Finishing the code cleanup in DNE, make llDie work again in DNE.
Add some compile messages from XEngine into DNE as well.0.6.0-stable
parent
16b6738cda
commit
e5db6a75d0
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@ -46,21 +46,26 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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public class EventManager : iScriptEngineFunctionModule
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{
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//
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// Class is instanced in "ScriptEngine" and Uses "EventQueueManager" that is also instanced in "ScriptEngine".
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// Class is instanced in "ScriptEngine" and Uses "EventQueueManager"
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// that is also instanced in "ScriptEngine".
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// This class needs a bit of explaining:
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//
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// This class it the link between an event inside OpenSim and the corresponding event in a user script being executed.
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// This class it the link between an event inside OpenSim and
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// the corresponding event in a user script being executed.
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//
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// For example when an user touches an object then the "myScriptEngine.World.EventManager.OnObjectGrab" event is fired inside OpenSim.
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// We hook up to this event and queue a touch_start in EventQueueManager with the proper LSL parameters.
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// For example when an user touches an object then the
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// "myScriptEngine.World.EventManager.OnObjectGrab" event is fired
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// inside OpenSim.
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// We hook up to this event and queue a touch_start in
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// EventQueueManager with the proper LSL parameters.
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// It will then be delivered to the script by EventQueueManager.
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//
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// You can check debug C# dump of an LSL script if you need to verify what exact parameters are needed.
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// You can check debug C# dump of an LSL script if you need to
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// verify what exact parameters are needed.
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//
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private ScriptEngine myScriptEngine;
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//public IScriptHost TEMP_OBJECT_ID;
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public EventManager(ScriptEngine _ScriptEngine, bool performHookUp)
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{
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myScriptEngine = _ScriptEngine;
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@ -74,28 +79,34 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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public void HookUpEvents()
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{
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// Hook up to events from OpenSim
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// We may not want to do it because someone is controlling us and will deliver events to us
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myScriptEngine.Log.Info("[" + myScriptEngine.ScriptEngineName +
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"]: Hooking up to server events");
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myScriptEngine.Log.Info("[" + myScriptEngine.ScriptEngineName + "]: Hooking up to server events");
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myScriptEngine.World.EventManager.OnObjectGrab += touch_start;
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myScriptEngine.World.EventManager.OnObjectDeGrab += touch_end;
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myScriptEngine.World.EventManager.OnRemoveScript += OnRemoveScript;
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myScriptEngine.World.EventManager.OnScriptChangedEvent += changed;
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myScriptEngine.World.EventManager.OnScriptAtTargetEvent += at_target;
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myScriptEngine.World.EventManager.OnScriptNotAtTargetEvent += not_at_target;
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myScriptEngine.World.EventManager.OnScriptControlEvent += control;
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myScriptEngine.World.EventManager.OnScriptColliderStart += collision_start;
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myScriptEngine.World.EventManager.OnScriptColliding += collision;
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myScriptEngine.World.EventManager.OnScriptCollidingEnd += collision_end;
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myScriptEngine.World.EventManager.OnObjectGrab +=
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touch_start;
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myScriptEngine.World.EventManager.OnObjectDeGrab +=
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touch_end;
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myScriptEngine.World.EventManager.OnRemoveScript +=
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OnRemoveScript;
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myScriptEngine.World.EventManager.OnScriptChangedEvent +=
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changed;
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myScriptEngine.World.EventManager.OnScriptAtTargetEvent +=
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at_target;
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myScriptEngine.World.EventManager.OnScriptNotAtTargetEvent +=
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not_at_target;
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myScriptEngine.World.EventManager.OnScriptControlEvent +=
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control;
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myScriptEngine.World.EventManager.OnScriptColliderStart +=
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collision_start;
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myScriptEngine.World.EventManager.OnScriptColliding +=
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collision;
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myScriptEngine.World.EventManager.OnScriptCollidingEnd +=
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collision_end;
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// TODO: HOOK ALL EVENTS UP TO SERVER!
