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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.
- */
- /* Original code: Tedd Hansen */
- using System;
- using System.Collections.Generic;
- using System.IO;
- using System.Reflection;
- using System.Runtime.Serialization.Formatters.Binary;
- using System.Threading;
- using libsecondlife;
- using OpenSim.Framework;
- using OpenSim.Grid.ScriptEngine.DotNetEngine.Compiler;
- using OpenSim.Grid.ScriptEngine.DotNetEngine.Compiler.LSL;
- using OpenSim.Region.Environment.Scenes;
- namespace OpenSim.Grid.ScriptEngine.DotNetEngine
- {
- /// <summary>
- /// Loads scripts
- /// Compiles them if necessary
- /// Execute functions for EventQueueManager (Sends them to script on other AppDomain for execution)
- /// </summary>
- [Serializable]
- public class ScriptManager
- {
- private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
- #region Declares
- private Thread scriptLoadUnloadThread;
- private int scriptLoadUnloadThread_IdleSleepms = 100;
- private Queue<LoadStruct> loadQueue = new Queue<LoadStruct>();
- private Queue<UnloadStruct> unloadQueue = new Queue<UnloadStruct>();
- private struct LoadStruct
- {
- public uint localID;
- public LLUUID itemID;
- public string script;
- }
- private struct UnloadStruct
- {
- public uint localID;
- public LLUUID itemID;
- }
- // Object<string, Script<string, script>>
- // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory.
- // Instead use RuntimeTypeHandle, RuntimeFieldHandle and RunTimeHandle (IntPtr) instead!
- internal Dictionary<uint, Dictionary<LLUUID, LSL_BaseClass>> Scripts =
- new Dictionary<uint, Dictionary<LLUUID, LSL_BaseClass>>();
- public Scene World
- {
- get { return m_scriptEngine.World; }
- }
- #endregion
- #region Object init/shutdown
- private ScriptEngine m_scriptEngine;
- public ScriptManager(ScriptEngine scriptEngine)
- {
- m_scriptEngine = scriptEngine;
- AppDomain.CurrentDomain.AssemblyResolve += new ResolveEventHandler(CurrentDomain_AssemblyResolve);
- scriptLoadUnloadThread = new Thread(ScriptLoadUnloadThreadLoop);
- scriptLoadUnloadThread.Name = "ScriptLoadUnloadThread";
- scriptLoadUnloadThread.IsBackground = true;
- scriptLoadUnloadThread.Priority = ThreadPriority.BelowNormal;
- scriptLoadUnloadThread.Start();
- }
- ~ScriptManager()
- {
- // Abort load/unload thread
- try
- {
- if (scriptLoadUnloadThread != null)
- {
- if (scriptLoadUnloadThread.IsAlive == true)
- {
- scriptLoadUnloadThread.Abort();
- scriptLoadUnloadThread.Join();
- }
- }
- }
- catch
- {
- }
- }
- #endregion
- #region Load / Unload scripts (Thread loop)
- private void ScriptLoadUnloadThreadLoop()
- {
- try
- {
- while (true)
- {
- if (loadQueue.Count == 0 && unloadQueue.Count == 0)
- Thread.Sleep(scriptLoadUnloadThread_IdleSleepms);
- if (loadQueue.Count > 0)
- {
- LoadStruct item = loadQueue.Dequeue();
- _StartScript(item.localID, item.itemID, item.script);
- }
- if (unloadQueue.Count > 0)
- {
- UnloadStruct item = unloadQueue.Dequeue();
- _StopScript(item.localID, item.itemID);
- }
- }
- }
- catch (ThreadAbortException tae)
- {
- string a = tae.ToString();
- a = "";
- // Expected
- }
- }
- #endregion
- #region Helper functions
- private static Assembly CurrentDomain_AssemblyResolve(object sender, ResolveEventArgs args)
- {
- //Console.WriteLine("ScriptManager.CurrentDomain_AssemblyResolve: " + args.Name);
- return Assembly.GetExecutingAssembly().FullName == args.Name ? Assembly.GetExecutingAssembly() : null;
- }
- #endregion
- #region Internal functions to keep track of script
- internal Dictionary<LLUUID, LSL_BaseClass>.KeyCollection GetScriptKeys(uint localID)
- {
- if (Scripts.ContainsKey(localID) == false)
- return null;
- Dictionary<LLUUID, LSL_BaseClass> Obj;
- Scripts.TryGetValue(localID, out Obj);
- return Obj.Keys;
- }
- internal LSL_BaseClass GetScript(uint localID, LLUUID itemID)
- {
- if (Scripts.ContainsKey(localID) == false)
- return null;
- Dictionary<LLUUID, LSL_BaseClass> Obj;
- Scripts.TryGetValue(localID, out Obj);
- if (Obj.ContainsKey(itemID) == false)
- return null;
- // Get script
- LSL_BaseClass Script;
- Obj.TryGetValue(itemID, out Script);
- return Script;
- }
- internal void SetScript(uint localID, LLUUID itemID, LSL_BaseClass Script)
- {
- // Create object if it doesn't exist
- if (Scripts.ContainsKey(localID) == false)
- {
- Scripts.Add(localID, new Dictionary<LLUUID, LSL_BaseClass>());
- }
- // Delete script if it exists
- Dictionary<LLUUID, LSL_BaseClass> Obj;
- Scripts.TryGetValue(localID, out Obj);
- if (Obj.ContainsKey(itemID) == true)
- Obj.Remove(itemID);
- // Add to object
- Obj.Add(itemID, Script);
- }
- internal void RemoveScript(uint localID, LLUUID itemID)
- {
- // Don't have that object?
