ThreadPoolClientBranch
Tedd Hansen 2008-01-12 14:45:59 +00:00
parent 33d82aa532
commit 0081c060d0
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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;
using System.Collections.Generic;
using System.Reflection;
using OpenSim.Region.ScriptEngine.Common;
namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
{
public class AppDomainManager
{
//
// This class does AppDomain handling and loading/unloading of scripts in it.
// It is instanced in "ScriptEngine" and controlled from "ScriptManager"
//
// 1. Create a new AppDomain if old one is full (or doesn't exist)
// 2. Load scripts into AppDomain
// 3. Unload scripts from AppDomain (stopping them and marking them as inactive)
// 4. Unload AppDomain completely when all scripts in it has stopped
//
private int maxScriptsPerAppDomain = 1;
/// <summary>
/// Internal list of all AppDomains
/// </summary>
private List<AppDomainStructure> appDomains = new List<AppDomainStructure>();
/// <summary>
/// Structure to keep track of data around AppDomain
/// </summary>
private class AppDomainStructure
{
/// <summary>
/// The AppDomain itself
/// </summary>
public AppDomain CurrentAppDomain;
/// <summary>
/// Number of scripts loaded into AppDomain
/// </summary>
public int ScriptsLoaded;
/// <summary>
/// Number of dead scripts
/// </summary>
public int ScriptsWaitingUnload;
}
/// <summary>
/// Current AppDomain
/// </summary>
private AppDomainStructure currentAD;
private object getLock = new object(); // Mutex
private object freeLock = new object(); // Mutex
//private ScriptEngine m_scriptEngine;
//public AppDomainManager(ScriptEngine scriptEngine)
public AppDomainManager()
{
//m_scriptEngine = scriptEngine;
}
/// <summary>
/// Find a free AppDomain, creating one if necessary
/// </summary>
/// <returns>Free AppDomain</returns>
private AppDomainStructure GetFreeAppDomain()
{
Console.WriteLine("Finding free AppDomain");
lock (getLock)
{
// Current full?
if (currentAD != null && currentAD.ScriptsLoaded >= maxScriptsPerAppDomain)
{
// Add it to AppDomains list and empty current
appDomains.Add(currentAD);
currentAD = null;
}
// No current
if (currentAD == null)
{
// Create a new current AppDomain
currentAD = new AppDomainStructure();
currentAD.CurrentAppDomain = PrepareNewAppDomain();
}
Console.WriteLine("Scripts loaded in this Appdomain: " + currentAD.ScriptsLoaded);
return currentAD;
} // lock
}
private int AppDomainNameCount;
/// <summary>
/// Create and prepare a new AppDomain for scripts
/// </summary>
/// <returns>The new AppDomain</returns>
private AppDomain PrepareNewAppDomain()
{
// Create and prepare a new AppDomain
AppDomainNameCount++;
// TODO: Currently security match current appdomain
// Construct and initialize settings for a second AppDomain.
AppDomainSetup ads = new AppDomainSetup();
ads.ApplicationBase = AppDomain.CurrentDomain.BaseDirectory;
ads.DisallowBindingRedirects = false;
ads.DisallowCodeDownload = true;
ads.LoaderOptimization = LoaderOptimization.MultiDomain; // Sounds good ;)
ads.ShadowCopyFiles = "true"; // Enabled shadowing
ads.ConfigurationFile = AppDomain.CurrentDomain.SetupInformation.ConfigurationFile;
AppDomain AD = AppDomain.CreateDomain("ScriptAppDomain_" + AppDomainNameCount, null, ads);
Console.WriteLine("Loading: " +
AssemblyName.GetAssemblyName("OpenSim.Region.ScriptEngine.Common.dll").ToString());
AD.Load(AssemblyName.GetAssemblyName("OpenSim.Region.ScriptEngine.Common.dll"));
// Return the new AppDomain
return AD;
}
/// <summary>
/// Unload appdomains that are full and have only dead scripts
/// </summary>
private void UnloadAppDomains()
{
lock (freeLock)
{
// Go through all
foreach (AppDomainStructure ads in new ArrayList(appDomains))
{
// Don't process current AppDomain
if (ads.CurrentAppDomain != currentAD.CurrentAppDomain)
{
// Not current AppDomain
// Is number of unloaded bigger or equal to number of loaded?
if (ads.ScriptsLoaded <= ads.ScriptsWaitingUnload)
{
Console.WriteLine("Found empty AppDomain, unloading");
// Remove from internal list
appDomains.Remove(ads);
#if DEBUG
long m = GC.GetTotalMemory(true);
#endif
// Unload
AppDomain.Unload(ads.CurrentAppDomain);
#if DEBUG
Console.WriteLine("AppDomain unload freed " + (m - GC.GetTotalMemory(true)) +
" bytes of memory");
#endif
}
}
} // foreach
} // lock
}
public IScript LoadScript(string FileName)
{
// Find next available AppDomain to put it in
AppDomainStructure FreeAppDomain = GetFreeAppDomain();
Console.WriteLine("Loading into AppDomain: " + FileName);
IScript mbrt =
(IScript)
FreeAppDomain.CurrentAppDomain.CreateInstanceFromAndUnwrap(FileName, "SecondLife.Script");
//Console.WriteLine("ScriptEngine AppDomainManager: is proxy={0}", RemotingServices.IsTransparentProxy(mbrt));
FreeAppDomain.ScriptsLoaded++;
return mbrt;
}
/// <summary>
/// Increase "dead script" counter for an AppDomain
/// </summary>
/// <param name="ad"></param>
//[Obsolete("Needs fixing, needs a real purpose in life!!!")]
public void StopScript(AppDomain ad)
{
lock (freeLock)
{
Console.WriteLine("Stopping script in AppDomain");
// Check if it is current AppDomain
if (currentAD.CurrentAppDomain == ad)
{
// Yes - increase
currentAD.ScriptsWaitingUnload++;
return;
}
// Lopp through all AppDomains
foreach (AppDomainStructure ads in new ArrayList(appDomains))
{
if (ads.CurrentAppDomain == ad)
{
// Found it
ads.ScriptsWaitingUnload++;
break;
}
} // foreach
} // lock
UnloadAppDomains(); // Outsite lock, has its own GetLock
}
}
/*
* 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;
using System.Collections.Generic;
using System.Reflection;
using OpenSim.Region.ScriptEngine.Common;
namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
{
public class AppDomainManager
{
//
// This class does AppDomain handling and loading/unloading of scripts in it.
// It is instanced in "ScriptEngine" and controlled from "ScriptManager"
//
// 1. Create a new AppDomain if old one is full (or doesn't exist)
// 2. Load scripts into AppDomain
// 3. Unload scripts from AppDomain (stopping them and marking them as inactive)
// 4. Unload AppDomain completely when all scripts in it has stopped
//
private int maxScriptsPerAppDomain = 1;
/// <summary>
/// Internal list of all AppDomains
/// </summary>
private List<AppDomainStructure> appDomains = new List<AppDomainStructure>();
/// <summary>
/// Structure to keep track of data around AppDomain
/// </summary>
private class AppDomainStructure
{
/// <summary>
/// The AppDomain itself
/// </summary>
public AppDomain CurrentAppDomain;
/// <summary>
/// Number of scripts loaded into AppDomain
/// </summary>
public int ScriptsLoaded;
/// <summary>
/// Number of dead scripts
/// </summary>
public int ScriptsWaitingUnload;
}
/// <summary>
/// Current AppDomain
/// </summary>
private AppDomainStructure currentAD;
private object getLock = new object(); // Mutex
private object freeLock = new object(); // Mutex
//private ScriptEngine m_scriptEngine;
//public AppDomainManager(ScriptEngine scriptEngine)
public AppDomainManager()
{
//m_scriptEngine = scriptEngine;
}
/// <summary>
/// Find a free AppDomain, creating one if necessary
/// </summary>
/// <returns>Free AppDomain</returns>
private AppDomainStructure GetFreeAppDomain()
{
Console.WriteLine("Finding free AppDomain");
lock (getLock)
{
// Current full?
if (currentAD != null && currentAD.ScriptsLoaded >= maxScriptsPerAppDomain)
{
// Add it to AppDomains list and empty current
appDomains.Add(currentAD);
currentAD = null;
}
// No current
if (currentAD == null)
{
// Create a new current AppDomain
currentAD = new AppDomainStructure();
currentAD.CurrentAppDomain = PrepareNewAppDomain();
}
Console.WriteLine("Scripts loaded in this Appdomain: " + currentAD.ScriptsLoaded);
return currentAD;
} // lock
}
private int AppDomainNameCount;
/// <summary>
/// Create and prepare a new AppDomain for scripts
/// </summary>
/// <returns>The new AppDomain</returns>
private AppDomain PrepareNewAppDomain()
{
// Create and prepare a new AppDomain
AppDomainNameCount++;
// TODO: Currently security match current appdomain
// Construct and initialize settings for a second AppDomain.
