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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 System.Collections.Generic;
- using System.IO;
- using System.Reflection;
- using System.Runtime.Serialization.Formatters.Binary;
- using System.Threading;
- using libsecondlife;
- using OpenSim.Region.Environment.Scenes;
- namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
- {
- /// <summary>
- /// Loads scripts
- /// Compiles them if necessary
- /// Execute functions for EventQueueManager (Sends them to script on other AppDomain for execution)
- /// </summary>
- ///
- // This class is as close as you get to the script without being inside script class. It handles all the dirty work for other classes.
- // * Keeps track of running scripts
- // * Compiles script if necessary (through "Compiler")
- // * Loads script (through "AppDomainManager" called from for example "EventQueueManager")
- // * Executes functions inside script (called from for example "EventQueueManager" class)
- // * Unloads script (through "AppDomainManager" called from for example "EventQueueManager")
- // * Dedicated load/unload thread, and queues loading/unloading.
- // This so that scripts starting or stopping will not slow down other theads or whole system.
- //
- [Serializable]
- public abstract class ScriptManager : iScriptEngineFunctionModule
- {
- #region Declares
- private Thread scriptLoadUnloadThread;
- private static Thread staticScriptLoadUnloadThread;
- // private int scriptLoadUnloadThread_IdleSleepms;
- private Queue<LUStruct> LUQueue = new Queue<LUStruct>();
- private static bool PrivateThread;
- private int LoadUnloadMaxQueueSize;
- private Object scriptLock = new Object();
- // Load/Unload structure
- private struct LUStruct
- {
- public uint localID;
- public LLUUID itemID;
- public string script;
- public LUType Action;
- public int startParam;
- public bool postOnRez;
- }
- private enum LUType
- {
- Unknown = 0,
- Load = 1,
- Unload = 2
- }
- // Xantor 20080525: Keep a list of compiled scripts this session for reuse
- public Dictionary<LLUUID, String> scriptList = new Dictionary<LLUUID, string>();
- // Object<string, Script<string, script>>
- // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory.
- // Instead use RuntimeTypeHandle, RuntimeFieldHandle and RunTimeHandle (IntPtr) instead!
- public Dictionary<uint, Dictionary<LLUUID, IScript>> Scripts =
- new Dictionary<uint, Dictionary<LLUUID, IScript>>();
- public Scene World
- {
- get { return m_scriptEngine.World; }
- }
- #endregion
- public void ReadConfig()
- {
- // scriptLoadUnloadThread_IdleSleepms = m_scriptEngine.ScriptConfigSource.GetInt("ScriptLoadUnloadLoopms", 30);
- // TODO: Requires sharing of all ScriptManagers to single thread
- PrivateThread = true; // m_scriptEngine.ScriptConfigSource.GetBoolean("PrivateScriptLoadUnloadThread", false);
- LoadUnloadMaxQueueSize = m_scriptEngine.ScriptConfigSource.GetInt("LoadUnloadMaxQueueSize", 100);
- }
- #region Object init/shutdown
- public ScriptEngine m_scriptEngine;
- public ScriptManager(ScriptEngine scriptEngine)
- {
- m_scriptEngine = scriptEngine;
- }
- public abstract void Initialize();
- public void Start()
- {
- ReadConfig();
- Initialize();
- AppDomain.CurrentDomain.AssemblyResolve += new ResolveEventHandler(CurrentDomain_AssemblyResolve);
- //
- // CREATE THREAD
- // Private or shared
- //
- if (PrivateThread)
- {
- // Assign one thread per region
- //scriptLoadUnloadThread = StartScriptLoadUnloadThread();
- }
- else
- {
- // Shared thread - make sure one exist, then assign it to the private