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IMoneyModule money=myScriptEngine.World.RequestModuleInterface<IMoneyModule>();
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IMoneyModule money =
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myScriptEngine.World.RequestModuleInterface<IMoneyModule>();
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if (money != null)
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{
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money.OnObjectPaid+=HandleObjectPaid;
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}
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}
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public void ReadConfig()
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@ -104,7 +115,9 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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private void HandleObjectPaid(UUID objectID, UUID agentID, int amount)
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{
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SceneObjectPart part=myScriptEngine.World.GetSceneObjectPart(objectID);
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SceneObjectPart part =
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myScriptEngine.World.GetSceneObjectPart(objectID);
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if (part != null)
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{
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money(part.LocalId, agentID, amount);
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@ -127,8 +140,8 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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new DetectParams[0]));
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}
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public void touch_start(uint localID, uint originalID, Vector3 offsetPos,
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IClientAPI remoteClient)
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public void touch_start(uint localID, uint originalID,
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Vector3 offsetPos, IClientAPI remoteClient)
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{
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// Add to queue for all scripts in ObjectID object
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DetectParams[] det = new DetectParams[1];
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@ -138,7 +151,9 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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if (originalID == 0)
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{
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SceneObjectPart part = myScriptEngine.World.GetSceneObjectPart(localID);
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SceneObjectPart part =
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myScriptEngine.World.GetSceneObjectPart(localID);
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if (part == null)
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return;
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@ -146,7 +161,8 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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}
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else
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{
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SceneObjectPart originalPart = myScriptEngine.World.GetSceneObjectPart(originalID);
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SceneObjectPart originalPart =
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myScriptEngine.World.GetSceneObjectPart(originalID);
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det[0].LinkNum = originalPart.LinkNum;
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}
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@ -196,7 +212,8 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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if (originalID == 0)
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{
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SceneObjectPart part = myScriptEngine.World.GetSceneObjectPart(localID);
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SceneObjectPart part =
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myScriptEngine.World.GetSceneObjectPart(localID);
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if (part == null)
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return;
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@ -204,7 +221,8 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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}
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else
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{
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SceneObjectPart originalPart = myScriptEngine.World.GetSceneObjectPart(originalID);
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SceneObjectPart originalPart =
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myScriptEngine.World.GetSceneObjectPart(originalID);
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det[0].LinkNum = originalPart.LinkNum;
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}
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@ -213,9 +231,12 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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det));
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}
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public void OnRezScript(uint localID, UUID itemID, string script, int startParam, bool postOnRez, string engine)
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public void OnRezScript(uint localID, UUID itemID, string script,
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int startParam, bool postOnRez, string engine)
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{
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List<IScriptModule> engines = new List<IScriptModule>(myScriptEngine.World.RequestModuleInterfaces<IScriptModule>());
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List<IScriptModule> engines =
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new List<IScriptModule>(
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myScriptEngine.World.RequestModuleInterfaces<IScriptModule>());
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List<string> names = new List<string>();
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foreach (IScriptModule m in engines)
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@ -228,7 +249,8 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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string firstline = script.Substring(0, lineEnd).Trim();
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int colon = firstline.IndexOf(':');
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if (firstline.Length > 2 && firstline.Substring(0, 2) == "//" && colon != -1)
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if (firstline.Length > 2 &&
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firstline.Substring(0, 2) == "//" && colon != -1)
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{
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string engineName = firstline.Substring(2, colon-2);
