Major reorganizing of DotNetEngine. Moved common script engine parts to ScriptEngine.Common, only .Net-specific code in DotNetEngine. AppDomains, event handling, event execution queue and multithreading, script load/unload queue, etc has been moved to ScriptEngine.Common.
Loads of things has been put into interfaces instead of the specific class. We are now one step closer to ScriptServer, and its very easy to implement new script languages. Just a few lines required to make them a OpenSim script module with all its glory.ThreadPoolClientBranch
parent
e2c679637e
commit
bacbade369
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@ -66,7 +66,8 @@ namespace OpenSim.Grid.ScriptServer
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// Load DotNetEngine
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Engine = ScriptEngines.LoadEngine("DotNetEngine");
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Engine.InitializeEngine(null, m_log, false);
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Engine.InitializeEngine(null, m_log, false, Engine.GetScriptManager());
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// Set up server
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@ -32,5 +32,7 @@ namespace OpenSim.Region.ScriptEngine.Common
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{
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string State();
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Executor Exec { get; }
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string Source { get; set; }
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void Start(LSL_BuiltIn_Commands_Interface BuiltIn_Commands);
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}
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}
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@ -36,9 +36,8 @@ using key = System.String;
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using vector = OpenSim.Region.ScriptEngine.Common.LSL_Types.Vector3;
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using rotation = OpenSim.Region.ScriptEngine.Common.LSL_Types.Quaternion;
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namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL
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namespace OpenSim.Region.ScriptEngine.Common
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{
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//[Serializable]
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public class LSL_BaseClass : MarshalByRefObject, LSL_BuiltIn_Commands_Interface, IScript
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{
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@ -46,7 +45,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL
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// Included as base for any LSL-script that is compiled.
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// Any function added here will be accessible to the LSL script. But it must also be added to "LSL_BuiltIn_Commands_Interface" in "OpenSim.Region.ScriptEngine.Common" class.
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//
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// Security note: This script will be running inside an restricted AppDomain. Currently AppDomain is not very restricted.zxs
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// Security note: This script will be running inside an restricted AppDomain. Currently AppDomain is not very restricted.
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//
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// Object never expires
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@ -68,7 +67,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL
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private Executor m_Exec;
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public Executor Exec
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Executor IScript.Exec
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{
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get
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{
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@ -78,8 +77,18 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL
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}
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}
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public LSL_BuiltIn_Commands_Interface m_LSL_Functions;
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public string SourceCode = "";
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private string _Source = "";
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public string Source
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{
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get
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{
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return _Source;
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}
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set { _Source = value; }
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}
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public LSL_BaseClass()
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{
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@ -91,6 +100,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL
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}
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public void Start(LSL_BuiltIn_Commands_Interface LSL_Functions)
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{
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m_LSL_Functions = LSL_Functions;
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@ -2150,5 +2160,6 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL
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// Can not be public const?
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public vector ZERO_VECTOR = new vector(0, 0, 0);
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public rotation ZERO_ROTATION = new rotation(0, 0, 0, 0);
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}
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}
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@ -1,4 +1,4 @@
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/*
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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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@ -37,35 +37,23 @@ using OpenSim.Framework;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Scenes;
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using OpenSim.Region.ScriptEngine.Common;
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using OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL;
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//using OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL;
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namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler
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namespace OpenSim.Region.ScriptEngine.Common
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{
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//
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// !!!IMPORTANT!!!
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//
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// REMEMBER TO UPDATE http://opensimulator.org/wiki/LlFunction_implementation_status
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//
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// Notes:
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// * If any function here needs to execute a LSL event in the script, use instance of "EventQueueManager" in "ScriptEngine".
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// * If any function here needs to do some more advanced stuff like waiting for IO callbacks or similar that takes a long time then use "llSetTimerEvent" function as example.
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// There is a class called "LSLLongCmdHandler" that is used for long LSL commands.
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/// <summary>
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/// Contains all LSL ll-functions. This class will be in Default AppDomain.
