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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.Threading;
- using System.Reflection;
- using System.Collections;
- using System.Collections.Generic;
- using System.Runtime.Remoting.Lifetime;
- using System.Security.Policy;
- using System.IO;
- using System.Xml;
- using System.Text;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Region.ScriptEngine.Interfaces;
- using OpenSim.Region.ScriptEngine.Shared;
- using OpenSim.Region.ScriptEngine.Shared.Api;
- using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
- using OpenSim.Region.ScriptEngine.Yengine;
- using OpenSim.Region.Framework.Scenes;
- using log4net;
- using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
- using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
- using LSL_Key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
- using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
- using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
- using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
- using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
- // This class exists in the main app domain
- //
- namespace OpenSim.Region.ScriptEngine.Yengine
- {
- /**
- * @brief Which queue it is in as far as running is concerned,
- * ie, m_StartQueue, m_YieldQueue, m_SleepQueue, etc.
- * Allowed transitions:
- * Starts in CONSTRUCT when constructed
- * CONSTRUCT->ONSTARTQ : only by thread that constructed and compiled it
- * IDLE->ONSTARTQ,RESETTING : by any thread but must have m_QueueLock when transitioning
- * ONSTARTQ->RUNNING,RESETTING : only by thread that removed it from m_StartQueue
- * ONYIELDQ->RUNNING,RESETTING : only by thread that removed it from m_YieldQueue
- * ONSLEEPQ->REMDFROMSLPQ : by any thread but must have m_SleepQueue when transitioning
- * REMDFROMSLPQ->ONYIELDQ,RESETTING : only by thread that removed it from m_SleepQueue
- * RUNNING->whatever1 : only by thread that transitioned it to RUNNING
- * whatever1 = IDLE,ONSLEEPQ,ONYIELDQ,ONSTARTQ,SUSPENDED,FINISHED
- * FINSHED->whatever2 : only by thread that transitioned it to FINISHED
- * whatever2 = IDLE,ONSTARTQ,DISPOSED
- * SUSPENDED->ONSTARTQ : by any thread (NOT YET IMPLEMENTED, should be under some kind of lock?)
- * RESETTING->ONSTARTQ : only by the thread that transitioned it to RESETTING
- */
- public enum XMRInstState
- {
- CONSTRUCT, // it is being constructed
- IDLE, // nothing happening (finished last event and m_EventQueue is empty)
- ONSTARTQ, // inserted on m_Engine.m_StartQueue
- RUNNING, // currently being executed by RunOne()
- ONSLEEPQ, // inserted on m_Engine.m_SleepQueue
- REMDFROMSLPQ, // removed from m_SleepQueue but not yet on m_YieldQueue
- ONYIELDQ, // inserted on m_Engine.m_YieldQueue
- FINISHED, // just finished handling an event
- SUSPENDED, // m_SuspendCount > 0
- RESETTING, // being reset via external call
- DISPOSED // has been disposed
- }
- public partial class XMRInstance: XMRInstAbstract, IDisposable
- {
- /******************************************************************\
- * This module contains the instance variables for XMRInstance. *
- \******************************************************************/
- public const int MAXEVENTQUEUE = 64;
- public static readonly DetectParams[] zeroDetectParams = new DetectParams[0];
- public static readonly object[] zeroObjectArray = new object[0];
- public static readonly ILog m_log =
- LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- public XMRInstance m_NextInst; // used by XMRInstQueue
- public XMRInstance m_PrevInst;
- // For a given m_Item.AssetID, do we have the compiled object code and where
- // is it?