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@ -237,15 +259,43 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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engine = engineName;
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script = "//" + script.Substring(script.IndexOf(':')+1);
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}
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else
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{
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if (engine == myScriptEngine.ScriptEngineName)
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{
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SceneObjectPart part =
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myScriptEngine.World.GetSceneObjectPart(
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localID);
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TaskInventoryItem item =
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part.GetInventoryItem(itemID);
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ScenePresence presence =
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myScriptEngine.World.GetScenePresence(
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item.OwnerID);
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if (presence != null)
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{
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presence.ControllingClient.SendAgentAlertMessage(
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"Selected engine unavailable. "+
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"Running script on "+
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myScriptEngine.ScriptEngineName,
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false);
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}
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}
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}
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}
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}
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if (engine != myScriptEngine.ScriptEngineName)
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return;
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myScriptEngine.Log.Debug("OnRezScript localID: " + localID + " LLUID: " + itemID.ToString() + " Size: " +
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script.Length);
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myScriptEngine.m_ScriptManager.StartScript(localID, itemID, script, startParam, postOnRez);
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myScriptEngine.Log.Debug("OnRezScript localID: " + localID +
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" LLUID: " + itemID.ToString() + " Size: " +
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script.Length);
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myScriptEngine.m_ScriptManager.StartScript(localID, itemID, script,
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startParam, postOnRez);
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}
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public void OnRemoveScript(uint localID, UUID itemID)
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@ -34,20 +34,18 @@ using System.Globalization;
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using OpenMetaverse;
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using log4net;
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using OpenSim.Framework;
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using OpenSim.Region.Environment.Scenes;
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using OpenSim.Region.Environment.Scenes.Scripting;
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using OpenSim.Region.ScriptEngine.Shared;
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namespace OpenSim.Region.ScriptEngine.DotNetEngine
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{
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/// <summary>
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/// Because every thread needs some data set for it (time started to execute current function), it will do its work within a class
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/// </summary>
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// Because every thread needs some data set for it
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// (time started to execute current function), it will do its work
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// within a class
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public class EventQueueThreadClass : iScriptEngineFunctionModule
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{
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// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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/// How many ms to sleep if queue is empty
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/// </summary>
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// How many ms to sleep if queue is empty
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private static int nothingToDoSleepms;// = 50;
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private static ThreadPriority MyThreadPriority;
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@ -77,13 +75,17 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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{
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lock (ScriptEngine.ScriptEngines)
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{
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foreach (ScriptEngine m_ScriptEngine in ScriptEngine.ScriptEngines)
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foreach (ScriptEngine m_ScriptEngine in
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ScriptEngine.ScriptEngines)
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{
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ScriptEngineName = m_ScriptEngine.ScriptEngineName;
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nothingToDoSleepms = m_ScriptEngine.ScriptConfigSource.GetInt("SleepTimeIfNoScriptExecutionMs", 50);
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nothingToDoSleepms =
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m_ScriptEngine.ScriptConfigSource.GetInt(
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"SleepTimeIfNoScriptExecutionMs", 50);
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string pri = m_ScriptEngine.ScriptConfigSource.GetString(
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"ScriptThreadPriority", "BelowNormal");
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// Later with ScriptServer we might want to ask OS for stuff too, so doing this a bit manually
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string pri = m_ScriptEngine.ScriptConfigSource.GetString("ScriptThreadPriority", "BelowNormal");
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switch (pri.ToLower())
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{
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case "lowest":
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MyThreadPriority = ThreadPriority.Highest;
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break;
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default:
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MyThreadPriority = ThreadPriority.BelowNormal; // Default
