Removed the DotNetEngine scripting engine. You will need to create a fresh checkout or clean out all *DotNet*.dll assemblies from the bin/ directory to run OpenSim moving forward

This commit is contained in:
John Hurliman
2009-10-27 13:31:04 -07:00
parent fefe767476
commit 2525810e2a
37 changed files with 1 additions and 5907 deletions

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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using System.Security;
using System.Security.Policy;
using System.Security.Permissions;
using OpenSim.Region.ScriptEngine.Interfaces;
using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
using log4net;
namespace OpenSim.Region.ScriptEngine.DotNetEngine
{
public class AppDomainManager
{
//
// This class does AppDomain handling and loading/unloading of
// scripts in it. It is instanced in "ScriptEngine" and controlled
// from "ScriptManager"
//
// 1. Create a new AppDomain if old one is full (or doesn't exist)
// 2. Load scripts into AppDomain
// 3. Unload scripts from AppDomain (stopping them and marking
// them as inactive)
// 4. Unload AppDomain completely when all scripts in it has stopped
//
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private int maxScriptsPerAppDomain = 1;
// Internal list of all AppDomains
private List<AppDomainStructure> appDomains =
new List<AppDomainStructure>();
// Structure to keep track of data around AppDomain
private class AppDomainStructure
{
// The AppDomain itself
public AppDomain CurrentAppDomain;
// Number of scripts loaded into AppDomain
public int ScriptsLoaded;
// Number of dead scripts
public int ScriptsWaitingUnload;
}
// Current AppDomain
private AppDomainStructure currentAD;
private object getLock = new object(); // Mutex
private object freeLock = new object(); // Mutex
private ScriptEngine m_scriptEngine;
//public AppDomainManager(ScriptEngine scriptEngine)
public AppDomainManager(ScriptEngine scriptEngine)
{
m_scriptEngine = scriptEngine;
ReadConfig();
}
public void ReadConfig()
{
maxScriptsPerAppDomain = m_scriptEngine.ScriptConfigSource.GetInt(
"ScriptsPerAppDomain", 1);
}
// Find a free AppDomain, creating one if necessary
private AppDomainStructure GetFreeAppDomain()
{
lock (getLock)
{
// Current full?
if (currentAD != null &&
currentAD.ScriptsLoaded >= maxScriptsPerAppDomain)
{
// Add it to AppDomains list and empty current
appDomains.Add(currentAD);
currentAD = null;
}
// No current
if (currentAD == null)
{
// Create a new current AppDomain
currentAD = new AppDomainStructure();
currentAD.CurrentAppDomain = PrepareNewAppDomain();
}
return currentAD;
}
}
private int AppDomainNameCount;
// Create and prepare a new AppDomain for scripts
private AppDomain PrepareNewAppDomain()
{
// Create and prepare a new AppDomain
AppDomainNameCount++;
// TODO: Currently security match current appdomain
// Construct and initialize settings for a second AppDomain.
AppDomainSetup ads = new AppDomainSetup();
ads.ApplicationBase = AppDomain.CurrentDomain.BaseDirectory;
ads.DisallowBindingRedirects = true;
ads.DisallowCodeDownload = true;
ads.LoaderOptimization = LoaderOptimization.MultiDomainHost;
ads.ShadowCopyFiles = "false"; // Disable shadowing
ads.ConfigurationFile =
AppDomain.CurrentDomain.SetupInformation.ConfigurationFile;
AppDomain AD = AppDomain.CreateDomain("ScriptAppDomain_" +
AppDomainNameCount, null, ads);
m_log.Info("[" + m_scriptEngine.ScriptEngineName +
"]: AppDomain Loading: " +
AssemblyName.GetAssemblyName(
"OpenSim.Region.ScriptEngine.Shared.dll").ToString());
AD.Load(AssemblyName.GetAssemblyName(
"OpenSim.Region.ScriptEngine.Shared.dll"));
// Return the new AppDomain
return AD;
}
// Unload appdomains that are full and have only dead scripts
private void UnloadAppDomains()
{
lock (freeLock)
{
// Go through all
foreach (AppDomainStructure ads in new ArrayList(appDomains))
{
// Don't process current AppDomain
if (ads.CurrentAppDomain != currentAD.CurrentAppDomain)
{
// Not current AppDomain
// Is number of unloaded bigger or equal to number of loaded?
if (ads.ScriptsLoaded <= ads.ScriptsWaitingUnload)
{
// Remove from internal list
appDomains.Remove(ads);
// Unload
AppDomain.Unload(ads.CurrentAppDomain);
}
}
}
}
}
public IScript LoadScript(string FileName, out AppDomain ad)
{
// Find next available AppDomain to put it in
AppDomainStructure FreeAppDomain = GetFreeAppDomain();
IScript mbrt = (IScript)
FreeAppDomain.CurrentAppDomain.CreateInstanceFromAndUnwrap(
FileName, "SecondLife.Script");
FreeAppDomain.ScriptsLoaded++;
ad = FreeAppDomain.CurrentAppDomain;
return mbrt;
}
// Increase "dead script" counter for an AppDomain
public void StopScript(AppDomain ad)
{
lock (freeLock)
{
// Check if it is current AppDomain
if (currentAD.CurrentAppDomain == ad)
{
// Yes - increase
currentAD.ScriptsWaitingUnload++;
return;
}
// Lopp through all AppDomains
foreach (AppDomainStructure ads in new ArrayList(appDomains))
{
if (ads.CurrentAppDomain == ad)
{
// Found it
ads.ScriptsWaitingUnload++;
break;
}
}
}
UnloadAppDomains(); // Outsite lock, has its own GetLock
}
// If set to true then threads and stuff should try
// to make a graceful exit
public bool PleaseShutdown
{
get { return _PleaseShutdown; }
set { _PleaseShutdown = value; }
}
private bool _PleaseShutdown = false;
}
}

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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System.Reflection;
using log4net;
namespace OpenSim.Region.ScriptEngine.DotNetEngine
{
public static class Common
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public static ScriptEngine mySE;
// This class just contains some static log stuff used for debugging.
public static void SendToDebug(string message)
{
m_log.Info("[" + mySE.ScriptEngineName + "]: Debug: " + message);
}
public static void SendToLog(string message)
{
m_log.Info("[" + mySE.ScriptEngineName + "]: LOG: " + message);
}
}
}

