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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.Reflection;
- using System.Runtime.Remoting;
- using System.Runtime.Remoting.Lifetime;
- using System.Security.Policy;
- using System.Text;
- using System.Threading;
- using System.Xml;
- using OpenMetaverse;
- using log4net;
- using Nini.Config;
- using Amib.Threading;
- using OpenSim.Framework;
- using OpenSim.Region.CoreModules;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.ScriptEngine.Shared;
- using OpenSim.Region.ScriptEngine.Shared.Api;
- using OpenSim.Region.ScriptEngine.Shared.Api.Runtime;
- using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
- using OpenSim.Region.ScriptEngine.Shared.CodeTools;
- using OpenSim.Region.ScriptEngine.Interfaces;
- using System.Diagnostics; //for [DebuggerNonUserCode]
- namespace OpenSim.Region.ScriptEngine.Shared.Instance
- {
- public class ScriptInstance : MarshalByRefObject, IScriptInstance
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- public bool StatePersistedHere { get { return m_AttachedAvatar == UUID.Zero; } }
- /// <summary>
- /// The current work item if an event for this script is running or waiting to run,
- /// </summary>
- /// <remarks>
- /// Null if there is no running or waiting to run event. Must be changed only under an EventQueue lock.
- /// </remarks>
- private IScriptWorkItem m_CurrentWorkItem;
- private IScript m_Script;
- private DetectParams[] m_DetectParams;
- private bool m_TimerQueued;
- private DateTime m_EventStart;
- private bool m_InEvent;
- private string m_assemblyPath;
- private string m_dataPath;
- private string m_CurrentEvent = String.Empty;
- private bool m_InSelfDelete;
- private int m_MaxScriptQueue;
- private bool m_SaveState;
- private int m_ControlEventsInQueue;
- private int m_LastControlLevel;
- private bool m_CollisionInQueue;
- private bool m_StateChangeInProgress;
- // The following is for setting a minimum delay between events
- private double m_minEventDelay;
- private long m_eventDelayTicks;
- private long m_nextEventTimeTicks;
- private bool m_startOnInit = true;
- private UUID m_AttachedAvatar;
- private StateSource m_stateSource;
- private bool m_postOnRez;
- private bool m_startedFromSavedState;
- private UUID m_CurrentStateHash;
- private UUID m_RegionID;
- public int DebugLevel { get; set; }
- public WaitHandle CoopWaitHandle { get; private set; }
- public Stopwatch ExecutionTimer { get; private set; }
- public Dictionary<KeyValuePair<int, int>, KeyValuePair<int, int>> LineMap { get; set; }
- private Dictionary<string,IScriptApi> m_Apis = new Dictionary<string,IScriptApi>();
- public Object[] PluginData = new Object[0];
- /// <summary>
- /// Used by llMinEventDelay to suppress events happening any faster than this speed.
- /// This currently restricts all events in one go. Not sure if each event type has
- /// its own check so take the simple route first.
- /// </summary>
- public double MinEventDelay
- {
- get { return m_minEventDelay; }
- set
- {
- if (value > 0.001)
- m_minEventDelay = value;
- else
- m_minEventDelay = 0.0;
- m_eventDelayTicks = (long)(m_minEventDelay * 10000000L);
- m_nextEventTimeTicks = DateTime.Now.Ticks;
- }
- }
- public bool Running
- {
- get { return m_running; }
- set
- {
- m_running = value;
- if (m_running)
- StayStopped = false;
- }
- }
- private bool m_running;
- public bool Suspended
- {
- get { return m_Suspended; }
- set
- {
- // Need to do this inside a lock in order to avoid races with EventProcessor()
- lock (m_Script)
- {
- bool wasSuspended = m_Suspended;
- m_Suspended = value;
- if (wasSuspended && !m_Suspended)
- {
- lock (EventQueue)
- {
- // Need to place ourselves back in a work item if there are events to process
- if (EventQueue.Count > 0 && Running && !ShuttingDown)
- m_CurrentWorkItem = Engine.QueueEventHandler(this);
- }
- }
- }
- }
- }
- private bool m_Suspended;
- public bool ShuttingDown { get; set; }
- public string State { get; set; }
- public bool StayStopped { get; set; }
- public IScriptEngine Engine { get; private set; }
- public UUID AppDomain { get; set; }
- public SceneObjectPart Part { get; private set; }
- public string PrimName { get; private set; }
- public string ScriptName { get; private set; }
- public UUID ItemID { get; private set; }
- public UUID ObjectID { get { return Part.UUID; } }
- public uint LocalID { get { return Part.LocalId; } }
- public UUID RootObjectID { get { return Part.ParentGroup.UUID; } }
- public uint RootLocalID { get { return Part.ParentGroup.LocalId; } }
- public UUID AssetID { get; private set; }
- public Queue EventQueue { get; private set; }
- public long EventsQueued
- {
- get
- {
- lock (EventQueue)
- return EventQueue.Count;
- }
- }
- public long EventsProcessed { get; private set; }
- public int StartParam { get; set; }
- public TaskInventoryItem ScriptTask { get; private set; }
- public DateTime TimeStarted { get; private set; }
- public MetricsCollectorTime ExecutionTime { get; private set; }
- private static readonly int MeasurementWindow = 30 * 1000; // show the *recent* time used by the script, to find currently active scripts
- private bool m_coopTermination;
- private EventWaitHandle m_coopSleepHandle;
- public void ClearQueue()
- {
- m_TimerQueued = false;
- m_StateChangeInProgress = false;
- EventQueue.Clear();
- }
- public ScriptInstance(
- IScriptEngine engine, SceneObjectPart part, TaskInventoryItem item,
- int startParam, bool postOnRez,
- int maxScriptQueue)
- {
- State = "default";
- EventQueue = new Queue(32);
- ExecutionTimer = new Stopwatch();
- Engine = engine;
- Part = part;
- ScriptTask = item;
- // This is currently only here to allow regression tests to get away without specifying any inventory
- // item when they are testing script logic that doesn't require an item.
