Scripts no longer crash sim after 5 minutes (override InitializeLifetimeService). Loading/Unloading of scripts are now handled in separate thread so server is no delayed because of this. Each script is loaded into a single AppDomain (temporary test for script unload, eats ~15KB more memory for each script). Unload of scripts has been verified to free up memory.
parent
573fb3a609
commit
53be4774b3
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@ -2,34 +2,40 @@ using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Reflection;
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using System.Runtime.Remoting.Lifetime;
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namespace OpenSim.Region.ScriptEngine.Common
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{
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public class Executor : MarshalByRefObject
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{
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/* TODO:
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*
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* Needs to be common for all AppDomains - share memory too?
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* Needs to have an instance in each AppDomain, and some way of referring it.
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* Need to know what AppDomain a script is in so we know where to find our instance.
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*
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*/
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// Private instance for each script
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private IScript m_Script;
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private Dictionary<string, MethodInfo> Events = new Dictionary<string, MethodInfo>();
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private bool m_Running = true;
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//private List<IScript> Scripts = new List<IScript>();
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public Executor(IScript Script)
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{
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m_Script = Script;
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}
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public void StopScript()
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// Object never expires
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public override Object InitializeLifetimeService()
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{
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m_Running = false;
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Console.WriteLine("Executor: InitializeLifetimeService()");
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// return null;
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ILease lease = (ILease)base.InitializeLifetimeService();
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if (lease.CurrentState == LeaseState.Initial)
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{
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lease.InitialLeaseTime = TimeSpan.Zero; // TimeSpan.FromMinutes(1);
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// lease.SponsorshipTimeout = TimeSpan.FromMinutes(2);
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// lease.RenewOnCallTime = TimeSpan.FromSeconds(2);
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}
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return lease;
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}
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public AppDomain GetAppDomain()
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{
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return AppDomain.CurrentDomain;
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@ -40,14 +46,6 @@ namespace OpenSim.Region.ScriptEngine.Common
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// IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory.
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// Instead use RuntimeTypeHandle, RuntimeFieldHandle and RunTimeHandle (IntPtr) instead!
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//foreach (MemberInfo mi in this.GetType().GetMembers())
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//{
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//if (mi.ToString().ToLower().Contains("default"))
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//{
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// Console.WriteLine("Member found: " + mi.ToString());
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//}
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//}
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if (m_Running == false)
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{
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// Script is inactive, do not execute!
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@ -97,6 +95,13 @@ namespace OpenSim.Region.ScriptEngine.Common
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}
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}
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public void StopScript()
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{
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m_Running = false;
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}
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}
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}
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@ -15,7 +15,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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{
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public class AppDomainManager
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{
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private int MaxScriptsPerAppDomain = 3;
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private int MaxScriptsPerAppDomain = 1;
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/// <summary>
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/// Internal list of all AppDomains
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/// </summary>
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@ -59,7 +59,6 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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private AppDomainStructure GetFreeAppDomain()
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{
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Console.WriteLine("Finding free AppDomain");
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FreeAppDomains(); // Outsite lock, has its own GetLock
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lock (GetLock)
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{
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// Current full?
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@ -111,7 +110,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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/// <summary>
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/// Unload appdomains that are full and have only dead scripts
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/// </summary>
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private void FreeAppDomains()
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private void UnloadAppDomains()
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{
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lock (FreeLock)
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{
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@ -125,10 +124,18 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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// Is number of unloaded bigger or equal to number of loaded?