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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Reflection;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.CoreModules;
using OpenSim.Region;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.ScriptEngine.Shared;
using log4net;
namespace OpenSim.Region.ScriptEngine.DotNetEngine
{
/// <summary>
/// Prepares events so they can be directly executed upon a script by EventQueueManager, then queues it.
/// </summary>
[Serializable]
public class EventManager
{
//
// Class is instanced in "ScriptEngine" and Uses "EventQueueManager"
// that is also instanced in "ScriptEngine".
// This class needs a bit of explaining:
//
// This class it the link between an event inside OpenSim and
// the corresponding event in a user script being executed.
//
// For example when an user touches an object then the
// "myScriptEngine.World.EventManager.OnObjectGrab" event is fired
// inside OpenSim.
// We hook up to this event and queue a touch_start in
// EventQueueManager with the proper LSL parameters.
// It will then be delivered to the script by EventQueueManager.
//
// You can check debug C# dump of an LSL script if you need to
// verify what exact parameters are needed.
//
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private ScriptEngine myScriptEngine;
public EventManager(ScriptEngine _ScriptEngine, bool performHookUp)
{
myScriptEngine = _ScriptEngine;
ReadConfig();
if (performHookUp)
{
myScriptEngine.World.EventManager.OnRezScript += OnRezScript;
}
}
public void HookUpEvents()
{
m_log.Info("[" + myScriptEngine.ScriptEngineName +
"]: Hooking up to server events");
myScriptEngine.World.EventManager.OnObjectGrab +=
touch_start;
myScriptEngine.World.EventManager.OnObjectDeGrab +=
touch_end;
myScriptEngine.World.EventManager.OnRemoveScript +=
OnRemoveScript;
myScriptEngine.World.EventManager.OnScriptChangedEvent +=
changed;
myScriptEngine.World.EventManager.OnScriptAtTargetEvent +=
at_target;
myScriptEngine.World.EventManager.OnScriptNotAtTargetEvent +=
not_at_target;
myScriptEngine.World.EventManager.OnScriptControlEvent +=
control;
myScriptEngine.World.EventManager.OnScriptColliderStart +=
collision_start;
myScriptEngine.World.EventManager.OnScriptColliding +=
collision;
myScriptEngine.World.EventManager.OnScriptCollidingEnd +=
collision_end;
IMoneyModule money =
myScriptEngine.World.RequestModuleInterface<IMoneyModule>();
if (money != null)
money.OnObjectPaid+=HandleObjectPaid;
}
public void ReadConfig()
{
}
private void HandleObjectPaid(UUID objectID, UUID agentID, int amount)
{
SceneObjectPart part =
myScriptEngine.World.GetSceneObjectPart(objectID);
if (part != null)
{
money(part.LocalId, agentID, amount);
}
}
public void changed(uint localID, uint change)
{
// Add to queue for all scripts in localID, Object pass change.
myScriptEngine.PostObjectEvent(localID, new EventParams(
"changed",new object[] { new LSL_Types.LSLInteger(change) },
new DetectParams[0]));
}
public void state_entry(uint localID)
{
// Add to queue for all scripts in ObjectID object
myScriptEngine.PostObjectEvent(localID, new EventParams(
"state_entry",new object[] { },
new DetectParams[0]));
}
public void touch_start(uint localID, uint originalID,
Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs)
{
// Add to queue for all scripts in ObjectID object
DetectParams[] det = new DetectParams[1];
det[0] = new DetectParams();
det[0].Key = remoteClient.AgentId;
det[0].Populate(myScriptEngine.World);
if (originalID == 0)
{
SceneObjectPart part =
myScriptEngine.World.GetSceneObjectPart(localID);
if (part == null)
return;
det[0].LinkNum = part.LinkNum;
}
else
{
SceneObjectPart originalPart =
myScriptEngine.World.GetSceneObjectPart(originalID);
det[0].LinkNum = originalPart.LinkNum;
}
if (surfaceArgs != null)
{
det[0].SurfaceTouchArgs = surfaceArgs;
}
myScriptEngine.PostObjectEvent(localID, new EventParams(
"touch_start", new Object[] { new LSL_Types.LSLInteger(1) },
det));
}
public void touch(uint localID, uint originalID, Vector3 offsetPos,
IClientAPI remoteClient)
{
// Add to queue for all scripts in ObjectID object
DetectParams[] det = new DetectParams[1];
det[0] = new DetectParams();
det[0].Key = remoteClient.AgentId;
det[0].Populate(myScriptEngine.World);
det[0].OffsetPos = new LSL_Types.Vector3(offsetPos.X,
offsetPos.Y,
offsetPos.Z);
if (originalID == 0)
{
SceneObjectPart part = myScriptEngine.World.GetSceneObjectPart(localID);
if (part == null)
return;
det[0].LinkNum = part.LinkNum;
}
else
{
SceneObjectPart originalPart = myScriptEngine.World.GetSceneObjectPart(originalID);
det[0].LinkNum = originalPart.LinkNum;
}
myScriptEngine.PostObjectEvent(localID, new EventParams(
"touch", new Object[] { new LSL_Types.LSLInteger(1) },
det));
}
public void touch_end(uint localID, uint originalID, IClientAPI remoteClient,
SurfaceTouchEventArgs surfaceArgs)
{
// Add to queue for all scripts in ObjectID object
DetectParams[] det = new DetectParams[1];
det[0] = new DetectParams();
det[0].Key = remoteClient.AgentId;
det[0].Populate(myScriptEngine.World);
if (originalID == 0)
{
SceneObjectPart part =
myScriptEngine.World.GetSceneObjectPart(localID);
if (part == null)
return;
det[0].LinkNum = part.LinkNum;
}
else
{
SceneObjectPart originalPart =
myScriptEngine.World.GetSceneObjectPart(originalID);
det[0].LinkNum = originalPart.LinkNum;
}
if (surfaceArgs != null)
{
det[0].SurfaceTouchArgs = surfaceArgs;
}
myScriptEngine.PostObjectEvent(localID, new EventParams(
"touch_end", new Object[] { new LSL_Types.LSLInteger(1) },
det));
}
public void OnRezScript(uint localID, UUID itemID, string script,
int startParam, bool postOnRez, string engine, int stateSource)
{
if (script.StartsWith("//MRM:"))
return;
List<IScriptModule> engines =
new List<IScriptModule>(
myScriptEngine.World.RequestModuleInterfaces<IScriptModule>());
List<string> names = new List<string>();
foreach (IScriptModule m in engines)
names.Add(m.ScriptEngineName);
int lineEnd = script.IndexOf('\n');
if (lineEnd > 1)
{
string firstline = script.Substring(0, lineEnd).Trim();
int colon = firstline.IndexOf(':');
if (firstline.Length > 2 &&
firstline.Substring(0, 2) == "//" && colon != -1)
{
string engineName = firstline.Substring(2, colon-2);
if (names.Contains(engineName))
{
engine = engineName;
script = "//" + script.Substring(script.IndexOf(':')+1);
}
else
{
if (engine == myScriptEngine.ScriptEngineName)
{
SceneObjectPart part =
myScriptEngine.World.GetSceneObjectPart(
localID);
TaskInventoryItem item =
part.Inventory.GetInventoryItem(itemID);
ScenePresence presence =
myScriptEngine.World.GetScenePresence(
item.OwnerID);
if (presence != null)
{
presence.ControllingClient.SendAgentAlertMessage(
"Selected engine unavailable. "+
"Running script on "+
myScriptEngine.ScriptEngineName,
false);
}
}
}
}
}
if (engine != myScriptEngine.ScriptEngineName)
return;
// m_log.Debug("OnRezScript localID: " + localID +
// " LLUID: " + itemID.ToString() + " Size: " +
// script.Length);
myScriptEngine.m_ScriptManager.StartScript(localID, itemID, script,
startParam, postOnRez);
}
public void OnRemoveScript(uint localID, UUID itemID)
{
// m_log.Debug("OnRemoveScript localID: " + localID + " LLUID: " + itemID.ToString());
myScriptEngine.m_ScriptManager.StopScript(
localID,
itemID
);
}
public void money(uint localID, UUID agentID, int amount)
{
myScriptEngine.PostObjectEvent(localID, new EventParams(
"money", new object[] {
new LSL_Types.LSLString(agentID.ToString()),
new LSL_Types.LSLInteger(amount) },
new DetectParams[0]));
}
// TODO: Replace placeholders below
// NOTE! THE PARAMETERS FOR THESE FUNCTIONS ARE NOT CORRECT!
// These needs to be hooked up to OpenSim during init of this class
// then queued in EventQueueManager.
// When queued in EventQueueManager they need to be LSL compatible (name and params)
public void state_exit(uint localID)
{
myScriptEngine.PostObjectEvent(localID, new EventParams(
"state_exit", new object[] { },
new DetectParams[0]));
}
public void collision_start(uint localID, ColliderArgs col)
{
// Add to queue for all scripts in ObjectID object
List<DetectParams> det = new List<DetectParams>();
foreach (DetectedObject detobj in col.Colliders)
{
DetectParams d = new DetectParams();
d.Key =detobj.keyUUID;
d.Populate(myScriptEngine.World);
det.Add(d);
}
if (det.Count > 0)
myScriptEngine.PostObjectEvent(localID, new EventParams(
"collision_start",
new Object[] { new LSL_Types.LSLInteger(det.Count) },
det.ToArray()));
}
public void collision(uint localID, ColliderArgs col)
{
// Add to queue for all scripts in ObjectID object
List<DetectParams> det = new List<DetectParams>();
foreach (DetectedObject detobj in col.Colliders)
{
DetectParams d = new DetectParams();
d.Key =detobj.keyUUID;
d.Populate(myScriptEngine.World);
det.Add(d);
}
if (det.Count > 0)
myScriptEngine.PostObjectEvent(localID, new EventParams(
"collision", new Object[] { new LSL_Types.LSLInteger(det.Count) },
det.ToArray()));
}
public void collision_end(uint localID, ColliderArgs col)
{
// Add to queue for all scripts in ObjectID object
List<DetectParams> det = new List<DetectParams>();
foreach (DetectedObject detobj in col.Colliders)
{
DetectParams d = new DetectParams();
d.Key =detobj.keyUUID;
d.Populate(myScriptEngine.World);
det.Add(d);
}
if (det.Count > 0)
myScriptEngine.PostObjectEvent(localID, new EventParams(
"collision_end",
new Object[] { new LSL_Types.LSLInteger(det.Count) },
det.ToArray()));
}
public void land_collision_start(uint localID, UUID itemID)
{
myScriptEngine.PostObjectEvent(localID, new EventParams(
"land_collision_start",
new object[0],
new DetectParams[0]));
}
public void land_collision(uint localID, UUID itemID)
{
myScriptEngine.PostObjectEvent(localID, new EventParams(
"land_collision",
new object[0],
new DetectParams[0]));
}
public void land_collision_end(uint localID, UUID itemID)
{
myScriptEngine.PostObjectEvent(localID, new EventParams(
"land_collision_end",
new object[0],
new DetectParams[0]));
}
// Handled by long commands
public void timer(uint localID, UUID itemID)
{
}
public void listen(uint localID, UUID itemID)
{
}
public void control(uint localID, UUID itemID, UUID agentID, uint held, uint change)
{
if ((change == 0) && (myScriptEngine.m_EventQueueManager.CheckEeventQueueForEvent(localID,"control"))) return;
myScriptEngine.PostObjectEvent(localID, new EventParams(
"control",new object[] {
new LSL_Types.LSLString(agentID.ToString()),
new LSL_Types.LSLInteger(held),
new LSL_Types.LSLInteger(change)},
new DetectParams[0]));
}
public void email(uint localID, UUID itemID, string timeSent,
string address, string subject, string message, int numLeft)
{
myScriptEngine.PostObjectEvent(localID, new EventParams(
"email",new object[] {
new LSL_Types.LSLString(timeSent),
new LSL_Types.LSLString(address),
new LSL_Types.LSLString(subject),
new LSL_Types.LSLString(message),
new LSL_Types.LSLInteger(numLeft)},
new DetectParams[0]));
}
public void at_target(uint localID, uint handle, Vector3 targetpos,
Vector3 atpos)
{
myScriptEngine.PostObjectEvent(localID, new EventParams(
"at_target", new object[] {
new LSL_Types.LSLInteger(handle),
new LSL_Types.Vector3(targetpos.X,targetpos.Y,targetpos.Z),
new LSL_Types.Vector3(atpos.X,atpos.Y,atpos.Z) },
new DetectParams[0]));
}
public void not_at_target(uint localID)
{
myScriptEngine.PostObjectEvent(localID, new EventParams(
"not_at_target",new object[0],
new DetectParams[0]));
}
public void at_rot_target(uint localID, UUID itemID)
{
myScriptEngine.PostObjectEvent(localID, new EventParams(
"at_rot_target",new object[0],
new DetectParams[0]));
}
public void not_at_rot_target(uint localID, UUID itemID)
{
myScriptEngine.PostObjectEvent(localID, new EventParams(
"not_at_rot_target",new object[0],
new DetectParams[0]));
}
public void attach(uint localID, UUID itemID)
{
}
public void dataserver(uint localID, UUID itemID)
{
}
public void link_message(uint localID, UUID itemID)
{
}
public void moving_start(uint localID, UUID itemID)
{
myScriptEngine.PostObjectEvent(localID, new EventParams(
"moving_start",new object[0],
new DetectParams[0]));
}
public void moving_end(uint localID, UUID itemID)
{
myScriptEngine.PostObjectEvent(localID, new EventParams(
"moving_end",new object[0],
new DetectParams[0]));
}
public void object_rez(uint localID, UUID itemID)
{
}
public void remote_data(uint localID, UUID itemID)
{
}
// Handled by long commands
public void http_response(uint localID, UUID itemID)
{
}
/// <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;
}
}

