/* * 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.Collections.Generic; using System.Text; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.ScriptEngine.Shared; using OpenSim.Region.ScriptEngine.Shared.Api; using OpenSim.Region.ScriptEngine.Shared.ScriptBase; using OpenSim.Region.Framework.Scenes; namespace OpenSim.Region.ScriptEngine.Yengine { public partial class XMRInstance { /************************************************************************************\ * This module contains these externally useful methods: * * PostEvent() - queues an event to script and wakes script thread to process it * * RunOne() - runs script for a time slice or until it volunteers to give up cpu * * CallSEH() - runs in the microthread to call the event handler * \************************************************************************************/ /** * @brief This can be called in any thread (including the script thread itself) * to queue event to script for processing. */ public void PostEvent(EventParams evt) { if (!m_eventCodeMap.TryGetValue(evt.EventName, out ScriptEventCode evc)) return; if (!m_HaveEventHandlers[(int)evc]) // don't bother if we don't have such a handler in any state return; // Put event on end of event queue. bool startIt = false; bool wakeIt = false; lock(m_QueueLock) { // Ignore event if we don't even have such an handler in any state. // We can't be state-specific here because state might be different // by the time this event is dequeued and delivered to the script. if(m_IState != XMRInstState.CONSTRUCT) { if(!m_Running) { if(m_IState == XMRInstState.SUSPENDED) { if(evc == ScriptEventCode.state_entry && m_EventQueue.Count == 0) { LinkedListNode llns = new LinkedListNode(evt); m_EventQueue.AddFirst(llns); } } return; } } if(m_minEventDelay != 0) { switch (evc) { // ignore some events by time set by llMinEventDelay case ScriptEventCode.collision: case ScriptEventCode.land_collision: case ScriptEventCode.listen: case ScriptEventCode.not_at_target: case ScriptEventCode.not_at_rot_target: case ScriptEventCode.no_sensor: case ScriptEventCode.sensor: case ScriptEventCode.timer: case ScriptEventCode.touch: { double now = Util.GetTimeStamp(); if (now < m_nextEventTime) return; m_nextEventTime = now + m_minEventDelay; break; } case ScriptEventCode.changed: { const int canignore = ~(CHANGED_SCALE | CHANGED_POSITION); int change = (int)evt.Params[0]; if(change == 0) // what? return; if((change & canignore) == 0) { double now = Util.GetTimeStamp(); if (now < m_nextEventTime) return; m_nextEventTime = now + m_minEventDelay; } break; } default: break; } } if(evc == ScriptEventCode.timer) { if (m_EventCounts[(int)evc] >= 1) return; m_EventCounts[(int)evc]++; m_EventQueue.AddLast(new LinkedListNode(evt)); } else { if (m_EventCounts[(int)evc] >= MAXEVENTQUEUE) return; m_EventCounts[(int)evc]++; LinkedListNode lln = new LinkedListNode(evt); switch (evc) { // These need to go first. The only time we manually // queue them is for the default state_entry() and we // need to make sure they go before any attach() events // so the heapLimit value gets properly initialized. case ScriptEventCode.state_entry: m_EventQueue.AddFirst(lln); break; // The attach event sneaks to the front of the queue. // This is needed for quantum limiting to work because // we want the attach(NULL_KEY) event to come in front // of all others so the m_DetachQuantum won't run out // before attach(NULL_KEY) is executed. case ScriptEventCode.attach: if (evt.Params[0].ToString().Equals(UUID.ZeroString)) { LinkedListNode lln2 = null; for(lln2 = m_EventQueue.First; lln2 != null; lln2 = lln2.Next) { EventParams evt2 = lln2.Value; m_eventCodeMap.TryGetValue(evt2.EventName, out ScriptEventCode evc2); if((evc2 != ScriptEventCode.state_entry) && (evc2 != ScriptEventCode.attach)) break; } if(lln2 == null) m_EventQueue.AddLast(lln); else m_EventQueue.AddBefore(lln2, lln); // If we're detaching, limit the qantum. This will also // cause the script to self-suspend after running this // event m_DetachReady.Reset(); m_DetachQuantum = 100; } else m_EventQueue.AddLast(lln); break; // All others just go on end in the order queued. default: m_EventQueue.AddLast(lln); break; } } // If instance is idle (ie, not running or waiting to run), // flag it to be on m_StartQueue as we are about to do so. // Flag it now before unlocking so another thread won't try // to do the same thing right now. // Dont' flag it if it's still suspended! if((m_IState == XMRInstState.IDLE) && !m_Suspended) { m_IState = XMRInstState.ONSTARTQ; startIt = true; } // If instance is sleeping (ie, possibly in xmrEventDequeue), // wake it up if event is in the mask. if((m_SleepUntil > DateTime.UtcNow) && !m_Suspended) { int evc1 = (int)evc; int evc2 = evc1 - 32; if((((uint)evc1 < (uint)32) && (((m_SleepEventMask1 >> evc1) & 1) != 0)) || (((uint)evc2 < (uint)32) && (((m_SleepEventMask2 >> evc2) & 1) != 0))) wakeIt = true; } } // If transitioned from IDLE->ONSTARTQ, actually go insert it // on m_StartQueue and give the RunScriptThread() a wake-up. if(startIt) m_Engine.QueueToStart(this); // Likewise, if the event mask triggered a wake, wake it up. if(wakeIt) { m_SleepUntil = DateTime.MinValue; m_Engine.WakeFromSleep(this); } } public void CancelEvent(string eventName) { if (!m_eventCodeMap.TryGetValue(eventName, out ScriptEventCode evc)) return; lock (m_QueueLock) { if(m_EventQueue.Count == 0) return; LinkedListNode lln2 = null; for (lln2 = m_EventQueue.First; lln2 != null; lln2 = lln2.Next) { EventParams evt2 = lln2.Value; if(evt2.EventName.Equals(eventName)) { m_EventQueue.Remove(lln2); if (evc >= 0 && m_EventCounts[(int)evc] > 0) m_EventCounts[(int)evc]--; } } } } // This is called in the script thread to step script until it calls // CheckRun(). It returns what the instance's next state should be, // ONSLEEPQ, ONYIELDQ, SUSPENDED or FINISHED. public XMRInstState RunOne() { // someone may have called Suspend(). //m_RunOnePhase = "check m_SuspendCount"; if (m_SuspendCount > 0) { //m_RunOnePhase = "return is suspended"; return XMRInstState.SUSPENDED; } DateTime now = DateTime.UtcNow; m_SliceStart = Util.GetTimeStampMS(); // If script has called llSleep(), don't do any more until time is up. //m_RunOnePhase = "check m_SleepUntil"; if(m_SleepUntil > now) { //m_RunOnePhase = "return is sleeping"; return XMRInstState.ONSLEEPQ; } // Make sure we aren't being migrated in or out and prevent that // whilst we are in here. If migration has it locked, don't call // back right away, delay a bit so we don't get in infinite loop. //m_RunOnePhase = "lock m_RunLock"; if(!Monitor.TryEnter(m_RunLock)) { m_SleepUntil = now.AddMilliseconds(15); //m_RunOnePhase = "return was locked"; return XMRInstState.ONSLEEPQ; } try { //m_RunOnePhase = "check entry invariants"; CheckRunLockInvariants(true); // Maybe it has been Disposed() if(m_Part == null || m_Part.Inventory == null) { //m_RunOnePhase = "runone saw it disposed"; return XMRInstState.DISPOSED; } if(!m_Running) { //m_RunOnePhase = "return is not running"; return XMRInstState.SUSPENDED; } Exception e = null; // Do some more of the last event if it didn't finish. if (eventCode != ScriptEventCode.None) { lock(m_QueueLock) { if(m_DetachQuantum > 0 && --m_DetachQuantum == 0) { m_Suspended = true; m_DetachReady.Set(); //m_RunOnePhase = "detach quantum went zero"; CheckRunLockInvariants(true); return XMRInstState.FINISHED; } } //m_RunOnePhase = "resume old event handler"; m_LastRanAt = now; m_InstEHSlice++; callMode = CallMode_NORMAL; e = ResumeEx(); } // Otherwise, maybe we can dequeue a new event and start // processing it. else { //m_RunOnePhase = "lock event