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/// </summary>
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public class LSL_BuiltIn_Commands : MarshalByRefObject, LSL_BuiltIn_Commands_Interface
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{
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private ASCIIEncoding enc = new ASCIIEncoding();
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private ScriptEngine m_ScriptEngine;
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private ScriptEngineBase.ScriptEngine m_ScriptEngine;
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private SceneObjectPart m_host;
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private uint m_localID;
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private LLUUID m_itemID;
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private bool throwErrorOnNotImplemented = true;
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public LSL_BuiltIn_Commands(ScriptEngine ScriptEngine, SceneObjectPart host, uint localID, LLUUID itemID)
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public LSL_BuiltIn_Commands(ScriptEngineBase.ScriptEngine ScriptEngine, SceneObjectPart host, uint localID, LLUUID itemID)
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{
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m_ScriptEngine = ScriptEngine;
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m_host = host;
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@ -2836,7 +2824,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler
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param.Add(o.ToString());
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}
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LLUUID reqID = httpScriptMod.
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StartHttpRequest(m_localID, m_itemID, url, param, body);
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StartHttpRequest(m_localID, m_itemID, url, param, body);
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if (!reqID.Equals(null))
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return reqID.ToString();
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@ -30,9 +30,9 @@ using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Reflection;
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using OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL;
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using OpenSim.Region.ScriptEngine.Common;
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namespace OpenSim.Region.ScriptEngine.DotNetEngine
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namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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{
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public class AppDomainManager
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{
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@ -186,14 +186,14 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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}
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public LSL_BaseClass LoadScript(string FileName)
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public IScript LoadScript(string FileName)
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{
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// Find next available AppDomain to put it in
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AppDomainStructure FreeAppDomain = GetFreeAppDomain();
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Console.WriteLine("Loading into AppDomain: " + FileName);
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LSL_BaseClass mbrt =
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(LSL_BaseClass)
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IScript mbrt =
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(IScript)
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FreeAppDomain.CurrentAppDomain.CreateInstanceFromAndUnwrap(FileName, "SecondLife.Script");
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//Console.WriteLine("ScriptEngine AppDomainManager: is proxy={0}", RemotingServices.IsTransparentProxy(mbrt));
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FreeAppDomain.ScriptsLoaded++;
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@ -26,7 +26,7 @@
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*
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*/
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/* Original code: Tedd Hansen */
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namespace OpenSim.Region.ScriptEngine.DotNetEngine
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namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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{
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public static class Common
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{
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@ -30,7 +30,7 @@ using System;
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using libsecondlife;
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using OpenSim.Framework;
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namespace OpenSim.Region.ScriptEngine.DotNetEngine
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namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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{
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/// <summary>
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/// Prepares events so they can be directly executed upon a script by EventQueueManager, then queues it.
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@ -253,7 +253,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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// Handled by long commands
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public void http_response(uint localID, LLUUID itemID)
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{
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// myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "http_response");
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// myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "http_response");
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}
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}
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}
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@ -33,16 +33,15 @@ using System.Threading;
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using libsecondlife;
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using OpenSim.Framework;
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using OpenSim.Region.Environment.Scenes.Scripting;
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using OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL;
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namespace OpenSim.Region.ScriptEngine.DotNetEngine
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namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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{
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/// <summary>
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/// EventQueueManager handles event queues
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/// Events are queued and executed in separate thread
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/// </summary>
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[Serializable]
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internal class EventQueueManager
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public class EventQueueManager
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{
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//
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@ -327,7 +326,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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return;
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}
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Dictionary<LLUUID, LSL_BaseClass>.KeyCollection scriptKeys =
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Dictionary<LLUUID, IScript>.KeyCollection scriptKeys =
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m_ScriptEngine.m_ScriptManager.GetScriptKeys(localID);
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foreach (LLUUID itemID in scriptKeys)
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@ -33,12 +33,12 @@ using libsecondlife;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Modules;
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namespace OpenSim.Region.ScriptEngine.DotNetEngine
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namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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{
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/// <summary>
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/// Handles LSL commands that takes long time and returns an event, for example timers, HTTP requests, etc.
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/// </summary>
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internal class LSLLongCmdHandler
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public class LSLLongCmdHandler
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{
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private Thread cmdHandlerThread;
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private int cmdHandlerThreadCycleSleepms = 100;
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@ -0,0 +1,131 @@
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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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*/
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/* Original code: Tedd Hansen */
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using System;
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using Nini.Config;
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using OpenSim.Framework.Console;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Scenes;
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using OpenSim.Region.ScriptEngine.Common;
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using OpenSim.Region.ScriptEngine.Common.ScriptEngineBase;
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namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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{
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/// <summary>
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/// This is the root object for ScriptEngine. Objects access each other trough this class.