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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using OpenMetaverse;
using OpenSim.Region.ScriptEngine.Shared;
using log4net;
namespace OpenSim.Region.ScriptEngine.DotNetEngine
{
/// <summary>
/// EventQueueManager handles event queues
/// Events are queued and executed in separate thread
/// </summary>
[Serializable]
public class EventQueueManager
{
//
// Class is instanced in "ScriptEngine" and used by "EventManager" which is also instanced in "ScriptEngine".
//
// Class purpose is to queue and execute functions that are received by "EventManager":
// - allowing "EventManager" to release its event thread immediately, thus not interrupting server execution.
// - allowing us to prioritize and control execution of script functions.
// Class can use multiple threads for simultaneous execution. Mutexes are used for thread safety.
//
// 1. Hold an execution queue for scripts
// 2. Use threads to process queue, each thread executes one script function on each pass.
// 3. Catch any script error and process it
//
//
// Notes:
// * Current execution load balancing is optimized for 1 thread, and can cause unfair execute balancing between scripts.
// Not noticeable unless server is under high load.
//
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public ScriptEngine m_ScriptEngine;
/// <summary>
/// List of threads (classes) processing event queue
/// Note that this may or may not be a reference to a static object depending on PrivateRegionThreads config setting.
/// </summary>
internal static List<EventQueueThreadClass> eventQueueThreads = new List<EventQueueThreadClass>(); // Thread pool that we work on
/// <summary>
/// Locking access to eventQueueThreads AND staticGlobalEventQueueThreads.
/// </summary>
// private object eventQueueThreadsLock = new object();
// Static objects for referencing the objects above if we don't have private threads:
//internal static List<EventQueueThreadClass> staticEventQueueThreads; // A static reference used if we don't use private threads
// internal static object staticEventQueueThreadsLock; // Statick lock object reference for same reason
/// <summary>
/// Global static list of all threads (classes) processing event queue -- used by max enforcment thread
/// </summary>
//private List<EventQueueThreadClass> staticGlobalEventQueueThreads = new List<EventQueueThreadClass>();
/// <summary>
/// Used internally to specify how many threads should exit gracefully
/// </summary>
public static int ThreadsToExit;
public static object ThreadsToExitLock = new object();
//public object queueLock = new object(); // Mutex lock object
/// <summary>
/// How many threads to process queue with
/// </summary>
internal static int numberOfThreads;
internal static int EventExecutionMaxQueueSize;
/// <summary>
/// Maximum time one function can use for execution before we perform a thread kill.
/// </summary>
private static int maxFunctionExecutionTimems
{
get { return (int)(maxFunctionExecutionTimens / 10000); }
set { maxFunctionExecutionTimens = value * 10000; }
}
/// <summary>
/// Contains nanoseconds version of maxFunctionExecutionTimems so that it matches time calculations better (performance reasons).
/// WARNING! ONLY UPDATE maxFunctionExecutionTimems, NEVER THIS DIRECTLY.
/// </summary>
public static long maxFunctionExecutionTimens;
/// <summary>
/// Enforce max execution time
/// </summary>
public static bool EnforceMaxExecutionTime;
/// <summary>
/// Kill script (unload) when it exceeds execution time
/// </summary>
private static bool KillScriptOnMaxFunctionExecutionTime;
/// <summary>
/// List of localID locks for mutex processing of script events
/// </summary>
private List<uint> objectLocks = new List<uint>();
private object tryLockLock = new object(); // Mutex lock object
/// <summary>
/// Queue containing events waiting to be executed
/// </summary>
public Queue<QueueItemStruct> eventQueue = new Queue<QueueItemStruct>();
#region " Queue structures "
/// <summary>
/// Queue item structure
/// </summary>
public struct QueueItemStruct
{
public uint localID;
public UUID itemID;
public string functionName;
public DetectParams[] llDetectParams;
public object[] param;
public Dictionary<KeyValuePair<int,int>,KeyValuePair<int,int>>
LineMap;
}
#endregion
#region " Initialization / Startup "
public EventQueueManager(ScriptEngine _ScriptEngine)
{
m_ScriptEngine = _ScriptEngine;
ReadConfig();
AdjustNumberOfScriptThreads();
}
public void ReadConfig()
{
// Refresh config
numberOfThreads = m_ScriptEngine.ScriptConfigSource.GetInt("NumberOfScriptThreads", 2);
maxFunctionExecutionTimems = m_ScriptEngine.ScriptConfigSource.GetInt("MaxEventExecutionTimeMs", 5000);
EnforceMaxExecutionTime = m_ScriptEngine.ScriptConfigSource.GetBoolean("EnforceMaxEventExecutionTime", true);
KillScriptOnMaxFunctionExecutionTime = m_ScriptEngine.ScriptConfigSource.GetBoolean("DeactivateScriptOnTimeout", false);
EventExecutionMaxQueueSize = m_ScriptEngine.ScriptConfigSource.GetInt("EventExecutionMaxQueueSize", 300);
// Now refresh config in all threads
lock (eventQueueThreads)
{
foreach (EventQueueThreadClass EventQueueThread in eventQueueThreads)
{
EventQueueThread.ReadConfig();
}
}
}
#endregion
#region " Shutdown all threads "
~EventQueueManager()
{
Stop();
}
private void Stop()
{
if (eventQueueThreads != null)
{
// Kill worker threads
lock (eventQueueThreads)
{
foreach (EventQueueThreadClass EventQueueThread in new ArrayList(eventQueueThreads))
{
AbortThreadClass(EventQueueThread);
}
//eventQueueThreads.Clear();
//staticGlobalEventQueueThreads.Clear();
}
}
// Remove all entries from our event queue
lock (eventQueue)
{
eventQueue.Clear();
}
}
#endregion
#region " Start / stop script execution threads (ThreadClasses) "
private void StartNewThreadClass()
{
EventQueueThreadClass eqtc = new EventQueueThreadClass();
eventQueueThreads.Add(eqtc);
//m_log.Debug("[" + m_ScriptEngine.ScriptEngineName + "]: Started new script execution thread. Current thread count: " + eventQueueThreads.Count);
}
private void AbortThreadClass(EventQueueThreadClass threadClass)
{
if (eventQueueThreads.Contains(threadClass))
eventQueueThreads.Remove(threadClass);
try
{
threadClass.Stop();
}
catch (Exception)
{
//m_log.Error("[" + m_ScriptEngine.ScriptEngineName + ":EventQueueManager]: If you see this, could you please report it to Tedd:");
//m_log.Error("[" + m_ScriptEngine.ScriptEngineName + ":EventQueueManager]: Script thread execution timeout kill ended in exception: " + ex.ToString());
}
//m_log.Debug("[" + m_ScriptEngine.ScriptEngineName + "]: Killed script execution thread. Remaining thread count: " + eventQueueThreads.Count);
}
#endregion
#region " Mutex locks for queue access "
/// <summary>
/// Try to get a mutex lock on localID
/// </summary>
/// <param name="localID"></param>
/// <returns></returns>
public bool TryLock(uint localID)
{
lock (tryLockLock)
{
if (objectLocks.Contains(localID) == true)
{
return false;
}
else
{
objectLocks.Add(localID);
return true;
}
}
}
/// <summary>
/// Release mutex lock on localID
/// </summary>
/// <param name="localID"></param>
public void ReleaseLock(uint localID)
{
lock (tryLockLock)
{
if (objectLocks.Contains(localID) == true)
{
objectLocks.Remove(localID);
}
}
}
#endregion
#region " Check execution queue for a specified Event"
/// <summary>
/// checks to see if a specified event type is already in the queue
/// </summary>
/// <param name="localID">Region object ID</param>
/// <param name="FunctionName">Name of the function, will be state + "_event_" + FunctionName</param>
/// <returns>true if event is found , false if not found</returns>
///
public bool CheckEeventQueueForEvent(uint localID, string FunctionName)
{
if (eventQueue.Count > 0)
{
lock (eventQueue)
{
foreach (EventQueueManager.QueueItemStruct QIS in eventQueue)
{
if ((QIS.functionName == FunctionName) && (QIS.localID == localID))
return true;
}
}
}
return false;
}
#endregion
#region " Add events to execution queue "
/// <summary>
/// Add event to event execution queue
/// </summary>
/// <param name="localID">Region object ID</param>
/// <param name="FunctionName">Name of the function, will be state + "_event_" + FunctionName</param>
/// <param name="param">Array of parameters to match event mask</param>
public bool AddToObjectQueue(uint localID, string FunctionName, DetectParams[] qParams, params object[] param)
{
// Determine all scripts in Object and add to their queue
//myScriptEngine.log.Info("[" + ScriptEngineName + "]: EventQueueManager Adding localID: " + localID + ", FunctionName: " + FunctionName);
// Do we have any scripts in this object at all? If not, return
if (m_ScriptEngine.m_ScriptManager.Scripts.ContainsKey(localID) == false)
{
//m_log.Debug("Event \String.Empty + FunctionName + "\" for localID: " + localID + ". No scripts found on this localID.");
return false;
}
List<UUID> scriptKeys =
m_ScriptEngine.m_ScriptManager.GetScriptKeys(localID);
foreach (UUID itemID in scriptKeys)
{
// Add to each script in that object
// TODO: Some scripts may not subscribe to this event. Should we NOT add it? Does it matter?
AddToScriptQueue(localID, itemID, FunctionName, qParams, param);
}
return true;
}
/// <summary>
/// Add event to event execution queue
/// </summary>
/// <param name="localID">Region object ID</param>
/// <param name="itemID">Region script ID</param>
/// <param name="FunctionName">Name of the function, will be state + "_event_" + FunctionName</param>
/// <param name="param">Array of parameters to match event mask</param>
public bool AddToScriptQueue(uint localID, UUID itemID, string FunctionName, DetectParams[] qParams, params object[] param)
{
List<UUID> keylist = m_ScriptEngine.m_ScriptManager.GetScriptKeys(localID);
if (!keylist.Contains(itemID)) // We don't manage that script
{
return false;
}
lock (eventQueue)
{
if (eventQueue.Count >= EventExecutionMaxQueueSize)
{
m_log.Error("[" + m_ScriptEngine.ScriptEngineName + "]: ERROR: Event execution queue item count is at " + eventQueue.Count + ". Config variable \"EventExecutionMaxQueueSize\" is set to " + EventExecutionMaxQueueSize + ", so ignoring new event.");
m_log.Error("[" + m_ScriptEngine.ScriptEngineName + "]: Event ignored: localID: " + localID + ", itemID: " + itemID + ", FunctionName: " + FunctionName);
return false;
}
InstanceData id = m_ScriptEngine.m_ScriptManager.GetScript(
localID, itemID);
// Create a structure and add data
QueueItemStruct QIS = new QueueItemStruct();
QIS.localID = localID;
QIS.itemID = itemID;
QIS.functionName = FunctionName;
QIS.llDetectParams = qParams;
QIS.param = param;
if (id != null)
QIS.LineMap = id.LineMap;
// Add it to queue
eventQueue.Enqueue(QIS);
}
return true;
}
#endregion
#region " Maintenance thread "
/// <summary>
/// Adjust number of script thread classes. It can start new, but if it needs to stop it will just set number of threads in "ThreadsToExit" and threads will have to exit themselves.
/// Called from MaintenanceThread
/// </summary>
public void AdjustNumberOfScriptThreads()
{
// Is there anything here for us to do?
if (eventQueueThreads.Count == numberOfThreads)
return;
lock (eventQueueThreads)
{
int diff = numberOfThreads - eventQueueThreads.Count;
// Positive number: Start
// Negative number: too many are running
if (diff > 0)
{
// We need to add more threads
for (int ThreadCount = eventQueueThreads.Count; ThreadCount < numberOfThreads; ThreadCount++)
{
StartNewThreadClass();
}
}
if (diff < 0)
{
// We need to kill some threads
lock (ThreadsToExitLock)
{
ThreadsToExit = Math.Abs(diff);
}
}
}
}
/// <summary>
/// Check if any thread class has been executing an event too long
/// </summary>
public void CheckScriptMaxExecTime()
{
// Iterate through all ScriptThreadClasses and check how long their current function has been executing
lock (eventQueueThreads)
{
foreach (EventQueueThreadClass EventQueueThread in eventQueueThreads)
{
// Is thread currently executing anything?
if (EventQueueThread.InExecution)
{
// Has execution time expired?
if (DateTime.Now.Ticks - EventQueueThread.LastExecutionStarted >
maxFunctionExecutionTimens)
{
// Yes! We need to kill this thread!
// Set flag if script should be removed or not
EventQueueThread.KillCurrentScript = KillScriptOnMaxFunctionExecutionTime;
// Abort this thread
AbortThreadClass(EventQueueThread);
// We do not need to start another, MaintenenceThread will do that for us
//StartNewThreadClass();
}
}
}
}
}
#endregion
///// <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;
}
}

