1330 lines
51 KiB
C#
1330 lines
51 KiB
C#
/*
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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 OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.IO;
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using System.Reflection;
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using System.Runtime.Remoting;
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using System.Runtime.Remoting.Lifetime;
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using System.Security.Policy;
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using System.Text;
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using System.Threading;
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using System.Xml;
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using OpenMetaverse;
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using log4net;
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using Nini.Config;
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using Amib.Threading;
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using OpenSim.Framework;
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using OpenSim.Region.CoreModules;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.ScriptEngine.Shared;
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using OpenSim.Region.ScriptEngine.Shared.Api;
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using OpenSim.Region.ScriptEngine.Shared.Api.Runtime;
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using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
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using OpenSim.Region.ScriptEngine.Shared.CodeTools;
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using OpenSim.Region.ScriptEngine.Interfaces;
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using System.Diagnostics; //for [DebuggerNonUserCode]
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namespace OpenSim.Region.ScriptEngine.Shared.Instance
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{
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public class ScriptInstance : MarshalByRefObject, IScriptInstance
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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public bool StatePersistedHere { get { return m_AttachedAvatar == UUID.Zero; } }
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/// <summary>
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/// The current work item if an event for this script is running or waiting to run,
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/// </summary>
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/// <remarks>
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/// Null if there is no running or waiting to run event. Must be changed only under an EventQueue lock.
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/// </remarks>
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private IScriptWorkItem m_CurrentWorkItem;
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private IScript m_Script;
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private DetectParams[] m_DetectParams;
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private bool m_TimerQueued;
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private DateTime m_EventStart;
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private bool m_InEvent;
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private string m_assemblyPath;
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private string m_dataPath;
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private string m_CurrentEvent = String.Empty;
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private bool m_InSelfDelete;
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private int m_MaxScriptQueue;
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private bool m_SaveState;
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private int m_ControlEventsInQueue;
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private int m_LastControlLevel;
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private bool m_CollisionInQueue;
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private bool m_StateChangeInProgress;
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// The following is for setting a minimum delay between events
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private double m_minEventDelay;
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private long m_eventDelayTicks;
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private long m_nextEventTimeTicks;
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private bool m_startOnInit = true;
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private UUID m_AttachedAvatar;
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private StateSource m_stateSource;
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private bool m_postOnRez;
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private bool m_startedFromSavedState;
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private UUID m_CurrentStateHash;
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private UUID m_RegionID;
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public int DebugLevel { get; set; }
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public WaitHandle CoopWaitHandle { get; private set; }
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public Stopwatch ExecutionTimer { get; private set; }
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public Dictionary<KeyValuePair<int, int>, KeyValuePair<int, int>> LineMap { get; set; }
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private Dictionary<string,IScriptApi> m_Apis = new Dictionary<string,IScriptApi>();
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public Object[] PluginData = new Object[0];
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/// <summary>
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/// Used by llMinEventDelay to suppress events happening any faster than this speed.
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/// This currently restricts all events in one go. Not sure if each event type has
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/// its own check so take the simple route first.
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/// </summary>
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public double MinEventDelay
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{
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get { return m_minEventDelay; }
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set
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{
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if (value > 0.001)
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m_minEventDelay = value;
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else
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m_minEventDelay = 0.0;
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m_eventDelayTicks = (long)(m_minEventDelay * 10000000L);
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m_nextEventTimeTicks = DateTime.Now.Ticks;
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}
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}
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public bool Running
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{
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get { return m_running; }
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set
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{
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m_running = value;
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if (m_running)
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StayStopped = false;
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}
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}
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private bool m_running;
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public bool Suspended
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{
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get { return m_Suspended; }
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set
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{
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// Need to do this inside a lock in order to avoid races with EventProcessor()
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lock (m_Script)
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{
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bool wasSuspended = m_Suspended;
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m_Suspended = value;
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if (wasSuspended && !m_Suspended)
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{
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lock (EventQueue)
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{
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// Need to place ourselves back in a work item if there are events to process
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if (EventQueue.Count > 0 && Running && !ShuttingDown)
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m_CurrentWorkItem = Engine.QueueEventHandler(this);
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}
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}
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}
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}
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}
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private bool m_Suspended;
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public bool ShuttingDown { get; set; }
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public string State { get; set; }
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public bool StayStopped { get; set; }
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public IScriptEngine Engine { get; private set; }
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public UUID AppDomain { get; set; }
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public SceneObjectPart Part { get; private set; }
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public string PrimName { get; private set; }
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public string ScriptName { get; private set; }
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public UUID ItemID { get; private set; }
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public UUID ObjectID { get { return Part.UUID; } }
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public uint LocalID { get { return Part.LocalId; } }
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public UUID RootObjectID { get { return Part.ParentGroup.UUID; } }
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public uint RootLocalID { get { return Part.ParentGroup.LocalId; } }
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public UUID AssetID { get; private set; }
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public Queue EventQueue { get; private set; }
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public long EventsQueued
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{
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get
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{
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lock (EventQueue)
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return EventQueue.Count;
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}
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}
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public long EventsProcessed { get; private set; }
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public int StartParam { get; set; }
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public TaskInventoryItem ScriptTask { get; private set; }
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public DateTime TimeStarted { get; private set; }
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public MetricsCollectorTime ExecutionTime { get; private set; }
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private static readonly int MeasurementWindow = 30 * 1000; // show the *recent* time used by the script, to find currently active scripts
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private bool m_coopTermination;
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private EventWaitHandle m_coopSleepHandle;
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public void ClearQueue()
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{
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m_TimerQueued = false;
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m_StateChangeInProgress = false;
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EventQueue.Clear();
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}
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public ScriptInstance(
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IScriptEngine engine, SceneObjectPart part, TaskInventoryItem item,
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int startParam, bool postOnRez,
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int maxScriptQueue)
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{
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State = "default";
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EventQueue = new Queue(32);
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ExecutionTimer = new Stopwatch();
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Engine = engine;
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Part = part;
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ScriptTask = item;
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// This is currently only here to allow regression tests to get away without specifying any inventory
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// item when they are testing script logic that doesn't require an item.