AppDomainSetup ads = new AppDomainSetup();
ads.ApplicationBase = AppDomain.CurrentDomain.BaseDirectory;
ads.DisallowBindingRedirects = false;
ads.DisallowCodeDownload = true;
ads.LoaderOptimization = LoaderOptimization.MultiDomain; // Sounds good ;)
ads.ShadowCopyFiles = "true"; // Enabled shadowing
ads.ConfigurationFile = AppDomain.CurrentDomain.SetupInformation.ConfigurationFile;
AppDomain AD = AppDomain.CreateDomain("ScriptAppDomain_" + AppDomainNameCount, null, ads);
Console.WriteLine("Loading: " +
AssemblyName.GetAssemblyName("OpenSim.Region.ScriptEngine.Common.dll").ToString());
AD.Load(AssemblyName.GetAssemblyName("OpenSim.Region.ScriptEngine.Common.dll"));
// Return the new AppDomain
return AD;
}
/// <summary>
/// Unload appdomains that are full and have only dead scripts
/// </summary>
private void UnloadAppDomains()
{
lock (freeLock)
{
// Go through all
foreach (AppDomainStructure ads in new ArrayList(appDomains))
{
// Don't process current AppDomain
if (ads.CurrentAppDomain != currentAD.CurrentAppDomain)
{
// Not current AppDomain
// Is number of unloaded bigger or equal to number of loaded?
if (ads.ScriptsLoaded <= ads.ScriptsWaitingUnload)
{
Console.WriteLine("Found empty AppDomain, unloading");
// Remove from internal list
appDomains.Remove(ads);
#if DEBUG
long m = GC.GetTotalMemory(true);
#endif
// Unload
AppDomain.Unload(ads.CurrentAppDomain);
#if DEBUG
Console.WriteLine("AppDomain unload freed " + (m - GC.GetTotalMemory(true)) +
" bytes of memory");
#endif
}
}
} // foreach
} // lock
}
public IScript LoadScript(string FileName)
{
// Find next available AppDomain to put it in
AppDomainStructure FreeAppDomain = GetFreeAppDomain();
Console.WriteLine("Loading into AppDomain: " + FileName);
IScript mbrt =
(IScript)
FreeAppDomain.CurrentAppDomain.CreateInstanceFromAndUnwrap(FileName, "SecondLife.Script");
//Console.WriteLine("ScriptEngine AppDomainManager: is proxy={0}", RemotingServices.IsTransparentProxy(mbrt));
FreeAppDomain.ScriptsLoaded++;
return mbrt;
}
/// <summary>
/// Increase "dead script" counter for an AppDomain
/// </summary>
/// <param name="ad"></param>
//[Obsolete("Needs fixing, needs a real purpose in life!!!")]
public void StopScript(AppDomain ad)
{
lock (freeLock)
{
Console.WriteLine("Stopping script in AppDomain");
// Check if it is current AppDomain
if (currentAD.CurrentAppDomain == ad)
{
// Yes - increase
currentAD.ScriptsWaitingUnload++;
return;
}
// Lopp through all AppDomains
foreach (AppDomainStructure ads in new ArrayList(appDomains))
{
if (ads.CurrentAppDomain == ad)
{
// Found it
ads.ScriptsWaitingUnload++;
break;
}
} // foreach
} // lock
UnloadAppDomains(); // Outsite lock, has its own GetLock
}
}
}

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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.
*
*/
namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
{
public static class Common
{
public static bool debug = true;
public static ScriptEngine mySE;
// This class just contains some static log stuff used for debugging.
//public delegate void SendToDebugEventDelegate(string Message);
//public delegate void SendToLogEventDelegate(string Message);
//static public event SendToDebugEventDelegate SendToDebugEvent;
//static public event SendToLogEventDelegate SendToLogEvent;
public static void SendToDebug(string Message)
{
//if (Debug == true)
mySE.Log.Verbose("ScriptEngine", "Debug: " + Message);
//SendToDebugEvent("\r\n" + DateTime.Now.ToString("[HH:mm:ss] ") + Message);
}
public static void SendToLog(string Message)
{
//if (Debug == true)
mySE.Log.Verbose("ScriptEngine", "LOG: " + Message);
//SendToLogEvent("\r\n" + DateTime.Now.ToString("[HH:mm:ss] ") + Message);
}
}
/*
* 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.
*
*/
namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
{
public static class Common
{
public static bool debug = true;
public static ScriptEngine mySE;
// This class just contains some static log stuff used for debugging.
//public delegate void SendToDebugEventDelegate(string Message);
//public delegate void SendToLogEventDelegate(string Message);
//static public event SendToDebugEventDelegate SendToDebugEvent;
//static public event SendToLogEventDelegate SendToLogEvent;
public static void SendToDebug(string Message)
{
//if (Debug == true)
mySE.Log.Verbose("ScriptEngine", "Debug: " + Message);
//SendToDebugEvent("\r\n" + DateTime.Now.ToString("[HH:mm:ss] ") + Message);
}
public static void SendToLog(string Message)
{
//if (Debug == true)
mySE.Log.Verbose("ScriptEngine", "LOG: " + Message);
//SendToLogEvent("\r\n" + DateTime.Now.ToString("[HH:mm:ss] ") + Message);
}
}
}

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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 libsecondlife;
using OpenSim.Framework;
namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
{
/// <summary>
/// Prepares events so they can be directly executed upon a script by EventQueueManager, then queues it.
/// </summary>
[Serializable]
public class EventManager : OpenSim.Region.ScriptEngine.Common.ScriptServerInterfaces.RemoteEvents
{
//
// Class is instanced in "ScriptEngine" and Uses "EventQueueManager" that is also instanced in "ScriptEngine".
// This class needs a bit of explaining:
//
// This class it the link between an event inside OpenSim and the corresponding event in a user script being executed.
//
// For example when an user touches an object then the "myScriptEngine.World.EventManager.OnObjectGrab" event is fired inside OpenSim.
// We hook up to this event and queue a touch_start in EventQueueManager with the proper LSL parameters.
// It will then be delivered to the script by EventQueueManager.
//
// You can check debug C# dump of an LSL script if you need to verify what exact parameters are needed.
//
private ScriptEngine myScriptEngine;
//public IScriptHost TEMP_OBJECT_ID;
public EventManager(ScriptEngine _ScriptEngine, bool performHookUp)
{
myScriptEngine = _ScriptEngine;
// Hook up to events from OpenSim
// We may not want to do it because someone is controlling us and will deliver events to us
if (performHookUp)
{
myScriptEngine.Log.Verbose("ScriptEngine", "Hooking up to server events");
myScriptEngine.World.EventManager.OnObjectGrab += touch_start;
myScriptEngine.World.EventManager.OnRezScript += OnRezScript;
myScriptEngine.World.EventManager.OnRemoveScript += OnRemoveScript;
// TODO: HOOK ALL EVENTS UP TO SERVER!
