ComponentLoader.cs 4.8 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSim Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Collections.Generic;
  29. using System.IO;
  30. using System.Reflection;
  31. using System.Text;
  32. using log4net;
  33. using OpenSim.ApplicationPlugins.ScriptEngine.Components;
  34. namespace OpenSim.ApplicationPlugins.ScriptEngine
  35. {
  36. /// <summary>
  37. /// Used to load ScriptEngine component .dll's
  38. /// </summary>
  39. internal class ComponentLoader
  40. {
  41. internal static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
  42. //private ScriptEnginePlugin scriptEnginePlugin;
  43. public ComponentLoader(ScriptEnginePlugin sep)
  44. {
  45. //scriptEnginePlugin = sep;
  46. }
  47. /// <summary>
  48. /// Load components from directory
  49. /// </summary>
  50. /// <param name="directory"></param>
  51. public void Load(string directory)
  52. {
  53. // We may want to change how this functions as currently it required unique class names for each component
  54. foreach (string file in Directory.GetFiles(directory, "*.dll"))
  55. {
  56. //m_log.DebugFormat("[ScriptEngine]: Loading: [{0}].", file);
  57. Assembly componentAssembly = Assembly.LoadFrom(file);
  58. if (componentAssembly != null)
  59. {
  60. try
  61. {
  62. // Go through all types in the assembly
  63. foreach (Type componentType in componentAssembly.GetTypes())
  64. {
  65. if (componentType.IsPublic
  66. && !componentType.IsAbstract)
  67. {
  68. if (componentType.IsSubclassOf(typeof (ComponentBase)))
  69. {
  70. // We have found an type which is derived from ProdiverBase, add it to provider list
  71. m_log.InfoFormat("[ScriptEngine]: Adding component: {0}", componentType.Name);
  72. lock (ComponentRegistry.providers)
  73. {
  74. ComponentRegistry.providers.Add(componentType.Name, componentType);
  75. }
  76. }
  77. if (componentType.IsSubclassOf(typeof(RegionScriptEngineBase)))
  78. {
  79. // We have found an type which is derived from RegionScriptEngineBase, add it to engine list
  80. m_log.InfoFormat("[ScriptEngine]: Adding script engine: {0}", componentType.Name);
  81. lock (ComponentRegistry.scriptEngines)
  82. {
  83. ComponentRegistry.scriptEngines.Add(componentType.Name, componentType);
  84. }
  85. }
  86. }
  87. }
  88. }
  89. catch
  90. (ReflectionTypeLoadException)
  91. {
  92. m_log.InfoFormat("[ScriptEngine]: Could not load types for [{0}].", componentAssembly.FullName);
  93. }
  94. } //if
  95. } //foreach
  96. }
  97. }
  98. }