- if (Scripts.ContainsKey(localID) == false)
- return;
- // Delete script if it exists
- Dictionary<LLUUID, LSL_BaseClass> Obj;
- Scripts.TryGetValue(localID, out Obj);
- if (Obj.ContainsKey(itemID) == true)
- Obj.Remove(itemID);
- }
- #endregion
- #region Start/Stop/Reset script
- /// <summary>
- /// Fetches, loads and hooks up a script to an objects events
- /// </summary>
- /// <param name="itemID"></param>
- /// <param name="localID"></param>
- public void StartScript(uint localID, LLUUID itemID, string Script)
- {
- LoadStruct ls = new LoadStruct();
- ls.localID = localID;
- ls.itemID = itemID;
- ls.script = Script;
- loadQueue.Enqueue(ls);
- }
- /// <summary>
- /// Disables and unloads a script
- /// </summary>
- /// <param name="localID"></param>
- /// <param name="itemID"></param>
- public void StopScript(uint localID, LLUUID itemID)
- {
- UnloadStruct ls = new UnloadStruct();
- ls.localID = localID;
- ls.itemID = itemID;
- unloadQueue.Enqueue(ls);
- }
- public void ResetScript(uint localID, LLUUID itemID)
- {
- string script = GetScript(localID, itemID).SourceCode;
- StopScript(localID, itemID);
- StartScript(localID, itemID, script);
- }
- private void _StartScript(uint localID, LLUUID itemID, string Script)
- {
- //IScriptHost root = host.GetRoot();
- Console.WriteLine("ScriptManager StartScript: localID: " + localID + ", itemID: " + itemID);
- // We will initialize and start the script.
- // It will be up to the script itself to hook up the correct events.
- string ScriptSource = "";
- SceneObjectPart m_host = World.GetSceneObjectPart(localID);
- try
- {
- // Create a new instance of the compiler (currently we don't want reuse)
- Compiler.LSL.Compiler LSLCompiler = new Compiler.LSL.Compiler();
- // Compile (We assume LSL)
- ScriptSource = LSLCompiler.CompileFromLSLText(Script);
- //Console.WriteLine("Compilation of " + FileName + " done");
- // * Insert yield into code
- ScriptSource = ProcessYield(ScriptSource);
- #if DEBUG
- long before;
- before = GC.GetTotalMemory(true);
- #endif
- LSL_BaseClass CompiledScript;
- CompiledScript = m_scriptEngine.m_AppDomainManager.LoadScript(ScriptSource);
- #if DEBUG
- Console.WriteLine("Script " + itemID + " occupies {0} bytes", GC.GetTotalMemory(true) - before);
- #endif
- CompiledScript.SourceCode = ScriptSource;
- // Add it to our script memstruct
- 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.
- LSL_BuiltIn_Commands LSLB = new LSL_BuiltIn_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", new object[] {});
- }
- catch (Exception e)
- {
- //m_scriptEngine.m_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)
- {
- m_scriptEngine.m_log.Error("[ScriptEngine]: Error displaying error in-world: " + e2.ToString());
- }
- }
- }
- private void _StopScript(uint localID, LLUUID itemID)
- {
- // Stop script
- Console.WriteLine("Stop script localID: " + localID + " LLUID: " + itemID.ToString());
- // Stop long command on script
- m_scriptEngine.m_LSLLongCmdHandler.RemoveScript(localID, itemID);
- LSL_BaseClass 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
- GetScript(localID, itemID).Exec.StopScript();
- // Remove from internal structure
- RemoveScript(localID, itemID);
- // Tell AppDomain that we have stopped script
- m_scriptEngine.m_AppDomainManager.StopScript(ad);
- }
- catch (Exception e)
- {
- Console.WriteLine("Exception stopping script localID: " + localID + " LLUID: " + itemID.ToString() +
- ": " + e.ToString());
- }
- }
- private string ProcessYield(string FileName)
- {
- // TODO: Create a new assembly and copy old but insert Yield Code
- //return TempDotNetMicroThreadingCodeInjector.TestFix(FileName);
- return FileName;
- }
- #endregion
- #region Perform event execution in script
- /// <summary>
- /// Execute a LL-event-function in Script
- /// </summary>
- /// <param name="localID">Object the script is located in</param>
- /// <param name="itemID">Script ID</param>
- /// <param name="FunctionName">Name of function</param>
- /// <param name="args">Arguments to pass to function</param>
- internal void ExecuteEvent(uint localID, LLUUID itemID, string FunctionName, object[] args)
- {
- // Execute a function in the script
- //m_scriptEngine.m_log.Info("[ScriptEngine]: Executing Function localID: " + localID + ", itemID: " + itemID + ", FunctionName: " + FunctionName);
- LSL_BaseClass Script = m_scriptEngine.m_ScriptManager.GetScript(localID, itemID);
- if (Script == null)
- return;
- // Must be done in correct AppDomain, so leaving it up to the script itself
- Script.Exec.ExecuteEvent(FunctionName, args);
- }
- #endregion
- #region Script serialization/deserialization
- public void GetSerializedScript(uint localID, LLUUID itemID)
- {
- // Serialize the script and return it
- // Should not be a problem
- FileStream fs = File.Create("SERIALIZED_SCRIPT_" + itemID);
- BinaryFormatter b = new BinaryFormatter();
- b.Serialize(fs, GetScript(localID, itemID));
- fs.Close();
- }
- public void PutSerializedScript(uint localID, LLUUID itemID)
- {
- // Deserialize the script and inject it into an AppDomain
- // How to inject into an AppDomain?
- }
- #endregion
- }
- }
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