}
}
public void touch_start(uint localID, LLVector3 offsetPos, IClientAPI remoteClient)
{
// Add to queue for all scripts in ObjectID object
myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "touch_start", new object[] {(int) 1});
}
public void OnRezScript(uint localID, LLUUID itemID, string script)
{
Console.WriteLine("OnRezScript localID: " + localID + " LLUID: " + itemID.ToString() + " Size: " +
script.Length);
myScriptEngine.m_ScriptManager.StartScript(localID, itemID, script);
}
public void OnRemoveScript(uint localID, LLUUID itemID)
{
Console.WriteLine("OnRemoveScript localID: " + localID + " LLUID: " + itemID.ToString());
myScriptEngine.m_ScriptManager.StopScript(
localID,
itemID
);
}
// TODO: Replace placeholders below
// NOTE! THE PARAMETERS FOR THESE FUNCTIONS ARE NOT CORRECT!
// These needs to be hooked up to OpenSim during init of this class
// then queued in EventQueueManager.
// When queued in EventQueueManager they need to be LSL compatible (name and params)
public void state_exit(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "state_exit");
}
public void touch(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "touch");
}
public void touch_end(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "touch_end");
}
public void collision_start(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "collision_start");
}
public void collision(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "collision");
}
public void collision_end(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "collision_end");
}
public void land_collision_start(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "land_collision_start");
}
public void land_collision(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "land_collision");
}
public void land_collision_end(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "land_collision_end");
}
// Handled by long commands
public void timer(uint localID, LLUUID itemID)
{
//myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "");
}
public void listen(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "listen");
}
public void on_rez(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "on_rez");
}
public void sensor(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "sensor");
}
public void no_sensor(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "no_sensor");
}
public void control(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "control");
}
public void money(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "money");
}
public void email(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "email");
}
public void at_target(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "at_target");
}
public void not_at_target(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "not_at_target");
}
public void at_rot_target(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "at_rot_target");
}
public void not_at_rot_target(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "not_at_rot_target");
}
public void run_time_permissions(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "run_time_permissions");
}
public void changed(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "changed");
}
public void attach(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "attach");
}
public void dataserver(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "dataserver");
}
public void link_message(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "link_message");
}
public void moving_start(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "moving_start");
}
public void moving_end(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "moving_end");
}
public void object_rez(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "object_rez");
}
public void remote_data(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "remote_data");
}
// Handled by long commands
public void http_response(uint localID, LLUUID itemID)
{
// myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "http_response");
}
}
/*
* 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 libsecondlife;
using OpenSim.Framework;
namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
{
/// <summary>
/// Prepares events so they can be directly executed upon a script by EventQueueManager, then queues it.
/// </summary>
[Serializable]
public class EventManager : OpenSim.Region.ScriptEngine.Common.ScriptServerInterfaces.RemoteEvents
{
//
// Class is instanced in "ScriptEngine" and Uses "EventQueueManager" that is also instanced in "ScriptEngine".
// This class needs a bit of explaining:
//
// This class it the link between an event inside OpenSim and the corresponding event in a user script being executed.
//
// For example when an user touches an object then the "myScriptEngine.World.EventManager.OnObjectGrab" event is fired inside OpenSim.
// We hook up to this event and queue a touch_start in EventQueueManager with the proper LSL parameters.
// It will then be delivered to the script by EventQueueManager.
//
// You can check debug C# dump of an LSL script if you need to verify what exact parameters are needed.
//
private ScriptEngine myScriptEngine;
//public IScriptHost TEMP_OBJECT_ID;
public EventManager(ScriptEngine _ScriptEngine, bool performHookUp)
{
myScriptEngine = _ScriptEngine;
// Hook up to events from OpenSim
// We may not want to do it because someone is controlling us and will deliver events to us
if (performHookUp)
{
myScriptEngine.Log.Verbose("ScriptEngine", "Hooking up to server events");
myScriptEngine.World.EventManager.OnObjectGrab += touch_start;
myScriptEngine.World.EventManager.OnRezScript += OnRezScript;
myScriptEngine.World.EventManager.OnRemoveScript += OnRemoveScript;
// TODO: HOOK ALL EVENTS UP TO SERVER!
}
}
public void touch_start(uint localID, LLVector3 offsetPos, IClientAPI remoteClient)
{
// Add to queue for all scripts in ObjectID object
myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "touch_start", new object[] {(int) 1});
}
public void OnRezScript(uint localID, LLUUID itemID, string script)
{
Console.WriteLine("OnRezScript localID: " + localID + " LLUID: " + itemID.ToString() + " Size: " +
script.Length);
myScriptEngine.m_ScriptManager.StartScript(localID, itemID, script);
}
public void OnRemoveScript(uint localID, LLUUID itemID)
{
Console.WriteLine("OnRemoveScript localID: " + localID + " LLUID: " + itemID.ToString());
myScriptEngine.m_ScriptManager.StopScript(
localID,
itemID
);
}
// TODO: Replace placeholders below
// NOTE! THE PARAMETERS FOR THESE FUNCTIONS ARE NOT CORRECT!
// These needs to be hooked up to OpenSim during init of this class
// then queued in EventQueueManager.
// When queued in EventQueueManager they need to be LSL compatible (name and params)
public void state_exit(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "state_exit");
}
public void touch(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "touch");
}
public void touch_end(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "touch_end");
}
public void collision_start(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "collision_start");
}
public void collision(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "collision");
}
public void collision_end(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "collision_end");
}
public void land_collision_start(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "land_collision_start");
}
public void land_collision(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "land_collision");
}
public void land_collision_end(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "land_collision_end");
}
// Handled by long commands
public void timer(uint localID, LLUUID itemID)
{
//myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "");
}
public void listen(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "listen");
}
public void on_rez(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "on_rez");
}
public void sensor(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "sensor");
}
public void no_sensor(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "no_sensor");
}
public void control(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "control");
}
public void money(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "money");
}
public void email(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "email");
}
public void at_target(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "at_target");
}
public void not_at_target(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "not_at_target");
}
public void at_rot_target(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "at_rot_target");
}
public void not_at_rot_target(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "not_at_rot_target");
}
public void run_time_permissions(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "run_time_permissions");
}
public void changed(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "changed");
}
public void attach(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "attach");
}
public void dataserver(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "dataserver");
}
public void link_message(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "link_message");
}
public void moving_start(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "moving_start");
}
public void moving_end(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "moving_end");
}
public void object_rez(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "object_rez");
}
public void remote_data(uint localID, LLUUID itemID)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "remote_data");
}
// Handled by long commands
public void http_response(uint localID, LLUUID itemID)
{
// myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "http_response");
}
}
}

View File

@ -1,364 +1,364 @@
/*
* 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;
using System.Collections.Generic;
using System.Threading;
using libsecondlife;
using OpenSim.Framework;
using OpenSim.Region.Environment.Scenes.Scripting;
namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
{
/// <summary>
/// EventQueueManager handles event queues
/// Events are queued and executed in separate thread
/// </summary>
[Serializable]
public class EventQueueManager
{
//
// Class is instanced in "ScriptEngine" and used by "EventManager" also instanced in "ScriptEngine".
//
// Class purpose is to queue and execute functions that are received by "EventManager":
// - allowing "EventManager" to release its event thread immediately, thus not interrupting server execution.
// - allowing us to prioritize and control execution of script functions.
// Class can use multiple threads for simultaneous execution. Mutexes are used for thread safety.
//
// 1. Hold an execution queue for scripts
// 2. Use threads to process queue, each thread executes one script function on each pass.
// 3. Catch any script error and process it
//
//
// Notes:
// * Current execution load balancing is optimized for 1 thread, and can cause unfair execute balancing between scripts.
// Not noticeable unless server is under high load.