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if (ScriptTask != null)
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{
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ScriptName = ScriptTask.Name;
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ItemID = ScriptTask.ItemID;
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AssetID = ScriptTask.AssetID;
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}
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PrimName = part.ParentGroup.Name;
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StartParam = startParam;
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m_MaxScriptQueue = maxScriptQueue;
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m_postOnRez = postOnRez;
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m_AttachedAvatar = part.ParentGroup.AttachedAvatar;
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m_RegionID = part.ParentGroup.Scene.RegionInfo.RegionID;
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m_SaveState = StatePersistedHere;
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ExecutionTime = new MetricsCollectorTime(MeasurementWindow, 10);
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// m_log.DebugFormat(
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// "[SCRIPT INSTANCE]: Instantiated script instance {0} (id {1}) in part {2} (id {3}) in object {4} attached avatar {5} in {6}",
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// ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, m_AttachedAvatar, Engine.World.Name);
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}
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/// <summary>
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/// Load the script from an assembly into an AppDomain.
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/// </summary>
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/// <param name='dom'></param>
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/// <param name='assembly'></param>
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/// <param name='dataPath'>
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/// Path for all script associated data (state, etc.). In a multi-region set up
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/// with all scripts loading into the same AppDomain this may not be the same place as the DLL itself.
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/// </param>
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/// <param name='stateSource'></param>
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/// <returns>false if load failed, true if suceeded</returns>
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public bool Load(
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IScript script, EventWaitHandle coopSleepHandle, string assemblyPath,
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string dataPath, StateSource stateSource, bool coopTermination)
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{
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m_Script = script;
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m_coopSleepHandle = coopSleepHandle;
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m_assemblyPath = assemblyPath;
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m_dataPath = dataPath;
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m_stateSource = stateSource;
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m_coopTermination = coopTermination;
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if (m_coopTermination)
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CoopWaitHandle = coopSleepHandle;
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else
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CoopWaitHandle = null;
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ApiManager am = new ApiManager();
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foreach (string api in am.GetApis())
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{
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m_Apis[api] = am.CreateApi(api);
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m_Apis[api].Initialize(Engine, Part, ScriptTask);
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}
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try
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{
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foreach (KeyValuePair<string,IScriptApi> kv in m_Apis)
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{
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m_Script.InitApi(kv.Key, kv.Value);
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}
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// // m_log.Debug("[Script] Script instance created");
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Part.SetScriptEvents(ItemID, (int)m_Script.GetStateEventFlags(State));
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}
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catch (Exception e)
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{
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m_log.ErrorFormat(
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"[SCRIPT INSTANCE]: Not starting script {0} (id {1}) in part {2} (id {3}) in object {4} in {5}. Error initializing script instance. Exception {6}{7}",
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ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, Engine.World.Name, e.Message, e.StackTrace);
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return false;
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}
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// For attachments, XEngine saves the state into a .state file when XEngine.SetXMLState() is called.
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string savedState = Path.Combine(m_dataPath, ItemID.ToString() + ".state");
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if (File.Exists(savedState))
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{
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// m_log.DebugFormat(
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// "[SCRIPT INSTANCE]: Found state for script {0} for {1} ({2}) at {3} in {4}",
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// ItemID, savedState, Part.Name, Part.ParentGroup.Name, Part.ParentGroup.Scene.Name);
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string xml = String.Empty;
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try
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{
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FileInfo fi = new FileInfo(savedState);
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int size = (int)fi.Length;
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if (size < 512000)
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{
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using (FileStream fs = File.Open(savedState,
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FileMode.Open, FileAccess.Read, FileShare.None))
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{
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Byte[] data = new Byte[size];
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fs.Read(data, 0, size);
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xml = Encoding.UTF8.GetString(data);
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ScriptSerializer.Deserialize(xml, this);
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AsyncCommandManager.CreateFromData(Engine,
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LocalID, ItemID, ObjectID,
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PluginData);
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// m_log.DebugFormat("[Script] Successfully retrieved state for script {0}.{1}", PrimName, m_ScriptName);
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Part.SetScriptEvents(ItemID,
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(int)m_Script.GetStateEventFlags(State));
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if (!Running)
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m_startOnInit = false;
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Running = false;
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// we get new rez events on sim restart, too
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// but if there is state, then we fire the change
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// event
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// We loaded state, don't force a re-save
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m_SaveState = false;
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m_startedFromSavedState = true;
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}
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// If this script is in an attachment then we no longer need the state file.
