Refactor Executor into the script app domain and IScript. This changes
an implicit reference into a proxied one and further reduces memory consumption of XEngine0.6.0-stable
parent
f900553b58
commit
a2985b5655
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@ -29,6 +29,7 @@ using System;
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using System.Collections;
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using System.Collections.Generic;
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using OpenSim.Region.ScriptEngine.Interfaces;
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using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
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namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
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{
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@ -37,6 +38,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
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string[] GetApis();
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void InitApi(string name, IScriptApi data);
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int GetStateEventFlags(string state);
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void ExecuteEvent(string state, string FunctionName, object[] args);
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Dictionary<string,Object> GetVars();
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void SetVars(Dictionary<string,Object> vars);
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void ResetVars();
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@ -27,14 +27,14 @@
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Runtime.Remoting.Lifetime;
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using OpenSim.Region.ScriptEngine.Shared;
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using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
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using OpenSim.Region.ScriptEngine.Interfaces;
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namespace OpenSim.Region.ScriptEngine.XEngine
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namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
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{
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public abstract class ExecutorBase : MarshalByRefObject
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public class Executor : MarshalByRefObject
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{
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/// <summary>
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/// Contains the script to execute functions in.
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@ -76,13 +76,13 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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object_rez = 4194304
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}
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/// <summary>
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/// Create a new instance of ExecutorBase
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/// </summary>
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/// <param name="Script"></param>
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public ExecutorBase(IScript Script)
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// Cache functions by keeping a reference to them in a dictionary
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private Dictionary<string, MethodInfo> Events = new Dictionary<string, MethodInfo>();
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private Dictionary<string, scriptEvents> m_stateEvents = new Dictionary<string, scriptEvents>();
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public Executor(IScript script)
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{
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m_Script = Script;
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m_Script = script;
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initEventFlags();
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}
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@ -90,7 +90,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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/// Make sure our object does not timeout when in AppDomain. (Called by ILease base class)
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/// </summary>
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/// <returns></returns>
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public override Object InitializeLifetimeService()
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public Object InitializeLifetimeService()
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{
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//Console.WriteLine("Executor: InitializeLifetimeService()");
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// return null;
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@ -105,37 +105,94 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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return lease;
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}
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/// <summary>
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/// Get current AppDomain
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/// </summary>
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/// <returns>Current AppDomain</returns>
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public AppDomain GetAppDomain()
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{
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return AppDomain.CurrentDomain;
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}
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/// <summary>
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/// Execute a specific function/event in script.
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/// </summary>
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/// <param name="FunctionName">Name of function to execute</param>
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/// <param name="args">Arguments to pass to function</param>
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public void ExecuteEvent(string state, string FunctionName, object[] args)
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{
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DoExecuteEvent(state, FunctionName, args);
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}
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protected abstract void DoExecuteEvent(string state, string FunctionName, object[] args);
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/// <summary>
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/// Compute the events handled by the current state of the script
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/// </summary>
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/// <returns>state mask</returns>
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public scriptEvents GetStateEventFlags(string state)
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{
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return DoGetStateEventFlags(state);
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//Console.WriteLine("Get event flags for " + state);
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// Check to see if we've already computed the flags for this state
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scriptEvents eventFlags = scriptEvents.None;
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if (m_stateEvents.ContainsKey(state))
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{
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m_stateEvents.TryGetValue(state, out eventFlags);
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return eventFlags;
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}
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Type type=m_Script.GetType();
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// Fill in the events for this state, cache the results in the map
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foreach (KeyValuePair<string, scriptEvents> kvp in m_eventFlagsMap)
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{
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string evname = state + "_event_" + kvp.Key;
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//Console.WriteLine("Trying event "+evname);
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try
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{
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MethodInfo mi = type.GetMethod(evname);
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if (mi != null)
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{
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//Console.WriteLine("Found handler for " + kvp.Key);
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eventFlags |= kvp.Value;
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}
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}
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catch(Exception)
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{
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//Console.WriteLine("Exeption in GetMethod:\n"+e.ToString());
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}
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}
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// Save the flags we just computed and return the result
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if (eventFlags != 0)
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m_stateEvents.Add(state, eventFlags);
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//Console.WriteLine("Returning {0:x}", eventFlags);
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return (eventFlags);
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}
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protected abstract scriptEvents DoGetStateEventFlags(string state);
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public void ExecuteEvent(string state, string FunctionName, object[] args)
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{
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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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string EventName = state + "_event_" + FunctionName;
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//#if DEBUG
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// Console.WriteLine("ScriptEngine: Script event function name: " + EventName);
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//#endif
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if (Events.ContainsKey(EventName) == false)
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{
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// Not found, create
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Type type = m_Script.GetType();
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try
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{
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MethodInfo mi = type.GetMethod(EventName);
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Events.Add(EventName, mi);
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}
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catch
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{
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Console.WriteLine("Event {0}not found", EventName);
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// Event name not found, cache it as not found
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Events.Add(EventName, null);
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}
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}
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// Get event
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MethodInfo ev = null;
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Events.TryGetValue(EventName, out ev);
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if (ev == null) // No event by that name!
