OpenSimMirror/OpenSim/Region/ScriptEngine/DotNetEngine/ScriptManager.cs

233 lines
10 KiB
C#

/*
* Copyright (c) Contributors, http://www.openmetaverse.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.
*
*/
/* Original code: Tedd Hansen */
using System;
using System.Collections.Generic;
using System.Text;
using System.Threading;
using System.Reflection;
namespace OpenSim.Region.ScriptEngine.DotNetEngine
{
class ScriptManager
{
private ScriptEngine myScriptEngine;
public ScriptManager(ScriptEngine _ScriptEngine)
{
myScriptEngine = _ScriptEngine;
Common.SendToDebug("ScriptManager Start");
}
// Object<string, Script<string, script>>
internal Dictionary<string, Dictionary<string, OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass>> Scripts = new Dictionary<string, Dictionary<string, OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass>>();
internal Dictionary<string, OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass>.KeyCollection GetScriptKeys(string ObjectID)
{
if (Scripts.ContainsKey(ObjectID) == false)
return null;
Dictionary<string, OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass> Obj;
Scripts.TryGetValue(ObjectID, out Obj);
return Obj.Keys;
}
internal OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass GetScript(string ObjectID, string ScriptID)
{
if (Scripts.ContainsKey(ObjectID) == false)
return null;
Dictionary<string, OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass> Obj;
Scripts.TryGetValue(ObjectID, out Obj);
if (Obj.ContainsKey(ScriptID) == false)
return null;
// Get script
OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass Script;
Obj.TryGetValue(ScriptID, out Script);
return Script;
}
internal void SetScript(string ObjectID, string ScriptID, OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass Script)
{
// Create object if it doesn't exist
if (Scripts.ContainsKey(ObjectID) == false)
Scripts.Add(ObjectID, new Dictionary<string, OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass>());
// Delete script if it exists
Dictionary<string, OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass> Obj;
Scripts.TryGetValue(ObjectID, out Obj);
if (Obj.ContainsKey(ScriptID) == true)
Obj.Remove(ScriptID);
// Add to object
Obj.Add(ScriptID, Script);
}
/// <summary>
/// Fetches, loads and hooks up a script to an objects events
/// </summary>
/// <param name="ScriptID"></param>
/// <param name="ObjectID"></param>
public void StartScript(string ScriptID, string ObjectID)
{
Common.SendToDebug("ScriptManager StartScript: ScriptID: " + ScriptID + ", ObjectID: " + ObjectID);
// We will initialize and start the script.
// It will be up to the script itself to hook up the correct events.
string FileName;
// * Fetch script from server
// DEBUG - ScriptID is an actual filename during debug
// (therefore we can also check type by looking at extension)
FileName = ScriptID;
// * Does script need compile? Send it to LSL compiler first. (TODO: Use (and clean) compiler cache)
if (FileName.ToLower().EndsWith(".lso"))
{
Common.SendToDebug("ScriptManager Script is LSO, compiling to .Net Assembly");
// Create a new instance of the compiler (currently we don't want reuse)
OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.Engine LSLCompiler = new OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.Engine();
// Compile
FileName = LSLCompiler.Compile(FileName);
}
// * Insert yield into code
FileName = ProcessYield(FileName);
// * Find next available AppDomain to put it in
AppDomain FreeAppDomain = GetFreeAppDomain();
// * Load and start script
OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass Script = LoadAndInitAssembly(FreeAppDomain, FileName);
string FullScriptID = ScriptID + "." + ObjectID;
// Add it to our temporary active script keeper
//Scripts.Add(FullScriptID, Script);
SetScript(ObjectID, ScriptID, Script);
// We need to give (untrusted) assembly a private instance of BuiltIns
// this private copy will contain Read-Only FullScriptID so that it can bring that on to the server whenever needed.
OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BuiltIn_Commands_Interface LSLB = new OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BuiltIn_Commands_TestImplementation(FullScriptID);
// Start the script - giving it BuiltIns
Common.SendToDebug("ScriptManager initializing script, handing over private builtin command interface");
Script.Start(LSLB);
}
private string ProcessYield(string FileName)
{
// TODO: Create a new assembly and copy old but insert Yield Code
return FileName;
}
private AppDomain GetFreeAppDomain()
{
// TODO: Find an available AppDomain - if none, create one and add default security
return Thread.GetDomain();
}
/// <summary>
/// Does actual loading and initialization of script Assembly
/// </summary>
/// <param name="FreeAppDomain">AppDomain to load script into</param>
/// <param name="FileName">FileName of script assembly (.dll)</param>
/// <returns></returns>
private OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass LoadAndInitAssembly(AppDomain FreeAppDomain, string FileName)
{
Common.SendToDebug("ScriptManager Loading Assembly " + FileName);
// Load .Net Assembly (.dll)
// Initialize and return it
// TODO: Add error handling
// Script might not follow our rules since users can upload -anything-
Assembly a;
//try
//{
// Load to default appdomain (temporary)
a = Assembly.LoadFrom(FileName);
// Load to specified appdomain
// TODO: Insert security
//a = FreeAppDomain.Load(FileName);
//}
//catch (Exception e)
//{
//}
foreach (Type _t in a.GetTypes())
{
Console.WriteLine("Type: " + _t.ToString());
}
Type t;
//try
//{
t = a.GetType("LSL_ScriptObject", true);
//}
//catch (Exception e)
//{
//}
return (OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass)Activator.CreateInstance(t);
}
internal void ExecuteFunction(string ObjectID, string ScriptID, string FunctionName, object[] args)
{
Common.SendToDebug("Executing Function ObjectID: " + ObjectID + ", ScriptID: " + ScriptID + ", FunctionName: " + FunctionName);
OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass Script = myScriptEngine.myScriptManager.GetScript(ObjectID, ScriptID);
Type type = Script.GetType();
//object o = (object)Script;
//System.Collections.Generic.List<string> Functions = (System.Collections.Generic.List<string>)
//Type type = typeof(OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass);
Common.SendToDebug("Invoke: \"" + Script.State + "_event_" + FunctionName + "\"");
type.InvokeMember(Script.State + "_event_" + FunctionName, BindingFlags.InvokeMethod, null, Script, args);
//System.Collections.Generic.List<string> Functions = (System.Collections.Generic.List<string>)type.InvokeMember("GetFunctions", BindingFlags.InvokeMethod, null, Script, null);
//foreach (MemberInfo mi in type.GetMembers())
//{
// Common.SendToDebug("Member found: " + mi.ToString());
//}
}
}
}