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if (ads.ScriptsLoaded <= ads.ScriptsWaitingUnload)
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{
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Console.WriteLine("Found empty AppDomain, unloading");
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// Remove from internal list
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AppDomains.Remove(ads);
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#if DEBUG
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long m = GC.GetTotalMemory(true);
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#endif
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// Unload
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AppDomain.Unload(ads.CurrentAppDomain);
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#if DEBUG
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Console.WriteLine("AppDomain unload freed " + (m - GC.GetTotalMemory(true)) + " bytes of memory");
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#endif
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}
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}
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} // foreach
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@ -142,20 +149,12 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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// Find next available AppDomain to put it in
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AppDomainStructure FreeAppDomain = GetFreeAppDomain();
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//if (FreeAppDomain == null) Console.WriteLine("FreeAppDomain == null");
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//if (FreeAppDomain.CurrentAppDomain == null) Console.WriteLine("FreeAppDomain.CurrentAppDomain == null");
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Console.WriteLine("Loading into AppDomain: " + FileName);
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LSL_BaseClass mbrt = (LSL_BaseClass)FreeAppDomain.CurrentAppDomain.CreateInstanceFromAndUnwrap(FileName, "SecondLife.Script");
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//Type mytype = mbrt.GetType();
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Console.WriteLine("ScriptEngine AppDomainManager: is proxy={0}", RemotingServices.IsTransparentProxy(mbrt));
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// Increase script count in tihs AppDomain
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//Console.WriteLine("ScriptEngine AppDomainManager: is proxy={0}", RemotingServices.IsTransparentProxy(mbrt));
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FreeAppDomain.ScriptsLoaded++;
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//mbrt.Start();
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return mbrt;
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//return (LSL_BaseClass)mbrt;
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}
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@ -168,6 +167,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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{
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lock (FreeLock)
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{
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Console.WriteLine("Stopping script in AppDomain");
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// Check if it is current AppDomain
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if (CurrentAD.CurrentAppDomain == ad)
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{
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@ -181,15 +181,16 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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{
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if (ads.CurrentAppDomain == ad)
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{
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// Found it - messy code to increase structure
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//AppDomainStructure ads2 = ads;
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// Found it
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ads.ScriptsWaitingUnload++;
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//AppDomains.Remove(ads);
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//AppDomains.Add(ads2);
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return;
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break;
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}
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} // foreach
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} // lock
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UnloadAppDomains(); // Outsite lock, has its own GetLock
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}
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@ -5,14 +5,33 @@ using OpenSim.Region.ScriptEngine.DotNetEngine.Compiler;
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using OpenSim.Region.ScriptEngine.Common;
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using System.Threading;
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using System.Reflection;
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using System.Runtime.Remoting.Lifetime;
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namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL
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{
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public class LSL_BaseClass : MarshalByRefObject, LSL_BuiltIn_Commands_Interface, IScript
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{
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// Object never expires
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public override Object InitializeLifetimeService()
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{
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Console.WriteLine("LSL_BaseClass: InitializeLifetimeService()");
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// return null;
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ILease lease = (ILease)base.InitializeLifetimeService();
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if (lease.CurrentState == LeaseState.Initial)
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{
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lease.InitialLeaseTime = TimeSpan.Zero; // TimeSpan.FromMinutes(1);
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//lease.SponsorshipTimeout = TimeSpan.FromMinutes(2);
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//lease.RenewOnCallTime = TimeSpan.FromSeconds(2);
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}
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return lease;
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}
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private Executor m_Exec;
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public Executor Exec {
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public Executor Exec
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{
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get
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{
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if (m_Exec == null)
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@ -7,6 +7,7 @@ using OpenSim.Region.Environment.Scenes.Scripting;
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using OpenSim.Region.ScriptEngine.DotNetEngine.Compiler;
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using OpenSim.Region.ScriptEngine.Common;
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using OpenSim.Framework.Console;
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using System.Runtime.Remoting.Lifetime;
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namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler
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{
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return m_state;
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}
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// Object never expires
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public override Object InitializeLifetimeService()
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{
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Console.WriteLine("LSL_BuiltIn_Commands: InitializeLifetimeService()");
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// return null;
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ILease lease = (ILease)base.InitializeLifetimeService();
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if (lease.CurrentState == LeaseState.Initial)
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{
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lease.InitialLeaseTime = TimeSpan.Zero; // TimeSpan.FromMinutes(1);
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// lease.SponsorshipTimeout = TimeSpan.FromMinutes(2);
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// lease.RenewOnCallTime = TimeSpan.FromSeconds(2);
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}
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return lease;
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}
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public Scene World
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{
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get { return m_manager.World; }
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{
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// Add to queue for all scripts in ObjectID object
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//myScriptEngine.m_logger.Verbose("ScriptEngine", "EventManager Event: touch_start");
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Console.WriteLine("touch_start localID: " + localID);
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//Console.WriteLine("touch_start localID: " + localID);
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myScriptEngine.myEventQueueManager.AddToObjectQueue(localID, "touch_start", new object[] { (int)1 });
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}
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public void OnRezScript(uint localID, LLUUID itemID, string script)
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// Path.Combine("ScriptEngines", "Default.lsl"),
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// new OpenSim.Region.Environment.Scenes.Scripting.NullScriptHost()
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//);
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Console.WriteLine("OnRemoveScript localID: " + localID + " LLUID: " + itemID.ToString());
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myScriptEngine.myScriptManager.StopScript(
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localID,
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itemID
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// These needs to be hooked up to OpenSim during init of this class
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// then queued in EventQueueManager.