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m_ScriptEngine.Log.Error("[ScriptEngine.DotNetEngine]: Unknown priority type \"" + pri +
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"\" in config file. Defaulting to \"BelowNormal\".");
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MyThreadPriority = ThreadPriority.BelowNormal;
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m_ScriptEngine.Log.Error(
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"[ScriptEngine.DotNetEngine]: Unknown "+
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"priority type \"" + pri +
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"\" in config file. Defaulting to "+
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"\"BelowNormal\".");
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break;
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}
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}
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@ -128,41 +133,41 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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EventQueueThread.Start();
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ThreadTracker.Add(EventQueueThread);
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// Look at this... Don't you wish everyone did that solid coding everywhere? :P
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// Look at this... Don't you wish everyone did that solid
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// coding everywhere? :P
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if (ThreadCount == int.MaxValue)
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ThreadCount = 0;
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ThreadCount++;
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}
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public void Stop()
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{
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//PleaseShutdown = true; // Set shutdown flag
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//Thread.Sleep(100); // Wait a bit
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if (EventQueueThread != null && EventQueueThread.IsAlive == true)
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{
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try
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{
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EventQueueThread.Abort(); // Send abort
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//EventQueueThread.Join(); // Wait for it
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}
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catch (Exception)
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{
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//myScriptEngine.Log.Info("[" + ScriptEngineName + "]: EventQueueManager Exception killing worker thread: " + e.ToString());
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}
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}
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}
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private EventQueueManager.QueueItemStruct BlankQIS = new EventQueueManager.QueueItemStruct();
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private EventQueueManager.QueueItemStruct BlankQIS =
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new EventQueueManager.QueueItemStruct();
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private ScriptEngine lastScriptEngine;
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/// <summary>
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/// Queue processing thread loop
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/// </summary>
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private uint lastLocalID;
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// Queue processing thread loop
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private void EventQueueThreadLoop()
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{
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CultureInfo USCulture = new CultureInfo("en-US");
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Thread.CurrentThread.CurrentCulture = USCulture;
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//myScriptEngine.Log.Info("[" + ScriptEngineName + "]: EventQueueManager Worker thread spawned");
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try
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{
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while (true)
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@ -177,205 +182,181 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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catch (ThreadAbortException)
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{
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if (lastScriptEngine != null)
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lastScriptEngine.Log.Info("[" + ScriptEngineName + "]: ThreadAbortException while executing function.");
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lastScriptEngine.Log.Info("[" + ScriptEngineName +
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"]: ThreadAbortException while executing "+
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"function.");
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}
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catch (SelfDeleteException) // Must delete SOG
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{
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SceneObjectPart part =
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lastScriptEngine.World.GetSceneObjectPart(
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lastLocalID);
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if (part != null && part.ParentGroup != null)
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lastScriptEngine.World.DeleteSceneObject(
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part.ParentGroup);
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}
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catch (Exception e)
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{
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if (lastScriptEngine != null)
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lastScriptEngine.Log.Error("[" + ScriptEngineName + "]: Exception in EventQueueThreadLoop: " + e.ToString());
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lastScriptEngine.Log.Error("[" + ScriptEngineName +
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"]: Exception in EventQueueThreadLoop: " +
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e.ToString());
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}
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}
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}
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catch (ThreadAbortException)
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{
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//myScriptEngine.Log.Info("[" + ScriptEngineName + "]: EventQueueManager Worker thread killed: " + tae.Message);
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}
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}
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public void DoProcessQueue()
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{