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if (!StatePersistedHere)
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RemoveState();
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}
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// else
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// {
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// m_log.WarnFormat(
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// "[SCRIPT INSTANCE]: Not starting script {0} (id {1}) in part {2} (id {3}) in object {4} in {5}. Unable to load script state file {6}. Memory limit exceeded.",
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// ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, Engine.World.Name, savedState);
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// }
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}
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catch (Exception e)
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{
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m_log.ErrorFormat(
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"[SCRIPT INSTANCE]: Not starting script {0} (id {1}) in part {2} (id {3}) in object {4} in {5}. Unable to load script state file {6}. XML is {7}. Exception {8}{9}",
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ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, Engine.World.Name, savedState, xml, e.Message, e.StackTrace);
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}
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}
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// else
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// {
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// m_log.DebugFormat(
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// "[SCRIPT INSTANCE]: Did not find state for script {0} for {1} ({2}) at {3} in {4}",
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// ItemID, savedState, Part.Name, Part.ParentGroup.Name, Part.ParentGroup.Scene.Name);
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// }
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return true;
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}
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public void Init()
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{
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if (ShuttingDown)
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return;
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if (m_startedFromSavedState)
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{
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if (m_startOnInit)
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Start();
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if (m_postOnRez)
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{
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PostEvent(new EventParams("on_rez",
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new Object[] {new LSL_Types.LSLInteger(StartParam)}, new DetectParams[0]));
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}
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if (m_stateSource == StateSource.AttachedRez)
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{
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PostEvent(new EventParams("attach",
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new object[] { new LSL_Types.LSLString(m_AttachedAvatar.ToString()) }, new DetectParams[0]));
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}
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else if (m_stateSource == StateSource.RegionStart)
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{
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//m_log.Debug("[Script] Posted changed(CHANGED_REGION_RESTART) to script");
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PostEvent(new EventParams("changed",
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new Object[] { new LSL_Types.LSLInteger((int)Changed.REGION_RESTART) }, new DetectParams[0]));
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}
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else if (m_stateSource == StateSource.PrimCrossing || m_stateSource == StateSource.Teleporting)
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{
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// CHANGED_REGION
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PostEvent(new EventParams("changed",
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new Object[] { new LSL_Types.LSLInteger((int)Changed.REGION) }, new DetectParams[0]));
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// CHANGED_TELEPORT
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if (m_stateSource == StateSource.Teleporting)
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PostEvent(new EventParams("changed",
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new Object[] { new LSL_Types.LSLInteger((int)Changed.TELEPORT) }, new DetectParams[0]));
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}
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}
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else
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{
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if (m_startOnInit)
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Start();
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PostEvent(new EventParams("state_entry",
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new Object[0], new DetectParams[0]));
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if (m_postOnRez)
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{
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PostEvent(new EventParams("on_rez",
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new Object[] {new LSL_Types.LSLInteger(StartParam)}, new DetectParams[0]));
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}
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if (m_stateSource == StateSource.AttachedRez)
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{
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PostEvent(new EventParams("attach",
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new object[] { new LSL_Types.LSLString(m_AttachedAvatar.ToString()) }, new DetectParams[0]));
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}
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}
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}
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private void ReleaseControls()
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{
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SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID);
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if (part != null)
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{
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int permsMask;
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UUID permsGranter;
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part.TaskInventory.LockItemsForRead(true);
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if (!part.TaskInventory.ContainsKey(ItemID))
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{
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part.TaskInventory.LockItemsForRead(false);
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return;
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}
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permsGranter = part.TaskInventory[ItemID].PermsGranter;
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permsMask = part.TaskInventory[ItemID].PermsMask;
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part.TaskInventory.LockItemsForRead(false);
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if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0)
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{
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ScenePresence presence = Engine.World.GetScenePresence(permsGranter);
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if (presence != null)
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presence.UnRegisterControlEventsToScript(LocalID, ItemID);
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}
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}
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}
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public void DestroyScriptInstance()
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{
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ReleaseControls();
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AsyncCommandManager.RemoveScript(Engine, LocalID, ItemID);
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}
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public void RemoveState()
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{
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string savedState = Path.Combine(m_dataPath, ItemID.ToString() + ".state");
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// m_log.DebugFormat(
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// "[SCRIPT INSTANCE]: Deleting state {0} for script {1} (id {2}) in part {3} (id {4}) in object {5} in {6}.",
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// savedState, ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, Engine.World.Name);
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try
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{
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File.Delete(savedState);
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}
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catch (Exception e)
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{
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m_log.Warn(
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string.Format(
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"[SCRIPT INSTANCE]: Could not delete script state {0} for script {1} (id {2}) in part {3} (id {4}) in object {5} in {6}. Exception ",
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savedState, ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, Engine.World.Name),
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e);
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}
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}
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public void VarDump(Dictionary<string, object> vars)
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{
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// m_log.Info("Variable dump for script "+ ItemID.ToString());
|
|
// foreach (KeyValuePair<string, object> v in vars)
|
|
// {
|
|
// m_log.Info("Variable: "+v.Key+" = "+v.Value.ToString());
|
|
// }
|
|
}
|
|
|
|
public void Start()
|
|
{
|
|
lock (EventQueue)
|
|
{
|
|
if (Running)
|
|
return;
|
|
|
|
Running = true;
|
|
|
|
TimeStarted = DateTime.Now;
|
|
|
|
// Note: we don't reset ExecutionTime. The reason is that runaway scripts are stopped and restarted
|
|
// automatically, and we *do* want to show that they had high CPU in that case. If we had reset
|
|
// ExecutionTime here then runaway scripts, paradoxically, would never show up in the "Top Scripts" dialog.