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// When queued in EventQueueManager they need to be LSL compatible (name and params)
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public void state_entry() { }
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//public void state_entry() { } //
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public void state_exit() { }
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//public void touch_start() { }
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public void touch() { }
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// Do we have any scripts in this object at all? If not, return
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if (myScriptEngine.myScriptManager.Scripts.ContainsKey(localID) == false)
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{
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Console.WriteLine("Event \"" + FunctionName + "\" for localID: " + localID + ". No scripts found on this localID.");
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//Console.WriteLine("Event \"" + FunctionName + "\" for localID: " + localID + ". No scripts found on this localID.");
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return;
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}
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public class ScriptManager
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{
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private Thread ScriptLoadUnloadThread;
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private int ScriptLoadUnloadThread_IdleSleepms = 100;
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private Queue<LoadStruct> LoadQueue = new Queue<LoadStruct>();
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private Queue<UnloadStruct> UnloadQueue = new Queue<UnloadStruct>();
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private struct LoadStruct
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{
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public uint localID;
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public LLUUID itemID;
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public string Script;
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}
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private struct UnloadStruct
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{
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public uint localID;
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public LLUUID itemID;
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}
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private ScriptEngine m_scriptEngine;
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public ScriptManager(ScriptEngine scriptEngine)
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{
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m_scriptEngine = scriptEngine;
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AppDomain.CurrentDomain.AssemblyResolve += new ResolveEventHandler(CurrentDomain_AssemblyResolve);
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ScriptLoadUnloadThread = new Thread(ScriptLoadUnloadThreadLoop);
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ScriptLoadUnloadThread.Name = "ScriptLoadUnloadThread";
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ScriptLoadUnloadThread.IsBackground = true;
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ScriptLoadUnloadThread.Priority = ThreadPriority.BelowNormal;
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ScriptLoadUnloadThread.Start();
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}
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~ScriptManager ()
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{
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// Abort load/unload thread
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try
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{
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if (ScriptLoadUnloadThread != null)
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{
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if (ScriptLoadUnloadThread.IsAlive == true)
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{
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ScriptLoadUnloadThread.Abort();
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ScriptLoadUnloadThread.Join();
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}
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}
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}
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catch
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{
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}
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}
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private void ScriptLoadUnloadThreadLoop()
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{
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try
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{
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while (true)
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{
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if (LoadQueue.Count == 0 && UnloadQueue.Count == 0)
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Thread.Sleep(ScriptLoadUnloadThread_IdleSleepms);
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if (LoadQueue.Count > 0)
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{
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LoadStruct item = LoadQueue.Dequeue();
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_StartScript(item.localID, item.itemID, item.Script);
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}
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if (UnloadQueue.Count > 0)
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{
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UnloadStruct item = UnloadQueue.Dequeue();
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_StopScript(item.localID, item.itemID);
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}
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}
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}
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catch (ThreadAbortException tae)
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{
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// Expected
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}
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}
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private static Assembly CurrentDomain_AssemblyResolve(object sender, ResolveEventArgs args)
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@ -145,9 +216,30 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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/// <param name="itemID"></param>
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/// <param name="localID"></param>
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public void StartScript(uint localID, LLUUID itemID, string Script)
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{
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LoadStruct ls = new LoadStruct();
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ls.localID = localID;
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ls.itemID = itemID;
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ls.Script = Script;
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LoadQueue.Enqueue(ls);
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}
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/// <summary>
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/// Disables and unloads a script
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/// </summary>
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/// <param name="localID"></param>
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/// <param name="itemID"></param>
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public void StopScript(uint localID, LLUUID itemID)
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{
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UnloadStruct ls = new UnloadStruct();
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ls.localID = localID;
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ls.itemID = itemID;
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UnloadQueue.Enqueue(ls);
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}
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private void _StartScript(uint localID, LLUUID itemID, string Script)
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{
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//IScriptHost root = host.GetRoot();
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m_scriptEngine.Log.Verbose("ScriptEngine", "ScriptManager StartScript: localID: " + localID + ", itemID: " + itemID);
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Console.WriteLine("ScriptManager StartScript: localID: " + localID + ", itemID: " + itemID);
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// We will initialize and start the script.