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//lock (ScriptEngine.ScriptEngines)
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//{
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foreach (ScriptEngine m_ScriptEngine in new ArrayList(ScriptEngine.ScriptEngines))
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foreach (ScriptEngine m_ScriptEngine in
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new ArrayList(ScriptEngine.ScriptEngines))
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{
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lastScriptEngine = m_ScriptEngine;
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EventQueueManager.QueueItemStruct QIS = BlankQIS;
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bool GotItem = false;
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//if (PleaseShutdown)
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// return;
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if (m_ScriptEngine.m_EventQueueManager == null ||
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m_ScriptEngine.m_EventQueueManager.eventQueue == null)
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continue;
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if (m_ScriptEngine.m_EventQueueManager.eventQueue.Count == 0)
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{
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lastScriptEngine = m_ScriptEngine;
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// Every now and then check if we should shut down
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//if (PleaseShutdown || EventQueueManager.ThreadsToExit > 0)
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//{
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// // Someone should shut down, lets get exclusive lock
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// lock (EventQueueManager.ThreadsToExitLock)
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// {
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// // Lets re-check in case someone grabbed it
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// if (EventQueueManager.ThreadsToExit > 0)
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// {
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// // Its crowded here so we'll shut down
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// EventQueueManager.ThreadsToExit--;
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// Stop();
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// return;
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// }
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// else
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// {
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// // We have been asked to shut down
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// Stop();
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// return;
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// }
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// }
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//}
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// Nothing to do? Sleep a bit waiting for something to do
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Thread.Sleep(nothingToDoSleepms);
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}
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else
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{
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// Something in queue, process
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//try
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// {
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EventQueueManager.QueueItemStruct QIS = BlankQIS;
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bool GotItem = false;
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//if (PleaseShutdown)
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// return;
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if (m_ScriptEngine.m_EventQueueManager == null || m_ScriptEngine.m_EventQueueManager.eventQueue == null)
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continue;
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if (m_ScriptEngine.m_EventQueueManager.eventQueue.Count == 0)
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// OBJECT BASED LOCK - TWO THREADS WORKING ON SAME
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// OBJECT IS NOT GOOD
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lock (m_ScriptEngine.m_EventQueueManager.eventQueue)
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{
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// Nothing to do? Sleep a bit waiting for something to do
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Thread.Sleep(nothingToDoSleepms);
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}
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else
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{
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// Something in queue, process
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//myScriptEngine.Log.Info("[" + ScriptEngineName + "]: Processing event for localID: " + QIS.localID + ", itemID: " + QIS.itemID + ", FunctionName: " + QIS.FunctionName);
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// OBJECT BASED LOCK - TWO THREADS WORKING ON SAME OBJECT IS NOT GOOD
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lock (m_ScriptEngine.m_EventQueueManager.eventQueue)
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GotItem = false;
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for (int qc = 0; qc < m_ScriptEngine.m_EventQueueManager.eventQueue.Count; qc++)
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{
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GotItem = false;
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for (int qc = 0; qc < m_ScriptEngine.m_EventQueueManager.eventQueue.Count; qc++)
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{
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// Get queue item
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QIS = m_ScriptEngine.m_EventQueueManager.eventQueue.Dequeue();
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// Get queue item
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QIS = m_ScriptEngine.m_EventQueueManager.eventQueue.Dequeue();
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// Check if object is being processed by someone else
|
||||
if (m_ScriptEngine.m_EventQueueManager.TryLock(QIS.localID) == false)
|
||||
{
|
||||
// Object is already being processed, requeue it
|
||||
m_ScriptEngine.m_EventQueueManager.eventQueue.Enqueue(QIS);
|
||||
}
|
||||
else
|
||||
{
|
||||
// We have lock on an object and can process it
|
||||
GotItem = true;
|
||||
break;
|
||||
}
|
||||
// Check if object is being processed by
|
||||
// someone else
|
||||
if (m_ScriptEngine.m_EventQueueManager.TryLock(
|
||||
QIS.localID) == false)
|
||||
{
|
||||
// Object is already being processed, requeue it
|
||||
m_ScriptEngine.m_EventQueueManager.
|
||||
eventQueue.Enqueue(QIS);
|
||||
}
|
||||
else
|
||||
{
|
||||
// We have lock on an object and can process it
|
||||
GotItem = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (GotItem == true)
|
||||
if (GotItem == true)
|
||||
{
|
||||
// Execute function
|
||||
try
|
||||
{
|
||||
// Execute function
|
||||
// Only pipe event if land supports it.