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{
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//Console.WriteLine("ScriptEngine Can not find any event named: \String.Empty + EventName + "\String.Empty);
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return;
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}
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//cfk 2-7-08 dont need this right now and the default Linux build has DEBUG defined
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#if DEBUG
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//Console.WriteLine("ScriptEngine: Executing function name: " + EventName);
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#endif
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// Found
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ev.Invoke(m_Script, args);
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}
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protected void initEventFlags()
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{
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@ -17,6 +17,7 @@
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<excludeFiles />
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</DeploymentInformation>
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<Contents>
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<File name="./Executor.cs" subtype="Code" buildaction="Compile" dependson="" data="" />
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<File name="./LSL_Constants.cs" subtype="Code" buildaction="Compile" dependson="" data="" />
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<File name="./LSL_Stub.cs" subtype="Code" buildaction="Compile" dependson="" data="" />
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<File name="./OSSL_Stub.cs" subtype="Code" buildaction="Compile" dependson="" data="" />
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@ -56,6 +56,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
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public ScriptBaseClass()
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{
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m_Executor = new Executor(this);
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MethodInfo[] myArrayMethodInfo = GetType().GetMethods(BindingFlags.Public|BindingFlags.Instance);
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foreach (MethodInfo mi in myArrayMethodInfo)
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@ -68,6 +70,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
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}
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}
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private Executor m_Executor = null;
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public int GetStateEventFlags(string state)
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{
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return (int)m_Executor.GetStateEventFlags(state);
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}
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public void ExecuteEvent(string state, string FunctionName, object[] args)
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{
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m_Executor.ExecuteEvent(state, FunctionName, args);
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}
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public string[] GetApis()
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{
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string[] apis = new string[inits.Count];
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@ -1,136 +0,0 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using OpenSim.Region.ScriptEngine.Shared;
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using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
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namespace OpenSim.Region.ScriptEngine.XEngine
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{
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public class Executor : ExecutorBase
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{
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// Cache functions by keeping a reference to them in a dictionary
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private Dictionary<string, MethodInfo> Events = new Dictionary<string, MethodInfo>();
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private Dictionary<string, scriptEvents> m_stateEvents = new Dictionary<string, scriptEvents>();
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public Executor(IScript script) : base(script)
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{
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initEventFlags();
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}
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protected override scriptEvents DoGetStateEventFlags(string state)
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{
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//Console.WriteLine("Get event flags for " + state);
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// Check to see if we've already computed the flags for this state
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scriptEvents eventFlags = scriptEvents.None;
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if (m_stateEvents.ContainsKey(state))
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{
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m_stateEvents.TryGetValue(state, out eventFlags);
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return eventFlags;
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}
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Type type=m_Script.GetType();
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// Fill in the events for this state, cache the results in the map
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foreach (KeyValuePair<string, scriptEvents> kvp in m_eventFlagsMap)
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{
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string evname = state + "_event_" + kvp.Key;
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//Console.WriteLine("Trying event "+evname);
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try
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{
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MethodInfo mi = type.GetMethod(evname);
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if (mi != null)
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{
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//Console.WriteLine("Found handler for " + kvp.Key);
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eventFlags |= kvp.Value;
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}
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}
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catch(Exception)
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{
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//Console.WriteLine("Exeption in GetMethod:\n"+e.ToString());
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}
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}
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// Save the flags we just computed and return the result
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if (eventFlags != 0)
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m_stateEvents.Add(state, eventFlags);
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//Console.WriteLine("Returning {0:x}", eventFlags);
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return (eventFlags);
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}
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protected override void DoExecuteEvent(string state, string FunctionName, object[] args)
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{
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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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string EventName = state + "_event_" + FunctionName;
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//#if DEBUG
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// Console.WriteLine("ScriptEngine: Script event function name: " + EventName);
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//#endif
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if (Events.ContainsKey(EventName) == false)
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{
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// Not found, create
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Type type = m_Script.GetType();
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try
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{
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MethodInfo mi = type.GetMethod(EventName);
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Events.Add(EventName, mi);
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}
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catch
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{
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Console.WriteLine("Event {0}not found", EventName);
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// Event name not found, cache it as not found
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Events.Add(EventName, null);
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}
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}
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// Get event
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MethodInfo ev = null;
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Events.TryGetValue(EventName, out ev);
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if (ev == null) // No event by that name!
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{
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//Console.WriteLine("ScriptEngine Can not find any event named: \String.Empty + EventName + "\String.Empty);
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return;
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}
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//cfk 2-7-08 dont need this right now and the default Linux build has DEBUG defined
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#if DEBUG
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//Console.WriteLine("ScriptEngine: Executing function name: " + EventName);
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#endif
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// Found
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ev.Invoke(m_Script, args);
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}
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}
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}
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@ -863,7 +863,6 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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private LLUUID m_ObjectID;
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private LLUUID m_AssetID;
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private IScript m_Script;
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private Executor m_Executor;
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private LLUUID m_AppDomain;
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private DetectParams[] m_DetectParams;
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private bool m_TimerQueued;
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@ -1009,12 +1008,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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m_Script.InitApi(kv.Key, kv.Value);
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}
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m_Executor = new Executor(m_Script);
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// m_Engine.Log.Debug("[XEngine] Script instance created");
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part.SetScriptEvents(m_ItemID,
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(int)m_Executor.GetStateEventFlags(State));
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(int)m_Script.GetStateEventFlags(State));
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}
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catch (Exception e)
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{
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@ -1274,7 +1271,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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if (part != null)
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{
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part.SetScriptEvents(m_ItemID,
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(int)m_Executor.GetStateEventFlags(State));
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(int)m_Script.GetStateEventFlags(State));
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}
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}
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else
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@ -1290,7 +1287,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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m_EventStart = DateTime.Now;
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m_InEvent = true;
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m_Executor.ExecuteEvent(State, data.EventName, data.Params);
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m_Script.ExecuteEvent(State, data.EventName, data.Params);
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m_InEvent = false;
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m_CurrentEvent = String.Empty;
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Reference in New Issue