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// It will be up to the script itself to hook up the correct events.
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@ -161,32 +253,23 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.Compiler LSLCompiler = new OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.Compiler();
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// Compile (We assume LSL)
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FileName = LSLCompiler.CompileFromLSLText(Script);
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m_scriptEngine.Log.Verbose("ScriptEngine", "Compilation of " + FileName + " done");
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Console.WriteLine("Compilation of " + FileName + " done");
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// * Insert yield into code
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FileName = ProcessYield(FileName);
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//OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSO.LSL_BaseClass Script = LoadAndInitAssembly(FreeAppDomain, FileName);
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//OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass Script = LoadAndInitAssembly(FreeAppDomain, FileName, localID);
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#if DEBUG
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long before;
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before = GC.GetTotalMemory(false);
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#endif
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LSL_BaseClass CompiledScript = m_scriptEngine.myAppDomainManager.LoadScript(FileName);
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#if DEBUG
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Console.WriteLine("Script " + itemID + " occupies {0} bytes", GC.GetTotalMemory(false) - before);
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//before = GC.GetTotalMemory(false);
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#endif
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//Script = m_scriptEngine.myAppDomainManager.LoadScript(FileName);
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//Console.WriteLine("Script occupies {0} bytes", GC.GetTotalMemory(true) - before);
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//before = GC.GetTotalMemory(true);
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//Script = m_scriptEngine.myAppDomainManager.LoadScript(FileName);
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//Console.WriteLine("Script occupies {0} bytes", GC.GetTotalMemory(true) - before);
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// Add it to our temporary active script keeper
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//Scripts.Add(FullitemID, Script);
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// Add it to our script memstruct
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SetScript(localID, itemID, CompiledScript);
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// We need to give (untrusted) assembly a private instance of BuiltIns
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// this private copy will contain Read-Only FullitemID so that it can bring that on to the server whenever needed.
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LSL_BuiltIn_Commands LSLB = new LSL_BuiltIn_Commands(this, World.GetSceneObjectPart(localID));
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@ -202,9 +285,11 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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}
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public void StopScript(uint localID, LLUUID itemID)
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private void _StopScript(uint localID, LLUUID itemID)
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{
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// Stop script
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Console.WriteLine("Stop script localID: " + localID + " LLUID: " + itemID.ToString());
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// Get AppDomain
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AppDomain ad = GetScript(localID, itemID).Exec.GetAppDomain();
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@ -235,7 +320,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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{
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// Execute a function in the script
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m_scriptEngine.Log.Verbose("ScriptEngine", "Executing Function localID: " + localID + ", itemID: " + itemID + ", FunctionName: " + FunctionName);
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//m_scriptEngine.Log.Verbose("ScriptEngine", "Executing Function localID: " + localID + ", itemID: " + itemID + ", FunctionName: " + FunctionName);
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LSL_BaseClass Script = m_scriptEngine.myScriptManager.GetScript(localID, itemID);
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// Must be done in correct AppDomain, so leaving it up to the script itself
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Loading…
Reference in New Issue