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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 libsecondlife;
- using OpenSim.Framework;
- using OpenSim.Region.Environment.Scenes;
- using OpenSim.Region.ScriptEngine.Common;
- using OpenSim.Region.ScriptEngine.Common.ScriptEngineBase;
- namespace OpenSim.Region.ScriptEngine.DotNetEngine
- {
- public class ScriptManager : OpenSim.Region.ScriptEngine.Common.ScriptEngineBase.ScriptManager
- {
- public ScriptManager(Common.ScriptEngineBase.ScriptEngine scriptEngine)
- : base(scriptEngine)
- {
- base.m_scriptEngine = scriptEngine;
- }
- private Compiler.LSL.Compiler LSLCompiler;
- public override void Initialize()
- {
- // Create our compiler
- LSLCompiler = new Compiler.LSL.Compiler(m_scriptEngine);
- }
- // KEEP TRACK OF SCRIPTS <int id, whatever script>
- //internal Dictionary<uint, Dictionary<LLUUID, LSL_BaseClass>> Scripts = new Dictionary<uint, Dictionary<LLUUID, LSL_BaseClass>>();
- // LOAD SCRIPT
- // UNLOAD SCRIPT
- // PROVIDE SCRIPT WITH ITS INTERFACE TO OpenSim
- public override void _StartScript(uint localID, LLUUID itemID, string Script)
- {
- m_scriptEngine.Log.Debug("[" + m_scriptEngine.ScriptEngineName + "]: ScriptManager StartScript: localID: " + localID + ", itemID: " + itemID);
- //IScriptHost root = host.GetRoot();
- // We will initialize and start the script.
- // It will be up to the script itself to hook up the correct events.
- string ScriptSource = String.Empty;
- SceneObjectPart m_host = World.GetSceneObjectPart(localID);
- try
- {
- // Compile (We assume LSL)
- ScriptSource = LSLCompiler.PerformScriptCompile(Script);
- //#if DEBUG
- //long before;
- //before = GC.GetTotalMemory(true); // This force a garbage collect that freezes some windows plateforms
- //#endif
- IScript CompiledScript;
- CompiledScript = m_scriptEngine.m_AppDomainManager.LoadScript(ScriptSource);
- //#if DEBUG
- //m_scriptEngine.Log.DebugFormat("[" + m_scriptEngine.ScriptEngineName + "]: Script " + itemID + " occupies {0} bytes", GC.GetTotalMemory(true) - before);
- //#endif
- CompiledScript.Source = Script;
- // Add it to our script memstruct
- m_scriptEngine.m_ScriptManager.SetScript(localID, itemID, CompiledScript);
- // We need to give (untrusted) assembly a private instance of BuiltIns
- // this private copy will contain Read-Only FullitemID so that it can bring that on to the server whenever needed.
- BuilIn_Commands LSLB = new BuilIn_Commands(m_scriptEngine, m_host, localID, itemID);
- // Start the script - giving it BuiltIns
- CompiledScript.Start(LSLB);
- // Fire the first start-event
- m_scriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "state_entry", EventQueueManager.llDetectNull, new object[] { });
- }
- catch (Exception e) // LEGIT: User Scripting
- {
- //m_scriptEngine.Log.Error("[ScriptEngine]: Error compiling script: " + e.ToString());
- try
- {
- // DISPLAY ERROR INWORLD
- string text = "Error compiling script:\r\n" + e.Message.ToString();
- if (text.Length > 1500)
- text = text.Substring(0, 1500);
- World.SimChat(Helpers.StringToField(text), ChatTypeEnum.Say, 0, m_host.AbsolutePosition,
- m_host.Name, m_host.UUID);
- }
- catch (Exception e2) // LEGIT: User Scripting
- {
- m_scriptEngine.Log.Error("[" + m_scriptEngine.ScriptEngineName + "]: Error displaying error in-world: " + e2.ToString());
- m_scriptEngine.Log.Error("[" + m_scriptEngine.ScriptEngineName + "]: " +
- "Errormessage: Error compiling script:\r\n" + e.Message.ToString());
- }
- }
- }
- public override void _StopScript(uint localID, LLUUID itemID)
- {
- // Stop script
- #if DEBUG
- m_scriptEngine.Log.Debug("[" + m_scriptEngine.ScriptEngineName + "]: Stop script localID: " + localID + " LLUID: " + itemID.ToString());
- #endif
- // Stop long command on script
- m_scriptEngine.m_ASYNCLSLCommandManager.RemoveScript(localID, itemID);
- IScript LSLBC = GetScript(localID, itemID);
- if (LSLBC == null)
- return;
- // TEMP: First serialize it
- //GetSerializedScript(localID, itemID);
- try
- {
- // Get AppDomain
- AppDomain ad = LSLBC.Exec.GetAppDomain();
- // Tell script not to accept new requests
- m_scriptEngine.m_ScriptManager.GetScript(localID, itemID).Exec.StopScript();
- // Remove from internal structure
- m_scriptEngine.m_ScriptManager.RemoveScript(localID, itemID);
- // Tell AppDomain that we have stopped script
- m_scriptEngine.m_AppDomainManager.StopScript(ad);
- }
- catch (Exception e) // LEGIT: User Scripting
- {
- m_scriptEngine.Log.Error("[" + m_scriptEngine.ScriptEngineName + "]: Exception stopping script localID: " + localID + " LLUID: " + itemID.ToString() +
- ": " + e.ToString());
- }
- }
- }
- }
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