View File

@@ -1,428 +0,0 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using System.Text.RegularExpressions;
using System.Threading;
using System.Globalization;
using OpenMetaverse;
using log4net;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Scenes.Scripting;
using OpenSim.Region.ScriptEngine.Shared;
using OpenSim.Region.ScriptEngine.Shared.CodeTools;
namespace OpenSim.Region.ScriptEngine.DotNetEngine
{
// Because every thread needs some data set for it
// (time started to execute current function), it will do its work
// within a class
public class EventQueueThreadClass
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
// How many ms to sleep if queue is empty
private static int nothingToDoSleepms;// = 50;
private static ThreadPriority MyThreadPriority;
public long LastExecutionStarted;
public bool InExecution = false;
public bool KillCurrentScript = false;
//private EventQueueManager eventQueueManager;
public Thread EventQueueThread;
private static int ThreadCount = 0;
private string ScriptEngineName = "ScriptEngine.Common";
public EventQueueThreadClass()//EventQueueManager eqm
{
CultureInfo USCulture = new CultureInfo("en-US");
Thread.CurrentThread.CurrentCulture = USCulture;
//eventQueueManager = eqm;
ReadConfig();
Start();
}
~EventQueueThreadClass()
{
Stop();
}
public void ReadConfig()
{
lock (ScriptEngine.ScriptEngines)
{
foreach (ScriptEngine m_ScriptEngine in
ScriptEngine.ScriptEngines)
{
ScriptEngineName = m_ScriptEngine.ScriptEngineName;
nothingToDoSleepms =
m_ScriptEngine.ScriptConfigSource.GetInt(
"SleepTimeIfNoScriptExecutionMs", 50);
string pri = m_ScriptEngine.ScriptConfigSource.GetString(
"ScriptThreadPriority", "BelowNormal");
switch (pri.ToLower())
{
case "lowest":
MyThreadPriority = ThreadPriority.Lowest;
break;
case "belownormal":
MyThreadPriority = ThreadPriority.BelowNormal;
break;
case "normal":
MyThreadPriority = ThreadPriority.Normal;
break;
case "abovenormal":
MyThreadPriority = ThreadPriority.AboveNormal;
break;
case "highest":
MyThreadPriority = ThreadPriority.Highest;
break;
default:
MyThreadPriority = ThreadPriority.BelowNormal;
m_log.Error(
"[ScriptEngine.DotNetEngine]: Unknown "+
"priority type \"" + pri +
"\" in config file. Defaulting to "+
"\"BelowNormal\".");
break;
}
}
}
// Now set that priority
if (EventQueueThread != null)
if (EventQueueThread.IsAlive)
EventQueueThread.Priority = MyThreadPriority;
}
/// <summary>
/// Start thread
/// </summary>
private void Start()
{
EventQueueThread = Watchdog.StartThread(EventQueueThreadLoop, "EventQueueManagerThread_" + ThreadCount, MyThreadPriority, true);
// Look at this... Don't you wish everyone did that solid
// coding everywhere? :P
if (ThreadCount == int.MaxValue)
ThreadCount = 0;
ThreadCount++;
}
public void Stop()
{
if (EventQueueThread != null && EventQueueThread.IsAlive == true)
{
try
{
EventQueueThread.Abort(); // Send abort
}
catch (Exception)
{
}
}
}
private EventQueueManager.QueueItemStruct BlankQIS =
new EventQueueManager.QueueItemStruct();
private ScriptEngine lastScriptEngine;
private uint lastLocalID;
private UUID lastItemID;
// Queue processing thread loop
private void EventQueueThreadLoop()
{
CultureInfo USCulture = new CultureInfo("en-US");
Thread.CurrentThread.CurrentCulture = USCulture;
try
{
while (true)
{
try
{
while (true)
{
DoProcessQueue();
Watchdog.UpdateThread();
}
}
catch (ThreadAbortException)
{
m_log.Info("[" + ScriptEngineName +
"]: ThreadAbortException while executing "+
"function.");
}
catch (SelfDeleteException) // Must delete SOG
{
SceneObjectPart part =
lastScriptEngine.World.GetSceneObjectPart(
lastLocalID);
if (part != null && part.ParentGroup != null)
lastScriptEngine.World.DeleteSceneObject(
part.ParentGroup, false);
}
catch (ScriptDeleteException) // Must delete item
{
SceneObjectPart part =
lastScriptEngine.World.GetSceneObjectPart(
lastLocalID);
if (part != null && part.ParentGroup != null)
part.Inventory.RemoveInventoryItem(lastItemID);
}
catch (Exception e)
{
m_log.ErrorFormat("[{0}]: Exception {1} thrown", ScriptEngineName, e.GetType().ToString());
throw e;
}
Watchdog.UpdateThread();
}
}
catch (ThreadAbortException)
{
}
catch (Exception e)
{
// TODO: Let users in the sim and those entering it and possibly an external watchdog know what has happened
m_log.ErrorFormat(
"[{0}]: Event queue thread terminating with exception. PLEASE REBOOT YOUR SIM - SCRIPT EVENTS WILL NOT WORK UNTIL YOU DO. Exception is {1}",
ScriptEngineName, e);
}
Watchdog.RemoveThread();
}
public void DoProcessQueue()
{
foreach (ScriptEngine m_ScriptEngine in
new ArrayList(ScriptEngine.ScriptEngines))
{
lastScriptEngine = m_ScriptEngine;
EventQueueManager.QueueItemStruct QIS = BlankQIS;
bool GotItem = false;
//if (PleaseShutdown)
// return;
if (m_ScriptEngine.m_EventQueueManager == null ||
m_ScriptEngine.m_EventQueueManager.eventQueue == null)
continue;
if (m_ScriptEngine.m_EventQueueManager.eventQueue.Count == 0)
{
// Nothing to do? Sleep a bit waiting for something to do
Thread.Sleep(nothingToDoSleepms);
}
else
{
// Something in queue, process
// OBJECT BASED LOCK - TWO THREADS WORKING ON SAME
// OBJECT IS NOT GOOD
lock (m_ScriptEngine.m_EventQueueManager.eventQueue)
{
GotItem = false;
for (int qc = 0; qc < m_ScriptEngine.m_EventQueueManager.eventQueue.Count; qc++)
{
// Get queue item
QIS = m_ScriptEngine.m_EventQueueManager.eventQueue.Dequeue();
// 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)
{
// Execute function
try
{
// Only pipe event if land supports it.
if (m_ScriptEngine.World.PipeEventsForScript(
QIS.localID))
{
lastLocalID = QIS.localID;
lastItemID = QIS.itemID;
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 (TargetInvocationException tie)
{
Exception e = tie.InnerException;
if (e is SelfDeleteException) // Forward it
throw e;
InExecution = false;
string text = FormatException(tie, QIS.LineMap);
// DISPLAY ERROR INWORLD
// 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 >= 1100)
text = text.Substring(0, 1099);
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)
{
m_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);
}
}
}
catch (Exception)
{
throw;
}
finally
{
InExecution = false;
m_ScriptEngine.m_EventQueueManager.ReleaseLock(
QIS.localID);
}
}
}
}
}
string FormatException(Exception e, Dictionary<KeyValuePair<int,int>,
KeyValuePair<int,int>> LineMap)
{
if (e.InnerException == null)
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" +
"Line ({0}): {1}", scriptLine - 1,
e.InnerException.Message);
return message;
}
}
}
}
return message;
}
}
}