- if (ScriptTask != null)
- {
- ScriptName = ScriptTask.Name;
- ItemID = ScriptTask.ItemID;
- AssetID = ScriptTask.AssetID;
- }
- PrimName = part.ParentGroup.Name;
- StartParam = startParam;
- m_MaxScriptQueue = maxScriptQueue;
- m_postOnRez = postOnRez;
- m_AttachedAvatar = part.ParentGroup.AttachedAvatar;
- m_RegionID = part.ParentGroup.Scene.RegionInfo.RegionID;
- m_SaveState = StatePersistedHere;
- ExecutionTime = new MetricsCollectorTime(MeasurementWindow, 10);
- // m_log.DebugFormat(
- // "[SCRIPT INSTANCE]: Instantiated script instance {0} (id {1}) in part {2} (id {3}) in object {4} attached avatar {5} in {6}",
- // ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, m_AttachedAvatar, Engine.World.Name);
- }
- /// <summary>
- /// Load the script from an assembly into an AppDomain.
- /// </summary>
- /// <param name='dom'></param>
- /// <param name='assembly'></param>
- /// <param name='dataPath'>
- /// Path for all script associated data (state, etc.). In a multi-region set up
- /// with all scripts loading into the same AppDomain this may not be the same place as the DLL itself.
- /// </param>
- /// <param name='stateSource'></param>
- /// <returns>false if load failed, true if suceeded</returns>
- public bool Load(
- IScript script, EventWaitHandle coopSleepHandle, string assemblyPath,
- string dataPath, StateSource stateSource, bool coopTermination)
- {
- m_Script = script;
- m_coopSleepHandle = coopSleepHandle;
- m_assemblyPath = assemblyPath;
- m_dataPath = dataPath;
- m_stateSource = stateSource;
- m_coopTermination = coopTermination;
- if (m_coopTermination)
- CoopWaitHandle = coopSleepHandle;
- else
- CoopWaitHandle = null;
- ApiManager am = new ApiManager();
- foreach (string api in am.GetApis())
- {
- m_Apis[api] = am.CreateApi(api);
- m_Apis[api].Initialize(Engine, Part, ScriptTask);
- }
- try
- {
- foreach (KeyValuePair<string,IScriptApi> kv in m_Apis)
- {
- m_Script.InitApi(kv.Key, kv.Value);
- }
- // // m_log.Debug("[Script] Script instance created");
- Part.SetScriptEvents(ItemID, (int)m_Script.GetStateEventFlags(State));
- }
- catch (Exception e)
- {
- m_log.ErrorFormat(
- "[SCRIPT INSTANCE]: Not starting script {0} (id {1}) in part {2} (id {3}) in object {4} in {5}. Error initializing script instance. Exception {6}{7}",
- ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, Engine.World.Name, e.Message, e.StackTrace);
- return false;
- }
- // For attachments, XEngine saves the state into a .state file when XEngine.SetXMLState() is called.