// * This class contains the number of threads used for script executions. Since we are not microthreading scripts yet,
// increase number of threads to allow more concurrent script executions in OpenSim.
//
/// <summary>
/// List of threads processing event queue
/// </summary>
private List<Thread> eventQueueThreads = new List<Thread>();
private object queueLock = new object(); // Mutex lock object
/// <summary>
/// How many ms to sleep if queue is empty
/// </summary>
private int nothingToDoSleepms = 50;
/// <summary>
/// How many threads to process queue with
/// </summary>
private int numberOfThreads = 2;
/// <summary>
/// Queue containing events waiting to be executed
/// </summary>
private Queue<QueueItemStruct> eventQueue = new Queue<QueueItemStruct>();
/// <summary>
/// Queue item structure
/// </summary>
private struct QueueItemStruct
{
public uint localID;
public LLUUID itemID;
public string functionName;
public object[] param;
}
/// <summary>
/// List of localID locks for mutex processing of script events
/// </summary>
private List<uint> objectLocks = new List<uint>();
private object tryLockLock = new object(); // Mutex lock object
private ScriptEngine m_ScriptEngine;
public EventQueueManager(ScriptEngine _ScriptEngine)
{
m_ScriptEngine = _ScriptEngine;
//
// Start event queue processing threads (worker threads)
//
for (int ThreadCount = 0; ThreadCount <= numberOfThreads; ThreadCount++)
{
Thread EventQueueThread = new Thread(EventQueueThreadLoop);
eventQueueThreads.Add(EventQueueThread);
EventQueueThread.IsBackground = true;
EventQueueThread.Priority = ThreadPriority.BelowNormal;
EventQueueThread.Name = "EventQueueManagerThread_" + ThreadCount;
EventQueueThread.Start();
}
}
~EventQueueManager()
{
// Kill worker threads
foreach (Thread EventQueueThread in new ArrayList(eventQueueThreads))
{
if (EventQueueThread != null && EventQueueThread.IsAlive == true)
{
try
{
EventQueueThread.Abort();
EventQueueThread.Join();
}
catch (Exception)
{
//myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Exception killing worker thread: " + e.ToString());
}
}
}
eventQueueThreads.Clear();
// Todo: Clean up our queues
eventQueue.Clear();
}
/// <summary>
/// Queue processing thread loop
/// </summary>
private void EventQueueThreadLoop()
{
//myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Worker thread spawned");
try
{
QueueItemStruct BlankQIS = new QueueItemStruct();
while (true)
{
try
{
QueueItemStruct QIS = BlankQIS;
bool GotItem = false;
if (eventQueue.Count == 0)
{
// Nothing to do? Sleep a bit waiting for something to do
Thread.Sleep(nothingToDoSleepms);
}
else
{
// Something in queue, process
//myScriptEngine.m_logger.Verbose("ScriptEngine", "Processing event for localID: " + QIS.localID + ", itemID: " + QIS.itemID + ", FunctionName: " + QIS.FunctionName);
// OBJECT BASED LOCK - TWO THREADS WORKING ON SAME OBJECT IS NOT GOOD
lock (queueLock)
{
GotItem = false;
for (int qc = 0; qc < eventQueue.Count; qc++)
{
// Get queue item
QIS = eventQueue.Dequeue();
// Check if object is being processed by someone else
if (TryLock(QIS.localID) == false)
{
// Object is already being processed, requeue it
eventQueue.Enqueue(QIS);
}
else
{
// We have lock on an object and can process it
GotItem = true;
break;
}
} // go through queue
} // lock
if (GotItem == true)
{
// Execute function
try
{
#if DEBUG
m_ScriptEngine.Log.Debug("ScriptEngine", "Executing event:\r\n"
+ "QIS.localID: " + QIS.localID
+ ", QIS.itemID: " + QIS.itemID
+ ", QIS.functionName: " + QIS.functionName);
#endif
m_ScriptEngine.m_ScriptManager.ExecuteEvent(QIS.localID, QIS.itemID,
QIS.functionName, QIS.param);
}
catch (Exception e)
{
// DISPLAY ERROR INWORLD
string text = "Error executing script function \"" + QIS.functionName + "\":\r\n";
//if (e.InnerException != null)
//{
// Send inner exception
text += e.InnerException.Message.ToString();
//}
//else
//{
text += "\r\n";
// Send normal
text += e.Message.ToString();
//}
try
{
if (text.Length > 1500)
text = text.Substring(0, 1500);
IScriptHost m_host = m_ScriptEngine.World.GetSceneObjectPart(QIS.localID);
//if (m_host != null)
//{
m_ScriptEngine.World.SimChat(Helpers.StringToField(text), ChatTypeEnum.Say, 0,
m_host.AbsolutePosition, m_host.Name, m_host.UUID);
}
catch
{
//}
//else
//{
// T oconsole
m_ScriptEngine.Log.Error("ScriptEngine",
"Unable to send text in-world:\r\n" + text);
}
}
finally
{
ReleaseLock(QIS.localID);
}
}
} // Something in queue
}
catch (ThreadAbortException tae)
{
throw tae;
}
catch (Exception e)
{
m_ScriptEngine.Log.Error("ScriptEngine", "Exception in EventQueueThreadLoop: " + e.ToString());
}
} // while
} // try
catch (ThreadAbortException)
{
//myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Worker thread killed: " + tae.Message);
}
}
/// <summary>
/// Try to get a mutex lock on localID
/// </summary>
/// <param name="localID"></param>
/// <returns></returns>
private bool TryLock(uint localID)
{
lock (tryLockLock)
{
if (objectLocks.Contains(localID) == true)
{
return false;
}
else
{
objectLocks.Add(localID);
return true;
}
}
}
/// <summary>
/// Release mutex lock on localID
/// </summary>
/// <param name="localID"></param>
private void ReleaseLock(uint localID)
{
lock (tryLockLock)
{
if (objectLocks.Contains(localID) == true)
{
objectLocks.Remove(localID);
}
}
}
/// <summary>
/// Add event to event execution queue
/// </summary>
/// <param name="localID"></param>
/// <param name="FunctionName">Name of the function, will be state + "_event_" + FunctionName</param>
/// <param name="param">Array of parameters to match event mask</param>
public void AddToObjectQueue(uint localID, string FunctionName, params object[] param)
{
// Determine all scripts in Object and add to their queue
//myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Adding localID: " + localID + ", FunctionName: " + FunctionName);
// Do we have any scripts in this object at all? If not, return
if (m_ScriptEngine.m_ScriptManager.Scripts.ContainsKey(localID) == false)
{
//Console.WriteLine("Event \"" + FunctionName + "\" for localID: " + localID + ". No scripts found on this localID.");
return;
}
Dictionary<LLUUID, IScript>.KeyCollection scriptKeys =
m_ScriptEngine.m_ScriptManager.GetScriptKeys(localID);
foreach (LLUUID itemID in scriptKeys)
{
// Add to each script in that object
// TODO: Some scripts may not subscribe to this event. Should we NOT add it? Does it matter?
AddToScriptQueue(localID, itemID, FunctionName, param);
}
}
/// <summary>
/// Add event to event execution queue
/// </summary>
/// <param name="localID"></param>
/// <param name="itemID"></param>
/// <param name="FunctionName">Name of the function, will be state + "_event_" + FunctionName</param>
/// <param name="param">Array of parameters to match event mask</param>
public void AddToScriptQueue(uint localID, LLUUID itemID, string FunctionName, params object[] param)
{
lock (queueLock)
{
// Create a structure and add data
QueueItemStruct QIS = new QueueItemStruct();
QIS.localID = localID;
QIS.itemID = itemID;
QIS.functionName = FunctionName;
QIS.param = param;
// Add it to queue
eventQueue.Enqueue(QIS);
}
}
}
/*
* 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;
using System.Collections.Generic;
using System.Threading;
using libsecondlife;
using OpenSim.Framework;
using OpenSim.Region.Environment.Scenes.Scripting;
namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
{
/// <summary>
/// EventQueueManager handles event queues
/// Events are queued and executed in separate thread
/// </summary>
[Serializable]
public class EventQueueManager
{
//
// Class is instanced in "ScriptEngine" and used by "EventManager" also instanced in "ScriptEngine".