View File

@@ -1,238 +0,0 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections;
using System.Reflection;
using System.Threading;
using log4net;
using OpenSim.Framework;
namespace OpenSim.Region.ScriptEngine.DotNetEngine
{
/// <summary>
/// This class does maintenance on script engine.
/// </summary>
public class MaintenanceThread
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
//public ScriptEngine m_ScriptEngine;
private int MaintenanceLoopms;
private int MaintenanceLoopTicks_ScriptLoadUnload;
private int MaintenanceLoopTicks_Other;
public MaintenanceThread()
{
//m_ScriptEngine = _ScriptEngine;
ReadConfig();
// Start maintenance thread
StartMaintenanceThread();
}
~MaintenanceThread()
{
StopMaintenanceThread();
}
public void ReadConfig()
{
// Bad hack, but we need a m_ScriptEngine :)
lock (ScriptEngine.ScriptEngines)
{
foreach (ScriptEngine m_ScriptEngine in ScriptEngine.ScriptEngines)
{
MaintenanceLoopms = m_ScriptEngine.ScriptConfigSource.GetInt("MaintenanceLoopms", 50);
MaintenanceLoopTicks_ScriptLoadUnload =
m_ScriptEngine.ScriptConfigSource.GetInt("MaintenanceLoopTicks_ScriptLoadUnload", 1);
MaintenanceLoopTicks_Other =
m_ScriptEngine.ScriptConfigSource.GetInt("MaintenanceLoopTicks_Other", 10);
return;
}
}
}
#region " Maintenance thread "
/// <summary>
/// Maintenance thread. Enforcing max execution time for example.
/// </summary>
public Thread MaintenanceThreadThread;
/// <summary>
/// Starts maintenance thread
/// </summary>
private void StartMaintenanceThread()
{
if (MaintenanceThreadThread == null)
{
MaintenanceThreadThread = Watchdog.StartThread(MaintenanceLoop, "ScriptMaintenanceThread", ThreadPriority.Normal, true);
}
}
/// <summary>
/// Stops maintenance thread
/// </summary>
private void StopMaintenanceThread()
{
#if DEBUG
//m_log.Debug("[" + m_ScriptEngine.ScriptEngineName + "]: StopMaintenanceThread() called");
#endif
//PleaseShutdown = true;
Thread.Sleep(100);
try
{
if (MaintenanceThreadThread != null && MaintenanceThreadThread.IsAlive)
{
MaintenanceThreadThread.Abort();
}
}
catch (Exception)
{
//m_log.Error("[" + m_ScriptEngine.ScriptEngineName + "]: Exception stopping maintenence thread: " + ex.ToString());
}
}
// private ScriptEngine lastScriptEngine; // Keep track of what ScriptEngine instance we are at so we can give exception
/// <summary>
/// A thread should run in this loop and check all running scripts
/// </summary>
public void MaintenanceLoop()
{
//if (m_ScriptEngine.m_EventQueueManager.maxFunctionExecutionTimens < MaintenanceLoopms)
// m_log.Warn("[" + m_ScriptEngine.ScriptEngineName + "]: " +
// "Configuration error: MaxEventExecutionTimeMs is less than MaintenanceLoopms. The Maintenance Loop will only check scripts once per run.");
long Last_maxFunctionExecutionTimens = 0; // DateTime.Now.Ticks;
long Last_ReReadConfigFilens = DateTime.Now.Ticks;
int MaintenanceLoopTicks_ScriptLoadUnload_Count = 0;
int MaintenanceLoopTicks_Other_Count = 0;
bool MaintenanceLoopTicks_ScriptLoadUnload_ResetCount = false;
bool MaintenanceLoopTicks_Other_ResetCount = false;
while (true)
{
try
{
while (true)
{
Thread.Sleep(MaintenanceLoopms); // Sleep before next pass
// Reset counters?
if (MaintenanceLoopTicks_ScriptLoadUnload_ResetCount)
{
MaintenanceLoopTicks_ScriptLoadUnload_ResetCount = false;
MaintenanceLoopTicks_ScriptLoadUnload_Count = 0;
}
if (MaintenanceLoopTicks_Other_ResetCount)
{
MaintenanceLoopTicks_Other_ResetCount = false;
MaintenanceLoopTicks_Other_Count = 0;
}
// Increase our counters
MaintenanceLoopTicks_ScriptLoadUnload_Count++;
MaintenanceLoopTicks_Other_Count++;
foreach (ScriptEngine m_ScriptEngine in new ArrayList(ScriptEngine.ScriptEngines))
{
// lastScriptEngine = m_ScriptEngine;
// Re-reading config every x seconds
if (MaintenanceLoopTicks_Other_Count >= MaintenanceLoopTicks_Other)
{
MaintenanceLoopTicks_Other_ResetCount = true;
if (m_ScriptEngine.RefreshConfigFilens > 0)
{
// Check if its time to re-read config
if (DateTime.Now.Ticks - Last_ReReadConfigFilens >
m_ScriptEngine.RefreshConfigFilens)
{
//m_log.Debug("Time passed: " + (DateTime.Now.Ticks - Last_ReReadConfigFilens) + ">" + m_ScriptEngine.RefreshConfigFilens);
// Its time to re-read config file
m_ScriptEngine.ReadConfig();
Last_ReReadConfigFilens = DateTime.Now.Ticks; // Reset time
}
// Adjust number of running script threads if not correct
if (m_ScriptEngine.m_EventQueueManager != null)
m_ScriptEngine.m_EventQueueManager.AdjustNumberOfScriptThreads();
// Check if any script has exceeded its max execution time
if (EventQueueManager.EnforceMaxExecutionTime)
{
// We are enforcing execution time
if (DateTime.Now.Ticks - Last_maxFunctionExecutionTimens >
EventQueueManager.maxFunctionExecutionTimens)
{
// Its time to check again
m_ScriptEngine.m_EventQueueManager.CheckScriptMaxExecTime(); // Do check
Last_maxFunctionExecutionTimens = DateTime.Now.Ticks; // Reset time
}
}
}
}
if (MaintenanceLoopTicks_ScriptLoadUnload_Count >= MaintenanceLoopTicks_ScriptLoadUnload)
{
MaintenanceLoopTicks_ScriptLoadUnload_ResetCount = true;
// LOAD / UNLOAD SCRIPTS
if (m_ScriptEngine.m_ScriptManager != null)
m_ScriptEngine.m_ScriptManager.DoScriptLoadUnload();
}
}
Watchdog.UpdateThread();
}
}
catch(ThreadAbortException)
{
m_log.Error("Thread aborted in MaintenanceLoopThread. If this is during shutdown, please ignore");
}
catch (Exception ex)
{
m_log.ErrorFormat("Exception in MaintenanceLoopThread. Thread will recover after 5 sec throttle. Exception: {0}", ex.ToString());
}
}
Watchdog.RemoveThread();
}
#endregion
///// <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;
}
}

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@@ -1,65 +0,0 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System.Reflection;
using System.Runtime.InteropServices;
// General information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly : AssemblyTitle("OpenSim.Region.ScriptEngine.DotNetEngine")]
[assembly : AssemblyDescription("")]
[assembly : AssemblyConfiguration("")]
[assembly : AssemblyCompany("http://opensimulator.org")]
[assembly : AssemblyProduct("OpenSim.Region.ScriptEngine.DotNetEngine")]
[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")]
[assembly : AssemblyTrademark("")]
[assembly : AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly : ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly : Guid("2842257e-6fde-4460-9368-4cde57fa9cc4")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Revision and Build Numbers
// by using the '*' as shown below:
[assembly : AssemblyVersion("0.6.5.*")]
[assembly : AssemblyFileVersion("0.6.5.0")]

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@@ -1,13 +0,0 @@
<Addin id="OpenSim.Region.ScriptEngine.DotNetEngine" version="0.2">
<Runtime>
<Import assembly="OpenSim.Region.ScriptEngine.DotNetEngine.dll"/>
</Runtime>
<Dependencies>
<Addin id="OpenSim" version="0.5" />
</Dependencies>
<Extension path = "/OpenSim/RegionModules">
<RegionModule id="DotNetEngine" type="OpenSim.Region.ScriptEngine.DotNetEngine.ScriptEngine" />
</Extension>
</Addin>