- if (staticScriptLoadUnloadThread == null)
- {
- //staticScriptLoadUnloadThread = StartScriptLoadUnloadThread();
- }
- scriptLoadUnloadThread = staticScriptLoadUnloadThread;
- }
- }
- // TODO: unused
- // private static int privateThreadCount = 0;
- // private Thread StartScriptLoadUnloadThread()
- // {
- // Thread t = new Thread(ScriptLoadUnloadThreadLoop);
- // string name = "ScriptLoadUnloadThread:";
- // if (PrivateThread)
- // {
- // name += "Private:" + privateThreadCount;
- // privateThreadCount++;
- // }
- // else
- // {
- // name += "Shared";
- // }
- // t.Name = name;
- // t.IsBackground = true;
- // t.Priority = ThreadPriority.Normal;
- // t.Start();
- // OpenSim.Framework.ThreadTracker.Add(t);
- // return t;
- // }
- ~ScriptManager()
- {
- // Abort load/unload thread
- try
- {
- //PleaseShutdown = true;
- //Thread.Sleep(100);
- if (scriptLoadUnloadThread != null && scriptLoadUnloadThread.IsAlive == true)
- {
- scriptLoadUnloadThread.Abort();
- //scriptLoadUnloadThread.Join();
- }
- }
- catch
- {
- }
- }
- #endregion
- #region Load / Unload scripts (Thread loop)
- // TODO: unused
- // private void ScriptLoadUnloadThreadLoop()
- // {
- // try
- // {
- // while (true)
- // {
- // if (LUQueue.Count == 0)
- // Thread.Sleep(scriptLoadUnloadThread_IdleSleepms);
- // //if (PleaseShutdown)
- // // return;
- // DoScriptLoadUnload();
- // }
- // }
- // catch (ThreadAbortException tae)
- // {
- // string a = tae.ToString();
- // a = String.Empty;
- // // Expected
- // }
- // }
- public void DoScriptLoadUnload()
- {
- lock (LUQueue)
- {
- if (LUQueue.Count > 0)
- {
- LUStruct item = LUQueue.Dequeue();
- if (item.Action == LUType.Unload)
- {
- _StopScript(item.localID, item.itemID);
- }
- else if (item.Action == LUType.Load)
- {
- _StartScript(item.localID, item.itemID, item.script, item.startParam, item.postOnRez);
- }
- }
- }
- }
- #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 Start/Stop/Reset script
- // private readonly Object startStopLock = new Object();
- /// <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, int startParam, bool postOnRez)
- {
- lock (LUQueue)
- {
- if (LUQueue.Count >= LoadUnloadMaxQueueSize)
- {
- m_scriptEngine.Log.Error("[" + m_scriptEngine.ScriptEngineName + "]: ERROR: Load/unload queue item count is at " + LUQueue.Count + ". Config variable \"LoadUnloadMaxQueueSize\" is set to " + LoadUnloadMaxQueueSize + ", so ignoring new script.");
- return;
- }
- LUStruct ls = new LUStruct();
- ls.localID = localID;
- ls.itemID = itemID;
- ls.script = Script;
- ls.Action = LUType.Load;
- ls.startParam = startParam;
- ls.postOnRez = postOnRez;
- LUQueue.Enqueue(ls);
- }
- }
- /// <summary>
- /// Disables and unloads a script
- /// </summary>
- /// <param name="localID"></param>
- /// <param name="itemID"></param>
- public void StopScript(uint localID, LLUUID itemID)
- {
- LUStruct ls = new LUStruct();
- ls.localID = localID;
- ls.itemID = itemID;
- ls.Action = LUType.Unload;
- ls.startParam = 0;
- ls.postOnRez = false;
- lock (LUQueue)
- {
- LUQueue.Enqueue(ls);
- }
- }
- // Create a new instance of the compiler (reuse)
- //private Compiler.LSL.Compiler LSLCompiler = new Compiler.LSL.Compiler();
- public abstract void _StartScript(uint localID, LLUUID itemID, string Script, int startParam, bool postOnRez);
- public abstract void _StopScript(uint localID, LLUUID itemID);
- #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, EventQueueManager.Queue_llDetectParams_Struct qParams, object[] args)
- {