|
||||
if (m_ScriptEngine.World.PipeEventsForScript(
|
||||
QIS.localID))
|
||||
{
|
||||
lastLocalID = QIS.localID;
|
||||
LastExecutionStarted = DateTime.Now.Ticks;
|
||||
KillCurrentScript = false;
|
||||
InExecution = true;
|
||||
m_ScriptEngine.m_ScriptManager.ExecuteEvent(
|
||||
QIS.localID,
|
||||
QIS.itemID,
|
||||
QIS.functionName,
|
||||
QIS.llDetectParams,
|
||||
QIS.param);
|
||||
|
||||
InExecution = false;
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
InExecution = false;
|
||||
// DISPLAY ERROR INWORLD
|
||||
string text = "Error executing script function \"" +
|
||||
QIS.functionName + "\":\r\n";
|
||||
|
||||
if (e.InnerException != null)
|
||||
{
|
||||
// Send inner exception
|
||||
string line = " (unknown line)";
|
||||
Regex rx = new Regex(@"SecondLife\.Script\..+[\s:](?<line>\d+)\.?\r?$", RegexOptions.Compiled);
|
||||
if (rx.Match(e.InnerException.ToString()).Success)
|
||||
line = " (line " + rx.Match(e.InnerException.ToString()).Result("${line}") + ")";
|
||||
text += e.InnerException.Message.ToString() + line;
|
||||
}
|
||||
else
|
||||
{
|
||||
text += "\r\n";
|
||||
// Send normal
|
||||
text += e.Message.ToString();
|
||||
}
|
||||
if (KillCurrentScript)
|
||||
text += "\r\nScript will be deactivated!";
|
||||
|
||||
try
|
||||
{
|
||||
///cfk 2-7-08 dont need this right now and the default Linux build has DEBUG defined
|
||||
#if DEBUG
|
||||
//eventQueueManager.m_ScriptEngine.Log.Debug("[" + ScriptEngineName + "]: " +
|
||||
// "Executing event:\r\n"
|
||||
// + "QIS.localID: " + QIS.localID
|
||||
// + ", QIS.itemID: " + QIS.itemID
|
||||
// + ", QIS.functionName: " +
|
||||
// QIS.functionName);
|
||||
#endif
|
||||
// Only pipe event if land supports it.
|
||||
if (m_ScriptEngine.World.PipeEventsForScript(QIS.localID))
|
||||
{
|
||||
LastExecutionStarted = DateTime.Now.Ticks;
|
||||
KillCurrentScript = false;
|
||||
InExecution = true;
|
||||
m_ScriptEngine.m_ScriptManager.ExecuteEvent(QIS.localID,
|
||||
QIS.itemID,
|
||||
QIS.functionName,
|
||||
QIS.llDetectParams,
|
||||
QIS.param);
|
||||
InExecution = false;
|
||||
}
|
||||
if (text.Length > 1500)
|
||||
text = text.Substring(0, 1500);
|
||||
IScriptHost m_host =
|
||||
m_ScriptEngine.World.GetSceneObjectPart(QIS.localID);
|
||||
m_ScriptEngine.World.SimChat(
|
||||
Utils.StringToBytes(text),
|
||||
ChatTypeEnum.DebugChannel, 2147483647,
|
||||
m_host.AbsolutePosition,
|
||||
m_host.Name, m_host.UUID, false);
|
||||
}
|
||||
catch (Exception e)
|
||||
catch (Exception)
|
||||
{
|
||||
InExecution = false;
|
||||
// DISPLAY ERROR INWORLD
|
||||
string text = "Error executing script function \"" + QIS.functionName +
|
||||
"\":\r\n";
|
||||
if (e.InnerException != null)
|
||||
{
|
||||
// Send inner exception
|
||||
string line = " (unknown line)";
|
||||
Regex rx = new Regex(@"SecondLife\.Script\..+[\s:](?<line>\d+)\.?\r?$", RegexOptions.Compiled);
|
||||
if (rx.Match(e.InnerException.ToString()).Success)
|
||||
line = " (line " + rx.Match(e.InnerException.ToString()).Result("${line}") + ")";
|
||||
text += e.InnerException.Message.ToString() + line;
|
||||
}
|
||||
else
|
||||
{
|
||||
text += "\r\n";
|
||||
// Send normal
|
||||
text += e.Message.ToString();
|
||||
}
|
||||
if (KillCurrentScript)
|
||||
text += "\r\nScript will be deactivated!";
|
||||
|
||||
try
|
||||
{
|
||||
if (text.Length > 1500)
|
||||
text = text.Substring(0, 1500);
|
||||
IScriptHost m_host =
|
||||
m_ScriptEngine.World.GetSceneObjectPart(QIS.localID);
|
||||
//if (m_host != null)
|
||||
//{
|
||||
m_ScriptEngine.World.SimChat(Utils.StringToBytes(text),
|
||||
ChatTypeEnum.DebugChannel, 2147483647,
|
||||
m_host.AbsolutePosition,
|
||||
m_host.Name, m_host.UUID, false);
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
//}
|
||||
//else
|
||||
//{
|
||||
// T oconsole
|
||||
m_ScriptEngine.m_EventQueueManager.m_ScriptEngine.Log.Error("[" + ScriptEngineName +
|
||||
"]: " +
|
||||
"Unable to send text in-world:\r\n" +
|
||||
text);
|
||||
}
|
||||
finally
|
||||
{
|
||||
// So we are done sending message in-world
|
||||
if (KillCurrentScript)
|
||||
{
|
||||
m_ScriptEngine.m_EventQueueManager.m_ScriptEngine.m_ScriptManager.StopScript(
|
||||
QIS.localID, QIS.itemID);
|
||||
}
|
||||
}
|
||||
|
||||
// Pass it on so it's displayed on the console
|
||||
// and in the logs (mikem 2008.06.02).