queue"; EventParams evt = null; ScriptEventCode evc = ScriptEventCode.None; lock(m_QueueLock) { // We can't get here unless the script has been resumed // after creation, then suspended again, and then had // an event posted to it. We just pretend there is no // event int he queue and let the normal mechanics // carry out the suspension. A Resume will handle the // restarting gracefully. This is taking the easy way // out and may be improved in the future. if(m_Suspended) { //m_RunOnePhase = "m_Suspended is set"; CheckRunLockInvariants(true); return XMRInstState.FINISHED; } //m_RunOnePhase = "dequeue event"; if(m_EventQueue.First != null) { evt = m_EventQueue.First.Value; m_eventCodeMap.TryGetValue(evt.EventName, out evc); if (m_DetachQuantum > 0) { if(evc != ScriptEventCode.attach) { // This is the case where the attach event // has completed and another event is queued // Stop it from running and suspend m_Suspended = true; m_DetachReady.Set(); m_DetachQuantum = 0; //m_RunOnePhase = "nothing to do #3"; CheckRunLockInvariants(true); return XMRInstState.FINISHED; } } m_EventQueue.RemoveFirst(); if(evc >= 0) m_EventCounts[(int)evc]--; } // If there is no event to dequeue, don't run this script // until another event gets queued. if(evt == null) { if(m_DetachQuantum > 0) { // This will happen if the attach event has run // and exited with time slice left. m_Suspended = true; m_DetachReady.Set(); m_DetachQuantum = 0; } //m_RunOnePhase = "nothing to do #4"; CheckRunLockInvariants(true); return XMRInstState.FINISHED; } } // Dequeued an event, so start it going until it either // finishes or it calls CheckRun(). //m_RunOnePhase = "start event handler"; m_DetectParams = evt.DetectParams; m_LastRanAt = now; m_InstEHEvent++; e = StartEventHandler(evc, evt.Params); } //m_RunOnePhase = "done running"; m_CPUTime += DateTime.UtcNow.Subtract(now).TotalMilliseconds; // Maybe it puqued. if(e != null) { //m_RunOnePhase = "handling exception " + e.Message; HandleScriptException(e); //m_RunOnePhase = "return had exception " + e.Message; CheckRunLockInvariants(true); return XMRInstState.FINISHED; } } finally { // If event handler completed, get rid of detect params. if (eventCode == ScriptEventCode.None) m_DetectParams = null; //m_RunOnePhase += "; checking exit invariants and unlocking"; CheckRunLockInvariants(false); Monitor.Exit(m_RunLock); } // Cycle script through the yield queue and call it back asap. //m_RunOnePhase = "last return"; return XMRInstState.ONYIELDQ; } /** * @brief Immediately after taking m_RunLock or just before releasing it, check invariants. */ //private ScriptEventCode lastEventCode = ScriptEventCode.None; //private bool lastActive = false; //private string lastRunPhase = ""; public void CheckRunLockInvariants(bool throwIt) { // If not executing any event handler, there shouldn't be any saved stack frames. // If executing an event handler, there should be some saved stack frames. bool active = (stackFrames != null); if((active && (eventCode == ScriptEventCode.None)) || (!active && (eventCode != ScriptEventCode.None))) { m_log.Error("CheckRunLockInvariants: script=" + m_DescName); m_log.Error("CheckRunLockInvariants: eventcode=" + eventCode.ToString() + ", active=" + active.ToString()); //m_log.Error("CheckRunLockInvariants: m_RunOnePhase=" + m_RunOnePhase); //m_log.Error("CheckRunLockInvariants: lastec=" + lastEventCode + ", lastAct=" + lastActive + ", lastPhase=" + lastRunPhase); if(throwIt) throw new Exception("CheckRunLockInvariants: eventcode=" + eventCode.ToString() + ", active=" + active.ToString()); } //lastEventCode = eventCode; //lastActive = active; //lastRunPhase = m_RunOnePhase; } /* * Start event handler. * * Input: * newEventCode = code of event to be processed * newEhArgs = arguments for the event handler * * Caution: * It is up to the caller to make sure ehArgs[] is correct for * the particular event handler being called. The first thing * a script event handler method does is to unmarshall the args * from ehArgs[] and will throw an array bounds or cast exception * if it can't. */ private Exception StartEventHandler(ScriptEventCode newEventCode, object[] newEhArgs) { // We use this.eventCode == ScriptEventCode.None to indicate we are idle. // So trying to execute ScriptEventCode.None might make a mess. if(newEventCode == ScriptEventCode.None) return new Exception("Can't process ScriptEventCode.None"); // The microthread shouldn't be processing any event code. // These are assert checks so we throw them directly as exceptions. if (eventCode != ScriptEventCode.None) throw new Exception("still processing event " + this.eventCode.ToString()); // Silly to even try if there is no handler defined for this event. if ((newEventCode >= 0) && (m_ObjCode.scriptEventHandlerTable[stateCode, (int)newEventCode] == null)) return null; // Save eventCode so we know what event handler to run in the microthread. // And it also marks us busy so we can't be started again and this event lost. eventCode = newEventCode; ehArgs = newEhArgs; // This calls ScriptUThread.Main() directly, and returns when Main() [indirectly] // calls Suspend() or when Main() returns, whichever occurs first. // Setting stackFrames = null means run the event handler from the beginning // without doing any stack frame restores first. stackFrames = null; return StartEx(); } /** * @brief There was an exception whilst starting/running a script event handler. * Maybe we handle it directly or just print an error message. */ private void HandleScriptException(Exception e) { // The script threw some kind of exception that was not caught at // script level, so the script is no longer running an event handler. ScriptEventCode curevent = eventCode; eventCode = ScriptEventCode.None; stackFrames = null; m_DetectParams = null; if (m_Part == null || m_Part.Inventory == null) { //we are gone and don't know it still m_SleepUntil = DateTime.MaxValue; return; } if (e is ScriptDeleteException) { // Script did something like llRemoveInventory(llGetScriptName()); // ... to delete itself from the object. m_SleepUntil = DateTime.MaxValue; Verbose("[YEngine]: script self-delete {0}", m_ItemID); m_Part.Inventory.RemoveInventoryItem(m_ItemID); } else if(e is ScriptDieException) { // Script did an llDie() //m_RunOnePhase = "dying..."; m_SleepUntil = DateTime.MaxValue; m_Engine.World.DeleteSceneObject(m_Part.ParentGroup, false); } else if (e is ScriptResetException) { // Script did an llResetScript(). //m_RunOnePhase = "resetting..."; ResetLocked("HandleScriptResetException"); } else if (e is OutOfHeapException) { // Some general script error. SendScriptErrorMessage(e, curevent); } else if (e is ScriptException) { // Some general script error. SendScriptErrorMessage(e, curevent); } else { // Some general script error. SendErrorMessage(e); } } private void SendScriptErrorMessage(Exception e, ScriptEventCode ev) { StringBuilder msg = new StringBuilder(); bool toowner = false; msg.Append("YEngine: "); string evMessage = null; if (e != null && !string.IsNullOrEmpty(e.Message)) { evMessage = e.Message; if (evMessage.StartsWith("(OWNER)")) { evMessage = evMessage.Substring(7); toowner = true; } if (e is OutOfHeapException) evMessage = "OutOfHeap: " + evMessage; msg.Append(evMessage); } msg.Append(" (script: "); msg.Append(m_Item.Name); msg.Append(" event: "); msg.Append(ev.ToString()); msg.Append(" primID: "); msg.Append(m_Part.UUID.ToString()); msg.Append(" at: <"); Vector3 pos = m_Part.AbsolutePosition; msg.Append((int)Math.Floor(pos.X)); msg.Append(','); msg.Append((int)Math.Floor(pos.Y)); msg.Append(','); msg.Append((int)Math.Floor(pos.Z)); msg.Append(">) Script must be Reset to re-enable.\n"); string msgst = msg.ToString(); if (msgst.Length > 1000) msgst = msgst.Substring(0, 1000); if (toowner) { ScenePresence sp = m_Engine.World.GetScenePresence(m_Part.OwnerID); if (sp != null && !sp.IsNPC) m_Engine.World.SimChatToAgent(m_Part.OwnerID, Utils.StringToBytes(msgst), 0x7FFFFFFF, m_Part.AbsolutePosition, m_Part.Name, m_Part.UUID, false); } else m_Engine.World.SimChat(Utils.StringToBytes(msgst), ChatTypeEnum.DebugChannel, 0x7FFFFFFF, m_Part.AbsolutePosition, m_Part.Name, m_Part.UUID, false); m_log.Debug(string.Format( "[SCRIPT ERROR]: {0} (at event {1}, part {2} {3} at {4} in {5}", (string.IsNullOrEmpty(evMessage) ? "" : evMessage), ev.ToString(), m_Part.Name, m_Part.UUID, m_Part.AbsolutePosition, m_Part.ParentGroup.Scene.Name)); m_SleepUntil = DateTime.MaxValue; } /** * @brief There was an exception running script event handler. * Display error message and disable script (in a way * that the script can be reset to be restarted). */ private void SendErrorMessage(Exception e) { StringBuilder msg = new StringBuilder(); msg.Append("[YEngine]: Exception while running "); msg.Append(m_ItemID); msg.Append('\n'); // Add exception message. string des = e.Message; des = (des == null) ? "" : (": " + des); msg.Append(e.GetType().Name + des + "\n"); // Tell script owner what to do. msg.Append("Prim: <"); msg.Append(m_Part.Name); msg.Append(">, Script: <"); msg.Append(m_Item.Name); msg.Append(">, Location: "); msg.Append(m_Engine.World.RegionInfo.RegionName); msg.Append(" <"); Vector3 pos = m_Part.AbsolutePosition; msg.Append((int)Math.Floor(pos.X)); msg.Append(','); msg.Append((int)Math.Floor(pos.Y)); msg.Append(','); msg.Append((int)Math.Floor(pos.Z)); msg.Append(">\nScript must be Reset to re-enable.\n"); // Display full exception message in log. m_log.Info(msg.ToString() + XMRExceptionStackString(e), e); // Give script owner the stack dump. msg.Append(XMRExceptionStackString(e)); // Send error message to owner. // Suppress internal code stack trace lines. string msgst = msg.ToString(); if(!msgst.EndsWith("\n")) msgst += '\n'; int j = 0; StringBuilder imstr = new StringBuilder(); for(int i = 0; (i = msgst.IndexOf('\n', i)) >= 0; j = ++i) { string line = msgst.Substring(j, i - j); if(line.StartsWith("at ")) { if(line.StartsWith("at (wrapper")) continue; // at (wrapper ... int k = line.LastIndexOf(".cs:"); // ... .cs:linenumber if(Int32.TryParse(line.Substring(k + 4), out k)) continue; } this.llOwnerSay(line); } // Say script is sleeping for a very long time. // Reset() is able to cancel this sleeping. m_SleepUntil = DateTime.MaxValue; } /** * @brief The user clicked the Reset Script button. * We want to reset the script to a never-has-ever-run-before state. */ public void Reset() { checkstate: XMRInstState iState = m_IState; switch(iState) { // If it's really being constructed now, that's about as reset as we get. case XMRInstState.CONSTRUCT: return; // If it's idle, that means it is ready to receive a new event. // So we lock the event queue to prevent another thread from taking // it out of idle, verify that it is still in idle then transition // it to resetting so no other thread will touch it. case XMRInstState.IDLE: lock(m_QueueLock) { if(m_IState == XMRInstState.IDLE) { m_IState = XMRInstState.RESETTING; break; } } goto checkstate; // If it's on the start queue, that means it is about to dequeue an // event and start processing it. So we lock the start queue so it // can't be started and transition it to resetting so no other thread // will touch it. case XMRInstState.ONSTARTQ: lock(m_Engine.m_StartQueue) { if(m_IState == XMRInstState.ONSTARTQ) { m_Engine.m_StartQueue.Remove(this); m_IState = XMRInstState.RESETTING; break; } } goto checkstate; // If it's running, tell CheckRun() to suspend the thread then go back // to see what it got transitioned to. case XMRInstState.RUNNING: suspendOnCheckRunHold = true; lock(m_QueueLock) { } goto checkstate; // If it's sleeping, remove it from sleep queue and transition it to // resetting so no other thread will touch it. case XMRInstState.ONSLEEPQ: lock(m_Engine.m_SleepQueue) { if(m_IState == XMRInstState.ONSLEEPQ) { m_Engine.m_SleepQueue.Remove(this); m_IState = XMRInstState.RESETTING; break; } } goto checkstate; // It was just removed from the sleep queue and is about to be put // on the yield queue (ie, is being woken up). // Let that thread complete transition and try again. case XMRInstState.REMDFROMSLPQ: Sleep(10); goto checkstate; // If it's yielding, remove it from yield queue and transition it to // resetting so no other thread will touch it. case XMRInstState.ONYIELDQ: lock(m_Engine.m_YieldQueue) { if(m_IState == XMRInstState.ONYIELDQ) { m_Engine.m_YieldQueue.Remove(this); m_IState = XMRInstState.RESETTING; break; } } goto checkstate; // If it just finished running something, let that thread transition it // to its next state then check again. case XMRInstState.FINISHED: Sleep(10); goto checkstate; // If it's disposed, that's about as reset as it gets. case XMRInstState.DISPOSED: return; // Some other thread is already resetting it, let it finish. case XMRInstState.RESETTING: return; case XMRInstState.SUSPENDED: break; default: throw new Exception("bad state"); } // This thread transitioned the instance to RESETTING so reset it. lock(m_RunLock) { CheckRunLockInvariants(true); // No other thread should have transitioned it from RESETTING. if (m_IState != XMRInstState.SUSPENDED) { if (m_IState != XMRInstState.RESETTING) throw new Exception("bad state"); m_IState = XMRInstState.IDLE; } // Reset everything and queue up default's start_entry() event. ClearQueue(); ResetLocked("external Reset"); // Mark it idle now so it can get queued to process new stuff. CheckRunLockInvariants(true); } } private void ClearQueueExceptLinkMessages() { lock(m_QueueLock) { EventParams[] linkMessages = new EventParams[m_EventQueue.Count]; int n = 0; foreach(EventParams evt2 in m_EventQueue) { if(evt2.EventName == "link_message") linkMessages[n++] = evt2; } m_EventQueue.Clear(); for(int i = m_EventCounts.Length; --i >= 0;) m_EventCounts[i] = 0; for(int i = 0; i < n; i++) m_EventQueue.AddLast(linkMessages[i]); m_EventCounts[(int)ScriptEventCode.link_message] = n; } } private void ClearQueue() { lock(m_QueueLock) { m_EventQueue.Clear(); // no events queued for(int i = m_EventCounts.Length; --i >= 0;) m_EventCounts[i] = 0; } } /** * @brief The script called llResetScript() while it was running and * has suspended. We want to reset the script to a never-has- * ever-run-before state. * * Caller must have m_RunLock locked so we know script isn't * running. */ private void ResetLocked(string from) { //m_RunOnePhase = "ResetLocked: releasing controls"; ReleaseControlsOrPermissions(true); m_Part.CollisionSound = UUID.Zero; if (m_XMRLSLApi != null) m_XMRLSLApi.llResetTime(); //m_RunOnePhase = "ResetLocked: removing script"; IUrlModule urlModule = m_Engine.World.RequestModuleInterface(); if(urlModule != null) urlModule.ScriptRemoved(m_ItemID); AsyncCommandManager.RemoveScript(m_Engine, m_LocalID, m_ItemID); //m_RunOnePhase = "ResetLocked: clearing current event"; this.eventCode = ScriptEventCode.None; // not processing an event m_DetectParams = null; // not processing an event m_SleepUntil = DateTime.MinValue; // not doing llSleep() m_ResetCount++; // has been reset once more m_localsHeapUsed = 0; glblVars.Clear(); // Tell next call to 'default state_entry()' to reset all global // vars to their initial values. doGblInit = true; // Throw away all its stack frames. // If the script is resetting itself, there shouldn't be any stack frames. // If the script is being reset by something