|
|
|
|
if (EventQueue.Count > 0)
|
|
{
|
|
if (m_CurrentWorkItem == null)
|
|
m_CurrentWorkItem = Engine.QueueEventHandler(this);
|
|
// else
|
|
// m_log.Error("[Script] Tried to start a script that was already queued");
|
|
}
|
|
}
|
|
}
|
|
|
|
public bool Stop(int timeout, bool clearEventQueue = false)
|
|
{
|
|
if (DebugLevel >= 1)
|
|
m_log.DebugFormat(
|
|
"[SCRIPT INSTANCE]: Stopping script {0} {1} in {2} {3} with timeout {4} {5} {6}",
|
|
ScriptName, ItemID, PrimName, ObjectID, timeout, m_InSelfDelete, DateTime.Now.Ticks);
|
|
|
|
IScriptWorkItem workItem;
|
|
|
|
lock (EventQueue)
|
|
{
|
|
if (clearEventQueue)
|
|
ClearQueue();
|
|
|
|
if (!Running)
|
|
return true;
|
|
|
|
// If we're not running or waiting to run an event then we can safely stop.
|
|
if (m_CurrentWorkItem == null)
|
|
{
|
|
Running = false;
|
|
return true;
|
|
}
|
|
|
|
// If we are waiting to run an event then we can try to cancel it.
|
|
if (m_CurrentWorkItem.Cancel())
|
|
{
|
|
m_CurrentWorkItem = null;
|
|
Running = false;
|
|
return true;
|
|
}
|
|
|
|
workItem = m_CurrentWorkItem;
|
|
Running = false;
|
|
}
|
|
|
|
// Wait for the current event to complete.
|
|
if (!m_InSelfDelete)
|
|
{
|
|
if (!m_coopTermination)
|
|
{
|
|
// If we're not co-operative terminating then try and wait for the event to complete before stopping
|
|
if (workItem.Wait(timeout))
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
if (DebugLevel >= 1)
|
|
m_log.DebugFormat(
|
|
"[SCRIPT INSTANCE]: Co-operatively stopping script {0} {1} in {2} {3}",
|
|
ScriptName, ItemID, PrimName, ObjectID);
|
|
|
|
// This will terminate the event on next handle check by the script.
|
|
m_coopSleepHandle.Set();
|
|
|
|
// For now, we will wait forever since the event should always cleanly terminate once LSL loop
|
|
// checking is implemented. May want to allow a shorter timeout option later.
|
|
if (workItem.Wait(Timeout.Infinite))
|
|
{
|
|
if (DebugLevel >= 1)
|
|
m_log.DebugFormat(
|
|
"[SCRIPT INSTANCE]: Co-operatively stopped script {0} {1} in {2} {3}",
|
|
ScriptName, ItemID, PrimName, ObjectID);
|
|
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
lock (EventQueue)
|
|
{
|
|
workItem = m_CurrentWorkItem;
|
|
}
|
|
|
|
if (workItem == null)
|
|
return true;
|
|
|
|
// If the event still hasn't stopped and we the stop isn't the result of script or object removal, then
|
|
// forcibly abort the work item (this aborts the underlying thread).
|
|
// Co-operative termination should never reach this point.
|
|
if (!m_InSelfDelete)
|
|
{
|
|
m_log.DebugFormat(
|
|
"[SCRIPT INSTANCE]: Aborting unstopped script {0} {1} in prim {2}, localID {3}, timeout was {4} ms",
|
|
ScriptName, ItemID, PrimName, LocalID, timeout);
|
|
|
|
workItem.Abort();
|
|
}
|
|
|
|
lock (EventQueue)
|
|
{
|
|
m_CurrentWorkItem = null;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
[DebuggerNonUserCode] //Prevents the debugger from farting in this function
|
|
public void SetState(string state)
|
|
{
|
|
if (state == State)
|
|
return;
|
|
|
|
EventParams lastTimerEv = null;
|
|
|
|
lock (EventQueue)
|
|
{
|
|
// Remove all queued events, remembering the last timer event
|
|
while (EventQueue.Count > 0)
|
|
{
|
|
EventParams tempv = (EventParams)EventQueue.Dequeue();
|
|
if (tempv.EventName == "timer") lastTimerEv = tempv;
|
|
}
|
|
|
|
// Post events
|
|
PostEvent(new EventParams("state_exit", new Object[0],
|
|
new DetectParams[0]));
|
|
PostEvent(new EventParams("state", new Object[] { state },
|
|
new DetectParams[0]));
|
|
PostEvent(new EventParams("state_entry", new Object[0],
|
|
new DetectParams[0]));
|
|
|
|
// Requeue the timer event after the state changing events
|
|
if (lastTimerEv != null) EventQueue.Enqueue(lastTimerEv);
|
|
|
|
// This will stop events from being queued and processed
|
|
// until the new state is started
|
|
m_StateChangeInProgress = true;
|
|
}
|
|
|
|
throw new EventAbortException();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Post an event to this script instance.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// The request to run the event is sent
|
|
/// </remarks>
|
|
/// <param name="data"></param>
|
|
public void PostEvent(EventParams data)
|
|
{
|
|
// m_log.DebugFormat("[Script] Posted event {2} in state {3} to {0}.{1}",
|
|
// PrimName, ScriptName, data.EventName, State);
|
|
|
|
if (!Running)
|
|
return;
|
|
|
|
// If min event delay is set then ignore any events untill the time has expired
|
|
// This currently only allows 1 event of any type in the given time period.
|
|
// This may need extending to allow for a time for each individual event type.