- //cfk 2-7-08 dont need this right now and the default Linux build has DEBUG defined
- ///#if DEBUG
- /// Console.WriteLine("ScriptEngine: Inside ExecuteEvent for event " + FunctionName);
- ///#endif
- // Execute a function in the script
- //m_scriptEngine.Log.Info("[" + ScriptEngineName + "]: Executing Function localID: " + localID + ", itemID: " + itemID + ", FunctionName: " + FunctionName);
- //ScriptBaseInterface Script = (ScriptBaseInterface)GetScript(localID, itemID);
- IScript Script = GetScript(localID, itemID);
- if (Script == null)
- {
- return;
- }
- //cfk 2-7-08 dont need this right now and the default Linux build has DEBUG defined
- ///#if DEBUG
- /// Console.WriteLine("ScriptEngine: Executing event: " + FunctionName);
- ///#endif
- // Must be done in correct AppDomain, so leaving it up to the script itself
- Script.llDetectParams = qParams;
- Script.Exec.ExecuteEvent(FunctionName, args);
- }
- public int GetStateEventFlags(uint localID, LLUUID itemID)
- {
- // Console.WriteLine("GetStateEventFlags for <" + localID + "," + itemID + ">");
- try
- {
- IScript Script = GetScript(localID, itemID);
- if (Script == null)
- {
- return 0;
- }
- ExecutorBase.scriptEvents evflags = Script.Exec.GetStateEventFlags();
- return (int)evflags;
- }
- catch (Exception)
- {
- }
- return 0;
- }
- #endregion
- #region Internal functions to keep track of script
- public Dictionary<LLUUID, IScript>.KeyCollection GetScriptKeys(uint localID)
- {
- if (Scripts.ContainsKey(localID) == false)
- return null;
- Dictionary<LLUUID, IScript> Obj;
- Scripts.TryGetValue(localID, out Obj);
- return Obj.Keys;
- }
- public IScript GetScript(uint localID, LLUUID itemID)
- {
- lock (scriptLock)
- {
- if (Scripts.ContainsKey(localID) == false)
- return null;
- Dictionary<LLUUID, IScript> Obj;
- Scripts.TryGetValue(localID, out Obj);
- if (Obj.ContainsKey(itemID) == false)
- return null;
- // Get script
- IScript Script;
- Obj.TryGetValue(itemID, out Script);
- return Script;
- }
- }
- public void SetScript(uint localID, LLUUID itemID, IScript Script)
- {
- lock (scriptLock)
- {
- // Create object if it doesn't exist
- if (Scripts.ContainsKey(localID) == false)
- {
- Scripts.Add(localID, new Dictionary<LLUUID, IScript>());
- }
- // Delete script if it exists
- Dictionary<LLUUID, IScript> Obj;
- Scripts.TryGetValue(localID, out Obj);
- if (Obj.ContainsKey(itemID) == true)
- Obj.Remove(itemID);
- // Add to object
- Obj.Add(itemID, Script);
- }
- }
- public void RemoveScript(uint localID, LLUUID itemID)
- {
- // Don't have that object?
- if (Scripts.ContainsKey(localID) == false)
- return;
- // Delete script if it exists
- Dictionary<LLUUID, IScript> Obj;
- Scripts.TryGetValue(localID, out Obj);
- if (Obj.ContainsKey(itemID) == true)
- Obj.Remove(itemID);
- }
- #endregion
- public void ResetScript(uint localID, LLUUID itemID)
- {
- IScript s = GetScript(localID, itemID);
- string script = s.Source;
- StopScript(localID, itemID);
- SceneObjectPart part = World.GetSceneObjectPart(localID);
- part.GetInventoryItem(itemID).PermsMask = 0;
- part.GetInventoryItem(itemID).PermsGranter = LLUUID.Zero;
- StartScript(localID, itemID, script, s.StartParam, false);
- }
- #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
- ///// <summary>
- ///// If set to true then threads and stuff should try to make a graceful exit
- ///// </summary>
- //public bool PleaseShutdown
- //{
- // get { return _PleaseShutdown; }
- // set { _PleaseShutdown = value; }
- //}
- //private bool _PleaseShutdown = false;
- }
- }
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