- string savedState = Path.Combine(m_dataPath, ItemID.ToString() + ".state");
- if (File.Exists(savedState))
- {
- // m_log.DebugFormat(
- // "[SCRIPT INSTANCE]: Found state for script {0} for {1} ({2}) at {3} in {4}",
- // ItemID, savedState, Part.Name, Part.ParentGroup.Name, Part.ParentGroup.Scene.Name);
- string xml = String.Empty;
- try
- {
- FileInfo fi = new FileInfo(savedState);
- int size = (int)fi.Length;
- if (size < 512000)
- {
- using (FileStream fs = File.Open(savedState,
- FileMode.Open, FileAccess.Read, FileShare.None))
- {
- Byte[] data = new Byte[size];
- fs.Read(data, 0, size);
- xml = Encoding.UTF8.GetString(data);
- ScriptSerializer.Deserialize(xml, this);
- AsyncCommandManager.CreateFromData(Engine,
- LocalID, ItemID, ObjectID,
- PluginData);
- // m_log.DebugFormat("[Script] Successfully retrieved state for script {0}.{1}", PrimName, m_ScriptName);
- Part.SetScriptEvents(ItemID,
- (int)m_Script.GetStateEventFlags(State));
- if (!Running)
- m_startOnInit = false;
- Running = false;
- // we get new rez events on sim restart, too
- // but if there is state, then we fire the change
- // event
- // We loaded state, don't force a re-save
- m_SaveState = false;
- m_startedFromSavedState = true;
- }
- // If this script is in an attachment then we no longer need the state file.
- if (!StatePersistedHere)
- RemoveState();
- }
- // else
- // {
- // m_log.WarnFormat(
- // "[SCRIPT INSTANCE]: Not starting script {0} (id {1}) in part {2} (id {3}) in object {4} in {5}. Unable to load script state file {6}. Memory limit exceeded.",
- // ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, Engine.World.Name, savedState);
- // }
- }
- catch (Exception e)
- {
- m_log.ErrorFormat(
- "[SCRIPT INSTANCE]: Not starting script {0} (id {1}) in part {2} (id {3}) in object {4} in {5}. Unable to load script state file {6}. XML is {7}. Exception {8}{9}",
- ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, Engine.World.Name, savedState, xml, e.Message, e.StackTrace);
- }
- }
- // else
- // {
- // m_log.DebugFormat(
- // "[SCRIPT INSTANCE]: Did not find state for script {0} for {1} ({2}) at {3} in {4}",
- // ItemID, savedState, Part.Name, Part.ParentGroup.Name, Part.ParentGroup.Scene.Name);
- // }
- return true;
- }
- public void Init()
- {
- if (ShuttingDown)
- return;
- if (m_startedFromSavedState)
- {
- if (m_startOnInit)
- Start();
- if (m_postOnRez)
- {
- PostEvent(new EventParams("on_rez",
- new Object[] {new LSL_Types.LSLInteger(StartParam)}, new DetectParams[0]));
- }
- if (m_stateSource == StateSource.AttachedRez)
- {
- PostEvent(new EventParams("attach",
- new object[] { new LSL_Types.LSLString(m_AttachedAvatar.ToString()) }, new DetectParams[0]));
- }
- else if (m_stateSource == StateSource.RegionStart)
- {
- //m_log.Debug("[Script] Posted changed(CHANGED_REGION_RESTART) to script");
- PostEvent(new EventParams("changed",
- new Object[] { new LSL_Types.LSLInteger((int)Changed.REGION_RESTART) }, new DetectParams[0]));
- }
- else if (m_stateSource == StateSource.PrimCrossing || m_stateSource == StateSource.Teleporting)
- {
- // CHANGED_REGION
- PostEvent(new EventParams("changed",
- new Object[] { new LSL_Types.LSLInteger((int)Changed.REGION) }, new DetectParams[0]));
- // CHANGED_TELEPORT
- if (m_stateSource == StateSource.Teleporting)
- PostEvent(new EventParams("changed",
- new Object[] { new LSL_Types.LSLInteger((int)Changed.TELEPORT) }, new DetectParams[0]));
- }
- }
- else
- {
- if (m_startOnInit)
- Start();
- PostEvent(new EventParams("state_entry",
- new Object[0], new DetectParams[0]));
- if (m_postOnRez)
- {
- PostEvent(new EventParams("on_rez",
- new Object[] {new LSL_Types.LSLInteger(StartParam)}, new DetectParams[0]));
- }
- if (m_stateSource == StateSource.AttachedRez)
- {
- PostEvent(new EventParams("attach",
- new object[] { new LSL_Types.LSLString(m_AttachedAvatar.ToString()) }, new DetectParams[0]));
- }
- }
- }
- private void ReleaseControls()
- {
- SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID);
- if (part != null)
- {
- int permsMask;
- UUID permsGranter;
- part.TaskInventory.LockItemsForRead(true);
- if (!part.TaskInventory.ContainsKey(ItemID))
- {
- part.TaskInventory.LockItemsForRead(false);