//
// Class purpose is to queue and execute functions that are received by "EventManager":
// - allowing "EventManager" to release its event thread immediately, thus not interrupting server execution.
// - allowing us to prioritize and control execution of script functions.
// Class can use multiple threads for simultaneous execution. Mutexes are used for thread safety.
//
// 1. Hold an execution queue for scripts
// 2. Use threads to process queue, each thread executes one script function on each pass.
// 3. Catch any script error and process it
//
//
// Notes:
// * Current execution load balancing is optimized for 1 thread, and can cause unfair execute balancing between scripts.
// Not noticeable unless server is under high load.
// * This class contains the number of threads used for script executions. Since we are not microthreading scripts yet,
// increase number of threads to allow more concurrent script executions in OpenSim.
//
/// <summary>
/// List of threads processing event queue
/// </summary>
private List<Thread> eventQueueThreads = new List<Thread>();
private object queueLock = new object(); // Mutex lock object
/// <summary>
/// How many ms to sleep if queue is empty
/// </summary>
private int nothingToDoSleepms = 50;
/// <summary>
/// How many threads to process queue with
/// </summary>
private int numberOfThreads = 2;
/// <summary>
/// Queue containing events waiting to be executed
/// </summary>
private Queue<QueueItemStruct> eventQueue = new Queue<QueueItemStruct>();
/// <summary>
/// Queue item structure
/// </summary>
private struct QueueItemStruct
{
public uint localID;
public LLUUID itemID;
public string functionName;
public object[] param;
}
/// <summary>
/// List of localID locks for mutex processing of script events
/// </summary>
private List<uint> objectLocks = new List<uint>();
private object tryLockLock = new object(); // Mutex lock object
private ScriptEngine m_ScriptEngine;
public EventQueueManager(ScriptEngine _ScriptEngine)
{
m_ScriptEngine = _ScriptEngine;
//
// Start event queue processing threads (worker threads)
//
for (int ThreadCount = 0; ThreadCount <= numberOfThreads; ThreadCount++)
{
Thread EventQueueThread = new Thread(EventQueueThreadLoop);
eventQueueThreads.Add(EventQueueThread);
EventQueueThread.IsBackground = true;
EventQueueThread.Priority = ThreadPriority.BelowNormal;
EventQueueThread.Name = "EventQueueManagerThread_" + ThreadCount;
EventQueueThread.Start();
}
}
~EventQueueManager()
{
// Kill worker threads
foreach (Thread EventQueueThread in new ArrayList(eventQueueThreads))
{
if (EventQueueThread != null && EventQueueThread.IsAlive == true)
{
try
{
EventQueueThread.Abort();
EventQueueThread.Join();
}
catch (Exception)
{
//myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Exception killing worker thread: " + e.ToString());
}
}
}
eventQueueThreads.Clear();
// Todo: Clean up our queues
eventQueue.Clear();
}
/// <summary>
/// Queue processing thread loop
/// </summary>
private void EventQueueThreadLoop()
{
//myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Worker thread spawned");
try
{
QueueItemStruct BlankQIS = new QueueItemStruct();
while (true)
{
try
{
QueueItemStruct QIS = BlankQIS;
bool GotItem = false;
if (eventQueue.Count == 0)
{
// Nothing to do? Sleep a bit waiting for something to do
Thread.Sleep(nothingToDoSleepms);
}
else
{
// Something in queue, process
//myScriptEngine.m_logger.Verbose("ScriptEngine", "Processing event for localID: " + QIS.localID + ", itemID: " + QIS.itemID + ", FunctionName: " + QIS.FunctionName);
// OBJECT BASED LOCK - TWO THREADS WORKING ON SAME OBJECT IS NOT GOOD
lock (queueLock)
{
GotItem = false;
for (int qc = 0; qc < eventQueue.Count; qc++)
{
// Get queue item
QIS = eventQueue.Dequeue();
// Check if object is being processed by someone else
if (TryLock(QIS.localID) == false)
{
// Object is already being processed, requeue it
eventQueue.Enqueue(QIS);
}
else
{
// We have lock on an object and can process it
GotItem = true;
break;
}
} // go through queue
} // lock
if (GotItem == true)
{
// Execute function
try
{
#if DEBUG
m_ScriptEngine.Log.Debug("ScriptEngine", "Executing event:\r\n"
+ "QIS.localID: " + QIS.localID
+ ", QIS.itemID: " + QIS.itemID
+ ", QIS.functionName: " + QIS.functionName);
#endif
m_ScriptEngine.m_ScriptManager.ExecuteEvent(QIS.localID, QIS.itemID,
QIS.functionName, QIS.param);
}
catch (Exception e)
{
// DISPLAY ERROR INWORLD
string text = "Error executing script function \"" + QIS.functionName + "\":\r\n";
//if (e.InnerException != null)
//{
// Send inner exception
text += e.InnerException.Message.ToString();
//}
//else
//{
text += "\r\n";
// Send normal
text += e.Message.ToString();
//}
try
{
if (text.Length > 1500)
text = text.Substring(0, 1500);
IScriptHost m_host = m_ScriptEngine.World.GetSceneObjectPart(QIS.localID);
//if (m_host != null)
//{
m_ScriptEngine.World.SimChat(Helpers.StringToField(text), ChatTypeEnum.Say, 0,
m_host.AbsolutePosition, m_host.Name, m_host.UUID);
}
catch
{
//}
//else
//{
// T oconsole
m_ScriptEngine.Log.Error("ScriptEngine",
"Unable to send text in-world:\r\n" + text);
}
}
finally
{
ReleaseLock(QIS.localID);
}
}
} // Something in queue
}
catch (ThreadAbortException tae)
{
throw tae;
}
catch (Exception e)
{
m_ScriptEngine.Log.Error("ScriptEngine", "Exception in EventQueueThreadLoop: " + e.ToString());
}
} // while
} // try
catch (ThreadAbortException)
{
//myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Worker thread killed: " + tae.Message);
}
}
/// <summary>
/// Try to get a mutex lock on localID
/// </summary>
/// <param name="localID"></param>
/// <returns></returns>
private bool TryLock(uint localID)
{
lock (tryLockLock)
{
if (objectLocks.Contains(localID) == true)
{
return false;
}
else
{
objectLocks.Add(localID);
return true;
}
}
}
/// <summary>
/// Release mutex lock on localID
/// </summary>
/// <param name="localID"></param>
private void ReleaseLock(uint localID)
{
lock (tryLockLock)
{
if (objectLocks.Contains(localID) == true)
{
objectLocks.Remove(localID);
}
}
}
/// <summary>
/// Add event to event execution queue
/// </summary>
/// <param name="localID"></param>
/// <param name="FunctionName">Name of the function, will be state + "_event_" + FunctionName</param>
/// <param name="param">Array of parameters to match event mask</param>
public void AddToObjectQueue(uint localID, string FunctionName, params object[] param)
{
// Determine all scripts in Object and add to their queue
//myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Adding localID: " + localID + ", FunctionName: " + FunctionName);
// Do we have any scripts in this object at all? If not, return
if (m_ScriptEngine.m_ScriptManager.Scripts.ContainsKey(localID) == false)
{
//Console.WriteLine("Event \"" + FunctionName + "\" for localID: " + localID + ". No scripts found on this localID.");
return;
}
Dictionary<LLUUID, IScript>.KeyCollection scriptKeys =
m_ScriptEngine.m_ScriptManager.GetScriptKeys(localID);
foreach (LLUUID itemID in scriptKeys)
{
// Add to each script in that object
// TODO: Some scripts may not subscribe to this event. Should we NOT add it? Does it matter?