View File

@@ -1,485 +0,0 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Reflection;
using log4net;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Region.CoreModules.Framework.EventQueue;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.ScriptEngine.Interfaces;
using OpenMetaverse;
using OpenMetaverse.StructuredData;
using OpenSim.Region.ScriptEngine.Shared;
using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
namespace OpenSim.Region.ScriptEngine.DotNetEngine
{
[Serializable]
public class ScriptEngine : INonSharedRegionModule, IScriptEngine, IScriptModule
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public static List<ScriptEngine> ScriptEngines =
new List<ScriptEngine>();
private Scene m_Scene;
public Scene World
{
get { return m_Scene; }
}
// Handles and queues incoming events from OpenSim
public EventManager m_EventManager;
// Executes events, handles script threads
public EventQueueManager m_EventQueueManager;
// Load, unload and execute scripts
public ScriptManager m_ScriptManager;
// Handles loading/unloading of scripts into AppDomains
public AppDomainManager m_AppDomainManager;
// Thread that does different kinds of maintenance,
// for example refreshing config and killing scripts
// that has been running too long
public static MaintenanceThread m_MaintenanceThread;
private IConfigSource m_ConfigSource;
public IConfig ScriptConfigSource;
private bool m_enabled = false;
public IConfig Config
{
get { return ScriptConfigSource; }
}
public IConfigSource ConfigSource
{
get { return m_ConfigSource; }
}
// How many seconds between re-reading config-file.
// 0 = never. ScriptEngine will try to adjust to new config changes.
public int RefreshConfigFileSeconds {
get { return (int)(RefreshConfigFilens / 10000000); }
set { RefreshConfigFilens = value * 10000000; }
}
public long RefreshConfigFilens;
public string ScriptEngineName
{
get { return "ScriptEngine.DotNetEngine"; }
}
public IScriptModule ScriptModule
{
get { return this; }
}
public event ScriptRemoved OnScriptRemoved;
public event ObjectRemoved OnObjectRemoved;
public ScriptEngine()
{
// For logging, just need any instance, doesn't matter
Common.mySE = this;
lock (ScriptEngines)
{
// Keep a list of ScriptEngines for shared threads
// to process all instances
ScriptEngines.Add(this);
}
}
public void Initialise(IConfigSource config)
{
m_ConfigSource = config;
}
public void AddRegion(Scene Sceneworld)
{
// Make sure we have config
if (ConfigSource.Configs[ScriptEngineName] == null)
ConfigSource.AddConfig(ScriptEngineName);
ScriptConfigSource = ConfigSource.Configs[ScriptEngineName];
m_enabled = ScriptConfigSource.GetBoolean("Enabled", true);
if (!m_enabled)
return;
m_log.Info("[" + ScriptEngineName + "]: ScriptEngine initializing");
m_Scene = Sceneworld;
// Create all objects we'll be using
m_EventQueueManager = new EventQueueManager(this);
m_EventManager = new EventManager(this, true);
// We need to start it
m_ScriptManager = new ScriptManager(this);
m_ScriptManager.Setup();
m_AppDomainManager = new AppDomainManager(this);
if (m_MaintenanceThread == null)
m_MaintenanceThread = new MaintenanceThread();
m_log.Info("[" + ScriptEngineName + "]: Reading configuration "+
"from config section \"" + ScriptEngineName + "\"");
ReadConfig();
m_Scene.StackModuleInterface<IScriptModule>(this);
}
public void RemoveRegion(Scene scene)
{
}
public void RegionLoaded(Scene scene)
{
if (!m_enabled)
return;
m_EventManager.HookUpEvents();
m_Scene.EventManager.OnScriptReset += OnScriptReset;
m_Scene.EventManager.OnGetScriptRunning += OnGetScriptRunning;
m_Scene.EventManager.OnStartScript += OnStartScript;
m_Scene.EventManager.OnStopScript += OnStopScript;
m_ScriptManager.Start();
}
public void Shutdown()
{
// We are shutting down
lock (ScriptEngines)
{
ScriptEngines.Remove(this);
}
}
public void ReadConfig()
{
RefreshConfigFileSeconds = ScriptConfigSource.GetInt("RefreshConfig", 0);
if (m_EventQueueManager != null) m_EventQueueManager.ReadConfig();
if (m_EventManager != null) m_EventManager.ReadConfig();
if (m_ScriptManager != null) m_ScriptManager.ReadConfig();
if (m_AppDomainManager != null) m_AppDomainManager.ReadConfig();
if (m_MaintenanceThread != null) m_MaintenanceThread.ReadConfig();
}
#region IRegionModule
public void Close()
{
}
public Type ReplaceableInterface
{
get { return null; }
}
public string Name
{
get { return "Common." + ScriptEngineName; }
}
public bool IsSharedModule
{
get { return false; }
}
public bool PostObjectEvent(uint localID, EventParams p)
{
return m_EventQueueManager.AddToObjectQueue(localID, p.EventName,
p.DetectParams, p.Params);
}
public bool PostScriptEvent(UUID itemID, EventParams p)
{
uint localID = m_ScriptManager.GetLocalID(itemID);
return m_EventQueueManager.AddToScriptQueue(localID, itemID,
p.EventName, p.DetectParams, p.Params);
}
public bool PostScriptEvent(UUID itemID, string name, Object[] p)
{
Object[] lsl_p = new Object[p.Length];
for (int i = 0; i < p.Length ; i++)
{
if (p[i] is int)
lsl_p[i] = new LSL_Types.LSLInteger((int)p[i]);
else if (p[i] is string)
lsl_p[i] = new LSL_Types.LSLString((string)p[i]);
else if (p[i] is Vector3)
lsl_p[i] = new LSL_Types.Vector3(((Vector3)p[i]).X, ((Vector3)p[i]).Y, ((Vector3)p[i]).Z);
else if (p[i] is Quaternion)
lsl_p[i] = new LSL_Types.Quaternion(((Quaternion)p[i]).X, ((Quaternion)p[i]).Y, ((Quaternion)p[i]).Z, ((Quaternion)p[i]).W);
else if (p[i] is float)
lsl_p[i] = new LSL_Types.LSLFloat((float)p[i]);
else
lsl_p[i] = p[i];
}
return PostScriptEvent(itemID, new EventParams(name, lsl_p, new DetectParams[0]));
}
public bool PostObjectEvent(UUID itemID, string name, Object[] p)
{
SceneObjectPart part = m_Scene.GetSceneObjectPart(itemID);
if (part == null)
return false;
Object[] lsl_p = new Object[p.Length];
for (int i = 0; i < p.Length ; i++)
{
if (p[i] is int)
lsl_p[i] = new LSL_Types.LSLInteger((int)p[i]);
else if (p[i] is string)
lsl_p[i] = new LSL_Types.LSLString((string)p[i]);
else if (p[i] is Vector3)
lsl_p[i] = new LSL_Types.Vector3(((Vector3)p[i]).X, ((Vector3)p[i]).Y, ((Vector3)p[i]).Z);
else if (p[i] is Quaternion)
lsl_p[i] = new LSL_Types.Quaternion(((Quaternion)p[i]).X, ((Quaternion)p[i]).Y, ((Quaternion)p[i]).Z, ((Quaternion)p[i]).W);
else if (p[i] is float)
lsl_p[i] = new LSL_Types.LSLFloat((float)p[i]);
else
lsl_p[i] = p[i];
}
return PostObjectEvent(part.LocalId, new EventParams(name, lsl_p, new DetectParams[0]));
}
public DetectParams GetDetectParams(UUID itemID, int number)
{
uint localID = m_ScriptManager.GetLocalID(itemID);
if (localID == 0)
return null;
InstanceData id = m_ScriptManager.GetScript(localID, itemID);
if (id == null)
return null;
DetectParams[] det = m_ScriptManager.GetDetectParams(id);
if (number < 0 || number >= det.Length)
return null;
return det[number];
}
public int GetStartParameter(UUID itemID)
{
return m_ScriptManager.GetStartParameter(itemID);
}
public void SetMinEventDelay(UUID itemID, double delay)
{
// TODO in DotNet, done in XEngine
throw new NotImplementedException();
}
#endregion
public void SetState(UUID itemID, string state)
{
uint localID = m_ScriptManager.GetLocalID(itemID);
if (localID == 0)
return;
InstanceData id = m_ScriptManager.GetScript(localID, itemID);
if (id == null)
return;
string currentState = id.State;
if (currentState != state)
{
try
{
m_EventManager.state_exit(localID);
}
catch (AppDomainUnloadedException)
{
m_log.Error("[SCRIPT]: state change called when "+
"script was unloaded. Nothing to worry about, "+
"but noting the occurance");
}
id.State = state;
try
{
int eventFlags = m_ScriptManager.GetStateEventFlags(localID,
itemID);
SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
if (part != null)
part.SetScriptEvents(itemID, eventFlags);
m_EventManager.state_entry(localID);
}
catch (AppDomainUnloadedException)
{
m_log.Error("[SCRIPT]: state change called when "+
"script was unloaded. Nothing to worry about, but "+
"noting the occurance");
}
}
}
public bool GetScriptState(UUID itemID)
{
uint localID = m_ScriptManager.GetLocalID(itemID);
if (localID == 0)
return false;
InstanceData id = m_ScriptManager.GetScript(localID, itemID);
if (id == null)
return false;
return id.Running;
}
public void SetScriptState(UUID itemID, bool state)
{
uint localID = m_ScriptManager.GetLocalID(itemID);
if (localID == 0)
return;
InstanceData id = m_ScriptManager.GetScript(localID, itemID);
if (id == null)
return;
if (!id.Disabled)
id.Running = state;
}
public void ApiResetScript(UUID itemID)
{
uint localID = m_ScriptManager.GetLocalID(itemID);
if (localID == 0)
return;
m_ScriptManager.ResetScript(localID, itemID);
}
public void ResetScript(UUID itemID)
{
uint localID = m_ScriptManager.GetLocalID(itemID);
if (localID == 0)
return;
m_ScriptManager.ResetScript(localID, itemID);
}
public void OnScriptReset(uint localID, UUID itemID)
{
ResetScript(itemID);
}
public void OnStartScript(uint localID, UUID itemID)
{
InstanceData id = m_ScriptManager.GetScript(localID, itemID);
if (id == null)
return;
if (!id.Disabled)
id.Running = true;
}
public void OnStopScript(uint localID, UUID itemID)
{
InstanceData id = m_ScriptManager.GetScript(localID, itemID);
if (id == null)
return;
id.Running = false;
}
public void OnGetScriptRunning(IClientAPI controllingClient,
UUID objectID, UUID itemID)
{
uint localID = m_ScriptManager.GetLocalID(itemID);
if (localID == 0)
return;
InstanceData id = m_ScriptManager.GetScript(localID, itemID);
if (id == null)
return;
IEventQueue eq = World.RequestModuleInterface<IEventQueue>();
if (eq == null)
{
controllingClient.SendScriptRunningReply(objectID, itemID,
id.Running);
}
else
{
eq.Enqueue(EventQueueHelper.ScriptRunningReplyEvent(objectID, itemID, id.Running, true),
controllingClient.AgentId);
}
}
public IScriptApi GetApi(UUID itemID, string name)
{
return m_ScriptManager.GetApi(itemID, name);
}
public IScriptWorkItem QueueEventHandler(Object o)
{
return null;
}
public string GetAssemblyName(UUID itemID)
{
return "";
}
public string GetXMLState(UUID itemID)
{
return "";
}
public bool CanBeDeleted(UUID itemID)
{
return true;
}
}
}