- return;
- }
- permsGranter = part.TaskInventory[ItemID].PermsGranter;
- permsMask = part.TaskInventory[ItemID].PermsMask;
- part.TaskInventory.LockItemsForRead(false);
- if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0)
- {
- ScenePresence presence = Engine.World.GetScenePresence(permsGranter);
- if (presence != null)
- presence.UnRegisterControlEventsToScript(LocalID, ItemID);
- }
- }
- }
- public void DestroyScriptInstance()
- {
- ReleaseControls();
- AsyncCommandManager.RemoveScript(Engine, LocalID, ItemID);
- }
- public void RemoveState()
- {
- string savedState = Path.Combine(m_dataPath, ItemID.ToString() + ".state");
- // m_log.DebugFormat(
- // "[SCRIPT INSTANCE]: Deleting state {0} for script {1} (id {2}) in part {3} (id {4}) in object {5} in {6}.",
- // savedState, ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, Engine.World.Name);
- try
- {
- File.Delete(savedState);
- }
- catch (Exception e)
- {
- m_log.Warn(
- string.Format(
- "[SCRIPT INSTANCE]: Could not delete script state {0} for script {1} (id {2}) in part {3} (id {4}) in object {5} in {6}. Exception ",
- savedState, ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, Engine.World.Name),
- e);
- }
- }
- public void VarDump(Dictionary<string, object> vars)
- {
- // m_log.Info("Variable dump for script "+ ItemID.ToString());
- // foreach (KeyValuePair<string, object> v in vars)
- // {
- // m_log.Info("Variable: "+v.Key+" = "+v.Value.ToString());
- // }
- }
- public void Start()
- {
- lock (EventQueue)
- {
- if (Running)
- return;
- Running = true;
- TimeStarted = DateTime.Now;
- // Note: we don't reset ExecutionTime. The reason is that runaway scripts are stopped and restarted
- // automatically, and we *do* want to show that they had high CPU in that case. If we had reset
- // ExecutionTime here then runaway scripts, paradoxically, would never show up in the "Top Scripts" dialog.
- if (EventQueue.Count > 0)
- {
- if (m_CurrentWorkItem == null)
- m_CurrentWorkItem = Engine.QueueEventHandler(this);
- // else
- // m_log.Error("[Script] Tried to start a script that was already queued");
- }
- }
- }
- public bool Stop(int timeout, bool clearEventQueue = false)
- {
- if (DebugLevel >= 1)
- m_log.DebugFormat(
- "[SCRIPT INSTANCE]: Stopping script {0} {1} in {2} {3} with timeout {4} {5} {6}",
- ScriptName, ItemID, PrimName, ObjectID, timeout, m_InSelfDelete, DateTime.Now.Ticks);
- IScriptWorkItem workItem;
- lock (EventQueue)
- {
- if (clearEventQueue)
- ClearQueue();
- if (!Running)
- return true;
- // If we're not running or waiting to run an event then we can safely stop.
- if (m_CurrentWorkItem == null)
- {
- Running = false;
- return true;
- }
- // If we are waiting to run an event then we can try to cancel it.
- if (m_CurrentWorkItem.Cancel())
- {
- m_CurrentWorkItem = null;
- Running = false;
- return true;
- }
- workItem = m_CurrentWorkItem;
- Running = false;
- }
- // Wait for the current event to complete.
- if (!m_InSelfDelete)
- {
- if (!m_coopTermination)
- {
- // If we're not co-operative terminating then try and wait for the event to complete before stopping
- if (workItem.Wait(timeout))
- return true;
- }
- else
- {
- if (DebugLevel >= 1)
- m_log.DebugFormat(
- "[SCRIPT INSTANCE]: Co-operatively stopping script {0} {1} in {2} {3}",
- ScriptName, ItemID, PrimName, ObjectID);
- // This will terminate the event on next handle check by the script.
- m_coopSleepHandle.Set();
- // For now, we will wait forever since the event should always cleanly terminate once LSL loop
- // checking is implemented. May want to allow a shorter timeout option later.
- if (workItem.Wait(Timeout.Infinite))
- {
- if (DebugLevel >= 1)
- m_log.DebugFormat(
- "[SCRIPT INSTANCE]: Co-operatively stopped script {0} {1} in {2} {3}",
- ScriptName, ItemID, PrimName, ObjectID);
- return true;
- }
- }
- }
- lock (EventQueue)
- {
- workItem = m_CurrentWorkItem;
- }
- if (workItem == null)
- return true;
- // If the event still hasn't stopped and we the stop isn't the result of script or object removal, then
- // forcibly abort the work item (this aborts the underlying thread).
- // Co-operative termination should never reach this point.