AddToScriptQueue(localID, itemID, FunctionName, param);
}
}
/// <summary>
/// Add event to event execution queue
/// </summary>
/// <param name="localID"></param>
/// <param name="itemID"></param>
/// <param name="FunctionName">Name of the function, will be state + "_event_" + FunctionName</param>
/// <param name="param">Array of parameters to match event mask</param>
public void AddToScriptQueue(uint localID, LLUUID itemID, string FunctionName, params object[] param)
{
lock (queueLock)
{
// Create a structure and add data
QueueItemStruct QIS = new QueueItemStruct();
QIS.localID = localID;
QIS.itemID = itemID;
QIS.functionName = FunctionName;
QIS.param = param;
// Add it to queue
eventQueue.Enqueue(QIS);
}
}
}
}

View File

@ -1,295 +1,295 @@
/*
* 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.Threading;
using libsecondlife;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Modules;
namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
{
/// <summary>
/// Handles LSL commands that takes long time and returns an event, for example timers, HTTP requests, etc.
/// </summary>
public class LSLLongCmdHandler
{
private Thread cmdHandlerThread;
private int cmdHandlerThreadCycleSleepms = 100;
private ScriptEngine m_ScriptEngine;
public LSLLongCmdHandler(ScriptEngine _ScriptEngine)
{
m_ScriptEngine = _ScriptEngine;
// Start the thread that will be doing the work
cmdHandlerThread = new Thread(CmdHandlerThreadLoop);
cmdHandlerThread.Name = "CmdHandlerThread";
cmdHandlerThread.Priority = ThreadPriority.BelowNormal;
cmdHandlerThread.IsBackground = true;
cmdHandlerThread.Start();
}
~LSLLongCmdHandler()
{
// Shut down thread
try
{
if (cmdHandlerThread != null)
{
if (cmdHandlerThread.IsAlive == true)
{
cmdHandlerThread.Abort();
cmdHandlerThread.Join();
}
}
}
catch
{
}
}
private void CmdHandlerThreadLoop()
{
while (true)
{
// Check timers
CheckTimerEvents();
Thread.Sleep(25);
// Check HttpRequests
CheckHttpRequests();
Thread.Sleep(25);
// Check XMLRPCRequests
CheckXMLRPCRequests();
Thread.Sleep(25);
// Check Listeners
CheckListeners();
Thread.Sleep(25);
// Sleep before next cycle
//Thread.Sleep(cmdHandlerThreadCycleSleepms);
}
}
/// <summary>
/// Remove a specific script (and all its pending commands)
/// </summary>
/// <param name="m_localID"></param>
/// <param name="m_itemID"></param>
public void RemoveScript(uint localID, LLUUID itemID)
{
// Remove a specific script
// Remove from: Timers
UnSetTimerEvents(localID, itemID);
// Remove from: HttpRequest
IHttpRequests iHttpReq =
m_ScriptEngine.World.RequestModuleInterface<IHttpRequests>();
iHttpReq.StopHttpRequest(localID, itemID);
}
#region TIMER
//
// TIMER
//
private class TimerClass
{
public uint localID;
public LLUUID itemID;
public double interval;
public DateTime next;
}
private List<TimerClass> Timers = new List<TimerClass>();
private object TimerListLock = new object();
public void SetTimerEvent(uint m_localID, LLUUID m_itemID, double sec)
{
Console.WriteLine("SetTimerEvent");
// Always remove first, in case this is a re-set
UnSetTimerEvents(m_localID, m_itemID);
if (sec == 0) // Disabling timer
return;
// Add to timer
TimerClass ts = new TimerClass();
ts.localID = m_localID;
ts.itemID = m_itemID;
ts.interval = sec;
ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
lock (TimerListLock)
{
Timers.Add(ts);
}
}
public void UnSetTimerEvents(uint m_localID, LLUUID m_itemID)
{
// Remove from timer
lock (TimerListLock)
{
List<TimerClass> NewTimers = new List<TimerClass>();
foreach (TimerClass ts in Timers)
{
if (ts.localID != m_localID && ts.itemID != m_itemID)
{
NewTimers.Add(ts);
}
}
Timers.Clear();
Timers = NewTimers;
}
}
public void CheckTimerEvents()
{
// Nothing to do here?
if (Timers.Count == 0)
return;
lock (TimerListLock)
{
// Go through all timers
foreach (TimerClass ts in Timers)
{
// Time has passed?
if (ts.next.ToUniversalTime() < DateTime.Now.ToUniversalTime())
{
// Add it to queue
m_ScriptEngine.m_EventQueueManager.AddToScriptQueue(ts.localID, ts.itemID, "timer",
new object[] {});
// set next interval
ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
}
}
} // lock
}
#endregion
#region HTTP REQUEST
public void CheckHttpRequests()
{
if (m_ScriptEngine.World == null)
return;
IHttpRequests iHttpReq =
m_ScriptEngine.World.RequestModuleInterface<IHttpRequests>();
HttpRequestClass httpInfo = null;
if (iHttpReq != null)
httpInfo = iHttpReq.GetNextCompletedRequest();
while (httpInfo != null)
{
//Console.WriteLine("PICKED HTTP REQ:" + httpInfo.response_body + httpInfo.status);
// Deliver data to prim's remote_data handler
//
// TODO: Returning null for metadata, since the lsl function
// only returns the byte for HTTP_BODY_TRUNCATED, which is not
// implemented here yet anyway. Should be fixed if/when maxsize
// is supported
object[] resobj = new object[]
{
httpInfo.reqID.ToString(), httpInfo.status, null, httpInfo.response_body
};
m_ScriptEngine.m_EventQueueManager.AddToScriptQueue(
httpInfo.localID, httpInfo.itemID, "http_response", resobj
);
httpInfo.Stop();
httpInfo = null;
httpInfo = iHttpReq.GetNextCompletedRequest();
}
}
#endregion
public void CheckXMLRPCRequests()
{
if (m_ScriptEngine.World == null)
return;
IXMLRPC xmlrpc = m_ScriptEngine.World.RequestModuleInterface<IXMLRPC>();
if (xmlrpc != null)
{
while (xmlrpc.hasRequests())
{
RPCRequestInfo rInfo = xmlrpc.GetNextRequest();
//Console.WriteLine("PICKED REQUEST");
//Deliver data to prim's remote_data handler
object[] resobj = new object[]
{
2, rInfo.GetChannelKey().ToString(), rInfo.GetMessageID().ToString(), "",
rInfo.GetIntValue(),
rInfo.GetStrVal()
};
m_ScriptEngine.m_EventQueueManager.AddToScriptQueue(
rInfo.GetLocalID(), rInfo.GetItemID(), "remote_data", resobj
);
}
}
}
public void CheckListeners()
{
if (m_ScriptEngine.World == null)
return;
IWorldComm comms = m_ScriptEngine.World.RequestModuleInterface<IWorldComm>();
while (comms.HasMessages())
{
ListenerInfo lInfo = comms.GetNextMessage();
//Deliver data to prim's listen handler
object[] resobj = new object[]
{
lInfo.GetChannel(), lInfo.GetName(), lInfo.GetID().ToString(), lInfo.GetMessage()
};
m_ScriptEngine.m_EventQueueManager.AddToScriptQueue(
lInfo.GetLocalID(), lInfo.GetItemID(), "listen", resobj
);
}
}
}
/*
* 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.Threading;
using libsecondlife;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Modules;
namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
{
/// <summary>
/// Handles LSL commands that takes long time and returns an event, for example timers, HTTP requests, etc.