View File

@@ -1,703 +0,0 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Reflection;
using System.Globalization;
using System.Runtime.Remoting;
using System.Runtime.Remoting.Lifetime;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.ScriptEngine.Interfaces;
using OpenSim.Region.ScriptEngine.Shared;
using OpenSim.Region.ScriptEngine.Shared.Api;
using System.Collections.Generic;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
using System.Threading;
using OpenSim.Region.ScriptEngine.Shared.Api.Runtime;
using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
using OpenSim.Region.ScriptEngine.Shared.CodeTools;
namespace OpenSim.Region.ScriptEngine.DotNetEngine
{
public class InstanceData
{
public IScript Script;
public string State;
public bool Running;
public bool Disabled;
public string Source;
public int StartParam;
public AppDomain AppDomain;
public Dictionary<string, IScriptApi> Apis;
public Dictionary<KeyValuePair<int,int>, KeyValuePair<int,int>>
LineMap;
// public ISponsor ScriptSponsor;
}
public class ScriptManager
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
#region Declares
private Thread scriptLoadUnloadThread;
private static Thread staticScriptLoadUnloadThread = null;
private Queue<LUStruct> LUQueue = new Queue<LUStruct>();
private static bool PrivateThread;
private int LoadUnloadMaxQueueSize;
private Object scriptLock = new Object();
private bool m_started = false;
private Dictionary<InstanceData, DetectParams[]> detparms =
new Dictionary<InstanceData, DetectParams[]>();
// Load/Unload structure
private struct LUStruct
{
public uint localID;
public UUID itemID;
public string script;
public LUType Action;
public int startParam;
public bool postOnRez;
}
private enum LUType
{
Unknown = 0,
Load = 1,
Unload = 2
}
public Dictionary<uint, Dictionary<UUID, InstanceData>> Scripts =
new Dictionary<uint, Dictionary<UUID, InstanceData>>();
private Compiler LSLCompiler;
public Scene World
{
get { return m_scriptEngine.World; }
}
#endregion
public void Initialize()
{
// Create our compiler
LSLCompiler = new Compiler(m_scriptEngine);
}
public void _StartScript(uint localID, UUID itemID, string Script,
int startParam, bool postOnRez)
{
m_log.DebugFormat(
"[{0}]: ScriptManager StartScript: localID: {1}, itemID: {2}",
m_scriptEngine.ScriptEngineName, localID, itemID);
// We will initialize and start the script.
// It will be up to the script itself to hook up the correct events.
string CompiledScriptFile = String.Empty;
SceneObjectPart m_host = World.GetSceneObjectPart(localID);
if (null == m_host)
{
m_log.ErrorFormat(
"[{0}]: Could not find scene object part corresponding "+
"to localID {1} to start script",
m_scriptEngine.ScriptEngineName, localID);
return;
}
UUID assetID = UUID.Zero;
TaskInventoryItem taskInventoryItem = new TaskInventoryItem();
if (m_host.TaskInventory.TryGetValue(itemID, out taskInventoryItem))
assetID = taskInventoryItem.AssetID;
ScenePresence presence =
World.GetScenePresence(taskInventoryItem.OwnerID);
CultureInfo USCulture = new CultureInfo("en-US");
Thread.CurrentThread.CurrentCulture = USCulture;
try
{
// Compile (We assume LSL)
CompiledScriptFile =
(string)LSLCompiler.PerformScriptCompile(Script,
assetID.ToString(), taskInventoryItem.OwnerID);
if (presence != null && (!postOnRez))
presence.ControllingClient.SendAgentAlertMessage(
"Compile successful", false);
m_log.InfoFormat("[SCRIPT]: Compiled assetID {0}: {1}",
assetID, CompiledScriptFile);
InstanceData id = new InstanceData();
IScript CompiledScript;
CompiledScript =
m_scriptEngine.m_AppDomainManager.LoadScript(
CompiledScriptFile, out id.AppDomain);
//Register the sponsor
// ISponsor scriptSponsor = new ScriptSponsor();
// ILease lease = (ILease)RemotingServices.GetLifetimeService(CompiledScript as MarshalByRefObject);
// lease.Register(scriptSponsor);
// id.ScriptSponsor = scriptSponsor;
id.LineMap = LSLCompiler.LineMap();
id.Script = CompiledScript;
id.Source = Script;
id.StartParam = startParam;
id.State = "default";
id.Running = true;
id.Disabled = false;
// Add it to our script memstruct
m_scriptEngine.m_ScriptManager.SetScript(localID, itemID, id);
id.Apis = new Dictionary<string, IScriptApi>();
ApiManager am = new ApiManager();
foreach (string api in am.GetApis())
{
id.Apis[api] = am.CreateApi(api);
id.Apis[api].Initialize(m_scriptEngine, m_host,
localID, itemID);
}
foreach (KeyValuePair<string,IScriptApi> kv in id.Apis)
{
CompiledScript.InitApi(kv.Key, kv.Value);
}
// Fire the first start-event
int eventFlags =
m_scriptEngine.m_ScriptManager.GetStateEventFlags(
localID, itemID);
m_host.SetScriptEvents(itemID, eventFlags);
m_scriptEngine.m_EventQueueManager.AddToScriptQueue(
localID, itemID, "state_entry", new DetectParams[0],
new object[] { });
if (postOnRez)
{
m_scriptEngine.m_EventQueueManager.AddToScriptQueue(
localID, itemID, "on_rez", new DetectParams[0],
new object[] { new LSL_Types.LSLInteger(startParam) });
}
string[] warnings = LSLCompiler.GetWarnings();
if (warnings != null && warnings.Length != 0)
{
if (presence != null && (!postOnRez))
presence.ControllingClient.SendAgentAlertMessage(
"Script saved with warnings, check debug window!",
false);
foreach (string warning in warnings)
{
try
{
// DISPLAY WARNING INWORLD
string text = "Warning:\n" + warning;
if (text.Length > 1100)
text = text.Substring(0, 1099);
World.SimChat(Utils.StringToBytes(text),
ChatTypeEnum.DebugChannel, 2147483647,
m_host.AbsolutePosition, m_host.Name, m_host.UUID,
false);
}
catch (Exception e2) // LEGIT: User Scripting
{
m_log.Error("[" +
m_scriptEngine.ScriptEngineName +
"]: Error displaying warning in-world: " +
e2.ToString());
m_log.Error("[" +
m_scriptEngine.ScriptEngineName + "]: " +
"Warning:\r\n" +
warning);
}
}
}
}
catch (Exception e) // LEGIT: User Scripting
{
if (presence != null && (!postOnRez))
presence.ControllingClient.SendAgentAlertMessage(
"Script saved with errors, check debug window!",
false);
try
{
// DISPLAY ERROR INWORLD
string text = "Error compiling script:\n" +
e.Message.ToString();
if (text.Length > 1100)
text = text.Substring(0, 1099);
World.SimChat(Utils.StringToBytes(text),
ChatTypeEnum.DebugChannel, 2147483647,
m_host.AbsolutePosition, m_host.Name, m_host.UUID,
false);
}
catch (Exception e2) // LEGIT: User Scripting
{
m_log.Error("[" +
m_scriptEngine.ScriptEngineName +
"]: Error displaying error in-world: " +
e2.ToString());
m_log.Error("[" +
m_scriptEngine.ScriptEngineName + "]: " +
"Errormessage: Error compiling script:\r\n" +
e2.Message.ToString());
}
}
}
public void _StopScript(uint localID, UUID itemID)
{
InstanceData id = GetScript(localID, itemID);
if (id == null)
return;
m_log.DebugFormat("[{0}]: Unloading script",
m_scriptEngine.ScriptEngineName);
// Stop long command on script
AsyncCommandManager.RemoveScript(m_scriptEngine, localID, itemID);
try
{
// Get AppDomain
// Tell script not to accept new requests
id.Running = false;
id.Disabled = true;
AppDomain ad = id.AppDomain;
// Remove from internal structure
RemoveScript(localID, itemID);
// Tell AppDomain that we have stopped script
m_scriptEngine.m_AppDomainManager.StopScript(ad);
}
catch (Exception e) // LEGIT: User Scripting
{
m_log.Error("[" +
m_scriptEngine.ScriptEngineName +
"]: Exception stopping script localID: " +
localID + " LLUID: " + itemID.ToString() +
": " + e.ToString());
}
}
public void ReadConfig()
{
// TODO: Requires sharing of all ScriptManagers to single thread
PrivateThread = true;