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/// </summary>
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///
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[Serializable]
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public abstract class ScriptEngine : IRegionModule, OpenSim.Region.ScriptEngine.Common.ScriptServerInterfaces.ScriptEngine
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{
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public Scene World;
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public EventManager m_EventManager; // Handles and queues incoming events from OpenSim
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public EventQueueManager m_EventQueueManager; // Executes events
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public ScriptManager m_ScriptManager; // Load, unload and execute scripts
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public AppDomainManager m_AppDomainManager;
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public LSLLongCmdHandler m_LSLLongCmdHandler;
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public ScriptManager GetScriptManager()
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{
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return _GetScriptManager();
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}
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public abstract ScriptManager _GetScriptManager();
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private LogBase m_log;
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public ScriptEngine()
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{
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//Common.SendToDebug("ScriptEngine Object Initialized");
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Common.mySE = this;
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}
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public LogBase Log
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{
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get { return m_log; }
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}
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public void InitializeEngine(Scene Sceneworld, LogBase logger, bool HookUpToServer, ScriptManager newScriptManager)
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{
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World = Sceneworld;
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m_log = logger;
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Log.Verbose("ScriptEngine", "DotNet & LSL ScriptEngine initializing");
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//m_logger.Status("ScriptEngine", "InitializeEngine");
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// Create all objects we'll be using
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m_EventQueueManager = new EventQueueManager(this);
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m_EventManager = new EventManager(this, HookUpToServer);
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m_ScriptManager = newScriptManager;
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//m_ScriptManager = new ScriptManager(this);
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m_AppDomainManager = new AppDomainManager();
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m_LSLLongCmdHandler = new LSLLongCmdHandler(this);
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// Should we iterate the region for scripts that needs starting?
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// Or can we assume we are loaded before anything else so we can use proper events?
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}
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public void Shutdown()
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{
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// We are shutting down
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}
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ScriptServerInterfaces.RemoteEvents ScriptServerInterfaces.ScriptEngine.EventManager()
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{
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return this.m_EventManager;
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}
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#region IRegionModule
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public abstract void Initialise(Scene scene, IConfigSource config);
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public void PostInitialise()
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{
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}
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public void Close()
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{
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}
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public string Name
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{
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get { return "DotNetEngine"; }
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}
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public bool IsSharedModule
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{
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get { return false; }
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}
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#endregion
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}
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}
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@ -0,0 +1,347 @@
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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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*/
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/* Original code: Tedd Hansen */
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Reflection;
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using System.Runtime.Serialization.Formatters.Binary;
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using System.Threading;
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using libsecondlife;
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using OpenSim.Framework;
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using OpenSim.Region.Environment.Scenes;
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using OpenSim.Region.ScriptEngine.Common;
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namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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{
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/// <summary>
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/// Loads scripts
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/// Compiles them if necessary
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/// Execute functions for EventQueueManager (Sends them to script on other AppDomain for execution)
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/// </summary>
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///
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// 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.
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// * Keeps track of running scripts
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// * Compiles script if necessary (through "Compiler")
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// * Loads script (through "AppDomainManager" called from for example "EventQueueManager")
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// * Executes functions inside script (called from for example "EventQueueManager" class)
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// * Unloads script (through "AppDomainManager" called from for example "EventQueueManager")
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// * Dedicated load/unload thread, and queues loading/unloading.
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// This so that scripts starting or stopping will not slow down other theads or whole system.
