Files
opensim/OpenSim/Region/ScriptEngine/DotNetEngine/ScriptEngine.cs
Melanie Thielker 824283ca3c Remove all the subclassing complexity and script server interfaces from
DNE and move all of DNE into the DotNetEngine directory. Remove references
that would cause the script runtime to load the entire engine + scene into
each script appdomain. This might help DNE memory consumption.
2008-09-26 13:16:11 +00:00

307 lines
11 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.Collections.Generic;
using System.Reflection;
using log4net;
using Nini.Config;
using OpenSim.Region.Interfaces;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
using OpenSim.Region.ScriptEngine.Interfaces;
using OpenMetaverse;
using OpenSim.Region.ScriptEngine.Shared;
using OpenSim.Region.ScriptEngine.Common;
namespace OpenSim.Region.ScriptEngine.DotNetEngine
{
[Serializable]
public class ScriptEngine : IRegionModule, IEventReceiver, 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; }
}
public EventManager m_EventManager; // Handles and queues incoming events from OpenSim
public EventQueueManager m_EventQueueManager; // Executes events, handles script threads
public ScriptManager m_ScriptManager; // Load, unload and execute scripts
public AppDomainManager m_AppDomainManager; // Handles loading/unloading of scripts into AppDomains
public static MaintenanceThread m_MaintenanceThread; // Thread that does different kinds of maintenance, for example refreshing config and killing scripts that has been running too long
public IConfigSource ConfigSource;
public IConfig ScriptConfigSource;
private bool m_enabled = false;
public IConfig Config
{
get { return ScriptConfigSource; }
}
/// <summary>
/// How many seconds between re-reading config-file. 0 = never. ScriptEngine will try to adjust to new config changes.
/// </summary>
public int RefreshConfigFileSeconds {
get { return (int)(RefreshConfigFilens / 10000000); }
set { RefreshConfigFilens = value * 10000000; }
}
public long RefreshConfigFilens;
public string ScriptEngineName
{
get { return "ScriptEngine.DotNetEngine"; }
}
public ILog Log
{
get { return m_log; }
}
public ScriptEngine()
{
Common.mySE = this; // For logging, just need any instance, doesn't matter
lock (ScriptEngines)
{
ScriptEngines.Add(this); // Keep a list of ScriptEngines for shared threads to process all instances
}
}
public void Initialise(Scene Sceneworld, IConfigSource config)
{
m_log.Info("[" + ScriptEngineName + "]: ScriptEngine initializing");
ConfigSource = config;
m_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 + "]: InitializeEngine");
// 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 PostInitialise()
{
if (!m_enabled)
return;
m_EventManager.HookUpEvents();
m_ScriptManager.Start();
}
public void Shutdown()
{
// We are shutting down
lock (ScriptEngines)
{
ScriptEngines.Remove(this);
}
}
public void ReadConfig()
{
#if DEBUG
//m_log.Debug("[" + ScriptEngineName + "]: Refreshing configuration for all modules");
#endif
RefreshConfigFileSeconds = ScriptConfigSource.GetInt("RefreshConfig", 30);
// Create a new object (probably not necessary?)
// ScriptConfigSource = ConfigSource.Configs[ScriptEngineName];
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 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 DetectParams GetDetectParams(UUID itemID, int number)
{
uint localID = m_ScriptManager.GetLocalID(itemID);
if (localID == 0)
return null;
IScript Script = m_ScriptManager.GetScript(localID, itemID);
if (Script == null)
return null;
DetectParams[] det = m_ScriptManager.GetDetectParams(Script);
if (number < 0 || number >= det.Length)
return null;
return det[number];
}
public int GetStartParameter(UUID itemID)
{
return 0;
}
#endregion
public void SetState(UUID itemID, string state)
{
uint localID = m_ScriptManager.GetLocalID(itemID);
if (localID == 0)
return;
IScript Script = m_ScriptManager.GetScript(localID, itemID);
if (Script == null)
return;
string currentState = Script.State;
if (currentState != state)
{
try
{
m_EventManager.state_exit(localID);
}
catch (AppDomainUnloadedException)
{
Console.WriteLine("[SCRIPT]: state change called when script was unloaded. Nothing to worry about, but noting the occurance");
}
Script.State = state;
try
{
int eventFlags = m_ScriptManager.GetStateEventFlags(localID, itemID);
SceneObjectPart part = m_Scene.GetSceneObjectPart(itemID);
if (part != null)
part.SetScriptEvents(itemID, eventFlags);
m_EventManager.state_entry(localID);
}
catch (AppDomainUnloadedException)
{
Console.WriteLine("[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;
IScript script = m_ScriptManager.GetScript(localID, itemID);
if (script == null)
return false;
return script.Exec.Running?true:false;
}
public void SetScriptState(UUID itemID, bool state)
{
uint localID = m_ScriptManager.GetLocalID(itemID);
if (localID == 0)
return;
IScript script = m_ScriptManager.GetScript(localID, itemID);
if (script == null)
return;
script.Exec.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);
}
}
}