- if (!m_InSelfDelete)
- {
- m_log.DebugFormat(
- "[SCRIPT INSTANCE]: Aborting unstopped script {0} {1} in prim {2}, localID {3}, timeout was {4} ms",
- ScriptName, ItemID, PrimName, LocalID, timeout);
- workItem.Abort();
- }
- lock (EventQueue)
- {
- m_CurrentWorkItem = null;
- }
- return true;
- }
- [DebuggerNonUserCode] //Prevents the debugger from farting in this function
- public void SetState(string state)
- {
- if (state == State)
- return;
- EventParams lastTimerEv = null;
- lock (EventQueue)
- {
- // Remove all queued events, remembering the last timer event
- while (EventQueue.Count > 0)
- {
- EventParams tempv = (EventParams)EventQueue.Dequeue();
- if (tempv.EventName == "timer") lastTimerEv = tempv;
- }
- // Post events
- PostEvent(new EventParams("state_exit", new Object[0],
- new DetectParams[0]));
- PostEvent(new EventParams("state", new Object[] { state },
- new DetectParams[0]));
- PostEvent(new EventParams("state_entry", new Object[0],
- new DetectParams[0]));
- // Requeue the timer event after the state changing events
- if (lastTimerEv != null) EventQueue.Enqueue(lastTimerEv);
- // This will stop events from being queued and processed
- // until the new state is started
- m_StateChangeInProgress = true;
- }
- throw new EventAbortException();
- }
- /// <summary>
- /// Post an event to this script instance.
- /// </summary>
- /// <remarks>
- /// The request to run the event is sent
- /// </remarks>
- /// <param name="data"></param>
- public void PostEvent(EventParams data)
- {
- // m_log.DebugFormat("[Script] Posted event {2} in state {3} to {0}.{1}",
- // PrimName, ScriptName, data.EventName, State);
- if (!Running)
- return;
- // If min event delay is set then ignore any events untill the time has expired
- // This currently only allows 1 event of any type in the given time period.
- // This may need extending to allow for a time for each individual event type.
- if (m_eventDelayTicks != 0)
- {
- if (DateTime.Now.Ticks < m_nextEventTimeTicks)
- return;
- m_nextEventTimeTicks = DateTime.Now.Ticks + m_eventDelayTicks;
- }
- lock (EventQueue)
- {
- // The only events that persist across state changes are timers
- if (m_StateChangeInProgress && data.EventName != "timer")
- return;
- if (EventQueue.Count >= m_MaxScriptQueue)
- return;
- if (data.EventName == "timer")
- {
- if (m_TimerQueued)
- return;
- m_TimerQueued = true;
- }
- if (data.EventName == "control")
- {
- int held = ((LSL_Types.LSLInteger)data.Params[1]).value;
- // int changed = ((LSL_Types.LSLInteger)data.Params[2]).value;
- // If the last message was a 0 (nothing held)
- // and this one is also nothing held, drop it
- //
- if (m_LastControlLevel == held && held == 0)
- return;
- // If there is one or more queued, then queue
- // only changed ones, else queue unconditionally
- //
- if (m_ControlEventsInQueue > 0)
- {
- if (m_LastControlLevel == held)
- return;
- }
- m_LastControlLevel = held;
- m_ControlEventsInQueue++;
- }
- if (data.EventName == "collision")
- {
- if (m_CollisionInQueue)
- return;
- if (data.DetectParams == null)
- return;
- m_CollisionInQueue = true;
- }
- EventQueue.Enqueue(data);
- if (m_CurrentWorkItem == null)
- {
- m_CurrentWorkItem = Engine.QueueEventHandler(this);
- }
- }
- }
- /// <summary>
- /// Process the next event queued for this script
- /// </summary>
- /// <returns></returns>
- public object EventProcessor()
- {
- // We check here as the thread stopping this instance from running may itself hold the m_Script lock.
- if (!Running)
- return 0;
- lock (m_Script)
- {
- // m_log.DebugFormat("[XEngine]: EventProcessor() invoked for {0}.{1}", PrimName, ScriptName);
- if (Suspended)
- return 0;
- ExecutionTimer.Restart();
- try
- {
- return EventProcessorInt();
- }
- finally
- {
- ExecutionTimer.Stop();
- ExecutionTime.AddSample(ExecutionTimer);
- Part.ParentGroup.Scene.AddScriptExecutionTime(ExecutionTimer.ElapsedTicks);
- }
- }
- }
- private object EventProcessorInt()
- {
- EventParams data = null;
- lock (EventQueue)
- {
- data = (EventParams)EventQueue.Dequeue();
- if (data == null)
- {
- // check if a null event was enqueued or if its really empty
- if (EventQueue.Count > 0 && Running && !ShuttingDown && !m_InSelfDelete)
- {
- m_CurrentWorkItem = Engine.QueueEventHandler(this);
- }
- else
- {
- m_CurrentWorkItem = null;
- }
- return 0;
- }
- if (data.EventName == "timer")
- m_TimerQueued = false;
- if (data.EventName == "control")
- {
- if (m_ControlEventsInQueue > 0)
- m_ControlEventsInQueue--;
- }
- if (data.EventName == "collision")
- m_CollisionInQueue = false;
- }
- if (DebugLevel >= 2)
- m_log.DebugFormat(
- "[SCRIPT INSTANCE]: Processing event {0} for {1}/{2}({3})/{4}({5}) @ {6}/{7}",
- data.EventName,
- ScriptName,
- Part.Name,
- Part.LocalId,
- Part.ParentGroup.Name,
- Part.ParentGroup.UUID,
- Part.AbsolutePosition,
- Part.ParentGroup.Scene.Name);
- m_DetectParams = data.DetectParams;
- if (data.EventName == "state") // Hardcoded state change
- {
- State = data.Params[0].ToString();
- if (DebugLevel >= 1)
- m_log.DebugFormat(
- "[SCRIPT INSTANCE]: Changing state to {0} for {1}/{2}({3})/{4}({5}) @ {6}/{7}",
- State,
- ScriptName,
- Part.Name,
- Part.LocalId,
- Part.ParentGroup.Name,
- Part.ParentGroup.UUID,
- Part.AbsolutePosition,
- Part.ParentGroup.Scene.Name);
- AsyncCommandManager.StateChange(Engine,
- LocalID, ItemID);
- // we are effectively in the new state now, so we can resume queueing
- // and processing other non-timer events
- m_StateChangeInProgress = false;
- Part.SetScriptEvents(ItemID, (int)m_Script.GetStateEventFlags(State));
- }
- else
- {
- Exception e = null;
- if (Engine.World.PipeEventsForScript(LocalID) ||
- data.EventName == "control") // Don't freeze avies!