|
|
if (m_eventDelayTicks != 0)
|
|
{
|
|
if (DateTime.Now.Ticks < m_nextEventTimeTicks)
|
|
return;
|
|
m_nextEventTimeTicks = DateTime.Now.Ticks + m_eventDelayTicks;
|
|
}
|
|
|
|
lock (EventQueue)
|
|
{
|
|
// The only events that persist across state changes are timers
|
|
if (m_StateChangeInProgress && data.EventName != "timer")
|
|
return;
|
|
|
|
if (EventQueue.Count >= m_MaxScriptQueue)
|
|
return;
|
|
|
|
if (data.EventName == "timer")
|
|
{
|
|
if (m_TimerQueued)
|
|
return;
|
|
m_TimerQueued = true;
|
|
}
|
|
|
|
if (data.EventName == "control")
|
|
{
|
|
int held = ((LSL_Types.LSLInteger)data.Params[1]).value;
|
|
// int changed = ((LSL_Types.LSLInteger)data.Params[2]).value;
|
|
|
|
// If the last message was a 0 (nothing held)
|
|
// and this one is also nothing held, drop it
|
|
//
|
|
if (m_LastControlLevel == held && held == 0)
|
|
return;
|
|
|
|
// If there is one or more queued, then queue
|
|
// only changed ones, else queue unconditionally
|
|
//
|
|
if (m_ControlEventsInQueue > 0)
|
|
{
|
|
if (m_LastControlLevel == held)
|
|
return;
|
|
}
|
|
|
|
m_LastControlLevel = held;
|
|
m_ControlEventsInQueue++;
|
|
}
|
|
|
|
if (data.EventName == "collision")
|
|
{
|
|
if (m_CollisionInQueue)
|
|
return;
|
|
if (data.DetectParams == null)
|
|
return;
|
|
|
|
m_CollisionInQueue = true;
|
|
}
|
|
|
|
EventQueue.Enqueue(data);
|
|
|
|
if (m_CurrentWorkItem == null)
|
|
{
|
|
m_CurrentWorkItem = Engine.QueueEventHandler(this);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Process the next event queued for this script
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public object EventProcessor()
|
|
{
|
|
EventParams data = null;
|
|
// We check here as the thread stopping this instance from running may itself hold the m_Script lock.
|
|
if (!Running)
|
|
return 0;
|
|
|
|
lock (m_Script)
|
|
{
|
|
// m_log.DebugFormat("[XEngine]: EventProcessor() invoked for {0}.{1}", PrimName, ScriptName);
|
|
|
|
if (Suspended)
|
|
return 0;
|
|
|
|
ExecutionTimer.Restart();
|
|
|
|
try
|
|
{
|
|
return EventProcessorInt();
|
|
}
|
|
finally
|
|
{
|
|
ExecutionTimer.Stop();
|
|
ExecutionTime.AddSample(ExecutionTimer);
|
|
Part.ParentGroup.Scene.AddScriptExecutionTime(ExecutionTimer.ElapsedTicks);
|
|
}
|
|
}
|
|
}
|
|
|
|
private object EventProcessorInt()
|
|
{
|
|
EventParams data = null;
|
|
|
|
lock (EventQueue)
|
|
{
|
|
data = (EventParams)EventQueue.Dequeue();
|
|
if (data == null)
|
|
{
|
|
// check if a null event was enqueued or if its really empty
|
|
if (EventQueue.Count > 0 && Running && !ShuttingDown && !m_InSelfDelete)
|
|
{
|
|
m_CurrentWorkItem = Engine.QueueEventHandler(this);
|
|
}
|
|
else
|
|
{
|
|
m_CurrentWorkItem = null;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
if (data.EventName == "timer")
|
|
m_TimerQueued = false;
|
|
if (data.EventName == "control")
|
|
{
|
|
if (m_ControlEventsInQueue > 0)
|
|
m_ControlEventsInQueue--;
|
|
}
|
|
if (data.EventName == "collision")
|
|
m_CollisionInQueue = false;
|
|
}
|
|
|
|
if (DebugLevel >= 2)
|
|
m_log.DebugFormat(
|
|
"[SCRIPT INSTANCE]: Processing event {0} for {1}/{2}({3})/{4}({5}) @ {6}/{7}",
|
|
data.EventName,
|
|
ScriptName,
|
|
Part.Name,
|
|
Part.LocalId,
|
|
Part.ParentGroup.Name,
|
|
Part.ParentGroup.UUID,
|
|
Part.AbsolutePosition,
|
|
Part.ParentGroup.Scene.Name);
|
|
|
|
m_DetectParams = data.DetectParams;
|
|
|
|
if (data.EventName == "state") // Hardcoded state change
|
|
{
|
|
State = data.Params[0].ToString();
|
|
|
|
if (DebugLevel >= 1)
|
|
m_log.DebugFormat(
|
|
"[SCRIPT INSTANCE]: Changing state to {0} for {1}/{2}({3})/{4}({5}) @ {6}/{7}",
|
|
State,
|
|
ScriptName,
|
|
Part.Name,
|
|
Part.LocalId,
|
|
Part.ParentGroup.Name,
|
|
Part.ParentGroup.UUID,
|
|
Part.AbsolutePosition,
|
|
Part.ParentGroup.Scene.Name);
|
|
AsyncCommandManager.StateChange(Engine,
|
|
LocalID, ItemID);
|
|
// we are effectively in the new state now, so we can resume queueing
|
|
// and processing other non-timer events
|
|
m_StateChangeInProgress = false;
|
|
|
|
Part.SetScriptEvents(ItemID, (int)m_Script.GetStateEventFlags(State));
|
|
}
|
|
else
|
|
{
|
|
Exception e = null;
|
|
|
|
if (Engine.World.PipeEventsForScript(LocalID) ||
|
|
data.EventName == "control") // Don't freeze avies!