/// </summary>
public class LSLLongCmdHandler
{
private Thread cmdHandlerThread;
private int cmdHandlerThreadCycleSleepms = 100;
private ScriptEngine m_ScriptEngine;
public LSLLongCmdHandler(ScriptEngine _ScriptEngine)
{
m_ScriptEngine = _ScriptEngine;
// Start the thread that will be doing the work
cmdHandlerThread = new Thread(CmdHandlerThreadLoop);
cmdHandlerThread.Name = "CmdHandlerThread";
cmdHandlerThread.Priority = ThreadPriority.BelowNormal;
cmdHandlerThread.IsBackground = true;
cmdHandlerThread.Start();
}
~LSLLongCmdHandler()
{
// Shut down thread
try
{
if (cmdHandlerThread != null)
{
if (cmdHandlerThread.IsAlive == true)
{
cmdHandlerThread.Abort();
cmdHandlerThread.Join();
}
}
}
catch
{
}
}
private void CmdHandlerThreadLoop()
{
while (true)
{
// Check timers
CheckTimerEvents();
Thread.Sleep(25);
// Check HttpRequests
CheckHttpRequests();
Thread.Sleep(25);
// Check XMLRPCRequests
CheckXMLRPCRequests();
Thread.Sleep(25);
// Check Listeners
CheckListeners();
Thread.Sleep(25);
// Sleep before next cycle
//Thread.Sleep(cmdHandlerThreadCycleSleepms);
}
}
/// <summary>
/// Remove a specific script (and all its pending commands)
/// </summary>
/// <param name="m_localID"></param>
/// <param name="m_itemID"></param>
public void RemoveScript(uint localID, LLUUID itemID)
{
// Remove a specific script
// Remove from: Timers
UnSetTimerEvents(localID, itemID);
// Remove from: HttpRequest
IHttpRequests iHttpReq =
m_ScriptEngine.World.RequestModuleInterface<IHttpRequests>();
iHttpReq.StopHttpRequest(localID, itemID);
}
#region TIMER
//
// TIMER
//
private class TimerClass
{
public uint localID;
public LLUUID itemID;
public double interval;
public DateTime next;
}
private List<TimerClass> Timers = new List<TimerClass>();
private object TimerListLock = new object();
public void SetTimerEvent(uint m_localID, LLUUID m_itemID, double sec)
{
Console.WriteLine("SetTimerEvent");
// Always remove first, in case this is a re-set
UnSetTimerEvents(m_localID, m_itemID);
if (sec == 0) // Disabling timer
return;
// Add to timer
TimerClass ts = new TimerClass();
ts.localID = m_localID;
ts.itemID = m_itemID;
ts.interval = sec;
ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
lock (TimerListLock)
{
Timers.Add(ts);
}
}
public void UnSetTimerEvents(uint m_localID, LLUUID m_itemID)
{
// Remove from timer
lock (TimerListLock)
{
List<TimerClass> NewTimers = new List<TimerClass>();
foreach (TimerClass ts in Timers)
{
if (ts.localID != m_localID && ts.itemID != m_itemID)
{
NewTimers.Add(ts);
}
}
Timers.Clear();
Timers = NewTimers;
}
}
public void CheckTimerEvents()
{
// Nothing to do here?
if (Timers.Count == 0)
return;
lock (TimerListLock)
{
// Go through all timers
foreach (TimerClass ts in Timers)
{
// Time has passed?
if (ts.next.ToUniversalTime() < DateTime.Now.ToUniversalTime())
{
// Add it to queue
m_ScriptEngine.m_EventQueueManager.AddToScriptQueue(ts.localID, ts.itemID, "timer",
new object[] {});
// set next interval
ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
}
}
} // lock
}
#endregion
#region HTTP REQUEST
public void CheckHttpRequests()
{
if (m_ScriptEngine.World == null)
return;
IHttpRequests iHttpReq =
m_ScriptEngine.World.RequestModuleInterface<IHttpRequests>();
HttpRequestClass httpInfo = null;
if (iHttpReq != null)
httpInfo = iHttpReq.GetNextCompletedRequest();
while (httpInfo != null)
{
//Console.WriteLine("PICKED HTTP REQ:" + httpInfo.response_body + httpInfo.status);
// Deliver data to prim's remote_data handler
//
// TODO: Returning null for metadata, since the lsl function
// only returns the byte for HTTP_BODY_TRUNCATED, which is not
// implemented here yet anyway. Should be fixed if/when maxsize
// is supported
object[] resobj = new object[]
{
httpInfo.reqID.ToString(), httpInfo.status, null, httpInfo.response_body
};
m_ScriptEngine.m_EventQueueManager.AddToScriptQueue(
httpInfo.localID, httpInfo.itemID, "http_response", resobj
);
httpInfo.Stop();
httpInfo = null;
httpInfo = iHttpReq.GetNextCompletedRequest();
}
}
#endregion
public void CheckXMLRPCRequests()
{
if (m_ScriptEngine.World == null)
return;
IXMLRPC xmlrpc = m_ScriptEngine.World.RequestModuleInterface<IXMLRPC>();
if (xmlrpc != null)
{
while (xmlrpc.hasRequests())
{
RPCRequestInfo rInfo = xmlrpc.GetNextRequest();
//Console.WriteLine("PICKED REQUEST");
//Deliver data to prim's remote_data handler
object[] resobj = new object[]
{
2, rInfo.GetChannelKey().ToString(), rInfo.GetMessageID().ToString(), "",
rInfo.GetIntValue(),
rInfo.GetStrVal()
};
m_ScriptEngine.m_EventQueueManager.AddToScriptQueue(
rInfo.GetLocalID(), rInfo.GetItemID(), "remote_data", resobj
);
}
}
}
public void CheckListeners()
{
if (m_ScriptEngine.World == null)
return;
IWorldComm comms = m_ScriptEngine.World.RequestModuleInterface<IWorldComm>();
while (comms.HasMessages())
{
ListenerInfo lInfo = comms.GetNextMessage();
//Deliver data to prim's listen handler
object[] resobj = new object[]
{
lInfo.GetChannel(), lInfo.GetName(), lInfo.GetID().ToString(), lInfo.GetMessage()
};
m_ScriptEngine.m_EventQueueManager.AddToScriptQueue(
lInfo.GetLocalID(), lInfo.GetItemID(), "listen", resobj
);
}
}
}
}

View File

@ -1,132 +1,132 @@
/*
* 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 Nini.Config;
using OpenSim.Framework.Console;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
using OpenSim.Region.ScriptEngine.Common;
using OpenSim.Region.ScriptEngine.Common.ScriptEngineBase;
namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
{
/// <summary>
/// This is the root object for ScriptEngine. Objects access each other trough this class.
/// </summary>
///
[Serializable]
public abstract class ScriptEngine : IRegionModule, OpenSim.Region.ScriptEngine.Common.ScriptServerInterfaces.ScriptEngine
{
public Scene World;
public EventManager m_EventManager; // Handles and queues incoming events from OpenSim
public EventQueueManager m_EventQueueManager; // Executes events
public ScriptManager m_ScriptManager; // Load, unload and execute scripts
public AppDomainManager m_AppDomainManager;
public LSLLongCmdHandler m_LSLLongCmdHandler;
public ScriptManager GetScriptManager()
{
return _GetScriptManager();
}
public abstract ScriptManager _GetScriptManager();
private LogBase m_log;
public ScriptEngine()
{
//Common.SendToDebug("ScriptEngine Object Initialized");
Common.mySE = this;
}
public LogBase Log
{
get { return m_log; }
}
public void InitializeEngine(Scene Sceneworld, LogBase logger, bool HookUpToServer, ScriptManager newScriptManager)
{
World = Sceneworld;
m_log = logger;
Log.Verbose("ScriptEngine", "DotNet & LSL ScriptEngine initializing");
//m_logger.Status("ScriptEngine", "InitializeEngine");
// Create all objects we'll be using
m_EventQueueManager = new EventQueueManager(this);
m_EventManager = new EventManager(this, HookUpToServer);
m_ScriptManager = newScriptManager;
//m_ScriptManager = new ScriptManager(this);
m_AppDomainManager = new AppDomainManager();
m_LSLLongCmdHandler = new LSLLongCmdHandler(this);
// Should we iterate the region for scripts that needs starting?