- {
- // m_log.DebugFormat("[Script] Delivered event {2} in state {3} to {0}.{1}",
- // PrimName, ScriptName, data.EventName, State);
- try
- {
- m_CurrentEvent = data.EventName;
- m_EventStart = DateTime.UtcNow;
- m_InEvent = true;
- try
- {
- m_Script.ExecuteEvent(State, data.EventName, data.Params);
- }
- finally
- {
- m_InEvent = false;
- m_CurrentEvent = String.Empty;
- lock (EventQueue)
- m_CurrentWorkItem = null; // no longer in a event that can be canceled
- }
- if (m_SaveState)
- {
- // This will be the very first event we deliver
- // (state_entry) in default state
- //
- SaveState();
- m_SaveState = false;
- }
- }
- catch (Exception exx)
- {
- e = exx;
- }
- if(e != null)
- {
- // m_log.DebugFormat(
- // "[SCRIPT] Exception in script {0} {1}: {2}{3}",
- // ScriptName, ItemID, e.Message, e.StackTrace);
- if ((!(e is TargetInvocationException)
- || (!(e.InnerException is SelfDeleteException)
- && !(e.InnerException is ScriptDeleteException)
- && !(e.InnerException is ScriptCoopStopException)))
- && !(e is ThreadAbortException))
- {
- try
- {
- if(e.InnerException != null && e.InnerException is ScriptException)
- {
- string text = e.InnerException.Message +
- "(script: " + ScriptName +
- " event: " + data.EventName +
- " primID:" + Part.UUID.ToString() +
- " at " + Part.AbsolutePosition + ")";
- if (text.Length > 1000)
- text = text.Substring(0, 1000);
- Engine.World.SimChat(Utils.StringToBytes(text),
- ChatTypeEnum.DebugChannel, 2147483647,
- Part.AbsolutePosition,
- Part.Name, Part.UUID, false);
- m_log.Debug(string.Format(
- "[SCRIPT ERROR]: {0} (at event {1}, part {2} {3} at {4} in {5}",
- e.InnerException.Message,
- data.EventName,
- PrimName,
- Part.UUID,
- Part.AbsolutePosition,
- Part.ParentGroup.Scene.Name));
- }
- else
- {
- // DISPLAY ERROR INWORLD
- string text = FormatException(e);
- if (text.Length > 1000)
- text = text.Substring(0, 1000);
- Engine.World.SimChat(Utils.StringToBytes(text),
- ChatTypeEnum.DebugChannel, 2147483647,
- Part.AbsolutePosition,
- Part.Name, Part.UUID, false);
- m_log.Debug(string.Format(
- "[SCRIPT ERROR]: Runtime error in script {0} (event {1}), part {2} {3} at {4} in {5} ",
- ScriptName,
- data.EventName,
- PrimName,
- Part.UUID,
- Part.AbsolutePosition,
- Part.ParentGroup.Scene.Name),
- e);
- }
- }
- catch (Exception)
- {
- }
- }
- else if ((e is TargetInvocationException) && (e.InnerException is SelfDeleteException))
- {
- m_InSelfDelete = true;
- Engine.World.DeleteSceneObject(Part.ParentGroup, false);
- }
- else if ((e is TargetInvocationException) && (e.InnerException is ScriptDeleteException))
- {
- m_InSelfDelete = true;
- Part.Inventory.RemoveInventoryItem(ItemID);
- }
- else if ((e is TargetInvocationException) && (e.InnerException is ScriptCoopStopException))
- {
- if (DebugLevel >= 1)
- m_log.DebugFormat(
- "[SCRIPT INSTANCE]: Script {0}.{1} in event {2}, state {3} stopped co-operatively.",
- PrimName, ScriptName, data.EventName, State);
- }
- }
- }
- }
- // If there are more events and we are currently running and not shutting down, then ask the
- // script engine to run the next event.