|
|
{
|
|
// m_log.DebugFormat("[Script] Delivered event {2} in state {3} to {0}.{1}",
|
|
// PrimName, ScriptName, data.EventName, State);
|
|
|
|
try
|
|
{
|
|
m_CurrentEvent = data.EventName;
|
|
m_EventStart = DateTime.UtcNow;
|
|
m_InEvent = true;
|
|
|
|
try
|
|
{
|
|
m_Script.ExecuteEvent(State, data.EventName, data.Params);
|
|
}
|
|
finally
|
|
{
|
|
m_InEvent = false;
|
|
m_CurrentEvent = String.Empty;
|
|
lock (EventQueue)
|
|
m_CurrentWorkItem = null; // no longer in a event that can be canceled
|
|
}
|
|
|
|
if (m_SaveState)
|
|
{
|
|
// This will be the very first event we deliver
|
|
// (state_entry) in default state
|
|
//
|
|
SaveState();
|
|
|
|
m_SaveState = false;
|
|
}
|
|
}
|
|
catch (Exception exx)
|
|
{
|
|
e = exx;
|
|
}
|
|
|
|
if(e != null)
|
|
{
|
|
// m_log.DebugFormat(
|
|
// "[SCRIPT] Exception in script {0} {1}: {2}{3}",
|
|
// ScriptName, ItemID, e.Message, e.StackTrace);
|
|
|
|
if ((!(e is TargetInvocationException)
|
|
|| (!(e.InnerException is SelfDeleteException)
|
|
&& !(e.InnerException is ScriptDeleteException)
|
|
&& !(e.InnerException is ScriptCoopStopException)))
|
|
&& !(e is ThreadAbortException))
|
|
{
|
|
try
|
|
{
|
|
|
|
if(e.InnerException != null && e.InnerException is ScriptException)
|
|
{
|
|
string text = e.InnerException.Message +
|
|
"(script: " + ScriptName +
|
|
" event: " + data.EventName +
|
|
" at " + Part.AbsolutePosition + ")";
|
|
if (text.Length > 1000)
|
|
text = text.Substring(0, 1000);
|
|
Engine.World.SimChat(Utils.StringToBytes(text),
|
|
ChatTypeEnum.DebugChannel, 2147483647,
|
|
Part.AbsolutePosition,
|
|
Part.Name, Part.UUID, false);
|
|
m_log.Debug(string.Format(
|
|
"[SCRIPT INSTANCE]: {0} (at event {1}, part {2} {3} at {4} in {5}",
|
|
e.InnerException.Message,
|
|
data.EventName,
|
|
PrimName,
|
|
Part.UUID,
|
|
Part.AbsolutePosition,
|
|
Part.ParentGroup.Scene.Name));
|
|
|
|
}
|
|
else
|
|
{
|
|
|
|
// DISPLAY ERROR INWORLD
|
|
string text = FormatException(e);
|
|
|
|
if (text.Length > 1000)
|
|
text = text.Substring(0, 1000);
|
|
Engine.World.SimChat(Utils.StringToBytes(text),
|
|
ChatTypeEnum.DebugChannel, 2147483647,
|
|
Part.AbsolutePosition,
|
|
Part.Name, Part.UUID, false);
|
|
|
|
|
|
m_log.Debug(string.Format(
|
|
"[SCRIPT INSTANCE]: Runtime error in script {0} (event {1}), part {2} {3} at {4} in {5} ",
|
|
ScriptName,
|
|
data.EventName,
|
|
PrimName,
|
|
Part.UUID,
|
|
Part.AbsolutePosition,
|
|
Part.ParentGroup.Scene.Name),
|
|
e);
|
|
}
|
|
}
|
|
catch (Exception)
|
|
{
|
|
}
|
|
}
|
|
else if ((e is TargetInvocationException) && (e.InnerException is SelfDeleteException))
|
|
{
|
|
m_InSelfDelete = true;
|
|
Engine.World.DeleteSceneObject(Part.ParentGroup, false);
|
|
}
|
|
else if ((e is TargetInvocationException) && (e.InnerException is ScriptDeleteException))
|
|
{
|
|
m_InSelfDelete = true;
|
|
Part.Inventory.RemoveInventoryItem(ItemID);
|
|
}
|
|
else if ((e is TargetInvocationException) && (e.InnerException is ScriptCoopStopException))
|
|
{
|
|
if (DebugLevel >= 1)
|
|
m_log.DebugFormat(
|
|
"[SCRIPT INSTANCE]: Script {0}.{1} in event {2}, state {3} stopped co-operatively.",
|
|
PrimName, ScriptName, data.EventName, State);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// If there are more events and we are currently running and not shutting down, then ask the
|
|
// script engine to run the next event.