else, we throw them away cuz we want to start from the beginning of an event handler. stackFrames = null; // Set script to 'default' state and queue call to its // 'state_entry()' event handler. //m_RunOnePhase = "ResetLocked: posting default:state_entry() event"; stateCode = 0; m_Part.RemoveScriptTargets(m_ItemID); m_Part.SetScriptEvents(m_ItemID, GetStateEventFlags(0)); PostEvent(EventParams.StateEntryParams); // Tell CheckRun() to let script run. suspendOnCheckRunHold = false; suspendOnCheckRunTemp = false; //m_RunOnePhase = "ResetLocked: reset complete"; } private void ReleaseControlsOrPermissions(bool fullPermissions) { if(m_Part != null && m_Part.TaskInventory != null) { int permsMask; UUID permsGranter; m_Part.TaskInventory.LockItemsForWrite(true); if (!m_Part.TaskInventory.TryGetValue(m_ItemID, out TaskInventoryItem item)) { m_Part.TaskInventory.LockItemsForWrite(false); return; } permsGranter = item.PermsGranter; permsMask = item.PermsMask; if(fullPermissions) { item.PermsGranter = UUID.Zero; item.PermsMask = 0; } else item.PermsMask = permsMask & ~(ScriptBaseClass.PERMISSION_TAKE_CONTROLS | ScriptBaseClass.PERMISSION_CONTROL_CAMERA); m_Part.TaskInventory.LockItemsForWrite(false); if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0) { ScenePresence presence = m_Engine.World.GetScenePresence(permsGranter); if (presence != null) presence.UnRegisterControlEventsToScript(m_LocalID, m_ItemID); } } } /** * @brief The script code should call this routine whenever it is * convenient to perform a migation or switch microthreads. */ public override void CheckRunWork() { if (!suspendOnCheckRunHold && !suspendOnCheckRunTemp) { if(Util.GetTimeStampMS() - m_SliceStart < 60.0) return; suspendOnCheckRunTemp = true; } //m_CheckRunPhase = "entered"; // Stay stuck in this loop as long as something wants us suspended. while(suspendOnCheckRunHold || suspendOnCheckRunTemp) { //m_CheckRunPhase = "top of while"; suspendOnCheckRunTemp = false; switch(this.callMode) { // Now we are ready to suspend or resume. case CallMode_NORMAL: //m_CheckRunPhase = "suspending"; callMode = XMRInstance.CallMode_SAVE; stackFrames = null; throw new StackHibernateException(); // does not return // We get here when the script state has been read in by MigrateInEventHandler(). // Since the stack is completely restored at this point, any subsequent calls // within the functions should do their normal processing instead of trying to // restore their state. // the stack has been restored as a result of calling ResumeEx() // tell script code to process calls normally case CallMode_RESTORE: this.callMode = CallMode_NORMAL; break; default: { throw new Exception("callMode=" + callMode); } } //m_CheckRunPhase = "resumed"; } //m_CheckRunPhase = "returning"; // Upon return from CheckRun() it should always be the case that the script is // going to process calls normally, neither saving nor restoring stack frame state. if(callMode != CallMode_NORMAL) { throw new Exception("bad callMode " + callMode); } } /** * @brief Allow script to dequeue events. */ public void ResumeIt() { lock(m_QueueLock) { m_SuspendCount = 0; m_Suspended = false; m_DetachQuantum = 0; m_DetachReady.Set(); if ((m_EventQueue != null) && (m_EventQueue.First != null) && (m_IState == XMRInstState.IDLE)) { m_IState = XMRInstState.ONSTARTQ; m_Engine.QueueToStart(this); } m_HasRun = true; } } /** * @brief Block script from dequeuing events. */ public void SuspendIt() { lock(m_QueueLock) { m_SuspendCount = 1; m_Suspended = true; } } } /** * @brief Thrown by CheckRun() to unwind the script stack, capturing frames to * instance.stackFrames as it unwinds. We don't want scripts to be able * to intercept this exception as it would block the stack capture * functionality. */ public class StackCaptureException: Exception, IXMRUncatchable { } }