Executor.cs 5.4 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSim Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Collections.Generic;
  29. using System.Reflection;
  30. using OpenSim.Region.ScriptEngine.Shared;
  31. using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
  32. namespace OpenSim.Region.ScriptEngine.XEngine
  33. {
  34. public class Executor : ExecutorBase
  35. {
  36. // Cache functions by keeping a reference to them in a dictionary
  37. private Dictionary<string, MethodInfo> Events = new Dictionary<string, MethodInfo>();
  38. private Dictionary<string, scriptEvents> m_stateEvents = new Dictionary<string, scriptEvents>();
  39. public Executor(IScript script) : base(script)
  40. {
  41. initEventFlags();
  42. }
  43. protected override scriptEvents DoGetStateEventFlags(string state)
  44. {
  45. //Console.WriteLine("Get event flags for " + state);
  46. // Check to see if we've already computed the flags for this state
  47. scriptEvents eventFlags = scriptEvents.None;
  48. if (m_stateEvents.ContainsKey(state))
  49. {
  50. m_stateEvents.TryGetValue(state, out eventFlags);
  51. return eventFlags;
  52. }
  53. Type type=m_Script.GetType();
  54. // Fill in the events for this state, cache the results in the map
  55. foreach (KeyValuePair<string, scriptEvents> kvp in m_eventFlagsMap)
  56. {
  57. string evname = state + "_event_" + kvp.Key;
  58. //Console.WriteLine("Trying event "+evname);
  59. try
  60. {
  61. MethodInfo mi = type.GetMethod(evname);
  62. if (mi != null)
  63. {
  64. //Console.WriteLine("Found handler for " + kvp.Key);
  65. eventFlags |= kvp.Value;
  66. }
  67. }
  68. catch(Exception)
  69. {
  70. //Console.WriteLine("Exeption in GetMethod:\n"+e.ToString());
  71. }
  72. }
  73. // Save the flags we just computed and return the result
  74. if (eventFlags != 0)
  75. m_stateEvents.Add(state, eventFlags);
  76. //Console.WriteLine("Returning {0:x}", eventFlags);
  77. return (eventFlags);
  78. }
  79. protected override void DoExecuteEvent(string state, string FunctionName, object[] args)
  80. {
  81. // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory.
  82. // Instead use RuntimeTypeHandle, RuntimeFieldHandle and RunTimeHandle (IntPtr) instead!
  83. string EventName = state + "_event_" + FunctionName;
  84. //#if DEBUG
  85. // Console.WriteLine("ScriptEngine: Script event function name: " + EventName);
  86. //#endif
  87. if (Events.ContainsKey(EventName) == false)
  88. {
  89. // Not found, create
  90. Type type = m_Script.GetType();
  91. try
  92. {
  93. MethodInfo mi = type.GetMethod(EventName);
  94. Events.Add(EventName, mi);
  95. }
  96. catch
  97. {
  98. Console.WriteLine("Event {0}not found", EventName);
  99. // Event name not found, cache it as not found
  100. Events.Add(EventName, null);
  101. }
  102. }
  103. // Get event
  104. MethodInfo ev = null;
  105. Events.TryGetValue(EventName, out ev);
  106. if (ev == null) // No event by that name!
  107. {
  108. //Console.WriteLine("ScriptEngine Can not find any event named: \String.Empty + EventName + "\String.Empty);
  109. return;
  110. }
  111. //cfk 2-7-08 dont need this right now and the default Linux build has DEBUG defined
  112. #if DEBUG
  113. //Console.WriteLine("ScriptEngine: Executing function name: " + EventName);
  114. #endif
  115. // Found
  116. ev.Invoke(m_Script, args);
  117. }
  118. }
  119. }