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//
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[Serializable]
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public abstract class ScriptManager
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{
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#region Declares
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private Thread scriptLoadUnloadThread;
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private int scriptLoadUnloadThread_IdleSleepms = 100;
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private Queue<LUStruct> LUQueue = new Queue<LUStruct>();
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// Load/Unload structure
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private struct LUStruct
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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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public LUType Action;
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}
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private enum LUType
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{
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Unknown = 0,
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Load = 1,
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Unload = 2
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}
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// Object<string, Script<string, script>>
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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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public Dictionary<uint, Dictionary<LLUUID, IScript>> Scripts =
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new Dictionary<uint, Dictionary<LLUUID, IScript>>();
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public Scene World
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{
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get { return m_scriptEngine.World; }
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}
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#endregion
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#region Object init/shutdown
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public ScriptEngineBase.ScriptEngine m_scriptEngine;
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public ScriptManager(ScriptEngineBase.ScriptEngine scriptEngine)
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{
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m_scriptEngine = scriptEngine;
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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
|
||||
}
|
||||
}
|
|
@ -2,6 +2,7 @@
|
|||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Console;
|
||||
using OpenSim.Region.Environment.Scenes;
|
||||
using OpenSim.Region.ScriptEngine.Common.ScriptEngineBase;
|
||||
|
||||
namespace OpenSim.Region.ScriptEngine.Common
|
||||
{
|
||||
|
@ -52,7 +53,8 @@ namespace OpenSim.Region.ScriptEngine.Common
|
|||
public interface ScriptEngine
|
||||
{
|
||||
RemoteEvents EventManager();
|
||||
void InitializeEngine(Scene Sceneworld, LogBase logger, bool DontHookUp);
|
||||
void InitializeEngine(Scene Sceneworld, LogBase logger, bool DontHookUp, ScriptManager newScriptManager);
|
||||
ScriptManager GetScriptManager();
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -58,10 +58,10 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL
|
|||
{
|
||||
case ".txt":
|
||||
case ".lsl":
|
||||
Common.SendToDebug("Source code is LSL, converting to CS");
|
||||
Common.ScriptEngineBase.Common.SendToDebug("Source code is LSL, converting to CS");
|
||||
return CompileFromLSLText(File.ReadAllText(LSOFileName));
|
||||
case ".cs":
|
||||
Common.SendToDebug("Source code is CS");
|
||||
Common.ScriptEngineBase.Common.SendToDebug("Source code is CS");
|
||||
return CompileFromCSText(File.ReadAllText(LSOFileName));
|
||||
default:
|
||||
throw new Exception("Unknown script type.");
|
||||
|
|
|
@ -313,7 +313,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL
|
|||
"namespace SecondLife { ";
|
||||
Return += "" +
|
||||
//"[Serializable] " +
|
||||
"public class Script : OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass { ";
|
||||
"public class Script : OpenSim.Region.ScriptEngine.Common.LSL_BaseClass { ";
|
||||
Return += @"public Script() { } ";
|
||||
Return += Script;
|
||||
Return += "} }\r\n";
|
||||
|
|
|
@ -32,93 +32,23 @@ 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;
|
||||
using EventManager=OpenSim.Region.ScriptEngine.Common.ScriptEngineBase.EventManager;
|
||||
|
||||
namespace OpenSim.Region.ScriptEngine.DotNetEngine
|
||||
{
|
||||
/// <summary>
|
||||
/// This is the root object for ScriptEngine. Objects access each other trough this class.
|
||||
/// </summary>
|
||||
///
|
||||
[Serializable]
|
||||
public class ScriptEngine : IRegionModule, OpenSim.Region.ScriptEngine.Common.ScriptServerInterfaces.ScriptEngine
|
||||
public class ScriptEngine : OpenSim.Region.ScriptEngine.Common.ScriptEngineBase.ScriptEngine
|
||||
{
|
||||
public Scene World;
|
||||
public EventManager m_EventManager; // Handles and queues incoming events from OpenSim
|
||||
internal EventQueueManager m_EventQueueManager; // Executes events
|
||||
public ScriptManager m_ScriptManager; // Load, unload and execute scripts
|
||||
internal AppDomainManager m_AppDomainManager;
|
||||
internal LSLLongCmdHandler m_LSLLongCmdHandler;
|
||||
|
||||
private LogBase m_log;
|
||||
|
||||
public ScriptEngine()
|
||||
// We need to override a few things for our DotNetEngine
|
||||
public override void Initialise(Scene scene, IConfigSource config)
|
||||
{
|
||||
//Common.SendToDebug("ScriptEngine Object Initialized");
|
||||
Common.mySE = this;
|
||||
InitializeEngine(scene, MainLog.Instance, true, GetScriptManager());
|
||||
}
|
||||
|
||||
public LogBase Log
|
||||
public override OpenSim.Region.ScriptEngine.Common.ScriptEngineBase.ScriptManager _GetScriptManager()
|
||||
{
|
||||
get { return m_log; }
|
||||
return new ScriptManager(this);
|
||||
}
|
||||
|
||||
public void InitializeEngine(Scene Sceneworld, LogBase logger, bool HookUpToServer)
|
||||
{
|
||||
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 = 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 void Initialise(Scene scene, IConfigSource config)
|
||||
{
|
||||
InitializeEngine(scene, MainLog.Instance, true);
|
||||
}
|
||||
|
||||
public void PostInitialise()
|
||||
{
|
||||
}
|
||||
|
||||
public void Close()
|
||||
{
|
||||
}
|
||||
|
||||
public string Name
|
||||
{
|
||||
get { return "DotNetEngine"; }
|
||||
}
|
||||
|
||||
public bool IsSharedModule
|
||||
{
|
||||
get { return false; }
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
}
|
||||
}
|
|
@ -35,421 +35,127 @@ using System.Threading;
|
|||
using libsecondlife;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Environment.Scenes;
|
||||
using OpenSim.Region.ScriptEngine.DotNetEngine.Compiler;
|
||||
using OpenSim.Region.ScriptEngine.Common;
|
||||
using OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL;
|
||||
|
||||
namespace OpenSim.Region.ScriptEngine.DotNetEngine
|
||||
{
|
||||
/// <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 class ScriptManager
|
||||
public class ScriptManager : OpenSim.Region.ScriptEngine.Common.ScriptEngineBase.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 ScriptManager(Common.ScriptEngineBase.ScriptEngine scriptEngine)
|
||||
: base(scriptEngine)
|
||||
{
|
||||
public uint localID;
|
||||
public LLUUID itemID;
|
||||
public string script;
|
||||
public LUType Action;
|
||||
base.m_scriptEngine = scriptEngine;
|
||||
|
||||
}
|
||||
|
||||
private enum LUType
|
||||
{
|
||||
Unknown = 0,
|
||||
Load = 1,
|
||||
Unload = 2
|
||||
}
|
||||
// KEEP TRACK OF SCRIPTS <int id, whatever script>
|
||||
//internal Dictionary<uint, Dictionary<LLUUID, LSL_BaseClass>> Scripts = new Dictionary<uint, Dictionary<LLUUID, LSL_BaseClass>>();
|
||||
// LOAD SCRIPT
|
||||
// UNLOAD SCRIPT
|
||||
// PROVIDE SCRIPT WITH ITS INTERFACE TO OpenSim
|
||||
|
||||
// Object<string, Script<string, script>>
|
||||
// IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory.
|
||||
// Instead use RuntimeTypeHandle, RuntimeFieldHandle and RunTimeHandle (IntPtr) instead!
|
||||
internal Dictionary<uint, Dictionary<LLUUID, LSL_BaseClass>> Scripts =
|
||||
new Dictionary<uint, Dictionary<LLUUID, LSL_BaseClass>>();
|
||||
|
||||
public Scene World
|
||||
{
|
||||
get { return m_scriptEngine.World; }
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Object init/shutdown
|
||||
|
||||
private ScriptEngine m_scriptEngine;
|
||||
|
||||
public ScriptManager(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();
|
||||
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 Internal functions to keep track of script
|
||||
|
||||
internal Dictionary<LLUUID, LSL_BaseClass>.KeyCollection GetScriptKeys(uint localID)
|
||||
{
|
||||
if (Scripts.ContainsKey(localID) == false)
|
||||
return null;
|
||||
|
||||
Dictionary<LLUUID, LSL_BaseClass> Obj;
|
||||
Scripts.TryGetValue(localID, out Obj);
|
||||
|
||||
return Obj.Keys;
|
||||
}
|
||||
|
||||
internal LSL_BaseClass GetScript(uint localID, LLUUID itemID)
|
||||
{
|
||||
if (Scripts.ContainsKey(localID) == false)
|
||||
return null;
|
||||
|
||||
Dictionary<LLUUID, LSL_BaseClass> Obj;
|
||||
Scripts.TryGetValue(localID, out Obj);
|
||||
if (Obj.ContainsKey(itemID) == false)
|
||||
return null;
|
||||
|
||||
// Get script
|
||||
LSL_BaseClass Script;
|
||||
Obj.TryGetValue(itemID, out Script);
|
||||
|
||||
return Script;
|
||||
}
|
||||
|
||||
internal void SetScript(uint localID, LLUUID itemID, LSL_BaseClass Script)
|
||||
{
|
||||
// Create object if it doesn't exist
|
||||
if (Scripts.ContainsKey(localID) == false)
|
||||
{
|
||||
Scripts.Add(localID, new Dictionary<LLUUID, LSL_BaseClass>());
|
||||
}
|
||||
|
||||
// Delete script if it exists
|
||||
Dictionary<LLUUID, LSL_BaseClass> Obj;
|
||||
Scripts.TryGetValue(localID, out Obj);
|
||||
if (Obj.ContainsKey(itemID) == true)
|
||||
Obj.Remove(itemID);
|
||||
|
||||
// Add to object
|
||||
Obj.Add(itemID, Script);
|
||||
}
|
||||
|
||||
internal void RemoveScript(uint localID, LLUUID itemID)
|
||||
{
|
||||
// Don't have that object?