LoadUnloadMaxQueueSize = m_scriptEngine.ScriptConfigSource.GetInt(
"LoadUnloadMaxQueueSize", 100);
}
#region Object init/shutdown
public ScriptEngine m_scriptEngine;
public ScriptManager(ScriptEngine scriptEngine)
{
m_scriptEngine = scriptEngine;
}
public void Setup()
{
ReadConfig();
Initialize();
}
public void Start()
{
m_started = true;
AppDomain.CurrentDomain.AssemblyResolve +=
new ResolveEventHandler(CurrentDomain_AssemblyResolve);
//
// CREATE THREAD
// Private or shared
//
if (PrivateThread)
{
// Assign one thread per region
//scriptLoadUnloadThread = StartScriptLoadUnloadThread();
}
else
{
// Shared thread - make sure one exist, then assign it to the private
if (staticScriptLoadUnloadThread == null)
{
//staticScriptLoadUnloadThread =
// StartScriptLoadUnloadThread();
}
scriptLoadUnloadThread = staticScriptLoadUnloadThread;
}
}
~ScriptManager()
{
// Abort load/unload thread
try
{
if (scriptLoadUnloadThread != null &&
scriptLoadUnloadThread.IsAlive == true)
{
scriptLoadUnloadThread.Abort();
//scriptLoadUnloadThread.Join();
}
}
catch
{
}
}
#endregion
#region Load / Unload scripts (Thread loop)
public void DoScriptLoadUnload()
{
if (!m_started)
return;
lock (LUQueue)
{
if (LUQueue.Count > 0)
{
LUStruct item = LUQueue.Dequeue();
if (item.Action == LUType.Unload)
{
_StopScript(item.localID, item.itemID);
RemoveScript(item.localID, item.itemID);
}
else if (item.Action == LUType.Load)
{
m_log.DebugFormat("[{0}]: Loading script",
m_scriptEngine.ScriptEngineName);
_StartScript(item.localID, item.itemID, item.script,
item.startParam, item.postOnRez);
}
}
}
}
#endregion
#region Helper functions
private static Assembly CurrentDomain_AssemblyResolve(
object sender, ResolveEventArgs args)
{
return Assembly.GetExecutingAssembly().FullName == args.Name ?
Assembly.GetExecutingAssembly() : null;
}
#endregion
#region Start/Stop/Reset script
/// <summary>
/// Fetches, loads and hooks up a script to an objects events
/// </summary>
/// <param name="itemID"></param>
/// <param name="localID"></param>
public void StartScript(uint localID, UUID itemID, string Script, int startParam, bool postOnRez)
{
lock (LUQueue)
{
if ((LUQueue.Count >= LoadUnloadMaxQueueSize) && m_started)
{
m_log.Error("[" +
m_scriptEngine.ScriptEngineName +
"]: ERROR: Load/unload queue item count is at " +
LUQueue.Count +
". Config variable \"LoadUnloadMaxQueueSize\" "+
"is set to " + LoadUnloadMaxQueueSize +
", so ignoring new script.");
return;
}
LUStruct ls = new LUStruct();
ls.localID = localID;
ls.itemID = itemID;
ls.script = Script;
ls.Action = LUType.Load;
ls.startParam = startParam;
ls.postOnRez = postOnRez;
LUQueue.Enqueue(ls);
}
}
/// <summary>
/// Disables and unloads a script
/// </summary>
/// <param name="localID"></param>
/// <param name="itemID"></param>
public void StopScript(uint localID, UUID itemID)
{
LUStruct ls = new LUStruct();
ls.localID = localID;
ls.itemID = itemID;
ls.Action = LUType.Unload;
ls.startParam = 0;
ls.postOnRez = false;
lock (LUQueue)
{
LUQueue.Enqueue(ls);
}
}
#endregion
#region Perform event execution in script
// Execute a LL-event-function in Script
internal void ExecuteEvent(uint localID, UUID itemID,
string FunctionName, DetectParams[] qParams, object[] args)
{
int ExeStage=0; // ;^) Ewe Loon, for debuging
InstanceData id=null;
try // ;^) Ewe Loon,fix
{ // ;^) Ewe Loon,fix
ExeStage = 1; // ;^) Ewe Loon, for debuging
id = GetScript(localID, itemID);
if (id == null)
return;
ExeStage = 2; // ;^) Ewe Loon, for debuging
if (qParams.Length>0) // ;^) Ewe Loon,fix
detparms[id] = qParams;
ExeStage = 3; // ;^) Ewe Loon, for debuging
if (id.Running)
id.Script.ExecuteEvent(id.State, FunctionName, args);
ExeStage = 4; // ;^) Ewe Loon, for debuging
if (qParams.Length>0) // ;^) Ewe Loon,fix
detparms.Remove(id);
ExeStage = 5; // ;^) Ewe Loon, for debuging
}
catch (Exception e) // ;^) Ewe Loon, From here down tis fix
{
if ((ExeStage == 3)&&(qParams.Length>0))
detparms.Remove(id);
SceneObjectPart ob = m_scriptEngine.World.GetSceneObjectPart(localID);
m_log.InfoFormat("[Script Error] ,{0},{1},@{2},{3},{4},{5}", ob.Name , FunctionName, ExeStage, e.Message, qParams.Length, detparms.Count);
if (ExeStage != 2) throw e;
}
}
public uint GetLocalID(UUID itemID)
{
foreach (KeyValuePair<uint, Dictionary<UUID, InstanceData> > k
in Scripts)
{
if (k.Value.ContainsKey(itemID))
return k.Key;
}
return 0;
}
public int GetStateEventFlags(uint localID, UUID itemID)
{
try
{
InstanceData id = GetScript(localID, itemID);
if (id == null)
{
return 0;
}
int evflags = id.Script.GetStateEventFlags(id.State);
return (int)evflags;
}
catch (Exception)
{
}
return 0;
}
#endregion
#region Internal functions to keep track of script
public List<UUID> GetScriptKeys(uint localID)
{
if (Scripts.ContainsKey(localID) == false)
return new List<UUID>();
Dictionary<UUID, InstanceData> Obj;
Scripts.TryGetValue(localID, out Obj);
return new List<UUID>(Obj.Keys);
}
public InstanceData GetScript(uint localID, UUID itemID)
{
lock (scriptLock)
{
InstanceData id = null;
if (Scripts.ContainsKey(localID) == false)
return null;
Dictionary<UUID, InstanceData> Obj;
Scripts.TryGetValue(localID, out Obj);
if (Obj==null) return null;
if (Obj.ContainsKey(itemID) == false)
return null;
// Get script
Obj.TryGetValue(itemID, out id);
return id;
}
}
public void SetScript(uint localID, UUID itemID, InstanceData id)
{
lock (scriptLock)
{
// Create object if it doesn't exist
if (Scripts.ContainsKey(localID) == false)
{
Scripts.Add(localID, new Dictionary<UUID, InstanceData>());
}
// Delete script if it exists
Dictionary<UUID, InstanceData> Obj;
Scripts.TryGetValue(localID, out Obj);
if (Obj.ContainsKey(itemID) == true)
Obj.Remove(itemID);
// Add to object
Obj.Add(itemID, id);
}
}
public void RemoveScript(uint localID, UUID itemID)
{
if (localID == 0)
localID = GetLocalID(itemID);
// Don't have that object?
if (Scripts.ContainsKey(localID) == false)
return;
// Delete script if it exists
Dictionary<UUID, InstanceData> Obj;
Scripts.TryGetValue(localID, out Obj);
if (Obj.ContainsKey(itemID) == true)
Obj.Remove(itemID);
}
#endregion
public void ResetScript(uint localID, UUID itemID)
{
InstanceData id = GetScript(localID, itemID);
string script = id.Source;
StopScript(localID, itemID);
SceneObjectPart part = World.GetSceneObjectPart(localID);
part.Inventory.GetInventoryItem(itemID).PermsMask = 0;
part.Inventory.GetInventoryItem(itemID).PermsGranter = UUID.Zero;
StartScript(localID, itemID, script, id.StartParam, false);
}
#region Script serialization/deserialization
public void GetSerializedScript(uint localID, UUID itemID)
{
// Serialize the script and return it
// Should not be a problem
FileStream fs = File.Create("SERIALIZED_SCRIPT_" + itemID);
BinaryFormatter b = new BinaryFormatter();
b.Serialize(fs, GetScript(localID, itemID));
fs.Close();
}
public void PutSerializedScript(uint localID, UUID itemID)
{
// Deserialize the script and inject it into an AppDomain
// How to inject into an AppDomain?
}
#endregion
public DetectParams[] GetDetectParams(InstanceData id)
{
if (detparms.ContainsKey(id))
return detparms[id];
return null;
}
public int GetStartParameter(UUID itemID)
{
uint localID = GetLocalID(itemID);
InstanceData id = GetScript(localID, itemID);
if (id == null)
return 0;
return id.StartParam;
}
public IScriptApi GetApi(UUID itemID, string name)
{
uint localID = GetLocalID(itemID);
InstanceData id = GetScript(localID, itemID);
if (id == null)
return null;
if (id.Apis.ContainsKey(name))
return id.Apis[name];
return null;
}
}
}