|
|
lock (EventQueue)
|
|
{
|
|
// Increase processed events counter and prevent wrap;
|
|
if (++EventsProcessed == 1000000)
|
|
EventsProcessed = 100000;
|
|
|
|
if ((EventsProcessed % 100000) == 0 && DebugLevel > 0)
|
|
{
|
|
m_log.DebugFormat("[SCRIPT INSTANCE]: Script \"{0}\" (Object \"{1}\" {2} @ {3}.{4}, Item ID {5}, Asset {6}) in event {7}: processed {8:n0} script events",
|
|
ScriptTask.Name,
|
|
Part.ParentGroup.Name, Part.ParentGroup.UUID, Part.ParentGroup.AbsolutePosition, Part.ParentGroup.Scene.Name,
|
|
ScriptTask.ItemID, ScriptTask.AssetID, data.EventName, EventsProcessed);
|
|
}
|
|
|
|
if (EventQueue.Count > 0 && Running && !ShuttingDown && !m_InSelfDelete)
|
|
{
|
|
m_CurrentWorkItem = Engine.QueueEventHandler(this);
|
|
}
|
|
else
|
|
{
|
|
m_CurrentWorkItem = null;
|
|
}
|
|
}
|
|
|
|
m_DetectParams = null;
|
|
|
|
return 0;
|
|
}
|
|
|
|
public int EventTime()
|
|
{
|
|
if (!m_InEvent)
|
|
return 0;
|
|
|
|
return (DateTime.UtcNow - m_EventStart).Seconds;
|
|
}
|
|
|
|
public void ResetScript(int timeout)
|
|
{
|
|
if (m_Script == null)
|
|
return;
|
|
|
|
bool running = Running;
|
|
|
|
RemoveState();
|
|
ReleaseControls();
|
|
|
|
Stop(timeout);
|
|
SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID);
|
|
part.Inventory.GetInventoryItem(ItemID).PermsMask = 0;
|
|
part.Inventory.GetInventoryItem(ItemID).PermsGranter = UUID.Zero;
|
|
part.CollisionSound = UUID.Zero;
|
|
AsyncCommandManager.RemoveScript(Engine, LocalID, ItemID);
|
|
|
|
m_TimerQueued = false;
|
|
m_StateChangeInProgress = false;
|
|
EventQueue.Clear();
|
|
|
|
m_Script.ResetVars();
|
|
StartParam = 0;
|
|
State = "default";
|
|
|
|
|
|
part.SetScriptEvents(ItemID,
|
|
(int)m_Script.GetStateEventFlags(State));
|
|
if (running)
|
|
Start();
|
|
|
|
m_SaveState = StatePersistedHere;
|
|
|
|
PostEvent(new EventParams("state_entry",
|
|
new Object[0], new DetectParams[0]));
|
|
}
|
|
|
|
[DebuggerNonUserCode] //Stops the VS debugger from farting in this function
|
|
public void ApiResetScript()
|
|
{
|
|
// bool running = Running;
|
|
|
|
RemoveState();
|
|
ReleaseControls();
|
|
|
|
m_Script.ResetVars();
|
|
SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID);
|
|
part.Inventory.GetInventoryItem(ItemID).PermsMask = 0;
|
|
part.Inventory.GetInventoryItem(ItemID).PermsGranter = UUID.Zero;
|
|
part.CollisionSound = UUID.Zero;
|
|
AsyncCommandManager.RemoveScript(Engine, LocalID, ItemID);
|
|
|
|
m_TimerQueued = false;
|
|
m_StateChangeInProgress = false;
|
|
EventQueue.Clear();
|
|
m_Script.ResetVars();
|
|
string oldState = State;
|
|
StartParam = 0;
|
|
State = "default";
|
|
|
|
part.SetScriptEvents(ItemID,
|
|
(int)m_Script.GetStateEventFlags(State));
|
|
|
|
if (m_CurrentEvent != "state_entry" || oldState != "default")
|
|
{
|
|
m_SaveState = StatePersistedHere;
|
|
PostEvent(new EventParams("state_entry",
|
|
new Object[0], new DetectParams[0]));
|
|
throw new EventAbortException();
|
|
}
|
|
}
|
|
|
|
public Dictionary<string, object> GetVars()
|
|
{
|
|
if (m_Script != null)
|
|
return m_Script.GetVars();
|
|
else
|
|
return new Dictionary<string, object>();
|
|
}
|
|
|
|
public void SetVars(Dictionary<string, object> vars)
|
|
{
|
|
// foreach (KeyValuePair<string, object> kvp in vars)
|
|
// m_log.DebugFormat("[SCRIPT INSTANCE]: Setting var {0}={1}", kvp.Key, kvp.Value);
|
|
|
|
m_Script.SetVars(vars);
|
|
}
|
|
|
|
public DetectParams GetDetectParams(int idx)
|
|
{
|
|
if (m_DetectParams == null)
|
|
return null;
|
|
if (idx < 0 || idx >= m_DetectParams.Length)
|
|
return null;
|
|
|
|
return m_DetectParams[idx];
|
|
}
|
|
|
|
public UUID GetDetectID(int idx)
|
|
{
|
|
if (m_DetectParams == null)
|
|
return UUID.Zero;
|
|
if (idx < 0 || idx >= m_DetectParams.Length)
|
|
return UUID.Zero;
|
|
|
|
return m_DetectParams[idx].Key;
|
|
}
|
|
|
|
public void SaveState()
|
|
{
|
|
if (!Running && !StayStopped)
|
|
return;
|
|
|
|
// We cannot call this inside the EventQueue lock since it will currently take AsyncCommandManager.staticLock.
|
|
// This may already be held by AsyncCommandManager.DoOneCmdHandlerPass() which in turn can take EventQueue
|
|
// lock via ScriptInstance.PostEvent().
|
|
PluginData = AsyncCommandManager.GetSerializationData(Engine, ItemID);
|
|
|
|
// We need to lock here to avoid any race with a thread that is removing this script.