|
||||
if (Scripts.ContainsKey(localID) == false)
|
||||
return;
|
||||
|
||||
// Delete script if it exists
|
||||
Dictionary<LLUUID, LSL_BaseClass> Obj;
|
||||
Scripts.TryGetValue(localID, out Obj);
|
||||
if (Obj.ContainsKey(itemID) == true)
|
||||
Obj.Remove(itemID);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Start/Stop/Reset script
|
||||
|
||||
private 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);
|
||||
}
|
||||
|
||||
public void ResetScript(uint localID, LLUUID itemID)
|
||||
{
|
||||
string script = GetScript(localID, itemID).SourceCode;
|
||||
StopScript(localID, itemID);
|
||||
StartScript(localID, itemID, script);
|
||||
}
|
||||
|
||||
// Create a new instance of the compiler (reuse)
|
||||
private Compiler.LSL.Compiler LSLCompiler = new Compiler.LSL.Compiler();
|
||||
|
||||
private void _StartScript(uint localID, LLUUID itemID, string Script)
|
||||
public override void _StartScript(uint localID, LLUUID itemID, string Script)
|
||||
{
|
||||
lock (startStopLock)
|
||||
//IScriptHost root = host.GetRoot();
|
||||
Console.WriteLine("ScriptManager StartScript: localID: " + localID + ", itemID: " + itemID);
|
||||
|
||||
// We will initialize and start the script.
|
||||
// It will be up to the script itself to hook up the correct events.
|
||||
string ScriptSource = "";
|
||||
|
||||
SceneObjectPart m_host = World.GetSceneObjectPart(localID);
|
||||
|
||||
try
|
||||
{
|
||||
//IScriptHost root = host.GetRoot();
|
||||
Console.WriteLine("ScriptManager StartScript: localID: " + localID + ", itemID: " + itemID);
|
||||
// Compile (We assume LSL)
|
||||
ScriptSource = LSLCompiler.CompileFromLSLText(Script);
|
||||
|
||||
// We will initialize and start the script.
|
||||
// It will be up to the script itself to hook up the correct events.
|
||||
string ScriptSource = "";
|
||||
#if DEBUG
|
||||
long before;
|
||||
before = GC.GetTotalMemory(true);
|
||||
#endif
|
||||
|
||||
SceneObjectPart m_host = World.GetSceneObjectPart(localID);
|
||||
IScript CompiledScript;
|
||||
CompiledScript = m_scriptEngine.m_AppDomainManager.LoadScript(ScriptSource);
|
||||
|
||||
#if DEBUG
|
||||
Console.WriteLine("Script " + itemID + " occupies {0} bytes", GC.GetTotalMemory(true) - before);
|
||||
#endif
|
||||
|
||||
CompiledScript.Source = ScriptSource;
|
||||
// Add it to our script memstruct
|
||||
SetScript(localID, itemID, CompiledScript);
|
||||
|
||||
// We need to give (untrusted) assembly a private instance of BuiltIns
|
||||
// this private copy will contain Read-Only FullitemID so that it can bring that on to the server whenever needed.
|
||||
|
||||
|
||||
LSL_BuiltIn_Commands LSLB = new LSL_BuiltIn_Commands(m_scriptEngine, m_host, localID, itemID);
|
||||
|
||||
// Start the script - giving it BuiltIns
|
||||
CompiledScript.Start(LSLB);
|
||||
|
||||
// Fire the first start-event
|
||||
m_scriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "state_entry", new object[] { });
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
//m_scriptEngine.Log.Error("ScriptEngine", "Error compiling script: " + e.ToString());
|
||||
try
|
||||
{
|
||||
if (!Script.EndsWith("dll"))
|
||||
{
|
||||
// Compile (We assume LSL)
|
||||
ScriptSource = LSLCompiler.CompileFromLSLText(Script);
|
||||
//Console.WriteLine("Compilation of " + FileName + " done");
|
||||
// * Insert yield into code
|
||||
ScriptSource = ProcessYield(ScriptSource);
|
||||
}
|
||||
else
|
||||
{
|
||||
ScriptSource = Script;
|
||||
}
|
||||
|
||||
#if DEBUG
|
||||
long before;
|
||||
before = GC.GetTotalMemory(true);
|
||||
#endif
|
||||
|
||||
LSL_BaseClass CompiledScript;
|
||||
CompiledScript = m_scriptEngine.m_AppDomainManager.LoadScript(ScriptSource);
|
||||
|
||||
#if DEBUG
|
||||
Console.WriteLine("Script " + itemID + " occupies {0} bytes", GC.GetTotalMemory(true) - before);
|
||||
#endif
|
||||
|
||||
CompiledScript.SourceCode = ScriptSource;
|
||||
// Add it to our script memstruct
|
||||
SetScript(localID, itemID, CompiledScript);
|
||||
|
||||
// We need to give (untrusted) assembly a private instance of BuiltIns
|
||||
// this private copy will contain Read-Only FullitemID so that it can bring that on to the server whenever needed.
|
||||
|
||||
|
||||
LSL_BuiltIn_Commands LSLB = new LSL_BuiltIn_Commands(m_scriptEngine, m_host, localID, itemID);
|
||||
|
||||
// Start the script - giving it BuiltIns
|
||||
CompiledScript.Start(LSLB);
|
||||
|
||||
// Fire the first start-event
|
||||
m_scriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "state_entry", new object[] {});
|
||||
// DISPLAY ERROR INWORLD
|
||||
string text = "Error compiling script:\r\n" + e.Message.ToString();
|
||||
if (text.Length > 1500)
|
||||
text = text.Substring(0, 1500);
|
||||
World.SimChat(Helpers.StringToField(text), ChatTypeEnum.Say, 0, m_host.AbsolutePosition,
|
||||
m_host.Name, m_host.UUID);
|
||||
}
|
||||
catch (Exception e)
|
||||
catch (Exception e2)
|
||||
{
|
||||
//m_scriptEngine.Log.Error("ScriptEngine", "Error compiling script: " + e.ToString());
|
||||
try
|
||||
{
|
||||
// DISPLAY ERROR INWORLD
|
||||
string text = "Error compiling script:\r\n" + e.Message.ToString();
|
||||
if (text.Length > 1500)
|
||||
text = text.Substring(0, 1500);
|
||||
World.SimChat(Helpers.StringToField(text), ChatTypeEnum.Say, 0, m_host.AbsolutePosition,
|
||||
m_host.Name, m_host.UUID);
|
||||
}
|
||||
catch (Exception e2)
|
||||
{
|
||||
m_scriptEngine.Log.Error("ScriptEngine", "Error displaying error in-world: " + e2.ToString());
|
||||
m_scriptEngine.Log.Error("ScriptEngine",
|
||||
"Errormessage: Error compiling script:\r\n" + e.Message.ToString());
|
||||
}
|
||||
m_scriptEngine.Log.Error("ScriptEngine", "Error displaying error in-world: " + e2.ToString());
|
||||
m_scriptEngine.Log.Error("ScriptEngine",
|
||||
"Errormessage: Error compiling script:\r\n" + e.Message.ToString());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void _StopScript(uint localID, LLUUID itemID)
|
||||
public override void _StopScript(uint localID, LLUUID itemID)
|
||||
{
|
||||
lock (startStopLock)
|
||||
{
|
||||
// Stop script
|
||||
Console.WriteLine("Stop script localID: " + localID + " LLUID: " + itemID.ToString());
|
||||
// Stop script
|
||||
Console.WriteLine("Stop script localID: " + localID + " LLUID: " + itemID.ToString());
|
||||
|
||||
|
||||
// Stop long command on script
|
||||
m_scriptEngine.m_LSLLongCmdHandler.RemoveScript(localID, itemID);
|
||||
// Stop long command on script
|
||||
m_scriptEngine.m_LSLLongCmdHandler.RemoveScript(localID, itemID);
|
||||
|
||||
LSL_BaseClass LSLBC = GetScript(localID, itemID);
|
||||
if (LSLBC == null)
|
||||
return;
|
||||
|
||||
// TEMP: First serialize it
|
||||
//GetSerializedScript(localID, itemID);
|
||||
|
||||
|
||||
try
|
||||
{
|
||||
// Get AppDomain
|
||||
AppDomain ad = LSLBC.Exec.GetAppDomain();
|
||||
// Tell script not to accept new requests
|
||||
GetScript(localID, itemID).Exec.StopScript();
|
||||
// Remove from internal structure
|
||||
RemoveScript(localID, itemID);
|
||||
// Tell AppDomain that we have stopped script
|
||||
m_scriptEngine.m_AppDomainManager.StopScript(ad);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Console.WriteLine("Exception stopping script localID: " + localID + " LLUID: " + itemID.ToString() +
|
||||
": " + e.ToString());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private string ProcessYield(string FileName)
|
||||
{
|
||||
// TODO: Create a new assembly and copy old but insert Yield Code
|
||||
//return TempDotNetMicroThreadingCodeInjector.TestFix(FileName);
|
||||
return FileName;
|
||||
}
|
||||
|
||||
