {
- tfs.Read(tdata, 0, tdata.Length);
- }
- assem = Encoding.ASCII.GetString(tdata);
- }
- catch (Exception e)
- {
- m_log.ErrorFormat(
- "[XEngine]: Unable to open script textfile {0}{1}, reason: {2}",
- assemName, ".text", e.Message);
- }
- }
- }
- else
- {
- FileInfo fi = new FileInfo(assemName);
- if (fi != null)
- {
- Byte[] data = new Byte[fi.Length];
- try
- {
- using (FileStream fs = File.Open(assemName, FileMode.Open, FileAccess.Read))
- {
- fs.Read(data, 0, data.Length);
- }
- assem = System.Convert.ToBase64String(data);
- }
- catch (Exception e)
- {
- m_log.ErrorFormat(
- "[XEngine]: Unable to open script assembly {0}, reason: {1}", assemName, e.Message);
- }
- }
- }
- string map = String.Empty;
- if (File.Exists(fn + ".map"))
- {
- using (FileStream mfs = File.Open(fn + ".map", FileMode.Open, FileAccess.Read))
- {
- using (StreamReader msr = new StreamReader(mfs))
- {
- map = msr.ReadToEnd();
- }
- }
- }
- XmlElement assemblyData = doc.CreateElement("", "Assembly", "");
- XmlAttribute assemblyName = doc.CreateAttribute("", "Filename", "");
- assemblyName.Value = fn;
- assemblyData.Attributes.Append(assemblyName);
- assemblyData.InnerText = assem;
- stateData.AppendChild(assemblyData);
- XmlElement mapData = doc.CreateElement("", "LineMap", "");
- XmlAttribute mapName = doc.CreateAttribute("", "Filename", "");
- mapName.Value = fn + ".map";
- mapData.Attributes.Append(mapName);
- mapData.InnerText = map;
- stateData.AppendChild(mapData);
- // m_log.DebugFormat("[XEngine]: Got XML state for {0}", itemID);
- return doc.InnerXml;
- }
- private bool ShowScriptSaveResponse(UUID ownerID, UUID assetID, string text, bool compiled)
- {
- return false;
- }
- public bool SetXMLState(UUID itemID, string xml)
- {
- // m_log.DebugFormat("[XEngine]: Writing state for script item with ID {0}", itemID);
- if (xml == String.Empty)
- return false;
- XmlDocument doc = new XmlDocument();
- try
- {
- doc.LoadXml(xml);
- }
- catch (Exception)
- {
- m_log.Error("[XEngine]: Exception decoding XML data from region transfer");
- return false;
- }
- XmlNodeList rootL = doc.GetElementsByTagName("State");
- if (rootL.Count < 1)
- return false;
- XmlElement rootE = (XmlElement)rootL[0];
- if (rootE.GetAttribute("Engine") != ScriptEngineName)
- return false;
- // On rez from inventory, that ID will have changed. It was only
- // advisory anyway. So we don't check it anymore.
- //
- // if (rootE.GetAttribute("UUID") != itemID.ToString())
- // return;
- XmlNodeList stateL = rootE.GetElementsByTagName("ScriptState");
- if (stateL.Count != 1)
- return false;
- XmlElement stateE = (XmlElement)stateL[0];
- if (World.m_trustBinaries)
- {
- XmlNodeList assemL = rootE.GetElementsByTagName("Assembly");
- if (assemL.Count != 1)
- return false;
- XmlElement assemE = (XmlElement)assemL[0];
- string fn = assemE.GetAttribute("Filename");
- string base64 = assemE.InnerText;
- string path = Path.Combine(m_ScriptEnginesPath, World.RegionInfo.RegionID.ToString());
- path = Path.Combine(path, fn);
- if (!File.Exists(path))
- {
- Byte[] filedata = Convert.FromBase64String(base64);
- try
- {
- using (FileStream fs = File.Create(path))
- {
- // m_log.DebugFormat("[XEngine]: Writing assembly file {0}", path);
- fs.Write(filedata, 0, filedata.Length);
- }
- }
- catch (IOException ex)
- {
- // if there already exists a file at that location, it may be locked.
- m_log.ErrorFormat("[XEngine]: Error whilst writing assembly file {0}, {1}", path, ex.Message);
- }
- string textpath = path + ".text";
- try
- {
- using (FileStream fs = File.Create(textpath))
- {
- using (StreamWriter sw = new StreamWriter(fs))
- {
- // m_log.DebugFormat("[XEngine]: Writing .text file {0}", textpath);
- sw.Write(base64);
- }
- }
- }
- catch (IOException ex)
- {
- // if there already exists a file at that location, it may be locked.