- public static object m_CompileLock = new object();
- private static Dictionary<string, ScriptObjCode> m_CompiledScriptObjCode = new Dictionary<string, ScriptObjCode>();
- public XMRInstState m_IState;
- public bool m_ForceRecomp = false;
- public SceneObjectPart m_Part = null;
- public uint m_LocalID = 0;
- public TaskInventoryItem m_Item = null;
- public UUID m_ItemID;
- public UUID m_PartUUID;
- private string m_CameFrom;
- private string m_ScriptObjCodeKey;
- private Yengine m_Engine = null;
- private string m_ScriptBasePath;
- private string m_StateFileName;
- public string m_SourceCode;
- public bool m_PostOnRez;
- private DetectParams[] m_DetectParams = null;
- public int m_StartParam = 0;
- public StateSource m_StateSource;
- public string m_DescName;
- private bool[] m_HaveEventHandlers;
- public int m_StackSize;
- public int m_HeapSize;
- private ArrayList m_CompilerErrors;
- private DateTime m_LastRanAt = DateTime.MinValue;
- private string m_RunOnePhase = "hasn't run";
- private string m_CheckRunPhase = "hasn't checked";
- public int m_InstEHEvent = 0; // number of events dequeued (StartEventHandler called)
- public int m_InstEHSlice = 0; // number of times handler timesliced (ResumeEx called)
- public double m_CPUTime = 0; // accumulated CPU time (milliseconds)
- public double m_SliceStart = 0; // when did current exec start
- // If code needs to have both m_QueueLock and m_RunLock,
- // be sure to lock m_RunLock first then m_QueueLock, as
- // that is the order used in RunOne().
- // These locks are currently separated to allow the script
- // to call API routines that queue events back to the script.
- // If we just had one lock, then the queuing would deadlock.
- // guards m_DetachQuantum, m_EventQueue, m_EventCounts, m_Running, m_Suspended
- public Object m_QueueLock = new Object();
- // true iff allowed to accept new events
- public bool m_Running = true;
- // queue of events that haven't been acted upon yet
- public LinkedList<EventParams> m_EventQueue = new LinkedList<EventParams>();
- // number of events of each code currently in m_EventQueue.
- private int[] m_EventCounts = new int[(int)ScriptEventCode.Size];
- // locked whilst running on the microthread stack (or about to run on it or just ran on it)
- private Object m_RunLock = new Object();
- // script won't step while > 0. bus-atomic updates only.
- private int m_SuspendCount = 0;
- // don't run any of script until this time
- // or until one of these events are queued
- public DateTime m_SleepUntil = DateTime.MinValue;
- public int m_SleepEventMask1 = 0;
- public int m_SleepEventMask2 = 0;
- private XMRLSL_Api m_XMRLSLApi;
- /*
- * Makes sure migration data version is same on both ends.
- */
- public static byte migrationVersion = 11;
- // Incremented each time script gets reset.
- public int m_ResetCount = 0;
- // Scripts start suspended now. This means that event queues will
- // accept events, but will not actually run them until the core
- // tells it it's OK. This is needed to prevent loss of link messages
- // in complex objects, where no event can be allowed to run until
- // all possible link message receivers' queues are established.
- // Guarded by m_QueueLock.
- public bool m_Suspended = true;
- // We really don't want to save state for a script that hasn't had
- // a chance to run, because it's state will be blank. That would
- // cause attachment state loss.
- public bool m_HasRun = false;
- // When llDie is executed within the attach(NULL_KEY) event of
- // a script being detached to inventory, the DeleteSceneObject call
- // it causes will delete the script instances before their state can
- // be saved. Therefore, the instance needs to know that it's being
- // detached to inventory, rather than to ground.
- // Also, the attach(NULL_KEY) event needs to run with priority, and
- // it also needs to have a limited quantum.
- // If this is nonzero, we're detaching to inventory.
- // Guarded by m_QueueLock.
- private int m_DetachQuantum = 0;
- // Finally, we need to wait until the quantum is done, or the script
- // suspends itself. This should be efficient, so we use an event
- // for it instead of spinning busy.
- // It's born ready, but will be reset when the detach is posted.
- // It will then be set again on suspend/completion
- private ManualResetEvent m_DetachReady = new ManualResetEvent(true);
- }
- }
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