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https://github.com/opensim/opensim.git
synced 2026-08-04 16:22:50 +08:00
Fixed ScriptEngine config in OpenSim.ini.example that was out of place.
Added some info to failure on GridServices listening port so people can see what actually went wrong. Moved most of the function/event execution module to a baseclass so other execution methods (instead of reflection) can be used with custom script modules run by ScriptEngine.Common. + some accumulated patches
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@@ -33,64 +33,26 @@ using System.Runtime.Remoting.Lifetime;
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namespace OpenSim.Region.ScriptEngine.Common
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{
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public class Executor : MarshalByRefObject
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public class Executor : ExecutorBase
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{
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// Private instance for each script
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private IScript m_Script;
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// Cache functions by keeping a reference to them in a dictionary
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private Dictionary<string, MethodInfo> Events = new Dictionary<string, MethodInfo>();
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private bool m_Running = true;
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//private List<IScript> Scripts = new List<IScript>();
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public Executor(IScript Script)
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public Executor(IScript script) : base(script)
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{
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m_Script = Script;
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}
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// Object never expires
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public override Object InitializeLifetimeService()
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{
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//Console.WriteLine("Executor: InitializeLifetimeService()");
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// return null;
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ILease lease = (ILease) base.InitializeLifetimeService();
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if (lease.CurrentState == LeaseState.Initial)
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{
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lease.InitialLeaseTime = TimeSpan.Zero; // TimeSpan.FromMinutes(1);
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// lease.SponsorshipTimeout = TimeSpan.FromMinutes(2);
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// lease.RenewOnCallTime = TimeSpan.FromSeconds(2);
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}
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return lease;
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}
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public AppDomain GetAppDomain()
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{
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return AppDomain.CurrentDomain;
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}
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public void ExecuteEvent(string FunctionName, object[] args)
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protected override void DoExecuteEvent(string FunctionName, object[] args)
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{
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// IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory.
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// Instead use RuntimeTypeHandle, RuntimeFieldHandle and RunTimeHandle (IntPtr) instead!
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//try
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//{
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if (m_Running == false)
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{
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// Script is inactive, do not execute!
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return;
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}
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string EventName = m_Script.State + "_event_" + FunctionName;
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//cfk 2-7-08 dont need this right now and the default Linux build has DEBUG defined
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///#if DEBUG
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/// Console.WriteLine("ScriptEngine: Script event function name: " + EventName);
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///#endif
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//type.InvokeMember(EventName, BindingFlags.InvokeMethod, null, m_Script, args);
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//Console.WriteLine("ScriptEngine Executor.ExecuteEvent: \String.Empty + EventName + "\String.Empty);
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if (Events.ContainsKey(EventName) == false)
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{
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// Not found, create
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@@ -122,27 +84,9 @@ namespace OpenSim.Region.ScriptEngine.Common
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/// Console.WriteLine("ScriptEngine: Executing function name: " + EventName);
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///#endif
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// Found
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//try
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//{
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// Invoke it
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ev.Invoke(m_Script, args);
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//}
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//catch (Exception e)
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//{
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// // TODO: Send to correct place
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// Console.WriteLine("ScriptEngine Exception attempting to executing script function: " + e.ToString());
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//}
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//}
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//catch { }
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}
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public void StopScript()
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{
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m_Running = false;
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}
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}
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}
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