- m_log.ErrorFormat("[XEngine]: Error whilst writing .text file {0}, {1}", textpath, ex.Message);
- }
- }
- XmlNodeList mapL = rootE.GetElementsByTagName("LineMap");
- if (mapL.Count > 0)
- {
- XmlElement mapE = (XmlElement)mapL[0];
- string mappath = Path.Combine(m_ScriptEnginesPath, World.RegionInfo.RegionID.ToString());
- mappath = Path.Combine(mappath, mapE.GetAttribute("Filename"));
- try
- {
- using (FileStream mfs = File.Create(mappath))
- {
- using (StreamWriter msw = new StreamWriter(mfs))
- {
- // m_log.DebugFormat("[XEngine]: Writing linemap file {0}", mappath);
- msw.Write(mapE.InnerText);
- }
- }
- }
- catch (IOException ex)
- {
- // if there already exists a file at that location, it may be locked.
- m_log.Error(
- string.Format("[XEngine]: Linemap file {0} could not be written. Exception ", mappath), ex);
- }
- }
- }
- string statepath = Path.Combine(m_ScriptEnginesPath, World.RegionInfo.RegionID.ToString());
- statepath = Path.Combine(statepath, itemID.ToString() + ".state");
- try
- {
- using (FileStream sfs = File.Create(statepath))
- {
- using (StreamWriter ssw = new StreamWriter(sfs))
- {
- // m_log.DebugFormat("[XEngine]: Writing state file {0}", statepath);
- ssw.Write(stateE.OuterXml);
- }
- }
- }
- catch (IOException ex)
- {
- // if there already exists a file at that location, it may be locked.
- m_log.ErrorFormat("[XEngine]: Error whilst writing state file {0}, {1}", statepath, ex.Message);
- }
- // m_log.DebugFormat(
- // "[XEngine]: Wrote state for script item with ID {0} at {1} in {2}", itemID, statepath, m_Scene.Name);
- return true;
- }
- public ArrayList GetScriptErrors(UUID itemID)
- {
- System.Threading.Thread.Sleep(1000);
- lock (m_ScriptErrors)
- {
- if (m_ScriptErrors.ContainsKey(itemID))
- {
- ArrayList ret = m_ScriptErrors[itemID];
- m_ScriptErrors.Remove(itemID);
- return ret;
- }
- return new ArrayList();
- }
- }
- public Dictionary<uint, float> GetObjectScriptsExecutionTimes()
- {
- Dictionary<uint, float> topScripts = new Dictionary<uint, float>();
- lock (m_Scripts)
- {
- foreach (IScriptInstance si in m_Scripts.Values)
- {
- if (!topScripts.ContainsKey(si.LocalID))
- topScripts[si.RootLocalID] = 0;
- topScripts[si.RootLocalID] += GetExectionTime(si);
- }
- }
- return topScripts;
- }
- public float GetScriptExecutionTime(List<UUID> itemIDs)
- {
- if (itemIDs == null|| itemIDs.Count == 0)
- {
- return 0.0f;
- }
- float time = 0.0f;
- IScriptInstance si;
- // Calculate the time for all scripts that this engine is executing
- // Ignore any others
- foreach (UUID id in itemIDs)
- {
- si = GetInstance(id);
- if (si != null && si.Running)
- {
- time += GetExectionTime(si);
- }
- }
- return time;
- }
- private float GetExectionTime(IScriptInstance si)
- {
- return (float)si.ExecutionTime.GetSumTime().TotalMilliseconds;
- }
- public void SuspendScript(UUID itemID)
- {
- // m_log.DebugFormat("[XEngine]: Received request to suspend script with ID {0}", itemID);
- IScriptInstance instance = GetInstance(itemID);
- if (instance != null)
- instance.Suspend();
- // else
- // m_log.DebugFormat("[XEngine]: Could not find script with ID {0} to resume", itemID);
- // Send the new number of threads that are in use by the thread
- // pool, I believe that by adding them to the locations where the
- // script is changing states that I will catch all changes to the
- // thread pool
- m_Scene.setThreadCount(m_ThreadPool.InUseThreads);
- }
- public void ResumeScript(UUID itemID)
- {
- // m_log.DebugFormat("[XEngine]: Received request to resume script with ID {0}", itemID);
- IScriptInstance instance = GetInstance(itemID);
- if (instance != null)
- instance.Resume();
- // else
- // m_log.DebugFormat("[XEngine]: Could not find script with ID {0} to resume", itemID);
- // Send the new number of threads that are in use by the thread
- // pool, I believe that by adding them to the locations where the
- // script is changing states that I will catch all changes to the
- // thread pool
- m_Scene.setThreadCount(m_ThreadPool.InUseThreads);
- }
- public bool HasScript(UUID itemID, out bool running)
- {
- running = true;
- IScriptInstance instance = GetInstance(itemID);
- if (instance == null)
- return false;
- running = instance.Running;
- return true;
- }
- public void SleepScript(UUID itemID, int delay)
- {
- IScriptInstance instance = GetInstance(itemID);
- if (instance == null)
- return;
- instance.ExecutionTimer.Stop();
- try
- {
- if (instance.CoopWaitHandle != null)
- {
- if (instance.CoopWaitHandle.WaitOne(delay))
- throw new ScriptCoopStopException();
- }
- else
- {
- Thread.Sleep(delay);
- }
- }
- finally
- {
- instance.ExecutionTimer.Start();
- }
- }
- }
- }
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