// Or can we assume we are loaded before anything else so we can use proper events?
}
public void Shutdown()
{
// We are shutting down
}
ScriptServerInterfaces.RemoteEvents ScriptServerInterfaces.ScriptEngine.EventManager()
{
return this.m_EventManager;
}
#region IRegionModule
public abstract void Initialise(Scene scene, IConfigSource config);
public void PostInitialise()
{
}
public void Close()
{
}
public string Name
{
get { return "DotNetEngine"; }
}
public bool IsSharedModule
{
get { return false; }
}
#endregion
}
/*
* 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 Nini.Config;
using OpenSim.Framework.Console;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
using OpenSim.Region.ScriptEngine.Common;
using OpenSim.Region.ScriptEngine.Common.ScriptEngineBase;
namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
{
/// <summary>
/// This is the root object for ScriptEngine. Objects access each other trough this class.
/// </summary>
///
[Serializable]
public abstract class ScriptEngine : IRegionModule, OpenSim.Region.ScriptEngine.Common.ScriptServerInterfaces.ScriptEngine
{
public Scene World;
public EventManager m_EventManager; // Handles and queues incoming events from OpenSim
public EventQueueManager m_EventQueueManager; // Executes events
public ScriptManager m_ScriptManager; // Load, unload and execute scripts
public AppDomainManager m_AppDomainManager;
public LSLLongCmdHandler m_LSLLongCmdHandler;
public ScriptManager GetScriptManager()
{
return _GetScriptManager();
}
public abstract ScriptManager _GetScriptManager();
private LogBase m_log;
public ScriptEngine()
{
//Common.SendToDebug("ScriptEngine Object Initialized");
Common.mySE = this;
}
public LogBase Log
{
get { return m_log; }
}
public void InitializeEngine(Scene Sceneworld, LogBase logger, bool HookUpToServer, ScriptManager newScriptManager)
{
World = Sceneworld;
m_log = logger;
Log.Verbose("ScriptEngine", "DotNet & LSL ScriptEngine initializing");
//m_logger.Status("ScriptEngine", "InitializeEngine");
// Create all objects we'll be using
m_EventQueueManager = new EventQueueManager(this);
m_EventManager = new EventManager(this, HookUpToServer);
m_ScriptManager = newScriptManager;
//m_ScriptManager = new ScriptManager(this);
m_AppDomainManager = new AppDomainManager();
m_LSLLongCmdHandler = new LSLLongCmdHandler(this);
// Should we iterate the region for scripts that needs starting?
// Or can we assume we are loaded before anything else so we can use proper events?
}
public void Shutdown()
{
// We are shutting down
}
ScriptServerInterfaces.RemoteEvents ScriptServerInterfaces.ScriptEngine.EventManager()
{
return this.m_EventManager;
}
#region IRegionModule
public abstract void Initialise(Scene scene, IConfigSource config);
public void PostInitialise()
{
}
public void Close()
{
}
public string Name
{
get { return "DotNetEngine"; }
}
public bool IsSharedModule
{
get { return false; }
}
#endregion
}
}

View File

@ -1,348 +1,348 @@
/*
* 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.Framework;
using OpenSim.Region.Environment.Scenes;
using OpenSim.Region.ScriptEngine.Common;
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
{
#region Declares
private Thread scriptLoadUnloadThread;
private int scriptLoadUnloadThread_IdleSleepms = 100;
private Queue<LUStruct> LUQueue = new Queue<LUStruct>();
// Load/Unload structure
private struct LUStruct
{
public uint localID;
public LLUUID itemID;
public string script;
public LUType Action;
}
private enum LUType
{
Unknown = 0,
Load = 1,
Unload = 2
}
// 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
#region Object init/shutdown
public ScriptEngineBase.ScriptEngine m_scriptEngine;
public ScriptManager(ScriptEngineBase.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 (LUQueue.Count == 0)
Thread.Sleep(scriptLoadUnloadThread_IdleSleepms);
if (LUQueue.Count > 0)
{
LUStruct item = LUQueue.Dequeue();
lock (startStopLock) // Lock so we have only 1 thread working on loading/unloading of scripts
{
if (item.Action == LUType.Unload)
{
_StopScript(item.localID, item.itemID);
}
if (item.Action == LUType.Load)
{
_StartScript(item.localID, item.itemID, item.script);
}
}
}
}
}
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 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)
{
LUStruct ls = new LUStruct();
ls.localID = localID;
ls.itemID = itemID;
ls.script = Script;
ls.Action = LUType.Load;
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;
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);
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, object[] args)
{
#if DEBUG
Console.WriteLine("ScriptEngine: Inside ExecuteEvent for event " + FunctionName);
#endif
// Execute a function in the script
//m_scriptEngine.Log.Verbose("ScriptEngine", "Executing Function localID: " + localID + ", itemID: " + itemID + ", FunctionName: " + FunctionName);
//ScriptBaseInterface Script = (ScriptBaseInterface)GetScript(localID, itemID);
IScript Script = GetScript(localID, itemID);
if (Script == null)
return;
#if DEBUG
Console.WriteLine("ScriptEngine: Executing event: " + FunctionName);
#endif
// Must be done in correct AppDomain, so leaving it up to the script itself
Script.Exec.ExecuteEvent(FunctionName, args);
}
#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)
{
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)
{
// 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)
{
string script = GetScript(localID, itemID).Source;
StopScript(localID, itemID);
StartScript(localID, itemID, script);
}
#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
}
/*
* 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.Framework;
using OpenSim.Region.Environment.Scenes;
using OpenSim.Region.ScriptEngine.Common;
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
{
#region Declares
private Thread scriptLoadUnloadThread;
private int scriptLoadUnloadThread_IdleSleepms = 100;
private Queue<LUStruct> LUQueue = new Queue<LUStruct>();
// Load/Unload structure
private struct LUStruct
{
public uint localID;
public LLUUID itemID;
public string script;
public LUType Action;
}
private enum LUType
{
Unknown = 0,
Load = 1,
Unload = 2
}
// 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
#region Object init/shutdown
public ScriptEngineBase.ScriptEngine m_scriptEngine;
public ScriptManager(ScriptEngineBase.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 (LUQueue.Count == 0)
Thread.Sleep(scriptLoadUnloadThread_IdleSleepms);
if (LUQueue.Count > 0)
{
LUStruct item = LUQueue.Dequeue();
lock (startStopLock) // Lock so we have only 1 thread working on loading/unloading of scripts
{
if (item.Action == LUType.Unload)
{
_StopScript(item.localID, item.itemID);
}
if (item.Action == LUType.Load)
{
_StartScript(item.localID, item.itemID, item.script);
}
}
}
}
}
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 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)
{
LUStruct ls = new LUStruct();
ls.localID = localID;
ls.itemID = itemID;
ls.script = Script;
ls.Action = LUType.Load;
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;
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);
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, object[] args)
{
#if DEBUG
Console.WriteLine("ScriptEngine: Inside ExecuteEvent for event " + FunctionName);
#endif
// Execute a function in the script
//m_scriptEngine.Log.Verbose("ScriptEngine", "Executing Function localID: " + localID + ", itemID: " + itemID + ", FunctionName: " + FunctionName);
//ScriptBaseInterface Script = (ScriptBaseInterface)GetScript(localID, itemID);
IScript Script = GetScript(localID, itemID);
if (Script == null)
return;
#if DEBUG
Console.WriteLine("ScriptEngine: Executing event: " + FunctionName);
#endif
// Must be done in correct AppDomain, so leaving it up to the script itself
Script.Exec.ExecuteEvent(FunctionName, args);
}
#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)
{
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)
{
// 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)
{
string script = GetScript(localID, itemID).Source;
StopScript(localID, itemID);
StartScript(localID, itemID, script);
}
#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
}
}