- lock (EventQueue)
- {
- // Increase processed events counter and prevent wrap;
- if (++EventsProcessed == 1000000)
- EventsProcessed = 100000;
- if ((EventsProcessed % 100000) == 0 && DebugLevel > 0)
- {
- m_log.DebugFormat("[SCRIPT INSTANCE]: Script \"{0}\" (Object \"{1}\" {2} @ {3}.{4}, Item ID {5}, Asset {6}) in event {7}: processed {8:n0} script events",
- ScriptTask.Name,
- Part.ParentGroup.Name, Part.ParentGroup.UUID, Part.ParentGroup.AbsolutePosition, Part.ParentGroup.Scene.Name,
- ScriptTask.ItemID, ScriptTask.AssetID, data.EventName, EventsProcessed);
- }
- if (EventQueue.Count > 0 && Running && !ShuttingDown && !m_InSelfDelete)
- {
- m_CurrentWorkItem = Engine.QueueEventHandler(this);
- }
- else
- {
- m_CurrentWorkItem = null;
- }
- }
- m_DetectParams = null;
- return 0;
- }
- public int EventTime()
- {
- if (!m_InEvent)
- return 0;
- return (DateTime.UtcNow - m_EventStart).Seconds;
- }
- public void ResetScript(int timeout)
- {
- if (m_Script == null)
- return;
- bool running = Running;
- RemoveState();
- ReleaseControls();
- Stop(timeout);
- SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID);
- part.Inventory.GetInventoryItem(ItemID).PermsMask = 0;
- part.Inventory.GetInventoryItem(ItemID).PermsGranter = UUID.Zero;
- part.CollisionSound = UUID.Zero;
- AsyncCommandManager.RemoveScript(Engine, LocalID, ItemID);
- m_TimerQueued = false;
- m_StateChangeInProgress = false;
- EventQueue.Clear();
- m_Script.ResetVars();
- StartParam = 0;
- State = "default";
- part.SetScriptEvents(ItemID,
- (int)m_Script.GetStateEventFlags(State));
- if (running)
- Start();
- m_SaveState = StatePersistedHere;
- PostEvent(new EventParams("state_entry",
- new Object[0], new DetectParams[0]));
- }
- [DebuggerNonUserCode] //Stops the VS debugger from farting in this function
- public void ApiResetScript()
- {
- // bool running = Running;
- RemoveState();
- ReleaseControls();
- m_Script.ResetVars();
- SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID);
- part.Inventory.GetInventoryItem(ItemID).PermsMask = 0;
- part.Inventory.GetInventoryItem(ItemID).PermsGranter = UUID.Zero;
- part.CollisionSound = UUID.Zero;
- AsyncCommandManager.RemoveScript(Engine, LocalID, ItemID);
- m_TimerQueued = false;
- m_StateChangeInProgress = false;
- EventQueue.Clear();
- m_Script.ResetVars();
- string oldState = State;
- StartParam = 0;
- State = "default";
- part.SetScriptEvents(ItemID,
- (int)m_Script.GetStateEventFlags(State));
- if (m_CurrentEvent != "state_entry" || oldState != "default")
- {
- m_SaveState = StatePersistedHere;
- PostEvent(new EventParams("state_entry",
- new Object[0], new DetectParams[0]));
- throw new EventAbortException();
- }
- }
- public Dictionary<string, object> GetVars()
- {
- if (m_Script != null)
- return m_Script.GetVars();
- else
- return new Dictionary<string, object>();
- }
- public void SetVars(Dictionary<string, object> vars)
- {
- // foreach (KeyValuePair<string, object> kvp in vars)
- // m_log.DebugFormat("[SCRIPT INSTANCE]: Setting var {0}={1}", kvp.Key, kvp.Value);
- m_Script.SetVars(vars);
- }
- public DetectParams GetDetectParams(int idx)
- {
- if (m_DetectParams == null)
- return null;
- if (idx < 0 || idx >= m_DetectParams.Length)
- return null;
- return m_DetectParams[idx];
- }
- public UUID GetDetectID(int idx)
- {
- if (m_DetectParams == null)
- return UUID.Zero;
- if (idx < 0 || idx >= m_DetectParams.Length)
- return UUID.Zero;
- return m_DetectParams[idx].Key;
- }
- public void SaveState()
- {
- if (!Running && !StayStopped)
- return;
- // We cannot call this inside the EventQueue lock since it will currently take AsyncCommandManager.staticLock.
- // This may already be held by AsyncCommandManager.DoOneCmdHandlerPass() which in turn can take EventQueue
- // lock via ScriptInstance.PostEvent().