|
|
lock (EventQueue)
|
|
{
|
|
// Check again to avoid a race with a thread in Stop()
|
|
if (!Running && !StayStopped)
|
|
return;
|
|
|
|
// If we're currently in an event, just tell it to save upon return
|
|
//
|
|
if (m_InEvent)
|
|
{
|
|
m_SaveState = true;
|
|
return;
|
|
}
|
|
|
|
// m_log.DebugFormat(
|
|
// "[SCRIPT INSTANCE]: Saving state for script {0} (id {1}) in part {2} (id {3}) in object {4} in {5}",
|
|
// ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, Engine.World.Name);
|
|
|
|
string xml = ScriptSerializer.Serialize(this);
|
|
|
|
// Compare hash of the state we just just created with the state last written to disk
|
|
// If the state is different, update the disk file.
|
|
UUID hash = UUID.Parse(Utils.MD5String(xml));
|
|
|
|
if (hash != m_CurrentStateHash)
|
|
{
|
|
try
|
|
{
|
|
using (FileStream fs = File.Create(Path.Combine(m_dataPath, ItemID.ToString() + ".state")))
|
|
{
|
|
Byte[] buf = Util.UTF8NoBomEncoding.GetBytes(xml);
|
|
fs.Write(buf, 0, buf.Length);
|
|
}
|
|
}
|
|
catch(Exception)
|
|
{
|
|
// m_log.Error("Unable to save xml\n"+e.ToString());
|
|
}
|
|
//if (!File.Exists(Path.Combine(Path.GetDirectoryName(assembly), ItemID.ToString() + ".state")))
|
|
//{
|
|
// throw new Exception("Completed persistence save, but no file was created");
|
|
//}
|
|
m_CurrentStateHash = hash;
|
|
}
|
|
|
|
StayStopped = false;
|
|
}
|
|
}
|
|
|
|
public IScriptApi GetApi(string name)
|
|
{
|
|
if (m_Apis.ContainsKey(name))
|
|
{
|
|
// m_log.DebugFormat("[SCRIPT INSTANCE]: Found api {0} in {1}@{2}", name, ScriptName, PrimName);
|
|
|
|
return m_Apis[name];
|
|
}
|
|
|
|
// m_log.DebugFormat("[SCRIPT INSTANCE]: Did not find api {0} in {1}@{2}", name, ScriptName, PrimName);
|
|
|
|
return null;
|
|
}
|
|
|
|
public override string ToString()
|
|
{
|
|
return String.Format("{0} {1} on {2}", ScriptName, ItemID, PrimName);
|
|
}
|
|
|
|
string FormatException(Exception e)
|
|
{
|
|
if (e.InnerException == null) // Not a normal runtime error
|
|
return e.ToString();
|
|
|
|
string message = "Runtime error:\n" + e.InnerException.StackTrace;
|
|
string[] lines = message.Split(new char[] {'\n'});
|
|
|
|
foreach (string line in lines)
|
|
{
|
|
if (line.Contains("SecondLife.Script"))
|
|
{
|
|
int idx = line.IndexOf(':');
|
|
if (idx != -1)
|
|
{
|
|
string val = line.Substring(idx+1);
|
|
int lineNum = 0;
|
|
if (int.TryParse(val, out lineNum))
|
|
{
|
|
KeyValuePair<int, int> pos =
|
|
Compiler.FindErrorPosition(
|
|
lineNum, 0, LineMap);
|
|
|
|
int scriptLine = pos.Key;
|
|
int col = pos.Value;
|
|
if (scriptLine == 0)
|
|
scriptLine++;
|
|
if (col == 0)
|
|
col++;
|
|
message = string.Format("Runtime error:\n" +
|
|
"({0}): {1}", scriptLine - 1,
|
|
e.InnerException.Message);
|
|
|
|
return message;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// m_log.ErrorFormat("Scripting exception:");
|
|
// m_log.ErrorFormat(e.ToString());
|
|
|
|
return e.ToString();
|
|
}
|
|
|
|
public string GetAssemblyName()
|
|
{
|
|
return m_assemblyPath;
|
|
}
|
|
|
|
public string GetXMLState()
|
|
{
|
|
bool run = Running;
|
|
Stop(100);
|
|
Running = run;
|
|
|
|
// We should not be doing this, but since we are about to
|
|
// dispose this, it really doesn't make a difference
|
|
// This is meant to work around a Windows only race
|
|
//
|
|
m_InEvent = false;
|
|
|
|
// Force an update of the in-memory plugin data
|
|
//
|
|
PluginData = AsyncCommandManager.GetSerializationData(Engine, ItemID);
|
|
|
|
return ScriptSerializer.Serialize(this);
|
|
}
|
|
|
|
public UUID RegionID
|
|
{
|
|
get { return m_RegionID; }
|
|
}
|
|
|
|
public void Suspend()
|
|
{
|
|
Suspended = true;
|
|
}
|
|
|
|
public void Resume()
|
|
{
|
|
Suspended = false;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Xengine event wait handle.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This class exists becase XEngineScriptBase gets a reference to this wait handle. We need to make sure that
|
|
/// when scripts are running in different AppDomains the lease does not expire.
|
|
/// FIXME: Like LSL_Api, etc., this effectively leaks memory since the GC will never collect it. To avoid this,
|
|
/// proper remoting sponsorship needs to be implemented across the board.
|
|
/// </remarks>
|
|
public class XEngineEventWaitHandle : EventWaitHandle
|
|
{
|
|
public XEngineEventWaitHandle(bool initialState, EventResetMode mode) : base(initialState, mode) {}
|
|
|
|
public override Object InitializeLifetimeService()
|
|
{
|
|
return null;
|
|
}
|
|
}
|
|
}
|