#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);
|
||||
LSL_BaseClass Script = m_scriptEngine.m_ScriptManager.GetScript(localID, itemID);
|
||||
if (Script == null)
|
||||
IScript LSLBC = GetScript(localID, itemID);
|
||||
if (LSLBC == 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);
|
||||
// TEMP: First serialize it
|
||||
//GetSerializedScript(localID, itemID);
|
||||
|
||||
|
||||
try
|
||||
{
|
||||
// Get AppDomain
|
||||
AppDomain ad = LSLBC.Exec.GetAppDomain();
|
||||
// Tell script not to accept new requests
|
||||
GetScript(localID, itemID).Exec.StopScript();
|
||||
// Remove from internal structure
|
||||
RemoveScript(localID, itemID);
|
||||
// Tell AppDomain that we have stopped script
|
||||
m_scriptEngine.m_AppDomainManager.StopScript(ad);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Console.WriteLine("Exception stopping script localID: " + localID + " LLUID: " + itemID.ToString() +
|
||||
": " + e.ToString());
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#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
|
||||
}
|
||||
}
|
|
@ -1,69 +0,0 @@
|
|||
/*
|
||||
* 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.IO;
|
||||
using Rail.Reflect;
|
||||
using Rail.Transformation;
|
||||
|
||||
namespace OpenSim.Region.ScriptEngine.DotNetEngine
|
||||
{
|
||||
/// <summary>
|
||||
/// Tedds Sandbox for RAIL/microtrheading. This class is only for testing purposes!
|
||||
/// Its offspring will be the actual implementation.
|
||||
/// </summary>
|
||||
internal class TempDotNetMicroThreadingCodeInjector
|
||||
{
|
||||
public static string TestFix(string FileName)
|
||||
{
|
||||
string ret = Path.GetFileNameWithoutExtension(FileName + "_fixed.dll");
|
||||
|
||||
Console.WriteLine("Loading: \"" + FileName + "\"");
|
||||
RAssemblyDef rAssembly = RAssemblyDef.LoadAssembly(FileName);
|
||||
|
||||
|
||||
//Get the type of the method to copy from assembly Teste2.exe to assembly Teste.exe
|
||||
RTypeDef type = (RTypeDef) rAssembly.RModuleDef.GetType("SecondLife.Script");
|
||||
|
||||
//Get the methods in the type
|
||||
RMethod[] m = type.GetMethods();
|
||||
|
||||
//Create a MethodPrologueAdder visitor object with the method to add
|
||||
//and with the flag that enables local variable creation set to true
|
||||
MethodPrologueAdder mpa = new MethodPrologueAdder((RMethodDef) m[0], true);
|
||||
|
||||
//Apply the changes to the assembly
|
||||
rAssembly.Accept(mpa);
|
||||
|
||||
//Save the new assembly
|
||||
rAssembly.SaveAssembly(ret);
|
||||
|
||||
return ret;
|
||||
}
|
||||
}
|
||||
}
|
10
prebuild.xml
10
prebuild.xml
|
@ -1119,6 +1119,13 @@
|
|||
<Reference name="OpenSim.Framework"/>
|
||||
<Reference name="OpenSim.Region.Environment" />
|
||||
<Reference name="OpenSim.Framework.Console"/>
|
||||
<Reference name="Axiom.MathLib.dll" localCopy="false"/>
|
||||
<Reference name="Nini.dll" />
|
||||
<Reference name="RAIL.dll"/>
|
||||
<Reference name="OpenSim.Framework.Console"/>
|
||||
<Reference name="OpenSim.Region.Terrain.BasicTerrain"/>
|
||||
<Reference name="Nini.dll" />
|
||||
|
||||
<Files>
|
||||
<Match pattern="*.cs" recurse="true"/>
|
||||
</Files>
|
||||
|
@ -1158,9 +1165,6 @@
|
|||
</Files>
|
||||
</Project>
|
||||
|
||||
|
||||
|
||||
|
||||
<Project name="OpenSim.Grid.ScriptServer" path="OpenSim/Grid/ScriptServer" type="Exe">
|
||||
<Configuration name="Debug">
|
||||
<Options>
|
||||
|
|
Loading…
Reference in New Issue