- PluginData = AsyncCommandManager.GetSerializationData(Engine, ItemID);
- // We need to lock here to avoid any race with a thread that is removing this script.
- lock (EventQueue)
- {
- // Check again to avoid a race with a thread in Stop()
- if (!Running && !StayStopped)
- return;
- // If we're currently in an event, just tell it to save upon return
- //
- if (m_InEvent)
- {
- m_SaveState = true;
- return;
- }
- // m_log.DebugFormat(
- // "[SCRIPT INSTANCE]: Saving state for script {0} (id {1}) in part {2} (id {3}) in object {4} in {5}",
- // ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, Engine.World.Name);
- string xml = ScriptSerializer.Serialize(this);
- // Compare hash of the state we just just created with the state last written to disk
- // If the state is different, update the disk file.
- UUID hash = UUID.Parse(Utils.MD5String(xml));
- if (hash != m_CurrentStateHash)
- {
- try
- {
- using (FileStream fs = File.Create(Path.Combine(m_dataPath, ItemID.ToString() + ".state")))
- {
- Byte[] buf = Util.UTF8NoBomEncoding.GetBytes(xml);
- fs.Write(buf, 0, buf.Length);
- }
- }
- catch(Exception)
- {
- // m_log.Error("Unable to save xml\n"+e.ToString());
- }
- //if (!File.Exists(Path.Combine(Path.GetDirectoryName(assembly), ItemID.ToString() + ".state")))
- //{
- // throw new Exception("Completed persistence save, but no file was created");
- //}
- m_CurrentStateHash = hash;
- }
- StayStopped = false;
- }
- }
- public IScriptApi GetApi(string name)
- {
- if (m_Apis.ContainsKey(name))
- {
- // m_log.DebugFormat("[SCRIPT INSTANCE]: Found api {0} in {1}@{2}", name, ScriptName, PrimName);
- return m_Apis[name];
- }
- // m_log.DebugFormat("[SCRIPT INSTANCE]: Did not find api {0} in {1}@{2}", name, ScriptName, PrimName);
- return null;
- }
- public override string ToString()
- {
- return String.Format("{0} {1} on {2}", ScriptName, ItemID, PrimName);
- }
- string FormatException(Exception e)
- {
- if (e.InnerException == null) // Not a normal runtime error
- return e.ToString();
- string message = "Runtime error:\n" + e.InnerException.StackTrace;
- string[] lines = message.Split(new char[] {'\n'});
- foreach (string line in lines)
- {
- if (line.Contains("SecondLife.Script"))
- {
- int idx = line.IndexOf(':');
- if (idx != -1)
- {
- string val = line.Substring(idx+1);
- int lineNum = 0;
- if (int.TryParse(val, out lineNum))
- {
- KeyValuePair<int, int> pos =
- Compiler.FindErrorPosition(
- lineNum, 0, LineMap);
- int scriptLine = pos.Key;
- int col = pos.Value;
- if (scriptLine == 0)
- scriptLine++;
- if (col == 0)
- col++;
- message = string.Format("Runtime error:\n" +
- "({0}): {1}", scriptLine - 1,
- e.InnerException.Message);
- return message;
- }
- }
- }
- }
- // m_log.ErrorFormat("Scripting exception:");
- // m_log.ErrorFormat(e.ToString());
- return e.ToString();
- }
- public string GetAssemblyName()
- {
- return m_assemblyPath;
- }
- public string GetXMLState()
- {
- bool run = Running;
- Stop(100);
- Running = run;
- // We should not be doing this, but since we are about to
- // dispose this, it really doesn't make a difference
- // This is meant to work around a Windows only race
- //
- m_InEvent = false;
- // Force an update of the in-memory plugin data
- //
- PluginData = AsyncCommandManager.GetSerializationData(Engine, ItemID);
- return ScriptSerializer.Serialize(this);
- }
- public UUID RegionID
- {
- get { return m_RegionID; }
- }
- public void Suspend()
- {
- Suspended = true;
- }
- public void Resume()
- {
- Suspended = false;
- }
- }
- /// <summary>
- /// Xengine event wait handle.
- /// </summary>
- /// <remarks>
- /// This class exists becase XEngineScriptBase gets a reference to this wait handle. We need to make sure that
- /// when scripts are running in different AppDomains the lease does not expire.
- /// FIXME: Like LSL_Api, etc., this effectively leaks memory since the GC will never collect it. To avoid this,
- /// proper remoting sponsorship needs to be implemented across the board.
- /// </remarks>
- public class XEngineEventWaitHandle : EventWaitHandle
- {
- public XEngineEventWaitHandle(bool initialState, EventResetMode mode) : base(initialState, mode) {}
- public override Object InitializeLifetimeService()
- {
- return null;
- }
- }
- }
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