Files
opensim/OpenSim/Region/ScriptEngine/DotNetEngine/Compiler/LSL/Compiler.cs
Tedd Hansen bacbade369 Major reorganizing of DotNetEngine. Moved common script engine parts to ScriptEngine.Common, only .Net-specific code in DotNetEngine. AppDomains, event handling, event execution queue and multithreading, script load/unload queue, etc has been moved to ScriptEngine.Common.
Loads of things has been put into interfaces instead of the specific class.
We are now one step closer to ScriptServer, and its very easy to implement new script languages. Just a few lines required to make them a OpenSim script module with all its glory.
2008-01-12 14:30:22 +00:00

160 lines
6.7 KiB
C#

/*
* 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 OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS AS IS AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
using System;
using System.CodeDom.Compiler;
using System.IO;
using System.Reflection;
using Microsoft.CSharp;
namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL
{
public class Compiler
{
// * Uses "LSL2Converter" to convert LSL to C# if necessary.
// * Compiles C#-code into an assembly
// * Returns assembly name ready for AppDomain load.
//
// Assembly is compiled using LSL_BaseClass as base. Look at debug C# code file created when LSL script is compiled for full details.
//
private LSL2CSConverter LSL_Converter = new LSL2CSConverter();
private CSharpCodeProvider codeProvider = new CSharpCodeProvider();
private static UInt64 scriptCompileCounter = 0;
private static int instanceID = new Random().Next(0, int.MaxValue);
// Implemented due to peer preassure --- will cause garbage in ScriptEngines folder ;)
//private ICodeCompiler icc = codeProvider.CreateCompiler();
public string CompileFromFile(string LSOFileName)
{
switch (Path.GetExtension(LSOFileName).ToLower())
{
case ".txt":
case ".lsl":
Common.ScriptEngineBase.Common.SendToDebug("Source code is LSL, converting to CS");
return CompileFromLSLText(File.ReadAllText(LSOFileName));
case ".cs":
Common.ScriptEngineBase.Common.SendToDebug("Source code is CS");
return CompileFromCSText(File.ReadAllText(LSOFileName));
default:
throw new Exception("Unknown script type.");
}
}
/// <summary>
/// Converts script from LSL to CS and calls CompileFromCSText
/// </summary>
/// <param name="Script">LSL script</param>
/// <returns>Filename to .dll assembly</returns>
public string CompileFromLSLText(string Script)
{
if (Script.Substring(0, 4).ToLower() == "//c#")
{
return CompileFromCSText(Script);
}
else
{
return CompileFromCSText(LSL_Converter.Convert(Script));
}
}
/// <summary>
/// Compile CS script to .Net assembly (.dll)
/// </summary>
/// <param name="Script">CS script</param>
/// <returns>Filename to .dll assembly</returns>
public string CompileFromCSText(string Script)
{
// Output assembly name
scriptCompileCounter++;
string OutFile =
Path.Combine("ScriptEngines",
"DotNetScript_" + instanceID.ToString() + "_" + scriptCompileCounter.ToString() + ".dll");
try
{
File.Delete(OutFile);
}
catch (Exception e)
{
Console.WriteLine("Exception attempting to delete old compiled script: " + e.ToString());
}
//string OutFile = Path.Combine("ScriptEngines", "SecondLife.Script.dll");
// DEBUG - write source to disk
try
{
File.WriteAllText(
Path.Combine("ScriptEngines", "debug_" + Path.GetFileNameWithoutExtension(OutFile) + ".cs"), Script);
}
catch
{
}
// Do actual compile
CompilerParameters parameters = new CompilerParameters();
parameters.IncludeDebugInformation = true;
// Add all available assemblies
foreach (Assembly asm in AppDomain.CurrentDomain.GetAssemblies())
{
//Console.WriteLine("Adding assembly: " + asm.Location);
//parameters.ReferencedAssemblies.Add(asm.Location);
}
string rootPath = Path.GetDirectoryName(AppDomain.CurrentDomain.BaseDirectory);
string rootPathSE = Path.GetDirectoryName(GetType().Assembly.Location);
//Console.WriteLine("Assembly location: " + rootPath);
parameters.ReferencedAssemblies.Add(Path.Combine(rootPath, "OpenSim.Region.ScriptEngine.Common.dll"));
parameters.ReferencedAssemblies.Add(Path.Combine(rootPathSE, "OpenSim.Region.ScriptEngine.DotNetEngine.dll"));
//parameters.ReferencedAssemblies.Add("OpenSim.Region.Environment");
parameters.GenerateExecutable = false;
parameters.OutputAssembly = OutFile;
parameters.IncludeDebugInformation = false;
CompilerResults results = codeProvider.CompileAssemblyFromSource(parameters, Script);
// Go through errors
// TODO: Return errors to user somehow
if (results.Errors.Count > 0)
{
string errtext = "";
foreach (CompilerError CompErr in results.Errors)
{
errtext += "Line number " + (CompErr.Line - 1) +
", Error Number: " + CompErr.ErrorNumber +
", '" + CompErr.ErrorText + "'\r\n";
}
throw new Exception(errtext);
}
return OutFile;
}
}
}