|
||||
throw e.InnerException;
|
||||
m_ScriptEngine.m_EventQueueManager.
|
||||
m_ScriptEngine.Log.Error("[" +
|
||||
ScriptEngineName + "]: " +
|
||||
"Unable to send text in-world:\r\n" +
|
||||
text);
|
||||
}
|
||||
finally
|
||||
{
|
||||
InExecution = false;
|
||||
m_ScriptEngine.m_EventQueueManager.ReleaseLock(QIS.localID);
|
||||
// So we are done sending message in-world
|
||||
if (KillCurrentScript)
|
||||
{
|
||||
m_ScriptEngine.m_EventQueueManager.
|
||||
m_ScriptEngine.m_ScriptManager.
|
||||
StopScript(
|
||||
QIS.localID, QIS.itemID);
|
||||
}
|
||||
}
|
||||
|
||||
// Pass it on so it's displayed on the console
|
||||
// and in the logs (mikem 2008.06.02).
|
||||
throw e.InnerException;
|
||||
}
|
||||
finally
|
||||
{
|
||||
InExecution = false;
|
||||
m_ScriptEngine.m_EventQueueManager.ReleaseLock(
|
||||
QIS.localID);
|
||||
}
|
||||
}
|
||||
}
|
||||
// }
|
||||
}
|
||||
}
|
||||
|
||||
///// <summary>
|
||||
///// If set to true then threads and stuff should try to make a graceful exit
|
||||
///// </summary>
|
||||
//public bool PleaseShutdown
|
||||
//{
|
||||
// get { return _PleaseShutdown; }
|
||||
// set { _PleaseShutdown = value; }
|
||||
//}
|
||||
//private bool _PleaseShutdown = false;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -439,13 +439,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
|
|||
|
||||
#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>
|
||||
// Execute a LL-event-function in Script
|
||||
internal void ExecuteEvent(uint localID, UUID itemID,
|
||||
string FunctionName, DetectParams[] qParams, object[] args)
|
||||
{
|
||||
|
@ -454,8 +448,10 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
|
|||
return;
|
||||
|
||||
detparms[id] = qParams;
|
||||
|
||||
if (id.Running)
|
||||
id.Script.ExecuteEvent(id.State, FunctionName, args);
|
||||
|
||||
detparms.Remove(id);
|
||||
}
|
||||
|
||||
|
|
|
@ -356,6 +356,31 @@ namespace OpenSim.Region.ScriptEngine.XEngine
|
|||
engine = engineName;
|
||||
script = "//" + script.Substring(script.IndexOf(':')+1);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (engine == ScriptEngineName)
|
||||
{
|
||||
SceneObjectPart part =
|
||||
m_Scene.GetSceneObjectPart(
|
||||
localID);
|
||||
|
||||
TaskInventoryItem item =
|
||||
part.GetInventoryItem(itemID);
|
||||
|
||||
ScenePresence presence =
|
||||
m_Scene.GetScenePresence(
|
||||
item.OwnerID);
|
||||
|
||||
if (presence != null)
|
||||
{
|
||||
presence.ControllingClient.SendAgentAlertMessage(
|
||||
"Selected engine unavailable. "+
|
||||
"Running script on "+
|
||||
ScriptEngineName,
|
||||
false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue